Play Might And Magic Iii: Isles Of Terra (dos) Online

Explore a vast world, build characters, and engage in turn-based combat.

Might And Magic Iii: Isles Of Terra (dos) Game
Might and Magic III: Isles of Terra (DOS) game

🎮 Game Controls

Mouse capture required. Tap screen to active.

  • WASD / ↑↓←→ Move
  • Space / Enter Action / Fire
  • Ctrl / Alt Attack / Strafe
  • Esc Menu
  • Y / N Yes / No Answers
Lock Mouse: Tap Screen | Unlock: Esc

About Might And Magic Iii: Isles Of Terra (dos)

Might and Magic III: Isles of Terra (DOS) thumbnail
Category
Turn-Based
Platform
MS-Dos
File size
3715338
Release year
1991
Developer
New World Computing, Inc.

Might and Magic III: Isles of Terra is a role-playing game released for MS-DOS in 1991. Developed and published by New World Computing, Inc., it is the third entry in the Might and Magic series and a direct sequel to Might and Magic II: Gates to Another World. The game is set in a fantasy universe and utilizes a first-person perspective for exploration, with turn-based combat as a core mechanic.

Players control a party of adventurers tasked with aiding the guardian Corak to defeat the rogue guardian Sheltem, who is threatening the world of Terra. The primary objectives involve exploring expansive, pseudo-3D environments, completing quests, and engaging in strategic battles. Character progression is central, with players creating and developing a party from a selection of five races and ten classes, including the new Druid and Ranger options. Characters can learn various non-combat skills such as thievery, swimming, and merchant abilities, which aid in navigation and interaction with the game world.

The game world is populated by enemies that roam dynamically rather than appearing through random encounters, allowing players to initiate combat from a distance using spells or ranged attacks. An automap is provided to assist with navigation through the large areas. Players can save their progress at any point. Combat is turn-based and mandatory once enemies engage the party, as there is no option to bribe or surrender; disengaging is only possible by moving away before being targeted. The structure focuses on exploration, tactical party management, and progressing through a narrative-driven campaign.

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