Dragon age is the beginning of the mage warrior. Dragon Age Brecilian Forest Quest
Race selection
The choice naturally stands between a human and an elf, since gnomes by their nature cannot conjure. Each race has its own characteristics, but it is worth remembering that when choosing an elf, everyone will treat you with contempt, and even that is not very important.
Point distribution
Everything is extremely simple here - we download Magic and Willpower in proportions of 2 to 1 and do not forget that it is worth pumping the cunning to the same value up to 16 for pumping influence.
Influence- we definitely pump if we want to avoid a lot of unpleasant moments in the game and just persuade anyone;
combat training- also required to learn, since your spells will be interrupted less often;
Herbalist— the best option, whatever one may say, would be to upgrade this skill in secondary characters and not spend the points of the main character;
Tactics- something that is generally better not to touch, since you will need manual control over the hero in almost any situation;
Specializations
With specializations, you will have to decide on your own. It is worth noting that the most useful specializations for you will be Spiritual Healer and Blood Mage.
With the help of a spiritual healer, you can often get out of trouble, and it is worth pumping at least Group Healing and Resurrection, even if you have Wynn in the group.
As for that, this is already a separate build, although some skills, such as Blood Wound, can still serve you well.
Shares second place in need with the blood mage Warrior Mage. It also has its own peculiarities - for example, you can wear heavy armor.
Werewolf - in this case, we do not need this specialization at all.
spells
Here we will go selectively and will take different spells from different branches.
Ice Snap- refers to the magic of water, deals good damage and decently slows down the enemy. The entire branch is obligatory for pumping;
Lightning- rushes periodically between water magics. Quite a strong branch, but does not work on some;
Earth- here we take only stone armor - our magician needs protection;
Fire- a less priority branch, since enemies often have immunity to it;
creation- here we take treatment for obvious reasons;
Runes- the rune of paralysis is our best friend if we don't want to get surrounded. You can also take other runes;
Spirit- here we need Manna Siphoning and then we will definitely not stand aside. Also, in principle, it is worth paying attention to other skills that are no less useful;
Entropy- Life Drain - this is what any magician should download;
Hero equipment
These are the best things for you:
Reaper clothes- located in Curiosities of Thedas, in Denerim;
Key to the city a - in Orzammar we find pages of the code all over the city, after which we go to the throne room on assignment, place the party members on the plates and pick up the item;
Anti magical amulet - You can buy it from Bodan in the camp.
Staff of the Lord Magister as well as a belt called Blessing of Andruil- we buy from the quartermaster in the Circle;
What's up to the party then here you need to take one warrior, one robber and support in the form of a second magician, or instead of the last Sheila - a golem from the add-on. This concludes our guide to the mage in and good luck conquering Ferelden.
Having an armor of about 60! And the maximum stability of 75% of all magic, as well as almost 100 physical and mental stability (and this despite the gear) and damage with crits over 100! What other warrior can boast of such parameters? ;)
Battle mage, he's a paladin, he's a tanker!
![](https://i0.wp.com/gamer.ru/system/attached_images/images/000/110/307/normal/harakteristiki.jpg)
Pay attention to the number of "buffs";)
So, having all this beauty on my Persian, I suddenly thought, but there are 2 more magicians here!
Battle mage, he's a paladin, he's a tanker!
![](https://i1.wp.com/gamer.ru/system/attached_images/images/000/110/314/normal/vinn.jpg)
This is Wynn spiritual healer»
Battle mage, he's a paladin, he's a tanker!
![](https://i2.wp.com/gamer.ru/system/attached_images/images/000/110/315/normal/morrigan.jpg)
and Morrigan "Werewolf"
And what if they take the second specialization? Battle Mage”, two more tankers with their obcasts (buffs)! And so about the theory to business. If you decide to really make a squad of super-tankers,
Battle mage, he's a paladin, he's a tanker!
![](https://i2.wp.com/gamer.ru/system/attached_images/images/000/110/316/normal/tanker.jpg)
then this guide is for you!
Firstly, I must say that playing with 3 mages is very pleasant and interesting at all stages of the game. At first, before the appearance of specialization for all magicians " Battle Mage”, and for Wynn and Morrigan it will be the second one, i.e. up to level 14, you can fully enjoy the game of pure casters, taking only one tank, warrior or robber into the company. I took Leliana, because of her special skills to pick locks and steal cabbages and all sorts of useful things :)
Battle mage, he's a paladin, he's a tanker!
