Might And Magic Vi Guide
MM6 Character Information & Party Creation MM6 Character Information & Party Creation Several basic tips on getting you feet wet in Enroth. These tips should be read by the beginners and anyone who is having problems learning the game. What the effects of the character attributes are on the characters. This gives you full details on how the results are calculated. This is a collection of general hints about the game. Things that should help you out when starting off in the world of Enroth. This is Robert Whisler's guide to getting started with Might and Magic VI.
It is very helpful and someting all beginners should read. This is a brief collection of the frequently asked questions put together in an easy to read format. This is very good reading for people just starting off.
Still don't know what to do at the beginning of the game, well here is more information that should help you out. Again, another thing that all beginners should read Don't know what type of party to create or what type of characters to use then this is where you want to look for more information. Don't know how to start playing the game?
Well here is some good information on what you should be doing at the beginning. Top Ten Tactics for playing Might and Magic VI. If you follow these tips you'll find that the game will be easier to get into. an error occurred while processing this directive.
Page 1 The Complete Guide to Might and Magic VI Author: DG Dobrev e-mail: ironfeather@mail.bg Date: 28th December 2001 Version: 1.0 This FAQ came to life with the kind help of these great people: 1. Degenerate4Life 2. GriffonRider - COPYRIGHT NOTICE - 1.
What you can do with this guide: - Make a copy for pesonal use 2. WHAT YOU CANNOT DO! - Sell this FAQ for money. Post it on your website without my permision. Use parts of this FAQ as your own. Plagiarize this FAQ in any imaginable way.
FOR ANY COMMENTS, additions, questions about the game etc. Regarding this FAQ feel free to e-mail me.
My personal mailbox is: ironfeather@mail.bg - Table of Contents -Copyright notice - Foreword 1. Forming the Party. Character's statistics, factors, primary and seconrdary skills. Primary Statistics. Weapon skills. Magic skills.
Miscellaneous skills 3. The obelisk puzzle. Promotion quests.
The quests of the six lords. Oracle missions. Artifacts and relics in the game. Simple weapons and gear in the game.
Solving the side quests. Town descriptions and teache locations. Hints, tips, secrets and advices. Spell descriptions. Special thanks. Are you planning to make another version?
Foreword Having cheated Death during the Night of Shooting Stars, you find yourself as far from your village of Sweet Water, as old Fallagar's magic could take you. Three years have passed, while Fallagar imparted what knowledge he could, to train you in your chosen professions. But the time came at last, when he could teach you no more, and you have ventured into the world to seeks your fame and fortune. Now, a world away from your lost home, you have stumbled across evidence for a terrible conspiracy, involving a new religious cult. Five letters from King Roland to his wife Catherine and a letter from King of the Devils to a wicked traitor named Sulman have turned up in an abandoned goblin camp. Your faith seems inextricably bound to these letters and that awful Night and your role in the events to come may be larger than anyone could imagine!
The tools you have is but a small sum of gold, your wits and a lot of potential. The roads ahead are infinite and all the choices are yours to make - so choose wisely! Might and Magic VI is not a game to be played once and then thrown away. You'll need a lot of patience, wits, logic thinking, to solve all the secrets. This game is a pure RPG with some sci-fi in it - I'm speaking about the hi-tech buildings (the Hive and The Control Center) and the Blasters. But don't think that this makes the game worse!
Forming the Party To form a party, you'll need to choose four of the six classes available in this game. These classes are: Knight - The Knight is the only character in the game, which can't cast spells and possess no magical abilities. But that's not that bad - it allows him to advance in other areas of skill - like in Disarm Trap (you won't do well without this skill!), Perception (you'll need this skill no matter what you think of it!), etc. He is extremely skilled in combat, great addition to every type of party. Just give him two weapons (preferably Sword and Spear), good armor and a bow, and he'll become the ultimate fighting machine in Might and Magic VI! His first promotion is to Cavalier, and later on, he becomes a Champion.
When starting the game, give him more points on Might, Endurance, Accuracy and Speed. I propose to give him the next values: Might: 20, Intellect: 5, Personality: 5, Endurance: 20, Accuracy: 13, Speed: 13. Choose Bow and Shield or Bow and Disarm Trap as additional two skills. Knight The Knight class is the workhorse fighting class. Knights start with the largest selection of weapons and armor, and may ultimately use any type of weapon or armor. Being the toughest warriors of the classes, Knights begin with the greatest number of hit points and get the most number of hit points when they advance in level. Knights can be promoted to Cavalier status with a two hit point per level gain, and then to Champion status with another two hit point per level gain.
Knights may never learn spells, nor may they ever learn (or need) the Meditation skill. Cavalier The Cavalier class is the first promotion of the Knight.
Cavaliers may use any type of weapon or armor, but they may not learn spells. Cavaliers enjoy the benefit of an extra two hit points per level, and can be promoted once more to Champion status with another two hit point per level gain. Champion The Champion class is the second and last promotion of the Knight. Champions may use any type of weapon or armor, but they may not learn spells. Champions enjoy the benefit of an extra four hit points per level.By Degenerate4Life- Paladin - The Paladin is much like the Knight, but he has certain spell power.
He is able to learn the Magic of Spirit, Mind, and Body and thus to act as a backup healer. The Paladin is able to learn all weapon skills and I believe some would use him than the Knight.
You should concentrate on fighting and healing abilities and leave someone else do the dirty work. He is supposed to be the backup healer and a good fighter, right? However, the drawback of the Paladin is that he has less Hit Points than the Knight, and not that much spell points - this means that he won't be able to cast a lot of spells.
