Compara los precios de Heroes of Might & Magic V: Tribes of the East en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Nival. Publicado por Ubisoft. Lanzado el 10/10/2008. Disponible en PC. Géneros: Strategy. Puntuación Metacritic: 70/100.

The most complete version of Heroes V and the entry point the fan community actually recommends - but bring patience, because the campaign difficulty will test your resolve from mission one.

I've colour-coded a lot of Heroes playthroughs over the years, and Tribes of the East is the one I keep coming back to as the definitive form of the fifth entry. It functions as a standalone product, meaning you do not need the base game or the first expansion, Hammers of Fate, to run it. What you get is every piece of content Nival had built across the whole Heroes V lifecycle, plus a meaningful layer of new systems on top. That combination matters more than any individual feature on the list. The headline addition is the Stronghold faction, whose Orc units play unlike anything else in the roster. Orc heroes cannot learn standard combat spells at all. Instead they spend mana on Warcries from a three-tier Hall of Trial, Hall of Courage, and Hall of Might, buffing and debuffing units rather than nuking the board with fireballs. Their entire identity is built around Blood Rage: units accumulate rage points each time they attack, which absorbs incoming damage and amplifies offensive output, but sitting still for even a single round bleeds that rage away. The strategic consequence is real. You cannot play defensively with Orcs the way you might park a Necropolis stack behind a wall of skeletons. You are always pushing forward, always threatening, and the moment you stall the entire tactical equation shifts against you. On top of the Stronghold, every existing creature across all eight factions now has an alternate upgrade path - the player chooses between two forms each time a unit is hired, and can switch between them for a small fee. That single addition gives the game enormous replay value because the optimal army composition becomes a function of your hero build, your artifact set bonuses, and your opponent rather than a fixed recipe. The artifact system also received the Artifact Power Link rework, grouping items into faction-specific sets that grant stacking bonuses when worn together. Hunting for a complete set across a large map is exactly the kind of long-term decision-making loop that keeps turn-based strategy players glued past midnight. The map editor was expanded to support a full campaign creator, which matters because the Heroes 5.5 modding community - still active and still patching - uses Tribes of the East as its base. If you intend to spend serious time with the game, installing Heroes 5.5 is the accepted next step once you finish the main content. Honesty requires flagging the campaign difficulty. The three campaigns - covering the Necropolis, the Stronghold, and the Academy - pick up narrative threads from Hammers of Fate and assume you know the factions. The 16 maps are, by critical consensus and by my own experience, punishing from the opening turns. Resource shortfalls are constant, neutral stack gauntlets guard every expansion path, and attrition is relentless. New players who treat this like a casual strategy experience will hit a wall fast. The correct approach is to treat normal difficulty as a learning run, prioritise Leadership and Luck skills on Might heroes, and accept that the first few maps of each campaign will require restarts. That is not a design flaw so much as a design philosophy inherited from the Heroes III era, and players who remember that loop will find it satisfying rather than punishing. Critics at release scored it around 70 on Metacritic, reflecting that the press found the campaign repetitive; the player base, which currently sits at over 90 percent positive on Steam across thousands of reviews, clearly disagrees on the long-term value. The gap between those two numbers tells you most of what you need to know about which audience this is actually made for. Diego, Scout Team

Heroes of Might & Magic V: Tribes of the East

Heroes of Might & Magic V: Tribes of the East

10 oct 2008NivalUbisoft
GamerScout opina

The most complete version of Heroes V and the entry point the fan community actually recommends - but bring patience, because the campaign difficulty will test your resolve from mission one.

PC
Steam Deck UnsupportedProtonDB Gold
Mejor precio disponible
2,70 €
en Eneba
Mínimo registrado: 2,44 €
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Veredicto de GamerScout

Best for franchise veterans and mod-curious players who want the most mechanically complete version of Heroes V.

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2,70 €
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StandardGlobalUbisoft ConnectClave
3,05 €-18%
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4,36 €
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Historial de precios

Mínimo registrado
2,44 €5 ago 2026
Mejor precio actual
2,70 €
Tiendas de claves
2,21 €3,00 €3,80 €4,59 €8 Jun25 Jun12 Jul29 Jul15 Aug
8 jun — 15 ago
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Captura

