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

Might & Magic: Heroes VI - Danse Macabre Game Guide

Table of Contents

New artifacts | Other Heroes VI - Danse Macabre Guide

Last update: 11 May 2016

Great Lich's Set

You will have it when you complete Sandro's campaign. Each mission offers three parts of the set.

Artifact

Location

Properties

Boots of the Walking Dead - New artifacts - Other - Might & Magic: Heroes VI - Danse Macabre - Game Guide and Walkthrough

Boots of the Walking Dead

Feet

+1 to move point on land

+1 to initiative of friendly creatures

Necromancers Chasuble - New artifacts - Other - Might & Magic: Heroes VI - Danse Macabre - Game Guide and Walkthrough

Necromancer's Chasuble

Torso

+1 to protection against magic

+20 to mana

Enchanted Hourglass - New artifacts - Other - Might & Magic: Heroes VI - Danse Macabre - Game Guide and Walkthrough

Enchanted Hourglass

Neck

+3 to morale for all units per turn

Ring of the Unrepentant - New artifacts - Other - Might & Magic: Heroes VI - Danse Macabre - Game Guide and Walkthrough

Ring of the Unrepentant

Finger

+5 to magic power

Libram of Last Rites - New artifacts - Other - Might & Magic: Heroes VI - Danse Macabre - Game Guide and Walkthrough

Libram of Last Rites

Left hand

+5 to protection against magic

Enemy creatures have 5% penalty to healing effects

1 - New artifacts - Other - Might & Magic: Heroes VI - Danse Macabre - Game Guide and Walkthrough

 

Back

+3 to Destiny

-3 to morale for all enemy creatures

Depending on number of artifacts, various bonuses are granted:

Number of artifacts

Bonus

2

-2 for enemy's creatures initiative

4

-4 to enemy's creatures morale

6

+8 to magic power

Staff of the Netherworld

This weapon is the aim of the first Sandro's mission.

 

Dynasty weapon level - New artifacts - Other - Might & Magic: Heroes VI - Danse Macabre - Game Guide and Walkthrough

Dynasty weapon level

Bonus

1

+3 to magic power

2

Shadow Tunnel: steals 2 mana points per turn

3

Shadow Venom: ads 260 damage points (Elemental Magic) each three turns. Your units may be affected as well if are too close.

4

Trammeling Seal: - 10 to initiative for all enemy creatures

5

Stronger Shadow Venom: lasts for three turns and the venom may attack units standing next to the infected one at the beginning of each turn.

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