--==[ The Tome of Knowledge ]==--

The Frequently Asked Questions

Table of Content

This part of the FAQ will explain in details the classes of the game. For each class you will find in order:
  • A class description section with pros and cons about the class,
  • A creation section to advise you on how to make your primary character,
  • A development section explaining how to make your class progress trough the skills,
  • What is the best equipment for this class.
  • A section about the playing characters of the same class you can hire all around Jadame,
  • Finally a section with links to resources.
Select the class you want to see:

If you want to bring your own contribution to this FAQ, I'm entirely open to all your propositions. If you have other questions that needs quick answers fell free to ask and contact me.

The Classes

The Dragons

Description

Dragons are mystical beasts from all good fantasy stories. They are present in all the Might and Magic games as a mighty opponent. In Might and Magic VIII the dragon is not also a beast but it can also be you. The dragon has made it as a class inside the game.

The Dragons are one of the coolest class added to Might and Magic as well as one of the most controversy. Many have dreamed of this class for a long time. Well now it is possible to hire a Dragon in your team during the game.

Dragon bases their power on their special skill "Dragon Ability" and proposes a reduced set of spells.

Pros:
- Innovative class.
- Super Tank unit.
- No weapon or armor needed.
- Only 5 attributes are important.
Cons:
- Spell set very small.
- Bugged.
- Only limited to rings and amulets, implies reduced magical bonuses.

As a final word, this is an excellent tank unit for ranged and melee attacks. With the development of its special skill the dragon becomes even more deadly. The only problems are the bugs inherent to this class. These bugs will totally annihilate the Speed and Accuracy attribute leaving this class with only few attributes left to concentrate on.

Creation

The dragon is not supposed to be a start class, but let's suppose it's possible and go on. First lets define the minimum and maximum for each attribute at the start of the class:

 MightIntelligencePersonalityEnduranceAccuracySpeedChance
Minimum912512599
Start1114**7*14**7*1111
Maximum30341534152525

* Cost 2 points to increase the attribute by 1.
** Cost 1 point to increase the attribute by 2.

The dragon is a very intelligent beast and has a lot of Endurance. But due of its big size he looses in Accuracy. The Might can be pushed up to 30 instead of 25 because dragons are supposed to be very strong as well.

As mentioned before the dragon can focus only on a small set of attributes. We do ignore the bugs of this class and suppose there are none. In this case we can say that Intelligence affects the magic realm and the rest the constitution and ability in fight.

This is my recommendation when you create a Dragon as main character:

Might11
Intelligence34
Personality5
Accuracy5
Endurance34
Speed10
Chance9
Start Skills
Meditation and Bodybuilding

Red means that the attribute is decreased and green means an increase of it.

Personality is set to a minimum since no "used". Endurance is boosted to a maximum (34) to maximize the hit points at the start. Intelligence is boosted to a maximum (34) to maximize the mana points at the start.

The Speed is reduced because you have the speed potion quest in Dagger Wound Island enabling you to boost it with +50 points at the start of the game (setting you above the major breakpoints). Chance is reduced to the minimum because you can drink free from well of the Village of Blood Drop in Dagger Wound Island and boost this attribute to 17.

The dragon has as default start skill the special skill and the Perception. As additional skill Bodybuilding and Meditation seems the best picks.

Since you cannot start with the dragon class, two savegames are proposed in the downloads section. Each of the dragon do starts with the parameters described above.

Development

The dragon class is very easy to develop, since the set of skills is very reduced we can focus on them. Bodybuilding and Meditation can be pushed to there maximum of mastery, the rest of the development point should go into the special skill. This special skill will mostly affect the capability of your dragon. Stick with it!

Equipment

A Dragon is nothing without a good or the best equipment. This is a set that will greatly help your Dragon to be the best.

Slot Items
Right Hand N/A
Left Hand N/A
Bow N/A
Armor N/A
Helmet N/A
Cloak N/A
Belt N/A
Boots N/A
Gantlet N/A
Rings (6x) Ring of Planes and any of "of Health", "of Defense", "of Arms",
"of Earth", "of Protection", "of the Gods"
Amulet Any of "of Health", "of Defense", "of Earth", "of Protection", "of the Gods"

This theoretical equipment is the best suited to this class. You will not find them at the start or not always be able to find all you need. Most Relics and Artifacts will be found near the game end. To find them, refer to the Artifact and Relics section.

When you are walking around you should always have a set of items with different resistance with you that you use only when special occasions request it (when fighting monster with some specific special attack). In the list of useful items are: "of Water Walking", "of Feather Falling", "of Immunity", "of Freedom", "of Sanity", "of Antidotes", "of Alarms", and "of The Medusa".

Hireling

If you don't feel to start with a Dragon as your prime character you can hire several of them in the game. Their home is in Garrote Gorge and they are in war with the Dragons Hunters (Knights). But you can find them in different places around Jadame. Each one is located in a Lair or Cave in a different region of Jadame, in order:
  • Ithilgore level 5 in Garrote Gorge's Dragon Cave (Cave 1). Comes with you any time.
  • Flamdring level 15 in Ironsand Desert's Ilsingore's Cave (Cave 1). Comes with you any time.
  • Brimstone level 30 in Shadowspire's Yaardrake's Cave (Cave 1). Come with you when you finish the alliance quest.
  • Duroth the Eternal level 50 in Regna's Old Loeb's Cave (Cave 1). Come with you only when you have the Elemental Hearts quests.
The hireling isn't related to your level but to the quests of the main plot you did.

