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    Party Building Guide by DaiKallan

    Version: 1.0 | Updated: 08/15/10 | Search Guide | Bookmark Guide

    
    Complete Charachter and Party Creation Guide v1.0
    
    Copyright (2010) (DaiKallan)
    
    This Faq may be posted on any free game advice website.  This guide may
    NOT be distributed through any paid service.
    
    
    Table of Contents
    
    1) Introduction
    2) Basics
       2.1) Attributes
       2.2) Skills
    3) Races
       3.1) Goblins
       3.2) Elves
       3.3) Dwarves
       3.4) Humans
    4) Classes
       4.1 Knight
       4.2 Thieves
       4.3 Monks
       4.4 Paladin
       4.5 Archer
       4.6 Ranger
       4.7 Cleric
       4.8 Druid
       4.9 Sorcerer
    5) Party Construction
       5.1 Begginers Build (Evil)
       5.2 Begginers Build (Good)
       5.3 The Bruisers
       5.4 Keep Away
       5.5 Spellcaster Dominance
       5.6 No Self Magic
       5.7 No Magic Mastery
       5.8 No Magic Expertise
    
    
                            1. (Introduction)
    
    
    Many walkthroughs provide guidance on party creation and development,
    however most focus on a single party structure.  M&M VII: For Blood & 
    Honor is one of my favorite PC games, I've played through it many times 
    using a wide variety of different parties.  I created this guide to help other 
    players build varied and interesting parties in order to have a more 
    dynamic gaming experience.
    
    I included basic skill information so that you can understand my logic 
    and make adjustments to fit your play style.
    
    (g) denotes that you must choose the path of good
    (e) denotes that you must choose the path of evil
    
    
                            2. (Basics)
    
    2.1 Attributes
    There are seven Attributes in Might & Magic VII: For Blood and Honor.
    They are as follows.
    
    Might - Might affects how much damage a charachter does in melle 
    combat.  It is useful to all charachters but are especially important for the 
    Knight, Paladin, Ranger, Monk, and Thief.
    
    Intellect - Intellect governs elemental magic. Sorcerers, Druids, Archers, 
    Thieves, and Rangers get bonus spell points for high Intellect Scores, 
    other classes gain no bennefits from this attribute
    
    Personality - Personality governs Self magic.  Clerics, Druids, Paladins, 
    Monks, and Rangers all get bonus spellpoints for high Personality.  
    Charachters also require high personality scores to qualify to learn 
    Expert and Master ranking in the Merchant skill.  Clasess without Self 
    magic or the Merchant skill gain no bennefit from this attribute.
    
    Endurance - High Endurance adds to a charachter's Hit Point total.  
    When a character's Hit Points are reduced to zero, s/he becomes 
    unconscious.  The character dies when his/her Hit Points are reduced to
    a negative value equal to his/her Endurance Score.  So a charachter with
    a 15 Endurance dies when s/he reaches -15 HP.
    
    Accuracy - High Accuracy grants a bonus to hit with all weapons It is 
    important for all classes, but especially for combat focused classes.
    
    Speed - High speed reduces the recovery time between actions, it also 
    improves a charachter's Armor Class.  
    
    Luck - Luck grants a bonus to a charachter's resistance scores, this
    doesn't show up on the charachter stats, but is calculated into the the 
    effects of magical attacks against the charachter.
    
    Attributes give their respective bonuses in the following structure
    
                   Attribute Score   Bonus/Penalty
                           0              -6
                           3              -5
                           5              -4
                           7              -3
                           9              -2
                          11              -1
                          13               0
                          15              +1
                          17              +2
                          19              +3
                          21              +4
                          25              +5
                          30              +6
                          35              +7
                          40              +8
                          50              +9
                          75             +10
                         100             +11
                         125             +12
                         150             +13
                         175             +14
                         200             +15
                         225             +16
                         250             +17
                         275             +18
                         300             +19
                         350             +20
                         400             +25
                         500             +30
    
    500 is the highest an attribute can get
    
    2.2 Skills
    Skills are the most important part of charachter development.
    
    Combat Skills
    
    Axe
      Normal:          Skill level added to attack bonus
      Expert:            Skill level reduces recovery time
      Master:            Skill level added to damage.
      Grand Master:  Skill level is chance to halve enemy's AC.
    
    Bow
      Normal:           Skill level is added to attack bonus
      Expert:            Skill level reduces recovery time
      Master:            Fire to Arrows with every attack
      Grand Master:  Skill level is added to damage
    
    Dagger
      Normal:            Skill level added to attack bonus
      Expert:             Dagger can be wielded in the off hand
      Master:            Skill level is chance to do triple damage
      Grand Master:  Skill level is added to damage
    
    Mace
      Normal:           Skill level added to attack
      Expert:             Skill level added to damage
      Master:            Skill level is chance to stun opponent
      Grand Master:  Skill level is chance to paralzxe opponent
    
    Spear
      Normal:        Skill level added to attack bonus
      Expert:        Skill level added to damage
      Master:        Spear can be held in one hand
      Grand Master:  Skill level added to AC
    
    Staff
      Normal:           Skill level added to attack bonus
      Expert:            Skill level added to AC
      Master:            Skill level is chance to stun
      Grand Master:  Staff is usable with the Unarmed Skill
    
    Sword
      Normal:        Skill level added to attack bonus
      Expert:        skill level reduces recovery time
      Master:        Sword may be used in the off hand
      Grand Master:  Skill level added to AC
    
    Unarmed
      Normal:           Skill level added to attack bonus
      Expert:             Skill level added to damage
      Master:            Double skill level added to attack and damage
      Grand Master:  Skill level is chance to avoid incoming attack.
    
