Might & Magic 3 Isles of Terra for the SNES Weapons, armor, items, and special properties list. February 12, 2009 Version 1.0 by Dweller in the Dark Welcome to my guide. I made this guide because I got tired of having to spend time and money to have items identified in the weapons shop. I've given descriptions for the various items based on trial and error and on the identification service at the weapons shop, so info in this guide may be wrong because of that or due to errors on my part. If you have any corrections or descriptions that I have missed send me the info at drgonzo72001@yahoo.com and you'll be given credit. Abbreviations are: Kn=Knight, Pa=Paladin, Ar=Archer, So=Sorceror. Cl=Cleric, Ro=Robber, Ni=Ninja, Ba=Barbarian, Ra=Ranger, Dr=Druid, Weapons Weapons are listed in alphabetical order, each listing will have the damage value, hands needed to use the weapon, and who can use the weapon. Note that a ranged weapon like a bow can be equipped at the same time as a shield and sword or other weapon/shield/item combo, but they will still have a two-handed listing. Damage-wise, the Katana is the most powerful one-handed weapon, and the Flamberge is the most powerful two-hander. ------------------------------------------------------------------------------- Weapon: Damage: Hands: Usable By: ------------------------------------------------------------------------------- Bardiche: 4-16 2 Kn, Pa, Ar, Ro, Ni, Ba, Ra Battle Axe: 3-15 2 Kn, Pa, Ar, Ro, Ba, Ra Broad Sword: 3-12 1 Kn, Pa, Ar, Ro, Ra Club: 1-3 1 All Crossbow: 4-8 2 Kn, Pa, Ar, Ro, Ni, Ba, Ra Cudgel: 1-6 1 Kn, Pa, Ar, Cl, Ro, Ni, Ba, Dr, Ra Cutlass: 2-8 1 Kn, Pa, Ar, Ro, Ra Dagger: 2-4 1 Kn, Pa, Ar, So, Ro, Ni, Ba, Dr, Ra Flail: 1-10 1 Kn, Pa, Ar, Cl, Ro, Ni, Ba, Dr, Ra Flamberge: 4-20 2 Kn, Pa, Ar, Ra Glaive: 4-12 2 Kn, Pa, Ar, Ro, Ni, Ba, Ra Grand Axe: 3-18 2 Kn, Pa, Ar, Ro, Ba, Ra Great Axe: 3-21 2 Kn, Pa, Ar, Ro, Ba, Ra Halberd: 3-18 2 Kn, Pa, Ar, Ro, Ni, Ba, Ra Hammer: 2-10 2 Kn, Pa, Ar, Cl, Ro, Ni, Ba, Dr, Ra Hand Axe: 2-6 1 Kn, Pa, Ar, Ro, Ni, Ba, Dr, Ra Katana: 4-12 1 Kn, Pa, Ni Long Bow: 5-10 2 Kn, Pa, Ar, Ro, Ni, Ba, Ra Long Sword: 3-9 1 Kn, Pa, Ar, Ro, Ra Mace: 2-8 1 Kn, Pa, Ar, Cl, Ro, Ni, Ba, Dr, Ra Maul: 1-8 1 Kn, Pa, Ar, Cl, Ro, Ni, Ba, Dr, Ra Naginata: 5-15 2 Kn, Pa, Ni Nunchaku: 2-6 1 Kn, Pa, Ni Pike: 2-16 2 Kn, Pa, Ar, Ro, Ni, Ba, Ra Sabre: 4-8 1 Kn, Pa, Ar, Ro, Ra Scimitar: 2-10 1 Kn, Pa, Ar, Ro, Ra Short Bow: 3-6 2 Kn, Pa, Ar, Ro, Ni, Ba, Ra Short Sword: 2-6 1 Kn, Pa, Ar, Ro, Ra Sling: 2-4 2 Kn, Pa, Ar, Ro, Ni, Ba, Ra Spear: 1-9 1 Kn, Pa, Ar, Ro, Ni, Ba, Dr, Ra Staff: 2-8 2 All Trident: 2-12 2 Kn, Pa, Ar, Ro, Ni, Ba, Ra Wakazashi: 3-9 1 Kn, Pa, Ni Armor Listed in descending order from worst to best. ------------------------------------------------------------------------------- Armor: AC Bonus: Usable By: ------------------------------------------------------------------------------- Padded Armor: +2 All Leather Armor: +3 Kn, Pa, Ar, Cl, Ro, Ni, Ba, Dr, Ra Scale Armor: +4 Kn, Pa, Ar, Cl, Ro, Ni, Ba, Ra Ring mail: +5 Kn, Pa, Ar, Cl, Ro, Ni, Ra Chain Mail: +6 Kn, Pa, Ar, Cl, Ro, Ra Splint Mail: +7 Kn, Pa, Cl, Ra Plate Mail: +8 Kn, Pa Plate Armor: +10 Kn, Pa Items I've listed all of the items (that I have found) in the game including keys and other such things and I have listed their uses and purposes (if any). Items often have special abilites that either enhance attributes or have spell effects with limited charges. Up to 10 different kinds of rings can be worn, as can items like charms, medals, and broaches, but only 4 can be equipped, and they must be different. Gems, wands, boxes and the like must be held by one hand to be effective, so they pretty much preclude the use of a shield or two-handed weapon, this may not be a bad thing as a character who cannot equip a shield for extra protection can equip a gem or other hand held item that has an AC boosting ability. ------------------------------------------------------------------------------- ITEM: AC Bonus: Hands: Usable By: ------------------------------------------------------------------------------- Amulet: All Belt: All Boots: +1 All Box: 1 All Broach: All Cameo: All Cape: +1 All Charm: All Cloak: +1 All Coin: 1 All Crown: All Gauntlets: +1 All Gem: 1 All Helm: +2 All Horn: 1 All Jewel: All Medal: All Necklace: All Orb: 1 All Pendant: All Ring: All Robes: +1 All Rod: 1 All Scarab: All Scroll: All Shield: +4 1 Kn, Pa, Cl, Ro, Ba, Ra. Tiara: All Wand: 1 All Whistle: 1 All ------------------------------------------------------------------------------- Quest/Miscellaneous Items ------------------------------------------------------------------------------- Items that can't be equipped but can be used for spell effects or to progress further in the game or to gain gold and exp. Alacorn of Icarus: Return to A2 9,2 for 2 million exp. Ancient Artifact of Evil: Return to the Castle of Evil for an exp reward. Ancient Artifact of Good: Return to the Castle of Good for an exp reward. Ancient Artifact of Neutrality: Return to the Castle of Neutrality for an exp reward. Ancient Fizbin of Misfortune: Take to the hut at E2 8,8 to get treasure, don't keep any of these as they cause all sorts of bad things to happen to the one who carries it. Ancient Jewelry: Can be sold for gold. Black Terror Key: Used to enter the Tomb of Terror. Blue Key of Darkness: Used for entry into the Cathedral of Darkness. Blue Priority Pass Card: Used for entry into Main control Sector. Gold Master Key: Used for entry into The Diabolical Maze. Golden Pyramid Key Card: Used for entry into the various pyramids. Green Eyeball Key: Used for entry into the Halls of Insanity. Hologram Sequencing Card 1: Provides entry into escape pod. Hologram Sequencing Card 2: Provides entry into escape pod. Hologram Sequencing Card 3: Provides entry into escape pod. Hologram Sequencing Card 4: Provides entry into escape pod. Hologram Sequencing Card 5: Provides entry into escape pod. Hologram Sequencing Card 6: Provides entry into escape pod. Interspatial Transport Box: Teleports party to various area maps when used. Jewelry: Can be sold for gold. King's Ultimate Power Orb: Give to king of choice for 1 million Exp. Might Potion: Has one use and raises might by 5 points. Wears off after a certain time. Potion:Has a spell