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:
| Might | Intelligence | Personality | Endurance | Accuracy | Speed | Chance |
---|
Minimum | 9 | 12 | 5 | 12 | 5 | 9 | 9 | Start | 11 | 14** | 7* | 14** | 7* | 11 | 11 | Maximum | 30 | 34 | 15 | 34 | 15 | 25 | 25 |
* 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:
Might | 11 | Intelligence | 34 | Personality | 5 | Accuracy | 5 | Endurance | 34 | Speed | 10 | Chance | 9 | 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.
Links
- 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
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:
Might | 11 | Intelligence | 18 | Personality | 9 | Accuracy | 30 | Endurance | 7 | Speed | 15 | Chance | 9 | 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.
-
Swordsman must focus on the sword skill only and develop it to Master.
This is the only weapon skill he should develop!
-
Rogues are similar to swordsman but they master the dagger skill.
Daggers in 2 hands can be devastating with a high speed.
-
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.
Links
- The Region of Alvar
- The City of Alvar
- The Region of Murmurwoods
- TELP's Attribute Breakpoints Analysis
- Artifacts, Relics and Special Items
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:
Might | 18 | Intelligence | 9 | Personality | 9 | Accuracy | 13 | Endurance | 25 | Speed | 9 | Chance | 9 | 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.
-
Swordsman must focus on the sword skill only and develop it
to Grand Master. This is the only weapon skill he should develop!
-
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.
Links
- 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
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:
Might | 30 | Intelligence | 5 | Personality | 9 | Accuracy | 18 | Endurance | 18 | Speed | 9 | Chance | 9 | 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.
Links
- 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
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:
Might | 9 | Intelligence | 9 | Personality | 25 | Accuracy | 9 | Endurance | 22 | Speed | 9 | Chance | 9 | 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.
Links
- 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
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:
Might | 9 | Intelligence | 25 | Personality | 9 | Accuracy | 9 | Endurance | 22 | Speed | 9 | Chance | 9 | 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.
Links
- 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
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:
Might | 34 | Intelligence | 5 | Personality | 5 | Accuracy | 19 | Endurance | 34 | Speed | 9 | Chance | 9 | 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 :).
Links
- 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
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:
Might | 11 | Intelligence | 9 | Personality | 21 | Accuracy | 13 | Endurance | 20 | Speed | 9 | Chance | 9 | 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.
Links
- 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
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