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Dragon Age FAQ: Specializations. Dragon Age: Origins - specializations and their description Spirit healer dragon age

Specializations in Dragon Age: Origins, these are improved versions of regular classes that provide bonuses to parameters and new sets of abilities. When playing the game for the first time, you can choose from two of the four specializations for each class. The rest are opened with the help of books, teachers or in assignments. Books cost decent money, they should be bought in extreme cases, when there is no other way to get what you want. Once opened specializations remain available in all subsequent playthroughs of the game, regardless of the main character who opened them. Help to instantly increase the level of trust of satellites.

Conditions and places for obtaining specializations in Dragon Age: Origins:

  • Knight- Trained by Earl Eamon of Redcliffe after being rescued by Dust of Andraste.
  • Templar- teaches Alistair at a sufficient level of location. The book can be bought from Bodan Feddic in the main camp.
  • Berserk- trains Oghren at a sufficient level of disposition. The book can be bought from a gnome merchant in Denerim.
  • Ripper- Trained by Colgrim, leader of the Ripper Cultists, after defiling the Ashes of Andraste.
  • Werewolf- trains Morrigan at a sufficient level of disposition. The book can be bought from Varathorn in the Dalish Elf Camp in the Brecilian Forest.
  • spiritual healer- teaches Wynn at a sufficient level of disposition. The book can be purchased from the vendor at Curiosities of Thedas in Denerim.
  • Battle Mage- trains the spirit from the amulet during the quest to kill werewolves in the Brecilian Forest. The amulet lies in a room with a broken stone altar on the lower level of the ruins. The room is bordered by a corridor that starts at the locked doors where the .
  • Blood Mage- Trains a demon from the Shadow at Redcliffe Castle in exchange for , with the ability to return to the victim many years later.
  • Killer- Teach Zevran at a sufficient level of disposition. The book can be bought from a merchant in the Denerim alienage.
  • Bard- Teaches Leliana at a sufficient level of disposition. The book can be bought from merchants in Denerim.
  • Pathfinder- Sold by Bodan Feddic in the main camp.
  • Duelist- Taught by Isabella, the captain of the pirate ship, in Denerim's brothel "Pearl" after playing cards or somersaults in bed (you can take Zevran with you).

Specializations expand the possibilities of character customization. They are directly related to the class (warrior, mage or rogue) and you can only take two specializations for a hero. Most companions join the party, already have one specialization, and, as the game progresses, can learn a second one.

There are two stages in obtaining a specialization. First, it must be opened with a teacher or through a guide (book or manuscript). You can open a specialization at any level.

Secondly, at levels 7 and 14, the hero receives points that can be spent on learning specializations. The character also receives a one-time bonus to attributes and the ability to allocate talent points to skills that are tied to a specialization. Very few points are given and they are spent independently of others.

All specializations you unlock in Dragon Age: Origins, remain available upon replay and can be learned immediately after obtaining the appropriate points.


Warrior Specializations:

Templar

Bonuses:+2 Magic, +3 Psychic Resilience.

Mentor: Alistair.

Management: Trader Bodan in the camp.

Mages who reject the Circle's authority become renegades and live in fear of templars who can dispel and counter magic. Templars faithfully serve the Church and for many centuries remain for her the most effective means of controlling the spread and use of magical powers.

Templar Ability Line

righteous strike Passively Templars are stern punishers, designed to keep an eye on mages and kill the possessed. Each melee hit by a templar against a mage drains mana from the opponent.
Cleansing the area Distance: personal action
Activation: 53
Cooldown: 30 sec.
Requires: Level 9
The templar dispels magic in an area, removing all dispelling magical effects from nearby targets.
Beware of friendly fire.
Spirit Fortress Passively
Required: Level 12
The Templar has learned to focus on his duty, gaining a large bonus to mental stability.
holy punishment Distance: Medium action
Activation: 100
Cooldown: 40 sec.
Requires: Level 15
The templar strikes with righteous fire, dealing spiritual damage to the target and nearby enemies. If the target is a caster, it must pass a psychic resistance check, otherwise it loses mana and takes additional spiritual damage in proportion to the mana lost. If enemies hit fail a physical resistance check, they are stunned or knocked down.

Berserk

Bonuses:+2 strength, +10 health.

Mentor: Oghren.

Management: Merchant Gorim in Denerim.

The first berserkers were dwarves. They put themselves into a state of dark rage, which increased their strength and resilience. Over time, the dwarves taught these skills to others, and now berserkers are found in almost all races. Berserkers are known for their ability to instill fear in opponents.

Berserker Ability Line

Rage of the Berserker Distance: Personal action
Maintenance: 20
Fatigue: 5%
Cooldown 30 sec.
The smell of blood and death awakens the berserker into a frenzy and grants a bonus to damage. While raging, the berserker takes a penalty to stamina regeneration. The Restraint skill reduces this penalty, while the Fortitude skill adds a bonus to health regeneration.
Fortitude Passively
Requires: Level 8
The berserker does not take the consequences of rage so hard. Reduces the stamina regeneration penalty for using Berserker Rage, and the berserker gains a bonus to nature resistance.
Restraint Passively
Requires: Level 10
The berserker has learned to maintain control over himself, falling into a rage. Stamina recovery penalty is reduced.
final blow Distance: Personal action
Activation: 6
Cooldown: 60 sec.
Requires: Level 12
The berserker's entire stamina is consumed in one hit, which, if hit, deals additional damage in proportion to the amount of stamina expended.

Knight

Bonuses:

Receipt: At the end of the quest about getting the ashes of Andraste. Ask Earl Eamon.

