HEROES ATLAS
EN

HEROES VI · SEDM ŠKOL / SEVEN SCHOOLS · HISTORICKÉ REFERENCE · 104 ENTRIES

Spell and magic-ability catalogue · Heroes VI

All 104 entries in the reference seven-school magic tree: 67 active spells, 34 passive abilities and 3 passive activation upgrades. Every entry has an original icon, independently written Czech and English explanations, tactics, prerequisites and applicable reputation values.

11 Air, 14 Fire, 13 Water, 13 Earth, 14 Light, 15 Dark and 24 Prime entries. Numerical inventory follows historical Acid Cave, cross-checked against fan manual 0.921, the original game manual and official updates 1.5, 1.7 and 2.1. This does not confirm every number for every Complete build or mod. Might abilities, faction and reputation classes, specializations and town portals are outside these 104 entries.

Catalogue entries

104

Storm Winds I · Heroes VI · game icon
Icon source · Game artwork

Air Magic · level 1

Storm Winds I

Heroes VI · historical reference, identified versions

Reduces the damage of all enemy shooting stacks for five rounds, with reference values of 10/11/13%.

Base cost: 20 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
3
Duration
5 rounds
Reference values by reputation
ReputationReference shooting-damage reduction
No matching reputation / opposite path10 %
Tears I11 %
Tears II13 %
Rules, restrictions and interactions

One activation affects enemy shooters collectively. This is not a Defense increase on a selected friendly target. Rank II passively upgrades this activation with Air damage and Dazed; it has no separate casting cost or separate cast.

Practical use

Cast before volleys from several strong shooters. Its value falls if the enemy is already engaged in melee or relies mostly on melee troops. Compare army-wide protection with strengthening one especially exposed stack.

Also in the reference: WICHRY I

Compare: Storm Winds II · Ice Armor

Acid Cave ↗ · Fan manual 0.921 ↗

Storm Winds II · Heroes VI · game icon
Icon source · Game artwork

Air Magic · level 2

Storm Winds II

Heroes VI · historical reference, identified versions

Upgrades Storm Winds I: affected enemies also take Air damage and become Dazed.

Activation: Triggers through Storm Winds I

Ability type
Passive activation upgrade
Minimum hero level
5
Reputation family
Tears
Added status
Dazed · −10 Initiative · 2 rounds
Reference values by reputation
ReputationReference Air damage
No matching reputation / opposite path194
Tears I223
Tears II256

Requires: Storm Winds I

Rules, restrictions and interactions

Requires learned Storm Winds I and triggers through its activation. Reference damage is 194/223/256 before applicable scaling. Dazed applies −10 Initiative for two rounds rather than automatically skipping two full actions. The underlying shooting reduction’s duration remains a separate parameter.

Practical use

Most valuable against multiple dangerous shooters that can be damaged and delayed together. When spending the ability point, remember that a battle without suitable shooters offers little use for the underlying ability’s condition.

Also in the reference: WICHRY II, Storm Winds Ii

Compare: Storm Winds I · Thunderclap

Acid Cave ↗ · Fan manual 0.921 ↗

Summon Air Elemental · Heroes VI · game icon
Icon source · Game artwork

Air Magic · level 3

Summon Air Elemental

Heroes VI · historical reference, identified versions

Summons an Air Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Summoned creature
Air Elemental
Use
Combat summon
Reference values by reputation
ReputationReference count basis before scaling
No matching reputation / opposite path8.94
Tears I10.28
Tears II11.82
Rules, restrictions and interactions

Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.

Practical use

Use Air reinforcements according to their movement and traits. Against shooters, reaching contact can matter more than the summoned HP total.

Related creatures and abilities

Air Elemental

Heroes and equipment

Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Elemental Ring

    Increases reference-described summoning effectiveness by twenty percent.

    Some rules are disputed; open the details.

Also in the reference: PRZYWOŁANIE ŻYWIOŁAKÓW POWIETRZA

Acid Cave ↗ · Fan manual 0.921 ↗

Air Magic I · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Air Magic · level 1

Air Magic I

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Air Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Air Magic Power
Rules, restrictions and interactions

The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Air spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA POWIETRZA I

Compare: Air Magic II · Air Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Air Magic II · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Air Magic · level 2

Air Magic II

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Air Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+6 Air Magic Power

Requires: Air Magic I

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Air spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA POWIETRZA II, Air Magic Ii

Compare: Air Magic I · Air Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Air Magic III · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Air Magic · level 3

Air Magic III

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Air Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+9 Air Magic Power

Requires: Air Magic II

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Air spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA POWIETRZA III, Air Magic Iii

Compare: Air Magic II · Air Magic I

Acid Cave ↗ · Fan manual 0.921 ↗

Grounded · Heroes VI · game icon
Icon source · Game artwork

Air Magic · level 1

Grounded

Heroes VI · historical reference, identified versions

Restricts flight and movement reach for a selected enemy flying stack.

Base cost: 15 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Neutral
Cooldown · reference round count
1
Reference duration
3 rounds · Acid Cave
Rules, restrictions and interactions

Acid Cave lists three rounds. Manual 0.921 explicitly gives movement limited to 1 but scales duration; these historical descriptions are not merged into one supposedly verified configuration. Removing flight does not also prohibit shooting or every ability.

Practical use

Stop a flyer before it crosses the defensive line to reach shooters. Obstacles and distance matter: an enemy already adjacent to a valuable ally can remain dangerous without flight. For broader action denial, compare another control spell.

Also in the reference: UZIEMIENIE

Compare: Slow · Frozen Ground

Acid Cave ↗ · Fan manual 0.921 ↗

Storm Arrows · Heroes VI · game icon
Icon source · Game artwork

Air Magic · level 1

Storm Arrows

Heroes VI · historical reference, identified versions

Removes ranged-distance penalties and adds an Air-damage component for two rounds.

Base cost: 15 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
3
Duration
2 rounds
Reference values by reputation
ReputationReference extra Air component
No matching reputation / opposite path25 %
Blood I29 %
Blood II33 %
Rules, restrictions and interactions

The extra Air component has reference values of 25/29/33%. Removing distance penalties alone does not establish removal of every wall or cover penalty. The added element interacts with Magic Defense; it is not simply the same percentage added to physical damage.

Practical use

Support the main shooter before a long-range volley. Thunderclap can turn added Air damage into an opportunity to alter the target’s Initiative. For a small utility shooter, a direct hero spell may be a better use of the cast.

Also in the reference: STRZAŁY BURZY

Compare: Thunderclap · Inner Fire

Acid Cave ↗ · Fan manual 0.921 ↗

Lightning Bolt · Heroes VI · game icon
Icon source · Game artwork

Air Magic · level 2

Lightning Bolt

Heroes VI · historical reference, identified versions

Hits one enemy stack with Air damage in the reference ranges 847–932 / 972–1069 / 1121–1233.

Base cost: 30 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Reference values by reputation
ReputationReference Air-damage range
No matching reputation / opposite path847–932
Blood I972–1069
Blood II1121–1233
Rules, restrictions and interactions

This is a single-target spell rather than a chain. Ranges come from the historical Acid Cave table; the older manual listed individual bases and scaling flags. Actual damage depends on the hero and the target’s defense and resistances. Learning it is a prerequisite for Chain Lightning.

Practical use

Use it to remove one key stack before it acts. When several weaker targets suit a chain, compare Chain Lightning’s higher cost against its expected combined damage. Thunderclap adds value even if the victim survives.

Heroes and equipment

Spell granted by specialty (2)
Equipment related to this spell (3)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: BŁYSKAWICA

Compare: Chain Lightning · Thunderclap

Acid Cave ↗ · Fan manual 0.921 ↗

Chain Lightning · Heroes VI · game icon
Icon source · Game artwork

Air Magic · level 3

Chain Lightning

Heroes VI · historical reference, identified versions

Hits the selected target and up to three additional enemy stacks. Each jump deals 15% less damage than the previous hit.

Base cost: 65 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
3
Maximum stacks hit
4 enemy stacks
Multiplier per jump
×0.85
Reference values by reputation
ReputationReference first hit
No matching reputation / opposite path748
Blood I861
Blood II989

Requires: Lightning Bolt

Rules, restrictions and interactions

Requires Lightning Bolt. Official update 1.5 confirms four enemy targets and a 15% loss per jump. Before rounding, multipliers are 1, 0.85, 0.7225 and 0.614125. Do not import friendly hits from Heroes III or damage halving from the old Heroes VI manual.

Practical use

Choose the first target by danger and defense; later hits are weaker. With only one enemy remaining, compare the price with Lightning Bolt. Four hits can also create more Thunderclap opportunities.

Heroes and equipment

Equipment related to this spell (3)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: ŁAŃCUCH PIORUNÓW

Compare: Lightning Bolt · Thunderclap

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.5 ↗

Thunderclap · Heroes VI · game icon
Icon source · Game artwork

Air Magic · level 2

Thunderclap

Heroes VI · historical reference, identified versions

Air damage dealt by the hero or their army can inflict Dazed: −10 Initiative for two rounds.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Blood
Status and duration
Dazed · −10 Initiative · 2 rounds
Reference values by reputation
ReputationChance to inflict Dazed
No matching reputation / opposite path75 %
Blood I85 %
Blood II100 %
Rules, restrictions and interactions

The passive chance is 75/85/100% with Blood reputation. The trigger requires the relevant damage element; a purely physical attack does not meet that condition. Dazed changes Initiative rather than automatically skipping an entire action. Acid Cave places the ability in tier II.

Practical use

Combine it with Lightning Bolt, Chain Lightning or the Air component of Storm Arrows. Changing order before a key enemy attack can be valuable. Even at Blood II’s guaranteed trigger chance, immunities and a suitable target still matter.

Also in the reference: GRZMOT

Compare: Storm Arrows · Chain Lightning

Acid Cave ↗ · Fan manual 0.921 ↗

Burning Determination · Heroes VI · game icon
Icon source · Game artwork

Fire Magic · level 1

Burning Determination

Heroes VI · historical reference, identified versions

Raises one ally’s morale for two rounds and protects it from reduction by abilities.

Base cost: 15 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
2
Duration
2 rounds
Reference values by reputation
ReputationReference Morale increase
No matching reputation / opposite path60
Tears I70
Tears II80
Rules, restrictions and interactions

It also removes negative morale effects. The reference increase is 60/70/80 Morale points, not the same percentage damage boost. The single-target version provides a larger increase than the mass version. Creatures without ordinary morale need separate consideration.

Practical use

Support the main stack before an important attack or simultaneously remove a morale curse. Check current morale and any cap so that a large numerical increase does not mostly go unused.

Also in the reference: PŁOMIENNY ZAPAŁ

Compare: Mass Burning Determination

Acid Cave ↗ · Fan manual 0.921 ↗

Mass Burning Determination · Heroes VI · game icon
Icon source · Game artwork

Fire Magic · level 2

Mass Burning Determination

Heroes VI · historical reference, identified versions

Raises all eligible allies’ morale for two rounds and protects it from reduction by abilities.

Base cost: 40 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Cooldown · reference round count
4
Duration
2 rounds
Reference values by reputation
ReputationReference Morale increase
No matching reputation / opposite path22
Tears I26
Tears II30

Requires: Burning Determination

Rules, restrictions and interactions

It also removes negative morale effects. The reference increase is 22/26/30 Morale points, not the same percentage damage boost. The mass version requires Burning Determination and has its own cost and cooldown. Creatures without ordinary morale need separate consideration.

Practical use

Answer mass Despair or support several key attackers. Compare the actual multi-target benefit with the much stronger single-target increase; stack count alone does not tell you how many important actions remain.

