manager
37,445
edits
(→{{DQ3HD}}: Updating to match the new Hero and M.A. rates for the May 23rd patch) |
Antiyonder (talk | contribs) No edit summary |
||
| Line 1: | Line 1: | ||
[[Image:DQV_Hero_stats.png|right|border|180px]] | [[Image:DQV_Hero_stats.png|right|border|180px]] | ||
The following is a list of measurable statistics for playable characters which may be found throughout the | The following is a list of measurable statistics for playable characters which may be found throughout the {{DQSeries}}. Other than normal level progression, there are [[Seed of skill|seeds]] that can enhance a character's capabilities. | ||
==Hit Points== | ==Hit Points== | ||
| Line 6: | Line 6: | ||
'''Hit Points (HP)''' determine how much health a character has remaining. All damage subtracts from this score, and if it reaches 0, the character can no longer participate in battle, and must be revived. HP can be restored via [[medicinal herb]]s, healing spells, resting at an [[inn]], etc. | '''Hit Points (HP)''' determine how much health a character has remaining. All damage subtracts from this score, and if it reaches 0, the character can no longer participate in battle, and must be revived. HP can be restored via [[medicinal herb]]s, healing spells, resting at an [[inn]], etc. | ||
In | In {{Dragon Quest III}} and {{IV}}, Resilience directly determines your character's maximum Hit Points. The more a character's Resilience score increases upon leveling, the more Hit Points a character will receive upon the next level increase. | ||
In all other titles the maximum HP a character has is generally determined by their level and, if applicable, vocation. [[Martial | In all other titles the maximum HP a character has is generally determined by their level and, if applicable, vocation. [[Martial Artist]]s, [[Warrior]]s, and [[Paladin]]s have the highest HP on average. | ||
Any character can consume a [[seed of life]] to increase their maximum HP. | Any character can consume a [[seed of life]] to increase their maximum HP. | ||
| Line 13: | Line 13: | ||
==Magic Points== | ==Magic Points== | ||
[[Image:DQIII_MP.png|right|border|130px]] | [[Image:DQIII_MP.png|right|border|130px]] | ||
'''Magic Points (MP)''' determine how much mana a character can expend to cast spells. Each spell deducts from this pool at a set rate, and cannot be cast if MP is too low. Some very special spells like [[Magic Burst]] will consume '''all''' remaining MP when cast. Starting with | '''Magic Points (MP)''' determine how much mana a character can expend to cast spells. Each spell deducts from this pool at a set rate, and cannot be cast if MP is too low. Some very special spells like [[Magic Burst]] will consume '''all''' remaining MP when cast. Starting with {{Dragon Quest VI}}, skills were introduced that also consumed MP. | ||
In all versions of | In all versions of {{III}}, and {{IV}}, Wisdom directly determines your character's maximum Magic Points, paralleling the Resilience stat. In all other titles the maximum MP a character has is determined by their level and, if applicable, vocation. Prior to {{Dragon Quest VI}}, non-magical characters had no MP pools as they had no use for them, but with the addition of skills, most characters began accumulating an MP pool even if they never learned actual spells. | ||
Any character can consume a [[seed of magic]] to increase their maximum MP. | Any character can consume a [[seed of magic]] to increase their maximum MP. | ||
| Line 28: | Line 28: | ||
[[Image:DQIII_Resilience.png|right|border|130px]] | [[Image:DQIII_Resilience.png|right|border|130px]] | ||
'''Resilience''' (<span lang="ja">みのまもり</span>) 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 | '''Resilience''' (<span lang="ja">みのまもり</span>) 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 | ||
==={{DQ3}}=== | ==={{DQ3}}=== | ||