The Vityaz is an experienced warrior who, while fighting, confidently leads others. The Knight has skills that raise the spirit of allies, as well as intimidate and demoralize enemies. These heroes often command entire armies or headlong into combat, making it seem less dangerous.

Knight Ability Branch


Battle cry Distance: Personal action
Activation: 30
Cooldown: 20 sec.
The knight lets out a scream of deprivation, and nearby enemies take an attack penalty. If the "Dominance" skill is taken, then enemies that do not pass the physical resistance check fall to the ground.
Encouragement Maintenance: 50
Fatigue: 5%
Cooldown: 30 sec.
Requires: Level 12
The presence of the knight inspires nearby allies, and they receive a bonus to defense. If the skill "Motivation" is taken, "Encouragement" also gives a bonus to attack.
Motivation Passively
Requires: Level 14
The knight inspires the allies to continue the fight against the new force. Now the "Encouragement" skill increases both defense and attack.
Superiority Passively
Requires: Level 16
The Knight looks so formidable that his Warcry ability will knock enemies off their feet if they fail a physical resistance check.

Ripper

Bonuses:+1 Constitution, +5 Physical Resilience.

Receipt: In the quest about the ashes of Andraste, take the side of the cultists. Then Kolgrim will teach you.

Demonic spirits teach more than just blood magic. Rippers are able to use the souls of fallen foes to heal their flesh and go on a bloody rampage, becoming stronger the closer they are to their own death.

Ripper Ability Line

devouring Distance: Personal action
Activation: 31
Cooldown: 30 sec.
the ripper revels in death, absorbing the fading energy from all nearby corpses. Each of the corpses restores a portion of the Ripper's health.
intimidating look Distance: Personal action
Activation: 31
Cooldown: 20 sec.
Requires: Level 12
This skill turns the Ripper's menacing demeanor into a weapon. A target that fails a mental toughness check cowers in fear. In addition, Intimidating Appearance increases the effectiveness of Taunt and Intimidate.
Aura of Pain Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 45 sec.
Requires: Level 14
An aura of mental anguish enveloping the Ripper deals permanent Spirit damage to him and nearby enemies while this ability is active.
blood rage Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 60 sec.
Requires: Level 16
Ripper, enraged in pain, gains increased damage bonuses when his health is reduced. while this ability is active, health regeneration is reduced, and if the frenzy drags on, the ripper flirts with death.

Rogue Specializations:

Killer

Bonuses:+2 Agility, +2.5% Critical Hit Chance.

Mentor: Zevran.

Management: Elven ghetto (elvenage).

The killer believes that any display of nobility has no place on the battlefield. Killers actively use poison, as well as deadly blows, from which terrible wounds remain on the body of the enemy. They are excellent at hiding and, unexpectedly for the enemy, deliver a fatal blow.

Assassin Ability Line

Marked for death Range: Close range
Activation: 42
Cooldown: 60 sec.
The assassin marks the target, revealing vulnerabilities in their defenses that others can exploit. All attacks against the marked target deal additional damage.
Weakness detection Passively
Requires: Level 12
A keen eye and killer instinct help to pinpoint a target's weak points. In case of a successful backstab, the killer deals additional damage based on cunning.
mutilation Passively
Requires: Level 14
If a backstab does a certain amount of damage, it leaves a bleeding wound that deals additional damage to the killer's opponent for some time.
Feast on the bones Passively
Requires: Level 16
The killer enjoys the moment of death. Each time the assassin defeats an enemy with a backstab, he restores some of his stamina.

Bard

Bonuses:+2 Willpower, +1 Cunning.

Mentor: Leliana.

Management: Orzammar.

In Orlais, bards traditionally engage in contract killings, espionage, sabotage, and other covert missions that the nobility often entrusts to them, mired in incessant internecine strife. Having brought their performing arts to the highest level, bards are excellent musicians and skilled manipulators. With their songs and tales, bards are able to inspire their allies and dishearten their enemies.

Bard Skill Line

Song of Valor Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 30 sec.
The bard sings an old song about heroic prowess. The unit gains bonuses to mana or stamina regeneration in proportion to the bard's Cunning. A bard can only play one song at a time.
Abstraction Range: Close range
Activation: 42
Cooldown: 30 sec.
Requires: Level 8
The bard fills his performance with extravagant gestures and dizzying stunts to distract and confuse opponents. A target that fails a mental stability check becomes disoriented and forgets who it was fighting.
Song of Courage Passively
Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 30 sec.
Requires: Level 10
The bard sings a heroic song about the exploits of the squad. The unit gains a bonus to attack, damage, and critical strike chance. The size of the bonus is determined by the cunning of the bard. A bard can only use one song at a time.
Enchanting Song Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 30 sec.
Requires: Level 12
The bard sings an enchanting song. Nearby hostile targets that fail a psychic resistance check every few seconds are stunned. The song does not cost any stamina to continue, but the singing bard cannot move or perform other actions.

Pathfinder

Bonuses:+1 Constitution, +5 Nature Resistance.

Management: Trader Bodan in the camp.

Pathfinders feel great in dense forests and wastelands that are not covered by civilization. They are not servants of nature, but masters of it. They take full advantage of their surroundings and can lure wild animals to set them on enemies.

Pathfinder Skill Line

wolf call Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 60 sec.
The ranger summons a large timber wolf to help the party.
bear call Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 90 sec.
Requires: Level 8
The ranger summons a mighty bear to help the party.
spider call Distance: Personal action
Maintenance: 50
Fatigue: 5%
Recovery: 120 sec.
Requires: Level 10
The tracker summons a large spider to help the party.
Master Pathfinder Passively
Requires: Level 12
The ranger can summon strong animal companions. Animals summoned by the master ranger are much stronger in combat than their normal counterparts.

