Haywire spells: Difference between revisions

Adding appearance entry from Dragon Quest Tact
(Removed redirect to Critical Hit)
Tag: Removed redirect
(Adding appearance entry from Dragon Quest Tact)
 
Line 49: Line 49:
==={{DQM3}}===
==={{DQM3}}===
Attack spells that go haywire ignore enemy resistances the same way critical hits ignore their defence. Damage output is increased by 150% and if the enemy is weak to the element of the spell then the damage is raised further. Healing spells also increase in power by 150%, and status ailment inducing spells ignore the target's resistances. The rate of a spell going haywire is dependent on the monster's {{Wisdom}} attribute and can be further raised by the [[Critical Mastermind]], [[Critical Theorist]], [[Critical Thinker]], [[Magical Moment]], & [[Naked Ambition]] traits. If the enemy possesses the [[Desperate Measures]] trait then it will void the effects of haywire spells cast on it.
Attack spells that go haywire ignore enemy resistances the same way critical hits ignore their defence. Damage output is increased by 150% and if the enemy is weak to the element of the spell then the damage is raised further. Healing spells also increase in power by 150%, and status ailment inducing spells ignore the target's resistances. The rate of a spell going haywire is dependent on the monster's {{Wisdom}} attribute and can be further raised by the [[Critical Mastermind]], [[Critical Theorist]], [[Critical Thinker]], [[Magical Moment]], & [[Naked Ambition]] traits. If the enemy possesses the [[Desperate Measures]] trait then it will void the effects of haywire spells cast on it.
==={{DQTact}}===
Offensive spells can at times land critical hits too with the haywire effects being known as '''Runaway Magic''', which the chances of occurring can be increased by perks found only on certain units.


{{Series_mechanics}}
{{Series_mechanics}}