Also in the reference: MASOWY PŁOMIENNY ZAPAŁ, Burning Determination, Mass

Compare: Burning Determination

Acid Cave ↗ · Fan manual 0.921 ↗

Fire Shield · Heroes VI · game icon
Icon source · Game artwork

Fire Magic · level 1

Fire Shield

Heroes VI · historical reference, identified versions

Raises an ally’s Magic Defense for three rounds and adds Fire damage against attacking stacks.

Base cost: 18 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
3
Duration
3 rounds
Return damage
2 per creature · exact calculation unverified
Reference values by reputation
ReputationReference Magic Defense increase
No matching reputation / opposite path20
Tears I23
Tears II27

Unverified part of the reference: Details and differences are explained in this card’s rules.

Rules, restrictions and interactions

The reference Magic Defense increase is 20/23/27. Sources describe return damage as 2 per creature, but the exact counted stack and resulting scaling have not been independently verified. No guessed count formula is presented as certain, and Heroes III’s percentage Fire Shield is not imported here.

Practical use

Protect an important stack exposed to magic damage and expected attacks. Base precise survival planning on the established defensive component; do not rely on an unverified return-damage total to guarantee a kill.

Also in the reference: OGNISTA TARCZA

Compare: Retribution Aura I · Arcane Ward I

Acid Cave ↗ · Fan manual 0.921 ↗

Summon Fire Elemental · Heroes VI · game icon
Icon source · Game artwork

Fire Magic · level 3

Summon Fire Elemental

Heroes VI · historical reference, identified versions

Summons an Fire Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Summoned creature
Fire Elemental
Use
Combat summon
Reference values by reputation
ReputationReference count basis before scaling
No matching reputation / opposite path10.72
Tears I12.33
Tears II14.18
Rules, restrictions and interactions

Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.

Practical use

Check the elemental’s Fire interactions and traits before placement. The summoned stack supplies another tactical tool rather than proving your entire army is Fire-immune.

Related creatures and abilities

Fire Elemental

Heroes and equipment

Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Elemental Ring

    Increases reference-described summoning effectiveness by twenty percent.

    Some rules are disputed; open the details.

Also in the reference: PRZYWOŁANIE ŻYWIOŁAKÓW OGNIA

Acid Cave ↗ · Fan manual 0.921 ↗

Fire Magic I · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Fire Magic · level 1

Fire Magic I

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Fire Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Fire Magic Power
Rules, restrictions and interactions

The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Fire spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA OGNIA I

Compare: Fire Magic II · Fire Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Fire Magic II · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Fire Magic · level 2

Fire Magic II

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Fire Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+6 Fire Magic Power

Requires: Fire Magic I

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Fire spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA OGNIA II, Fire Magic Ii

Compare: Fire Magic I · Fire Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Fire Magic III · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Fire Magic · level 3

Fire Magic III

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Fire Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+9 Fire Magic Power

Requires: Fire Magic II

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Fire spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA OGNIA III, Fire Magic Iii

Compare: Fire Magic II · Fire Magic I

Acid Cave ↗ · Fan manual 0.921 ↗

Fire Bolt · Heroes VI · game icon
Icon source · Game artwork

Fire Magic · level 1

Fire Bolt

Heroes VI · historical reference, identified versions

Deals Fire damage to one enemy stack, with reference bases of 782/900/1034.

Base cost: 15 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
2
Reference values by reputation
ReputationReference Fire damage
No matching reputation / opposite path782
Blood I900
Blood II1034
Rules, restrictions and interactions

Acid Cave lists 15 mana and a two-round cooldown. The older manual gives lower bases of 652/750/862 and a three-round cooldown; those are not additional bonuses to add to the later reference. Fire Bolt is the prerequisite for area-effect Fireball.

Practical use

Use the inexpensive cast against a key individual target. When an area spell would catch few useful enemies or threaten friendly positioning, a targeted attack offers more control over the outcome. With Immolation, also account for the follow-up effect.

Heroes and equipment

Spell granted by specialty (2)
Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Rune of Flame

    Increases the hero’s Fire spell damage by twenty percent.

Also in the reference: OGNISTY POCISK

Compare: Fireball · Immolation

Acid Cave ↗ · Fan manual 0.921 ↗

Fireball · Heroes VI · game icon
Icon source · Game artwork

Fire Magic · level 2

Fireball

Heroes VI · historical reference, identified versions

Deals area Fire damage. Historical references disagree about the affected area.

Base cost: 40 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Area · official 1.5 description
3×3
Conflicting community value
4×4 · Acid Cave
Reference values by reputation
ReputationReference Fire damage
No matching reputation / opposite path735
Blood I845
Blood II972

Requires: Fire Bolt

Rules, restrictions and interactions

Requires Fire Bolt. Official update 1.5 explicitly specifies 3×3, whereas Acid Cave says 4×4. This discrepancy remains visible rather than universally claiming 4×4. Acid Cave’s reference damage is 735/845/972. The old manual additionally describes half damage around the center; that older detail is not confirmed for every later version.

Practical use

Check the actual highlighted squares and exposed allies in your game version before confirming. Compare the combined useful hits with cheaper Fire Bolt. Do not plan a guaranteed edge hit solely from the disputed table dimensions.

Heroes and equipment

Equipment related to this spell (2)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: KULA OGNIA, Fire Ball

Compare: Fire Bolt · Fire Storm

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.5 ↗

Fire Storm · Heroes VI · game icon
Icon source · Game artwork

Fire Magic · level 3

Fire Storm

Heroes VI · historical reference, identified versions

Hits creatures in a 5×5 area with Fire damage. The middle reference-damage value is unverified.

Base cost: 65 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
3
Area
5×5
Reference values by reputation
ReputationAcid Cave values · middle unverified
No matching reputation / opposite path619
Blood I446 ?
Blood II819

Requires: Fireball

Unverified part of the reference: Details and differences are explained in this card’s rules.

Rules, restrictions and interactions

Requires Fireball. Acid Cave lists 619/446/819, an unexpected decrease in the middle; a possible error cannot be repaired by guessing. The old manual contains a different, much weaker configuration. This card therefore marks the middle entry with a question mark rather than offering a false exact calculation for every reputation.

Practical use

The large area suits clustered enemies, but count every friendly creature inside before casting. Against dispersed targets, compare total useful hits with a targeted spell. For a close finishing calculation, use the value shown for the actual hero in-game.

Heroes and equipment

Equipment related to this spell (3)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Cloak of Arkath

    Raises Magic Defense against Fire by ten points.

  • Will of Urgash

    A Magic Dynasty weapon: Fire specialization, unhealable Fire damage and an area activation.

  • Rune of Flame

    Increases the hero’s Fire spell damage by twenty percent.

Also in the reference: BURZA OGNIA

Compare: Fireball · Immolation

Acid Cave ↗ · Fan manual 0.921 ↗

Immolation · Heroes VI · game icon
Icon source · Game artwork

Fire Magic · level 2

Immolation

Heroes VI · historical reference, identified versions

The hero’s Fire spells gain an additional 21/24/28% damage effect over the following two rounds.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Blood
Timing
Following 2 rounds
Reference values by reputation
ReputationReference additional damage
No matching reputation / opposite path21 %
Blood I24 %
Blood II28 %
Rules, restrictions and interactions

This is a passive rider on Fire spells with its own two-round timing. It is not an army-wide aura or an automatic bonus to every physical attack. The reference description does not establish that the entire additional amount is applied immediately on impact.

Practical use

Account for continuing damage when choosing targets: finishing a weakened stack can be less useful than hitting another dangerous one. The official 2.1 known-issue list specifically mentions weaker Immolation granted by Succubus Master; that particular case is not automatically attributed to every caster.

Also in the reference: SPOPIELENIE

Compare: Fire Bolt · Fire Storm

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 2.1 ↗

Frenzy · Heroes VI · game icon
Icon source · Game artwork

Fire Magic · level 3

Frenzy

Heroes VI · historical reference, identified versions

Makes a selected friendly or enemy stack immediately attack a nearby creature with increased damage.

Base cost: 55 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Activation limit
Once per battle
Limit
Once per battle
Target’s normal action
Remains available
Reference values by reputation
ReputationReference forced-attack bonus
No matching reputation / opposite path10 %
Blood I30 %
Blood II50 %
Rules, restrictions and interactions

The reference attack bonus is 10/30/50%. Activation does not consume the selected stack’s normal action for the current round. Its attack target depends on nearby positioning; this is not a free choice of any distant victim. It costs 55 mana and has one use per battle.

Practical use

A strong friendly stack can gain an extra strike, while an enemy may hit its neighbor. Check adjacent targets and possible retaliations first. Reserve the single use for a situation where the forced attack materially changes the battle.

Also in the reference: AMOK

Compare: Puppet Master · Haste

Acid Cave ↗ · Fan manual 0.921 ↗

Inner Fire · Heroes VI · game icon
Icon source · Game artwork

Fire Magic · level 1

Inner Fire

Heroes VI · historical reference, identified versions

Boosts one ally’s Might damage for two rounds and adds 8 Initiative.

Base cost: 10 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
1
Duration
2 rounds
Initiative
+8
Reference values by reputation
ReputationReference damage increase
No matching reputation / opposite path29 %
Blood I34 %
Blood II39 %
Rules, restrictions and interactions

Reference Might damage rises by 29/34/39%. Old manual 0.921 gives +10 Initiative, while Acid Cave gives +8; this card explicitly follows the latter. Initiative affects order rather than movement reach. A Might-damage bonus is not automatically a bonus to every magic hit.

Practical use

Buff a large Might-damage stack near a decisive point in the action order. If reaching a distant target also matters, compare Haste: Initiative alone does not extend movement.

Also in the reference: ŻAR

Compare: Mass Inner Fire

Acid Cave ↗ · Fan manual 0.921 ↗

Mass Inner Fire · Heroes VI · game icon
Icon source · Game artwork

Fire Magic · level 2

Mass Inner Fire

Heroes VI · historical reference, identified versions

Boosts the friendly army’s Might damage for two rounds and adds 5 Initiative.

Base cost: 40 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Duration
2 rounds
Initiative
+5
Reference values by reputation
ReputationDamage increase · first value unverified
No matching reputation / opposite path3 % ?
Blood I14 %
Blood II17 %

Requires: Inner Fire

Unverified part of the reference: Details and differences are explained in this card’s rules.

Rules, restrictions and interactions

Requires Inner Fire. Historical references give 3/14/17%; the unusually low first value is not independently verified. It is not silently guessed to be 13%. Initiative affects order rather than movement reach. A Might-damage bonus is not automatically a bonus to every magic hit.

Practical use

Cast before several upcoming Might attacks. Exploit the order change while the hero’s cast can still matter; after most allies have acted, part of the short effect is wasted. Do not use the unverified first value as a basis for precise build comparisons.

Also in the reference: MASOWY ŻAR, Inner Fire, Mass

Compare: Inner Fire

Acid Cave ↗ · Fan manual 0.921 ↗

Ice Armor · Heroes VI · game icon
Icon source · Game artwork

Water Magic · level 1

Ice Armor

Heroes VI · historical reference, identified versions

Raises one ally’s Might Defense for four rounds; attackers receive Chilled.

Base cost: 10 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
1
Armor duration
4 rounds
Chilled following update 1.7
−1 movement; +20% Might damage taken
Reference values by reputation
ReputationReference Might Defense increase
No matching reputation / opposite path26
Tears I30
Tears II35
Rules, restrictions and interactions

The reference Defense increase is 26/30/35 points, not the same percentage damage reduction. In the configuration following update 1.7, Chilled gives −1 movement and 20% vulnerability to Might damage. The Defense increase does not automatically provide equivalent protection against magic damage. Armor duration and attacker-status duration are separate parameters.

Practical use

Protect an important blocker and prepare a Might counterattack against a Chilled attacker. The armor does not force enemies to attack its recipient. Against purely magic pressure, compare different protection.

