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http://cdn.wikimg.net/strategywiki/images/d/dc/DQIII_starting_personality.png
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Use this to see the stat growths for your personality.
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Personalities are a game mechanic added to the remakes of Dragon Quest III which effect character stat growth. The Hero is assigned one of 30 personalities through a test at the beginning of the game and recruited members are assigned a personality based on their starting stats. Personalities can be changed throughout the game with the use of book items and by equipping certain pieces of equipment. There are a total of 45 possible personalities. Note that in most Dragon Quest games, stats are determined randomly at level up, or according to a specific distribution of growth.
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http://strategywiki.org/wiki/Dragon_Warrior_III/Personality
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In the sections below, the names of personalities from the Game Boy Color version of Dragon Quest III are used. These are the only 'official' names for personalities as the Super Nintendo version of the game was never officially translated. However, most fan translation names are similar to the ones used in the Game Boy Color version.
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Contents
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    1 Personalities and stat effects
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    2 Analysis
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    3 Hero Personality Quiz
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    4 Recruitable member personality
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        4.1 How to get the personality that you want
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    5 Altering Personality
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    6 SNES to GBC Personality Translations
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    7 Books
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Personalities and stat effects
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Name     	STR 	AGI  	 VIT 	 INT 	LUC Total Bonus	Notes
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Agile 		90% 	120% 	90% 	100% 	80% 	-20% 	
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Alert 		90% 	110% 	90% 	120% 	100% 	+10% 	
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Amazon 		130% 	90% 	100% 	80% 	80% 	-20% 	Female only
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Bully 	  	120% 	90% 	90% 	60% 	70% 	-70% 	
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Carefree 	100% 	75% 	110% 	105% 	105% 	-5% 	
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Careless 	80% 	115% 	100% 	70% 	70% 	-65% 	
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Cowardly 	90% 	70% 	90% 	120% 	120% 	-10% 	
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Defiant 	95% 	105% 	105% 	95% 	95% 	-5% 	
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Diligent 	110% 	85% 	120% 	90% 	70% 	-25% 	
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Eager	 	105% 	90% 	110% 	100% 	80% 	-15% 	
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Fearless 	95% 	120% 	115% 	100% 	100% 	+30% 	
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Foolish 	85% 	115% 	80% 	80% 	90% 	-50% 	
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Happy 		90% 	100% 	90% 	100% 	130% 	+10% 	
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Helpless 	95% 	100% 	90% 	105% 	100% 	-10% 	
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Honest 		100% 	90% 	100% 	110% 	90% 	-10% 	
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Ironman 	105% 	80% 	130% 	90% 	80% 	-15% 	
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Jock 		130% 	80% 	100% 	70% 	80% 	-40% 	
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Kindly 		105% 	95% 	105% 	110% 	95% 	+10% 	
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Ladylike 	100% 	80% 	95% 	110% 	140% 	+25% 	Female only
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Lazy 		115% 	60% 	120% 	65% 	110% 	-30% 	
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Lewd 		105% 	95% 	120% 	105% 	90% 	+15% 	Male only
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Logical 	80% 	105% 	90% 	125% 	80% 	-20% 	
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Lonesome 	100% 	90% 	80% 	110% 	110% 	-10% 	
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Lucky 		100% 	110% 	100% 	100% 	150% 	+60% 	Male only
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Macho 		115% 	100% 	100% 	90% 	60% 	-35% 	
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Meddler 	105% 	85% 	110% 	80% 	70% 	-50% 	
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Naive 		100% 	90% 	90% 	70% 	110% 	-40% 	
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Ordinary 	100% 	100% 	100% 	100% 	100% 	+0% 	
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Quick 		100% 	140% 	100% 	100% 	100% 	+40% 	
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Romantic 	95% 	110% 	95% 	115% 	100% 	+15% 	
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Selfish 	95% 	105% 	90% 	90% 	90% 	-30% 	
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Sexy 		110% 	120% 	105% 	115% 	120% 	+70% 	Female only
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Sharp 		100% 	120% 	80% 	140% 	90% 	+30% 	
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Silly 		100% 	120% 	95% 	115% 	110% 	+40% 	
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Smart 		95% 	100% 	100% 	130% 	90% 	+15% 	
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Solitary 	100% 	110% 	120% 	110% 	70% 	+10% 	
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Stubborn 	100% 	60% 	120% 	60% 	70% 	-90% 	
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Timid 		110% 	60% 	120% 	110% 	90% 	-10% 	
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Tomboy 		110% 	110% 	80% 	90% 	90% 	-20% 	Female only
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Tough 		115% 	90% 	140% 	80% 	70% 	-5% 	
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Twisted 	70% 	120% 	70% 	110% 	130% 	+0% 	
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Unique 		110% 	60% 	110% 	50% 	80% 	-90% 	
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Vain	 	105% 	110% 	95% 	105% 	95% 	+10% 	
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Valiant 	140% 	70% 	100% 	80% 	70% 	-40% 	
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Weepy 		90% 	90% 	100% 	110% 	115% 	+5% 	
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Analysis
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The sexy personality is often regarded as the best due to its +70% composite stat bonus. For this reason, choosing female characters is often preferred since males cannot have the sexy personality. Personality does not effect anything significant in the game other than stats, so it does not benefit the player to have any character with a personality that results in a negative overall composite total. Certain personalities are better for specific classes. For example, a male fighter that has a lucky personality will keep his traditionally high agility and add a high amount of luck. This allows him to cause even more critical hits.
