Dragon's Dogma 2

Dragon's Dogma 2

Not enough ratings
The Dark Arisen's Guide to Pawns and Builds
By mjsanimes777
A quick guide on how to build your pawn so it is useful to you and gets hired by others. also contains builds for your Arisen.
   
Award
Favorite
Favorited
Unfavorite
Pawn Basics
Think of Pawns as your summonable character for others across the world. Unlike other games where you go and aid others Dragons Dogma takes a different approach instead sending your customized Pawn to aid other Arisen through the rift.

Never set Camp, inn or home rest, go exploring etc... if you have a quest with a flashing hourglass or random encounter quest with a yellow diamond. sometimes you can rest and it will be okay once or twice but its best practice to just finish the quest and then rest

Always use The double rest method: resting 2x in a row will secure your pawns rewards and gains.

if YOUR main pawn dies it can be re summoned at any rift stone. if another pawn dies you might want to reload your last save before it auto saves and you need a wakestone or another method to regain that pawn and anything on it. BE WARNED if you load an inn save, anything your pain may have acquired in between INN resting periods will be lost.

Example: you set the Pawn to acquire seeker tokens, you adventure for a IRL day and lost your pawn that was carrying an important item. you reload you last inn save and now any time your pawn spent with other players yesterday is not going to be acquired at you next inn rest. only the rewards going forward.

Additionally the developer have included special pawns called these pawns are great for early game players as they have quest information to help guide the arisen on their travels.

Rift Crystals: starting out rift crystal or RC is important for hiring pawns above your level. I recommend hiring level 6-8 pawn's initially as your level 2-4 by then. and then around 12th getting new pawns around 16th or lower to conserve RC. And finally the last initial set around 20th. but feel free to swap out as needed just have an idea of getting things that will help you for your current objective whether that be leveling vocations or finding items on the map.
It is quite easy to accumulate a few thousand RC before 20th level and by then you may be able to afford higher even higher level pawns to carry you into the next bracket after level 25 for you looking at pawns that cost you 1/3 to 1/4 of your RC. You can also just keep accumulating it for other uses like the shop to get pawn changes and such.


Pawn inclination: really doesn't matter i have found, they collect items, they fight etc... it really affects your go! command for what they are more likely to do when ordered or in some battle circumstances minute behavior like saving an ally or fleeing when damaged. but ideally straight forward and simple work best for your pawn. until later in the game when you want more of a combat intensive one or want a dedicated supporter or one whom you need to stay alive more than anything.

Commands:

when a pawn makes a statement like "i know of a chest nearby" or "follow me i know of the destination we seek" or "i know a short cut" use the GO command and a "!" icon will appear above the pawn or on the map like a chest (or pesky ladder) and it will lead you to the treasure or location. if for some reason the pawn stops leading you (combat created new commands and after it doesn't go.) try using the come to me and wait commands and re using the go command until it starts leading you again.

Use the Wait command to explore difficult areas so your pawns do not die jumping after you. also good to use while casting a buff that require the be in proximity.

use i need help to force your pawns to use their buffs and heal you or To Me! for aid in using ballistas to fell the dragon. they even re-crank catapults so all you need do is load another rock or 2 for that barrier to finally break

Pawn Specializations: pawns can acquire specializations aiding the Arisen across the rift. remember to use the scroll to set their specialization otherwise not only are you losing out on a key benefit or feature but your pawn is less likely to be summoned as it is missing that vital feature.

Pawn Rift return: Pawns upon resting at an inn or in your home if acquired will return if they have been summoned and reward you with their findings, information and gifts from other players.

Pawn Information: pawn can acquire information about quests, chest location, seeker token locations, caves, materials, battle tactics, etc... but in order to acquire it they must come in contact with it or have done so in an adventure through the rift (being summoned by another Player into their world).

Pawn Quests: Your pawn can be set with numerous quests for other players to accomplish and gain rewards along with whatever gift you choose to award them for doing so. this creates an opportunity to trade with other players as well as acquire other materials and rewards.
quest like adventure for a day and night sound good but in reality there are a lot of time based quests so that can hinder more than help. be sure to set a good reward as well. I travel at night so i can see seekers tokens smoke and encounter rarer enemies with loot like miasmite which all mage gear needs or gold tooth and saurain tails (day as well). wakestone shards and rift stones for those like me who don't use them are great items to offer others.

"Trading" with other players: by setting a goal of having a player acquire an item you pawn will also receive that item when the return through the rift from an inn or home rest.

skills: Pawns also have access to the same skills as the Arisen when it comes to learnable ones from masters. Each class has some unique skills to them and we will further elaborate in the pawn party composition or set-up area below.

