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What is your favorite class in Might & Magic VII?
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Thanks, I already took a Druid once. When I was playing as the Dungeon faction. In the end, I got a Warlock right before the final battle against "Lincoln" :D

Yes, Arcomage earns good money. But only at the beginning... And then, for that, you have to force your way into Nighon and Yama/Celeste.

Haven has an undeniable advantage - the paralysis spell. Sometimes it's more effective than all the dark spells combined. You paralyze a particularly strong enemy and chop him up while he's immobile. That's how I took down all the behemoths in the tunnel to Nighon. But when I played with a dark faction, those nasty creatures managed to run up and bite me a couple of times.
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In reply to Мугайс
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Mugais;70151
You're welcome, I've already played as a Druid before. When I was playing as the Dark faction. In the end, I got a Warlock right before the final push to "Lincoln" :D

Yes, the Archmage earns good money. But only at the beginning... And then, for that, you have to force your way into Nighon and the Dungeon/Celestial Conflux.

The Light faction has an undeniable advantage - the paralysis spell. Sometimes it's more effective than all the dark spells combined. You paralyze a particularly strong enemy and tear him apart while he's immobile. That's how I took down all the Behemoths in the tunnel to Nighon. But when I was playing with a dark party, these nasty creatures managed to run up and bite a couple of times. And they bite hard... :smile07:
You probably just had strong units back then, not like the weaklings I had, such as: a Light Priest, an Archmage, a High Druid, a Master Marksman. But I managed without them; I just led them to the corridor with the second floor, where the hero can climb up and shoot down the Behemoths. They also get stuck well in the tunnels, and they are killed very quickly. In the corridor with the 2nd floor, they can be destroyed with mass spells of the Light faction, such as Rainbow and the Earth Mage's Mass spell, which removes about 50% of HP if you're lucky
In reply to Magnus
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Yes, I think there should be at least one strong combatant in the party. It makes the early game much easier.

I've come up with this party:
Goblin monk, human archer, dwarf cleric, and elf mage. I'll probably go with the Dungeon faction. I've never seen dark monks and archers before :o. I don't even remember what they're called. But a cleric and a mage are essential. Without them, it will be very difficult.
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Mugais;70165
Yes, I think there should be at least one strong combatant in the party. It makes the early game much easier.

I've come up with this party:
Goblin monk, human archer, dwarf cleric, and elf mage. I'll probably go with the Dark faction. I've never seen dark monks and archers :o I don't even remember what they're called. But the cleric and mage are essential. Without them, it will be very difficult.
I agree, the goblin is good, in terms of strength and speed, and the Dark faction's quest, or rather the ninja's quest, is simple: clear out the guild of mages in Bracad, to obtain a scroll that can be used to find the location where the mask is stored. It is located in Erathia and is invisible to the Light faction. This mask is mentioned in a message found in Harmon Dale after the 2nd or 1st restoration of the castle. It describes the torture of a man who named the wrong location of the tomb, and a necromancer expedition was ambushed by golems. Human archer - not a good choice, but for the elves, you can increase accuracy and mana by 2 points for every 1 point spent, which is perfect for an archer. The quest is the same as for the Light faction: find a bow in the Fortress of Titans, which is easy to find using invisibility. It was the first unit in my group to receive an upgrade: sniper.
Cleric, dwarf is a good option, because dwarves increase endurance and strength by 2 points for every 1 point spent, so the cleric won't be killed too early. The quest is simple: on the island of Evenmore, curse the altar. You can do this with invisibility, but there are other necessary items there, and you become a Dark Priest.
Mage - I agree, Lich. Just go through the Walls of Mist. However, there is sometimes a bug where there are no Soul Vessels, so when clearing the caves in Nigon for the Dark faction's quest, take the Soul Vessels, lose them before the Arbiter, go to him and say that you lost them, and then get the second set of Soul Vessels
In reply to Magnus
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Magnus: I didn't say a goblin would be a good mage, I said the game can be completed with any party; the main thing is having steady hands. Yes, it might be easier or harder to play with one combination of characters or another, but you can complete it either way.
Regarding Mugais's party:
I have a dwarf cleric; monsters attack him first and he dies:( , so I'm thinking, what if I made someone else the cleric, someone with less endurance... Oh, the horror! No-o-o-way! Only a dwarf as a cleric!
Goblin fighter (monk, knight, paladin) and elf mage—there's definitely nothing to say here; it's an ideal race/class match.
I play with a human archer myself; it's fine, I don't struggle much with him.
Only one question arises: what are you going to do about traps without a thief? O_o
In reply to ОMEGA
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Magnus, thanks for the tips ;) I had a magazine with a detailed walkthrough somewhere, but it disappeared about five years ago :(

