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Hello guys!

Started playing MM3 not long ago. I already played MM6-7 years before as a newcomer, but I always wanted to play all of them (beside 1-2, those seem too old school).

Anyways I started playing and bought a Short Sword with +2 Might stat. Does it increase my damage by +2? Can't find any info about it online.

I have a Flashing Spear, which is like 1-9 damage + 5 electricity from "flashing". But the short sword does 2-6 damage +2 Might, which is?? +2 Damage then? Not sure.

Or any other stat, how do they work? Do they boost spells? Or they are just a check to get new spells, and otherwise useless?
Endurance is calculated somehow class by class, and speed i guess it just who has more comes first?
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Cori91: Hello guys!

Started playing MM3 not long ago. I already played MM6-7 years before as a newcomer, but I always wanted to play all of them (beside 1-2, those seem too old school).

Anyways I started playing and bought a Short Sword with +2 Might stat. Does it increase my damage by +2? Can't find any info about it online.

I have a Flashing Spear, which is like 1-9 damage + 5 electricity from "flashing". But the short sword does 2-6 damage +2 Might, which is?? +2 Damage then? Not sure.

Or any other stat, how do they work? Do they boost spells? Or they are just a check to get new spells, and otherwise useless?
Endurance is calculated somehow class by class, and speed i guess it just who has more comes first?
A quick google check indicates the stats work like in MM6-8, which means the stats provide a bonus to affected characteristics. The bonus depends on the stat reaching certain thresholds.

Here's a partial table pulled from a GameFaqs FAQ (https://gamefaqs.gamespot.com/pc/564551-might-and-magic-iii-isles-of-terra/faqs/36599)
Stat Range || Adjective || Bonus
[Beginning of the table excluded for brevity]
7-8 || Very Low || -2
9-10 || Low || -1
11-12 || Average || +0
13-14 || Good || +1
15-16 || Very Good || +2
17-18 || High || +3
19-20 || Very High || +4
21-24 || Great || +5
[Rest of the table excluded for brevity]

So that +2 Might bonus on that short sword would boost your damage IF the +2 boosts your might to/oast the next numerical threshold.

The Flashing part of the spear provides a direct bonus to that weapon's damage in the form of electricity damage (which some monsters may resist, and some may not).

Might affects damage, Endurance affects max hp, Speed affects AC and probably some aspect of combat turn order. This is just a partial list of things stats effect. The linked FAQ has more information about various things.
Post edited August 05, 2023 by Bookwyrm627
Worth noting that, as stats get higher, the breakpoints get further apart. In fact, after a certain point I believe it takes something like 25 points for each +1 bonus.

HP from endurance is per level, and is retroactive; in other words, you don't need to raise your Endurance early unless you need that HP early, and you don't need to hold off on leveling before you raise Endurance. Note that this means that Endurance losses (from status effects, for example) will lower your max HP (though, interestingly enough, current HP isn't affected; this is one of the ways HP can exceed its maximum). (Worth noting that this is a change from previous installments, where your HP increases are affected by your base Endurance at the time of level up, and later changes don't change your HP.)

SP is based on Intelligence for Sorcerer/Archer, Personality for Cleric/Paladin, and the average of the two for Druid/Ranger. (Note that I don't remember whether it's the stats or the bonuses that are averaged, and I don't know how rounding is handled.) Again, it's possible for SP to exceed its maximum.

Speed affects initiative; once you enter melee, fast characters will attack before slow characters. This is most useful when it allows a character to attack before the enemy.

Your Flashing Spear will probably outdamage that Short Sword in most situations.

Worth noting that World of Xeen handles stats the exact same way.

Just noticed you asked about learning spells:
* Stats do not determine whether you can learn a spell.
* To buy a spell, your current level needs to be high enough. If you somehow find a way to temporarily boost your level, you can buy higher level spells, and you won't lose them when the spell wears off. Note that this requirement is only in MM3; the Xeen games removed this restriction.
* You can also find spells in the wild; these spells ignore the level requirement. They also ignore the price of the spell; this is especially for teaching spells to hybrids (Paladin/Archer/Ranger), who normally have to pay double. Most spells can be found somewhere in MM3; only some can in MM4,and none can in MM5.
* Worth noting that Druid/Ranger spellcasting's usefulness becomes less useful with each game. In MM3, Druid/Ranger get unique spells, including Walk on Water, which, seeing as the game world consists of a bunch of islands, is rather important. In MM4, Druid/Ranger don't get any unique spells, and are limited to spells that, at level 5, cost 10 or less; furthermore, they don't even get a few spells that would qualify, including one particular spell that is mandatory for completing the game. MM5 uses MM4's lists, except that, at any given shop, Druid/Ranger has a more limited spell selection.
Post edited August 06, 2023 by dtgreene
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Cori91: Hello guys!

