Dragon Quest VI: Difference between revisions

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'''''Dragon Quest VI: Realms of Revelation''''' (in North America, released as '''''Dragon Quest VI: Realms of Reverie''''' in Europe and Australia) (ドラゴンクエストVI 幻の大地, Dragon Quest Shikkusu Maboroshi no Daichi) is the sixth installment in the [[Dragon Quest (series)|Dragon Quest series]]. It is the final ''[[Dragon Quest]]'' series title for the Nintendo Super Famicom and the last game in the [[Zenithia trilogy]]. It was the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]].   
'''''Dragon Quest VI: Realms of Revelation''''' (in North America, released as '''''Dragon Quest VI: Realms of Reverie''''' in Europe and Australia) (ドラゴンクエストVI 幻の大地, Dragon Quest Shikkusu Maboroshi no Daichi) is the sixth installment in the [[Dragon Quest (series)|Dragon Quest series]]. It is the final ''[[Dragon Quest]]'' series title for the Nintendo Super Famicom and the last game in the [[Zenithia trilogy]]. It was the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]].   


In July 2007, Square Enix announced a series of remakes of ''[[Dragon Quest IV]]'', ''[[Dragon Quest V|V]]'' and ''VI'' for the Nintendo DS. This marks the first time the game will be available on another console and outside of Japan. Prior to this, it has only been available through [[fan translation|fan translations]].  Dragon Quest VI will be the final game of the 3 to be released, following Dragon Quest IV in 2008 and Dragon Quest V in 2009.   
In July 2007, Square Enix announced a series of remakes of ''[[Dragon Quest IV]]'', ''[[Dragon Quest V|V]]'' and ''VI'' for the Nintendo DS. This marks the first time the game will be available on another console and outside of Japan. Prior to this, it has only been available through [[fan translation|fan translations]].  Dragon Quest VI was the final game of the subseries to be released, following Dragon Quest IV in 2008 and Dragon Quest V in 2009.   


In January 2010, the game was re-released in Japan on the Nintendo DS. On Decomber 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing Dragon Quest VI on February 14, 2011. The subtitle has been officially named "Realms of Revelation."
In January 2010, the game was re-released in Japan on the Nintendo DS. On Decomber 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing Dragon Quest VI on February 14, 2011. The subtitle has been officially named "Realms of Revelation."


==Gameplay==
==Gameplay==
As the sixth installment to the ''Dragon Quest'' series, the graphics and gameplay remain close to the other games, with minor additions and upgrades. The graphics were improved from ''[[Dragon Quest V]]'', which was also for the SNES, but had only a 16-megabit cartridge. ''Dragon Quest VI'' uses a 32-megabit cartridge instead. Navigation remains largely unchanged from the previous games and the turn-based battles are still only in first-person. The class system from ''Dragon Quest III'' returns, with minor adjustments.
As the sixth installment to the ''Dragon Quest'' series, the graphics and gameplay remain close to the other games, with minor additions and upgrades. The graphics were improved from ''[[Dragon Quest V]]'', which was also for the SNES, but had only a 16-megabit cartridge. ''Dragon Quest VI'' uses a 32-megabit cartridge instead. Navigation remains largely unchanged from the previous games and the turn-based battles are still only in first-person. The vocation system from ''Dragon Quest III'' returns, with minor adjustments.


===Classes===
======
This Dragon Quest, like ''[[Dragon Quest III]]'' and ''[[Dragon Quest VII]]'', has a class system. The system is different than the one in Dragon Quest III, but similar to the one in Dragon Quest VII. Once the party gets to [[Alltrades Abbey (Dragon Quest VI)|Alltrades Abbey]], they have the option of becoming one of nine starter classes. Joining a particular class causes certain stats to increase and others to decrease. Once a character has mastered two or three starter classes, they can change into a "hybrid" class, for example, a warrior and a martial artist make a gladiator. To master a class, the character must fight a set number of battles as that class. Once certain hybrid classes are mastered, a stat relating to that class will permanently go up. There are two secret classes as well, obtained using special tomes.
This Dragon Quest, like ''[[Dragon Quest III]]'' and ''[[Dragon Quest VII]]'', fatures an extensive class system, refered to as vocations in games. The way vocations affect characters differs from those of Dragon Quest III and IX; once the party gets to [[Alltrades Abbey (Dragon Quest VI)|Alltrades Abbey]], they have the option of becoming one of nine base vocation. Once a character takes up a trade, his or her class causes certain attributes to increase and decrease. To gain new abilities or spells associated with a trade, the character must fight a set number of battles in that trade in order to improve their rank. If a character masters two or three of these occupations by increasing their rank to the maximum of eight, they may upgrade to a second tier vocation. For example, mastering the warrior and the martial artist vocations allows a character to become a gladiator. Once certain hybrid classes are mastered, an attribute relating to that class will permanently increase.  


