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Sorcerer

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SORCEROR

The Sorcerer is an Advanced Vocation in Dragon's Dogma. It costs 1,000 Discipline Points (DP) to switch to this vocation.

DescriptionEdit

Schooled in the arcane arts, Sorcerers deploy the deadliest of magicks in battle. From meteor showers, massive ice spikes, and deadly necromancy, Sorcerers are truly a powerful force to behold and should never be underestimated.

Primary Weapon: Archistaves

Primary Offensive stat: Magick

Strengths and RoleEdit

Devastating Magicks: No other class is capable of harnessing the near-cosmic magickal forces that Sorcerers can wield. Sorcerers have access to the most powerful offensive magick spells.

Elemental Enchanting: Like the Mage, Sorcerers can use enchanting magicks to power up a companion's weapons with deadly elemental effects.

Crippling Debilitations: Sorcerers possess a variety of debilitating magicks that can affect larger crowds.

Field Mobility: The Levitate skill can be used for increased mobility when moving around the map. It can be used to grab ledges above you that even the Double Vault skill won't reach. An example is the Witchwood entrance near Cassardis, a quick shortcut to the Witch's house.

Incredible Magick Defense: Not many magick attacks will harm Sorcerers.

Highest Magick Attack Growth: Sorcerers have the highest Magick attack growth of all vocations in the game, useful for buffing up the strength of Magick attacks of other classes if you level a few times in this class.

Group Spellcasting: If a sorcerer (be it you or a pawn) starts casting a spell, an allied sorcerer that is close enough to the initial caster of the spell can mirror the spell and cast it much faster (e.g. If your pawn has started to cast high maelstrom and is almost done, if you're close enough you can start the spell at your pawn's current spellcasting progress, potentially making the cast time less than a second).

WeaknessesEdit

No Healing Magics: Features no active healing or recovery skills (aside from Voidspell, which is really only useful to cure Petrification and Lowered defense inflicted by Leapworms).

Low Physical Defense: Sub-par physical damage threshold, also gets knocked back easily.

Low Health and Stamina: Their health gain per level is the lowest in the game, and stamina gain second lowest. Their combined gain up to level 100 is only 31 points per-level, tied with the Mage, where most other classes have a combined health/stamina gain of near 50.

No Evasive or Defensive moves: The Sorcerer class must rely on levitating away from danger since they cannot block or dodge roll to avoid incoming attacks. Always be aware of your surroundings when casting big spells to avoid being blindsided.

Slow Casting: Many of the Sorcerer's spells take a long time to cast so one must be careful when casting otherwise you may leave yourself open for an attack. Equipping the Articulacy augment and carrying the Wyrmking's ring in your inventory will shorten spellcasting times.

Golems: The glowing discs on Golems are immune to magic, so Sorcerers cannot destroy them with spells. The Arisen must jump and use the heavy attack button on the weak points.

Dark Bishop: The second boss of Bitterblack Isle cannot be hurt by most of the Sorcerer's spells.

Daimon: Compared to the other classes which rely on physical based attacks, the Sorcerer's spells inflict little damage to the main boss.

