the cutting room mirror

Unused Texts

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This is a sub-page of Might and Magic VII: For Blood and Honor.

To do:
Add short explanations where all these texts could go

Unused Texts#

Classes Descriptions#

Unlike in M&M6, short descriptions of heroes classes can't be viewed on right click on class name in "stats" menu. Only basic classes during creating new party shows proper commentary.

Name of class

Description

Cavalier

"The Cavalier class is the first promotion of the Knight. Cavaliers may use any type of weapon or armor, but they may not learn spells. Cavaliers enjoy the benefit of an extra two hit points per level, and can be promoted once more to either Champion or Black Knight status with another two hit point per level gain. "

Champion

"The Champion class is the second and last promotion of knights who follow the path of Light. Champions may use any type of weapon or armor, but they may not learn spells. Champions enjoy the benefit of an extra four hit points per level. Champions can grandmaster in the Plate, Shield, Sword, and Spear skills."

Black Knight

"The Black Knight is the second and last promotion of Knights who follow the path of Darkness. Black Knights may use any type of weapon or armor, but they may not learn spells. Black knights enjoy the benefit of an extra four hit points per level. Black Knights may grandmaster in the Plate, Shield Sword, and Spear skills."

Rogue

The Rogue class is the first promotion from Thief. Rogues get an additional 2 hit points per level. They also gain the ability to cast spells and one spell point per level to do it with.

Spy

"The Spy class is the final promotion for thieves following the path of Light. Spies gain two more hit points per level and can grandmaster in Leather, Dagger, Disarm Traps, and Steal."

Assassin

"The Assassin class is the final promotion for thieves following the path of Darkness. Assassins gain two more hit points per level and can grandmaster in Leather, Dagger, Disarm Traps, and Steal."

Initiate

"Initiate is the first promotion of the Monk class. Initiates gain an additional hit point and spell point per level, as well as the ability to cast spells from the Clerical schools of magic."

Master

"Master is the final promotion for Monks following the path of Light. Monks gain 2 more hit points per level and may become experts in their magical skills. Monks may grandmaster in Dodge, Unarmed combat, Staff, Learning, and Body Building."

Ninja

"Ninja is the final promotion for Monks following the path of Darkness. Ninjas gain 2 more hit points per level may grandmaster in Dodge, Unarmed combat, Staff, Learning, and Body Building."

Crusader

"Crusader is the first Paladin promotion. Crusaders can learn to use any type of weapon or armor, and they can learn the Clerical magics of Spirit, Mind, and Body. Crusaders enjoy the benefit of an extra hit point and spell point per level, and can be promoted to Heroes or Villains, gaining an additional hit point and spell point per level."

Hero

"Hero is the second and last Paladin promotion for Paladins following the path of Light. Hero gain an extra hit point and spell point per level. Heroes may grandmaster in the Repair, Mace, and Shield skills. Heroes also gain the ability to learn spells from the realm of Light magic."

Villain

"Villain is the second and last Paladin promotion for Paladins following the path of Darkness. Villains gain an extra hit point and spell point per level. Villains may grandmaster in the Repair, Mace, and Shield skills. Villains also gain the ability to learn spells from the realm of Light magic."

Warrior Mage

"Warrior Mage is the first Archer promotion. Warrior Mages gain an extra hit point and spell point per level, and (more importantly) may achieve expert ranking in their magical skills."

Master Archer

"Master Archer is the second and last Archer promotion for Archers following the path of Light. Master Archers may grandmaster in Chain armor, Bow, and Perception, and enjoy the benefit of an extra hit point and spell point per level. Master Archers also gain the ability to learn spells from the realm of Light magic."

Sniper

"Sniper is the second and last Archer promotion for Archers following the path of Darkness. Snipers may grandmaster in Chain armor, Bow, and Perception, and enjoy the benefit of an extra hit point and spell point per level. Snipers also gain the ability to learn spells from the realm of Dark magic."

Hunter

"The Hunter is the first class promotion for the Ranger. Hunters gain 2 extra spell points and 1 extra hit point per level, and may achieve expert ranking in all of their spell skills. They also gain access to all of their spell skills at this point."

Ranger Lord

"Ranger Lord is the final promotion available to Rangers following the path of Light. Ranger Lords gain an extra hit point and spell point per level, and may achieve expert ranking in their spell skills. Ranger Lords may grandmaster in Axe and Identify Monster."

