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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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Post it, let's take a look...
In reply to gamehuntera
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So, while browsing the lore of the Heroes races on the official Nival forum, I had an idea: how could the Barbarians enter the world of Ashan, and how could the Necromancers benefit from this? Let's remember that the Valley of Heresh, the homeland of the Necromancers, was seized by the Mages! Seeing such injustice, I decided that the Barbarians would help them reclaim Heresh. And that's where the real fun begins! Nival will definitely create a race: the Academy's lore contains several mentions of Orcs – creatures created by mages. It also states that not all of them were destroyed during the sacred wars against the Orcs. So, the plot starts with a terrible earthquake that opens a passage to a valley isolated by mountains, where the Orcs settled after being heavily persecuted. Over the years of isolation, they founded their own state and became a powerful military force. No one knew that the Necromancers would be the first to encounter the might of the Barbarians. As a result of this clash, a strange "Alliance of Outcasts" is formed between a newly converted Necromancer and the Barbarian leaders. One might wonder what could possibly be in common between powerful undead sorcerers and strong, but not very intelligent, Orcs. The answer: revenge. The Barbarians help the Necromancers reclaim Heresh, and the Necromancers teach the Barbarians magic and help them gain kingdom status. In short, the plot begins with the theft of the Necromancer Markel's skull griffin from the Empire and the subsequent pursuit of the thief by the forces of the Order. Some high-ranking knight, like Frida, accompanied by a mage, chases the Necromancers for five missions, encountering evidence of a new, unknown force in the world. By the end of the first campaign, these heroes will face the skull thief and the Barbarian army face to face. Unfortunately, the Necromancer escapes the battlefield, and the heroes decide to return to inform their rulers about the new threat. But they won't make it. At the same time, the second campaign begins – for the Barbarians. The Necromancers have developed a plan to restore their power and reclaim their world. Throughout the campaign, the Barbarians fight against the Academy. First, they appear on the eastern borders of the Silver League and separate Heresh from the rest of the mages' kingdom. Then, three missions begin about a warlike invasion of the necessary cities, including the capital of the mages, and they steal three artifacts: Sandro's Cloak, the Potion of Transformation, and the Sphere of Death, while also gathering information about the mages' forces in the Valley of Heresh. In the final mission, a grand battle takes place between the Barbarians and the alliance of mages and elves. Next, the third campaign – for the Necromancers. Having obtained valuable artifacts, the Necromancers begin to operate secretly in the human empire, where they eliminate several knights. The liquid from the Potion of Transformation gives the Necromancers the ability to take the form of any creature. Transforming into knights, they convince the ruler to prepare troops for a battle against the Barbarians. Soon, the army is ready. Thousands of warriors gather in a border town, but then a lightning-fast invasion of the Necromancers occurs. Their magic manages to trap most of the troops in a magical cage, and the rest will fight against the undead. After the victory, the Necromancer, who once formed an alliance with the Barbarians, calls upon the power of darkness and, with the help of the stolen artifacts, instantly transforms the human army into an army of the undead. Next, there are two missions about gathering the troops of the Necromancers and Barbarians, and the final "Battle for Heresh," where the "Alliance of Outcasts" opposes the alliance of mages and elves (you can also include dwarves). The Alliance wins, Heresh is liberated, and is under the control of the Necromancers. In the final video, the Necromancers' promises will be fulfilled: the Barbarians will take their rightful place among the other races and will be taught the magic of summoning, chaos, and light. So, what do you think of this idea? I look forward to your feedback. :) :D :cool:
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Well, firstly: 5 campaigns is a lot. Most likely, there will be 3. And the orcs are not separated by mountains. See the map of Ashan. There are tents drawn there. And it is unlikely that the necromancers kept their promises, because it is already an axiom that they are always traitors. So it would be better if they leave everyone in the lurch. And then a new expansion will follow with a water race (since only one dragon, Shalassa, remains), and the barbarians will most likely be Silat. And how did the necromancers teach the barbarians light magic? It is more likely that it will be necromancy and summoning, since these are the spells of the necropolis, which are more common.
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What about an alliance between Necromancers and Orcs? That's a good idea.

Added 1 minute ago
Magnus;55364
And the Necromancers probably wouldn't keep their promises. Because it's an axiom that they are always traitors. So it's better if they leave everyone in the lurch.
But here, they will keep their word! What a surprise!:cool:
Твой дом там, где твоё сердце.
Все люди - братья, но в каждом из нас спит волк.
