guides

Last update:11 May 2016

Warriors and wizards have very similar development trees - but differences are rather big.

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).

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Useful only during fighting with big army of shooters - it means very rarely.

Requires Storm Winds I.

Useful strengthening of spell.

PC

Take, if you have previous level.

Summon Air Elemental

3

45

Summon 9 Air Elementals.

This unit cast a chain lighting - so it’s powerful.

PC

But on this level we can have better.

Air Magic I

Neutral

Increases hero’s magic power about 3 during casting air spells.

If we gonna specialize in air spells - it’s useful.

PC

Air Magic II

Increases hero’s magic power about 3 during casting air spells.

Requires Air Magic I.

Like above

Air Magic III

Increases hero’s magic power about 3 during casting air spells.

PC

Requires Air Magic II.

Grounded

Enemy’s unit can’t fly for 5 turn.

Flying units are only about 15% of all - rather not useful.

PC

Storm Arrows

Blood

Chosen shooting unit has no distance penalty and cause 40% more damage during 2 turns.

Bonus to attack is big - take it!

Lighting

30

Cause 426 damage to chosen unit.

Might & Magic: Heroes VI

It’s powerful but requires experienced hero - medium useful.

Nice thing to mix with Storm Winds and Summon Air Elemental.

Eliminate all negatives things affecting unit’s morale.

154 to morale - it’s obligatory ability.

Mass burning determination

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

Increases magic defence +39 for 4 turns.

Damages attacking units with power equal to amount of charmed units (during 1 turn).

Summon Fire Elemental

Summons 13 Fire Elemental

Rather powerful shooters, but it’s worthless on such high level.

Fire Magic I

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

If we are gonna specialize in Fire Magic it’s good choice.

Fire Magic II

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

Requires Fire Magic I

Fire Magic III

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

Fire storm

Cause 149 fire damages on 5x5 field.

It’s better to buff units, than damages.

Frenzy

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?

Very useful and powerful spell - especially in upgraded version.

Mass Inner Fire

+25% and +5 initiative to all hero’s army.

Very useful at the beginning of a game.

Mass Regeneration

Heals all army 54 HP per turn.

Not very useful at this stage of game.

Rockwalls

Creates stone-cover, which disappear after 2 turns.

Stone Skin

Decreases physical damages about 39%.

Lasts 5 turns

Quite powerful, but there are better spells.

Mass Stone Skin

Decreases physical damages for all army about 18%.

Rather powerful but medium useful.

Charmed enemies can’t move, our troops can but it cancels a spell.

If we are gonna specialize in Earth Magic it’s good choice.

Earth Magic II

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

Requires Earth Magic I.

Earth Magic III

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

Earthquake

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

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

Ice Armor

+24 to unit’s defence.

Who attacks it, is affected with chill.

Useful, if we push our troop to much forward.

Mass Ice Armor

+10 to all army defence.

All enemies who attacked get chilled.

Lasts 4 turns, requires Ice Armor.

Powerful strengthening of our army

Ice Wall

Creates on chosen area wall 3x1 fields.

Nearest units get chilled.

It’s counted like a cover.

Frozen Ground

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.

Water Magic I

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

If we are gonna specialize in Water Magic it’s good choice.

Water Magic II

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

Requires Water Magic I.

Water Magic III

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

Requires Water Magic II.

Eternal Winter

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

Cause 155 to unit.

Useful if we are going to get rid of some unit for few turns.

Circle of Winter

Causes 212 damages in a circle (3x3) chosen by a player.

Hit units are chilled.

At this stage of the game - useless.

Ice Breaker

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.

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