Horus is a young spellcasting prodigy, or Archmage, a fact made all the more astounding by his stolid Halfling ancestry. Horus can work fast, instinctively steering Power on optimal channels in spellcraft. While the game's Manual indicates Horus is only dimly-aware of this advantage, he is most eager to take to the field and play mind games with rival Wizards. He can throw unusually resilient Life Realm enchantments, and his Sorcery is bound to frustrate.
Horus wears journeyman work-clothes to complement his Mithril amulet and chiseled beauty. His name connotes the sky and projection of pharaonic power.
Playing as Horus Edit
Horus' portrait may be selected for a custom Wizard when starting a new game at any Difficulty setting above "Intro" in the official game, or respectively "Easy" in the unoficial patches. Selecting either his default profile or his portrait prevents him from being encountered as an opposing Wizard.
Played on his default spec, Horus' early-game puzzle is that his Mana production is not fast enough, nor his spell knowledge diverse enough, to fully leverage his prodigious Spell Casting Skill overland. Once it is, this Wizard can kick some serious Arcanus (begging pardon). Horus will almost never want to devote the first turns to improving Spell Skill, but his early explorations may suggest whether to do Research, spend Mana on summons and buffs, or stockpile Mana for a game-changing battle. He may aim to capture a Node to enlarge his Power Base, or a Tower of Wizardry to acquire a high-end spell.
Horus as an Opponent Edit
If not chosen, Horus may appear randomly among the computer-controlled opponent Wizards. Their finalized Spellbook and Retort picks strongly influence these Wizards' die rolls for AI Personality and Objective. At the "Normal" Difficulty setting and above, there is a 20% chance of either his Sorcery or Life aspects rolling up into a single color. Taking this into account, Horus' typical traits are predicted below.
Higher Difficulties subject a Wizard's default profile to increasingly arbitrary adjustments, including exposure to random realms and skills. At the "Impossible" setting, be prepared for anything.
Starting Spells Edit
At the start of the game, a non-customized Horus knows all spells specified in the table below. The known spells of a randomly generated opposing Horus depend entirely on the type and quantity of Spellbooks. For more information see the Wizard article. How many spells are researchable throughout the game depends on this as well.
|Starting Spells depending on Master of Magic Version|
|official patch 1.31||unofficial patch 1.40|
| Heroism |
| Nagas |
| Just Cause |
| Dispel Magic True |