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Might And Magic 7 Classes

14.08.2019 
Might And Magic 7 Classes 9,9/10 1585 reviews
Posted by3 years ago
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Might and Magic VII: For Blood and Honor Character Charts Reproduced by TheJEnigma. Originally from the Might and Magic VII Player's Guide(c) (comes with game) For the skill charts: -B means the class can learn that skill but only at the basic level.M means the class can master that skill. Might and Magic VII - For Blood and Honor brings to life the most fantastic, engrossing and intense role-playing experience ever created. Arguably the best installment of the Might and Magic series. Over a hundred hours of great adventure in the Might and Magic universe.

Edit: I've updated this post with information that I've discovered/experienced as I solo'd each game. I hope you find this information useful. This thread has been archived by reddit, so PM me if you have any questions!

Resources and Patches

Might

https://sites.google.com/site/sergroj/mm (patches for mm6/7/8)
https://sites.google.com/site/sergroj/mm/mechanics (good info)
http://www.pottsland.com/ (good info)
http://www.portailsmm.com/ (french but has some english stuff and downloads)
http://www.the-spoiler.com/titles.html (faq, walkthroughs)
http://alexandria.rpgclassics.com/system.php?system=PC (faq, walkthroughs)

Useful Notes

Get latest unofficial patches to fix a lot of bugs/glitches and enable some nice features such as quicksave/load and mouselook.

Quest xp is still given to dead characters. Solo doesn't appear to get more XP (ie. fixed xp per character from each mob).

Might And Magic 7 Classes 2017

Pitfalls: Use Gray's patch for quicksave. Quicksave makes the game a lot more enjoyable as you will save/load a lot. Blessing and heroism pots help a ton early game, also get fire aura on your weapons. Getting fly+invis early should be a goal, and town portal helps a lot too. Lifesteal weapons are super nice regardless of class to heal without spells, pots or resting. Disarm isn't really needed if you don't mind savescumming before opening chests.

Note on dual wielding: in MM6 you want to have a high damage weapon (ie. spear) in the offhand with a low recovery / high attack weapon in the main hand (ie. sword/dagger). You'll need skill perk in sword/dagger to dual wield but the offhand doesn't require any mastery except it must be a 1-hand weapon. In MM7/8 dual wielding loses the offhand damage bonus and kinda sucks as it only gains bonus from skill perks (ie. if spear is in offhand with GM in spear, you'll only gain +AC). Also make sure to patch MM6 with the latest unofficial patch to fix a dual wielding bug. I suggest using Excalibur for mainhand because it gives one of the highest attacks (+15).

Note on stats: In MM6/7/8, the stat system (strength, endurance, etc) is pretty misleading. Stats have a breakpoint value that determines a different value which is used to calculate stat effects. Below is a link to these breakpoints. For this reason, in late game (past 50 stat points), it usually is better to get gear with +hp/mp/ac rather than +stat because you'll likely get more from it.
http://www.pottsland.com/mm6/attributes2.shtml
Ie. If you have 100 endurance as a champion (knight 2nd promo) and have a choice between +25 endurance and +10 hp, choose the hp because at 100 endurance, +25 endurance (=125 total stat / next break point) gives you only 1 'stat calculation point' x 8 'champion hp calculation value' = 8hp.
General guideline: Before 50 stat points, focus on stat points; after 50 stat points, focus on hp/mp/ac unless you need a stat for a specific reason (like getting Excalibur). After 50, every 25 stat points gives 1 'calculation stat'. After 150 I believe it goes up to every 50 stat points.

What class to choose?

Each game has slightly different mechanics that can make one class better or worse for one but not the other games. The games difficulty mostly comes from indoor areas with monsters that are difficult to run by with or without invisibility. Certain games have encounters that cannot be skipped because they are part of the main story. Some of the difficulty of choosing a class comes from the promotion quests which vary in difficulty and accessibility. Also consider if you want to just finish the game or complete all the quests/promotions which can be extremely difficult for some classes. For these reasons, some classes will have a much easier time of completing a game than others.

