Dragon's Dogma Wiki
Advertisement
Stats

An example of a character's stats.

Statistics, commonly abbreviated as Stats, are divided up into six categories:

Stats are influenced by Vocation, Vocation Rank, Level, Character Weight, height and items equipped on the person of the character.

Vocation

The Vocation of the player's character determines the skill set that the player's stats are applied to. There are nine in total and they may be changed at any time at the Gran Soren Inn; hybrid vocations are not available until the Arisen is level 10.

  • With the introduction of Dark Arisen, players now have access to Olra who can assist with changing Vocations. Her services are available once the Main Pawn has been created or retrieved from the Rift .

Vocations also determine the stat growth pattern when a level is earned. Each vocation grants a different pattern of set amounts of increased stats, the amounts of which also vary based on two different level thresholds. The first threshold is at level 10 and the last threshold is at level 100.

For more information regarding stat gain based on vocation and level threshold, please refer to the Stat Growths page.

Vocation Rank

The proficiency of the selected Vocation starts at rank 1 and reaches the maximum at rank 9. Each Vocation level unlocks more skills for player or pawn. Vocation ranks are increased by spending Discipline Points rather than experience points; essentially, the higher the vocation rank earned, the more efficient one is at one's chosen job. 

Level

The level of the character determines how powerful a character is and should not be confused with Vocation rank. Changing Vocations does not impact the Character Level. There are 199 levels in total allowing for a maximum level of 200. Once the level 200 cap has been reached, instead of using a numerical value to represent the current level, an infinity sign ( ∞ ) is shown.

Please refer to the bottom of the page for more details on level planning.

Experience

Experience Points are earned from defeating foes or completing quests. With enough experience characters or pawns will be able to "level up" and increase their base stats.

A percentage of experience points earned from enemies will also be accumulated as Discipline Points, which rank up Vocations and purchase abilities. Discipline Points earned differ per enemy and per amount of experience gained.

Experience is displayed in the character's Status screen as two figures separated by a slash. Let's say, for purposes of demonstration, the figures shown are 2000/3000.

The first part is the amount of experience currently gained towards this particular level. The second figure is the amount of experience that must be earned to gain the next level. Every level has its own experience requirements. In order to reach the next level in the above example, the character must gain an additional 1,000 experience points. Once this has been satisfied the character will gain a new level and a new experience requirement is set. The next requirement may be displayed as 0 / 4000. Experience does not cap at the previous level and will be carried over; killing an enemy with a large amount of experience, say 1,500, will set the next requirement to 500 / 4000. As such experience is never wasted.

Each new level experience requirements are higher than the previous level, with the largest requirements between levels 190-199.

Health

This figure represents how much damage the character can take as a naked person. With more Health the character is more resilient and can absorb more damage before death. Damage to health is divided into two determining factors:

  1. Indirect Health damage - Indirect Health damage is the most common damage and is indicated by losing a portion of health and leaving a grey section on the health bar to indicate it may be restored through Magick spells.
  2. Direct Health damage or "wounding", which can be interpreted as cumulative physical trauma such as blood loss, broken bones, cuts and deep bruising.  Direct Health damage is indicated by a transparent section of the Health bar. This type of damage cannot be healed with Anodyne and must instead be healed by using Curatives such as Greenwarish or other items that restore health. Sleeping at an Inn or Rest Camp will completely recover a character's Health; touching a Rift stone long enough or entering a Rift Stone will completely restore a pawn's Health. 

When a character suffers from both direct and indirect health damage, using a curing item will heal the maximum amount it can starting at the indirect health portion. Thus if the player wishes to conserve one's Curatives, it is prudent to use curative Magick first to heal the grey-indicated damage and then use Curatives to heal the rest.

The amount of damage a character receives in combat is affected by equipment on the body and the character's Defense and/or Magick Defense stat. Whether suffering direct or indirect health damage, once the amount of health reaches 0, the character dies. Some equipment and Augments increase maximum health or regenerate slowly. See the table below.

Health Augments

Skill Description Unlocked by Vocation
Vigilance Increases health by 100 Fighter
Longevity Increases health by 100 Ranger
Sanguinity Increases health by 100 at nighttime Assassin
Regeneration Regenerates 1 HP every 3 seconds Magick Archer


Stamina

Certain actions such as sprinting, equipment/inventory encumbrance, skill usage, climbing creatures or holding NPCs and enemies will consume Stamina, which regenerates once these actions cease. Stamina regeneration is delayed while blocking; the use of Core Skills and Perfect Blocking expends no stamina.

