Agility: Difference between revisions

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#REDIRECT [[list of character statistics#Agility]]
[[Image:DQIII_Agility.png|right|border|130px]]
'''Agility''' (<span lang="ja">すばやさ</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.

Latest revision as of 16:35, 26 July 2026

Agility (すばやさ) determines a character's priority in turns, utilizing a Gaussian Curve with simple calculations. In the 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[edit | edit source]

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.

Dragon Quest II: Luminaries of the Legendary Line[edit | edit source]

(Agility/2) + N, with N being 0~255. NES version only.

Dragon Quest III: The Seeds of Salvation[edit | edit source]

(Agility + 20) * (N/256), with N being a random number between 0~255.

Dragon Quest III HD-2D Remake[edit | edit source]

Turn order is calculated as ((Agility stat + buffs) + 20) * (N/100), with N being 50~100.

Dragon Quest IV: Chapters of the Chosen[edit | edit source]

Currently unknown.

Dragon Quest V: Hand of the Heavenly Bride[edit | edit source]

SNES version is calculated as Agility * (75 + N * 26/256)/100, with N being 0~255.

Dragon Quest VI: Realms of Revelation[edit | edit source]

All versions are calculated as (Agility + 20) * (N/100), with N being 50~100.

Dragon Quest VII: Fragments of the Forgotten Past[edit | edit source]

The original and remake use the same algorithm as found in VI.

Dragon Quest VIII: Journey of the Cursed King[edit | edit source]

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.

Dragon Quest IX: Sentinels of the Starry Skies[edit | edit source]

Turn order is calculated the same way as in VIII.

Dragon Quest X [edit | edit source]

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.

Dragon Quest XI: Echoes of an Elusive Age[edit | edit source]

Currently unknown.