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Might and Magic X

lastmod 2025-07-31created 2022-03-30105 edits

The latest installment of the Might and Magic series, released for PC on January 23, 2014. It was developed by Ubisoft Paris and Limbic Entertainment, the German studio that made the DLC for Heroes VI. Korean is supported, but its quality is not very good. The setting is after the Tears-route ending of Heroes of Might and Magic VI, and the story takes place earlier than Shades of Darkness. The Tears-route companions of the five Griffin siblings from the original Heroes VI, as well as Crag Hack and his companions, appear as supporting characters or extras; among them, Wilfred Kilburn, Anton's companion and the ancestor of Godric and Freyda, plays a fairly important role in the expansion 'The Falcon and the Unicorn'. The story is narrated by Crag Hack's granddaughter, Anne Morgan, who writes a book from a first-person observer's perspective about the party members who serve as the player's avatars, commenting as she goes. However, you only learn that she is the narrator after defeating Erebos. Also, according to the side campaign of Heroes of Might and Magic VII, the story of this game and its aftermath appear to have been written as a book titled 'Memoir of Anne Morgan', and a wizard named Mirim, the son of Sir Hart, who happened to find this book, learned that his mother was the dark elf mage Lirdan and set off on a journey to Ygg-Chall to meet her.

My picks

First playthrough:

  • Dwarf - Defender
  • Human - Crusader
  • Elf - Ranger
  • Human - Freemage

Second playthrough:

  • Human - Paladin
  • Elf - Blademaster
  • Orc - Barbarian
  • Dwarf - Rune Priest

Status conditions

-

Might

Magic

Perception

Destiny

Vitality

Spirit

Evade

Accuracy

Critical

Cure

Description

Immunity text (mistranslation)

Weary

Rest

Occurs if you go a long time without resting. If left alone, it turns into 'Weak'.

Disheartened

Rest, Sound Mind, Remove Magic

Cannot use magic

Weak

30%

30%

Rest, Strength of Earth, Remove Magic

"100% protection against magic weakness"

Poisoned

-20

Cure Poison, Remove Magic

Takes damage equal to 10% of max HP every turn

Cursed

30%

30%

30%

30%

Purifying Light, Remove Magic

Asleep

0

Awaken, Remove Magic

Incapacitated; removed when taking damage

Paralyzed

0

Flowing Water, Remove Magic

Incapacitated

Knocked out

0

Remove Magic

Incapacitated; recovers faster the higher the Vitality.

Unconscious

0

Restore HP

Incapacitated; becomes 'Dead' if it takes more damage.

Dead

0

Resurrection

Incapacitated

  • 100% resistance to magic weakness = immunity to weakening magic

Barrels

Message

Stat increased

Value

There is a barrel with a purple liquid churning inside.

Prime resistance

1

There is a barrel with a red liquid churning inside.

Fire resistance

1

There is a barrel with a blue liquid churning inside.

Water resistance

1

There is a barrel with a yellow liquid churning inside.

Air resistance

1

There is a barrel with a green liquid churning inside.

Earth resistance

1

There is a barrel with a white liquid churning inside.

Light resistance

1

There is a barrel with a black liquid churning inside.

Dark resistance

1

There is a barrel containing a red liquid.

Max HP

1

There is a barrel containing a blue liquid.

Max mana

1

There is a barrel containing a colorless liquid.

All attributes (6)

1

There is a barrel containing a dark red liquid.

Might

1

There is a barrel containing a dark blue liquid.

Magic

1

There is a barrel containing a white liquid.

Perception

1

There is a barrel containing a purple liquid.

Destiny

1

There is a barrel containing a light red liquid.

Vitality

1

There is a barrel containing a light blue liquid.

Spirit

1

  • Relentless (strikes 1 more time)
  • Swarm strike (also hits the rest of the group together)
  • The Weakness debuff in the final mission is brutal.. four items with the 100% prevention option

