Let's Play Might and Magic VI: The Mandate of Heaven:
First, the classes. You will upgrade these via quests, which result in increased hit points and spell points, as well as getting a new class name.
- Knight: Straightforward warrior, can use all weapons and armor types. The only class that cannot use any type of magic (and thus has no spell points), but in turn has more hit points than anyone else. Upgrades to Cavalier and then Champion. Starts with Sword and Leather Armor skills.
- Paladin: Like the knight, can use all armor and weapons. Has less health than the knight, but compensates by being able to use Body, Mind, and Spirit magic. Upgrades to Crusader and then Hero. Starts with Sword and Spirit Magic skills.
- Archer: The name may fool you at first. The archer can make use of any weapon, but cannot wear Plate or use Shields. In addition, it can also learn Fire, Air, Water, and Earth magic. (Insert Captain Planet joke here.) Upgrades to Battle Mage and then Warrior Mage. Starts with Bow and Air Magic skills.
- Cleric: Roughly what you would expect. Limited weapons and also unable to wear Plate, but can still use Shields, making them quite durable. Can learn Body, Mind, and Spirit magics early, and later has access to the advanced Light and Dark magics. Upgrades to Priest and then High Priest. Starts with Mace and Body Magic skills.
- Sorcerer: Squishy Wizard ahoy! Unable to use any armor except Leather, and also limited in what weapons can be used. Can use Fire, Earth, Water, and Air magics, and later Light and Dark also. Upgrades to Wizard and then Archmage. Starts with Dagger and Fire Magic skills.
- Druid: Much like the Sorcerer, with the same armor and weapon limitations. The key difference, instead of getting Light and Dark magic later on, is that the Druid can learn Body, Mind, and Spirit in addition to the elemental magics, granting them the largest spell pool. However, Master of None is a problem. Upgrades to Great Druid and then Arch Druid. Starts with Staff and Earth Magic skills.
Next, the attributes. You raise these by equipping enchanted gear, visiting special shrines at certain times, or by finding barrels full of colored liquid to drink. (Ewwwwwww...)
- Might: Increases melee damage, and at higher levels allows you to, er, "manipulate" certain objects. Fairly useful early on for melee-based classes like Knight and Paladin, all but useless by the endgame (and you will see why). Red liquid increases it.
- Intellect: Increases the spell points pool for Archers, Sorcerers, and Druids. Completely useless for other classes. Orange liquid increases it.
- Personality: Again, provides an increase in the spell point pool, but for Clerics, Paladins, and Druids. Useless otherwise. Blue liquid increases it.
- Endurance: Increases total hit points. How much so varies from class to class. Green liquid increases it.
- Accuracy: Exactly What It Says on the Tin, improves chances to hit with all weapons and certain spells. Yellow liquid increases it.
- Speed: Not only allows you to attack and cast spells more often (duh), but also improves your Armor Class. Probably the most important attribute in the long run. Purple liquid increases it.
- Luck: Provides minuscule bonuses to most of what you do, but most notably increases resistance to magical and trap damage. White liquid increases it.
Now for the skills. Each of you characters starts with four skills, two predetermined based on class and two that you can choose. Every time your characters gain levels, they gain skill points to allocate among their skills. There are also horseshoes, which grant an instant two skill points to whoever uses one of them. You can train your skills up to Expert and Master level to obtain bonuses based on your skill level, but you have to meet certain qualifications first. And then you have to find the trainers...
- Weapon Skills: You will need these skills to use the weapons (duh again). Expert and Master grant certain bonuses. The Expert Dagger and Master Sword allow you to Dual Wield, the Master Mace allows your attacks to stun, the Master Dagger grants you critical hit chance, and so on.
- Armor Skills: Leather, Chain, and Plate all have Expert and Master bonuses that reduce the recovery penalty of the armor. Shield bonuses just add to your Armor Class.
- Magic Skills: The Expert and Mastery bonuses will vary from spell to spell. I'm not getting into that here. Look it up yourself!
- Miscellaneous Skills: We'll look at these one by one. Expert and Master just improve the effects.
- Bodybuilding: Increases total hit points. Like Endurance, its value depends on the class.
- Diplomacy: Improves ability to deal with NPCs effectively
- Disarm Trap: Self-explanatory.
- Identify Item: Self-explanatory.
- Learning: Increases total experience points gained.
- Meditation: Increases total spell points.
- Merchant: Modifies buying and selling prices in your favor.
- Perception: Increases chance to reduce or avoid trap damage.
