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Might and Magic VI Hints
What kind of party should I create?
1 of 5: I personally played the game with the quick start party and found it adequate.
2 of 5: That consisted of a Paladin, an Archer, a Cleric, and a Sorcerer.
3 of 5: In any case, I think that a cleric and sorcerer are essential. Those are the only two classes that have access to Light and Dark magic, and you will need those spells later on in the game. Besides, you want characters with high spell points (that is, a dedicated spellcaster) to be able to cast both Self and Elemental Magic. A druid might serve this second purpose but wouldn't be able to use Light or Dark magic.
4 of 5: I would also recommend having a backup spellcaster for both Self and Elemental magic. I found having a second Self spellcaster useful, so you don't have to rely on just one caster for important spells like Raise Dead or Ressurrect, or even for healing spells. And a second Elemental caster is helpful for two reasons: both to give you a backup character who can cast offensive spells, and also to keep you from having to make a single character proficient in all four realms of Elemental magic.
5 of 5: A combination of a Druid and a Knight or a Paladin and an Archer would meet the guidelines that I've suggested. I've also heard others recommend other combinations of parties, but they've uniformly included a Cleric and a Sorcerer. In any case, it's probably not entirely critical what the last two characters are.