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What is your favorite class in Might & Magic VII?
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20 years ago
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RACES
Four races are available for your choice: elves, goblins, humans, and dwarves. Their differences from one another become very clear during squad creation and class selection. There is a kind of general squad reserve of 50

points, which you will need to distribute evenly across the most important characteristics of your heroes. However, depending on the race and the specific hero characteristic, the return from one point of the general reserve will vary. In some cases, you will have to spend two points to raise a characteristic by one unit, while in others, conversely, for one point you will receive two units to the characteristic. The trick is that you need to match the hero's race to their class; for example, if dwarves have great problems with agility, it is unlikely they will make a sharp shooter.
However, regardless of whether you like a particular race or not, the group should be composed so that it includes representatives from all four races. This will be necessary in the foreseeable future when you begin to find relics and artifacts that can only be used by one race. For other nationalities, such an item will be useless.
Elves are natural mages and archers. For every point invested in Accuracy and Intellect characteristics, they receive a double reward. However, raising Endurance and Might by one unit costs two points each. Recommended classes: Sorcerer, Ranger, Archer.
Goblins are fierce fighters but useless mages and clerics. Their sole purpose is knighthood. For every point invested in Speed and Might characteristics, they receive a double reward. However, raising Intellect and Personality by one unit costs two points each. Recommended classes: Knight.
Dwarves are stocky, enduring, and strong creatures, but somewhat clumsy and slow. For every point invested in Might and Endurance characteristics, they receive a double reward. However, raising Speed and Accuracy by one unit costs two points each. Recommended classes: Cleric, Monk, Druid.
Humans are neither fish nor fowl. They have no particular advantages or disadvantages. For one point in any characteristic, they receive a single increase. Recommended classes: Paladin, Thief.

