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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).
In reply to Смок
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†Smok†;47818

Yes, but what first-level unit do you envision?
I haven't decided yet, but I'll probably add another archer (to spite the Academy of Magic), even if he only starts shooting after an upgrade. This is a centaur. He wasn't allowed among the Elves in the top five, but he's with the Barbarians in the fourth. Let him have 3-4 charges.

Added 2 minutes ago
ЦАРЬ КРОВИ;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 kind of magic it is!
So, we need to invent some kind of magic, something like
magic in the form of totems or maybe blood magic). In general, I don't know, that's just my opinion)

Of course, it's very good that they came up with a race)
but the Nival developers won't just pay attention(((or maybe they won't pay attention at all)
and it's quite possible (or rather, definitely) that nothing depends on us
regarding the addition of races.

Read the posts more carefully! It says that the Barbarians have rituals. Like bloodlust, cat reflexes, etc.

Added 2 minutes ago
†Smok†;47905

Divide the "Shaman's Yurt" into two halves, for Barbarian warriors (rituals) and for Barbarian shamans (rituals + magic)...
That wouldn't be fair! Other races have all abilities available to all heroes without division. Even runic magic for Dwarves works for all Dwarves.
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 just as physically strong as Barbarians.
Barbarians have a 45% chance to get an attack bonus and a 40% chance to get a defense bonus. They are definitely stronger than Dwarves!
You need a third archer, because you only have one flying unit. Therefore, everything is justified!
In reply to Breed-dirt
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I'm currently considering whether the "native troops" ability can override the "watchful" ability of the Knight and the "cursed sign" ability of the Demon. But for now, I still think it shouldn't.
In reply to MoZeS
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Specific buildings can be enhanced with a "secret passage" (similar to the one in Heroes of Might and Magic III) - during a castle siege, the hero can escape...
Ничего нет только у мёртвого - у живого есть хотя бы жизнь...
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I don't know. In my opinion, a secret passage isn't very honorable. It's better to have something alternative, for example, "stand to the end" - during a siege, the attack of all defenders of the castle increases by a number equal to the hero's morale. If the hero is not in the castle, it increases by 3.
Бог есть любовь
In reply to Nowizard
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What if the hero's morale is negative?
Should it be reduced?
That's not very clear!
Ничего нет только у мёртвого - у живого есть хотя бы жизнь...
In reply to Смок
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Actually, I'd like the Barbarians to have mixed troops (not just orcs, goblins, etc., but also humans!):D Berserker Forever!:D
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
In reply to Смок
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†Smok†;47999
What if the hero's morale is negative?
Should it be reduced?
That's not very clear!
In this case, the hero's morale increases by three, as if the hero were not in the town.
Бог есть любовь
In reply to Darth Saruman
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Darth Saruman;48000
I actually want the Barbarians to have mixed troops (not just Orcs, Goblins, etc., but also Humans!):D
Berserker Forever!:D
I don't like this idea; Orcs are Orcs... something like in Heroes of Might and Magic III, but overall, the city would fit very well into Heroes of Might and Magic V.
Герой в каждом из нас...:rolleyes:

"Истинно могуч тот, кто побеждает самого себя"
In reply to Nowizard
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I agree with you...
But the hero's morale doesn't increase; it just becomes 3!!!
Ничего нет только у мёртвого - у живого есть хотя бы жизнь...
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I've got an idea! During a siege, if a hero's morale is negative or less than 3, their morale increases by three in any case. So, if a hero has a morale of -5, during a siege, it becomes -2. The same applies to units.
Бог есть любовь
In reply to Nowizard
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Nowizard;48035
Here's an idea! During a siege, if a hero's morale is negative or less than 3, their morale increases by three in any case, meaning if a hero has -5 morale, it becomes -2 during a siege. The same applies to units.

It's better this way - if a hero has negative morale, that negative morale is canceled out! :)
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
In reply to Nowizard
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The idea with the Barbarians is good. Oh, I loved playing as them...
In reply to Artes
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Artes;48038
The idea with the Barbarians is good. Oh, I loved playing as them...

Rukh, Rull, and Cyclops too.
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
In reply to Darth Saruman
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All Barbarians rule...
Ничего нет только у мёртвого - у живого есть хотя бы жизнь...

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