    Leather
      Normal:        Skill level added to AC
      Expert:        Recovery penalty Eliminated
      Master:        Double Skill level added to AC
      Grand Master:  Skill level added to Earth/Air/Fire/Water Resistance
    
    Chain
      Normal:          Skill level added to AC
      Expert:            Recovery penalty halved
      Master:            Recovery Penalty eliminated
      Grand Master:  Physical damage is reduced by 1/3
    
    Plate
      Normal:           Skill level added to AC
      Expert:            Recovery penalty halved
      Master:            Physical damage reduced by 1/2
      Grand Master:  Recovery penalty eliminated
    
    Shield
      Normal:        Skill level is added to AC
      Expert:        Recovery penalty is eliminated
      Master:        Double skill level added to AC
      Grand Master:  Gives protection as the Shield Spell
    
    Dodging
      Normal:           Skill level added to AC
      Expert:            Double skill level added to AC
      Master:            Tripple skill level added to AC
      Grand Master:  May be used with Leather Armor
    
    
    Magic Skills - Earth, Water, Fire, Air, Body, Mind, Spirit, Light, Dark.
    Higher level of mastery in magic skills allows more powerful spells to
    be learned and increases the effectiveness of spells already known.
    
    Miscelaneous Skills
    
    Alchemy
      Normal:        Simple potions may be mixed into Complex potions
      Expert:        Complex potions may be mixed into Compound potions
      Master:        Compound potions may be mixed into White potions
      Grand Master:  White potions may be mixed into Black potions
    	*Note* Black Potions include Pure Attribute potions.  These 
    potions may each be used once per attribute per Charachter to boost 
    an attribute by 50 points!*
    
    Armsmaster
      Normal:           Skill level reduces recovery time for all melle
      Expert:             Skill level added to attack for all melle attacks
      Master:             Skill level added to damage for all melle attacks
      Grand Master:  All previous bonuses are doubled
    
    Body Building
      Normal:           HP Bonus = Base hit point gain x skill level
      Expert:            HP Bonus = Base hit point gain x skill level x 2
      Master:            HP Bonus = Base hit point gain x skill level x 3
      Grand Master:  HP Bonus = Base hit point gain x skill level x 5
    
    Identify Item
      Normal:           Identify Items of power = Skill level
      Expert:             Identify Items of power = Skill level x 2
      Master:            Identify Items of power = Skill level x 3
      Grand Master:  All items can be identified.
    
    Identify Monster
      Normal:            Identify monster Hit Points and Armor Class
      Expert:             Identify monster Attack type and Damage
      Master:             Creature's spells are displayed
      Grand Master:  100% success, Resistances are displayed
    
    Learning 
      Normal:           XP % increase = Skill level
      Expert:             XP % increase = Skill level x 2
      Master:             XP % increase = Skill level x 3
      Grand Master:   XP % increase = Skill level x 5
    
    Disarm Trap
      Normal:            Disarm Trap power = Skill level
      Expert:             Disarm Trap power = Skill level x 2
      Master:             Disarm Trap power = Skill level x 3
      Grand Master:  Disarm all traps
    
    Meditation
      Normal:           SP Bonus = Base spell point gain x skill level 
      Expert:             SP Bonus = Base spell point gain x skill level x 2
      Master:            SP Bonus = Base spell point gain x skill level x 3
      Grand Master:  SP Bonus = Base spell point gain x skill level x 5
    
    Merchant
      Normal:          Price reduction % = Skill level
      Expert:            Price reduction % = Skill level x 2
      Master:           Price reduction % = Skill level x 3
      Grand Master:  Buy and Sell at Value
    
    Perception
      Normal:            Perception power = Skill level 
      Expert:              Perception power = Skill level x 2
      Master:             Perception power = Skill level x 3
      Grand Master:   100% perception rate
    *Perception also gives a reduction from damage taken from traps
    
    Repair Item
      Normal:            Repair Item power = Skill level
      Expert:             Repair Item power = Skill level x 2
      Master:             Repair Item power = Skill level x 3
      Grand Master:  Repair anything
    
    Stealing
      Noraml:           Skill level gives a chance to succeed at stealing
      Expert:             Effect is doubled
      Master:             Effect is trippled
      Grand Master:  Effect is quintuppled
    
    
    
    
    
                            3. (Races)
    
    3.1 Goblins
    
    Goblins are the best race for Knights, Thieves, Monks, and Rangers
    Goblins start with diminished Intellect and Personality, and enhanced
    Might and Speed.  The high Might means you deal heavy damage from
    the begining and the High Speed reduces recovery time so you get more 
    attacks.  The lower Intellect and Personality have no effect on the
    Knight, and little effect on the other three since spellcasting is such 
    a small part of those classes.
    
