You are the Light that Shapes the Shadow (Pawn Inclination Types)

Scather . Entering battle aggressively with enemies as they appear, or when using the "Go" command during combat will tend to train this in your Pawn. This Inclination increases the likelyhood of your Pawn to go after the strongest enemy in an encounter first, and increase the likelyhood they'll attempt to climb onto a boss and attack it. This is great for high-attack power melee pawns and Striders, but can cause some behavior oddities when the Pawn is a Ranger with the Longbow, as the Longbow requires range to deliver more damaging hits, instead making the Pawn close the distance and use their daggers. This is also not idea for magic-casters, as they will tend to stick close to said strongest enemy, leading to more incidental interruptions during casting.





. Entering battle aggressively with enemies as they appear, or when using the "Go" command during combat will tend to train this in your Pawn. This Inclination increases the likelyhood of your Pawn to go after the strongest enemy in an encounter first, and increase the likelyhood they'll attempt to climb onto a boss and attack it. This is great for high-attack power melee pawns and Striders, but can cause some behavior oddities when the Pawn is a Ranger with the Longbow, as the Longbow requires range to deliver more damaging hits, instead making the Pawn close the distance and use their daggers. This is also not idea for magic-casters, as they will tend to stick close to said strongest enemy, leading to more incidental interruptions during casting. Medicant . Commanding "Help" out of combat and "Come" in combat trains this Inclination. Medicant-aligned Pawns will prioritize healing and support of the party. This is great for Mage Pawns with status removal spells, or Anodyne healing if available. Again, this may be to some detriment for a more offensive-set Pawn wherein they will interrupt themselves to heal the party first before (re)casting offensive spells, and is entirely not desired for Pawns with no access to healing or curing magic.





. Commanding "Help" out of combat and "Come" in combat trains this Inclination. Medicant-aligned Pawns will prioritize healing and support of the party. This is great for Mage Pawns with status removal spells, or Anodyne healing if available. Again, this may be to some detriment for a more offensive-set Pawn wherein they will interrupt themselves to heal the party first before (re)casting offensive spells, and is entirely not desired for Pawns with no access to healing or curing magic. Mitigator . Trained by the act of taking down weak enemies first, Pawns with this Inclination will attempt to follow suit, oftentimes preferring area-effect abilities and spells. Great for when you want to focus on the boss first before handling the mob, letting the mob be handled by your Pawn.





. Trained by the act of taking down weak enemies first, Pawns with this Inclination will attempt to follow suit, oftentimes preferring area-effect abilities and spells. Great for when you want to focus on the boss first before handling the mob, letting the mob be handled by your Pawn. Challenger . Trained by focusing on long-range attackers and spellcasters, Pawns will attempt to do the same. If spells are on hand, they will tend to cast area-of-effect spells more often the more ranged or spell-casting enemies are in view. Great for training a specialist sniper.





. Trained by focusing on long-range attackers and spellcasters, Pawns will attempt to do the same. If spells are on hand, they will tend to cast area-of-effect spells more often the more ranged or spell-casting enemies are in view. Great for training a specialist sniper. Utilitarian . Trained by using a lot of support skills and enchantments, or by Commanding "Help" whilst in combat, Pawns with this Inclination favor support group tactics, pairing off actions with other Pawns, and encourages Spell-Syncing [dragonsdogma.wikia.com] for Sorcerers. Warrior and Fighter Pawns will tend to grapple and hold targets down to create openings, and Mage Pawns will tend to cast enchantments and Spellscreen more often. This is one of the best Inclinations for highly-trained Pawns with very good Bestiary Knowledge, as they will "call" the proper tactic or the weakness of encountered enemies. Combine this with other Utilitarian Pawns and said other Pawns may attempt tactics as they are "called", leading to a far more dynamic and effective group combat experience.





. Trained by using a lot of support skills and enchantments, or by Commanding "Help" whilst in combat, Pawns with this Inclination favor support group tactics, pairing off actions with other Pawns, and encourages Spell-Syncing for Sorcerers. Warrior and Fighter Pawns will tend to grapple and hold targets down to create openings, and Mage Pawns will tend to cast enchantments and Spellscreen more often. This is one of the best Inclinations for highly-trained Pawns with very good Bestiary Knowledge, as they will "call" the proper tactic or the weakness of encountered enemies. Combine this with other Utilitarian Pawns and said other Pawns may attempt tactics as they are "called", leading to a far more dynamic and effective group combat experience. Guardian . Trained by Commanding "Come" and "Help" very often, avoiding the "Go" Command, Pawns will learn to protect the Arisen first, preferring to stay close to the Arisen even in combat. This is fine for when both the Arisen and the Pawn are melee characters, but will prove to be a large detriment for ranged Pawns and is mostly a generally undesireable Inclination, as the Pawn's focus will be on the Arisen above actually encountering enemies and dealing with them, reducing their effectiveness. This is actually very easy to train on a Pawn unintentionally, and is something that should be avoided as much as possible.