- English download page
- French download page
- The Dragon Bugs
- The Region of Garrote Gorge
- Garrote Gorge's Dragon Cave
- The Region of Ironsand Desert
- Ironsand Desert's Ilsingore's Cave
- The Region of Shadowspire
- Shadowspire's Yaardrake's Cave
- The Region of Regna
- Region's Old Loeb's Cave
- TELP's Attribute Breakpoints Analysis
- Artifacts, Relics and Special Items
Top Back to top

Dark Elfs

Description

The Dark Elf (or Drow) is the Archer of the game. In this game the Drows are on the good side, in the AD&D they are more supposed to be the evil side (Dark Path). This doesn't matter, NWC is known to follow their own path in many aspects of the Heroic Fantasy based stories.

The Dark Elf is one of the best-balanced class in the game, it's a 'Jack of all Trades', so to say! An Elf can master the elemental magic and have their own magic, he is a good melee and range fighter and he has a good set of secondary skills that makes it definitively an excellent class. This is a very good class for beginners that are not familiar with RPG games and want to see both of the Might and Magic side.

Pros:
- Well-balanced class.
- Jake of all trade in Skill, Weapons, Armors and Magic.
Cons:
- Weak in hit points at the start.
- Too large set of skills compare to other classes.

Not much to critics, the class covers nearly all other classes. They can master nearly every skill and grandmaster a set. This makes the class awesome good. It is still not the ultimate class but for solo game they just offer a good deal of possibilities.

Creation

Since a Dark Elf can be set up in many configuration and grow up in different ways it's a personal matter. Just hold in mind that the Dark Elf should focus on what he can do the best and where he gets bonus at the start.

This is my recommendation when you create a Dark Elf as main character:

Might11
Intelligence18
Personality9
Accuracy30
Endurance7
Speed15
Chance9
Start Skills
Air and Fire Magic

The Dark Elf has starting bonus in Accuracy. This must be used of course. Their weak point is Endurance but this can easily be compensate by some rings and other items in the game. Personality is set to a minimum since not used. Since they are elemental based casters they need a good level in Intelligence as well, the attribute is boosted to 18 to give a small bonus in mana at the start. Try to get as soon as possible at least 50 to this attribute.

The Speed is reduced because you have the speed potion quest in Dagger Wound Island enabling you to boost it with +50 points at the start of the game (setting you above the major breakpoints). Chance is reduced to the minimum because you can drink free from well of the Village of Blood Drop in Dagger Wound Island and boost this attribute to 17.

Dark Elf can Grandmaster the Merchant skill, but this game just flows with gold, so don't even invest a point in it.

Development

A Dark Elf can be developed in the same way as a Knight with the additional use of Magic and Bows. The bow skill should be pushed to Grandmaster and the Water and Air Magic skills to Master level. The special Elf skill should be considered for some of the spells. You have three types of Dark Elfs: swordsman, rogue, or Bowman. You much focus only on one of them.
  1. Swordsman must focus on the sword skill only and develop it to Master. This is the only weapon skill he should develop!

  2. Rogues are similar to swordsman but they master the dagger skill. Daggers in 2 hands can be devastating with a high speed.

  3. Bowman is the natural way of development for a Dark Elf. If you focus on the bow skill pick one of the one-hand weapon skills and push in parallel the shield skill. In this case the Dark Elf should much more relay on magic for melee and range but will prepare him better for massive damage.

In armor skill Grandmaster Mail is a must, do not spend any skill point in another armor skill, except for a Bowman you can use the shield skill. In the Miscellaneous skills Armsmaster is absolutely vital, don't even think to skip it! For the rest, only Disarm Trap can come to hand, but I should not waste development points in any other skill.

Equipment

A Dark Elf is nothing without a good or the best equipment. According to the Dark Elf type you prefer (Spearsman, Swordsman, Bowman) this is a set that will greatly help your Dark Elf to be the best.

Slot Items
Right Hand Archangel Broadsword of Darkness or Elsenrail
Left Hand Herondale's Lost Shield or Glomenthal
Bow Noble Bone Bow, Tournament Bow or Longseeker
Armor Glomenmail
Helmet Dragon Helmet of Defense
Cloak Archangels wings
Belt Artificer's Belt of Arms
Boots Herald's Boots
Gantlet Fleetfingers
Rings (6x) Ring of Planes and any of "of Health", "of Defense", "of Arms",
"of Earth", "of Protection", "of the Gods"
Amulet Any of "of Health", "of Defense", "of Earth", "of Protection", "of the Gods"

This theoretical equipment is the best suited to this class. You will not find them at the start or not always be able to find all you need. Most Relics and Artifacts will be found near the game end. To find them, refer to the Artifact and Relics section.

When you are walking around you should always have a set of items with different resistance with you that you use only when special occasions request it (when fighting monster with some specific special attack). In the list of useful items are: "of Water Walking", "of Feather Falling", "of Immunity", "of Freedom", "of Sanity", "of Antidotes", "of Alarms", and "of The Medusa".

