HoMM 5 >Towns and creatures >Barbarian

The town of Might

The barbarians are still in their own country and usually don't bother with other peoples. However, the elves dragged them into a conflict with the Alchemy-Necro alliance and the Life-Order faction. They will have to concentrate more on the organization of their army and their sheer strength in order to survive in a world were everyone blasts around with magic.

Level 1:

Goblin (Mess hall)
The goblin has returned as a small green spearfighter. They come in high numbers and have a very high damage spear attack. They are permanently under influence of the bloodlust spell. Their defenses are quite low, so be carefull with how you use them.

Berserker (Longhouse)
The berserker is also a strong creature with the double attack and that unfortunate berserk ability. They come in lower numbers than the goblin and are unfotunately, killed fast because of that berserk ability.

Level 2:

Centaur (Centaur stables)
The centauri are still ranged attackers, but a bit stronger now. They are low on shots, but shoot them like any other ranged attacker and they have no melee penalty. They have good defenses and fair numbers.

Boar (Boar pen)
The boars have finally ended up with the barbarians. As with most barbarian units, they do a lot of damage. Their defenses are good enough and they are very fast. They also have the ignore obstacle ability.

Level 3:

Orcs (Orc tower)
I don't know what the orcs were doing with the sorcerers, but they belong here in the barbarian town. They throw with axes, doing good damage. But they have a melee penalty and are not that good on hitpoints and defenses. Better to give them a decent protection if you take them.

Nomads (Nomad tents)
The nomads are very fast and attack with a first strike. They put equal emphasis on attack and defense, but it is still not a good idea to send them out all by themselves into the enemy ranks. The presence of nomads in your army decreases the movement penalty over hostile terrain by 25%.

Level 4:

Ogre mage (Shaman circle)
A shaman-like magician from the barbarian hordes. The orge mage's spellbook has been extended with the slayer and, more important, the precesion spell. They are tanktroops, but put the emphasis more on defense, which is unusual for barbarian troops. Highest hitpoints of their level and high defenses. Attack is no more than average and low speed.

Troll (Troll cave)
Medium speed (definitely better speed than the ogre) and both fair attack and defense, with good numbers. The troll also regenerated all hitpoints each turn and is therefore a fearful opponent on small maps and in early stages. Aside from that, they also have a 50% magic resistance.

Level 5:

Thunderbird (Lightning mountains)
This bird is basically the same as the bird from HOMM4, although it has been scaled down to fit it's level. It still does lighting damage, along with its normal damage, but this should be only 10 to 15 per bird. The HOMM4 animation looked good, so they should make something similar.

Wyvern (Wyvern nest)
It should be possible to mightify this creature, so that it fits in the town of might. The wyvern would of course be a flying creature, but no longer with the poisoning ability. They are extremely fast and have a permanent stoneskin and increased hitpoints. Their damage is not that good. The wyvern would be excelent for taking out ranged attackers.

Level 6:

Behemoth (Behemoth lair)
The behemoth should regain its ability to lower the defenses of its victim, in stead of that impersonal strenght ability. Because of the new system of damage calculation, the defense reduced should be modified, but it could still work. Visually, take away that big hairy ape look and make it look more like the HOMM3 version. The ancient behemoth actually looked scary.

Cyclops (Cyclops cave)
The cyclops is now an ultimate irritating factor. It still has the ranged area attack, but it also has the statistics that fit a level 6 creature. On close range, the cyclops attacks with its gaze (no melee penalty). This gaze has the chance to paralyse a number of creatures per turn. The cyclops actually does not do much damage for its level, but the area attack makes up for that.


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