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Magnus;55364
First of all:
5 campaigns is a lot. It will most likely be 3. And the orcs are not separated by mountains. See the map of Ashan. There are tents drawn there. And the necromancers probably didn't keep their promises. Because it's already an axiom that they are always traitors. So it's better if they leave everyone in the lurch. And then there will be a new expansion with a water race (since there is only one dragon, Shalassa, left), and the barbarians will most likely be Silat. And how did the necromancers teach the barbarians light magic?
It's more likely that they will teach necromancy and summoning.
What 5? There are only three: humans + mages, barbarians, and necromancers. For variety, let them keep their promises; after all, they can still be dealt with if necessary. Teaching a special skill would be too much, unless it's light, then darkness. Although a combination of three schools, as I wrote, would be more suitable for the barbarians.
And then there's this argument: the barbarians killed half of the mages on their own - it's better to keep promises!
In reply to Alex Ghost
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Alex Ghost;55386
Teaching a special skill would be too much, unless it's for the Haven faction, then maybe for the Dungeon. Although, the combination of three schools that I mentioned would be more suitable for the Barbarians.
Barbarians were always far from magic, and now you're suggesting they learn three schools – are you proposing a complete overhaul? :)
Мечты сбываются, просто нужно уметь правильно мечтать.

Жизнь нужно прожить так, чтобы Боги в восторге предложили еще одну...
P.S. может мне и предложили, просто я не помню :smile44:
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Alex Ghost;55361
So, while browsing the lore of the Heroes factions on the official Nival forum, I had an idea: how could the Barbarians enter the world of Ashan, and how could the Necromancers benefit from it!
Let's remember that the Valley of Heresh, the homeland of the Necromancers, was captured by the Mages! Seeing such injustice, I decided that the Barbarians would help them reclaim Heresh. And that's where the real fun begins! The Nival team will definitely create a race: the Academy lore mentions Orcs several times – creatures created by mages. It also states that not all of them were destroyed during the sacred wars against the Orcs.
So, the plot starts with a terrible earthquake that opens a passage to a valley isolated by mountains, where the Orcs settled after being heavily persecuted. Over the years of isolation, they founded their own state and became a powerful military force. No one knew that the Necromancers would be the first to encounter the might of the Barbarians. As a result of this clash between a newly converted Necromancer and the Barbarian leaders, a strange "Alliance of Outcasts" is formed. It seems that there could be little in common between powerful undead sorcerers and strong, but not very intelligent, Orcs. The answer: revenge. The Barbarians help the Necromancers reclaim Heresh, and the Necromancers teach the Barbarians magic and help them gain kingdom status.
In short, the plot begins with the theft of the Necromancer Markel's skull griffin from the Empire and the subsequent pursuit of the thief by the forces of the Order. Some high-ranking knight, like Frida, accompanied by a mage, spends five missions chasing the Necromancers, while simultaneously encountering evidence of a new, unknown force in the world. By the end of the first campaign, these heroes will face the thief and the Barbarian army face to face. Unfortunately, the Necromancer escapes the battlefield, and the heroes decide to return to inform their rulers about the new threat. But they won't have time.
At the same time, the second campaign begins – for the Barbarians. The Necromancers have developed a plan to restore their power and reclaim their world. Throughout the campaign, the Barbarians fight against the Academy. At first, they appear on the eastern borders of the Silver League and separate Heresh from the rest of the mages' kingdom. Then, three missions begin about a warlike invasion of the necessary cities, including the capital of the mages, and they steal three artifacts: Sandro's Cloak, the Potion of Transformation, and the Sphere of Death, while also gathering information about the mages' forces in the Valley of Heresh. In the final mission, a grand battle takes place between the Barbarians and the alliance of mages and elves.
Next, the 3rd campaign – for the Necromancers. Having obtained valuable artifacts, the Necromancers begin to operate secretly in the human empire, where they eliminate several knights. The liquid from the Potion of Transformation gives the Necromancers the ability to take the form of any creature. Transforming into knights, they convince the ruler to prepare troops for a battle with the Barbarians. Soon, the army is ready. Thousands of warriors gather in a border town, but then a lightning-fast invasion of the Necromancers occurs. Their magic manages to trap most of the troops in a magical cage, and the rest will fight against the undead. After the victory, the Necromancer, who once formed an alliance with the Barbarians, calls upon the power of darkness and, with the help of the stolen artifacts, instantly transforms the human army into an undead army. Next, there are two missions about gathering the troops of the Necromancers and Barbarians, and the final "Battle for Heresh," where the "Alliance of Outcasts" opposes the alliance of mages and elves (and you can also add dwarves). The Alliance wins, Heresh is liberated, and is under the control of the Necromancers.