![](https://i1.wp.com/gamer.ru/system/attached_images/images/000/110/317/normal/lilya.jpg)
Of course, you can leave the magicians in the camp up to level 14 and play only with your Persian with Alistair, Stenn and someone else, this is not so important, but it was very pleasant for me to play with casters, try all sorts of effects from spells and combos;)
Battle mage, he's a paladin, he's a tanker!
![](https://i2.wp.com/gamer.ru/system/attached_images/images/000/110/322/normal/v_lyod.jpg)
Battle mage, he's a paladin, he's a tanker!
![](https://i1.wp.com/gamer.ru/system/attached_images/images/000/110/323/normal/gorenie.jpg)
Well, after level 14, the game will go much faster, you won’t even need to save often, pause
And so where does the miracle begin .. When choosing a race, we are offered two options (for a magician) an elf or a man. I opted for an elf, because. it is more suitable for a mage (race bonus + 2 magic + 2 willpower) and magic will be our main parameter! After all, the damage from spells, the duration of effects, as well as the damage of the future battle mage directly depend on it. And also the number of lives replenished by healing poultices, which is also very important!
Now directly about pumping
Characteristics:
Force- we will not download, because the strength of the ability of the battle mage is replaced by magic, and we will get a good attack due to bonuses and skills later.
Agility- the same thing, not a single point, because the only significant thing that it gives for a battle mage is protection, which we will already have decent due to bonuses and skills later.
Strength of will– definitely not 1 point! This parameter is generally useless, because mana will always be enough. At first, just put on clothes for magicians, which does not add fatigue, and therefore does not increase the cost of casting spells and carry more mana bottles.
Magic - our main and almost the only parameter! I advise you to maximize it to the fullest, because it affects the most expensive thing a magician has! Spells! And also when magic replaces the strength of the “combat magician”, it will determine his physical damage, magic is also important for accessing spells of the last levels and, as I already wrote, magic for treating poultices is very important, the bonus is not weak!
Cunning- this parameter is needed only at the beginning to pump the skill "influence" the last level requires 16 cunning. More cunning is not needed in principle if your Persian will breed anyone for money, an additional reward or quests.
Physique - it all depends on your decisions. 1 point gives 5 to life. But to be honest, I almost didn’t invest here, because lives are added with gear and with a level, and taking into account all the armor and stability, damage to your tanks will be negligible, unless of course you play on the “nightmare”. And pumped magic will allow you to quickly restore life even with the weakest seasonings. The only ones who sometimes cause significant damage are the mages, so they need to be killed during the battle in the first place, not paying attention to the tanks. Also, you may not have enough health on such bosses that use special skills, for example, the "High Dragon" on top of the frosty mountains, sometimes he grabs a Persian in his mouth and chews for a while, at this moment you can not drink bottles, the only thing that remains is to cure with a healing spell one of your allies or have enough health to survive this chewing attack, as well as the "Spiritual Healer" can cast a charm, and in case of death, you will immediately be resurrected. So, except for the highest dragon with a supply of health, I had no problems anywhere at all. And I put almost all my points into magic! This, in my opinion, is the most important parameter and everything above is justified.
Skills
Now with regard to skills, ie. professions, so to speak. The main Persian is given the “Herbal” first
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!and combat tactics
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!I didn’t download the battle tactics for the simple reason that almost all the time I controlled the main Persian myself, and in which case you can always pause, so the tactics cells received with the level were enough for me. A herbalist I have developed Morrigan. Yourself I immediately took the skill "Influence"
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!It can only be downloaded from the main Persian. And I consider it the most important, because. the rest can be downloaded from the allies, and the personal skills that are so necessary are no longer there. "Influence" gives very extensive opportunities in the game world! You can always make peace or beg for a big reward or get an additional quest, and this is a big bonus !! So no doubt you need to max! After "Influence" I downloaded "Survival"
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!gives a bonus to the detection of mobs, as well as a bonus to stability, especially since it requires cunning, and since it is already pumped, it’s a sin not to use it :) Morrigan I was a herbalist and "combat training"
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!although it is not particularly important for magicians, especially for combat, Wynn traps, tactics(since Wynn is originally a healer, it is very useful to set up tactics for her to heal allies until he stops casting and turns into a battle mage),
Leliana
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!(very useful from all NCPs you can cut down additional loot or gear), poisons
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!(even arrows can be dipped in poison, very useful for a robber), and combat training
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!(for a rogue, it is necessary to unlock skills). But first of all, Leliana, I downloaded theft, so as not to miss more than one useful theft;)
Skills
And so the development of skills, the most interesting At first, magicians can take everything at your discretion, for the effective removal of mobs, BUT! Be sure to upgrade each mage's skill line for a bonus to the entire squad! For future paladins, this is indispensable! The main Persian specialization "battle mage" will be available after level 7, but he will be able to take only 1 skill, because the rest will open at 12, 14 and 16 damage. After level 7, having received specialization and 1 skill, your main character will not become a tank, be patient and wait for level 14, believe me it's worth it! Prepare 3 sets of armor with maximum armor in one.