effect and up to 3 uses. Precious Pearl of Youth and Beauty: Give to the Pirate Queen at D2 9,14, for 100,000 exp and 25,000 gold. Qautloo Coins: Give to shrines in the Slithercult Stronghold for attribute bonuses. Red Warriors Key: Used for entry into the Dark Warriors Keep. Rope and Hooks: Same effect as a Create Rope spell; Allows the party to climb down into pits. Cannot be equipped, but is used automatically. Sacred Silver Skulls: Give to Skull Miser in Fountain Head for exp. and gold. Sea Shell of Serenity: Give to the mermaid Athea at A4 0,0 for 250,000 exp and 250,000 gold. Torch: Same effect as a light spell; Lights up dark areas. Yellow Fortress Key: Used for entry into the Fortress of Fear. Elemental Damage & Resistance Modifiers ------------------------------------------------------------------------------- Element: Damage Bonus: Resistance Bonus: ------------------------------------------------------------------------------- Fire Burning: +2 +5 Fiery: +3 +7 Pyric: +4 +9 Fuming: +5 +12 Flaming: +10 +15 Seething: +15 +20 Blazing: +20 +25 Scorching: +30 +30 Electric Flickering: +2 +5 Sparking: +3 +7 Static: +4 +9 Flashing: +5 +12 Shocking: +10 +15 Electric: +15 +20 Dyna: +20 +25 Cold Icy: +2 +5 Frost: +4 +10 Freezing: +5 +15 Cold: +10 +20 Cryo: +20 +25 Acid/Poison Acidic: +2 +10 Venomous: +4 +15 Poisonous: +8 +20 Toxic: +16 +25 Noxious: +32 +40 Energy Glowing: +2 +5 Incandescent: +3 +7 Dense: +4 +9 Sonic: +5 +11 Power: +10 +13 Thermal: +15 +15 Radiating: +20 +20 Kinetic: +30 +25 Magical Mystic: +5 +5 Magical: +10 +10 Ectoplasmic: +25 +20 Attribute Bonus Modifiers Attribute: Bonus: Might Modifier Might: +2 Strength: +3 Warrior: +5 Ogre: +8 Giant: +12 Thunder: +17 Force: +23 Power: +30 Dragon: +38 Photon: +47 Intellect Modifier Clever: +2 Mind: +3 Sage: +5 Thought: +8 Knowledge: +12 Intellect: +17 Wisdom: +23 Genius: +30 Personality Modifier Buddy: +2 Friendship: +3 Charm: +5 Personality: +8 Charisma: +12 Leadership: +17 Ego: +23 Hope: +30 Speed Modifier Quick: +2 Swift: +3 Fast: +5 Rapid: +8 Speed: +12 Wind: +17 Accelerator: +23 Velocity: +30 Accuracy Modifier Sharp: +3 Accurate: +5 Marksman: +10 Precision: +15 True: +20 Exacto: +30 Luck Modifier Clover: +5 Chance: +10 Winners: +15 Lucky: +20 Gamblers: +25 Leprechauns: +30 Hit Point Modifier Vigor: +4 Health: +6 Life: +10 Troll: +20 Vampiric: +50 Spell Point Modifier Spell: +4 Castors: +8 Witch: +12 Mage: +16 Archmage: +20 Arcane: +25 Armor Class Modifier Protection: +2 Armored: +4 Defender: +6 Stealth: +10 Mystical: +16 Thievery Modifier Mugger: +4 Burgler: +6 Looter: +8 Brigand: +10 Filch: +12 Thief: +14 Rogue: +16 Plunder: +18 Criminal: +20 Pirate: +25 Material quick reference chart I ordered them from worst to best, with my ordering being based on the +/- "to hit" bonus in numerical order. Items from Ruby to Obsidian cannot be duplicated via the Duplication spell. ------------------------------------------------------------------------------- Material Type: Hit Bonus: AC Bonus: Damage Bonus: ------------------------------------------------------------------------------- Leather: -4 Wooden: -3 -3 Glass: Coral: +1 +1 +1 Crystal: +1 +1 +1 Iron: +1 +1 +2 Bronze: +2 -1 Lapis: +2 +2 +2 Pearl: +2 +2 +2 Silver: +2 +2 +4 Brass: +3 -2 Amber: +3 +3 +3 Steel: +3 +4 +6 Ebony: +4 +4 +4 Gold: +4 +6 +8 Qaurtz: +5 +5 +5 Platinum: +6 +8 +10 Ruby: +6 +10 +12 Emerald: +7 +12 +15 Sapphire: +8 +14 +20 Diamond: +9 +16 +30 Obsidian: +10 +20 +50 Special Power chart All of these powers duplicate a spell effect that can be used by the various spell casting classes in the game. Any item with a magical power has a limited number of charges which can be checked using the Detect Magic spell. The power can be recharged with the Recharge Item spell. Any item that loses all charges disappears from your inventory, so be careful not to use all charges on any item that you are also using as a weapon or for attribute bonuses. ------------------------------------------------------------------------------- Special Power: Spell effect: ------------------------------------------------------------------------------- Of Acid Spraying: Acid Spray Of Acid Streams: Acid Stream Of Aid: First Aid Of Antidotes: Cure Poison Of Arrows: Elemental Arrow Of Awakening: Awaken Of Beacons: Lloyd's Beacon Of Curing: Cure Wounds Of Cleric's Boost: Cleric's Boost Of Cold Rays: Cold Ray Of Dancing Swords: Dancing Sword Of Deadly Swarms: Deadly Swarm Of Destruction: Finger of Doom Of Distortion: Time Distortion Of Disintegration: Disintegrate Of Dragon Breath: Dragon Breath Of Duplication: Duplication Of Elements: Protection from Elements Of Enchantment: Enchant Item Of Energy Blasts: Energy Blast Of Etherealization: Etherealize Of Favor: Favored Of Feasting: Create Food Of Feeble Minding: Feeble Mind Of Fiery Flails: Fiery Flail Of Fireballs: Fireball Of Fists: Flying Fist Of Free Movement: Cure Paralysis Of Frost Biting: Frost Bite Of Gating: Nature's Gate Of Half for Me: Half for Me Of Heroism: Heroism Of Identification: Identify Monster Of Incinerating: Incinerate Of Immobilization: Immobilize Of Implosions: Implosion Of Infernos: Inferno Of Jumping: Jump Of Levitation: Levitate Of Light: Light Of Lightning: Lightning Bolt Of Magic Detection: Detect Magic Of Mass Distortion: Mass Distortion Of Megavoltage: Mega Volts Of Monster Finding: Detect Monsters Of Moon Rays: Moon Ray Of Nature: Nature's Cure Of Pain: Pain Of Paralyzing: Paralyze Of Portals: Town Portal Of Power Curing: Power Cure Of Prismatic Light: Prismatic Light Of Raising the Dead: Raise Dead Of Recharging: Recharge Item Of Resurrection: Resurrect Of Revitalization: Revitalize Of Ropes: Create Rope Of Sanctuaries: Super Shelter Of Shielding: Power Shield Of Silence: Silence Of Sleeping: Sleep Of Sparking: Sparks Of Stone to Flesh: Stone to Flesh Of Storms: Elemental Storm Of Star Bursts: Star Burst Of Sun Rays: Sun Ray Of Teleportation: Teleport Of Toxic Clouds: Toxic Cloud Of The Miracles!: Mystical Intervention Of Undead Chant: Undead Chant Of Undead Turning: Turn Undead Of Vaccination: Cure Disease Of Water Walking: Walk on Water Of Wizard Eyes: Wizard Eye End of Guide. ------------------------------------------------------------------------------- Copyright 2006 Aaron Shannon. 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