Augments: augments are the skills a pawn acquires through mastering a vocation. once acquired they can be applied to other vocations. for example the Thief's subtlety can be put on your mage to make them aggro less. these are critically important for final pawn builds so having augments mastered from each class will increase your effectiveness when applied correctly. For example getting all the strength buffs from augments of warrior and fighter on thief or archer to improve damage output.

Advanced pawn tips:

you can throw your own pawn onto ledges to activate rope ladders or doors etc. may take some patience in help command and go command etc but if they see you trying to jump somewhere and comment they can aid or their vocation could reach it like mage levitation (best for exploring the world). its likely they can if you have the shield springboard equipped on them or other ally assistive skills.
Pawn Party Composition tips
Keeping in mind your goals with your pawn there are a few key options.

Trading: for trades nothing matters other than the pawn quest and item reward.

Your personal play style: are you a tactician ordering from a distance and high point or sniping weaknesses, a melee combatant defending attacks, climbing for weak points or knocking your opponents off balance. and so much more. knowing how you want to play will set the stage for your supporting pawn cast.

Having a desirable Pawn to be summoned by other players vs a pawn that is perfect for your party and if you can do both.

Specializations:

Chiguren is the only pseudo beneficial combat specialty. Although there is an argument for logitician as they provide tactical advice and produce items like oil but this does not make it the best but when considering a party composition it is a good idea to have one if you intend to hunt strong foes, especially the deathly Dullahan. Works best on a support build mage or archer, also good on the warrior classes. don't waste your thief on this as they will stop grappling an enemies critical spot to carry an ally.

Woodland Wordsmith: Probably the rarest specialization and one of the most niche. it is immensely useful in adventuring with anything to do with elves and that's about it. but it's rarity can make it a high value specialization for explorer arisen to hire.

Forager: probably the most useful for those looking to upgrade their equipment or hunt down those other pesky hard to find materials. great on a thief with pilfer

Logistician: a must have in your group purely to move items around and combine them before they spoil to useless garbage.

Hawker: in concert with logisticiain can work wonders for your coin purse but could also cost you that item you've been looking for. Use with caution (or just buy it with the gold you earned). great on a thief with pilfer

Party composition:

with your Arisen and main pawn being the most flexible 2 characters you have control over it is easiest to set these 2 up for the niche or specialty builds. always have your pawn leveling something different than your arisen to give you the most build versatility. For example I started as thief to get subtlety (less aggro and easier to explore noble quarter) with the plan to get mage for levitation to help explore and find seekers tokens with the idea i would go back to thief once i maxed out mage vocation for the stamina recovery. I had my Pawn as a mage to gain beatitude to improve its healing until i switched it to fighter to gain aggro and carry capacity etc... this allows me to find a support build pawn mage and any thief with the pilfer ability until around 16-25th level where i'm ready to move onto my next vocation.

Pawn Build Guide and Tips
Starting builds:

I Highly recommend leveling 1 vocation enough to achieve a beneficial augment for while your pawn levels in the vocation you truly intend on leveling first. That being said these initial pawns are based off low level (1-25).

I also recommend saving Skill intensive builds for later as you will be more powerful and have better synergy with your parties composition and capabilities to really get the most our of it. additionally it makes the game more fun in my opinion by going through most of the classes with your arisen and pawn by mid game to late game you'll be well suited to start dialing in your final builds before changing to the new vocation that allows any skill combination.

Additionally i will add augments or suggestions that may improve the build but ultimately your play style and enjoyment will matter more than wasting time leveling archer to 10 just to get all vocations maxed will still trying to accomplish the main game.

I typically list the upgraded skill version to clearly establish this choice not because others are unavailable at the time but because its better for the build. alternates to a build will be listed below the respective category for each build.

Pawn Mage Build Tips:

Lightning affinity is the most useless of the 3, not saying its not useful but if your considering your pawn mage and whats good early game Levin is hands down unbeatable for all around situations, in a cave in water, small groups of enemies, air borne enemy. can't beat it really. fire affinity is better than the flame spell as it makes even the mages attack light enemies aflame with ease. the ice spell is okay. it has decent flinch impact and hits a decent area but overall just is not as situationaly good as Levin. its better for your arisen than on your pawn as it can create surfaces to help you and the party climb or traverse and creates throw able object. status affect curing spells are pointless early game. the biggest threat early game is sleep.

Pawn Fighter Build Tips

early game recommended having high aggro and defense ability to keep the arisen alive and the other pawns you can't revive as easily. later game other vocations out pace the fighter so not much need for offensive skills here aside from one that can flinch or stagger.

