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Attributes & Status Effects
Dragon Quest III

Attributes & Status Effects

Dragon Quest III attributes like Strength, Agility, and Resilience affect character stats. Learn about status effects like Poison and Dead.

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Dragon Quest III attributes like Strength, Agility, and Resilience affect character stats. Learn about status effects like Poison and Dead.

Attributes

Attributes define your characters' capabilities and potential. They range from 1 to 99.

  • Class: Determines your character's Vocation.
  • Personality: Affects stat growths when leveling up.
  • Gender: Influences appearance and can restrict or enable the use of certain equipment; some of the best equipment is female-only.
  • Level: Indicates overall progress. Characters gain experience to level up, increasing their attributes.
  • Strength: Governs raw physical attack power, which combines with equipment modifiers for total Attack Power.
  • Agility: Primarily determines turn order in battle, though not absolutely. A character with 255 Agility can still go last. Agility also contributes to Defence. The formula for Turn Priority is (Agility + 20) * ((Random Number 0-255) / 256). Defence is calculated as (Agility / 2) + EquipmentStats.
  • Resilience: Determines potential Hit Points (HP) upon leveling up. Maximum HP is between 195% - 205% of your Resilience stat.
  • Wisdom: Determines potential Magic Points (MP) upon leveling up. Maximum MP is between 195% - 205% of your Wisdom stat.
  • Luck: Affects the probability of being affected by status ailments. The formula for Probability is (384 - Luck) * N / 65,536, with different values of N corresponding to different status ailments (e.g., 160 for Dazzle/Deceleratle, 128 for Sap/Kasap/Kamikazee, 96 for Snooze/Fizzle, 64 for Fuddle, 32 for Whack/Thwack).
  • Max. HP: The maximum health a character can have. Reaching 0 HP results in death; dead characters cannot gain experience.
  • Max. MP: The maximum magic a character can have, necessary for casting spells.
  • Attack: Overall physical attack damage, based on Strength and Equipment.
  • Defence: Negates damage in battle, based on Agility and Equipment Modifiers. The formula is (Agility / 2) + EquipmentStats.
  • Experience: Gained by being in the Active Party and Alive at the end of battle. Experience resets to 0 upon Class Change.

Status Effects

Status effects can impact both your party and enemies.

  • Acceleratle: Increases Agility for the current battle.
  • Bounce: Reflects magic back onto the caster.
  • Buff/Kabuff: Increases Defence for the current battle.
  • Confused: Characters act randomly, often attacking their own party members.
  • Cursed: Usually caused by equipping Cursed Equipment, leading to various problems in battle.
  • Dazzled: Lowers the chance to hit a target.
  • Dead: Occurs when HP reaches 0. Dead characters cannot act until revived and do not receive experience.
  • Deceleratle: Decreases Agility for the current battle.
  • Fizzled: Prevents the use of spells.
  • Insulatle: Decreases damage from Breath Attacks.
  • Oomph: Doubles a character's Attack Power for the battle.
  • Paralysed: Prevents movement or action until unparalysed.
  • Poison: Causes health loss while walking in the world; can be cured with Antidotal Herbs or by using the Purification option at Churches.
  • Sap/Kasap: Decreases Defence for the current battle.
  • Sleep: Character cannot act until they wake up. Enemies acting multiple times may act in the same turn they wake up if they have unused actions.

WARNING: If all characters die in combat, the party is wiped out. The Hero will revive at the last save point, and the party will lose 50% of the gold on hand. It is highly recommended to deposit unused gold into the Bank before adventuring.

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