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Stats

An example of a character's stats.

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

Stats increase with level, with growth dependent on Vocation.

Other character stats include Character Weight and Character Height, which influence a number of factors including mobility, encumbrance and reach.

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 Union Inn, Gran Soren; hybrid vocations are not available until the Arisen is level 10. Pawns are restricted in vocation choice as they cannot utilize any of the three Hybrid vocations.

  • 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 secondary 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 gaining Discipline Points rather than experience points; essentially, the higher the vocation rank earned, the more efficient one is at one's chosen job.

Vocation ranking is independent of and yet tied to Experience point accumulation. Discipline points are earned as a varying percentage of Experience which is determined by the amount of XP gained at the time of a kill. Generally, small amounts of XP gains accumulate proportionately higher amounts of Discipline points.  This is explained in more detail here

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. 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 "level up" and increase their base stats; Level determines the accumulation of base stats applied in order to effect the skills and abilities of one's vocation.

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 section 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.  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 requirement is higher than the previous level. The largest requirements are between levels 190-199.

Health

For a list of health and stamina curatives, see List of Health and Stamina Curatives.

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 that leaves 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 Augments increase maximum health or regenerate it slowly; see the table below.

Augment 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 health every 3 seconds Magick Archer
Predation Regenerates 100 health when you deliver the killing blow to a enemy Secret Augments

Health growth is highest , in order, when leveling up as Warrior, Fighter, Mystic Knight, with Strider having average growth.  All other vocations have below average Health growth.

Stamina

For a list of health and stamina curatives, see List of Health and Stamina Curatives.

Certain actions such as sprinting, carrying objects, skill usage, climbing creatures or grappling 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, but may prevent stamina regeneration, such as when levitating. Effects can be cumulative; e.g., carrying an object and walking uses stamina at double the rate of simply holding an object.

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.

Encumbrance is sometimes a factor in the use and regeneration of stamina.  The amount of time a character can run roughly doubles from lightly encumbered to overencumbered, also stamina regeneration slows as encumbrance increases. However stamina use for carrying and walking with objects is practically unchanged.

The active Vocation also changes the rate of stamina used and regenerated, with Strider-type classes using the least stamina and regenerating 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. Stamina growth with level is highest, in order, when leveling as Ranger, Assassin, Strider - with Mystic Knight, Fighter and Magick Archer having average growth and Sorcerer, Warrior and Mage accumulating below average growth.

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

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

Augment 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
Athleticism Reduces stamina consumed whilst running Secret Augments
Proficiency Reduces stamina consumed by 25% when you perform a physical weapon skill (does not affect Bow usage)

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 including 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/shield of each character. 

Total attack strength is calculated as:

(Base Strength + Weapon strength + strength boosts from equipment) x strength boosts from augments

The augment strength boosts are multiplied - ie Vehemence (+10%) = 1.1x, Clout (+20%)= 1.2x, Eminence (+30% if jumping) 1.3x - this if all three are active the boost is over 1.7x (or +70%) - greater than the additive value - which would be only 60%.

Strength based Weapons:

Augment Description Unlocked by Vocation
Vehemence Increases strength by 10% Fighter
Clout Increases strength by 20% Warrior
Exhilaration Increases strength by 50% (35% Dark Arisen) if health is critical Fighter
Bloodlust Increases strength by 70% (20% Dark Arisen) at nighttime Assassin
Autonomy Increases strength by 70% (20% Dark Arisen) if playing alone Assassin
Ferocity Increases strength by 10% when you perform a Core Skill Warrior
Opportunism Increases strength by 20% while clinging to an enemy Secret Augments
Eminence Increases strength by 30% when you are in the air during jump or fall Strider

Strength growth with level is highest, in order, by leveling as Assassin, Warrior, Fighter and Ranger, with Strider having average growth and all other vocations below average growth.

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 the healing effect of spells such as High Anodyne.

Magick based Weapons:

Augment Description Unlocked by Vocation
Attunement Increases magick by 10% Mage
Acuity Increases magick by 20% Sorcerer
Equanimity Increases magick by 50% (20% Dark Arisen) if health is critical Mage
Bloodlust Increases magick by 70% (20% Dark Arisen) at nighttime Assassin
Autonomy Increases magick by 70% (20% Dark Arisen) if playing alone Assassin
Ferocity Increases magick by 10% when you perform a Core Skill Warrior

Magick growth with level is highest, in order, by leveling as Sorceror and Mage, with Mystic Knight, Magick Archer and Strider having average growth and all other vocations below average growth.

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 levelling up and can be significantly increased through the player's choice of Augments, armor and clothing. Defense growth is highest, in order, by leveling as Warrior and Fighter, with Strider and Mystic Knight having fairly good growth and all other vocations below average growth.

Augment Description Unlocked by Vocation
Fortitude Increases defense by 30 Mystic Knight
Bastion Increases defense by 50 (in Normal Mode) 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

Note that Bastion does not affect the base stat number when it is in effect.

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 growth with level is highest, in order, by leveling as Mage and Magick Archer, Sorceror below level 100; Mystic Knight has fairly good Magick Defense growth. Strider has average growth and all other vocations below average Magick Defense growth.

Augment Description Unlocked by Vocation
Apotropaism Increases magick defense by 30 Mage
Awareness Increases magick defense by 50 (in Normal Mode) 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 that Awareness does not affect the base stat number when it is in effect.

Stagger

See also Stagger Damage.

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 damage is increased primarily by weapons; stagger accumulation/resistance is affected by character size (e.g., its weight class) and armor, jewelry and certain Augments.

A character's and/or 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/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

See also Knockdown Damage.

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.

A character'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/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.

A number of Augments improve knockdown resistance or ability:

Augment 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
Audacity Makes you harder to knock off your feet while charging an attack Warrior
Gravitas Makes it difficult for foes to knock you off your feet whilst you intone spells Sorcerer

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.
  • Dragon's Dogma Stat Planner (online version)
  • Dragon's Dogma: Dark Arisen New Build Planner
    • In order to use it please save a copy of the spreadsheet to your own Google Drive, download the spreadsheet as a .xlsx file (requires Microsoft Excel, may not function properly with all versions)(or send a Private Message to user Sosiego on GameFAQs to make a copy of the spreadsheet for your personal use.
    • This a full build planner that allows users to not only calculate their Arisen and Main Pawn's base stats but also see what their stats will look like with weapons, armor, clothing and stat boosting augments equipped.
    • NOTE: The list of stat boosting augments does not include situational augments such as Autonomy, Bloodlust or Opportunism. ATK/MATK values for having those augments equipped will need to be manually calculated. Be advised that there is a +80% cap on ATK/MATK gains.
    • Known bugs: Equipment not being selectable due to the sheet thinking no vocation has been selected. Simply hitting ESC and then trying again fixes the issue.

See also

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