In all versions of | 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. | ||
==={{DQ4}}=== | ==={{DQ4}}=== | ||
In the NES version of the game, Resilience acts as it does in | In the {{NES}} version of the game, Resilience acts as it does in {{III}}. As of the {{PSX}} 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''' (<span lang="ja">すばやさ</span>) determines a character's priority in turns, utilizing a Gaussian Curve with simple calculations. In the | '''Agility''' (<span lang="ja">すばやさ</span>) determines a character's priority in turns, utilizing a Gaussian Curve with simple calculations. In the {{NES}} versions of the first four games, as well as all versions of {{Dragon Quest III}}, agility also contributes to the character's innate defence. If a character has no armour or other 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. | ||
=== | |||
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. | ==={{DQ}}=== | ||
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. | |||
==={{DQ2}}=== | ==={{DQ2}}=== | ||
''(Agility/2) + N'', with N being 0~255. NES version only. | ''(Agility/2) + N'', with N being 0~255. {{NES}} version only. | ||
==={{DQ3}}=== | ==={{DQ3}}=== | ||
(Agility + 20) * (N/256), with N being a random number between 0~255. | (Agility + 20) * (N/256), with N being a random number between 0~255. | ||
==={{DQ3HD}}=== | ==={{DQ3HD}}=== | ||
Turn order is calculated as ''((Agility stat + buffs) + 20) * (N/100)'', with N being 50~100. | Turn order is calculated as ''((Agility stat + buffs) + 20) * (N/100)'', with N being 50~100. | ||
==={{DQ4}}=== | ==={{DQ4}}=== | ||
Currently unknown. | Currently unknown. | ||
==={{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}}=== | ==={{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. | ||
==={{DQ7}}=== | ==={{DQ7}}=== | ||
The original and remake use the same algorithm as found in | The original and remake use the same algorithm as found in {{VI}}. | ||
==={{DQ8}}=== | ==={{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}}=== | ==={{DQ9}}=== | ||
Turn order is calculated the same way as in | 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. | ||
| Line 64: | Line 77: | ||
==Stamina== | ==Stamina== | ||
==={{DQ3HD}}=== | ==={{DQ3HD}}=== | ||
'''Stamina''' (<span lang="ja">たいりょく</span>) determines a character's HP growth, identical to the Resilience stat seen in all prior versions of | '''Stamina''' (<span lang="ja">たいりょく</span>) determines a character's HP growth, identical to the Resilience stat seen in all prior versions of {{III}}. | ||
==Wisdom== | ==Wisdom== | ||
[[Image:DQIII_Wisdom.png|right|border|130px]] | [[Image:DQIII_Wisdom.png|right|border|130px]] | ||
| Line 70: | Line 83: | ||
==={{DQ3}}=== | ==={{DQ3}}=== | ||
In | 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. | ||
==={{DQ3HD}}=== | ==={{DQ3HD}}=== | ||
| Line 117: | Line 130: | ||
==={{DQ3}}=== | ==={{DQ3}}=== | ||
In all versions of | 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''. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| Line 137: | Line 150: | ||
The Luck stat's calculation for evading status ailments has been changed to ''( ( 1 + ( Luck stat - hidden benchmark ) / hidden benchmark ) X 100 ) / 100''. Once the adjusted Luck stat value is determined it is measured against the hidden benchmark. If it is 80% or less of the hidden benchmark then the adjusted value is multiplied by 0.8, and if it is 120% or higher then the adjusted value is multiplied by 1.2. | The Luck stat's calculation for evading status ailments has been changed to ''( ( 1 + ( Luck stat - hidden benchmark ) / hidden benchmark ) X 100 ) / 100''. Once the adjusted Luck stat value is determined it is measured against the hidden benchmark. If it is 80% or less of the hidden benchmark then the adjusted value is multiplied by 0.8, and if it is 120% or higher then the adjusted value is multiplied by 1.2. | ||
