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Updated Oct 25, 2015 2:27 am

The Mage is a harder Vocation to play in Dragon's Dogma, especially for beginers. They have access to a variety of spells and can execute minor offensive, support and healing roles. This Vocation is a starting Vocation. It's strong in ranged situations and will need party assistance with melee.
  • Icon: icon_vocation_mage.png
  • Primary Weapon: Staves
  • Secondary Weapon: N/A
  • Primary Offensive stat: Magick

Mage Vocation Guide


  • Your Job
    Mages, as casters, deal ranged burst damage and have the widest array of support spells and is the only class with healing magic. Their wealth of bolstering and curing spells can be mixed with a moderate magic offensive, and are the only class with access to the only spell in the game that directly heals HP, Anodyne. This effectively makes them the only Vocation of being dedicated healers, and is one of the Vocations best suited to act as a support and healing unit.
  • Skill Overview
    • Staff Skills: All of their active skills, including elemental ranged burst attacks, spells that bolster attributes, cure debilititations, and heal.
    • Core Skills: Passive skills that improve or grant attack patterns, the ability to float, and so on.
    • Augments: Passive skills that can be set regardless of current Vocation.

  • Equipment
    List of best items for the class and where to find them

  • Key Skills:
    • Skill 1
    • Skill 2
    • Skill 3

  • Suggested Support
    Mages can deal low-to-moderate DPS at best and are extremely fragile, meaning a melee-focused Pawn is desperately desirable, and a DPS Pawn highly preferable. Their range alone makes them able to substitute DPS for a drawn-out battle if played correctly, thus making a DPS unit not absolutely necessary; a melee unit, though, is nearly suicide to not have.

Cost to Max Skills


Mage Stat Growth

The Mage focuses on Magick offense and defense, with weakness in Physical Offense, Defense and Stamina. It is noteworthy that the Mage has the lowest cumulative stamina growth of all vocations, and has very poor comparative hit point and stamina growth from level 10-100. Evolve to Sorcerer as soon as you can.

Health
Stamina
Attack
Defense
Magick Attack
Magick Defense
Under Lv10
22
20
2
3
4
3
Lv10+
21
10
2
1
4
4
Lv100+
10
10
0
0
2
2

Skills

Mage Core Skills in Dragon's Dogma.

Mage Core Skills


Feather Jump

Weapon: Staff
Rank Available: Default
Cost: N/A
Description: A light jump. More effective when grabbing platforms or rocks.

Magick Billow

Weapon: Staff
Rank Available: Default
Cost: N/A
Description: Swing your staff downward to stagger the enemy. Follow-up attacks can send the enemy to the ground.

Magick Bolt

Weapon: Staff
Rank Available: Default
Cost: N/A
Description: Launches a magick bolt from your staff. Press repeatedly for additional effect. Can add elemental effect via enchantments.

Levitate

Weapon: Staff
Rank Available: 2
Cost: 800 DP
Description: An advanced form of Feather Jump that mitigates gravity's pull, enabling a gentle landing even from great heights.

Magick Agent

Weapon: Staff
Rank Available: 6
Cost: 3000 DP
Description: An advanced form of Magick Billow. Conjures spheres of magickal energy around the user to attack encroaching foes.

Focused Bolt

Weapon: Staff
Rank Available: 6
Cost: 3000 DP
Description: 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.


Mage Augments in Dragon's Dogma.

Mage Augments


Equanimity

Rank Available: 2
Cost: 700 DP
Description: While your health is critical, Magick is amplified by 1.2 times.

Intervention

Rank Available: 2
Cost: 700 DP
Description: Reduces cumulative damage when you are debilitated by the Five Archmagicks

Apotropaism

Rank Available: 4
Cost: 1800 DP
Description: Magick Defense is increased by 30.

Beatitude

Rank Available: 4
Cost: 1800 DP
Description: Healing Magick (Halidom, Anodyne, Jewel of Health) lasts 1.5 times longer.

Perpetuation

Rank Available: 7
Cost: 3500 DP
Description: Enchantments last 30% longer.

Attunement

Rank Available: 9
Cost: 7000 DP
Description: Magick Attack is increased by 10%.

Inflection

Rank Available: 9
Cost: 7000 DP
Description: Halves the damage taken while preparing spells.




Mage Weapon Skills in Dragon's Dogma.

Mage Weapon Skills


Staff


Ingle

Element: Fire
Rank Available: Default
Cost: N/A
Description: Looses a ball of fire that explodes upon contact, engulfing both the target and surrounding foes.

Anodyne

Element: Holy
Rank Available: Default
Cost: N/A
Description: Invokes a magickal sigil which recovers the Health of those who enter.

Frazil

Element: Ice
Rank Available: 1
Cost: 200 DP
Description: Creates a concentrated field of cold in front of the user that freezes solid whatever enemies it visits. Press light or heavy attack to terminate the spell by 'throwing' a freeze wave.

Levin

Element: Lightning
Rank Available: 1
Cost: 200 DP
Description: Smites the enemy from above with tongues of lightning. Especially effective at driving foes out of hiding.

