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* Trick Arrow: The Strider, as well as the Ranger and Assassin, can equip one on their bow and shoot it to inflict a debilitation or explode upon hit.

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* Trick Arrow: TrickArrow: The Strider, as well as the Ranger and Assassin, can equip one on their bow and shoot it to inflict a debilitation or explode upon hit.



A basic vocation that focuses on staying behind friendly lines to provide support for their allies with the use of their magick staff, casting spells that can heal them, cure status effects or enchant their weapons with the elements.

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* AnIcePerson:

to:

A basic vocation that focuses on staying behind friendly lines to provide support for their allies with the use of their magick staff, casting spells that can heal them, cure status effects or enchant their weapons with the elements.

---
elements to deal more damage against foes weak to a particular element. The Mage deals magick damage primarily, making them useful in dispatching enemies that are resistant to physical attacks such as Ghosts, though more offense-oriented magick vocations like the Sorcerer and Magick Archer have them beat in damage output.

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* AnIcePerson:AnIcePerson: Frazil and Frigor. The former creates a cloud of ice around the user that damages nearby enemies while the latter summons pillars of ice that sends enemies flying upwards and can also be used as platforms.
* AntiMagic: Silentium and Solemnity in the first and second games respectively. Both inflict the silence StatusEffect on enemies to prevent them from casting magick spells, but Silentium does it in an AreaOfEffect around the user while Solemnity is cast from afar to a single target.



* ElementalWeapon: The Mage can cast an elemental boon to enchant their staff or their ally's weapon in an element to help them take advantage of an enemy's [[ElementalRockPaperScissors elemental weakness]]. These include FireIceLightning, [[LightEmUp Holy]] and [[CastingAShadow Dark]].
* {{Fireballs}}

to:

*ChargedAttack:
* DeflectorShields: Mages can cast Palladium to summon a cluster of magickal orbs around an ally that each negates an incoming attack once.
* ElementalWeapon: The Mage can cast an elemental boon to enchant their staff or their ally's weapon in an element to help them take advantage of an enemy's [[ElementalRockPaperScissors elemental weakness]]. These include FireIceLightning, [[LightEmUp Holy]] and [[CastingAShadow Dark]].
Dark]][[note]]Holy and Dark Boon are absent from the second game[[/note]].
* {{Fireballs}}{{Fireballs}}: Ingle shoots orbs of flame in a straight line that set nearby



* LightningLash:

to:

* LightningLash:LightningLash: Brontide in the first game. It conjures a lightning whip that the Mage can swing around for as long as it is active, summoning bolts of lightning.



* PlayingWithFire

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* PlayingWithFirePlayingWithFire:
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* FletchetteStorm
* GrievousHarmWithBody

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* FletchetteStorm
FlechetteStorm
* GrievousHarmWithBodyGrievousHarmWithABody

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One of the basic classes and the most straightforward, who wields a sword and shield, fighting on the frontlines to sway the enemy's attention away from their squishier teammates while using their defensive abilities to take the brunt of their attacks and deal it back in return.

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One of the basic classes vocations available in the early game and the most straightforward, who straightforward to play as, the Fighter wields a sword and shield, fighting on the frontlines to sway the enemy's attention away from their squishier teammates while using their defensive abilities to take the brunt of their attacks and deal it back in return.



* CarryABigStick: In ''Dragon's Dogma II'', Fighters can now whack monsters using maces and cudgels, which could only be wielded by Mystic Knights in the first game.
* CloseRangeCombatant: Up-close, the Fighter can dish out huge damage and their shield allows them to stay in their effective range much longer with little risk compared to the Mage and Strider who focus on staying out of the monsters' attacking range. However, they lack any ranged attack of their own and must rely on waiting for the enemy to lunge at them if they are out of reach. Notably, they struggle against flying enemies such as Harpies and Griffins.
* CounterAttack: The fighter has multiple means of inflicting this upon their enemies, such as the Deflect core skill which lets them deal huge knockback to an assailant upon blocking right as the attack hits their shield, in addition to inflicting any debilitation depending on the shield equipped. ''Dragon's Dogma II'' also introduces Counter Slash and Vengeful Slash, where the fighter gets into a defensive stance and immediately counters upon being hit in that stance.
* DashAttack: The Fighter's Blink Strike and its variants lets them dash forward, usually towards an enemy in their sight, and thrust their sword in that direction.
* DrawAggro: They can use Shield Summons/Drum to bang their shield and draw enemies towards themselves. It is useful for keeping them away from the Arisen or Pawns of a strong but frail vocation, such as Sorcerers who need to spend a long time uninterrupted while casting powerful spells.