    3.2 Elves
    
    Elves are the best race for Sorcerers, Druids, and Archers.  They get
    enhanced Intellect and Accuracy, and diminished Might & Endurance. 
    The enhanced Intellect helps with spellpoints and elemental spells.
    The enhanced Accuracy helps with the Archers melle and ranged
    attacks it's not too important for Druids or Sorcerers but you should
    never pass up a chance to get two for one with your attribute points.
    The diminished Might is a handicap for all charachters, particularly
    the Archer, but all of these classes focus on spellcasting and ranged
    combat.  There's no way around it, the Endurance penalty hurts,
    you'll want to increase your elves' Endurance early on.
    
    3.3 Dwarves
    
    Dwarves are the best race for Paladins and Clerics. They are good
    Substitutes for Knights, Thieves, Monks, and Rangers.  Dwarves get
    enhanced Might and Enduranced, they have diminished Speed and 
    Accuracy.  The enhanced Might and Endurance helps every charachter,
    But the more Combat oriented classes would rather substitue the weak
    Intellect and Personality over weak Speed and Accuracy.
    
    3.4 Humans
    
    I never use humans.  They get no attribute trade offs, meaning you
    don't get the two for one attribute raising.  If you do decide to play
    them they work equally well for all classes.
    
    
    
                            4. (Classes)
    
    
    4.1 Knight
    
    The Knight is the only class that doesn't get magic skills.  They
    of course have weapon and armor skills instead.
    Knights Start with 40 hit points and gain 5 per level.  After their
    first promotion (Cavalier) they gain 7 per level, and after their
    second promotion (Champion or Black Knight) they gain 9 per level.
    
    Preset Skills: Sword, Leather
    Starting Skill Choices: Axe, Spear, Bow, Mace, Shield, Chain,
                            Body Building, Perception, Armsmaster
    
    Combat Skills
    Can't Learn:      None
    Normal:            None
    Expert:             Staff, Dagger, Bow, Unarmed, Dodge
    Master:             Axe, Mace, Leather, Chain
    Grand Master:  Sword, Plate, Spear, Shield
    
    Magic Skills - Magic Skills may not be learned by the Knight class
    
    Miscellaneous Skills
    Can't Learn:     Meditation, ID Item, ID Monster, Stealing, Alchemy
    Normal:           Disarm Trap, Learning
    Expert:             Perception, Merchant
    Master:             None
    Grand Master:  Body Building, Repair Item, Armsmaster
    
    I almost always include a Knight in the party, their sheer ability to
    take and deal damage is almost to much to give up.  The promotion
    quests for Knights are fairly simple and straightforward, allowing
    you develop hit points and skill mastery early on.
    
    Knights should all use Plate armor, for the knight it's as fast as chain
    or leather and provides MUCH higher Armor Class.  Master rank Spear
    and higher allows the Spear to be wielded in one hand, allowing the
    Knight to wield a Sword in the off (permitted by master level Sword skill)
    or a Shield.  The Shield provides substantially improved defense, and 
    the sword provides an impressive damage increase.  Which one you 
    want to use will depend on the rest of your party.
    
    The most important miscellaneous skill for a knight is armsmaster,
    when duel wielding at Grand Master level it adds 40+ to damage.
    Body building at Grand Master level after the second promotion adds
    450 HP.  Knights and Paladins are the only ones who can learn grand
    master Repair Item so that's a good choice as well.  Other than that
    focus completely on combat skills.
    
    Knights should all start with bows, it makes the begining of the game
    easier.  Then either Spear or shield, all the other skills can be 
    purchased later.
    
    
    4.2 Thief
    
    Thieves are decent combatants and have a variety useful skills.
    Their magic ability is not at all useful.  
    Thieves begin with 35 hit points and gain 4 per level.  After their 
    first promotion (Rogue) they get 6 per level, and after their second
    promotion (Spy/Assassin) they get 8 per level.  They start with no
    spellpoints, after their first promotion they gain 1 spell point per level.
    
    Preset Skills: Dagger, Stealing
    Starting Skill Choices: Sword, Bow, Leather, ID Item, Merchant
                            Perception, Disarm Traps, Dodging, Alchemy
    
    Combat Skills
    Can't Learn:     Axe, Staff, Spear, Plate 
    Normal:           Shield
    Expert:             Bow, Mace, Unarmed, Chain
    Master:             Sword, Dodge
    Grand Master:  Dagger, Leather
    
    Magic Skills: Thieves may learn Normal level elemental magic after 
    they have recieved their first promotion.
    
    Miscellaneous Skills:
    Can't Learn:     Meditation, ID Monster
    Normal:           Repair Item
    Expert:            Learning, Body Building
    Master:            Perception, Merchant, ID Item, Armsmaster
    Grand Master:  Disarm Trap, Stealing
    
    Thieves can take and deal a lot of damage, though not as well as
    Knights or Monks.  If you have any other elemental Spellcaster there
    is no reason to teach thieves magic, if you don't the only reason to
    have them learn magic is for the Wizard Eye and Feather Fall spells.
    They are the only class that can achieve Grand Master in the Disarm
    Trap and Stealing skills, and they can achieve Master level in
    Perception, Merchant, and ID Item, all of which are vital skills.
    
