Dragon age origins rogue specializations. Through the fire of war. Classes and Specializations

Specializations in Dragon Age: Origins, these are improved versions of regular classes, giving bonuses to parameters and new sets of abilities. When you play through the game for the first time, you can choose from two of four specializations for each class. The rest are opened with the help of books, teachers or tasks. Books cost a lot of money and should be purchased as a last resort when there is no other way to get what you want. Once unlocked, specializations remain available in all subsequent playthroughs of the game, regardless of the main character who unlocked them. They help instantly increase the level of trust of companions.

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

  • Knight- teaches Earl Eamon of Redcliffe after saving Andraste with the help of the Ashes.
  • Templar- teaches Alistair with a sufficient level of location. The book can be purchased from Bodan Feddik in the main camp.
  • Berserk- Ogren teaches with a sufficient level of location. The book can be purchased from a dwarven merchant in Denerim.
  • Ripper- teaches Kolgrim, leader of the Ripper Cultists, after desecrating the Ashes of Andraste.
  • Werewolf- teaches Morrigan with a sufficient level of location. The book can be purchased from Varathorn in the Dalish elf camp in the Brecilian Forest.
  • Spiritual healer- teaches Winn with a sufficient level of location. The book can be purchased from a merchant at the Curiosities of Thedas store in Denerim.
  • Battle Mage- teaches 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 borders the corridor, which begins at the locked doors, where the incident takes place.
  • Blood Mage- taught by a demon from the Shadow at Redcliffe Castle in exchange for, with the opportunity to return to the victim many years later.
  • Murderer- Zevran teaches with a sufficient level of location. The book can be purchased from a merchant in the Elvenage of Denerim.
  • Bard- teaches Leliana with a sufficient level of location. The book can be purchased from merchants in Denerim.
  • Pathfinder- Sold by Bodan Feddik in the main camp.
  • Duelist- Isabella, the captain of the pirate ship, teaches in the Denerim brothel “Pearl” after playing cards or somersaulting in bed (you can take Zevran with you).

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Specializations in the game Dragon Age: Origins are a kind of extension of the capabilities of the class chosen during character generation. Each class, be it warrior, mage or rogue, has four different specializations. The first of them can be studied at level 7, and the second at level 14. That is, of the four specializations, a character can learn only any two of his choice. In addition to the fact that specialization gives a kind of bonus to the characteristics and stats of the hero, it also opens up an additional branch of skills and abilities that you will still need to learn. In addition to the level and class restrictions on studying a particular specialization, there is also a need to study a given specialization before you can invest specialization points in it. In most cases, your companions can train you if you have a sufficiently high level of influence on them, in addition, you must correspond to the class of the specialization being studied. For example, Wynn will not teach a warrior the magical specialization Spiritual Healer, etc. But there is a way out here, many specializations can be learned from books that are sold from various merchants in the game, and can also be obtained for completing some quests. Specializations are enough to be learned once and they will be available to you in all subsequent playthroughs of the game, the main thing is not to delete the player profile files.

A useful bug related to the feature of learning specializations:

Buy a training book from a merchant, open it and learn the specialization, then roll back to the save before purchasing the book, so the specialization will be available and the money will be safe.

Military specializations


1. Vityaz

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

Specialization Bonuses:+2 willpower, +1 cunning.

Specialization Abilities:

Specialization Abilities

A). Battle cry(can be taken starting from level 7) - the knight emits a terrifying scream, and nearby enemies receive a penalty to attack. If the "Supremacy" skill is taken, then enemies that fail the physical resistance check fall to the ground.
b). Encouragement(can be taken starting from level 12) - the presence of the knight inspires nearby allies, and they receive a bonus to defense. If the “Motivation” skill is taken, “Encouragement” also gives a bonus to attack.
V). Motivation(can be taken starting from level 14) - the knight inspires allies to continue the fight against a new force. Now the Encouragement skill increases both defense and attack.
G). Superiority(can be taken starting from level 16) - the knight looks so formidable that the “Battle Cry” ability knocks down enemies if they fail the physical resistance check.

Where you can learn:
A). Earl Eamon, after curing him in the quest “Urn of Sacred Ashes”;
b). Loghain MacTeer, if you spare his life and make him a Gray Warden.

2. Templar

Mages who reject the power of the Circle become renegades and live in fear of the templars, who can dispel and resist magic. The Templars faithfully serve the Church and for many centuries remain its most effective means of controlling the spread and use of magical powers.

Specialization Bonuses:+2 magic, +3 mental stability

Specialization Abilities:

Specialization Abilities

A). Righteous Strike(can be taken starting from level 7) - templars are harsh punishers, called upon to monitor magicians and kill the possessed. Each blow of a templar in a battle against a magician drains mana from the enemy.
b). Cleansing the area(can be taken starting from level 9) - the templar dispels magic in the area, removing all magical effects that can be dispelled from nearby targets. Beware of friendly fire.
V). Stronghold of the Spirit(can be taken starting from level 12) - the templar has learned to focus on his duty, receiving a large bonus to mental stability.
G). Holy punishment(can be taken starting from level 15) - the templar strikes the target and nearby enemies with righteous fire. If the target is a caster, it must pass a mental toughness check or lose mana and take additional spiritual damage proportional to the mana lost. If enemies hit fail a Physical Resistance check, they are stunned or knocked down.

