List of character statistics

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The following is a list of measurable statistics for playable characters which may be found throughout the Dragon Quest series. Other than normal level progression, there are seeds that can enhance a character's capabilities.

Stats by game[edit | edit source]

List of the stats present in each game with what they do.

Dragon Quest[edit | edit source]

  • HP: Hit Points, health of the character
  • MP: Magic Points, resource used to cast spells
  • Strength: Base attack of the character
  • Agility: Base defence of the character, also influences on surprise attacks
  • Attack: Calculated final attack taking into account strength and equipment
  • Defence: Calculated final defence taking into account agility and equipment

Dragon Quest II: Luminaries of the Legendary Line[edit | edit source]

  • HP: Hit Points, health of the character
  • MP: Magic Points, resource used to cast spells
  • Strength: Base attack of the character
  • Agility: Base defence of the character, also influences on turn order
  • Attack: Calculated final attack taking into account strength and equipment
  • Defence: Calculated final defence taking into account agility and equipment

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

  • HP: Hit Points, health of the character
  • MP: Magic Points, resource used to cast spells
  • Strength: Base attack of the character
  • Agility: Base defence of the character, also influences on turn order
  • Stamina: Calculates the HP gained after a level up
  • Wisdom: Calculates the MP gained after a level up, also influences on the speed of learning spells
  • Luck: Influences on probability of inflicting status conditions to enemies
  • Attack: Calculated final attack taking into account strength and equipment
  • Defence: Calculated final defence taking into account agility and equipment

Dragon Quest IV: Chapters of the Chosen[edit | edit source]

  • HP: Hit Points, health of the character
  • MP: Magic Points, resource used to cast spells
  • Strength: Base attack of the character
  • Agility: Base defence of the character, also influences on turn order
  • Stamina: Calculates the HP gained after a level up
  • Wisdom: Influences on the speed of learning spells
  • Luck: Doesn't seem to influence on anything notable
  • Attack: Calculated final attack taking into account strength and equipment
  • Defence: Calculated final defence taking into account agility and equipment

Dragon Quest V: Hand of the Heavenly Bride[edit | edit source]

  • HP: Hit Points, health of the character
  • MP: Magic Points, resource used to cast spells
  • Strength: Base attack of the character
  • Agility: Influences on turn order
  • Resilience: Base defence of the character
  • Wisdom: Makes ally monsters listen to orders if 20 or more
  • Luck: Influences on the probability of getting cursed from enemies
  • Attack: Calculated final attack taking into account strength and equipment
  • Defence: Calculated final defence taking into account agility and equipment

Dragon Quest VI: Realms of Revelation[edit | edit source]

  • HP: Hit Points, health of the character
  • MP: Magic Points, resource used to cast spells
  • Strength: Base attack of the character
  • Agility: Influences on turn order
  • Resilience: Base defence of the character
  • Wisdom: Doesn't seem to influence on anything notable
  • Style: Is competed for the World Style Ranking
  • Attack: Calculated final attack taking into account strength and equipment
  • Defence: Calculated final defence taking into account agility and equipment

Dragon Quest VII: Fragments of the Forgotten Past[edit | edit source]

  • HP: Hit Points, health of the character
  • MP: Magic Points, resource used to cast spells
  • Strength: Base attack of the character
  • Agility: Influences on turn order
  • Resilience: Base defence of the character
  • Wisdom: Is competed at the Excellence Grading Organisation
  • Style: Is competed at the Excellence Grading Organisation
  • Attack: Calculated final attack taking into account strength and equipment
  • Defence: Calculated final defence taking into account agility and equipment

Dragon Quest VIII: Journey of the Cursed King[edit | edit source]

  • HP: Hit Points, health of the character
  • MP: Magic Points, resource used to cast spells
  • Strength: Base attack of the character
  • Agility: Influences on turn order
  • Resilience: Base defence of the character
  • Wisdom: Influences on damage dealt by spells
  • Attack: Calculated final attack taking into account strength and equipment
  • Defence: Calculated final defence taking into account agility and equipment

Dragon Quest IX: Sentinels of the Starry Skies[edit | edit source]

  • HP: Hit Points, health of the character
  • MP: Magic Points, resource used to cast spells
  • Strength: Base attack of the character
  • Agility: Influences on turn order
  • Resilience: Base defence of the character
  • Deftness: Influences on various actions such as critical hit chance or preemptive attack chance
  • Charm: Base style of the character
  • Magical Mending: Influences on healing from spells
  • Magical Might: Influences on damage from spells
  • Attack: Calculated final attack taking into account strength and equipment
  • Defence: Calculated final defence taking into account agility and equipment
  • Style: Is used for several abilities, also can make the enemy infatuated

