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SORCEROR

The Sorcerer is an Advanced Vocation in Dragon's Dogma that casts powerful spells with an Archistaff. It costs 1,000 Discipline Points to switch to this vocation.

Overview[]

"A mage adept at all forms of magick, including punishing, offensive spells."

Sorcerers are masterful spellcasters, improving on the Mage's repertoire of offensive magicks with powerful and devastating spells of their own. Their primary weapon is the Archistaff, a more powerful variant of the Staff. Like Mages, their power is based on Magick. Sorcerers generally wear Spellcaster Armor Sets and components; Sorcerers have access to a few clothing items that their close peers do not.

As a Sorcerer grows in experience, their Magick and Magick Defense increase greatly, higher than any other vocation; their physical Strength and Defense in contrast are low.

Sorcerers focus on battling foes at a distance, and avoid close combat at all costs under most circumstances. They have access to all spells a Mage knows, except Anodyne, Halidom, Spellscreen and Grapnel. A Sorcerer focuses their arcane studies on powerful elemental effects and other debilitating effects, making them the undisputed masters of offensive spellcasting.

Additionally, they can combine spellcasting with other Sorcerers to shorten the time required for invoking their most powerful spells - a process known as Spell Syncing.

Skills and Augments[]

Skills in bold are unique to the Sorcerer.
Skills in italics can only be obtained via Skill Rings and Bands found in Dark Arisen.


Core Skills[]

Skill Rank DP Description
Feather Jump Already learned - A light Jump. More effective when grabbing on to platforms and rocks.
Magick Bolt Already Learned - Launches a magick bolt from your staff. Press repeatedly for additional effect. Can add elemental effect via enchantments.
Magick Billow Already learned - Emits a shockwave from your palm that sends weaker enemies or staggered stronger enemies flying away. Useful for preventing smaller enemies from swarming you. Can be used mid-air.
Levitate 2 600 An advanced form of Feather Jump that mitigates gravity's pull, enabling a gentle landing even from great heights.
Focused Bolt 6 3,000 An advanced form of Magick Bolt. Focuses the user's active enchantment into a powerful burst that can be fired from the ground or air.
Magick Agent 6 3,000 An advanced form of Magick Billow. Conjures spheres of magickal energy around the user to attack encroaching foes. Also employable from mid-air.


Archistaff Skills[]

