Dragon Age: Inquisition
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Author's Preface
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Welcome back to Thedas! On this large continent in the southern hemisphere
we traverse numerous territories to include Orlais and Ferelden. The Dragon Age
is continuing three years from the events at Kirkwall in the Free Marches, a
mysterious person is emerging from the Fade when an event known as The Breach
occurs. You will become the Inquisitor, leading a newly reformed Inquisiton
that is composed of characters from previous installments and some brand new
characters. You're tasked with closing this tear in the Veil, stopping the
demons that are pouring in from the Fade, and saving Thedas.
The task at hand isn't easy, but with a little help you'll be able to conquer
this event and cement yourself in Dragon Age legend. This guide will lead you
down whichever path you choose, detailing the consequences of your action or
inaction, noting enemies and their weaknesses, how to combat these foes both
on the battlefield and politically as you gain influence, and showing you how
to acquire every item and codex. Good luck Inquisitor and enjoy your stay!
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The Iron Bull
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Specialization: Reaver
Qunari are known across Thedas as the brutal horned giants who descended from
the north to nearly conquer the continent. These ruthless followers of a harsh
philosophy enforce their will through the Ben-Hassrath: their spies and secret
police. One brilliant agent did it all, hunting spies, rebels, and deserters
until the day he finally broke. To preserve a valuable asset, his superiors sent
him to Orlais to observe and report… and The Iron Bull was born.
Today, Bull’s Chargers are famous mercenaries, fiercely loyal to the huge Qunari
warrior who leads them into battles and taverns with equal enthusiasm. The Iron
Bull still sends the Ben-Hassrath reports, but years of living outside Qunari
rules have him wondering which identity is really him. Whoever he is, he’s more
than happy to join the Inquisition and get paid to kill demons.
Varric Tethras
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Specialization: Artificer
Varric Tethras is one part adventurous rogue, one part dashing storyteller, and
three parts trouble. Born on the surface, Varric has little love for his
underground brethren -- all his contacts lie with the dwarves of the Merchants
Guild, though he has little taste for their schemes. Still, he has found a place
as an outsider, rubbing shoulders with both the wealthy elite as well as the
worst of scoundrels. To hear him tell of it, that’s all he truly cares about,
though anyone who truly knows him claims differently. They say that, try as he
might, Varric has been drawn more and more into conflicts that shake the world
-- ones that he can’t get himself out of with a quick tale.
Previous Appearances: Dragon Age II
Dragon Age: The Silent Grove
Dragon Age: Those Who Speak
Dragon Age: Until We Sleep
Heroes of Dragon Age
Cassandra Pentaghast
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Specialization: Templar
Though of noble birth, Cassandra Pentaghast turned her back on a life of wealth
and privilege to join the Seekers of Truth. The ancient order serves as a
watchful eye over corruption and magical threats, granted ultimate authority in
its investigations by the Chantry -- or it did, prior to abandoning their duty
in response to the mage rebellion. Cassandra did not join her brothers in this,
instead remaining loyal to Divine Justinia and her efforts to restore order in
the face of chaos. She is both pious and driven, the sword in the right hand of
the Divine, seeking justice above all else.
Previous Appearances: Dragon Age II
Dragon Age: Dawn of the Seeker
Heroes of Dragon Age
Solas
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Specialization: Rift Mage
Solas has spent his life as an apostate, living in the wilderness well away from
the civilized world and those who would shackle him for what he is. He mastered
his magic without the help of tutors, spending years exploring the spirit realm
of the Fade and coming to an understanding of its denizens that few others could
claim. He would be happiest left alone to sleep in ancient ruins, searching for
memories and knowledge that has been lost for ages, but the Breach in the sky
threatens all worlds.
At a time when other mages flee into hiding, Solas has put his freedom at risk
by emerging from the shadows to assist those who would combat the chaos. He will
not stand idly by when his knowledge of the arcane could mean the difference
between salvation and utter destruction.
Blackwall
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Specialization: Champion
The Grey Wardens hold a lonely vigil, enduring lives of hardship and sacrifice
to protect the world from an evil that can never truly be conquered. Few would
volunteer for this: the suffering, isolation, and promise of a violent death.
But the path of a Warden is also one of valor, and those who give themselves to
the cause are rewarded with the knowledge that they have become something more
than they were. Blackwall is one of the rare few Wardens who chose, of his own
accord, to pick up the shield. He believes so wholeheartedly in the noble ideal
of the Grey Wardens that he would rather have this life than any other.
Cullen
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Cullen has seen the worst that magic and corruption can do to innocent people.
Trained from a young age, he has devoted more than half his life in service to
the Templar Order. He saw the Ferelden Circle fall during the Blight and was
witness to the mage-templar conflict that tore Kirkwall apart. In the aftermath,
it was Cullen who rallied what remained of Kirkwall's templars to restore order
to the devastated city. His leadership and integrity caught the attention of
Cassandra Pentaghast, who recognized in him a vital component in forming the
Inquisition. Now the world is falling into chaos. Cullen is through waiting for
others to act, and he's determined that the Inquisition will make a difference
for the people of Thedas.
Previous Appearances: Dragon Age: Origins
The Darkspawn Chronicles
Dragon Age II
Heroes of Dragon Age
Leliana
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She has many names. Most know her as "Sister Nightingale” or “the Left Hand of
the Divine.” To the rare friend, she is Leliana. They say she found faith amid
darkness, and that her devotion to the Maker is matched only by her devotion to
Divine Justinia V, a woman who is both mentor and savior. Those who have earned
her loyalty know her as a steadfast ally. But enemies of the Divine know to fear
her, for she is the shadow behind the Sunburst Throne -- the one who watches and
waits, who strikes when her mark is most vulnerable and least suspecting.
Previous Appearances: Dragon Age: Origins
The Darkspawn Chronicles
Leliana's Song
Dragon Age II
Mark of the Assassin
Dragon Age: Asunder
Heroes of Dragon Age
Dragon Age: The Masked Empire
Vivienne
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Specialization: Knight-Enchanter
Referred to as Madame de Fer, “the Lady of Iron”, Vivienne lives up to her
title. A leader among the mages and official enchanter to the Imperial court,
she is renowned as a fearsome woman who achieved her position through guile and
deft political maneuvering. Vivienne allows nothing to stand in the way of what
she desires -- not those who claim she is a social climber, not those who seek
to restrict her power, not even her fellow mages who would conscript her into a
rebellion with which she disagrees. Vivienne fights to restore order in a world
gone mad... so long as that leaves her among those left standing, once all is
said and done.
Previous Appearances: Dragon Age: The Masked Empire (Mentioned)
Sera
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Specialization: Tempest
Sera is impulsive and revels in the moment. For her, it's not about what's
right, it's about what's right now. In the Friends of Red Jenny, she humbled
authority and had fun doing it. But now the nobility are being not just selfish
but blind. War, demons, a torn sky: these are more than troubling -- they're
terrifying. Fortunately, Sera and her "friends" can be frightening, too, and if
she needs to put an arrow through some baddies so regular people can sleep at
night, so be it. Sera fights for those caught in the middle, but she also needs
order restored. The world has to be normal so she can play.
