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Читы для Might and Magic 6: The Mandate of Heaven

Чит-файл для Might and Magic 6: The Mandate of Heaven

Might and Magic 6:
The Mandate of Heaven

в России известна как

Меч и магия 6

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Название в России:Меч и магия 6
Разработчик:New World Computing
Издатель:3DO Company, The
Издатель в России:Buka Entertainment
Модель распространения:розничная продажа
Жанры:RPG / 3D / 1st Person
Multiplayer:Отсутствует

Даты выхода игры

вышла 15 мая 2003 г.
вышла 30 апреля 1998 г.

FAQ [ENG]

Информация актуальна для
MIGHT & MAGIC 6: THE MANDATE OF HEAVEN
ITEM LIST

Author: Sashanan (sashanan@hetnet.nl)
Date: 31 December 2000
Version: 1.0

DISCLAIMER
This document is copyright 2000 Sashanan. All rights reserved.

You are allowed to do the following:

- Make copies (electronical or physical) for your own, personal use;
- Post this FAQ on a non-commercial, freely accessible web site. My
permission is not required, however, the FAQ must be posted in its full,
original form, including this notice, and credited to Sashanan.

You are not allowed to:

- Make money off this FAQ in any imaginable way.
- Post this FAQ on a commercial site without my explicit written
permission.
- Use this FAQ, or part of it in magazines, guides, books, etc. without
my explicit written permission.
- Edit this FAQ in any way, use it as a basis for your own FAQ, or post
this FAQ without giving proper credit. This is considered plagiarism.


=================
TABLE OF CONTENTS
=================

- About this FAQ
- Item list
- Revision history
- Final words


===========================================================================
ABOUT THIS FAQ
===========================================================================

This FAQ was started on 29 December 2000. I had already planned to do an
item list for Might & Magic 6 for some time, but had never seriously
invested any time in it. Now, however, I felt like playing the game again,
and decided I might as well start the item list at the same time.
This list is far from complete yet, but I will add new weapons, armor
and other items to it as I encounter them in the game.

This guide will not help you much in completing Might & Magic 6 and is
not intended as such. It is aimed at those people who are interested in
what items are available, which ones they may have missed during play, or
those who, like me, just enjoy browsing through lists like these.


===========================================================================
ITEM LIST
===========================================================================

I've sorted all items by type. Within each category, I have sorted the
items by value rather than alphabetically. For example, in the category
Gauntlets, the basic Gauntlet comes first, followed by one that is
slightly stronger (Knight Gauntlets), and so forth.
Values are based on basic, non-enchanted items. Descriptions are directly
from the game. Occasionally, you may find an "Editor's note". These are
comments I added myself, usually correcting or elaborating on the
information the game supplies about a particular item.


--------------------
-      AMULET      -
--------------------

You can equip one amulet on every character. Normal amulets do
nothing, but many are enchanted in one way or another. Those that
aren't can still be sold for a good price.


TURQUOISE AMULET
Value: 500

A turquoise stone bracketed by a bronze chain and clasp makes for an
inexpensive, yet charming amulet.


GOTHIC AMULET
Value: 750

This bizarre amulet was probably created by some alchemist with a
distorted understanding of magic. The shape and symmetry help to
maintain whatever enchantment he put in it.


--------------------
-       AXES       -
--------------------

All one-handed axes fall into this category. They may be wielded by
any character with the Axe skill.


HAND AXE
Attack: +0
Damage: 4d2 (4-8)
Value: 30

More of a tool than a weapon, this simple axe will work in a pinch. But
don't expect much.


BATTLE AXE
Attack: +2
Damage: 4d2+2 (6-10)
Value: 100

Made as a weapon of war instead of a tool, the battle axe is usually
employed by barbarians and undisciplined armies.


DWARVEN AXE
Attack: +8
Damage: 4d2+8 (12-16)
Value: 400

An example of the high quality work done by the dwarves of the Red
Mountains, the blade is sharp and the balance perfect.


--------------------
-      BELTS       -
--------------------

Every character can equip one belt. Normal belts do nothing, but
they may carry enchantments.


LEATHER BELT
Value: 40

A common strip of leather used to hold up your pants.


