Attribute
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On the Dragon Quest series, each attack done by a spell or an ability usually comes with its attribute, which is used to calculate damage while enemies may have more or less resistance to a given attribute.
Depending on the games, the attribute given to each attack may vary. Here is the list of how attacks are ranged by attributes in the different games
Attributes by games[edit | edit source]
Dragon Quest[edit | edit source]
The game's only damaging spells were Sizz and Sizzle, and no attribute system was made yet.
Dragon Quest II: Luminaries of the Legendary Line[edit | edit source]
The game's only damaging spells were Sizz, Sizzle, Woosh and Kaboom. Similarly to Dragon Quest, there is no attribute system, and all damaging spells just work on the same resistance.
While being damaging spells in a way, Thwack and Kamikazee have instant kill property and don't actually do proper damage.
Dragon Quest III: The Seeds of Salvation[edit | edit source]
With the game having a larger variety of damaging spells, it added an attribute system for the first time, with four main ones.
Dragon Quest IV: Chapters of the Chosen[edit | edit source]
Starting from this game, Frizz, Sizz and Bang were separated into their own attributes.
As for breath attacks, fire breaths are considered as Sizz attribute, and ice breaths as Crack.
Dragon Quest V: Hand of the Heavenly Bride[edit | edit source]
Uses the same system as Dragon Quest IV.
Dragon Quest VI: Realms of Revelation[edit | edit source]
With even more new spells and abilities, this game added two new attributes: Rock and Army.
Army is for Call to Arms.
Rock notably includes Stone's Throw, Boulder Toss, Knuckle Sandwich or Multislice. While it doesn't seem to just be for rock-themed attacks, there was no official naming for this type of attack yet, and the naming of "rock" grew in the community. But for later games such as Dragon Quest VIII, they officially mentioned a Rock attribute.
Dragon Quest VII: Fragments of the Forgotten Past[edit | edit source]
Uses the same classification as Dragon Quest VI, with also a bigger variety of attacks sorted on the Army category.
Dragon Quest VIII: Journey of the Cursed King[edit | edit source]
Uses the same classification that was established with Dragon Quest VI and Dragon Quest VII.
Dragon Quest IX: Sentinels of the Starry Skies[edit | edit source]
With this game came a large overhaul of the system. The different attributes were not named over the spell lines (like Frizz or Crack) but over their actual element. They are:
- Fire (such as Frizz)
- Ice (such as Crack)
- Lightning/Blast (such as Bang)
- Wind (such as Woosh)
- Earth (such as Boulder Toss)
- Light (such as Gigaslash)
- Dark (such as Zam)
Dragon Quest X [edit | edit source]
Takes on the system of Dragon Quest IX with a few changes. The attributes in the game are:
- Fire (such as Frizz, Sizz)
- Ice (such as Crack)
- Lightning (such as Zap)
- Wind (such as Woosh)
- Earth (such as Crag)
- Light (such as Bang)
- Dark (such as Zam)
Dragon Quest XI: Echoes of an Elusive Age[edit | edit source]
Uses the same classification as Dragon Quest X .