SkillsEdit

Augments: 33,600 DP
Core: 6,600 DP
Archistaff Skills: 86,000 DP

Total Skills: 126,200 DP


Archistaff SkillsEdit

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.
Miasma Dark Already Learned - Transmutes the land into a putrid bog that poisons foes who tread upon it.
Frazil Ice 1 200 Creates a concentrated field of cold in front of the user that freezes solid whatever enemies it visits.
Levin Lightning 1 200 Smites the enemy from above with tongues of lightning. Especially effective at driving foes out of hiding.
Ice Boon Ice 1 200 Launches a bolt of magick that enchants an ally's weapon with ice.
Fire Boon Fire 1 200 Launches a bolt of magick that enchants and ally's weapon with fire.
Thunder Boon Lightning 1 200 Launches a bolt of maigck that enchants an ally's weapon with thunder.
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 Ingle Fire 3 700 An advanced form of Ingle that looses a number of fiery projectiles that explode on contact.
High Levin Lightning 3 700 An advanced form of Levin that smites foes with multiple lighting bolts from above.
High Miasma Dark 3 1300 An advanced form of Miasma that expands the size of poisonous fog and endures for a longer period of time.
Lassitude Dark 3 1300 Invokes a magickal sigil at a designated location that inflicts torpor upon foes who enter.
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.
Necromancy Dark 4 1800 Summons the souls of the departed to surround the user, assisting with attack and defense for a time.
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.
Voidspell Holy 4 1800 Invokes a magickal sigil around the user that strips debilitations from all allies who enter.
Brontide Lightning 5 1400 Wraps the users body in a whip-like bolt of lightning capable of damaging foes. (Attack with heavy and light attacks, press Jump to cancel)
Comestion Fire 5 1400 Generates a towering wall of flame; though only modest in power, it ignites adversaries with ease.
Frigor Ice 5 1400 Generates a giant chunk of ice that can serve as a stepping stone.
Petrifaction Dark 5 2600 Invokes a magickal sigil that turns foes who enter it to stone.
High Lassitude Dark 5 2600 An advanced form of Lassitude that calls forth a larger, longer-lasting fog that inflicts torpor upon foes who enter.
Exequy Dark 5 2600 Invokes a magickal sigil capable of destroying outright any foe held within its span for a set length of time.
Bolide Fire 6 3000 Calls meteors down from the heavens to land around the user. The user may move immediately after invocation.
Gicel Ice 6 3000 Conjures lances of ice, then propels them forward.
Fulmination Lightning 6 3000 Bestows the user with lightning, enabling them to electrify foes nearby and add a bit of spark to the rest of the party. (Attack with heavy and light attacks, press Jump to cancel)
High Necromancy Dark 6 3000 An advanced form of Necromancy that calls forth a larger host of spirits that assist with attack and defense for a time.
High Blearing Dark 6 1400 An advanced form of Blearing that invokes a larger aura around the user, blinding foes who enter.
High Silentium Dark 6 1400 An advanced form of Silentium that calls forth a larger aura around the user, silencing foes who enter.
Ice Affinity Ice 6 1200 An advanced form of Ice Boon that extends and amplifies the enchantment, as well as the recipient's Magick.
Fire Affinity Fire 6 1200 An advanced form of Fire Boon that extends and amplifies the enchantment, as well as the recipient's Magick.
Thunder Affinity Lightning 6 1200 An advanced form of Thunder Boon that extends and amplifies the enchantment, as well as the recipient's Magick.
Holy Affinity Holy 6 1200 An advanced form of Holy Boon that extends and amplifies the enchantment, as well as the recipient's Magick.
Dark Affinity Dark 6 1200 An advanced form of Dark Boon that extends and amplifies the enchantment, as well as the recipient's Magick.
High Voidspell Holy 6 3000 Invokes a magickal sigil which restores any lowered offensive or defensive attributes, and clears Petrification.
High Brontide Lightning 7 1800 An advanced form of Brontide that calls forth a longer-lasting whip of lightning that drops more bolts when dismissed.
High Comestion Fire 7 1800 An advanced form of Comestion that invokes an even longer wall of flame easily able to ignite foes.
High Frigor Ice 7 1800 An advanced form of Frigor that generates three spires of ice. The last one can serve as a stepping stone.
Seism Holy 7 4800 Shakes the earth, causing a stony prominence to erupt forth, stunning and damaging foes in a broad radius.
Maelstrom Dark 7 4800 Summons a whirlwind to wreak havoc upon any foes caught in its path.
High Bolide Fire 8 5000 An advanced form of Bolide that calls down a greater number of meteors. The user may move after deployment.
High Gicel Ice 8 5000 An advanced form of Gicel that calls forth several twisting spikes of ice that thrust forward from the ground.
High Fulmination Lightning 8 5000 An advanced form of Fulmination that envelops the user in a more powerful and wider-ranged bolt of lighting.
High Petrification Dark 8 5000 An advanced form of Petrifaction that invoke a larger, longer-lasting fog that turns foes who enter it to stone.
High Exequy Dark 8 5000 An advanced form of Exequy that creates an capable of destroying any foe caught within it in a shorter period of time.
High Seism Holy 9 8500 An advanced form of Seism that causes even more eruptions of stone, stunning and damaging foes over a wide area.
High Maelstrom Dark 9 8500 An advanced form of Maelstrom that summons a larger, longer-lasting whirlwind to wreak havoc upon foes.


Core SkillsEdit

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. [Light Attack]
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. [Heavy Attack]
Levitate 2 600 An advanced form of Feather Jump that mitigates gravity's pull, enabling a gentle landing even from great heights. Hold [Jump].
Focused Bolt 6 3000 An advanced form of Magick Bolt. Focuses the user's active enchantment into a powerful burst that can be fire from the ground of air. Hold [Light Attack] and release.
Magick Agent 6 3000 An advanced form of Magick Billow. Conjures spheres of magickal energy around the user to attack encroaching foes. Also employable from mid-air. Hold [Heavy Attack] and release.


