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Master of Magic : The Champions |
Aerie |
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. |
Return |
Alorra |
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. |
Return |
Deth Stryke |
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%. |
Return |
Elana |
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. |
Return |
Morter |
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. |
Return |
Mystic X |
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. |
Return |
Ravashack |
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. |
Return |
Roland |
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. |
Return |
Sir Harold |
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. |
Return |
Warrax |
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. |
Return |