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Balanced Units - Balanced Units
Balanced Units is a balance mini-mod that fixes serious creature balance errors that lead to an absolute lack of choice between one upgrade or another. Differences from other balance mods:
1) absence of penny-ante tweaks, only significant and fundamental changes in pairs where there are obvious imbalances; the goal is practical alignment of upgrades, not ideal
2) absence of controversial or voluminous complex changes; the goal is balance via minimal, pinpoint edits
3) absence of radical creature redesigns and other creativity adding new abilities (with the exception of rakshasas with agility), only balance tweaks.
Download Balanced Units
HUMANS
1. Crossbowmen: armor-piercing radius = 4 hexes (was 3)
2. Marksmen: damage 2-6 (was 2-8)
MAGICIANS
3. Rakshasa Rajas: initiative 10 (was 8), +agility
ELVES
4. Death Dancers: damage 4-6 (was 3-5), 100% dance (was 50%)
5. Bowmasters: initiative 11 (was 10)
6. Forest Rangers: damage 6-6 (was 8-9)
DWARVES
7. Mountain Guards: damage 2-2 (was 1-2)
8. Berserkers: health 30 (was 25)
9. Arcat's Dragons: liquid flame damage 20 (was 10)
DEMONS
10. Fire Demons: health 16 (was 13), explosion 3 times stronger
11. Demonesses: damage 9-13 (was 6-13)
12. Hell Horses: aura damage 7 (was 10)
UNDEAD
13. Higher Vampires: damage 9-13 (was 7-11), Vampire Lords: stun chance reduced by approximately half (factor 1 instead of 3)
DARK ELVES
14. Stalkers, Night Mistresses: invisibility 2 rounds (instead of 3)
15. Nimble Riders: 100% drive-by attack (was 25%)
16. Shadow Mistresses: damage 20-30 (was 17-27)
17. Red Dragons: 200% burn (was 150%)
ORCS
18. Nomad Centaurs: damage 4-6 (was 3-6), initiative 11 (was 10)
19. Orc Warriors: health 14 (was 12)
20. Daughters of the Sky: mana 16 (was 12)
NEUTRALS
21. Wolves: Power doubled (guard strength reduced)
BUILDINGS
22. Dragon Cemetery, Dragon Tomb: 10 mercury each (instead of 20 and 15), Dragon Gravestone: 5 mercury (instead of 10).







Explanations of reasons:
Crossbowmen: 4/4, 2-8, 10, s4, i8; shooting, armor-piercing shot
Marksmen: 5/4, 2-8, 10, s4, i8; shooting, penalty-free shooting
In terms of stats, the advantage of marksmen is minimal (+1 attack), however, penalty-free shooting is significantly stronger than armor-piercing shot. The most balanced move is to strengthen crossbowmen (most conveniently via ability) while simultaneously weakening marksmen. Crossbowmen cannot be strengthened in damage because they are already incredibly strong at piercing large melee units, and increasing the armor-piercing radius is primarily aimed at keeping them relevant in the endgame.
Rakshasa Rajas: 25/20, 23-30, 140, s6, i8; charge, no retaliation
Rakshasa Kshatriyas: 27/20, 25-35, 135, s7, i8; charge, whirlwind
In terms of stats, kshatriyas deal 20% more damage and have +1 speed, but 3% less health. This can be compensated by increasing the rajas' initiative by 25%. Regarding abilities, whirlwind significantly surpasses no retaliation because it allows for multiplying dealt damage several times (attack on multiple targets), while no retaliation is far more situational; a similar effect can be achieved simply by focusing attacks. It would be logical to compensate via defense, but adding agility increases defense in a more interesting way, giving rajas special rush-resistance, but only until charge is applied (during charge, rakshasas stay put and the agility bonus disappears).