Dorian
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Specialization: Necromancer
Being from a proud bloodline of the Tevinter Imperium has its advantages: Dorian
was born with a flair for magic that made him the envy of his peers. He is
charming and confident, his wit as sharp as any blade, and if some suggest his
manner cocky, it could be attributed to being a powerful mage in a land where
mages rule. Indeed, Dorian would be the pride of his family -- if he didn't
oppose everything his homeland has come to stand for. He wears the labels of
"pariah" and "outcast" proudly, knowing that views of the Imperium are unlikely
to change until and unless someone of his ability stands up to make a
difference.
Cole
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Specialization: Assassin
He is a ghost in the shadows, walking unnoticed through crowds. He can slit an
enemy's throat before they even realize he's there, and slip away, never to be
seen again. Those few who do notice him soon forget he ever existed... and Cole
isn't certain that he does exist. He is a spirit, impossibly caught between the
immaterial realm of the Fade and the confusing realities of our physical world,
but does that make him real? Does it make him human or a demonic pretender, as
some believe?
All Cole knows for certain is that the world is full of pain and he must find
his place within it. Those who wish to restore order and help the helpless will
find him a strange but unwavering ally. Those who use their power for selfish
reasons may never see Cole again -- if they remember that he was there to begin
with.
Previous Appearances: Dragon Age: Asunder
Josephine
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The Inquisition's power is not absolute: it must earn its place among the forces
in conflict. Sister Leliana understands this well, and has called on an old
friend, Lady Josephine Montilyet, to be the Inquisition’s ambassador in the
halls of the influential. The eldest daughter of a noble Antivan family,
Josephine is a rising star among diplomats, skilled at forging alliances with
tact, grace, and carefully cultivated favors. She is a consummate planner who
understands that resurrecting the Inquisition will require support and goodwill
from Thedas's movers and shakers. Fortunately, the ambassador enjoys a
challenge, and she sincerely believes that the Inquisition is the best way to
halt the chaos sweeping Thedas.
Morrigan
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Whether the dark-haired sorceress seeks to influence the Imperial throne, or
harbors more sinister motives, no-one knows for certain. This Witch of the Wilds
arrived in Orlais rather suddenly three years ago as the newly-appointed “arcane
advisor” to Empress Celene. In this role, Morrigan presents a source of
information unfiltered by religious dogma, and satisfies Celene’s life-long
curiosity about magic. However, whispers carry concern of Morrigan having Celene
wrapped around her finger, teaching the Empress forbidden, dark arts in secret.
Previous Appearances: Dragon Age: Origins
The Darkspawn Chronicles
Witch Hunt
Dragon Age: Legends
Heroes of Dragon Age
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C O N T R O L S & I N T E R F A C E [0301]
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C H A R A C T E R C R E A T I O N [0302]
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[ R A C E S ]
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E L F
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Elves are a historically oppressed people, distinguishable by their lithe frames
and pointed ears. Though most survive in the poorest fringes of human cities,
others live as nomads known as the Dalish. Elves receive a bonus of 25% to
Ranged Defense.
Warrior/Rogue
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You were raised in the wilderness to be a hunter, relied upon by the Lavellan
clan for food and protection. The clan wandered the northern Free Marches and
had little need to interact with humans—until the clan's Keeper sent you to the
Chantry's conclave as a spy. What happened there, she said, would impact not
only the Dalish but indeed all elves. She could not have known how right she
was.
Mage
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Enslaved long ago by humans, most elves still live as second-class citizens
within human cities. Elves who reject this life are known as the Dalish:
nomadic wanderers who strive to keep the ancient elven religion and traditions
alive. You grew up in the wilderness, a member of the Lavellan Dalish clan and
apprentice to its leader and guide, the Keeper. The clan wandered the northern
Free Marches, and you had little need to interact with humans -- until the
Keeper sent you to the Chantry's conclave as a spy. What happened there, she
said, would impact not only the Dalish but indeed all elves. She could not have
known how right she was.
D W A R F
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Dwarves are short, stocky, and most spend their entire lives underground. Those
living in exile on the surface are commonly merchants or smugglers. Because
dwarves have no connection to the Fade, they cannot be mages, but receive a 25%
bonus to Magic Defense.
Warrior/Rogue
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The dwarves of Thedas are known for their once-vast underground empire and
guilds of merchants and warriors held in high esteem by the other races of
Thedas. Not you. A cast-off "surfacer," unwelcome among the dwarves or most
humans, you have scraped by as part of a criminal fraternity known as the Carta,
smuggling magical ore known as lyrium. As part of the ruthless Cadash crime
family, you spent your life on the streets of various Free Marcher city-states
-- until you were sent to the Chantry conclave as a spy and everything changed.
H U M A N
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Humans are the most numerous and powerful race in Thedas. They are also the most
divided politically and seem to thirst for conflict. Human characters receive a
bonus ability point at the start of the game.
Warrior/Rogue
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As the youngest child of the Trevelyan noble house, you grew up in the Free
Marcher city of Ostwick and have enjoyed a life of privilege. With close family
ties to the Chantry, and many relatives among the priesthood and the templars,
you were always expected to follow a similar path in service of the Maker --
regardless of how you feel about the matter personally. Willing or unwilling,
you were sent to the Chantry's conclave to assist relatives who sought to make
peace between the templars and mages. It didn't go well.
Mage
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Born to the Trevelyan noble family of Ostwick in the Free Marches, you were
originally intended for a life of privilege—until magical abilities surfaced at
a young age and you were forced into a life of confinement within Ostwick's
Circle of Magi. Protected but stifled, educated but isolated, the Circle would
have been your entire future had the mages not rebelled against Chantry rule.
Like it or not, you had to fight for your life against templars hunting down all
"free" mages. You joined the delegation of mages attending a Chantry conclave in
hopes of negotiating peace with the templars. It didn't go well.
Q U N A R I
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The Qunari are a race of horned giants who follow a strict religious text known
as the Qun. Those who have abandoned its principles are known as Tal-Vashoth and
often work as mercenaries. Qunari characters receive a bonus of 10% to melee
defense.
Warrior/Rogue
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As part of the Valo-kas mercenary company, you have earned a living by your own
wits and the strength of your blade, ignoring the fearful looks you receive from
those around you. Most recently the company was sent to the Chantry conclave as
hired swords meant to keep the peace between mages and templars—a task that has
gone horribly wrong.
Mage
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Followers of the strict religious philosophy of the Qun, the Qunari appeared
like a tidal wave to the north of Thedas three hundred years ago. You are
Tal-Vashoth, a Qunari who has rejected the Qun and never even lived in Qunari
lands. As part of the Valo-kas mercenary company, you have earned a living by
your own wits and the strength of your blade, ignoring the fearful looks you
receive from those around you. Most recently the company was sent to the Chantry
conclave as hired swords meant to keep the peace between mages and templars --
a task that has gone horribly wrong.
