Seer

Seer

Pilgrimages

When you visit the Seer and ask for a pilgrimage, she will send you to one of the twelve shrines and ask you to pray there. The shrine you are sent to is based on the month. A shrine will not reward you if you are not on a pilgrimage, but you do not have to visit the shrine that the Seer mentions, you can wait until a subsequent month and then visit the shrine for that month. The first time you do a pilgrimage, you get a permanent +10 to the attribute or resistance that the shrine is dedicated to. Future pilgrimages earn you a permanent +3 to that attribute or resistance.

Month Shrine Location
January Might Bootleg Bay
February Intellect Misty Islands
March Personality Silver Cove
April Endurance Frozen Highlands
May Accuracy Free Haven
June Speed Mire of the Damned
July Luck New Sorpigal
August Fire Kriegspire
September Electricity Castle Ironfist
October Cold Kriegspire
November Poison Eel Infested Waters
December Magic Blackshire

The Seer will also give you advice as to what you should do next in the game.

  • You should probably show the sixth letter to Andover Potbello in New Sorpigal.
  • You need to give The Letter to Regent Wilbur Humphrey in Castle Ironfist.
  • You must satisfy the six High Council members in Free Haven to visit the Oracle. Each lord will request a task of you to earn their favor. Preform each of these tasks and then talk to the Council member of that Lord to gain their approval. Once all the members of the High Council gave their permission, you will be allowed to visit the Oracle.
  • It appears that Slicker Silvertongue is a traitor on the council. You will need proof to convince Regent Humphrey and have Slicker removed from the Council. Go to the Superior Temple of Baa in Kriegspire and return with proof associating Slicker with the Temple of Baa.
  • The Oracle has been asleep since Archibald performed his mischief on it. You will need the four memory crystals to revive the Oracle. They can be found on Hermit’s Isle, in Castle Alamos, in Castle Kriegspire, and in Castle Darkmoor.
  • To gain access to the Control Center, you will need the Control Cube located in the Temple of VARN in Dragonsands. Bring the Cube back to the Oracle to gain admittance into the Control Center. The Kreegan reactor is immune to all attacks. Only the ancient weapons from the Control Center will harm the reactor. Make sure you have these weapons and the skill to use them.
  • Before you destroy the reactor, you will need a spell capable of containing the resulting explosions. You must free Archibald from his stone prison. Talk to Nicholai and bring him the Third Eye — he will allow you to use Tanir’s Bell to turn Archibald back to normal. From there, you should be able to convince Archibald to give you the knowledge you need.
  • Now you must destroy the Kreegan Hive. Destroy the reactor, defeat their queen, and make sure to escape with the Ritual of the Void and you will succeed in your task.

Monsters

This table of information about monsters was gleaned from an internal data structure in the game. The “Special” column is an extra effect on a successful attack. The attacks are listed by the type of damage that they do: If a “-R” follows the attack type, it means that the attack is a ranged attack. For spells, if an “M” follows the skill level, it means that the spell is cast at Master level of ability.

In the game, creatures always come in a set of three types. This table is sorted by the “common name” of the group. When it is unclear what the common name is, I used the name of the weakest member of the group.