VANGUARD BELT
Value: 225

Cured dragonhide and polished bronze are fastened together to form a
belt of unusual strength and resistance to magic. Although difficult
to work with, these belts can offer excellent protection against magic
once an enchantment is successfully laid on them.


--------------------
-      BOOTS       -
--------------------

Every character can equip a pair of boots. Boots count as armor and
add to the character's armor class.


LEATHER BOOTS
Armor: +2
Value: 50

Common traveler's boots made with leather and hobnailed.


STEEL BOOTS
Armor: +6
Value: 250

Heavy steel boots made for solid foot protection in battle. They are
uncomfortable to walk in and have a tendency to rust on the inside.


--------------------
-    BROADSWORDS   -
--------------------

Broadswords are one of the many kinds of swords that fall under the
Sword category. Any character with Sword skill may wield these
one-handed weapons. They tend to be the strongest of all one-handed
sword types.


BROADSWORD
Attack: +0
Damage: 3d4 (3-12)

A common broadsword. These blades can be found throughout the land in the
hands of both heroes and villains.


--------------------
-    CHAIN MAIL    -
--------------------

Chain Mail can be worn by any character with the Chain skill. It is
the 'medium class' armor of the game - stronger and heavier than leather,
and weaker and lighter than plate. It is typically worn by Archers and
Clerics, for whom it is the strongest armor they can use.


CHAIN MAIL
Armor: +8
Value: 400

Chain mail is an armor formed of small, interlocking loops of metal. This
suit is low quality: the metal used is plain iron, there are only two
layers of rings, and it is heavy and stiff for its size.


--------------------
-      CLOAKS      -
--------------------


Every character can equip a cloak. Cloaks add to the wearer's armor
class.


LEATHER CLOAK
Armor: +1
Value: 50

A used leather cloak. It smells fainlty of mothballs and dust.


PHANTOM CLOAK
Armor: +3
Value: 150

Indigo dye from the Regnan Archipelago was used to stain this wool cloak
the color of a summer night's sky.


ELVEN CLOAK
Armor: +5
Value: 250

Woven from plant fibers found in the forests of Erathia, these cloaks
are the traditional garb of the Elven Rangers.


--------------------
-      CLUBS       -
--------------------


Clubs are generally weak weapons that do not need any weapon skill.
Any character can wield a club. However, this also means that there
is no way to improve your skill with a club.
(Note: Mace skill might count towards clubs as well, but I'm not sure
about this. At any rate, you can use a club even without any Mace
skill.)


CLUB
Attack: +0
Damage: 1d3 (1-3)
Value: 1

A primitive weapon usable by even the stupidest of monsters. You're not
thinking of using this, are you?


SPIKED CLUB
Attack: +3
Damage: 1d3+3 (4-6)
Value: 40

An improvement over the simple club, this spiked club will inflict nastier
wounds.


--------------------
-    CROSSBOWS     -
--------------------

Crossbows are ranged weapons that can be used by any character with the
Bow skill. They tend to be weaker than Longbows.


CROSSBOW
Shoot: +0
Damage: 4d2 (4-8)
Value: 50

Crossbows are the deadliest ranged weapons made since the Time of
Wonders. This crossbow is made of stout Yew wood and metal fixtures,
but is otherwise rather ordinary.


ACCURATE CROSSBOW
Shoot: +3
Damage: 4d2+3 (7-11)
Value: 200

These crossbows were stockpiled by Archibald just prior to the Succession
War for use against his brother. As with most decisions involving death,
Archibald chose wisely. These crossbows are amongst the best in the land.


--------------------
-      CROWNS      -
--------------------

Crowns can be worn instead of Helms. They do not offer any armor class
bonus, but are commonly enchanted. Especially the expensive crowns can
carry powerful enchantments. Unenchanted crowns can still fetch a good
price.


CROWN
Value: 250

This is a poorly wrought crown, the kind that goblins or low budget actors
might create to mock royalty. It offers no real head protection, although
it may carry some small enchantment.


REGAL CROWN
Value: 450

A large, imperfect sapphire is inset in the center of this delicate
silver crown. Extremely fine hammer marks suggest this crown was made
by dwarven hands.


ALMIGHTY CROWN
Value: 650

Crowns of this sort are typically created with the use of magic to enhance
their susceptibility to magic. If found with no enchantments whatsoever,
the crown was probably left unfinished for some reason.