For example, if a Hero at level 90 has 800 Luck then the calculation is ''( ( 1+ ( 800 - 310) / 310 ) X 100 ) / 100'', resulting in 2.58. Because the Luck stat was greater than 120% of the hidden benchmark for level 90, the 2.58 is multiplied by 1.2 for 3.096 which is then multiplied by 10 for the percentage value to be multiplied against the enemy's spell. Using Snooze as an example, the natural accuracy of 60% becomes 18.576%. | For example, if a {{Hero 3}} at level 90 has 800 Luck then the calculation is ''( ( 1+ ( 800 - 310) / 310 ) X 100 ) / 100'', resulting in 2.58. Because the Luck stat was greater than 120% of the hidden benchmark for level 90, the 2.58 is multiplied by 1.2 for 3.096 which is then multiplied by 10 for the percentage value to be multiplied against the enemy's spell. Using Snooze as an example, the natural accuracy of 60% becomes 18.576%. | ||
Luck also penetrates a monster's resistance to status ailments, calculated as ''base resistance - (0.25 X Luck / 1,000) = new resistance''. For example, the Snooze spell has an accuracy of 60% and the target monster has a 25% resistance to being knocked out, lowering the accuracy to 45%. If the person casting the spell has max Luck then the calculation becomes ''0.25 - (0.25 X 999 / 1,000) = 0.00025%'', resulting in Snooze now having a success chance of 59.975%. | Luck also penetrates a monster's resistance to status ailments, calculated as ''base resistance - (0.25 X Luck / 1,000) = new resistance''. For example, the Snooze spell has an accuracy of 60% and the target monster has a 25% resistance to being knocked out, lowering the accuracy to 45%. If the person casting the spell has max Luck then the calculation becomes ''0.25 - (0.25 X 999 / 1,000) = 0.00025%'', resulting in Snooze now having a success chance of 59.975%. | ||
Luck also determines a character's chance to land a | Luck also determines a character's chance to land a [[Critical Hit]], with luck being measured against a level's hidden benchmark and then multiplied by the vocation's innate crit rate. For example, a [[Gadabout]] with 999 Luck at level 90 is calculated as ''6 X (999-310) '', resulting in [[Critical Hit]] chance of 19.33%. | ||
Finally, Luck also influences the physical damage dealt by the attack command. Physical damage is lowered to 90% if the attacker's Luck stat is lower than 10% of the hidden benchmark, and is raised to 110% if the Luck stat is 10% or greater than the hidden benchmark. | Finally, Luck also influences the physical damage dealt by the attack command. Physical damage is lowered to 90% if the attacker's Luck stat is lower than 10% of the hidden benchmark, and is raised to 110% if the Luck stat is 10% or greater than the hidden benchmark. | ||
| Line 174: | Line 187: | ||
! Vocation !! Crit Value !! Level Range | ! Vocation !! Crit Value !! Level Range | ||
|- | |- | ||
| rowspan="4" | Gadabout || 3 || 1–9 | | rowspan="4" | [[Gadabout]] || 3 || 1–9 | ||
|- | |- | ||
| 4 || 10–20 | | 4 || 10–20 | ||
| Line 182: | Line 195: | ||
| 6 || 31–99 | | 6 || 31–99 | ||
|- | |- | ||
| rowspan="17" | Hero || 2 || 1–5 | | rowspan="17" | {{Hero 3}} || 2 || 1–5 | ||
|- | |- | ||
| 2.5 || 6–10 | | 2.5 || 6–10 | ||
| Line 216: | Line 229: | ||
|10 || 81–99 | |10 || 81–99 | ||
|- | |- | ||
| Mage || 3 || 1–99 | | [[Mage]] || 3 || 1–99 | ||
|- | |- | ||
| rowspan="17" | Martial | | rowspan="17" | [[Martial Artist]] || 4 || 1–4 | ||
|- | |- | ||
| 5 || 5–9 | | 5 || 5–9 | ||
| Line 252: | Line 265: | ||
|20 || 81-99 | |20 || 81-99 | ||
|- | |- | ||
| Merchant || 2 || 1–99 | | [[Merchant]] || 2 || 1–99 | ||
|- | |- | ||
|Monster | | [[Monster Wrangler]] || 3 || 1–99 | ||
|- | |- | ||
| Priest || 2 || 1–99 | | [[Priest]] || 2 || 1–99 | ||
|- | |- | ||
| Sage || 2 || 1–99 | | [[Sage]] || 2 || 1–99 | ||
|- | |- | ||
