One of the most interesting mechanics in Dragon Quest 3 Remake is the ability to change character vocations. Changing a character’s vocation is going to switch their role, changing the equipment that they are capable of using, halving their stats, and starting them back out at level one.
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However, they’re going to level faster than they did before, and they’re going to remember all of their old spells and abilities. This means you can essentially create vocation combinations, creating new roles that can do things no one role could have done before, and making party lineups that aren’t otherwise possible.
Unlock All Spells And Abilities First
Before you change your character’s vocation at the Alltrades Abbey, ensure that you’ve unlocked all the spells and abilities that you would like to have with that class.
Leveling up with your new vocation is going to unlock the spells and abilities for that new vocation, so if there’s a high-level spell or ability that you want with your original vocation, you’ll need to unlock it before you switch.
How To Make A Sage
This vocation change is the simplest but also possibly the most valuable. The Sage is the only class that you can’t play right from the start; to have a Sage, you either need to level up a Gadabout to level 20, or bring a Words of Wisdom book to the Alltrades Abbey.
The Sage is the best endgame magic-wielding vocation that there is, capable of using both Mage and Priest spells. Switching any character that wields magic into a Sage is going to be a good move because it’s going to make them more versatile.
Best Offensive Vocation Combinations
Onto the more creative-minded vocation changes to make, these two changes are focused on making a character capable of dealing heavier damage or damage in a wider variety of ways.
Martial Artist | Monster Wrangler
Changing a Martial Artist into a Monster Wrangler is going to create a character that can wield a much bigger variety of weapons compared to the Martial Artist, and give them some tremendous multi-target damage capabilities on top of the Martial Artist’s already strong single-target damage options.
Ability |
Vocation |
Description |
---|---|---|
Wind Sickles |
Martial Artist |
Wind Sickles is a fantastic ability that hits very regularly, and deals a significant amount of wind damage. Great single-target damage. |
Hawkeye Claw |
Martial Artist |
An almost guaranteed hit which is great for enemies that have a high chance to dodge attacks, like Metal Slimes. |
Boulder Toss |
Monster Wrangler |
This has a high MP cost so should be used sparingly, but it deals an incredible amount of damage to every enemy. |
Soothing Song |
Monster Wrangler |
This heals every party member by a small amount, providing a small amount of support for your lineup. |
Emergency Groom |
Monster Wrangler |
This heals a more significant amount of health for a single ally, making this character a bit more versatile than a simple damage-dealer. |
Martial Artist | Mage
Ability/Spell |
Vocation |
Description |
---|---|---|
Wind Sickles |
Martial Artist |
Great for single-target damage. |
Hawkeye Claw |
Martial Artist |
A fantastic, nearly guaranteed attack, which is particularly useful for a spellcaster. |
Drain Magic |
Mage |
Drain Magic both reduces your enemies’ MP, and refills some of yours, allowing you to go longer on the same MP pool. |
Multi-Target Spells (Sizzle, Bang, etc.) |
Mage |
The Mage has access to a lot of multi-target attacks, and the more you know your enemies’ weaknesses, the more you’ll be able to exploit them with these spells. |
Similarly to the last vocation change, this is going to provide the character with very different weapon options compared to the Monster Wrangler. Making a Martial Artist into a Mage is going to do much the same in regard to multi-target damage, creating more possibilities.
You could go the other way with this switch, from a Mage into a Martial Artist, and enjoy the critical hits of the Martial Artist with the versatility of having access to the Mage’s spells. The drawback would be the lower MP pool.
Best Support Vocation Combinations
These vocation changes are meant to create characters that can provide a wider variety of support. Instead of relying on two different characters providing two different kinds of support, you can create one character capable of hybrid support.
Priest | Warrior
Moving from a Priest into a Warrior ensures that you’ve got a character who’s capable of providing some of the best healing spells in the game while also tanking damage for the entire group.
As a bonus, it also means you’ll be able to heal a significant amount and wield a weapon capable of great single-target damage, too.
