Might & Magic: Heroes VI
This is the first panel of the Ability Tree. It contains the might abilities your hero can learn by spending the Ability Points he receives each time he reaches a new level.
Might Abilities are divided into 5 families: from left to right, they are Paragon, Realm, Tactics, War Cries, Warfare. On the picture you can see the War Cries Ability tree.
Some Might Abilities improve the stats of your hero or your creatures, others give you unique combat abilities, others will help you boost your kingdom's economy.
This is the second panel of the Ability Tree. It contains the magic abilities your hero can learn by spending the Ability Points he receives each time he reaches a new level.
Magic Abilities are divided into 7 families: from left to right, they are Prime, Earth, Air, Fire, Water, Darkness, and Light. On the picture you can see the Earth Magic Ability tree.
Most Magic Abilities consume mana when used. Some are support abilities, others inflict damage on the enemy, others will curse them with negative effects.
This is the third panel of the Ability Tree. Every hero has unique abilities linked to his faction and class. These abilities are automatically gained when the hero reaches a certain level or ascends to an Advanced Class. You don't have to spend Ability Points to unlock them.
The Chamber of Judgment is a special building located in your towns. When a hero gathers enough Reputation, he can visit this Chamber to ascend to an Advanced Class.
There are 4 Advanced Classes available for each faction (Might Blood, Might Tears, Magic Blood, Magic Tears). For instance, a Necromancer (basic Magic Class of the Necropolis faction) could become either an Embalmer (Path of the Dragon Tears) or a Reaper (Path of the Dragon Blood).