Chest riddles

What does a man love more than life? What does he hate more than death or mortal strife? That which has satisfied man's desires, which the poor have and the rich require. That which the miser spends and the spendthrift keeps. And what must the dead take with them to the grave?
NOTHING
Something the strong and the weak alike soon learn. I live in the hearts of men. In darkness I rule, but before the light I retreat. I have no hands, yet I can hold you tight.
FEAR
I cannot walk, yet I float in the air and fly about. I wander here and there and then vanish. I do not cry, yet I shed tears. Then who am I? I would like to know too.
CLOUD
The young and the old alike know me. Some cower before me, some step forward boldly. But none can mock me, for I lurk at every single step I take.
DEATH
What has both a front and a back, yet is easy to lay down but hard to stand up?
COIN
What needle cannot be threaded, yet travelers always carry it with them?
COMPASS (looking at the English original, the translation of this question is a bit odd)
What is it that the more you eat, the closer you are to dying, yet you cannot avoid eating?
AGE
What is good at going down but cannot go up?
WATER
What is always too late, even though it knows it is late?
REGRET
What wears a cap but has no head, and goes barefoot without shoes?
MUSHROOM
What becomes harder to see the bigger it gets?
DARKNESS
It is called round, yet it is rarely ever fully round. It is called bright, yet it mostly comes out only when it is dark.
MOON
What is not enough if one knows it, just right if two know it, and already too much if three know it?
SECRET
History can be passed down, forgotten, and passed down again. Even history recorded on parchment cannot be passed down without ever changing. The truth is always washed away and then written anew. But the ghosts hidden in the writings of the past rarely vanish entirely.
PALIMPSEST

Quest: Sign of the Sun (final dungeon)

MICHAEL

Quest: Uncharted lands of the peninsula (Lord Kilburn)

Watch the spacing. Write them in order; either answer is accepted.

  1. TIRYA; TIRYA BAY
  2. NAVEA; NAVEA RIVER
  3. EYE; THE EYE
  4. MENTHIL; MENTHIL COAST
  5. Irisus
  6. MALYN; MALYN PENINSULA
  7. Shadow Forest
  8. WYSLIN; WYSLIN JUNGLE

Tomb of the Thousand Terrors 2F lever quiz

  • Hint 1. When Life withers and closes, the first sign of Rage grows.
  • Hint 2. Peace comes to an end and Battle begins again.
  • Hint 3. A Circle is drawn, and from it a Shadow is born.

EREBOS

Enigma Tower barrier quiz

  • Hint: 0 1 4 5
  • Answer: 451 (The answer in the original English version is 0451, but the 0 seems to have been lost somewhere during localization.)

Skull Rock 2F entrance

As the hissing sound comes again from the other side of the door) Who's there? Give the password!
SWORDFISH

Tomb of the Thousand Terrors

One shadow. No honor. No glory. No mercy. As many terrors as this number are buried in this tomb.
1000 ; THOUSAND

Fortress of Crows password

betrayal

Fortress of Crows 1F levers

      [위]
[아래]
          [아래]
[위]

Fortress of Crows 2F puzzle

1 2 3
4 5 6
7 8 9
  • Plate 5 is the green plate.

The goal is to light up every plate

  1. Step on plates up to the 3rd (the outer plates that light up blue)
  2. On the 4th, you must step on the green plate in the middle or it resets (stepping on the green plate 2nd or 3rd does not reset it either)

Tomb of the Thousand Terrors 3F puzzle

Img1.daumcdn.net_-mmx-_Tomb_of_Great_Horror.jpeg

  • A ~ E are plates
  • Numbers are portals (step on a gray-background number to move to the gray-background portal)

There are hidden walls here and there, so you also have to clear all of those walls (especially the wall leading to 5), and lighting every plate without stepping on any plate twice solves it.

Taking portal 6 resets it.

Cutting to the chase, the answer in order, when every plate starts unlit, is

5-A-1-B-4-E-2-C-3-D

as above.

The answer seems to assume every plate starts unlit, but when I did it some plates (D and E) were lit. So I did it as below. (Initial plate state: a, b, c, D, E: uppercase = On, lowercase = Off)

5 > A-1 > B-4 > e-2 > C-3 > d-1 > b-2 > c-3 > D-1 > B-4 > E-2 > C 

The Vigil 3F: Key to the chest

It's in the chest on the wall of the next room. (Hard to see because it's dark)

Ossuary puzzles

Mysterious Ossuary near Fort Mayron

      [1]
[뒤]  [나]  [2]
      [3]

Bring all the torches to the center.

2 2 3 2 1 1

Ossuary near Lord Kilburn

For reference, Lord Kilburn is the Shield Grandmaster at the place in Yon-Chal Forest where you take the geography exam. This ossuary is located below that spot.

      [1]
[뒤]  [나]  [2]
      [3]

You keep getting teleported into portal rooms laid out as above.

2 1 1 2 3

Mysterious Ossuary near Karthal

Roughly between Karthal and Seahaven?... Head southeast from the inn with the fortune teller.

