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Armageddon's Blade! This mod for Heroes 5 expands the amount of content in the game and the variety of gameplay.
Brief description:
10 new classes
A huge number of changes to the skill wheel and its expansion (many restrictions removed, and some racial abilities moved to general access)
80 new heroes
67 new artifacts
59 new creatures
40 new duel heroes
41 new duel arenas
12 new center perks
The mechanic of third-tier creature upgrades (1) unupgraded -> 2) upgraded -> 3) upgraded again), and naturally alternative upgrades as well.
An informational window inside the game about the mod's changes (button at the top left, the azure dragon's eye, containing info on creatures, magic, heroes, blood, artifacts, and the skill wheel).
The mod is installed exclusively on a clean version 3.1 Tribes of the East.
After downloading the Archive and opening it, you will see folders; the folders listed in the archive need to be deleted from the game folder, then move the folders from the archive into the game folder.
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Launched the game and it crashes? The problem is trivial, but at first glance it scares people off.
Your game may crash (though not necessarily) due to an account conflict (if you have saves from playing through the original game, there can be conflicts between the save containing all your game settings data and the mod's settings). Go to your Users folder (mine is on drive C) and delete the entire Heroes folder there (important! this will delete all saves; if you need them, move them somewhere beforehand so you can restore them later).
After that, you can launch my version. It should work properly.
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Discord server of the addon - Heroes 5. Armageddon's Blade
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VK group of the addon - Heroes 5. Armageddon's Blade
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Yes! It sounds ambitious, of course, but let this be our guiding star.
I will strive to bring our beloved three-dimensional Heroes game closer to the no less — perhaps even slightly more — beloved two-dimensional third Heroes, by adding many things that were in Heroes 3 but weren't implemented in Heroes 5.
LINK_TO_THE_MOD'S_YOUTUBE_CHANNEL_Heroes_5_Armageddon's_Bl ade
Changes will be written up here https://docs.google.com/document/d/1...it?usp=sharing
10 new classes (priest, chaos lord, death knight, lord, druid, alchemist, defender, chieftain, elementalist, elemental warrior).
80 new heroes — 8 for each faction plus 16 additional ones from the Conflux faction (but there is no Conflux, so they belong to Dungeon instead)
67 new artifacts (most reference Heroes 3 in their stats and names).
Pricing is taken from the vanilla version of the game: 2500 gold per 1 unit of skill, 3000 gold per 1 unit of ATK/DEF.
Very powerful artifacts are exceptions with higher prices, such as the Badge of Courage

59 new creatures (9 of which are elite Tier-8 units, one for each faction).
Almost all of them are integrated directly into towns and are third-level upgraded creatures (except Conflux creatures, which are among neutrals). To gain the ability to upgrade creatures to the third level, you'll need to build third-level buildings, which unlock after the town reaches level 30.
40 new duel heroes
I really like the duel mechanics in Heroes 5. The vanilla version is extremely poorly realized — or rather, kudos to them for doing it at all, but the amount of content (duel heroes) and quality (creatures/skills) turned out quite lacking.
No matter, I'll do it myself! =)
Well then, there will most likely be several options (3 months growth at level 20, 6 months growth at level 30, 1 year growth at level 40 + any artifacts appropriate for that level).
So far only level 40 duel heroes with 1 year growth have been created.
Added 41 duel arenas (this is a combination of three different arena mods + 2 of my own arenas)
New center perks
Guardian Angel (casts passive stone skin before battle granting +7 defense, resurrects 1 stack after all troops die)
Relentless Counterstrike (gives human creatures the "unlimited retaliation" ability, same as griffins have)
Relentless Might (army always strikes twice in melee combat)
Eternal Flame (grants fire immunity to Inferno creatures; the Hellfire ability now also works on retaliations)
Death Herald (all undead creatures apply "Suffering" (-12 attack) when attacking enemies)
Lord of Death (passively applies vampirism to the army with a 20% life drain effect relative to damage dealt)
Shadow Lord (doubles the army's initiative)
Forest Keeper (passively grants regeneration of 100% of a creature's HP; for example, sprites will recover 6 HP, while dragons already recover 200)
Forest Patronage (the forest helps Sylvan creatures; it entangles enemies with roots when the hero's creatures attack them (similar to ents' strangling roots))
Arcane Ignorance (mage creatures receive "incorporeality," giving a chance for attacks against them to miss)
Arkath's Patronage (dwarf creatures receive a lava shield and return 30% of damage back as fire element; the formula does not apply to lucky strikes — there the damage return will be as for a normal hit)
Wrath of Elements (takes half of the defense from creatures in the army and converts it into attack, and also increases initiative by 5)
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Artifact table for Heroes 5 Armageddon's Blade
Table of new heroes and updated old ones
Table of new creatures for Heroes 5 Armageddon's Blade
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For my mod, I've created unique icons for empowered spells and mass spells:

New skill wheel!
The goal is to trim some blockers (prerequisites for learning), as well as add variety to progression.
I'll be adding features from other factions to the remaining factions (but not all of them).
Knight
Priest
Demon Lord
Chaos Lord
Necromancer
Death Knight
Warlock
Lord
Ranger
Druid
Mage
Alchemist
Defender
Rune Priest
Chieftain
Barbarian
Elementalist
Elemental Warrior
In Heroes 3 Armageddon's Blade, every town had 16 starting heroes. In Heroes 5 there are only 8. I plan to expand the rosters. Unfortunately, I don't know how to code. So I won't be able to make new specializations. But universal ones can be used. I'll make a table for this so both you and I can adequately process the information =)
https://docs.google.com/spreadsheets...it?usp=sharing
To add a certain individuality, I decided to add another 2 points to the standard 5 attribute points. That is, each hero now has 7 attribute points (distributed differently for each).
Also 3 skill points. There were 2 points (in vanilla).
Naturally, the standard pool of heroes (8 pieces) was brought up by 2 attribute points and 1 skill point to match the new heroes.
Castle
Inferno
Necropolis
Dungeon
Rampart
Tower
Fortress
Stronghold
Conflux
(at the moment there is no way to bind heroes separately, so they are bound to Dungeon, which means they currently count as heroes of that faction and give morale to Dungeon creatures)
Changes that are needed regardless:


I want to say that very many things became available to me only thanks to the Mentors who shared knowledge and answered questions, showing the pitfalls I had to deal with. Thank you very much!
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Dredknight
Ment
Zahar0z
I would like to express gratitude to a person with the nickname BlackHat; the pack uses 1 texture made by him (black knight). I could have done without it since the game has such a texture, but it's lower quality because it was made for the adventure map rather than the arena. BlackHat took the arena texture of the death knight and modified it, very high quality. If the esteemed BlackHat objects to its use in the pack, please write to me in PM and I will remove your "i.s." and revert to the original texture (although of course that would be unpleasant visually).
I would like to express gratitude to a person with the nickname footman; with his permission, models he worked on are used in the pack.
I would like to express gratitude to a person with the nickname FrozenSoul; with his permission, the appearance of red banshees is used in the pack for the hero Moandor.
The mod features its own original main menu interface in the style of Heroes 3
Plans include making towns on the adventure map from Heroes 3 (But this will happen very, VERY far in the future).
Namely:
Town without fort = Capitol.
Town with fort = Fort.
Town with citadel = Citadel.
Town with castle = Castle.
(Citadel Fort - link to Coub - https://coub.com/view/2e28z7)
(Citadel Citadel - link to Coub - https://coub.com/view/2eqa17)
(Citadel Castle - link to Coub - https://coub.com/view/2fxxfv
(Castle Fort - )
(Castle Citadel - )
(Castle Castle - link to Coub - https://coub.com/view/2idfrr