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So I played through Might and Magic 6 just now, for the first time in nearly 12 years. Quite a fun experience to be had again, since it was one of my favourites from when I was little.

While playing through, I didn't fight any of the monsters outside of the dungeons. I remember playing when I was little, that I fought them all. My party line-up consisted of a knight, 2 clerics and a sorcerer. I got Master in Learning as soon as possible, and I had a Scholar and Instructor through the whole game. This might make up for the experience lost for not fighting the monsters outside the dungeons.

I had one Light Magic and one Dark Magic user, only ever using those 3 helpful spells of Day of the Gods, Day of Protection, and Hour of Power. I was going to use Meteor, but because I never fought outside, I never even used it. I just flew over all the monsters to the dungeons, where ever my quests led me, occassionaly exploring a random dungeon. Some I skipped like the Medusa dungeon, saying I'd come back to it later, but I never did. My two Clerics used the healing spells a lot, once in a while casting a cure spell of something. My sorcerer became almost useless, only using the flying, town portal and lloyds beacon spells.

I spent the whole game meleeing everything, never using magic attacks but for a few rare occassions when attacking from a distance. Like in the Lair of the Wolf, I used range attacks a lot to clear out that room with all those werewolves. Weapons always did way more damage than any of the spells, which is why I stuck to melee all the time.

Everyone ended the game at level 60, with many more level ups to be had that I didn't train in. Once the blasters were found, the game became a piece of cake. My knight ended the game with nearly 400 skill points still unused. My spell casters used almost all their skill points. I trained everyone in things like repair and a few other general skills, so the spellcasters used most of their skill points since they also spent skill ppoints in the spell classes.

I love the game, it's still one of my favourites, but I'm rather disappointed. I remember the game being tougher when I was younger. I was hoping for a long game of memory, but it barely took any time at all to beat. I wasn't trying to speedrun the game or anything, it just came to the end so fast. Once the blasters are found, the game is almost pointless to play because everything dies so easily.

This isn't anything against the game, it's a great game. Just after 12 years, I played it once again, but I'm feeling a bit empty inside :(.
I played this game about a month ago and felt the same way.

Once I got the blasters, I felt like I was playing Doom of Might & Magic.

I'd heard the game had balance issues before I played it, but I didn't realize that those balance issues were all in favor of the player. Once I got to Free Haven, the game began losing a lot of momentum and I had to trudge through the rest of it because you get way too powerful way too quickly.

And like you, I felt my sorceress was useless.

I felt like I should've just gone through the whole game with 1 knight, 1 paladin, 1 archer and a cleric.

When my sorcerer did start to become useful, which was after I got Dragon's Breath (for me, this was just before the Tomb of VARN), she quickly became useless thanks to the blasters and the Haste spell, which for my game, made blasters capable of firing faster than I could hit the A key (I wasn't using any mods - not sure if this was intended or not).

Even from a distance, I found raising everyone's bow skill to be very fast and just as effective as throwing fireballs at enemies, and it didn't consume mana. Even the enemies that were physical immune could be ignored, so I honestly didn't appreciate that some people in some places made me feel like I needed a magic user or I wouldn't have been able to complete the game - it's simply not true.

The game ultimately got tedious because magic was only good for buffing and travel, Dragon's Breath required way too much mana to be reliable (having to Town Portal back to New Sorpigal every couple of minutes was not my idea of fun, and actually slowed my progress down!)

In the end, what started out as a bone-breakingly difficult and challenging game quickly devolved into mindlessly hacking away at hordes of enemies until everything died and I did it again around the next corner.

Some of the puzzles in the dungeons were arbitrary. I'm still bitter about a few of them because I felt cheated. I'm still bitter about a few of them because they were so easy to cheat (like the one that teleports you to the switch in Kriegspire - baha - I just reloaded my game and ran back there on foot).

It's a brilliant game with a few flaws that didn't stop me from playing it, but did cripple my enjoyment of it.
Best damage spell isn't Dragon Breath.

The spells that you should use are:

- Starburst
- Meteor Shower
- Rock Blast

Starburst and Meteor Shower need to be set as Quick Spell to be used effectively (highlight target monster to be the centre of the spell effect and press Quick Spell button "S").