This is the internal layout. Everything in blue is a plate.

Mysterious_Ossuary_near_Kardal.jpg

  • (4,3) corner wall
  • (2,5) - 6
  • (3,5) - 7
  • (7,6) - 8
  • (6,8) - wall next to 8
  • (8,1) - 9
  • (9,7) - 10
  • (10,1) - 11
  • (11,10) - wall next to 11
  • (10,7) - 12
  • (7,12) - wall next to 7
  • (12,8) - wall between 8 and 9
  • (11,7) - wall next to the chest
  • (12,11) - wall with the chest in the very center

Step on these. You also have to step on them in order, like 4, then 3

Mysterious Ossuary in the Desolate Desert

It's near the place where you get the meteor fragment.

Ossuary_near_the_desolate_desert.jpg

It's about avoiding traps.

Mysterious Ossuary in the Vintyr Mountains

Northeast on the world map; you can get there after receiving the Air elemental's blessing.

Mysterious_Ossuary_in_the_Vintyr_Mountains.jpg

It's a one-stroke drawing puzzle. Go in the order orange - blue - red - green.

Summer Palace dungeon ossuary

DLC, a continuation of the quest that starts from Karthal. The dungeon Rosalie takes you to from the Sorpigal spider cave.

    [A]
[B]      [C]
[D]      [E]
[F]      [G]
[H]      [I]
   [입구]
  • A - Ronan the Great
  • B - Ronan II the Graced / C - Brian II the Commander
  • D - Erwan the Builder / E - Logan the Beloved
  • F - Lee the Arbiter / G - Brian the Blessed
  • H - Conor the Graceful / I - Logan III the Sickly

Step on them in the order A -> G -> B -> E -> H -> D -> C -> I -> F. For reference, it's not an artifact

Flute notes in the Sugerd dungeon

First, once you have the flute from the Enigma Tower, there's a guy named Stena east of Seahaven who teaches you the flute tune. Listen to it, then at the flute-playing spot in the northeast of Sugerd level 1, play

G C D# F D# G

in that order (412324)

Riddle Tower (Enigma Tower) 2F

Stepping on plates

--Z--
G H I
D E F
A B C
--X--

X is reset, Z is the exit.

X, B, C, B, E, D, G, H, I, H, Z

Elemental shard locations

Earth Shard
Obtained automatically through the main quest
Light Shard
Obtained on Falagar's Mansion 2F
Water Shard
Obtained on Forgotten City 4F
Fire Shard
Obtained on Forgotten City 3F after killing the crystal spider
Air Shard
Obtained from a small chest on Skull Rock 2F (requires the Water blessing)
Dark Shard
Obtained on Karthal Jail 1F during the main quest (note that Karthal Jail starts from 2F. It is not the "Blackguard Quarters".)

Darkness elemental puzzle

I believe the I used these portals closest (up is north, etc):

  1. up
  2. left
  3. down
  4. down
  5. right
  6. right
  7. right

Air forge puzzle

[플레이트 들]
------------
    [앞]
[왼] 나 [오]

            리셋
    [뒤]

With a layout like this, after completing Front 3 -> Right 2 -> Left 1 -> Back 4, you can go up through the left plate.

Water forge puzzle

    [앞]
[왼] 나 [오]

Point the water on both sides forward, then use the left and right levers to turn the water blue.

  • Left: the most water
  • Right: blue water
  • Water direction: forward

Summer Palace locked chest

  • For the chest at [8,14],
  • the key is by the rock at [5,2].

Paladin promotion quest

Locations of the 3 original stone tablets:

  • Sorpigal spider cave secret door: 7, 11
  • Karthal - Black Fang hideout in the slums - buy unusual goods
  • Forgotten City 2F

Main quest: Dunstan

  1. When you go back to John Morgan, he gives you a quest asking you to investigate Dunstan.
  2. Karthal Lock Storehouse (inn) - Arkel
  3. Shiva's hideout 25, 76 (Wyslin Jungle)
  4. Enter the Tomb of the Thousand Terrors

Limbo dungeon passwords

Apparently you just convert to binary?

