Difference between revisions of "List of character statistics"

From Dragon Quest Wiki
Jump to navigation Jump to search
(Clearing up major misconception about wisdom)
(Article clean up and removal of unneeded bolding.)
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 ''[[Dragon Quest III]]'' and ''[[Dragon Quest IV|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 ''[[Dragon Quest III]]'' and ''[[Dragon Quest IV|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 artist]]s, [[warrior]]s, and [[paladin]]s have the highest HP on average.  
In all other titles, the maximum HP a character has is generally determined by their level and (if applicable) class, with [[martial artist]]s, [[warrior]]s, and [[paladin]]s having the highest 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 16: Line 15:
 
'''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.
  
In ''Dragon Quest III'', '''Wisdom''' directly determines your character's maximum '''Magic Points''', paralleling the '''Resilience''' stat.
+
In ''Dragon Quest III'', and the NES version of ''Dragon Quest 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.  
 
 
In other titles, 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 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 29: Line 26:
  
 
==Agility==
 
==Agility==
 
 
'''Agility''' determines a character's priority in turns, utilizing a Gaussian Curve. Additionally, in ''[[Dragon Quest VI]]'', ''[[Dragon Quest VII]]'', and ''[[Dragon Quest 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:
 
'''Agility''' determines a character's priority in turns, utilizing a Gaussian Curve. Additionally, in ''[[Dragon Quest VI]]'', ''[[Dragon Quest VII]]'', and ''[[Dragon Quest 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:
 
 
===''DQVI & VII''===
 
===''DQVI & VII''===
 
[[Image:DQIII_Agility.png|right|border|130px]]
 
[[Image:DQIII_Agility.png|right|border|130px]]
Line 47: Line 42:
 
*500 = 16.67%
 
*500 = 16.67%
 
Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.
 
Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.
 
 
===''DQVIII''===
 
===''DQVIII''===
 
*0~249: 1/64 chance aside from equipment bonuses.  
 
*0~249: 1/64 chance aside from equipment bonuses.  
Line 60: Line 54:
 
*999: 1/4 chance.
 
*999: 1/4 chance.
 
As such, the spell [[acceleratle]] is vitally important when battling strong foes, even slower ones.  
 
As such, the spell [[acceleratle]] is vitally important when battling strong foes, even slower ones.  
 
+
In the [[Nintendo Entertainment System|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.
In the [[Nintendo Entertainment System|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 defencive gear equipped in these titles, then their defence will be half of their agility.
 
  
 
Any character can consume a [[seed of agility]] to increase this attribute.
 
Any character can consume a [[seed of agility]] to increase this attribute.
Line 67: Line 60:
 
==Resilience==
 
==Resilience==
 
[[Image:DQIII_Resilience.png|right|border|130px]]
 
[[Image:DQIII_Resilience.png|right|border|130px]]
'''Resilience''' (''also localized as '''Vitality''''') measures how durable a character is. One fourth (25%) of a character's Resilience is added to a character's equipment defense in determining how much physical damage they take when struck.
+
'''Resilience''' (''formerly localized as Vitality'') 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.
 
+
In all versions of ''Dragon Quest III'' and the original NES version of ''IV'' , 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.
In the [[Nintendo Entertainment System|NES]] titles, '''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.
 
  
 
Any character can consume a [[seed of resilience]] to increase this attribute.
 
Any character can consume a [[seed of resilience]] to increase this attribute.
  
 
==Wisdom==
 
==Wisdom==
'''Wisdom''' (''also localized as '''Intelligence''''') measures a character's natural cognitive ability. 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: If the character's '''wisdom''' was not high enough, learning a spell could be delayed by up to five levels.
+
'''Wisdom''' (''formerly localized as Intelligence'') measures a character's natural cognitive ability. In ''III'' & ''IV'' 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.
 
