Personality: Difference between revisions

From Dragon Quest Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
'''Personality''' is a character attribute introduced in the ''[[Dragon Quest III]]'' remakes, and has been implemented in several games since.
'''Personality''' is a character attribute introduced in the {{DQ3}} remakes, and has been implemented in several games since.


==Appearances==
==Appearances==
===Main series===
===Main series===
====''[[Dragon Quest III]]'' remakes====
===={{DQ3}} remakes====
{{main|List of personality types in Dragon Quest III}}
{{main|List of personality types in Dragon Quest III}}


In the ''Dragon Quest III'' remakes, a character's personality affects his or her stat gains when leveling up. Some personalities are restricted to one gender, and some are better suited to a particular vocation than others.
In the {{Dragon Quest III}} remakes, a character's personality affects his or her stat gains when leveling up. Some personalities are restricted to one gender, and some are better suited to a particular vocation than others.


Some items temporarily override a character's personality while equipped, while books permanently change a character's personality when used.
Some items temporarily override a character's personality while equipped, while books permanently change a character's personality when used.


====''[[Dragon Quest X]]''====
The {{Hero 3}}'s personality is first determined by how he responds to a [[Dream Scenario]] before journeying.
 
===={{DQ10}}====
Companion monsters have personalities which affect their stats and A.I. behaviour. Players can change the character of their companions by sending them to ''Asperdo Academy'' from version 3.4 onwards.
Companion monsters have personalities which affect their stats and A.I. behaviour. Players can change the character of their companions by sending them to ''Asperdo Academy'' from version 3.4 onwards.


====''[[Dragon Quest XI]]''====
===={{DQ11}}====
Players using the [[3DS]] version can assign a personality to their online profile. This is solely used as a communication tool, similar to sex and occupation.
Players using the [[Nintendo 3DS]] version can assign a personality to their online profile. This is solely used as a communication tool, similar to sex and occupation.


===Monsters series===
===Monsters series===
====''[[Dragon Quest Monsters|Dragon Quest Monsters 1]] & [[Dragon Quest Monsters 2]]''====
===={{DQM}} & {{DQM2}}====
{{main|List of personality types in Dragon Quest Monsters}}
A monster's personality is composed of four aspects: "Bravery", "Caring", "Prudence", and "Motivation".  
A monster's personality is composed of four aspects: "Bravery", "Caring", "Prudence", and "Motivation".  


Line 42: Line 45:
'''Low Motivation:''' Like [[Dodgy Dance]], but only evades one attack.
'''Low Motivation:''' Like [[Dodgy Dance]], but only evades one attack.


Personality types are not used in the ''Dragon Quest Monsters: Terry's Wonderland 3D'' remake.
Personality types are not carried forward in the ''Dragon Quest Monsters: Terry's Wonderland 3D'' 3DS remake, nor the remake of the second ''Monsters'' spin-off.


====''[[Dragon Quest: Monster Parade]]''====
===={{DQMP}}====
{{Stub}}
{{Stub}}
==Trivia==
The inspiration for the personality system comes from [[Yuji Horii]]'s time working as a copywriter for ''[https://en.wikipedia.org/wiki/Seventeen_(Japanese_magazine)| Seventeen]'', a magazine aimed at teenage girls. One of his assignments for the magazine was to write detailed personality tests for the readers, something Horii considers himself to have become very skilled at during his tenure with the periodical<ref>ドラゴンクエストIII そして伝説へ… 公式ガイドブック SE-MOOk guide book, page 223 ISBN-10:‎4757595395</ref>
==References==
<references/>
{{Series_mechanics}}
{{Series_mechanics}}
[[Category: Recurring elements]]
[[Category:Personalities|*]]
[[Category:Personalities|*]]

Latest revision as of 21:51, 15 May 2025

Personality is a character attribute introduced in the Dragon Quest III: The Seeds of Salvation remakes, and has been implemented in several games since.

Appearances[edit | edit source]

Main series[edit | edit source]

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

In the Dragon Quest III remakes, a character's personality affects his or her stat gains when leveling up. Some personalities are restricted to one gender, and some are better suited to a particular vocation than others.

Some items temporarily override a character's personality while equipped, while books permanently change a character's personality when used.

The Hero's personality is first determined by how he responds to a Dream Scenario before journeying.

Dragon Quest X [edit | edit source]

Companion monsters have personalities which affect their stats and A.I. behaviour. Players can change the character of their companions by sending them to Asperdo Academy from version 3.4 onwards.

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

Players using the Nintendo 3DS version can assign a personality to their online profile. This is solely used as a communication tool, similar to sex and occupation.

Monsters series[edit | edit source]

Dragon Quest Monsters & Dragon Quest Monsters 2[edit | edit source]

A monster's personality is composed of four aspects: "Bravery", "Caring", "Prudence", and "Motivation".

These values will be affected by the tactics chosen in battle, with Charge increasing bravery while lowing prudence, Mixed increasing prudence while lowering caring, and Cautious raising caring while lowering bravery. Motivation is increased by using any A.I. tactic, and lowered when a monster is given a direct order. Fleeing a battle will greatly reduce a monster's bravery and motivation.

A monster's listed personality is determined by all three stats and will change according to which aspects are raised or lowered via tactics. A monster of a higher level will take longer for their personality to change than it would take for a lower level one. Monsters with a high amount of wildness remaining will often ignore a direct command, whereas tamer monsters will typically obey any order given. Completely tame monsters have a very small chance of ignoring an order if it clashes with their personality type, such as a bravery-type ignoring an order to heal an ally.

Additionally, each personality trait yields one of two special actions for every monster when the aspect is above or below 50%, which are randomly activated once per battle. These abilities are:

High Bravery: Critical hit with any physical attack except for multi-target types. Stacks with base chance.

High Caring: Use a healing skill/spell without spending MP.

High Prudence: Status ailment skill/spell acts as if target's resistance is one level lower.

High Motivation: 50% additional damage with any attack.

Low Bravery: Like Defending Champion, but reduces damage by 50% instead of 90%.

Low Caring: Like Cop Out, but an ally always takes the hit.

Low Prudence: Like Pincushion, but only counters one attack.

Low Motivation: Like Dodgy Dance, but only evades one attack.

Personality types are not carried forward in the Dragon Quest Monsters: Terry's Wonderland 3D 3DS remake, nor the remake of the second Monsters spin-off.

Dragon Quest: Monster Parade[edit | edit source]

Trivia[edit | edit source]

The inspiration for the personality system comes from Yuji Horii's time working as a copywriter for Seventeen, a magazine aimed at teenage girls. One of his assignments for the magazine was to write detailed personality tests for the readers, something Horii considers himself to have become very skilled at during his tenure with the periodical[1]

References[edit | edit source]

  1. ドラゴンクエストIII そして伝説へ… 公式ガイドブック SE-MOOk guide book, page 223 ISBN-10:‎4757595395