Dark Arisen’s Norgan endgame changed which vocations hold up in Dragon’s Dogma 2. Obelisks of Benediction hand out new skills, relic weapons add strength and knockdown power, and the bosses hit harder. Some launch favorites slipped, and a few support classes became more useful. The Arisen and pawns also need different things, so each gets its own ranking below.
Quick answer: For the Arisen, Thief and Warrior sit in S tier and Trickster sits at the bottom. For pawns, Fighter and Mage top the list and Sorcerer sits at the bottom.
Dragon’s Dogma 2 Arisen vocation tier list
| Tier | Vocations |
|---|---|
| S | Thief, Warrior |
| A | Fighter, Archer, Mystic Spearhand, Magick Archer |
| B | Mage, Sorcerer, Warfarer |
| C | Trickster |
How this was ranked: We compare each vocation by how quickly and safely it handles Norgan bosses with relic gear, Obelisk skills, and maister teachings available. All vocations remain capable of defeating the final boss. Tier placement reflects clear pace and safety, along with the degree to which a run relies on pawns.

Freshness: this ranking covers the Dark Arisen endgame as of October 2026, on game build b25290080. The expansion launched on October 9, 2026.
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Both S-tier vocations get the same two things from the endgame. They can avoid or shrug off damage for long stretches, and they can unload on a boss’s weak point while doing it.
Thief
Thief is built around Formless Feint, which evades all incoming attacks while Stamina remains. A recent title update increased its Stamina drain, preventing you from using it continuously. Relic armor passives make up for much of that cost. Carnivore briefly halts Stamina consumption after you eat meat. Adventurous Appetite prevents item poison and restores Health when you use items, making rotten meat useful fuel. Together, these passives let a Thief cling to a boss and strike weak points with Powder Barrage or Detonate and Dash without being hit.
The Thief’s Obelisk teaching, Combustive Caper, leaves explosives along your path as you run; they go off over a broad area when you stop. Charges deal greater damage the longer they remain in the ground. Fanged Rift, an improved version of Fanged Schism, adds a more direct source of damage to the kit.
Warrior
Warrior earns its spot largely through Blood Pact. While active, the skill drains Stamina and draws blood from you and your foes. Spill enough blood to activate an awakened state, which restores Stamina, lowers charge times to less than a quarter-second, grants strong knockdown resistance, and reduces incoming damage. You can also chain Chain of Blows without needing to watch the timing. In exchange, the loss gauge keeps climbing and your health slowly drains. Titanic Cleave, the upgraded Steel Cleave, delivers an upward cut with extra hits to help close the gap to large bosses. Endgame rings that boost HP and Stamina make it easier to keep awakening active.
A tier: Fighter, Archer, Mystic Spearhand and Magick Archer
| Vocation | Key endgame tool | Main drawback |
|---|---|---|
| Fighter | Shield Precision | Lower burst than S tier |
| Archer | Heavenly Shot, Cloudburst Shot | Low defense, positioning |
| Mystic Spearhand | Mirour Shelde | Stamina-hungry, hard to master |
| Magick Archer | Harmonic Pentad | Fragile up close |
Fighter has high defense, a large health pool once properly geared, and enough damage from Gouging Skewer, Cloudfall Slash and Tormenting Slice. Shield Precision turns blocking into an automatic parry. It triggers True Deflect against any attack you could block, knocks smaller enemies away and drains Stamina while active. Hurricane Strike, an upgraded Whirlwind Strike, adds more damage. Relic gear gives Fighter six skill slots, four on the weapon and two on the shield.

