
Dragon's Dogma 2 Beginner's Guide: Vocations, Pawns, and Where to Start
How to pick a starting vocation, set up your pawn party, camp, manage weight and curatives, and travel from Vernworth to Battahl in Dragon's Dogma 2.
Dragon's Dogma 2 drops you into a big, mean open world with barely a tutorial and lets you figure the rest out. That hands-off style is a lot of the charm, but the first few hours can feel rough if you don't know how the pieces fit together.
Here's the comforting part: almost nothing you pick at the start is permanent. You can swap your class, remake your main helper, and rebuild your loadout once you reach the capital. The stuff below covers what trips up new players the most, which vocation to start with, how the pawn system actually works, how to camp and rest, how to juggle weight and healing items, and how to get from Vernworth down into Battahl without getting flattened.
Choosing Your Starting Vocation
You pick one of four vocations right at character creation, and people stress over this way more than they should. The thing to know up front is that this choice is not permanent. Once you reach Vernworth and find the Vocation Guild, you can switch classes any time for a chunk of Discipline Points (the DCP you earn from every fight). So pick whatever sounds fun and don't lose sleep over it.
That said, the four starters do feel pretty different, so here's what each one is like to actually play.
Fighter
The sword-and-board bruiser. Fighter swings a one-handed sword and hides behind a shield, and it's the most forgiving class in the game. You can block big hits, taunt enemies onto you, and just generally absorb punishment while your pawns do their thing. Skills like the shield bash let you stagger foes, and you've got a leaping strike to close distance.
It's the easiest vocation to stay alive on, which makes it a solid pick if you're still learning the combat. The catch is range. Anything that flies, or anything that bolts, you'll be chasing. Fighter is slow, and you'll feel it whenever a harpy decides to annoy you from the sky.
Thief
Dual daggers, blinding speed, and the highest pure damage of the four starters. Thief is the class that climbs on big monsters and stabs them in the face, which looks about as cool as it sounds. You get a dodge roll, fast flurries, and skills that carve monster parts right off.
The downside is you're squishy and you have to actively avoid getting hit. Thief rewards aggressive play, but one bad dodge into an ogre's fist and you're eating dirt. If you like fast, twitchy melee and don't mind a little fragility, this is the fun one.
Archer
Bow and arrow, all ranged physical damage. Archer is the safe pick, since you can pick off flying enemies and plink tough monsters from a distance while your frontline pawns hold them still. Archer skills include quick loosed arrows, charged shots, and status arrows that can set things on fire or slow them down.
You'll spend a lot of time kiting. Archer has weak melee, so if something gets in your face you're in trouble. But for a new player who'd rather not get hit at all, this is a friendly lane.
Mage
Mage is the support caster. You get the heal spell (Anodyne), weapon buffs, and elemental boons like fire and ice you can slap on the whole party's weapons. Mage keeps everyone alive and patches up the kind of damage other vocations can't easily recover.
Mage is a little awkward as your first Arisen class because casting takes time and you're fragile while you do it. Honestly, Mage makes a fantastic main pawn (more on that next), and a lot of players pick a melee or ranged vocation for themselves and just let a Mage pawn handle the healing.
About switching later
None of this is locked in. The Vocation Guild in Vernworth lets you swap classes freely once you're a member, and your main pawn can switch among the base vocations too. Two advanced classes open up right there at the guild: Warrior (a greatsword bruiser) and Sorcerer (the heavy-hitting magic class). Those cost Discipline Points to unlock.
The fancier hybrid vocations, things like Mystic Spearhand, Magick Archer, Trickster, and Warfarer, you unlock by meeting specific maesters out in the world as you play. So your starting vocation is really just a first step. Try one, see if it clicks, and move on if it doesn't.
Understanding the Pawn System and Rift
Pawns are the heart of Dragon's Dogma 2. Your party is four strong: you, your main pawn, and two hired support pawns. They fight, carry loot, call out enemy weaknesses, and even hint at quest steps. Pawns aren't pets, they're basically your whole squad, so it pays to understand them.
Your main pawn
Right after the intro you get to build a main pawn. This one is yours forever, you customize how they look, pick their vocation, and they level up alongside you. The main pawn sticks with you the whole game and is the one other players can hire. So put some thought into it. A popular move is making the main pawn a Mage for healing, since that frees you up to play whatever damage class you want.
You can also nudge how your main pawn behaves over time. Pawns pick up "specializations" from rare tomes you find in the world, little trait books that shift how they act, like a healing-focused specialization that makes a support pawn better at keeping everyone topped up.
Hired pawns
The other two party slots get filled with hired pawns, pulled from other players' games through the Rift. Here's the fun part: pawns at or below your current level are free to hire. Pawns above your level cost Rift Crystals, the game's online currency, and the bigger the level gap the more they run you.
