Might and Magic VII: For Blood and Honor Hints

What kind of party should I create?

  • 1 of 8: Even if you're familiar with the Might and Magic series, you may want to take a close look at the classes available in Might and Magic VII.  Notice the new classes (versus MM6) and the new sets of skill restrictions.  What made a good party in MM6 does not necessarily make a good party in MM7.
  • 2 of 8: The main thing to try to strive for is a balanced set of skills.  You can't Grand Master in every available skill, but you can make sure you have high possible levels in a wide range skills.  There's no such thing as a single perfect party, but if you want my recommendations, read ahead.
  • 3 of 8: A Cleric is as close to an absolute must as there is for a party member in MM7.  Clerics are the only characters who can reach Grand Mastery in Body Magic, which provides very strong healing and protection spells.  You can try the game without a Cleric if you're looking for a challenge, but I wouldn't recommend it otherwise.
  • 4 of 8: You will also need an elemental spellcaster.  A Sorcerer is a good choice, since s/he can get Grand Master spells, but the highest elemental spells aren't an absolute necessity.  A Druid can possibly replace a Sorcerer, but you do lose some nice perks like prolonged Invisibility or the high-end offensive spells of Mass Distortion and Incinerate, in exchange for the less useful black potions.
  • 5 of 8: Beyond that, you probably want two characters who are not Clerics, Sorcerers, or Druids.  You do need some characters with hit points and fighting ability, and too many dedicated spellcasters can hurt your party.  I would recommend against a Ranger, since Rangers can do a lot of things but can't do anything important well.  Any two of Knight, Thief, Monk, Paladin, and Archer can work well.
  • 6 of 8: I personally like the Archer for good Bow and Perception skills.  Perception can come in particularly handy for finding secret doors, and you'll probably find yourself in a lot of ranged combat.
  • 7 of 8: Beyond that, there aren't too many essential skills.  Having someone in your party who has some Disarm Trap skills is a good idea, but even an Expert is good enough if you can enhance your abilities with an enchanted item.
  • 8 of 8: Even a secondary self spellcaster (like a Monk or Paladin) is optional, since the Grand Master spells available to the Cleric are so much better than lower-level spells that nothing really compares.  If you want to go with one of those classes for their non-spell abilities, then by all means do so, but don't think you're going to be using either to cast spells on a frequent basis.  I happen to like the Monk for the Unarmed/Staff and Dodging/Leather combinations, but if anything, the spell skills made the character worse -- because more spell points also equates to fewer hit points.