Where you can learn:
A). Alistair, one of your companions, with a warm attitude towards you;
b). The textbook is on sale from Bodan Feddik in the Squad Camp.

3. Berserk

The first berserkers were dwarves. They put themselves into a state of dark rage in which their strength and resilience increased. 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 strike fear into their opponents.

Specialization Bonuses:+2 strength, +10 health

Specialization Abilities:

Specialization Abilities

A). Berserker's Rage(can be taken starting from level 7) - the smell of blood and death awakens fury in the berserker and gives a bonus to damage. During a rage, the berserker receives a penalty to stamina recovery.
b). Durability(can be taken starting from level 8) - the berserker does not suffer the consequences of rage so hard. The penalty to stamina recovery for using the Berserker's Rage ability is reduced, and the berserker receives a bonus to resistance to the forces of nature.
V). Restraint(can be taken starting from level 10) - the berserker has learned to maintain control over himself, falling into a rage. The penalty to stamina recovery is reduced.
G). The final blow(can be taken starting from level 12) - all the berserker’s stamina is spent on one blow, which, if it hits, deals additional damage in proportion to the stamina expended.

Where you can learn:
A). Ogren, one of your companions, will teach you if you ask;
b). The textbook is on sale from the dwarven merchant Gorim, in the Denerim trading district.

4. The Ripper

Demonic spirits teach more than just blood magic. Rippers can use the souls of fallen enemies to heal their flesh and go on a bloody rampage, becoming more powerful the closer they come to their own destruction.

Specialization Bonuses:+1 Constitution, +5 Physical Resilience

Specialization Abilities:

Specialization Abilities

A). Devouring(can be taken starting from level 7) - the ripper revels in death, absorbing fading energy from all corpses nearby. Each of the corpses restores part of the ripper's health.
b). Frightening look(can be taken starting from level 12) - this skill turns the threatening demeanor of the ripper into a weapon. A target that fails a mental toughness check cowers in fear. In addition, the intimidating appearance enhances the effect of the Provoke and Intimidate abilities.
V). Aura of pain(can be taken starting from level 14) - the aura of mental torment that envelops the ripper causes constant damage from spirit magic to him and the enemies around him while this ability is active.
G). Bloody Frenzy(can be taken starting from level 16) - the Ripper, enraged with pain, receives increased damage bonuses when its health decreases. While this ability is in effect, health regeneration is reduced, and if the rage lingers, the ripper flirts with death.

Where you can learn:
If you help Kolgrim in the quest “Urn of Sacred Ashes” and destroy the urn by pouring dragon blood into it, then at the exit from the Temple he will teach you this specialization, giving you a cup of dragon blood to drink.

Magic specializations


1. Werewolf

There are rumors that barbarians have the secrets of transforming into various animals. The circle of magicians denies such rumors, but in the remote corners of Thedas this rare art is still alive. Mastery of their bodies gives werewolves protection even in human form, making them tough opponents and staunch allies.

Specialization Bonuses:+2 physique, +1 armor.

Specialization Abilities:

Specialization Abilities

A). Spider Form(can be taken starting from level 7) - The werewolf turns into a giant spider, receiving a large bonus to resistance to the forces of nature and the spider abilities “Web” and “Poisonous Spit”. The effectiveness of this form is determined by the magical power of the caster. The werewolf master turns into a corrupted spider, stronger and having the ability “Throw”.
b). Bear Form(can be taken starting from level 8) - The werewolf turns into a bear, receiving large bonuses to resistance to the forces of nature and to armor, as well as the bear abilities “Mighty Strike” and “Fury”. The effectiveness of this form is determined by the magical power of the caster. The werewolf master turns into a bereskarn, stronger and with the ability “Throw”.
V). Soaring Swarm(can be taken starting from level 10) - The werewolf’s body explodes and turns into a swarm of insects that sting enemies, causing them damage from vulture nature. The amount of damage depends on the magical power of the caster and proximity to enemies. In this form, the caster gains Storm Cleave, and all damage dealt to the werewolf comes from mana rather than health. Mana is not restored. Insects are immune to normal ranged attacks, dodge physical attacks well, but are extremely vulnerable to fire. The Werewolf Master gains health whenever he deals damage.
G). Master Werewolf(can be taken starting from level 12) - thanks to mastery in the art of transformation, the forms of a bear and a spider change, allowing the caster to turn into a bereskarn and a defiled spider, much stronger than their ordinary relatives. In these forms, the werewolf also gains the Throw ability. In addition to this, the Flying Swarm form allows you to drain health from enemies when damaging them.

Where you can learn:
A). Morrigan, one of your companions, will only train you if you are a mage;
b). The textbook is sold by the Warrathorn merchant in the Dalish elf camp.

2. Spiritual healer

Not all inhabitants of the shadow are demonic in nature. Many are good entities consisting of vital energy, and they can be called upon to heal the flesh or cure an illness. The spiritual healer is able to redirect the energy emanating from such spirits, which makes him an indispensable specialist in the squad.

Specialization Bonuses:+2 magic, Fast recovery of health in battle.

