|Marbas (Level 15)|
|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|
- All creatures in hero's army gain 5% Magic Resistance and + 1% per hero level.
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.
Demon Lord receives special combat ability to consume corpses of fallen creatures to restore mana. Consumed corpses disappear from the battlefield.
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.
Hellwrath improves Hellfire ability. Additional fire damage to enemy creatures will be dealt on retaliation strikes as well.
Decreases damage dealt to your creatures by magic attacks by 15%.
Decreases damage dealt to your creatures by ranged attacks by 20%.
Decreases damage dealt to your creatures in melee combat by 30%.
Searing Fires improves Hellfire ability. Fire damage dealt to enemy creatures by Hellfire ability is increased by 50%.
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
Allows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective.
Advanced Destructive Magic
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
Allows hero to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective.
Advanced Dark Magic
70 Horned Overseers
4 Arch Devils
10 Pit Lords
50 Succubus Mistresses
5 Arch Demons
Dragon Teeth Necklace
Adds +3 to hero's Spellpower and increases initiative of all casters in hero's army by 10%
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
Adds +2 to hero's attack and defense. Grants a 50% protection from cold-based spells
Rune of Flame
Increases hero's Spellpower by +1, and grants a runic spell.
Dragon Bone Greaves
Adds +3 to hero's Spellpower and increases initiative of all melee non-flying units in hero's army by 10%
Causes the selected enemy unit to inflict less damage in combat. Spellpower determines the duration of effect.
Makes target enemy stack take fewer actions in combat.
Decreases morale and luck of selected enemy creature
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.
Weakens the target enemy unit to decrease its Attack.
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.)
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 5
Deals earth damage to all creatures in target area (cross form)
Eldritch Arrow 4
Shoots magic missile to deal non-physical damage to the selected enemy creature.
Lightning Bolt 5
Deals lightning damage to selected enemy unit.
Ice Bolt 6
Deals ice damage to selected enemy unit.
Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns.
Deals fire damage to all units in the target area.
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)
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 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 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.
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|
Marbas starts with a Ballista.
This information comes from the Heroes V release version (v3.0).
You can discuss Heroes V duel Demon Lords 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!