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SORCEROR

The Sorcerer is an Advanced Vocation in Dragon's Dogma. 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 powerful spellcasters, more advanced than Mages, with access to more powerful and devastating spells. Their primary weapon is the Archistaff and like Mages their power is based on Magick. In general, Spellcaster Armor Sets and like components. Sorcerers have access to a few items that their close peers, do not.

Dragon's Dogma All Sorcerer Skills07:42

Dragon's Dogma All Sorcerer Skills

All Sorcerer Skills

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.

Like Mages, Sorcerers should focus on battling foes at a distance, and avoid close combat at all costs under most circumstances. They lack most of the healing spells of a mage, otherwise having access to all spells a mage knows. Additionally they can combine spellcasting with other Sorcerers when invoking their most powerful spells - a process known as Spell Synching.


Skills and Augments

Skills in bold are unique to the Sorcerer.
Skills in italics can only be obtained via skill rings 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 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.
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.


Archistaff Skills

Skill Element Rank DP Description
Miasma Dark Already Learned - Transmutes the land into a putrid bog that poisons foes who tread upon 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 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.
Fire Boon Fire 1 200 Launches a bolt of magick that enchants and 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 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.
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.
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.
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)
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.
Petrifaction Dark 5 2600 Invokes a magickal sigil that turns foes who enter it to stone.
Fire Affinity Fire 6 1200 An advanced form of Fire Boon that extends and amplifies the enchantment, as well as the recipient's Magick.
Ice Affinity Ice 6 1200 An advanced form of Ice 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 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.
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 Voidspell Holy 6 3000 Invokes a magickal sigil which restores any lowered offensive or defensive attributes, and clears Petrification.
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 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.
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.
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 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 Petrifaction Dark 8 5000 An advanced form of Petrifaction that invoke a larger, longer-lasting fog that turns foes who enter it to stone.
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.
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 Ring/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 Ring/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 Ring/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 Ring/Band - An advanced form of High Seism that causes yet more eruptions of stone and expands the range of the tremors.


Augments

Skill Rank DP Description
Awareness 1 1200 Mitigates damage from Magick attacks by 50 (More in Hard Mode)
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 10%.

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.
  • Only Sorcerers can cast High Voidspell - the only spell that can cure Petrification.
  • 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
  • Useful inclinations for Sorcerer pawns include Challenger, Mitigator and Utilitarian. Challenger will encourage ranged combat, Mitigator will ensure rapid elimination of weaker foes, and Utilitarian can be used for enchantments and Spell Synching. Conversely, Scather, Guardian, and Nexus should be avoided due to Scather encouraging close combat/melee attacks and Guardian and Nexus' tendencies to make the pawn interrupt casting to move.

Notes

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


External links