What do you need help on? Cancel X

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Mechanics Guide by Sk8erpunq

Version: 1.2 | Updated: 12/10/14

*******************************************************************************
***                               _   _   _                                 ***
**                               \ / \ / \ /                                 **
*     ____                       | | | | | | _                 _              *
*    |    \  ___  ___  ___  ___  |_| | || |_| | ___  ___  ___ |_| ___  ___    *
*    |  |  ||  _|| .'|| . || . ||   || || | | || .'||  _||  _|| || . ||  _|   *
*    |____/ |_|  |__,||_  ||___||_|_|| ||_____||__,||_|  |_|  |_||___||_|     *
*                     |___|      | | | | | |                                  *
*          _____         _       /_\_/_\ /_\              _   _               *
*         |     |___ ___| |_ ___ ___|_|___ ___    ___ _ _|_|_| |___           *
*         | | | | -_|  _|   | .'|   | |  _|_ -|  | . | | | | . | -_|          *
*         |_|_|_|___|___|_|_|__,|_|_|_|___|___|  |_  |___|_|___|___|          *
**                                               |___|                       **
***                                                                         ***
*******************************************************************************

  I'd like to dedicate this guide to my beard. Thank you for being with me and 
  growing every day. Thank you for making me grow along with you.

                          /'-----------o-----------'\        
                          ) [0.1] Table of contents (
            /'------------+=========================+-------------'\
            |                                                      |
            |  0. Table of contents, introduction, legal,          |
            |     instructions                                     |
            |    0.1 Table of contents                      (0.1)  |
            |    0.2 Introduction                           (0.2)  |
            |    0.3 Legal                                  (0.3)  |
            |    0.4 Instructions                           (0.4)  |
            |                                                      |
            |  1. Characters mechanics                      (1)    |
            |    1.1 Stats                                  (1.1)  |
            |    1.2 Class skills                           (1.2)  |
            |    1.3 How personalities are assigned         (1.3)  |
            |    1.4 Personalities level-up bonuses         (1.4)  |
            |    1.5 Levels and level-ups                   (1.5)  |
            |                                                      |
            |  2. Fight mechanics                           (2)    |
            |    2.1 Turn order, damage formula             (2.1)  |
            |        and criticals                                 |
            |    2.2 Equipment special effects              (2.2)  |
            |    2.3 Resistance mechanics                   (2.3)  |
            |    2.4 Spells and monster skills list         (2.4)  |
            |    2.5 Ailments landing                       (2.5)  |
            |                                                      |
            |  3. Misc. mechanics                           (3)    |
            |    3.1 Pachisi                                (3.1)  |
            |    3.2 Monster medals                         (3.2)  |
            |                                                      |
            |  4. Special thanks                            (4)    |
            |                                                      |
            \,----------------------------------------------------,/
  
  
                            /'---------o--------'\                             
                            ) [0.2] Introduction (                             
                            \,------------------,/  
  
  Hello, my name is Sk8erpunq and this is my third (and sadly, final for this 
  game) guide - Mechanics Guide for Dragon Warrior III GBC.

  For the last twelve months I've been gathering information about this game 
  using a debugger for GBC called bgb. I had to figure out exactly how the 
  game works by reading disassembled code, searching through memory contents 
  and creating lists of monsters, items and spells... 
  It was just like discovering a new world. At the beginning I was lost and 
  had trouble understanding things around me. Over time I've grown accustomed 
  to this place, first testing things by trial and error, then by reading and 
  understanding, eventually, many, many 'a-ha!' moments later fully 
  comprehending how things work here and being able to freely manipulate the 
  game.
  The outcome of my endeavor is this Mechanics Guide, along with Bestiary and 
  Monster Encounter Guide.
  
  I'm open to any and all criticism, corrections and questions. 
  You can get me on gameFAQs or Dragon's Den by username sk8erpunq 
  or through e-mail: sk8erpunq[at]gmail.com
  

                                /'-----o-----'\
                                ) [0.3] Legal (
                                \,-----------,/
  
  This document is copyrighted by me, Kamil Jarosz, also known as Sk8erpunq.
  I hereby grant permission to gameFAQs and Dragon's Den to host this file. 
  If you want to host this file on your website, ask me for a permission 
  either through PM or e-mail (sk8erpunq[at]gmail.com).
  Anyone can use the information included in this guide for non-profit 
  purposes as long as I get credited.         
  
  
                            /'---------o---------'\
                            ) [0.4]  Instructions (
                            \,-------------------,/

  Read. Understand. Play. Enjoy!
  This guide is for people, who are wondering how things exactly work, what 
  are the chances of different things and want to know how to make use of 
  this knowledge.
  I recommend reading the sections and subsections in order. They all kind of 
  interweave, so you'll see some links to future and past subsections (more 
  on them in a moment), but I arranged them in a way it all makes sense. I 
  did my best to present the data in a simple way, without using any 
  programming or mathematics terminology.
  
  Things like this -> (x.x) are links. Press [Ctrl]+[F] and type [x.x] 
  (change round brackets to square brackets) to get to the link destination. 
  I promise there's only one destination for each link. Handy when looking 
  for something specific.
  
  Ranges. Obviously not everything is a constant. This is especially true for 
  things that are random. I'm denoting a range by (a~b), sometimes without 
  the brackets. It means: every number between a and b, each with equal 
  probability (when it's random, otherwise just every number between a and 
  b). When a and b are integers, it means every whole number. When they are 
  fractions, you can assume it's every fraction (it's far from true - 
  impossible, even - but due to rounding it doesn't make any difference).

  Well, I think that's all. Excited? I hope so!
  
  

                        //'============O============'\\
                        ))  Section [1]:             ((
                        ))     Characters mechanics  ((
                        \\,=========================,//
  
  Okay, so we know from the game that characters have their level, stats, EXP 
  counter, learned spells, class and personality. Oh, and they can equip 
  things and carry some things with them. But what exactly do they affect, 
  how do they all work? Let's find out!
  
  
                                /'-----o-----'\
                                ) [1.1] Stats (
                                \,-----------,/
  
  The most important thing about basic stats (Strength, Agility, Vitality,
  Intellect, Luck), that nobody knows is... that they're fractions! 
  Surprised? The game keeps them as two numbers: one is a whole 0~255 number 
  (this one is used in battle) and the second one is (0~255)/256 fraction.
  Attack, Defense, HP and MP, on the other hand, are 0~999 integers.
  
  Strength: Affects attack
  Agility: Affects defense and turn order in battle (2.1)
  Vitality: Affects HP
  Intellect: Affects MP
  Luck: Raises status ailment resistance (2.5)

  HP: How much damage the character can sustain without dying
      HP = (195~205%) of Vitality
  MP: How many spells character can cast
      MP = (195~205%) of Intellect
  Attack: Affects damage dealt (2.1)
      Attack = Strength + weapon's attack
  Defense: Reduces damage received (2.1)
      Defense = Agility/2 + sum of equipment defense
 
 
                            /'---------o---------'\
                            ) [1.2] Class skills  (
                            \,-------------------,/

  Classes have some special effects, like own set of spells, equippable 
  equipment or in-battle bonus. Also different stat gains upon level-up (1.5)
  Next to each spell is listed level at which this spell becomes available. 
  From this point onward, there's a 50/50 chance at each level-up for 
  learning it.
    
  Hero: 
  Can equip Hero-only gear: Kings sword, Light armor, Hero shield, Ortega 
  helm and Crest. 
  Learns heroic spells - Recall (1), Blaze (2), Heal (4), Expel (6), Return 
  (7), Remember (8), Firebal (10), Ironize (12), Outside (14), Forget (15), 
  Sleep (16), StopSpell (18), Repel (19), Recollect (20), FireBane (23), Zap 
  (26), HealMore (29), Boom (31), HealAll (33), Vivify (35), HealUsAll (38)
  and Thordain (41).
  Must remain in the active party until post-game.
  
  Warrior:
  Can equip most equipment, including warrior-only hammers and axes. 
  
  Mage:
  Can equip some staffs, boomerangs and robes.
  Learns offensive spells - Blaze (1), Upper (4), IceBolt (5), Firebal (7), 
  Outside (9), Increase (9), Bang (11), Return (12), SlowAll (12), Firebane 
  (14), RobMagic (15), BlazeMore (17), X-Ray (18), StepGuard (19), SnowStorm 
  (20), TwinHits (21), Boom (23), Bounce (24), Passtime (25), BlizMost (26), 
  PanicAll (27), FireBolt (29), CurseOff (30), Blizard (32), Invisible (33), 
  BeDragon (34), Open (35), BlazeMost (36), Transform (37), Explodet (38) and
  Chance (40).
  
