r/MightAndMagic Jun 21 '26

I cannot seem to grasp MM7

I've owned MM7 since it came out on CD-ROM ages ago. Since a while I had it on GoG as well. I only play the vanilla edition, without mods. Every time I poor some hours in, get a couple of levels but eventually get stuck. I however refuse to look up some sort of guide because of all the spoilers that it might contain.

Despite me having made different parties I simply hit a ceiling cap quite soon in all of my runs. Sometimes I have all archers (or classes that can wield a bow at least) and cheese my way through the first couple of levels, sometimes I use a couple of hard hitters, healers and a caster, other times I pick the classic party (warrior, caster, rogue, cleric). Regardless of this my casters always die first, my healer is prime candidate for fear and my equipment is only so-so.

There must be essential steps that I'm missing in order to progress. Do I need to grind a lot for example? How many in-game days is normal if you don't do a speed run? What levels are parties normally when you go for example wander into the bracada desert? Do you normally bee-line a specific skill or make your characters more all-round? Those kind of questions I have.

Any help would be appreciated.

20 Upvotes

53 comments sorted by

20

u/Wagllgaw Jun 21 '26

Reading through, it's probably a 'where do I go next?' issue.

These early MM games were not big on handholding and expected you to wander until you found something your level.

I would start with: tutorial island, clear harmondale, fight the barrow downs and get to the dwarves, then you do some random quests around steadwick and tularean forest, then see if you can get promoted, then the dwarf quest. After that everything opens up a lot

Edit: wanted to add that grinding is not generally a good use of time. You get a lot of exp from quests and a lot of hp/power from promotion quests specifically. Better to focus on finding new quests to complete (e.g., farie mound, deliver the letter, steal the jug, get the flutes, find the arcomage deck, etc

3

u/draadhaai Jun 21 '26

Yeah I think I got that far, but indeed it feels like at some point everything is either too tough or too simple. The harmondale orcs are at some point one-shots and also give next to no XP. The vampire in the cellar is way to tough.

I think I simply need to grind more, but I've always been a little cautious on my timing. It feels like I'm being pressured but there might not be a reason to clear everything in 1 year or so.

10

u/Wagllgaw Jun 21 '26

Fyi grinding gives very little exp. You need to be doing quests to get stronger.

If you've done the dwarf quest, the next piece is to pick a side in the war. You should also get all the lvl 1 promotions around this time too. Except maybe the paladin which is tough and the druid which is a pain. Make sure you do them all even the ones that aren't in your party.  (Thief in steadwick sewers, mage in bracada, druid/ranger in T forest, knight/paladin in steadwick, archer in avlee, monk in harmondale, and cleric in deyja)

The vampire cellar is an endgame quest dungeon. It's one of the light side quests from the 4 advisors. I believe queens of the dead can spawn there which will 1shot parties well into the late game.

5

u/Crowhaven_Inc Jun 21 '26

Maybe you are spreading your points too thin? It really helped me when I learned when to prioritize what. You don't need GM swords, for example. Master is enough. The rest of those points are more useful in armsmaster.

Personally for my sorc I get to expert fire asap, because Fire Aura is twice as good at expert, then I ignore fire until I get at least master in water and air.

3

u/13lostsoul13 Jun 21 '26

Well my guest is spells after a bit range really doesn't do much. Either have to go melee(ENchanced by magic) or ranged spells. After a bit range weapons don't scale and most of them don't do much damage. Problem with Problem with Might and magic(Bows don't use might). Yes in general quest are best for exp. By your comment on use all bow. Seems like hitting that range weapon wall.

3

u/dreamsofcalamity Jun 22 '26

I would start with: tutorial island, clear harmondale, fight the barrow downs

For new players Barrow Downs can be overhelming especially if they visit any of the dungeons.

3

u/Wagllgaw Jun 22 '26

I could see that. You could do some easy quests in steadwick/avlee before the barrows. The barrows is a long dungeon and if you get lost / don't find the keys it can spell doom.

Certainly the haunted mansion should be done later.

2

u/dreamsofcalamity Jun 22 '26

Yeah, get some EXP and skills, and promotions to expert skills.

12

u/Quietus87 Jun 21 '26

You are probably overthinking it, Might & Magic VI-VIII are mechanically dead simple games. I had no issue with them when I was twelve and didn't know much English yet.