to:

* CarryABigStick: In ''Dragon's Dogma II'', Fighters can now whack monsters using equip maces and cudgels, which could only be wielded by Mystic Knights in the first game.
* CloseRangeCombatant: Up-close, Up close, the Fighter can dish out huge damage and their shield allows them to stay in their effective range much longer with little risk compared to the Mage and Strider who focus on staying out of the monsters' attacking range. However, they lack any ranged attack of their own and must rely on waiting for the enemy to lunge at them if they are out of reach. Notably, they struggle against flying enemies such as Harpies and Griffins.
* CounterAttack: The fighter has multiple means of inflicting this upon their enemies, such as the Deflect core skill which lets them deal huge knockback to an assailant upon blocking right as the attack hits their shield, in addition to inflicting any debilitation depending on the shield equipped. ''Dragon's Dogma II'' also introduces the skill Counter Slash and Vengeful Slash/Vengeful Slash, where the fighter gets into a defensive stance and immediately counters upon being hit in that stance.
* DashAttack: The Fighter's Blink Strike and its variants lets let them dash forward, usually towards an enemy in their sight, and thrust their sword in that direction.
* DrawAggro: They can use Shield Summons/Drum to bang their shield and draw enemies towards themselves. themselves, in addition to having an augment that makes them more likely to target them in a fight. It is useful for keeping them away from the Arisen or Pawns of a strong but frail vocation, such as Sorcerers [[SquishyWizard Sorcerers]] who need to spend a long time uninterrupted undisturbed by enemy attacks while casting powerful spells.spells.
* FastballSpecial: Springboard/Launchboard has the Fighter use their shield as a platform that allies can use to jump from, helping them [[ColossusClimb scale large monsters]].
* FeatherFall: The Fighter has the Controlled Fall core skill that tucks their into a roll or uses their shield as a cushion to reduce damage taken from falling, as well as to stand back up from it faster.



* ImmuneToFlinching: Stone Will (Perfect Defense in ''Dragon's Dogma II'') has the Fighter stand completely still and take half of the damage received while making them immune to being knocked down for as long as the skill is active.
* LightningBruiser:
* LuckilyMyShieldWillProtectMe:
* SpinAttack:

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* ImmuneToFlinching: Stone Will (Perfect Defense in ''Dragon's Dogma II'') has the Fighter stand completely still and take half of the damage received while making them immune to being knocked down for as long as they have enough stamina to maintain the stance.
* ImpaledWithExtremePrejudice: Flesh Skewer, Gouging Skewer and their upgraded variants
* LightningBruiser: The Fighter's attacks come out hard and quickly, and they are no slouch when it comes to defending themselves thanks to both heavy armor and a shield.
* LuckilyMyShieldWillProtectMe: The Fighter carries a shield that lets them block any attack from a direction they are facing provided they have enough stamina to burn and that said attack isn't so powerful that it knocks them off-guard. In addition to having skills tied to the shield such as the ShieldBash,
* ShieldBash: The Fighter has a
skill is active.
that lets them strike an enemy with their shield as an attack. While this does little damage, it deals greater {{Knockback}}, sending small enemies flying while pushing larger foes off-balance.
* LightningBruiser:
* LuckilyMyShieldWillProtectMe:
* SpinAttack:
SpinAttack: Compass Slash/Full Moon Slash has the Fighter spin around with their sword extended, slashing enemies caught in the full circle of their swing. Similarly, Impeccable Guard/Flawless Guard lets them spin around, except as a defensive maneuver to move out of tight spots in battle.



Another basic class

In ''Dragon's Dogma II'', the Strider is [[DecompositeCharacter split into two classes]], Archer and Thief, who take after aspects of the bow and daggers respectively.

to:

Another basic class

vocation for beginners, the Strider specialises in using the shortbow to pelt enemies with arrows from a safe range. And if they get in close, they can switch to their dual daggers that deal low damage but with a faster swinging rate than swords. Of all the Vocations in ''Dragon's Dogma'', they have the most tools when it comes to scaling up large monsters and/or hitting them in their weak spots.

