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Act of Vengeance is a skill available in Dragon's Dogma.

Description[]

"An advanced form of Act of Atonement. The blade is held at the ready, leaving the user vulnerable but damage is channeled into an even greater counter."

An advanced version of Act of Atonement.

Notes, tactics, and damage[]

Charging[]

The extent of charging is indicated by the level of inflammation of the warrior, with the highest level corresponding to the entire body and weapon glowing an incandescent red.

  • Damage taken, not number of blows causes charging.
  • 'Charge gasp' sound effects occur at ~ 400, 800, and 1200 health damage.
  • Act of Vengeance visibly charges faster Act of Atonement with full inflammation requiring damage from full health to near death for the lesser skill, but only two thirds of health for the higher level skill.
  • Debilitation damage such as burning does not seem to contribute to the charge, though ranged attacks do, including thrown items.

Release[]

On release a circular swipe is taken at nearby foes -with the amount of damage increasing with the level of incandescence achieved.

  • With Act of Atonement only a single enemy receives full damage, and also receives massive knockback; other enemies in range take minor damage, and may be staggered.
  • With Act of Vengeance several enemies can take high damage, and be knocked by several yards; the individual damage is not greatly increased from Act of Atonement.

Damage[]

The damage consists of a circular blow equivalent to that from a heavy circular hit from the weapon, plus retribution damage corresponding to the amount of health reduced.

For Act of Atonement retribution damage is 3x the damage taken, for Act of Vengeance it is 4x. Furthermore, the return damage ignores resistances and defense. However certain states and debilitations can increase damage , including :

  • Sleep
  • Curse
  • Hits on weakspots
  • Hits that trigger elemental debilitation based increases (such as a Fire weapon on a Tarred foe)

Effects that increase attack power and not final damage should not be expected to increase damage - these include Invigorations such as Strength Boosted, or hits with special weapons such as Cyclop's Bane on giant foes.

Potions can be imbibed whilst charging, and if healed the cumulative damage taken can exceed that of a full health bar.

Vulnerbility and Invulnerbility[]

The user is not completely invulnerable whilst charging the riposte, but they do have greatly improved interrupting resistances.

  • Very strong blows can still break the guard, including Tusk Toss, as well as a Ogre's drop kick.
  • The warrior remains vulnerable to grappling, including harpy grabs, as well as those from large foes.
  • Whilst charging, debilitations such as poison and burning can be easily inflicted.

Whilst taking blows there may be improved resistances to some other effects, such as sleep.(verify)

"Act of Execution"[]

(Exploit) With the Tenacity augment equipped (needs Dark Arisen), a Warrior can absorb massive damage from foe Exequy spells, survive the spell, and then return with Act of Vengeance or Atonement to unleash em upon target.

  • Basically instant kill any foe.
  • Still need to hit the heart for Dragons.
  • Tests show that creature Exequy damage appears to be increased by both Curse and Lowered Magick Defense suggesting that is magickal in nature, and also allows a way to increase damage of the exploit if it were ever needed.
    • Furthermore even though "Act of ..." damage is thought to bypass creature resistances effects such as striking weak body parts or Debilitation effects such lighting strikes on Drenched foes etc continue to increase damage, should more power ever be needed.
    • The increased damage taken when wielding Iraklis makes this longsword the strongest for this specific form of attack.

Pawn use[]

Whilst pawns do use this when attacked, they generally fail to use it in any advantageous way at all. Failing include :

  • Misjudging the returned blow and failing to hit anything.
  • Using the skill against ranged attacks.(verify)
  • Not letting the skill charge to any appreciable extent.

Notes[]

  • Given the usually long charge time, and loss of health the damage done by revenge attack is not of great utility- if compared to the alternative of normal attacks and evasive maneuvers, or when compared to other skills. However the knockback effect is very powerful from a fully charged blow. However the additional damage does not depend on the quality of the weapon, nor the skill of the wielder, and ignores the foe's defenses. As such the skill would be best suited to poorly armed, poorly armored warriors, with large stocks of curatives.
  • Should show some symbiotic utility with both Stamina Hammer (attracts foes) and Iraklis (increased damage).

Gallery[]

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