Might and Magic X
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Use Tabs on bottom to switch to Attributes, Skills and Spells
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Race:HumanElfDwarfOrc
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Class:MercenaryCrusaderFreemageBladedancerRangerDruidDefenderScoutRunepriestBarbarianHunterShaman
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Bow:Expert--ExpertGrand MasterExpert---MasterMasterExpert
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Crossbow:MasterExpertExpert-Master-ExpertGrand MasterExpert---
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Dagger:Master-ExpertGrand MasterGrand MasterExpert----Master-
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Mace:MasterMaster----MasterMasterMasterGrand MasterMasterMaster
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Axe:Master-----Grand MasterGrand Master-Master--
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Sword:MasterGrand Master-Grand MasterMaster-------
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Spear:Master----Expert-MasterMasterGrand MasterGrand MasterMaster
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Two-Handed:Master----Expert---Grand MasterMasterMaster
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Shield:MasterMaster----Grand MasterMasterMaster-ExpertExpert
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Dual Wield:Master--Grand MasterMaster--Master-MasterMaster-
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Warfare:Grand MasterMaster-MasterExpert-Grand MasterMaster-MasterExpert-
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Medium Armor:Grand MasterMaster-ExpertMasterExpertMasterGrand MasterExpertExpertExpertExpert
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Heavy Armor:MasterGrand Master----Grand Master-----
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Dodge:Grand MasterExpertExpertGrand MasterGrand MasterMasterExpertMasterExpertExpertGrand MasterMaster
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Endurance:MasterMasterExpertMasterGrand MasterMasterMasterGrand MasterGrand MasterGrand MasterMaster
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Arcane Discipline:ExpertGrand MasterMasterExpertExpertMasterExpertMasterMasterExpertGrand MasterGrand Master
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Magical Focus:-ExpertGrand Master--Master--Grand Master--Master
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Mysticism:-ExpertMaster-ExpertGrand Master-ExpertMaster-ExpertMaster
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Fire Magic:--Master---ExpertMasterGrand Master--Master
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Water Magic:--Master--Grand Master-----Grand Master
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Air Magic:ExpertMasterGrand Master-MasterMaster--Master-MasterGrand Master
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Earth Magic:--MasterExpertMasterGrand Master--Grand Master--Grand Master
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Light Magic:-Grand MasterMaster--Master-MasterGrand Master---
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Dark Magic:--Grand Master---------
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Prime Magic:--Grand Master--Grand Master--Master---
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Perfect Strike:
When the Windsword performs a melee attack against an enemy who is at full health, the first strike cannot be blocked or evaded and is always a critical hit.

Windsword's Dash:
The Windsword calls upon Ylath to let the party dash forward one tile.
Lay On Hands:
Spend all your Mana to restore fully restore the Health of all party members.

Mandate of Heaven:
Call upon Elrath to enchant all melee and ranged weapons and magical foci in the hands of each party member for 4 turns. The enchanted equipment will deal 5-10 damage (Light) on top of its normal damage.
Time Stop:
You freeze time outside a sphere created around you for 2 turns or until the party exits the sphere. The enemies outside can't be attacked, nor attack or move.
Cleave:
The Blademaster is granted an additional action if he killed at least one enemy with a melee attack.

Carnage:
The Blade Master performs a full melee attack against every enemy around the party.
Point Blank Shot:
The Ranger performs a ranged attack at all enemies in close range.
Harmony:
You calm all enemies in sight. Only those around the party can attack you. Last 1 turns.

Nurture:
Create an aura around the party for 4 turns that regenerates 20-25 Health of the character with the currently lowest health every turn.
Shield Wall:
The amount of remaining block attempts of the Shield Guard for the remainder of the turn is only decreased by succesful blocks.

Long Range:
The range of the Pathfinder's crossbow attacks is increased by 2.

Snaring Shot:
The Pathfinder performs a ranged attack, immobilizing the target of his first strike until the end of his next turn.
Searing Rune:
Create a rune on a tile within a range of 1. The rune deals 100 damage (Fire) each turn to everyone on the tile and around it. The rune lasts 3 turns.
Blood Rage:
The Warmonger deals 1% more damage for each 1% Health under his maximum.
Crippling Trap:
The marauder sets up a trap on the party's position. Enemies triggering the trap are dealt 45-55 damage and lose 1 of their melee and ranged strikes (down to a minimum of 1).

Harpoon:
The marauder thrusts the melee weapon as a ranged attack with a range of 4. If the strike is successful and not blocked the target is dragged into melee range of the party.
Blood Magic: The Blood Caller restores 1% Mana for each 2% Health lost due to enemy attacks.
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Childen of Ylath: Humans have a natural 10 Air damage resistance.

Quick Learner: Humans start with 4 free skill points.
Chidren of Sylanna: Elves have a natural 10 Earth damage resistance.

Nimble: Elves get a +5 bonus on their Evade value.
Children of Arkath: Dwarves have a natural 10 Fire damage resistance.

Stout: Dwarves are granted 1 extra Health per point of Vitality.
Fierce: Critical damage dealt by Orcs is increased by 20%.

Indomitable: Orcs have a 20% chance to avoid negative conditions.
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