[[Image:DQIII_Wisdom.png|right|border|130px]]
 
[[Image:DQIII_Wisdom.png|right|border|130px]]
 +
===A.I. Efficiency===
 
Beginning with ''[[Dragon Quest VI]]'' wisdom decides bow how intelligently an A.I. controlled character will act in battle and how they react to player actions. This lucidity stacks on top of the behavioral patters set by the various battle commands such as ''Watch My Back'' and ''Show No Mercy'', and as such even melee characters benefit from being bright. The benchmarks for higher thought are:
 
Beginning with ''[[Dragon Quest VI]]'' wisdom decides bow how intelligently an A.I. controlled character will act in battle and how they react to player actions. This lucidity stacks on top of the behavioral patters set by the various battle commands such as ''Watch My Back'' and ''Show No Mercy'', and as such even melee characters benefit from being bright. The benchmarks for higher thought are:
 
*1~10: Attacks are unfocused and random.
 
*1~10: Attacks are unfocused and random.
Line 83: Line 76:
 
*31~40: Focus is on the weakest enemy period, ignoring previous left to right sorting method.
 
*31~40: Focus is on the weakest enemy period, ignoring previous left to right sorting method.
  
*41~60: Damaged enemies within a group will generally be ignored if another can be defeated in a single move.     
+
*41~60: Damaged enemies within a group will generally be ignored if an enemy outside the group can be defeated in a single move.     
  
 
*61~70: Characters will always focus on the healthiest enemy in a group.
 
*61~70: Characters will always focus on the healthiest enemy in a group.
Line 89: Line 82:
 
*71~100: Characters begin to target the most dangerous enemy in an encounter, rather than the weakest.
 
*71~100: Characters begin to target the most dangerous enemy in an encounter, rather than the weakest.
  
*101~200: Characters begin to take player action into account, altering their strategy 1/8th of the time. This acknowledgement overrides A.I. decision making, even if the player's action is the least optimal action (I.E. if the player casts [[oomph]] on the weakling magus, the magus will attack instead of casting a powerful spell).
+
*101~200: Characters begin to take player action into account, altering their strategy 1/8th of the time. This acknowledgement overrides normal A.I. decision making, even if the player's action is the least intelligent action (I.E. if the player casts [[oomph]] on the weakling magus, the magus will attack instead of casting a powerful spell).
  
 
*201~300: Player recognition raised to 1/4th.
 
*201~300: Player recognition raised to 1/4th.
  
 
*301~500: Player recognition risen to 1/3rd.  
 
*301~500: Player recognition risen to 1/3rd.  
 
+
===Spell Power===
 
Starting with ''[[Dragon Quest VIII]]'', however, Wisdom has also begun to effect the potency and power of spells, such as raising [[Frizz]]'s power from 10~13 to 21~24 at higher values. Each spell has it's own growth rate, with some taking up to five points of wisdom to increase in damage, and others as few as two. In games where Wisdom is not present, the character's level controls their A.I. efficiency.
 
Starting with ''[[Dragon Quest VIII]]'', however, Wisdom has also begun to effect the potency and power of spells, such as raising [[Frizz]]'s power from 10~13 to 21~24 at higher values. Each spell has it's own growth rate, with some taking up to five points of wisdom to increase in damage, and others as few as two. In games where Wisdom is not present, the character's level controls their A.I. efficiency.
  
Line 100: Line 93:
  
 
==Luck==
 
==Luck==
In all versions of ''[[Dragon Quest III]]'' and ''[[Dragon Quest IV]]'', '''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
+
In all versions of ''[[Dragon Quest III]]'' and ''[[Dragon Quest IV]]'', 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
 
A = ( ( MOD * [ ( 768 - 2 * LUCK ) / 2 ] ) / 256 ) If A <= 0..255, status effect will fail If A > 0..255, status effect is successful  
 
A = ( ( MOD * [ ( 768 - 2 * LUCK ) / 2 ] ) / 256 ) If A <= 0..255, status effect will fail If A > 0..255, status effect is successful  
 
[[Image:DQIII_Luck.png|right|border|130px]]
 
[[Image:DQIII_Luck.png|right|border|130px]]
 
[[Dazzle]] and Deceleratele have a MOD of 160, [[Sap]] 128, [[Snooze]] and [[Fizzle]] 96, [[Fuddle]] 64, [[Whack]] and [[Thwhack]] 32, and [[Kamikaze]] having a fixed rate 128, thus staying at 50% accuracy regardless of luck.
 