CLASSES
The number of classes has increased due to a number of new ones, and existing old classes have also changed. Now, as a rule, only a hero of a specific class can reach the Grandmaster level in a particular skill you need. Skills include not only weaponry and magic, but also other useful abilities: the ability to bargain, practice alchemy, bodybuilding, meditation, etc.
All classes, except for the knight, know how to use magic; however, some classes like the thief and monk only learn magic after promotion in their class. Furthermore, they wield magic haphazardly, very sluggishly and unskilled, much worse than pure mages and clerics.
Another nuance. In theory, all skills have four levels: Normal, Expert, Master, and Grandmaster. When selecting a skill, right-click on it: the levels available to the hero will be marked in yellow, but he can only reach them after promotion in class. White means the skill can be raised to this level right from the start of the game. The red color of the text is quite unpleasant — your hero will under no circumstances be able to reach this level, as it is forbidden by the hero's own class. Skills are raised after training with special instructors for a certain monetary fee.
To become an expert, the skill must be raised to 4; a master — to 7; a grandmaster — to 10.
Knight: a master of hand-to-hand combat, can use any weapon and any armor. Cannot use magic, but is capable of learning many skills and possesses the largest health pool.
Grandmaster level available in: Plate, Shield, Sword, and Spear.
Further promotions in class: Cavalier, Champion (Light), Black Knight (Dark).
Most important characteristic: Might.
Sorcerer: master of elemental magic of Earth, Water, Air, and Fire, and Light or Dark magic. Has the best selection of attacking and buffing spells, but is physically weak and seriously limited in weaponry: can only use a staff, dagger, and bow, plus on top of everything wears only leather armor.
Grandmaster level available in: Air Magic, Earth Magic, Fire Magic, Water Magic, Light or Dark Magic, Identify Item, Identify Monster.
Further promotions in class: Wizard, Arch Mage (Light), Lich (Dark).
Most important characteristic: Intellect.
Thief: specialist in stealing and disarming traps, dislikes direct head-on collisions, but can use a sword and bow well. By raising their status to Spy or Assassin, they can use elemental magic, but very weakly. Our hero steals by holding Ctrl and clicking on the desired object with the mouse. Keep in mind that stolen items cannot be sold back to the shop!
Grandmaster level available in: Leather, Dagger, Disarm Trap, and Steal
Further promotions in class: Rogue, Spy (Light), Assassin (Dark).
Most important characteristics: Luck, Accuracy.
Monk: left a Shaolin monastery, and therefore fights great with hands and feet and can dodge enemy attacks well. After promotion in class, they use clerical magic of Mind, Spirit, and Body more or less decently.
Grandmaster level available in: Dodge, Unarmed Combat, Staff, Learning, Body Building.
Further promotions in class: Initiate, Master (Light), Ninja (Dark).
Most important characteristics: Might, Personality.
Paladin: simply put, a hybrid of a cleric and knight. As a knight — uses any weaponry excellently, and as a cleric — knows how to use magic of Spirit, Mind, and Body. The paladin's health is decent, magic is more or less okay, and they fight well. After promotion in class, they will learn some Light or Dark magic.
Grandmaster level available in: Repair, Mace, and Shield.
Further promotions in class: Crusader, Hero (Light), Villain (Dark).
Most important characteristics: Might, Personality.
Archer: a warrior who prefers shelling enemies from long distances to hand-to-hand combat. An archer is forbidden from carrying a shield, but they are almost unrestricted in available weaponry. Capable of using elemental magic and, after promotion in class — weak Dark or Light magic. Very good in open spaces where there is room for maneuvers.
Grandmaster level available in: Chain, Bow, and Perception.
Further promotions in class: Battle Mage, Master Archer (Light), Sniper (Dark).
Most important characteristics: Intellect, Accuracy.
Ranger: can obtain almost all skills, but is unable to master them thoroughly. The same applies to magic: capable of learning both elemental and clerical, but again will not be able to use it masterfully.
Grandmaster level available in: Axe and Identify Monster.
Further promotions in class: Hunter, Ranger Lord (Light), Bounty Hunter (Dark).
Most important characteristics: Intellect, Personality, Speed.
Druid: a mage who dedicated their life to the study of nature, effectively a hybrid of a cleric and sorcerer. Can use any magic except Light or Dark. Weak in health and limited in available weaponry, although, unlike the sorcerer, knows how to use shields and maces.
Grandmaster level available in: Alchemy and Meditation.
Further promotions in class: Great Druid, Arch Druid (Light), Warlock (Dark).
Most important characteristics: Intellect, Personality.
Cleric: a holy father studying protective and healing magic of Spirit, Mind, and Body. A decent fighter, but only knows how to fight with a staff and mace; they are also allowed to use a bow. Capable of carrying a shield and wearing chainmail. Attention: only the cleric and sorcerer are capable of fully studying the sphere of Dark or Light magic.
Grandmaster level available in: Body Magic, Mind Magic, Spirit Magic, Light or Dark Magic, and Merchant.
Further promotions in class: Priest, Priest of the Light (Light), Priest of the Dark (Dark).
Most important characteristic: Personality.
Хронология вселенной Might and Magic
Katrine
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Сейчас играю в Diablo II LoD
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20 years ago
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I'd like to add that I voted for Monk. He's my favorite character. I completed the entire game with a party of four monks, and by the end, they were hitting harder than four knights. Plus, they attack faster than anyone else.
Хронология вселенной Might and Magic
Katrine
Третьи или пятые? Теперь Вы сами выбираете иконки
Диалоги с Модераторами
Сейчас играю в Diablo II LoD
:cool:
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20 years ago
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I voted for the Sorcerer; when you reach Grand Master level, Fire Magic becomes useless, but otherwise, my team consists of a Knight, Monk, Cleric, and Sorcerer. Monks are great – they deal a lot of damage and have high speed, but their weapon options are limited.
In reply to Uriel
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20 years ago
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Cleric is a great character; he has [regeneration, magic resistance, healing, resurrection] – these are excellent spells, and no one else will develop them as well as he does. True, if I'm not mistaken, a Druid can level up the magic of body and spirit to the master level, but still, the Cleric is better...=))
So, I voted for the Cleric.
In reply to Mr. Archibald
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20 years ago
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Vasek
Cleric is a great character; he has [regeneration, magic resistance, healing, resurrection] – these are great spells, and no one else will develop them as well as he does. True, if I'm not mistaken, a Druid can upgrade body and spirit magic to the master level, but a Cleric is still better...=))
So, I voted for the Cleric.
I agree; I voted for him too!;)
С уважением, Vlad