His first promotion is to Crusader and the second promotion is to Hero. When starting the game, you should give him more points on Might, Endurance, Speed and Accuracy. If you want add a point or two on Personality to raise his SP, but they are not that much when beginning the game. So, that's what I'll give to my Paladin: Might: 20, Intellect: 5, Personality: 12, Endurance: 15, Accuracy: 13, Speed: 13, Luck: 9. For the next two skills, I always choose Chain and Shield, and buy the bow skill as soon as I can. Paladin A cross between Knight and Cleric, Paladins perform both roles well, but not as well as the more focused classes they borrow from.
Like Knights, Paladins can learn to use any type of weapon or armor, although they don't have as many choices to begin with. Paladins also begin with the Spirit realm of magic, and can also learn to use the Clerical Mind and Body realms. They cannot, however, learn to use the greater realms of Light and Dark, nor any of the Elemental realms. Paladins that are true to their cause may be promoted to Crusader (gaining one hit point and spell point per level) and ultimately to Hero (gaining another hit point and spell point per level). Paladins may learn all of the secondary skills. Crusader Crusader is the first Paladin promotion. Crusaders can learn to use any type of weapon or armor, and they can learn the Clerical magics of Spirit, Mind, and Body.
Crusaders enjoy the benefit of an extra hit point and spell point per level, and can be promoted to Heroes, gaining an additional hit point and spell point per level. Hero Hero is the second and last Paladin promotion. Heroes can learn to use any type of weapon or armor, and they can learn the Clerical magics of Spirit, Mind, and Body. Heroes enjoy the benefit of an extra two hit points and spell points per level.By Degenerate4Life- Cleric - This is one of the most important characters in the game. Large amounts of spell points and hit points for the spell caster classes, he can master all the Clerical spells and the powerful spells - Light and Dark.
However, he is a little underpowered, and should have good armor (chain mail) and a good shield. Don't worry about his fighting skills - he'll become a good fighter after you give him a blaster. His first promotion is to Priest, and later, he becomes a High Priest. The stats he should have at the beginning, assuming he won't be a fighter, but a spell caster: Might: 5, Intellect: 7, Personality: 20, Endurance: 14, Accuracy: 13, Speed: 12, Luck 7.
The other two skills he should learn are the Mind and Spirit magic, because learning spells is expensive. You'll waste less money on other skills. Cleric Clerics in Enroth are adventuring, spell casting holy men. A Cleric is a mediocre fighter but an excellent spell caster, with spells concentrating on healing and defensive themes. Clerics and Sorcerers are the only two classes that can learn from the Mirrored Path of the Light and the Dark, and the awesome spells these realms of magic offer. They are, unfortunately, rather limited in their weapons, with mace, staff, and bow being their only choices. Armor is a little better with plate being the only kind forbidden them, and they have no restrictions on secondary skills.
With much diligence and study, Clerics can be promoted to Priest (gaining one hit point and spell point per level) and eventually to High Priest (gaining a nother hit point and spell point). Priest Priest is the first Cleric Promotion. Priests can learn spells from the schools of Spirit, Mind, Body, Light, and Dark.
They are, unfortunately, rather limited in their weapons, with mace, staff, and bow being their only choices. Armor is a little better with plate being the only kind forbidden them, and they have no restrictions on secondary skills. They enjoy the benefit of an extra hit point and spell point per level, and can be promoted to High Priest to gain another hit point and spell point per level. High Priest High Priest is the second and last Cleric Promotion. High Priests can learn spells from the schools of Spirit, Mind, Body, Light, and Dark.
They are, unfortunately, rather limited in their weapons, with mace, staff, and bow being their only choices. Armor is a little better with plate being the only kind forbidden them, and they have no restrictions on secondary skills. High Priests enjoy the benefit of an extra two hit points and spell points per level.By Degenerate4Life- Archer - The Archer is the Knight/Sorcerer. He is a good fight are can learn to cast spells. He is a good addition to every party, for he can shoot enemies from afar.
Speaking about weapons, you should give him something two-handed, for he can't use a shield. This means either two swords, a Two-Handed Axe or a Spear-Halberd-Trident.
As for the magic, he can attain masteries in all four elemental classes, but he is much like the Paladin - with much HP and less SP, so, he won't be able to cast powerful spells lots of times. He is first promoted to Battle Mage, and later on, to Warrior Mage. The stats that an Archer should have, assuming he'll be your fighter and marksman are: Might: 15, Intellect: 12, Personality: 5, Endurance: 15, Accuracy: 18, Speed: 14, Luck: 9. The other two skills that he should learn are: Axe/Spear and Fire Magic.
Archer Like Paladins, the Archer is a hybrid of the Knight and Sorcerer classes. Archers may learn to use any type of weapon (specializing in the bow, of course) but they may never learn the shield or plate armor skills. They are compensated by beginning with the Air realm of magic and may eventually learn to use the rest of the Elemental realms. The greater realms of Light and Dark are, however, beyond their grasp. Archers can be promoted to Battle Mage (gaining one hit point and one spell point per level) and eventually may become Warrior Mages (gaining another hit point and spell point per level). All of the secondary skills are open to the Archer.
Battle Mage Battle Mage is the first Archer promotion. Battle Mages may learn to use any type of weapon, but they may never learn the shield or plate armor skills. They may also learn the four elemental schools of magic of the Sorcerer.
