Dragon age origins specialization: battle mage. Dragon Age: Origins - specializations and their description. Conditions and places for obtaining specializations in Dragon Age: Origins

The killer works alone.

The killer works alone.

Good day. I present to your attention a guide on how to solo the game Dragon Age: Origins as a robber on the "nightmare" difficulty. Game version 1.04. DLC: "Stone Prisoner", "Guardian's Fortress".

This guide does not claim to be unique and the title of “ultimate truth”; it is only a collection of recommendations based on my personal experience accumulated while playing the game. Most likely, for experienced players, everything stated below will be mostly useless, but for players who want to complete the game solo, but are not confident in their abilities or simply do not know how to do it, I think it will be useful.

To begin with, let’s determine what goals characterize a solo playthrough. For myself, I defined them this way:

    1) Complete the entire game, killing enemies exclusively alone (at the end of the game, the statistics should read: “Contribution to the total damage of the squad: 100%”)

    2) Do not use things from the DLC, except for those listed above (things such as: the "Blade" dagger, "Lion Paw" boots, "Guildmaster's belt", etc., which are placed immediately in your inventory after installation, have a very high indicators (especially at the beginning of the game), so using them when passing the game, in my opinion, is not fair.)

    3) Use party members only for the production of consumables: poisons and poultices (if you wish, you can refuse this type of help, it will not add much complexity.)

The basis.

Having decided on your goals, you can begin to progress. We will upgrade a standard robber with two daggers, adjusted for solo playthrough. When choosing a background story, I recommend taking “Noble Dwarf”. "Nobility" will give us good starting capital and will allow us to sell things at twice the price in the future. And the “dwarf bonus” will be the best choice for a rogue: strength +1, agility +1, constitution +2, 10% chance to repel hostile magic.

Characteristics.

When playing in a party, the principle of leveling up is usually this: raise agility to 24 points in order to take the “Breakthrough” skill, and invest the remaining points in cunning to increase damage. Taking into account the bonus from things, you will get a good attack indicator.

Note. Remember that when attacking a target from behind, its defense is reduced.

But when playing solo, you will have to fight enemies face to face quite often, and hitting them is necessary. In addition, there will be no tank that will take the enemy’s aggression upon itself, so you will also have to dodge attacks.

Result: First, we raise the agility value to 24, then we raise the cunning to this level, after passing the tower of magicians we increase the agility to 36 + 4 points we will be given specializations. Total: 40 units of agility, this will be quite enough for successful attacks and dodges. We put all the remaining points into cunning.

Skills.

By the end of the game my skills looked like this:

The killer works alone.

The killer works alone.

Persuasion skill upgraded: level 1 and 2. before going to Orzamar; 3 and 4 - at the very end of the game (you had to invest points somewhere)

In principle, if you decide to make balms and poultices yourself, you can allocate points differently, it's up to you.

Skills.

We will consider the first part of them during the passage.

Walkthrough.

The killer works alone.


The killer works alone.

Here, I will try to describe in as much detail as possible the particularly difficult moments that you will encounter during the game and how to solve them.

Background.

The killer works alone.


The killer works alone.

Glorious dwarven army.

So, if you think that in the beginning it will be difficult to play, then you are mistaken - in the beginning it will be very difficult. When creating a character, take the Pickpocket skill and empty the pockets of all the gnomes you meet. Your task is to collect at least 10 small healing poultices, also useful: underground mushrooms, elven roots, natural and stone balms (if you find incense of alertness or balm of agility, then you are just lucky), arrows, bombs. Sell ​​everything else (they will take it away in the end anyway).

From the skills we take:

"Possession of a weapon in each hand."

"Two-handed swing with weapon."

4 difficult battles await you on the deep paths; try to distribute the poultices so that there is enough for everything:

1) A crowd of genlocks with a “yellow” genlock leader. Take the bow in your hands and lure out the enemies one by one, and at the end deal with the leader. Use arrows with additional damage against him (he is stronger in close combat than in ranged combat).

2) Mercenaries from a dusty city. Don't fight them in the open; run back into the corridor with the columns. Take cover from archers behind the columns. If you are lucky enough to find stone balm, it will come in handy here.

3) A crowd of genlocks and a “yellow” pestilence wolf. Hide from archers behind obstacles. Some of the enemies will most likely follow your companions; you will have to move them around the field so that they do not start attacking.

4) A group of underground hunters led by a “yellow” leader. Beware of the leader with his "throwing" attack. First, deal with the pack, then finish off the leader.

The killer works alone.


The killer works alone.

It's a dangerous thing to leave the house...

