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Posts from Barbarian

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I propose the Barbarian race./*sometimes an alternative option is in parentheses*/

Homeland - sands.

Hero rides a yak.

SPECIAL skills of Barbarian heroes:
1). Swift Troops: 10% initiative increase for the hero, the entire army, and war machines./*You'll call it a cheat, because such an ability for necromancers and humans is cast during battle and does not apply to the hero, but they also raise/lower morale, and the knight increases defense and attack, while the necro lowers luck!*/

2). Strong Leader: (I really liked the possibility of upgrading heroes as a combat unit in HoMM4) When the hero deals a hit, their level is considered doubled.

3). Shaman: The hero can perform rites unique to Barbarians (allows part of the MAIN Barbarian skill to work (see below)), using resources that increase damage, attack, speed, and initiative, but some of them simultaneously lower the defense of the hero's units./*One must pay for a good bonus with something.*/

MAIN Barbarian skill: Magic Resistance (a Barbarian who does not believe in magic):
I). Weak Magic Resistance - protection against damage-dealing spells is reduced by 10%, when attacking, the hero's level is considered larger by 2(1), the hero can perform level 1 rites.

II). Medium Magic Resistance - protection against damage-dealing spells is reduced by 20%, when attacking, the hero's level is considered larger by 4(2), the hero can perform level 2 rites.

III). Strong Magic Resistance - protection against damage-dealing spells is reduced by 30%, when attacking, the hero's level is considered larger by 6(3), the hero can perform level 3 rites.

IV). Powerful Magic Resistance - protection against damage-dealing spells is reduced by 40%, when attacking, the hero's level is considered larger by 8(4), the hero can perform rites at half cost.

Primary Stat Development:
Attack______45%
Defense_________40%
Spellcasting_____10%
Knowledge__________5%

Skill and Ability Development:
Light Magic_______________2%
Dark Magic________________2%
Summoning Magic_____________2%
Chaos Magic_______________2%
Scholarship_______________8%
Defense____________________8%
Sorcery_______________8%
Luck_____________________8% (or Unique Racial Skill 8%)/*since the racial skill is truly strong.*/
War Machine Management______10%
Leadership________________10%
Unique Racial Skill_10% (or Luck 10%)
Logistics________________15%
Attack________________15%

Non-standard Barbarian abilities:
Attack:
a). War Leader - when the hero hits, the hero's attack is taken into account if it is greater than the defense of the attacked unit. A branch of Marksmanship, requires developed Attack and Strong Leader.

b). Tactics Master - +1 cell when deploying troops before battle. A branch of Tactics, requires developed Attack.

Defense:
a). Native Army - the hero gains the ability to protect one stack until the end of the battle, or any of their stacks once, during an attack/spellcast by a hostile hero. Moreover, if the hostile hero casts a spell, the hero's (Barbarian) position is reset to 0 on the action scale; if they attack, they can only act after one of their own turns (in melee, the Barbarian is stronger than any other hero! Stuns them, for example). A branch of Evasion, requires developed Defense and Strong Leader.

b). Strong Reflection - +20%(10%) reduction in damage from hostile magic. A branch of Reflection, requires developed Defense.

Luck:
a). Lucky Hero - positive luck applies when the hero attacks. A branch of Soldier's Luck, requires high Luck

b). Old Shaman - when performing a rite that does not lower defense and is directed at one friendly stack, there is a 15% chance it will affect all friendly stacks. A branch of Lucky Hero, requires constant Luck and Shaman.

Leadership:
a). Joyful Leader - positive morale applies during any action of the hero. A branch of Aura of Speed, requires Expert Leadership and Swift Troops.

Logistics:
a). Eager for Battle - the hero always moves first in any battle. If the battle is between two Barbarians, the initiative of the opposing heroes is taken into account (various skills, abilities, artifacts that increase it). If the initiative is equal, the hero with more experience moves first. In a battle with oneself at the Sphinx, the real hero moves first. A branch of Death's March, requires Expert Logistics and Swift Troops.

//ADDED BELOW 26.11.06
Scholarship:
a). Clear Head - now when the Native Army ability is active and an enemy hero casts a spell on a creature in the Barbarian army, they can only act after one turn, and the Barbarian is not reset to 0 on the action scale. A branch of Magic Attraction, requires Medium Scholarship and Native Army.