- Repair Item: Self-explanatory.
I haven't decided my party composition yet, so I'll see what you guys think. If no one answers, I'll go with the default party (Paladin - Archer - Cleric - Sorcerer). I'll probably seriously start in a few days (at most, by next weekend). Edit: added more information.
edited 7th Aug '10 9:04:25 PM by TotemicHero
edited 7th Aug '10 5:22:18 PM by Arilou
edited 7th Aug '10 8:06:23 PM by TriggerLoaded
- Might: 14
- Intellect: 5
- Personality: 5
- Endurance: 14
- Accuracy: 12
- Speed: 12
- Luck: 12
- Might: 10
- Intellect: 20
- Personality: 5
- Endurance: 12
- Accuracy: 14
- Speed: 12
- Luck: 12
- Might: 10
- Intellect: 7
- Personality: 20
- Endurance: 12
- Accuracy: 12
- Speed: 12
- Luck: 12
- Might: 10
- Intellect: 20
- Personality: 20
- Endurance: 12
- Accuracy: 12
- Speed: 12
- Luck: 12
Prologue: Mandatory Backstory (Here There Be Intros)Some odd years ago, the brothers Archibald and Roland Ironfist fought a brutal civil war for control of Enroth. Roland won, and had Archibald magically imprisoned as a statue. He married Princess Catherine of the allied kingdom of Erathia, and their son, Nicolai, became heir to the throne. Three years ago, a strange force of devils appeared in western Enroth. Running rampant, killing people, and generally doing devilish things, they laid siege to the village of Sweet Water, hometown of the player characters. The party barely managed to escape with the aid of the sage Falagar, and Sweet Water was destroyed. In response to the devils, King Roland mustered an army and headed off to try and stop them. However, an evil cult working with the devils had a traitor in Roland's army, who arranged a trap. The devils attacked, and Roland vanished. The party, in the meantime, trained under Falagar near the town of New Sorpigal in an effort to get revenge for the destruction of Sweet Water. At some point during this training, they stumbled across an abandoned camp, where they found a set of letters linking the cult to the devils, and revealing the identity of some of the cult members. Armed with these letters, limited supplies, and some basic adventuring know-how, it falls to these four people to stop the devils and the cult, and save the world. Edit: Linked intro video is not mine.
edited 9th Aug '10 7:00:14 PM by TotemicHero
Chapter 1: Welcome To Enroth, Population Falling DailyWe kick things off at the front gate of New Sorpigal. The game date is January 1, 1165. Despite this, it actually appears quite spring-like in this area (graphical limitations for the win). The first move is to go through our inventories. We equip the crude weapons we start with, memorize spells from the spell tomes we begin with also, and then check our rings. Each character starts with one ring, which may or may not be magical. As it turns out, two of the rings are enchanted. One of them is simply a +1 Armor Class ring, and thus not very useful, but the other provides a very nice boost of +5 Endurance. We give this ring to Toblerone, and as for the other ring...it gets tossed to Eno. With that done, we head into town. The central fountain has healing powers, so Toblerone takes a few drinks (putting on the +Endurance ring only increased his maximum HP, not his current total). We then head to the well on the west side of town, and everyone takes two drinks from it. The well provides a +2 permanent Luck boost to whoever drinks from it, but comes with two restrictions: Your party only gets a total of 8 drinks from said well, and it doesn't have any effect if the character's Luck is 15 or higher. This is why it was set up with each character's Luck attribute at 12, making it so every character is able to get their Luck to 16. Having done this, we head to the local tavern to meet Andover Potbello, who is supposedly the local agent for the sinister Cult of Baa (although how they manage to be sinister with a name like that is beyond me). He was the original recipient of the letter we have obtained, and was instructed to give gold to the person who showed him said letter. In the interest of making the Cult of Baa look like complete idiots, we show the letter to him and receive 1000 gold, revealing him as indeed a Baa follower. Potbello also has a request for us: the first side quest of the game. Yay! Said quest sounds simple enough: retrieve a lost candelabra from the Abandoned Temple of Baa to the west. However, this quest is a little too advanced for us at the moment, so we file it under "do this later". Heading out of the tavern, we walk across the street to the stables. Snooping in the stalls (at least, what is supposed to be stalls, graphical limitations again) gives us two horseshoes. Deciding not to use them yet, we talk to the stable master and arrange for a two-day carriage ride to Castle Ironfist, the seat of the Ironfist dynasty. Arriving at the castle town, we snoop around the supposed stalls of this stable and find two more horseshoes. The castle town is divided into two halves: the lower half, which is where we are now, and the upper half, which sits on an acropolis and is where the castle itself is. We head up the path to the acropolis and make a beeline for the castle. We are