After fighting a certain number of battles in a given class, the PC will be promoted to the next level in the class, gaining a new title and some new spells and skills associated with the class. Level within a class is indicated by a number of stars (★) in the status screen. Gaining eight stars marks a character as having mastered the class. Experience in a class is retained when the PC changes class, and can be further increased by returning to the class. Battles with weak monsters do not necessarily increase a character's class experience; the monsters must be higher level than the character in question. But in the some of the later dungeons in the game, this rule is overturned and all battles will increase the party's experience.
After fighting a certain number of battles in a given class, the PC will be promoted to the next rank in the class, gaining a new title and some new spells and abilities associated with the class. Ranks within a class are indicated by a number of stars (★) in the status screen. Experience in a class is retained when the PC changes their trade, and can be further increased by returning to the vocation. Battles with weak monsters do not increase a vocation's rank; the monsters must be higher level than the character in question. But in the some of the later dungeons in the game, this rule is overturned and all battles will increase the party's experience.


Changing classes will change the PC's allowable equipment, but will not cause the PC to lose any spells or skills from the old class. However, special powers such as the Thief's ability to steal items will be lost when the PC is not in the appropriate class.
Changing vocations  will not cause the PC to lose any spells or skills from the old class, but special powers such as the Thief's ability to steal items will be lost when the PC is not in the appropriate vocation.


Not all characters are suited to every class, since their base stats may be too low to be effective, even after the increase from joining the class.
Not all characters are suited to every class, as their natural stats may be too low to be effective, even after the increase from joining the class.


====Starter Classes====
====Initial Vocations====
*[[Warrior]]: Strength and [[Hit Points|HP]] go up and several basic fighting skills are learned.
*[[Warrior]]: Strength and [[Hit Points|HP]] go up while agility, wisdom and magic points drop. Several basic fencing skills are learned.
*[[Martial Artist]]: Speed goes up and kick/punch skills are learned.
*[[Martial Artist]]: Agility increases at the cost of magic points, and melee skills are aquired. Additionally, the character's critical hit ratio improves signifigantly, by up to three times.
*[[Mage]]: Most stats go down, except wisdom and [[Magic points|MP]], and basic attack and status spells are learned.
*[[Mage]]: Most attributes go down, except wisdom and [[Magic points|MP]]. Attack and status spells are learned.
*[[Priest]]: Most stats go down, but less weak than the wizard, and healing and status spells are learned.
*[[Priest]]: Many attributes decrease, but the priest is less frail than the mage. Restorative, status, and woosh spells are learned.
*[[Dancer]]: Style and speed go up and several dance-style skills are learned.
*[[Dancer]]: All attributes save for style ang agility drop signifigantly, and a variety of status inducing dances are learned
*[[Thief]]: Speed goes up, but most stats go down, and skills that help outside battle, such as Hawkeye, are learned. The thief may also steal an item from an enemy at the end of a battle.
*[[Thief]]: Agility goes up, but most other stats go down, and skills that help outside battle, such as Hawkeye, are learned. The thief may also steal an item from an enemy at the end of a battle.
*[[Monster Master]]: Most stats go down and skills associated with monsters are learned. In the original SFC version, monsters may join the party when there is a Beastmaster present.
*[[Monster Master]]: All stats go down except for agility, isdom and style. bSeveral reath skills are learned, as well as the puff spell. In the original SFC version, monsters may join the party when there is a monster master present.
*[[Merchant]]: Wisdom goes up, but most stats go down, and a random assortment of skills are learned. At the end of battle, a small portion of extra money is added to the party's income.
*[[Merchant]]: Wisdom goes up, but most stats go down, and a random assortment of skills are learned. At the end of battle, a small portion of extra money is added to the party's income.
*[[Gadabout]]: Style slightly goes up, but most stats dramatically drop. Skills learned are quite random and the Goof-off has a tendency to not listen to the party's commands. Sometimes, instead of doing nothing, the Goof-off will use a technique, such as paralyzing all the enemies or putting them to sleep.
*[[Gadabout]]: Style slightly goes up, but most stats dramatically drop. Skills learned are quite random. Smetimes, instead of doing nothing, the gadaboute will perform a beneficial trick, such as singing a lullaby to put enemies to sleep.


====Hybrid Classes====
====Hybrid Classes====
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*[[Sage]] (Mage+Priest): Wisdom and HP go up and high level attack and healing spells are learned.  
*[[Sage]] (Mage+Priest): Wisdom and HP go up and high level attack and healing spells are learned.  
*[[Luminary]] (Dancer+Gadabout): Style is the only stat that goes up and an assortment of skills are learned.  
*[[Luminary]] (Dancer+Gadabout): Style is the only stat that goes up and an assortment of skills are learned.  
*[[Ranger]] (Merchant+Thief+Monster Master): Speed and wisdom go up and an assortment of battle skills are learned.
*[[Ranger]] (Merchant+Thief+Monster Master): Speed and wisdom go up and an assortment of explorative and deffensive skills are learned.
*[[Hero (Class)|Hero]] (Gladiator+Sage+Luminary+Ranger): This is the ultimate class and all stats go up. Several attack spells/skills are learned. The [[Hero (Dragon Quest VI)|Hero of Dragon Quest VI]] only has to master one of those classes for Hero class to become available.
*[[Hero (Class)|Hero]] (Gladiator+Sage+Luminary+Ranger): This is the ultimate class and all stats go up. Several attack spells/skills are learned. The [[Hero (Dragon Quest VI)|Hero of Dragon Quest VI]] only has to master one of those classes for Hero class to become available.


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