Armamentalist

From Dragon Quest Wiki
Jump to navigation Jump to search

The Armamentalist (formerly 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 to master both the Warrior and Mage vocations to become a Armamentalist. They are the only advanced vocation to feature no additional traits or special effects.

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 Flame Slash 12 One Enemy Attack will cause fire damage 0
3 Scout Lightning Slash 24 One Enemy Attack will cause electric damage 0
4 Battler Oomph 50 One Ally Physical damage is doubled for a couple of turns 6
5 Enchanter Kacrackle Slash 80 One Enemy Attack will cause ice damage 0
6 Blade Mage Bazoom 130 One Enemy Removes one enemy from battle 8
7 Conqueror Kasizzle 170 One Group Causes ~100HP in flame damage 10
8 Faust Kafrizzle 220 One Enemy Causes ~190 in fire damage 10

Dragon Quest IX

An armamentalist is a powerful proponent 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, Funeral Fource, etc) that allow the Armamentalist to imbue other party members with elemental attributes, raising their elemental 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 Alltrades Abbey.

Fource

Accolade Required points Name Effects
Pyro Private 4 Fire Fource Adds fire element to target
Corporeal Corporal 10 Strength +10 Increases attack
Snow Sergent 16 Frost Fource Adds ice element to attack
Lofty Lieutenant 22 Resilience +20 Increases resilience
Cloudburst Captain 32 Gale Fource Adds wind and lightning elements to target
Magisterial Major 42 Charm +10 Increases charm
Crepuscular Colonel 55 Funereal Fource Adds earth and darkness elements to target
Boreal Brigadier 68 Magical Might +30 Increases spell accuracy
Geo General 82 Life Fource Adds Light element to attack
Star Marshal 100 Maximum HP +30 Increases max 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.