- For other uses, see Sorcerer.
"Students of the realm of Elemental magic, Sorcerers concentrate on offensive and utilitarian magic. Sorcerers are downright rotten fighters barely able to learn to use the dagger, the staff, and the bow effectively. They are allowed to use only leather armor, cannot use shield, and have the lowest hit points of all the classes. With that aside, Sorcerers can wield mighty offensive spells and have access to the Mirrored Path of the Light and the Dark, from which come the best spells in the lands."
The Sorcerer is one of the nine starting classes in Might and Magic VII: For Blood and Honor. Sorcerers start with 20 hit points and 15 spell points, and gain 2 hit points and 3 spell points per level.
They start the game with the least hit points and have the lowest hit point gain, can only wear leather armor, and are barely capable of utilising bows, daggers, and staffs, but have more spell points than any other class in the game. The sorcerer is one of only two classes who can gain Grandmastery of Light or Dark magic, and the only one that learn Grandmaster Fire, Air, Earth, and Water magic.
Gameplay Tips Edit
- Since Sorcerers rely primarily on intellect, they have no use for personality, and while they can fight in a pinch without magic, the other attributes (except endurance) can be lowered to bolster either intellect or endurance, or provide other members of the party with higher attributes.
- Elven Sorcerers are the best spell-casters, but are extremely fragile. Due to the importance of endurance, if going for an Elven Sorcerer, it is highly recommendeded to give them green barrels for endurance as quickly as possible as they will die fast and often if else. Otherwise a human or dwarven sorcerer can work fairly well.
- Ideally you should accompany one or more Sorcerers with a Cleric, or somebody who has quick access to potions and a good alchemy skill to help keep them alive. Clerics are best since they gain access to two very important life-saving spells: Preservation and Regeneration. The former for delaying death by massive HP loss, and the latter for restoring HP over time.