--------------------
-    CUTLASSES     -
--------------------

Cutlasses count as Swords, and can be wielded by anyone with the Sword
skill. They are, however, the weakest sword type.

CUTLASS
Attack: +0
Damage: 2d4 (2-8)
Value: 40

A cutlass of Goblin manufacture, this blade is as deadly as it is ugly.


PIRATE CUTLASS
Attack: +5
Damage: 2d4+5 (7-13)
Value: 290

The traditional back-up weapon of the Regnan pirates living on the
countless islands east of the island of Mist. These cutlasses were
forged by one of a long line of smiths native to those islands.

(Editor's note: the statement that the Regnans come from many
islands is later proven untrue in Might & Magic 8, where you get
to visit the island known as Regna. All Regnan pirates seem to
come from here.)


--------------------
-     DAGGERS      -
--------------------

Daggers are weapons with little punch, but high speed. A skilled
fighter can attack more often with a Dagger than a Sword or Axe, and
as such, do similar damage over the same period of time. Daggers may
be used by anyone with the Dagger skill, and are the favorite of
Mages, who have limited weapon choices.


DAGGER
Attack: +0
Damage: 2d2 (2-4)
Value: 8

A common dagger, favorite of thieves and assassins the world over.


BLOOD DAGGER
Attack: +2
Damage: 2d2+2 (4-6)
Value: 100

Blood Daggers are ceremonial weaopns worn by the nobility of Regna. Their
popularity has spread in recent years to the nobility of Enroth, and now
they can be found throughout the land. Though ceremonial, they are sharp
and reliable blades.


SHADOW DAGGER
Attack: +3
Damage: 2d2+3 (5-7)
Value: 150

Commissioned by Ethric the Mad while still a human, it is said these
daggers have a link to the Land of the Dead. They are used in certain
magical rituals designed to extend life to unnatural lengths.


--------------------
-    GAUNTLETS     -
--------------------

Gauntlets are protective metal gloves. Every character can equip
one pair of these to boost their armor class, and take advantage
of any enchantments.

GAUNTLETS
Armor: +3
Value: 100

A steel plated gauntlet of simple make and design.


KNIGHT GAUNTLETS
Armor: +6
Value: 250

This gauntlet is an improvement over the simple, inflexible steel
gauntlets commonly worn by goblins and brigands. The back of the hand and
the wrist are solid, while the jointing around the fingers is made of
chain links to improve dexterity.


PALADIN GAUNTLETS
Armor: +8
Value: 450

While lacking in flexibility, this gauntlet has reinforced joints over
the knuckles and at the base of the wrist.


--------------------
-     HAMMERS      -
--------------------

Hammers are much like Maces, and can be wielded by anyone with the
Mace skill. They are one-handed weapons, and although they tend to
be a little slower than Maces, they typically cause more damage.


HAMMER
Attack: +0
Damage: 2d5 (2-10)
Value: 120

A graceless and unimaginative weapon, hammers are slow, but hit very
hard. This one is of common construction and materials.


DARK HAMMER
Attack: +3
Damage: 2d5+3 (5-13)
Value: 300

A step up in construction quality, these hammers are commonly wielded by
humanoid monsters. Since everyone knows most monsters don't make weapons,
the question 'from where are they getting them?' arises...


--------------------
-       HATS       -
--------------------

Hats are an alternative to Helms or Crowns. Like Crowns, they do not
add to a character's armor class, but are often enchanted. However, the
enchantments on Hats tend to be weaker than those found on Crowns.


CLOTH HAT
Value: 20

A common hat. The material is a blend of cotton and wool, and the feather
is from a duck.


FANCY HAT
Value: 100

Quite fashionable and stylish, these hats are in vogue amongst the upper
classes and those seeking to emulate them.


WIZARD CAP
Value: 200

Don't laugh - while silly - even ridiculous - in appearance, many
sorcerers spend quite a bit of time enchanting hats like this with
powerful magics. The conical shape and 'eyes' in the front of the hat
are peculiarly attractive to creatures of the spirit world, and that
property makes the hat easier to enchant.


