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

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I want to try and make a mod that adds the 9th race, Swamp, to Heroes of Might and Magic 5 Tribes of the East! Do you support my Swamp Fort Faction or not? Please answer this question!
SWAMP RACE!
The Swamp Hero rides a giant snake! The race worships the Water Dragon Shalassa! The Castle is called Swamp Fort! The dwelling is Swamp Islands!
All creatures of the Swamp Fort:
1st level – Troglodyte (fights with a spear, magic resistance (Blind))!
Cost: 25
Attack: 2
Defense: 2
Damage: 1-2.
Health: 5
Speed: 4
Initiative: 10
Growth: 17
1st level upgraded - Swamp Troglodyte (fights with a spear, 10% chance on attack to reduce enemy movement range by 1 (only once), magic resistance (Blind, Slow))!
Cost: 42
Attack: 3
Defense: 2
Damage: 2-3.
Health: 7
Speed: 5
Initiative: 12
Growth: 17
1st level upgrade - Hell Troglodyte (fights with a spear, 1 same-turn fire spear throw, magic resistance (Blind, Unholy Word))!
Cost: 42
Attack: 3
Defense: 3
Damage: 1-4.
Health: 6
Speed: 5
Initiative: 11
Growth: 17
2nd level - Lizard Archer (archer)!
Cost: 60
Attack: 4
Defense: 3
Damage: 2-5.
Health: 7
Shots: 7
Speed: 4
Initiative: 9
Growth: 11
2nd level upgraded - Lizard Sharpshooter (archer, poison shot)!
Cost: 90
Attack: 5
Defense: 3
Damage: 3-5.
Health: 11
Shots: 6
Speed: 5
Initiative: 10
Growth: 11
2nd level upgrade - Lizard Master (archer, shot that reduces movement range by 1 (only once per creature))!
Cost: 90
Attack: 6
Defense: 2
Damage: 3-6.
Health: 10
Shots: 7
Speed: 4
Initiative: 10
Growth: 11
3rd level – Gnoll (fights with a mace, 30% stunning blow)!
Cost: 155
Attack: 5
Defense: 3
Damage: 4-8.
Health: 25
Speed: 5
Initiative: 9
Growth: 6
3rd level upgraded - Gnoll Marauder (fights with a mace, 35% stunning blow, double strike)!
Cost: 220
Attack: 6
Defense: 4
Damage: 4-9.
Health: 32
Speed: 6
Initiative: 9
Growth: 6
3rd level upgrade - Gnoll Captain (fights with two swords, triple strike)!
Cost: 220
Attack: 5
Defense: 4
Damage: 5-8.
Health: 35
Speed: 6
Initiative: 9
Growth: 6
4th level - Flying Serpent (large creature, flying)!
Cost: 180
Attack: 5
Defense: 6
Damage: 3-6.
Health: 20
Speed: 7
Initiative: 12
Growth: 6
4th level upgraded - Three-headed Serpent (large creature, flying, 30% weakening attack, attacks all units in front of it)!
Cost: 280
Attack: 6
Defense: 6
Damage: 4-7.
Health: 30
Speed: 8
Initiative: 13
Growth: 6
4th level upgrade - Serpent Dragon (large creature, flying, 30% weakening attack, acid dragon breath)!
Cost: 280
Attack: 7
Defense: 5
Damage: 4-8.
Health: 25
Speed: 8
Initiative: 14
Growth: 6
5th level – Gorgon (large creature)!
Cost: 620
Attack: 14
Defense: 13
Damage: 8-15.
Health: 65
Speed: 6
Initiative: 12
Growth: 3
5th level upgraded - Mighty Gorgon (large creature, fear)!
Cost: 800
Attack: 15
Defense: 15
Damage: 10-16.
Health: 72
Speed: 7
Initiative: 13
Growth: 3
5th level upgrade - Ancient Gorgon (large creature, 35% breath of death)!
Cost: 800
Attack: 14
Defense: 15
Damage: 9-15.
Health: 75
Speed: 7
Initiative: 12
Growth: 3
6th level – Medusa (archer, freezes in melee 30%)!
Cost: 1200
Attack: 18
Defense: 18
Damage: 17-24.
Health: 85
Shots: 5
Speed: 5
Initiative: 9
Growth: 2
6th level upgraded - Medusa Witch (archer, caster (Slow spell 4 mana, Ice Block spell 6 mana), freezes in melee 35%)!
Cost: 1500
Attack: 19
Defense: 20
Damage: 19-27.
Health: 94
Shots: 4
Mana: 16
Speed: 4
Initiative: 10
Growth: 2
6th level upgrade - High Medusa (archer, straight shot across the entire map, -1 to creature movement range (reduces only once), freezes in melee 35%)!
Cost: 1500
Attack: 20
Defense: 19
Damage: 20-27.
Health: 98
Shots: 5
Speed: 5
Initiative: 9
Growth: 2
7th level – Basilisk (large creature, can climb over castle walls, freezes with gaze in melee 35%)!
Cost: 2500 and 1 mercury
Attack: 29
Defense: 22
Damage: 36-50.
Health: 188
Speed: 6
Initiative: 9
Growth: 1
7th level upgraded - Plague Basilisk (large creature, can climb over castle walls, freezes with gaze in melee 40%, 50% plague bite (Plague spell))!
Cost: 3250 and 2 mercury
Attack: 31
Defense: 23
Damage: 41-60.
Health: 190
Speed: 6
Initiative: 10
Growth: 1
7th level upgraded - Ancient Basilisk (large creature, can climb over castle walls, freezes with gaze in melee 40%, casts "Feeble Strike" and "Weakness" spells)!
Cost: 3250 and 2 mercury
Attack: 30
Defense: 24
Damage: 40-57.
Health: 190
Speed: 6
Initiative: 9
Growth: 1

