Dragon's Dogma Wiki
Skill combination Distance
Stationary Sunflare 1.5m
Jogging Vault 3m
Jogging Feather Jump 3m
Jogging Double Vault 5.5m
Stationary Sky Dance 5.5m
Running Vault 6m
Stationary Sky Rapture 6.5m
Jogging Vault + Sky Dance 6.5m
Running Double Vault 8m
Jogging Double Vault + Sunflare 8.5m
Jogging Feather Jump + Levitate 9m
Running Vault + Sky Dance 9m
Jogging Vault + Sky Rapture 9m
Running Double Vault + Sunflare 10m
Running Feather Jump + Levitate 10.5m
Running Vault + Sky Rapture 10.5m
Horizontal distance

In Dragon's Dogma there are several methods of Jumping.

Core skills[]

See also: Core Skills

All melee weapon users have access to the simple Vault jump, whilst Staff users can employ the similar Feather Jump - neither require any Stamina to perform, and neither travel much distance, either horizontally or vertically. Both are equally useful for crossing small gaps, clambering up objects, and evading some attacks.

Dagger user can upgrade Vault to Double Vault which allows a second leap in mid air - this extends the range and height, and greatly improves its utility. Staff users can upgrade Feather Jump to Levitate which allows them to hover when jumping - it too extends the range of the leap.

Jumps can be performed from standing, jog or running stances - jumps from a run have their range greatly increased but use Stamina. Oddly enough even though run and jog speeds depend on Character Height and or Encumbrance, jogging nor running jumps from Vault, Feather Jump, and Levitate are not affected by these factors, despite being extended in distance by being done whilst in motion.

Core jumping attacks[]

Both heavy and light attacks are possible in mid air - none of these need to be learned - they are different from the equivalent ground based attacks, though the general power is about the same. Jumping attacks tend to be slightly better than the equivalent ground attack at Knockdown. Unlike ground attacks they cannot be chained, though the overhead attacks may strike more than once. There are also jumping Unarmed Attacks

Jumping skills[]

There are a number of jumping attack skills - these require stamina to perform :

Vocation Skill Notes
Mystic Knight Sky Dance Leaps into the air then propels forward. Can strike in aerial or elevate foes
Sky Rapture Greater distance than Sky Dance. High mobility skill
Strider Helm Splitter Leaps into the air and then performs a spinning attack.

Can be used to evade Fall Damage under certain circumstances.

Skull Splitter
Brain Splitter
Sprint [heavy attack] after activation allows a double vault like barrel roll. Limited utility
Mad Dash
Stepping Stone Kicks forward in the air then leaps vertical off a creature or object.

Leaping Stone has excellent vertical height and can access places otherwise inaccessible; the other tiers have good but lesser verticality.

Leaping Stone
Soaring Stone
Assassin Easy Kill Leaps onto an opponent to attack them. No mobility uses, but does activate Eminence
Masterful Kill
Magick Archer Sunburst Leaps high into the air, and slightly forward to attack a creature in front on the ground.

Has excellent vertical mobility.

Sunflare

Additionally the Fighter and Warrior skills Launchboard and Catapult Blade can propel an ally into the air - as pawns cannot be ordered to perform these they have limited mobility uses, outside climbing monsters. Similarly the Assassin skill Enhanced Response parries an enemies attack to leap into the air, but in the absence of a foe is not useable.

Landing[]

Bluemoon tower chest levitate

Multiple landings and ledge grabs. Note the last ledge grab is at right angle to the direction of the levitate, and is achieved mid fall

Jumps may end in few different ways based on the player's choice:

  • The jumps that end mid air will result in free fall.
  • If there is a ledge near the path of a jump (or glide) in the direction of travel [L-stick] grabbing will be automatic.
    • The ledge doesn't have to be in front of the Arisen, it is possible to grab onto all ledges that are within a reach by timed use of movement controls other than Move Forward.
      • Note that movement controls only affect the trajectory during fall part of the jump.
    • Near ledges passed in the middle of skills (like Sunflare) are not grabbed. Instant Reset will interrupt the skill and allow a grab.
  • Not picking any direction or the lack of any ledge to grab will result in character landing on the ground for walking and jogging jumps.
  • With the running jump however not picking any direction or the lack of any ledge to grab onto will result in character tumbling at the end of the jump should it end on the ground.
    • Just like with Forward Roll the direction of tumbling may be altered using movement controls eg. allowing grabbing onto the ledge positioned behind or next to the character and then climbing up (Move Forward) or letting go (Move Backward) to jump down.