Ability/Spell |
Vocation |
Description |
---|---|---|
Healing Spells |
Priest |
The Priest’s Healing spells will allow you to tank damage with the Warrior and heal that damage on the next turn. |
Resurrection Spells |
Priest |
Resurrection Spells aren’t going to be of any value to this character personally, but they’ll increase their value as part of a party. |
Whipping Boy/Forbearance |
Warrior |
Whipping Boy and Forbearance are your Warrior abilities that are going to allow you to take damage, as opposed to other party members taking it. |
Monster Wrangler | Priest
Going the other direction with this one, changing a Monster Wrangler into a Priest is going to limit your weapon options considerably, but as a support character, that isn’t too crucial.
This will, however, give you a litany of healing options, with Soothing Song combined with the Priest’s great targeted heals and the debuffing capabilities of both vocations.
Ability/Spell |
Vocation |
Description |
---|---|---|
War Cry |
Monster Wrangler |
War Cry allows you to target the entire enemy lineup, instilling fear in any enemy that the attack doesn’t miss, causing them to miss their turn. |
Soothing Song |
Monster Wrangler |
This is a great group heal, allowing you to give a small heal to everybody to keep them at or around max health. |
Healing Spells |
Priest |
The Priest has access to even more healing spells, giving them single-target healing options for characters low on health. |
Snooze |
Priest |
Snooze is similar to War Cry in that it can cause enemies to miss their turn; Snooze doesn’t target every enemy at once, but it can last for more than one turn. |
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Best Balanced Vocation Combinations
These vocation changes are meant to create characters that can fit into a multitude of roles, allowing them to slot into just about any lineup’s needs.
Priest | Martial Artist
Going from Priest to Martial Artist is, undoubtedly, going to hurt the MP reserves a little bit. But they’ll still have more MP than an original Martial Artist would have had, and with that extra MP, they’ll have some significant support capabilities.
Ability/Spell |
Vocation |
Description |
---|---|---|
Healing Spells |
Priest |
The four levels of healing spells available to the Priest will increase the value of your Martial Artist, allowing the character to be a hybrid instead of a strict damage dealer. |
Sap |
Priest |
Sap decreases an enemy’s defense, and is a fantastic way for a Priest spell to set up a massive damaging attack by the character with a Martial Artist attack on the next turn. |
Resurrection Spells |
Priest |
The Priest’s resurrection spells would ensure that your party has more resurrection options than just the Hero. |
Wind Sickles |
Martial Artist |
Once again, Wind Sickles is a great single-target damage option. |
Hawkeye Claw |
Martial Artist |
The guaranteed hit of Hawkeye Claw would ensure that Sap doesn’t go to waste. |
Warrior | Monster Wrangler
A Warrior-made-Monster Wrangler wouldn’t quite have the single-target healing options that the previous character would have, but they would have some significant multi-target and single-target damage options, all while being able to tank damage for the rest of the lineup and provide healing to every ally at once.
Ability |
Vocation |
Description |
---|---|---|
Mercurial Thrust |
Warrior |
A great single-target attack that does good damage and ensures that this character gets to act first in the turn. |
Whipping Boy/Forbearance |
Warrior |
With these, this character can tank damage meant for other party members without being a character entirely dedicated to support. |
Boulder Toss/Monster Pile-On |
Monster Wrangler |
These provide great multi-target damage, complementary to the Warrior’s more single-target damage approach, allowing this character to deal significant damage in any scenario. |
Soothing Song |
Monster Wrangler |
When the party needs a pick-me-up and not a big heal, Soothing Song does the trick. |
Vocation Changes For Passive Bonuses
There are a couple of vocations that characters could change into entirely for convenient passive bonuses: the Merchant and the Thief. That’s not to say that these classes aren’t useful otherwise, but their passive bonuses are what set them apart.
Merchant
Changing into a Merchant means your party gets a passive increase in the amount of gold they receive at the end of every battle. It’s not a lot, but over the course of an entire dungeon, this bonus adds up quite a bit.
They aren’t the best class in offensive or defensive possibilities, so you’ll be relying heavily on the abilities and spells you already know.
Thief
The Thief is a bit more flexible than the Merchant and provides its own value aside from the passive. But, the passive bonus it provides can be extremely nice, giving you the chance of gaining extra items at the end of a battle.
If the item ends up being useful, that’s great. But if not, it’s an item you get to sell, and it’ll increase your gold similarly to how the Merchant does, just with extra steps.
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