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Heroes of Might and Magic V  → Inferno Hero Abilities


Untitled Document
Demon Lord Abilities
from Dark Magic

Master of Curses

  • Grants mass effects to Curse and Disrupting Ray spells, but doubles the casting cost of these spells.

Master of Mind

  • Grants mass effects to Slow and Forgetfulness spells, but doubles the casting cost of these spells.

Master of Sickness

  • Grants mass effects to Plague and Weakness spells, but doubles the casting cost of these spells.

Weakening Strike

  • Weakening Strike improves Demonic Strike ability. Now Demonic Strike not only damages the target, but also curses it with Weakness spell.
Requirements: : Demonic Strike
from Destructive Magic

Master of Fire

  • Grants armor-damaging effect to Fireball and Armageddon spells.

Master of Ice

  • Grants freezing effect to Ice Bolt and Frost Ring spells.

Master of Lightnings

  • Grants stunning effect to Lightning Bolt and Chain Lightning spells.

Sun Fire

  • The hero calls upon the forces of nature to affect enemy casters. Any time enemy creature is going to cast a spell it will receive fire damage. Inflicted damage equals hero's level.
Requirements: Insights ,Demonic Fire

Demonic Flame

  • Demonic Flame improves Demonic Fire ability. Fire damage dealt to enemy creatures by Demonic Fire ability is increased by 50%.
Requirements: :Master of Fire, Demonic Fire
from Light Magic

Master of Abjuration

  • Grants mass effects to Deflect Arrows and Stoneskin spells, but doubles the casting cost of these spells.

Master of Blessings

  • Grants mass effects to Dispel and Bless spells, but doubles the casting cost of these spells.

Master of Wrath

  • Grants mass effects to Bloodlust and Haste spells, but doubles the casting cost of these spells.

Fire Protection

  • Creatures under Hero's conrtol gain 50% resistance to all fire-based attacks and are immune to armor damaging effects of Master of Fire ability.
Requirements: Master of Abjuration, Demonic Fire


  • Increases spell power: +3 for all spells of dark and light magic schools
Requirements: Weakening Strike, Master of Mind
from Summoning Magic

Master of Animation

  • Makes Raise Dead and Magic First spells more powerful (effective Spell Power increases by 4 for casting those spells).

Master of Conjuration

  • Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spell Power increaes by 4 for casting those spells).

Master of Quakes

  • Makes Land Mines and Earthquake spells more powerful (effective Spell Power increases by 4 for casting those spells).

Fire Affinity

  • Hero is granted the knowldge of Summon Elementals spell. Regardless of circumstances this spell would summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal.
Requirements: Master of Conjuration

Elemental Balance

  • Superb knowledge of summoning magic allows the knight to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses Summon Elementals spell a small group of elementals of opposite aligment is automatically summoned to fight for the knight's cause.
Requirements: Fire Affinity, Shake Ground
from Sorcery

Arcane Training

  • Reduces casting costs of all spells by 20%..


  • Doubles spell ponts regeneration.


  • Allows a hero to learn magic spells of the third circle regardless of actual skills in respective schools of magic.


  • Adds +2 to hero's Spell Power permanently. Also hero receives a new spell in his or her spell book.
Requirements: Elemental Balance, Exploding Corpses

Exploding Corpses

  • As Demon Lord consumes corpses to restore Spell Points, corpses would suddenly explode in a burst of fire, damaging all adjacent units including those under hero's control.
Requirements: Consume Corpse
from Defense


  • Decreases damage dealt to your creatures by ranged attacks by 20%.


  • Decreases damage dealt to your creatures by magic attacks by 15%.


  • Increases hit points of all your creatures by 2. Especially effective for armies of great number.

Demonic Retaliation

  • Additional fire damage to enemy creatures would be dealt on retaliation strikes.
Requirements: Evasion, Demonic Fire

Hold Ground

  • Troops under hero's control get an additional +2 defense bonus carrying out the Defend command.
Requirements: Protection ,Power of Stone
from Leadership


  • Allows to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.


  • Hero contributes 250 gold pieces per day to your cause.


  • Increases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town for the last day of the week for effect to take place.

Gating Mastery

  • Gating ability becomes more potent, bringing 20% more reinforcements than normal.
Requirements: Recruitment
from Learning

Eagle Eye

  • Allows your hero to learn any unknown spell used by an enemy hero or by any creature in combat (hero must be legally able to learn the spell).


  • Increases normal maximum spell points by 50%.


  • Allows heroes to teach each other various spells, effectively trading spells between spell books.

Dark Revelation

  • Hero qualifies for additional free level up.
Requirements: Master of Secrets

Master of Secrets

  • Delving deep into the secrets of spellcraft, hero gains +2 Spell Power permanently.
Requirements: Scholar
from Logistics


  • Increases hero's movement speed at sea by 50%.


  • Reduces penalty for moving through rough terrain by 50%.


  • Allows the hero to see much farther over terrain.

Quick Gating

  • Demon Lord masters the ways of transferring creatures to infernal plane and back. Gating becomes 50% quicker than normal.
Requirements: Pathfinding

Teleport Assault

  • Hero acquires Teleport spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.
Requirements: Quick Gating, Consume Corpse
from Luck

Fortunate Adventurer

  • In the course of adventures the hero tends to find more gold and resources and be more lucky overall.

Lucky Strike

  • More chances to trigger for useful combat abilities of creatures in hero's army (like footmen's Shield Bash, for example)


  • Increases magic resistance of all creatures in hero's army by 15%.

Dead Luck

  • The hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1.
Requirements: Critical Gating, Twilight

Critical Gating

  • There's a 15-30% chance (depending on hero luck) that the gated stack will summon twice more reinforcements than normal.
Requirements: Lucky Strike
from Offence


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


  • Minimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures.


  • Allows you to rearrange your creatures just before combat in additional area.

Power of Haste

  • Hero acquires Haste spell and the ability to cast it with mass effect. (costs nothing)
Requirements: Critical Strike

Critical Strike

  • Critical Strike improves Demonic Strike ability. There's a 40% chance that Demonic Strike performed by Demon Lord would deal double damage to a target.
Requirements: Frenzy
from War Machines


  • Allows manual control of the Ballista. Ballista gains one extra shot. Restores the balista after the battle if it was destroyed.


  • Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed

First Aid

  • Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed

Triple Catapult

  • Catapult gains another extra shot (up to 3 consequtive shots total if hero is proficient with catapults).
Requirements: Cannoneer

Shake Ground

  • Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall
Requirements: Triple Catapult, Demonic Strike

JoniJM at 2006-05-05 20:12 wrote:
I think "Hold Ground" in Defence requires "Demonic Retaliation" since there´s no "Power of Stone"-ability (possibly mixed up with Academy)?

Sandro123 at 2006-02-23 17:47 wrote:
when you combine all the gating abilities and the infernal loom building, an inferno hero becomes instoppable!

I really like it that the factions are somewhat balanced, like it was in heroes II or IV. I really can't pick a side now!

Orfinn at 2006-02-21 07:26 wrote:
The inferno abilities especially those related to gating are truly frightning.

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