DRAGON QUEST® XI
- Developer: Square Enix
- Genre: RPG
- Version: Release
DRAGON QUEST® XI: Echoes of an Elusive Age™ follows the perilous journey of a hunted Hero who must uncover the mystery of his fate with the aid of a charismatic cast of supporting characters.
|Minimal Requireds||Recommend Requireds|
|OS||Windows 7 SP1/ Windows 8.1 / Windows 10 64-bit||Windows 7 SP1/ Windows 8.1 / Windows 10 64-bit|
|Processor||Intel Core i3-2105 / AMD A10-5800K||Intel Core i5-6600 / AMD Ryzen 7 1800X|
|Memory||8 GB RAM||8 GB RAM|
|Graphics||NVIDIA GeForce GTX 750Ti / AMD Radeon RX 470||NVIDIA GeForce GTX 1060 / AMD Radeon RX Vega 56|
|DirectX||Version 11||Version 11|
|Storage||32 GB available space||32 GB available space|
Our serviceMerch Order Here
- Dragon Quest 11 on Switch needs ‘many things’ worked out first All the way back in 2015, two games were announced for Nintendo NX — the first to be revealed for the in-development console. They were Dragon Quest 10 and Dragon Quest 11, the latter of which had yet to be released on any platform.
Now it’s 2018, and the Nintendo Switch, as the NX became, is a massive hit. It would make sense for Square Enix to ensure that Western fans get their choice between PlayStation 4, Switch and Windows PC versions of Dragon Quest 11 once it launches this fall. But the Switch version of the game remains under construction, without any hint of when it will be ready.
At E3 2018, I asked director Takeshi Uchikawa and producers Hokuto Okamoto and Hikari Kubota for an update on the Switch version. What was the holdup?
“We’re making it,” said Okamoto. “We’re still making it. I can’t say anything more.”
OK — but how much longer did they anticipate making it for, and what accounted for the extra development time? I couldn’t pry out an answer to the first question, but Okamoto’s reason for the protracted Switch release makes sense.
“When we first announced [Dragon Quest 11], the Switch hadn’t come out yet, and the development kit also wasn’t finalized,” he said. “The hardware specs weren’t out yet, but we were like, ‘We can manage this. We can put this out on the Switch.’”
Nintendo hasn’t said much about how the NX prototype differed from the final Switch, but it’s no surprise to hear that things changed dramatically along the way. While PC and PS4 infrastructure has been in place since Square Enix announced Dragon Quest 11, the Switch is much newer. And certain other third-party developers have hit roadblocks when bringing their multiplatform games to Switch as well.
There’s no telling when Okamoto and crew will be done “taking care of all those many things” that need adjustments before the Switch version launches. In fact, Okamoto, through a translator, kindly asked me to stop asking about when Dragon Quest 11 would come to Switch as I continued to press for answers.
Dragon Quest 11: Echoes of an Elusive Age launches on PS4 and PC on Sept. 4, more than a year after the Japanese release. Switch owners, meanwhile will have to keep waiting.
- Alyssa Greenberg
- 2018-12-03 05:45
- The Quest Of A Lifetime: Yuji Horii And Takeshi Uchikawa Reflect On Dragon Quest 11 Few creatives have had as resonant an impact on video games as Yuji Horii, who over 30 years ago set out to prove that computers and games aren't cold distractions, but opportunities to create lasting memories. He knew the power of storytelling and saw an opportunity to focus it in a new way, and thus Dragon Quest was born. Horii proved his point long ago, with his early work in the mid-'80s forming the basis for the JRPG sub-genre, inspiring countless creators to follow his lead. But Horii remains steadfast to his objective after all these years; Dragon Quest seems to make him happy, and it probably has something to do with the fact that he views it as a way to bring joy to millions.
Dragon Quest 11's director, Takeshi Uchikawa, is living proof of Horii's effect. As a young boy beside his older brother, Uchikawa formed lasting memories of their shared fantasy through Horii's worldbuilding in 1987's Dragon Quest 2. Now, Uchikawa sits beside the man himself to help lead the massive franchise into the future. Getting to this point was his ultimate goal when he started making games at Square Enix, and now that he's achieved it the time is right to give back what Horii gave to him to million of other players in the years to come.
We recently spoke with Horii and Uchikawa about the impact of Dragon Quest on their lives, and how Dragon Quest 11 represents a bridging of ages--not only for its developers, but for players as well, be they longtime fans or first-timers. Considering that the last new, numbered Dragon Quest game to release in the West was Dragon Quest 9 in 2010, there are probably a lot of people on both ends of the spectrum eager to see what Dragon Quest 11 has to offer.
(The following text is the combination of two interview sessions, and has been edited in parts for clarity.)
Dragon Quest 11 has been in development for a long time. How does it feel to be on the other side of such a massive undertaking?
Horii: I'm very thrilled to bring Dragon Quest 11 to North America. We've of course released many in North America in the past but nothing of this scale, so in that sense a lot of the response from fans has made me very excited for the release.