Battle Mages enjoy the benefit of an extra hit point and spell point per level, and may be promoted to Warrior Mage, gaining another hit point and spell point per level. Warrior Mage Warrior Mage is the second and last Archer promotion. Warrior Mages may learn to use any type of weapon, but they may never learn the shield or plate armor skills. They may also learn the four elemental schools of magic of the Sorcerer. Warrior Mages enjoy the benefit of an extra two hit points and spell points per level.By Degenerate4Life- Druid - the Druids are protectors of the forest and every living thing. They are able to learn all elemental and Clerical classes of spells, but are unable to reach the powerful Light and Dark magic. They are better fighters than the Sorcerers and are allowed to carry a shield and a mace.
If you are intended to use a Druid, concentrate on his magical abilities and spend all his points there. After you have achieved mastery in all realms of magic, go for the expert mace and master Leather armor. After that, save points for the blaster skill. He is first promoted to Greater Druid, and after that, to Arch Druid. The Druids' spell points depend on both intellect and personality, so you should increase these stats most of all. I propose the next stat points distribution: Might: 5, Intellect: 20, Personality: 20, Endurance: 14, Accuracy: 5, Speed: 14, Luck: 9. You should also learn Body and Water magic as two additional skills.
Druid Druids are a hybrid of the Sorcerer and Cleric classes. They make poor fighters (better only than the lowly Sorcerer) and have relatively few hit points. On the plus side, Druids can use both Sorcerer and Clerical magic. Druids may not learn Light and Dark magic, and they can only use the staff, dagger, and bow as weapons while wearing only leather and shield as armor.
All secondary skills are open to the Druid, and as an added bonus Druids may begin the game with the Learning skill. Druids can be promoted to Great Druid (gaining one hit point and one spell point per level) and eventually to Arch Druid (gaining another spell point and hit point per level). Great Druid Great Druids are the first Druid promotion. They have access to both the Sorcerer's four elemental magics, and the Cleric's schools of Spirit, Mind, and Body magic. They may not, however, learn to use Light or Dark magic, and they can only use the staff, dagger, and bow as weapons. Great Druids are also restricted to leather and shield as armor.
Great Druids enjoy the benefit of an extra hit point and spell point per level, and may be promoted to Arch Druid, gaining another hit point and spell point per level. Arch Druid Arch Druids are the second and last Druid promotion. They have access to both the Sorcerer's four elemental magics, and the Cleric's schools of Spirit, Mind, and Body magic. They may not, however, learn to use Light or Dark magic, and they can only use the staff, dagger, and bow as weapons. Arch Druids are also restricted to leather and shield as armor.
Arch Druids enjoy the benefit of an extra two hit points and spell points per level.By Degenerate4Life- Sorcerer - This character class is necessary, no matter what happens! He is the weakest in body, but the strongest in mind. And can cast the most devastating spells without getting low on spell points too quickly. Give him a dagger in both hands, make him master in leather and then spend all the rest of your skill points on Meditation and the spell skills.
The problem is the lowest amount if hit points. He will often go unconscious, maybe even die! Look after him very, very carefully. At the beginning, he should have the following stats: Might: 5, Intellect: 25, Personality: 7, Endurance: 17, Accuracy: 5, Speed: 16, Luck: 9.He should also learn Air and Water Magic. Sorcerer Students of the realm of Elemental magic, Sorcerers concentrate on offensive and utilitarian magic. Sorcerers are downright rotten fighters barely able to learn to use the dagger, the staff, and the bow effectively.
They are forbidden any kind of armor or shield and have the lowest hit points of all the classes. With that aside, Sorcerers can wield mighty offensive spells and have access to the Mirrored Path of the Light and the Dark, from which come the best spells in the lands. After plenty of spell casting experience, Sorcerers can be promoted to Wizard (gaining one hit point and one spell point per level) and then to Arch Mage (gaining another hit point and spell point). No secondary skills are forbidden Sorcerers. Wizard Wizards are the first Sorcerer promotion. They are downright rotten fighters, barely able to learn to use the dagger, staff, and bow effectively.
They cannot use armor better than leather or a shield and have the lowest hit points of all the classes. With that aside, Wizards have access to the elemental spells and Light and Dark magic. Wizards enjoy the benefit of an extra hit point and extra spell point per level, and they can be promoted to Arch Mage, gaining another hit point and spell point per level. Arch Mage Arch Mages are the second and last Sorcerer promotion. They are downright rotten fighters, barely able to learn to use the dagger, staff, and bow effectively. They cannot use armor better than leather or a shield and have the lowest hit points of all the classes. With that aside, Arch Mages have access to the elemental spells and Light and Dark magic.
Arch Mages enjoy the benefit of an extra two hit points and spell points per level.By Degenerate4Life- I believe this should be enough for a short info about all the characters and will help you to choose your starting party. On my opinion, groups like: Knight-Archer-Cleric-Sorcerer or Knight-Paladin-Cleric- Sorcerer and the best-balanced parties in Might and Magic VI. I personally, prefer parties with lots of magic in their blood: like Cleric-Sorcerer-Sorcerer-Sorcerer. It's extremely difficult till you make this group endure for awhile longer in the beginning. But as soon as you get to higher level, you'll see, that this group is unbeatable.
Some tips: 1. Every member of your party should have skills for close combat and shooting, just as the required weapons or spells for that. Every character is able to use the following weapons in the game: Knight - ALL WEAPONS Paladin - ALL WEAPONS Archer - ALL WEAPONS Cleric - Mace, Staff, Dagger Druid - Mace, Staff, Dagger Sorcerer - Staff, Dagger 2. Every member of your party should attain expertise or mastery in their available armor skills. You should know, that certain classes can't learn to use some armor skills: Knight: ALL ARMOR Paladin: ALL ARMOR Archer: Leather Armor, Chain Mail Cleric: Leather Armor, Chain Mail, Shield Druid: Leather Armor, Shield Sorcerer: Leather armor 2.