  Fighter:
  Can equip claws. Poor shield choice.
  Increased critical rate - (fighter's level/256) instead of flat 1.56%
  
  Cleric:
  Can equip some staffs, clubs, spears and robes.
  Learns healing spells - Heal (1), Expel (2), SpeedUp (5), Surround (7), 
  Sap (8), Sleep (9), Antidote (11), Infernos (12), StopSpell (13), HealMore 
  (14), NumbOff (15), Awaken (16), Defense (18), Disperse (20), Beat (22), 
  Vivify (24), Infermore (26), Defeat (28), HealAll (30), Barrier (32), 
  HealUs (34), Infermost (36), Revive (38) and Sacrifice (41)
  
  Sage:
  Can equip most things mages and clerics can.
  Learns both healing and offensive spells - Heal (1), Blaze (1), Expel (2), 
  Upper (4), IceBolt (5), SpeedUp (5), Firebal (7), Surround (7), Sap (8), 
  Sleep (9), Outside (9), Increase (9), Bang (11), Antidote (11), Infernos 
  (12), Return (12), SlowAll (12), StopSpell (13), Firebane (14), HealMore 
  (14), NumbOff (15), RobMagic (15), Awaken (16), BlazeMore (17), X-Ray 
  (18), Defense (18), StepGuard (19), SnowStorm (20), Disperse (20), 
  TwinHits (21), Beat (22), Boom (23), Bounce (24), Vivify (24), Passtime 
  (25), BlizMost (26), Infermore (26), PanicAll (27), Defeat (28), FireBolt 
  (29), CurseOff (30), HealAll (30), Barrier (32), Blizard (32), Invisible 
  (33), BeDragon (34), HealUs (34), Open (35), BlazeMost (36), Infermost 
  (36), Transform (37), Explodet (38), Revive (38), Chance (40) and Sacrifice 
  (41)
  
  Dealer:
  Can equip abaci and aprons.
  Learns dealer spells - Excavate (12), YellHelp (17)
  Can appraise items (gives basic info).
  At the end of the battle, 25% chance (once per party) of getting bonus 25% 
  gold.
  
  Jester:
  Poor equipment choices.
  Learns one jester spell - Whistle (13)
  25% of activating one of jester's antics instead of chosen action in the 
  battle. Every few levels new antics come into the pool. I'll just list  
  the new ones. Some antics are gender-exclusive or have different effects.
  
  Here's a full list of antics:
  Level 1 (1/5): struck a defensive pose (Defends), just gawked at the scene 
                 (Nothing), yell for help (Nothing), run (Nothing), fell and 
                  tripped (Nothing)
  Level 3 (1/7): smiled serenely (Nothing), keeled over (Falls asleep)
  Level 5 (1/8): juggle stones (4~8 damage to Jester or monster)
  Level 7 (1/9): sing and dance gaily (Nothing)
  Level 9 (1/10): flick disheveled hair(F)/put on tough guy act(M) (Nothing)
  Level 11 (1/11): tap dance (Jester's evasion rises)
  Level 13 (1/12): spin finger at monster (Confuses monster)
  Level 15 (1/13): preen with mirror (F)/goose other party member(M) (Nothing)
  Level 17 (1/15): keel over (Paralyzes Jester), cast some giberrish (Nothing)
  Level 19 (1/16): pray for peace (Nothing)
  Level 20 (1/17): become plagued by self doubt (Nothing)
  Level 21 (1/18): make up a pun (Makes enemy laugh)
  Level 23 (1/20): roll a die (Nothing), sing loudly (terrible voice - makes 
                   enemy flee, beautiful voice - makes enemy lose turn)
  Level 25 (1/21): image lewd situations (Nothing)
  Level 27 (1/22): sneeze (Makes everybody surprised)
  Level 29 (1/24): start a word game (Nothing), gaze sexily at monster 
                   (Makes monster lose turn (F)/Nothing(M))
  Level 31 (1/25): tell a story (Random party member can lose turn)
  Level 33 (1/26): put on heels and hold a whip(F)/pull out a crown and wear 
                   it(M) (Makes a monster attack other monster or itself 
                   when alone/Jester attacks a monster)
  Level 35 (1/28): sneak up behind other party member (Nothing), laugh 
                   maniacally (Make monsters flee)
  Level 37 (1/29): cheer everyone up (Casts SlowAll or SpeedUp on the party)
  Level 39 (1/31): guzzle a bottle of ale (Jester won't move next turn), 
                   heckle a monster (Nothing)
  Level 41 (1/32): toss up a boulder (12~14 damage to party member, or 30~32 
                   to a monster)
  Level 43 (1/33): puff-puff a monster (Makes a monster lose turn(F)/Deals 
                   36~45 damage to a monster(M))
  Level 45 (1/34): use a move on a monster (Poofchop, Poofmash; deals 35~42 
                   damage to a monster)
  Level 47 (1/35): do something illicit (Nothing)
  Level 49 (1/36): lit some paper on fire (Casts Blazemore on a monster)
  Level 50 (1/37): run out of things to do (Casts HealUs on party)
  
  Moreover, Jester is the only class that can class change into Sage without a
  rare Zen book in their inventory.
  
  Thief:
  Can equip whips, boomerangs and some claws.
  Learns thievery spells - EagleEye (8), Location (10), Smell (13), Tiptoe (17)
  and MapMagic (20).
  Can steal items from monsters - at the end of the battle, from the last 
  monster defeated. Probability of that happening is 
    (original drop rate * thief's level)/8. 
  Refer to my Bestiary Guide for drop rates. Stealing disables regular drop 
  and chance for monster medal.
  
  
                   /'------------------o------------------'\
                   ) [1.3] How personalities are assigned  (
                   \,-------------------------------------,/

  Undoubtedly the longest section, this one is about non-Hero characters, the 
  ones you hire at Ruida's tavern. The process is quite simple, but requires 
  explaining some stuff first.
  
  Base stats. Choosing personality is all about deviation from base stats.
  So here they are. (S-Strength, A-Agility, V-Vitality, I-Intellect, L-Luck)
  
  Hero
           S   A  V  I  L
  Male:   10,  8, 8, 4, 5
  Female:  9, 10, 7, 6, 4
  
  Warrior
          S  A  V  I  L
  Male:   9, 2, 9, 2, 3
  Female: 8, 3, 8, 3, 3
    
  Mage
          S  A  V  I  L
  Male:   3, 6, 4, 7, 3
  Female: 2, 7, 4, 7, 3
  
  Fighter
           S   A  V  I  L
  Male:   14,  9, 7, 3, 2
  Female: 12, 11, 7, 4, 3
  
  Cleric
          S  A  V  I  L
  Male:   4, 5, 4, 6, 3
  Female: 4, 5, 4, 6, 3
  
  Dealer
          S  A  V  I  L
  Male:   5, 1, 6, 6, 4
  Female: 5, 2, 5, 7, 4
  
  Jester
          S  A  V  I   L
  Male:   4, 3, 6, 2, 10
  Female: 4, 3 ,5, 3, 10
  
  Thief
          S   A  V  I  L
  Male:   6, 10, 5, 5, 8
  Female: 5, 12, 5, 6, 8

  Now, each newly-created character gets some random bonuses. This part is 
  purely random. The game determines how many stat bonuses it will give:
  2 (3.12%), 3 (6.25%), 4 (18.75%), 5 (18.75%), 6 (23.44%), 
  7 (23.44%), 8 (3.13%), 9 (1.56%) or 10 (1.56%)
  and as many times as it was chosen, randomly pick one of the five basic 
  stats and rise it by one.

  At this point you're given a choice to distribute 5 skill seeds or make the 
  game do it (randomly).
  
  After this, the game finally determines personality for the new character. 
  Like I said before, it's all about deviation from base stats (this includes 5
  random or manually distributed seeds).
  
  Only two things matter - highest bonus (which stat is it? how high is the 
  bonus?) and second highest bonus (which stat is it?). The game checks for 
  some conditions (usually four) and randomly chooses from list of available 
  personalities. Example for male fighter with highest STR bonus:
  
  Fighter, highest bonus STR
  STR>=11: male: Valiant (66.67%), Jock (33.33%)
           female: Valiant (50.0%), Jock (25.0%), Amazon (25.0%)
  STR>=7: male: Jock (44.44%), Macho (33.33%), Bully (22.22%)
          female: Jock (33.33%), Macho (25.0%), Tomboy (25.0%), Bully (16.67%)
  Second highest VIT: male: Bully (40.0%), Unique (40.0%), Lewd (20.0%)
                      female: Bully (40.0%), Unique (40.0%), Amazon (20.0%)
  Second highest AGI: male: Fearless (31.25%), Careless (31.25%), 
                            Defiant (37.5%)
                      female: Fearless (20.83%), Tomboy (33.33%), 
                              Careless (20.83%), Defiant (25.0%)
  otherwise: male: Lewd (16.67%), Naive (16.67%), Carefree (16.67%), 
                   Honest (22.22%), Ordinary (27.78%)
             female: Naive (20.0%), Carefree (20.0%), Honest (26.67%), 
                     Ordinary (33.33%)
  
  This is how it works: let's say you got a male fighter with 
  19 STR, 9 AGI, 12 VIT, 3 INT and 2 LUCK. Base stats are:
  14 STR, 7 AGI, 9 VIT, 3 INT and 2 LUCK. That means the bonuses are: 
  5, 3, 2, 0 and 0. Highest bonus is STR (5), second highest is VIT(3).
  Now let's take a look at above list for fighter. Let's check the first 
  condition: STR bonus >= 11. Not satisfied, he has 5. Next one: STR bonus >= 
  7, also not fulfilled. The next one: 2nd best bonus is VIT - condition met! 
  So now the personality is randomly chosen from bully, unique and lewd.
  