Hireling

If you don't feel to start with such an accomplished hero as your prime character you can hire several of them in the game. The home of the Dark Elfs is Alvar, so you will encounter most of them there. They are located in different places around Jadame:

  • Rohani Oscleton level 5 in the city of Alvar in Alvar (house 33 on the map). She comes with you at any time.
  • Jasp Thelbourne level 15 in the city of Alvar in Alvar (house 35 on the map). He comes with you when you have the alliance quests.
  • Adric Stellare level 30 in the city of Alvar in Alvar (house 37 on the map). He comes with you when you have finished the alliance quests.
  • Cauri Blackthorne level 50 in the woods of Murmurwoods (Blue 1 on the map). She comes without once you free her from her petrifaction. End of the Dark Elf promotion quest.

The hireling isn't related to your level but to the quests of the main plot or side quests you did.

- The Region of Alvar
- The City of Alvar
- The Region of Murmurwoods
- TELP's Attribute Breakpoints Analysis
- Artifacts, Relics and Special Items
Top Back to top

Knights

Description

Knights are human men and women of arms. They are the best pure fighter class of the game. They specialize in martial skills, and become proficient in all weapons and armors. They have an excellent physical toughness because of their high hit point poll as well as their high level in armor class. On the other hand, Knights are incapable of learning any of the magical arts.

Pros:
- High level in hit point.
- Best class for armors with a very high potential in armor class.
- Best fighter with good cover of all weapon skills.
- Only 5 attributes are important.
Cons:
- No magic at all.
- Must relay on scroll, potions or external source to heal.
- Can only deal with one enemy at time.

As a final word, this is a good medium class that has excellent potentials and is well balanced even without magic skills. They are real killing machines once developed and can resist big battles, in one sentence: "They are accomplished warriors". But their lag in magic makes then weak when it comes to heal or face multiple opponents.

Creation

Since Knights are human type characters so they don't have any preference in the attribute to start with. Since they don't cast spells, Personality and Intelligence can be completely omitted, this reduces them to 5 main attributes only. Focus on the attributes for a fighter!

This is my recommendation when you create a Knight as main character:

Might18
Intelligence9
Personality9
Accuracy13
Endurance25
Speed9
Chance9
Start Skills
Bow and Bodybuilding

Red means that the attribute is decreased and green means an increase of it.

Personality and Intelligence are set to a minimum since not used. Endurance is boosted to a maximum (25) to maximize the hit points at the start. Accuracy is set to 13 to avoid a negative impact (see TELP's analysis) and since the bow skill is important in the beginning. All the rest of the points are added to Might to increase the damage.

The Speed is reduced to a minimum because you have the speed potion quest in Dagger Wound Island enabling you to boost it with +50 points at the start of the game (setting you above the major breakpoints). Chance is reduced to the minimum because you can drink free from well of the Village of Blood Drop in Dagger Wound Island and boost this attribute to 17.

For the start skill I recommend the bow skill, this is a vital skill in the beginning of the game and offers the Knight range attack. Bodybuilding is a good start skill since it will boost the hit point at the start of the game.

Development

A Knight should be developed in his field of competencies: a fighter! You have two types of Knights: swordsman or spearsman. You must focus only on one of them.
  1. Swordsman must focus on the sword skill only and develop it to Grand Master. This is the only weapon skill he should develop!

  2. Spearsman must focus on the spear skill only and develop it to Grand Master. This is the only weapon skill he should develop! He can also try to Grand Master shield to have an extra protection. Note that in two-hand spear mode the attack bonuses are generally better then one hand.
In armor skill Grand Master plate is a must, do not spend any skill point in another armor skill, except for a spearman you can use the shield skill. In the Miscellaneous skills Armsmaster is absolutely vital, don't even think to skip it! Bodybuilding as well is important in order to increase by a good factor his hit points. For the rest, only Repair Items can come to hand, but I should not waste development points in any other skill.

Equipment

A Knight is nothing without a good or the best equipment. According to the knight type you prefer (Spearsman or Swordsman) this is a set that will greatly help your knight to be the best.

Slot Items
Right Hand Terminus (Swordsman)
Labyrinth Grapple of Darkness (Spearsman)
Left Hand Terminus (Swordsman)
Herodale's Lost Shield (Spearsman)
Bow Noble Bone Bow, Tournament Bow or Longseeker
Armor Supreme Plate
Helmet Drogg's Helm
Cloak Archangels wings
Belt Artificer's Belt of Arms
Boots Herald's Boots
Gantlet Fleetfingers
Rings (6x) Ring of Planes and any of "of Health", "of Defense", "of Arms",
"of Earth", "of Protection", "of the Gods"
Amulet Any of "of Health", "of Defense", "of Earth", "of Protection", "of the Gods"

This theoretical equipment is the best suited to this class. You will not find them at the start or not always be able to find all you need. Most Relics and Artifacts will be found near the game end. To find them, refer to the Artifact and Relics section.

When you are walking around you should always have a set of items with different resistance with you that you use only when special occasions request it (when fighting monster with some specific special attack). In the list of useful items are: "of Water Walking", "of Feather Falling", "of Immunity", "of Freedom", "of Sanity", "of Antidotes", "of Alarms", and "of The Medusa".

