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Dragon Quest VI: Realms of Revelation
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==New features== As the sixth installment to the {{Main Series}} series, the graphics and sound presentation were improved significantly from {{DQ5}}, which was criticized for being too similar to the 8-bit installments and not taking advantage of the {{SFC}} hardware. ===[[Vocation system]]=== Marketed as a main selling point of the game, player-chosen vocations return after a two game absence in a greatly expanded implementation. Once the {{Party 6}} reaches {{Alltrades Abbey 6}}, they have the option of becoming one of nine base vocations. Once a character takes up a trade, his or her class causes certain attributes to increase and decrease. To learn new abilities or spells associated with a trade, the character must fight a set number of battles in that trade in order to improve their rank. These gradients are measured from 1 to 8, and marked with a star (★) that can be seen on the status menu. Not all battles will qualify for position advancement, with a character's level being checked against the area's limit: if the level exceeds this limit then none of the battles fought therein will accumulate. Changing vocations will not cause a character to lose any spells or skills from the old class, but special powers such as the [[Thief]]'s [[Thievery|ability to steal items]] will be lost when the character is not in the appropriate vocation. If a character masters two or three of these occupations by increasing their rank to the maximum of eight, they may upgrade to a second tier vocation that far exceeds the sum of its parts. For example, mastering the [[Warrior]] and the [[Martial Artist]] vocations allows a character to become a [[Gladiator]]. Not all characters are suited to every class, as their natural stats may be too low to be effective even after the increase from joining the class. ====Initial Vocations==== *[[Warrior]]: {{Strength}} and {{HP}} go up while {{Agility}}, {{Wisdom}} and magic points drop. Several basic fencing skills are learned. *[[Martial Artist]]: Agility increases at the cost of {{MP}} and {{Resilience}}, and melee skills are acquired. Additionally, the character's critical hit ratio improves significantly. *[[Mage]]: Most attributes go down, except {{Wisdom}} and {{MP}}. {{Attack}} and debilitating spells are learned. *[[Priest]]: Many attributes decrease, but the priest is less frail than the [[Mage]]. Restorative, support, and woosh spells are learned. *[[Dancer]]: All attributes save for {{Style}} and {{Agility}} drop significantly, and a variety of status inducing dances are learned *[[Thief]]: {{Agility}} goes up, but most other stats go down, and skills that help outside battle, such as [[Eye for Distance]], are learned. The [[Thief]] may also steal an item from an enemy at the end of a battle. *[[Monster Master]]: All stats go down except for {{Agility}}, {{Wisdom}} and {{Style}}. Several breath skills are learned, as well as the puff spell. In the original {{SFC}} version, {{MFamilies}}s may join the {{Party 6}} when there is a [[Monster Master]] present, and in the remake there is a chance that enemies will be asleep at the start of battle. *[[Merchant]]: {{Wisdom}} goes up, but most stats go down, and a random assortment of skills are learned. At the end of battle, a small portion of extra money is added to the {{Party 6}}'s income. *[[Gadabout]]: Style slightly goes up, but most stats dramatically drop. Sometimes, instead of doing nothing, the gadabout will perform a beneficial trick, such as singing a lullaby to put enemies to sleep. ====Advanced Vocations==== *[[Gladiator]] (Warrior+Martial Artist): Strength, HP, Agility, and resilience go up, making this an excellent melee vocation. Most skills are super effective against a particular type of enemy, such as [[Dragon Slash]]. *[[Armamentalist]] (Warrior+Mage): Stats mostly go down and strong magic skills/spells are learned, along with elemental slashes that exploit enemy vulnerabilities. *[[Paladin]] (Martial Artist+Priest): Strength, agility, and wisdom go up and a mixture of defensive and offensive skills are learned such as [[Forbearance]] and [[Pearly Gates]]. *[[Sage]] (Mage+Priest): Wisdom and MP go up and top tier attack and healing spells are learned. At higher ranks, the Sage will be able to cast spells for fewer MP. *[[Luminary (vocation)|Luminary]] (Dancer+Gadabout): Style is the only stat that goes up and several support skills are learned. *[[Ranger]] (Merchant+Thief+Monster Master): Agility and wisdom go up and an assortment of exploration and defensive skills are learned. *[[Hero (vocation)|Hero]] (Gladiator+Sage+Luminary+Ranger): This is the ultimate vocation and all stats go up save agility and resilience. Several high power attack spells/skills are learned, such as [[Gigaslash]], and characters will automatically regenerate HP at higher ranks. The [[Hero (Dragon Quest VI)|Protagonist of Dragon Quest VI]] only has to master one of the listed vocations to become a Hero. ====Hidden Vocations==== In addition to those accessed through the abbey, there are two hidden classes that require the use of ancient scrolls to be unlocked. *[[Dragon (vocation)|Dragon]]: A powerhouse profession that yields the strongest [[Breath attack|breath]] skills in the game, and significantly increases HP, strength, and resilience at the cost of all other stats. Requires the [[Dragonic Diligence]] to be in a character's possession. *[[Liquid metal slime (vocation)|Liquid