Stats



Statistics, commonly abbreviated as Stats, are divided up into six categories:


 * Health (or HP, an abbreviation of "Hit Points")
 * Stamina
 * Strength
 * Magick
 * Defense
 * Magick Defense

Stats increase with level, with growth dependent on Vocation.

Other character stats include Character Weight and Character Height, which influence a number of factors including mobility, encumbrance and reach.

Vocation
The Vocation of the player's character determines the skill set that the player's stats are applied to. There are nine in total and they may be changed at any time at the Union Inn, Gran Soren; hybrid vocations are not available until the Arisen is level 10. Pawns are restricted in vocation choice as they cannot utilize any of the three Hybrid vocations.
 * With the introduction of Dark Arisen, players now have access to Olra who can assist with changing Vocations. Her services are available once the Main Pawn has been created or retrieved from the Rift.

Vocations also determine the stat growth pattern when a level is earned. Each vocation grants a different pattern of set amounts of increased stats, the amounts of which also vary based on two different level thresholds. The first threshold is at level 10 and the secondary threshold is at level 100.

For more information regarding stat gain based on vocation and level threshold, please refer to the Stat Growths page.

Vocation Rank
The proficiency of the selected Vocation starts at rank 1 and reaches the maximum at rank 9. Each Vocation level unlocks more skills for player or pawn. Vocation ranks are increased by spending Discipline Points rather than experience points; essentially, the higher the vocation rank earned, the more efficient one is at one's chosen job.

Vocation ranking is independent of and yet tied to Experience point accumulation. Discipline points are earned as a varying percentage of Experience which is determined by the amount of XP gained at the time of a kill. Generally, small amounts of XP gains accumulate proportionately higher amounts of Discipline points. This is explained in more detail here.

Level
The level of the character determines how powerful a character is and should not be confused with Vocation rank. Changing Vocations does not impact the Character Level. There are 199 levels in total allowing for a maximum level of 200. Once the level 200 cap has been reached, instead of using a numerical value to represent the current level, an infinity sign ( ∞ ) is shown.

Please refer to the bottom of the page for more details on level planning.

Experience
Experience Points are earned from defeating foes or completing quests. With enough experience characters or pawns "level up" and increase their base stats; Level determines the accumulation of base stats applied in order to effect the skills and abilities of one's vocation.

Experience is displayed in the character's Status screen as two figures separated by a slash. Let's say, for purposes of demonstration, the figures shown are 2000/3000.

The first section is the amount of experience currently gained towards this particular level. The second figure is the amount of experience that must be earned to gain the next level. In order to reach the next level in the above example, the character must gain an additional 1,000 experience points. Once this has been satisfied the character will gain a new level and a new experience requirement is set. The next requirement may be displayed as 0 / 4000. Experience does not cap at the previous level and will be carried over; killing an enemy with a large amount of experience, say 1,500, will set the next requirement to 500 / 4000. As such experience is never wasted.

Each new level experience requirement is higher than the previous level. The largest requirements are between levels 190-199.

Health
This figure represents how much damage the character can take as a naked person. With more Health the character is more resilient and can absorb more damage before death. Damage to health is divided into two determining factors: When a character suffers from both direct and indirect health damage, using a curing item will heal the maximum amount it can starting at the indirect health portion. Thus if the player wishes to conserve one's Curatives, it is prudent to use curative Magick first to heal the grey-indicated damage and then use Curatives to heal the rest.
 * 1) Indirect Health damage - Indirect Health damage is the most common damage and is indicated by losing a portion of health that leaves a grey section on the health bar to indicate it may be restored through Magick spells.
 * 2) Direct Health damage or "wounding", which can be interpreted as cumulative physical trauma such as blood loss, broken bones, cuts and deep bruising.  Direct Health damage is indicated by a transparent section of the Health bar. This type of damage cannot be healed with Anodyne and must instead be healed by using Curatives such as Greenwarish or other items that restore health. Sleeping at an Inn or Rest Camp will completely recover a character's Health; touching a Rift stone long enough or entering a Rift Stone will completely restore a pawn's Health.

