Published Feb 3, 2026, 1:14 PM EST
Murillo Zerbinatto is a contributor from Brazil. He's an RPG enthusiast (with a focus on JRPGs) who has been around the world of games and content creation for more than five years now. He has a particular love for Final Fantasy and has absorbed all the content this long-running series offers, including its obscure spinoffs such as Dimension I & II, Explorers, and My Life as a King. While playing RPGs is already a time-sinking endeavor, Murillo doubles down by being a platinum hunter as well.
Many Dragon Quest entries feature a Vocation system, which is the equivalent of classes within Yuji Horii's universe. Dragon Quest III was the first title to introduce this mechanic, and its HD-2D remake recently revisited it, even adding a brand-new Vocation never seen before.
The classic Dragon Quest VII also featured Vocations, which gained experience independently of a party member's level and taught new skills at every rank up. Dragon Quest VII Reimagined hasn't just brought these Vocations back, it has also optimized them and even introduced a new mechanic called Moonlight, which allows a character to possess two Vocations at the same time.
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Although I feel the game takes a bit too long to unlock Vocations - it took me about 15 hours - once you do, it's pure joy. In the beginning, you will only have access to the beginner tiers, but once you master those, you gain access to intermediary and, eventually, advanced roles.
This guide will show you the prerequisites to unlock every Vocation in Dragon Quest VII Reimagined so you can optimize the process if you want to create a balanced party to save every isle in the world.
Starting Vocations
Dragon Quest VII Reimagined gave a bit more depth to the starting vocations. Now, you can track the exact rank of each one and see which abilities they learn upon ranking up.
The initial ones also feature a Perk, a new mechanic added in the remake that functions like a Limit Break tied to your current Vocation. I will include all the starting Vocations here as well, even though you will likely have mastered them way before you reach Alltrades Abbey and acquire new Vocations.
|
Fledgling Fisherman |
Ocean’s Devotion - Each ally will neutralize the next attack that targes them. |
Heal Buff Aqua Slash Hornpipe Squelch Oomphle Coral Grief Lifeboat |
|
Mini Mayoress |
Shrewd Operator - See through enemy resistances, making elemental attacks more effective. |
Frizz Dazzle Crack Sizz Bang Heal Fuddle Kerfrizz |
|
Heir Apparent |
Royal Flush - Reduces defence while significantly increasing attack power and critical hit chance. |
Flame Slash Focus Strength Mens Sana Lightning Slash Helm Splitter Multislash Cutting Edge |
|
Wolf Boy |
Born to be Wild - Causes the user to perform two arbitrary actions per turn, before tiring and falling asleep. |
Aooo! Chomp Sic ‘Em Nap Call of the Wild |
|
Destiny’s Dancer |
Perfect Lockstep - Allows a portion of the user’s positive status effects to be passed on to a neighbouring ally. |
Charm-Cha-Cha Dodgy Dance Kiss Me Deadly Decoy Dance Battle Dance Soothing Song Muscle Dance Pink Pirouette M-Pathy Fuddle Dance Death Dance Kerplunk Dance |
|
Chevalier |
True Chivalry - Provides cover for the ally with the lowest HP and then delivers a counter-attack. |
Focus Strength Underpants Dance Blockenspiel Poof Attack Attacker Metal Slash Multislash Undead Undoer Dragon Slash A Cut Above Block & Counter |
Beginner Vocations
All Beginner Vocations will be available as soon as you arrive at the Abbey and unlock the Vocation system. It is through the combination of two or more of these starting roles that you will eventually unlock the Intermediary ones.