  • 2 o'clock door [16,20] Code door, password: 6945472381
  • Center door [12,14] Code door, password: 127.0.0.1

Center room:

+----[문]----+
|[D]      [H]|
|[C]      [G]|
|[B]      [F]|
|[A]      [E]|
|   [상자]   |
+------------+

Hints:

  • Center chest [12,8] Chest, Hint: 162 Binary code: 1010 0010
    • Levers down: B,D,E,F,H
    • Loot: Epsilon Card
  • [16,18] Hint: 147 Binary code: 1001 0011
    • Levers down: B,C,E,F
  • [16,16] Hint: 59 Binary code: 0011 1011
    • Levers down: A,B,F
  • [8,15] Hint: 253 Binary code: 1111 1101
    • Levers Down: G
  • [16,13] Hint: 248 Binary code: 1111 1000
    • Levers down: F,G,H

Weekday Shrine

The days come in the order below.

  • Day 1: Ashda ; Asha's Day // (Prime) 66,48 (next to the Enigna Tower)
    • Must be visited last
  • Day 2: Malda ; Day of Malassa // (Dark) 142,102 (Vintyr Mountains, northeast of the entrance to the Tomb of the Thousand Terrors)
  • Day 3: Elda ; Day of Elrath // (Light) 132,48 (next to the Fort Mayham obelisk)
  • Day 4: Arda ; Day of Arkath // (Fire) 28,21 (Barren Lands, next to Yumiko (Bow Grandmaster))
  • Day 5: Sylada ; Day of Sylanna // (Earth) 69,79 (the forest before you enter the Forgotten City entrance)
  • Day 6: Shalda ; Day of Shalassa // (Water) 91,10 (the coast you reach by heading southeast out of the Karthal harbor entrance)
  • Day 7: Ylda ; Day of Ylath // (Air) 10, 71 (northwest of the Temple of Ylath)

Obelisk list

You can travel to any obelisk you have visited once.

  • Randro - east of Fort Mayreun (south of the dangerous cave with the shadow dragon)
  • Navea - south of Seahaven (roughly between Seahaven and the Cursed Ruins) (Ashen Hills)
  • Dubra - east of Karthal (Dubra Scrubland)
  • Volos - southeast of Crag (roughly between Crag and Karthal) (Desolate Wasteland)
  • Wyslin - northeast of Crag (northern tip of the coast) (Wyslin Forest)
  • Vantyr - north of Fort Mayreun (Vantyr Mountains)
  • Mino - north of Crag (Mino Marshes)
  • Menthil - south of Crag (Menthil Coast)

Secret Doors

How to detect secret walls/doors

To see secret walls/doors, you need to do one of the following.

  • Have a hireling in your party who can detect secrets.
    • Rosalie - found in the Elrath chapel in Soprpigal-by-the-Sea (10,13)
      • Detects quest NPCs, traps, secret doors, and enemies
    • Thorn - found in Yon-Chal Forest on the Agyn Peninsula (59,72)
      • Detects quest NPCs and secret doors, reduces opening difficulty by 25%
    • Activate the Whispering Shadows (Dark, Novice) spell.

If you enable party banter, one of your characters will say "What's that?" when you are one step away from a secret wall/door.

How to open secret doors

To open a secret door, face it and press the USE button. The game will prompt you to choose the character who will try to open the door. Depending on the symbol shown on the wall, a different attribute is needed to open it.

  • Crack = Might
  • Gear = Perception
  • Keyhole = Magic

Choosing a character who specializes in the required attribute lets you open the secret. If the attribute value is not high enough, the character takes a lot of damage that cannot be resisted. In that case, there are several options to temporarily boost the attribute.

  • Spells
    • Inner Fire (Fire, Expert) - Might
    • Eagle Eye (Air, Expert) - Perception
  • Well Rested - 10% bonus to all attributes
    • Sleep at an inn
    • Rest with Kengi as a hireling - found in the goblin watchtower in Sorpigal-by-the-Sea (16,14)
  • Hour of Power - (+X to Might, Magic, Perception, Destiny)
    • As a blessing from the maiden statue (+10)
    • As a spell (Prime, Grandmaster)

* Equipment - mix equipment to buff a single character.

All of the above effects stack, so if you are having trouble, get as many of them as you can before trying again.