Note. Use your scout companion to disarm traps. An interesting point: even if at the beginning of the game you invest all your points in cunning (we get 19 points), you will not be able to detect and neutralize the traps yourself, but the scout calmly finds and neutralizes them, having only 14 cunning points.

Don't forget to remove your companions' armor and weapons, and disable their tactics. Remember that enemies primarily attack characters in heavy armor, or at least just in armor :)

The rest of the way to Ostagar should not be difficult.

The killer works alone.


The killer works alone.Ostagar.

If in the backstory you sold all your unnecessary junk to a merchant, you should now have at least 30 gold coins ringing in your wallet. It's time to spend some of them. Here is a list of purchases that I recommend making from the quartermaster:

1) All healing poultices and elven roots.

2) All roots of death and animal poison.

3) All bombs.

4) Recipes: concentrated poison, extract from the root of death, healing poultice.

5) Bomb recipes.

6) Drawings: trap with sleeping gas, large trap.

7) A couple of packages (pack = 99 pieces) of bottles.

8) MANDATORY! All deep mushrooms and metal fragments, backpack.

9) Small warm balm (for the battle with Gazaroth).

10) All trap triggers.

Note.

Deep mushrooms are needed to make Incense of Alertness and Balm of Agility. The only place where mushrooms are sold in unlimited quantities is the gnome Ruk in the Ortan taiga near Orzamar. It won’t be long before you can go to Ruk, but balms are a useful thing, so buy mushrooms from all the merchants you come across.

Metal fragments are used to make small and large traps. These traps are very effective in difficult situations; they are especially convenient to use against magicians. There is no wholesale sale of metal fragments in the game, so buy everything you come across along the way.

Your inventory will constantly contain a large number of poisons, poultices and ingredients. Whenever possible, don’t forget to buy backpacks from merchants to increase the maximum capacity.

DO NOT sell expensive items to traders! When you come to Denerim, your friend Gorim will pay twice as much for them.

The killer works alone.


The killer works alone.

Time passes, the world changes, but some things remain unshakable.

By the time you enter the Wild Lands, you must be lvl 3. Take skills:

"Skillful combat with a weapon in each hand."

"Squall" - while there is no "Breakthrough" skill, it can be moderately useful.

During the journey through the Wild Lands, there must be another level up, take the “Squall” skill (the combat training skill must be level 3). Finally, life will begin to bloom with bright colors :)

In the Wild Lands, it is most effective to use luring tactics. We shoot at the enemy with a bow from a maximum distance. We lure one or two creatures of darkness to us and deal with them. Save poultices, their quantity is limited, and there are still a lot of difficult battles ahead. The main difficulty here is the fight with Gazaroth. Use a couple of bombs against him and finish him off manually (bombs will also come in handy on the Ogre). Don't forget the warm balm.

When you return, go to the store again with the same list.

In the Wildlands, add two items to your equipment:

a) Enchanted dagger (drops from the garlock leader) - gives +4 attack.

b) Robe of the Hasinds (in the hiding place of the Hasinds) - +6 to defense.

Ishala Tower.

We continue to use luring tactics. If you have a decent supply of bombs, use them in particularly difficult situations.

Attention bombs. The game statistics are kept in a rather strange way. If you use a bomb or an area-of-effect spell and accidentally (or on purpose) hit yourself or a teammate, the damage received will be recorded in the statistics in the “Damage inflicted to teammates” column. And everything would be fine, but this value will be added to the total amount of damage caused throughout the game, but it will not be added to the value of the damage caused by you personally. As a result, we find that the damage you inflict is less than the total amount of damage for the game by exactly the value of “Damage inflicted to teammates.” As a consequence, when calculating the “Contribution to the total damage of the squad”, this value will not be taken into account, which means there will not be a pleasant figure of 100%. This is certainly not the worst problem, but it’s still not pleasant. The same applies to abilities based on the use of the character's health, such as blood magic.

The killer works alone.

The killer works alone.

The main problem here will naturally be the Ogre. The skills page should look like this by then:

The killer works alone.

The killer works alone.

From skills, take:

"Making Traps."

The process of destroying the Ogre can be seen in this video:

Lothering.

We begin to master the traps. The most commonly used will be the simplest trap. It is made from one trigger mechanism. When caught in a trap, the victim falls backward, after which he rises and stands stunned for a couple of seconds.

Remember, that in stealth mode you can place a trap directly under enemies, in which case it will work immediately after installation. Also, don’t forget about the sleeping gas trap, it makes it easier to destroy groups of enemies. Place the trap in the center of the group, after it is triggered, kill them one by one while the rest are sleeping peacefully.

