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Focused Bolt is a skill available in Dragon's Dogma.

Description[]

"Focuses the user's active enchantment into a powerful burst that can be fired from the ground or air."

An advanced version of Magick Bolt that fires multiple bolts at once at a target.

The Core Skill boosting Augment Ferocity increases the damage of this spell by 10%.

Use[]

To charge, press and hold the [Light Attack] button (an initial Magick Bolt may fire) until the top of the staff glows.

  • The staff tip will pulse/glow whilst the skill is charged (~4 seconds).
  • The pulse/glow will flash and change when charged (appearance depends on element of staff).
  • To fire Focused Bolt, release the [Light Attack] button.

As long as the [Light Attack] button is held down, the attack can be charged or the charged attack stored:

  • Running, jumping, rolling, grabbing objects and people, throwing objects (using the [Heavy Attack] button), as well as sheathing and unsheathing the staff, and raising the magick shield (as Mystic Knight) will not affect the spell as long as [Light Attack] is held down.
  • Use of another skill, including the skill Levitate (but excluding Feather Jump) as well as looting, will cancel the charged skill, and also cancels charging of the skill.

Casting Focused Bolt usually produces a single Magick Bolt when charging begins. This can be avoided (and overall charging speed improved) by either :

  • Holding [light attack] for charging, and immediately pressing [jump] with [light attack] still depressed - this will cancel the magick bolt allowing focused bolt to start charging right away.
  • Jumping and immediately pressing and holding [light attack].
  • Pressing and holding [light attack] immediately after release of the previous set of bolts.

Variants[]

The are essentially six variants of Focused Bolt : the first is found with weapons that have not been enchanted with a spell; the remaining five are variants in each Archmagick that can only be got through enchantment with a Boon, Affinity, Pact, Enchanted, Trance, or Invocation type spell.

All version have good knockdown effects, and most will also stagger as well, though the exact form differs in each case.

'Unenchanted'[]

This basic form is projected with unechanted weapons, and with weapons that have only a permanently elemental enchant, and no spell enchantment.

With unenchanted weapons the bolts are Neutral Magick, and with a permanently enchanted weapon the bolts take on that element, though the form and trajectory of the bolts are generally unchanged

  • Curiously the spell hits four times, but only three bolts are produced.
  • Got from staffs such as Thunderclap or Crimson Glare, or archistaffs such as Talarian White or Stagnant Surge
  • Hits will both stagger and knockback, with small foes being thrown in a small arc backwards.

Fire[]

Fires a pair of of fire elemental magick to inflict damage to the highlighted target. The second orb hits much stronger than the first. (Oddly three orbs are seen in flight - so perhaps two act as a pair)

  • The second hit is much stronger than the first, and both have far greater magick scaling than the other enchanted focused bolts.
  • The magick power of a fire focused bolt is not far from a single Ingle fireball - in some cases it is the only focused bolt able to Defense Break foes with strong magick defenses.
  • Requires enchantment with Fire Boon, Fire Enchanter or a stronger spell.
  • Hits will both stagger and knockback, with small foes being thrown in a small arc backwards.

Ice[]

Six balls of ice appear in front of the spellcaster, that, after a short delay, home in on the highlighted target, inflicting ice elemental damage with a possibility of freezing them.

  • Requires enchantment with Ice Boon, Ice Enchanter or a stronger spell.
  • Foes can be knocked down after being hit (similar to the strike from Levin or Thundershock).
  • Hits from the orbs have low stagger.

Thunder[]

Fires five balls of electricity in different directions that ricochet off of the surrounding environment and targets to inflict lightning elemental magick damage. Usually only one will directly target a single foe though the ricochets may strike it.

  • When sufficient bolts hit the foe can be knocked into the air in a small arc.
  • Requires enchantment with Thunder Boon, Thunder Enchanter or a stronger spell.

Holy[]

Conjures six balls of holy light that hover momentarily before homing in on a target and transmuting into beams of holy light that approach the target at great speed to inflict holy elemental magick damage. The beams may pass through a second enemy beyond the targeted foe, and can sometimes pass through solid objects.

  • The damage from a volley of holy focused bolts can be very high - several times greater than the other elements even against targets with no elemental weaknesses.
  • The exact mode of damage is unclear, however at least some of the damage has either high base power or high damage scaling since the bolts will still cause substantial damage even with Lowered Magick when other elements have their damage reduced to low values or zero.
  • The hovering balls from a holy focused bolt may hit a target before they begin to move - this generally results in less damage; in this case the orbs will not form a ray nor will it pass through a second target.
  • Requires enchantment with Holy Boon, Holy Enchanter or a stronger spell.

The power of the bolts are greatly increased when they travel beyond near distance (roughly 6m) - beyond this distance the power exceeds all other focused bolts.

  • The exact increase in power and mode of action are unknown.

Dark[]

Six balls of dark energy float slowly to the highlighted target to inflict dark elemental magick damage. Can cause Dark Critical Hits

  • The dark orbs have a limited lifespan and need be cast at close range lest they expire afore they hit.
  • Each hit can knock up smaller foes, each successive hit may lift the enemie higher and higher (any Dark Critical Hits can have a similar effect).
  • Requires enchantment with Dark Boon, Dark Enchanter or a stronger spell.

Notes[]

Jumping[]

  • Contrary to some beliefs, jumping does not boost the power or damage from Focused Bolt.
    • Eminence also has no effect as it only affects physical skills. Focused Bolt is wholly magick based.
    • Jumping while releasing the spell does affect the bolt's trajectory - as the bolt passed through creatures this changed trajectory may pass through more parts of the creature, and could result in higher damage overall.
    • Warning! Releasing bolts while jumping produces recoil that moves the caster backwards a small distance.

Other[]

  • All elemental focused bolts can inflict Elemental Debilitations.
  • Pawns will charge and use focused bolts when at a distance from foes. If enemies close distance they will use quicker Magick Bolts instead.
  • (Glitch) Transitioning between areas (loading screen), or saving and reloading affects the properties of temporarily enchanted focused bolts - thought the visual effect of the enchantment remains, the elemental properties and magick power boost are lost.
  • (BUG) (all platforms) When casting a holy enchanted focused bolt is specific areas the (some or all of) bolts may immediate disappear on being produced, or alternatively the bolts may be produced and travel but without a sound effect. This bug is occurs consistently in specific areas of the map, and is localised to those - casting the bolt a character's length away from the 'bugged area' will work correctly.
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