Skill Element Rank DP Description
Miasma Dark (Neutral) Already Learned - Summons a putrid fog that poisons foes who tread into it.
Ingle Fire Already Learned - Looses a ball of fire that explodes upon contact, engulfing both the target and surrounding foes.
Frazil Ice 1 200 Creates a concentrated field of cold around the user that deals ice damage to whatever foe it touches.
Levin Lightning 1 200 Smites the enemy from above with tongues of lightning. Especially effective at driving foes out of hiding.
Fire Boon Fire 1 200 Launches a bolt of magick that enchants an ally's weapon with fire.
Ice Boon Ice 1 200 Launches a bolt of magick that enchants an ally's weapon with ice.
Thunder Boon Lightning 1 200 Launches a bolt of magick that enchants an ally's weapon with thunder.
Holy Boon Holy 3 500 Launches a bolt of magick that enchants an ally's weapon with holy light.
Dark Boon Dark 3 500 Launches a bolt of magick that enchants an ally's weapon with darkness.
High Ingle Fire 3 700 An advanced form of Ingle that looses a number of fiery projectiles that explode on contact.
High Frazil Ice 3 700 An advanced form of Frazil that creates an expanded field of cold around the user that deals ice damage to those it touches.
High Levin Lightning 3 700 An advanced form of Levin that smites foes with multiple lighting bolts from above.
High Miasma Dark (Neutral) 3 1,300 An advanced form of Miasma that expands the size of poisonous fog and endures for a longer period of time.
Lassitude Dark 3 1,300 Invokes a magickal fog at a designated location that inflicts torpor upon foes who enter.
Necromancy Dark 4 1,800 Summons the souls of the departed to surround the user, assisting with attack and defense for a time.
Blearing Dark 4 1,000 Invokes a magickal aura around the user that blinds foes who enter.
Silentium Dark 4 1,000 Invokes a magickal aura around the user that silences foes who enter.
Voidspell Holy 4 1,800 Invokes a magickal sigil which restores any lowered offensive or defensive attributes of those who enter.
Comestion Fire 5 1,400 Generates a towering wall of flame; though only modest in power, it ignites adversaries with ease.
Frigor Ice 5 1,400 Generates a giant spire of ice that can serve as a stepping stone.
Brontide Lightning 5 1,400 Conjures a whip-like bolt of lightning capable of damaging foes. (Attack with [Heavy] and [Light], press [Jump] to cancel.)
High Lassitude Dark 5 2,600 An advanced form of Lassitude that calls forth a larger, longer-lasting fog that inflicts torpor upon foes who enter.
Exequy Dark 5 2,600 Invokes a magickal aura capable of destroying outright any foe held within its span for a set length of time.
Petrifaction Dark 5 2,600 Invokes a magick fog that turns foes who enter it to stone.
Fire Affinity Fire 6 1,200 An advanced form of Fire Boon that augments the enchantment's duration as well as the recipient's Magick.
Ice Affinity Ice 6 1,200 An advanced form of Ice Boon that augments the enchantment's duration as well as the recipient's Magick.
Thunder Affinity Lightning 6 1,200 An advanced form of Thunder Boon that augments the enchantment's duration as well as the recipient's Magick.
Holy Affinity Holy 6 1,200 An advanced form of Holy Boon that augments the enchantment's duration as well as the recipient's Magick.
Dark Affinity Dark 6 1,200 An advanced form of Dark Boon that augments the enchantment's duration as well as the recipient's Magick.
High Blearing Dark 6 1,400 An advanced form of Blearing that invokes a larger aura around the user, blinding foes who enter.
High Silentium Dark 6 1,400 An advanced form of Silentium that calls forth a larger aura around the user, silencing foes who enter.
Bolide Fire 6 3,000 Calls meteors down from the heavens to land around the user. The user may move after deployment.
Gicel Ice 6 3,000 Conjures a twisting spike of ice that thrusts forward from the ground.
Fulmination Lightning 6 3,000 Envelops the user in lightning, enabling them to electrify foes nearby and add a bit of spark to the rest of party. (Attack with [Heavy] and [Light], press [Jump] to cancel.)
High Voidspell Holy 6 3,000 Invokes a magickal sigil which restores any lowered offensive or defensive attributes, and clears Petrification.
High Necromancy Dark 6 3,000 An advanced form of Necromancy that calls forth a larger host of spirits that assist with attack and defense for a time.
High Comestion Fire 7 1,800 An advanced form of Comestion that invokes an even longer wall of flame easily able to ignite foes.
High Frigor Ice 7 1,800 An advanced form of Frigor that generates three spires of ice. The last one can serve as a stepping stone.
High Brontide Lightning 7 1,800 An advanced form of Brontide that calls forth a longer-lasting whip of lightning that drops more bolts when dismissed.
Seism Holy 7 4,800 Shakes the earth, sending eruptions of stone high into the air, stunning and damaging foes over a wide area.
Maelstrom Dark 7 4,800 Summons a whirlwind to wreak havoc upon any foes caught in its path.
High Bolide Fire 8 5,000 An advanced form of Bolide that calls down a greater number of meteors. The user may move after deployment.
High Gicel Ice 8 5,000 An advanced form of Gicel that calls forth several twisting spikes of ice that thrust forward from the ground.
High Fulmination Lightning 8 5,000 An advanced form of Fulmination that envelops the user in a more powerful and wider-ranged bolt of lightning.
High Exequy Dark 8 5,000 An advanced form of Exequy that creates an aura capable of destroying any foe caught within it in a shorter period of time.
High Petrifaction Dark 8 5,000 An advanced form of Petrifaction that invokes a larger, longer-lasting fog that turns foes who enter it to stone.
High Seism Holy 9 8,500 An advanced form of Seism that causes even more eruptions of stone, stunning and damaging foes over a wide area.
High Maelstrom Dark 9 8,500 An advanced form of Maelstrom that summons a larger, longer-lasting whirlwind to wreak havoc upon foes.
Grand Ingle Fire Requires Staff-Bearer's Ring/Band - An advanced form of High Ingle that looses a greater number of fiery projectiles that explode on contact.
Grand Levin Lightning Requires Staff-Bearer's Ring/Band - An advanced form of High Levin that smites foe with an even greater number of lightning bolts.
Grand Frigor Ice Requires Staff-Bearer's Band or Mage's Ring/Band - An advanced form of High Frigor that generates an even greater quantity of icy spires.
Grand Brontide Lightning Requires Staff-Bearer's Band or Mage's Ring/Band - An advanced form of High Brontide that erodes less Stamina and periodically drops lightning bolts around the user.
Fire Pact Fire Requires Staff Enchanter's Ring/Band - An advanced form of Fire Affinity that extends its duration and power, and further boosts the recipient's Magick.
Ice Pact Ice Requires Staff Enchanter's Ring/Band - An advanced form of Ice Affinity that extends its duration and power, and further boosts the recipient's Magick.
Thunder Pact Lightning Requires Staff Enchanter's Ring/Band - An advanced form of Thunder Affinity that extends its duration and power, and further boosts the recipient's Magick.
Holy Pact Holy Requires Staff Enchanter's Ring/Band - An advanced form of Holy Affinity that extends its duration and power, and further boosts the recipient's Magick.
Dark Pact Dark Requires Staff Enchanter's Ring/Band - An advanced form of Dark Affinity that extends its duration and power, and further boosts the recipient's Magick.
Grand Bolide Fire Requires Sorcerer's Ring/Band - An advanced form of High Bolide that calls down an even greater numbers of meteors.
Grand Gicel Ice Requires Sorcerer's Band - An advanced form of High Gicel that calls an even greater number of twisting ice spikes to thrust up from the ground.
Grand Fulmination Lightning Requires Sorcerer's Ring/Band - An advanced form of High Fulmination that erodes less Stamina and amplifies the spark granted to allies.
Grand Seism Holy Requires Sorcerer's Band - An advanced form of High Seism that causes yet more eruptions of stone and expands the range of the tremors.

