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Old 12-04-2019, 08:27 AM   #432
twillight
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Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,703
Default Might and Magic VII - challenge build

So, because why not, I planned the ultimate challenge setup. Well, unless you want to duplicate classes in your group, in what case I meh you. Go ahead and do a full monk party using only unarmed combat!

So, this party would consist:
- knight, thief, monk, ranger. Prime factor was to eliminate all the super-cheesey spells, like invisibility, and town portal. Ranger still provides Water Walk, so could be changed to Paladin, but that's a good healer, strong fighter, and would mess with the balance of the party. Also, it has Protection From Magic, which means immunity to all conditions, so I'd just go with Ranger.
- evil party, because if I'm correct, good-doers at some quest has to use invisibility to avoid combat, and that'd be a nuisance.
- to spare need of skillpoints, and because the Loot The Emerald Island Dragon Trick, hire a scholar (ID item), and an alchemist (repair item).

Skills:
knight: spear, sword, plate, bow, merchant, learning, body building, arms master. Skillpoints in demand: 288 (more, if you don't hire alchemist)
thief: dagger, sword, leather, bow, merchant, learning, body building, arms master, disarm trap, alchemy. Skillpoints in demand: 279 (more, and less effective if not hire a scholar)
monk: unarmed, dodging, bow, learning, body building, arms master, spirit, mind, body. Skillpoints in demand: 270 + staff gm (dualwields with unarmed -don't ask)
ranger: axe, shield, chain, bow, merchant, learning, body building, arms master, perception, meditation, fire, water, air, earth, ID monster (Ik now it's a dump-skill). Skillpoints in demand: 261

Artifacts and relics:
knight: gibbet, puck, yoruba
thief: hareck's leather, old nick, corsair (this is why the character learns swords, otherwise go with two daggers)
monk: hand of the master, ania's selving
ranger: governor's armor, ghoulsbane (or amuck. Not sure which is twohanded), ulysses, kelebrim
~class independent: hermes' sandals, seven league boots, forge gauntlets (dwarf only, quest reward), lady's escort (female only), hero's belt (male only), cloak of the sheep (quest reward), twilight cloak (maybe), the perfect bow (quest reward, likely you're better off with a random magic bow)
Too bad of course there's that 13 artifact limit.


004.jpg

From the possible skills Emerald Island does not teach bow, or chain mail. Neither spear or staff, but those're twohanded option, which I don't need with this party. And while armor skills come with their respective basic item, I just love merchant to get ASAP.
Also remember: the dragonflies respawn, the things in the dungeon do not, so start the mayhem there. The next thing is to get merchant to everyone, hire a Scholar, buy membership of the magic guilds. One of the wells heals you - if you run out of charges, go to the training center and trian ONE character ONCE. If/When you have to money, learn armor skills. When you have no other remaining option left, go and defeat and loot the dragon, then buy all possible skills, spells and whatnot to finaly leave the island.
I don't get the wand from the competitor, because I did in my first game, and found it useless and annoying.



I might not be able to play this game though, as I feel I get computer sickness (aversion of sea-sickness)
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Last edited by twillight; 20-04-2019 at 01:21 PM.
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