If Stamina is entirely consumed, the character is momentarily unable to move and will perform a "catching their breath" type of animation for five breaths. This leaves the character vulnerable to enemies unless aided by an ally or a curative item is used. Character Weight affects the usage and regeneration rate of stamina; the action of aiding an Arisen will affect the Main Pawn's inclinations.

The active Vocation also changes the rate of stamina used and regenerated; with Strider-type classes using the least stamina and regenerate the fastest, Mage-types regenerating the slowest and using the most and Fighter-types being somewhere in the middle in terms of usage and regeneration. This is not as dramatic an effect as the effect of Character Weight.

In safe areas such as CassardisGran Soren, the Encampment and the Ancient Quarry (provided the quest Of Merchants and Monsters is successfully completed) there will be no Stamina drain. This allows the player to freely run without worry of depleting their Stamina.

Some equipment and Augments increase the total amount of stamina. See the table below.


Stamina Augments

Skill Description Unlocked by Vocation
Endurance Increases stamina by 100 Strider
Potential Increases stamina by 100 Magick Archer
Entrancement Increases stamina by 100 at nighttime Assassin
Grit Halves recovery time when you run out of stamina Strider
Arm-Strength Halves stamina consumed when you cling to objects or climb terrain Strider
Fitness Halves stamina consumed when you lift objects or grapple-hold opponents Fighter
Adamance Halves stamina consumed when you block attacks with your shield Mystic Knight
Proficiency Reduces stamina consumed by 25% when you perform a physical weapon skill

Warrior

Conservation Reduces stamina consumed by 15% when you perform a magick weapon skill Sorcerer

Strength

Strength represents the physical damage the character inflicts: the figure in parentheses is the base attribute of stat rings and armor adds, the left is the full combination of equipment, weapon and Augments, i.e. the loadout figure. This is stated for the Primary weapon and Secondary weapon or shield of each character. 

Strength based Weapons

Note: Magick Shields use both the Strength and Magick stats.

Strength Augments

Skill Description Unlocked by Vocation
Vehemence Increases strength by 10% Fighter
Clout Increases strength by 20% Warrior
Exhilaration Increases strength by 50% (35% DA) if health is critical Fighter
Bloodlust Increases strength by 70% (20% DA) at nighttime Assassin
Autonomy Increases strength by 70% (20% DA) if playing alone Assassin

Magick

Indicates the power of magical weapons; the right (primary) and left (secondary) weapons of a character are listed separately. Magick has a direct influence on the amount of damage a spell or magick weapon performs.

The Magick stat does not have any impact on spells that do not inflict damage, such as High Anodyne.

Magick based weapons:


Note:  Elemental damage is a percentage modifier applied separately to magickal and physical damage, the strength of which depends on several factors, such as the element applied in relation to the targeted enemy's resistance or weakness and the strength of the elemental buff (e.g. a bare elemental weapon is less strong in terms of this percentage bonus than the same one with an enchanting spell applied, etc.).

Magick Augments

Skill Description Unlocked by Vocation
Attunement Increases magick by 10% Mage
Acuity Increases magick by 20% Sorcerer
Equanimity Increases magick by 50% (20% DA) if health is critical Mage
Bloodlust Increases magick by 70% (20% DA) at nighttime Assassin
Autonomy Increases magick by 70% (20% DA) if playing alone Assassin

Defense

This is the character's inherent resistance to physical damage, also called the physical damage threshold. The higher the defense stat, the less damage a character will take. This is not to be confused with more hit points; Health or hit points determine the maximum amount of damage a character can take before dying. Defense lowers the total amount of damage a character will take from a physical attack and once Defense is exhausted, damage reduces the character's Health.

Defense is increased when leveling up and can be significantly increased through the player's choice of Augments, armor and clothing.

Defense Augments

Skill Description Unlocked by Vocation
Fortitude Increases defense by 30 Mystic Knight
Bastion Increases defense by 50 Warrior
Sanctuary Increases defense by 50% if health is critical Mystic Knight
Bloodlust Increases defense by 30% at nighttime Assassin
Autonomy Increases defense by 30% if playing alone Assassin

Magick Defense

This is the character's inherent resistance to magickal damage, also called the magickal damage threshold. The higher the Magick Defense stat, the less damage a character will take from magick. This is not to be confused with more hit points; Health or hit points determine the maximum amount of damage a character can take before dying. Magick Defense lowers the total amount of damage a character will take from a magickal attack and once Magick Defense is exhausted, further magickal damage reduces the character's Health.

