Blood or Tears | Stronghold M&M: Heroes VI Guide
Last update: 01 February 2017
Every hero in Might and Magic: Heroes VI can develop in two ways - tears or blood path. It depends only from our choices during game, which type of reputation hero will gain - this decision affects not only his appearance but also his special abilities, which have quite big meaning for a player. So, before we decide for any of them, we should consider it carefully.
Below you can find tables describing heroes who had chosen their destiny. Abilities are gained during hero's development of course.
Might hero
Name | Reputation | Abilities |
Barbarian | Neutral
| First Blood: The first time a friendly Stronghold stack is dealt damage (10%), the Might Power and Movement of all friendly Stronghold stacks are increased. Lasts two turns. |
Chieftain | Tears
| First Blood: The first time a friendly Stronghold stack is dealt damage (10%), the Might Power and Movement of all friendly Stronghold stacks are increased. Lasts two turns. Unfettered: All Movement, Initiative, Morale and Might Damage negative effects are dispelled for the entire army. Might over Magic: Magical Damage on friendly creatures is decreased in proportion with the hero's Might score. Lasts two turns. |
Warmonger | Blood
| First Blood: The first time a friendly Stronghold stack is dealt damage (10%), the Might Power and Movement of all friendly Stronghold stacks are increased. Lasts two turns. Blood Fury: Target's Rage level is increased and lasts one more turn. The Power of the Horde: The hero's attack deals increased damage, based on the size of his army. |
Magic hero
Name | Reputation | Abilities |
Shaman | Neutral
| Earth and Sky: On the first turn of combat, the Initiative (+5) and Movement (+1) of all friendly creatures are increased. The Initiative and Movement of all enemies are reduced. Enemy flyers are not affected by this ability. |
Earth Shaper | Tears
| Earth and Sky: On the first turn of combat, the Initiative (+5) and Movement (+1) of all friendly creatures are increased. The Initiative and Movement of all enemies are reduced. Enemy flyers are not affected by this ability. Idol of Earth: An idol appears at a chosen location. Any damage dealt to friendly stacks in the area around it is reduced about 23 %. The idol has 2 Structure Points and lasts several Turns. Mother Earth's Blessing: All Stronghold stacks in the hero's army grow by 24% for one Turn. When the effect ends, stacks revert to their previous state, any damage suffered in the meantime is first deducted from the bonus creatures. |
Storm Caller | Blood
| Earth and Sky: On the first turn of combat, the Initiative (+5) and Movement (+1) of all friendly creatures are increased. The Initiative and Movement of all enemies are reduced. Enemy flyers are not affected by this ability. Idol Storms: An idol appears at a chosen location. The Initiative of friendly stacks in the area is increased. At the beginning of each turn, a Chain Lightning spell is cast on a random enemy in the area, hitting up several targets, damage halved between each jump. The idol has many Structure Points and lasts several Turns. Father Sky's Wrath: All creatures in the enemy deployment zone suffer damage (Air) and are "Dazed" (decrease Movement and Initiative) until end of turn. Small creatures are randomly scattered away. |