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		<id>https://dragon-quest.org/w/index.php?title=Dragon_Quest_VI:_Realms_of_Revelation&amp;diff=122359</id>
		<title>Dragon Quest VI: Realms of Revelation</title>
		<link rel="alternate" type="text/html" href="https://dragon-quest.org/w/index.php?title=Dragon_Quest_VI:_Realms_of_Revelation&amp;diff=122359"/>
		<updated>2019-07-14T01:38:26Z</updated>

		<summary type="html">&lt;p&gt;ArseArcanum: /* Reception */ added missing period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox VG&lt;br /&gt;
| type = Main series games&lt;br /&gt;
| title = Realms of Revelation (NA)&amp;lt;br&amp;gt;Realms of Reverie (EU and AUS)&lt;br /&gt;
| image = [[File:DQVI_Logo.png|320px|center]][[File:DQVI cast.png|320px|center]]&lt;br /&gt;
| caption=&lt;br /&gt;
| developer = [[Heartbeat]] ([[Super Nintendo Entertainment System|SFC]])&amp;lt;br /&amp;gt;[[ArtePiazza]] ([[Nintendo DS|DS]])&lt;br /&gt;
| publisher = [[Enix]] (SFC)&amp;lt;br /&amp;gt;[[Square Enix]] (NDS)&lt;br /&gt;
| designer = [[Yūji Horii]]&lt;br /&gt;
| artist = [[Akira Toriyama]]&lt;br /&gt;
| composer = [[Kōichi Sugiyama]]&lt;br /&gt;
| engine =&lt;br /&gt;
| released = &#039;&#039;&#039;Super Famicom&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=December 9, 1995}}&#039;&#039;&#039;Nintendo DS&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=January 28, 2010}}{{vgrelease|NA=February 14, 2011}}{{vgrelease|EU=May 20, 2011}}{{vgrelease|AUS=June 16, 2011}}&#039;&#039;&#039;Android &amp;amp; iOS&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=June 10, 2015|NA=June 24, 2015}}&lt;br /&gt;
| genre = [[Wikipedia:Console role-playing game|Console role-playing game]]&lt;br /&gt;
| modes = [[Wikipedia:Single player|Single player]]&lt;br /&gt;
| ratings = {{vgratings|ESRB=T (Teen)|CERO=A (all ages)}}&lt;br /&gt;
| platforms = [[Super Nintendo Entertainment System|Super Famicom]], [[Nintendo DS]], Android &amp;amp; iOS&lt;br /&gt;
| media = 32-[[Wikipedia:megabit|megabit]] [[Wikipedia:cartridge (electronics)|cartridge]], (SFAM)&lt;br /&gt;
| requirements =&lt;br /&gt;
| input =&lt;br /&gt;
|series = &#039;&#039;[[Dragon Quest]]&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Translation|&#039;&#039;&#039;&#039;&#039;Dragon Quest VI&#039;&#039;&#039;&#039;&#039;|ドラゴンクエストVI 幻の大地|Doragon Kuesuto Shikkusu Maboroshi no Daichi|literally meaning; Dragon Quest VI: Land of Illusion}} is the sixth installment in the &#039;&#039;[[Dragon Quest (series)|Dragon Quest]]&#039;&#039; series. It is the penultimate title for the Nintendo Super Famicom as well as the last game in the [[Zenithia trilogy]], and the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]].  &lt;br /&gt;
&lt;br /&gt;
An adventure filled with perils and phantasms, the mystery of &#039;&#039;DQ VI&#039;&#039; spans two massive worlds filled with ferocious monsters, devious demons, and soul-shattering realizations. &lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
Like every other &#039;&#039;[[Dragon Quest (series)|Dragon Quest]]&#039;&#039; game, the setting in &#039;&#039;Dragon Quest VI&#039;&#039; is very medieval, complete with castles, knights, and magic. The main world is divided into the [[Lower World]] and the [[Upper World]], each with a separate but similar map. To get from one world to the other, the party uses special warps (such as in wells) or by ascending/descending colossal stairs on the world map. &lt;br /&gt;
&lt;br /&gt;
If something cannot be found in the Real World, chances are it has appeared in the Upper World, such as with Spiegel&#039;s Spire , in the middle of the quest. Also, another similarity to much of the series is the [[Dread Realm]]. This separate map features a foreboding island with a psychedelic sea surrounding it and some of the toughest monsters in the game, including [[Mortamor|The final boss]]. Also, once the Archfiend is defeated, the player can access the [[Bonus Dungeons|bonus dungeon]] and the secret final boss, [[Nokturnus|a wide-awake nightmare]].&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
{{spoiler|start}}&lt;br /&gt;
[[File:DQVI DS Hero.png|thumb|80px|left|The &#039;&#039;Dragon Quest VI&#039;&#039; [[Hero (Dragon Quest VI)|hero]].]]&lt;br /&gt;
&#039;&#039;Dragon Quest VI&#039;&#039; opens as the [[Hero (Dragon Quest VI)|Hero]], [[Milly]], and [[Carver]] approach Murdaw, the demon king’s castle. After Milly summons a dragon, the party enters the castle and comes face to face with Murdaw. Overpowering the trio, Murdaw appears to destroy each member of the party. The Hero wakes up in [[Weaver&#039;s Peak]], and cannot remember anything before the fight with Murdaw. Tania, a small girl from Weaver&#039;s Peak, insists that he is her brother.&lt;br /&gt;
&lt;br /&gt;
On his way to [[Somnia (Upper World)|Somnia Castle]], where information on Murdaw can be found, the Hero stumbles into a strange portal which brings him to another unfamiliar town. However, no one can see or hear him. After finding a similar portal, the Hero reaches Somnia and meets Captain Blade, the leader of Somnia&#039;s army, and Carver, who appears not to remember the Hero. To defeat Murdaw they will need the Mirror of Ra, and the captain sends them fourth to find the missing relic. The Hero and Carver discover another portal along their journey, which brings them to Port Haven where they can neither be heard nor seen. Milly, who does see them, reunites with the two and helps them become visible with the aid of [[List of characters in Dragon Quest VI#Major Characters|Madame Luca]]. &lt;br /&gt;
&lt;br /&gt;
The party discovers a Somnia Castle in the “Phantom World” and learns that the prince is missing and that the Hero looks like him. They also meet Captain Rusty, who bears a striking resemblance to Blade. Gaining entrance to the Moon Mirror Tower, the party meets [[Ashlynn]], a woman who was invisible in the “Phantom World” as well and together they find the Mirror of Ra. &lt;br /&gt;
&lt;br /&gt;
The four of them travel to Murdaw&#039;s [[Underkeep|castle]] in the original world. After defeating Murdaw, the Hero uses the Mirror and Murdaw then turns into the king of Somnia, confused and unaware of what happened. The king reveals that the &amp;quot;original&amp;quot; world is in fact the Dream World and the Phantom World is the Real World. Upon traveling back to the Real World, the King of Somnia thanks the party for defeating Murdaw in his dreams, but that the real Murdaw lives and that the party must travel to [[Ghent]] to retrieve a boat to get to [[Murdaw&#039;s Keep|Murdaw&#039;s lair]]. In Ghent, [[Nevan]] the devout joins the party and allows them to use the Ghent Clan&#039;s sacred ship. Upon exploring the island, Carver discovers a statue bearing his exact likeness and realizes that Murdaw&#039;s actions in the opening scene separated his, Milly&#039;s, and the Hero&#039;s souls from their bodies, trapping them in the Dream World. During the fight with the real Murdaw, the Hero gets sent back to Weaver&#039;s Peak like before; however with the Mirror of Ra the Hero warps back into the battle and defeats Murdaw.&lt;br /&gt;
&lt;br /&gt;
After the victory celebration back at the castle, the Queen of Somnia tells the Hero that he is the Prince of Somnia and that his current existence is incomplete--Murdaw&#039;s curse still lingers, and his dream-self has not returned to his body. Told to go forth and find himself, the party&#039;s journey leads them to Arkbolt, where a [[Lizzie|terrible monster]] is blocking a nearby [[Wayfarer&#039;s Pass|tunnel to the rest of the continent. The reward for defeating the monster is the famed [[Sunderbolt Sword]], but before the party can confront the beast a warrior by the name of [[Terry]] slays her, winning the sword. &lt;br /&gt;
&lt;br /&gt;
After traveling both worlds, the party learns that Murdaw was not the only evil in the world, having confronted several other powerful monsters that all seem to be connected. [[File:Ashlynn DQVI DS artwork 2.png|thumb|100px|right|The sorceress [[Ashlynn]].]]&lt;br /&gt;
As the journey goes on, the party saves several towns and kingdoms from supernatural onslaughts and monstrous sieges, hearing legends of a forgotten city of magic known as [[Sorceria]]. Forebodingly, they also hear tales of a dreaded Arch-fiend who controlled Murdaw and the other powerful ringleaders the common monsters obeyed. After slaying a [[Gracos|demonic fish]] at the depths of the ocean, the ancient city of Sorceria is restored in the Dream World. &lt;br /&gt;
&lt;br /&gt;
In Sorceria, the party learns that this is Ashlynn&#039;s home. The elders tell Ashlynn that the Demon Lord is watching her and give her the powerful spell [[Magic Burst]] to fight him. The party also learns that the only way to get to the Demon Lord is through Zenith Tower, but to activate the tower, they need to collect the sword, armour, shield, and helmet of legend. While doing so, the Hero meets his double in Real Weaver&#039;s Peak, who gets spooked, and speaks &#039;Y-You. Y-You&#039;re m-m-me!&#039;, and says that he must prove himself to be faithful to his family if he is to join powers. Returning to Real Somnia, the King and Queen tell the Hero that he is indeed the prince. When he fused with his clone, the Hero gained his memory back, much like Milly and Carver had done.&lt;br /&gt;
&lt;br /&gt;
The party reaches Cloud Castle and meets [[Dhuran]], who claims to have taken over the castle. He summons Terry to fight the party and then fights the party himself. Dhuran then reveals that all the enemies the party has faced were just pawns of Mortamor, the Demon Emperor. Milly reveals that Terry is her brother and Terry decides to join the party and fight against Mortamor.&lt;br /&gt;
&lt;br /&gt;
Once Cloud Castle is back to normal, the party speaks to [[Zenithia|King Zenith]] who informs them of Mortamor&#039;s doings and how to reach the Dark World. Mortamor plans on merging both worlds. The party’s horse fuses with Pegasus, allowing the party to fly to the Dark World. With the help of two brothers, Isaac and Benjamin, the party enters Mortamor&#039;s Castle. After solving many puzzles, they come face to face with Mortamor and defeat him. Isaac reveals that the Dark World is falling apart and Pegasus helps them escape.&lt;br /&gt;