    The biggest downside is that the promotion quests for the thief are
    very difficult.  Thieves should all Use leather armor since they can
    reach Grand Master which improves their magic resistance.  Dagger
    and Sword are both viable choices for melle weapons, and they should
    always dual wield instead of using a shield.  Body Building at expert
    level with four ranks gives the thief an extra 64 hitpoints which is
    certainly worthwhile.
    
    For the Thief's starting skills ALWAYS select Disarm Trap.  Once
    again I will suggest that anyone who CAN start with the Bow skill
    should.  If you lack a Sorcerer or a Druid then the thief should get the 
    Alchemy skill so that Complex and Compound potions can be mixed.  
    If you lack a Cleric then you may want to give the merchant skill to 
    your Thief.
    
    I usually avoid taking the ID Item Skill with any charachter
    because the Scholar NPC will Identify all Items for you and give a
    5% bonus to experience for a mere 5% of your treasure, a steal at
    twice the price.
    
    
    4.3 Monk
    
    Monks are the only class that can match up with the Knight in terms
    of shear taking and giving damage.
    They begin with 35 Hit Points and gain 5 hit points per level.  After
    the first promotion (Initiate) they gain 6 hit points per level, and after
    the second promotion (Master/Ninja) they gain 8 hit points per level.
    They begin with no spell points, after their first promotion they gain 
    1 spell point per level
    
    Preset Skills:           Dodging, Unarmed
    Starting Skill Choices:  Staff, Sword, Dagger, Spear, Leather,
                                        Body Building, ID Monster, Armsmaster
                                        Perception
    
    Combat SKills
    Can't Learn:      Axe, Mace, Chain, Plate, Shield
    Normal:            Bow
    Expert:             Sword, Spear, Dagger
    Master:             Leather
    Grand Master:  Staff, Unarmed, Dodging
    
    Magic Skills
    Normal:            Spirit (e), Body (e), Mind (e)
    Expert:              Spirit (g), Body (g), Mind (g)
    Master:              None
    Grand Master:   None
    
    Miscelaneous Skills
    Can't Learn:     Merchant, Meditation, ID Item, Repair Item, Alchemy
    Normal:            Stealing (g)
    Expert:              Stealing (e), Disarm Trap (g), Perception, ID Monster
    Master:             Disarm Trap (e), Armsmaster
    Grand Master:  Learning, Body Building
    
    Monks are my favorite class for their sheer damage potential, they
    are the only class I've ever had two of in a party.  Evil monks can
    easily replace the Thief in Disarming traps.  Good monks can get
    expert Body magic, and more healing is always welcome.  If you are
    playing without a Cleric, Paladin, or Druid then the good Monks
    Expert Self magic will give essential curative spells as well as
    Heroism and Bless.  With expert level Disarm good Monks can still 
    replace thieves with enough bonuses from Items and NPCs, at least 
    until Someone can get the Master Earth Magic Spell Telekinesis.
    
    The two most important Skills (other than perhaps Disarm Trap) are
    Dodging, and Staff.  When Dodging reaches Grand Master you can 
    wear Leather and still recieve it's bennefit (at least 30 AC).  The lack 
    of armor means no Recovery penalty, which means more attacks, the
    same is true of fighting unarmed.  If your monk is a goblin with a
    maxed out speed it means you'll be attacking almost twice as often
    as your other charachters and enemies right from the start.   Grand 
    Master Staff allows the monk to dual wield Unarmed and Staff attacks.
    
    After developing those skills it's best to evenly develop Unarmed,
    Leather, Body Building, Armsmaster, and Learning.  If your are 
    playing good you should also develop Body Magic to expert level as 
    well, for a little added healing.  Monks are the only class that can
    reach Grand Master Learning, which increases experience gained by
    50%.  With Grand Master Body Building the Monk Will gain at least
    400 hit points.  
    
    For starting skills pick staff, plus either Body Building, Armsmaster
    or Leather.  Leather costs more to buy than the others so that's
    probably your best choice.
    
    
    4.4 Paladin
    
    Paladins are a powerful class.  They get excellent combat skills and
    Master level Self Magic.
    Paladins begin with 30 hit points and gain 4 hit points per level.
    After their first promotion (Crusader) they gain 5 hit points per level,
    and after their second promotion (Hero/Villian) they gain 6 hit points
    per level.  They begin with 5 Spell Points and gain 1 spell point per 
    level.  After their first promotion they gain 2 spell points per level, 
    and after their seoncd promotion they gain 3 spell points per level.
    
    Preset Skills:
    Starting Skill Choices:  Sword, Dagger, Armsmaster, Shield, Leather,
                                        Axe, Merchant, Repair Item, Body Building
    
    Combat Skills 
    Can't Learn:     None
    Normal:            Staff, Unarmed, Dodge
    Expert:             Axe, Spear, Dagger, Bow, Leather, Chain
    Master:            Sword, Plate
    Grand Master:  Mace, Shield
    
    Magic Skills
    Normal:             Light (g), Dark (e)
    Expert:               None
    Master:              Body, Mind, Spirit
    Grand Master:     None
    
    Miscellaneous Skills
    Can't Learn:     Disarm Trap, ID Item, ID Monster, Stealing, Alchemy
    Normal:           Perception, Learning
    Expert:             Merchant, Meditation, Armsmaster
    Master:             Body Building
    Grand Master:  Repair Item
    
    Paladin's strong combat skills coupled with their Self magic for buffing
    and healing are a very welcome addition to a party.  The only real 
    problem is that The first promotion quest for the Paladin is Very 
    difficult, you have to kill the Dragon Wromthrex, who has 1060 hit 
    points, does 14-112 damage per attack, and has high magic resistance.  
    