Pawn Thief Build Tips

Early game recommended to get as much stealing as possible for parts and gold as well as the occasional wake stone ferry stone or shard etc... once you have a nice pile of materials go ahead and swap it out for whatever fits your style

Pawn Archer Build Tips

recommenced not to have the pawn be the use special arrows and heavenly shot or extended range shot as it will be useless without the arrows equipped, low damage at low levels and likely to harm the party with hitting explosives accidentally or aggro enemies from farther than you'd like.
Pawn Mage Builds
The Supporter:

Weapon skills:

Affinity: All 3 ice fire and lighting attack buffs

High Palladium: this just stop damage. Period. (even 2 mages with this is not a bad idea)

Alternative set-up:

High Palladium:
High Celerity: (more dps, faster movement. mastery of the no be there style hard to beat).

At least 2 different elemental affinities, (1 if you have another source such as your Arisen or another Pawn) But honestly a mage with all 3 affinities is a great supporter. Fire is a must have affinity.
while lightning then follows ice in importance. Although the High Levin can replace lightning affinity its more effective to limit your support mages offensive options to keep them casting those buffs to protect and increase the party DPS so its better on the 2nd mage or sorcerer or yourself.


specialty:
chiguren for maximum effectiveness as a supporter.

Augments:
Thief class augment Subtlety works great here

Rings:
anti sleep and other immunity to debilitation work great here

this build works great with a 2nd mage or a sorcerer.
I would double down on High Palladium.

personally I run a high dps group with huge damage mitigation mowing through multiple ogres, Minotaurs, and dragons with ease and no rests in-between. other like to run more spell negation and curatives alter the build to suit your style.
Pawn Fighter Builds
The Bulwark

weapon skills:
Perfect defense (YOU SHALL NOT PASS)
Flawless guard (stops your bully from saying 2 for flinching)
Shield Pummel
Shield Drum (bird hate this)

Speciality: Anything besides chiguren we want our pawn to soak all the aggro

Augments:
Mage class skills work great here for defense and stamina as well as some warrior to increase aggro
Apotropaism

Rings:
resolution: cant knock me down
agro ring if you have it or shield stamina rings. otherwise...
vehemence: why you always on the ground?

at higher levels you can alter this build entirely to be a knock-downing power house. aquiring several augments and the advanced skills to maximize effectiveness with rings.
Pawn Thief Builds
The Scorpion

key Item: weapon Spite for poison

Alternate: anything besides flame blades, or elemental blades if you have a supporting mage with those affinities.

Weapon skills
implicate
smoke shroud
plunder
powdered blast

Alternate:
powdered blast or smoke shroud swaps out for any of the flaming blades you have access to


specialty: anything besides chiguren. we want our guy flinching stealing and roping people over screaming "Get over here!"

Augments:
we love everything from archer here except radiance
fighter mettle

Rings:
Vehemence for flinches and stagger
Brawn if wearing no armor otherwise whatever you like or happen to have acquired
Pawn Archer Builds
A+ Archer:

weapon skills:
manifold shot
cascade shot
Tempest shot
spiral arrow

Specialization: Chiguren good here or anything you like

Augments:
thief subtlety
fighter mettle

rings:
Archery ring related or aggro reducing
Arisen Builds
keeping in mind that you will likely want to start as one vocation to get a augment and then switch to another vocation. I will additionally add a key pawn set-up to support the build. finally I placed the builds in order of how i suggest your first play through.

Starting Vocation:

Thief for the Augment Subtlety reducing your Threat.
Pawn Vocation Mage for additional magic defense.

as you reach your first Inn, if you have gained enough vocation points to acquire the augment subtlety go ahead and change vocations at the first opportunity.

The Everspell: Mage into sorcerer
A Highly versatile and survivable build for the whole game.

Weapon skills:
High Levin (replace as you like) the best base spell as it has AOE, range, and affects targets at range through terrain.

High Palladium (a must have defense for the whole party. just spam this, as its affects wane over time or from hits, to assure low level survival and less need to inn rest or camp.

High Empyrean (replace as you like) great for undead and lighting up an area

High Celerity (another must have, you should use all the time as the effects work in and out of combat.

Augments:
Subtlety from thief allows us not only to survive more but allows us to quest in the noble quarter and other stealth missions with ease so long as we do not unsheathe our weapon we pretty much go unnoticed.

Supporting pawn's
Fighter into warrior to attract enemy attention
Mage with affinities and Palladium or hallidom if you need it more
The Bare Quiver: Thief into Ranger
Special note: for maximum effect of this build we use it late game after getting as many golden beetles as possible as well as levels to increase our encumbrance having only our bow and 2 rings equipped.

weapon skills:

heavenly shot: this is our 1 shot kill attack for any enemy unaware of our attacks thanks to our augments and rings.

tempest shot: take aim and tech9 your way through a force of mobs

Lyncean sight: for those pesky griffins

Augments:

fighter mettle, and mage apostoism increasing our magic defense are good here as we level because we run around naked but the more we level dealing more damage becomes more of a priority.
Thief Subtlety as well as Verve for more strength


Rings:
Vehemence: with no weight our STR is increased and our arrows deal more damage
2nd ring for additional damage to closer targets means that our tempest shot or heavenly shot deal even more dmg up close.

