HEROES ATLAS
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Heroes V · 113 ENTRIES

Hero catalogue · Heroes V

Names, classes, starting skills and sourced specialties. Find a hero and compare their starting profile with your map plan.

Tribes of the East 3.1 manual: 64 standard heroes and 49 additional profiles including campaign variants. Skills and four attributes describe the manual profile, not a guaranteed state on entering every mission.

Hero catalogue

Named heroes and their towns

Open a character by name for affiliation, starting skills, specialty and suggested use on an individual page.

Haven · 25

Commander and construction recommendations (Czech) →

Standard and reference profiles

Campaign and special-scenario characters

Inferno · 14

Commander and construction recommendations (Czech) →

Standard and reference profiles

Campaign and special-scenario characters

Necropolis · 13

Commander and construction recommendations (Czech) →

Standard and reference profiles

Campaign and special-scenario characters

Dungeon · 15

Commander and construction recommendations (Czech) →

Standard and reference profiles

Campaign and special-scenario characters

Sylvan · 11

Commander and construction recommendations (Czech) →

Standard and reference profiles

Campaign and special-scenario characters

Academy · 11

Commander and construction recommendations (Czech) →

Standard and reference profiles

Campaign and special-scenario characters

Fortress · 12

Commander and construction recommendations (Czech) →

Standard and reference profiles

Campaign and special-scenario characters

Stronghold · 12

Commander and construction recommendations (Czech) →

Standard and reference profiles

Campaign and special-scenario characters

113

Faiz — portrait in Heroes 5
Source · Game artwork

Academy · Wizard

Faiz

Standard profile

How to use this hero

Home faction: Academy

Vulnerability for a physical army

I would place Faiz behind several physical attackers. Vulnerability prepares a durable target for their follow-up hits, while his specialty adds level-dependent damage. Timing on the ATB bar and actually exploiting reduced Defense determine its value.

What the profile establishes

Specialty · Disrupter

Vulnerability also deals damage that scales with hero level. Consider both the defence reduction and the extra hit.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Open the four-step plan below. It separates the actual reference start from spells and equipment that must still be acquired.

Skills I would build around: Basic Dark Magic · Basic Artificer. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • VulnerabilitySpell / warcry in the reference profile

    Repeated casts pay off when several friendly stacks will hit a durable target. When little Defense remains, consider another hero action.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Open the detailed step-by-step plan →

Base attributes

Attack
0
Defense
0
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (3)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For physical follow-up hits after Faiz’s Vulnerability. Value depends on the army’s usable attacks against the weakened target.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

Detailed game plan · Faiz: weaken defense before focused attacks

The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.

  1. Pair the specialty with an actually learned spell

    The manual explicitly lists Vulnerability in Faiz’s Army & Spells section. The spell is therefore established separately from his specialty for this reference profile. Read Basic Dark Magic and Master of Pain with the spell card’s single-target and mass variants, and check the actual setup when entering a mission.

  2. Choose a target for follow-up physical hits

    Defense reduction mainly benefits attacks that have yet to happen. Select a durable stack and check your army’s ATB before casting. If Gremlins and Golems have already spent their useful actions or cannot reach the target, the debuff’s value in this part of the order falls.

  3. Single-target versus mass casting

    Normal Vulnerability costs 5 mana; Master of Pain unlocks the 10-mana mass version in a 4 × 4 area. Compare genuinely useful targets rather than just their number. Repeated reductions stack, but cannot lower Defense below zero; another cast against depleted Defense does not create the same benefit.

  4. Equipment must support the chosen damage source

    Disrupter adds its own level-dependent hit. Do not automatically treat that as an ordinary Spellpower damage spell. Sword of Might supports the army’s physical follow-up; Beginner’s Magic Wand provides Spellpower rather than charged casts. Choose according to what will decide the next battle.

Linked profiles and rules

Spells: Vulnerability (listed in reference profile)

Creatures for this plan

Conditional equipment

Explore this game’s battlefield lessons →

Reference ↗

Galib — portrait in Heroes 5
Source · Game artwork

Academy · Wizard

Galib

Standard profile

How to use this hero

Home faction: Academy

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Spell Twister

Magic Mirror is more likely to redirect a hostile spell onto an enemy instead of a random target. This remains a chance-based defence.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Magic mirror · Basic Artificer. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • CleansingSpell / warcry in the reference profile

    Compare caster levels rather than only Power. At low odds, account for the risk of wasting the hero’s action.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
0
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Havez — portrait in Heroes 5
Source · Game artwork

Academy · Wizard

Havez

Standard profile

How to use this hero

Home faction: Academy

Shooting army · Gremlin and upgrades

Havez suits the Gremlin / Master Gremlin / Gremlin Saboteur line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.

What the profile establishes

Specialty · Gremlin Master

Gremlins / Master Gremlins / Saboteur Gremlins: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Artificer · Basic War Machines. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
0
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Jhora — portrait in Heroes 5
Source · Game artwork

Academy · Wizard

Jhora

Standard profile

How to use this hero

Home faction: Academy

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Windspeaker

Higher levels bring the hero’s next combat action sooner. Evaluate spell timing on the ATB bar; this is not troop movement.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Sorcery · Basic Artificer. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Eldritch ArrowSpell / warcry in the reference profile

    Cheap targeted damage can finish a wounded stack. Compare mana spent with the creatures actually removed.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
0
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Narxes — portrait in Heroes 5
Source · Game artwork

Academy · Wizard

Narxes

Standard profile

How to use this hero

Home faction: Academy

Shooting army · Mage and upgrades

Narxes suits the Mage / Archmage / Battle Mage line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.

What the profile establishes

Specialty · Mentor

Mages / Archmages / Battle Mages: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Artificer · Basic Enlightenment. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Fist of WrathSpell / warcry in the reference profile

    It can finish a target that blocks ordinary magic. Compare its own formula with direct elemental spells.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
0
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

  • Mage
    • Combat specialty for this recruitment line
  • Archmage
    • Combat specialty for this recruitment line
  • Battle Mage
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Nathir — portrait in Heroes 5
Source · Game artwork

Academy · Wizard

Nathir

Standard profile

How to use this hero

Home faction: Academy

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Flame Wielder

Fire spells use a level-dependent increase to effective Spellpower. Check the target’s fire protection before relying on them.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Destructive Magic · Basic Artificer. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • FireballSpell / warcry in the reference profile

    Evaluate hitting several enemies together with a follow-up physical attack against their weakened Defense.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
0
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Nur — portrait in Heroes 5
Source · Game artwork

Academy · Wizard

Nur

Standard profile

How to use this hero

Home faction: Academy

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Mystic

Regenerates mana during combat, scaling with level. Compare the benefit with battle length and the cost of the next spell.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Sorcery · Basic Artificer. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Eldritch ArrowSpell / warcry in the reference profile

    Cheap targeted damage can finish a wounded stack. Compare mana spent with the creatures actually removed.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
0
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Razzak — portrait in Heroes 5
Source · Game artwork

Academy · Wizard

Razzak

Standard profile

How to use this hero

Home faction: Academy

Melee army · Iron Golem and upgrades

Razzak suits the Iron Golem / Steel Golem / Magnetic Golem line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Golem Crafter

Iron Golems / Steel Golems / Magnetic Golems: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Artificer · Basic Defense. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • HasteSpell / warcry in the reference profile

    It prepares more actions for a strong stack over a longer fight. For greater reach on a single move, evaluate Speed separately.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
0
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Cyrus — portrait in Heroes 5
Source · Game artwork

Academy · Wizard

Cyrus

Special availability; check the map

How to use this hero

Home faction: Academy

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Spell Twister

Magic Mirror is more likely to redirect a hostile spell onto an enemy instead of a random target. This remains a chance-based defence.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Magic mirror · Basic Artificer. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • CleansingSpell / warcry in the reference profile

    Compare caster levels rather than only Power. At low odds, account for the risk of wasting the hero’s action.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
0
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Maahir — portrait in Heroes 5
Source · Game artwork

Academy · Wizard

Maahir

Special availability; check the map

How to use this hero

Home faction: Academy

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Mystic

Regenerates mana during combat, scaling with level. Compare the benefit with battle length and the cost of the next spell.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Sorcery · Basic Artificer. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Eldritch ArrowSpell / warcry in the reference profile

    Cheap targeted damage can finish a wounded stack. Compare mana spent with the creatures actually removed.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
0
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Zehir — portrait in Heroes 5
Source · Game artwork

Academy · Wizard

Zehir

Special availability; check the map

How to use this hero

Home faction: Academy

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Master of Elements

A friendly stack’s destruction summons level-dependent elementals. Summon Elementals and Summon Phoenix are also strengthened. Account separately for permanent troop losses.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Summoning Magic · Basic Artificer. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Summon ElementalsSpell / warcry in the reference profile

    Account for terrain and the expected elemental type before casting. Do not assume its first action is immediate.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
0
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Eruina — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Eruina

Standard profile

How to use this hero

Home faction: Dungeon

Chance of an extra shot

The manual names Shadow Witches and Shadow Matriarchs. They may fire an extra shot at the hero’s current target, with a level-dependent chance. Plan for a failed trigger as well. Shadow Mistress is not in this list, and its profile has no ordinary ranged shots. Do not automatically transfer this effect when choosing the second upgrade.