[[Dazzle]] and Deceleratele have a MOD of 160, [[Sap]] 128, [[Snooze]] and [[Fizzle]] 96, [[Fuddle]] 64, [[Whack]] and [[Thwhack]] 32, and [[Kamikaze]] having a fixed rate 128, thus staying at 50% accuracy regardless of luck.
  
In ''[[Dragon Quest V]]'', '''Luck''' determines the accuracy of an enemy '''curse''' rather than status ailment spells.
+
In ''[[Dragon Quest V]]'' Luck determines the accuracy of an enemy '''curse''' rather than status ailment spells, with fixed accuracy rates assigned to enemy spells.
  
 
==Style==
 
==Style==
Line 112: Line 105:
 
A common misconception is that style influences the [[Luminary]] vocation's ability to stun monsters. This is false, as the stun chance is based on the character's ranking in the vocation rather than any stat.
 
A common misconception is that style influences the [[Luminary]] vocation's ability to stun monsters. This is false, as the stun chance is based on the character's ranking in the vocation rather than any stat.
  
 +
Any character can increase their style by consuming a [[Pretty betsy|pretty betsy]].
 
==Deftness==
 
==Deftness==
'''Deftness''' 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. It should be noted that the '''Luck''' statistic is not present in games that feature Deftness.
+
'''Deftness''' 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. It should be noted that the Luck statistic is not present in games that feature Deftness.
  
 
Steal rate is calculated as:
 
Steal rate is calculated as:
Line 119: Line 113:
 
[[File:Steal rate formula.PNG]]
 
[[File:Steal rate formula.PNG]]
  
Critical Hit rate is calculated as ''Deftness/100 + 3% (with weapon skill trait)''. Wearing the Critical Acclaim will add another 4%.
+
Critical Hit rate is calculated as: ''Deftness/100 + 3% (with weapon skill trait)''. Wearing the Critical Acclaim will add another 4%.
 
 
  
 
Any character can consume a [[seed of deftness]] to increase this attribute.
 
Any character can consume a [[seed of deftness]] to increase this attribute.
Line 128: Line 121:
  
 
==Magical Mending==
 
==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 certain offensive skills and spells such as Solar Flair and the [[Whack]] line.
+
'''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 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''' 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]].
+
'''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]], 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.
Line 143: Line 136:
  
 
==Defense==
 
==Defense==
'''Defense''' is used to determine how well a character or monster can withstand full contact 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 Armour equipped, if any, checked against the enemy's Attack in calculations for damage. One-fourth (25%) is checked against half the assailant's Attack stat. It has no effect on magical or breath damage, which are dependent on spells/skills and equipment traits.
 
 
In the [[Nintendo Entertainment System|NES]] titles, '''Defense''' is the sum of half a character's Agility and the sum of their armor's durability.
 
  
In other titles, '''Defense''' is the sum of a character's resilience and the durability of their armor.
+
In the [[Nintendo Entertainment System|NES]] titles, Defense is the sum of half a character's Agility and the sum of their armor's durability.
  
 
==Gallery==
 
==Gallery==

Revision as of 13:31, 29 January 2017

DQV Hero stats.png

The following is a list of measurable statistics for playable characters which may be found throughout the Dragon Quest series. Other than normal level progression, there are seeds that can change this before then.

Hit Points

DQIII HP.png

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 herbs, healing spells, resting at an inn, etc.

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 artists, warriors, and paladins have the highest HP on average.

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

Magic Points

DQIII MP.png

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 Dragon Quest III, and the NES version of Dragon Quest 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.

Strength

DQIII Strength.png

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.

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

Agility

Agility determines a character's priority in turns, utilizing a Gaussian Curve. Additionally, in Dragon Quest VI, Dragon Quest VII, and Dragon Quest 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:

DQVI & VII

DQIII Agility.png

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. In other words, the evade chances are:

  • 1 = 1.57%
  • 50 = 1.89%
  • 100 = 2.21%
  • 200 = 2.86%
  • 300 = 3.52%
  • 400 = 4.17%
  • 401 = 4.29%
  • 425 = 7.29%
  • 450 = 10.42%
  • 475 = 13.54%
  • 500 = 16.67%

Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.

DQVIII

  • 0~249: 1/64 chance aside from equipment bonuses.

