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DQIX - Serena

Armamentalist, also known as Magic Knight, is a vocational class in the Dragon Quest game series.

Dragon Quest VI

The Magic Knight gains strong spells and skills at the expense of most stats. A character needs skills from both the Soldier and Wizard sets to become a Magic Knight.

Stat Changes

Statistics Change
Battles to Master 239
Strength +5%
Agility -10%
Defence -15%
Max HP -10%
Max MP +10%


Abilities

Level Title Learns Battles Needed Target Info MP
1 Blaze Fighter Flame Slash One Enemy Attacks enemy with fire slash
2 Bikiller Oomph One ally Increases attack power of an ally 6
3 Zap Killer Electric Slash One Enemy Attacks enemy with lightning slash
4 Super Killer Reflect Party Casts Bounce on whole party 4
5 Blizzarder Ice Slash One Enemy Attacks enemy with icy slash
6 Expeller Limbo One enemy Removes an enemy from battle 8
7 Magma Sword Magma ??? Attacks multiple enemies
8 Fource Road Kafrizzle One enemy Really burns an enemy 10


Dragon Quest VII

For the PSX version, see Ranger.

In the Nintendo 3DS version of Dragon Quest VII, the Armamentalist is an intermediate vocational class. A character must master the Warrior and Mage classes to become an Armamentalist.

Stat Changes

Statistics Change
Battles to Master 173
Strength +5%
Agility -10%
Guard -15%
Intelligence Null
Appearance Null
Max HP -10%
Max MP +10%
Mastery Bonus +20 Bonus to MP


Abilities

Level Title Learns Battles Needed
1 Firestarter Bounce, Midheal 1
2 Powerbearer Swoosh, Flameslash 10
3 Stormbringer Kabuff, Insulate 20
4 Spellbinder Oomph, Lightning Slash 42
5 Frostburner Zap, Kacrackle Slash 66
6 Novablaster Kasnooze, Bazoom 96
7 Earthshaker Kafrizzle, Kasizzle 123
8 Forcewielder Miracle Slash 173


Dragon Quest IX

DQIX - Armamentalist

Armamentalist is an advanced vocation in IX, and is similar to both the mage and warrior. Their essential function is to buff the team and debuff the enemy. An armamentalist can wield Staff wands, DQ9BowIcon bows, Sword swords and shields, while also weakening enemies with a variety of status effects (they only learn two buffs). However, none of their spells deal direct damage to foes (as is the case with the mage, sage and priest), and they aren't very good at directly damaging enemies along with having subpar defenses. One of their main selling points is the snazzy class outfits they receive. They have more MP than both the Warrior and Gladiator combined and are also faster than both, meaning if you want to play a (somewhat) physically strong class with enough MP to put out a lot of spells and abilities, the armamentalist is a great choice. With the proper skill sets learned from other jobs they become great all rounders, although this applies to most classes. Their Coup-de-Grace is "Voice of Experience," which increases the EXP payout after battle by a random multiplier (x1.1 - x1.9), which actually is among the better, if not best Coup-de-Graces in the game.

The Armamentalist's class-unique skill is the Fource. The Fource skill tree provides bonuses to health, defense, strength, and attack. You will also unlock different elemental Fources, (e.g., Fire Fource) that the Armamentalist can imbue themselves or other party members with, raising their attack and defense as well as allowing them to deal damage based on the corresponding element of the used Fource, which is very helpful for dealing with legacy bosses. Multiple can be used on a character at a time, and if the level 40 Class Quest for the Armamentalist is completed, the player receives an item that allows all party members to gain the effects of a selected Fource.

Unlockable by completing the following quest:

Quest #109 - "Elementary Training"
Location Alltrades Abbey
Available at After defeating Master of Nu'Un
Requested by Windy
Response to Windy
Requirement Defeating 2 Metal slime by a mage casted Wizard Ward
Reward Armamentalist class become available.
Detail Windy at Alltrades Abbey says you must use the Fource of Mother Nature if you want to join the great fellowship of armamentalists. He wants you to erect a Wizard Ward before defeating two metal slimes in battle.
Hint for solution Equip your mage party member with Poison needle, and weaken the slime with a Metal Slash, a sword skill, after you have casted Wizard Ward.


Fource

Required points MP Name Effects
4 4 Fire Fource Adds fire element to target (self or ally).
10 Natural Strength +10 Permanently adds 10 to strength.
16 4 Frost Fource Adds ice element to target (self or ally).
22 Natural Resilience +20 Permanently adds 20 to defence.
32 4 Gale Fource Adds wind and lightning elements to target (self or ally).
42 Natural Charm +10 Permanently adds 10 to Charm.
55 4 Funereal Fource Adds earth and darkness elements to target (self or ally).
68 Natural Magical Might +30 Permanently adds 30 to Mag. Might.
82 4 Life Fource Adds light element to target (self or ally).
100 Natural Max. HP +30 Permanently adds 30 HP to 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.


Dragon Quest X

Trivia

  • Functionally the Armamentalist is identical to the Red Mage Job Class from the Final Fantasy series, being able to equip swords and shields and use magic at the cost of below average stats. The artwork of the male Armamentalist even wears an outfit near identical to the standard Red Mage outfit. You also need a quest in order to unlock the the Armamentalist.
  • The slick fencing coats of Armamentalists as well as the rapiers seen in the official artwork resemble the classic equipment of 17th and 18th century musketeers, which likely contributes a lot to their popularity as a class.
  • The name Armamentalist is a play on the words armament, meaning weapon or armor, and mentalist, describing a stage magician of some kind whose common performances include telepathy, mind-control or psychokinesis. It also sounds like the word elemental, referencing their use of the elements in their magic.

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