- For other uses, see Paladin.

The Paladin's icon
"A cross between Knight and Cleric, Paladins perform both roles well, but not as well as the more focused classes they borrow from. Like Knights, Paladins can learn to use any type of weapon or armor, although they don't have as many choices to begin with. Paladins also begin with the Spirit realm of magic, and can also learn to use the Clerical Mind and Body realms. They cannot, however, learn to use the greater realms of Light and Dark, nor any of the Elemental realms. Paladins that are true to their cause may be promoted to Crusader (gaining one hit point and spell point per level) and ultimately to Hero (gaining another hit point and spell point per level). Paladins may learn all of the secondary skills."
The Paladin is one of the starting classes in Might and Magic VI: The Mandate of Heaven. Paladins can use both magic and close combat to defeat their foes. They gain 3 hit points and 2 spell points per level.
Attributes[]
Attribute | Minimum | Starting | Maximum |
---|---|---|---|
Might | 12 | 14 | 25 |
Intellect | 5 | 7 | 25 |
Personality | 12 | 14 | 25 |
Endurance | 9 | 11 | 25 |
Accuracy | 9 | 11 | 25 |
Speed | 7 | 9 | 25 |
Luck | 5 | 7 | 25 |
Skills[]
Paladins can learn the following skills:
- Weapons
- Armor
- Magic
- Body magic
- Mind magic
- Spirit magic (default skill)
- Miscellaneous
- Body Building
- Diplomacy
- Disarm Trap
- Identify Item
- Learning
- Meditation
- Merchant
- Perception
- Repair Item
Crusader[]
To be promoted to Crusaders, Paladins must complete the Rescue a Damsel in Distress quest for Wilbur Humphrey in Castle Ironfist. Crusaders gain 4 hit points and 3 spell points per level.
Hero[]
To be promoted to Heroes, Crusaders must complete the Slay Longfang Witherhide quest for Wilbur Humphrey. Heroes gain 5 hit points and 4 spell points per level.
Might and Magic VI classes |
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Archer · Cleric · Druid · Knight · Paladin · Sorcerer |