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.
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).
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.
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:
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).
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.
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! ^__^
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
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:
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.
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.
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?
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.
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
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!