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Hello everyone!

So i have never played MM7 and I'm buying it soon so i was just wondering what starter tips or any tips you could give me for MM7. I played MM6 but never completed it so no the basics but i need some help so I'm not running around like a headless chicken. :)
One tip that helped me greatly in my first playthrough is to purchase the Bow skill for everyone in your party, and likewise buy bows/crossbows for everyone. Then you can mash spacebar in real-time combat while the enemy is still far away and kill the weaker ones or severely damage stronger ones before they get into melee range. The level 1 bow skill becomes obsolete after lvl 10 or so, but by then your characters will have developed their class skills enough to cause real damage. Just employ the kiting tactic when fighting enemies out in the open or in dungeons: keep backing up while mashing spacebar and pelting enemies with arrows. The good thing is that you can never run out of arrows.

Go with the standard party: human knight, orc thief, dwarven cleric and elven sorcerer. They cover all the skills you'll need. Let your sorcerer focus on fire spells at first, as they cause the most damage. Later you'll want to develop the water element to get the most useful utility spells. I also recommend putting points in your cleric's Merchant skills as this will net you large amounts of gold when selling excess equipment. Alchemy is also nice, but you needn't go beyond Expert.

Those are the main tips I can remember off the top of my head. If I remember any more, I'll post them here.
Cool thanks but i already knew that kind of stuff from playing MM6. Have the controls changed? I remember hitting A to shoot arrows and melee and S for quick spell cast and i never used the spacebar.

Do these new types of characters like the Orc and Elf come with special abilities? Or is it just a new skin instead of playing as a human.

One thing i never understood from playing MM6 was how do you increase your primary stats like Might, Accuracy etc?
I know there are barrels and black potion as well as putting on items with these stats on plus temp fountains but i have heard of people getting over 200+ Might etc and that can't all come from them things i listed can it?
Post edited March 07, 2013 by evilfangs
I think the races only govern the starting attributes. You can increase attributes in the ways you already listed. If there's any other way, I don't know of it. Maybe the people with 200 might put all the might barrels, potions etc. into one single character. There are plenty of barrels in the game, at least a dozen in every larger dungeon, plus many more in palaces if you care to burglarize those. I never used black potions, yet I never had a problem with low stats.

The spacebar is the basic melee/ranged attack key, but there's a separate quickspell button.
So many different races and classes i really need help in creating a party.
I really liked my MM6 party. It consisted of a Paladin, Knight, Cleric & Wizard. I wanted the same for MM7, but in the end I ended up with a Thief instead of a Knight (because of the disarm trap skills). I went for an all-human team and it worked fine. By the time your party reaches level 30-40 I'm sure they'll already be really hard to stop so don't worry too much.

Having finished the game though, I probably didn't need the thief that bad. I only had a chest blow up on one or two occasions. Also, I hardly ever used the paladin for magic because the cleric was so powerful, the grandmaster mace skill is terrific though.

The thing that surprised me with MM7 was that different skills are limited for different classes. I had to restart the game with a different party when I realised this. Check out the manual available on gog to see what classes can use which skills.
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gaspop: Having finished the game though, I probably didn't need the thief that bad. I only had a chest blow up on one or two occasions.
Thives are great for utility skills like lockpicking and stealing (I never used the latter), but they're even better in combat. Because of high Speed, their class attribute, they can attack very fast in combat. Make them dual-wield daggers, and they dish out almost as much damage per turn as your knight with a high Might score.
I never used Stealing either, never even noticed the option for it. I haven't played MM1 or 2, but it seems like every time it's made an appearance it has been worthless. In World of Xeen I don't think I saw more than 4 items alltogether that you had the option to steal.

I had my thief carry a knife in his left hand and a sword in the right, perhaps I should've stuck with two knives instead. At the end he had a dagger skill of 20 and the cleric 20 for mace. I went through Lair of the Titans(?) quite early thanks to the paralysing and the damage dealt.
Guess i need to go with trial and error to find my perfect party.

I read the manual but i may have missed this answer. When say you right click on say the Disarm skill it shows the writing in white / yellow and red, what does this mean?
It means your character can learn the level of a skill, but has to reach the next level of his class in order to do so. For example, the thief needs to complete a quest in order to become a rogue, then he can learn master disarm trap. Then he has to take one to become a spy, at which point he can learn grandmaster disarm trap. For a cleric it's cleric -> priest -> priest of light, etc. etc.
Definitely include both a cleric and a sorcerer in your party, only they can cast their spells at grandmaster level. The rest is optional, but knight and robber are great and easy to play additions.
Post edited March 08, 2013 by kmonster
The red writing means your hero cannot advance to that point in that skill, not even when they gain a new class tier. The yellow text means the hero can learn it, but he needs to get a new class promotion first. White text means the hero can learn it no problem!
This is the party i have gone with, I'm not sure if it's a poor party or not.

Human Knight
Elf Druid
Human Thief
Elf Sorcerer
I'd ditch the Druid and replace him/her with a Cleric, as per my first post in this thread. The Druid is much less powerful than in MM6, and the only real benefit of this class is that Druids are the only ones who can reach the Grandmaster level in Alchemy, allowing them to craft black potions (permanent stat increases). You can purchase black potions in a certain store, so it's not an issue, and Alchemy in general is not all that useful anyway if you've got good spellcasters. Clerics, on the other hand, are irreplaceable for healing and buffing purposes. They also pack some neat anti-undead spells.
+1 to Charon above me for posting absolute truth! If you're not too far in already, I'd strongly suggest taking up a cleric