Now about the skills themselves directly.
Here is a list of mandatory buffs (group buffs, for the whole squad) that must be pumped before the appearance of the combat mage specialization:
In the "creation" section in the 2nd branch, the last skill "Acceleration",
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!I downloaded it from Wynn, because. she already had 2 skills taken in this branch.
In the "Spirit" section, the last branch, 3rd skill "Telekinetic weapon"
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!I downloaded it from Morrigan, because. the first skill has already been taken in this branch.
In the "Entropy" section, 1 branch, 3 skill "Poisonous fumes"
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!I downloaded it from the main Persian.
Also for Wynn there is an aura in the "spiritual guardian" branch - the treatment of the entire squad!
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!Rock her too, only she sometimes gets naughty, turns off Well, nothing after the cooldown, turn it on again.
In short, for ideal development, you should have 1 group buff already pumped up to level 14 for each magician, and you can already pump 2 buffs of your own (magic shield and stone armor). And it is desirable to have Wynn at Morrigan sing 2 in reserve by level 14, so that having received specialization for 14, immediately drive 3 sang into the “combat magic” branch, then you will already get killing machines
For one thing, in the pumped branches, he took the last skills, Morrigan has a “crushing dungeon”
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!Have "mass paralysis"
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!Battle mages do not need them, but casters are very useful and the combinations are good with others, and we will be casters up to lvl 14.
"Telekinetic weapon", "Poisonous fumes", "Acceleration" are three skills that complement each other, each one of the magicians, but affects the entire squad!! They turn on and work like an aura! Therefore, you can not download all three of one magician, he will not pull on mana and fatigue. Thanks to these three auras, we get significant bonuses, which, by the way, depend on the level of the character's magic, which is why it should be maxed out!
Battle mages immediately get a huge advantage over all mobs, thanks to the “Poisonous Vapors” aura, which slows down all mobs in a large radius that have not passed the resistance check, and also reduces the defense and attack of mobs, which means it already gives us bonuses to the attack of the whole group, those. increases the chances of hitting in proportion to the pumped magic parameter of the Persian who uses this aura! "Telekinetic weapon" gives a big bonus to penetration of armored mobs, again in proportion to the magic of the Persian, so even well-armored targets are not afraid of our paladins now! "Acceleration" gives the entire squad increased running speed and increases damage per second, damage per second increases greatly, a very useful aura, but it slightly penalizes the attack, but it's worth it!
And now a list of our buffs that enhance each of the combat magicians separately, they are also mandatory: for each magician, we pump the first two spells in the “magician” branch, the first “magic arrow”
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!useful however at low levels, and the second sang "magic shield"
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!aura that increases protection, the value of the bonus is commensurate with magic. After the 2nd spell in this branch, the last 2 do not need to be taken, because they only affect the damage from staves. Next, we take for all combat magicians in the branch of elemental magic sang "stone armor"
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!the same as the "magic shield" only a bonus to armor! In general, everything is with bonuses. Even when I developed elemental magic at early levels, I developed a branch of fire from the main Persian, and turned it on when I became a combat magician and sang “fire weapons” ( not necessary)
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!gives a good bonus to fire damage at high levels! It must be borne in mind that for some reason some buffs did not want to work together. So for example, when Morrigan turns on the “ice weapon” aura, the “telekinetic weapon” aura turns off, it’s a pity but you can do without the ice bonus, the “telekinetic weapon” is much more important !! Especially if your chief already has a fire weapon.
A little about pumping skills in the most combat magic.
Battle mage, he's a paladin, he's a tanker!
