Mandate of Heaven Party and Character development

Mandate of Heaven Party and Character development

Mandate of Heaven is the first of three Might and Magic offerings where you find yourself on Enroth battling demon and dragon for the fate of the realm. Prepare here and stand-fast against the coming horde.

Only 4, choose wisely.

Devil of Baa

Updates

If you are coming from Might and Magic V you will notice quite a few things are different with Might and Magic VI. A few classes have been removed. Spells are redesigned and fall into 9 spell schools each of which is available to certain classes. Skills are also redesigned and skill points are awarded at level up to be allocated by you. Armor Class is now better with a higher number. You cannot transition maps unless you are on land.

Movement

Movement in the game world is now fluid and not constrained by a grid square coordinate system. Maps are no longer a flat 16×16 or 20×20 area. Now maps are vector based three dimensional spaces and the party is able to look up/down, jump, and fly to maneuver through the space.

Aggro Interface

The small Gem near the character portrait indicates safety. Red means that a foe is in melee range of you, if you don’t see them, turn around.. and/or look up or down. Yellow means a foe(s) is heading towards you. If you don’t see them they might be in an adjacent room or beyond the edge of light. Green means nobody notices you yet.

Reveal Strategies for pulling foes…
If you see a pack of enemies in the distance and your gem is green.. you can slowly approach until your gem turns yellow, don't go any closer, even back up a bit.. some but not all the foes will approach you. In this way you can split large packs into more manageable groups.

Exiting and re-entering a dungeon will reset the foes. This will put them back to their starting position and with full hit points. This is helpful in places like the Temple of Baa as you can shoot from the exit doorway to drop as many as you can then reset when foes get too close, just watch out for the fireball. The reset is not helpful in places like Dragoon's Keep if you are facing HP laden Veterans and need to dip out to catch your breath.

Design your party

Taking the time to build an intentional party and plan your progression will save you a lot of pain and deep regret later on. The only right answer is fun.. and using data can help you figure out how you want to play it before you start.

Statistics

Might (MGT) effects damage done in combat with melee weapons. MGT bonus is added to damage. Mace Mastery requires at least 40 MGT.

Endurance (END) bonus effects hit points. END bonus subtracts from recover time after taking damage from enemy attacks. END bonus also helps avoid the following Status Effects: WEAKNESS, ASLEEP, DRUNK, DISEASED, UNCONSCIOUS, AFRAID.

Speed (SPD) bonus is added to Armor Class. SPD bonus is subtracted from recovery time which impacts turn order. Dagger Mastery requires at least 40 SPD.

Accuracy (ACY) bonus is added to Attack and Shoot values and effects ability to hit targets in combat. ACY bonus also helps avoid having items stolen from your backpack. Mastery of Repair Item and/or Disarm Trap Mastery require 30 ACY.

Intelligence (INT) bonus is added to the amount of Spell Points for Sorcerers, Archer, and Druids. INT bonus also helps avoid the INSANE status effect. Mastery of Learning and/or Identify Item Mastery require 30 INT.

Personality (PER) bonus is added the amount of Spell Points for Clerics, Paladins, and Druids. PER Bonus also helps avoid the CURSED condition. Mastery of Merchant and/or Meditation require 30 PER.

Luck (LCK) bonus is added to Resistance rolls so long as the resistance value is not 0.

Allocating Points

Statistic Bonus breakpoints
Statistics Bonus is used in various formula. Pay attention to the breakpoints to get the next bonus.  STR for an example: 42, 45, and 49 are effectively the same but 50 adds more damage.

0-2 -6
3-4 -5
5-6 -4
7-8 -3
9-10 -2
11-12 -1
13-14 +0
15-16 +1
17-18 +2
19-20 +3
21-24 +4
25-29 +5
30-34 +6
35-39 +7
40-49 +8
50-74 +9
75-99 +10
100-124 +11
125-149 +12
150-174 +13
175-199 +14
200-224 +15
225-249 +16
250-274 +17
275-299 +18
300-349 +19
350-399 +20
400-499 +25
500+ +30
Hit Point formula
Base Hit Points
Knight 34+(4x END Bonus)
Paladin 28+(3x END Bonus)
Archer 28+(3x END Bonus)
Cleric 22+(2x END Bonus)
Sorcerer 22+(2x END Bonus)
Druid 22+(2x END Bonus)

