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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.
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!
Btw, I was writing my previious post before I saw your last post...so they're out of order...:)
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.
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! :)
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.
- 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!
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.
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.
https://gamefaqs.gamespot.com/pc/143119-might-and-magic-vii-for-blood-and-honor/faqs/27762