After lvl up we invest a skill point in:

"Low blow" (deals normal damage and can reduce the enemy's defense).

Take the enchanted dagger from Lilian - it will give you +4 more attacks. Take Morrigan's help and make more poultices. Visit stores, buy ingredients for poisons and poultices. Buy the drawing "Small Trap"

First appearance in the camp.

The killer works alone.


The killer works alone.

Well, we finally made it to the camp. You have already mastered the basic principles of owning your character and I’ll be honest - the most difficult stage in the life of your robber is over. Now you are free to choose the path of further passage, but I will describe the path that, in my opinion, is the most profitable.

First of all, lighten your inventory: distribute gifts to your teammates and put on them all the expensive gear that can be sold in Denerim, or throw everything into the chest if you have the appropriate mod installed. Buy the book “On Physical Development” in Bodan’s store and upgrade the “Deadly Blow” skill. It’s not worth buying a backpack from him yet - save your money for a second book of the same kind.

Gonlet.

After the camp we go to this small village. Here we are interested in several things:

1) Olaf's Exceptional Cheese Knife.

2) Harvest Ring.

3) Honnlith helmet (although it will not be possible to wear it soon)

4) Naturally Sheila - without her you can’t get into the Kadash teig.

There are two difficulties ahead:

1) Fight with five spirits (here you will receive a harvest ring). The problem is that they are not affected by stuns and traps. Gather the spirits into a bunch in the corridor in front of the room and get rid of most of them using bombs; we finish off the last one (“yellow”) manually.

2) Fight with the demon of desire. Place a large trap at the point where the demon appears, and ordinary traps on the path of the rest of the demons. It is advisable to drink balms before the fight to protect against cold and fire.

If you completed the beginning of the game, collecting all possible experience, then when you leave the village you will receive the long-awaited 8th lvl. We go to the camp and buy the second book, “On Physical Development.” Take the skills “Lethality” and “Invisibility” of the 3rd level - your fighting qualities will noticeably increase. From now on, you need to master the competent use of the stealth skill - this is one of the main advantages of a robber and you need to use it skillfully. You can now become invisible during combat. The faster you master this skill, the easier and faster your further progress will be.

Attention. If you have an effect that causes damage over time (such as ignition), do not use invisibility. In the very next second, the damage from this negative effect will reveal you and your invisibility will disappear.

Denerim.

The killer works alone.


The killer works alone.

Well, it's finally happened. Dear friend Gorim stands in the square and happily buys up all your honestly looted earned property at double the price (relative to other merchants). This way you can easily and quickly raise good capital.

Try to complete all the quests in the city area. In the course of completing one of them, you will find a wonderful amulet: the Master's Shield.

The killer works alone.

The killer works alone.

Also buy and equip your main hand weapon with the Great Master's Flame and Ice runes. One is sold in Denerim in Wonders of Thedas, the other from Bodan.

If there is an acute shortage of ingredients for poisons and poultices, you can go shopping in the Bressilian forest.

Try as much as possible not to waste money. You need to save up 106 gold as quickly as possible to buy the Andruil's Blessing belt, so think about the future.

With lvl up we take the skill:

"Strike of Mercy" Now using an extract from the root of death in battle will further increase your striking power.

Soldier's Peak.Tower of Mages.

The next stage of the journey. We again have several goals here:

1) When meeting with Wynne, take off the “Robe of the Hasinds” and change into the “Robe of the Elder Sorcerer”, thereby getting +2 to magic (the healing power of the poultices will increase slightly) and +2 to willpower (which means +10 to the fatigue reserve).

2) Essences of increasing characteristics in the world of the demon of idleness. Find them all - the robber has no unnecessary characteristics!

3) Beastman's Dagger. In a chest on the 4th floor.

4) If you managed to save up money for the “Blessing of Andruil” belt, feel free to take it from the quartermaster. Otherwise, find the “buckle of the winds” (+3 defense) in the tower and wear it for now.

After the lal up, take the skill:

"Blood Mark" This skill has a very high activation cost and it is not always wise to use it against ordinary enemies (it is better to save energy to use stuns), but it will come in handy against bosses (especially against those who cannot be stunned).

I think by this point you have already mastered your character well and there is no point in telling you about the difficulties in the tower and ways to solve them - you will figure it out yourself.

Let these two videos serve as an example: the murder of the demon of idleness and Uldred.

Note, an interesting way of destroying the first incarnation of the demon of idleness (Ogre). Take it for yourself.