Acerca de Heroes of Might & Magic V: Tribes of the East

I've colour-coded a lot of Heroes playthroughs over the years, and Tribes of the East is the one I keep coming back to as the definitive form of the fifth entry. It functions as a standalone product, meaning you do not need the base game or the first expansion, Hammers of Fate, to run it. What you get is every piece of content Nival had built across the whole Heroes V lifecycle, plus a meaningful layer of new systems on top. That combination matters more than any individual feature on the list. The headline addition is the Stronghold faction, whose Orc units play unlike anything else in the roster. Orc heroes cannot learn standard combat spells at all. Instead they spend mana on Warcries from a three-tier Hall of Trial, Hall of Courage, and Hall of Might, buffing and debuffing units rather than nuking the board with fireballs. Their entire identity is built around Blood Rage: units accumulate rage points each time they attack, which absorbs incoming damage and amplifies offensive output, but sitting still for even a single round bleeds that rage away. The strategic consequence is real. You cannot play defensively with Orcs the way you might park a Necropolis stack behind a wall of skeletons. You are always pushing forward, always threatening, and the moment you stall the entire tactical equation shifts against you. On top of the Stronghold, every existing creature across all eight factions now has an alternate upgrade path - the player chooses between two forms each time a unit is hired, and can switch between them for a small fee. That single addition gives the game enormous replay value because the optimal army composition becomes a function of your hero build, your artifact set bonuses, and your opponent rather than a fixed recipe. The artifact system also received the Artifact Power Link rework, grouping items into faction-specific sets that grant stacking bonuses when worn together. Hunting for a complete set across a large map is exactly the kind of long-term decision-making loop that keeps turn-based strategy players glued past midnight. The map editor was expanded to support a full campaign creator, which matters because the Heroes 5.5 modding community - still active and still patching - uses Tribes of the East as its base. If you intend to spend serious time with the game, installing Heroes 5.5 is the accepted next step once you finish the main content. Honesty requires flagging the campaign difficulty. The three campaigns - covering the Necropolis, the Stronghold, and the Academy - pick up narrative threads from Hammers of Fate and assume you know the factions. The 16 maps are, by critical consensus and by my own experience, punishing from the opening turns. Resource shortfalls are constant, neutral stack gauntlets guard every expansion path, and attrition is relentless. New players who treat this like a casual strategy experience will hit a wall fast. The correct approach is to treat normal difficulty as a learning run, prioritise Leadership and Luck skills on Might heroes, and accept that the first few maps of each campaign will require restarts. That is not a design flaw so much as a design philosophy inherited from the Heroes III era, and players who remember that loop will find it satisfying rather than punishing. Critics at release scored it around 70 on Metacritic, reflecting that the press found the campaign repetitive; the player base, which currently sits at over 90 percent positive on Steam across thousands of reviews, clearly disagrees on the long-term value. The gap between those two numbers tells you most of what you need to know about which audience this is actually made for.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:aaaTurn-Based StrategyStandalone ExpansionBlood Rage MechanicAlternate Unit UpgradesFaction AsymmetryArtifact SetsMod-FriendlyHigh DifficultyWarcry SystemHeroes 5.5 Compatible

Requisitos del sistema

Mínimos

Sound
Direct X 9.0c compliant
Memory
1 GB
Graphics
128 MB DirectX 9.0c-compliant video card
Processor
1.5 GHz Pentium 4 or AMD Athlon
Hard Drive
3 GB free hard disk space
Multiplayer
128 Kbps upstream broadband
Supported OS
Windows 2000/XP/Vista only
DirectX Version
DirectX 9.0c or higher
Supported Video Cards at Time of Release
NVIDIA GeForce 4 Ti/FX/6/7/8 series (GeForce4 MX is NOT supported), ATI RADEON 8500/9/X series, Intel 915/945/965/3100

Recomendados

Sound
Direct X 9.0c compliant
Memory
2 GB
Graphics
256 MB DirectX 9.0c-compliant video card
Processor
Intel Core 2 Duo or AMD Athlon 64 X2 or higher
Hard Drive
3 GB free hard disk space
Multiplayer
128 Kbps upstream broadband
Supported OS
Windows 2000/XP/Vista only
DirectX Version
DirectX 9.0c or higher
Supported Video Cards at Time of Release
NVIDIA GeForce 4 Ti/FX/6/7/8 series (GeForce4 MX is NOT supported), ATI RADEON 8500/9/X series, Intel 915/945/965/3100

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Community Discussion

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Reseñas y valoraciones

Metacritic
70

Información del juego

Desarrolladora
Nival
Distribuidora
Ubisoft
Fecha de lanzamiento
10 oct 2008

Alerta de precio

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Mejor precio2,70 €
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¿Cuánto cuesta Heroes of Might & Magic V: Tribes of the East?

A 15 de agosto de 2026, la oferta más barata disponible de Heroes of Might & Magic V: Tribes of the East es €2.70 en Eneba, de entre 3 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Heroes of Might & Magic V: Tribes of the East más barato?

El precio más bajo disponible que seguimos para Heroes of Might & Magic V: Tribes of the East es €2.70 en Eneba (15 de agosto de 2026). Comparamos 3 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Heroes of Might & Magic V: Tribes of the East?

Heroes of Might & Magic V: Tribes of the East está disponible en PC.

¿Cuándo se lanzó Heroes of Might & Magic V: Tribes of the East?

Heroes of Might & Magic V: Tribes of the East se lanzó el 10 de octubre de 2008.

¿Quién desarrolló Heroes of Might & Magic V: Tribes of the East?

Heroes of Might & Magic V: Tribes of the East fue desarrollado por Nival y publicado por Ubisoft.

¿Merece la pena comprar Heroes of Might & Magic V: Tribes of the East?

Heroes of Might & Magic V: Tribes of the East tiene una puntuación Metacritic de 70/100, lo que lo convierte en uno de los títulos destacados de Strategy. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.