Wizard'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 sword fighting wizard - but you have to remember that the most powerful spells will be unavailable for him (the other way round with a warrior).
This is a summary of all Magic abilities with description. Numbers are approximate (here I put them for typical 15 leveled hero, 21 magic power).
Air
Available for: Haven, Sanctuary, Stronghold, Inferno and Necropolis
Name | Reputation | Level | Mana cost | Description | Remarks | |
Storm Winds I | Tears | 1 | 15 | All enemy shooters get -18% to damages. Lasts 5 turns. | Useful only during fighting with big army of shooters - it means very rarely. | |
Storm Winds II | Tears | 2 | 0 (passive ability) | All unites treated with Storm Winds I get 224 damages and become stunned. Requires Storm Winds I. | Useful strengthening of spell. Take, if you have previous level. | |
Summon Air Elemental | Tears | 3 | 45 | Summon 9 Air Elementals. | This unit cast a chain lighting - so it's powerful. But on this level we can have better. | |
Air Magic I | Neutral | 1 | 0 (passive ability) | Increases hero's magic power about 3 during casting air spells. | If we gonna specialize in air spells - it's useful. | |
Air Magic II | Neutral | 2 | 0 (passive ability) | Increases hero's magic power about 3 during casting air spells. Requires Air Magic I. | Like above | |
Air Magic III | Neutral | 3 | 0 (passive ability) | Increases hero's magic power about 3 during casting air spells. Requires Air Magic II. | Like above | |
Grounded | Neutral | 1 | 15 | Enemy's unit can't fly for 5 turn. | Flying units are only about 15% of all - rather not useful. | |
Storm Arrows | Blood | 1 | 15 | Chosen shooting unit has no distance penalty and cause 40% more damage during 2 turns. | Bonus to attack is big - take it! | |
Lighting | Blood | 2 | 30 | Cause 426 damage to chosen unit. | It's powerful but requires experienced hero - medium useful. | |
Chain Lighting | Blood | 3 | 45 | Cause 466 damages to unit, and jump to the two another, at each jump causing half less damages. Requires Lighting. | 3rd level spell should buff our army or curse enemy's - damaging is useless at this stage.. | |
Thunderclap | Blood | 2 | 0 (passive ability) | All air damages has 75% to stun attacked enemy. | Nice thing to mix with Storm Winds and Summon Air Elemental. |
Fire
Available for: Haven, Stronghold, Inferno
Name | Reputation | Level | Mana cost | Description | Remarks | |
Burning determination | Tears | 1 | 15 | Morale of unit increases by 154 and can't be changed during next 2 turns. Eliminate all negatives things affecting unit's morale. | 154 to morale - it's obligatory ability. | |
Mass burning determination | Tears | 2 | 40 | All army morale increased by 50 and can't be changed during next 2 turns. Eliminate all negatives things affecting units morale. Requires Burning determination | Huge bonus for all army - one of the best ability in the game. | |
Fire shield | Tears | 1 | 15 | Increases magic defence +39 for 4 turns. Damages attacking units with power equal to amount of charmed units (during 1 turn). | If we have large armies of weak units, it'll cause monstrous damages - but only during one turn. | |
Summon Fire Elemental | Tears | 3 | 45 | Summons 13 Fire Elemental | Rather powerful shooters, but it's worthless on such high level. | |
Fire Magic I | Neutral | 1 | 0 (passive ability) | Increases magic power +3, when hero casts Fire spells. | If we are gonna specialize in Fire Magic it's good choice. | |
Fire Magic II | Neutral | 2 | 0 (passive ability) | Increases magic power +3, when hero casts Fire spells. Requires Fire Magic I | Like above | |
Fire Magic III | Neutral | 3 | 0 (passive ability) | Increases magic power +3, when hero casts Fire spells. Requires Fire Magic II | Like above | |
Fire bolt | Blood | 1 | 15 | Cause 493 damages to chosen unit | It's really powerful hit - useful at the beginning | |
Fireball | Blood | 2 | 30 | Cause 284 damages to chosen unit and half of it in nearest area (field 3x3) | Damages are very small. | |
Fire storm | Blood | 3 | 45 | Cause 149 fire damages on 5x5 field. Requires Fireball | 15th level hero shouldn't invest in damaging spells | |
Immolation | Blood | 2 | 0(passive ability) | All fire spells cause 21% more damages during first two turns. | It's better to buff units, than damages. | |
Frenzy | Blood | 3 | 55 | Chosen unit (friendly or enemy's) attacks nearest troop with 5% bonus to attack. It doesn't consume unit's action. | Who would need that? It also spends large amount of mana | |
Inner Fire | Blood | 1 | 10 | Rises unit's attack about 56% and its initiative by 10. Lasts 2 turns. | Very useful and powerful spell - especially in upgraded version. | |