The first skill "combat magic"
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!available immediately after opening a specialization, it is the most basic, does not require mana, turns your magic into power, so you can wear all armor and weapons! In addition, the spell (attention!) changes increased fatigue for a bonus to attack !! And this is just super for our heavyweights! The heavier the armor to put on, the steeper the attack! What warrior can boast such a bonus?? ;) In addition, when we turn on the "combat magic" sang, it immediately adds 50% to fatigue! Already a bonus! And each aura that is turned on does the same, which means that we will get a not weak bonus to the attack, which is why you shouldn’t pump strength or dexterity, the bonus was enough for me. But increased fatigue imposes large penalties on our tankers to cast spells, so when we are in heavy armor under auras, we can forget about casting attackers and other spells except for auras (maintenance spells). Yes, we do not need them at all! Palychs will clear faster than any fireballs with snowstorms Well, if suddenly someone is intolerant to conjure, please always turn off the auras, take off the armor, you can hide the staff in the second hand and go ahead, we are magicians again! :) You just have to carry clothes with you in your backpack for magicians.. Well, or to cast as they say what the mother gave birth to Which, too, taking into account our strength of magic, is not very weak!
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!Battle Mage passive, very useful, gives bonuses to attack, damage and defense during the action of "battle magic". The third one sang, well, just hellish cheating, the most important one sang in the branch, not counting the first one :) “Flickering Shield”
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!absorbs damage, gives resistance bonuses + 75% to all and about + 80 to physical and mental stability !!! But it quickly consumes mana, well, figs with it, our manna will be at zero with the included buffs we are not casters .. well, at least when in armor It is after receiving this spell that you can safely put on heavy armor, sword and shield and into battle!!! Well, the last skill is a passive, “shroud of shadows”A battle mage, he is a paladin, he is a tanker!
More precisely, why do we Leliana. It may seem to someone that what for, she surrendered, it’s better to take another war, a tanker, of course, but I don’t advise. Now I will! Firstly, she is pretty;) Secondly, her skills are priceless "theft" and "picking locks"! And thirdly, she's a bard! Yes! And this is not a drawback, she is unlikely to endure someone strongly, but she has such a skill in the bard branch, “song of courage”
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!Gives the whole squad a bonus to damage, attack and crit!! Moreover, the bonus depends on Lilka's cunning It's just super! Our bastards will be even stronger! And since the ability to "pick locks" and the skill "theft" need cunning, then Lilya has a big reason to download it and not spare points there !! At the initial levels, she will buff with the “song of valor” (passing and very useful at the beginning of the game for casters)
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!a bonus to mana and stamina regeneration, so we need it for our initial casters! As if by notes;) "Charming Song" (you can not download at all)
Battle mage, he's a paladin, he's a tanker!
Battle mage, he's a paladin, he's a tanker!I do not advise you to take it because the charm radius is very small (immobilizes the target). It’s a pity that she doesn’t sing one big song at the same time .. As for Leliana’s other skills, it’s not worth pumping her aground attack (melee), because compared to the sticks, she is quickly carved, the armor is not the same And if she is lying around, the wounded magicians lose very useful bonuses from the song! So I advise you to download her bows, dexterity for skills, the rest is all a trick !! From clothes you can put on excellent Wade armor after he makes them for you from the skin of dragons. Leliana's specialization I personally chose "Pathfinder"
Battle mage, he's a paladin, he's a tanker!
Since she is an archer with me and she doesn’t need close combat (and this is the “Killer and Duelist”), then it’s better to call a little animal, all the same spider, bear and wolf, good little animals, sometimes they help a lot! But they are far from our paladins :)
Battle mage, he's a paladin, he's a tanker!
![](https://i0.wp.com/gamer.ru/system/attached_images/images/000/110/366/normal/misha.jpg)
Shemot. Everything is simple here, since we will never have problems with resists, dress purely on armor! The more armor, the less damage to us! It is desirable of course and stats, but not necessarily, armor is the main thing! I went in heavy armor from Wade, the juggernaut is also good, but at medium levels, otherwise look for something heavier, because heaviness = attack bonus! By the way, the attack is not displayed anywhere, it is the rating of the combat magicians It sucks, but I had enough of all the bonuses, they beat me almost without a miss! Rings for magic, for stats. Yes, armor is desirable from one set, plus ++ bonuses.
Weapon. It's easy here too. Don't take doubles! I checked that the damage of the battle mage is the same as on one-handed weapons, and sometimes less, but it swings for a long time, and without a shield we lose bonuses to protection and reflection / stats. The best sword is the Spellweaver, with two holes, it drops from the battlemage in the frosty mountains when you go for the ashes of adraste. Adds +5 magic! And that means damage! It is better to insert runes for everyone to paralysis and slowdown or to elemental damage.
