Might & Magic VI

Might & Magic VI

Woofy Feb 24, 2018 @ 4:46pm
MM7 stating tips
Hi Thanks for all the help in previous threads. Got some more questions...:)

What should my new starting party be?
- In MM6, I had: Paladin, Archer, Cleric, and Druid.
- In MM7: Paladin, Archer, Cleric, and Sorceror.

I WANT lots of Lloyd's Beacons. I WORRY about Disamring Traps. Heard that Druid wasn't as good in MM7, so I switched to a Sorceror. Also, I'll probably be a good party.

I liked the MM6 party:
Paladins over Knights, I think.
Archers are cool for Super Bows and Spells.
Clerics. Healing/ mor spells.
Sorcerors. Lots of spells, especially Lloyd's Beacon.
Any Suggestions to change? Thanks!
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Showing 1-15 of 21 comments
mpnorman10 Feb 24, 2018 @ 5:06pm 
Archers are super cool, but chests...

Others may have more experience playing MM7 without a Thief. I never have (other than a couple games I started but abandoned early), but you might try perception. High perception reduces the amount of damage from chests. Sure, they will explode in your face... a lot, and you need to open chests for many quests.

I always have a thief and bring Disarm up to Expert and then Master plus 1 additional level (to skill level 8) which seems sufficient for most chests early in the game. Going the dark path with a Ninja who can bring Disarm up to Master is too little, too late, but perhaps a high perception in all characters will help you survive exploding chests.

I also find that being as far away as you can from the chest you are opening helps... a little... but that could be my imagination. Even with a thief a lot of chests explode if you do not focus a lot on Disarm.

To find hidden places in dungoons it is sufficient to have 1 character high in perception, but if you want the entire party to survive exploding chests you will need to make all characters high in perception.

Inspired by your new venture into MM7 I started a new party with Goblin Thief, Elf Druid, Dwarf Cleric, Elf Sorceror.

Good luck and tell us what you find out regarding exploding chests.
Last edited by mpnorman10; Feb 24, 2018 @ 5:28pm
Woofy Feb 24, 2018 @ 5:32pm 
Thanks!
Just barely started, but got hounded by dragonflies....Maybe I had a somewhat similar idea to yours. Probably have to switch a Paladin for a Thief. Was going to try a non-evil Monk, but I'll try your recommendation:

Human or Dwarf Thief (I know Goblins are probably stronger, but I want a good party).
Elven Archer (Just sounds too classic)
Dwarven Cleric (Drunk Healing)
Even Sorceress (Also Classic)

Cheers!
mpnorman10 Feb 24, 2018 @ 5:42pm 
Even though your archer will definitely be the class of the party regarding bows, you might consider giving them all bows early, even if you leave their skill level at 1 for characters who cannot become expert in it.
Woofy Feb 24, 2018 @ 5:42pm 
Also, I have no idea when and where some skills will become available. Do you recommend starting with Merchant or Learning?
Woofy Feb 24, 2018 @ 5:45pm 
Yes! Bows were absolutely necessary for all in MM6. My Thief and Archer will start with bows and the others when I can get them.


Btw, I was writing my previious post before I saw your last post...so they're out of order...:)
mpnorman10 Feb 24, 2018 @ 5:47pm 
Originally posted by Lord Gorbag:
Also, I have no idea when and where some skills will become available. Do you recommend starting with Merchant or Learning?

If you can find a trader that can give everone in the party +6 in Merchant skill, that will help money a lot, early on (I found one before selling anything on the island). Other than that I usually have one in the party take Merchant and buy and sell everything (except training) for the party.

Learning is also something you can take early so you go up in level faster. There are +15% instructors out there who increase experience by 15% and that stacks with Learning. Those two, an instructor and a trader are my favorite recruitable NPCs.
Last edited by mpnorman10; Feb 24, 2018 @ 5:48pm
Woofy Feb 24, 2018 @ 6:31pm 
I was thinking about taking a scholar for a Rpc, so that way I would never have to bother with learning identify item. But I hadn't decided when he got killed by a dragon fly...
In MM6, I had 1 Instructor and 1 Merchant. Probably go heavy xp bonus Rpc's in the beginning.

For Starting Skills, Spells (or Bows) used to be the best choice because they gave you the skill + some spells. No worries, though. Lots of good options! :)
mpnorman10 Feb 24, 2018 @ 6:36pm 
Multiple xp bonus RPCs do not stack.
Woofy Feb 24, 2018 @ 6:40pm 
Thanks for the Clarification! I missed that!
Woofy Feb 24, 2018 @ 9:59pm 
Anyay to change the voices? I picked one that's annoying Thanks!
mpnorman10 Feb 24, 2018 @ 10:37pm 
Ah, the voice: Three choices:

1) Play without sound

2) Start Over

3) Don't do it man... life is too precious.

Sry, should have warned you. I know it is annoying now, but as the game continues it will get much, much worse if you leave it like that. I have played entire games with one of the characters having that voice... but that was years ago and I am better now... other than the nightmares.
Last edited by mpnorman10; Feb 24, 2018 @ 10:41pm
Woofy Feb 24, 2018 @ 11:12pm 
Thanks mate, I'm only on the first island, so restarting shouldn't be a problem.

- A Stealing question: Does your chance depend on your level? I can't seem to steal the lute or seashell with my first level thief
Cheers!
mpnorman10 Feb 24, 2018 @ 11:13pm 
Dunno, I have never successfully stole anything in MM7 and almost never tried.

I guess I could elaborate a little bit and indicate that at the end of the game my thief character has exactly 1 in Stealing Skill, the one he started with. There just does not seem to be a point. IIRC he is a decent swordsman and sometimes Dagger is useful for one hand at the GM level. The Armsmaster skill is particularly powerful in this game. I believe the Thief gets a little of it. I play it as a mediocre fighter who can disarm traps. I do not remember for certain, but he might be my Perception guy as well, but only if he can become Master in that and none of my other characters can reach Grandmaster.
Last edited by mpnorman10; Feb 24, 2018 @ 11:25pm
Woofy Feb 25, 2018 @ 2:56am 
I finally picked the Bard's pocket for the Lute. The Lute would have cost 500gp, so it was probably worth it. It took a long time though. Peasants had only 1 or 2gp, so they weren't worth the bother and I probably won't do it in the future. Just thought that since it was a starting skill, you might as well use it, right? :) But won't put any more points in it.

Yeah, my thief is my primary fighter, which is why I switched out my Paladin for her. The dagger looks pretty cool at GM level. I think my Archer can GM in perception, but not sure. I'll buy at least 1point for everyone.
INCOGNITO Feb 25, 2018 @ 6:40am 
MM7 skill charts - you can see here Archer goes GM perception... and all the other charts

https://gamefaqs.gamespot.com/pc/143119-might-and-magic-vii-for-blood-and-honor/faqs/27762
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