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Might & Magic: Heroes VI does not have any skills. Instead, players can "invest" ability points to unlock the abilities.

The abilities are being divided into 3 categories: Might, Magic, and Heroic.

Might[]

Might H6

Might abilities are focused on boosting troops' offensive and defensive skills. There are 5 sub-categories of Might abilities.

Paragon Paragon Paragon skills affect the Hero in passive way. They can enhance the amount of Movement points, XP points, Might Attack/Defense.
Realm Realm The Realm does not affect the Hero or the troops, but affect the cities and mines, like merchant deals, amount of resources spent for building a structure, capturing/destroying enemy mines.
Tactics Tactics Tactics are used for battles where the Hero can organize the troops. it is used for the Catapult, extra troops and defending the troops.
Warcries Warcries Warcries are abilities that are used to enhance the troops active way. The Warcries can used to defend or to affect the troops' Might damage.
Warfare Warfare Warfare affects troops passive way. Among Warefare abilities, there are abilities for extra Hit Points for the troops, extra ranged damage and some amazing feats.

Magic[]

Magic H6

All Magic skills can be used once per turn (some are passive, however). There are 7 sub-categories of Magic abilities.

Air H6 Air Use the wind and lightning to disrupt and damage the enemy.
Dark H6 Dark Curse your enemies and poison their body and mind.
Earth H6 Earth Use the force of nature to protect your army and shake the ground under the feet of your enemies.
Fire H6 Fire Wake the inner fire in your army and burn you enemy alive with firebolts and rain of fire.
Light H6 Light No one can hide from the light. Let it protect and heal you troops and burn your enemies.
Prime H6 Prime Become master of time and space. This type include the most passive Magic abilities.
Water H6 Water Protect your forces with ice and bring your enemies a cold death.

Heroic[]

Heroic H6

The heroic abilities depend on the faction, but have universal abilities, for example the specializations (one of the types of the passive starting abilities). The Heroic Strike the Hero's base attack, while the Faction Ability is an unique ability of the faction. The Hero's affinity (Might or Magic) is not attached to by these two types. The last heroic ability type is the Reputation Ability, and that the Main Hero's affinity and his reputation (Blood or Tears) are attached to by him.

Dungeon[]

Heroic Strike Faction ability
Offering to Malassa Shroud of Malassa
Offering to Malassa Shroud of Malassa I
The Hero attacks mark a target enemy creature stack as an "Offering" for 3 turns. The marked stack dealt 10 Darkness damage every time it is about to do an action for 3 turns. Moreover, the faction gauge fills by 20 points every time the target is attacked by a friendly stack. Only one creature can be marked at a time. Target friendly Dungeon creature stack become invisible. It is revealed when it attacks an enemy or when it becomes adjacent to an enemy stack. When invisible, the stack causes 10% additional damage, avoids retaliation, and received 50% less damage, bonus Movement. The level of the ability defines the possible creature type and the bonus Movement.

Haven[]

Heroic Strike Faction ability
Mark of the Heretic Guardian Angel
Mark of the Heretic Guardian Angel H6 I
The Hero's attacks brand the target enemy as a heretic. All the Hero's creatures deal X% (based on the Hero's level) increased damage to the marked stack. Only one stack can be marked at the same time. Target friendly Core stack becomes impervious to all harm for 1 turn(s). It is possible to select stronger creature types on higher levels.

Inferno[]

Heroic Strike Faction ability
Scorching Strike Gating H6 I
Scorching Strike Gating
Inferno heroes know in advance whether their default attacks will be critical hits. Might increases the damage bonus of the critical hits. Select one of your demon stacks and then an area to summon a stack of demons of the same type. It is possible to select stronger creature types on higher levels.

Necropolis[]

Heroic Strike Faction ability
Soulreaver Necromancy
Soulreaver Necromancy H6 I
The Hero's attacks mark the creature with Soulreaver for 3 turn. If a stack dies under the effect of Soulreaver, then the Hero gets 20 Necromancy Points. Constructs are not affected. Raises friendly undead creatures based on the size of your army. It is possible to raise stronger creature types on higher levels.

Sanctuary[]

Heroic Strike Faction ability
Coup de Grace Honor
Coup de Grace Honor I
Gives +10 damage to hero attacks against targets under 30% of the original stack size. All friendly Sanctuary creatures gain 7 Might Defense and Magic Defense for the current turn. More defensive bonuses are due on higher levels.

Stronghold[]

Heroic Strike Faction ability
Blood Calls Blood Bloodrage
Blood Calls Blood Bloodrage H6 I
The Hero's attack increase Rage Points (Current) by 10. All friendly Stronghold creatures gain 5 Initiative for the current turn. More offensive bonuses are due on higher levels.

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