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[[Image:DQIII_Agility.png|right|border|130px]] '''Agility''' (<span lang="ja">γγ°γγ</span>) determines a character's priority in turns, utilizing a Gaussian Curve with simple calculations. 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 defensive gear equipped in these titles, then their defence will be half (50%) of their agility. Any character can consume a [[seed of agility]] to increase this attribute. ==''[[Dragon Quest]]''== Turn order is strictly dependent on the enemy in the NES version, with a 100%, 50%, 37.5%, and 25% chance for them to strike first. =={{DQ2}}== ''(Agility/2) + N'', with N being 0~255. NES version only. =={{DQ3}}== (Agility + 20) * (N/256), with N being a random number between 0~255. =={{DQ3HD}}== Turn order is calculated as ''((Agility stat + buffs) + 20) * (N/100)'', with N being 50~100. =={{DQ4}}== Currently unknown. =={{DQ5}}== SNES version is calculated as ''Agility * (75 + N * 26/256)/100'', with N being 0~255. =={{DQ6}}== All versions are calculated as ''(Agility + 20) * (N/100)'', with N being 50~100. =={{DQ7}}== The original and remake use the same algorithm as found in ''VI''. =={{DQ8}}== Turn order calculation is slightly tweaked, with enemy agility directly involved in the algorithm instead of just being measured against. The chance for a character to act is ''(ally Agility)/(enemy Agility) * 50'', with the result being converted to a percentage. =={{DQ9}}== Turn order is calculated the same way as in ''VIII''. =={{DQ10}}== The tenth game operates in real time, so players can act as quickly as they can input commands. Agility reduces the interval between actions, which is the period of time between when an action is executed and when the command window appears again to input another command. =={{DQ11}}== Currently unknown.
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