Dragon age origins specialization guide. Battle Mage from Russian_Style

Race selection

The choice naturally stands between a human and an elf, since gnomes by their nature cannot cast magic. 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 particularly important.

Point distribution

Everything here is extremely simple - we pump up Magic and Willpower in proportions of 2 to 1 and don’t forget that it’s also worth pumping up cunning to a value of 16 to pump up influence.

Influence— we definitely need to upgrade if we want to avoid many unpleasant moments in the game and simply persuade anyone;

Combat training- also required to study, since your spells will be interrupted less often;

Herbalist— the best option, whatever one may say, would be to upgrade this skill from secondary characters and not waste the main character’s points;

Tactics— what is generally better not to touch since you will need manual control over the hero in almost any situation;

Specializations

You will have to decide on your own specializations. 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's worth leveling up at least Group Healing and Resurrection, even if you have Wynn in the group.

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

Tied for second place in necessity with the blood mage is the Warrior Mage. This also has its own characteristics - for example, you can wear heavy armor.

Werewolf - in this case, we have no need for this specialization at all.

Spells

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

Icy grip- refers to water magic, deals good damage and slows down the enemy decently. The entire branch is required to be upgraded;

Lightning— throws 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 lower priority branch since enemies are often immune 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 Mana Drain and then we definitely won’t stand on the sidelines. In principle, it is also worth paying attention to other skills that are no less useful;

Entropy— Life Draw is something that any magician should download;

Hero Equipment

These are the best things for you:

Reaper's Clothes- located in Curiosities of Thedas in Denerim;

Key to the city a - in Orzammar we find pages of the codex throughout the city, after which we go to the throne room on instructions, place party members on the slabs and take the item;

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

Lord Magister's Staff as well as a belt called Blessing of Andruil— we purchase from the quartermaster in the Circle;

As for the party then you need to take one warrior, one robber and support in the form of a second mage, or instead of the last one, Sheila, a golem from the add-on. This concludes our guide to the magician and good luck in your conquest of Ferelden.

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

A useful bug related to the feature of learning specializations:

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

Military specializations


1. Vityaz

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

Specialization Bonuses:+2 willpower, +1 cunning.

Specialization Abilities:

Specialization Abilities

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

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

2. Templar

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

Specialization Bonuses:+2 magic, +3 mental stability

Specialization Abilities:

Specialization Abilities

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

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

3. Berserk

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

Specialization Bonuses:+2 strength, +10 health

Specialization Abilities:

Specialization Abilities

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

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

4. The Ripper

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

Specialization Bonuses:+1 Constitution, +5 Physical Resilience

Specialization Abilities:

Specialization Abilities

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

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

Magic specializations


1. Werewolf

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

Specialization Bonuses:+2 physique, +1 armor.

Specialization Abilities:

Specialization Abilities

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

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

2. Spiritual healer

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

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

Specialization Abilities:

Specialization Abilities

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

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

3. Battle Mage

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

Specialization Bonuses:+1 agility, +5 attack.

Specialization Abilities:

Specialization Abilities

A). Battle magic(can be taken starting from level 7) - while this ability is in effect, the battle mage turns magic inward, exchanging increased fatigue for a bonus to attack and the ability to use the power of magic to determine damage in battle. Efficiency is improved by the skills "Aura of Strength" and "Shroud of Shadows".
b). Aura of power(can be taken starting from level 12) - a battle mage has mastered the secrets of the skill and receives additional bonuses to attack, defense and damage while the “Battle Magic” ability is active.
V). Shimmering Shield(can be taken starting from level 14) - the battle mage is surrounded by a flickering energy shield, which blocks most of the damage and gives a significant bonus to armor and all types of stability. While the shield is active, mana is quickly consumed.
G). Shroud of Shadow(can be taken starting from level 16) - when the “Battle magic” ability is active, the battle mage partially disappears from the real world. The gap between the fabric of the world and the cover of the Shadow will give the mage a bonus to mana recovery and a chance to avoid an attack.

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

4. Blood Mage

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

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

Specialization Abilities:

Specialization Abilities

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


1.Killer.

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

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

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

2.Bard

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

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

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

3.Ranger.

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

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

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

4. Duelist.

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

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

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

  • distance (Range)- distance or targets covered by the spell;
  • activation or Upkeep- the amount of mana required to cast or support a spell;
  • recovery (Cooldown)- the time required for respite before casting the next similar spell.

There are four schools of magic in Dragon Age - elemental, creation, entropic and spiritual. What spells you choose to teach your hero-mage and his companions depends only on you, and what kind of specialists they will turn out to be depends on the logic and correctness of the selection of spells.