|
Warrior |
Art of Chivalry - Provides cover for the ally with the lowest HP and then delivers a counter-attack. |
Focus Strength Blockenspiel Attack Attacker Metal Slash Multislash Undead Undoer Dragon Slash A Cut Above |
|
Martial Artist |
Critical Stance - Adopt a supremely powerful pose which ensures a critical hit. |
Clap Trap Leg Sweep Mens Sana Flying Knee Back Atcha Roundhouse Kick Focus Pocus Knuckle Sandwich |
|
Mage |
Mage’s Rage - Guarantees that all of the user’s spells will land critical hits for a few turns. |
Frizz Snooze Dazzle Bang Frizzle Sap Sizzle Kasap Drain Magic Blunt Boom Channel Anger Kafrizz |
|
Priest |
Born Again - Restores all allies’ HP, removes any status ailments and revives any unconscious allies with a 100% success rate. |
Heal Squelch Woosh Buff Midheal Fizzle Crackle Swoosh Multiheal Benediction Zing Whack Grace of the Goddess |
|
Dancer |
Tender Twostep - Allows a portion of the user’s positive status effects to be passed on to a neighbouring ally. |
Charm-Cha-Cha Dodge Dance Kiss Me Deadly Decoy Dance Battle Dance M-Pathy Muscle Dance Fuddle Dance Pink Pirouette |
|
Thief |
Repeat Offender - Allows another action to be performed every time a status ailment is inflicted on an enemy. |
Toxic Dagger Klepto Clobber Crag Victimiser Kacrag Knumbing Knife Persecutter Craggle Assassin’s Stab |
|
Troubadour |
Encore - A potent performance that temporarily reduces all allies’ MP costs to 0. |
Accelerate Soothing Song Hymn of Air Starburst Throw Hymn of Light Aria of Awakening Hymn of Fire Hymn of Ice Divine Intervention Acceleratle Angel Song |
|
Sailor |
Gritty Ditty - Significantly increases all allies’ attack power and agility. |
Mean Sweep Tingle Body Slam Coral Grief Helm Splitter Stomp Kamikazee Lightning |
|
Shepherd |
Woolly Bullies - Summons a flock of sheep that will merrily join in with the user’s attacks. |
Slumber Rumbaa Heal Ram Raid Reheal Woolly Blanket Remidheal Defuddle Nap Counting Sheep Remoreheal Lambpede |
|
Jester |
Play the Fool - Prat about to deftly dodge attacks from enemies who will also be easier to provoke into fits of laughter. |
Hip Drop Pratfall Sobering Slap Decelerate One-Liner Mighty Martyr Deceleratle Joke’s On You Rib-Tickler Weird Whacker |
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We now arrive at the Intermediary Vocations, which come with specific conditions for unlocking. In short, you need to master a specific combination of Beginner Vocations to access these.
|
Gladiator |
Flashback - Abandons all attempts at defence in order to dramatically increase the power of physical attacks. |
Blind Man’s Biff Mercurial Slash Cutting Edge Falcon Slash Double-Edged Slash Boulder Toss Punch in a Pinch Unbridled Blade |
Master Warrior and Martial Artist |
|
Armamentalist |
Elementary - Makes use of a mastery of the elements to significantly increase elemental attack power and elemental resistance. |
Flame Slash Gust Slash Kasizz Oomph Miracle Slash Magic Barrier Double Jeopardy Kacrack Bounce Flamesplitter Kasizzle Crushed Ice |
Master Warrior and Mage |
|
Sage |
Twocus Pocus - Allows spells that are cast to also unleash echoes of themselves. |
Squelch Insulatle Midheal Kaswoosh Moreheal Kabuff Kazing Thwack Kaboom Fullheal Caster Sugar Kaswooshle Magic Burst |
Master Mage and Priest |
|
Luminary |
Showtime! - Makes it easier for all allies besides the user to get worked up. |
Grand Stand Harvest Moon Pass the Torch Snap, Crackle, Poof Oomph Hustle Dance Have a Ball Gold Rush Miracle Moon |
Master Dancer, Troubadour and Jester |
|
Pirate |
Deck the Swabs - Boosts attack power and defence with every attack that is unleashed and also restores HP to boot. |
Power Throw Hatchet Man Twister Fists Scrap Mettle Maelstrom Axes of Evil Blast It All Parallax |
Master Thief and Sailor |
|
Paladin |
Knight Watch - Adopts a knightly stance that reduces damage taken while increasing the likelihood of blocking attacks to its absolute maximum. |
Kabuff Wind Sickles Midheal Squelch Forbearance Immense Defence Miracle Shield Thin Air Multiheal Zing Defending Champion Kerplunk Pearly Gates |
Master Monk and Priest |
|
Monster Master |
Positive Reinforcement - Makes it more likely that a powerful monster will answer the call when performing a summon. |
Summon Slime Animal Magnetism Zam Dazzle Summon Zombie Zammle Sow Chaos Summon Beast Kazam Summon Dragon |
Master Thief and Shepherd |
Advanced Vocations
There are only three Advanced Vocations in Dragon Quest VII Reimagined, and as you might imagine, they are all very much worth the effort. It takes a while to unlock them, even if you are focused solely on that goal. This is actually a good thing, as it gives you a clear objective while you invest hours upon hours rescuing islands.