What the profile establishes

Specialty · Coven Mistress

Shadow Witches and Shadow Matriarchs may fire a free shot at the hero’s current target. The chance scales with level; do not budget it as guaranteed damage.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Destructive Magic
  • Basic Attack
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Basic Irresistible Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Lightning BoltSpell / warcry in the reference profile

    For more delay, strike a dangerous stack just before it acts. Immediately after its turn, the stun offers little value.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The manual names Shadow Witches and Shadow Matriarchs. They may fire an extra shot at the hero’s current target, with a level-dependent chance. Plan for a failed trigger as well. Shadow Mistress is not in this list, and its profile has no ordinary ranged shots. Do not automatically transfer this effect when choosing the second upgrade.

Reference ↗

Kythra — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Kythra

Standard profile

How to use this hero

Home faction: Dungeon

Melee army · Minotaur and upgrades

Kythra suits the Minotaur / Minotaur Guard / Minotaur Taskmaster line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Slave Driver

Minotaurs / Minotaur Guards / Minotaur Taskmasters: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Leadership
  • Estates
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Irresistible Magic · Basic Leadership. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Ice BoltSpell / warcry in the reference profile

    Freezing suppresses time progress even on a fast target. Compare that control with the enemy’s Ice protection.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Lethos — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Lethos

Standard profile

How to use this hero

Home faction: Dungeon

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Poison Master

Enemy stacks may start combat poisoned. The chance depends on level, so the opening plan should also work when it fails to trigger.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Dark Magic
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Irresistible Magic · Basic Dark Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • DecaySpell / warcry in the reference profile

    Value depends on how many actions the target takes while affected. Compare direct damage when a dangerous stack must be removed immediately.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Sinitar — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Sinitar

Standard profile

How to use this hero

Home faction: Dungeon

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Catalyst

Empowered Spells receive a mana discount of 5% plus 1% per hero level. Compare their cost and damage with a normal cast.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Destructive Magic
  • Empowered Spells
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Irresistible Magic · Basic Destructive Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Eldritch ArrowSpell / warcry in the reference profile

    Cheap targeted damage can finish a wounded stack. Compare mana spent with the creatures actually removed.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Sorgal — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Sorgal

Standard profile

How to use this hero

Home faction: Dungeon

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Lizard Breeder

Increases Raiders’ Lizard Bite damage with level. The benefit requires a position that actually triggers the special attack.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Attack
  • Battle Frenzy
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Irresistible Magic · Basic Attack. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • HasteSpell / warcry in the reference profile

    It prepares more actions for a strong stack over a longer fight. For greater reach on a single move, evaluate Speed separately.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Vayshan — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Vayshan

Standard profile

How to use this hero

Home faction: Dungeon

Shooting army · Scout and upgrades

Vayshan suits the Scout / Assassin / Stalker line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.

What the profile establishes

Specialty · Black Hand

Scouts / Assassins / Stalkers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Luck
  • Soldier's Luck
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Irresistible Magic · Basic Luck. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Fire TrapSpell / warcry in the reference profile

    Cover a likely enemy approach route. Random placement cannot guarantee a mine on one specific tile.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

  • Stack 1 · 7–10 × Scout
  • Stack 2 · 7–10 × Scout
  • Stack 3 · 7–10 × Scout

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

  • Scout
    • Combat specialty for this recruitment line
  • Assassin
    • Combat specialty for this recruitment line
  • Stalker
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Yrbeth — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Yrbeth

Standard profile

How to use this hero

Home faction: Dungeon

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Dark Mystic

Dark Ritual can restore mana beyond its normal maximum, with a level-dependent excess. Weigh the ritual’s time cost against the next battle.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Dark Magic
  • Dark Ritual
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Irresistible Magic · Basic Dark Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Eldritch ArrowSpell / warcry in the reference profile

    Cheap targeted damage can finish a wounded stack. Compare mana spent with the creatures actually removed.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Yrwanna — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Yrwanna

Standard profile

How to use this hero

Home faction: Dungeon

Melee army · Blood Maiden and upgrades

Yrwanna suits the Blood Maiden / Blood Fury / Blood Sister line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Blood Mistress

Blood Maidens / Blood Furies / Blood Sisters: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Enlightenment
  • Intelligence
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Irresistible Magic · Basic Enlightenment. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • SlowSpell / warcry in the reference profile

    Slow a threat before its next actions. Its movement reach, determined by Speed, remains a separate statistic.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Agbeth — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Agbeth

Special availability; check the map

How to use this hero

Home faction: Dungeon

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Dark Mystic

Dark Ritual can restore mana beyond its normal maximum, with a level-dependent excess. Weigh the ritual’s time cost against the next battle.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Dark Magic
  • Dark Ritual
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Irresistible Magic · Basic Dark Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Eldritch ArrowSpell / warcry in the reference profile

    Cheap targeted damage can finish a wounded stack. Compare mana spent with the creatures actually removed.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Raelag — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Raelag

Special availability; check the map

How to use this hero

Home faction: Dungeon

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Intimidate

Reduces enemy initiative with level. Check the resulting action order on the ATB bar.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Defense
  • Vitality
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Irresistible Magic · Basic Defense. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • SlowSpell / warcry in the reference profile

    Slow a threat before its next actions. Its movement reach, determined by Speed, remains a separate statistic.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Raelag — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Raelag

Special availability; check the map

How to use this hero

Home faction: Dungeon

Spell support for the army

Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.

What the profile establishes

Specialty · Master of Initiative

Per level, adds 1% initiative to friendly creatures and subtracts 1% from enemies. This campaign variant differs from Intimidate.

Listed starting skills

  • Basic Irresistible Magic
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Irresistible Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Ranleth — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Ranleth

Special availability; check the map

How to use this hero

Home faction: Dungeon

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Lizard Breeder

Increases Raiders’ Lizard Bite damage with level. The benefit requires a position that actually triggers the special attack.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Attack
  • Battle Frenzy
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Irresistible Magic · Basic Attack. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • HasteSpell / warcry in the reference profile

    It prepares more actions for a strong stack over a longer fight. For greater reach on a single move, evaluate Speed separately.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Shadya — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Shadya

Special availability; check the map

How to use this hero

Home faction: Dungeon

Spell support for the army

Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.

What the profile establishes

Specialty · Shadow Dancer

Reduces damage from ranged attacks with level. Useful in shooting exchanges; do not assume the same protection against melee.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Defense
  • Evasion
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Irresistible Magic · Basic Defense. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Thralsai — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Thralsai

Special availability; check the map

How to use this hero

Home faction: Dungeon

Spell support for the army

Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.

What the profile establishes

Specialty · Dark Mystic

Dark Ritual can restore mana beyond its normal maximum, with a level-dependent excess. Weigh the ritual’s time cost against the next battle.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Dark Magic
  • Dark Ritual
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Irresistible Magic · Basic Dark Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Ylaya — portrait in Heroes 5
Source · Game artwork

Dungeon · Warlock

Ylaya

Special availability; check the map

How to use this hero

Home faction: Dungeon

Spell support for the army

Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.

What the profile establishes

Specialty · Dark Mystic

Dark Ritual can restore mana beyond its normal maximum, with a level-dependent excess. Weigh the ritual’s time cost against the next battle.

Listed starting skills

  • Basic Irresistible Magic
  • Basic Attack
  • Dark Ritual
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Irresistible Magic · Basic Attack. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
0
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Brand — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

Brand

Standard profile

How to use this hero

Home faction: Fortress

Army command · Fortress

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Rune Artist

Improves Fine Rune’s success chance by an initial 20% and another 1% per level. Apply it to the relevant rune ability.

Listed starting skills

  • Advanced Runelore
  • Fine Rune
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Advanced Runelore · Fine Rune. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Ebba — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

Ebba

Standard profile

How to use this hero

Home faction: Fortress

Melee army · Bear Rider and upgrades

Ebba suits the Bear Rider / Blackbear Rider / Whitebear Rider line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Rider

Bear Riders / Blackbear Riders / Whitebear Riders: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Runelore
  • Basic Attack
  • Tactics
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Erling — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

Erling

Standard profile

How to use this hero

Home faction: Fortress

Shooting army · Rune Priest and upgrades

Erling suits the Rune Priest / Rune Patriarch / Rune Keeper line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.

