In Dragon Quest III and IV, resilience directly determines a character's maximum Hit Points, it being between 195 to 205% of the Resilience value. HP can be restored via medicinal herbs, healing spells, resting at an inn, etc. All damage subtracts from this score, and if it reaches 0, the character can no longer participate in battle, and must be revived. Hit Points (HP), or life value (生命値), determine how much health a character has remaining. Overall, this distribution only applies outside of dungeons. The experience distribution between the main party and the wagon party differs by game. In most games, experience is tied to the stat growth of each individual player character, though in Dragon Quest III and IX stat growth is dependent on the character's vocation. When a character accrues a specific, predetermined number of experience points, they will "level up" (that is, gain a level of experience) and receive parameter increases particular to their overall character type. The more powerful the monsters, the greater the amount of experience points gained. The completion of a quest may also yield EXP like in Dragon Quest IV. Experience points (often shortened to EXP) are gained at the end of a battle (whether fixed or random encounter) as a reward.
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