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Character Creation (cont.)

Thief
The thief, like the monk, is another newcomer to Might and Magic VII. Unlike the monk, it is not a big fighter, but is just as useful, if not more so. Traps and secret doors abound in Might and Magic VII, and the thief is the best class to disarm them or find them. Physically, the thief is a competent fighter, with a great number of hit points. It also can be a good fighter with up to grandmaster skill in the dagger and leather armor. The thief also can progress up to master level in armsmaster and expert level in body building. While the thief isn't as strong as the knight or the monk, it certainly is a good fighter. The thief is the only class that can progress to grandmaster level in disarm trap and stealing skills.

Ironically, while the monk is the ultimate selfish class, the thief is the ultimate selfless class. This is because all the thief's essential skills only benefit the party. The thief can save you from deadly traps and steal expensive equipment for your party. The thief can also progress to master level in merchant and perception skills, getting you bargains on what you do buy and revealing well-hidden secrets.

A thief needs good accuracy, speed, and a little luck. As a fighter, the thief also benefits from good might and endurance (extra hit points help when you fail to disarm a trap). The thief does not need personality and can afford to have low intellect, since you won't really be using the thief for much spell use, although the thief does learn rudimentary elemental magic when it is promoted to higher ranks. The thief is as bad, if not worse, than the monk in terms of magic skill. Goblins and humans make good thieves.

Starting skills: Dagger, stealing
Starting choices: Bow, sword, leather, disarm traps, identify item, merchant, perception
Disallowed skills: axe, spear, staff, plate, body, mind, spirit, dark, light, identify monster, meditation
Normal-level skills: Shield, air, earth, fire, water, repair item
Expert-level skills: Bow, mace, unarmed, chain, alchemy, body building, learning
Master-level skills: Sword, dodge, armsmaster, identify item, merchant, perception
Grandmaster-level skills: Dagger, leather, disarm trap, stealing

Starting hit points: 35
Starting spell points: 0
Additional hit points per level: 4/6/8
Additional spell points per level: 0/1/1

Thief (cont.)
 


 

 
 
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