  Full list of personality choices for each class, each highest bonus (special 
  thanks to Decoder Plankton for telling me the lists are partially wrong).
  
  Warrior, highest bonus STR
  STR>=11: male: Valiant (66.67%), Jock (33.33%)
           female: Valiant (50.0%), Jock (25.0%), Amazon (25.0%)
  STR>=7: male: Jock (44.44%), Macho (33.33%), Bully (22.22%)
          female: Jock (33.33%), Macho (25.0%), Tomboy (25.0%), Bully (16.67%)
  Second highest VIT: male: Bully (40.0%), Unique (40.0%), Lewd (20.0%)
                      female: Bully (40.0%), Unique (40.0%), Amazon (20.0%)
  Second highest AGI: male: Fearless (31.25%), Careless (31.25%), 
                            Defiant (37.5%)
                      female: Fearless (20.83%), Tomboy (33.33%), 
                              Careless (20.83%), Defiant (25.0%)
  otherwise: male: Lewd (16.67%), Naive (16.67%), Carefree (16.67%), 
                   Honest (22.22%), Ordinary (27.78%)
             female: Naive (20.0%), Carefree (20.0%), Honest (26.67%), 
                     Ordinary (33.33%)
  
  Warrior, highest bonus AGI
  AGI>=12: Quick (42.86%), Fearless (14.29%), Agile (42.86%)
  AGI>=7: Agile (26.09%), Foolish (34.78%), Selfish (17.39%), Defiant (21.74%)
  Second highest INT: Alert (50.0%), Silly (37.5%), Twisted (12.5%)
  Second highest STR: male: Bully (33.33%), Macho (33.33%), Solitary (33.33%)
                      female: Bully (25.0%), Tomboy (25.0%), Macho (25.0%), 
                              Solitary (25.0%)
  otherwise: Careless (20.69%), Vain (20.69%), Lonesome (13.79%), 
             Weepy (10.34%), Ordinary (34.48%)
  
  Warrior, highest bonus VIT
  VIT>=10: Tough (50.0%), Ironman (50.0%)
  VIT>=6: male: Diligent (28.57%), Eager (28.57%), Stubborn (28.57%),
                Lewd (14.29%)
          female: Diligent (33.33%), Eager (33.33%), Stubborn (33.33%)
  Second highest STR: Jock (38.46%), Unique (38.46%), Carefree (23.08%)
  otherwise: Honest (17.65%), Meddler (17.65%), Lazy (17.65%), 
             Timid (17.65%), Ordinary (29.41%)
  
  Warrior, highest bonus INT
  INT>=10: Twisted (44.44%), Smart (11.11%), Logical (22.22%), Romantic (22.22%)
  INT>=6: male: Vain (33.33%), Romantic (33.33%), Cowardly (33.33%)
          female: Vain (23.08%), Romantic (23.08%), Cowardly (23.08%), 
                  Ladylike (30.77%)
  otherwise: Naive (13.33%), Helpless (20.0%), Silly (20.0%), Kindly (20.0%)
  
  Warrior, highest bonus LUC
  LUC>=12: male: Lucky (80.0%), Happy (20.0%)
           female: Ladylike (80.0%), Happy (20.0%)
  LUC>=7: Happy (50.0%), Romantic (25.0%), Lazy (25.0%)
  otherwise: Naive (17.65%), Helpless (17.65%), Vain (17.65%), 
             Silly (17.65%), Careless (5.88%), Ordinary (23.53%)
  
  Fighter, highest bonus STR
  STR>=11: male: Valiant (66.67%), Jock (33.33%)
           female: Valiant (50.0%), Jock (25.0%), Amazon (25.0%)
  STR>=7: male: Jock (44.44%), Macho (33.33%), Bully (22.22%)
          female: Jock (33.33%), Macho (25.0%), Tomboy (25.0%), Bully (16.67%)
  Second highest VIT: male: Bully (40.0%), Unique (40.0%), Lewd (20.0%)
                      female: Bully (40.0%), Unique (40.0%), Amazon (20.0%)
  Second highest AGI: male: Fearless (31.25%), Careless (31.25%), 
                            Defiant (37.5%)
                      female: Fearless (20.83%), Tomboy (33.33%), 
                              Careless (20.83%), Defiant (25.0%)
  otherwise: male: Lewd (16.67%), Naive (16.67%), Carefree (16.67%), 
                   Honest (22.22%), Ordinary (27.78%)
             female: Naive (20.0%), Carefree (20.0%), Honest (26.67%), 
                     Ordinary (33.33%)
  
  Fighter, highest bonus AGI
  AGI>=11: Quick (80.0%), Fearless (10.0%), Agile (10.0%)
  AGI>=7: Fearless (12.5%), Agile (25.0%), Foolish (25.0%), Solitary (37.5%)
  Second highest STR: male: Defiant (37.5%), Macho (37.5%), Vain (25.0%)
                      female: Defiant (27.27%), Macho (27.27%), 
                              Tomboy (27.27%), Vain (18.18%)
  Second highest VIT: male: Macho (30.0%), Eager (30.0%), Lewd (20.0%), 
                            Twisted (20.0%)
                      female: Macho (37.5%), Eager (37.5%), Twisted (25.0%)
  otherwise: Solitary (23.08%), Romantic (15.38%), Fearless (15.38%), 
             Weepy (15.38%), Ordinary (30.77%)
  
  Fighter, highest bonus VIT
  VIT>=10: Tough (50.0%), Ironman (50.0%)
  VIT>=6: male: Diligent (28.57%), Eager (28.57%), Stubborn (28.57%), 
                Lewd (14.29%)
          female: Diligent (33.33%), Eager (33.33%), Stubborn (33.33%)
  Second highest STR: Jock (38.46%), Unique (38.46%), Carefree (23.08%)
  otherwise: Honest (17.65%), Meddler (17.65%), Lazy (17.65%), 
             Timid (17.65%), Ordinary (29.41%)
  
  Fighter, highest bonus INT
  INT>=10: Twisted (44.44%), Smart (11.11%), Logical (22.22%), Romantic (22.22%)
  INT>=6: male: Vain (33.33%), Romantic (33.33%), Cowardly (33.33%)
          female: Vain (23.08%), Romantic (23.08%), Cowardly (23.08%), 
                  Ladylike (30.77%)
  otherwise: Naive (13.33%), Helpless (20.0%), Silly (20.0%), Kindly (20.0%)
  
  Fighter, highest bonus LUC
  LUC>=12: male: Lucky (80.0%), Happy (20.0%)
           female: Ladylike (80.0%), Happy (20.0%)
  LUC>=7: Happy (50.0%), Romantic (25.0%), Lazy (25.0%)
  otherwise: Naive (17.65%), Helpless (17.65%), Vain (17.65%), 
             Silly (17.65%), Careless (5.88%), Ordinary (23.53%)
  
  Mage, highest bonus STR
  STR>=11: male: Jock (57.14%), Fearless (42.86%)
           female: Jock (40.0%), Amazon (30.0%), Fearless (30.0%)
  STR>=7: Stubborn (20.0%), Meddler (30.0%), Jock (30.0%), Macho (20.0%)
  Second highest VIT: Eager (27.27%), Diligent (36.36%), Unique (18.18%), 
                      Selfish (18.18%)
  Second highest INT: Defiant (30.0%), Vain (20.0%), Cowardly (20.0%), 
                      Lonesome (30.0%)
  otherwise: male: Naive (18.18%), Lazy (9.09%), Honest (18.18%), 
                   Kindly (18.18%), Ordinary (36.36%)
             female: Naive (15.38%), Lazy (7.69%), Honest (15.38%), 
                     Tomboy (15.38%), Kindly (15.38%), Ordinary (30.77%)
  
  Mage, highest bonus AGI
  AGI>=8: Agile (37.5%), Alert (37.5%), Foolish (25.0%)
  Second highest STR: Defiant (37.5%), Vain (25.0%), Careless (37.5%)
  Second highest INT: male: Logical (50.0%), Weepy (25.0%), Silly (25.0%)
                      female: Logical (25.0%), Weepy (12.5%), Silly (12.5%), 
                              Sexy (50.0%)
  otherwise: Cowardly (8.7%), Naive (13.04%), Helpless (17.39%), 
             Romantic (26.09%), Ordinary (34.78%)
  