Coordinates

Spider Cave
Main Level
  • (6,5) MIGHT - Chest, missing citizen
Lighthouse
Level 1
  • (3,1) PERCEPTION - Chest
Level 3
  • (5,5) MIGHT - Chest
Bandits' Den
Level 1
  • (4,6) MAGIC - Lever to (3,2) Chest
  • (10,6) PERCEPTION - Chest
  • (7,2) MIGHT - Stairs to Level 2
Fort Mayron Castle
Level 1
  • (11,0) MAGIC - Chest
Level 2
  • (1,8) MIGHT - Chest, Key
    • -- heavily guarded
Elemental Forge
Level 2
  • (7,15) MAGIC -
  • (5,12) PERCEPTION - Chest
  • (16,7) MIGHT - Chest
Forgotten City
Level 1
  • (29,7) MIGHT - Chest
Level 2
  • (6,19) MAGIC - Chest
  • (4,5) MIGHT - Chest
  • (6,6) PERCEPTION - Chest
Level 3
  • (11,9) PERCEPTION - Chest
  • (11,18) MIGHT - Chest
Level 4
  • (19,11) PERCEPTION - Chest
  • (24,9) MIGHT - Chest
  • (24,15) MAGIC - Urn
  • (8,16) MAGIC - Chest
    • -- party keeps saying "What's that?" even when opened, maybe another nearby
  • (0,7) PERCEPTION - Barrel
Enigma Tower
Several Chests require to answer a riddle to be opened
Level 1
  • (12,5) MAGIC - Chest ()
  • (5,3) PERCEPTION - Chest ()
  • (3,9) MIGHT - Chest ()
Level 2
  • (11,14) MAGIC - Chest
  • (8,5) PERCEPTION - Chest ()
Level 3
  • (13,8) MIGHT - Chest ()
  • (8,7) MAGIC - Chest ()
  • (6,7) PERCEPTION - Book
Karthal Sewers
Level 1
  • (6,10) MAGIC - Chest
    • -- guarded
Level 2
  • (8,0) MIGHT - Chest
Falagar's Mansion
Level 1
  • (8,8) MAGIC - Chest
  • (9,0) PERCEPTION - Chest
Level 2
  • (4,3) MIGHT - Lever to 4,3 door
Cursed Ruins
Level 1
  • (13,9) PERCEPTION - Chest
  • (9,13) MIGHT - Chest
  • (8,10) MAGIC - Chest
Level 2
  • (9,7) MAGIC - Pressure plate
  • (2,13) PERCEPTION - Pressure plate
  • (10,13) MIGHT - Chest
Karthal Jail
Level 0
  • (3,13) PERCEPTION - Barrel
  • (3,2) MAGIC - Chest
Level 1
  • (14,7) MIGHT - Chest
Blackguard Quarters
Main Level
  • (15,6) PERCEPTION - Chest
  • (12,10) MAGIC - Chest
  • (2,2) MIGHT - Chest
Tomb of the Thousand Terrors
Level 2
  • (11,17) MIGHT - Barrel
  • (17,15) PERCEPTION - Barrel
  • (20,19) MAGIC - Barrel
Level 3
  • (3,7) MIGHT - Barrel,
  • (20,3) MAGIC - Chest
  • (19,12) PERCEPTION - Chest
Fortress of Crows
Level 1
  • (4,22) MAGIC - Chest
Level 2
  • (3,7) MIGHT - Chest
  • (17,10) MAGIC - Chest
  • (8,9) PERCEPTION - Chest
  • (12,25) PERCEPTION - Chest
  • (5,18) MIGHT - Chest
The Vigil
Level 1
  • (15,21) MIGHT - Chest
  • (3,23) MAGIC - Chest
  • (15,15) PERCEPTION - Chest
Level 2
  • (2,9) MIGHT - Chest
  • (12,4) MAGIC - Chest
Level 3
  • (11,10) MIGHT - Chest
  • (6,1) PERCEPTION - Hidden lever
Ker-Thal
Level 1
  • (21,7) MAGIC - Chest
  • (17,20) MIGHT - Chest
Level 2
  • (11,31) PERCEPTION - Chest
Temple of Meow
Main Level
  • (12,1) MAGIC - Chest
Sugerd
Level 1
  • (2,11) MAGIC - Chest
Whitehaven
Summer Palace
  • (20,14) MIGHT - Light Ward
Garrison
  • (7,0) PERCEPTION - Barrel
  • (1,2) MAGIC - Chest
  • (17,9) MIGHT - Chest
Dwellings
  • (4,4) MAGIC - Lever
  • (23,11) PERCEPTION - Cog

Skill trainer locations

Sorpigal:

  • Arcane Discipline Expert -> Ancient Library
  • Light Expert -> Chapel
  • Dagger Expert -> Goblin Outpost
  • Warfare Expert -> Caldwell's Weapons
  • Endurance Master -> Town Guard
  • Heavy Armor Expert -> Fine Dwarven Armor
  • Magic Focus Expert -> Zohara's Charms and Talismans
  • Air Expert, Bow Expert, Crossbow Expert, Sword Expert, Mace Expert, Axe Expert -> Training Grounds

