Dragon’s Dogma Vocations Guide – Skills, Roles and Augments
Vocations are basically identifying the gameplay style of your game, and the weapons that you can use. You can choose between different vocations in the game as long as you unlock them with Discipline Points; making them your temporary choices as you progress through the game.
Each vocation has its own separate ranking system so you don’t have to worry about losing the progress that you made with a particular vocation if you wish to change it. There are a total of nine vocations divided into three groups with each having its strengths, weaknesses as well as skills.
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You can choose between them at the start of the game when you wake from Dragon’s attack on Cassardis. You won’t be able to get a chance to change vocations until after you deliver the special gift to Gran Soren so choose carefully which class you want to play with.
Mages can rain down fire upon their foes and keep themselves alive with their own magical abilities. Staff is the primary weapon for Mage.
It is a ball of fire that can engulf both the target and enemies in the surrounding and explode on contact.
It will freeze any enemy it touches by creating a concentrated field of cold around the Mage.
It will smite the enemy from above with tongues of lightning. Especially effective at driving foes out of hiding.
It invokes a magickal sigil which clears the following from those who enter: Posion, Torpor, Silence, Burns, and Frostbite.
It launches a bolt of magic that enchants an ally’s weapon with fire.
It is an advanced form of Fire Boon that augments the enchantment’s duration as will as the recipient’s magick.
It launches a bolt of magic that enchants an ally’s weapon with ice.
It launches a bolt of magic that enchants an ally’s weapon with thunder.
It is an advanced form of Thunder Boon that augments the enchantment’s duration as will as the recipient’s magick.
It launches a bolt of magic that enchants an ally’s weapon with holy light.
It launches a bolt of magic that enchants an ally’s weapon with darkness.
It can ignite the adversaries without any problem by generating a towering wall of flame.
It generates a giant spire of ice that can serve as a stepping stone.
It conjures a whip-like bolt of lightning capable of damaging foes.
It sends forth tendrils of dark energy that can bind a foe for a time.
It invokes a magickal aura around the user that silences foes who enter.
It invokes a magickal aura around the user that blinds foes who enter.
It is a basic healing spell.
It is an advanced form of a base skill that mitigates gravity’s pull, enabling a gentle landing even from great heights.
It amplifies your magic when you stand at death’s door.
It reduces cumulative damage when you are debilitated by the Five Archmagicks.
Mages can heal the wounds and cure with their abilities.
Mages are deadly when it comes to casting abilities that can cause walls of fire,ice storms etc.
They can also enchant weapons by using their masteries of elemental magic and expose enemy weakness.
They are a great balance between offense as well as defense as they are equipped with a sword and shield. Primary weapon of choice is the sword while the secondary is the shield.
It is an advanced form of Blink Strike honed to travel greater distances.
It cuts a broad swath with the blade while falling back to avoid attacks.
It is an advanced form of Broad Cut. The user may fall back to the right or left while cutting a broad swath with the weapon.
It plants the blade into the earth at one’s feet. Though its range is limited the force behind the thrust is great.
It traces a grand skyward arc with the blade, sending lightweight foes into the air.
It is an advanced form of Tusk Toss able to light even heavier foes aloft. It can strike foes multiple times midair.
It spins with blade extended, drawing a deadly circle especially effective when surrounded. Employable while under attack.
Full Moon Slash
It is an advanced form of Compass Slash gifted with a broader reach and the ability to hit multiple times.
It looses a flurry of skyward slashes well-suited to bringing flying foes to ground. Most often used against Harpies, but also useful for flying bosses.
It thrusts the blade into the target’s body, pinning them in place while raining further blows upon them.
It is an advanced form of Flesh Skewer that binds the target for longer while visiting more blows upon them.
It ducks backward before charging into to deliver a slashing blow. Using it as an evasive maneuver increases its power.
It is an advanced form of Hindsight Slash that becomes even stronger as attacks are evaded.
It hardens the flesh allowing the user to stand firm against all aattacks at take less damage for a time.
It is an advanced form of Stone Will that remains active for a longer period of time.
It unleashes a swift, powerful and broad-reaching onslaught employable even while under attack. Requires much Stamina.
It strikes a foe with the shield, causing little damage but forcing the target to drop his or her guard.
It is an advanced form of Shield Strike that deploys more quickly, shrinking the user’s window of vulnerability.
It launches allies into the air using the shield. A supporting technique for tandem moves.
It is an advanced form of Shield Summons that carries further, drawing the ire of more distant enemies.
It unleashes a barrage of strikes using the shield.
It unleashes a flurry of stabbing attacks while maintaining the user’s guard from all quarters save the rear.
It is an advanced form of Sheltered Spike that appends still more strikes to the onslaught.
It guards against all manner of attacks, no matter the properties of the shield in use.
It is an advanced form of Perfect Defense that greatly decreases Stamina usage.
It is an advanced form of a base skill adding a new pattern of chains of sword slashes.
It is an advanced form of a base skill that appends a tackle to a forceful jab.
It tucks the body into a tight roll when falling, mitigating harm.
It is an advanced form of a base skill that deflects attacks back toward the assailant.
It halves the stamina consumed when you lift objects or grapple-hold opponents.
It grants you the energy to carry additional weight.
It facilitates easier escapes from battle.
It allows you to more easily perform perfect blocks, just as foes strike.
It provides a surge in strength when you stand at death’s door.
Fighters are deadly with their swords as they can dash attack by reducing the gap between enemies and take them out behind their shields.
They can tank a wide range of incoming attacks and after that deal damage from further away.