Might & Magic VI

Might & Magic VI

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Class and Party Set Up Guide
By Stolken
Need help choosing the right class? Want to know how adventurers get started in the land of Enroth? Check out this guide to help you pick people that you will journey with until the end!
   
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Classes
Classes in Might and Magic 6 are the main gameplay feature in the entireity of Might and Magic. Using clever tactics and unique builds, people can all be absurdedly become gods of this game. Play your cards right, and you can have stats in the 150s!

Let's start with the basics:

Knight:

The melee heavy, sword swinging monster that is hell bent on destruction. Knights are clearly incredible fighters at the lack of no magic skills. They have the highest HP and gain more HP per level than anybody else. An excellent class to start and finish with.

Cleric:

A more able fighter than most magicians in Enroth, the cleric is one that is gifted with the magical abilities of (get this) CLERICAL MAGIC. They are able to learn Spirit, Mind and Body magic, along with some uncommon fighting skills on mages like Shield. And don't forget the all powerful Light and Dark magics. Another excellent pick.

Socerer:

The most powerful class in the game (with the right amount of coin). Socerer's spells can be nightmares to creatures and should probably be their main focus. Don't go defensive with them, go offensive! They can learn the elemental magics of Fire, Air, Water and Earth, plus Light and Dark. But they are terrible fighters, able to only learn Dagger, Staff and Bow and only can wear leather armor. Even so, they're a great pick for the party.

Hybrid Classes:

Paladin:

A Cleric and Knight crossover. They can be as able as a knight can be, but get lower HP at start and when leveling up. They can learn nearly all the same weapons and armor skills as a knight, but also can learn Spirit, Mind and Body. However, no Light or Dark magic for them. They are great classes, but their promotion quests can be a pain.

Archer:

A fun Socerer and Knight combination, the Archer is definitely an able fighter. They can only learn up to Chain in armor, and cannot learn sheild. But what can they learn? Spear. They also can learn the elemental magics, but despite being a fighter, their hp gain is rather low. Balance that out by getting some spells for him.

Druid:

I got to be honest here, I never use the druid. Druids are an interesting class, as they combine Cleric and Socerer. So what do you get? EVERY SCHOOL OF MAGIC! But... They can't learn Light and Dark. Their HP gain is similar to that of a socerer, and they can learn mace, but as said, Light and Dark magics are pretty much the thing they need. I never really played as them, but they can be handy if you want a totally dedicated spell caster.

Now that we have the classes out of the way, lets get down to party creation.
Your Party
The Party you make in Might and Magic 6 is yours until the end of the game. "But how will I know what class would be useful?" is a common question. The easy answer is they all are, but the more difficult answer is they all are*.

*but some are more difficult than others.

Skill Points:

Now, when creating your party, you are given 50 skill points total to spend on all 4 members of your party. How should you destribute those points? In a balanced way. In my case, I would split all of them to get 12 points per character, and use the 2 remaining points for the magical classes, because they have lower stats.

When it comes to distributing points, I would recommend increasing the stats that CLEARLY are the main focus of a character. (IE, Might for a Knight, Personality for a Cleric, etc.) Getting those up will make you beefy. In general, make all the fighters Might and Endurance high, but make all the spell casters Intellect/Personality and Speed high. As to allow fighters to hit hard and take many damage, and spell caster to shoot powerful spells and recover from them quicker.

In the end, these are just suggestions. Just do what you think is best for your characters, and keep these suggestions in mind.

Character Skills:

First things to cover, whatever a character can learn, they can master. An Archer can be as good as a swordsman as a Knight. A Paladin as good with Spirit as a Cleric. But the coolest of all, every character can learn every misc skill possible (Except Knight with Meditation for obvious reasons).

These are the skills as followed:

Guide: * - Every class can learn this skill.

Weapons: Bow*, Sword, Axe, Spear, Mace, Dagger, Staff*, and a secret one I will not tell you about*.

Armor: Leather*, Chain, Plate and Shield.

Magic: Fire, Water, Earth, Air, Spirit, Mind, Body, Light and Dark.

Misc: Body Building*, Diplomacy*, Disarm Trap*, Identify Item*, Learning*, Meditation, Merchant*, Perception* and Repair Item*.

Now, when it comes to these skills, here are what I think are the most important:

Bow:

You can kill everyone at a range and everyone can learn it. You need this.

Disarm Trap:

Some people are jerks that put booby traps on their chests. You're gonna need a good skill to get rid of those so you don't die constantly.

Identify Item:

Needed to find out what objects are. Simple, but necessary.

Merchant:

Buy and sell items are the proper costs, no more getting ripped off! Yay!

Repair Item:

Necessary if you want to be able to just get back into action without returning to a shop or keeping spare weapons on you.

Learning:

Learning gives you bonus XP for every monster you kill, it's great if you want to get through the game at higher levels quicker, but it's expensive, and exclusively focusing on that can be a downfall.

