Dragon Quest VII: Fragments of the Forgotten Past Strategy Guide

Guide Information

  • Publisher
    Square Enix
  • Platforms
    Nintendo 3DS, iOS, Android
  • Genre
    Role-playing
  • Guide Release
    20 September 2016
  • Last Updated
    16 March 2018
  • Guide Author

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Human Vocations

Human Vocations

Beginner Human Vocations

Dancer Class

The Dancer class is kind of a subpar class, due to its abilities not really doing a whole lot. None of its abilities really stand out as doing anything substantial, especially when you have other basic vocations (like Sailor) with stronger skills. The one nice thing about the Dancer is that it has a passive that grants them better evasion against enemy attacks. One of its most useful abilities in the original, Sword Dance, was allocated to a different vocation, so there’s no need to stay in this one once you master it.

  • **HP** -30%
  • **MP** -20%
  • **Strength** -30%
  • **Agility** +30%
  • **Resilience** -40%
  • **Wisdom** 0%
  • **Style** +10%
Rank/Title Spell/Ability Battles (Total)
(1) Aspiring Talent Sultry Dance 0 (0)
(2) Understudy -- 5 (5)
(3) Opening Act Weird Dance 5 (10)
(4) Back-Up Dancer Dodgy Dance 8 (18)
(5) Rising Star Ban Dance 8 (26)
(6) Crowd Pleaser Fuddle Dance 10 (36)
(7) Prime Performer Muscle Dance 12 (48)
(8) Divine Dancer Death Dance 23 (71)

Jester Class

The Jester is not a standout class, as its skills leave something to be desired, with quite a few of them possibly having the enemy skip their turn. Not only are their skills kind of underwhelming, but the negative stat bonuses are a huge hindrance as well. The Jester class is needed to unlock the Luminary class.

  • **HP** -30%
  • **MP** -40%
  • **Strength** -30%
  • **Agility** -30%
  • **Resilience** -40%
  • **Wisdom** -20%
  • **Style** +5%
Rank/Title Spell/Ability Battles (Total)
(1) Open Mic-er Pratfall 0 (0)
(2) Clown Sobering Slap 5 (5)
(3) Fall Guy Weird Leer, Puff-Puff 5 (10)
(4) Gag Merchant One-Liner 7 (17)
(5) Jobbing Comedian Tongue Lashing 8 (25)
(6) Bill-Topper Underpants Dance, Tongue Bashing 10 (35)
(7) Household Name Rib-Tickler 12 (47)
(8) Comic Genius Weird Whacker 25 (72)

Mage Class

The Mage class is one you probably want to quickly go through to master it as soon as possible, especially when you look at the stat drops (HP and RES make this a very squishy class). While the spells they learn might be useful at the beginning, they aren’t too good in the long term. The biggest draw of mastering this class is that you can gain access to both Sage and Armamentalist, which learn much better spells.

  • **HP** -40%
  • **MP** +10%
  • **Strength** -40%
  • **Agility** -5%
  • **Resilience** -40%
  • **Wisdom** +20%
  • **Style** +10%
Rank/Title Spell/Ability Battles (Total)
(1) Hobbyist Sizz 0 (0)
(2) Apprentice Snooze 5 (5)
(3) Magician Absorb Magic, Zoom 5 (10)
(4) Enchanter Sap, Evac 8 (18)
(5) Conjurer Frizzle 10 (28)
(6) Sorcerer Boom, Dazzle 12 (40)
(7) Wizard Sizzle 15 (55)
(8) Archmage Crackle 25 (80)

Martial Artist Class

The Martial Artist, as a standalone class, is not too good, despite its passive of scoring more critical hits being a nice thing. If you don’t equip them with claws, then their attack power decreases significantly, meaning they are limited in terms of weapons. Roundhouse Kick is nice for groups of enemies, working similarly to a whip, but there are better attacks out there. Knuckle Sandwich is a great attack for 2 MP, especially once you gain access to attack-increasing buff and is extremely useful against bosses, provided they don’t have resistance against it. If an enemy isn’t resistant to Whoosh-based damage, Wind Sickles is a great single-target attack, as it scales with level (up to level 57). The biggest draw about the Martial Artist is that it’s one of the classes needed to gain access to both Gladiator and Paladin, which in turn can unlock the Champion class.