Started playing MM3 not long ago. I already played MM6-7 years before as a newcomer, but I always wanted to play all of them (beside 1-2, those seem too old school).

Anyways I started playing and bought a Short Sword with +2 Might stat. Does it increase my damage by +2? Can't find any info about it online.

I have a Flashing Spear, which is like 1-9 damage + 5 electricity from "flashing". But the short sword does 2-6 damage +2 Might, which is?? +2 Damage then? Not sure.

Or any other stat, how do they work? Do they boost spells? Or they are just a check to get new spells, and otherwise useless?
Endurance is calculated somehow class by class, and speed i guess it just who has more comes first?
avatar
Bookwyrm627: A quick google check indicates the stats work like in MM6-8, which means the stats provide a bonus to affected characteristics. The bonus depends on the stat reaching certain thresholds.

Here's a partial table pulled from a GameFaqs FAQ (https://gamefaqs.gamespot.com/pc/564551-might-and-magic-iii-isles-of-terra/faqs/36599)
Stat Range || Adjective || Bonus
[Beginning of the table excluded for brevity]
7-8 || Very Low || -2
9-10 || Low || -1
11-12 || Average || +0
13-14 || Good || +1
15-16 || Very Good || +2
17-18 || High || +3
19-20 || Very High || +4
21-24 || Great || +5
[Rest of the table excluded for brevity]

So that +2 Might bonus on that short sword would boost your damage IF the +2 boosts your might to/oast the next numerical threshold.

The Flashing part of the spear provides a direct bonus to that weapon's damage in the form of electricity damage (which some monsters may resist, and some may not).

Might affects damage, Endurance affects max hp, Speed affects AC and probably some aspect of combat turn order. This is just a partial list of things stats effect. The linked FAQ has more information about various things.
Aaaah shoot! I saw this guide, but somehow looked over the bonuses! Got it now thanks!
avatar
dtgreene: Worth noting that, as stats get higher, the breakpoints get further apart. In fact, after a certain point I believe it takes something like 25 points for each +1 bonus.

HP from endurance is per level, and is retroactive; in other words, you don't need to raise your Endurance early unless you need that HP early, and you don't need to hold off on leveling before you raise Endurance. Note that this means that Endurance losses (from status effects, for example) will lower your max HP (though, interestingly enough, current HP isn't affected; this is one of the ways HP can exceed its maximum). (Worth noting that this is a change from previous installments, where your HP increases are affected by your base Endurance at the time of level up, and later changes don't change your HP.)

SP is based on Intelligence for Sorcerer/Archer, Personality for Cleric/Paladin, and the average of the two for Druid/Ranger. (Note that I don't remember whether it's the stats or the bonuses that are averaged, and I don't know how rounding is handled.) Again, it's possible for SP to exceed its maximum.

Speed affects initiative; once you enter melee, fast characters will attack before slow characters. This is most useful when it allows a character to attack before the enemy.

Your Flashing Spear will probably outdamage that Short Sword in most situations.

Worth noting that World of Xeen handles stats the exact same way.

Just noticed you asked about learning spells:
* Stats do not determine whether you can learn a spell.
* To buy a spell, your current level needs to be high enough. If you somehow find a way to temporarily boost your level, you can buy higher level spells, and you won't lose them when the spell wears off. Note that this requirement is only in MM3; the Xeen games removed this restriction.
* You can also find spells in the wild; these spells ignore the level requirement. They also ignore the price of the spell; this is especially for teaching spells to hybrids (Paladin/Archer/Ranger), who normally have to pay double. Most spells can be found somewhere in MM3; only some can in MM4,and none can in MM5.
* Worth noting that Druid/Ranger spellcasting's usefulness becomes less useful with each game. In MM3, Druid/Ranger get unique spells, including Walk on Water, which, seeing as the game world consists of a bunch of islands, is rather important. In MM4, Druid/Ranger don't get any unique spells, and are limited to spells that, at level 5, cost 10 or less; furthermore, they don't even get a few spells that would qualify, including one particular spell that is mandatory for completing the game. MM5 uses MM4's lists, except that, at any given shop, Druid/Ranger has a more limited spell selection.
Thank you for the detailed explanations!

Good to know that Xeen is similar, as I heard it too and that's the reason I started MM3 now so I can continue with Xeen next time.