Hireling

If you don't feel to start with a Knight as your prime character you can hire several of them in the game. Their home is in Garrote Gorge and they are in war with the Dragons. But you can find them in different places around Jadame:

  • Simon Templar level 5 at the entrance of the Abondoned Temple (yellow 1 on the map) in Dagger Wound Island. He comes with you any time.
  • Leane Stormlance level 15 in the village of Garrote Gorge (house 16 on the map). She comes with you when you have healed her father Blazen Stormlance.
  • Nelix Uriel level 30 in the the village of Garrote Gorge (house 7 on the map). He comes with you when you have made the alliance with the Dragon Hunters.
  • Tempus level 50 in the the village of Garrote Gorge (house 8 on the map). He comes with you when you have sunk the Regna fleet.
  • Blazen Stormlance level 50 in the Mad Necromancer's Lab (blue 4 on the map) of Shadowspire. He comes with you when you heal him.

The hireling isn't related to your level but to the quests of the main plot or side quests you did.

There are 5 Knights to hire. This is because one of them will only join you if you ally the Dragon Hunters.

- The Village of Garrote Gorge
- The Region of Dagger Wound Island
- The Mad Necromancer's Lab
- TELP's Attribute Breakpoints Analysis
- Artifacts, Relics and Special Items
Top Back to top

Minotaurs

Description

The Minotaur is The Axe Master of the game. Also they can cast self-magic in a very restricted matters. In some ways, they are the Paladins of the game. The Minotaur's homeland is in Ravage Roaming. Their Lair is build under the region and is flowed by the cataclysm.

Pros:
- Good physical resistance.
- Only class to grandmaster the axe.
Cons:
- Self magic pathetic (useless).
- Cannot wear boots and helms.
- Lag of good offensive power.
- Few grandmaster skills.

The Minotaurs are not in my preferences as NPC. Their self-magic is simply pathetic and isn't worth the investment. Only is solo games it can come to the hand but in team based games I should simply ignore it. The Minotaur cannot Grandmaster any secondary skill and nearly all the skills they can master the Dark Elf can too.

Creation

In Might and Magic VIII they focus on Might as prime attribute in the beginning of the game. They are good in the beginning but becomes quickly useless. Like the Trolls class this is a badly balanced. It could have been much better, the small self-magic potential weakens too much this class in fight.

So, when you ant to create or develop a Minotaur it is absolutely vital that you push Might as high as you can. If you don't use the magic simply ignore the Personality attribute. Juste focus on the fighting skills.

This is my recommendation when you create a Minotaur as main character:

Might30
Intelligence5
Personality9
Accuracy18
Endurance18
Speed9
Chance9
Start Skills
Armsmaster and Bodybuilding

Red means that the attribute is decreased and green means an increase of it.

Personality and Intelligence are set to a minimum since no used. Might is boosted to a maximum (30) to maximize the hit points at the start. Endurance and Accuracy are set to 18 to get a small start bonus.

The Speed is reduced to a minimum because you have the speed potion quest in Dagger Wound Island enabling you to boost it with +50 points at the start of the game (setting you above the major breakpoints). Chance is reduced to the minimum because you can drink free from well of the Village of Blood Drop in Dagger Wound Island and boost this attribute to 17.

Bodybuilding is a good start skill since it will boost the hit point at the start of the game. The Amrsmaster is a need to have for all fighter type classes.

Development

Since the Minotaur are axe-oriented go for this skill at grandmaster. Master plate will help him to protect himself in melee and give him a little boost since he cannot wear helms and boots. Unless you do a solo don't invest points into the magic realms.

Equipment

A Minotaur is nothing without a good or the best equipment. This is a set that will greatly help your Minotaur to be the best.

Slot Items
Right Hand Volcano
Left Hand N/A
Bow Noble Bone Bow, Tournament Bow or Longseeker
Armor Supreme Plate
Helmet N/A
Cloak Archangels wings
Belt Artificer's Belt of Arms
Boots N/A
Gantlet Fleetfingers
Rings (6x) Ring of Planes and any of "of Health", "of Defense", "of Arms",
"of Earth", "of Protection", "of the Gods"
Amulet Any of "of Health", "of Defense", "of Earth", "of Protection", "of the Gods"

This theoretical equipment is the best suited to this class. You will not find them at the start or not always be able to find all you need. Most Relics and Artifacts will be found near the game end. To find them, refer to the Artifact and Relics section.

When you are walking around you should always have a set of items with different resistance with you that you use only when special occasions request it (when fighting monster with some specific special attack). In the list of useful items are: "of Water Walking", "of Feather Falling", "of Immunity", "of Freedom", "of Sanity", "of Antidotes", "of Alarms", and "of The Medusa".

Hireling

If you don't feel to start with a Minotaur as your prime character you can hire several of them in the game. The Minotaur's homeland is in Ravage Roaming but you can find them in different places around Jadame:

  • Arius level 5 in Ravenshore (House 33 in the city). He comes with you any time.
  • Thanys level 15 in Balthazar Lair in Ravage Roaming (house 1 on the map). He comes with you when you have drained the lair.
  • Rionel level 30 in the Balthazar Lair in Ravage Roaming (house 8 on the map). He comes with you when you have finished the alliance quests.
  • Ulbrecht level 50 in the Balthazar Lair in Ravage Roaming (house 12 on the map). He comes with you when you have sunk the Regna fleet.

The hireling isn't related to your level but to the quests of the main plot or side quests you did.

