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Master of Magic : The Heros

Aureus
B'Shan
Bahgtru
Fang
Greyfairer
Le Doré
Derviche
Guerrier Orc
Draconien
Druide
Gunther
Jaer
Malleus
Marcus
Morgana
Barbare
Mage du vent
Magicien
Garde Forestier
Sorcière
Reywind
Serena
Shalla
Shin Bo
Shuri
Mage Guerrier
Guerisseur
?
Ninja
Chasseuse
Spyder
Taki
Theria
Valana
Zaldron
?
Moine Guerrier
Voleur
Barde
Sage

Aureus
Aureus
Le Doré
Moves : 02
Magie : 00
Gold : 04
Melee : 06
Range : 06
Resist : 06
Hits : 06

 Leadership  Charmed
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%. Charmed heroes never fail a resistance roll.

 Caster 05 
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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B'Shan
B'Shan
Derviche
Moves : 02
Magie : 00
Gold : 00
Melee : 10
Range : 10
Resist : 12
Hits : 12

 Noble  Arrows 08 
Noble heroes do not cost money but instead contribute 10 gold to your cause each turn. Quiver indicates the total number of ranged attacks the unit has remaining. The shots are replaced after each combat.

 + to hit 01 
Each plus increases the unit's chance to hit by 10%.

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Bahgtru
Bahgtru
Guerrier Orc
Moves : 02
Magie : 00
Gold : 00
Melee : 06
Range : 00
Resist : 06
Hits : 08

 Noble  Mountaineer
Noble heroes do not cost money but instead contribute 10 gold to your cause each turn. Mountaineer allows all units stacked to cross mountains and hills at a cost of one movement point per square.

 Thrown 03 
Thrown weapons allows an attacking unit to hurl its thrown weapons before engaging in hand-to-hand.

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Fang
Fang
Draconien
Moves : 03
Magie : 00
Gold : 08
Melee : 08
Range : 00
Resist : 06
Hits : 08

 Might* 01   Charmed
Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%. Charmed heroes never fail a resistance roll.

 Fire breath 05 
Fire breath allows an attacking unit to breathe a fiery blast berofe engaging in hand-to-hand.

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Greyfairer
Greyfairer
Druide
Moves : 02
Magie : 00
Gold : 03
Melee : 01
Range : 08
Resist : 06
Hits : 05

 Purify  Caster 07 
Purify allows a unit to clean corruption from a square. 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.

 Scouting 03 
Scouting increases the range a unit can see on the overland map by the scouting level.

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Gunther
Gunther
Barbare
Moves : 02
Magie : 00
Gold : 02
Melee : 06
Range : 00
Resist : 06
Hits : 09

 Might 01   Thrown 03 
Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%. Thrown weapons allows an attacking unit to hurl its thrown weapons before engaging in hand-to-hand.

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Jaer
Jaer
Mage du vent
Moves : 02
Magie : 00
Gold : 04
Melee : 08
Range : 13
Resist : 13
Hits : 12

 Charmed  Caster
Charmed heroes never fail a resistance roll. 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   Marche sur le vent
Each plus increases the unit's chance to hit by 10%. Permet a l'unite et à toutes les creatures de son groupe de voler

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

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Malleus
Malleus
Magicien
Moves : 02
Magie : 00
Gold : 03
Melee : 01
Range : 09
Resist : 10
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.

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Marcus
Marcus
Garde Forestier
Moves : 02
Magie : 00
Gold : 04
Melee : 07
Range : 05
Resist : 06
Hits : 08

 Might 01   Caster 05 
Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) 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.

 Scouting 02   Pathfinding
Scouting increases the range a unit can see on the overland map by the scouting level. Pathfinding allows the unit and all stacked with it to move across any land square at the cost of 1/2 movement point.

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Morgana
Morgana
Sorcière
Moves : 02
Magie : 00
Gold : 04
Melee : 01
Range : 08
Resist : 06
Hits : 05

 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%.

 Charmed  Caster 10 
Charmed heroes never fail a resistance roll. 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
Missiles immunity makes the unit immune to all forms of missile attacks.

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Reywind
Reywind
Mage Guerrier
Moves : 02
Magie : 00
Gold : 03
Melee : 12
Range : 12
Resist : 14
Hits : 15

 Lucky  Caster
Luck adds +1 to all of the unit's rolls, including attack, defense, and resistance. 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 
Each plus increases the unit's chance to hit by 10%.

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Serena
Serena
Guerisseur
Moves : 02
Magie : 00
Gold : 02
Melee : 03
Range : 06
Resist : 07
Hits : 05

 Sage 03   Caster 07 
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%. 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.

 Healer
Healers will heal 25% of the damage that all units stacked with the healer have sustained after a combat.

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Shalla
Shalla
?
Moves : 02
Magie : 00
Gold : 06
Melee : 08
Range : 00
Resist : 06
Hits : 08

 Blademaster*  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%.

 Charmed  Thrown 04 
Charmed heroes never fail a resistance roll. Thrown weapons allows an attacking unit to hurl its thrown weapons before engaging in hand-to-hand.

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Shin Bo
Shin Bo
Ninja
Moves : 02
Magie : 00
Gold : 00
Melee : 06
Range : 00
Resist : 06
Hits : 07

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Shuri
Shuri
Chasseuse
Moves : 02
Magie : 00
Gold : 02
Melee : 18
Range : 10
Resist : 12
Hits : 13

 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%.

 Arrows 08   + to hit 01 
Quiver indicates the total number of ranged attacks the unit has remaining. The shots are replaced after each combat. Each plus increases the unit's chance to hit by 10%.

 Pathfinding
Pathfinding allows the unit and all stacked with it to move across any land square at the cost of 1/2 movement point.

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Spyder
Spyder
?
Moves : 02
Magie : 00
Gold : 00
Melee : 08
Range : 00
Resist : 07
Hits : 09

 Leadership  Legendary* 09 
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%.

 Noble
Noble heroes do not cost money but instead contribute 10 gold to your cause each turn.

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Taki
Taki
Moine Guerrier
Moves : 02
Magie : 00
Gold : 03
Melee : 06
Range : 00
Resist : 06
Hits : 06

 Blademaster  Agile* 01 
Blademaster increases the hero's chance to hit by +1 per 2 levels of experience. Super blademaster (*) increases this bonus by 50%. Increases the defense of the unit by +1 per level of experience. Super agility (*) increases this bonus by +50%.

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Theria
Theria
Voleur
Moves : 02
Magie : 00
Gold : 02
Melee : 08
Range : 00
Resist : 09
Hits : 10

 Agile 01   Charmed
Increases the defense of the unit by +1 per level of experience. Super agility (*) increases this bonus by +50%. Charmed heroes never fail a resistance roll.

 + to hit 01 
Each plus increases the unit's chance to hit by 10%.

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Valana
Valana
Barde
Moves : 02
Magie : 00
Gold : 02
Melee : 06
Range : 00
Resist : 08
Hits : 08

 Leadership 01   Caster 15 
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%. 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 
Each plus increases the unit's chance to hit by 10%.

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Zaldron
Zaldron
Sage
Moves : 02
Magie : 00
Gold : 02
Melee : 03
Range : 08
Resist : 08
Hits : 07

 Sage 09   Caster 22 
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%. 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 
Each plus increases the unit's chance to hit by 10%.

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