Paralysis: Difference between revisions

From Dragon Quest Wiki
(Redirected page to Status effect)
 
No edit summary
Line 1: Line 1:
#redirect [[status effect]]
'''Paralysis''' (麻痺) refers to the state of being rendered immobile, usually due to nervous system damage. In terms of the [[Dragon Quest (series)|series]] this means that the afflicted is unable to act for several turns, sometimes until the end of battle. The [[Tingle]] spell will cure the ailment, and a character can work it out of their system by walking for 32 steps on the over world in certain games.
 
 
 
==Appearances==
==={{DQ3}}===
Paralysis is introduced in the third game, and monsters such as the [[Scornet]] are notorious for making battles significantly more difficult--any character who is paralysed is unable to act until the end of battle and if the whole party is paralysed then it counts as a wipe out.
 
==={{DQ4}}===
The [[Poison moth knife]] gives players a chance to inflict paralysis on monsters for the first time, with a 16.67% ({{fraction|1|6}}) chance to work on each strike. Because there is no paralysis resistance tag for enemies in the game's code, even [[Metal slime]]s can be rendered immobile.
 
A few monsters will enter battle already paralysed, presumably due to sheer terror upon confronting the party. The [[NES]] version prevents paralysis from wearing off, but in every subsequent version the state wears off in 4~7 turns.
 
==={{DQ5}}===
The use of monster companions has given players full access to skills such as [[Burning Breath]] and [[Paralysis Attack]], and as such paralysis is integrated into the list of resistances a monster innately has. Specifically, Paralysis uses the same tag as the [[Whack]] family of spells and thus the poison moth knife cannot affect metal slimes.
 
The state of being paralysed does not wear off after a number of turns in any version of ''V'', meaning players must pay attention to their beastly buddies' resistances in certain encounters.
 
==={{DQ6}}===
Paralysis is now cured automatically at the end of battle, and has it's own distinct programming tag separate from instant death. Paralysis does not wear off in battle in the [[SNES]] version, but in 5~8 turns in all others.
 
==={{DQ7}}===
Paralysis now wears off after 4~7 turns, and will not become a permanent affliction in successive games.
 
==={{DQ8}}===
Paralysis wears off after 5~8 turns.
 
==={{DQ9}}===
A monster enthralled by the sheer charm of a character has a 5% chance to become paralysed in addition to the normal one turn stun. This numbness will last for 4~7 turns.
 
==={{DQ10}}===
Paralysis lasts for 10~25 seconds.
 
==={{DQ11}}===
Paralysis wears off much more quickly for monsters and allies, lasting only 1~4 turns.
 
{{Series_mechanics}}
[[Category:Recurring elements]]

Revision as of 11:48, 5 February 2019

Paralysis (麻痺) refers to the state of being rendered immobile, usually due to nervous system damage. In terms of the series this means that the afflicted is unable to act for several turns, sometimes until the end of battle. The Tingle spell will cure the ailment, and a character can work it out of their system by walking for 32 steps on the over world in certain games.


Appearances

Dragon Quest III: The Seeds of Salvation

Paralysis is introduced in the third game, and monsters such as the Scornet are notorious for making battles significantly more difficult--any character who is paralysed is unable to act until the end of battle and if the whole party is paralysed then it counts as a wipe out.

Dragon Quest IV: Chapters of the Chosen

The Poison moth knife gives players a chance to inflict paralysis on monsters for the first time, with a 16.67% (16) chance to work on each strike. Because there is no paralysis resistance tag for enemies in the game's code, even Metal slimes can be rendered immobile.

A few monsters will enter battle already paralysed, presumably due to sheer terror upon confronting the party. The NES version prevents paralysis from wearing off, but in every subsequent version the state wears off in 4~7 turns.

Dragon Quest V: Hand of the Heavenly Bride

The use of monster companions has given players full access to skills such as Burning Breath and Paralysis Attack, and as such paralysis is integrated into the list of resistances a monster innately has. Specifically, Paralysis uses the same tag as the Whack family of spells and thus the poison moth knife cannot affect metal slimes.

The state of being paralysed does not wear off after a number of turns in any version of V, meaning players must pay attention to their beastly buddies' resistances in certain encounters.

Dragon Quest VI: Realms of Revelation

Paralysis is now cured automatically at the end of battle, and has it's own distinct programming tag separate from instant death. Paralysis does not wear off in battle in the SNES version, but in 5~8 turns in all others.

Dragon Quest VII: Fragments of the Forgotten Past

Paralysis now wears off after 4~7 turns, and will not become a permanent affliction in successive games.

Dragon Quest VIII: Journey of the Cursed King

Paralysis wears off after 5~8 turns.

Dragon Quest IX: Sentinels of the Starry Skies

A monster enthralled by the sheer charm of a character has a 5% chance to become paralysed in addition to the normal one turn stun. This numbness will last for 4~7 turns.

Dragon Quest X

Paralysis lasts for 10~25 seconds.

Dragon Quest XI: Echoes of an Elusive Age

Paralysis wears off much more quickly for monsters and allies, lasting only 1~4 turns.