Character's statistics, factors, primary and secondary skills. Primary statistics. The primary stats are the Might, the Personality, etc. The factors are the damage that your party member inflicts with a hand weapon or a bow, and also, his condition. We'll go through this now. Might - this stat represents the strength of your character.
The higher that value is, the higher will be the amount of damage inflicted in combat. Intellect - represents the ability of your character to perceive the surrounding world.
Sorcerer's, Archer's and Druid's spell points depend on this skill. Personality - this skill represents the willpower of your character and his personal charm. Cleric's, Druid's and Paladin's spell points depend on their personality. Endurance - this skill represents the physical might and toughness of your character. This skill reflects on the amount of hit points of your character. Accuracy - this is the skill that represents how accurate is your character with his weapon. Higher values of this skill will allow your character to hit more accurate and quickly in combat.
Speed - represents the quickness of your character. This skill increases your character's armor class and reduces the recovery time after an attack. Luck - I don't think this stat needs description. Resistances - their work is to lower the amount of damage your character will receive after hit with certain spell. Be aware, that some points on a resistance won't make your character immune to this spell class (fire, air, etc.). Hit points - this is a counter, which shows how much damage your character will endure, before going unconscious or dead.
You can replenish your character's HP after 8 hours of uninterrupted rest or paying for healing in a temple. Spell points - another counter, which shows how much spells you character may cast. This counter may not go below zero.
When your character gets low on spell points, he won't be able to cast certain spells, until his Spell points are replenished. This happens with 8 hours of uninterrupted rest or by paying in a temple for healing. Armor Class - this stat shows how difficult will it be for your opponent to hit your character with arrow or a hand weapon. The more there points are, the better is the chance to evade damage from an attack. Condition - shows the current condition of your character.
The default condition is good, and all other conditions should be cured as soon as possible! They can affect greatly your character's ability to hit, endure and cast spells (for instance, if your character is insane and you sleep to heal, when he wakes up, he won't have any spell points, unless you have something to regenerate Mana over time).
Quick Spell - this shows which spell your character has prepared to cast when needed. Just press 'S' button to cast this ready spell. Age - shows how old your character is. It can be changed by magic and the older your character is, the weaker he'll become. Level - shows the development of your character. Every level advancement adds more Hit points and Spell points to his amounts.
Experience - this is an indicator for your character's experience. When this indicator is green, you are able to train to the next level. If it's white, you may click on it - it will show you how much experience you need to advance to the next level. Attack Bonus - a complex factor of skills, stats, etc. That show your character's chance to hit the enemy with his wielded weapon. Attack damage - this field shows the damage your character will inflict with a successful hit.
Shoot - a complex factor that shows the chance your character has to hit successfully his enemy with the equipped bow. Shoot damage - shows the damage inflicted with every successful attack. Weapon skills. Sword - this skill covers all the weapons, longer than a dagger. Basic: Skill adds to attack bonus Expert: reduces recovery time Master: May use a sword in the left hand Staff - two-handed weapons, good enough for both attack and defense. Basic: Skill ads to attack bonus Expert: Skill adds to armor class Master: chance to stun equal to skill Dagger - this type of weapons can't inflict large amounts of damage, but are very fast and your character may be able to hit twice in one round. Basic: skill adds to attack bonus Expert: allowed to use dagger in left hand Master: chance to inflict triple damage equal to skill Axe - often all axes are slow, but do inflict lots of damage.
Basic: skill adds to attack bonus Expert: skill reduces recovery time Master: skill adds to damage Spear - this skill covers all weapons of the spear type, like spear, halberd and trident. They can be wielded in one or both hands, but work better two-handed. Basic: skill adds to attack bonus Expert: skill adds to armor class Master: skill adds to damage Bow - this skill covers all shooting weapons, except blasters! Basic: skill added to shoot bonus Expert: skill reduces recovery time Master: bow fire two arrows each attack Mace - this skill covers all weapons from club to mace. Basic: skill adds to attack bonus Expert: skill adds to damage Master: chance to stun equal to skill Blaster - This is a weapon made before the Silence.
That it will deal death faster than any other weapon you've ever seen! Basic: skill adds to attack bonus Expert: double effect Master: Triple effect 2.4. Magic Skills. First, I should say that all spells' power depends on the level, which your character has attained - basic, expertise, and mastery. That's why I will only describe a brief outline of the spell classes. Fire - is a source of attack spells and spells, afflicting the speed of your characters. Air - mainly defensive and informative and includes all spells connected with the light.
Water - both defensive and offensive, this spell class is concentrated on moving the objects. Earth - mainly defensive. The spells are used to strengthen your characters. Spirit - concentrates on the type of magic that includes life and death. You'll be able to raise dead bodies, and resurrect your party members. Mind - offensive and informative spell class. Body - includes the spells, connected with the healing and removing harmful effects on your characters.
Light - is one of the most powerful magic types. Mainly defensive. Dark - is extremely offensive and includes the most devastating spells in all Enroth. Leather Armor - the lightest suit of armor that your character may wield, but gives the least protection. The good thing is that leather Armor slows the least you character and thus reduces the recovery time.
