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

Might & Magic: Heroes VI Game Guide

Table of Contents

2nd mission - The Good, The Bad and the Bloody - Maps M&M: Heroes VI Guide

Last update: 11 May 2016

 

M3 - storyline map

1 - beginning - 2nd mission - The Good, The Bad and the Bloody - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - beginning

2 - crossroads

3 - our first city (Terra Firma)

4 - forts (Wild Card)

5 - Ira's castle (Wild Card, Strength Only, More Army, Time for New Ways)

6 - Airini (Might Makes Right, Wild Card)

7 - Sharka (Terra Firma, More Army, Wild Card)

8 - slaves (Time for New Ways)

9 - cyclops Acamas (More Army)

10 -Arana (Strength Only, More Army)

X1 - two-direction whirlpool

X2 - two-direction portal

X3 - one-direction portal to X4

X4 - exit from X3

M4 - objects map

1 - city - 2nd mission - The Good, The Bad and the Bloody - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - city

2 - dwelling (increase creature's population)

3 - fort (lets you take control on the nearest area)

4 - sawmill (2 wood per turn)

5 - stone mine (2 stone per turn)

6 - crystal mine (1 crystal per turn)

7 - gold mine (1000 gold per turn)

8 - shipyard (you can buy ships here)

9 - Raiders Dwelling (Gives some gold for every won battle. Amount of gold depends from numbers of such structures you control.)

10 - lighthouse (increase's army morale. Hero can use it once per week. )

11 - war ancient (increases hero's fate and Charismatic Leader about 5 for next battle, additionally, he gains 5 movement points. Can be used only one time per battle)

12 - Crystal of Power (Gives permanent +1 to hero's magic power. Only one-shot for hero)

13 - blind maiden (increase hero's destiny by 5. Only once per fight)

14 - ruins (Guarded by group of creatures - when you win a battle, you get some precious item or troop of friendly units joins you.)

15 - Dragon vein (regenerate hero's mana completely. Can be used once per week)

16 - observatory (discover nearest area)

17 - stone of enlightment (it gives the hero 2500 XP. The hero may use this item only once)

18 - lighthouse (doubles the movement points on the sea of all your heroes)

19 - Sigil of Arkath (+5 to magic defence for a week. Hero can use it once per week.)

20 - mother earth shrine (increase hit points of all unit about 10%. Once per every fight)

21 - Conflux Orb (You can sent messages to the other players)

22 - armoursmith (permanent +1 to the might defence. Only one-shot for hero)

23 - arena (After defeating guards it gives +2 to might power or might defence permanently. After fight all lost troops are resurrected)

24 - Water Elemental Shrine (If friendly units get damaged, they will obtain ice armor spell)

25 - Dragon Nexus (doubles hero's maximum mana points. Can be used once per week)

26 - ice pearl shrine (+10 to army's initiative. Once per week)

27 - weaponsmith (gives permanent +1 to hero's might attack. One-shot for a hero)

28 - stable (increases hero's movement points by 5. Hero can use it once per week)

29 - Revelation Crystal (Gives +1 to magic defence permanently. Only one-shot for hero)

30 - arcane library (Gives hero + 1-3 magic power or + 1-3 to magic defence. Number of points depend from hero's level (1-10: 1, 11-20: 2, 21-30: 3). Hero can use it only once)

31 - Chaos Wave (During next battle on your side appears computer controlled monster. It starts eating random enemy units (it can be interrupted by killing a beast). You can use it once per week.)

32 - Shrine of the Seventh Dragon (Level up a hero for a sufficient payment. Hero can use it only once)

33 - centaur's monument ( +5 movement points of an army and +10% to ranged damages. Once per week. )

X1 - two-direction whirlpool

X2 - two-direction portal

X3 - one-direction portal to X4

X4 - exit from X3

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