What the profile establishes

Specialty · Keeper of the Flame

Rune Priests / Rune Patriarchs / Rune Keepers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Runelore
  • Advanced Sorcery
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Runelore · Advanced Sorcery. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Helmar — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

Helmar

Standard profile

How to use this hero

Home faction: Fortress

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Sacred Hammer

Casting Light Magic on a friendly creature may also add Righteous Might for free. It is not guaranteed on every cast.

Listed starting skills

  • Basic Runelore
  • Advanced Light Magic
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Advanced Light Magic · Basic Runelore. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Righteous MightSpell / warcry in the reference profile

    Prepare it before a coordinated physical attack. It offers less immediate value on a stack about to wait or cast spells.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Inga — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

Inga

Standard profile

How to use this hero

Home faction: Fortress

Army command · Fortress

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Master of the Runes

May learn another runic spell when levelling up. Include the resources needed to use it, rather than counting learned runes alone.

Listed starting skills

  • Basic Runelore
  • Basic Enlightenment
  • Scholar
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Runelore · Basic Enlightenment. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Ingvar — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

Ingvar

Standard profile

How to use this hero

Home faction: Fortress

Attack, Defense and HP growth

For Defenders, Shieldguards and Mountain Guards, the manual lists +1 Attack and Defense per two levels and +1 HP per five levels. This description does not specify the first active level, so we do not automatically inherit the level-1 start of other specialists. Compare each upgrade’s own abilities and base HP.

What the profile establishes

Specialty · Protector

Defenders, Shieldguards and Mountain Guards gain Attack and Defense every two levels and health every five levels. The bonus applies to this defender line.

Listed starting skills

  • Basic Runelore
  • Basic Defense
  • Vitality
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Defense · Basic Runelore. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

For Defenders, Shieldguards and Mountain Guards, the manual lists +1 Attack and Defense per two levels and +1 HP per five levels. This description does not specify the first active level, so we do not automatically inherit the level-1 start of other specialists. Compare each upgrade’s own abilities and base HP.

Reference ↗

Karli — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

Karli

Standard profile

How to use this hero

Home faction: Fortress

Shooting army · Spearwielder and upgrades

Karli suits the Spearwielder / Skirmisher / Harpooner line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.

What the profile establishes

Specialty · Sharp Blade

Spearwielders / Skirmishers / Harpooners: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Runelore
  • Basic Luck
  • Soldier's Luck
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Runelore · Basic Luck. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

  • Spearwielder
    • Combat specialty for this recruitment line
  • Skirmisher
    • Combat specialty for this recruitment line
  • Harpooner
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Svea — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

Svea

Standard profile

How to use this hero

Home faction: Fortress

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Stormcaller

Lightning spells gain special penetration. The manual explicitly retains immunities and Magic Proof; this does not remove every defence.

Listed starting skills

  • Basic Runelore
  • Basic Destructive Magic
  • Master of Storms
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Destructive Magic · Basic Runelore. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Lightning BoltSpell / warcry in the reference profile

    For more delay, strike a dangerous stack just before it acts. Immediately after its turn, the stun offers little value.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Hangvul — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

Hangvul

Special availability; check the map

How to use this hero

Home faction: Fortress

Shooting army · Rune Priest and upgrades

Hangvul suits the Rune Priest / Rune Patriarch / Rune Keeper line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.

What the profile establishes

Specialty · Keeper of the Flame

Rune Priests / Rune Patriarchs / Rune Keepers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Runelore
  • Basic Enlightenment
  • Intelligence
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Runelore · Basic Enlightenment. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • BlindnessSpell / warcry in the reference profile

    Avoid hitting a stack you intend to keep disabled. Coordinate the waking strike with your other attackers.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

King Tolghar — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

King Tolghar

Special availability; check the map

How to use this hero

Home faction: Fortress

Army command · Fortress

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · King of the Stone Halls

Friendly creatures receive Rune of Thunderclap, refreshed at the beginning of their turn. This is a special campaign ability.

Listed starting skills

  • Advanced Runelore
  • Greater Rune
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Advanced Runelore · Greater Rune. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Rolf — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

Rolf

Special availability; check the map

How to use this hero

Home faction: Fortress

Army command · Fortress

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Golden Tongue

Improves neutral recruitment and awards gold and resources for victories. Its value depends on the map and neutral armies.

Listed starting skills

  • Basic Runelore
  • Basic Leadership
  • Diplomacy
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Runelore · Basic Leadership. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Wulfstan — portrait in Heroes 5
Source · Game artwork

Fortress · Runemage

Wulfstan

Special availability; check the map

How to use this hero

Home faction: Fortress

Scouting and reinforcement transport

Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.

Secondary role: Main commander if movement is supported by skills suited to the main army.

What the profile establishes

Specialty · Border Guard

Within one day of an owned town, gains Defense increasing by 1 every two levels. Check the battle’s location before relying on it.

Listed starting skills

  • Basic Runelore
  • Basic Logistics
  • Pathfinding
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Logistics · Basic Runelore. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
2
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Dougal — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Dougal

Standard profile

How to use this hero

Home faction: Haven

Shooting army · Archer and upgrades

Dougal suits the Archer / Marksman / Crossbowman line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.

What the profile establishes

Specialty · Archer Commander

Archers / Marksmen / Crossbowmen: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Counterstrike
  • Basic Attack
  • Archery
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Attack · Archery. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

  • Archer
    • Combat specialty for this recruitment line
  • Marksman
    • Combat specialty for this recruitment line
  • Crossbowman
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Ellaine — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Ellaine

Standard profile

How to use this hero

Home faction: Haven

Melee army · Peasant and upgrades

Ellaine suits the Peasant / Conscript / Brute line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Beloved of the People

Peasants / Conscripts / Brutes: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field. They also provide 1 extra gold per creature daily, beyond Tax Payer.

Listed starting skills

  • Basic Counterstrike
  • Basic Leadership
  • Recruitment
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Counterstrike · Basic Leadership. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

  • Peasant
    • Combat specialty for this recruitment line
  • Conscript
    • Combat specialty for this recruitment line
  • Brute
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Irina — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Irina

Standard profile

How to use this hero

Home faction: Haven

Melee army · Griffin and upgrades

Irina suits the Griffin / Imperial Griffin / Battle Griffin line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Griffin Trainer

Griffins / Imperial Griffins / Battle Griffins: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field. Also gives basic Griffins Battle Dive.

Listed starting skills

  • Basic Counterstrike
  • Basic Luck
  • Magic Resistance
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Counterstrike · Basic Luck. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Klaus — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Klaus

Standard profile

How to use this hero

Home faction: Haven

Army command · Haven

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Cavalry Commander

Improves the jousting bonus of Cavaliers, Paladins and Champions with level, and strengthens Retaliation Strike. Allow room to charge and time retaliation carefully.

Listed starting skills

  • Basic Counterstrike
  • Basic Attack
  • Retaliation Strike
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Laszlo — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Laszlo

Standard profile

How to use this hero

Home faction: Haven

Melee army · Footman and upgrades

Laszlo suits the Footman / Squire / Vindicator line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Infantry Commander

Footmen / Squires / Vindicators: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Counterstrike
  • Basic Defense
  • Vitality
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Defense · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

  • Footman
    • Combat specialty for this recruitment line
  • Squire
    • Combat specialty for this recruitment line
  • Vindicator
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Maeve — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Maeve

Standard profile

How to use this hero

Home faction: Haven

Army command · Haven

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Windrider

Improves Haste’s effect by 1% per level. Check whether the initiative change brings an extra action before the decisive attack.

Listed starting skills

  • Basic Counterstrike
  • Basic Leadership
  • Basic Attack
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • HasteSpell / warcry in the reference profile

    It prepares more actions for a strong stack over a longer fight. For greater reach on a single move, evaluate Speed separately.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Rutger — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Rutger

Standard profile

How to use this hero

Home faction: Haven

Scouting and reinforcement transport

Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.

Secondary role: Main commander if movement is supported by skills suited to the main army.

What the profile establishes

Specialty · Pathfinder

Adds 1% movement points per two levels. Measure its value by a reached objective or a day saved.

Listed starting skills

  • Basic Counterstrike
  • Basic Logistics
  • Pathfinding
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Logistics · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Vessel of ShalassaSpell / warcry in the reference profile

    Check for an available boat before routing the hero to the coast; this spell relocates a boat rather than constructing one.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Vittorio — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Vittorio

Standard profile

How to use this hero

Home faction: Haven

Controlled Ballista and siege support · Siege Engineer

Use this hero with a Haven army that benefits from extra shooting pressure and siege support. The Ballista gains +1 Attack per hero level, while the Catapult wall-hit chance increases by 2% per level. The profile explicitly lists the Ballista ability, enabling manual target selection and a second shot under its rules.

