=============================================================================== DRAGON WARRIOR III (NES) Game Mechanics FAQ compiled by Slartifer (GameFAQs handle: Slartifer) v 1.2 March 13, 2019 =============================================================================== This FAQ collects information about the mechanics used in Dragon Warrior III, including key battle mechanics like damage formulas. =============================================================================== TABLE OF CONTENTS =============================================================================== [1] Damage Formulas [1.1] Physical Attacks [1.2] Critical Hits [1.3] Evasion [1.4] Magic Attacks [1.5] RobMagic [1.6] Chance [2] Other Combat Formulas [2.1] Initiative [2.2] Running [2.3] Turn Order [2.4] Enemy Targeting Choices [2.5] Enemy Regeneration [3] Stat Formulas [3.1] Base Stats [3.2] Stat Gain [3.3] Seed Usage [3.4] Learning Spells [3.5] Goof-Off Antics [4] Miscellaneous [4.1] Encounter Rates [4.2] Numbness [4.3] Wizard Ring [4.4] Merchant Gold [4.5] Shadows [4.6] House of Healing Costs [5] Acknowledgements & History =============================================================================== [1] DAMAGE FORMULAS =============================================================================== ------------------------------------------------------------------------------- [1.1] DAMAGE FORMULAS -- PHYSICAL ATTACKS ------------------------------------------------------------------------------- DAMAGE = ATTACK - [DEFENSE / 2] * RANDOM FACTOR RANDOM FACTOR = (102..153) / 256 Thus, the random factor varies between around 40% and 60%. The typical DQ formula of [ATK / 2] - [DEF / 4] thus provides a good approximation. If the damage would be less than 1, damage = (0..1) Using a special weapon (e.g., the Zombie Slasher) against an appropriate enemy adds (16..31) damage. Bikill multiplies damage by 2, provided it is not a critical hit. The Poison Needle sets damage to 1 If the attacker has the Multi-Edge Sword, he suffers [DAMAGE / 4] + 1 If the defender has the Swordedge Armor, attacker suffers [DAMAGE / 2] + 1 ------------------------------------------------------------------------------- [1.2] DAMAGE FORMULAS -- CRITICAL HITS ------------------------------------------------------------------------------- DAMAGE = ATTACK * RANDOM FACTOR RANDOM FACTOR = (54..64) / 64 Thus, defense is ignored and the random factor is between 84% and 100%. NORMAL CHANCE = 1/64 CHANCE OF CRITICAL HIT WITH DEMON AXE = 1/8 ADDITIONAL CRITICAL HIT CHECK FOR FIGHTERS = LEVEL / 256 CHANCE OF KO WITH POISON NEEDLE = 1/8 ------------------------------------------------------------------------------- [1.3] DAMAGE FORMULAS -- EVASION ------------------------------------------------------------------------------- DEFAULT CHANCE TO DODGE = EVASION / 256 For PCs, EVASION = 4 The following additional chances for evasion are all rolled separately: ADDITIONAL CHANCE TO MISS WITH DEMON AXE = 1/8 ADDITIONAL CHANCE TO MISS IF SURROUNDED = 5/8 ADDITIONAL CHANCE TO DODGE WITH CLOAK OF EVASION = 13/64 ------------------------------------------------------------------------------- [1.4] DAMAGE FORMULAS -- MAGIC ATTACKS ------------------------------------------------------------------------------- Actual damage ranges generated by the game: (8..13) Blaze (70..89) Blazemore (160..199) Blazemost (16..23) Firebal (30..41) Firebane (88..111) Firevolt (16..23) Bang (52..67) Boom (120..159) Explodet (25..34) IceBolt (42..57) Snowblast (88..111) Snowstorm (60..79) IceSpears (8..23) Infernos (25..54) Infermore (60..119) Infermost (70..89) Zap (175..224) Lightning ------------------------------------------------------------------------------- [1.5] DAMAGE FORMULAS -- ROBMAGIC ------------------------------------------------------------------------------- MP STOLEN = (5..10) ------------------------------------------------------------------------------- [1.6] DAMAGE FORMULAS -- CHANCE ------------------------------------------------------------------------------- Chance generates one