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==={{DQ6}}=== Wisdom decides how intelligently an A.I. controlled character will act in battle and how they react to player actions. This lucidity stacks on top of the behavioral patterns set by the various battle commands such as ''Watch My Back'' and ''Show No Mercy'', and as such even melee characters benefit from being bright. {| class="wikitable" |- ! Wisdom !! Behavior |- | 1~10 || Attacks are unfocused and random. |- | 21~30 || Effects of weapons are taken into consideration. Focus is on weaker enemies, starting from left to right. |- | 31~40 || Focus is on the weakest enemy period, ignoring previous left to right sorting method. |- | 41~60 || Damaged enemies within a group will generally be ignored if an enemy outside the group can be defeated in a single move. |- | 61~70 || Characters will always focus on the healthiest enemy in a group. |- | 71~100 || Characters begin to target the most dangerous enemy in an encounter, rather than the weakest. |- | 101~200 || Characters begin to take player action into account, altering their strategy 1/8th of the time. This acknowledgement overrides normal A.I. decision making, even if the player's action is the least intelligent choice for that turn (I.E. if the player casts [[Oomph]] on the weakling magus, the magus will attack instead of casting a powerful spell). |- | 201~300 || Player recognition raised to 1/4th. |- | 301~500 || Player recognition risen to 1/3rd. |} In games where Wisdom is not present, the character's level controls their A.I. efficiency.
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