What the profile establishes

Specialty · Siege Engineer

Ballista gains +1 Attack per level; Catapult wall-hit chance improves by 2% per level. The machine must be available and survive.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

For the Ballista, compare further War Machines mastery and target suitability. During a siege, decide between opening a route and removing a tower; the specialty bonus does not itself grant Catapult control. More Ballista Attack is also not the same flat number of extra damage HP.

Skills I would build around: Basic War Machines · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Machine rules, prices and calculator →

Open the detailed step-by-step plan →

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

  • Archer
    • Example in a tactical plan
  • Footman
    • Example in a tactical plan

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

Detailed game plan · Vittorio: controlled Ballista and purposeful siege decisions

The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.

  1. Use the specific reference profile

    Vittorio’s standard profile lists a Ballista, Basic War Machines, the Ballista ability and Basic Counterstrike. Archers and Footmen are army-plan options, not guaranteed identical mission counts: the manual lists 7–9 Archers and 0–3 Footmen. Check actual troops and the next map objective before buying reinforcements.

  2. Two shots have a specific prerequisite

    Basic War Machines and the separate Ballista ability do different jobs. This profile lists both. With the listed Attack 1 and Knowledge 1, M = 2: one arrow has 4–8 base damage and two arrows in an action have 8–16 before defense and further modifiers. The ability gives the Ballista 700 HP. Siege Engineer changes its Attack separately; it does not belong in multiplier M.

  3. Siege: a breach or a tower

    Siege Engineer adds +1 Ballista Attack per level and, according to the manual, improves the Catapult wall-hit chance by 2% per level. Keep this separate from the Catapult control ability, which this starting list does not establish. If acquired later, choose between a breach for the army and reduced tower fire. The main tower can only be targeted after both side towers are destroyed.

  4. The machine must support the army’s attack

    Use manual targeting to finish a dangerous stack or prepare a target for friendly attackers. Watch ATB and actual creature reach: removing an enemy is especially valuable when it prevents its next action. A replacement Ballista normally costs 1,500 gold in Haven, also the factory price. Compare replacement needs with reinforcements and the Ballista ability’s post-battle restoration rule.

Linked profiles and rules

Creatures for this plan

Machines and usage conditions

  • BallistaListed in the manual profile; check mission state.
  • CatapultBaseline starting rule; check mission state.

Calculate arrow damage from this profile →

Related profile with the same specialty: Andreas

Explore this game’s battlefield lessons →

Reference ↗

Alaric — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Alaric

Special availability; check the map

How to use this hero

Home faction: Haven

Army command · Haven

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Windrider

Improves Haste’s effect by 1% per level. Check whether the initiative change brings an extra action before the decisive attack.

Listed starting skills

  • Basic Counterstrike
  • Expert Attack
  • Battle Frenzy
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Expert Attack · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • HasteSpell / warcry in the reference profile

    It prepares more actions for a strong stack over a longer fight. For greater reach on a single move, evaluate Speed separately.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Andreas — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Andreas

Special availability; check the map

How to use this hero

Home faction: Haven

Controlled Ballista and siege support · Siege Engineer

Use this hero with a Haven army that benefits from extra shooting pressure and siege support. The Ballista gains +1 Attack per hero level, while the Catapult wall-hit chance increases by 2% per level. The profile explicitly lists the Ballista ability, enabling manual target selection and a second shot under its rules.

What the profile establishes

Specialty · Siege Engineer

Ballista gains +1 Attack per level; Catapult wall-hit chance improves by 2% per level. The machine must be available and survive.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

For the Ballista, compare further War Machines mastery and target suitability. During a siege, decide between opening a route and removing a tower; the specialty bonus does not itself grant Catapult control. More Ballista Attack is also not the same flat number of extra damage HP.

Skills I would build around: Basic War Machines · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Machine rules, prices and calculator →

Open the detailed step-by-step plan →

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

  • Archer
    • Example in a tactical plan
  • Footman
    • Example in a tactical plan

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

Detailed game plan · Andreas: campaign reference, two shots and siege support

The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.

  1. Check the campaign start separately

    Andreas has a separate scenario profile on manual page 35. It lists a Ballista, Basic War Machines, the Ballista ability and Basic Counterstrike, but does not establish the state in every campaign encounter. Check actual level, assigned army and equipment before fighting. Sharing Vittorio’s specialty does not merge the two hero identities.

  2. Two shots have a specific prerequisite

    Basic War Machines and the separate Ballista ability do different jobs. This profile lists both. With the listed Attack 1 and Knowledge 1, M = 2: one arrow has 4–8 base damage and two arrows in an action have 8–16 before defense and further modifiers. The ability gives the Ballista 700 HP. Siege Engineer changes its Attack separately; it does not belong in multiplier M.

  3. Siege: a breach or a tower

    Siege Engineer adds +1 Ballista Attack per level and, according to the manual, improves the Catapult wall-hit chance by 2% per level. Keep this separate from the Catapult control ability, which this starting list does not establish. If acquired later, choose between a breach for the army and reduced tower fire. The main tower can only be targeted after both side towers are destroyed.

  4. The machine must support the army’s attack

    Use manual targeting to finish a dangerous stack or prepare a target for friendly attackers. Watch ATB and actual creature reach: removing an enemy is especially valuable when it prevents its next action. A replacement Ballista normally costs 1,500 gold in Haven, also the factory price. Compare replacement needs with reinforcements and the Ballista ability’s post-battle restoration rule.

Linked profiles and rules

Creatures for this plan

Machines and usage conditions

  • BallistaListed in the manual profile; check mission state.
  • CatapultBaseline starting rule; check mission state.

Calculate arrow damage from this profile →

Related profile with the same specialty: Vittorio

Explore this game’s battlefield lessons →

Reference ↗

Benedikt — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Benedikt

Special availability; check the map

How to use this hero

Home faction: Haven

Scouting and reinforcement transport

Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.

Secondary role: Main commander if movement is supported by skills suited to the main army.

What the profile establishes

Specialty · Pathfinder

Adds 1% movement points per two levels. Measure its value by a reached objective or a day saved.

Listed starting skills

  • Basic Counterstrike
  • Advanced Logistics
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Advanced Logistics · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Bertrand — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Bertrand

Special availability; check the map

How to use this hero

Home faction: Haven

Melee army · Footman and upgrades

Bertrand suits the Footman / Squire / Vindicator line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Infantry Commander

Footmen / Squires / Vindicators: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Counterstrike
  • Basic Defense
  • Evasion
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Defense · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

  • Footman
    • Combat specialty for this recruitment line
  • Squire
    • Combat specialty for this recruitment line
  • Vindicator
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Duncan — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Duncan

Special availability; check the map

How to use this hero

Home faction: Haven

Scouting and reinforcement transport

Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.

Secondary role: Main commander if movement is supported by skills suited to the main army.

What the profile establishes

Specialty · Pathfinder

Adds 1% movement points per two levels. Measure its value by a reached objective or a day saved.

Listed starting skills

  • Basic Counterstrike
  • Basic Attack
  • Tactics
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Counterstrike · Basic Attack. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • HasteSpell / warcry in the reference profile

    It prepares more actions for a strong stack over a longer fight. For greater reach on a single move, evaluate Speed separately.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Freyda — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Freyda

Special availability; check the map

How to use this hero

Home faction: Haven

Army command · Haven

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Windrider

Improves Haste’s effect by 1% per level. Check whether the initiative change brings an extra action before the decisive attack.

Listed starting skills

  • Basic Counterstrike
  • Basic Attack
  • Tactics
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • HasteSpell / warcry in the reference profile

    It prepares more actions for a strong stack over a longer fight. For greater reach on a single move, evaluate Speed separately.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Freyda — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Freyda

Special availability; check the map

How to use this hero

Home faction: Haven

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Vessel Of Elrath

After Light Magic, adds Divine Vengeance against a random eligible enemy stack that has already killed a creature. Do not rely on it without an eligible target.

Listed starting skills

  • Basic Counterstrike
  • Basic Light Magic
  • Basic Attack
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Light Magic · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • HasteSpell / warcry in the reference profile

    It prepares more actions for a strong stack over a longer fight. For greater reach on a single move, evaluate Speed separately.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Gabrielle — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Gabrielle

Special availability; check the map

How to use this hero

Home faction: Haven

Melee army · Griffin and upgrades

Gabrielle suits the Griffin / Imperial Griffin / Battle Griffin line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Griffin Trainer

Griffins / Imperial Griffins / Battle Griffins: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field. Also gives basic Griffins Battle Dive.

