******************************************************************************* *** _ _ _ *** ** \ / \ / \ / ** * ____ | | | | | | _ _ * * | \ ___ ___ ___ ___ |_| | || |_| | ___ ___ ___ |_| ___ ___ * * | | || _|| .'|| . || . || || || | | || .'|| _|| _|| || . || _| * * |____/ |_| |__,||_ ||___||_|_|| ||_____||__,||_| |_| |_||___||_| * * |___| | | | | | | * * _____ _ /_\_/_\ /_\ _ _ * * | |___ ___| |_ ___ ___|_|___ ___ ___ _ _|_|_| |___ * * | | | | -_| _| | .'| | | _|_ -| | . | | | | . | -_| * * |_|_|_|___|___|_|_|__,|_|_|_|___|___| |_ |___|_|___|___| * ** |___| ** *** *** ******************************************************************************* I'd like to dedicate this guide to my beard. Thank you for being with me and growing every day. Thank you for making me grow along with you. /'-----------o-----------'\ ) [0.1] Table of contents ( /'------------+=========================+-------------'\ | | | 0. Table of contents, introduction, legal, | | instructions | | 0.1 Table of contents (0.1) | | 0.2 Introduction (0.2) | | 0.3 Legal (0.3) | | 0.4 Instructions (0.4) | | | | 1. Characters mechanics (1) | | 1.1 Stats (1.1) | | 1.2 Class skills (1.2) | | 1.3 How personalities are assigned (1.3) | | 1.4 Personalities level-up bonuses (1.4) | | 1.5 Levels and level-ups (1.5) | | | | 2. Fight mechanics (2) | | 2.1 Turn order, damage formula (2.1) | | and criticals | | 2.2 Equipment special effects (2.2) | | 2.3 Resistance mechanics (2.3) | | 2.4 Spells and monster skills list (2.4) | | 2.5 Ailments landing (2.5) | | | | 3. Misc. mechanics (3) | | 3.1 Pachisi (3.1) | | 3.2 Monster medals (3.2) | | | | 4. Special thanks (4) | | | \,----------------------------------------------------,/ /'---------o--------'\ ) [0.2] Introduction ( \,------------------,/ 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. /'---------o---------'\ ) [0.4] Instructions ( \,-------------------,/ 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). Well, I think that's all. Excited? I hope so! //'============O============'\\ )) Section [1]: (( )) Characters mechanics (( \\,=========================,// 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. Mage: Can equip some staffs, boomerangs and robes. Learns offensive spells - Blaze (1), Upper (4), IceBolt (5), Firebal (7), Outside (9), Increase (9), Bang (11), Return (12), SlowAll (12), Firebane (14), RobMagic (15), BlazeMore (17), X-Ray (18), StepGuard (19), SnowStorm (20), TwinHits (21), Boom (23), Bounce (24), Passtime (25), BlizMost (26), PanicAll (27), FireBolt (29), CurseOff (30), Blizard (32), Invisible (33), BeDragon (34), Open (35), BlazeMost (36), Transform (37), Explodet (38) and Chance (40). Fighter: Can equip claws. Poor shield choice. Increased critical rate - (fighter's level/256) instead of flat 1.56% Cleric: Can equip some staffs, clubs, spears and robes. Learns healing spells - Heal (1), Expel (2), SpeedUp (5), Surround (7), Sap (8), Sleep (9), Antidote (11), Infernos (12), StopSpell (13), HealMore (14), NumbOff (15), Awaken (16), Defense (18), Disperse (20), Beat (22), Vivify (24), Infermore (26), Defeat (28), HealAll (30), Barrier (32), HealUs (34), Infermost (36), Revive (38) and Sacrifice (41) Sage: Can equip most things mages and clerics can. Learns both healing and offensive