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[ C L A S S E S ]
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Mage
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Those who can tap into the raw energy of the Fade and block the whispering
temptations of demons are truly exceptional. When they turn that mental focus
onto the field of war, they can be truly terrifying opponents. Rains of fire,
walls of ice, or even the ability to heal allies make up a mage’s toolkit. Most
employ considerable skills rendering foes not only weakened, but also vulnerable
to physical attacks, setting up opportunities for their teammates to exploit.
Knight Enchanter
- These rare mages received special dispensation from the Chantry to serve in
battle. They summon blades from the Fade and are experts in protection and
defense.
Necromancer
- These mages specialize in binding the spirits that are drawn to death. They
can put the fear of death into enemies, bring spirits to fight on their
behalf, and even cause devastating explosions when their enemies die.
Rift Mage
- These mages draw upon the force of the Fade, either pulling matter from the
Fade to attack or twisting the Veil itself into a weapon to stagger or crush
their enemies.
Rogue
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Armed with bows, daggers, and any number of dirty tricks, the rogue’s primary
focus is damage: tearing foes down one at a time with systematic efficiency.
Rogues commonly use a mixture of stealth and mobility to reach positions of
advantage, be it a sniper’s perch away from enemy blades or behind an
unsuspecting mage. Deadly and resourceful, rogues can tip the balance of any
strategic assault.
Artificer
- These specialists control the battlefield with deadly traps. Neither they nor
their explosive mines are ever where the enemy expects them to be.
Assassin
- Any rogue can kill a target, but assassins make death into an art form. They
specialize in quick, deadly kills that let them slide back into the shadows
undetected, or indirect kills that eliminate targets while the assassin is
safely away.
Tempest
- These unpredictable experts specialize in using alchemical mixtures that
wreathe them in frost or flame. Fast, chaotic, and possibly mad, they wade
into the fight and dare enemies to face the storm.
Warrior
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Battle-hardened and masters of close combat, warriors are pivotal to any group
entering battle. As front-line fighters, they absorb the brunt of opponent
attacks, steal enemy focus, and create an opening for deadly ranged assaults
from other classes. While some warriors prefer visceral, sweeping damage, many
are silverite-clad bulwarks, weathering any blows they don’t deflect with their
shields.
Champion
- These powerful defenders protect their allies from harm, standing strong
against devastating blows with expert training and fierce determination.
Enemies can't kill them—and usually can't survive them.
Reaver
- As the battle gets bloodier, these vicious and deadly warriors get even more
brutal. Hurting them just makes them mad, a mistake most enemies don't live
to repeat.
Templar
- These unrelenting warriors specialize in fighting mages and demons. No enemy's
magic can withstand them, and they inspire and protect their allies with their
righteous power.
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C O M B A T & E X P L O R A T I O N [0303]
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M A G E S K I L L T R E E S [0304]
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[ W I N T E R ]
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Masters of this school of magic summon cold that bites deeper than the cruelest
winter. Their icy spells slow and weaken enemies.
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1. Winter's Grasp
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You lock a target in a sheet of ice, freezing it in place.
Ice Damage: 200% Weapon Damage
Freeze Duration: 4 Seconds
Chill Duration: 8 Seconds
Cooldown Time: 16 Seconds
Cost: 65 Mana
A. Winter's Chill
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Winter's Grasp now damages and chills nearby enemies as well. However, only
the primary target is frozen.
Area of Effect: 3 Meters
2. Mana Surge
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Your barrier explodes into wild magic when enemies destroy it. The blast freezes
all nearby enemies and allows you to cast your next spell without consuming
mana.
Area of Effect: 3 Meters
Freeze Duration: 2 Seconds
Magic on Unlock: +3
3. Fade Step
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You let invisible waves of magic carry you forward, blurring ahead a short
distance.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
A. Frost Step
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Passing through enemies hurts them and leaves them chilled.
Ice Damage: 300% Weapon Damage
Chill Duration: 8 Seconds
4. Frost Mastery
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You have mastered the calling of cold, increasing your effectiveness when
chilling or freezing targets.
Freeze Duration Bonus: 25%
Chill Duration Bonus: 25%
Magic on Unlock: +3
5. Winter Stillness
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By standing still, you enter into a meditative state that restores your mana at
an enhanced rate and reduces all cooldown times.
Meditation Idle Threshold: 3 Seconds
Mana Generation Rate Bonus: 50%
Willpower on Unlock: +3
6. Wall of Ice
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You raise a wall of ice to keep enemies at bay.
Size: 6 Meters
Duration: 20 Seconds
Cooldown Time: 24 Seconds
Cost: 50 Mana
A. Glacial Strength
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Wall of Ice creates a larger wall, and you can cast it more often.
Size Bonus: 3 Meters
Cooldown Reduction: 8 Seconds
7. Ice Mine
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You mark the ground with a glyph that takes a short time to prime. Once it is
ready, it will freeze the first target to step on it.
Freeze Duration: 6 Seconds
Activation Delay: 3 Seconds
Cooldown Time: 18 Seconds
Cost: 35 Mana
A. Brittle Glyph
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While frozen, the victim of Ice Mine loses all armor protection.
Armor Reduction: 100%
8. Ice Armor
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You draw on cold magic near you to protect you from attacks. Standing near a
frozen enemy or a persistent cold spell reduces all damage you take.
Damage Reduction: 50%
Willpower on Unlock: +3
9. Blizzard
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You summon a freezing blizzard to chill and damage enemies caught in the area.
Can be toggled on and off
Ice Damage: 75% Weapon Damage per second
Chill Duration: 8 Seconds
Area of Effect: 8 Meters
Cooldown Time: 24 Seconds
Cost: 5 mana per second
A. Ice Storm
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Your blizzard now chills enemies, progressively slowing them until they are
frozen.
Damage Bonus: 75%
Freeze Duration: 4 Seconds
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[ I N F E R N O ]
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Masters of this school of magic dominate the battlefield with unrelenting fire.
Enemies who survive the initial blast are driven mad with terror or burn to
death in unquenchable flames.
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1. Flashfire
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You ignite an enemy with searing pain and send them fleeing in panic.
Fire Damage: 300% Weapon Damage
Fear Duration: 8 Seconds
Cooldown Time: 20 Seconds
Cost: 65 Mana
A. Blistering Pain
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Flashfire burns brighter and hotter, intensifying the panic that your enemy
suffers.
Fear Duration Bonus: 8 Seconds
2. Immolate
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You unleash a massive explosion, leaving enemies in the area burning in agony.
Fire Damage: 300% Weapon Damage
Burning: 75% Weapon Damage per second
Burning Duration: 8 Seconds
Area of Effect: 3 Meters
Cooldown Time: 16 Seconds
Cost: 35 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo.