  • **HP** 0%
  • **MP** -50%
  • **Strength** 0%
  • **Agility** +15%
  • **Resilience** -10%
  • **Wisdom** -20%
  • **Style** 0%
Rank/Title Spell/Ability Battles (Total)
(1) White Belt -- 0 (0)
(2) Yellow Belt Leg Sweep 8 (8)
(3) Green Belt Flying Knee 8 (16)
(4) Brown Belt Roundhouse Kick 9 (25)
(5) Black Belt Heave-Ho 10 (35)
(6) Instructor Pressure Pointer 10 (45)
(7) Dojo Master Knuckle Sandwich 12 (57)
(8) Fist of Fate Wind Sickles 25 (82)

Priest Class

The Priest class should be one all characters go through, simply because they will then have access to heals and you never know when you might need extra healing. Also, Buff is a great utility spell for increasing defenses and while the option to resurrect characters is great, Zing doesn’t work 100% of the time. Of all of the basic classes, Priest takes the longest to master, requiring a total of 97 battles.

  • **HP** - 20%
  • **MP** 0%
  • **Strength** -20%
  • **Agility** -10%
  • **Resilience** -30%
  • **Wisdom** +10%
  • **Style** 0%
Rank/Title Spell/Ability Battles (Total)
(1) Neophyte Poof, Heal 0 (0)
(2) Pilgrim Woosh 5 (5)
(3) Cleric Buff 7 (12)
(4) Monk Fizzle 10 (22)
(5) Pastor Midheal 15 (37)
(6) Bishop Swoosh 15 (52)
(7) Archbishop Fullheal 15 (67)
(8) Pontiff Zing 30 (97)

Sailor Class

The Sailor can be a good class to take characters through, as the lowered stats aren’t too bad, and they gain access to a few nice skills. They take less damage from Woosh/Water-based attacks, so they are good if you run into enemies that use those. Tingle is always a nice spell to have, in case a character gets a status ailment and Stone’s Throw, while nice damage with a 0 MP cost, is easily outclassed whenever you master the class. Lightning, the highlight of the class, as it can deal an average of 40 damage to all enemies for 0 MP.

  • **HP** +15%
  • **MP** -20%
  • **Strength** 0%
  • **Agility** +5%
  • **Resilience** +10%
  • **Wisdom** -10%
  • **Style** 0%
Rank/Title Spell/Ability Battles (Total)
(1) Swabbie Net Loss 0 (0)
(2) Cabin Boy Body Slam 5 (5)
(3) Rigger Tingle, Hornpipe 7 (12)
(4) Mate Mean Sweep 9 (21)
(5) Bosun Zzz Shanty 10 (31)
(6) First Mate Stone's Throw 10 (41)
(7) Ship's Captain Swoosh 12 (53)
(8) Commodore Lightning 30 (83)

Shepherd Class

While they don’t gain anything positive stat-wise, the Shepherd does have some nice skills as you level it up. Counting Sheep can put all enemies to sleep at the cost of 0 MP and Whistle allows you to get into a fight without having to hunt down a monster on the field. If facing an enemy that uses ice-based skills, Woolly Blanket will be invaluable. The last skill the Shepherd gains is Lambpede, an attack that hits all enemies for the cost of just 2 MP.