    If you are going to play a Paladin then the most important skills are
    Combat Skills.  If you lack a Cleric or Druid then the paladin should
    develop Body and Spirit magic as well.  Repair Item is another
    important skill.  As with any Combat oriented class Amsmaster and
    Body Building are valuable, Master level Body Building will give at
    least 126 bonus hit points.  If you're going to focus on Self Magic
    then meditation is also a good idea, at expert level it'll give 24 or
    more spell points.  If you want, to increase damage then you can have 
    the Paladin dual wield sword and Mace.
    
    If you are on the path of good developing Light magic is still useful
    for the paralze spell.  If you are on the path of evil you may want
    Dark Magic for the Vampiric Weapon and Shrinking Ray.
    
    For Starting Skills pick Shield, and Repair Item or Body Building
    
    
    4.5  Archer
    
    The Archer class combines strong combat skills with Master of 
    Elemental magics.
    Archers begin with 30 hit points and gain 3 hit points per level.
    After their first promotion (Warrior Mage) they gain 4 hit points per 
    level, and after their second promotion (Master Archer/Sniper) they 
    gain 6 hit points per level.  They begin with 5 Spell Points and gain 
    1 spell point per level.  After their first promotion they gain 2 spell 
    points per level, and after their seoncd promotion they gain 3 spell 
    points per level.
    
    Preset SKills:                 Bow, Air
    Starting SKill Choices:   Sword, Axe, Spear, Leather, Fire, Water,
                                         Perception, Amsmaster, Learning
    
    Combat Skills
    Can't Learn:      Mace, Plate, Shield
    Normal:             Staff, Unarmed
    Expert:              Sword, Axe, Dagger, Dodge
    Master:              Spear, Leather
    Grand Master:   Bow, Chain
    
    Magic Skills
    Normal:            Light (g), Dark (e)
    Expert:        
    Master:             Air, Earth, Water, Fire
    Grand Maste:    None
    
    Miscellaneous Skills
    Can't Learn:   Disarm Trap, ID Item, ID Monster, Stealing, Alchemy
    Normal:         None
    Expert:         Merchant, Meditation, Body Building, Repair, Armsmaster
    Master:            Learning
    Grand Master:  Perception
    
    Archer's are the only class that can reach Grand Master in Bow.  They
    can deal some pretty serious damage at range.  Master Spear and and
    Expert Dagger allows for dual wielding for good melle damage.  Their
    Mastery of Elemental magic makes them a reasonable substitute for a
    Sorcerer, though they are short on Spell Points.  The first promotion is
    very simple, the second promotion is a little more difficult.  Expert
    Body Building gives the Archer, 48 Hit points.  Expert Meditation gives
    the archer 24 Spell points.
    
    If you are on the path of good developing Light magic is still useful for
    the paralze spell.  If you are on the path of evil you may want Dark 
    Magic for the Vampiric Weapon and Shrinking Ray.
    
    For starting skills pick Spear, and Fire.  Since they can't use shields
    you'll want to dual wield Spear/Dagger.
    
    
    4.6 Ranger
    
    On paper the Ranger is a weak class.  Few useful skills at any high
    level of mastery.  In play they can actually be surprisingly useful.
    Rangers begin play with 30 Hit Points.  They gain 4 hit points per level.  
    After their first promotion (Hunter) they get 5 per level, and after the 
    second promotion (Lord/Bounty Hunter) they get 6.  
    They gain 2 spell points per level after their first promotion, they get
    3 per level after their second promotion.
    
    Preset Skills:          Axe, Perception
    Starting Skill Choices: Sword, Dagger, Bow, Leather, Disarm Trap,
                                  Dodging, Body Building, Armsmaster, ID Monster
    
    Combat Skills
    Normal:           Staff, Unarmed
    Expert:            Sword, Spear, Dagger, Shield, Dodge
    Master:            Bow, Leather, Chain
    Grand Master:  Axe
    
    Magic Skills
    Expert:       All elemental and self magic.
    
    Miscellaneous Skills
    Normal:          Merchant, Meditation, ID Item, Repair Item, Alchemy
    Expert:           Disarm Trap, Learning, Body Building, Armsmaster, Steal
    Master:           Perception
    Grand Master: ID Monster
    
    For starting skills I again recomend Bow, other than the archer they are
    the only class that can do serious damage with them.  The second skill
    you take will depend on the rest of your party build.  If you lack a Thief
    or Monk, then the Ranger is your best option for that skill.  If you're
    lacking a Knight or a Paladin then Bodybuilding is best to improve
    your hitpoints.  Otherwise Armsmaster is probably your best bet.  I 
    recomend against ID Monster, it is almost completely useless until you
    get it to grand master and by that point you could've invested the skill
    points in more important things.
    
    Advancement is equally dependent on your build.  Of course Disarm
    Traps is vital, Perception helps you find traps and hidden treasures.  
    Other than those you want to focus on Combat skills.  Bow, Chain, and
    Axe.  Because you're focusing on so few skills you can develop them
    very quickly.  You're best off using two handed axes to deal serious
    damage.
    
