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(→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 | '''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 | '''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== | ||
'''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: | |||
Additionally, in [[Dragon Quest VIII]] a character's agility will also determine their probability to dodge physical strikes. The game's | |||
*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 | 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 | 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 | 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 | 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 | 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|*]] | [[Category:Statistics|*]] | ||