Duelist

Bonuses:+1 Agility, +1 Damage.

Mentor: Isabella in the Denerim brothel "Pearl". You need to outsmart her in a card game or ask for a "tour" of her ship.

Duelists are deadly fighters who prefer to fight in light armor and deliver not the strongest, but accurate blows. Experienced duelists have amazing reaction. which allows them to dodge clumsy enemy attacks and retaliate with unusual accuracy.

Dueling Skill Line

Duel Distance: Personal action
Maintenance: 30
Fatigue: 5%
Cooldown: 5 sec.
The duelist pays extra attention to choosing the optimal position and receives a bonus to attack. The skill "Defensive Reflex" gives a bonus to defense when this ability is active.
imbalance Distance: Personal action
Activation: 30
Cooldown: 15 sec.
Requires: Level 12
The duelist performs a quick move that throws the opponent off balance. A target that fails a physical resistance check suffers a penalty to movement speed and defense.
defensive reflex Passively
Requires: Level 14
The duellist has the uncanny ability to simply not be in the place where the enemy strikes, thus gaining a bonus to defense.
Aimed strike Passively
Distance: Personal action
Activation: 72
Recovery: 180 sec.
Requires: Level 16
The duelist has learned to hit the vital organs with high accuracy and from any angle. For a short time, all successful attacks are automatically completed with a critical hit.

Mage Specializations:

Werewolf

Bonuses:+2 to constitution, +1 to armor.

Mentor: Morrigan.

Management: Dalish elf camp in Brecilian.

Rumor has it that the barbarians have the secrets of turning into various animals. The circle of mages denies such rumors, but in the remote corners of Thedas this rare art is still alive. Body control gives werewolves some protection even in human form, making them hardy adversaries and staunch allies.

Werewolf Skill Line

Spider form Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 90 sec.
The werewolf transforms into a giant spider, gaining a large bonus to nature resistance and the spider abilities Web and Poison Spit. the effectiveness of this form is determined by the magic power of the caster. The werewolf master transforms into a corrupted spider that is stronger and has the Throw ability.
Bear Form Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 90 sec.
Requires: Level 8
The werewolf transforms into a bear, gaining large bonuses to nature resistance and armor, as well as the bear abilities Mighty Strike and Fury. The effectiveness of this form is determined by the magic power of the caster. The Master Werewolf transforms into a Bereskarn, which is stronger and has the Throw ability.
hovering swarm Distance: Personal action
Maintenance: 30
Fatigue: 5%
Cooldown: 60 sec.
Requires: Level 10
the werewolf's body explodes and transforms into a swarm of insects that sting enemies, dealing nature damage. The amount of damage depends on the magic power of the caster and proximity to enemies. In this form, the caster gains Stormbreak, and all damage dealt to the werewolf is mana, not health. Mana is not restored. Insects are immune to normal ranged attacks, dodge physical ones well, but are extremely vulnerable to fire. The werewolf master gains health whenever the swarm deals damage.
Master Werewolf Passively
Requires: Level 12
Mastery in the art of shapeshifting alters the forms of the bear and spider, allowing the caster to shapeshift into birchbark and felspider, far more powerful than their normal cousins. In these forms, the werewolf also gains the Throw ability. In addition to this, the form of the Soaring Swarm allows you to drain health from enemies when dealing damage.

spiritual healer

Bonuses:+2 magicka, additional health regeneration.

Mentor: Wynn.

Management: Denerim Market.

Not all Shadow dwellers are demonic in nature. Many are Good beings of life energy and can be called upon to heal flesh or heal disease. The spiritual healer is able to redirect the energy emanating from such spirits, which makes him an indispensable specialist in the squad.

Spirit healer skill line

Group Healing Range: Allies
Activation: 40
Cooldown: 20 sec.
The caster showers allies with beneficial energy, instantly healing a noticeable amount of health.
rebirth Distance: Medium action
Activation: 61
Recovery: 120 sec.
Requires: Level 8
The caster revives fallen party members in the area of ​​effect, returning them to consciousness and restoring some of their health.
life keeper Distance: Medium action
Activation: 56
Cooldown: 30 sec.
Requires: Level 12
The caster creates a ward for an ally that automatically restores the ally's health when they are on the verge of death.
Aura of Purification Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 30 sec.
Requires: Level 14
While this ability is active, the caster unleashes waves of healing and cleansing that heal all nearby allies every few seconds and heal the wounds of allies in the immediate vicinity of the caster.

Battle Mage

Bonuses:+1 Agility, +5 Attack.

Receipt: Ruins in Brecilian Forest, lower level. In a small room with bookshelves, you will find an amulet and an altar. The amulet will turn out to be a phylactery with an imprisoned spirit. You need to put the amulet on the altar, so that the spirit finds peace.

Among the ancient elves were magicians who developed magical abilities in addition to their martial arts. they channeled magical power through their weapons and bodies, spreading terror on the battlefield. It is believed that these skills are forever lost, but it is possible that they are still preserved in the forgotten corners of the world. Battlemages can use their magic score to meet the strength requirements for higher level weapons and armor.

Battle Mage Ability Branch

combat magic Distance: Personal action
Fatigue: 50%
Cooldown: 10 sec.
While this ability is active, the battle mage turns magic inward, trading increased fatigue for an attack bonus and the ability to use magic power to determine damage in combat. Efficiency is improved by the skills "Aura of Strength" and "Shadow Shroud".
Aura of Strength Passively
Requires: Level 12
The battle mage has mastered the secrets of the skill and gains additional bonuses to attack, defense and damage during the duration of the ability.
Shimmer Shield Passively
Distance: Personal action
Maintenance: 40
Fatigue: 5%
Cooldown: 30 sec.
Requires: Level 14
The Battlemage is surrounded by a shimmering energy shield that blocks most damage and provides a significant bonus to armor and all types of resistance. While the shield is active, mana is quickly consumed.
Shroud of shadow Passively
Requires: Level 16
When the "Battle Magic" ability is active, the battle mage partially disappears from the real world. The gap between the fabric of the world and the shroud of Shadow gives the mage a bonus to mana regeneration and a chance to avoid an attack.