Resistances
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
55 13 299 Paralyze Phys
(1d12)
Mind Blast 10 10 10 10 10 Imm 0
Agar’s Monster 67 15 375 Paralyze Phys
(1d12+6)
Mind Blast 15 20 20 20 20 Imm 0
Agar’s Abomination 79 17 459 Stone Phys
(2d12+6)
Mind Blast 20 30 30 30 30 Imm 0
73 10 416 Elec-R
(3d6)
10 Imm 10 Imm Imm 10
Twister 114 12 704 Elec-R
(5d6)
10 Imm 10 Imm Imm 10
Air Elemental 207 14 1,419 Break Item Elec-R
(8d6)
10 Imm 10 Imm Imm 10
35 14 171 Phys-R
(1d6+1)
10 10 10 10 0 0
Master Archer 93 16 551 Phys-R
(2d6+2)
Fire-R
(3d6)
20 20 20 20 0 0
Fire Archer 171 22 1,131 Phys-R
(3d6+3)
Fire-R
(4d6)
Fireball 5 30 30 30 30 10 0
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
9 3 39 Phys
(2d4)
0 0 0 0 0 0
Mystic of Baa 17 5 75 Phys
(2d4+2)
Mind Blast 1 0 0 0 0 0 0
Fanatic of Baa 25 6 119 Phys
(2d4+4)
0 0 0 0 0 0
30 14 144 Elec-R
(2d4)
0 0 0 0 0 0
Cleric of Baa 67 18 375 Elec-R
(2d4+4)
Harm 3 0 0 0 0 0 0
Priest of Baa 137 22 875 Elec-R
(2d4+8)
Flying Fist 5 0 0 0 0 0 0
9 5 39 Disease Phys
(1d3)
0 0 0 0 0 0
Giant Bat 21 8 96 Disease Phys
(1d3+2)
0 0 0 0 0 0
Vampire Bat 35 10 171 Disease Phys
(2d3+2)
0 0 0 0 0 0
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
21 5 96 Phys
(3d3+2)
0 0 0 0 0 0
Head Hunter 30 7 144 Weak Phys
(3d3+4)
0 0 0 0 0 0
Witch Doctor 40 9 200 Phys
(3d3+6)
Deadly Swarm 2 5 5 5 5 5 0
Cannibal 21 5 96 Phys
(1d9+2)
0 0 0 0 0 0
Head Hunter 30 7 144 Poison Phys
(1d9+4)
0 0 0 0 0 0
Witch Doctor 40 9 200 Phys
(1d9+6)
Fire Bolt 2 5 5 5 5 5 0
17 10 75 Poison Phys
(1d3+6)
Pois
(2d6)
0 0 0 Imm 0 0
King Cobra 40 12 200 Poison Phys
(2d3+6)
Pois
(3d6)
0 0 0 Imm 0 0
Queen Cobra 61 16 336 Poison Phys
(3d3+6)
Pois
(4d6)
0 0 0 Imm 0 0
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
9 3 39 Steal Item Phys
(2d2+3)
0 0 0 0 0 0
Bounty Hunter 17 5 75 Steal Item Phys
(2d2+5)
0 0 0 0 0 0
Assassin 25 10 119 Kill Phys
(2d2+10)
0 0 0 0 0 0
100 20 600 Disease Phys
(2d6+8)
Fire-R
(3d6)
Fire Bolt 4 Imm 20 20 20 20 50
Devil Worker 280 30 2,000 Disease Phys
(2d6+14)
Fire-R
(4d6)
Fire Bolt 8 Imm 30 30 30 30 50
Devil Warrior 540 40 4,200 Drain SP Phys
(2d6+20)
Fire-R
(5d6)
Fireball 12 Imm 50 50 50 Imm 50
180 25 1,200 Disease Phys
(2d8+10)
Fire-R
(3d8)
Fireball 6 Imm 30 30 30 30 50
Devil Master 400 35 3,000 Disease Phys
(2d8+15)
Fire-R
(4d8)
Meteor Shower 10M Imm 40 40 40 40 50
Devil King 700 45 5,600 Drain SP Phys
(2d8+20)
Fire-R
(5d8)
Incinerate 14M Imm 50 50 50 Imm 50
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
880 60 7,200 Fire-R
(12d8)
Imm 50 30 50 50 50
Blue Dragon 1,080 80 9,000 Break Item Cold-R
(14d8)
30 70 Imm 70 70 70
Gold Dragon 1,300 100 11,000 Break Item Ener-R
(16d8)
90 90 90 90 Imm 90
129 20 816 Fire-R
(10d4)
Imm 10 10 30 10 20
Frost Drake 162 25 1,064 Cold-R
(12d4)
10 10 Imm 10 10 30
Energy Drake 198 30 1,344 Break Item Ener-R
(15d4)
20 20 20 10 10 40
40 12 200 Fire-R
(2d4+3)
Harm 2 10 10 10 10 10 0
Great Druid 73 16 416 Cold-R
(2d4+6)
Deadly Swarm 3 20 20 20 20 20 0
Grand Druid 162 22 1,064 Drain SP Magic-R
(2d4+12)
Fireball 6M 30 30 30 30 30 0