In ''Dragon's Dogma II'', the Strider is [[DecompositeCharacter split into two classes]], Archer and Thief, who take after aspects of the their bow and daggers respectively.



* CloseRangeCombatant: [[DownplayedTrope Only in comparison to the Ranger]]. Whereas the Ranger's longbow maximises its damage output in the middle range, the Strider's shortbow deals more damage the closer they are to the target.
* DashAttack: Biting Wind and Sprint, as well as their respective upgrades Cutting/Shearing Wind and Mad Dash.



* LagCancel: The daggers skill, Reset allows the Strider to immediately cancel their attack animation at the press of the button, making it handy for quickly moving out of a misaimed attack or chaining skills together. Its upgraded version, Instant Reset lets the Strider instantly recover from stagger/knocked-down animations to get out of the receiving end of a CycleOfHurting.

to:

* DoubleJump: A trait it shares with the Ranger, Assassin and Magick Archer is their ability to jump in mid-air
* LagCancel: The daggers skill, Reset allows the Strider to immediately cancel their attack animation at the press of the button, making it handy for quickly moving out of a misaimed attack or chaining skills together. Its upgraded version, Instant Reset lets the Strider instantly recover from stagger/knocked-down animations to escape a CycleOfHurting. [[MundaneUtility Or get out of the receiving end of up right after jumping a CycleOfHurting.great height]].



* ShortRangeGuyLongRangeGuy: The Strider is the Short Range Guy to the Ranger's Long Range.




to:

A basic vocation that focuses on staying behind friendly lines to provide support for their allies with the use of their magick staff, casting spells that can heal them, cure status effects or enchant their weapons with the elements.



* AnIcePerson
* ElementalWeapon

to:

* AnIcePerson
AnIcePerson:
* ElementalWeaponAttackSpeedBuff: Celerity conjures a magickal sigil that enhances the speed of any ally that steps within range.
* ElementalWeapon: The Mage can cast an elemental boon to enchant their staff or their ally's weapon in an element to help them take advantage of an enemy's [[ElementalRockPaperScissors elemental weakness]]. These include FireIceLightning, [[LightEmUp Holy]] and [[CastingAShadow Dark]].



* MagicStaff

to:

* MagicStaffLightEmUp: Empyrean creates a ball of holy light that damages all enemies within the area, and is [[WeakenedByTheLight especially effective against undead creatures]].
* LightningLash:
* MagicStaff:
* TheMedic:



* LongRangeFighter
* ShortRangeGuyLongRangeGuy: The Ranger is the Long Range Guy to the Strider's Short Range.



* BlackMage
* BlowYouAway
* DishingOutDirt
* LightningLash
* OneHitKill
* PlayingWithFire
* ShockAndAwe

to:

* BlackMage
BlackMage: Differentiating them from the support-oriented Mages, Sorcerers have access to more spells that focus on dealing a lot of damage and inflicting status debuffs upon enemies.
* BlowYouAway
BoringButPractical:
* DishingOutDirt
* LightningLash
* OneHitKill
* PlayingWithFire
* ShockAndAwe
DishingOutDirt: Seism conjures a quake that launches pillars of stone from the earth, sending enemies flying upwards. As it deals physical damage, it is useful against enemies who naturally resist or NoSell magical attacks such as Golems.


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* MeteorSummoningAttack: Bolide and Meteoron are identical, long-casting skills that, upon completing their incantations, summons meteors from above to wreak armageddon across the battlefield. The latter is a [[SecretArt Maister Skill]] that can be obtained through a scroll [[spoiler:given by [[IneptMage Trysha]] after saving her from her PowerIncontinence during the ''Spellbound'' quest.]]
* OneHitKill: Exequy in the first ''Dragon's Dogma'' summons a magickal aura that slowly counts down until the circle is complete, upon which any creature caught within its radius is killed instantly. It has the longest casting time out of all the skills though, so [[AwesomeButImpractical good luck trying to not get hit while casting it]].
* PlayingWithFire: Besides Ingle, Comestion and Flagration, the Sorcerer also has Salamander which blasts a cone of lingering flames in front of them that burns enemies within it, and Bolide/Meteoron that summons fiery meteors from the sky.
* ShockAndAwe: On top of retaining Levin and Brontide from the Mage, the Sorcerer also gains access to Fulmination/Thundermine, which summons orbs of lightning that will zap any enemy within their area.
* TakenForGranite: The Sorcerer in the first game has Petrifaction, a spell that summons a magick fog that slowly turns enemies to stone if they enter it.
* TornadoMove: Maelstrom summons a giant tornado that sucks in all nearby small foes and hurl them into the air, while also dealing immense damage to bosses. It is so powerful that it became a [[SecretArt Maister Skill]] in ''Dragon's Dogma II'', obtained through a scroll [[spoiler:as a reward from [[InsufferableGenius Myrradin]] after completing ''The Sorcerer's Appraisal'' quest.]]