&lt;br /&gt;
In a similar fashion to &#039;&#039;Dragon Quest III&#039;&#039;, the hero&#039;s weapons and armour were renamed for this installment in the [[Zenithia Trilogy]].  They are known as the [[Zenithian Equipment#Sword of Ramias|Sword of Ramias]], [[Zenithian Equipment#Armour of Orgo|Armour of Orgo]], [[Zenithian Equipment#Helm of Valora|Shield of Valora]] and [[Zenithian Equipment#Helm of Sebath|Helm of Sebath]].  After the events of this game, these armaments become the [[Zenithian Equipment|Zenithian equipment]] and are renamed as such.&lt;br /&gt;
{{spoiler|end}}&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[File:DQVI cast promo.png|right|250px]]&lt;br /&gt;
*[[Hero (Dragon Quest VI)|Hero]]: A lad with blue hair who lives in the mountain village of Weaver&#039;s peak with his sister [[Tania (Dragon Quest VI)|Tania]].&lt;br /&gt;
*[[Carver]]: A wandering martial artist first encountered in the kingdom of Somnia, where he enlists alongside the hero in the military.&lt;br /&gt;
*[[Milly]]: A mysterious waif who apprentices under the famed fortune teller Luca Luminesta, and aids  the hero and Carver in Port Haven.&lt;br /&gt;
*[[Ashlynn]]: An amnesiac girl who forces herself into the party at Moon Mirror Tower whose a dab hand at spell casting. She warms up the hero rather quickly.&lt;br /&gt;
*[[Nevan]]: The prodigal grandson of the head priest of the Ghent tribe. It takes a moment of divine intervention to motivate him into joining the group.&lt;br /&gt;
*[[Terry]]: A wandering swordsman with a smug attitude and skills to match. Doesn&#039;t speak much to the party at first, but he always leaves Milly speechless.&lt;br /&gt;
*[[Amos]]: The local hero of a backwoods burg who joins the party after an optional sidequest.&lt;br /&gt;
*[[Lizzie]]: A prehistoric powerhouse who nests in the wayfarer&#039;s pass near the kingdom of Arcbolt, putting local travel on lockdown until she is evicted. Less brutish than her appearance lets on, she has a soft spot under her scales for Terry. &lt;br /&gt;
&lt;br /&gt;
==New features==&lt;br /&gt;
As the sixth installment to the &#039;&#039;Dragon Quest&#039;&#039; series,  the graphics and sound presentation were improved significantly from &#039;&#039;[[Dragon Quest V]]&#039;&#039;, which was criticized for being too similar to the 8-bit installments and not taking advantage of the SNES hardware. &lt;br /&gt;
&lt;br /&gt;
===[[Vocation system]]===&lt;br /&gt;
Marketed as a main selling point of the game, player-chosen vocations return after a two game absence in a greatly expanded implementation.&lt;br /&gt;
Once the party reaches [[Alltrades Abbey (Dragon Quest VI)|Alltrades Abbey]], they have the option of becoming one of nine base vocations. Once a character takes up a trade, his or her class causes certain attributes to increase and decrease. To learn new abilities or spells associated with a trade, the character must fight a set number of battles in that trade in order to improve their rank. These gradients are measured from 1 to 8, and marked with a star (★) that can be seen on the status menu. Not all battles will qualify for position advancement, with a character&#039;s level being checked against the area&#039;s limit: if the level exceeds this limit then none of the battles fought therein will accumulate.&lt;br /&gt;
&lt;br /&gt;
Changing vocations will not cause a character to lose any spells or skills from the old class, but special powers such as the Thief&#039;s [[Thievery|ability to steal items]] will be lost when the character is not in the appropriate vocation.&lt;br /&gt;
&lt;br /&gt;
If a character masters two or three of these occupations by increasing their rank to the maximum of eight, they may upgrade to a second tier vocation that far exceeds the sum of its parts. For example, mastering the warrior and the martial artist vocations allows a character to become a gladiator. Not all characters are suited to every class, as their natural stats may be too low to be effective even after the increase from joining the class.&lt;br /&gt;
&lt;br /&gt;
====Initial Vocations====&lt;br /&gt;
*[[Warrior]]: Strength and HP go up while agility, wisdom and magic points drop. Several basic fencing skills are learned.&lt;br /&gt;
*[[Martial Artist]]: Agility increases at the cost of MP and resilience, and melee skills are acquired. Additionally, the character&#039;s critical hit ratio improves significantly.&lt;br /&gt;
*[[Mage]]: Most attributes go down, except wisdom and MP. Attack and debilitating spells are learned.&lt;br /&gt;
*[[Priest]]: Many attributes decrease, but the priest is less frail than the mage. Restorative, support, and woosh spells are learned.&lt;br /&gt;
*[[Dancer]]:  All attributes save for style and agility drop significantly, and a variety of status inducing dances are learned&lt;br /&gt;
*[[Thief]]: Agility goes up, but most other stats go down, and skills that help outside battle, such as Eye for Distance, are learned. The thief may also steal an item from an enemy at the end of a battle.&lt;br /&gt;
*[[Monster Master]]: All stats go down except for agility, wisdom and style. Several breath skills are learned, as well as the puff spell. In the original SFC version, monsters may join the party when there is a monster master present, and in the remake there is a chance that enemies will be asleep at the start of battle.&lt;br /&gt;
*[[Merchant]]: Wisdom goes up, but most stats go down, and a random assortment of skills are learned. At the end of battle, a small portion of extra money is added to the party&#039;s income.&lt;br /&gt;
*[[Gadabout]]: Style slightly goes up, but most stats dramatically drop. Sometimes, instead of doing nothing, the gadabout will perform a beneficial trick, such as singing a lullaby to put enemies to sleep.&lt;br /&gt;
&lt;br /&gt;
====Advanced Vocations====&lt;br /&gt;
*[[Gladiator]] (Warrior+Martial Artist): Strength, HP, agility, and resilience go up, making this an excellent melee vocation. Most skills are super effective against a particular type of enemy, such as [[Dragon Slash]]. &lt;br /&gt;
*[[Armamentalist]] (Warrior+Mage): Stats mostly go down and strong magic skills/spells are learned, along with elemental slashes that exploit enemy vulnerabilities.&lt;br /&gt;
*[[Paladin]] (Martial Artist+Priest): Strength, agility, and wisdom go up and a mixture of defensive and offensive skills are learned such as [[Forbearance]] and [[Pearly Gates]].&lt;br /&gt;
*[[Sage]] (Mage+Priest): Wisdom and MP go up and top tier attack and healing spells are learned. At higher ranks, the Sage will be able to cast spells for fewer MP.&lt;br /&gt;
*[[Luminary]] (Dancer+Gadabout): Style is the only stat that goes up and several support skills are learned. &lt;br /&gt;
*[[Ranger]] (Merchant+Thief+Monster Master): Agility and wisdom go up and an assortment of exploration and defensive skills are learned.&lt;br /&gt;
*[[Hero (Class)|Hero]] (Gladiator+Sage+Luminary+Ranger): This is the ultimate vocation and all stats go up save agility and resilience. Several high power attack spells/skills are learned, such as [[Gigaslash]], and characters will automatically regenerate HP at higher ranks. The [[Hero (Dragon Quest VI)|Protagonist of Dragon Quest VI]] only has to master one of the listed vocations to become a Hero.&lt;br /&gt;
&lt;br /&gt;
====Hidden Vocations====&lt;br /&gt;
In addition to those accessed through the abbey, there are two hidden classes that require the use of ancient scrolls to be unlocked.&lt;br /&gt;
*[[Dragon (Class)|Dragon]]: A powerhouse profession that yields the strongest [[Breath attack|breath]] skills in the game, and significantly increases HP,  strength, and resilience at the cost of all other stats. Requires the [[Dragonic Diligence]] to be in a character&#039;s possession.&lt;br /&gt;
*[[Liquid Metal Slime (Class)|Liquid Metal Slime]]:A high-risk, high reward class that cuts HP by 80%, MP by 30%, strength by 40% and doubles agility and resilience. Teaches the most powerful abilities, and grants full immunity to all elements and ailments once mastered. Requires the [[Liquid Metal Mind]] scroll.&lt;br /&gt;
&lt;br /&gt;
===Style and the Best Dressed Contest===&lt;br /&gt;
A &amp;quot;Kakkoyosa&amp;quot; (かっこよさ, effectively Charisma) stat makes its debut, allowing the cast to compete in a fashion show. [[Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly and non-humanoid ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at a [[Fashion Forge|Fashionable Forge]]. A matching set of equipment will increase the stat further through hidden bonuses; these pieces of equipment are often joined by a theme such as [[Princess Robe|faerie tale]] [[Glass slippers|elegance]].  &lt;br /&gt;
&lt;br /&gt;
The Best Dressed Contest has eight ranks, which the player enters in order. Depending on rank, the contest may be limited to men, women, or monsters. While the contest is one of the mini-games in &#039;&#039;Dragon Quest VI&#039;&#039;, the party must win the third rank of the contest to gain an important item that will advance the plot.&lt;br /&gt;
&lt;br /&gt;
===Player conveniences===&lt;br /&gt;
*There is a system to memorize speeches made by the townspeople. Pushing a button after speaking to someone causes their text to be remembered. Then casting the [[Remember]] &amp;quot;spell&amp;quot; will cause the memorized conversations to be replayed. At higher levels, the Hero can replay more messages or delete messages from the list. This system is also used in the SNES and GBC remakes of &#039;&#039;Dragon Quest III&#039;&#039;, but not in any later games.&lt;br /&gt;
:*This feature was removed in the remake, but the [[Party chat|party chat]] feature serves a similar purpose.&lt;br /&gt;
