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Dynasty Weapons

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Dynasty Weapon Ability Tier Ability Description
Iron Feather 1 +3 Might Defense
2 Positive effects on friendly creatures cannot be dispelled.
3 +5 Might Power
4 Increases Might Resistance by <20>% for all flyer creatures.
5 <30>% of the damage dealt by target enemy creature is returned itself. Lasts <3> turns.
Heartrending Song 1 Increases Magic Power (Light) by <5> and reduces mana cost of Light spells by <10>%.
2 +3 Leadership
3 All friendly creatures in target 3x3 area are healed for <315>.
4 +5 Magic Power
5 Sephiel's Voice also charms enemy creatures in target area forcing them to skip their next turn. Sephiel's Voice is dispelled when being attacked and the creature may retaliate.
Edge of Chaos 1 Friendly creatures are immune to effects decreasing Luck.
2 +3 Might Power
3 Reduces damage (Light) dealt to friendly creatures by <40>%.
4 +5 Destiny
5 Increases Luck of friendly creatures by <10>. Decreases Luck of enemy creatures by <10>. Lasts <3> turns.
Will of Urgash 1 Increases Magic Power (Fire) by <5> and reduces mana cost of Fire spells by <10>%.
2 +3 Destiny
3 Damage (Fire) dealt by the Hero cannot be healed.
4 +5 Magic Power
5 Deals <290> damage (Fire) to all creatures in target 5x5 area. Victims also suffer from the "Dazed" effect.
Arachne 1 +3 Might Power
2 Decreases Initiative of all enemy stacks by <5>.
3 Decreases Morale of enemy creatures by <5>.
4 Attacks of all friendly stacks drain the lifeforce of living targets. Restores their Health by <15>% of the damage dealt.
5 Reduces Movement of enemy creatures in target 3x3 area by <2>. Lasts <3> turns.
Soulreaver Staff 1 Increases Magic Power (Dark) by <5> and reduces mana cost of Dark spells by <10>%.
2 +5 Initiative
3 <20>% of the mana spent by the enemy Hero restores your Hero's Mana.
4 +5 Magic Power
5 Creates a trap on the combat map. The first enemy creature moving across the trap is inflicted by Time Stasis: target skips the next <2> turns. Time Stasis is not dispelled by attacks.
Silksword of the Kirin 1 +5 Initiative
2 Targets of the hero's attacks are inflicted the "Chilled" effect.
3 +5 Destiny
4 Increases Movement of friendly creatures by <1>.
5 Teleports target friendly creature to another location.
Staff of the Tides 1 Increases Magic Power (Water) by <5> and reduces mana cost of Water spells by <10>%.
2 +30 Maximum Mana
3 Calls a Tidal Wave to the combat map. Deals <230> damage (Water) to all enemy creatures. All enemy small sized creatures are pushed back by two squares.
4 +5 Magic Defense
5 Grants Ice Barrier to all friendly creatures at the start of the combat. Ice Barrier absorbs <225> damage and lasts for <4> turns.
Sword of Whistlebone 1 The Hero attacks target enemy stack with its default attack. Deals extra <600> damage (Air) to the target and all adjacent enemy creatures.
2 +3 Magic Defense
3 Reduces Movement of enemy non-flyer creatures by <1>.
4 +5 Might Power
5 Decreases Initiative of all enemy stacks by <10>.
Batu's Totem 1 Increases Magic Power (Earth) by <5> and reduces mana cost of Earth spells by <10>%.
2 +30 Maximum Mana
3 Increases Movement of friendly walker creatures by <1>.
4 +5 Magic Power
5 Each time the enemy hero tries to cast a spell, a random enemy unit suffers damage equal to 10x the mana cost of said spell for 3 turns.  Charges: 1
Staff of Cleansing 1 Dispels all negative effects from target friendly creature or dispels all positive effects from target enemy creature.
2 +3 Magic Power
3 Reduces ranged damage dealt by enemy creatures by <10>%.
4 +5 Magic Defense
5 Cleansing restores <20> Mana to the Hero.
Sword of the Griffin 1 +3 Leadership
2 Friendly creatures are immune to effects decreasing Morale.
3 +5 Destiny
4 Decreases Morale of enemy creatures by <5>.
5 Target friendly stack may retaliate unlimited times for the rest of the combat.
Staff of Asha’s Eightfold 1 +3 Magic Power
2 +30 Max Mana
3 +5 Magic Defense
4 +10 Mana / day
5 Efficiency of the first spell cast by the Hero is increased by <100>% in each combat.
The Oblivion 1 +5 Initiative
2 Target enemy cannot use active abilities for <3> turns.
3 +5 Magic Power
4 Harmful spells casted by the Hero also inclict the "Dazed" effect on enemy stacks.
5 Reduces duration of enemy hero abilities by <1> turn (to a minimum of 1 turn).
Staff of Sar-Aggreth 1 Increases Magic Power (Prime) by <5> and reduces mana cost of Prime spells by <10>%.
2 +5 Mana / day
3 +5 Magic Power
4 Increases efficiency of spells cast by the Hero by <30>% for <duration> turns.
5 Friendly creatures can benefit from Master of Magic.
Blade of Binding 1 Increases Damage (Magic) of friendly creatures by <6>%.
2 +3 Destiny
3 Summons <22> Juggernauts.
4 +5 Magic Power
5 Increases efficiency of summoning abilities by <20>%.
Souldrinker 1 +3 Magic Power
2 Increases Maximum Health of friendly creatures by <3>%.
3 +5 Destiny
4 Deals <400> damage (Dark) to target enemy stack and heals all friendly stacks for the same amount.
5 Life Drain restores <40> Mana to the Hero.
Perfect Silksword 1 +3 Destiny
2 Decreases Might Resistance of enemy creatures by <6>%.
3 The damage of critical hits is increased for the hero's army by <20>%.
4 +5 Might Defense
5 Increases Damage by <15>% and Luck by <5> for target friendly creature. Lasts for <3> turns.
Dragon Flame Tongue 1 +3 Leadership
2 Decreases Luck of enemy creatures by <3>.
3 +5 Might Power
4 Heals all friendly creatures for <5>% of their initial Health and all enemy stacks are dealt damage (Fire) worth of <5>% of their initial Health.
5 Consecration also forces enemy creatures to wait in the current turn.
Sword of the Wolf 1 Friendly creatures are immune to harmful Mind Influence.
2 +3 Might Power
3 Neither your Hero nor the enemy Hero can retreat or surrender for the rest of the combat.
4 +10 Initiative
5 Increases Might Power of the Hero by <1> at the start of each turn. Stacks unlimited times.
Thunder Staff 1 Increases Magic Power (Air) by <5> and reduces mana cost of Air spells by <10>%.
2 +3 Might Power
3 All enemy flyers are inflicted by Grounded at the start of the combat.
4 +5 Magic Power
5 Deals <780> damage (Air) / turn to the strongest enemy stack for <3> turns. Target is also inflicted by the "Dazed" effect.