A. Wildfire
¯¯¯¯¯¯¯¯¯¯¯
Immolate burns hotter and has a shorter cooldown time, allowing you to rain
fire upon your enemies more often.
Fire Damage Bonus: 100% Weapon Damage
Burning: 75% Weapon Damage per second
Cooldown Reduction: 4 Seconds
3. Flashpoint
¯¯¯¯¯¯¯¯¯¯¯¯¯
After you land a critical hit, your next spell cast doesn't trigger a cooldown
period.
Magic on Unlock: +3
4. Pyromancer
¯¯¯¯¯¯¯¯¯¯¯¯¯
You have mastered the summoning of fire, increasing your effectiveness when
panicking or burning enemies.
Burning Duration Bonus: 25%
Fear Duration Bonus: 25%
Willpower on Unlock: +3
5. Fire Mine
¯¯¯¯¯¯¯¯¯¯¯¯
You mark the ground with a glyph that takes a short time to prime. Once it is
ready, it will erupt into flame when an enemy crosses it, damaging and
staggering the target.
Fire Damage: 1,600% Weapon Damage
Activation Delay: 3 Seconds
Cooldown Time: 24 Seconds
Cost: 35 Mana
A. Searing Glyph
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Targets hit by Fire Mine are launched into the air and set aflame, leaving
them burning.
Burning: 200% Weapon Damage per second
Burning Duration: 8 Seconds
6. Clean Burn
¯¯¯¯¯¯¯¯¯¯¯¯¯
Your spells burn away ambient magic that would otherwise slow down your casting.
Every spell you cast shortens your active cooldown times.
Cooldown Reduction: 1 Seconds
Willpower on Unlock: +3
7. Wall of Fire
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You conjure a flaming barrier that burns and panics enemies that pass through
it.
Size: 6 Meters
Duration: 20 Seconds
Burning: 200% Weapon Damage per second
Burning Duration: 8 Seconds
Fear Duration: 4 Seconds
Cooldown Time: 32 Seconds
Cost: 35 Mana
A. Lasting Flames
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Wall of Fire creates a larger wall, and its flames burn longer on enemies
that pass through it.
Size Bonus: 3 Meters
Damage Duration Bonus: 4 Seconds
8. Chaotic Focus
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When you cast a fire spell, the spell consumes half of your current barrier to
empower it. The larger the barrier consumed, the greater the bonus to the
spell's damage.
Barrier Bonus: 50%
Magic of Unlock: +3
________________________________________
[ S T O R M ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Masters of this school of magic call forth the power of thunder and lightning.
Their spells paralyze and arc from one enemy to another.
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1. Chain Lightning
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You unleash a blast of lightning that shocks one target and arcs to nearby
enemies.
Distance: 5 Meters
Number of Hits: 4
Electric Damage: 300% Weapon Damage
Shocked Duration: 8 Seconds
Cooldown Time: 8 Seconds
Cost: 50 Mana
A. Arcing Surge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Chain Lightning arcs farther and hits more targets.
Distance Bonus: 4 Meters
Additional Hits: 2
2. Energy Barrage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You launch a salvo of elemental blasts from your staff that homes in on targets
ahead of you.
Projectiles: 12
Damage per Hit: 66% Weapon Damage
Cooldown Time: 16 Seconds
Cost: 50 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Energy Bombardment
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Each hit from Energy Barrage lowers the target's resistance to your staff's
magic type for a short time.
Magic Resistance: -2%
3. Stormbringer
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The storm comes to your aid even without your calling it. When you are in
combat, lightning will periodically strike a random nearby enemy.
Electric Damage: 300% Weapon Damage
Radius: 25 Meters
Cooldown Time: 15 Seconds
Magic on Unlock: +3
4. Lightning Bolt
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You summon a bolt of lightning that blasts and paralyzes a single target. If
other enemies are nearby, the bolt will paralyze the target for longer.
Electric Damage: 200% Weapon Damage
Paralyzed Duration: 2 seconds per nearby enemy
Cooldown Time: 24 Seconds
Cost: 65 Mana
A. Exploding Bolt
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Lightning Bolt does more damage if there are other enemies nearby, and if
there are enough close to the striking point, a wave of force will knock
back all enemies except for the paralyzed primary target.
Damage Bonus: 200% for every creature within 4 meters.
5. Conductive Current
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The more magical energy you expend, the more damage your spells do.
Damage Bonus: 5% for every 10% missing mana
Magic on Unlock: +3
6. Gathering Storm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You use your staff's energy to fill the area with sympathetic magic. Each basic
attack shortens your active cooldown times.
Cooldown Reduction: 0.5 Seconds
Willpower on Unlock: +3
7. Static Charge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You sheathe yourself in lightning while casting spells. Enemies that attempt to
interrupt your casting with attacks are struck by arcs that leave them
paralyzed.
Electric Damage: 100% Weapon Damage
Shock Duration: 6 Seconds
Constitution on Unlock: +3
8. Static Cage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You trap enemies inside an electricity field that paralyzes those that try to
leave.
Duration: 8 Seconds
Area of Effect: 9 Meters
Paralyzed Duration: 2 Seconds
Cooldown Time: 32 Seconds
Cost: 65 Mana
A. Lightning Cage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Static Cage is now powerful enough to hurt or even kill enemies who leave
its boundaries. Whenever an enemy in the cage takes damage, a lightning bolt
strikes them, dealing bonus electricity damage.
Electric Damage: 50% Weapon Damage
________________________________________
[ S P I R I T ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Masters of this school of magic call upon spirits for protection, as well as the
essence of the Fade itself. Their spells disrupt hostile magic, create defensive
barriers, and even heal injuries.
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1. Barrier
¯¯¯¯¯¯¯¯¯¯
You create a shimmering protective barrier that acts as temporary additional
health. The barrier decays naturally over time.
Barrier: 4,116
Area of Effect: 4 Meters
Cooldown Time: 24 Seconds
Cost: 50 Mana
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
A. Elegant Defense
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You have learned to cast Barrier with a more stable magical pattern. Each
time a barrier you have cast expires, the ability's cooldown time is reduced.
Cooldown Reduction: 4 Seconds
2. Peaceful Aura
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your aura of tranquility makes enemies less likely to attack you in battle, even
when you damage them.
Threat Reduction: 50%
Willpower on Unlock: +3
3. Dispel
¯¯¯¯¯¯¯¯¯
You remove hostile magic and status effects from allies while stripping
beneficial effects from enemies.
Size: 5 Meters
Cooldown Time: 8 Seconds
Cost: 35 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Transmute Magic
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dispelling magic and status effects increases your own spells' damage and
Barrier generation for a brief duration.
Barrier: 50%
Damage Bonus: 25%
Duration: 10 Seconds
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
4. Rejuvenating Barrier
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When you or your allies have an active Barrier, the beneficial energy
invigorates them and helps them recover mana or stamina more quickly.
