• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Might and Magic VI: The Mandate of Heaven

Status
Not open for further replies.
Level 14
Joined
Dec 9, 2006
Messages
1,091
MMVI.jpg




They came from the depths of the void; an ancient enemy, of an ancient people. No one knows why they hate us so, or why they have made war upon us. Some say the struggle against their evil is the Mandate of Heaven. Though their origins and purpose are shrouded in mystery, their plan is simple:

They travel, they land, and then they Conquer

Now, they are here on our world, to do to us what they have done to so many others. And they will do it… unless someone stops them.


_____________________________________________________________________________

Might and Magic VI was an RPG developed my New World Computing in 1998. Compared favorable with its peers Elder Scrolls and Ultima, it was praised for its non-linear, user-friendly premise, an interactive, detailed game world and a polished, bug-free initial release. Due to its critical success, Might and Magic VI is attributed as being one of the key players in the revival of Western RPGs.

However, the Success of the Might and Magic series up to number VI was not to last. Two sequels were made, becoming extremely dated in graphics, although still seemingly pleasable in story and environment design. Might and Magic IX, the last installement in the original MM series, featured a graphics overall, but was the bottom of the barrel in terms of story, continuety, and environment-interaction. 3DO soon went bankrupt, being bought-out by Ubisoft (who makes the strategy-based Heroes of Might and Magic series we see today, though a farcry to the original RPG's)

Prepare to witness the rebirth of a legend.

Six Classes, Four Party Members


KNIGHT

The Knight class is the workhorse fighting class. Knights start with the largest selection of weapons and armor, and may ultimately use any type of weapon or armor. Being the toughest warriors of the classes, Knights begin with the greatest number of hit points and get the most number of hit points when they advance in level. Knights can be promoted to Cavalier status with a two hit point per level gain, and then to Champion status with another two hit point per level gain. Knights may never learn spells, nor may they ever learn (or need) the Meditation skill.


PALADIN

A cross between Knight and Cleric, Paladins perform both roles well, but not as well as the
more focused classes they borrow from. Like Knights, Paladins can learn to use any type of weapon or armor, although they don't have as many choices to begin with. Paladins also begin with the Spirit realm of magic, and can also learn to use the Clerical Mind and Body realms. They cannot, however, learn to use the greater realms of Light and Dark, nor any of the Elemental realms. Paladins that are true to their cause may be promoted to Crusader (gaining one hit point and spell point per level) and ultimately to Hero (gaining another hit point and spell point per level). Paladins may learn all of the secondary skills.



CLERIC

Clerics in Enroth are adventuring, spell casting holy men. A Cleric is a mediocre fighter but
an excellent spell caster, with spells concentrating on healing and defensive themes. Clerics
and Sorcerers are the only two classes that can learn from the Mirrored Path of the Light and the Dark, and the awesome spells these realms of magic offer. They are, unfortunately, ratherlimited in their weapons, with mace, staff, and bow being their only choices. Armor is a little better with plate being the only kind forbidden them, and they have no restrictions on secondary skills. With much diligence and study, Clerics can be promoted to Priest (gaining one hit point and spell point per level) and eventually to High Priest (gaining another hit point and spell point).


ARCHER

Like Paladins, the Archer is a hybrid of the Knight and Sorcerer classes. Archers may learn
to use any type of weapon (specializing in the bow, of course) but they may never learn the
shield or plate armor skills. They are compensated by beginning with the Air realm of magic
and may eventually learn to use the rest of the Elemental realms. The greater realms of Light and Dark are, however, beyond their grasp. Archers can be promoted to Battle Mage (gaining one hit point and one spell point per level) and eventually may become Warrior Mages (gaining another hit point and spell point per level). All of the secondary skills are open to the Archer.


DRUID

Druids are a hybrid of the Sorcerer and Cleric classes. They make poor fighters (better only
than the lowly Sorcerer) and have relatively few hit points. On the plus side, Druids can use
both Sorcerer and Clerical magic. Druids may not learn Light and Dark magic, and they can
only use the staff, dagger, and bow as weapons while wearing only leather and shield as armor. All secondary skills are open to the Druid, and as an added bonus Druids may begin the game with the Learning skill. Druids can be promoted to Great Druid (gaining one hit point and one spell point per level) and eventually to Arch Druid (gaining another spell point and hit point per level)


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 forbidden any kind of armor or 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. After plenty of spell casting experience, Sorcerers can be promoted to Wizard (gaining one hit point and one spell point per level) and then to Arch Mage (gaining another hit point and spell point). No secondary skills are forbidden Sorcerers.

***MORE INFORMATION PENDING***
 
Last edited:
Status
Not open for further replies.
Top