List of character statistics: Difference between revisions

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==Resilience==
==Resilience==
[[Image:DQIII_Resilience.png|right|border|130px]]
[[Image:DQIII_Resilience.png|right|border|130px]]
'''Resilience''' (''formerly localized as Vitality'') measures how durable a character is. Resilience is added to a character's equipment defense in determining how much physical damage they endure when struck.
'''Resilience''' (''formerly localized as Vitality'') measures how durable a character is. Resilience is added to a character's equipment defense in determining how much physical damage they endure when struck. Any character can consume a [[seed of resilience]] to increase this attribute
In all versions of ''III'' and the NES & PSX versions of ''IV'', Resilience determines a character's potential Hit Points. The maximum Hit Points at any time is between 195~205% of the character's Resilience score.
==={{DQ3}}===
 
In all versions of ''III'', Resilience determines a character's potential Hit Points. The maximum Hit Points at any time is between 195~205% of the character's Resilience score.
Any character can consume a [[seed of resilience]] to increase this attribute


==={{DQ4}}===
In the NES and PSX versions of the game, Resilience acts as it does in ''III''. As of the DS port, the stat has been modified to influence defence directly.




==Agility==
==Agility==
[[Image:DQIII_Agility.png|right|border|130px]]
[[Image:DQIII_Agility.png|right|border|130px]]
'''Agility''' determines a character's priority in turns, utilizing a Gaussian Curve with simple calculations. In the [[Nintendo Entertainment System|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 defensive gear equipped in these titles, then their defence will be half (50%) of their agility.  
'''Agility''' determines a character's priority in turns, utilizing a Gaussian Curve with simple calculations. In the [[Nintendo Entertainment System|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 defensive gear equipped in these titles, then their defence will be half (50%) of their agility. Any character can consume a [[seed of agility]] to increase this attribute.
===''[[Dragon Quest]]''===
===''[[Dragon Quest]]''===
Turn order is strictly dependent on the enemy in the NES version, with a 100%, 50%, 37.5%, and 25% chance for them to strike first.  
Turn order is strictly dependent on the enemy in the NES version, with a 100%, 50%, 37.5%, and 25% chance for them to strike first.  
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==={{DQ5}}===
==={{DQ5}}===
SNES version is calculated as ''Agility * (75 + N * 26/256)/100'', with N being 0~255.
SNES version is calculated as ''Agility * (75 + N * 26/256)/100'', with N being 0~255.
==={{DQ6}} & {{DQ7}}===
==={{DQ6}}===
All versions are calculated as ''(Agility + 20) * (N/100)'', with N being 50~100.
All versions are calculated as ''(Agility + 20) * (N/100)'', with N being 50~100.
==={{DQ8}} & {{DQ9}}===
==={{DQ7}}===
The original and remake use the same algorithm as found in ''VI''.
==={{DQ8}}===
Turn order calculation is slightly tweaked, with enemy agility directly involved in the algorithm instead of just being measured against. The chance for a character to act is ''(ally Agility)/(enemy Agility) * 50'', with the result being converted to a percentage.
Turn order calculation is slightly tweaked, with enemy agility directly involved in the algorithm instead of just being measured against. The chance for a character to act is ''(ally Agility)/(enemy Agility) * 50'', with the result being converted to a percentage.
==={{DQ9}}===
Turn order is calculated the same way as in ''VIII''.
==={{DQ10}}===
==={{DQ10}}===
The tenth game operates in real time, so players can act as quickly as they can input commands. Agility reduces the interval between actions, which is the period of time between when an action is executed and when the command window appears again to input another command.
The tenth game operates in real time, so players can act as quickly as they can input commands. Agility reduces the interval between actions, which is the period of time between when an action is executed and when the command window appears again to input another command.
==={{DQ11}}===
==={{DQ11}}===
Currently unknown.
Currently unknown.
Any character can consume a [[seed of agility]] to increase this attribute.


==Wisdom==
==Wisdom==
[[Image:DQIII_Wisdom.png|right|border|130px]]
[[Image:DQIII_Wisdom.png|right|border|130px]]
'''Wisdom''' (''formerly localized as Intelligence'') measures a character's natural cognitive ability. In ''III'' & ''IV'' Wisdom determines a character's potential Magic Points, with the maximum at any time being 195~205% of the Wisdom stat. Additionally, the stat determined how quickly a character could learn a new spell: learning a spell could be delayed or expedited by up to five levels. This aspect was reduced in subsequent versions of the two games, with the influence being three levels at most.
'''Wisdom''' (''formerly localized as Intelligence'') measures a character's natural cognitive ability. Any character can consume a [[seed of wisdom]] to increase this attribute.
 