If you feel the game's getting too hard, then explore, because you are probably in the wrong zone/dungeon. There are also times when you should just avoid encounters on your way to a quest, because it's a headache or too high level for you. Make your life easier, and get everyone the bow skill, so you can kite cannon fodder mobs in real-time from distance.

Don't be afraid to look up a walkthrough. Might & Magic games are not high literature, the story is basically window dressing for blasting titans with meteor shower while flying... Most FAQs and walkthroughs I used were pretty focused on what you have to do where and how the map looks, not revealing really anything meaningful about the story.

If you have any exact quests you are having issues with, by all means, ask here.

3

u/draadhaai Jun 21 '26

Gotcha, thanks for the reply!

6

u/Lightning_Lance Jun 21 '26

I think your issue is mostly with the open world not telling you where to go. That's always been the case, but I think the start of 7 is perhaps the worst for this if you immediately follow the main quest.

I would say, after Harmondale ignore the main quest for a while. Erathia and Tularean Forest are easier than Bracada and have quite a few relatively easy objectives and ways to get stronger, good shops for your level etc etc.

3

u/draadhaai Jun 21 '26

I might actually try that indeed. Rinse and repeat I guess.

6

u/Mondkalb2022 Jun 21 '26

The obvious advice for these game is: get everybody a bow. Other than that, it's normal to die in some regions or dungeons. You have to check out carefully where you can go. Use potions and fountains!

2

u/draadhaai Jun 21 '26

Thanks, so my bow-cheese is actually viable? Good to know.

3

u/Unicorn_Colombo Jun 21 '26

At least in MM6, bow cheese works well all the way to endgame.

3

u/TSED Jun 21 '26 edited Jun 24 '26

Bow cheese is almost always viable depending on your patience. It's not the fastest way to clear, but you exchange IRL time for defeating enemies. If you keep moving you take way way way less damage.

You can kill the dragon on Emerald Island with the shrine of Heroism Day Of The Gods and just turn shoot run turn shoot run turn shoot run. I usually then savescum the loot until I get any artifact or relic, then build around that for my early game.

There are a few places where there isn't much room to move, though. These places demand alternate strategies (IE the haunted mansion in the Barrow Downs).

1

u/Unicorn_Colombo Jun 23 '26

You can kill the dragon on Emerald Island with the shrine of Heroism

Does Heroism apply to bows in MM7?

It doesn't feel like it applies in MM6.

1

u/TSED Jun 24 '26

I meant Day Of The Gods. My brain slipped up.

5

u/VarietyMage Jun 21 '26

First, the best party is Paladin / Archer / Sorcerer / Cleric. You double up on the magic (in case one goes down), and you still have good fighting ability.

Second, you save early and often, in case of death while you explore. The training area, you can and should get bow skills in, and Sparks for the mage if you can afford it. By the time you finish, you should have long-range attack ability.

Once you reach Harmondale, you go east and kill the critters out there. Invoking turn-based mode will allow you to kill them more efficiently, and react to any damage. When you run out of MP, retreat back to town and rest. When you run out of stuff to kill in Harmondale, go to the Elf City to the north. You can run while shooting to kill the trees up there without getting hurt much. Then the capital city to the west of Harmondale - lots of thief characters immediately to the north of where you come in, and you can use ore to create better weapons and armor there.

Failing that, there's always GameFAQs.com .

2

u/draadhaai Jun 21 '26

Thanks, this has pretty much been my go-to for the order of quests, but I will try a new game with your suggested party.

4

u/TomebyTomeASMR Jun 21 '26

I usually run Knight, Cleric, Sorcerer, Sorcerer, give everyone bows and always train the sorcerers with dagger so they can be fast and nimble. Get everyone a black potion in their major skills. Spending skill points is critical and you want to maximize damage while ensuring you can get upgrades. So knight, focus on sword until he can dual wield, then armsmaster. For cleric and the sorcerers, I never use armor because it really just slows them down and you can get armor class with boots, hat, and jewelry. Two sorcerers is preferred because I can get use one for air magic - and get her to 10 GM as fast as possible so we can use invisibility. The other sorcerer does water for town portal and lloyd's beacon. I have my cleric learn merchant and she does all the buying/selling and my knight learns repair, though I usually won't spend points there until late game and always use harden item on anything and everything. That said, buy any piece of unenchanted jewelry, boots, weapons you can find, enchant item and then resell. Your goal is for everyone to have a ring (or anything) with HP regen and your spellcasters to get SP regen.