When it comes to skills, my suggestion is to make spell casters focus on spells, and make fighters be given the misc skills. That way, a Socerer can focus on getting his fire magic up, while a Knight can focus on getting disarm trap and identify item up.

Now that you're probably all set with your party, just some more basics and little tips to help you out in the next section.
Levels and Skill advancement
Even if you have all your skills in place, you still need to find a way to increase them. And that's where leveling up comes in. When you character reaches a certain XP amount, he or she is able to level up! Go to a trainer, pay them some gold and boom, you leveled up!

When you level up, you gain skill points. You spend these skill points on, well your skills. You can reach expert and master rank on all of these skills you can learn. Expert rank is skill level 4 universally, but master ranks are different for every skill. Some you can even be a master in at rank level 4! When you find an expert, make sure you remember where they are or take some notes, and ask them where the master is, too. Once you find the master, he'll tell you what ranks and such are needed.

Obviously, experiment a bit with what you got. You really can't ruin your entire game just by one skill point going in the wrong place, especially with the power of HORSE SHOES!

Horse shoes give you 2 skill points when you give them to a character. It's incredibly handy to find them, and I would take them over some spells any day. They can always be found by stables, and in some other places around the game too. I'll let you all explore with that.

Now I will leave you with some tips.
Tips for Beginners
Easy Quests:

The 2 beginning quests - Do them both in order, go straight to castle ironfist when you have the first one done.

Knight to Cavalier promotion quest - Find someone who will let you be a cavilier. He's at the bar in the top right corner of free haven. You don't even need to leave the map to find him.

Goblinwatch Codes - Given to you at New Sorpigal's town hall. All you need to do is walk into goblinwatch, turn right at the enterence and open all of the chests in that room to find it. It's easy.

The Prince of Theives - You may need to be a little bit higher levels for this one, but it's easy enough. Remember the wise words: Check under the bed!

Socerer to Wizard promotion quest - Find the fountain of magic. It's painfully easy, I'm even gonna tell you where. It's in bootleg bay, on the shore, really close to town. Drink out of it and return back to the king.

Stable Raising Prices - Given to you by the queen of silver cove. This one is very easy, but not so much if you're not able to travel all that well. Basically, just go to all 9 stables, Kriegspire, Blackshire, White Cap (Frozen Highlands), Silver Cove, the 2 in Free Haven, Ironfist, New Sorpigal and Mire of the Damned, and ask them to raise their price.

Druid to Great Druid promotion quest - Go to a stone circle on a game's equinox (March 20th, June 21st, September 23rd or December 21st. Touch it and return to the queen. She doesn't give you money though, that ♥♥♥♥♥.

End Winter - The Baron Anthony Stone is tired of winter. Go to Kriegspire. Talk to a hermit on a shack on the top of a mountin (fly scroll or spell required) and return back.

Now most of these don't give you money, so be weary about that. Your adventures will find you many items to sell (near diablo 2 levels) and it will be great.

Cool stuff:

There's a fountain in new sorpigal that raises your luck by 2 points out of the 8 times you can drink out of it. Split it evenly with your gang.

Talk to the Oracle near Castle Ironfist if you ever get lost. He'll point you in the right direction. If you loose a quest item, he will return it. You can also get pilgrimages from him, where you can pray at a shrine and raise your stats by 10 permanently! The second time you go to that same shrine, you only get 3+ permanently. Still awesome!
Closing
Well that's about all I can teach you. If you want me to add more information or just want to thank me for the guide, leave a comment below!

This is the first guide I've ever made on steam, and I felt like I should be doing that for one of the best games ever made. That's this game if you couldn't tell.

I'm glad you took time out of your day to read this, and have fun in the world of Enroth!
6 Comments
Trubbs Nov 29, 2019 @ 12:08am 
The fountain in New Sorpigal that grants +2 luck is usable by anyone with less than 15 luck. Once it maxes out on uses, leaving the area and returning should allow you to use it again. This means you can freely take 2 points out of Luck for every character at the start of the game with no real penalty.
catseye50000 Oct 6, 2017 @ 7:16pm 
My fave was going with 2 Druids, 1 Cleric, and 1 Sorcerer. It was like getting all the magic you ever wanted and then some ^_^
Ssenkrad_II Jan 13, 2017 @ 10:24am 
Played this game for almost two decades and the most OP party in the game (by far) is a 4 druid party...

Light and Dark magic in MM6 are terrible once you factor in damage/use per mana point...

If you have not played the game with a single druid let me suggest you give the game another go sometime in the future as a party of full druids
Stolken  [author] Oct 13, 2014 @ 7:39am 
Corrected it, thank you for the information.
Osochron Oct 13, 2014 @ 3:17am 
Druids can use staffs, and maces too for that matter. They are actually better fighters than sorcerors and have more health to boot.
Xen420 Feb 21, 2014 @ 7:07am 
Thank you for this! Very well written!