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Walkthroughs of Might and Magic 6 FAQ


Might and Magic 6 FAQ Walkthroughs


Might and Magic 6 FAQ

_______________________________
|Author: DG Dobrev |
|e-mail: iron_feather@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. Sashanan
3. 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.

3. FOR ANY COMMENTS, additions, questions about the game etc. regarding this FAQ feel
free to e-mail me. My personal mailbox is:

iron_feather@mail.bg

-----------------
Table of Contents
-----------------

- Copyright notice

- Foreword
1. Forming the Party.
2. Character's statistics, factors, primary and seconrdary skills.
2.1. Primary Statistics.
2.2. Factors.
2.3. Weapon skills.
2.4. Magic skills.
2.5. Armor.
2.6. Miscellaneous skills
3. The obelisk puzzle.
4. Promotion quests.
4.1. Knight
4.2. Paladin.
4.3. Archer.
4.4. Sorcerer.
4.5. Cleric.
4.6. Druid.
5. The quests of the six lords.
6. Oracle missions.
7. Artifacts and relics in the game.
8. Simple weapons and gear in the game.
9. Solving the side quests.
10. Town descriptions and teache locations.
11. Hints, tips, secrets and advices.
12. Spell descriptions.
13. Special thanks.
14. 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!


Good luck!





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!


1. 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. But... 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.

2.1. 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.).

2.2. Factors.

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.

2.3. 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. Be sure. 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.

2.5. Armor.

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.

4. 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.
4. 2. 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. Push it. 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.
4.3. 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. Easy!
4.4. Sorcerer
First promotion - you need to go to Bootleg Bay and drink from the fountain outside the city. That's
all! 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.
4.5. 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!
4.6. Druid.
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!!!

5. 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. 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.
2. 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!
3. 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.
4. Lord Stone.
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.
5. 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.

6. 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. It's JBARD. 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. Take it!

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.
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 it. 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.


7. 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.

So:
1. 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).
9. 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.

8. 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.

1. 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
Value: 800
12. Cutlass
Type: Cutlass
Attack: +0 Damage: 2d4 +0
Value: 40
13. Pirate Cutlass
Type: Cutlass
Attack: +5 Damage: 2d4 +5
Value: 290
14. Master Cutlass
Type: Cutlass
Attack: +11 Damage: 2d4 +11
Value: 590

These are all the weapons that the "Sword" skill covers. If you learn it, you'll be able to use any
of the listed
weapons.

8.2. Dagger - these weapons are easy to use, fast and very, very deadly.

1. Dagger.
Type: Dagger
Attack: +0 Damage: 2d2 +0
Value: 8
2. Blood Dagger
Type: Dagger
Attack: +2 Damage: 2d2 + 2
Value: 100
3. Shadow dagger
Type: Dagger
Attack: +3 Damage: 2d2 +3
Value: 150
4. Mage Dagger
Type: Dagger
Attack: +5 Damage: 2d2 +5
Value: 250
5. Jeweled dagger
Type: Dagger
Attack: +6 Damage: 2d2 +6
Value: 300
6. Long Dagger
Type: Long Dagger
Attack: +0 Damage: 2d3 +0
Value: 15
7. Piercing Dagger
Type: Long Dagger
Attack: +4 Damage: 2d3 +4
Value: 200
8. Divine Dagger
Type: Long Dagger
Attack: +7 Damage: 2d3 +7
Value: 350

It is advisable to use the Dagger skill for your Druids and Sorcerers. Raise it to level 4, make
them experts and
then put two daggers in their hands. If you do so, you'll easily make them good fighters and just
raise their magic
skills then and forget about the weapons.

8.3. Axe - axes are very deadly attacking weapons, usually inflicting large amounts of damage. The
drawback is that
they are usually slow...

