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Might & Magic: Heroes VI Game Guide by gamepressure.com

Might & Magic: Heroes VI Game Guide

Table of Contents

Wizard's abilities - p. 1 M&M: Heroes VI Guide

Last update: 11 May 2016

Warriors and wizards have very similar development trees - but differences are rather big. Depends from class, heroes will have access to expanded or shortened set of abilities - mages specialize in Magic and warriors in Might. Of course there is nothing wrong with sword fighting wizard - but you have to remember that the most powerful spells will be unavailable for him (the other way round with a warrior).

This is a summary of all Magic abilities with description. Numbers are approximate (here I put them for typical 15 leveled hero, 21 magic power).

Air

Available for: Haven, Sanctuary, Stronghold, Inferno and Necropolis

Name - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Mana cost

Description

Remarks

Storm Winds I - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Storm Winds I

Tears

1

15

All enemy shooters get -18% to damages. Lasts 5 turns.

Useful only during fighting with big army of shooters - it means very rarely.

Storm Winds II - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Storm Winds II

Tears

2

0 (passive ability)

All unites treated with Storm Winds I get 224 damages and become stunned. Requires Storm Winds I.

Useful strengthening of spell. Take, if you have previous level.

Summon Air Elemental - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Summon Air Elemental

Tears

3

45

Summon 9 Air Elementals.

This unit cast a chain lighting - so it's powerful. But on this level we can have better.

Air Magic I - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Air Magic I

Neutral

1

0 (passive ability)

Increases hero's magic power about 3 during casting air spells.

If we gonna specialize in air spells - it's useful.

Air Magic II - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Air Magic II

Neutral

2

0 (passive ability)

Increases hero's magic power about 3 during casting air spells. Requires Air Magic I.

Like above

Air Magic III - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Air Magic III

Neutral

3

0 (passive ability)

Increases hero's magic power about 3 during casting air spells. Requires Air Magic II.

Like above

Grounded - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Grounded

Neutral

1

15

Enemy's unit can't fly for 5 turn.

Flying units are only about 15% of all - rather not useful.

Storm Arrows - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Storm Arrows

Blood

1

15

Chosen shooting unit has no distance penalty and cause 40% more damage during 2 turns.

Bonus to attack is big - take it!

Lighting - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Lighting

Blood

2

30

Cause 426 damage to chosen unit.

It's powerful but requires experienced hero - medium useful.

Chain Lighting - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Chain Lighting

Blood

3

45

Cause 466 damages to unit, and jump to the two another, at each jump causing half less damages. Requires Lighting.

3rd level spell should buff our army or curse enemy's - damaging is useless at this stage..

Thunderclap - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Thunderclap

Blood

2

0 (passive ability)

All air damages has 75% to stun attacked enemy.

Nice thing to mix with Storm Winds and Summon Air Elemental.

Fire

Available for: Haven, Stronghold, Inferno

Name - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Mana cost

Description

Remarks

Burning determination - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Burning determination

Tears

1

15

Morale of unit increases by 154 and can't be changed during next 2 turns. Eliminate all negatives things affecting unit's morale.

154 to morale - it's obligatory ability.

Mass burning determination - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Mass burning determination

Tears

2

40

All army morale increased by 50 and can't be changed during next 2 turns. Eliminate all negatives things affecting units morale. Requires Burning determination

Huge bonus for all army - one of the best ability in the game.

 

Fire shield

Tears

1

15

Increases magic defence +39 for 4 turns. Damages attacking units with power equal to amount of charmed units (during 1 turn).

If we have large armies of weak units, it'll cause monstrous damages - but only during one turn.

Summon Fire Elemental - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Summon Fire Elemental

Tears

3

45

Summons 13 Fire Elemental

Rather powerful shooters, but it's worthless on such high level.

Fire Magic I - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Fire Magic I

Neutral

1

0 (passive ability)

Increases magic power +3, when hero casts Fire spells.

If we are gonna specialize in Fire Magic it's good choice.

Fire Magic II - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Fire Magic II

Neutral

2

0 (passive ability)

Increases magic power +3, when hero casts Fire spells. Requires Fire Magic I

Like above

Fire Magic III - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Fire Magic III

Neutral

3

0 (passive ability)

Increases magic power +3, when hero casts Fire spells. Requires Fire Magic II

Like above

Fire bolt - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Fire bolt

Blood

1

15

Cause 493 damages to chosen unit

It's really powerful hit - useful at the beginning

Fireball - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Fireball

Blood

2

30

Cause 284 damages to chosen unit and half of it in nearest area (field 3x3)

Damages are very small.

Fire storm - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Fire storm

Blood

3

45

Cause 149 fire damages on 5x5 field. Requires Fireball

15th level hero shouldn't invest in damaging spells

Immolation - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Immolation

Blood

2

0(passive ability)

All fire spells cause 21% more damages during first two turns.

It's better to buff units, than damages.

Frenzy - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Frenzy

Blood

3

55

Chosen unit (friendly or enemy's) attacks nearest troop with 5% bonus to attack. It doesn't consume unit's action.

Who would need that? It also spends large amount of mana

Inner Fire - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Inner Fire

Blood

1

10

Rises unit's attack about 56% and its initiative by 10. Lasts 2 turns.

Very useful and powerful spell - especially in upgraded version.