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* CriticalHitClass


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* KnockbackEvasion: The Thief has a core skill that lets them quickly recover upon pressing the jump button as soon as they hit the ground after being BlownAcrossTheRoom.


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* FletchetteStorm

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* AntiAir: {{Downplayed|Trope}}. While the Fighter has skills like Skyward Lash to help deal with flying enemies, their range is still limited. Thus they have to rely on either baiting said enemies into attacking them to get them in their range, or have someone of a ranged vocation shoot them out of the sky.
* CloseRangeCombatant:
* CounterAttack: The fighter has multiple means of inflicting this upon their enemies, such as the Deflect core skill which lets them deal huge knockback to an assailant upon blocking right as the attack hits their shield. ''Dragon's Dogma II'' introduces Counter Slash and Vengeful Slash, where the fighter gets into a defensive stance and immediately attacks upon being hit.
* DrawAggro: They can use Shield Summons or Shield Drum to draw enemies towards themselves. This comes in handy keeping them away from the Arisen or Pawns of a strong but frail vocation, such as Sorcerers who need to spend a long time uninterrupted while casting powerful spells.
* HeroesPreferSwords: So iconic is the Fighter that they are the default vocation of Savan in the DistantPrologue and then the Arisen before getting their heart stolen by the Dragon.

to:

* AntiAir: {{Downplayed|Trope}}. While the Fighter has skills like Skyward Lash to help deal with flying enemies, their range is still limited. Thus they have to rely on either baiting said enemies into attacking them to get them in their range, or have someone else of a ranged vocation shoot them out of the sky.
* CloseRangeCombatant:
CarryABigStick: In ''Dragon's Dogma II'', Fighters can now whack monsters using maces and cudgels, which could only be wielded by Mystic Knights in the first game.
* CloseRangeCombatant: Up-close, the Fighter can dish out huge damage and their shield allows them to stay in their effective range much longer with little risk compared to the Mage and Strider who focus on staying out of the monsters' attacking range. However, they lack any ranged attack of their own and must rely on waiting for the enemy to lunge at them if they are out of reach. Notably, they struggle against flying enemies such as Harpies and Griffins.
* CounterAttack: The fighter has multiple means of inflicting this upon their enemies, such as the Deflect core skill which lets them deal huge knockback to an assailant upon blocking right as the attack hits their shield. shield, in addition to inflicting any debilitation depending on the shield equipped. ''Dragon's Dogma II'' also introduces Counter Slash and Vengeful Slash, where the fighter gets into a defensive stance and immediately attacks counters upon being hit.
hit in that stance.
* DashAttack: The Fighter's Blink Strike and its variants lets them dash forward, usually towards an enemy in their sight, and thrust their sword in that direction.
* DrawAggro: They can use Shield Summons or Shield Drum Summons/Drum to bang their shield and draw enemies towards themselves. This comes in handy It is useful for keeping them away from the Arisen or Pawns of a strong but frail vocation, such as Sorcerers who need to spend a long time uninterrupted while casting powerful spells.
* HeavyEquipmentClass: The Fighter, alongside other martial vocations, are notable for having access to heavier, more protective armor that other vocations otherwise cannot wear. Likewise, they also cannot wear armor worn only by Mages, Striders or other vocations either.
*
HeroesPreferSwords: So iconic is the Fighter that they are the default vocation of Savan in the DistantPrologue and then the Arisen before Arisens in both games prior to getting their heart hearts stolen by the Dragon.Dragon.
* ImmuneToFlinching: Stone Will (Perfect Defense in ''Dragon's Dogma II'') has the Fighter stand completely still and take half of the damage received while making them immune to being knocked down for as long as the skill is active.



