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Racial abilities

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Racial abilities are one of the innovations in "Might & Magic Heroes VI" that significantly influence battle tactics and the outcome of the fight itself. This topic deserves a separate discussion thread. Detailed information about the abilities of each faction is provided below. As a reminder, the first rank of a racial ability is available to heroes from the start, the second upon reaching level 5, the third at 15, and the fourth at 25.


HAVEN — HAVEN



Sanctuary — Guardian Angel
Guardian Angel I

A target friendly unit of basic creatures becomes completely protected from all types of damage for 1 turn.
The gauge fills when friendly creatures take damage or when their morale increases.
Guardian Angel II

A target friendly unit of basic or upgraded creatures becomes completely protected from all types of damage for 1 turn.
The gauge fills when friendly creatures take damage or when their morale increases.
Guardian Angel III

A target friendly unit of basic, upgraded, or elite creatures becomes completely protected from all types of damage for 1 turn.
The gauge fills when friendly creatures take damage or when their morale increases.
Guardian Angel IV

A target friendly unit of basic, upgraded, or elite creatures becomes completely protected from all types of damage for 1 turn. Creatures restore 28% health.


NECROPOLIS — NECROPOLIS



Necromancy — Necromancy
Necromancy I

Raises friendly undead in a quantity depending on the size of your army. Basic creatures can be raised.
The gauge fills when creatures take damage. Losses of friendly troops provide more points.
Necromancy II

Raises friendly undead in a quantity depending on the size of your army. Has a stronger effect than "Necromancy I". Basic and upgraded creatures can be raised.
The gauge fills when creatures take damage. Losses of friendly troops provide more points.
Necromancy III

Raises friendly undead in a quantity depending on the size of your army. Has a stronger effect than "Necromancy II". Basic, upgraded, and elite creatures can be raised.
The gauge fills when creatures take damage. Losses of friendly troops provide more points.
Necromancy IV

Raises friendly undead in a quantity depending on the size of your army, restoring part of their health in a selected area. Has a stronger effect than "Necromancy III". Basic, upgraded, and elite creatures can be raised.


INFERNO — INFERNO



Gating — Gating
Gating I

Select one of your demon units, then a cell where you wish to summon a new unit of demons of the same type. A gate will appear first, and after 1 turn, the summoned unit will emerge from it. The summoned unit returns to Sheol if the original unit is destroyed. Basic creatures can be summoned.
The gauge fills when creatures deal critical or clumsy hits.
Gating II

Select one of your demon units, then a cell where you wish to summon a new unit of demons of the same type. A gate will appear first, and after 1 turn, the summoned unit will emerge from it. The summoned unit returns to Sheol if the original unit is destroyed. Basic and upgraded creatures can be summoned.
The gauge fills when creatures deal critical or clumsy hits.
Gating III

Select one of your demon units, then a cell where you wish to summon a new unit of demons of the same type. A gate will appear first, and after 1 turn, the summoned unit will emerge from it. The summoned unit returns to Sheol if the original unit is destroyed. Basic, upgraded, and elite creatures can be summoned.
The gauge fills when creatures deal critical or clumsy hits.
Gating IV

Select a friendly demon unit and a cell on the battlefield to place a gate. Demons of the same type will appear from it immediately and can enter combat on the current turn. The summoned unit returns to Sheol if the original unit is destroyed. Basic, upgraded, and elite creatures can be summoned.


STRONGHOLD — STRONGHOLD



Rage — Blood Rage
Blood Rage I

On the current turn, all friendly Stronghold creatures receive 5 units of initiative.
The gauge fills when creatures attack. Friendly creatures provide more points.
Blood Rage II

On the current turn, all friendly Stronghold creatures receive 5 units of initiative and 10 units of physical strength.
The gauge fills when creatures attack. Friendly creatures provide more points.
Blood Rage III

On the current turn, all friendly Stronghold creatures receive 5 units of initiative, 10 units of physical strength, and 1 additional retaliation strike.
The gauge fills when creatures attack. Friendly creatures provide more points.
Blood Rage IV

On the current turn, all friendly Stronghold creatures receive 5 units of initiative, 10 units of physical strength, and 1 additional retaliation strike. Additionally, when attacking, they briefly stun enemies, preventing them from retaliating.


SANCTUARY — SANCTUARY



Honor — Honor
Honor I

On the current turn, all friendly Sanctuary creatures receive 7 units of physical and magical defense.
The gauge fills while attacking enemy creatures that have not yet been attacked this turn.
Honor II

On the current turn, physical and magical defense of all friendly Sanctuary creatures increase by 7 units, and maximum health increases by 14%.
The gauge fills while attacking enemy creatures that have not yet been attacked this turn.
Honor III

On the current turn, physical and magical defense of all friendly Sanctuary creatures increase by 7 units, and maximum health increases by 14%. Additionally, they receive "Frost Shield", which deals 2 units of damage (Water) per creature in the unit.
The gauge fills while attacking enemy creatures that have not yet been attacked this turn.
Honor IV

On the current turn, physical and magical defense of all friendly Sanctuary creatures increase by 7 units, and maximum health increases by 14%. Additionally, they receive "Frost Shield", which deals 2 units of damage (Water) per creature in the unit, and causes enemies to freeze.