Bounty Hunter

"Bounty Hunter is the final promotion available to Rangers following the path of Darkness. Bounty Hunters gain an extra hit point and spell point per level, and may achieve expert ranking in their spell skills. Bounty Hunters may grandmaster in Axe and Identify Monster."

Priest

"Priest is the first Cleric Promotion. They enjoy the benefit of an extra hit point and spell point per level, and can be promoted to Priest of the Light or Priest of the Dark to gain another hit point and spell point per level."

Priest of the Light

"Priest of the Light is the second and last Cleric promotion for Clerics following the path of Light. Priests of the Light can learn and grandmaster in spells from the realm of Light. Priests of the Light gain an extra hit point and spell point per level, and may grandmaster in all of their spell skills and the Merchant skill."

Priest of the Dark

"Priest of the Dark is the second and last Cleric promotion for Clerics following the path of Darkness. Priests of the Dark can learn and grandmaster in spells from the realm of Dark. Priests of the Dark gain an extra hit point and spell point per level, and may grandmaster in all of their spell skills and the Merchant skill."

Great Druid

"Great Druids are the first Druid promotion. Great Druids enjoy the benefit of an extra hit point and spell point per level, and may be promoted to Arch Druid or Warlock, gaining another hit point and spell point per level. This promotion permits Druids to learn their spell skills to Master rank."

Arch Druid

"Arch Druids are the second and last Druid promotion for Druids following the path of Light. Arch Druids get another hit point and spell point per level, and may grandmaster in the Alchemy and Meditation skills.

Warlock

"Warlocks are the second and last Druid promotion for Druids following the path of Dark. Warlocks get another hit point and spell point per level, and may grandmaster in the Alchemy and Meditation skills.

Wizard

"Wizards are the first Sorcerer promotion. Wizards enjoy the benefit of an extra hit point and extra spell point per level, and they can be promoted to Arch Mage or Lich, gaining another hit point and spell point per level."

Arch Mage

"Arch Mages is the second and last Sorcerer promotion for Sorcerers following the path of Light. Upon their promotions, Arch Mages gain two additional spell points per level, and access to the realm of Light magic. Arch Mages can grandmaster in all their spell skills, plus Identify Monster and Identify Item."

Lich

"Lich is the second and last Sorcerer promotion for Sorcerers following the path of Dark. This status is achieved through a vile process wherein the Lich-to-be stores his organs in a magical jar that he must guard. Upon their ""ascension"", Liches gain two additional spell points per level, and access to the realm of Dark magic. Liches can grandmaster in all their spell skills, plus Identify Monster and Identify Item. They are harmed by exposure to light but will constantly generate their own spell points."

Unused Scroll from Archibald to Scale#

In the game party can find a letter from Gavin Magnus to Ambassadors Wright; although letter from Archibald to Ambassador Scale also exists, it's not present in the game.

Scale
Catherine and Eldrich will never understand our joy over their struggle over disputed Harmondale.  Continue to harvest the benefits of their war.  In the end they shall not be able to stand against us. 
Archibald.

The History of Harmondale#

Act 2 Evil Warlocks and Minotaurs

Acting at the behest of our new allies in Deyja, my lords have brought a set of the valuable soul jars necromancers need to complete the Ritual of Eternity to Kastore, chief advisor to Lord Ironfist.  The Warlocks of Nighon are capable alchemists, but poor defenders.  Even still, engaging them in combat would be dangerous, so it is with relief that I can report my lords were able to make a deal with the Warlocks to obtain the soul jars without a fight. The ready availability of the soul jars will strengthen our allies tremendously.  Overall, this is a fine thing, but I cannot help but detect a note of discord in Archibald's court.  Reports coming from Deyja are saying that orders given by Archibald and his ""advisors"" frequently conflict, and Archibald doesn't always prevail when decisions need to be made.  It's almost as though there were two factions vying for control of Deyja, and Archibald merely represents one of them.  I hope this isn't true.  Being linked with a strong ally protects us from attack, but when that strong ally begins to look weak, watch out!

Insert 1 The Terrible

The citizens of Harmondale have begun to perceive my lords' justice as…a bit harsh.  As of %30 100 citizens have been summarily executed for their crimes against my lords in the streets.  I would like to point out that though the citizens refer to my lords as ""The Terrible"" (e.g. %31 the Terrible), my lords' stern justice has reduced crime in the city streets tremendously.  Many criminals choose to stay indoors rather than walk about the streets for fear my lords will recognize them and bring swift justice down upon their cowardly heads.  History will vindicate my lords' wise policy, I am sure.