Rock Blast is best used indoor because it easier to aim it (left, right, pg up, dg down) and it can bounce and hit around the corner not in line of sight.

Dragon Breath and Fireball are alternative to Rock Blast if the monster's resistance to Physical is higher than to Poison or Fire. Of course, Clerics have little choice other than Dragon Breath...

The beginning and mid-game Might and Magic VI is A LOT easier with magic users. In fact, I always make a party of all magic users (Archer, Cleric, Druid, Sorcerer). The game would be extremely difficult, if not impossible, without any magic users at all (Knight, Knight, Knight, Knight).
Post edited November 03, 2011 by doady
No one said Dragon's Breath was the best damage spell in the game. For me, it was the most useful, especially since Starburst and Meteor Shower only work outdoors, and thanks to the Fly spell, I never had to fight outdoors after Free Haven. :)

I was also never impressed with Rock Blast, but that probably comes down more to playstyle than anything else.

This game is perfectly beatable without a sorcerer. No one, again, said that magic users weren't needed at all. You'd have to go out of your way to play without magic at all, really, because of the limited class selection in this game. I just said that my archer was more than sufficient.

Playstyle matters a lot more in this game than metagaming because everything is so close in terms of damage, the skill system is so open-ended, etc.

The fact of the matter is, nothing survives a barrage of blaster fire, and blasters can be wielded by anyone. Once you get them, your class selection is pretty much moot point, as long as you're able to buff, travel, and heal, which I would like to add, you do not need a sorcerer to do.

Edit: Typos!
Post edited November 03, 2011 by Supertuft
Where can you get these blasters? These game specific forums are really empty...
Post edited November 18, 2011 by macuahuitlgog
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macuahuitlgog: Where can you get these blasters? These game specific forums are really empty...
You have to finish most of the story-line quests first.
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Supertuft: No one said Dragon's Breath was the best damage spell in the game. For me, it was the most useful, especially since Starburst and Meteor Shower only work outdoors, and thanks to the Fly spell, I never had to fight outdoors after Free Haven. :)

I was also never impressed with Rock Blast, but that probably comes down more to playstyle than anything else.

This game is perfectly beatable without a sorcerer. No one, again, said that magic users weren't needed at all. You'd have to go out of your way to play without magic at all, really, because of the limited class selection in this game. I just said that my archer was more than sufficient.

Playstyle matters a lot more in this game than metagaming because everything is so close in terms of damage, the skill system is so open-ended, etc.

The fact of the matter is, nothing survives a barrage of blaster fire, and blasters can be wielded by anyone. Once you get them, your class selection is pretty much moot point, as long as you're able to buff, travel, and heal, which I would like to add, you do not need a sorcerer to do.

Edit: Typos!
Once you have the blasters it is pretty much game over. You can also do what many people I remember doing, don't use the blasters.

I recall some mid game content being easy, but I also recall it geting hard again real quic.... untill blasters, but then came game closure.
Try playing the game turn based if you want a challenge. I found the game to easy when playing in real time and felt that strafing was just too "cheesy" in an CRPG.
So I restarted and played it turn based instead, but the it was just too difficult when I started meeting robots with blasters (in Control Center, I think).
It's my impression that the blasters are far more effective when playing it in real time.
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PetrusOctavianus: Try playing the game turn based if you want a challenge. I found the game to easy when playing in real time and felt that strafing was just too "cheesy" in an CRPG.
So I restarted and played it turn based instead, but the it was just too difficult when I started meeting robots with blasters (in Control Center, I think).
It's my impression that the blasters are far more effective when playing it in real time.
They really don't do a lot of damage. Their prime advantage is speed--which they have a LOT of.
Well, yeah. Blasters are meant to be kinda broken, but by the time you get them you've already completed a good 95% of the game, if not more. I don't think its fair to complain about them too much, considering at most you are going to use them in the last dungeon and not much more.

I dunno though. I can recall specific dungeons, namely Gharik's Forge, Castle Darkmoor, and the Tomb of VARN all being difficult. Maybe you're just one of those guys that needs to solo the game as a level 1 paladin or something
It may be easy for some people, but Might and Magic VI has a charm in it that isn't seen that well in more modern games.

