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Might and Magic Heroes VI Might Abilities - Part 2
- 10-20-2011
- Categorized in: Strategy Guides
Part 2
4) Warcries Abilities
5) Warfare Abilities
4) Warcries Ability Tree
Tier I - Abilities in this tier have no min. level requirements
Stand your Ground
Target stack gains one extra retaliation and its might Defense is increased by 8 for 3 turns
Active/Combat
School: Warcries/Reputation: Tears
Rush!
Orders target walker stack to rush:
Increases initiative by 17 and movement by 50%
Active/Combat
School: Warcries/Reputation: Neutral
Heroism
Increases target stack's morale and luck by 16 and damage (Might) by 17% for 3 turns
Active/Combat
School: Warcries/Reputation: Blood
Flawless Assault
Target stack's attacks will inflict maximum damage for 2 turns
Active/Combat
School: Warcries/Reputation: Blood
Tier II - Abilities in this tier require min. hero level of 5
Evasive Maneuvers
Decreases damage dealt to your creatures with all attacks by 11% for 2 turns
Active/Combat
School: Warcries/Reputation: Tears
Stand your Ground, Mass
Requires Stand your Ground I
All friendly stacks gain one extra retaliation and their might Defense is increased by 6 for 3 turns
Active/Combat
School: Warcries/Reputation: Tears
Warlord's Command
Requires Rush!
Target stack which has not taken an action this turn acts now instead of when it was supposed to
Active/Combat
School: Warcries/Reputation: Neutral
Heroism, Mass
Requires Heroism
Increases all friendly stack's Morale and Luck by 6 and damage (might) by 10% for 3 turns
Active/Combat
School: Warcries/Reputation: Blood
Pressed Attack
Links the Hero with the target friendly stack for 2 turns.
Each time the stack attacks (except retaliation) the Hero attacks its target for free first.
Active/Combat
School: Warcries/Reputation: Tears
Tier III - Abilities in the third tier require minimum hero level of 15
Intimidation
All enemy creatures are intimidated for 2 turns.
Core creatures cannot attack Elites and Champions.
Active/Combat
Elites cannot attack Champions
School: Warcries/Reputation: Tears
Taunt
Adjacent enemies are forced to attack target friendly stack with 58% reduced damage.
Taunted creatures attack in turn, consuming their action for the turn.
Active/Combat
School: Warcries/Reputation: Blood
Heroic Charge
Target friendly creature gains 2 Movement and 10% damage for each square crossed before the attack
Active/Combat
School: Warcries/Reputation: Blood
5) Warfare Ability Tree
Tier I - Abilities in this tier have no min. level requirements
Counterstrike I
Increases damage of all friendly creatures by 10% on their retaliations
Passive/Combat
School: Warfare/Reputation: Tears
Parry
When a friendly stack cannot retaliate to an enemy melee attack for any reason, some of the creatures parry it reducing damage taken by 8%
Passive/Combat
School: Warfare/Reputation: Tears
Toughness I
Increases Maximum Health of friendly creatures by 2%
Passive/Combat
School: Warfare/Reputation: Tears
Archery I
Friendly Creatures' ranged attacks deal 6% more damage.
Passive/Combat
School: Warfare/Reputation: Blood
Tier II - Abilities in this tier require min. hero level of 5
Counterstrike II
Requires Counterstrike I
All friendly creatures in the hero's army can retaliate one additional time during the first 1 turns of the combat
Passive/Combat
School: Warfare/Reputation: Tears
Toughness II
Requires Toughness I
Increases Maximum Health of friendly creatures by 2%
Passive/Combat
School: Warfare/Reputation: Tears
Archery II
Requires Archery I
Friendly Creature's damage increases by 3% for each consecutive ranged attack.
Attacking in melee or being attacked in melee will break the chain
Passive/Combat
School: Warfare/Reputation: Blood
Giant Slayer
Increases damage dealt to large and huge creatures by 5%
Passive/Combat
School: Warfare/Reputation: Blood
Tier III - Abilities in the third tier require minimum hero level of 15
Counterstrike III
Requires Counterstrike II
Passive/Combat
All friendly creatures in the Hero's army can retaliate before the enemy's attack during the first 1 turns of combat
School: Warfare/Reputation: Tears
Resilience
When a friendly stack is attacked three times in a row, it gains 5 Might defense and 10% maximum health for the rest of the combat
All might attacks are valid
Passive/Combat
School: Warfare/Reputation: Tears
Toughness II
Requires Toughness II
Increases Maximum Health of friendly creatures by 2%
Passive/Combat
School: Warfare/Reputation: Tears
Rampage
When a friendly stack attacks three times in a row, it gains 5 might power for the rest of the combat.
All might attacks are valid
Passive/Combat
School: Warfare/Reputation: Blood
Archery III
Requires Archery II
Reduces friendly creatures' ranged penalty by 25%
Passive/Combat
School: Warfare/Reputation: Blood
Cleave
The first friendly creature destroying an enemy stack instantly gains a free action.
It also benefits from +16 morale and +5 initiative for 3 turns
Passive/Combat
School: Warfare/Reputation: Blood
Go to Part 1 which includes the Paragon, Realm, and Tactics Abilities