--------------------
-       HELMS      -
--------------------

Helms are the only type of headgear that add directly to your armor
class. In addition, they may be enchanted, though usually not as
well as Crowns. Any character can wear a Helm.


HELM
Armor: +2
Value: 60

An ordinary helm. This one is made of hides stretched over wood. There's
no fur or padding on the inside, so your head will probably ring like
a bell when struck a solid blow.


STEEL HELM
Armor: +6
Value: 260

This is a common steel helm. The design is a good one and has been used
for centuries by warriors all around the world. Best guess is this helm
is 50-75 years old.


GUARDIAN HELM
Armor: +8
Value: 460

This helm design has been used by the Elves of Erathia since before the
Silence. It is composed of silver and steel and is very strong.


--------------------
-   LARGE SHIELDS  -
--------------------

Large Shields are, as the name implies, bigger than Small Shields. They
add directly to a character's armor class, and tend to have higher armor
bonuses than small shields. However, you pay a price for this: wielding
a Large Shield slows your character down in combat. Only characters with
the Shield skill may equip one, and only if they are using a one-handed
weapon.


KITE SHIELD
Armor: +6
Value: 200

Formed of stretched hides over a wooden frame, this simple shield provides
basic protection against physical attacks.


TOWER SHIELD
Armor: +7
Value: 300

The simplicity of the heraldic design on this shield leads one to believe
it was created either by barbarians or goblins. It is made of sturdy
materials and should stand up reasonably well in combat.


CASTLE SHIELD
Armor: +9
Value: 400

This shield is made of wood framed by iron. It is somewhat heavy for its
size, but it should see you through a battle safely - as long as you're
not backstabbed.


--------------------
-  LEATHER ARMOR   -
--------------------

Leather armor is the weakest kind of armor, and tends to be less
protective than chain or plate. Fortunately, it is also cheaper,
and restricts your movements less. It is most often used by Mages
and Druids, who cannot wear any other armor. Any character with
Leather skill may wear this armor.


LEATHER ARMOR
Armor: +4
Value: 150

Lightest and most easily made among the armors, leather armor offers
the least protection. This particular suit is of average quality.


STUDDED LEATHER
Armor: +6
Value: 250

Studded leather offers more protection than regular leather armor at
the expense of being stiffer and weighing more. This particular suit
is well made.

(Editor's note: This is actually incorrect. Studded leather armor is
made of a ligher and more supple sort of leather, but lined with
metal studs. It is these studs that form the bulk of the armor, the
leather just holds them in place.)


ENCHANTED LEATHER
Armor: +10
Value: 450

An otherwise ordinary suit of leather armor, this suit is imbued
with a subtle enchantment that strengthens the material against
blows without increasing weight.


--------------------
-     LONGBOW      -
--------------------

Longbows are ranged weapons usable by any character with the Bow
skill. They tend to be more powerful than Crossbows.


LONGBOW
Shoot: +0
Damage: 5d2 (5-10)
Value: 100

A simple longbow constructed of common materials and uninspired
design.


ELVEN BOW
Shoot: +2
Damage: 5d2+2 (7-12)
Value: 200

A weapon only made by the Elves of the great Erathian forests.
This one reflects the same high quality workmanship found in
all Elvish artifacts.


PRECISION BOW
Shoot: +4
Damage: 5d2+4 (9-14)
Value: 300

Etched initials at the base of the bow indicate this bow was made
by master bowyer Ivan Selving's workshop during the Timber Wars
against the Elves of Erathia in the late 600's.


--------------------
-   LONG DAGGER    -
--------------------

Long Daggers may be wielded by anyone with the Dagger skill, and
are usually more powerful than standard Daggers.


LONG DAGGER
Attack: +0
Damage: 2d3 (2-6)
Value: 15

The common long dagger. Bordering on swords, these long daggers are
favored by assassins who want a weapon that is both concealable yet
has a longer reach than the traditional dagger.


PIERCING DAGGER
Attack: +4
Damage: 2d3+4 (6-10)
Value: 200

Really more of a short sword than a dagger, the narrow blade belies
an unusual strength and a possibly enchanted edge.


--------------------
-    LONGSWORD     -
--------------------

Longswords are the 'main' kind of swords, doing more damage than
Cutlasses but less than Broadswords. They may be wielded by anyone
with the Sword skill, and are one-handed.


