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Might and Magic VII: For Blood and Honor Hints
Dark Magic
1 of 4: Dark Magic has a lot of nice offensive spells if you choose the Path of Dark -- Shrapmetal (especially if cast close to a target) and Dragon Breath can do a lot of damage in a single casting. At Grand Master level, you can get more power out of these spells and gain Souldrinker, which lets you transfer hit points from the target to your party. Clerics can gain offensive spells by learning Dark Magic, and at Grand Master, Sorcerers can gain a "healing" spell. Depending on which you find need for (healing or offensive spells), you should probably take one or both of your Cleric and Sorcerer to Grand Master.
2 of 4: Expert (requires 2,000 GP, level 4): Jasp the Nightcrawler in Deyja
3 of 4: Master (requires 5,000 GP, level 7, Breeding Zone quest): Seth Darkenmore in The Pit (to the east)
4 of 4: Grandmaster (requires 8,000 GP, level 10, Lich/Priest of the Dark): Archibald Ironfist/Kastore in Castle Gloaming