Only played MM6-7 a couple of years ago first, both of them were awesome, and I always wanted to play the earlier ones too, like MM3-5!
Hello!
I'm in the same boat as you, except when I bought the six pack in 2010,
I started from the beginning and completed MM1 and MM2,
which are the HARDEST ones in the series, by far.
It took me 12 years to beat MM1, because that game frustrated me due to its lack of minimap and
random HP gains (both issues fixed by MM2).
I'm currently midway thru MM3 (lev 37) and so far that game has been a cakewalk compared to MM1-2.

MM6 is the hardest game after MM1 & MM2, by quite a bit.
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UndeadHalfOrc: Hello!
I'm in the same boat as you, except when I bought the six pack in 2010,
I started from the beginning and completed MM1 and MM2,
which are the HARDEST ones in the series, by far.
It took me 12 years to beat MM1, because that game frustrated me due to its lack of minimap and
random HP gains (both issues fixed by MM2).
I'm currently midway thru MM3 (lev 37) and so far that game has been a cakewalk compared to MM1-2.

MM6 is the hardest game after MM1 & MM2, by quite a bit.
MM6 really? Well I died a lot at the beginning but it wasn't that bad later on. Although I used the mouse mod for it where you can use mouselook and move around with it. That's a great quality of life. Great game nonetheless.

I'm around lvl10 now in MM3, the game is picking up, I get more accustomed to it. THis one' great too, but there's a lot of annoying quirks that MM6 solved, of course it had 7 more years to evolve, so I'm not bashing MM3. Inventory is a burden, at least I have this mod called "Where are we", it has automap, inventory to see what item do what, what prices do the items sell for etc. It's great.

One thing though I can't figure out is if Two handed weapons are better vs 1H+shield. So far 2H seems better, but maybe I gonna need the shield to survive. What's your opinion?
Two-handed all the way. Far too many cases where AC doesn't apply to worry about shields.
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GeistSR: Two-handed all the way. Far too many cases where AC doesn't apply to worry about shields.
In fact, after a point I found armor to not be worth the trouble. Consider that:
* AC only applies to physical attacks. In particular, when fighting enemies that use magic (which includes things like dragons), AC is completely useless.
* When your HP is reduced to -10, your armor breaks, and you need to go back to town and pay a blacksmith to repair it, which quickly becomes annoying. In MM3, this only applies to your chest piece, but in the Xeen games, this applies to all your armor, which is enough to make armor not worth the trouble, at least for me.
* There's other ways to boost your AC, if you decide you *really* need it in a certain area.

By the way: If you are able to reduce the damage you take to 0 via Protection from Elements, Power Shield, or some combination of them, you also become immune to any side effects of the attack, like status ailments. There is one area, in particular, that goes from unfair (complete with party wipes) to easy if you just put up Power Shield on everyone.
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GeistSR: Two-handed all the way. Far too many cases where AC doesn't apply to worry about shields.
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dtgreene: In fact, after a point I found armor to not be worth the trouble. Consider that:
* AC only applies to physical attacks. In particular, when fighting enemies that use magic (which includes things like dragons), AC is completely useless.
* When your HP is reduced to -10, your armor breaks, and you need to go back to town and pay a blacksmith to repair it, which quickly becomes annoying. In MM3, this only applies to your chest piece, but in the Xeen games, this applies to all your armor, which is enough to make armor not worth the trouble, at least for me.
* There's other ways to boost your AC, if you decide you *really* need it in a certain area.

By the way: If you are able to reduce the damage you take to 0 via Protection from Elements, Power Shield, or some combination of them, you also become immune to any side effects of the attack, like status ailments. There is one area, in particular, that goes from unfair (complete with party wipes) to easy if you just put up Power Shield on everyone.
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GeistSR: Two-handed all the way. Far too many cases where AC doesn't apply to worry about shields.
Thanks for the input guys!

I've leveled up a bit, around lvl17-20. Cleared out the West Continent, went to the Swamp area, cleared that one out too (of course not the dungeons, I try to use a guide for the correct order not to wander around aimlessly too much).
It's fun although much more barebones than MM6 or MM7.

I have a new question, I have a few keys for future dungeons and I have multiple of some of them. How can I discard it? Because the game won't let me, even though there are 2 of the same keys in my inventory. And when do they disappear? Or can I store them somewhere?


edit: And another one. Sometimes my spells cost double the spell points than the normal costs. What is the reason for this? Like Power Cure sometimes costs 76 sp not the normal 30 something.
Post edited August 14, 2023 by Cori91
Quest items:
Yes you can store them - create Level 1 characters and name them Warehouse1,
Warehouse2, and Warehouse3.
I give them not only quest items, but also quatloo coins, ancient fizbins, pearls and various accessories
I'm not using at the moment. It takes a day every time I want to access them but it's worth it.

