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Master of Magic : The Champions

Aerie
Alorra
Deth Stryke
Elana
Morter
Illusioniste
Archer Elfe
Epeiste
Pretresse
Chevalier noir
Mystic X
Ravashack
Roland
Sir Harold
Warrax
Inconnu/e/s
Le necromancier
Paladin
Chevalier
Guerrier du chaos

Aerie
Aerie
Illusioniste
Moves : 02
Magie : 00
Gold : 10
Melee : 01
Range : 06
Resist : 06
Hits : 05

 Arcane Power 01   Prayermaster 01 
Arcane power increases the hero's magical ranged attack by +1 per level of experience. Super arcane power (*) increases this bonus by 50%. Prayermaster adds +1/level of experience to all resistance rolls for all units in the battle. Super prayermaster (*) increases this bonus by 50%.

 Caster 10   Missiles immunity
Caster allows the unit to cast spells like a wizard in combat, without cost of mana points drawn from the wizard's mana reserve. Furthermore, heroes with caster ability add half the caster's skill to a wizard casting overland spells if the hero is inside the wizard's fortress. You must still provide the required mana to support the skill. Missiles immunity makes the unit immune to all forms of missile attacks.

 Illusion
Illusionary attack allows the attacking unit to ignore the defender's armor antirely.

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Alorra
Alorra
Archer Elfe
Moves : 02
Magie : 00
Gold : 10
Melee : 12
Range : 10
Resist : 08
Hits : 11

 Blademaster 01   Might 01 
Blademaster increases the hero's chance to hit by +1 per 2 levels of experience. Super blademaster (*) increases this bonus by 50%. Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%.

 Agile 01   Caster
Increases the defense of the unit by +1 per level of experience. Super agility (*) increases this bonus by +50%. Caster allows the unit to cast spells like a wizard in combat, without cost of mana points drawn from the wizard's mana reserve. Furthermore, heroes with caster ability add half the caster's skill to a wizard casting overland spells if the hero is inside the wizard's fortress. You must still provide the required mana to support the skill.

 + to hit 01   Forester
Each plus increases the unit's chance to hit by 10%. Forester allows all units stacked to pass through forest at a cost of one movement point per square.

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Deth Stryke
Deth Stryke
Epeiste
Moves : 02
Magie : 00
Gold : 10
Melee : 07
Range : 00
Resist : 06
Hits : 11

 Leadership*  Legendary 03 
Leadership increases the attack strength of all units in combat by one per 2 levels of the hero. Super leadership (*) increases this bonus by 50%. Legendary represents the hero's reputation and increases the frequency and strength of mercenaries approaching the wizard for hire, as well as decreases the initial hiring cost. The hero adds +3 fame per level of the hero directly to the controlling wizard's fame total. Super legendary (*) increases this bonus by 50%.

 Blademaster 02   Might 01 
Blademaster increases the hero's chance to hit by +1 per 2 levels of experience. Super blademaster (*) increases this bonus by 50%. Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%.

 Might 01 
Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%.

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Elana
Elana
Pretresse
Moves : 02
Magie : 00
Gold : 00
Melee : 02
Range : 09
Resist : 06
Hits : 05

 Arcane Power 01   Prayermaster* 01 
Arcane power increases the hero's magical ranged attack by +1 per level of experience. Super arcane power (*) increases this bonus by 50%. Prayermaster adds +1/level of experience to all resistance rolls for all units in the battle. Super prayermaster (*) increases this bonus by 50%.

 Charmed  Noble
Charmed heroes never fail a resistance roll. Noble heroes do not cost money but instead contribute 10 gold to your cause each turn.

 Caster 12   Healer
Caster allows the unit to cast spells like a wizard in combat, without cost of mana points drawn from the wizard's mana reserve. Furthermore, heroes with caster ability add half the caster's skill to a wizard casting overland spells if the hero is inside the wizard's fortress. You must still provide the required mana to support the skill. Healers will heal 25% of the damage that all units stacked with the healer have sustained after a combat.

 Purify
Purify allows a unit to clean corruption from a square.

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Morter
Morter
Chevalier noir
Moves : 02
Magie : 00
Gold : 10
Melee : 09
Range : 03
Resist : 06
Hits : 10

 Armor piercing  Blademaster
Armor piercing halves the effectiveness of the defender's defense rating. Blademaster increases the hero's chance to hit by +1 per 2 levels of experience. Super blademaster (*) increases this bonus by 50%.

 Might  First strike
Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%. First strike allows the unit to deal its damage before hand-to- hand attacks, but after breath, thrown, and gaze attacks.

 Legendary  Magic immunity
Legendary represents the hero's reputation and increases the frequency and strength of mercenaries approaching the wizard for hire, as well as decreases the initial hiring cost. The hero adds +3 fame per level of the hero directly to the controlling wizard's fame total. Super legendary (*) increases this bonus by 50%. Magic immunity makes a unit immune to all forms of magic including ranged magical attacks and all spell effects, regardless of realm.

