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Races

Mattery features 2 distinct races: Human and Undead. Each race has its own unique hero. The unique heroes for the Humans are the Healer and the Mage. The unique heroes for the Undead are the Vampire and the Skeleton.

Humans    Undead

Heroes

Swordsman Swordsman
life 100
damage 40
defence 10
turn timeout 100
Swordsman Turns
Dwarf Dwarf
life 120
damage 30
defence 12
turn timeout 120
Dwarf Turns 50% Magic Resistance
Deals 50% more damage to Archers
Archer Archer
life 65
damage 33
defence 5
turn timeout 110
Archer Turns Deals 50% more damage to Dwarves
Wizard Wizard
life 50
mana 75
defence 0
turn timeout 80
Wizard Turns Regenerates 5 mana points per turn
Regeneration stops when the mana limit has been reached
Spells
Each level the player may select one spell to upgrade
Lightning Deals 35 base damage to a single target
Damage and mana cost increases at higher levels
Base cost: 30 mana
Slow Increases a single target's turn timeout by 25% (level 0)
% increases at higher levels
Cost: 20 mana +1 mana/level
Poison Causes 4 points of damage + 1 damage/level each turn
Cost: 20 mana + 1 mana/level
Fireball Available for learn since 5th level
Deals 10 damage to each enemy hero
Cost: 55 mana
Mage Mage
life 60
mana 100
defence 0
turn timeout 90
Mage Turns The Mage is only available to the Human race
Regenerates 5 mana points per turn
Regeneration stops when the mana limit has been reached
Spells
Each level the hero may select one spell to upgrade
Haste Decreases a single target's turn timeout by 25% (level 0)
% increases at higher levels
Cost: 10 mana +1 mana/level
Bless Increases a single target's damage by 25% (level 0)
% increases at higher levels
Cost: 10 mana +1 mana/level
Shield Increases a single target's defense by 5 hit points + 1 hit point/level
Cost: 20 mana + 1 mana/level
Mass Haste Available for learn since 5th level
Decreases each enemy hero's turn timeout by 7% (level 0)
% increases at higher levels
Base cost: 40
Healer Healer
life 75
power 30
defence 0
turn timeout 105
Healer Turns The Healer is only available to the Human race
Heals a single targets hit points by 30 base health (Health healed increases each level) or heals each friendly hero by 30 hit points + 1 hit point/level
Healing removes all negative status effects from the target
Vampire Vampire
life 90
damage 32
defence 8
turn timeout 105
Vampire Turns The Vampire is only available to the Undead race
Drinks Blood
Heals half the damage the Vampire deals each turn (even if the health is full)
Has an extended attack range of 2 spaces
Skeleton Skeleton
life 98
damage 39
defence 9
turn timeout 102
Vampire Turns The Skeleton is only available to the Undead race
Vampires does not drink blood from a Skeleton.
Archers does only 40% damage to a Skeleton.
A Skeleton has 100% magic immune for all spells except 40% for Lightning and Fireball.
Experience, Level Ups and Items

Only the surviving heroes of the winning player gain experience
Experience depends on the enemies killed the number of the winner's surviving heroes
The dead heroes of the winner do not lose experience or items
The dead heroes of the loser lose all skill levels, experience, and items
A player can surrender to save currently surviving heroes
A player can only surrender after at least one of his/her heroes is killed
Each level up requires more experience than the previous level (Increases at an exponential rate)

Level/Experience Chart

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