Dragon Quest 7 Reimagined: The Complete Vocation Guide

The moment you realize you can turn your rough-housing sailor into a literal Hero is the moment Dragon Quest 7 Reimagined actually begins.

If you are just mashing the attack button and wondering why boss fights feel like a math exam you didn't study for, it is because you are ignoring the Vocation system. This isn't optional side content; it is the engine of the game. I poured hours into figuring out the exact combinations needed to unlock the heavy hitters so you don't have to guess.

How to Unlock Vocations (Alltrades Abbey)

You don't get to choose your job right away. You have to earn it. You won't see the Vocation menu until you reach Alltrades Abbey in the main story.

This takes a while. It is a slow burn, but once you restore the Abbey, you gain the ability to switch classes. Finish the area completely, and you get the Career Sphere, which is a godsend because it lets you change jobs remotely without having to trek back to the High Priest every time you want to try a new hat.

Unlocking "Moonlighting" (Dual Classes)

This is where the game breaks open. Moonlighting allows you to equip two Vocations at once, granting you the passive stats and skills of both.

You cannot do this immediately. You need to wait until Aishe joins your party (she is the fourth permanent member). Once she is on the team, you will get a ping on your Career Sphere from Jacqui. Head back to Alltrades Abbey, talk to her, and she will unlock the feature. Do not skip this. Moonlighting is the only way to make some of the squishier support classes actually viable in late-game combat.

The Basic Vocations

These are available the moment you unlock the system. You need to master these (get them to 8 stars) to unlock the good stuff later.

BASIC CLASS LIST

The foundation of your build. Master these to move up.

VOCATION MY TAKE & ROLE
Warrior Standard tank/DPS. Essential for unlocking Gladiator. Put this on the Hero immediately.
Martial Artist Crit machine. Speed focused. Pairs perfectly with Warrior.
Mage Glass cannon. Learn Frizz and Bang, then get out. Maribel's best friend.
Priest Your healer. You need one. Don't argue.
Dancer Dodgy support. Weak on its own, but required for Luminary.
Thief Fast utility. Good for stealing, obviously, but combat-wise it's lacking.
Troubadour Support. Elemental protection is nice, but I found it situational.
Sailor Surprisingly strong early game for clearing groups of mobs.
Shepherd Weirdly useful. Regenerative spells can save you on long dungeon runs.
Jester Chaos. They skip turns. I hate it, but you need it for Luminary.

Intermediate Vocations

This is where you start doing real damage. To unlock these, you must Master (reach max proficiency) the specific Basic vocations listed below on the same character.

INTERMEDIATE REQUIREMENTS

Combine two basics to make something actually dangerous.

VOCATION REQUIREMENTS
Gladiator Warrior + Martial Artist
Armamentalist Warrior + Mage
Sage Mage + Priest
Luminary Dancer + Troubadour + Jester
Pirate Thief + Sailor
Paladin Martial Artist + Priest
Monster Master Thief + Shepherd

Advanced Vocations

These are the end-game powerhouses. Unlocking them requires a serious grind, mastering multiple Intermediate classes.

ADVANCED REQUIREMENTS

The grind is long, but the power creep is real.

VOCATION REQUIREMENTS & NOTES
Champion Master Gladiator + Paladin. This is your ultimate physical DPS. Put this on Ruff or the Hero and watch health bars melt.
Druid Master two of the following: Sage, Luminary, or Pirate. Grants Omniheal. Essential for the post-game bosses.
Hero Master any three Intermediate Vocations. The Jack-of-all-trades. Good at everything, master of... well, everything actually.
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