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