In the final video, the Necromancers' promises will be fulfilled: the Barbarians will take their rightful place among the other races and will be taught the magic of summoning, chaos, and light.
So, what do you think of this idea? I'm looking forward to your feedback. :) :D :cool:

Awesome! With a few tweaks, it will be a ready-made plot for a campaign...
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
In reply to Sergh
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Sergh;55387
Barbarians were quite far from magic, and now you're suggesting retraining three of them? :)
Well, you can have fewer! The standard is that each race in the Mage Guild has 3 schools of magic. In general: whatever the community wants, but the fact remains that magic is needed. :)
In reply to Alex Ghost
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Alex Ghost;55457
Well, it could be even less! It's just that, according to the standard, each race in the Academy has 3 schools of magic. In general: it's up to the players, but the fact remains that magic is needed.:)
But the two main ones. And how could Barbarians defeat the Mages?
And then there's this argument: the Barbarians defeated half of the Mages on their own - it's better to keep promises!
And what about Gem and Crag Hack, who also defeated many people when they were looking for artifacts for Sandro, and he betrayed them. Therefore, Necromancers should be traitors, and nobility doesn't really suit Mages who raise the dead. And since the Mages were defeated, then the Necropolis should have used the motto: divide and conquer! They turned to the generals of the Griffin Empire, they could have directed them against the Barbarians, killed them, and raised twice as many undead. And conquered the whole world!
In reply to Magnus
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The Barbarians defeated the mages with concentrated power and a surprise attack. The heroes from the first campaign didn't have time to warn anyone because they were too far away! And the Necropolis will have a new leader, more intelligent than Markel! Of course, Markel did a great job, effectively dealing with Haven, but it can't go on forever that the Necropolis always betrays everyone! Let them learn from their previous defeats. And besides, the motive for the alliance is common! :)
And about Sandro: the previous necromancers were a real force with a large army. But these ones: they just ended up homeless. It's unfair! And if they later betrayed the Barbarians, they probably wouldn't have been able to hold Heresh anyway!:cool:
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Alex Ghost;55468
The Barbarians defeated the mages with concentrated power and a surprise attack. The heroes of the first campaign didn't have time to warn anyone because they were too far away! And the Necromancers will have a new leader, more reasonable than Markel! Of course, Markel did a great job, he brilliantly dealt with Haven, but it's not forever that the Necromancers betray everyone! Let them learn from their previous defeats. And besides, the motive for the alliance is common!:)
And about Sandro: the previous Necromancers were a real force with a large army. And these ones: they just turned out to be homeless. It's unfair! And if they later betray the Barbarians, they themselves would hardly be able to hold Heresh!:cool:
I meant that when the Barbarians conquer the Silver Cities, Giovanni will decide that one Heresh is not enough. And he will start pitting the Barbarians against other races. And then, when the Barbarians weaken, and the Necromancers gather an army of undead, they will destroy the Barbarians. After all, there is already a pattern - Necromancers are traitors. See Heroes 2, 3, 4, 5, Might and Magic 7.
In reply to Magnus
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That’s what I’m saying: you’re getting tired of your old heroes! It’s time to surprise the world!:cool: And considering how many Necromancer fans there are, at least in Russia, I think most people would be happy with such a turn of events!:)
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Alex Ghost;55473
And considering how many Necromancer fans there are, at least in Russia, I think most will simply be happy with such a turn of events! :)
But it's not Nival who decides, it's Ubisoft. Whatever they say, that's what will happen. They support Heroes 3, and there, Necromancers are vile and two-faced, not white and fluffy. And how do you imagine a good Necromancer? :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
In reply to Magnus
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And who said anything about goody-goodies? They have their own agenda, they've just become a little more noble and honest. Let's ask the community what they think of the plot! :cool:
And I don't think the Barbarians are as stupid as you portray them to be!
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Still, I think it’s not a good idea to give Barbarians magic in their castle. They have always been distinguished by relying solely on brute force. It would be better to give them a stronger bonus, come up with something even better. Does anyone have any ideas? Regarding the plot, I expressed my opinion in the thread about the new faction. I think it’s possible to create six campaigns, as I suggested there, one for each faction. They should invest more money, but then sales will be higher, and they will create a proper, global expansion, like for the third game: Armageddon's Blade, and not some skirmish between the new Griffin Empire and the Dwarves. By the way, it would be better to properly develop the Dwarven castle than to change the Empire. However, I have already said enough about this in the same thread about

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