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 Warrior 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.

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 Warrior 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.

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 Kaclang, which makes the party completely invulnerable for a short time, Omniheal, which completely restores the group's HP, and the lightning spells Zap and Kazap (originally localized as Lightning). The Hero can use a variety of non-combat spells as well, such as Zoom, 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 Resilience, average Agility, low Wisdom and no MP growth.
Martial Artist (武闘家 Butouka):[5][6][7] Fighters have high Agility, Strength and HP, above average Luck, moderate Resilience, low Wisdom 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:

Priest (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 Multiheal and buff spells such as Acceleratele, which raises the party's Agility, and Insulatle, which makes the party resistant to breath weapons, such as Scorch. 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 Dazzle, which lowers the accuracy of enemies' attacks. Priests 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. Priests 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 Frizz and Boom, as well as offensive buffs such as Oomph. Mages also have the abilities to use non-combat spells such as Evac, which takes the party out of a dungeon, and Peep, which reveals monsters hidden in treasure chests, as well as defensive buffs such as Kabuff, which raises the party's Defence stat. At high levels, the mage learns powerful spells such as Puff and Kaboom. The Mage can also the Hocus-pocus spell introduced in Dragon Warrior II, which has a large menu of possible random effects: some very good and some very bad. Although Mages have high Wisdom, they are physically frail and cannot equip heavy weapons or heavy armor.

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.
Gadabout (遊び人 Asobinin, localized as Goof-off in the NES version):[5][6][7] Gadabouts have low to average growth rate in most stats and sometimes perform random actions during their turns, some of which can harm the party. Gadabouts 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 Alltrades Abbey without a Zen Book / Book of Satori.
Sage (賢者 Kenja):[5][6] Sages can learn all the spells available to Priests and Mages. This class is not initially available, but a player can transform a leveled up Gadabout into one at Alltrades Abbey. 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, Wisdom and Resilience, above average Luck and moderate Agility and Strength. They can use a wide variety of equipment, including most weapons and armor pieces available to Priests 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, and above average growth rates in all 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 Eye for Distance, which allow the player to locate villages and nearby towns, and Nose for Treasure, which reveals hidden items on the screen.

Dragon Warrior IV

The Hero (Solo/Sofia): They have the widest range of spells available, including fire, lightning and healing spells.

Classes without magic powers:

Soldier (Ragnar): He has the best strength and HP out of the whole party, but this is balanced by him having the lowest agility score as well.
Tsarevna (Alena): She is the quickest member of the group.
Merchant (Torneko): In the remakes, he can learn some non-battle abilities.
Bodyguard (Hardie)
Alchemist (Oojam): He is able to pick Magic Key locks.
Innkeeper's Son (Hank Hoffman Jr.)
Dragon Pup (Sparkie): He cannot be controlled, but can use an ice-based breath attack and a sleep inducing breath attack.

Classes with healing spells:

Priest (Kiryl): He can learn Multiheal and instant death spells as well.
Fortune Teller (Meena): She can also use wind and sleep magic, but her only multiple target healing spell is Kerplunk.
Kind Monster (Healie): He is uncontrollable and only uses Heal.
Zenithian (Orifiela)

Classes with direct attack spells:

Dancer (Maya): Attack mage with fire and explosive spells. She learns more direct attacking spells than Borya.
Magician (Borya): Attack mage with ice and support spells. He learns some useful buffing spells as he levels up.

Further classes:

Travelling Poet (Laurent): He can use three spells, one for healing, one for direct attack, and a support one.
Comedian (Tom Foolery): 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): Agility goes up and kick/punch skills are learned.
Gladiator (Warrior + Martial Artist): Strength, HP, Agility, and defense go up, making this a strong class. Most skills are super effective against one type of enemy, such as Dragon Slash.
Dragon (hidden class): Strength, HP and defense go up, while agility, 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 Mage's, and wind-based attack, healing and support 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 spells are learned, along with elemental slashes.
Paladin (Martial Artist + Priest): Strength, speed, and wisdom go up and a mixture of wind-based abilities and single target skills are learned.
Sage (Mage + Priest): Wisdom and HP go up and high level attack and healing spells are learned, coupled with powerful buff and debuff spells.

Further classes:

Thief (starting class): Speed goes up, but most stats go down, and skills that help outside battle, such as Eye for distance, 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 a variety of breath-based skills 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 field, attack, and support skills are learned.
Dancer (starting class): Style and Agility 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 support and group damage skills are learned.
Liquid Metal Slime (hidden class): Agility and Resilience dramatically increase while HP drops significantly, and other stats decrease to a lesser degree. Skills and spells include Magic Burst and Big Banga.
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, Martial Artist, Priest, Mage, Bard, Dancer, Gadabout, Thief, Luminary, Pirate,Armamentalist, Gladiator, 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 Quest IX

As stated above, this game saw the return of character classes, which are called vocations in this case. Overall, there are twelve vocations, which is far less than in Dragon Warrior VII, but characters are able to change vocations any time the party visits Alltrades Abbey. Magic cannot be transferred between vocations, but learned skills are a different matter. Each vocation also possesses a technique known as a coup de grace, which, like magic spells, cannot be transferred. Another point is that they are not always available for use. However, these techniques do provide powerful effects that can turn the tide of a difficult battle, or press any advantage gained during the battle. There are also upmarket versions of these techniques known as co ops de grace, which require all four party members with coup de grace techniques primed to activate, but an impossible battle may become winnable once activated.