Archer excels at punishing weak points, using Heavenly Shot and Deathly Arrow for burst damage. Nocuous Shot stuns, and most of the vocation’s skills can knock enemies down. Its Obelisk teaching, Cloudburst Shot, sends arrows over a broad area and lets you fire repeatedly while keeping the bow drawn. Kite Arrow replaces Falcon Arrow with a more powerful hit. The tradeoff is low defense and the need to stay at range.
Mystic Spearhand stands out largely because of Mirour Shelde: it shields the Arisen and all pawns together, making the party nearly invulnerable for a brief period. The protection has limited durability, so a powerful hit can break it. Upgrading Dragoon’s Foin lets you dash repeatedly. Hindringe Mirke forms a gravity zone that hinders foes and strengthens dive attacks; hold the button or use it from above to extend its range. Skiedragoun’s Feste and Skiedragoun’s Edacite further improve those dives. Getting the most from this vocation means mixing normal attacks into your skill use, a rhythm that takes practice.
Magick Archer deals substantial holy damage, with homing shots that target the elemental weaknesses of endgame fiends. Harmonic Pentad can send up to five arrows toward allies, imbuing their weapons with holy power. Multiple arrows striking one target trigger a shockwave, and landing all five enhances your next standard shot with additional homing holy projectiles. Martyr’s Bolt is less powerful than it was in the base game, while Ricochet Hunter is less useful in open endgame arenas than in caves. The lack of a dependable melee option leaves Magick Archer vulnerable when fast enemies close in.
B and C tiers: Mage, Sorcerer, Warfarer and Trickster
Sorcerer can still deal some of the largest bursts of damage in the game. Chilling Embrace surrounds the caster with freezing cold that cuts down on flinching, freezes enemies vulnerable to ice, slows ones that resist it, and explodes for heavy damage when dispelled. You can’t move while incanting it, and Quickspell doesn’t speed it up. That weakness runs through the whole kit. Long casts get interrupted, defense is low, and a Ring of Recitation speeds up incanting but lowers maximum Health. If a boss targets you instead of your pawns, your damage drops sharply.
Mage becomes more aggressive for the Arisen thanks to upgraded Magick Bolt lines such as Daemonic Bolt and Daefic Bolt. Even so, it is mostly a support vocation. Argent Succor heals fast. Benediction gives up 20 to 25 percent of the caster’s maximum Health to give every pawn a five-minute blessing that revives them once when they fall. That blessing stays on the pawns even if you rest at an inn and switch to another vocation.
Warfarer can’t equip any maister skills, which is a heavy loss in Norgan. It moves up to B tier because it can combine Mirour Shelde with Mage and Sorcerer attacks. A title update also raised its skill count to six, and it can wear armor from every vocation. Lower base stats and fewer active weapon skill slots keep it below the specialist vocations.

Trickster has no direct damage, so solo boss kills drag on unless you burn through grimoires or let pawns do the damage. Endgame bosses no longer fall for cliff lures. The Phantasmal Tome censer skill gives grimoires a chance not to vanish when used, which helps sustain spellbook damage. Dream Giant’s Pommel summons huge illusory arms that make nearby enemies flinch, and charging it longer creates more arms. It can stagger giant bosses but deals no damage itself. Aromatic Resurgence gives pawns a longer-lasting offensive buff. Dragon’s Delusion, Trickster’s older maister teaching from Theurgist’s Rite, still frightens enemies and can make them trip or flee.
How the Dark Arisen rankings shifted after launch week
The first post-launch version of this list looked different. It reflected early impressions of the Obelisk skills more than full endgame gear. After further testing with optimized relics and harder bosses, several vocations moved.

| Vocation | Launch-week tier | Current tier |
|---|---|---|
| Fighter | B | A |
| Archer | B | A |
| Magick Archer | B (high) | A |
| Sorcerer | A | B |
| Mage | C | B |
| Warfarer | D | B |
| Thief, Warrior | S | S |
| Mystic Spearhand | A | A |
| Trickster | C | C |
Sorcerer’s drop comes from how often aggressive endgame bosses break its casts. Warfarer rose because the Mirour Shelde and magick combination works better in practice than its missing maister skills suggested.
Dragon’s Dogma 2 pawn vocation tier list
Pawns are AI companions, and a vocation that depends on precise timing loses much of its value when the AI plays it. Magick Archer, Mystic Spearhand, Trickster and Warfarer are Arisen-only vocations and can’t be assigned to a main pawn.