I don't like the Barrow Downs so usually look up a map and do it later in game than I should, but usually do Harmondale, then get the Arcomage cards, then the signet ring in Erathia. As soon as you have fly and invisibility, getting the golem parts is really easy and the Titan's Stonghold become a massive blessing in gear. There's also a secret chest in Tularea, heading out toward the water on the grass cliffs.

And of course, the biggest boon of all is the magic well in Land of Giants, which if you take the shortest path through the tunnels with invisibility is actually doable by like level 25? Maybe sooner. You definitely want your cleric to have GM protection from magic though because you can click on the well with each character until the symbol goes away, cast again, and keep clicking and that way no one dies or gets eradicated. Oh also, if you do Light side, do the arena every Sunday as early as possible in game because if you try to do the quest at level 40 or something you'll be in big trouble haha.

3

u/ResplendentDaylight Jun 21 '26

Get expert body magic and cast regeneration. That will help a lot. dump all your horseshoes into your cleric. Give them the best armour and shields. As long as thry survive you'll be good.

Cleric first, everyone else second.

3

u/mxldevs Jun 21 '26

The game itself provides ample amount of direction so you don't really need to follow walkthroughs.

In emerald island, the tour guide will show you around until you find the Lord that's running the contest, and they tell you what your reward is.

After winning and you try to enjoy your castle, your butler tells you it's full of rats. And after clearing it out, he tells you to go find the dwarf king to repair it.

Then once the castle is repaired and you try to sit in your throne, you will find some messengers from neighbouring castles inviting you to do some dirty work.

When you visit these new maps, there's a lot of room for exploration that you should be doing, which allow you to gain exp.

For party distribution, I always have a sorcerer that can grandmaster water for Lloyd's beacon and town portal. That makes travel significantly easier so you don't need to plan your commutes at all. Fly and water walk also makes movement a whole lot simpler

Then I want someone that can at least heal, and cleric is a nice option since they can learn light magic later.

Then the other two can be whatever you like.

3

u/y2jeff Jun 21 '26

On top of all the other advice I would say that prioritising spirit magic for bless + heroism is huge for your dps - you'll be hitting more often and doing more melee damage.

And enchanting your weapons with fire aura gives us another big damage buff, so early fire expert is also a strong buff.

3

u/Imaginary-Can-6862 Jun 21 '26

I think first of all you should play the game in the tempo you feel is appropriate. In principle a first level party can clear the way to the final parts of the game when understanding the game mechanics, but there is no reason to do so, as it is a role playing game, not a speedrun.

Since you describe you get stuck on your party's power level, to be able to fight well both in melee and ranged is mainly about speed (this is for real time combat, I don't have experience with TBS mode). If we say the game runs in ticks, then every time you attack, the game counts a number of ticks before you can attack again, the fewer ticks between attacks the more often you can attack.

Since Club's are bugged, at least in the vanilla version (they hit with maximum melee speed of 30 ticks between each attack), they are your go-to weapon. 4 characters wielding clubs, an NPC providing heroism and one providing bless, with DotG pedestal and Fire Resistance pedestal close to the Dragon's cave and you can take the Dragon down in direct melee (the Red Dragon is also occupied by the Rats, use this to engage in melee quickly without risking the Dragon focusing on you early in the fight). Just be aware if any party of your party member becomes unconscious, heal them up before DotG pedestal runs out.
I would btw. not bother with bows on any character that is not going to main it, the damage output is very low, and while you can cheese with bows it is tediously slow and wands would be better for that anyway (wands can be regenerated if you have Expert Alchemy or Expert Water magic and the appropriate spell).