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
40 6 200 Phys
(4d2+4)
Phys
(8d2+8)
20 20 20 Imm 30 0
Dwarf Warrior 100 12 600 Phys
(4d2+8)
Phys
(8d2+16)
30 30 30 Imm 40 0
Dwarf Lord 180 20 1,200 Break Armor Phys
(4d2+16)
Phys
(8d2+32)
40 40 40 Imm 50 0
137 20 875 Phys
(10d3)
Phys-R
(8d3)
10 10 10 Imm Imm 10
Earth Spirit 180 25 1,200 Break Armor Phys
(15d3)
Phys-R
(12d3)
10 10 10 Imm Imm 10
Earth Elemental 280 30 2,000 KO Phys
(25d3)
Phys-R
(20d3)
10 10 10 Imm Imm 10
180 25 1,200 Sleep Cold-R
(5d6)
20 20 Imm 0 Imm 30
Terrible Eye 280 30 2,000 Fear Fire-R
(6d6)
Fireball 8 Imm 30 30 0 Imm 40
Maddening Eye 400 35 3,000 Insanity Elec-R
(7d6)
Dispel Magic 10 50 Imm 50 0 Imm 50
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
61 18 336 Phys
(3d3+6)
10 10 10 10 10 10
Soldier 129 24 816 Phys
(3d3+10)
20 20 20 20 10 20
Veteran 227 30 1,575 Break Weapon Phys
(3d3+14)
Phys
(3d3+45)
30 30 30 30 10 30
55 12 299 Fire-R
(2d8)
Imm 10 10 Imm Imm 10
Fire Spirit 145 15 936 Fire-R
(5d8)
Imm 10 10 Imm Imm 10
Fire Elemental 269 18 1,911 Break Item Fire-R
(8d8)
Imm 10 10 Imm Imm 10
73 18 416 Weak Phys
(2d12)
10 10 10 Imm 10 20
Marble Gargoyle 114 22 704 Paralyze Phys
(2d12+4)
10 10 10 Imm 15 30
Diamond Gargoyle 207 26 1,419 Paralyze Phys
(2d12+8)
10 10 10 Imm 20 Imm
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
207 35 1,419 Cold-R
(8d4+8)
Ice Bolt 10M 0 30 Imm 30 Imm 30
Djinn 325 45 2,376 Sleep Elec-R
(10d4+10)
Lightning Bolt 12M 30 Imm 30 0 Imm 30
Efreet 467 55 3,575 Fear Fire-R
(12d4+12)
Fireball 15M Imm 30 0 30 Imm 30
35 25 171 Fear Magic
(1d6+6)
10 10 10 Imm Imm 10
Evil Spirit 55 30 299 Age Magic
(2d6+6)
15 15 15 Imm Imm 15
Specter 93 35 551 KO Magic
(3d6+6)
20 20 20 Imm Imm 20
13 6 56 Phys
(1d9)
0 0 0 0 0 0
Goblin Shaman 21 10 96 Phys
(1d9+2)
Fire Bolt 1 0 0 0 0 0 0
Goblin King 40 14 200 Break Item Phys
(1d9+4)
Fire Bolt 2 10 10 10 10 10 10
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
45 16 231 Phys
(3d3+5)
5 5 5 5 5 5
Lieutenant 93 24 551 Phys
(3d3+10)
Phys
(3d3+20)
10 10 10 10 10 10
Captain 207 32 1,419 Break Armor Phys
(3d3+20)
Phys
(3d3+40)
20 20 20 20 20 20
61 12 336 Drunk Phys
(2d7+2)
0 0 0 0 10 0
Harpy Hag 79 14 459 Curse Phys
(2d7+5)
0 0 0 0 20 0
Harpy Witch 93 16 551 Age Phys
(2d7+10)
Mass Curse 3 0 0 0 0 30 0
337 22 2,475 Phys
(15d5)
Fire-R
(8d5)
Imm 10 10 10 10 10
Venomous Hydra 467 44 3,575 Poison Phys
(20d5)
Pois-R
(10d5)
20 20 20 Imm 20 20
Colossal Hydra 617 66 4,875 Break Item Phys
(20d5)
Ener-R
(10d5)
30 30 30 30 30 30
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
280 45 2,000 Fear Phys
(4d5+20)
Magic-R
(4d6)
20 20 20 20 20 10
Doom Knight 540 65 4,200 Fear Phys
(4d5+30)
Magic-R
(6d6)
30 30 30 30 30 20
Cuisinart 880 85 7,200 Fear Phys
(4d5+40)
Magic-R
(8d6)
50 50 50 50 50 30
100 15 600 Elec-R
(3d8+6)
Dispel Magic 10 10 10 10 Imm Imm 0
Greater Lich 180 20 1,200 Fire-R
(4d8+12)
Dispel Magic 10 15 15 15 Imm Imm 5
Power Lich 280 25 2,000 Ener-R
(5d8+20)
20 20 20 Imm Imm 10
13 10 56 Phys-R
(1d6)
0 0 0 0 0 0
Lizard Archer 25 15 119 Phys-R
(1d6+2)
Fire-R
(2d6)
0 0 0 0 0 0
