List of character statistics: Difference between revisions

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==Hit Points==
==Hit Points==
[[Image:DQIII_HP.png|right|border|120px]]
[[Image:DQIII_HP.png|right|border|130px]]
'''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.


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==Magic Points==
==Magic Points==
[[Image:DQIII_MP.png|right|border|120px]]
[[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 ''[[Dragon Quest VI]]'', skills were introduced that also consumed MP.
'''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.


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==Strength==
==Strength==
[[Image:DQIII_Strength.png|right|border|120px]]
[[Image:DQIII_Strength.png|right|border|130px]]
'''Strength''' measures how physically strong a character is, and is added to a character's weapon bonus in determining damage inflicted upon an enemy. In later installments, some skills depend on Strength for determining damage output, ignoring if a weapon is equipped.
'''Strength''' measures how physically strong a character is, and is added to a character's weapon bonus in determining damage inflicted upon an enemy. In later installments, some skills depend on Strength for determining damage output, ignoring if a weapon is equipped.


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''DQVI & VII''
''DQVI & VII''
[[Image:DQIII_Agility.png|right|border|120px]]
[[Image:DQIII_Agility.png|right|border|130px]]
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 doge rate of 1/6 at 500. Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.
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 doge rate of 1/6 at 500. Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.


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==Resilience==
==Resilience==
[[Image:DQIII_Resilience.png|right|border|120px]]
[[Image:DQIII_Resilience.png|right|border|130px]]
'''Resilience''' (''also localized as '''Vitality''''') measures how durable a character is; it is added to a character's equipment defense totals in determining how much physical damage they may endure.
'''Resilience''' (''also localized as '''Vitality''''') measures how durable a character is; it is added to a character's equipment defense totals in determining how much physical damage they may endure.


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In the [[Nintendo Entertainment System|NES]] titles, '''Wisdom''' determines a character's potential '''Magic Points'''. Your maximum '''Magic Points''' at any time is 195~205% of your '''Wisdom''' score. Additionally, the stat determined how quickly a character could learn a new spell in the 8-bit version of [[Dragon Quest IV]]. If the character's '''wisdom''' was not high enough, learning a spell could be delayed by up to five levels.
In the [[Nintendo Entertainment System|NES]] titles, '''Wisdom''' determines a character's potential '''Magic Points'''. Your maximum '''Magic Points''' at any time is 195~205% of your '''Wisdom''' score. Additionally, the stat determined how quickly a character could learn a new spell in the 8-bit version of [[Dragon Quest IV]]. If the character's '''wisdom''' was not high enough, learning a spell could be delayed by up to five levels.
[[Image:DQIII_Wisdom.png|right|border|120px]]
[[Image:DQIII_Wisdom.png|right|border|130px]]
In later titles, 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 a debilitating spell such as [[Snooze]]). Starting with ''[[Dragon Quest VIII]]'', however, Wisdom has begun to effect the potency and power of spells, such as raising [[Frizz]]'s power from 10~13 to 21~24 at higher values.
In later titles, 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 a debilitating spell such as [[Snooze]]). Starting with ''[[Dragon Quest VIII]]'', however, Wisdom has begun to effect the potency and power of spells, such as raising [[Frizz]]'s power from 10~13 to 21~24 at higher values.


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