Heroes and equipment

Spell granted by specialty (1)

Also in the reference: LODOWA ZBROJA

Compare: Ice Wall · Eternal Winter · Mass Ice Armor

Acid Cave ↗ · Fan manual 0.921 ↗

Mass Ice Armor · Heroes VI · game icon
Icon source · Game artwork

Water Magic · level 2

Mass Ice Armor

Heroes VI · historical reference, identified versions

Raises eligible friendly stacks’ Might Defense for four rounds; attackers receive Chilled.

Base cost: 40 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Cooldown · reference round count
3
Armor duration
4 rounds
Chilled following update 1.7
−1 movement; +20% Might damage taken
Reference values by reputation
ReputationReference Might Defense increase
No matching reputation / opposite path9
Tears I11
Tears II13

Requires: Ice Armor

Rules, restrictions and interactions

The reference Defense increase is 9/11/13 points, not the same percentage damage reduction. In the configuration following update 1.7, Chilled gives −1 movement and 20% vulnerability to Might damage. The mass version requires Ice Armor and has its own cooldown. Armor duration and attacker-status duration are separate parameters.

Practical use

Cast before Might attacks against several allies. Against one expected threat, cheaper single-target armor provides a larger increase. Friendly Might attackers that have not acted can then exploit affected enemies.

Also in the reference: MASOWA LODOWA ZBROJA, Ice Armor, Mass

Compare: Ice Armor

Acid Cave ↗ · Fan manual 0.921 ↗

Ice Wall · Heroes VI · game icon
Icon source · Game artwork

Water Magic · level 2

Ice Wall

Heroes VI · historical reference, identified versions

Creates a 3×1 ice obstacle with two structure points. Surrounding squares inflict Chilled.

Base cost: 20 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Cooldown · reference round count
4
Dimensions
3×1
Structure points
2
Rules, restrictions and interactions

The obstacle provides ranged cover. Two structure points are not two ordinary HP; structural attacks use their own values. The old manual gives a three-round lifetime, which Acid Cave does not specify, so it is not unconditionally attributed to every later configuration.

Practical use

Close a key passage or create cover without obstructing friendly movement. Check enemy flight and obstacle-destruction options. Chilled placement can prepare a Might hit, but it does not automatically apply Frozen.

Also in the reference: ŚCIANA LODU

Compare: Rockwalls · Erosion

Acid Cave ↗ · Fan manual 0.921 ↗

Summon Water Elemental · Heroes VI · game icon
Icon source · Game artwork

Water Magic · level 3

Summon Water Elemental

Heroes VI · historical reference, identified versions

Summons an Water Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Summoned creature
Water Elemental
Use
Combat summon
Reference values by reputation
ReputationReference count basis before scaling
No matching reputation / opposite path12.49
Tears I14.36
Tears II16.51
Rules, restrictions and interactions

Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.

Practical use

Place the reinforcement where it can reach useful targets without obstructing your own route. Compare its traits with direct Ice Bolt; summoning and immediate control address different situations.

Related creatures and abilities

Water Elemental

Heroes and equipment

Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Elemental Ring

    Increases reference-described summoning effectiveness by twenty percent.

    Some rules are disputed; open the details.

Also in the reference: PRZYWOŁANIE ŻYWIOŁAKÓW WODY

Acid Cave ↗ · Fan manual 0.921 ↗

Frozen Ground · Heroes VI · game icon
Icon source · Game artwork

Water Magic · level 2

Frozen Ground

Heroes VI · historical reference, identified versions

Turns a 3×3 area into a concealed freezing trap that stops entering enemy stacks.

Base cost: Unverified cost · conflicting references

Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Area
3×3
Cost and reuse
Conflict: 4 / once versus 30 / cooldown 4

Unverified part of the reference: Details and differences are explained in this card’s rules.

Rules, restrictions and interactions

The area is revealed when an enemy enters. Cost and reuse are not reliably reconciled: Acid Cave gives 4 mana and one use, while manual 0.921 gives 30 mana and a four-round cooldown. The unverified 4-mana entry is therefore not presented as a confirmed cheap cost. The old manual also gives a scaling lifetime.

Practical use

Place the trap along an expected enemy route; covering a key approach to shooters can matter more than covering a large part of the field. Verify the actual game version when budgeting mana or planning a second use.

Also in the reference: ZMROŻNIE

Compare: Grounded · Ice Bolt

Acid Cave ↗ · Fan manual 0.921 ↗

Water Magic I · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Water Magic · level 1

Water Magic I

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Water Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Water Magic Power
Rules, restrictions and interactions

The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Water spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA WODY I

Compare: Water Magic II · Water Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Water Magic II · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Water Magic · level 2

Water Magic II

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Water Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+6 Water Magic Power

Requires: Water Magic I

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Water spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA WODY II, Water Magic Ii

Compare: Water Magic I · Water Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Water Magic III · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Water Magic · level 3

Water Magic III

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Water Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+9 Water Magic Power

Requires: Water Magic II

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Water spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA WODY III, Water Magic Iii

Compare: Water Magic II · Water Magic I

Acid Cave ↗ · Fan manual 0.921 ↗

Eternal Winter · Heroes VI · game icon
Icon source · Game artwork

Water Magic · level 2

Eternal Winter

Heroes VI · historical reference, identified versions

Extends Chilled inflicted by the hero’s Water abilities by two rounds in the Acid Cave inventory.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Neutral
Extended status
Chilled +2 rounds · Acid Cave reference
Rules, restrictions and interactions

Chilled reduces movement and increases vulnerability to Might damage; it is distinct from Frozen. The passive does not automatically extend every Water spell or every Water-created obstacle. Manual 0.921 gives a one-round extension; official 1.7 fixes confirm correcting the one-round behavior to the stated two rounds.

Practical use

It extends the opportunity for physical attacks after Blizzard or an Ice Armor trigger. Check which status is actually present. Ice Breaker requires Frozen; extending Chilled alone does not meet that condition.

Also in the reference: WIECZNA ZIMA

Compare: Blizzard · Ice Armor

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.7 ↗

Ice Bolt · Heroes VI · game icon
Icon source · Game artwork

Water Magic · level 1

Ice Bolt

Heroes VI · historical reference, identified versions

Hits one enemy stack with Water damage and applies Frozen.

Base cost: 15 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
3
Status
Frozen · 0 movement; +20% Might vulnerability
Reference values by reputation
ReputationReference Water damage
No matching reputation / opposite path508
Blood I585
Blood II672
Rules, restrictions and interactions

Acid Cave’s reference bases are 508/585/672. Frozen here gives zero movement and 20% vulnerability to Might damage; it is distinct from weaker Chilled. Ice Breaker exploits freezing for bonus attack Luck but also breaks it. A freeze’s exact duration cannot be inferred solely from the spell cooldown.

Practical use

Either hold a dangerous mobile target or prepare a strong Might strike with Ice Breaker. Decide beforehand: a weak utility attack can consume the freeze before the main attacker arrives.

Heroes and equipment

Spell granted by specialty (1)
Equipment related to this spell (2)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: ODŁAMKI LODU

Compare: Ice Breaker · Circle of Winter

Acid Cave ↗ · Fan manual 0.921 ↗

Blizzard · Heroes VI · game icon
Icon source · Game artwork

Water Magic · level 2

Blizzard

Heroes VI · historical reference, identified versions

Creates a two-round 4×4 hail area that deals Water damage to creatures inside and applies Chilled.

Base cost: 50 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Area
4×4
Area lifetime
2 rounds
Reference values by reputation
ReputationReference hit
No matching reputation / opposite path477
Blood I549
Blood II633
Rules, restrictions and interactions

Acid Cave’s reference hit is 477/549/633 per applicable resolution, not a single total for the area’s whole lifetime. A persistent area depends on which stacks actually occupy it when it resolves. Chilled reduces movement and, following update 1.7, increases Might vulnerability.

Practical use

Place it where enemies need to remain or pass. If they can simply leave without surrendering an important position, do not automatically count every possible repeat hit. Also track friendly creatures inside the area.

Heroes and equipment

Equipment related to this spell (2)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: ZAMIEĆ

Compare: Eternal Winter · Acid Cloud

Acid Cave ↗ · Fan manual 0.921 ↗

Circle of Winter · Heroes VI · game icon
Icon source · Game artwork

Water Magic · level 3

Circle of Winter

Heroes VI · historical reference, identified versions

Deals Water damage to enemies in a circular area and applies Chilled.

Base cost: 50 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
3
Verified update
1.7 · 700/800/900
Reference values by reputation
ReputationDamage base in update 1.7
No matching reputation / opposite path700
Blood I800
Blood II900
Rules, restrictions and interactions

Official update 1.7 confirms increased base damage of 700/800/900, establishing a specific later configuration compared with the weaker old-manual series. Check the targeting preview for the exact ring squares; do not import dimensions or a safe center from another game’s similarly named spell.

Practical use

Look for several enemies in a suitable arrangement and prepare Might follow-up attacks against Chilled victims. If the priority is Frozen on one target for Ice Breaker, Ice Bolt serves that purpose; these statuses have different interactions.

Heroes and equipment

Equipment related to this spell (2)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: LODOWY KRĄG, Circle Of Winter

Compare: Ice Bolt · Blizzard

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.7 ↗

Ice Breaker · Heroes VI · game icon
Icon source · Game artwork

Water Magic · level 2

Ice Breaker

Heroes VI · historical reference, identified versions

Friendly attacks against Frozen targets gain +79/+91/+104 Luck. The attack also removes Frozen.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Blood
Reference values by reputation
ReputationLuck increase against Frozen
No matching reputation / opposite path+79
Blood I+91
Blood II+104
Rules, restrictions and interactions

The target must be Frozen rather than merely Chilled. The value increases the Luck attribute; it is not automatically the same percentage damage increase or a guaranteed critical hit. After the freeze is broken, the next attacker no longer meets this particular condition.

Practical use

After Ice Bolt, choose the first attacker according to its actual strength. A small utility stack can remove the freeze before your main damage dealer benefits. If your priority is holding the enemy in place, delaying the attack may be preferable.

Also in the reference: LODOWATE SZCZĘŚCIE

Compare: Ice Bolt · Eternal Winter

Acid Cave ↗ · Fan manual 0.921 ↗

Regeneration · Heroes VI · game icon
Icon source · Game artwork

Earth Magic · level 1

Regeneration

Heroes VI · historical reference, identified versions

Restores one ally’s HP over three rounds.

Base cost: 25 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
3
Duration
3 rounds
Reference values by reputation
ReputationReference recovery per round
No matching reputation / opposite path272
Tears I313
Tears II360
Rules, restrictions and interactions

Reference recovery per round is 272/313/360 HP before applicable scaling. The 25-mana price and three-round cooldown follow Acid Cave; manual 0.921 has different cost, duration and bases. Remaining healing power can return casualties up to original count. Count healing when it actually resolves: a destroyed stack may not survive until another healing opportunity.

Practical use

Sustain an expensive stack taking manageable recurring damage. If the next hit destroys it before another recovery tick, a high three-round healing total does not solve that problem. Consider protection or enemy control first.

Heroes and equipment

Spell granted by specialty (2)
Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: REGENERACJA

Compare: Heal · Celestial Armor · Mass Regeneration

Acid Cave ↗ · Fan manual 0.921 ↗ · Original game manual ↗

Mass Regeneration · Heroes VI · game icon
Icon source · Game artwork

Earth Magic · level 2

Mass Regeneration

Heroes VI · historical reference, identified versions

Restores eligible friendly stacks’ HP over three rounds.

Base cost: 50 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Cooldown · reference round count
3
Duration
3 rounds
Reference values by reputation
ReputationReference recovery per round
No matching reputation / opposite path109
Tears I125
Tears II144

Requires: Regeneration

Rules, restrictions and interactions

Reference recovery per round is 109/125/144 HP before applicable scaling. Requires Regeneration and has its own 50-mana cost. Remaining healing power can return casualties up to original count. Count healing when it actually resolves: a destroyed stack may not survive until another healing opportunity.