LONGSWORD
Attack: +0
Damage: 3d3 (3-9)
Value: 50

Of simple make and design, this longsword is deadly nonetheless.


WARRIOR SWORD
Attack: +3
Damage: 3d3+3 (6-12)
Value: 200

A longsword of superior strength and edge.


--------------------
-       MACE       -
--------------------

Maces are typically wielded by Clerics, whose faith prevents
them from using edged weapons (although in Might & Magic 6,
that does not seem to restrict bows). Any character with Mace
skill can wield these weapons. They are not as powerful as
Hammers, but are a little quicker.


MACE
Attack: +0
Damage: 2d4 (2-8)
Value: 50

Little more than a glorified club, this common mace is made of
ordinary materials and unexceptional craftsmanship.


WICKED MACE
Attack: +2
Damage: 2d4+2 (4-10)
Value: 150

Solidly designed to inflict fatal injuries, even through armor. The
balance is a little top heavy, but the craftsmanship is good.


THUNDER MACE
Attack: +5
Damage: 2d4+5 (7-13)
Value: 300

This mace is one of thousands turned out by the Heavenly Forges
before the Silence. But that was more than a thousand years ago,
and not many remain.


--------------------
-   PLATE ARMOR    -
--------------------

Plate armor is the best, most expensive and heaviest armor around.
It can only be worn by characters with plate skill, and only the
Knight and the Paladin can ever learn that skill. Plate armor
tends to boost your armor class significantly, but slows your
character down as well.


PLATE ARMOR
Armor: +20

Composed of interlocking plates and joints, plate armor is the best
unenchanted armor available. It is, however, heavy and slows the
movements of the wearer. This particular suit is of average quality
and the smith unknown.


--------------------
-      RINGS       -
--------------------

Rings are the main carriers of enchantments in Might & Magic 6. Just
about any enchantment may be placed on a ring, but the quality of
the ring normally determines the quality of the enchantment.
Any character may wear up to six rings, and the effects of any
enchantments on them are cumulative. Unenchanted rings are
typically worth a bit of coin in town, and you can fit a lot of
them in your backpack. The most expensive rings are tough to
identify, however.


FINE RING
Value: 100

A small golden ring with a quarter carat diamond. The style is simple
and elegant.


SPARKLING RING
Value: 300

Two amethysts adorn this plain platinum ring.


LUNAR RING
Value: 500

A gold ring with a large moonstone set in the center. These rings
typically carry an enchantment.


--------------------
-  SMALL SHIELDS   -
--------------------

Small Shields may be wielded by anyone with the Shield skill,
assuming he/she has a free hand to spare. Although they do
not boost your armor class as much as Large shields would, they
do not slow you down as much, either.


WOODEN SHIELD
Armor: +4
Value: 100

A small wooden shield designed to protect mostly against arrows.


STEEL SHIELD
Armor: +8
Value: 300

Since this shield is made of tempered steel, it should resist all but the
most unusual of enchanted weapons.


--------------------
-      SPEARS      -
--------------------

Spears are long range weapons. Although they cannot be thrown, you can
still stab monsters with them just before they are in range for Sword,
Axe, Mace or Dagger attacks. Spears can be wielded with either one or
two hands (depending on whether you have a shield equipped). Wielding
a spear with two hands boosts the damage done, adding 1d9 (1-9) to
every hit.
You need the Spear skill to wield a Spear. Some characters in the game
suggest that Spears make good underwater weapons. However, since there
are no underwater scenes in Might & Magic 6, that is pretty useless
information.


SPEAR
Attack: 0
Damage: 1d9 / 2d9 (1-9 / 2-18)
Value: 15

Barely more than a sharpened stick, this spear is still quite deadly. Like
all spears, it can be used in one or both hands.


STOUT SPEAR
Attack: +1
Damage: 1d9+1 / 2d9+1 (2-10 / 3-19)

This spear has a reinforced steel tip to help it penetrate tough armor and
hides. Like all spears, it can be used in one or both hands.


--------------------
-      STAVES      -
--------------------

Staves are commonly wielded by either Mages or Druids, but anyone with
the Staff skill can use one. These weapons are two-handed and not very
powerful. However, they do seem to carry enchantments more often than
other weapon types, but perhaps that's my imagination.