Buildings:
Elder's House -> Town Hall -> Magistrate -> Capitol.
Fort -> Citadel -> Castle.
Tavern, Shipyard.
Blacksmith -> Totemist Hut.
Market -> Warehouse (+ 1 mercury).
Mages Guild 1-5. Price is the same as other races.
Artifact Trade Guild – 2000 and 5 wood, 5 stone.
Swamp Guild. Gives all swamp creatures and Swamp heroes 20% Water magic resistance, and when a swamp creature strikes, enemy initiative decreases by 5% (only once for each enemy creature). – 3000, 5 wood and 5 stone.
Tear of Ashi – Carnivorous Plant (+25% Water magic power, +1 speed and +5% initiative for Swamp Hero's creatures).
Lvl 1. Troglodyte Burrows (400 and 5 stone) - Swamp Ravines (1200 and 5 wood).
Lvl 2. Lizard Caves (1200 and 5 stone) - Dark Grotto (2500 and 5 stone and 3 mercury).
Lvl 3. Gnoll Towers (1500 and 5 wood, 5 stone) – Captain's Quarters (2500 and 10 stone, 5 crystals).
Lvl 4. Serpent Nesting Grounds (2000 and 5 wood, 5 stone, 5 sulfur) - Serpent Hive (3700 and 5 wood, 5 sulfur) (+ Swarming Spot, increases serpent growth by + 4 per week (1000 and 5 wood, 5 stone)).
Lvl 5. Gorgon Lair (3000 and 5 wood, 5 stone) - Halls of Fear (6000 and 5 wood, 5 stone, 5 mercury, 5 sulfur).
Lvl 6. Chapel of Silence (5000 and 10 stone, 5 mercury, 5 crystals, 5 gems) - Temple of Stillness (8500 and 10 stone, 4 sulfur, 4 mercury, 4 crystals, 4 gems). (+ Shrine of Shalassa + 1 medusa per week (3500 and 2 crystals, 2 gems)).
Lvl 7. Basilisk Pit (8000 and 5 wood, 5 stone, 15 mercury, 15 sulfur) - Hall of Horror (10000 and 5 wood, 5 stone, 10 mercury, 10 sulfur).
Specialized building – Totemist Hut. Allows the swamp hero to buy totems for swamp creatures. Swamp Totems: Bear Totem +3 health, Eagle Totem +10% initiative, Lynx Totem +1 speed, Bull Totem + 2 defense, Wolf Totem + 2 attack. Each totem costs 1000 gold and only one totem can be given to each creature (and only for swamp creatures). – 3000, 5 mercury and 5 sulfur.
The Swamp's main hero ability will be "Swamp Slow"!

Skill acquisition paths:
Basic, Advanced, Expert!

Swamp Slow!
Totem Power - +50% to totem strength.
Swamp Land – -1 speed for all enemy creatures.
Swamp Magic – Gives the Swamp hero a "Swamp Magic" spell, which gives -5% initiative to enemy creatures and +5% to friendly ones. Lasts 5 turns + 0.5*hero level. Costs 0 mana.
Super ability -> ”Power of the Swamp” – Gives Hero + 100% Water magic damage and +50% totem strength. Also improves the Swamp Magic spell: another -5% initiative for enemies and +5% initiative for friendly creatures.
To develop to super ability, you need: Chaos Magic – Water Rage, Leadership – Haste Aura, Offense – Cold Steel, Ice Arrows.

Dark Magic!
Lord of Curses -> Dark Restoration.
-> Eternal Darkness (similar to Eternal Light).
Lord of Mind -> Seal of Darkness.
-> Weakness of Darkness.
Lord of Pain -> Cursed Land.

