First, let me state that MM8 has a lot of replayability. You can create partysizes as big or as small as you wish, including solo character runs. Here is mycommentary on the playable characters in the game.
Troll: Will have the highest hit points of any characterselected, but they are in my opinion the lowest damage dealing Might orientedcharacter. Trolls can paralyze opponents and they get resistance for GrandmasterLeather. They can also learn the Repair Item skill up to Master level(a Masterlevel with 10 points will repair all items including artifacts and relics).
Knight: Best Might oriented character due to their abilityto Grandmaster the Armsmaster skill. They will do the most melee damage of anycharacter, and good spears can be obtained from Balthazar Lair if you're patientenough and have the funds. They can Grandmaster in Repair Item, which will fixall items.
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.
Dragon: I consider this the "newbie" charactersince adding 1 Dragon makes the game significantly easier. They are also buggedin that their breath attack never misses, and nothing is immune to it. Dragonscan easily solo the entire game, so that's my opinion of how overpowered theyare in design. I'd only select a Dragon for the first time you try MM8 or ifyou've never played M&M before. Dragons are able to Fly, learn GrandmasterIdentify Item, Grandmaster Learning, and Grandmaster Perception. They can alsolearn Master Bodybuilding and Master Meditation.
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.
Axe: Minotaurs are the only characters that should learnthis skill. The two handed axes deal more damage at Grandmaster 15 than theMinotaur's Spear/Dagger combo that is also available.
Disarm Trap: Only Dark Elves or Minotaurs should learn thisskill, and if you have both a Dark Elf and a Minotaur in your party just selectone to specialize in this skill AND the Perception skill.
Meditation: Only Dark Elves, Dragons, Necromancers, andClerics can learn this skill. I would not develop Meditation for Dark Elves andDragons unless you absolutely need their spell points.
The dynamic wisps woven by a disciple of the Magic school of Air are infused with the essence of Ylath, the elemental Dragon of Storms. Air Magic can be used to create violent gusts of wind that toss opponents around, or sizzling lightning bolts that fry them alive.
Axes are the classic choice for fighters who want to cause serious damage. In skilled hands, critical hits with axes leave bleeding wounds. If these injuries are not healed quickly the wounded will bleed to death.
These mechanical works of precision are exceptionally accurate and powerful. They allow marksmen to deal critical damage on vital spots. At short range the powerful bolts can pierce through several enemies.
Being light and small, daggers are often overlooked, considered low damage weapons. This is true when wielded by amateurs, but in the hands of a true master they become extremely deadly. No weapon is better for repeatedly stabbing vital areas with critical precision.
Malassa, the elemental Dragon of Darkness, rules over the Shadows that hide and shelter her followers but weaken her enemies, overwhelming them with intangible horrors. Dark Magic slowly creeps over its victims, draining their lifeforce and ravaging their souls.
A protective garment is good. Blocking and parrying attacks is even better, but by far the best option is to avoid getting hit altogether. Grand Masters of dodging don't need to wear armour, focusing instead on increasing their offensive efficiency.
Perfect rhythm and skilled coordination are the standard traits of a Dual Wielder. Instead of just crudely swinging two weapons, the grand master of dual wield resembles a dancer, capable of creating an impenetrable and deadly whirlwind of naked steel around himself.
Sylanna, the elemental Dragon of Earth, stands for natural Harmony and governs the mineral, vegetal and animal kingdoms. Earth magic can command the vegetation to snare the enemy, conjure various poisonous effects, or infuse allies with regenerative and protective powers.
Flames, smoke and ash in the material realm, represented by burning passions in the Spirit World, are aspects of the elemental Dragon of Fire, Arkath. Fire Magic incinerates enemies with scorching fireballs or causes blood to boil with a divine fury that consumes all fear and doubt.
If holding one's ground is the top priority, then heavy armour is the protective garment class of choice. The drawback is reduced flexibility that can only be balanced by honing this skill to perfection.
Light Magic comes from Elrath, the elemental Dragon of Light, and is directly linked to the ideals of truth, justice and perfection. It can smite the blasphemous with holy light, but its main purpose is to protect the faithful; cleansing them of curses, healing their wounds, and even bringing them back from the dead.
Magical Foci are catalysts made for users of the arcane arts to channel and condense magic currents. Focus masters can amplify the intensity of their spells to a critical level, vastly increasing their power.
Magic is natural to the Elder races of Ashan, as Mana, the sacred blood of the Dragons, runs in their veins. Yet very few people can channel it naturally in significant amounts. Through the practice of special meditation techniques and by communion with the Spirit World, a devoted student of Magic can significantly increase his personal Mana reservoir.
Prime Magic is linked directly to Asha and Urgash, the Primordial Dragons. Energies channelled from the spirit world can be used to manipulate time, space and matter. The Master of Prime Magic is able to empower his allies, hamper his enemies, or travel instantly to distant locations using spirit gates.
Skilled users of shields do not only get the chance to block melee attacks and ranged shots, but also to bash opponents. Grandmasters of the shield are said to be able to protect their companions from showering volleys of arrows.
Spears require both hands to be used efficiently, but they compensate for this limitation with high versatility. They are as effective at blocking hostile blows as delivering them. They can cause severe damage, piercing even the thickest armour.
Swords are a most common choice of melee weapon due to a perfect balance between speed and damage. The experienced wielder can put together a series of powerful strikes, enough to break the resolve of any opponent.
The mere sight of a fighter wielding a great weapon with both hands can make opponents tremble with fear. Two-handed weapons easily compensate for the lack of a shield or an additional weapon. They can be used to block enemies' assaults or simply break their defenses with sheer power.
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