Walkthrough. It’s better to start from the tower of magicians in order to take Wynn right away, then go to the Brisilian forest for the “combat mage” specialization, then go to Redcliffe and rather for the ashes of andraste, there will be a sword and dragon skin for armor, they are made in Denerim. There is also juggernaut armor in the forest. Defeating the ghosts and the undead at early levels is not easy, it is better to take tanks (warriors). In the future, these mobs will not cause any problems for the pals.
Tactics. It is better to fill in the cells for battle mages like this: any action of your own = turning on the mode = the name of the aura, and so list all the auras. Some for some reason were not included in tactics. I had to turn it on manually, for example, Wynn's "acceleration" was often even turned off during the battle. I do not know what it is connected with. In one of the cells we set the condition = your health< 50% = использовать лечебную припарку, можно самую слабую, из-за прокаченной магии, вылечит очень много хелов!!
And I don’t advise the main character to take the “blood magician” as a 2nd specialization, this is a completely different area with a different level, it’s better to take the “spiritual healer” because of the bonuses to restore health and spells and aura of treatment.
Happy gaming, gamers :)
P.S. Please do not criticize much :) I tried. I would be glad if this information helps someone, clarifies something :) Thank you!
At the beginning of the game, you should choose the gender of the character, then one of the three races - a man, an elf or a dwarf, after that the class is a warrior, mage (dwarves are not available) or a robber, and finally decide on the origin. The character's gender only affects appearance, as men and women are generally equal in Ferelden, and will only affect possible romantic encounters...
Human
Humans are the most numerous, but at the same time the most divided of all races. For all time, they have only united four times for a common goal, the last time it was centuries ago. Religion and the Church play an important role in human society and this distinguishes humans from elves and dwarves more than anything else. People can be warriors, mages and robbers.
Racial Benefits: +1 strength, +1 dexterity, +1 magic, +1 cunning.
Elf
Once enslaved by humans, most elves have already forgotten their culture, living in the slums of human cities. Only the nomadic Dalish tribes still adhere to the customs and follow the precepts of their old gods. They earn their living by hunting in the ancient forests - they are not welcome anywhere else. Elves can be warriors, mages, and rogues.
Racial Benefits: +2 willpower, +2 magic.
Dwarf
Bound by caste and tradition, the Dwarves have been fighting a hopeless war for generations, trying to protect the last stronghold of their once vast underground empire from the creatures of darkness. All gnomes are strong and have a high resistance to any kind of magic, which prevents them from becoming magicians themselves.
Racial Benefits: +1 strength, +1 dexterity, +2 constitution, 10% chance to resist hostile magic.
Classes and specializations
Warrior
The Warrior is a powerful fighter who specializes in the use of melee and ranged weapons. He can withstand numerous damage and in turn inflict it on his enemies, and has considerable knowledge of tactics and strategy. Warriors who come from noble families receive enhanced combat training.
- Initial health (health): 100, increase per level: 6;
- Initial stamina/mana (stamina/mana): 100, increase per level: 5;
- Initial attribute bonuses: +4 strength (strength), +3 dexterity, +3 constitution (constitution);
- Skill: Combat Training with variations based on race and lineage, requires 3 levels to gain a skill point;
- Initial skill (talent/spell): Shield Bash or Pinning Shot or Dual-Weapon Sweep;
- Base attack score: 60, base defense score: 45.
Berserker
The first berserkers were gnomes. They put themselves into a state of dark rage to increase their strength and resilience. Over time, the dwarves taught this to others, and now berserkers are found among representatives of all races. Berserkers are known for their ability to instill fear in opponents.
Specialization Bonuses: +2 strength (strength), +10 health (health).
Templar
Mages who reject the power of the Circle become apostates and live in fear of the templars, who can dispel magic and resist it. Templars are faithful servants of the Church and have been its most effective means of controlling the spread and use of magical powers for centuries.
Specialization Bonuses: +2 magic, +3 mental resistance.
Vityaz (Champion)
The Knight is an experienced warrior who confidently leads others in battles. The Knight can raise the spirit of allies, as well as intimidate and demoralize enemies. Such heroes often command entire armies or rush headlong into the fray, which makes it seem not so dangerous.