OMEGA, and what, isn't it true that only a thief can disarm traps? As far as I remember, a Monk can level up this skill to master. And in general - traps are useless. I played the game twice and both times I managed without a thief. One time, a Ranger opened the chests, and the other time, a Knight did it :D The traps in the game are designed in such a way that they don't cause consistent damage. One time, half the party ends up in white socks. Reload - at most, half the health of various mages is reduced.
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Mugais;70512
Magnus, thanks for the tips ;) I had a journal with a detailed walkthrough somewhere, but it disappeared about five years ago :(

OMEGA, isn't it true that only a thief can disarm traps? As far as I remember, a Monk can upgrade this skill to master level. And in general, traps are useless. I played the game twice and both times I managed without a thief. One time, a Ranger opened the chests for me, and the other time, a Knight did it :D The traps in the game are designed in such a way that they don't cause stable damage. One time, half of the party ended up in white slippers. I reloaded - at most, it took away half the health of various mages.
Mugais, please, if you have any questions, feel free to ask.
to Omega, I played without a thief, and my archer opened the traps. I gave him an amulet with +15 strength to traps, and he managed more or less.
In reply to Magnus
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Well, here’s what I managed to acquire in a battle with a party consisting of a Monk, an Archer, a Cleric, and a Mage.
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For Darkness, 2 Clerics, 2 Sorcerers.
It's munchkinism, of course, but it's very simple.
разрабатываю тахеонное гравитационноканальное гипертунельное плазма разгонное орудие гауса
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I voted for the Sorceress because I like spellcasters.
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Monks RULE. The Monk is the COOLEST combat class in the game.
In reply to Light God
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I definitely like the Wizard; the Cleric is also good. And I always took the Goblin Warrior because of his large number of hit points. If you develop him correctly, he can aggro everyone. With two swords (on Grand difficulty), he hits harder than the Mages. Mages are needed to slow down and paralyze the enemy (for the Light faction) or (for the Dark faction) to deal massive damage, especially elemental damage; fire and air are preferable. If you develop each magic skill to 23, he can take down Robert the Wise in three turns. As for the Cleric, he's either a healer or a damage dealer.
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I voted for the Knight, although each race has obvious advantages. In my opinion, you can argue or not, but the ideal is: Knight (goblin), Knight (human), Cleric (dwarf), Wizard (elf). I also don't share the love that many have for dark magic - it's not very useful, except for Armageddon and Soul Drinker. Light magic is simpler and more effective!!!:smile41: Hour of Power, Day of the Gods, and Day of Protection...:smile32: You think and think about how to make things more complicated for yourself, but it doesn't work out. By the end of the game, my stats for each character when using magic reached 400-500, if not more.:smile25: So, disarming traps doesn't seem that useful with such high luck, and many other things... Two knights with a spear in one hand and a sword in the other... The path to the Lands of Titans is cleared in an hour and doesn't cause any difficulties. There, everyone is quickly defeated in 5-6 hours, and without Armageddon.:smile14: And in general, a Monk is also good at a high level of development. :)
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Well, you're wrong about the darkness. The strength isn't in a mindless Armageddon, but in Sharpmetal (fragments of metal, or something like that in the Russian version), which deals incredibly high damage to a single target. Light magic isn't simpler, but more convenient for those who like to fight hand-to-hand (especially for you, with two Knights, that's no joke), while dark magic is more convenient for those who like to cast spells.
And if you want to make things more challenging, play the sixth game on a speed run without leveling up.

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