*Walking pace is quickened in towns, castles, and dungeons. The screen no longer scrolls off the edge of a town map; instead the party will begin to move towards the edge of the screen, moving the message window if necessary.&lt;br /&gt;
*Wells can now be explored, with some leading to simple dead-ends, others small alcoves with treasure, and many leading to ambushes by [[Scarewell]]s and their relatives.&lt;br /&gt;
*Once acquired, the world map can be accessed via the R button for viewing at any time in the field, with the grayed-out sections filling in as the player explores.&lt;br /&gt;
:*In the DS version, the top screen automatically displays the map, and in the smart phone version it can be opened by pressing an icon on the screen.&lt;br /&gt;
*The Open command has been deleted, with doors automatically swinging wide when the player walks towards them. Locked doors will notify the player that they do not have the right key.&lt;br /&gt;
*The [[Zoom]] spell&#039;s MP cost has been dropped from 8 to 1, allowing for less expensive flights.&lt;br /&gt;
*During cut-scenes, exclamation points and question marks will appear over a character&#039;s head to add inflection to dialogue.&lt;br /&gt;
*[[Mini medal]] exchange has changed to one of cumulative rewards rather than individual purchases, meaning a player who has 40 medals will be given a single [[Miracle sword]], and only has to collect another ten to receive the next reward.&lt;br /&gt;
*Gold can now be carried in six figures, up to 999,999.&lt;br /&gt;
*For the first time, there is a [[bag]] to store excess items. As a result, the item vault was replaced with a [[Bank]] that only stores gold. Items in the bag cannot be used in battle, but characters can add or remove its contents at any other time. In the original version of the game, it is not possible to use items in the bag at all until they are placed in a character&#039;s inventory but this was changed in later games onward.&lt;br /&gt;
*Spell and skill descriptions are now displayed in-battle, forgoing the use of the instruction manual and player-notes.&lt;br /&gt;
&lt;br /&gt;
===Battle refinements===&lt;br /&gt;
[[File:Monster Battle Victory DQ VI group.png|right|border|250px]]&lt;br /&gt;
*All monsters are fully animated in battle, with most having three frames per action.&lt;br /&gt;
*Stat growth becomes pre-set upon leveling up, with no random width as in the previous five games.  This would be slightly modified in the remake, allowing for a slight range of growth. &lt;br /&gt;
*The limit for non-HP and MP stats has been raised from 255 to 500.&lt;br /&gt;
*[[Luck]] has been removed from the game.&lt;br /&gt;
*[[Status ailment|Curse]]s as monster abilities have been removed from the game, with cursed equipment no longer requiring a benediction to remove.&lt;br /&gt;
*The infamous “learning period” experienced through the artificial intelligence has been abolished, with A.I. controlled party members immediately recognizing the resistances of monsters from the first turn. However, characters will never use items when using the A.I.&lt;br /&gt;
*A.I. decision making now takes place after each action in battle instead of after all four player character have acted, meaning a character will not waste their turn casting a support spell on another character who was killed at the start of battle. &lt;br /&gt;
*The &#039;&#039;Show No Mercy&#039;&#039; strategy has been added, which tells characters to defeat enemies as quickly as possible with no regard for MP.&lt;br /&gt;
*Significantly more skills have been added compared to the previous game, raising the total from 29 to 93. &lt;br /&gt;
:*A separate window has been created for skills, instead of lumping them together with spells ala the SNES version of &#039;&#039;V&#039;&#039;.&lt;br /&gt;
*Several new accessories have been introduced, raising the total from 7 to 20.&lt;br /&gt;
*The cursor will remain on the last selected spell/skill if the player exists that window and when the character has their next turn.&lt;br /&gt;
*When a battle is over the BGM of the area will resume playing from where it was last interrupted, as opposed to starting over.&lt;br /&gt;
*[[Encounters]] have shifted from a purely random chance to step-based additives, meaning that a battle will always commence when a character takes the required amount of steps for that terrain/location.&lt;br /&gt;
*Unlike in the two preceding games, characters in the [[Wagon]] can cast spells at any time, even in dungeons where the wagon cannot go.&lt;br /&gt;
&lt;br /&gt;
==Returning features==&lt;br /&gt;
===Vehicles=== &lt;br /&gt;
There are seven different vehicles in the game, counting the wagon; this is the most of any game in the series so far. Also, this is the only game in the series to allow the players to travel underwater.&lt;br /&gt;
*[[Wagon]]&lt;br /&gt;
*[[Ship]]&lt;br /&gt;
*[[Mobile Island]]&lt;br /&gt;
*[[Flying Bed]]&lt;br /&gt;
*[[Magic Carpet]]&lt;br /&gt;
*[[Ship|Undersea Ship]] &lt;br /&gt;
*[[Pegasus]]&lt;br /&gt;
&lt;br /&gt;
===Monster Companions===&lt;br /&gt;
[[Monster recruitment|Monster companions]] are treated more like human party members in this game; they stay at [[Patty&#039;s Party Planning Place]] and can change vocations, but they will not join the party unless one of the active PCs belongs to the Monster Master vocation. Monster Companions are less valuable in this game, because there are a large number of human characters, who can learn through vocations most of the same skills and powers monsters obtain via leveling up .  However, each bestial buddy boasts resistances that humans do not. There are 18 types of monster that can join the party, but Patty has only 15 seats for monsters in her bar, considerably less than the fifth game.&lt;br /&gt;
&lt;br /&gt;
This feature has been removed from the DS version, as the Monster Master is incapable of recruiting monsters. It has been replaced by a system allowing recruitment of [[Slime family]] monsters only through encountering them in towns/dungeons/etc. The available slimes are:&lt;br /&gt;
*[[Goowain]]&lt;br /&gt;
*[[Healie]]&lt;br /&gt;
*[[Spot]]&lt;br /&gt;
*[[Kingsley]]&lt;br /&gt;
*[[Goober]]&lt;br /&gt;
*[[Curie]]&lt;br /&gt;
*[[Shelley]]&lt;br /&gt;
*[[Mercury]]&lt;br /&gt;
&lt;br /&gt;
===[[Monster Arena]]===&lt;br /&gt;
Monsters of the [[slime]] type can fight in a special arena dubbed [[Slimopolis]]; one chosen slime fights a series of three battles in a tournament (controlled by the AI), and if it wins, the party receives a prize dependent on the level of the tournament (which ranges from rank A to rank H). Winning the Rank H tournament twice will allow the slime to participate in the Championship battle.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===Production===&lt;br /&gt;
The scenario designer, like always, is [[Yuuji Horii]]. As in all other &#039;&#039;Dragon Quest&#039;&#039; games, the art work and design are made by [[Akira Toriyama]] of &#039;&#039;[[Dragon Ball]]&#039;&#039; fame, who also worked on &#039;&#039;[[Chrono Trigger]]&#039;&#039;, &#039;&#039;[[Tobal No.1]]&#039;&#039;, and &#039;&#039;[[Blue Dragon (series)|Blue Dragon]]&#039;&#039;. This is the last game in the series to belong to the [[Zenithia]] or the [[Tenkuu no Shiro]] (Castle in the Sky) trilogy.&lt;br /&gt;
&lt;br /&gt;
After the release of &#039;&#039;I + II&#039;&#039; in 1993 development of &#039;&#039;VI&#039;&#039; began in earnest, with a goal of returning to the more adventurous, less on-rails structure of the [[Erdrick trilogy]] and also parodying the &#039;&#039;very&#039;&#039; common trope of the &amp;quot;hidden world&amp;quot; scenario that RPGs and adventure games employed in the 90&#039;s. By introducing the concept of the Upper and Lower worlds within the first ten minutes of gameplay, Horii avoided the cliche of the late-game introduction of a hidden area where the cast would be forced to explore before confronting the final evil, and allowed &#039;&#039;VI&#039;&#039; to carry an air of genuine mystery from beginning to end.&lt;br /&gt;
&lt;br /&gt;
In order to balance the heavy plots and characterizations that &#039;&#039;IV&#039;&#039; and &#039;&#039;V&#039;&#039; enjoyed with the player&#039;s ability to explore at their leisure, the vocation system from &#039;&#039;III&#039;&#039; was re-implemented and given a substantial overhaul. Instead of defining a character in a fixed role, &#039;&#039;VI&#039;s&#039;&#039; vocations gave players the ability to completely customize their party as they saw fit. &lt;br /&gt;
&lt;br /&gt;
In July 2007, Square Enix announced a series of remakes of &#039;&#039;[[Dragon Quest IV]]&#039;&#039;, &#039;&#039;[[Dragon Quest V|V]]&#039;&#039; and &#039;&#039;VI&#039;&#039; for the Nintendo DS. This marked the first time the game was available on another console and outside of Japan. Prior to this, it had only been available through [[fan translation|fan translations]].  &#039;&#039;Dragon Quest VI&#039;&#039; was the final game of the subseries to be released, following &#039;&#039;Dragon Quest IV&#039;&#039; in 2008 and &#039;&#039;Dragon Quest V&#039;&#039; in 2009.  &lt;br /&gt;
&lt;br /&gt;
In January 2010, the game was re-released in Japan on the Nintendo DS. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing &#039;&#039;Dragon Quest VI&#039;&#039; on February 14, 2011. The subtitle was officially named &amp;quot;Realms of Revelation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*A prequel, &#039;&#039;[[Dragon Quest Monsters]]&#039;&#039; (&#039;&#039;Dragon Quest Monsters: Terry&#039;s Wonderland&#039;&#039; in Japan), was released in 1998. This game featured Terry and Milly years before the events of &#039;&#039;Dragon Quest VI&#039;&#039;. It was released in North America the next year, even though &#039;&#039;Dragon Quest VI&#039;&#039; was never released in North America. Along with Terry and Milly, several of the main enemies, including Mortamor, reappear. However, their previous roles have been eliminated, making them appear as just normal enemies. Mortamor and Murdaw (Mudou in the game) do appear as very challenging, very late in-game bosses, though.&lt;br /&gt;