Staff of Sandro

1 +3 Magic Power
2 Decreases Maximum Health of enemy creatures by <3>%.
3 Decreases Morale of enemy creatures by <5>.
4 Decreases Magic Resistance of enemy creatures by <10>%.
5 The Hero's attacks and abilities transfer the energy of attacked living enemies to target friendly stack healing it for <50>% of the damage dealt. Lasts until the end of the combat.
Malathua's Cleaver 1 +3 Might Defense
2 Friendly creatures are immune to effects reducing Damage (Might) or Might Resistance.
3 +5 Might Power
4 Target friendly stack may attack a second time for <2> turns.
5 Wrath of the Orcs also grants unlimited retaliation to its target.
Assassin’s Blade 1 Targets of the hero's attacks are inflicted by poison. Makes target is immune to healing effects and deals <200> damage (Earth) / turn. Lasts for <2> turns.
2 +5 Initiative
3 Target friendly walker creature becomes incorporeal for <2> turns and can move through stacks, walls and obstacles. Also reduces damage (Might) dealt to the target by <30>%. Ghosts and Spectres are not affected.
4 +5 Destiny
5 The first attack of the creature benefitting from Shadowstrike also inflicts poison to its target. Deals <10> damage (Earth) / turn. Lasts for <2> turns.
Angelic Alliance 1 +3 Might Power
2 +3 Magic Power
3 All friendly creatures benefit from Celestial Armor at the start of the combat.
4 Resurrects target friendly stack with up to <1600> hit points. Only dead bodies can be targeted.
5 Resurrection also increases Damage of resurrected stack by <20>% for <2> turns.
Sword of the Pirate King 1 +3 might power
2 boldness ( friendly creatures are immune to initiative decreasing effects )
3 + 5 leadership
4 prepare for boarding ( friendly creatures gain +10 morale and +5 initiative and +2 movement in first round of battles )
5 free rum ( increase morale of all friendly creatures by 15. lasts for 3 turns)
Staff of the Netherworld 1

+3 to magic power

2

Shadow Tunnel: steals 2 mana points per turn

3

Netherbane: Target enemy creature and adjacent enemy creatures get 286 magic (prime) damage each turn. Lasts 3 turns.

4

Trammeling Seal: - 10 to initiative for all enemy creatures

5

Improved Netherbane: Netherbane lasts 5 turns and at start of each round can pass from infected enemy creatures to adjacent enemy creatures.

Dragonbone Staff 1 +5 Magic Defense
2 +3 Magic Power
3 A stack of 5 Spectral Dragons is summoned to the battlefield. Charges: 1
4 -5 Morale to enemy units.
5 A stack of 8 Spectral Dragons is summoned to the battlefield. Charges: 1
Edge of Balance 1 +4 Might Power
2 When the hero uses a Blood or Tear ability, his highest reputation rank will be used to determine the reputation bonus.
3 In the first 4 turns of combat, the hero can use both Blood or Tear rank 1 abilities
4 +4 Might Defense
5 In the first 4 turns of combat, the hero can use all Blood and Tear abilities
Nameless Staff 1 +3 Magic Power
2 -1 Movement to all enemy creatures
3 +10% efficiency for darkness ability
4 Attacks from friendly creatures can dispel one random positive effect from the enemy.
5 After using this ability, the hero can cast two dark spells in one turn. Cooldown: 4 turn(s).
Staff of Crystal Roses 1 +3 Magic Power
2 +5 Creatures Initiative bonus
3 Melee damage dealt by enemy is decreased by 10%.
4 When friendly stack is under 20% of its original number, it will get the ability of impervious pain.
5 Target stack is dealt 25% of the overall damage it has dealt since the start of combat (Max. 1000 damage). Friendly creatures deal 25% more damage to the stack until the end of the battle. Cooldown: 4 turn(s).
Sword of Nemesis 1 +3 Might Power
2 +3 Destiny
3 Target enemy will randomly attack adjacent creatures until damaged. Lasts for 1 turn(s). Cooldown: 4 turn(s).
4 Hero's Might Power is increased +2 for each dead enemy stack in the combat.
5 Target enemy will randomly attack adjacent creatures. It is dispelled if damage is dealt to its target. The stack influenced by Burning Soul is immune to blind effects, mind influence and effects causing loss of action. Burning Soul lasts for 2 turn(s) and cannot be dispeled. Cooldown: 4 turn(s).

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