Might & Magic VIII: Day of the Destroyer

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The world of Enroth has fallen out of balance with the rest of the cosmos. As a result, the gateways to the elemental planes have been opened on your world, freeing the forces of Earth, Air, Fire, and Water to wreak havoc throughout the land.

You must form a party of up to five heroes to unite the human and monster races of the world in time to launch a joint campaign to close the gateways and save Enroth from planetary extinction.

As a novice mercenary hired to guard Dark Elven merchant's trade caravan, your first concern will be to escape the doomed Dagger Wound Islands to the mainland of Jadame.

Next, of course, you'll need to build up enough experience to elicit the help of others in the greatest adventure the world has ever seen.

Allies may be hard to come by in this continent of divided monster kingdoms and tribes, but don't be too surprised to find that your closest allies may come in the most monstrous forms. For amongst the usual Knights and Clerics you might also find Trolls, Dragons, Dark Elves -- or any number of other unexpected races willing to follow you to the ends of the world -- or even further.

As you build your party, gain experience and build up your arsenal of weapons, knowledge, artifacts and spells, you will also have your wits and resolve tested to their limits by the traps and puzzles set by your enemies, as well as by the elementals themselves.

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