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Heroes V · HERO PROFILE

Ingvar in Heroes V: skills and tactics

Ingvar in Heroes V: Attack, Defense and HP growth. Fortress affiliation, sourced skills and specialty, spells, suitable creatures and conditional equipment.

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 ↗

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.