Mana Regeneration: 35%
Constitution on Unlock: +3
5. Guardian Spirit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A protective barrier springs into place around you automatically when you are
badly injured.
Barrier: 100%
Health Threshold: 25%
Cooldown Time: 60 Seconds
Constitution on Unlock: +3
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
6. Mind Blast
¯¯¯¯¯¯¯¯¯¯¯¯¯
You send enemies staggering with an explosion of willpower that drives them
back and makes them less likely to target you again.
Area of Effect: 5 Meters
Cooldown Time: 8 Seconds
Cost: 20 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Fortifying Blast
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Each enemy you strike with Mind Blast increases your protective barrier as
you turn their pain into your power.
Barrier: 10%
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
7. Strength of Spirits
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your barriers draw on the magic of the Fade to absorb more energy before
depleting.
Barrier Bonus: 50%
8. Revival
¯¯¯¯¯¯¯¯¯¯
You summon spirits to heal fallen allies in the area, getting them back on their
feet and fighting again.
Area of Effect: 2 Meters
Cooldown Time: 60 Seconds
Cost: 85 Mana
A. Life Ward
¯¯¯¯¯¯¯¯¯¯¯¯
Spirits now protect your allies for a short time, reducing incoming damage
and reviving them if they fall unconscious.
Damage Resistance: 25%
Duration: 15 Seconds
________________________________________
[ K N I G H T E N C H A N T E R ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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1. Spirit Blade
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You create a blade of solid magic to make melee attacks against nearby enemies,
bypassing their guard and barriers.
Spirit Damage: 300% Weapon Damage
Bonus Damage vs. Barrier: 200%
Bonus Damage vs. Guard: 400%
Cost: 10 mana per attack while active
Eldritch Detonator Ability: Use on incapacitated foes for a combo.
A. Defending Blade
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You deflect incoming projectiles with Spirit Blade, sending a shockwave of
energy back at the attacker.
3. Fade Cloak
¯¯¯¯¯¯¯¯¯¯¯¯¯
You surround yourself with the magic of the veil itself. You are briefly
invulnerable and can pass through enemies unharmed.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
Cost: 20 Mana
A. Decloaking Blast
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If you rematerialize inside an enemy, they're blasted back with massive
force.
Spirit Damage: 1,000% Weapon Damage
4. Resurgence
¯¯¯¯¯¯¯¯¯¯¯¯¯
You call on benign spirits to restore you and your allies for continuing the
fight. All party members are healed to full health, including those who have
fallen unconscious, and a glyph around you provides ongoing healing to the
party for the spell's duration.
This ability consumes and is powered by focus.
Radius: 5 Meters
Duration: 10 Seconds
Tier 1: Glyph heals 2% per second
Tier 2: Glyph heals 10% per second
Tier 3: Glyph heals 25% per second
5. Fade Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You draw back the energy released by your enemies in your attacks against them.
Any successful attack strengthens your barrier. The more damage you do, the
more powerful your barrier grows.
Barrier: 30% of damage dealt
Magic on Unlock: +3
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
6. Veiled Riposte
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Whenever you have a barrier active, enemies who attack you will take damage in
return.
Damage Returned: 20%
Magic on Unlock: +3
7. Knight-Protector
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You're adept with defensive magic. Barriers you create take longer to
naturally decay.
Barrier Decay Reduction: 35%
Constitution on Unlock: +3
8. Disruption Field
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You fill an area with magical energy that slows and weakens your enemies.
Enemies larger than the field are immune.
Speed Reduction: 50%
Radius: 3 Meters
Duration: 10 Seconds
Cooldown Time: 24 Seconds
Cost: 65 Mana
A. Stasis Lock
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies caught in Disruption Field are slowed to a stop over the course of
several seconds. Striking them ends the effect.
Speed Reduction: 99%
Duration: 5 Seconds
________________________________________
[ R I F T M A G E ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Years spent studying the Fade have given Solas the ability to manipulate its
energies in unpredictable ways. He can pull matter from the Fade and even twist
the veil into a weapon to hamper his opponents.
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1. Veilstrike
¯¯¯¯¯¯¯¯¯¯¯¯¯
You recreate your own fist from the essence of the Fade and smash nearby foes
to the ground.
Area of Effect: 5 Meters
Cooldown Time: 24 Seconds
Cost: 35 Mana
A. Punching Down
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You cast veilstrike more easily, and the blow weakens your enemies, causing
them to do less damage.
Cost Reduction: 15 Mana
Weakened Duration: 10 Seconds
2. Stonefist
¯¯¯¯¯¯¯¯¯¯¯¯
You summon a boulder from the Fade and smash it into your target, sending them
flying.
Spirit Damage: 500% Weapon Damage
Cooldown Time: 8 Seconds
Cost: 50 Mana
Impact Detonator Ability: Use on incapacitated foes for a combo
A. Shatterstone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The boulder summoned by Stonefist now explodes on impact, weakening and
staggering nearby enemies.
Area of Effect: 4 Meters
Weakened Duration: 10 Seconds
3. Restorative Veil
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You pull stray magic from around weakened enemies to regain mana based on the
damage you do to them.
Mana Recovery: 10%
Magic on Unlock: +3
4. Encircling Veil
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You use stray magic around weakened enemies to increase the power of status
effects on them.
Duration Bonus vs. Weakened: 25%
Magic on Unlock: +3
5. Firestorm
¯¯¯¯¯¯¯¯¯¯¯¯
You summon flaming meteors, raining fire down upon enemies all over the area
for the next several seconds.
This ability consumes and is powered by Focus.
Radius: 6 Meters
Fire Damage: 150% Weapon Damage
Duration: 15 Seconds
Tier 1: Summon 15 Meteors
Tier 2: Summon 30 Meteors
Tier 3: Summon 55 Meteors
6. Smothering Veil
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Weakened enemies have the damage they inflict reduced even further.
Damage Reduction: 30%
Willpower on Unlock: +3
7. Twisting Veil
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You catch stray magic around weakened enemies and use them to increase the
damage of your own attacks.
Damage Bonus vs. Weakened: 15%
Magic on Unlock: +3
8. Pull of the Abyss
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You create a tiny rift that pulls enemies toward a central point.
Area of Effect: 6 Meters
Duration: 12 Seconds
Cooldown Time: 32 Seconds
Cost: 65 Mana
A. Shaken
¯¯¯¯¯¯¯¯¯
You can cast Pull of the Abyss more often, and enemies caught in its effect
are weakened.
Cooldown Reduction: 8 Seconds
Weakened Duration: 10 Seconds
________________________________________
[ N E C R O M A N C E R ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dorian is well-versed in spells that bind and manipulate Fade spirits, a
practice that does not have the same stigma in the Tevinter Imperium as it does
elsewhere in Thedas.
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1. Horror
¯¯¯¯¯¯¯¯¯
You unleash spirits of fear that terrify all enemies within the area.