metal slime]]:A high-risk, high reward class that cuts {{HP}} by 80%, {{MP}} by 30%, {{Strength}} by 40% and doubles {{Agility}} and {{Resilience}}. Teaches the most powerful abilities, and grants full immunity to all elements and ailments once mastered. Requires the [[Liquid Metal Mind]] scroll. ===Style and the Best Dressed Contest=== A "Kakkoyosa" (かっこよさ, effectively Charisma) stat makes its debut, allowing the cast to compete in a fashion show. [[List of character statistics#Style|Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly and non-humanoid ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at the [[Fashion Forge]]. A matching set of equipment will increase the stat further through hidden bonuses; these pieces of equipment are often joined by a theme such as [[Princess's robe|faerie tale]] [[Glass slippers|elegance]]. The Best Dressed Contest has eight ranks, which the player enters in order. Depending on rank, the contest may be limited to men, women, or monsters. While the contest is one of the mini-games in ''Dragon Quest VI'', the {{Party 6}} must win the third rank of the contest to gain an important item that will advance the plot. ===Player conveniences=== *There is a system to memorize speeches made by the townspeople. Pushing a button after speaking to someone causes their text to be remembered. Then casting the [[Remember]] "spell" will cause the memorized conversations to be replayed. At higher levels, the {{Hero 6}} can replay more messages or delete messages from the list. This system is also used in the {{SNES}} and {{GBC}} remakes of {{Dragon Quest III}}, but not in any later games. :*This feature was removed in the remake, but the [[Party Chat]] feature serves a similar purpose. *Walking pace is quickened in towns, castles, and dungeons. The screen no longer scrolls off the edge of a town map; instead the {{Party 6}} will begin to move towards the edge of the screen, moving the message window if necessary. *Wells can now be explored, with some leading to simple dead-ends, others small alcoves with treasure, and many leading to ambushes by [[Scarewell]]s and their relatives. *Once acquired, the world map can be accessed via the R button for viewing at any time in the field, with the grayed-out sections filling in as the player explores. :*In the DS Version, the top screen automatically displays the map, and in the smart phone version it can be opened by pressing an icon on the screen. *The Open command has been deleted, with doors automatically swinging wide when the player walks towards them. Locked doors will notify the player that they do not have the right key. *The [[Zoom]] spell's MP cost has been dropped from 8 to 1, allowing for less expensive flights. *During cut-scenes, exclamation points and question marks will appear over a character's head to add inflection to dialogue. *[[Mini medal]] exchange has changed to one of cumulative rewards rather than individual purchases, meaning a player who has 40 medals will be given a single [[Miracle sword]], and only has to collect another ten to receive the next reward. *Gold can now be carried in six figures, up to 999,999. *For the first time, there is a [[bag]] to store excess items. As a result, the item vault was replaced with a [[Bank]] that only stores gold. Items in the bag cannot be used in battle, but characters can add or remove its contents at any other time. In the original version of the game, it is not possible to use items in the bag at all until they are placed in a character's inventory but this was changed in later games onward. *Spell and skill descriptions are now displayed in-battle, forgoing the use of the instruction manual and player-notes. ===Battle refinements=== [[File:Monster Battle Victory DQ VI group.png|right|border|250px]] *All {{MFamilies}}s are fully animated in battle, with most having three frames per action. *Stat growth becomes pre-set upon leveling up, with no random width as in the previous five games. This would be slightly modified in the remake, allowing for a slight range of growth. *The limit for non-HP and MP stats has been raised from 255 to 500. *{{Luck}} has been removed from the game. *[[Status effect|Curse]]s as monster abilities have been removed from the game, with cursed equipment no longer requiring a benediction to remove. *The infamous “learning period” experienced through the [[artificial intelligence]] has been abolished, with A.I. controlled {{Party 6}} members immediately recognizing the resistances of {{MFamilies}}s from the first turn. However, characters will never use items when using the A.I. *Significantly more skills have been added compared to the previous game, raising the total from 29 to 93. :*A separate window has been created for skills, instead of lumping them together with spells ala the {{SFC}} version of {{V}}. *Several new accessories have been introduced, raising the total from 7 to 20. *The cursor will remain on the last selected spell/skill if the player exists that window and when the character has their next turn. *When a battle is over the BGM of the area will resume playing from where it was last interrupted, as opposed to starting over. *[[Encounter]]s have shifted from a purely random chance to step-based additives, meaning that a battle will always commence when a character takes the required amount of steps for that terrain/location. *Unlike in the two preceding games, characters in the [[Wagon]] can cast spells at any time, even in dungeons where the wagon cannot go.
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