Many of these codes will give diferent quantities of attributes at different times. They may also affect more than one attribute, or just one, at different times. Codes may sometimes give zero of an attribute. If this happens, reset and try again. Codes only work when strating a new game.
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- Updated the Dragon Warrior IV Game Genie codes (2 new). The codes document is now at version 1.05. The big new addition is a code I created that removes the AI control of your main party characters.
Get the latest Dragon Warrior III cheats, codes, unlockables, hints, Easter eggs, glitches, tips, tricks, hacks, downloads, hints, guides, FAQs, walkthroughs, and more for Game Boy (GB). CheatCodes.com has all you need to win every game you play!
Use the above links or scroll down see all to the Game Boy cheats we have available for Dragon Warrior III.
Gain Lots Of Levels
Go to the Pachisi place below Kazave village.Using your Hero Play the track for awhile. Eventuallyyou will land on a grass patch and fight amonster. Afterwards you will level up for a longtime. Be patient.
Speedy Spellcaster
If you wish to have a fast member on your teamand who can cast spells, then this is the hintfor you. Get a mage on your team and train it toknow all of the spells you want it to know.(clerics work as well) Then, go to dharma templeand convert it to a fighter.
Get A Sage Without Using The Zen Scroll
When you begin the game, if you're up to thechallenge, take a Jester as one of your threecompanions. When he or she is level 20 orhigher, go to the Dharma Temple, go up thestairs, and talk to the man inside. Ask him tochange your Jester into a Sage, no Zen Scrollrequired! If you want your other companions tobecome a Sage (except the Hero), you'll have totravel to a tower north of the temple and find anitem called a Zen Scroll. If you do that, yourcompanion must have the Zen Scroll and he or shemust be level 20 or higher.
Nov 24, 2014 Albert Albert_Swafega Reviewed by Albert_Swafega on 2nd February 2013. Alberts EasyActivator (latest in post #1) Easy Activator 6.15 Patches Tomtom Navcore (Compliments of YDG) Patches TomtomHome DLL (Compliments of. 17th March 2012, 05:11 PM. DSA patcher (latest in post #1) By biggerdave in forum TomTom Open Tools & Tweaks. May 23, 2014 Alberts Easy Activator 6.15 (23/03/13). DJ Overdose said: 3rd October 2012. Alberts Easy Activator 6.15 (23/03/13) Originally Posted by Albert_Swafega. EasyActivator6.12 attached. Now works fine with 7.903 (never tried to patch until now, didn't know it failed before). Alberts easy activator 2012. This entry was posted in GPS, TOMTOM and tagged 6.15, activator, albert`s easy activator, easy activator, map activator, meta on 2015-01-13 by Admin. Post navigation ← TomTom Europe Truck 940.5999 meta Latest stable TRUCK Navcore 9.7 →.
Get A Spell-casting Warrior
When you begin the game, don't take a Warrior asone of your three companions. Instead, take aMage, male or female. Make him or her learn thelast Mage spell (Chance hopefully at level 40),and travel to the Dharma Temple. Ask the manupstairs to change your Mage into a Warrior.Your new Warrior will lose half of his or herstat points, but he or she will be a Warrior whocan use spells in battle.
We have no cheats or codes for Dragon Warrior III yet. If you have any unlockables please submit them.
We have no unlockables for Dragon Warrior III yet. If you have any unlockables please submit them.
We have no easter eggs for Dragon Warrior III yet. If you have any unlockables please submit them.
We have no glitches for Dragon Warrior III yet. If you have any unlockables please submit them.
Created by: Dingo Jellybean.Read the full guide..
Created by: Mike Meevasin.Read the full guide..
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Dragon Warrior III | Table of Contents | Walkthrough
Table of Contents
- Personality (Remakes)
- Parties
Appendices
- Pachisi Track (GBC/SNES)
- Small/Tiny Medals (Remakes)
- Monster Medals (GBC)
- Sky World (Remakes)
- Ice Cave (GBC)
Sages will learn both the Pilgrim's and Wizard's spells. The Hero has a handful of exclusive spells, but most are ones that either the Pilgrim or Wizard will learn (though the Hero often learns at a much higher level).