MM6: This game is easier than the others since you can easily get fly, invisibility and town portal from hired npcs in the starting zones. Thus you don't need to have a character that can cast spells. High HP classes like knight make the game a bit easier for indoor zones and close combat. Consider the end-game zones like the pyramid (multiple high damage dealing npcs in a small corridor) when thinking of a class to play.

MM7: This game is harder than mm6 because there is less hired npcs available to you in each city and can make the early game really difficult (ie. no flight). A lot of the content in MM7 can be passed with invisibility, however some of it can be difficult (certain dungeons in heaven/hell). Having the ability to cast multiple invisibilities will make the end game much easier. The biggest hurdle is the 'blaster npc fight' where you have little room to move and a high damage / eradication npc, so consider this end game encounter when choosing a class. Also for non-magic classes, you'll likely want to stock up on spell scrolls for difficult dungeons (such as invisibility).

And

MM8: This game has many changes to both mechanics and class design which make the games difficulty vary. The dragon class is super easy (flight + high hp + high damage) while the vampire is difficult as a hybrid class that doesn't become good at anything until you complete the promotion quests which are extremely difficult as a solo unpromoted vampire. The biggest disadvantage in this game is access to spells like invisibility, fly and town portal since the hireling system has changed (hirelings become party members, not passive npcs), so you'll need to rely on spell scrolls (mostly found in shops) for non-magic characters. The hardest part of the game is the crystal zone that links the elemental planes to the normal world - the crystal creatures are difficult to beat because they can eradicate you and they are large, so bypassing with invisibility is a difficult chore. A good test for any character is beating the snake temple dungeon early in the game. If you are having difficulties with this dungeon, consider skipping it (run through it) and return later.

Overall: In my opinion, air magic is the easiest to play (sparks + fly + invisibility). Dark magic is great with a large mana pool and high dark skill (Shrapnel, Armageddon, etc). Bow is good but can be difficult against ranged/magic monsters if your hp/ac is low. Dual wielding is nice in mm6 but not in mm7/mm8. Body/mind/spirit magic can be useful in some parts of the game but not as powerful as elemental spells for damage. Other magics / weapons vary in each game and zone, each having their own benefits but nothing that sets them apart.
Elemental classes tend to do very well (even against mana draining enemies) because of the range of damage and utility spells. Melee classes can do well in many zones but usually fail when facing ranged opponents (ie. floating eyes). Hybrid classes are generally much more difficult to play since they don't get better until after their promotion quests which are difficult to complete alone.

MM6

Completed with a knight. Pretty fun and challenging. Gatemaster and windmaster npcs make it much easier (town portal and fly). Dual spear+sword works well, but I also found myself using spear+dagger (Mordred for lifesteal) during mid game. Bow is great throughout the entire game (used town portal to go to winter area and buy a nice bow with magic damage near the start of the game). Since there is no alchemy skill you can mix white/black pots from the get go. I focused on heroism, blessing and haste pots. I got my character insane status for the buffs (debuff int/per which I didn't need). Gathering scrolls for curing disease, poison and curse is needed (curse is a pain) so I didn't lose the insane status when doing full heals (ie. if I healed with a restore pot or temple). Items with immunity to disease is a must since it effects most stats. Floating eyes are super annoying. Not having wizard eye is annoying but adds to the challenge.

Tips: Get merchant high early so you can use your money on the exp well in Kriegspire (5k gold for 5k exp). Find gatemaster and windmaster in starting town and visit other towns for horse shoes and buy better weapons/armour. Visit magic shops and buy useful scrolls/potions/wands whenever you visit a town (ie. day of gods, hour of power, protection, fireball wand). Get cavalier (1st promotion) quest done asap as it doesn't require fighting and can be done as soon as you find a gatemaster (windmaster helps too). Try to get repair to master by mid game. Focus on dual wielding for late game (sword+spear/axe) and put your points into spear/axe to maximize damage bonus. Get Excalibur when you have enough might (silvercove and 150 might iirc).