Lizard Wizard 45 20 231 Phys-R
(1d6+5)
Lightning Bolt 2 10 10 10 10 0 0
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
280 40 2,000 Fire-R
(10d6)
Imm 30 30 30 30 20
Lightning Lizard 400 50 3,000 Break Item Elec-R
(12d6)
40 Imm 40 40 40 30
Thunder Lizard 540 60 4,200 Break Item Cold-R
(14d6)
50 50 Imm 50 50 40
6 3 24 Phys
(2d4)
Flame Arrow 1 0 0 0 0 0 0
Journeyman Mage 21 5 96 Phys
(2d4+2)
Cold Beam 1 0 0 0 0 0 0
Mage 40 7 200 Phys
(2d4+6)
Lightning Bolt 2 0 0 0 0 0 0
61 16 336 Phys
(3d7+3)
20 20 20 20 0 10
Magyar Soldier 137 22 875 Phys
(3d7+6)
Phys
(3d7+18)
30 30 30 30 0 20
Magyar Matron 247 28 1,739 Phys
(3d7+12)
Elec-R
(7d8)
50 50 50 50 0 30
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
227 20 1,575 Stone Magic
(4d4+8)
Harm 12M 0 0 0 0 Imm 0
Medusa Enchantress 280 25 2,000 Stone Magic
(5d4+10)
Paralyze 8M 0 0 0 0 Imm 0
Gorgon 337 30 2,475 Stone Magic
(6d4+12)
Psychic Shock 9M 0 0 0 0 Imm 0
269 30 1,911 Phys
(3d7+25)
10 10 10 10 Imm 10
Minotaur Mage 525 35 4,071 Phys
(3d7+40)
Lightning Bolt 12M 20 20 20 20 Imm 20
Minotaur King 861 40 7,031 Phys
(3d7+60)
Finger of Death 14 30 30 30 30 Imm 30
30 16 144 Fire-R
(2d4+2)
Fire Bolt 2 10 0 0 0 0 0
Initiate Monk 73 19 416 Elec-R
(2d4+8)
Lightning Bolt 3 0 10 0 0 0 0
Master Monk 153 28 999 Weak Cold-R
(2d4+16)
Ice Bolt 6M 5 5 20 5 Imm 0
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
67 12 375 Phys
(2d5+10)
0 0 0 0 0 0
Ogre Raider 100 14 600 Phys
(2d5+15)
10 10 10 10 10 10
Ogre Chieftain 162 16 1,064 Poison Phys
(2d5+25)
20 20 20 20 20 20
50 8 264 Poison Pois
(1d6)
0 0 0 Imm Imm Imm
Acidic Ooze 86 10 504 Break Item Pois
(3d6)
Poison Spray 4 0 0 0 Imm Imm Imm
Corrosive Ooze 137 12 875 Break Item Pois
(5d6)
Toxic Cloud 5M 0 0 0 Imm Imm Imm
Peasant 3 3 11 Phys
(2d2)
0 0 0 0 0 0
Peasant 6 5 24 Phys
(2d2)
0 0 0 0 0 0
Peasant 9 6 39 Phys
(2d2)
0 0 0 0 0 0
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
Peasant 13 4 56 Phys
(2d2)
0 0 0 0 0 0
Peasant 17 6 75 Phys
(2d2+2)
0 0 0 0 0 0
Peasant 21 8 96 Phys
(2d2+4)
0 0 0 0 0 0
6 4 24 Disease Phys
(1d8)
0 0 0 0 0 0
Large Rat 13 5 56 Disease Phys
(1d8+2)
0 0 0 0 0 0
Giant Rat 21 8 96 Disease Phys
(1d8+6)
0 0 0 0 0 0
162 30 1,064 Cold-R
(1d20+25)
5 0 Imm 0 5 0
Sea Monster 237 35 1,656 Cold-R
(1d20+35)
10 0 Imm 0 10 0
Sea Terror 374 40 2,784 Fear Cold-R
(1d20+45)
20 0 Imm 0 10 0
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
21 8 96 Phys
(3d4)
0 0 0 Imm Imm 0
Skeleton Knight 40 10 200 Fear Phys
(3d4+2)
0 0 0 Imm Imm 0
Skeleton Lord 61 14 336 Curse Phys
(3d4+6)
0 0 0 Imm Imm 0
137 14 875 Elec-R
(9d4)
Lightning Bolt 8M 10 Imm 10 10 10 0
Magician 227 18 1,575 Elec-R
(12d4)
Lightning Bolt 12M 20 Imm 20 20 20 0
Warlock 400 30 3,000 Insanity Ener-R
(16d4)
Lightning Bolt 16M 30 Imm 30 30 30 0
17 10 75 Poison Phys
(3d2)
0 0 0 Imm 0 0
Giant Spider 30 12 144 Poison Phys
(3d2+3)
Pois-R
(3d2)
0 0 0 Imm 0 0
Huge Spider 50 16 264 Poison Phys
(3d2+6)
Pois-R
(4d2)
0 5 5 Imm 5 0
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
6 6 24 Disease Phys
(1d2)
0 0 0 0 0 0
Brain Sucker 13 8 56 Disease Phys