Specialization Abilities:

Specialization Abilities

A). Group healing(can be taken starting from level 7) - the caster irrigates allies with beneficial energy, instantly healing a noticeable amount of health.
b). Renaissance(can be taken starting from level 8) - the caster revives fallen squad members in the area of ​​effect, returning them to consciousness and restoring some of their health.
V). Guardian of Life(can be taken starting from level 12) - the caster will create a talisman for an ally, which automatically restores the ally’s health when he is on the verge of death.
G). Aura of purification(can be taken starting from level 14) - while this ability is in effect, the caster emits waters of healing and purification, which every few seconds restore the health of all nearby allies and heal the wounds of allies directly next to the caster.

Where you can learn:
A). Wynn, one of your companions, but only if you are a mage and completed her personal quest;
b). The textbook can be purchased at the Wonders of Tades store in the Denerim shopping district.

3. Battle Mage

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. These skills are believed to be lost forever, but it is possible that they still survive in forgotten corners of the world. Battle mages can use their magic rating to meet the strength requirements for using higher level weapons and armor.

Specialization Bonuses:+1 agility, +5 attack.

Specialization Abilities:

Specialization Abilities

A). Battle magic(can be taken starting from level 7) - while this ability is in effect, the battle mage turns magic inward, exchanging increased fatigue for a bonus to attack and the ability to use the power of magic to determine damage in battle. Efficiency is improved by the skills "Aura of Strength" and "Shroud of Shadows".
b). Aura of power(can be taken starting from level 12) - a battle mage has mastered the secrets of the skill and receives additional bonuses to attack, defense and damage while the “Battle Magic” ability is active.
V). Shimmering Shield(can be taken starting from level 14) - the battle mage is surrounded by a flickering energy shield, which blocks most of the damage and gives a significant bonus to armor and all types of stability. While the shield is active, mana is quickly consumed.
G). Shroud of Shadow(can be taken starting from 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 cover of the Shadow will give the mage a bonus to mana recovery and a chance to avoid an attack.

Where you can learn:
When completing the task of finding werewolves in the elven ruins on the lower level, in one of the branches you will find an amulet (hold down the Tab key to notice it), help the spirit who is imprisoned in the amulet by placing it on the altar, in return he will teach you the Battle Mage specialization.

4. Blood Mage

Every magician feels the dark pull of blood magic. These dark rituals, brought into our world by demons, harness 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 cost: to use them, the mage must sacrifice his own health or the health of his allies.

Specialization Bonuses:+2 physique, +2 magic power.

Specialization Abilities:

Specialization Abilities

A). Blood Magic(can be taken starting from level 7) - while this ability is active, the blood mage spends health, not mother, on spells, however, the healing effects on the mage are much weaker than usual.
b). Sacrificial Blood(can be taken starting from level 12) - a 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.
V). Bloody wound(can be taken starting from level 14) - the blood of all hostile targets in the area of ​​effect boils in the veins, causing serious damage. Victims who fail a physical stability check stand still, twitching, and are unable to move. Does not affect creatures that do not have blood.
G). Master of Blood(can be taken starting from level 16) - a blood mage subjugates the target’s blood. If the target fails the mental toughness check, it becomes an ally of the caster. If the target resists the spell, they take more damage as a result of blood manipulation. Creatures without blood are not affected by this effect.


1.Killer.

Assassin is a strong specialization. She has 4 good abilities. With the first one, your group will be able to deal a lot of damage to special targets, which of course is great to use on bosses. The other three are specifically designed to make surprise attacks (creeping up, stabbing in the back, mocking a corpse, hiding) even more effective. All this makes the character very powerful, especially against bosses.

Specialization Bonuses:+2 to Dexterity, +2.5% to Critical Strike chance.

Where you can learn:
Can be learned from Zevran if his approval is raised above 70. Can also be purchased from the Alarit Store in Denerim.

2.Bard

Bards are talented poets who help their allies. With their songs they raise morale and strengthen their friends. But they can also do harm with their songs. So it’s better to think about attacking a nondescript man with a lute, or it’s better to get away quickly.

Specialization Bonuses:+2 to Will, +1 to Cunning.

Where you can learn:
Leliana will teach you the art of the bard, but only if her approval is above 75. Also, with the right conversation, Alimar will teach you this in Orzammar.

3.Ranger.

Rangers prefer bows to melee combat. They are loners and live in harmony with nature, so they can call animals to help. So don't think that rangers can't do anything without a bow. A bear or wolf behind your back will convince you of this.

Specialization Bonuses:+1 to Constitution and +5 to Natural Resilience.

How you can learn:
You can only buy the book from the merchant in the camp. There are no more options.

4. Duelist.

Duelists focus on speed and cunning rather than strength, making them terrible in combat. With their quick and deft blows, they hit the vital points of the body, so even one blow can take your life.

Specialization Bonuses:+2 to Dexterity, +1 to Damage.

How you can learn:
Can only be learned from Isabella in the Pearl, a Denerim brothel. There are two ways. You can beat her at cards. But this requires a lot of dexterity. If you cannot beat her, then you can ask Leliana or Zevran about it. Or you can ask to “get to know her better.” True, if you have a relationship with Alistair or Leliana, this will not work.

