Might & Magic III: Isles of Terra

Price multipliers
x1   Buy                       x0.5 Sell without Merchant skill
x2   Buy with Fizbin           x1   Sell with Merchant skill
x0.5 Fix when Broken           x0   Sell when Broken
x0.1 Identify                  --   Sell when Cursed

Weapons and armor in M&M3 is randomly generated from a set of
keywords. For example, you can find a <blazing> <pearl> <halberd>
of <death>. The base item (halberd) is more-or-less irrelevant,
as bonus damage from the material and element vastly outpaces
the difference between a dagger and a halberd (however, it does
indicate which classes can use the item). Modifiers are listed
below; for example, a pearl halberd has +2 more to hit and damage
than a regular one.

Materials: AC Hit Dam Price               AC Hit Dam Price
Amber     +3  +3  +3  x30      Leather   +0  -4  -6   x.5
Brass     -2  +3  -4   x.5     Lapis     +2  +2  +2  x10
Bronze    -1  +2  -2 x3/4      Obsidian +20 +10 +50 x100
Coral     +1  +1  +1   x3      Pearl     +2  +2  +2  x40
Crystal   +1  +1  +1   x5      Platinum  +8  +6 +10  x50
Diamond  +16  +9 +32  x90      Quartz    +5  +5  +5  x50
Ebony     +4  +4  +4  x40      Ruby     +10  +6 +12  x60
Emerald  +12  +7 +15  x70      Sapphire +14  +8 +20  x80
Glass     +0  +0  +0   x2      Silver    +2  +2  +4   x5
Gold      +6  +4  +8  x20      Steel     +4  +3  +6  x10
Iron      +1  +1  +2   x2      Wooden    -3  -3  -3  x.1

Elemental Damage and Resistance:
Acidic           +10 poison    Incandescant  +5  +7 energy
Blazing      +20 +25 fire      Kinetic      +30 +25 energy
Burning       +2  +5 fire      Magical      +10 +10 magic
Cold         +15 +20 cold      Mystic        +5  +5 magic
Cryo         +20 +25 cold      Noxious          +40 poison
Dense         +4  +9 energy    Poisonous        +20 poison
Dyna         +20 +25 elec      Power        +10 +13 energy
Ectoplasmic  +25 +20 energy    Pyric         +4  +9 fire
Electric     +10 +20 elec      Radiating    +25 +25 energy
Fiery         +5  +7 fire      Scorching    +30 +30 fire
Flaming      +10 +15 fire      Seething     +15 +20 fire
Flashing      +5 +12 elec      Shocking         +15 elec
Flickering    +2  +5 elec      Sonic         +5 +11 energy
Freezing      +5 +15 cold      Sparking      +5  +7 elec
Frost         +4 +10 cold      Static        +4  +9 elec
Fuming        +5 +12 fire      Thermal      +15 +25 energy
Glowing       +2  +5 energy    Toxic        +16 +25 poison
Icy           +2  +5 cold      Venomous      +4 +15 poison
Price modifier: +100 times the first bonus

Special Abilities:
Accelerator +23 speed          Marksman    +10 accuracy
Accurate     +5 accuracy       Might        +2 might
Arcane      +25 spell points   Mind         +3 intellect
Archmage    +20 spell points   Muggers      +4 thievery
Armored      +4 armor class    Ogre         +8 might
Brigand     +10 thievery       Personality  +8 personality
Buddy        +2 personality    Photon      +47 might
Castors      +7 spell points   Pirate      +25 thievery
Chance      +10 luck           Precision   +15 accuracy
Charisma    +12 personality    Protection   +2 armor class
Charm        +5 personality    Quick        +2 speed
Clever       +2 intellect      Rogue       +16 thievery
Clover       +5 luck           Rapid        +8 speed
Defender     +6 armor class    Sage         +5 intellect
Divine      +16 armor class    Sharp        +3 accuracy
Dragon      +38 might          Speed       +12 speed
Ego         +23 personality    Spell        +3 spell points
Exacto      +30 accuracy       Stealth     +10 armor class
Fast         +5 speed          Strength     +3 might
Force       +23 might          Swift        +3 speed
Friendship   +3 personality    Thought      +8 intellect
Gamblers    +25 luck           Thunder     +17 might
Genius      +30 intellect      Troll       +10 hit points
Giant       +12 might          True        +20 accuracy
Health       +6 hit points     Vampiric    +10 hit points
Holy        +30 personality    Velocity    +30 speed
Intellect   +17 intellect      Vigor        +3 hit points
Knowledge   +12 intellect      Warrior      +5 might
Leadership  +17 personality    Wind        +17 speed
Leprechauns +30 luck           Winners     +15 luck
Life        +10 hit points     Wisdom      +23 intellect
Lucky       +20 luck           Witch       +12 spell points
Mage        +16 spell points
Price Modifier: +100 times the bonus