The level listed is the one that the character should learn it at, however there is a slight chance that they will not learn it on that level. If that occurs, they have a chance of learning it at the next level. Most of the time a character will learn the spell by one level after the one they are supposed to learn it at, but sometimes it can take longer. If you have to have the spell at the earliest possible time, save your game right before you level up, then reset if you don't get it.
Spell can be classified according to use in four groups:
- Field: spells that can be used outside battle; probably the most useful ones;
- Support: battle spells that target the allies;
- Debuff: battle spells that target the enemies and limit them, but deal no damage;
- Attack: battle spells that deal damage to the enemies.
Illustration | Spell | MP | Use | Target | Effect | Hero | Priest | Mage |
---|---|---|---|---|---|---|---|---|
Heal | 3 | Field Support | One ally | The most basic of all curative spells, it will restore around 30 Health Points. | L04 | L01 | ||
HealMore | 5 | Field Support | One ally | Far more effective than Heal, Healmore will cure approximately 85 Health Points. | L29 | L14 | ||
HealAll | 7 | Field Support | One ally | When Healmore just won't cut it, use Healall to completely restore all lost Health Points. | L33 | L30 | ||
HealUs | 18 | Field Support | All allies | This high-level spell gives Pilgrims the ability to heal every member of the party, restoring around 50 points each. | L34 | |||
HealUsAll | 62 | Field Support | All allies | While healing is normally the expertise of Pilgrims, it is the Hero who learns to instantly cure the entire party, although it will drain the Hero's MP. | L38 | |||
Antidote | 3 | Field Support | One ally | If afflicted with Poison, a Pilgrim can cast Antidote to cure a party member that is suffering. | L11 | |||
NumbOff | 6 | Field Support | One ally | Unlike sleep, numbness (or paralysis) does not automatically end when the battle is over. Use this spell to restore an ally. | L15 | |||
Vivify | 10 | Field Support | One ally | Cast Vivify on a fallen comrade to attempt a 50% chance at bringing him/her back to life, albeit with little health. | L35 | L24 | ||
Revive | 20 | Field Support | One ally | Far more effective than Vivify, Revive is much more certain to bring a fallen ally back to life, and with full health. | L38 | |||
Repel | 4 | Field | All allies | Like sprinkling Fairy Water, the spell of Repel can keep weaker enemies at bay while you travel. | L19 | |||
Outside | 8 | Field | All allies | If a dungeon or tower has become to dangerous to travel, cast Outside to immediately warp to the entrance. | L14 | L09 | ||
Return | 8 | Field | All allies | Cast return to instantly warp your entire party to one of the many safe havens that you discover throughout your journey. | L07 | L12 | ||
X-Ray | 3 | Field | A chest | Some monsters mimic treasure chests to ensnare unwitting explorers. Cast X-Ray to check if a chest is safe. | L18 | |||
StepGuard | 2 | Field | All allies | When you need to traverse over harmful terrain, cast Stepguard to protect your party from damage. | L19 | |||
Day-Night / PassTime | 18 | Field | N/A | If you need the time of day to change immediately, cast Day-Night to fast forward time. | L25 | |||
CurseOff | 18 | Field | One ally | Unlike natural status ailments, it is the Wizard who can aid an ally if he/she fall victim to cursed equipment. | L30 | |||
Invisible | 15 | Field | All allies | This spell will render your party invisible, making you undetectable to friend and foe alike, just like the Invisibility Herb. | L33 | |||
Open | 0 | Field | A door | If you're missing a key and need to open a lock, the spell of Open is free to cast, although it takes a while to learn. | L35 | |||
Ironize | 6 | Support | All allies | A spell unique to the Hero, Ironize will turn your entire party into iron statues. They will take no damage, nor can they deal any. | L12 | |||
SpeedUp | 3 | Support | All allies | Casting Speedup on your party will increase everyone's agility, making it possible for them to strike the enemy before the enemy gets a chance. | L05 | |||
Awake | 3 | Support | One ally | If a vital member of your party has been put to sleep in battle, use this spell to instantly awaken him/her. | L16 | |||
Barrier | 6 | Support | All allies | Barrier is a spell that will protect the entire party against fire-based attacks, whether they are magical or natural in origin. | L32 | |||