Primal spells

The elemental school is one of two schools of energy (the second is spiritual). Adherents of this school use the visible and tangible forces of nature itself, this is the magic of war: devastation, fire, ice and lightning.

Branch of fire

Fire allows you to deal very high damage, but is useless against fire demons and dragons. The spells of this branch are suitable for both a single person and a party magician.

Flame Blast- The caster's hands emit a cone of flame, dealing fiery damage to all targets in the area of ​​effect for a short time (beware of friendly fire). The flash does good damage, but due to the short distance and significant delay it is inconvenient. It is best used in combination with immobilization spells, such as knocking down enemies with a fireball and frying with a flash.

  • Activation - 20;
  • Cooldown - 10 sec.

Flaming Weapons- for the duration of this spell, a fire enchantment is placed on the melee weapons of party members, and it inflicts additional fire damage. It is worth using the spell, because... With flaming weapons you can achieve very high damage (things that increase fire damage are also taken into account).

  • Upkeep - 50;
  • Fatigue - 5%;
  • Required - 18 magic.

Fireball- A ball of flame bursts from the caster's fingers and explodes, dealing extended fire damage to all targets in the area of ​​effect and knocking down targets that fail a physical resistance check (beware of friendly fire). This is one of the most used and useful spells, given its decent range and knocking down opponents.

  • Activation - 40;
  • Required - 27 magic.

Fire Gehenna (Inferno)- the caster summons a giant column of swirling flames. All targets in the area of ​​effect burst into flames and take constant fire damage (beware of friendly fire). Like all spells with a long casting delay, it requires some way to keep enemies in the area of ​​effect, so it is of little use for a single person.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Required - 34 magic.
Branch of Ice

The spells of this branch allow you to simultaneously immobilize enemies and inflict damage on them (although it is weak compared to fire), so they are suitable for both a party magician and a single person. Don't forget that cold has no effect on undead.

Icy grip (Winter's Grasp)- the caster freezes the target. Low-level victims are turned to ice, and those who reflect the spell receive a penalty to their movement speed. A good spell, especially at first: fast, gets enemies through walls, with decent damage, but it is ineffective against bosses.

  • Distance (Range) - average action (Medium);
  • Activation - 20;

Frost Weapons- for the duration of this spell, an ice enchantment is placed on the melee weapons of party members, and it deals additional damage from cold. Essentially much worse than its counterpart, the flaming weapon.

  • Distance (Range) - allies (Allies);
  • Upkeep - 40;
  • Fatigue - 5%;
  • Cooldown - 0.5 sec.;
  • Required - 18 magic.

Cone of Cold- the caster's hands emit a cone of cold. Targets that fail the Physical Resilience check are turned to ice, while those that pass are slowed. In this case, frozen victims can break from a critical hit (beware of friendly fire). The main disadvantages are the short range and weak damage. Can be combined with Mind Blast to be able to aim better and hit more enemies.

  • Distance (Range) - close action (Short);
  • Activation - 50;
  • Requires - 25 magic.

Blizzard (Blizzard)- Blizzard deals constant cold damage to targets in the area of ​​effect and slows them down, but gives them a bonus to defense and +50% fire resistance. Targets that fail the Physical Stability check may fall or become frozen (beware of friendly fire). Good for immobilizing enemies, although it does little damage.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Recovery (Cooldown) - 60 sec.;
  • Required - 34 magic.
Earth branch

The spells of this branch are of an auxiliary nature; fighting with them alone will not be easy.

Rock Armor- the caster’s skin becomes stone-like in hardness, giving him a bonus to armor for the duration of this ability, which can be very useful for a frail magician. However, to achieve a noticeable effect, your magician’s armor must be much higher than the enemy’s penetration.

  • Distance (Range) - personal action (Personal);
  • Upkeep - 40;
  • Fatigue - 5%;
  • Cooldown - 0.5 sec.

Stonefist- the caster throws a stone projectile that knocks the target down and deals nature damage (beware of friendly fire). The damage is small, but a target turned into stone or ice can break (shatter!), so if your ice mage is a master, then this spell will be useful to him.

  • Distance (Range) - average action (Medium);
  • Activation - 30;
  • Recovery (Cooldown) - 15 sec.;
  • Required - 18 magic.

Earthquake- the caster destroys the ground and knocks everyone around him to the ground (unless the targets pass the physical resistance check, including allies). This spell can be used to immobilize opponents, but immunity to it is often found.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Requires - 25 magic.

Petrify- The caster turns the target to stone if it fails a physical resistance check. A petrified target cannot move and is easily shattered by a critical hit. The spell will not affect creatures that are already immobilized.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 40 sec.;
  • Requires - 30 magic.
Lightning branch

The usefulness of this branch of spells is somewhat questionable due to the weak damage, however, electrical damage burns out the target's stamina, which limits the enemies' ability to use special attacks.

