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

Might & Magic: Heroes VI Game Guide

Table of Contents

Abilities | Inferno M&M: Heroes VI Guide

Last update: 01 February 2017

Heroes of all factions have some set of abilities, which they can learn during next levels. Each of them has its meaning , decides also about the way we play. Individual abilities affect not only hero's a his army abilities but also an available tactics - both on the world map and during battles.

If we decided on might hero we should focus on paragon and warfare abilities. In such way we can count on many passive effects which improve our army.

No one will stand our army. - Abilities | Inferno - Heroes - Might & Magic: Heroes VI Game Guide
No one will stand our army.

Priority for Inferno hero (besides of course enlightment) should be destiny's chosen which allows us to charge our racial ability very fast. Also such things like charizmatic leader, assailant and defender will be useful. From warfare the most worthy are counterattack, resilience, cleave, rampage, and parry. You may support them with fire spells like burning determination and inner fire.

If we chose the magic hero, our abilities will be very similar with a one difference. Instead of third level might ability we should consider taking spells from darkness magic(especially puppet master and terror) and prime magic (time stasis and haste). Thanks to such development our hero will both support army and be powerful in magic.

List of all spells and abilities you will find in main guide.

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