1. Hand Axe.
Type: Axe
Attack: +0 Damage: 4d2 +0
Value: 30
2. Battle Axe
Type: Axe
Attack: +2 Damage: 4d2 +2
Value: 100
3. War Axe
Type: Axe
Attack: +5 Damage: 4d2 +5
Value: 250
4. Dwarven Axe
Type: Axe
Attack: +8 Damage: 4d2 +8
Value: 400
5. Supreme Axe
Type: Axe
Attack: +11 Damage: 4d2 +11
Value: 550
6. Poleax
Type: Two-Handed Axe
Attack: +0 Damage: 3d7 +0
Value: 225
7. Heavy Poleax
Type: Two-Handed Axe
Attack: +3 Damage: 3d7 +3
Value: 450
8. Grand Poleax
Type: Two-Handed Axe
Attack: +9 Damage: 3d7 +9
Value: 900

8.4. Spear - the perfect defensive weapon for your characters, it may be wielded in one or in both
hands - with a
bonus if used two-handed.

1. Spear
Type: Spear
Attack: +0 Damage: 1d9 +0
Value: 15
2. Stout Spear
Type: Spear
Attack: +1 Damage: 1d9 +1
Value: 100
3. Serpent Spear
Type: Spear
Attack: +5 Damage: 1d9 +5
Value: 450
4. Savage Spear
Type: Spear
Attack: +9 Damage: 1d9 +9
Value: 550
5. Sacred Spear
Type: Spear
Attack: +13 Damage: 1d9 +13
Value: 650
6. Halberd
Type: Halberd
Attack: +0 Damage: 3d6 +0
Value: 200
7. Massive Halberd
Type: Halberd
Attack: +4 Damage: 3d6 +4
Value: 450
8. Elite Halberd
Type: Halberd
Attack: +10 Damage: 3d6 +10
Value: 900
9. Trident
Type: Trident
Attack: + 0 Damage: 2d6 +0
Value: 100
10. Ornate Trident
Type: Trident
Attack: +6 Damage: 2d6 +6
Value: 400
11. Titanic Trident
Type: Trident
Attack: +12 Damage: 2d6 +12
Value: 700

If you have doubts what weapon to choose for your characters, choose Spear. It has both defensive
and offensive
capabilities, allowing it to be the best personal weapon, inflicting a considerable amount of damage.

8.5. Bow - This is a must-have skill. It can be learned by all characters and is the most important
in long-range
combat, when your characters are counting on spells or on missile weapons.

1. Longbow
Type: Longbow
Shoot: +0 Damage: 5d2 +0
Value: 100
2. Elven Bow
Type: Longbow
Shoot: +2 Damage: 5d2 +2
Value: 200
3. Precision Bow
Type: Longbow
Shoot: +4 Damage: 5d2 +4
Value: 300
4. Magic Bow
Type: Longbow
Shoot: +6 Damage: 5d2 +6
Value: 400
5. Stellar Bow
Type: Longbow
Shoot: +8 Damage: 5d2 +8
Value: 500
6. Crossbow
Type: Crossbow
Shoot: +0 Damage: 4d2 +0
Value: 50
7. Accurate Crossbow
Type: Crossbow
Shoot: +3 Damage: 4d2 +3
Value: 200
8. True Crossbow
Type: Crossbow
Shoot: +7 Damage: 4d2 +7
Value: 400

Be sure to get this skill for all characters and master it as soon as possible. You may kill some of
the monsters
by just running and shooting at them, believe me!

8.6 Mace - The mace is a good fighting weapon. It starts to add points to damage on expert level,
which means that
this kind of weapon is a good option for a Knight or a Paladin.