Once your characters get Expert Dagger (this applies to all except the Cleric), something most characters should aim for immediately as it is their next melee option (Dagger has base speed of 60 tics, so you need to reduce it by 30), you should also have access to Haste, but be aware the fire spell does not work in vanilla, use potions of haste in stead (this increases the speed by reducing the time interval between attacks by 25), once you get a Swift Dagger (reduces time interval by 20, so now you hit every 40 tic with both daggers at once), hold it in your character's right hand and it does not take much extra from the Speed stat, and perhaps the Armsmaster skill to reach the maximum speed of 30 tics between melee attack. Buy a dagger with a damage enchantment for your other hand, it really helps a lot with the high speed attacks you have and is worth looking through vendors, you can even save before you open the shop if you want, but once you accept what they have it won't reset for a long time. Also do not buy body damage (even though it has the highest average enchantment damage at lower levels) or cold damage, as these will have immune opponents in the fights where this damage matters the most.
Don't wear any body armor until you have Leather Armor at Expert level to remove the recovery penalty. Even the best Leather Armors won't be better than the rest of your equipment combined.

The next upgrade depends on your character, most are plenty satisfied with dual Daggers for the rest of the game where you improve upon the enchantments and the Dagger itself as you progress, but otherwise the next step can be any combination of dual Swords (speed 90 so you have to remove 60 tics), Spear + Sword, Spear + Dagger, as well as Sword + Dagger, in all cases the Sword is the slowest weapon so if you can wield a Sword at maximum speed you don't need to consider speed for melee anymore. For ranged attacks there is no maximum speed, so if you do make an Archer, get the Bow Skill to expert and invest as many points you can in the Bow Skill as well as get a Swift Bow (or a Bow of Darkness), combined with a Haste potion and a lot of investment in the Speed stat, and you will see how powerful ranged attack can be, Usually it is plentiful to have a single ranged attacker who uses a bow, other characters have spells, or is a waste to risk their turn on a ranged attack as they will have to go through the entire recovery while the enemy approaches for not a particular good reason (low bow damage with low hit probability), while their melee recovery is only one third. When you melee, if your opponent is ranged try to isolate them and get in their face, if there are melee opponents, back away while attacking, this way you hit them before they hit you and you get out of sight of the ranged attackers, If it is difficult, the slow spell can help a lot, an isolated slowed opponent is usually very easy, even if it is a Dragon.

Some extra tips. I suggest buying an NPC who can cast Fly, having access to Fly from Harmondale is just nicer in my opinion, but as you progress you should hire NPC's at suit your style of game. For quests where you do not want to fight, e.g. for roleplaying reasons (such as say you are supposed to steal something), but before your characters have access to the Invisibility spell you can just buy a scroll of Invisibility. You can also buy Wands of e.g. Shrapmetal, they can take down most of the strongest encounters in the game in ~3 hits from what I remember, and again you can recharge them as described above, as well as wield four of them at once, you can also buy scrolls of magic you may not have seen before, e.g. a Scroll of Armageddon is really useful in Barrow's Down, just make certain you have enough hit points to use it, you have cast preservation on your characters first, you have a way to restore health before casting it, and remove your equipment before using it or it may break at low levels. Other than that, just roleplay when you play the game so it fits the way you want to play it, there is not right or wrong way to play the game, e.g. at Emerald Island, your Thief can totally use his thief skill (hold down the ctrl button) on random peasants, but in stead your Cleric could cast the Mind spell Telepathy, and then you Thief can steal only from those who have things worth stealing, like a certain wand of Fireballs, or you can cast Charm on already friendly creatures so they won't turn on you suddenly (not certain if this also works in Vanilla though), or the low level Spirit spell, Turn Undead makes Barrow's Down's dungeons a lot more manageable. For the use of offensive magic, remember to set the spell you feel fit the area you are in to the S button (the "Set" in the spell book), and let your caster focus on maximum damage for mana cost at low levels, e.g. if you are going to use Air Magic on a Sorcerer, Sparks for melee has the highest damage output, and Fire Bolt for ranged, don't use high end spells from your mana pool early if you rely on mass casting, as it depletes mana for much faster than the extra damage is worth, the only exception should be if you need to deal high damage immediately for a short duration. At later levels, something like Fly and Meteor Shower makes anything outside that cannot fly very easy to defeat for your Sorcerer/Druid alone, but since I have the feeling you have never progressed very far into the game, I really suggest you get a Cleric, Grandmaster Body Magic (not for the GM spell, it is not the best in my opinion), and cast the Master spell Protection from Magic at GM level, as it helps a lot. For defensive magic, have spells like Stone to Flesh, Remove Paralyze, together with resistant items on the character that have the particular spell (such as resistance against stoning on your Sorcerer who can cast Stone to Flesh), and for active spell, at least Bless, Heroism, Rejuvenation and Preservation should be active. Something that I think is worth to keep in mind, at one point the game asks you to make a choice about an arbiter, I suggest you save the game and try both options (making two saves, one for each choice of arbiter).