of 15 possible results, with odds of 1 in 17 or 2 in 17 for each result. In some cases the text may differ but the effect is the same. Results that help kill metal babbles (6/17): (2/17) All enemies shatter into pieces (1/17) Party's attacks all go critical (1/17) The foe is taken off guard. All allies get 1 free action (1/17) Time ceases! Caster gets 3 free actions (1/17) All enemies/allies become confused Other useful results (3/17): (2/17) Healus (1/17) Robmagic on all foes Other results (8/17): (1/17) Heal on caster (1/17) Foes still present depart, no EXP or gold for those foes (1/17) Battle ends with no victory (2/17) Nothing happens (1/17) All enemies/allies fall asleep (1/17) All spells fail (1/17) Party changes formation randomly =============================================================================== [2] OTHER COMBAT FORMULAS =============================================================================== ------------------------------------------------------------------------------- [2.1] OTHER COMBAT FORMULAS -- INITIATIVE ------------------------------------------------------------------------------- In almost all cases, there is a 1/32 chance of being surprised, and an approximately 1/33 chance of getting a first strike. ------------------------------------------------------------------------------- [2.2] OTHER COMBAT FORMULAS -- RUNNING ------------------------------------------------------------------------------- Running automatically fails in story battles. Running automatically succeeds if: - The Hero is at least 10 levels higher than all enemies - The battle began with a pre-emptive strike Otherwise: - 1st try: 50% chance - 2nd try: 50% chance (cumulative chance of running by round 2: 75%) - 3rd try: 75% chance (cumulative chance of running by round 3: 93.75%) - 4th try: 100% chance ------------------------------------------------------------------------------- [2.3] OTHER COMBAT FORMULAS -- TURN ORDER ------------------------------------------------------------------------------- Each character gets an initiative value equal to (25..100)% of his agility stat. Characters then act in order of their initiative values, beginning with the highest. Ties are broken in favor of the party (left to right) and then monsters (also left to right). ------------------------------------------------------------------------------- [2.4] OTHER COMBAT FORMULAS -- ENEMY TARGETING CHOICES ------------------------------------------------------------------------------- In general, physical attacks have different odds of targeting each PC based on their order (the percentages are approximate): 1st slot = 44% = [113 / 256] 2nd slot = 39% = [143 / 256] * [180 / 256] 3rd slot = 15% = [143 / 256] * [ 76 / 256] * [235 / 256] 4th slot = 1% = [143 / 256] * [ 76 / 256] * [ 21 / 256] However, some enemies have an equal chance to target each PC with a physical attack. In general, single target magic attacks have an equal chance to target each PC. Finally, some enemies have a chance to "concentrate" their targeting. At the start of the battle, a PC will be chosen randomly (with equal odds for each PC) and that PC will be targeted until it dies. ------------------------------------------------------------------------------- [2.5] OTHER COMBAT FORMULAS -- ENEMY REGENERATION ------------------------------------------------------------------------------- Monsters are created with 75% to 100% of their maximum HP. Monsters with regeneration ability (mostly the later bosses) may regenerate either (16..23) HP per round, (44..55) HP, or (90..109) HP. This regeneration (and other healing) caps at their maximum HP, not their created HP. =============================================================================== [3] STAT FORMULAS =============================================================================== ------------------------------------------------------------------------------- [3.1] STAT FORMULAS -- BASE STATS ------------------------------------------------------------------------------- Minimum starting stats are