The Hero (or Heroine) of IX, a Celestrian who has recently begun their training to become a guardian, protecting the mortal realm and tending to the Great World Tree, Yggdrasil. But when something goes horribly awry, the trainee winds up stranded in the mortal realm, and at the start of a perilous journey to learn the root of the world's problems...
Determinator: It's practically impossible to make him/her quit, getting thrown out a celestial train while in the sky just seems to be a minor annoyance, and falling from what we can assume is several thousand feet at the game's start didn't even seem to bother him/her. He/she even becomes mortal just so they can defeat the Big Bad.
Quirky Bard: Always starts as a Minstrel. Amusingly, this is due to the people of Angel Falls taking one look at your character's Celestrian uniform and thinking, "Well, they're dressed like an idiot, what else could they be?"
Multiple Choice Past: In the same game, numerous bonus quests hint at different origins for her. She's either the reincarnation of a young girl, the reincarnation of a very nasty Gittish Queen named Stellestria, or Celestria's little sister. Stella believes the "little sister" one, but Celestria says she feels all of Zenus' creations are her siblings.
Warriors are your basic fighters, who have chosen to pick up a sword, spear, or knife and fight to protect what they believe in. Naturally, this means that any good Warrior has great Courage that will support them through the toughest times. If they choose to hone that Courage, they learn how to defend their allies from enemy attacks, prepare themselves to launch a more powerful attack, or even brazenly whistle to attract monsters' attention!
Martial Artistsnaturally can train in the art of fighting with their bare hands, though that may not be what attracts everyone to this class. Trainees may instead choose to learn how to handle claws — they're one of only two classes who specialize in handling these dangerous weapons — or to wield staves or even fans. Their Focus grants them great agility, as well as giving them the fortitude necessary to withstand even the most powerful enemy assault, whether physical or due to horrendous breath. Martial Artists who have almost completely mastered their Focus can also learn to heal themselves through Meditation.
Priests are dedicated healers who are supported by their Faith. The stronger their Faith, the more powerful their blessings become, and they may eventually learn how to withstand instant death attacks. Every party may not need one, but they certainly make the going a whole lot easier.
The Medic: Even moreso than previous incarnations; unlike most DQ Priests, they do not learn Woosh or any other combat spells besides Thwack. All of their magic is meant for support, though they can still be a Combat Medic if they use a spear or staff.
One-Hit Kill: Their only offensive spells are the the Thwack line of instant death spells.
Useless Useful Spell: Averted and played straight. The instant death line is actually fairly accurate, making it useful enough for clearing crowds, but given that the endgame is all about boss fights and bosses tend to not be affected by such, it's not as good as a damaging spell would be.
Mages are all about learning how to control and use powerful Spellcraft. Training boosts their MP and magical might considerably, as well as enabling them to resist enemy spells and weaken their magic, as well as recovering a little MP on the go by simply concentrating. They may prove a bit of a Glass Cannon, but that's presuming their opponents can get to them without a fireball exploding in their faces.
Bare Your Midriff: Seen on both class reps, with the male wearing an open shirt with short sides to get the effect while the female goes the more traditional route of a tiny top.
Thieves steal (haha, see what we did there?) their weapons of choice from Soldiers and Martial Artists: they can carry swords, knives, or even claws, or go bare-handed so their nimble fingers aren't preoccupied. Of course, they have a knack for using their Acquistiveness for shadier purposes, and can steal from their enemies or set traps for them. They can also learn how to hone in on hidden treasures and lead their party to them.
Wolverine Claws: The only other class aside from Martial Artists who can train with Claws.
Minstrels are jacks of all trades, dabbling in various arts without really mastering any particular one. Their specialty is Litheness — they're nimble and quick-thinking, willing and able to improvise with skills that might surprise their opponents with their deadliness... or laughing at the absurdity of it all. Don't underestimate these resourceful entertainers.