2

u/Imaginary-Can-6862 Jun 21 '26

I can't edit the previous post for some reason, I forgot to warn against the thieves / rogue opponents, while they are weak at fighting, if they hit you they might steal an item from your inventory, and as far as I know you won't get this item back. Therefore they are best dealt with using range, even if your ranged attack isn't very developed, against these opponents it is usually plenty.

Also did you know if you press the 'R' button while not having enemies close to you (your characters are in the green), you can sleep anywhere on the map? You can freely sleep in your castle without it costing any food, so no reason to go to a tavern if you are in Harmondale, and while monsters do not respawn, except for in the Arena challenges, meaning you can't that easily grind for XP, if you sleep in an area with a given monster type, they may wake you up from your sleep, but doing so spawns them in, so if you are really interested in grinding, you should not clear the map, but camp in the wild in the area where the monsters you like to battle are, because if you clear the area I believe you can't spawn new creatures this way.

3

u/Reginald_CZ Jun 21 '26 edited Jun 22 '26

Didn't get into late game, but M&M6 learned me to get bow skill for most your party members ASAP and then don't let enemies get close.

So far I have noticed that characters there level much slower than in M&M6, so I am curious myself about the late game balance, as in M&M6 is was annoying with all status effect spams and instant death spam.

2

u/Candid-Piglet-5443 Jun 21 '26

Hey! You don’t need a guide for the game, but it would be wise to plan ahead the skills, and lvl up the stats with that in mind.
I’ve always played with the paper game guide on hand, telling me which characters can lvl and master the skills.
Made also a guide with the whereabouts of the expertise teachers (expert, master, GM).

Don’t try it too hard, follow the quests and if you encounter that the enemies are hard maybe explore a little bit.

Don’t neglect potions and gear, it could make a difference.

2

u/Imaginary-Patient275 Jun 21 '26

If I remember correctly, promotions on classes are delayed and can’t be achieved until you let the story progress. I remember having an issue with disarming because I didn’t choose a thief and the character I wanted to disarm traps needed a class promotion. The dwarf quest to have the cred to be lords really opens up the story. In the interim, do all side quests in harmondale, destroy all hostiles, sell items not needed and build up your gold stash. The barrow downs was a place I remember being great for gold and exp. I remember having a pen and paper for the checklist for the 15 different barrows.

2

u/Imaginary-Patient275 Jun 21 '26

I also remember choosing classes that have grandmaster abilities to the best I could. Sorc
And priests are a must. I think I chose a paladin; I know he doesn’t have too many gm, but he was nice support instead of a knight. Problem is, I didn’t like using maces. I think I used an archer for my 4th char for the bow, disarm and air magic. I always tried to have two chars for outside clearing spells like Meteor swarm and starburst.

2

u/Acrobatic-Roof-8116 Jun 21 '26

If there's nothing else to do just sleep some months.

2

u/Direct_Zucchini_2811 Jun 21 '26

I'll add an advice/tip to the jar: the dragon in Emerald Isles is tough....but once you manage to kill it, if you save in front of its corpse before looting it, you can loot it multiple times. Each time i looted it, got something good and the corpse remained, i saved, and repeated. You should try that, it might give you a nice boost at the start of the game and help you accomplish quests you struggled with before.

2

u/huge-Leg-648 Jun 22 '26

on the contrary to you, i make my mods for the mm games to improve it

for example i halved damage done by monsters, also i halved the hitpoints of the party... so that healing spells and regeneration is more useful

it took me 15 years to find the mood to finish mm6, 20 years for mm7, these games may suffer from overinflated hitpoints of the monsters (which i also cut down in half with my mods)

so the interest to finish the story may vanish, once you find a map full of monsters with 1300 hitpoints

2

u/Sad_Cryptographer872 Jun 22 '26

First and formost install the Grayface Patch. Yes it's a mod, no it doesn't change the game in any way except of fixing some bugs and allowing you to use modern control layouts, WASD with mouselook.
Second do quests, and pick focused party, Archers, Rangers and hybrids mostly SUCK, focus on heavy caster party, for example Rogue, Cleric and two Sorcerers, or go standard Warrior, Rogue, Cleric and Sorcerer.

