Everyman (ふつう, futsū?, lit. translated as ordinary in the Game Boy Color version of Dragon Quest III and in Dragon Quest Monsters) is a personality in the Dragon Quest III remakes, in Dragon Quest Monsters, in Dragon Quest X, and in Dragon Quest: Monster Parade.

Appearances

Main series

Dragon Quest III remakes

In the Dragon Quest III remakes, everyman is a personality that neither improves nor reduces any stat's growth.

The hero cannot become an everyman at the start of the game.

Other party members have a chance to be an everyman when recruited as any class, depending on their stat bonuses.

Class / gender Stat bonuses for everyman (chance)
                
  • Agility bonus highest, ≤6, resilience or luck bonus second (10⁄29)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck bonus second (5⁄17)
  • Strength bonus highest, ≤6, wisdom or luck bonus second (5⁄18)
  • Wisdom bonus highest, ≤5 (4⁄15)
  • Luck bonus highest, ≤6 (4⁄17)
                
  • Agility bonus highest, ≤6, resilience or luck bonus second (10⁄29)
  • Strength bonus highest, ≤6, wisdom or luck bonus second (1⁄3)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck bonus second (5⁄17)
  • Wisdom bonus highest, ≤5 (4⁄15)
  • Luck bonus highest, ≤6 (4⁄17)
                
  • Agility bonus highest, ≤6, wisdom or luck bonus second (4⁄13)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck bonus second (5⁄17)
  • Strength bonus highest, ≤6, wisdom or luck bonus second (5⁄18)
  • Wisdom bonus highest, ≤5 (4⁄15)
  • Luck bonus highest, ≤6 (4⁄17)
                
  • Strength bonus highest, ≤6, wisdom or luck bonus second (1⁄3)
  • Agility bonus highest, ≤6, wisdom or luck bonus second (4⁄13)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck bonus second (5⁄17)
  • Wisdom bonus highest, ≤5 (4⁄15)
  • Luck bonus highest, ≤6 (4⁄17)
                
  • Strength bonus highest, ≤6, agility or luck bonus second (4⁄11)
  • Agility bonus highest, ≤7, resilience or luck bonus second (8⁄23)
  • Resilience bonus highest, ≤5, strength, agility, or luck bonus second (2⁄7)
  • Luck bonus highest, ≤5 (10⁄37)
  • Wisdom bonus highest, ≤5 (4⁄15)
                
  • Agility bonus highest, ≤7, resilience or luck bonus second (8⁄23)
  • Strength bonus highest, ≤6, agility or luck bonus second (4⁄13)
  • Resilience bonus highest, ≤5, strength, agility, or luck bonus second (2⁄7)
  • Luck bonus highest, ≤5 (10⁄37)
  • Wisdom bonus highest, ≤5 (4⁄15)
                
  • Agility bonus highest, ≤6, resilience or luck bonus second (10⁄29)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck bonus second (5⁄17)
  • Strength bonus highest, ≤10, luck bonus second (2⁄7)
  • Wisdom bonus highest, ≤5 (8⁄31)
  • Luck bonus highest, ≤5 (1⁄4)
                
  • Agility bonus highest, ≤6, resilience or luck bonus second (10⁄29)
  • Strength bonus highest, ≤10, luck bonus second (2⁄7)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck bonus second (1⁄4)
  • Wisdom bonus highest, ≤5 (1⁄9)
                
  • Agility bonus highest, ≤6, resilience or luck bonus second (10⁄29)
  • Strength bonus highest, ≤10, luck bonus second (2⁄7)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck bonus second (1⁄5)
  • Wisdom bonus highest, ≤5 (1⁄9)
                
  • Agility bonus highest, ≤6, wisdom or luck bonus second (4⁄13)
  • Strength bonus highest, ≤10, luck bonus second (2⁄7)
  • Wisdom bonus highest, ≤5 (8⁄31)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck bonus second (1⁄4)
  • Luck bonus highest, ≤5 (1⁄4)
                
  • Agility bonus highest, ≤6, wisdom or luck bonus second (4⁄13)
  • Strength bonus highest, ≤10, luck bonus second (2⁄7)
  • Wisdom bonus highest, ≤5 (8⁄31)
  • Luck bonus highest, ≤5 (1⁄4)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck bonus second (1⁄5)

An existing character cannot become an everyman through items.