I don’t see any point in describing further progress in detail. By this point, you have already defeated many, you know how to do a lot, which means you can figure it out yourself. Let me highlight a few more points:

Skills and their usefulness.

If you followed my development path, your skills page should look like this:

The killer works alone.

The killer works alone.

The next step is to take the skill:

"Detecting Weaknesses" in the Assassin specialization branch. It will greatly increase your fighting qualities.

Let further character development depend on your preferences, but my recommendations will be as follows:

11 lvl. Take the "Double Strike" skill. This skill will not bring us any benefit in battle; on the contrary, its use will deprive us of stable critical hits in battle. We take it as a pass.

12 lvl. "Counter attack". Excellent skill! Our second stunning skill.

13 lvl. "Invisibility" level 4.

14 lvl. We take the “Duelist” specialization, and with it the “Duel” skill. The enabled "Duel" mode gives us a bonus of 10 units. attacks.

15 lvl. "Out of balance." Very useful to use against enemies immune to stun.

16 lvl. "Defense reflex" Now the "Duel" mode also gives 10 units. protection.

17 lvl. "Aimed Strike" A very powerful weapon. Great for dealing with bosses and enemies immune to stun.

18 lvl. "Skillful combat with a weapon in each hand." Increases crit chance.

19 lvl. "Vortex". We use it against large concentrations of enemies.

Note. There is a rather interesting way to use the Whirlwind skill. If you throw a bomb into a crowd of enemies while in stealth mode, they will run towards you and surround you (you will still remain invisible). Gather more enemies around you and launch the Whirlwind. Example:

The killer works alone.


The killer works alone.

The killer works alone.


The killer works alone.

The killer works alone.


The killer works alone.

The killer works alone.


The killer works alone.

Choose the principle for further development of skills yourself; I am sure that at this stage of the game this issue will not become a problem for you. In any case, by the end of the game your skills page will look like this:

The killer works alone.

The killer works alone.

Attention!!! Under no circumstances take the “Evasion” skill. Although it looks very tempting, it will do you much more harm than good. But the thing is that when dodging an attack, the animation of blocking the blow will start, which lasts about 2 seconds, as a result, in a battle with a large number of opponents (especially if they are archers), your character will only do what to stand and block blow after blow. He simply won’t have time to attack the enemy.

Main enemies.

If you think that the most difficult fights in the entire game are the fights with dragons, you are mistaken. A properly pumped up robber in skillful hands can make a cut of a dragon in a couple of minutes without even breaking a sweat. Who will give you the most trouble? Let's look at it below.

The basis for a robber's survival in battle is his defense and very high DPS, through which the robber does not allow enemies to accumulate around him. The main danger comes from monsters that can deprive him of these advantages. So:

The killer works alone.


The killer works alone.

1) Ogres. Ogres have two very unpleasant skills in their arsenal: “Ram” and “Grip”. I think you are already familiar with both of them, but let’s touch on them in a little more detail.

When the Ogre is preparing to “turn on the Ram,” you need to choose a position in which you fly as far as possible from the enemy. This will give you some time to get up from the ground and improve your health. The most important thing is not to hit the wall. If the Ogre pressed you to the wall and hit you with the Ram, this is certain death - you simply will not have time to get up from the ground. There are several ways to avoid this attack:

a) Try to stun. The chances of this are not very high, but if you act quickly, you can make it in time.

b) Apply stealth. While the Ogre is preparing to throw, use invisibility and he will cancel the attack.

c) Resist. The chances depend on your physical strength. Increase physical stability can be achieved with the help of “vigor” runes (it is better to insert them into the weapon of your non-dominant hand). But even if you resist, damage will still be received, but you will not fall to the ground.

"Grab" for a robber is even more terrible than "Ram". I don’t know if it’s possible to resist this skill (in a hot battle it’s difficult to keep track of what skills the enemy is using), but I’m sure this will also require a high level of resilience. Since we did not upgrade our physique using stat points, it is not possible to survive if we fall into the clutches of the Ogre. Perhaps there is a chance to survive the “Grasp” using the “Life-Reviver” ring, but I have not tested this, so for now it is only a theory.

The killer works alone.


The killer works alone.

2) The second main enemy (as strange as it may sound) is Spiders. These seemingly not particularly dangerous creatures are armed with two extremely powerful skills: “Web” and “Throw”.

