Boomerang Weapon Family

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Boomerangs are a recurring weapon family famous for their ability to target all enemies on screen at once. Though the damage will decrease significantly for every enemy struck, many players still keep on in the item inventory of their melee characters to help with crowd control.

Typically the damage calculation is that the second enemy struck will take 80% of the initial damage, the third 60%, the fourth 40%, and the rest 20%.

Appearances[edit]

Dragon Quest III[edit]

Though not present in the original 8-bit version, three 'rangs have been added to the remake and its subsequent ports.

Dragon Quest IV[edit]

A single boomerang was included in the original 8-bit version, but has been replaced with the Hunter's Bow in all remakes.

Dragon Quest V[edit]

Dragon Quest VI[edit]

Dragon Quest VII[edit]

Dragon Quest VIII[edit]

Boomerangs are one of the three weapon families the Hero and Morrie can equip. Due to the base power of offensive spells being much lower than in other games. as well as the fact that both characters have slow Wisdom growth, many players like to invest a handful of points into the skill tree to give either character more utility in a mob fight.

Dragon Quest IX[edit]

Rangers, Luminaries, and Sages can equip boomerangs and fill out the skill tree. Many of the following weapons are made through the Alchemy pot

  • Boomerang
  • Reinforced Boomerang
  • Edged Boomerang
  • Cutting-edge Boomerang
  • Crucerang
  • Razor-wing Boomerang
  • Razer-wing Boomerang
  • Erazor-wing Boomerang
  • Swallowtail
  • Eaglewing
  • Gusterang
  • Blusterang
  • Flametang Boomerang
  • Banefire Boomerang
  • Pentarang
  • Hexarang
  • Meteorang
  • Asterang
  • Stellarang
  • Galaxarang

Dragon Quest X[edit]

Dragon Quest XI[edit]

Boomerangs are one of Erik's three weapon choices. Unlike past games boomerangs now suffer an accuracy penalty with each extra hit--the exact rates are currently unknown, but can be offset with the precision bonuses available in the skill panel. Purchasing all three bonuses, for a total of 29 points, will raise the accuracy of the second hit onwards by 20%.

  • The first hit from a boomerang is calculated normally, having perfect accuracy before a monster's evasion or the Dazzle spell is applied.