Dragon Quest 5 Casino Tips
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The Casino is a recurring mini-game in the Dragon Quest series. Casinos appear in all games beginning with Dragon Quest IV: Chapters of the Chosen. While gambling in the Dragon Quest series began in Dragon Quest II: Luminaries of the Legendary Line, where merchants would give out tombola tickets for use similar to a slot machine, the full blown casino had its debut in the fourth title.
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- 2Games
- 3Appearances
- 3.2Dragon Quest IV: Chapters of the Chosen
- 3.4Dragon Quest VI: Realms of Revelation
- 3.5Dragon Quest VII: Fragments of the Forgotten Past
Description[edit]
The Casino is a gambling hall, usually underground, where the player can use their Gold Coins to purchase casino coins, or tokens, which can then be wagered on various games of chance. The only reward for doing well in these games is more tokens, but after accruing large amounts of them, the player can cash them in for various special items, many of which cannot be obtained anywhere else and are the most powerful in the game. Simply buying enough tokens to purchase the desired items would be insanely expensive, basically necessitating high performance on the casino floor if one wishes to obtain the best prizes. Of course, all games are set in favor of the player losing, so many devise special tricks to increase their odds. Tokens cannot be exchanged for gold.
The Casino is known for its 'mascots', the energetic, bunny-eared young women who promote the location and do the more secretarial work.
Dragon Quest IX: Sentinels of the Starry Skies was the first main series game since Dragon Quest to not include a form of gambling.
Games[edit]
Slot machine[edit]
Insert 1, 2, 3, 4, 5 tokens for a chance to earn multiples of that amount with each spin. The input to return on these machines are very small in Dragon Quest IV. This game is the least likely to give the player a high return.
The Slot Machines in Dragon Warrior IVNES and Dragon Quest IVDS has 3 rows bets up to 5 coins and a small return for each win.
However in Dragon Quest V, VI, there are 5 rows which increases the chance of getting 3 or more in a row, they can choose from 3 different slot machines, place up to 9 coins, 90, coins, and 900 coins. This game can give the player a high return if they win.
Video Poker[edit]
This game is played just like video poker (Jokers Wild video poker to be exact). The player is first dealt five cards. Then the player decides which cards to hold and which to draw. After the draw (if any) the player receives a payout for the following winning hands. Unlike real-life Jokers Wild video poker, the minimum pay out is two pair or better as opposed to pair of Kings or better. Also, any kind of Royal Flush will win the jackpot; in real video poker you must have a 'natural' (no wild cards) Royal Flush for the jackpot.
Poker Hands
Poker Hand | Requirements | Odds | Payout |
Two Pair | Having two pairs of the same cards. (e.g. Pair of 2s and Pair of 3s) | 15 to 1 | 1 to 1 |
Three of a kind | Having three of the same card. (e.g Three 4s) | 36 to 1 | 1 to 1 |
Straight | Having cards in successive order in any suit. (e.g 5c, 6d, 7h, 8s, 9c) | 237 to 1 | 2 to 1 |
Flush | Having any cards in the same suit. (e.g. 2s, 3s, 5s, 8s, Ks) | 468 to 1 | 4 to 1 |
Full House | Having three of a kind and a pair in the same hand. (e.g. Three 10s and Two Jacks) | 614 to 1 | 10 to 1 |
Four of a Kind | Having four of the same card. (e.g. Four Queens) | 4004 to 1 | 20 to 1 |
Five of a Kind | Having four of the same card plus the joker. | 22,101 to 1 | 50 to 1 |
Straight Flush | Having a straight in the same suit. (e.g. 5 to 9 in spades) | 71,839 to 1 | 100 to 1 |
Royal Flush | Having a straight flush with the 10, Jack, Queen, King, and Ace. | 649,020 to 1 | 200 to 1 |
Slime Flush | Having a royal flush in in the slime suit. | 1,296,600 to 1 | 500 to 1 |
Note: Because of the addition of the Joker that can become the highest card the player needs, the odds are slightly lower than in regular poker.
- Double or Nothing: After winning the hand, the dealer will allow the player to go double or nothing, betting their winnings on the chance to double their winnings or lose everything. The game consist of guessing whether or not a given card is higher or lower than the face-up card. Guessing correctly will double the winnings. Guessing incorrectly ends the game and the player leaves with nothing. If the card is the same, it is a draw and the player gets another chance to guess high or low.
