The Sailor (船乗り, Funanori ), previously localized as Mariner , is a vocation that is exclusive to the game Dragon Quest VII: Fragments of the Forgotten Past .
This article is about the monster talent also called mariner. For other uses, see
Mariner (Talent) .
A seasoned seafarer whose abilities come into their own in watery surroundings. --Description from Dragon Quest VII
Description
The sailor is an experienced and hardy warrior of the sea. They will learn some travel spells that will be useful on the high seas such as Swoosh to propel ships on their own, Eye for Distance to spot any land, and Net Loss to haul in a big catch. In battle, the sailor can utilize learn sea-based techniques. They will also be resistant to sea-based skills like Tsunami. After mastering this class, the Sailor can become a Pirate , provided that they have also mastered the Thief class.
Appearances
Stat Changes
Statistics
Change
Battles to Master
135 (PS1)/83 (3DS)
Strength
Null
Agility
+5%
Resilience
+10%
Wisdom
-10%
Style
Null
Max HP
+15%
Max MP
-20%
Rank
Resistance Rate
1
100%
2
100%
3
100%
4
100%
5
100%
6
100%
7
205/256
8
205/256
PSX Abilities
Level
Title
Learns
Battles Needed
Target
Info
MP
1
Beginner
Nothing
0
2
Novice
Fishnet
14
One Enemy
If successful, prevents enemy from acting the next turn
0
3
Deckhand
Ramming
25
One Enemy
Reduces user and enemy to 20% HP if successful
0
4
Seafarer
EagleEye
43
Field
When cast, finds the nearest town
0
5
Navigator
nothing
60
6
Helmsman
NumbOff
75
All Allies
When cast, removes paralysis from allies
2
7
Captain
Infermore
95
One Group
Causes 25~55 HP in Wind Damage
4
8
Admiral
Tsunami
135
All Enemies
If successful, causes 30~40 HP in Wind Damage
0
3DS Abilities
Level
Title
Learns
Battles Needed
Target
Info
MP
1
Swabbie
Net Loss
1
One Enemy
Snares an enemy in a fisherman's net, making them miss a turn.
0
2
Cabin Boy
Body Slam
5
One Enemy
A body blow that deals damage to both slammer and slamee.
0
3
Rigger
Tingle
7
All Allies
Cures all party members of paralysis, sleep and other ailments.
2
Hornpipe
One Group
A merry jig so infectious, it'll cause jiving enemies to miss a turn.
0
4
Mate
Mean Sweep
9
One Enemy
Adds insult to injury by knocking a damaged enemy off their feet.
0
5
Bosun
Zzz Shanty
10
One group
A sleep-inducing song that will set a group of enemies snoring.
0
6
First Mate
Stone's Throw
10
One Group
Hurls rocks at a single group of enemies.
0
7
Ship's Captain
Swoosh
12
One Group
A whirlwind that wallops a group of enemies.
4
8
Commodore
Lightning
30
All Enemies
Calls down lightning to strike all enemies.
0
Hybrid Abilities
Hybrid
Learns
Target
Info
MP
Bard
WaveSong
One Group
Causes one group to fall asleep
0
Priest
HolyAura
All Allies
Prevents allies from being damaged. However, they can't attack
10
Dancer
ShipDance
One Enemy
If successful, prevents one enemy from acting the next turn
0
Martial artist
BigTrip
One Enemy
Damages the enemy and prevents them from acting the next turn
0
Mage
Lightning
All Enemies
Causes ~40 HP in Electric Damage
0
Warrior
BirdSlash
One Enemy
Causes 25% percent extra damage to Floating enemies, regular damage to all others
0
Usefulness
The Sailor learns Tingle, which is somewhat useful when the player reaches Wetlock . Lightning is also useful for clearing small fry. However, if the player should want a Sailor, make sure to master the Thief class as well to unlock the much more useful Pirate vocation.