I don't know how well this aligns with the spirit of the mod.
I don't know how well this aligns with the spirit of the mod.
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Yes, the change is generally correct, but! Sometimes, Humans have incredibly tedious and difficult early-game engagements (if you play on higher difficulties). They are not like Elves. Won't this change hurt them? Archers are the main offensive force in the early game.
I would also take a look at Adepts and Inquisitors. Adepts are a rare upgrade that I personally don't use often, preferring the defensive spells of Inquisitors.
I specifically take Adepts, precisely for a decisive strike against archers. Although, I don't know how pro players do it here.

No, you're playing with the wrong people. It's actually quite difficult to play as Elves because they don't have good basic units, and building archers requires a lot of wood. But Humans have peasants, and it's easy to upgrade archers... Even though they might be a little weaker, they appear almost immediately. And I specifically take Adepts, just for a decisive strike against archers. Although, I don't know how pro players do it here.
I also take Adepts; they're overpowered:
They have +4 attack, and with equal attack and defense parameters for the heroes, this is a +20% damage multiplier.
+They cast Bloodlust at the expert level, which gives +12 attack, which is +60% damage to the selected unit.
And on top of all that, they have the passive skill Purification. It's always nice to remove buffs from the enemy.
Inquisitors are less effective, even though they have a much larger set of buffs.
I also take Adepts; they are overpowered:
They have +4 attack, and with equal hero attack and defense parameters, this is a +20% damage multiplier.
+They cast Bloodlust at the expert level, which gives +12 attack, meaning +60% damage to the selected unit.
And on top of all that, they have the Purification passive skill. It's always nice to remove buffs from the enemy.
Incas are less effective, even though they have a much larger set of buffs.
What is this bloodlust? Karaika?
Yes, the Bloodlust spell is called that =)
It seems they renamed it for ideological reasons, but it's definitely the Bloodlust spell from the third game.
I'll nitpick, but no).
It's specifically Karayka. Whether in Russian or English).
Essentially, yes, but there's always a nuance...



Yandex and Google Translate tell me this, but I knew the word even without them.
And here are the game files.
In the game, the spell is called "Righteous Might." This is the spell that Adepts have. In the files, it might be listed as "bloodlust" for the developers' convenience. And essentially, it might be the "bloodlust" from previous installments. But for Heroes 5, it's more accurate to call it "Righteous Might."
In the game, there is a spell called Bloodlust, which is named after its predecessor from the third installment. The name used in the spellbook is a matter of Ubisoft's editorial choices, as Nival Interactive was very meticulous and authentic, using names they had already established.
For example, we have a hero named Cristian, who is a specialist in ballistae. In Heroes 3, there was also a Cristian who was a ballista specialist. But here, they decided to rename him Vittorio.
Perhaps the most amusing example is Axel, who is Klaus, who is Sarge.
Balanced Units - Balanced Units
Balanced Units is a small mod that fixes serious balance issues with creatures, which lead to a non-alternative choice of a particular tier. Differences from other balance mods:
1) no minor tweaks, only significant and fundamental changes in those pairs where there are obvious imbalances; the goal is to practically equalize the tiers, not to make them ideal
2) no controversial or extensive complex changes; the goal is to achieve balance with minimal, targeted tweaks
3) no radical redesigns of creatures and other creative additions of new abilities (with the exception of Rakshasa with agility), only balance tweaks.
Download Balanced Units