Lightning- The caster strikes the target with lightning, causing minor electrical damage (beware of friendly fire).

  • Distance (Range) - average action (Medium);
  • Activation - 20;
  • Cooldown - 8 sec.

Shock- The caster's hands emit a cone of lightning that strikes all targets in the area (beware of friendly fire). Essentially the same as the previous one, but with area damage. You can first freeze and immobilize enemies with a cone of cold, and then shock them.

  • Distance (Range) - close action (Short);
  • Activation - 40;
  • Cooldown - 15 sec.

Tempest- The caster summons a ferocious thunderstorm that deals constant electrical damage to all targets in the area of ​​effect (beware of friendly fire). This spell is needed for a very effective combination Storm of the Century.

  • Distance (Range) - average action (Medium);
  • Activation - 50;
  • Recovery (Cooldown) - 40 sec.;
  • Required - 28 magic.

Chain Lightning- lightning bursts from the caster's hands, causing electrical damage to the target, and then branching into small lightning bolts that jump to adjacent targets and branch out again. After each branch the damage weakens (beware of friendly fire). In general, a stupid spell with a long cooldown.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Recovery (Cooldown) - 60 sec.;
  • Required - 33 magic.

Creation spells

The school of creation is one of the two schools of matter; it complements the school of entropy, deals with natural forces and deals with the transformation of existing things and the creation of new things.

Treatment branch

Most of the spells in this branch are replaced by potions, so if you master them well, you will save a lot of gold.

Heal- the caster miraculously heals wounds and instantly heals a certain amount of an ally’s health. A very simple spell, cheap in mana, with a short recovery time, cast without removing the weapon, so it will be useful to any magician.

  • Distance (Range) - average action (Medium);
  • Activation - 20;

Rejuvenate- the caster sends healing energy to an ally, accelerating the recovery of mana or stamina. The spell does not affect oneself and, although it restores more mana to the mage ally than it costs, it is unprofitable due to the significant cast delay.

  • Distance (Range) - average action (Medium);
  • Activation - 25;
  • Recovery (Cooldown) - 45 sec.;
  • Required - 18 magic.

Regeneration- the caster bestows beneficial energy on an ally and greatly increases health recovery for a short time. At a slightly higher price than usual treatment and the same cooldown time, this spell restores health several times more, so you need to take it without hesitation.

  • Distance (Range) - average action (Medium);
  • Activation - 25;
  • Requires - 23 magic.

Mass Rejuvenation- the caster sends a stream of cleansing energy to allies, significantly accelerating the recovery of mana and stamina for a short time, similar to normal purification, and is also useless due to the huge casting delay.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 90 sec.;
  • Required - 28 magic.
Improvement branch

The spells of this branch can be useful for a battle mage, although not only.

Heroic Offense- the caster increases the combat effectiveness of an ally, giving him a bonus to attack.

  • Distance (Range) - average action (Medium);
  • Activation - 20;
  • Cooldown - 5 sec.

Heroic Aura- the caster protects an ally with a shell that reflects most ranged attacks (i.e. damage from arrows) for a short time.

  • Distance (Range) - average action (Medium);
  • Activation - 30;
  • Recovery (Cooldown) - 5 sec.;
  • Requires - 15 magic.

Heroic Defense- the caster covers an ally with a magical shield, giving significant bonuses to defense, resistance to cold, electricity, fire, the forces of nature and spirit magic, although it also adds a penalty to fatigue, making skills and spells more expensive to use. This spell should be cast on the party "tank".

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 10 sec.;
  • Requires - 20 magic.

Haste- the caster casts a speed spell on the unit, causing allies to move and attack much faster, although the spell also adds a small penalty to attack and quickly consumes mana during combat (because of this, the usefulness of the spell can be considered dubious).

  • Distance (Range) - allies (Allies);
  • Maintenance (Upkeep) - 60;
  • Fatigue - 10%;
  • Recovery (Cooldown) - 30 sec.;
  • Requires - 30 magic.

