Magic and Abilities: Difference between revisions

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==Traits==
==Traits==
Introduced in ''[[Dragon Quest VIII]]'', traits are passive bonuses obtained after allocating skill points. Most of these just offer flat bonuses to [[attributes]], but some feature unusual benefits such as increased evasion or reduction in MP costs.
Introduced in ''[[Dragon Quest VIII]]'', traits are passive bonuses obtained after allocating skill points. Most of these just offer flat bonuses to [[Stats|attributes]], but some feature unusual benefits such as increased evasion or reduction in MP costs.


[[Category:Browse]]
[[Category:Browse]]
[[Category:Recurring elements]]
[[Category:Recurring elements]]

Revision as of 23:17, 2 December 2016

Torneko no Daibōken: Fushigi no Dungeon

In the Dragon Quest franchise, characters and monsters have access to various magic spells and, in later installments, abilities for use in combat.

Spells

Full article: Spell List

Magic spells have been around since the first Dragon Quest. They have many uses such as healing characters, damaging, enemies, inflicting status effects, and teleporting. Unlike skills, all spells require MP to use. Generally, the better a spell is the more MP it will cost; some even require all remaining MP to cast.

Abilities

Full article: Ability List

Introduced in Dragon Quest VI, skills added a new dynamic to combat (especially melee characters, who could only use the generic Attack command). They have a wide range of effects like spells do, and some even cost MP; however unlike spells, some abilities (such as breath attacks) do not MP to use.

Traits

Introduced in Dragon Quest VIII, traits are passive bonuses obtained after allocating skill points. Most of these just offer flat bonuses to attributes, but some feature unusual benefits such as increased evasion or reduction in MP costs.