The Let's Play Archive

Might & Magic: Heroes VI

by ApplesandOranges

Part 90: Appendix: Magic (Fire, Water)

Appendix C - Might and Magic (Fire and Water)

Fire
Available to: Haven, Inferno, Stronghold

Fire is, of course, the offensive tree. It has no less than three direct damage spells, allowing a Hero to just spam damaging spells every turn if they wanted to, and Fire Bolt and Fireball are the most efficient damaging spells per Mana. Fire is, oddly enough, the only tree to have a Blood buff, and Inner Fire is an amazing one. The school can be easily ignored, but taking it brings a lot of benefits to the table.


Burning Determination
Active
15 Mana, 2 turn cooldown
Tears
No requirements

Target friendly stack gains +60/70/80* Morale and cannot have it lowered for 2 turns. Also dispells any Morale lowering effects on it.


Burning Determination, Mass
Active
40 Mana, 4 turn cooldown
Tears
Requires Hero level 5, Burning Determination

All friendly stacks gain +22/26/30* Morale and cannot have it lowered for 2 turns. Also dispells any Morale lowering effects on them.


Fire Shield
Active
18 Mana, 3 turn cooldown
Tears
No requirements

Target friendly stack gains a Fire Shield for 4 turns. Increases Magic Defense by 20/23/27* and returns 2* Fire damage to melee attackers per creature in the stack.


Fire Magic I
Passive
Neutral
No requirements

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


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

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


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

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


Fire Bolt
Active
15 Mana, 2 turn cooldown
Blood
No requirements

Deals 782/900/1034* Fire damage to target enemy stack.


Inner Fire
Active
10 Mana, no cooldown
Blood
No requirements

Target friendly stack gains +8 Initiative and increases its Might damage by 29/34/39%* for 2 turns.


Inner Fire, Mass
Active
40 Mana, 3 turn cooldown
Blood
Requires Hero level 5, Inner Fire

All friendly stacks gain +5 Initiative and increases their Might damage by 3/14/17%* for 2 turns.


Fire Ball
Active
40 Mana, 3 turn cooldown
Blood
Requires Hero level 5, Fire Bolt

Deals 735/845/972* Fire damage to all stacks in target 4x4 area.


Immolation
Passive
Blood
Requires Hero level 5

The Hero's Fire spells and abilities also deal an additional 21/24/28%* damage over 2 turns.


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

Summons 10.72/12.33/14.18* (rounded up) Fire Elementals onto target empty tile. Only one stack of each Elemental type can be summoned at once.


Fire Storm
Active
65 Mana, 3 turn cooldown
Blood
Requires Magic Hero level 15, Fire Ball

Deals 619/746/819* Fire damage to all stacks in target 5x5 area.


Frenzy
Active
55 Mana, 4 turn cooldown
Blood
Requires Magic Hero level 15

Target stack immediately attacks a random adjacent stack with 10/30/50%* increased damage. Does not consume that creature's turn for the round.

Water
Available to: Sanctuary, Necropolis, Stronghold

While Water has just as many offensive spells as Fire, it's more of a supporting tree, with many of its most potent effects based on additional effects such as Frozen and Chilled. Because of this, even Might Heroes with low Magic Power can make good use of Water spells, as one would usually be using them for their additional properties.


Ice Armor
Active
10 Mana, no cooldown
Tears
No requirements

Target friendly stack gains +26/30/35* Might Defense and Chills melee attackers. Lasts for 4 turns.


Ice Armor, Mass
Active
40 Mana, 3 turn cooldown
Tears
Requires Hero level 5, Ice Armor

All friendly stacks gain +9/11/13* Might Defense and Chill melee attackers. Lasts for 4 turns.


Water Magic I
Passive
Neutral
No requirements

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


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

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


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

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


Ice Bolt
Active
15 Mana, 3 turn cooldown
Blood
No requirements

Deals 508/585/672* Water damage to target enemy stack and inflicts the Frozen status effect for 1 turn.


Ice Wall
Active
20 Mana, 4 turn cooldown
Tears
Requires Hero level 5

Creates one block of 3x1 icewall with 2 structure point to the targeted areas for 3 turns. Each block provides cover to ranged attacks and afflicts surrounding enemy stacks with the Chilled effect.


Frozen Ground
Active
20 Mana, 4 turn cooldown
Tears
Requires Hero level 5

Transform target 3x3 area into a Frozen Ground for 1.75/2/2.3* turns that is invisible to the enemy till they step upon it. Enemy creatures stepping into the Frozen Ground lose their movement points for the round.


Eternal Winter
Passive
Neutral
Requires Hero level 5

The duration of Chilled effects induced by the Hero's spells and abilities is increased by 2 turns.


Blizzard
Active
50 Mana, 3 turn cooldown
Blood
Requires Hero level 5

Creates a blizzard in target 4x4 area that lasts for 3 turns. Creatures standing in the Blizzard at the start of the turn take 477/549/633* Water damage and are Chilled.


Ice Breaker
Passive
Blood
Requires Hero level 5

Friendly creatures attack Frozen stacks with +79/91/104 Luck, but dispell the Frozen effect.


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

Summons 12.49/14.36/16.51* (rounded up) Water Elementals onto target empty tile. Only one stack of each Elemental type can be summoned at once.


Circle of Winter
Active
50 Mana, 3 turn cooldown
Blood
Requires Magic Hero level 15

Deals 700/800/900* Water damage to all stacks in target 3x3 area and Chills them, ignoring the centre tile.