ushered in without delay, and come face to face with Wilbur Humphrey, the elderly regent (Queen Catherine is away visiting her homeland in order to attend her father's funeral, among other things), and crown prince Nicolai Ironfist. Ignoring the clearly bored crown prince, we speak directly to the regent. The elderly Humphrey apparently has a lot on his plate already, and seems distracted, although not distracted enough to not reward us for the information we had. Thus we are 5000 gold richer, but Humphrey is still worried. Between dealing with running the kingdom, attending to Nicolai, and trying to locate the various missing people like King Roland and Lord Kilburn...wait, who's Lord Kilburn? Apparently he was a noble who vanished near the town of Blackshire, and the regent is determined to find him (or proof of his demise) and wants us to help. In return he promises that he will being willing to compensate us greatly, even giving us his favor on the High Council if need be. Some background: The High Council consists of the representatives of the six foremost nobles of the kingdom. Obtaining the collective favor of the High Council is (dun dun dun) the first step on the main quest. As you can guess, there are six quests you must do before you can get this favor, and Humphrey, being one of said nobles, has just given us the first one. We also discuss the nature of paladins, and Humphrey says he will be willing to promote us to honorary Crusaders...provided we rescue a Damsel in Distress first. While initially he is unspecific about how to do this, he eventually lets on that he heard that Melody Silver has been abducted by "ruffians" on the island of Mist. Sadly, we have to file both of these under "do it later" also. Leaving the castle, we head down into the lower town. It's now time to start joining guilds, and the house just at the base of the hill is the place to start. Inside lives Andrew Besper, who can grant us access to the Berserker's Fury guild, all for a one-time payment of 50 gold! <Insert Billy Mays joke here, despite it possibly being Too Soon> Besper also has yet another quest for us: recovering a lost harp from a group of brigands. Sadly, we are left to wonder if someone will ever actually give us a quest actually in line with our (limited) talents. Conviently enough, the local branch of Berserker's Fury is right next door, so we head over. Guilds can teach their members how to use new skills, in exchange for cash. This guild, focuses mainly on armor skills. We pick up Plate Armor and Repair Item for Toblerone; Chain Armor for Cate; Chain Armor, Shield, and Bow for Huaryu; Bow for Eno. Each of these sets us back 500 gold. I would also like to issue a correction. Apparently Druids can learn the Shield skill after all. Not that Eno would actually end up using one, but still...sorry. We head to the nearby weapon shop. Most weapons shops tend to specialize in a particular weapon type, and this one happened to pick bows. We buy two cheap crossbows for Huaryu and Eno, and sell off the useless clubs every character starts with. Unfortunately, the Cult of Baa has wised up to us. A small group of their members are now entering the town, intent on our deaths. Will we be able to prevail?
edited 9th Aug '10 8:41:58 PM by TotemicHero
Chapter 2: Much Ado About Random QuestsComputer game AI is a funny thing. The attack of the Baa followers was not at all scripted, but just them standing just close enough to detect us as we went to and from the castle...and followed us in. We quickly retreated out of town, in order to avoid having innocent bystanders caught in the crossfire between us and the followers of Baa. However, our retreat was so fast that most of the Baa-ites gave up the chase...all except one. Enemies in general usually come in three varieties of the same creature. Each of these varieties has slightly different stats and abilities, resulting in differing levels of difficulty. Naturally, each of them varies in color as well. The one chasing us is called a Fanatic of Baa. The most health of the three types, but can only melee and is notable for a greenish tint. Oddly enough, all three types look like they are wearing Sikh-style clothing, including the turbans (which, in an example of how you learn something new every day, are called dastars). Smell the Unfortunate Implications here? I know I do. Anyway, it's time to put our new bows into action! Combat can be handled in turn-based mode or real-time mode. Turn-based mode prevents you from moving at all or attacking as rapidly, but enemies are limited in movement and attacks too (although they can still move). Real-time...is real time, nothing fancy there. In general, turn-based is better when you are using spells, and real time is better when you are just slugging it out. We go turn-based, and after a few well shot arrows and well aimed blows, the fanatic dies. We loot his body for gold, and head out to face the rest. Fortunately, they have positioned themselves out of town, so we are able to pick them off with arrows. We loot their bodies too, and then head back to town. As this shows, bows in general are more than a little broken at this point. Later