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Hero Personality Quiz
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Starting personality graph
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At the start of a new game, the hero is asked a series of questions by an unknown source. These questions determine the hero's starting personality. It is later revealed that the questioner is actually Divinegon, boss of the first bonus dungeon. The player is asked to enter their real name and birth date, however these inputs have no effect on the resulting personality test. The first question is randomly chosen from the 5 possible starting questions. Any of the 30 possible personalities can be obtained from any of the 5 starting questions. In total, there are 43 different questions that can be asked, including 1 question which can be asked twice.
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At the end of each possible question chain is an imaginary scenario in which the hero must decide what to do. These scenarios determine the final personality. There are 8 different scenarios that can be played depending on the player's answers to the questions. Some scenarios have up to 5 possible personality results depending on the actions of the hero during the scenario.
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The 30 possible starting personalities for a hero are:
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    Alert
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    Bully
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    Carefree
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    Careless
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    Cowardly
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    Defiant
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    Diligent
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    Eager
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    Fearless
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    Foolish
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    Happy
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    Helpless
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    Honest
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    Kindly
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    Lazy
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    Lewd
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    Logical
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    Lonesome
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    Macho
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    Naive
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    Romantic
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    Selfish
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    Sexy
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    Silly
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    Solitary
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    Stubborn
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    Timid
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    Tough
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    Vain
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    Valiant
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    Weepy
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The 15 personalities which the hero cannot start with are:
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    Agile
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    Amazon
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    Eager
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    Ironman
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    Jock
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    Ladylike
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    Lucky
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    Meddler
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    Ordinary
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    Quick
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    Sharp
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    Smart
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    Tomboy
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    Twisted
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    Unique
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Recruitable member personality
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Characters which are created and recruited at Luisa's Place have different mechanism to determine their personality. Each character class has its own set of base statistics.
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Class 		       STR 	AGI 	VIT 	INT 	LUC
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Soldier/Warrior (M) 	9 	2 	9 	2 	3
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Soldier/Warrior (F) 	8 	3 	8 	3 	3
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Fighter (M) 		14 	9 	7 	3 	2
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Fighter (F) 		12 	11 	7 	4 	3
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Wizard/Mage (M) 	3 	6 	4 	7 	3
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Wizard/Mage (F) 	2 	7 	4 	7 	3
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Priest (M) 		4 	5 	4 	6 	3
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Priest (F) 		4 	5 	4 	6 	3
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Dealer (M) 		5 	1 	6 	6 	4
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Dealer (F) 		5 	2 	5 	7 	4
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Jester (M) 		4 	3 	6 	2 	10
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Jester (F) 		4 	3 	5 	3 	10
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Thief (M) 		6 	10 	5 	5 	8
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Thief (F) 		5 	12 	5 	6 	8
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As each character is created, the player is given the opportunity to use five seeds to further raise the character's stats. Each seed will increase the single stat by 1-3 points. The seeds can be distributed manually or randomly by the computer if the player chooses that option. After the final starting stats have been determined, a calculation is performed to determine the personality.
