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Repair Windows errors before they cause bigger problemsFix Now →Scan for outdated or missing drivers - takes under a minuteDriver Scan →Clear out junk files and repair common Windows errorsFree Scan →Dragon’s Dogma 2 has 10 vocations. Fighter, Archer, Mage and Thief are available when you create your character. Warrior and Sorcerer are unlocked through Vocation Frustration; Mystic Spearhand, Magick Archer, Trickster and Warfarer require separate NPC quests or encounters. Rank each vocation by fighting, spend Discipline Points (DEP) at a Vocation Guild or compatible inn, and reach rank 9 to unlock its full skill and augment progression.
Augments you have unlocked remain available when you change vocation. Weapon skills do not: they require both the correct vocation and its compatible weapon. The four hybrid or advanced vocations—Mystic Spearhand, Magick Archer, Trickster and Warfarer—are restricted to the Arisen, while the other six can be assigned to pawns.
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All 10 vocations at a glance
| Vocation | Availability | Primary weapon | Pawn eligibility |
|---|---|---|---|
| Fighter | Character creation | Sword or mace and shield | Yes |
| Archer | Character creation | Bow | Yes |
| Mage | Character creation | Staff | Yes |
| Thief | Character creation | Daggers | Yes |
| Warrior | Unlocked through Vocation Frustration | Greatsword or hammer | Yes |
| Sorcerer | Vocation Frustration, or an alternate story route | Archistaff | Yes |
| Mystic Spearhand | Sigurd encounter or related story route | Duospear | No; Arisen only |
| Magick Archer | Put a Spring in Thy Step | Magick bow | No; Arisen only |
| Trickster | Oracle at the Reverent Shrine | Censer | No; Arisen only |
| Warfarer | The Sotted Sage | Multiple weapon types | No; Arisen only |
Vocation rank is separate from your character’s overall level. Your level measures the character; rank measures proficiency in the currently equipped vocation. Your main pawn progresses independently, and a hired pawn keeps the vocation, equipment and skills selected by its owner.
How vocation ranks, skills and Discipline Points work
- Visit a service point. Use a Vocation Guild or an inn that offers vocation services. These locations let you change vocation, purchase skills and buy or equip augments.
- Unlock a vocation. Select any vocation whose prerequisite has been met and pay its listed DEP cost. Unlocking a vocation does not automatically buy its weapon skills.
- Earn vocation experience. Defeat enemies while the vocation is active. Your rank rises as you accumulate vocation experience, exposing additional core skills, weapon skills and augments.
- Spend DEP deliberately. DEP is the currency for vocation abilities. If you are saving for an expensive skill, you can continue earning DEP without immediately purchasing every lower-cost option.
- Reach rank 9. Rank 9 is the maximum for every vocation. At that point, all rank-gated abilities are available for purchase, subject to the required weapon and any separate Maister teaching.
Changing vocation does not erase progress. Ranks, purchased skills and unlocked augments remain recorded for each vocation. Only the abilities compatible with your current vocation and weapon can be equipped in combat.
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- A Grand Adventure – Dragon’s Dogma 2 begins in a subterranean jail, where the Dragon’s voice echoes in the fog of lost memories.
- Single-Player Cooperation – Up to three mysterious otherworldly beings, known as Pawns, accompany the Arisen throughout their journey.
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Unlocking every vocation
Fighter
Fighter is selectable during character creation and needs no quest. It uses a sword or mace with a shield, making it the most straightforward defensive frontline option. Because it is one of the six pawn-eligible vocations, you can also assign Fighter to your main pawn or hire one from another player.
Archer
Archer is available from the start. Its bow-based kit keeps you at range and rewards positioning, elevated ground and precise shots. It is pawn-eligible, so an Archer pawn can provide ranged damage while your Arisen fills another role.
Mage
Mage is available at creation and fights with a staff. Its vocation identity centers on support, curative magic and party utility rather than the heavier offensive spell focus of Sorcerer. Mages can be used by pawns, making one a practical source of healing and buffs when your Arisen is playing a melee vocation.
Thief
Thief is available at creation and uses daggers. It is a mobile close-range vocation built around rapid attacks, evasion and exploiting openings. Thief is also pawn-eligible, so you can recruit one for aggressive physical damage without changing your own vocation.
Warrior
To unlock Warrior, start Vocation Frustration and retrieve the required greatsword. Return the weapon to Klaus in Vernworth to complete the guild’s request. Once the quest is complete, Warrior becomes available for DEP purchase. Warrior can equip a greatsword or hammer and can also be assigned to pawns.
