Critical Hit: Difference between revisions

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==Spells==
==Spells==
==={{DQ1&2HD}}===
Spells are able to go haywire once the player has obtained the [[moon sigil]] in either half of the game. Single-target spells will deal triple damage when going haywire, group-targeting sells will deal 250% damage, and spells that target all foes will deal double damage.  Debilitating and debuff spells such as [[Snooze]] and [[Sap]] can also go haywire, ignoring all degrees of resistance save for immunity.
The rate of spells going haywire is dependent on a combination of the character's level and [[luck]] stat, and the {{Hero 1}} of ''Dragon Quest I'' and the [[Princess of Cannock]] are thrice as likely to trigger the effect than other characters. Echoing spells cast while equipped with the [[duplic hat]] can also go haywire.
==={{DQ9}}===
==={{DQ9}}===
Beginning with {{IX}} spells can also land critical hits, where the spell "goes haywire". This not only increases damage output of attack magic, but also boosts healing spells. If a status-changing spell goes haywire, its chance of working increases to 100% (barring the target being immune). Investing 54 skill points into the [[Mage]]'s Spellcraft skill will increase the chance of a spell going haywire.
Beginning with {{IX}} spells can also land critical hits, where the spell "goes haywire". This not only increases damage output of attack magic, but also boosts healing spells. If a status-changing spell goes haywire, its chance of working increases to 100% (barring the target being immune). Investing 54 skill points into the [[Mage]]'s Spellcraft skill will increase the chance of a spell going haywire.

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