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Vocations: Difference between revisions

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The Warrior is one of the six starting classesvocations. They can use Swords, Greatswords, Axes, Fisticuffs and Shields. With their high HP, DefenceDefense and Weight stats, their job is to push monsters away from more frail party members, even if it means they take damage in the process. Their class skill tree, Courage, focuses on increasing HP, Attack, and Defence, and has abilities focusing around dealing moderate damage whilst debuffing the target. Axes are the recommended weapon choice, thanks to their abilities which similarly debuff the target, as well as the ability to use a shield in conjunction with it, further increasing defence. Whipping Boy, the skill unlocked when 8 Skill Points are allocated to Courage, is a prerequisite for the Paladin unlock quest.
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The Priest is one of the six starting classesvocations. They can use Wands, Spears, StavesRods, Fisticuffs and Shields. With their high Magical Mending stats, and access to many healing spells, Priests are a support classvocation who can heal and revive their allies, and can use defensive buffs like Kabuff and DedazzleInsulatle. Their class skill tree, Faith, provides passive buffs to MP and Magical Mending, and gives one access to abilities that prevent death and improve their Magical Mending. A Priest is best served by the Magical Mending and Defence bonuses of the Wand and Shield combo, whilst Staves and Spears only serve to increase the damage done by a class that, in all likelihood, will never attack.
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The Mage is one of the six starting classesvocations. They can use Daggers, Whips, Heavy WandsStaves, Fisticuffs and Shields. Their high Magical Might stats and myriad of damaging spells make them highly specialisedspecialized for dealing Area of Effect Damage. Their paper-thin Defence and low HP makes them die quickly, so they should be well-guarded by a melee attacker. Their class skill tree, Spellcraft, gives passive bonuses to MP and Magical Might, as well as abilities that further improve Magical Might and reduce enemy’s resistance to spells. At 100 Skill Points and above, extra spells can be learnt. Mages also get extra spells when they put Skill Points into Daggers, which poison enemies to great effect. Wizard Ward, the 8P skill for Mages, is a prerequisite for the Armamentalist unlockmassive questdamage.
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The Martial Artist is one of the six starting classesvocations. They can use Claws, Staves, SpearsRods, and FisticuffsSpears. They have very high Strength and Agility, making them fast and powerfulmake yetuse fragileof attackers. Their class skill treetension, Focus,making increasesthem Strength, Agility, HPfast and Deftness,powerful—yet whilst also granting various abilities that allow one to increase their own Tensionfragile—attackers. Spears are the recommended weapons for Martial Artists, as Spear skills mesh the best with heightened Tension. Martial Artists are not required but highly recommended for the Superstar unlock quest, as they can easily raise their tension.
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| style="height:280px; vertical-align:top;" rowspan="2" |[[File:dqx_thief.png|90px]]
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The Thief is one of the six starting vocations. They can use Daggers, Whips, Claws, Hammers, and Shields. They have the highest Deftness in the game, which allows critical hits to have high chance, and also serves to improve the chance of them successfully stealing items.
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The Minstrel is one of the six starting vocations. They can use Fans, Rods, Daggers, Boomerangs, and Shields. Minstrels have a decent spread of stats, but their main power comes from their skills. Between Hustle Dance, Sobering Slap and Rhythm 'n' Bruise, Minstrels are incredibly versatile supports with great healing, buffing and anti-ailment power.
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The Battlemaster is one of the six advanced vocations from Version 1. They can dual-wield Swords and Hammers, or use Greatswords. With their sky-high Strength, Gladiators are one of the monarchs of the melee world.
Battle Masters can use one-handed weapons, two-handed weapons, hammers, martial art skills and are professionals in melee combat.
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Paladins are one of the six advanced vocations from Version 1. They can use Spears, Swords, Hammers, Wands, and Shields. They have the highest Defense and Weight of any vocation in the game, making them the quintessential front-liner.
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| style="height:280px; vertical-align:top;" rowspan="2" |[[File:dqx_armamentalist.png|105px]]
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The Armamentalist is one of the six advanced vocations from Version 1. They can use Swords, Bows, Wands, Staves, and Shields. While their stats are generally middling, their vocation skill tree, Fource, more than makes up for this by allowing the armamentalist to imbue their own and allies’ attacks with various elements and provide various support.