Blood Mage

Bonuses:+2 Constitution, +2 Magic Power.

Receipt: During the passage of Redcliffe, release Jovan, ordering him to help you. At the end of the quest, let him perform the ritual and go to the Shadow. There you will meet the Demon of Desire. In exchange for life, take arcane knowledge. This will be blood magic.

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The dark pull of blood magic is felt by every mage. These dark rituals, brought to our world by demons, use the power of blood, turning life energy into mana and giving the magician power over another's consciousness. However, such abilities come at a high price: to use them, the magician must sacrifice his own health or the health of his allies.

Blood Mage Skill Line

blood magic Distance: Personal action
Fatigue: 5%
Cooldown: 10 sec.
While this ability is active, the blood mage spends health instead of mana on spells, however, healing effects on the mage are much weaker than usual.
sacrificial blood Distance: Medium action
Activation: 0
Cooldown: 15 sec.
Requires: Level 12
The blood mage drains the life force from an ally. The caster is healed, but the ally may die. The healing penalty imposed by blood magic does not apply to this effect.
bloody wound Distance: Medium action
Activation: 40
Cooldown: 20 sec.
Requires: Level 14
The blood of all hostile targets in the area of ​​effect boils in their veins, dealing heavy damage. Victims that fail a physical stability check stand still, twitching, and unable to move. Does not affect creatures without blood.
Master of the blood Distance: Medium action
Activation: 40
Cooldown: 40 sec.
Requires: Level 16
The blood mage harnesses the target's blood. If the target fails the mental stability check, it becomes the caster's ally. If the target resists the spell, it takes a lot of damage as a result of blood manipulation. Creatures without blood are not affected by this effect.

Race selection

The choice naturally stands between a human and an elf, since gnomes by their nature cannot conjure. Each race has its own characteristics, but it is worth remembering that when choosing an elf, everyone will treat you with contempt, and even that is not very important.

Point distribution

Everything is extremely simple here - we download Magic and Willpower in proportions of 2 to 1 and do not forget that it is worth pumping the cunning to the same value up to 16 for pumping influence.

Influence- we definitely pump if we want to avoid a lot of unpleasant moments in the game and just persuade anyone;

combat training- also required to learn, since your spells will be interrupted less often;

Herbalist— the best option, whatever one may say, would be to upgrade this skill in secondary characters and not spend the points of the main character;

Tactics- something that is generally better not to touch, since you will need manual control over the hero in almost any situation;

Specializations

With specializations, you will have to decide on your own. It is worth noting that the most useful specializations for you will be Spiritual Healer and Blood Mage.

With the help of a spiritual healer, you can often get out of trouble, and it is worth pumping at least Group Healing and Resurrection, even if you have Wynn in the group.

As for that, this is already a separate build, although some skills, such as Blood Wound, can still serve you well.

Shares second place in need with the blood mage Warrior Mage. It also has its own peculiarities - for example, you can wear heavy armor.

Werewolf - in this case, we do not need this specialization at all.

spells

Here we will go selectively and will take different spells from different branches.

Ice Snap- refers to the magic of water, deals good damage and decently slows down the enemy. The entire branch is obligatory for pumping;

Lightning- rushes periodically between water magics. Quite a strong branch, but does not work on some;

Earth- here we take only stone armor - our magician needs protection;

Fire- a less priority branch, since enemies often have immunity to it;

creation- here we take treatment for obvious reasons;

Runes- the rune of paralysis is our best friend if we don't want to get surrounded. You can also take other runes;

Spirit- here we need Manna Siphoning and then we will definitely not stand aside. Also, in principle, it is worth paying attention to other skills that are no less useful;

Entropy- Life Drain - this is what any magician should download;

Hero equipment

These are the best things for you:

Reaper clothes- located in Curiosities of Thedas, in Denerim;

Key to the city a - in Orzammar we find pages of the code all over the city, after which we go to the throne room on assignment, place the party members on the plates and pick up the item;

Anti magic amulet- You can buy it from Bodan in the camp.

Staff of the Lord Magister as well as a belt called Blessing of Andruil- we buy from the quartermaster in the Circle;

What's up to the party then here you need to take one warrior, one robber and support in the form of a second magician, or instead of the last Sheila - a golem from the add-on. This concludes our guide to the mage in and good luck conquering Ferelden.

At the beginning of the game, you should choose the gender of the character, then one of the three races - a man, an elf or a dwarf, after that the class is a warrior, mage (dwarves are not available) or a robber, and finally decide on the origin. The character's gender only affects appearance, since men and women in Ferelden are by and large equal, and will only affect possible romantic encounters...

Human

Humans are the most numerous, but at the same time the most divided of all races. For all time, they have only united four times for a common goal, the last time it was centuries ago. Religion and the Church play an important role in human society and this distinguishes humans from elves and dwarves more than anything else. People can be warriors, mages and robbers.

Racial Benefits: +1 strength, +1 dexterity, +1 magic, +1 cunning.

Elf

Once enslaved by humans, most elves have already forgotten their culture, living in the slums of human cities. Only the nomadic Dalish tribes still adhere to the customs and follow the precepts of their old gods. They earn their living by hunting in the ancient forests - they are not welcome anywhere else. Elves can be warriors, mages, and rogues.

Racial Benefits: +2 willpower, +2 magic.

Dwarf

Bound by caste and tradition, the Dwarves have been waging a hopeless war for generations, trying to protect the last stronghold of their once vast underground empire from the creatures of darkness. All gnomes are strong and have a high resistance to any kind of magic, which prevents them from becoming magicians themselves.

Racial Benefits: +1 strength, +1 dexterity, +2 constitution, 10% chance to resist hostile magic.

Classes and specializations

Warrior

The Warrior is a powerful fighter who specializes in the use of melee and ranged weapons. He can withstand numerous damage and in turn inflict it on his enemies, and has considerable knowledge of tactics and strategy. Warriors who come from noble families receive enhanced combat training.


  • Initial health (health): 100, increase per level: 6;
  • Initial stamina/mana (stamina/mana): 100, increase per level: 5;
  • Initial attribute bonuses: +4 strength (strength), +3 dexterity, +3 constitution (constitution);
  • Skill: Combat Training with variations based on race and lineage, requires 3 levels to gain a skill point;
  • Initial skill (talent/spell): Shield Bash or Pinning Shot or Dual-Weapon Sweep;
  • Base attack score: 60, base defense score: 45.
Berserker

The first berserkers were gnomes. They put themselves into a state of dark rage to increase their strength and resilience. Over time, the dwarves taught this to others, and now berserkers are found among representatives of all races. Berserkers are known for their ability to instill fear in opponents.

Specialization Bonuses: +2 strength (strength), +10 health (health).

Templar

Mages who reject the power of the Circle become apostates and live in fear of the templars, who can dispel magic and resist it. Templars are faithful servants of the Church and have been its most effective means of controlling the spread and use of magical powers for centuries.

Specialization Bonuses: +2 magic, +3 mental resistance.

Vityaz (Champion)

The Knight is an experienced warrior who confidently leads others in battles. The Knight can raise the spirit of allies, as well as intimidate and demoralize enemies. Such heroes often command entire armies or rush headlong into the fray, which makes it seem not so dangerous.

Ripper

Demonic spirits teach more than just blood magic. Rippers are able to use the souls of fallen enemies to heal their flesh and go into a bloody rampage, growing stronger as they approach their own doom.

Specialization Bonuses: +1 constitution, +5 physical resistance.

Berserker- Learn from Oghren's companion or buy a manual from Gorim in the Denerim Market after the Gathering of the Lands.

Templar- learn from companion Alistair (Alistair) or purchase a textbook from Bodan Feddik (Bodahn Feddic) in the camp.

Vityaz (Champion)- Receive Earl Eamon as a reward for healing him or learn from the last (secret) party member.

Ripper- side with Kolgrim in the Urn of Sacred Ashes quest.


Mage

As dangerous as it is effective, magic is a curse to those who lack the will to control their gifts. Evil spirits who want to penetrate the world of the living are attracted by magicians like a fire that attracts moths, and this is dangerous both for the magician himself and for everyone around him. Therefore, magicians live in isolation from the world.

  • Initial health (health): 85, increase per level: 4;
  • Base stamina/mana: 115, bonus per level: 6;
  • Initial Attribute Bonuses: +5 Magic, +4 Willpower, +1 Cunning
  • Initial skills (skill): Herbalism (Herbalism) and Combat Tactics (Combat Tactics), 3 levels are required to obtain a skill point;
  • Initial skill (talent/spell): Magic arrow (Arcane Bolt);
  • Base attack score: 50, base defense score: 40.
Werewolf (Shapeshifter)

According to rumors, the barbarians know the secrets of transformation into various animals. The circle of mages denies such rumors, but in the remote corners of Thedas this rare art is still alive. Body control gives werewolves some protection even in human form, making them hardy enemies and staunch allies.

Specialization Bonuses: +2 constitution (constitution), +1 armor (armor).

Spirit healer

Not all Shadow dwellers are demonic in nature. Many are benevolent beings of life energy and can be called upon to heal flesh or heal disease. The spiritual healer is able to redirect the energy emanating from such spirits.

Specialization Bonuses: +2 magic, slow health regeneration in combat.

Battle mage (Arcane warrior)

Among the ancient elves were magicians who developed magical abilities in addition to combat. They channeled magical power through their weapons and bodies, spreading terror on the battlefield. It is believed that these skills are forever lost, but it is possible that they are still preserved in some wilds.

Specialization Bonuses: +1 cunning, +5 attack.

Blood Mage

The dark pull of blood magic is felt by every mage. These rituals, brought to our world by demons, use the power of blood, turning life energy into mana and giving the magician power over another's consciousness. But for such opportunities, the magician has to pay with someone's health, his own or his allies.

Specialization Bonuses: +2 constitution, +2 spellpower.

Werewolf (Shapeshifter)- learn from the companion Morrigan (Morrigan) or buy a manual from Varathorn (Varathorn) in the Dalish camp.

Spirit healer- learn from companion Wynne or purchase a textbook from Wonders of Thedas in the Denerim market after the Gathering of the Lands.

Battle mage (Arcane warrior)- obtained by completing the quest Nature of the Beast.

Blood Mage- get when completing the quest Earl of Redcliffe (Arl of Redcliffe) by bargaining with the demon in the Fade (only available if the main character is a mage).


Rogue

The Rogue is an experienced adventurer. Rogues come from all walks of life, and are all skilled at picking locks and detecting traps, making them a valuable addition to any squad. Tactically, they are not very good for open combat, but if the rogue can backstab the enemy, the effect will be amazing.

