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Galib (Level 15) | |
Galib is a Djinn, a spiritual being, lord among the many elemental spirits that roam the plane of magic, invisible to the untrained eye. Galib is not a servant, but a friend and ally to the Mages of the Silver Cities, and he sits as one of the Circle in the Wizards' ruling council to defend the interests of his. Many of his human counterparts have learnt to randomly deflect enemy spells, but Galib's inherent magical nature permits him a measure of control over where the deflected spell goes. Enemies avoid using magic against him, knowing that Galib could cause their spells to bounce back and strike their own troops. |
» Specialty | » Attributes |
- Spell Twister
- The Spell Twister ability increases the chance that redirected enemy spells land on one of the enemy units instead of going in a random direction.
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» Skills |
Magic mirrorEvery damaging or cursing spell cast by the enemy has a chance to be randomly reflected to some other target, including enemy units.
Advanced ArtificerAllows hero to create creature equipment of the second level.
Advanced Artificer |
Magic ResistanceIncreases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.
Basic LuckIncreases luck of all creatures in hero's army by 1.
Basic Luck |
ArcheryIncreases damage dealt by hero's creatures in ranged combat by 20%.
Basic AttackIncreases damage dealt by your creatures in melee combat by 5%.
Basic Attack |
CounterspellSpecial combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.
Expert SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%.
Expert Sorcery |
Basic EnlightenmentHero receives +1 to one of his primary stats for every four levels including the levels already got and + 5% bonus to the experience gained.
Basic Enlightenment |
Master of LifeMakes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells).
Master of ConjurationMakes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).
Expert Summoning MagicAllows hero to learn Summoning Magic spells of the fifth circle and gives maximum power to Summoning Magic.
Expert Summoning Magic |
» Creatures |
30 Archmages |
30 Archmages |
18 Rakshasa Rajas |
10 Titans |
30 | 30 | 18 | 10 |
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» Artefacts |
Dragon Teeth NecklaceAdds +3 to hero's Spellpower and increases initiative of all casters in hero's army by 10% |
Cuirass of the Dwarven KingsAdds +4 to hero's defense and renders all creatures in hero's army immune to Implosion spell. |
Ring of SpeedIncreases initiative of all your creatures by 20%. |
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» Spells |
Cleansing 10Dispels 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 5Summons magical fist to deal non-elemental physical damage to target enemy creature. This spell ignores magic resistance and protection from magic. | Fire Trap 8Puts randomly several magical explosive mines in a selected area of the battlefield. Mines are invisible to the enemy. | Wasp Swarm 5Summons a swarm of insects to inflict magical damage on the selected enemy creature. (The spell does not work on undead, elemental and mechanical units.) | Raise Dead 9Reanimates creatures in target friendly stack. Undead creatures are brought back to "life", all other creatures are re-animated for the duration of the battle only. Every use of this spell decreases hit points of target stack by 20%. | Earthquake 7Earthquake damages town walls during a siege. | Phantom Forces 18Copies the selected friendly unit (only one copy can be made). The copy can't cast any spell or use any ability and disappears as soon as it receives any damage. (Incorporeal ability gives the copy 50% chance to avoid any damage). | Summon Elementals 17Summons fire, earth, water or air elementals (depending on the battlefield terrain) to fight for the hero's cause. | Firewall 16Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns. | Conjure Phoenix 35Summons a phoenix on the battle field to fight on the hero's side. Only one phoenix can be summoned at a time | Arcane Armor 20Encloses target stack with magical energy shield that partly drains all damage dealt to the stack. |
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» War Machines |
Ammo Cart Galib starts with an Ammo Cart. |
This information comes from the Heroes V release version (v2.1).
You can discuss Heroes V duel Wizards 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!
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