Helmar (Level 15)Helmar
Helmar began his miitary career as a fighting Rune Priest and was prominent among his brother soldiers for his austerity, his asceticism and his fanatical hatred of his enemies. Helmar's superiors soon took note and began to entrust him with the command of small units. Helmar learned how to spread his rage to his warriors, and is now famed as a Warlord whose troops are fierce and merciless in battle.
» Specialty» Attributes
Sacred Hammer
Sacred Hammer
Each time the hero casts a light magic spell on a friendly creature, there is a chance that the ‘Righteous Might' spell will be cast freely upon the affected unit.
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» Skills
Basic Runelore

Basic Runelore

Allows magical runes of 1-2 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics.

Basic Runelore
Eternal Light

Eternal Light

Hero's light spells are twice harder to dispel. Opposite spells (like Slow versus Haste) applied by an enemy to Hero's creatures have 50% chance to fail.

Master of Wrath

Master of Wrath

Grants mass effects to Righteous Might and Haste spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Holy Word spell.

Master of Abjuration

Master of Abjuration

Grants mass effects to Deflect Missile and Endurance spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.

Expert Light Magic

Expert Light Magic

Allows hero to learn Light Magic spells of the fifth circle and gives maximum power to Light Magic.

Expert Light Magic
Defensive Formation

Defensive Formation

Defense of Dwarven creatures in hero's army increased when close to each other on the battlefield.

Protection

Protection

Decreases damage dealt to your creatures by magic attacks by 15%.

Advanced Defense

Advanced Defense

Decreases damage dealt to your creatures in melee combat by 20%.

Advanced Defense
Mana Burst

Mana Burst

The hero calls upon the forces of nature to affect enemy casters. Any time an enemy creature casts a spell it will receive damage 10 times the hero's level.

Ignite

Ignite

Fire spells casted by the hero in combat will ignite enemies, inflicting 100% of current spell damage to the target during next 3 rounds.

Master of Fire

Master of Fire

Grants armor-damaging effect to Fireball and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty.

Expert Destructive Magic

Expert Destructive Magic

Allows hero to learn Destructive Magic spells of the fifth circle and gives maximum power to Destructive Magic.

Expert Destructive Magic
» Creatures

4 Magma Dragons

20 Blackbear Riders

30 Skirmishers

35 Rune Patriarches

20 Warlords

100 Shieldguards

100 Defenders

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» Artefacts
Runic War Harness

Runic War Harness

Increases hero's Defense and Knowledge by +2.

Phoenix Feather Cape

Phoenix Feather Cape

Enhances your fire-based spells by 50%.

Greaves of the Dwarven Kings

Greaves of the Dwarven Kings

Adds +4 to hero's attack and renders all creatures in hero's army immune to Slow spell.

» Spells
Eldritch Arrow

Eldritch Arrow 4

Shoots magic missile to deal non-physical damage to the selected enemy creature.

Stone spikes

Stone spikes 5

Deals earth damage to all creatures in target area (cross form)

Lightning Bolt

Lightning Bolt 5

Deals lightning damage to selected enemy unit.

Fireball

Fireball 10

Deals fire damage to all units in the target area.

Meteor Shower

Meteor Shower 19

Deals massive earth damage to all creatures in target area.

Chain Lightning

Chain Lightning 16

Deals massive lightning damage to several adjacent creatures (up to 4), starting with the selected one. Every next creature in the chain gets the half of the damage inflicted to the previous one. (The chain can hit the own creatures)

Armageddon

Armageddon 20

Deals massive fire damage to all creatures and war machines on a battlefield and local physical damage in the place of fall.

Implosion

Implosion 18

Deals earth damage to a single targeted enemy unit.

Divine Strength

Divine Strength 4

Causes the selected friendly unit to inflict more damage in combat. Spellpower determines the duration of effect.

Haste

Haste 4

Causes the selected friendly unit to act more frequently in combat.

Endurance

Endurance 6

Increases the selected friendly unit's defense strength. Spellpower determines the duration of effect.

Cleansing

Cleansing 10

Dispels positive magic effects from enemy creatures and negative magic effects from friendly creatures. Checks against caster level to dispel effects, so low level caster would be unlikely to dispel magic cast by high level mage.

Righteous Might

Righteous Might 6

Affected creature is filled with rage and a lust for blood, it gains bonus to attack.

Deflect Missile

Deflect Missile 6

Makes the selected friendly unit receive less damage from ranged attacks.

Teleportation

Teleportation 8

Teleports targeted friendly creature to another location on a battlefield (Only expert in Light Magic can teleport creatures over town walls)

Resurrection

Resurrection 15

Resurrects creatures in target friendly stack permamently.

Word of Light

Word of Light 11

Deals holy damage to all the undead and infernal creatures on a battlefield.

Rune of Berserking

Rune of Berserking 1

Creature will perform two Melee Attacks instead of one against the same target next attack (at least one friendly creature from this friendly stack must be killed before this rune can be placed on it).

Rune of Exorcism

Rune of Exorcism 1

Dispels all the negative effects imposed on the creature (only those that can be dispelled basically).

This information comes from the Heroes V release version (v2.1).

Thanks to sfidanza for the work on this page.
Thanks to ThE_HyDrA for creating and looking after the Heroes 5 section of Age of Heroes!