Might & Magic X: Legacy

Might & Magic X: Legacy

After a decade, a Might & Magic role-playing game returns with the unique core formula and a number of new, improved and fine-tuned features. Following the spectacular events in Might & Magic Heroes VI, you'll play as a group of four adventurers caught up in intrigues and political machinations that take place in and around Karthal. The city, on the verge of secession, is the prey of competing factions fighting for control of the city. Your actions will determine the fate of the city. Might & Magic X Legacy is an authentic solo experience in the classic first-person RPG genre. Create and lead your party into an exciting open world and battle mythical, powerful creatures while collecting ancient magical treasures!

Story

The game begins in the small town of Sorpigal-by-the-Sea in the east of the peninsula. A group of brigands arrive in the region by ship to reach the town of Karthal and bring the remains of their teacher to a temple. Upon their arrival, they meet a mysterious man named Dunstan, who informs them that the city is closed to outsiders after a coup and that the city is also sealed off after a series of disappearances and problems. With the help of the town garrison, the raiders eliminate a spider's nest in the town well so that the town can be reopened, and then deal with the Naga in a nearby lighthouse, members of a sect in the region, and bandits in the nearby woods. Impressed, the captain of the garrison sends the raiders to Portmeyron Castle to meet with the new governor, Jon Morgan, but the castle is attacked by raiders and militiamen. The group fights them, rescues the governor and agrees to help investigate the events on the peninsula; they also agree to deliver a letter to the pirate king Crag Hack to make a truce with him. The raiders first make their way to the Elemental Forge, an ancient structure in the center of the peninsula, and investigate the presence of dark elves in the tower before heading to Seahaven and the great forests nearby to meet with Lord Kilburn, who helps the raiders identify the handwriting of a letter found with the militia that attacked the castle. The group learns that the letter belongs to the former governor Montbard, who is hiding in the Lost City, an ancient and dilapidated underground city, and defeats him. Nevertheless, he orders the group to go to Karthal and find out what happened to his spy, a man named Falagar, who worked in the city. The group enters the city through the sewers and learns that Falagar was an ambassador to the city. They eventually get to Karthal through his house just as the city reopens its gates to outsiders and again meet Dunstan, who reveals this fact. In the city, the raiders meet a former member of the group that took over the city, Hamza, who is now organizing a resistance against the man in charge. He reveals that he is Markus Wolf and that his Black Guard, a ruthless mercenary group, has taken Falagar to a prison in the slums. The group is to obtain information about the place and a key to the sewers before attempting an escape and freeing Falagar, who reveals that Dunstan was involved in the coup. After the information is returned to the governor, Morgan tasks the raiders with finding out more about Dunstan and meets with a former raider friend named Shiva, who reveals that he changed when he, she and other members of a raider gang attempted to enter the Tomb of a Thousand Terrors twelve years before the events of the game. The event ended badly, as she and Dunstan were the only ones to leave the tomb, and both parted ways afterward. The group soon makes their way into the mountains, finds the tomb and enters it to learn more about Dunstan, but are imprisoned by the same dark elf they met at the forge. Inside, they encounter various shadowy creatures, but also discover the corpse of Duncan and a group of dark elves who tell them what is going on. The raiders learn that Dunstan died in the tomb, and that he and the other raiders he went in with accidentally freed a Faceless One named Erobos, a master assassin who was imprisoned by his kind after the Elven Wars when they broke the seal of his prison. Erobos stole Dunstan's identity, left him to die, and plotted to avenge his imprisonment by starting a war on the peninsula. The elf the group encountered was one of his servants. The group returns to Morgan with this information.