Dragon Quest character classes

In installments of the Dragon Quest series of role-playing video games, published by Square Enix, character classes are specific roles for playable characters that determine a character's proficiencies and weaknesses. There are several different classes, with each game's set of classes changing slightly.

Dragon Warrior III, Dragon Quest VI, and Dragon Quest VII all feature distinct classes that players can choose for their characters. Dragon Quest IX furthers the concept of character customization by allowing players the ability to alter their parties' appearance. Other installments in the series depict characters as having similar traits to these classes.

Contents

History

Although Dragon Warrior II's characters had distinct strengths and weaknesses, Dragon Warrior III was the first game in the series to specifically allow players to customize their party with classes.[1] This game featured eight classes (nine in the remakes) and gave the player the ability to mix the different classes for a wide variety of customization.[2] Characters, other than the hero, can change classes. They retain all spells learned, but will have their stats halved and revert to level one.

In Dragon Quest IV, each party member has a unique, fixed title, with some, such as magician, priest and soldier, corresponding to class names elsewhere in the series, while others, such as tsareva (princess) and fortune-teller, do not. Dragon Quest V has a similar system, however, the titles of some characters change during the storyline.

Changeable classes returned in Dragon Quest VI, which nearly doubling the number of classes.[3] Dragon Quest VI introduced multiple class tiers, and is the first game in the series to separate class level from experience level. Characters start classless, and gain the ability to acquire and switch classes during the storyline. Classes provide bonuses and, in many cases, penalties to a character's base stats. Classes have eight levels which players advance in by winning a predefined number of battles and after reaching the eighth level, a class is mastered. Some levels provide new abilities. Dragon Quest VI introduced hybrid classes and monster classes. Hybrid classes become available when a character masters two or more pre-requisite classes. Monster classes are based on the monster of that type. Players must find souls in order to access a non-hybrid monster class. Dragon Quest VII uses a similar but more extensive system.

Formal classes were omitted from Dragon Quest VIII, but returned in Dragon Quest IX as vocations.[4] In Dragon Quest IX, class level is linked to experience level with each class having a separate experience level, stats and spells. In addition to skills gained by leveling, Dragon Quest IX also uses a skill system based on Dragon Quest VIII, with each class having five skill types. As characters level, they obtain skill points, which may be spent acquiring skills. Combat spells may only be accessed when a character is the class that learned them; however, skills may be used regardless of class once learned.

Dragon Warrior III

Hero (勇者 Yuusha?): The Hero is the most well-rounded of the classes, with moderate to high growth in all stats, the ability to use magic and the ability to equip a wide variety of weapons and armor. Unlike other classes, this class is restricted to the main character, who cannot change classes.[5][6][7] Some of the most powerful healing, defensive, and offensive spells in the game are exclusive to the Hero class, including Ironize, which makes the party completely invulnerable for a short time, HealUsAll, which completely restores the group's HP, and the lightning spells Zap and Thordain (originally localized as Lightning). The Hero can use a variety of non-combat spells as well, such as Return, which allows the player to travel to cities already visited.

Classes without magic powers:

Warrior (戦士 Senshi?, localized as Soldier in the NES version):[5][6][7] This class can use a wide variety of heavy weapons and armor pieces. They have high Strength, HP and Vitality, average Agility, low Intelligence and no MP growth.
Fighter (武闘家 Butouka?):[5][6][7] Fighters have high Agility, Strength and HP, above average Luck, moderate Vitality, low Intelligence and no MP growth. Fighters are restricted to light weapons and armor, however they have a high critical hit rate, and, unlike other classes, they get bonus attack power while unarmed or wielding claw weapons.

Classes with healing spells:

Cleric (僧侶 Souryo?, localized as Pilgrim in the NES version):[5][6][7] Clerics are on the other side of the magical spectrum from Mages, as they instead specialize in healing spells such as Heal and HealUs and buff spells such as SpeedUp, which raises the party's Agility, and Barrier, which makes the party resistant to fire and ice. They also have a few damaging wind spells, instant death spells and debuff spells such as Sap, which lowers an enemy's Defence stat, and Surround, which lowers the accuracy of enemies' attacks. Clerics can use a wide variety of weapons and armor, although they cannot use as many of the heavier weapons and armor pieces as the Hero or Warrior. Clerics have a moderate growth rate in all stats.

Classes with direct attack spells:

Mage (魔法使い Mahoutsukai?, localized as Wizard in the NES version):[5][6][7] Mages specialize in destructive magical spells such as Blaze and Boom, as well as offensive buffs such as Bikill. Mages also have the abilities to use non-combat spells such as Outside, which takes the party out of a dungeon, and X-Ray, which reveals monsters hidden in treasure chests, as well as defensive buffs such as Upper, which raises a party member's Defence stat. At high levels, the mage learns powerful spells such as BeDragon and Explodet. The Mage also has the Chance spell introduced in Dragon Warrior II, which has a large menu of possible random effects: some very good and some very bad. Although Wizards have high Intelligence, they are physically frail and cannot equip heavy weapons or heavy armor. Mages have a high rate of Intelligence and MP growth and low to moderate growth in other stats.