The class of the main character in Dragon Age: Origins determines the style of playing the game: warriors - melee combat, mages - ranged combat, robbers - melee or ranged combat. There are three main classes to choose from - warrior, magician And robber, and they, in turn, are divided into four specializations. Specializations- These are improved versions of regular classes, giving bonuses to parameters and new sets of abilities. Two out of four specializations are available at the same time; the opportunity to take them appears at levels 7 and 14 of character development. thanks to manuals, assignments or teachers, without whom they will remain closed. Manuals are available from dealers for decent money. Teachers can be companions with the necessary specializations, who, if they have a good relationship, will agree to teach all the intricacies, or characters who meet along the way during their travels.

Classes and specializations in Dragon Age: Origins:

  • Warriors(bonuses: +4 to strength, +3 to agility, +3 to constitution): powerful fighters who use melee and ranged weapons against their opponents. They can withstand and deal great damage, and are well versed in tactics and strategy. Warrior specializations include Berserker, Templar, Knight and Ripper.
    • Knight(+2 willpower, +1 cunning): An experienced warrior who confidently leads others when fighting. The Knight has skills that lift the spirit of his allies, as well as intimidate and demoralize his enemies. These heroes often command entire armies or rush headlong into battle, making it seem less dangerous.
    • Templar(+2 magic, +3 mental stability): Mages who reject the power of the Circle become renegades and live in fear of the templars, who can dispel and resist magic. The Templars faithfully serve the Church and for many centuries remain its most effective means of controlling the spread and use of magical powers.
    • Berserk(+2 strength, +10 health): The first berserkers were dwarves. They put themselves into a state of dark rage in which their strength and resilience increased. Over time, dwarves taught these skills to others, and now berserkers are found in almost all races. Berserkers are known for their ability to strike fear into their opponents.
    • Ripper(+1 Constitution, +5 Physical Resilience): Demonic spirits teach more than just blood magic. Rippers can use the souls of fallen enemies to heal their flesh and go on a bloody rampage, becoming more powerful the closer they come to their own destruction.
  • Magi(bonuses: +5 to magic, +4 to willpower, +1 to cunning): magic is a very powerful and dangerous tool that becomes a curse for those who lack will and concentration. Magicians attract evil spirits who want to enter the world of the living, like light attracts a moth, and this poses a constant danger not only to the magician himself, but also to those around him. Therefore, magicians spend their lives in solitude, away from the world to which they pose a threat. Mage specializations include Spiritual Healer, Werewolf, Battle Mage, and Blood Mage.
    • Werewolf(+2 Constitution, +1 Armor): Rumor has it that barbarians have the secrets of transforming into various animals. The circle of magicians denies such rumors, but in the remote corners of Thedas this rare art is still alive. Mastery of their bodies gives werewolves some protection even in human form, making them tough opponents and staunch allies.
    • Spiritual healer(bonuses: +2 to magic, slow recovery of health in battle): Not all inhabitants of the Shadow are of a demonic nature. Many are benevolent entities composed of life energy and can be called upon to heal flesh or cure disease. The spiritual healer is able to redirect the energy emanating from such spirits, which makes him an indispensable specialist in the squad.
    • Battle Mage(+1 agility, +5 attack): 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. They are believed to still survive in forgotten corners of the world. Battle mages can use the magic rating to meet the strength requirements for higher level weapons and armor.
    • Blood Mage(+2 Constitution, +2 Magic Power): Every mage feels the dark pull. These dark rituals, brought into our world by demons, harness 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 cost: to use them, the mage must sacrifice his own health or the health of his allies.
  • Robbers(bonuses: +4 to dexterity, +2 to willpower, +4 to cunning): experienced adventurers, coming from all social classes. All rogues have skills such as picking locks and detecting traps, making them valuable to any group. Tactically, robbers are not very good for open combat, but if such a fighter goes around the enemy from behind and stabs him in the back, this will have catastrophic consequences for the enemy. Rogue specializations include ranger, bard, duelist, and assassin.
    • Murderer(+2 to agility, +2.5% to the chance of dealing critical damage): The Assassin believes that any manifestation of nobility has no place on the battlefield. Killers actively use poison, as well as deadly blows, which leave terrible wounds on the enemy’s body. They are excellent at hiding and unexpectedly delivering a fatal blow to the enemy.
    • Bard(+2 willpower, +1 cunning): In Orlais, bards traditionally engage in contract killings, espionage, sabotage and other secret missions, often assigned to them by nobles mired in constant civil war. Taking their performing skills to the highest level, bards are excellent musicians and skilled manipulators. With songs and stories, bards are able to inspire their allies and dishearten their enemies.
    • Pathfinder(+1 to stamina, +5 to resistance to the forces of nature): Pathfinders thrive in dense forests and wastelands, untouched by civilization. They are not servants of nature, but its masters. They take advantage of their surroundings and can lure wild animals to attack their enemies.
    • Duelist(+1 to agility, +1 to damage per hit): Deadly fighters who prefer to fight in light armor and deliver not the most powerful, but accurate blows. Experienced duelists have amazing reflexes that allow them to dodge clumsy attacks from their opponents and strike back with extraordinary precision.
The priority class for elves is a magician, for gnomes - a warrior, for people - any. Beginners should start by choosing the warrior class, then you can move on to the robber or mage.

At the beginning of the game, you should choose the gender of the character, then one of three races - human, elf or gnome, then a class - warrior, mage (not available to gnomes) or robber, and finally decide on origin. The character's gender only affects appearance, since men and women in Ferelden are generally equal, and will only affect possible romantic acquaintances...

