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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 Darth Saruman
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Darth Saruman;50057
also, add Barbarians as a faction, like in the fourth game, with types like nomads and some kind of savages!:rolleyes:
Those savages were like uncontrollable berserkers! And we don't need humans – it's better to have Orcs. Humans can be added as a faction somewhere else!:rolleyes:
ФЛУДОВСКИЕ ССЫЛКИ - конец бесполезным темам
In reply to Alex Ghost
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1. MoZeS, are you lost? This should be in the Ideas section... I suggest moving the topic. 2. What I respect you for is that you didn't mind working on the hero's specifics, upgrades, castle features, etc. 3. But I would rework something, or rather, finish it, with the units. P.S. I also wanted to write about the Barbarian faction, but I was afraid that I would be criticized and accused of terrible plagiarism.
In reply to Мугайс
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Mugais;50072
1. MoZeS, are you lost? This should be in the Ideas section... I suggest moving the topic.
There is no topic about cities in the FIFTH Heroes game. And there's no point in posting it there just like that, because there are a lot of topics about suggesting different cities, and there isn't a LARGE post about the described races, so those who visit it know this and don't check it often.
Mugais;50072
2. What I respect you for is that you didn't mind working on the hero's features, upgrades, castle perks, etc.
Thank you VERY much.;) ;) ;) ;) ;)
Mugais;50072
P.S. I also wanted to describe the Barbarian race, but I was afraid that I would be criticized and accused of terrible plagiarism.
Post it in this topic. (Don't post it there, or you'll get snow in your face.:D )
That's what it's for. Especially if you have ideas. By the way, notice that you didn't see this topic right away. And the topic has been here for a short time. And the moderators don't move it. So everything is great! :D
In reply to MoZeS
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I had a list of units that looked something like this: 1. Goblins. Ordinary foot soldiers armed with spears, not very strong. No special abilities.

Goblin Raiders. Ability: "Frenzied Horde." When gathered in large numbers, goblins transform into a frenzied horde, gaining a +1 attack bonus for every 100 goblins.

2. Orcish Throwers. Fierce orcs armed with small axes, excellent at fighting in melee and throwing them. Unfortunately, they don't have a very large supply of axes.

Orcish Berserkers. These orcs make two attacks in a row and possess the "Berserker Rage" ability. There is a 5% chance that an orc will fall into a combat frenzy. In this state, he becomes uncontrollable, gaining +2 to attack and immunity to any magic or ability that affects the mind.

3. Giant Wolf. Huge wolves that fiercely pounce on their opponents' throats, only wanting to tear them apart. But they have too many hit points. Ability: "Carnivorous." When attacking enemies made of flesh and blood, wolves restore health (50% of damage dealt = health restored). But, of course, dead wolves do not revive.

Worgs. Worgs are slightly stronger and faster than their kin. They also possess the "Carnivorous" ability. But in addition to this, after hitting a target, they retreat to their original position.

4. Ogre Shamans. These are quite strong melee fighters, wielding maces, and capable of casting the following spells in battle: Smite and Weaken.

Ogre Mages. They are not much stronger than Ogre Shamans, but more skilled in magic. In battle, they cast the following spells: Smite, Weaken, and Stone Skin.

5. Troll. Large creatures armed with tree-sized clubs, they are elite troops for melee combat. There is a 25% chance to stun an opponent with a club for 1 turn. Trolls have regeneration and fully restore health by the next turn.

Ancient Troll. These trolls are older, stronger, and fiercer than their kin. Their skin is thicker than some armor, and they can crush a person with their paw. Ancient Trolls have the same abilities as regular trolls but can stun for 2 rounds.

6. Chimera. A bizarre monster with the heads of a dragon, a lion, and a goat. The chimera has leathery wings, thanks to which it can fly quite quickly and far. In battle, the chimera breathes fire from the dragon's head, but not as strongly as a real dragon. The chimera can respond to attacks an unlimited number of times.

Gorgon Chimera. This variety of Chimera is stronger and larger, and instead of a goat's head, it has a gorgon's head. In addition to enhanced fire breath, the Gorgon Chimera has a 15% chance to additionally kill 5% of the enemy unit.

7. Cyclops. One-eyed giants, known for their strength and fury, fight with large axes. When attacking with them, they destroy 50% of the enemy unit's defense, shattering tiny armor into pieces. Cyclops have the "Earthquake" ability - by stomping hard on the ground, they stun units on adjacent squares for 1 round.