Inaccessible places[]

There are a few cases where special jumps are needed to reach places or objects. None of these are required to complete the main quest. In many cases other techniques, especially flying with harpies, or stacking barrels can also be used.

  • Many of the Badge of Vows quests need long or high jumps or other techniques to reach the badge
  • The Bluemoon Tower has several chests and other things that require special jumps to reach.
  • Bitterblack Isle has some secrets that need jumps or other techniques to reach - specifically several Macabre Sculptures.
  • There is a 'shortcut' to the Witchwood from Seabreeze Trail - usually it is used in the reverse direction, but with good jumping skills it can greatly quicken the journey to the woods.
  • The bell tower of The Abbey can only be accessed by specialised jumping.

The best skills for jumping are Sky Rapture, Levitate, and Sunflare; though Double Vault coupled with Running can reach most places.

  • With all the above options absent every Vocation still has access to unarmed jumping Heavy Attack that may be used to both increase the length of the jump and its height.

Augments[]

Jump cancelling[]

Pressing [jump] can be used as an alternative way to interrupt the casting of all spells and some other skills.

Additionally a number of skills allow shortening of their 'recovery' animations with a [jump] after the skill or spell has been used or cast. These include :

Timed jumps before attacking also allow Focused Bolt, or Magick Agent to be cast without the initial core attack (ie Magick Bolt or Magick Billow) which in turn can slightly increase damage rate.

Notes[]

  • Barrels and Frigor blocks can be used in place of some jumps, or enable higher jumps in other places.
  • During walking and jogging jumps player maintains control over the direction of the jump (movement controls) allowing for more accurate jumps.
  • Multitude of skills may be used while jumping in addition to the unique jumping attacks- these include some bow skills like Loose, as well as Fivefold Flurry, Pentad Shot, or Tenfold Flurry, Endecad Shot, and Comet Shot, but not most other skills. It is also possible to use the Shield Skills such as Repel and Defend.
    • Jumping and using bow skills allows these to benefit from the augment Eminence
  • Grappling a Harpy whilst jumping allows a unique grab that allows the Arisen to grab and 'fly' the creature.
  • Jumps off creature's whilst climbing can be used to access high places - for example to access the lever to unlock the shortcut in the Ward of Regret
  • Instant Reset can be used mid air, and allows some skills to be performed more than once, for example Sunflare, allowing even longer jumps
  • The timing of the second jump in Double Vault, and the activation of Levitate, Sunflare, or Sky Rapture after an initial core skill jump is important in the ultimate distance travelled.
  • Though jump distance doesn't seem to depend on encumbrance the low movement speed when heavily encumbered can affect the easy of difficulty of timing a hard jump.
  • The overall distance travelled by a running vault seems to depend on Character Height - however this distance include the final roll on landing. It seems that the final roll distance is greater with taller people - just as Forward Roll is faster/longer for taller persons.

Exploits and glitches[]

  • (Exploit) On angled ground it is possible to run and jump/levitate into the surface and 'silde' upwards to grab a ledge that would otherwise be inaccessible. On similar ledges it is also possible to jump spam to reposition towards a ledge.
  • (Exploit) When unarmed the combo : [jump], [heavy attack] gives an extended range jump; while for yellow vocations the combo : [jump], [heavy attack], [jump] can also be particularly useful in extending the height of the jump.
  • (Exploit) Properly timed running jumps allow gaining height while attempting to climb on a particularly high, yet angled obstacles. For an example see the notes in Witchwood
  • (Glitch) (Exploit) When performing a Levitate while jumping, if the forward motion ([L3 stick]) is released just at the moment of triggering Levitate, the Levitate will assume the momentum of the running jump without the slowdown in horizontal velocity at the end. This allows jumps of up to 11.5m.

See also[]