(1d2+2)
0 0 0 0 0 0
Soul Sucker 30 10 144 Disease Phys
(2d2+2)
0 0 0 0 0 0
40 10 200 Phys
(3d7+4)
5 5 5 5 5 5
Expert Swordsman 79 15 459 Phys
(3d7+6)
10 5 5 5 5 5
Master Swordsman 129 20 816 Break Weapon Phys
(3d7+8)
Phys
(3d7+20)
15 10 10 10 10 10
30 10 144 Steal Item Phys
(3d4+3)
Phys-R
(3d4+1)
0 0 0 0 0 0
Burglar 50 14 264 Steal Item Phys
(3d4+6)
Phys-R
(3d4+3)
0 0 0 0 0 0
Rogue 86 20 504 Steal Item Phys
(3d4+12)
Phys-R
(3d4+6)
0 0 0 0 0 0
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
30 12 144 Phys
(2d4+1)
0 0 0 0 0 0
Ruffian 61 14 336 Phys
(2d4+5)
0 0 0 0 0 0
Brigand 114 16 704 Phys
(2d4+10)
Phys
(2d4+20)
5 5 5 5 5 5
617 60 4,875 Break Item Elec-R
(2d20+60)
Psychic Shock 15M 30 Imm 30 30 Imm 30
Noble Titan 787 70 6,375 Break Item Elec-R
(2d20+80)
Psychic Shock 18M 50 Imm 50 50 Imm 50
Supreme Titan 1,187 80 9,975 Kill Elec-R
(2d20+120)
Psychic Shock 25M 80 Imm 80 80 Imm 80
400 60 3,000 Break Item Ener-R
(10d5+10)
30 10 30 Imm Imm 20
Enforcer Unit 700 80 5,600 Break Item Ener-R
(12d5+15)
40 20 40 Imm Imm 30
Terminator Unit 1,080 100 9,000 Erradicate Ener-R
(20d5+20)
60 30 60 Imm Imm 50
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
227 40 1,575 Phys
(3d6+20)
Ener-R
(5d6)
Psychic Shock 7M 20 20 20 20 Imm 10
Sentinel of VARN 467 50 3,575 Phys
(3d6+35)
Ener-R
(6d6)
Psychic Shock 11M 30 30 30 30 Imm 20
Guardian of VARN 617 60 4,875 Break Weapon Phys
(3d6+50)
Ener-R
(8d6)
Psychic Shock 13M Imm Imm Imm Imm Imm 30
61 10 336 Phys
(3d12)
Ice Bolt 3 10 10 Imm Imm Imm 10
Water Spirit 129 13 816 Phys
(4d12)
Ice Bolt 5 10 10 Imm Imm Imm 10
Water Elemental 237 16 1,656 Break Item Phys
(6d12)
Ice Bolt 7 10 10 Imm Imm Imm 10
100 20 600 Disease Phys
(2d12+12)
5 5 5 5 5 5
Werewolf 180 25 1,200 Disease Phys
(2d12+16)
10 10 10 10 10 10
Greater Werewolf 280 30 2,000 KO Phys
(2d12+20)
15 15 15 15 15 15
400 40 3,000 Poison Pois-R
(10d10)
30 30 30 Imm 30 30
Giant Wyrm 540 50 4,200 Poison Pois-R
(10d10)
40 40 40 Imm 40 40
Great Wyrm 700 60 5,600 Poison Pois-R
(10d10)
50 50 50 Imm 50 50
Unique Creatures
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
320 25 11,000 Phys
(5d9+30)
20 20 20 20 10 Imm
540 40 0 Drain SP Phys
(2d6+20)
Fire
(5d6+0)
30 30 30 30 0 30
1,300 40 11,000 Drain SP Phys
(2d8+20)
Incinerate 14M Imm 50 50 50 50 Imm
227 40 0 Phys
(3d6+20)
Energy
(5d6+0)
20 20 20 20 0 Imm
136 35 0 Cold
(6d4+8)
0 0 Imm 0 0 75
600 60 2,000 Phys
(5d8+20)
20 20 20 Imm 10 Imm
880 60 7,200 Fire-R
(12d8+0)
Imm 50 30 50 50 50
2,000 40 7,031 Phys
(3d7+60)
30 30 30 30 30 Imm
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
16,000 60 75 Magic-R
(10d5+2)
Magic
(10d5+2)
Finger of Death 10 0 0 0 0 0 Imm
50 16 0 Poison Phys
(3d2+6)
Pois
(4d2+0)
0 0 0 Imm 0 0
1,300 40 11,000 Energy-R
(20d5+20)
Imm Imm Imm Imm Imm Imm
133 20 0 Steal Phys
(2d10+12)
Magic
(3d4+6)
0 0 0 0 0 0
137 22 875 Phys
(2d4+8)
0 0 0 0 0 0
150 20 0 Break Armor Phys
(4d2+10)
Magic
(8d2+20)
40 40 40 Imm 0 50
420 30 0 KO Phys
(3d12+25)
10 10 10 10 15 10
Name HP AC XP Special Attacks Spell Skill Fire Elec Cold Pois Mag Phys
Resistances

