List of character statistics: Difference between revisions

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[[Image:DQIII_Resilience.png|right|border|130px]]
[[Image:DQIII_Resilience.png|right|border|130px]]
'''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.
'''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 all versions of ''Dragon Quest III'' and the NES & PSX versions 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.
Any character can consume a [[seed of resilience]] to increase this attribute.
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[[Image:DQIII_Wisdom.png|right|border|130px]]
[[Image:DQIII_Wisdom.png|right|border|130px]]
===A.I. Efficiency===  
===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 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.
*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.
{| class="wikitable"
|-
! Wisdom !! Behavior
|-
| 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 choice for that turn (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.
|}
* In games where Wisdom is not present, the character's level controls their A.I. efficiency.


*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 choice for that turn (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===
===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.


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