Might and Magic 6 - various hints Lloyd's Beacon Bug: It is possible to create 20 Lloyd's Beacons with just one master of water. By moving your master of water's portrait to a different position, you would be able to cast another 5 more beacons. So, by moving the character portrait around, you would be able to have 20 beacons. I wonder whether it's possible to do 12 Armageddons? Ring of Fire: Get your sorcerer up to master of fire, hire a NPC who boosts magic ability...later, you'll probably find a ring that boosts fire spells as well... Why is this spell so great when it delivers small damage??? IT WORKS THROUGH WALLS AND DOORS!!! So, stand outside that dungeon wall, and cast it...BAM...every inactive monster in range is now active...keep casting till all are dead...then walk in and loot. Spell Augmentation: As soon as possible, learn the Light spells "Hour of Power" and "Day of the Gods" and the Dark spell "Day of Protection". Casting all of these spells allows your characters to wade into a huge horde of monsters and take them out in real-time. Use "Lloyd's Beacon" to withdraw when your party gets badly hurt, or enter turn-based mode and cast "Power Cure" to stay alive. If you can't get "Hour of Power", at least get "Haste" and "Power". Water Is Best: Work your sorcerer up to Water Magic Mastery! It is simply the most powerful spell book, outside of light and dark. It has Enchant, Ice Bolt, Water Walk, and the 2 transportation spells. Once you have Water Magic Mastery, your party can jump (as they did in previous M&Ms) among fountains each day, supercharging their levels and stats before reentering the latest, most terrifying dungeon. Pick up the Enchant Item spell. I have seen it sold in both Mist and Free Haven, and Mist you can get to via boat ride from New Sorpigal. After you get water expert and about 6 ranks or more in Water Magic begin enchanting all the useless rings you find. Then have a character you worked up with the merchant skill sell them. I have made about 100k doing this, and have been able to afford every spell the game has to offer along with training in all the expert and master skills. It's an excellent way to turn useless or poor money items into easy cash. Other items work as well, cloaks, belts, etc. Give it a shot, you'll be happy you did when the cash flows in. To gain the best results, pick up two NPCs who add to your merchant skill. I found 2 very good ones in Ironfist, together they add 8 to my skill, giving my merchant character a rank of 16 at expert. Fire Is Best: Fire is much better than water especially for beginning characters. You can get a very good attack spell sooner than in any other element (fire bolt). The very first spell (torch light) comes in handy for spotting monsters and treasure. Plus, let's face it, Inferno cast at a high level can completely clear a room of monsters - no other element class has a spell that can do that. As far as taking out the big boys incinerate cast by a master will take out just about anything I have come across so far. I would probably say that wind is the next best element just because of the fly and wizard eye spells, both very handy to have. Spell Protection: Remember, offensive magical spells don't always work as planned. Some creatures have natural (minotaur kings and cuisinarts) or magically provided protection (druids) which can render elemental missiles erratic. Prismatic Light: Prismatic Light can work wonders when you're faced with a multitude of magic casters indoors. Just make sure your Light Magic user is at least expert level, and has plenty of mana points in reserve. You'll knock off 25 points per foe per cast, far more than any targeted spell could achieve. Flight Scroll: In the town of New Sorpigal on the south side of the bank or when you are facing the bank search the left side to find a scroll of flight. Be careful not to fly too high because the tower will throw Fire balls at you. On the top floor of the bank is the Air Expert. If you go north there is a Volcano and inside is an Obelisk and a few horse shoes. Wizard Eye: When you get to higher levels and have Wizard's Eye, always cast it, always. You will see that there are monsters on the other side of relatively thin walls. Try casting ring of fire and watch them take damage even though they are in a different room. This works wonders taking out large groups of irritating Werewolves in their Lair. - o -