Sorcerer
Sorcerer is obtained during Vocation Frustration by returning the required archistaff. The vocation can also unlock through Feast of Deception, giving players an alternate route depending on story progress. Sorcerer uses an archistaff and emphasizes powerful offensive spells. Like Mage, it is available to pawns.
Mystic Spearhand
Mystic Spearhand is tied to Sigurd. Speak with him in Melve or Harve, or encounter him along the relevant story and dragon route, then follow the conversation that reveals the vocation. Because NPC schedules and story states can change where he appears, check both settlements if he is not present in the first location you visit. Mystic Spearhand uses a duospear and is restricted to the Arisen.
Magick Archer
Complete Put a Spring in Thy Step to unlock Magick Archer. The vocation uses a magick bow and is Arisen-only. Its projectiles and targeting tools make it distinct from the conventional Archer, so unlocking one does not grant the other’s weapon skills.
Trickster
Travel to Battahl and speak with Luz, the Oracle, at the Reverent Shrine. Her interaction unlocks Trickster after the required conversation. Trickster uses a censer and is limited to the Arisen. Its combat plan is built around illusions and battlefield manipulation, with your pawns delivering much of the direct damage.
Warfarer
Complete The Sotted Sage for Lamond by giving him three Newt Liqueurs. After the quest, Warfarer can be purchased and trained at a vocation service point. It is Arisen-only and is the game’s broadest weapon-flexibility vocation: you can engage with several weapon types and switch between other vocations’ weapons during combat. That flexibility comes with additional inventory requirements and lower basic statistics than a specialist vocation.
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- Single-Player Cooperation – Up to three mysterious otherworldly beings, known as Pawns, accompany the Arisen throughout their journey. Pawns create the feeling of a cooperative gameplay experience by offering unique characteristics, skills, and knowledge gained from their experiences with other Arisen.
- Made with RE ENGINE – Capcom’s advanced RE ENGINE produces vividly detailed, high fidelity graphics combined with immersive physics and complex and reactive character AI to create a setting where decisions, and their consequences, come to life.
Maister teachings and ultimate skills
Maister teachings are separate from ordinary rank skills. You must first meet the relevant Maister and satisfy the affinity, quest or location requirement, receive the special tome, and then use that tome from your inventory. Merely speaking to the NPC does not automatically teach the ability, and owning a tome does not activate it until you use it.
Fighter — Lennart
Build affinity with Lennart in Melve, or resolve Readvent of Calamity in a way that opens his reward. He can provide Soldier’s Code, which teaches Riotous Fury. Keep the tome in your inventory until you are ready to use it; the teaching is then recorded for the Fighter vocation.
Archer — Taliesin
Taliesin awards Heavenly Shot. The reward is a Maister tome, so collect it and activate it through the inventory rather than expecting the skill to appear immediately after the dialogue.
Mage — Trysha
Complete Spellbound for Trysha to obtain Conjurer’s Jottings, the tome for Celestial Paean. The quest’s outcome and NPC availability depend on your story state, so finish the required steps before returning for the teaching.
Sorcerer — Eini and Myrddin
Eini’s Spellbound route awards Enchanter’s Almanac, teaching Meteoron. A separate route involving Myrddin and the Sorcerer’s Appraisal leads to the tome for Maelstrom. These are distinct teachings; acquiring one does not grant the other.
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The Nameless Village’s Flaude and Srail are associated with the Thief teachings. Their rewards are Blades of the Pyre and Formless Feint. Follow the village’s conversations and requirements, then use each tome to register the corresponding skill.
Warrior — Beren
Help Beren through Claw Them Into Shape and Beren’s Final Lesson. His reward, Champion’s Fable, teaches Arc of Might. Both the quest progression and his availability can depend on when you visit him.
Trickster — Luz
Luz at the Reverent Shrine provides two Trickster teachings. Reach her physical form on the shrine roof to obtain the tomes for Theurgist’s Rite and Dragon’s Delusion. The roof encounter is easy to miss if you only speak with the apparition inside the shrine.
Mystic Spearhand — Sigurd
After the relevant affinity interaction or dragon encounter, Sigurd can award Paladin’s Enigmata, which teaches Wild Furie. If the teaching is not offered, continue the Sigurd-related story route and revisit him after the encounter that reveals his vocation.
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Magick Archer — Cliodhna
Complete Put a Spring in Thy Step and return to Cliodhna for Spellbow’s Paradox, the tome that teaches Martyr’s Bolt. The quest is also the prerequisite for unlocking Magick Archer itself.
Rank #3
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Warfarer — Lamond
After finishing The Sotted Sage, speak with Lamond again to receive Grandmaster’s Path. Using it teaches Rearmament, the ability that makes Warfarer’s weapon switching possible. You still need to carry and maintain the weapons you intend to use.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Switching vocations without losing progress
What carries over
- Ranks earned in every vocation remain saved.
- Purchased skills remain purchased for their original vocation.
- Unlocked augments stay available after you change vocation and can be equipped whenever the new vocation accepts them.
- Character level, equipment ownership and story progress are unaffected.
What does not carry over
- Weapon skills are vocation-specific. A Fighter skill cannot be equipped by Warrior simply because both use a sword-like weapon, and an Archer skill does not become a Magick Archer skill.
- The correct weapon is still required. A compatible vocation without its required weapon cannot use that weapon’s skills.
- Maister teachings do not replace the underlying vocation requirement; the taught ability remains tied to the vocation named by the Maister.
Prepare your inventory before changing
Store unused vocation-specific weapons and armor before switching. Warfarer is the main exception to a one-weapon loadout, because its purpose is to carry several weapon types, but that flexibility can quickly consume carrying capacity. Keeping spare equipment in storage prevents an overloaded inventory and makes experimentation easier.
Choosing the right vocation
| Vocation type | Best fit | Trade-offs |
|---|---|---|
| Fighter | Players who want a shielded frontline role and reliable defense | Shorter reach than ranged vocations; depends on staying near enemies |
| Archer | Players who prefer distance, precision and physical ranged damage | Needs clear sightlines and space to reposition |
| Mage | Support, curative magic and party utility | Less focused on the heaviest offensive spell damage |
| Thief | Fast melee attacks, mobility and exploiting openings | Requires close-range positioning and active evasion |
| Warrior | Heavy stagger pressure and large weapon strikes | Slower attacks and greater commitment when animations begin |
| Sorcerer | High-impact offensive spellcasting | Longer casting windows demand protection from the party |
| Mystic Spearhand | Arisen players who want a duospear and hybrid magical offense | Arisen-only; cannot be delegated to a pawn |
| Magick Archer | Arisen players who want guided magical projectiles and ranged versatility | Arisen-only and separate from ordinary Archer progression |
| Trickster | Players who enjoy illusions, control and directing enemy attention | Relies heavily on pawns to convert control into damage; Arisen-only |
| Warfarer | Players who want to switch among several weapon systems | Lower basic statistics than a specialist, more gear to carry, Arisen-only |
Warfarer’s defining idea is weapon switching: as PlayStation’s promotion producer Ken Mendoza described it, “The Warfarer is a vocation that allows you to engage in combat while switching between the weapons of other vocations.” That freedom is strongest when you plan a small, complementary weapon set instead of carrying every option.
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Common problems and fixes
The vocation is not listed at the guild
Confirm that the prerequisite quest or NPC conversation is complete, then return to a Vocation Guild or an inn that offers vocation services. For Warrior and Sorcerer, verify that the requested greatsword or archistaff was actually returned during Vocation Frustration. For Sorcerer, check whether Feast of Deception has provided the alternate unlock.
Sigurd is missing
NPC movement follows story and affinity state. Search both Melve and Harve, and continue the relevant story or dragon route before checking again. Mystic Spearhand’s location is not guaranteed to remain fixed throughout the game.
The Trickster interaction seems incomplete
Speak with Luz at the Reverent Shrine, then look for her physical form on the roof if you are pursuing her Maister teachings. The shrine’s apparition and the roof encounter are separate interactions.
A Maister skill did not appear
Check your inventory for the named tome and use it. Receiving the item and learning the skill are two steps. Also confirm that you are looking under the correct vocation; Maister rewards do not become universal weapon skills.
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A skill disappeared after changing vocation
The skill is probably still unlocked but incompatible with the vocation or weapon you currently have equipped. Switch back to the original vocation and equip its required weapon to use it again. Your augments should remain available across the change.
A practical order for unlocking and upgrading
- Start with one of the four creation vocations and buy only the early skills that match your preferred role.
- Complete Vocation Frustration as soon as its weapon-return objectives become available if you want Warrior or Sorcerer.
- Track Sigurd, the Reverent Shrine and the quests for Cliodhna and Lamond while progressing through the story, since their availability can move with story state and NPC affinity.
- Raise each vocation to the rank where its most useful augments become available, then decide whether to keep specializing or switch.
- Collect Maister tomes when their quests open, but activate them only after confirming the intended vocation and keeping the tome safe in your inventory.
- Before testing a new vocation, store old gear, carry the correct weapon and visit a service point with enough DEP for the skills you want.
This approach lets you collect every vocation without sacrificing earlier progress: ranks and augments accumulate over time, while weapon skills and Maister teachings remain organized by their specific vocation.
Quick Recap
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