The amount of damage a character receives in combat is affected by equipment on the body and the character's Defense and/or Magick Defense stat. Whether suffering direct or indirect health damage, once the amount of health reaches 0, the character dies. Some Augments increase maximum health or regenerate it slowly; see the table below.

Health growth is highest, in order, when leveling up as Warrior, Fighter, Mystic Knight, with Strider having average growth. All other vocations have below average Health growth.

Stamina
Certain actions such as sprinting, equipment/inventory encumbrance, skill usage, climbing creatures or holding NPCs and enemies will consume Stamina, which regenerates once these actions cease. Stamina regeneration is delayed while blocking; the use of Core Skills and Perfect Blocking expends no stamina.

If Stamina is entirely consumed, the character is momentarily unable to move and will perform a "catching their breath" type of animation for five breaths. This leaves the character vulnerable to enemies unless aided by an ally or a curative item is used. Character Weight affects the usage and regeneration rate of stamina; the action of aiding an Arisen will affect the Main Pawn's inclinations.

The active Vocation also changes the rate of stamina used and regenerated, with Strider-type classes using the least stamina and regenerating the fastest, Mage-types regenerating the slowest and using the most and Fighter-types being somewhere in the middle in terms of usage and regeneration. This is not as dramatic an effect as the effect of Character Weight. Stamina growth with level is highest, in order, when leveling as Ranger, Assassin, Strider - with Mystic Knight, Fighter and Magick Archer having average growth and Sorcerer, Warrior and Mage accumulating below average growth.

In safe areas such as Cassardis, Gran Soren, the Encampment and the Ancient Quarry (once the quest Of Merchants and Monsters is completed) there will be no Stamina drain. This allows the player to freely run without depleting Stamina.

Some equipment and Augments increase the total amount of stamina. See the table below.

Strength
Strength represents the physical damage the character inflicts: the figure in parentheses is the base attribute including stat rings and armor adds, the left is the full combination of equipment, weapon and Augments, i.e., the loadout figure. This is stated for the Primary weapon and Secondary weapon/shield of each character.

Strength based Weapons:


 * Swords
 * Maces
 * Longswords
 * Warhammers
 * Daggers
 * Bows
 * Longbows
 * Shields

Note: Magick Shields use both the Strength and Magick stats.

Strength growth with level is highest, in order, by leveling as Assassin, Warrior, Figher and Ranger, with Strider having average growth and all other vocations below average growth.

Magick
Indicates the power of magical weapons; the right (primary) and left (secondary) weapons of a character are listed separately. Magick has a direct influence on the amount of damage a spell or magick weapon performs.

The Magick stat does not have any impact on healing spells such as High Anodyne.

Magick based Weapons:


 * Staves
 * Archistaves
 * Magick Bows
 * Magick Shields
 * Elemental Weapons

Note: Elemental Damage is a percentage modifier applied separately to magickal and physical damage, the strength of which depends on several factors, such as the element applied in relation to the targeted enemy's resistance or weakness and the strength of the elemental buff (e.g. a bare elemental weapon is less strong in terms of this percentage bonus than the same one with an enchanting spell applied, etc.).

Magick growth with level is highest, in order, by leveling as Sorceror and Mage, with Mystic Knight, Magick Archer and Strider having average growth and all other vocations below average growth.

Defense
This is the character's inherent resistance to physical damage, also called the physical damage threshold. The higher the defense stat, the less damage a character will take. This is not to be confused with more hit points; Health or hit points determine the maximum amount of damage a character can take before dying. Defense lowers the total amount of damage a character will take from a physical attack and once Defense is exhausted, damage reduces the character's Health.

Defense is increased when levelling up and can be significantly increased through the player's choice of Augments, armor and clothing. Defensegrowth with level is highest, in order, by leveling as Warrior and Fighter, with Strider and Mystic Knight having fairly good growth and all other vocations below average growth.

Magick Defense
This is the character's inherent resistance to magickal damage, also called the magickal damage threshold. The higher the Magick Defense stat, the less damage a character will take from magick. This is not to be confused with more hit points; Health or hit points determine the maximum amount of damage a character can take before dying. Magick Defense lowers the total amount of damage a character will take from a magickal attack and once Magick Defense is exhausted, further magickal damage reduces the character's Health.