Dragon Quest X [edit | edit source]

  • HP: Hit Points, health of the character
  • MP: Magic Points, resource used to cast spells
  • Strength: Base attack of the character
  • Agility: Influences on turn order
  • Resilience: Base defence of the character
  • Deftness: Influences on various actions such as critical hit chance or preemptive attack chance
  • Charm: Base style of the character
  • Magical Mending: Influences on healing from spells
  • Magical Might: Influences on damage from spells
  • Attack: Calculated final attack taking into account strength and equipment
  • Defence: Calculated final defence taking into account agility and equipment
  • Style: Is used for several abilities, also can make the enemy infatuated
  • Weight: Influences on the mechanic of pushing enemies on battle

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

  • HP: Hit Points, health of the character
  • MP: Magic Points, resource used to cast spells
  • Strength: Base attack of the character
  • Agility: Influences on turn order
  • Resilience: Base defence of the character
  • Deftness: Influences on various actions such as critical hit chance or preemptive attack chance
  • Charm: Is used for several abilities, also can make the enemy infatuated
  • Magical Mending: Influences on healing from spells
  • Magical Might: Influences on damage from spells
  • Attack: Calculated final attack taking into account strength and equipment
  • Defence: Calculated final defence taking into account agility and equipment

Derived stats[edit | edit source]

Attack[edit | edit source]

Attack is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defense in calculation of damage inflicted.

Attack is derived from a character's strength stat added to their weapon's attack bonus, which is then divided by two, plus further bonuses from certain accessories or vocation traits.

Defence[edit | edit source]

For the group defence-reducing spell previously known as Defence/Defense, see Kasap.

Defence (originally spelled as Defense in earlier Enix localizations) is the sum of a character's Resilience and Armour equipped, if any, checked against the enemy's Attack in calculations for damage. Every four points of defence reduces enemy damage by one point. It has no effect on magical or breath damage, which are dependent on spells/skills and equipment traits.

In the NES titles, as well as all versions of Dragon Quest III, Defence is the sum of half a character's Agility and the sum of their armor's durability.

Evasion[edit | edit source]

The base chance to dodge an enemy blow in any game is always 1.5625% (164). This can be further raised through equipment and vocation bonuses if available, such as the Dark robe and Dancer.

In VI, VII, and VIII a character's agility will also determine their probability to dodge physical strikes. The game's programming checks the agility stat of the target before an attack is made, and if the stat surpasses a certain value then the programming checks to see if the blow lands:

Dragon Quest VI[edit | edit source]

If a character's agility is below 400, evasion is calculated as [(Agility/80)+3]/192 for a cap of 1/24 at 400. Once a character's agility surpasses 400, evasion is calculated as ([{(Agility-400)*6}/25]+8)/192 for a maximum dodge rate of 1/6 at 500. In other words, the evade chances are:

Agility Chance to evade
1 1.56%
50 1.89%
100 2.21%
200 2.86%
300 3.52%
400 4.17%
401 4.29%
425 7.29%
450 10.42%
475 13.54%
500 16.67%
  • Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.

Dragon Quest VII: Fragments of the Forgotten Past[edit | edit source]

Dodge rates are calculated the same way as they were in VI.

Dragon Quest VIII: Journey of the Cursed King[edit | edit source]

Agility Chance to evade
1~249 1.56%
250~499 3.12%
500~749 6.25%
750~998 12.5%
999 25%
  • Note: if a character has raised his or her Fisticuffs level to receive an increase in evasion, the default is raised to 50% before stacking with all other bonuses. The character's level must be higher than the attacking enemy's for the boost to take effect.

As can be inferred, the spell Acceleratle is vitally important when battling strong foes, even slower ones.

Dragon Quest IX: Sentinels of the Starry Skies[edit | edit source]

Evasion rates are now clearly displayed and several pieces of equipment now grant small boosts to evasion, stacking with the agility stat influence.

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

The system has not changed from IX, though being in a pepped up state now flat out doubles Erik and Sylvando's evasion rates.

Trivia[edit | edit source]

  • Wisdom's relation to A.I. was not revealed through an official square-enix channel, but the November 10th, 2000 issue of Dengeki! Playstation magazine (電撃PlayStation). The issue featured an article that was a response to reader mail asking what the purpose of the stat was, and described an experiment with Ruff and healing wounded allies--the wild child would only use Kerplunk Dance when his wisdom was at 63, even if other characters were only at half health. The article went on to state that once his wisdom broke the 100 threshold and the test began again, Ruff would use Hustle Dance instead, recognizing that the greater healing power in the former skill was too costly for a non-emergency situation.

Gallery[edit | edit source]

References[edit | edit source]