Learn about the Armamentalist, Gladiator, Luminary, Monster Masher, and Paladin vocations in dragon quest vii, including their prerequisites and abilities.
Armamentalist Class
Mastery Bonus: MP +20
The Armamentalist is an adept that combines the abilities of the Warrior and Mage, almost becoming a magic knight. They have great support skills in Kabuff, Oomph and Insulatle, all of which they learn by level 4. The latter half of the skills they learn are mostly attack-oriented, such as Zap, a stronger version of Lightning (costs 6 MP, though). They also learn Flame/Lightning/Kacrackle Slash, covering all of the elements, plus Miracle Slash (the final skill) heals the character based on the portion of the damage inflicted.
- HP -10%
- MP +10%
- Strength +15%
- Agility -10%
- Resilience -15%
- Wisdom 0%
- Style 0%
| Rank/Title | Spell/Ability | Battles (Total) |
| (1) Firestarter | Bounce, Midheal | 0 (0) |
| (2) Powerbearer | Swoosh, Flame Slash | 10 (10) |
| (3) Stormbringer | Kabuff, Insulatle | 10 (20) |
| (4) Spellbinder | Oomph, Lightning Slash | 12 (32) |
| (5) Frostburner | Zap, Kacrackle Slash | 24 (56) |
| (6) Novablaster | Kasnooze, Bazoom | 30 (86) |
| (7) Earthshaker | Kafrizzle, Kasizzle | 37 (123) |
| (8) Forcewielder | Miracle Slash | 50 (173) |
Gladiator Class
Mastery Bonus: STR +15
The Gladiator is an evolution of the basic physical classes, with a passive that increases the frequency of their critical hits. Gritty Ditty is similar to Kabuff, and Multislice is similar to Roundhouse Kick. Helm Splitter is a great skill, as not only does it deal damage, it can also reduce an enemy’s defense (0 MP). Falcon Slash, for 2 MP, hits an enemy twice, with each hit dealing 75% damage of a normal attack. Metal Slash is great when farming Metal Slimes, as it’s guaranteed damage. Lastly, Multifists will hit randomly four times at 50% power each for 2 MP, which can be great for bosses, as all four hits will connect.
- HP +20%
- MP -40%
- Strength +15%
- Agility +10%
- Resilience +10%
- Wisdom -20%
- Style 0%
| Rank/Title | Spell/Ability | Battles (Total) |
| (1) Flyweight | Gust Slash | 0 (0) |
| (2) Featherweight | Undead Undoer, Mean Sweep | 12 (12) |
| (3) Lightweight | Gritty Ditty, Double-Edged Slash | 16 (28) |
| (4) Welterweight | Toxic Dagger, Helm Splitter | 20 (48) |
| (5) Middleweight | Weird Whacker, Klepto Clobber | 24 (72) |
| (6) Cruiserweight | Falcon Slash, Metal Slash | 24 (96) |
| (7) Heavyweight | Multislice | 24 (120) |
| (8) Undisputed Champion | Multifists | 50 (170) |
Luminary Class
Mastery Bonus: Style +20
Luminary’s passive will make it so you might stun/charm enemies in battle, making them lose a turn. Spooky Aura will help lower an enemy groups resistance to ailments and spell damage, while Cursed Verse is similar to Kasap. Focus Pocus’ description is a bit misleading, as it restores some MP every turn for a set number of turns, but it’s self only and doesn’t carry over to other classes. Hustle Dance is a weaker Multiheal, but still a nice skill, since it doesn’t cost any MP. Pyre o’ Fire sounds like a great ability and it can cause some serious damage, it has a 1/3 chance of failing. Lastly, Song of Salvation takes two turns to attempt to revive all characters back to full health.
- HP -20%
- MP -10%
- Strength -20%
- Agility -10%
- Resilience -10%
- Wisdom 0%
- Style +15%
| Rank/Title | Spell/Ability | Battles (Total) |
| (1) Wannabe | Dazzleflash | 0 (0) |
| (2) Drama Student | Kaclang, Tap Dance | 8 (8) |
| (3) Debutante | Spooky Aura, Harvest Moon | 12 (20) |
| (4) Fresh Face | Focus Pocus | 12 (32) |
| (5) Supporting Role | Cursed Verse, Gritty Ditty | 20 (52) |
| (6) Headliner | Hustle Dance | 28 (80) |
| (7) Award Winner | Kerplunk Dance, Pyre o’ Fire | 32 (112) |
| (8) Stage Legend | Song of Salvation | 40 (152) |
Monster Masher Class
Mastery Bonus: Resilience +15
The Monster Masher has a specialized role, but it does have more uses out of it than just that. Its passive allows it to have a greater chance to tame a monster after battle, which can be used for creating Traveller’s Tablets at Monster Meadows. That’s where Animal Magnetism comes into play, in addition to the passive, which can be used up to five times on a monster that basically makes it so it’s 100% recruitable (with some exceptions). Outside of that, the Monster Masher has access to a lot of breath attacks, all of which use 0 MP. Scorch, the last skill, can even do upwards of 150+ damage to all enemies.
- HP -5%
- MP -5%
- Strength 0%
- Agility +10%
- Resilience 0%
- Wisdom +20%
- Style +5%
| Rank/Title | Spell/Ability | Battles (Total) |
| (1) Slime Stalker | Poison Breath, Animal Magnetism | 0 (0) |
| (2) Animal Assailer | Kabuff, Sweet Breath | 14 (14) |
| (3) Zombie Zapper | Insulatle, Fire Breath, Cool Breath | 12 (26) |
| (4) Metal Mauler | Magic Barrier, Burning Breath | 20 (46) |
| (5) Demon Defeater | Kasap, Flame Breath | 20 (66) |
| (6) Troll Trouncer | Puff!, Venom Mist | 12 (78) |
| (7) Dragon Defeater | Inferno, Chilly Breath | 25 (103) |
| (8) Master Masher | Scorch | 40 (143) |
Paladin Class
Mastery Bonus: HP +20
The Paladin is a cross between a knight and a healer, having access to some skills that make it tank hits for other party members, as well as healing skills. Multiheal is a great healing skill for bosses later on in the game.
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