Dragon Quest VI: Difference between revisions
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===Classes=== | ===Classes=== | ||
This Dragon Quest, like ''[[Dragon Quest III]]'' and ''[[Dragon Quest VII]]'', has a class system. The system is different than the one in Dragon Quest III, but similar to the one in Dragon Quest VII. Once the party gets to [[ | This Dragon Quest, like ''[[Dragon Quest III]]'' and ''[[Dragon Quest VII]]'', has a class system. The system is different than the one in Dragon Quest III, but similar to the one in Dragon Quest VII. Once the party gets to [[Alltrades Abbey]], they have the option of becoming one of nine starter classes. Joining a particular class causes certain stats to increase and others to decrease. Once a character has mastered two or three starter classes, they can change into a "hybrid" class, for example, a soldier and a fighter make a battlemaster. To master a class, the character must fight a set number of battles as that class. Once certain hybrid classes are mastered, a stat relating to that class will permanently go up. There are two secret classes as well, obtained using special "Satori". | ||
After fighting a certain number of battles in a given class, the PC will be promoted to the next level in the class, gaining a new title and some new spells and skills associated with the class. Level within a class is indicated by a number of stars (★) in the status screen. Gaining eight stars marks a character as having mastered the class. Experience in a class is retained when the PC changes class, and can be further increased by returning to the class. Battles with weak monsters do not | After fighting a certain number of battles in a given class, the PC will be promoted to the next level in the class, gaining a new title and some new spells and skills associated with the class. Level within a class is indicated by a number of stars (★) in the status screen. Gaining eight stars marks a character as having mastered the class. Experience in a class is retained when the PC changes class, and can be further increased by returning to the class. Battles with weak monsters do not necessarily increase a character's class experience; the monsters must be higher level than the character in question. But in the some of the later dungeons in the game, this rule is overturned and all battles will increase the party's experience. | ||
Changing classes will change the PC's allowable equipment, but will not cause the PC to lose any spells or skills from the old class. However, special powers such as the Thief's ability to steal items will be lost when the PC is not in the appropriate class. | Changing classes will change the PC's allowable equipment, but will not cause the PC to lose any spells or skills from the old class. However, special powers such as the Thief's ability to steal items will be lost when the PC is not in the appropriate class. | ||
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Not all characters are suited to every class, since their base stats may be too low to be effective, even after the increase from joining the class. | Not all characters are suited to every class, since their base stats may be too low to be effective, even after the increase from joining the class. | ||
===Starter Classes=== | ====Starter Classes==== | ||
*[[ | *[[Warrior]]: Strength and [[Hit Points|HP]] go up and several basic fighting skills are learned. | ||
*[[ | *[[Martial Artist]]: Speed goes up and kick/punch skills are learned. | ||
*[[ | *[[Mage]]: Most stats go down, except wisdom and [[Magic points|MP]], and basic attack and status spells are learned. | ||
*[[Priest]]: Most stats go down, but less weak than the wizard, and healing and status spells are learned. | *[[Priest]]: Most stats go down, but less weak than the wizard, and healing and status spells are learned. | ||
*[[Dancer]]: Style and speed go up and several dance-style skills are learned. | *[[Dancer]]: Style and speed go up and several dance-style skills are learned. | ||
*[[Thief]]: Speed goes up, but most stats go down, and skills that help outside battle, such as Hawkeye, are learned. The thief may also steal an item from an enemy at the end of a battle. | *[[Thief]]: Speed goes up, but most stats go down, and skills that help outside battle, such as Hawkeye, are learned. The thief may also steal an item from an enemy at the end of a battle. | ||
*[[ | *[[Monster Master]]: Most stats go down and skills associated with monsters are learned. Monsters may join the party when there is a Beastmaster present. | ||
*[[Merchant]]: Wisdom goes up, but most stats go down, and a random assortment of skills are learned. At the end of battle, a small portion of extra money is added to the party's income. | *[[Merchant]]: Wisdom goes up, but most stats go down, and a random assortment of skills are learned. At the end of battle, a small portion of extra money is added to the party's income. | ||
*[[ | *[[Gadabout]]: Style slightly goes up, but most stats dramatically drop. Skills learned are quite random and the Goof-off has a tendency to not listen to the party's commands. Sometimes, instead of doing nothing, the Goof-off will use a technique, such as paralyzing all the enemies or putting them to sleep. | ||
===Hybrid Classes=== | ====Hybrid Classes==== | ||
*[[ | *[[Gladiator]] (Warrior+Martial Artist): Strength, HP, speed, and defense go up, making this a strong class. Most skills are super effective against one type of enemy, such as Dragoncut. | ||
*[[ | *[[Armamentalist]] (Warrior+Mage): Stats mostly go down and strong magic skills/spells are learned. | ||
*[[Paladin]] ( | *[[Paladin]] (Martial Artist+Priest): Strength, speed, and wisdom go up and a mixture of Priest and Fighter skills are learned. | ||
*[[Sage]] ( | *[[Sage]] (Mage+Priest): Wisdom and HP go up and high level attack and healing spells are learned. | ||
*[[ | *[[Luminary]] (Dancer+Gadabout): Style is the only stat that goes up and an assortment of skills are learned. | ||
*[[Ranger]] (Merchant+Thief+ | *[[Ranger]] (Merchant+Thief+Monster Master): Speed and wisdom go up and an assortment of battle skills are learned. | ||
*[[Hero]] ( | *[[Hero (Class)|Hero]] (Gladiator+Sage+Luminary+Ranger): This is the ultimate class and all stats go up. Several attack spells/skills are learned. The [[Hero (Dragon Quest VI)]] only has to master one of those classes for Hero class to become available. | ||
===Vehicles=== | ===Vehicles=== | ||
There are seven different vehicles in the game, counting the wagon; this is the most of any game in the series so far. Also, this is the only game in the series to allow the players to travel underwater. | There are seven different vehicles in the game, counting the wagon; this is the most of any game in the series so far. Also, this is the only game in the series to allow the players to travel underwater. | ||
* [[Wagon]] | * [[Wagon]] | ||
* [[Ship]] | * [[Ship]] | ||
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* [[Magic Carpet]] | * [[Magic Carpet]] | ||
* [[Pegasus]] | * [[Pegasus]] | ||
<!-- Here are six; I seem to be missing one; perhaps the Mermaid Harp, or whatever it is? | |||
--> | --> | ||
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[[Monster companion]]s are treated more like human party members in this game; they stay at [[Luisa's Tavern]] and can change class like humans. But they will not join the party unless one of the active PCs belongs to the Monster Tamer class. Monster Companions are less valuable in this game, because there are a large number of human characters, who can learn most of the same skills and powers monsters obtain. There are a few powers that can only be obtained by monsters, however. There are 18 types of monster that can join the party; but the Tavern has only 15 slots for monsters, considerably less than the fifth game. | [[Monster companion]]s are treated more like human party members in this game; they stay at [[Luisa's Tavern]] and can change class like humans. But they will not join the party unless one of the active PCs belongs to the Monster Tamer class. Monster Companions are less valuable in this game, because there are a large number of human characters, who can learn most of the same skills and powers monsters obtain. There are a few powers that can only be obtained by monsters, however. There are 18 types of monster that can join the party; but the Tavern has only 15 slots for monsters, considerably less than the fifth game. | ||
According to[http://www.famitsu.com/game/news/1230051_1124.html Famitsu], this feature has been removed from the DS | According to [http://www.famitsu.com/game/news/1230051_1124.html Famitsu], this feature has been removed from the DS version, as the Monster Master is incapable of recruiting monsters. It has been replaced by a system allowing recruitment of slime family monsters only through encountering them in towns/dungeons/etc. | ||
===Slime Arena=== | ===Slime Arena=== | ||
Monsters of the [[slime]] type can fight in a special arena; one chosen slime fights a series of three battles in a tournament | Monsters of the [[slime]] type can fight in a special arena; one chosen slime fights a series of three battles in a tournament (controlled by the AI), and if it wins, the party receives a prize dependent on the level of the tournament (which ranges from rank A to rank H). Winning the Rank H tournament twice will allow the slime to participate in the Championship battle. | ||
===New Features=== | ===New Features=== | ||
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===Charisma and the Best Dresser Contest=== | ===Charisma and the Best Dresser Contest=== | ||
A "KAKKOYOSA" (かっこよさ, effectively Charisma) stat makes its debut, allowing the PCs to compete in a [[Best Dresser Contest]]. <!-- The "うんのよさ" stat was removed to make room for it. --> [[ | A "KAKKOYOSA" (かっこよさ, effectively Charisma, known as [[Style]] in English localizations) stat makes its debut, allowing the PCs to compete in a [[Best Dresser Contest]]. <!-- The "うんのよさ" stat was removed to make room for it. --> [[Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly-looking ones. Various weapons and armor can increase or decrease the stat; the effects of these equipments can themselves be altered at a [[Fashionable Forge]]. A matching set of equipment will increase the stat further. | ||
The Best Dresser Contest has eight ranks, which the player enters in order. The contestant with the highest charisma will win the prize. Depending on rank, the contest may be limited to men, women, or monsters. To win a given rank, the player must enter a party member whose charisma (modified by items) exceeds a certain value; otherwise another contestant will win the rank and the party will have to replay that rank. The contest is one of the [[mini-game]]s in Dragon Quest VI; the party must win the third rank of the contest because its prize is an important item. | The Best Dresser Contest has eight ranks, which the player enters in order. The contestant with the highest charisma will win the prize. Depending on rank, the contest may be limited to men, women, or monsters. To win a given rank, the player must enter a party member whose charisma (modified by items) exceeds a certain value; otherwise another contestant will win the rank and the party will have to replay that rank. The contest is one of the [[mini-game]]s in Dragon Quest VI; the party must win the third rank of the contest because its prize is an important item. | ||
==Plot== | ==Plot== | ||