Might & Magic VII: For Blood and Honor

Eight adventurers were traveling in a spaceship, pursuing the Guardians Corak and Sheltem. The Guardians went to the world of Xeen, but the adventurers drifted off-course and crash-landed on the planet Enroth. There, they had an argument concerning what to do next, and split into two groups. About the same time, Archibald Ironfist, the brother of King Roland of Enroth, escapes from his homeland and arrives on the continent of Antagarich, becoming a new necromancer leader.

Meanwhile, a nobleman named Lord Markham announces a scavenger hunt on Emerald Isle. The first prize is the deed to the Castle Harmondale, and it is won by one of the two parties of adventurers from another world. From that point on, the two groups become antagonists, pursuing their own agenda and allying themselves with the local forces, attempting to change the fate of the planet.

For Blood and Honor is the seventh installment in the Might and Magic series of role-playing games, and a sequel to both the third and the sixth one plot-wise. It uses the same 3D engine as its immediate predecessor in the series, and also allows the player to generate and control a party of four characters and alternate between real-time or turn-based battle systems. As opposed to the human-only party of the previous game, the player can choose between humans, elves, dwarves, and goblins. The class and skill system from the sixth game returns as well, with a few minor adjustments.

This installment of the series places an emphasis on moral decisions, allowing the player-controlled party to ally with different factions and ultimately choose either a good or an evil path. There are also side quests in the game, some of which are time-sensitive and require the player to consult an in-game calendar. The card mini-game Arcomage is introduced as well.


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Year: 1999

Themes: Turn-based strategy

Genere: Role-Playing (RPG)

Platform: Windows

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