Augments[]

Augment Notes Rank Discipline Points
Awareness
Greatly reduces damage sustained in Magick attacks
Reduces incoming magic damage by 50 health. (More so in Hard Mode) 1 1,200
Emphasis
Augments the power of magick attacks designed to knock foes down
Increases knockdown power of most but not all spells. 2 1,200
Suasion
Enables you to negotiate higher prices for items and equipment you sell
Items sell for 15% more. (Stacks with the same augment on other party members). 2 1,200
Conservation
Reduces the Stamina consumed when you perform a magick weapon skill
Reduces the stamina used for both casting and holding most spells. Spells that require Magick Bows, Magick Shields, Daggers, or Swords generally do not benefit. 7 6,000
Gravitas
Makes it difficult for foes to knock you off your feet whilst you intone spells
Increases knockdown resistances during spell incantation. 7 6,000
Acuity
Greatly augments your Magick
Increases Magick by 20% 9 9,000
Articulacy
Diminishes the time required to intone any spell
Shortens all spell incantation time by 10%. (Stacks with Wyrmking's Ring) 9 9,000

Stat Growth[]

HP Stamina Attack Defense Magick Attack Magick Defense
Lvl 10+ 16 15 2 1 5 5
Lvl 100+ 10 10 0 0 3 1

Tactics[]

  • The Wyrmking's Ring and Articulacy can be used together for shorter spellcasting.
  • When cast, spells which display a "target lock" onto an enemy (such as Ingle, Frigor, Miasma, Levin and Gicel) may be toggled between auto targeting and manual targeting by clicking down on the left analog stick or pressing the Shift key. When casting boon and affinity spells buffs, click down on the left analog stick to toggle between targeting pawns and self-targeting the Arisen.
  • High and Grand spells can be partially-cast. For example, while casting High Comestion, releasing it prior to charging its second bar casts Comestion. This can be useful if speed is desired, you don't need the full effect, or if you think you may not be able to successfully finish the cast.
  • Casting Maelstrom in an enclosed area like a dungeon may obscure the visibility of the area, though it won't damage the party. Standing within the center of the Maelstrom will lure and sweep up any small or medium size enemies that attempt to enter, allowing the Arisen to cast another powerful spell in relative safety.
    • Maelstrom will also group Metal Golem discs closer together. This can be immensely useful as it can move them to where melee pawns can get at them or within range for ranged pawns to shoot. Note that this affects horizontal distance, not altitude, and will not bring high-up discs down to you.
  • Only Sorcerers can cast High Voidspell - a spell that can cure Petrification.
    • This makes Sorcerer the only Pawn vocation that can cure Petrification with a skill. (Magick Archer can cure via Ward Arrow.)
  • The core skill Focused Bolt in combination with a holy enchantment is very powerful, and effective against a wide variety of enemies - it is the preferred method for a spellcaster to battle the Ur-Dragon.

Notes[]

The Equipment of the Sorcerer in the Change Vocation Menu is:

Gallery[]

External links[]

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