I've played this game since I was a kid, but it only just struck me that their schools of magic are classified in decreasing numbers: there's the elemental guild, which contains the magics of fire, air, water and earth, accessible to sorcerors, archers, and druids. Then the guild of the self, which is the magic of spirit, mind, and body, available to clerics, paladins, and druids again. Then there's the mirrored path of light and dark, only accessible to clerics and sorcerors. 4-3-2. And that's the way they are listed on your spell casting menu.
I know everyone's RPG lore is based in DND, classes, races, spells, etc., but Might and Magic VI: the Mandate of Heaven was always my home, followed by VII (subt. For Blood and Honor) and VIII (subt, Dy of the Destroyer). I like the sound track, class system, and skill system for Might and Magic VI the best, while might and Magic VIII has my favorite setting and I think it's the most beautiful. I also appreciate the return of hirelings in VIII (an element of the pre-3DO games, when New World Computing was its own independent company, but those games are 2.5D as opposed to 3D and much more challenging; don't think I've ever beaten one).
I know everyone's RPG lore is based in DND, classes, races, spells, etc., but Might and Magic VI: the Mandate of Heaven was always my home, followed by VII (subt. For Blood and Honor) and VIII (subt, Dy of the Destroyer). I like the sound track, class system, and skill system for Might and Magic VI the best, while might and Magic VIII has my favorite setting and I think it's the most beautiful. I also appreciate the return of hirelings in VIII (an element of the pre-3DO games, when New World Computing was its own independent company, but those games are 2.5D as opposed to 3D and much more challenging; don't think I've ever beaten one).