Let's Play Might and Magic VI

Totemic Hero

Pre-play preparation

This originally was three (technically 2.75) posts. I've divided it up accordingly.

Post One:

The Might and Magic series was always one of the classics that I enjoyed back in the day. I was recently planning to go back to some of the games in the series and play through again, for nostalgia's sake, but I decided it would be more interesting to turn it into a Let's Play thread, so here we are.

I would have preferred to do IV and V (collectively World of Xeen), but said games do not work on my current computer. Curse you, technology marching on!

Thus, the sixth entry is the one I picked. The first game of the series to have its story tie into the Heroes of Might and Magic series, the classic gameplay still holds its own (even if the graphics don't).

Well, I'm kind of rambling now, so let's get started.

Post Two:

Before we begin, I'll discuss gameplay a little, so those who haven't played aren't in the dark. In Might and Magic VI, you create a party of four adventurers to save the kingdom of Enroth (Fun!) Said characters gain levels via Experience Points, which allow you to raise your skills.


First, the classes. You will upgrade these via quests, which result in increased hit points and spell points, as well as getting a new class name.

  • Knight: Straightforward warrior, can use all weapons and armor types. The only class that cannot use any type of magic (and thus has no spell points), but in turn has more hit points than anyone else. Upgrades to Cavalier and then Champion. Starts with Sword and Leather Armor skills.
  • Paladin: Like the knight, can use all armor and weapons. Has less health than the knight, but compensates by being able to use Body, Mind, and Spirit magic. Upgrades to Crusader and then Hero. Starts with Sword and Spirit Magic skills.
  • Archer: The name may fool you at first. The archer can make use of any weapon, but cannot wear Plate or use Shields. In addition, it can also learn Fire, Air, Water, and Earth magic. (Insert Captain Planet joke here.) Upgrades to Battle Mage and then Warrior Mage. Starts with Bow and Air Magic skills.
  • Cleric: Roughly what you would expect. Limited weapons and also unable to wear Plate, but can still use Shields, making them quite durable. Can learn Body, Mind, and Spirit magics early, and later has access to the advanced Light and Dark magics. Upgrades to Priest and then High Priest. Starts with Mace and Body Magic skills.
  • Sorcerer: Squishy Wizard ahoy! Unable to use any armor except Leather, and also limited in what weapons can be used. Can use Fire, Earth, Water, and Air magics, and later Light and Dark also. Upgrades to Wizard and then Archmage. Starts with Dagger and Fire Magic skills.
  • Druid: Much like the Sorcerer, with the same armor and weapon limitations. The key difference, instead of getting Light and Dark magic later on, is that the Druid can learn Body, Mind, and Spirit in addition to the elemental magics, granting them the largest spell pool. However, Master of None is a problem. Upgrades to Great Druid and then Arch Druid. Starts with Staff and Earth Magic skills.


Next, the attributes. You raise these by equipping enchanted gear, visiting special shrines at certain times, or by finding barrels full of colored liquid to drink. (Ewwwwwww...)

  • Might: Increases melee damage, and at higher levels allows you to, er, "manipulate" certain objects. Fairly useful early on for melee-based classes like Knight and Paladin, all but useless by the endgame (and you will see why). Red liquid increases it.
  • Intellect: Increases the spell points pool for Archers, Sorcerers, and Druids. Completely useless for other classes. Orange liquid increases it.
  • Personality: Again, provides an increase in the spell point pool, but for Clerics, Paladins, and Druids. Useless otherwise. Blue liquid increases it.
  • Endurance: Increases total hit points. How much so varies from class to class. Green liquid increases it.
  • Accuracy: Exactly What It Says on the Tin, improves chances to hit with all weapons and certain spells. Yellow liquid increases it.
  • Speed: Not only allows you to attack and cast spells more often (duh), but also improves your Armor Class. Probably the most important attribute in the long run. Purple liquid increases it.
  • Luck: Provides minuscule bonuses to most of what you do, but most notably increases resistance to magical and trap damage. White liquid increases it.


Now for the skills. Each of you characters starts with four skills, two predetermined based on class and two that you can choose. Every time your characters gain levels, they gain skill points to allocate among their skills. There are also horseshoes, which grant an instant two skill points to whoever uses one of them. You can train your skills up to Expert and Master level to obtain bonuses based on your skill level, but you have to meet certain qualifications first. And then you have to find the trainers...

  • Weapon Skills: You will need these skills to use the weapons (duh again). Expert and Master grant certain bonuses. The Expert Dagger and Master Sword allow you to Dual Wield, the Master Mace allows your attacks to stun, the Master Dagger grants you critical hit chance, and so on.

  • Armor Skills: Leather, Chain, and Plate all have Expert and Master bonuses that reduce the recovery penalty of the armor. Shield bonuses just add to your Armor Class.

  • Magic Skills: The Expert and Mastery bonuses will vary from spell to spell. I'm not getting into that here. Look it up yourself!

  • Miscellaneous Skills: We'll look at these one by one. Expert and Master just improve the effects.
    • Bodybuilding: Increases total hit points. Like Endurance, its value depends on the class.
    • Diplomacy: Improves ability to deal with NP Cs effectively
    • Disarm Trap: Self-explanatory.
    • Identify Item: Self-explanatory.
    • Learning: Increases total experience points gained.
    • Meditation: Increases total spell points.
    • Merchant: Modifies buying and selling prices in your favor.
    • Perception: Increases chance to reduce or avoid trap damage.
    • Repair Item: Self-explanatory.


I haven't decided my party composition yet, so I'll see what you guys think. If no one answers, I'll go with the default party (Paladin - Archer - Cleric - Sorcerer). I'll probably seriously start in a few days (at most, by next weekend).

Post Three:

Since there weren't many suggestions, here is my final party:

Toblerone the Knight
  • Might: 14
  • Intellect: 5
  • Personality: 5
  • Endurance: 14
  • Accuracy: 12
  • Speed: 12
  • Luck: 12
Starting Skills: Sword, Leather Armor, Bow, Bodybuilding

Cate the Archer
  • Might: 10
  • Intellect: 20
  • Personality: 5
  • Endurance: 12
  • Accuracy: 14
  • Speed: 12
  • Luck: 12
Starting Skills: Bow, Air Magic, Dagger, Fire Magic

Huaryu the Cleric
  • Might: 10
  • Intellect: 7
  • Personality: 20
  • Endurance: 12
  • Accuracy: 12
  • Speed: 12
  • Luck: 12
Starting Skills: Mace, Body Magic, Mind Magic, Spirit Magic

Eno N'foretsam the Druid
  • Might: 10
  • Intellect: 20
  • Personality: 20
  • Endurance: 12
  • Accuracy: 12
  • Speed: 12
  • Luck: 12
Starting Skills: Staff, Earth Magic, Water Magic, Body Magic

I do know of an early Easter Egg that makes the game a lot easier. However, I'm not touching it with a thirty-nine-and-a-half foot pole, so relax.

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