In ''Dragon's Dogma II'', the Strider is split into two classes, Archer and Thief, who take after aspects of the bow and daggers respectively.

to:

In ''Dragon's Dogma II'', the Strider is [[DecompositeCharacter split into two classes, classes]], Archer and Thief, who take after aspects of the bow and daggers respectively.



* ColossusClimb: One of its specialities is climbing up large foes and stabbing them in the weak points on their bodies. Compared to all other vocations in the first game who all climb at the same speed barring the Assassin who climbs the second-fastest, the Strider has the fastest climbing speed. Combined with Gloves of Might, this lets the Strider climb from the Prisoner Gorecyclops' foot to head in seconds.

to:

* ColossusClimb: One of its specialities is climbing up large foes and stabbing them in the weak points on their bodies. Compared to all other vocations in the first game who all climb at the same speed barring the Assassin who climbs the second-fastest, the Strider has the fastest climbing speed. Combined with Gloves of Might, this lets the Strider climb from so fast to the Prisoner Gorecyclops' foot point where it is hard to head in seconds.control.



* UnnecessaryCombatRoll: The Strider, alongside Ranger, Assassin and Magick Archer, has a core skill for daggers that lets them roll forward as an evasive manoeuvre.

to:

* UnnecessaryCombatRoll: The Strider, alongside Ranger, Assassin and Magick Archer, has a core skill for daggers that lets them roll forward as an evasive manoeuvre.manoeuvre, useful for avoiding attacks.




---



* Fireballs

to:

* Fireballs{{Fireballs}}



* PlayerExclusiveMechanic

to:

* PlayerExclusiveMechanicPlayerExclusiveMechanic: As a hybrid vocation like the Assassin and Magick Archer, only the Arisen can become this vocation.



* MoreDakka
* PinballProjectile
* PlayerExclusiveMechanic
* RedMage

to:

* MoreDakka
PinballProjectile: Ricochet Seeker/Hunter fires off bolts of lightning magic that bounce around walls and actually get stronger the more they ricochet. As a skill, it is extremely useful in tight indoor environments such as dungeons and caverns and can make short work of enemies (especially those with a weakness to lightning). ''Dragon's Dogma II'' turns this skill into a ChargedAttack
* PinballProjectile
PlayerExclusiveMechanic: Like the Assassin, Mystic Knight and other 'hybrid' vocations in the sequel, only the Arisen can become this vocation.
* PlayerExclusiveMechanic
* RedMage
RedMage: In addition to its damage-dealing skills, the Magick Archer also has access to other weapon skills that place them closer towards the support role, letting them fire magic arrows that buff Pawns in ways such as reviving them from afar, casting a barrier around them that reflects damage back to the enemy, and healing them by draining the enemies' health.



* MakingASplash

to:

* MakingASplashIncendiaryExponent: Tarring/Incendiary Shot shoots an arrow that covers nearby enemies in oil upon exploding. In addition to making the affected enemies more prone to knockdown, setting them alight with fire elemental attacks deal extra damage on top of that.
* MakingASplash: Drenching/Deluging Shot shoots an arrow that soaks nearby enemies in water upon exploding. This syncs well with ice and lightning elemental attacks, which allow for freezing and unconcious debilitations to be inflicted on them respectively.
* MoreDakka



* GrievousHarmWithBody



* PlayerExclusiveMechanic

to:

* PlayerExclusiveMechanicNighInvulnerability
* TheParalyzer
* PlayerExclusiveMechanic: As with the Trickster, Magick Archer and Warfarer, only the Arisen can become this vocation.
* StormOfBlades



* PlayerExclusiveMechanic

to:

* PlayerExclusiveMechanicPlayerExclusiveMechanic: As with the Mystic Spearhand, Magick Archer and Warfarer, only the Arisen can become this vocation.



* PlayerExclusiveMechanic

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* PlayerExclusiveMechanicMasterOfNone
* PlayerExclusiveMechanic: As with the Mystic Spearhand, Trickster and Magick Archer, only the Arisen can become this vocation.