Further classes:

Dealer (商人 Shounin?, localized as Merchant in the NES version):[5][6][7] The Dealer has the ability to pick up money after a battle and can appraise items. In the remakes, they have two unique non-combat spells: Excavate (which allows the player to dig underfoot for treasure) and YellHelp, which summons a shopkeeper in the field. Dealers have average growth in most stats, with high Intelligence, above average Luck and low Agility.
Jester (遊び人 Asobinin?, localized as Goof-off in the NES version):[5][6][7] Jesters have low to average growth rate in most stats and sometimes perform random actions during their turns, some of which can harm the party. Justers also have two advantages: have a high rate of growth for their Luck stat, which allows their attacks to inflict critical hits more often than other characters, and they are the only class that can turn into a Sage at Dhama Temple without a Zen Book / Book of Satori.
Sage (賢者 Kenja?):[5][6] Sages can learn all the spells available to Clerics and Mages. This class is not initially available, but a player can transform a leveled up Jester into one at the Dharma Temple. If the player has a rare item called the Zen Book (originally localized as the Book of Satori), any character holding it (except the Hero) can also become a Sage, which consumes the book.[7] Sages have high HP, MP, Intelligence and Vitality, above average Luck and moderate Agility and Strength. They can use a wide variety of equipment, including most weapons and armor pieces available to Clerics or Mages.
Thief (盗賊 Touzoku?):[6][7] The Thief was a new class added to the Super Famicon version of Dragon Quest III and retained in the Game Boy Color version. Thieves have high Agility growth, above average Luck growth and average growth rates in other stats. They have the ability to steal items at the end of a fight. They are restricted to lighter weapons and armor, however they can use whips and chains to attack multiple enemies at once. They can learn some non-combat spells, such as Eagle Eye, which allow the player to locate villages and nearby towns, and MapMagic, which reveals hidden items on the screen.

Dragon Warrior IV

The Hero (Solo/Sofia)

Classes without magic powers:

Soldier (Ragnar)
Princess (Alena)
Merchant (Taloon)
Guardsman (Strom)
Alchemist (Orin)
Young Man (Hector)
Baby Dragon (Doran)

Classes with healing spells:

Chancellor (Cristo)
Fortune Teller (Nara)
Kind Monster (Healie)
Zenithian (Lucia)

Classes with direct attack spells:

Dancer (Mara): Attack wizard with fire spells.
Wizard (Brey): Attack wizard with ice and support spells.

Further classes:

Troubadour (Laurent): He can use three spells, one for healing, one for direct attack, and a support one.
Jester (Panon): He fights primarily with a magic sword, and he can also cast two support spells.

Dragon Quest VI

In Dragon Quest VI every character can learn any class (called vocation in the DS English translation). When the party reaches Alltrades Abbey, only nine classes are available. Six more classes can be learned after mastering two or more of the starting classes. Also, two classes can only be learned by using a special item.

Classes without magic powers:

Warrior (starting class): Strength and HP go up and several basic fighting skills are learned.
Martial Artist (starting class): Speed goes up and kick/punch skills are learned.
Gladiator (Warrior + Martial Artist): Strength, HP, speed, and defense go up, making this a strong class. Most skills are super effective against one type of enemy, such as Dragoncut.
Dragon (hidden class): Strength, HP and defense go up, while speed, wisdom and MP go down. All skills are fire or ice based breath attacks.

Classes with healing spells:

Priest (starting class): Most stats go down, but not as much as the wizard's, and wind-based attack, healing and status spells are learned.

Classes with direct attack spells:

Mage (starting class): Most stats go down, except wisdom and MP, and basic fire- and ice-based attack and status spells are learned.

Hybrid classes:

Armamentalist (Warrior + Mage): Stats mostly go down and strong magic skills/spells are learned.
Paladin (Martial Artist + Priest): Strength, speed, and wisdom go up and a mixture of Priest and Fighter skills are learned.
Sage (Mage + Priest): Wisdom and HP go up and high level attack and healing spells are learned.

Further classes:

Thief (starting class): Speed goes up, but most stats go down, and skills that help outside battle, such as Hawkeye, are learned. The thief may also steal an item from an enemy at the end of a battle.
Monster Master (starting class): Most stats go down and skills associated with monsters are learned. Monsters may join the party when there is a Monster Master present, but only in the Super Famicom version.
Merchant (starting class): Wisdom goes up, but most stats go down, and an odd assortment of skills are learned. At the end of battle, a small portion of extra money is added to the party's income.[3]
Ranger (Merchant + Thief + Monster Master): Speed and wisdom go up and an assortment of battle skills are learned.
Dancer (starting class): Style and speed increase, but other stats decrease. Learns dance techniques which benefit the status of allies or hurt the status of enemies in battle.
Gadabout (starting class): Most stats go down, but luck goes up. Skills learned are quite odd and the Gadabout has a tendency to not listen to the party's commands. Sometimes, instead of doing nothing, the Gadabout will use a technique, such as paralyzing all the enemies or putting them to sleep.[3]
Luminary (Dancer + Gadabout): Style is the only stat that goes up and an assortment of skills are learned.
Metal Babble (hidden class): Speed and defense dramatically increase while HP dramatically decreases and other stats decrease to a lesser degree. Skills and spells include Madante, Gigaspark and Big Bang.
Hero (Gladiator + Sage + Luminary + Ranger): This is the ultimate class and all stats go up.[3] Several attack spells/skills are learned. The Hero (character) only has to master one of the four pre-requisite hybrid classes for Hero class to become available, while others must master all four.

Dragon Warrior VII

Dragon Warrior VII allowed players to customize their characters with over fifty classes, each specializing in certain attacks and spells.[8] Characters can master a class and then change to a new one, retaining learned spells and skills. By mastering certain classes, a new class becomes available.

Some available classes include Warrior, Fighter, Cleric, Mage, Bard, Dancer, Jester, Thief, Teen Idol, Pirate, Ranger, Dragoon, Paladin, Summoner, God Hand, and Hero, some of which are unlocked by mastering other classes.[9] The game also includes monster classes, which can be unlocked by using the appropriate monster heart or mastering pre-requisite monster classes.[2]

Characters generally stop learning character specific spells and skills around experience level 15; however, around this time in the game, players will reach Dharma Island, where they can give their characters certain classes.[10] Each class is split into three categories (Basic, Intermediate, and Advanced) and has eight levels in it. Class levels are gained through fighting a certain number of battles, as opposed to gaining experience points.[10] Characters learn different spells and skills when they reach another class level and their stats are affected by what class they are. In addition, if a character masters certain classes, higher level classes will become available to them. For example, if a character masters the Mage and Cleric classes, which are both Basic, then the Intermediate class Sage will be available to them. If that character was to then master the TeenIdol class, the Advanced Summoner class would open up.[10]

Dragon Warrior Monsters

Reception

IGN described Dragon Warrior VII's class system as "one of the best class systems seen outside a strategy RPG."[11] In a preview for Dragon Quest IX on 1UP, Jeremey Parish noted that the character customization was a welcome departure from the series of games with only predetermined characters and wrote that "You can define your angel warrior's basic appearance to a degree, but he or she will look like an escapee from a Dragon Ball cartoon no matter what."[12]

References

  1. ^ Sellers, Peter (2001). "Dragon Warrior III review". IGN.com. http://gameboy.ign.com/articles/166/166206p1.html. Retrieved October 13, 2009. 
  2. ^ a b Alfonso, Roberto (February 4, 2008). "The History of Dragon Quest". Gamasutra.com. http://www.gamasutra.com/view/feature/3520/the_history_of_dragon_quest.php?page=8. Retrieved 2009-02-14. 
  3. ^ a b c d Nintendo Power Volume 81, pages 64-67. Nintendo of America, 1995. Retrieved 2007-4-6
  4. ^ Tanaka, John (2008). "Dragon Quest IX Update". IGN.com. http://ds.ign.com/articles/934/934386p1.html. Retrieved February 9, 2010. 
  5. ^ a b c d e f g h Enix, ed (1991). Dragon Warrior III Explorer's Handbook. Enix. pp. 7–8. http://www.woodus.com/den/games/dw3nes/dw3nes_manual.pdf. Retrieved 2009-07-23. 
  6. ^ a b c d e f g h i Enix, ed (2001). Dragon Warrior III (GBC) North American instruction manual. Enix. pp. 3–5. http://www.woodus.com/den/games/dw3gbc/dw3gbc_manual.pdf. 
  7. ^ a b c d e f g h i Prima Games, ed (2001). Dragon Warrior III Official Strategy Guide. Prima Publishing. pp. 8–13. ISBN 0-7615-3638-8. 
  8. ^ "Dragon Warrior VII: Character Classes". IGN.com. http://psx.ign.com/articles/098/098821p1.html. Retrieved 2009-10-09. 
  9. ^ "IGN: Dragon Warrior VII: Character Classes". 2001. http://psx.ign.com/articles/098/098821p1.html. Retrieved 2007-09-01. 
  10. ^ a b c Prima Games, ed (2001). Dragon Warrior VII Official Strategy Guide. Prima Publishing. pp. 5–20. ISBN 0-7615-3640-X. 
  11. ^ McKlendon, Zak (2001). "Dragon Warrior VII review". http://psx.ign.com/articles/160/160863p1.html. Retrieved October 1, 2009. 
  12. ^ Parish, Jeremy (2009). "Dragon Quest IX preview". 1UP.com. http://www.1up.com/previews/dragon-quest-ix-hands-on-impressions. Retrieved February 9, 2010.