Practical use

Useful against distributed ongoing damage to several stacks. If only one important target is threatened, compare the stronger single-target recovery. For an immediate rescue before a hit, Heal or protection may be preferable.

Also in the reference: MASOWA REGENERACJA, Regeneration, Mass

Compare: Regeneration

Acid Cave ↗ · Fan manual 0.921 ↗ · Original game manual ↗

Rockwalls · Heroes VI · game icon
Icon source · Game artwork

Earth Magic · level 2

Rockwalls

Heroes VI · historical reference, identified versions

Places three separate 1×1 rock obstacles. Each has one structure point and provides ranged cover.

Base cost: 20 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Cooldown · reference round count
3
Block count and size
3 × 1×1
Structure points per block
1
Reference values by reputation
ReputationReference duration before scaling
No matching reputation / opposite path1.5
Tears I2
Tears II2.5
Rules, restrictions and interactions

Reference duration is 1.5/2/2.5 before applicable scaling, not three equally long independent hero actions. A structure point is distinct from ordinary HP. The effect depends on valid placement of three blocks rather than automatically creating one continuous three-square wall.

Practical use

Block routes and provide cover exactly where needed. Check friendly retreat paths, enemy flight and structural attacks before confirming. Blocking can be worth more than weak direct damage, but only if the enemy needs that route.

Also in the reference: SKALNE MURY

Compare: Ice Wall · Erosion

Acid Cave ↗ · Fan manual 0.921 ↗

Summon Earth Elemental · Heroes VI · game icon
Icon source · Game artwork

Earth Magic · level 3

Summon Earth Elemental

Heroes VI · historical reference, identified versions

Summons an Earth Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Summoned creature
Earth Elemental
Use
Combat summon
Reference values by reputation
ReputationReference count basis before scaling
No matching reputation / opposite path10.7
Tears I12.3
Tears II14.15
Rules, restrictions and interactions

Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.

Practical use

An Earth stack can hold access to vulnerable allies. Compare the summon’s cost with Rockwalls or Petrification when closing a route matters more than adding an attacker.

Related creatures and abilities

Earth Elemental

Heroes and equipment

Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Elemental Ring

    Increases reference-described summoning effectiveness by twenty percent.

    Some rules are disputed; open the details.

Also in the reference: PRZYWOŁANIE ŻYWIOŁAKÓW ZIEMI

Acid Cave ↗ · Fan manual 0.921 ↗

Stone Skin · Heroes VI · game icon
Icon source · Game artwork

Earth Magic · level 1

Stone Skin

Heroes VI · historical reference, identified versions

Protects one friendly target against Might damage for five rounds.

Base cost: 10 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
1
Duration
5 rounds
Reference values by reputation
ReputationAcid Cave percentage wording · conversion unverified
No matching reputation / opposite path31 %
Tears I36 %
Tears II41 %

Unverified part of the reference: Details and differences are explained in this card’s rules.

Rules, restrictions and interactions

Acid Cave describes a 31/36/41% Might-damage reduction. Official 1.7 fixes instead mention a Might Defense bonus and its incorrect tooltip sign. The exact relationship between the percentage wording and Defense attribute in later builds is unverified; the two descriptions are not added as separate bonuses.

Practical use

Protect a stack facing focused Might attacks. Choose other defenses against magic pressure. Because references differ, do not guarantee survival solely from a percentage copied from a historical table.

Heroes and equipment

Spell granted by specialty (2)

Also in the reference: KAMIENNA SKÓRA

Compare: Mass Stone Skin

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.7 ↗

Mass Stone Skin · Heroes VI · game icon
Icon source · Game artwork

Earth Magic · level 2

Mass Stone Skin

Heroes VI · historical reference, identified versions

Protects the friendly army against Might damage for five rounds.

Base cost: 40 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Cooldown · reference round count
3
Duration
5 rounds
Reference values by reputation
ReputationAcid Cave percentage wording · conversion unverified
No matching reputation / opposite path15 %
Tears I17 %
Tears II20 %

Requires: Stone Skin

Unverified part of the reference: Details and differences are explained in this card’s rules.

Rules, restrictions and interactions

Acid Cave describes a 15/17/20% Might-damage reduction. Official 1.7 fixes instead mention a Might Defense bonus and its incorrect tooltip sign. The exact relationship between the percentage wording and Defense attribute in later builds is unverified; the two descriptions are not added as separate bonuses. Requires Stone Skin.

Practical use

Protect several stacks during a long sequence of Might attacks. For one threat, compare the stronger single-target version. For exact survival planning, use the actual attribute and damage preview in your version.

Also in the reference: MASOWA KAMIENNA SKÓRA, Stone Skin, Mass

Compare: Stone Skin

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.7 ↗

Petrification · Heroes VI · game icon
Icon source · Game artwork

Earth Magic · level 3

Petrification

Heroes VI · historical reference, identified versions

Turns a stack into invulnerable stone. An enemy cannot act; an ally can end protection by acting.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
4
Reference values by reputation
ReputationReference duration before scaling
No matching reputation / opposite path1.4
Tears I1.8
Tears II2.2
Rules, restrictions and interactions

Reference duration is 1.4/1.8/2.2 before applicable scaling. Distinguish disabling an enemy from protecting an ally. Enemy invulnerability also prevents ordinary finishing damage, making this different from Time Stasis. Acid Cave gives a four-round cooldown, while the old manual gives one.

Practical use

Temporarily remove the strongest enemy from action while defeating the rest. For a threatened ally, decide whether retaining protection matters more than ending it through an action. A petrified target is not permanently removed from the battle.

Also in the reference: SKAMIENIENIE

Compare: Time Stasis · Blindness

Acid Cave ↗ · Fan manual 0.921 ↗

Earth Magic I · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Earth Magic · level 1

Earth Magic I

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Earth Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Earth Magic Power
Rules, restrictions and interactions

The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Earth spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA ZIEMI I

Compare: Earth Magic II · Earth Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Earth Magic II · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Earth Magic · level 2

Earth Magic II

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Earth Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+6 Earth Magic Power

Requires: Earth Magic I

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Earth spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA ZIEMI II, Earth Magic Ii

Compare: Earth Magic I · Earth Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Earth Magic III · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Earth Magic · level 3

Earth Magic III

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Earth Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+9 Earth Magic Power

Requires: Earth Magic II

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Earth spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA ZIEMI III, Earth Magic Iii

Compare: Earth Magic II · Earth Magic I

Acid Cave ↗ · Fan manual 0.921 ↗

Erosion · Heroes VI · game icon
Icon source · Game artwork

Earth Magic · level 2

Erosion

Heroes VI · historical reference, identified versions

Deals 1/2/3 structure damage to a selected wall or obstacle.

Base cost: 15 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Reference values by reputation
ReputationStructure damage
No matching reputation / opposite path1
Blood I2
Blood II3
Rules, restrictions and interactions

This is structural damage rather than ordinary damage to a living stack. Compare it with the selected target’s structure points. One point may destroy a Rockwalls block, whereas Ice Wall has two. In-game targeting determines whether a particular terrain object is eligible.

Practical use

Open the specific route blocking your main attack instead of paying for an area effect. After removing the obstacle, ensure your stack still has the movement and action needed to exploit the opening.

Also in the reference: EROZJA

Compare: Earthquake · Rockwalls

Acid Cave ↗ · Fan manual 0.921 ↗

Earthquake · Heroes VI · game icon
Icon source · Game artwork

Earth Magic · level 3

Earthquake

Heroes VI · historical reference, identified versions

Damages walls and obstacles in an area and inflicts Dazed on creatures inside.

Base cost: 50 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
3
Area in Acid Cave / manual 0.921
4×8 / 4×4
Creature status
Dazed · −10 Initiative · 2 rounds
Reference values by reputation
ReputationStructure damage
No matching reputation / opposite path1
Blood I2
Blood II3
Rules, restrictions and interactions

Reference structure damage is 1/2/3; Dazed gives −10 Initiative for two rounds. Area dimensions conflict: Acid Cave lists 4×8, while manual 0.921 gives 4×4. This does not establish that both areas apply simultaneously. Structural values are not assigned to living creatures as ordinary HP damage.

Practical use

Look for a situation where removing several obstacles and changing order provide a combined advantage. Erosion may suffice for one blocking section. Check the actual targeting preview and friendly positions before confirming.

Also in the reference: TRZĘSIENIE ZIEMI

Compare: Erosion · Ice Wall

Acid Cave ↗ · Fan manual 0.921 ↗

Acid Cloud · Heroes VI · game icon
Icon source · Game artwork

Earth Magic · level 3

Acid Cloud

Heroes VI · historical reference, identified versions

Creates a 3×3 acid area that deals Earth damage each round until combat ends.

Base cost: 75 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Activation limit
Once per battle
Area
3×3
Area lifetime
Until combat ends
Limit
Once per battle
Reference values by reputation
ReputationReference damage per round
No matching reputation / opposite path440
Blood I500
Blood II578
Rules, restrictions and interactions

Acid Cave lists 440/500/578 damage before applicable modifiers. Official update 1.5 confirms the name Acid Cloud replacing Poison Cloud and its battle-long lifetime. This does not create a permanent adventure-map obstacle. The reference cost is 75 mana with one use per battle.

Practical use

Deny a useful position or punish an enemy holding a choke point. When estimating total damage, consider the option to leave and the value of the abandoned position. A battle-long area does not guarantee hitting every enemy each round.

Heroes and equipment

Equipment related to this spell (2)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: CHMURA KWASU

Compare: Blizzard · Fire Storm

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.5 ↗

Celestial Armor · Heroes VI · game icon
Icon source · Game artwork

Light Magic · level 1

Celestial Armor

Heroes VI · historical reference, identified versions

Adds +4 Might Defense and Magic Defense to one friendly target and absorbs 50% of incoming damage until the shield is exhausted.

Base cost: 10 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
1
Both Defense attributes
+4
Absorption share
50 %
Reference values by reputation
ReputationReference absorption budget
No matching reputation / opposite path498
Tears I647
Tears II841
Rules, restrictions and interactions

The reference absorption budget is 498/647/841 before applicable scaling. Protection ends when exhausted or dispelled. Fifty-percent absorption is not a fixed HP deduction from every hit. Defense attributes and the shield are distinct components.

Practical use

Protect an important stack against expected damage. A shield can be worth more than healing when a hit would otherwise destroy the target; Heal instead addresses losses already taken. Account for enemy dispelling.

Heroes and equipment

Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Angelic Alliance

    A Might Dynasty weapon: opening Celestial Armor and one resurrection of a defeated stack.

Also in the reference: NIEBIAŃSKA ZBROJA

Compare: Heal · Ice Armor · Mass Celestial Armor

Acid Cave ↗ · Fan manual 0.921 ↗

Mass Celestial Armor · Heroes VI · game icon
Icon source · Game artwork

Light Magic · level 2

Mass Celestial Armor

Heroes VI · historical reference, identified versions

Adds +4 Might Defense and Magic Defense to friendly stacks and absorbs 100% of incoming damage until the shield is exhausted.

Base cost: 40 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Cooldown · reference round count
3
Both Defense attributes
+4
Absorption share
100 %
Reference values by reputation
ReputationReference absorption budget
No matching reputation / opposite path171
Tears I223
Tears II290

Requires: Celestial Armor

Rules, restrictions and interactions

The reference absorption budget is 171/223/290 before applicable scaling. Protection ends when exhausted or dispelled. Full absorption is budget-limited rather than unlimited invulnerability for the whole army. Requires Celestial Armor. Defense attributes and the shield are distinct components.

