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Honor is a faction ability in Might & Magic: Heroes VI. This faction ability is availabe only to Sanctuary heroes. The gauge is filled when enemy creatures, that have not been hit in the current turn yet, are attacked. Last 1 turn, cooldown is 1 turn.

Icon Name Level
required
Description
Honor I N/A All friendly Sanctuary creatures gain 7 Might Defense and Magic Defense for the current turn.
Honor II 5 All friendly Sanctuary creatures gain 7 Might Defense and Magic Defense and +14% Maximum Health for the current turn.
Honor III 15 All friendly Sanctuary creatures gain for the current turn: 7 Might Defense and Magic Defense, +14% Maximum Health and a frost shield dealing 2 damage (Water)/creature to attackers.
Honor IV 25 All friendly Sanctuary creatures gain for the current turn: 7 Might Defense and Magic Defense, +14% Maximum Health and a frost shield dealing 2 damage (Water)/creature to attackers. Attackers are also inflicted by the "Chilled" effect.

Bonuses[]

  • Pagoda of the Great Challenger (town building): Outside the control area racial gauge increases by +15 points/hit. Each building provides less bonus.
  • Shalassa's frozen breath (town building): All "Chilled" effects inflicted by friendly heroes and creatures have a 50% chance to be upgraded to the "Frozen" effect (-20% Fire Resistance, Movement reduced to 0).
  • Frozen Chrysanthemum (neck artifact): The gain of Honor Points is increased by 10%.
  • Pendant of Mastery (neck artifact): The Hero's Faction ability is increased by 1 Rank and combat starts with racial gauge filled up to first Rank.


Secondary skills in the Heroes of Might and Magic series
Heroes II Archery · Ballistics · Diplomacy · Eagle Eye · Estates · Leadership · Logistics · Luck · Mysticism · Navigation · Necromancy · Pathfinding · Scouting · Wisdom
Heroes III Air Magic · Archery · Armorer · Artillery · Ballistics · Diplomacy · Eagle Eye · Earth Magic · Estates · Fire Magic · First Aid · Intelligence · Leadership · Learning · Logistics · Luck · Mysticism · Navigation · Necromancy · Offense · Pathfinding · Resistance · Scholar · Scouting · Tactics · Water Magic · Wisdom
Heroes IV Might Combat (Melee · Archery · Magic Resistance) · Nobility (Estates · Mining · Diplomacy) · Scouting (Pathfinding · Seamanship · Stealth) · Tactics (Offense · Defense · Leadership)
Magic Chaos Magic (Conjuration · Pyromancy · Sorcery) · Death Magic (Occultism · Demonology · Necromancy) · Life Magic (Healing · Spirituality · Resurrection) · Order Magic (Enchantment · Wizardry · Charm) · Nature Magic (Herbalism · Meditation · Summoning)
Heroes V Faction Counterstrike · Gating · Necromancy · Avenger · Irresistible Magic · Artificer · Runelore · Blood Rage
General Attack · Dark Magic (Shatter Dark) · Defense · Destructive Magic (Shatter Destruction) · Enlightenment · Leadership · Light Magic (Shatter Light) · Logistics · Luck · Sorcery (Shout) · Summoning Magic (Shatter Summoning) · War Machines
Heroes VI Faction Guardian Angel · Necromancy · Gating · Bloodrage · Honor · Shroud of Malassa
Might Paragon · Realm · Tactics · Warcries · Warfare
Magic Air Magic · Dark Magic · Earth Magic · Fire Magic · Light Magic · Prime Magic · Water Magic
Heroes VII Faction Righteousness · Bloodrage · Metamagic · Necromancy · Nature's Revenge · Shroud of Malassa · Rune Magic
General Air Magic · Dark Magic · Defense · Destiny · Diplomacy · Earth Magic · Economy · Exploration · Fire Magic · Leadership · Light Magic · Offense · Paragon · Prime Magic · Warcries · Warfare · Water Magic
Olden Era Faction Ascension · Necromancy · Murmuring · Triumvirate's Strength · Summon Swarm · Abyssal Communion
General Arcane Magic · Battlecraft · Battle Magic · Daylight Magic · Defence · Diplomacy · Economy · Insight · Intelligence · Leadership · Logistics · Luck · Nightshade Magic · Offence · Primal Magic · Recruitment · Resistance · Scouting · Siegecraft · Sorcery · Summon Avatar · Tactics · Thaumaturgy