Dragon Quest VI (SNES) | |
---|---|
Weapon | Modifier(s) |
Poison Needle | Attack +1 |
Cypress Stick | Attack +2 |
Bone Stake | Attack +6 |
Bronze Knife | Attack +12 |
Thorn Whip | Attack +18 |
Poison Moth Knife | Attack +24 |
Chain Whip | Attack +28 |
Falcon Knife Earrings | Attack +35 |
Morning Star | Attack+38 |
Staff of Antimagic | Attack+40 |
Platinum Sword | Attack+60 |
Icicle Dirk | Attack+62 |
Magma Staff | Attack+63 |
Spiked Steel Whip | Attack +65 |
Falcon Blade | Attack +67 |
Siren Sword | Attack +70 |
Watermaul Wand | Attack +74 |
Cobra Claw | Attack +90 |
Wizardly Whip | Attack +97 |
Demon Spear | Attack +99 |
Miracle Sword | Attack +100 |
Metal King Sword | Attack +130 |
Gringham Whip | Attack +145 |
Ashlynn: Difference between revisions
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|Class=Mage | |Class=Mage | ||
|Race=Human | |Race=Human | ||
|Age=17 | |Age=17 (spiritually) | ||
|Family= | |Family= | ||
|Voice Actor = [[Konami Yoshida]] ([[Dragon Quest VI CD Theater|CD Theater]]) | |Voice Actor = [[Konami Yoshida]] ([[Dragon Quest VI CD Theater|CD Theater]]) | ||
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Ashlynn is first encountered at [[Moonmirror Tower]], suffering the same translucency that the Hero and [[Carver]] had earlier. Overjoyed that there are people who can finally see her, Ashlynn insists on accompanying the party once they apply a few drops of [[Dream dew]] to make her solid once more. She brings a considerable amount of magic to the table and isn't shy about engaging monsters, but she does become nervous when faced with the prospect of dealing with the real [[Murdaw]] after the party had so much hardship with his doppelganger. When the heroes arrive at the fiend's island on the ship borrowed from the people of [[Ghent]], she asks to stay behind out of fear. | Ashlynn is first encountered at [[Moonmirror Tower]], suffering the same translucency that the Hero and [[Carver]] had earlier. Overjoyed that there are people who can finally see her, Ashlynn insists on accompanying the party once they apply a few drops of [[Dream dew]] to make her solid once more. She brings a considerable amount of magic to the table and isn't shy about engaging monsters, but she does become nervous when faced with the prospect of dealing with the real [[Murdaw]] after the party had so much hardship with his doppelganger. When the heroes arrive at the fiend's island on the ship borrowed from the people of [[Ghent]], she asks to stay behind out of fear. | ||
Once Murdaw has been killed, Ashlynn rejoins the party and continues her travels with the group with no further doubts or hesitancy. Over the course of her adventure, her origins are uncovered and Ashlynn learns that she is from the magical city [[Sorceria]], which had been destroyed by the Archfiend [[Mortamor]] approximately 50 years before the game's events. When Sorceria was besiged by the Archfiend, the citizens fled to the world of dreams to escape total annihilation | Once Murdaw has been killed, Ashlynn rejoins the party and continues her travels with the group with no further doubts or hesitancy. Over the course of her adventure, her origins are uncovered and Ashlynn learns that she is from the magical city [[Sorceria]], which had been destroyed by the Archfiend [[Mortamor]] approximately 50 years before the game's events. When Sorceria was besiged by the Archfiend, the citizens shed their mortal bodies and fled to the world of dreams to escape total annihilation, inhabiting a duplicate of their home before it was sealed away by [[Gracos]] on Mortamor's orders. Ashlynn's magical strength is so great that it deflected the fiend's sealing spell and her soul remained free, but force of the conflicting magic caused her to lose her memories. | ||
The reason for | The reason for the city being targeted is due to the Sorcerians knowing the ultimate spell, [[Magic Burst]], which is passed along to Ashlynn when the eldress of the town is spoken to. Ashlynn is the direct descendant of the founder of Sorceria, Ashmeralda, and several items available in the town were crafted especially for her use in the battle against the Archfiend. In addition, the events in the town bequeath Ashlynn with a new epithet: the Scion of Sorceria. | ||
After journeying into the Archfiend's realm and defeating Mortamor, the group returns to a world at peace and the party returns to their homes except for Ashlynn who only briefly returns to her Sorceria to tell everyone what has happened. Ashlynn is then informed that she should study at [[Cloudsgate Citadel]] and learn from King Zenith. She chooses however to stay with the [[Hero (Dragon Quest VI)|Hero]]. Upon arriving at Somnia, both are greeted by the King and Queen who compliment the young "couple" much to their shyness and invite them to the royal celebration. | After journeying into the Archfiend's realm and defeating Mortamor, the group returns to a world at peace and the party returns to their homes except for Ashlynn who only briefly returns to her Sorceria to tell everyone what has happened. Ashlynn is then informed that she should study at [[Cloudsgate Citadel]] and learn from King Zenith. She chooses however to stay with the [[Hero (Dragon Quest VI)|Hero]]. Upon arriving at Somnia, both are greeted by the King and Queen who compliment the young "couple" much to their shyness and invite them to the royal celebration. | ||