Listed starting skills

  • Advanced Counterstrike
  • Basic Leadership
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Advanced Counterstrike · Basic Leadership. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • EnduranceSpell / warcry in the reference profile

    Protect a stack expected to receive several physical attacks. Against direct magical damage, consider the relevant protection instead.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Godric — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Godric

Special availability; check the map

How to use this hero

Home faction: Haven

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Paragon Knight

Benediction scales with level and Light Magic costs 1 less mana. Compare army support with other uses of the hero’s action.

Listed starting skills

  • Basic Counterstrike
  • Basic Leadership
  • Basic Light Magic
  • Benediction
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Light Magic · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Divine StrengthSpell / warcry in the reference profile

    Creatures with a large minimum-to-maximum gap gain most. The formula changes nothing for fixed damage.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Isabel — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Isabel

Special availability; check the map

How to use this hero

Home faction: Haven

Army command · Haven

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Suzerain

Provides 250 gold daily and a Haven Training discount of 2% per level. Training still requires the appropriate town and conditions.

Listed starting skills

  • Basic Counterstrike
  • Advanced Leadership
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Counterstrike · Advanced Leadership. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Isabel — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Isabel

Special availability; check the map

How to use this hero

Home faction: Haven

Army command · Haven

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Dragonblessed

Friendly creatures have Bless throughout combat. This belongs to a separate Isabel variant, not to every version of her.

Listed starting skills

  • Basic Counterstrike
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Laszlo — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Laszlo

Special availability; check the map

How to use this hero

Home faction: Haven

Melee army · Footman and upgrades

Laszlo suits the Footman / Squire / Vindicator line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Infantry Commander

Footmen / Squires / Vindicators: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Counterstrike
  • Basic Attack
  • Tactics
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • HasteSpell / warcry in the reference profile

    It prepares more actions for a strong stack over a longer fight. For greater reach on a single move, evaluate Speed separately.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

  • Footman
    • Combat specialty for this recruitment line
  • Squire
    • Combat specialty for this recruitment line
  • Vindicator
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Lorenzo — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Lorenzo

Special availability; check the map

How to use this hero

Home faction: Haven

Shooting army · Archer and upgrades

Lorenzo suits the Archer / Marksman / Crossbowman line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.

What the profile establishes

Specialty · Archer Commander

Archers / Marksmen / Crossbowmen: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Counterstrike
  • Basic Attack
  • Archery
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Attack · Archery. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

  • Archer
    • Combat specialty for this recruitment line
  • Marksman
    • Combat specialty for this recruitment line
  • Crossbowman
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Nicolai — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Nicolai

Special availability; check the map

How to use this hero

Home faction: Haven

Army command · Haven

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Suzerain

Provides 250 gold daily and a Haven Training discount of 2% per level. Training still requires the appropriate town and conditions.

Listed starting skills

  • Expert Counterstrike
  • Advanced Leadership
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Expert Counterstrike · Advanced Leadership. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Orlando — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Orlando

Special availability; check the map

How to use this hero

Home faction: Haven

Melee army · Griffin and upgrades

Orlando suits the Griffin / Imperial Griffin / Battle Griffin line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Griffin Trainer

Griffins / Imperial Griffins / Battle Griffins: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field. Also gives basic Griffins Battle Dive.

Listed starting skills

  • Basic Counterstrike
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Ornella — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Ornella

Special availability; check the map

How to use this hero

Home faction: Haven

Scouting and reinforcement transport

Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.

Secondary role: Main commander if movement is supported by skills suited to the main army.

What the profile establishes

Specialty · Pathfinder

Adds 1% movement points per two levels. Measure its value by a reached objective or a day saved.

Listed starting skills

  • Basic Counterstrike
  • Basic Leadership
  • Recruitment
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Counterstrike · Basic Leadership. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Valeria — portrait in Heroes 5
Source · Game artwork

Haven · Knight

Valeria

Special availability; check the map

How to use this hero

Home faction: Haven

Army command · Haven

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Cavalry Commander

Improves the jousting bonus of Cavaliers, Paladins and Champions with level, and strengthens Retaliation Strike. Allow room to charge and time retaliation carefully.

Listed starting skills

  • Basic Counterstrike
  • Basic Attack
  • Retaliation Strike
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Basic Counterstrike. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
1
Defense
2
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Alastor — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Alastor

Standard profile

How to use this hero

Home faction: Inferno

Army command · Inferno

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Mindreaver

Confusion also removes mana from the target equal to hero level. Relevant against a target that uses mana and still has some left.

Listed starting skills

  • Basic Gating
  • Basic Sorcery
  • Mana Regeneration
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Gating · Basic Sorcery. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • ConfusionSpell / warcry in the reference profile

    At Expert, it removes ranged attacks and retaliation from the entire affected stack; use that opening for a safer coordinated attack.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Deleb — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Deleb

Standard profile

How to use this hero

Home faction: Inferno

Ballista with a Fireball effect · Iron Maiden

Use Deleb where the Ballista has room to fire repeatedly. Its hits trigger Fireball, so inspect the area around the target too. The manual lists a Ballista and Advanced War Machines, but does not list the separate Ballista ability for manual target selection.

What the profile establishes

Specialty · Iron Maiden

Ballista hits add Fireball, whose Spellpower grows every five levels. Account for nearby stacks as well as the main target.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Protect the machine first, then compare further War Machines mastery with the separate Ballista control ability. The fire effect is a triggered specialty; it does not establish a learned Fireball in the spellbook. The basic Ballista damage calculator excludes this additional effect.

Skills I would build around: Advanced War Machines · Basic Gating. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • FireballEffect triggered by specialty

    Evaluate hitting several enemies together with a follow-up physical attack against their weakened Defense.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Machine rules, prices and calculator →

Open the detailed step-by-step plan →

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

Detailed game plan · Deleb: arrow damage, triggered Fireball and machine survival

The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.

  1. Check the machine and its control ability

    The manual lists a Ballista, Ammo Cart, Advanced War Machines and Basic Gating. It does not list the separate Ballista ability. Plan early fights around automatic target selection; ownership and higher War Machines mastery do not themselves enable manual control. Check the actual campaign entry state separately.

  2. Separate the arrow base from the final hit

    The listed Attack 2 and Knowledge 2 give M = 4. At Advanced mastery, one arrow’s base damage is 8–20 before target defense, specialties and further modifiers. Without the Ballista ability, this means one shot per action and 450 machine HP. The Ammo Cart gives shooters, including the Ballista, +2 Attack; this is not +2 to the hero’s Attack in multiplier M.

  3. Fireball is a triggered specialty effect

    Iron Maiden adds a Fireball effect to Ballista hits. The manual increases its Spellpower by one every five hero levels. This relationship does not mean Deleb has learned Fireball for manual casting. Consider the area around likely targets before combat; the basic arrow damage calculator does not include this extra area effect.

  4. Keep the plan from collapsing with the machine

    Judge Imps and Horned Demons by whether they help secure another useful army or machine action. Check ATB order; Initiative and Speed are different values. Compare acquiring Ballista with higher War Machines mastery. A new Ballista normally costs 1,500 gold in Inferno or at a factory, and Iron Maiden alone does not guarantee restoration after destruction.

Linked profiles and rules

Spells: Fireball (triggered specialty effect)

Creatures for this plan

Machines and usage conditions

  • BallistaListed in the manual profile; check mission state.
  • Ammo CartListed in the manual profile; check mission state.

Calculate arrow damage from this profile →

Explore this game’s battlefield lessons →

Reference ↗

Grawl — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Grawl

Standard profile

How to use this hero

Home faction: Inferno

Melee army · Hell Hound and upgrades

Grawl suits the Hell Hound / Cerberus / Firehound line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Hound Master

Hell Hounds / Cerberi / Firehounds: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Gating
  • Advanced Destructive Magic
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Gating · Advanced Destructive Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

  • Hell Hound
    • Combat specialty for this recruitment line
  • Cerberus
    • Combat specialty for this recruitment line
  • Firehound
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Grok — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Grok

Standard profile

How to use this hero

Home faction: Inferno

Scouting and reinforcement transport

Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.

Secondary role: Main commander if movement is supported by skills suited to the main army.

What the profile establishes

Specialty · Rusher

Starts with +5% movement and adds 1% every four levels. Teleport costs half the mana. Separate adventure movement from moving a troop in combat.

Listed starting skills

  • Basic Gating
  • Basic Logistics
  • Pathfinding
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Logistics · Basic Gating. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • TeleportationSpell / warcry in the reference profile

    It can open access to a shooter or pull a valuable stack out of an encirclement. Check space for the target’s full footprint first.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Jezebeth — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Jezebeth

Standard profile

How to use this hero

Home faction: Inferno

Shooting army · Succubus and upgrades

Jezebeth suits the Succubus / Succubus Mistress / Succubus Seducer line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.