&lt;br /&gt;
===Release===&lt;br /&gt;
The initial release date in Spring of 1995 was delayed over a year, Heartbeat wanting to further develop their game. The game was eventually shown at Shoshinkai in November of 1995. &#039;&#039;Dragon Quest VI&#039;&#039; was released a few weeks later on December 9, with the very steep price of 11,400 yen (roughly over 100 U.S. dollars before inflation adjustments). The game went on to sell over 3.20 million copies, becoming the highest-selling title in the series at the time by a wide margin. Since then, in Japan, the game actually made the news in 2005, when a Japanese student threatened another student over an argument about what &#039;&#039;Dragon Quest&#039;&#039; is the best, the student doing the threatening favoring &#039;&#039;Dragon Quest VI&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====North America====&lt;br /&gt;
On February 12, 2011 [[Yūji Horii]] visited Palo Alto, California for a special Nintendo launch event at Gamestop, where he signed autographs for the first 50 in attendance.  Fans were able to purchase the game two days before the official launch date, affectionately referred to by Nintendo as &#039;&#039;Valenslime Day&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Nintendo also held a trivia contest via Twitter, with the winner receiving a trip to the launch event to be the first in line to meet Horii.&lt;br /&gt;
&lt;br /&gt;
Best Buy also had special events to promote &#039;&#039;Dragon Quest VI&#039;&#039; and &#039;&#039;[[Dragon Quest IX]]&#039;&#039; on February 26, 2011 and March 5, 2011.&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
===Fan Translations===&lt;br /&gt;
Several unofficial English translations were attempted by several different groups. While none of them have ever been fully completed, as of 2001, the online translation group NoPrgress has released a translation in which 93% of the dialog, 80% of the battle text, and 95% of the menu text is translated. In 2000, the online translation group DeJap released an incomplete translation, however, the project is currently dead. &lt;br /&gt;
&lt;br /&gt;
===Nintendo DS Remake===&lt;br /&gt;
&#039;&#039;Dragon Quest VI&#039;&#039; did not receive an enhanced remake on a console until the Nintendo DS. The &#039;&#039;Dragon Quest VI&#039;&#039; enhanced remake for the Nintendo DS was announced in late 2007 by Square Enix and was developed by [[ArtePiazza]]. &lt;br /&gt;
&lt;br /&gt;
On April 28, 2008, it was reported that [[Square Enix]] had applied for the trademark &amp;quot;The Realms of Reverie&amp;quot; at the United States Patent and Trademark Office, leading to speculation that it was the localized title for this game. On May 20, 2008, Square Enix opened up the North American site featuring the three Dragon Quest DS remakes, acknowledging &#039;&#039;Realms of Reverie&#039;&#039; as the official subtitle, as well as confirming a release in North America. The next day, a press release from Square Enix confirmed that the game would be released in Europe as &#039;&#039;Dragon Quest: Realms of Reverie&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Two and a half years later, on December 20, 2010, Nintendo of America issued a press release concerning &#039;&#039;Dragon Quest VI&#039;&#039;; the game would be published by Nintendo in North America under the name &#039;&#039;&#039;&#039;&#039;Dragon Quest VI: Realms of Revelation&#039;&#039;&#039;&#039;&#039; and would be released on February 14, 2011. As with the release of &#039;&#039;[[Dragon Quest IX]]&#039;&#039;, the sword in the Dragon Quest logo was replaced with an ordinary &#039;T&#039;.&lt;br /&gt;
&lt;br /&gt;
During the following months, &#039;&#039;Dragon Quest VI&#039;&#039; would be released in Europe and Australia as &#039;&#039;&#039;&#039;&#039;Dragon Quest VI: Realms of Reverie&#039;&#039;&#039;&#039;&#039;.  The logo used was identical to that used in the North American release, other than the subtitle, while the actual box art was nearly identical to that of the Japanese release.&lt;br /&gt;
&lt;br /&gt;
====Remake Alterations====&lt;br /&gt;
A handful of changes were made to the game, some remaining controversial among fans:&lt;br /&gt;
*The monster recruiting function of the [[Monster Master]] vocation was removed, replaced with a system of slime companions that can be recruited during the journey. Some of these slimes, like the mottle slime, were not available in the original version.&lt;br /&gt;
*A new mini-game called [[Slippin&#039; Slime]] can be played, utilizing the DS stylus. &lt;br /&gt;
*Enemies have 75% HP and give 120% EXP compared to the SNES version. Some enemy groups have been increased in number to compensate for this. This change was decried by some fans for making the game too easy.&lt;br /&gt;
*[[Magic Burst]]&#039;s damage multiplier is reduced to 2x MP (similar to later installments), instead of 3x MP.&lt;br /&gt;
*The hero&#039;s conversational memory spells have been removed.&lt;br /&gt;
*Party members&#039; natural resistances are now gone. However, [[Lizzie]] and slime companions retain the native resistances of their monster counterparts.&lt;br /&gt;
*Re-equipping armour during battle no longer resets the effects of [[Sap]]/[[Buff]] spells.&lt;br /&gt;
*The layout of some towns and dungeons have been slightly altered.&lt;br /&gt;
*[[Terry]]&#039;s starting level was raised from 23 to 28.&lt;br /&gt;
*[[Amos]] now has a unique sprite model, where as he shared the NPC warrior sprite before.&lt;br /&gt;
*[[Zoom]] can now be used to warp to both the lower world and upper world versions of [[Alltrades Abbey (Dragon Quest VI)|Alltrades Abbey]].&lt;br /&gt;
====Smartphone alterations====&lt;br /&gt;
In addition to the changes listed above, the 2015 mobile version included a few adjustments to the game.&lt;br /&gt;
*Raised level cap for each area, making it much easier to earn vocation ranks in any given section of the game.&lt;br /&gt;
*The [[Ranger]] has been slightly buffed, now gaining +20% MP instead of losing 30%.&lt;br /&gt;
*[[Terry]]&#039;s level upon joining has been raised to 33, in addition to having already mastered the [[Mage]] and [[Priest]] vocations. His strength and agility stats have been increased by +5 and +28, respectively.&lt;br /&gt;
*The sex of monster companions is now displayed in the attributes section, with [[Lizzie]] and [[Shelley]] being female and the remaining slime buddies being male. &lt;br /&gt;
*[[Suite Dreams]] sidequest has been altered to no longer rely on multiplayer and can now be done entierly in-game.&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
*[[List of Name Changes in the Zenithia Trilogy#Dragon Quest VI: Realms of Reverie|Name Changes in the Zenithia Trilogy]]&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
[[Koichi Sugiyama]] composed the music and directed all the associated spinoffs. Three soundtracks were released for the music of &#039;&#039;Dragon Quest VI&#039;&#039;. The first was a two-disk soundtrack, which included an orchestral performance and an OST. The second soundtrack was released on August 23, 2000, and just had the orchestral version. This version was released by SPE Visual Works (now Aniplex), and was named &#039;&#039;Dragon Quest VI ~The Dream World~ Symphonic Suite&#039;&#039;. This version was featured on &#039;&#039;Dragon Quest Daizenshu Vol. 2&#039;&#039;, which is a compilation of &#039;&#039;Dragon Quest&#039;&#039; music. A second Symphonic Suite edition of the OST was performed in March 2005 and released on July 19, 2006, also by Aniplex. The Symphonic Suite tracklist is as follows:&lt;br /&gt;
&lt;br /&gt;
# [[Overture]] (1:20)&lt;br /&gt;
# At the Palace (3:40)&lt;br /&gt;
# In the Town ~ Happy Humming ~ Inviting Village ~ Folk Dance (7:02)&lt;br /&gt;
# Through the Fields ~ Wandering through the Silence ~ Another World (5:03)&lt;br /&gt;
# Ocean Waves (5:11)&lt;br /&gt;
# Flying Bed (2:08)&lt;br /&gt;
# Pegasus ~ Saint&#039;s Wreath (5:39)&lt;br /&gt;
# Evil World ~ Satan&#039;s Castle ~ Frightening Dungeon (4:22)&lt;br /&gt;
# Brave Fight (6:23)&lt;br /&gt;
# Melancholy (3:11)&lt;br /&gt;
# Ocarina ~ The Saint (2:07)&lt;br /&gt;
# Devil&#039;s Tower (1:36)&lt;br /&gt;
# Dungeons ~ Last Dungeon (5:52)&lt;br /&gt;
# Monsters (4:36)&lt;br /&gt;
# Demon Combat (5:15)&lt;br /&gt;
# Eternal Lullaby (6:46)&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
A survey in the magazine Famitsu in 2006 earned &#039;&#039;Dragon Quest VI&#039;&#039; the #34 spot on the list. This is a much lower spot on the list than the other games in the series, showing that, although the game is popular, it remains in the shadows compared to the rest of the series, particularly &#039;&#039;[[Dragon Quest III]]&#039;&#039; and &#039;&#039;[[Dragon Quest VIII]]&#039;&#039;, which were both in the top five. &#039;&#039;Dragon Quest VI&#039;&#039; was one of the best selling Super Famicom games in Japan, selling well over three million copies.&lt;br /&gt;
In volume 81 of &#039;&#039;Nintendo Power&#039;&#039;, the staff wrote an article on &#039;&#039;Dragon Quest VI&#039;&#039;, hoping the game would find a U.S. release. They also suggested why the series might not appeal to the American audience: there is too much fighting and not enough adventuring. The game has not been released outside of Japan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon Quest VI&#039;&#039; was listed as #7 among the 10 Best Japanese Games Never Released in the U.S. by &#039;&#039;GamePro&#039;&#039; magazine in their May 2005 issue. &#039;&#039;Dragon Quest V&#039;&#039;, another Japan-only game, was also on the list, placing at #2. (the whole list can be seen here [http://www.woodus.com/den/gallery/graphics/sightings/gamepro_may2005_pg46.jpg])&lt;br /&gt;
&lt;br /&gt;