Practical use

Useful against a volley distributed across several allies. If all damage focuses on one stack, compare the larger budget of the cheaper targeted version. Recalculate subsequent hits after the shield is exhausted.

Also in the reference: MASOWA NIEBIAŃSKA ZBROJA, Celestial Armor, Mass

Compare: Celestial Armor

Acid Cave ↗ · Fan manual 0.921 ↗

Summon Light Elemental · Heroes VI · game icon
Icon source · Game artwork

Light Magic · level 3

Summon Light Elemental

Heroes VI · historical reference, identified versions

Summons an Light Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Summoned creature
Light Elemental
Use
Combat summon
Reference values by reputation
ReputationReference count basis before scaling
No matching reputation / opposite path10.7
Tears I12.31
Tears II14.15
Rules, restrictions and interactions

Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.

Practical use

For support, also inspect the elemental’s profile: summoning provides its own options but uses the hero’s cast. Do not count those options as healing already delivered without another action.

Related creatures and abilities

Light Elemental

Heroes and equipment

Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Elemental Ring

    Increases reference-described summoning effectiveness by twenty percent.

    Some rules are disputed; open the details.

Also in the reference: PRZYWOŁNIE ŻYWIOŁAKÓW ŚWIATŁOŚCI

Acid Cave ↗ · Fan manual 0.921 ↗

Heal · Heroes VI · game icon
Icon source · Game artwork

Light Magic · level 1

Heal

Heroes VI · historical reference, identified versions

Instantly restores an eligible friendly target’s health and can return fallen members within the healing budget.

Base cost: 25 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
3
Reference values by reputation
ReputationReference HP recovery budget
No matching reputation / opposite path580
Tears I667
Tears II767
Rules, restrictions and interactions

Reference recovery is 580/667/767 HP before applicable scaling. The original game manual describes healing the wounded creature first and then returning casualties, without exceeding the original stack count. Distinguish returning members of a surviving stack from Resurrection targeting a completely dead stack. The old fan manual also describes offensive Light healing against enemy Undead, Demons and Orcs; that does not mean damaging matching friendly allies.

Practical use

Recover expensive casualties in time and preserve a surviving member. Returned count depends on creature HP and the survivor’s wound, not simply a neatly rounded division of the whole budget. If another attack arrives before your next casting opportunity, prepare protection in advance.

Heroes and equipment

Spell granted by specialty (1)

Also in the reference: LECZENIE

Compare: Regeneration · Celestial Armor · Mass Heal

Acid Cave ↗ · Fan manual 0.921 ↗ · Original game manual ↗

Mass Heal · Heroes VI · game icon
Icon source · Game artwork

Light Magic · level 2

Mass Heal

Heroes VI · historical reference, identified versions

Instantly restores eligible friendly stacks’ health and can return fallen members within the healing budget.

Base cost: 60 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Cooldown · reference round count
3
Reference values by reputation
ReputationReference HP recovery budget
No matching reputation / opposite path278
Tears I320
Tears II368

Requires: Heal

Rules, restrictions and interactions

Reference recovery is 278/320/368 HP before applicable scaling. The original game manual describes healing the wounded creature first and then returning casualties, without exceeding the original stack count. Requires Heal. The old fan manual also describes offensive Light healing against enemy Undead, Demons and Orcs; that does not mean damaging matching friendly allies.

Practical use

Useful after losses across several eligible stacks. For one damaged group, compare stronger and cheaper Heal. Preserve survivors in a key stack so it remains an available healing target; mass healing is not unlimited post-battle recruitment.

Also in the reference: MASOWE UZDROWIENIE, Heal, Mass

Compare: Heal

Acid Cave ↗ · Fan manual 0.921 ↗ · Original game manual ↗

Mass Purity · Heroes VI · game icon
Icon source · Game artwork

Light Magic · level 3

Mass Purity

Heroes VI · historical reference, identified versions

Removes negative effects from eligible allies and temporarily protects them against further ones.

Base cost: 55 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Activation limit
Once per battle
Limit
Once per battle
Reference values by reputation
ReputationReference protection duration before scaling
No matching reputation / opposite path1
Tears I1.5
Tears II2
Rules, restrictions and interactions

Reference protection lasts 1/1.5/2 before applicable scaling. Removing negative effects differs from neutral Dispel Magic, which also removes beneficial enchantments. One use per battle and 55 mana constrain timing. Do not infer removal of innate non-dispellable traits.

Practical use

Let the opponent invest in several important debuffs, then restore your army’s effectiveness. If another strong curse follows, the protection window can matter as much as cleansing. Spending the activation on one minor problem can be wasteful.

Also in the reference: MASOWA PURYFIKACJA, Purity, Mass

Compare: Mass Dispel Magic · Purge

Acid Cave ↗ · Fan manual 0.921 ↗

Retribution Aura I · Heroes VI · game icon
Icon source · Game artwork

Light Magic · level 1

Retribution Aura I

Heroes VI · historical reference, identified versions

Enchants an ally for three rounds so its melee attackers take return damage.

Base cost: 15 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
5
Return-damage recipients
Attacker
Reference values by reputation
ReputationReference returned share before cap
No matching reputation / opposite path21 %
Tears I24 %
Tears II28 %
Rules, restrictions and interactions

The base activation costs 15 mana; Acid Cave gives a five-round cooldown compared with three in the old manual. The reference share is 21/24/28%, capped at 100%. The manual bases it on the attacker’s damage before defensive reductions, so do not derive it simply from the defender’s actual HP loss. Extensions change return-damage recipients rather than granting another free ordinary retaliation.

Practical use

Protect an ally that enemies need to attack in melee. Against purely ranged fire or spells, the melee-trigger condition has different value. Compare punishing attacks with protection that directly prevents losses.

Also in the reference: AURA ODWETU I

Compare: Retribution Aura II · Fire Shield

Acid Cave ↗ · Fan manual 0.921 ↗

Retribution Aura II · Heroes VI · game icon
Icon source · Game artwork

Light Magic · level 2

Retribution Aura II

Heroes VI · historical reference, identified versions

Extends Retribution Aura’s return damage to all enemies adjacent to the protected target.

Activation: Triggers through Retribution Aura I

Ability type
Passive activation upgrade
Minimum hero level
5
Reputation family
Tears
Return-damage recipients
Adjacent enemies

Requires: Retribution Aura I

Rules, restrictions and interactions

This passively upgrades the previous rank rather than providing a separate spell to cast. The reference share is 21/24/28%, capped at 100%. The manual bases it on the attacker’s damage before defensive reductions, so do not derive it simply from the defender’s actual HP loss. Extensions change return-damage recipients rather than granting another free ordinary retaliation.

Practical use

Positioning the protected stack can catch several adjacent opponents together. Check that the exposure remains worthwhile after friendly losses; the passive extension does not increase its HP.

Also in the reference: AURA ODWETU II, Retribution Aura Ii

Compare: Retribution Aura I · Retribution Aura III

Acid Cave ↗ · Fan manual 0.921 ↗

Retribution Aura III · Heroes VI · game icon
Icon source · Game artwork

Light Magic · level 3

Retribution Aura III

Heroes VI · historical reference, identified versions

Extends Retribution Aura’s return damage to all enemy stacks.

Activation: Triggers through Retribution Aura I

Ability type
Passive activation upgrade
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Return-damage recipients
All enemies

Requires: Retribution Aura II

Rules, restrictions and interactions

This passively upgrades the previous rank rather than providing a separate spell to cast. The reference share is 21/24/28%, capped at 100%. The manual bases it on the attacker’s damage before defensive reductions, so do not derive it simply from the defender’s actual HP loss. Extensions change return-damage recipients rather than granting another free ordinary retaliation.

Practical use

Battlefield-wide return damage increases the value of several forced melee attacks. The underlying protected target still needs to survive and actually receive eligible hits; merely learning III immediately damages nobody.

Also in the reference: AURA ODWETU III, Retribution Aura Iii

Compare: Retribution Aura II

Acid Cave ↗ · Fan manual 0.921 ↗

Light Magic I · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Light Magic · level 1

Light Magic I

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Light Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Light Magic Power
Rules, restrictions and interactions

The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Light spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA ŚWIATŁOŚCI I

Compare: Light Magic II · Light Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Light Magic II · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Light Magic · level 2

Light Magic II

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Light Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+6 Light Magic Power

Requires: Light Magic I

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Light spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA ŚWIATŁOŚCI II, Light Magic Ii

Compare: Light Magic I · Light Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Light Magic III · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Light Magic · level 3

Light Magic III

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Light Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+9 Light Magic Power

Requires: Light Magic II

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Light spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA ŚWIATŁOŚCI III, Light Magic Iii

Compare: Light Magic II · Light Magic I

Acid Cave ↗ · Fan manual 0.921 ↗

Sunburst · Heroes VI · game icon
Icon source · Game artwork

Light Magic · level 2

Sunburst

Heroes VI · historical reference, identified versions

Sends rays in eight directions from the selected center, damaging enemies caught by them.

Base cost: 30 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Geometry
8 directions from the center
Reference values by reputation
ReputationReference Light damage
No matching reputation / opposite path242
Blood I278
Blood II320
Rules, restrictions and interactions

Reference Light damage is 242/278/320 before applicable scaling. Ray geometry differs from a filled square with the same outer dimensions. Use the preview of individual directions to identify victims; proximity to the center alone does not establish a hit.

Practical use

Find a center that aligns several important enemies along rays. If no useful geometry exists, a targeted attack may offer more reliable value. Compare actual combined hits rather than judging only the lower damage of one ray.

Heroes and equipment

Equipment related to this spell (2)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Cloak of Elrath

    Raises Magic Defense against Light by ten points.

  • Sun Cross

    Increases the hero’s Light spell damage by twenty percent.

Also in the reference: ROZBŁYSK

Compare: Fireball · Circle of Winter

Acid Cave ↗ · Fan manual 0.921 ↗

Blindness · Heroes VI · game icon
Icon source · Game artwork

Light Magic · level 3

Blindness

Heroes VI · historical reference, identified versions

Temporarily prevents an enemy from moving, attacking or using abilities; damage breaks the blindness.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
4
Damage to target
Breaks blindness
Reference values by reputation
ReputationReference duration before scaling
No matching reputation / opposite path1.4
Blood I1.8
Blood II2.2
Rules, restrictions and interactions

Reference duration is 1.4/1.8/2.2 before applicable scaling. The original fan manual explicitly allows retaliation after an attack wakes the victim. This differs from Time Stasis, which damage does not break, and Petrification, which also makes the target invulnerable.

Practical use

Set aside a dangerous stack while handling the others. Watch area and continuing damage that may shorten control. When choosing to wake it, include possible retaliation and the remaining action order.

Also in the reference: OŚLEPIENIE

Compare: Time Stasis · Petrification

Acid Cave ↗ · Fan manual 0.921 ↗

Weakness · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 1

Weakness

Heroes VI · historical reference, identified versions

Reduces one enemy stack’s damage for five rounds.

Base cost: 10 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
1
Duration
5 rounds
Reference values by reputation
ReputationReference damage reduction
No matching reputation / opposite path29 %
Tears I33 %
Tears II38 %
Rules, restrictions and interactions

Acid Cave’s reference reduction is 29/33/38%. The old manual has lower values; contributions from different versions are not added together. The single-target version is stronger and cheaper than the mass version but covers one stack. This limits damage rather than guaranteeing the enemy loses an action.

Practical use

Weaken the opponent’s main source of repeated damage. The long duration suits prolonged combat, but direct control or a finishing hit can be more useful against one final dangerous action.

Also in the reference: OSŁABIENIE

Compare: Mass Weakness

Acid Cave ↗ · Fan manual 0.921 ↗

Mass Weakness · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 2

Mass Weakness

Heroes VI · historical reference, identified versions

Reduces the enemy army’s damage for five rounds.