Fire Boon

Element: Fire
Rank Available: 1
Cost: 200 DP
Description: Launches a bolt of magick that enchants an ally's weapon with Fire.

Ice Boon

Element: Ice
Rank Available: 1
Cost: 200 DP
Description: Launches a bolt of magick that enchants an ally's weapon with Ice.

Thunder Boon

Element: Lightning
Rank Available: 1
Cost: 200 DP
Description: Launches a bolt of magick that enchants an ally's weapon with Thunder.

High Ingle

Element: Fire
Rank Available: 3
Cost: 700 DP
Description: An advanced form of Ingle that increases the number of projectiles.

High Frazil

Element: Ice
Rank Available: 3
Cost: 700 DP
Description: An advanced form of Frazil that expands the area of effect.

High Levin

Element: Lightning
Rank Available: 3
Cost: 700 DP
Description: An advanced form of Levin that generates more lightning.

Holy Boon

Element: Holy
Rank Available: 3
Cost: 500 DP
Description: Launches a bolt of magick that enchants an ally's weapon with Holy Light.

Dark Boon

Element: Dark
Rank Available: 3
Cost: 500 DP
Description: Launches a bolt of magick that enchants an ally's weapon with Darkness.

Halidom

Element: Holy
Rank Available: 3
Cost: 800 DP
Description: Invokes a magickal sigil which clears the following from those who enter: Poison, Torpor, Silence, Burning, and Frozen.

Blearing

Element: Dark
Rank Available: 4
Cost: 1000 DP
Description: Invokes a magickal sigil around the user that Blinds foes who enter.

Silentium

Element: Dark
Rank Available: 4
Cost: 1000 DP
Description: Invokes a magickal sigil around the user that Silences foes who enter.

Comestion

Element:
Rank Available: 5
Cost: 1400 DP
Description: Generates a towering wall of flame; though only modest in power, it ignites adversaries with ease and can launch enemies into the air due to high knockdown.

Frigor

Element: Ice
Rank Available: 5
Cost: 1400 DP
Description: Generates a giant chunk of ice that can serve as a stepping stone.

Brontide

Element: Lightning
Rank Available: 5
Cost: 1400 DP
Description: Wraps the user's body in a whip-like bolt of lightning capable of damaging foes.

Staff Continued


Grapnel

Element: Dark
Rank Available: 5
Cost: 1800 DP
Description: Fires a magickal anchor that can bind a foe for a time.

Fire Affinity

Element: Fire
Rank Available: 6
Cost: 1200 DP
Description: An advanced form of Fire Boon that extends and amplifies the enchantment, as well as the recipient's Magick.

Ice Affinity

Element: Ice
Rank Available: 6
Cost: 1200 DP
Description: An advanced form of Ice Boon that extends and amplifies the enchantment, as well as the recipient's Magick.

Thunder Affinity

Element: Lightning
Rank Available: 6
Cost: 1200 DP
Description: An advanced form of Thunder Boon that extends and amplifies the enchantment, as well as the recipient's Magick.

Holy Affinity

Element: Holy
Rank Available: 6
Cost: 1200 DP
Description: An advanced form of Holy Boon that extends and amplifies the enchantment, as well as the recipient's Magick.

Dark Affinity

Element: Dark
Rank Available: 6
Cost: 1200 DP
Description: An advanced form of Dark Boon that extends and amplifies the enchantment, as well as the recipient's Magick.

High Blearing

Element: Dark
Rank Available: 6
Cost: 1400 DP
Description: An advanced form of Blearing whose sigil is larger and persists for a longer period of time.

High Silentium

Element: Dark
Rank Available: 6
Cost: 1400 DP
Description: An advanced form of Silentium whose sigil is larger and persists for a longer period of time.

High Comestion

Element: Fire
Rank Available: 7
Cost: 1800 DP
Description: An advanced form of Comestion that expands the wall of flame.

High Frigor

Element: Ice
Rank Available: 7
Cost: 1800 DP
Description: An advanced form of Frigor that generates 3 chunks of ice. The last one can be used as a stepping stone.

High Brontide

Element: Lightning
Rank Available: 7
Cost: 1800 DP
Description: An advanced form of Brontide that endures for a longer period of time and drops lightning where it lands.

High Anodyne

Element: Holy
Rank Available: 7
Cost: 2800 DP
Description: An advanced form of Anodyne whose sigil is larger, and persists for a longer period of time, and recovers more Health. Targets will also be healed for a small amount of time after leaving the sigil. Press LS to aim.

High Halidom

Element: Holy
Rank Available: 7
Cost: 2800 DP
Description: An advanced form of Halidom whose sigil persists for a longer period of time and cures a wider variety of debilitations.

High Grapnel

Element: Dark
Rank Available: 8
Cost: 5000 DP
Description: An advanced form of Grapnel that binds even large foes for a longer period of time.

Spellscreen

Element: Holy
Rank Available: 8
Cost: 5000 DP
Description: Invokes a magickal sigil around the user that enhances attributes. The user may move while the sigil is active.

High Spellscreen

Element: Holy
Rank Available: 9
Cost: 7000 DP
Description: An advanced form of Spellscreen that enhances the user's attributes for a longer duration.












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