Might and Magic VII: For Blood and Honor Hints

Can you give me any hints on fighting the devils?

  • 1 of 4: All of the usual combat tips apply.  Especially remember to cast any protective and stat-enhancing spells before entering the Colony, since devils can take away your spell points.  And remember Regeneration, since that will still work once you've run out of spell points to cast other healing spells.
  • 2 of 4: Also, you now have the ability to use blasters.  They may be best suited for your spellcasters, and not your main fighters (e.g., Knight, Monk or Paladin), since the regular blaster pistols available to you now don't do a lot of damage per attack.  But they are accurate and quick, which makes up for their weakness, at least for characters who can't do a lot of damage with a melee weapon anyway.  Just remember to unequip any other weapons if you use blasters, or else you still may suffer the recovery penalties from the second weapon.
  • 3 of 4: Devils can take a lot of damage from Dark Magic spells, if you have them (either as memorized spells or scrolls).  A couple of Dragon Breath or Souldrinker spells can do a lot to clearing out a room full of devils -- and they sometimes are packed in pretty tightly.  You may want to have a couple of magic potions on hand to make sure that you are able to cast your spells later on.
  • 4 of 4: Finally, in case you don't have Grand Master Identify, note that devils have Fire spells and are resistant to Fire and Mind Magics.  Choose your attacks accordingly.