| Thief || 2 || 1–99 | | [[Thief]] || 2 || 1–99 | ||
|- | |- | ||
| Warrior || 2 || 1–99 | | [[Warrior]] || 2 || 1–99 | ||
|} | |} | ||
==={{DQ4}}=== | ==={{DQ4}}=== | ||
Luck functions as it had in | Luck functions as it had in {{III}}. | ||
==={{DQ5}}=== | ==={{DQ5}}=== | ||
In | In {{V}}, Luck determines the accuracy of an enemy '''curse''' rather than status ailment spells, with fixed accuracy rates assigned to enemy spells. | ||
==Style== | ==Style== | ||
'''Style''' (<span lang="ja">かっこよさ</span>) 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 | '''Style''' (<span lang="ja">かっこよさ</span>) 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]]. | ||
==={{DQ6}}=== | ==={{DQ6}}=== | ||
Style determines a character's placement in the contests such as the World Style Ranking in [[ | Style determines a character's placement in the contests such as the World Style Ranking in [[Château de Sass]]. | ||
A common misconception is that style influences the | A common misconception is that style influences the {{Luminary V}} vocation's ability to stun {{MFamilies}}s. This is false, as the stun chance is based on the character's ranking in the vocation rather than any stat. | ||
==={{DQ7}}=== | ==={{DQ7}}=== | ||
Style operates as it had in | Style operates as it had in {{VI}}, and is required to one a section of the the [[Excellence Grading Organisation]] competition. | ||
==Deftness== | ==Deftness== | ||
'''Deftness''' (<span lang="ja">きようさ</span>) measures the ability of a character to steal an item from an enemy, as well as controlling how frequently a character may perform a | '''Deftness''' (<span lang="ja">きようさ</span>) 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. | ||
==={{DQ9}}=== | ==={{DQ9}}=== | ||
Steal rate is calculated as: [[File:Steal rate formula.PNG]] | Steal rate is calculated as: [[File:Steal rate formula.PNG]] | ||
Critical Hit rate is calculated as ''Deftness/100 + 3% (with weapon skill trait boost)''. Wearing the Critical Acclaim will add another 4%, and thus the maximum rate is 16.99% at 999 deftness. | Critical Hit rate is calculated as ''Deftness/100 + 3% (with weapon skill trait boost)''. Wearing the Critical Acclaim will add another 4%, and thus the maximum rate is 16.99% at 999 deftness. | ||
==={{DQ10}}=== | ==={{DQ10}}=== | ||
Currently unknown. | Currently unknown. | ||
==={{DQ11}}=== | ==={{DQ11}}=== | ||
[[Erik]]'s steal rate is calculated as ''Deftness/20'', meaning that every 20 points will increase his chance for success by 1%. With his guile bonuses this brings the maximum rate to 75%. | [[Erik]]'s steal rate is calculated as ''Deftness/20'', meaning that every 20 points will increase his chance for success by 1%. With his guile bonuses this brings the maximum rate to 75%. | ||
| Line 298: | Line 314: | ||
==Charm== | ==Charm== | ||
'''Charm''' (<span lang="ja">みりょく</span>) is a measurement of a character's attractiveness. Introduced in | '''Charm''' (<span lang="ja">みりょく</span>) is a measurement of a character's attractiveness. Introduced in {{Dragon Quest IX}}, it is added to a character's equipment style rating in determining how often they may enthrall a {{MFamilies}}. Enraptured foes have a 90% chance to be stunned for 1~2 turns, a 5% chance to become {{Paralyze}}d for 1~4 turns, and a 5% chance to become {{Confuse}}d for 6~9 turns. | ||
==={{DQ9}}=== | ==={{DQ9}}=== | ||
The chance to stun a monster is calculated as ''(Current charm - innate charm + equipment bonus - 100) * 0.02'', which is then multiplied against a | The chance to stun a monster is calculated as ''(Current charm - innate charm + equipment bonus - 100) * 0.02'', which is then multiplied against a {{MFamilies}}'s charm resistance. Current charm is the programming check to see if [[Extreme Makeover]] has been applied or not, and the equipment bonus is the sum of the style of a character's gear plus their innate charm and this total is added again to the innate charm during the calculation check. | ||
