List of character statistics: Difference between revisions

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(Cleaned up the page layout, added a bit of 11's information.)
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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 ''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.
In all versions of ''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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==Wisdom==
==Wisdom==
[[Image:DQIII_Wisdom.png|right|border|130px]]
[[Image:DQIII_Wisdom.png|right|border|130px]]
'''Wisdom''' 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.
'''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.


===A.I. Efficiency===  
===A.I. Efficiency===  
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==Charm==
==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. Enraptured foes have a 95% chance to be stunned for 1~2 turns, and a 5% chance to become [[paralyzed]].
'''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. Enraptured foes have a 90% chance to be stunned for 1~2 turns, a 5% chance to become [[paralyzed]] for 1~4 turns, and a 5% chance to become [[confused]] for 6~9 turns.
 
==={{DQ9}}===
The chance to stun a monster is calculated as ''(Current charm - innate charm + equipment bonus - 100) * 0.02'', which is then multiplied against a monster's charm resistance. Current charm is the programming check to see if [[Extreme Makeover]] has been applied or not, and the equipment bonus is the sum of the style of a character's gear plus their innate charm and this total is added again to the innate charm during the calculation check.
 
==={{DQ10}}===
Currently unknown.
 
==={{DQ11}}===
Currently unknown.


==Magical Mending==
==Magical Mending==
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Any character can consume a [[seed of sorcery]] to increase this attribute.
Any character can consume a [[seed of sorcery]] to increase this attribute.


==Attack==
==Derived stats==
===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 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 stat added to their weapon's attack bonus, which is then divided by two, plus further bonuses from certain accessories or vocation traits.
Attack is derived from a character's strength stat added to their weapon's attack bonus, which is then divided by two, plus further bonuses from certain accessories or vocation traits.


==Defense==
===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. Every four points of defence reduces enemy damage by one point. It has no effect on magical or breath damage, which are dependent on spells/skills and equipment traits.
'''Defense''' is the sum of a character's Resilience and Armour equipped, if any, checked against the enemy's Attack in calculations for damage. Every four points of defence reduces enemy damage by one point. 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, as well as all versions of [[Dragon Quest III]], Defense is the sum of half a character's Agility and the sum of their armor's durability.
In the [[Nintendo Entertainment System|NES]] titles, as well as all versions of [[Dragon Quest III]], Defense is the sum of half a character's Agility and the sum of their armor's durability.


==Evasion==
===Evasion===
The base chance to dodge an enemy blow in any game is always 1.5625% ({{Fraction|1|64}}). This can be further raised through equipment and vocation bonuses if available, such as the [[Dark robe]] and [[Dancer]].
The base chance to dodge an enemy blow in any game is always 1.5625% ({{Fraction|1|64}}). This can be further raised through equipment and vocation bonuses if available, such as the [[Dark robe]] and [[Dancer]].


In ''VI'', ''VII'', and ''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:
In ''VI'', ''VII'', and ''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:
===''[[Dragon Quest VI]]'' & ''[[Dragon Quest VII]]''=== 
 
'''Dragon Quest VI''' & '''Dragon Quest VII'''
 
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 dodge rate of 1/6 at 500. In other words, the evade chances are:
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 dodge rate of 1/6 at 500. In other words, the evade chances are:
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*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.


==={{DQ8}}===
'''Dragon Quest VIII'''
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As can be inferred, the spell [[acceleratle]] is vitally important when battling strong foes, even slower ones.
As can be inferred, the spell [[acceleratle]] is vitally important when battling strong foes, even slower ones.
==Trivia==
*Wisdom's relation to A.I. was not revealed through an official square-enix channel, but the November 10th, 2000 issue of ''Dengeki! Playstation magazine'' (電撃PlayStation). The issue featured an article that was a response to reader mail asking what the purpose of the stat was, and described an experiment with [[Ruff]] and healing wounded allies--the wild child would only use [[Kerplunk Dance]] when his wisdom was at 63, even if other characters were only at half health. The article went on to state that once his wisdom broke the 100 threshold and the test began again, Ruff would use [[Hustle Dance]] instead, recognizing that the greater healing power in the former skill was too costly for a non-emergency situation.


==Gallery==
==Gallery==