  Mage, highest bonus VIT
  VIT>=11: Tough (33.33%), Ironman (33.33%), Eager (33.33%)
  VIT>=6: male: Eager (37.5%), Stubborn (25.0%), Diligent (25.0%), Lewd (12.5%)
          female: Eager (42.86%), Stubborn (28.57%), Diligent (28.57%)
  Second highest INT: male: Kindly (37.5%), Meddler (37.5%), Defiant (25.0%)
                      female: Kindly (27.27%), Meddler (27.27%), 
                              Defiant (18.18%), Sexy (27.27%)
  otherwise: Lonesome (14.29%), Cowardly (21.43%), Naive (21.43%), 
             Carefree (14.29%), Ordinary (28.57%)
  
  Mage, highest bonus INT
  INT>=10: Sharp (75.0%), Smart (25.0%)
  INT>=6: Smart (22.22%), Alert (33.33%), Logical (16.67%), 
          Romantic (16.67%), Cowardly (11.11%)
  otherwise: Weepy (20.0%), Kindly (13.33%), Helpless (13.33%), 
             Lonesome (13.33%), Honest (13.33%), Ordinary (26.67%)
  
  Mage, highest bonus LUC
  LUC>=12: male: Lucky (80.0%), Happy (20.0%)
           female: Ladylike (80.0%), Happy (20.0%)
  10 0829 0226 021F 0422
  LUC>=6: Happy (50.0%), Naive (12.5%), Helpless (12.5%), Lazy (25.0%)
  otherwise: Vain (16.22%), Careless (10.81%), Weepy (16.22%), 
             Cowardly (13.51%), Timid (16.22%), Ordinary (27.03%)
  
  Cleric, highest bonus STR
  STR>=11: male: Jock (57.14%), Fearless (42.86%)
           female: Jock (40.0%), Amazon (30.0%), Fearless (30.0%)
  STR>=7: Stubborn (20.0%), Meddler (30.0%), Jock (30.0%), Macho (20.0%)
  Second highest VIT: Eager (27.27%), Diligent (36.36%), Unique (18.18%), 
                      Selfish (18.18%)
  Second highest INT: Defiant (30.0%), Vain (20.0%), Cowardly (20.0%), 
                      Lonesome (30.0%)
  otherwise: male: Naive (18.18%), Lazy (9.09%), Honest (18.18%), 
                   Kindly (18.18%), Ordinary (36.36%)
             female: Naive (15.38%), Lazy (7.69%), Honest (15.38%), 
                     Tomboy (15.38%), Kindly (15.38%), Ordinary (30.77%)
  
  Cleric, highest bonus AGI
  AGI>=8: Agile (37.5%), Alert (37.5%), Foolish (25.0%)
  Second highest STR: Defiant (37.5%), Vain (25.0%), Careless (37.5%)
  Second highest INT: male: Logical (50.0%), Weepy (25.0%), Silly (25.0%)
                      female: Logical (25.0%), Weepy (12.5%), Silly (12.5%), 
                              Sexy (50.0%)
  otherwise: Cowardly (8.7%), Naive (13.04%), Helpless (17.39%), 
             Romantic (26.09%), Ordinary (34.78%)
  
  Cleric, highest bonus VIT
  VIT>=11: Tough (33.33%), Ironman (33.33%), Eager (33.33%)
  VIT>=6: male: Eager (37.5%), Stubborn (25.0%), Diligent (25.0%), Lewd (12.5%)
          female: Eager (42.86%), Stubborn (28.57%), Diligent (28.57%)
  Second highest INT: male: Kindly (37.5%), Meddler (37.5%), Defiant (25.0%)
                      female: Kindly (27.27%), Meddler (27.27%), 
                              Defiant (18.18%), Sexy (27.27%)
  otherwise: Lonesome (14.29%), Cowardly (21.43%), Naive (21.43%), 
             Carefree (14.29%), Ordinary (28.57%)
  
  Cleric, highest bonus INT
  INT>=10: Sharp (75.0%), Smart (25.0%)
  INT>=6: Smart (22.22%), Alert (33.33%), Logical (16.67%), 
          Romantic (16.67%), Cowardly (11.11%)
  otherwise: Weepy (20.0%), Kindly (13.33%), Helpless (13.33%), 
             Lonesome (13.33%), Honest (13.33%), Ordinary (26.67%)
  
  Cleric, highest bonus LUC
  LUC>=12: male: Lucky (80.0%), Happy (20.0%)
           female: Ladylike (80.0%), Happy (20.0%)
  LUC>=6: Happy (50.0%), Naive (12.5%)
  otherwise: Vain (16.22%), Careless (10.81%), Weepy (16.22%), 
             Cowardly (13.51%), Timid (16.22%), Ordinary (27.03%)
  
  Dealer, highest bonus STR
  STR>=11: male: Jock (35.29%), Defiant (29.41%), Macho (35.29%)
           female: Jock (26.09%), Defiant (21.74%), Tomboy (26.09%), 
                   Macho (26.09%)
  Second highest INT: Sharp (33.33%), Solitary (44.44%), Alert (22.22%)
  Second highest VIT: male: Fearless (55.56%), Bully (44.44%)
                      female: Fearless (33.33%), Amazon (40.0%), Bully (26.67%)
  Second highest AGI: Foolish (25.0%), Agile (37.5%), Silly (37.5%)
  otherwise: Lonesome (14.29%), Romantic (14.29%), Weepy (14.29%), 
             Helpless (7.14%), Selfish (21.43%), Ordinary (28.57%)
  
  Dealer, highest bonus AGI
  AGI>=12: Quick (42.86%), Fearless (14.29%), Agile (42.86%)
  AGI>=7: Agile (26.09%), Foolish (34.78%), Selfish (17.39%), Defiant (21.74%)
  Second highest INT: Alert (50.0%), Silly (37.5%), Twisted (12.5%)
  Second highest STR: male: Bully (33.33%), Macho (33.33%), Solitary (33.33%)
                      female: Bully (25.0%), Tomboy (25.0%), Macho (25.0%), 
                              Solitary (25.0%)
  otherwise: Careless (20.69%), Vain (20.69%), Lonesome (13.79%), 
             Weepy (10.34%), Ordinary (34.48%)
  
  Dealer, highest bonus VIT
  VIT>=10: Tough (50.0%), Ironman (50.0%)
  VIT>=6: male: Diligent (28.57%), Eager (28.57%), Stubborn (28.57%), 
                Lewd (14.29%)
          female: Diligent (33.33%), Eager (33.33%), Stubborn (33.33%)
  Second highest STR: Jock (38.46%), Unique (38.46%), Carefree (23.08%)
  otherwise: Honest (17.65%), Meddler (17.65%), Lazy (17.65%), 
             Timid (17.65%), Ordinary (29.41%)
  
  Dealer, highest bonus INT
  INT>=10: Sharp (80.0%), Smart (20.0%)
  INT>=6: Alert (40.0%), Smart (26.67%), Vain (13.33%), Logical (20.0%)
  otherwise: Solitary (19.35%), Romantic (9.68%), Diligent (12.9%), 
             Careless (12.9%), Ordinary (25.81%), Meddler (19.35%)
  
  Dealer, highest bonus LUC
  LUC>=12: male: Lucky (80.0%), Happy (20.0%)
           female: Happy (100.0%)
  LUC>=6: Happy (27.27%), Meddler (18.18%), Helpless (18.18%), 
          Selfish (18.18%), Carefree (18.18%)
  otherwise: Vain (12.5%), Naive (18.75%), Weepy (18.75%), Kindly (12.5%), 
             Honest (12.5%), Ordinary (25.0%)
  
  Jester, highest bonus STR
  STR>=11: male: Jock (35.29%), Defiant (29.41%), Macho (35.29%)
           female: Jock (26.09%), Defiant (21.74%), Tomboy (26.09%), 
                   Macho (26.09%)
  Second highest INT: Sharp (33.33%), Solitary (44.44%), Alert (22.22%)
  Second highest VIT: male: Fearless (55.56%), Bully (44.44%)
                      female: Fearless (33.33%), Amazon (40.0%), Bully (26.67%)
  Second highest AGI: Foolish (25.0%), Agile (37.5%), Silly (37.5%)
  otherwise: Lonesome (14.29%), Romantic (14.29%), Weepy (14.29%), 
             Helpless (7.14%), Selfish (21.43%), Ordinary (28.57%)
  
  Jester, highest bonus AGI
  AGI>=12: Quick (42.86%), Fearless (14.29%), Agile (42.86%)
  AGI>=7: Agile (26.09%), Foolish (34.78%), Selfish (17.39%), Defiant (21.74%)
  Second highest INT: Alert (50.0%), Silly (37.5%), Twisted (12.5%)
  Second highest STR: male: Bully (33.33%), Macho (33.33%), Solitary (33.33%)
                      female: Bully (25.0%), Tomboy (25.0%), Macho (25.0%), 
                              Solitary (25.0%)
  otherwise: Careless (20.69%), Vain (20.69%), Lonesome (13.79%), 
             Weepy (10.34%), Ordinary (34.48%)
  