==={{DQ10}}=== | ==={{DQ10}}=== | ||
| Line 307: | Line 323: | ||
==={{DQ11}}=== | ==={{DQ11}}=== | ||
A character's total is simply calculated by their innate charm plus any charm granted by their equipment. It cannot be reduced by wearing any piece of equipment, but there are many pieces that grant extra charm. It also affects certain skills used by both [[Sylvando]] and [[Jade]], such as the amount recovered by [[Hustle Dance]] or the damage inflicted by [[That's Amore]] and [[Sexy Beam]]. | A character's total is simply calculated by their innate charm plus any charm granted by their equipment. It cannot be reduced by wearing any piece of equipment, but there are many pieces that grant extra charm. It also affects certain skills used by both [[Sylvando]] and [[Jade]], such as the amount recovered by [[Hustle Dance]] or the damage inflicted by [[That's Amore]] and [[Sexy Beam]]. {{Monster}}s can still become stunned for a single turn particularly if a character's Charm is high enough, but it is a much rarer occurrence in this game and some {{MFamilies}}s are completely immune to the effects in any case. | ||
Any character that consumes some [[pretty betsy]] will increase this attribute. | Any character that consumes some [[pretty betsy]] will increase this attribute. | ||
==Magical Mending== | ==Magical Mending== | ||
'''Magical Mending''' (<span lang="ja">かいふく魔力</span>) determines how powerful a character's healing spells will be. Introduced in | '''Magical Mending''' (<span lang="ja">かいふく魔力</span>) determines how powerful a character's healing spells will be. Introduced in {{Dragon Quest IX}}, it is calculated in all healing spells, as well as certain offensive skills and spells such as [[Solar Flair]] and the [[Whack]] line. | ||
Any character can consume a [[seed of therapeusis]] to increase this attribute. | Any character can consume a [[seed of therapeusis]] to increase this attribute. | ||
==Magical Might== | ==Magical Might== | ||
'''Magical Might''' (<span lang="ja">こうげき魔力</span>) determines how powerful a character's attack spells will be. Introduced in | '''Magical Might''' (<span lang="ja">こうげき魔力</span>) determines how powerful a character's attack spells will be. Introduced in {{Dragon Quest IX}}, it is calculated in all offensive magical spells, as well as select skills such as [[Gigaslash]], and as part of the accuracy of status spells such as [[Fizzle]]. | ||
Any character can consume a [[seed of sorcery]] to increase this attribute. | Any character can consume a [[seed of sorcery]] to increase this attribute. | ||
==Weight== | ==Weight== | ||
'''Weight''' is a measurement of a character or monster's heaviness. In some spinoff games, it is mostly used to place restrictions on the player's party if the sum of all members' weight exceeds a certain amount. However, in | '''Weight''' is a measurement of a character or monster's heaviness. In some spinoff games, it is mostly used to place restrictions on the player's party if the sum of all members' weight exceeds a certain amount. However, in {{Dragon Quest X}}, weight affects how much a character can push an enemy in order to hinder their progress or to prevent a character from being moved by an enemy's attacks. | ||
==={{DQ10}}=== | ==={{DQ10}}=== | ||