Having hung a web, the spiders very quickly surround your character and beat him with absolute impunity, i.e. one of the main advantages of a robber (preventing enemies from attacking in large numbers) is lost. But the worst thing is that as soon as the web falls and you are ready to bring down your righteous wrath on the vile creatures, one of the spiders uses “Throw” and now your character is already lying on the ground, and the whole “company” is dismantling him for parts. A high level of physical resilience will help you avoid both types of attacks. Sometimes "Evasion" can save you (skills: "Dark Passage" and "Evasion", also available as a property on some items).

So, if you intend to fight these creatures, be well prepared (fortunately, their main concentration is known for certain: Ogres - deep paths; Spiders - teig Ortan). It is advisable to have the paralysis rune in both daggers, and the “vigor” rune in the weapon of the non-dominant hand.

Remember that the “Grip” skill is also possessed by the Uterus on the deep paths. And werewolves also have the “Throw” skill. Be careful!

Things.

The set of ideal equipment for a robber is absolutely standard (since there is nothing to choose from):

1) Main hand weapon.

Rose thorn.

The killer works alone.

The killer works alone.

The dagger has three sockets for runes. I recommend taking one socket with the rune of the great master: paralysis, the other two - depending on who you are going to fight with:

When going to Redcliffe, it makes sense to insert iron runes.

For going against the Archdemon - silverite ones.

The rest of the time - fiery + icy.

2) Weapon not of the main hand.

Extinct thaig Shanker.

The killer works alone.

The killer works alone.

The dagger has two sockets for runes. One again occupy the rune of the great master: paralysis, the second - rune c. masters: vigor (an increase of 25 units of physical stability will allow you to very successfully resist being stunned, knocked down, etc.)

3) Helmet.

Honnlith helmet.

The killer works alone.

The killer works alone.

To be able to wear it, you need to raise your strength to 20 points. After passing the Tower of Mages, you should have 15 of them. The rest are gained through things: collect a “set” from the “Blessing of Andruil” belt, the “Harvest Festival” and “Key to the City” rings.

4) Gloves.

Finders of Red Jenny. They have the largest increase in crit in the entire game.

The killer works alone.

The killer works alone.

5) Body. The killer works alone.

1) Places where ingredients are sold wholesale:

Elvenroot - Bressilian Forest.

Animal poison - Bressilian Forest.

Root of Death - Bressilian Forest.

Underground mushroom - Ruk in the Ortan teig.

Reagent for sublimation - Bartender of the "Bitten Nobleman" tavern; Bodan in the camp.

Concentrating reagent - Bartender of the "Bitten Nobleman" tavern; Bodan in the camp.

Corrupted Reagent - Trader in Dusty City; Bodan in the camp.

Flasks - Bartender of the "Bitten Nobleman" tavern; Bodan in the camp: Wine merchant in Orzamar

Trap triggers - Bodan in the camp

2) Buy weapon lubricant recipes and use them as needed. Some have the ability to stun the enemy:

Death Root Extracts

Crow poisons

Rotting Flesh

Remember that an unlimited number of lubricants can be applied to a weapon at the same time.

3) Buy recipes for Incense of Alertness and Balm of Agility. The use of these balms will significantly improve your fighting qualities.

4) From minerals (such as: Life Stone; Spirit Shard; Frozen Lightning, etc.) you can make lubricants for weapons that cause elemental damage, as well as bombs. Try to keep a supply of several types of bombs with you to eliminate large concentrations of enemies or weaken them.

5) Remember: bombs can be used while in stealth mode, but be careful, if there are high-level enemies nearby, they can detect you.

The killer works alone.


The killer works alone.

Now a little about dragons. Prepare for battle: lubricate your weapons, drink balms. Flemeth and the High Dragon have a fire attack - it would be appropriate to use a warm balm. The archdemon attacks with spirit magic (as far as I understand) - use spiritual balm.

The most important thing in battle is not to get hit by the Chewing Attack. If you fall into the mouth of a dragon, you are finished. Attack only from behind! You shouldn’t go all the way to the tail, just hit it a little from the side. Example in the screenshot:

The killer works alone.


The killer works alone.

When the dragon turns to face you, you should move between its paws. This will be faster than going around from the side.

As I said above, for a pumped-up and well-dressed robber in skillful hands, a dragon presents absolutely no difficulties. Try it and you can see for yourself.

1) Thanks to the "Invisibility" skill, you can always prepare the battle site. Inspect and analyze the terrain in which you will fight. Make a rough plan of your actions and try to predict the response actions of your opponents (with proper skill this will not be difficult).

2) If desired, mine areas suitable for temporary retreat or luring enemies.

4) Destroy large crowds of enemies in stages. Move across the battlefield in stealth, destroying small clusters of enemies first.

