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The Dragon Warrior Three Chart in Spiffy .txt Format
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Ver: 0.5
By Malignity
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Table 'o Contents
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1.0 Monster List
2.0 Spell List
2.1 Direct Attack
2.2 Indirect Attack
2.3 Healing
2.4 Defensive
2.5 Miscellaneous
3.0 Blah Blah
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1.0 Monster List
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Hp Exp Gold
Slime 8 5 2
Red Slime 6 10 2
Metal Slime 4 4968 6
Healer 30 26 6
Curer 50 334 45
Man O' War 40 216 45
2.1 ATTACK SPELLS - Direct Attack Type
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Blaze Family
Blaze Wz: 1 2 Mp Creates a small ball of fire at fingertips
Hr: 2 which is then thrown at one enemy. Will
cause about 10 damage points on the enemy.
Blazemore Wz:17 6 Mp A stronger form of the Blaze. A blazing
fireball will engulf one enemy, resulting
in a severe burn on the enemy. Will cause
about 80 damage points on the enemy.
Blazemost Wz:36 12 Mp The strongest of the Blaze Family spells. A
giant fireball will burn even the bones
of the victim. Will cause about 180
damage points on the enemy.
Incandescent Fire Family
Firebal Wz: 7 4 Mp Converts the energy of lightning to a
Hr:10 belt of fire which is then wrapped around
one group of enemies. Will cause 20
damage points on each enemy in the group.
Firebane Wz:14 6 Mp Stronger form of Firebal. A wall of white
Hr:23 fire will surround one group of enemies
The heat will cause about 35 damage
points on each enemy in the group.
Firevolt Wz:29 12 Mp The strongest of Incandescent Fire Family
spells. A scorching, white fire will be
thrust at one group of enemies. Will
cause more than 100 damage points on
each enemy in the group.
Explosion Family
Bang Wz:11 5 Mp Delivers an explosion over enemies. Will
Hr:13 cause about 20 damage points on all
enemies present at a battle. Quite
useful when many different kinds of
enemies appear.
Boom Wz:23 9 Mp A few times stronger than Bang. Will cause
about 60 damage points on all enemies
present at a battle. It is possible
to demolish one entire band of enemies
with one Boom.
Explodet Wz:38 18 Mp Concentrates the atoms in the air and
lets them fuse to cause a horrific
explosion in the center of the enemies.
Will cause about 140 damage points on
all enemies present.
Lightning Family
Zap Hr:26 8 Mp Calls thunder clouds above and lets bolts
of lightning strike the crown of the head
of one enemy. More than 80 damage points
will be caused on the enemy.
Lightning Hr:41 30 Mp The strongest of all the attack spells. One
Large bolt of lightning will strike all
enemies. Will cause about 200 damage
points on each enemy present. However, it
consumes a tremendous amount of MP.
Frigid Family
IceBolt Wz: 5 3 Mp Shoots a bolt made of hardened ice at one
enemy. The enemy will suffer frostbite
around the wound and lose about 30 Hit
Points.
SnowBlast Wz:20 6 Mp A gust of frigid air with snowflakes will
hit one group of enemies. Will cause
about 50 damage points on each of the
group with frostbite.
IceSpears Wz:26 9 Mp A countless number of spears made of ice
will fall upon an entire band of
enemies. Will cause about 70 damage
points on each of the enemies present.
Snowstorm Wz:32 12 Mp A severe snowstorm swallows up one group
of enemies. Will cause about 100 damage
points on each. The most powerful of
the Frigid Family spells.
Vacuum Family
Infernos Pr:12 4 Mp Creates a vacuous hole in the air and
throws it at one group of enemies. The
high atmospheric pressure difference
between the hole and the air will slash
through enemies causing about 15 damage
points on each of the group.
Infermore Pr:26 6 Mp A larger vacuous hole with a higher
atmospheric pressure than that of
Infernos is created and thrown at one
group of enemies. Will cause about
40 damage points on each enemy in the
group.
Infermost Pr:36 9 Mp A still larger racuous hole hole will be
made into a tornado to suck up all of
one group of enemies. Each of the
enemies sucked up will suffer serious
lacerations over its body and lose about
100 hit points.
Defeat Family
Beat Pr:22 7 Mp Based upon some ancient "Words of Ruins",
this spell should have the effect of
stopping all the vital functions of one
enemy regardless of its HP left.
Defeat Pr:28 7 Mp Similar to Beat; however, Defeat is
intended to work on all the enemies in
one group rather than only one enemy
enemy. As a trade off, the probability of
Defeat working successfully is less than
that of Beat.
Others
Sacrifice Pr:41 1 Mp When the party is facing seemingly imminent
defeat, this spell may be the only hope
for survival. When this spell is chanted,
all the enemies will be smashed into bits,
however, the chanter will die.
BeDragon Wz:34 24 Mp Transforms the one who chants this spell to
a dragon. The dragon will keep emitting a
blaze on enemies until the battle ends
and will not be able to transform back
into the original self.
2.2 ATTACK SPELLS - Indirect Attack Type
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Expell Pr: 2 2 Mp A form of exorcising spells. Will expel one
Hr: 6 group of enemies to some unknown
dimension. You will not gain experience
points and Gold pieces from expelled
enemies. Works best on enemies at low
levels.
Sleep Pr: 2 3 Mp Deprives the enemies in one group of brain
Hr:16 functions and puts them to sleep. The
effect wears off gradually, but while the
enemies are sleeping, you can attack them
as much as you want to.
SpeedUp Pr: 5 3 Mp Increases the agility of all members of
your party during a battle, thereby
increasing the chance of attacking
enemies before they attack.
