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Mage
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Mage is a Basic Vocation in Dragon's Dogma.
CONTENTS
Description
Masters of elemental magicks, Mages rain down destruction on their enemies while keeping their
party alive with restorative abilities.
Primary Weapon: Staff
Primary Offensive stat: Magick
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Healing and Curing: In addition to their offensive abilities, Mages possess healing magicks, permitting them to tend to their party’s wounds and cure Debilitations.
Enchanting: Mages can enchant their companions’ weapons, allowing the party to exploit the weaknesses of enemies.
Field Mobility: The skill Levitate can be used for increased mobility when moving around the map. It is useful because you can float up some steep hills to grab the
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ledge above you that even the Double Vault skill can't reach. An example of this is the Witchwood entrance near Cassardis, a quick way to get to the Witch's House.
Antiundead: The Mage's healing magick inflicts damage to Undead creatures.
Weaknesses
Low Physical Defense: The Mage does not fare well against most enemies that come within close proximity. Most enemies tend to kill Mages within a few strikes since
most enemies inflict physical damage. Long range attack can prevent this in conjunction with watching your surroundings. When bombarded with enemies, find another
place to use a long range attack and then move again to another place. This will split the enemies' numbers in half.
Low Health and Stamina: Mages gain low health and have the lowest stamina gain of any class. Their combined HP and Stamina gain between level 10 and 100 is
only 31 points perlevel, tied with the Sorcerer, whereas most other classes have a combined health/stamina gain of nearly 50.
Silence: If Silenced, the Mage cannot cast any spells.
No Defensive or Evasive Moves: The Mage cannot perform evasive moves or block attacks. It can jump away from attacks, which will interrupt spells. This can be
alleviated with lategame armor with very high knockdown/stagger resistances, but the Mage will be vulnerable until that point, which is typically most of the lifetime
activity of the pawn.
Golems: A Golem's discs are immune to magick, therefore Mages are unable to damage them unless using the Heavy attack or fighting barehanded.
Skills
Augments: 22,500 DP
Core: 6,600 DP
Staff' Skills: 49,700 DP
Total: 78,800 DP
Staff Skills
Skill Element Rank DP Description
Already Looses a ball of fire that explodes upon contact, engulfing both the target
Ingle Fire
Learned and surrounding foes. Press LS to aim.
Already Invokes a magickal sigil which recovers the Health of those who
Anodyne Holy
Learned enter. Press LS to aim.
Creates a concentrated field of cold in front of the user that freezes solid
Frazil Ice 1 200 whatever enemies it visits. Press light or heavy attack to terminate the
spell by 'throwing' a freeze wave.
Smites the enemy from above with tongues of lightning. Especially
Levin Lightning 1 200
effective at driving foes out of hiding. Press LS to aim.
Launches a bolt of magick that enchants an ally's weapon with Fire.
Fire Boon Fire 1 200
Press LS to buff yourself.
Launches a bolt of magick that enchants an ally's weapon with Ice.
Ice Boon Ice 1 200
Press LS to buff yourself.
Thunder Launches a bolt of magick that enchants an ally's weapon with Thunder.
Lightning 1 200
Boon Press LS to boon yourself.
An advanced form of Ingle that increases the number of projectiles.Press
High Ingle Fire 3 700
LS to aim and finetune with the right stick's camera angle.
High An advanced form of Frazil that expands the area of effect. Press
Ice 3 700
Frazil heavy/light attack to conjure two freeze waves.
High An advanced form of Levin that generates more lightning. Press LS to
Lightning 3 700
Levin aim.
Launches a bolt of magick that enchants an ally's weapon with Holy
Holy Boon Holy 3 500
Light. Press LS to buff yourself.
Launches a bolt of magick that enchants an ally's weapon with Darkness.
Dark Boon Dark 3 500
Press LS to bff yourself.
Invokes a magickal sigil which clears the following from those who
Halidom Holy 3 800
enter: Poison, Torpor, Silence, Burns, and Frostbite.
Generates a towering wall of flame; though only modest in power, it
Comestion Fire 5 1400 ignites adversaries with ease and can launch enemies into the air due to
high knockdown.
Generates a giant chunk of ice that can serve as a stepping stone. Press
Frigor Ice 5 1400
LS to aim.
Wraps the user's body in a whiplike bolt of lightning capable of
Brontide Lightning 5 1400 damaging foes. Attack with lightning with X/Square and Y/Triangle.
Press A/X to stop.
Grapnel Dark 5 1800 Fires a magickal anchor that can bind a foe for a time.
Fire An advanced form of Fire Boon that extends and amplifies the
Fire 6 1200
Affinity enchantment, as well as the recipient's Magick. Press LS to buff yourself.
Ice An advanced form of Ice Boon that extends and amplifies the
Ice 6 1200
Affinity enchantment, as well as the recipient's Magick. Press LS to buff yourself.
