| In Dragon Warrior III (the North American NES release), each step reads the area's encounter class: classes 0–2 first pass a roll of 16, 64, or 128 in 256 and then use a multiplier of 1, and classes 3–7 use 1, 2, 4, 8, or 16. The multiplier times the terrain's odds, capped at 100, is then compared with a random byte; the overworld's odds rise at night (grass 10 by day and 13 by night, forest 18 and 22, hills 25 and 31, and 4 and 5 aboard the ship, which uses terrain 0), and carrying the Golden Claw sets them to 100. | 0x39D-0x4020x638-0x63F0x944-0x9550x2EC-0x309 | Code |
| In Dragon Warrior III (NA NES), a hero's attack takes , attack power less half the monster's defense; under 2 it deals 0 or 1, and otherwise , where is a bell-shaped roll centered on 128 clamped to 102–153, so 25/64 to 38/64 of . | 0x12CE9-0x12D3B0x13A74-0x13AA8 | Code |
| In Dragon Warrior III (NA NES), a hero lands "a tremendous hit" when a random byte falls below 4 (1 in 64), or below 32 (1 in 8) with the Sword of Destruction or the Demon Axe; a Fighter first gets a roll below its level. The hit deals attack power × (54 + a roll of 0–10) / 64, plus 1, ignoring defense. | 0x1169F-0x116D80x12DB4-0x12DC50x13166-0x13171 | Code |
| Dragon Warrior III (NA NES) keeps Dragon Warrior II's critical-hit odds for most heroes, 1 in 64, and its 1 in 8 with the Sword of Destruction. | 0x1169F-0x116D80x13166-0x13171 | Code |
| In Dragon Warrior III (NA NES), each round every hero and monster gets a key of a quarter of its agility plus a random share of the other three quarters, so from a quarter to all of it, and a selection sort sets the order from the highest key down. | 0x10193-0x10224 | Code |
| Dragon Warrior III (NA NES) changes Dragon Warrior II's round order: Dragon Warrior II adds a random byte (and a random 0 or 1) to half the agility, while Dragon Warrior III scales the agility itself by a random factor from a quarter to one. | 0x10193-0x10224 | Code |
| In Dragon Warrior III (NA NES), running never works in a special battle; it always works when the party leader's level less a level the encounter setup stores at $5F (zeromus reads it as the enemies') is 10 or more, or when bit 3 of the battle-state byte $0566 is set, and otherwise it fails when a random byte is below 128, 128, 64, or 0 for the first, second, third, and fourth try, so the fourth try always escapes. | 0xA6BB-0xA70C0x5C3-0x5D2 | Code |