Might & Magic III: Isles Of Terra Game Editor Modules
Modules #1-#6 by D.Melanson
Based on U.G.E. 1.0 by Hartman Utilities
Might & Magic III: Isles Of Terra has recently been re-released by
New World Computing in a special CD package called "Might And Magic Trilogy"
(Naturally, in true Douglas Adams fashion, it therefore contains four games).
Much like Clouds, Darkside, and Swords of Xeen, Isles of Terra is a multi-
character, 1st-person perspective, turn-based action game. The code is
not optimized for processor speed, so the animation may look like it's
running at hyperspeed with today's processors, but it is a good game none-
theless. This series of UGE modules will enable users to modify a great
many features of Might & Magic III...
Might & Magic III has 30 character slots available. Your characters
are probably NOT characters #1-6, however, so I've made the program
capable of modifying all 30 slots. Slots 1-20 are available for pre-
generated and player-generated characters, while slots 21-30 are hirelings
you will run into at various places throughout the game.
For those of you unfamiliar with my previous UGE module work,
check out my home page at http://www.ici.net/customers/overkill/overkill.htm
and choose the "UGE Page" option. There you'll find modules for many
RPG, and even a couple action/sports games. I charge no fees for these
modules, but I do ask that anyone who uses them register UGE with Jack
Hartman-it's a good program, and well worth the investment.
To use a module, follow UGE's instructions on Adding a new module.
The module names are isles.mdl, isles2.mdl, isles3.mdl, isles4.mdl,
isles5.mdl, and isles6.mdl. The file you want to modify is named SAVEXX.
MM3, where XX is a two-digit number (usually 00). The modules affect
six different areas of the saved game: See below for details.
IMPORTANT NOTE: Might & Magic 3 has an error-checking routine in
its programming that is designed to limit game editing. This is the file
labelled "mm3.cur" You'll note it's the same size as your saved game file.
Whenever you make a change, be sure to execute the following command:
copy saveXX.mm3 mm3.cur
from the DOS command prompt (once again, XX is a number, usually 00);
otherwise the game will most likely crash the first time you enter combat.
MODULE 1: Stats, Condition, Miscellaneous:
With this module, you can, for each of the 30 character slots
available, change the following: Character Name, Alignment (useful for
if you're accidentally turned "Evil," 0=Good, 1=Neutral, 2=Evil),
modify your base levels for all 7 statistics, change your character's
level, remove any unnatural aging (set this field to 0 to remove it),
remove curses, heart break, weakness, poison, disease, insanity, being in
love (??), drunkenness, being unnaturally asleep, depression, confusion,
paralysis, or unconsciousness. You can even resurrect your character
from the dead, turn yourself back to normal from stone, and even remove
eradication! You can also modify your current Hit Points, Spell Points,
and Experience Points. (You can't modify MAXIMUM HP/SP directly, as that's
calculated based on level and statistics).
In addition, this module allows you to modify a few other game
features. With it, you can change the time of day with the field
"Min. Past Midnight." For example, the game starts at 8:00 a.m., or 8
hours past midnight...to set this time, your Minutes Past Midnight would
be set at 480 (8 hrs x 60 mins/hr). You can modify how much food you have
in the party (to calculate how many days this number equals, figure each
character eats 3 food "packs" a day, so a 6-character party with 180
"packs" of food eats (6x3=18) a day, and therefore can go 10 days on it)
You can modify how much gold and how many gems you have both in the party
and in the bank (how do 6 characters carry around a billion gold? Who
knows? Who cares?) You can also teleport literally anywhere in the game
with the four fields Direction Faced (which direction you face...0=North,
1=South, 2=East, 3=West), your X and Y positions on the map (check your
Automap in the game to see what I mean...it's the numbers down the bottom),
and Location (which determines what area you're in...a list of available
areas is found below in Table 1).
MODULE 2: Skills & Resistances:
With this module, you can, for each of the 30 character slots,
give yourself any of the 18 available skills (yes, you can have a
Paladin with Thievery)...to enable a skill, set its appropriate field
to a value of 1. You can also modify the levels of your natural
resistances to Fire, Cold, Electricity, Poison, Energy, and Magic.
MODULES 3, 4, 5, and 6: ITEMS:
With these 4 modules, you can modify all 18 of each character's
inventory slots. Module 3 modifies slots 1-5, Module 4 modifies slots
6-10, Module 5 modifies slots 11-15, and Module 6 modifies slots 16-18.
Unlike any of the Xeen games, the inventory items can have more than one
modifier. In the Xeen games, you had a Blazing Short Sword. Or an Iron
Short Sword. Or a Short Sword of Might. But you NEVER had a
Blazing Iron Short Sword of Might, because that's just the way the save
file was designed. In Isles of Terra, each item can have up to FOUR
modifiers...so yes, with these modules, you can indeed have a Scorching
Obsidian Photon Two-Handed Sword of Implosions with 63 charges (insert
extremely manly grunt here).
Each individual item slot consists of 6 individual fields:
Cond=Condition. This field serves a dual purpose. If the item
has a special POWER (see Pwr, below), this indicates number of charges (or
number of uses) available for that power. This can be set from 0-63 to
indicate charges (63 is the maximum number of charges any item can hold).
