Magic and Abilities: Difference between revisions

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[[File:Torneko casting spell.png|right|thumb|240px|''Torneko no Daibōken: Fushigi no Dungeon'']]
In the [[Dragon Quest (series)|''Dragon Quest'']] franchise, characters and monsters have access to various magic spells and, in later installments, abilities for use in combat.
In the [[Dragon Quest (series)|''Dragon Quest'']] franchise, characters and monsters have access to various magic spells and, in later installments, abilities for use in combat.


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:''Full article: [[Spell List]]''
:''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.
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 [[Magic Burst|all remaining MP]] to cast.


==Skills==
==Skills==
Introduced in ''[[Dragon Quest VI]]'', skills added a new dynamic to combat (especially melee characters, who could only use the generic [[Fight]] command). They have a wide range of effects like [[spells]] do, and some even cost MP; however unlike [[spells]], some skills do not MP to use.
:''Full article: [[Ability List]]''
Introduced in ''[[Dragon Quest VI]]'', skills added a new dynamic to combat (especially for melee characters). Skills cover a wide range of actions, with some focusing on deft weapon use, agile footwork, or making the body as hard as steel. Several skills can also be used in the field or in dungeons, providing [[Eye for Distance|reconnaissance]] or [[Padfoot|stealthily avoiding enemies]].  


==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.
 
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Revision as of 10:51, 8 May 2018

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.

Skills

Full article: Ability List

Introduced in Dragon Quest VI, skills added a new dynamic to combat (especially for melee characters). Skills cover a wide range of actions, with some focusing on deft weapon use, agile footwork, or making the body as hard as steel. Several skills can also be used in the field or in dungeons, providing reconnaissance or stealthily avoiding enemies.

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.