spells - Heal (1), Blaze (1), Expel (2), Upper (4), IceBolt (5), SpeedUp (5), Firebal (7), Surround (7), Sap (8), Sleep (9), Outside (9), Increase (9), Bang (11), Antidote (11), Infernos (12), Return (12), SlowAll (12), StopSpell (13), Firebane (14), HealMore (14), NumbOff (15), RobMagic (15), Awaken (16), BlazeMore (17), X-Ray (18), Defense (18), StepGuard (19), SnowStorm (20), Disperse (20), TwinHits (21), Beat (22), Boom (23), Bounce (24), Vivify (24), Passtime (25), BlizMost (26), Infermore (26), PanicAll (27), Defeat (28), FireBolt (29), CurseOff (30), HealAll (30), Barrier (32), Blizard (32), Invisible (33), BeDragon (34), HealUs (34), Open (35), BlazeMost (36), Infermost (36), Transform (37), Explodet (38), Revive (38), Chance (40) and Sacrifice (41) 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: Fighter, highest bonus STR STR>=11: male: Valiant (66.67%), Jock (33.33%) female: Valiant (50.0%), Jock (25.0%), Amazon (25.0%) STR>=7: male: Jock (44.44%), Macho (33.33%), Bully (22.22%) female: Jock (33.33%), Macho (25.0%), Tomboy (25.0%), Bully (16.67%) Second highest VIT: male: Bully (40.0%), Unique (40.0%), Lewd (20.0%) female: Bully (40.0%), Unique (40.0%), Amazon (20.0%) Second highest AGI: male: Fearless (31.25%), Careless (31.25%), Defiant (37.5%) female: Fearless (20.83%), Tomboy (33.33%), Careless (20.83%), Defiant (25.0%) otherwise: male: Lewd (16.67%), Naive (16.67%), Carefree (16.67%), Honest (22.22%), Ordinary (27.78%) female: Naive (20.0%), Carefree (20.0%), Honest (26.67%), Ordinary (33.33%) 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). Warrior, highest bonus STR STR>=11: male: Valiant (66.67%), Jock (33.33%) female: Valiant (50.0%), Jock (25.0%), Amazon (25.0%) STR>=7: male: Jock (44.44%), Macho (33.33%), Bully (22.22%) female: Jock (33.33%), Macho (25.0%), Tomboy (25.0%), Bully (16.67%) Second highest VIT: male: Bully (40.0%), Unique (40.0%), Lewd (20.0%) female: Bully (40.0%), Unique (40.0%), Amazon (20.0%) Second highest AGI: male: Fearless (31.25%), Careless (31.25%), Defiant (37.5%) female: Fearless (20.83%), Tomboy (33.33%), Careless (20.83%), Defiant (25.0%) otherwise: male: Lewd (16.67%), Naive (16.67%), Carefree (16.67%), Honest (22.22%), Ordinary (27.78%) female: Naive (20.0%), Carefree (20.0%), Honest (26.67%), Ordinary (33.33%) Warrior, highest bonus AGI AGI>=12: Quick (42.86%), Fearless (14.29%), Agile (42.86%) AGI>=7: Agile (26.09%), Foolish (34.78%), Selfish (17.39%), Defiant (21.74%) Second highest INT: Alert (50.0%), Silly (37.5%), Twisted (12.5%) Second highest STR: male: Bully (33.33%), Macho (33.33%), Solitary (33.33%) female: Bully (25.0%), Tomboy (25.0%), Macho (25.0%), Solitary (25.0%) otherwise: Careless (20.69%), Vain (20.69%), Lonesome (13.79%), Weepy (10.34%), Ordinary (34.48%) Warrior, highest bonus VIT VIT>=10: Tough (50.0%), Ironman (50.0%) VIT>=6: male: Diligent (28.57%), Eager (28.57%), Stubborn (28.57%), Lewd (14.29%) female: Diligent (33.33%), Eager (33.33%), Stubborn (33.33%) Second highest STR: Jock (38.46%), Unique (38.46%), Carefree (23.08%) otherwise: Honest (17.65%), Meddler (17.65%), Lazy (17.65%), Timid (17.65%), Ordinary (29.41%) Warrior, highest bonus INT INT>=10: Twisted (44.44%), Smart (11.11%), Logical (22.22%), Romantic (22.22%) INT>=6: male: Vain (33.33%), Romantic (33.33%), Cowardly (33.33%) female: Vain (23.08%), Romantic (23.08%), Cowardly (23.08%), Ladylike (30.77%) otherwise: Naive (13.33%), Helpless (20.0%), Silly (20.0%), Kindly (20.0%) Warrior, highest bonus LUC LUC>=12: male: Lucky (80.0%), Happy (20.0%) female: Ladylike (80.0%), Happy (20.0%) LUC>=7: Happy (50.0%), Romantic (25.0%), Lazy (25.0%) otherwise: Naive (17.65%), Helpless (17.65%), Vain (17.65%), Silly (17.65%), Careless (5.88%), Ordinary (23.53%) Fighter, highest bonus STR STR>=11: male: Valiant (66.67%), Jock (33.33%) female: Valiant (50.0%), Jock (25.0%), Amazon (25.0%) STR>=7: male: Jock (44.44%), Macho (33.33%), Bully (22.22%) female: Jock (33.33%), Macho (25.0%), Tomboy (25.0%), Bully (16.67%) Second highest VIT: male: Bully (40.0%), Unique (40.0%), Lewd (20.0%) female: Bully (40.0%), Unique (40.0%), Amazon (20.0%) Second highest AGI: male: Fearless (31.25%), Careless (31.25%), Defiant (37.5%) female: Fearless (20.83%), Tomboy (33.33%), Careless (20.83%), Defiant (25.0%) otherwise: male: Lewd (16.67%), Naive (16.67%), Carefree (16.67%), Honest (22.22%), Ordinary (27.78%) female: Naive (20.0%), Carefree (20.0%), Honest (26.67%), Ordinary (33.33%) Fighter, highest bonus AGI AGI>=11: Quick (80.0%), Fearless (10.0%), Agile (10.0%) AGI>=7: Fearless (12.5%), Agile (25.0%), Foolish (25.0%), Solitary (37.5%) Second highest STR: male: Defiant (37.5%), Macho (37.5%), Vain (25.0%) female: Defiant (27.27%), Macho (27.27%), Tomboy (27.27%), Vain (18.18%) Second highest VIT: male: Macho (30.0%), Eager (30.0%), Lewd (20.0%), Twisted (20.0%) female: Macho (37.5%), Eager (37.5%), Twisted (25.0%) otherwise: Solitary (23.08%), Romantic (15.38%), Fearless (15.38%), Weepy (15.38%), Ordinary (30.77%) Fighter, highest bonus VIT VIT>=10: Tough (50.0%), Ironman (50.0%) VIT>=6: male: Diligent (28.57%), Eager (28.57%), Stubborn (28.57%), Lewd (14.29%) female: Diligent (33.33%), Eager (33.33%), Stubborn (33.33%) Second highest STR: Jock (38.46%), Unique (38.46%), Carefree (23.08%) otherwise: Honest (17.65%), Meddler (17.65%), Lazy (17.65%), Timid (17.65%), Ordinary (29.41%) Fighter, highest bonus INT INT>=10: Twisted (44.44%), Smart (11.11%), Logical (22.22%), Romantic (22.22%) INT>=6: male: Vain (33.33%), Romantic (33.33%), Cowardly (33.33%) female: Vain (23.08%), Romantic (23.08%), Cowardly (23.08%), Ladylike (30.77%) otherwise: Naive (13.33%), Helpless (20.0%), Silly (20.0%), Kindly (20.0%) Fighter, highest bonus LUC LUC>=12: male: Lucky (80.0%), Happy (20.0%) female: Ladylike (80.0%), Happy (20.0%) LUC>=7: Happy (50.0%), Romantic (25.0%), Lazy (25.0%) otherwise: Naive (17.65%), Helpless (17.65%), Vain (17.65%), Silly (17.65%), Careless (5.88%), Ordinary (23.53%) Mage, highest bonus STR STR>=11: male: Jock (57.14%), Fearless (42.86%) female: Jock (40.0%), Amazon (30.0%), Fearless (30.0%) STR>=7: Stubborn (20.0%), Meddler (30.0%), Jock (30.0%), Macho (20.0%) Second highest VIT: Eager (27.27%), Diligent (36.36%), Unique (18.18%), Selfish (18.18%) Second highest INT: Defiant (30.0%), Vain (20.0%), Cowardly (20.0%), Lonesome (30.0%) otherwise: male: Naive (18.18%), Lazy (9.09%), Honest (18.18%), Kindly (18.18%), Ordinary (36.36%) female: Naive (15.38%), Lazy (7.69%), Honest (15.38%), Tomboy (15.38%), Kindly (15.38%), Ordinary (30.77%) Mage, highest bonus AGI AGI>=8: Agile (37.5%), Alert (37.5%), Foolish (25.0%) Second highest STR: Defiant (37.5%), Vain (25.0%), Careless (37.5%) Second highest INT: male: Logical (50.0%), Weepy (25.0%), Silly (25.0%) female: Logical (25.0%), Weepy (12.5%), Silly (12.5%), Sexy (50.0%) otherwise: Cowardly (8.7%), Naive (13.04%), Helpless (17.39%), Romantic (26.09%), Ordinary (34.78%) Mage, highest bonus VIT VIT>=11: Tough (33.33%), Ironman (33.33%), Eager (33.33%) VIT>=6: male: Eager (37.5%), Stubborn (25.0%), Diligent (25.0%), Lewd (12.5%) female: Eager (42.86%), Stubborn (28.57%), Diligent (28.57%) Second highest INT: male: Kindly (37.5%), Meddler (37.5%), Defiant (25.0%) female: Kindly (27.27%), Meddler (27.27%), Defiant (18.18%), Sexy (27.27%) otherwise: Lonesome (14.29%), Cowardly (21.43%), Naive (21.43%), Carefree (14.29%), Ordinary (28.57%) Mage, highest bonus INT INT>=10: Sharp (75.0%), Smart (25.0%) INT>=6: Smart (22.22%), Alert (33.33%), Logical (16.67%), Romantic (16.67%), Cowardly (11.11%) otherwise: Weepy (20.0%), Kindly (13.33%), Helpless (13.33%), Lonesome (13.33%), Honest (13.33%), Ordinary (26.67%) Mage, highest bonus LUC LUC>=12: male: Lucky (80.0%), Happy (20.0%) female: Ladylike (80.0%), Happy (20.0%) 10 0829 0226 021F 0422 LUC>=6: Happy (50.0%), Naive (12.5%), Helpless (12.5%), Lazy (25.0%) otherwise: Vain (16.22%), Careless (10.81%), Weepy (16.22%), Cowardly (13.51%), Timid (16.22%), Ordinary (27.03%) Cleric, highest bonus STR STR>=11: male: Jock (57.14%), Fearless (42.86%) female: Jock (40.0%), Amazon (30.0%), Fearless (30.0%) STR>=7: Stubborn (20.0%), Meddler (30.0%), Jock (30.0%), Macho (20.0%) Second highest VIT: Eager (27.27%), Diligent (36.36%), Unique (18.18%), Selfish (18.18%) Second highest INT: Defiant (30.0%), Vain (20.0%), Cowardly (20.0%), Lonesome (30.0%) otherwise: male: Naive (18.18%), Lazy (9.09%), Honest (18.18%), Kindly (18.18%), Ordinary (36.36%) female: Naive (15.38%), Lazy (7.69%), Honest (15.38%), Tomboy (15.38%), Kindly (15.38%), Ordinary (30.77%) Cleric, highest bonus AGI AGI>=8: Agile (37.5%), Alert (37.5%), Foolish (25.0%) Second highest STR: Defiant (37.5%), Vain (25.0%), Careless (37.5%) Second highest INT: male: Logical (50.0%), Weepy (25.0%), Silly (25.0%) female: Logical (25.0%), Weepy (12.5%), Silly (12.5%), Sexy (50.0%) otherwise: Cowardly (8.7%), Naive (13.04%), Helpless (17.39%), Romantic (26.09%), Ordinary (34.78%) Cleric, highest bonus VIT VIT>=11: Tough (33.33%), Ironman (33.33%), Eager (33.33%) VIT>=6: male: Eager (37.5%), Stubborn (25.0%), Diligent (25.0%), Lewd (12.5%) female: Eager (42.86%), Stubborn (28.57%), Diligent (28.57%) Second highest INT: male: Kindly (37.5%), Meddler (37.5%), Defiant (25.0%) female: Kindly (27.27%), Meddler (27.27%), Defiant (18.18%), Sexy (27.27%) otherwise: Lonesome (14.29%), Cowardly (21.43%), Naive (21.43%), Carefree (14.29%), Ordinary (28.57%) Cleric, highest bonus INT INT>=10: Sharp (75.0%), Smart (25.0%) INT>=6: Smart (22.22%), Alert (33.33%), Logical (16.67%), Romantic (16.67%), Cowardly (11.11%) otherwise: Weepy (20.0%), Kindly (13.33%), Helpless (13.33%), Lonesome (13.33%), Honest (13.33%), Ordinary (26.67%) Cleric, highest bonus LUC LUC>=12: male: Lucky (80.0%), Happy (20.0%) female: Ladylike (80.0%), Happy (20.0%) LUC>=6: Happy (50.0%), Naive (12.5%) otherwise: Vain (16.22%), Careless (10.81%), Weepy (16.22%), Cowardly (13.51%), Timid (16.22%), Ordinary (27.03%) Dealer, highest bonus STR STR>=11: male: Jock (35.29%), Defiant (29.41%), Macho (35.29%) female: Jock (26.09%), Defiant (21.74%), Tomboy (26.09%), Macho (26.09%) Second highest INT: Sharp (33.33%), Solitary (44.44%), Alert (22.22%) Second highest VIT: male: Fearless (55.56%), Bully (44.44%) female: Fearless (33.33%), Amazon (40.0%), Bully (26.67%) Second highest AGI: Foolish (25.0%), Agile (37.5%), Silly (37.5%) otherwise: Lonesome (14.29%), Romantic (14.29%), Weepy (14.29%), Helpless (7.14%), Selfish (21.43%), Ordinary (28.57%) Dealer, highest bonus AGI AGI>=12: Quick (42.86%), Fearless (14.29%), Agile (42.86%) AGI>=7: Agile (26.09%), Foolish (34.78%), Selfish (17.39%), Defiant (21.74%) Second highest INT: Alert (50.0%), Silly (37.5%), Twisted (12.5%) Second highest STR: male: Bully (33.33%), Macho (33.33%), Solitary (33.33%) female: Bully (25.0%), Tomboy (25.0%), Macho (25.0%), Solitary (25.0%) otherwise: Careless (20.69%), Vain (20.69%), Lonesome (13.79%), Weepy (10.34%), Ordinary (34.48%) Dealer, highest bonus VIT VIT>=10: Tough (50.0%), Ironman (50.0%) VIT>=6: male: Diligent (28.57%), Eager (28.57%), Stubborn (28.57%), Lewd (14.29%) female: Diligent (33.33%), Eager (33.33%), Stubborn (33.33%) Second highest STR: Jock (38.46%), Unique (38.46%), Carefree (23.08%) otherwise: Honest (17.65%), Meddler (17.65%), Lazy (17.65%), Timid (17.65%), Ordinary (29.41%) Dealer, highest bonus INT INT>=10: Sharp (80.0%), Smart (20.0%) INT>=6: Alert (40.0%), Smart (26.67%), Vain (13.33%), Logical (20.0%) otherwise: Solitary (19.35%), Romantic (9.68%), Diligent (12.9%), Careless (12.9%), Ordinary (25.81%), Meddler (19.35%) Dealer, highest bonus LUC LUC>=12: male: Lucky (80.0%), Happy (20.0%) female: Happy (100.0%) LUC>=6: Happy (27.27%), Meddler (18.18%), Helpless (18.18%), Selfish (18.18%), Carefree (18.18%) otherwise: Vain (12.5%), Naive (18.75%), Weepy (18.75%), Kindly (12.5%), Honest (12.5%), Ordinary (25.0%) Jester, highest bonus STR STR>=11: male: Jock (35.29%), Defiant (29.41%), Macho (35.29%) female: Jock (26.09%), Defiant (21.74%), Tomboy (26.09%), Macho (26.09%) Second highest INT: Sharp (33.33%), Solitary (44.44%), Alert (22.22%) Second highest VIT: male: Fearless (55.56%), Bully (44.44%) female: Fearless (33.33%), Amazon (40.0%), Bully (26.67%) Second highest AGI: Foolish (25.0%), Agile (37.5%), Silly (37.5%) otherwise: Lonesome (14.29%), Romantic (14.29%), Weepy (14.29%), Helpless (7.14%), Selfish (21.43%), Ordinary (28.57%) Jester, highest bonus AGI AGI>=12: Quick (42.86%), Fearless (14.29%), Agile (42.86%) AGI>=7: Agile (26.09%), Foolish (34.78%), Selfish (17.39%), Defiant (21.74%) Second highest INT: Alert (50.0%), Silly (37.5%), Twisted (12.5%) Second highest STR: male: Bully (33.33%), Macho (33.33%), Solitary (33.33%) female: Bully (25.0%), Tomboy (25.0%), Macho (25.0%), Solitary (25.0%) otherwise: Careless (20.69%), Vain (20.69%), Lonesome (13.79%), Weepy (10.34%), Ordinary (34.48%) Jester, highest bonus VIT VIT>=11: Tough (33.33%), Ironman (33.33%), Unique (33.33%) VIT>=6: male: Eager (33.33%), Stubborn (22.22%), Unique (27.78%), Lewd (16.67%) female: Eager (40.0%), Stubborn (26.67%), Unique (33.33%) Second highest STR: Bully (60.0%), Fearless (40.0%) otherwise: male: Lazy (25.0%), Solitary (12.5%), Silly (25.0%), Romantic (12.5%), Ordinary (25.0%) female: Lazy (20.0%), Solitary (10.0%), Sexy (20.0%), Silly (20.0%), Romantic (10.0%), Ordinary (20.0%) Jester, highest bonus INT INT>=10: Sharp (33.33%), Smart (66.67%) INT>=6: male: Alert (25.0%), Lewd (25.0%), Silly (33.33%), Logical (16.67%) female: Alert (23.08%), Sexy (30.77%), Silly (30.77%), Logical (15.38%) otherwise: Lazy (28.57%), Carefree (21.43%), Helpless (21.43%), Solitary (14.29%), Ordinary (14.29%) Jester, highest bonus LUC LUC>=9: male: Lucky (100.0%) female: Ladylike (100.0%) LUC>=6: male: Happy (36.36%), Naive (27.27%), Helpless (18.18%), Lewd (18.18%) female: Happy (36.36%), Naive (27.27%), Helpless (18.18%), Sexy (18.18%) otherwise: male: Lewd (20.69%), Weepy (13.79%), Lonesome (6.9%), Silly (20.69%), Carefree (6.9%), Lazy (20.69%), Selfish (10.34%) female: Sexy (20.69%), Weepy (13.79%), Lonesome (6.9%), Silly (20.69%), Carefree (6.9%), Lazy (20.69%), Selfish (10.34%) Thief, highest bonus STR STR>=11: male: Jock (35.29%), Defiant (29.41%), Macho (35.29%) female: Jock (26.09%), Defiant (21.74%), Tomboy (26.09%), Macho (26.09%) Second highest INT: Sharp (33.33%), Solitary (44.44%), Alert (22.22%) Second highest VIT: male: Fearless (55.56%), Bully (44.44%) female: Fearless (33.33%), Amazon (40.0%), Bully (26.67%) Second highest AGI: Foolish (25.0%), Agile (37.5%), Silly (37.5%) otherwise: Lonesome (14.29%), Romantic (14.29%), Weepy (14.29%), Helpless (7.14%), Selfish (21.43%), Ordinary (28.57%) Thief, highest bonus AGI AGI>=12: Quick (42.86%), Fearless (14.29%), Agile (42.86%) AGI>=7: Agile (26.09%), Foolish (34.78%), Selfish (17.39%), Defiant (21.74%) Second highest INT: Alert (50.0%), Silly (37.5%), Twisted (12.5%) Second highest STR: male: Bully (33.33%), Macho (33.33%), Solitary (33.33%) female: Bully (25.0%), Tomboy (25.0%), Macho (25.0%), Solitary (25.0%) otherwise: Careless (20.69%), Vain (20.69%), Lonesome (13.79%), Weepy (10.34%), Ordinary (34.48%) Thief, highest bonus VIT VIT>=11: Tough (33.33%), Ironman (33.33%), Unique (33.33%) VIT>=6: male: Eager (33.33%), Stubborn (22.22%), Unique (27.78%), Lewd (16.67%) female: Eager (40.0%), Stubborn (26.67%), Unique (33.33%) Second highest STR: Bully (60.0%), Fearless (40.0%) otherwise: male: Lazy (25.0%), Solitary (12.5%), Silly (25.0%), Romantic (12.5%), Ordinary (25.0%) female: Lazy (20.0%), Solitary (10.0%), Sexy (20.0%), Silly (20.0%), Romantic (10.0%), Ordinary (20.0%) Thief, highest bonus INT INT>=10: Sharp (80.0%), Smart (20.0%) INT>=6: Alert (40.0%), Smart (26.67%), Vain (13.33%), Logical (20.0%) otherwise: Solitary (19.35%), Romantic (9.68%), Diligent (12.9%), Careless (12.9%), Ordinary (25.81%), Meddler (19.35%) Thief, highest bonus LUC LUC>=12: male: Lucky (80.0%), Happy (20.0%) female: Happy (100.0%) LUC>=6: Happy (27.27%), Meddler (18.18%), Helpless (18.18%), Selfish (18.18%), Carefree (18.18%) otherwise: Vain (12.5%), Naive (18.75%), Weepy (18.75%), Kindly (12.5%), Honest (12.5%), Ordinary (25.0%) /'------------------o------------------'\ ) [1.4] Personalities level-up bonuses ( \,-------------------------------------,/ 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. Class lvl20 