Thunder An advanced form of Thunder Boon that extends and amplifies the
Lightning 6 1200
Affinity enchantment, as well as the recipient's Magick. Press LS to buff yourself.
Holy An advanced form of Holy Boon that extends and amplifies the
Holy 6 1200 enchantment, as well as the recipient's Magick. Press LS to buff yourself.
Affinity
Dark An advanced form of Dark Boon that extends and amplifies the
Dark 6 1200
Affinity enchantment, as well as the recipient's Magick. Press LS to buff yourself
High An advanced form of Blearing whose sigil is larger and persists for a
Dark 6 1400
Blearing longer period of time.
High An advanced form of Silentium whose sigil is larger and persists for a
Dark 6 1400
Silentium longer period of time.
High
Fire 7 1800 An advanced form of Comestion that expands the wall of flame.
Comestion
High An advanced form of Frigor that generates 3 chunks of ice. The last one
Ice 7 1800
Frigor can be used as a stepping stone. Press LS to aim.
An advanced form of Brontide that endures for a longer period of time
High
Lightning 7 1800 and drops lightning where it lands. A charge of Levin is cast when
Brontide Brontide is dismissed.
An advanced form of Anodyne whose sigil is larger, and persists for a
High longer period of time, and recovers more Health. Targets will also be
Holy 7 2800
Anodyne healed for a small amount of time after leaving the sigil. Press LS to
aim.
High An advanced form of Halidom whose sigil persists for a longer period of
Holy 7 2800
Halidom time and cures a wider variety of debilitations.
High An advanced form of Grapnel that binds even large foes for a longer
Dark 8 5000
Grapnel period of time.
Invokes a magickal sigil around the user that enhances attributes. The
Spellscreen Holy 8 5000
user may move while the sigil is active.
High An advanced form of Spellscreen that enhances the user's attributes for a
Holy 9 7000
Spellscreen longer duration.
Core Skills
Skill Rank DP Description
Feather Already
A light jump. More effective when grabbing platforms or rocks.
Jump Learned
An advanced form of Feather Jump that mitigates gravity's pull, enabling a gentle
Levitate 2 600
landing even from great heights. (Use Jump Whilst in MidAir)
Magick An advanced form of Magick Billow. Conjures spheres of magickal energy around the
6 3000
Agent user to attack encroaching foes.
An advanced form of Magick Bolt. Focuses the user's active enchantment into a
Focused
6 3000 powerful burst that can be fired from the ground or air. Charge the staff by holding the
Bolt
light attack down until the top of the Staff 'pops', then release at will.
Augments
Skill Rank DP Description
Equanimity 2 700 While your health is critical, Magick is increased by 20%.
For information on how augments impact stats and how stacking of multiple augments work, see the Stats page.
Stats
Base Stats
HP Stamina Attack Defense Magick Attack Magick Defense
410 540 60 60 80 80
Stat Growth
HP Stamina Attack Defense Magick Attack Magick Defense
Under Lvl 10 22 20 2 3 4 3
Lvl 10+ 21 10 2 1 4 4
Lvl 100+ 10 10 0 0 2 2
Note Between levels 10 and 100 Mage stat growth is inferior to all other classes. When compared with other vocations with the same aggregate attack and
defence stat growths (11 total per level, e.g., Fighter), the aggregate HP and Stamina growth is lower, that is 31 per level, compared with a 50 or more for other
vocations.
Stat growths between levels 1 and 10, and levels 100 and 200 are comparatively equal to other vocations.
Notes
Levitate will not stop falling damage; it only serves as an extended jump, similar to Double Vault.
Anodyne can be used to heal NPCs.
Grapnel is very useful at trapping groups, and cannot be used by a Sorcerer.
Augments from Sorcerer are very useful for the Mage as well.
It's best to have pawns that can Enchant, as it can be very tiresome to do it yourself.
Fire Boon/Fire Affinity is useful early game. Holy Boon/Holy Affinity is useful postdragon.
Boons/Affinities alter basic magic attacks.
Clicking down on the Left Analog Stick will target yourself (with applicable spells) or switch to manual targeting (with applicable spells); clicking down on the Right
Analog will focus your targeting on one target (for offensive spells) and multihit spells like High Levin will focus all strikes on that one target, rather than spreading
the damage out.
Spellscreen specifically enhances Defense, Magick Defense , Stagger Resistance, and Knockdown Resistance. The stagger/knockdown effect is shared by the
Magic Archer Bracer Arrow spells.
When Undead are in the field of Anodyne, Halidom, or Spellscreen, Holy damage is dealt to them.
Blearing and Silentium do not deal Darkness damage, though they are listed as Dark elemental spells. Grapnel does actually deal slight Dark elemental damage.
Trivia
The Equipment of the Mage in the Change Vocation Menu is:
Weapon: Wooden Staff
Torso: Blessed Vest / Magician's Surcoat
Arms: n/a
Legs: Urban Hosen / Wizard's Boots
Cloak: Mahogany Cape
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