Death Dancers: 5/3, 3-5, 12, s6, i15; battle dance
Wind Dancers: 6/6, 4-6, 12, s7, i15; agility
In terms of stats, wind dancers deal 25% more damage and have 10% more survivability (due to defense), as well as +1 speed, while abilities are roughly equal (50% dance vs agility). The gap in stats is very large; simply strengthening the dance to 100% damage is clearly not enough; compensation requires increasing damage. Speed cannot be increased because it would create too strong a unit for rushing (under the "Speed Aura" perk), and health or defense should also not be increased as this is not a defensive upgrade.
Bowmasters: 5/4, 5-8, 14, s5, i10; shooting, double shot, stopping arrows
Forest Rangers: 6/5, 8-9, 14, s5, i11; shooting, penalty-free shooting, enhanced arrow
In terms of stats, rangers deal 35% more damage and have 10% higher initiative. Regarding abilities, penalty-free shooting is inferior to double shot, however, the enhanced arrow surpasses stopping arrows due to ignoring 50% defense, which also works in melee; overall, rangers are slightly stronger in abilities and significantly superior in stats. Initiative and damage must be leveled. Since bowmasters are already excessively strong, they should not be strengthened significantly, limiting it to only +1 initiative.
Warriors: 1/5, 1-2, 12, s4, i9; big shield, rage, armor, shield wall
Mountain Guards: 2/6, 1-2, 12, s4, i8; big shield, rage, armor, defensive position, no step back
In terms of stats, the upgrades are roughly equal, but in abilities, warriors are significantly stronger because shield wall can reduce enemy damage several times. The guards' defensive position is hard to apply as it requires specific strategies like Armageddon, and at the same time, they cannot be strengthened too much (the strategy of playing via Armageddon for dwarves is already strong). Therefore, it is necessary to strengthen guards in stats as a combat unit. And if warriors are focused on high survivability, it is logical to raise damage for the guards.
Berserkers: 7/7, 3-8, 25, s5, i12; berserker rage
Arcat's Warriors: 7/7, 3-7, 30, s5, i11; battle rage, stun, giant slayer
In terms of stats, berserkers have 10% more damage and initiative, but 20% less health. However, berserker rage is significantly inferior to the combination of Arcat's warriors' abilities. Compensation in stats is necessary. Berserkers' damage cannot be raised because it already becomes high when berserker rage activates; for the same reason, attack or defense (which converts to attack) cannot be raised. The only option is to level the upgrades by health.
Lava Dragons: 30/40, 40-50, 280, s5, i9; large size, dragon breath, lava shield
Magmatic Dragons: 30/35, 44-55, 275, s5, i9; large size, liquid flame
In terms of stats, lava dragons have 20% more survivability but 10% less damage. Regarding abilities, liquid flame is an enhanced version of dragon breath, however, the trail does not deal such significant damage. At the same time, lava shield is quite strong. Magmatic dragons lose both in abilities and stats. It is logical to strengthen liquid flame, as it was obviously intended to be stronger than lava shield.
Fire Demons: 3/4, 1-4, 13, s5, i8; rage, explosion
Greater Demons: 3/1, 1-4, 13, s4, i9; rage, jump
In terms of stats, fire demons have 10% more survivability and speed is higher by 1, however, initiative is 11% lower. Regarding abilities, explosion only causes laughter, while jump is very serious, allowing both speed and damage to be nearly doubled. To make the explosion relevant, a significant strengthening is necessary; it must deal significantly more damage than a direct attack from place, otherwise it poses no serious danger to the opponent. But this is still not enough to compensate for the powerful jump, as explosion is applicable only in limited cases. It needs compensation via stats, specifically survivability.
Demonesses: 6/6, 6-13, 30, s4, i10; shooting, return fire, chain shot
Temptresses: 6/6, 6-13, 32, s4, i9; shooting, return fire, seduce
In terms of stats, temptresses have almost 10% more health but 10% less initiative, which is a big minus for shooters. Regarding abilities, chain shot is strong, but incomparable to seduction, as it is essentially an enhanced version of subjugation—the strongest spell in the game—and it is not penalized by initiative. The fact that temptresses skip turns themselves is unimportant since their main weapon has already been activated. Compensation for demonesses via damage or lowering initiative for temptresses is necessary.