Each party member is spoken to during this sequence save Ashlynn, whom the Hero finds in the throne room: because she | Each party member is spoken to during this sequence save Ashlynn, whom the Hero finds in the throne room: because she never merged with her separated body, Ashlynn is fading along with the dream world as it begins separating from reality. The Hero and Ashlynn tearfully say their farewells as she disappears. All that then remains of the world of dreams is Cloudsgate Citadel, which remains fixed in the sky and becomes the legendary [[Zenithia]] after the land around it vanishes. | ||
After the end credits, the reunited party gathers at [[Madame Luca]]'s house upon [[Milly]]'s request. Luca conjurs a vision through her crystal ball, and the party sees Ashlynn alive and well in Zenithia where she is witnessing the hatching of the egg that holds a new future. Upon hatching the egg releases a stunning light which amazes Ashlynn and the onlookers, closing the game with the words "The End". Ashlynn's presence in Zenithia likely means the palace still has a connection to the Dream World through its magic and the others can still visit her there with the help of [[Pegasus]]. | After the end credits, the reunited party gathers at [[Madame Luca]]'s house upon [[Milly]]'s request. Luca conjurs a vision through her crystal ball, and the party sees Ashlynn alive and well in Zenithia where she is witnessing the hatching of the egg that holds a new future. Upon hatching the egg releases a stunning light which amazes Ashlynn and the onlookers, closing the game with the words "The End". Ashlynn's presence in Zenithia likely means the palace still has a connection to the Dream World through its magic and the others can still visit her there with the help of [[Pegasus]]. |
Revision as of 20:00, 9 December 2019
Ashlynn | |
Dragon Quest VI | |
File:Ashlynn DQVI DS artwork.png | |
Sprite(s) | |
Japanese name | バーバラ |
Romaji | Baabara |
Title | Runaway Teen Scion of Sorceria |
Class | Mage |
Race | Human |
Age | 17 (spiritually) |
Voice actor | Konami Yoshida (CD Theater) |
"I feel like we're getting closer to real peace with every passing day!"
Ashlynn is a playable character in Dragon Quest VI. She starts as a mage-type character and learns the powerful spell, Magic Burst, without use of the vocation system.
Appearance and Personality
Ashlynn wears a vivid blue tunic with charcoal sleeves ending in saffron gloves, a tall belt with a silver buckle, brown leather shoes with black socks, and a scarlet cape. Her belt has a clip for holding her whip when she is not using it. She also sports one of the wildest hairstyles Toriyama has ever put to pen.
Ashlynn joins the party with severe amnesia, and quickly grows close to them after they restore her visibility. Despite her memory loss, she boasts a plucky disposition and ever-energetic attitude regardless of the group's daunting tasks save for one notable exception. Ashylnn is never reserved when it comes to her emotions, letting the whole world know when's she's happy, sad, or laughing up a riot. She also isn't afraid to throw her weight around either, flat out demanding that the party help troubled townsfolk they come across in her party chat and considers her bossy side to be part of her charm.
While never outright stated, it is strongly implied that Ashlynn has feelings for the Hero. Over the course of their adventures together this transforms from a simple crush to genuine love, to the point that Ashlynn will make mental notes of the Hero's answers to Judith's questions in Weaver's Peak, along with other revealing remarks in her party chat.
Appearances
Dragon Quest VI: Realms of Revelation
Ashlynn is first encountered at Moonmirror Tower, suffering the same translucency that the Hero and Carver had earlier. Overjoyed that there are people who can finally see her, Ashlynn insists on accompanying the party once they apply a few drops of Dream dew to make her solid once more. She brings a considerable amount of magic to the table and isn't shy about engaging monsters, but she does become nervous when faced with the prospect of dealing with the real Murdaw after the party had so much hardship with his doppelganger. When the heroes arrive at the fiend's island on the ship borrowed from the people of Ghent, she asks to stay behind out of fear.
