Let's Play Might and Magic 7! Part 15 - Oh, Clanker... what have you done to yourself?
Getting started today was some inventory management in the form of dropping things off in one of the Main Hall chests in our castle. Next we gather the Horseshoes that respawned in Harmondale and use them on Karl because he has a lot of points to invest in Dark Magic here pretty soon.
I have changed my mind since last time; I'm going to promote Lester, Lushiris, and Karl to their final promotions because, well... we need to be stronger. And since we are in Avlee once that's over, I just go ahead and train there, wiping out a decent amount of gold but getting a decent amount of Skill Points.
Training has taken enough time that my deadline with the Mercenary Guild passed me by completely. That's... not a problem. The castle is now infested with Goblins and Swordsmen, though only on the first floor and dungeon; none are on the second floor. There's also some hostile Swordsmen and Goblins outside in the main town, but only a few of them as compared to the castle. I was expecting a much larger response from scorning the Guild.
Now that we are (mostly) all promoted, it's time to invest those Skill Points and upgrade our skills. I picked up Grand Master Bow and Master Disarm and Fire in Harmondale, then headed to Erathia to get Grand Master Dodging and Unarmed... only to find that Erathia has repawned as well! I think I'm going to find that happening a lot now, since I tried to go to all the different areas as soon as possible towards the beginning of the game.
I interrupt skill upgrading to achieve the Harmondale Bounty Hunt for an Air Warlock, which are very easy to find in Mount Nighon. I cheese them and secure the bounty, which puts us over the requirements for the Bounty Hunter promotion quest!
We continue our quest for skill upgrades, including purchasing some Dark Magic for Karl and purchasing stat-boosting Black Potions in The Pit. Deyja has respawned, which means both Harpies and possibly Genie Lamps have returned. We take some time to clear out hostiles and pick up said Lamps.
Off to Tularean to sell off some excess inventory, and to kill a few more trees now that they've respawned. Our goal today? Clanker's Lab! Gogs, Golems, and Eyes abound here. Lots of Potions and Reagents here, too. When Golems explode, they HURT. We try to kill them from range but it's not all that easy to do in these cramped quarters. The last Evil Eye may or may not have been Clanker himself; it drops Clanker's Amulet, which grants +15 to Alchemy skill and would be great if I didn't already have a ring granting me +25 to Alchemy skill.
The rest of this video is enchanting and inventory management. All the wands have been deposited.
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