Special Powers:
Aid             - First Aid           GODS!           - Divine Intervention
Antidotes       - Cure Poison         Identification  - Identify Monster
Arrows          - Elemental Arrow     Monster Finding - Detect Monster
Beacons         - Lloyd's Beacon      Nature          - Nature's Cure
Death           - Finger of Death     Portals         - Town Portal
Distortion      - Mass Distortion     Recharging      - Recharge Item
Enchantment     - Enchant Item        Sanctuaries     - Super Shelter
Feasting        - Create Food         Shielding       - Power Shield
Fists           - Flying Fist         Storms          - Elemental Storm
Free Movement   - Cure Paralysis      Vaccination     - Cure Disease
All special powers duplicate a spell effect.
Price Modifier: +100 per level at which the spell can be used first.

Weapons; note that Knights and Paladins can use any weapon and armor
Broad Sword  3-12  100  Ar          Kn       Ra Ro
Club         1- 3    1  Ar Ba Cl Dr Kn Ni Pa Ra Ro So
Cudgel       1- 6   15  Ar Ba Cl Dr Kn Ni Pa Ra Ro
Cutlass      2- 8   40  Ar          Kn    Pa Ra Ro
Dagger       2- 4    8  Ar Ba    Dr Kn Ni Pa Ra Ro So
Flail        1-10  100  Ar Ba Cl Dr Kn Ni Pa Ra Ro
Hand Axe     2- 6   10  Ar Ba    Dr Kn Ni Pa Ra Ro
Katana       4-12  150              Kn Ni Pa
Long Sword   3- 9   50  Ar          Kn    Pa Ra Ro
Mace         2- 8   50  Ar Ba Cl Dr Kn Ni Pa Ra Ro
Maul         1- 8   30  Ar Ba Cl Dr Kn Ni Pa Ra Ro
Naginata     5-15  300              Kn Ni Pa
Nunchakas    2- 6   30              Kn Ni Pa
Sabre        4- 8   60  Ar          Kn    Pa Ra Ro
Scimitar     2-10   80  Ar          Kn    Pa Ra Ro
Short Sword  2- 6   15  Ar          Kn    Pa Ra Ro
Spear        1- 9   15  Ar Ba    Dr Kn Ni Pa Ra Ro
Wakazashi    3- 9   60              Kn Ni Pa
Two-handed Weapons
Bardiche     4-16  200  Ar Ba       Kn Ni Pa Ra Ro
Battle Axe   3-15  100  Ar Ba       Kn    Pa Ra Ro
Flamberge    4-20  400  Ar          Kn    Pa Ra
Glaive       4-12   80  Ar Ba       Kn Ni Pa Ra Ro
Grand Axe    3-18  200  Ar Ba       Kn    Pa Ra Ro
Great Axe    3-21  300  Ar Ba       Kn    Pa Ra Ro
Hammer       2-10  120  Ar Ba Cl Dr Kn Ni Pa Ra Ro
Halberd      3-18  250  Ar Ba       Kn Ni Pa Ra Ro
Pike         2-16  150  Ar Ba       Kn Ni Pa Ra Ro
Staff        2- 8   40  Ar Ba Cl Dr Kn Ni Pa Ra Ro So
Trident      2-12  100  Ar Ba       Kn Ni Pa Ra Ro
Missile Weapons
Crossbow     4- 8   50  Ar Ba       Kn Ni Pa Ra Ro
Long Bow     5-10  100  Ar Ba       Kn Ni Pa Ra Ro
Short Bow    3- 6   25  Ar Ba       Kn Ni Pa Ra Ro
Sling        1- 4   15  Ar Ba       Kn Ni Pa Ra Ro
Armor
Chainmail      +6  400  Ar    Cl    Kn    Pa Ra Ro
Leather Armor  +3   40  Ar Ba Cl Dr Kn Ni Pa Ra Ro
Padded Armor   +2   20  Ar Ba Cl Dr Kn Ni Pa Ra Ro So
Plate Armor   +10 2000              Kn    Pa
Plate Mail     +8 1000              Kn    Pa
Ring Mail      +5  200  Ar    Cl    Kn Ni Pa Ra Ro
Scale Armor    +4  100  Ar Ba Cl    Kn Ni Pa Ra Ro
Splint Mail    +7  600        Cl    Kn    Pa Ra
Shield          +4  100     Ba Cl    Kn    Pa Ra Ro

