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| Master of Magic : The Heros |
| Aureus |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 04 |
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| Melee : | 06 |
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| Range : | 06 |
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| Resist : | 06 |
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| Hits : | 06 |
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| 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 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 |
| B'Shan |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 00 |
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| Melee : | 10 |
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| Range : | 10 |
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| Resist : | 12 |
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| Hits : | 12 |
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| 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. |
| Each plus increases the unit's chance to hit by 10%. |
| Return |
| Bahgtru |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 00 |
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| Melee : | 06 |
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| Range : | 00 |
| Resist : | 06 |
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| Hits : | 08 |
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| 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 weapons allows an attacking unit to hurl its thrown weapons before engaging in hand-to-hand. |
| Return |
| Fang |
| Moves : | 03 |
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| Magie : | 00 |
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| Gold : | 08 |
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| Melee : | 08 |
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| Range : | 00 |
| Resist : | 06 |
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| Hits : | 08 |
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| 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 allows an attacking unit to breathe a fiery blast berofe engaging in hand-to-hand. |
| Return |
| Greyfairer |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 03 |
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| Melee : | 01 |
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| Range : | 08 |
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| Resist : | 06 |
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| Hits : | 05 |
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| 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 increases the range a unit can see on the overland map by the scouting level. |
| Return |
| Gunther |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 02 |
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| Melee : | 06 |
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| Range : | 00 |
| Resist : | 06 |
|
| Hits : | 09 |
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| 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. |
| Return |
| Jaer |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 04 |
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| Melee : | 08 |
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| Range : | 13 |
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| Resist : | 13 |
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| Hits : | 12 |
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| 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. |
| 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 makes the unit immune to all forms of missile attacks. |
| Return |
| Malleus |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 03 |
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| Melee : | 01 |
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| Range : | 09 |
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| Resist : | 10 |
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| Hits : | 05 |
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| 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 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. |
| Return |
| Marcus |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 04 |
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| Melee : | 07 |
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| Range : | 05 |
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| Resist : | 06 |
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| Hits : | 08 |
|
| 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 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. |
| Return |
| Morgana |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 04 |
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| Melee : | 01 |
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| Range : | 08 |
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| Resist : | 06 |
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| Hits : | 05 |
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| 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 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 makes the unit immune to all forms of missile attacks. |
| Return |
| Reywind |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 03 |
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| Melee : | 12 |
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| Range : | 12 |
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| Resist : | 14 |
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| Hits : | 15 |
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| 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. |
| Each plus increases the unit's chance to hit by 10%. |
| Return |
| Serena |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 02 |
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| Melee : | 03 |
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| Range : | 06 |
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| Resist : | 07 |
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| Hits : | 05 |
|
| 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. |
| Healers will heal 25% of the damage that all units stacked with the healer have sustained after a combat. |
| Return |
| Shalla |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 06 |
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| Melee : | 08 |
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| Range : | 00 |
| Resist : | 06 |
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| Hits : | 08 |
|
| 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 heroes never fail a resistance roll. | Thrown weapons allows an attacking unit to hurl its thrown weapons before engaging in hand-to-hand. |
| Return |
| Shin Bo |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 00 |
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| Melee : | 06 |
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| Range : | 00 |
| Resist : | 06 |
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| Hits : | 07 |
|
| Return |
| Shuri |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 02 |
|
| Melee : | 18 |
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| Range : | 10 |
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| Resist : | 12 |
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| Hits : | 13 |
|
| 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%. |
| 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 allows the unit and all stacked with it to move across any land square at the cost of 1/2 movement point. |
| Return |
| Spyder |
| Moves : | 02 |
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| Magie : | 00 |
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| Gold : | 00 |
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| Melee : | 08 |
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| Range : | 00 |
| Resist : | 07 |
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| Hits : | 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 heroes do not cost money but instead contribute 10 gold to your cause each turn. |
| Return |
| Taki |
| Moves : | 02 |
|
| Magie : | 00 |
|
| Gold : | 03 |
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| Melee : | 06 |
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| Range : | 00 |
| Resist : | 06 |
|
| Hits : | 06 |
|
| 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%. |
| Return |
| Theria |
| Moves : | 02 |
|
| Magie : | 00 |
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| Gold : | 02 |
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| Melee : | 08 |
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| Range : | 00 |
| Resist : | 09 |
|
| Hits : | 10 |
|
| 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. |
| Each plus increases the unit's chance to hit by 10%. |
| Return |
| Valana |
| Moves : | 02 |
|
| Magie : | 00 |
|
| Gold : | 02 |
|
| Melee : | 06 |
|
| Range : | 00 |
| Resist : | 08 |
|
| Hits : | 08 |
|
| 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. |
| Each plus increases the unit's chance to hit by 10%. |
| Return |
| Zaldron |
| Moves : | 02 |
|
| Magie : | 00 |
|
| Gold : | 02 |
|
| Melee : | 03 |
|
| Range : | 08 |
|
| Resist : | 08 |
|
| Hits : | 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. |
| Each plus increases the unit's chance to hit by 10%. |
| Return |