Basic: skill adds to armor class Expert: reduces recovery time Master: Recovery penalty eliminated Chain Mail - armor of average weight. They offer more defense and protection than the Leather Armor, but slows you character a lot. Basic: skill adds to armor class Expert: reduces recovery time Master: Recovery penalty eliminated Plate Mail Armor - offers great defense and protection, but really, really slows down your character. Basic: skill adds to armor class Expert: reduces recovery time Master: Recovery penalty eliminated Shield - this skill directly increases your armor class. Basic: skill adds to armor class Expert: skill adds to AC (double effect) Master: skill adds to AC (triple effect) 2.6. Miscellaneous skills.
Identify Item - allows you gain some insights about certain items during the game. The higher this skill is, the better your character will identify items. Master is able to identify the strongest item - like artifacts and relics. Basic: More points increase the chance of identifying an item Expert: Double effect of skill Master: Triple effect of skill Merchant - helps in buying and selling stuff, making the prices better for you.
Basic: makes prices in shops better for you and your party Expert: Double effect of skill Master: Triple effect of skill Repair Item - allows you characters to repair broken equipment if their skill is high enough. The better they are in repairing items, the better broken items (even artifacts or relics) they'll be able to repair. Basic: more skill points allows the repairing of better items Expert: Double effect of skill Master: Triple effect of skill Body Building - this skill adds directly Hit points to your character's HP totals. The points of skill multiply with the class bonus (4 for a knight, 1 for a Sorcerer) and the sum is added to the HP value. Basic: Skill adds to Hit points Expert: Double effect of skill Master: Triple effect of skill Meditation - skill adds directly Spell points to your character's SP totals - 4 for a Sorcerer, 0 for a Knight. Basic: skill adds to Spell points Expert: Double effect of skill Master: Triple effect of skill Perception - increases your character's chance to evade damage from blowing chests and noticing hidden traps and doors. THIS SKILL IS NECESSARY AT LEAST TO EXPERT LEVEL for one character.
Basic: skill increases chance of finding hidden doors, treasure and evading damage from traps Expert: Double effect of skill Master: Triple effect of skill Diplomacy - helps to decrease the bad effect on your reputation while bribing, begging and threatening NPC's. Basic: Skill decreases chance of lowering the reputaion while begging, bribing and threatening NPC's. Expert: Double effect of skill Master: Triple effect of skill Disarm Trap - this skill helps opening a chest without taking damage if it is booby-trapped. Basic: Better chance of opening chests without taking damage Expert: Double effect of skill Master: Triple effect of skill 3. The Obelisk Puzzle. If you successfully read all obelisks, you'll be able to find the Captain's Treasure.
Te obelisks are in 15 different areas in Enroth and have numbers from1 to 15: 1. Sweet Water (near the big lake) 2.
Paradise Valley (after the Temple of Baa) 3. Hermit's Isle (near the oasis) 4.
Kriegspire (NE corner of map) 5. Blackshire (in the sands) 6. Dragonsand (near the shrine of the Gods) 7. White Cap (behind Castle Stromgard) 8.
Free haven (south of the town) 9. Mire of the damned (south of Snergle's mines) 10. Silver Cove (North part of the map) 11. Bootleg Bay (near the Firelord dungeon) 12.
Castle Ironfist (through the releporter) 13. Alamos (near the south shipyard) 14. Mist (through the teleporter on the far-most island) 15.
New Sorpigal (in the volcano - you'll need Fly to get in there!) The Captain's treasure contains two books - 'Divine Intervention' and 'Dark Containment', 250 000 gold and three artifacts: Guinevere, Morgan and Igraine. Promotion quests 4.1. Knight First promotion - to become a Cavalier, you must get the Nomination scroll from Chadwick Blackpoole in the tavern, which can be found in the village of Rockham. It's extremely simple task - get it and return to Osric Temper to become cavaliers. Second promotion - to become Champions, you must find the Discharge papers scroll. Go to Silver Cove.
In the northwest corner is the Warlord's Fortress. Clear the fortress from black knights and cuisinarts (the cuisinarts tend to give good Golden Plate Armors) and find the scroll in a chest. This scroll contains the info about the failure of the Warlord to become a champion. Retrieve it and go to Free Haven to get your final promotion. Paladin First promotion - to become a Crusader, you must find 'The Damsel in Distress' - Melody Silver. She is in the Silver Helm Outpost in Mist. Find the prison area and in one of the cells you'll find an NPC, who tells you that he'd heard strange noises from the walls.
Go to the end of the corridor and click on the wall. The wall will go down. Proceed carefully and you'll get into a guarded room. Inside the room is a lever.
Now steps will appear near the entrance to the room. Run to the steps, because they'll disappear quickly. Pun to the platform and then to the next platform, till you reach the top. Inside one of the rooms is Melody Silver. Second promotion - to become a Hero, you must kill a dragon - Longfang Witherhide in his cave in Darkmoor. Kill him, get his Claw and return it to Wilbur Humphrey to be promoted. Archer First promotion - you must go to a building in the White Cap area.
You'll easily find it - it's surrounded with archers. Get inside and clear everything inside. Push the levers in both long corridors and gain entrance to the throne room. Kill everything there and take a close look on the smaller throne.
There's another lever on it. Push it and a secret passage will appear. Inside the new rooms are 4 chests. Inside one of them are the Keys to the Dragon Towers, which Stromgard wants you to find. Second promotion - having the keys, go to New Sorpigal, Free Haven.
Mist, Blackshire, Silver Cove and White Cap and unlock all Dragon Towers. Then go to Lord Stromgard to get you promotion to Battle Mage. Sorcerer First promotion - you need to go to Bootleg Bay and drink from the fountain outside the city. Return to Albert Newton in Mist for your promotion. Second promotion - you'll need to go in the Corlagon's estate, which can be found in Ironfist area, by going through the portal. Go inside and clear the whole place, pushing all levers you find.