Red-Eyed Cyclops. The main distinguishing feature of Red-Eyed Cyclops from ordinary ones is the deadly ruby beam that they shoot from their eye. The beam hits all targets in its path and has no range penalty.
In reply to Мугайс
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Mugais;50229
I had a list of units that looked something like this: 1. Goblins. Ordinary foot soldiers armed with spears, not very strong. No special abilities. 2. Goblin Raiders. Ability: "Frenzied Horde." When gathered in large numbers, goblins transform into a frenzied horde, receiving a +1 attack bonus for every 100 goblins. 3. Orc Throwers. Fierce orcs armed with small axes, excellent at fighting in melee and throwing them. Unfortunately, they don't have a very large supply of axes. 4. Orc Berserkers. These orcs make two attacks in a row and have the "Berserker Rage" ability. There is a 5% chance that an orc will fall into a combat frenzy. In this state, he becomes uncontrollable, gaining +2 to attack and immunity to any magic or ability that affects the mind. 5. Giant Wolf. Huge wolves that fiercely pounce on their opponents' throats, only dreaming of tearing them apart. But they have too many hit points. Ability: "Carnivorous." Wolves, when attacking enemies made of flesh and blood, restore health (50% of the damage dealt = health restored). But, of course, dead wolves do not revive. 6. Worgs. Worgs are slightly stronger and faster than their kin. They also have the "Carnivorous" ability. But in addition to this, after hitting a target, they retreat to their original position. 7. Ogre Shamans. These are quite strong melee fighters, wielding maces, and capable of casting the following spells in battle: Smite and Weaken. 8. Ogre Mages. They are not much stronger than Ogre Shamans, but more skilled in magic. In battle, they cast the following spells: Smite, Weaken, and Stone Skin. 9. Troll. Large creatures armed with tree-sized clubs, they are elite troops for melee combat. There is a 25% chance to stun an opponent with a club for 1 turn. Trolls have regeneration and fully restore health by the next turn. 10. Ancient Troll. These trolls are older, stronger, and fiercer than their kin. Their skin is thicker than some armor, and they can crush a person with their paw. Ancient Trolls have the same abilities as regular trolls, but can stun for 2 rounds. 11. Chimera. A whimsical monster with the heads of a dragon, a lion, and a goat. The chimera has leathery wings, thanks to which it can fly quite quickly and far. In battle, the chimera breathes fire from the dragon's head, but not as strongly as a real dragon. The chimera can respond to attacks an unlimited number of times. 12. Gorgon Chimera. This variety of Chimera is stronger and larger, and instead of a goat's head, it has a gorgon's head. In addition to enhanced fire breath, the Gorgon Chimera has a 15% chance to additionally kill 5% of the enemy unit. 13. Cyclops. One-eyed giants, known for their strength and ferocity, fight with large axes. When attacking with them, they destroy 50% of the enemy unit's defense, shattering tiny armor into pieces. Cyclops have the "Earth Tremor" ability - by stomping hard on the ground, they stun units on adjacent squares for 1 round. 14. Red-Eyed Cyclops. The main distinguishing feature of Red-Eyed Cyclops from ordinary ones is the deadly ruby beam that they shoot from their eye. The beam hits all targets in its path and has no range penalty.

I command:
1. Remove the Chimera, replace it with a Cyclops!
2. The monster must be level 7!
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
In reply to Darth Saruman
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I'm voting for the Troll at level 7. Especially if it looks like the one from The Lord of the Rings.
In reply to Darth Saruman
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Darth Saruman;50233
I command:
1. Remove the Chimera and replace it with a Cyclops!
2. The monster must be level 7!
I agree with Saruman – seeing a level 7 monster will be pleasing to everyone, while another creature will cause complaints and dissatisfaction among a significant portion of the fans. ;)

Added 1 minute ago
Zerpa;50234
I'm for a Troll on level 7. Especially if it looks like in The Lord of the Rings.
It won't be strong enough for level 7
ФЛУДОВСКИЕ ССЫЛКИ - конец бесполезным темам
In reply to Мугайс
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Mugais;50229
Raider Goblins. Ability: "Frenzied Horde." When gathered in large numbers, goblins transform into a frenzied horde, gaining a +1 attack bonus for every 100 goblins.

It should only be a +2 bonus...:rolleyes:
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
In reply to Darth Saruman
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Well, according to most, that's what we need next. We need Cyclops, Orcs, and Ogres. And fewer people would be happy with Trolls. I'm also for it!
In reply to Zerpa
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Zerpa;50234
I'm all for a Troll at level 7. Especially if it looks like the one from The Lord of the Rings.
I completely agree. A Troll at level 7 looks impressive.
Бобруйск рулит, Zion otdihaet!
In reply to ОгонёК
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No, I think a troll is completely inappropriate for level 7. There should be hippos, cyclops, or something else. But if the troll looks like the one from The Lord of the Rings... then it will look like a Chernobyl beaver :D. In The Lord of the Rings, the troll is too vulgar...

Let's see what MoZeS will say ;)
In reply to Мугайс
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More hippos! Or, at worst, more baboons!:D Regarding making the trolls like they are in The Lord of the Rings, I completely agree! But they should be a lower level!:)
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
In reply to Inquisitor
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Inquisitor;50268
Just no dragons (or anything with wings, really). They're already in almost every game!


But nobody is suggesting that!:confused:
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
In reply to Мугайс
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Mugais;50253
Let's see what MoZeS has to say ;)
He mentioned at the beginning of the thread that it's on level 7. :confused:

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