In conclusion, a small wish to all players:

Don't be afraid to play on higher difficulties! Overcoming difficulties will bring you real pleasure from the game. Good luck.

P.S. News.

British scientists intend to unravel the main dwarven secret: “Dwarf male power.” Research has revealed sensational facts:

In their normal state, as expected, gnomes are slightly shorter than humans. But everything changes at night! This is surprising, but when excited, the WHOLE gnome enlarges, and not its individual organs.

Research results:

The killer works alone.


The killer works alone.

State of rest.

The killer works alone.


The killer works alone.

Excited state.


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%
Recovery 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 enemies around him 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 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 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 significant 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 their 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.

[

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.

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, becoming 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 disease. 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 spot 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 constant 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've 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 into all-consuming flames...

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 Dwarf 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, as the game progresses, can learn a second one. Some they refuse to take at all.

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 through repeat playthroughs and can be learned immediately after earning the appropriate points.


Warrior Specializations 1/2

This 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.

Strengthening your own, penalties for your enemies. With terrible screams, the knights weaken their opponents (or even throw them to the ground), and with a cheerful voice they increase the attack and defense of the squad.

Specialization Bonuses:
+2 willpower
+1 cunning

Capabilities: Battle cry(Required level 7) - The Knight emits a terrifying scream, causing nearby enemies to suffer an attack penalty. If the "Supremacy" skill is taken, then enemies that fail the physical resistance check fall to the ground. Encouragement(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(Required level 14) - The Knight inspires his allies to continue the fight against a new force. The Encouragement skill now increases both defense and attack. Superiority(Required level 16) - The Knight looks so fearsome that his Battle Cry ability will knock down enemies if they fail a Physical Resilience check.


How to study:
Heal Earl Redcliffe Eamon.
Loghain mac Tir can teach, provided that we pardoned him at the meeting of the lands.

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.

Anti-Mage: he has the ability to drain mana from an enemy, increase his mental stability and neutralize spells.

Specialization Bonuses:
+2 magic
+3 mental toughness.

Capabilities: Righteous Strike(Required level 7) - 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(Required level 9) - Templar dispels magic in an area, removing all dispelable magic effects from nearby targets. Beware of friendly fire. Stronghold of the Spirit(Required level 12) - The Templar has learned to focus on his duty, gaining a large bonus to mental toughness. Holy punishment(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.


How to study:
Alistair can teach you if his attitude towards you is high enough.
You can buy a textbook from the merchant Bodan in the Hero's camp.

Warrior Specializations 2/2

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.

Attacking fighter: combat rage increases damage (for slow recovery of health), there is a technique that burns all energy with one blow and deals damage in proportion to it.

Specialization Bonuses:
+2 strength
+10 health

Capabilities: Berserker's Rage(Required level 7) - The smell of blood and death awakens the berserker into a frenzy 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 adds a bonus to health restoration. Durability(Required Level 8) - The Berserker can now focus his battle rage more effectively, gaining bonus health regeneration for the duration of Berserker's Rage, as well as a bonus to nature resistance that is permanent. Restraint(Required level 10) - The Berserker has learned to maintain control of himself while enraged. The penalty to stamina recovery is reduced. The final blow(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.


How to study:
Ogren, your fellow party member, will agree to train you if his attitude towards you is high enough.
Buy a textbook from the dwarven merchant Gorim, who is located in the Denerim trading district.

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

Capabilities: Devouring(Required Level 7) - The Ripper revels in death, absorbing the fading energy from all nearby corpses. Each of the corpses restores part of the ripper's health. Frightening look(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(Required level 14) - The Ripper's aura of mental anguish inflicts continuous Spirit damage on him and surrounding enemies while this ability is active. Bloody Frenzy(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.


How to study:
During the quest "Urn of Sacred Ashes" in the ice caves, you will meet the leader of the Rippers, Kolgrim. When talking to him, try not to be insolent to him. Then he will offer you a deal. You will need to desecrate Andraste's ashes. In this case, when leaving the temple of Andraste, Kolgrim will give you a drink of dragon blood, thereby giving you the opportunity to learn the Ripper specialization.

Mage Specializations 1/2

Werewolf

There are rumors that barbarians have 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 opponents and staunch allies.

The first ability from the line turns the magician into a giant spider that spits poison and cobwebs, the second - into a huge bear, the third - into a stinging swarm of insects, which, when attacked by an enemy, loses mana instead of health. The fourth strengthens all these forms - for example, a swarm begins to drink the enemy’s health. In his transformed form, the werewolf does not cast spells.