It marked the jump into 3-D (which all games were doing back in 1996-1999), and since it was the first Might and Magic game I played, I was quite impressed with it.

There were however, a number of bugs which somewhat hindered the experience, but overall it provided a sense of charm and satisfaction. I can't say that for too many games today.

Downright depressing when you think about the decline that happened right after Might and Magic VII. 3DO and New World Computing no longer exist, and I'm not particularly fond of the newer Might and Magic titles.
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Supertuft: No one said Dragon's Breath was the best damage spell in the game. For me, it was the most useful, especially since Starburst and Meteor Shower only work outdoors, and thanks to the Fly spell, I never had to fight outdoors after Free Haven. :)
That depends. Dragon's Breath could hardly hurt an enemy, but at times it would hurt an enemy a lot. The big downside to it was the somewhat high cost of spell points. Dark Magic spells required more spell points than the Light Magic spells.

I must admit however that Dark Containment was a huge disappointment. Required lots of spell points, did all sorts of random effects (stoned, shrink, cursed, afraid, etc), and only affected one enemy. Furthermore not all of the monsters in the game were vulnerable to the spell, so it was essentially a passover.

I was glad to see it removed in MM7, although the 'Souldrinker' spell is a copy of 'Moon Ray' from MM6, except it works both indoors and outdoors, instead of being outdoors only during the night.

I should also say that MM6 is possible to beat without ever having to use the Fly spell (which I couldn't use since I was using a Macbook that didn't have the 'Page Up', 'Page Down' keys). Using run and casting the 'Jump' spell worked okay for me, although you can get places faster by flying.
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Supertuft: I was also never impressed with Rock Blast, but that probably comes down more to playstyle than anything else.
The Earth spells were never impressive. With the exception of 'Protection from Magic' and 'Mass Distortion', most of the spells were downright useless.
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Supertuft: This game is perfectly beatable without a sorcerer. No one, again, said that magic users weren't needed at all. You'd have to go out of your way to play without magic at all, really, because of the limited class selection in this game. I just said that my archer was more than sufficient.
You can have four knights in your party and still beat the game. It all depends on your preferences.

I often like having sorcerers around because of the wide range of spells they can cast under a given condition when fighting a select group of monsters. With just knights in your party, you'd likely worry about them getting the 'DIseased' condition and the like. Besides using the appropriate spell scrolls, the only way to get rid of the condition would be to visit a temple and pay them.
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Supertuft: Playstyle matters a lot more in this game than metagaming because everything is so close in terms of damage, the skill system is so open-ended, etc.
That's likely the big draw of the game. The open-end skill system, the damage you can deal, etc. I once had a party that was close to level 100 in skill level, and the skill points I applied to the various skills were vast.
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Supertuft: The fact of the matter is, nothing survives a barrage of blaster fire, and blasters can be wielded by anyone. Once you get them, your class selection is pretty much moot point, as long as you're able to buff, travel, and heal, which I would like to add, you do not need a sorcerer to do.
It doesn't matter what class you have at that point, blasters do all the work for you.

Just kill all the Gold Dragons and Supreme Titans out there until you find a few artifacts. I think it was mentioned somewhere that there were around 30 artifacts and relics. So far, I only found half of them.
Post edited August 24, 2012 by DryMango
Yeah, it is too easy when you know the secrets.

Personally when I start the game, I :