  Jester, highest bonus VIT
  VIT>=11: Tough (33.33%), Ironman (33.33%), Unique (33.33%)
  VIT>=6: male: Eager (33.33%), Stubborn (22.22%), Unique (27.78%), 
                Lewd (16.67%)
          female: Eager (40.0%), Stubborn (26.67%), Unique (33.33%)
  Second highest STR: Bully (60.0%), Fearless (40.0%)
  otherwise: male: Lazy (25.0%), Solitary (12.5%), Silly (25.0%), 
                   Romantic (12.5%), Ordinary (25.0%)
          female: Lazy (20.0%), Solitary (10.0%), Sexy (20.0%), Silly (20.0%), 
                  Romantic (10.0%), Ordinary (20.0%)
  
  Jester, highest bonus INT
  INT>=10: Sharp (33.33%), Smart (66.67%)
  INT>=6: male: Alert (25.0%), Lewd (25.0%), Silly (33.33%), Logical (16.67%)
          female: Alert (23.08%), Sexy (30.77%), Silly (30.77%), 
                  Logical (15.38%)
  otherwise: Lazy (28.57%), Carefree (21.43%), Helpless (21.43%), 
             Solitary (14.29%), Ordinary (14.29%)
  
  Jester, highest bonus LUC
  LUC>=9: male: Lucky (100.0%)
          female: Ladylike (100.0%)
  LUC>=6: male: Happy (36.36%), Naive (27.27%), Helpless (18.18%), Lewd (18.18%)
          female: Happy (36.36%), Naive (27.27%), Helpless (18.18%), 
                  Sexy (18.18%)
  otherwise: male: Lewd (20.69%), Weepy (13.79%), Lonesome (6.9%), 
                   Silly (20.69%), Carefree (6.9%), Lazy (20.69%), 
                   Selfish (10.34%)
             female: Sexy (20.69%), Weepy (13.79%), Lonesome (6.9%),
                     Silly (20.69%), Carefree (6.9%), Lazy (20.69%), 
                     Selfish (10.34%)

  Thief, highest bonus STR
  STR>=11: male: Jock (35.29%), Defiant (29.41%), Macho (35.29%)
           female: Jock (26.09%), Defiant (21.74%), Tomboy (26.09%), 
                   Macho (26.09%)
  Second highest INT: Sharp (33.33%), Solitary (44.44%), Alert (22.22%)
  Second highest VIT: male: Fearless (55.56%), Bully (44.44%)
                      female: Fearless (33.33%), Amazon (40.0%), Bully (26.67%)
  Second highest AGI: Foolish (25.0%), Agile (37.5%), Silly (37.5%)
  otherwise: Lonesome (14.29%), Romantic (14.29%), Weepy (14.29%), 
             Helpless (7.14%), Selfish (21.43%), Ordinary (28.57%)
  
  Thief, highest bonus AGI
  AGI>=12: Quick (42.86%), Fearless (14.29%), Agile (42.86%)
  AGI>=7: Agile (26.09%), Foolish (34.78%), Selfish (17.39%), Defiant (21.74%)
  Second highest INT: Alert (50.0%), Silly (37.5%), Twisted (12.5%)
  Second highest STR: male: Bully (33.33%), Macho (33.33%), Solitary (33.33%)
                      female: Bully (25.0%), Tomboy (25.0%), Macho (25.0%), 
                              Solitary (25.0%)
  otherwise: Careless (20.69%), Vain (20.69%), Lonesome (13.79%), 
             Weepy (10.34%), Ordinary (34.48%)
  
  Thief, highest bonus VIT
  VIT>=11: Tough (33.33%), Ironman (33.33%), Unique (33.33%)
  VIT>=6: male: Eager (33.33%), Stubborn (22.22%), Unique (27.78%), 
                Lewd (16.67%)
          female: Eager (40.0%), Stubborn (26.67%), Unique (33.33%)
  Second highest STR: Bully (60.0%), Fearless (40.0%)
  otherwise: male: Lazy (25.0%), Solitary (12.5%), Silly (25.0%), 
                   Romantic (12.5%), Ordinary (25.0%)
          female: Lazy (20.0%), Solitary (10.0%), Sexy (20.0%), Silly (20.0%), 
                  Romantic (10.0%), Ordinary (20.0%)
  
  Thief, highest bonus INT
  INT>=10: Sharp (80.0%), Smart (20.0%)
  INT>=6: Alert (40.0%), Smart (26.67%), Vain (13.33%), Logical (20.0%)
  otherwise: Solitary (19.35%), Romantic (9.68%), Diligent (12.9%), 
             Careless (12.9%), Ordinary (25.81%), Meddler (19.35%)
  
  Thief, highest bonus LUC
  LUC>=12: male: Lucky (80.0%), Happy (20.0%)
           female: Happy (100.0%)
  LUC>=6: Happy (27.27%), Meddler (18.18%), Helpless (18.18%), 
          Selfish (18.18%), Carefree (18.18%)
  otherwise: Vain (12.5%), Naive (18.75%), Weepy (18.75%), Kindly (12.5%), 
             Honest (12.5%), Ordinary (25.0%)
  
                   /'------------------o------------------'\
                   ) [1.4] Personalities level-up bonuses  (
                   \,-------------------------------------,/

  So, we know how personalities are assigned. Great. Now - what do they do?
  The only thing they do is affect stat gains on level-ups. Here's a nice 
  chart.
  
  Personality   STR    AGL    VIT    INT   LUCK    gender

  Agile          90%   120%    90%   100%    80%   both
  Alert          90%   110%    90%   120%   100%   both
  Amazon        130%    90%   100%    80%    80%   female only
  Bully         120%    90%    90%    60%    70%   both
  Carefree      100%    75%   110%   105%   105%   both
  Careless       80%   115%   100%    70%    70%   both
  Cowardly       90%    70%    90%   120%   120%   both
  Defiant        95%   105%   105%    95%    95%   both
  Diligent      110%    85%   120%    90%    70%   both
  Eager         105%    90%   110%   100%    80%   both
  Fearless       95%   120%   115%   100%   100%   both
  Foolish        85%   115%    80%    80%    90%   both
  Happy          90%   100%    90%   100%   130%   both
  Helpless       95%   100%    90%   105%   100%   both
  Honest        100%    90%   100%   110%    90%   both
  Ironman       105%    80%   130%    90%    80%   both
  Jock          130%    80%   100%    70%    80%   both
  Kindly        105%    95%   105%   110%    95%   both
  Ladylike      100%    80%    95%   110%   140%   female only
  Lazy          115%    60%   120%    65%   110%   both
  Lewd          105%    95%   120%   105%    90%   male only
  Logical        80%   105%    90%   125%    80%   both
  Lonesome      100%    90%    80%   110%   110%   both
  Lucky         100%   110%   100%   100%   150%   male only
  Macho         115%   100%   110%    90%    60%   male only
  Meddler       105%    85%   110%    80%    70%   both
  Naive         100%    90%    90%    70%   110%   both
  Ordinary      100%   100%   100%   100%   100%   both
  Quick         100%   140%   100%   100%   100%   both
  Romantic       95%   110%    95%   115%   100%   both
  Selfish        95%   105%    90%    90%    90%   both
  Sexy          110%   120%   105%   115%   120%   female only
  Sharp         100%   120%    80%   140%    90%   both
  Silly         100%   120%    95%   115%   110%   both
  Smart          95%   100%   100%   130%    90%   both
  Solitary      100%   110%   120%   110%    70%   both
  Stubborn      100%    60%   120%    60%    70%   both
  Timid         110%    60%   120%   110%    90%   both
  Tomboy        110%   110%    80%    90%    90%   female only
  Tough         115%    90%   140%    80%    70%   male only
  Twisted        70%   120%    70%   110%   130%   both
  Unique        110%    60%   110%    50%    80%   both
  Vain          105%   110%    95%   105%    95%   both
  Valiant       140%    70%   100%    80%    70%   both
  Weepy          90%    90%   100%   110%   115%   both
  
  
                        /'-------------o-------------'\
                        ) [1.5] Levels and level-ups  (
                        \,---------------------------,/
  
  In this section we'll take a closer look at levels and the complex (?) 
  process of level-up.
  
  In the battle, first person's level determines the chance for successfully 
  fleeing (2.1).
  
  Besides this, spells become available at certain level (check out (1.2) 
  for the extensive lists of spells with levels for each class, if you 
  somehow missed them).
  
  Also, with higher levels come better stats (duh!).
  Base stats were posted at the beginning of (1.4) already.
  
