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 of . 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