You grab hired pawns at Riftstones, those glowing crystals scattered around the map (every town has one, and there are plenty out in the wild). Walk up, activate it, and browse. You can also just walk up to any pawn wandering the road and hire them on the spot without a Riftstone, which is handy when you're short a body mid-journey.
When you hire a pawn, look at more than just their level and vocation. Pawns carry knowledge from their travels, so a pawn who's been through a quest you're on will literally call out tips and warnings about what's coming. A pawn that knows a monster's weakness will shout it mid-fight. That "been there" knowledge is a big deal, way more than raw stats.
Rift Crystals and the Rift
Rift Crystals (RC) are the currency of the pawn economy. You spend them on higher-level hires, and you earn them when other players hire your main pawn. The nicer you build your main pawn, the more they get rented, the more RC trickles back. It's a gentle loop, you don't need to grind it, but a well-built support pawn basically prints RC over time.
At the big Riftstones in cities you can also set a Pawn Quest, a small task you attach to your main pawn. When a stranger hires your pawn and finishes that task, you both get bonus RC. It takes two seconds to set and it's free upside.
If a pawn dies
Pawns can fall in battle. When one does, walk up to their body and revive them with a quick tap, they come back with reduced health until you rest. If your main pawn goes down and you can't reach them, any Riftstone will bring them back. Hired pawns who die can be dismissed and swapped out at any Riftstone, no penalty.
One last thing: mind your party makeup. A balanced squad, something like a Fighter to tank, a Mage to heal, and a couple of damage dealers, handles almost anything the game throws at you. Stack four of the same class and you'll feel the gaps fast.
Core Controls and Camping Basics
Combat and exploration live on a small set of buttons, and once they click the game really opens up. Rather than list every binding (you can remap them, and they differ a bit between controller and keyboard), here's what each action does and when you'll reach for it.
The core moves
- Light attack and heavy attack: your bread and butter. Light is fast, heavy hits harder and usually staggers.
- Weapon skills: mapped to a few face buttons, these are your class's flashy moves, things like a Fighter's shield bash or an Archer's charged shot. You learn more as you rank up the vocation.
- Jump and grab: jump gets you around, and grab (hold the same button) is how you climb onto big monsters. Once you're latched on you can wail at their weak points. Climbing is half the fun of the bigger fights.
- Sprint: burns stamina while held, so don't lean on it all day.
- Pawn commands: a quick directional press sends pawns forward to attack or calls them back. Use "go" to push them at a target, and "come" to pull them out of trouble.
That's most of it. Block with a shield if you're a Fighter, dodge-roll if you're a Thief, and keep one eye on your stamina bar during big bursts of action.
Why camping matters
Here's the thing new players miss: regular healing items only go so far. When you take real damage, part of your max health bar grays out and won't come back from a green or a heal spell. The main way to refill that gray portion is to rest, at an inn or at a camp. So camping isn't a cozy extra, it's how you actually recover.
On top of that, resting at camp fully tops off your health and stamina, lets you cook food for buffs, manage your skills and gear, and skip time forward to morning or night. Some quests and shops only matter at certain hours, so jumping the clock has real uses.
How to actually camp
You need two things: a Camping Kit and a campfire site. Campsites are fixed spots out in the wilderness, marked by the remains of an old campfire. Buy a Camping Kit at almost any general store or find one lying around, then walk up to a campfire, interact, and pitch your tent.
The kits are reusable, which is nice, so you're not buying a new one each trip. There are a few flavors (a Modest Camping Kit and a sturdier version), and the main difference is durability, how much punishment they take before breaking.
The catch: camp can get wrecked
Monsters can and will attack your camp, especially at night. If something big smashes your tent, the camping kit can be destroyed and you'll lose it. So don't pitch camp with a chimera sniffing around ten feet away. Clear the area first, check that nothing hostile is close, then settle in.
A good habit: camp at dusk if you're low on health, since night is when the nasty stuff comes out and you don't want to be caught limping through it. Rest, heal up, and head back out at dawn when the roads are safer.
Managing Stamina, Weight, and Curatives
Three little bars run your life in Dragon's Dogma 2: stamina, your weight load, and your supply of healing items. Get a feel for how they feed into each other and the game gets way easier. Ignore them and you'll be the slow, tired, out-of-greens Arisen who keeps keeling over.
Stamina
Stamina drains when you sprint, climb, hold a charge, or wind up a big skill, and it drains faster the more weight you carry. When it hits zero you tire out, you stop, gasp for a second, and you're wide open. In a boss fight that pause can genuinely get you killed.
The fix is simple: carry stamina-recovery items, and don't sprint everywhere with a full pack. Walking and normal attacks barely cost anything, so save the sprint for when you actually need it. Your stamina also comes back faster when you're carrying less, which leads right into the next part.
Weight and encumbrance
Everything you carry has weight, and it adds up fast. Ore, hides, spare weapons, fifty green herbs, it all counts. The game sorts your load into five encumbrance tiers:
- Very Light: you move quick, stamina costs are low, regen is fast. The dream.