Unused Guilds Memberships#

I am the one you need to speak with in order to join the Guild of the Elements.  The cost to join is 100 gold pieces.  Only members may purchase spells from our fine library.  The guild has spells from all four of the elemental disciplines, and like all guilds in the kingdom, we have two guild halls.  Membership in one automatically enrolls you in the other.

It is my sacred duty to accept donations for the Guild of the Self.  If you contribute 100 gold pieces, we will grant you guild member status.  Members are permitted to buy spells from any Guild of the Self in the land.

Light magic represents the most powerful magic a person can wield without cost to his soul.  We feel confident our price of 1000 gold pieces for guild membership is fair.  You won't regret your decision to pursue Light magic.      

At last you have an opportunity to learn Dark magic by joining the Guild of the Dark.  Don't squander it!  Dark magic is the strongest magic.  The cost is only 1000 gold pieces.  You know it's worth it.

Warnings from Guards#

Emerald Island

Be careful!  You are about to enter an area of the island that is infested with Dragonflies.  They are quite dangerous!  Lord Markham is NOT responsible if you are injured or even killed venturing into this part of the island.  You have been warned!

Watchtower 6

This Watchtower preserves the borders of Deyja.  Visitors are not allowed in here, so you will have to leave.  If you attempt to enter further into the tower, you will be killed without hesitation.

William Lasker#

I’m Bill Lasker, and I am the Master Thief.  I rule this underground kingdom, and am responsible for the welfare of the thieves who live down here.  You have been killing my subjects.  I would strike against you, but I fear your allies would destroy me.  So I will deal with you, but my prices will be higher.  What do you want?   

[spits] Hello, Thief killer.  What do you want?

Um…The weight needs to go in the box in the lower gatehouse—not here.  Go back to Watchtower 6 and put the weight in the right box!

Hmm.  Removing the weight from the upper gatehouse was a start, but where is it now?!?  The plan won’t work unless you put the weight in the lower gatehouse!  Go back to Watchtower 6 and put the weight in the right box!

Queen Catherine#

Well, time ran out for poor Loren.  He was executed for espionage by Avlee on schedule.  Don't bother with the rescue.  He's gone.

King Parson is beyond the date when he could have used those false papers.  Don't bother taking them to him--it doesn't matter anymore.

You told the king the plans were fake?!?  [The Queen puts her hand on her head, jaw agape] I have never seen such incompetence in all my life!  Astounding!  Get out of my sight!  Just go!

Ah, Harmondale.  Before we conduct business, I would like to say I recently noticed you returned the wrong prisoner from Avlee.  Such a remarkable likeness!  I should execute you, but the war is over, and that would be bad form.  Just remember that your treachery has been...noted.

King Parson#

The time where I could have used those plans is over.  Thanks for any efforts you may have put into finding them, but I no longer need the plans.

The execution date for Loren Steel has passed.  Don't bother bringing the imposter to the Queen--she'll be too suspicious for our ruse to succeed.  He'll be leaving you now.

You told Queen Catherine about the imposter?!? I can't believe my ears!  Why did you do it?  Why?  [The King stands and points at the door] Get out!

You again?  You know, I was just asking my generals why the attack on Fort Riverstride was such a disaster when someone on my staff noticed the traps on the map YOU gave us were in the wrong places!  [the King chuckles, smiling] Imagine my generals' relief when we all realized that it wasn't incompetence that killed 74 elves, but treachery! Hahahahaha! [King Parson slaps his knee, then abruptly stops laughing and stares at you.] I would execute the lot of you, but the war is over. In the interests of harmony, you can live.  For now.

Looking for Trumpet#

Gryphonheart's Trumpet was no doubt stolen by the Elven raiding party.  You were too late to save it.  [Lady Ellen sighs] Well, this is bad, but I suppose we've suffered much worse disasters.

It seems our raid on the Erathians has failed, and they or someone else got away with the Trumpet.  [Ambassador Alain shakes his head sadly] Maybe next time things will go our way.

Judge Fairweather#

Hello.  I've been expecting you.  I am Judge Fairweather.  I think it's important you understand that I DO work for Bracada, but I am neutral on the Erathia - Avlee war.  Obviously, we want you to hire me as the Arbiter over this conflict, and I will be a fair judge.  We need you to understand, however, that choosing me as the Arbiter will be CHOOSING THE PATH OF LIGHT. It is the right choice.  I will put an end to this destructive war as quickly as possible, and minimize deaths.  All you have to do is make a decision. Please choose the path of light, and reject evil.  Be our ally.  Just remember that whatever choice you make will be a permanent one.

