Hello! I have an idea for a mod that I'm not patenting. I just wanted to share my thoughts here. If anyone wants to, they can create a full-fledged mod and change everything to their liking; I wouldn't mind at all. I know that Heroes 5 has some limitations in modding, and I'm not entirely sure what they are, but I don't think it's possible to implement everything as I envisioned.
The mod involves adding TWO additional centerperks for all Factions. Each hero will have three centerperks in their skill wheel, and all centerperks will also be linked to three skill schools, but the progression should be such that a hero can only unlock one centerperk per game!:
Haven:
Absolute Battle Morale. Creatures in the hero's army always receive a positive battle morale after their turn. This only applies if they are not affected by a banshee's scream or a terror effect (this centerperk should not have synergy in the skill tree).
Sword of Ice and Flame. Creatures in the hero's army, upon attacking, reduce the enemy's armor by 50% for 1 turn and also apply a freeze effect. It also increases damage from all elements by 25%. (This centerperk is unlocked through Cold Steel and Fire Fury).
P.s. Considering such powerful abilities, I would suggest buffing Unrelenting Force; it has always seemed very weak to me: The effect of Overlord now deals 200% damage instead of 300%, but now, when used, Overlord is applied to all allied creatures.
Sylvan:
Deadly Rain. The Rain of Arrows spell always fires 2 additional arrows at random enemy units. (Rain of Arrows now works even if there are no sworn enemies on the battlefield, firing at 2 random units, and if all sworn enemies are on the battlefield, it randomly hits them twice).
Conflux with Light. Creatures in the hero's army receive a random buff from light magic when defending or waiting.
Necropolis:
Harbinger of Death. (Similar to the Angel of Salvation, but in reverse). When the enemy has only one unit left, a Grim Reaper appears on the battlefield and kills the last enemy unit. This does not work if the enemy already had one unit at the beginning of the battle.
Legion of the Undead. At the beginning of each battle, friendly undead units appear in random locations on the battlefield. 4 units, each of which can randomly contain 30 ghosts or 6 vampires, etc.
Demons:
Unholy Mana. Your hero and friendly creatures no longer gain mana during battle; instead, the "Unholy Word" spell is used, the damage of which depends on the amount of mana gained by your hero or mages during the battle (i.e., the effect is activated by your imps, the Corpse Eater ability, or that artifact pendant that gives you mana 1k2 from enemy spells).
Conflux with Darkness. Creatures in the hero's army apply a random debuff from dark magic to enemy creatures when attacking (except for mind control).
Dark Elves:
Dark Ritualist. The Dark Ritual spell fully restores your mana and also grants infinite mana until the end of the next battle.
Conflux with Chaos. Creatures in the hero's army additionally cast a random chaos spell on enemy creatures when attacking, if additional damage is dealt with a chain of elements (mass spells can affect friendly creatures, but not the creature that triggered the effect by dealing damage).
Mages:
It's Alive! At the beginning of the battle, you lose all your war machines, but a huge golem (resembling a tower with 4 legs) appears on your side, which passively fires two ballistas from its chest and has special skills and attacks that you can come up with and balance.
I haven't come up with the second perk yet :(
Dwarves:
Universal Soldier. Gives +6 attack, +6 defense, +6 spell power, +6 knowledge.
Absolute Rune Knowledge. You can use an unlimited number of runes on one creature per turn (simply removes the restriction of one rune per turn).
Orcs:
Protective Charm against Curses. All negative effects applied to your friendly creatures last only 1.00 turn (whether it's mass slow, mind control, or even poison from assassins).
Fear of Death. Creatures in the hero's army always apply fear to the enemy when attacking, but only if their total health exceeds the total health of the enemy unit (This centerperk prevents you from receiving return damage from enemy creatures, but your creatures will not be able to make a double attack).

