Galib (Level 15)Galib
Galib is a Djinn, a spiritual being, lord among the many elemental spirits that roam the plane of magic, invisible to the untrained eye. Galib is not a servant, but a friend and ally to the Mages of the Silver Cities, and he sits as one of the Circle in the Wizards' ruling council to defend the interests of his. Many of his human counterparts have learnt to randomly deflect enemy spells, but Galib's inherent magical nature permits him a measure of control over where the deflected spell goes. Enemies avoid using magic against him, knowing that Galib could cause their spells to bounce back and strike their own troops.
» Specialty» Attributes
Spell Twister
Spell Twister
The Spell Twister ability increases the chance that redirected enemy spells land on one of the enemy units instead of going in a random direction.
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» Skills
Magic mirror

Magic mirror

Every damaging or cursing spell cast by the enemy has a chance to be randomly reflected to some other target, including enemy units.

Advanced Artificer

Advanced Artificer

Allows hero to create creature equipment of the second level.

Advanced Artificer
Basic Luck

Basic Luck

Increases luck of all creatures in hero's army by 1.

Basic Luck
Arcane Intuition

Arcane Intuition

Allows hero to learn an unknown spell used by an enemy hero or creature in combat (hero must be able to learn the spell with regards to school, level, etc.) and to see the contents of the enemy inventory.

Basic Enlightenment

Basic Enlightenment

Hero receives +1 to one of his primary stats for every four levels including the levels already got and + 5% bonus to the experience gained.

Basic Enlightenment


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

Basic Defense

Basic Defense

Decreases damage dealt to your creatures in melee combat by 10%.

Basic Defense
Swift Mind

Swift Mind

Hero receives +25% bonus to Initiative at start of combat.



Hero receives +4 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view.

Advanced Logistics

Advanced Logistics

Increases hero's movement speed over land by 20%.

Advanced Logistics
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).

Master of Conjuration

Master of Conjuration

Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).

Expert Summoning Magic

Expert Summoning Magic

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

Expert Summoning Magic
» Creatures

30 Archmages

30 Archmages

10 Rakshasa Rajas

3 Titans

45 Obsidian Gargoyles

5 Storm Titans

» Artefacts
Book Of Power

Book Of Power

Adds +1 to Hero's Spellpower and Knowledge if the Hero does not have any Enlightenment skills. Adds +2 to Hero's Spellpower and Knowledge if this Hero has the Advanced Enlightenment skill or +3 to Hero's Spellpower and Knowledge if he has the Expert Enlightenment skill. If the Hero has the Magic Insight ability he will also be able to learn the 4th circle spells.

Treeborn Quiver

Treeborn Quiver

Adds +4 to the Attack of all shooters in the hero's army and grants them unlimited ammo

Robe of Sar-Issus

Robe of Sar-Issus

Adds +6 to hero's Spellpower.

Crown of Sar-Issus

Crown of Sar-Issus

Adds +6 to hero's knowledge.

Elemental Waistband

Elemental Waistband

Allows Summon Elemental spell to be equipped. Increases spellpower by +4 when Summon Elemental spell is cast

» Spells

Sorrow 5

Decreases morale and luck of selected enemy creature


Slow 4

Makes target enemy stack take fewer actions in combat.

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.

Divine Strength

Divine Strength 4

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


Haste 4

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


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.


Regeneration 8

The target creature gains health regeneration on its turn. Does not work on Undead, Mechanical and Elemental creatures.


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.

Divine Vengeance

Divine Vengeance 14

Inflicts magical damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat.


Teleportation 8

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

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.)

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.

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%.

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.

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).


Earthquake 7

Earthquake damages town walls during a siege.

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).

Summon Elementals

Summon Elementals 17

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

Conjure Phoenix

Conjure Phoenix 35

Summons a phoenix on the battle field to fight on the hero's side. Only one phoenix can be summoned at a time

Arcane Armor

Arcane Armor 20

Encloses target stack with magical energy shield that partly drains all damage dealt to the stack.

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!