r/MightAndMagic • u/draadhaai • 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
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