Seahaven:

  • Dark Expert -> The Moon Doe
  • Endurance Expert, Dodge Expert -> Bear
  • Two-Handed Master , Shield Expert, Spear Expert, Medium Armor Expert -> Seahaven City Guard
  • Fire Master -> Gaelir
  • Medium Armor Master -> Gregor's Armor
  • Spear Master -> Eldgrim's House
  • Crossbow Master -> Runes and Crafts
  • Mace Master Two-Handed Expert -> Naga Bank
  • Arcane Discipline Expert, Mysticism Expert, Sword Expert, Medium Armor Expert, Dual Wield Expert, Water Expert, Air Expert, Prime Expert -> Seahaven Dojo
  • Magic Focus Master -> Chapel Library
  • Light Master -> Chapel
  • Sword Grandmaster -> Sir Hart You must complete Sir Hart's quest. (If you reported Sir Hart, go to Menthil Coast (the portal next to Crag) 16.54 and you can learn it there)

Crag:

  • Dagger Master -> Largo's Sidearms
  • Spear Expert, Magic Focus Expert, Endurance Expert, Bow Expert, Mace Expert, Dagger Expert, Shield Expert, Two-Handed Expert, Axe Master, Air Master -> Training Grounds
  • Water Grandmaster -> Kay
  • Arcane Discipline Master -> House of Power
  • Water Master -> Fortress
  • Earth Master -> Healing Hut
  • Dodge Master -> Ordinary Armor
  • Mace Grandmaster -> Tao's House
  • Mysticism Grandmaster -> Mansion *Must clear Act 3.

Karthal (slums):

  • Axe Expert, Warfare Expert, Crossbow Expert, Mysticism Expert, Light Expert, Dark Expert, Earth Expert, Fire Expert -> Blackguard Training Grounds
  • Dark Master -> Ancient Library
  • Dodge Expert , Mysticism Master -> Black Fang gang
  • Fire Master -> Said
  • Dual Wield Expert -> Tamina (harbor side) 6.2
  • Warfare Master -> Rikard's Tavern

Karthal city:

  • Heavy Armor Master -> Elegant Armor
  • Prime Master -> Great Library of Karthal
  • Bow Master -> Games of Death
  • Spear Grandmaster -> Archon's Guard
  • Water Expert -> Lock Storehouse

Karthal sewers:

  • Mysticism Grandmaster -> Falagar (Karthal Jail 1F)
  • Medium Armor Grandmaster -> Tamotsu (Karthal Sewers 2F) 1.5

Other (areas outside towns):

  • Dual Wield Master -> Lighthouse (off Sorpigal) 110.18
  • Fire Expert Earth Expert Prime Expert -> Peddler (Ashen Hills) 119.55
  • Sword Master Shield Master -> Fort Mayron Castle (Ashen Hills) 118.62
  • Sword Grandmaster -> Menthil Coast (the portal next to Crag) 16.54 *Sir Hart's quest must be done first.
  • Air Grandmaster -> Shiva (Wyslin Forest) 25.76
  • Fire Grandmaster -> Erika (Navea Plains) 43.64
  • Heavy Armor Grandmaster -> Sorli (Forgotten City 4F)
  • Magic Focus Grandmaster -> Berenice (Forge 2F) 3.17 *Behind the secret door near the entrance.
  • Arcane Discipline Grandmaster -> Mizuki (Menthil Coast)20.33 *When you go, you are told to wait a day, then a week, then a month…
  • Bow Grandmaster -> Yumiko (Wasteland) 23.15 *Skull Rock quest must be done first.
  • Warfare Grandmaster -> Sandor (Wasteland) 43.15
  • Light Grandmaster -> Orna (Navea Delta, in front of the Karthal sewers) 66.27
  • Axe Grandmaster -> Drengi (Navea Plains)68.59
  • Shield Grandmaster -> Lord Kilburn (Yon-Chal Forest, geography exam) 60.66
  • Earth Grandmaster -> Caranthir (Yon-Chal Forest) 68.72
  • Endurance Grandmaster -> Atlas (Dubra Scrubland) 83.18
  • Dual Wield Grandmaster -> Changbo (Vantyr Mountains) 112.87
  • Crossbow Grandmaster -> Arnod (Vantyr Mountains) 133.73
  • Dark Grandmaster -> Luna (Halos Forest) 41.40
  • Prime Grandmaster -> Nur (Enigma Tower 3F , Navea Delta, next to the forge) 74.48
  • Two-Handed Grandmaster -> Yaksha (Wasteland) 33.37
  • Dagger Grandmaster -> yeshtar (Tomb of the Thousand Terrors 5F)
  • Dodge Grandmaster -> Wisdal (Wyslin Forest) 15.68
    • Find him twice at the locations below, then come here.
      • Forest near the Navea Delta (probably the Shadow Forest tower) 91.38
      • Treehouse in Yon-Chal Forest 79.87
  • Dark Master -> Erunia (Tomb of the Thousand Terrors 5F)
  • Prime Master -> kastore (Tomb of the Thousand Terrors 5F)

