Party Planner
Build your four-character party. Pick a class for each slot to see its promotions, the skills it can learn, and each skill's maximum rank. Apply a balanced or optimal build to auto-select recommended skills (only skills the class can actually learn). Your party is saved in this browser and powers the adaptive walkthrough and the Dashboard.
Character creation & stat allocation
MM6 lets you rename and re-point your four characters at creation, distributing a pool of points across the seven attributes. The classes are fixed by the four portraits you choose, but the stat spread is yours. The advice below synthesizes the standard power-gaming wisdom (notably the Advanced Quick Start Guide) with this guide's own grounded attribute math — see the Attributes & tables reference for the exact equations.
Stat allocation principles
- Sit just above a breakpoint.
Attributes only change your character in steps called breakpoints (1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 25, 30, 35…). A stat at 22, 23, or 24 behaves exactly like 21 — the points in between do nothing until you reach 25. So set each key stat to land on a breakpoint and pour nothing extra into it, and drop your dump stats to the minimum. (Full chart on the Attributes page.)
- Endurance is for everyone; the SP stat is for casters.
Endurance drives Hit Points for every class, so nobody wants it low. Your spell-point pool keys off a different stat per class: Intellect for Sorcerer and Archer, Personality for Cleric and Paladin, and both for the Druid. A pure caster should max its SP stat and dump the other mental stat; a Knight (no spells) dumps both Intellect and Personality.
- Body Building and Meditation multiply your pools.
The Body Building skill multiplies the HP your Endurance grants (×2 at Expert, ×3 at Master) and Meditation does the same for the SP your mental stat grants — and both bonuses are retroactive. Every character wants Body Building; every caster wants Meditation. This is why raw Endurance/Intellect/Personality at creation pays off more later, not less.
- Don't over-think creation — the world inflates your stats.
Creation stats matter most for the first ~5–10 levels. Later you will pile on the permanent Shrine of the Gods (+20 to everything), the monthly stat shrines (+10, then +3/year), the permanent fountains, and the once-per-character black stat potions (+15 each). Set sensible creation stats, then let the map do the rest.
- Fountain vs. Shrine ordering trap.
The permanent +stat fountains only work when the stat is below 14 and you have not used the Shrine of the Gods on that stat. If you take this guide's +20 power-start, the Shrine pushes every stat past 14, which locks those fountains out for good. So either drink the fountains you care about before touching the Shrine, or just skip them — the Shrine's +20 dwarfs a fountain's +2 anyway.
Per-class stat priorities
| Class | Prioritize | Dump | Notes |
|---|---|---|---|
| Knight | Endurance, Might, Accuracy, Speed | Intellect, Personality | No spells at all, so Intellect and Personality are pure dump stats. Knights have the game's biggest HP pool and best melee — feed Might (damage) and Endurance (HP), with Accuracy for to-hit and Speed for Armor Class and turn order. |
| Paladin | Endurance, Might, Personality | Intellect | A durable melee hybrid with a small Personality-based pool for Body/Spirit/Mind self-magic. Lead with Might and Endurance; keep enough Personality to fuel its modest spell pool. Intellect does nothing for a Paladin, so dump it. |
| Archer | Endurance, Accuracy, Might, Intellect | Personality | The only class that can Master Bow, and a competent melee fighter, with a small Intellect-based elemental pool. Favor Accuracy and Might for bow + melee and Endurance for HP; keep some Intellect for its spells. Personality is the dump stat. |
| Cleric | Personality, Endurance, Might | Intellect | Your Personality-driven SP engine (3 SP/level) and the party's Light/Dark/Body healer. Max Personality, then Endurance (its HP base is low), with a little Might for its mace. Intellect is wasted on a Cleric. |
| Sorcerer | Intellect, Endurance | Personality, Might | Pure offensive caster: Intellect drives its huge SP pool (3 SP/level), so push it to a high breakpoint (e.g. 25). It has the lowest HP and melee in the game, so don't waste points on Might — take Endurance for survivability and dump Personality. Luck is a cheap pick if you have spare points. |
| Druid | Intellect, Personality, Endurance | Might | Uniquely, the Druid's spell points scale off BOTH Intellect and Personality, so split your mental points between the two rather than maxing one, then take Endurance. Might is the dump stat — the Druid is a caster first. |
Starting skills by class
Each class is locked to two starting skills and picks two more from a short list β plan these so the party covers its key skills from level 1.
| Class | Must start with | Choose two from |
|---|---|---|
| Knight | Sword, Leather | Dagger, Axe, Spear, Bow, Shield, Chain, Body Building, Perception, Disarm Traps |
| Paladin | Sword, Spirit Magic | Dagger, Spear, Mace, Shield, Leather, Chain, Perception, Diplomacy, Disarm Trap |
| Archer | Bow, Air Magic | Sword, Dagger, Axe, Leather, Fire, Identify, Perception, Diplomacy, Disarm Trap |
| Cleric | Mace, Body Magic | Staff, Shield, Leather, Spirit Magic, Mind Magic, Identify Item, Repair Item, Meditation, Diplomacy |
| Druid | Staff, Earth Magic | Mace, Leather, Water Magic, Spirit Magic, Body Magic, Identify Item, Repair Item, Meditation, Learning |
| Sorcerer | Dagger, Fire Magic | Staff, Leather, Air Magic, Water Magic, Earth Magic, Identify Item, Repair Item, Meditation, Diplomacy |
At creation you split 50 bonus points across the four characters; you can also reclaim up to 2 points from each of a character's stats by dumping them, for up to 106 points to redistribute. Each class sets the minimum a stat can be dropped to.
