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Dragon’s Dogma 2: Dark Arisen adds 19 weapon skills to nine vocations. Each vocation has at least one new skill bought with Discipline Points (DCP) at a vocation-specific Norgan Obelisk of Benediction; the other skills are awarded by that vocation’s Maister spirit after you finish the expansion’s main story. Trickster receives three skills, while every other affected vocation receives two. Title Update 3.2 also expanded weapon-skill loadouts from four slots to six, so you can equip more of these additions at once.
All 19 skills at a glance
The table shows the complete Dark Arisen weapon-skill roster, its unlock route, the DCP price where one is charged, and its primary combat job. “Maister spirit” rewards become available after the expansion’s main story; they are not DCP purchases.
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| Vocation | Skill | Unlock route | DCP cost | Main role |
|---|---|---|---|---|
| Fighter | Whirlwind Strike | Norgan Obelisk | 2,500 | Gap closing and stagger |
| Fighter | Shield Precision | Maister spirit | — | Automatic defense and knockback |
| Archer | Falcon Arrow | Norgan Obelisk | 2,500 | Mobility and burst damage |
| Archer | Cloudburst Shot | Maister spirit | — | Area damage |
| Mage | Virtuous Bolt | Norgan Obelisk | 2,500 | Holy damage and piercing shots |
| Mage | Benediction | Maister spirit | — | Party survival |
| Thief | Fang Schism | Norgan Obelisk | 2,500 | Explosive melee burst |
| Thief | Combustive Caper | Maister spirit | — | Delayed area burst |
| Warrior | Iron Cleave | Norgan Obelisk | 2,500 | Armored advance |
| Warrior | Blood Pact | Maister spirit | — | Enraged sustained offense |
| Sorcerer | High Brontide | Norgan Obelisk | 5,000 | Lightning damage |
| Sorcerer | Chilling Embrace | Maister spirit | — | Freeze and self-protection |
| Mystic Spearhand | Bataille Twinne | Norgan Obelisk | 2,500 | Temporary extra attacker |
| Mystic Spearhand | Hindridge Mirke | Maister spirit | — | Grouping and diving-attack setup |
| Magick Archer | Shadefetter Bolt | Norgan Obelisk | 5,000 | Long-duration slowing |
| Magick Archer | Harmonic Pentad | Maister spirit | — | Holy damage and ally enhancement |
| Trickster | Curing Cloud | Norgan Obelisk | 2,500 | Simulacrum healing |
| Trickster | Diverting Fume | Norgan Obelisk | 2,500 | Aggro control |
| Trickster | Dream Giant’s Pommel | Maister spirit | — | Knockdown and health damage |
How to unlock the Dark Arisen skills
- Reach Norgan and identify your vocation’s Obelisk of Benediction. Obelisks are vocation-specific, so a skill offered for one vocation will not unlock a different vocation’s weapon list.
- Carry enough Discipline Points. Most Obelisk skills cost 2,500 DCP. High Brontide and Shadefetter Bolt cost 5,000 DCP. Trickster has two separate Obelisk purchases, each priced at 2,500 DCP.
- Purchase the Obelisk skill. After payment, it is added to that vocation’s weapon-skill list and can be assigned like any other weapon skill.
- Finish the expansion’s main story. The second skill for each two-skill vocation, and Dream Giant’s Pommel for Trickster, come from the relevant vocation’s Maister spirit after the story. These rewards do not replace the Obelisk purchase; they are separate unlocks.
- Open the vocation’s skill assignment screen. Title Update 3.2 increased the number of equippable weapon-skill slots from four to six. Assign the new skill to any available slot, then test its stamina, health, or charging behavior before committing it to a regular build.
DCP is the only stated purchase requirement in the available information. The Maister route is progression-gated by the post-story spirit encounter, so saving DCP cannot substitute for completing that encounter.
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Fighter
Whirlwind Strike
Whirlwind Strike closes distance with several rapid cuts and can finish with a forceful blow that unbalances enemies. It gives a Fighter an immediate answer to enemies outside normal sword range and is most valuable when the final hit connects after the approach. The skill combines movement, multi-hit damage, and a stagger-oriented finish, making it a practical choice for aggressive frontline play.