- This game is played with a deck of 53 cards, including a Joker. The Joker is the highest and the four 2s are the lowest. Statistically, if the base card is a 2, 3, or 4, the next card will be higher. Conversely, if the base card is an Ace, King or Queen, the next card will be lower. Should the Joker appear always pick lower. If the player understands statistics and has some luck, that player can rack up thousands of tokens.
In the NES version of Dragon Warrior IV, the player can place up to 100 coins and get a high return if the player wins.
However in the Dragon Quest IV DS remake, the player can only bet up to 10 coins and it is the least likely to give the player a high return.
Monster Arena[edit]
The Monster Arena has the player bet on one monster out of a pool of 3-5 that will then battle each other. The odds are listed before the match and affect the payout, but not necessarily its outcome. Once the match begins, the battle is actually performed as it might happen on the field, opening up the possibility of misses and other events, such as the effects of particular moves. The player is initially limited to a bet of only 50 tokens at once, but can earn up to 10,000 tokens in a single round if he continues to bet his winnings from previous rounds.
In Dragon Quest IV DS, the Monster Arena is the best way to win coins as it gives the player a high return if the player wins the bet.
Lucky Panel[edit]
Introduced in Dragon Quest VII: Fragments of the Forgotten Past, the lucky panel is a matching game that allows the player to win items along with the usual tokens. The game starts with the player revealing six cards. Doing so gives the player some knowledge of what is under that card. If the player matches a pair of cards before the game actually begins, they stay flipped. After the six cards are revealed, the player is given three chances to match all the cards. If the player can do so within the chances allotted, they win all three prizes in the game. There are 12 cards in the game.
- Two Astrological Aquarius signs
- Two Astrological Cancer signs
- Two Astrological Scorpio signs
- Two Astrological Sagittarius signs
- Two Cursive V cards
- Six prize cards, two for each prize
- Shuffle All Cards
- One Bonus Turn.
The player should avoid the Shuffle All Cards card. Flipping it will usually result in the player losing this game. The player should aim for the One Bonus Turn card as it will help the player win this game.
Bingo[edit]
Introduced in Dragon Quest VIII: Journey of the Cursed King, Bingo gives the player a bingo board with 24 set values plus a free space in the center. A machine randomly picks 10 numbers. Should the numbers form a five number line vertically, horizontally or diagonally, the player wins. The payout is higher the less numbers used to make Bingo.
Roulette[edit]
Introduced in Dragon Quest VIII, Roulette is equivalent to its real life counterpart, except that unlike a standard roulette wheel which has 00, 0, 1-36, the roulette wheel in this game consists of numbers 0-27 and no 00. A player puts a bet on a number in the hopes that a ball spinning on the roulette wheel lands on that particular number. They can also bet on the color, row, column, section, or corners. However, the payout becomes higher the less likely the odds are of the ball landing on a particular number.
Appearances[edit]
Dragon Quest III: The Seeds of Salvation[edit]
There are monster fight rings in Romaria, Isis, Manoza and Cantlin. The hero is limited to placing bets to win gold. No special prizes are available.
Dragon Quest IV: Chapters of the Chosen[edit]
The casino is located in the castle town of Endor in the basement of the inn. It has a monster battle arena, slot machines, and a poker table. In Chapter 2, Alena and her entourage can buy 1 coin for 10 Gold and play at the casino while they are in town for the Endor Tournament. In Chapter 3, Torneko meets Ragnar there and learns from him that the casino was closed for renovations, and doesn't reopen until near the end of the chapter and he can buy 1 coin for 200 gold. In Chapter 5, the Hero discovers that Maya had blown all of her and Meena's money. The player can buy 1 coin for 20 Gold.
In the Cell phone remakes, some changes have been made in Dragon Quest IV DS. The Poker card game in the NES version allowed you to place up to 100 coins, the DS remake however only allows the player to place up to 10 coins. Some of the prizes have been replaced, The Metal Babble Shield has been replaced with a Falcon Blade, A Spangled sress armor has been added to the prize list. A second casino opens once the Pioneer Town is fully developed. It offers a different set of prizes including Magical skirt, Liquid metal helm, Gospel ring, than the Endor casino, but does not have a Monster Arena.
Endor Casino Prizes (NES Version)[edit]
| Endor Casino Prizes (Nintendo DS Version)[edit]
| Pioneer Casino Prizes[edit]
|
After crossing the Trans-Montane Tunnel, The Hero receives a congratulations for crossing the tunnel for the 1,000th time (the number of times to cross varies). As a reward, The Hero receives 2,000 casino tokens. In the Sony PlayStation and Nintendo DS Version, the number of tokens awarded is 100.
