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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.
Angelic Voice 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 Spells casted by the enemy Hero also deal damage (Air) to a random enemy creature for <3> turns. Damage dealt is <10> times the Mana cost of the spell casted.
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.
Orc 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

Shadow Venom: ads 260 damage points (Elemental Magic) each three turns. Your units may be affected as well if are too close.

4

Trammeling Seal: - 10 to initiative for all enemy creatures

5

Stronger Shadow Venom: lasts for three turns and the venom may attack units standing next to the infected one at the beginning of each turn.

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