War Machine Management:
a). Fierce Catapult - the catapult fires +1 time, and with each shot, those behind the castle walls take damage equal to 2*hero level and are shifted toward 0 on the action scale by 0.1 if the target is not destroyed and by 0.3 if it is. A branch of Sulfur Rain, requires Expert War Machine Management and Swift Troops.

Light Magic:
a). Light Knowledge - +2 knowledge. A branch of Light Secrets, requires Expert Light Magic and Shaman.

Dark Magic:
a). Dark Knowledge - +2 knowledge. A branch of Dark Restoration, requires Expert Dark Magic and Shaman.

Chaos Magic:
a). Chaos Knowledge - +2 knowledge. A branch of Chaos Secrets, requires Expert Chaos Magic and Shaman.

Summoning Magic:
a). Summoning Knowledge - +2 knowledge. A branch of Fog Veil, requires Expert Summoning Magic and Shaman.
//ADDED ABOVE 26.11.06

Sorcery:
а). Swift Leader - now Sorcery also applies during a hero's attack. A branch of Secret Knowledge, requires developed Sorcery and Swift Troops.

//ADDED BELOW 26.11.06
b). Incredible Spellcasting - when a Barbarian uses spells, the spellcasting level is determined by the highest current primary stat of the hero. A branch of Swift Leader, requires Expert Sorcery, Light Knowledge, Dark Knowledge, Chaos Knowledge, Summoning Knowledge.
//ADDED ABOVE 26.11.06

Next are Barbarian units (You'll call it plagiarism, I'll say HoMM5 is a plagiarism of HoMM1(2,3,4)). I've only decided on their abilities:
So far only about 6 units, but in total there will be 1 flying, 2 shooters (one of whom is a caster), 4 melee (one of whom is a shaman-caster).
Barbarians have high attack and normal damage, sometimes high due to variance, high health, BUT WEAK defense (almost all run around half-naked, and it's too hot in the sands to live in armor, which was never really used by Barbarians due to their nomadic lifestyle and offensive battle strategy), and low growth (units of levels 1-4) (until a specific level 15 building is constructed in the city (a rather expensive structure) - pastures, increasing growth by 50%(30%), there are no other buildings that increase unit growth (except for the Stronghold and Castle, naturally). Also some warriors are particularly susceptible to certain spells. Not expensive.

Level 2: Harpy (Similar to Furies, but they fly, have shorter movement distance and lower initiative).

Level 3: Orc (Shooter, upgraded shoots twice (to spite the bow masters)).

Level 4: Berserker (The Berserk spell lasts 2 times longer, magic resistance (standard ability) for this spell is 7.5%. For upgraded ones it's 1.5 times longer, and magic resistance works normally. They can discard armor, which they have (seemingly made from large animal bones), thereby significantly lowering their defense and increasing speed, attack, and initiative until the end of the battle. Regular ones need a turn for this, while upgraded ones need 0.3 turns).

Level 5: Ogre Shaman (Shaman-caster, regular casts Blessing and one of the rites, upgraded - Blessing, own same as Punishing Strike and 2(1) rites. High health, high attack, normal defense, but low initiative (but if he hits, it'll be brutal)).

Level 6: Cyclops (Large creature, shooter, area-of-effect hit during ranged attack. Casts Earthquake; the spell level depends on the number of cyclopes in the stack, specifically level=number in stack/(2*standard weekly growth), rounded down. The Blindness spell lasts 2 times longer. Upgraded ones have a 30% chance when attacking to cast Earthquake without spending mana, and the Blindness spell lasts 1.5 times longer).

Level 7: Troll (Large creature, chain hit (chance to stun for 1 turn and enemy does not respond), reduces defense by 50%, upgraded by 75% (the chain is massive, so it smashes armor to pieces)).

Specific Barbarian buildings:
1). Atheist's Pillar - increases protection against hostile magic for all player heroes. The increase is cumulative.

2). Rite Glade (hut) of different circles (from 1 to 3) - rites of different circles. THERE ARE NO MAGE GUILDS!!!!!

3). Pastures - +50%(30%) growth for all creatures.

4). Sharp Peak(blade) - +1 attack and +1 defense when defending in the castle.