Eventually, you'll get to a room, where is a Lich and three Skeleton lords. Kill them and in the chest in the far corner of the room, you'll find the Terrax's Crystal. Return it to Albert Newton to become Archmages. Cleric First promotion - this promotion is relatively easy.
You need to find a Carpenter and a Stone Cutter and make them fix the Temple in Free Haven. Be sure to have taken this quest from Castle Stone! These both NPC's can be found in the houses near the temple in Free Haven.
Hire them, go to the Temple and they'll do the rest. You may return to castle Stone and become a Priest. Second Promotion - you'll need to go to the Bootleg Bay.
On one of the island there, is the Temple of the Sun. Enter it, clear everything there, watch out for hidden doors in the large room (you should notice them on the map) and seek a red counter. Inside it is the Sacred Chalice.
Return it to Lord Stone and everything's ready! First promotion - go to the Castle Fleise in Silver Cove. Talk to Lady Loretta Fleise and talk to her. She'll tell you to visit the Druid Circle in Silver Cove (found on one of the islands) on 20th of March 21st of June 23rd of September or 21st of December. Pray on this date and you'll become a Greater Druid. Second promotion - Go to the Temple of the Moon near the village of Rockham in Free Haven. Clear the whole Temple from enemies, without yet clicking on the altars.
After you've done, go to each altar and put the mouse pointer on it - it'll tell you what altar is this. Now, click the altars in the next order: Altar of Life, Altar of Accuracy, Altar of Might, Altar of Endurance, Altar of Speed, Altar of Luck. The large door in the center room will now open.
Kill everything there and pray on the altar with the crystal around midnight. You'll be promoted to Arch Druids. DON'T GET GREEDY DOING THIS PROMOTION QUEST BEFORE THE OTHER!!! YOU WON'T BE ABLE TO PROMOTO YOUR DRUID IF YOU DO SO!!! The quests of the Six Lords To gain entrance to the oracle, you'll need to do all the quests of the six lords. Each one of them has a specific task for you. These are the quests (and the lords): 1.
Might And Magic Vi Quest Guide
Regent Wilbur Humphrey. You'll have to find Lord Kilburn's Shield. It is in a chest ear Blackshire town, protected by werewolves. Kill them and open the chest, get the shield (if you're lucky, you may even get an artifact there) and return it to the Regent.
He'll give you his vote. But his representative won't vote for you, for he is a traitor and is under orders to abstain. Go to Ironfist and complain to Humphrey - he'll give you the Cloak of Baa (the topic is 'Silvertongue's refusal'.
Now, go to Kriegspire and find the Superior Temple of Baa. You'll be allowed to pass, for you have the cloak.
Be sure to have at least one character with Expert Perception and get inside. Clear the rooms and collect all the bodies. In two of the High Priest's bodies, can be found the High Cleric's Key and the High Sorcerer's Key. Use them to open the locked chest. Inside is the letter from Zenofex. Bring it to Slicker Silvertongue, and expose him as a traitor! He'll threaten you and disappear, making your reputation Saintly.
Lord Albert Newton. Find the room with a single Master Monk and a chest in it. In this room, there's a switch on the wall. Push it and a passage will open. In the passage, there are two chests.
One of them is holding the key to Gharik's Laboratory. Take it and go to New Sorpigal.
On one of the islands you'll find a building, named 'Gharik's Forge'. Be sure you're strong to enter it, because it's not an easy task! Clear the forge and go down the elevator. Open the door and you'll get into a room with lots of warlocks and sorcerers.
Kill them and proceed to the next room. Go up and up, open the door and walk till you get to the Library. Inside the chest is the Hourglass of Time. Bring it back to Newton and his representative will vote for you!
Lord Osric Temper. You need to get the 'Devil's Plans' scroll. It can be found in the Devil outpost in Kriegspire. The outpost is in the canyon between the volcano and the snowy lands. Inside is a 'Devil of Baa'. He'll drop the scroll you need. Take it and head back for Free Haven.
He wants you to capture the Prince of Thieves. He's in the Free Haven Sewers. Take the quest from Stone and go to the Sewers. Take the right passage immediately and kill everything till you hit a room with a wardrobe and a bed.
Click on the bed, and you'll capture this person. Return him to Stone to get some gold and gratitude. Lady Loretta Fleise.
She wants you to fix the stable prices in all 9 Coach Companies in: New Soprigal, Castle Ironfist, Free Haven (2), Silver Cove, Blackshire, White Cap, Kriegspire and Darkmoor. Click on 'Price Fixing' in all these stables then return to Loretta for some gold. (Depends on your haste with this mission it's 5000 or 25 000, so work fast!) 6. Lord Stromgard. He wants you to put and end to the winter in White Cap. Go to Kriegspire, cast fly or hire a Wind Master and each the mountains.
On the mountain, there's a tiny hut, where the Hermit, who caused the winter lives. Ask him to stop the winter and he'll do so. The Oracle Missions. After you have done all of the six Lords' quests and exposed Silvertongue, you'll have the permission to enter the Oracle. He'll ask you to find his memory modules in order to wake him. They could be found in Alamos, Kriegspire, Supreme Temple of Baa (in Hermit's Isle) and Darkmoor. The crystal in Alamos is protected by a password.
