The Dragon’s Dogma 2 Mage Vocation Class is dedicated to supporting the group with healing, buffs, and elemental attacks. One of the Mage’s defining characteristics is having access to healing for the group, Anodyne. Other buffs such as Boon’s can grant party member’s weapons an elemental enchantment. This is helpful in adapting to various enemy weaknesses. In addition to their group buffs, they have elemental AOE attacks rounding out a very robust Vocation option.
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The Mage Vocation provides multiple tools that synergize with group play. Their biggest weakness is lower defenses and the necessity to cast these spells without being interrupted. Positioning is key in group play, and having a stable Fighter or Warrior that can assist in directly relieving pressure. Beyond their group play skills, mages will have elemental attacks of their own that will devastate groups of enemies.
The Mage Vocation in Dragon’s Dogma 2 is the starting vocation for casters, but still carries its own unique skills. It will not be a top contender for single target damage, but given its elemental variations, it’s a formidable damage dealer for any situation. It’s weaknesses outside of cast times is light armor, lower HP pools, and slower Defense progression. It’s Magick and Magick Defense will remain high, making them susceptible to physical attackers. With skills like levitate also in this vocation, this is a fantastic entry vocation for Magick users.
Here is a list of Pros and Cons of the Mage Vocation Class in Dragon’s Dogma 2.
Pros | Cons |
---|---|
Unique Healing | Lower HP and Lighter Armor |
Powerful Group Buffs | Long Cast Times Require Positioning |
Versatile Elemental Damage | Limited Damage for Exploiting Weak Points |
Strong AOE Damage |
Below are all of the Mage Vocation Class Skills, Core Skills, and Augments in Dragon’s Dogma 2.
Dragon’s Dogma 2 Mage Skills
Now we are going to take a look at all of the Skills for the Mage Vocation in Dragon’s Dogma 2.
Skill | Element | Rank | DP | Description |
---|---|---|---|---|
Flagration | Fire | 1 | – | Unleashes a swirling jet of flame straight ahead for a period of time. The flame ignores Magick Defense and can pass through multiple targets. While active, the caster can still move. |
High Flagration | Fire | 4 | 1000 | An advanced form of Flagration that unleashes a more powerful jet of flame. |
Levin | Lightning | 1 | 150 | Strikes an enemy from above with tongues of lightning. Can summon additional lightning bolts by consuming Stamina. |
High Levin | Lightning | 4 | 1000 | An advanced form of Levin that summons a greater number of lightning bolts when cast. |
Palladium | – | 1 | 200 | Conjures a cluster of magickal energy that blocks up to three attacks from targets. The cluster will also dissipate after a time. |
High Palladium | – | 4 | 1000 | An advanced form of Palladium that lasts longer and grants clusters to nearby allies when cast. |
Fire Boon | Fire | 1 | 200 | Enchants the caster’s weapon or that of a single ally with fire. The enchantment persists for a period of time. |
Fire Affinity | Fire | 5 | 1300 | An advanced form of Fire Boon that grants a longer-lasting enchantment. |
Frigor | Ice | 3 | 450 | Conjures a giant pillar of ice that lingers for a period of time and can serve as a stepping stone. After the pillar is destroyed, grabbable blocks of ice will remain. |
High Frigor | Ice | 6 | 1600 | An advanced form of Frigor that unleashes a wave of cold when cast, dealing damage to any targets it touches. |
Ice Boon | Ice | 2 | 300 | Enchants the caster’s weapon or that of a single ally with ice. The enchantment persists for a period of time. |
Ice Affinity | Ice | 5 | 1300 | Enchants the caster’s weapon or that of a single ally with ice. The enchantment persists for a period of time. |
Lightning Boon | Lightning | 2 | 300 | Enchants the caster’s weapon or that of a single ally with lightning. The enchantment persists for a period of time. |
Lightning Affinity | Lightning | 5 | 1300 | An advanced form of Lightning Boon that grants a longer-lasting enchantment. |
Halidom | – | 3 | 450 | Conjures a magickal sigil that cures the caster and their allies of certain debilitations (caught fire, frostbite, unconscious, sleep, silence, drenched, and tarred) while within range. |
High Halidom | – | 6 | 1600 | An advanced form of Halidom that has an extended duration and cures the debilitations caught fire, frostbite, unconscious, sleep, silence, drenched, tarred, torched, ice-bound, and blighted. |
Empyrean | Holy | 4 | 700 | Conjures an orb of holy light that deals immediate damage to nearby targets in all directions. The light remains for some time even after the attack concludes. |
High Empyrean | Holy | 7 | 2000 | An advanced form of Empyrean with an extended attack range and longer-lasting light. |
Celerity | – | 4 | 700 | Conjures a magickal sigil that hastens the speed of allies within range. The effect persists for a period of time. |
High Celerity | – | 7 | 2000 | An advanced form of Celerity that conjures a longer-lasting magickal sigil and extends the ensuing speed boost’s duration. |
Argent Tonic | – | 5 | 1100 | Fully and immediately recovers the Health of the caster or a single ally. Does not recover the loss gauge. |
Argent Succour | – | 8 | 2500 | An advanced form of Argent Tonic that gradually continues to recover Health for a period of time. |
Solemnity | – | 6 | 1800 | Silences the target for a period of time, preventing them from speaking and incanting spells. |
High Solemnity | – | 8 | 2500 | An advanced form of Solemnity that extends both the spell’s effective range and the debilitation’s duration. |
Spellhold | – | 7 | 2500 | Temporarily stores an incanted spell in the staff, to be cast instantly at the wielder’s discretion. Slows Stamina recovery while storing, and consumes increased Stamina when casting. |
High Spellhold | – | 9 | 3000 | An advanced form of Spellhold that consumes less Stamina when casting the stored spell. |
Celestial Paean | – | – | Maister’s Teaching | Summons a wave of holy light that hastens both the Stamina recovery and speed of allies who touch it, while reducing damage taken. Consumes all of the caster’s Stamina and knocks them off their feet. |
Celestial Paean is a Maister Skill, which means it cannot be unlocked through normal Vocation progression. To find out how to unlock it, check our Maister Skill Unlock Guide.
Mage Vocation Core Skills
Now we are going to take a look at all of the Core Skills for the Mage Vocation in Dragon’s Dogma 2.
Skill | Rank | DP | Description |
---|---|---|---|
Magick Bolt | 0 | – | <light attack> Fires a magickal burst that differs based on active enchantment. Can be cast while moving. |
Anodyne | 0 | – | <heavy attack> Conjures a magickal curative sigil that recovers the health of the caster and their allies when in contact with it. |
Focused Bolt | 1 | 100 | Fires a condensed magickal burst that differs based on active enchantment. |
Quickspell | 2 | 250 | <vocation action> Greatly hastens incantation speed. Consumes Stamina while active. |
Levitate | 3 | 400 | Manipulates the caster’s weight through magickal means, allowing them to float temporarily. |
Mage Vocation Augments
Now we are going to take a look at all of the Augments for the Mage Vocation in Dragon’s Dogma 2.
Augment | Rank | DP | Description |
---|---|---|---|
Apotropaism | 2 | 300 | Augments your Magick Defense |
Beatitude | 4 | 900 | Increases the amount of Health recovered by curatives and curative magicks. |
Intervention | 6 | 1800 | Reduces the duration of debilitations you are afflicted with. |
Perpetuation | 8 | 3000 | Extends the duration of enchantments and invigorations. |
Exaltation | 9 | 5000 | Augments your Stamina recovery speed. |