Artifacts

Describes artifacts, the yellow items obtainable in Might and Magic 10, listing their stats at level 4 and the coordinates where they can be obtained.

Weapons

  • Silver Meteor Sword (one-handed sword, 29-33 damage, +50% critical damage)
    • +9 damage (Fire, Water, Earth, Air, Dark, Light)
    • Reward for the Seahaven meteor quest: after finding the material at the meteor site (45, 19), leave it with the weapon merchant in Seahaven and wait a week.
  • Dragon's Tongue (one-handed sword, 29-33 damage, +50% critical damage)
    • +24 damage (Fire), +16 Fire resistance, 19 damage (Fire) to the enemy group on hit
    • Obelisk quest reward
  • Janbiya (one-handed dagger, 11-22 damage)
    • +17 damage (Fire), +8 Spirit, +50 mana
    • Bestiary quest reward (register 50 monster types in the bestiary)
  • Rocklin (one-handed mace, 31-35 damage, +20% critical damage)
    • +10 Vitality, +6 Mace skill, extra attack
    • Shipwreck south of Sorpigal-by-the-Sea (139, 21)
  • Evangelist (one-handed axe, 24-40 damage, +30% critical damage)
    • +24 damage (Light), +16 Dark resistance, 19 damage (Light) to the enemy group on hit
    • Reward from the boss on Tomb of the Thousand Terrors 4F
  • Heartseeker (spear, 32-64 damage, +50% critical damage)
    • +10 Perception, +6 Spear skill, 6% chance to cause bleeding on hit
  • San Tenga Mugen (two-handed sword, 36-44 damage, +50% critical damage)
    • +24 damage (Water), one extra block attempt, 7% chance to freeze on hit[* Reduces the enemy's attack attempts by 1]
    • Skull Rock dungeon 2F [* Of all the classes in this game, the Mercenary/Windsword makes the best use of this artifact. By class, the best weapons are the spear for the Hunter, the mace and spear for the Barbarian, the one-handed axe for the Dwarf Defender, the one-handed sword for the Crusader, and the one-handed sword and dagger for the Elf Blademaster, so they have no use for this weapon.]
  • Hacker (two-handed axe, 37-59 damage, +30% critical damage)
    • +9 Might, +9 Axe skill, 6% chance to cause bleeding on hit ** Uplay unlock
  • Mage Hunter (bow, 21-31 damage, +10% critical damage)
    • +14 critical damage, 7% chance of Mana Surge on hit[* 35 damage (Prime) when the target casts a spell], recovers 10% of damage as mana
    • Dangerous cave east of Crag (24, 47)
  • Devil's Kiss (crossbow, 23-27 damage, +30% critical damage)
    • +24 damage (Light), +22 ranged accuracy, 7% chance of Agony on hit[* 6 damage (Dark) when the target attacks]
    • Dangerous cave in the Ashen Hills in front of Fort Mayron Castle (142, 53)
  • Bayales (two-handed mace, 18-20 damage, 30% critical damage)
    • +26% critical magic damage, 20 Air damage,+5 Air magic skill, 34 Air damage to the target tile
    • Obtained at the Vigil in the Burning Karthal stage[* Note that in the room where you get this mace, you die instantly unless you take off your boots before going up. It's the best weapon an Orc Barbarian can use, but since you only get it near the end of the story, there's practically no reason to use it if you haven't installed The Falcon and the Unicorn expansion.]