Upper | 3 | Support | One ally | Cast Upper on one fellow party member to temporarily increase their defensive power for one battle. | L04 | |||
Increase | 4 | Support | All allies | Increase will raise the defensive power of your entire party for the duration of one battle. | L10 | |||
Bikill / TwinHits | 6 | Support | One ally | The spell of Bikill grants a member of your party twice their usual attack power for the duration of one battle. | L21 | |||
Bounce | 8 | Support | Caster | Bounce will actually reflect the effect of any spell that is cast on the caster back at the opponent. | L24 | |||
BeDragon | 24 | Support | Caster | For the remainder of a fight, a Wizard can transform into a dragon who does nothing but use a powerful flaming breath attack every round. | L34 | |||
Transform | 12 | Support | Caster | The spell of Transform temporarily grants the caster all of the abilities of another party member for one battle. | L37 | |||
Expel | 2 | Debuff | Enemy group | The spell of Expel will attempt to banish some enemies from a fight. This is not the same as defeating them, so you won't get experience nor gold. | L06 | L02 | ||
Surround | 4 | Debuff | Enemy group | Chanting Surround will cause illusions to appear around the enemies, causing them to attack thin air. | L07 | |||
Sap | 3 | Debuff | One enemy | Sap will weaken the defense of an enemy, making it possible to do more damage to it with every strike. | L08 | |||
Sleep | 3 | Debuff | Enemy group | Casting this spell will attempt to put some enemies to sleep. If it works, enemies cannot attack or defend themselves, but they may awaken. | L16 | L09 | ||
StopSpell | 3 | Debuff | Enemy group | Any enemy upon who the spell is successful will be unable to cast their own spells for the rest of the battle. | L18 | L13 | ||
Defence | 4 | Debuff | Enemy group | The spell of Defense will attempt to weaken the defense of some enemies so that they are easier to damage. | L18 | |||
Limbo / Disperse | 7 | Debuff | One enemy | Like Expel, Limbo seeks to remove an enemy monster from a fight. Unlike Expel, Limbo only works on one single enemy, but it has a much greater chance of succeeding. | L20 | |||
Slow | 3 | Debuff | A group | Cast Slow to decrease the rate at which some enemies can attack or defend themselves. | L12 | |||
RobMagic | 0 | Debuff | One enemy | If you're running low on MP, you can cast this spell in an attempt to steal some away from your opponents. | L15 | |||
Chaos / PanicAll | 5 | Debuff | One enemy | Enemies affected by Chaos are just as likely to attack their own companions as they are to attack your party. | L27 | |||
Chance | 20 | Debuff Support Attack | Random | When the chips are down and you have no other choice, you may very well give Chance a try. Its effects may just save the day… or it may cement your doom. | L40 | |||
Zap | 8 | Attack | One enemy | It takes some time, but the Hero will learn an attack spell unique to him. This one causes around 80 points of damage to a single enemy. | L26 | |||
Lightning / Thordain | 30 | Attack | All enemies | The Hero will learn to strengthen the Zap spell, and cause a tremendous amount of damage to every enemy in battle, around 200 points. | L41 | |||
Blaze | 2 | Attack | One enemy | Blaze creates a small fire which burns one enemy, causing around 10 points of damage. | L02 | L01 | ||
BlazeMore | 6 | Attack | One enemy | This enhanced version of Blaze still only attacks one enemy, but it does substantially more damage at around 80 points. | L17 | |||
Blazemost | 12 | Attack | One enemy | This is the most powerful spell in the Blaze class of magic. It will incinerate a single enemy for around 180 points of damage. | L36 | |||
FireBal | 4 | Attack | Enemy group | Chanting the Firebal spell causes a series of small fireballs to strike every enemy in one group for approximately 20 points of damage. | L10 | L07 | ||
FireBane | 6 | Attack | Enemy group | Firebane causes a much larger blast of flame to shoot out and burn every enemy in one group, causing around 35 points of damage. | L23 | L14 | ||
FireVolt | 12 | Attack | Enemy group | Firevolt is the strongest form of Firebal magic, and it causes around 100 points of damage to every enemy in one group. | L29 | |||
Bang | 5 | Attack | All enemies | Bang creates a small explosion which strikes every enemy that you are in combat with, causing around 20 points of damage. | L11 | |||
Boom | 9 | Attack | All enemies | Boom is a much more powerful version of Bang which causes around 60 points of damage to every enemy. | L31 | L23 | ||