as follows: CLASS STR AGI VIT INT LCK ----- --- --- --- --- --- Fighter 15 8 5 4 1 Soldier 9 2 7 1 2 Hero 7 5 7 6 4 Merchant 4 1 4 5 3 Goof-Off 3 2 4 1 8 Pilgrim 3 4 3 7 2 Wizard 1 4 2 8 2 A few bonus points are typically assigned. These bonus points are assigned in slightly different ways for characters that are automatically created on game start, versus characters manually created at the eatery. HP = [3 * VIT / 2] + 5 If the class can use magic, MP = INT. Otherwise, MP = 0. ------------------------------------------------------------------------------- [3.2] STAT FORMULAS -- STAT GAIN ------------------------------------------------------------------------------- DW3 has a notoriously complex stat gain system. There is a detailed explanation below; however, most players will find far more utility in the simple table here, which presents average stat values at two milestones. CLASS LV STR AGI HP MP ----- -- --- --- --- --- Fighter 20 102 100 133 Soldier 20 76 21 171 Hero 20 60 41 147 54 Merchant 20 49 39 125 Goof-Off 20 18 30 111 Pilgrim 20 40 40 103 94 Wizard 20 18 33 98 95 Sage 20 38 38 125 76 Fighter 40 185 190 293 Soldier 40 148 41 387 Hero 40 125 86 319 134 Merchant 40 89 79 233 Goof-Off 40 38 50 177 Pilgrim 40 60 80 217 210 Wizard 40 38 120 218 205 Sage 40 80 90 233 186 THE LONGER, UGLIER EXPLANATION (I warned you): When you level up, your stats are compared to an expected "baseline" value that depends on your class and level. If you're below the baseline, you roll for a "regular" gain in that stat, using a multiplier that also depends on your class and level. If you're above the baseline, you have a 50/50 chance to receive either +1 or nothing. Although the "baseline" values rise at a steady pace for all classes, the multiplier moves up and down at predetermined levels that are different both depending on the stat in question and on your class. (Additionally, there is an overflow bug that can cause the baseline to reset for certain classes and stats, nerfing gains after a certain point.) For HP and MP, things are even more complicated: they have their own baselines, but when you roll for a "regular" gain, the most important factor is the amount of VIT or INT (respectively) you gained that level -- and if you didn't gain any, you won't gain any HP or MP that level, regardless of the baseline. The "regular" increase is equal to twice the VIT/INT increase plus (-2..2). (The baselines for HP and MP themselves will not usually come into play, unless you manipulate your gains to capitalize on the +2, or use many Acorns of Life.) Previously used classes have no impact on the formulas used to determine stat gain. This is why characters who have changed their class will often make little or no stat gains when they level up. This is also why characters who begin their career without magic use (say, as a Goof-Off) and later change to a magic-using class (say, a Sage) will have permanently crippled MP scores. The following tables show the rates at which the baseline grows: all baselines start at 10 and add a certain amount for each level. For example, if the baseline grows at a rate of 2.5, when levelling up to level 2, the baseline would be 12.5: 10 plus 2.5 for being level 1. The "OVER" column has a place for two numbers. The first number is the approximate level around which the baseline is likely to come into play naturally. The second number is the exact level-up when baseline overflow will occur, after which point most of your gains will be minimal. Finally, the "gains" column provides a visual representation of the maximum gain per level on a "regular" stat gain. Keep in mind that once you run into the baseline (typically around the first level listed in the "over" column), you will be unable to avoid alternating "regular" stat gains with some minimal gains. The last column only covers the first 49 level ups. There are a few changes in later levels, but not very many, and anything beyond level 50 is likely irrelevant to normal gameplay. For these tables, A-F represent 10-15 (as in hexadecimal). Also used: $ = 18 ! = 23 * = 34 STRENGTH BASELINE OVER GAINS 10 20 30 40 50 -------- -------- ----- ------------------------------------------------- Fighter 10 + 4.5 16/46 44444499999999$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$11111 Soldier 10 + 3.5 11/70 666666666AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA33333 Hero 10 + 3.5 36/70 3366666666666666666666666666666666AAAAAAAAAA33333 Merchant 10 + 3.5 --/70 3333336666666666666666666666633333333333333333333 Sage 10 + 2.5 39/-- 4444444444444444444444444444444444444666666666666 Pilgrim 10 + 2.5 --/-- 4444444444444444442222222222222222222222222222222 Goof-Off 10 + 1.5 49/-- 1111222222222222222222222222222222222222222222244 Wizard 10 + 1.5 --/-- 1111222222222222222222222222222222222222222211111 AGILITY BASELINE OVER GAINS 10 20 30 40 50 -------- -------- ----- ------------------------------------------------- Fighter 10 + 4.5 13/46 99999999999DDDDDDDDDDDDD$$$$$$$$$$$$$$$$$$$$11111 Wizard 10 + 3.5 32/70 333333333333336666666666666666DDDDDDDDDDDDDDDDDDD Sage 10 + 2.5 29/-- 4444444444444444444444444446666666666666666666666 Merchant 10 + 2.5 --/-- 4444444444444444444444444444444444444444444444444 Pilgrim 10 + 2.5 16/-- 2222222444444466666666666666622222222222222222222 Hero 10 + 2.5 36/-- 2244444444444444444444444444444444666666666666222 Goof-Off 10 + 2.5 --/-- 4444444442222222222222222222222222222222222222222 Soldier 10 + 1.5 --/-- 2222222222222222222222222222222222222222222222222 VITALITY BASELINE OVER GAINS 10 20 30 40 50 -------- -------- ----- ------------------------------------------------- Soldier 10 + 4.5 16/46 44449999999999DDDDDDDDDDDDDDD$$$$$$$$$$$444411111 Fighter 10 + 3.5 13/70 33666666666AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA Hero 10 + 4.5 38/46 444449999999999999999999999999999999DDDDDDDD11111 Pilgrim 10 + 2.5 11/-- 2444444446666666666666669999999999999999999922222 Sage 10 + 3.5 48/-- 6666666666666666666666666666666666666666666666AAA Merchant 10 + 3.5 --/70 6666666666666666666666666666666666663333333333333 Wizard 10 + 2.5 11/-- 2224444446666666666666666666666666666666666666666 Goof-Off 10 + 2.5 7/-- 2244466666666666666699999222222222222222222222222 LUCK BASELINE OVER GAINS 10 20 30 40 50 -------- -------- ----- ------------------------------------------------- Goof-Off 10 +10.5 --/25 BBBBBBBBB!!!!!!!!!!****11111111111111111111111111 Fighter 10 + 3.5 11/70 333366666AAAAAAAAAAAAAAAAAAAAAAAAAAAAAADDDDDDDDDD Wizard 10 + 3.5 13/70 33666666666AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA3 Pilgrim 10 + 3.5 34/70 33366666666666666666666666666666AAAAAAAAAAAAAA333 Sage 10 + 2.5 41/-- 4444444444444444444444444444444444444446666666666 Hero 10 + 3.5 --/70 1111111111666666666666666666666666666666666666666 Merchant 10 + 2.5 51/-- 2222222222222222222224444444444444444444444444444 Soldier 10 + 1.5 --/-- 2222222222222222222222222222211111111111111111111 INTEL. BASELINE OVER GAINS 10 20 30 40 50 -------- -------- ----- ------------------------------------------------- Wizard 10 + 2.5 16/-- 4444444444444466666666666666666666666666666666666 Pilgrim 10 + 2.5 16/-- 4444444444444466666666666666666666666666666666666 Sage 10 + 2.5 26/-- 4444444444444444444444446666666666666666666666666 Hero 10 + 2.5 --/-- 2222222222222244444444444444444444444444444444444 Merchant 10 + 1.5 15/-- 2222222222222444444444444444444444444444444444444 Goof-Off 10 + 3.5 --/46 6666633333333333333333333333333333333333333311111 Fighter 10 + 1.5 --/-- 1122222222222222222222222222222222222222222222222 Soldier 10 + 1.5 --/-- 1111222222222222222222222222222222111111111111111 CLASS HP BASEL. MP BASEL. -------- --------- --------- Soldier 10 + 16.5 -- Hero 10 + 16.5 10 + 8.5 Fighter 10 + 12.5 -- Merchant 10 + 12.5 -- Sage 10 + 12.5 10 + 8.5 Pilgrim 10 + 8.5 10 + 8.5 Wizard 10 + 8.5 10 + 8.5 Goof-Off 10 + 8.5 -- If you are pursuing something very exacting, such as a single character challenge, you will likely want to consult 1whoistornapart's research directly. If you do, note that there appears to be one error in his tables: iainuki has pointed out that Vitality growth for