<img src="https://b.scorecardresearch.com/p?c1=2&amp;c2=6035191&amp;cv=2.0&amp;cj=1" width="1" height="1" style="width:0px;height:0px;">

Warrior's abilities - p. 1

guides

Last update:

Guide
Table of Contents
Guide

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 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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Effects

Description

Remarks

Defender I - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Defender I

Neutral

1

ive

Permanently +2 to hero's defence

Very useful ability, especially for Haven

Defender II - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Defender II

Neutral

2

ive

Permanently +2 to hero's defence. Requires Defender I.

Like above

Defender III - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Defender III

Neutral

3

ive

Permanently +2 to hero's defence. Requires Defender II.

Like above

Diplomat - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Diplomat

Tears

1

ive

Increases chance of ing neutral creatures, decreases their recrutation cost about 8%.

Only week creatures would like to us. And when they are from other race, they decrease our morale.

Charismatic Leader I - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Charismatic Leader I

Neutral

1

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Charismatic Leader II

Neutral

2

ive

Permanently +2 to hero's Leadership. Requires Charismatic Leader I

Like above

Charismatic Leader III - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Charismatic Leader III

Neutral

3

ive

Permanently +2 to hero's Leadership. Requires Charismatic Leader II.

Like above

Destinys chosen I - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Destiny's chosen I

Neutral

1

ive

Permanently +2 to hero's destiny

It' worthy - it rises our army power very much.

Destinys chosen II - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Destiny's chosen II

Neutral

2

ive

Permanently +2 to hero's destiny. Requires Destiny's chosen I

Like above

Destinys chosen - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Destiny's chosen

Neutral

3

ive

Permanently +2 to hero's destiny. Requires Destiny's chosen II.

Like above

Enlightment - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Enlightment

Neutral

1

ive

Hero's gain 25% more experience

We should take this ability in the first place - it will help our development

Mentoring - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Mentoring

Neutral

2

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Logistics

Neutral

1

ive

Increases movement points +3

3 isn't make a difference - worthless ability

Snatch - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Snatch

Neutral

2

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Assailant I

Blood

1

ive

Permanently +1 to hero's might power.

Quite useful, but maybe better to invest into destiny's chosen or charismatic leader?

Assailant II - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Assailant II

Blood

2

ive

Permanently +1 to hero's might power. Requires Assailant I

Like above

Assailant III - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Assailant III

Blood

3

ive

Permanently +1 to hero's might power. Requires Assailant II

Like above

Pathfinder - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Pathfinder

Neutral

1

ive

Increases sea movement about 3 and reduce difficult terrain penalty by 50%.

We won't see a difference after buying this ability.

Realm

Name - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Effects

Description

Remarks

Architect I - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Architect I

Neutral

1

ive

+1 to population units from dwelling in control zone.

Quite good choice if we have 3rd level dwelling

Architect II - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Architect II

Neutral

2

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Architect III

Neutral

3

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Economist I

Neutral

1

ive

Hero finds 20% more resources

Interesting thing when we have lack of resources and a map is big.

Economist II - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Economist II

Neutral

2

ive

Marketplaces have lower prices (count like additional marketplace). Requires Economist I.

Worthy only thanks to it's higher level.

Economist III - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Economist III

Neutral

3

ive

+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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Scouting I

Neutral

1

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Scouting II

Neutral

2

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Scouting III

Neutral

3

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Sabotage Mine

Neutral

2

Active (worldmap)

Hero loses all movement points, blocking mine for seven days.

Look at chapter: looting and sabotaging.

Tactics

Name - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Name

Reputation

Level

Effects

Description

Remarks

Reinforcements I - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Duck and cover

Tears

1

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Battle March

Neutral

1

ive

Movement range of all units during sieges + 2.

If map is large and there is plenty of castles, it could be useful.

Ambush - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Ambush

Neutral

1

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Tactics I

Neutral

1

ive

We can place our troops before battle (we don't see enemy's army)

As we don't see enemy - completely worthless.

Tactics II - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Tactics II

Neutral

2

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Tactics III

Neutral

3

ive

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 - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Siege Master I

Blood

1

ive

Catapults damage +1

If we conquering lot of cities it could be good, but our priority will be gates assault.

Siege Master II - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Siege Master II

Blood

2

ive

Units standing near to attacked piece of walls get damages.

Damages are small - don't take it.

Siege Master - Warriors abilities - p. 1 - Heroes - Might & Magic: Heroes VI Game Guide

Siege Master

Blood

3

ive

All units behind the wall gets some poison damages.

Like above

Might & Magic: Heroes VI

October 13, 2011

PC
Rate It!

You are not permitted to copy any image, text or info from this page. This site is not associated with and/or endorsed by the Ubisoft or Black Hole Games. All logos and images are copyrighted by their respective owners.

Copyright © 2000 - 2025 Webedia Polska SA for gamepressure.androidapks.biz, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games.