Mariner: Difference between revisions
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[[Image:3DS mariner.png|boarder|right|200px]] | |||
The '''Mariner''' is a class that is available in the game ''[[Dragon Quest VII]]''. | The '''Mariner''' is a class that is available in the game ''[[Dragon Quest VII]]''. | ||
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|3 | |3 | ||
|Deckhand | |Deckhand | ||
|[[Body Slam | |[[Body Slam]] | ||
|25 | |25 | ||
|One Enemy | |One Enemy | ||
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|4 | |4 | ||
|Seafarer | |Seafarer | ||
|[[ | |[[Eye for Distance]] | ||
|43 | |43 | ||
|Field | |Field | ||
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|6 | |6 | ||
|Helmsman | |Helmsman | ||
|[[Tingle | |[[Tingle]] | ||
|75 | |75 | ||
|All Allies | |All Allies | ||
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|7 | |7 | ||
|Captain | |Captain | ||
|[[Swoosh | |[[Swoosh]] | ||
|95 | |95 | ||
|One Group | |One Group | ||
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==Usefulness== | ==Usefulness== | ||
The Mariner learns | The Mariner learns Tingle, which is somewhat useful when the player reaches [[Hamelia]]. Lightning is also useful. However, if the player should want a Mariner, make sure to master the Thief class as well. | ||
{{DQVIIClasses}} | {{DQVIIClasses}} | ||
[[Category: Classes]] | [[Category: Classes]] | ||
[[Category:Dragon Quest VII classes]] | [[Category:Dragon Quest VII classes]] |
Revision as of 15:42, 29 May 2015
The Mariner is a class that is available in the game Dragon Quest VII.
Description
The mariner is an experienced and hardy warrior of the sea. He will learn some travel spells that will be useful on the high seas. In battle, the mariner will learn sea-based techniques. He will also be resistant to sea-based skills like Tsunami. After mastering this class, the mariner can become a Pirate, provided that he has also master the Thief class.
Stat Changes
Statistics | Change |
Battles to Master | 135 |
Strength | Null |
Agility | +5 Percent |
Guard | +10 Percent |
Intelligence | -10 Percent |
Appearance | Null |
Max HP | +15 Percent |
Max MP | -20% Percent |
Abilities
Level | Title | Learns | Battles Needed | Target | Info | MP |
1 | Beginner | Nothing | 0 | |||
2 | Novice | Fishnet | 14 | One Enemy | If successful, prevents enemy from acting the next turn | 0 |
3 | Deckhand | Body Slam | 25 | One Enemy | Reduces user and enemy to 20% HP if successful | 0 |
4 | Seafarer | Eye for Distance | 43 | Field | When cast, finds the nearest town | 0 |
5 | Navigator | nothing | 60 | |||
6 | Helmsman | Tingle | 75 | All Allies | When cast, removes paralysis from allies | 2 |
7 | Captain | Swoosh | 95 | One Group | Causes 30-40 HP in Wind Damage | 4 |
8 | Admiral | Tsunami | 135 | All Enemies | If successful, causes ~65 HP in Water Damage | 0 |
Hybrid Abilities
Hybrid | Learns | Target | Info | MP |
Bard | WaveSong | One Group | Causes one group to fall asleep | 0 |
Cleric | HolyAura | All Allies | Prevents allies from being damaged. However, they can't attack | 10 |
Dancer | ShipDance | One Enemy | If successful, prevents one enemy from acting the next turn | 0 |
Fighter | Big Trip | One Enemy | Damages the enemy and prevents them from acting the next turn | 0 |
Mage | Lightning | All Enemies | Causes ~40 HP in Electric Damage | 0 |
Warrior | BirdSlash | One Enemy | Causes 50 percent extra damage to Bird Types, regular damage to all others | 0 |
Usefulness
The Mariner learns Tingle, which is somewhat useful when the player reaches Hamelia. Lightning is also useful. However, if the player should want a Mariner, make sure to master the Thief class as well.