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Posts from Barbarian

5.0 (4 ratings)
19 years ago
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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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19 years ago
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Archangels can also resurrect. Something else is needed.
In reply to }\{ЕК
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19 years ago
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\{EK;51697
Actually, he should be huge and muscular, with biceps like a Kamaz truck tire. He fights in just one loincloth, without any armor. His attack is with both hands, hitting the head (but not like a golem, but from top to bottom, as if driving the enemy into the ground). He isn't afraid to die => attack +30%, because he's already expected. (Might and Magic will turn his powerful soul into a titan!!!! And he will have a skill to raise the dead (the number of raised units depends on the number of Orgs, as golems) once per battle.
Oh, you're great, Jack! There are no "Orgs" in this world!:D There are Orcs, there are Ogres. Well, unless this is a completely new creature!;) But I liked the attack of this "Org" - it's barbaric! Attacking with bare hands, driving the enemy into the ground! Like a real "trump card"!
In reply to GmiR
19 years ago
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GmiR;51668
I disagree: Titans are deities.
The Titans ruled the Earth before Zeus! And they were beings of different elements. They were huge and powerful creatures, but they weren't considered gods.
GmiR;51668
Moreover, he most likely copies Zeus, even if he doesn't belong to the great Titans, the god Apollo also belongs to them, and he, you see, is a God!
Where did you read that? Perhaps the sources I read are incorrect, but I think they are the same as yours. That's why I'm asking!
In reply to GmiR
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19 years ago
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GmiR;51718
Hey Jack! There are no "Orgs" in this world!:D There are Orcs, there are Ogres. Well, unless it's some brand new creature!;) But I liked the attack of this "Org" - it's so barbaric! Attacking with bare hands, burying someone up to their neck in the ground! That's a real "trump card"!:)
"Orgs" are cool:-):D But I liked Ogres... I think Ogres would be a great addition to the Barbarian Castle.
In reply to }\{ЕК
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19 years ago
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A troll can easily be at level 7. What’s so unusual about that? Everyone is used to monsters, but you can also come up with something original. In Heroes of Might and Magic II, trolls were very strong. In Heroes of Might and Magic V, everything is mixed up, and hydras are at level 5, and they still survive.
In reply to Forsaken
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19 years ago
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Forsaken;51796
A troll can definitely be at level 7. What's so bad about that? Everyone is used to monsters, but you can come up with something original. In Heroes of Might and Magic II, trolls were very strong. In Heroes of Might and Magic V, everything is mixed up, and hydras are at level 5, and they still survive.
In the first part, a troll was the strongest ranged unit... (titans hadn't been invented yet). :)
In reply to ОгонёК
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19 years ago
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OgonёK;51630
I also like the monsters. But they get repetitive. I'm not against them. And if not trolls, then monsters. But for now, I'm for trolls. Monsters have been in so many parts of HoMM!
Angels, devils, titans, bone dragons – they were all in the previous two or more parts, and they haven't lost popularity at all!:rolleyes:
In reply to Sergh
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19 years ago
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Sergh;51814
In the first part, the troll is the strongest ranged unit... (titans hadn't been invented yet) :)
TROLL... Yes, in the second game, he was a good ranged unit, and in the first one too... He could definitely be used instead of behemoths... But, I really liked them, the monsters! :-):D
In reply to GmiR
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19 years ago
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GmiR;51668
I disagree: the Titan is a deity. Moreover, it most likely copies Zeus, even if it doesn't quite measure up to the great Titans. And notice that the god Apollo also belongs to them, and he is a God!
GmiR, let's not delve into Greece or Rome – the worlds are different! And in Heroes, there is no mention of Zeus or other human-like gods who actively interfered in all earthly affairs. Here, the gods are dragons, and they do not manifest themselves as they do in Greece. :) ;) :rolleyes:

Added 4 minutes ago
Mugaes;51680


You know, maybe I'm also tired of dragons in all the parts, but I suggest replacing them with minotaurs ;) And to argue that these are some special minotaurs that also ate Greeks in labyrinths :p
Those minotaurs also don't compare to the creatures of level 7 here!

Added 4 minutes ago
GmiR;51683
P.S. A god's place is in the heavens! Let's put a god on level 7 for the Barbarian! I won't go to sleep until I come up with a god for them!
I protest! If you put gods, you will ruin the entire ideology of Heroes!:rolleyes:

Added 2 minutes ago
}\{EK;51697
And in general, there should be a huge, pumped-up ogre, so that his biceps are like a tire (from a KamAZ truck). He fights in a loincloth, without armor. His attack is with two hands on the head (but not like a golem, but from top to bottom, as if driving the enemy into the ground). He is not afraid to die => attack + 30%, because he is already waiting for them. (The Magi will make a Titan out of his powerful soul!!!! And he will have the ability to raise the dead (the number of raised units depends on the number of Ogres, as golems) 1 time per battle.
The ogre will look humanoid. For the Barbarian, a humanoid creature at level 7 is not suitable.
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19 years ago
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I liked the idea in the third game with the Raiders... I think it could be further developed.
In reply to Pablo N Ochoa
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19 years ago
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Let me digress a bit! I think everyone understands that the Barbarian faction will definitely be released: either in the next or the one after that – I don’t know, but it will happen. The question is how they will fit into the world of Ashan, how they will be able to exist there, and what their history will be. And I came up with a not-so-complex, but quite interesting story that could be used as a scenario for a campaign in Heroes 5. I’m waiting for the community’s opinion: should I tell it or not? Because I might just waste my time!:cool:
In reply to Alex Ghost
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19 years ago
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By the way, I was recently thinking about what the ultimate ability for the Barbarians would be... and it would be using a catapult during regular battles!
In reply to Darth Saruman
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19 years ago
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I'm worried they might slack off with the Barbarians too. Because the Dwarves are just plain lazy work. They didn't even bother to use their imagination:mad:

Otherwise, we'll end up with Barbarians like this:
Orc swordsman, orc pikeman, orc archer, orc rider, orc shaman, orc heavy infantry, sand/salt/snow/vacuum/sun/steam dragon (choose one).
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19 years ago
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In my opinion, it's not very good... The ultimate ability should be something that doesn't depend on just one catapult.
In reply to gamehuntera
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19 years ago
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Just say that my last post wasn't interesting:cool:

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