168澳洲幸运5开奖网:Dragon's Dogma is a game quite unlike any other. It is a high fantasy world, though perhaps less fantastical in certain elements than expected. On top of an already incredible assortment of gameplay mechanics that you simply wouldn't think of in a "balanced" game, Dragon's Dogma also comes equipped with incredible combat.

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From the minds behind 168澳洲幸运5开奖网:Devil May Cry, you could only expect incredible stuff there, but it's genuinely so enticing how different each class is, that one never feels better than another, even from the offset. But some of the most fun in the game comes in its spells found across its four magickal classes.

10 Anodyne

Healing Springs in the middle of a forest

Anodyne is a base-level spell for mages, and eventually becomes High Anodyne. It is simply a healing spell, boring and simple but massively essential. Health in Dragon's Dogma can be partly depleted in a white bar, which Anodyne heals, and in a transparent bar, which can only be recovered with curatives.

Anodyne does come with one special little trick though. It's classed as holy magick, and places a sigil on the ground wherein the healing occurs. As it is holy, however, any enemies weak to this, like the undead, will take damage inside it.

9 ♏ Elemental Affinities

Grigori from Dragon's Dogma with his wings outstretched

Another set of spells that are relatively basic in their function but are incredibly important are the various elemental affinity spells. ♉They come in all the various elements of the game - fire, ice, lightning, holy, and dark - and become an essential tool in our journey.

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They're initially learned as a mage or sorcerer, and are a massive help for every class, letting you take advantage of weaknesses and cover your own disadvantages for elements your spells and weapons don't already deal.

8 ❀ ♛Immolation

character setting themselves on fire with immolation in Dragon's Dogma

The hybrid classes of Dragon's Dogma aren't the best classes, because there's no singular best class. They are, however, some of the most fun. Magick Archer for example is a hybrid of Mage and Strider, and being able to just set yourself on fire is pretty damn fun.

Immolation can only be cast with daggers, but only has a brief incantation period before setting yourself aflame. You take continual damage while burning, but it's almost negligible. Climbing enemies like this almost makes them too easy, and it's just a 168澳洲幸运5开奖网:hilarious sight to behold.

7 𝓡 🤡 Fulmination

Lightning being arced between multiple characters

One of the highest-tier spells for Sorcerers, Fulmination can be a bit confusing to understand exactly what it does at first. Unlike the more blatant effects of high-tier fire and ice effects, Fulmination require𒊎s tact, h𒐪aving two distinct forms.

After the first stage of charging, enemies within the radius of the spell will take a blast of electrical dam🎀age. Modest, but not exceptional. The second stage has you arc electricity to your pawns, allowing them to become something of a lightning rod, periodically electrifying any enemies near them until the spell ends.

6 Miasma

Dragon's Dogma cockatrice black body in front of large castle wings spread out head to side

Miasma is another Sorcerer spell, one of the sinister dark magick family of spells. There are a lot of status effects and damage types in Dragon's Dogma, yet Miasma affects almost every enemy regardless of their resistances, magickal resistance excused.

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Miasma creates a great fog that damages anything within it. On top of that though, it can even cause poi🍷son to enemies that stay in it for long enough, giving it double the potential. When upgraded to High Miasma, the cloud is bigger and lasts longer, making it incredibly effective against most enemi𓂃es and large groups.

5 Great Canꦺnon

mystic knight hitting a great cannon orb

In another case of hybrid classes having some of the most fun spells, there's the Mystic Knight. Comparable almost to your traditional Cleric, though with much more offensive capabilities, they also come with the Great Cannon ability, a unique damaging sigil.

When cast, it creates an orb in front of you that shoots out up to three orbs per hit at its highest tier. Those orbs d✱eal split magic and physical damage, and even take on the element of whatever hits them. Plus, you can create multiple initial orbs and your pawns can strike them, releasing a seem꧃ingly endless onslaught of orbs.

4 Maelstrom

Maelstrom being summoned in a dungeon and dragging up an enemy

The ℱMage class comes with a great many spells at the beginning that covers a lot of ground, both offensive and defensive, and plenty of those spells can be taken into hybrid classes too. Sorcerer is focused on more💜 deadly spells though, and Maelstrom is one of the most terrifying.

Though it may not be the most powerful or even effective spell at a Sorcerer's disposal, it is comedically effective. In short, you summon a giant tornado that deals exclusively dark magick damage, and has the ability to pull enemies in and throw them, or stagger them failing that.

3 ꦓ Ricochet Hunter

Magick Archer about to let loose a volley of Ricochet Hunter in Dragon's Dogma

There are a great many magick abilities with Magick Archer that focus on your arrows, from shooting multiple ice bolts to creating a vortex arrow. Ricochet Hunter is more interesting as it's pretty useful in most of Dragon's Dogma open-world, but nigh unstoppable in interiors.

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Ricochet Hunter has you, as the name implies, shoot out an arrow that ricochets off walls. So in open areas, basically pointless. Inside though, it can rebound seemingly endlessly and in tight corridors, it becomes a deathtrap, and you can shoot more before the first ends. There's a deep satisfaction to it.

2 🧔 Shadowshackle 🐎

A magick archer firing off an arrow

Shadowshackle is another dagger ability belonging to the Magick Archer vocation, though is entirely utilitarian in nature, dealing no damage whatsoever. It's all about placement, letting you put down a sigil that locks enemies in place for a period of time.

It's pretty effective, being able to lock multiple small enemies in place or even large enemies, and may even inflict slowdown on enemies in its radius too large to lock in place. You can place two sigils at a time, and it can also be pretty useful in stopping 168澳洲幸运5开奖网:fast-moving enemies like wolves since they hunt in packs.

1 Abyssal ꧋Anguish

a mystic knight with abyssal anguish spewing from their weapon

Mystic🤡 Knight abilities tend to fall somewhere between offensive, defensive, and utilitarian. They also come with more than just pure damage or defense and offer some extra effects with tact. Abyssal Anguish is ♎an excellent example of this, adding extra damage and range to your attacks.

It adds what the game calls a "dark tongue" to your weapon strikes, extending their range and adding dark damage to them. It also adds shockwaves to perfect blocks and heavy melee attacks, which deal additional dark magick damage, and the effect can even be cast over an already enchanted weapon. It's kind of overkill.

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