==================================================== The Dragon Warrior Three Chart in Spiffy .txt Format ==================================================== Ver: 0.5 By Malignity ----------------- Table 'o Contents ----------------- 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 ---------------- 1.0 Monster List ---------------- 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 Froggore 15 14 3 Poison Toad 26 24 10 King Froggore 38 84 27 Masked Moth 12 8 4 Man Eater Moth 26 66 18 Stingwing 40 198 42 Giant Anteater 13 10 3 Demon Anteater 17 15 8 Tonguebear 50 132 30 Scorpion Wasp 12 10 4 Killer Bee 25 32 15 Hunter Fly 30 118 30 Magician 23 16 12 Evil Mage 95 1980 102 Archmage 130 3420 168 Caterpillar 40 38 14 Poison Silkworm 35 57 24 Flamapede 45 87 42 Humanabat 28 35 15 Vampire 74 22 22 Barnabas 58 282 50 Babble 10 15 7 Metal Babble 6 48240 12 Marine Slime 38 237 42 Slime Snail 20 252 21 Black Raven 9 6 2 Avenger Raven 25 54 18 Horned Rabbit 10 9 2 Spiked Hare 20 17 9 Putrepup 50 35 18 Madhound 40 64 16 Avenger Jackal 42 114 18 Army Crab 28 42 18 Infernus Crab 40 94 27 Crabus 50 348 54 Gas Cloud 25 42 16 Heat Cloud 37 126 33 Frost Cloud 80 1284 81 Demon Toadstool 24 47 21 Deadly Toadstool 30 68 18 Mage Toadstool 40 111 24 Trick Bag 40 6 420 Dancing Jewel 50 12 1227 Wild Ape 50 72 21 Simiac 40 204 42 Kong 95 519 81 Vampire Cat 35 78 24 Catula 35 162 30 Rouge Knight 55 82 36 Kandar's Henchman 60 96 0 Infernus Knight 60 378 56 Lethal Armor 70 502 96 Mummy Man 35 88 14 Mummy 55 99 43 Witch 54 366 62 Old Hag 70 556 75 Lumpus 35 99 30 Nev 42 154 38 Deranger 80 412 57 Hork 98 144 18 Venom Zombie 80 442 30 Ghoul 170 1524 57 Rammore 60 195 54 Goategon 70 357 54 Bighorn 75 424 69 Executioner 45 180 24 Eliminator 120 452 63 Kandar 150 2640 0 Kandar 400 5760 0 Avenger 115 1128 50 Great Beak 43 210 36 Avenger Beak 55 274 44 Blue Beak 60 447 38 Demonite 70 120 30 Mini Demon 80 705 82 Garuda 60 264 85 Hade's Condor 100 441 78 Elysium Bird 90 1176 102 Marzon 54 288 45 Marzonician 60 316 61 King Marzon 120 1908 108 King Squid 135 426 84 Tentacles 200 1536 120 Kragacles 450 2508 192 Witch Doctor 93 430 48 Voodoo Shaman 120 808 114 Voodoo Warlock 150 2316 126 Fierce Bear 90 528 66 Grizzly 110 628 66 Darthbear 150 2496 156 Lava Basher 60 501 61 Glacier Basher 140 486 64 Gold Basher 210 468 1227 Man-Eater Chest 120 165 30 Mimic 240 882 50 Sky Dragon 80 960 216 Snow Dragon 110 528 108 Salamander 200 7200 216 Bomb Crag 500 792 126 Terror Shadow 70 892 87 Hologhost 85 1248 50 Shadow ? ? ? Vile Shadow 130 2052 80 Lion Head 115 1620 105 Leona 140 3336 108 Lionroar 160 3672 144 Skeleton 75 1012 69 Marauder 130 1428 87 Swordoid 170 3816 80 Tortragon 68 783 105 King Tortragon 120 1704 104 Troll 250 1236 126 Boss Troll 320 3000 126 Troll King 250 3660 144 Stone Hulk 195 2136 74 Granite Titan 350 3000 180 Orochi 300 9648 240 Hydra 150 3708 90 King Hydra 550 11400 420 Goopi 70 854 93 Scalgon 200 2820 69 Putregon 350 4200 69 Baramos Gonus 900 17160 18 Winged Demon 125 2988 108 Barog 93 3924 96 Wyvern 80 2136 90 Magiwyvern 100 2688 150 Green Dragon 120 3120 128 Baramos 900 0 0 Baramos Bomus 456 14640 540 Zoma 1023 0 0 -------------- 2.0 Spell List -------------- 2.1 ATTACK SPELLS - Direct Attack Type -------------------------------------- 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 ---------------------------------------- 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 ------------------ 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 -------------------- 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. 2.5 MISCELLANEOUS SPELLS ------------------------- 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. ------------- 3.0 Blah Blah ------------- 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.