A character's weight is the sum of their own weight and their equipment's weight.<ref>[http://kenpharmacist.com/archives/19409386.html Japanese Dragon Quest X player's blog entry about the Weight stat]</ref>Hammers are the heaviest one-handed weapons and spears are the heaviest two-handed weapons. Heavy armour and greatshields add the most weight to a character. Weight is one of the most important attributes for a [[Paladin]] as they can prevent certain bosses from performing attacks by being heavier than them. It can be temporarily increased with spells and abilities. | A character's weight is the sum of their own weight and their equipment's weight.<ref>[http://kenpharmacist.com/archives/19409386.html Japanese Dragon Quest X player's blog entry about the Weight stat]</ref>Hammers are the heaviest one-handed weapons and spears are the heaviest two-handed weapons. Heavy armour and greatshields add the most weight to a character. Weight is one of the most important attributes for a [[Paladin]] as they can prevent certain bosses from performing attacks by being heavier than them. It can be temporarily increased with spells and abilities. | ||
In the earliest stages of the game, a character's weight was also determined by their race, with | In the earliest stages of the game, a character's weight was also determined by their race, with {{Ogre}}s weighing the most and [[Poppet]]s weighing the least. However, starting with Version 3.2 of the game, this difference between races was removed. There is no negative side effect to a character's weight. | ||
==={{DQTact}}=== | ==={{DQTact}}=== | ||
| Line 347: | Line 363: | ||
The base chance to dodge an enemy blow in any game is always 1.5625% ({{Fraction|1|64}}). This can be further raised through equipment and vocation bonuses if available, such as the [[Dark robe]] and [[Dancer]]. | The base chance to dodge an enemy blow in any game is always 1.5625% ({{Fraction|1|64}}). This can be further raised through equipment and vocation bonuses if available, such as the [[Dark robe]] and [[Dancer]]. | ||
In | 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 VI}}==== | ||
| Line 380: | Line 396: | ||
===={{DQ7}}==== | ===={{DQ7}}==== | ||
Dodge rates are calculated the same way as they were in | Dodge rates are calculated the same way as they were in {{VI}}. | ||
===={{DQ8}}==== | ===={{DQ8}}==== | ||
| Line 405: | Line 421: | ||
==={{DQ11}}=== | ==={{DQ11}}=== | ||
The system has not changed from | The system has not changed from {{IX}}, though being in a [[Pep|pepped up state]] now flat out doubles [[Erik]] and [[Sylvando]]'s [[evasion]] rates. | ||
==Trivia== | ==Trivia== | ||
*Wisdom's relation to A.I. was not revealed through an official square-enix channel, but the November 10th, 2000 issue of ''Dengeki! Playstation magazine'' ( | *Wisdom's relation to A.I. was not revealed through an official square-enix channel, but the November 10th, 2000 issue of ''Dengeki! Playstation magazine'' (電撃{{PlayStation}}). The issue featured an article that was a response to reader mail asking what the purpose of the stat was, and described an experiment with [[Ruff]] and healing wounded allies--the wild child would only use [[Kerplunk Dance]] when his wisdom was at 63, even if other characters were only at half health. The article went on to state that once his wisdom broke the 100 threshold and the test began again, [[Ruff]] would use [[Hustle Dance]] instead, recognizing that the greater healing power in the former skill was too costly for a non-emergency situation. | ||
==Gallery== | ==Gallery== | ||
<center><gallery> | <center><gallery> | ||
Ragnar_Strength.png|[[Ragnar McRyan]] (Strength) | |||
Kiryl DEF.png|[[Kiryl]] (Resilience) | |||
Image:Torneko_Luck.png|Torneko (Luck) | Image:Torneko_Luck.png|[[Torneko Taloon]] (Luck) | ||
Image:Maya_MP.png|Maya (Magic Points) | Image:Maya_MP.png|[[Maya Mahabala]] (Magic Points) | ||
DQVI_Ashlynn_Stats.png|[[Ashlynn]] | |||
DQVI_Carver_Stats.png|[[Carver]] | |||
DQVI_Hero_Stats.png|''DQVI'' {{Hero 6}} from {{VI}} | |||
</gallery></center> | </gallery></center> | ||
| Line 427: | Line 443: | ||
{{Series_mechanics}} | {{Series_mechanics}} | ||
[[Category:Lists]] | [[Category:Lists]] | ||
[[Category:Statistics|*]] | [[Category:Statistics|*]] | ||
[[Category: Game mechanics]] | [[Category: Game mechanics]] | ||