Abilities | Haven 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.
Haven's leader should focus on buffing their armies: improvement of morale, statistics and real value on the battlefield. That's why the most important will be abilities from paragon (might heroes) and light magic (magic heroes).
For knights, obligatory abilities will be those influencing our units. A core (besides Enlightment) should be: Defender, Charismatic Leadership, Destiny's Chosen and Assailant. During development they strengthen our army and hero himself, makes his blows more powerful. If we have spare experience points and the longer mission is planned, we can invest also in Reinforcements, Battle March (especially during sieges!), Ambush, Heroism and Toughness.
If our choice is mage, we should at first take spells from light magic: Celestial armor, Heal, Retribution Aura and Blindness. But what are wizards without prime magic? Investing in Arcane Ward, Arcane Exalation, haste and time stasis made battlefield our sandbox, in which we'll dictate rules.
List of all spells and abilities you will find in main guide.