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20 years ago
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I voted for the Wizard. Because of the elemental magic. Especially the portal to the city, the beacon, and invisibility at the Grandmaster level – 1 hour per skill point. And the Light/Dark magic. And my squad is: master archer, priest of light, high druid, archmage.
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20 years ago
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I voted for the Druid: there's always mana, and mixing potions... that's powerful. It nicely strengthens the party. And in general, the Druid is my favorite class in Might and Magic. --- The first message was great! That's what I call awesome! "I completed the entire game with a party of 4 monks, and by the end, they hit harder than 4 knights." I want to play again and assemble a party like this: Monk-Druid-Sorceress-Knight (or Rogue... I'm still thinking).
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19 years ago
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As always, the best combination is Cleric + Archer + whatever else works.
In reply to ОMEGA
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19 years ago
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I decided to share my observations and also ask for some advice. The first time I played, I chose the Light faction, and my party consisted of a Goblin Knight, an Elf Archer, a Human Cleric, and an Elf Mage. In my opinion, it was a fairly balanced group. I didn't encounter many difficulties. The second time, I played as the Dark faction with the following composition: a Human Paladin (well, more like an anti-paladin), a Goblin Ranger (amazing!), a Human Druid (I couldn't get him to summon a dragon), and an Elf Mage (the Elf became a Lich - another paradox). This is where I realized how important it is to have a Cleric in the party! The Druid is a good guy, but he doesn't really work with Dark magic. Without decent Dark magic, it was very difficult to play - the Lich quest takes quite a while to complete. But the Paladin and Ranger cut through everyone. I didn't even bother teaching the Ranger any magic - what's the point? But that was five years ago, or even more. Now I'm feeling nostalgic and want to play "Might and Magic 7"! I installed it, patched it, and it works perfectly. But then a question arose - which party should I play with? :smile32: Give me some advice. I don't want to repeat myself, but I also don't need you to suggest a party of 4 monks :D P.S. I voted for the Ranger. A Grandmaster with an axe is awesome! And he can easily replace some other members of the party if you develop the right skills. My Ranger also served as a Thief and an Archer.
Подмосковный рейнджер, не ведающий стаха
In reply to Мугайс
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19 years ago
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Mugais;69913
Give me some advice. I don't want to repeat myself, but I also don't need suggestions for a party of 4 monks.
I currently have a goblin knight, a human archer, an elf rogue, and a dwarf cleric. It's quite fun to play, especially if you prefer straightforward combat without magic.
In reply to ОMEGA
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19 years ago
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Князь_OMEGA;69931
Right now I have a goblin Knight, a human Archer, an elf Thief and a dwarf Cleric. It's pretty cool to play, especially if you prefer just hacking and slashing without magic.
It would be better to make the elf an Archer; by definition, they have accuracy bonuses, and an elf Thief doesn't really seem right, much like:
a goblin Mage
But that was about five years ago, if not more. I've been hit with nostalgia — I want to play "MM 7"! Installed it, patched everything. Works like a charm. But suddenly a question arose — what party should I play? Please advise. I don't want to repeat myself, but you don't need to suggest a party of 4 monks either
Everything must be chosen considering:
battle style:
magic, melee, ranged combat,
Which side you choose:
light/dark
Which skills are more necessary:
From the above, you can create a party
In reply to Magnus
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19 years ago
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Magnus;69951
It would be better to make the elf an archer, with bonuses to accuracy, and it just doesn't seem right to have an elf as a rogue, just like:
a goblin as a mage.
Well, that's a matter of personal preference. In my D&D games, if there's an elf in the party, they're always either a mage or a ranger, so I decided to add some variety in M&M. By the way, my friend only recognizes goblins and orcs (and their half-breeds) as mages. It's a matter of aesthetics, because you can complete the game with any party.:smile01:
In reply to ОMEGA
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19 years ago
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Князь_OMEGA;70026
Well, it's a matter of personal preference. In my D&D games, if there's an elf in the party, they're always either a mage or a ranger, so I decided to add some variety in M&M. By the way, my friend only considers goblins, orcs, and their half-breeds (like half-orcs) to be suitable for mages. It's a matter of aesthetics, after all; you can complete the game with any party.:smile01:
Well, it's not entirely about aesthetics. Here's an example of what a goblin mage would be like:
Goblins are fierce fighters but poor mages and clerics. Their only true calling is knighthood. For every point invested in the Speed and Might attributes, they receive double the benefit. However, for every point invested in Intellect and Personality, they lose two points. Recommended classes: Knight.
And besides, goblins have an artifact in the game that is only available to them, and that is... a sword, and since mages don't wield swords, they'll have to forgo the artifact.
Elves are natural mages and archers. For every point invested in the Accuracy and Intellect attributes, they receive double the benefit. However, for every point invested in Endurance and Might, they lose two points. Recommended classes: Sorcerer, Ranger, Archer.
In reply to Magnus
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19 years ago
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By the way, goblins aren't only good as Knights. They can also be quite effective as Rangers or Monks. Since these classes focus primarily on fighting rather than spellcasting, and if you have a decent Cleric or Mage in your party, you can completely ignore developing the magical skills of a Monk or Ranger.

