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	<title>Dragon Quest Wiki - User contributions [en]</title>
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	<entry>
		<id>https://dragonquest-wiki.com/index.php?title=Peep&amp;diff=90587</id>
		<title>Peep</title>
		<link rel="alternate" type="text/html" href="https://dragonquest-wiki.com/index.php?title=Peep&amp;diff=90587"/>
		<updated>2021-06-21T02:42:28Z</updated>

		<summary type="html">&lt;p&gt;2603:6011:F02:C0F0:1D14:2950:213D:D46: /* Function */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell Infobox&lt;br /&gt;
|title = Peep&lt;br /&gt;
|image = [[Image:Borya Peep.png|170px]]&lt;br /&gt;
|japanese = インパス&lt;br /&gt;
|romaji = Inpasu&lt;br /&gt;
|type = Field&lt;br /&gt;
|old=X-Ray, Identify&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Peep&#039;&#039;&#039; is a spell in the &#039;&#039;[[Dragon Quest (series)|Dragon Quest]]&#039;&#039; series. Introduced in &#039;&#039;[[Dragon Quest III]]&#039;&#039;, Peep was then learned by magi but has since extended to a less narrow range.&lt;br /&gt;
&lt;br /&gt;
==Function==&lt;br /&gt;
Peep is a field spell that was introduced alongside the monster that gave worth to the spell: [[Mimic]]. Casting Peep will determine whether or not a treasure chest is safe and, in later installments/reprises, can be used to appraise items. The aura on any chest or container gauges what kind of contents it has:&lt;br /&gt;
&lt;br /&gt;
*Blue aura - contains an item&lt;br /&gt;
*Yellow aura - contains gold&lt;br /&gt;
*Red aura - it&#039;s a trap&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
===&#039;&#039;[[Dragon Quest III]]&#039;&#039;===&lt;br /&gt;
The spell is learned by [[Mage]]s &amp;amp; [[Sage]]s at Level 18.  The chests in the [[Pyramid]] containing [[Mummy man|Mummy men]] will glow yellow if the spell is used on them.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;[[Dragon Quest IV]]&#039;&#039;===&lt;br /&gt;
Peep is learned by [[Borya]] at Level 15.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;[[Dragon Quest V]]&#039;&#039;===&lt;br /&gt;
Only [[Hero (Dragon Quest V)|the hero]] and [[Hero&#039;s Son (Dragon Quest V)|his son]] can learn Peep. In &#039;&#039;Dragon Quest V&#039;&#039;, once learned at level 12, the spell also enables the hero to [[appraise]] items and equipment.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;[[Dragon Quest VI]]&#039;&#039;===&lt;br /&gt;
The [[Hero (Dragon Quest VI)|hero]] learns Peep at level 6. Other characters can obtain the spell at the first rank of the [[Merchant]] vocation.&lt;br /&gt;
&lt;br /&gt;
As &#039;&#039;in Dragon Quest V&#039;&#039;, Peep enables item appraisal. It is also required to open the front door to the [[Spiegelspire]].&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;[[Dragon Quest VII]]&#039;&#039;===&lt;br /&gt;
Peep is exclusive to the 3DS version. The [[Thief]] learns the skill at level 4 and costs 2 MP to use.&lt;br /&gt;
===&#039;&#039;[[Dragon Quest XI]]&#039;&#039;===&lt;br /&gt;
[[Erik]] learns Peep at level 22 and costs 1 MP to use.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DQ3 Spell Peep.png|&#039;&#039;DQIII&#039;&#039; Famicom art&lt;br /&gt;
Image:DQIII Peep.png|&#039;&#039;DQIII&#039;&#039; Super Famicom art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DQSpells}}&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Dragon Quest III spells]]&lt;br /&gt;
[[Category:Dragon Quest IV spells]]&lt;br /&gt;
[[Category:Dragon Quest V spells]]&lt;br /&gt;
[[Category:Dragon Quest VI spells]]&lt;br /&gt;
[[Category:Dragon Quest VII spells]]&lt;br /&gt;
[[Category:Dragon Quest XI spells]]&lt;/div&gt;</summary>
		<author><name>2603:6011:F02:C0F0:1D14:2950:213D:D46</name></author>
	</entry>
	<entry>
		<id>https://dragonquest-wiki.com/index.php?title=Peep&amp;diff=90586</id>
		<title>Peep</title>
		<link rel="alternate" type="text/html" href="https://dragonquest-wiki.com/index.php?title=Peep&amp;diff=90586"/>
		<updated>2021-06-21T02:41:58Z</updated>

		<summary type="html">&lt;p&gt;2603:6011:F02:C0F0:1D14:2950:213D:D46: /* Function */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell Infobox&lt;br /&gt;
|title = Peep&lt;br /&gt;
|image = [[Image:Borya Peep.png|170px]]&lt;br /&gt;
|japanese = インパス&lt;br /&gt;
|romaji = Inpasu&lt;br /&gt;
|type = Field&lt;br /&gt;
|old=X-Ray, Identify&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Peep&#039;&#039;&#039; is a spell in the &#039;&#039;[[Dragon Quest (series)|Dragon Quest]]&#039;&#039; series. Introduced in &#039;&#039;[[Dragon Quest III]]&#039;&#039;, Peep was then learned by magi but has since extended to a less narrow range.&lt;br /&gt;