Unique Barbarian hero skill: Nomad - if the opponent captures all player castles, a hero with this skill can survive without a castle (other player heroes perish) for one week longer + 1 day per level.

And the ultimate ability SUPER STRENGTH - the hero's attack is increased fourfold (meaning by 2, but taking Strong Leader into account).
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The idea of leveling up the hero is simply great!:D
In reply to ОгонёК
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I agree with everything except for one thing...
Not a clearing and not a hut, but a shaman's tent (yurt, wigwam)!
Ничего нет только у мёртвого - у живого есть хотя бы жизнь...
In reply to Смок
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It would be great to bring the Barbarians back into the game, especially in such an unusual version without magic. Let's have warriors of the steppes!
Ich bin so allein...
Ich habe Angst...
Angst...
In reply to Смок
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†Smok†;47738
I agree with everything except for one thing...
It's not a clearing or a hut, but a shaman's tent (yurt, wigwam)!

I wanted to call it a yurt or a wigwam, but I haven't used those words in a long time, so I forgot! Thanks for reminding me!
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MoZeS, MoZeS...
FIRST!!! This should be in the "Ideas" section!!!
SECOND!!! A race without magic is just a walking corpse!!! (ESPECIALLY against a Warlock)
THIRD!!! What about the Academy???
In general, FOR NOW (!!!) no respect.




"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
In reply to Tengro
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Tengro;47768

SECONDLY!!! A race without magic is a walking corpse!!! (ESPECIALLY – versus a Warlock)
This is how the balance is achieved! A very physically strong race!
Tengro;47768
THIRDLY!!! What about the Academy?
I don't understand what you meant!
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Okay, we'll get to the second point later. "The race's homeland is the desert" – THAT'S YOUR PHRASE!!! And what about the Academy?




"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
In reply to Tengro
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Tengro;47771

"The native land of the race is the desert" - THAT'S YOUR PHRASE!!!
And the Academy too.
So what? Other races also have their native lands duplicated.
In reply to MoZeS
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I think Barbarians are a mountain race...
Remember Heroes of Might and Magic III! A Castle in the mountains!

And the Academy is located above the sands, in the air...
So there's enough space for everyone!

MoZes, we need to describe the warriors based on their appearance!
Personally, when I hear the name Berserker, I immediately picture the image from Варcraft...
Yes, and what first-level unit do you imagine?
Ничего нет только у мёртвого - у живого есть хотя бы жизнь...
In reply to Смок
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as for me, the image of a berserker is that of a fierce, bearded man from the 4th game – for some reason! :D
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
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It would be good to add a race, but it's hard to avoid imbalance...
Пустите доброго человека! Пустите доброго человека, или он выломает дверь!
In reply to Darth Saruman
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Darth Saruman;47845
For me, the image of a Barbarian is that of a fierce, bearded man from the 4th game for some reason!:D
Unfortunately, I haven't played the fourth game much...:(
But the bearded man idea is not bad...
Ничего нет только у мёртвого - у живого есть хотя бы жизнь...
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I think that Barbarians shouldn't be without magic, because Gnomes are essentially just as physically strong as Barbarians, if not more so. Plus, Gnomes have magic, and it's quite powerful. So, we need to come up with some kind of magic for them, maybe something like totem magic or even blood magic. I don't know, that's just my opinion. Of course, it's great that they came up with a new race, but Nival Interactive probably won't pay attention to our suggestions, or they might not pay attention at all. And it's quite possible (or even likely) that we have no influence on the addition of new races.
За Инноса
За Аданоса
За Белиара
In reply to ЦАРЬ КРОВИ
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BLOOD KING;47899
I think that Barbarians shouldn't be without magic because
dwarves are essentially physically strong, at least as much as Barbarians)
+dwarves have magic, and what magic it is!
so we need to invent some kind of magic, something like that
magic in the form of totems or maybe blood magic) in general, I don't know, it's just my opinion)
They have something similar to magic - shamanic rituals...
Although, it would be good to make the magic stronger...
But we shouldn't make this magic available to all Barbarian heroes,
only to combat mages (Shamans)...
Divide the "Shaman's Yurt" into two halves, for Barbarian warriors (rituals) and for Barbarian shamans (rituals + magic)...
Ничего нет только у мёртвого - у живого есть хотя бы жизнь...

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