Hit Points per Level
Knight 4 * Body Building Skill
Paladin 3 * Body Building Skill
Archer 3 * Body Building Skill
Cleric 2 * Body Building Skill
Sorcerer 2 * Body Building Skill
Druid 2 * Body Building Skill

Expert Body Building will Double the final total
Master Body Building will Triple the final total
Spell Point formula
Base Spell Points
Cleric 3(PER Bonus)+13
Sorcerer 3(INT Bonus)+13
Druid 3(INT Bonus + PER Bonus)+13
Paladin (PER Bonus)+6
Archer (INT Bonus)+6
Knight 0

Spell Points per Level
Cleric +3 * Meditation Skill
Sorcerer +3 * Meditation Skill
Druid +3 * Meditation Skill
Paladin +1 * Meditation Skill
Archer +1 * Meditation Skill
Knight +0 * Meditation Skill

Expert Meditation will Double the final total
Master Meditation will Triple the final total

Classes

MM6

In Mandate of Heaven your party size is 4 and some classes have been removed. There is no longer a Barbarian, Ranger, Robber, or Ninja option. Chests are usually unlocked but may be trapped and this is solved with Disarm Trap skill which anyone can learn. If a chest is locked then you must find a Key for it — there is no lock picking. All classes can use Ranged weapons.

Knight

Knights (K) are the pure mundane damage dealer. They get the most Hit Points and zero Spell Points. Knights have access to all Weapons and Armor.

Knights must start with Sword and Leather skills and can select two from: Dagger, Axe, Spear, Bow, Shield, Chain, Body Building, Perception, or Disarm Traps.

They are promoted to Cavalier and then a Champion by completing quests for Lord Osric Temper in Free Haven. Each promotion grants the Knight +2 hit points per level, retroactive. Cavalier rank (or honorary rank) is required for Master training in Sword or Spear.

Cavalier quest details
Obtain consent for promotion to Cavalier from Chadwick Blackpoole. You can surely find him having a pint in Rockham's Pride Inn.
Champion quest details
Defeat the Warlord in Warlord's Fortress in Silver Cove. The AVG level of foes in Warlord's Fortress is 33.00 with a lot of Armor. Refer to Warlord's Fortress solution here.

Cleric

Clerics (C) have access to Mind, Body, Spirit, Light, and Dark spell skills. Clerics are restricted to Chain armor and Blunt weapons. Bows are allowed.

Clerics must start with Mace and Body Magic skills and can select two from: Staff, Shield, Leather, Spirit Magic, Mind Magic, Identify Item, Repair Item, Meditation, or Diplomacy.

They are promoted to Priest and then High Priest by completing quests for Anthony Stone in Frozen Highlands. Each promotion grants the Cleric +1 hit point and +1 spell point per level, retroactive. High Priest rank (or honorary rank) is required for Master training in Spirit Magic.

Priest quest details
Restore the Free Haven Temple in Free Haven. You will need to pickup a Stone Cutter and Carpenter hireling and enter the temple in Free Haven and then return to Anthony Stone.  George Almond the Stone Cutter is available in the yellow-brick building right in front of the temple, to the W. Ral the Carpenter is in a small yellow-brick building directly E of the Spirit Guild.
High Priest quest details
Retrieve the Sacred Chalice from Temple of the Sun in Bootleg Bay West. The AVG level of foes in Temple of the Sun is 32.50 but you do not need to confront the Minotaur to collect the Chalice so doing the quest is possible earlier. Refer to the Temple of the Sun solution here.

Sorcerer

Sorcerers (S) have access to Fire, Water, Earth, Air, Light, and Dark spell skills. Sorcerers are restricted to Leather armor and Staffs or Daggers. No Shields. Bows are allowed.

Sorcerers must start with Dagger and Fire Magic skills and can select two from: Staff, Leather, Air Magic, Water Magic, Earth Magic, Identify Item, Repair Item, Meditation, or Diplomacy.

They are promoted to Wizard and then Arch Mage by completing quests for Lord Albert in Misty Islands. Each promotion grants the Sorcerer +1 hit point and +1 spell point per level, retroactive. Arch Mage rank (or honorary rank) is required for Master training in Air Magic.