&lt;br /&gt;
==Function==&lt;br /&gt;
Peep is a field spell that was introduced alongside the monster that gave worth to the spell: [[Mimic]]. Casting Peep will determine whether or not a treasure chest is safe and, in later installments/reprises, can be used to appraise items. The aura on any chest or container gauges what kind of contents it has:&lt;br /&gt;
&lt;br /&gt;
*Blue aura - contains an item&lt;br /&gt;
*Yellow aura - contains gold&lt;br /&gt;
*Red aura - it&#039;s a trap&lt;br /&gt;
&lt;br /&gt;
In the GBC version, Blue could either signify an item or gold, with Red still indicating a trap.&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
===&#039;&#039;[[Dragon Quest III]]&#039;&#039;===&lt;br /&gt;
The spell is learned by [[Mage]]s &amp;amp; [[Sage]]s at Level 18.  The chests in the [[Pyramid]] containing [[Mummy man|Mummy men]] will glow yellow if the spell is used on them.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;[[Dragon Quest IV]]&#039;&#039;===&lt;br /&gt;
Peep is learned by [[Borya]] at Level 15.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;[[Dragon Quest V]]&#039;&#039;===&lt;br /&gt;
Only [[Hero (Dragon Quest V)|the hero]] and [[Hero&#039;s Son (Dragon Quest V)|his son]] can learn Peep. In &#039;&#039;Dragon Quest V&#039;&#039;, once learned at level 12, the spell also enables the hero to [[appraise]] items and equipment.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;[[Dragon Quest VI]]&#039;&#039;===&lt;br /&gt;
The [[Hero (Dragon Quest VI)|hero]] learns Peep at level 6. Other characters can obtain the spell at the first rank of the [[Merchant]] vocation.&lt;br /&gt;
&lt;br /&gt;
As &#039;&#039;in Dragon Quest V&#039;&#039;, Peep enables item appraisal. It is also required to open the front door to the [[Spiegelspire]].&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;[[Dragon Quest VII]]&#039;&#039;===&lt;br /&gt;
Peep is exclusive to the 3DS version. The [[Thief]] learns the skill at level 4 and costs 2 MP to use.&lt;br /&gt;
===&#039;&#039;[[Dragon Quest XI]]&#039;&#039;===&lt;br /&gt;
[[Erik]] learns Peep at level 22 and costs 1 MP to use.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DQ3 Spell Peep.png|&#039;&#039;DQIII&#039;&#039; Famicom art&lt;br /&gt;
Image:DQIII Peep.png|&#039;&#039;DQIII&#039;&#039; Super Famicom art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DQSpells}}&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Dragon Quest III spells]]&lt;br /&gt;
[[Category:Dragon Quest IV spells]]&lt;br /&gt;
[[Category:Dragon Quest V spells]]&lt;br /&gt;
[[Category:Dragon Quest VI spells]]&lt;br /&gt;
[[Category:Dragon Quest VII spells]]&lt;br /&gt;
[[Category:Dragon Quest XI spells]]&lt;/div&gt;</summary>
		<author><name>2603:6011:F02:C0F0:1D14:2950:213D:D46</name></author>
	</entry>
	<entry>
		<id>https://dragonquest-wiki.com/index.php?title=List_of_character_statistics&amp;diff=86274</id>
		<title>List of character statistics</title>
		<link rel="alternate" type="text/html" href="https://dragonquest-wiki.com/index.php?title=List_of_character_statistics&amp;diff=86274"/>
		<updated>2021-06-21T02:25:19Z</updated>

		<summary type="html">&lt;p&gt;2603:6011:F02:C0F0:1D14:2950:213D:D46: /* {{DQ3}}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DQV_Hero_stats.png|right|border|180px]]&lt;br /&gt;
The following is a list of measurable statistics for playable characters which may be found throughout the &#039;&#039;[[Dragon Quest series|Dragon Quest]]&#039;&#039; series. Other than normal level progression, there are [[Seeds of skill|seeds]] that can enhance a character&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
==Hit Points==&lt;br /&gt;
[[Image:DQIII_HP.png|right|border|130px]]&lt;br /&gt;
&#039;&#039;&#039;Hit Points (HP)&#039;&#039;&#039; determine how much health a character has remaining. All damage subtracts from this score, and if it reaches 0, the character can no longer participate in battle, and must be revived. HP can be restored via [[medicinal herb]]s, healing spells, resting at an [[inn]], etc.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[Dragon Quest III]]&#039;&#039; and &#039;&#039;[[Dragon Quest IV|IV]]&#039;&#039;, Resilience directly determines your character&#039;s maximum Hit Points. The more a character&#039;s Resilience score increases upon leveling, the more Hit Points a character will receive upon the next level increase. &lt;br /&gt;
In all other titles the maximum HP a character has is generally determined by their level and, if applicable, vocation. [[Martial artist]]s, [[warrior]]s, and [[paladin]]s have the highest HP on average. &lt;br /&gt;