The Hero will also receive 250,000 if 'The Big Book of Beasts' is filled out with all of the enemies encountered.
In the NES version, it is highly recommended that the player goes to the Poker Card table and bets 100 coins and risk the double or nothing round bets to make more money. However this is risky as the player can lose money and may have to rest the game. Once they win money the player should save the game at the church.
In the Nintendo DS and Cell phone remakes, it is highly recommended that the player goes to the Monster Arena and bets up to 50 tokens, they can place the bet on one monster which often fights in 3 or 4 monsters, the player has a 25 to 33 percent chance that the monster they bet on will survive and win the fight. If the players monsters wins the first round they can then choose to multiply their money and bet again on a monster. However this is risky as the players monster they bet on can die and lose the fight or if the player chooses to quit the round, sometimes the monster battles will end in a tie if they use up too many turns and the player will get their money back and has to try again. If the player wins over 10,000 coins the monster arena bet will end. Once they win money the player should save the game at the church.
The player can make easy money by buying Prayer Rings for 500 coins and sell them for 2250 gold. Later on, they can also buy Magical Skirts for 1000 coins and sell them for 7350 Gold Coins.
Dragon Quest V: Hand of the Heavenly Bride[edit]
This installment has a casino in Fortuna, in a highly decorated building at the center of town. It was the first casino to feature a slime race track.
In the remakes, a second casino is at the Ventuno Casino Ship ship near Pontoon. Aside from various games, both casinos also feature a T'n'T board in the lower level.
Prize | Tokens | Information |
Elfin elixir | 300 | Recovers all MP on use. |
Yggdrasil leaf | 1,000 | Revives one fallen ally. |
Kamikazee bracer | 5,000 | Casts Kamikazee if the wearer is defeated. |
Falcon knife earrings | 10,000 | 35 attack, attacks twice per round. Can only be equipped by female humans or slime companions. |
Monster magnet | 20,000 | 5 defence, and increases the chance of a monster being recruited. Can only be equipped by the Hero. |
Metal king sword | 50,000 | 130 attack |
Gringham whip | 250,000 | 100 attack, hits all enemies. |
Staff of resurrection | 45,000 | 66 attack, casts Zing on use. |
Prizes are available at both Fortuna & Ventuna casinos. | ||
The Monster magnet was added to the Cell phone ports of the game as of July 5, 2019. |
Dragon Quest VI: Realms of Revelation[edit]
The game has three casinos, each with different prizes. They're found in:
- Port Haven - Stairway north of the port house.
- Turnscote - Center of the town.
- Greedmore Valley - Downstairs in the valley Inn.
Port Haven[edit]
| Turnscote[edit]
| Greedmore Valley[edit]
|
It is highly recommended that the player place bets on the slot machine and bet up to 9 coins, 90 coins and 900 coins. This is also risky as the player can lose money and may have to rest the game. Once they win money, the player should save the game at the church.
The player can make easy money at Port Haven by buying Silk tuxedo for 500 coins and sell it for 2625 Gold Coins.
Dragon Quest VII: Fragments of the Forgotten Past[edit]
Pilgrim's Rest[edit]
| Buccanham[edit]
| The Haven[edit]
|
Dragon Quest VIII: Journey of the Cursed King[edit]
This installment has casinos in both Baccarat and Pickham; the first one the player can access is in Pickham.
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The casino in Baccarat has slot machines, roulette wheels, and a bingo machine operated by a healslime.
Pickham Casino Prizes
| Baccarat Casino Prizes
|
See also[edit]
Gallery[edit]
Famicom art of a casino token.
Casino on a manga cover.
The following is a list of measurable statistics for playable characters which may be found throughout the Dragon Quest series. Other than normal level progression, there are seeds that can enhance a character's capabilities.
- 5Agility
- 6Wisdom
- 7Luck
- 9Deftness
- 10Charm
- 13Derived stats
Hit Points[edit]
Hit Points (HP) 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 herbs, healing spells, resting at an inn, etc.
In Dragon Quest III and IV, Resilience directly determines your character's maximum Hit Points. The more a character's Resilience score increases upon leveling, the more Hit Points a character will receive upon the next level increase. In all other titles the maximum HP a character has is generally determined by their level and, if applicable, vocation. Martial artists, warriors, and paladins have the highest HP on average.
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Any character can consume a seed of life to increase their maximum HP.