STAFF
Attack: +0
Damage: 2d4 (2-8)
Value: 40

The staff is the traditional weapon of the oppressed. This one is
unremarkable, and the ruby at the end of it is actually just colored glass.


EMERALD STAFF
Attack: +3
Damage: 2d4+3 (5-11)
Value: 250

Magically light hard, this staff is made of a rare wood stripped from the
Elves during the Timber War in 600 A.S. The emerald at the end of it is
real, and probably serves as a magical reservoir from which the staff
draws its strength.


--------------------
-     TRIDENTS     -
--------------------

Tridents fall under the Spear skill, and can be wielded by anyone with
that skill. They tend to do more damage than Spears, and are often a
better choice.


TRIDENT
Attack: +0
Damage: 2d6 / 3d6 (2-12 / 3-18)
Value: 100

Common war tridents, like this one, are good quality weapons issued by the
Imperial Regnan Navy to facilitate the collection of Imperial tariffs on
the high seas. Most merchants and other governments refer to this activity
as piracy...

--------------------
- TWO-HANDED AXES  -
--------------------

Two-handed axes can be wielded by anyone with the Axe skill. Naturally,
wielding one of these means there's no room for a shield. They are
therefore often used by Archers, who have no Shield skill. Two-handed
axes are among the most powerful melee weapons in the game, but also
very slow to swing.


POLEAX
Attack: +0
Damage: 3d7 (3-21)

This style of long hafted axe is typically used to deadly effect by
Eastern tribes and the elite guard of some members of the nobility.


HEAVY POLEAX
Attack: +3
Damage: 3d7+3 (6-24)

A stronger version of the basic Poleax, this weapon is frequently
used by city guards and other fighters who don't expect to do battle
in large, coordinated groups (like armies).


--------------------
-TWO-HANDED SWORDS -
--------------------

Two-handed swords are the only kind of sword that must be wielded with
two hands. They do a lot of damage, and are among the favorites of
Archers (who cannot learn the Shield skill anyway).


TWO-HANDED SWORD
Attack: +0
Damage: 4d5 (4-20)

A basic two-handed sword. Thousands of these low quality weapons can be
found throughout Enroth.


--------------------
-      WANDS       -
--------------------

Wands always contain a certain spell. Which spells they can cast
depends on the type of wand. To use a wand, you equip it as if
it were a weapon. With every attack, one charge is used and the
appropriate spell is launched at the target. Once a wand is out
of charges, it can no longer be used - however, you can still
sell it.
Wands tend to cast the spells that come from them at a high
skill level, regardless of who wields them. Therefore, they
are more powerful than they may look. Do not sell them off too
quickly, but do not be afraid to use them, either.


WAND
Contains level 1 spells
Value: 1000

A rod of blue metal and wood capped with a blue headstone. To use this
wand, you must equip it as though you were equipping a weapon.


FAIRY WAND
Contains level 2 spells
Value: 1500

More a staff than a wand, this fairy wand is inexplicably alive, even
though it was cut from its parent tree many years ago. To use this wand,
you must equip it as though you were equipping a weapon.


===========================================================================
REVISION HISTORY
===========================================================================

NOTE: The latest version of this FAQ can always be found at GameFAQs
(www.gamefaqs.com). If you found this guide somewhere else and you are
looking for an update, I recommend you check GameFAQs to see if a newer
version exists than the one you have.

v1.0: First release of the FAQ, with 69 items listed. More will be added
in the near future.


===========================================================================
FINAL WORDS
===========================================================================

For questions, comments, suggestions, praise and criticism, contact the
author, Sashanan, at sashanan@hetnet.nl. Any serious mail will be answered.
Please put "Your Might & Magic 6 FAQ" or something like that in the topic.
I'll be happy to answer questions regarding the FAQ, the game, or both.

If you wish to do anything with this FAQ except for just reading it, check
the Disclaimer section at the top of the FAQ to find out what you can and
can't do.

I have a small RPG review/walkthrough site called Sashy's RPG Temple at
http://come.to/sashy, feel free to check it out.

"Much that I bound, I could not free. Much that I freed returned to me."
(Lee Wilson Dodd)

This document copyright 2000, Sashanan. All rights reserved.

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