Human

Humans are the most numerous, but at the same time the most divided of all races. In all time, they have united only four times for a common goal, the last time this 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, magicians and robbers.

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

Elf

Once enslaved by humans, most elves have already forgotten their culture, vegetating 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 ancient forests - they are not welcome anywhere else. Elves can be warriors, magicians and robbers.

Racial benefits: +2 willpower, +2 magic.

Dwarf

Shackled by caste and tradition, the gnomes have been waging a hopeless war for several generations, trying to protect the last stronghold of their once huge underground empire from the creatures of darkness. All gnomes are strong and have high resistance to any type 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 a lot of damage and, in turn, inflict it on his enemies, and has significant knowledge of tactics and strategy. Warriors who come from noble families receive intensive combat training.


  • Initial health: 100, increase per level: 6;
  • Initial stamina/mana: 100, increase per level: 5;
  • Initial attribute bonuses: +4 strength, +3 dexterity, +3 constitution;
  • Initial skill: Combat Training with variations depending on race and origin, 3 levels required to obtain 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 the dwarves. They put themselves into a state of dark rage to increase their strength and resilience. Over time, the gnomes taught this to others, and now berserkers are found among representatives of all races. Berserkers are known for their ability to strike fear into their opponents.

Specialization bonuses: +2 strength, +10 health.

Templar

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

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

Vityaz (Champion)

A knight is an experienced warrior who confidently leads others in battle. The Knight can lift the spirit of allies, as well as intimidate and demoralize enemies. Such heroes often command entire armies or rush headlong into battle, making it seem less dangerous.

Ripper (Reaver)

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

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

Berserker- learn from your companion Oghren or buy a manual from Gorim in the Denerim Market after the Landsmeet.

Templar- learn from your companion Alistair or purchase a textbook from 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 (Reaver)- side with Kolgrim in the Urn of Sacred Ashes quest.


Mage

As dangerous as it is effective, magic is a curse for those who lack the will to control their gift. Magicians attract evil spirits who want to penetrate the world of the living to themselves like fire attracting 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: 85, increase per level: 4;
  • Initial stamina/mana: 115, increase per level: 6;
  • Initial bonuses to attributes: +5 magic, +4 willpower, +1 cunning;
  • Initial skills: Herbalism and Combat Tactics, 3 levels are required to obtain a skill point;
  • Initial skill (talent/spell): Arcane Bolt;
  • Base attack score: 50, base defense score: 40.
Shapeshifter

According to rumors, barbarians know the secrets of transforming into various animals. The circle of magicians refutes such rumors, but in the remote corners of Thedas this rare art is still alive. Mastery of their bodies gives werewolves some protection even in human form, making them tough enemies and staunch allies.

Specialization bonuses: +2 constitution, +1 armor.

Spirit healer

Not all inhabitants of the Shadow are of a demonic nature. Many are benevolent entities composed of life energy and can be called upon to heal flesh or heal illness. A spiritual healer has the ability to redirect the energy emanating from such spirits.

Specialization bonuses: +2 magic, slow recovery of health in battle.

Arcane warrior

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

Specialization bonuses: +1 cunning, +5 attack.

Blood mage

Every magician feels the dark pull of blood magic. These rituals, brought to our world by demons, harness 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.

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

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

Arcane warrior- obtained by completing the quest Nature of the Beast.

Blood mage- obtained by completing the Arl of Redcliffe quest by bargaining with a demon in the Shadow (available only if the main character is a magician).


Rogue

A rogue is an experienced adventurer. Rogues come from all walks of life, and they all have the ability to pick locks and detect traps, making them a valuable addition to any squad. Tactically, they are not very good for open combat, but if the robber can stab the enemy in the back, the effect will be amazing.

  • Initial health: 90, increase per level: 5;
  • Initial stamina/mana: 90, increase per level: 4;
  • Initial attribute bonuses: +4 dexterity, +2 willpower, +4 cunning;
  • Initial skill: Poison-Making with variations depending on race and origin, 2 levels required to obtain 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 displays of nobility. Killers actively use poisons, as well as deadly blows that leave terrible wounds on the body of the enemy. They are excellent at hiding and unexpectedly delivering a fatal blow to the enemy.

Specialization bonuses: +2 dexterity, +2.5% critical chance.

Bard

In Orlais, bards traditionally engage in contract killings, espionage, and other secret assignments for the nobility, mired in incessant internecine squabbling. Having brought their skills to the highest level, bards become excellent actors and skilled manipulators. With their songs and stories, they are able to inspire allies and dishearten enemies.

Specialization bonuses: +2 willpower, +1 cunning.

Ranger

The Pathfinder feels great in dense forests and wastelands, untouched by civilization. He is not a servant of nature, but its master. Trackers take advantage of their surroundings and can lure wild animals to attack their enemies.

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

Duelist

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

Specialization bonuses: +1 dexterity, +1 damage per hit.

Assassin- learn from Zevran’s companion or buy a manual from Alarith’s Store in Elvenage after the Landsmeet.