Cheats

Cheats for Might and Magic 6 – The Mandate of Heaven

Get 9,999,999 Gold Pieces Easily:
When you find the location of the lost hoard of the obelisks,
the treasure includes 250,000 gold. Open and close the location
or chest it’s at before leaving the location and the gold will
increase by 250,000 gold pieces every time.
Repeat this until you have 9,999,999 gold pieces.

NOTE: This trick relies on a bug in version 1.0.
It will not work in version 1.1 or later.

Free Skill Points:
Go to the stables of New Sorpigal. At stables there is a covered
wooden walkway. Inside the walkway there are two horseshoes.
Use the horseshoes on a character to give them 2 skill points
for each one.

Free Fly Scroll:
In New Sorpigal you can get a free fly scroll by going to the
south wall of the bank. Note that this relies on an error in
version 3.1 or sooner.

Get Better Weapons, Items, etc.
Power Liches, Dragons and Veterans will drop high-level items 30%
of the time. So kill one and save your game before checking their
body. Search their bodies and restore your saved game if a valuable
item doesn’t come up on the search. The item in the body will
change everytime you restore your game.

Maximum Use of Wands:
Use a wand until the charge has only one left and sell it afterwards.
You will get the same amount of gold as if the wand was fully charged.

Tons of Experience:
Do the 9,999,999 gold trick and go to the town of Kriegspire.
There is a well this town that gives 5,000 experience in exchange
for 5,000 gold. Since you have so much gold already, you can raise
a ton of experience for all your character.

Tons of Experience 2:
After finishing the Fire Lord Quest (removing the curses), and talk
to the Fire Lord. Keep clicking on “Quest” over and over
(you’ll hear the Exp sound every time you click it).
Do this for 5 minutes and you can get at least 14 million experience.
Click “Done” when you are finished, but you can’t go back.

Use the “Shrine of the Gods”
More Than Once When two or three people in your group are dead go
to the Shine of the Gods. Go to turn-based mode near the shrine
and heal one of the dead characters. After the monsters end their
turn click on the shrine and you get +20 to all your stats.
Heal another one of your characters and he can also use the shrine.
Repeat for third dead character.

Teleport inside Castle Alamos:
If your character already has the Lloyd Beacon spell,cast it then
on the recall beacon page, just click on any blank space where
beacons are supposed to be and you’ll be teleported inside
Castle Alamos.

Unlimited experience points

Finish the quest for the Fire Lord in the Hall of the Fire Lord. Then,
repeatedly click on “Quest” to continuously raise your character’s experience
level. Note: Depending on the amount of gold available for training may limit
the use of this trainer.

Tips & Tricks

This is one of the fastest ways to get rich!

1:Before you do anything,work up 2000 gold and hire a windmaster that casts “fly.”

2.Cast fly and go up to the buccaneers lair guild in new sporigal but before clicking on the south wall on the roof press enter for turn based combat so you won`t be K.I.A.`ed!

(Fly controls)
Page up=fly up
Insert=Dly down

3:When you get there, do`nt worry, the dragons can`t kill you……Yet….Take a look around.Ever realise how screwed you`ed be if you were to battle them?Quickly turn off turn-based mode and run into the building and click on the northwest wall!Do it fast or you can kiss your wind master and whatever gold you have left goodbye!

4: This place is a maze!Look around in every room,click on every cube and every desk for items!There are two goblins(one being a Goblin shaman and the other a Goblin king)This should`nt be a problem for the 4 of you so do`nt worry about it.

5:Eventualy you will find a chest.Keep clicking on it until you get 10000.go to where you came in and you will see a door.turn it to turn based mode and click the door.(You may want to save your game because you have to run through the dragons.)

6:You will now be where you were when you came here.If you notice on your map,it looks like a sword through a round thingy.You need to click on the handle of the sword referably knowen as the west wall out side of the building.Press enter to disable turn-based mode and run to the west wall fast!If you make it through, you will end up in New Sporigal again.Go to the inn to recover any wounds you might have gotten and to recharge your windmaster guy you hired.

7:Sell all of the stuff you don`t need for more money and go to the bank when it opens at 9:00a.m.
and deposit all your gold!Go back to step 1 and repeat the thing as many times as you want for gold!

(The items won`t regerate but the gold will-the chest only gives you up to 10000 gold so if you had 3000,it would give you 7000.Thats why I told you to go to the bank and deposit all your gold!)

Cheats for Might and Magic 6: Mandate of Heaven

Unlimited experience points:
Complete the quest for the Fire Lord in the Hall of the Fire Lord. Then, repeatedly click on “Quest” to continuously raise your character’s experience level. Note: The amount of gold available for training may limit the use of this trick.

Hint: Unlimited money:
Get all the obelisk information, then go to the rock indicated in the desert part, surrounded by many dragons near the Shrine of the Gods. This should raises all your characters stats by 10 permanently. You can click on it, then collect the 50,000 gold and the items. Exit, then click on the rock and you will collect the money again. Repeat this as needed.

Hint: Easy money:
Go to the well as soon as you walk into the village. Put the money in the bank, then kill yourself. Repeat this as many times as desired.

Hint: Teaching the Plate Armor skill to classes who normally cannot learn it:
Go to a Berserker’s Fury Guild in either Castle Ironfist and in Silver Cove. Learn all the skills until the Guild says it cannot teach anymore skills. Keep clicking and eventually you will hear the sound effect that indicates that you learned a new skill, but the skill you learned might not be Plate. Sometimes the other skills your character’s class cannot learn will be learned first. If you keep clicking you will eventually get Plate. You still have to pay for the skills. You can also build the Plate skill up to Master.