level99 Hero 41141 6335647 Warrior 34102 6417166 Mage 38169 7964068 Fighter 45805 8627330 Cleric 37479 7453717 Sage 53543 9609488 Dealer 27807 5913402 Jester 31258 7225866 Thief 32202 6162678 For the reminder of this section, keep in mind that stats are in form of whole number and 256-fraction. Now, stat gains. I've decided to present them in the same compact form game keeps them, instead of huge fancy tables. I think it's better. For instance, "2~6 1.00" means: upon reaching levels 2, 3, 4, 5 and 6, the character will get base growth of 1.00 points. Hero STR 2 2.00 3~20 3.00 21~45 4.00 46~59 1.00 60~99 2.00 AGI 2~4 1.00 5~9 2.00 10~36 1.75 37~47 3.00 48~99 1.50 VIT 2~3 3.00 4~11 2.00 12~34 4.00 35~45 6.00 46~99 2.00 INT 2~16 0.75 17~28 2.00 29~35 1.75 36~49 2.00 50~99 0.75 LUC 2~11 0.50 12~17 3.00 18~22 2.50 23~50 3.00 51~99 0.50 Warrior STR 2~7 3.00 8~31 4.00 32~46 3.00 47~99 1.00 AGI 2~5 1.00 6~25 0.75 26~37 1.00 38~60 0.75 61~99 1.00 VIT 2~8 2.00 9~32 5.50 33~39 5.00 40~56 1.25 57~99 1.00 INT 2~13 0.75 14~20 1.00 21~29 0.50 30~35 1.00 36~99 0.50 LUC 2~13 1.00 14~33 0.75 34~60 0.50 61~74 0.25 75~99 0.50 Mage STR 2~6 0.50 7~30 1.00 31~99 0.75 AGI 2~15 1.00 16~30 3.00 31~35 6.00 36~71 0.75 72~99 0.50 VIT 2~10 1.50 11~45 3.00 46~55 2.50 56~99 1.25 INT 2~15 2.00 16~23 2.75 24~41 3.00 42~69 2.50 70~99 0.75 LUC 2~4 1.00 5~49 3.75 50~99 0.75 Fighter STR 2~7 2.00 8~14 4.00 15~22 7.00 23~49 4.50 50~99 0.75 AGI 2~14 4.00 15~45 5.00 46~55 2.00 56~99 0.50 VIT 2~3 1.00 4~12 3.00 13~39 4.00 40~51 3.00 52~69 0.75 70~99 2.00 INT 2~45 1.00 46~99 0.50 LUC 2~7 1.00 8~49 4.00 50~71 1.00 72~99 0.50 Cleric STR 2~9 1.50 10~18 2.00 19~49 0.75 50~60 1.00 61~99 2.00 AGI 2~8 0.75 9~15 2.00 16~30 3.00 31~99 1.00 VIT 2~10 2.25 11~25 2.75 26~29 4.00 30~45 2.50 46~99 1.50 INT 2~13 1.75 14~22 2.50 23~36 3.00 37~70 2.25 71~99 0.75 LUC 2~4 1.00 5~36 3.00 37~48 4.50 49~72 0.75 73~99 0.25 Sage STR 2~3 1.00 4~36 3.00 37~45 4.00 46~59 1.00 60~99 0.75 AGI 2~6 1.50 7~9 2.00 10~36 1.75 37~47 3.00 48~99 0.75 VIT 2~14 3.00 15~28 2.50 29~37 1.50 38~55 4.00 56~99 2.50 INT 2~8 0.50 9~24 1.75 25~45 3.00 46~50 4.00 51~99 2.50 LUC 2~30 1.75 31~41 2.00 42~84 3.00 85~93 4.00 94~99 3.00 Dealer STR 2~8 1.00 9~30 3.00 31~59 1.00 60~99 0.75 AGI 2~60 2.00 61~99 0.75 VIT 2~23 3.00 24~35 3.50 36~50 1.00 51~70 0.50 71~99 3.00 INT 2~15 1.00 16~35 2.00 36~79 1.50 80~99 0.75 LUC 2~22 1.00 23~50 1.75 51~60 3.00 61~99 1.00 Jester STR 2~6 0.50 7~48 0.75 49~75 2.00 76~99 0.50 AGI 2~10 2.00 11~80 0.75 81~90 2.00 91~99 5.00 VIT 2~6 1.50 7~25 3.00 26~99 0.75 INT 2~6 3.00 7~24 1.00 25~99 0.75 LUC 2~10 11.00 11~20 5.00 21~24 12.00 25~99 0.75 Thief STR 2~7 1.50 8~20 2.50 21~46 3.00 47~99 1.00 AGI 2~14 4.00 15~45 5.50 46~55 2.00 56~99 0.50 VIT 2~8 1.50 9~39 4.00 40~54 1.00 55~99 1.25 INT 2~15 2.00 16~30 1.50 31~40 2.00 41~60 1.50 61~99 0.75 LUC 2~10 2.00 11~30 3.00 31~45 4.00 46~99 0.75 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! ^__^ //'==========O=========='\\ )) Section [2]: (( )) Battle mechanics (( \\,=====================,// 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 Armor note: natural evasion is 1.56% Evade Cloak - 12.5% evasion against physical attacks Ninja Suit - 12.5% evasion against physical attacks Dark Robe - 25% evasion against physical attacks Blade Armor - 