| Tier | Pawn vocations |
|---|---|
| S | Fighter, Mage |
| A | Archer |
| B | Thief, Warrior |
| C | Sorcerer |
Fighter draws enemy attention and shields fragile builds, duties its AI performs reliably. Mage keeps the party going with healing, buffs, Stamina restoration, elemental weapon boons, debuff removal, and Benediction revives. As a result, Mage is ranked far higher as a pawn than when used by the Arisen.
Archer works well under AI control because it attacks from range without getting confused about positioning. Thief and Warrior drop because the AI handles Formless Feint, Stamina combos and charged-hit timing poorly, and melee pawns tend to absorb hits instead of avoiding them. Sorcerer ranks last because endgame bosses keep interrupting pawn spellcasts.
Obelisk of Benediction maister skills by vocation
Each of the nine maister skills comes from a vocation-specific Obelisk of Benediction, which opens after the story reaches the Eternal Night. To earn one, you defeat the shade of a former Arisen in the “Spirit of the Obelisk” trial, then learn the teaching at a Vocation Guild. Warfarer is the only vocation without one, and it can’t equip the others either.
| Vocation | Maister skill | Effect |
|---|---|---|
| Warrior | Blood Pact | Awakened state, fast charges |
| Sorcerer | Chilling Embrace | Freezing aura, burst on dispel |
| Thief | Combustive Caper | Explosive trail while running |
| Fighter | Shield Precision | Automatic True Deflect |
| Mystic Spearhand | Hindringe Mirke | Gravity field, dive boost |
| Archer | Cloudburst Shot | Wide arrow barrage |
| Mage | Benediction | One-time pawn auto-revive |
| Trickster | Dream Giant’s Pommel | Illusory arms, forced flinch |
| Magick Archer | Harmonic Pentad | Holy enchantment on allies |
Some Obelisks grant other skills too. Whirlwind Strike, which Fighter later upgrades into Hurricane Strike, is a boon from an Obelisk of Benediction in Norgan. It costs 2,500 Dcp plus an offering flame. Shield Precision also upgrades further, into True Precision.

Discipline costs, stat growth and skill unlocks
Switching vocations costs Discipline (Dcp), and maxing one out costs far more. Every vocation below follows the same costs for ranks 1 through 8: 400, 800, 1,600, 2,400, 4,000, 5,000 and 6,000 Dcp. The difference is the last step to rank 9. It costs 7,000 Dcp for the two Arisen-only hybrids and 7,500 for the others.
| Vocation | Acquire | Rank 1 to 9 total | Usable by |
|---|---|---|---|
| Fighter | 100 Dcp | 27,700 Dcp | Arisen and pawns |
| Archer | 100 Dcp | 27,700 Dcp | Arisen and pawns |
| Mage | 100 Dcp | 27,700 Dcp | Arisen and pawns |
| Magick Archer | 200 Dcp | 27,200 Dcp | Arisen only |
| Mystic Spearhand | 200 Dcp | 27,200 Dcp | Arisen only |
Growth multipliers determine which stats rise each time you level up in a vocation. That matters if you are leveling one vocation before committing to an endgame build.
| Vocation | Health / Stamina | Strength / Magick | Defense |
|---|---|---|---|
| Fighter | 1.4 / 1.0 | 1.3 / 0.6 | 1.3 |
| Archer | 1.0 / 1.2 | 1.2 / 0.8 | 1.0 |
| Mage | 0.8 / 1.0 | 0.8 / 1.4 | 0.8 |
| Magick Archer | 1.0 / 1.0 | 0.9 / 1.4 | 0.9 |
| Mystic Spearhand | 1.2 / 1.0 | 1.2 / 1.2 | 0.9 |
Vocations also change your stats directly while you are in them. Fighter adds 150 Health, 10 Defense and 15 Strength, and loses 20 Magick. Mystic Spearhand adds 50 each to Health, Magick and Strength plus 100 Stamina, at the cost of 15 Defense. Magick Archer adds 200 Stamina and 40 Magick but loses 40 Defense and 40 Strength, which is part of why it is fragile up close. Archer adds 50 Stamina and 5 Strength. Mage loses 50 Health, 5 Defense and 10 Strength in exchange for 30 Magick.
| Skill | Vocation | Requirement |
|---|---|---|
| Skiedragoun’s Feste | Mystic Spearhand | Rank 6, 1,600 Dcp |
| Skiedragoun’s Edacite | Mystic Spearhand | Equipment special skill |
| Aromatic Resurgence | Trickster | Rank 5, 1,300 Dcp |
| Detonate and Dash | Thief | Equipment special skill |
| Whirlwind Strike | Fighter | Norgan Obelisk, 2,500 Dcp |
Skiedragoun’s Feste adds magick damage to the Skiedragoun’s Fangtooth dive. Skiedragoun’s Edacite adds a wider shockwave on landing. Detonate and Dash, which upgrades Draw and Quarter, sets off an explosive as the Thief backs away and launches them clear of danger. Both of the equipment-only upgrades require the second-level skill to be equipped first.
Taken together, the two lists show a clear split. For your own character, the endgame favors vocations that can stay alive while dealing damage, which is why Thief and Warrior lead. For pawns, it favors vocations the AI can play reliably, which is why Fighter and Mage sit at the top there and Sorcerer falls to the bottom on both.