Sap Pr: 8 3 Mp Decreases one enemy's defence power
dramatically. Enemies protected by shells
and armor which usually do not suffer
much damage will become easy to attack
when affected by this spell.
Defense Pr:18 4 Mp Similar to Sap, but works on each of one
group of enemies. The effect on each is
slightly lower than that of Sap, however.
Limbo Pr:20 7 Mp Unlike Expel, this spell can expel one
enemy which is more powerful than you are
to limbo. When it works, you will not
gain any experience points from the enemy,
but you will gain its Gold pieces.
Slow Wz:12 3 Mp The spirit of terra firma twines around the
around the limbs of each of one enemy
group to deprive them of agility. Should
be used on agile enemies.
RobMagic Wz:15 0 Mp Robs MP from enemies with magic capability.
The MP consumption is zero; therefore you
can use this spell when deprived of MP
completely to get a chance to use other
magic spells again.
Bikill Wz:21 6 Mp Doubles the attacking power of one of your
allies. The effect lasts throughout the
battle. Since the spell is chanted upon
your ally, it always works.
Chaos Wz:27 5 Mp Confuses and disorients one enemy. The
affected enemy starts attacking the
other enemies.
Transform Wz:37 12 Mp Transforms the chanter into another ally
in the party during a battle. For
example, a Wizard can become a Soldier
to fight effectively during a battle,
but the ability to cast spells will not
be available until the battle ends.
2.3 HEALING SPELLS
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Heal Pr: 1 3 Mp Restores about 30 points of the HP to one
Hr: 4 of your allies.
Healmore Pr:14 5 Mp Restores about 85 points of the HP to one
Hr:29 of your allies.
Heallall Pr:30 7 Mp Restores the maximum HP to one of your
Hr:33 allies.
Healus Pr:34 18 Mp Restores the HP of all of your allies by
about 50 points. When there is no time
to heal the allies, one by one, during
a battle, this spell becomes
indispensible.
Healusall Hr:38 62 Mp The strongest form of all the healing
spells known. Restores every ally's
maximum HP. Beware, though, of this
spell's extraordinary MP consumption.
Antidote Pr:11 3 Mp Treats a poisened ally by neutralizing the
poison in the body
Numboff Pr:15 6 Mp Treats an ally's suffering from body's
numbness and immobility.
Awake Pr:16 3 Mp Wakes an ally who is put to sleep by the
Sleep spell or enemies' sweet breath
attack.
Vivify Pr:24 10 Mp Attempts to revive a deceased ally. The
Hr:35 probability of success is about 50%. If
successfully revived, the ally should
have his/her HP restored to about a half
of the maximum value.
Revive Pr:38 20 Mp Revives a dead ally. Unlike Vivify, Revive
always works. When revived, the ally
should have his/her maximum HP restored.
CurseOff Wz:30 18 Mp Once equipped, cursed weapons, armor, and
other similar items cannot be taken off.
This spell should break them into pieces.
2.4 DEFENSIVE SPELLS
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Upper Wz: 4 3 Mp Increases the defense power of one of your
allies. The affected ally will receive
less damage than usual.
Increase Wz: 9 4 Mp The effectiveness on an individual will be
less than that of Upper, but this spell
works on all allies.
StopSpell Pr:13 3 Mp There are many enemies which cast magic
Hr:18 spells. This spell may stop their spells
from enmanating, thus effectively
blocking them.
Bounce Wz:24 8 Mp Builds a mirror-like wall of light around
you to bounce off spells aimed at you.
The enemy which casts the spell will end
up receiving the effect itself!
Surround Pr: 7 4 Mp Surrounds one group of enemies with a
magical mist which will cast a mirage.
The enemies will start attacking the
mirage instead of you.
Barrier Pr:32 6 Mp Builds a barrier which can protect all of
your allies from the damage caused by
blazes and snowstorms emitted by enemies.
Ironize Hr:12 6 Mp Turn everyone in your party into a mass of
of iron. No damage will be incurred
while ironized, but you will not be able
to attack enemies either. The effective
usage is to access the attack pattern of
new enemies.
Return Wz:12 8 Mp Lets you and your allies be transported
Hr: 7 back to the designated place. Only those
places you and your allies visited at
least once will be available as
destinations. Does not work in towers
and dungeons.
Outside Wz: 9 8 Mp Lets you and your allies escape from
Hr:14 towers and dungeons. A real lifesaver
when lost and/or HP and MP are getting
low on towers of dungeons.
X-Ray Wz:18 3 Mp Tells if a treasure chest is safe to open
or not. If the chest glows blue, it is
safe; if the chest glows red, a fierce
enemy is hiding inside.
Stepguard Wz:19 2 Mp There are barriers in some places which
cause damage to your HP when you walk
over them. This spell protects you and
your allies from barrier's ill effects.
Repel Hr:19 4 Mp Wards off weak enemies for a limited
length of time. Will not work in towers
and dungeons or against enemies stronger
than you.
Day-Night Wz:25 12 Mp Reverses day and night. Chant this spell
to control the night and day element of
the game.
Invisible Wz:33 15 Mp Makes you and all of your allies invisible
to humans for a limited lenght of time.
Will not let you deceive enemies, though.
Open Wz:35 0 Mp There are three kinds of locked doors.
With this spell, any door may be opened.
Chance Wz:40 20 Mp The spell with unknown effects. May have
many different possible effects, but may
have a harmful effect on the chanter. It
is recommended that you SAVE before
trying to cast this spell.
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3.0 Blah Blah
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This is a reproduction of the chart included with Dragon Warrior III,
complete with all typos. As of this writing, it comprises of but one
side of the chart. This will be completed sometime before the year 2067.
The Dragon Warrior III Chart is (c) 1991 Enix Corporation.