  • Initial health (health): 90, increase per level: 5;
  • Base stamina/mana: 90, gain per level: 4;
  • Initial attribute bonuses: +4 dexterity, +2 willpower, +4 cunning;
  • Skill: Poison-Making, with variations based on race and lineage, requires 2 levels to gain a skill point;
  • Initial skill (talent/spell): Dirty Fighting;
  • Base attack score: 55, base defense score: 50.
Assassin

The killer believes that the battlefield is not a place for manifestations of nobility. Assassins make extensive use of poisons, as well as deadly blows that leave terrible wounds on the body of the enemy. They are excellent at hiding and, unexpectedly for the enemy, deliver a fatal blow.

Specialization Bonuses: +2 Dexterity, +2.5% Critical Chance.

Bard

In Orlais, bards are traditionally engaged in contract killings, espionage and other secret assignments for the nobility, mired in incessant internecine squabbles. Having brought their skills to the highest level, bards become excellent actors and skillful manipulators. With their songs and tales, they are able to inspire allies and discourage enemies.

Specialization Bonuses: +2 willpower, +1 cunning.

Pathfinder (Ranger)

The Pathfinder feels great in dense forests and wastelands, untouched by civilization. He is not a servant of nature, but her master. Pathfinders take full advantage of their surroundings and can lure wild animals to set them on enemies.

Specialization Bonuses: +1 constitution, +5 nature resistance.

Duelist

A duelist is a deadly fighter who prefers to fight in light armor and inflict, albeit not strong, but accurate blows. Experienced duelists have amazing reflexes, allowing them to dodge clumsy enemy attacks and retaliate with precision.

Specialization Bonuses: +1 dexterity, +1 damage per hit (damage).

Assassin- Learn from companion Zevran or buy the manual from Alarith's Store in Elvenage after the Gathering of the Lands.

Bard- learn from companion Leliana (Leliana) or purchase a textbook from Alimar (Alimar) in Orzammar.

Pathfinder (Ranger)- buy a manual from Bodahn Feddic in the camp.

Duelist- learn from Isabela (The Pearl in Denerim) or buy a manual from Bodahn Feddic in the camp.

Origin

Noble person (Human Noble)

You are the second child of the teyrn Cousland, second only to the king in wealth and power. For generations, your family has ruled the lands of Highever with moderation and justice, earning the loyalty of their people. When the Orlesian Empire took over Ferelden, your father and grandfather fought against the oppressors under royal banners. Now it's your elder brother's turn to go to the service of the crown, but this time he raised the banner of the House of Couslands not against the Orlesians, but against the darkspawn coming from the south...

Mage (Magi)

Above the dark waters of Calenhad Lake rises a fortress, the Tower of the Circle of Magi. It serves as a gilded cage for all those gifted with powers as dangerous as they are vast. When it becomes noticeable that the child has magical abilities, he is taken away from the family and locked in this Tower. You know that magic is a curse for those who lack the will to control it, and you look forward to the ritual of Torment, the only opportunity to prove yourself in the fight against the demons lurking both in the outside world and in your soul. Succeed or face death at the blades of the knights who protect the world from the likes of you.

Dalish Elf (Dalish Elf)

You were born among the Dalish elves, noble wanderers who did not want to live among the people who enslaved their homeland many centuries ago. Dalish travel the land in friendly clans, seeking to find the half-forgotten knowledge of the elves in the world of people who hate and despise them. You pride yourself on being one of the few "true elves" and have always thought you'd spend your life in your own tribe... but a chance encounter with a shard of your people's past threatens to pull you out of your familiar world.

City Elf

Long ago, the elves were slaves to humans, but although more than one generation has changed since their liberation, equality is still far away. Elves live in a walled area called an elvenage, working as servants and laborers if they can find work. You have spent your whole life under the heavy hand of your human masters, however, when a local lord disrupts your wedding, smoldering racial contradictions instantly flare up with an all-devouring flame ...

Dwarf Noble

Deep in the frosty mountains lies the city of Orzammar, once the heart of a great empire. It was connected to other dwarf cities by the Deep Roads, tunnels thousands of miles long. But those times are in the past. The invasion of the creatures of darkness cut off the city from the ancient lands of the dwarves. However, in spite of everything, the houses of the dwarven nobility continue their age-old struggle for power. Blackmail, murder - all this is in use here, the main thing is to maintain the appearance of honor and nobility. The second child of the Dwarven King, Endryn Aedukan, you are taking command of the troops for the first time, and you are very proud of it. As yet, you do not know that the vile intrigues of family members and their accomplices can carry a greater danger than even a battlefield ...

Dwarf Commoner

You were born untouchable in Orzammar, once the capital of an underground empire where caste is everything. At the foot of huge statues, behind the walls of the guild halls where the nobles play politics, the lower castes live in its shadow, seeking to serve the noble, just like their ancestors. And below all you. You are forced to do dirty deeds for the local leader of criminals and hide in the shadows all your life ... However, by chance, you find yourself in the light and finally get the opportunity to prove that the future can be determined not only by the circumstances of your birth, but also by your actions.


Races

Of the races, the choice is between elves and humans. Humans have +1 bonuses to Strength, Agility, Cunning, and Magic. And the elves have +2 to magic and willpower. Plus the contemptuous attitude of people towards your elf-hero. There is almost no difference, so choose who you want.

Characteristics

Magic and Willpower at a ratio of 2 to 1. Don't forget to get your Cunning to 16 for influence.

FU - physical stability. PU - mental.

Skills

Influence

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level

Cunning

Available only to the main character. Learn everything if you want to be able to avoid fights.

combat training

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Required skill. Spells in combat are broken less often. There are no requirements.

Herbalist

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Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Gives more slots to write behavior. As you level up, you'll get everything for free. Mage is best played manually.

Specializations.

Available at levels 7 and 14.

spiritual healer

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2 magic, slow health recovery.