Party skill checklist
Spread these across the party once — not every character needs every slot.
| Skill | Who | Target | Why |
|---|---|---|---|
| Bow | Everyone | Archer: Master; others: Expert | The early game's main damage source — buy a bow and the Bow skill for the whole party as soon as you reach a shop. Only the Archer can Master it (two arrows per shot); everyone else caps at Expert (faster fire). |
| Learning | Everyone | at least Normal (Master ASAP) | Even 1 point adds +10% to all experience earned (Expert +20%, Master +30%), and it compounds over the entire game. Buy it on everyone the moment you can afford it in Mist. Not retroactive, so earlier is better. |
| Body Building | Everyone | Master | Multiplies the HP from Endurance (×2 Expert, ×3 Master), retroactively. Free, permanent survivability for every character. |
| Meditation | Every caster | Master | Multiplies the SP from your mental stat (×2 Expert, ×3 Master), retroactively. Every non-Knight wants it Mastered early to fix the chronic mid-game mana shortage. |
| Merchant | Your utility carrier (the Knight) | one character: Master | The skill applies to the buying/selling character's own transactions (including training fees), so designate one high-Merchant shopper to handle all trade for the best prices. |
| Disarm Trap | Your utility carrier (the Knight) | Master | Master safely opens almost any trapped chest — including high-value targets like Lord Kilburn's Shield and the obelisk cache. The Knight has the spare skill points the casters don't. |
| Perception | Your utility carrier (the Knight) | Expert+ | Reveals hidden chests and traps and lets that character dodge sprung traps; Expert is required to clear the Superior Temple of Baa. One Expert+ scout is enough for the party. |
| Repair Item | Your utility carrier (the Knight) | Master | A Master repair fixes any broken item, so you never pay a shop to fix degraded gear or lose a good weapon. One repairer covers the whole party. |
| Identify Item | Your utility carrier (the Knight), or hire a Scholar | Master (or skip) | Master identifies everything. Cheaper alternative: a hired Scholar gives unlimited Item ID plus +5% experience for only 5% of gold found — one of the best-value hirelings, and it frees the skill slot. |
Recommended party compositions
Not sure who to pick? These four-class setups span the whole spectrum, from a pure-melee wall to an all-caster powerhouse, each with this guide's start / mid / end-game ease estimate. Click Use this party to load one into the planner below β it auto-applies each class's optimal build. The β recommended setup is the best all-around pick for a first playthrough; the others trade early ease for late-game power, so pick by the playstyle you want.
How the classes fill party roles
| Class | Role |
|---|---|
| Knight | Tank β the most HP and the best melee in the game, and no magic at all. With no spell points to spend it has the most spare skill points, so it is your natural Identify Item / Repair Item / Disarm Trap carrier. |
| Cleric | Support β healing, resurrection and buffs (Body / Spirit / Mind), and one of only two classes that can learn Light & Dark magic. |
| Sorcerer | Caster β the full elemental suite (Fire / Water / Air / Earth) for raw damage, and the other class that can learn Light & Dark. |
| Paladin | Knight + Cleric β a durable melee front-liner with its own Body / Spirit / Mind self-healing (a shallower pool than a true Cleric). |
| Archer | Knight + Sorcerer β a melee fighter and the best bow user, who also slings elemental magic. |
| Druid | Cleric + Sorcerer β self-healing plus elemental nukes, but no Light/Dark. A spell generalist spread across every Self and Elemental school (several capped at Expert), so it blooms late β thin until skill points are plentiful enough to raise them all. Its mana draws on both Intellect and Personality, so it likes three stats (INT/PER/END) kept up rather than two. |
Only the Cleric and Sorcerer learn Light & Dark, and a party commits to one path: Saintly reputation unlocks Master Light, Notorious unlocks Master Dark (both schools are available at Expert regardless). Pairing a Cleric with a Sorcerer β or running two Sorcerers β lets two casters master the same path for double top-tier nukes.
β recommended
start mid end
Pros / cons & skill strategy
"Fill from ideal" seeds each character with the recommended skill set at level 1 β your live sheet. The coach then suggests what to raise, train, and promote next. Everyone gets Bow, Learning & Body Building; casters add Meditation; utility skills go to your Knight.
No characters yet. Click + Add character to begin (MM6 parties are four characters).
Stats: prioritize Β· dump
Learn first: