Minotaur: In my opinion, they are better than Trolls interms of doing damage and they should use the Axe skills for the most damageoutput. Minotaurs can't use helms, shields, or boots so they are a bit harder tojustify using. They can learn the Disarm and Perception skills to be a goodcharacter to deal with chests and see the traps or hidden areas.
Dark Elf: Definitely a good choice because of the amount ofskills they can learn well. They can Identify Item up to Master level(at 10points, this will ID all items), learn Merchant to Grandmaster(buy and sellitems at the best rate), Disarm Traps at Grandmaster(all chests will be disarmedof traps), obtain Master level in Dagger fighting(more effective in my opinionthan doing Master Sword), Grandmaster in Chain(reduces physical damage fromattacks), Grandmaster in Bow(2 arrows with each shot and additional damage foradded points past 10), and Mastery of the Elemental magic skills(Fire, Air,Water, Earth). I would choose them over Necromancers if you don't wantGrandmaster Alchemy(you can buy Black potions from Balthazar Lair) or the Darkmagic spells.
Vampire: A good substitute for the Cleric if you want moredamage dealing potential. They can learn the Self magic skills(Body, Mind,Spirit) to Master level. They can also Levitate, which comes in handy indungeons to bypass traps as well as allow the same effect as the Water Walkspell and not take damage from lava. Vampires can also Grandmaster in the Daggerskill, but don't expect them to do as much damage as a Knight.
Cleric: They are able to Grandmaster in the Self magicskills(Body, Mind, Spirit) as well as Light magic. They are able to learn theMeditation and Merchant skills higher than the Vampire can, so they will getmore spell points and be able to get better results in buying or selling items.Light magic does provide offensive and defensive capabilities the Vampire isunable to use. Their promotion is much easier than the Vampire promotion. I'dselect a Cleric ONLY if you have no intention of hiring or creating Dark Elves.
Necromancer: Can learn Grandmastery of the Elemental Magicskills(Earth, Air, Fire, Water), Grandmastery of Dark Magic(only otherNecromancers and Bone Dragons have resistance or immunity to it), GrandmasterAlchemy in order to create the Black potions, Grandmaster Learning andGrandmaster Meditation, and Master Identify Item. They'll have the lowest hitpoints, but the most offensive capability surpassing Knights and Dragons interms of damage with certain spells.
For character creation, maximize Endurance, minimize Accuracy and Luck to 10points(both are able to get enhanced thru the fountains in the game). If you'reusing a Might character, get at least 20 or 30 might points and put the otherpoints into Endurance. Minimize Personality and Intellect to 10 or keep thedefault Intellect and Personality for all Might oriented characters. For DarkElves, keep Endurance low and Maximize Accuracy and then get Intelligence to 10.Vampires should max Personality and then Endurance(Might is able to get enhancedat a fountain in the game). Here are my stat recommendations for charactercreation:
The Elemental magic skills offer more offensive capability than any Mightcharacter can provide. Self magic skills are more useful for healing as well assome offensive capability. Light magic offers some offensive and defensivecapability, while Dark magic is almost entirely offensive.
In Heroes of Might and Magic III your heroes gain skills as they level up. When you level up, you will be presented with two options for skills, one of which you can opt to learn. There are three tiers of each skill - Basic, Advanced and Expert.
No, there's no way of unlearning skills in Heroes III. At least not in the core version of the game, WoG has introduced the Arcane Towers that allow a hero to redistribute his or her primary skill points but not secondary skill points. (Wake of Gods)
To avoid situation when you need to choose between two bad skills when hero levels up - always leave few skill on basic/advanced. That way useless skill can be avoided as if there is at least one skill is non-extert it will be present in the choise giving you an opportunity to avoid an alternative new useles skill.
NPCNEWS.txt contains this string in the 0th entry. The Lead Level Designer by the name Riki Corredera might have written this, seeing as how placeholder strings in some files read for riki and Misc Group for Riki. The message probably refers to Designer James Dickinson.
Despite the modified party structure, the basic gameplay formula remains unchanged: You wander the countryside, fight vast hordes of monsters, accumulate lots of experience, gain many levels, learn and refine skills, and repeat. Though the game generally seems less reliant on having to slay hundreds of creatures as in Might and Magic VI, there are times when the number of monsters you'll face is simply ludicrous, especially toward the end of the game.
Dragons are especially useful to have when there's a lot of fighting to do. And since you have the option to recruit a dragon fairly early in the game, you'll almost immediately improve your combat effectiveness by a huge margin, which diminishes the challenge of the game. Between its devastating basic attack and its ability to breathe fire, your dragon will carry you to victory in almost every battle. And since you can quickly boost your dragon's skills to the point where it gains the ability to fly and can carry the entire party with it, you can easily pass areas through which you would have otherwise spent hours hacking and slashing. It's this gross game imbalance that makes dragons in Might and Magic VIII problematic. When you have a dragon in tow, combat becomes repetitive and tedious even when you're up against difficult foes, especially when the rest of your party is handy with ranged weapons.
Another game-balance problem is the extremely powerful invisibility spell, which is available to masters of the air-magic skill. So long as you don't bump into or attack any monsters while the spell is active, you can wander right on by your enemies and accomplish your quest goals without interference. Invisibility can greatly shorten the end game in Might and Magic VIII, where many of the quest dungeons are small and built around a destination you must reach, rather than an ultimate battle you must win.The skill system in Might and Magic VIII works well, as in the previous installment. It places a number of restrictions on character classes in an attempt to preserve the game balance, or to counteract the impact of having a dragon in your party. For example, you can't make all of your party members grand-master archers, but you can train most characters to at least use a bow. Some of the restrictions are annoying, such as the cleric class' inability to attain grand-master status with a mace, but the skill system is generally well implemented.
The game also has a frustrating combat bug that leaves your party powerless against monsters that get too close in a melee. Once a creature gets near enough that its sprite runs off the top and bottom of the screen, your characters' melee attacks suddenly become useless. Might and Magic VIII also suffers from a number of other bugs, including random lockups that necessitate frequent use of the quick-save option. However, reloading after a quick save occasionally shuts down the magic system completely, so none of your characters can cast spells.
Once they have done this, Xanthor completes the key allowing them to enter the crystal wherein they battle creatures formed from its magic. It is a place of utter chaos with many party members falling prey to the insanity that being there entails, but they persevere and discover that Escaton has imprisoned the four lords of the elemental planes. The party must answer three riddles to gain the keys to their cells and when they do so, free the imprisoned lords and rebalance the elements as they go to soothe their subjects. The four elemental lords then turn their attentions against the crystal and destroy it.
Players were called upon to create a five character party and depending on which class is chosen, they will start with two preset skills with the player free to pick two extra starting skills alongside the available options depending on the character's class. Though each character only starts with four skills, they can always learn any other skills allowed by their class from teachers spread throughout the land.
The first set of skills is weapon skills, including Staff, Sword, Dagger, Axe, Spear, Bow, Mace, and Unarmed. Next there are the armor skills, consisting of Leather, Chain, Plate, and Shield. The various schools of magic are Fire Air, Water, Earth, Spirit, Body, Mind, Light, and Dark. The promotion system also establishes the level of expertise that each character has with each spell and proceeds from Novice, Expert, Master, and finally to Grand Master.
Finally there are the miscellaneous skills, denoting all skills which do not fit into any other category: Identify, Merchant, Repair, Bodybuilding, Meditation, Perception, Diplomacy, Disarm Trap, and Learning among others. With all skills, characters may eventually find teachers who can teach an upgrade to Expert, Master, and then ultimately, to Grandmaster although this last is far more specific to certain classes. For example, a Knight cannot become a Dodging Grandmaster.
Time is also an important consideration in the game as day and night cycles pass offering new opportunities or in making things more difficult depending on where they are. Several quests in the game are also tied to their own schedule meaning that when an NPC says that they are giving a month to complete a quest, they mean it. This can also determine when the safest time might be for the party to rest and recoup their strength if they are out in the wilderness. 2b1af7f3a8