Nightmares: 18/18, 8-16, 66, s8, i16; large size, fear attack, aura of terror
Hell Horses: 18/17, 10-17, 66, s8, i15; large size, fear attack, withering aura
In terms of stats, the upgrades are roughly equal; nightmares' slight superiority in initiative and defense is compensated by lower damage. But abilities are not equal: withering aura is too strong, often dealing damage higher than the horses' direct attack. Moreover, it is area-of-effect, requires no activation, and always works. It definitely needs to be weakened.
Higher Vampires: 9/9, 7-11, 35, s7, i11; flight, vampirism, no retaliation
Vampire Lords: 9/9, 5-13, 40, s8, i11; flight, vampirism, stun
In terms of stats, lords are 14% stronger in health and speed. Stun is an absolute imbalance compared to mediocre no retaliation; with the current trigger factor, the chance for stun is very high, around 70% with equal units. It is necessary to weaken stun to 30%; it is a very strong ability that should not work too often. Nevertheless, higher vampires still lose in stats, so it is logical to compensate the gap via damage.
Dark Riders: 10/9, 7-14, 60, s8, i11; large size, lizard bite, charge strike
Nimble Riders: 12/9, 7-12, 60, s8, i12; large size, lizard bite, drive-by attack
In terms of stats, nimble riders have initiative 9% higher, however their "drive-by attack" ability is hardly relevant at 25% damage, unlike charge strike, which often ignores 100% defense. Strengthening the drive-by attack to 100% damage is necessary, as it was intended that this ability should be almost as strong as charge strike.
Twilight Witches: 20/20, 17-27, 90, s4, i10; caster, whip strike, shooting
Shadow Mistresses: 20/20, 20-30, 100, s5, i11; caster, whip strike, invisibility
The primary function of both units is casting; they have identical spells, but mistresses have 10% more initiative and 10% more survivability. Thus, in this role, they are definitely stronger. The secondary function is a combat unit—invisible melee fighters with increased speed, initiative, and damage against shooters (with a penalty in close combat). It is necessary to ensure the superiority of twilight witches in this role, and since they are shooters, it is logical to raise their damage.
Black Dragons: 30/30, 45-70, 240, s9, i10; large size, flight, dragon breath, magic immunity
Red Dragons: 30/30, 45-60, 235, s9, i11; large size, flight, dragon breath, burn
In terms of stats, red dragons are 10% inferior in damage and 2% in health, but superior by 10% in initiative, thus roughly equal. However, the burn ability is quite situational and not strong enough, increasing damage from place only to 150%. In contrast to anti-magic, which is strong in almost all endgames and when piercing casters. Burn must be strengthened for compensation. Actually, one could have made damage and health like Black Dragons; it's highly doubtful they were intended to be lower. However, that would be an extra change and not as fundamental a point as the enhanced ability. Within the framework of minimalism, this is not mandatory.
Nomad Centaurs: 4/2, 3-6, 9, s5, i10; large size, shooting, maneuver
Battle Centaurs: 4/4, 3-5, 10, s6, i10; large size, shooting, penalty-free melee
In terms of stats, nomad centaurs' damage is 10% higher, but survivability is 10% lower. However, battle centaurs have the quite useful ability to have no penalties in close combat. At the same time, the maneuver of nomad centaurs often works against them if they run into the center of the field and expose themselves to enemy attacks. It is logical to compensate for the weakness in melee with stats, increasing damage and initiative for nomad centaurs (initiative as per non-upgrade).
Orc Warriors: 6/4, 4-6, 12, s5, i11; rage, assault
Warmongers: 4/6, 3-5, 20, s4, i9; rage, fierce retribution, bully
In terms of stats, warriors' damage is 30% higher, speed 25% higher, and initiative 22% higher, but warmongers' survivability is 80% greater, which compensates. Warmongers' abilities are slightly stronger; they are a sturdy and reliable unit. Warriors, however, are extremely vulnerable; it is logical to raise their health slightly, compensating for the gap in abilities.