. Trained by Commanding "Come" and "Help" very often, avoiding the "Go" Command, Pawns will learn to protect the Arisen first, preferring to stay close to the Arisen even in combat. This is fine for when both the Arisen and the Pawn are melee characters, but will prove to be a large detriment for ranged Pawns and is mostly a generally undesireable Inclination, as the Pawn's focus will be on the Arisen above actually encountering enemies and dealing with them, reducing their effectiveness. This is actually very easy to train on a Pawn unintentionally, and is something that should be avoided as much as possible. Nexus . Reviving Pawns that are downed and wearing a specific item in the game will tend to train the Pawn with this Inclination. It is similar to Guardian, but instead focuses more on the party in general, and will encourage your Pawn to bring downed Pawns to your feet for you to revive them. Ideally suited to support magic casters in the early game, and when the behavior is desired in a fast, support pawn.





. Reviving Pawns that are downed and wearing a specific item in the game will tend to train the Pawn with this Inclination. It is similar to Guardian, but instead focuses more on the party in general, and will encourage your Pawn to bring downed Pawns to your feet for you to revive them. Ideally suited to support magic casters in the early game, and when the behavior is desired in a fast, support pawn. Pioneer . Trained by using the "Go" Command outside of combat, Pawns with this inclination will tend to scout out ahead of the party, oftentimes ending up in engagements before the rest of the party is in position to assist. Another undesireable Inclination in general outside of specific circumstances, and another one easily trained unintentionally.





. Trained by using the "Go" Command outside of combat, Pawns with this inclination will tend to scout out ahead of the party, oftentimes ending up in engagements before the rest of the party is in position to assist. Another undesireable Inclination in general outside of specific circumstances, and another one easily trained unintentionally. Acquisitor . Trained by by the general act of looting, especially during combat, Pawns with this Inclination will tend to do the same, to the detriment to the rest of the party. Another one to avoid in general, but is also a rarity to find on Pawns who are at least taken cared for. Pawns will loot things as they find them anyway, so this is essentially more of a "dud" Inclination that could take up a spot.

Use Tertiary Elixer



Use Secondary Elixer x2 (aka, buy and use two)



Use Primary Elixer x3

Use Neutralizing Elixer



Use Tertiary Elixer



Use Secondary Elixer x2-3



Use Primary Elixer x3-5

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As stated before, Pawns act upon the gameworld through their Inclinations, which denote their actions before, during, and after combat. They influence what they'll do, what they'll say, and more.The primary way to ensure desireable behavior in one's Pawn is to properly train its Inclinations constantly. Inclinations decide the range of actions your Pawn will likely do given the circumstances you will face during combat. There are good, and there are bad inclinations to consider depending upon Vocation, and good and bad ones depending upon circumstance. Lets run down the list of Inclinations for Pawns, and give examples as to which does what and when.As stated before, Pawn Inclinations run in a hierarchy, with a Primary, Secondary, and a hidden Tertiary Inclination that denotes the actions of your Pawn in and out of combat. Combine this with the aformentioned Bestiary Knowledge and you have a picture of what your Pawn is most likely to do in your party in combat, or in someone else's.Pawn Inclinations in the game are:There are two more direct methods of training your Pawn. One is via the previously mentioned Knowledge Chair. You may want to use said Knowledge Chair often to make sure that your Pawn's normally talkative nature is kept on a short leash, not only for youself, but for other prospective Arisen who are looking to hire your Pawn in the Rift.Another direct way to modifying your Pawn's Inclinations can be done by using Inclination Elixers and the Neutralizing Elixer. The Neutralizing Elixer "resets" a Pawn's Inclinations to a baseline balanced figure across all possible Inclinations, which makes it more of a clean slate to work off on to train via battle actions, or more directly with Inclination Elixers.Inclination Elixers, when used, will turn the Inclination in question into the Primary (by increasing its value behind the scenes). Using another of the same kind will reinforce it and lower all others. Using a different Inclination Elixer will set that as the Secondary if you already have a Primary as per above (2x Elixer). Using the same one as the Secondary will turn it into the Primary, with the former Primary becomes the Secondary, and all other Inclinations are reduced.So a procedure if you want to use Inclination Elixers with a baseline from using the Neutralizing Elixer is:Normally to "max out" an Inclination, you would need about 3-5 Elixers of the chosen Inclination, so plan out the order.For a more focuxed Inclination setup, you'd probably go:Another (supremely over-doing it) method is portrayed in this animated GIF . I would hasten to add that doing this is really over-doing it and is not permanent, so somewhat needless to push this far as the Tertiary is barely there by doing it this way, and may not be desired.Remember that your Pawn will always continually learn from your actions, so the training never really ends. Keep this in mind when playing the game, as the Pawn will attempt to copy, and react, to your actions and commands in the game.