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The base values from the above table are subtracted from the final starting stats to get the "bonus" values, i.e. the amount by which each stat exceeds the base value for the character's gender and class. The five stats are ranked from highest to lowest bonus. If two stats have an equal bonus, the base stat value is used to break the tie. Finally, a personality is chosen based on the class, the highest bonus, the value of that bonus, the second-highest bonus in some cases, and random chance.
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Highest bonus is Strength (STR)
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Warrior/Fighter 	STR >= 11 	Valiant/Jock/Amazon
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STR >= 7 	Jock/Macho/Tomboy/Bully
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VIT is 2nd 	Bully/Unique/Lewd/Amazon
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AGI is 2nd 	Fearless/Tomboy/Careless/Defiant
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Otherwise 	Lewd/Naive/Carefree/Honest/Ordinary
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Mage/Priest 	STR >= 11 	Jock/Amazon/Fearless
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STR >= 7 	Stubborn/Meddler/Jock/Macho
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VIT is 2nd 	Eagar/Diligent/Unique/Selfish
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INT is 2nd 	Defiant/Vain/Cowardly/Lonesome
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Otherwise 	Naive/Lazy/Honest/Tomboy/Kindly/ Ordinary
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Dealer/Jester/Thief 	STR >= 11 	Jock/Defiant/Tomboy/Macho
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INT is 2nd 	Sharp/Solitary/Alert
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VIT is 2nd 	Fearless/Amazon/Bully
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AGI is 2nd 	Foolish/Agile/Silly
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Otherwise 	Lonesome/Romantic/Weepy/Helpless/Selfish/Ordinary
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Highest bonus is Agility (AGI)
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Warrior/Dealer/Jester 	AGI >= 12 	Quick/Fearless/Agile
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AGI >= 7 	Agile/Foolish/Selfish/Defiant
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INT is 2nd 	Alert/Silly/Twisted
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STR is 2nd 	Bully/Tomboy/Macho/Solitary
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Otherwise 	Careless/Vain/Lonesome/Weepy/Ordinary
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Fighter/Thief 	AGI >= 10 	Quick/Fearless/Agile
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AGI >= 7 	Fearless/Agile/Foolish/Solitary
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STR is 2nd 	Defiant/Macho/Tomboy/Vain
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VIT is 2nd 	Macho/Eagar/Lewd/Twisted
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Otherwise 	Solitary/Romantic/Fearless/Weepy/Ordinary
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Mage/Priest 	AGI >= 8 	Agile/Alert/Foolish
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STR is 2nd 	Defiant/Vain/Careless
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INT is 2nd 	Logical/Weepy/Silly/Sexy
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Otherwise 	Cowardly/Naive/Helpless/Romantic/Ordinary
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Highest bonus is Vitality (VIT)
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Warrior/Fighter/Dealer 	VIT >= 10 	Tough/Ironman
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VIT >= 6 	Diligent/Eagar/Stubborn/Lewd
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STR is 2nd 	Jock/Unique/Carefree
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Otherwise 	Honest/Meddler/Lazy/Timid/Ordinary
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Mage/Priest 	VIT >= 11 	Tough/Ironman/Eagar
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VIT >= 6 	Eagar/Stubborn/Diligent/Lewd
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INT is 2nd 	Kindly/Meddler/Defiant/Sexy
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Otherwise 	Lonesome/Cowardly/Naive/Carefree/Ordinary
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Jester/Thief 	VIT >= 11 	Tough/Ironman/Unique
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VIT >= 6 	Eagar/Stubborn/Unique/Lewd
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STR is 2nd 	Bully/Fearless
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Otherwise 	Lazy/Solitary/Sexy/Silly/Romantic/Ordinary
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Highest bonus is Intelligence (INT)
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Warrior/Fighter 	INT >= 10 	Twisted/Smart/Logical/Romantic
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INT >= 6 	Vain/Romantic/Cowardly/Ladylike
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Otherwise 	Naive/Helpless/Silly/Kindly/Ordinary
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Mage/Priest 	INT >= 10 	Sharp/Smart
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INT >= 6 	Smart/Alert/Logical/Romantic/Cowardly
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Otherwise 	Weepy/Kindly/Helpless/Lonesome/Honest/Ordinary
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Dealer/Thief 	INT >= 10 	Sharp/Smart
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INT >= 6 	Alert/Smart/Vain/Logical
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Otherwise 	Solitary/Romantic/Diligent/Careless/Ordinary/Meddler
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Jester 	INT >= 10 	Sharp/Smart
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INT >= 6 	Alert/Sexy/Lewd/Silly/Logical
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Otherwise 	Lazy/Carefree/Helpless/Solitary/Ordinary
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Highest bonus is Luck (LUC)
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Warrior/Fighter 	LUC >= 12 	Lucky/Ladylike/Happy
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LUC >= 7 	Happy/Romantic/Lazy