&lt;br /&gt;
Any character can consume a [[seed of life]] to increase their maximum HP.&lt;br /&gt;
&lt;br /&gt;
==Magic Points==&lt;br /&gt;
[[Image:DQIII_MP.png|right|border|130px]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points (MP)&#039;&#039;&#039; determine how much mana a character can expend to cast spells. Each spell deducts from this pool at a set rate, and cannot be cast if MP is too low. Some very special spells like [[Magic Burst]] will consume &#039;&#039;&#039;all&#039;&#039;&#039; remaining MP when cast. Starting with &#039;&#039;[[Dragon Quest VI]]&#039;&#039;, skills were introduced that also consumed MP.&lt;br /&gt;
&lt;br /&gt;
In all versions of &#039;&#039;III&#039;&#039;, and &#039;&#039;IV&#039;&#039;, Wisdom directly determines your character&#039;s maximum Magic Points, paralleling the Resilience stat. In all other titles the maximum MP a character has is determined by their level and, if applicable, vocation. Prior to &#039;&#039;Dragon Quest VI&#039;&#039;, non-magical characters had no MP pools as they had no use for them, but with the addition of skills, most characters began accumulating an MP pool even if they never learned actual spells. &lt;br /&gt;
&lt;br /&gt;
Any character can consume a [[seed of magic]] to increase their maximum MP.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
[[Image:DQIII_Strength.png|right|border|130px]]&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; measures how physically strong a character is, and is added to a character&#039;s weapon bonus in determining damage inflicted upon an enemy. In later installments, some skills depend on Strength for determining damage output, ignoring if a weapon is equipped.&lt;br /&gt;
&lt;br /&gt;
Any character can consume a [[seed of strength]] to increase this attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resilience==&lt;br /&gt;
[[Image:DQIII_Resilience.png|right|border|130px]]&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; (&#039;&#039;formerly localized as Vitality&#039;&#039;) measures how durable a character is. Resilience is added to a character&#039;s equipment defense in determining how much physical damage they endure when struck. Any character can consume a [[seed of resilience]] to increase this attribute&lt;br /&gt;
==={{DQ3}}===&lt;br /&gt;
In all versions of &#039;&#039;III&#039;&#039;, Resilience determines a character&#039;s potential Hit Points. The maximum Hit Points at any time is between 195~205% of the character&#039;s Resilience score.&lt;br /&gt;
&lt;br /&gt;
==={{DQ4}}===&lt;br /&gt;
In the NES and PSX versions of the game, Resilience acts as it does in &#039;&#039;III&#039;&#039;. As of the DS port, the stat has been modified to influence defence directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Agility==&lt;br /&gt;
[[Image:DQIII_Agility.png|right|border|130px]]&lt;br /&gt;
&#039;&#039;&#039;Agility&#039;&#039;&#039; determines a character&#039;s priority in turns, utilizing a Gaussian Curve with simple calculations. In the [[Nintendo Entertainment System|NES]] versions of the first four games, as well as all versions of &#039;&#039;[[Dragon Quest III]]&#039;&#039;, agility also contributes to the character&#039;s innate defence. If a character has no armour or other defensive gear equipped in these titles, then their defence will be half (50%) of their agility. Any character can consume a [[seed of agility]] to increase this attribute.&lt;br /&gt;
===&#039;&#039;[[Dragon Quest]]&#039;&#039;===&lt;br /&gt;
Turn order is strictly dependent on the enemy in the NES version, with a 100%, 50%, 37.5%, and 25% chance for them to strike first. &lt;br /&gt;
==={{DQ2}}===&lt;br /&gt;
&#039;&#039;(Agility/2) + N&#039;&#039;, with N being 0~255. NES version only.&lt;br /&gt;
==={{DQ3}}===&lt;br /&gt;
(Agility + 20) * (N/256), with N being a random number between 0~255.&lt;br /&gt;
==={{DQ4}}===&lt;br /&gt;
Currently unknown.&lt;br /&gt;
==={{DQ5}}===&lt;br /&gt;
SNES version is calculated as &#039;&#039;Agility * (75 + N * 26/256)/100&#039;&#039;, with N being 0~255.&lt;br /&gt;
==={{DQ6}}===&lt;br /&gt;
All versions are calculated as &#039;&#039;(Agility + 20) * (N/100)&#039;&#039;, with N being 50~100.&lt;br /&gt;
==={{DQ7}}===&lt;br /&gt;
The original and remake use the same algorithm as found in &#039;&#039;VI&#039;&#039;.&lt;br /&gt;
==={{DQ8}}===&lt;br /&gt;
Turn order calculation is slightly tweaked, with enemy agility directly involved in the algorithm instead of just being measured against. The chance for a character to act is &#039;&#039;(ally Agility)/(enemy Agility) * 50&#039;&#039;, with the result being converted to a percentage.&lt;br /&gt;
