Might and Magic 7 Party Creation Guide

Might and Magic 7 Party Creation 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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