Mass Inner Fire - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Inner Fire

Blood

2

40

+25% and +5 initiative to all hero's army. Lasts 2 turns. Requires Inner Fire.

One of the most powerful ability in the game

Earth

Available for: Haven, Sanctuary, Stronghold, Necropolis, Inferno

Name - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Mana cost

Description

Remarks

Regeneration - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Regeneration

Tears

1

15

Heals unit's 147 HP per turn. Lasts 5 turns.

Very useful at the beginning of a game.

Mass Regeneration - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Regeneration

Tears

2

40

Heals all army 54 HP per turn. Lasts 5 turn. Requires Regeneration.

Not very useful at this stage of game.

 

Rockwalls

Tears

2

40

Creates stone-cover, which disappear after 2 turns.

Worthless

Summon Earth Elemental - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Summon Earth Elemental

Tears

3

45

Summon 11 Earth Elementals

Earth Elementals are rather strong and regenerate very fast, but rather not useful at this stage of the game.

Stone Skin - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Stone Skin

Tears

1

15

Decreases physical damages about 39%. Lasts 5 turns

Quite powerful, but there are better spells.

Mass Stone Skin - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Stone Skin

Tears

2

40

Decreases physical damages for all army about 18%. Lasts 5 turns. Requires Stone Skin.

Rather powerful but medium useful.

Petrification - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Petrification

Tears

3

45

Changes unit (friendly or enemy's) in a stone for 5 turns, protecting it from all damages. Charmed enemies can't move, our troops can but it cancels a spell.

It's better to invest in blindness (light magic)

Earth Magic I - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Earth Magic I

Neutral

1

0 (passive ability)

Increases magic power +3, when hero casts Earth spells.

If we are gonna specialize in Earth Magic it's good choice.

Earth Magic II - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Earth Magic II

Neutral

2

0 (passive ability)

Increases magic power +3, when hero casts Earth spells. Requires Earth Magic I.

Like above

Earth Magic III - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Earth Magic III

Neutral

3

0 (passive ability)

Increases magic power +3, when hero casts Earth spells. Requires Earth Magic II

Like above

Erosion - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Erosion

Blood

2

15

Causes 2 damage points to chosen wall or tower

It's like one hit of big unit - rather not good ability.

Earthquake - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Earthquake

Blood

3

45

Causes 3 damage points to all walls and towers in a 4x4 area. Hit units (all) get stunned.

Very useful during sieges - we'll quickly destroy gates and nearest walls.

Poison Cloud - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Poison Cloud

Blood

3

55

Cause 156 damages per turn to every unit which move through poisoned area (3x3). Lasts til the end of battle.

Kind a useful during sieges, but there are better abilities.

Water

Available for: Sanctuary, Stronghold, Necropolis

Name - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Mana cost

Description

Remarks

Ice Armor - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Ice Armor

Tears

1

15

+24 to unit's defence. Who attacks it, is affected with chill. Lasts 4 turns.

Useful, if we push our troop to much forward.

Mass Ice Armor - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Ice Armor

Tears

2

40

+10 to all army defence. All enemies who attacked get chilled. Lasts 4 turns, requires Ice Armor.

Powerful strengthening of our army

Ice Wall - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Ice Wall

Tears

2

30

Creates on chosen area wall 3x1 fields. Nearest units get chilled. It's counted like a cover.

Rather worthless, unless you want to protect your shooters (but they lost a turn)

Summon Water Elemental - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Summon Water Elemental

Tears

3

45

Summon 9 Water Elementals

On this stage of a game summoning is a bad idea.

Frozen Ground - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Frozen Ground

Tears

2

30

Creates invisible for enemy frozen ground (3x3 fields). If opponent's unit come up to it, it lose a turn, revealing localisation of a trap.

Useful during sieges.

Water Magic I - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Water Magic I

Neutral

1

0 (passive ability)

Increases magic power +3, when hero casts Water spells.

If we are gonna specialize in Water Magic it's good choice.

Water Magic II - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Water Magic II

Neutral

2

0 (passive ability)

Increases magic power +3, when hero casts Water spells. Requires Water Magic I.

Like above

Water Magic III - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Water Magic III

Neutral

3

0 (passive ability)

Increases magic power +3, when hero casts Water spells. Requires Water Magic II.

Like above

Eternal Winter - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Eternal Winter

Neutral

2

0 (passive ability)

Chill effect lasts 1 turn longer.

Huge improvement for all Water Magic abilities. Worthy if we specialize in it. Especially combined with Mass Ice Armor.

 

Ice Bolt

Blood

1

15

Cause 155 to unit. It gets frozen.

Useful if we are going to get rid of some unit for few turns.

Blizzard - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Blizzard

Blood

2

30

Creates a blizzard on the area 4x4 fields which causes 75 damages and chills all enemies inside this ground. Lasts 2 turns.

It's worthless.

Circle of Winter - Wizards abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Circle of Winter

Blood

3

45

Causes 212 damages in a circle (3x3) chosen by a player. Hit units are chilled.

At this stage of the game - useless.

 

Ice Breaker

Blood

2

0 (passive ability)

Hero's units get +72 to luck during attacking frozen enemies. It's cancelled frozing effect.

Frozen is rarely effect - we'll rather chill our enemies.

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