1. Mace
Type: Mace
Attack: +0 Damage: 2d4 +0
Value: 50
2. Wicked Mace
Type: Mace
Attack: +2 Damage: 2d4 +2
Value: 150
3. Thunder Mace
Type: Mace
Attack: +5 Damage: 2d4 +5
Value: 300
4. Wonder Mace
Type: Mace
Attack: +8 Damage: 2d4 +8
Value: 450
5. Death Mace
Type: Mace
Attack: +11 Damage: 2d4 +11
Value: 600
6. Hammer
Type: Hammer
Attack: +0 Damage: 2d5 +0
Value: 120
7. Dark Hammer
Type: Hammer
Attack: +3 Damage: 2d5 +3
Value: 300
8. Holy Hammer
Type: Hammer
Attack: +7 Damage: 2d5 +7
Value: 600

Nice weapon! It tends to inflict lots of damage and on master level gives your character an
opportunity to stun
his opponent. Quite good, if you act in turn-based mode!

8.7. Clubs - the weakest weapon of all - get rid of it when there any other better item available.

1. Club
Type: Club
Attack: +0 Damage: 1d3 +0
Value: 1
2. Spiked Club
Type: Club
Attack: +3 Damage: 1d3 +3
Value: 40
3. Killer Club
Type: Club
Attack: +5 Damage: 1d3 +5
Value: 100

The clubs aren't all-game weapons. You may find them useful at the very beginning, but only at these
early stages of
the game - later on they become useless!

8.8. Staff - the Staff is a wonderful weapon for Druids and Sorcerers. They don't hit hard at all,
but tend to carry
strong enchantments and add to defense.

1. Staff
Type: Staff
Attack: +0 Damage: 2d4 +0
Value: 40
2. Emerald Staff
Type: Staff
Attack: +3 Damage: 2d4 +3
Value: 200
3. Power Staff
Type: Staff
Attack: +7 Damage: 2d4 +7
Value: 500

Staves are weapons for the non-combat classes - Druids and Sorcerers, for these two tend to have
weak armor, low
armor class and low HP totals.

8.9. Blaster - The Ancient weapons are the best personal weapons ever to be found. Unfortunately,
they become
available only when you gain access to the Control Center...
1. Blaster
Type: Ancient Weapon
Attack: +8 Damage: 3d5 +8
Value: 0 (usually 1 gold)
2. Blaster Rifle
Type: Ancient Weapon
Attack: +12 Damage: 5d5 +12
Value: 0 (usually 1 gold)

8.10 Leather Armor - lightweight armor, won't afflict weapon speed at all, but provides the least
defense.

1. Leather Armor
Type: Leather Armor
Armor: +4
Value: 150
2. Studded Leather
Type: Leather Armor
Armor: +6
Value: 250
3. Enchanted Leather
Type: Leather Armor
Armor: +10
Value: 450
4. Dragon Leather
Type: Leather Armor
Armor: +16
Value: 750
5. Imperial Leather
Type: Leather Armor
Armor: +24
Value: 1250

8.11. Chain Mail - better and heavier than the leather armor, provides considerable protection, but
slows your character.

1. Chain Mail
Type: Chain Mail
Armor: +8
Value: 400
2. Steel Chain Mail
Type: Chain Mail
Armor: +12
Value: 600
3. Noble Chain Mail
Type: Chain Mail
Armor: +18
Value: 900
4. Royal Chain Mail
Type: Chain Mail
Armor: +26
Value: 1300
5. Majestic Chain Mail
Type: Chain Mail
Armor: +36
Value: 1800

8.12. Plate Armor - the heaviest kind of armor, provides great body protection, but slows down your
hero more
than a Chain Mail does.

1. Plate Armor
Type: Plate Armor
Armor: +20
Value: 1000
2. Steel Plate Armor
Type: Plate Armor
Armor: +28
Value: 1400
4. Golden Plate Armor
Type: Plate Armor
Armor: +54
Value: 2700

8.13. Shield - shield is a good choice when you're using one-handed weapon and you're not intended
to switch to
two weapons at all.