In order to get it, you must find the white marble bridge and jump down. Kill the Magyars under it and start searching the area after the tunnel. You should find and orange switch. Press it and try to find a large hall, full of Air Elementals and Warlocks. Now, kill everything there and enter the room with the elevator. You should hear a specific music, showing that the crystal is nearby. Cross the narrow passage over the cages and enter the room with the crystal.
You'll be asked for a password. Type it and go get the crystal!
The crystal in Darkmoor is probably the most difficult to acquire. First, you should find a blind corridor, in which at it's end are three Liches, and a plate. Read the plate and a lever will appear. Press the lever and go search for the cube with orange walls, hanging from the ceiling. Push it and one of the walls will open! Proceed through the opened wall, and fight the eyes till you get to a staircase leading up. Climb on it and press the wall.
A secret door will open. Walk forward till you find yourself above a large hall, full of Liches and Eyes. Kill them or run to the bottom of the hall. In a small niche is the crystal. The Crystal in Kriegspire is difficult to locate.
Find the four large circles that are forming an 'Arena'. You should be on the second floor of this arena. Walk on the thin edges till you get to the very center of it.
Might And Magic X Walkthrough
You should see a column and a light green switch on it. Press it and return to the orange door before the arena. It should now open.
Walk into the corridor and you'll son have the Crystal on visual! In the Prison area, where the cages are, you will find a Letter from Roland (Ironfist). Take the crystal and get out of here. The Crystal in the Supreme temple of Baa is easy to locate. Just travel down and down, till you reach the lowest floor, just before the magma. You'll find a bridge and levers on all the entrances.
Just press the switches till you get access to the room with the crystal! Take it and all is done. You have all four crystals, required to wake the oracle.
You'll get 100 000 experience for each placed crystal, so go straight to Free Haven, get your reward and level up. After this is done. The Oracle will ask you to find the Control Cube, which allows you to go in the Control Center, where you may find blasters. Pretty good weapons! Now, it is the time to go to Dragonsand and enter the Temple of VARN - it's building, which looks like a pyramid. Clear the entrance area and enter the room that is full of Genies and a single Defender of VARN.
Kill them and collect the bodies. You should find a key. New enter the large room. Go left and find the door in the left wall. Kill everything there and find the switch, which looks like a scarab. Press it and a chest will appear. Open it and take EVERYTHING that is inside.
Take the Crystal skull and put in your inventory. Then, enter the inventory, pick the skull and close the window. You still hold the skull, right? Thus you'll never suffer radiation damage while in this pyramid. The drawback is that you won't be able to collect bodies, for the skull will go back to your inventory. I propose that you go on a money-collecting raid after you've killed everything here.
Now, go to the large room once again and enter the red door. Kill everything here and jump through the opening in the floor. You'll reach a hexagon. Now, find the corridor with orange wall and clean it, until you find a room. Inside there's a chest. Open it and you'll find another scroll, another key and a few items.
Return to the room with the pools and the Well of VARN. Go north and take the west (left) passage. Kill everything till you hit a door.
Open it and proceed in the corridor. Kill the two genies and you'll reach the Back Door. You have the key for it, so open it and proceed right near the wall. Continue walking in this direction till you reach a path leading upwards. Climb on it and you'll reach the Water Temple. You have the key for it, so open the door. Now, go kill everything and find the chest.
Inside it is another code, another key and a few items. Return through the corridor leading to the Back Door till you reach the place, where you've fought with the Guardians of VARN. There is a big entrance to the south, which leads to the library. Running or fighting - your choice, get to the library and open the chest. Get the new scroll and the new key.
Then click on the two pictures near the chest. You'll find the last 2 scrolls. You need to go back to the room with the Well of VARN.
Get all message scrolls and the key in one single character and jump into each pool. Write: - For Communication Officer - ARUHU - For Navigator - ULUS - For Engineer - YTTOCS - For First Mate - KCOPS - For Doctor - YOCCM After you're done, go to the Well of VARN, cast Feather Fall (or you should stick to the walls!) and write the Captain's Code (KRIK). Fall down and kill all the units. Inside the chest are the Control Cube and some items. Return the Cube to the Oracle. Now, you'll be able to get in the Control Center.
Just go to the first room to the left and read the plate. You'll get the Blaster skill! In the Control Center, you will find 8 Blasters and 4 Blaster Rifles. Be sure you've found all four Rifles before you get out! They are much more powerful and efficient than the little blasters. Unfortunately, you can't use two blasters at a time:-)) Pity.
You'll need the blasters to destroy the reactor in the Hive, located in the village of Sweet Water. But first, you should go to Castle Ironfist and talk to prince Nicolay. He'll ask you to find the Third Eye, a gem, which is required to open the Archibald's vault, where the Tanir's Bell is. The Gem is in the well near the castle. Click on the well and you get it. Now, return to the castle and trade the gem for the Tanir's bell.
Go to the library above the Castle and free Archibald. He'll thank you and gives you 'The Ritual of the Void' (the scroll, required to evade reactor's explosion, which will consume the Earth), and will disappear. Now, you are free to go to the Hive and finish the game. Artifacts and Relics in the game Finding artifacts or relics isn't easy. The places, where you may find lots of these wonderful items are Paradise Valley, Hermit's Isle and Dragonsand.
