Warrior's abilities - p. 1 M&M: Heroes VI Guide
Last update: 11 May 2016
Warriors and wizards have very similar development trees - but differences are rather big. Depends from class, heroes will have access to expanded or shortened set of abilities - mages specialize in Magic and warriors in Might. Of course there is nothing wrong with magic warrior - but you have to remember that the most powerful spells will be unavailable for him (the other way round with a wizard).
This is a summary of all Might abilities with description. Numbers are approximate (here I put them for typical 15 leveled hero).
Paragon
Name | Reputation | Level | Effects | Description | Remarks | |
Defender I | Neutral | 1 | Passive | Permanently +2 to hero's defence | Very useful ability, especially for Haven | |
Defender II | Neutral | 2 | Passive | Permanently +2 to hero's defence. Requires Defender I. | Like above | |
Defender III | Neutral | 3 | Passive | Permanently +2 to hero's defence. Requires Defender II. | Like above | |
Diplomat | Tears | 1 | Passive | Increases chance of joining neutral creatures, decreases their recrutation cost about 8%. | Only week creatures would like to join us. And when they are from other race, they decrease our morale. | |
Charismatic Leader I | Neutral | 1 | Passive | Permanently +2 to hero's Leadership. | Useful when we are not undeads, who has no morale. Especially when our army is mixed-race. | |
Charismatic Leader II | Neutral | 2 | Passive | Permanently +2 to hero's Leadership. Requires Charismatic Leader I | Like above | |
Charismatic Leader III | Neutral | 3 | Passive | Permanently +2 to hero's Leadership. Requires Charismatic Leader II. | Like above | |
Destiny's chosen I | Neutral | 1 | Passive | Permanently +2 to hero's destiny | It' worthy - it rises our army power very much. | |
Destiny's chosen II | Neutral | 2 | Passive | Permanently +2 to hero's destiny. Requires Destiny's chosen I | Like above | |
Destiny's chosen | Neutral | 3 | Passive | Permanently +2 to hero's destiny. Requires Destiny's chosen II. | Like above | |
Enlightment | Neutral | 1 | Passive | Hero's gain 25% more experience | We should take this ability in the first place - it will help our development | |
Mentoring | Neutral | 2 | Passive | When hero meet hero from the same player, he gives him 75% of his own experience | Very useful on large maps - our experienced hero can very fast upgrade others. | |
Logistics | Neutral | 1 | Passive | Increases movement points +3 | 3 isn't make a difference - worthless ability | |
Snatch | Neutral | 2 | Passive | Collecting resources and using buildings don't take any movement points. Requires logistics. | If it wouldn't require logistics, it will be very useful ability. | |
Assailant I | Blood | 1 | Passive | Permanently +1 to hero's might power. | Quite useful, but maybe better to invest into destiny's chosen or charismatic leader? | |
Assailant II | Blood | 2 | Passive | Permanently +1 to hero's might power. Requires Assailant I | Like above | |
Assailant III | Blood | 3 | Passive | Permanently +1 to hero's might power. Requires Assailant II | Like above | |
Pathfinder | Neutral | 1 | Passive | Increases sea movement about 3 and reduce difficult terrain penalty by 50%. | We won't see a difference after buying this ability. |
Realm
Name | Reputation | Level | Effects | Description | Remarks | |
Architect I | Neutral | 1 | Passive | +1 to population units from dwelling in control zone. | Quite good choice if we have 3rd level dwelling | |
Architect II | Neutral | 2 | Passive | If hero is in the city, upgrading/converting of buildings is 20% cheaper. Requires Architect I. | Useful if we don't have much resources and planning aggressive exploration. | |
Architect III | Neutral | 3 | Passive | When hero visiting a city, it can build two structures in one turn. Requires Architect II. | Very useful on the large maps, when we make aggressive war. | |
Economist I | Neutral | 1 | Passive | Hero finds 20% more resources | Interesting thing when we have lack of resources and a map is big. | |
Economist II | Neutral | 2 | Passive | Marketplaces have lower prices (count like additional marketplace). Requires Economist I. | Worthy only thanks to it's higher level. | |
Economist III | Neutral | 3 | Passive | +2 wood and stone every day. | Thanks to that, we become very rich - but hero at that level for sure has sth more interesting to do than assuring resources. | |
Scouting I | Neutral | 1 | Passive | Range of hero's sight +2, and full description about manpower of neutral armies (but only if their in your range). | It's always good to know with who we'll fight - scouting may be useful, but there are better abilities. | |
Scouting II | Neutral | 2 | Passive | Range of hero's sight +1 and shows enemy's equipment, abilities and reputation (only in your range). Requires Scouting I. | Like above | |
Scouting III | Neutral | 3 | Passive | Range of hero's sight +1 and discover all resources and artifacts on the map. Requires Scouting II. | It requires 15 level hero - on this stage of game all items and resources are for sure collected. | |
Plunder mine | Neutral | 2 | Active (worldmap) | Hero loses all movement points, gaining three-day profit from a mine. Enemy doesn't get anything during those 3 days. | Look at chapter: looting and sabotaging. | |
Sabotage Mine | Neutral | 2 | Active (worldmap) | Hero loses all movement points, blocking mine for seven days. | Look at chapter: looting and sabotaging. |
Tactics
Name | Reputation | Level | Effects | Description | Remarks | |
Reinforcements I | Tears | 1 | Active (battle) | Increases amount of creatures in chosen core stack. Summoned army disappear after battle, and its number depends from starting number of units in the group. | Ability doesn't require mana, so it's quite useful. | |
Reinforcements II | Tears | 2 | Active (battle) | Increases amount of creatures in chosen core or elite stack. Summoned army disappear after battle, and its number depends from starting number of units in the group. It requires Reinforcements I. | Like above | |
Reinforcements III | Tears | 3 | Active (battle) | Increases amount of creatures in chosen core, elite or champion stack. Summoned army disappear after battle, and its number depends from starting number of units in the group. It requires Reinforcements II. | Like above | |
Duck and cover | Tears | 1 | Passive | Units use covers 13% more effective (walls also). | We won't use covers at all, especially during sieges - we have to be a conquers, not our enemy. | |
Battle March | Neutral | 1 | Passive | Movement range of all units during sieges + 2. | If map is large and there is plenty of castles, it could be useful. | |
Ambush | Neutral | 1 | Passive | Increases units initiative about 5 during every first three turn of battles. | Very useful - it lets us damage enemy, before he can react. | |
Tactics I | Neutral | 1 | Passive | We can place our troops before battle (we don't see enemy's army) | As we don't see enemy - completely worthless. | |
Tactics II | Neutral | 2 | Passive | We can place our troops before battle (we don't see enemy's army). Range of placement increased. Requires Tactics I. | Like above | |
Tactics III | Neutral | 3 | Passive | After placing units, hero can change two units worth each other. Requires Tactics II. | Heroes at 15 level have more useful abilities to choose. | |
Siege Master I | Blood | 1 | Passive | Catapults damage +1 | If we conquering lot of cities it could be good, but our priority will be gates assault. | |
Siege Master II | Blood | 2 | Passive | Units standing near to attacked piece of walls get damages. | Damages are small - don't take it. | |
Siege Master | Blood | 3 | Passive | All units behind the wall gets some poison damages. | Like above |