Panic Duration: 6 Seconds
Area of Effect: 3 Meters
Cooldown Time: 24 Seconds
Cost: 50 Mana
A. Despair
¯¯¯¯¯¯¯¯¯¯
Horror inflicts even deeper terror upon targets and reduces their armor
while they are under its effects.
Spirit Damage: 50% Weapon Damage per second
Armor Reduction: 20%
2. Death Siphon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Every time an enemy dies nearby, you regain both health and mana.
Mana Amount: 20
Health Amount: 10%
Constitution on Unlock: +3
3. Blinding Terror
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You have learned to leave enemies vulnerable in their terror. Enemies that are
panicked take increased damage from all atacks.
Damage Bonus vs. Panicked: 15%
Magic on Unlock: +3
4. Haste
¯¯¯¯¯¯¯¯
You increase the speed of the entire party. While this ability is active, all
enemies move and attack more slowly by comparison.
This ability consumes and is powered by Focus.
Tier 1: Slow by 85% for 6 Seconds
Tier 2: Slow by 85% for 12 Seconds
Tier 3: Slow by 85% for 20 Seconds
5. Power of the Dead
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Killing enemies attracts spirits that increase the power of your spells for a
short time.
Damage Bonus: 20%
Duration: 10 Seconds
Willpower on Unlock: +3
6. Simulacrum
¯¯¯¯¯¯¯¯¯¯¯¯¯
If you are knocked unconscious, a spirit you control takes on your likeness and
fights on your behalf for a short time. The spirit draws magic directly from the
Fade, casting spells without cost. You cannot be revived by any means until the
spirit leaves.
Duration: 10 Seconds
Willpower on Unlock: +3
7. Spirit Mark
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You mark a target with an attacking spirit, inflicting ongoing damage. If the
target dies while marked, the spirit mimics the victim's body briefly to fight
on your behalf.
Can be toggled on and off
Duration: 12 Seconds
Spirit Damage: 75% Weapon Damage per second
Charm Duration: 15 Seconds
Cooldown Time: 20 Seconds
Cost: 50 Mana
A. Lingering Mark
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Targets you kill with Spirit Mark now fight for you longer and harder.
Damage Bonus: 75%
Charm Duration: 45 Seconds
8. Walking Bomb
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You curse an enemy, inflicting ongoing spirit damage, and then trigger the curse
in a devastating explosion.
Spirit Damage: 200% Weapon Damage per second
Duration: 10 Seconds
Explosion Damage: 600% of Weapon Damage
Area of Effect: 5 Meters
Cooldown Time: 20 Seconds
Cost: 65 Mana
A. Virulent
¯¯¯¯¯¯¯¯¯¯¯
If Walking Bomb kills your target, the effect spreads to nearby enemies,
causing secondary explosions.
________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
R O G U E S K I L L T R E E [0305]
________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
________________________________________
[ S U B T E R F U G E ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Experts in these talents are masters of misdirection. Whether leaping to safety,
disappearing into the shadows, or tricking enemies into slashing at empty air,
they are never where anyone expects them to be.
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1. Stealth
¯¯¯¯¯¯¯¯¯¯
You step into the shadows, all but invisible to your enemies. Attacking from
stealth gives you a damage bonus and brings you back to the enemy's attention.
Dealing damage to enemies reduces the ability's cooldown time.
Damage Bonus: 100%
Duration: 30 Seconds
Cooldown Time: 24 Seconds
Cost: 20 Stamina
A. Lost in the Shadows
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You live in the darkness. Entering Stealth is now instant and removes all
debilitating effects on you. While in Stealth, you cn even pass through
enemies without being detected.
2. Evasion
¯¯¯¯¯¯¯¯¯¯
They can't hit what they can't see. Your deceptive fighting style gives you a
chance to dodge enemy attacks, taking no damage.
Chance to Activate: 5%
Dexterity on Unlock: +3
3. Evade
¯¯¯¯¯¯¯¯
You leap away from incoming attacks, putting yourself where you need to be to
win this fight.
Cooldown Time: 2 Seconds
Cost: 20 Stamina
A. Hidden Step
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies will swear you're still there, attacking empty air and hurting nobody
but themselves as you leap away.
Duration: 3 Seconds
Damage: 300% Weapon Damage
4. Ambush
¯¯¯¯¯¯¯¯¯
While you're in stealth and shortly after leaving it, your attacks ignore some
of your target's armor.
Armor Penetration: 50%
Duration: 6 Seconds
Dexterity on Unlock: +3
5. Easy to Miss
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies are likely to overlook you in combat, much to their regret. This is
especially true if you're flanking them.
Threat Reduction: 25%
Flanking Threat Reduction: 100%
Cunning on Unlock: +3
6. Knockout Powder
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You throw a handful of dosed dust into an enemy's face, putting them to sleep
for a short time.
Duration: 10 Seconds
Area of Effect: 6 meters
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Deep Sleep
¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies affected by Knockout Powder sleep longer and are slow to wake up
after being damaged.
Duration Bonus: 10 Seconds
Damage Sleep Duration: 3 Seconds
7. Mercy Killing
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When their hearts aren't in the fight, it's almost too easy. Your attack on
panicked or sleeping enemies are automatically critical hits.
Cunning on Unlock: +3
8. Shadow Strike
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You take your enemy by surprise with an attack they never see coming. If you are
in stealth or have not taken damage recently, this attack hits even harder.
Damage: 400% Weapon Damage
Stealth Bonus Damage: 200%
Not Damaged Recently Threshold: 5 Seconds
Cooldown Time: 16 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo.
A. Quick Blade
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Shadow Strike costs less stamina, and when you use it while flanking an
opponent, you reduce all of your active cooldown times.
Cost Reduction: 10 Stamina
Cooldown Reduction: 4 Seconds
________________________________________
[ S A B O T A G E ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Experts in these talents specialize in poisons and traps. Their dirty tricks
leave enemies sick and limping, easy pickings for a sharp blade or a barbed
arrow.
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1. Poisoned Weapons
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You coat your weapons in a deadly toxin, making every attack poison enemies for
a short time.
Duration: 10 Seconds
Damage: 60% Weapon Damage per second
Damage Duration: 8 Seconds
Cooldown Time: 24 Seconds
Cost: 20 Stamina
A. Infected Wounds
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your poison helps your blades and arrows bite deeper. You do more damage with
your weapons while Poisoned Weapons is active.
Damage Bonus: 25%
2. Caltrops
¯¯¯¯¯¯¯¯¯¯¯
You scatter spikes behind you, hurting and slowing down enemies who come after
you. This ability is considered a trap for any abilities that enhance or affect
traps.
Duration: 30 Seconds
Radius: 3 Meters
Damage: 10% Weapon Damage per scond
Speed Reduction: 25%
Cooldown Time: 16 Seconds
Cost: 35 Stamina
A. Tread Lightly
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your Caltrops cover a wider area and impede enemies even more.