- The Region of Ravenshore
- The City of Ravenshore
- The Region of Ravage Roaming
- Balthazar Lair
- TELP's Attribute Breakpoints Analysis
- Artifacts, Relics and Special Items
Top Back to top

The Clerics

Description

If you are an adept of the Light the Priest class will suits you. This is the only class that is Light oriented. They can Grand Master Light Magic as well as the 3 self-Magic.

Pros:
- Can grandmaster 4 magic schools.
- Excellent support unit.
- Can have the best shield of the game.
Cons:
- Poor weapon user.
- Limitation in secondary skills.
- Self and Light magic lags in offensive spells.

The Clerics are medium fighters if you develop their fighting skills. But their base role in a team is to do the support. It's the best support unit you can have in a team. Then can also turn out to be very good offensive caster even is their repertory is rather small.

The Clerics are in counterpart very poor concerning weapon and armor skills, as well as the secondary skills, they can learn few and never higher then Master. But they are globally medium for soloing.

Creation

The Cleric is basically a spell caster so the creation will be oriented in this direction. Self-magic requires Personality, Intelligence can be totally omitted.

This is my recommendation when you create a Cleric as main character:

Might9
Intelligence9
Personality25
Accuracy9
Endurance22
Speed9
Chance9
Start Skills
Mind and Spiritualism Magic

Red means that the attribute is decreased and green means an increase of it.

When you ant to create or develop a Cleric it is absolutely vital that you push Personality as high as you can. Try to get as soon as possible at least 50 to this attribute. Also push Endurance since they are potentially weak in the beginning and tend to die easily.

The Speed is reduced to a minimum because you have the speed potion quest in Dagger Wound Island enabling you to boost it with +50 points at the start of the game (setting you above the major breakpoints). Chance is reduced to the minimum because you can drink free from well of the Village of Blood Drop in Dagger Wound Island and boost this attribute to 17.

It is recommended to learn the shield skill and develop it a little at least. The game provides the state-of-the-art as shield for the Clerics in the form of Eclipse. This shield is simply a necessity for a good Cleric.

Meditation is a skill you might develop to get mana points.

Development

The shield skill is a must to have, pushing it high will improve your global AC. The 4 magic schools should be set to grandmaster to get the best out of your cleric. The weapon and armor skills being weak develop them to a minimum.

Equipment

A Cleric is nothing without a good or the best equipment. This is a set that will greatly help your Cleric to be the best.

Slot Items
Right Hand Scepter of Kings
Left Hand Eclipse
Bow Noble Bone Bow, Tournament Bow or Longseeker
Armor Serendine's Preservation
Helmet Dragon Helmet of Defense
Cloak Archangels wings
Belt Artificer's Belt of "of Health", "of Defense", "of Earth", "of Protection",
"of the Gods", "of The Eclipse", "of The Sky"
Boots Herald's Boots or Dragonning Boots of "of Health", "of Defense", "of Earth",
"of Protection", "of the Gods", "of The Eclipse", "of The Sky"
Gantlet Fleetfingers
Rings (6x) Ring of Planes and any of "of Health", "of Defense", "of The Eclipse", "of Earth",
"of Protection", "of the Gods", "of The Sky"
Amulet Any of "of Health", "of Defense", "of Earth", "of Protection", "of the Gods", "of The Eclipse",
"of The Sky"

This theoretical equipment is the best suited to this class. You will not find them at the start or not always be able to find all you need. Most Relics and Artifacts will be found near the game end. To find them, refer to the Artifact and Relics section.

When you are walking around you should always have a set of items with different resistance with you that you use only when special occasions request it (when fighting monster with some specific special attack). In the list of useful items are: "of Water Walking", "of Feather Falling", "of Immunity", "of Freedom", "of Sanity", "of Antidotes", "of Alarms", and "of The Medusa".

Hireling

If you don't feel to start with a Cleric as your prime character you can hire several of them in the game. The cleric can be found all over the place in Jadame. If you want to hire one of them for your team the best is to search for one of them:

  • Fredrick Talimere level 5 in Dagger Wounds Island (Village of Blood Drop house 15). Comes with you if you give him the first portal stone from the clan leader.
  • Dyson Leland level 15 in Shadowspire (Necroamcer's Guild room 1). Come with you any time.
  • Maylander level 15 in Ravenshore (house 21 in the city). Come with you when you have the alliance quests.
  • Verish level 30 in Murmurwoods (house 1 in the vilage). Come with you only when you have made alliance with the Clerics.
  • Dervish Chevron level 50 in Ravenshore (house 44 in the city). Come with you only when you have sink the Regan fleet and healed Blazen Stormlance.

The hireling isn't related to your level but to the quests of the main plot or side quests you did.

There are 5 Clerics to hire. This is because one of them will only join you if you follow the path of Light.

- The Region of Dagger Wound Island
- The Village of Blood Drop
- The Region of Murmurwoods
- The Village of Murmurwoods
- The Region of Ravenshore
- The City of Ravenshore
- The Region of Shadowspire
- The Necromancer's Guild
- TELP's Attribute Breakpoints Analysis
- Artifacts, Relics and Special Items
Top Back to top

The Necromancers & Liches

Description

If you are an adept of the Dark the Necromancers class will suits you. This is the only class that is Dark oriented. Even vampire class isn't as dark. They can Grandmaster Dark Magic as well as the 4 Elemental Magic. This is simply huge, 5 schools at grandmaster.