What the profile establishes

Specialty · Temptress

Succubi / Succubus Mistresses / Succubus Seducers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Gating
  • Basic Sorcery
  • Magic Insight
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Gating · Basic Sorcery. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Marbas — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Marbas

Standard profile

How to use this hero

Home faction: Inferno

Army command · Inferno

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Spellbreaker

The army gains 5% Magic Resistance plus 1% per level. Resistance is not certainty; prepare for a hostile spell that succeeds.

Listed starting skills

  • Basic Gating
  • Basic Defense
  • Protection
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Defense · Basic Gating. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Nebiros — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Nebiros

Standard profile

How to use this hero

Home faction: Inferno

Army command · Inferno

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Chosen of Chaos

Adds +1 Luck to the army and prevents the opposing hero from using Tactics. Check the deployment advantage before combat.

Listed starting skills

  • Basic Gating
  • Basic Attack
  • Tactics
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Nymus — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Nymus

Standard profile

How to use this hero

Home faction: Inferno

Army command · Inferno

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Gate Keeper

Increases creatures called through Gating by 1% per level. These summoned stacks are separate from permanent town recruitment.

Listed starting skills

  • Basic Gating
  • Basic Luck
  • Magic Resistance
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Gating · Basic Luck. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Agrael — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Agrael

Special availability; check the map

How to use this hero

Home faction: Inferno

Army command · Inferno

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Aura of Swiftness

Adds 1% initiative per level to the army. Acting sooner does not increase movement range.

Listed starting skills

  • Basic Gating
  • Basic Attack
  • Battle Frenzy
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Basic Gating. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Righteous MightSpell / warcry in the reference profile

    Prepare it before a coordinated physical attack. It offers less immediate value on a stack about to wait or cast spells.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Biara — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Biara

Special availability; check the map

How to use this hero

Home faction: Inferno

Army command · Inferno

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Gate Keeper

Increases creatures called through Gating by 1% per level. These summoned stacks are separate from permanent town recruitment.

Listed starting skills

  • Basic Gating
  • Basic Luck
  • Magic Resistance
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Gating · Basic Luck. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Guarg — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Guarg

Special availability; check the map

How to use this hero

Home faction: Inferno

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Mindreaver

Confusion also removes mana from the target equal to hero level. Relevant against a target that uses mana and still has some left.

Listed starting skills

  • Basic Gating
  • Basic Dark Magic
  • Master of Mind
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Dark Magic · Basic Gating. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • ConfusionSpell / warcry in the reference profile

    At Expert, it removes ranged attacks and retaliation from the entire affected stack; use that opening for a safer coordinated attack.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Orlando — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Orlando

Special availability; check the map

How to use this hero

Home faction: Inferno

Army command · Inferno

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Aura of Swiftness

Adds 1% initiative per level to the army. Acting sooner does not increase movement range.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic War Machines · Basic Gating. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
4
Defense
2
Spell Power
2
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Sovereign — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Sovereign

Special availability; check the map

How to use this hero

Home faction: Inferno

Army command · Inferno

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Aura of Swiftness

Adds 1% initiative per level to the army. Acting sooner does not increase movement range.

Listed starting skills

  • Basic Gating
  • Basic Attack
  • Battle Frenzy
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Basic Gating. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Veyer — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Veyer

Special availability; check the map

How to use this hero

Home faction: Inferno

Army command · Inferno

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Spellbreaker

The army gains 5% Magic Resistance plus 1% per level. Resistance is not certainty; prepare for a hostile spell that succeeds.

Listed starting skills

  • Basic Gating
  • Basic Defense
  • Protection
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Defense · Basic Gating. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Fist of WrathSpell / warcry in the reference profile

    It can finish a target that blocks ordinary magic. Compare its own formula with direct elemental spells.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
3

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Deirdre — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Deirdre

Standard profile

How to use this hero

Home faction: Necropolis

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Banshee

Strengthens Banshee Howl with level. Compare its effect with the value of another spell at that moment.

Listed starting skills

  • Basic Necromancy
  • Basic Dark Magic
  • Banshee Howl
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Dark Magic · Basic Necromancy. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Kaspar — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Kaspar

Standard profile

How to use this hero

Home faction: Necropolis

First Aid Tent for reducing losses · Embalmer

Consider Kaspar for a Necropolis army intended to fight several battles with fewer losses. The First Aid Tent heals 5 extra HP per hero level. The manual lists both the tent and First Aid; budget the three healing actions around which stack they can keep fighting.

What the profile establishes

Specialty · Embalmer

First Aid Tent heals 5 extra health per level; Plague Tent damage also improves. The tent must be available.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Before healing again, compare whether the stack survives until the tent’s next action and how many uses remain. First Aid provides control and recovery under its own rules; the specialty increases the healing value. Plague Tent is a further conditional option against enemies, not established by Kaspar’s listed start.

Skills I would build around: Basic War Machines · Basic Necromancy. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Machine rules, prices and calculator →

Open the detailed step-by-step plan →

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

Detailed game plan · Kaspar: three tent actions and a plan for fewer losses

The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.

  1. The tent, First Aid and a spell are separate resources

    Kaspar’s manual profile lists a First Aid Tent, Basic War Machines, First Aid and Raise Dead. First Aid controls the tent and its recovery under the ability rules; Raise Dead is a separate hero action with its own requirements and mana. A campaign can alter the actual start, so check both the machine and spellbook before leaving.

  2. Calculate the healing budget and timing

    Basic War Machines gives the tent a 20 HP healing value; Embalmer adds 5 HP per hero level. At level one this means 25 HP per action before further changes and wasted excess. The tent has three healing actions, allowing at most 75 allocated HP in this example. The recipient must survive until each later action; the total is not instantaneous healing.

  3. Compare saving the stack with removing the threat

    Choose Skeletons or Zombies where healing preserves another important attack or their position in melee. Use ATB order and the next enemy hit to decide. Advanced War Machines adds cleansing of weaker curses; Expert extends removal to Dark Magic through level three. Basic mastery is not complete cleansing or protection against every subsequent spell.

  4. Treat Plague Tent as a separate further choice

    The manual allows a Necromancer to acquire Plague Tent with First Aid as its prerequisite. Its damage follows the healing value and benefits from Embalmer, but Kaspar’s listed start does not include Plague Tent. Compare future use against enemies with friendly losses prevented. A new First Aid Tent normally costs 500 gold in Necropolis or at a factory; First Aid also has its own post-battle restoration rule.

Linked profiles and rules

Spells: Raise Dead (listed in reference profile)

Creatures for this plan

Machines and usage conditions

Explore this game’s battlefield lessons →

Reference ↗

Lucretia — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Lucretia

Standard profile

How to use this hero

Home faction: Necropolis

Melee army · Vampire and upgrades

Lucretia suits the Vampire / Vampire Lord / Vampire Prince line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Vampire Princess

Vampires / Vampire Lords / Vampire Princes: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Necromancy
  • Basic Sorcery
  • Mana Regeneration
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Necromancy · Basic Sorcery. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Naadir — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Naadir

Standard profile

How to use this hero

Home faction: Necropolis

Temporary Ghosts after stack destruction

The trigger is an entire enemy stack’s destruction. Friendly Ghosts replace it in a hero-level-dependent number and remain for this combat. Compare finishing one stack with spreading damage among several stacks that can still act. Do not include these Ghosts in the permanent post-battle army.

What the profile establishes

Specialty · Soulhunter

A destroyed enemy stack is replaced by temporary friendly Ghosts. Their number scales with level; they are not permanent reinforcements.

Listed starting skills

  • Basic Necromancy
  • Basic Summoning Magic
  • Basic Dark Magic
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Necromancy · Basic Summoning Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

  • Ghost
    • Temporary combat summon

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The trigger is an entire enemy stack’s destruction. Friendly Ghosts replace it in a hero-level-dependent number and remain for this combat. Compare finishing one stack with spreading damage among several stacks that can still act. Do not include these Ghosts in the permanent post-battle army.

Reference ↗

Orson — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Orson

Standard profile

How to use this hero

Home faction: Necropolis

Melee army · Zombie and upgrades

Orson suits the Zombie / Plague Zombie / Rot Zombie line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Zombie Lord

Zombies / Plague Zombies / Rot Zombies: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Necromancy
  • Basic Defense
  • Vitality
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Defense · Basic Necromancy. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

  • Zombie
    • Combat specialty for this recruitment line
  • Plague Zombie
    • Combat specialty for this recruitment line
  • Rot Zombie
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Raven — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Raven

Standard profile

How to use this hero

Home faction: Necropolis

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Souldrinker

Weakness also reduces Defense by 1 per three levels, starting at level 1. A follow-up physical attack can exploit both penalties.

