Sinitar (Level 15)Sinitar
The warlocks of Ygg-Chall are dark and shadowy wizards, and Sinitar is special even among this strange group. Not only can he empower spells, but his skill is such that he can do it while using less of his own mana. No one is sure how he came to have this ability, but the scars on his face tell of bargains with the dragons of shadow -- bargains that can take a heavy toll on both body and mind.
» Specialty» Attributes
Empowered spells mana cost is reduced by 5% and + additional 1% per hero level.
  • 7
  • 5
  • 13
  • 7
  • 0
  • 4
  • 70
» Skills
Empowered Spells

Empowered Spells

All damaging spells cast by hero deal 50% more damage, but the mana cost is doubled.

Dark Ritual

Dark Ritual

Special adventure ability. Hero spends entire day to perform the ritual and regain full mana. Can only be used at the beginning of the day.

Advanced Irresistible Magic

Advanced Irresistible Magic

Significantly negates magic protection and allows hero to deal 40% of normal spell damage to otherwise resistant creatures.

Advanced Irresistible Magic
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
Erratic Mana

Erratic Mana

Mana cost of spells cast by the hero is randomly reduced by up to 50% (actual reduction is determined while casting is in progress).

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.

Advanced Sorcery

Advanced Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%.

Advanced Sorcery
Warlock's Luck

Warlock's Luck

Luck rolls will now be applied to destructive spells cast by the hero, thus allowing a chance for double damage from spells.

Soldier's Luck

Soldier's Luck

Guarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often.

Magic Resistance

Magic Resistance

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

Expert Luck

Expert Luck

Increases luck of all creatures in hero's army by 3.

Expert Luck
» Creatures

70 Stalkers

50 Minotaur Guards

30 Minotaur Taskmasters

15 Deep Hydras

10 Shadow Mistresses

5 Red Dragons

» Artefacts
Runic War Axe

Runic War Axe

Increases hero's Attack and Spellpower by +2

Runic War Harness

Runic War Harness

Increases hero's Defense and Knowledge by +2.

Evercold Icicle

Evercold Icicle

Enhances your cold-based spells by 50%.

Phoenix Feather Cape

Phoenix Feather Cape

Enhances your fire-based spells by 50%.

Emerald Slippers

Emerald Slippers

+50% damage to earth spells

Tarot Deck

Tarot Deck

Increases hero's Luck and Knowledge by +1.

» Spells

Weakness 4

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


Slow 4

Makes target enemy stack take fewer actions in combat.


Sorrow 5

Decreases morale and luck of selected enemy creature


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 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 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.


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.


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)

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.


Implosion 18

Deals earth damage to a single targeted enemy unit.


Armageddon 20

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


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.

Deflect Missile

Deflect Missile 6

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

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.

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).

» War Machines
First Aid Tent

First Aid Tent

Sinitar 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!