==={{DQ9}}===&lt;br /&gt;
Turn order is calculated the same way as in &#039;&#039;VIII&#039;&#039;.&lt;br /&gt;
==={{DQ10}}===&lt;br /&gt;
The tenth game operates in real time, so players can act as quickly as they can input commands. Agility reduces the interval between actions, which is the period of time between when an action is executed and when the command window appears again to input another command.&lt;br /&gt;
==={{DQ11}}===&lt;br /&gt;
Currently unknown.&lt;br /&gt;
&lt;br /&gt;
==Wisdom==&lt;br /&gt;
[[Image:DQIII_Wisdom.png|right|border|130px]]&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; (&#039;&#039;formerly localized as Intelligence&#039;&#039;) measures a character&#039;s natural cognitive ability. Any character can consume a [[seed of wisdom]] to increase this attribute.&lt;br /&gt;
&lt;br /&gt;
==={{DQ3}}===&lt;br /&gt;
In &#039;&#039;III&#039;&#039; Wisdom determines a character&#039;s potential Magic Points, with the maximum at any time being 195~205% of the Wisdom stat. Additionally, the stat determined how quickly a character could learn a new spell: learning a spell could be delayed or expedited by up to five levels. This aspect was reduced in subsequent versions of the two games, with the influence being three levels at most.&lt;br /&gt;
&lt;br /&gt;
==={{DQ4}}===&lt;br /&gt;
Wisdom functions as it did in the previous game.&lt;br /&gt;
&lt;br /&gt;
==={{DQ5}}===&lt;br /&gt;
A Wisdom stat of twenty is required for [[Monster recruitment|tamable monsters]] to listen to the orders of the player, disregarding instructions until the mark has been reached. It is speculated among fans that the stat also influences the A.I. efficiency of human and monster characters, but this is currently unconfirmed.&lt;br /&gt;
&lt;br /&gt;
==={{DQ6}}=== &lt;br /&gt;
Wisdom decides how intelligently an A.I. controlled character will act in battle and how they react to player actions. This lucidity stacks on top of the behavioral patters set by the various battle commands such as &#039;&#039;Watch My Back&#039;&#039; and &#039;&#039;Show No Mercy&#039;&#039;, and as such even melee characters benefit from being bright.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wisdom !! Behavior&lt;br /&gt;
|-&lt;br /&gt;
| 1~10 || Attacks are unfocused and random.&lt;br /&gt;
|-&lt;br /&gt;
| 21~30 || Effects of weapons are taken into consideration. Focus is on weaker enemies, starting from left to right.&lt;br /&gt;
|-&lt;br /&gt;
| 31~40 || Focus is on the weakest enemy period, ignoring previous left to right sorting method.&lt;br /&gt;
|-&lt;br /&gt;
| 41~60 || Damaged enemies within a group will generally be ignored if an enemy outside the group can be defeated in a single move.  &lt;br /&gt;
|-&lt;br /&gt;
| 61~70 || Characters will always focus on the healthiest enemy in a group.&lt;br /&gt;
|-&lt;br /&gt;
| 71~100  || Characters begin to target the most dangerous enemy in an encounter, rather than the weakest.&lt;br /&gt;
|-&lt;br /&gt;
| 101~200 || Characters begin to take player action into account, altering their strategy 1/8th of the time. This acknowledgement overrides normal A.I. decision making, even if the player&#039;s action is the least intelligent choice for that turn (I.E. if the player casts [[oomph]] on the weakling magus, the magus will attack instead of casting a powerful spell).&lt;br /&gt;
|-&lt;br /&gt;
| 201~300 || Player recognition raised to 1/4th.&lt;br /&gt;
|-&lt;br /&gt;
| 301~500 || Player recognition risen to 1/3rd.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In games where Wisdom is not present, the character&#039;s level controls their A.I. efficiency.&lt;br /&gt;
&lt;br /&gt;
==={{DQ8}}===&lt;br /&gt;
Starting with &#039;&#039;VIII&#039;&#039;, Wisdom has also begun to effect the potency and power of spells, such as raising [[Frizz]]&#039;s power from 10~13 to 21~24 at higher values. Each spell has it&#039;s own growth rate, with some taking up to five points of wisdom to increase in damage, and others as few as two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Luck==&lt;br /&gt;
[[Image:DQIII_Luck.png|right|border|130px]]&lt;br /&gt;
&#039;&#039;&#039;Luck&#039;&#039;&#039; dictates the frequency that a character can avoid debuffs and status ailments cast by monsters. Any character can consume a [[seed of luck]] to increase this attribute.&lt;br /&gt;
&lt;br /&gt;
==={{DQ3}}===&lt;br /&gt;
