Upcoming Content 11/18/2015 | 537 comments

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Hello Heroes,

The team is currently working on patch 1.5, which we hope to release soon.

We will bring you more detailed information about which fixes and improvements are included with the full patch notes shortly. This time again, we would like to take this opportunity to thank everyone for your valuable feedback and bug reports.

In addition to those elements, patch 1.5 will also feature additional content to expand your MMH7 experience with the introduction of:
  • 2 new Maps
  • 5 additional Neutral Creatures
  • 12 additional Heroes (2 per factions)
Discover a first glimpse of them today before the availability of this new update!


  • 2 New Maps:

o Mercator’s Misfortune [Skirmish, 4 players]
“The neutral city of Mercator is located between the lands of four rival lords. For many years, this location has ensured the fortune of the local merchants, but these prosperous days are over. Now that the lords' old enmity has escalated into a full-fledged war, he who controls Mercator will have a significant advantage over his adversaries...”

o Mirym’s Journey [Scenario Map / Large]
“Looking to find his place on Ashan, the Half-Elf Wizard Mirym embarks on a quest to discover the secret of his origins.”

  • 5 Additional Neutrals:

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Kappa Shoya
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Mermaid
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Darkness Elemental
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Light Elemental
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Shadow Panther
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Often jokingly described as the offspring of a toad and a turtle, Kappas are in truth minor Water Spirits linked to rivers and lakes, bound to a material shape by their alliance with the Naga priesthood. Half-humans and half-dolphins, the Mermaids were originally used to guard, scout, and sail the Wizards’ coasts. Unfortunately, the lands of the Seven Cities being mainly deserts meant that most Mermaids saw very little water, gradually devolving into little more than striking pets for preening masters. As a result, though the Mermaids did not take an active role in the Orc Revolts, they were more than happy to disappear in its aftermath. Since then they have lived more or less freely in the seas, having few natural predators and even fewer cares. Most of the Darkness Elementals develop in the depths of Ashan, in caves and tunnels and places of darkness where the influence of Malassa, the Dragon-Goddess of Darkness, is great. Caverns, crevices, and pits are all potential birthplaces. Spirits of obfuscation and mystery, their exact form is elusive. They often appear as moving shadows or areas within which light appears unusually wavery and feeble. Light Elementals usually appear at dawn, when the pale and rosy light is refracted through clouds and dew, weaving into a visible form. Friendly though flighty, these beautiful spirits often come to the aid of lost travelers. The Light Elementals know no allegiance and judge the purity of each heart they encounter by their own standards. The Orcs of the Pao islands speak of a legendary creature known as the Shadow Panther, bigger and fiercer than the already-formidable Pao Jaguar. Shadow Panthers are very real, but are no ordinary felines. Their attunement to the powers of Darkness made them the most terrible predators of the islands.

  • 12 Additional Heroes:

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Haven
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  Christian -- Haven
Class:
Knight (might balanced)
Specialization:
[Ballista Commander
] The hero starts with a Haven Ballista. Haven Ballistae in the hero's army have +10 Attack value. 
  Alchemist, adventurer, knight, privateer... Christian has had many careers. During the wars of the Second Eclipse, he proved himself to be a loyal and valuable member of the military. He is a committed and organized commander who provides his service and adventurous spirit to any and all worthy causes.
  Alesia -- Haven
Class:
Confessor (magic defensive)
Specialization:
[Vestal]
The hero starts with a Healing Sister. Healing Sisters in the hero's army also heals all friendly living units next to her main target.   
  A member of the Order of Vesta, Alesia was born and raised in the cosmopolitan city of Seahaven, in the Agyn Peninsula. A true Vestal, Alesia would rather use the powers of the Light that Elrath bestowed her to heal and bring peace, although she understands that, unfortunately, fighting can not always be avoided.
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Stronghold
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  Ann -- Stronghold
Class:
Chieftain (might defensive)
Specialization:
[Charismatic]
+10% chance for successful for negotiations with neutral armies. Critters join for a discount of 10% after successful negotiation.   
  The daughter of a famous hero (and granddaughter to an even more famous one), Ann Morgan is a smart lady animated by an adventurous spirit. Having sworn to herself she would not spend her life between a castle's walls, she has embarked on a great journey across Ashan, making her first stop among the tribes of the Sahaar desert.