The Necromancer class is the most powerful class available in this game, no other class can fight against their incredible attack power. In other words they are one-man-teams. The necromancers have such a firepower that they can take out an entire map by their own in 5 seconds. In a team of 5 they can wipe out the entire population of inhabitants of Jadame is a blink whatever region they visit. Thinks go a little slower in dungeons but their killing machine is as efficient.

Pros:
- Most powerful class.
- Can Grandmaster 5 magical schools.
- Most deadly arsenal.
- Only class with massive mass destruction capability.
- Needs only 4 attributes development.
Cons:
- A little weak at the start (just a little)
- Needs a lot of development points.
- Totally unbalanced class, far too powerful.
- Poor weapon fighter (but don't need them :D).

Their mass killing capacity makes them so powerful. Their spells makes more damage then any melee weapon combination and if they start to cast super mass killing spells they will make 90% of the frags if not more in a team. The class is unbalanced because it is light years more powerful then others. In solo this class will be from far the easiest!

Creation

This class must only focus on magic, use weapons and armors only to get some extra nice magical bonus but don't relay on it for the fight. A necromancer is excellent melee and range fighter (with magic) and has massive panoply of deadly mass destruction spells.

Since they only focus on elemental magic they just need Intelligence for spell point, Endurance for hit points and Speed and Chance as additional attributes.

This is my recommendation when you create a Necromancer as main character:

Might9
Intelligence25
Personality9
Accuracy9
Endurance22
Speed9
Chance9
Start Skills
Mind and Spiritualism Magic

Red means that the attribute is decreased and green means an increase of it.

When you want to create or develop a Necromancer it is absolutely vital that you push Intelligence as high as you can. Try to get as soon as possible at least 50 to this attribute. Also push Endurance since they are potentially weak in the beginning and tend to die easily.

The Speed is reduced to a minimum because you have the speed potion quest in Dagger Wound Island enabling you to boost it with +50 points at the start of the game (setting you above the major breakpoints). Chance is reduced to the minimum because you can drink free from well of the Village of Blood Drop in Dagger Wound Island and boost this attribute to 17.

Pick up Water and Air magic as start skill since magic is an expensive skill to learn. They are also very important skills for a good Necromancer.

Development

The development is rather easy. Water magic must be pushed to master as soon as possible to unlock Town Portal and later the Beacons. This will give you Lich infinite movement and makes him even more deadly (no need to worry about spell points any more). Air magic should be pushed to grandmaster to get Invisible and Fly. But most of all, the most deadly spell: sparks. It does not deal the most damage but is very cheap in spell points and is an early spell. Dark magic should be push to level 40 if possible to get the full advantage of the super mass destruction spells.

Meditation is a skill you might develop to get hight mana points, and you really need them. Alchemy is optional but useful to create some powerful spell points potions. If you go for a high score or high level learning is here the master.

It is recommended to learn the staff and leather skill. Develop the leather skill a little to get some bonus.

Equipment

A Necromancer is nothing without a good or the best equipment. This is a set that will greatly help your Necromancer to be the best.

Slot Items
Right Hand Staff of Elements
Left Hand N/A
Bow Noble Bone Bow, Tournament Bow or Longseeker
Armor Last Stage Cuirass
Helmet Crown of Final Dominion
Cloak Archangels wings
Belt Artificer's Belt of "of Health", "of Defense", "of Earth", "of Protection",
"of the Gods", "of The Eclipse", "of The Sky"
Boots Herald's Boots or Dragonning Boots of "of Health", "of Defense", "of Earth",
"of Protection", "of the Gods", "of The Eclipse", "of The Sky"
Gantlet Fleetfingers
Rings (6x) Ring of Planes and any of "of Health", "of Defense", "of The Eclipse", "of Earth",
"of Protection", "of the Gods", "of The Sky"
Amulet Any of "of Health", "of Defense", "of Earth", "of Protection", "of the Gods", "of The Eclipse",
"of The Sky"

This theoretical equipment is the best suited to this class. You will not find them at the start or not always be able to find all you need. Most Relics and Artifacts will be found near the game end. To find them, refer to the Artifact and Relics section.

When you are walking around you should always have a set of items with different resistance with you that you use only when special occasions request it (when fighting monster with some specific special attack). In the list of useful items are: "of Water Walking", "of Feather Falling", "of Immunity", "of Freedom", "of Sanity", "of Antidotes", "of Alarms", and "of The Medusa".

Hireling

If you don't feel to start with a Necromancer as your prime character you can hire several of them in the game. The Necromancer's homeland is in Shadowspire but you can find them in different places around Jadame:

  • Devlin Arcanus level 5 in Dagger Wounds Island or Ravenshore (in the Adventure's Inn). Comes with you any time.
  • Nathaniel Roberts level 15 in Shadowspire (house 27 in the city). Come with you any time.
  • Karanya Memoria level 15 in Ravenshore (house 38 in the city). Come with you when you have the alliance quests.
  • Hevatia Deverbero level 30 in Shadowspire (house 32 in the city). Come with you only when you have made alliance with the Necromancers.
  • Vetrinus Taleshire level 50 in Shadowspire (house 14 in the city). Come with you only when you have sink the Regan fleet and did your Lich promotion quest.

