Might & Magic: Heroes VI

Might & Magic: Heroes VI

Mutare Apr 27, 2015 @ 7:37pm
Dynasties?
I have played every MM game since they came out years ago. I am having trouble with 6 alot. What are the dynasties and how does that effect my skills. As a original MM player this is very different and the tutorial is not very good at explanations. Choosing this Blood or tears path with this skill tree is also very confusing to me.
Last edited by Mutare; Apr 27, 2015 @ 7:39pm
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Showing 1-5 of 5 comments
5M0k1N Apr 27, 2015 @ 7:45pm 
dynasties basically give you some perks and minor bonuses. as you level it up you unlock better perks and more perk slots. they level up as you get exp with your main hero i think (doesnt matter if youre playing a campaign or a skirmish).perks arent that big of a deal but they do help giving stuff like + 3 might defense or + 3 spell power, etc

as for blood and tears you can see which skills they give you so just pick the path that has the skills you like the most
Mutare Apr 27, 2015 @ 7:55pm 
I want catapults and chain lightning...and healing/regeneration.Pathfinding, Leadership and Luck were ones I used in other MM games.
5M0k1N Apr 27, 2015 @ 8:01pm 
no no those skills are just the normal level up ones
the blood / tear skills are just 4 in total (2 from blood and 2 from tear) youll see them by the meter you have that shows you how close you are to get next rank of blood / tears
Stormtempter May 2, 2015 @ 3:54am 
First the Blood/Tears system: as stated, there are two blood and two tear special active or passive abilties. These are on a per faction, per might or magic user. Thus Haven has 4 blood abilities unique to it, Inferno has 4, and so on. Certain actions you take or quest choices you make can give boosts to blood or tears reputation, at 250 rep you can 'upgrade' to gain the first ability and at 1000 you can gain the second. As a side note, each time you upgrade you have a chance to refund your ability points.

All skills, both might and magic are divided into either the Blood or the Tears categories. Typically defensive or helpful abilities are Tears and offensive and detrimental abilities are Blood. You can tell which is which via the tooltip mouseover or by the corners of the ability icon, red for blood, white for tears. Each time you use an ability you gain a bit of it's rep type. You can mouse over the two abilities for your might and magic faction heroes to see the abilities and decide if you want to follow the Blood or the Tears path. In skirmish type games you can flip from one to the other, pick up the 250 Blood, but then gain enough Tears rep to get the 1000 Tears rep ability. You cannot do this in campaign maps, once you choose blood or tears, you're stuck with it for the rest of that campaign. Also note that although skirmish lets you flip affinity, you cannot have one ability from blood and then both for tears. You are either all blood or all tears.

The dynasty system is a meta-experience perk system. All game modes will earn you Dynasty experience and achivements you earn will garner Dynasty seals, a currency for purchasing bonus stuff at the Altar of Wishes. Typically the dynasty traits are nice to have, but not game breaking in and of themselves, they are a reward for continued play and an incentive for those who are progression minded.

The best utilization of the dynasty perks is to consider two things: what faction and affinity you are playing as along with your playstyle or peeves. For example if you are on the inferno campaign, their faction ability - gating, relies on lucky hits to charge, so a higher destiny score is beneficial and thus picking up the destiny dynasty perk is very good. Conversely the Necropolis faction doesn't use morale, so that dynasty perk would be a waste. I don't like to be too far from my towns, nor do I like not getting my weekly creature allotment, so I always get the portal and medicine perks for half movement porting and immunity to week of fever and diesease. They are completely optional as well, if you want to play without them.

Also, don't forget that your heroes can equip Dynasty Weapons. These are equipable items that gain experience and they persist like your Dynasty from map to map, play to play. Each one can gain up to 5 levels and while in-game they don't have explainations for what their various abilities are until you gain that level, you can check online guides for a heads up if you want to plan it out. Again, they are completely optional but a nice addition that gives more gameplay enhancement opportunities.
Mutare May 8, 2015 @ 10:03pm 
TBH as this perk system is new to this game series and I am old I find it hard to navigate. Your explanation does help. Thank you very much.
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Date Posted: Apr 27, 2015 @ 7:37pm
Posts: 5