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Galib (Level 15)Galib
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
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 mirror

Magic mirror

Every damaging or cursing spell cast by the enemy has a chance to be randomly reflected to some other target, including enemy units.

Advanced Artificer

Advanced Artificer

Allows hero to create creature equipment of the second level.

Advanced Artificer
Magic Resistance

Magic Resistance

Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.

Basic Luck

Basic Luck

Increases luck of all creatures in hero's army by 1.

Basic Luck
Archery

Archery

Increases damage dealt by hero's creatures in ranged combat by 20%.

Basic Attack

Basic Attack

Increases damage dealt by your creatures in melee combat by 5%.

Basic Attack
Counterspell

Counterspell

Special combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.

Expert Sorcery

Expert Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%.

Expert Sorcery
Basic Enlightenment

Basic Enlightenment

Hero 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 Life

Master of Life

Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells).

Master of Conjuration

Master of Conjuration

Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).

Expert Summoning Magic

Expert Summoning Magic

Allows 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

30301810
» 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%

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.

Ring of Speed

Ring of Speed

Increases initiative of all your creatures by 20%.

» Spells
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.

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.)

Raise Dead

Raise Dead 9

Reanimates 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

Earthquake 7

Earthquake damages town walls during a siege.

Phantom Forces

Phantom Forces 18

Copies 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

Summon Elementals 17

Summons fire, earth, water or air elementals (depending on the battlefield terrain) to fight for the hero's cause.

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.

Conjure Phoenix

Conjure Phoenix 35

Summons a phoenix on the battle field to fight on the hero's side. Only one phoenix can be summoned at a time

Arcane Armor

Arcane Armor 20

Encloses target stack with magical energy shield that partly drains all damage dealt to the stack.

» War Machines
Ammo Cart

Ammo Cart

Galib starts with an Ammo Cart.
This information comes from the Heroes V release version (v2.1).

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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