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The spell is unique in the series in that it effectively ignores all resistance save for total immunity. In practical terms, it has a resistance table of 100%, 100%, 70%, 0% with very little variation between games.
Making its debut, it is learned by the Hero at level 16, Meena at level 17, and is already learned by Psaro when he joins the party. It can only target one enemy, while costing 3 MP. It is also used by Bedbugs, Stump grumps, Lethal armours, Terracotta warriors, and Demonspawns in battle against their enemies. It is also used by Well wishers and Juggulars in the remakes.
Kasnooze is learned by the following monsters:
From this game onwards, it can now target more than one enemy while costing 5 MP. It is also used by Urnexpecteds, Snake ch-arm-ers, and Kon the Knight in battle, with the latter during his fight with Pankraz.
Kasnooze is learned by advancing to rank 7 of the Mage vocation. As with its predecessor, the spell has been upgraded to keep foes asleep for a minimum of 2 turns and once again costs 5 MP. It is also used by Slumbering rams, Demon stewards, Jugular jokers, Octavian sentries, and Sculptrices in battle against their enemies.
Kasnooze is learned by mastering the Mage & Shepherd vocations and by advancing to Rank 4 of the Gripevine. In the 3DS remake, it is learned by advancing to Rank 6 of the Armamentalist, Rank 3 of the Sage, Rank 2 of the Druid, and Rank 4 of the Hero vocations. It is also used by Well wishers, Hexicons, Direlogs, Juggulars, and the Envoy.
Jessica learns this spell after investing 68 points into her Sex Appeal skill tree and costs 8 MP to cast. Useful throughout the main game, the spell is rendered useless in the bonus dungeon by a plethora of enemies with total resistance to the sleep status ailment. Instead, Fuddle and Kafuddle are recommended as alternatives. It is also used by Terror tabbies, Smackers, Heads of state, Unholy bishops, Evil Jessica, and Gold nugcats, as well as Lethal armours and Octavian sentries once again.
Kasnooze is learned by Armamentalists at level 28, and targets all monsters. It once again costs 8 MP to cast, possesses a base accuracy of 75%, and will begin to improve in accuracy one the caster's magical might reaches 50. The spell will become 100% accurate (barring enemy resistance) when the value reaches 799. This sudden change in accuracy and performance took several players by surprise, and was likely an attempt by Level-5 to encourage the use of other debilitative spells during battle for more varied strategy. It is also used by Cobra cardinals and Uncommon colds, as well as Lethal armours once again.
Kasnooze is learned by Luminaries at level 54 and Item Masters at level 36, costing 6 MP to use. It is also used by Spitegeists, Mummies, Nightmares, Emperor tappers, Dank bubble slimes, Evil tree ents, Conquistador ghouls, Antiquitrees, Shadow nobles, Shako demons, Id, Phantom General Fuzzma, General Jamirus, as well as Terror tabbies, Jugular jokers, Demon stewards, Direlogs, Lethal armours,
Learned by the Luminary at level 35 and his grandfather at level 32, it acts the same as in previous games and once again costs 8 MP to cast. It is also used by Colossal canniboxes, Drackymas, Stump champs, Blizzybodies, Mothertoads, Dread dragons, the Pilferpithecus, Avarith, the Restless Knight, Malicious Jörmun, Slimecicles, Drohl drones, Spiked hares, and Knight aberrants gone Malicious (As well as its boss fight in Damdara), and King crabs gone Vicious, as well as Stump grumps, Smackers, and Lethal armours once again, with one gone Vicious and the other gone Malicious. Rab and the Luminary's Kasnoozes are also used for the Dirge of Dundrasil Pep Power.
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