List of character statistics

From Dragon Quest Wiki

The following is a list of measurable character statistics for playable characters which may be found throughout the Dragon Quest series.

Hit Points

Hit Points (HP) determine how much health a character has remaining. All damage subtracts from this score, and if it reaches 0, the character falls over dead and must be revived. HP can be restored via medicinal herbs, healing spells, resting at an inn, etc.

The maximum HP a character has is generally determined by their level and (if applicable) class, with martial artists having the highest on average.

Any character can consume a seed of life to increase their maximum HP.

Magic Points

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 simply too low. Some very special spells like Magic Burst will consume all remaining MP upon cast. Starting with Dragon Quest VI, skills were introduced that also consumed MP to cast.

The maximum MP a character has is generally determined by their level and (if applicable) class. 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 started using an MP pool even if they never learned actual spells.

Any character can consume a seed of magic to increase their maximum MP.

Strength

Strength measures how physically strong a character is in combat. It is added to a character's weapon attack rating in determining damage inflicted. In later installments, some skills depend on Strength for determining damage output.

Any character can consume a seed of strength to increase this attribute.

Agility

In the NES and SNES titles, Agility determines a character's priority in turns. It also increases Defense by half of Agility.

In other titles, Agility determines the quickness of a character. It is an important attribute, as it affects the turn order of all party members and enemies.

Any character can consume a seed of agility to increase this attribute.

Resilience

Resilience (also localized as Vitality) measures how physically strong a character is in combat. It is added to a character's equipment defense totals in determining how much physical damage they may endure.

Any character can consume a seed of resilience to increase this attribute.

Wisdom

Wisdom (also localized as Intelligence) measures a character's natural cognitive ability. Mechanically, Wisdom is a curious attribute, as it's function has changed greatly throughout the series. For the majority of its appearances, the Wisdom stat has controlled a character's ability to dodge harmful magic (I.E., a stat of 250 will give a character a twenty five percent chance to avoid an enemy spell entirely). Starting with Dragon quest VIII, however, Wisdom has begun to effect the potency and power of spells, such as raising Snooze's accuracy from fifty to seventy-five percent at higher values.

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

Luck

In the NES (and possibly SNES) titles, Luck affects your character's chances of being affected by status effects such as Sleep, Stopspell and Poison.

In other titles, Luck is a demonstration of a character's positive causality, in the frequency of how often they perform Critical Hits.

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. Through the Luminary vocation, Style effects how often a monster may become temporarily enthralled by a character's appearance, stunning them. Outside of battle, Style determines a character's placement in the contests such as the World Style Ranking in Dragon Quest VII.

Deftness

Deftness measures the ability of a character to steal an item from an enemy. In Dragon Quest IX, the half-inch ability is used to try and pinch an item from the targeted monster.

Any character can consume a seed of deftness to increase this attribute.

Charm

Charm 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 monster.

Magical Mending

Magical Mending 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 healing skills such as Hustle Dance.

Any character can consume a seed of therapeusis to increase this attribute.

Magical Might

Magical Might 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 magical skills such as Gigaslash.

Any character can consume a seed of sorcery to increase this attribute.

Attack

Attack is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defense in calculation of damage inflicted.

Attack is derived from a character's strength score added to their weapon's attack rating, plus bonuses from certain accessories or traits.

Defense

Defense is used to determine how well a character or monster can withstand incoming melee attacks. It is checked against the enemy's Attack in calculation of damage inflicted. It has no effect on magical or breath damage.

Defense is the sum of a character's resilience and the durability of their armor.

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