Might and Magic VII: For Blood and Honor Hints

Which weapons skill should I learn?

  • 1 of 5: If you take a look at the chart of weapons skills that comes with your manual, you should find that most characters can learn one (or perhaps two) weapons much better than all the rest.  Choosing whichever weapon this is for a particular character seems the wisest course of action.
  • 2 of 5: Bow skills are also very useful for all characters, since they provide distance attacks without the need to spend spell points.  Bows can also be enchanted to provide extra damage -- so they can do some serious damage for the effort, even with classes that can learn only limited Bow skills.
  • 3 of 5: Also, note that some weapon skills can be combined.
  • 4 of 5: For example, the Monk can use Unarmed and Staff skills together with a Grand Master Staff skill.  A combination of a Master Sword or Spear skill and an Expert Dagger skill lets characters use both weapons, one in each hand. Knights, Thieves, Paladins, and Archers can all take advantage of dual weapons if you choose -- so spending a couple of skill points to reach Expert Dagger can't hurt.  Thieves who start out with the Dagger skill would have to learn Master Sword to complement their Dagger skills.
  • 5 of 5: Finally, consider Blaster skills for your weaker fighters, like Sorcerers and Clerics, once you are allowed to learn them.  Blasters don't do a whole lot of damage per attack, but they are very quick (if you remember to remove any secondary weapons), they are very accurate at high levels, and they do energy damage, which can often help you get past monsters' resistances to other kinds of damages.  You may want to experiment with replacing your stronger fighters' weapons with blasters, but I generally found that good melee skills (or Bow skills for my Archer) still did more damage -- at least after factoring in enchantments and spells like Heroism and Hammerhands.