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

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

Human Noble

You are the second child of Tairn Cousland, second only to the king in wealth and power. For many generations, your family has ruled the lands of Highever, earning the loyalty of its people with moderation and justice. When the Orlesian Empire captured Ferelden, your father and grandfather fought against the enslavers under the king's banner. Now it is your elder brother's turn to go to the service of the crown, but this time he raised the banner of the House of Cousland not against the Orlesians, but against the creatures of darkness coming from the south...

Magi

Rising above the dark waters of Lake Calenhad is a fortress, the Tower of the Circle of Magi. It serves as a gilded cage for all those gifted with abilities as dangerous as they are enormous. When it becomes clear that a child has magical abilities, he is taken from his 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 that lurk both in the outside world and in your soul. Win or die from the blades of knights who protect the world from your kind.

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. The Dalish travel the land in friendly clans, seeking to find the half-forgotten knowledge of the elves in a world of people who hate and despise them. You are proud to be one of the few "true elves" and have always believed that you would spend your life in your native tribe... but a chance encounter with a fragment of your people's past threatens to tear you out of your familiar world.

City Elf

Long ago, elves were slaves to people, but although more than one generation has passed since their liberation, equality is still far away. Elves live in a walled place called the elfinage, working as servants and laborers if they can find work. You have spent your whole life under the heavy hand of your human masters, but when a local lord disrupts your wedding, smoldering racial tensions instantly flare up into an all-consuming 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 dwarven cities by the Deep Paths - 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 gnomes. However, despite everything, the houses of the Dwarven nobility continue their eternal 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, Endrin Aedukan, you take command of the troops for the first time, of which you are very proud. You don’t yet know that the vile intrigues of family members and their accomplices can pose a greater danger than even the battlefield...

Dwarf Commoner

You were born an untouchable in Orzammar, once the capital of an underground empire where caste is everything. At the foot of the great statues, behind the walls of the guild halls where the nobles play politics, the lower castes live in its shadow, seeking to serve the nobles, just like their ancestors. And you are the lowest. 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 birth, but also by your actions.



Specializations expand character customization options. 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 having one specialization and can learn a second one as the game progresses.

There are two stages to obtaining specialization. It must first be discovered from a teacher or through a manual (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 a specialization. The character also receives a one-time bonus to attributes and the ability to distribute talent points to skills that are tied to 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 studied immediately after receiving the appropriate points.


Warrior Specializations:

Templar

Bonuses:+2 to magic, +3 to mental stability.

Mentor: Alistair.

Management: Trader Bodan in the camp.

Mages who reject the power of the Circle become renegades and live in fear of the templars, who can dispel and resist magic. The Templars faithfully serve the Church and for many centuries remain its most effective means of controlling the spread and use of magical powers.

Templar ability tree

Righteous Strike Passively Templars are harsh punishers, called upon to monitor magicians and kill those possessed. Each melee blow from a templar against a mage drains mana from the enemy.
Cleansing the area Distance: personal action
Activation: 53
Cooldown: 30 sec.
Required: Level 9
The Templar dispels magic in an area, removing all dispelable magic effects from nearby targets.
Beware of friendly fire.
Stronghold of the Spirit Passively
Required: level 12
The Templar learns to focus on his duty, gaining a large bonus to mental toughness.
Holy punishment Range: Medium Action
Activation: 100
Cooldown: 40 sec.
Required: 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 mental toughness check or lose mana and take additional spiritual damage proportional to the mana lost. If enemies hit fail a Physical Resistance check, they are stunned or knocked down.

Berserk

Bonuses:+2 to strength, +10 to health.

Mentor: Oghren.

Management: Trader Gorim in Denerim.

The first berserkers were dwarves. They put themselves into a state of dark rage in which their strength and resilience increased. 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 strike fear into their opponents.

Berserker ability line

Berserker's Rage Distance: Personal action
Maintain: 20
Fatigue: 5%
Cooldown 30 sec.
The smell of blood and death awakens a berserker's fury and gives a bonus to damage. During a rage, the berserker receives a penalty to stamina recovery. The "Restraint" skill reduces this penalty, and the "Fortitude" skill will add a bonus to health restoration.
Durability Passively
Required: Level 8
The berserker does not suffer the consequences of rage so hard. The penalty to stamina recovery for using the Berserker's Rage ability is reduced, and the berserker receives a bonus to resistance to the forces of nature.
Restraint Passively
Required: Level 10
The Berserker has learned to maintain control of himself while becoming enraged. The penalty to stamina recovery is reduced.
The final blow Distance: Personal action
Activation: 6
Cooldown: 60 sec.
Required: Level 12
All the berserker's stamina is spent on one blow, which, if it hits, deals additional damage in proportion to the stamina expended.

Knight

Bonuses:

Receipt: At the end of the quest to obtain Andraste's ashes. Ask Earl Eamon.

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

Knight's ability branch


Battle cry Distance: Personal action
Activation: 30
Cooldown: 20 sec.
The knight emits a devastating cry, and nearby enemies receive an attack penalty. If the "Supremacy" skill is taken, then enemies that fail the physical resistance check fall to the ground.
Encouragement Maintenance: 50
Fatigue: 5%
Cooldown: 30 sec.
Required: Level 12
The presence of the knight inspires nearby allies, and they receive a bonus to defense. If the "Motivation" skill is taken, "Encouragement" also gives a bonus to attack.
Motivation Passively
Required: 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
Required: Level 16
The Knight looks so fearsome that his Battle Cry ability knocks enemies to the ground if they fail a Physical Resilience check.