50% physical damage reflection Magic Apron - 25% Magic Reduction Skirt - 25% Magic Reduction Magic Armor - 33% Magic Reduction Magic Bikini - 33% Magic Reduction Magic Robe - 33% Magic Reduction Dragon Armor - 33% Fire Reduction Dragon Robe - 33% Fire/Ice Reduction Light Dress - 33% Fire/Ice/Magic Reduction, halves Beat and Defeat probability Water Robe - 33% Fire/Ice/Magic Reduction Devil Armor - 75% Magic Reduction (cursed - 33.3% paralyze) Ortega Helm - halves Sleep, Surround and Sap probability Crest - makes character immune to Beat, Defeat and Sacrifice /'-------------o-------------'\ ) [2.3] Resistance mechanics ( \,---------------------------,/ 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: 1. Fire: Blaze, Firebal, Bang, Blazemore, Firebane, Boom, Blazemost, Firebolt, Explodet, Fire breath (BeDragon) 2. Ice: Icebolt, Snowstorm, Blizmost, Blizzard 3. Wind: Infernos, Infermore, Infermost 4. Lightning: Zap, Thordain 5. Instant death: Beat, Defeat 6. Sacrifice 7. Sleep 8. StopSpell 9. Reduce DEF: Sap, Defence 10. Blindness: Surround 11. RobMagic 12. Confusion: Panicall 13. Reduce AGI and remove enemy: SlowAll, Disperse 14. Remove enemy: Expel 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. Characters offensive/healing spells: Blaze (8~13) Blazemore (70~90) BlazeMost (160~200) Firebal (16~24) Firebane (30~42) Firebolt (88~112) Bang (16~24) Boom (52~68) Explodet (120~160) Icebolt (25~35) SnowStorm (42~58) BlizMost (60~80) Blizzard (88~112) Infernos (8~24) Infermore (25~55) Infermost (60~120) Zap (70~90) Thordain (175~225) Heal (30~39) HealMore (75~94) HealUs (75~94) Robmagic (5~10) Complete list of monster spells/skills: Attack Attack (+critical 12.5%) Attack (+sleep 37.5%) Attack (+poison 12.5%) Attack (+paralysis 6.25%) Blaze (7~11) BlazeMore (52~62) BlazeMost (92~128) Firebal (10~18) Firebane (22~34) Firebolt (88~112) Bang (16~24) Boom (52~68) Explodet (60~80) IceBolt (16~24) SnowStorm (32~40) BlizMost (60~80) Blizzard (55~65) Infernos (6~19) Infermore (14~34) Infermost (30~62) Zap (70~90) Thordain (175~225) Heal (30~39) HealMore (75~94) HealAll HealUs (75~94) HealUsAll Beat Defeat Sacrifice Expel Disperse RobMagic (5~10) SlowAll Vivify Revive Sleep Awaken StopSpell Surround Return Sap Defense Upper Increase SpeedUp PanicAll Transform BeDragon Ironize Bounce Barrier TwinHits Antidote NumbOff Chance 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. //'==========O=========='\\ )) Section [3]: (( )) Misc. mechanics (( \\,=====================,// 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? /'------o------'\ ) [3.1] Pachisi ( \,-------------,/ 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. Romaly: 2/32 trapdoor, 4/32 monsters, 2/32 gold+, 12/32 gold, 8/32 item, 4/32 nothing Ashlam: 2/32 trapdoor, 2/32 monsters, 2/32 gold+, 12/32 gold, 10/32 item, 4/32 nothing Dragon Queen: 2/32 trapdoor, 4/32 monsters, 2/32 gold+, 8/32 gold, 10/32 item, 6/32 nothing Kol: 1/32 trapdoor, 8/32 monsters, 2/32 gold+, 8/32 gold, 12/32 item, 1/32 nothing Zipangu: 4/32 trapdoor, 6/32 monsters, 2/32 gold+, 4/32 gold, 14/32 item, 2/32 nothing 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 /'----------o----------'\ ) [3.2] Monster medals ( \,---------------------,/ 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!