Chaos Magic!
Lord of Cold -> Deadly Cold -> Water Rage (analogous to Fire Rage).
Lord of Fire -> Secrets of Chaos.
-> Mana Burst.
Lord of Storms -> Magic Exhaustion.

Summoning Magic!
Master of Earth -> Fog Veil.
Lord of Charms -> Water Warriors (similar to Fire Warriors).
-> Banishment.
-> Elemental Balance.
Lord of Life.

Light Magic!
Bestower of Blessings.
Bestower of Protection -> Water Protection.
-> Seal of Light.
Righteous Fury -> Storm Wind.
-> Secrets of Light.
Twilight.

Sorcery!
Mana Regeneration -> Shifting Mana.
Wisdom -> Secret Revelation -> Distraction.
Secret Knowledge -> Counterspell.

Offense!
Tactics.
Archery -> Ice Arrows (similar to Fire Arrows).
Battle Frenzy -> Speed Magic.
-> Retribution.
Cold Steel.

Defense!
Reflection -> Resistance.
Evasion -> Fight to the Last.
Fortitude -> Stone Hardness.
-> Tight Defense -> Readiness.

Luck!
Magic Resistance.
Soldier's Luck -> Deadly Misfortune.
-> Lucky Sorcerer.
Travel Luck -> Patronage of Ashi.
-> Trophies.

Leadership!
Army Gathering -> Haste Aura.
-> Inspiration.
Treasury Management.
Diplomacy -> Empathy.

Logistics!
Pathfinding -> Native Lands.
-> Step of Death.
-> Path of War.
-> Marauding.
Scouting -> Silent Pursuer.
Navigation -> Fast Water – + 20% sea movement and +10% initiative for the swamp hero in water combat.

Knowledge!
Scholar -> Keeper of Secrets.
Mana Attraction -> Graduate.
-> Witch's Reward.
-> Dark Revelation.
Unraveling Secrets.

War Machines!
First Aid -> Plague Tent -> Ice Tent (casts the Ice Arrow spell, only once, spell power depends on tent strength).
Ballista -> Rapid-fire Ballista.
Catapult -> Sulfur Rain.

Swamp Heroes:
Shilama (Campaign Hero) – Queen of Medusas (+1 attack and + 1 defense to all medusas, Medusa Witches, and High Medusas for every 2 levels).
Shilama is the queen of the Swamp Islands and high priestess of Shalassa. She was chosen as queen 10 years ago. She rose far above other medusas and became Shalassa's best servant. Furthermore, she was always respected by Basilisks, the first defenders of the Swamp Islands. This allowed her to take the throne.
Dragon (Campaign Hero) – Captain of Gnolls and Speed (+1 attack and + 1 defense to all gnolls, Gnoll Marauders, and Gnoll Captains for every 2 levels. + 3% initiative to Hero per level).
Dragon is the best warrior and captain of the Swamp Islands. He defeated all his enemies, because of which everyone respected him, and some even feared him. He became famous for his battle speed and his same-turn gnoll warriors. Dragon was a friend of the elf Faedan. They often communicated via portals connecting Irollan and the Swamp Islands.
Verdish (Campaign Hero) – Lady of Darkness. (Strengthens Dark spells: when the hero casts them on an enemy squad, the Feeble spell is also cast on the squad with a 20% probability +3% per hero level).
Verdish was Shilama's rival for the throne. She specialized in dark magic and wanted to achieve everything through Darkness rather than water like other swamp-dwellers. Her power set her apart and made her very dangerous, which is why she did not become queen. But she will do anything to become queen.
Tiva – Mistress of Serpents (+1 attack and + 1 defense to all serpents, Three-headed Serpents, and Serpent Dragons for every 2 levels).
Gal – Gnoll Captain (+1 attack and + 1 defense to all gnolls, Gnoll Marauders, and Gnoll Captains for every 2 levels).
Yator – Lord of Lizards (+1 attack and + 1 defense to all lizards, Lizard Sharpshooters, and Lizard Masters for every 2 levels).
Tazar-Shakti - Commander of Troglodytes (+1 attack and + 1 defense to all troglodytes, Swamp Troglodytes, and Hell Troglodytes for every 2 levels and + 1 health for every 6 levels).
Talas – Totemist (Strengthens totems by an additional 50%).
Savana – Slower (Improves the Slow spell, effect increases by +1% per Hero level).
Tatalia – Lady of Darkness (Strengthens Dark spells: when the hero casts them on an enemy squad, the Feeble spell is also cast on the squad with a 20% probability +3% per hero level).
Andra – Blade of Shalassa (+1% Water magic power per level).
That's all!!!
I changed the first page so everyone could see it and not have to search for descriptions of who is where!
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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I am completely "FOR" it, but the main thing is that the idea is implemented in reality, and doesn't just remain an idea. QUESTIONS: 1) Will the Medusa be a snake-like creature? 2) Why does the Medusa cast the "Ice Block" spell? (In my opinion, curses would suit her better.) 3) Maybe it would be better for the hero to travel on a giant monitor lizard? 4) How is it possible to ride a flying snake? (It doesn't make sense in my head.) 5) What special abilities will the Swamp have? 6) Will there be a new school of magic?
Ваши интересы и учеба\работа


