2HumanSt
And about the skill, and about the Orcish guild of mages that needs to be built to learn the spells.
Posts from New battle cries for the Barbarians from Heroes of Might and Magic V.
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Applied to the enemy: the further they run, the further they are pushed back on the initiative scale, and their luck decreases by -2.
Blessing of the Sky
Applied to self:
The Orc receives +5-10% health, +10% initiative, +1 movement range, and 50 points of rage...
Will wyverns also be able to jump?)))

Will wyverns also be able to jump?)))
What’s so special about that?:
1. When they’re not flying, they stand on their feet.
2. They also participate in “Wrath of the Horde.”
Вы меня будете помнить до последнего дня смерти!:smile24:
Смеpть не стpашна. Стpашно то, что это навсегда...:smile34:
Curse of the Land
Applied to the enemy: the further they run, the further they are pushed back on the initiative scale, and their morale drops by -2.
Blessing of the Heavens
Applied to self:
The Orc receives +5-10% health, +10% initiative, +1 movement range, and 50 points of rage...
I think that the Curse of the Land would be too powerful for the Orcs.

Вы меня будете помнить до последнего дня смерти!:smile24:
Смеpть не стpашна. Стpашно то, что это навсегда...:smile34:

2) Battle cries...
Something from DrNikovsky – it's overpowered! :)
My versions:
"Waaagh!" ("Furious Roar") – deals damage to the selected creature equal to the number of goblins in the army and reduces Defense to -3. Goblins lose all initiative and their Defense becomes 0.
"Death is nothing!" – for 4 turns, creatures of the Horde are immune to Fear and similar effects (goblins don't run!).
"To the attack!" – troops receive ZERO defense for 1 turn and gain the ability to fly.
"Hunt" – for 5 turns, doubles the army's initiative and reduces rage gain by 1.5 times.
"To arms!" – creatures lose special properties, but their melee damage increases by 75% (they also forget how to shoot!). (until the end of the battle)
"Duel" – destroys the enemy hero's mana in the amount of *orc attack + defense*. Costs *attack + defense + 1* mana. The destroyed mana deals RANDOM damage to a cell *mana x2* and reduces the initiative of the creature standing on it.
I can come up with something else.


"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ
"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
1) Post it in "New Ideas".
2) Warcries...
Something from DrNikovsky's ideas is overpowered! :)
My versions:
"Waaagh!" ("Furious Roar") - deals damage to the selected creature... hmm... equal to the number of goblins in the army and reduces defense by -3. Goblins lose all initiative and their defense drops to 0.
"There is no death!" - for 4 turns, creatures of the Horde are immune to Fear and similar effects (goblins don't run!).
"To the attack!" - troops receive ZERO defense and the ability to fly for 1 turn.
"Hunt" - for 5 turns, it doubles the army's initiative and reduces rage gain by one and a half times.
"To arms!" - creatures lose special properties, but melee damage increases by 75% (they also forget how to shoot!). (until the end of the battle)
"Duel" - destroys the enemy hero's mana in the amount of *orc attack + defense*. Costs *attack + defense + 1* mana. The destroyed mana deals *mana x2* damage to a RANDOM cell and reduces the initiative of the creature standing on it.
I can come up with something else.
Yeah, and another warcry "We don't care!" - for the rest of the battle, troops teleport, centaurs and cyclops shoot without penalties, and everyone gets 1000 rage points :) :D :) :D
Sorry for criticizing, but you need to come up with more balanced warcries, and what's the point of a warcry that prevents centaurs from shooting and makes everyone fly? And if goblins can counterattack, what's the point? But overall, it's not bad, keep coming up with ideas ;)
Added 8 minutes ago
The idea with the axes warcry is cool, but the mana-draining one is too much, i.e., use this warcry twice and the Warlock will be completely out of mana, it will be overpowered...
But what if the enemy hero is a mage, a Demon Lord, or a Necromancer? The mage can destroy a mini-artifact to restore mana, the Demon Lord turns corpses into mana, and the Necromancer has "Spiritual Bond" and can restore mana by dealing damage to a marked creature. The trick with the "Mana-Draining Warcry" is to use it once in a battle against a hero and several times against spellcasting creatures.
Вы меня будете помнить до последнего дня смерти!:smile24:
Смеpть не стpашна. Стpашно то, что это навсегда...:smile34:
Sorry for the criticism, but you need to come up with more balanced abilities, and why have an ability that prevents centaurs from shooting and allows everyone to fly? And if goblins can counterattack, what's the point? Otherwise, it's not bad, keep coming up with ideas.
2) I'm trying to balance and limit the duration:)
3) The "Charge!" ability is for when you're fighting large creatures with small forces. Or if there are only a few centaurs left, and they're not very useful.


"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ
"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
вечный двигатель мира сего.

You can do the same thing, but with creatures that run away, like goblins.
So back off your rules,
Back off your jive!
Cause I'm sick of not living,
To stay alive,
Leave me alone!
I'm not asking a lot -
I just don't want to be controlled,
That's all I want.
All I want!(с)The Offspring