Also, you talk a lot about racial artifacts. I somehow managed without them: more useful items were eventually found anyway. Moreover, those artifacts are given, if I'm not mistaken, for winning the same-day Acromage championship. I completed that quest quite late and had no particular need for the artifacts.

A completely different matter is the side you will ultimately fight for. It seems to me that playing for Light is easier. The quests for obtaining the characters' third rank are simpler there.

I prefer playing with balanced parties — two fighter heroes, two caster heroes. I ignore many secondary skills, such as Merchant or perception (I don't know how best to translate it into Russian).
Подмосковный рейнджер, не ведающий стаха
In reply to Мугайс
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19 years ago
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Mugais;70138
By the way, Goblins are not only good as Knights. They can also be quite effective as Rangers or Monks. Since these classes primarily focus on melee combat rather than magic. And if you have a decent Cleric or Mage in your party, you can completely ignore developing the magical skills of a Monk or Ranger.

Also, you often talk about racial artifacts. I somehow managed without them: I eventually found much more useful items. Moreover, if I'm not mistaken, those artifacts are given for winning the Arcomage championship. I completed this quest quite late, and I didn't really need the artifacts.

It's a completely different matter – the side you will ultimately fight for. I think it's easier to play for the Light. The quests for obtaining the third rank for characters are simpler there.

I prefer to play with balanced parties – two warrior heroes, two spellcaster heroes. I ignore many secondary skills, such as the merchant or perception (I don't know how to best translate it into Russian).
First of all, turning Rangers and Monks into spellcasters is like turning a Lich into a Cleric:D, and besides, Arcomage is good because you get money for free. Belonging to a side also matters, as it affects which type of troops you will choose. In the Light, you have blessings, while in the Darkness, you have damage spells, such as Dragon's Breath = 250 HP. Therefore, if you take Knights into your army, choose the Light, and if you take Mages, choose the Darkness. It is also advisable to choose a side in advance to see the quests for skill improvement.
If you play for the Darkness, it is better not to take a Druid, because at the end of the game you will get an upgrade. The Archdruid can only reach the tunnels in Nighon.
Warlock - Nighon - Eofol - Dragon's Cave, but there are also easy quests for the Darkness, for example, Dark Knight, steal some gold in the Elven castle, and that's it

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