Get a Hold of Yourself, Man!: One of their Litheness abilities, Sobering Slap, is quite simply a bitch-slap that cures confusion and sleep. Amusingly, you can use it on yourself, but if you ARE in a position to use it, it probably won't do much good.
Limit Break: Rough 'N' Tumble, helping the user evade and counterattack with greater ease.
Quirky Bard : Semi-Averted. The skills they learn are varied and unique, with some of them being just a tad useless; however, their 82 point ability, Have a Ball, is the best skill in the game for killing Metal Slimes.
Gladiators are masters of battle, physically and mentally fit for any challenge thrown their way. Aside from the classic swords, they may also arm themselves with massive axes or clubs, or simply take on opponents bare-handed. Those who train their Guts learn a host of powerful slash attacks, and can willingly eschew defense for a doubled offense, for a hopefully quick and decisive end to any battle.
Cast From Hitpoints: Their Signature Attack, Double-Edged Slash, does incredible damage... and 25% of it right back to the Gladiator. It's entirely possible (and likely) to kill yourself outright when using this, especially if combined with Tension and Double Up.
Glass Cannon: A rare melee variant. While able to equip heavy armor, their Double Up ability lowers defense and maxes offence, and by default they cannot use shields.
Limit Break: Tension Boost — their Tension level jumps sharply, with a good chance of automatically maxing itself out!
Working together with a Martial Artist allows for Omnipotense, giving everyone's Tension a serious spike.
Linear Warriors, Quadratic Wizards: Averted. Gladiators are far-and-away the best attackers in the game, able to deal damage in the thousands with the proper buffs and Falcon Slash (which costs 2 MP) while wielding an Uber Falcon Blade, thanks to their stupendous Strength. Having a pair of these in your party is essential to victory in the toughest battles.
Paladins balance the art of fighting with healing and defending their dear companions, routinely putting themselves on the line to keep their allies safe. Their Virtue is unparalleled — a well-trained Paladin can even siphon off their own HP or MP and give it to their companions. And if the worst should happen and an enemy tries to finish off a nearly fallen friend, the master Paladin may step in and bear the blow themselves.
Chainmail Bikini: The Holy Femail armour is considerably more revealing than its male-only Holy Mail counterpart.
Stone Wall: Has the highest resilience of all the vocations. At higher levels, Paladins can go into battle practically naked and still take only Scratch Damage.
Taking the Bullet: Selflessness and Forbearance enables the paladin to do this for the rest of their team. It can happen even sooner if you teach them the Warrior's Whipping Boy (which is required to unlock the class in the first place).
Armamentalists combine magical might with superb swordsmanship — though they may prefer a sturdy bow or wand to a blade. Whatever their Weapon of Choice, an experienced Armamentalist can imbibe themselves with elemental Fource, be it fire, ice, windnote and lightning, or even the very force of darknessnote and earth or light itself...!
Master of None: Let's just say that compared to some of the other classes, Armamentalists are a bit... sub-par. Fource has tiny upgrades to a handful of different stats, as well as the Fource spells themselves — which rely on the hidden Elemental Damage system and class skills. (However, these Fource skills are percentage boosts, so if you do master the Elemental Damage system, they are very, very powerful at high levels.)
Power-Up Letdown: Maxing their skill tree gives you the awe inspiring and unique HP +30 (a boost to your max HP by 30, where even an easy Bonus Boss will deal damage in the high 100s with good defenses). The progression from the previous part of the tree costs a heavy 18 points to make it worse. This reward is not unique in any way (half the classes give HP bonuses at some point, all doing it earlier, for fewer points and/or higher bonuses), or substantial (like the other bonuses for finishing a tree).
Shout-Out: To Angelo from Dragon Quest VIII: they equip all his same weapons and the males have a surprisingly similar outfit plus a Nice Hat (though as an inn guest, he recognizes priests as being his class).