The hireling isn't related to your level but to the quests of the main plot or side quests you did.

There are 5 Necromancers (Lich) to hire. This is because one of them will only join you if you follow the path of Dark.

- The Region of Dagger Wound Island
- The Village of Blood Drop
- The Region of Ravenshore
- The City of Ravenshore
- The Region of Shadowspire
- The City of Twilight
- TELP's Attribute Breakpoints Analysis
- Artifacts, Relics and Special Items
Top Back to top

The Trolls

Description

The Troll class can be considered as the Barbarian class in the previous Might and Magic games. They focus even more on fight then the Knight class. Trolls are not supposed to be smart but they have a physic and a Might that is awesome. You can consider this class as the Tank unit of the game.

In Might and Magic VIII they focus on Might and Endurance as prime attribute in the beginning of the game. They are excellent for a beginner players, they have a high level of hit points and their crushing power makes them ideal for the first fights. They also have the ability to regenerate, this is useful when you don't have a Priest in the team.

Pros:
- Incredible resistant unit with huge hit point.
- Only need to focus on fighting skills and attribute.
- Grandmaster mace skill, with paralyze.
- Regeneration ability.
Cons:
- No magic at all.
- Can only fight one enemy at time.
- Poor range fighter.
- Few weapon and armor skill options.

This is the worth class to solo, it is incredible hard to do it with them compare to a Knight or even the cookie eater that is a Necromancer. On the other hand a beginner will enjoy him in a team because of the Tank ability, he will help your team to survive until a safe place because of his huge hit point pool. But at mid game and until the end he will become useless, as the other classes grow stronger.

Creation

A Troll is a brute for without finesse and mind. Like a Knight he must focus only on fighting skills and attribute. Might and Endurance are the keys for a good starter. Troll will focus on being a Tank unit.

This is my recommendation when you create a Troll as main character:

Might34
Intelligence5
Personality5
Accuracy19
Endurance34
Speed9
Chance9
Start Skills
Bow and Bodybuilding

Red means that the attribute is decreased and green means an increase of it.

Personality and Intelligence are set to a minimum since not used. Endurance and Might are boosted to a maximum (34) to maximize the hit points and damage at the start. Try to get as soon as possible at least 50 to these attributes. Accuracy is set to 19 to fill the last remaining points.

The Speed is reduced to a minimum because you have the speed potion quest in Dagger Wound Island enabling you to boost it with +50 points at the start of the game (setting you above the major breakpoints). Chance is reduced to the minimum because you can drink free from well of the Village of Blood Drop in Dagger Wound Island and boost this attribute to 17.

For the start skill I recommend the bow skill, this is a vital skill in the beginning of the game and offers the Trolls range attack. Bodybuilding is a good start skill since it will boost the hit point at the start of the game.

Development

Developing the Troll is an easy task. The primary weapon skill, mace, must be pushed as high as possible to get the paralyze effect of grandmaster. Bodybuilding and Armsmaster should be push as high as it is possible to offer the best out of an offensive unit. Bringing Regeneration to grandmaster will greatly help your Troll to hold the hit points in the green. Finally the Leather skill can make a good protection at grandmaster, but don't over rate it, better push in attack skills then in defense. A Ttroll is a Tank so taking an extra blow isn't critical for him.

Equipment

A Troll is nothing without a good or the best equipment. This is a set that will greatly help your Troll to be the best.

Slot Items
Right Hand Breaker
Left Hand N/A
Bow Noble Bone Bow, Tournament Bow or Longseeker
Armor Serendine's Preservation or Alvarian Leather of "of Earth", "of Defense", "of the Gods"
Helmet Drogg's Helm
Cloak Archangels wings
Belt Artificer's Belt of Arms
Boots Herald's Boots
Gantlet Fleetfingers
Rings (6x) Ring of Planes and any of "of Defense", "of Arms", "of Earth", "of Protection",
"of the Gods"
Amulet Any of "of Defense", "of Earth", "of Protection", "of the Gods"

This theoretical equipment is the best suited to this class. You will not find them at the start or not always be able to find all you need. Most Relics and Artifacts will be found near the game end. To find them, refer to the Artifact and Relics section.

When you are walking around you should always have a set of items with different resistance with you that you use only when special occasions request it (when fighting monster with some specific special attack). In the list of useful items are: "of Water Walking", "of Feather Falling", "of Immunity", "of Freedom", "of Sanity", "of Antidotes", "of Alarms", and "of The Medusa".

Hireling

If you don't feel to start with such a powerful warrior as your prime character you can hire several of them in the game. They are located in different places around Jadame:

  • Overdune Snapfinger level 15 in the village of Rust in Ironsand Desert (house 13 on the map). He comes with you when you have finished the sub quest related to the Witness of the Lake.
  • Volog Sandwind level 15 in the village of Rust in Ironsand Desert (house 12 on the map). He comes with you when you have your War Troll promotion.
  • Sethrc Thistlebone level 30 in the village of Rust in Ironsand Desert (house 4 on the map). He comes with you when you have finished the alliance quests.
  • Thorne Understone level 50 in the city of Ravenshore (house 14 on the map). He comes with you come with you only when you have the Elemental Hearts quests.

The hireling isn't related to your level but to the quests of the main plot or side quests you did.

