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Barbarian

Type: Might
Reputation: Neutral
“For Freedom!”

Barbarians cultivate a short temper. Driven by their gut instincts and dominant will, experience has taught them that the simpler the plan the easier it is to lead armies to victory. These natural charismatic leaders are often intelligent in spite of their reputation. A knack for knowing when and where to field a battle, and maintaining a light but powerful army with speed and manoeuvrability, has earned their respect from even the greatest military minds of Ashan.

Barbarian Abilities

  • Neutral Ability: First Blood
    The first time a friendly Stronghold stack is dealt damage, the Might Power and Movement of all friendly Stronghold stacks are increased. Lasts several turns.
 
Might and Magic Heroes 6 - Stronghold 01 - BarbarianMight and Magic Heroes 6 - Stronghold 01 - Barbarian
 
Might and Magic Heroes 6 - Stronghold 01 - Barbarian FemaleMight and Magic Heroes 6 - Stronghold 01 - Barbarian Female
 

Chieftain

Type: Might
Reputation: Tears
“Orc returns to Mother Earth. Tribe lives on!”

The greatest Barbarians take upon themselves the role of leading the tribe in times of strife. Their faith in Father Sky and Mother Earth is steadfast, and they know instinctively that all souls have the right to be free. Their powers are contagious and their hordes mighty beyond compare. When a Chieftain goes to battle, the Spirits of Earth and Sky accompany the tribe.

Death Chieftain Abilities

  • Neutral Ability: First Blood
    The first time a friendly Stronghold stack is dealt damage, the Might Power and Movement of all friendly Stronghold stacks are increased. Lasts several turns.
  • Advanced Ability: Unfettered
    All Movement, Initiative, Morale and Might Damage negative effects are dispelled for the entire army.
  • Ultimate Ability: Might Over Magic
    Magical Damage on friendly creatures is decreased in proportion with the hero's Might score. Lasts several turns.
 
Might and Magic Heroes 6 - Stronghold 02 - ChieftainMight and Magic Heroes 6 - Stronghold 02 - Chieftain
 
Might and Magic Heroes 6 - Stronghold 02 - Chieftain FemaleMight and Magic Heroes 6 - Stronghold 02 - Chieftain Female
 

Warmonger

Type: Might
Reputation: Blood
“We are chosen of Father Sky!”

The Warmonger has learned to cultivate rage, transforming anger into an immeasurable tribal weapon. Absolute faith in Father Sky, the orc god of retribution and freedom, confers the Warmonger the power to master and channel personal rage and that of fellow warriors on the battlefield. The terrifying powers of the Warmongers were first witnessed by the Wizards of the Seven Cities during the Revolt of the Orcs, when hordes of enraged slaves destroyed an entire legion of Mageblades.

Warmonger Abilities

  • Neutral Ability: First Blood
    The first time a friendly Stronghold stack is dealt damage, the Might Power and Movement of all friendly Stronghold stacks are increased. Lasts several turns.
  • Advanced Ability: Blood Fury
    Target's Rage level is increased and lasts one more turn.
  • Ultimate Ability: Power of the Horde
    The hero's attack deals increased damage, based on the size of his army.
 
Might and Magic Heroes 6 - Stronghold 03 - WarmongerMight and Magic Heroes 6 - Stronghold 03 - Warmonger
 
Might and Magic Heroes 6 - Stronghold 03 - Warmonger FemaleMight and Magic Heroes 6 - Stronghold 03 - Warmonger Female
 

Shaman

Type: Magic
Reputation: Neutral
“Ancestors angry! Orcs free spirits!”

The Shaman practices a form of mystical magic that is unique and incomprehensible to all other wizards and sorcerors of Ashan. They have the power to consult tribal ancestors for advice in the invisible spirit world, acting as a medium. On these enlightening journeys, the Shaman gains insights that allow them to draw upon devastating magical powers that they materialize through blood rituals.

Shaman Abilities

  • Neutral Ability: Earth and Sky
    On the first turn of combat, the Initiative and Movement of all friendly creatures are increased. The Initiative and Movement of all enemies are reduced. Enemy flyers are not affected by this ability.
 
Might and Magic Heroes 6 - Stronghold 04 - ShamanMight and Magic Heroes 6 - Stronghold 04 - Shaman
 
Might and Magic Heroes 6 - Stronghold 04 - Shaman FemaleMight and Magic Heroes 6 - Stronghold 04 - Shaman Female
 

Earth Shaper

Type: Magic
Reputation: Tears
“Mother Earth! Orc children cry!”

Over time, a Shaman tends to become particularly attuned with one of the two orc Spirit Gods, Mother Earth or Father Sky. Earth Shapers favour the nourishing and life bringing aspects of Mother Earth and bring her power to the battlefield. Hordes lead by the Shamans of Mother Earth seem endless and untiring. When an Earth Shaper is told by the ancestors that a war must be waged to save the tribe, their is no greater defender of the people.

Earth Shaper Abilities

  • Neutral Ability: Earth and Sky
    On the first turn of combat, the Initiative and Movement of all friendly creatures are increased. The Initiative and Movement of all enemies are reduced. Enemy flyers are not affected by this ability.
  • Advanced Ability: Idol of Earth
    An idol appears at a chosen location. Any damage dealt to friendly stacks in the area around it is reduced. The idol has 2 Structure Points and lasts several Turns.
  • Ultimate Ability: Mother Earth's Blessing
    All Stronghold stacks in the hero's army grow for one Turn. When the effect ends, stacks revert to their previous state, any damage suffered in the meantime is first deducted from the bonus creatures.
 
Might and Magic Heroes 6 - Stronghold 05 - Earth ShaperMight and Magic Heroes 6 - Stronghold 05 - Earth Shaper
 
Might and Magic Heroes 6 - Stronghold 01 - Earth Shaper FemaleMight and Magic Heroes 6 - Stronghold 01 - Earth Shaper Female
 

Storm Caller

Type: Magic
Reputation: Blood
“Father Sky! Orc children battle!”

Over time, a Shaman tends to become particularly attuned with Mother Earth or Father Sky. Storm Callers have become attuned to the courageous and vengeful aspects of Father Sky. Battlefields are turned into spectacular light shows as bolts of lightning crease the skies; a scene that is said to please the ancestors. The Storm Caller remains in trance, conversing with the most valiant tribal warriors of past victories, relaying each spectacular feat of every ally for the entire duration of a battle.

Storm Caller Abilities

  • Neutral Ability: Earth and Sky
    On the first turn of combat, the Initiative and Movement of all friendly creatures are increased. The Initiative and Movement of all enemies are reduced. Enemy flyers are not affected by this ability.
  • Advanced Ability: Idol of Storms
    An idol appears at a chosen location. The Initiative of friendly stacks in the area is increased. At the beginning of each turn, a Chain Lightning spell is cast on a random enemy in the area, hitting up several targets, damage halved between each jump. The idol has many Structure Points and lasts several Turns.
  • Ultimate Ability: Father Sky's Wrath
    All creatures in the enemy deployement zone suffer damage (Air) and are "Dazed" (decrease Movement and Initiative) until end of turn. Small creatures are randomly scattered away.
 
Might and Magic Heroes 6 - Stronghold 06 - StormcallerMight and Magic Heroes 6 - Stronghold 06 - Stormcaller
 
Might and Magic Heroes 6 - Stronghold 06 - Stormcaller FemaleMight and Magic Heroes 6 - Stronghold 06 - Stormcaller Female

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