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Might and Magic 3 Isles of Terra

Might and Magic 3 Isles of Terra— Downloads

Download Ludmeister's Might and Magic 3— Isles of Terra Monster Spawn Mod

  • Ludmeister's Might and Magic 3 Isles of Terra— Monster Spawn Mod v1.0 (3.42 MB) — Initial release of the mod. All showstopping bugs in scripting should be squashed . Of course, there always are the possibility of lingering bugs/hidden features, and I apologize in advance for any that may still be lurking. Included with the mod is a copy of the mod's monster data and my MM3 Monster Editor, with which you can view the vital stats of all monsters in the game. Downloaded 2195 times

Obviously, you will need a copy of Might and Magic 3 Isles of Terra to play this mod. If you do not own a copy, or if it has been lost for God knows how long (and where), you may purchase a copy of this game legally, and Digital Rights Management free, at GOG.com. They have a tremendous deal which allows you to purchase the first 6 games in the Might and Magic series for ten bucks. If this wasn't enough, if you sign up as result of clicking this link, you can help keep this website online.

Isles of Terra Monster Spawn Mod— Log of Modifications

Purposes and Aims

This modification is for Might and Magic combat lovers. It introduces some hardcore elements of Might and Magic 2 to Isles of Terra. Monsters will stay dead... but only for a time. Secondarily, I have attempted to improve the gameplay of Isles by balancing the weaponry/spells/monsters, while adding a few features along the way.

Version 1.0 Changes

Scenario-wide changes

  • Many outdoor maps have different monster types added, to make exploration more interesting.
  • Almost all maps have a random chance to respawn all non-unique monsters automatically when the party walks over certain squares.
  • Additionally, most maps respawn when you leave them.
  • The Tomb of Terror does not respawn, due to the requirements of defeating all monsters to advance.

Bugfixes to stock MM3

  • The Arena Experience bug is fixed.
  • The Damage Resistance 16-bit overflow bug has been fixed. Monster resistance now affects damage as it should.

New events and map-specific changes

  • Some interesting fountains have been added to the town of Baywatch. Fountain Head's fountains also have interesting effects.
  • Robert the Burgler resides in Wildabar, he'll teach you Skulduggery if you lack a natural brigand in your party makeup... if you got the gold.
  • The Arena spawns more randomly picked minor monsters when you choose to fight.
  • In A2, there's a hut where you can buy items. If you refused, you never got another chance to buy them. This has been fixed.
  • You now get 1000 Experience points and 1000 Gold for every Sacred Silver Skull you bring back to Kranion.
  • Bonus Easter Egg: The developers left an entire map in the game resources, which they took out at release. I have restored that map... and left it otherwise untouched. You all will love it. I guarantee it.

Character development

  • Statistics are much more important to the power of a character now. You won't notice much difference until you reach 50 in your stats.
  • You will be able to see the statistic's bonus easily when you click on stats in the status screen. No more vague "Very Low" or "Astonishing" monikers.
  • Archers are now Samurai and class capabilities are re-cast. A couple of other classes are renamed, but otherwise are unchanged.
  • Characters generally have higher HP/MP, but attack less often per round.
  • Each class has an initial skill, and every race has an initial skill.
  • Hirelings cost much less now, making it actually financially viable to carry a full 8 character party.

Spells

  • Druids and Rangers have a 36-spell spellbook now.
  • Spells are also re-balanced. Heal spells are much more effective. Clerics used to not be able to cure their party fully, yet full resting was achieved with food and 8-hours sleep. Does that make sense??
  • The Suppress Poison and Suppress Disease spells have been removed from the game. In their place: Remove Curse and Mental Integrity.
  • The Heroism spell only adds a flat +10 to a character's To Hit rating... not a value equal to the caster's level. This spell used to be absurdly powerful.
  • The Guild reports the power of most spells (like World of Xeen does); you can access that info by reading a spell's Spell Info.

Items

  • Weapons and Armor are exhaustively rebalanced. Bows in particular have been made more useful.
  • The chance that certain types of items drop are subtly modified.
  • You are more likely to receive multi-enchanted items. Before, the chance to receive 2 enchantments was 4%, and the chance to receive 3 enchantments was 1%. These chances have been quadrupled.
  • Blacksmith merchandise has been changed. They also tend to sell a few more random items.
  • The equipped torso armor breaks when a character is knocked below -50 HP (before this threshold was -10 HP).
  • It now costs much less to identify and to fix broken items in the Smithy.
  • The value of Jewelry and Ancient Jewelry has increased to 5000 and 12000 gold.
  • Characters can equip any number of amulets now.

Monsters and Battle System

  • Monsters have been powered up. Epic battles may be much more commonplace. In my testing, I was often *afraid* when I met a new creature. As it should be
  • Bosses have been especially powered up.
  • Damage output thresholds have changed. They used to be 10, 50, and 200 damage. Now they are 25, 100, and 400 damage.

Miscellaneous

  • Might and Magic 3— Ludmeister's Monster Spawn Mod runs a fair bit faster than stock Might and Magic 3. Loading times when crossing map boundaries are virtually instantaneous.
  • Unlocking doors gives less experience.
  • A normal step outside takes 3 minutes (before it took 10 minutes).
  • Training one character costs 6 hours (before, this took 1 day).
  • Many trainers will train your characters to higher levels (especially the trainers on the Great Isle).

Screenshots

Screenshot 1 Screenshot 2 Screenshot 3

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Screenshot 7 Screenshot 8 Screenshot 9

Praise and Feedback for the Might and Magic 3 resources

I have copies of the decrpyted music (*.M) files from MM3 (thanks to Jeff). They don't play with the current player however, so you may need to investigate the unknown format.

— Cedric Busch, Accomplished coder and Might and Magic enthusiast [ Link » ]

This MOD is for true lovers of Might and Magic. Jeff is the creator Ludwig Ludmeister alias. It puts into play some hardcore elements that you will certainly enjoy it - monsters will not stay dead for long, so it definitely does not fall out of practice was Adjusted balance (balance) between weapons, spells and monsters in the game + was added a few improvements to the roads. Fixed the bug cap and experience in the arena. Finally, read the readme, there's a lot.

— svetmightandmagic.cz, Featured [ Link » ]

Copyright notice/disclaimer/placating remarks

MM3 was originally copyright 1991, by New World Computing, Inc. The rights to Might and Magic currently are owned by Ubisoft. The files provided on this site are provided in the hopes that MM3 can be further maintained by the active Might and Magic community. I do not intend to go into competition with Ubisoft, nor do I make a profit off of the Might and Magic name. If Ubisoft objects to the existance of these files on my site, I will remove them promptly.