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* CloseRangeCombatant
* CounterAttack
* DrawAggro
* HeroesPreferSwords
* LightningBruiser
* LuckilyMyShieldWillProtectMe
* SpinAttack

to:

One of the basic classes and the most straightforward, who wields a sword and shield, fighting on the frontlines to sway the enemy's attention away from their squishier teammates while using their defensive abilities to take the brunt of their attacks and deal it back in return.
----
* CloseRangeCombatant
AntiAir: {{Downplayed|Trope}}. While the Fighter has skills like Skyward Lash to help deal with flying enemies, their range is still limited. Thus they have to rely on either baiting said enemies into attacking them to get them in their range, or have someone of a ranged vocation shoot them out of the sky.
* CounterAttack
CloseRangeCombatant:
* DrawAggro
CounterAttack: The fighter has multiple means of inflicting this upon their enemies, such as the Deflect core skill which lets them deal huge knockback to an assailant upon blocking right as the attack hits their shield. ''Dragon's Dogma II'' introduces Counter Slash and Vengeful Slash, where the fighter gets into a defensive stance and immediately attacks upon being hit.
* HeroesPreferSwords
DrawAggro: They can use Shield Summons or Shield Drum to draw enemies towards themselves. This comes in handy keeping them away from the Arisen or Pawns of a strong but frail vocation, such as Sorcerers who need to spend a long time uninterrupted while casting powerful spells.
* LightningBruiser
HeroesPreferSwords: So iconic is the Fighter that they are the default vocation of Savan in the DistantPrologue and then the Arisen before getting their heart stolen by the Dragon.
* LuckilyMyShieldWillProtectMe
LightningBruiser:
* SpinAttackLuckilyMyShieldWillProtectMe:
* SpinAttack:



Another basic class

In ''Dragon's Dogma II'', the Strider is split into two classes, Archer and Thief, who take after aspects of the bow and daggers respectively.
----



* BowAndSwordInAccord: The Strider can carry both a short bow and dual daggers, switching
* ColossusClimb:
* DualWielding:
* LagCancel: The daggers skill, Reset allows the Strider to immediately cancel their attack animation at the press of the button, making it handy for quickly moving out of misaimed attacks or
* RainOfArrows
* SpinAttack: Helm Splitter along with
* UnnecessaryCombatRoll

to:

* BowAndSwordInAccord: The Strider can carry both a short bow and dual daggers, switching
switching between them upon the press of a button.
* ColossusClimb:
ColossusClimb: One of its specialities is climbing up large foes and stabbing them in the weak points on their bodies. Compared to all other vocations in the first game who all climb at the same speed barring the Assassin who climbs the second-fastest, the Strider has the fastest climbing speed. Combined with Gloves of Might, this lets the Strider climb from the Prisoner Gorecyclops' foot to head in seconds.
* DualWielding:
DualWielding: Carries a pair of daggers that they wield to dish out attacks that deal [[DeathByAThousandCuts small damage each, but also come out quickly]].
* LagCancel: The daggers skill, Reset allows the Strider to immediately cancel their attack animation at the press of the button, making it handy for quickly moving out of a misaimed attacks or
attack or chaining skills together. Its upgraded version, Instant Reset lets the Strider instantly recover from stagger/knocked-down animations to get out of the receiving end of a CycleOfHurting.
* RainOfArrows
Multishot: Threefold Arrow and Triad Shot, and their upgraded variants, shoot a rapid volley of arrows in a straight direction and a spread of multiple arrows respectively.
* RainOfArrows: Cloudburst/Downpour/Hailstorm Volley shoots arrows upwards to shower an area in them.
* SpinAttack: Helm Splitter along with
with its upgraded versions Skull Splitter and Brain Splitter has the Strider jump in the air and rapidly spin in a vertical direction, dealing many hits that add up to immense damage to any monster it hits, and also inflicting [[StatusEffects debilitations]] quickly.
* UnnecessaryCombatRollTrick Arrow: The Strider, as well as the Ranger and Assassin, can equip one on their bow and shoot it to inflict a debilitation or explode upon hit.
* UnnecessaryCombatRoll: The Strider, alongside Ranger, Assassin and Magick Archer, has a core skill for daggers that lets them roll forward as an evasive manoeuvre.



* GreatBow



* CastFromHitPoints



* WreathedInFlames



* BladeOnARope



* RocketJump

to:

* RocketJumpRocketJump: Concussive Jump and Concussive Leap.