How to get: The book is from Bodan in the camp and in Wonders of Thedas after the Gathering of the Lands.

Spells:

Group Heal (Level 7), Resurrection (8), Ward (12), Healing Aura (14)

Comment:

The most useful specialization. If Wynn was killed or she is not with you, the healing spell will not be superfluous. If you don’t want to pump everything, then you need to take at least Group Healing and Resurrection.

Blood Mage

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2 constitution and spell power.

How to get: Make a deal with the demon of desire in Connor's quest. To do this, you must enter the Shadow yourself and spare Jovan in the dungeon.

Trick: Don't want to make shady deals? Then save before the conversation, accept the offer and load.

Bloodmage (7)

Instead of mana, you spend health on spellcasting. Decreases healing.

Sacrificial Blood(12)

Pulls life from an ally to you. Can kill a companion.

Blood Wound (14)

Hits the area with the magic of the spirit. Very fast read. The failure of physical stability also paralyzes enemies.

Blood control (16)

Broke on a Psychic Resilience check - the enemy is taken under control. Works even with bosses. PU successfully - damage.

Commentary: The second most useful specialization. A bloody wound can help a lot.

mage warrior

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1 agility, +5 attack

How to get: Nature of the Beast quest, Downstairs in a small room, there is a stone on the floor. Talk to him.

Turns you into a warrior and you can cast spells. The strength limit for heavy armor is checked by magic. Heavy armor became available to magicians too!

Good attack and impenetrable defense.

Comment:

Specialization is useful. But if you need a warrior, play a warrior.

Werewolf

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How to get: Morrigan on good terms or buy a book in the Dalish camp.

Forms: Spider, Bear, Insect Swarm, and Werewolf Master are enhancements to all three.

If you undertake to develop, then develop to the end.

Comment:

The most useless specialization - the warrior mage has more damage. And you can't cast spells.

spells

elemental school

The main ones are Water Magic and Lightning. Develop them fully.

Ice Snap

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Magic

The branch deals good damage and slows down the target. This is often more important than damage.

Ice weapon. The unit's weapons deal cold damage.

The cone of cold is ice in a cone. Indispensable if you were attacked in melee.

Grab a Cone of Cold as soon as possible. Works even with the highest dragon.

Blizzard is an area spell that deals cold damage and checks the resistance of friendly and foe. On a failed save, the target is frozen to ice.

Lightning

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level

Magic

More damage than ice. And if someone does not work, then the cold is at your service. Many enemies have weak immunity, especially the darkspawn.

Lightning is a powerful combat spell.

The second is lightning in a cone.

Storm - hits the area.

Chain lightning - deals high damage, small lightning hits the target's neighbors with less damage.

Storm + Blizzard is a great combination. Freezes and shocks.

stone armor

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level

Magic

Stone armor - strengthening the magician's armor.

Stone fist - removes health and knocks down. Cast after a frost spell - targets turned to ice or stone have a chance to shatter into pieces.

Earthquake - Causes everyone in the radius to make a FU check or fall every few seconds.

Turn to Stone: On a FU failure, the target turns to stone for a few seconds. It does not move and can be broken by an attack or a stone fist.

School is needed only for the sake of stone armor - It slows down targets and Blizzard.

fiery flash

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level

Magic

Fiery flash - cone.

Fire Weapon - The unit's weapon deals fire damage.

Fireball - damage in a large area and knock down.

Gehenna fiery - a whirlwind that removes health every round. It hurts allies too.

Damage is good. But immunity to fire is common and cannot slow down the target.

creation

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Treatment

level

Magic

A must, especially if you're not a spiritual healer.

Rune of Paralysis

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Magic

A rune-trap that paralyzes whoever steps on it.

Protective rune - gives pluses to protection and stability to all allies near it.

Rune of Repulsion - Repels enemies that fail the FU check.

Rune of Neutralization - Blocks all spells, drains mana, dispels effects and does not restore strength.

Rune of repulsion in the doorway, we throw area spells for it. The effect will shake you in the Deep Roads.

Rune of Paralysis + Repulsion - Paralyze everyone in a large radius. Runes disappear.

The school is very helpful. Teach.

Heroic Assault

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level

Magic

Plus to the attack of an ally.

Heroic aura - a shield that reflects distant.

Heroic defense - gives protection and stability of all kinds, but puts pressure on the target, endurance will require more.

Speed ​​Up - The whole group starts to move faster and attack faster, although the chances of hitting are reduced.

If you have a second magician in the group, he should be used.

Magic light

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Magic

Mud is a puddle in which everyone slips (slow), and with fire spells it can be set on fire.

Magic flower - all magicians nearby (enemy ones too!) accelerate mana regeneration.

Sting Swarm - high damage, and if the victim dies from it, the swarm flies to the next enemy.

Spend your points on something else.

mana drain

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level

Magic

Draining someone else's mana.

Mana burn - spend your own to destroy someone else's around you. Magical power - strengthening all your spells, but mana is eaten faster and restored more slowly.

Mana Collision is a very expensive spell that drains all of the enemy's mana and damages them in proportion to the amount taken.

I can only say one thing: Magic Power + Mana Collision. Enemy mages will rue the day you took this class. A must to study.

walking bomb

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Magic

Permanent damage from poison, and if it dies before the end of the spell, it explodes.

Funnel of Death - Restores mana if there are killed enemies nearby.

Infectious walking bomb - does the same as the first one, but even with the explosion you can infect neighbors (the effects of 1 spell do not add up).

Raise an enemy corpse as a skeleton.

A powerful school, but unpredictable and can kill you and your squad.

Magic shield

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Magic

The spell absorbs enemy spells with a 3 to 4 chance, and burns your mana for each success. As soon as it ends and the spell will stop working.