In all versions of &#039;&#039;III&#039;&#039;, Luck affects your character&#039;s chances of being affected by status ailments such as Snooze, Fizzle, and Dazzle. Each enemy spell has a different base accuracy that is lowered as the stat rises, being calculated as &#039;&#039;Probability(P) = (384 - LUCK) * MOD / 65536&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! MOD !! Staus ailments&lt;br /&gt;
|-&lt;br /&gt;
| 160 || [[Dazzle]], [[Deceleratle]]&lt;br /&gt;
|-&lt;br /&gt;
| 128 || [[Sap]], [[Kasap]], [[Kamikazee]] (locked)&lt;br /&gt;
|-&lt;br /&gt;
| 96 || [[Snooze]], [[Fizzle]]&lt;br /&gt;
|-&lt;br /&gt;
| 64 || [[Fuddle]]&lt;br /&gt;
|-&lt;br /&gt;
| 32 || [[Whack]], [[Thwack]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==={{DQ4}}===&lt;br /&gt;
Luck functions as it had in &#039;&#039;III&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==={{DQ5}}===&lt;br /&gt;
In &#039;&#039;V&#039;&#039;, Luck determines the accuracy of an enemy &#039;&#039;&#039;curse&#039;&#039;&#039; rather than status ailment spells, with fixed accuracy rates assigned to enemy spells. &lt;br /&gt;
&lt;br /&gt;
==Style==&lt;br /&gt;
&#039;&#039;&#039;Style&#039;&#039;&#039; is the predecessor of the Charm attribute to be found in later games, and as such it describes a character&#039;s innate charisma and attractiveness. Any character can increase their style by consuming a [[Pretty betsy|pretty betsy]].&lt;br /&gt;
&lt;br /&gt;
==={{DQ6}}===&lt;br /&gt;
Style determines a character&#039;s placement in the contests such as the World Style Ranking in [[Chateau de Sass]]. &lt;br /&gt;
&lt;br /&gt;
A common misconception is that style influences the [[Luminary]] vocation&#039;s ability to stun monsters. This is false, as the stun chance is based on the character&#039;s ranking in the vocation rather than any stat.&lt;br /&gt;
&lt;br /&gt;
==={{DQ7}}===&lt;br /&gt;
Style operates as it had in &#039;&#039;VI&#039;&#039;, and is required to one a section of the the [[Excellence Grading Organisation]] competition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deftness==&lt;br /&gt;
&#039;&#039;&#039;Deftness&#039;&#039;&#039; measures the ability of a character to steal an item from an enemy, as well as controlling how frequently a character may perform a critical hit, performing preemptive strikes on enemies, and the ability to escape from battle. &lt;br /&gt;
==={{DQ9}}===&lt;br /&gt;
Steal rate is calculated as: [[File:Steal rate formula.PNG]]&lt;br /&gt;
&lt;br /&gt;
Critical Hit rate is calculated as  &#039;&#039;Deftness/100 + 3% (with weapon skill trait boost)&#039;&#039;. Wearing the Critical Acclaim will add another 4%, and thus the maximum rate is 16.99% at 999 deftness.&lt;br /&gt;
==={{DQ10}}===&lt;br /&gt;
Currently unknown.&lt;br /&gt;
==={{DQ11}}===&lt;br /&gt;
[[Erik]]&#039;s steal rate is calculated as &#039;&#039;Deftness/20&#039;&#039;, meaning that every 20 points will increase his chance for success by 1%. With his guile bonuses this brings the maximum rate to 75%.&lt;br /&gt;
&lt;br /&gt;
Similarly, the critical hit rate is calculated as &#039;&#039;Deftness/200&#039;&#039;, which limits the natural cap to 5%.&lt;br /&gt;
&lt;br /&gt;
Any character can consume a [[seed of deftness]] to increase this attribute.&lt;br /&gt;
&lt;br /&gt;
==Charm==&lt;br /&gt;
&#039;&#039;&#039;Charm&#039;&#039;&#039; is a measurement of a character&#039;s attractiveness. Introduced in &#039;&#039;[[Dragon Quest IX]]&#039;&#039;, it is added to a character&#039;s equipment style rating in determining how often they may enthrall a monster. Enraptured foes have a 90% chance to be stunned for 1~2 turns, a 5% chance to become [[paralyzed]] for 1~4 turns, and a 5% chance to become [[confused]] for 6~9 turns.&lt;br /&gt;
&lt;br /&gt;
==={{DQ9}}===&lt;br /&gt;
The chance to stun a monster is calculated as &#039;&#039;(Current charm - innate charm + equipment bonus - 100) * 0.02&#039;&#039;, which is then multiplied against a monster&#039;s charm resistance. Current charm is the programming check to see if [[Extreme Makeover]] has been applied or not, and the equipment bonus is the sum of the style of a character&#039;s gear plus their innate charm and this total is added again to the innate charm during the calculation check.&lt;br /&gt;
&lt;br /&gt;
==={{DQ10}}===&lt;br /&gt;
Currently unknown.&lt;br /&gt;
&lt;br /&gt;
==={{DQ11}}===&lt;br /&gt;
Currently unknown.&lt;br /&gt;
&lt;br /&gt;
==Magical Mending==&lt;br /&gt;
&#039;&#039;&#039;Magical Mending&#039;&#039;&#039; determines how powerful a character&#039;s healing spells will be. Introduced in &#039;&#039;[[Dragon Quest IX]]&#039;&#039;, it is calculated in all healing spells, as well as certain offensive skills and spells such as [[Solar Flair]] and the [[Whack]] line.&lt;br /&gt;