Daughters of the Sky: 7/9, 6-9, 35, s4, i12; caster (12 mana), sacrifice
Daughters of the Earth: 10/7, 7-11, 35, s5, i12; caster (8 mana), sacrifice, spell strike, swift attack
It is pointless to compare daughters' stats because in close combat, due to spell strike alone, daughters of the earth significantly surpass daughters of the sky. In the role of casters, daughters of the sky do not have enough advantages: 3 casts vs 2 is not something that can provide a fundamental win. Yes, they have chain lightning, but it costs 16 mana and requires using sacrifice on the first turn, which is quite costly, and neutrals cannot do this at all for lack of goblins. It is logical to give daughters of the sky the ability to cast chain lightning immediately; this immediately opens up many options for their use.
Balanced Units is a balance mini-mod that fixes serious creature balance errors that lead to an absolute lack of choice between one upgrade or another. Differences from other balance mods:
1) absence of penny-ante tweaks, only significant and fundamental changes in pairs where there are obvious imbalances; the goal is practical alignment of upgrades, not ideal
2) absence of controversial or voluminous complex changes; the goal is balance via minimal, pinpoint edits
3) absence of radical creature redesigns and other creativity adding new abilities (with the exception of rakshasas with agility), only balance tweaks.
Download Balanced Units
HUMANS
1. Crossbowmen: armor-piercing radius = 4 hexes (was 3)
2. Marksmen: damage 2-6 (was 2-8)
MAGICIANS
3. Rakshasa Rajas: initiative 10 (was 8), +agility
ELVES
4. Death Dancers: damage 4-6 (was 3-5), 100% dance (was 50%)
5. Bowmasters: initiative 11 (was 10)
6. Forest Rangers: damage 6-6 (was 8-9)
DWARVES
7. Mountain Guards: damage 2-2 (was 1-2)
8. Berserkers: health 30 (was 25)
9. Arcat's Dragons: liquid flame damage 20 (was 10)
DEMONS
10. Fire Demons: health 16 (was 13), explosion 3 times stronger
11. Demonesses: damage 9-13 (was 6-13)
12. Hell Horses: aura damage 7 (was 10)
UNDEAD
13. Higher Vampires: damage 9-13 (was 7-11), Vampire Lords: stun chance reduced by approximately half (factor 1 instead of 3)
DARK ELVES
14. Stalkers, Night Mistresses: invisibility 2 rounds (instead of 3)
15. Nimble Riders: 100% drive-by attack (was 25%)
16. Shadow Mistresses: damage 20-30 (was 17-27)
17. Red Dragons: 200% burn (was 150%)
ORCS
18. Nomad Centaurs: damage 4-6 (was 3-6), initiative 11 (was 10)
19. Orc Warriors: health 14 (was 12)
20. Daughters of the Sky: mana 16 (was 12)
NEUTRALS
21. Wolves: Power doubled (guard strength reduced)
BUILDINGS
22. Dragon Cemetery, Dragon Tomb: 10 mercury each (instead of 20 and 15), Dragon Gravestone: 5 mercury (instead of 10).







Explanations of reasons:
1. Crossbowmen: armor-piercing radius = 4 hexes (was 3)Original:
2. Marksmen: damage 2-6 (was 2-8)
Crossbowmen: 4/4, 2-8, 10, s4, i8; shooting, armor-piercing shot
Marksmen: 5/4, 2-8, 10, s4, i8; shooting, penalty-free shooting
In terms of stats, the advantage of marksmen is minimal (+1 attack), however, penalty-free shooting is significantly stronger than armor-piercing shot. The most balanced move is to strengthen crossbowmen (most conveniently via ability) while simultaneously weakening marksmen. Crossbowmen cannot be strengthened in damage because they are already incredibly strong at piercing large melee units, and increasing the armor-piercing radius is primarily aimed at keeping them relevant in the endgame.