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 psychic 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 transforms into a bear, gaining bonuses to nature resistance and armor, as well as the bear abilities "Mighty Strike" and "Fury". The effectiveness of this form is determined by the 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 the 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.

game difficulty
1-simple
2-medium
3-difficult
4-"hardcore"
I warn you right away I played 100% Russian. I know the version and skills in Russian (and I don’t even remember the names of some), but I’ll try to explain it so that everyone understands
I started at 3 (the fourth is not available at first) as a mage I completed the game without straining when I started for the second time as a warrior I realized that a correctly pumped up mage is a heavy-imbo class
first, the general advantages - for a warrior, the skills depend on the chosen weapon and there is no choice HOW to level up, there is a choice of which weapon to run with, and for a magician there are dozens if not hundreds of options for leveling up as you want, level up the way you want
now “how I rocked up” - let’s start with the fact that I gave all the books for skills to gg and as a result, gg had more of them (skills) than the rest, the team consisted of me (magician) Morigan Alistair and walls, first of all, gg I rocked everything "cones" and as a result, about a third of the game is a group of enemies of 3-5 people. flew into a mess - first an ice cone, then lightning, then fire, as a result, the white mobs that fell under all 3 cones died with a 90% chance, and the yellow ones remained with 50% HP + -10% all this time Morigan showered them with spells hitting 1 target (to be sure ) that dangerous schmuck who remained after that was finished off by al and walls
then heavy artillery was used - an ice storm was pumped up (in a decent area, ALL mobs receive little damage for a long time and have a good chance of falling, slowing down and freezing [in fact, when casting, everyone starts to run more slowly and as a result, almost everyone freezes]) and almost immediately after it is lightning (see the previous one but without control nose x2-2.5 damage) these 2 skills thrown in the sequence 1 ice 2 lightning took out the entire crowd for some time, especially if the enemy was noticed in advance and the ice. the storm was thrown before the crowd scattered, then chain lightning was pumped up (almost a UG skill), which is suitable if ALL splashes have already been cast and is cast on the mob closest to the center of the storms (note if the mob on which chain lightning was cast died, the cast does not stop and the lightning flies to the place where the current corpse stood and scatters to everyone around) at this time Morigan took all the curses and splash paralysis as a result of which a curse was thrown at the evil red mob (only if he hits with a physical attack), preventing him from hitting me (all attacks - misses, all crits - normal attacks) and everyone else was also paralyzed. As a result, you could throw a splash of paralysis on an unsuspecting crowd and almost immediately a lightning storm, then either a chain (if the paralysis hangs for a long time) or ice. storm (if the paralysis hangs a little) (you need to find out how long the paralysis hangs experimentally, but I will say that the main indicators are the difficulty of the game + the “magic” stat and + x% of attack with the corresponding magic) [the power of any spell is also calculated] then I got into tower of magicians and had to play for Vin, so in this version of leveling up the earthquake was very strong. very good OH!!! the necessary skill (it will also come in handy in others) and the main thing is not that the people are slow and constantly fall, but that it is cast ALMOST INSTANTLY, that is, if the enemy does not see you, you cast ice. storm immediately pause and bring earthquakes to the same area, release the pause and watch how mobs crawl, how cockroaches constantly fall and as a result freeze without going beyond the spell, if you don’t just watch it, but also how a lightning storm happens, then you will watch how the crowd is quietly peaceful dies without having time to do anything
after that I understood how I would level up, then splash sleep and “crap whose name I don’t remember” were taken (this crap comes immediately after the dream and with 100% probability of those sleeping and with x% probability of those not sleeping it forces them to either stand in a camp or attack someone will have to [most often each other]) sleep, by the way, is also cast almost instantly and EVERYONE ALWAYS fell asleep for me (well, except for the red ones) and he took blood magic (from the demon in the Redcliffe castle in a dream, more precisely, it was written more than once on different forums) and took it there The 3rd skill (it paralyzes everyone within the casting radius and while they are paralyzed, it deals average damage, by the way, it is also cast almost instantly), then 4 skills were taken in a row - a mind explosion (everyone around the caster becomes, by the way, 2 magicians who took this skill + mobari [he has something like that] can keep the crowd in the camp throughout the entire battle, provided that you are in the center of the crowd) sphere (a very useful control skill if every battle is difficult, then you throw it at the strongest mob and while he is in the sphere you deal with everyone else and it holds on enough for a long time, even on red ones, the only downside is until it falls, so you can’t do anything to this mob) teleken. weapons (such as ice and fire, but instead of fixed damage it gives armor penetration when fighting with animals, it is useless, but when fighting with heavily armed warriors they sometimes give a larger bonus) and a cage (another control can work well in tandem with petrification, or you can separately remove interfering people from the battle enemies) so I took out everyone + besides, most of the described skills (storms, earthquakes) can be cast without seeing the enemy (for example, from behind a wall) and having the “survival” of one of the squad members, in principle, you can destroy most crowds without allowing them to do and 5 steps while not using magicians or using them as a buff heal, these same crowds would tear you to shreds
Also, I didn’t take the last skill in the four starting with vampirism, and it’s basically the same lightning. storm
There is also unverified information (a friend told me, I haven’t seen it myself) that if you throw the repulsion and paralysis rune at the same point (especially in a crowd), it will scatter everyone in different directions and paralyze me, I haven’t tested it myself, but it sounds cool

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