Note: if a character has raised his or her Fisticuffs level to receive an increase in evasion, the default is raised to 50% before stacking with all other bonuses. The character's level must be higher than the attacking enemy's for the boost to take effect.

  • 250~499: 1/32 chance.
  • 500~749: 1/16 chance.
  • 750~989: 1/8 chance.
  • 999: 1/4 chance.

As such, the spell acceleratle is vitally important when battling strong foes, even slower ones. 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.

Resilience

DQIII Resilience.png

Resilience (formerly localized as Vitality) 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. In all versions of Dragon Quest III and the original NES version of IV , 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.

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

Wisdom

Wisdom (formerly localized as Intelligence) measures a character's natural cognitive ability. In III & IV 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.

DQIII Wisdom.png

A.I. Efficiency

Beginning with Dragon Quest VI wisdom decides bow how intelligently an A.I. controlled character will act in battle and how they react to player actions. This lucidity stacks on top of the behavioral patters set by the various battle commands such as Watch My Back and Show No Mercy, and as such even melee characters benefit from being bright. The benchmarks for higher thought are:

  • 1~10: Attacks are unfocused and random.
  • 21~30: Effects of weapons are taken into consideration. Focus is on weaker enemies, starting from left to right.
  • 31~40: Focus is on the weakest enemy period, ignoring previous left to right sorting method.
  • 41~60: Damaged enemies within a group will generally be ignored if an enemy outside the group can be defeated in a single move.
  • 61~70: Characters will always focus on the healthiest enemy in a group.
  • 71~100: Characters begin to target the most dangerous enemy in an encounter, rather than the weakest.
  • 101~200: Characters begin to take player action into account, altering their strategy 1/8th of the time. This acknowledgement overrides normal A.I. decision making, even if the player's action is the least intelligent action (I.E. if the player casts oomph on the weakling magus, the magus will attack instead of casting a powerful spell).
  • 201~300: Player recognition raised to 1/4th.
  • 301~500: Player recognition risen to 1/3rd.

Spell Power

Starting with Dragon Quest VIII, however, Wisdom has also begun to effect the potency and power of spells, such as raising Frizz's power from 10~13 to 21~24 at higher values. Each spell has it's own growth rate, with some taking up to five points of wisdom to increase in damage, and others as few as two. In games where Wisdom is not present, the character's level controls their A.I. efficiency.

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

Luck

In all versions of Dragon Quest III and Dragon Quest IV, 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 A = ( ( MOD * [ ( 768 - 2 * LUCK ) / 2 ] ) / 256 ) If A <= 0..255, status effect will fail If A > 0..255, status effect is successful

DQIII Luck.png

Dazzle and Deceleratele have a MOD of 160, Sap 128, Snooze and Fizzle 96, Fuddle 64, Whack and Thwhack 32, and Kamikaze having a fixed rate 128, thus staying at 50% accuracy regardless of luck.

In Dragon Quest V Luck determines the accuracy of an enemy curse rather than status ailment spells, with fixed accuracy rates assigned to enemy spells.

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. Style determines a character's placement in the contests such as the World Style Ranking in Dragon Quest VI and Dragon Quest VII.

A common misconception is that style influences the Luminary vocation's ability to stun monsters. This is false, as the stun chance is based on the character's ranking in the vocation rather than any stat.

Any character can increase their style by consuming a pretty betsy.

Deftness

Deftness 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. It should be noted that the Luck statistic is not present in games that feature Deftness.

Steal rate is calculated as:

Steal rate formula.PNG

Critical Hit rate is calculated as: Deftness/100 + 3% (with weapon skill trait). Wearing the Critical Acclaim will add another 4%.

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 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.

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, and as part of the accuracy of status spells such as fizzle.

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, which is then divided by two, plus bonuses from certain accessories or traits.

Defense

Defense is the sum of a character's Resilience and Armour equipped, if any, checked against the enemy's Attack in calculations for damage. One-fourth (25%) is checked against half the assailant's Attack stat. It has no effect on magical or breath damage, which are dependent on spells/skills and equipment traits.

In the NES titles, Defense is the sum of half a character's Agility and the sum of their armor's durability.

Gallery