  I have EXP charts for each class for each level, but I think it wouldn't be 
  very useful to list them all and would just clutter this section. So I'm 
  listing total EXP required to get to level 20 (for class change) and level 99 
  (max level). This should be sufficient. 
  
  Class       lvl20     level99
  
  Hero        41141     6335647
  Warrior     34102     6417166
  Mage        38169     7964068
  Fighter     45805     8627330
  Cleric      37479     7453717
  Sage        53543     9609488
  Dealer      27807     5913402
  Jester      31258     7225866
  Thief       32202     6162678
  
  For the reminder of this section, keep in mind that stats are in form of 
  whole number and 256-fraction.
  
  Now, stat gains. I've decided to present them in the same compact form 
  game keeps them, instead of huge fancy tables. I think it's better.
  
  For instance, "2~6 1.00" means: upon reaching levels 2, 3, 4, 5 and 6, the 
  character will get base growth of 1.00 points.
  
  Hero
  STR
    2 2.00  3~20 3.00  21~45 4.00  46~59 1.00  60~99 2.00
  AGI  
    2~4 1.00  5~9 2.00  10~36 1.75  37~47 3.00  48~99 1.50
  VIT  
    2~3 3.00  4~11 2.00  12~34 4.00  35~45 6.00  46~99 2.00
  INT  
    2~16 0.75  17~28 2.00  29~35 1.75  36~49 2.00  50~99 0.75
  LUC  
    2~11 0.50  12~17 3.00  18~22 2.50  23~50 3.00  51~99 0.50
  
  
  Warrior
  STR  
    2~7 3.00  8~31 4.00  32~46 3.00  47~99 1.00  
  AGI  
    2~5 1.00  6~25 0.75  26~37 1.00  38~60 0.75  61~99 1.00
  VIT  
    2~8 2.00  9~32 5.50  33~39 5.00  40~56 1.25  57~99 1.00
  INT  
    2~13 0.75  14~20 1.00  21~29 0.50  30~35 1.00  36~99 0.50
  LUC  
    2~13 1.00  14~33 0.75  34~60 0.50  61~74 0.25  75~99 0.50
  
    
  Mage 
  STR  
    2~6 0.50  7~30 1.00  31~99 0.75
  AGI  
    2~15 1.00  16~30 3.00  31~35 6.00  36~71 0.75  72~99 0.50
  VIT  
    2~10 1.50  11~45 3.00  46~55 2.50  56~99 1.25  
  INT  
    2~15 2.00  16~23 2.75  24~41 3.00  42~69 2.50  70~99 0.75
  LUC  
    2~4 1.00  5~49 3.75  50~99 0.75
  
  
  Fighter
  STR  
    2~7 2.00  8~14 4.00  15~22 7.00  23~49 4.50  50~99 0.75
  AGI  
    2~14 4.00  15~45 5.00  46~55 2.00  56~99 0.50  
  VIT  
    2~3 1.00  4~12 3.00  13~39 4.00  40~51 3.00  52~69 0.75  70~99 2.00
  INT  
    2~45 1.00  46~99 0.50
  LUC
    2~7 1.00  8~49 4.00  50~71 1.00  72~99 0.50
  
  
  Cleric  
  STR  
    2~9 1.50  10~18 2.00  19~49 0.75  50~60 1.00  61~99 2.00
  AGI  
    2~8 0.75  9~15 2.00  16~30 3.00  31~99 1.00  
  VIT  
    2~10 2.25  11~25 2.75  26~29 4.00  30~45 2.50  46~99 1.50
  INT  
    2~13 1.75  14~22 2.50  23~36 3.00  37~70 2.25  71~99 0.75
  LUC     
    2~4 1.00  5~36 3.00  37~48 4.50  49~72 0.75  73~99 0.25
  
  
  Sage 
  STR  
    2~3 1.00  4~36 3.00  37~45 4.00  46~59 1.00  60~99 0.75
  AGI  
    2~6 1.50  7~9 2.00  10~36 1.75  37~47 3.00  48~99 0.75
  VIT  
    2~14 3.00  15~28 2.50  29~37 1.50  38~55 4.00  56~99 2.50
  INT  
    2~8 0.50  9~24 1.75  25~45 3.00  46~50 4.00  51~99 2.50
  LUC  
    2~30 1.75  31~41 2.00  42~84 3.00  85~93 4.00  94~99 3.00
  
  
  Dealer  
  STR  
    2~8 1.00  9~30 3.00  31~59 1.00  60~99 0.75
  AGI  
    2~60 2.00  61~99 0.75 
  VIT  
    2~23 3.00  24~35 3.50  36~50 1.00  51~70 0.50  71~99 3.00
  INT  
    2~15 1.00  16~35 2.00  36~79 1.50  80~99 0.75  
  LUC  
    2~22 1.00  23~50 1.75  51~60 3.00  61~99 1.00  
   
   
  Jester  
  STR  
    2~6 0.50  7~48 0.75  49~75 2.00  76~99 0.50  
  AGI  
    2~10 2.00  11~80 0.75  81~90 2.00  91~99 5.00  
  VIT  
    2~6 1.50  7~25 3.00  26~99 0.75
  INT  
    2~6 3.00  7~24 1.00  25~99 0.75
  LUC  
    2~10 11.00  11~20 5.00  21~24 12.00  25~99 0.75
   
   
  Thief
  STR  
    2~7 1.50  8~20 2.50  21~46 3.00  47~99 1.00
  AGI  
    2~14 4.00  15~45 5.50  46~55 2.00  56~99 0.50  
  VIT  
    2~8 1.50  9~39 4.00  40~54 1.00  55~99 1.25  
  INT  
    2~15 2.00  16~30 1.50  31~40 2.00  41~60 1.50  61~99 0.75
  LUC  
    2~10 2.00  11~30 3.00  31~45 4.00  46~99 0.75  
  
  
  And now the easy part.
  If the game decides the character has too high stats - higher than sum of 
  base stats + 2*level + 15, then it gives 50/50 zero or one. The limit is 
  quite high, so I wouldn't worry about it.
  Otherwise, the character gets stat growth of: 
    base * personality modifier * (0.0~2.0) modifier.
    note: in this (0.0~2.0) range, middle values are more probable 
          and extreme values are less probable
    
  I think that covers up levels, and since this is the last subsection about 
  characters, from now on you can call yourself an expert on that topic. 
  Congratulations! ^__^
  
  
  
                          //'==========O=========='\\
                          ))  Section [2]:         ((
                          ))     Battle mechanics  ((
                          \\,=====================,//
  
  Time to learn all about the battles. My bestiary guide will be really 
  useful for this, as it contains all monster stats and movelists.
  
              /'-----------------------o-----------------------'\
              ) [2.1]  Turn order, damage formula and criticals (
              \,-----------------------------------------------,/

  Battle basics.
  First, turn order. The game takes agility stat of all battle participants, 
  multiplies them by random (0.0~1.0) modifier and executes actions from 
  highest number to lowest.
  
  There are two damage formulas: one for humans and one for monsters.  
  monster's damage = 
    (monster's attack - character's defense/2)*(0.39~0.59)
  character's damage = 
    (character's attack - monster's defense/2)*(0.34~0.52)
  
  Critical hit rate is: level/256 for Fighters, or 1.56% for other characters. 
  Monsters don't crit naturally, unless they have special attack in their 
  skillset (listed as "Attack (+critical)" in my bestiary). Chance for 
  critical with this is 12.5%.
    critical hit damage = attack * (0.85~1.03)
    note: in this (0.85~1.03) range, middle values are more probable 
          and extreme values are less probable

  More basics that I'll only mention: monsters evade, multiturn and regen, 
  values are all in the bestiary.
  
  Parry reduces all damage received in half (including spell and critical 
  damage).
  
  Fleeing.
  In the battle, first person's level determines the chance for successfully 
  fleeing. To be precise, difference between leader's and monster leader's 
  level. 
  If leader's level is at least 10 higher than monsters', fleeing is always 
  successful. Otherwise, it's at first 25%, then 50%, then 75% and finally 
  100% (fourth attempt is always successful).
  Refer to my Bestiary Guide for monster levels.
  
  This takes care of attack, parry and flee commands.
  
                      /'---------------o---------------'\
                      ) [2.2] Equipment special effects (
                      \,-------------------------------,/
  
  Let's take a quick look at special effects of equipment. I'm listing only 
  effects that are affected by RNG or rely on hidden values withing the game's 
  code (like resistance).
  For complete list of equipment with attack/defense ratings, classes that can 
  equip it and in-battle usage effects, refer to ignasia7's wonderful 
  Equipment Guide. 
  Fire/ice resistance means resistance against all flame and cold breath 
  attacks, magic resistance means damage reduction against all offensive magic.