AugmentsEdit

Skill Rank DP Description
Awareness 1 1200 Increases Magick Defense by 50.
Emphasis 2 1200 Increases the ability to knockdown enemies with spells.
Suasion 2 1200 Increases sale value of items by 15%.
Conservation 7 6000 Reduces the Stamina consumed when you perform a magick weapon skill by 15%.
Gravitas 7 6000 Makes it harder to knock you off your feet while preparing a spell.
Acuity 9 9000 Increases Magick by 20%.
Articulacy 9 9000 Reduces all spell casting times by 15%.


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

StatsEdit

Stat GrowthEdit

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

TipsEdit

  • Fire Boon/Fire Affinity is effective in early game as most enemies such as Goblins, Wolves, and Harpies are weak to FireHoly Boon/Holy Affinity is effective late game as the monsters become vulnerable to Holy damage.
  • Either go for a mix of the three offensive elemental attacks or go for all of one set of element attacks, e.g. Ingle, Comestion, Bolide (three Fire) or Bolide, Gicel, Fulmination (one Fire, Ice, Lightning). That makes your Sorcerer either specialized in one element, or able to adjust depending on the situation.
  • Enemies aren't necessarily weak to Lighting but can cause shock which can stun them for an extended period of time.
  • Necromancy makes for an excellent offensive and defensive spell. The floating skulls it summons protects you from nearby enemies and causes severe damage.
  • Petrification is ineffective against bosses and most non-bosses.
  • Seism and Maelstrom are more for crowd control but do cause serious damage to large crowds of small enemies. Seism will cause stun while Maelstrom will cause Blindness and juggle enemies in the air.
  • Casting Maelstrom in an enclosed area like a dungeon is not recommended, as it may block your view of the area (although it won't cause any damage to you). This can be a matter of opinion though, as casting Maelstrom in a tight area and luring enemies into the center of the cyclone can increase damage by bouncing enemies into walls and ceilings.
  • Because of the long cast time for many of the Sorcerer's spells, it is advisable to equip at least one lower spell so that you have something that casts faster against quicker moving enemies.
  • If you equip the Articulacy augment and carry the Wyrmking's Ring in your inventory, you can significantly decrease spellcasting times.
  • Contrary to what seems a logical choice, it is a bad idea to use pawns that have a Guardian inclination when you are playing as a Sorcerer. Guardian pawns will move with you, sticking relatively close by to protect the Arisen. This is great when fighting Goblins or other smaller creatures, i.e. Bandits, but absolutely terrible against Golems and other large boss creatures. The Guardian will lead the enemy right to you, which usually results in interrupting a spell cast, and sometimes gets you grabbed. Go with Scathers or Mitigators to keep the enemy away from you. Or better yet, a Sorcerer pawn that has the "Utilitarian" Inclination will more often attempt to use the same spell as you to reduce cast time and do more damage (like Bolide).
  • The Sorcerer can cure Petrification with High Voidspell, the Mage cannot cure it.
  • While casting Boon/Affinity if you 'click' on the left joystick, you will target yourself. This is very useful for these kinds of spells.
  • The selling bonus for Suasion stacks, so the more party members that have Suasion, the more you can sell your items for.
  • If holding both the Primary and Secondary buttons down, the names of your primary skills will show but the active or "available" attacks are your secondary attacks
  • Sorcerer is not advised if you expect to fight Golems, as their spinning discs protect them from spells. One way for a Sorcerer to defeat a Golem is by using High Exequy. It is necessary to have either another Sorcerer that knows this spell, so as to mirror yours, or to bring along a surplus of stamina replenishing Curatives.
  • The Sorcerer's Heavy Attack - the magick pulse that radiates from the palm - can also deal damage to the discs on a Magick Golem and the floating discs that power Metal Golems. This means getting in close to the Golem and some precise positioning, so it is advised that Sorcerers pay close attention to the Golem's actions to avoid heavy damage.
  • Brontide uses up Stamina quite rapidly. If you intend to use this spell frequently it is advised to spend a little time focusing on Stamina increasing Vocations such as the Ranger for a few levels.
  • The Focused Bolt in combination with Holy Boon/Holy Affinity/Holy Pact or other magical holy enchantments deals very high damage, especially against bigger enemies. Its fast loading time, ability to penetrate enemies (dealing damage while doing so and hitting multiple enemies in a row) and the high mobility while charging it make it one of the best skills for Sorcerers and Mages.
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