No decision yet?  Why do you waver in the face of what is clearly the moral choice?  Think about it: Choosing me puts an end to the war quickly.  Many people will have you to thank for saving their lives. You will be allying with Bracada, and rejecting Deyja.  All the Light has to offer will be yours to learn. Most importantly, you will be CHOOSING THE PATH OF LIGHT.  This choice is permanent, and cannot be withdrawn.

Judge Sleen#

The new lords of Harmondale, I presume.  I am Judge Sleen.  Let me be frank--my sympathies lie with Deyja and the Necromancers.  We want you to choose me for the job of Arbiter for the war between Erathia and Avlee.  Since both of those countries are the enemies of Deyja, I will be a fair judge.  However, choosing to be the ally of Deyja means CHOOSING WHAT OTHERS CALL ""DARKNESS"". This darkness business is pure rot.  Necromancy is nothing but the study death and what happens with the spirit after death.  Sure, the results can be a little grisly, but so is making sausage and the practice of law.  And nobody would say those jobs don't have their value. Choose me and be our ally.  Because if you cannot prove your friendship through this simple act, what else can you be but our enemy?  Remember, though, that once you choose me, you cannot later change your mind.  Your choice is permanent.

Still considering your choice, I see.  Let me remind you of what's at stake:  [The Ambassador holds up a finger] The length of the war--The longer it lasts, the better off we'll all be.  Erathia and Avlee will be weaker, and unable to interfere in our affairs. You will be allying with us.  There are things we can teach you... Most importantly, YOU WILL CHOOSE THE PATH OF DARKNESS.  This choice cannot be withdrawn.

Party from Lincoln#

[Resurectra smiles, and curtseys] Lords.  I am Resurectra, chief advisor to King Magnus.  We are pleased you chose Judge Fairweather as the arbiter in the Erathia-Avlee conflict.  It's a sign of your good intentions.  However, if we are to have further dealings, you must first complete the King's test.  We do not have time for the the uncommitted or the faint of heart. After you are done with his test, return to me, and we will talk.  Rest assured you will find your alliance with us profitable.    

Hello again, Lords.  You haven't completed the King's test yet.  I will not deal with you until you have finished his test.  Return to me when you are done.   No Proving Grounds  Resurectra

Pleased to make your acquaintance.  My name is Kastore, chief advisor to Lord Ironfist.  [Kastore makes a sweeping gesture toward the other advisors] My associates and I agree that you've shown excellent taste so far over your choice of Judge Sleen in the Erathia affair.  I think future relations between Deyja and Harmondale will be quite rosy and profitable for all involved. However, I never trust someone I just met.  Before we can do business, you'll have to prove that you're...our kind of people. Lord Ironfist has a test he likes to put new Necromancer recruits through.  If you can pass it, return to me and we'll talk more.

Although there are many things we could do for one another, you must first pass Lord Ironfist's test.  [Kastore snorts derisively] Because if you can't even pass THAT sorry test, what good are you to me, let alone yourselves?  Not finished with Breeding Pit  Kastore

Dark ones!  You have no idea what dreams you've discarded in favor of petty power.  Begone from here, and trouble us no more.  [Sigh] Why have you returned?  I want nothing to do with you.   Party Evil  Resurectra

What do you want, evil ones?  My axe itches for a chance at your throats.  I have nothing to say to you!   Party Evil  Crag Hack

Oh, good, a visit from our enemies.  That always makes me so happy!  Come back anytime, so our guards can have another try at your lives, knaves!  Our guards missed you again?  I'll have to talk to them about that. Party Evil  Sir Caneghem

Lords of Harmondale, is it? [Kastore spits on the ground] What are you doing here?  Better return home and watch your border!  Something dark may cross it during the night…"  What now?!? Wasn't it hard enough to get here the first time?  Do you think we have anything at all to say to each other?  Begone!  Party Good  Kastore

I have nothing to say to you, cowards!  One day, you and your entire town will be working in the mines for us! Party Good  Maximus

Honestly, didn't you people get the hint when all our minions were attacking you?  We don't want you down here!  And it doesn't do you any good blowing up our zombies--we just reanimate them!    Party Good  Dark Shade

Priest from Harmondale#

Oh, the new lords of Harmondale!  Just the persons I needed to see!

Thanks for returning the Lantern of Light.  Ceremonies can continue normally at the temple!

