Warfarer

Advanced Vocation

warfarer2 vocations dragonsdogma2 wiki guide
Weapons All
Equippable by Pawns No
Primary Offensive Stat Either

Warfarer is an Advanced Vocation in Dragon's Dogma 2. The Warfarer boasts lower stats than the other advanced vocations, but makes it up with plenty of versatility options. Vocations are the many character classes the player can choose from. The Vocation you choose for the Arisen or your Pawns dictates what Weapons and Skills they are able to use, as well as how their stats increase per level up. Some Vocations are only able to be used by the Arisen.

 

The Warfarer is a new vocation exclusive to the Arisen that can use every weapon, and learn different skills from each vocation. By using diverse weapons, the Warfarer can respond to any situation and create combos that cross vocational boundaries. The Warfarer’s lower base stats require them to utilize the situational strengths of different weapon types to be on par with other vocations with specialized strengths.

 

How to Unlock the Warfarer Class in Dragon's Dogma 2

  • Players can acquire this vocation by interacting with Lamond.
  • Lamond resides at the Geyser Hamlet, south of the Volcanic Island Camp. [See Dragon's Dogma 2 Map]
  • When you speak to him, he'll ask you to bring him an item which is the Newt Liqueur. Bring three of the liqueur to unlock the class.
  • The class can also be unlocked during the The Importance of Aiding Ernesto quest when it comes time to speak to Lamond. You will unlock it as soon as dialogue with him ends.

 

Where to Find the Warfarer Maister in Dragon's Dogma 2

Lamond is the Maister NPC players must interact with to acquire the Grandmaster's Path. Using the scroll unlocks the Rearmament Warfarer Skill for yourself. As mentioned, when you first meet him, he'll ask you to bring him an item which is the Newt Liqueur. Bring the items to unlock the vocation and keep talking to him afterward. The conversation with him will trigger Lamond to give the Grandmaster's Path to the player.

You can find Newt Liqueur at Higgs Tavern Stand in BakBatthal. He won't open up for you unless you move the bags outside his place into the fenced area and then defeat the guards who will attack you. Then head upstairs and buy these for 5000g each. Alternatively, don a beast mask before moving the bags; the guards won't attack you this way.

 

 

Dragon's Dogma 2 Warfarer Guide and Builds Videos

 

Dragon's Dogma 2 Warfarer Guide: How to Play

Warfarers wield all manner of weaponry to conquer the battlefield. They possess the unique ability to swap weapons and adopt skills from the corresponding vocation in an instant. Requiring sharp reflexes and tactical adaptability to master, the warfarer vocation is intended for seasoned combatants, and can only be acquired by the Arisen. As a warfarer, you can equip multiple weapons in the equipment menu. When using the Rearmament skill, you will cycle through the weapons you have equipped in their set order. As a warfarer, you can assign weapon skills that you have acquired from other vocations to a skill set. This skill set is exclusive to the warfarer vocation, and does not change when using the rearmament skill. Assigned weapon skills may only be activated if their corresponding vocation matches that of the weapon you have equipped.

Warfarer is intended as an end-game vocation for players who are familiar with a variety of vocations and want to mix and match the best aspects of multiple vocations. Warfarers have a lot of versatility and adaptability to different combat scenarios. The catch to this vocation's huge roster of tools is that its stats and general power are lower than an arisen fully focused on a single vocation. Additionally, you cannot use the maester skills of other vocations as the warfarer. To make the most of its versatility, players will have to utilize the singular strengths of each weapon at its fullest.

In addition to the possible combinations in combat, there are a number of utility options available. For instance, you may equip a mage staff to gain access to Levitate and Anodyne even if you don't have any actual mage skills equipped. Similarly, an archistaff would allow you acesss to Galvanize whenever you need to quickly regenerate stamina. Fighter equipment would give you quick access to the ability to block and parry. As you can see, there are many possibilities for creativity. If entering the menu to change weapons does not bother you, you may also choose to go without the rearmament skill so that you can equip 4 skills from other vocations.

 

DD2 Warfarer Starting Equipment

Warfarer starting equipment is as follows:

 

DD2 Warfarer Stat Growth


Stats in Dragon's Dogma 2 grow in two ways - temporary Stat Adjustments from choosing and adopting a Vocation, and increases that happen per level, modified by Vocation Stat Multipliers. Stat Adjustments happen instantly whenever you change into a Vocation. This means that when you choose your Basic Vocation during Character Creation, you'll likely already have these Stat Adjustments already applied to your Stats. Vocation Stat Multipliers are relevant whenever your character levels up.

Warfarer Stat Adjustments in Dragon's Dogma 2

As aforementioned, Stat Adjustments will immediately and automatically apply whenever you switch Vocations. These temporary Stat changes will reflect the Vocation's play style and will benefit the Stats that are advantageous for it. In contrast, some Stats may reduced to balance out the Vocation's stats. When you switch to a different Vocation, these adjustments will be taken away, and then the Stat Adjustments for the newer Vocation will be conferred accordingly.

The Warfarer Vocation is special in that switching to it will confer only a +20 Stat Adjustment in Knockdown Power, which is a Stat Adjustment that all other Vocations also grant.

Warfarer Stat Multipliers in Dragon's Dogma 2

Whenever a character levels up, they are granted base Stat increases which are determined per level. These base Stat increases are then modified by Vocation Stat Multipliers which can be different per Stat and are different per Vocation. Like Stat Adjustments, these multipliers will reflect the Vocation's playstyles and lean towards the Stats that are advantageous to it. After the multiplier is applied to the base stat increase for each Stat, they are then rounded down before being permanently granted to your character.

Similar to Stat Adjustments, the Warfarer Vocation is special in that it doesn't confer any additional multipliers for any Stat whenever you level up as one. You are instead just granted the base stat increases in their default amounts per level.

Knockdown Power, Knockdown Res, and Weight do not have multipliers. Knockdown Res doesn't grow at all, and Weight will stop growing after level 40. Knockdown Power will also stop growing after level 81. Past level 200, every Stat aside from Health will grow by 1 point with each level (before Vocation modifiers).

 

For an in-depth guide into how Stat Levels grow and how Stat Leveling works in Dragon's Dogma 2, as well as a full list of the base Stat increases per level before any multipliers, visit our page here.

 

Dragon's Dogma 2 Warfarer All Weapon Skills

skill 03 6 dragons dogma 2 wiki guide 100
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 All Warfarer Augments

 

 

DD2 Warfarer Other Notes & Tips

  • The warfarer was first revealed during Playstation's State of Play on January, 31st, 2024.
  • With the Rearmament skill learnt from using the Grandmaster's Path, the warfarer can switch weapons at will without pausing, which vastly increases the types of movesets.
  • Like any other vocation, the warfarer has only four skill slots, reduced to three if Rearmament skill is equipped. Skills are also limited by weapon types.
  • Some weapon skills, such as High Flagration, High Levin and High Frigor can be used by both Mage and Sorcerer vocations. For this instance, using these skills allows the warfarer to utilize both the core skills of Staff and Archistaff freely while having the weapon skills always available. Moreover, the ability to switch weapons at will allows one to swap the types of elemental staves instantly without using any of the boon or affinity weapon skills.
  • For weapons and skills of melee type vocations such as Fighter and Warrior, besides the ability to swap elemental weapons, one can also swap between weapons that deal slash damage and strike damage depending on the situations. However, the weapon skills for Fighter and Warrior are separate, skills for one-handed weapons cannot be used for two-handed weapons and vice versa.
  • While equipping multiple weapons, only the heaviest weapon currently equipped counts toward your character's weight.
  • Additional Notes & Tips for the Warfarer go here.
  • bronze trophy ps5 wiki guide30pxVersatile: This is one of the easiest trophies to obtain, and you won't miss it. Just chance your Vocation for another one. It doesn't matter if you stick with it. In certain Inns or Guild Halls, head to the clerk and interact to select the option to change your Vocation. It costs you 100 Discipline Points.
  • bronze trophy ps5 wiki guide30pxJack of all Trades. Master of… all trades: After obtaining the vocation, head to a guild hall or an inn to change your Vocation to Warfarer. Requires 100 Discipline Points. You can get this Vocation after completing The Sotted Sage.
  • bronze trophy ps5 wiki guide30pxThe Specialist: You have to reach Rank 9 in any Vocation. Players will level up their Vocation as they kill enemies. As you play through the game, you will eventually reach rank 9 with, at least, one of the Vocations.

 

Dragon's Dogma 2 All Vocations
Archer  ♦  Fighter  ♦  Mage  ♦  Magick Archer  ♦  Mystic Spearhand  ♦  Sorcerer  ♦  Thief  ♦  Trickster  ♦  Warrior



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    • Anonymous

      This vocation has plenty of potential and incredibly viable solo, but it was never supposed to be everything at once. Being limited to 3 skills and 9 weapons is intentional, your suppose to appreciate the little things a weapon will give you.

      • Anonymous

        Maybe they were using cheats, but i've been seeing a lot of high level players using the warfarer, but having on both the Rearmament skill, alongside a maister skill. Like i said, if its cheats, then fine. they cheat. But if there was a way to get those skills legitimately, then i'd like to know!

        • Anonymous

          Important to note is that your DCP earned is split between all vocations that you have unlocked, REGARDLESS of whether they're max level.

          So if you have all vocations unlocked, all Discipline is divided by 11 no matter what.

          If you're trying to use Warfarer to level all your other vocations, it stops being worth it if some of your vocations are already maxed. You're better off just leveling them individually.

          • Anonymous

            I feel like mixing sorcerer with other vocations makes warfarer really interesting imo. Here's a few combo ideas:
            -Augural Flare + Skull Splitter: Set the bomb and maximize the charge. Will murder most things, but is hard to set up and uses a lot of stamina. Still fun as all hell to land.
            -Drenching Arrows + High Hagol: Freeze immediately. If you land the shots, High Hagol should freeze them at once, allowing you to go for a third bullshit skill, like High Seism, for example.
            -Celerity + Savage Lash: Speed up the charge and mow them down. Shouldn't have trouble safekeeping the celerity AoE with a proper warrior setup.
            -Mirour Shelde + Aromatic Resurgence: The ultimate pawn combo. I still prefer pure Trickster in general, but the AoE invincibility and damage boost makes it easy to reset your illusions up.
            -Erupting Shot + Masterful Kill: Shoot them in the right place, counter them right there and they'll probably die. No matter who.
            -Blighting Arrow + Tarring Shot + High Salamander: The ultimate DoT effect. If you really hate health bars, you should consider doing this combo.
            -Skiedragoun's Feste + Gouging Skewer: To use on bigger foes. Get on top of them with the counter, then rip and tear, until it is done.
            I found this vocation very fun. Maybe its not the strongest, but it sure is fun. And I get all the fashion I choose too. Neat.

            • Anonymous

              Been running Mystic Spear/Bow build thats been quite fun. For the duospear just running Dragoun's Foin, then for Mystic Archer running Frosthunter Bold and Sagittate Avalanche.

              • Anonymous

                I've been running around with thief skullsplitter for damage and magic archer for ranged and healing and running 2 sorcerer pawns and a fighter/warrior, it's completely broken and has destroyed any kind of balance. I just don't know if losing maister skills is worth it, they're not always the best skills but they tend to be flashy and fun and the game is no where near hard enough to need to min max as hard as warfarer lets you.

                • Anonymous

                  Just to note, if you unlock the vocation through the "The Importance of Aiding Ernesto" quest, you don't get the "Rearmament" maister skill, making this class just able to equip any gear and any weapon with any non-maister skill. You can't equip multiple weapons because you can't swap them since you don't have the skill. That said, It does level up every other vocation at the same time, though much slower, so might still be worth it to use. YMMV.

                  • Anonymous

                    I still think we should have been able to swap skills by USING the skill assigned to one of the buttons; i.e. using burst strike swaps you to s&s, or using dire arrow swaps you to bow, instead of dedicating the maester skill to a "swap" button.

                    As it stands; you can make a pretty decent Assassin type build or OG Magick Archer, but Mystic Knight is still pretty much impossible to recreate (the Enchanted Blocks don't feel the same at all). It's a shame; because it would've been very cool to have been able to make a discount Mystic Knight with 2 Fghter skills and 2 Mage/Sorcerer spells.

                    • Anonymous

                      Ideas for how to make this class actually fun:

                      - Add MORE augment SLOTS.
                      - Give Warfarer 3 skill slots PER weapon. Sounds OP, right? BUT It's not a multiplayer game, and it's a vocation you unlock late into the game. Heck, you can lock this ability at rank 10 of the vocation instead. Alternatively, lock "skill weapon slots" as an augment. Warfarer has 2 augments. Maybe make it so that the more we rank up, the more skill slots we can have PER weapon. So augment 3 = 1st weapon skill set, augment 4 = 2nd weapon skill set. etc.
                      - If having 3 skill slots PER weapon is too OP, they could replace remarmament with a four weapon skill. What they do now is the Warfarer switches weapons depending on what skill you activate or maybe just put rearmament on RB.

                      • Anonymous

                        The only people who think this class is good are people who dont understand game mechanics and math. Even with the cheese builds if you lved ur stats for any given class your dmg will be where it needs to be without splicing into a class outdone by using a pawn with btr stats and a full kit.

                        This class is an excuse for less content.

                        • Anonymous

                          Fun fact. This vocation will rank up your other vocations you've unlocked while gaining dcp. So if you don't particularly like a vocation but want to rank it up for augments and what not. There you go.

                          • Anonymous

                            Holy crap. This vocation is amazing and the most fun I've had in both Dragon's Dogma. The combos you can do are going to be top notch for 1 on 1 boss farming.

                            • Anonymous

                              why only 3 skills and not 3 per weapon like classes that were in dd1, like striker and mythic knight ects. idk why this one dont do that. pretty dumb and pointless then, and why remove mythic knight, assassin, ects for this?

                              • Anonymous

                                How bad are the stats compared to other classes?
                                I feel like giving up a skill slot for the ability to use a bow as any melee class is totally worth it.

                                • Anonymous

                                  Disappointing to find out the way the vocation works. Having to split your weapon skill picks across each weapon leaves it without much purpose, at least if you're using it in the way that I assume is intended.

                                  So, warfarer players should lean on core skills. Might as well throw on an archistave for Galvanize, even if you don't do anything else with it. And while you're at it, a regular stave gets you healing and traversal without any skill slots. Of course, you also don't want to get caught off-guard in melee, so better include a holdout weapon from fighter, thief, or MS, if you aren't handling melee another way. And either kind of bow lets you snipe weak spots without climbing or other positioning hassle. It might be a bit awkward to navigate through all your equipped weapons now, but they gave you 9 weapon slots. Surely you should use them all, it is optimal after all.
                                  Well, not quite. You can drop rearmament for another skill, as long as you're willing to navigate menus to swap equipped weapons instead.

                                  Some have argued getting a small roster of skills each for a few equipped weapons (as many people assumed this would work) would be overpowered, eclipsing every other vocation.
                                  That's no necessarily true, thanks to other balancing factors, but even taking that as a given, this iteration is something worse than overpowered. It's overpowered AND tedious- or merely underpowered if you skip the tedious part. You have to wonder if this was fully thought through, or merely a product of the rush to release, like other issues.

                                  • Anonymous

                                    seems you level every class while playing warfarer, I wonder how the discipline points are distributed since it's quite slow

                                    • Anonymous

                                      Haven’t played this class yet, but it feels like a new game plus class- something that can only be maximized after you level all vocations and got their respective abilities.

                                      • Anonymous

                                        Currently Warfarer is bugged.

                                        Lamond sometimes fails to give you the scroll to to unlock the weapon switch skill (Game says the scroll is acquired, but it does not appear on inventory and neither does the skill in the menus)

                                        On top of that, the weapon order menu does not exist, despite what tutorials say, so you cannot equip different weapons.

                                        • Anonymous

                                          If i cant make a jistified mystic knight or paladin this class is ass. Stupid design to make a use every weapon setup over an alt hybrid specialost when they took out some of the best classes and abilities. Cant even do a dark theme sorce any more.

                                          • Anonymous

                                            The only thing I want to know is when can we expect to find the Meister that will teach us this vocation. Or will it be a NG+ only vocation like some rumors have been talking about.

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