Armamentalist
The Armamentalist (or Magic Knight) is a class in the Dragon Quest series.
Dragon Quest VI
Armamentalists gain strong spells and skills at the expense of most stats. A character needs skills from both the Warrior and Mage sets to become a Armamentalist.
Stat Changes
| Statistics | Change |
| Battles to Master | 240 |
| Strength | +5% |
| Agility | -10% |
| Defence | -15% |
| Max HP | -10% |
| Max MP | +10% |
| Trait | N/A |
| Mastery Bonus | +20 Max MP |
Abilities
| Level | Title | Learns | Battles Needed | Target | Info | MP |
| 1 | Firestarter | Flame Slash | 1 | One enemy | Attacks enemy with fire slash | 0 |
| 2 | Powerbearer | Oomph | 15 | One ally | Doubles the attack power of a single party member. | 6 |
| 3 | Stormbringer | Lightning Slash | 35 | One enemy | Attacks enemy with lightning slash | 0 |
| 4 | Spellbinder | Bound | 65 | Self | Forms a protective barrier that reflects a single spell. | 4 |
| 5 | Frostburner | Kacrackle Slash | 100 | One enemy | An attack that channels the power of a terrible ice storm. | 0 |
| 6 | Novablaster | Bazoom | 140 | One enemy | Sends foes flying to a faraway location. | 8 |
| 7 | Earthscorcher | Magma Blast | 190 | All enemies | Scorches all enemies with a sudden eruption of lava. | 0 |
| 8 | Lightwielder | Kafrizzle | 240 | One enemy | Incinerates a single enemy with an enormous fireball. | 10 |
Dragon Quest VII
Due to a localization error, the Armamentalist was renamed to Ranger. Inaccurate name aside, it is still the reliable magic knight it was in VI, and requires the same prerequisites.
Stat Changes
| Statistics | Change |
| Battles to Master | 220 |
| Strength | +5 Percent |
| Agility | -10 Percent |
| Guard | -15 Percent |
| Intelligence | Null |
| Appearance | Null |
| Max HP | -10 Percent |
| Max MP | +10 Percent |
| Mastery Bonus | +20 Bonus to MP |
Abilities
| Level | Title | Learns | Battles Needed | Target | Info | MP |
| 1 | Bouncer | Bounce | 1 | Self | Causes all spells to reflect back to the caster for a couple of turns | 4 |
| 2 | Wanderer | Fire Slash | 12 | One Enemy | Attack will cause fire damage | 0 |
| 3 | Scout | Bolt Slash | 24 | One Enemy | Attack will cause electric damage | 0 |
| 4 | Battler | Twin Hits | 50 | One Ally | Physical damage is doubled for a couple of turns | 6 |
| 5 | Enchanter | Ice Slash | 80 | One Enemy | Attack will cause ice damage | 0 |
| 6 | Blade Mage | Disperse | 130 | One Enemy | Removes one enemy from battle (Works like Expel) | 8 |
| 7 | Conqueror | Fire Bolt | 170 | One Group | Causes ~100HP in flame damage | 10 |
| 8 | Faust | Blazemost | 220 | One Enemy | Causes ~190 in fire damage | 10 |
Dragon Quest IX
An armamentalist is a powerful proponents of the formidable Fource, they can can wield wands, bows and swords while also weakening enemies with a variety of status effects. However, they are not very good at directly damaging enemies and have subpar defenses. Their Coup-de-Grace is "Voice of Experience," which increases the EXP payout after battle by a random rate.
The Armamentalist's class-unique skill is Fource. The Fource skill tree provides many bonuses to health, defense, strength, and attack. You will also unlock different Fources, (i.e., Fire Fource) that the Armamentalist can imbue other party members with elemental attributes, raising their attack and defense as well as allowing them to deal damage based on the corresponding element of the used. Multiple fource's can be used on a character at the same time (or on all of the party if you finished the lvl 40 class quest and keep the rewarded scroll in the Armamentalist's inventory).
Unlock
Unlockable by completing the following quest quest 109 "Elementary Training" at Dragon Quest IX.
Fource
| SP | Ability | Function | MP |
|---|---|---|---|
| 4 | Fire Fource | Adds fire element to target | 4 |
| 10 | Natural strength +10 | Increase your attack | |
| 16 | Frost Fource | Add ice element to target | 4 |
| 22 | Natural resilience +20 | Increase your defense | |
| 32 | Gale Fource | Adds wind and lightning elements to target | 4 |
| 42 | Natural charm +10 | Increase your charm | |
| 55 | Funereal Fource | Adds earth and darkness elements to target | 4 |
| 68 | Natural magical might +30 | Increase magical damage | |
| 82 | Life Fource | Adds light element to target | 4 |
| 100 | Natural Max. HP +30 | Increase maximum HP |
Spells
| Name | Level | MP | Description |
|---|---|---|---|
| Dazzle | 2 | 5 | Envelops a group of enemies in illusions. |
| Sap | 5 | 4 | Reduces the defence of a single enemy. |
| Snooze | 8 | 3 | Puts a group of enemies to sleep. |
| Decelerate | 10 | 3 | Reduces the agility of a single enemy. |
| Acceleratle | 12 | 4 | Raises the agility of all party members. |
| Fizzle | 14 | 3 | Prevents a group of enemies from using magic. |
| Kasap | 16 | 8 | Reduces the defence of a group of enemies. |
| Fuddle | 20 | 5 | Sends a group of enemies into confusion. |
| Deceleratle | 24 | 5 | Reduces the agility of a group of enemies. |
| Kasnooze | 28 | 8 | Sends all enemies into a deep sleep. |
| Kafuddle | 31 | 10 | Sends all enemies into a state of confusion. |
| Oomph | 39 | 8 | Increases the attack of a single party member. |