Jhora (Level 15)Jhora
Jhora's Swift Mind gives her the ability to launch magical attacks at a pace unmatched by any of her fellow mages. The first beings to discover this were bandits, who made the mistake of attempting a surprise attack on a caravan in which Jhora, still a child at the time, was riding. The sudden flurry of Eldritch Arrows that fell upon the attackers sent them running for the hills.
» Specialty» Attributes
Windspeaker
Windspeaker
Hero's turns come faster in combat depending on hero level.
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  • 100
» Skills
Mark of the Wizard

Mark of the Wizard

Special combat ability. Caster binds himself to the target with Mark of the Wizard until the end of combat so that each subsequent spell striking that target has its effect doubled and costs as much mana as needed for this double effect. Moreover every spell striking another creature will affect this target as well. If there is not enough mana, the effect is not doubled.

Basic Artificer

Basic Artificer

Allows hero to create creature equipment of the first level.

Basic Artificer
Magic Insight

Magic Insight

Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.

Expert Sorcery

Expert Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%.

Expert Sorcery
Basic Dark Magic

Basic Dark Magic

Allows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall.

Basic Dark Magic
Fog Veil

Fog Veil

The Hero calls upon the forces of nature to affect enemy ranged-attacking creatures. Initiative of all enemy shooters is decreased by 10% and their damage is decreased by 10%.

Master of Earthblood

Master of Earthblood

Makes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells).

Advanced Summoning Magic

Advanced Summoning Magic

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

Advanced Summoning Magic
Master of Storms

Master of Storms

Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.

Master of Ice

Master of Ice

Grants freezing effect to Ice Bolt, Circle of Winter and Deep Freeze spells.

Master of Fire

Master of Fire

Grants armor-damaging effect to Fireball, Firewall 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

150 Gremlin Saboteurs

115 Elemental Gargoyles

90 Magnetic Golems

63 Battle Mages

29 Djinn Viziers

11 Rakshasa Kshatras

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» Artefacts
Beginner's Magic Wand

Beginner's Magic Wand

Increases Spellpower by +2

Dragon Eye Ring

Dragon Eye Ring

Adds +1 to all hero's attributes and increases initiative of all shooters in hero's army by 10%

Runic War Harness

Runic War Harness

Increases hero's Defense and Knowledge by +2.

Bearhide Wraps

Bearhide Wraps

Increases hero's Defense by +1, and grants additional 25% Defense from cold-based spells.

Ring of Sar-Issus

Ring of Sar-Issus

Reduces the mana cost of all hero's spells by half.

» Spells
Weakness

Weakness 4

Causes the selected enemy unit to inflict less damage in combat. Spellpower determines the duration of effect.

Slow

Slow 4

Makes target enemy stack take fewer actions in combat.

Sorrow

Sorrow 5

Decreases morale and luck of selected enemy creature

Decay

Decay 6

Inflicts plague on target enemy stack. The stack receives earth damage each time it takes an action. (The spell does not work on undead, elemental and mechanical units).

Vulnerability

Vulnerability 5

Destroys armor of target enemy stack, reducing its defense. Can be cast several times on a single stack, but defense will not go lower than zero.

Confusion

Confusion 9

Makes creatures in target enemy stack forget what they are doing on a battlefield. Some of the affected creatures will forget to use shooting attacks and retaliation strikes. (The spell does not work on undead, elemental and mechanical units.)

Suffering

Suffering 5

Weakens the target enemy unit to decrease its Attack.

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.

Ice Bolt

Ice Bolt 6

Deals ice damage to selected enemy unit.

Fireball

Fireball 10

Deals fire damage to all units in the target area.

Firewall

Firewall 16

Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns.

Circle of Winter

Circle of Winter 9

Deals ice damage to all units surrounding the target spot.

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)

Meteor Shower

Meteor Shower 19

Deals massive earth damage to all creatures in target area.

Implosion

Implosion 18

Deals earth damage to a single targeted enemy unit.

Deep Freeze

Deep Freeze 11

Freezes the target, immediately inflicting ice damage and causing it to suffer increased physical damage during a certain amount of time due to frostbites.

Armageddon

Armageddon 20

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

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.

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.

Endurance

Endurance 6

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

Deflect Missile

Deflect Missile 6

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

Righteous Might

Righteous Might 6

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

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.

Fire Trap

Fire Trap 8

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

Raise Dead

Raise Dead 9

Reanimates creatures in target friendly stack. Undead creatures are brought back to "life", all other creatures are re-animated for the duration of the battle only. Every use of this spell decreases hit points of target stack by 20%.

Arcane Crystal

Arcane Crystal 8

Creates a crystal on the selected place on the field, blocking the way until the end of combat or until the crystal is attacked and destroyed.

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.)

Blade Barrier

Blade Barrier 12

Temporarily creates a wall, three squares long, on the selected part of the field. The wall has additional 75% Defense only suffers 25% damage from the Range and Magical Attacks and returns physical damage equal to the number of lost Hit Points to the melee attackers.

Earthquake

Earthquake 7

Earthquake damages town walls during a siege.

Phantom Forces

Phantom Forces 18

Copies the selected friendly unit (only one copy can be made). The copy can't cast any spell or use any ability and disappears as soon as it receives any damage. (Incorporeal ability gives the copy 50% chance to avoid any damage).

Summon Elementals

Summon Elementals 17

Summons fire, earth, water or air elementals (depending on the battlefield terrain) to fight for the hero's cause.

Summon Hive

Summon Hive 15

Creates a wasp hive on the selected place of the field. A swarm of wasps from this hive will attack enemy creatures until the end of combat or until the hive is attacked and destroyed (The hive will not attack undead, elemental and mechanical units).

» War Machines
First Aid Tent

First Aid Tent

Jhora starts with a First Aid Tent.
This information comes from the Heroes V release version (v3.0).

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!