Magick Defense Augments

Skill Description Unlocked by Vocation
Apotropaism Increases magick defense by 30 Mage
Awareness Increases magick defense by 50 Sorcerer
Sanctuary Increases magick defense by 50% if health is critical Mystic Knight
Bloodlust Increases magick defense by 30% at nighttime Assassin
Autonomy Increases magick defense by 30% if playing alone Assassin

Note:  Inflection is not listed; it is bugged.

Stagger

Indicates the basic amount of stagger all attacks and spells performed by each equipped weapon. The higher the Stagger stat, the more likely it is an enemy will be temporarily knocked off balance, rendering them unable to attack or defend itself. Stagger is increased primarily by weapons, but armor, jewelry and certain Augments can also affect Stagger.

An enemy's stagger resistance will diminish with continued attacks. Multiple attacks to a foe in quick succession will quickly contribute to staggering an enemy. Staggered status increases damage taken, since the victim is out of battle stance (e.g, its weapons are not drawn and at the ready).

The amount of stagger performed per attack is also modified differently by the selected skill (e.g. High LevinHigh Brontide and Pommel Bash have very high stagger damage output). Specific body locations also have different stagger resistance and vulnerabilities (e.g. a Drake's heart).

Knockdown

Indicates the basic amount of knockdown by each spell and physical skill performed by the primary and secondary equipped weapon. Knockdown is increased by equipping certain armor, jewelry and particular Augments.

An enemy's knockdown resistance can be diminished with continued, cumulative attacks. The more attacks foes suffer in quick succession increase the likelihood of an enemy reaching its individual knockdown threshold. Once an enemy's knockdown threshold is reached, foes will fall down and abort any action they were attempting. Knockdown status increases damage taken, since the victim is out of battle stance (e.g, its weapons are not drawn and at the ready).

The amount of knockdown emitted per attack is modified differently by each skill (e.g. High Comestion and Stone Grove/Stone Forest/Stone Jungle have very high knockdown damage outputs). Body parts also have different knockdown resistance and vulnerabilities, e.g., a Drake's heart, when compared to other portions of its torso.

Knockdown Augments

Skill Description Unlocked by Vocation
Impact Improves your ability to knock down opponents Warrior
Emphasis Augments the power of magick attacks designed to knock foes down Sorcerer


How Damage Enhancements Work

Bonuses are added in sequential order and not as a total as one might expect.  For instance, a character with 200 base strength and a weapon equipped which adds 300 strength has a total of 500 base strength. Equipping a stat bonus Augment such as Vehemence, the total would become 550 since Vehemence adds 50 points of strength based on total strength. If the augment Clout is then equipped one might expect the total to be increased by 30% since Vehemence adds 10% and Clout adds 20%. This is not the case as stat enhancers are added sequentially based on the next highest base value. Adding both Clout and Vehemence will add 32% instead of 30% strength.

Bonus calculations

Observe the results of adding three stat enhancing Augments below:

Base stat: 500
Adding Vehemence (10%): 550
Adding Clout (20%): 660
Adding Bloodlust (70%): 1122

If the bonuses were added as a total of 100% the total would be 1000 exactly. But each is added after the previous is added:

500 * 1,1 = 550. 550 * 1,2 = 660. 660 * 1,7 = 1122. (in no particular order, but displayed from lowest to highest)

Adding the three mentioned stat enhancers adds a total of 124% strength instead of the 100% the three would add if combined. This allows for incredibly high stats when combining all abilities which add stat points in percentages. For instance the Assassin's skill Autonomy adds another 70% if the party is wiped out or if the player is playing "alone". This 70% is added as another separate bonus further increasing strength to 1907 with the given example base strength. Lastly the Fighter's skill Exhilaration adds another 50% if health is critical. In this case the above example would total a strength of 2861. To put this in perspective, A character with a "mere" 500 strength can under the right circumstances increase his strength by 472%, easily capable of felling the toughest foes with a few blows.

NOTE: In Dark Arisen, Autonomy and Bloodlust are significantly reduced to 20% and the two separate physical and magickal loadouts cannot be respectively multiplied past 80% as damage-increasing augments will cancel if their total is over 80%.

Stat Calculator

Many players plan their Arisen's and/or their Pawn's stat growth. The following stat calculators can help determine the stats at various levels.

  • Dragon's Dogma Stat Calculator
    • In order to use it, please save a copy to the user's Google Drive or download the XSLX (ODS does not function correctly) file to the user's local system and then enter values as needed.
Advertisement