3. Rakshasa Rajas: initiative 10 (was 8), +agilityOriginal:
Rakshasa Rajas: 25/20, 23-30, 140, s6, i8; charge, no retaliation
Rakshasa Kshatriyas: 27/20, 25-35, 135, s7, i8; charge, whirlwind
In terms of stats, kshatriyas deal 20% more damage and have +1 speed, but 3% less health. This can be compensated by increasing the rajas' initiative by 25%. Regarding abilities, whirlwind significantly surpasses no retaliation because it allows for multiplying dealt damage several times (attack on multiple targets), while no retaliation is far more situational; a similar effect can be achieved simply by focusing attacks. It would be logical to compensate via defense, but adding agility increases defense in a more interesting way, giving rajas special rush-resistance, but only until charge is applied (during charge, rakshasas stay put and the agility bonus disappears).
4. Death Dancers: damage 4-6 (was 3-5), 100% dance (was 50%)Original:
Death Dancers: 5/3, 3-5, 12, s6, i15; battle dance
Wind Dancers: 6/6, 4-6, 12, s7, i15; agility
In terms of stats, wind dancers deal 25% more damage and have 10% more survivability (due to defense), as well as +1 speed, while abilities are roughly equal (50% dance vs agility). The gap in stats is very large; simply strengthening the dance to 100% damage is clearly not enough; compensation requires increasing damage. Speed cannot be increased because it would create too strong a unit for rushing (under the "Speed Aura" perk), and health or defense should also not be increased as this is not a defensive upgrade.
5. Bowmasters: initiative 11 (was 10)Original:
6. Forest Rangers: damage 6-6 (was 8-9)
Bowmasters: 5/4, 5-8, 14, s5, i10; shooting, double shot, stopping arrows
Forest Rangers: 6/5, 8-9, 14, s5, i11; shooting, penalty-free shooting, enhanced arrow
In terms of stats, rangers deal 35% more damage and have 10% higher initiative. Regarding abilities, penalty-free shooting is inferior to double shot, however, the enhanced arrow surpasses stopping arrows due to ignoring 50% defense, which also works in melee; overall, rangers are slightly stronger in abilities and significantly superior in stats. Initiative and damage must be leveled. Since bowmasters are already excessively strong, they should not be strengthened significantly, limiting it to only +1 initiative.
7. Mountain Guards: damage 2-2 (was 1-2)Original:
Warriors: 1/5, 1-2, 12, s4, i9; big shield, rage, armor, shield wall
Mountain Guards: 2/6, 1-2, 12, s4, i8; big shield, rage, armor, defensive position, no step back
In terms of stats, the upgrades are roughly equal, but in abilities, warriors are significantly stronger because shield wall can reduce enemy damage several times. The guards' defensive position is hard to apply as it requires specific strategies like Armageddon, and at the same time, they cannot be strengthened too much (the strategy of playing via Armageddon for dwarves is already strong). Therefore, it is necessary to strengthen guards in stats as a combat unit. And if warriors are focused on high survivability, it is logical to raise damage for the guards.
8. Berserkers: health 30 (was 25)Original:
Berserkers: 7/7, 3-8, 25, s5, i12; berserker rage
Arcat's Warriors: 7/7, 3-7, 30, s5, i11; battle rage, stun, giant slayer
In terms of stats, berserkers have 10% more damage and initiative, but 20% less health. However, berserker rage is significantly inferior to the combination of Arcat's warriors' abilities. Compensation in stats is necessary. Berserkers' damage cannot be raised because it already becomes high when berserker rage activates; for the same reason, attack or defense (which converts to attack) cannot be raised. The only option is to level the upgrades by health.
9. Arcat's Dragons: liquid flame damage 20 (was 10)Original:
Lava Dragons: 30/40, 40-50, 280, s5, i9; large size, dragon breath, lava shield
Magmatic Dragons: 30/35, 44-55, 275, s5, i9; large size, liquid flame
In terms of stats, lava dragons have 20% more survivability but 10% less damage. Regarding abilities, liquid flame is an enhanced version of dragon breath, however, the trail does not deal such significant damage. At the same time, lava shield is quite strong. Magmatic dragons lose both in abilities and stats. It is logical to strengthen liquid flame, as it was obviously intended to be stronger than lava shield.
