List of character statistics: Difference between revisions

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


==Resilience==
==Resilience==
[[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''' or '''Guard''''') 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. Any character can consume a [[seed of resilience]] to increase this attribute
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.
==={{DQ3}}===
In all versions of ''III'', 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
==={{DQ4}}===
In the NES and PSX versions of the game, Resilience acts as it does in ''III''. As of the DS port, the stat has been modified to influence defence directly.


==Agility==
==Agility==
[[Image:DQIII_Agility.png|right|border|130px]]
[[Image:DQIII_Agility.png|right|border|130px]]
'''Agility''' determines a character's priority in turns, utilizing a Gaussian Curve with simple calculations. 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.  
'''Agility''' determines a character's priority in turns, utilizing a Gaussian Curve with simple calculations. 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. Any character can consume a [[seed of agility]] to increase this attribute.
===''[[Dragon Quest]]''===
===''[[Dragon Quest]]''===
Turn order is strictly dependent on the enemy in the NES version, with a 100%, 50%, 37.5%, and 25% chance for them to strike first.  
Turn order is strictly dependent on the enemy in the NES version, with a 100%, 50%, 37.5%, and 25% chance for them to strike first.  
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==={{DQ5}}===
==={{DQ5}}===
SNES version is calculated as ''Agility * (75 + N * 26/256)/100'', with N being 0~255.
SNES version is calculated as ''Agility * (75 + N * 26/256)/100'', with N being 0~255.
==={{DQ6}} & {{DQ7}}===
==={{DQ6}}===
All versions are calculated as ''(Agility + 20) * (N/100)'', with N being 50~100.
All versions are calculated as ''(Agility + 20) * (N/100)'', with N being 50~100.
==={{DQ8}} & {{DQ9}}===
==={{DQ7}}===
The original and remake use the same algorithm as found in ''VI''.
==={{DQ8}}===
Turn order calculation is slightly tweaked, with enemy agility directly involved in the algorithm instead of just being measured against. The chance for a character to act is ''(ally Agility)/(enemy Agility) * 50'', with the result being converted to a percentage.
Turn order calculation is slightly tweaked, with enemy agility directly involved in the algorithm instead of just being measured against. The chance for a character to act is ''(ally Agility)/(enemy Agility) * 50'', with the result being converted to a percentage.
==={{DQ9}}===
Turn order is calculated the same way as in ''VIII''.
==={{DQ10}}===
==={{DQ10}}===
The tenth game operates in real time, so players can act as quickly as they can input commands. Each action has a cool down period in which the character cannot select another action.
The tenth game operates in real time, so players can act as quickly as they can input commands. Agility reduces the interval between actions, which is the period of time between when an action is executed and when the command window appears again to input another command.
==={{DQ11}}===
==={{DQ11}}===
Currently unknown.
Currently unknown.
Any character can consume a [[seed of agility]] to increase this attribute.


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


===A.I. Efficiency===  
==={{DQ3}}===
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.
In ''III'', 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.
 
==={{DQ4}}===
Wisdom functions as it did in the previous game.
 
==={{DQ5}}===
A Wisdom stat of twenty is required for [[Monster recruitment|tamable monsters]] to listen to the orders of the player, disregarding instructions until the mark has been reached. It is speculated among fans that the stat also influences the A.I. efficiency of human and monster characters, but this is currently unconfirmed.
 
==={{DQ6}}===
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.


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In games where Wisdom is not present, the character's level controls their A.I. efficiency.
In games where Wisdom is not present, the character's level controls their A.I. efficiency.


===Spell Power===
==={{DQ8}}===
Starting with ''[[Dragon Quest VIII]]'', 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.
Starting with ''VIII'', 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.


==Luck==
==Luck==
[[Image:DQIII_Luck.png|right|border|130px]]
[[Image:DQIII_Luck.png|right|border|130px]]
==={{DQ3}} & {{DQ4}}===
'''Luck''' dictates the frequency that a character can avoid debuffs and status ailments cast by monsters. Any character can consume a [[seed of luck]] to increase this attribute.
In all versions of ''III'' and ''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 ''Probability(P) = (384 - LUCK) * MOD / 65536''.
 
==={{DQ3}}===
In all versions of ''III'', 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 ''Probability(P) = (384 - LUCK) * MOD / 65536''.
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==={{DQ4}}===
Luck functions as it had in ''III''.
==={{DQ5}}===
==={{DQ5}}===
In ''V'' Luck determines the accuracy of an enemy '''curse''' rather than status ailment spells, with fixed accuracy rates assigned to enemy spells.
In ''V'', Luck determines the accuracy of an enemy '''curse''' rather than status ailment spells, with fixed accuracy rates assigned to enemy spells.  


==Style==
==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 [[Chateau de Sass]] and the [[Excellence Grading Organisation]].
'''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. Any character can increase their style by consuming a [[Pretty betsy|pretty betsy]].
 
==={{DQ6}}===
Style determines a character's placement in the contests such as the World Style Ranking in [[Chateau de Sass]].  


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]].
==={{DQ7}}===
Style operates as it had in ''VI'', and is required to one a section of the the [[Excellence Grading Organisation]] competition.
 
==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.  
'''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.  
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[[Erik]]'s steal rate is calculated as ''Deftness/20'', meaning that every 20 points will increase his chance for success by 1%. With his guile bonuses this brings the maximum rate to 75%.
[[Erik]]'s steal rate is calculated as ''Deftness/20'', meaning that every 20 points will increase his chance for success by 1%. With his guile bonuses this brings the maximum rate to 75%.


Similarly, the critical hit rate is calculated as ''Deftness/200'', with limits the natural cap to 5%.
Similarly, the critical hit rate is calculated as ''Deftness/200'', which limits the natural cap to 5%.


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


==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}}===
Charm has completely replaced the Style attribute from earlier games. A character's total is simply calculated by their innate charm plus any charm granted by their equipment. It cannot be reduced by wearing any piece of equipment, but there are many pieces that grant extra charm. It also affects certain skills used by both [[Sylvando]] and [[Jade]], such as the amount recovered by [[Hustle Dance]] or the damage inflicted by [[That's Amore]] and [[Sexy Beam]]. Monsters can still become stunned for a single turn particularly if a character's Charm is high enough, but it is a much rarer occurrence in this game and some monsters are completely immune to the effects in any case.
 
Any character that consumes some [[pretty betsy]] will increase this attribute.


==Magical Mending==
==Magical Mending==
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==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 select skills such as [[Gigaslash]], and as part of the accuracy of status spells such as fizzle.
'''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 select 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.
==Weight==
'''Weight''' is a measurement of a character or monster's heaviness. In some spinoff games, it is mostly used to place restrictions on the player's party if the sum of all members' weight exceeds a certain amount. However, in ''[[Dragon Quest X]]'', weight affects how much a character can push an enemy in order to hinder their progress or to prevent a character from being moved by an enemy's attacks.
==={{DQ10}}===
A character's weight is the sum of their own weight and their equipment's weight.<ref>[http://kenpharmacist.com/archives/19409386.html Japanese Dragon Quest X player's blog entry about the Weight stat]</ref>Hammers are the heaviest one-handed weapons and spears are the heaviest two-handed weapons. Heavy armour and greatshields add the most weight to a character. Weight is one of the most important attributes for a [[Paladin]] as they can prevent certain bosses from performing attacks by being heavier than them. It can be temporarily increased with spells and abilities.
In the earliest stages of the game, a character's weight was also determined by their race, with [[Ogre (race)|Ogre]]s weighing the most and [[Poppet]]s weighing the least. However, starting with Version 3.2 of the game, this difference between races was removed. There is no negative side effect to a character's weight.
==={{DQTact}}===
A unit's weight is determined by their rank, with F-rank monsters weighing the least at only 5 each and S-ranks weighing the most, particularly characters of the [[Hero family]] and Demon Lords belonging to the [[??? family]]. Typically, it is used to place restrictions on the [[Monster Arena]] in order to balance out player teams by limiting the total weight that a team can add up to. There are certain quests that will grant extra rewards if the player is able to complete the stage under certain weight limits.


==Derived stats==
==Derived stats==
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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===
===Defence===
'''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.
<center><small>For the group defence-reducing spell previously known as Defence/Defense, see [[Kasap]].</small></center>
'''Defence''' (originally spelled as '''Defense''' in earlier [[Enix]] localizations) 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 {{NES}} titles, as well as all versions of {{Dragon Quest III}}, Defence is the sum of half a character's Agility and the sum of their armor's durability.


===Evasion===
===Evasion===
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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}}====
 
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.


'''Dragon Quest VIII'''
===={{DQ7}}====
Dodge rates are calculated the same way as they were in ''VI''.
 
===={{DQ8}}====
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*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.
*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.


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==
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Image:DQVI_Hero_Stats.png|''DQVI'' Hero
Image:DQVI_Hero_Stats.png|''DQVI'' Hero
</gallery></center>
</gallery></center>
==References==
<references/>
{{clear}}
{{Series_mechanics}}
{{Series_mechanics}}
[[Category:Lists]]
[[Category:Lists]]
[[Category:Statistics|*]]
[[Category:Statistics|*]]
[[Category: Game mechanics]]
[[Category: Game mechanics]]
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