===============================================================================
                       DRAGON WARRIOR III (NES)

                       Game Mechanics FAQ

                       compiled by Slartifer
                       (GameFAQs handle: Slartifer)

                       v 1.1
                       February 10, 2014
===============================================================================

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
-------------------------------------------------------------------------------

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


-------------------------------------------------------------------------------
[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.


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[4.6] MISCELLANEOUS -- HOUSE OF HEALING COSTS
-------------------------------------------------------------------------------

DETOXICATE = [LEVEL / 4] + 4
  UNCURSE = LEVEL * 30
   REVIVE = ( [LEVEL * LEVEL / 10] + 1 ) * 10


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                                    [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.

History:
1.0 - August 2012 - Initial release
1.1 - February 2014 - More detailed explanation of stat gain mechanics;
                     cosmetic fixes