==={{DQ3}}===
In ''III'' Wisdom determines a character's potential Magic Points, with the maximum at any time being 195~205% of the Wisdom stat. Additionally, the stat determined how quickly a character could learn a new spell: learning a spell could be delayed or expedited by up to five levels. This aspect was reduced in subsequent versions of the two games, with the influence being three levels at most.
 
==={{DQ4}}===
Wisdom functions as it did in the previous game.
 
==={{DQ5}}===
A Wisdom stat of twenty is required for [[Monster recruitment|tamable monsters]] to listen to the orders of the player, disregarding instructions until the mark has been reached. It is speculated among fans that the stat also influences the A.I. efficiency of human and monster characters, but this is currently unconfirmed.


===A.I. Efficiency===  
==={{DQ6}}===  
Beginning with ''[[Dragon Quest VI]]'' wisdom decides how intelligently an A.I. controlled character will act in battle and how they react to player actions. This lucidity stacks on top of the behavioral patters set by the various battle commands such as ''Watch My Back'' and ''Show No Mercy'', and as such even melee characters benefit from being bright.
Wisdom decides how intelligently an A.I. controlled character will act in battle and how they react to player actions. This lucidity stacks on top of the behavioral patters set by the various battle commands such as ''Watch My Back'' and ''Show No Mercy'', and as such even melee characters benefit from being bright.


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In games where Wisdom is not present, the character's level controls their A.I. efficiency.
In games where Wisdom is not present, the character's level controls their A.I. efficiency.


===Spell Power===
==={{DQ8}}===
Starting with ''[[Dragon Quest VIII]]'', Wisdom has also begun to effect the potency and power of spells, such as raising [[Frizz]]'s power from 10~13 to 21~24 at higher values. Each spell has it's own growth rate, with some taking up to five points of wisdom to increase in damage, and others as few as two.
Starting with ''VIII'', Wisdom has also begun to effect the potency and power of spells, such as raising [[Frizz]]'s power from 10~13 to 21~24 at higher values. Each spell has it's own growth rate, with some taking up to five points of wisdom to increase in damage, and others as few as two.


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


==Luck==
==Luck==
[[Image:DQIII_Luck.png|right|border|130px]]
[[Image:DQIII_Luck.png|right|border|130px]]
==={{DQ3}} & {{DQ4}}===
'''Luck''' dictates the frequency that a character can avoid debuffs and status ailments cast by monsters. Any character can consume a [[seed of luck]] to increase this attribute.
In all versions of ''III'' and ''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 ''Probability(P) = (384 - LUCK) * MOD / 65536''.
 
==={{DQ3}}}===
In all versions of ''III'', 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 ''Probability(P) = (384 - LUCK) * MOD / 65536''.
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==={{DQ4}}===
Luck functions as it had in ''III''
==={{DQ5}}===
==={{DQ5}}===
In ''V'', Luck determines the accuracy of an enemy '''curse''' rather than status ailment spells, with fixed accuracy rates assigned to enemy spells.
In ''V'', Luck determines the accuracy of an enemy '''curse''' rather than status ailment spells, with fixed accuracy rates assigned to enemy spells.  


Any character can consume a [[seed of luck]] to increase this attribute.
==Style==
'''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. Any character can increase their style by consuming a [[Pretty betsy|pretty betsy]].


==Style==
==={{DQ6}}===
'''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 [[Chateau de Sass]] and the [[Excellence Grading Organisation]].
Style determines a character's placement in the contests such as the World Style Ranking in [[Chateau de Sass]].  


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.
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.


Any character can increase their style by consuming a [[Pretty betsy|pretty betsy]].
==={{DQ7}}===
Style operates as it had in ''VI'', and is required to one a section of the the [[Excellence Grading Organisation]] competition.
 
 
==Deftness==
==Deftness==
'''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.  
'''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.  
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In ''VI'', ''VII'', and ''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:
In ''VI'', ''VII'', and ''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:


'''{{Dragon Quest VI}}''' & '''{{Dragon Quest VII}}'''
===='''{{Dragon Quest VI}}'''====


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 dodge rate of 1/6 at 500. In other words, the evade chances are:
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 dodge rate of 1/6 at 500. In other words, the evade chances are:
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*Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.
*Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.


'''{{Dragon Quest VIII}}'''
===={{DQ7}}====
Dodge rates are calculated the same way as they were in ''VI''.
 
===='''{{Dragon Quest VIII}}'''====
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