* StickyBomb

to:

* StickyBombStickyBomb:
* WreathedInFlames: Blades of Pyre
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Making new page

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%% Page is still WIP%%
%% Any help or feedback is appreciated%%
[[foldercontrol]]

!!Introduced in VideoGame/DragonsDogma

[[folder:Fighter]]
* CloseRangeCombatant
* CounterAttack
* DrawAggro
* HeroesPreferSwords
* LightningBruiser
* LuckilyMyShieldWillProtectMe
* SpinAttack
[[/folder]]

[[folder:Strider]]
* BladeSpam: Scarlet Kisses and its upgraded variants Hundred Kisses and Thousand Kisses let the Strider swing their daggers rapidly for as long as the player mashes the button. This can also be used while climbing a large monster, making it good for dealing massive damage to its weak points.
* BowAndSwordInAccord: The Strider can carry both a short bow and dual daggers, switching
* ColossusClimb:
* DualWielding:
* LagCancel: The daggers skill, Reset allows the Strider to immediately cancel their attack animation at the press of the button, making it handy for quickly moving out of misaimed attacks or
* RainOfArrows
* SpinAttack: Helm Splitter along with
* UnnecessaryCombatRoll
[[/folder]]

[[folder:Mage]]
* AnIcePerson
* ElementalWeapon
* Fireballs
* MagicStaff
* PlayingWithFire
* ShockAndAwe
* WhiteMage
[[/folder]]

[[folder:Warrior]]
* AwesomeButImpractical
* BFS
* CarryABigStick
* DrawAggro
* CounterAttack
* ImmuneToFlinching
* MightyGlacier
[[/folder]]

[[folder:Ranger]]
[[/folder]]

[[folder:Sorcerer]]
* BlackMage
* BlowYouAway
* DishingOutDirt
* LightningLash
* OneHitKill
* PlayingWithFire
* ShockAndAwe
* MagicStaff
[[/folder]]

[[folder:Assassin]]
* CounterAttack
* PlayerExclusiveMechanic
[[/folder]]

[[folder:Mystic Knight]]
* CarryABigStick
* ElementalWeapon
* LuckilyMyShieldWillProtectMe
* MagicKnight
* PlayerExclusiveMechanic
[[/folder]]

[[folder:Magick Archer]]
* EnergyBow
* MacrossMissileMassacre
* MageMarksman
* MoreDakka
* PinballProjectile
* PlayerExclusiveMechanic
* RedMage
[[/folder]]

!!Introduced in Dragon's Dogma Online

[[folder:Shield Sage]]
[[/folder]]

[[folder:Seeker]]
[[/folder]]

[[folder:Alchemist]]
[[/folder]]

[[folder:Spirit Lancer]]

[[folder:High Scepter]]
[[/folder]]

!!Introduced in VideoGame/DragonsDogmaII

[[folder:Archer]]
* BlowingStuffUp
* DecompositeCharacter: {{Downplayed|Trope}}. The Archer borrows the bow-and-arrow aspect from not just the Strider, but the Ranger too, [[CompositeCharacter combining most of their kits]] into one class.
* ExtremityExtremist: Aside from favouring the bow, the Archer trades away daggers in exchange for the ability to kick foes as their only melee option. One of their core skills also lets them jump up and [[DivingKick dive kick]] the enemy, knocking them off balance and letting them follow up with an aerial shot.
* MakingASplash
* StickyBomb
* TrickArrow
[[/folder]]

[[folder:Thief]]
* BladeOnARope
* BladeSpam: The Thief can use Scarlet Kisses and its upgraded version just like the vocation it split from. Rather than being a weapon skill, however, it is reworked into a purchasable core skill that unlocks at rank 1.
* DecompositeCharacter
* FlamingSword
* RocketJump
* SpinAttack: The Thief retains the Helm Splitter and its upgraded variant from the Strider class.
* StickyBomb
[[/folder]]

[[folder:Mystic Spearhand]]
* MagicKnight
* PlayerExclusiveMechanic
[[/folder]]

[[folder:Trickster]]
* SupportPartyMember
* DrawAggro
* PlayerExclusiveMechanic
[[/folder]]

[[folder:Warfarer]]
* DifficultButAwesome
* HyperspaceArsenal: Regardless of the number of weapons the Warfarer can have equipped in their inventory, only the heaviest weapon equipped counts towards the weight of all the items they can carry.
* JackOfAllStats
* MagicKnight
* PlayerExclusiveMechanic
* WalkingArmory
[[/folder]]

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