Adventurers of Terra: Difference between revisions

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MM3endgame.webm|thumbtime=2:58|''Might and Magic III: Isles of Terra'' ending. After finding Corak and Sheltem, the heroes, having proven themselves as Ultimate Adventurers during their journey, board an Ancient spaceship to follow the Guardians.
MM3endgame.webm|thumbtime=2:58|''Might and Magic III: Isles of Terra'' ending. After finding Corak and Sheltem, the heroes, having proven themselves as Ultimate Adventurers during their journey, board an Ancient spaceship to follow the Guardians.
BrightonPoint.webm|thumbtime=1:34|{{mm7}} intro, depicting a goblin-elf skirmish at [[Brighton Point]], and the emergence of the Adventurers of Terra.
BrightonPoint.webm|thumbtime=1:34| A goblin-elf skirmish at [[Brighton Point]], and the emergence of the Adventurers of Terra<br>(MM7 intro)
Corak.webm|thumbtime=0:46| Resurectra's party with [[Corak]]<br>(MM7 Path of Light ending)
Corak.webm|thumbtime=0:46| Resurectra's party with [[Corak]]<br>(MM7 Path of Light ending)
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[[Category: Supporting character]]
[[Category: Supporting character]]

Latest revision as of 21:27, 24 November 2025

Powerful heroes chosen by Corak the Mysterious and the Ancients, the Ultimate Adventurers are the protagonists of Might and Magic III from the world of Terra. They followed Corak, who was chasing his dangerous nemesis Sheltem across space, but assumed their mentor died when he crashed on the world of Xeen. In Might and Magic VII: For Blood and Honor, they arrive on Enroth during the mid- to late 1160s AS, hiding their starship Lincoln in the shoals of the Endless Ocean west of AvLee. The adventurers split into two opposing parties, who ultimately go on to advise Gavin Magnus in Bracada and Archibald Ironfist in Deyja.

In the canonical "Path of Light" ending to Might and Magic VII: For Blood and Honor, Resurectra's party uses the Oscillation Overthruster to restore access to a portion of the Web of Worlds.

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