The Magic Knight is a character class in VI. Magic Knights gain strong spells and skills at the expense of most stats. A character needs skills from both the Soldier and Wizard sets to become a Magic Knight.
Armamentalist is a vocation in IX, and is an advanced vocation similar to both the mage and warrior. An armamentalist can wield wands, bows, swords and shields, while also weakening enemies with a variety of status effects (the last spell they learn, Oomph, is the only buff they're able to cast). However, none of their spells deal damage to foes, and they aren't very good at directly damaging enemies along with having subpar defenses. They have more MP than both the Warrior and Gladiator combined. With the proper skill sets learned from other jobs they become great all rounders. They are also faster than Warriors and Gladiators. Their Coup-de-Grace is "Voice of Experience," which increases the EXP payout after battle by a random rate (1.1%-1.9%).
The Armamentalist's class-unique skill is the Fource. The Fource skill tree provides many bonuses to health, defense, strength, and attack. You will also unlock different Fources, (e.g., Fire Fource) that the Armamentalist can imbue themselves or other party members with, raising their attack and defense as well as allowing them to deal damage based on the corresponding element of the used Fource. Multiple can be used on a character at a time, and if the level 40 Class Quest for the Armamentalist is completed, the player receives an item that allows all party members to gain the effects of a selected Fource.
Windy at Alltrades Abbey says you must use the Fource of Mother Nature if you want to join the great fellowship of armamentalists. He wants you to erect a Wizard Ward before defeating two metal slimes in battle.
Hint for solution
Equip your mage party member with Poison needle, and weaken the slime with a Metal Slash, a sword skill, after you have casted Wizard Ward.
Adds fire element to target (self or ally).
Natural Strength +10
Permanently adds 10 to strength.
Adds ice element to target (self or ally).
Natural Resilience +20
Permanently adds 20 to defence.
Adds wind and lightning elements to target (self or ally).
Natural Charm +10
Permanently adds 10 to Charm.
Adds earth and darkness elements to target (self or ally).
Functionally the Armamentalist is identical to the Red Mage Job Class from the Final Fantasy series, being able to equip swords and shields and use magic at the cost of below average stats. The artwork of the male Armamentalist even wears an outfit near identical to the standard Red Mage outfit. You also need a quest in order to unlock the the Armamentalist.
The class outfit of Armamentalists as well as the rapiers seen in the official artwork strongly resemble the classic equipment of 17th and 18th-century musketeers.
The name Armamentalist is a play on the words armament, meaning weapon, and mentalist, describing a stage magician and entertainer whose common performances include hypnosis, mind-reading, fortune-telling, telepathy, mind-control or psychokinesis (also more commonly known as psychics). Square Enix and the Dragon Quest designers seem to have missed out on the more obvious pun, Armagician (though perhaps this name was too similar to mage).
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