Ripper

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

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

Demonic spirits teach more than just blood magic. Rippers can use the souls of fallen enemies to heal their flesh and go on a bloody rampage, becoming more powerful the closer they come to their own destruction.

Ripper ability tree

Devouring Distance: Personal action
Activation: 31
Cooldown: 30 sec.
the ripper revels in death, absorbing the fading energy from all the corpses in the vicinity. Each of the corpses restores part of the ripper's health.
Frightening look Distance: Personal action
Activation: 31
Cooldown: 20 sec.
Required: 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 abilities.
Aura of pain Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 45 sec.
Required: Level 14
The Ripper's aura of psychic anguish inflicts constant Spirit damage on him and surrounding enemies for as long as this ability is active.
Bloody Frenzy Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 60 sec.
Required: Level 16
The Ripper, Enraged in Pain, gains increased damage bonuses when its health is low. While this ability is in effect, health recovery is reduced, and if the rabies drags on, the ripper flirts with death.

Rogue Specializations:

Murderer

Bonuses:+2 to agility, +2.5% chance to inflict a critical hit.

Mentor: Zevran.

Management: Elven ghetto (elfinage).

The killer believes that any manifestation of nobility has no place on the battlefield. Killers actively use poison, as well as deadly blows, which leave terrible wounds on the enemy’s body. They are excellent at hiding and unexpectedly delivering a fatal blow to the enemy.

Assassin Ability Line

Death Mark Distance: Close
Activation: 42
Cooldown: 60 sec.
The assassin marks the target, opening up holes in their defenses that others can exploit. All attacks against the marked target deal additional damage.
Detecting Weaknesses Passively
Required: Level 12
A keen eye and killer instinct help identify a target's weaknesses. In case of a successful backstab, the killer deals additional damage depending on his cunning.
Mutilation Passively
Required: Level 14
If a backstab deals a certain amount of damage, it leaves a bleeding wound that causes additional damage to the killer's opponent for some time.
Feast on Bones Passively
Required: Level 16
The killer enjoys the moment of death. Each time the assassin defeats an enemy with a backstab, he regains some stamina.

Bard

Bonuses:+2 to willpower, +1 to cunning.

Mentor: Leliana.

Management: Orzammar.

In Orlais, bards traditionally engage in contract killings, espionage, sabotage and other secret missions, which they are often assigned by nobles mired in constant internecine strife. Taking 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 ability tree

Song of Valor Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 30 sec.
The bard sings an old song about heroic valor. The unit receives bonuses to restore mana or stamina in proportion to the bard's cunning. A bard can only perform one song at a time.
Abstraction Distance: Close
Activation: 42
Cooldown: 30 sec.
Required: Level 8
The bard fills his performance with extravagant gestures and dizzying stunts to distract and confuse his opponents. A target that fails a mental toughness check becomes disoriented and forgets who they were fighting.
Song of Courage Passively
Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 30 sec.
Required: Level 10
The bard sings a heroic song about the exploits of the squad. The unit receives a bonus to attack, damage and critical strike chance. The size of the bonus is determined by the bard's cunning. A bard can only use one song at a time.
Enchanting song Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 30 sec.
Required: Level 12
The bard begins to sing a charming song. Nearby hostile targets that fail a Mental Resilience check every few seconds are stunned. Continuing the song does not cost any stamina, but the singing bard cannot move or perform other actions.

Pathfinder

Bonuses:+1 to constitution, +5 to resistance to the forces of nature.

Management: Trader Bodan in the camp.

Pathfinders thrive in dense forests and wastelands, not covered by civilization. They are not servants of nature, but its masters. They take advantage of their surroundings and can lure wild animals to attack their enemies.

Pathfinder ability tree

Summon Wolf Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 60 sec.
The ranger calls upon a large timber wolf to aid the party.
Summon Bear Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 90 sec.
Required: Level 8
The ranger calls upon the mighty bear to aid the party.
Summon Spider Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 120 sec.
Required: Level 10
The ranger summons a large spider to help the party.
Master Pathfinder Passively
Required: Level 12
The Pathfinder can summon powerful animal companions. Animals summoned by the tracker mother are much stronger in battle than their normal relatives.

Duelist

Bonuses:+1 to agility, +1 to damage.

Mentor: Isabella in the Denerim brothel "Pearl". You need to outsmart her at 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 most powerful, but accurate blows. Experienced duelists have amazing reactions. which allows them to dodge clumsy enemy attacks and strike back with unusual accuracy.

Duelist ability tree

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 Defensive Reflex skill provides a bonus to defense when this ability is active.
Disturbance of balance Distance: Personal action
Activation: 30
Cooldown: 15 sec.
Required: Level 12
The duelist performs a quick move that throws the opponent off balance. A target that fails a physical toughness check suffers a penalty to its movement speed and defense.
Defense reflex Passively
Required: Level 14
The duelist has the uncanny ability to simply not be in the place where the enemy strikes, thus receiving a bonus to defense.
Aimed Strike Passively
Distance: Personal action
Activation: 72
Cooldown: 180 sec.
Required: Level 16
The duelist learned to hit vital organs with high accuracy and from any angle. For a short time, all successful attacks automatically end with a critical hit.