In terms of contributions to the series as a whole, &#039;&#039;VI&#039;&#039; is considered by several fans as being very significant: the addition of skills allowed further refinement to combat and added significantly more layers of depth to battles, the bag reduced the amount of frustration players could face by putting an end to shuffling items between characters, and the Hero&#039;s ability to memorize and recall lines of dialogue directly lead to the creation of Party Chat in &#039;&#039;VII&#039;&#039;. Furthermore, the raising of stat limits from 255 to 510 allowed for more dynamic character growth and battle potential, complimented by a significant increase in stat-enhancing accessories. Smaller touches also enhanced the quality of the series from then on, such as the three tone vocal range for men, women, and children, and the mini medal exchange program becoming one where awards are dispensed based on the total collected, rather than being used as an alternate type of currency.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;VI&#039;&#039; may not be among the most popular games in the series, it is assuredly one of the most important in Dragon Quest&#039;s history.&lt;br /&gt;
&lt;br /&gt;
==Related media==&lt;br /&gt;
A 10-volume manga adaptation of the game titled &amp;quot;Maboroshi no Daichi&amp;quot; was made by [[Masomi Kanzaki]]. It was published by [[Enix]] in the &#039;&#039;Monthly Shonen Gangan&#039;&#039; between 1997 and 2001. The storyline roughly follows that of the video game from which it was based but with several differences, such as the inclusion of the character Kizu Buchi, a spotted slime.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The game is likely a prequel to &#039;&#039;IV&#039;&#039; and &#039;&#039;V&#039;&#039;, based on small details and hints scattered throughout the story. In typical Horii fashion, many of these hints are not concrete and are up to the player to decide for themselves. That being said, the similarities between Zenithia and Cloudsgate Citadel are objectivly clear even at a cursory glance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===&amp;lt;small&amp;gt;&#039;&#039;&#039;Box art&#039;&#039;&#039;&amp;lt;/small&amp;gt;===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DQ VI Super Famicom Box (Front Side).png|Super Famicom box art (front)&lt;br /&gt;
Image:Dq6boxb.jpg|Super Famicom box art (back)&lt;br /&gt;
Image:DQVI DS Box.png|Nintendo DS box art (NA)&lt;br /&gt;
Image:DQ6dsEuropeBox.jpg|Nintendo DS box art (Europe)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;small&amp;gt;&#039;&#039;&#039;Merchandise&#039;&#039;&#039;&amp;lt;/small&amp;gt;===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DQVI_Super_Famicom_guidebook.png|Super Famicom guide 1&lt;br /&gt;
Image:DQVI_Super_Famicom_guide.png|Super Famicom guide 2&lt;br /&gt;
Image:DQ VI V-Jump Character Poster.jpg|Character Poster from &#039;&#039;V-Jump&#039;&#039; magazine.&lt;br /&gt;
Image:DQ VI V-Jump Intro Page.jpg|Intro page from &#039;&#039;V-Jump&#039;&#039; magazine.&lt;br /&gt;
Image:DQ VI V-Jump Never Stop.jpg|&lt;br /&gt;
Image:DQVI_V_Jump_guide.png|&#039;&#039;V Jump&#039;&#039; guide&lt;br /&gt;
Image:DQVIManga1.png|&#039;&#039;Maboroshi no Daichi&#039;&#039; manga Vol. 1&lt;br /&gt;
Image:DQVI_Manga_2.png|&#039;&#039;Maboroshi no Daichi&#039;&#039; manga Vol. 2&lt;br /&gt;
Image:DQVI_Manga_3.png|&#039;&#039;Maboroshi no Daichi&#039;&#039; manga Vol. 3&lt;br /&gt;
Image:DQVI_Manga_4.png|&#039;&#039;Maboroshi no Daichi&#039;&#039; manga Vol. 4&lt;br /&gt;
Image:DQVI Manga vol 9.png|&#039;&#039;Maboroshi no Daichi&#039;&#039; manga Vol. 9&lt;br /&gt;
Image:DQVI_Manga_10.jpg|&#039;&#039;Maboroshi no Daichi&#039;&#039; manga Vol. 10&lt;br /&gt;
Image:DQ 4koma Gekijou 12.png|4koma comics&lt;br /&gt;
Image:DQVI CD Theater 1.png|CD Theater&lt;br /&gt;
Image:DQVI CD Theater 2.png|CD Theater&lt;br /&gt;
Image:DQVISuperFamicomArt.png|Super Famicom cover art&lt;br /&gt;
Image:Shopping in VI.jpg|&lt;br /&gt;
Image:Battle in the Abyss.jpg|&lt;br /&gt;
Image:DQVI_Characters.png|&lt;br /&gt;
Image:DQVI Michikusa adventure guide.png|Michikusa guide&lt;br /&gt;
Image:DQVI iOS Android.png|iOS/Android&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://na.square-enix.com/zenithia/ Official Nintendo DS Dragon Quest Zenithia Portal site]&lt;br /&gt;
*[http://dragonquest6.nintendo.com/ Official Dragon Quest VI website]&lt;br /&gt;
&lt;br /&gt;
{{DQVI}}&lt;br /&gt;
{{Dragon Quest series}}&lt;br /&gt;
[[Category:Articles on Wikipedia]]&lt;br /&gt;
[[Category:Dragon Quest VI|*!]]&lt;br /&gt;
[[Category:SNES games]]&lt;br /&gt;
[[Category:Nintendo DS games]]&lt;br /&gt;
[[Category:Android/iOS games]]&lt;br /&gt;
{{DEFAULTSORT:Dragon Quest 06}}&lt;br /&gt;
{{DISPLAYTITLE:&#039;&#039;Dragon Quest VI&#039;&#039;}}&lt;/div&gt;</summary>
		<author><name>ArseArcanum</name></author>
	</entry>
	<entry>
		<id>https://dragon-quest.org/w/index.php?title=Dragon_Quest_V:_Hand_of_the_Heavenly_Bride&amp;diff=122358</id>
		<title>Dragon Quest V: Hand of the Heavenly Bride</title>
		<link rel="alternate" type="text/html" href="https://dragon-quest.org/w/index.php?title=Dragon_Quest_V:_Hand_of_the_Heavenly_Bride&amp;diff=122358"/>
		<updated>2019-07-14T01:36:18Z</updated>

		<summary type="html">&lt;p&gt;ArseArcanum: /* Reception */ fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;{{FULLPAGENAME}}&#039;&#039;}}{{Infobox VG&lt;br /&gt;
| type = Main series games&lt;br /&gt;
| title =Hand of the Heavenly Bride&lt;br /&gt;
| image = [[File:DQV_Logo.png|360px|center]][[Image:DQV_PS2_Art.png|center|360px]]&lt;br /&gt;
| caption = &lt;br /&gt;
| developer = [[Chunsoft]] &amp;lt;br /&amp;gt;[[ArtePiazza]], Matrix Software (PS2) &amp;lt;br /&amp;gt;[[ArtePiazza]], Cattle Call (NDS)&lt;br /&gt;
| publisher = [[Enix|Enix Corporation]] (SFC) &amp;lt;br /&amp;gt;[[Square Enix]] (PS2, NDS)&lt;br /&gt;
| designer = [[Yūji Horii]]&lt;br /&gt;
| artist = [[Akira Toriyama]]&lt;br /&gt;
| composer = [[Koichi Sugiyama]]&lt;br /&gt;
| engine =&lt;br /&gt;
| released=&#039;&#039;&#039;Super Famicom&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 27, 1992}}&#039;&#039;&#039;PlayStation 2&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=March 25, 2004}}&#039;&#039;&#039;Nintendo DS&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=July 17, 2008|NA=February 17, 2009|EU=February 20, 2009|AUS=February 19 2009}}&#039;&#039;&#039;Android &amp;amp; iOS&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=December 12, 2014|NA=January 22, 2015}}&lt;br /&gt;
| genre = [[Wikipedia:Console role-playing game|Console role-playing game]]&lt;br /&gt;
| modes = [[Wikipedia:Single player|Single player]]&lt;br /&gt;
| ratings = {{vgratings|CERO=A (PS2, NDS)|ESRB=E10+ (NDS)|PEGI=12+ (NDS)}}&lt;br /&gt;
| platforms = [[Super Nintendo Entertainment System|Super Famicom]], [[Sony PlayStation 2]], [[Nintendo DS]], Android &amp;amp; iOS&lt;br /&gt;
| media = 16-[[Wikipedia:megabit|megabit]] [[Wikipedia:ROM cartridge|cartridge]] (SFC)&amp;lt;br /&amp;gt; [[Wikipedia:DVD|DVD]] (PS2)&amp;lt;br/&amp;gt; [[Nintendo DS#Media specifications|Nintendo DS Game Card]]&lt;br /&gt;
| requirements =&lt;br /&gt;
| input =&lt;br /&gt;
| series = &#039;&#039;[[Dragon Quest]]&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Translation|&#039;&#039;&#039;&#039;&#039;Dragon Quest V&#039;&#039;&#039;&#039;&#039;|ドラゴンクエストV 天空の花嫁|Doragon Kuesuto Faibu: Tenkū no Hanayome|lit. Dragon Quest V: Bride of Heaven}} is the fifth installment in the &#039;&#039;[[Dragon_Quest_(series)|Dragon Quest]]&#039;&#039; series, and the second of the Zenithian trilogy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon Quest V&#039;&#039; was the first game in the series in which [[Monster recruitment|certain monsters from random encounters may offer to join the player&#039;s party]]. This concept was an inspiration for the &#039;&#039;[[Wikipedia:Pokémon|Pokémon]]&#039;&#039; video game series, which debuted several years after &#039;&#039;Dragon Quest V&#039;&#039;&#039;s release. Later, the same feature would spawn the &#039;&#039;[[Dragon Quest Monsters (series)|Dragon Quest Monsters]]&#039;&#039; series in 1998.&lt;br /&gt;
&lt;br /&gt;
On April 3rd, 2019 a trailer was released for [[Dragon Quest: Your Story]], a feature film based on Dragon Quest V.&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
&#039;&#039;Dragon Quest V&#039;&#039; is set centuries after the Zenithian Hero defeated [[Psaro the Manslayer]] in the previous installment, &#039;&#039;[[Dragon Quest IV]]&#039;&#039;. The game starts on a sea vessel, with the Hero departing to go to Whealbrook. Like all other &#039;&#039;Dragon Quest&#039;&#039; games, this one takes place in a medieval world, with no real modern technology, such as cars or electricity. Characters fight with [[swords]], clubs, and magic instead of guns or other weapons.&lt;br /&gt;
&lt;br /&gt;
The layout of the world is superficially similar to the layout in &#039;&#039;Dragon Quest IV&#039;&#039;, but with a new set of locations, and considerable geographic alteration. The [[Stairway to Zenithia]] and [[Zenithia|Castle Zenithia]] itself are the only surviving locations from the previous game, and they have fallen into ruin and are no longer connected. The overworld has different monster encounter tables for each of the three eras.&lt;br /&gt;
&lt;br /&gt;
The quest takes the Hero and his party to many exotic locations, such as a [[fairy village (Dragon Quest V)|fairy village]], a [[Ice Mansion|mansion made of ice]], several caves, and even the depths of a volcano. The party eventually makes its way to the castle [[Zenithia]], the hallmark of each game of the [[Zenithia trilogy]]. Like a few other &#039;&#039;Dragon Quest&#039;&#039; games, the final enemies reside in a [[dark world]], separate from the main map.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
{{spoiler|start}}&lt;br /&gt;
[[File:DQVSuperFamicomArt.png|right|border|370px]][[Image:DQVSNESArt.png|right|border|370px]]&lt;br /&gt;