Uchikawa: Of course Dragon Quest 11 is an amazing game, so of course it should receive great reviews (laughs). We've never received that kind of attention before so were really happy to see so many people latching onto it and experiencing it for themselves. We really believe that the traditional aspects that define Dragon Quest, as well as the new features and elements, really come together quite well. It really brings me joy to know that our fans are enjoying the game.
Takeshi Uchikawa, director of Dragon Quest 11, and Yuji Horii, creator of Dragon Quest and writer/designer of Dragon Quest 11.
Uchikawa-san, how is it that you came to direct Dragon Quest 11?
Uchikawa: Dragon Quest 9 was the first game in the series that I took part in. I was actually the scenario assistant for Horii-san at that time. So I was working on that for quite some time, also leading up to Dragon Quest 10. The point that changed my career was my time on the Dragon Quest Monsters series. I had a chance to take part of the game design and really work on that aspect of the game, outside of the story.
One of the objectives and goals that I've always had since joining Square-Enix was to someday become the director of a numbered Dragon Quest game. Given the fact that I had an overall experience for game development through Monsters, the company kind of forcefully presented the opportunity to me to become the director of Dragon Quest 11, so I took it on and that's why I'm here today.
Of course there was a lot of pressure, but given that it was one of my goals when I first joined the company, I really did enjoy the process of working on the project as a director, and with Horii-san.
The story I've heard from Horii-san in other interviews is that Dragon Quest 11 is supposed to be a fresh start, but it's also meant to embody the traditions that have been established up until this point. Can you explain the process of paying homage to the past while creating something that's supposed to be the start of a new generation?
Horii: One thing to note about the traditional elements of Dragon Quest...you can see it's turn-based, but it's all about how we showcase the gameplay. Personally, I don't read manuals. If you just jump into Dragon Quest and play, you know what to do. You don't need a manual. You instinctively know what to do.
It's also quite famous that the main character in a Dragon Quest game only ever responds to other characters with a yes or a no, and part of the fun is to showcase the change in the world and the environments. Technological advancements have given us a chance to showcase the world and present it in a more lively manner. The main character still responds in the binary fashion, but the world around him feels more alive.
Uchikawa: From the development side, in terms of new aspects, it definitely comes down to the story. We've brought forth a story that hasn't been told before, and that's the pillar of the development process. From that point, we would consider what past homages to bring into the game and then balance it out.
One thing to note about homages, of course, is those little points within the story can only be picked up by people who know about them, so we didn't want to just rely on that wholeheartedly. We wanted to ensure that there's a sense of stimulus from the new story elements and new aspects in the game. We want to create these new emotional moments that would also resonate with new players. Our process was focused on that.
Are there things you're doing outside of story development to help surprise players and keep the series feeling fresh?
Horii: It is a given that the story always changes, but we do want to introduce surprises through systems as well. With games, it's all about how immersive the experience is, how deeply you can lose yourself within the game. So, I feel like there are still a lot of ideas that we can explore to achieve that, and we will continue to seek those out.
I want to keep making games that help players grow through experiencing the world; the virtual seeping into reality.
So you want to make a Dragon Quest VR game. (laughs)
Horii: That is one idea! But that's not it.
XI: Echoes Of An Elusive Age Video Review
When you look back years from now on Dragon Quest 11, both the game and the development process, what memories do you think will stick with you the most?
Uchikawa: We really built out unique characters for Dragon Quest 11, and in that sense, even if people don't remember the story we feel like the characters will really stick in their minds. The specific individuals that they encounter throughout the world will be something that we think they will look back on and feel nostalgic for.
This is a personal desire for the game, but we really had newcomers and first-time players in mind when making Dragon Quest 11, so we would love it if people jumped in and gave it a shot to learn about the series, and then went back to older Dragon Quest games and experienced them, and then maybe revisit Dragon Quest 11 from a new perspective. That's something I hope people will try.
I've played Dragon Quest 5 over 20 times, and every time I play it I attach new emotions to it. I really hope Dragon Quest 11 is a similar game in that sense.
Horii-san, you're in the middle of a long and interesting career, but I'm wondering if you can think back to the original Dragon Quest. Did you even imagine that it would become as big of deal as it is today?
Horii: It was 32 years ago that I started working on Dragon Quest for the Famicom, and I had no idea at the time of how long the series would live on.
What do you think makes Dragon Quest such an enduring series? Fans have changed, consoles have changed, but the series continues, and in many ways it's remained steadfast since the beginning.
Horii: Going back to that moment in time when we we created Dragon Quest, originally it was created in response to the notion that computers feel a little cold. I wanted to create a warm and inviting world that was easy to understand and accessible, and that created a sense of excitement. That's where it all started.
Fortunately, in Japan, it was received quite well. The majority of children at that time were playing the game, maybe even like 90% of elementary school students. It's not just the content of the game, but I feel like everyone's memory is attached to the environment that they played the game in, so whether that was with their friends or siblings or parents, their experiences are attached to those memories of playing together with the people that they love. I think that's one of the reasons why it has endured for so long.