- Light: still snappy, minor drain. A good place to live.
- Average: normal speed, normal drain. Fine for most play.
- Heavy: you slow down, stamina drains faster and comes back slower.
- Very Heavy: you're waddling, stamina tanks, and good luck climbing anything.
You want to stay in the Very Light to Average range whenever you can. Heavy and Very Heavy don't just slow your feet, they wreck your stamina economy in a fight, and stamina is what keeps you alive on a big monster's back.
So how do you keep the load down? Dump heavy stuff on your pawns, they have their own carry weight, so handing them the ore and bulk materials keeps your Arisen light. Stick the heavy loot on a tanky pawn and forget about it. You can also store gear in the chest at your house or an inn, items in storage don't count against you at all.
If you want more headroom, there are a few permanent upgrades. Golden Trove Beetles, those shiny bugs you find resting on trees around the map, each add a sliver of carry weight forever, and they add up. Certain rings bump your capacity too (about 5 kg each, and you can wear two). And the Fighter's Sinew augment adds a big chunk of carry weight, around 20 kg, which is why a lot of players dip into Fighter early just to grab it. Taller characters also carry more, so if you made a towering Arisen you've already got a head start.
Curatives and the gray health bar
Healing in this game comes in layers. Regular curatives, cheap greens like Greenwarish, refill your current health, and there are stronger healing brews for when things get scary. Keep a stack on you at all times, because the combat doesn't pause for your inventory.
But here's the part that bites new players: when you take serious damage, a slice of your max health bar goes gray and no amount of greens will bring it back. Only resting, at camp or an inn, refills that gray portion. Wakestones are the other emergency tool, they can pull you back from outright death, so they're worth way more than a heal. Save them for the moments a fight goes truly sideways.
A practical loadout for the road: a stack of cheap Greenwarish for chip damage, a couple of stronger healing brews for mid-fight panic, a few stamina curatives for when you're climbing a drake, and maybe one Wakestone tucked away. Cooked food from camp gives temporary buffs too, so eat before a tough fight rather than wasting the buff on the walk over.
The short version: travel light, keep your greens stocked, and rest before your health bar turns mostly gray.
Traveling Safely Between Vernworth and Battahl
For a big chunk of the early game you're holed up in Vermund, the green human kingdom where Vernworth (the capital) sits. To the south lies Battahl, the dry, canyon-cut homeland of the beastren. Getting between them is one of the first real journeys the game asks of you, and the road is not friendly. Here's how to make the trip in one piece.
Get your papers first
The big gate between the two nations is the Border Checkpoint, and the guards won't just wave you through. You need a Border Permit to cross into Battahl legally. You get one through the main story, with Captain Brant being the key contact. He's the friendly soldier you meet at night in Vernworth's tavern. Chat him up over a few evenings, do his early tasks, and he'll set you up to cross. No permit, no legal crossing.
There are shadier ways across if you're impatient, but for a first trip the clean play is to just sort the permit out. It also opens up the oxcart route and makes the whole southern half of the map feel like yours.
Take the oxcart (most of the time)
Once the border's open, the easiest way south is the oxcart. Oxcarts run set routes between towns for a small fee, and you just sit in the back while the driver hauls you down the road. You can even doze off during the ride to skip the trip.
Here's the catch: oxcarts get ambushed. Goblins, wolves, harpies, the occasional ogre, they all love a stalled cart full of loot. When the cart stops to fight, you have to hop out and defend it, or the driver gets killed and the cart is wrecked, leaving you on foot in the middle of nowhere. So ride the cart, but keep your weapon ready and don't fully check out.
The standard path runs Vernworth up to the Checkpoint Rest Town, a handy little hub right at the border that's a great place to restock and rest, then onward into Battahl proper.
The portcrystal shortcut
The real fast travel in this game is the portcrystal and ferrystone combo. Portcrystals are markers you set down out in the world (you find some as you explore and can buy others later). Drop one at a spot you visit often, like the Checkpoint Rest Town or your favorite camp. Then, from anywhere, use a Ferrystone to instantly warp to any portcrystal you've placed.
Ferrystones are consumable but not super rare, and you can buy more at shops once you're rolling in gold. Setting up a portcrystal network between Vernworth, the checkpoint, and your first Battahl base turns a scary half-hour trek into a ten-second hop.
Travel by day, not by night
This goes for every road in the game, but especially the long one south. At night, tougher monsters spawn, you can barely see past your lantern, and the oxcart is far more likely to get swarmed. If you're caught out after dark, the smart move is to find a campsite, rest until dawn, and travel in daylight. The world is just meaner at 2 a.m.
A few road-trip habits that save lives: keep a camping kit on you so you can rest if night falls mid-journey, carry extra greens because the road has no shops, and clear the camps and ambush spots along the way once so future trips are quieter. Once you've blazed the trail and dropped a portcrystal or two, you can mostly stop worrying about the Vernworth-to-Battahl run and just ferrystone across like everyone else.