  Weapons
  Devil Sword - 6.25% chance to crit (but with 25% paralyze, it's 4.69%)
  Demon Axe - 12.5% chance to crit, 12.5% chance to miss
  Poison Needle - 6.26% chance to OHKO, 93.75% to 1HP
  Dagger - 6.25% chance to OHKO
  Dragon Sword - bonus 16~31 damage against Dragons (SkyDragon, 
                 IceDragon, JewelBag, Salamander, Dragon, Putregon, 
                 Divinegon, BlueDragn, RedDragon and GranDragn.)
  Zombie Sword - bonus 16~31 damage against monsters that an be 
                 Expelled (chance for bonus is equal to Expel 
                 resistance - check out bestiary).
  
  Shields
  Magic Shield - 25% magic resistance
  Dragon Shield - 25% fire and ice resistance
  Hero Shield - 33.3% fire and ice reduction
  
  Armor
  note: natural evasion is 1.56%
  Evade Cloak - 12.5% evasion against physical attacks
  Ninja Suit - 12.5% evasion against physical attacks
  Dark Robe - 25% evasion against physical attacks
  Blade Armor - 50% physical damage reflection
  Magic Apron - 25% Magic Reduction
  Skirt - 25% Magic Reduction
  Magic Armor - 33% Magic Reduction
  Magic Bikini - 33% Magic Reduction
  Magic Robe - 33% Magic Reduction
  Dragon Armor - 33% Fire Reduction
  Dragon Robe - 33% Fire/Ice Reduction
  Light Dress - 33% Fire/Ice/Magic Reduction, halves Beat and Defeat
                probability
  Water Robe - 33% Fire/Ice/Magic Reduction
  Devil Armor - 75% Magic Reduction (cursed - 33.3% paralyze)
  
  Ortega Helm - halves Sleep, Surround and Sap probability
  
  Crest - makes character immune to Beat, Defeat and Sacrifice

  
                        /'-------------o-------------'\
                        ) [2.3]  Resistance mechanics (
                        \,---------------------------,/

  Most of the info in this section is already included in the bestiary, but I 
  have to cover it here partly as well.
  
  Spell resistance can be twofold: damage reduction (DR) and probability of 
  hitting reduction (POHR)
  
  Characters have no innate DR and only partial POHR - against ailment spells 
  (Beat, Defeat, Sleep, StopSpell, Sap, Defence, Surround, Panicall, SlowAll), 
  which is affected by Luck.
  
  POHR=(384-LUCK)*MOD/65536
 
  Where MOD:
  for Beat and Defeat, MOD=32 (Luck 0 - 18.75%, Luck 255 - 6.3%)
  for PanicAll, MOD=64 (Luck 0 - 37.5%, Luck 255 - 12.6%)
  for Sleep and StopSpell, MOD=96 (Luck 0 - 56.25%, Luck 255 - 18.9%)
  for Sap and Defense, MOD=128 (Luck 0 - 75%, Luck 255 - 25.2%)
  for Surround and SlowAll, MOD=160 (Luck 0 - 93.75%, Luck 255 - 31.5%)
  
  Sacrifice has always 50% chance for succeeding.
    
  If character is equipped with Ortega Helmet, Sleep, Surround and Sap 
  probability is halved as well.
  Crest makes Beat, Defeat and Sacrifice always fail.
  With Angel dress equipped, Beat and Defeat MODs are halved.
  If character has a LifeStone, it's destroyed only after Beat and Defeat are 
  successful, but it destroyed immediately when Sacrifice is cast
  
  DR is granted by equipment, already covered it in (2.2). DR from shields and 
  armors stack: for example with Magic shield and Magic armor equipped, 
  DR becomes: 100% - (100%-25%)*(100%-33%)=49.75%

  Monsters have no DR. They have POHR (0%, 30%, 75% and 100%) and it applies to 
  spell groups. Here are the groups:
  
  1. Fire: Blaze, Firebal, Bang, Blazemore, Firebane, Boom, Blazemost, 
           Firebolt, Explodet, Fire breath (BeDragon)
  2. Ice: Icebolt, Snowstorm, Blizmost, Blizzard
  3. Wind: Infernos, Infermore, Infermost
  4. Lightning: Zap, Thordain
  5. Instant death: Beat, Defeat
  6. Sacrifice
  7. Sleep
  8. StopSpell
  9. Reduce DEF: Sap, Defence
  10. Blindness: Surround
  11. RobMagic
  12. Confusion: Panicall
  13. Reduce AGI and remove enemy: SlowAll, Disperse
  14. Remove enemy: Expel
  
  You can find complete list of monster's resistance in my bestiary.
  
  
                   /'------------------o------------------'\
                   ) [2.4]  Spells and monster skills list (
                   \,-------------------------------------,/

  Here it is - list of offensive/healing human spells and monster skills 
  with damage ranges. Note that some monster spells deal less than human 
  versions.
  
  Characters offensive/healing spells:
    Blaze (8~13)
    Blazemore (70~90)
    BlazeMost (160~200)
    Firebal (16~24)
    Firebane (30~42)
    Firebolt (88~112)
    Bang (16~24)
    Boom (52~68)
    Explodet (120~160)
    Icebolt (25~35)
    SnowStorm (42~58)
    BlizMost (60~80)
    Blizzard (88~112)
    Infernos (8~24)
    Infermore (25~55)
    Infermost (60~120)
    Zap (70~90)
    Thordain (175~225)
    
    Heal (30~39)
    HealMore (75~94)
    HealUs (75~94)
    
    Robmagic (5~10)


  Complete list of monster spells/skills:
    Attack
    Attack (+critical 12.5%)
    Attack (+sleep 37.5%)
    Attack (+poison 12.5%)
    Attack (+paralysis 6.25%)
  
    Blaze (7~11)
    BlazeMore (52~62)
    BlazeMost (92~128)
    Firebal (10~18)
    Firebane (22~34)
    Firebolt (88~112)
    Bang (16~24)
    Boom (52~68)
    Explodet (60~80)
    IceBolt (16~24)
    SnowStorm (32~40)
    BlizMost (60~80)
    Blizzard (55~65)
    Infernos (6~19)
    Infermore (14~34)
    Infermost (30~62)
    Zap (70~90)
    Thordain (175~225)
  
    Heal (30~39)
    HealMore (75~94)
    HealAll
    HealUs (75~94)
    HealUsAll
  
    Beat
    Defeat
    Sacrifice
    Expel
    Disperse
    RobMagic (5~10)
    SlowAll
    Vivify
    Revive
    Sleep
    Awaken
    StopSpell
    Surround
    Return
    Sap
    Defense
    Upper
    Increase
    SpeedUp
    PanicAll
    Transform
    BeDragon
    Ironize
    Bounce
    Barrier
    TwinHits
    Antidote
    NumbOff
    Chance
  
    breath fire (6~10)
    spew fire (30~40)
    blast intense flames (80~100)
    blast enormous flames (140~170)
    breath cold air (9~20)
    exhale icy air (40~59)
    blast out a blizzard (100~137)
    exhale poison
    exhale sweet breath
    exhale paralyzing gas
    call for help
    do a peculiar dance
    fire an icy pulse (removes buffs)
    defend
    watch (does nothing)
    flee
    stare at party member
    chew on party member
    flop onto party member
    spew fire (BeDragon's) (170~189)
  
  For information which class learns which spell at which level, go back 
  to (1.2). For complete movesets for each monster, refer to my bestiary.
    
    
  
                          //'==========O=========='\\
                          ))  Section [3]:         ((
                          ))     Misc. mechanics   ((
                          \\,=====================,//
  
  Wait, there's more? 
  Of course there is! There's this board game called Pachisi (in DQVDS - 
  Trapdoors and Treasures, or TnT in short), source of some good equipment and 
  items, as well as stat, personality and gold manipulating. That's not all, 
  DW3 GBC introduced monster medals for the most patient of collectors.
  Interested?
  
  
                               /'------o------'\
                               ) [3.1] Pachisi (
                               \,-------------,/
  
  Two points of interest here - ground search and [?] square effects.
  
  Every time you land on a non-special square (empty, tree and mountain), you 
  are given a chance to search the ground. There are six possible outcomes and 
  possibility of each outcome varies for different Pachisi boards. I've 
  decided to leave probabilities as fractions instead of percentages, because 
  it looks visually better.
  
  Romaly: 2/32 trapdoor, 4/32 monsters, 2/32 gold+, 
          12/32 gold, 8/32 item, 4/32 nothing
  Ashlam: 2/32 trapdoor, 2/32 monsters, 2/32 gold+, 
          12/32 gold, 10/32 item, 4/32 nothing
  Dragon Queen: 2/32 trapdoor, 4/32 monsters, 2/32 gold+, 
                8/32 gold, 10/32 item, 6/32 nothing
  Kol: 1/32 trapdoor, 8/32 monsters, 2/32 gold+, 
       8/32 gold, 12/32 item, 1/32 nothing
  Zipangu: 4/32 trapdoor, 6/32 monsters, 2/32 gold+, 
           4/32 gold, 14/32 item, 2/32 nothing
  
  With monster location guide, list of monsters is irrelevant. 'trapdoor' and 
  'nothing' is self-explanatory. 'gold' is (20~50), 'gold+' is (500~700). This 
  leaves the 'item' outcome.
  Every Pachisi has its own list of treasures and probabilities. On ground 
  search, from list of possible 12 items one is chosen (each with equal 
  probability), then it's tested if the item was found (it can fail).
  