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Shield Precision
While active, Shield Precision automatically performs True Deflect when an incoming attack is defendable. Smaller enemies can be launched away by the resulting defense. The trade-off is continuous stamina consumption while the skill is active plus an additional stamina cost for every deflection. Treat it as a timed defensive stance rather than a free replacement for ordinary guarding: it is strongest when a Fighter expects a concentrated attack sequence and has enough stamina to sustain the response.
Archer
Falcon Arrow
Falcon Arrow pushes the Archer off an opponent, leaps backward, and fires. Against a staggered or downed target, the animation changes: the Arisen vaults over the target and releases a powerful vertical arrow. The skill therefore serves two different situations—an evasive point-blank escape and a high-damage punish against an enemy already vulnerable on the ground. Use the ordinary version to create space; reserve the enhanced version for a confirmed stagger or knockdown.
Cloudburst Shot
Cloudburst Shot rains arrows over a broad area. Keeping the bow drawn allows repeated releases, so the skill can maintain pressure on clustered enemies instead of delivering only one burst. It is particularly useful when several targets occupy a narrow approach or when a party member has grouped enemies together. The repeated-release behavior rewards choosing a safe firing position before committing to the draw.
Mage
Virtuous Bolt
Virtuous Bolt calls divine spirits that add holy spellshots to staff or archistaff bursts. Charged core skills gain shots that can pass through several targets, turning a line of enemies into a single opportunity rather than forcing the Mage to address them one by one. Its value is highest when enemies are aligned or when a charged cast can pierce multiple bodies.
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Benediction
Benediction sacrifices part of the Mage’s maximum HP to give the entire party an automatic revival effect for the skill’s duration. The cost is permanent maximum-health loss for the activation window, so it is a deliberate survival trade rather than routine healing. Cast it when the party is entering a lethal encounter and the revival protection is worth reducing the Mage’s own health ceiling; avoid spending it casually during low-risk travel.
Thief
Fang Schism
Fang Schism opens with an upward strike and an explosion. Holding the button adds a leaping slash before the blast, extending the sequence and increasing its vertical movement. The short version is useful when an enemy is already in range; the held version gives the Thief a more committed attack for targets that can be kept within the jump-and-explosion sequence.
Combustive Caper
Combustive Caper plants explosives while the Thief sprints and detonates every charge when the Thief stops. Charges left in place longer create larger blasts. This makes movement itself part of the setup: run through or around a group, let the charges build, then stop at a safe moment to trigger the detonation. It is less immediate than Fang Schism but can cover a larger area when the Thief has room to maneuver.
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Warrior
Iron Cleave
Iron Cleave charges through a group, scrapes the blade along the ground, and ends with a rising cut while reducing incoming damage. The attack is designed for entering a crowded fight without taking the full punishment of the approach. Its damage pattern moves through multiple targets, while the incoming-damage reduction helps the Warrior finish the sequence instead of being interrupted before the rising cut.
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Blood Pact
Blood Pact enters an enraged state that raises resistance, shortens charge time, and permits consecutive Mighty Sweeps. The state steadily drains HP, so its offensive benefits are purchased with a clear health risk. It suits a Warrior who can maintain pressure and receive healing support; it is dangerous when activated at low health or in a fight where the Warrior cannot stay on offense long enough to justify the drain.
Sorcerer
High Brontide
High Brontide upgrades Brontide into a lightning whip that lasts longer, hits harder, and uses less stamina per swing. The lower per-swing stamina cost makes sustained whipping more practical, while the longer duration rewards maintaining contact with a target instead of releasing the skill after one hit. Its Obelisk price is 5,000 DCP, twice the standard purchase price.
Chilling Embrace
Chilling Embrace creates a freezing aura around the Sorcerer. Nearby enemies can be frozen, and the caster’s vulnerability is reduced while the effect is active. It combines crowd control with personal protection, giving a Sorcerer a way to hold dangerous enemies at close range long enough to complete or reposition around other spells.
Mystic Spearhand
Bataille Twinne
Bataille Twinne creates a temporary shade of the caster that attacks with repeated slashes. The shade adds pressure without requiring the player to abandon the main character’s positioning, making the skill useful for maintaining damage while moving or preparing another action. Its temporary nature means it should be used when a short window of extra attacks matters, not treated as a permanent companion.
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Hindridge Mirke
Hindridge Mirke charges forward, creates a gravity pull that slows nearby enemies, and increases the damage of subsequent diving attacks. The sequence is both setup and payoff: the charge gathers or delays enemies, then the damage bonus rewards following with a dive. It is especially effective when the Spearhand can control where the group is held before committing to the aerial strike.