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I also want it. I created a similar topic before.

I didn't like it very much before, but now my attitude has changed, and towards demons too.

Be strong. Believe
In reply to Drnik
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Drnik;101489
I am completely "FOR" it, but the main thing is that the idea is implemented, and does not remain just an idea.
QUESTIONS:
1) Will the Medusa be a snake-like creature?
2) Why does the Medusa cast the Ice Block spell? (In my opinion, curses would suit her better)
3) Maybe it would be better if the hero traveled on a giant monitor lizard?
4) How is it a rider on a flying snake? (I can't quite picture it)
5) What are the special abilities of the Swamp?
6) Will there be a new school of magic?
Let's start with all the questions in order!
1) Yes, I think I'll make it look like in Heroes 3!
2) The Medusa casts Ice Block because she worships the Water Dragon, and as the main witch of the Castle, she simply needs to know water spells! As for adding a Darkness spell to her, I'll think about it!
3) Maybe, but a monitor lizard is a reptile, and they already exist in the League of Shadows! So I think it's better to have a swamp snake!
4) I will make the flying snake a little different from the one in Heroes 3. It will be larger and have big wings (similar to a dragonfly, but made of scales)! And a lizard with a sword or spear will be sitting on it! When attacking, which requires moving the unit, the snake will strike, and the lizard will attack the unit standing right next to it!
5) I haven't come up with them yet! I hope for suggestions from forum users! That's why I created this topic! To discuss and make suggestions!
6) There definitely won't be a new school! It's not needed! It's just extra work! It's better to focus on the units and the Castle!:)
For now, I'm making drawings of each unit of the Swamp Fort, and then of the Castle! And then I'll start putting it all together through programming into a single mod!:smile02: If I succeed! I hope I'm not wasting my time!:o

Added 2 minutes ago
Arandor;101501
I also want to )) I created a similar topic )
I didn't like it very much before, but now my attitude has changed )) and towards demons too ))
I read your topic! It was good! It's a pity it was closed!
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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Yeah, it’s a shame about the old Dungeon.

Be strong. Believe
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Yes, a new town is a good thing, but who will build it?
Просто еще один
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Well, there are Bastion and Cove, but I think it's better to recruit people on http://forum.df2.ru/index.php?showforum=4; there are more programmers there.
In reply to Saruman
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I'm also currently studying to become a programmer and want to try making this mod! That's why I created this thread! :)
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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The idea is good, but I think the creatures (in terms of their abilities) are quite strong, which could create an imbalance. And also... what is a "poisonous shot"? (in the ability of the Lizard Archer)
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Can Gargone give the Death Gaze ability? ) like in Heroes of Might and Magic III?

Be strong. Believe
In reply to Arandor
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Holy_Paladin;101705
The idea is good, but I think the creatures (in terms of abilities) are quite strong, which could create an imbalance.
And also... what is a "poisonous shot"? (in the Lizard Archer's ability)
Remember the Assassin! He has a poison shot! It's the same thing!
Arandor;101710
Maybe give the Gargoyle the Death Gaze ability? Like in Heroes of Might and Magic III!
I think the Fear ability, like the Nightmare's, is enough for her! And the other creatures are already strong!
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
In reply to 3DogMZA
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I think SWAMP should be designed with an emphasis on dark magic, because Necropolis units more often develop summoning skills, and they don't have a "darkness" skill (similar to the Dwarves' "eternal light"). Therefore, I suggest adding this special ability to SWAMP. It would also be possible to add the "Swamp Fever" ability, which would enhance the effect of the plague spell.
A secondary skill for them could be "basic defense." There, you could add a special ability called "body viscosity," which absorbs 4 points of physical damage, but not magical damage, for all units of that faction.

P.S.
That's all for now. In general, there's no point in adding SWAMP if there's already a race with an emphasis on defense (my "favorite" Dwarves).
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I think it would be better to have it like in the third game, with the same atmosphere, and you could take a few things from the fourth game... a swamp, fog, trees, and all sorts of stuff hanging around.

Be strong. Believe

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