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DRAGON WARRIOR III (NES)
Game Mechanics FAQ
compiled by Slartifer
(GameFAQs handle: Slartifer)
v 1.1
February 10, 2014
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This FAQ collects information about the mechanics used in Dragon Warrior III,
including key battle mechanics like damage formulas.
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TABLE OF CONTENTS
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[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
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
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[1.4] DAMAGE FORMULAS -- MAGIC ATTACKS
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Actual damage ranges generated by the game:
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
OTHER COMBAT FORMULAS
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[2.1] OTHER COMBAT FORMULAS -- INITIATIVE
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In almost all cases, there is a 1/32 chance of being surprised, and an
approximately 1/33 chance of getting a first strike.
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[2.2] OTHER COMBAT FORMULAS -- RUNNING
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Three checks are made each time you RUN:
1) Flat 1/8 chance to run
2) Automatic run if the Hero is at least 11 levels higher than all enemies
3) 1/4 chance on round 2, 1/2 chance on rounds 3 and 4
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[2.3] OTHER COMBAT FORMULAS -- TURN ORDER
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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).
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[2.4] OTHER COMBAT FORMULAS -- ENEMY TARGETING CHOICES
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In general, physical attacks have different odds of targeting each PC based
on their order (the percentages are approximate):
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.
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[2.5] OTHER COMBAT FORMULAS -- ENEMY REGENERATION
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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.
STAT FORMULAS
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[3.1] STAT FORMULAS -- BASE STATS
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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.
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[3.2] STAT FORMULAS -- STAT GAIN
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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.
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
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.)
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[3.3] STAT FORMULAS -- SEED USAGE
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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:
Using too many seeds of one type can nonetheless result in temporary benefits,
depending on the baseline values in play.
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[3.4] STAT FORMULAS -- LEARNING SPELLS
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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.
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[3.5] STAT FORMULAS -- GOOF-OFF ANTICS
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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
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.
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%.
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.
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[4.6] MISCELLANEOUS -- HOUSE OF HEALING COSTS
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ACKNOWLEDGEMENTS & HISTORY
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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.
History:
1.0 - August 2012 - Initial release
1.1 - February 2014 - More detailed explanation of stat gain mechanics;
cosmetic fixes