Once Murdaw has been killed, Ashlynn rejoins the party and continues her travels with the group with no further doubts or hesitancy. Over the course of her adventure, her origins are uncovered and Ashlynn learns that she is from the magical city Sorceria, which had been destroyed by the Archfiend Mortamor approximately 50 years before the game's events. When Sorceria was besiged by the Archfiend, the citizens shed their mortal bodies and fled to the world of dreams to escape total annihilation, inhabiting a duplicate of their home before it was sealed away by Gracos on Mortamor's orders. Ashlynn's magical strength is so great that it deflected the fiend's sealing spell and her soul remained free, but force of the conflicting magic caused her to lose her memories.
The reason for the city being targeted is due to the Sorcerians knowing the ultimate spell, Magic Burst, which is passed along to Ashlynn when the eldress of the town is spoken to. Ashlynn is the direct descendant of the founder of Sorceria, Ashmeralda, and several items available in the town were crafted especially for her use in the battle against the Archfiend. In addition, the events in the town bequeath Ashlynn with a new epithet: the Scion of Sorceria.
After journeying into the Archfiend's realm and defeating Mortamor, the group returns to a world at peace and the party returns to their homes except for Ashlynn who only briefly returns to her Sorceria to tell everyone what has happened. Ashlynn is then informed that she should study at Cloudsgate Citadel and learn from King Zenith. She chooses however to stay with the Hero. Upon arriving at Somnia, both are greeted by the King and Queen who compliment the young "couple" much to their shyness and invite them to the royal celebration.
Each party member is spoken to during this sequence save Ashlynn, whom the Hero finds in the throne room: because she never merged with her separated body, Ashlynn is fading along with the dream world as it begins separating from reality. The Hero and Ashlynn tearfully say their farewells as she disappears. All that then remains of the world of dreams is Cloudsgate Citadel, which remains fixed in the sky and becomes the legendary Zenithia after the land around it vanishes.
After the end credits, the reunited party gathers at Madame Luca's house upon Milly's request. Luca conjurs a vision through her crystal ball, and the party sees Ashlynn alive and well in Zenithia where she is witnessing the hatching of the egg that holds a new future. Upon hatching the egg releases a stunning light which amazes Ashlynn and the onlookers, closing the game with the words "The End". Ashlynn's presence in Zenithia likely means the palace still has a connection to the Dream World through its magic and the others can still visit her there with the help of Pegasus.
Stats
Attribute | Starting Stats | Maximum Stats |
Level | 2 | 99 |
HP | 60 | 650 |
MP | 65 | 990 |
Strength | 13 | 280 |
Agility | 35 | 400 |
Resilience | 15 | 170 |
Wisdom | 33 | 420 |
Style | 20 | 160 |
Initial gear | Thorn whip, Leather dress, Hairband |
Spells
Aside from vocation abilities, Ashlynn learns to cast some spells on her own:
Name | MP | Level | Target | Description |
Frizz | 2 | 2 | One enemy | Singes a single enemy with a small fireball. |
---|---|---|---|---|
Sap | 3 | 2 | One enemy | Reduces the defence of a single enemy. |
Snooze | 3 | 2 | Enemy group | Puts a group of enemies to sleep. |
Dazzle | 5 | 2 | Enemy group | Envelops a group of enemies in illusions. |
Sizz | 4 | 6 | Enemy group | Singes a group of enemies with a blazing fire. |
Zoom | 1 | 8 | Party | Return instantly to various previously-visited locations. |
Evac | 8 | 10 | Party | Exit instantly from dungeons, caves, and towers. |
Kasap | 4 | 12 | Enemy group | Reduces the defence of a group of enemies. |
Drain Magic | 0 | 14 | One enemy | Steals MP from a single enemy. |
Sizzle | 6 | 16 | Enemy group | Burns a group of enemies enemies with a blazing wall of fire. |
Fuddle | 5 | 18 | Enemy group | Sends a group of enemies into a state of confusion. |
Magic Burst | All | * | All enemies | Unleashes all remaining magic power in a fearsome explosion. |
- Notes: Magic Burst is learned through an event in the game.
Lucky dip antics
Ashlynn's Lucky Dip actions are very childish, ranging from playing pranks on the enemy to mimicking domestic life.
Rank | Antic |
---|---|
1 | Merrily dances and sings! |
2 | Ashlynn suddenly starts playing house!
"Dinner, everybody!" But nobody pays attention to her!/The enemy draws near and has a taste of her food! IT'S TERRIBLE! Does 20~25 damage to the enemy. |
3 | Ashlynn begins drawing the enemy's caricature! Wow, what a likeness! Mistaking Ashlynn for an ally, the enemy heals her wounds! Ashlynn recovers 50 HP!/But it doesn't look anything like the enemy! |
4 | Ashlynn twists her skirt around to get the enemy's attention! Ashlynn pummels the enemy as it draws near! Deals 20~30 damage to the enemy. |
5 | Ashlynn cups her hands and peers inside them intensely! The enemy looks to see what's in her hands! Ashlynn attacks the distracted foe! |
6 | Ashlynn suddenly changes into a swimsuit and starts dancing! The enemy's attention is diverted by the show!