Specialization Bonuses:
+2 constitution
+1 armor

Capabilities: Spider Form(Required level 7) - 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(Required level 8) - The werewolf turns into a bear, receiving 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 Master Werewolf transforms into a Bereskarn, which is stronger and has the Throw ability. Soaring Swarm(Required level 10) - The werewolf's body explodes 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 learned to drain his life, not mana, when attacking an enemy. Master Werewolf(Required Level 12) - Mastery of the arts of transformation alters the forms of the bear and spider, allowing the caster to transform into a bereskarn and a corrupted spider, far more powerful than their normal counterparts. 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.


How to study:
Morrigan, your companion can train you in this specialization.
You can buy a textbook from the elf merchant Varthorn in the Dalish elf camp.

Spiritual healer

Not all inhabitants of the Shadow are of a demonic nature. Many are Good entities made 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.

The obvious specialty of the healer: here, and only here, there is group healing, resurrection, amulet (“delayed” healing that triggers when the target becomes low on health) and even an aura of constant healing of all friends around him.

Specialization Bonuses:
+2 magic
Accelerated health regeneration in battle

Capabilities: Group treatment(Required Level 7) - The caster showers allies with beneficial energy, instantly healing a noticeable amount of health. Renaissance(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(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(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.


How to study:
Wynne, one of your companions, can train you, but only if you have completed her personal quest, Wynne's Regrets.
Buy a textbook at the magic shop "Miracles of Tedes", located in the shopping district of Denerim.

Mage Specializations 2/2

Battle Mage

Among the ancient elves were mages 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 higher level weapons and armor.

Wizards who channeled the flow of magic into their bodies, thus ceasing to be effective fighters.

Specialization Bonuses:
+1 cunning
+5 to attack

Capabilities: Battle magic(Required level 7) - 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(Required level 12) - The Battle Mage has mastered the secrets of the craft and receives additional bonuses to attack, defense and damage while the Battle Magic ability is active. Shimmering Shield(Required level 14) - The Battlemage is surrounded by a shimmering 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(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 shroud of shadow gives the mage a bonus to mana regeneration and a chance to avoid attacks. How to study:
While completing the quest of Zathrian, the elven guardian, to find the white fang, you must be careful in the ruins of the Bressilian forest. In the ruins you can find a nondescript amulet. An ancient spirit is imprisoned in this amulet. He will offer you a deal, he will teach you this specialization, and in return you must place the amulet on the nearby pedestal.

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.

By conjuring the blood of an enemy, he can subjugate him, turning him into an ally. In addition, the blood mage can cast spells using health (instead of mana), as well as heal using the life force of an ally (which can cause him to die). Keep in mind that blood mages... to put it mildly, are not very popular among many, and for good reason.

Specialization Bonuses:
+2 constitution
+2 magic power

Capabilities: Blood Magic(Required level 7) - While this ability is active, the blood mage spends health rather than mana on the spell, however, the healing effects on the mage are much weaker than usual. Sacrificial Blood(Required level 12) - 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(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(Required level 16) - The 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.


How to study:
During the quest to save the boy Connor, the son of Earl Eamon, you will have the opportunity to study this specialization. Agree to perform a ritual with the help of which you will enter the shadow and kill the demon that has possessed the boy. But it is you who must go into the shadows. And if you are not a magician, then you will not have the opportunity to open the blood mage specialization. As soon as your Hero-Mage enters the shadows, look for the demoness there and agree to her offer.

Rogue Specializations 1/2

Believes that the battlefield is not a place for manifestations 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.

The most damage-oriented option, it can inflict bleeding wounds, as well as "mark" the target so that everyone deals increased damage against it.

Specialization Bonuses:
+2 agility
+2.5% chance of critical damage

Capabilities: Death Mark(Required Level 7) - The Assassin marks a target, opening up holes in their defenses that others can exploit. All attacks against the marked target deal additional damage. Detecting Weaknesses(Required level 12) - A keen eye and killer instinct help identify a target's weak points. In case of a successful backstab, the killer deals additional damage depending on his cunning. Mutilation(Required level 14) - If a backstab deals some damage, it leaves a bleeding wound, which continues to cause additional damage to the enemy for some time. Feast on Bones(Required level 16) - The killer enjoys the moment of death. Each time the assassin defeats an enemy with a backstab, he regains some stamina.


How to study:
Zevran, one of your co-party members, will teach you this specialization, but on the condition that his attitude level towards you is +70 or more.
The textbook is sold in the Alarita shop in the city of Denerim.

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 stories, bards are able to inspire their allies and dishearten their enemies.