Merchant in Harmondale Tavern#

Lords of Harmondale, I need your help!

Thanks for returning my signet ring and restoring my business!

Brent Filiant#

Is this some sort of trick?  You don't even have a red potion.  You don't think I'll just give you the hat, do you?

Good job, mates!  We'll be heading off for Harmondale right now.  Congratulations.

Teachers in Pit and Celeste#

Though you have achieved initiate status, I am uncertain that you can stomach some of my more extreme teachings.  Return to me when you have formally rejected all philosophies that turn people into weaklings and cowards.   No arbiter  Stephan Sand

If you wish to follow the Path of Light, first you must formally choose it.  Soon you will be asked to make the choice, and the way will be clear.  Until then, I cannot be your guide.    No arbiter  Rebecca Devine

Only followers of the Dark Path can become Liches.  You have not yet chosen the path.  Return when you choose Darkness.    No arbiter  Halfgild Wynac

William Setag#

I'd certainly love nothing more than to corrupt your obviously pious soul, but I'm afraid you wouldn't have the stomach to follow through with my teachings.  You have chosen the Path of Light, you will garner no assistance from me.    Party good  William Setag

Returning from Lincoln#

You have returned!  At last!  We have the Overthruster.  Now, come with us as we open the way to the Ancients!     Success Resurectra

YOU'VE DONE IT!!!  You have the Overthruster!  Quickly, come with me to the laboratory!  The forge is ready…          Success     Kastore

Dwarf King#

You want to bury the bones of Zokarr IV in our old barrows?  No dwarf here will brave the dangers, but Zokarr deserves to be laid to rest in the right place.  Look for the secret barrow, the one with only one entrance.  In there is a coffin waiting for Zokarr's bones.   Need the bones  Dwarf King

Hints#

Villain
One of our finest, most upstanding citizens is William Setag, considered by some to be the most black hearted villain alive.  As a matter of fact, he's one of our best agents.  Wizards and their ilk complain because they've been on the receiving end of his schemes too many times-- but he's about the best there is in his profession. If you're looking for employment, go see him.  His tower is on the north shore of Deyja at a rather inaccessible point.  He doesn't like visitors, but he should be glad to see more students turn up at his door.

Barrows
I hear there are markings on the walls of the barrows that can be used to find your way around the tombs.  It'll keep you from getting lost, but it won't save you from the undead that defend those graves.

The Arena
Arena fighting is available to anyone who wants to practice against any kind of opponent.  You can get to the arena by visiting a stable on any Sunday and asking them to take you there. 

Wromthrax (2)
The dragon is fallen--and at your hands!  You are a hero!

Warlocks
Ever since the Warlocks of Nighon tunneled through Stone City from their island, travelers have been asking to pass through the city to get to Nighon.  The Dwarf King hates this, and would like to charge a hefty fee for people seeking to enter Stone City.  He has not started charging however, fearing political and possible violent repercussions with the Warlocks of Nighon.    

Mysterious Murders
There was another murder, recently, that's been all the talk around town.  Another body--young woman, so I hear--was found near the sewers.  Drained of blood, for the love of Light!  It's those thieves living' in the sewers I tell you!  Rats, they are.  Someone should go down there and put them out of business!"

Fort Riverstride (2)
I've heard Fort Riverstride was taken with the aid of treachery!  What a shame that those wretches were able to wring concessions from the Queen in exchange for the return of what was already ours!

Missing people (2)
"So it was a vampire that was killing all those people!  I hear you're the ones to get rid of it, too!  Thanks!  Everyone feels much safer now."   

Signal
The signal rocket on the west side of the island should be set of to warn ships off from approaching to close to that side of the island.  The reefs off the west coast have proven deadly in the past.

Dragon Flies
Beware the marshes of the southern tip of the island.  The dragon flies that pester our town spawn there!

Bracada Teleporters
The teleporters of central Bracada can get you to numerous locations in the desert.  Just check the pillar in front of the teleporter for the location it will take you to.  Be careful however, some of the teleporters haven't been working correctly and will not show the destination!

Butler#

Disputed Land
My Lords ::bows:: Now that you have cleared Castle Harmondale of the goblins and vermin, you should concentrate on removing the goblins from the area surrounding Harmondale.  To the east of here is the center of the disputed region.  Many great battles have been waged there between the forces of King Eldrich of the Elves and Queen Catherine of Erathia.  The goblins have taken the ruined fort in this area an use it to attack any travelers attempting to reach Harmondale!