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SaurArch — Might and Magic 7 Evil Party 2021

#artifact #druid #helmet #lich #mightandmagic #mightandmagic7 #ricochet #sniper #sorcerer #villain #warhammer #warlock #adventuringparty #babydragon #behemoth #deedlit #dragonling #dwarf #fallenangel #frankfrazetta #ghost #heroesofmightandmagic #linainverse #necromancer #paladin #recordoflodosswar #rpgcharacter #slayers #staff #archergirl
Published: 2022-04-07 16:47:12 +0000 UTC; Views: 3514; Favourites: 36; Downloads: 1
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Description Dates: 3/22/22 - 4/3/22 (Took 12 days)

Artist's Notes: I decided to play Might and Magic 7 again, not only to test out classes I hadn't used before but also to play through the evil story line. Counter clockwise starting at the bottom left corner the characters are; Dunstan the Dwarf Villain (evil Paladin), Deedlit the Elf Sniper (evil Archer), Priscilla the Human Warlock (evil Druid), and Lina the Elf Lich (evil Sorcerer).

    Despite never getting as powerful as Wulfric, the Dwarf Champion from my last playthrough, Dunstan was a staple of the team with plenty of memorable moments. Early on in the game he was targeted the most out of all of my party as apparently many early game enemies prioritize attacking either Dwarves or Paladins, so despite being the party's tank he was in constant need of healing. Towards the end of the game I trained his mace skill to level 20 of grand mastery which allowed him to paralyze enemies with some frequency. This was extremely useful and allowed me to take out powerful enemies like minotaurs, dragons, angels, and even Robert the Wise without fear of retaliation. One of the more memorable moments in the playthrough was when the party was getting low on funds and needed money to buy new spells so I used an exploit to create multiple copies the Divine Intervention spellbook and having Dunstan sell them. Even though it was a minor thing, I felt it was very fitting for an evil Paladin to forge what is essentially a holy relic and sell it off for profit.

    Deedlit was the looter and artifact finder of the group, taking the role of my Ranger from the last time I played. On paper she should have been better than the Ranger, being able to grand master chainmail, perception, and bow and getting far better at elemental magic than the Ranger ever could. However while the Ranger is designed to be promoted very quickly and carry the party in the early game, the Archer has some of the hardest promotion quests in the entire game. This means that her master level elemental magic and expert level disarm skill came far too late in the game to be useful, so I had to have my Warlock and Lich open trapped chests using telekinesis from across the room instead of just lockpicking them. She also couldn't learn any melee weapon to grand mastery while the Ranger could learn axe, one of the most powerful weapon in the game, to grand master. Deedlit did end up finding a lot of useful artifacts for the party, especially for herself.

    I'm not very good at naming characters so I just named Priscilla after the Ranger from my last playthrough, it's a more fitting name for a Warlock than a Ranger anyway. Given my experience with Priscilla, I have to say that Druids are an underrated class especially for an evil playthrough. Early on in the game she was the main spellcaster and pretty much kept this role throughout the playthrough only losing ground to the lich at the very end of the game. Her grand master meditation skill ensured that she had plenty of spell points to cast her wide variety of spells. Grand master alchemy was pretty useful, though, like the Necromancer from Might & Magic 8, she did weigh down the party with her ingredients for potions, which left them starved for inventory space. The promotion quest for Warlocks involves stealing an dragon egg and hatching it into a dragon familiar that boosts all of her magic skills and provides her with spell point regeneration. This was an awesome bonus and made up for the fact that Druids have a very small selection of artifacts to choose from as the leather armor and dagger artifacts are catered to Theives. This also makes Warlocks more powerful than Arch Druids (A fully promoted good Druid). The most memorable moment with Priscilla was when the party was stuck in The Breeding Zone and she would ricochet her Rock Blast spell off of the walls to hit the behemoths in the ravine below the party, which pretty much became the strategy for fighting any group of powerful opponents.

    Lina, much like the Necromancer from 8 was one of the most powerful characters in the party and even though she couldn't cast spells as often as Priscilla whenever she did it it would greatly sway the tide of combat in the party's favor. The combination of Pain Reflection, Souldrinker and the occasional Shrapmetal was absolutely devastating. This was especially true after she received Ethric's Staff which boosted her dark magic and vastly increased her spell points so that she surpassed even the Warlock. Unfortunately unlike MM6 and even MM8 dark and light magic are locked until the very last handful of quests so Sorcerers aren't really given a chance to flex their muscles as much as the other classes despite the fact that they are probably the most powerful class, probably only second to the cleric. This playthrough made me greatly appreciate all of the utilitarian spells at the Sorcerer's disposal as I used spells like Invisibility far more often this time around. Aside from her destroying groups of enemies in the late game one of the most memorable moments with her was getting targetted by ghosts and wights in the early game which aged her by several years. If she had reached 50 years old she would have gotten bonuses to intellect and personality and debuffs to strength and endurance which would have been well worth it and kind of fit with the lore of her becoming a lich anyway, however I was only able to get her to 39 before I beat the game. I decided to draw her without her gauntlets as I felt that skeletal hands would look far more interesting and were definitely more fun to draw. I should say that drawing Lina makes me regret how bland I drew the Necromancer from MM8 as she was undoubtedly the allstar of the party, only rivaled by the dragon, but I didn't really draw her doing anything interesting.

    One of the main things I found with this playthrough was that the game is significantly harder without a Cleric and that the Cleric synergizes very well with other classes. Grand master body magic allows a Cleric to heal the entire party all at once, which complements the Souldrinker spell nicely, and protect the party from instant death and eradication effects allowing the party to fight stronger opponents which the Archer could then loot. The lack of this ability prevented me from exterminating all of the titans and dragons in the Land of the Giants so the party did not have all of the artifacts and cool loot that they could have. Grand master merchant gets the party more money for selling things that the Archer would find and in turn allows the party to buy better spells earlier for all of the spellcasters in the party. The Cleric can also be a secondary light/dark spellcaster to support the Sorcerer. I will say that, as an evil party, not having a cleric in the party was great from a story telling point of view. Early on in the game the party was low on money and remained that way for most of the game so they resorted to underhanded means, like forging the Divine Intervention books, to make more money. They also were desperate in combat without the extra support of a dedicated healer. You could also say that without a cleric to show the party the righteous way they fell into temptation. Overall I would say that The Druid, Paladin and Sorcerer were amazing but the Archer kind of lagged behind the rest of the party.
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Comments: 4

ImaginaryNumb3r [2023-11-13 22:38:17 +0000 UTC]

👍: 0 ⏩: 1

SaurArch In reply to ImaginaryNumb3r [2023-11-13 23:12:24 +0000 UTC]

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ImaginaryNumb3r In reply to SaurArch [2023-11-13 23:28:10 +0000 UTC]

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SaurArch In reply to ImaginaryNumb3r [2023-11-14 00:18:01 +0000 UTC]

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