Auto-translated
Troops:
1. The maximum army for the starting Sorceress hero is 20 butterflies and 4 woodcutters.
2. The maximum army for the starting Wizard hero is 10 centaurs and 4 gargoyles.
Regarding butterflies and dwarves – if you show me a save file, I might change my mind, but as for gargoyles, I'm 100% sure that in all my hero experience in Heroes 1, I've never seen a starting hero with 5 gargoyles.
Magic:
Curse – doesn't grant +3 defense; instead, it deals damage equal to the minimum.
Antimagic – protects against all magic (both good and bad), similar to the Dragon specialization.
Teleport – a poor example with 2 squares (teleport doesn't affect dragons; let's use a hydra instead, as it often has to do this).
Berserk – in my opinion, this magic lasts until either the "berserked" stack attacks someone or the duration of the magic ends (the caster's magic power). Let me explain: there have been instances where a moving unit, "berserked," chased a "flying" unit across the map, even though a Tower was constantly shooting at it and the hero's lightning was striking it (the berserk effect didn't disappear). As a result, 1 gargoyle (while defending a castle) could defeat, for example, n cyclops.
Haste – grants an unequal number of movement squares. After casting this spell, the monster on which it was cast will move next, regardless of its "native" speed or the speed of the enemy monsters. I can't say the exact number of squares, but the fact is that any monster under the effect of "Haste" can reach an enemy directly opposite it, and consequently, the neighbors (occupying 2 squares).
Artifacts:
Medal of "Phizbin" – reduces the owner's morale (not luck) by -2 and seems to have the property of "not being transferable" to friendly heroes – it can only be obtained from an enemy, as a reward for defeating them.
And in general, there is no negative luck in Heroes 1.
P.S. Almost all of this information is based on personal observations.