Biara (Campaign Hero) | |
Arguably the most dangerous weapon in the Demon Sovereign's arsenal, Biara is a succubus of legendary skills. With ample natural gifts enhanced by almost masochistic self-discipline, her talents for seduction, assassination, and infiltration are unequalled in all of Sheogh. When the going gets tough, Kha-Beleth gleefully turns to Biara. |
» Specialty | » Attributes |
- Gate Keeper
- The number of creatures called through the Gating increases by 1% per hero level.
| |
» Skills |
- Basic Gating
- Unique Demon Lord skill. Imps and Demons (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 30% of the gated ones and will disappear after the end of the combat.
|
- Basic Luck
- Increases luck of all creatures in hero's army by 1.
|
- Magic Resistance
- Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.
|
Grawl | |
Wherever Grawl goes he is always accompanied by a baying, slavering pack of Hellhounds or Cerberi. These creatures are the only things for which Grawl has any sympathy, and he protects them as if they were family. Some dare to snicker that they are indeed relatives, though anyone who dares to attack or even mock Grawl will find himself torn apart by the razor-sharp fangs of his devoted beasts. |
» Specialty | » Attributes |
- Hound Master
- All Hell Hounds, Cerberi and Firehounds in hero's army gain +1 to their Attack and Defence for every two levels of the hero, starting on first level.
| |
» Skills |
- Basic Gating
- Unique Demon Lord skill. Imps and Demons (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 30% of the gated ones and will disappear after the end of the combat.
|
- Advanced Destructive Magic
- Allows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective.
|
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
- All creatures in hero's army gain 5% Magic Resistance and + 1% per hero level.
| |
» Skills |
- Basic Gating
- Unique Demon Lord skill. Imps and Demons (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 30% of the gated ones and will disappear after the end of the combat.
|
- Basic Defense
- Decreases damage dealt to your creatures in melee combat by 10%.
|
- Protection
- Decreases damage dealt to your creatures by magic attacks by 15%.
|
Nebiros | |
Though Nebiros has seen more hours in battle than any other being from the depths of Sheogh, he owes his success more to his own luck and unpredictability. Ruined enemies complain that the powers of Chaos itself are on his side, bending fortune to fit his needs. Having killed his way up from a lowly slave to be one of the great powers in Sheogh, it is certain that Nebiros benefits from the cursed blessings of Urgash. |
» Specialty | » Attributes |
- Chosen of Chaos
- Luck of all hero's troops is increased by 1. Also, enemy hero can not use Tactics ability in combat.
| |
» Skills |
- Basic Gating
- Unique Demon Lord skill. Imps and Demons (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 30% of the gated ones and will disappear after the end of the combat.
|
- Basic Attack
- Increases damage dealt by your creatures in melee combat by 5%.
|
- Tactics
- Increases the area in which the hero can rearrange creatures before combat.
|
Nymus | |
After witnessing the massacre of King Alexei and his knights first-hand during the War of the Eclipse, Nymus decided that overpowering tactics are the key to victory. As a result he has spent much of his existence researching the Infernal Gates and has achieved striking results: the troops he summons arrive much more quickly than they do for other Demonlords. |
» Specialty | » Attributes |
- Gate Keeper
- The number of creatures called through the Gating increases by 1% per hero level.
| |
» Skills |
- Basic Gating
- Unique Demon Lord skill. Imps and Demons (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 30% of the gated ones and will disappear after the end of the combat.
|
- Basic Luck
- Increases luck of all creatures in hero's army by 1.
|
- Magic Resistance
- Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.
|
Orlando (Campaign Hero) | |
Orlando is more than merely another Demonlord. When Agrael betrayed the Demon Sovereign and Biara was sent away to cripple the Griffin Empire and its allies, Orlando was the faithful servant that Kha-Beleth sent to foment unrest and recruit worshippers among the Necromancers, Wizards, and Free Cities. Sleazily charismatic and seductively brutal, Orlando has risen to a position of trust and power in the savage hierarchy of Sheogh. |
» Specialty | » Attributes |
- Aura of Swiftness
- The Initiative of all creatures in hero's army is increased by 1% per hero level.
| |
» Skills |
- Basic Gating
- Unique Demon Lord skill. Imps and Demons (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 30% of the gated ones and will disappear after the end of the combat.
|
- Basic War Machines
- Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 1.
|
Sovereign (Campaign Hero) | |
|
» Specialty | » Attributes |
- Aura of Swiftness
- The Initiative of all creatures in hero's army is increased by 1% per hero level.
| |
» Skills |
- Basic Gating
- Unique Demon Lord skill. Imps and Demons (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 30% of the gated ones and will disappear after the end of the combat.
|
- Basic Attack
- Increases damage dealt by your creatures in melee combat by 5%.
|
- Battle Frenzy
- Minimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures.
|
This information comes from the Heroes V release version (v3.0).
You can discuss Heroes V heroes 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!