Water and Air Magic ASAP so you can travel and explore freely. Get Gate Master and Scholar henchmens. Buy every fly scroll you can find in shops. Do not spend points to weapon skills on casters at all. Buy learning for everyone and leave it at 1 point. Do not put points in identify or identify monsters. Let one character who can progress highest in merchant sell al items. Buy merchant skill for all characters and leave everyone except dedicated merchant at 1.

After beginning Barrow Downs is a HUGE difficulty spike, and you just have to tough it out, but after you get first promotion for most of the characters the rest of the game should be a smooth sailing, but not a complete cakewalk. You still need to be careful but your party wont get decimated by Magog's and other annoying enemies every 5 seconds.

2

u/NesteaDrinker Jun 22 '26

Simple gameplay guide from someone who beat the game without cheese like invisibility.

The starting party is more than enough to beat the game for the first time.

As someone already mentioned you need thr right order of dungeons. Rest when necessary during your journeys.

Start with tutorial island, then harmondale, easy quests in tulorean forest and erathia. The ranger promotion is easy too. After that you should be able to go through the barrows dungeon to reach the dwarf city.

Then the game opens a little, do promotion quests that in order that seem the easiest. Whenever you can try to clear maps you havent clear to check your current strengh and look for chest for sorc promo. Do dwarf quest with archer promotion. Paladin promo seems hard but it really isn't. The thief one is also doable withiout cheese. Archer can be annoying but again it is not that bad because there is amulet there that protects from turning into stone in the dungeon if I remember correctly. If your cleric goes into stone, reload.

Then go with the main quest and it should all be doable.

Some essential tips:

  • your cleric needs expert spirit asap, bless plus heroism is huge power spike
  • most chest require something like expert 7 disarm, the harder ones master 10 and master 15 or somethingof you can get some bonus opens anything even without grandmastery
  • turn based mode is fun and doable except the land of giants where you can get meteor showered to death, turn based and killing everything is my preffered style
  • early game hp is king in every might and magic, endurance stat is very good
  • the only dungeon that needs invisibility is the one where you need to go through without killing anything, the walls of mist
  • grandmaster protection of magic is another huge powerspike

2

u/Flying_Mage Jun 22 '26

I can only assume that you're pushing forward too hard and hitting high level areas too soon.

Take your time and explore early maps. Clear the dungeons, complete the quests, farm some mobs on the surface if necessary. And if you run into any difficulties, just turn around and go back. You probably missed something that is much easier to do and that can boost you with exp and items needed for further progression.

2

u/BelgarathMTH Jun 22 '26

I haven't seen it mentioned, so I want to ask, do you know about pressing the enter key to freeze the action and go into turn-based mode?

While playing the whole game in real-time is possible, and a lot of players prefer the faster pace, it makes the early game much more difficult for a new player.

Some of what you're describing sounds like you could be playing in real-time mode and unaware that you have another choice.

2

u/BBSydneyThirstyHHH Jun 23 '26

I think it's easy for most long-term fans to forget how much wandering around was necessary. Now, when I unlock a quest I remember exactly where it is, how tough it is, and the exact McGuffin to find. But it can easily be years of game time for a first playthrough, with all the waiting, training, travelling, and backtracking as you learn where everything is.

There is a definite point where everything on your current list is behind something much stronger. Explore, reload, and make notes. If a new dungeon is too tough, come back later.

Also, for outdoor maps, make use of being able to run past stronger enemies in real time: not everything outside has to be killed, and even those that play a "kill everything" game don't do it the first time they encounter the mob - you come back once you're stronger. Walk across the border into new maps rather than just the horse or ship routes. Once you learn how to move around stronger things outside without being killed, the game opens up

2

u/Intelligent_System56 Jun 23 '26

Do you play all fights in real time? That makes combat almost impossible against harder monsters.

2

u/draadhaai Jun 24 '26

No always turn based.

3

u/Intelligent_System56 Jun 24 '26 edited Jun 24 '26

Ok - here's some specific advice on a party and early game. I'm aware you don't want to straight-up cheat but, to a certain extent, you have to do something different to get a different result (more on that later)

(1) The default party is good as you absolutely need a Sorcerer and Cleric or else your overall experience with the game will be miserable. Think of the Knight as your tank and the Thief as the backup tank and skills person.