  Romaly
    Warp wing 100%
    Antidote 50%
    Club 50%
    Herb 50%
    Leather cap 50%
    Leather shield 50%
    Training cloth 25%
    Poison knife 1.56%
    STR seed 0.39%
    AGL seed 0.39%
    Mystic nut 0.39%
    Life acorn 0.39%
  
  Ashlam
    Antidote 100%
    Leather shield 100%
    Pot lid 100%
    Warp wing 100%
    Bunny tail 50%
    Repellent 50%
    Training cloth 50%
    Turtle cloth 50%
    Sucker 25%
    Horned cap 12.5%
    Knife 12.5%
    Stone wig 12.5%
  
  Dragon Queen
    Antidote 100%
    Bugpowder 100%
    Moon herb 100%
    Repellent 50%
    Wooden boomerang 50%
    Flee ring 12.5%
    Hide herb 12.5%
    Tube socks 12.5%
    Life stone 6.25%
    Angel dress 1.56%
    Bounce rod 1.56%
    Zen book 1.56%
  
  Kol
    Bunny ears 50%
    Evade cloth 50%
    Flee ring 50%
    Magic apron 50%
    Stone wig 50%
    Black dress 25%
    Lune rod 25%
    Power fist 25%
    AGL seed 0.39%
    STR seed 0.39%
    Life acorn 0.39%
    Mystic nut 0.39%
  
  Zinpangu
    Change rod 50%
    Dragon fist 25%
    Wreck whip 25%
    Ninja cloth 25%
    Dragon dress 25%
    AGL seed 3.12%
    INT seed 3.12%
    LUCK seed 3.12%
    STR seed 3.12%
    VIT seed 3.12%
    Life acorn 3.12%
    Mystic nut 3.12%
  
  For treasure chest squares, the same list is used. The only difference is, 
  when getting item fails, game chooses another item and tests if it's 
  received. And again, and again, until it succeeds.
  
  When you land on [?] square, there's a plethora of outcomes:
  
  Romaly:
    1/44: LUCK increase, AGL decrease, +10 dice rolls, "Advance by 6!"
    2/44: AGI increase, VIT increase, INT increase, VIT decrease, INT 
          decrease, Return to the start, fight (beast), fight (marine), x1.5 
          gold, "The next roll can be chosen", "Go back 5"
    3/44: STR increase, x0.5 gold, "Monsters seemed to disappear!", trapdoor, 
          stats change, treasure chest
  
  Ashlam:
    1/46: STR decrease, AGL decrease, VIT decrease, INT decrease, +1000 EXP, 
          visit pachisi inn, "Advance by 6", "Go back 5" 
    2/46: STR increase, AGI increase, VIT increase, INT increase, 
          fight(beast), fight(marine), fight(bird), x0.5 gold, x1.5 gold, 
          "Monsters seemed to disappear", trapdoor, treasure chest, "The next 
          roll can be chosen"
    3/46: LUCK increase, LUCK decrease, stats change, Return to the start
  
  Dragon Queen:
    1/47: AGL decrease, VIT decrease, INT decrease, LUCK decrease, Return to 
          the start, stats change, treasure chest, +1000 EXP, +10 dice rolls, 
          visit pachisi inn, "The next roll can be chosen", "Advance by 6", "Go 
          back 5", change personality
    2/47: AGL increase, VIT increase, INT increase, INT decrease, STR 
          decrease, x0.5 gold, x1.5 gold, "Monsters seemed to disappear", 
          trapdoor
    3/47: STR increase, LUCK increase, fight(beast), fight(marine), fight(bird)
  
  Kol:
    1/47: STR decrease, return to the start, 0.5 gold, 1.5 gold, trapdoor, 
          stats change, treasure chest, +1000EXP, +10000EXP, +10 dice rolls, 
          visit pachisi inn, "The next roll can be chosen", "Advane by 6!", 
          "Go back 5.", change personality
    2/47: AGI increase, VIT increase, AGL decrease, VIT decrease, INT 
          decrease, LUCK decrease, fight(beast), fight(marine), 
          "Monsters seemed to disappear"
    3/47: STR increase, fight(bird)
    4/47: INT increase, LUCK increase
  
  Zipangu:
    1/46: STR decrease, AGL decrease, VIT decrease, INT decrease, LUCK 
          decrease, fight(bird), x1.5 gold, trapdoor, stats change, treasure 
          chest, +1000EXP
    2/46: STR increase, AGL increase, VIT increase, INT increase, LUCK 
          increase, fight(beast), fight(marine), x0.5 gold, +10000EXP, +10 
          dice rolls, visit pachisi inn, "Advance by 6!", "Go back 5."
    3/46: "Monsters seemed to disappear", "The next roll can be chosen", 
          change personality

          
                           /'----------o----------'\
                           ) [3.2]  Monster medals (
                           \,---------------------,/

  GBC version of Dragon Warrior III introduced monster medals, which plan a 
  very important role in second bonus dungeon - the Ice Cave. There are three 
  colors of monster medals - bronze, silver and gold. To get access to all 
  parts of this dungeon, including the bonus boss, the player has to collect 
  at least one of bronze and silver medals of each monster (later it turns out 
  just two of each bronze will suffice).
  
  After each battle, the last killed monster has a chance to drop its medal. 
  Probability depends on how many medals of that monster the player already 
  has (or had, in case they were traded with another player).
  
  With no medals, the probability is 12.5%, otherwise it's 6.25%.
  First two medals are always bronze. After that, when the medal is dropped, 
  it's 25% silver, 75% bronze. After the player has at least two silver medals 
  in the medal book, the breakdown is: 12.5% gold, 25% silver and 62.5% bronze.
  
  For monster location refer to my bestiary. Wait, no, not this time. Refer to 
  my monster encounter guide.
  
  
  
                           //'=========O========='\\
                           ))  Section [4]:       ((
                           ))     Special thanks  ((
                           \\,===================,//
  
  I'd like to thank all these people/companies/communities:

  Square Enix, publisher of Dragon Quest series
  TOSE, developer of Dragon Quest III GBC
  
  The big trio of Dragon Quest series:
  Yuji Horii, game designer
  Koichi Sugiyama, soundtrack composer
  Akira Toriyama, character designer
  
  Bas Steendijk, creator of BGB debugger
  Yukihiro Matsumoto, creator of Ruby programming language
  
  ignasia7, aka behindtheword, for constant support, for countless times when
  I asked a question and he came back with a detailed and thorough answer 
  within few hours, be it about life in general, video games or guide 
  writing. For (indirectly) showing me there's nothing wrong with having many
  interests and pursuing all of them. Seriously, without his help I would've 
  given up long ago. He's like an older brother to me. Also, for multiple 
  corrections.
  
  nfrazee28, my good friend. For being THE person that convinced me to check 
  out Dragon Warrior III, for patiently answering all the questions I had 
  about the game and for being the first one that encouraged me to keep 
  reverse-engineering the mechanics. For his perseverance with Monster Medal 
  Mania for over 3 years (... and still going!).
  
  Once more ignasia7 and nfrazee28, for creating and posting pretty much 
  everything I've shared with DW3 board, but lost, in "The Dragon Warrior III 
  GBC Info Dump and Game Code Dump Topic!", which was an immense help. Without 
  their help writing the guide would have taken much, much longer.
  
  King Zenith, for general encouragement and support, even though I know he's 
  very busy on daily basis.
  
  Paulygon, the first person I know that has delved into the code to figure 
  out the mechanics. Just this idea was comforting enough for me to attempt 
  doing the same.
  
  Decoder Plankton, for telling me personality algorithms were partially wrong 
  (AGI and VIT were swapped).
  
  AerynB, for pointing out there are still some mistakes in personality 
  algorithms (Jester/Thief VIT).
  
  Those few persistent ones that kept asking the questions and giving 
  suggestions, in no particular order:
  W_R, industrializeit, briansulpher, Nenjii,
  EPIC_FAIL999, MurcielagoNoble, thunderbird006
 
  Every Dragon Quest board community on GameFAQs, especially DWIII GBC board.
  Amazing people, so positive, nice and helpful!
  
  For all who waited for this guide to be released, for patience.
 
  Finally, everyone I've ever met, be it in real life or through the 
  internet, evry creator of every thing I've ever experienced. 
  You all made me who I am today.
 
  And to you, dear reader! You're the sole reason why I created this guide. 
  I hope you liked it!

View in: