Marbas (Level 15)Marbas
Marbas has been the iron-fisted leader of the demon cult in the Silver Cities for many years. Hated by the renegade Mages he dominates, Marbas studied deeply in their arts out of both curiosity and self-preservation - should his underlings turn against him, Marbas wanted to be able to defend himself. He is second only to the Demon Sovereign in his ability to withstand the use of magics.
» Specialty» Attributes
Spellbreaker
Spellbreaker
All creatures in hero's army gain 5% Magic Resistance and + 1% per hero level.
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» Skills
Hellfire

Hellfire

Creatures under Demon Lord's control are granted a 30% chance to deal additional fire damage on attack. Hellfire drains the Demon Lord's mana.

Consume Corpse

Consume Corpse

Demon Lord receives special combat ability to consume corpses of fallen creatures to restore mana. Consumed corpses disappear from the battlefield.

Advanced Gating

Advanced Gating

Unique Demon Lord skill. Imps, Demons, Hell Hounds and Succubi (as well as their upgrades) are granted an ability to gate into the infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 35% of the gated ones and will disappear after the end of the combat.

Advanced Gating
Hellwrath

Hellwrath

Hellwrath improves Hellfire ability. Additional fire damage to enemy creatures will be dealt on retaliation strikes as well.

Protection

Protection

Decreases damage dealt to your creatures by magic attacks by 15%.

Evasion

Evasion

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

Expert Defense

Expert Defense

Decreases damage dealt to your creatures in melee combat by 30%.

Expert Defense
Searing Fires

Searing Fires

Searing Fires improves Hellfire ability. Fire damage dealt to enemy creatures by Hellfire ability is increased by 50%.

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.

Advanced Destructive Magic

Advanced Destructive Magic

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

Advanced Destructive Magic
Master of Pain

Master of Pain

Grants area effects to Decay and Vulnerability spells, but doubles the casting cost of these spells. Hero wastes only a halve of his current initiative to cast these spells. Adds +4 to effective spellpower of Curse of the Netherworld.

Advanced Dark Magic

Advanced Dark Magic

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

Advanced Dark Magic
» Creatures

70 Horned Overseers

75 Familiars

4 Arch Devils

10 Pit Lords

50 Succubus Mistresses

5 Arch Demons

80 Cerberi

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» Artefacts
Dragon Teeth Necklace

Dragon Teeth Necklace

Adds +3 to hero's Spellpower and increases initiative of all casters in hero's army by 10%

Dragon Talon Crown

Dragon Talon Crown

Adds +3 to hero's knowledge and increases initiative of all war machines in hero's army by 10%

Dragon Flame Tongue

Dragon Flame Tongue

Adds +2 to hero's attack and defense. Grants a 50% protection from cold-based spells

Rune of Flame

Rune of Flame

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

Dragon Bone Greaves

Dragon Bone Greaves

Adds +3 to hero's Spellpower and increases initiative of all melee non-flying units in hero's army by 10%

» 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

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.

Suffering

Suffering 5

Weakens the target enemy unit to decrease its Attack.

Blindness

Blindness 10

Blinds the selected enemy creature so that it cannot move, attack or use any abilities. Blindness disappears if blinded creature is attacked. Spellpower determines the duration of effect. (The spell does not work on undead, elemental and mechanical units.)

Frenzy

Frenzy 15

Drives target stack of creatures frenzy. Frenzied stack considers all other creatures and war machines its personal enemies and attacks the nearest one with redoubled rage (The spell does not work on undead, elemental and mechanical units).

Stone spikes

Stone spikes 5

Deals earth damage to all creatures in target area (cross form)

Eldritch Arrow

Eldritch Arrow 4

Shoots magic missile to deal non-physical damage to the selected enemy creature.

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

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.

Fireball

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)

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.

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.

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.)

» War Machines
Ballista

Ballista

Marbas starts with a Ballista.
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!