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

Might & Magic: Heroes VI Game Guide

Table of Contents

Wizard's abilities - p. 2 M&M: Heroes VI Guide

Last update: 11 May 2016

Darkness

Available for: Stronghold, Necropolis, Inferno

Name - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Mana cost

Description

Remarks

Weakness - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Weakness

Tears

1

10

-24% to unit's damages.

Useful at the beginning of a game.

Mass Weakness - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Weakness

Tears

2

40

Reduces all enemy's army damages about 9%. Lasts 5 turns, requires Weakness.

We rather won't see a difference, but you may take it.

Summon Darkness Elemental - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Summon Darkness Elemental

Tears

3

45

Summon 6 Darkness Elementals

For such amount of mana? I don't think so.

Terror - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Terror

Tears

3

45

Chosen enemy unit move back, lose a turn and has -19% to damages, defence, magic defence and -19 to morale and luck.

The most powerful spell in the game - take without hesitation.

Darkness Magic I - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Darkness Magic I

Neutral

1

0 (passive ability)

Increases magic power +3, when hero casts Darkness spells.

If we are gonna specialize in Darkness Magic it's good choice.

Darkness Magic II - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Darkness Magic II

Neutral

2

0 (passive ability)

Increases magic power +3, when hero casts Darkness spells. Requires Darkness Magic I.

Like above

Darkness Magic III - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Darkness Magic III

Neutral

3

0 (passive ability)

Increases magic power +3, when hero casts Darkness spells. Requires Darkness Magic II

Like above

Agony - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Agony

Blood

1

15

Infected troop gets 117 damages for 3 turns, when making any actions. Affects only living units.

Rather powerful poison, but there are better ones.

Mass Agony - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Agony

Blood

2

40

Infected all enemy's units - they gets 43 damages during 3 turns. Affects only living units. Requires Agony.

43 damages is really to little.

Puppet Master - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Puppet Master

Blood

3

45

Hero takes control over one of enemy's unit for a turn. If it gets any damages, spell ends.

It's useful to eliminate enemy's troop - if we have lot of mana, it's worth considering

Despair - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Despair

Blood

1

15

-44 to unit's morale for 4 turns. Cancels all positive morale effects.

Medium useful if we are fighting with one enemy.

Mass Despair - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Despair

Blood

2

40

-14 to all enemy's army morale for 4 turns. Cancels all positive morale effects. Requires Despair.

Curse isn't to big, but it's nice spell.

Life Drain - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Life Drain

Blood

1

15

Chosen unit drain life from attacked enemy. Restored HP equals 43% of caused damages. Effect lasts 4 turns.

Very powerful spell - our unit become almost immortal

Mass Life Drain - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Life Drain

Blood

2

40

All units drain life from attacked enemies. Restored HP equals 16% of caused damages. Lasts 4 turns, requires Life Drain.

One of the most powerful spell in the game - obligatory to take.

Purge - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Purge

Blood

2

30

Cancels all positive effects from unit on a 4x4 field, and for few turns (depends from hero's Magic Power) can't apply any positive spells on them.

Very powerful spell, especially against opponents wizards.

Light

Available for: Haven, Sanctuary, Stronghold

Name - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Mana cost

Description

Remarks

Celestial Armor - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Celestial Armor

Tears

1

10

+7% to unit's magic defence and absorbs 50% damages it takes. Effect lasts until other spell cancels it or unit gets 590 damages.

Great trick to make one of our unit almost invulnerable.

Mass Celestial Armor - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Celestial Armor

Tears

2

40

+4% to all army magic defence and absorbs 100% of damages. Effect lasts until other spell cancels it or unit gets over 203 damages. Requires Celestial Armor.

Makes our units immortal for at least one turn - what more you can want?

Summon Light Elemental - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Summon Light Elemental

Tears

3

45

Summons 11 Light Elementals

Summoning units isn't good idea on this stage of a game.

Heal - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Heal

Tears

1

15

Chosen units heals 415 HP

Great spell at the beginning - we won't have almost any loses.

Mass heal - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Mass heal

Tears

2

40

All hero's units heal 140 HP. Requires Heal.

Hero can have better abilities on that level.

Purify - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Purify

Tears

3

55

Dispels from our units all negatives effects and blocks putting another for 3 turns.

The only one reasonable reaction for Purge and Terror from Darkness Magic

Retribution Aura I - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Retribution Aura I

Tears

1

15

Chosen unit give back 80% damages it gets. It works only during melee fighting. Lasts for 3 turns.

Very powerful spell, changing weak units into champions

Retribution Aura II - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Retribution Aura II

Tears

2

0 (passive ability)

Charmed unit give back damages to all nearest enemies. Requires Retribution Aura I.

Quite interesting improvement.

Retribution Aura III - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Retribution Aura III

Tears

3

0 (passive ability)

Charmed unit give back damages to all enemies. Requires Retribution Aura II

One of the most powerful ability in the game.