Explodet | 12 | Attack | All enemies | Explodet is the most powerful spell in its class, causing approximately 140 points of damage to every enemy in battle. | L36 | |||
IceBolt | 3 | Attack | One enemy | Fire burns, but a bolt of ice can do even more damage in many cases. This spell strikes one enemy for around 30 points of damage. | L05 | |||
Snowblast/ Blizzard / Snowstorm(GBC) | 3 | Attack | Enemy group | At higher levels, wizards can learn to strike all of their opponents with ice, causing around 50 points of damage to each of them. | L20 | |||
Snowstorm/ BlizMost | 9 | Attack | All enemies | A step up from Snowblast, Snowstorm pelts all of your opponents with an icy blast that causes approximately 70 points of damage. | L26 | |||
IceSpears | 9 | Attack | Enemy group | Icespears is the most powerful form of cold magic which drops icicles on all of the enemies before you, causing around 100 points of damage. | L36 | |||
Infernos / Gale | 4 | Attack | Enemy group | Wizards aren't the only spell casters capable of causing damage. Pilgrims can cast Inferno to summon hot winds that cause around 15 points of damage to a group of enemies. | L12 | |||
InferMore / Tornado | 6 | Attack | Enemy group | Infermore is a stronger version of Inferno, creating a blast of heat that inflicts 40 points of damage to a single group of enemies. | L26 | |||
InferMost / Aerocross | 9 | Attack | Enemy group | Infermost is the strongest form of the Inferno class of magic, summoning scorching winds that cause around 100 points of damage to a single group of enemies. | L36 | |||
Beat | 7 | Attack | One enemy | Pilgrims may attempt to stop the heart of a single enemy in the midst of battle with this spell, but the chances of success are low. | L22 | |||
Defeat | 11 | Attack | Enemy group | Cast defeat on a large group of enemies in an attempt to instantly kill some of them. The stronger the enemy, the less chance this has of working. | L28 | |||
Sacrifice | 1 | Attack | All enemies | A desperate attack spell that costs the ultimate price: the caster's own life. It will also take the life of your opponents. | L41 |
All the effects of Chance have the same probability of occurring:
- Heal is cast on one character
- Healus is cast on party
- Every attack by allies is a 'tremendous blow'
- Chanter gets two free attacks, then enemies and chanter alone for the next round
- Enemies lose next turn
- Steal MP from enemies
- Allies faint and monsters flee; no experience or gold gained
- Enemies flee, party gains gold but no experience
- All magic is neutralized
- Chaos is cast on all enemies and allies
- Sleep is cast on all enemies and allies
- Instant death to all enemies
- The chanter's voice echoes throughout the area (no effect)
- Party changes formation to random positions
- Defeat is cast on party
Remake only-Spells[edit]
In the GBC/SNES versions of Dragon Warrior III, the Hero can learn some additional Spells. Dealer, Jester and Thief also now have spells.
The level listed is the one that the character should learn it at, however there is a slight chance that they will learn it one higher than normal. If you have to have the spell at the earliest possible time, save your game right before you level up, then reset if you don't get it.
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Spell | MP | Use | Target | Effect | Hero | Dealer | Jester | Thief |
---|---|---|---|---|---|---|---|---|
Recall | 0 | Field | N/A | Memorize few conversation. | L01 | |||
Remember | 0 | Field | N/A | Memorize more conversation. | L08 | |||
Forget | 0 | Field | N/A | Forget conversation. | L15 | |||
Retain / Recollect | 0 | Field | N/A | Memorize most conversation. | L21 | |||
Dig Hole / Excavate | 0 | Field | N/A | Dig up the ground to find random items or money. | L12 | |||
Shop Call / YellHelp | 15 | Field | N/A | Call the last shop you visited while exploring. | L17 | |||
Whistle | 0 | Field | N/A | Start a fight with monster. | L13 | |||
EagleEye / Hawk Eye | 0 | Field | N/A | Locate the closest dungeon/town/castle by telling you how many steps to take in specific directions. | L08 | |||
Location | 2 | Field | N/A | Find out which floor you are on and which dungeon you are in. | L10 | |||
ThiefNose / Smell | 0 | Field | N/A | Check if there is treasure in this area. | L12 | |||
TipToe | 0 | Field | N/A | Prevent random encounters. | L17 | |||
Seek Out / MapMagic | 2 | Field | N/A | Show hidden treasure on screen. | L20 |
[Go to top]← Equipment | Spells | Items →
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