Base cost: 40 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Cooldown · reference round count
3
Duration
5 rounds
Reference values by reputation
ReputationReference damage reduction
No matching reputation / opposite path11 %
Tears I17 %
Tears II20 %

Requires: Weakness

Rules, restrictions and interactions

Acid Cave’s reference reduction is 11/17/20%. The old manual has lower values; contributions from different versions are not added together. Requires Weakness and has its own cost and cooldown. This limits damage rather than guaranteeing the enemy loses an action.

Practical use

Cast before several dangerous enemy attacks. If one powerful stack supplies most of the army’s damage, compare the larger targeted reduction with the mass version’s price.

Also in the reference: MASOWE OSŁABIENIE, Weakness, Mass

Compare: Weakness

Acid Cave ↗ · Fan manual 0.921 ↗

Summon Darkness Elemental · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 3

Summon Darkness Elemental

Heroes VI · historical reference, identified versions

Summons an Darkness Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
2
Summoned creature
Darkness Elemental
Use
Combat summon
Reference values by reputation
ReputationReference count basis before scaling
No matching reputation / opposite path12.49
Tears I14.36
Tears II16.51
Rules, restrictions and interactions

Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.

Practical use

Use Darkness reinforcements according to their immunities and movement. The reference two-round cooldown gives a different cadence from other summons, but the mana reserve still limits use.

Related creatures and abilities

Darkness Elemental

Heroes and equipment

Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Elemental Ring

    Increases reference-described summoning effectiveness by twenty percent.

    Some rules are disputed; open the details.

Also in the reference: PRZYWOŁANIE ŻYWIOŁAKÓW CIEMNOŚCI

Acid Cave ↗ · Fan manual 0.921 ↗

Terror · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 3

Terror

Heroes VI · historical reference, identified versions

Terrifies an enemy stack, forcing it away from your army and making it miss its next action.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Missed action
Next action
Following debuff
3 rounds
Reference values by reputation
ReputationReference debuff-strength series
No matching reputation / opposite path15
Tears I17
Tears II19

Unverified part of the reference: Details and differences are explained in this card’s rules.

Rules, restrictions and interactions

A three-round debuff follows. The reference series 15/17/19 applies to percentage damage reduction and point reductions to Morale and Luck. The manual describes a further Might and Magic Resistance reduction, while Acid Cave more broadly describes effect vulnerability. Their exact correspondence is unverified; no additional universal penalty against every ability is invented.

Practical use

Use it to disrupt positioning or delay the main threat. Check eligibility for mind effects and the retreat route. A fleeing stack can change adjacent-unit interactions, so assess the resulting formation as a whole.

Heroes and equipment

Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Skull Ring

    Grants Terror and forms a Pirate’s Set piece.

Also in the reference: PRZERAŻENIE

Compare: Blindness · Despair

Acid Cave ↗ · Fan manual 0.921 ↗

Dark Magic I · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Dark Magic · level 1

Dark Magic I

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Dark Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Dark Magic Power
Rules, restrictions and interactions

The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Dark spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA CIEMNOŚCI I

Compare: Dark Magic II · Dark Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Dark Magic II · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Dark Magic · level 2

Dark Magic II

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Dark Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+6 Dark Magic Power

Requires: Dark Magic I

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Dark spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA CIEMNOŚCI II, Dark Magic Ii

Compare: Dark Magic I · Dark Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Dark Magic III · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Dark Magic · level 3

Dark Magic III

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Dark Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+9 Dark Magic Power

Requires: Dark Magic II

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Dark spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA CIEMNOŚCI III, Dark Magic Iii

Compare: Dark Magic II · Dark Magic I

Acid Cave ↗ · Fan manual 0.921 ↗

Agony · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 1

Agony

Heroes VI · historical reference, identified versions

Curses a living enemy stack for three rounds to take Dark damage when about to act.

Base cost: 15 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
3
Duration
3 rounds
Eligibility
Living targets
Reference values by reputation
ReputationReference damage per trigger
No matching reputation / opposite path321
Blood I370
Blood II425
Rules, restrictions and interactions

The reference hit is 321/370/425 before applicable scaling. The trigger belongs to the target’s action opportunity rather than one automatic combined hit on casting. Living-target eligibility matters, so do not plan this as a universal hit against every creature type. Initiative changes order rather than itself changing the number of ordinary actions per round.

Practical use

Curse a dangerous living stack before it gets an action opportunity. If immediate removal is necessary, consider direct damage; delayed triggering does not solve every urgent threat.

Heroes and equipment

Spell granted by specialty (3)
Equipment related to this spell (2)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: AGONIA

Compare: Mass Agony

Acid Cave ↗ · Fan manual 0.921 ↗

Mass Agony · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 2

Mass Agony

Heroes VI · historical reference, identified versions

Curses living enemies for three rounds to take Dark damage when about to act.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Duration
3 rounds
Eligibility
Living targets
Reference values by reputation
ReputationReference damage per trigger
No matching reputation / opposite path216
Blood I247
Blood II284

Requires: Agony

Rules, restrictions and interactions

The reference hit is 216/247/284 before applicable scaling. The trigger belongs to the target’s action opportunity rather than one automatic combined hit on casting. Requires Agony. The old manual contains a different, weaker mass series. Initiative changes order rather than itself changing the number of ordinary actions per round.

Practical use

Useful against several living stacks with more actions ahead. Against a mostly Undead or otherwise ineligible army, consider another damage option. Also check whether the opponent can cleanse the effect collectively.

Heroes and equipment

Equipment related to this spell (2)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: MASOWA AGONIA, Agony, Mass

Compare: Agony

Acid Cave ↗ · Fan manual 0.921 ↗

Puppet Master · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 3

Puppet Master

Heroes VI · historical reference, identified versions

Temporarily takes control of an enemy stack; taking damage breaks control.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
4
Taking damage
Breaks control
Reference values by reputation
ReputationReference duration before scaling
No matching reputation / opposite path0.7
Blood I0.9
Blood II1.1
Rules, restrictions and interactions

Reference duration is 0.7/0.9/1.1 before applicable scaling. Decimal values do not guarantee a number of complete free attacks: actual duration and action order matter. Check mind-control immunity and continuing damage that may quickly end the effect.

Practical use

Take control immediately before an opportunity to change the battle or abandon a useful position. Avoid friendly area damage into the controlled stack. A short takeover without checking order can achieve less than cheaper control.

Heroes and equipment

Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

  • Shadow Comb

    Adds eight Magic Power and grants Puppet Master.

Also in the reference: ZAWŁADNIĘCIE

Compare: Frenzy · Time Stasis

Acid Cave ↗ · Fan manual 0.921 ↗

Despair · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 1

Despair

Heroes VI · historical reference, identified versions

Removes positive morale effects and lowers one enemy stack’s Morale for four rounds.

Base cost: 15 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
2
Duration
4 rounds
Reference values by reputation
ReputationReference Morale reduction
No matching reputation / opposite path39
Blood I46
Blood II52
Rules, restrictions and interactions

The reference drop is 39/46/52 Morale points. It is not the same percentage damage modifier or a guaranteed missed action. Burning Determination can protect morale while cleansing morale penalties. The targeted version has a larger penalty than the mass version. Creatures without morale require a separate assessment.

Practical use

Target a main stack whose significant morale buff can be removed at the same time. If its morale is already minimal or it uses none, spend the action on a more useful debuff.

Also in the reference: ROZPACZ

Compare: Mass Despair

Acid Cave ↗ · Fan manual 0.921 ↗

Mass Despair · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 2

Mass Despair

Heroes VI · historical reference, identified versions

Removes positive morale effects and lowers the enemy army’s Morale for four rounds.

Base cost: 40 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
4
Duration
4 rounds
Reference values by reputation
ReputationReference Morale reduction
No matching reputation / opposite path14
Blood I17
Blood II20

Requires: Despair

Rules, restrictions and interactions

The reference drop is 14/17/20 Morale points. It is not the same percentage damage modifier or a guaranteed missed action. Burning Determination can protect morale while cleansing morale penalties. Requires Despair. Creatures without morale require a separate assessment.

Practical use

Useful against several morale-dependent attackers and for removing their support. If an opponent is ready with mass cleansing, consider casting order and the remaining effective window.

Also in the reference: MASOWA ROZPACZ, Despair, Mass

Compare: Despair

Acid Cave ↗ · Fan manual 0.921 ↗

Life Drain · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 1

Life Drain

Heroes VI · historical reference, identified versions

Allows one friendly stack to recover health by damaging living targets for three rounds.

Base cost: 20 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
3
Duration
3 rounds
Reference values by reputation
ReputationReference healing share of damage dealt
No matching reputation / opposite path25 %
Blood I30 %
Blood II35 %
Rules, restrictions and interactions

Reference healing is 25/30/35% of damage dealt. Distinguish this healing share from a damage increase: draining does not itself multiply the attack’s base. Recovery follows Heroes VI’s general rule of returning casualties up to original count; both the recipient and living source must be eligible.

Practical use

Buff a strong attacker with an available living victim and actual losses to restore. Check retaliation and order first: draining cannot solve destruction before the attack. Against nonliving targets, choose another recovery method.

Also in the reference: WYSSANIE ŻYCIA

Compare: Mass Life Drain

Acid Cave ↗ · Fan manual 0.921 ↗ · Original game manual ↗

Mass Life Drain · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 2

Mass Life Drain

Heroes VI · historical reference, identified versions

Allows eligible friendly stacks to recover health by damaging living targets for three rounds.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Duration
3 rounds
Reference values by reputation
ReputationReference healing share of damage dealt
No matching reputation / opposite path12 %
Blood I14 %
Blood II16 %

Requires: Life Drain

Rules, restrictions and interactions

Reference healing is 12/14/16% of damage dealt. Distinguish this healing share from a damage increase: draining does not itself multiply the attack’s base. Recovery follows Heroes VI’s general rule of returning casualties up to original count; both the recipient and living source must be eligible. Requires Life Drain.

Practical use

Use it against a living army when several damaged friendly attackers can actually land hits. Stacks destroyed beforehand or lacking suitable targets generate no recovery.

Also in the reference: MASOWE WYSSANIE ŻYCIA, Life Drain, Mass

Compare: Life Drain

Acid Cave ↗ · Fan manual 0.921 ↗ · Original game manual ↗

Purge · Heroes VI · game icon
Icon source · Game artwork

Dark Magic · level 2

Purge

Heroes VI · historical reference, identified versions

Removes beneficial enchantments from enemies in an area and temporarily blocks new buffs.

Base cost: 30 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
4
Area in the old manual
4×4
Reference values by reputation
ReputationReference buff-block duration before scaling
No matching reputation / opposite path1
Blood I1.5
Blood II2
Rules, restrictions and interactions

Reference buff-blocking duration is 1/1.5/2 before applicable scaling. The old manual specifies a 4×4 area, while Acid Cave gives no exact dimensions, so this is identified as a historical parameter. Distinguish selective enemy-buff removal from Dispel Magic, which can also remove effects you wanted to preserve.

Practical use

Answer several expensive enemy buffs together. Blocking renewed support can create a focused-attack window. If the opponent has no removable buffs and plans none, consider an effect with immediate value.

Also in the reference: OCZYSZCZENIE

Compare: Mass Dispel Magic · Mass Purity

Acid Cave ↗ · Fan manual 0.921 ↗

Arcane Ward I · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Prime Magic · level 1

Arcane Ward I

Heroes VI · historical reference, identified versions

Permanently increases the hero’s Magic Defense. Rank I adds 2/3/4 points depending on Tears reputation.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
1
Reputation family
Tears
Reference values by reputation
ReputationThis node’s Magic Defense increase
No matching reputation / opposite path2
Tears I3
Tears II4
Rules, restrictions and interactions

This is the current node’s increase, not a replacement for total defense. Official update 1.7 assigned the ability to Tears and specified three reputation-dependent values. With all three ranks, their contributions add to +9/+12/+15. Magic Defense points are not the same percentage of resistance.