In that case: Uchikawa-san, what are your earliest memories of playing Dragon Quest?
Uchikawa: My first memories of Dragon Quest is of playing Dragon Quest II with my older brother, who is two years older. He was in charge during all of the story sections of the game, and then he would hand me the controller to do all of the grinding and leveling up around towns. We had these split responsibilities.
One of the prouder moments of playing the game with my brother as a kid was when he would applaud me for purchasing really strong equipment without having been told to do so.
One of my favorite aspect of Dragon Quest is the warmth that you two are describing, the wholesome quality to the series. That does make it feel different from a lot of games today. How do you feel about the current state of the gaming, and how a traditional series like Dragon Quest fits into a world with ever-more serious games and complicated monetization practices?
Horii: I actually don't think about the business side of things very much. I do believe we develop games so that people enjoy those games, and if they do enjoy them then the money will follow. It may be different for Square Enix but that's my thought process.
Yu Miyake (Dragon Quest executive producer): What we're creating doesn't change, it's what the creators wants to develop and what we believe consumers want to play. With regards to how we deploy the content, it's essentially the producer's job to figure out what would be the best way to bring that game to market. In that sense, we do want to consider various options and ways to bring these games to our consumers, but it doesn't change the fact that we are fully backing our creators and bringing their visions to life.
Looking at modern game development from a different perspective, what is your favorite part of working in games today?
Horii: Personally, I really like surprising people. I love the fact that there are so many different ways to deliver surprises to fans thanks to modern technological advancements. I always have fun coming up with new methods.
To give an example, looking back to the Famicom days. Memory was scarce and we could only depict things in a 2D environment, and that was the only expression that we had available to us. But with Dragon Quest 8, with the 3D models and the vast world, you really felt like you could go anywhere. That was something that really excited me.
And you, Uchikawa-san?
Uchikawa: I share Horii-san's opinion, to a certain extent. Aside from surprising people, I want to focus on the ways we connect people together through games. With all of the new types of hardware and network options, the way we interact with each other has changed significantly. I want to keep that at the top of my mind when developing future games, and I hope to generate new ways to bring people together.
Just as an anecdote, with Dragon Quest 11 we are already in a world where information can be shared immediately through Twitter, for example, and being able to see the honest feedback and response from fans, as well as the artwork they've created or just screenshots that they've captured, almost in real time, is great for us as creators.
Horii-san, how did you get feedback from fans before the adoption of the internet?
Horii: In those days, I was a writer for Shonen Jump. I would often receive calls at the office, but then people would also take surveys and write comments and responses to me. Aside from that, it was sales, honestly, and interview requests--that told me how well the series was doing.
The series has obviously done quite well for itself and when a lot of people think about Dragon Quest, you are the first person that comes to mind. How do you wrap your head around your celebrity, or your position at the helm of something so massive?
Horii: I tend to shy away. I like to make games intently, in private, so I don't usually get the sense that I'm famous. But then a game comes out and I start doing interviews and then it hits me: maybe I am something!
Does that feel strange?
Horii: I'm getting used to it!
If you could go back in time and give your younger self one piece of advice, what would that be?
Horii: Once the series really started to take off, there was a bit of pressure that I had to fight off while figuring out what to do next. If I were to go back and give myself any advice, it would be to "take it easy."
Uchikawa: I wonder how things would have turned out if you had taken it easy!
Given the range of experience between you two, how do you navigate your working relationship while developing the future of Dragon Quest?
Horii: I believe that we have a great relationship. There are limitations to what you can do when thinking about things by yourself. A lot of good ideas come from discussions with other people.
Uchikawa: To add to that, as I mentioned earlier, I've been playing Dragon Quest games since I was a child. Now I have the opportunity to work with Horii-san who is still working on the games I love. Respect for Horii-san comes first. In developing these new Dragon Quest games, obviously the scale is increasing, so if there are any aspects that Horii-san doesn't have the time to look into, I like to be there to support him in anyway I can and get his approval for the final steps. It's to ensure that we still get to develop games that are by their nature Horii-san-like, and in his nature. That's how I view our collaboration.
What is a "Horii-san game"?
Uchikawa: A game that Horii-san creates! (laughs)
Horii-san: (laughs) It's really hard to define. We get asked that question a lot. I'm don't know what it is, specifically. It's a general feel. I'm always looking at games from the player's perspective, and if anything could be boring, I won't hesitate to take that out to keep things interesting. I always try to be flexible to keep the player's experience at the top of mind.
- Alyssa Greenberg
- 2018-11-07 10:35
- Dragon Quest 11 aims for Monster Hunter: World’s Western success To the untrained eye, Dragon Quest 11: Echoes of an Elusive Age looks like ... any old Dragon Quest game. Square Enix sees it differently, of course. To the publisher, this latest entry in Japan’s reigning role-playing series will be the one to capture the West too.
“As someone who enjoys the Dragon Quest games, I wanna make sure people understand what it is, and that there aren’t any preconceived notions that might not be 100 percent correct,” said Neal Pabon, Square Enix’s manager of product marketing, during a PAX East demo of Dragon Quest 11.
Those preconceptions stem from Dragon Quest’s traditional trappings, which haven’t changed much over the years. You play as a silent hero. There are party-based, turn-based battles set in a high-fantasy world. There are inns to sleep in, armor to trade for and lots of Slimes to slash up. Although the Western version adds full voiceovers to cutscenes, they’re as text-heavy as the oldest RPGs. And while Dragon Quest 11 is a stunning game — lots of beautiful colors and textures — artist Akira Toriyama’s style prevents it from looking much different from the last 10 games, design-wise.
While series like Final Fantasy — always the more popular major JRPG franchise in the West — have rapidly evolved since their first entries, Dragon Quest has always stuck to its guns. But Dragon Quest’s reluctance to react to or reflect modern gaming interests and trends hasn’t seemed to do it many favors overseas. 2005’s Dragon Quest 8 was the biggest game to really click with a wide audience, Pabon explained during our demo.
“Everyone at Square sees 11 as the opportunity to go big and wide,” he said, “[with] Dragon Quest 8 really being the last time that the series has done quite well in the West.”
So what makes Dragon Quest 11 different? Pabon says it’s the story and characters, which he referred to as both classically lovable and far darker than one would expect. In our conversation after the guided gameplay session, however, we came to what may be a better explanation.
“[The developers] want to expand the Dragon Quest audience in the West, and 11 is the best opportunity to do that,” Pabon said. “For 11, the PS4 and Steam version gives us the best opportunity to do that.”
Aiming for the broad audiences of PlayStation 4 and PC — the first Dragon Quest to launch on the latter platform — have done well for another series that, until now, hasn’t made much of an impression with non-Japanese players: Monster Hunter. Monster Hunter: World seems to prove Square Enix’s hypothesis about using consoles to attract newcomers; it’s become one of Capcom’s biggest games ever, elevating Monster Hunter from a niche, hardcore series to a console powerhouse, and its Steam release won’t debut until later this year.
And Dragon Quest 8 on PlayStation 2 was followed by Dragon Quest 9 on Nintendo 3DS — a well-received game that could only go so far with a smaller, stereotypically younger install base. Japan got a Nintendo 3DS version of Dragon Quest 11, but it won’t be coming westward; Square Enix seems to be using this game as a chance to refocus Dragon Quest to a bigger, even more adult crowd than the Nintendo 3DS player base. (A Nintendo Switch version will arrive much further down the road for Nintendo fans, at least.)
It’s important to note that Square Enix had similar aspirations of Western expansion with Dragon Quest Builders, as the team told us at E3 2016. But then, the pitch was that spinoff’s genre: It was a Minecraft-esque adventure game, and it managed to do pretty well for itself. Dragon Quest 11 doesn’t stray from the classic model, making it feel like a bigger gamble, strangely enough.
Dragon Quest 11 will be out Sept. 4, giving Square Enix time to try to reignite Western interest in the mainline series after years out of the spotlight. We’ll see then if eleventh time is the charm for the franchise, at least overseas. Watch eight minutes of English-language gameplay below.
Update: The story above has been updated to clarify which information is attributed to Square Enix.
- Alyssa Greenberg
- 2018-11-22 01:30
- Dragon Quest XI: Echoes Of An Elusive Age Review - Back To The Good-Old Days The Dragon Quest series is a standard-bearer for an entire genre. Numerous JRPGs that have come and gone over the years have adapted from--and built upon--many of the formulas Dragon Quest established in the 8-bit era. While series like Final Fantasy have transformed dramatically over time, Dragon Quest tends towards traditionalism, enshrining many of its core gameplay and story concepts from game to game.
Dragon Quest XI is no exception. The chosen hero and his growing group of party members go on a globe-spanning adventure in a realm of fantasy and magic, exploring dungeons, solving story beats to proceed, and battling foes in turn-based combat. It’s a tale you're probably familiar with if you've played any classic JRPG. But Dragon Quest XI is proof that traditions and tropes don't have to feel worn-out and dull, as this gorgeous adventure will challenge your skills, tug at your heartstrings, and keep you eagerly playing further and further into its lengthy quest.
The her Dragon Quest XI is the reincarnation of the Luminary, a chosen warrior who will destroy a foretold dark presence. Yet the glorious hero is not welcomed with open arms when his destiny is revealed; some fear him as a harbinger that disaster is imminent, and wish him dead. As the hero adventures from his hometown into the wider world, he makes many friends, encounters wicked monsters, endures intense tribulations, and fights for light in the shadow of an empire manipulated by darkness.
That setup likely sounds quite familiar. The story in Dragon Quest XI doesn’t really offer any novel plot beats or twists, but that's not a knock against it; the game does a spectacular job of melding familiar story elements with engaging characters and excellent choreography.
For example, a tournament sequence is something you see in a lot of JRPGs, but the presentation, characterization, and sprinkling of humor present in Dragon Quest XI’s tournament arc makes it truly unforgettable. One memorable sequence involves the hero learning about his mysterious origins and the land that he came from. While that sounds like nothing more than a genre cliché, the way it's presented here is absolutely beautiful and touching.
The characterization of the game's various personalities helps a lot in making the story and world as engaging as it is. Every member of your party has a well-developed, unique personality that accentuates their role. For example, one of the more iconic party members is the flamboyant entertainer, Sylvando. His over-the-top mannerisms, cheerful attitude, and combat prowess make him stand out, but you also get an impression that the clown act might belie something buried in his past. There are plenty of fun NPCs you'll interact with in the story as well, such as a love-starved mermaid, an eccentric dean of an elite girls' prep school, and a stunningly incompetent prince. Finally, villains like the conflicted Sir Hendrick and the cunning Jasper present a constant threat that pushes you ever-forward.
While there's a setting in the options that allows you to physically move characters during battle (rather than having them stay in a stationary row), it doesn’t change the combat significantly; positioning doesn't affect attacks, and the fighting remains strictly turn-driven. Though it's relatively basic, little animations, messages, and quirks about combat, like enemies that fuse together or bizarre status conditions, keep you interested and engaged. Boss battles aren’t terribly common, but the big fights are truly trying, challenging you to make use of your learned spells and skills against a foe that will utterly wipe you out if you don't play strategically.
Despite Dragon Quest XI's massive length (anywhere from 60 to over 100 hours, depending on how you pace yourself and how much extra content and questing you do), it rarely feels like it’s dragging its feet. There's practically always a new place to explore, a new character to encounter, or a new threat to tackle. The game occasionally fails to maintain its otherwise steady pace--a mid-game sequence involving the search for magical orbs is particularly troublesome--but it doesn't often keep you in one place or dealing with one subplot for too long. You also won't have to grind if you're smart about picking enemy fights and divvying up character skill points. And if you ever need a bit of break, you can invest time in various mini-games like crafting items, horse racing, and a casino with slots and poker, among other things.
Innovation in games is talked about a lot, but it's also great to see traditional gameplay formulas that have been around for decades presented exceptionally well. Dragon Quest XI is one of the best modern examples of this; its beautiful presentation, both visual- and story-wise, combines with a tried-and-true gameplay formula for a journey that’s full of heart and soul. Once you find yourself sucked into the world of Dragon Quest XI, it's going to be hard to put down until you reach the grand finale.
- Alyssa Greenberg
- Dragon Quest XI: Character Building Guide What abilities and skills are the best to invest into in Dragon Quest XI? The story that starts like a quest of one later becomes a tactical group adventure, with all the characters having their pros and cons according to specialty.
Of course, you can learn Dragon Quest XI hero skill tree by just trials and errors, but, as the locals say, you better be prepared to what’s expected on your Luminary way. We collected the guide from experience and we hope you’ll find it useful.
Hero is all about swords and shields. As your protagonist leaves Cobblestone, he starts to encounter enemies of varying level, so there is some space for upgrading almost right away.
Helichopter is the one you should think of as soon as it’s available. This skill lets you hit multiple enemies with a single move, though the damage is moderate.
Miracle Slash is the action that hits your enemy and recovers your health a bit.
Gigaslash/Gigasmash are top skills of Sword and Greatsword sections. When activated, then it is your enemy (or group of enemies) with a lightning.
Zap is one of the most powerful skills that helps against aquatic or metal armor.
Eric, being a knife master and a great thief, will benefit the most from a specific knife and theft techniques. The best skills to get in Dragon Quest XI for Eric are:
Dual-wield (Knives). It supplements the effect of your major weapon with other, like poison.
Cobra Strike and Victimiser (Knives), multiplying the effect of knives and poisons and the chance the poison works.
Divide (Guile). Eric splits in three, with each copy as powerful as the origin.
Half-Inch (Guile), causing no damage but stealing items from enemy units.
Veronica is, no doubt, a black mage, so don’t even try to upgrade her into something else. So for Veronica, best skills to get in Dragon Quest XI are those enhancing her magic impact.
Fire and Earth Resistance, as well as Ice and Wind Resistance, to up her elemental defense.
Spooky Aura (Vim section). Doing no damage to the enemy by itself, it weakens their defense, so the actual destructive spells you apply cause more damage to anyone under it.
Channel Anger (Vim section). It increases the damage of destructive spells, making a deadly combination with the previous one.
Antimagic (Heavy Wands). This ability neutralizes the enemy’s magical spell so you can feel free of it for the next move.
Serena is great at handling spears, and (at least at early stages) that’s the best ability to up.
For Serena best skills to get in Dragon Quest XI are the following:
Deliverance (Spears) is efficient against the undead;
Hymns (Harpistry) ups the whole party’s elemental defense;
Divine Restitution (Wands) regenerates Serena’s HP and hits the enemies with powerful rays.
Sylvando, a showman earning by entertaining people, is good at confusing people (and handling knives and swords too, but let Hero be the swordsman). Sylvando’s best skills to get in Dragon Quest XI are about party defense and interacting with enemies. So we recommend the following:
Fuddle Dance (Showmanship), confusing enemies with high probability;
Hustle Dance (Showmanship), upping the whole party’s HP with 70 points;
That’s Amore (Showmanship), showing the enemies the destructive side of love.
Rab is also a character with incredible skill set if developed correctly. Being the protagonist’s grandfather, he should be the bearer of some ace ability, and, in fact, he is gifted. But the ex-king needs to train again to maintain the force he once had, abilities replaced with experience. This doesn’t make him a great standalone fighter, but the party force is strong with this one.
With Rab, best skills to get in Dragon Quest XI are the next:
Right as Rain (Enlightenment), constant regeneration at 20 HPs for each of your party;
M-Pathy (Enlightenment) allows Rab to pass his MP skill to other party members;
Caster Sugar (Enoghtenment) enhances all the spells by other party members.
Jade is first of all a power fighter, so you better use her together with some well-upped healer or magician. If you want to get the best out of Jade, best skills to get in Dragon Quest XI to pick are these:
Hip Drop (Allure), a cheap but fierce versatile attack;
Miracle Moon (Fistcuffs), striking five enemies at a time and healing herself;
Crushed Ice (Spears), a strong ice hit to one enemy;
Multithrust (Spears), an area damage that can hit a group of enemies four times.
While combining your party against a boss, you should care about balancing abilities. Versatile ones like Hero or Rab are great against average enemies, but strong ones require specialized fighters. So balance a strong swordsman with a healer or magic enhancer. That’s the way to get the best out of the diversity the game offers.
If you’re limited in time, this Dragon Quest XI skill guide will save a lot of it for you, so you can meet the bosses faster, fight them more efficiently and reach the end of your quest sooner, with fewer failures. Of course, you can try some experiments with upping other abilities when replaying. That’s another attractive side of DQXI.
- Alyssa Greenberg
- 2018-12-23 13:50
- Dragon Quest 11: How To Beat The Final Boss While travelling the roads of Erdrea you’ll gather a good party to beat the monsters, and, of course, the bosses that will appear on your way. Each of them is unique, so all of them need special handling, from battle tactics to participant list.
While reviewing Dragon Quest XI boss list it’s clear that many pretend to be the greatest and the most terrible, but few succeed. The complete Dragon Quest 11 walkthrough can be found on special sites, but, if you dislike the very idea (as if someone else is playing instead of you), we hope you won’t mind a little hint.
Especially needful it is when you finally reach the near-end and need to beat the final bosses. Though there can be only one really final boss (and it’s not who you initially think), we’ll review three of them to ease the mission.
Let’s warm up with the Dragon of Morgedon, a second-strongest boss of Gondolia, who is here to give you some hard time.
The supposed way of beating him is the next:
Team up Hero, Jade, Veronica, and Serena;
Your Hero has to break Jasper’s magical shield with Sword of Shadows (available in Greatswords) to expose him to any other damage, like Quadraslash;
Pep power would be very useful just here;
Keep Veronica and Serena on defense and healing side (Moreheal and Midheal are the way to keep the party alive);
Level 15 will do to beat Jasper at normal difficulty.
The enemy with chthonic name seems the hardest to beat. By the end of the game you must have a lot of upgrades, and, if you have applied them correctly, Mordegon isn’t that invincible. In Dragon Quest 11 Mordegon fight is, in fact, the culmination of the gameplay. So here we are, with Dragon Quest XI final boss guide:
Sword of Light is the legendary one necessary to bring Mordegon down. Without it, don’t even try.
Let Rab/Veronica and Sylvando do the healing and all the supporting while Hero holds the frontline.
Use Sap on your enemy as soon as possible.
When Mordegon summons a pair of staffs, eliminate just one of them, cutting its power but blocking him from resummoning them.
Sword Dance is great against Mordegon, but Falcon Slash is fine too.
Metal Slime gear is a great defense against Confusion, the trick Mordegon practices. Equip your whole party with these to neutralize Confusion.
Level 50 is quite enough at Normal mode to beat him (some manage even on Level 42-45). But, as you’ll see in Dragon Quest 11, Lord of Shadows isn’t the real final enemy. There is one more boss behind him.
And here comes Dragon Quest 11 true final boss, the one that hasn’t been anticipated (unless you’ve been warned). In Dragon Quest 11 Calasmos is the one you should prepare for the most carefully.
There’s no sufficient level to confront Calasmos safely. Even at level 99, he’s extremely dangerous for you. But at the right strategy 70+ level will provide enough chance.
Do some Metal Slime farming to up before encountering Calasmos. The best improvisation is a well-prepared one.
Spend some time on repairing Cobblestone. The place will reward its Hero with the best weapons and armors that can be found in Derk’s store.
Your Hero needs to equip The Super Sword of Light to fight Calasmos. Its name is telling the story, and the story of collecting it makes sense now. It dispels the fog, weakens his attacks and defense, and shortens the time to bring Calasmos down.
Don’t let Darklings finish their chanting; once summoned, they should be destroyed as soon as possible.
Let Veronica or Sylvando Oomphle your Hero, Hendrick or Jade while attacking, and let Serena or Rab do the healing with Omniheal or Multiheal. Hero and Hendrick are your primary strike force.
At the final stage attack his body, don’t mind the regenerating hands. They can’t do your character any harm when the body is dead.
The final attack of dying Calasmos is a grand ball of fire. You have two turns to prepare for it.
Of course, all of those recommendations are just one of the ways to win. But they are based on characters’, spells’ and weapons’ properties common for all players. So neglecting them only makes sense if you’re willing to spend all the time you need to learn these rules by yourself. That’s a noble intention, but sharing secrets you unveil is probably just as noble when it comes to really powerful bosses.
- Alyssa Greenberg
- 2018-12-25 14:30
- Dragon Quest 11 Beginner's Guide One can write a big book based upon Dragon Quest XI (in fact, the story itself is a long interactive movie that combines video interludes with gaming quests). So Dragon Quest 11 guide for beginners would take a lot. But, luckily, the most basic instructions and narrative points can be found right in the game. SO we’ll concentrate on tricks and tips not so obvious.
Dragon Quest 11 walkthrough gamefaqs will never be quite exhaustive, as the game is constantly developed and explored, so new nuances appear daily. But here are some we prepared for you. If you follow them, going through Erdrea.
The Pace to Expect
JRPG is an esthetical substance of its own, with its visuals and combat style, naming and pace. If you’ve never played this genre, don’t be surprised by its very slow pace that’s at the same time very immersive. It’s a feature, not a bug. The developers offer you enough time to get familiar with this world, to tell these monsters from those, to speak to any community member in your Cobblestone and out of it, because anyone can bring something worthy in.
Strategy elements are present from the very beginning, but they unveil their real potential later, when your party is joined by more members. So don’t neglect learning them from the very beginning and relearning a bit when new members appear.
Exploration is a key, too. Get your nose wherever it fits to see what's in store (literally or not), and get all you can reach. Some of the items are exclusive.
How to Prepare and Earn
From experience is this Dragon Quest XI strategy guide taken. There are many ways of getting skills, gold points and items. Dragon Quest 11 gold farming is a special kind of art, and there are some generic tricks that will help you with getting rich faster.
Don’t waste your time on any monster, as they’re respawning constantly. Basic blue slimes are good in the very beginning, but as you proceed, you’ll encounter more worthy enemies with more reward, so don’t go for a total grind. Concentrate on the strongest enemies you can defeat, and do defeat them. Metal Slimes will do better for your training and getting worthy rewards.
Search all the lands through. Each road, even if it doesn’t lead your main way, can hide something in its dead end.
One of the most crucial questions for the beginners in Dragon Quest 11: how to level up fast. The answer is: don’t neglect quests. You can see potential quests on your mini map, marked by purple dots.
Search all the places that might host anything useful. Books contain recipes of things to craft. The more you can craft and sell the more gold you get for this.
Fun-Size Forge can be a real help when you need some specific object or lots of the same. But most of them can be more easily found in chests. Just reach a campsite to get it active.
In Puerto Valor you can fool the casino with Slime Quest Slots. AS you play these machines long enough, you’re sure to win once. You’ll need to purchase some tokens first, but then it pays. The casino is worth visiting, because it offers some exclusive items you only can purchase for its tokens.
Visit L’Académie de Notre Maître des Médailles once in a while to trade your medals for something useful. After all, it’s free equipment, though nothing extraordinary, but you might need it someday.
Monsters and Bosses
The combat mechanics of Dragon Quest XI is turn-based, that is, perfectly suited for team combats. It’s okay in regular fighting, but bosses may require special handling.
As you’re making a grind, you better set your team to Fight Wisely. This mode is good for grinding, as there’s nothing you’ll miss if you trust an AI with this. It optimizes your teamwork and gets the result quicker and with less HP loss.
When developing characters, don’t go for jacks of all trades. Each of your party has special abilities, so a good magician and a good melee fighter can be a great support for each other, and Rab or Sylvando with their team support can be great for keeping the whole squad alive.
When after a long fight your characters are almost dead, some on and find a campsite as quick as you can. And avoid any hostile encounters on your way there. Recover first, and then fight again.
Even while fighting, you can switch weapons. If your sword doesn’t damage the enemy enough, maybe, you better try something else?
Pep is a great power-up state, but it can finish as suddenly as it starts, so enjoy its benefits, but plan your combats like there’s no Pep at all.
Try different ways of controlling. If you own both a gamepad and a keyboard-and-mouse set, try both and decide what suits the game (and your comfort) better.
You’ll learn more as you proceed further in Dragon Quest XI. But this recommendation will get you further sooner, so you’ll enjoy the real grandness of the game and feel its immerse world. Isn’t that what we love these large games for?