Classes without magic powers:

Warrior: followers of this vocation have the lowest agility scores but boast high HP, strength and resilience, and can learn some skills that revolve around protecting their teammates thanks to their Courage trait. They can wield swords, spears, knives and shields. Their coup de grace is called Critical Claim: it is simply an attack that always scores a critical hit. Their coops de grace is similarly unsubtle: it is called Quadraslash and deals even heavier damage than Critical Claim.
Martial Artist: followers of this vocation have high agility and strength but low MP. Many of their skills, learned from their Focus Trait, focus on raising their agility scores or on boosting their tension, allowing them to launch a stronger attack later on. They can equip claws, staves and fans. Their coup de grace is called Roaring Tirade: it intimidates enemies and raises the martial artist's tension.
Gladiator: followers of this vocation have low MP but also the highest HP and strength ratings, decent deftness ratings, and with their Guts trait, can learn abilities that focus on their ability to deal damage. They can equip swords, axes and hammers. Their coup de grace is Tension Boost: it raises the gladiator's tension by a rather large amount.

Classes that specialize in magic:

Mage: followers of this vocation have low HP and strength, but high magical might and maximum MP makes up for it, and high agility is a bonus. They learn skills that focus on strengthening their spell casting through their Spellcraft trait, and learn fire, ice, explosion, buffing and debuffing spells (explosion spells deal lightning damage in this game). They can equip wands, knives, whips and shields. Their coup de grace technique is Zero Zone: it negates MP costs for spells and abilities.
Priest: followers of this vocation have high magical mending and learn healing and instant death spells. In addition, their Faith trait teaches them some useful defensive abilities. They can also make use of staves, wands, spears and shields. Their coup de grace is called Choir of Angels: it heals everyone at once by restoring HP and removing negative status effects.
Sage: followers of this vocation have excellent MP, magical might and magical mending scores. They can learn healing magic as well as dark and explosion attack magic, and some spells not available to the previous two vocations, and can learn Multiheal sooner than priests can. Their Enlightenment trait teaches the Jack's Knack ability, which allows the user to change someone's vocation at any time. It also teaches Disruptive Wave, a technique that many high level enemies use, and grants some bonuses to magic stats. Their weapon choices include wands, bows and boomerangs: they can also equip shields. Their coup de grace is Spelly Breath: it restores the sage's MP fully, allowing for more spell casting.

Further classes:

Minstrel: followers of this vocation tend to be the proverbial jacks of all trades and masters of none: they learn healing magic as well as ice and wind attack spells and have some fairly strong physical attacks as well: it would not be inaccurate to call this vocation Dragon Quest IX's version of Final Fantasy's Red Mage class. Their Litheness trait teaches abilities that can stop an enemy from attacking. They can equip swords, whips, fans and shields. Their coup de grace is Rough 'N Tumble: it raises evasiveness and counterattacking chances a long way.
Thief: followers of this vocation have high deftness and agility, and learn skills that are useful outside of battle thanks to their Acquisitiveness trait. They can use healing magic, but they are not proficient with it, learning few spells and having low magical mending scores. They can equip swords, claws and knives. Their coup de grace technique is Itemised Kill: it guarantees post battle loot from the enemy it is used on.
Paladin: followers of this vocation have great resilience and HP scores. Thanks to their Virtue trait, they can learn stronger defensive abilities than a warrior, and they can learn healing and defensive magic. They can also be armed with spears, wands and hammers, and can carry shields. Their coup de grace is Knight Watch: it temporarily makes the paladin invincible. It also provokes enemies into exclusively attacking the paladin, but this means that single target attacks will have no effect on the party at all.
Armamentalist: Followers of this vocation have good physical stats and strong magic abilities. They are unable to use healing magic, but can learn a lot of debuffing spells and possibly some attacking spells. Their Fource trait teaches them abilities that change a party member's attack attribute and elemental resistance. They can arm themselves with swords, wands, bows and shields. Their coup de grace is Voice of Experience: this technique has nothing to do with elemental traits but it does raise post battle experience by a random amount.
Ranger: Followers of this vocation are one with nature. They have good strength, deftness and agility and can use healing magic as well. Their Ruggedness trait teaches them abilities that focus on how monsters act during battle. They can equip bows, axes and boomerangs. Like the other vocations, they have a coup de grace technique: theirs is Brownie Boost, which raises the ranger's attack, defense and speed by a large amount.
Luminary: Followers of this vocation are superstars of the stage and the battlefield who wield healing and attack spells in addition to fans, knives and shields.

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. Retrieved October 13, 2009.
  2. 2.0 2.1 Alfonso, Roberto (February 4, 2008). "The History of Dragon Quest". Gamasutra.com. Retrieved 2009-02-14.
  3. 3.0 3.1 3.2 3.3 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. Retrieved February 9, 2010.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Enix, ed. (1991). Dragon Warrior III Explorer's Handbook. Enix. pp. 7–8. Retrieved 2009-07-23.
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 Enix, ed. (2001). Dragon Warrior III (GBC) North American instruction manual. Enix. pp. 3–5.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 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. Retrieved 2009-10-09.
  9. "IGN: Dragon Warrior VII: Character Classes". 2001. Retrieved 2007-09-01.
  10. 10.0 10.1 10.2 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". Retrieved October 1, 2009.
  12. Parish, Jeremy (2009). "Dragon Quest IX preview". 1UP.com. Retrieved February 9, 2010.