    Expert Level Body Magic is useful for aditional healing, and if you lack
    an elemental spell caster, utility fire and air spells are very important.
    
    4.7 Cleric
    
    The Cleric is the primary practitioner of Self Magic.  As well as one of
    the two classes that can use high level light or dark magic.  They also
    get decent combat ability, as well as being the only class that can
    reach Grand Master Merchant skill.
    They begin with 25 hit points and gain 2 per level.  After their first 
    promotion (Priest) they get 3 per level, and after their second
    promotion (Priest of Light/Priest of Dark) they get 4 per level.
    They start with 10 spell points and gain 3 per level.  After their first
    promotion they get 4 per level, and after their second promotion they
    get 5 per level.
    
    Preset Skills:  Mace, Body Magic
    Starting Skill Choices:  Shield, Leather, Spirit, Mind, Merchant, 
                                        Repair Item, Meditation, Alchemy, Learning.
    
    Combat Skills
    Can't Learn:     Sword, Axe, Spear, Dagger, Unarmed, Plate, Dodge
    Normal:           Staff
    Expert:             Bow, Leather, Chain
    Master:            Mace, Shield
    Grand Master:  None
    
    Magic Skills
    Can't Learn:      Fire Water Air Earth Dark (g) Light (e)
    Normal:             None
    Expert:              None
    Master:              None
    Grand Master:   Spirit, Mind, Body, Dark (e) Light (g)
    
    Miscellaneous
    Can't Learn:      Disarm Trap, ID Item, Armsmaster, Stealing
    Normal:            Body Building,
    Expert:              Perception
    Master:             Learning, Meditation, Repair Item
    Grand Master:   Merchant
    
    Starting skills should be Merchant and Spirit Magic.  Merchant reduces
    the price of items and the skills that the Merchant purchases.  Magic
    Skills cost twice what other skills, and Spirit magic is essential.  Mind
    Magic is useful but not vital, so you can wait until later when you can
    afford it.
    
    It's important to pick up Shield and Chain skills as soon as possible,
    your Cleric can't heal if he's dead.  Learning and Meditation are both
    very nice skills.  Meditation at Master level will give your cleric at least
    105 extra spell points.  If you don't have a knight or a Paladin, repair
    Item is useful too.  
    
    When you start focus on Merchant, Body Magic and Spirit Magic.  They
    will give you the cash and the spells you need to survive.  Then move
    on to combat skills.  Once you've chosen the path of good or the path
    of evil, you should be able to quickly raise either Light or Dark Magic,
    both of which are important.
    
    4.8 Druid
    
    The Druid is the most versatile spellcaster having access to both
    Master Self Magic, and Master Elemental Magic.  They also gain Grand 
    Master Meditation and Alchemy to round out their skills.
    Druids start with hit points and gain 2 hit points per level.  After their
    first promotion (Great Druid) they gain 3 hit points per level, and after
    their second promotion (Arch Druid/Warlock) they gain 4 hit points per
    level.
    Druids start with 10 spell points and gain 3 spell points per level.  After
    their first promotion they gain 4 spell points per level, after their second
    promotion they gain 5 spell points per level.
    
    Preset Skills:   Dagger, Earth Magic
    Starting Skill Choices:   Mace, Leather, Water, Spirit, Body, Meditation,  
                                                 Perception, Alchemy, Learning.
    
    Combat Skills
    Can't Learn:     Sword, Axe, Spear, Unarmed, Chain, Plate, Dodge
    Normal:             Staff, Bow
    Expert:              Mace, Leather, Shield
    Master:              Dagger
    Grand Master:   None
    
    Magic Skills
    Can't Learn:      Dark, Light
    Normal:            None
    Expert:              None
    Master:             Body, Spirit, Mind, Fire, Air, Water, Earth
    Grand Master:   None
    
    Miscellaneous
    Can't Learn:     Disarm Trap, Body Building, Repair Item, Stealing
    Normal:            Armsmaster
    Expert:              Perception, Merchant, ID Item, ID Monster
    Master:             Learning
    Grand Master:   Meditation, Alchemy
    
    Starting skills should be Body Magic and Meditation, they're expensive
    skills that are essential.  Grand Master Meditation gets the Druid at
    least 250 spell points; almost more than you'll know what to do with.
    The Druid is the only charachter who can get Grand Master in Alchemy,
    which allows you to pump up the attributes of each charachter.
    Intellect and Personality both provide bonus spell points for the druid,
    so don't skimp.
    
    For combat skills I usually go Mace and Shield over dagger, the added
    armor is more important than dual wielding, and of course Leather
    since it's the only armor skill they can learn.  Learning is, as always,
    extremely useful.  Other than that the only thing to really focus on is
    magic skills, fill whatever gaps you have in your party.  Generally Air
    and Body are the two most important magic skills.
    
    4.9 Sorcerer
    
    The Sorcerer is the only class that can reach Grand Master in the
    Elemental Magic; they can also achieve Grand Master Light or Dark
    Magic.
    Sorcerers start with 20 hit points and gain 2 points per level.  After
    their first promotion (Wizard) they gain 3 hit points per level which
    does not increase after the second promotion (Archmage/Lich).
    Sorcerers begin with 15 Spell Points, and gain 3 spell points per level.
    After their first promotion they gain 4 spell points per level, and after
    the second promotion they gain 6 spell points per level.
    
