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Finally, after years of telling myself I'd eventually put aside the time to once again enjoy my favorite late-childhood game, a pandemic gave me the excuse I needed, and I must say: Might & Magic VII is every bit the amazing masterpiece of a game that I had always believed it to be. No nostalgia hype is even needed on it's account, and it's held up after all these years despite everything.

Coming back after all this time, and playing it through to the end (Light Path), I had a few more takeaways.

Lloyd's Beacon has got to be overrated. My KMCD party was unstoppable, and I *never* needed to bug out of a dungeon for emergency healing, ever. Even clearing out Thunderfist Mountain at Level 25, I soldiered through without leaving. I did have to use the teleporting shrine in the Land of the Giants (some significant levelling-up later) to revive people back in Harmondale, but of course, that's why there's a shrine there.

I also discovered that apparently, if you find the box of Lich Jars in Thunderfist Mountain before choosing the Light Path, you can later on turn them in to Sir Caneghem the advisor and complete his quest without ever setting foot inside Castle Gloaming. Didn't know that. Weird.

The Druid was a great second healer and I'm happy I took him, though I didn't end up relying on his elemental damage spells very much. Sparks would sometimes be useful in a toe-to-toe fight, but other spells like Implosion, Fireball, or Inferno never seemed to do a lot. I'd use his healing spells scores of times in a single dungeon, and he'd still be left with an enormous pool of spell points that I never quite knew what to do with.

If I were to create another might-of-center party, I might try PMAC, and perhaps the balance of spellpoints to physical power might be a bit more fine tuned. That said, KMCD was an effing rock, and could handle pretty much everything without breaking a sweat.

It's been such a long time since I played this game. I'd love to hear anyone's opinions/thoughts on anything. :)
If you have a cleric, Lloyd's Beacon is a time saving utility spell. "Dang it, I need something in Avlee, and it's a two day trip if I can find a stable running there right now." If you don't have a cleric, then it might serve more immediate purpose in letting you hop back to a temple to fix some death or especially eradication, saving game time on the trip back. In either case, it is handy but not essential.

To my mind, the stronger perks from taking a Sorcerer are the upgrades to Enchant Item, Town Portal, and Invisibility.

Inferno is never going to hit very hard. Implosion should be able to do some damage if the target doesn't have high resistance against it. If you want strong hits from Elemental damage, then pick a primary spell and focus skill points on the skill powering up that spell. The Druid could choose a Self spell that does damage and specialize it instead.
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Bookwyrm627: If you have a cleric, Lloyd's Beacon is a time saving utility spell. "Dang it, I need something in Avlee, and it's a two day trip if I can find a stable running there right now." If you don't have a cleric, then it might serve more immediate purpose in letting you hop back to a temple to fix some death or especially eradication, saving game time on the trip back. In either case, it is handy but not essential.

To my mind, the stronger perks from taking a Sorcerer are the upgrades to Enchant Item, Town Portal, and Invisibility.

Inferno is never going to hit very hard. Implosion should be able to do some damage if the target doesn't have high resistance against it. If you want strong hits from Elemental damage, then pick a primary spell and focus skill points on the skill powering up that spell. The Druid could choose a Self spell that does damage and specialize it instead.
The Druid handles Invisibility (and flying) well enough. Town Portal is only Master level, so he should be able to handle that too, yeah? I hadn't bothered with Town Portal.

Are there any Self spells more damaging than Master-level Elemental spells?
Post edited April 19, 2020 by jermungand
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jermungand: The Druid handles Invisibility (and flying) well enough. Town Portal is only Master level, so he should be able to handle that too, yeah? I hadn't bothered with Town Portal.

Are there any Self spells more damaging than Master-level Elemental spells?
The spell point drain from Master Flying isn't a problem by the time you can get it, so GM Flying doesn't net you much.

GM Invisibility gives you 1 hour per level compared to Master's 10 minutes per level, which is huge for duration on that spell. Suddenly you don't have to worry about it running out of time, just touching a monster.

GM Town Portal lets you use it even when enemies are nearby, unlike Master Town Portal.

Going by ancient memory, Flying Fist and Spirit Lash both have high damage values per cast. However, a lot of things resist Flying Fist and Spirit Lash has low range. I don't recall the damage values on Psychic Shock, but again, resistances are a problem. Iirc, Harm provides solid damage for the mana in the early game.