Magick Archer is an Advanced Vocation in Dragon's Dogma 2. The Magick Archer specializes in dealing precise magickal damage through magickal bows and arrows. Vocations are the many character classes the player can choose from. The Vocation you choose for the Arisen or your Pawns dictates what Weapons and Skills they are able to use, as well as how their stats increase per level up. Some Vocations are only able to be used by the Arisen.
Available only to the Arisen, the Magick Archer vocation excels in long-range combat with their magickal arrows. In addition to attacking or healing, Magick Archers are also adept at supporting their allies. They can learn a custom skill that unleashes a devastating attack over a wide area, in exchange for reducing their own maximum HP.
How to Unlock the Magick Archer Class in Dragon's Dogma 2
- The Magick Archer Vocation (Class) in Dragon's Dogma 2 is unlocked upon completing the side quest: Put a Spring in Thy Step. Please visit the quest page to find a detailed walkthrough on how to complete the side quest.
- If the prior quest has been missed, the vocation can also be acquired by completing the The Importance of Aiding Ernesto side quest in the Unmoored World - specifically once the Arisen has escorted Gautstafr and Cliodhna to Volcanic Island Camp.
Where to Find the Magick Archer Maister in Dragon's Dogma 2
- Assigned Maister: Cliodhna
- Related Quest: Put a Spring in thy Step
- Maister's Location: Windwalker's Home [See Dragon's Dogma 2 Map]
Cliodhna is the Maister NPC players must interact with to acquire the Spellbow's Paradox. Using the scroll unlocks the Martyr's Bolt Magick Archer Skill for yourself. The requirements are simple, complete the related quest, Put a Spring in thy Step, and after finishing it, speak to Cliodhna to obtain the item.
Dragon's Dogma 2 Magick Archer Guide and Builds Videos
DD2 Magick Archer Combat Guide
The Magick Archer is a very beginner friendly class since many of their abilities can lock on to targets or weak points at range. The primary role is ranged damage dealer with a secondary role of support/healer. Since most of their attacks deal elemental damage, they are useful for inflicting status effects and bonus elemental damage when using the elemental weaknesses of your enemies. The maester skill Martyr's Bolt can inflict massive damage that is capable of killing a boss in one attack at the expense of your own health. Some other skills, particularly Frostseeker Bolt, are also capable of dealing fast and massive damage to boss weak points. The vocation is weak to enemies that resist magick damage, such as Golems. However, Hailstone Bolt is capable of delivering physical damage if properly aimed at the golem weak points.
Dragon's Dogma 2 Magick Archer Guide: How to Play
Press the class action button to ready the magickal bow and lock on to targets in the targeting ring. Release the class action button to fire at locked-on targets. When locking on to multiple targets, those closest to the center of the targeting ring will be prioritized. The maximum number of lock-on targets and the number of arrows fired at each will depend on the skill used.
Press the basic attack button to use Quickfire and loose a trio of short-ranged arrows straight ahead. Limited range and rapidity of fire make Quickfire most suitable for defending against enemies who have gotten in too close for comfort. Press the heavy attack button to use Conversion and switch the active lock-on function when the magickal bow is drawn. There are two choices to toggle between: Pinpoint Volley, which fires on multiple enemies or multiple targets over a wide range, and Rivet Shot, which focuses fire on a narrow area. Make strategic use of this skill to tackle your foes effectively.
DD2 Magick Archer Information
- Ranged/Melee Attacker
- Weapons: Magick Bows
- Primary Offensive Stat: Magick
- Equippable by Pawns: No
DD2 Magick Archer Starting Equipment
Magick Archer starting equipment is as follows:
- Weapon: Magian Crutch
- Head Armor: Crown of Insight
- Body Armor: Spirit Coat - Elven Garb
- Leg Armor: Forest Greaves - Evergreen Greaves
DD2 Magick Archer Stat Growth
Stats in Dragon's Dogma 2 grow in two ways - temporary Stat Adjustments from choosing and adopting a Vocation, and increases that happen per level, modified by Vocation Stat Multipliers. Stat Adjustments happen instantly whenever you change into a Vocation. This means that when you choose your Basic Vocation during Character Creation, you'll likely already have these Stat Adjustments already applied to your Stats. Vocation Stat Multipliers are relevant whenever your character levels up.
Magick Archer Stat Adjustments in Dragon's Dogma 2
As aforementioned, Stat Adjustments will immediately and automatically apply whenever you switch Vocations. These temporary Stat changes will reflect the Vocation's play style and will benefit the Stats that are advantageous for it. In contrast, some Stats may reduced to balance out the Vocation's stats. When you switch to a different Vocation, these adjustments will be taken away, and then the Stat Adjustments for the newer Vocation will be conferred accordingly. Switching to the Magick Archer Vocation will confer the following Stat Adjustments:
- Health: +0
- Stamina: +200
- Strength: -40
- Defense: -40
- Magick: +40
- Magick Defense: +30
- Knockdown Power: +20
- Knockdown Res: -50
- Weight: +0
Magick Archer Stat Multipliers in Dragon's Dogma 2
Whenever a character levels up, they are granted base Stat increases which are determined per level. These base Stat increases are then modified by Vocation Stat Multipliers which can be different per Stat and are different per Vocation. Like Stat Adjustments, these multipliers will reflect the Vocation's playstyles and lean towards the Stats that are advantageous to it. After the multiplier is applied to the base stat increase for each Stat, they are then rounded down before being permanently granted to your character. The Magick Archer has the following Stat Multipliers:
Knockdown Power, Knockdown Res, and Weight do not have multipliers. Knockdown Res doesn't grow at all, and Weight will stop growing after level 40. Knockdown Power will also stop growing after level 81. Past level 200, every Stat aside from Health will grow by 1 point with each level (before Vocation modifiers).
For an in-depth guide into how Stat Levels grow and how Stat Leveling works in Dragon's Dogma 2, as well as a full list of the base Stat increases per level before any multipliers, visit our page here.
Dragon's Dogma 2 Magick Archer Weapon Skills
Irradiant Orb
- Rank: 1
- Cost: 200
- Description: Fires an orb of searing flame that illuminates the area and may cause targets within to catch fire. Orb adheres to walls and hostile targets on contact. Effect duration depends on charge time.
Candescent Orb
- Rank: 4
- Cost: 1000
- Description: An advanced form of Irradiant Orb that extends the effect's duration.
Frostseeker Bolt
- Rank: 1
- Cost: 0
- Description: Fires a bolt of magickal ice that pursues hostile targets of its own accord and can inflict frostbite.
Frosthunter Bolt
- Rank: 4
- Cost: 1000
- Description: An advanced form of Frostseeker Bolt that extends the effect's duration.
Remedy Arrow
- Rank: 1
- Cost: 200
- Description: Looses an arrow blessed with magick that revives fallen pawns when fully charged. If loosed too early, the arrow will instead restore the Health of any allies it strikes.
Recovery Arrow
- Rank: 5
- Cost: 1300
- Description: An advanced form of Remedy Arrow that requires less time to charge.
Ricochet Seeker
- Rank: 2
- Cost: 300
- Description: Looses a magickal arrow that flies wildly about, increasing in power as it ricochets off walls. Effective in cramped quarters.
Ricochet Hunter
- Rank: 5
- Cost: 1300
- Description: An advanced form of Ricochet Seeker that extends the duration of the magickal arrow's effect.
Sedative Bolt
- Rank: 2
- Cost: 300
- Description: Fires a magickal bolt that adds to target's sleep value on impact. Amount added increases the longer the bolt is charged, but as the sleep value is variable, firing multiple bolts is most effective.
Soporific Bolt
- Rank: 6
- Cost: 1600
- Description: An advanced form of Sedative Bolt that requires less time to charge.
Flamefang Arrow
- Rank: 3
- Cost: 450
- Description: Fires an arrow of magickal flame that explodes on impact. Can control the arrow's trajectory after it is loosed.
Blazefang Arrow
- Rank: 7
- Cost: 2000
- Description: An advanced form of Flamefang Arrow with an extended effective range.
Vimtaking Arrow
- Rank: 3
- Cost: 450
- Description: Looses an arrow hexed with magick that saps the Health of hostile targets in the line of fire and grants it to allied pawns. The more targets the arrow hits, the more Health will be recovered.
Lifetaking Arrow
- Rank: 6
- Cost: 1600
- Description: An advanced form of Vimtaking Arrow that extends the effective range when absorbing Health from hostile targets.
Hailstone Bolt
- Rank: 4
- Cost: 700
- Description: Fires a clump of ice that grows in size the longer it is charged and delivers a solid blow to foes it strikes.
Arctic Bolt
- Rank: 7
- Cost: 2000
- Description: An advanced form of Hailstone Bolt that inflicts greater harm when fully charged.
Sparkchain Stake
- Rank: 5
- Cost: 1100
- Description: Looses a stake imbued with magickal lightning, piercing a hostile target or the ground. If stakes land near to each other, crackling bolts spark between them, dealing damage to foes.
Boltchain Stake
- Rank: 8
- Cost: 2500
- Description: An advanced form of Sparkchain Stake that extends the effect's duration.
Bartizan
- Rank: 6
- Cost: 1800
- Description: Erects a barrier around an ally, blocking incoming attacks and dealing damage to the attacker. The stronger the attack received, the more powerful the counterattack unleashed.
Fortalice
- Rank: 8
- Cost: 2500
- Description: An advanced form of Bartizan that extends the barrier's duration.
Sagittate Downpour
- Rank: 7
- Cost: 2500
- Description: Conjures and fires a multitude of magickal arrows. Arrows can be concentrated on a single target or on a single point on a target.
Sagittate Avalanche
- Rank: 9
- Cost: 3000
- Description: An advanced form of Sagittate Downpour that increases the number of conjurable arrows.
Martyr's Bolt
- Rank: Spellbow's Paradox
- Cost: Spellbow's Paradox
- Description: Fires the ultimate magickal bolt in exchange for a temporary decrease to the user's maximum Health. Reduced amount determines the bolt's potency. The loss gauge accumulates while charging.
Dragon's Dogma 2 Magick Archer Core Skills
Quickfire
- Rank: 1
- Cost: 0 Dcp
- Description: Fires a trio of magickal arrows that disperse in a forward direction. Can be employed while moving. Pierces target with arrow directly if employed while clinging to or pinning down a target.
Conversion
- Rank: 1
- Cost: 0 Dcp
- Description: Alters ability of user's magickal arrows. Choose: Pinpoint Volley that strikes multiple targets or multiple points on a target—OR Rivet Shot that attacks a single target or one point on a target.
Pinpoint Volley
- Rank: 1
- Cost: 0 Dcp
- Description: Takes aim at multiple targets or multiple points on a target before firing with precision. Can be employed while moving.
Rivet Shot
- Rank: 1
- Cost: 0 Dcp
- Description: Takes aim at a single target or a single point on a target before firing with precision. Can be employed while moving.
Climactic Arrow
- Rank: 1
- Cost: 150 Dcp
- Description: Increases harm inflicted with Pinpoint Volley and Rivet Shot if loosed the instant the bow is fully drawn
Scopic Sight
- Rank: 2
- Cost: 250 Dcp
- Description: Extends lock-on range when using Pinpoint Volley or Rivet Shot
Tracker's Sight
- Rank: 3
- Cost: 400 Dcp
- Description: Increasesthe maximum number of lock-on targets when using Pinpoint Volley or Rivet Shot.
Protracting Arrow
- Rank: 4
- Cost: 600 Dcp
- Description: After the user employs a fire, ice, or lightning weapon skill, the element is conferred to arrows loosed with Quickfire, Pinpoint Volley, and Rivet Shot. The effect persists for a short time.
Dragon's Dogma 2 Magick Archer Augments
Sustainment
- Rank: 2
- Cost: 300
- Description: Augments the physical Defense and Magick Defense of pawns in your party.
Voracity
- Rank: 4
- Cost: 900
- Description: Recovers a small amount of Stamina when you deliver the killing blow to a target.
Prolificity
- Rank: 6
- Cost: 1800
- Description: Increases the likelihood that smaller targets will drop items.
Ascendancy
- Rank: 8
- Cost: 3000
- Description: Augments the Strength and Magick of pawns in your party.
Amelioration
- Rank: 9
- Cost: 5000
- Description: Reduces the amount of time taken for fallen pawns to revive.
DD2 Magick Archer Weapons
In Dragon's Dogma 2, Magick Archers primarily wield Magickal Bows as their signature weapons. These bows are imbued with arcane energy, allowing them to unleash a variety of magical abilities and attacks.
Name |
Strength |
Magick |
Slash |
Strike |
Knockdown |
Element |
Debilitation Inflicted |
Weight |
---|---|---|---|---|---|---|---|---|
|
0 | 380 | 0 | 0 | 268 | -- | None | 2.19 |
|
0 | 350 | 0 | 0 | 175 | -- | None | 1.6 |
|
0 | 200 | 0 | 0 | 150 | -- | None | 1.2 |
|
0 | 420 | 0 | 0 | 268 | -- | None | 2.03 |
|
0 | 310 | 0 | 0 | 201 | -- | None | 1.33 |
|
0 | 130 | 0 | 0 | 124 | -- | None | 0.67 |
|
0 | 260 | 0 | 0 | 188 | -- | None | 1.2 |
|
0 | 330 | 0 | 0 | 210 | -- | None | 1.47 |
|
0 | 220 | 0 | 0 | 146 | 140% |
None | 0.93 |
|
0 | 165 | 0 | 0 | 150 | -- | None | 0.93 |
DD2 Magick Archer Other Notes & Tips
- Additional Notes & Tips for the Magick Archer go here.
- Arrows and Incantations: You can get this Vocation automatically during Put a Spring in Thy Step. After obtaining the vocation, head to a guild hall or an inn to change your Vocation to Magick Archer. Requires 100 Discipline Points.
- Versatile: This is one of the easiest trophies to obtain, and you won't miss it. Just chance your Vocation for another one. It doesn't matter if you stick with it. In certain Inns or Guild Halls, head to the clerk and interact to select the option to change your Vocation. It costs you 100 Discipline Points.
- The Specialist: You have to reach Rank 9 in any Vocation. Players will level up their Vocation as they kill enemies. As you play through the game, you will eventually reach rank 9 with, at least, one of the Vocations.
- Anonymous
Since the run to the NPC is quite arduous I've started as their, got shadow veil and sneaked my way to the volc' Isles.
- Anonymous
This vocation is easily the strongest in the game as long as you have a fighter or warrior pawn to draw aggro for you. They took away the defensive capabilities but replaced it with pure firepower
- Anonymous
Man, I wish you could use daggers like in the first one. Good luck fighting golems. The lack of 6 skills and having bows with daggers really feels like a downgrade. Down to 3 if your using wayfarer to switch weapons. Just seems like a worse system overall.
- Anonymous
Admittedly, its kit is busted. But also, for a vocation that can both support and deal damage without the long channeling time of a sorc, this comes in too late into the game.
I wouldn't mind playing a support magick archer with some damage capabilities while having 3 pure damage pawns ahead of me. A mage with celestial paean is too busted to not be part of your party.
- Anonymous
So after doing the spring in thy step quest, went to her house to get the maister skill but offers me a escort quest but refused it since I was lazy and now won't talk to me at all. Might have locked me out of the skill
- Anonymous
Cliodhna the elf is the vocation teacher in endgame at the shrine. you have to do the elf area before she shows up but she's just past the smithy to the left
- Anonymous
this class is broken, especially if u play with 2 melee pawns and 1 buffer
- Anonymous
Seems like you can't unlock Magick Archer in the post game, so be careful. Accidentally went into post game while following the main quest and the area changes, NPCs aren't there anymore.
- Anonymous
What matters more for this class? Strength or magical? My bases are about equal for this one…
- Anonymous
- Anonymous
I wish we could give this vocation to pawns. Archer main character is cringe af
- Anonymous
There are upgraded skills to the ones above, like arctic bolt and all... All in all pretty busted like in dd1 although didn't play much of it to fully confirm that.
- Anonymous
The perfect class for whoever feels to roleplay as an Albinauric archer essentially.
Why is there all the bs strength/melee stuff listed? This is for dd2, not 1
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