Hint: NWC dungeon:
To get to the New World Computing (NWC) dungeon, go to the west side of the bank and click on the wall. When you get the Fly scroll, go to the north end of the buccaneer’s lair and fly up to the roof. Click on the wall up there. This will take you to Dragonsand where you will be circled by a dragons. Run forward and click on the obelisk and get 20 stats added permanently, then click on the left wall to enter it. While there, you can get over 10,000 gold and unlimited food and bottles. The only way to escape the dungeon alive may be to get killed outside, by the dragons.

There is a way to get off of the island and return to New Sorpigal, after you have the 10,000 gold without dying and losing the money. Run to the left side. Since it starts you outside, run to the black wall on the outside of the building and click on it. It teleports you back to the front of New Sorpigal.

Hint: Weapon combination:
The single most effective weapon combination is the Trident and Dagger. Once you have both Spear and Dagger skills mastered, this combo becomes very deadly. As hidden bonus, a Master Spear has the ability to hit three adjacent enemies, and the Dagger has the highest critical hit percentage.

Hint: Getting good weapons:
Note: This trick only works in version 1.5 or lower. Go to the NWC Dungeon and get 10,000 gold. Go back to New Sorpigal. Do this until you have 50,000 gold then go to Castle Ironfist. Go up the hill and into the weapon shop. There should only be Lionheart Swords Of The Dragon being sold for 4,780 gold each. Go to the armor shop and there will only be Golden Plate Armor Of The Stars priced at 4,780 gold each. Use Town Portal and go to the Frozen Highlands. The weapons shop will only have True Crossbows Of Ice that do 35 ice damage.

Travel Schedules

New Sorpigal
Stables (30) Odessy (33)
Sunday Nowhere Nowhere
Monday Ironfist (2d) Nowhere
Tuesday Nowhere Mist (3d)
Wednesday Ironfist (2d) Nowhere
Thursday Nowhere Mist (3d)
Friday Ironfist (2d) Nowhere
Saturday Nowhere Mist (3d)

IronFist
Stables (29) Zephyer (24) Queen Catherine (24)
Sunday Arena (1d) Nowhere Hermits Isle (21d)
Volcano (14d)
Volcano (2d)
Monday New Sorpigal (2d) Mist (2d) Hermits Isle (21d)
Tuesday Free Haven (4d)* New Sorpigal (2d)
Bootleg Bay E. (3d)
Hermits Isle (21d)
Wednesday Sorpigal (2d) Mist (2d) Hermits Isle (21d)
Thursday Nowhere New Sorpigal (2d) Hermits Isle (21d)
Friday New Sorpigal (2d) Mist (2d)
Bootleg Bay E. (3d)
Hermits Isle (21d)
Saturday Free Haven (4d)* New Sorpigal (2d) Hermits Isle (21d)

* You must WALK to either Free Haven OR Silver Cove before you will be given a chance to use the stables to get to Free Haven. There are a few other towns that you can’t get to until you have completed this little quest also.

Mist
Adventure (14)
Sunday Nowhere
Monday Ironfist (2d)
Silver Cove (3d)*
Tuesday Bootleg Bay E. (2d)
Wednesday Ironfist (2d)
Thursday Bootleg Bay E. (2d)
Friday Ironfist (2d)
Saturday Bootleg Bay E. (2d)

* You must walk to Silver Cove first
Free Haven
West Stables (20) East Stables (61) Wind Runner (24)
Sunday Nowhere Nowhere Nowhere
Monday Silver Cove (4d) Blackshire (3d) Mist (4d)
Tuesday Ironfist (4d) Kriegspire (3d) Silver Cove (3d)
Wednesday Darkmoor (5d) Whitecap (3d) Ironfist (5d)
Thursday Silver Cove (4d) Blackshire (3d) Mist (4d)Silver Cove (3d)
Friday Ironfist (4d) Kriegspire (3d) Nowhere
Saturday Darkmoor (5d) Whitecap (3d) Nowhere

Bootleg Bay
Tsunami (7) Valkyrie (10)
Sunday Nowhere Nowhere
Monday Bootleg Bay W (1d) Nowhere
Tuesday Nowhere Ironfist (4d)
Wednesday Bootleg Bay W (1d) Nowhere
Thursday Nowhere Ironfist (4d)
Friday Nowhere Nowhere
Saturday Nowhere Nowhere

Silver Cove
Stables (6) Cerulean Skies (3) Barracuda (not shown)
Sunday Nowhere Nowhere Nowhere
Monday Free Haven (4d) Mist (3d) Nowhere
Tuesday Nowhere Free Haven (3d) Nowhere
Wednesday Nowhere Island North (1d) Nowhere
Thursday Nowhere Mist (3d) Island South (2d)
Friday Free Haven (4d) Free Haven (3d) Nowhere
Saturday Nowhere Mist (3d) Nowhere