Magic Points[edit]
Magic Points (MP) 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 all remaining MP when cast. Starting with Dragon Quest VI, skills were introduced that also consumed MP.
In all versions of III, and IV, Wisdom directly determines your character'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 Dragon Quest VI, 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.
Any character can consume a seed of magic to increase their maximum MP.
Strength[edit]
Strength measures how physically strong a character is, and is added to a character'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.
Any character can consume a seed of strength to increase this attribute.
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Resilience[edit]
Resilience (formerly localized as Vitality) measures how durable a character is. Resilience is added to a character's equipment defense in determining how much physical damage they endure when struck.In all versions of III and the NES & PSX versions of IV, Resilience determines a character's potential Hit Points. The maximum Hit Points at any time is between 195~205% of the character's Resilience score.
Any character can consume a seed of resilience to increase this attribute
Agility[edit]
Agility determines a character's priority in turns, utilizing a Gaussian Curve with simple calculations. In the NES versions of the first four games, as well as all versions of Dragon Quest III, agility also contributes to the character'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.
Dragon Quest[edit]
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.
Dragon Quest II: Luminaries of the Legendary Line[edit]
(Agility/2) + N, with N being 0~255. NES version only.
Dragon Quest III: The Seeds of Salvation[edit]
(Agility + 20) * (N/256), with N being a random number between 0~255.
Dragon Quest IV: Chapters of the Chosen[edit]
Currently unknown.
Dragon Quest V: Hand of the Heavenly Bride[edit]
SNES version is calculated as Agility * (75 + N * 26/256)/100, with N being 0~255.
Dragon Quest VI: Realms of Revelation & Dragon Quest VII: Fragments of the Forgotten Past[edit]
All versions are calculated as (Agility + 20) * (N/100), with N being 50~100.
Dragon Quest VIII: Journey of the Cursed King & Dragon Quest IX: Sentinels of the Starry Skies[edit]
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 (ally Agility)/(enemy Agility) * 50, with the result being converted to a percentage.
Dragon Quest X[edit]
The tenth game operates in real time, so players can act as quickly as they can input commands. Each action has a cool down period in which the character cannot select another action.
Dragon Quest XI: Echoes of an Elusive Age[edit]
Currently unknown.
Any character can consume a seed of agility to increase this attribute.
Wisdom[edit]
Wisdom (formerly localized as Intelligence) measures a character's natural cognitive ability. In III & IV Wisdom determines a character'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.
A.I. Efficiency[edit]
Beginning with Dragon Quest VI 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 Watch My Back and Show No Mercy, and as such even melee characters benefit from being bright.
Wisdom | Behavior |
---|---|
1~10 | Attacks are unfocused and random. |
21~30 | Effects of weapons are taken into consideration. Focus is on weaker enemies, starting from left to right. |
31~40 | Focus is on the weakest enemy period, ignoring previous left to right sorting method. |
41~60 | Damaged enemies within a group will generally be ignored if an enemy outside the group can be defeated in a single move. |
61~70 | Characters will always focus on the healthiest enemy in a group. |
71~100 | Characters begin to target the most dangerous enemy in an encounter, rather than the weakest. |
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'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). |
201~300 | Player recognition raised to 1/4th. |
301~500 | Player recognition risen to 1/3rd. |
In games where Wisdom is not present, the character's level controls their A.I. efficiency.
Spell Power[edit]
Starting with Dragon Quest VIII, Wisdom has also begun to effect the potency and power of spells, such as raising Frizz's power from 10~13 to 21~24 at higher values. Each spell has it's own growth rate, with some taking up to five points of wisdom to increase in damage, and others as few as two.
Any character can consume a seed of wisdom to increase this attribute.
Luck[edit]
Dragon Quest III: The Seeds of Salvation & Dragon Quest IV: Chapters of the Chosen[edit]
In all versions of III and IV, Luck affects your character'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 Probability(P) = (384 - LUCK) * MOD / 65536.
MOD | Staus ailments |
---|---|
160 | Dazzle, Deceleratle |
128 | Sap, Kasap, Kamikazee (locked) |
96 | Snooze, Fizzle |
64 | Fuddle |
32 | Whack, Thwack |
Dragon Quest V: Hand of the Heavenly Bride[edit]
In V, Luck determines the accuracy of an enemy curse rather than status ailment spells, with fixed accuracy rates assigned to enemy spells.
Any character can consume a seed of luck to increase this attribute.