Sages appears to use a multiplier of 3, and not 2 as is listed. (The numbers above reflect this correction.) ------------------------------------------------------------------------------- [3.3] STAT FORMULAS -- SEED USAGE ------------------------------------------------------------------------------- As a result of the stat gain system's reliance on "baseline" values, seeds can be less useful than you might expect. * If your class has baseline values much higher -- or lower -- than you will normally hit, you can use the seeds and obtain a permanent benefit. * If your class has baseline values that are close to what you will normally hit, using the seed provides only a temporary benefit as your higher stat will result in corresponding fewer gains down the line. * Intelligence and Vitality seeds can only HURT your MP and HP. Don't touch! In general, you can obtain lasting benefits from using seeds once you reach the following levels: CLASS STR AGI LCK HP ----- --- --- --- --- Fighter 45 45 70 Soldier 55 1 1 Hero 1 1 1 Merchant 1 1 1 Goof-Off 1 1 -- Pilgrim 1 30 1 Wizard 1 50 50 Sage 60 60 -- Using too many seeds of one type can nonetheless result in temporary benefits, depending on the baseline values in play. ------------------------------------------------------------------------------- [3.4] STAT FORMULAS -- LEARNING SPELLS ------------------------------------------------------------------------------- This is another complicated process. However, the end result of that process is the following chart. If a range is listed, you are guaranteed to learn the spell at one of the listed levels. If no ranged is listed, you have a 50/50 chance to learn the spell at each level beginning with the listed one. HERO LEVEL --------- ----- Blaze 2- 4 Heal 4- 6 Expel 6- 8 Return 7- 9 Fireball 10-12 Ironize 12-14 Outside 15-17 Sleep 16-18 Stopspell 18-20 Repel 20-22 Firebane 23-25 Zap 26-28 Healmore 29-31 Boom 31-33 Healall 33-35 Vivify 35-37 Healusall 38-40 Lightning 41-43 PILGRIM LEVEL --------- ----- Heal start Expel 2- 4 SpeedUP 5* Surround 7* Sap 8* Sleep 9-11 Antidote 11-13 Infernos 12-14 Stopspell 13-15 Healmore 14-16 NumbOff 15-17 Awake 16* Defense 18-20 Limbo 20* Beat 22* Vivify 24-26 Infermore 26-28 Defeat 28-30 Healall 30-32 Barrier 32-34 Healus 34-36 Infermost 36* Revive 38-40 Sacrifice 41* WIZARD LEVEL --------- ----- Blaze start Upper 4* IceBolt 5-7 Fireball 7* Increase 9* Outside 10-12 Bang 11-13 Slow 12-14 Return 14-16 Firebane 14-16 RobMagic 15* Blazemore 17-19 X-Ray 18-20 Stepguard 19-21 Snowblast 20-22 Bikill 21* Boom 23-25 Bounce 24* Day-Night 25-27 Snowstorm 26-28 Chaos 27* Firevolt 29-31 CurseOff 30-32 IceSpears 32-34 Invisible 33-35 BeDragon 34* Open 35-37 Blazemost 36-38 Transform 37* Explodet 38-40 Chance 40* ------------------------------------------------------------------------------- [3.5] STAT FORMULAS -- GOOF-OFF ANTICS ------------------------------------------------------------------------------- Each turn, there is a 65 / 256 chance that a goof-off will perform a special antic instead of whatever command you input. The antic used is selected randomly from all "learned" antics. The chances of selecting each antic are NOT equal, and also vary depending on which antics you have learned. In general, the chance of selecting a given antic will be at least 1/40 and (once you have learned a decent number of antics) rarely higher than 1/10. Goof-Offs "learn" antics in the same way that spellcasters learn spells. Upon reaching the minimum level, they have a 50/50 chance to "learn" the antic at each level up. Most antics do nothing. The few antics with actual effects are noted in the table. LEVEL ANTIC ----- ----- 2 Assess the situation 3 Sing a song 5 Take a break 7 Smile 10 Get lost in thought 11 Kind glance 12 Cheerlead 14 Attempt to flee (never succeeds) 15 Trip over self 16 Spruce up 18 Parry (**actually parries** -- 20% chance until level 35, then 10%) 19 Beckon the heavens 20 Hone body 21 Smug remark 24 Recoil 26 Point finger 27 Pinch 28 Jazzercise 29 Curious dance (does nothing) 30 Call for