Magick Defence growth with level is highest, in order, by leveling as Mage and Magick Archer, Sorceror below level 100; Mystic Knight has fairly good Magick defence growth. Strider has average growth and all other vocations below average growth.

Stagger

 * See also Stagger Damage.

Indicates the basic amount of stagger all attacks and spells performed by each equipped weapon. The higher the Stagger stat, the more likely it is an enemy will be temporarily knocked off balance, rendering them unable to attack or defend itself. Stagger damage is increased primarily by weapons; stagger accumulation/resistance is affected by character size (e.g., its weight class) and armor, jewelry and certain Augments.

A character's and/or enemy's stagger resistance will diminish with continued attacks. Multiple attacks to a foe in quick succession will quickly contribute to staggering an enemy. Staggered status increases damage taken, since the victim is out of battle stance (e.g., its weapons are not drawn/ready).

The amount of stagger performed per attack is also modified differently by the selected skill (e.g., High Levin, High Brontide and Pommel Bash have very high stagger damage output). Specific body locations also have different stagger resistance and vulnerabilities (e.g. a Drake's heart).


 * Stagger rating can be increased by wearing:
 * Cursed King's Belt (+50)
 * Barbed Nails (+100 each)
 * Master Rings (up to +50 each)
 * Audacity protects against Stagger accumulation while charging a physical attack.
 * Gravitas protects against Stagger accumulation while intoning a spell.

Knockdown

 * See also Knockdown Damage.

Indicates the basic amount of knockdown by each spell and physical skill performed by the primary and secondary equipped weapon. Knockdown is increased by equipping certain armor, jewelry and particular Augments.

A character's knockdown resistance can be diminished with continued, cumulative attacks. The more attacks foes suffer in quick succession increase the likelihood of an enemy reaching its individual knockdown threshold. Once an enemy's knockdown threshold is reached, foes will fall down and abort any action they were attempting. Knockdown status increases damage taken, since the victim is out of battle stance (e.g. its weapons are not drawn/ready).

The amount of knockdown emitted per attack is modified differently by each skill (e.g., High Comestion and Stone Grove/Stone Forest/Stone Jungle have very high knockdown damage outputs). Body parts also have different knockdown resistance and vulnerabilities, e.g., a Drake's heart, when compared to other portions of its torso.


 * Knockdown rating can be increased by wearing:
 * Tormentor's Mask (+50)
 * Persecutor's Mask (+50)
 * Cursed King's Belt (+50)
 * Barbed Nails (+100 each)
 * Virtuoso Rings (up to +50 each)
 * Master Rings (up to +50 each)

A number of Augments improve knockdown resistance or ability:

Stat Calculator
Many players plan their Arisen's and/or their Pawn's stat growth. The following stat calculators can help determine the stats at various levels.


 * Dragon's Dogma Stat Calculator
 * In order to use it, please save a copy to the user's Google Drive or download the XSLX (ODS does not function correctly) file to the user's local system and then enter values as needed.


 * Dragon's Dogma Stat Planner (online version)
 * The stat calculator works in a broswer (uses standard HTML/Javascript to function). Should function offline (use "save as" for offline use) with minimal loss of functionality (use https://github.com/stackoverflow/dragons-dogma-stat-planner to report and bugs)
 * Dragon's Dogma: Dark Arisen New Build Planner
 * In order to use it, please save a copy to the user's Google Drive or download the XSLX (ODS does not function correctly) file to the user's local system and then enter values as needed.
 * This a full build planner that allows users to not only calculate their Arisen and Main Pawn's base stats but also see what their stats will look like with weapons, armor, clothing and stat boosting augments equipped.
 * NOTE: The list of stat boosting augments does not include situational augments such as Autonomy, Bloodlust or Opportunism. ATK/MATK values for having those augments equipped will need to be manually calculated. Be advised that there is a +80% cap on ATK/MATK gains.
 * Known bugs: Equipment not being selectable due to the sheet thinking no vocation has been selected. Simply hitting ESC and then trying again fixes the issue.