Weapon Skills in Dragon's Dogma 2 are various active abilities that the player can assign to the Arisen and their Pawns for use during combat. Some Weapon Skills are only able to be equipped based on the Vocation of the character. Skills had to be bought using Discipline Points and couldn't be refunded in Dragon's Dogma, but once a Skill is 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 Weapon Skills available in the game, what each of them does, and how many Discipline Points are needed to unlock them.
Dragon's Dogma 2 All Weapon Skills
What are Weapon Skills in Dragon's Dogma 2?
Weapon Skills are Skills in Dragon's Dogma 2 that, despite their name, are dependent on what Vocation the character has equipped more than the Weapon. That being said, some Weapon Skills can be unlockable across multiple Vocations, either because they wield the same Weapon types, or because they play along the same lines of play style. Nevertheless, as mentioned previously, if they have the same name and so exist in various Vocations' list of Weapon Skills, the player only needs to unlock it once for it to be usable in all those Vocations.
Weapon Skills are mainly active abilities that the character can use in battle. These can range from healing abilities, abilities that deal damage, to even abilities that cause the character to make a defensive stance while taunting Enemies. Players will be able to map these abilities on the buttons that they use to play the game.
How to Unlock Skills in Dragon's Dogma 2
Skills can be unlocked at a Guild Hall or Vocation Guild 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. The Vocation Guild can also be accessed by talking to Innkeepers in various locations.
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. Again, 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).
Archer Weapon Skills
Fighter Weapon Skills
Mage Weapon Skills
Thief Weapon Skills
Mystic Spearhand Weapon Skills
Magick Archer Weapon Skills
Sorcerer Weapon Skills
Trickster Weapon Skills
Warrior Weapon Skills
Warfarer Weapon Skills
Weapon Skill Table
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 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 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: Enchanter's Almanac
- Cost: Enchanter's Almanac
- Description: 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.
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: Pilgferer'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 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.
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.
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.
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 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 Sorcerer Weapon Skills
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 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 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 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 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 |
Seeching 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 |
Skiedragon'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 Thundermin | 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 |
- Anonymous
Warfarer gets all weapon skills, core traits, and augments that you have previously purchased. You still only get four slots. You also have to have the weapon that corresponds to the skill.
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