&lt;br /&gt;
Any character can consume a [[seed of therapeusis]] to increase this attribute.&lt;br /&gt;
&lt;br /&gt;
==Magical Might==&lt;br /&gt;
&#039;&#039;&#039;Magical Might&#039;&#039;&#039; determines how powerful a character&#039;s attack spells will be. Introduced in &#039;&#039;[[Dragon Quest IX]]&#039;&#039;, it is calculated in all offensive magical spells, as well as select skills such as [[Gigaslash]], and as part of the accuracy of status spells such as fizzle.&lt;br /&gt;
&lt;br /&gt;
Any character can consume a [[seed of sorcery]] to increase this attribute.&lt;br /&gt;
&lt;br /&gt;
==Derived stats==&lt;br /&gt;
===Attack===&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039; is used to determine how hard a character can hit with melee attacks. It is checked against the enemy&#039;s Defense in calculation of damage inflicted.&lt;br /&gt;
&lt;br /&gt;
Attack is derived from a character&#039;s strength stat added to their weapon&#039;s attack bonus, which is then divided by two, plus further bonuses from certain accessories or vocation traits.&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; (spelled alternatively through the [[Square Enix]] localization as &#039;&#039;&#039;Defence&#039;&#039;&#039;) is the sum of a character&#039;s Resilience and Armour equipped, if any, checked against the enemy&#039;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.&lt;br /&gt;
&lt;br /&gt;
In the {{NES}} titles, as well as all versions of {{Dragon Quest III}}, Defense is the sum of half a character&#039;s Agility and the sum of their armor&#039;s durability.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
The base chance to dodge an enemy blow in any game is always 1.5625% ({{Fraction|1|64}}). This can be further raised through equipment and vocation bonuses if available, such as the [[Dark robe]] and [[Dancer]].&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;VI&#039;&#039;, &#039;&#039;VII&#039;&#039;, and &#039;&#039;VIII&#039;&#039; a character&#039;s agility will also determine their probability to dodge physical strikes. The game&#039;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:&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;{{Dragon Quest VI}}&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s agility is below 400, evasion is calculated as &#039;&#039;(Agility/80)+3/192&#039;&#039; for a cap of 1/24 at 400. Once a character&#039;s agility surpasses 400, evasion is calculated as  &#039;&#039;([{(Agility-400)*6}/25]+8)/192&#039;&#039; for a maximum dodge rate of 1/6 at 500. In other words, the evade chances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Agility !! Chance to evade&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.56%&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 1.89%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 2.21%&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 2.86%&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 3.52%&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 4.17%&lt;br /&gt;
|-&lt;br /&gt;
| 401 || 4.29%&lt;br /&gt;
|-&lt;br /&gt;
| 425 || 7.29%&lt;br /&gt;
|-&lt;br /&gt;
| 450 || 10.42%&lt;br /&gt;
|-&lt;br /&gt;
| 475 || 13.54%&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 16.67%&lt;br /&gt;
|}&lt;br /&gt;
*Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.&lt;br /&gt;
&lt;br /&gt;
===={{DQ7}}====&lt;br /&gt;
Dodge rates are calculated the same way as they were in &#039;&#039;VI&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;{{Dragon Quest VIII}}&#039;&#039;&#039;====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Agility !! Chance to evade&lt;br /&gt;
|-&lt;br /&gt;
| 1~249 || 1.56%&lt;br /&gt;
|-&lt;br /&gt;
| 250~499 || 3.12%&lt;br /&gt;
|-&lt;br /&gt;
| 500~749 || 6.25%&lt;br /&gt;
|-&lt;br /&gt;
| 750~998 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| 999 || 25%&lt;br /&gt;
|}&lt;br /&gt;
*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&#039;s level must be higher than the attacking enemy&#039;s for the boost to take effect.&lt;br /&gt;
&lt;br /&gt;
As can be inferred, the spell [[Acceleratle]] is vitally important when battling strong foes, even slower ones.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Wisdom&#039;s relation to A.I. was not revealed through an official square-enix channel, but the November 10th, 2000 issue of &#039;&#039;Dengeki! Playstation magazine&#039;&#039; (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.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ragnar_Strength.png|Ragnar (Strength)&lt;br /&gt;
File:Kiryl DEF.png|Kiryl (Resilience)&lt;br /&gt;
