Dragon Warrior III – Game Mechanics FAQ
NES
Game Mechanics FAQ by slartifer
Version: 1.2 | Updated: 03/13/2019
Highest Rated Guide
===============================================================================
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
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