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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 | '''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== |