>>>Sometimes my spells cost double the spell points than the normal costs. What is the reason for this? Like Power Cure sometimes costs 76 sp not the normal 30 something.

Scaling spells go up in cost, because they go up in power.
Power Cure, Fireball,Lightning bolt, Dragon's breath
gain damage every time your caster levels up.
If the cost stays the same, that means that spell will stay weak. For instance, Fantastic Freeze is not
so fantastic once your sorcerer levels up, it will never deal more than 40 damage,



====================


HEROISM in MM3

I made extensive tests with the Heroism spell, because manuals and FAQs are less than clear
and contradict each other.

Turns out, it's only a boost to "To Hit" - it does NOT increase the number of hits as it does in MM2.
Here is the proof. My level 1 barbarian with 13 might, called "Heroism Test" is wielding a lowly steel hand axe, so roughly
10 damage per hit on average, and my lv 41 cleric just casted Heroism on him.
I enter the ARENA and have every other character Block but him.
If Heroism boosted level (for # of attacks purpose) he would one shot most of the weaker creatures in the Arena.
I tested it with "Where are we" which displays Monster HP, even better.
He deals roughly 10 dmg, and only 3-4 dmg on monsters that resist physical damage like Zombies.

I will test the same spell extensively in World of Xeen when I'm playing that game and attained a sufficient level with my Cleric, to see if they changed the formula.

(I tried to attach my test save game but gog rejects it even if I zip it. Anyone knows how to bypass this?)

Here is a screenshot anyway. The Lev1 barbarian is the Crag Hack lookalike.
Attachments:
Post edited August 14, 2023 by UndeadHalfOrc
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UndeadHalfOrc: HEROISM in MM3

I made extensive tests with the Heroism spell, because manuals and FAQs are less than clear
and contradict each other.

Turns out, it's only a boost to "To Hit" - it does NOT increase the number of hits as it does in MM2.
Here is the proof. My level 1 barbarian with 13 might, called "Heroism Test" is wielding a lowly steel hand axe, so roughly
10 damage per hit on average, and my lv 41 cleric just casted Heroism on him.
I enter the ARENA and have every other character Block but him.
If Heroism boosted level (for # of attacks purpose) he would one shot most of the weaker creatures in the Arena.
I tested it with "Where are we" which displays Monster HP, even better.
He deals roughly 10 dmg, and only 3-4 dmg on monsters that resist physical damage like Zombies.

I will test the same spell extensively in World of Xeen when I'm playing that game and attained a sufficient level with my Cleric, to see if they changed the formula.
That's actually my impression of how that spell works in Xeen.

In any case, this means you only need to cast this spell if your attacks are missing too much; if your attacks are consistently hitting without it, you don't need this spell.

In Xeen, this spell tends not to see use after a certain point because it's common for players to just cast Day of Protection instead of casting the components individually. (Note that this spell is unusual in that its power scales, but its cost does not.)

Holy Bonus, on the other hand, is *really* good at high levels, and is largely responsible for the balance issues at high levels. (Well, that and the power of Obsidian weapons and the like.)

As I've mentioned, Protection from Elements and Power Shield tend to be most useful against enemies with low damage attacks that deliver status effects or other side effects.
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UndeadHalfOrc: HEROISM in MM3

I made extensive tests with the Heroism spell, because manuals and FAQs are less than clear
and contradict each other.

Turns out, it's only a boost to "To Hit" - it does NOT increase the number of hits as it does in MM2.
Here is the proof. My level 1 barbarian with 13 might, called "Heroism Test" is wielding a lowly steel hand axe, so roughly
10 damage per hit on average, and my lv 41 cleric just casted Heroism on him.
I enter the ARENA and have every other character Block but him.
If Heroism boosted level (for # of attacks purpose) he would one shot most of the weaker creatures in the Arena.
I tested it with "Where are we" which displays Monster HP, even better.
He deals roughly 10 dmg, and only 3-4 dmg on monsters that resist physical damage like Zombies.

I will test the same spell extensively in World of Xeen when I'm playing that game and attained a sufficient level with my Cleric, to see if they changed the formula.
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dtgreene: That's actually my impression of how that spell works in Xeen.
Really? COOL. That is the best news I've heard this morning. Thanks, I was worrying about this since I have yet to play World of Xeen, and the manual, cluebook, AND FAQs all say Heroism increases levels!

Manual & Clue Book: "Increases the temporary level of a character by 1 per level of the caster"
That means the various FAQs took this and ran with it, without bothering to test it.
Post edited August 14, 2023 by UndeadHalfOrc