New versions of the mod are posted on Boosty on the principle: the previous version is free for everyone, the latest version is early access for boosters. GO TO BOOSTY
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 made available to all)
80 new heroes
67 new artifacts
59 new creatures
40 new duel heroes
41 new duel arena
12 new center-perks
Mechanic of third-tier creature upgrades (1) unupgraded -> 2) upgraded -> 3) upgraded again) and, naturally, alternative upgrades.
In-game information window about mod changes (button top left, eye of the Azure Dragon, contains info on creatures, magic, heroes, blood, artifacts, skill wheel).
The mod is installed exclusively on a clean version 3.1 Tribes of the East.
After downloading and opening the archive, you will see folders. The folders listed in the archive need to be deleted from the game folder, and then the folders from the archive should be moved into the game folder.
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Launched the game and it crashes? The problem is trivial, but at first glance it's scary and off-putting.
The game may crash (but not necessarily) due to a conflict of user accounts (if you have saves from the original game, there may be conflicts between the save containing all the game settings data and the mod settings). Go to your Users folder (mine is on the C drive) 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 it be a guiding star.
I will strive to bring our beloved 3D Heroes game closer to the no less, and perhaps even slightly more beloved, 2D Heroes 3, by adding many things that were in Heroes 3 but were not implemented in Heroes 5.
LINK_TO_YOUTUBE_CHANNEL_OF_THE_MOD_Heroes_5_Armageddon's_Bl ade
Changes will be written 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, Mystic).
80 new heroes — 8 for each faction and 16 additional ones from the Conflux faction (but there is no Conflux, so they are with the Dungeon faction)
67 new artifacts (most of them, in terms of stats and names, reference Heroes 3).
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; their price may be higher, like the Pendant of Courage.

90 new creatures (10 of which are higher-tier, Tier-8, one for each faction).
Almost all of them are integrated directly into towns and are third-level upgraded creatures (except for Conflux and Abyss creatures; they are neutrals). To get the ability to upgrade creatures to the third level, you will need to build third-level buildings, which become available after the town reaches level 30.
40 new duel heroes
I really like the duel mechanic in Heroes 5. The vanilla version is very poorly implemented; actually, they did a good job making it, but the amount of content (duel heroes) and quality (creatures/skills) turned out quite sparse.
No problem, I'll make it myself! =)
Well then, there will likely be several options (3 months growth level 20, 6 months growth level 30, 1 year growth level 40 + any artifacts for that level).
For now, 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 arenas)
New center-perks
Guardian Angel (Casts a passive Stone Skin before battle for +7 defense, resurrects 1 stack after all troops die)
Relentless Counterstrike (gives human creatures the "Infinite Retaliation" ability, same as Griffins)
Relentless Force (army always strikes a second time in melee)
Eternal Flame (gives Inferno creatures immunity to fire; the Hellfire ability now also works on retaliations)
Death's Herald (all undead creatures apply "Suffering" on attack, reducing attack by 12)
Death Lord (passively applies Vampirism to the army with a 20% life drain effect relative to damage)
Shadow Lord (doubles the army's initiative)
Forest Guardian (passively applies regeneration of 100% of the creature's HP; for example, Sprites will restore 6 HP, but Dragons will restore 200)
Forest's Patronage (The forest helps Sylvan creatures; it entangles enemies with roots when the hero's creatures attack them (similar to Entangling Roots of Treants))
Arcane Ignorance (mage creatures gain "Incorporeal"; there is a chance attacks will miss them)
Arkath's Patronage (dwarf creatures gain a Lava Shield and return 30% of damage as fire element; the formula does not apply to lucky attacks; there the damage return will be as for a normal hit)
Wrath of the Elements (takes half the defense from creatures in the army and converts it to 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 created unique icons for empowered spells and mass spells:

New skill wheel!
The goal is to cut down some blockers (prerequisites for learning), as well as add variety to progression.
I will be adding features from other factions to the remaining factions (but not all).
Knight
Priest
Demon Lord
Chaos Lord
Necromancer
Death Knight
Warlock
Lord
Ranger
Druid
Mage
Alchemist
Defender
Rune Priest
Chieftain
Barbarian
Elementalist
Mystic
In Heroes 3 Armageddon's Blade, each town had 16 starting heroes. In Heroes 5, there are only 8. I plan to supplement the sets. Unfortunately, I don't know how to code. So I won't be able to create new specializations. But I can use universal ones. I'll make a table for this so that the information can be perceived adequately by both me and you =)
https://docs.google.com/spreadsheets...it?usp=sharing
To add a certain individuality, I decided to add 2 more points to the standard 5 stat points. That is, a hero now has 7 stat points (distributed differently for each).
Also, 3 skill points. There were 2 points (in vanilla).
Naturally, the standard hero pool (8 pieces) was brought up by 2 stat 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 the Dungeon faction, which is why they are essentially considered heroes of that faction and give morale to Dungeon creatures)
Changes that are necessary in any case:


I want to say that many things became available to me only thanks to the Mentors who shared their knowledge and answered questions, showing the pitfalls I had to face. Thank you very much!
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Dredknight
Ment
Zahar0z
I would like to express gratitude to the person under the nickname BlackHat; the mod uses 1 texture made by him (the Black Knight). I could have done without it since the game has such a texture, but it is of lower quality because it was made for the adventure map, not the arena. BlackHat took the arena texture of the Death Knight and modified it, very high quality. If the esteemed BlackHat is against its use in the mod, please write to me in PM and I will remove your "i.s." and return to the original texture (although, of course, that would be unpleasant visually).
I would like to express gratitude to the person under the nickname footman; the mod uses, with his permission, models he worked on.
I would like to express gratitude to the person under the nickname FrozenSoul; the mod uses, with his permission, the appearance of the red Banshee 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