reinforcements (never succeeds) 31 Fake Explodet 32 Pokes dead monster 33 Fake arms merchant 34 Chew gum 35 Numb self (**actually causes Numb status** -- 10% chance) 37 Feign death 39 Badmouth 40 Satori 45 Bluster 50 Soft soap 60 Expose tattoo (female goof-offs only) 70 Blow kiss 85 Awful pun 95 Sock whiff =============================================================================== [4] MISCELLANEOUS =============================================================================== ------------------------------------------------------------------------------- [4.1] MISCELLANEOUS -- ENCOUNTER RATES ------------------------------------------------------------------------------- The following table lists the chance of a battle for each step taken in a given terrain during day or night. All chances are out of 256. TERRAIN DAY NIGHT ------- --- ----- Ocean 4 5 Plains 10 13 Bushes 15 19 Desert 15 19 Forest 18 22 Swamp 18 22 Hills 25 31 Dungeons 10 10 Doorways 84 84 (when the step causes a view change in a dungeon) If you possess the Golden Claw, the chance is instead 100 / 256 regardless of terrain and time. Fairy Water and Repel do not change the chance of generating a battle. Instead, they cancel battles if the enemy level is low enough compared to the Hero's level. ------------------------------------------------------------------------------- [4.2] MISCELLANEOUS -- NUMBNESS ------------------------------------------------------------------------------- There is a 1/16 chance of curing Numbness with each step taken. ------------------------------------------------------------------------------- [4.3] MISCELLANEOUS -- WIZARD RING ------------------------------------------------------------------------------- The ring restores (10..34) MP per use. It has a 25 / 256 chance of breaking each time it is used. ------------------------------------------------------------------------------- [4.4] MISCELLANEOUS -- MERCHANT GOLD ------------------------------------------------------------------------------- If you have 1 or more merchants in your team, there is a single 25% chance each battle that gold will be increased to [9 / 8] + 1 of its original value. Thus, a merchant will increase your overall gold acquisition rate by about 3%. ------------------------------------------------------------------------------- [4.5] MISCELLANEOUS -- SHADOWS ------------------------------------------------------------------------------- The enemy mimicked by a group of Shadows is chosen randomly, but is limited by the Hero's level. At level 35, all possible mimicks are available to Shadows. ------------------------------------------------------------------------------- [4.6] MISCELLANEOUS -- HOUSE OF HEALING COSTS ------------------------------------------------------------------------------- DETOXICATE = [LEVEL / 4] + 4 UNCURSE = LEVEL * 30 REVIVE = ( [LEVEL * LEVEL / 10] + 1 ) * 10 =============================================================================== [5] ACKNOWLEDGEMENTS & HISTORY =============================================================================== Acknowledgements: The majority of the information in this guide is derived from original research conducted by 1whoistornapart. This FAQ itself is my original work; I have written up and repackaged these facts into FAQ format due to 1whoistornapart's disappearance. However, I want to be clear that 1whoistornapart deserves credit for originally discovering and sharing most of the facts contained here. Mad credit. Your work was appreciated very much! Thanks also to the other users on the GameFAQs Dragon Warrior III board who discussed and encouraged the research with us. Thanks to iainuki for correcting a piece of information about sage vitality gain. Thanks to Darkwing for positing a corrected explanation on running from battle (which turned out to be exactly how it works in the code). History: 1.0 - August 2012 - Initial release 1.1 - February 2014 - More detailed explanation of stat gain mechanics; cosmetic fixes 1.2 - March 2019 - Correction/expansion of running mechanics