Unique specialty: instead of directly participating in battle, it allows you to sing a song that stuns all enemies around every few seconds. To do this, you need to fully develop the range of his abilities; and before that he strengthens the squad with his songs.

Specialization Bonuses:
+2 willpower
+1 cunning

Capabilities: Song of Valor(Required level 7) - The bard sings an ancient song about heroic valor, the party 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(Required Level 8) - The bard fills his performance with extravagant gestures and dizzying stunts to distract and intimidate his opponent. A target that fails a mental toughness check becomes disoriented and forgets who they were fighting. Song of Courage(Required level 10) - The bard performs a heroic song from 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 perform one song at a time. Enchanting song(Required level 12) - The bard begins to sing an enchanting 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.


How to study:
Leliana, your bard companion can teach you this specialization, but only if her appreciation for you is +75 or more.
The dwarf Alimar, who lives in his house in Orzamar, can teach you this specialization.

Rogue Specialization 2/2

Summon Bear(Required level 8) - The Ranger summons a mighty bear to aid the party. Summon Spider(Required level 10) - The Ranger summons a large spider to aid the party. Master Pathfinder(Required level 12) - The Ranger can summon powerful animal companions. Animals summoned by a Master Ranger are much stronger in combat than their normal counterparts.

Duel(Required level 7) - 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(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(Required level 14) - The duelist has the uncanny ability to simply not be in the place where the enemy is striking, thus receiving a bonus to defense. Aimed Strike(Required level 16) - The duelist has 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.
How to study:
In Denerim, there is a brothel "Pearl". In this brothel you will meet a girl, Isabella. She will invite you to play cards with her. If you beat her, she will teach you this specialization. But to beat her, you need to have a high level of agility. You can also try to get to know her better.

So that you can better understand how pumping occurs and what specialization in we will tell you in detail about the latter and what a particular class has.

Specializations in this game can be called a subclass with which you can diversify your character within the class. As for their number, the choice is limited to two in the main game and you will be given one more to choose in the add-ons. The secondary characters already have one leveled up and you can choose the second one for them yourself.

First step to obtain a specialization, find a character trainer who will teach you, buy the appropriate book, or after completing some story event. It is worth understanding that if you have unlocked it once, it remains with you until the end of the game. If you know that when you receive a specialization, your companions will not be happy with the decision, then you can make a save before the action, get it and then load the save.

Specialization points will be given to you at 7 and then at 14 levels, and also if you play in the Awakening add-on, then at level 22 you will be awarded another point.

The essence of specializations is that they provide special bonuses and skills that are associated with them.

Specializations for Warrior

Berserk— your character becomes enraged and terrifies his enemies.
Bonuses: +10 to health and +2 to strength;

Knight— take on leadership responsibilities and fearlessly lead the team into battle. They have abilities that raise the spirit of the squad.
Bonuses: +1 to cunning and +2 to the character’s willpower;

Ripper— the character learns from demons the ability to heal at the expense of killed enemies and also to survive on the brink of death.
Bonuses: +5 physical stability and +1 constitution;

Templar- warriors who took the side of the church who destroy magicians outside the Circle and are able to dispel almost any magic.
Bonuses: +3 mental stability and +2 magic;

Rogue Specializations

Murderer- masters stealth and attacks from the shadows, as well as poisons;
Bonuses: +2.5 critical damage and +2 agility;

Bard- a fairly skillful manipulator who, with the help of songs, can both raise the morale of party members and moderate the ardor of the enemy.
Bonuses: +1 to cunning and +2 willpower;

Pathfinder- here you can use the features of nature as well as wild animals to win the fight.
Bonuses: +5 resistance against the forces of nature and +1 endurance;

Duelist- your character will receive lightning-fast reactions and the ability to deliver precise and effective blows.
Bonuses: +1 damage per hit, +2 agility;

Mage Specializations

Werewolf— specialization thanks to which you can turn into a beast, although you also receive bonuses in human guise;
Bonuses: +1 armor and +2 physique;

Spiritual healer— here are collected all the abilities that give your character the ability to heal and inspire comrades.
Bonuses: You slowly regenerate health even in battle

Battle Mage- your character can enchant weapons and use them in conjunction with magic, as well as use magic indicators to wear more demanding armor and weapons.
Bonuses: +5 attack and +1 agility;

Blood Mage— the skills of such a magician are based on sacrificing his own life to cast powerful spells;
Bonuses: +2 units to magic power and +2 to constitution.

You will also most likely be interested in learning about everyone who increases the duration of adventures in your favorite game world by tens of hours.