MIGHT & MAGIC VI

Skills Page

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Weapons
Sword: The sword skill covers most types of blades longer than knives.
Normal:Skill added to Attack Bonus
Expert:Skill reduces recovery rate
Master:Permits use of sword in left hand
Axe: While rather slow on attack, axes do a lot of damage when they hit.
Normal:Skill added to Attack Bonus
Expert:Skill reduces recovery rate
Master:Skill added to Attack Damage
Mace: Mace skill covers all kinds of blunt traumaweapons ranging from batons to flails.
Normal:Skill added to Attack Bonus
Expert:Skill added Attack Damage
Master:Chance to stun equal to skill
Dagger: While daggers don't do the kind of damage that a sword or an axe can deliver, they are very quick.
Normal:Skill added to Attack Bonus
Expert:Permits use of dagger in left hand
Master:Chance to cause tripple damage equal to skill
Spear: Spear covers all kinds of pole weapons with blades attached to the bussiness attack.
Normal:Skill added to Attack Bonus
Expert:Skill added to Armor Class
Master:Skill added to Attack Damage
Staff: A staff is a two handed pole equally good on defence and offence.
Normal:Skill added to Attack Bonus
Expert:Skill added to Armor Class
Master:Chance to stun equal to skill
Bow: Bow skill covers both bow and crossbow usage.
Normal:Skill added to Attack Bonus
Expert:Skill reduces recovery rate
Master:Bow fires two arrows on every attack
 
Blaster: A weapon from before the Silence, theie making has long since been lost.
Normal:Skill added to Attack Bonus
Expert:Skill added Attack Bonus (double effect)
Master:Skill added to Attack Bonus (triple effect)
Magic (*)Normal, expert and master of magics vary per spell
Spirit: Spirit Magic concentrates on spells involving life and death. Mind: Mind Magic tends to be ofensive and informational in nature.
Body: Body Magic is concerned with spells of healing and enhancement. Fire: Fire Magic is a good source of offensive spells and includes spells having to the with speed.
Water: Water Magic is equally defensive and offensive and concentrates on spells that move or change things. Earth: Earth Magic is defensive and includes spells that protect, bind and strenghten.
Air: Air Magic tends to be defensive and informational in nature and includes spells having to do with flight. Light: Light Magic represents some of the strongest spells in Enroth.
Dark: Dark Magic spells are the strongest spells in Enroth.
Armor
Shield: Shield skill directly improves a characters armor class while a shield is employed.
Normal:Skill added to Armor Class
Expert:Skill added to Armor Class (double effect)
Master:Skill added to Armor Class (triple effect)
Leather Armor: While it provides less protection than chain or plate,it also slows your character down the least.
Normal:Skill added to Armor Class
Expert:Recovery penalty reduced
Master:Recovery penalty eliminated
Chain Armor: It protects more than leather, and less than plate,but it also slows you down more than leather.
Normal:Skill added to Armor Class
Expert:Recovery penalty reduced
Master:Recovery penalty eliminated
Plate Armor: It provides the most protection, but it slows your character down more than leather or chain.
Normal:Skill added to Armor Class
Expert:Recovery penalty reduced
Master:Recovery penalty eliminated
Miscelanous
Identify Item: Identify skill will identify an item if your skill level is high enough when you right click on an item.
Normal:Higher skill allows more unusual item identify
Expert:Double effect of skill
Master:Triple effect of skill
Merchant: Merchant skill helps adjust prices in your favor, whether you are buying or selling.
Normal:Skill adjusts shop prices in your favor
Expert:Double effect of skill
Master:Triple effect of skill
Repair Item: Repair skill allows your character yo repair broken equipment.
Normal:Higher skill allows more diffucult item identify
Expert:Double effect of skill
Master:Triple effect of skill
Body Building: Body building skill adds hit points directly yo your character's hit point totals.
Normal:Skill adds to Hit Points
Expert:Double effect of skill
Master:Triple effect of skill
Meditation: Meditation skill adds spell points directly yo your character's spell point totals.
Normal:Skill adds to Spell Points
Expert:Double effect of skill
Master:Triple effect of skill
Perception: It increases chance of noticing a trap as it goes of reducing or avoiding damage it would cause.
Normal:Skill increases to avoid trap and notice treasure
Expert:Double effect of skill
Master:Triple effect of skill
Diplomacy: Diplomacy softens the impact of begging, bribing or threatening someone to get them to coorparate.
Normal:Reduces reputation of beging,vs.
Expert:Double effect of skill
Master:Triple effect of skill
Disram Trap: Disarm trap is checked automatically when opening a trapped chest or other containers.
Normal:Skill increases chance to disarm traps on chests
Expert:Double effect of skill
Master:Triple effect of skill
Learning: Learning skill directly increases the experience your character recieves.
Normal:Skill increases to avoid trap and notice treasure
Expert:Double effect of skill
Master:Triple effect of skill

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