Radius: 5 Meters
Speed Reduction Bonus: 25%
3. Fighting Dirty
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
All of your sunder and poison effects last longer as you make more potent toxins
and uglier wounds.
Duration Bonus: 25%
Dexterity on Unlock: +3
4. Looked Like It Hurt
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The worst mistake your enemies can make is to let you see them flinch. Whenever
you score a critical hit, you regenerate stamina.
Stamina Restored: 10
Cunning on Unlock: +3
5. Explosive Toxin
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your poisons curdle the blood of your targets. Enemies that die while poisoned
explode in a shower of toxic mist.
Duration: 8 Seconds
Radius: 3 Meters
Damage: 50% Weapon Damage per second
Dexterity on Unlock: +3
6. Hook and Tackle
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You hurl a light grappling hook at a target, then yank hard as you leap to pull
yourself to it.
Cooldown Time: 12 Seconds
Cost: 20 Stamina
A. It Beats Walking
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You can use Hook and Tackle with no stamina cost or cooldown time.
7. Cheap Shot
¯¯¯¯¯¯¯¯¯¯¯¯¯
Your critical hits tear through enemy armor, leaving it sundered for a short
time.
Duration: 6 Seconds
Cunning on Unlock: +3
8. Toxic Cloud
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You unleash a cloud of toxic dust that damages all enemies that remain in the
area.
Duration: 8 Seconds
Radius: 5 meters
Damage: 50% Weapon Damage per second
Cooldown Time: 32 Seconds
Cost: 50 Stamina
A. Contact Poison
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Toxic Cloud has a shorter cooldown time and now also poisons enemies in the
area.
Cooldown Reduction: 5 Seconds
Damage: 25% Weapon Damage per second
Duration: 8 Seconds
9. Throwing Blades
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You hurl a group of knives at all nearby targets, ripping through their armor
and leaving it sundered.
Number of Hits: 4
Damage per Hit: 100% Weapon Damage
Duration: 8 Seconds
Cooldown Time: 12 Seconds
Cost: 50 Stamina
A. Precision Targeting
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When facing fewer targets, you group your knives so that the more blades
that hit a single target, the more damage they inflict.
Damage Bonus: 25%
This bonus stacks.
________________________________________
[ D O U B L E D A G G E R S ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Experts in this style are fast and deadly, their blades slicing through enemies'
defenses -- and throats -- before the have time to react.
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1. Flank Attack
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You leap through shadows to attack your foe with deadly strikes that hit them
from behind.
Requires Daggers
Number of Hits: 2
Damage per Hit: 200% Weapon Damage
Cooldown Time: 8 Seconds
Cost: 35 Stamina
A. Skirmisher
¯¯¯¯¯¯¯¯¯¯¯¯¯
Before your target turns to face your blow, you move to stealth, impossible
to find.
2. Twin Fangs
¯¯¯¯¯¯¯¯¯¯¯¯¯
You lash out with both daggers, striking deep, with bonus damage if you flank
your foe.
Requires Daggers
Number of Hits: 2
Damage per Hit: 200% Weapon Damage
Damage Bonus: 200%
Cooldown Time: 8 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo
A. Ripping Fangs
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If flanking, your Twin Fangs attack will keep your target's armor sundered
from the blow.
Damage Bonus: 100%
Duration: 8 Seconds
3. Bloodied Prey
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your strikes cut deeper into any foe whose current health is lower than your
own.
Damage Bonus: 10%
Cunning on Unlock: +3
4. Parry
¯¯¯¯¯¯¯¯
You quickly block a strike made by your foe, then counter as their own defenses
fall.
Requires Daggers
Damage: 100% Weapon Damage
Cost: 10 Stamina
A. Effortless Riposte
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If you succeed in countering a blow, your parry costs no stamina at all.
5. Dance of Death
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You regain stamina with every kill, the better to continue your assault.
Stamina Restored: 50
Dexterity on Unlock: +3
6. Unforgiving Chain
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your daggers blur, a dance of deadly pain. Each strike adds to your critical-hit
chance. After a critical attack, your chain resets as you begin another dance.
Critical Hit Chance: 1%
7. Sneak Attack
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Attacks upon a target's back or flank are much more likely to be killing blows.
Critical Hit Chance: 22%
Cunning on Unlock: +3
8. Spinning Blades
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You lash out with a set of slashing blows that bring you in and drive your
target back.
Requires Daggers
Number of Hits: 5
Damage per Hit: 75% Weapon Damage
Cooldown Time: 16 Seconds
A. Neverending Spin
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The number of your deadly slashes grows when you connect with earlier
attacks.
Additional Hits: 4
9. Deathblow
¯¯¯¯¯¯¯¯¯¯¯¯
You lash out hard with swift and deadly skill and then again against a wounded
foe.
Requires Daggers
Damage: 200% Weapon Damage
Bonus Damage: 3% for every 1% missing health
Health Threshold: 50%
Cooldown Time: 8 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo
A. Thrill of Victory
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your strike bites deeper, and if it should kill your target, there's no
cooldown on Deathblow.
Damage Bonus: 100%
________________________________________
[ A R C H E R Y ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Experts in this style are masters of ranged combat. They can avoid enemies that
attempt to close, put arrows or bolts through multiple foes, and even unleash
explosive shots to devastating effect.
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1. Death from Above
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You do more damage when firing from elevation.
Maximum Bonus Damage: 25%
Maximum Height: 2 Meters
Cunning on Unlock: +3
2. First Blood
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You've learned to pick apart enemies that are still unwounded and unwary. You
do more damage to enemies that are only lightly injured.
Damage Bonus: 15%
Health Threshold: 80%
Dexterity on Unlock: +3
3. Leaping Shot
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You dive out of trouble and fire a hail of arrows at the enemies that were
trying to close with you.
Requires a Bow
Projectiles: 12
Damage per Hit: 50% Weapon Damage
Cooldown Time: 12 Seconds
Cost: 35 Stamina
A. Rolling Draw
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If Leaping Shot hits, you can use the momentum of your leap to do a stronger
draw as you come back to your feet. Your next attack, whenever you make it,
will knock down its target.
Damage Bonus: 200%
4. Long Shot
¯¯¯¯¯¯¯¯¯¯¯¯
You fire a powerful single shot that delivers more damage the farther away from
the target.
Requires a Bow
Damage: 200% Weapon Damage
Damage Bonus: 600% at 15 meters
Cooldown Time: 8 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo
A. Archer's Lance
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Long Shot now rips through every enemy along its path, doing bonus damage
for each extra target it hits.
5. Explosive Shot
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You fire a powerful shot that explodes on impact, damaging enemies around your
target.
Requires a Bow
Number of Hits: 2
Damage: 100% Weapon Damage
Impact Radius: 4 Meters
Cooldown Time: 12 Seconds
Cost: 35 Stamina
A. Chain Reaction
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Shrapnel from Explosive Shot fills the air and sets off deadly chain
reactions that do more damage the more enemies are nearby.