&#039;&#039;Dragon Quest V&#039;&#039; begins with a brief scene of the Hero&#039;s birth in which the player gives the Hero a name. After that scene, the Hero finds himself in a room on board a ship with his father, Pankraz. After the ship stops at [[Vista Port|Littlehaven]] (ビスタ &#039;&#039;Bisuta&#039;&#039;), they leave the ship for Whealbrook, where Pankraz&#039;s friend Sancho lives. Upon arrival, the Hero meets Bianca. After exploring the cave behind Whealbrook, he and Pankraz accompany Bianca to her town Roundbeck. Upon arrival at that town, Bianca and the Hero explore the haunted castle [[Uptaten Towers]] (レヌール &#039;&#039;Renūru&#039;&#039;), where they obtain a mysterious [[Gold Orb]]. Afterwards Pankraz and the Hero return to Whealbrook, along with a pet tiger named [[Saber]] (ボロンゴ &#039;&#039;Borongo&#039;&#039;), a monster that was saved from bullying by the Hero and Bianca.&lt;br /&gt;
&lt;br /&gt;
The next day, the Hero notices a man in the town who looks very similar to him. That man asks the Hero to show him the Golden Orb and, after returning it, asks him to take care of his father Pankraz. Elsewhere in town, he finds the spirit of [[Bella|Honey]], who asks him to return with her to her country, the snow-covered land of [[Faerie Lea]]. Upon arriving there, the two defeat the [[Winter Queen]] to allow Spring to return to the land. After accomplishing this feat, the Hero, Pankraz, and Saber travel to the eastern kingdom of [[Coburg]] (ラインハット &#039;&#039;Rainhatto&#039;&#039;), where the Hero befriends [[Prince Harry]] (ヘンリー &#039;&#039;Henrī&#039;&#039;). However, Harry is kidnapped, forcing the Hero and Pankraz to rescue him. Once the Hero finds Harry in a nearby hideout, they are attacked by a duo of powerful monsters, in which Pankraz defeats, but then a third entity appears and threatens the Hero&#039;s life, forcing Pankraz to give in. In the process, Pankraz is killed by powerful monsters, the Golden Orb is destroyed, and the Hero and Harry are sold into slavery.&lt;br /&gt;
&lt;br /&gt;
The story continues ten years later, and the player finds that the Hero and Harry have grown up working on a giant temple. They get into a scuffle with the guards after seeing a girl named [[Maria]] (マリア &#039;&#039;Maria&#039;&#039;) being whipped; the three of them are released from the temple and sent drifting to the [[casino]] town of Fortuna (オラクルベリー &#039;&#039;Orakuruberī&#039;&#039;) by Maria&#039;s brother. Here the Hero and Henry discover that Whealbrook has been destroyed by the armies of the [[Faux dowager|Queen Dowager of Coburg]], who has been acting as regent for Harry&#039;s half-brother [[Wilbur]]. Upon paying a visit to his homeland, Harry discovers that his stepmother has been replaced by a monster. After unmasking the fake queen using [[Ra&#039;s Mirror]] and defeating the monster, Harry and Maria marry and become an advisor to the king.&lt;br /&gt;
&lt;br /&gt;
Afterwards, the Hero will travel to the western continent, where he will meet up with Saber once more, and travel to the town of [[Mostroferrato]], where the wealthy nobleman Mr. Briscoletti and his daughters Nera and [[Debora]] live. He sends the hero on a quest to retrieve two magic rings of [[Circle of Fire|fire]] and [[Circle of Water|water]] as a test of his worthiness as a suitor for Nera. The Hero is able to accomplish this task only with the aid of Bianca, who he meets in a nearby village. Afterwards, Mr. Briscoletti offers the Hero the chance to marry Nera, but it is also possible for him to marry Bianca or, more surprisingly, Debora instead.&lt;br /&gt;
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After the marriage, the Hero takes his bride through a great mountain path that leads to his homeland of Gotha. Upon their arrival, Sancho is shocked to see the Hero and Bianca (or one of the Bricoletti sisters), and immediately takes them to see the current King of Gotha--[[Prince Albert|Albert]], the younger brother of Pankraz. The Hero must undergo a [[Royal trial|Rite of Passage]] before he can assume the throne, while his wife, now revealed to be pregnant, rests. During the coronation celebration, the Hero&#039;s wife is kidnapped, but the newly born twins are safely hidden.&lt;br /&gt;
&lt;br /&gt;
The Hero rushes to save his wife, but upon defeating the powerful monsters who kidnapped her, both the Hero and his bride are cursed and turned into stone; they remain this way for eight long years.&lt;br /&gt;
&lt;br /&gt;
The Hero is found by his two children now grown and Sancho in the garden of a wealthy man&#039;s estate and is revived and taken back to Gotha castle. They still have not found Bianca/Nera/Debora, but they have a lead on the whereabouts of the Hero&#039;s mother: she was from the town of [[Lofty Peak]] on the continent north of Gotha. The Hero goes there, finds more information, and procures a [[magic carpet]] and [[magic key]]. Travelling the world to collect the [[Zenithian Equipment|legendary &amp;quot;Heavenly&amp;quot; or &amp;quot;Celestial&amp;quot; armaments]] for the Legendary Hero, it is discovered that the [[Hero&#039;s son (Dragon Quest V)|Hero&#039;s son]] is indeed the [[Legendary Hero]] sought by Pankraz almost twenty years ago.&lt;br /&gt;
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During this stage of the journey, the Hero avenges Pankraz by killing Slon and restores the [[Zenith Dragon]], as well as his [[Zenithia|flying castle]], to their proper homes in the sky. To accomplish this, the Hero has to enter a time warp to retrieve the Gold Orb from his child self. The Hero, older and wiser, attempts to talk Pankraz out of going to Coburg to his demise, but he does not heed the warning.&lt;br /&gt;
&lt;br /&gt;
After returning to the [[Crocodilopolis|temple the Hero]] helped build as a slave, the [[Zenithian armour]] is found, as well as the statue of his wife. He then must go defeat King Korol in order to remove the curse from his wife, and retrieving the [[Circle of Life]] in the process. After the final source of evil is eradicated from the world, the party is told that Madalena remains in Nadiria, trying to contain the Grandmaster of the Underworld, [[Nimzo]] (ミルドラース &#039;&#039;Mirudorāsu&#039;&#039;). The Hero, his wife, and their children decide to enter the underworld to find Madalena, so together they travel there via the [[Estuary Sanctuary|Nadiria Teleportal]] from the [[Estuary Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
After passing a town of monsters that are transforming into humans, they head to the northern section of Nadiria and reach Mt. Zugzwang. Madalena is found inside, only to be killed off by Nimzo before she can seal his power. The party continues on to confront and destroy [[Grandmaster Nimzo]], ending the threat once and for all. They return to Gotha, and have a joyful party. As the family celebrates, Pankraz and Madalena watch their son and his family from the heavens, happy and content with their progeny.&lt;br /&gt;
&lt;br /&gt;
After beating the game, players can gain access to the [[bonus dungeon]]: [[Estark&#039;s Labyrinth]], where the party can test their skills against an [[Estark|ancient demon]] sealed away by Nimzo out of fear. &#039;&#039;Dragon Quest V&#039;&#039; was the first main series &#039;&#039;Dragon Quest&#039;&#039; game to have a bonus dungeon (although the later remakes of &#039;&#039;Dragon Quest III&#039;&#039; and &#039;&#039;IV&#039;&#039; added bonus dungeons similar to later titles).&lt;br /&gt;
{{spoiler|end}}&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*[[Hero (Dragon Quest V)|The Hero]] is, in the early chapters of the game, a six-year-old boy who travels all around the world along with his father, Pankraz. Though a child, he will become a capable warrior in his own right through exorcizing a haunted castle and saving the realm of the faeries from perpetual winter. After the tragic death of Pankraz at the end of the first generation, the Hero is forced into slavery, undergoing hard labor in the building of a temple. Ten years after, he finally escapes from there, and he starts a journey to find his mother, Mada, who was rumoured to have been kidnapped soon after the Hero was born. He will also search for the Legendary Hero that his father sought to find, and along the way discover love in the form of a heavenly bride.&lt;br /&gt;
&lt;br /&gt;
*[[Pankraz]] is the father of the Hero. Though he was once the king of [[Gotha]], he left his homeland to search for the Legendary Hero and his vanished wife. His attendant, [[Sancho]], goes with him on his journey and resides in [[Whealbrook]] early in the game. He is a stern but kind man, with nearly all associated NPCs speaking very highly of him. In his travels, he keeps his kingly status a secret to avoid detection.&lt;br /&gt;
&lt;br /&gt;
*[[Bianca]] is a daughter of the innkeepers of [[Roundbeck]] and the childhood friend of the Hero. When the hero and his father visit her in Roundbeck, she drags him off on a ghost-hunting dare to save a bullied Saber cub from it&#039;s aggressive owners. After growing up, she moves to a small village for recuperation of her injured father and matures into a kind and energetic countrywoman, becoming one of the women whom the player can choose to marry.&lt;br /&gt;
&lt;br /&gt;
*[[Nera]] is a daughter of Rodrigo Briscoletti, who recently got back from domestic goddess training at Heaven&#039;s Above Abbey. She is the second choice for becoming the Hero&#039;s bride. Her father, [[Rodrigo Briscoletti]] (ルドマン &#039;&#039;Rudoman&#039;&#039;) is a wealthy man living in [[Mostroferrato]] (サラボナ &#039;&#039;Sarabona&#039;&#039;). He seeks his daughter&#039;s bridegroom, but will only accept a man who is able to pass his trial. [[Crispin Burns]] (アンディ &#039;&#039;Andi&#039;&#039;) a friend of Nera&#039;s, also desires to marry her.&lt;br /&gt;
&lt;br /&gt;
*[[Debora]] is the older daughter of Mr. Briscoletti. She is introduced in the DS remake as a 3rd bridal candidate, however being a temperamental and spoiled girl, her parents have no real hope of finding her a suitor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New features==&lt;br /&gt;
