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 ''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==