Pay close attention to the wording for the Hero unlocking conditions. Don't be a dum-dum like me and think you need to master all six previous vocations. You only need to master three out of the following: Gladiator, Paladin, Sage, Luminary, Armamentalist, or Monster Masher.
|
Champion |
Divide - Creates a pair of doppelgangers of the user, ensuring that the next attacking ability hits with three times the manpower! |
Hand of God Breezeblocker Brightsplitter Multifists Counter Wait Fatal Flash Big Banga Blade of Ultimate Power |
Master Gladiator and Paladin |
|
Druid |
That Special Summon - Summons a powerful spirit at the start of each turn for the next four turns. |
Pyre o’ Fire Magma Blast Lightning Storm Kafrizzle Sage’s Breath Kacrackle Omniheal Kaboomle Frizz Cracker |
Master two of these Vocations: Sage, Luminary or Pirate |
|
Hero |
Mark of the Hero - Allows the user to perform special abilities that are off-limits to anyone but true heroes. |
Kaclang Kabuff Zap Poof Gigaslash Multiheal Sword Dance Kazing Kazap Disruptive Wave Gigagash |
Master three of these Vocations: Gladiator, Paladin, Armamentalist, Sage, Luminary, Pirate or Monster Master |
What are the Best Vocations in Dragon Quest VII Reimagined?
The remake also brought a symbolic change to the Vocation system. In the original game, characters kept every skill learned from Beginner Vocations, while Intermediary and Advanced skills were only usable if that specific class was equipped.
In this remake, you don't keep the abilities of any Vocation once you change it. To compensate, we have the new Moonlight feature, which lets a character assume two Vocations simultaneously to expand their customization potential.
Monster Vocations have also been removed in Dragon Quest VII Reimagined, with Monster Hearts being converted into rewards for hunting Vicious Monsters.
So, what are the best Vocations and combinations in Dragon Quest VII Reimagined? In my experience, it depends heavily on your party composition and several other factors. I generally like to build a group where two characters are aggressively offensive and the other two act as support to keep everyone buffed or healed.
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As you can see from the image above, I kept many of my characters in the Hero Vocation because, besides having heavy-hitting skills like Gigagash, it also possesses Multiheal and Kazing, making it a top-tier support role. There is nothing more frustrating than a Zing failing at the worst possible moment.
In terms of Moonlight, I preferred choosing Vocations whose Perks made the most sense for the situation. I know it looks weird to see the protagonist as a Fledgling Fisherman, but its Vocational Perk is extremely useful against certain boss battles since it protects all party members from an attack.
Maribel was a Druid, which has the best spells in the game, Moonlighting as a Mage, because the Mage's Perk guarantees spells' critical hits. Since she was equipped with the Clawcerer Heart, which makes critical spells 50% more effective, once Maribel got worked up, every spell smelled like a victory.
Ultimately, speaking as someone who killed every superboss but didn't explore every single build, I feel the Advanced Vocations are the easiest to build around. They naturally possess the strongest abilities in the game, yet you can still take advantage of Perks from earlier Vocations to maximize your combos.
Released February 5, 2026
ESRB Everyone 10+ / Comic Mischief, Fantasy Violence, Mild Blood, Mild Language, Mild Suggestive Themes, Use of Alcohol
Publisher(s) Square Enix
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