Practical use

Useful against armies and heroes dealing substantial magic damage. Against a mostly physical opponent, consider the relevant physical protection first. Check reputation separately from learned rank because both affect the resulting contribution.

Also in the reference: TAJEMNA OBRONA I

Compare: Arcane Ward II · Arcane Ward III

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.7 ↗

Arcane Ward II · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Prime Magic · level 2

Arcane Ward II

Heroes VI · historical reference, identified versions

Permanently increases the hero’s Magic Defense. Rank II adds 3/4/5 points depending on Tears reputation.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Tears
Reference values by reputation
ReputationThis node’s Magic Defense increase
No matching reputation / opposite path3
Tears I4
Tears II5

Requires: Arcane Ward I

Rules, restrictions and interactions

This is the current node’s increase, not a replacement for total defense. Requires the previous Arcane Ward. Official update 1.7 assigned the ability to Tears and specified three reputation-dependent values. With all three ranks, their contributions add to +9/+12/+15. Magic Defense points are not the same percentage of resistance.

Practical use

Useful against armies and heroes dealing substantial magic damage. Against a mostly physical opponent, consider the relevant physical protection first. Check reputation separately from learned rank because both affect the resulting contribution.

Also in the reference: TAJEMNA OBRONA II, Arcane Ward Ii

Compare: Arcane Ward I · Arcane Ward III

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.7 ↗

Arcane Ward III · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Prime Magic · level 3

Arcane Ward III

Heroes VI · historical reference, identified versions

Permanently increases the hero’s Magic Defense. Rank III adds 4/5/6 points depending on Tears reputation.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Reference values by reputation
ReputationThis node’s Magic Defense increase
No matching reputation / opposite path4
Tears I5
Tears II6

Requires: Arcane Ward II

Rules, restrictions and interactions

This is the current node’s increase, not a replacement for total defense. Requires the previous Arcane Ward. Official update 1.7 assigned the ability to Tears and specified three reputation-dependent values. With all three ranks, their contributions add to +9/+12/+15. Magic Defense points are not the same percentage of resistance.

Practical use

Useful against armies and heroes dealing substantial magic damage. Against a mostly physical opponent, consider the relevant physical protection first. Check reputation separately from learned rank because both affect the resulting contribution.

Also in the reference: TAJEMNA OBRONA III, Arcane Ward Iii

Compare: Arcane Ward II · Arcane Ward I

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.7 ↗

Dispel Magic · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Prime Magic · level 1

Dispel Magic

Heroes VI · historical reference, identified versions

Removes dispellable magical effects from a selected stack.

Base cost: 15 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Neutral
Cooldown · reference round count
2
Rules, restrictions and interactions

It removes beneficial and harmful enchantments rather than selectively cleansing curses. Check the target’s active effects for buffs you wish to preserve. Innate creature traits are not automatically dispellable spells.

Practical use

Use it when unwanted effects dominate on one target. For a friendly stack with expensive buffs, selective Mass Purity may be preferable; against enemy buffs, compare Purge.

Also in the reference: ROZPROSZENIE MAGII

Compare: Purge · Mass Purity · Mass Dispel Magic

Acid Cave ↗ · Fan manual 0.921 ↗

Mass Dispel Magic · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Prime Magic · level 2

Mass Dispel Magic

Heroes VI · historical reference, identified versions

Removes dispellable magical effects from stacks in a selected area.

Base cost: 30 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Neutral
Cooldown · reference round count
4
Area in the old manual
3×3

Requires: Dispel Magic

Rules, restrictions and interactions

It removes beneficial and harmful enchantments rather than selectively cleansing curses. Requires Dispel Magic. Manual 0.921 gives a 3×3 area; Acid Cave does not specify dimensions and lists a different cooldown. Innate creature traits are not automatically dispellable spells.

Practical use

Affect a group carrying many unwanted effects. Before confirming, count friendly buffs lost and useful enemy curses removed; accidentally clearing valuable control can be costly.

Also in the reference: MASOWE ROZPROSZENIE MAGII, Dispel Magic, Mass

Compare: Dispel Magic

Acid Cave ↗ · Fan manual 0.921 ↗

Time Stasis · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 3

Time Stasis

Heroes VI · historical reference, identified versions

Temporarily stops an enemy stack. Attacks and other damage do not themselves break the effect.

Base cost: 55 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Activation limit
Once per battle
Damage to target
Does not itself break the effect
Limit
Once per battle
Reference values by reputation
ReputationReference duration before scaling
No matching reputation / opposite path1.4
Tears I1.8
Tears II2.2
Rules, restrictions and interactions

Reference duration is 1.4/1.8/2.2 before applicable scaling. This distinguishes it from Blindness and Puppet Master. Stopping the target does not also grant Petrification’s stone invulnerability. It costs 55 mana and has one use per battle; target eligibility and immunities still matter.

Practical use

Create a window for focused damage against a dangerous enemy that must be disabled and attacked together. Compare denied actions with other options and avoid spending the single use on an easily managed threat.

Also in the reference: ZATRZYMANIE CZASU

Compare: Blindness · Petrification

Acid Cave ↗ · Fan manual 0.921 ↗

Prime Magic I · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Prime Magic · level 1

Prime Magic I

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Prime Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Prime Magic Power
Rules, restrictions and interactions

The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Prime spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA PIERWOTNA I

Compare: Prime Magic II · Prime Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Prime Magic II · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Prime Magic · level 2

Prime Magic II

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Prime Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+6 Prime Magic Power

Requires: Prime Magic I

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Prime spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA PIERWOTNA II, Prime Magic Ii

Compare: Prime Magic I · Prime Magic III

Acid Cave ↗ · Fan manual 0.921 ↗

Prime Magic III · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Prime Magic · level 3

Prime Magic III

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s Prime Magic Power. This is a learned passive ability rather than a separate cast.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+9 Prime Magic Power

Requires: Prime Magic II

Rules, restrictions and interactions

Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.

Practical use

Invest according to the Prime spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.

Also in the reference: MAGIA PIERWOTNA III, Prime Magic Iii

Compare: Prime Magic II · Prime Magic I

Acid Cave ↗ · Fan manual 0.921 ↗

Arcane Exaltation I · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Prime Magic · level 1

Arcane Exaltation I

Heroes VI · historical reference, identified versions

Permanently adds +2 to the hero’s general Magic Power, supporting the magic schools available to that hero.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This node’s increase
+2 Magic Power
Series total through this rank
+2 Magic Power
Rules, restrictions and interactions

The first rank has no preceding node in this series. The historical Acid Cave inventory gives separate gains of +2, +3 and +5; learning all three totals +10. Old manual 0.921 has different values, so its +2 at higher ranks is not mixed into this series.

Practical use

Consider this series when using several schools: a general bonus supports a broader repertoire than a single-school passive. Its benefit still depends on each spell’s parameters and enemy defense. A higher rank also spends a point that could unlock a new control or healing option.

Also in the reference: TAJEMNA MOC I

Compare: Arcane Exaltation II · Arcane Exaltation III

Acid Cave ↗ · Fan manual 0.921 ↗

Arcane Exaltation II · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Prime Magic · level 2

Arcane Exaltation II

Heroes VI · historical reference, identified versions

Permanently adds +3 to the hero’s general Magic Power, supporting the magic schools available to that hero.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Neutral
This node’s increase
+3 Magic Power
Series total through this rank
+5 Magic Power

Requires: Arcane Exaltation I

Rules, restrictions and interactions

Requires the preceding Arcane Exaltation rank. The historical Acid Cave inventory gives separate gains of +2, +3 and +5; learning all three totals +10. Old manual 0.921 has different values, so its +2 at higher ranks is not mixed into this series.

Practical use

Consider this series when using several schools: a general bonus supports a broader repertoire than a single-school passive. Its benefit still depends on each spell’s parameters and enemy defense. A higher rank also spends a point that could unlock a new control or healing option.

Also in the reference: TAJEMNA MOC II, Arcane Exaltation Ii

Compare: Arcane Exaltation I · Arcane Exaltation III

Acid Cave ↗ · Fan manual 0.921 ↗

Arcane Exaltation III · Heroes VI · game icon
Shared rank-series icon · Icon source · Game artwork

Prime Magic · level 3

Arcane Exaltation III

Heroes VI · historical reference, identified versions

Permanently adds +5 to the hero’s general Magic Power, supporting the magic schools available to that hero.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
This node’s increase
+5 Magic Power
Series total through this rank
+10 Magic Power

Requires: Arcane Exaltation II

Rules, restrictions and interactions

Requires the preceding Arcane Exaltation rank. The historical Acid Cave inventory gives separate gains of +2, +3 and +5; learning all three totals +10. Old manual 0.921 has different values, so its +2 at higher ranks is not mixed into this series.

Practical use

Consider this series when using several schools: a general bonus supports a broader repertoire than a single-school passive. Its benefit still depends on each spell’s parameters and enemy defense. A higher rank also spends a point that could unlock a new control or healing option.

Also in the reference: TAJEMNA MOC III, Arcane Exaltation Iii

Compare: Arcane Exaltation II · Arcane Exaltation I

Acid Cave ↗ · Fan manual 0.921 ↗

Magic Affinity I · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 1

Magic Affinity I

Heroes VI · historical reference, identified versions

Permanently increases maximum mana by 30. It expands capacity rather than providing a combat spell for instant replenishment.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
Maximum increase
+30 mana
Rules, restrictions and interactions

A higher maximum provides a basis for percentage recovery such as Magic Affinity II and Meditation. A capacity increase alone does not establish an instant refill on learning; no such extra benefit is assumed here. Later ranks require this node.

Practical use

Helpful for a hero fighting several battles before replenishing mana. If combat ends after two cheap spells, extra capacity alone creates no stronger immediate effect; first ensure you can fill and use it.

Also in the reference: SYNERGIA MAGII I

Compare: Magic Affinity II · Magic Affinity III

Acid Cave ↗ · Fan manual 0.921 ↗

Magic Affinity II · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 2

Magic Affinity II

Heroes VI · historical reference, identified versions

Restores mana equal to 5% of the maximum reserve each day. Requires Magic Affinity I.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
5
Reputation family
Neutral
Daily recovery contribution
5% of maximum mana

Requires: Magic Affinity I

Rules, restrictions and interactions

This is daily adventure-map recovery, not 5% of currently remaining mana or a trigger on every creature action. The historical Acid Cave inventory gives 5%, whereas old manual 0.921 gives 2%; these versions must be distinguished.

Practical use

Plan long expeditions around elapsed days and maximum capacity. At a 200-mana maximum, this five-percent contribution corresponds to 10 mana per day before the capacity cap. It serves a different purpose from Meditation in an immediate combat emergency.

Also in the reference: SYNERGIA MAGII II, Magic Affinity Ii

Compare: Magic Affinity I · Magic Affinity III

Acid Cave ↗ · Fan manual 0.921 ↗

Magic Affinity III · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 3

Magic Affinity III

Heroes VI · historical reference, identified versions

Restores 10 mana per round during the first two combat rounds. Requires Magic Affinity II.

Use: Passive effect · no separate activation

Ability type
Passive ability
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
Combat recovery
10 mana × first 2 rounds

Requires: Magic Affinity II

Rules, restrictions and interactions

The reference configuration can supply up to 20 mana per battle if capacity allows. It is not continuing recovery in every later round or a trigger on each individual stack’s turn. Manual 0.921 instead lists 2 mana over ten rounds, a different historical configuration.