Quirky Bard: The other reason they're considered a bit sub-par. They are, however, the earliest you are likely to get to use bows, and mastering Fource provides buffs to just about every ability.
Rangers have attuned themselves to nature. When it comes to evading monsters on their home turf, and even turning that terrain against its own denizens, no class can match their Ruggedness and survival skills. Want to calm a rampaging enemy with a little smooth talk, evade their attacks, or even avoid combat entirely? The Ranger is easily your best bet. Of course, they're certainly no slouch when it comes to fighting, either...
The Beastmaster: Their ultimate skill, Wolf Whistle, summons two wolves that immediately launch a random double-attack which can bypass the resilience stat.
Combat Medic: They learn just about all of the Priest's healing spells, and since they teach two of the same three weapons, they're great practice for any aspiring Sage.
Sages have a long and illustrious history, the most ancient of allPrestige Classes. A Sage's Enlightenment is dazzling, much like their incredible magical skills. With their vast knowledge, they can change their classes at any time, continuously heal their allies, remove their opponent's hard-won enhancements, boost their own skills, and conserve their magic so that they can spend it even more effectively. However, such power can be quite difficult to earn...
Casting a Shadow: Their main attack magic is the Zam line of Darkness elemental spells.
Combat Medic: Even better than the Priest, since they learn Multiheal and Kazing (Priest only learn the former).
Luminaries are perhaps the rarest and most elusive of all the advanced classes. Their focus? Why, a certain STYLE, of course! Every good Luminary has a winning Je Ne Sais Quoi, and know all the tricks of the trade, from passing out autographs to stealing the spotlight, instant makeovers, and even inspiring scandals — and watch out for those backstage dances; they're simply killer.
A seasoned guardian who has taken the hero under his wing and been showing them the ropes. Known to be one of the best, Aquila takes his job very seriously, and is known for being strict, yet not unkindly so. Once oversaw Angel Falls himself, but has just passed that duty down to his apprentice.
A friend of Aquila who can usually be found in the library. Instead of becoming a Guardian of the Protectorate, she chose to remain at the Observatory, working as their bookkeeper. Despite their mostly good-natured disagreements about the different ways they have found to serve their land, Columba also serves as Aquila's most trusted friend and confidant.
Aquila's former mentor, who went MIA centuries before the events of the game. Held up as a specific example of what happens to guardians who are too close to their human flock, of Celestians who are made guardians before they are ready, and what not to do while in the Protectorate.
Expy: The details of his backstory are surprisingly similar to that of Psaro from Dragon Quest IV.
A young girl with big shoes to fill and even bigger dreams. At one time, her father was a famous innkeeper, and after learning of this legacy, she wishes to follow in his footsteps and develop a world-renowned inn of her own...
As Mayor Litlun's son, Ivor demands a certain amount of respect... and receives none. Viewed as an aimless layabout, he frequently fights with his father over his refusal to work. Has a blindingly obvious crush on Erinn, which he expresses by... mocking her belief in the Guardians and antagonizing her. This works about as well as you'd expect.
Butt Monkey: Nobody in town likes him. Even his pal Hugo is quick to insult him.
Cannot Spit It Out: Even though it's completely obvious he's got a crush on Erinn. Who does that moron think he's fooling?
Head of the fantastic Quester's Rest establishment, Patty has a reputation for being quite the organizer. She's even earned the playful nickname 'Patty the Party Planner'. Anyone who needs help setting up a solid group just needs to consult her, and she'll set them straight in no time!
Mythology Gag: She's a reference to Ruida, who ran the tavern back in Dragon Quest III; originally, they shared the same name, but now she shares her name with Patty the Party Planner of Dragon Quest V (who was also named Ruida in the Japanese version of that game).
Shout-Out: Probaly unintentional, but there's another person working in the inn named Sellma.
Runs the Rainbow's End Gold Bank inside the Quester's Rest. Briefly protests Erinn's arrival, reminding Patty that she made the same promises about Ginny helping the inn re-establish itself after she first showed up.