Miscellaneous Equipment; all classes can use these:
Amulet         +0 2000  Neck      Jewel          +0 1000  Hand
Belt           +0  100  Waist     Medal          +0  100  Body
Boots          +1   40  Feet      Necklace       +0 1000  Neck
Box            +0   10  Hand      Orb            +0  100  Hand
Broach         +0  250  Body      Pendant        +0  500  Neck
Cameo          +0  300  Body      Potion         +0   10  Hand
Cape           +1   20  Cape      Ring           +0  100  Finger
Charm          +0  250  Body      Robes          +1  150  Cape
Cloak          +1  250  Cape      Rod            +0   50  Hand
Coin           +0   10  Hand      Scarab         +0  200  Body
Crown          +0 1000  Head      Scroll         +0    0  Hand
Gauntlets      +1  100  Hands     Tiara          +0  200  Head
Gem            +0  500  Hand      Wand           +0   50  Hand
Helm           +2   60  Head      Whistle        +0   10  Hand
Horn           +0   20  Hand
One person can wear one item in each location, except for the body and the
fingers, which have a maximum of ten items each.

Miscellaneous Items; these can't be equipped:
Ancient Jewelry   2000             - Not usable
Jewelry           1000             - Not usable
Rope and Hooks       5             - Equivalent of a Create Rope spell
Torch                5             - Equivalent of a Light spell
Useless Item         0             - Just that; bug item; discard it

Important Items:
Alacorn of Icarus                  - Deliver this to Icarus' Shrine
Ancient Artifact of Evil           - Deliver these to Castle Dragontooth
Ancient Artifact of Good           - Deliver these to Castle Whiteshield
Ancient Artifact of Neutrality     - Deliver these to Castle Bloodreign
Ancient Fizbin of Misfortune       - Doubles all buy prices for the owner
Black Terror Key                   - Entrance to the Tomb of Terror
Blue Priority Keycard              - Entrance to the Endgame
Blue Unholy Key                    - Entrance to the Cathedral of Carnage
Gold Master Key                    - Entrance to the Maze from Hell
Golden Pyramid Keycard             - Entrance to the Five Ancient Pyramids
Green Eyeball Key                  - Entrance to the Halls of Insanity
Hologram Sequencing Card 001-006   - Collect these for the Endgame
Interspatial Transport Box         - Use to teleport anywhere; see below
King's Ultimate Power Orb          - Deliver 11 of these to one of the kings
Might Potion                       - Drinking it makes you strong
Precious Pearl of Youth and Beauty - Deliver these to the Pirate Queen
Quatloo Coin                       - Use these in the Slithercult Stronghold
Red Warriors Key                   - Entrance to the Dark Warrior Keep
Sacred Silver Skull                - Deliver these to Kranion in Fountainhead
Sea Shell of Serenity              - Deliver these to the nymph Athea
Yellow Fortress Key                - Entrance to the Fortress of Fear
Note that there are two keys of each kind. You need only one, so you can dis-
card the other by giving it to a hireling and removing him.