Magick Archer
Shadefetter Bolt
Shadefetter Bolt is an upgraded slow effect that lasts longer and costs less stamina. The extended duration improves control over mobile targets, while the lower stamina demand makes repeated use less punishing. Its Obelisk price is 5,000 DCP, matching the Sorcerer’s High Brontide rather than the 2,500-DCP standard.
Harmonic Pentad
Harmonic Pentad fires bolts that grant allies Holy damage while also dealing Holy damage to enemies. It therefore contributes to both offense and party support in the same action. Use it when allies are actively attacking so the temporary damage benefit is converted into immediate pressure instead of being spent while the party is repositioning.
Trickster
Curing Cloud
Curing Cloud spends Trickster HP on a ranged attack that restores the Simulacrum’s health. The skill converts the Trickster’s own health resource into durability for the illusion that controls enemy attention, so its value depends on keeping the Simulacrum active. Use it when preserving the illusion will prevent more damage than the Trickster sacrifices.
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Diverting Fume
Diverting Fume pulls enemy aggression away from the Simulacrum. It supports the Trickster’s central deception game by redirecting attention rather than adding a direct damage effect. The skill is most useful when the Simulacrum needs to remain in a particular position or when enemies are about to overwhelm it.
Dream Giant’s Pommel
Dream Giant’s Pommel summons giant Simulacrum limbs that deal heavy health damage and knockdown damage. It is the Trickster’s post-story Maister reward and the vocation’s most direct source of large physical impact among these additions. Time it for enemies that can be staggered or knocked down so the heavy hit creates an opening for the rest of the party.
Which new skills should you prioritize?
For crowd control
- Cloudburst Shot covers a broad area and can be released repeatedly while the bow remains drawn.
- Chilling Embrace can freeze nearby enemies while reducing the Sorcerer’s vulnerability.
- Hindridge Mirke slows enemies caught by its gravity pull and sets up a stronger diving attack.
- Shadefetter Bolt extends a slow effect at a lower stamina cost.
For defensive or survival-focused parties
- Shield Precision automatically answers defendable attacks, but its stamina drain must be managed.
- Benediction gives the whole party an automatic revival effect by sacrificing some of the Mage’s maximum HP.
- Iron Cleave reduces incoming damage during its armored advance.
- Blood Pact raises resistance but drains HP continuously, so it is an offensive defense rather than a safe passive.
For solo damage and burst windows
- Falcon Arrow provides a powerful vertical shot against staggered or downed targets.
- Fang Schism combines an upward strike, optional leaping slash, and explosion.
- High Brontide delivers longer, harder-hitting lightning with improved stamina efficiency.
- Dream Giant’s Pommel supplies heavy health and knockdown damage through giant Simulacrum limbs.
For pawn-supported parties
Skills that create openings or improve party output are easier to exploit when other characters can capitalize immediately. Harmonic Pentad adds Holy damage to allies while damaging enemies, Cloudburst Shot punishes groups held in place by another character, and Benediction protects the whole party during a dangerous encounter. These effects do not remove their resource costs, so coordinate them with the moment your group is actually committed to attacking.
Names and localization note
Some guides use different names for the Magick Archer slow skill’s earlier or alternate form. One commonly presented progression is “Shadebind Bolt” to “Shadefetter Bolt,” while another 19-skill list uses “Shadefetter Bolt” directly. If your game displays a different localization, follow the current in-game vocation menu when assigning the skill; the described effect is the upgraded slow that lasts longer and costs less stamina.
Quick Recap
Practical checklist before spending DCP
- Confirm that you are at the Obelisk tied to the vocation you intend to play.
- Reserve 5,000 DCP for High Brontide or Shadefetter Bolt; every other Obelisk purchase costs 2,500 DCP.
- Remember that Trickster needs two Obelisk purchases to obtain both Curing Cloud and Diverting Fume.
- Plan around the post-story Maister spirit for the remaining skill rather than expecting every skill to be available at the Obelisk.
- Use the six-slot loadout from Title Update 3.2 to pair a new skill with the vocation’s established defensive, movement, or core attack options.
- Test stamina- or HP-consuming skills in a controlled fight before relying on them in a long encounter.
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