Mages Specializations:

Werewolf

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

Mentor: Morrigan.

Management: Camp of the Dalish elves in Breciliana.

There are rumors that barbarians have the secrets of transforming into various animals. The circle of magicians denies such rumors, but in the remote corners of Thedas this rare art is still alive. Mastery of their bodies gives werewolves some protection even in human form, making them tough opponents and staunch allies.

Werewolf ability tree

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 "Poisonous Spit". The effectiveness of this form is determined by the magical power of the caster. The Master Werewolf transforms into a corrupted spider, stronger and with the Throw ability.
Bear Form Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 90 sec.
Required: Level 8
The werewolf transforms into a bear, gaining large bonuses to nature and armor resistance, as well as the bear abilities "Mighty Strike" and "Fury". The effectiveness of this form is determined by the magical power of the caster. The master werewolf turns into a bereskarn, stronger and with the ability “Throw”.
Soaring Swarm Distance: Personal action
Maintenance: 30
Fatigue: 5%
Cooldown: 60 sec.
Required: Level 10
The werewolf's body explodes and turns into a swarm of insects that sting enemies, causing them Nature damage. The amount of damage depends on the caster's magical power and proximity to enemies. In this form, the caster gains Storm Cleave, and all damage dealt to the werewolf comes from mana rather than health. Mana is not restored. Insects are immune to normal ranged attacks, dodge physical attacks well, but are extremely vulnerable to fire. The Werewolf Master gains health whenever the swarm deals damage.
Master Werewolf Passively
Required: Level 12
Mastery of the art of transformation alters the forms of the bear and the spider, allowing the caster to transform into a bereskarn and a corrupted spider, far more powerful than their normal counterparts. In these guises, the werewolf also gains the Throw ability. In addition to this, the Soaring Swarm form allows you to drain health from enemies when dealing damage.

Spiritual healer

Bonuses:+2 to magic, additional health restoration.

Mentor: Winn.

Management: Denerim Market.

Not all inhabitants of the Shadow are of a demonic nature. Many are Good essences, consisting of vital energy, and they can be called upon to heal flesh or cure illness. The spiritual healer is able to redirect the energy emanating from such spirits, which makes him an indispensable specialist in the squad.

Spiritual healer ability tree

Group healing Range: Allies
Activation: 40
Cooldown: 20 sec.
The caster showers allies with beneficial energy, instantly healing a noticeable amount of health.
Renaissance Range: Medium Action
Activation: 61
Cooldown: 120 sec.
Required: Level 8
The caster revives fallen party members in the area of ​​effect, returning them to consciousness and restoring some of their health.
Guardian of Life Range: Medium Action
Activation: 56
Cooldown: 30 sec.
Required: Level 12
The caster creates a talisman 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.
Required: Level 14
While this ability is active, the caster emits waves of healing and cleansing that every few seconds restore the health of all nearby allies and heal the wounds of allies immediately adjacent to the caster.

Battle Mage

Bonuses:+1 to agility, +5 to attack.

Receipt: Ruins in the Brecilian Forest, lower level. In a small room with bookshelves you will find an amulet and an altar. The amulet turns out to be a phylactery containing a 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. These skills are believed to be lost forever, but it is possible that they still survive in forgotten corners of the world. Battle mages can use the magic rating to meet the strength requirements for higher level weapons and armor.

Battle Mage ability tree

Battle magic Distance: Personal action
Fatigue: 50%
Cooldown: 10 sec.
While this ability is active, the battle mage turns magic inward, trading increased fatigue for a bonus to attack and the ability to use the power of magic to determine damage in battle. Efficiency is improved by the skills "Aura of Strength" and "Shroud of Shadows".
Aura of power Passively
Required: Level 12
The battle mage has mastered the secrets of the skill and receives additional bonuses to attack, defense and damage while the ability is active.
Shimmering Shield Passively
Distance: Personal action
Maintenance: 40
Fatigue: 5%
Cooldown: 30 sec.
Required: Level 14
The battle mage 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
Required: 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 cover of the Shadow gives the magician a bonus to mana recovery and a chance to avoid attacks.

Blood Mage

Bonuses:+2 to constitution, +2 to 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 secret knowledge. This will be blood magic.

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Every magician feels the dark pull of blood magic. These dark rituals, brought into our world by demons, harness 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 cost: to use them, the mage must sacrifice his own health or the health of his allies.

Blood mage ability tree

Blood Magic Distance: Personal action
Fatigue: 5%
Cooldown: 10 sec.
While this ability is active, the blood mage spends health rather than mana on spells, but the healing effects on the mage are much weaker than usual.
Sacrificial Blood Range: Medium Action
Activation: 0
Cooldown: 15 sec.
Required: 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 Range: Medium Action
Activation: 40
Cooldown: 20 sec.
Required: Level 14
The blood of all hostile targets in the area of ​​effect boils in their veins, causing serious damage. Victims who fail a physical stability check stand still, twitching, and are unable to move. Does not affect creatures that do not have blood.
Master of Blood Range: Medium Action
Activation: 40
Cooldown: 40 sec.
Required: Level 16
A blood mage subjugates the target's blood. If the target fails a mental toughness check, it becomes an ally of the caster. If the target resists the spell, they take heavy damage as a result of the blood manipulation. Creatures without blood are not affected by this effect.


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