  • **HP** -20%
  • **MP** -30%
  • **Strength** -15%
  • **Agility** 0%
  • **Resilience** -20%
  • **Wisdom** 0%
  • **Style** 0%
Rank/Title Spell/Ability Battles (Total)
(1) Lambateur Slumber Rumbaa 0 (0)
(2) Tepid Shepherd Squelch 5 (5)
(3) Sheep Keeper Heal 6 (11)
(4) Wool Packer -- 8 (19)
(5) Handy Herder Counting Sheep, Whistle 8 (27)
(6) Field Leader Ram Raid 9 (36)
(7) Mutton Master Woolly Blanket 10 (46)
(8) Shear Genius Lambpede 35 (81)

Thief Class

The Thief’s highlight is the fact that whenever you defeat all of the enemies in a fight, you have a chance to steal an item from the last enemy you defeat. Their final skill, Klepto Clobber, is similar to Mug from Final Fantasy, as you will damage the enemy and attempt to steal an item. Nose for Treasure is another great skill, as it tells you how many nearby treasures there are. Safe Passage, while limited, also helps when traversing dungeons with a hazard in it.

  • **HP** -10%
  • **MP** -40%
  • **Strength** -10%
  • **Agility** +20%
  • **Resilience** -30%
  • **Wisdom** -10%
  • **Style** -20%
Rank/Title Spell/Ability Battles (Total)
(1) Pickpocket Muster Strength, Sandstorm 0 (0)
(2) Purse Snatcher Shove, Safe Passage 5 (5)
(3) Pilferer Stone's Throw 5 (10)
(4) Henchman Peep 6 (16)
(5) Cat Burglar Snoop, Nose for Treasure 8 (24)
(6) Criminal Genius Storyteller 10 (34)
(7) Crime Boss Holy Protection 10 (44)
(8) Kingpin Klepto Clobber 25 (69)

Troubadour Class

The Troubadour is similar to the Jester, as their abilities aren’t exactly stellar, making them more of a stepping stone to other classes that need it mastered. Soothing Song is a decent skill, since it hits all of your allies, but it only heals around 20 damage, so it isn’t much. Angel Song works similar to Zing, but works on the entire party.

  • **HP** -20%
  • **MP** 0%
  • **Strength** -25%
  • **Agility** -10%
  • **Resilience** -15%
  • **Wisdom** +20%
  • **Style** +10%
Rank/Title Spell/Ability Battles (Total)
(1) Music Lover -- 0 (0)
(2) String Plucker War Cry 5 (5)
(3) Bedroom Jammer Lullaby 6 (11)
(4) One-Hit Wonder Silly Song 10 (21)
(5) Touring Act Dawn Chorus 10 (31)
(6) Star Turn Spellbinding Song 12 (43)
(7) Platinum-Seller Soothing Song 12 (55)
(8) Living Legend Angel Song 30 (85)

Warrior Class

The Warrior is a very useful starting vocation for someone like the Hero, as it provides a decent Strength and HP boost, although it severely limits your Wisdom, MP and Agility. Focus Strength can be a nice skill to have to boost your attack for the next turn, but it isn’t too necessary when you have Oomph. Wing-Clipper and Dragon Slash are situational and Mercurial Thrust is not too useful either, especially when you have access to a lot more powerful skills. The main highlight of this class is Hatchet Man, an attack for 3 MP that when it connects, will always deliver a critical hit, which ignores defenses. That makes it extremely useful when fighting Metal Slimes, as they give great experience.

  • **HP** +10%
  • **MP** -60%
  • **Strength** +10%
  • **Agility** -35%
  • **Resilience** 0%
  • **Wisdom** -30%
  • **Style** 0%
Rank/Title Spell/Ability Battles (Total)
(1) Ruffian -- 0 (0)
(2) Skirmisher Focus Strength 5 (5)
(3) Soldier -- 5 (10)
(4) Veteran Mercurial Thrust 8 (18)
(5) Captain Rude Awakening 10 (28)
(6) Expert Fencer Wing-Clipper 10 (38)
(7) Elite Blade Dragon Slash 15 (53)
(8) Sword Lord Hatchet Man 25 (78)