Island North (Castle Alamos)
Tigershark (12)
Sunday Silver Cove (1d)
Monday Nowhere
Tuesday Nowhere
Wednesday Nowhere
Thursday Nowhere
Friday Nowhere
Saturday Nowhere

Island south (South of Castle Alamos)
Barracuda (not shown)
Sunday Nowhere
Monday Nowhere
Tuesday Nowhere
Wednesday Nowhere
Thursday Nowhere
Friday Nowhere
Saturday Island North (1d)

Blackshire
Stables (4)
Sunday Nowhere
Monday Nowhere
Tuesday Free Haven (3d)
Wednesday Nowhere
Thursday Nowhere
Friday Free Haven (3d)
Saturday Nowhere

White Cap
Stables (25)
Sunday Nowhere
Monday Free Haven (3d)
Tuesday Nowhere
Wednesday Nowhere
Thursday Free Haven (3d)
Friday Nowhere
Saturday Nowhere

Kriegspire
Stables (3)
Sunday Nowhere
Monday Nowhere
Tuesday Nowhere
Wednesday Free Haven (3d)
Thursday Nowhere
Friday Nowhere
Saturday Free Haven (3d)

Darkmoor
Stables
Sunday Nowhere
Monday Free Haven (5d)
Tuesday Nowhere
Wednesday Nowhere
Thursday Nowhere
Friday Free Haven (5d)
Saturday Nowhere

Town Regeneration Schedule

New Sorpigal Every 6 Months
Ironfist & Bootleg Bay Every Year
All others Every 2 Years

Important Days

March 20th Day to complete the Ritual of the Sun


Execellent day for Enchanting Items, especially at Noon and Midnight.
June 21st Day to complete the Ritual of the Sun


Execellent day for Enchanting Items, especially at Noon and Midnight.
September 23rd Day to complete the Ritual of the Sun


Execellent day for Enchanting Items, especially at Noon and Midnight.
December 21st Day to complete the Ritual of the Sun


Day to complete the Ritual of the Moon (or any other full moon day)


Execellent day for Enchanting Items, especially at Noon and Midnight.

Circus Schedules

Month Location
April Blackshire
August Mire of the Damned
December Bootleg Bay

Artifacts & Relics

Artifacts
Name Type Bonus
Arthur Crown +5 AC, +25 SP, ‘of the Gods’ (which is +10 to 7-stats)
Conan Poleaxe +10, dam 3d7 +10, Devil & Dragon Slaying
Excalibur Sword +12, dam 3d4 + 12, +30 Might
Galahad Chainmail AC +38 Powers protection, +25 HP, +10% to Fire, Electrical and Poison Resistances
Guinevere Ring +2 AC, +30 SP, Light and Dark Magic Increased
Igraine Ring +2 AC, +25 SP, Body, Mind, and Spirit Magic Increased
Lucius Boots +14 AC, +30 Speed
Merlin Staff +8, dam 2d4 + 8, Swiftness, +40 SP
Mordred Dagger +8, dam 2d3 + 8, Vampiric
Morgan Necklace +3 AC, +20 SP, Elemental Magic increased
Pellinore Plate +56, +30 End. hit recovery & HP regen.
Pendragon Cloak +11 AC, +30 Luck, Thievery, immunity to Poison
Percival Bow +10, dam 5d2 + 10, Swiftness, Carnage
Thor Axe +12, 2d5 + 12, Force
Valeria Shield +30 AC, +30 Accuracy, Shielding

Relics
Name Type Bonus
Aegis Shield +29 AC, +30 Luck, -20 Speed, 1/2 damage to missle attacks, immunity to being stoned
Aphrodite Ring +100 Personality, -40 luck
Apollo Chain Armor +20 Resistances, +20 Luck, -30 Endurance
Ares Mace +14, 2d4 + 14, +30 Fire dam., +25% Fire Resistance
Artemis Longbow +12, dam 5d2 + 12, +20 Electrical dam, +20 Accuracy, -10 all Resistances
Athena Ring +100 Intellect, -40 Might
Atlas Cloak +100 Might, -40 Speed, +16 AC
Cronos Axe +14, dam 4d2 + 14, +100 HP, -50 Luck
Hades Sword +15, 3d3 +15, +20 luck & evasion of trap damage, +20 poison damage, thievery, Negative HP regeneration
Hera Necklace +50 HP, +50 SP, +50 Luck, -50 Personality
Hercules Sword +12, dam 4d5 + 12, +50 Might, +20 Endurance, -30 Intellect
Hermes Boots +17 AC, +100 Speed, -40 Accurancy
Odin Crown +50 Resistances, -40 Speed
Poseidon Trident +15, dam 2d6 + 15, +20 Might, +20 Endurance,20 Accuracy, -10 AC, -10 Speed
Zeus Plate Armor +64 AC, +50 HP, +50 SP, +50 Luck, -50 Intellect