Listed starting skills

  • Basic Necromancy
  • Basic Destructive Magic
  • Basic Dark Magic
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Destructive Magic · Basic Dark Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

  • WeaknessSpell / warcry in the reference profile

    It offers most value against a wide damage range. When minimum and maximum are equal, this formula cannot reduce damage.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Vladimir — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Vladimir

Standard profile

How to use this hero

Home faction: Necropolis

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Reanimator

Raise Dead uses higher effective Spellpower, +1 per five levels starting at level 1. Check available mana and the target stack.

Listed starting skills

  • Basic Necromancy
  • Basic Summoning Magic
  • Master of Life
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Summoning Magic · Basic Necromancy. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Zoltan — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Zoltan

Standard profile

How to use this hero

Home faction: Necropolis

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Spellwringer

An enemy cast may lock that spell out of the opposing spellbook for the rest of combat. The chance rises with level and is lower for higher-circle spells.

Listed starting skills

  • Basic Necromancy
  • Basic Enlightenment
  • Arcane Intuition
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Enlightenment · Basic Necromancy. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Arantir — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Arantir

Special availability; check the map

How to use this hero

Home faction: Necropolis

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Avatar Of Death

Summons a special creature whose power scales with level. Its death drains the hero’s mana; assess that risk before summoning.

Listed starting skills

  • Basic Necromancy
  • Basic Summoning Magic
  • Basic Dark Magic
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Summoning Magic · Basic Dark Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • SlowSpell / warcry in the reference profile

    Slow a threat before its next actions. Its movement reach, determined by Speed, remains a separate statistic.

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Giovanni — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Giovanni

Special availability; check the map

How to use this hero

Home faction: Necropolis

Temporary Ghosts after stack destruction

The trigger is an entire enemy stack’s destruction. Friendly Ghosts replace it in a hero-level-dependent number and remain for this combat. Compare finishing one stack with spreading damage among several stacks that can still act. Do not include these Ghosts in the permanent post-battle army.

What the profile establishes

Specialty · Soulhunter

A destroyed enemy stack is replaced by temporary friendly Ghosts. Their number scales with level; they are not permanent reinforcements.

Listed starting skills

  • Basic Necromancy
  • Basic Summoning Magic
  • Basic Attack
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Basic Necromancy. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

  • Ghost
    • Temporary combat summon

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The trigger is an entire enemy stack’s destruction. Friendly Ghosts replace it in a hero-level-dependent number and remain for this combat. Compare finishing one stack with spreading damage among several stacks that can still act. Do not include these Ghosts in the permanent post-battle army.

Reference ↗

Markal — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Markal

Special availability; check the map

How to use this hero

Home faction: Necropolis

Spell support for the army

Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.

What the profile establishes

Specialty · Death Lord

Neutral undead join in a proportion of 50% of the initial stack plus 2% per level. This concerns eligible neutrals, not every hostile army.

Listed starting skills

  • Basic Necromancy
  • Basic Leadership
  • Diplomacy
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Necromancy · Basic Leadership. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Nicolai — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Nicolai

Special availability; check the map

How to use this hero

Home faction: Necropolis

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Reanimator

Raise Dead uses higher effective Spellpower, +1 per five levels starting at level 1. Check available mana and the target stack.

Listed starting skills

  • Basic Necromancy
  • Basic Summoning Magic
  • Master of Life
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Summoning Magic · Basic Necromancy. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Ornella — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Ornella

Special availability; check the map

How to use this hero

Home faction: Necropolis

Melee army · Vampire and upgrades

Ornella suits the Vampire / Vampire Lord / Vampire Prince line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Vampire Princess

Vampires / Vampire Lords / Vampire Princes: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Necromancy
  • Basic Dark Magic
  • Fallen Knight
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Necromancy · Basic Dark Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Garuna — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Garuna

Standard profile

How to use this hero

Home faction: Stronghold

Army command · Stronghold

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Blood Drinker

Destroying an enemy stack increases friendly Attack according to level; summoned stacks also count. Distinguish an entire stack’s destruction from killing one creature.

Listed starting skills

  • Basic Blood Rage
  • Basic Attack
  • Archery
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Archery. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
0
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Gorshak — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Gorshak

Standard profile

How to use this hero

Home faction: Stronghold

Melee army · Slayer and upgrades

Gorshak suits the Slayer / Executioner / Chieftain line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Blade of the Khan

Slayers / Executioners / Chieftains: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Advanced Blood Rage
  • Powerful Blow
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Advanced Blood Rage · Powerful Blow. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
0
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

  • Slayer
    • Combat specialty for this recruitment line
  • Executioner
    • Combat specialty for this recruitment line
  • Chieftain
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Haggash — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Haggash

Standard profile

How to use this hero

Home faction: Stronghold

Shooting army · Centaur and upgrades

Haggash suits the Centaur / Centaur Nomad / Centaur Marauder line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.

What the profile establishes

Specialty · Centaur Commander

Centaurs / Centaur Nomads / Centaur Marauders: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field. They also gain 1% starting initiative per level.

Listed starting skills

  • Basic Blood Rage
  • Basic Attack
  • Memory of our Blood
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Attack · Basic Blood Rage. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
0
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Kilghan — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Kilghan

Standard profile

How to use this hero

Home faction: Stronghold

Weekly reinforcements depend on present forms

The weekly reinforcement count equals hero level. Upgraded reinforcements require upgraded Goblins already present, with priority given to Goblin Trappers. Check the actual army before the new week; these are not three simultaneous recruitment rewards. The manual also lowers Goblin betrayal chance by 1% per level.

What the profile establishes

Specialty · Goblin King

Adds Goblins weekly equal to hero level and lowers betrayal chance by 1% per level. Reinforcement type depends on upgraded Goblins already present.

Listed starting skills

  • Basic Blood Rage
  • Basic Leadership
  • Recruitment
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Blood Rage · Basic Leadership. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
0
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The weekly reinforcement count equals hero level. Upgraded reinforcements require upgraded Goblins already present, with priority given to Goblin Trappers. Check the actual army before the new week; these are not three simultaneous recruitment rewards. The manual also lowers Goblin betrayal chance by 1% per level.

Reference ↗

Kragh — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Kragh

Standard profile

How to use this hero

Home faction: Stronghold

Army command · Stronghold

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Pounder

Performs a special melee attack at combat start. The hero’s attacks also gain 5% damage per level.

Listed starting skills

  • Basic Blood Rage
  • Basic Attack
  • Battle Frenzy
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Basic Blood Rage. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
0
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Shak'Karukat — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Shak'Karukat

Standard profile

How to use this hero

Home faction: Stronghold

+2 HP per hero level

The corrected manual typography gives Wyverns, Foul Wyverns and Paokais +2 HP per hero level, starting at level 1. At level 10 that is +20 HP per creature in this line before other modifiers. Page 60 corrects the previous value. Account for the separate Vitality ability and other bonuses independently.

What the profile establishes

Specialty · Wyvern Tamer

The corrected manual gives Wyverns, Foul Wyverns and Paokais +2 HP per hero level, starting at level 1. Keep their different abilities and resistances separate.

Listed starting skills

  • Basic Blood Rage
  • Basic Defense
  • Vitality
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Defense · Basic Blood Rage. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
0
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The corrected manual typography gives Wyverns, Foul Wyverns and Paokais +2 HP per hero level, starting at level 1. At level 10 that is +20 HP per creature in this line before other modifiers. Page 60 corrects the previous value. Account for the separate Vitality ability and other bonuses independently.

Verify the manual correction

On the original page 60, the old +1 and the word “two” are struck out, while the replacement +2 is underlined. Checking the original vector typography confirms +2 HP per level from level 1. The plain PDF text contains both versions at once.

Original manual, page 60 ↗

Reference ↗

Telsek — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Telsek

Standard profile

How to use this hero

Home faction: Stronghold

Melee army · Warrior and upgrades

Telsek suits the Warrior / Mauler / Warmonger line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Fist of the Khan

Warriors / Maulers / Warmongers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic War Machines · Basic Blood Rage. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
0
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

  • Warrior
    • Combat specialty for this recruitment line
  • Mauler
    • Combat specialty for this recruitment line
  • Warmonger
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Urghat — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Urghat

Standard profile

How to use this hero

Home faction: Stronghold

Scouting and reinforcement transport

Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.

Secondary role: Main commander if movement is supported by skills suited to the main army.

What the profile establishes

Specialty · Tracker

Adds level-dependent movement points and reduces foreign-terrain penalties by 2% per level. The result depends on the route’s terrain.

Listed starting skills

  • Basic Blood Rage
  • Basic Logistics
  • Pathfinding
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Logistics · Basic Blood Rage. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
0
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Gotai — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Gotai

Special availability; check the map

How to use this hero

Home faction: Stronghold

Army command · Stronghold

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Warchief

Warcries cost less mana and grant more Rage with level. Consider both timing and mana needed for the next battle.