Mass Inner Fire | Blood | 2 | 40 | +25% and +5 initiative to all hero's army. Lasts 2 turns. Requires Inner Fire. | One of the most powerful ability in the game |
Earth
Available for: Haven, Sanctuary, Stronghold, Necropolis, Inferno
Name | Reputation | Level | Mana cost | Description | Remarks | |
Regeneration | Tears | 1 | 15 | Heals unit's 147 HP per turn. Lasts 5 turns. | Very useful at the beginning of a game. | |
Mass Regeneration | Tears | 2 | 40 | Heals all army 54 HP per turn. Lasts 5 turn. Requires Regeneration. | Not very useful at this stage of game. | |
Rockwalls | Tears | 2 | 40 | Creates stone-cover, which disappear after 2 turns. | Worthless | |
Summon Earth Elemental | Tears | 3 | 45 | Summon 11 Earth Elementals | Earth Elementals are rather strong and regenerate very fast, but rather not useful at this stage of the game. | |
Stone Skin | Tears | 1 | 15 | Decreases physical damages about 39%. Lasts 5 turns | Quite powerful, but there are better spells. | |
Mass Stone Skin | Tears | 2 | 40 | Decreases physical damages for all army about 18%. Lasts 5 turns. Requires Stone Skin. | Rather powerful but medium useful. | |
Petrification | Tears | 3 | 45 | Changes unit (friendly or enemy's) in a stone for 5 turns, protecting it from all damages. Charmed enemies can't move, our troops can but it cancels a spell. | It's better to invest in blindness (light magic) | |
Earth Magic I | Neutral | 1 | 0 (passive ability) | Increases magic power +3, when hero casts Earth spells. | If we are gonna specialize in Earth Magic it's good choice. | |
Earth Magic II | Neutral | 2 | 0 (passive ability) | Increases magic power +3, when hero casts Earth spells. Requires Earth Magic I. | Like above | |
Earth Magic III | Neutral | 3 | 0 (passive ability) | Increases magic power +3, when hero casts Earth spells. Requires Earth Magic II | Like above | |
Erosion | Blood | 2 | 15 | Causes 2 damage points to chosen wall or tower | It's like one hit of big unit - rather not good ability. | |
Earthquake | Blood | 3 | 45 | Causes 3 damage points to all walls and towers in a 4x4 area. Hit units (all) get stunned. | Very useful during sieges - we'll quickly destroy gates and nearest walls. | |
Poison Cloud | Blood | 3 | 55 | Cause 156 damages per turn to every unit which move through poisoned area (3x3). Lasts til the end of battle. | Kind a useful during sieges, but there are better abilities. |
Water
Available for: Sanctuary, Stronghold, Necropolis
Name | Reputation | Level | Mana cost | Description | Remarks | |
Ice Armor | Tears | 1 | 15 | +24 to unit's defence. Who attacks it, is affected with chill. Lasts 4 turns. | Useful, if we push our troop to much forward. | |
Mass Ice Armor | Tears | 2 | 40 | +10 to all army defence. All enemies who attacked get chilled. Lasts 4 turns, requires Ice Armor. | Powerful strengthening of our army | |
Ice Wall | Tears | 2 | 30 | Creates on chosen area wall 3x1 fields. Nearest units get chilled. It's counted like a cover. | Rather worthless, unless you want to protect your shooters (but they lost a turn) | |
Summon Water Elemental | Tears | 3 | 45 | Summon 9 Water Elementals | On this stage of a game summoning is a bad idea. | |
Frozen Ground | Tears | 2 | 30 | Creates invisible for enemy frozen ground (3x3 fields). If opponent's unit come up to it, it lose a turn, revealing localisation of a trap. | Useful during sieges. | |
Water Magic I | Neutral | 1 | 0 (passive ability) | Increases magic power +3, when hero casts Water spells. | If we are gonna specialize in Water Magic it's good choice. | |
Water Magic II | Neutral | 2 | 0 (passive ability) | Increases magic power +3, when hero casts Water spells. Requires Water Magic I. | Like above | |
Water Magic III | Neutral | 3 | 0 (passive ability) | Increases magic power +3, when hero casts Water spells. Requires Water Magic II. | Like above | |
Eternal Winter | Neutral | 2 | 0 (passive ability) | Chill effect lasts 1 turn longer. | Huge improvement for all Water Magic abilities. Worthy if we specialize in it. Especially combined with Mass Ice Armor. | |
Ice Bolt | Blood | 1 | 15 | Cause 155 to unit. It gets frozen. | Useful if we are going to get rid of some unit for few turns. | |
Blizzard | Blood | 2 | 30 | Creates a blizzard on the area 4x4 fields which causes 75 damages and chills all enemies inside this ground. Lasts 2 turns. | It's worthless. | |
Circle of Winter | Blood | 3 | 45 | Causes 212 damages in a circle (3x3) chosen by a player. Hit units are chilled. | At this stage of the game - useless. | |
Ice Breaker | Blood | 2 | 0 (passive ability) | Hero's units get +72 to luck during attacking frozen enemies. It's cancelled frozing effect. | Frozen is rarely effect - we'll rather chill our enemies. |