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The Ranger is one of the six advanced vocations from Version 1. They have access to Bows, Claws, Boomerangs, Axes, and Shields. Their main objective is to protect the party from breath-based attacks, and also help with a variety of supporting spells to heal or revive members from your party and deal damage with unique wolf-summoning skills.
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| style="height:280px; vertical-align:top;" rowspan="2" |[[File:dqx_sage.png|85px]]
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The Sage is one of the six advanced vocations from Version 1. They can use Fans, Staves, Bows, and Shields. Being a hybrid damage and support vocation, they have access to several dark and light element spells, as well as spells for healing and reviving allies.
"The path to wisdom lies in loving the flowers at your feet with the knowledge that encompasses the truth of the universe."<br><br>
Sages primarily use two-handed staves or fans. Their intelligence also makes them adept at ranged attacks with a bow or a boomerang.
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Superstars are a unique class that fills mostly a support role, and one of the six advanced vocations from Version 1. They can use Whips, Wands, Fans, Scythes, and Shields. They can charm, enthrall, and dazzle enemies with ease, and can even increase the amount of experience and Gold that enemies give.
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The Monster Master is one of the two advanced vocations added in Version 2, and also one of the two vocations capable of scouting monsters. They can use Whips, Claws, Greatswords, and Axes. They have the ability to scout organic monsters such as Slimes or Teeny Sanguinis to become permanent party members.
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The Item Master is one of the two advanced vocations added in Version 2, and also one of the two vocations capable of scouting monsters. They can use Boomerangs, Hammers, Spears, Bows, and Shields. They have the ability to scout inorganic monsters such as Golems or Bambooligans to become permanent party members, and have unique skills to increase the effectiveness of consumable items.
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The Dancer is one of the two advanced vocations added in Version 3. They can dual wield Fans, Daggers, and Wands. Dancers excel in their unique dancing and singing skills, which can buff allies with a variety of positive effects as well as hinder their enemies.
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The Fortune Teller us one of the two advanced vocations added in Version 3. They can use Swords, Bows, Rods, Whips, and Shields. One of the most unique vocations—if not the most unique—they can assemble a deck of special Tarot cards, each with a variety of different effects. Fortune Tellers can fill a variety of roles based on the Tarot cards they choose.
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The Druid is one of the two advanced vocations added in Version 4. They can use Fans, Wands, Staves, and Shields. Druids use a variety of nature-themed skills while having the unique ability to summon one of several spirits to aid in battle, each with their own role they can fulfill.
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Gadabouts are one of the two advanced vocations added in Version 4. They can use Swords, Daggers, Hammers, Boomerangs, and Shields. Being a literal jokester vocation, they have some very odd skills that you'll just have to experience for yourself!
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The Death Master is one of the two advanced vocations added in Version 5. They can use Scythes, Daggers, Bows, Axes, and Shields. A Death Master's unique abilities are powered by the deaths of both allies and enemies, and can summon ghostly spirits to aid them in battle.
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The Demon Swordsman is one of the two advanced vocations added in Version 5. They can use Swords, Greatswords, Daggers, Scythes, and Shields. Demon Swordsmen are one of the most powerful melee vocations, able to deal tons of darkness-attribute damage with ease.
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| style="width:42%; height:10%;" |<span style="font-variant:small-caps; vertical-align:top;"><big>'''[[Pirate]]'''</big></span>
| style="width:42%; height:10%;" |<span style="font-variant:small-caps; vertical-align:top;"><big>'''[[Guardian]]'''</big></span>
| style="height:280px; vertical-align:top;" rowspan="2" |[[File:dqx_guardian.png|200px]]
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The Pirate is the first advanced vocation added in Version 6. They can use Boomerangs, Axes, Bows, Daggers, and Shields. Their unique gun skills can inflict lots of damage and deal status effects, and they can also summon cannons to the battlefield to assault enemies.
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The Guardian is the second vocation added in Version 6, and the first "Master Class" added to Dragon Quest X. They can use Swords, Greatswords, Spears, and Shields. They will require both Warrior and Paladin at a specific level to unlock. As their name implies, their strength lies in defending allies, using the power of light to defeat their opponents.
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