A Celestrian who has the ability to open the Rapportal, which bridges the gap between alternate universes and allows people to cross between them, however briefly. Rather than hanging out at the Observatory, she prefers the Quester's Rest.
Invisible to Normals: She hangs out in an inn full of people, but only the Hero can see her. There's a portion of the game where your character loses the ability to see spirits and Celestrians, but for some reason you can still see Pavo.
You Can See Me?: Always says this to the hero no matter how many times you talk to her.
The nefarious leader of the Inntouchables, the infamous innkeeping mafia (no, seriously, there's an inkeeping mafia). It turns out that Sellma's been trying to arrest him for years, and with the hero's help, she finally has her chance... that is, if the hero can best Al's bigass Drackal guard dog first.
Mythology Gag: After Sellma defeats him, the hero is attacked by his pet dragon. This mirrors Dragonlord's pet dragon attacking after his master's defeat note If this doesn't sound familiar, it was changed to his "One-Winged Angel true form" in the English release to prevent it from being a Giant Space Flea from Nowhere, and it has stuck.
An intrepid merchant who runs the exclusive service known as the DQVC, which offers exclusive items for tantalizingly brief periods of time. Postgame DLC reveals that she's also a secret agent working to capture the notorius Al Capinne.
The sharp-tongued ruler of Stornway, King Schott is not precisely patient. He wants to take care of the recent Wight Knight problem as quickly as possible, but seems to be suffering a surfeit of able-bodied men. So, he has set out to hire any able-bodied adventurers willing to lend his troubled kingdom a hand.
The well-loved princess of Stornway, and target of the Wight Knight. Unlike her father, Princess Simona thinks that he could actually be reasoned with, if she just had the chance... But her father certainly won't permit that!
Well-Intentioned Extremist: Tries to atone for her ancestor's part in the destruction of Brigadoom by freeing Yore and asking him to restore it to its former glory... and in exchange, destroy Stornway instead. Citizens and all.
An undead horseman who has begun terrorizing Loch Storn, defeating all of the soldiers sent after him and demanding to see the princess. Yet despite his fearsome appearance, his reign of terror appears to be merely that, without the usual accompaniment of death and destruction. What drives him, then, to such actions...?
The first postgame story-Bonus Boss. 300 years ago, King Schott's predecessor, King Nonus, in an act of desperation, summoned a powerful demon named Yore and begged him to defend Stornway from the advancing Gittish Empire. Yore agreed to do this, but in return demanded a terrible price: that he be allowed to wipe out the kingdom of Brigadoom. Desperate to save his kingdom, the king was forced to agree to his terms, and Yore wiped out Brigadoom in a single night. He kept his word and repelled the Empire, but the king grew fearful of Yore's power and sealed him inside a coffin in the depths of the palace cellar. Were he ever freed, he would surely take his vengeance on not just Stornway, but all of humanity. Lately, the magics that keeps Yore imprisoned have seemed to weaken...
Expy: Arguably of Nokturnus. Both are frighteningly powerful demons that were summoned by a desperate king in order to save the king's nation from a great evil, both end up completely destroying at least one nation before being resealed, and both are fought as powerful Bonus Bosses in their respective games' postgame.
Palette Swap: Looks just like the Master of Nu'un, only gold.
The resident doctor, Phlegming is great at all forms of research and studying... it's people he really struggles with. The only one he really cares for is his wife, Catarrhina; everyone else gets shut out while he focuses on whatever topic has currently arrested his attention. Doesn't help that the mayor seriously hates him for taking his precious daughter away...
The doctor's lovely young wife, and the only one in town capable of getting his attention... and even she struggles in that area sometimes. Despite this, she remains deeply devoted to him; her greatest wish is to help him learn how to connect with others and for him to get the respect she feels he deserves.
