Re: Let's Play: Might and Magic 6, the Mandate of Heaven
And so, the story begins! Unfortunately, Drake Azathoth was
slightly late to the party, or this would have become a showing of the merits and drawbacks of an all-heavy-caster team. For now though, Torgamous is in play to soak some damage if anything happens to get close enough to melee. And look good doing it! I took the liberty of scrambling the faces up a little, though I went ahead and kept an equal ratio of males to ladies, and that last one was just a really
good sorceror face, so I kept it.
You'll notice a lot of red and green splashed up there. During creation, you can alter your stats as you see fit with a pool of fifty spare points to go around... within limits. The highest value you can put into a stat at creation is 25. The lowest is a lot more variable, being 'two less than what you started with'. With that said, most of the stats are actually pretty important and so you want to not lower them if at all possible.
As a Knight, though, Intellect and Personality will
never be relevant to Torgamous! It's very much the big, dumb thug class. You obviously want to prioritize might and endurance in order to hit harder and take more hits, but you can yoink points from the MP stats and never see any penalties at all. I also bump accuracy and speed a little, so that there's not so much
missing all the time if things get close.
Meanwhile, if the casters have to
hit things, then you're doing something very wrong. That's your safe stat to pull a couple extra points from. Clerics draw mp from Personality, being charming tithe-hunters, and Sorcerors from their prodigious intellect. Druids, being a mixup, pull MP totals from
both. Everything else is
less relevant, though you don't want to neglect certain scores and get one-shotted all the time either.
Luck effects everything, but only in a small way. You don't want to
completely tank it if you're already starting on the lower end, but just pulling a point here and there works out fine. And here we go!
The game drops you off right here, in front of the gates of New Sorpigal, the town furthest to the south and east, with little direction.
..... And little in the way of equipment. But what's this, you say. Not one, but two sets of armor? Extravagance! Indeed, you start with a basic weapon of any sort you're skilled with, and the cheapest set of rusty mail or rodent-chewed leather that Falagar could find.
If you have an armor skill. If you'll look up a touch, you'll see that none of our mages have anything of the sort! Which means that if things close in, we're going to have trouble.
Such trouble. Unfortunately, you can only wear one set of armor at a time, so the chain mail, having a higher armor score, is what goes on. There's nothing else special here beyond switching out yon heavy stick with an actual sword....
Or
is there?
Ye Olde Plot letter starts the game in the inventory of the character furthest to the left. That aside, Falagar isn't
totally cold hearted, and lets you leave his abode with a little trinket, usually a bit of cheap tin stamped into the right shape, with a shiny bit of river stone stuck in it.
Sometimes he goofs up, and this otherwise useless trinket has some sort of actually helpful enchantment on it.
This is usually not the case, and is not so for anyone else. Torgamous got lucky... the rest of the trinkets are dreck and shop fodder. Later on, we'll be able to cast theoretically-powerful enchantments on our own gear... but it's going to be a while before we can do so
reliably. In fact, it's going to be a while before we can do so at all, and low tier junk like what we've got now just can't
handle all of the arcane might that we can stuff in them later on.
Selias' inventory, however, shows that we don't need to break out the torches and pitchforks on old Falagar
quite yet. I mean, three years of training, and the best he can do is get you to level one and clear out some of the rubbish from the dumpster diving expeditions for you come
on. But while he equips you terribly, if you have magical skills, he'll
also give you spellbooks for them!
They're still terrible, mind you. And pointless. More to teach you how to use spellbooks than anything, since you already start with the first spell of your magic available. Use the spellbook on yourself, however, and it maaaagically disappears and you learn how to utilize the wisdom within the tome directly. Why it works that way, I don't know.
I assume Falagar is having a giggle and taught you that you have to eat the books in order to learn the magic.
Well, that said, if it works...
Selias comes out of this with Magic Arrow and Cold Beam, as well as the dubiously useful Awaken and slightly more useful Stun. There's good spells in Water and Earth disciplines both later on, mind.
The sorcerors get the Fire and Air spells of Fire Arrow and Static Charge, to go along with Torchlight and Wizard Eye. Latrio, having also picked up Water magic, also gets both Awaken and Cold Beam. Versatility!
One final thing to note, if you have any sort of magic? By which I mean 'are not a Knight'? You also get a dusty old vial and some musty herbs of one sort or another. Mix these together to create Potions! They might be red, which make healing pots, blue which are for mana, or yellow, which gives you a potion of 'Energy' and temporarily increases your statistics.
Contrary to other games, the healing and mana potions are most useful right now. They only ever heal a set amount, I believe it's ten health or mana, so a single potion gets less and less useful to you as you level up and your max points and mana cost for the good spells gets bigger.
Don't lose hope, though, budding alchemists. If you looked at the primary color scheme and thought 'waaaait' to yourself, you're in luck! You can indeed also combine potions to create different, usually better potions. Or, alternately, a very large fireball centered on yourself. We may or may not get back to playing with volatile liquids later.
For now we just have you eat your delicious magic words, equip what you can, and pass off the rest to the individual with a non-cripple Might score. Just to have it all in one place, mind you... your might doesn't have anything to do with your carrying capacity. I could load Latrio up with sacks of platemail and shields no trouble.
There's one more thing to do before moving around the town, though.
You recall how I mentioned the Wizard Eye spell earlier? It is, among some other fun spells, why you usually want at least one person with air magic. Even at weakling levels, cast this and cast it often. With its use, the little map in the top right becomes an invaluable tool, as both neutral and enemy NPC's appear on a mystic radar.
In any case, that's most of the introduction settled.
A quick glance around town shows that many of the businesses have adopted the quaint and old-timey practice of hanging out a picture sign so that unlettered pedestrians know what's going on within. Including...
The tavern and inn....
The stables and general good store...
And of course, the blacksmith and armorsmith.
Of note is a simple thing that would likely annoy people to no end. The shops? They are not at
all diverse. The blacksmith deals in weapons.
Only weapons. He'll buy weapons, sell weapons, identify and repair them, all at usurious rates.
He will not even
look at a shield.
Fortunately, the two shops are usually right next to each other.
In any case, we haven't moved very far or done much, but now is a good time to take a break.
Just sit at the central fountain of the village, listen to the waters burble, lean back to give our teammates the old wandering eye, and quietly ponder just how things came to this, and what to do next.
Personally, I blame Falagar.