  Kengi -- Stronghold
Class:
Earth Shaper (magic defensive)
Specialization:
[Chef]
Friendly creatures in the hero's army regenerate 10 Health at the end of each combat round. Friendly creatures in the hero's army get +5 Morale at the beginning of a combat.   
  Kengi unexpectedly achieved fame as a chef, but soon realized Mother Earth had chosen him to accomplish greater things. He would bring his cooking skills to the famished nomads of the Sahaar, and teach them how to turn the meager foods of the desert into meals worthy of a king.
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Academy
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  Ajit -- Academy
Class:
Sherif (might defensive)
Specialization:
[Painless]
Hero starts with +4 Defense.   
  A Wizard of House Chimera, Ajit was a student of Agar, the infamous creator of several of the strangest breeds of Beastmen. But his thirst for arcane knowledge proved second to his greed. Always coming up with new schemes to enrich himself, Ajit is starting to become notorious in Wizard circles as a deceitful grifter.

  Nur -- Academy
Class:
Enchanter (magic defensive)
Specialization:
[Spirit Channeler]
The hero regenerates 12 additional Mana per day.
  Nur is one of those beings that not only wields magic, but is inherently magical. A Djinn master of meditation and mental focus, Nur's battles with Chaos magic across many planes has led her to develop exceptional magic affinity. Nur was believed lost for centuries after a mad Wizard tried to absorb her powers, but her brother, Solmyr, was eventually able to restore her.
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Necropolis
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  Naadir -- Necropolis
Class:
Necromancer (magic offensive)
Specialization:
[Ghost Conjurer ]
The stack size of any Ghost or Banshee in the hero's army is increased by +1 every time it kills at least one non-undead, non-construct creature.
  Naadir despises the world of flesh, even more so than his fellow Necromancers. To him, perfection is only to be found in the naked spirit, cleansed from its material impurities. The punishment he has inflicted to his own body to "purify" it would haunt the nightmares of the most zealous of Inquisitors.

  Lucretia -- Necropolis
Class: Bone Guard (might defensive)
Specialization:
[Insatiable Thirst]
The Life Drain ability of Vampires and Vampire Lords in the hero's army regenerate 75% of the damage they deal as Health instead of 50%.
  Seduced and turned into a Vampire by Sandro himself, this ex-Bull Duchy countess immediately showed thirsts for both blood and power. Already a talented courtesan when still alive, Lucretia's vampiric embrace granted her a couple of centuries to hone her natural gifts for seducing, backstabbing, and politicking. She has recently returned to Heresh, although it is not clear if she still serves her old master.
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Dungeon
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  Sephinroth -- Dungeon
Class:
Shade Weaver (magic defensive)
Specialization:
[Black Marketeer ]
The hero provides 1 random rare resource per day to this kingdom.
  Born Saifiros, "sharp steel eyes", this master con artist changed her name to "Sephinroth" because she felt it sounded more exotic and regal, giving her an aura of mystery. A skillful liar, she tried to pass herself as the late King Arniel's illegitimate daughter. When the masquerade was discovered, Sephinroth was forced to hide among the exiled Dark Elves.

  Salvin -- Dungeon
Class:
Darkblade (might balanced)
Specialization:
[Painless]
Hero starts with +4 Defense.
  Last consort of the legendary Queen Tuidhana of Tarlad, Salvin had sworn to avenge her death at the hands of the Sylvan Elves. To achieve this goal, he has allied with Erebos, the Master of Assassins. His people now call themselves the Blades of Erebos.
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Sylvan
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  Gem -- Sylvan
Class:
Mystic (magic balanced)
Specialization:
[Regeneration Adept ]
Hero starts with Earth Magic skill on novice rank, "Regeneration" spell, and casts "Regeneration" with the next higher skill rank than the current rank in this magic school.
  Because of her otherworldly beauty, many believe Gem to be an Elf, when she is in fact Human. This sorceress, born in the Free City of Eridan Crossing nearly eight decades ago, became such a dedicated protector of nature that the Druids of Irollan themselves welcomed her among their numbers. What remains a mystery, though, is how she can still look so young.

  Ivor -- Sylvan
Class:
Warden (might defensive)
Specialization:
[Hotheaded]
The hero starts with the Sylvan Ballista. Sylvan Ballistae in the hero's army have +20 Initiative. All friendly units in the hero's army have +50 Initiative in the first round of combat.
  Ivor (a shortened version of his full Elven name) proudly traces his lineage back to the Shantiris. Though born into nobility, he has always been a hothead, preferring to lead an attack rather than wait to be attacked. His brashness and arrogance make him rather unique among the Wardens of Irollan.

Stay tuned Heroes for more information regarding Patch 1.5 availability!

Regards
The M&M Team
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