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Heroes V · HERO PROFILE

Eruina in Heroes V: skills and tactics

Eruina in Heroes V: Chance of an extra shot. Dungeon affiliation, sourced skills and specialty, spells, suitable creatures and conditional equipment.

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 ↗

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.