Style[edit]
Style is the predecessor of the Charm attribute to be found in later games, and as such it describes a character's innate charisma and attractiveness. Style determines a character's placement in the contests such as the World Style Ranking in Chateau de Sass and the Excellence Grading Organisation.
A common misconception is that style influences the Luminary vocation's ability to stun monsters. This is false, as the stun chance is based on the character's ranking in the vocation rather than any stat.
Any character can increase their style by consuming a pretty betsy.
Deftness[edit]
Deftness 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.
Dragon Quest IX: Sentinels of the Starry Skies[edit]
Steal rate is calculated as:
Critical Hit rate is calculated as Deftness/100 + 3% (with weapon skill trait boost). Wearing the Critical Acclaim will add another 4%, and thus the maximum rate is 16.99% at 999 deftness.
Dragon Quest X[edit]
Currently unknown.
Dragon Quest XI: Echoes of an Elusive Age[edit]
Erik's steal rate is calculated as Deftness/20, meaning that every 20 points will increase his chance for success by 1%. With his guile bonuses this brings the maximum rate to 75%.
Similarly, the critical hit rate is calculated as Deftness/200, which limits the natural cap to 5%.
Any character can consume a seed of deftness to increase this attribute.
Charm[edit]
Charm is a measurement of a character's attractiveness. Introduced in Dragon Quest IX, it is added to a character'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.
Dragon Quest IX: Sentinels of the Starry Skies[edit]
The chance to stun a monster is calculated as (Current charm - innate charm + equipment bonus - 100) * 0.02, which is then multiplied against a monster'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's gear plus their innate charm and this total is added again to the innate charm during the calculation check.
Dragon Quest X[edit]
Currently unknown.
Dragon Quest XI: Echoes of an Elusive Age[edit]
Currently unknown.
Magical Mending[edit]
Magical Mending determines how powerful a character's healing spells will be. Introduced in Dragon Quest IX, it is calculated in all healing spells, as well as certain offensive skills and spells such as Solar Flair and the Whack line.
Any character can consume a seed of therapeusis to increase this attribute.
Magical Might[edit]
Magical Might determines how powerful a character's attack spells will be. Introduced in Dragon Quest IX, 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.
Any character can consume a seed of sorcery to increase this attribute.
Derived stats[edit]
Attack[edit]
Attack is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defense in calculation of damage inflicted.
Attack is derived from a character's strength stat added to their weapon's attack bonus, which is then divided by two, plus further bonuses from certain accessories or vocation traits.
Defense[edit]
Defense (spelled alternatively through the Square Enix localization as Defence) is the sum of a character's Resilience and Armour equipped, if any, checked against the enemy'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.
In the NES titles, as well as all versions of Dragon Quest III, Defense is the sum of half a character's Agility and the sum of their armor's durability.
Evasion[edit]
The base chance to dodge an enemy blow in any game is always 1.5625% (1⁄64). This can be further raised through equipment and vocation bonuses if available, such as the Dark robe and Dancer.
In VI, VII, and VIII a character's agility will also determine their probability to dodge physical strikes. The game'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:
Dragon Quest VI & Dragon Quest VII
If a character's agility is below 400, evasion is calculated as (Agility/80)+3/192 for a cap of 1/24 at 400. Once a character's agility surpasses 400, evasion is calculated as ([{(Agility-400)*6}/25]+8)/192 for a maximum dodge rate of 1/6 at 500. In other words, the evade chances are:
Agility | Chance to evade |
---|---|
1 | 1.56% |
50 | 1.89% |
100 | 2.21% |
200 | 2.86% |
300 | 3.52% |
400 | 4.17% |
401 | 4.29% |
425 | 7.29% |
450 | 10.42% |
475 | 13.54% |
500 | 16.67% |
- Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.
Agility | Chance to evade |
---|---|
1~249 | 1.56% |
250~499 | 3.12% |
500~749 | 6.25% |
750~998 | 12.5% |
999 | 25% |
- 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's level must be higher than the attacking enemy's for the boost to take effect.
As can be inferred, the spell Acceleratle is vitally important when battling strong foes, even slower ones.
Trivia[edit]
- Wisdom's relation to A.I. was not revealed through an official square-enix channel, but the November 10th, 2000 issue of Dengeki! Playstation magazine (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.
Gallery[edit]
Ragnar (Strength)
Kiryl (Resilience)
Torneko (Luck)
Maya (Magic Points)
Ashlynn
Carver
DQVI Hero