The second purpose of this field is to indicate whether or not the item is
damaged in some way. If the field has a value of 64-127, the item is
Cursed (and can be un-cursed by setting the field to 0...or up to 63 if
there is a Special Power that the item possesses). If the field has a
value of 128 or higher, the item is Broken (and can be similarly fixed by
setting the value to 0-63). Saves a lot on Temple and Blacksmith expenses,
doesn't it?
Elem=Elemental Power. You can give each item an elemental power.
If the item is a weapon, this adds elemental damage in addition to the
weapon's normal damage to any attack. With any other item, this field adds
a resistance to a particular type of elemental attack. See Table 2 below
for a list of available elemental powers.
Mat=Material. You can modify what material the item is made from.
If the item is a weapon, this adds to the normal physical damage the weapon
causes. If the item is anything else, this adds to the Armor Class bonus
the item grants you when equipped. See Table 3 below for a list of
available Material types.
Atr=Attributes. Any item can modify any of your attributes when
equipped, if this field is set. See Table 4 below for a list of available
Attribute modifiers.
Type=Item Type. Obviously, this determines what type of item the
item in the particular slot is. See Table 5 below for a list of available
Item Types.
Pwr=Special Power. Usually, this indicates the spell-equivalent
that an item can cast when USED. WARNING: If the Cond field is 0 when you
USE an item with a special power, the item will cast it one last time, and
then be disintegrated...so keep track of how many times you use it!!
(Note: With the Cond field, you can reset the charge values back up high
again with very little trouble) See Table 6 below for a list of available
Special Powers.
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TABLES OF INFORMATION:
TABLE 1: Available Teleport Locations:
1.> Fountain Head 2.> Baywatch (no, Erika Eleniek and Pam Anderson
are NOT in the town! This game was written in '91!) 3.> Wildabar
4.> Swamp Town 5.> Blistering Heights 6.> Fountain Head Cavern
7.> Baywatch Cavern 8.> Wildabar Cavern 9.> Swamp Town Cavern
10.> Blistering Heights Cavern 11.> Cyclops Cavern
12.> Arachnoid Cavern 13.> Cursed Cold Cavern 14.> Dragon Cavern
15.> The Magic Cavern 16.> The Ancient Temple Of Moo
17.> Cathedral Of Carnage 18.> Fortress Of Fear
19.> Halls Of Insanity 20.> Dark Warrior's Keep
21.> Slithercult Stronghold 22.> Tomb Of Terror
23.> The Maze From Hell 24.> Castle Whiteshield
25.> Castle Blood Reign 26.> Castle Dragontooth
27.> Castle Greywind 28.> Castle Blackwind 29.> Whiteshield Dungeon
30.> Blood Reign Dungeon 31.> Dragontooth Dungeon
32.> Greywind Dungeon 33.> Blackwind Dungeon 34.> Alpha Engine Sector
35.> Main Engine Sector 36.> Beta Engine Sector 37.> Aft Storage Sector
38.> Central Control Section 39.> Foward Storage Sector
40.> Main Control Sector 41.> A1 42.> A2 43.> A3
44.> A4 45.> B1 46.> B2 47.> B3 48.> B4
49.> C1 50.> C2 51.> C3 52.> C4 53.> D1
54.> D2 55.> D3 56.> D4 57.> E1 58.> E2
59.> E3 60.> E4 61.> F1 62.> F2 63.> F3
64.> F4
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TABLE 2: Elemental Powers:
1.> Burning 2.> Fiery 3.> Pyric 4.> Fuming
5.> Flaming 6.> Seething 7.> Blazing 8.> Scorching
9.> Flickering 10.> Sparking 11.> Static 12.> Flashing
13.> Shocking 14.> Electric 15.> Dyna 16.> Icy
17.> Frost 18.> Freezing 19.> Cold 20.> Cryo
21.> Acidic 22.> Venomous 23.> Poisonous 24.> Toxic
25.> Noxious 26.> Glowing 27.> Incandescent 28.> Dense
29.> Sonic 30.> Power 31.> Thermal 32.> Radiating
33.> Kinetic 34.> Mystic 35.> Magical 36.> Ectoplasmic
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TABLE 3: Material Types:
1.> Wooden 2.> Leather 3.> Brass 4.> Bronze
5.> Iron 6.> Silver 7.> Steel 8.> Gold
9.> Platinum 10.> Glass 11.> Coral 12.> Crystal
13.> Lapis 14.> Pearl 15.> Amber 16.> Ebony
17.> Quartz 18.> Ruby 19.> Emerald 20.> Sapphire
21.> Diamond 22.> Obsidian
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TABLE 4: Attribute Modifiers:
(Note: 1-10 are Might, 11-18 Intellect, 19-26 Personality, 27-34 Speed,
35-40 Accuracy, 41-46 Luck, 47-51 Hit Points, 52-57 Spell Points,
58-62 Armor Class, 63-72 Thievery)
1.> Might 2.> Strength 3.> Warrior 4.> Ogre 5.> Giant
6.> Thunder 7.> Force 8.> Power 9.> Dragon 10.> Photon
11.> Clever 12.> Mind 13.> Sage 14.> Thought
15.> Knowledge 16.> Intellect 17.> Wisdom 18.> Genius 19.> Buddy
20.> Friendship 21.> Charm 22.> Personality 23.> Charisma
24.> Leadership 25.> Ego 26.> Holy 27.> Quick 28.> Swift
29.> Fast 30.> Rapid 31.> Speed 32.> Wind
33.> Accelerator 34.> Velocity 35.> Sharp 36.> Accurate
37.> Marksman 38.> Precision 39.> True 40.> Exacto
41.> Clover 42.> Chance 43.> Winners 44.> Luck
45.> Gambler's 46.> Leprechaun 47.> Vigor 48.> Health
49.> Life 50.> Troll 51.> Vampyric 52.> Spell
53.> Castors 54.> Witch 55.> Mage 56.> Archmage
57.> Arcane 58.> Protection 59.> Armored 60.> Defender
61.> Stealth 62.> Divine 63.> Mugger 64.> Burglar
65.> Looter 66.> Brigand 67.> Filch 68.> Thief
69.> Rogue 70.> Plunderer 71.> Criminal 72.> Pirate
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TABLE 5: Item Types
1.> Long Sword 2.> Short Sword 3.> Broad Sword 4.> Scimitar 5.> Cutlass
6.> Saber 7.> Club 8.> Hand Axe 9.> Katana
10.> Nunchukas 11.> Wakazashi 12.> Dagger 13.> Mace 14.> Flail
15.> Cudgel 16.> Maul 17.> Spear 18.> Bardiche 19.> Glaive
20.> Halberd 21.> Pike 22.> Flamberge 23.> Trident 24.> Staff
25.> Hammer 26.> Naginata 27.> Battle Axe 28.> Grand Axe
29.> Great Axe 30.> Short Bow 31.> Long Bow 32.> Crossbow 33.> Sling
34.> Padded Armor 35.> Leather Armor 36.> Scale Armor
37.> Ring Mail 38.> Chain Mail 39.> Splint Mail 40.> Plate Mail
41.> Plate Armor 42.> Shield 43.> Helm 44.> Crown
45.> Tiara 46.> Gauntlets 47.> Ring 48.> Boots 49.> Cloak
50.> Robes 51.> Cape 52.> Belt 53.> Broach 54.> Medal
55.> Charm 56.> Cameo 57.> Scarab 58.> Pendant
59.> Necklace 60.> Amulet 61.> Rod 62.> Jewel 63.> Gem
64.> Box 65.> Orb 66.> Horn 67.> Coin 68.> Wand
69.> Whistle 70.> Potion 71.> Scroll 72.> Torch
73.> Rope & Hooks
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TABLE 6: Special Powers:
1.> Light 2.> Awakening 3.> Magic Detection 4.> Arrows
5.> Aid 6.> Fists 7.> Energy Blast 8.> Sleeping
9.> Revitalize 10.> Curing 11.> Sparking 12.> Rope
13.> Toxic Clouds 14.> Elemental Protection 15.> Pain
16.> Jumping 17.> Acid Streams 18.> Undead Turning
19.> Levitation 20.> Wizard Eyes 21.> Silence 22.> Blessing
23.> Identification 24.> Lightning 25.> Holy Bonus 26.> Power Curing
27.> Nature 28.> Beacons 29.> Shielding 30.> Heroism
31.> Immobilization 32.> Water Walking 33.> Frost Biting
34.> Monster Finding 35.> Fireballs 36.> Cold Rays 37.> Antidotes
38.> Acid Spraying 39.> Distortion 40.> Feeble Minding
41.> Vaccination 42.> Gating 43.> Teleportation
44.> Death 45.> Free Movement 46.> Paralyzing
47.> Deadly Swarms 48.> Sanctuaries 49.> Dragon Breath
50.> Feasting 51.> Fiery Flails 52.> Recharging
53.> Freezing 54.> Portals 55.> Stone To Flesh
56.> Duplication 57.> Disintegration 58.> Half For Me
59.> Raising The Dead 60.> Etherealization 61.> Dancing Swords
62.> Moon Rays 63.> Mass Distortion 64.> Prismatic Light
65.> Enchantment 66.> Incinerating 67.> Holy Words
68.> Resurrection 69.> Storms 70.> Megavoltage
71.> Infernos 72.> Sun Rays 73.> Implosions 74.> Star Bursts
75.> Of The GODS (Divine Intervention spell)
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Well, that's about it on how to use this module. Hope it proves
useful in your quest across the Isles of Terra. If you have logical,
non-rambling, non-written-by-a-six-year-old-with-an-overprotective-and-
altogether-idiotic father questions, comments, or whatever, send 'em to
This email address is being protected from spambots. You need JavaScript enabled to view it., but PLEASE...no requests. I don't have every game, and
not every game is editable. Those of you who are action fans...watch for
a module for Descent II VERY shortly after the game is released! Good
luck!
-Dave Melanson (This email address is being protected from spambots. You need JavaScript enabled to view it.)
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