The Let's Play Archive

Might & Magic: Heroes VI

by ApplesandOranges

Part 91: Appendix: Magic (Light, Darkness)

Appendix C - Might and Magic (Light and Darkness)

Light
Available to: Haven, Sanctuary, Stronghold

Light is like Earth, in that it offers protection and healing. Light is a bit more offensive however, favouring outright blocking, healing or returning damage than mitigation. It also offers two forms of crowd control and some widespread damage.


Celestial Armor
Active
10 Mana, no cooldown
Tears
No requirements

Target friendly stack gains 4 Might Defense and Magic Defense and gains a barrier that absorbs 50% of damage taken. Lasts until dispelled or 498/647/841* damage has been absorbed.


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

All friendly stacks gain 4 Might Defense and Magic Defense and gain a barrier that absorbs 100% of damage taken. Lasts until dispelled or 171/223/290* damage has been absorbed.


Heal
Active
25 Mana, 3 turn cooldown
Tears
No requirements

Instantly heals target stack for 580/667/767* health. Does not work on friendly Demons or Undead. Can be used offensively against enemy Orcs, Demons or Undead.


Heal, Mass
Active
60 Mana, 3 turn cooldown
Tears
Requires Hero level 5, Heal

Instantly heals all friendly stacks for 278/320/368* health. Does not work on friendly Demons or Undead. Can be used offensively against enemy Orcs, Demons or Undead.


Light Magic I
Passive
Neutral
No requirements

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


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

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


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

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


Retribuion Aura I
Active
15 Mana, 5 turn cooldown
Tears
No requirements

Target friendly stack returns 21/24/28%* (max. 100%) of damage taken to melee attackers for 3 turns.


Retribution Aura II
Passive
Tears
Requires Hero level 5, Retribution Aura I

Retribution Aura now returns damage to all adjacent enemy stacks.


Retribution Aura III
Passive
Tears
Requires Magic Hero level 15, Retribution Aura II

Retribution Aura now returns damage to all enemy stacks.


Sunburst
Active
30 Mana, 3 turn cooldown
Blood
Requires Magic Hero level 5

Creatures a far-reaching burst of energy in all directions from the targeted tile. All enemy stacks hit by the rays of light take 242/278/320* Light damage.


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

Summons 10.7/12.31/14.15* (rounded up) Light Elementals onto target empty tile. Only one stack of each Elemental type can be summoned at once.


Purity, Mass
Active
55 Mana, usable once per battle
Tears
Requires Magic Hero level 15

Dispells all negative effects from all friendly creatures and renders them immune to negative effects for 1/1.5/2* turns.


Blindness
Active
45 Mana, 4 turn cooldown
Blood
Requires Magic Hero level 15

Targetted enemy stack is blinded for 1.4/1.8/2.2* turns and cannot act. Blindness is dispelled if attacked.

Darkness
Available to: Inferno, Necropolis, Stronghold

Darkness spells are all about debuffing and dispelling, having the widest selection of negative effects possible. Even their sole buff is about feeding off enemy suffering. They also have one of the most efficient damaging spells, if used right, in the form of Agony.


Weakness
Active
10 Mana, no cooldown
Tears
No requirements

Target enemy stack has its damage reduced by 29/33/38%* for 5 turns.


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

All enemy stacks have their damage reduced by 11/17/20%* for 5 turns.


Dark Magic I
Passive
Neutral
No requirements

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


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

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


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

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


Despair
Active
15 Mana, 2 turn cooldown
Tears
No requirements

Decreases target enemy stack's Morale by 39/46/52* for 4 turns, and dispells any positive Morale effects on that target.


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

Decreases all enemy stacks' Morale by 14/17/20* for 4 turns, and dispells any positive Morale effects on them.


Agony
Active
15 Mana, 3 turn cooldown
Blood
No requirements

Target enemy stack suffers 321/370/425* Darkness damage every time it takes an action for 3 turns. It also suffers this damage the first time it is hit by an enemy creature each round. Only affects Living creatures.


Agony, Mass
Active
45 Mana, 3 turn cooldown
Blood
Requires Hero level 5, Agony

All enemy stacks suffer 216/247/284* Darkness damage every time they take an action for 3 turns. They also suffer this damage the first time they are hit by an enemy creature each round. Only affects Living creatures.


Life Drain
Active
20 Mana, 3 turn cooldown
Blood
No requirements

Target friendly stack drains 25/30/35%* of damage dealt to Living enemies via any means to heal itself for 3 turns.


Life Drain, Mass
Active
45 Mana, 3 turn cooldown
Blood
Requires Hero level 5, Life Drain

All friendly stacks drain 12/14/16%* of damage dealt to Living enemies via any means to heal themselves for 3 turns.


Purge
Active
30 Mana, 4 turn cooldown
Blood
Requires Hero level 5

Dispells all positive effects from all enemy creatures in target 4x4 area and renders them immune to positive effects for 1/1.5/2* turns.


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

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


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

Target enemy stack loses its next turn, and moves away from the Hero's army. In addition, it has its Damage, Might Resistance and Magic Resistance reduced by 15/17/19%* and Morale and Luck decreased by 15/17/19* for 3 turns. Does not work on Undead.


Puppet Master
Active
45 Mana, 4 turn cooldown
Blood
Requires Magic Hero level 15

Gain control of target enemy stack for 0.7/0.9/1.1* turns. Effect is dispelled if target tacks damage.