≈≈≈ But the enemy isn't interested! |
7 | Ashlynn begins doing something...just...disgusting! Something HORRIBLY disgusting! Everyone pretends to ignore her! |
8 | Ashlynn tries to evoke sympathy!
"Oh, woe is me, woe is me..." Tears pour out of Ashlynn's eyes! Ashlynn's tears form a giant wave that crashes over the enemy! |
Equipment
Dragon Quest VI (SNES) | |
---|---|
Helmet | Modifier(s) |
Leather Hat | Defense +2 |
Hairband | Defense +7 |
Fur Hood | Defense +11 |
Silver Tiara | Defense +14 |
Bunny Ears | Defense +20 |
Duplic Hat | Defense +25 |
Hermes' Hat | Defense +28 |
Happy Hat | Defense +35 |
Golden Tiara | Defense +40 |
Dragon Quest VI (SNES) | |
---|---|
Armor | Modifier(s) |
Plain Clothes | Defense+4 |
Wayfarer's Clothes | Defense+7 |
Silk Robe | Defense+13 |
Leather Dress | Defense+17 |
Bunny Suit | Defense+17 |
Fur Cape | Defense+18 |
Dancer's Costume | Defense+20 |
Iron Cuirass | Defense+23 |
Robust Lingerie | Defense+23 |
Cloak of Evasion | Defense+28 |
Silver Cuirass | Defense+36 |
Legerdemantle | Defense+37 |
Glombolero | Defense+40 |
Magical Skirt | Defense+45 |
Enchanted Armour | Defense+55 |
Shimmering Dress | Defense+55 |
Flowing Dress | Defense+65 |
Sacred Armour | Defense+75 |
Princess's Robe | Defense+85 |
Dragon Robe | Defense+95 |
Angel Leotard | Defense+95 |
Dragon Quest VI (SNES) | |
---|---|
Shields | Modifier(s) |
Pot Lid | Defense+2 |
Silver Platter | Defense+18 |
Magic Shield | Defense+20 |
Silver Shield | Defense+55 |
Dragon Quest VI (SNES) | |
---|---|
Accessories | Modifier(s) |
Slime Earrings | Strength+5 |
Raging Ruby | Strength+20 |
Antique Ring | Defense+2 |
Gold Ring | Defense+5 |
Prayer Ring | Defense+5 |
Trailblazing Bandana | Defense+5 |
Fishnet Stockings | Defense+5 |
Kerplunk Bracer | Defense+10 |
Orb of Truth | Defense+10 |
Restless Heart | Defense+15 |
Gold Bracer | Defense+15 |
Glass Slippers | Agility-20 |
Agility Ring | Agility+30 |
Meteorite Bracer | Agilityx2 |
Lucida Shard | Style+10 |
Kamikaze Bracer | Style+10 |
Pink Pearl | Style+40 |
Turnscote Pendant | Style+45 |
Remake changes
- In the Super Famicom version of VI, Ashlynn possessed a 25% resistance to frizz, sizz, bang, and crack spells.
The mysterious dragon
Ashlynn's physical form is in fact the golden dragon, which took on the shape of a wondrous wyrm due to the young lady's incredible magic. Further details are explained on the dragon's page.
Dragon Quest IX: Sentinels of the Starry Skies
Ashlynn appears as a Quester's Rest guest, giving the player cosplay gear base don her outfit when spoken to. If the whole outfit is assembled, the player receives an Accolade for copying her style.
Etymology
Ashlynn is an Irish woman's name meaning Dream and Vision, and Barbara is the English derivative of the Greek Barbaros, meaning Stranger and Traveler from a Foreign Land. Both names reference the young woman's otherworldly origins and her status as a stranger in a strange land, with the former likely being selected for the international release due to Barbara being a common name in English-speaking territories.
Trivia
- It is noted many times that Ashlynn is in love with the Hero, saying things such as "Hey Hero, I got a new outfit today. Do I look good in it?" or "Aah love, I know how she feels..." or "If I were her I'd pick you over Buddy, but...", with even the Hero's parents compliment them on being a cute couple. This is even supported in battle, as only she and the Hero cannot be removed from the party by any means.
- Ashlynn hopes to settle down and become a homemaker one day. This is evident in one of her early lucky dip actions and party chat after speaking to Alicia in the Upper Clearvale.
Gallery
In Robust lingerie.
Wielding the wizardly whip
With Carver
Ashlynn, on the left, wearing a bunny suit and bunny ears
Ashlynn, on the far left, wearing an angel leotard
- Ashlynn DQVI DS artwork 2.png
DS art