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Mystic X
Mystic X
Inconnu/e/s
Moves : 02
Magie : 00
Gold : 06
Melee : 06
Range : 05
Resist : 10
Hits : 08

 Legendary 03   Might 01 
Legendary represents the hero's reputation and increases the frequency and strength of mercenaries approaching the wizard for hire, as well as decreases the initial hiring cost. The hero adds +3 fame per level of the hero directly to the controlling wizard's fame total. Super legendary (*) increases this bonus by 50%. Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%.

 Sage 03   Prayermaster 01 
Sage heroes contribute 3 spell research points per level of experience each turn to the controlling wizards research total. Super sage ability (*) increases this bonus by 50%. Prayermaster adds +1/level of experience to all resistance rolls for all units in the battle. Super prayermaster (*) increases this bonus by 50%.

 Caster 07 
Caster allows the unit to cast spells like a wizard in combat, without cost of mana points drawn from the wizard's mana reserve. Furthermore, heroes with caster ability add half the caster's skill to a wizard casting overland spells if the hero is inside the wizard's fortress. You must still provide the required mana to support the skill.

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Ravashack
Ravashack
Le necromancier
Moves : 02
Magie : 00
Gold : 10
Melee : 01
Range : 07
Resist : 06
Hits : 05

 + to hit 03   Arcane Power 01 
Each plus increases the unit's chance to hit by 10%. Arcane power increases the hero's magical ranged attack by +1 per level of experience. Super arcane power (*) increases this bonus by 50%.

 Caster 12   Life Steal
Caster allows the unit to cast spells like a wizard in combat, without cost of mana points drawn from the wizard's mana reserve. Furthermore, heroes with caster ability add half the caster's skill to a wizard casting overland spells if the hero is inside the wizard's fortress. You must still provide the required mana to support the skill. Life stealing attacks have an additional resistance check, usually with a penalty. For each point the resistance is failed, the defending unit loses one hit, while the attacker gains one. Units killed mainly by life steal return as undead under the control of their destroyer.

 Missiles immunity
Missiles immunity makes the unit immune to all forms of missile attacks.

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Roland
Roland
Paladin
Moves : 02
Magie : 00
Gold : 10
Melee : 10
Range : 00
Resist : 06
Hits : 08

 Legendary 03   Might* 01 
Legendary represents the hero's reputation and increases the frequency and strength of mercenaries approaching the wizard for hire, as well as decreases the initial hiring cost. The hero adds +3 fame per level of the hero directly to the controlling wizard's fame total. Super legendary (*) increases this bonus by 50%. Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%.

 Prayermaster 01   Lucky
Prayermaster adds +1/level of experience to all resistance rolls for all units in the battle. Super prayermaster (*) increases this bonus by 50%. Luck adds +1 to all of the unit's rolls, including attack, defense, and resistance.

 Healer  Magic immunity
Healers will heal 25% of the damage that all units stacked with the healer have sustained after a combat. Magic immunity makes a unit immune to all forms of magic including ranged magical attacks and all spell effects, regardless of realm.

 Armor piercing  First strike
Armor piercing halves the effectiveness of the defender's defense rating. First strike allows the unit to deal its damage before hand-to- hand attacks, but after breath, thrown, and gaze attacks.

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Sir Harold
Sir Harold
Chevalier
Moves : 02
Magie : 00
Gold : 00
Melee : 08
Range : 00
Resist : 06
Hits : 10

 Leadership*  Legendary* 04 
Leadership increases the attack strength of all units in combat by one per 2 levels of the hero. Super leadership (*) increases this bonus by 50%. Legendary represents the hero's reputation and increases the frequency and strength of mercenaries approaching the wizard for hire, as well as decreases the initial hiring cost. The hero adds +3 fame per level of the hero directly to the controlling wizard's fame total. Super legendary (*) increases this bonus by 50%.

 Might* 01   Noble
Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%. Noble heroes do not cost money but instead contribute 10 gold to your cause each turn.

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Warrax
Warrax
Guerrier du chaos
Moves : 02
Magie : 00
Gold : 10
Melee : 09
Range : 09
Resist : 09
Hits : 09

 Leadership  Might* 01 
Leadership increases the attack strength of all units in combat by one per 2 levels of the hero. Super leadership (*) increases this bonus by 50%. Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%.

 Might 01   Arcane Power 01 
Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%. Arcane power increases the hero's magical ranged attack by +1 per level of experience. Super arcane power (*) increases this bonus by 50%.

 Caster 10   Armor piercing
Caster allows the unit to cast spells like a wizard in combat, without cost of mana points drawn from the wizard's mana reserve. Furthermore, heroes with caster ability add half the caster's skill to a wizard casting overland spells if the hero is inside the wizard's fortress. You must still provide the required mana to support the skill. Armor piercing halves the effectiveness of the defender's defense rating.

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