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ToE H5/HoF
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Agrael (Campaign Hero)
Agrael rose rapidly through the ranks of Demon cultists to become a trusted right hand of the Demon Sovereign. His detractors call him reckless and over-ambitious, but Agrael's measured aggressiveness has made him a feared and respected leader in battle. He will attack when a good opportunity presents itself, and does not hesitate to take risks when the rewards are commensurate.
» Specialty» Attributes
Aura of Swiftness
The initiative of all creatures in hero's army is increased by 1% per hero level.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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.
» Spells & War Machines
Righteous Might

Righteous Might (6 Mana)

Affected creature is filled with rage and a lust for blood, it gains bonus to attack.

Alastor
Alastor showed his skill at mind control at a tender age, as his childhood enemies took to wandering inexplicably into lava flows. Delighted by this precocious display of talent, the Sovereign permitted Alastor to study the arts of mental domination under the masters in Sheogh and later across all the lands of Ashan. Many a time have enemy troops, mesmerized by his gaze, come over to fight at the demons' side.
» Specialty» Attributes
Mindreaver
The Confusion spell has an additional effect of decreasing target's mana by one point per every hero level.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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 Sorcery
Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.
Mana Regeneration
Doubles mana regeneration
» Spells & War Machines
Confusion

Confusion (9 Mana)

Makes creatures in target enemy stack forget what they are doing on a battlefield. Some of the affected creatures will forget to use shooting attacks and retaliation strikes. (The spell does not work on undead, elemental and mechanical units.)

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 unequaled 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.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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.
Deleb
One of the generals charged to refit Kha-Beleth's prison to better suit his own needs, the demoness Deleb developed an intricate knowledge of machines. Nicknamed "Meat Grinder" by her detractors, Deleb puts unquestioning faith in her own engines of war rather than trusting to fickle Demon troops, whose loyalty is a constant balance between terror of their masters and terror for their lives.
» Specialty» Attributes
Iron Maiden
Ballista's shots under hero's command achieves fireball effect. Spell power of this fireball increases by +1 for every five hero's level.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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 War Machines
Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 40% 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 2.
» Spells & War Machines
Ballista

Ballista

Ammo Cart

Ammo Cart

Deleb starts with a Ballista and an Ammo Cart.
Gamor (Campaign Hero)
» Specialty» Attributes
Rusher
Hero's movement points are increased by 5% instantly and by + 1% per every four level. The cost of Teleport spell is reduced by half.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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 Logistics
Increases hero's movement speed over land by 10%.
Pathfinding
Reduces penalty for moving through rough terrain by 50%.
» Spells & War Machines
Teleportation

Teleportation (8 Mana)

Teleports targeted friendly creature to another location on a battlefield (Only expert in Light Magic can teleport creatures over town walls)

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 and Cerberi in hero's army gain +1 to their attack and defense every two levels of the hero, starting on first level.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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.
Grok
Grok's promotion as the Sovereign's "go-fer" was due to two things: his innate indefatigability and the Sovereign's love for massacre. He is his master's bloody entertainments manager, driving all manner of game and beings before Kha-Beleth to be slaughtered. The Sovereign knows that if there is a matter that must be handled quickly, there is no better fiend for it than the slavishly obedient and mindlessly brutal Grok.
» Specialty» Attributes
Rusher
Hero's movement points are increased by 5% instantly and by + 1% per every four level. The cost of Teleport spell is reduced by half.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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 Logistics
Increases hero's movement speed over land by 10%.
Pathfinding
Reduces penalty for moving through rough terrain by 50%.
» Spells & War Machines
Teleportation

Teleportation (8 Mana)

Teleports targeted friendly creature to another location on a battlefield (Only expert in Light Magic can teleport creatures over town walls)

Guarg (Campaign Hero)
Some brave men, who are dead now, used to say that Guarg is "not entirely demon". Anyone who will make a look in his eyes with stretched out pupils can decide this. But it is better not to say it aloud - Guarg can cruelly punish the offender depriving him of his magical power.
» Specialty» Attributes
Mindreaver
The Confusion spell has an additional effect of decreasing target's mana by one point per every hero level.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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 Dark Magic
Allows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall.
Master of Mind
Grants mass effects to Slow and Confusion spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
» Spells & War Machines
Confusion

Confusion (9 Mana)

Makes creatures in target enemy stack forget what they are doing on a battlefield. Some of the affected creatures will forget to use shooting attacks and retaliation strikes. (The spell does not work on undead, elemental and mechanical units.)

Jezebeth
Jezebeth is rightfully proud that she has achieved her high standing in the Demon ranks thanks to her temptress' talents. Worshipping her as a shining example, Jezebeth's Succubus followers strive to equal her ability to seduce and murder for the glory of their Sovereign.
» Specialty» Attributes
Temptress
All Succubi and Succubus Mistress in hero's army gain +1 to their attack and defense for every two levels of the hero, starting on first level.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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 Sorcery
Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.
Magic Insight
Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.
» Spells & War Machines
First Aid Tent

First Aid Tent

Jezebeth starts with a First Aid Tent.
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.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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.
Sovereign (Campaign Hero)
» Specialty» Attributes
Aura of Swiftness
The initiative of all creatures in hero's army is increased by 1% per hero level.
  • 2
  • 0
  • 1
  • 2
  • 20
» 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.
Veyer (Campaign Hero)
After witnessing the massacre of King Alexei and his knights first-hand during the War of the Eclipse, Veyer 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 Demon Lords.
» Specialty» Attributes
Spellbreaker
All creatures in hero's army gain 5% Magic Resistance and + 1% per hero level.
  • 2
  • 0
  • 1
  • 3
  • 30
» 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%.
» Spells & War Machines
Fist of Wrath

Fist of Wrath (5 Mana)

Summons magical fist to deal non-elemental physical damage to target enemy creature. This spell ignores magic resistance and protection from magic.

First Aid Tent

First Aid Tent

Veyer starts with a First Aid Tent.
Inferno Hero
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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