10. Fire Demons: health 16 (was 13), explosion 3 times strongerOriginal:
Fire Demons: 3/4, 1-4, 13, s5, i8; rage, explosion
Greater Demons: 3/1, 1-4, 13, s4, i9; rage, jump
In terms of stats, fire demons have 10% more survivability and speed is higher by 1, however, initiative is 11% lower. Regarding abilities, explosion only causes laughter, while jump is very serious, allowing both speed and damage to be nearly doubled. To make the explosion relevant, a significant strengthening is necessary; it must deal significantly more damage than a direct attack from place, otherwise it poses no serious danger to the opponent. But this is still not enough to compensate for the powerful jump, as explosion is applicable only in limited cases. It needs compensation via stats, specifically survivability.
11. Demonesses: damage 9-13 (was 6-13)Original:
Demonesses: 6/6, 6-13, 30, s4, i10; shooting, return fire, chain shot
Temptresses: 6/6, 6-13, 32, s4, i9; shooting, return fire, seduce
In terms of stats, temptresses have almost 10% more health but 10% less initiative, which is a big minus for shooters. Regarding abilities, chain shot is strong, but incomparable to seduction, as it is essentially an enhanced version of subjugation—the strongest spell in the game—and it is not penalized by initiative. The fact that temptresses skip turns themselves is unimportant since their main weapon has already been activated. Compensation for demonesses via damage or lowering initiative for temptresses is necessary.
12. Hell Horses: aura damage 7 (was 10)Original:
Nightmares: 18/18, 8-16, 66, s8, i16; large size, fear attack, aura of terror
Hell Horses: 18/17, 10-17, 66, s8, i15; large size, fear attack, withering aura
In terms of stats, the upgrades are roughly equal; nightmares' slight superiority in initiative and defense is compensated by lower damage. But abilities are not equal: withering aura is too strong, often dealing damage higher than the horses' direct attack. Moreover, it is area-of-effect, requires no activation, and always works. It definitely needs to be weakened.
13. Higher Vampires: damage 9-13 (was 7-11), Vampire Lords: stun chance reduced by approximately half (factor 1 instead of 3)Original:
Higher Vampires: 9/9, 7-11, 35, s7, i11; flight, vampirism, no retaliation
Vampire Lords: 9/9, 5-13, 40, s8, i11; flight, vampirism, stun
In terms of stats, lords are 14% stronger in health and speed. Stun is an absolute imbalance compared to mediocre no retaliation; with the current trigger factor, the chance for stun is very high, around 70% with equal units. It is necessary to weaken stun to 30%; it is a very strong ability that should not work too often. Nevertheless, higher vampires still lose in stats, so it is logical to compensate the gap via damage.
14. Stalkers, Night Mistresses: invisibility 2 rounds (instead of 3)Reducing the duration of invisibility is necessary to weaken the Warlock, who is extremely imbalanced in piercing by using these creatures' invisibility. Since while creatures are invisible they are invulnerable, and the hero can calmly cast their powerful spells.
15. Nimble Riders: 100% drive-by attack (was 25%)Original:
Dark Riders: 10/9, 7-14, 60, s8, i11; large size, lizard bite, charge strike
Nimble Riders: 12/9, 7-12, 60, s8, i12; large size, lizard bite, drive-by attack
In terms of stats, nimble riders have initiative 9% higher, however their "drive-by attack" ability is hardly relevant at 25% damage, unlike charge strike, which often ignores 100% defense. Strengthening the drive-by attack to 100% damage is necessary, as it was intended that this ability should be almost as strong as charge strike.
