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Mage is a Basic Vocation in Dragon's Dogma.

DD Action Mage

Description

Masters of elemental magicks, Mages rain down destruction on their enemies while keeping their party alive with restorative abilities.

Primary Weapon: Staff

Primary Offensive stat: Magick

Strengths and Role

Offensive Magick: Mages possess deadly magickal abilities allowing them to control the battle.

Healing and Curing: In addition to their offensive abilities, Mages possess healing magicks, permitting them to tend to their party’s wounds and cure Debilitations.

Enchanting: Mages can enchant their companions’ weapons, allowing the party to exploit the weaknesses of enemies.

Field Mobility: The skill Levitate can be used for increased mobility when moving around the map. It is useful because you can float up some steep hills to grab the ledge above you that even the Double Vault skill can't reach. An example of this is the Witchwood entrance near Cassardis, a quick way to get to the Witch's House.

Anti-undead: The Mage's healing magick inflicts damage to Undead creatures.

Weaknesses

Low Physical Defense: The Mage does not fare well against most enemies that come within close proximity. Most enemies tend to kill Mages within a few strikes since most enemies inflict physical damage. Long range attack can prevent this in conjunction with watching your surroundings. When bombarded with enemies, find another place to use a long range attack and then move again to another place. This will split the enemies' numbers in half.  

Low Health and Stamina: Mages gain low health and have the lowest stamina gain of any class. Their combined HP and Stamina gain between level 10 and 100 is only 31 points per-level, tied with the Sorcerer, whereas most other classes have a combined health/stamina gain of nearly 50.

Silence: If Silenced, the Mage cannot cast any spells.

No Defensive or Evasive Moves: The Mage cannot perform evasive moves or block attacks. It can jump away from attacks, which will interrupt spells. This can be alleviated with late-game armor with very high knockdown/stagger resistances, but the Mage will be vulnerable until that point, which is typically most of the lifetime activity of the pawn.

Golems: A Golem's discs are immune to magick, therefore Mages are unable to damage them unless using the Heavy attack or fighting bare-handed.

Skills

Augments: 22,500 DP
Core: 6,600 DP
Staff' Skills: 49,700 DP

Total: 78,800 DP


Staff Skills

Skill Element Rank DP Description
Ingle Fire Already Learned - Looses a ball of fire that explodes upon contact, engulfing both the target and surrounding foes. Press LS to aim.
Anodyne Holy Already Learned - Invokes a magickal sigil which recovers the Health of those who enter. Press LS to aim.
Frazil Ice 1 200 Creates a concentrated field of cold in front of the user that freezes solid whatever enemies it visits. Press light or heavy attack to terminate the spell by 'throwing' a freeze wave.
Levin Lightning 1 200 Smites the enemy from above with tongues of lightning. Especially effective at driving foes out of hiding. Press LS to aim.
Fire Boon Fire 1 200 Launches a bolt of magick that enchants an ally's weapon with Fire. Press LS to buff yourself.
Ice Boon Ice 1 200 Launches a bolt of magick that enchants an ally's weapon with Ice. Press LS to buff yourself.
Thunder Boon Lightning 1 200 Launches a bolt of magick that enchants an ally's weapon with Thunder. Press LS to boon yourself.
High Ingle Fire 3 700 An advanced form of Ingle that increases the number of projectiles.Press LS to aim and fine-tune with the right stick's camera angle.
High Frazil Ice 3 700 An advanced form of Frazil that expands the area of effect. Press heavy/light attack to conjure two freeze waves.
High Levin Lightning 3 700 An advanced form of Levin that generates more lightning. Press LS to aim.
Holy Boon Holy 3 500 Launches a bolt of magick that enchants an ally's weapon with Holy Light. Press LS to buff yourself.
Dark Boon Dark 3 500 Launches a bolt of magick that enchants an ally's weapon with Darkness. Press LS to bff yourself.
Halidom Holy 3 800 Invokes a magickal sigil which clears the following from those who enter: Poison, Torpor, Silence, Burns, and Frostbite.
Blearing Dark 4 1000 Invokes a magickal sigil around the user that Blinds foes who enter.
Silentium Dark 4 1000 Invokes a magickal sigil around the user that Silences foes who enter.
Comestion Fire 5 1400 Generates a towering wall of flame; though only modest in power, it ignites adversaries with ease and can launch enemies into the air due to high knockdown.
Frigor Ice 5 1400 Generates a giant chunk of ice that can serve as a stepping stone. Press LS to aim.
Brontide Lightning 5 1400 Wraps the user's body in a whip-like bolt of lightning capable of damaging foes. Attack with lightning with X/Square and Y/Triangle. Press A/X to stop.
Grapnel Dark 5 1800 Fires a magickal anchor that can bind a foe for a time.
Fire Affinity Fire 6 1200 An advanced form of Fire Boon that extends and amplifies the enchantment, as well as the recipient's Magick. Press LS to buff yourself.
Ice Affinity Ice 6 1200 An advanced form of Ice Boon that extends and amplifies the enchantment, as well as the recipient's Magick. Press LS to buff yourself.
Thunder Affinity Lightning 6 1200 An advanced form of Thunder Boon that extends and amplifies the enchantment, as well as the recipient's Magick. Press LS to buff yourself.
Holy Affinity Holy 6 1200 An advanced form of Holy Boon that extends and amplifies the enchantment, as well as the recipient's Magick. Press LS to buff yourself.
Dark Affinity Dark 6 1200 An advanced form of Dark Boon that extends and amplifies the enchantment, as well as the recipient's Magick. Press LS to buff yourself
High Blearing Dark 6 1400 An advanced form of Blearing whose sigil is larger and persists for a longer period of time.
High Silentium Dark 6 1400 An advanced form of Silentium whose sigil is larger and persists for a longer period of time.
High Comestion Fire 7 1800 An advanced form of Comestion that expands the wall of flame.
High Frigor Ice 7 1800 An advanced form of Frigor that generates 3 chunks of ice. The last one can be used as a stepping stone. Press LS to aim.
High Brontide Lightning 7 1800 An advanced form of Brontide that endures for a longer period of time and drops lightning where it lands. A charge of Levin is cast when Brontide is dismissed.
High Anodyne Holy 7 2800 An advanced form of Anodyne whose sigil is larger, and persists for a longer period of time, and recovers more Health. Targets will also be healed for a small amount of time after leaving the sigil.  Press LS to aim.
High Halidom Holy 7 2800 An advanced form of Halidom whose sigil persists for a longer period of time and cures a wider variety of debilitations.
High Grapnel Dark 8 5000 An advanced form of Grapnel that binds even large foes for a longer period of time.
Spellscreen Holy 8 5000 Invokes a magickal sigil around the user that enhances attributes. The user may move while the sigil is active.
High Spellscreen Holy 9 7000 An advanced form of Spellscreen that enhances the user's attributes for a longer duration.