Ripper
Demonic spirits teach more than just blood magic. Rippers are able to use the souls of fallen enemies to heal their flesh and go into a bloody rampage, growing stronger as they approach their own doom.
Specialization Bonuses: +1 constitution, +5 physical resistance.
Berserker- Learn from Oghren's companion or buy a manual from Gorim in the Denerim Market after the Gathering of the Lands.
Templar- learn from companion Alistair (Alistair) or purchase a textbook from Bodan Feddik (Bodahn Feddic) in the camp.
Vityaz (Champion)- Receive Earl Eamon as a reward for healing him or learn from the last (secret) party member.
Ripper- side with Kolgrim in the Urn of Sacred Ashes quest.
Mage
As dangerous as it is effective, magic is a curse to those who lack the will to control their gift. Evil spirits who want to penetrate the world of the living are attracted by magicians like fire that attracts moths, and this is dangerous both for the magician himself and for everyone around him. Therefore, magicians live in isolation from the world.
- Initial health (health): 85, increase per level: 4;
- Base stamina/mana: 115, bonus per level: 6;
- Initial Attribute Bonuses: +5 Magic, +4 Willpower, +1 Cunning
- Initial skills (skill): Herbalism (Herbalism) and Combat Tactics (Combat Tactics), 3 levels are required to obtain a skill point;
- Initial skill (talent/spell): Magic arrow (Arcane Bolt);
- Base attack score: 50, base defense score: 40.
Werewolf (Shapeshifter)
According to rumors, the barbarians know the secrets of transformation into various animals. The circle of mages denies such rumors, but in the remote corners of Thedas this rare art is still alive. Body control gives werewolves some protection even in human form, making them hardy enemies and staunch allies.
Specialization Bonuses: +2 constitution (constitution), +1 armor (armor).
Spirit healer
Not all Shadow dwellers are demonic in nature. Many are benevolent beings of life energy and can be called upon to heal flesh or heal disease. The spiritual healer is able to redirect the energy emanating from such spirits.
Specialization Bonuses: +2 magic, slow health regeneration in combat.
Battle mage (Arcane warrior)
Among the ancient elves were magicians who developed magical abilities in addition to combat. They channeled magical power through their weapons and bodies, spreading terror on the battlefield. It is believed that these skills are forever lost, but it is possible that they are still preserved in some wilds.
Specialization Bonuses: +1 cunning, +5 attack.
Blood Mage
The dark pull of blood magic is felt by every mage. These rituals, brought to our world by demons, use the power of blood, turning life energy into mana and giving the magician power over another's consciousness. But for such opportunities, the magician has to pay with someone's health, his own or his allies.
Specialization Bonuses: +2 constitution, +2 Magic force(spellpower).
Werewolf (Shapeshifter)- learn from the companion Morrigan (Morrigan) or buy a manual from Varathorn (Varathorn) in the Dalish camp.
Spirit healer- learn from companion Wynne or purchase a textbook from Wonders of Thedas in the Denerim market after the Gathering of the Lands.
Battle mage (Arcane warrior)- obtained by completing the quest Nature of the Beast.
Blood Mage- get when completing the quest Earl of Redcliffe (Arl of Redcliffe) by bargaining with the demon in the Fade (only available if the main character is a mage).
Rogue
The Rogue is an experienced adventurer. Rogues come from all walks of life, and are all skilled at picking locks and detecting traps, making them a valuable addition to any squad. Tactically, they are not very good for open combat, but if the rogue can backstab the enemy, the effect will be amazing.
- Initial health (health): 90, increase per level: 5;
- Base stamina/mana: 90, gain per level: 4;
- Initial attribute bonuses: +4 dexterity, +2 willpower, +4 cunning;
- Skill: Poison-Making, with variations based on race and lineage, requires 2 levels to gain a skill point;
- Initial skill (talent/spell): Dirty Fighting;
- Base attack score: 55, base defense score: 50.
Assassin
The killer believes that the battlefield is not a place for manifestations of nobility. Assassins make extensive use of poisons, as well as deadly blows that leave terrible wounds on the body of the enemy. They are excellent at hiding and, unexpectedly for the enemy, deliver a fatal blow.
Specialization Bonuses: +2 Dexterity, +2.5% Critical Chance.
Bard
In Orlais, bards are traditionally engaged in contract killings, espionage and other secret assignments for the nobility, mired in incessant internecine squabbles. Bringing your skill to the highest level, bards become excellent actors and skillful manipulators. With their songs and tales, they are able to inspire allies and discourage enemies.