1. Kite Shield
Type: Large Shield
Armor: +6
Value: 200
2. Tower Shield
Type: Large Shield
Armor: +7
Value: 300
3. Castle Shield
Type: Large Shield
Armor: +9
Value: 400
4. Celestial Shield
Type: Large Shield
Armor: +13
Value: 500
5. Olympian Shield
Type: Large Shield
Armor: +19
Value: 800
6. Wooden Shield
Type: Small Shield
Armor: +4
Value: 100
7. Bronze Shield
Type: Small Shield
Armor: +6
Value: 200
8. Steel Shield
Type: Small Shield
Armor: +8
Value: 300
9. Spirit Shield
Type: Small Shield
Armor: +12
Value: 450
10. Astral Shield
Type: Small Shield
Armor: +18
Value: 750

8.14 Helms, Cloaks, Boots, and Gauntlets - these are additional defensive items that can be wielded
by your characters.

1. Helm
Type: Helm
Armor: +2
Value: 60
2. Steel Helm
Type: Helm
Armor: +6
Value: 260
3. Guardian Helm
Type: Helm
Armor: +8
Value: 460
4. Defender Helm
Type: Helm
Armor: +10
Value: 660
5. Angelic Helm
Type: Helm
Armor: +12
Value: 860
6. Leather Cloak
Type: Cloak
Armor: +1
Value: 50
7. Phantom Cloak
Type: Cloak
Armor: +3
Value: 150
8. Elven Cloak
Type: Cloak
Armor: +5
Value: 250
9. Cardinal Cloak
Type: Cloak
Armor: +7
Value: 450
10. Doom's Day Cloak
Type: Cloak
Armor: +9
Value: 750
11. Leather Boots
Type: Boots
Armor: +2
Value: 50
12. Steel Boots
Type: Boots
Armor: +6
Value: 250
13. Armored Boots
Type: Boots
Armor: +8
Value: 450
14. Sterling Boots
Type: Boots
Armor: +10
Value: 650
15. Ultimate Boots
Type: Boots
Armor: +12
Value: 850
16. Gauntlets
Type: Gauntlets
Armor: +3
Value: 100
17. Knight Gauntlets
Type: Gauntlets
Armor: +6
Value: 250
18. Paladin Gauntlets
Type: Gauntlets
Armor: +8
Value: 450
19. Cavalier Gauntlets
Type: Gauntlets
Armor: +10
Value: 650
20. Ultimate Gauntlets
Type: Gauntlets
Armor: +12
Value: 650


9. Solving the side quests.

Solving the side quests is not important for the game, but doing so will earn you money, respect and
levels up!
1. Returned the Prince.
This mission is taken from Castle Ironfist and you objectives are to return little Prince to the
castle. Talk to
him, click on "Boredom" and he'll ask you to get him to the circus. But he'll run away as soon as he
can, so
you'll have to find him. He's where the circus is - in April in Blackshire, in August in Darkmoor
and December in
Bootleg Bay. Retrn him to the castle and you'll get some experience to advance a few levels. Be
warned, that if
he's missing, you won't be granted permission to enter castle Ironfist!

2. Killed Snergle.
Speak to the Dwarf in the tavern in Darkmoor. He'll ask you to find and kill Snergle - the usurper
of the Dwarven
throne. This is also a required quest if you want to master the axe. You must first go to the
"Snergle's Iron Mines"
in Darkmoor and find "Snergle's Key". It's in a person, who was captured and locked in there. But
first of all,
You'll have to find a small key that opens his cell. Do it and he'll give you the required item.
Then go to Ironfist
area and find "Snergle's Caverns" through the teleporter. Enter it and try to collect all the gold
and gems that are
found in the caves. After you reach the door, be warned! When you unlock it, you'll get surrounded
by dwarves and may
die if you can't escape into the large room or with a portal or beacon. In any way, start killing
the dwarfs and
collecting their bodies. In one of the bodies (that of Snergle), you'll find a fine axe. Bring it to
Anviril Smithers
and he'll start teaching you to Master Axe skill.

