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Might and Magic Heroes VI Hero Abilities Guide - Paragon Abilities

Below is the list of Paragon Abilities available for your hero in Might and Magic Heroes 6:

First Tier

Defender I
Hero gains 1 might defense permanently
School: Prime
Reputation: Tears
Passive Adventure ability

Diplomat
Allows Hero to effectively negotiate with hostile creatures.
Increases chances of recruiting them and reduces the cost of creatures that wish to join you army by 8%
School: Prime
Reputation: Tears
Passive Adventure Ability

Charismatic Leader
Hero gains 2 leadership permanently
School: Prime
Reputation: Neutral
Passive Adventure Ability

Destiny's Chosen I
Hero gains 2 destiny permanently
School:  Prime
Reputation: Neutral
Passive Adventure ability

Enlightenment
All experience gained by the hero is increased by 25%
School: Prime
Reputation: Neutral
Passive Adventure Ability

Logistics
Increases the Hero's Land Movement by 3
School: Prime
Reputation: Neutral
Passive Adventure ability

Pathfinding
Increases the Hero's sea movement by 3 and reduces movement penalty on hard terrain by 50%
School: Prime
Reputation: Neutral
Passive Adventure Ability

Assailant
Hero gains 1 Might Power permanently
School: Prime
Reputation: Blood
Passive Adventure ability

Second Tier

Defender II
Requires Defender I
Requires Hero Level 5
Hero gains 2 might defense permanently
School: Prime
Reputation: Tears
Passive Adventure ability

Charismatic Leader II
Requires Charismatic Leader I
Requires Hero Level 5
Hero gains 2 leadership permanently
School: Prime
Reputation: Neutral
Passive Adventure Ability

Destiny's Chosen II
Requires Destiny's Chosen I
Requires Hero Level 5
Hero gains 2 destiny permanently
School:  Prime
Reputation: Neutral
Passive Adventure ability

Mentoring
Requires Hero Level 5
The Hero is now a "Mentor"
When he meets another friendly hero, the latter gains experience up to 75% of the Mentor's experience.
School: Prime
Reputation: Neutral
Passive Adventure Ability

Snatch
Requires Logistics
Requires Hero Level 5
The Hero spends no movement points to pick up resources, access buildings and other similar actions
School: Prime
Reputation: Neutral
Passive Adventure Ability

Assailant II
Requires Assailant I
Requires Hero Level 5
Hero gains 2 Might Power permanently
School: Prime
Reputation: Blood
Passive Adventure ability

Third Tier

Defender III
Requires Defender II
Requires Hero Level 15
Hero gains 3 might defense permanently
School: Prime
Reputation: Tears
Passive Adventure ability

Charismatic Leader III
Requires Charismatic Leader II
Requires Hero Level 15
Hero gains 3 leadership permanently
School: Prime
Reputation: Neutral
Passive Adventure Ability

Destiny's Chosen III
Requires Destiny's Chosen II
Requires Hero Level 15
Hero gains 3 destiny permanently
School:  Prime
Reputation: Neutral
Passive Adventure ability

Assailant III
Requires Assailant II
Requires Hero Level 15
Hero gains 3 Might Power permanently
School: Prime
Reputation: Blood
Passive Adventure ability