Practical use

Useful for an intensive opening and a series of smaller encounters. Plan the opening if early recovery would otherwise hit a full reserve. This passive does not itself reduce any spell’s price or bypass its cooldown.

Also in the reference: SYNERGIA MAGII III, Magic Affinity Iii

Compare: Magic Affinity II · Magic Affinity I

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.7 ↗

Slow · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 1

Slow

Heroes VI · historical reference, identified versions

Lowers one enemy’s Initiative by 12 and combat movement by 2 for three rounds.

Base cost: 10 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Neutral
Cooldown · reference round count
1
Initiative / combat movement
−12 / −2
Duration
3 rounds
Rules, restrictions and interactions

The −12 Initiative and −2 movement values follow Acid Cave; manual 0.921 uses a different Initiative base. Initiative determines order within the round, while movement sets reach. This does not increase the hero’s adventure-map travel. The targeted version changes both parameters more strongly than the mass version.

Practical use

Restrict the main pursuer and try to keep it out of reach. A target already adjacent to an ally can still attack, so compare other control when complete action denial is needed.

Heroes and equipment

Spell granted by specialty (1)

Also in the reference: SPOWOLNIENIE

Compare: Mass Slow

Acid Cave ↗ · Fan manual 0.921 ↗

Mass Slow · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 2

Mass Slow

Heroes VI · historical reference, identified versions

Lowers enemy stacks’ Initiative by 6 and combat movement by 1 for three rounds.

Base cost: 40 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Neutral
Cooldown · reference round count
3
Initiative / combat movement
−6 / −1
Duration
3 rounds

Requires: Slow

Rules, restrictions and interactions

The −6 Initiative and −1 movement values follow Acid Cave; manual 0.921 uses a different Initiative base. Initiative determines order within the round, while movement sets reach. This does not increase the hero’s adventure-map travel. Requires Slow and has its own cost and cooldown.

Practical use

Slow the army’s advance and create space for friendly shooters. One movement point matters when it changes reachable targets; calculate actual routes.

Also in the reference: MASOWE SPOWOLNIeNIE, Slow, Mass

Compare: Slow

Acid Cave ↗ · Fan manual 0.921 ↗

Meditation · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 3

Meditation

Heroes VI · historical reference, identified versions

Restores 15% of maximum mana and raises the hero’s Magic Power by 20 for four rounds.

Base cost: 30 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
Activation limit
Once per battle
Recovery / cost
15% of maximum / 30 mana
Magic Power
+20 · 4 rounds
Net recovery before capacity cap
0.15 × maximum − 30
Rules, restrictions and interactions

Activation itself costs 30 mana and is available once per battle. Before the capacity cap, net change is 0.15 × maximum − 30: zero at a 200 maximum and +15 at 300. Its value therefore also includes strengthening subsequent spells. Official 1.7 fixes describe correcting a bug that restored 50% instead of the stated 15%.

Practical use

Keep enough mana to activate it and allow several later rounds to exploit Magic Power. In a short fight, a direct spell may decide matters sooner. At low capacity, do not plan it as a free unlimited mana source.

Heroes and equipment

Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: MEDYTACJA

Compare: Magic Affinity I · Mana Leech

Acid Cave ↗ · Fan manual 0.921 ↗ · Steam · 1.7 ↗

Haste · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 1

Haste

Heroes VI · historical reference, identified versions

Raises one ally’s Initiative by 12 and combat movement by 2 for three rounds.

Base cost: 10 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Neutral
Cooldown · reference round count
1
Initiative / combat movement
+12 / +2
Duration
3 rounds
Rules, restrictions and interactions

The +12 Initiative and +2 movement values follow Acid Cave; manual 0.921 uses a different Initiative base. Initiative determines order within the round, while movement sets reach. This does not increase the hero’s adventure-map travel. The targeted version changes both parameters more strongly than the mass version.

Practical use

Give the main attacker useful reach and order. Check the route before casting: two extra movement points do not solve every wall or blocking stack.

Heroes and equipment

Spell granted by specialty (2)

Also in the reference: PRZYŚPIESZENIE

Compare: Mass Haste

Acid Cave ↗ · Fan manual 0.921 ↗

Mass Haste · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 2

Mass Haste

Heroes VI · historical reference, identified versions

Raises friendly stacks’ Initiative by 6 and combat movement by 1 for three rounds.

Base cost: 40 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Neutral
Cooldown · reference round count
3
Initiative / combat movement
+6 / +1
Duration
3 rounds

Requires: Haste

Rules, restrictions and interactions

The +6 Initiative and +1 movement values follow Acid Cave; manual 0.921 uses a different Initiative base. Initiative determines order within the round, while movement sets reach. This does not increase the hero’s adventure-map travel. Requires Haste and has its own cost and cooldown.

Practical use

Cast before several friendly opportunities where order or reach actually helps. If only one attacker needs to cross a key distance, stronger targeted Haste may be better.

Also in the reference: MASOWE PRZYSPIESZENIE, Haste, Mass

Compare: Haste

Acid Cave ↗ · Fan manual 0.921 ↗

Teleport · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 3

Teleport

Heroes VI · historical reference, identified versions

Moves a friendly stack to another valid battlefield location.

Base cost: 45 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
Cooldown · reference round count
4
Use
Friendly-stack combat repositioning
Rules, restrictions and interactions

This is a creature’s combat repositioning. Adventure portals and town structures form a different system. It does not bypass destination validity: stack size, occupied squares and game-specific restrictions must be checked in the preview. Its 45-mana price and four-round cooldown make positioning a substantial investment.

Practical use

Move a strong attacker into a decisive position or rescue a vulnerable stack from encirclement. Check the timing of its next friendly action; repositioning does not automatically grant an additional free ordinary attack.

Heroes and equipment

Equipment related to this spell (1)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: TELEPORTACJA

Compare: Haste · Grounded

Acid Cave ↗ · Fan manual 0.921 ↗

Disruption · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 1

Disruption

Heroes VI · historical reference, identified versions

Reduces an enemy stack’s Might Defense by a reference 13/15/17 until combat ends.

Base cost: 10 mana

Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
1
Duration
Until combat ends
Attribute floor
0 Might Defense
Reference values by reputation
ReputationReference Might Defense reduction
No matching reputation / opposite path13
Blood I15
Blood II17
Rules, restrictions and interactions

It can be cast repeatedly on the same target with additive reductions, but Defense cannot fall below zero. For starting Defense D and n casts, the attribute basis is max(0, D − n × reduction). Defense points are not the same percentage change in final damage; this affects Might Defense.

Practical use

Use it against a durable target facing repeated attacks from several Might stacks. Near zero Defense, another cast only removes what remains. In a short fight, compare expected extra Might damage across attacks with a direct hero attack.

Also in the reference: KOROZJA

Compare: Stone Skin · Weakness

Acid Cave ↗ · Fan manual 0.921 ↗

Mana Leech · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 2

Mana Leech

Heroes VI · historical reference, identified versions

Transfers part of the enemy hero’s currently remaining mana to your hero.

Base cost: 30 mana

Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Transfer basis
Current enemy mana
Reference values by reputation
ReputationReference transferred share
No matching reputation / opposite path10 %
Blood I15 %
Blood II20 %
Rules, restrictions and interactions

The reference share is 10/15/20% of current rather than maximum enemy mana. Activation costs 30 mana. With 100 enemy mana remaining and a base 10% share, the transfer is 10 before other modifiers; your net mana gain is then −20 while the opponent loses a resource. A target without an enemy hero’s mana pool is not an equivalent source.

Practical use

Assess both your recovery and the restriction on subsequent enemy spells. The reserve is often largest early, but spending the hero’s action on draining may be poor when the army needs immediate help. A later activation recalculates from the remaining reserve.

Also in the reference: WYSSANIE MANY

Compare: Meditation · Magic Affinity III

Acid Cave ↗ · Fan manual 0.921 ↗

Implosion · Heroes VI · game icon
Icon source · Game artwork

Prime Magic · level 3

Implosion

Heroes VI · historical reference, identified versions

Deals Prime damage to one enemy stack that cannot be ordinarily healed back.

Base cost: 55 mana

Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
3
Special property
Damage cannot be healed
Reference values by reputation
ReputationReference Prime damage
No matching reputation / opposite path1162
Blood I1331
Blood II1537
Rules, restrictions and interactions

Acid Cave’s reference bases are 1162/1331/1537 before applicable scaling; manual 0.921 has a weaker series and lower cost. Unhealable damage is this spell’s particular property, not proof that every Prime hit follows the same rule. Target eligibility, defense and immunities still affect the actual result.

Practical use

Target an expensive stack backed by strong healing that quickly repairs ordinary damage. When finishing a weak remnant, compare a cheaper attack: the special property matters most against a target that would actually benefit from recovery.

Heroes and equipment

Equipment related to this spell (2)

A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.

Also in the reference: IMPLOZJA

Compare: Heal · Fire Bolt

Acid Cave ↗ · Fan manual 0.921 ↗

Reading values and replenishing spells

Abilities are selected using points gained as the hero develops. Tree tier I opens at level 1, II at 5 and III at 15. Might heroes cannot learn tier III Magic. Faction further restricts school access; the original five-faction reference gives five schools, or six for Stronghold. That old matrix is not applied to the expansion’s Dungeon without verification.

Tree tier and reputation are separate. Three numerical rows compare no matching reputation, the relevant path I and path II; the opposite path uses the baseline state. These are not Basic, Advanced and Expert. Neutral abilities are not forced into three different values when the reference supplies no such series.

An active spell spends the listed mana and has its own cooldown or use count. A passive ability is not cast. Storm Winds II and Retribution Aura II–III passively upgrade an underlying activation; their absent separate cost does not mean another free spell. School ranks I–III provide individual increases rather than automatically granting every spell in that school.

Combat distinguishes a whole round from an individual stack’s action. Initiative determines order; combat movement determines reach. The original game manual describes one hero action for a SpellBook ability or Heroic Strike plus a separate faction action per round. Its cooldown example says cooldown 2 makes an ability unavailable in the following round; a once-per-battle limit permits one use only.

Numerical series identify their reference. Actual effects may depend on level, Magic Power, enemy defense, equipment and the particular spell parameter. Defense points are not the same percentage of resistance. A decimal summoning base is not a fractional actual creature, and a duration such as 1.4 does not promise a fixed number of complete attacks.

For manual 0.921’s historical configuration, parameter flags govern scaling: +level uses 0.101 + 0.031 × (level − 1); +stats uses ((100 + Power)/(100 + Defense))^2.5 clamped to 0.5–2. Only applicable flags multiply the base, and the result rounds to the nearest integer. This older formula is not used without verification as a calculator for every later table.

Under the original game manual, healing first restores the wounded creature and can then return casualties up to original count. Recovering members of a surviving stack differs from targeting an entirely dead stack. Survivors restore wounded HP after combat; this does not automatically return all unrecovered casualties. Unhealable damage such as Implosion has its own restrictions.

Distinguish Chilled from Frozen. Following update 1.7, both interact with 20% Might vulnerability, but Chilled removes one movement point while Frozen sets movement to zero. Ice Breaker requires Frozen and breaks it on attack; Eternal Winter extends Chilled. Dazed lowers Initiative by 10 for two rounds.

Marked uncertainties remain on the cards: Frozen Ground has conflicting cost and reuse, Fire Storm a suspect middle value, Mass Inner Fire an unverified first percentage and Fire Shield an unverified exact count calculation. Fireball and Earthquake have conflicting area descriptions. Patch changes identify their versions so fixes can be distinguished from original rules.

Acid Cave: seven schools and original icons ↗

Fan manual 0.921: ability tree and historical scaling ↗

Original game manual: healing and round structure ↗

Official update 1.5 ↗

Official update 1.7 ↗

Official update 2.1: fixes and known issues ↗