1 - get some cash by giving the first letter.
2 - deliver the second letter (you get around 2000 gold).
3 - hire a gate master. since you need to travel by land to free haven (5 day unless you hire explorer, etc) you already save 5 day this way. teleport to free haven.
4 - get nominated. free exp, woohoo!
5 - do the stable price fixing mission. this will give you quick 25 K (since it's a cash, not gold found, gate master will take none. boohoo :-)
6 - learn merchant on everyone and train up. become expert ind water walks and another in disarm trap & perception, you knight in identify and sword. and the usual weapons and armour. one person expert in merchant. i also hire a merchant now.
7 - met the hermit (?) to do pilgrimage. train everyone in bow. teleport to mist to become magician (?) by drinking fountain (it's in bootleg bay).
7b - I forgot something here. But I might travel to silver cove first to drink from the well there for might. you need to get healed at a temple though. or something.
8 - go to bootleg bay. do the pilgrimage (+10 might) and drink from the fountain. teleport back to mist for the magician mission. free exp!
9 - buy pylon (?) spell. and also enchant spell. the trick is that one is set to new scoopigal temple (just 10 gold to get fully healed. you are profitable in any dungeon). but first...
10 - do the temple fixing mission. you need to unhire the gate master now (besides, 20% is expensive!) and also your merchant (but you can hire a merchant back). hire carpenter and stone cutter and pylon back to exp point (remember to set the location to your pylon spell before firing your gate master).
11 - train, train, train. buy a good bow.
12 - with one pylon set to new scropigal temple, another set to the village you are doing a mission in, and another to whatever dungeion you are in (update it the more deep you're in), any dungeon is easy.

Anyway, just remember what level you are now and what kind of weapon you have BEFORE you actually kill a monster :-)

Yeah, MM6 is easy indeed.

If you think above short walkthrough is helpful, ultimas gift is accepted. (underworld, 6, 7, 8,). Thanks. You're welcome.
Oh, before I forgot, right after you
a) drink the might well from free haven
b) drink from the might well from cove (did i do this first or later, i can't actually remember)
c) do the might pilgrimage in the FIRST month, you can do the strength potion.
c1) or since it will lower your intelligence by 5, you might want to do this after drinking from intelligent well, then do the intel pilgrimage in february (its in mist). so can do both intelligent and might potion now.

You are welcome. Ultimas, please :-)
oh, and don't bother giving horshoe to your paladin and archer (?). with cleric need 4 magic + light and sorcerer need 3 magic + dark. they need all the help they can get - specially early on.
Post edited August 24, 2012 by fablefox
I usually just gave the clerics and sorcerers all the horseshoes I could find.

My knights never really needed them. They're usually all good to go well before the sorcerer can be anything decent.

Overall, Might and Magic VI: The Mandate of Heaven is easy for RPG gamers. I'm not much of a RPG gamer, but this game was easy enough for me to pick up and beat in a couple months time.

I'm sure many would agree that Castle Darkmoor is the hardest dungeon in the game. Many liches and flying eyes that constantly cast 'Dispel Magic', makes your characters less effective in combat. Having 'Hour of Power', 'Day of the Gods', and 'Day of Protection' makes a HUGE difference, and having them dispelled is more than frustrating.

Tomb of VARN wasn't nearly that difficult, but it was by far the most beautiful dungeon. I also liked how it contained several references to Star Trek.
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DryMango: I usually just gave the clerics and sorcerers all the horseshoes I could find.

My knights never really needed them. They're usually all good to go well before the sorcerer can be anything decent.

Overall, Might and Magic VI: The Mandate of Heaven is easy for RPG gamers. I'm not much of a RPG gamer, but this game was easy enough for me to pick up and beat in a couple months time.

I'm sure many would agree that Castle Darkmoor is the hardest dungeon in the game. Many liches and flying eyes that constantly cast 'Dispel Magic', makes your characters less effective in combat. Having 'Hour of Power', 'Day of the Gods', and 'Day of Protection' makes a HUGE difference, and having them dispelled is more than frustrating.

Tomb of VARN wasn't nearly that difficult, but it was by far the most beautiful dungeon. I also liked how it contained several references to Star Trek.
Castle Darkmoor. If I remember correctly I didn't fight much in this dungeon. I just run around casting "pylon" spell at a safe place (corners without enemies). In a lot of "grab the item" mission, I usually just went in for the item. Not dungeon cleansing. Only after all my characters is of high enough of a level do I return for vengeance. Hence, I even start my first dungeon at level 12, if you follow my above tips. In other words, I cleanse a dungeon when I'm more than 10 level higher than the dungeon was designed for.
You complain about the game beeing too easy and then about the sorc class beeing useless. My favourite run of mm6 i ever made was with 4 sorc. And ofc skip blasters, they take the fun out of the game.