Specialization Bonuses: +2 willpower, +1 cunning.
Pathfinder (Ranger)
The Pathfinder feels great in dense forests and wastelands, untouched by civilization. He is not a servant of nature, but her master. Pathfinders take full advantage of their surroundings and can lure wild animals to set them on enemies.
Specialization Bonuses: +1 constitution, +5 nature resistance.
Duelist
A duelist is a deadly fighter who prefers to fight in light armor and inflict, albeit not strong, but accurate blows. Experienced duelists have amazing reflexes, allowing them to dodge clumsy enemy attacks and retaliate with precision.
Specialization Bonuses: +1 dexterity, +1 damage per hit (damage).
Assassin- Learn from companion Zevran or buy the manual from Alarith's Store in Elvenage after the Gathering of the Lands.
Bard- learn from companion Leliana (Leliana) or purchase a textbook from Alimar (Alimar) in Orzammar.
Pathfinder (Ranger)- buy a manual from Bodahn Feddic in the camp.
Duelist- learn from Isabela (The Pearl in Denerim) or buy a manual from Bodahn Feddic in the camp.
Origin
Noble person (Human Noble)
You are the second child of the teyrn Cousland, second only to the king in wealth and power. For generations, your family has ruled the lands of Highever with moderation and justice, earning the loyalty of their people. When the Orlesian Empire took over Ferelden, your father and grandfather fought against the oppressors under royal banners. Now it's your elder brother's turn to go to the service of the crown, but this time he raised the banner of the House of Couslands not against the Orlesians, but against the darkspawn coming from the south...
Mage (Magi)
Above the dark waters of Calenhad Lake rises a fortress, the Tower of the Circle of Magi. It serves as a gilded cage for all those gifted with powers as dangerous as they are vast. When it becomes noticeable that the child has magical abilities, he is taken away from the family and locked in this Tower. You know that magic is a curse for those who lack the will to control it, and you look forward to the ritual of Torment, the only opportunity to prove yourself in the fight against the demons that lurk both in the outside world and in your soul. Succeed or face death at the blades of the knights who protect the world from the likes of you.
Dalish Elf (Dalish Elf)
You were born among the Dalish elves, noble wanderers who did not want to live among the people who enslaved their homeland many centuries ago. Dalish travel the land in friendly clans, seeking to find the half-forgotten knowledge of the elves in the world of people who hate and despise them. You pride yourself on being one of the few "true elves" and have always thought you'd spend your life in your own tribe... but a chance encounter with a shard of your people's past threatens to pull you out of your familiar world.
City Elf
Long ago, the elves were slaves to humans, but although more than one generation has changed since their liberation, equality is still far away. Elves live in a walled area called an elvenage, working as servants and laborers if they can find work. You have spent your whole life under the heavy hand of your human masters, however, when a local lord disrupts your wedding, smoldering racial contradictions instantly flare up with an all-devouring flame ...
Dwarf Noble
Deep in the frosty mountains lies the city of Orzammar, once the heart of a great empire. It was connected to other dwarf cities by the Deep Roads, tunnels thousands of miles long. But those times are in the past. The invasion of the creatures of darkness cut off the city from the ancient lands of the dwarves. However, in spite of everything, the houses of the dwarven nobility continue their age-old struggle for power. Blackmail, murder - all this is in use here, the main thing is to maintain the appearance of honor and nobility. The second child of the Dwarven King, Endryn Aedukan, you are taking command of the troops for the first time, and you are very proud of it. As yet, you do not know that the vile intrigues of family members and their accomplices can carry a greater danger than even a battlefield ...
Dwarf Commoner
You were born untouchable in Orzammar, once the capital of an underground empire where caste is everything. At the foot of huge statues, behind the walls of the guild halls where the nobles play politics, the lower castes live in its shadow, seeking to serve the noble, just like their ancestors. And below all you. You are forced to do dirty deeds for the local leader of criminals and hide in the shadows all your life ... However, by chance, you find yourself in the light and finally get the opportunity to prove that the future can be determined not only by the circumstances of your birth, but also by your actions.
- The meaning of the all-seeing eye tattoo The symbol of the pyramid with an eye in Orthodoxy
- Dream Interpretation: kissing a man in a dream, why?
- Help of a conspiracy for the growing moon Rite for the growing moon for bread
- Dream Interpretation: A cat is giving birth To dream that a cat has not given birth