Armor

  • Ancient Mask (helmet, 5 armor)
    • +6 Endurance skill, +10 Vitality, reflects 24 damage (Fire) when attacked
    • Mysterious Ossuary in the Desolate Wasteland (47, 29)
  • Jade Hood (helmet, 5 armor)
    • +6 Arcane Discipline skill, +10 Spirit, reflects 24 damage (Water) when attacked
    • Mysterious Ossuary in the Valtar Range (141, 78)
  • Crag Hack's Helmet (helmet, 5 armor)
    • +20 accuracy, immune to Knocked Out, 6% chance to taunt the enemy on hit
    • Unlocked via Uplay
  • Smuggler's Tunic (clothing, 10 armor)
    • +22 Evade, +6 Dual Wield skill, +6 Dodge skill
    • Shipwreck on the coast southeast of Karthel (98, 7)
  • Majesty (medium armor, 20 armor, -30 accuracy)
    • +5 Medium Armor skill, +5 Endurance skill, +20 armor
    • Unlocked via Uplay
  • Vampire's Armor (medium armor, 21 armor, -30 accuracy)
    • +16 Light resistance, recovers 14% of damage dealt as HP, reflects 24 damage (Dark) when attacked
    • Dangerous cave in the Mino Marshes (13, 70)
  • Legendary Armor (heavy armor, 29 armor, -60 accuracy)
    • +10 Destiny, +22 armor, +6 Heavy Armor skill
    • #Weekday Shrine quest reward
  • Will and Resolve (gloves, 5 armor)
    • +22 Evade, immune to Sleep, reflects 24 damage (Prime) when attacked
    • Mysterious Ossuary in Shadow Forest (93, 42)
  • Black Fang Gauntlets (gloves, 5 armor)
    • +14 accuracy, +6 Perception, %5 chance to poison on hit[* -8 Evade, 12 damage (Earth) every turn]
    • Shop in the Karthal slums
  • Holy Sandals (boots, 5 armor)
    • +22 Evade, +10 Magic, immune to Weakness
    • Mysterious Ossuary near Fort Mayron (126, 64)
  • Titan's Trousers (boots, 5 armor)
    • +22 armor, +10 Might, immune to Paralysis
    • Mysterious Ossuary west of Seahaven (53, 53)

Other

  • Suncross (orb, 18-20 damage, +30% magic critical damage)
    • +10 Magic, +10 Mysticism skill, reflects 9 damage (Light) when attacked
    • Reward for the Epic of Forbidden Adventures quest (collect 9 special books)
      • Dangerous cave to the right of Fort Mayron Castle (defeat the shadow dragon boss)
      • Falagar's Mansion 1F in Karthal
      • Cursed Ruins 1F
      • Inagma Tower 1F
      • Secret room on Fort Mayron Castle 1F, reached through the Forgotten City
      • Shipwreck north of Seahaven
      • Black Mercenaries headquarters 2F
      • Underground sewers of the Black Mercenaries headquarters
      • The Vigil in the Burning Karthal stage (so you can only obtain this weapon after clearing Erebos, the main story boss ... -_-)
  • Lyre's Staff (staff, 26-28 damage, +46% magic critical damage)
    • +6 Magic Focus skill, one extra block attempt, 7% chance to cause Sleep on hit (skips turns and removes evade and block attempts)
  • Lightning Staff (staff, 24-26 damage, 39% magic critical damage)
    • +20 damage (Air), 17 damage (Air) to the enemy group on hit
    • Uplay unlock
  • Shield of the Sun (shield, 12 armor)
    • +16 Dark resistance, +22 Evade, immune to Curse
    • Shipwreck northeast of Seahaven (100, 92)
  • White Wolf Shield (shield, 18 armor)
    • +22 armor, one extra block attempt, 7% chance to knock out the attacker when blocking an enemy attack
    • Reward for Lord Kilburn's map quest
  • Lover's Necklace (necklace, all magic resistances 10, Destiny 10)
    • Deals 19 damage to enemies that attack in melee.
    • Clear 'The Curse of Volos', a quest tied to 'Fortress of Crows', a dungeon added in The Falcon and the Unicorn expansion

Elemental Forge dialog option bug

Open Might and Magic X Legacy\Might and Magic X Legacy_Data\StreamingAssets\Dialog\LevDialog.xml in Notepad, and in

condition xsi:type="PrivilegeUnlockedCondition" privilegeID="1001" failState="DISABLED" /

remove only failState="DISABLED". You need to remove it in 4 places.

See also

Favorite site

References


  1. Ngcquest.blogspot.com_-_MM10.pdf ↩

  2. Mmx-faq-walkthrough.txt ↩

author Zer0 sitemap