Paralysis
Paralysis (麻痺) refers to the state of being rendered immobile. In terms of battle, this means that the afflicted is unable to act for several turns, sometimes until the end of battle. In the main series games III to IX, the Tingle spell and moonwort bulbs are available, which cure the ailment. In XI, the Tingle spell is absent, but moonwort bulbs are present. In certain games, the afflicted character can work it out of their system by walking for 32 steps in the overworld.
Appearances[edit | edit source]
Dragon Quest III: The Seeds of Salvation[edit | edit source]
Paralysis is introduced in the third game, and monsters such as the Scornet are notorious for making battles significantly more difficult--any character who is paralysed is unable to act until the end of battle and if the whole party is paralysed then it counts as a wipe out. (In the switch version, paralysis remains after battle)
Dragon Quest IV: Chapters of the Chosen[edit | edit source]
The Poison moth knife gives players a chance to inflict paralysis on monsters for the first time, with a 16.67% (1⁄6) chance to work on each strike. Because there is no paralysis resistance tag for enemies in the game's code, even Metal slimes can be rendered immobile.
A few monsters will enter battle already paralysed, presumably due to sheer terror upon confronting the party. The NES Version prevents paralysis from wearing off, but in every subsequent version the state wears off in 4~7 turns.
Dragon Quest V: Hand of the Heavenly Bride[edit | edit source]
The use of monster companions has given players full access to skills such as Burning Breath and Paralysis Attack, and as such paralysis is integrated into the list of resistances a monster innately has. Specifically, Paralysis uses the same tag as the Whack family of spells and thus the poison moth knife cannot affect metal slimes.
The state of being paralysed does not wear off after a number of turns in any version of V, meaning players must pay attention to their beastly buddies' resistances in certain encounters.
Dragon Quest VI: Realms of Revelation[edit | edit source]
Paralysis is now cured automatically at the end of battle, and has it's own distinct programming tag separate from instant death. Paralysis does not wear off in battle in the SNES version, but in 5~8 turns in all others.
Dragon Quest VII: Fragments of the Forgotten Past[edit | edit source]
Paralysis now wears off after 4~7 turns, and will not become a permanent affliction in successive games.
Dragon Quest VIII: Journey of the Cursed King[edit | edit source]
Paralysis wears off after 5~8 turns.
Dragon Quest IX: Sentinels of the Starry Skies[edit | edit source]
A monster enthralled by the sheer charm of a character has a 5% chance to become paralysed in addition to the normal one turn stun. This numbness will last for 4~7 turns.
Dragon Quest X [edit | edit source]
Paralysis lasts for 10~25 seconds.
Dragon Quest XI: Echoes of an Elusive Age[edit | edit source]
Paralysis wears off much more quickly for monsters and allies, lasting only 1~4 turns. The poison moth knife is also able to paralyse enemies.
Paralysis also appears in certain pep powers, like "Love Hurts" and "Shocking Twist".
Dragon Quest Builders[edit | edit source]
Paralysis can be inflicted on the Builder by walking on tingleweed.
|
|
This article is a stub. You can help by expanding it. |
Dragon Quest Builders 2[edit | edit source]
Paralysis can be inflicted on the Builder by walking on tingleweed or having it be inflicted by various other enemy skills. It occasionally prevents the Builder from attacking (every few sword swings, the Builder will seize up for a second or so before being able to swing again). It can be cured by waiting (staying still or walking), by consuming Tingle Tablets or by consuming full moon gungerbread for temporary paralysis immunity.