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Otherwise 	Naive/Helpless/Vain/Silly/Careless/Ordinary
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Mage/Priest 	LUC >= 12 	Lucky/Ladylike/Happy
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LUC >= 6 	Happy/Naive/Helpless/Lazy
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Otherwise 	Vain/Careless/Weepy/Cowardly/Timid/Ordinary
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Dealer/Thief 	LUC >= 12 	Lucky/Happy
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LUC >= 6 	Happy/Meddler/Helpless/Selfish/Carefree
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Otherwise 	Vain/Naive/Weepy/Kindly/Honest/Ordinary
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Jester 	LUC >= 9 	Lucky/Ladylike
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LUC >= 6 	Happy/Naive/Helpless/Sexy/Lewd
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Otherwise 	Lewd/Sexy/Weepy/Lonesome/Silly/Carefree/Lazy/Selfish
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How to get the personality that you want
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Summary
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    Choose a personality and find which primary stat bonus needs to be boosted.
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    Boost primary stat.
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    Spend remaining points on tertiary stats (the ones that don't help the class much).
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When recruiting party members the best thing to do is to save between making party members. Choose the class you will be recruiting, then choose a fully positive personality for the class that you are recruiting, for example, the Honest personality for Priests/Clerics (which is primarily Str, Vit, and Int focused). Some personalities are better for building a particular stat and are meant for advanced progression strategies (e.g. focusing on a personality that gives the highest bonus for a particular stat).
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After you've chosen the personality that you want, look in the above tables to see which primary stat needs to be given seeds in order to get it. Although the requirements for getting the personality you want may result in skewed starting stats, that is a minor inconvenience. Now, if you have a Priest/Cleric that you want to have, for example, the personality type of Honest, you have to make sure the following conditions are met (this is also outlined in the tables, above):
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    STR must be the stat with the highest bonus from applying seeds. Make sure you do not add more than 6 points to STR.
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    Neither VIT nor INT can have the second highest bonus from applying seeds.
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The easiest way to make sure the second condition is met is by not spending any points in it. A better way is to make sure STR has 3-6 points (1-3 seeds) in it, then add 2-5 points (1-2 seeds) to another stat that doesn't affect personality (in this case AGI and LUK). The final seed can then, probably, be safely be added to INT or VIT (in some cases the final seed will apply 2 points and mess the whole thing up).
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The result is a slightly skewed set of stats, but after a couple of levels they will be on track again.
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Altering Personality
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Personality can be altered during the game in two ways: a character can equip a piece of equipment which forces a specific personality, or a book item can be used which changes the character's base personality. Book items can be found throughout the game, with many hidden in bookcases and pots in towns. The most highly valued book is the sexy book which is obtainable through one of the wishes Divinegon grants.
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SNES to GBC Personality Translations
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The following table shows the different translations of the personality names in the SNES and GBC versions of Dragon Quest III. Note that this table uses the DQ translations English patch.
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SNES 	GBC
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Hyper 	Quick
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Sharp 	Sharp
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Lucky 	Lucky
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Silly 	Twisted
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Worldly Diligent
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In the World you will find various books. By reading it the Personality of the Reader will change.
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    For Info on Accessory see: Items
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Book 	Personality
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Muscle Guidebook 	Jock
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Tomboy Book 	Tomboy
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Cheater Guide 	Alert
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Smart Book 	Sharp
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Joke Book 	Silly
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Book 	Personality
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Kindly Book 	Kindly
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Lady Manual 	Ladylike
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Lucky Book 	Lucky
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Brave Book 	Fearless
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Naughty Book 	Lewd/Sexy
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Book 	Personality
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Wimpy Book 	Helpless
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Hero Guide 	Valiant
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Tragic Tale 	Weepy
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Defy Book 	Defiant