Expy: Looks surprisingly like Hina Kagiyama, right down to the same hair color and a similar style of dress.
The leader of Coffinwell, he has been struggling to deal with two major problems: first, the outbreak of a strange disease in town. Second, coping with his distasteful son-in-law, whom he absolutely despises.
The heart and soul of Alltrades Abbey. This elderly priest has the power to help others change their profession, becoming whatever they wish to be with the blessings of the Almighty.
A recently orphaned girl who has discovered the ability to summon Lleviathan. While this has helped the port survive the recent hardships, she fears that they have grown entirely too reliant on the whale's bounty and have begun neglecting their work.
The mayor's young son. Unlike his father, he genuinely cares about Jona and only wants her to be happy.
Meaningful Name: He's the son of Mayor Bryce. It's another hint as to how self-serving his father is.
Missing Mom: Though a quest lets you bring him a letter from her, implying she's still alive.
Jona's father, who was lost at sea during the earthquake. Still, Jona clings to the hope that he survived somehow and will return eventually. He actually drowned, but with his dying breath wished to continue looking after her, and was transformed into Lleviathan.
Gone Horribly Right: He found a way to care for Jona after his death... but did so well that the rest of Llaffan started sponging off of the whale's bounty instead of working.
Cap'n Max Meddlin
A pirate captain with a semi-secret royal lineage. Though he used to sail the seas seeking whatever booty he could plunder, he later came to realize that he garnered the most joy from collecting those wee little Mini Medals. Since then, he has settled down in Dourbridge and will trade all sorts of treasures to anyone who brings him any medals they've found.
A lonely ranger who has settled in the Heights of Loneliness. Though she has become disillusioned with humanity, she may still teach others how to attune themselves with nature if they impress her enough.
The daughter of the richest family in town. She struggled with a terminal illness all her life, but suddenly got better. She now spends her time showering people who please her with gifts. However, there are rumors that she's become absurdly naive, and seems to have an extremely volatile temper...
Not Quite Dead: Alluded to in the credits with Marionette. The mansion's nanny finds her next to the real Marion's grave, despite the fact that Marionette had reverted to an ordinary doll, and she had been placed in Marion's room.
Marion's soul had already moved on by then, so the implication is that Marionette isn't so ordinary after all.
Punny Name: Marion has a life-sized doll of herself named - wait for it - Marionette.
The beautiful and haughty queen of Gleeba. Because her legendary father was never able to spend time with her when he was alive, she grew up believing the only one she could rely on was herself, and thus became selfish and hedonistic.
Character Development: Once she realizes that there actually are people who care about her, she cleans up her act and becomes a fairminded ruler.
Double Standard: After she cleans up her act, she opens her private baths...but only to women.
Wrong Genre Savvy: Believes that the Fygg turned him into a regular mortal, but see above.
A paladin who lives in the palace of Gleeba and can normally be found on its rooftop. She is willing to teach any who qualify how to become a true Paladin. Her constant companion is Willow, a somewhat sarcastic and bitter soul.
A mysterious shaman that appeared to advise the chief of Batsureg. She is actually a Slugger that was given a beautiful (and powerful) form by a Fygg.
Karma Houdini: Her punishment for trying to kill Batorzig and take over the Plains is... to be friends with Batorzig's pet baboon?
Though to be fair, the whole sequence was more about showing the depth of Batzorig's character than anything. She did get the ever-lovin' crap pummeled out her though, so it isn't like she got off scott-free.
A troublemaking student who has recently seen his gang start to get whittled down by mysterious disappearances. Despite this, though, he claims that he isn't the least bit frightened, and doesn't believe any of the rumors about why they've gone missing.
The tyrannical ruler of the Gittish Empire. He seeks to use the power of the Fyggs to take over the world. Thought to have been defeated by Greygnarl 300 years ago, he and his empire have somehow returned, and are more powerful than ever.
A Feline monster that serves as Godwyn's second. He is a master swordsman, and is fiercely loyal to his patron. In the postgame, he reappears as a ghost and requests that the hero calm the fury of King Godfrey's vengeful spirit.
The original ruler of the House of Gitt, and King Godwyn's father. Shockingly, he is revealed to have been a kind, just, and fairminded ruler, a stark contrast to the Empire today. However, Godwyn had him assassinated so that he could take the throne and turn the Empire into the world domination-bent regime it is today. Godfrey's spirit was stripped of his memories and sealed inside the Quarantomb outside Conffinwell. However, upon regaining his memories, he goes half mad with rage, and begins rampaging through the ruins of Gittingham Palace. At the behest of Gorresby Purrvis' ghost, the hero must put Godfrey's spirit to rest.
The embodiment of rage; a powerful demonic force of pure hatred. Seeks to destroy those he finds unworthy — and he finds everyone unworthy. Hates humanity, the Almighty, the Celestrians... but possibly hates himself most of all.
Freudian Excuse: He was betrayed by his true love Serena after trying to save her (although that isn't what really happened, he doesn't know that until she returns as a ghost to tell him the full story — just in time for her to keep him from destroying everything), and subsequently was tortured and experimented on by The Empire. Even after the Empire fell, he was still left chained and suffering in the oubliette for next 300 years. That would make anyone a tad loopy.
Humans Are Bastards: His core belief, along with "Celestrians are bastards for helping the humans", "Celestria is a bastard for convincing the Almighty to spare the humans", and "The Almighty is a bastard for not destroying the humans when he had the chance".
A mysterious ghost that the hero encounters throughout their adventures. She is always searching for someone. It turns out her death is what caused Corvus to descend to The Dark Side.
The Atoner: She unknowingly betrayed Corvus by dosing him with a sleeping potion in an attempt to keep him from harm; it was actually a trap by her father to exchange him for the village's safety. This resulted directly in Corvus' capture by The Empire and his subsequent madness. Her ghost now seeks to find Corvus and tell him what really happened, so she can calm his fury. She finds him just in time to keep him from destroying the world.
Big Damn Hero: The entire final battle is the heroes stalling for time until she can arrive.
An infamously powerful black dragon that sided with the Gittish Empire and fought with them against Greygnarl 300 years ago. Although defeated, he, like the Empire, has somehow returned even more powerful, and serves as the Empire's most powerful weapon. In actuality, he is the only one aware of how Corvus resurrected the Empire, and is loyal only to him.
Badass Boast: He gives one to Greygnarl during their battle, claiming he's far superior to the white dragon now. He quickly proves that he's right.
The God of the world, commonly referred to as the Almighty. He mysteriously vanished centuries ago, but not before charging the Celestrians to gather enough Benevolessence so that Yggdrasil can bloom, promising to reward them with ascension to his Almighty Realm. It turns out that he grew fed up with humanity's inherent evil and desired to eradicate them and start over, but was stopped when his daughter Celestria transformed herself into the tree Yggdrasil. It turns out that the 10 grotto bosses are "fragments" of him, created when his body was destroyed by Corvus.
Daughter of Zenus, and a powerful goddess in her own right. 300 years ago, in order to dissuade her father from hitting the Reset Button, she willingly transformed herself into the tree of life, Yggdrasil, claiming that she would remain this way until her Fyggs bloomed, at which point humanity would prove their worth. Eventually, the Hero's actions cause her to awaken as promised, and after Corvus' defeat, she serves as the new goddess of the world in her father's absence.
The heroes and villains of previous Dragon Quest games. Party members occasionally check in at the Quester's Rest, while villains can be found in special grottos.
And Your Reward Is Clothes: Inn guests give you extras of their own outfits, and the bosses can drop pieces of the outfits worn by their games' heroes. (You're also able to find outfits of Dragon Quest III classes elsewhere.) However, it just so happens that these pieces of armor are actually pretty good in terms of defense.