Might and Magic VII Skills Guide: Master Your Characters

Navigating the skill system in Might and Magic VII: For Blood and Honor is crucial for creating a powerful and well-rounded party. This comprehensive guide provides detailed charts outlining which classes can learn, master, and grandmaster each skill, allowing you to optimize your character builds and dominate the game.

Magic Skills

Magic is a potent force in Might and Magic VII, offering a wide array of offensive, defensive, and utility spells. Understanding which classes have access to which schools of magic is essential for party composition.

CLASS Fire Water Air Earth Spirit Mind Body Dark Light
KNIGHT
Cavalier
Champion
Black Knight
THIEF
Rogue B B B B
Spy B B B B
Assassin B B B B
MONK
Initiate B B B
Master E E E
Ninja B B B
PALADIN B B B
Crusader E E E
Hero M M M B
Villain M M M B
ARCHER B B B B
Warrior Mage E E E E
Master Archer M M M M B
Sniper M M M M B
RANGER B B B B B B B
Hunter B B B B B B B
Ranger Lord E E E E E E E
Bounty Hunter E E E E E E E
CLERIC E E E
Priest M M M
Priest of Light GM GM GM GM
Priest of Dark GM GM GM GM
DRUID E E E E E E E
Great Druid M M M M M M M
Arch Druid M M M M M M M
Warlock M M M M M M M
SORCERER E E E E
Wizard M M M M
Archmage GM GM GM GM GM
Lich GM GM GM GM GM

Legend:

  • -: Cannot learn the skill.
  • B: Can learn the skill at Basic level.
  • E: Can learn the skill at Expert level.
  • M: Can master the skill.
  • GM: Can grandmaster the skill.

Combat Skills

Proficiency in combat skills dictates a character’s effectiveness in battle. Choosing the right weapon and armor skills is crucial for survival.

CLASS Sword Axe Staff Spear Dagger Bow Mace Unarmed Leather Chain Plate Shield Dodge
KNIGHT M M E M E E M E M M M M E
Cavalier M M E M E E M E M M M M E
Champion GM M E GM E E M E M M GM GM E
Black Knight GM M E GM E E M E M M GM GM E
THIEF M M E E E M E B M
Rogue M M E E E M E B M
Spy M GM E E E GM E B M
Assassin M GM E E E GM E B M
MONK E M E E B M M M
Initiate E M E E B M M M
Master E GM E E B GM M GM
Ninja E GM E E B GM M GM
PALADIN M E B E E E M B E E M M B
Crusader M E B E E E M B E E M M B
Hero M E B E E E GM B E E M GM B
Villain M E B E E E GM B E E M GM B
ARCHER E E B M E M B M M E
Warrior Mage E E B M E M B M M E
Master Archer E E B M E GM B M GM E
Sniper E E B M E GM B M GM E
RANGER E M B E E M B M M E E
Hunter E M B E E M B M M E E
Ranger Lord E GM B E E M B M M E E
Bounty Hunter E GM B E E M B M M E E
CLERIC B E M E E M
Priest B E M E E M
Priest of Light B E M E E M
Priest of Dark B E M E E M
DRUID B M E E E E
Great Druid B M E E E E
Arch Druid B M E E E E
Warlock B M E E E E
SORCERER M E B E
Wizard M E B E
Archmage M E B E
Lich M E B E

Miscellaneous Skills

These skills cover a variety of utility functions, from identifying items to crafting potions.

CLASS Disarm Trap Perception Merchant Learning Meditation Body Building ID Item Repair Item ID Monster Stealing Alchemy
KNIGHT B E E B M M M
Cavalier B E E B M M M
Champion B E E B GM GM GM
Black Knight B E E B GM GM GM
THIEF M M M E E M B M M
Rogue M M M E E M B M M
Spy GM M M E E M B M GM
Assassin GM M M E E M B M GM
MONK B E M M E M B
Initiate E E M M E M B
Master E E GM GM E M B
Ninja M E GM GM E M E
PALADIN B E B E M M E
Crusader B E B E M M E
Hero B E B E M GM E
Villain B E B E M GM E
ARCHER E M E M E E E E
Warrior Mage E M E M E E E E
Master Archer E GM E M E E E E
Sniper E GM E M E E E E
RANGER E M B E B E B B M E E
Hunter E M B E B E B B M E E
Ranger Lord E M B E B E B B GM E E
Bounty Hunter E M B E B E B B GM E E
CLERIC E M M M B M E
Priest E M M M B M E
Priest of Light E GM M M B M E
Priest of Dark E GM M M B M E
DRUID E E M M E E B
Great Druid E E M M E E B
Arch Druid E E M GM E E B
Warlock E E M GM E E B
SORCERER E B M M M E M M
Wizard E B M M M E M M
Archmage E B M M GM E GM M
Lich E B M M GM E GM M

Class: Spell and Hit Points

This table outlines the starting Hit Points (HP), Spell Points (SP), and HP/SP gained per level for each class. These stats are vital for determining a character’s survivability and magical prowess.

Class Starting Values Hit Points Per Level Spell Points Per Level
Hit Spell First
Points Points Base
Knight 40 0 5
Thief 35 0 4
Monk 35 0 5
Paladin 30 5 4
Archer 30 5 3
Ranger 30 0 4
Cleric 25 10 2
Druid 20 10 2
Sorcerer 20 15 2

Race: Starting Attributes

Each race possesses unique starting attributes, influencing their strengths and weaknesses.

Attributes Human Elf Goblin Dwarf
Min Start Max Min Start Max Min Start Max Min Start Max
Might 9 11 25 5 *7 15 12 ~14 30 12 ~14 30
Intellect 9 11 25 12 ~14 30 5 *7 15 9 11 25
Personality 9 11 25 9 11 25 5 *7 15 9 11 25
Endurance 7 9 25 5 *7 15 9 11 25 12 ~14 30
Accuracy 9 11 25 12 ~14 30 9 11 25 5 *7 15
Speed 9 11 25 9 11 25 12 ~14 30 5 *7 15
Luck 7 9 25 7 9 20 7 9 20 7 9 20

*Attribute requires 2 points to raise by one. Going below initial value adds 1/2 point to pool

~Attribute raises by 2 for each point spent. Going below initial value adds 2 points to pool.

By strategically allocating skill points and choosing the right promotions, you can forge a party of legendary heroes ready to face any challenge in Might and Magic VII: For Blood and Honor.

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