Skills in Dragon's Dogma 2 are various passive and active abilities that the player can assign to the Arisen and their Pawns for use during combat. Some Skills are only able to be equipped based on the Vocation of the character, while other Skills are dependent on the Weapon the character is using. Skills have to be bought using Discipline Points and couldn't be refunded in Dragon's Dogma, but once a Skill was bought, it would be unlocked for every Vocation that is able to use the Skill. This, along with the game giving Discipline Points away generously, encouraged players to try out different Vocations and playstyles without much inconvenience.
This page covers all the Skills available in the game, what each of them does, and how many Discipline Points are needed to unlock them. Click here to skip to the end of the page and find the Guides section where you can learn more about Skills and how they work.
Dragon's Dogma 2 All Skills
What are Skills in Dragon's Dogma 2?
Along with Vocations, Skills make a return in Dragon's Dogma 2. Skills cover both active techniques that each Vocation uses, as well as passive bonuses that players can learn in order to customize their builds and enhance their gameplay depending on their play style. Skills will vary across the different Vocations, depending on the type of Skill, but some that are similar in nature might be retained. The Warfarer in particular is able to use different Skills obtained with the other Vocations.
What are the Types of Skills in Dragon's Dogma 2
In Dragon's Dogma 2, Skills are split into 3 main categories:
- Weapon Skills: Skills that are vocation-dependent - though some vocations share the same weapons, they might not have access to the same weapon skills. Executed by pressing the corresponding weapon skill button.
- Core Skills: Skills that are weapon-dependent - any vocation that has access to the weapon can use these skills. Executed by pressing the light and heavy attack buttons in a certain order, or even movement buttons.
- Augments: Passive trait boosts earned when leveling a specific vocation. Once an augment is unlocked, it can be used regardless of the vocation the character switches to.
Archer Skills
Fighter Skills
Mage Skills
Thief Skills
Mystic Spearhand Skills
Magick Archer Skills
Sorcerer Skills
Trickster Skills
Warrior Skills
Warfarer Skills
Dragon's Dogma 2 Skill Tables
Dragon's Dogma 2 Archer Skills
Dragon's Dogma 2 Archer Skills Navigation
Click to jump to a specific section of the page
Archer Weapon Skills ♦ Archer Core Skills ♦ Archer Augments
Dragon's Dogma 2 Archer Weapon Skills
Barrage Shot
- Rank: 1
- Cost: 0
- Description: Fires arrows in rapid succession, allowing for concentrated attacks on a single target. Can be employed while moving.
Manifold Shot
- Rank: 4
- Cost: 1000
- Description: An advanced form of Barrage Shot that fires a greater number of arrows.
Sweep Shot
- Rank: 1
- Cost: 200
- Description: Fires arrows in a wedge pattern, allowing multiple targets to be struck simultaneously. Can be employed while moving.
Cascade Shot
- Rank: 4
- Cost: 1000
- Description: An advanced form of Sweep Shot that fires a greater number of arrows.
Dire Arrow
- Rank: 1
- Cost: 200
- Description: Fires a devastating shot that knocks down smaller targets. When using Steady Shot, arrows become even more powerful if they are loosed the instant the bow is fully drawn.
Deathly Arrow
- Rank: 5
- Cost: 1300
- Description: An advanced form of Dire Arrow that inflicts greater harm and has the ability to pin smaller targets to walls.
Keen Sight
- Rank: 2
- Cost: 300
- Description: Special sight augments the user's vision while drawing, allowing them to fire on distant targets. Consumes Stamina while the bow is drawn.
Lyncean Sight
- Rank: 6
- Cost: 1600
- Description: An advanced form of Keen Sight that stabilizes the user's vision and consumes less Stamina.
Exploding Shot
- Rank: 2
- Cost: 300
- Description: Fires a loaded arrow that adheres to foes or terrain. The arrow will burst when attacked or after a time, and can knock targets off balance.
Erupting Shot
- Rank: 5
- Cost: 1300
- Description: An advanced form of Exploding Shot with increased arrow speed. If employed while clinging to a target, the user pierces the target with the explosive arrow directly.
Tarring Shot
- Rank: 3
- Cost: 450
- Description: Fires a loaded arrow that adheres to foes or terrain. Explodes after a time or if attacked, tarring the target and those who draw near. Usable only when carrying an applicable arrow.
Incendiary Shot
- Rank: 6
- Cost: 1600
- Description: An advanced form of Tarring Shot with increased arrow speed. If employed while clinging to a target, the user pierces the target with the tarring arrow directly.
Torrent Shot
- Rank: 4
- Cost: 700
- Description: Fires multiple arrows in rapid succession. Rate of fire increases with consecutive shots. Prevents movement while active.
Tempest Shot
- Rank: 7
- Cost: 2000
- Description: An advanced form of Torrent Shot that fires a greater number of arrows.
Drenching Shot
- Rank: 5
- Cost: 1100
- Description: Fires a loaded arrow that adheres to foes or terrain. Explodes after a time or if attacked, drenching the target and those who draw near. Usable only when carrying an applicable arrow.
Deluging Shot
- Rank: 7
- Cost: 2000
- Description: An advanced form of Drenching Shot with increased arrow speed. If employed while clinging to a target, the user pierces the target with the drenching arrow directly.
Whirling Arrow
- Rank: 6
- Cost: 1800
- Description: Fires a powerful spinning arrow that delivers a barrage of hits. Effective at overwhelming smaller targets. Can be employed while moving.
Spiral Arrow
- Rank: 8
- Cost: 2500
- Description: An advanced form of Whirling Arrow that appends still more strikes to the barrage.
Blighting Shot
- Rank: 7
- Cost: 2500
- Description: Fires a loaded arrow that adds to the target's blighted value on impact. Usable only when carrying an applicable arrow.
Nocuous Shot
- Rank: 9
- Cost: 3000
- Description: An advanced form of Blighting Shot with increased arrow speed. If employed while clinging to a target, the user pierces the target with the blighting arrow directly.
Heavenly Shot
- Rank: Hunter's Secret
- Cost: Hunter's Secret
- Description: Fires an almighty arrow in exchange for consuming all of the user's Stamina. The arrow's potency is determined by the user's remaining Stamina when it is loosed.
Dragon's Dogma 2 Archer Core Skills
Front Kick
- Rank: 20
- Cost: 0
- Description: Unleashes a swift kick that causes the target to flinch. Launches the user backward if the kick connects in mid-air.
Steady Shot
- Rank: 0
- Cost: 0
- Description: Draws the bow carefully, allowing for precise aim. Can be employed while moving. Length of the draw affects arrow impact and distance flown.
Leaping Punt
- Rank: 1
- Cost: 150
- Description: Delivers a weighty kick that can knock foes off balance. Launches the user backward after it connects.
Parting Shot
- Rank: 2
- Cost: 250
- Description: Fires an arrow while jumping back after performing a Leaping Punt or a mid-air Front Kick.
Swift Nock
- Rank: skill-26-dragons-dogma-wiki-guide.png
- Cost: 3
- Description: Enables the user to nock arrows more quickly when using Loose or Steady Shot.
Puncture Dart
- Rank: 4
- Cost: 600
- Description: Draws the bowstring to its absolute limit before firing. Makes aiming more difficult, but allows arrows to pierce targets with greater impact.
Loose
- Rank: 21
- Cost: 0
- Description: Aims and fires an arrow at a nearby foe. Can be employed while moving. If employed while clinging to or pinning down a target, the user pierces the target with the arrow directly.
Dragon's Dogma 2 Archer Augments
Ambuscade
- Rank: 2
- Cost: 300
- Description: Increases damage dealt by your attacks when targets are not in battle stance.
Endurance
- Rank: 4
- Cost: 900
- Description: Increases your maximum Stamina.
Radiance
- Rank: 6
- Cost: 1800
- Description: Causes your lantern to consume less oil and illuminate a wider area.
Lethality
- Rank: 8
- Cost: 3000
- Description: Increases damage dealt when striking a target's vitals.
Avidity
- Rank: 9
- Cost: 5000
- Description: Enables you to clamber up cliffs and scale foes and other surfaces more quickly.<
Dragon's Dogma 2 Fighter Skills
Dragon's Dogma 2 Fighter Skills Navigation
Click to jump to a specific section of the page
Fighter Weapon Skills ♦ Fighter Core Skills ♦ Fighter Augments
Dragon's Dogma 2 Fighter Weapon Skills
Blink Strike
- Rank: 1
- Cost: 0
- Description: Rushes forcefully toward the target and visits a powerful blow upon them.
Burst Strike
- Rank: 4
- Cost: 1000
- Description: An advanced form of Blink Strike that allows the user to travel further and more swiftly before visiting a powerful blow upon foes.
Airward Slash
- Rank: 1
- Cost: 200
- Description: Performs a jump while slashing diagonally upward. An effective means of assailing flying targets.
Cloudward Slash
- Rank: 5
- Cost: 1300
- Description: An advanced form of Airward Slash that reaches greater heights and inflicts greater harm. Also employable in mid-air.
Shield Bash
- Rank: 1
- Cost: 200
- Description: Delivers a powerful blow with the shield that can knock targets off balance.
Shield Pummel
- Rank: 4
- Cost: 1000
- Description: An advanced form of Shield Bash that strikes the target twice.
Shield Summons
- Rank: 2
- Cost: 300
- Description: Raps the shield loudly to attract the attention of nearby targets.
Shield Drum
- Rank: 5
- Cost: 1300
- Description: An advanced form of Shield Summons that carries further, drawing the ire of even distant targets.
Compass Slash
- Rank: 3
- Cost: 450
- Description: Spins with blade extended, drawing a deadly circle that slices through nearby targets.
Full Moon Slash
- Rank: 6
- Cost: 1300
- Description: An advanced form of Compass Slash. Spins with blade extended, slicing through targets at a broad range.
Springboard
- Rank: 3
- Cost: 450
- Description: Launches allies into the air using the shield.
Launchboard
- Rank: 6
- Cost: 1600
- Description: An advanced form of Springboard that uses the shield to launch allies further and to greater heights at a decreased cost to Stamina.
Gouging Skewer
- Rank: 4
- Cost: 700
- Description: Thrusts the blade into the target's body before raining further blows upon them. If strikes connect, the user clings to larger targets and pins down smaller targets that are flinching.
Gutting Skewer
- Rank: 7
- Cost: 2000
- Description: An advanced form of Gouging Skewer that delivers a greater number of stabbing strikes. Also employable in mid-air.
Impeccable Guard
- Rank: 4
- Cost: 700
- Description: Spins nimbly on the spot, blocking attacks from every direction with the shield. Employable even while flinching. Useful for escaping dire circumstances.
Flawless Guard
- Rank: 7
- Cost: 2000
- Description: An advanced form of Impeccable Guard that consumes less Stamina and has a greater effective range.
Hindsight Slash
- Rank: 5
- Cost: 1100
- Description: Ducks backward before charging in to deliver a slashing blow. Using it as an evasive maneuver increases its power.
Hindsight Sweep
- Rank: 8
- Cost: 2500
- Description: An advanced form of Hindsight Slash. Delivers more strikes when counterattacking, each of increased might.
Counter Slash
- Rank: 6
- Cost: 1800
- Description: Parries a target's attack with the shield before delivering a swift slash in return. Consumes Stamina while defending.
Vengeful Slash
- Rank: 8
- Cost: 2500
- Description: An advanced form of Counter Slash that consumes less Stamina while defending and affords greater range when counterattacking.
Perfect Defense
- Rank: 7
- Cost: 2500
- Description: Guards against all manner of attacks from the front. Consumes a great deal of Stamina while defending.
Divine Defense
- Rank: 9
- Cost: 3000
- Description: An advanced form of Perfect Defense that consumes less Stamina while defending.
Riotous Fury
- Rank: Soldier's Code
- Cost: Soldier's Code
- Description: Press the assigned button.
Dragon's Dogma 2 Fighter Core Skills
Onslaught
- Rank: 0
- Cost: 0
- Description: Unleashes a flurry of swift slashes with the sword.
Empale
- Rank: 0
- Cost: 0
- Description: Thrusts blade forward in a forceful jab. Follows up with powerful successive strike if it connects with a foe who has been knocked off balance.
Defend
- Rank: 0
- Cost: 0
- Description: Guards against attacks from the front with the shield. Some Stamina is consumed when an attack connects with the shield.
Deflect
- Rank: 0
- Cost: 0
- Description: Deflects attacks back toward the target. While active, counterattacking consumes less Stamina.
True Deflect
- Rank: 1
- Cost: 150
- Description: Deflects attacks back toward the target with impressive might. While active, counterattacking consumes no Stamina.
Tusk Toss
- Rank: 2
- Cost: 250
- Description: Traces a grand skyward arc with the blade, sending lightweight targets flying into the air.
Steeled Foundation
- Rank: 3
- Cost: 400
- Description: Uses the shield to ease the impact from falling. Reduces fall damage and hastens recovery after a fall.
Enchanted Counter
- Rank: 4
- Cost: 600
- Description: When using Defend while enchanted, automatically counters with an elemental attack corresponding to the enchantment.
Dragon's Dogma 2 Fighter Augments
Mettle
- Rank: 2
- Cost: 300
- Description: Augments your physical Defense.
Provocation
- Rank: 4
- Cost: 900
- Description: Increases the likelihood of being targeted by foes.
Thew
- Rank: 6
- Cost: 1800
- Description: Enables you to carry additional weight.
Dominion
- Rank: 8
- Cost: 3000
- Description: Allows you to lift up and pin down foes for an extended duration.
Diligence
- Rank: 9
- Cost: 5000
- Description: Hastens recovery when downed or crawling.
Dragon's Dogma 2 Mage Skills
Dragon's Dogma 2 Mage Skills Navigation
Click to jump to a specific section of the page
Mage Weapon Skills ♦ Mage Core Skills ♦ Mage Augments
Dragon's Dogma 2 Mage Weapon Skills
Flagration
- Rank: 1
- Cost: 0
- Description: Unleashes a swirling jet of flame straight ahead for a period of time. The flame ignores Defense and can pass through multiple targets. While active, the caster can still move.
High Flagration
- Rank: 4
- Cost: 1000
- Description: An advanced form of Flagration that unleashes a more powerful jet of flame.
Levin
- Rank: 1
- Cost: 150
- Description: Strikes the enemy from above with tongues of lightning. Can summon additional lightning bolts by consuming Stamina.
High Levin
- Rank: 4
- Cost: 1000
- Description: An advanced form of Levin that summons a greater number of lightning bolts when cast.
Palladium
- Rank: 1
- Cost: 200
- Description: Conjures a cluster of magickal energy that blocks up to three attacks from targets. The cluster will also dissipate after a time.
High Palladium
- Rank: 4
- Cost: 1000
- Description: An advanced form of Palladium that lasts longer and grants clusters to nearby allies when cast.
Fire Boon
- Rank: 1
- Cost: 200
- Description: Enchants the caster's weapon or that of a single ally with fire. The enchantment persists for a period of time.
Fire Affinity
- Rank: 5
- Cost: 1300
- Description: An advanced form of Fire Boon that grants a longer-lasting enchantment.
Ice Boon
- Rank: 2
- Cost: 300
- Description: Enchants the caster's weapon or that of a single ally with ice. The enchantment persists for a period of time.
Ice Affinity
- Rank: 5
- Cost: 1300
- Description: An advanced form of Ice Boon that grants a longer-lasting enchantment.
Lightning Boon
- Rank: 2
- Cost: 300
- Description: Enchants the caster's weapon or that of a single ally with lightning. The enchantment persists for a period of time.
Lightning Affinity
- Rank: 5
- Cost: 1300
- Description: An advanced form of Lightning Boon that grants a longer-lasting enchantment.
Frigor
- Rank: 3
- Cost: 450
- Description: Conjures a giant pillar of ice that lingers for a period of time and can serve as a stepping stone. After the pillar is destroyed, grabbable blocks of ice will remain.
High Frigor
- Rank: 6
- Cost: 1600
- Description: An advanced form of Frigor that unleashes a wave of cold when cast, dealing damage to any targets it touches.
Halidom
- Rank: 3
- Cost: 450
- Description: Conjures a magickal sigil that cures the caster and their allies of certain debilitations (caught fire, frostbite, unconscious, sleep, silence, drenched, and tarred) while within range.
High Halidom
- Rank: 6
- Cost: 1600
- Description: An advanced form of Halidom that has an extended duration and cures the debilitations caught fire, frostbite, unconscious, sleep, silence, drenched, tarred, torched, ice-bound, and blighted.
Empyrean
- Rank: 4
- Cost: 700
- Description: Conjures an orb of holy light that deals immediate damage to nearby targets in all directions. The light remains for some time even after the attack concludes.
High Empyrean
- Rank: 7
- Cost: 2000
- Description: An advanced form of Empyrean with an extended attack range and longer-lasting light.
Celerity
- Rank: 4
- Cost: 700
- Description: Conjures a magickal sigil that hastens the speed of allies within range. The effect persists for a period of time.
High Celerity
- Rank: 7
- Cost: 2000
- Description: An advanced form of Celerity that conjures a longer-lasting magickal sigil and extends the ensuing speed boost's duration.
Argent Tonic
- Rank: 5
- Cost: 1100
- Description: Fully and instantaneously recovers the Health of the caster or of a single ally. Does not recover the loss gauge.
Argent Succor
- Rank: 8
- Cost: 2500
- Description: An advanced form of Argent Tonic that gradually continues to recover Health for a period of time.
Solemnity
- Rank: 6
- Cost: 1800
- Description: Silences the target for a period of time, preventing them from speaking and incanting spells.
High Solemnity
- Rank: 8
- Cost: 2500
- Description: An advanced form of Solemnity that extends both the spell's effective range and the debilitation's duration.
Spellhold
- Rank: 7
- Cost: 2500
- Description: Temporarily stores an incanted spell in the staff, to be cast instantly at the wielder's discretion. Slows Stamina recovery while storing, and consumes increased Stamina when casting.
High Spellhold
- Rank: 9
- Cost: 3000
- Description: An advanced form of Spellhold that consumes less Stamina when casting the stored spell.
Celestial Paean
- Rank: Enchanters Almanac
- Cost: Enchanters Almanac
- Description: Press the assigned button to begin incanting, and press it again when the incantation is complete to cast the spell.
Dragon's Dogma 2 Mage Core Skills
Magick Bolt
- Rank: 0
- Cost: 0
- Description: Fires a magickal burst that differs based on active enchantment. Can be cast while moving.
Anodyne
- Rank: 0
- Cost: 0
- Description: Conjures a magickal curative sigil that recovers the health of the caster and their allies when in contact with it.
Focused Bolt
- Rank: 1
- Cost: 100
- Description: Fires a condensed magickal burst that differs based on active enchantment.
Quickspell
- Rank: 2
- Cost: 250
- Description: Greatly hastens incantation speed. Consumes Stamina while active.
Levitate
- Rank: 3
- Cost: 400
- Description: Manipulates the caster's weight through magickal means, allowing them to float temporarily.
Dragon's Dogma 2 Mage Augments
Apotropaism
- Rank: 2
- Cost: 300
- Description: Augments your Magick Defense.
Beatitude
- Rank: 4
- Cost: 900
- Description: Increases the amount of Health recovered by curatives and curative magicks.
Intervention
- Rank: 6
- Cost: 1800
- Description: Reduces the duration of debilitations you are afflicted with.
Perpetuation
- Rank: 8
- Cost: 3000
- Description: Extends the duration of enchantments and invigorations.
Exaltation
- Rank: 9
- Cost: 5000
- Description: Augments your Stamina recovery speed.
Dragon's Dogma 2 Thief Skills
Dragon's Dogma 2 Thief Skills Navigation
Click to jump to a specific section of the page
Thief Weapon Skills ♦ Thief Core Skills ♦ Thief Augments
Dragon's Dogma 2 Thief Weapon Skills
Biting Wind
- Rank: 1
- Cost: 0
- Description: Dashes past the target with blades extended. Followed by further slashes when using the same attack on contact.
Cutting Wind
- Rank: 4
- Cost: 1000
- Description: An advanced form of Biting Wind that has an extended attack range.
Enkindled Blades
- Rank: 1
- Cost: 200
- Description: Brings the daggers together to ignite, wreathing them in flame for a short time. Can also be employed while clinging to or pinning down a foe.
Ignited Blades
- Rank: 4
- Cost: 1000
- Description: An advanced form of Enkindled Blades that has a longer-lasting effect. Can also be employed while clinging to or pinning down a foe.
Shadow Cloak
- Rank: 1
- Cost: 200
- Description: Enables the user to blend into their surroundings, rendering them more difficult for hostile targets to detect. Less effective when attacking or dashing. Consumes Stamina while active.
Shadow Veil
- Rank: 5
- Cost: 1300
- Description: An advanced form of Shadow Cloak that renders the user even more difficult for hostile targets to detect at a decreased cost to Stamina.
Helm Splitter
- Rank: 2
- Cost: 300
- Description: Leaps up, then dives through the air while spinning, blades extended. More powerful when performed from high places. Also employable in mid-air.
Skull Splitter
- Rank: 5
- Cost: 1300
- Description: An advanced form of Helm Splitter that employs a faster spin to deliver a greater number of slashes during the spinning dive.
Powder Charge
- Rank: 2
- Cost: 300
- Description: Places an explosive on the ground at the user's feet that can be detonated from afar at a moment of their choosing. Can also be employed while clinging to or pinning down a foe.
Powder Blast
- Rank: 6
- Cost: 1600
- Description: An advanced form of Powder Charge that plants a more powerful explosive with a greater effective range. Can also be employed while clinging to or pinning down a foe.
Ensnare
- Rank: 3
- Cost: 450
- Description: Casts out cords to snare targets and tug on them. Pulls smaller targets closer, and topples larger targets that have been knocked off balance.
Implicate
- Rank: 7
- Cost: 2000
- Description: An advanced form of Ensnare that allows the user to pull targets with greater force.
Concussive Step
- Rank: 3
- Cost: 450
- Description: Uses an explosive blast to withdraw from the point of detonation. The blast may cause lightweight targets to flinch. Also employable in mid-air.
Concussive Leap
- Rank: 6
- Cost: 1600
- Description: An advanced form of Concussive Step that consumes less Stamina and is more likely to cause targets to flinch.
Smoke Screen
- Rank: 4
- Cost: 700
- Description: Throws a smoke bomb that blinds nearby targets. Useful for creating chaos when counterattacking or withdrawing. Can also be employed while clinging to or pinning down a foe, or in mid-air.
Smoke Shroud
- Rank: 7
- Cost: 2000
- Description: An advanced form of Smoke Screen with an extended smoke radius and a longer-lasting effect.
Pilfer
- Rank: 5
- Cost: 1100
- Description: Allows the user to rob targets that have been knocked off balance and targets not in battle stance of a curative or other item. Can only rob larger targets while they are downed.
Plunder
- Rank: 8
- Cost: 2500
- Description: An advanced form of Pilfer that increases the likelihood of stealing a rare item.
Gut and Run
- Rank: 6
- Cost: 1800
- Description: Cruelly stabs and gouges the target before drawing back. A fearsomely powerful skill, employable only while clinging to or pinning down a target. Inflicts greater harm on a foe's weak point.
Draw and Quarter
- Rank: 8
- Cost: 2500
- Description: An advanced form of Gut and Run that inflicts greater harm when withdrawing.
Easy Kill
- Rank: 7
- Cost: 2500
- Description: Darts behind the target after parrying their attack, then slits their throat.
Masterful Kill
- Rank: 9
- Cost: 3000
- Description: An advanced form of Easy Kill that can be employed in mid-air.
Blades of the Pyre
- Rank: Legend's Opus
- Cost: Legend's Opus
- Description: Brings the daggers together to ignite, wreathing them in a blazing inferno so potent that the user cannot escape being burned.
Formless Feint
- Rank: Pilferer's Handbook
- Cost: Pilferer's Handbook
- Description: Accelerates the user's reactions to an ungodly degree, enabling them to evade all manner of attacks from hostile targets. Consumes Stamina while active.
Dragon's Dogma 2 Thief Core Skills
Twin Fangs
- Rank: 0
- Cost: 0
- Description: Performs a deadly double strike forward, followed by a powerful successive strike if target is knocked off balance. Hold down to cling to larger targets or to pin down smaller flinching targets.
Swift Step
- Rank: 0
- Cost: 0
- Description: Lowers stance and renders movement swift and light. Effective as an evasive maneuver.
Scarlet Kisses
- Rank: 1
- Cost: 150
- Description: Unleashes a flurry of forward slashes.
Controlled Fall
- Rank: 2
- Cost: 250
- Description: Tucks the body into a tight roll when hitting the ground after being knocked down, allowing the user to swiftly regain their feet. Reduces damage taken upon impact.
Bump and Lift
- Rank: 3
- Cost: 400
- Description: Robs the target of an item when an attack connects. Activates when using Carve, but has a low success rate.
Footpad
- Rank: 4
- Cost: 600
- Description: Kicks off a wall, allowing the user to launch themselves a great distance.
Carve
- Rank: 0
- Cost: 0
- Description: Delivers a flurry of dagger blows.
Dragon's Dogma 2 Thief Augments
Subtlety
- Rank: 2
- Cost: 300
- Description: Decreases the likelihood of being targeted by foes.
Gratification
- Rank: 4
- Cost: 900
- Description: Slightly restores Health when you deliver the killing blow to a foe.
Poise
- Rank: 6
- Cost: 1800
- Description: Reduces the Stamina consumed when struggling in a foe's grip.
Vigor
- Rank: 8
- Cost: 3000
- Description: Reduces the Stamina consumed when clinging to or pinning down foes.
Verve
- Rank: 9
- Cost: 5000
- Description: Augments your Strength.
Dragon's Dogma 2 Mystic Spearhand Skills
Dragon's Dogma 2 Mystic Spearhand Skills Navigation
Click to jump to a specific section of the page
Mystic Spearhand Weapon Skills ♦ Mystic Spearhand Core Skills ♦ Mystic Spearhand Augments
Dragon's Dogma 2 Mystic Spearhand Weapon Skills
Dragoun's Stabbe
- Rank: 1
- Cost: 0
- Description: Kicks off a magickal platform to gain momentum before delivering a forceful jab. Also employable against flying targets.
Dragoun's Foin
- Rank: 4
- Cost: 1000
- Description: An advanced form of Dragoun's Stabbe that allows the user to travel farther and causes the forceful jab to inflict magick damage as well.
Seching Blade
- Rank: 1
- Cost: 200
- Description: Conjures magickal blades that fly at the target of their own accord. Though not especially powerful, it can be activated while moving or using another attack.
Seching Storm
- Rank: 4
- Cost: 1000
- Description: An advanced form of Seching Blade that conjures a greater number of blades at a decreased cost to Stamina.
Devout Offringe
- Rank: 5
- Cost: 1300
- Description: An advanced form of Humble Offringe that has an extended range, allowing targets to be lifted from further away.
Humble Offringe
- Rank: 2
- Cost: 300
- Description: Levitates nearby objects and hurls them at the closest hostile target. Can also lift and hurl smaller hostile targets that are flinching.
Thef's Hond
- Rank: 3
- Cost: 450
- Description: Saps the target's vitality and grants it to the user in the form of Stamina. Cannot be employed against targets that lack a corporeal form.
Ravinour's Hond
- Rank: 5
- Cost: 1300
- Description: An advanced form of Thef's Hond that hastens Stamina recovery.
Mirour Vesture
- Rank: 3
- Cost: 450
- Description: Erects a magickal barrier around the user and any allies within range. Each barrier only lasts for a very short span of time, but nullifies all manner of attacks for the duration.
Mirour Shelde
- Rank: 6
- Cost: 1600
- Description: An advanced form of Mirour Vesture that extends each barrier's duration, as well as the effective range when casting.
Skiedragoun's Fangtooth
- Rank: 4
- Cost: 700
- Description: Darts swiftly into the air before plunging down at high speed. Inflicts greater harm when evading a target's attack.
Skiedragoun's Feste
- Rank: 6
- Cost: 1600
- Description: An advanced form of Skiedragoun's Fangtooth that causes the dive attack to inflict magick damage as well.
Unto Skie
- Rank: 5
- Cost: 1100
- Description: Launches smaller targets great distances, forcibly removing them from battle. Launched targets grant no experience and drop no items. Larger targets are not launched, but struck with a solid blow.
Unto Heven
- Rank: 7
- Cost: 2000
- Description: An advanced form of Unto Skie that leaves the user less vulnerable when activated and consumes less Stamina.
Magike Sperepelote
- Rank: 6
- Cost: 1800
- Description: Fires the magick stored within the duospear in a high-speed blast. Consume Stamina while readying duospear to fill it with magick, inflicting harm relative to the amount of Stamina consumed.
Magike Speregonne
- Rank: 8
- Cost: 2500
- Description: An advanced form of Magike Sperepelote that has a greater effective range and fires a more powerful magickal blast at increased speed.
Swift Charge
- Rank: 7
- Cost: 2500
- Description: Consumes Health and Stamina to instantly charge Forbeding Bolt to maximum.
Moment's Charge
- Rank: 9
- Cost: 3000
- Description: An advanced form of Swift Charge that consumes less Stamina.
Wild Furie
- Rank: Paladin's Enigmata
- Cost: Paladin's Enigmata
- Description: Unleashes a relentless flurry of slashes and magickal attacks. Additional button presses continue the onslaught by consuming Stamina.
Dragon's Dogma 2 Mystic Spearhand Core Skills
Twein Cut
- Rank: 0
- Cost: 0
- Description: Unleashes a flurry of swift slashes with the duospear.
Magike Cut
- Rank: 0
- Cost: 0
- Description: Slashes and fires a magickal burst simultaneously. Follows up with a powerful successive strike if it connects with a foe who has been knocked off balance.
Redouted Bolt
- Rank: 0
- Cost: 0
- Description: Fires a magickal burst that deals no damage but causes targets to flinch. Can be employed while moving.
Forbeding Bolt
- Rank: 0
- Cost: 0
- Description: Alters the effect of Redouted Bolt so that it instead prevents the target's movement. Charging up magick before unleashing extends the effect. Can charge magick while performing other actions.
Scatering Bolt
- Rank: 1
- Cost: 150
- Description: Disperses Forbeding Bolt after it has been unleashed, ensnaring hostile targets in the vicinity and preventing them from moving. Targets struck directly are restrained for longer.
Quik Fot
- Rank: 2
- Cost: 250
- Description: Allows the user to instantly approach a target that was struck by Forbeding Bolt or Scatering Bolt.
Ferrene Bolt
- Rank: 3
- Cost:
- Description: Extends the effective range of Redouted Bolt.
Winding Cut
- Rank: 4
- Cost: 600
- Description: Spins the duospear forward, whirling and slashing through targets without pause. Repeatedly pressing the activation button spins the duospear faster. Can be activated while walking.
Dragon's Dogma 2 Mystic Spearhand Augments
Conveyance
- Rank: 2
- Cost: 300
- Description: Hastens movement speed while carrying or lifting.
Opulence
- Rank: 4
- Cost: 900
- Description: Increases gold obtained when acquiring coin pouches.
Polarity
- Rank: 6
- Cost: 1800
- Description: Augments your Strength during the day and your Magick anight.
Refulgence
- Rank: 8
- Cost: 3000
- Description: Increases the amount of rift crystals obtained when acquiring rift fragments and the like.
Athleticism
- Rank: 9
- Cost: 5000
- Description: Reduces Stamina consumed while dashing.
Dragon's Dogma 2 Magick Archer Skills
Dragon's Dogma 2 Magick Archer Skills Navigation
Click to jump to a specific section of the page
Magick Archer Weapon Skills ♦ Magick Archer Core Skills ♦ Magick Archer Augments
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
Conversion
- Rank: 0
- Cost: 0
- 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: 0
- Cost: 0
- Description: Takes aim at multiple targets or multiple points on a target before firing with precision. Can be employed while moving.
Rivet Shot
- Rank: 0
- Cost: 0
- 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
- Description: Increases harm inflicted with Pinpoint Volley and Rivet Shot if loosed the instant the bow is fully drawn.
Scopic Sight
- Rank: skill-26-dragons-dogma-wiki-guide.png
- Cost: 2
- Description: Extends lock-on range when using Pinpoint Volley or Rivet Shot.
Tracker's Sight
- Rank: skill-26-dragons-dogma-wiki-guide.png
- Cost: 3
- Description: Increases the maximum number of lock-on targets when using Pinpoint Volley or Rivet Shot.
Protracting Arrow
- Rank: skill-26-dragons-dogma-wiki-guide.png
- Cost: 4
- Description: After the user employs a fire, ice, or lightning weapon skill, that element is conferred to arrows loosed with Quickfire, Pinpoint Volley, and Rivet Shot. The effect persists for a short time.
Quickfire
- Rank: 0
- Cost: 0
- 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.
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.
Dragon's Dogma 2 Sorcerer Skills
Dragon's Dogma 2 Sorcerer Skills Navigation
Click to jump to a specific section of the page
Sorcerer Weapon Skills ♦ Sorcerer Core Skills ♦ Sorcerer Augments
Dragon's Dogma 2 Sorcerer Weapon Skills
Flagration
- Rank: 1
- Cost: 0
- Description: Unleashes a swirling jet of flame straight ahead for a period of time. The flame ignores Defense and can pass through multiple targets. While active, the caster can still move.
High Flagration
- Rank: 4
- Cost: 1000
- Description: An advanced form of Flagration that unleashes a more powerful jet of flame.
Levin
- Rank: 1
- Cost: 150
- Description: Strikes the enemy from above with tongues of lightning. Can summon additional lightning bolts by consuming Stamina.
High Levin
- Rank: 4
- Cost: 1000
- Description: An advanced form of Levin that summons a greater number of lightning bolts when cast.
Frigor
- Rank: 3
- Cost: 450
- Description: Conjures a giant pillar of ice that lingers for a period of time and can serve as a stepping stone. After the pillar is destroyed, grabbable blocks of ice will remain.
High Frigor
- Rank: 6
- Cost: 1600
- Description: An advanced form of Frigor that unleashes a wave of cold when cast, dealing damage to any targets it touches.
Spellhold
- Rank: 7
- Cost: 2500
- Description: Temporarily stores an incanted spell in the staff, to be cast instantly at the wielder's discretion. Slows Stamina recovery while storing, and consumes increased Stamina when casting.
High Spellhold
- Rank: 9
- Cost: 3000
- Description: An advanced form of Spellhold that consumes less Stamina when casting the stored spell.
Salamander
- Rank: 1
- Cost: 200
- Description: Conjures a flame that slithers forward along the ground. The flame remains for a time and deals continuous damage to any targets it touches.
High Salamander
- Rank: 5
- Cost: 1300
- Description: An advanced form of Salamander that extends both the flame's range and the debilitation's duration.
Thundermine
- Rank: 1
- Cost: 200
- Description: Conjures a ball of lightning that automatically unleashes crackling bolts at foes who draw near. The bolts also knock down smaller targets. Dissipates in time or after a number of attacks.
High Thundermine
- Rank: 5
- Cost: 1300
- Description: An advanced form of Thundermine that extends the spell's duration and increases the number of attacks unleashed from the ball of lightning before it dissipates.
Hagol
- Rank: 2
- Cost: 300
- Description: Summons a bone-chilling blizzard in the immediate vicinity that damages any targets it touches and inflicts them with frostbite.
High Hagol
- Rank: 6
- Cost: 1600
- Description: An advanced form of Hagol that extends both the blizzard's range and the debilitation's duration.
Decanter
- Rank: 4
- Cost: 700
- Description: Saps the target's Health and grants it to the caster. The effect continues for as long as the spell is maintained, but the caster must remain stationary.
High Decanter
- Rank: 7
- Cost: 2000
- Description: An advanced form of Decanter that has a greater effective range and increased healing potency.
Seism
- Rank: 5
- Cost: 1100
- Description: Sends eruptions of stone high into the air, dealing physical damage. Especially effective against targets resistant to magick.
High Seism
- Rank: 7
- Cost: 2000
- Description: An advanced form of Seism that causes even more eruptions of stone, inflicting greater harm over a wider area.
Prescient Flare
- Rank: 6
- Cost: 1800
- Description: Affixes a target with a magickal orb that explodes after a time if it is attacked. Striking the orb adds more explosions and makes them more powerful. Orb fades if not attacked for a period of time.
Augural Flare
- Rank: 8
- Cost: 2500
- Description: An advanced form of Prescient Flare that extends the duration before the orb detonates and increases the number of possible explosions.
Meteoron
- Rank: Conjurer's Jottings
- Cost: Conjurer's Jottings
- Description: Summons a meteor shower, dealing immense damage to targets across a broad range. Prevents movement while incanting, and is unaffected by Quickspell. Most effective when cast in a wide-open space.
Maelstrom
- Rank: Myrddin's Chronicle
- Cost: Myrddin's Chronicle
- Description: Conjures a whirlwind to wreak havoc upon those caught in its path. Prevents movement while incanting, and is unaffected by Quickspell. Most effective when cast in a cramped space.
Dragon's Dogma 2 Sorcerer Core Skills
Magick Bolt
- Rank: 1
- Cost: 0
- Description: Fires a magickal burst that differs based on active enchantment. Can be cast while moving.
Galvanize
- Rank:1
- Cost: 0
- Description: Rapidly recovers Stamina through single-minded focus. Can be employed while moving, but with reduced efficacy.
Bursting Bolt
- Rank: 1
- Cost: 150 Dcp
- Description: Stores up magick before unleashing it in a powerful burst that explodes sometime after connecting with the target. Effect differs based on active enchantment.
Quickspell
- Rank: 2
- Cost: 250 Dcp
- Description: Greatly hastens incantation speed. Consumes Stamina while active.
Levitate
- Rank: 3
- Cost: 400 Dcp
- Description: Manipulates the caster's weight through magickal means, allowing them to float temporarily.
Dragon's Dogma 2 Sorcerer Augments
Asperity
- Rank: 2
- Cost: 300
- Description: Increases the likelihood of inflicting debilitations with your attacks by 20%.
Stasis
- Rank: 4
- Cost: 900
- Description: Reduces the rate at which items deteriorate by 25%.
Constancy
- Rank: 6
- Cost: 1800
- Description: Augments your Knockdown Resistance by 30%.
Catalysis
- Rank: 8
- Cost: 3000
- Description: Increases damage dealt by 5% when exploiting a hostile target's elemental weakness.
Sagacity
- Rank: 9
- Cost: 5000
- Description: Augments your Magick by 30.
Dragon's Dogma 2 Trickster Skills
Dragon's Dogma 2 Trickster Skills Navigation
Click to jump to a specific section of the page
Trickster Weapon Skills ♦ Trickster Core Skills ♦ Trickster Augments
Dragon's Dogma 2 Trickster Weapon Skills
Sweeping Shroud
- Rank: 1
- Cost: 100
- Description: Diffuses smoke across a broad range, attracting the attention of any targets the smoke touches. If Effigial Incense has been cast, targets will focus on the simulacrum instead.
Suffocating Shroud
- Rank: 4
- Cost: 1000
- Description: An advanced form of Sweeping Shroud that diffuses smoke over a wider area and more effectively draws targets' attention.
Delusory Screen
- Rank: 2
- Cost: 300
- Description: Conjures an illusory wall that hinders hostile targets' movement and blocks their field of vision. The wall dissipates after a time.
Illusive Divider
- Rank: 4
- Cost: 1000
- Description: An advanced form of Delusory Screen that extends the effect's duration and allows up to two walls to be conjured simultaneously.
Aromatic Rally
- Rank: 3
- Cost: 450
- Description: Diffuses incense in the vicinity that boosts the offensive capabilities of allies it touches and allows them to fight on even if their Health runs out. Allies' Health falls steadily while active.
Aromatic Resurgence
- Rank: 5
- Cost: 1300
- Description: An advanced form of Aromatic Rally that has a longer-lasting effect and further enhances allies' offensive capabilities.
Espial Incense
- Rank: 4
- Cost: 700
- Description: Detaches caster's spirit from their physical form by inhaling a peculiar incense. Spirit can be controlled, and used to scout distant places undetected. Consumes Stamina while in use.
Visitant Aura
- Rank: 6
- Cost: 1600
- Description: An advanced form of Espial Incense that consumes less Stamina while in use.
Fickle Floor
- Rank: 5
- Cost: 1100
- Description: Conjures an illusory platform that can be set in places without footholds, such as in mid-air. Can be used to entice hostile targets toward an unexpected fall.
Tricky Terrace
- Rank: 7
- Cost: 2500
- Description: An advanced form of Fickle Floor that extends the effect's duration and allows up to two platforms to be conjured simultaneously.
Latching Effigy
- Rank: 6
- Cost: 1800
- Description: Launches a simulacrum conjured with Effigial Incense toward a distant target and possesses it. The simulacrum disappears if it misses its mark.
Binding Effigy
- Rank: 8
- Cost: 2500
- Description: An advanced form of Latching Effigy that has a greater effective range and launches the simulacrum with increased speed.
Scented Alarum
- Rank: 7
- Cost: 2500
- Description: Envelops the caster in a special smoke that detects any hostile targets in the vicinity. Consumes Stamina while active.
Fragrant Alarum
- Rank: 9
- Cost: 3000
- Description: An advanced form of Scented Alarum that consumes less Stamina while active and detects hostile presences over a wider area.
Dragon's Delusion
- Rank: Theurgist's Rite
- Cost: Theurgist's Rite
- Description: Creates an illusory dragon that cannot directly deal damage, but instills hostile targets with fear and even causes them to trip or flee.
Dragon's Dogma 2 Trickster Core Skills
Beveiling Fumes
- Rank: 0
- Cost: 0
- Description: Swings the censer, engulfing targets in smoke and drawing attention to the caster.
Effigial Incense
- Rank: 0
- Cost: 0
- Description: Creates a simulacrum (an illusory figure that is identical to the caster) that draws the attention of hostile targets. Dissipates if continuously attacked or if too far away from the caster.
Effigial Snuff
- Rank: 0
- Cost: 0
- Description: Dispels a simulacrum created with Effigial Incense.
Invoking Essence
- Rank: 0
- Cost: 0
- Description: Beckons the simulacrum to the caster's location. Can also be employed while clinging to or pinning down a foe.
Enthralling Aroma
- Rank: 0
- Cost: 0
- Description: Possesses a hostile target with a simulacrum of the caster, drawing the ire of foes and causing them to attack each other. Can also be employed while clinging to or pinning down a foe.
Mending Vapor
- Rank: 1
- Cost: 150
- Description: Slowly repairs damage incurred by a simulacrum while beckoning it to the caster.
Drifting Brume
- Rank: 2
- Cost: 250
- Description: Swings the censer to conjure a cloud of smoke before unleashing it upon targets. The smoke can travel to reach targets that are not too far away, and draw the attention of any targets it engulfs.
Effigial Quickburn
- Rank: 3
- Cost: 400
- Description: Hastens the speed at which a simulacrum is created when casting Effigial Incense.
Trailing Aroma
- Rank: 4
- Cost: 600
- Description: Extends the distance that a simulacrum created with Effigial Incense can venture from the caster.
Dragon's Dogma 2 Trickster Augments
Detection
- Rank: 2
- Cost: 300
- Description: Alerts you to the presence of any Seeker's Tokens or Wakestone shards in the vicinity with sound and blinking light.
Enlightenment
- Rank: 4
- Cost: 900
- Description: You have a chance of creating one more of the resulting product when combining materials.
Fugacity
- Rank: 6
- Cost: 1800
- Description: Decreases the likelihood of being beset by hostile targets while camping or riding in an oxcart.
Obfuscation
- Rank: 8
- Cost: 3000
- Description: Decreases the likelihood that hostile targets will detect you when you are not in battle stance.
Allure
- Rank: 9
- Cost: 5000
- Description: Enables you to raise your affinity with people more easily.
Dragon's Dogma 2 Warrior Skills
Dragon's Dogma 2 Warrior Skills Navigation
Click to jump to a specific section of the page
Warrior Weapon Skills ♦ Warrior Core Skills ♦ Warrior AugmentsDragon's Dogma 2 Warrior Weapon Skills
Rending Sweep
- Rank: 1
- Cost: 200
- Description: Spins the blade with enough force to cut down foes in all directions. Can be charged prior to unleashing.
Razing Sweep
- Rank: 4
- Cost: 1000
- Description: An advanced form of Rending Sweep that inflicts greater harm when fully charged.
Skyward Sunder
- Rank: 1
- Cost: 0
- Description: Jumps up and slashes upward simultaneously, swinging the blade in mid-air. Can be charged prior to unleashing.
Heavenward Sunder
- Rank: 4
- Cost: 1000
- Description: An advanced form of Skyward Sunder that inflicts greater harm when fully charged.
Bellow
- Rank: 1
- Cost: 200
- Description: Shouts to draw the attention of hostile targets in the vicinity.
Roar
- Rank: 5
- Cost: 1300
- Description: An advanced form of Bellow that becomes more likely to draw the attention of foes with additional button presses.
Goring Lunge
- Rank: 2
- Cost: 300
- Description: Charges forward, running targets through with the blade. Pressing the activation button again stabs forward. Striking with momentum impales foes and crashing them into walls inflicts more harm.
Ravening Lunge
- Rank: 5
- Cost: 1300
- Description: An advanced form of Goring Lunge that consumes less Stamina while charging forth.
Ladder Launch
- Rank: 2
- Cost: 300
- Description: Enables the user to plant their feet and launch an ally into the air from their shoulders.
Catapult Launch
- Rank: 6
- Cost: 1600
- Description: An advanced form of Ladder Launch that flings allies further and to greater heights.
Surging Strike
- Rank: 3
- Cost: 450
- Description: Leaps up and plunges down the blade using the full force of the user's weight. Deals further strikes to smaller, flinching targets. Employable while jumping. More powerful when used from a height.
Diluvian Strike
- Rank: 7
- Cost: 2000
- Description: An advanced form of Surging Strike that inflicts greater harm.
Revivify
- Rank: 3
- Cost: 450
- Description: Gives the user a second wind, curing them of some debilitations (caught fire, frostbite, sleep, silence, and unconscious).
Inspirit
- Rank: 6
- Cost: 1600
- Description: An advanced form of Revivify that consumes less Stamina when activated.
Savage Lash
- Rank: 4
- Cost: 700
- Description: Channels the user's strength into a devastating charged strike.
Indomitable Lash
- Rank: 7
- Cost: 2000
- Description: An advanced form of Savage Lash that inflicts greater harm when fully charged.
Knoll Breaker
- Rank: 5
- Cost: 1100
- Description: Thrusts the blade upward, delivering a solid blow that can knock targets off balance or render them unconscious. Can be charged prior to unleashing.
Mountain Breaker
- Rank: 8
- Cost: 2500
- Description: An advanced form of Knoll Breaker that inflicts greater harm when fully charged.
Tidal Fury
- Rank: 6
- Cost: 1800
- Description: Delivers a momentous counterattack if the user is struck at the moment of activation. Can guard against targets' strikes even should the counterattack fail.
Tidal Wrath
- Rank: 8
- Cost: 2500
- Description: An advanced form of Tidal Fury that eases the counterattack's timing, extending the duration during which it can be activated.
Gale Slash
- Rank: 7
- Cost: 2500
- Description: Uses the blade's momentum to unleash a series of weighty slashes. Swings grow faster and faster if correctly timed. Unleashes a powerful slash attack if button is released when swinging fast enough.
Windstorm Slash
- Rank: 9
- Cost: 3000
- Description: An advanced form of Gale Slash that further increases the speed of consecutive swings when timed correctly.
Arc of Might
- Rank: Champion's Fable
- Cost: Champion's Fable
- Description: Channels every ounce of the user's strength into an almighty blow. Consumes all of the user's Stamina when activated.
Dragon's Dogma 2 Warrior Core Skills
Stonesplitter
- Rank: 0
- Cost: 0
- Description: Performs a mighty downward slash. Follows up with a powerful successive strike if it connects with a foe who has been knocked off balance.
Barge
- Rank: 0
- Cost: 0
- Description: Rushes forward, tackling the target. Though limited in range, it can force the target to flinch. The user is less likely to flinch while it is active.
Bulwark
- Rank: 1
- Cost: 150
- Description: Reduces damage taken from hostile targets during a charged attack.
Breakneck Strike
- Rank: 2
- Cost: 250
- Description: Enables a charged attack to inflict greater harm by unleashing it the very instant it is fully charged.
Chain of Blows
- Rank: 3
- Cost: 400
- Description: Employs the user's momentum to unleash an additional Mighty Sweep.
Repulse
- Rank: 4
- Cost: 600
- Description: Parries a hostile target's attack by unleashing a charged attack that can knock the target off balance.
Mighty Sweep
- Rank: 0
- Cost: 0
- Description: Sweeps in a horizontal arc. Holding the activation button turns the attack into a charged slash and makes the user less likely to flinch.
Dragon's Dogma 2 Warrior Augments
Impact
- Rank: 4
- Cost: 900
- Description: Improves your ability to push and pull targets when grabbing hold.
Pertinacity
- Rank: 6
- Cost: 1800
- Description: Improves your ability to break through an opponent's guard.
Dominance
- Rank: 8
- Cost: 3000
- Description: Augments your Knockdown Power.
Intrepidity
- Rank: 9
- Cost: 5000
- Description: Reduces cumulation of the loss gauge when receiving damage.
Vitality
- Rank: 2
- Cost: 300
- Description: Increases your maximum Health.
Dragon's Dogma 2 Warfarer Skills
Dragon's Dogma 2 Warfarer Skills Navigation
Click to jump to a specific section of the page
Warfarer Weapon Skills ♦ Warfarer Core Skills ♦ Warfarer Augments
Dragon's Dogma 2 Warfarer Weapon Skills
Rearmament
- Rank: Grandmaster's Path
- Cost: Grandmaster's Path
- Description: Instantly switches to a different weapon on the user's person. Select the type of weapons and the order in which they are equipped in the Equipment Menu.
Dragon's Dogma 2 Warfarer Core Skills
Dragon's Dogma 2 All Skills
Dragon's Dogma 2 All Skills Navigation
Click to jump to a specific section of the page
All Weapon Skills ♦ All Core Skills ♦ All Augments
Dragon's Dogma 2 All Weapon Skills
You can search by Name, Vocations, Description, or Discipline Cost. Just type into the search box what you are looking for.
Quick Search of All Weapon Skills
Skill Name | Vocations | Rank | Description | Acquire Cost |
---|---|---|---|---|
Blink Strike | Fighter | 1 | Rushes forcefully toward the target and visits a powerful blow upon them. | -- |
Burst Strike | Fighter | 4 | An advanced form of Blink Strike honed to travel greater distances before visiting a powerful blow upon foes. | 1,000 |
Airward Slash | Fighter | 1 | Performs a jump while slashing diagonally upward. An effective means of assailing flying targets. | 200 |
Compass Slash | Fighter | 3 | Spins with blade extended, drawing a deadly circle that silences nearby targets. | 450 |
Full Moon Slash | Fighter | 6 | An advanced form of Compass Slash. Spins with blade extended, slicing through targets at a broad range. | 1,300 |
Gouging Skewer | Fighter | 4 | Thrusts the blade into the target's body before raining further blows upon them. If strikes connect, the user clings to larger targets and pins down smaller targets that are flinching. | 700 |
Gutting Skewer | Fighter | 7 | An advanced form of Gouging Skewer that delivers a greater number of stabbing strikes. Also employable in mid-air. | 2,000 |
Shield Bash | Fighter | 1 | Delivers a powerful blow with the shield that can knock target off balance. | 200 |
Shield Pummel | Fighter | 4 | An advanced form of Shield Bash that strikes the target twice. | 1,000 |
Shield Summons | Fighter | 2 | Raps the shield loudly to attract the attention of nearby targets. | 300 |
Shield Drum | Fighter | 5 | An advanced form of Shield Summons that carries further, drawing the ire of even distant targets. | 1,300 |
Springboard | Fighter | 3 | Launches allies into the air using the shield. | 450 |
Launchboard | Fighter | 6 | An advanced form of Springboard that uses the shield to launch allies further and to greater heights at a decreased cost to Stamina. | 1,600 |
Impeccable Guard | Fighter | 4 | Spins nimbly on the spot, blocking attacks from every direction with the shield. Employable even while flinching. Useful for escaping dire circumstances. | 700 |
Flawless Guard | Fighter | 7 | An advanced form of Impeccable Guard that consumes less Stamina and has a greater effective range. | 2,000 |
Cloudward Slash | Fighter | 5 | An advanced form of Airward Slash that reaches greater heights and inflicts greater harm. Also employable in mid-air. | 1,300 |
Hindsight Slash | Fighter | 5 | Ducks backward before charging in to deliver a slashing blow. Using it as an evasive maneuver increases its power. | 1,100 |
Hindsight Sweep | Fighter | 8 | An advanced form of Hindsight Slash. Delivers more strikes when counterattacking, each of increased might. | 2,500 |
Counter Slash | Fighter | 6 | Parries a target's attack with the shield before delivering a swift slash in return. Consumes Stamina while defending. | 1,800 |
Vengeful Slash | Fighter | 8 | An advanced form of Counter Slash that consumes less Stamina while defending and affords greater range when counterattacking. | 2,500 |
Perfect Defense | Fighter | 7 | Guards against all manner of attacks from the front. Consumes a great deal of Stamina while defending. | 2,500 |
Divine Defense | Fighter | 9 | An advanced form of Perfect Defense that consumes less Stamina while defending. | 3,000 |
Riotous Fury | Fighter | - | Rains a flurry of powerful blows on the target, dealing massive damage at great cost to Stamina. Leaves the user vulnerable if the first strike misses | Soldier's Code Discipline |
Barrage Shot | Archer | 1 | Fires arrows in rapid succession, allowing for concentrated attacks on a single target. Can be employed while moving. | 0 |
Manifold Shot | Archer | 4 | An advanced form of Barrage Shot that fires a greater number of arrows | 1,000 |
Sweep Shot | Archer | 1 | Fires arrows in a wedge pattern, allowing multiple targets to be struck simultaneously. Can be employed while moving. | 200 |
Dire Arrow | Archer | 1 | Fires a devastating shot that knocks down smaller targets. When using Steady Shot, arrows become even more powerful if they are loosed the instant the bow is fully drawn. | 200 |
Deathly Arrow | Archer | 5 | An advanced form of Dire Arrow that inflicts greater harm and has the ability to pin smaller targets to walls. | 1,300 |
Keen Sight | Archer | 2 | Special sight augments the user's vision while drawing, allowing them to fire on distant targets. Consumes Stamina while the bow is drawn. | 300 |
Lyncean Sight | Archer | 6 | An advanced form of Keen Sight that stabilizes the user's vision and consumes less Stamina. | 1,600 |
Torrent Shot | Archer | 4 | Fires multiple arrows in rapid succession. Rate of fire increases with consecutive shots. Prevents movement while active | 700 |
Tempest Shot | Archer | 7 | An advanced form of Torrent Shot that fires a greater number of arrows. | 2,000 |
Exploding Shot | Archer | 2 | Fires a loaded arrow that adheres to foes or terrain. The arrow will burst when attacked or after a time, and can knock targets off balance. | 300 |
Erupting Shot | Archer | 5 | An advanced form of Exploding Shot with increased arrow speed. If employed while clinging to a target, the user pierces the target with the explosive arrow directly. | 1,300 |
Tarring Shot | Archer | 3 | Fires a loaded arrow that adheres to foes or terrain. Explodes after a time or if attacked, tarring the target or those who draw near. Usable only when carrying an applicable arrow. | 450 |
Incendiary Shot | Archer | 6 | An advanced form of Tarring Shot with increased arrow speed. If employed while clinging to a target, the user pierces the target with the tarring arrow directly. | 1,600 |
Drenching Shot | Archer | 5 | Fires a loaded arrow that adheres to foes or terrain. The arrow will burst when attacked or after a time, and can knock targets off balance. | 1,100 |
Deluging Shot | Archer | 7 | An advanced form of Drenching Shot with increased arrow speed. If employed while clinging to a target, the user pierces the target with the drenching arrow directly. | 2,000 |
Blighting Shot | Archer | 7 | Fires a loaded arrow that adheres to foes or terrain. The arrow will burst when attacked or after a time, and can knock targets off balance. | 2,500 |
Nocuous Shot | Archer | 9 | An advanced form of Blighting Shot with increased arrow speed. If employed while clinging to a target, the user pierces the target with the blighting arrow directly. | 3,000 |
Cascade Shot | Archer | 4 | An advanced form of Sweep Shot that fires a greater number of arrows. | 1,000 |
Whirling Arrow | Archer | 6 | Fires a powerful spinning arrow that delivers a barrage of hits. Effective at overwhelming smaller targets. Can be employed while moving. | 1,800 |
Spiral Arrow | Archer | 8 | An advanced form of Whirling Arrow that appends still more strikes to the barrage. | 2,500 |
Heavenly Shot | Archer | - | Fires an almighty arrow in exchange for consuming all of the user's Stamina. The arrow's potency is determined by the user's remaining Stamina when it is loosed. | Hunter's Secret |
Flagration | Mage |
1 | Unleashes a swirling jet of flame straight ahead for a period of time. The flame ignores Defense and can pass through multiple targets. While active, the caster can still move. | 0 |
High Flagration | Mage |
4 | An advanced form of Flagration that unleashes a more powerful jet of flame | 1,000 |
Levin | Mage |
1 | Strikes an enemy from above with tongues of lightning. Can summon additional lightning bolts by consuming Stamina. | 150 |
High Levin | Mage |
4 | An advanced form of Levin that summons a greater number of lightning bolts when cast. | 1,000 |
Palladium | Mage | 1 | Conjures a cluster of magickal energy that blocks up to three attacks from targets. The cluster will also dissipate after a time. | 200 |
High Palladium | Mage | 4 | An advanced form of Palladium that lasts longer and grants clusters to nearby allies when cast. | 1,000 |
Fire Boon | Mage | 1 | Enchants the caster's weapon or that of a single ally with fire. The enchantment persists for a period of time. | 200 |
Fire Affinity | Mage | 5 | An advanced form of Fire Boon that grants a longer-lasting enchantment. | 1,300 |
Ice Boon | Mage | 2 | Enchants the caster's weapon or that of a single ally with ice. The enchantment persists for a period of time. | 300 |
Ice Affinity | Mage | 5 | An advanced form of Ice Boon that grants a longer-lasting enchantment. | 1,300 |
Lightning Boon | Mage | 2 | Enchants the caster's weapon or that of a single ally with lightning. The enchantment persists for a period of time. | 300 |
Lightning Affinity | Mage | 5 | An advanced form of Lightning Boon that grants a longer-lasting enchantment. | 1,300 |
Frigor | Mage | 3 | Conjures a giant pillar of ice that lingers for a period of time and can serve as a stepping stone. After the pillar is destroyed, grabbable blocks of ice will remain. | 450 |
High Frigor | Mage | 6 | An advanced form of Frigor that unleashes a wave of cold when cast, dealing damage to any targets it touches. | 1,600 |
Halidom | Mage | 3 | Conjures a magickal sigil that cures the caster and their allies of certain debilitations (caught fire, frostbite, unsconscious, sleep, silence, drenched, and tarred) while within range. | 450 |
High Halidom | Mage | 6 | An advanced form of Halidom that has an extended duration and cures the debilitations caught fire, frostbite, unconscious, sleep, silence, drenched, tarred, torched, ice-bound, and blighted. | 1,600 |
Empyrean | Mage | 4 | Conjures an orb of holy light that deals immediate damage to nearby targets in all directions. The light remains for some time even after the attack concludes. | 700 |
High Empyrean | Mage | 7 | An advanced form of Empyrean with an extended attack range and longer-lasting light. | 2,000 |
Celerity | Mage | 4 | Conjures a magickal sigil that hastens the speed of allies within range. The effect persists for a period of time. | 700 |
High Celerity | Mage | 7 | An advanced form of Celerity that conjures a longer-lasting magickal sigil and extends the ensuing speed boost's duration. | 2,000 |
Argent Tonic | Mage | 5 | Fully and instantaneously recovers the Health of the caster or of a single ally. Does not recover the loss gauge. | 1,100 |
Argent Succor | Mage | 8 | An advanced form of Argent Tonic that gradually continues to recover Health for a period of time. | 2,500 |
Solemnity | Mage | 6 | Silences the target for a period of time, preventing them from speaking and incanting spells. | 1,800 |
High Solemnity | Mage | 8 | An advanced form of Solemnity that extends both the spell's effective range and the debilitation's duration. | 2,500 |
Spellhold | Mage | 7 | Temporarily stores an incanted spell in the staff, to be cast instantly at the wielder's discretion. Slows Stamina recovery while storing, and consumes increased Stamina when casting. | 2,500 |
High Spellhold | Mage | 9 | An advanced form of Spellhold that consumes less Stamina when casting the stored spell. | 3,000 |
Celestial Paean | Mage | - | Summons a wave of holy light that hastens both the Stamina recovery and speed of allies who touch it, while reducing damage taken. Consumes all of the caster's Stamina and knocks them off their feet. | Enchanter's Almanac |
Biting Wind | Thief | 1 | Dashes past the target with blades extended. Followed by further slashes when using the same attack on contact. | 0 |
Enkindled Blades | Thief | 1 | Brings the daggers together to ignite, wreathing them in flame for a short time. Can also be employed while clinging to or pinning down a foe | 200 |
Ignited Blades | Thief | 4 | An advanced form of Enkindled Blades that has a longer-lasting effect. Can also be employed while clinging to or pinning down a foe | 1,000 |
Shadow Cloak | Thief | 1 | Enables the user to blend into their surroundings, rendering them more difficult for hostile targets to detect. Less effective when attacking or dashing. Consumes Stamina while active. | 200 |
Shadow Veil | Thief | 5 | An advanced form of Shadow Cloak that renders the user even more difficult for hostile targets to detect at a decreased cost to Stamina. | 1,300 |
Helm Splitter | Thief | 2 | Leaps up, then dives through the air while spinning, blades extended. More powerful when performed from high places. Also employable in mid-air. | 300 |
Skull Splitter | Thief | 5 | An advanced form of Helm Splitter that employs a faster spin to deliver a greater number of slashes during the spinning dive. | 1,300 |
Ensnare | Thief | 3 | Casts out cords to snare targets and tug on them. Pulls smaller targets closer, and topples larger targets that have been knocked off balance | 450 |
Implicate | Thief | 7 | An advanced form of Ensnare that allows the user to pull targets with greater force. | 2,000 |
Powder Charge | Thief | 2 | Places an explosive on the ground at the user's feet that can be detonated from afar at a moment of their choosing. Can also be employed while clinging to or pinning down a foe. | 300 |
Powder Blast | Thief | 6 | An advanced form of Powder Charge that plants a more powerful explosive with a greater effective range. Can also be employed while clinging to or pinning down a foe. | 1,600 |
Concussive Step | Thief | 3 | Uses an explosive blast to withdraw from the point of detonation. The blast may cause lightweight targets to flinch. Also employable in mid-air. | 450 |
Concussive Leap | Thief | 6 | An advanced form of Concussive Step that consumes less Stamina and is more likely to cause targets to flinch. | 1,600 |
Gut and Run | Thief | 6 | Cruelly stabs and gouges the target before drawing back. A fearsomely powerful skill, employable only while clinging to or pinning down a target. Inflicts greater harm to a foe's weak point. | 1,800 |
Draw and Quarter | Thief | 8 | An advanced form of Gut and Run that inflicts greater harm when withdrawing. | 2,500 |
Smoke Screen | Thief | 4 | Throws a smoke bomb that blinds nearby targets. Useful for creating chaos when counterattacking or withdrawing. Can also be employed while clinging to or pinning down a foe, or in mid-air. | 700 |
Smoke Shroud | Thief | 7 | An advanced form of Smoke Screen with an extended smoke radius and a longer-lasting effect. | 2,000 |
Pilfer | Thief | 5 | Allows the user to rob targets that have been knocked off balance and targets not in battle stance of a curative or other item. Can only rob larger targets while they are downed. | 1,100 |
Plunder | Thief | 8 | An advanced form of Pilfer that increases the likelihood of stealing a rare item. | 2,500 |
Cutting Wind | Thief | 4 | An advanced form of Biting Wind that has an extended attack range | 1,000 |
Easy Kill | Thief | 7 | Darts behind the target after parrying their attack, then slits their throat. | 2,500 |
Masterful Kill | Thief | 9 | An advanced form of Easy Kill that can be employed in mid-air | 3,000 |
Blades of the Pyre | Thief | - | Brings the daggers together to ignite, wreathing them in a blazing inferno so potent that the user cannot escape being burned. | Legend's Opus |
Formless Feint | Thief | - | Accelerates the user's reactions to an ungodly degree, enabling them to evade all manner of attacks from hostile targets. Consumes Stamina while active. | Pìlferer's Handbook |
Dragoun's Stabbe | Mystic Spearhand | 1 | Kicks off a magickal platform to gain momentum before delivering a forceful jab. Also employable against flying targets. | 0 |
Dragoun's Foin | Mystic Spearhand | 4 | An advanced form of Dragoun's Stabble that allows the user to travel farther and causes the forceful jab to inflict magick damage as well. | 1,000 |
Seching Blade | Mystic Spearhand | 1 | Conjures magickal blades that fly at the target of their own accord. Though not especially powerful, it can be activated while moving or using another attack. | 200 |
Seching Storm | Mystic Spearhand | 4 | An advanced form of Seching Blade that conjures a greater number of blades at a decreased cost of Stamina. | 1,000 |
Mirour Vesture | Mystic Spearhand | 3 | Erects a magickal barrier around the user and any allies within range. Each barrier only lasts for a very short span of time, but nullifies all manner of attacks for the duration. | 450 |
Mirour Shelde | Mystic Spearhand | 6 | An advanced form of Mirour Vesture that extends each barrier's duration, as well as the effective range when casting. | 1,600 |
Humble Offringe | Mystic Spearhand | 2 | Levitates nearby objects and hurls them at the closest hostile target. Can also lift and hurl smaller hostile targets that are flinching | 200 |
Devout Offringe | Mystic Spearhand | 5 | An advanced form of Humble Offringe that has an extended range, allowing targets to be lifted from further away. | 1,300 |
Thef's Hond | Mystic Spearhand | 3 | Saps the target's vitality and grants it to the user in the form of stamina. Cannot be employed against targets that lack a corporeal form. | 450 |
Ravinour's Hond | Mystic Spearhand | 5 | An advanced form of Thef's Hond that hastens Stamina recovery | 1,300 |
Skiedragoun's Fangtooth | Mystic Spearhand | 4 | Darts swiftly into the air before plunging down at high speed. Inflict greater harm when evading a target's attack | 700 |
Skiedragoun's Feste | Mystic Spearhand | 6 | An advanced form of Skiedragoun's Fangtooth that causes the dive attack to inflict magick damage as well. | 1600 |
Unto Skie | Mystic Spearhand | 5 | Launches smaller targets great distances, forcibly removing them from battle. Launched targets grant no experience and drop no items. Larger targets are not launched, but struck with a solid blow. | 1,100 |
Unto Heven | Mystic Spearhand | 7 | An advanced form of Unto Skie that leaves the user less vulnerable when activated and consumes less Stamina. | 2,000 |
Magike Sperepelote | Mystic Spearhand | 6 | Fires the magick stored within the duospear in a high-speed blast. Consume Stamina while readying duospear to fill it with magick, inflicting harm relative to the amount of Stamina consumed. | 1,800 |
Magike Speregonne | Mystic Spearhand | 8 | An advanced form of Magike Sperepelote that has a greater effective range and fires a more powerful magickal blast at increased speed. | 2,500 |
Swift Charge | Mystic Spearhand | 7 | Consumes Health and Stamina to instantly charge Forbeding Bolt to maximum. | 2,500 |
Moment's Charge | Mystic Spearhand | 9 | An advanced form of Swift Charge that consumes less Stamina. | 3,000 |
Wild Furie | Mystic Spearhand | - | Unleashes a relentless flurry of slashes and magickal attacks. Additional button presses continue the onslaught by consuming Stamina. | Paladin's Enigmata |
Frostseeker Bolt | Magick Archer | 1 | Fires a bolt of magickal ice that pursues hostile targets of its own accord and can inflict frostbite. | 0 |
Frosthunter Bolt | Magick Archer | 4 | An advanced form of Frostseeker Bolt that extends the effect's duration. | 1,000 |
Irradiant Orb | Magick Archer | 1 | 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. | 200 |
Candescent Orb | Magick Archer | 4 | An advanced form of Irradiant Orb that extends the effect's duration. | 1,000 |
Ricochet Seeker | Magick Archer | 2 | Looses a magickal arrow that flies wildly about, increasing in power as it ricochets off walls. Effective in cramped quarters | 300 |
Ricochet Hunter | Magick Archer | 5 | An advanced form of Ricochet Seeker that extends the duration of the magickal arrow's effect. | 1,300 |
Sedative Bolt | Magick Archer | 2 | 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 | 300 |
Soporific Bolt | Magick Archer | 6 | An advanced form of Sedative Bolt that requires less time to charge. | 1,600 |
Flamefang Arrow | Magick Archer | 3 | Fires an arrow of magickal flame that explodes on impact. Can control the arrow's trajectory after it is loosed. | 450 |
Blazefang Arrow | Magick Archer | 7 | An advanced form of Flamefang Arrow with an extended effective range. | 2,000 |
Hailstone Bolt | Magick Archer | 4 | Fires a clump of ice that grows in size the longer it is charged and delivers a solid blow to foes it strikes. | 700 |
Arctic Bolt | Magick Archer | 7 | An advanced form of Hailstone Bolt that inflicts greater harm when fully charged. | 2,000 |
Remedy Arrow | Magick Archer | 1 | 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. | 200 |
Recovery Arrow | Magick Archer | 5 | An advanced form of Remedy Arrow that requires less time to charge. | 1,300 |
Vimtaking Arrow | Magick Archer | 3 | 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. | 450 |
Lifetaking Arrow | Magick Archer | 6 | An advanced form of Vimtaking Arrow that extends the effective range when absorbing Health from hostile targets. | 1,600 |
Sparkchain Stake | Magick Archer | 5 | 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. | 1,100 |
Boltchain Stake | Magick Archer | 8 | An advanced form of Sparkchain Stake that extends the effect's duration. | 2,500 |
Bartizan | Magick Archer | 6 | 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. | 1,800 |
Fortalice | Magick Archer | 8 | An advanced form of Bartizan that extends the barrier's duration. | 2,500 |
Sagittate Downpour | Magick Archer | 7 | Conjures and fires a multitude of magickal arrows. Arrows can be concentrated on a single target or on a single point on a target. | 2,500 |
Sagittate Avalanche | Magick Archer | 9 | An advanced form of Sagittate Downpour that increases the number of conjurable arrows. | 3,000 |
Martyr's Bolt | Magick Archer | - | 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. | Spellbow's Paradox |
Salamander | Sorcerer | 1 | Conjures a flame that slithers forward along the ground. The flame remains for a time and deals continuous damage to any targets it touches. | 200 |
High Salamander | Sorcerer | 5 | An advanced form of Salamander that extends both the flame's range and the debilitation's duration. | 1,300 |
Thundermine | Sorcerer | 1 | Conjures a ball of lightning that automatically unleashes crackling bolts at foes who draw near. The bolts also knock down smaller targets. Dissipates after a set number of attacks. | 200 |
High Thundermine | Sorcerer | 5 | An advanced form of Thundermine that extends the spell's duration and increases the number of attacks unleashed from the ball of lightning before it dissipates. | 1,300 |
Hagol | Sorcerer | 2 | Summons a bone-chilling blizzard in the immediate vicinity that damages any targets it touches and inflicts them with frostbite. | 300 |
High Hagol | Sorcerer | 6 | An advanced form of Hagol that extends both the blizzard's range and the debilitation's duration. | 1,600 |
Decanter | Sorcerer | 4 | Saps the target's health and grants it to the caster. The effect continues for as long as the spell is maintained, but the caster must remain stationary. | 700 |
High Decanter | Sorcerer | 7 | An advanced form of Decanter that has a greater effective range and increased healing potency. | 2,000 |
Seism | Sorcerer | 5 | Sends eruptions of stone high into the air, dealing physical damage. Especially effective against targets resistant to magick. | 1,100 |
High Seism | Sorcerer | 7 | An advanced form of Seism that causes even more eruptions of stone, inflicting greater harm over a wider area. | 2,000 |
Prescient Flare | Sorcerer | 6 | Affixes a target with a magickal orb that explodes after a time if it is attacked. Striking the orb adds more explosions and makes them more powerful. Orb fades if not attacked for a period of time. | 1,800 |
Augural Flare | Sorcerer | 8 | An advanced form of Prescient Flare that extends the duration before the orb detonates and increases the number of possible explosions. | 2,500 |
Meteoron | Sorcerer | -- | Summons a meteor shower, dealing immense damage to targets across a broad range. Prevents movement while incanting, and is unaffected by Quickspell. Most effective when cast in a wide-open space. | Conjurer's Jottings |
Maelstrom | Sorcerer | -- | Conjures a whirlwind to wreak havoc upon those caught in its path. Prevents movement while incanting, and is unaffected by Quickspell. Most effective when cast in a cramped space. | Myrddin's Chronicle |
Sweeping Shroud | Trickster | 1 | Diffuses smoke across a broad range, attracting the attention of any targets the smoke touches. If Effigial Incense has been cast, targets will focus on the simulacrum instead. | 100 |
Suffocating Shroud | Trickster | 4 | An advanced form of Sweeping Shroud that diffuses smoke over a wider area and more effectively draws targets' attention. | 1,000 |
Delusory Screen | Trickster | 2 | Conjures an illusory wall that hinders hostile targets' movement and blocks their field of vision. The wall dissipates after a time. | 300 |
Illusive Divider | Trickster | 4 | An advanced form of Delusory Screen that extends the effect's duration and allows up to two walls to be conjured simultaneously. | 1,000 |
Aromatic Rally | Trickster | 3 | Diffuses incense in the vicinity that boosts the offensive capabilities of allies it touches and allows them to fight on even if their Health runs out. Allies' Health falls steadily while active. | 450 |
Aromatic Resurgence | Trickster | 5 | An advanced form of Aromatic Rally that has a longer-lasting effect and further enhances allies' offensive capabilities. | 1,300 |
Espial Incense | Trickster | 4 | Detaches caster's spirit from their physical form by inhaling a peculiar incense. Spirit can be controlled, and used to scout distant places undetected. Consumes Stamina while in use. | 700 |
Visitant Aura | Trickster | 6 | An advanced form of Espial Incense that consumes less Stamina while in use. | 1,600 |
Fickle Floor | Trickster | 5 | Conjures an illusory platform that can be set in places without footholds, such as in mid-air. Can be used to entice hostile targets toward an unexpected fall. | 1,100 |
Tricky Terrace | Trickster | 7 | An advanced form of Fickle Floor that extends the effect's duration and allows up to two platforms to be conjured simultaneously. | 2,500 |
Latching Effigy | Trickster | 6 | Launches a simulacrum conjured with Effigial Incense toward a distant target and possesses it. The simulacrum disappears if it misses its mark. | 1,800 |
Binding Effigy | Trickster | 8 | An advanced form of Latching Effigy that has a greater effective range and launches the simulacrum with increased speed. | 2,500 |
Scented Alarum | Trickster | 7 | Envelops the caster in a special smoke that detects any hostile targets in the vicinity. Consumes Stamina while active. | 2,500 |
Fragrant Alarum | Trickster | 9 | An advanced form of Scented Alarum that consumes less Stamina while active and detects hostile presences over a wider area. | 3,000 |
Dragon's Delusion | Trickster | - | Creates an illusory dragon that cannot directly deal damage, but instills hostile targets with fear and even causes them to trip or flee. | Theurgist's Rite |
Skyward Sunder | Warrior | 1 | Jumps up and slashes skyward simultaneously, swinging the blade in mid-air. Can be charged prior to unleashing. | 0 |
Heavenward Sunder | Warrior | 4 | An advanced form of Skyward Sunder that inflicts greater harm when fully charged. | 1,000 |
Rending Sweep | Warrior | 1 | Spins the blade with enough force to cut down foes in all directions. Can be charged prior to unleashing. | 200 |
Razing Sweep | Warrior | 4 | An advanced form of Rending Sweep that inflicts greater harm when fully charged. | 1,000 |
Bellow | Warrior | 1 | Shouts to draw the attention of hostile targets in the vicinity. | 200 |
Roar | Warrior | 5 | An advanced form of Bellow that becomes more likely to draw the attention of foes with additional button presses. | 1,300 |
Goring Lunge | Warrior | 2 | Charges forward, running targets through with the blade. Pressing the activation button again stabs forward. Striking with momentum impales foes and crashing them into walls inflicts more harm. | 300 |
Ravening Lunge | Warrior | 5 | An advanced form of Goring Lunge that consumes less Stamina while charging forth. | 1,300 |
Ladder Launch | Warrior | 2 | Enables the user to plant their feet and launch an ally into the air from their shoulders. | 300 |
Catapult Launch | Warrior | 6 | An advanced form of Ladder Launch that flings allies further and to greater heights. | 1,600 |
Surging Strike | Warrior | 3 | Leaps up and plunges down the blade using the full force of the user's weight. Deals further strikes to smaller, flinching targets. Employable while jumping. More powerful when used from a height. | 450 |
Diluvian Strike | Warrior | 7 | An advanced form of Surging Strike that inflicts greater harm. | 2,000 |
Revivify | Warrior | 3 | Gives the user a second wind, curing them of some debilitations (caught fire, frostbite, sleep, silence, and unconscious). | 450 |
Inspirit | Warrior | 6 | An advanced form of Revivify that consumes less Stamina when activated | 1,600 |
Savage Lash | Warrior | 4 | Channels the user's strength into a devastating hit that grows in power the longer it is charged. | 700 |
Indomitable Lash | Warrior | 7 | An advanced form of Savage Lash that inflicts greater harm when fully charged. | 2,000 |
Knoll Breaker | Warrior | 5 | Thrusts the blade upward, delivering a solid blow that can knock targets off balance or render them unconscious. Can be charged prior to unleashing. | 1,100 |
Mountain Breaker | Warrior | 8 | An advanced form of Knoll Breaker that inflicts greater harm when fully charged. | 2,500 |
Tidal Fury | Warrior | 6 | Delivers a momentous counterattack if the user is struck at the moment of activation. Can guard against targets' strikes even should the counterattack fail. | 1,800 |
Tidal Wrath | Warrior | 8 | An advanced form of Tidal Fury that eases the counterattack's timing, extending the duration during which it can be activated. | 2,500 |
Gale Slash | Warrior | 7 | Uses the blade's momentum to unleash a series of weighty slashes. Swings grow faster and faster if correctly timed. Unleashes a powerful slash attack if button is released when swinging fast enough. | 2,500 |
Windstorm Slash | Warrior | 9 | An advanced form of Gale Slash that further increases the speed of consecutive swings when timed correctly. | 3,000 |
Arc of Might | Warrior | - | Channels every ounce of the user's strength into an almighty blow. Consumes all of the user's Stamina when activated. | Champion's Fable |
Rearmament | Warfarer | - | Instantly switches to a different weapon on the user's person. Select the type of weapons and the order in which they are equipped in the Equipment Menu. | Grandmaster's Path |
Dragon's Dogma 2 All Core Skills
You can search by Name, Vocations, Description, or Discipline Cost. Just type into the search box what you are looking for.
Quick Search of All Core Skills
Skill Name | Vocations | Vocation Rank | Description | Acquire Cost |
---|---|---|---|---|
Onslaught | Fighter | 1 | Unleashes a flurry of swift slashes with the sword. | 0 |
Empale | Fighter | 1 | Thrusts blade forward in a forceful jab. Follows up with powerful successive strike if it connects with a foe who has been knocked off balance. | 0 |
Defend | Fighter | 1 | Guards against attacks from the front with the shield. Some Stamina is consumed when an attack connects with the shield. | 0 |
Deflect | Fighter | 1 | Deflects attacks back toward the target. While active, counterattacking consumes less Stamina. | 0 |
True Deflect | Fighter | 1 | Deflects attacks back toward the target with impressive might. While active, counterattacking consumes no stamina. | 150 |
Tusk Toss | Fighter | 2 | Traces a grand skyward arc with the blade, sending lightweight foes into the air. | 250 |
Steeled Foundation | Fighter | 3 | Uses the shield to ease the impact from falling. Reduces fall damage and hastens recovery after a fall. | 400 |
Enchanted Counter | Fighter | 4 | When using defend while enchanted, automatically counters with an elemental attack corresponding to the enchantment. | 600 |
Loose | Archer | 1 | Aims and fires an arrow at a nearby foe. Can be employed while moving. If employed while clinging to or pinning down a target, the user pierces the target with the arrow directly. | -- |
Front Kick | Archer | 1 | Unleashes a swift kick that causes the target to flinch. Launches the user backward if the kick connects in mid-air. | -- |
Steady Shot | Archer | 1 | Draws the bow carefully, allowing for precise aim. Can be employed while moving. Length of the draw affects arrow impact and distance flown. | -- |
Leaping Punt | Archer | 1 | Delivers a weighty kick that can knock foes off balance. Launches the user backward after it connects. | 150 |
Parting Shot | Archer | 2 | Fires an arrow while jumping back after performing a Leaping Punt or a mid-air Front Kick. | 250 |
Puncture Dart | Archer | 6 | Draws the bowstring to its absolute limit before firing. Makes aiming more difficult, but allows arrows to pierce targets with greater impact. | 600 |
Swift Nock | Archer | 3 | Enables the user to nock arrows more quickly when using Loose or Steady Shot. | 400 |
Magick Bolt | Mage Sorcerer |
1 | Fires a magickal burst that differs based on active enchantment. Can be cast while moving. | 0 |
Anodyne | Mage | 1 | Conjures a magickal curative sigil that recovers the health of the caster and their allies when in contact with it | 0 |
Focused Bolt | Mage | 1 | Fires a condensed magickal burst that differs based on active enchantment. | 100 |
Quickspell | Mage Sorcerer |
2 | Greatly hastens incantation speed. Consumes Stamina while active. | 250 |
Levitate | Mage Sorcerer |
3 | Manipulates the caster's weight through magickal means, allowing them to float temporarily. | 400 |
Scarlet Kisses | Thief | 1 | Unleashes a flurry of forward slashes. | 150 |
Controlled Fall | Thief | 2 | Tucks the body into a tight roll when hitting the ground after being knocked down, allowing the user to swiftly regain their feet. reduces the damage taken upon impact. | 250 |
Bump and Lift | Thief | 3 | Robs the target of an item when the attack connects. Activates when using Carve, but has a low success rate. | 400 |
Footpad | Thief | 4 | Kicks off a wall, allowing the user to launch themselves a great distance. | 600 |
Twin Fangs | Thief | 1 | Performs a deadly double strike forward, followed by a powerful successive strike if target is knocked off balance. Hold down to cling to larger targets or to pin down smaller flinching targets. | 0 |
Swift Step | Thief | 1 | Lowers stance and renders movement swift and light. Effective as an evasive maneuver. | 0 |
Carve | Thief | 1 | Delivers a flurry of dagger blows. | 0 |
Bulwark | Warrior | 1 | Reduces damage taken from hostile targets during a charged attack. | 150 |
Breakneck Strike | Warrior | 2 | Enables a charged attack to inflict greeater harm by unleashing it the very instant it is fully charged. | 250 |
Chain of Blows | Warrior | 3 | Employs the user's momentum to unleash an additional Mighty Sweep. | 400 |
Repulse | Warrior | 4 | Parries a hostile target's attack by unleashing a charged attack that can knock the target off balance. | 600 |
Stonesplitter | Warrior | 1 | Performs a mighty downward slash. Follows up with a powerful successive strike if it connects with a foe who has been knocked off balance. | 0 |
Barge | Warrior | 1 | Rushes forward, tackling the target. Though limited in range, it can force the target to flinch. The user is less likely to flinch while it is active. | 0 |
Mighty Sweep | Warrior | 1 | Sweeps in a horizontal arc. Holding the activation button turns the attack into a charged slash and makes the user less likely to flinch. | 0 |
Galvanize | Sorcerer | 1 | Rapidly recovers Stamina through single-minded focus. Can be employed while moving, but with reduced efficacy. | 0 |
Bursting Bolt | Sorcerer | 1 | Stores up magick before unleashing it in a powerful burst that explodes sometime after connecting with the target. Effect differs based on active enchantment. | 150 |
Twein Cut | Mystic Spearhand | 1 | Disperses Foreboding Bolt after it has been unleashed, ensnaring hostile targets in the vicinity and preventing them from moving. Targets struck directly are restrained for longer. | 0 |
Magike Cut | Mystic Spearhand | 1 | Allows the user to instantly approach a target that was struck by Foreboding Bolt or Scattering Bolt | 0 |
Redouted Bolt | Mystic Spearhand | 1 | Fires a magickal burst that deals no damage but causes targets to flinch. Can be employed while moving. | 0 |
Forbeding Bolt | Mystic Spearhand | 1 | Alters the effect of Redouted Bolt so that it instead prevents the target's movement. Charging up magick before unleashing extends the effect. Can charge magick while performing other actions. | 0 |
Scatering Bolt | Mystic Spearhand | 1 | Disperses Foreboding Bolt after it has been unleashed, ensnaring hostile targets in the vicinity and preventing them from moving. Targets struck directly are restrained for longer. | 150 |
Quik Fot | Mystic Spearhand | 2 | Allows the user to instantly approach a target that was struck by Foreboding Bolt or Scatering Bolt | 250 |
Ferrene Bolt | Mystic Spearhand | 3 | Extends the effective range of Redouted Bolt | 400 |
Winding Cut | Mystic Spearhand | 4 | Spins the duospear forward, whirling and slashing through targets without a pause. Repeatedly pressing the activation button spins the duospear faster. Can be activated while walking. | 600 |
Quickfire | Magick Archer | 1 | 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. | 0 |
Conversion | Magick Archer | 1 | 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. | 0 |
Pinpoint Volley | Magick Archer | 1 | Takes aim at multiple targets or multiple points on a target before firing with precision. Can be employed while moving. | 0 |
Rivet Shot | Magick Archer | 1 | Takes aim at a single target or a single point on a target before firing with precision. Can be employed while moving. | 0 |
Climactic Arrow | Magick Archer | 1 | Increases harm inflicted with Pinpoint Volley and Rivet Shot if loosed the instant the bow is fully drawn | 150 |
Scopic Sight | Magick Archer | 2 | Extends lock-on range when using Pinpoint Volley or Rivet Shot | 250 |
Tracker's Sight | Magick Archer | 3 | Increasesthe maximum number of lock-on targets when using Pinpoint Volley or Rivet Shot. | 400 |
Protracting Arrow | Magick Archer | 4 | 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. | 600 |
Beveiling Fumes | Trickster | 1 | Swings the censer, engulfing targets in smoke and drawing attention to the caster. | 0 |
Effigial Incense | Trickster | 1 | Creates a simulacrum (an illusory figure that is identical to the caster) that draws the attention of hostile targets. Dissipates if continuously attacked or if too far away from the caster. | 0 |
Effigial Snuff | Trickster | 1 | Dispels a simulacrum created with Effigial Incense. | 0 |
Invoking Essence | Trickster | 1 | Beckons the simulacrum to the caster's location. Can also be employed while clinging to or pinning down a foe. | 0 |
Enthralling Aroma | Trickster | 1 | Possesses a hostile target with a simulacrum of the caster, drawing the ire of foes and causing them to attack each other. Can also be employed while clinging to or pinning down a foe. | 0 |
Mending Vapor | Trickster | 1 | Slowly repairs damage incurred by a simulacrum while beckoning it to the caster. | 150 |
Drifting Brume | Trickster | 2 | Swings the censer to conjure a cloud of smoke before unleashing it upon targets. The smoke can travel to reach targets that are not too far away, and draw the attention of any targets it engulfs. | 250 |
Effigial Quickburn | Trickster | 3 | Hastens the speed at a which a simulacrum is created when casting Effigial Incense. | 400 |
Trailing Aroma | Trickster | 4 | Extends the distance that a simulacrum created with Effigial Incense can venture from the caster. | 600 |
Dragon's Dogma 2 All Augments
You can search by Name, Vocations, Description, or Discipline Cost. Just type into the search box what you are looking for.
Quick Search of Augments
Name | Vocations | Unlock Rank | Description | Acquire Cost |
---|---|---|---|---|
Mettle | Fighter | 2 | Augments your physical defense. | 300 |
Provocation | Fighter | 4 | Increases the likelihood of being targeted by foes. | 900 |
Thew | Fighter | 6 | Enables you to carry additional weight. | 1,800 |
Dominion | Fighter | 8 | Allows you to lift up and pin down foes for an extended duration. | 3,000 |
Diligence | Fighter | 9 | Hastens recovery when downed or crawling. | 5,000 |
Ambuscade | Archer | 2 | Increases damage dealt by your attacks when targets are not in battle stance. | 300 |
Endurance | Archer | 4 | Increases your maximum Stamina. | 900 |
Radiance | Archer | 6 | Causes your lantern to consume less oil and illuminate a wider area. | 1,800 |
Lethality | Archer | 8 | Increases damage dealt when striking a target's vitals. | 3,000 |
Avidity | Archer | 9 | Enables you to clamber up cliffs and scale foes and other surfaces more quickly. | 5,000 |
Apotropaism | Mage | 2 | Augments your Magick Defense. | 300 |
Beatitude | Mage | 4 | Increases the amount of Health recovered by curatives and curative magicks. | 900 |
Intervention | Mage | 6 | Reduces the duration of debilitations you are afflicted with. | 1,800 |
Perpetuation | Mage | 8 | Extends the duration of enchantments and invigorations | 3,000 |
Exaltation | Mage | 9 | Augments your Stamina recovery speed. | 5,000 |
Subtlety | Thief | 2 | Decreases the likelihood of being targeted by foes. | 300 |
Gratification | Thief | 4 | Slightly restores Health when you deliver a killing blow to a foe. | 900 |
Poise | Thief | 6 | Reduces the Stamina consumed when struggling in a foe's grip | 1,800 |
Vigor | Thief | 8 | Reduces the Stamina consumed when clinging to or pinning down foes | 3,000 |
Verve | Thief | 9 | Augments your Strength | 5,000 |
Vitality | Warrior | 2 | Increases your maximum Health. | 300 |
Impact | Warrior | 4 | Improves your ability to push and pull targets when grabbing hold. | 900 |
Pertinacity | Warrior | 6 | Improves your ability to break through an opponent's guard. | 1,800 |
Dominance | Warrior | 8 | Augments your Knockdown Power. | 3,000 |
Intrepidity | Warrior | 9 | Reduces cumulation of the loss gauge when receiving damage. | 5,000 |
Asperity | Sorcerer | 2 | Increases the likelihood of inflicting debilitations with your attacks. | 300 |
Stasis | Sorcerer | 4 | Reduces the rate at which items deteriorate | 900 |
Constancy | Sorcerer | 6 | Augments your Knockdown Resistance | 1,800 |
Catalysis | Sorcerer | 8 | Increases damage dealt when exploiting a hostile target's elemental weakness | 3,000 |
Sagacity | Sorcerer | 9 | Augments your Magick | 5,000 |
Conveyance | Mystic Spearhand | 2 | Hastens movement speed while carrying or lifting. | 300 |
Opulence | Mystic Spearhand | 4 | Increases gold obtained when acquiring coin pouches | 900 |
Polarity | Mystic Spearhand | 6 | Augments your Strength during the day and your Magick at night | 1,800 |
Refulgence | Mystic Spearhand | 8 | Increases the amount of rift crystals obtained when acquiring rift fragments and the like | 3,000 |
Athleticism | Mystic Spearhand | 9 | Reduces Stamina consumed while dashing | 5,000 |
Sustainment | Magick Archer | 2 | Augments the physical Defense and Magick Defense of pawns in your party. | 300 |
Voracity | Magick Archer | 4 | Recovers a small amount of Stamina when you deliver the killing blow to a target. | 900 |
Prolificity | Magick Archer | 6 | Increases the likelihood that smaller targets will drop items | 1,800 |
Ascendancy | Magick Archer | 8 | Augments the Strength and Magick of pawns in your party | 3,000 |
Amelioration | Magick Archer | 9 | Reduces the amount of time taken for fallen pawns to revive | 5,000 |
Detection | Trickster | 2 | Alerts you to the presence of any Seeker's Tokens or Wakestone shards in the vicinity with sound and blinking light. | 300 |
Enlightenment | Trickster | 4 | You have a chance of creating one more of the resulting product when combining materials. | 900 |
Fugacity | Trickster | 6 | Decreases the likelihood of being beset by hostile targets while camping or riding in an oxcart. | 1,800 |
Obfuscation | Trickster | 8 | Decreases the likelihood that hostile targets will detect you when you are not in battle stance | 3,000 |
Allure | Trickster | 9 | Enables you to raise your affinity with people more easily | 5,000 |
Zeal | Warfarer | 6 | Reduces the Stamina consumed when performing a weapon skill | 1,800 |
Dynamism | Warfarer | 9 | Reduces the amount by which weight affects your movement speed | 5,000 |
Dragon's Dogma 2 Skills Guide
Maister's Teachings in Dragon's Dogma 2
The maister's teaching is the most powerful skill that can be acquired by each Vocation. Learning a maister's teaching requires the use of a special tome, which you will receive if you impress the Vocation Maister with your abilities. However, the true potential of this skill can only be realized by those whose vocation rank is high enough.
How to Unlock Skills in Dragon's Dogma 2
Skills can be unlocked at a Guild Hall in exchange for Discipline Points (Dcp). Players may also customize their equipped Skills there, as well as change Vocations if they want to. The stronger the Skill, the most Dcp is usually needed to unlock it.
Discipline Points are gained mainly by defeating Enemies in the game. Players can seek out areas that spawn a large number of monsters that give the most number of Dcps in order to farm them and unlock more Skills. Keep in mind that some Skills are unlocked across different Vocations, particularly all Augments and Core Skills (as long as the related Weapon is equipped).
Can augments be used cros vocations as it was in ddda? Or now they licked in 1 vocation?
They removed Ark of might+ark of deliverance +ark of obliteration from warrior are insane Itsuno ? What's the point now playing as warrior ?
- Anonymous
- Anonymous
They got rid of holy and dark skills / enchants?
What the F*** were they thinking?
- Anonymous
Can someone please tell me how to dodge roll ? Im a fighter and i don’t see it as a skill im so confused
- Anonymous
The Jazz Skill is the strongest skill in game at the moment
- Anonymous
For Bump and Lift, is it an activated skill or is it a passive skill that lets you have a chance to steal when using carve?
Thief augments: you're missing Subtlelty (rank 2, 300 points, decreases the likelihood of being targeted by foes), very good for healer pawns.
0
+10
-1