Listed starting skills

  • Advanced Blood Rage
  • Basic Shout
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Advanced Blood Rage · Basic Shout. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
1
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Kujin — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Kujin

Special availability; check the map

How to use this hero

Home faction: Stronghold

Army command · Stronghold

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Demon Hunter

Demonic troops present in combat accelerate friendly Demonic Rage gain. Do not apply the bonus when that condition is absent.

Listed starting skills

  • Basic Blood Rage
  • Basic Enlightenment
  • Memory of our Blood
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Blood Rage · Basic Enlightenment. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
0
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Kunyak — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Kunyak

Special availability; check the map

How to use this hero

Home faction: Stronghold

Melee army · Slayer and upgrades

Kunyak suits the Slayer / Executioner / Chieftain line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Blade of the Khan

Slayers / Executioners / Chieftains: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Advanced Blood Rage
  • Powerful Blow
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Advanced Blood Rage · Powerful Blow. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
0
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

  • Slayer
    • Combat specialty for this recruitment line
  • Executioner
    • Combat specialty for this recruitment line
  • Chieftain
    • Combat specialty for this recruitment line

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Quroq — portrait in Heroes 5
Source · Game artwork

Stronghold · Barbarian

Quroq

Special availability; check the map

How to use this hero

Home faction: Stronghold

Army command · Stronghold

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Blood Drinker

Destroying an enemy stack increases friendly Attack according to level; summoned stacks also count. Distinguish an entire stack’s destruction from killing one creature.

Listed starting skills

  • Basic Blood Rage
  • Basic Leadership
  • Basic Attack
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Basic Blood Rage. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
3
Defense
0
Spell Power
0
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Anwen — portrait in Heroes 5
Source · Game artwork

Sylvan · Ranger

Anwen

Standard profile

How to use this hero

Home faction: Sylvan

Army command · Sylvan

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Sword of Sylanna

Sylvan creatures gain 2% damage per level against favoured enemies. Check which favoured enemy is actually selected.

Listed starting skills

  • Basic Avenger
  • Basic Defense
  • Protection
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Defense · Basic Avenger. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
2
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Dirael — portrait in Heroes 5
Source · Game artwork

Sylvan · Ranger

Dirael

Standard profile

How to use this hero

Home faction: Sylvan

Spell support for the army

Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.

What the profile establishes

Specialty · Swarm Queen

Strengthens Wasp Swarm with level. Evaluate both its hit and the target stack’s timing.

Listed starting skills

  • Basic Avenger
  • Basic Summoning Magic
  • Master of Conjuration
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.

Skills I would build around: Basic Summoning Magic · Basic Avenger. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Wasp SwarmSpell / warcry in the reference profile

    At Expert, focus on postponing a dangerous action; a small hit can offer substantial control.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
2
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Reference ↗

Gilraen — portrait in Heroes 5
Source · Game artwork

Sylvan · Ranger

Gilraen

Standard profile

How to use this hero

Home faction: Sylvan

Melee army · Blade Dancer and upgrades

Gilraen suits the Blade Dancer / War Dancer / Wind Dancer line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Blade Master

Blade Dancers / War Dancers / Wind Dancers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Avenger
  • Basic Defense
  • Protection
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Defense · Basic Avenger. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
2
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Ossir — portrait in Heroes 5
Source · Game artwork

Sylvan · Ranger

Ossir

Standard profile

How to use this hero

Home faction: Sylvan

Shooting army · Hunter and upgrades

Ossir suits the Hunter / Master Hunter / Arcane Archer line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.

What the profile establishes

Specialty · Master of the Hunt

Hunters / Master Hunters / Arcane Archers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Avenger
  • Basic Luck
  • Magic Resistance
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Avenger · Basic Luck. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
2
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Talanar — portrait in Heroes 5
Source · Game artwork

Sylvan · Ranger

Talanar

Standard profile

How to use this hero

Home faction: Sylvan

Gains Enraged

Enraged is granted to the three named lines and all their ordinary upgrades: Blade Dancers, Hunters and Druids, covering nine specific forms. When changing the army, check how many of them you actually field. This selection does not automatically change other friendly creatures’ abilities; account separately for permanent army losses.

What the profile establishes

Specialty · Elven Fury

Blade Dancers, Hunters and Druids, including upgrades, gain Enraged. It does not automatically cover every creature in the army.

Listed starting skills

  • Basic Avenger
  • Basic Leadership
  • Recruitment
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Avenger · Basic Leadership. Match further choices to available ranks and the current army.

Creatures I would consider

These are the base lines; the exact named upgrades appear below among creatures connected to the hero.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
2
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

Enraged is granted to the three named lines and all their ordinary upgrades: Blade Dancers, Hunters and Druids, covering nine specific forms. When changing the army, check how many of them you actually field. This selection does not automatically change other friendly creatures’ abilities; account separately for permanent army losses.

Reference ↗

Vinrael — portrait in Heroes 5
Source · Game artwork

Sylvan · Ranger

Vinrael

Standard profile

How to use this hero

Home faction: Sylvan

Army command · Sylvan

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Battle-Hardened

Increases battle experience by 2% per level. This is not the same bonus to every adventure-map experience source.

Listed starting skills

  • Basic Avenger
  • Basic Enlightenment
  • Intelligence
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Avenger · Basic Enlightenment. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
2
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Wyngaal — portrait in Heroes 5
Source · Game artwork

Sylvan · Ranger

Wyngaal

Standard profile

How to use this hero

Home faction: Sylvan

Army command · Sylvan

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Swift Striker

Adds 1% starting initiative per level. This concerns combat opening, not a permanent increase to movement range.

Listed starting skills

  • Basic Avenger
  • Basic Attack
  • Tactics
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
2
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Ylthin — portrait in Heroes 5
Source · Game artwork

Sylvan · Ranger

Ylthin

Standard profile

How to use this hero

Home faction: Sylvan

Melee army · Unicorn and upgrades

Ylthin suits the Unicorn / Silver Unicorn / Pristine Unicorn line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.

What the profile establishes

Specialty · Unicorn Maiden

Unicorns / Silver Unicorns / Pristine Unicorns: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.

Listed starting skills

  • Basic Avenger
  • Basic Light Magic
  • Master of Blessings
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.

Skills I would build around: Basic Avenger · Basic Light Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
2
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.

Reference ↗

Alaron — portrait in Heroes 5
Source · Game artwork

Sylvan · Ranger

Alaron

Special availability; check the map

How to use this hero

Home faction: Sylvan

Gains Enraged

Enraged is granted to the three named lines and all their ordinary upgrades: Blade Dancers, Hunters and Druids, covering nine specific forms. When changing the army, check how many of them you actually field. This selection does not automatically change other friendly creatures’ abilities; account separately for permanent army losses.

What the profile establishes

Specialty · Elven Fury

Blade Dancers, Hunters and Druids, including upgrades, gain Enraged. It does not automatically cover every creature in the army.

Listed starting skills

  • Basic Avenger
  • Basic Leadership
  • Recruitment
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Avenger · Basic Leadership. Match further choices to available ranks and the current army.

Creatures I would consider

These are the base lines; the exact named upgrades appear below among creatures connected to the hero.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
2
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

Enraged is granted to the three named lines and all their ordinary upgrades: Blade Dancers, Hunters and Druids, covering nine specific forms. When changing the army, check how many of them you actually field. This selection does not automatically change other friendly creatures’ abilities; account separately for permanent army losses.

Reference ↗

Findan — portrait in Heroes 5
Source · Game artwork

Sylvan · Ranger

Findan

Special availability; check the map

How to use this hero

Home faction: Sylvan

Army command · Sylvan

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Storm of Arrows

Provides an opening ranged strike from Sylvan shooters, with level-dependent total damage. Check that those shooters are actually present.

Listed starting skills

  • Basic Avenger
  • Basic Attack
  • Tactics
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
2
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Tieru — portrait in Heroes 5
Source · Game artwork

Sylvan · Ranger

Tieru

Special availability; check the map

How to use this hero

Home faction: Sylvan

Army command · Sylvan

Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.

What the profile establishes

Specialty · Swift Striker

Adds 1% starting initiative per level. This concerns combat opening, not a permanent increase to movement range.

Listed starting skills

  • Basic Avenger
  • Basic Attack
  • Tactics
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.

Creatures I would consider

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Base attributes

Attack
0
Defense
2
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Reference ↗

Comparing entries

Tribes of the East 3.1 manual: 64 standard heroes and 49 additional profiles including campaign variants. Skills and four attributes describe the manual profile, not a guaranteed state on entering every mission.

Profile count is not the number of unique people: a different campaign version can have its own card. This inventory does not include every scenario’s starting armies or every specialty formula.

Battle plans →