Some exceptions are: Excalibur (the artifact sword in Eel-Infested Waters - requires 200+ Might to get it), Mordred (the Artifact Dagger in the Dragoon's Keep in Free Haven) and artifacts, which are found in the chest after solving the obelisk quest: Igraine, Morgan and Guinevere. Zeus Type: Relic Item: Plate Armor AC: 64 Special powers: +50 to Hit points, Spell points and Luck, -50 Intellect 2. Apollo Type: Relic Item: Chain Mail AC: 46 Special powers: +20 to Luck, Resistances and -30 Endurance 3. Hercules Type: Relic Item: Two-Handed Sword Special powers: +50 Might, +20 Endurance, - 50 Intellect Attack: +12 Damage: 4d5 +12 4. Cronos Type: Relic Item: Axe Special powers: +100 Hit points, -50 Luck Attack: +14 Damage: 4d2 +14 5.
Odin Type: Relic Item: Crown Special powers: +50 to all resistances, -40 Speed 6. Atlas Type: Relic Item: Cloak AC: 16 Special powers: +100 Might, -40 Speed 7. Hades Type: Relic Item: Longsword Special powers: +20p. Poison damage, +20 Luck, thievery and negative HP regeneration Attack: +15 Damage: 3d3 +15 8.
Ares Type: Relic (?) Item: Mace Special powers: +30 Fire damage, +25 Fire resistance Attack: +14 Damage: 4d2 +14 NOTE: The reason I put a question mark here was this: artifacts only give to stats and never take anything. Relics give a lot and take a lot. Since Ares only increases you damage and Fire Resistance, it should be considered as an ARTIFACT, not a RELIC). Athena Type: Relic Item: Amulet Special powers: +100 Intellect, -40 Might 10.
Hera Type: Relic Item: Amulet Special powers: +50 to Hit points, Spell points, luck and -50 Personality 11. Aphrodite Type: Relic Item: Ring Special powers: +100 Personality, -40 Luck 12. Hermes Type: Relic Item: Boots AC: 17 Special powers: +100 Speed, -40 Might 13. Aegis Type: Relic Item: Shield AC: 29 Special powers: Immune to Stone, Shielding, +20 Luck and -20 Speed 14. Artemis Type: Relic Item: Longbow Special powers: +20 Elec. Damage, -10 to all resistances Attack: +12 Damage: 5d2 +12 15. Poseidon Type: Relic Item: Trident Special powers: +20 to Might, Endurance and Accuracy, -10 to Speed and AC Attack: +15 Damage: 2d6 +15 16.
Pellinore Type: Artifact Item: Plate armor AC: 56 Special powers: +30 to Endurance, Hit recovery and Regenerates Hit Points 17. Excalibur Type: Artifact Item: Broadsword Special powers: +30 Might Attack: +12 Damage: 3d4 +12 18.
Lucius Type: Artifact Item: Boots AC: 14 Special powers: +30 Speed 19. Thor Type: Artifact Item: Hammer (Mace) Special powers: Force Attack: +12 Damage: 2d5 +12 20. Guinevere Type: Artifact Item: Ring Special powers: Z+30 Spell points, of Light Magic, of Dark Magic 21. Mordred Type: Artifact Item: Dagger Special powers: Vampiric Attack: +8 Damage: 2d3 +8 22. Igraine Type: Artifact Item: Ring Special powers: +25 Spells points, 'of Body, Mind and Spirit magic' 23. Merlin Type: Artifact Item: Staff Special powers: Swiftness, +40 Spell points Attack: +8 Damage: 2d4 +8 24.
Morgan Type: Artifact Item: Amulet Special powers: +40 Spell points, 'Of Fire, Air, Water and Earth Magic' 25. Conan Type: Artifact Item: Two-Handed Axe Special powers: Devil and Dragon Slaying) Attack: +10 Damage: 3d7 +10 26. Galahad Type: Artifact Item: Chain Mail AC: 36 Special powers: +25 Hit points, of Protection (+10 to resistances) 27. Valeria Type: Artifact Item: Small Shield AC: 20 Special powers: +30 Accuracy and Shielding 28.
Percival Type: Artifact Item: Longbow Special powers: Swiftness and Carnage Attack: +10 Damage: 5d2 +10 29. Pendragon Type Artifact Item: Cloak AC: 11 Special powers: +30 Luck, thievery, Immune to poison 30. Arthur Type: Artifact Item: Crown Special powers: +25 Spell points, of the Gods (+10 to all stats) These are all the Artifacts and Relics in the game. Just to be sure, I used Might and Magic VI Character editor to see if there are any more. No, there weren't any new artifacts or relics, so I assume that these are all available in the game. The simple weapons, armor and magical items in the game 8.1. Swords - this is the most common fighting weapon throughout Enroth.
Good enough for both Attack and Defense, they are preferred from all Knights and Paladins. Long Sword Type: Longsword Attack: +0 Damage: 3d3 +0 Value: 50 2. Warrior Sword Type: Longsword Attack: +3 Damage: 3d3 + 3 Value: 200 3. Crusader Sword Type: Longsword Attack: +6 Damage: +6 Value: 350 4.

Champion Sword Type: Longsword Attack: +9 Damage: 3d3 +9 Value: 500 5. Lionheart Sword Type: Longsword Attack: +12 Damage: 3d3 +12 Value: 650 6. Broadsword Type: Broadsword Attack: +0 Damage: 3d4 +0 Value: 100 7. Steel Broadsword Type: Broadsword Attack: +4 Damage: 3d4 +4 Value: 300 8. Mighty Broadsword Type: Broadsword Attack: +10 Damage: 3d4 +10 Value: 600 9. Two-Handed Sword Type: Two-Handed Sword Attack: + 0 Damage: 4d5 +0 Value: 400 10. Great Sword Type: Two-Handed Sword Attack: +2 Damage: 4d5 +2 Value: 500 11.
Heroic Sword Type: Two-Handed Sword Attack: +8 Damage: 4d5 +8.