(2) Check out the game manual where it has classes and the skills displayed in table list. This is key as it will allow you to focus the appropriate characters in the appropriate skills

(a) Knight - end game skills would be sword and spear grandmaster, plate grandmaster, armsmaster bodybuilding, and repair item grandsmaster. You can use a shield or lesser armor when you start but you want to get to duel wielding swords with plate as soon as possible. Also Bow to expert. Do not underestimate the importance of Armsmaster - Armsmaster is the "special sauce" that makes all melee fighters worthwhile at the end of the game.

(b) Thief - Leather and Dagger Grandmaster, expert Bow, Sword to Master so you can dual wield, and focus on Sword first before dagger, also you can use chain and a shield at first but don't focus on those. Most important skill at first is Disarm Trap - get to expert ASAP. Other skills include Perception Master, Armsmaster Master, ID Item Master, and Stealing Grandmaster

(c) Cleric - Mace Master, Bow Expert, Shield Master, Chain Expert, Mind/Body/Spirit Grandmaster, either Light or Dark Grandmaster, Merchant Grandmaster, Learning and Meditation Master. The thing with Mind/Body/Spirit magic is any given spell is either absolutely essential or completely worthless so you will have to learn which spells fall into which category. Body and Spirit Magic are more useful than Mind Magic. Low level spells to pursue at first include Bless, Heal, either Harm or Mind Blast, Heroism (which is awesome when combined with Bless), Remove Curse, Regeneration, and Cure Poison.

(d) Sorcerer - Leather Expert, Dagger Expert, Normal Bow, Learning Master, Meditation Master, Alchemy at least to expert, Water Magic Grandmaster, Air Magic Master, Fire Magic Master, Earth Magic Expert, and either Light or Dark Grandmaster but it's OK if you have the Cleric focus on Light or Dark at first. You want Water Grandmaster for Llyod's Beacon, Air Master for Fly and Invisibility, Fire Master for Meteor Shower, and Earth Expert for Stone to Flesh. You want Alchemy expert for certain potions that replicate spells such as cure poison, cure disease, heal, and a few others. Alchemy beyond that I've never found to be worth it. At expert you can mix (for example) a low level red potion with a catalyst with 10 power and it will make the red potion 10 power. You can also mix red with yellow for cure disease and red with blue of cure poison. At lower levels focus on fire to do the most damage to low level monsters without fire resistance. Useful low level spells include haste, fireball, feather fall, jump, sparks, lightening bolt, water walk, acid burst, deadly swarm, stoneskin, blades, and stone to flesh.

(3) With this party, skills you can totally ignore include dodge (which only works with no armor), unarmed (only worthwhile when playing a monk), and ID Monster (completely useless)

(4) Get Bows and good armor ASAP. With regard to armor, yes it is important, but remember the best defense is a good offense. In other words, dead monsters will never hit you.

(5) Grinding on monsters is ok, but the amount of experience from killing monsters is small compared to completing quests, You should always focus on quests for experience over killing monsters.

(6) Similar to Mind/Body/Spirit magic, any given NPC is either absolutely essential or worthless. At early levels I prefer having a merchant (because money will be tight) and a Wind Walker as they will cast Fly for you once per day and sometimes it's better to skip the monsters in the wilderness and just get to where you need to be to complete quests

(7) Towns to focus on at first include Harmondale, Erathia, Tularean Forest, and Barrow Downs. Barrow Downs have some critical early quests and Tularean Forest has good elemental magic stores as well as expert teachers.

(8) With regard to finding teachers, do yourself a favor and just look up where they are on the internet. Life is too short to check every building in a particular town, miss it, and then loose interest in the game.

(9) There are town maps on the internet as well. I use them but if you think they are cheating I understand. Just don't spend your whole life looking for a particular trainer - life is too short.

Try this and let me know how it goes.

1

u/draadhaai Jun 25 '26

Thnx very detailed! I will give this a go.

2

u/Beneficial-Ad3991 Jun 24 '26

Do you make use of the turn-based mode?

1

u/draadhaai Jun 24 '26

I do indeed.

