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Heroes V · HERO PROFILE

Alaric in Heroes V: skills and tactics

Alaric in Heroes V: Army command · Haven. Haven affiliation, sourced skills and specialty, spells, suitable creatures and conditional equipment.

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 ↗

Roster and source scope

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.

Development and equipment suggestions are our analysis of the listed profile. A mission may alter the starting state; each relationship distinguishes school access, an actually learned spell and a future acquisition option.