&#039;&#039;Dragon Quest V&#039;&#039; follows in the footsteps of &#039;&#039;[[Dragon Quest IV]]&#039;&#039; by virtue of continuing [[Yuji Horii]]&#039;s narrative experiments. Rather than dividing the game into chapters focusing on several characters, the story exclusively follows the life of the [[Hero (Dragon Quest V)|person]] from childhood to adulthood, and finally to parenthood. This divides the game into 3 separate generations, with the world and characters ageing along with the protagonist. The nature of traversing the world&#039;s towns and combating monsters is still the same as in previous titles, but with the introduction of a well lauded addition to the series: &lt;br /&gt;
&lt;br /&gt;
===[[Monster recruitment]]===&lt;br /&gt;
The largest gameplay addition was the inclusion of a monster recruitment system. Under this system, [[List of recruitable monsters in Dragon Quest V|certain monsters]] may elect to join the player&#039;s party after being defeated in battle. These monsters then behave as typical player characters who can level up, use equipment, and receive orders/tactics in battle, but will often have abilities and resistances unavailable to human characters. This new feature adds a great deal of replay value as it greatly increases the possible party configurations a player can use. &lt;br /&gt;
&lt;br /&gt;
In the original Super Famicom version, only 40 monsters were recruitable and 70 was the limit for how many could be kept in total. With subsequent remakes, these limits were raised to 70 recruits and 81 spaces respectively.&lt;br /&gt;
&lt;br /&gt;
===Player conveniences===&lt;br /&gt;
* This game was the first to use katakana and numbers to name characters; earlier 8-bit games had only allowed the use of hiragana. Also, message windows can now display kanji. This &#039;&#039;&#039;significantly&#039;&#039;&#039; expanded the amount of text that could be stored to a cartridge without eating up space saved for music, graphics, and so forth, with the original advertisements stating the game had as much text as a novel. &lt;br /&gt;
&lt;br /&gt;
* Search, Talk, and Open commands can now be issued by a single button press, bypassing the menu. &lt;br /&gt;
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* The shop interface now shows what stat changes will occur when a weapon is equipped, and purchased items can be equipped automatically.&lt;br /&gt;
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* Characters can now move a half-block tile at a time rather than only a full block, leading to smoother animation.&lt;br /&gt;
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* Pots, barrels, and similar objects can now be Searched, and will often contain useful items. Unfortunately, this also meant that they sometimes contained monsters laying in wait...&lt;br /&gt;
&lt;br /&gt;
===Battle refinements and balancing===&lt;br /&gt;
*For the first time, any character who is targeting an already-defeated monster will have their target automatically transferred to one of the other monsters (selected at random). In earlier games, the action was simply cancelled and the turn wasted.&lt;br /&gt;
&lt;br /&gt;
*More advanced party AI than the previous game. An AI controlled character has been programmed to &amp;quot;learn&amp;quot; a foe&#039;s resistances and vulnerabilities much faster than before, avoiding infamous snafus such as a character wasting turns casting [[Whack]] on a boss monster. It is also possible, unlike in the previous game&#039;s original version, to set characters to manual command and allow them to be controlled individually as in the first three games. &lt;br /&gt;
&lt;br /&gt;
*There is now a separation of spell resistances for monsters. In previous games, all spell resistance was based around &#039;&#039;accuracy&#039;&#039;, whereas in V an offensive spell&#039;s resistance is now calculated as &#039;&#039;damage reduction&#039;&#039;, thus preventing a caster from completely wasting their MP unless the foe is immune. This would set the precedent for resistances in all future titles and side games.&lt;br /&gt;
&lt;br /&gt;
* There is now a distinct defensive stat in [[Stats|Resilience]], determining a character&#039;s base defence; in earlier games, the base defence was calculated from Agility.&lt;br /&gt;
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*Armour and shield resistance is now based on static number subtraction instead of a percentage. For example, the [[Magic shield]] will always reduce damage dealt from [[Sizz]] by 7 points.&lt;br /&gt;
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* [[Boomerang]]s and [[Whip|whips]] can now attack groups of enemies. This feature leads to some weapons being replaced in remakes of older titles to avoid inconsistency.&lt;br /&gt;
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* Some traditional spells had their effects slightly altered, such as [[Kabuff]] improving defence by 25% instead of 50%.&lt;br /&gt;
&lt;br /&gt;
*The [[Zoom]] spell will take them to the town of their choice as in the later games. The Zoom spell can only be acquired at a certain stage of the plot (in the first half of the second generation); it cannot be acquired by levelling, and if a monster recruit learns this spell, the spell will not appear until after the plot event occurs. This marks the first time in the series that spell acquisition has been tied to plot events.&lt;br /&gt;
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* Combat screens now have animated background images, reminiscent of the first game. The images depend on the local terrain and time of day. Also, attacking a monster or casting an offensive spell will produce a matching animation.&lt;br /&gt;
&lt;br /&gt;
* The original SNES version only allows 3 active party members instead of 4; a 5-person wagon is still available, however. The PS2 and DS remakes restored party size to 4.&lt;br /&gt;
&lt;br /&gt;
*The mechanism for replacing characters with reinforcements from the wagon was changed. It no longer takes a turn for a character to be swapped with one in the wagon, and it is possible to replace all characters at once. This significantly changes battle strategy, especially against major bosses. To balance this, several bosses possess much higher stats than were featured in previous games--hit points in particular.&lt;br /&gt;
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===New types of vehicles===&lt;br /&gt;
In addition to the typical [[Ship|sailing vessel]] and flying mount, there are several additional modes of fantastical transportation. These new crafts carry their own restrictions but offer more intricate exploration.&lt;br /&gt;
* [[Flying Carpet]]: This whimsical rug can travel on grass, water, and shoals, and will suppress wandering monster encounters due to its high speed. It can be carried as an item, allowing it to be used anywhere where there is a sufficient region of grass to take off. However, it cannot travel through forests, so a line of forest inside a line of water (or vice versa) remains an impassible barrier.&lt;br /&gt;
* The [[Zenithia|Sky Castle]]: The home of the divine Zenithians can fly over any terrain; but it cannot reach or pass the high mountain on the central continent where the Great Temple is located. It can only land or take off from grass or desert (and only large areas of grass/desert, due to its size). The Zoom spell will not relocate the castle since you can instead Zoom directly into its control deck. &lt;br /&gt;
&lt;br /&gt;
===Knick-knacks===&lt;br /&gt;
Introduced in the PS2 version, these locally-flavoured baubles provide an additional side-quest. Throughout the game, many special items called [[knick-knacks]] may be collected by the player. These items can be displayed in a special museum that will come under the ownership of the protagonist; NPCs will be attracted to the museum once it has exhibits, reminiscent of the boom town featured in other titles. Some special products will be upgraded by certain plot events, and can even be used as equipment in battle. Knick-knacks are unrelated to the overall plot of the game and exist only as a sidequest, but they offer a glimpse into the everyday life of an NPC that other games attempt to illustrate.&lt;br /&gt;
&lt;br /&gt;
==Translations==&lt;br /&gt;
Dragon &#039;&#039;Warrior&#039;&#039; V has been used in 90&#039;s media as a reference to &#039;&#039;[[Dragon Quest V]]&#039;&#039;.  In [[Enix America Corporation]]&#039;s newsletter &#039;&#039;[[Warrior World]]&#039;&#039;, the company revealed that they had decided against releasing &#039;&#039;Dragon Quest V&#039;&#039; as &#039;&#039;Dragon Warrior V&#039;&#039; in North America, and were planning to release &#039;&#039;Dragon Quest VI&#039;&#039; as &#039;&#039;Dragon Warrior V&#039;&#039;.  Since Enix America Corporation ceased operations around the same time that &#039;&#039;Dragon Quest VI&#039;&#039; was released in Japan, official localization of the SFC title never occurred.  The next title in the main &#039;&#039;[[Dragon Quest]]&#039;&#039; series to be released in North America was &#039;&#039;Dragon Quest VII&#039;&#039; as &#039;&#039;[[Dragon Warrior VII]]&#039;&#039;, during November 2001.&lt;br /&gt;
&lt;br /&gt;
Fan translations of the SFC version of &#039;&#039;Dragon Quest V&#039;&#039; were later completed; both the [[DeJap]]/[[PT]] translation and [[byuu|byuu&#039;s]] translation were released on December 7, 2001. This translation utilized the spell and monster names codified in the older Enix localizations, but with much less censorship to death, other tragedies, and adult subject matter.&lt;br /&gt;
&lt;br /&gt;
In February 2009, [[Square Enix]] released the DS remake, &#039;&#039;[[Dragon Quest V: Hand of the Heavenly Bride]]&#039;&#039;, the first official release of &#039;&#039;Dragon Quest V&#039;&#039; in English. This localization was created by Plus-Alpha, carrying over from their previous work in the series. As such, puns and onomatopoeia are commonplace, along with references to older titles. To great relief from fans, the Party Chat feature was retained for the overseas version, constituting nearly 1/3rd of the game&#039;s written script.&lt;br /&gt;
&lt;br /&gt;
==Remakes==&lt;br /&gt;
