The Let's Play Archive

Might & Magic: Heroes VI

by ApplesandOranges

Part 89: Appendix: Magic (Air, Earth)

Appendix C - Might and Magic (Air and Earth)

Spells are the other category of abilities Heros can learn. They're setup in a similiar format - Magic Heroes get access to the third-tier spells, but instead, each Faction has unique access to a certain field of spells, which can affect strategy. Each spell 'element' tree is based around a certain aspect, which I'll cover in just a bit.

The same legend for the skills applies here. The only notable thing is that every active spell has a mana cost. All spells are Combat related.

Air
Available to: Everybody
As one might expect, Air favours quick, direct results - almost all its spells are offensive in nature or provide offensive buffs, and deliver a frontload of damage rather than over time. It also means every faction has access to a decent offensive spell in the form of Lightning Bolt - to the detriment of Sanctuary armies everywhere.


Storm Winds I
Active
20 Mana, 3 turn cooldown
Tears
No requirements

All enemy ranged stacks deal 10/11/13%* less damage with their ranged attacks for 5 turns.


Storm Winds II
Passive
Tears
Requires Hero level 5, Storm Winds I

Targets affected by Storm Winds now also take 194/223/256* Air damage directly and are Dazed for the spell's duration.


Air Magic I
Passive
Neutral
No requirements

Hero gains 3 Magic Power when Air spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Air nature (e.g. Pearl Priestesses).


Air Magic II
Passive
Neutral
Requires Hero level 5, Air Magic I

Hero gains 3 Magic Power when Air spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Air nature (e.g. Pearl Priestesses).


Air Magic III
Passive
Neutral
Requires Magic Hero level 15, Air Magic II

Hero gains 3 Magic Power when Air spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Air nature (e.g. Pearl Priestesses).


Grounded
Active
15 Mana, 1 turn cooldown
Neutral
No requirements

Target flying stack is unable to fly for 3* turns. Movement is reduced to 1.


Storm Arrows
Active
15 Mana, 3 turn cooldown
Blood
No requirements

Target shooter stack suffers no range penalty for its ranged attacks and its ranged attacks deal an additional 25/29/33%* as Air damage.


Lightning Bolt
Active
30 Mana, 3 turn cooldown
Blood
Requires Hero level 5

Deals 932/1069/1233* Air damage to target enemy stack.


Thunderclap
Passive
Blood
Requires Hero level 5

All Air damage by the Hero and his/her army have a 75/85/100% chance to inflict the Dazed status on their target(s).


Summon Air Elemental
Active
45 Mana, 3 turn cooldown
Tears
Requires Magic Hero level 15

Summons 8.94/10.28/11.82* (rounded up) Air Elementals on target tile. Cannot summon more than one stack of the same Elemental type.


Chain Lightning
Active
50 Mana, 3 turn cooldown
Blood
Requires Magic Hero level 15, Lightning Bolt

Deals 748/861/989* Air damage to target stack, then jumps to up to three nearest enemy stacks. Damage is reduced by 15% for each jump.

Earth
Available to: Everybody

Earth is the opposite of Air - it's primarily defensive, with only a single offensive spell in its repetoire. The bulk of its spells also provide their effects over time, instead of directly. Over a long battle, Earth spells can be some of the most efficient, and there's a reason why I have Regeneration on just about any Hero going into battle in the campaign.


Regeneration
Active
25 Mana, 3 turn cooldown
Tears
No requirements

Heals 272/313/360* damage from target friendly stack every turn for 3 turns.


Regeneration, Mass
Active
50 Mana, 3 turn cooldown
Tears
Requires Hero level 5, Regeneration

Heals 109/125/144* damage from all friendly stacks every turn for 3 turns.


Stone Skin
Active
10 Mana, 1 turn cooldown
Tears
No requirements

Reduces Might damage taken from target friendly stack by 31/36/41%* for 5 turns.


Stone Skin, Mass
Active
40 Mana, 3 turn cooldown
Tears
Requires Hero level 5, Stone Skin

Reduces Might damage taken from all friendly stacks by 15/17/20%* for 5 turns.


Earth Magic I
Passive
Neutral
No requirements

Hero gains 3 Magic Power when Earth spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Earth nature (e.g. Dreamwalkers).


Earth Magic II
Passive
Neutral
Requires Hero level 5, Earth Magic I

Hero gains 3 Magic Power when Earth spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Earth nature (e.g. Dreamwalkers).


Earth Magic III
Passive
Neutral
Requires Magic Hero level 15, Earth Magic II

Hero gains 3 Magic Power when Earth spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Earth nature (e.g. Dreamwalkers).


Rockwalls
Active
20 Mana, 3 turn cooldown
Tears
Requires Hero level 5

Creates three blocks of 1x1 rockwall with 1 structure point to the targeted areas for 1.5/2/2.5* turns. Each block provides cover to ranged attacks.


Erosion
Active
15 Mana, 3 turn cooldown
Blood
Requires Hero level 5

Deals 1/2/3 structural damage to target wall or obstacle.


Summon Earth Elemental
Active
45 Mana, 3 turn cooldown
Tears
Requires Magic Hero level 15

Summons 10.7/12.3/14.15* (rounded up) Earth Elementals on target tile. Cannot summon more than one stack of the same elemental type.


Petrification
Active
45 Mana, 3 turn cooldown
Tears
Requires Magic Hero level 15

Target stack is turned to stone and is invulnerable for 1.4/1.7/2.2* (rounded up) turns. Friendly stacks may act, but actions other than Wait or Defend dispells the effect. Enemy stacks automatically skip their turn.


Earthquake
Active
50 Mana, 3 turn cooldown
Blood
Requires Magic Hero level 15

Deals 1/2/3* strucutral damage to all walls and obstacles in target 4x8 area. Enemy creatures caught in the quake are Dazed for 2 turns.


Acid Cloud
Active
75 Mana, one use per battle
Blood
Requires Magic Hero level 15

Creates a acid cloud on target 3x3 area that lasts till the battle's end. The Acid Cloud does 440/500/578* Earth damage to all creatures standing in it at the start of each round.