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Vocations: Difference between revisions

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The Warrior is one of the six starting vocations. They can use Swords, Greatswords, Axes, Fisticuffs and Shields. With their high HP, Defense 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 vocation 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 Defense.
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The Priest is one of the six starting vocations. 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 vocation who can heal and revive their allies, and can use defensive buffs like Kabuff and DedazzleInsulatle. Their vocation 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 vocation that, in all likelihood, will never attack.
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The Mage is one of the six starting vocations. 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 vocation 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 unique spells when they put Skill Points into Daggers, which poison enemies to greatmassive effectdamage.
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The Martial Artist is one of the six starting vocations. They can use Claws, Staves, SpearsRods, and FisticuffsSpears. They have very high Strength and Agility, making them fast and powerfulmake yetuse fragileof attackers. Their vocation skill treetension, Focus,making increasesthem Strength, Agility, HPfast and Deftness,powerful—yet whilst also granting various abilities that allow one to increase their own Tension. 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 tensionfragile—attackers.
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The Thief is one of the six starting vocations. They can use Daggers, Whips, Claws, Hammers, Fisticuffs 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. Their vocation skill tree, Acquisitiveness, increases Deftness and Agility. It also grants the player access to skills relating to placing traps in battle and getting loot, either by stealing from enemies or by locating shining spots and treasure chest on the map. Since this vocation excels at disrupting & disabling monsters, buffing the party, and stealing from enemies with Half Inch, weapon type is truly player preference.
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The Minstrel is one of the six starting vocations. They can use Fans, ClubsRods, Daggers, Boomerangs, Fisticuffs and Shields. Minstrels have a decent spread of stats, but their main power comes from their abilitiesskills. Between Hustle Dance, Sobering Slap and BattleRhythm Beat'n' Bruise, Minstrels are incredibly versatile supports with great healing, buffing and anti-statusailment power. Fans are the best choice for them, as Wind Slash Dance allows them to greatly buff Attack Power and Magical Might for all allies from the start of the battle. With Tap Dance and Flower Power, a Fan Minstrel can avoid a majority of incoming attacks, making their flimsier HP and Defence less important.
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Gladiators,The basedBattlemaster in the Coliseum of Luckland, areis one of the six advanced vocations from Version 1. They can dual-wield Swords and Hammers, or use Greatswords or Fisticuffs. With their sky-high Strength, Gladiators are one of the current monarchs of the melee world. This comes at the cost of their Defense, making them most like the Martial Artist. Their vocation skill tree, Guts, gives them some of the most powerful attacks in the game, as well as boosts to Deftness and Agility and a couple skills relating to tension and attack power.
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Paladins, based in Gartlant Castle, are one of the six advanced vocations from Version 1. They can use Spears, Swords, Hammers, Wands, Fisticuffs and Shields. They have the highest DefenceDefense and Weight of any vocation in the game, making them the quintessential tankfront-liner. Their vocation tree, Virtue, gives them access to various defensive abilities, as well as increasing their Defence, HP and Magical Mending. They can access some healing spells, but this should really be left to dedicated supports. Thanks to Miracle Slash and Phoenix, which allow a Paladin to heal themselves whilst dealing damage, Swords are the best option for them. While Spears have the higher damage ceiling, the inability to use a shield with it seriously hampers them.
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Armamentalists,The basedArmamentalist in Verinard Castle, areis one of the six advanced vocations from Version 1. They can use Swords, Bows, Wands, Heavy WandsStaves, Fisticuffs and Shields. While their stats are generally middling, their vocation skill tree, Fource, more than makes up for this. Fourceby allowsallowing the armamentalist to imbue their own and allies’ attacks with various elements. This, alongside their ability to share MP, makes Armamentalists great supports. Since they serve as MP batteries for their party in long endurance fights, Armamentalists should use Bows so that they can both deal decent damage when they’ve finished buffing and absorbprovide MPvarious via Hallowed Arrowsupport.
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Rangers,The areRanger a unique nature-themed support vocation,is one of the six advanced vocations from Version 1. They have access to Bows, BoomerangsClaws, AxeBoomerangs, ShieldsAxes, and unique skills for ClawsShields. 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, inand thedeal offensive side they have ranged attacksdamage with their unique "wolf-summoning" skills perfect to hit your opponents from far away with multi-hit attacks, with the damage being based on your Deftness stat ignoring the enemy's defense.
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SagesThe areSage a hybrid damage and support vocation, andis one of the six advanced vocations from Version 1. They can use Fans, Heavy WandsStaves, Bows, Fisticuffs, and Shields. TheyBeing 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. They also possess unique rain-based healing skills, that will automatically heal a portion of damage taken. Their unique tree, Smarts, boosts Magical Mending, Magical Might, and Maximum MP.
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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, Sickles, ShieldsScythes, and FisticuffsShields. They can charm, enthrall, and dazzle enemies with ease, and can even increase the amount of experience and Gold that enemies give. Their unique skills, such as hiring a bodyguard to protect them from damage, cost Gold to perform instead of MP, so be mindful when using them. Their unique tree, Je Ne Sais Quoi, gives a boost to Charm, Agility, and Magical Might.
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The Monster MastersMaster areis 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, Axes, Fisticuffs, and have a unique Whip treeAxes. They have the ability to scout organic monsters such as Slimes or Teeny Sanguinis to become permanent party members. They can also make rarified monsters appear more often, and even call more monsters into battle, which is useful for farming or completing subjugation quests. Even with the ability to scout monsters as companions, they are in no way reliant on them, as they can deal quite respectable damage with Whips or Claws. Their unique tree, Monster Master, boosts Resilience, Strength, HP, and MP.
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The Item MastersMaster areis 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, Shields, and FisticuffsShields. They have the ability to scout inorganic monsters such as Golems or Bambooligans to become permanent party members., Item Masters alsoand have unique skills that interact with consumable items that canto increase their range to affect multiple party members and even double their effects. They also have magic circles they can place on the groundeffectiveness thatof canconsumable buff and heal allies. While not as damage oriented as Monster Masters, they are still an excellent support vocation. Their unique tree, Item Master, boosts HP, MP, Agility, and Deftnessitems.
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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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