Image:Torneko_Luck.png|Torneko (Luck)&lt;br /&gt;
Image:Maya_MP.png|Maya (Magic Points)&lt;br /&gt;
Image:DQVI_Ashlynn_Stats.png|Ashlynn&lt;br /&gt;
Image:DQVI_Carver_Stats.png|Carver&lt;br /&gt;
Image:DQVI_Hero_Stats.png|&#039;&#039;DQVI&#039;&#039; Hero&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Series_mechanics}}&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Statistics|*]]&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>2603:6011:F02:C0F0:1D14:2950:213D:D46</name></author>
	</entry>
	<entry>
		<id>https://dragonquest-wiki.com/index.php?title=Ortega&amp;diff=134531</id>
		<title>Ortega</title>
		<link rel="alternate" type="text/html" href="https://dragonquest-wiki.com/index.php?title=Ortega&amp;diff=134531"/>
		<updated>2021-06-21T02:22:13Z</updated>

		<summary type="html">&lt;p&gt;2603:6011:F02:C0F0:1D14:2950:213D:D46: /* {{DQStars}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Name=Ortega&lt;br /&gt;
|Game={{Dragon Quest III}}&lt;br /&gt;
|Image=[[Image:Ortega-battle.gif]]&lt;br /&gt;
|Sprite=&lt;br /&gt;
|Japanese name=オルテガ&lt;br /&gt;
|Roumaji=Orutega&lt;br /&gt;
|Title=&lt;br /&gt;
|Class=&lt;br /&gt;
|Race=Human&lt;br /&gt;
|Age=30s&lt;br /&gt;
|Family=[[Hero&#039;s Mother (Dragon Quest III)|Wife]]&amp;lt;br&amp;gt;[[Hero (Dragon Quest III)|Child]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ortega&#039;&#039;&#039; is a character who debuted in {{DQ3}}. He is the father of the {{Hero 3}} and a famous hero in his own right. He departed from [[Aliahan]] at the king&#039;s request that he slay the archfiend [[Baramos]] before his evil machinations bring chaos to the world. By the Hero&#039;s 16th birthday, Ortega was believed to have fallen into the [[Great Pit of Giaga]] and died, and so the Hero set out to finish their father&#039;s quest.&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
==={{DQ3}}===&lt;br /&gt;
[[Image:Ortega-intro.gif|right|thumb|170px|Ortega fighting at the volcano, from the {{NES}} Version of {{Dragon Quest III}}.]]&lt;br /&gt;
When Erdrick was just a newborn, Ortega bid farewell to his [[Hero&#039;s Mother (Dragon Quest III)|beloved wife]] and left on a quest to destroy the archfiend [[Baramos]]. He is shown in an intro movie in &#039;&#039;III&#039;&#039;, fighting a dragon on top of a volcano which ends with both of them falling in. The intro is further expanded in the {{Super Famicom}} and {{Game Boy Color}} remakes, showing Ortega travelling the world on his quest before finally reaching the volcano and the fateful battle. &lt;br /&gt;
[[Image:Ortega mountain Battle SNES.jpg|left|thumb|The mountaintop battle in the {{SNES}} Version|150px]]&lt;br /&gt;
&lt;br /&gt;
Prior to this, Ortega visited nearly every town and significant location that his offspring later would, fostering a reputation as an incredible hero. Of particular note is his time spent in [[Mur]] after being discovered unconscious outside the village, where the children were in awe of him and gave him the nickname Peredvizhnik (&amp;quot;wanderer&amp;quot;). One such youth, [[Petya]] even viewed him as a surrogate father figure. Touched by the kindness of the children, Ortega left Peyta [[Erdrick Equipment#Ortega&#039;s helmet|his helmet]] as a keepsake.&lt;br /&gt;
&lt;br /&gt;
After falling through the mantle after his volcanic skirmish, Ortega found himself in [[Alefgard]] without his memories. Learning of the plight of the people, he made his way to Rimuldar and took upon himself the quest of defeating [[Zoma]], eventually making his way to [[Zoma&#039;s Citadel]] and confronting one of Zoma&#039;s underlings, [[King Hydra]], just moments before his child arrives.[[Image:Ortega-map.gif|left|thumb|125px|Ortega leaving [[Mur]], from the {{Super Famicom}} remake of {{Dragon Quest III}}.]]&lt;br /&gt;
&lt;br /&gt;
The fight with King Hydra would be Ortega&#039;s last, his body so badly burned that he was unable to see nor hear and begins speaking to the Hero as he senses someone is near. In his final moments, he regains his memory and with his dying breath tells the Hero that he is Ortega of Aliahan and if they ever travel there, to tell his wife and child what happened, that he&#039;s sorry he failed, and that he couldn&#039;t be there for them.[[Image:Ortega-Aliahan.gif|right|thumb|130px|Ortega leaving [[Aliahan]], from the {{Super Famicom}} remake of {{Dragon Quest III}}.]]&lt;br /&gt;
&lt;br /&gt;