16. Shadow Mistresses: damage 20-30 (was 17-27)Original:
Twilight Witches: 20/20, 17-27, 90, s4, i10; caster, whip strike, shooting
Shadow Mistresses: 20/20, 20-30, 100, s5, i11; caster, whip strike, invisibility
The primary function of both units is casting; they have identical spells, but mistresses have 10% more initiative and 10% more survivability. Thus, in this role, they are definitely stronger. The secondary function is a combat unit—invisible melee fighters with increased speed, initiative, and damage against shooters (with a penalty in close combat). It is necessary to ensure the superiority of twilight witches in this role, and since they are shooters, it is logical to raise their damage.
17. Red Dragons: 200% burn (was 150%)Original:
Black Dragons: 30/30, 45-70, 240, s9, i10; large size, flight, dragon breath, magic immunity
Red Dragons: 30/30, 45-60, 235, s9, i11; large size, flight, dragon breath, burn
In terms of stats, red dragons are 10% inferior in damage and 2% in health, but superior by 10% in initiative, thus roughly equal. However, the burn ability is quite situational and not strong enough, increasing damage from place only to 150%. In contrast to anti-magic, which is strong in almost all endgames and when piercing casters. Burn must be strengthened for compensation. Actually, one could have made damage and health like Black Dragons; it's highly doubtful they were intended to be lower. However, that would be an extra change and not as fundamental a point as the enhanced ability. Within the framework of minimalism, this is not mandatory.
18. Nomad Centaurs: damage 4-6 (was 3-6), initiative 11 (was 10)Original:
Nomad Centaurs: 4/2, 3-6, 9, s5, i10; large size, shooting, maneuver
Battle Centaurs: 4/4, 3-5, 10, s6, i10; large size, shooting, penalty-free melee
In terms of stats, nomad centaurs' damage is 10% higher, but survivability is 10% lower. However, battle centaurs have the quite useful ability to have no penalties in close combat. At the same time, the maneuver of nomad centaurs often works against them if they run into the center of the field and expose themselves to enemy attacks. It is logical to compensate for the weakness in melee with stats, increasing damage and initiative for nomad centaurs (initiative as per non-upgrade).
19. Orc Warriors: health 14 (was 12)Original:
Orc Warriors: 6/4, 4-6, 12, s5, i11; rage, assault
Warmongers: 4/6, 3-5, 20, s4, i9; rage, fierce retribution, bully
In terms of stats, warriors' damage is 30% higher, speed 25% higher, and initiative 22% higher, but warmongers' survivability is 80% greater, which compensates. Warmongers' abilities are slightly stronger; they are a sturdy and reliable unit. Warriors, however, are extremely vulnerable; it is logical to raise their health slightly, compensating for the gap in abilities.
20. Daughters of the Sky: mana 16 (was 12)Original:
Daughters of the Sky: 7/9, 6-9, 35, s4, i12; caster (12 mana), sacrifice
Daughters of the Earth: 10/7, 7-11, 35, s5, i12; caster (8 mana), sacrifice, spell strike, swift attack
It is pointless to compare daughters' stats because in close combat, due to spell strike alone, daughters of the earth significantly surpass daughters of the sky. In the role of casters, daughters of the sky do not have enough advantages: 3 casts vs 2 is not something that can provide a fundamental win. Yes, they have chain lightning, but it costs 16 mana and requires using sacrifice on the first turn, which is quite costly, and neutrals cannot do this at all for lack of goblins. It is logical to give daughters of the sky the ability to cast chain lightning immediately; this immediately opens up many options for their use.
21. Wolves: Power doubled (guard strength reduced)The Power stat, according to which guard numbers are generated, is inadequate for the real strength of many creatures. But in the case of wolves, this is felt especially strongly because howl is extremely strong and dangerous but not considered when calculating Power. Howl effectively means that there could be twice as many wolves, and thanks to pack hunting, this numerical superiority is felt from the very first attack.
22. Dragon Cemetery, Dragon Tomb: 10 mercury each (instead of 20 and 15), Dragon Gravestone: 5 mercury (instead of 10).The weakest level 7 creatures with the most expensive build-up, considering Necropolis's record need for mercury. To make it worthwhile even trying to build them, they must be made more accessible by significantly reducing all mercury prices.