Wizard quest details
Drink from Fountain of Magic in Bootleg Bay.  The fountain is located on the mainland SE of Free Haven. It is possible to rush the fountain, tap it, and evacuate.
Arch Mage quest details
Retrieve the Crystal of Terrax from Corlagon's Estate which is located in the SW of Castle Ironfist area. AVG level of foes in Corlagon's Estate is 15.86 and includes many undead. Refer to the Corlagon's Estate solution here.

Druid

Druids (D) have access to Mind, Body, Spirit, Fire, Water, Earth, and Air spell skills. Druids are restricted to Leather armor and Staffs or Daggers. Shields are allowed. Bows are allowed.

Druids must start with Staff and Earth Magic skills and can select two from: Mace, Leather, Water Magic, Spirit Magic, Body Magic, Identify Item, Repair Item, Meditation, or Learning.

They are promoted to Great Druid and then Arch Druid by completing quests for Loretta Fleise in Silver Cove. Each promotion grants the Druid +1 hit point and +1 spell point per level, retroactive.

Great Druid quest details
Visit the Altar of the Sun, which is north of Silver Cove, on the Solstice or Equinox. June 21, December 21, March 20, September 23
Arch Druid quest details
Visit the Altar of the Moon, in the Temple of the Moon, at Midnight on a Full Moon. The Calendar button in the UI tells you the phase of the moon. To reach the altar you will need to clear foes.  The AVG level of foes in Temple of the Moon is 22.56. Refer to the Temple of the Moon solution here.

Paladin

Paladins (P) are a hybrid class part Knight and part Cleric. Paladins have access to all Weapons and Armor. Paladins have access to Mind, Body, Spirit spell skills but have less Spell Points than the Cleric.

Paladins must start with Sword and Spirit Magic skills and can select two from: Dagger, Spear, Mace, Shield, Leather, Chain, Perception, Diplomacy, or Disarm Trap.

They are promoted to Crusader and then Hero by completing quests for Wilbur Humphrey in Castle Ironfist. Each promotion grants the Paladin +1 hit point and +1 spell point per level, retroactive. Crusader rank (or honorary rank) is required for Master training in Chain Armor. Hero rank (or honorary rank) is required for Master training in Plate Armor.

Crusader quest details
Rescue Melody Silver from Silver Helm Outpost in Misty Islands. AVG Level of foes in Silver Helm Outpost is 18.33. Refer to the Silver Helm Outpost solution here.
Hero quest details
Slay Longfang Witherhide, located in Dragon's Lair in Mire of the Damned. Dragon's Lair has but a single enemy, Longfang. Refer to the Dragon's Lair solution here.

Archer

Archers (A) are a hybrid class part Knight and part Sorcerer. Archers have access to all Weapons but are restricted from Plate armor and Shields. Archers have access to Fire, Water, Earth, and Air spell skills but have less Spell Points than the Sorcerer.

Archers must start with Bow and Air Magic skills and can select two from: Sword, Dagger, Axe, Leather, Fire, Identify, Perception, Diplomacy, or Disarm Trap.

They are promoted to Battle Mage and then Warrior Mage by completing quests for Erik Von Stromgard in Frozen Highlands. Each promotion grants the Archer +1 hit point and +1 spell point per level, retroactive. Battle Mage rank (or honorary rank) is required for Master training in Bow.

Battle Mage quest details
Retrieve the Dragon Tower Keys from Icewind Keep in Frozen Highlands. The AVG level of foes in Icewind Keep is 21.00. Refer to the Icewind Keep solution here.
Warrior Mage quest details
Reset all 6 Dragon Towers.  There is a tower in each of these towns: New Sorpigal, Silver Cove, Frozen Highlands (White Cap), Misty Islands, Free Haven, Blackshire. Face the button on the tower, select the character that has the Dragon Keys item, press <Space Bar>.

Hirelings

Hirelings can be hired to bolster your party in many ways. More information on Hirelings here.

Attribution

Thanks to Stormcat for the MM6 Viewer. Thanks to GreyFace for so many revelations about how the game works. These folks created tools allowing access to all the data points necessary to build this page along with a few playthroughs, MM6 Viewer can be found here.

Official Manual is here.

How to obtain a copy of this game:

eBay link PC version (1998)
GOG link – Digital PC version (includes games 1-6)