Might and Magic VI Hints

What skills will I need during the game?

  • 1 of 7: What you choose at the start of the game is pretty much arbitrary.  You can buy pretty much any skill between New Sorpigal and Castle Ironfist.
  • 2 of 7: Bow skills for all your characters will come in very handy, to allow you to have ranged attacks.  (Those spell points will run out faster than you think, especially at the start of the game, so don't rely on offensive spells alone.)
  • 3 of 7: I would also recommend that you just pick one weapon skill (aside from bow) for each of your characters and concentrate on building those.  I used a different skill for each of my characters, so I could make use of pretty much any kind of enchanted weapon that I found.
  • 4 of 7: Some spell skills are also important.  Earth and Fire Magic are good primarily for offensive spells.  Water Magic is good for teleportation spells, which make the game much faster for you, and allow you to get out of a tough battle easily.  (Master rank in Water Magic is especially helpful.) Air Magic is useful for the Fly spell -- which is the only way to reach certain areas -- but I don't think it's necessary to build a very high rank in it.
     
    Body Magic is good for healing, especially when you are able to get Power Cure.  I personally found Mind and Spirit Magic good for the occasional cure or stat-enhancing spell, but I never found it all that important to be very skilled at either one of them (beyond expert level).  On the other hand, Spirit Magic is probably good enough for a starting Paladin, who can use the Healing Touch spell without having to learn a new skill.
  • 5 of 7: Skills like repair, disarm trap, perception, and merchant can each be given to a single character who can concentrate on building them.  Whenever you need these skills, you can always switch to the character who has them, and pass inventory items back and forth between the rest of the party as necessary.  And even these aren't all that essential at the start.
  • 6 of 7: Body building, learning, and meditation can give your party a bit of an extra boost in hit points, experience, and spell points, respectively.  They aren't essential, but it might not hurt to pick up the skills and dedicate a few extra skill points here and there.  But as a word of warning, it appears that learning only influences the experience you receive from killing monsters, not from completing quests or any other such bonuses.  Meditation will also provide more of a spell point boost to spellcasters than to mixed classes. Likewise, body building works best on knights and worst on spellcasters.
  • 7 of 7: I personally found Diplomacy useless, since you can generally find and talk to the NPC's you need without much difficulty.