Everyman

Revision as of 04:10, 19 December 2015 by dragon>Rigel Kent (Created page with "{{translation|'''Everyman'''|ふつう|futsū|translated as '''ordinary''' in the Game Boy Color version of ''Dragon Quest III''}} is a personality in the...")
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Everyman (ふつう, futsū?, lit. translated as ordinary in the Game Boy Color version of Dragon Quest III) is a personality in the Dragon Quest III remakes 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 second (1029)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck second (517)
  • Strength bonus highest, ≤6, wisdom or luck second (518)
  • Wisdom bonus highest, ≤5 (415)
  • Luck bonus highest, ≤6 (417)
                
  • Agility bonus highest, ≤6, resilience or luck second (1029)
  • Strength bonus highest, ≤6, wisdom or luck second (13)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck second (517)
  • Wisdom bonus highest, ≤5 (415)
  • Luck bonus highest, ≤6 (417)
                
  • Agility bonus highest, ≤6, wisdom or luck second (413)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck second (517)
  • Strength bonus highest, ≤6, wisdom or luck second (518)
  • Wisdom bonus highest, ≤5 (415)
  • Luck bonus highest, ≤6 (417)
                
  • Strength bonus highest, ≤6, wisdom or luck second (13)
  • Agility bonus highest, ≤6, wisdom or luck second (413)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck second (517)
  • Wisdom bonus highest, ≤5 (415)
  • Luck bonus highest, ≤6 (417)
                
  • Strength bonus highest, ≤6, agility or luck second (411)
  • Agility bonus highest, ≤7, resilience or luck second (823)
  • Resilience bonus highest, ≤5, strength, agility, or luck second (27)
  • Luck bonus highest, ≤5 (1037)
  • Wisdom bonus highest, ≤5 (415)
                
  • Agility bonus highest, ≤7, resilience or luck second (823)
  • Strength bonus highest, ≤6, agility or luck second (413)
  • Resilience bonus highest, ≤5, strength, agility, or luck second (27)
  • Luck bonus highest, ≤5 (1037)
  • Wisdom bonus highest, ≤5 (415)
                
  • Agility bonus highest, ≤6, resilience or luck second (1029)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck second (517)
  • Strength bonus highest, ≤10, luck second (27)
  • Wisdom bonus highest, ≤5 (831)
  • Luck bonus highest, ≤5 (14)
                
  • Agility bonus highest, ≤6, resilience or luck second (1029)
  • Strength bonus highest, ≤10, luck second (27)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck second (14)
  • Wisdom bonus highest, ≤5 (19)
                
  • Agility bonus highest, ≤6, resilience or luck second (1029)
  • Strength bonus highest, ≤10, luck second (27)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck second (15)
  • Wisdom bonus highest, ≤5 (19)
                
  • Agility bonus highest, ≤6, wisdom or luck second (413)
  • Strength bonus highest, ≤10, luck second (27)
  • Wisdom bonus highest, ≤5 (831)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck second (14)
  • Luck bonus highest, ≤5 (14)
                
  • Agility bonus highest, ≤6, wisdom or luck second (413)
  • Strength bonus highest, ≤10, luck second (27)
  • Wisdom bonus highest, ≤5 (831)
  • Luck bonus highest, ≤5 (14)
  • Resilience bonus highest, ≤5, agility, wisdom, or luck second (15)

An existing character cannot become an everyman through items.