List of character statistics: Difference between revisions
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The following is a list of character statistics for playable characters | The following is a list of character statistics for playable characters throughout the Dragon Quest series. | ||
== | ==[[Hit Points]]== | ||
'''Hit Points (HP)''' determine how much health a character has remaining. All damage subtracts from this score, and if it reaches 0, the character falls over dead and must be revived. HP can be restored via [[medicinal herb]]s, healing spells, resting at an [[inn]], etc. | |||
The maximum HP a character has is generally determined by their level and (if applicable) class, with [[martial artist]]s having the highest on average. Any character can consume a [[seed of life]] to increase their maximum HP. | |||
== | ==[[Magic Points]]== | ||
'''Magic Points (MP)''' determine how much mana a character can expend to cast spells. Each spell deducts from this pool at a set rate, and cannot be cast if MP is simply too low. Some very special spells like [[Magic Burst]] will consume '''all''' remaining MP upon cast. Starting with ''[[Dragon Quest VI]]'', skills were introduced that also consumed MP to cast. | |||
The maximum MP a character has is generally determined by their level and (if applicable) class. Prior to ''Dragon Quest VI'', non-magical characters had no MP pools as they had no use for them, but with the addition of skills, most characters started using an MP pool even if they never learned actual spells. Any character can consume a [[seed of magic]] to increase their maximum MP. | |||
==[[Attack]]== | |||
'''Attack''' is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defence in calculation of damage inflicted. | |||
Attack is derived from a character's strength score added to their weapon's attack rating, plus bonuses from certain [[accessories]] or [[traits]]. | |||
==[[Defence]]== | |||
'''Defence''' is used to determine how well they can withstand incoming melee attacks. It is checked against the enemy's Attack in calculation of damage inflicted. It has no effect on magical or breath damage. | |||
Defence is derived from a character's vitality score added to their equipment's defence rating. | |||
==[[Style]]== | |||
'''Style''' is a rating in certain installments that affects how charismatic characters are. | |||
==[[Strength]]== | |||
'''Strength''' measures how physically strong a character is in combat. It is added to a character's weapon attack rating in determining damage inflicted. In later installments, some skills depend on Strength for determining damage output. | |||
Any character can consume a [[seed of strength]] to increase this attribute. | |||
==[[Resilience]]== | |||
'''Resilience''' measures how physically strong a character is in combat. It is added to a character's equipment defence totals in determining how much physical damage they receive.output. | |||
Any character can consume a [[seed of resilience]] to increase this attribute. | |||
==[[Wisdom]]== | |||
'''Wisdom''' measures a character's natural intelligence. It determines the rate of how quickly they learn spells. | |||
Any character can consume a [[seed of wisdom]] to increase this attribute. | |||
==[[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 magical skills such as [[Gigaslash]]. | |||
Any character can consume a [[seed of sorcery]] to increase this attribute. | |||
==[[Magical Mending]]== | |||
'''Magical Mending''' determines how powerful a character's healing spells will be. Introduced in ''[[Dragon Quest IX]]'', it is calculated in all healing spells, as well as healing skills such as [[Hustle Dance]]. | |||
Any character can consume a [[seed of therapeusis]] to increase this attribute. | |||
==[[Agility]]== | |||
'''Agility''' determines the speed of a character. It is an important attribute, as it affects the turn order of all party members and enemies. | |||
Any character can consume a [[seed of agility]] to increase this attribute. | |||
==[[Luck]]== | |||
'''Luck''' is a measurement of a character's overall luck. It affects resistance to harmful [[status effect]]s. | |||
==[[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 can [[enthrall]] a monster. | |||
[[Category:Lists]] | [[Category:Lists]] | ||
[[Category:Statistics|*]]{{Wikia}} | [[Category:Statistics|*]]{{Wikia}} |
Revision as of 03:49, 14 November 2010
The following is a list of character statistics for playable characters throughout the Dragon Quest series.
Hit Points
Hit Points (HP) determine how much health a character has remaining. All damage subtracts from this score, and if it reaches 0, the character falls over dead and must be revived. HP can be restored via medicinal herbs, healing spells, resting at an inn, etc.
The maximum HP a character has is generally determined by their level and (if applicable) class, with martial artists having the highest on average. Any character can consume a seed of life to increase their maximum HP.
Magic Points
Magic Points (MP) determine how much mana a character can expend to cast spells. Each spell deducts from this pool at a set rate, and cannot be cast if MP is simply too low. Some very special spells like Magic Burst will consume all remaining MP upon cast. Starting with Dragon Quest VI, skills were introduced that also consumed MP to cast.
The maximum MP a character has is generally determined by their level and (if applicable) class. Prior to Dragon Quest VI, non-magical characters had no MP pools as they had no use for them, but with the addition of skills, most characters started using an MP pool even if they never learned actual spells. Any character can consume a seed of magic to increase their maximum MP.
Attack
Attack is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defence in calculation of damage inflicted.
Attack is derived from a character's strength score added to their weapon's attack rating, plus bonuses from certain accessories or traits.
Defence
Defence is used to determine how well they can withstand incoming melee attacks. It is checked against the enemy's Attack in calculation of damage inflicted. It has no effect on magical or breath damage.
Defence is derived from a character's vitality score added to their equipment's defence rating.
Style
Style is a rating in certain installments that affects how charismatic characters are.
Strength
Strength measures how physically strong a character is in combat. It is added to a character's weapon attack rating in determining damage inflicted. In later installments, some skills depend on Strength for determining damage output.
Any character can consume a seed of strength to increase this attribute.
Resilience
Resilience measures how physically strong a character is in combat. It is added to a character's equipment defence totals in determining how much physical damage they receive.output.
Any character can consume a seed of resilience to increase this attribute.
Wisdom
Wisdom measures a character's natural intelligence. It determines the rate of how quickly they learn spells.
Any character can consume a seed of wisdom to increase this attribute.
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 magical skills such as Gigaslash.
Any character can consume a seed of sorcery to increase this attribute.
Magical Mending
Magical Mending determines how powerful a character's healing spells will be. Introduced in Dragon Quest IX, it is calculated in all healing spells, as well as healing skills such as Hustle Dance.
Any character can consume a seed of therapeusis to increase this attribute.
Agility
Agility determines the speed of a character. It is an important attribute, as it affects the turn order of all party members and enemies.
Any character can consume a seed of agility to increase this attribute.
Luck
Luck is a measurement of a character's overall luck. It affects resistance to harmful status effects.
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 can enthrall a monster.
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