List of character statistics: Difference between revisions

info pulled from Sk8erpunq's guide on gamefaqs. Check it out!
(→‎Agility: Pulled this tidbit from a Japanese site.)
(info pulled from Sk8erpunq's guide on gamefaqs. Check it out!)
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In ''[[Dragon Quest III]]'' and ''[[Dragon Quest IV|IV]]'', '''Resilience''' directly determines your character's maximum '''Hit Points'''. The more a character's '''Resilience''' score increases upon leveling, the more '''Hit Points''' a character will receive upon the next level increase.  
In ''[[Dragon Quest III]]'' and ''[[Dragon Quest IV|IV]]'', '''Resilience''' directly determines your character's maximum '''Hit Points'''. The more a character's '''Resilience''' score increases upon leveling, the more '''Hit Points''' a character will receive upon the next level increase.  


In all other titles, 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.  
In all other titles, the maximum HP a character has is generally determined by their level and (if applicable) class, with [[martial artist]]s, [[warrior]]s, and [[paladin]]s having the highest on average.  


Any character can consume a [[seed of life]] to increase their maximum HP.
Any character can consume a [[seed of life]] to increase their maximum HP.


==Magic Points==
==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 execute.
'''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 too low. Some very special spells like [[Magic Burst]] will consume '''all''' remaining MP when cast. Starting with ''[[Dragon Quest VI]]'', skills were introduced that also consumed MP.


In ''Dragon Quest III'', '''Wisdom''' directly determines your character's maximum '''Magic Points''', paralleling the '''Resilience''' stat.
In ''Dragon Quest III'', '''Wisdom''' directly determines your character's maximum '''Magic Points''', paralleling the '''Resilience''' stat.
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==Strength==
==Strength==
'''Strength''' measures how physically strong a character is; it is added to a character's weapon bonus in determining damage inflicted upon an enemy. In later installments, some skills depend on Strength for determining damage output, ignoring they weapon they have equipped.
'''Strength''' measures how physically strong a character is, and is added to a character's weapon bonus in determining damage inflicted upon an enemy. In later installments, some skills depend on Strength for determining damage output, ignoring if a weapon is equipped.


Any character can consume a [[seed of strength]] to increase this attribute.
Any character can consume a [[seed of strength]] to increase this attribute.


==Agility==
==Agility==
In the [[Nintendo Entertainment System|NES]] and [[Super Nintendo Entertainment System|SNES]] titles, '''Agility''' determines a character's priority in turns.
'''Agility''' determines a character's priority in turns. Additionally, in [[Dragon Quest VIII]] a character's agility will also determine their probability to dodge physical strikes. The game's programming checks the agility stat of the target before an attack is made, and if the stat surpasses a certain value then the programming checks to see if the blow lands:
It is an important attribute, as it affects the turn order of all party members and enemies.
Additionally, in [[Dragon Quest VIII]] a character's agility will also determine their probability to dodge physical strikes. The game's programing checks the agility stat of the target before an attack is made, and if the stat surpasses a certain value then the programing checks to see if the blow lands:


*0~249: zero chance aside from equipment bonuses. '''Note''': if a character has raised his or her Fisticuffs level to receive an increase in evasion, the default is raised to 50% before stacking with all other bonuses.
*0~249: zero chance aside from equipment bonuses. '''Note''': if a character has raised his or her Fisticuffs level to receive an increase in evasion, the default is raised to 50% before stacking with all other bonuses.
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*999: 25% chance.
*999: 25% chance.


As such, the spell [[acceleratle]] is vitally important when battling strong foes, even slow ones.  
As such, the spell [[acceleratle]] is vitally important when battling strong foes, even slower ones.
 
In the [[Nintendo Entertainment System|NES]] versions of the first four games, as well as all versions of [[Dragon Quest III]], '''Agility''' also contributes to the character's innate defence. If a character has no armour or other defencive gear equipped in these titles, then their defence will be half of their '''agility'''.


