MM3 Party Development, Isles of Terra

MM3 Party Development, Isles of Terra

MM3 Party Development in Isles of Terra, an adventure game packed with fantasy elements, offers over 6,000 locations on Terra. Players uncover the Pyramids of the Ancients while exploring diverse terrains and solving puzzles. Its open-world gameplay, vast array of monsters, and unique magic items set it apart in the genre.

The wise seek strength not only in their own spells, but in the valor of their comrades. For it is together that we turn the tides of fate.

Corak

New Stuff in Isles of Terra

Isles of Terra has innovated in a number of ways that update game play to create a more engaging experience. Read on.

Real-Time Engagement

MM3 has removed the Random Encounter and infinitely resetting map encounters in favor of a somewhat finite quantity of foes to defeat. Foes are now observable in the 3d space before the encounter begins. Characters are foes alike can fire spells and arrows in preparation for conventional turn-based encounters. Read more about this on the Foes page here.

Spell Changes

The Fly spell has been removed all together. In Isles of Terra the quickest way to get around is to use Cleric Town Portal to one of the 5 towns or to use the free teleport Mirrors in each town. Lloyd’s Beacon is still in the Sorcerer spell book and so is Jump, Teleport, and Etherealize though their use is limited or blocked in some dungeons. Check the Map Details here to understand where and which spells are blocked.

Spells are not automatically learned at level up. Instead Spells must be either purchased from the guilds in each town and/or found as you explore the Isles of Terra.

Bank

Gold, Gems, and Interest. Some events in the game can take away all your gold or destroy gems from your backpack, keep them safe in the Bank. Further, you will need a lot of gold to progress through the game and so earning interest is helpful for late game. When ever you have an influx of gold or gems, drop them into the bank.

Design your Party

The prebuilt party has characters with solid stats and a lot of gear. Custom characters will start with no gear but you can transfer gear from prebuilt characters you are not using. You will find a Druid and an Archer for hire in the first town. All classes except Druids, Clerics, and Sorcerers can use ALL missile weapons.

Statistic Details
Might (MGT) effects damage done in combat and is useful for anyone that is going to swing a weapon.

Endurance (END) effects HP grained at level up and is useful for anyone that is going to take damage.

Speed (SPD) effects Armor Class (AC) and also determines recovery time after attacking.

Accuracy (ACY) effects the ability to hit the target in combat and thus, is useful for anyone swinging weapons or shooting missiles.

Intelligence (INT) effects the amount of Spell points for Sorcerers, Archers, Druids, and Rangers and is not useful for other classes.

Personality (PER) effects the amount of Spell points for Clerics, Paladins, Druids, and Rangers and is not useful for other classes.

Luck (LCK) helps with many things and having some is helpful for all classes.
Statistic Bonuses
0-2       -5
3-4 -4
5-6 -3
7-8 -2
9-10 -1
11-12 +0
13-14 +1
15-16 +2
17-18 +3
19-20 +4
21-24 +5
25-29 +6
30-34 +7
35-39 +8
40-49 +9
50-74 +10
75-99 +11
100-124 +12
125-149 +13
150-174 +14
175-199 +15
200-224 +16
225-249 +17
250+ +20
Class Details
Knights start with 12+END bonus hit points and gains 1-12+END bonus per level, further, they can use any weapon or armor type. Knights take multiple attacks per turn at higher levels.

Barbarians start with 12+END bonus hit points and gains 1-12+END bonus per level, further, they can use most weapons except for Swords. Armor use is restricted to Scale or lighter but barbarians can use most shields. Missile weapons are useable but only Slings and Blowpipes.

Paladins start with 10+END bonus hit points and gains 1-10+END bonus per level, meanwhile a paladin can use any weapon or amor type.

Archers start with 10+END bonus hit points and gains 1-10+END bonus per level. An archer can use any weapon. They are restricted to chain mail or lighter armor and no shield; however, the archer can shoot any missile weapon in close combat.

Rangers start at 9+END bonus hit points and they gain 1-9+END bonus hit points per level. Ranger prime statistics are INT, PER, END, and SPD and a minimum of 12 is required to create a Ranger. Rangers can use most weapons and armor and they cast spells from the Druid spell book at half power. Rangers get an extra attack every 6 levels similar to Paladins and Archers. This is the class that can do everything with mediocrity.

Robbers start with 8+END bonus hit points and gains 1-8+END bonus per level. They are limited to ring mail with a shield while wielding sling, crossbow, and all 1-hand weapons. The robber increases ability to pick locks and disarm traps with increased level. A Robbers first attack, if it lands, will do extra damage. A robbers subsequent attacks within the combat will be normal attacks.

Ninjas start with 8+END Bonus hit points and gains 1-8+END Bonus per level, and while they can use most 1h-weapons, they have some restrictions on Swords. As for 2h-weapons, Ninja can use a Naginata or a Staff. Ninjas can wear Ring Mail or lighter armor and cannot carry a shield, however they can use most missile weapons. Ninjas have the same abilities as Robbers except to a lesser degree. A ninja's first attack will automatically be an assassination attempt. This attack, if it lands, will kill outright.

Clerics start with 8+END bonus hit points and gains 1-8+END bonus per level. Clerics cast spells from the cleric spell book while wearing chain armor or lighter. They can use a shield but cannot use missile weapons. Weapons are restricted to club, mace, flail, staff or great hammer.

Sorcerers start with 6+END bonus hit points and gains 1-6+END bonus per level. Sorcerers cast spells from the sorcerer spell book while protected by padded armor and no shield. A sorcerer can wield clubs, daggers, or a staff.

Druids start with 6+END bonus hit points, gains 1-6+END bonus per level and is restricted to Leather armor or lighter and weapons similar to Clerics. Druids cast spells from the Druid spell book which has very few unique spells, notably Walk on Water. Druid spell book has overlap with Sorcerer and Cleric spell books which is why the Druid's prime statistics are INT and PER and requires at least a 15 in each.

Attribution

How to obtain a copy of this game:

eBay link PC version (1991)
GOG link – Digital PC version (includes games 1-6)