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Pawn Inclination

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Arisen with Nexus's Elixir

Inclination dictates A.I. behavior of a Pawn in and out of combat. Managing inclination is critical to maintaining an effective Main Pawn and should be the most important criteria in choosing your hired pawns.

Main Pawns' inclinations are initially decided by answering the different questions available during their creation. Inclinations can also be modified by using the Knowledge Chair found at Inns and Rest Camps, or directly and most efficiently by using the Elixirs available from Johnathan (proprietor of the Rift Shop), located at The Encampment inside the tent housing a Rift Stone.

Pawn Inclinations are dynamic and change according to the actions of the Arisen. To maintain a consistent pawn inclination for the Main Pawn, the Arisen must maintain a consistent style of game-play, use Elixirs and/or maintain the Main Pawn's Inclination using the Knowledge Chair.

Pawn Inclination can be checked in the "Status" section of the pause menu and is listed under the "Profile" heading.

Behavior Adjustment: Using Inclination ElixirsEdit

The inclination of the Main Pawn may be adjusted using Elixirs that are purchased from Johnathan. Elixirs are purchased using Rift Crystals rather than to Gold. Each Elixir is named after the inclination which it bestows upon the Pawn; the "Scather's Elixir" changes the pawn's secondary inclination to "Scather," "Utilitarian's Elixir" changes the pawn's secondary inclination to "Utilitarian," and so on. Inclination Elixirs can only be used by the Arisen on the Main Pawn and they are stored in the "Tools" section of the inventory page.

Under most circumstances: when an Inclination Elixir is used, the Main Pawn's secondary inclination is changed. However, if The Arisen drinks a potion with the same name as their Main Pawn's current secondary inclination, that inclination becomes the new primary inclination; the former primary inclination becomes the new secondary inclination.

Players with Main Pawns with primary and secondary inclination may check which one is the third-highest using the Knowledge Chair. When the secondary inclination question appears, one choice will be the Main Pawn's secondary inclination, while the other choice is the Pawn's tertiary inclination.

A single Elixir will change the pawn's primary inclination only if the pawn has no primary inclination, i.e. immediately after a Neutralizing Elixir has been used. No inclinations listed means all of the inclinations have the same value of order and intensity; one primary and no secondary means only one inclination is stronger in intensity and primacy than all the others.

An example of Pawn Inclination changing due to Elixir usage:

  1. Main Pawn is a Guardian (primary) and Acquisitor (secondary)
  2. Arisen uses an Acquisitor's Elixer
  3. Main Pawn Inclination is now Acquisitor (primary) and Guardian (secondary)
  4. Arisen uses a Medicant's Elixir
  5. Main Pawn Inclination is now Acquisitor (primary) and Medicant (secondary)

How to use three Elixirs to customize pawn inclination:

  1. Drink two of the same elixir consecutively to change the Pawn's primary inclination
  2. After primary inclination is set: drink one elixir to change the Pawn's secondary inclination

How to customize pawn inclination using the Neutralizing Elixir:

  1. Use the Neutralizing Elixir
  2. Use the elixir players wish to have as their Main Pawn's secondary inclination
  3. Use the elixir players wish to have as their Main Pawn's primary inclination

Note: the Neutralizing Elixir will erase all learned behavior from the main pawn, resetting them back to the way they were at the beginning of the game-- highly impressionable and more likely to spontaneously switch inclinations. Use with caution.

Behavior Adjustment Over TimeEdit

The Main Pawn's Inclination is also modified over time by the Arisen's behavior/playstyle and can also by modified by using the "Help", "Come" and "Go" Analog Pawn commands.

According to the Bradygames Signature Series Guide the behavior is modified accordingly:

  • Scather: Enter battles with enemies as they appear.
  • Medicant: Prioritize safety by healing your hero or removing their status ailments, using the 'Come' order during battle also helps.
  • Challenger: Focus on long-range attackers and enemies with support abilities.
  • Guardian: Use the 'Help' and 'Come' commands often, avoid using 'Go'.
  • Nexus: Quickly heal your pawns and remove their status ailments.
  • Pioneer: Use the 'Go' command when you're not in combat.

Different types of InclinationsEdit


(I)tem: The item's ingame description.

(G)uide: Description from Bradygames Signature Series Guide.