As Ortega is a non-playable character, the fight between Ortega and [[King Hydra]] is fully scripted. This fight cannot be won by Ortega, however through randomization, it can last for upwards of five minutes, and ultimately will end regardless once Ortega is out of [[MP]] . In the original {{NES}} Version of {{Dragon Quest III}}, after being killed by King Hydra, a special &amp;quot;Ortega&#039;s Death&amp;quot; theme played. However, this song was removed from subsequent ports of {{Dragon Quest III}}.&lt;br /&gt;
&lt;br /&gt;
Ortega is shown using these spells during his fight with King Hydra.&lt;br /&gt;
*[[Fullheal]]&lt;br /&gt;
*[[Zap]]&lt;br /&gt;
*[[Kaswoosh]]&lt;br /&gt;
&lt;br /&gt;
====Resurrection====&lt;br /&gt;
If the Hero and company defeat the dragon goddess [[Xenlon]], they are offered a wish to bring Ortega back to life. If this wish is granted, Ortega is restored to life outside of Aliahan and stays at the house with the Hero&#039;s mother. This only applies in the remake versions of {{Dragon Quest III}}, as Xenlon does not appear in the original release.&lt;br /&gt;
&lt;br /&gt;
Ortega has no memory of his death in Zoma&#039;s castle or his time spent in Alefgard, but is happy to be home. He states how proud he is of the fine young man/woman his child has grown into, and declares that it is time for the new generation to take care of the worlds plights while he hangs up his sword--though he does admit he&#039;d love to adventure with his child but cannot bear the thought of leaving his wife alone again after so long. Ortega will also quietly ask if there is a way to get his wife to ease up on the blabbering as she fills him in on what he&#039;s missed. &lt;br /&gt;
&lt;br /&gt;
All Aliahan {{NPC}} dialogue, save for the mini medal collector and old man by the well, is affected by Ortega&#039;s revival. Even the king of Aliahan snaps out of his depression when news of Ortega&#039;s return reaches him, but insists that he rest before meeting with him about Zoma&#039;s declaration of war.&lt;br /&gt;
&lt;br /&gt;
====Known visits====&lt;br /&gt;
*[[Skyfell Tower]]&lt;br /&gt;
*{{Alltrades Abbey 3}}&lt;br /&gt;
*[[Mur]]&lt;br /&gt;
*[[Orochi&#039;s Lair]]&lt;br /&gt;
*[[Leiamland]]&lt;br /&gt;
&lt;br /&gt;
==={{DQStars}}===&lt;br /&gt;
Ortega appears as a playable character for the first time in the mobile phone title, and with the exclusive vocation of &#039;&#039;Hero&#039;s Father&#039;&#039;. He can be recruited by the player in the {{Dragon Quest III}} scenario prior to the battle with King Hydra. He can be spared his fate thanks to the player&#039;s actions and his clothing is also available as cosplay gear.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Ortega&#039;s helmet is the only part of the [[Erdrick Equipment|Erdrick&#039;s Equipment]] set that originally belonged to the Hero&#039;s family, making it a true heirloom for future descendants.&lt;br /&gt;
*Ortega&#039;s helmet doesn&#039;t exist in the {{NES}} Version.  In its place is a novelty item called the [[Water blaster]].&lt;br /&gt;
*In the original {{Famicom}} version, his appearance in the battle with the King Hydra is that of a palette-swapped [[Robbin&#039; &#039;Ood]]. In the English-language {{NES}} version, his appearance was changed a unique sprite based off of a male [[Warrior]] wearing blue armor. The Super Famicom and {{Game Boy Color}} Versions give him his own  overworld icon and his battles are depicted as cutscenes that do not use the regular battle screen. Data in the game&#039;s ROM suggests that Ortega was originally planned to use Robbin&#039; &#039;Ood colors and fight King Hydra in a normal battle screen, but this plan was scrapped in favor of the distinct design and cinematic battles.&lt;br /&gt;
:*The American redesign bears a striking similarity to [[Pankraz]], as the fifth game was in its planning stages while the {{NES}} localization of &#039;&#039;III&#039;&#039; was under way.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
DQR Ortega.png|Artwork in &#039;&#039;[[Dragon Quest Rivals|Rivals]]&#039;&#039;.&lt;br /&gt;
DQ Stars Android Ortega 1.jpg|Appearance in {{Stars}}.&lt;br /&gt;
DQ Stars Android Ortega 2.jpg|&lt;br /&gt;
DQ Stars Android Ortega 3.jpg|&lt;br /&gt;
DQ Stars Android Ortega 4.jpg|&lt;br /&gt;
DQ Stars Android Ortega 5.jpg|&lt;br /&gt;
DQ Stars Android Ortega 6.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://www.youtube.com/watch?v=sMxYxP2pKHc Youtube Video of Ortega&#039;s battle at the volcano]&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Hero}}&lt;br /&gt;
{{DQIII}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dragon Quest III characters]]&lt;br /&gt;
[[Category:Dragon Quest of the Stars characters]]&lt;br /&gt;
[[Category:Dragon Quest Rivals characters]]&lt;/div&gt;</summary>
		<author><name>2603:6011:F02:C0F0:1D14:2950:213D:D46</name></author>
	</entry>
</feed>