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Well, since we're on the topic, I'd like you to evaluate my idea:
1. Elves
1. Fairies - both upgrades have a symbiotic relationship, but since Dryads cast spells, let them be weaker than Nymphs.
2. Dancers - all have agility; the one with "death" has combat skills, and the one with "wind" prevents the enemy from retaliating (it's still weaker than, for example, a Mig).
3. Elven Archers (not an upgrade) - remove the second shot, but increase health to 16 (the same as the upgraded version).
4. Give Elder Druids the Lightning spell, and as an option, swap Druids and Unicorns, naturally also playing with growth, parameters, and cost (after all, a powerful mage or a horse with a horn:smile52: - I think the former is more impressive).
5. Everything is fine, except perhaps giving Light Unicorns an aura (but then the Light one would clearly be better than the Combat one - all the same + Child of Light, but we can play with the probability of deflection, i.e., the Combat one has a higher probability than the other two - for example, 15% for the unupgraded and Light ones, and 30% for the Combat one, or you can improvise).
6. Give them immunity to Mind Magic.
7. Remove the acid breath from the Green Dragon, but let all three have immunity to Earth magic (you can give the upgraded versions +20 health).
2. Dark Elves
Up to level 3, everything is fine, but there's a gap from level 4 to level 6:
- Level 6 - Manticore
- Level 5 - Witch
- Level 4 - Hydra or Rider
And yes, about the dragons - since we worship the Dragon of Darkness, Malassa, her offspring should have immunity to Dark Magic, and replace the Summoning spell in the Magic Guild with Dark Magic for the same reason.
3. Necromancer
Lich - let all three have Curse and Cloud on shot, all upgraded ones have Weakness, Archliches have + Plague, and Higher ones have + Raise Dead.
Level 6 - Dark Champions, and for level 7 - well, think about it, Necromancers are about death, and death is associated with a scythe, i.e., Reaper.
4. Inferno
- Remove Demons
- Lower Cerberuses, Succubi, and Steeds by one level
- Put Ifrits on the empty level 5
5. Barbarian
Starting from level 3 and ending with level 5, lower the creatures by one level, thereby raising Centaurs from level 2 to level 5.
6. Dwarves
CHEAT - you can take three of the strongest units (levels 5-7) and bombard with Armageddon - this hasn't happened in any of the previous games. Suggestion: replace the Fire Immunity of all level 5 units and Jarls with 50% Fire Resistance. And replace Light Magic with Summoning Magic in the guild, because what's the point of leveling up an entire school, taking up a valuable slot in skills, and not being able to learn spells other than Celestial Shield - they'll give it to you if you level up to Absolute Protection.