Wisdom: Difference between revisions
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[[Image:DQIII_Wisdom.png|right|border|130px]] | |||
'''Wisdom''' (<span lang="ja">かしこさ</span>) measures a character's natural cognitive ability. Any character can consume a [[Seed of wisdom]] to increase this attribute. | |||
=={{DQ3}}== | |||
In ''III'' Wisdom determines a character's potential Magic Points, with the maximum at any time being 195~205% of the Wisdom stat. Additionally, the stat determined how quickly a character could learn a new spell: learning a spell could be delayed or expedited by up to five levels. This aspect was reduced in subsequent versions of the two games, with the influence being three levels at most. | |||
=={{DQ3HD}}== | |||
In addition to influencing MP growth and the rate of learning spells & skills, Wisdom now increases magic damage by up to 30% for every spell. | |||
=={{DQ4}}== | |||
Wisdom functions as it did in the previous game. | |||
=={{DQ5}}== | |||
A Wisdom stat of twenty is required for [[Monster recruitment|tamable monsters]] to listen to the orders of the player, disregarding instructions until the mark has been reached. It is speculated among fans that the stat also influences the A.I. efficiency of human and monster characters, but this is currently unconfirmed. | |||
=={{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. | |||
=={{DQ8}}== | |||
Starting with {{VIII}}, Wisdom has also begun to effect the potency and power of spells, such as raising [[Frizz]]'s power from 10~13 to 21~24 at higher values. Each spell has its own growth rate, with some taking up to five points of wisdom to increase in damage, and others as few as two. | |||
Revision as of 16:37, 26 July 2026

Wisdom (かしこさ) measures a character's natural cognitive ability. Any character can consume a Seed of wisdom to increase this attribute.
Dragon Quest III: The Seeds of Salvation
In III Wisdom determines a character's potential Magic Points, with the maximum at any time being 195~205% of the Wisdom stat. Additionally, the stat determined how quickly a character could learn a new spell: learning a spell could be delayed or expedited by up to five levels. This aspect was reduced in subsequent versions of the two games, with the influence being three levels at most.
Dragon Quest III HD-2D Remake
In addition to influencing MP growth and the rate of learning spells & skills, Wisdom now increases magic damage by up to 30% for every spell.
Dragon Quest IV: Chapters of the Chosen
Wisdom functions as it did in the previous game.
Dragon Quest V: Hand of the Heavenly Bride
A Wisdom stat of twenty is required for tamable monsters to listen to the orders of the player, disregarding instructions until the mark has been reached. It is speculated among fans that the stat also influences the A.I. efficiency of human and monster characters, but this is currently unconfirmed.
Dragon Quest VI: Realms of Revelation
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.
| 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.
Dragon Quest VIII: Journey of the Cursed King
Starting with VIII, Wisdom has also begun to effect the potency and power of spells, such as raising Frizz's power from 10~13 to 21~24 at higher values. Each spell has its own growth rate, with some taking up to five points of wisdom to increase in damage, and others as few as two.