List of character statistics

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DQV Hero stats.png

The following is a list of measurable statistics for playable characters which may be found throughout the Dragon Quest series. Other than normal level progression, there are seeds that can change this before then.

Hit Points[edit]

DQIII HP.png

Hit Points (HP) determine how much health a character has remaining. All damage subtracts from this score, and if it reaches 0, the character can no longer participate in battle, and must be revived. HP can be restored via medicinal herbs, healing spells, resting at an inn, etc.

In Dragon Quest III and IV, Resilience directly determines your character's maximum Hit Points. The more a character's Resilience score increases upon leveling, the more Hit Points a character will receive upon the next level increase.

In all other titles, the maximum HP a character has is generally determined by their level and (if applicable) class, with martial artists, warriors, and paladins having the highest on average.

Any character can consume a seed of life to increase their maximum HP.

Magic Points[edit]

DQIII MP.png

Magic Points (MP) determine how much mana a character can expend to cast spells. Each spell deducts from this pool at a set rate, and cannot be cast if MP is too low. Some very special spells like Magic Burst will consume all remaining MP when cast. Starting with Dragon Quest VI, skills were introduced that also consumed MP.

In Dragon Quest III, Wisdom directly determines your character's maximum Magic Points, paralleling the Resilience stat.

In other titles, the maximum MP a character has is generally determined by their level and (if applicable) class. Prior to Dragon Quest VI, non-magical characters had no MP pools as they had no use for them, but with the addition of skills, most characters began accumulating an MP pool even if they never learned actual spells.

Any character can consume a seed of magic to increase their maximum MP.

Strength[edit]

DQIII Strength.png

Strength measures how physically strong a character is, and is added to a character's weapon bonus in determining damage inflicted upon an enemy. In later installments, some skills depend on Strength for determining damage output, ignoring if a weapon is equipped.

Any character can consume a seed of strength to increase this attribute.

Agility[edit]

Agility determines a character's priority in turns, utilizing a Gaussian Curve. Additionally, in Dragon Quest VI, Dragon Quest VII, and Dragon Quest VIII a character's agility will also determine their probability to dodge physical strikes. The game's programming checks the agility stat of the target before an attack is made, and if the stat surpasses a certain value then the programming checks to see if the blow lands:

DQVI & VII

DQIII Agility.png

If a character's agility is below 400, evasion is calculated as {(Agility/80)+3}/192 for a cap of 1/24 at 400. Once a character's agility surpasses 400, evasion is calculated as ([{(Agility-400)*6}/25]+8)/192 for a maximum doge rate of 1/6 at 500. Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.

DQVIII

  • 0~249: 1/64 chance aside from equipment bonuses. Note: if a character has raised his or her Fisticuffs level to receive an increase in evasion, the default is raised to 50% before stacking with all other bonuses. The character's level must be higher than the attacking enemy's for the boost to take effect.
  • 250~499: 1/32 chance.
  • 500~749: 1/16 chance.
  • 750~989: 1/8 chance.
  • 999: 1/4 chance.

As such, the spell acceleratle is vitally important when battling strong foes, even slower ones.

In the NES versions of the first four games, as well as all versions of Dragon Quest III, agility also contributes to the character's innate defence. If a character has no armour or other defencive gear equipped in these titles, then their defence will be half of their agility.

Any character can consume a seed of agility to increase this attribute.

Resilience[edit]

DQIII Resilience.png

Resilience (also localized as Vitality) measures how durable a character is; it is added to a character's equipment defense totals in determining how much physical damage they may endure.

In the NES titles, Resilience determines a character's potential Hit Points. The maximum Hit Points at any time is between 195~205% of your Resilience score.

Any character can consume a seed of resilience to increase this attribute.

Wisdom[edit]

Wisdom (also localized as Intelligence) measures a character's natural cognitive ability.

In the NES titles, Wisdom determines a character's potential Magic Points. Your maximum Magic Points at any time is 195~205% of your Wisdom score. Additionally, the stat determined how quickly a character could learn a new spell in the 8-bit version of Dragon Quest IV. If the character's wisdom was not high enough, learning a spell could be delayed by up to five levels.

DQIII Wisdom.png

In later titles, Wisdom is a curious attribute as it's function has changed greatly throughout the series. For the majority of its appearances, the Wisdom stat has controlled a character's ability to dodge harmful magic (I.E., a stat of 250 will give a character a twenty five percent chance to avoid a debilitating spell such as Snooze). Starting with Dragon Quest VIII, however, Wisdom has begun to effect the potency and power of spells, such as raising Frizz's power from 10~13 to 21~24 at higher values.

Any character can consume a seed of wisdom to increase this attribute.

Luck[edit]

In all versions of Dragon Quest III and Dragon Quest IV, Luck affects your character's chances of being affected by status ailments such as Snooze, Fizzle, and Dazzle. Each enemy spell has a different base accuracy that is lowered as the stat rises, being calculated as A = ( ( MOD * [ ( 768 - 2 * LUCK ) / 2 ] ) / 256 ) If A <= 0..255, status effect will fail If A > 0..255, status effect is successful

DQIII Luck.png

Dazzle and Deceleratele have a MOD of 160, Sap 128, Snooze and Fizzle 96, Fuddle 64, Whack and Thwhack 32, and Kamikaze having a fixed rate 128, thus staying at 50% accuracy regardless of luck.

In Dragon Quest V, Luck determines the accuracy of an enemy curse rather than status ailment spells.

Style[edit]

Style is the predecessor of the Charm attribute to be found in later games, and as such it describes a character's innate charisma and attractiveness. Style determines a character's placement in the contests such as the World Style Ranking in Dragon Quest VI and Dragon Quest VII.

A common misconception is that style influences the Luminary vocation's ability to stun monsters. This is false, as the stun chance is based on the character's ranking in the vocation rather than any stat.

Deftness[edit]

Deftness measures the ability of a character to steal an item from an enemy, as well as controlling how frequently a character may perform a critical hit, performing preemptive strikes on enemies, and the ability to escape from battle. It should be noted that the Luck statistic is not present in games that feature Deftness.

Steal rate is calculated as:

Steal rate formula.PNG

Critical Hit rate is calculated as Deftness/100 + 3% (with weapon skill trait). Wearing the Critical Acclaim will add another 4%.


Any character can consume a seed of deftness to increase this attribute.

Charm[edit]

Charm is a measurement of a character's attractiveness. Introduced in Dragon Quest IX, it is added to a character's equipment style rating in determining how often they may enthrall a monster.

Magical Mending[edit]

Magical Mending determines how powerful a character's healing spells will be. Introduced in Dragon Quest IX, it is calculated in all healing spells, as well as certain offensive skills and spells such as Solar Flair and the Whack line.

Any character can consume a seed of therapeusis to increase this attribute.

Magical Might[edit]

Magical Might determines how powerful a character's attack spells will be. Introduced in Dragon Quest IX, it is calculated in all offensive magical spells, as well as magical skills such as Gigaslash.

Any character can consume a seed of sorcery to increase this attribute.

Attack[edit]

Attack is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defense in calculation of damage inflicted.

Attack is derived from a character's strength score added to their weapon's attack rating, which is then divided by two, plus bonuses from certain accessories or traits.

Defense[edit]

Defense is used to determine how well a character or monster can withstand full contact melee attacks. It is checked against the enemy's Attack in calculation of damage inflicted. It has no effect on magical or breath damage.

In the NES titles, Defense is the sum of half a character's Agility and the sum of their armor's durability.

In other titles, Defense is the sum of a character's resilience and the durability of their armor.

Gallery[edit]