Marbas (Level 15)Marbas
Marbas has been the iron-fisted leader of the demon cult in the Silver Cities for many years. Hated by the renegade Mages he dominates, Marbas studied deeply in their arts out of both curiosity and self-preservation - should his underlings turn against him, Marbas wanted to be able to defend himself. He is second only to the Demon Sovereign in his ability to withstand the use of magics.
» Specialty» Attributes
Spellbreaker
Spellbreaker
All creatures in hero's army gain 5% Magic Resistance and + 1% per hero level.
  • 9
  • 8
  • 8
  • 2
  • 80
» Skills
Hellfire

Hellfire

Creatures under Demon Lord's control are granted a 30% chance to deal additional fire damage on attack. Hellfire drains the Demon Lord's mana.

Consume Corpse

Consume Corpse

Demon Lord receives special combat ability to consume corpses of fallen creatures to restore mana. Consumed corpses disappear from the battlefield.

Advanced Gating

Advanced Gating

Unique Demon Lord skill. Imps, Demons, Hell Hounds and Succubi (as well as their upgrades) are granted an ability to gate into infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 35% of the gated ones and will disappear after the end of the combat.

Advanced Gating
Vitality

Vitality

Increases hit points of all your creatures by 2 (Particularly effective for large armies)

Protection

Protection

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

Evasion

Evasion

Decreases damage dealt to your creatures by ranged attacks by 20%.

Expert Defense

Expert Defense

Decreases damage dealt to your creatures in melee combat by 30%.

Expert Defense
Searing Fires

Searing Fires

Searing Fires improves Hellfire ability. Fire damage dealt to enemy creatures by Hellfire ability is increased by 50%.

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.

Advanced Destructive Magic

Advanced Destructive Magic

Allows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective.

Advanced Destructive Magic
Magic Resistance

Magic Resistance

Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.

Advanced Luck

Advanced Luck

Increases luck of all creatures in hero's army by 2.

Advanced Luck
» Creatures

70 Horned Overseers

130 Familiars

5 Arch Devils

10 Pit Lords

60 Succubus Mistresses

20 Nightmares

80 Cerberi

70130510602080
» Artefacts
Boots of Magical Defense

Boots of Magical Defense

Grant hero a 10% magic resistance.

Dragon Talon Crown

Dragon Talon Crown

Adds +3 to hero's knowledge and increases initiative of all war machines in hero's army by 10%

Robe of Sar-Issus

Robe of Sar-Issus

Adds +6 to hero's Spellpower.

Phoenix Feather Cape

Phoenix Feather Cape

Enhances your fire-based spells by 50%.

» Spells
Eldritch Arrow

Eldritch Arrow 4

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

Ice Bolt

Ice Bolt 6

Deals ice damage to selected enemy unit.

Lightning Bolt

Lightning Bolt 5

Deals lightning damage to selected enemy unit.

Circle of Winter

Circle of Winter 9

Deals ice damage to all units surrounding the target spot.

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)

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.

Fire Trap

Fire Trap 8

Puts randomly several magical explosive mines in a selected area of the battlefield. Mines are invisible to the enemy.

Fist of Wrath

Fist of Wrath 5

Summons magical fist to deal non-elemental physical damage to target enemy creature. This spell ignores magic resistance and protection from magic.

Wasp Swarm

Wasp Swarm 5

Summons a swarm of insects to inflict magical damage on the selected enemy creature. (The spell does not work on undead, elemental and mechanical units.)

» War Machines
Ballista

Ballista

Marbas starts with a Ballista.
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!