Dragon Quest 7 Reimagined uses a modified form of the vocation system introduced in the original game, wherein each character’s stats, abilities, and Let Loose bonuses are determined by their ever-changing choice of class. Each character has a starting vocation, and, at a certain point in the game, unlock their choice of 19 more.
Vocations are split up into three types: basic, intermediate, and advanced. All characters can learn all ten basic vocations from the moment they unlock Alltrades Abbey. For an intermediate vocation, you’ll have to have mastered at least two specific basic vocations first, and for an advanced vocation, you’ll need two intermediates.
Although it’s technically possible to assign any vocation to any party member, everyone’s base stats, starting vocations, and party synergy mean that certain characters excel in certain vocations. Here’s an all-inclusive guide to picking and choosing the right vocation for everyone in DQ7 Reimagined.
How To Change Vocations
Unlock Alltrades Abbey
You can only unlock vocation-switching once you’ve progressed through a significant portion of Dragon Quest 7‘s story. You can change vocations immediately after finishing the Alltrades Abbey scenario, technically eighth in the game.
However, you won’t need to return to Alltrades Abbey each time you want to change vocations. Once you obtain the Career Sphere, you can switch vocations at any time (except in the middle of battle) by simply pressing down on the D-Pad.
Furthermore, after you return to the Roamer Encampment region in the present and recruit Aishe, you’ll unlock a new vocation mechanic: moonlighting. Moonlighting allows you to hold two vocations at once, and, if you’ve already maxed out one of them, you’ll level up the other more quickly. As such, you should always have one mastered vocation and one unmastered vocation equipped at any given time.
Best Vocations For The Hero
Starting Vocation: Fledgling Fisherman
The hero of Dragon Quest 7 is designed to be a bit of an all-rounder; his base stats don’t obviously excel or lag behind in any category. Ideally, you’ll want to take advantage of this, changing the hero’s vocation as suits your needs, and giving him a good balance of offensive and defensive abilities.
Starting as a Fledgling Fisherman, the natural path for the hero’s vocation is Sailor, then Pirate. (You’ll need to master Thief as well to unlock Pirate.) This progression allows him to learn a variety of different, largely offensive abilities.
However, once you’ve mastered any three intermediate vocations, you’ll unlock the perfect class for your hero: simply called the Hero vocation. This has an incredible balance of offensive, healing, and support abilities, and is the perfect vocation for an endgame hero.
Best Vocations For Maribel
Starting Vocation: Mini Mayoress
Maribel is the party’s resident spellcaster, beginning as a Mini Mayoress with access to some basic damage and healing abilities. The question becomes, as she levels up, whether to train her as an offensive Mage or a healing Priestess.
The answer is, naturally, both. Once Maribel has mastered both the Mage and Priestess vocations, she can become a Sage, a more balanced class with powerful healing abilities like Moreheal and Kazing, as well as damaging spells like Thwack and Kaboom. This will turn her into a powerful spellcaster in the mid-game.
From there, you’ll want to take Maribel down the support route, mastering Troubador, Dancer, and Jester to unlock Luminary. These are all excellent support vocations with powerful abilities of their own, but for Maribel, they’re just means to an end.
Once you’ve mastered both Sage and Luminary, you’ll unlock the best magic class in Dragon Quest 7 Reimagined: Druid. Able to cast some of the most powerful offensive spells in the game, as well as indispensable healing skills like Omniheal, this is the only class for Maribel in the endgame.
Best Vocations For Ruff
Starting Vocation: Wolf Boy
Ruff joins your party as a Wolf Boy, which is, overall, a pretty useless starting vocation. What becomes immediately clear, though, is that his attack stat is incredibly high; his melee damage is some of the highest of any character in the game.
You may be tempted to develop this by turning Ruff into a Warrior, but I’ve found that his also-high agility lend better to the Martial Artist and Thief classes. These will allow him to inflict status effects on enemies while attacking, and few skills are as powerful in Ruff’s hands as the Thief’s Victimizer, which does extra damage to poisoned enemies.
Eventually, you’ll likely want to have Ruff master the Priest and Warrior classes as well so he can take on Paladin and Gladiator. Once he’s maxed out those two, he can become a Champion in the endgame, immensely boosting his melee attacks and granting him some of the most powerful offensive skills in the game.
Best Vocations For Aishe
Starting Vocation: Destiny’s Dancer
From the moment you meet her, Aishe is introduced as a born performer. This is reflected in her starting vocation, Destiny’s Dancer, which relies on high charm to distract and debuff enemies while strengthening the rest of the party. Although you’ll find it redundant with her starting vocation, you’ll want to swap Aishe into the Dancer class as soon as possible in order to unlock better intermediate options.
Once you’ve fully mastered Dancer, Troubador, and Jester, Aishe can take on the Luminary vocation (no relation to the hero of Dragon Quest 11). This pairs well with any other support vocation, giving Aishe charm-boosting skills like Harvest Moon, as well as the powerfully restorative Hustle Dance.
In the late game, if you master both Luminary and Pirate or Sage, you can also turn Aishe into a powerful Druid, with access to some of the best spells in the game. Ideally, you’ll start either Aishe on support magic and Maribel on offense, then have them swap places once they’ve mastered the relevant vocations.
Best Vocations For Sir Mervyn
Starting Vocation: Chevalier
Sir Mervyn is a late arrival to the Dragon Quest 7 party, but he comes prepared. Mervyn starts as a Chevalier, which is a sort of modified version of the basic Warrior vocation with some extra support abilities.
You’ll want to start Mervyn down the physical attack path as soon as possible, but you should also take advantage of his excellent magical mending stat. Once he’s mastered Warrior, Martial Artist, Mage, and Priest, you can swap him over to intermediate vocations like Gladiator, Sage, and Paladin. All of the above will bolster his natural offensive-defensive blend.
Much like the protagonist, Mervyn is an excellent fit for the Hero vocation once you get there. Since his physical attack is a little less than Ruff’s, Champion isn’t a bad choice for him either. Ideally, you can swap him between those two advanced vocations at will: Hero when you need a little more support, and Champion when offense is key in the later chapters of Dragon Quest 7 Reimagined.