Pawns:
here we definitely want a mage for pallidom and affinities so we can deal nonphysical damage. be sure to have a immunity to sleep on it though.
Fighter/warrior to aggro up close enemies.
Mid-Game builds
These builds assume you have mastered at least one if not 2 previous starting vocations including warrior or sorcerer. some may require specific weapons or rings to maximize effectiveness but these are not requiring every aspect to be usable.

your priority here should be acquiring the augments of the others you haven't through mastery of the vocations. try to save your exploring until later. it is tempting to do now that you feel powerful in the previous classes you have mastered but being improperly geared and skilled with augments for these newer class of enemies makes them a challenge double fold if your hindered with a new vocation and supporting paw limited in their ability to aid you. feel free to expend a few thousand RC to have a beefed up group of allies to carry you through these levels as well as quest information. while lower levels i stayed within 3-5 levels above.

As a fighter while your pawn drew agro you may not want to play the party shield and instead play the one handed menace your enemies fear.

a mage coming in mid game may feel in effective until it gets the next set of skills. just keep spamming the same spell for elemental effect or defenses.

archers have a tendency to not deal enough damage without having supports and are too squishy for closer combat until later in the game. taking it slowly between fights so your party can keep up with you. use commands to make them ranger out and aggro enemies at range.
NG+ builds
Here i recommend leveling the vocations you did not in your first play through. with a final goal of magick archer or mystic spearhand. I highly recommend not saving trickster for the final vocation to level as it can be the most difficult to master.

Therefore my builds will follow a path assuming you leveled trickster in your first game before moving on to NG+ although i may include one for NG+ likely to be done right away.

In my first playthrough i focused on playing survivable builds that order pawns. these builds will focus more on front lines and climbing onto enemies.
Treasure Hunter: Trickster into Mage
this build focuses on finding items it is recommend for after you complete the game but have not gone to NG+ (caution is if you get "true ending" you go immediately into NG+)

The reason we are a mage is levitate will allow us to reach place high up. combine that with a warrior who can launch us up high and there is no reasonable ledge unreachable. our main thief pawn can wield dousing daggers which will help us find more treasure and steal more rare items. which is why we let them do all the damage and exploring. best with a forager, logician, and hawker so you can explore and cash in those good all afield. we want pawns that explore and support each other for inclinations.

Weapon skills:

celestial paean
High Palladium
High Levin
High Celerity

Augments:
Trickster detection
magick archer prolifecacy

Pawn
Thief equipped with dousing daggers

pawn thief skills:

Plunder (get a 2nd pawn thief with this ability)
Powder blast
implicate
Formless feint

Augments:
magic archer proliferancy if you have it


rings
anything that will boost flinching and staggering of the enemy to proc plunder and theft

final pawn of anything you want but i recommend another noncombat based mage to support your thieves as they plunder and reach levitation required chests while you explore.
The Vocationist: NG++ Warfarer
I recommend saving this Build for your 3rd or end of 2nd playthrough. use your 2nd playthough to level the vocations you did not in the first. this will give you a whole new experience to the game and is great for your final vocation to level being magick archer as it will amplify your pawns abilities too.

remember you can change your skills ANYTIME you see a campfire to prepare for night and undead or see a griffon ahead or armored cyclops. use these times to maximize your effectiveness.

editing
2 Comments
madmiscue 6 May @ 4:09pm 
I think this guide might be why I can't find pawns with proper skill/aug line-ups... You want your pawn to max out all vocations as soon as possible for the augments. If I'm looking for a pawn to add to my party, and it has less vocations maxed than my pawn, it's immediately out unless it's super early in game and it fulfills the augment requirements for the class (which aren't always the augments coming with the class). Fighters are still viable end game. A mage should ALWAYS have an attack spell. Usually Levin/High Levin. Lightning Affinity isn't useless when paired with Asperity. When it triggers, it instantly freezes/shocks the enemy. It does trigger less often than Ice, but end game, more creatures have Ice resist and not Lightning resist. Solemnity is almost a must skill. Silencing Chimeras and Drakes especially is a good way to get through the fight with minimal risk.
mjsanimes777  [author] 27 Mar @ 5:19pm 
edition in progress. please leave any comments or tips and i will be sure to include them and cite you.