3. Saved the Mayor of Mist.
You must get this mission from the Town Hall in Mist. Go to the Silver Helm outpost. Find the room
with a single
Master Monk inside and a swith on one of the walls. Inside the chest you can find "Enemies list"
scroll. Bring this
proof, that the next victim will be the mayor of Mist to the town hall and you'll get some gold and
experience.

4. Retrieved Baa Candelabra.
You must get this mission from Andover Portbello in the New Sorpigal's tavern. Go to the Abandoned
temple outside the
town and enter it. Kill the bats and enter the right door behind the stairs. Kill the snakes and
open the chest.
You'll find the missing candelabra. Be warned, that helping Baa will decrease your reputation!

5. Retrieved Andrew's Harp.
Go to Ironfist and take this mission in the house near the stables. Now, go to Dragoon's Caverns in
the same area.
This mission requires a lot of fighting and killing, and of course, pulling a few levers. Kill and
advance further
into the dungeon till you reach a room with six chests and some guardians inside. Kill them and open
the SECOND chest.
Inside it is the harp. Return it to get some gold and experience.

6. Retrieved Ethric's Skull.
Go to the Temple area in Free Haven and search about the houses. You'll find an alchemist, who wants
you to find
the skull of the First Lich, Ethric the Mad. Travel to the south till you hit the river. Now, go
east till you hit
the mountain. Here's the entrance to the "Tomb of Ethric the Mad". The tomb itself is now hard to
complete, assuming
you can fight the liches. Just press all switches you come upon till you find the room with liches.
There are a few
such rooms and Ethric is in one of them. Be sure to collect all bodies - you'll find "... an item
(Skull)". Return it
to the Alchemist and he'll give you 7500 gold and surely you'll gain a few levels. WARNING! While
searching the niches,
you can catch a disease!!!

7. Killed the Spider Queen.
Please read the information about "Rescued Angela" and "Retrieved Baa Candelabra" missions first.
After you have saved the girl, continue venturing into the Abandoned Temple. You'll reach two small
rooms, full of
snakes and with a chest and six snake eggs lying on the ground. Kill the enemies and collect the
Eggs and the items
in the chest. Now, continue walking forward until you hit the large room with the spiders. Now,
don't go into it, just
wait in the entrance. The spiders will come alone, I assure you! Kill them and in one of the bodies
you'll find the
Spider Queen's heart. Now, go to the end of the room and open the wooden door. You'll find a chest
with some GOOD
items inside! (The last time I found a Stellar Bow and a Cardinal Cloak)

8. Saved the Monolith
You must get this quest from Silver Cove and find "The Monolith" building in the same area. Inside
it are quite big
bunch of Druids and Earth Elementals, who may prove to be tough opponents if your party isn't that
strong yet.
However, be sure to click on all rocks, trees, stones, etc. They will either give you money or open
passages, doors,
etc. You'll find lots of gold inside! When you reach the Altar room and deface the Monolith, all
Clerics and
Druids in your party will gain +5 Personality permanent. You'll also get 3000 gold for completing
this mission!

9. Destroyed the Wicked Crystal.
Go to Bootleg bay and take the mission from the house in the temple. Now, travel to the "Temple of
the Fist" - it
is to the west of the main town, when you're facing the temple. This mission is no that hard to
complete and the
only problem may be the locked door of the inner sanctum of the Temple, where is the crystal itself.
To open it,
find the white arrow behind the three barrels and push it. The wall will move, allowing you to push
a newly
discovered button. It will open the locked door for you. Kill everything in the inner sanctum and
destroy the
crystal by clicking on him.
Now, return to the house for your reward.

10. Rescued Emmanuel.
Go to Blackshire to take this mission. Emmanuel can be found in the Temple of the Snake in the same
area in a little
island - this means you'll have to either have "Water Walk" of "Fly" spell. Otherwise, you must take
the damage
from drowning...
Nevertheless, you are now inside the buil

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