    Preset Skills:   Staff, Fire
    Starting Skill Choices:  Dagger, Leather, Air, Water, Earth, ID Item, 
                                        ID Monster, Meditation, Alchemy
    
    Combat
    Can't Learn: Sword,Axe,Spear,Mace,Unarmed,Chain,Plate,Shield,Dodge
    Normal:            Bow
    Expert:              Dagger, Leather
    Master:             Staff
    Grand Master:  None
    
    Magic
    Can't Learn:     Spirit, Mind, Body, Dark (g) Light (e)
    Normal:                 None
    Expert:                  None
    Mastery:                None
    Grand Master:   Fire Water Earth Air Dark (e) Light (g)
    
    Miscellaneous
    Can't Learn:      Disarm Trap, Body Building, Armsmaster, Stealing
    Normal:            Merchant
    Expert:             Perception, Repair Item
    Master:             Learning, Meditation, Alchemy
    Grand Master:  ID Item, ID Monster
    
    Starting Skills should be Air and Meditation.  Early on you should pick
    up Water Magic and Leather Armor.  As I've said earlier Identify Monster
    is simply not worthwhile, and ID Item can be replaced with the Scholar
    NPC.  If you don't have a Druid then the Sorcerer should pick up Alchemy.
    Learning is important for the Sorcerer as it is for any other charachter.
    
    For your weapon you should choose Staff, once you get expert level it
    adds to your armor class.  Meditation at Master Level provides at least
    186 spell points, so it's an obvious advancement point.  Other than
    Meditation, Learning, and possibly Alchemy, no other non-magic
    Skills matter.  
    
    Air and Fire Magic are the most important early skills; as they give you
    the increadibly useful Wizard Eye and Torch Light spells, as well as the
    best offensive spells in the game.  Light or Dark Magic are Incredibly
    powerful, and you should advance them quickly once you get them.  
    
    5) Party Construction
    
    Clearly a party needs a balance between magic and combat ability.
    Here are several Party Builds
    
    5.1 Beginers Build (Evil)
    
    Knight/Monk/Druid/Cleric
    
    This build makes for easy play because it has strong combat abilities
    and a whole lot of healing.
    The Knight should have Repair Item.  Focus on Spear, early so you can
    get to Master Rank, then focus on Plate, Shield, Body Building, and 
    Armsmaster, in that order.
    The Monk should get Disarm Trap, and keep it up.  Other than that
    focus on combat skills and learning.  Magic Skills are irrelevent for an 
    Evil Monk.  
    The Druid should develop Air, Fire, Body, Meditation, Learning, Leather,
    Shield, Alchemy, Water, Earth, in that order.  Meditation is vital for more
    spellcasting, since the Druid is the only elemental spell caster they need
    to be developed, and Body magic provides additional healing.  After that
    you need to develop the defensive properties.
    The Cleric should develop Body and Spirit magic first, then follow that
    up with Merchant, then Armor and Weapon skills.  Learning and
    Meditation are more important than Mind Magic, so develop it last.
    
    Slow but Steady is the name of the game.  Buff with the Cleric, then kill
    off small groups of monsters, healing as you go, when you run out of
    spell points, find somewhere to rest and then repeat the process.  
    
    5.2  Begginers Build (Good)
    
    Knight/Thief/Cleric/Sorcerer
    
    This build is fairly straightforward.  The Sorcerer is essential for
    getting through the Light proving grounds, they'll be able to cast
    Invisibility which will get you past the increadibly powerful monsters
    there.  
    The Knight develops pretty much the same, though you may want to go
    Spear/Sword instead of Spear/Shield.
    The Thief of course gets Disarm Trap and Perception.  Improve Stealing
    if you want, though by the time you can steal from a shop reliably,
    you're no longer interested in what you can get.  Obviously Leather
    Armor is important.  Sword and Dagger are both good choices for
    weapons, if your Knight is using swords then I would recomend using
    either two daggers or dagger sword, so that you have better magic
    Item distribution. Don't waste your time getting magic skills they're
    not worth your while.
    The Cleric is the same as the previous build, except to say that it is
    even more important to focus on healing since you don't have a druid,
    and later monk, as back up.
    The Sorcerer should focus on magic Skills, particularly Fire and Air so
    that you have access to strong attack magic.  You'll want to give them 
    Alchemy as well to augment your party with curative potions.
    This build has the bennefit of two casters with Light Magic which can be
    devastating late game.
    
    5.3 The Bruisers
    
    Knight/Monk/Monk/Cleric
    
    This is my absolute favorite build.
    
