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[HoMM V]9 Race - Swamp! Is it needed?

#29
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Player;101789

The strategy for playing as a Swamp Hero is to exhaust the enemy, weaken them, and then calmly kill them.
Hero development focuses on: Knowledge – 40%, Defense – 30%, Attack – 20%, Magic – 10%.
Magic: Darkness (naturally), Chaos (to compensate for the weakness of archers).
Racial skill: An ability that allows the hero to move along the initiative scale when their units take damage (e.g., 20% of the army's HP = 1 movement, the numbers need to be tested for balance).
Racial abilities:
1) When damage is dealt to the enemy army, the enemy hero is pushed back, similar to a skill, but in reverse.
2) Corrosion: When the hero directly attacks, the attacked unit receives -1 to attack (permanently and cannot be removed until the end of the battle) – like a sword rusting.
3) Swamp Mud: The speed of all enemy units during battle is reduced by 1.
As a result, the Swamp Hero moves more often, and the enemy moves less often, so the probability that the enemy army will accumulate a large number of various curses over time is very high, which creates an advantage. And you can also nibble at the enemy with Chaos magic. The hero moves more often but hits weakly because magic is very low.
In this case, the Swamp army is weak in itself because it is difficult to acquire combat skills (it should be designed that way), and it is not very profitable because you definitely need Darkness, Chaos, Sorcery, and Education… and the hero's attack and defense stats will be low, but the enemy is guaranteed to be weakened by magic…
If you like something, feel free to use it.
Yes, yes! Create an extremely unpleasant (and stinky!) race in battle, both in terms of gameplay and appearance! I support the hero development. I would replace Chaos magic with Nature magic; it is much more unpleasant.

That is, it is easy to obtain: 1) Darkness Magic, 2) Logistics, 3) Nature Magic, 4) Defense.
Medium: 1) Chaos Magic, 2) Sorcery, 3) Light Magic, 4) Education.
Low: 1) Attack, 2) Mechanics, 3) Leadership, 4) Luck.

The racial skill is too complicated; we need something simpler and more appealing, although someone might support it.

Next, I support "Swamp Slime." I would change the effect of "Corrosion" slightly, adding Hellfire, like the Demons have. There is a 30% chance that when attacking a unit, the attacker will lose 1 attack point for the duration of the battle and cannot remove it. Next, add 2 special abilities to the Defense skill: 1) "Body Viscosity" (can be reduced to absorbing only 2 points of damage, otherwise it will be too strong) and 2) "Wet Evaporation" - increases the chance of the "Corrosion" ability triggering to 50%.

That's all for now. We are waiting for new creative ideas or criticism of what has already been written. %)