Helmar (Level 15)Helmar
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
Sacred Hammer
Each time the hero casts a light magic spell on a friendly creature, there is a chance that the ‘Righteous Might' spell will be cast freely upon the affected unit.
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» Skills
Greater Rune

Greater Rune

Allows the same rune to be activated for the second time for triple resource cost.

Basic Runelore

Basic Runelore

Allows magical runes of 1-2 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics.

Basic Runelore
Master of Blessings

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

Advanced Light Magic

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

Advanced Light Magic
Tap Runes

Tap Runes

Regains some mana (depending on Knowledge) each time any rune is used.

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.

Advanced Enlightenment

Advanced Enlightenment

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.

Advanced Enlightenment
Arcane Training

Arcane Training

Reduces casting costs of all spells by 20%.

Basic Sorcery

Basic Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.

Basic Sorcery
Mana Burst

Mana Burst

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.

Ignite

Ignite

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

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

3 Lava Dragons

100 Mountain Guards

40 Harpooners

15 Rune Patriarches

10 Flame Lords

100 Shieldguards

17 Rune Keepers

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» Artefacts
Axe of the Mountain Lords

Axe of the Mountain Lords

Adds +4 to hero's attack.

Bearhide Wraps

Bearhide Wraps

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

Rune of Flame

Rune of Flame

Increases hero's Spellpower by +1, and grants a runic spell.

Cuirass of the Dwarven Kings

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

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

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

Shield of the Dwarven Kings

Adds +4 to hero's defense and renders all creatures in hero's army immune to Frenzy spell.

» Spells
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.

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.

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)

Implosion

Implosion 18

Deals earth damage to a single targeted 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

Haste 4

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

Endurance

Endurance 6

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

Regeneration

Regeneration 8

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

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

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.

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.

Rune of Charge

Rune of Charge 1

Creature speed increases by 100% until the end of the turn.

Rune of Berserking

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

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).

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!