MMH5.5 is an unofficial expansion pack for HOMM5 Tribes of the East or HOMM5 Complete and a spiritual successor to the popular WOG modification for HOMM3. The pack will include many new adventure objects, new larger battlefields, new heroes, new classes, new specializations, new skills, new artifacts, new adventure spells, new HD textures and a greatly improved RMG with more than 60 'visualized' Templates. The AI is much more intelligent and calculated much faster. Balance is also greatly improved both for small competitive multiplayer maps as well as crazy XXXL maps with countless epic battles vs Neutrals and AI.

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MMH5.5 brings 3 classes for each of the 8 races. Magic, Balanced and Might.

In this video a battle is fought between Thralsai, one of Dungeon's balanced Assassin class heroes, and Irina, a Haven's might class hero. They fight at fortresses castle. Thralsai has artifact Ring of Machines Affinity which gives Balista and Catapult one extra shot, also enabling Ammo cart to give +4 attack to archers. This artifact at the same time adds +2 to hero's defense and First Aid Tent is healing twice as many hit points.
Thralsai has Expert War Machines with Triple Balista and Expert Attack with Archery and Flame arrows for Balista. He has expert Light Magic with Master of Wrath and Teleport Assault.
Irina has expert Light with Master of Wrath, and Divine Vengeance spell.

Battle starts with Catapult destroying the south tower and making an opening in the castle's wall. Irina is next eliminating Blood Sisters completely, using Inquisitors and Battle Griffin's dive ability.

323 Shadow Matriarch are next eliminating all 4413 Brutes, hitting them with good luck and also using the opening in the wall to hit at full arrow (without castle wall's range penalty).
The points of using high lvl Matriarch's shot on low lvl Brutes are:
- to exploit the opening in the wall giving them full blow, thus eliminating big number of them;
- while at the same time reducing the number of enemy creature stacks that can hit Foul Hydras when they will be teleported to hit and block enemy archers.
Have in mind that Griffins and Inquisitors already used their turn, while Paladins won't be able to reach hydras being blocked with own troops. So that leaves only Archers. But they will anyhow be blocked with hydras, once teleported, so it is pointless to hit them. The decision is also in compliance with Thralsai using teleport assault with hydras instead of him using Frenzy or Puppet Master spell on Archers (or any other stack). Mind that this spells will probably get dispelled anyhow.
So it is very important that Matriarch's are using this shot to hit Brutes, as a prelude to teleport hydra action, plus with luck they eliminate them.

Dragons are getting closer to the castle's wall, so on next move they can enter the fight, and support hydras.

The decisive moment of the battle: Thralsai is using Teleport Assault to teleport Foul Hydras next to enemy's archer stacks. Chaos Hydras are next and they get the opportunity to hit both archer stacks together with the griffins. Without retaliation. On first attack on them Hydras will retaliate on those 3 stacks, and on any subsequent attack on them, Hydras will "retaliate" with acid ability (25% of hydras attack).

Irina is casting Mass Haste.
Paladins being unable to reach Hydras, use the north opening in castle's wall to hit raiders with charge ability. Minotaur's double attack combined with raider's lizard byte, proves to be excellent combo. Brisk raiders also hit Paladins on the way, making their attack move. Assassins hit Paladins on full arrow with good luck. Paladins number is down from 297 to 119.

At this moment battle is pretty much decided in Thralsai's favor.
The rest of the battle shows Thralsai using Puppet Master on Paladins, trying to minimize his losses.
Irina casts Divine Vengeance on Shadow Matriarchs trying to maximize Thralsai's losses.

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