on they become a little less effective as enemies acquire more ways to deal ranged damage. Still, bow skills are very important at first. As such, we use our horseshoes at this point, one per character, and apply the skill points to Bow skill. To raise a skill, you have to spend a number of skill points equal to the level you are raising it to. Having done this, we go back to the stables and hire another carriage to return to New Sorpigal. It's another two day journey. Once there, we begin to take a grand tour of the town. The first stop are the houses to the southeast, which grant us membership to two more guilds: Buccaneer's Lair and Blade's End, at 25 gold each. Next stop are the northeast houses, which have people who can give membership in the Elemental Guild and the Guild of the Self. These are the spellcaster guilds, and cost 100 gold each to join. We need to join these, as they are the best way to get new spells. However, guild membership is not all that these people offer. Violet Dawson, who grants you Self Guild member status, is concerned that her daughter has gone missing, and she thinks the little girl ended up in the Abandoned Temple of Baa. Buford Allman, the Elemental Guild go-to man, apparently has arachnophobia, since he's complaining about giant spiders that no one else seems to have a problem with. He wants us to kill the queen spider, which can be found...you guessed it, in the Abandoned Temple of Baa. Now, you may be thinking the game is trying to point us into this Abandoned Temple. This is a bad idea. There is actually an easier dungeon you are intended to do first...but it only has one quest, which we will get to soon. Directly across from these two guild recruiters / quest givers is the Blade's End guild. The only thing of import it has to teach anyone is to give Eno Leather Armor skill, for 375 gold. Skills be expensive, yo. By this point, we're able to visit the town hall of New Sorpigal, which is only open from 10 am to 2 pm. We head there and speak with the mayor, Frank Fairchild. Mr. Mayor is worried about the local healer, Sherry, who was kidnapped by the Shadow Guild (a thieves' guild), and taken to their hideout near Castle Ironfist. Guess who he wants to rescue her? After chatting up Fairchild, we talk to his secretary, Janice (no last name). Mayor's secretaries issue bounty hunts, which require you to kill one of a particular kind of enemy by the end of the month. Sadly, the bounty hunt this month is for one of the most powerful creatures in the game...a Gold Dragon. We are not even able to touch that. However, Janice does have a more concrete task for us. A local keep called Goblinwatch stands on a hill to the south. Recently, goblins overran the keep, and stole the scroll containing information about the keep's mechanical security system. Janice wants the scroll back. In case you were wondering, this is the starter dungeon that we are supposed to go to first. Our next stop is the training hall on the west end of town. Here, we pay money to gain levels, provided we have earned enough experience. What's that, you say we haven't earned any experience? Wrong. We got a nice-sized chunk of it from showing the letter to Humphrey. It's enough to allow all of us to go up 2 levels and reach level 3, giving everyone 10 skill points! The cost of training up one level is equal to 10 gold multiplied by our current level. Also, this gets doubled and then tripled if you upgrade your class. Furthermore, training in game takes time...as in at least a in-game week. Keep an eye on the date, as a lot of stuff in game is fairly time-sensitive. We use the rest menu to wait until 6 pm, and then hit Buccaneer's Lair, which is only open in the evenings. We pick up Disarm Trap, Merchant, and Identify Item skills, and give them all to Toblerone. The reasoning here is that since he doesn't have to worry about magic skills, he has the skill points to burn. With that done, we allocate our skill points...or some of them. We're trying to save points for magic skills, so most of the points go there or into armor. The result leaves Cate, Huaryu, and Eno with some points to spare. Now, we are ready to begin tackling the local goblins, culminating in an assault on Goblinwatch. But that shall be another day...
edited 10th Aug '10 9:27:56 AM by TotemicHero
Chapter 3: Of Goblins And GloryIt's time to hunt some goblins! The first step is to have Cate cast the spell Wizard Eye. An Air Magic spell, Wizard Eye reveals the location of wandering NPCs and monsters on the minimap. Expert and Master allow it to reveal more, but we're obviously not at that point yet. The spell reveals there are enemies to the north, at the Self Guild. We head up there to investigate. We head up there, and discover a small group of goblins have set up shop (so to speak) and the second floor balcony. However, the goblins have made some key errors.
- There is a hill next to the guild, allowing us to climb up and see them.
- These goblins have no ability to cast spells or used ranged attacks.
- These goblins lack the intelligence (bad AI strikes again!) to take the backdoor ramp down to ground level.
edited 21st Aug '10 7:52:26 PM by TotemicHero