There is no level 5 Troll. Probably that a Troll is better then a low level guy and is supposed to have endured more in his life :).

- The Region of Ironsand Desert
- The Village of Rust
- The Region of Ravenshore
- The City of Ravenshore
- TELP's Attribute Breakpoints Analysis
- Artifacts, Relics and Special Items
Top Back to top

Vampires

Description

The Vampires are like thieves, they master the dagger extremely well. Also they can cast self-magic up to Master level and have their own specialized magic.

The Vampires are not in my preferences as NPC. Their self-magic becomes really efficient in Grand Master but with Master they are potent spell casters. Their special magic school can be very useful in some places of the game.

Pros:
- Double Dagger Wielder.
- Can master 3 magical schools.
- Special magical skill.
Cons:
- Poor armor skills.
- Self-magic is weak in offense.

This class is like the Cleric, a good support class, but poor overall class. Might and Magic game don't favor hybrid classes such as Vampires. By giving spell casting ability at Master level the Vampire looses too much in weapon proficiency weakening him. The self-magic at master level cannot compensate the weaknesses.

Creation

This class is based on human, so it seems that only human can become Vampires, strange! The Vampires having some magic capability it is necessary to invest into Personality.

This is my recommendation when you create a Troll as main character:

Might11
Intelligence9
Personality21
Accuracy13
Endurance20
Speed9
Chance9
Start Skills
Regeneration and Mind Magic

Red means that the attribute is decreased and green means an increase of it.

When you want to create or develop a magical based Vampire it is necessary to develop Personality as high as you can. Try to get as soon as possible at least 50 to this attribute. Also push Endurance since they are potentially weak in the beginning and tend to die easily.

Accuracy is set to 13 to avoid a negative impact (see TELP's analysis) and since the bow skill is important in the beginning.

The Speed is reduced to a minimum because you have the speed potion quest in Dagger Wound Island enabling you to boost it with +50 points at the start of the game (setting you above the major breakpoints). Chance is reduced to the minimum because you can drink free from well of the Village of Blood Drop in Dagger Wound Island and boost this attribute to 17.

Pick up Mind as start skill since magic is an expensive skill to learn. Regeneration will give a small bonus to the beginning character.

Development

The Vampire should focus on the Dagger skill; this will bring to most out of this class. Push the skill as high as you can. Master the Leather skill, but never invest into a shield, the Vampire MUST double wield dagger. Bring each of the magic schools to master level and see what is worth to push higher (depends on your game style). Alchemy isn't good to develop since the Self-magic covers most of the alchemy potions. Finally Rregeneration can be a nice add-on, but with one or two Vampiric weapons the Vampire should have much trouble to sustain its hit points.

Equipment

A Vampire is nothing without a good or the best equipment. This is a set that will greatly help your Vampire to be the best.

Slot Items
Right Hand Foulfang
Left Hand Dueling Long Dagger of "of Darkness"
Bow Noble Bone Bow, Tournament Bow or Longseeker
Armor Serendine's Preservation or Alvarian Leather of "of Earth", "of Defense", "of the Gods"
Helmet Drogg's Helm
Cloak Archangels wings
Belt Artificer's Belt of "of Health", "of Defense", "of Earth", "of Protection",
"of the Gods", "of The Eclipse", "of The Sky"
Boots Herald's Boots or Dragonning Boots of "of Health", "of Defense", "of Earth",
"of Protection", "of the Gods", "of The Eclipse", "of The Sky"
Gantlet Fleetfingers
Rings (6x) Ring of Planes and any of "of Health", "of Defense", "of The Eclipse", "of Earth",
"of Protection", "of the Gods", "of The Sky"
Amulet Any of "of Health", "of Defense", "of Earth", "of Protection", "of the Gods", "of The Eclipse",
"of The Sky"

This theoretical equipment is the best suited to this class. You will not find them at the start or not always be able to find all you need. Most Relics and Artifacts will be found near the game end. To find them, refer to the Artifact and Relics section.

When you are walking around you should always have a set of items with different resistance with you that you use only when special occasions request it (when fighting monster with some specific special attack). In the list of useful items are: "of Water Walking", "of Feather Falling", "of Immunity", "of Freedom", "of Sanity", "of Antidotes", "of Alarms", and "of The Medusa".

Hireling

If you don't feel to start with a Vampire as your prime character you can hire several of them in the game. They are located in different places around Jadame:

  • Elsbeth Lamentia level 5 in Dagger Wounds Island or Ravenshore (in the Adventure's Inn). She comes with you any time.
  • Gethric Mercutura level 15 in the city of Twillight in Shadowspire (house 6 on the map). He comes with you when you have the alliance quests.
  • Infaustus level 30 in the city of Twillight in Shadowspire (house 26 on the map). She comes with you when you have finished the alliance quests.
  • Artorius Veritas level 50 in the city of Twillight in Shadowspire (house 37 on the map). He comes with you when you have sunk the Regna fleet.

The hireling isn't related to your level but to the quests of the main plot or side quests you did.

- The Region of Dagger Wound Island
- The Village of Blood Drop
- The Region of Ravenshore
- The City of Ravenshore
- The Region of Shadowspire
- The City of Twilight
- TELP's Attribute Breakpoints Analysis
- Artifacts, Relics and Special Items
Top Back to top

Top Back to top