Skills:
Arms Master       - A - Improves chance to hit
Astrologer        - S - Druids and Rangers gain more spell points
Body Builder      - A - Increases number of hit points
Cartographer      - 1 - Know a map of where you've been (M)
Crusader          - A - Enter the five castles
Danger Sense      - 1 - Know if monsters are near (by the bat above)
Direction Sense   - 1 - Know which direction you're facing (in the gem)
Linguist          - 1 - Read some obscure texts
Merchant          - 1 - Doubles sell prices (move items to that character)
Mountaineer       - 2 - To walk through mountains
Navigator         - 1 - Show the compass
Path Finder       - 2 - To walk through dense forests
Prayer Master     - S - Clerics and Paladins gain more spell points
Prestidigitator   - S - Sorcerors and Archers gain more spell points
Spot Secret Doors - 1 - Know if you can bash the wall ahead (by the lizard)
Swimmer           - A - To walk through shallow water
Thievery ###      - A - Necessary to open locks
(Skill must be known by: # = number, A = All, S = Specific characters only)

Magic Mirror Passwords:               Interspatial Transport Box codes:
Air            - Ice Island, F1       0     - Arena
Arena          - Arena                1-5   - Towns (Fou/Bay/Wil/Swa/Bli)
Blastoff       - Endgame (645231)     6-10  - Town Caverns
Doe Meister    - Dragon Cavern        11-15 - Various Small Caverns
Doomed         - Swamp Town           12-23 - Various Large Dungeons
Earth          - Desert Island, F4    24-28 - Castles (Whi/Blo/Dra/Gre/Bla)
Fire           - Isle of Fire, D2     29-33 - Castle Dungeons
Freeman        - Wildabar             34-40 - Underworld
Home           - Fountain Head        41-64 - Overworld (A1-A4, B1-B4 etc)
Orb Meister    - Aft Storage Sector   The Box itself lies down the pyramid
Redhot         - Blistering Heights   on the Isle of Fire.
Seadog         - Bay Watch
Water          - Swamp Island, E2

Puzzle Answers:
Alpha Engine Sector     - Warp
Arachnoid Cavern        - 20301
Beta Engine Sector      - Sublevel
Cursed Cold Cavern      - Chain, Echo, Icicle, Tomorrow
Castle Blackwind        - Ten, day 60
Castle Bloodreign       - Nortic, Ogre
Castle Dragontooth      - 11, 20000
Castle Greywind         - Circle, day 50
Castle Whiteshield      - Joabary, Smello
Cathedral of Carnage    - JVC, NWNES, Weeds
Central Control Sector  - Creators
Dark Warriors Keep      - 314
Isles of Illusion       - Onesday
Forward Storage Sector  - Youth
Fountain Head Cavern    - Rats
Graveyard B3            - Darkness, Secret
Halls of Insanity       - Blink, Eyes, Tears
Initiation Sequence     - 645231
Main Engine Sector      - Ktow, Primary
Slithercult Stronghold  - Epsilon
Swamp Town              - Mirror, Stairs

Quick checklist to finish the game:
You can become Crusader by visiting Fire Mane in the Ancient Temple of Moo.
You must smash the box in the hut on Mount Keystone (Might of 50 required)
 to find the Golden Pyramid Keycard. In the pyramids you can find the solu-
 tions to all riddles.
Go to the center of the Maze from Hell and drink from the fountain to become
 an Ultimate Adventurer.
You must give 11 power orbs to Zealot, Tumult or Malefactor to be given the
 Blue Priority Keycard. Beware, for as soon as you do this the castles of
 the other two kings are destroyed and can't be entered any more.
You must collect all six Hologram Sequencing Cards:
 001 - Fortress of Fear, guarded by the Mummy King at 26x, 11y
       Note that the puzzle is really annoying, but you can also Teleport.
 002 - Halls of Insanity, guarded by some Evil Eyes
 003 - Dark Warrior Keep, guarded by some Jousters
 004 - Cathedral of Carnage, given when you solve the Key (answer Weeds).
 005 - Tomb of Terror, guarded by the Vampire King
 006 - Maze from Hell, guarded by the Minotaur King
Then, once your party is high enough in level (90 or so!), go to the pyramid
 on the Isle of Fire. Take the west portal on the north wall. Follow the
 corridor to the Main Control Sector.
Kill all terminators if you want (and can), then enter the transport tube
 south of the entrance.
Activate the computer with the code 645231, as found in Grey- and Blackwind.
You win!


Walkthrough by Radiant.
http://crystalshard.net