===PS2 remake===&lt;br /&gt;
&#039;&#039;Main article: [[Dragon Quest V (PS2)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===DS remake=== &lt;br /&gt;
A &#039;&#039;Dragon Quest V&#039;&#039; remake for the [[Nintendo DS]] was announced in late 2007 by Square Enix and was developed by ArtePiazza. The game uses the same engine as the DS remake of &#039;&#039;Dragon Quest IV&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On April 23, 2008, it was reported that [[Square Enix]] has applied for the trademark &amp;quot;Hand of the Heavenly Bride&amp;quot; at the [[United States Patent and Trademark Office]]. It was confirmed to be in reference to &#039;&#039;Dragon Quest V&#039;&#039; by a listing from Nintendo of third-party titles for Nintendo platforms. On the following day, Square Enix sent out a press release saying that the game will be released in Europe under the name &#039;&#039;Dragon Quest: The Hand of the Heavenly Bride&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The DS remake includes all the features of the PS2 remake, such as the expanded party size, plus a few new changes:&lt;br /&gt;
&lt;br /&gt;
*An extra-difficult bonus dungeon, [[Estark&#039;s Labyrinth]], is unlocked after completing the game.&lt;br /&gt;
*A third Heavenly Bride is introduced: [[Debora Briscoletti]], the older sister of [[Nera]]. Unlike the other two brides, Debora is temperamental and intimidating, generally scaring off all potential suitors. Due to her aggressive personality, she is more of a physical fighter than the other brides, and can equip a wider selection of weapons.&lt;br /&gt;
*Debora appears along with Rodrigo &amp;amp; Nera at the start of Generation I.&lt;br /&gt;
*A new mini-game called [[Bruise the Ooze]] can be played, utilizing the DS stylus.&lt;br /&gt;
*Several more monsters are added and recruitable including: [[Archdemon]] &amp;amp; [[Jailcat]]&lt;br /&gt;
*[[Great sabrecub]]s are no longer encountered in the game, leaving Saber to be the only one.&lt;br /&gt;
*Healing Spells known by Pankraz and Honey can be used out of battle.&lt;br /&gt;
&lt;br /&gt;
===Mobile Phone port===&lt;br /&gt;
Released in Japan on December 12, 2014, and over seas on January 22, 2015, this version is an enhanced, smoother looking port of the previous DS version. All features have been retained, with a few interface and presentation changes:&lt;br /&gt;
&lt;br /&gt;
*Script alteration to reflect new control input.&lt;br /&gt;
*Smoother frame rate.&lt;br /&gt;
*Graphical upgrade.&lt;br /&gt;
*Improved audio quality.&lt;br /&gt;
*Reduced character sprite size in towns and the world map, making the game appear roughly 20% larger.&lt;br /&gt;
*Zoom and Evac&#039;s MP cost have now been reduced to 1 MP each.&lt;br /&gt;
*The creation and trading of personalized knick-knacks between players has been removed, as well as the [[church]] in the [[Knick-knackatory]].&lt;br /&gt;
*Increased number of rolls for TnT boards.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Japanese version features a promotional campaign that allows players to register other &#039;&#039;DQ&#039;&#039; products in return for items and equipment not previously featured in V, such as the [[Gigant Armour]] and [[Dragon robe]]. No word as of yet if this will be made available after the promotion ends.&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
*[[List of Name Changes in the Zenithia Trilogy#Dragon Quest V: Hand of the Heavenly Bride|Name Changes in the Zenithia Trilogy]]&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
Like the other games in the series, &#039;&#039;Dragon Quest V&#039;&#039; was very popular in Japan. &amp;lt;!--&#039;&#039;Dragon Quest V&#039;&#039; has sold 2.79 million copies in Japan.--&amp;gt;&amp;lt;!--The PS2 remake has sold an additional 1.65 million copies.--&amp;gt;In 2006, the Japanese gaming magazine [[Famitsu]] had readers vote on the top one hundred games of all time, &#039;&#039;Dragon Quest V&#039;&#039; coming in at 11 and the PS2 remake at number 40. In particular, the way the story is divided by different periods of time has been praised, as it is something that has not appeared in many video games. &#039;&#039;Dragon Quest V&#039;&#039; has also been acknowledged as Yuji Horii&#039;s favorite in the series, with him citing the appeal of seeing the protagonist grow from child to father.&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
[[Koichi Sugiyama]] composed the music and directed all the associated spinoffs. A compilation of &#039;&#039;Dragon Quest V&#039;s&#039;&#039; music was put on the album &#039;&#039;Dragon Quest V ~Bride of the Heavens~ Symphonic Suite&#039;&#039;, was released in 1992 and then again in 2000. The first version features an extra disc with the original soundtrack as well as the symphonic one. Here is the track listing of the Symphonic Suite:&lt;br /&gt;
[[File:DQV characters.png|right|230px]]&lt;br /&gt;
# [[Overture]] (1:59)&lt;br /&gt;
# Castle Trumpeter (2:21)&lt;br /&gt;
# Melody in an Ancient Town ~ Toward the Horizon ~ Casino ~ Lively Town ~ Melody in an Ancient Town (7:50)&lt;br /&gt;
# Magic Carpet ~ The Ocean (7:39)&lt;br /&gt;
# Melody of Love (3:00)&lt;br /&gt;
# Monsters in the Dungeon ~ Tower of Death ~ Dark World ~ Monsters in the Dungeon (6:20)&lt;br /&gt;
# Violent Enemies ~ Almighty Boss Devil Is Challenged (5:44)&lt;br /&gt;
# Noble Requiem ~ Saint (5:53)&lt;br /&gt;
# Satan (4:52)&lt;br /&gt;
# Heaven (2:57)&lt;br /&gt;
# Bridal Waltz (3:39)&lt;br /&gt;
&lt;br /&gt;
== Related media ==&lt;br /&gt;
&#039;&#039;Dragon Quest Tenkuu Monogatari&#039;&#039; (Tale of the Air) is a twelve-volume manga series based on &#039;&#039;Dragon Quest V&#039;&#039; by [[Chino Yukimiya]], which ran in 1997, and again in 2001. The story follows [[Parry]] and [[Madchen]], the two children from &#039;&#039;Dragon Quest V&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
A 2011 Japanese TV Drama &#039;&#039;Yuusha Yoshihiko to Maou no Shiro&#039;&#039; (勇者ヨシヒコと魔王の城 lit. &amp;quot;Hero Yoshihiko and the Devil&#039;s Castle&amp;quot;) follows Hero Yoshihiko&#039;s story, who features &#039;&#039;Dragon Quest V&#039;&#039; Hero&#039;s costume.&amp;lt;ref&amp;gt;[http://www.inside-games.jp/article/2011/05/16/49046.html DQ-styled live-action drama &#039;&#039;Hero Yoshihiko and the Devil&#039;s Castle&#039;&#039; was decided to be broadcasted by TV Tokyo in July 2011] (Japanese language)&amp;lt;/ref&amp;gt; A sequel &#039;&#039;Yuusha Yoshihiko to Akuryou no Kagi&#039;&#039; (勇者ヨシヒコと悪霊の鍵, lit. &amp;quot;Hero Yoshihiko and the Evil Spirit Key&amp;quot;) was released in 2012.&amp;lt;ref&amp;gt;[http://www.inside-games.jp/article/2012/10/12/60495.html That popular drama is back! &#039;&#039;Hero Yoshihiko and the Evil Spirit Key&#039;&#039; will be broadcasted since tonight] (Japanese language)&amp;lt;/ref&amp;gt;&lt;br /&gt;
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==Gallery==&lt;br /&gt;
===Title Screens===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{ScreenshotGallery/Start}}&lt;br /&gt;
{{ScreenshotGallery/Item|image=[[File:DQ5-SNES-TITLESCREEN.png]]|game={{DQ5}}|platform=SNES}}&lt;br /&gt;
{{ScreenshotGallery/Item|image=[[File:DQ5-NDS-TITLESCREEN.png]]|game={{DQ5}}|platform=Nintendo DS}}&lt;br /&gt;
{{ScreenshotGallery/End}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cartridge/Disc art===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DQ V SFC Cartridge.jpg|&lt;br /&gt;
Image:DQ V PS2 Disc.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Box art===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DQ V Super Famicom Box (Front Side).png|Super Famicom box art (front)&lt;br /&gt;
Image:DQ V Super Famicom Box (Back Side).jpg|&lt;br /&gt;
Image:Bianca Hero and Saber.png|Box art (textless)&lt;br /&gt;
Image:DQ5_super_famicom_box_art_back.jpg|Super Famicom box art (back)&lt;br /&gt;
Image:DQV PS2 Box (Front Side).png|&lt;br /&gt;
Image:DQ V PS2 Box (Back Side).jpg|&lt;br /&gt;
Image:DQVDS boxart.jpg|DS box art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Merchandise===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DQV Super Famicom guide.png|Super Famicom guide&lt;br /&gt;
Image:Symphonic Suite Dragon Quest V.png|Symphonic Suite&lt;br /&gt;
Image:DQ 4koma Gekijou 7.png|4koma comics&lt;br /&gt;
Image:DQ 4koma Gekijou 8.png|4koma comics&lt;br /&gt;
Image:DQ 4koma Gekijou 9.png|4koma comics&lt;br /&gt;
Image:DQ 4koma Gekijou 10.png|4koma comics&lt;br /&gt;
Image:Dragon Quest Tenkuu Monogatari V1.png|&#039;&#039;Tenkuu Monogatari&#039;&#039; manga v.1&lt;br /&gt;
Image:Dragon Quest Tenkuu Monogatari V2.png|&#039;&#039;Tenkuu Monogatari&#039;&#039; manga v.2&lt;br /&gt;
Image:Dragon Quest Tenkuu Monogatari V3.png|&#039;&#039;Tenkuu Monogatari&#039;&#039; manga v.3&lt;br /&gt;
Image:Dragon Quest Tenkuu Monogatari V4.png|&#039;&#039;Tenkuu Monogatari&#039;&#039; manga v.4&lt;br /&gt;
Image:Dragon Quest Tenkuu Monogatari V5.png|&#039;&#039;Tenkuu Monogatari&#039;&#039; manga v.5&lt;br /&gt;
Image:Dragon Quest Tenkuu Monogatari V6.png|&#039;&#039;Tenkuu Monogatari&#039;&#039; manga v.6&lt;br /&gt;
Image:DQV CD Theater 1.png|CD Theater&lt;br /&gt;
Image:DQV CD Theater 2.png|CD Theater&lt;br /&gt;
Image:DQV CD Theater 3.png|CD Theater&lt;br /&gt;
Image:DQV card game.png|Card game&lt;br /&gt;
Image:DQV_Characters.png|&lt;br /&gt;
Image:DQV PS2 Guidebook.png|PS2 Guide&lt;br /&gt;
Image:DQV PS2 Guidebook B.png|PS2 Guide&lt;br /&gt;
Image:DQV iOS Android.png|iOS/Android&lt;br /&gt;
Image:DQTCG DQV card sleeve.jpg|Trading Card Game sleeve&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DQV}}&lt;br /&gt;
{{Dragon Quest series}}&lt;br /&gt;
[[Category:Articles on Wikipedia]]&lt;br /&gt;
[[Category:Dragon Quest V|*!]]&lt;br /&gt;
[[Category:SNES games]]&lt;br /&gt;
[[Category:PlayStation 2 games]]&lt;br /&gt;
[[Category:Nintendo DS games]]&lt;br /&gt;
[[Category:Android/iOS games]]&lt;br /&gt;
{{DEFAULTSORT:Dragon Quest 05}}&lt;/div&gt;</summary>
		<author><name>ArseArcanum</name></author>
	</entry>
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