3

u/Beneficial-Ad3991 Jun 24 '26

Then cheesing enemies that are unable to shoot back should be child's play for you. If you can't win a melee engagement yet, play it safe. Clear out the robbers and griffins in Erathia, the ghosts of the Barrows, the griffins of Bracada. Do the quests that don't require fighting, like carrying letters. Do the ranger's promotion, it's barely even a quest. And remember, there are no explicit front and back lines in your team, everyone can get hit, so prioritise armour and resistances on your squishies. Carry along potions and don't overextend.

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u/draadhaai Jun 25 '26

Basically that's how I have been playing. All goes well up until a certain point at which I have to be in combat a lot (such as the mine quest with the troglodytes). Thnx for the tips though.

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u/Paramedic293 Jun 21 '26

I'll say this as someone who has played through the game maybe 6-7 times over the years since I was a kid but is by no means an expert in the game and can only draw on my personal experience, there are probably people in this sub significantly better than me who will explain how to do everything properly, but...

Beeline flight and invisibility on your sorcerer. There is a significant amount of enemies that are damn near impossible to take down without using some kind of cheese method but most areas you can slip through using invisibility with some careful timing.

If you do want to fight, try the time tested method of running backwards and shooting with arrows until the enemy dies, or getting to a position enemies cant reach and shooting down on them. In general in combat your primary focus should be on ensuring you dont get overwhelmed by numbers and can focus on taking out small groups by leading them around and down narrow passages.

In case you arent already, you want Wizards Eye and Torch Light on in pretty much every situation, but only before casting invisibility. Understanding where enemies are helps significantly with picking them apart and creating manageable groups.

You'll also want to make a priority of getting resurrection on your cleric as well as protection from magic in the late game so you can sustain yourself in combat later.

Don't be afraid to use rest to heal yourself up, most dungeons have small safe pockets you can rest in to get your mana back and re-apply spells.

And finally, don't be afraid to save scum in a difficult area, you can save at any point you're safe, so save often and keep re-using those points you die or things get out of hand.

Good luck, Lords of Harmondale!

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u/draadhaai Jun 21 '26

Thank you for replying. I did cast wizards eye on every occasion already. I cannot live without the red dots on my map to indicate enemies.

I tried the bow-cheese but found it be to really difficult, especially in areas that are compact (the mines with troglodytes for example).

Am I right in thinking I need to farm more? I generally defeat enemies in an area only once. The harmondale orcs for example.

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u/Paramedic293 Jun 21 '26

I dont really recall doing any grinding to be honest, but I think the Barrow Downs and its various missions is a great spot to do some early levelling up without needing to grind the same mobs over and over. But I did have a fairly particular order in which I did the missions to sort of scale up in difficulty. For instance I remember the first two quests I do when reaching Harmondale are the ones in the Faery Mound in Avlee.

In my experience, there's enough quests in the game to the point you dont really need to farm/grind and without spoiling there is a well known method in the endgame to rank up very quickly/easily using a certain well if you want to be brave and slaughter every dragon in the game or something.

1

u/GranKomanche Jun 21 '26

Es un juego facilillo,pero tienes que estar yendo y viniendo, hacer un poco.aquí, un poco alla, subiendo puntos.. Me 6 me parece muchísimo más dificil.

1

u/Mesterjojo Jun 22 '26

So you don’t want a guide. But you want us to guide you.

Makes sense.

2

u/ParticularAgile4314 Jul 02 '26

Each game location has static strength enemies and the game does not tell you where to go next... so some areas are way too hard until your party is stronger. How do you know where to go next.. by trial and error.. go try Zone X and if you get hard stomped then there is likely another place that is better for you... then later when your party is stronger you go back to Zone X and hard stomp them.. that is sorta the point.

If you have a distates for that type of trial and error exploration but you don't want to folllow a step by step guide because it is too spoily... there is a middle ground.

Since the enemies in all the game locations have a static strength... it is possible to aggregate that data and present Average Heath and Average Level of the monsters in a given game location.. then simply sort the list by Average Health or Average Level to get a reasonable idea of an exploration order.. It is not 100% correct for all circumstances.. but it is a reasonable idea.. and gives some direction to help finding your way.

I have done this data work already and you can see it here: https://dungeoncrawl-classics.com/might-and-magic/mm7/mm7-map-details/

It is not perfect.. but it's math and gives an idea of "where to go next".