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

Might & Magic: Heroes VI Game Guide

Table of Contents

1st mission - The Fury and the Mire - Maps M&M: Heroes VI Guide

Last update: 01 February 2017

M1 - storyline map: surface

1 - sentinels - 1st mission - The Fury and the Mire - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - sentinels

2 - friendly priestesses

3 - enemy's troop (The Wolf Hunts)

4 - dead Kappa (Punishing the Poachers)

5 - water elementals (Elemental Balance)

6 - fire elementals (Elemental Balance)

7 - dragon nexus (Riding the Waves)

8 - foe's ship (Of Sharks and Men)

9 - Lord Hiroshi (The Naga Lord)

10 -Umiya city

11 - ruins (with friendly Kenshi)

12 - Strandholm castle (Secession)

X - entrance to the undergrounds (look at M2)

X2 - exit from the undergrounds (look at M2)

M2 - storyline map: undergrounds

1 - elementals guarding the treasure - 1st mission - The Fury and the Mire - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - elementals guarding the treasure

2 - treasures and arcane library

3 - small enemy's troop and little of gold

X - entrance to the underground, friendly troop of Kenshi (look at M1)

X2 - exit from the underground (look at M1)

M3 - objects map: surface

1 - reverie shrine (You get bonus +10 to initiative and +5 to might attack - 1st mission - The Fury and the Mire - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - reverie shrine (You get bonus +10 to initiative and +5 to might attack. Only once per battle)

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

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

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

5 - stone of enlightment (gives 2500 XP. Hero can use it only once)

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

7 - observatory (discover nearest area)

8 - 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)

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

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

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

12 - dwelling (increases creature's population)

13 - sawmill (2 wood per turn)

14 - stone mine (2 stone per turn)

15 - crystal mine (1 crystal per turn)

16 - gold mine (1000 gold per turn)

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

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

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

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

X - entrance to the underground (look at M4)

X2 - exit from the underground (look at M4)

M4 - objects map: undergrounds

1 - Sigil of Arkath (+5 to magic defence for a week - 1st mission - The Fury and the Mire - Maps - Campaign - Might & Magic: Heroes VI Game Guide

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

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

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

4 - 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)

X - entrance to the underground (look at M3)

X2 - exit from the underground (look at M3)

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