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Might and Magic IX Hints
How should I allocate each character's stats?
1 of 6: Always allocate your 10 bonus points to a character's most important stats, especially the ones they get bonuses in (Accuracy for elves, Endurance for dwarves, and Might for half-orcs).
2 of 6: Be sure and use the minus button next to the Magic stat for your fighters to get some more bonus points to use on other stats. You might also want to do this with Might for initiates.
3 of 6: Leave no important stat under 13, since it has a modifier of 0, and all lower numbers have negative modifiers. (A fighter with a Might of 11, for instance, has a -1 penalty to weapon damage.) Also, don't bother taking any stat over 21 unless you're going all the way to 25, since there are no modifier bonuses between those two numbers.
4 of 6: Another thing to note about modifiers is that they always kick in on odd stat numbers (3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 25), so don't waste any points making an odd stat even (going from 19 to 20, for instance).
5 of 6: Here's how I always allocate my characters' stats: Fighter (dwarf): Might=17, Magic=7, Endurance=25, Accuracy=13, Speed=13, Luck=10 Initiate (human): Might=9, Magic=19, Endurance=13, Accuracy=13, Speed=13, Luck=10
6 of 6: You could make your initiates' starting stats the same as your fighters' in order to make them tougher and more able to survive the early parts of the game. Doing so won't have much of a negative effect on the Initiates' spellcasting abilities later in the game since most of their spell points will come from their character level and Meditation skill. (This is especially important if you want to start the game with four initiates.)