|Helmar (Level 15)|
|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
- Each time the hero casts a light magic spell on a friendly creature, there is a chance that the â€˜Righteous Might' spell will be cast freely upon the affected unit.
Allows the same rune to be activated for the second time for triple resource cost.
Allows magical runes of 1-2 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics.
Master of Blessings
Grants mass effects to Divine Strength and area effect to Cleansing spells, but doubles the casting cost of these spells. Hero wastes only a halve of his current initiative to cast these spells
Advanced Light Magic
Allows hero to learn Light Magic spells of the fourth circle and makes Light Magic even more effective.
Advanced Light Magic
Regains some mana (depending on Knowledge) each time any rune is used.
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.
Hero receives +1 to one of his primary stats for every three levels including the levels already got and + 10% bonus to the experience gained.
Reduces casting costs of all spells by 20%.
Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.
The hero calls upon the forces of fire to affect enemy casters. Any time an enemy creature casts a spell it will receive damage 10 times the hero's level.
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
Grants armor-damaging effect to Fireball, Firewall and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty.
Expert Destructive Magic
Allows hero to learn Destructive Magic spells of the fifth circle and gives maximum power to Destructive Magic.
Expert Destructive Magic
3 Lava Dragons
100 Mountain Guards
15 Rune Patriarches
10 Flame Lords
17 Rune Keepers
Axe of the Mountain Lords
Adds +4 to hero's attack.
Increases hero's Defense by +1, and grants additional 25% Defense from cold-based spells.
Rune of Flame
Increases hero's Spellpower by +1, and grants a runic spell.
Cuirass of the Dwarven Kings
Adds +4 to hero's defense and renders all creatures in hero's army immune to Implosion spell.
Greaves of the Dwarven Kings
Adds +4 to hero's attack and renders all creatures in hero's army immune to Slow spell.
Helm of the Dwarven Kings
Adds +4 to hero's knowledge and renders all creatures in hero's army immune to Blind spell.
Shield of the Dwarven Kings
Adds +4 to hero's defense and renders all creatures in hero's army immune to Frenzy spell.
Eldritch Arrow 4
Shoots magic missile to deal non-physical damage to the selected enemy creature.
Stone spikes 5
Deals earth damage to all creatures in target area (cross form)
Lightning Bolt 5
Deals lightning damage to selected enemy unit.
Deals fire damage to all units in the target area.
Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns.
Meteor Shower 19
Deals massive earth damage to all creatures in target area.
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)
Deals earth damage to a single targeted enemy unit.
Divine Strength 4
Causes the selected friendly unit to inflict more damage in combat. Spellpower determines the duration of effect.
Causes the selected friendly unit to act more frequently in combat.
Increases the selected friendly unit's defense strength. Spellpower determines the duration of effect.
The target creature gains health regeneration on its turn. Does not work on Undead, Mechanical and Elemental creatures.
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 6
Makes the selected friendly unit receive less damage from ranged attacks.
Righteous Might 6
Affected creature is filled with rage and a lust for blood, it gains bonus to attack.
Divine Vengeance 14
Inflicts magical damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat.
Teleports targeted friendly creature to another location on a battlefield (Only expert in Light Magic can teleport creatures over town walls)
Fire Trap 8
Puts randomly several magical explosive mines in a selected area of the battlefield. Mines are invisible to the enemy.
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.
Rune of Charge 1
Creature speed increases by 100% until the end of the turn.
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 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 (v3.0).
You can discuss Heroes V duel Runemages with the Heroes Community.
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!