Issues: early game is poison/disease and low hp (lots of resting), so first few dungeons/npcs are toughter. Late game spell casters in open rooms are a pain because they run away and can't be lured / kited easily. Also spells usually hit you (resistance only lowers damage) and your higher ac won't matter much. Need to frequent shops to get herbs+scrolls and donate at temples for their buffs (higher rep = better temple spells).

MM7

I did mm7 with a dark sorc. First half of game was challenging, then you get fly/invis (air master) and the game gets pretty easy. I chose dark and put all my points into it (currently 26 dark, 10 air, 10 water, ~7 earth, ~7 fire). Meditation is at ~25, learning at ~10, and alchemy at 7 (to make blessing, heroism, etc. potions). Shrapnel one shots most dragons/giants. Armageddon + church healing gives some easy xp (Nighon gave me 10+ levels after 4 arma and 10+ in learning). Hardest part of the game was dark resist mobs (ie. blaster guy, temple of baa, etc.) but you can use sparks on them for fast killing. Finished the game with all quests done and level 120+ (~250hp, 1000+ mp). I also used all my magic lamps in late October giving 100+ skill points in the first half of the game.

MM8

Finished mm8 with a dark elf. Overview here. Much like MM7, fly+invis is super helpful for dark elf. End-game was pretty easy (visiting each realm and flying around them). The hardest part is the temple at the start of the game and the crystal npcs at the end of the game (which you can invis past them with some luck).

Original post:

Anyone know of some good resources on what classes/skills to choose and pitfalls to avoid?

So far I've seen videos on a solo knight and solo ranger in mm7, and a Minotaur in mm8, but not much in terms of resources (they explain why they chose the class, but not the thoughts on other classes).

Might And Magic 7 Classes

Also - does any know if solo characters get more exp? (if all the other characters are dead) Ie. if a mob gives 2000xp per kill, is that split between all alive characters or does each character get that (if they are alive)?

Thanks :)

6 comments

Priest
Career Path: Initiate -> Healer -> Priest
Skills: The priest class are experts at Light and Spirit spells. They use such spells as Heal, Resurrection and Purify to their maximum potential, and are adept at some forms of attack magic as well. They can also train repair item up to grandmaster, and both learning and armor to master. For weapons, they can master both the cudgel and the bow. Don't forget to get them some skill in meditation - healing takes a lot of power to cast continually, so the extra spell points matter!
Uses: The priest is both a passable fighter and a good healer. To use them to their fullest you should heal when you have to and attack with your cudgels when you don't. This will save you some spell power for when you really need it. Against powerful opponents you might choose to have them cast Poison Cloud or Chain Lightning to help for an easy victory, choosing to heal at the end of the battle. A priest is better than a druid in my opinion. You might find yourself able to make your way through the game without one, but this task is an onerous one full of sleep breaks. I recommend having at least one healing-type in your party at all times though.
Druid
Career Path:

Initiate -> Healer -> Druid
Skills: The druid is not a standard spell casting class. They are also experts in unarmed combat (unarmed and dodge). They can also bring armor up to master level. As for their spell-casting abilities, they can cast both grandmaster spirit and master elemental spells. They get a nice selection of spells, but don't excel at anything (there seems to be no GM spirit spell in the game). As for non-weapon skills, they can get grandmaster status in body building, and master in learning, meditation, disarm trap and identify item.
Uses:

Might And Magic 7 Spells

It might not seem like it at first, but at really high levels (like over 20) both the dodge and unarmed skills get to be really powerful. Thus, at high levels, druids can substitute for tanks, as long as they don't wear any armor at all. At low levels they should always wear armor - at least until the benefits of dodging catch up with even the basic armor bonuses. I would suggest not using a druid unless you are an experienced player. They tend to be very weak at the start and only gain in power later in the game. But if you feel so inclined, a druid can replace a priest easily, even if they never can learn Divine Intervention.