Core Skills

Skill Rank DP Description
Feather Jump Already Learned - A light jump. More effective when grabbing platforms or rocks.
Magick Billow Already Learned - Swing your staff downward to stagger the enemy. Follow-up attacks can send the enemy to the ground. (Heavy Attack)
Magick Bolt Already Learned - Launches a magick bolt from your staff. Press repeatedly for additional effect. Can add elemental effect via enchantments. (Light Attack)
Levitate 2 600 An advanced form of Feather Jump that mitigates gravity's pull, enabling a gentle landing even from great heights. (Use Jump Whilst in Mid-Air)
Magick Agent 6 3000 An advanced form of Magick Billow. Conjures spheres of magickal energy around the user to attack encroaching foes.
Focused Bolt 6 3000 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. Charge the staff by holding the light attack down until the top of the Staff 'pops', then release at will. 


Augments

Skill Rank DP Description
Equanimity 2 700 While your health is critical, Magick is increased by 20%.
Intervention 2 700 Reduces cumulative damage when you are debilitated by Archmagicks by 15%.
Apotropaism 4 1800 Increases Magick Defense by 30.
Beatitude 4 1800 Increases the duration of Curative Magick by 50%.
Perpetuation 7 3500 Increases the duration of Enchantments by 30%.
Attunement 9 7000 Increases Magick by 10%.
Inflection 9 7000 Halves the damage taken while preparing a spell.

For information on how augments impact stats and how stacking of multiple augments work, see the Stats page.

Stats

Base Stats

HP Stamina Attack Defense Magick Attack Magick Defense
410 540 60 60 80 80


Stat Growth

HP Stamina Attack Defense Magick Attack Magick Defense
Under Lvl 10 22 20 2 3 4 3
Lvl 10+ 21 10 2 1 4 4
Lvl 100+ 10 10 0 0 2 2
  • Note Between levels 10 and 100 Mage stat growth is inferior to all other classes. When compared with other vocations with the same aggregate attack and defence stat growths (11 total per level, e.g., Fighter), the aggregate HP and Stamina growth is lower, that is 31 per level, compared with a 50 or more for other vocations.
  • Stat growths between levels 1 and 10, and levels 100 and 200 are comparatively equal to other vocations.

Notes

  • Levitate will not stop falling damage; it only serves as an extended jump, similar to Double Vault.
  • Anodyne can be used to heal NPCs.
  • Grapnel is very useful at trapping groups, and cannot be used by a Sorcerer.
  • Augments from Sorcerer are very useful for the Mage as well.
  • It's best to have pawns that can Enchant, as it can be very tiresome to do it yourself.
  • Fire Boon/Fire Affinity is useful early game. Holy Boon/Holy Affinity is useful post-dragon.
  • Boons/Affinities alter basic magic attacks.
  • Clicking down on the Left Analog Stick will target yourself (with applicable spells) or switch to manual targeting (with applicable spells); clicking down on the Right Analog will focus your targeting on one target (for offensive spells) and multi-hit spells likeHigh Levin will focus all strikes on that one target, rather than spreading the damage out. 
  • Spellscreen specifically enhances Defense, Magick Defense , Stagger Resistance, and Knockdown Resistance. The stagger/knockdown effect is shared by the Magic Archer Bracer Arrow spells.
  • When Undead are in the field of Anodyne, Halidom, or Spellscreen, Holy damage is dealt to them.
  • Blearing and Silentium do not deal Darkness damage, though they are listed as Dark elemental spells. Grapnel does actually deal slight Dark elemental damage.

Trivia

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