- Alyssa Greenberg
- 2018-12-26 14:25
- Dragon Quest 11 PS4 Walkthrough How to Beat the Last Boss: Important Things to Know Did most of your friends defeat the last boss in Dragon Quest 11? Have you been wondering about the appropriate level to get rid of Calasmos? What’s the best way to succeed in the last battle?
In this blog post, you will know them all. But before that, let us give new users a short overview about Dragon Quest 11.
What is Dragon Quest 11?
Designed and published by Square Enix, Dragon Quest 11: Echoes of an Elusive Age is a role-playing video game. It is an entry in the long-running Dragon Quest video game series. In July 2017, it was released in Japan for PlayStation and Nintendo 3DS.
With the huge success, it has become available worldwide for Microsoft Windows and the PlayStation 4 in 2018.
What Is the Appropriate Level to Defeat Calasmos?
Wondering about the right level for final boss dragon quest 11? Can you defeat Calasmos although you’re only at 60 or 50? Beating the final boss can be more complicated than you imagine. If you reach the level 70 and above, you have a higher chance of getting rid of your number one enemy.
However, if you hit level 99, this gigantic boss remain extremely difficult to beat. But it’s possible to get rid of Calasmos. It just takes so much time and effort. With constant practice, you will be more prepared to play the next level.
How to Beat the Last Boss in Dragon Quest 11?
So, you have managed to reach the most important part of the Dragon Quest 11. What are you going to do next? You have to face off against Calasmos.
Compared to the battle in the early Dragon Quest series, defeating the last boss is not a standard fight. It is the trickiest battle that requires extensive experience, skills and dedication. Without these things, you may end up losing over and over again.
Since it’s your first time to deal with Calasmos, you probably don’t know much information about it. Unlike the other monsters in the early Dragon Quest series, it is an unstoppable foe. This is especially true when you ignore a simple mechanic throughout the game.
But the truth is that there are many items, armor, and weapons you can use. Certain equipment usually has an effect during the battle. There are other sets of accessories and armors you can utilize to buff your hero. There’s also one particular weapon that can shrink the last boss down to sizes. To know more about that, keep reading for further details.
Take Advantage of the Super Sword of Light
Calasmos is tough. Although you reach level 99, this foe can grind you down into dust and wipe your party. To defeat him, preparation is key. The Super Sword of Light is an important item that can play a crucial role in your victory.
What is the Super Sword of Light? It is a weapon that you can collect automatically. As you progress thru Part 3, you can have the Super Sword of Light. To equip it, the Hero will be of great help. That way, you can weaken Calasmos.
Equipping the Super Sword of Light may sound simple. But it’s easier said than done. Even seasoned players are unable to get it done right the first time. To do it according to your expectations, put the weapon in the Hero’s inventory. Do it before facing off the last boss.
To use the Super Sword of Light, it’s not as complex as you imagine. All you have to do is to select “Item” on the Hero’s turn. Then, select the weapon. With that, you can dispel the fog around your foe, making it more vulnerable.
As he attacks, the damage will be less. It’s going to be a great advantage on your part. Once you strike the Calasmos, your attack can be more damaging. You will surely win the battle.
Dragon Quest 11 PS4 Walkthrough How to Beat the Last Boss: Steps to Prepare for Calasmos
Reach Level 70 and Beyond
Moving on to the next level in the Dragon Quest is hard. But it has never been easier with the Metal slime farming technique. Not only is it an easier strategy, but it is also an effective one. Every time you use it, earning 5+ levels during a battle will be convenient.
Equip the Best Weapon or Armor
Aside from the Super Sword of Light, powerful weapons and armors can help. To increase your equipment, repair the cobblestone. This will help you unlock the Derk’s store. It is responsible for selling highly effective end-game gear.
How to Handle the Battle?
As you start fighting with Calasmos, it’s the best time to switch to the Super Sword of Light. Not only will it help dispel the darkness that protects the last boss, but it will also affect your foe’s attack and defence.
Calasmos usually attacks from its Claw, Cannon and body. While the main body utilizes magic and breath attacks, the Claw is a damaging weapon. The cannon, on the other hand, summons darklings and shoots everyone.
Before it summons the darklings, defeat them right away. Use Oomphle on your Hero. Henrick or Jade is ALSO worth your time and effort. Henrick has special abilities that can attack and lower the defence of your enemy. Reduce your Calasmos’ defence. Then, enhance the attack power of your fighters.
Dragon Quest 11 What Happens Post True Final Boss: What to Do Next?
After beating the Calasmos, what’s next? Honestly speaking, there’s nothing to do after successfully getting rid of your foe. That’s quite disappointing, right? Don’t worry! Square Enix will release its Dragon Quest X1 S this 2019. Although it’s a long process, it’s worth the wait. There are other upgrades or updates that will shock users from different parts of the world.
Let’s hope for the best! Perhaps, it will lead to a more unique and exciting experience. Share this blog post to your friends and comment down below for further details.
- Alyssa Greenberg
- 2019-05-06 09:30