Dispel magic - removes all effects from the target - their own and other people's spells.

Antimagic barrier - full protection from spells (from healing ones too!).

Anti-magic flash - scattering effects over an area.

Not bad. The anti-magic barrier can help a lot in combat. Flash is useless.

mind explosion

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Magic

Stuns enemies around the mage on a failed PU.

Force Field: The target cannot move and cannot be damaged.

Telekinesis on the weapons of the entire squad - improves the breakdown of armor.

Crushing Dungeon: The spell prevents the enemy from doing anything and gradually drains the life from him.

Take a mind blast - when the enemies surround your mage it can save him.

Shattering Dungeon does not cost points.

Entropy

Life Siphon

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Magic

Transfers some of the health from the victim to the mage.

Death magic is long-term, it restores the mage's "lifeline" if there are dead enemies around.

Killing Curse: The enemy cannot be healed and takes constant damage.

Cloud of death, - permanent damage in the area of ​​effect. Including your partners.

The most useful spell for any magician is the first. You can take this thread.

Loss of orientation

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Magic

Penalty to attack and defense.

Horror - chains the victim to the place if he does not pass the PU, and if the enemy is unconscious, damage without checks.

Sleep - A group of enemies fall asleep before the first hit, those who sleep can be terrified.

Waking Nightmare - If Poo fails, different effects - stun, charm, attack on others.

Not a bad school for a support mage.

Vulnerability Corruption

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Magic

Penalties to damage resistance, amplifies life siphon attacks against its target.

Infectious spoilage - the same, but by area.

Distracting damage - spoils the enemy's attacks: critical - ordinary, ordinary - misses.

Disastrous, damage makes all hits on the victim critical.

Good for a support mage. You can't learn it yourself, let Wynn or Morrigan learn it.

Weakness

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level

Magic

Minus to attack and defense of the target, FU failed - grounding.

Paralysis - slowing down with a successful FU, immobilization - failure.

Toxic fumes - minuses on the target of the magician, long.

Mass paralysis. Many enemies are disabled.

To support teach for the sake of the latter.

magic arrow

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level

Level

A weak combat spell with a very fast cooldown.

Magic Shield - a temporary increase in the protection of the magician.

Staff Focus - Staff damage.

Mastery in Witchcraft - Increases magical power.

Don't underestimate the fast magic arrow - it can cancel spells and requires little mana. When fighting a high dragon, you will say thank you for the speed.

There are points worth exploring for the sake of magical power.

Spell Combinations

Magic Power + Mana Collision

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Huge damage to enemy mages. Be sure to study.

Storm of the century

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Blizzard + Magic Power + Storm

Massive damage over a large area.

burning fat

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Mud + any fire spell.

All light up.

fire extinguishing

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Burning Fat + Blizzard

Fire no longer burns within blizzard range.

electric explosion

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Rune of Paralysis + Rune of Repulsion

Paralysis in a large radius. Then the runes will disappear.

Improved Resurrection

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Magic Power + Raise the Dead

The ally's skeleton has more options.

entropic death

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Baneful Corruption + Cloud of Death

Big damage. Corruption effects disappear.

Ignition

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Force Field + Crushing Dungeon

Damage and knock down enemies around the mage. The magician takes no damage, but the effects of spells are removed.

steam cloud

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Vulnerability Corruption + Life/Mana Drain

Double the amount of health/mana taken away.

Nightmare

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Sleep + Horror

Damage and awakening the enemy. The horror effect persists.

splitting

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Snap of Frost\Cone of Cold\Turn to Stone + Stone Fist\Shattering Dungeon\Melee Critical Strike

Immediate death.

Equipment

Important parameters in equipment for all mages: mana regeneration in battle, pluses to magic and willpower.

Best of the best:

Reaper's Attire - Curiosities of Thedas, Denerim.

Staff of the Lord Magister and Girdle Andruil's Blessing - Quartermaster in the Tower of Mages.

Key to the City - A box in front of the council chamber in Orzammar after reading all the tablets describing the dwarves. The tablets themselves are in the hall of heroes, community halls, in the arena of trials, in the Diamond Halls, in the Dust City. Look carefully.

Ring of the Living - Garin, Commons of Orzammar.

Anti-magic amulet - Bodan, camp.

Mage-warrior:

Spellweaver Blade - Battlemage Corpse in Andraste Temple

The armor of the Juggernaut is collected in the Brecilian Forest. In the Eastern part, disturb the grave. From the body of the undead in armor, take the first part. Also with other graves: In the Western forest and behind the foggy barriers in the Eastern. The last part is the Elven Ritual quest in the Lower Ruins. Not far from the ghost of the boy, there is a tablet on the sarcophagus. Follow the steps exactly and recapture your trophy from the ghosts.

Wade's Superior Armor can be obtained by bringing him six normal dragon scales and one great dragon scale, as well as paying for the first two sets. All scales are Andraste's temple.

Armor of the Dead Legion is collected in the Dead Ditch. Boots, gloves and a cuirass are in sarcophagi: in the room to the left of the exit from the tunnel leading from the bridge; in the room opposite the first statue with a fire trap; in the room with the emissary summoning skeletons, the helmet is located on the altar of the legion.

The consignment

Tank: Alistair, Oghren, Stan. Distracts enemies towards you. A must for any mage.

Rogue: Leliana, Zevran. Zevran is preferable - if necessary, he will quickly kill the one who attacks you. When properly pumped, it becomes a thunderstorm for any enemy.

Mages: Wynn and Morrigan. If you want to cast a spell and don't have enough points to learn it, let your colleague do it for you. Leave the herbalism skill to your companions.



 


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