(O)pinion: Personal experience using pawns with the associated Inclination as Primary/Secondary.


I: Realigns a pawn's inclination that he might readily pursue the strongest foes.

G: Tends to rush into battles headfirst against strong enemies.

O: Engages the strongest foes first, seems to do as the descriptions says. Increases climbing. Not desirable on caster pawns, as it places them too close to the most powerful enemy in a mob, thereby increasing interruption due to damage or death.


I: Realigns a pawn's inclination that he might fight with heed to Health and Stamina.

G: Heals often and avoids direct combat.

O: Useful for a Mage pawn with Curative Magic (Anodyne/Halidom), as they tend to heal/cure the Arisen and other Pawns more often than without Medicant as Primary. Medicant's position in the first three positions determines the frequency of healing; a Medicant-primary Mage will interrupt offensive spells to heal while a Medicant secondary or tertiary will not.


I: Realigns a pawn's inclination that he might first wipe out the least dangerous of any group.

G: Attacks weak enemies first.

O: The pawn chooses the weakest foes as primary targets, which helps with crowd control and helps a caster pawn choose spells with greater areas of effect for crowd mop-up.


I: Realigns a pawn's inclination that he might go after foes wielding ranged weapons or magicks.

G: Attacks strong enemies first.

O: The pawn prioritizes ranged attackers and magic-using foes above others.


I: Realigns a pawn's inclination that he might focus on strategies to give his allies advantages.

G: Uses a wide array of skills.

O: In part very useful for a Mage Pawn with Boons or Spellscreen as they tend to buff the Arisen and other pawns much more than without it. Though, it should be set as Secondary, with Medicant as Primary if the Mage pawn is intended as a healer. (Anodyne/Halidom). With Medicant as Primary, they will often not cast Boons at all, due to the stronger desire to heal even slightly hurt party members. (Utilitarian = Boons, Medicant = Healing). This also influences Fighter and Warrior pawns to grab enemies, more so than without. Sorcerer pawns will be more likely to join in Group Spell casting with this inclination. Non-casters will align their actions to assist the entire party, including the use of group curatives to support the Arisen. 


I: Realigns a pawn's inclination that he might act to keep the Arisen from danger above all else.

G: Protects the Arisen first and foremost.

O: Sets the pawn to act passively and stay near the Arisen. Many pawns have Guardian, and are usually useless as they do not actively participate in combat, nor do they engage distant foes.

O2: This can be handy for a melee-based Arisen and Pawn combo because the Pawn will stick by the player, watching their back as they actively engage enemies. While playing as Sorcerer/Magic Archer/Ranger or any range vocation avoid pawns with this set as primary or even secondary behavior; a Sorcerer who hires a Fighter or Warrior with Shield Drum or War Cry will have that pawn actively drawing foes down on the Arisen, which is highly detrimental to successful spell-casting.


I: Realigns a pawn's inclination that he might make his fellow pawns' safety his highest priority

G: Supports other pawns in the party.

O: Similar to Guardian except the Pawn lingers around other pawns as opposed to the Arisen.

O2: Set as Secondary, Nexus can be good, as the pawn will aid the other pawns ONLY when needed and can even carry other pawns that have forfeited back to the player.


I: Realigns a pawn's inclination that he might ever travel far and wide to seek out new locations.

G: Scouts away from the party.

O: Useful for pawns with Acquisitor as a primary, this allows them to travel further away from the Arisen, usually outside out of combat. With Acquisitor, they'll go out of their way to pick up loot scattered about, usually curatives and materials, regardless of distance to the Arisen, in or out of combat. This does not affect their ability to follow during travel. Con: Pioneers can and will engage enemies before the player decides to engage.


I: Realigns a pawn's inclination that he might seek out and collect hidden items, even during battle.

G: Gathers items frequently.

O: Affects the Pawns behavior in regards to picking up items both in combat and outside of combat. During combat a pawn will seek out items dropped by monsters, such as tusks from a Cyclops. Outside of combat a Pawn will be much more eager to pickup items on the ground nearby. Acquisitor is a great way to farm, as Pawns will pick up every thing in sight for the player to sell. It has the added benefit of allowing pawns to pickup and use curatives on the Arisen, and they will use them automatically to remove status effects or give Stamina items if out in combat. Con: the pawn will interrupt battle to pick up or retrieve loot.

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