Any character can consume a [[seed of agility]] to increase this attribute.
Any character can consume a [[seed of agility]] to increase this attribute.
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'''Resilience''' (''also localized as '''Vitality''''') measures how durable a character is; it is added to a character's equipment defense totals in determining how much physical damage they may endure.
'''Resilience''' (''also localized as '''Vitality''''') measures how durable a character is; it is added to a character's equipment defense totals in determining how much physical damage they may endure.


In the [[Nintendo Entertainment System|NES]] titles, '''Resilience''' determines a character's potential '''Hit Points'''. The maximum '''Hit Points''' at any time is roughly double your '''Resilience''' score.
In the [[Nintendo Entertainment System|NES]] titles, '''Resilience''' determines a character's potential '''Hit Points'''. The maximum '''Hit Points''' at any time is between 195~205% of your '''Resilience''' score.


Any character can consume a [[seed of resilience]] to increase this attribute.
Any character can consume a [[seed of resilience]] to increase this attribute.
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'''Wisdom''' (''also localized as '''Intelligence''''') measures a character's natural cognitive ability.  
'''Wisdom''' (''also localized as '''Intelligence''''') measures a character's natural cognitive ability.  


In the [[Nintendo Entertainment System|NES]] titles, '''Wisdom''' determines a character's potential '''Magic Points'''. Your maximum '''Magic Points''' at any time is roughly double your '''Wisdom''' score.
In the [[Nintendo Entertainment System|NES]] titles, '''Wisdom''' determines a character's potential '''Magic Points'''. Your maximum '''Magic Points''' at any time is 195~205% of your '''Wisdom''' score. Additionally, the stat determined how quickly a character could learn a new spell in the 8-bit version of [[Dragon Quest IV]]. If the character's '''wisdom''' was not high enough, learning a spell could be delayed by up to five levels.


In later titles, Wisdom is a curious attribute as it's function has changed greatly throughout the series. For the majority of its appearances, the Wisdom stat has controlled a character's ability to dodge harmful magic (I.E., a stat of 250 will give a character a twenty five percent chance to avoid an enemy spell entirely). Starting with ''[[Dragon Quest VIII]]'', however, Wisdom has begun to effect the potency and power of spells, such as raising [[Snooze]]'s accuracy from fifty to seventy-five percent at higher values.
In later titles, Wisdom is a curious attribute as it's function has changed greatly throughout the series. For the majority of its appearances, the Wisdom stat has controlled a character's ability to dodge harmful magic (I.E., a stat of 250 will give a character a twenty five percent chance to avoid a debilitating spell such as [[Snooze]]). Starting with ''[[Dragon Quest VIII]]'', however, Wisdom has begun to effect the potency and power of spells, such as raising [[Frizz]]'s power from 10~13 to 21~24 at higher values.


Any character can consume a [[seed of wisdom]] to increase this attribute.
Any character can consume a [[seed of wisdom]] to increase this attribute.
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==Style==
==Style==
'''Style''' is the predecessor of the Charm attribute to be found in later games, and as such it describes a character's innate charisma and attractiveness. Through the [[Luminary]] vocation, Style effects how often a monster may become temporarily enthralled by a character's appearance, stunning them. Outside of battle, Style determines a character's placement in the contests such as the World Style Ranking in ''[[Dragon Quest VII]]''.  
'''Style''' is the predecessor of the Charm attribute to be found in later games, and as such it describes a character's innate charisma and attractiveness. Through the [[Luminary]] vocation, Style effects how often a monster may become temporarily enthralled by a character's appearance, stunning them for a short time. Outside of battle, Style determines a character's placement in the contests such as the World Style Ranking in ''[[Dragon Quest VII]]''.  


==Deftness==
==Deftness==
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'''Attack''' is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defense in calculation of damage inflicted.
'''Attack''' is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defense in calculation of damage inflicted.


Attack is derived from a character's strength score added to their weapon's attack rating, which is  then divided by two, plus bonuses from certain [[accessories]] or [[traits]].
Attack is derived from a character's strength score added to their weapon's attack rating, which is  then divided by two, plus bonuses from certain accessories or traits.


==Defense==
==Defense==
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[[Category:Lists]]
[[Category:Lists]]
[[Category:Statistics|*]]{{Wikia}}
[[Category:Statistics|*]]