    With this build you walk up to your enemy introduce your self, and 
    then beat them to death with your bear hands; and maybe a sword and
    a mace too.
    The Knight should definately dual wield Spear/Sword, the best defense
    for this team is killing the enemy as quickly as possible.  
    One of the Monks should get Disarm Trap, and the other should focus
    exclusively on Combat Skills.
    The Cleric has a lot of roles to fill.  In this build Spirit magic is actually
    more important then Body magic, buffing your heavy hitters means you
    take less damage.  Of course the Cleric has pretty good combat potential
    as well.
    Since you don't have anyone who can cast invisibility it's much easier to
    play this party through as evil (especially since it makes disarming traps
    easier).  However, if you do decide to go the path of good then high level
    Body Building can give you enough hitpoints to survive, and once you do
    you've got Light Magic.  Stacking, Day of Protection, Day of the Gods, and
    Hour of Power on top of your already formidable team just crushes 
    anything you come across for the rest of the game.  Conversely Dark
    magic doesn't really help your strategy that much; Shrinking ray can
    weaken your enemies to kill them faster, Pain Reflection deals out some
    more damage, and Souldrinker combines damage with healing.  Still, it
    doesn't replace the massive buffing of light magic.
    
    5.4  Keep Away
    
    Thief/Ranger/Archer/Druid
    
    This Build Focuses on Ranged combat to get the job done.  To use this
    build effectively you'll need to be good at using real time combat so
    that you can keep moving.  Develop Bow with each charachter before
    any other combat skill.
    The Thief will of course take Disarm Trap and Merchant.  After that you
    will improve combat skills in case you get stuck in a corner somewhere.
    The Ranger will focus on Combat skills, and then eventually build up
    body magic for some extra healing.  Despite the fact that Archers can
    reach Grand Master, you may want to give Perception to the Ranger, so
    that your archer can focus on magic and combat skills.
    The Archer should focus on Bow and Magic skills.  Melle skills and even
    Armor can wait while you focus on dealing damage.
    Of course the Druid develops Self magic first, after that you'll want to
    develop either Fire or Air magic so that they can dish out some damage
    as well.  Meditation is essential since almost every combat turn you'll
    be either healing, buffing, or throwing out damage spells.
    Good and Evil are about the same level of difficulty hear, since you won't
    be likely to have invisibility and the evil proving grounds will put you in a
    lot of corners.  Take the time before those quests to get your promotions
    and do some miscellaneous quests.   Before you go into the proving
    you'll need to have developed your melle and armor skills.
    
    5.5 Spellcaster Dominance
    
    Archer/Sorcerer/Druid/Cleric
    
    This Build is trickey in a few places, slow but steady is the way to play;
    burn out your spell points and then rest.  You'll want to take the path of
    evil since you won't get a whole lot of benefit from the ultra buffing spells
    of Light Magic.  Dark Magic will deal out serious damage and provide
    added control.
    The Archer Should develop Perception, and then Bow and Chain.  Then
    develop Air and Fire; they can buff and let the others spend their spell
    points on damage.  Body Building, Meditation, and Combat skills can wait.  
    The Sorcerer will Focus on magic skills in order of Fire/Water/Earth/Air. 
    Fire for offense, water and earth for buffing and utility, and air for added
    damage.
    The Druid should focus on Alchemy, Body Magic, Meditation, and then
    Air Magic for dealing damage.
    The Cleric will of course build up merchant and Self magic, but will also
    need to take the Repair Item Skill.  
    Until you get Master Earth Magic with your Sorcerer and gain access to
    the Telekinesis spell, you won't have a way to safely open chests.  Armor
    up and use your ample healing magic to slog through it.
    
    5.6 No Self Magic - The Ultimate Challenge
    
    Knight/Sorcerer/Thief/Knight
    
    The lack of healing, and of the Self magic Buffing spells is increadibly 
    rough.  The Sorcerer will need to develop the Alchemy skill so they can
    brew potions of Divine Cure.  There magic advancement needs to focus
    a little more on Buffing.  Earth Magic's Stone Skin is particularly vital.
    The Thief will need Disarm Trap, Merchant, and Perception.  For
    weapons either dual daggers or dagger/mace.
    One Knight should be Spear/Shield, and that one should have Repair
    Item.  The second Knight should have either dual swords or 
    sword/spear.  Promoting the Knights and Sorcerer early is important,
    you'll need the path of good for Light magic's buffing spells.
    
    5.7 No Magic Master - The Even More Ultimate Challenge
    
    Knight/Monk/Thief/Ranger
    
    Starting out with no spellcasting capacity, and only the most basic 
    spells in the rest of the game is very Difficult.
    You will need to do the Ranger Promotion quest as soon as possible 
    so you can get the healing and buffing spells.
    Once again the Thief will need Disarm, Merchant, and Perception, but
    you will also need the Thief to pick up Alchemy.
    The Path of good will be difficult with no spellcasting, but the extra
    self magic from the Monk will be helpful.
    
    5.8 No Magic Expertise - That's not a Challenge, that's Suicide
    
    Knight/Knight/Monk/Thief
    
    On the Path of Evil you have nothing but normal level spellcasting.
    Which essentially means no spellcasting at all.
    The Thief will once again take Alchemy but will not have enough mastery
    to create Divine Cure Potions.  Your healing will be dependent on regular
    Cure Potions and Scrolls.  When your Thief get's promoted you'll actually
    want to take Air Magic for Wizard Eye and Feather Fall.  Possibly Fire
    Magic for Torch Light.
    Giving the Monk any magic is really futile, best to just up your damage
    and defense potential.
    Consider giving one of the Knights Chain instead of Plate, that way you
    can take advantage of the best magic armors in eachs category.
    
    Thanks to 3DO for such an epic game.
    
    Direct any comments or questions to immortal_kallan@hotmail.com

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