Light Magic I - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Light Magic I

Neutral

1

0 (passive ability)

Increases magic power +3, when hero casts Light spells.

If we are gonna specialize in Light Magic it's good choice.

Light Magic II - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Light Magic II

Neutral

2

0 (passive ability)

Increases magic power +3, when hero casts Light spells. Requires Light Magic I.

Like above

Light Magic III - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Light Magic III

Neutral

3

0 (passive ability)

Increases magic power +3, when hero casts Light spells. Requires Light Magic II.

Like above

Sunburst - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Sunburst

Blood

2

30

Cause 121 damages in a circle area (3x3)

Very weak offensive spell.

Blindness - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Blindness

Blood

3

45

Chosen unit can make any actions during 4 turns. If it gets damages, spell ends.

It's surprisingly powerful spell.

Prime

Available for: Haven, Sanctuary, Necropolis and Inferno

Name - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Mana cost

Description

Remarks

Arcane Ward I - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Arcane Ward I

Tears

1

0 (passive ability)

Permanently+1 to hero's magic defence

It's always worth to weak an enemy.

Arcane Ward II - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Arcane Ward II

Tears

2

0 (passive ability)

Permanently+1 to hero's magic defence Requires Arcane Ward I.

Like above

Arcane Ward III - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Arcane Ward III

Tears

3

0 (passive ability)

Permanently+1 to hero's magic defence Requires Arcane Ward II.

Like above

Dispel Magic - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Dispel Magic

Neutral

1

15

Dispel all spells from unit

Sometimes useful

Mass Dispel magic - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Dispel magic

Neutral

2

30

Dispel all spells from units on the area (3x3 fields)

Like above

Time Statis - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Time Statis

Tears

3

55

Unit lose 5 turns. Damages don't cancel spell and also unit can't counterstrike.

More powerful version of blindness.

Prime Magic I - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Prime Magic I

Neutral

1

0 (passive ability)

Increases magic power +3, when hero casts Prime spells.

If we are gonna specialize in Prime Magic it's good choice.

Prime Magic II - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Prime Magic II

Neutral

2

0 (passive ability)

Increases magic power +3, when hero casts Prime spells. Requires Prime Magic I.

Like above

Prime Magic III - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Prime Magic III

Neutral

3

0 (passive ability)

Increases magic power +3, when hero casts Prime spells. Requires Prime Magic II.

Like above

Arcane Exalation I - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Arcane Exalation I

Neutral

1

0 (passive ability)

Permanently +2 to hero's magic power.

Core ability for every wizard.

Arcane Exalation II - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Arcane Exalation II

Neutral

2

0 (passive ability)

Permanently +2 to hero's magic power. Requires Arcane Exalation I.

Like above

Arcane Exalation III - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Arcane Exalation III

Neutral

3

0 (passive ability)

Permanently +2 to hero's magic power. Requires Arcane Exalation II.

Like above

Magic Affinity I - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Magic Affinity I

Neutral

1

0 (passive ability)

Permanently +30 to maximum amount of mana.

Like above

Magic Affinity II - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Magic Affinity II

Neutral

2

0 (passive ability)

Regenerates 2% of maximum mana every day

If we spend one day in a city, we regenerate all mana points - worthless.

Magic Affinity III - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Magic Affinity III

Neutral

3

0 (passive ability)

During battle hero regenerates 2 mana points for first 10 turns.

It's only 20 mana points - one medium spell.

Slow - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Slow

Neutral

1

10

-16 to unit's initiative and -2 to it's movement. Lasts 3 turns.

Useful against most mobile enemies.

Mass Slow - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Mass Slow

Neutral

2

40

-8 to all enemy's units initiative and -1 to movement. Lasts 3 turns, requires Slow.

Worthy - especially useful during defending our castle.

Meditation - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Meditation

Neutral

3

30

+20 to hero's magic power for 4 turns, and regenerates 15% of his mana points.

One of the most powerful ability.

Haste - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Haste

Neutral

1

10

+16 to unit's initiative and +2 to movement. Lasts 3 turns.

It gives big advantage in a battle.

Mass haste - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Mass haste

Neutral

2

40

+8 to army initiative and +1 to movement. Lasts 3 turns, requires Haste.

Like above

Teleportation - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Teleportation

Neutral

3

45

Teleport one unit to chosen field.

Somehow useful during sieges.

Disruption - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Disruption

Blood

1

10

Decreases unit's defence about 21. You can cast it many times, on one enemy but its defence won't get below zero.

Nice cursing of powerful unit - worth considering.

Mana Drain - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Mana Drain

Blood

2

30

Steal 16% of enemy's actual mana points.

Rather useless.

Implosion - Wizards abilities - p. 2 - Heroes - Might & Magic: Heroes VI Game Guide

Implosion

Blood

3

45

Causes 449 prime damages. It can't be healed.

The most powerful offensive spell, but it's useless at this stage.

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