Damage Bonus per Target: 25%
Maximum Bonus Damage: 100%
6. Strafing Shots
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You can move faster while firing without sacrificing accuracy.
Speed Bonus: 100%
Dexterity on Unlock: +3
7. Pincushion
¯¯¯¯¯¯¯¯¯¯¯¯¯
If the first arrow doesn't kill them, the tenth might. Each consecutive hit with
a bow attack does progressively more damage to the target.
Damage Bonus: 5%
Bonus Duration: 10 Seconds
Dexterity on Unlock: +3
8. Full Draw
¯¯¯¯¯¯¯¯¯¯¯¯
It takes a moment to line up the perfect shot, but it pays off with a
devastating hit that bites even deeper against enemies who aren't injured yet.
Requires a Bow
Damage: 800% Weapon Damage
Damage Bonus: 800% at full health
Cooldown Time: 24 Seconds
Cost: 65 Stamina
A. Stunning Shot
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies hit by Full Draw are knocked briefly unconscious by the power of
your shot.
Sleep Duration: 20 Seconds
________________________________________
[ A S S A S S I N ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As a spirit dedicated to mercy, Cole is oddly suited to killing enemies with
speed and precision. He can eliminate targets too dangerous to face directly
with strikes they never even notice.
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1. Hidden Blades
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
They'll swear you leapt from the shadows like a thrown blade and hit your target
with a flurry of strikes from every angle... but it's obvious that you were
nowhere near them at the time.
Number of Hits: 3
Damage per Hit: 300% Weapon Damage
Cooldown Time: 32 Seconds
Cost: 65 Stamina
A. Overkill
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You use Hidden Blades faster and more easily, launching even more strikes
on your victim.
Cooldown Reduction: 4 Seconds
Additional Hits: 3
2. Throatcutter
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A wounded enemy is the perfect target. Your attacks are even deadlier against
targets that are close to death already.
Damage Bonus: 2% for each 10% missing health
Dexterity on Unlock: +3
3. I Was Never Here
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You have learned to use the distraction of an enemy's death to slip silently
into the shadows. Killing a target removes any cooldown on stealth.
Dexterity on Unlock: +3
4. Knockout Bomb
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You hurl a grenade containing a powerful concoction that puts nearby enemies to
sleep. Sleeping enemies awaken after taking damage.
Duration: 10 Seconds
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Comatose
¯¯¯¯¯¯¯¯¯¯¯
Enemies affected by Knockout Bomb sleep more deeply, allowing your allies to
hit them even harder with flanking damage.
5. Cloak of Shadows
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You go into stealth, and your allies follow your lead. The entire party remains
undetected for the duration of the effect, even while attacking.
This ability consumes and is powered by Focus.
Tier 1: Duration: 3 Seconds
Tier 2: Duration: 6 Seconds
Tier 3: Duration: 9 Seconds
6. Knife in the Shadows
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You are a deadly threat to any enemy that can't see you coming. When you attack
from stealth, you automatically critically hit.
Dexterity on Unlock: +3
7. Gaps in the Armor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your attacks slip past armor to find a target's hidden vulnerabilities.
Armor Penetration: 25%
Dexterity on Unlock: +3
8. Mark of Death
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You mark your enemy, and every hit on them adds part of its power to the mark's
damage. Trigger your mark when you are ready, and watch them fall from injuries
they never even noticed. You can manually trigger the mark early for bonus
damage.
Stored Damage: 100%
Duration: 8 Seconds
Cooldown Time: 32 Seconds
Cost: 10 Stamina
A. Mark of Doom
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
While it is active, Mark of Death leaves the target vulnerable to even more
injury.
Armor Reduction: 20%
________________________________________
[ T E M P E S T ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
With a satchel of dirty tricks, Sera takes the fight to her opponent before
they know they're in it, committing fast and hard -- and if covered in
alchemical fire, all the better.
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1. Flask of Frost
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This flask coats you in an icy skin that increases your armor and freezes
enemies that strike you in melee range. You can't use this ability while
another elixir is active.
Damage Resistance: 85%
Duration: 5 Seconds
Freeze Duration: 1 Second
Cooldown Time: 32 Seconds
Cost: 20 Stamina
A. Bitter Chill
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Activating Flask of Frost also taunts all nearby foes to attack you.
Radius: 5 Meters
2. Flask of Fire
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This flask coats you in flames that spur you to frenzied action. For a short
time, your abilities cost no stamina, and enemies who attack you are knocked
backward. You can't use this ability while another elixir is active.
Duration: 5 Seconds
Cooldown Time: 32 Seconds
Cost: 20 Stamina
A. Unquenchable Flames
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
While Flask of Fire is active, all your abilities have no cooldown.
3. Flaskmaster
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your experience with elixirs has made you better equipped to handle potions and
other consumables, letting you carry more of them at a time and giving you the
chance not to use an elixir when you activate an elixir ability. This ability
does not apply to healing potions.
Maximum Potions Bonus: 1
Chance to Activate: 25%
Dexterity on Unlock: +3
4. Fury of the Storm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When your stamina is exhausted, you fight even harder, lashing out with fury to
win the fight.
Damage Bonus: 10%
Low Stamina Threshold: 50%
Constitution on Unlock: +3
5. Thousand Cuts
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You choose a target, then dash to and fro -- a shadow leaving blood with every
leap. After you slice through other nearby foes, you land behind your target,
striking deep.
This ability consumes and is powered by Focus.
Damage per Hit: 300% Weapon Damage
Tier 1: Number of Hits: 12
Tier 2: Number of Hits: 25
Tier 3: Number of Hits: 38
6. Ride the Storm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The effects of your elixirs last longer if you activate one immediately after
another expires.
Bonus Duration: 3 Seconds
Dexterity on Unlock: +3
7. Killer's Alchemy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You can use more concentrated elixirs that give you an uncanny edge in battle.
You do bonus damage with all attacks for a short time whenever you use an
elixir or potion. The effect stacks.
Damage Bonus: 15%
Duration: 10 Seconds
Constitution on Unlock: +3
8. Flask of Lightning
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This flask sends you into a heightened state of incredible speed. Everyone on
the battlefield except you moves much more slowly for a short time. You can't
use this ability while another elixir is active.
Duration: 5 Seconds
Speed Reduction: 60%
Cooldown Time: 32 Seconds
Cost: 20 Stamina
A. Quicksilver
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your Flask of Lightning is more concentrated. Time almost seems to stand
still around you.
Speed Reduction Bonus: 39%
Bonus Duration: 2 Seconds
________________________________________
[ A R T I F I C E R ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
After years of experience with the Merchants Guild and the Publishing World,
Varric has become an expert at handling deadly traps and convoluted devices.
* [A]
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1. Spike Trap
¯¯¯¯¯¯¯¯¯¯¯¯¯
You set a trap that, when an enemy approaches, detonates and flings enemies
into the air.
Damage: 300% Weapon Damage
Cooldown Time: 16 Seconds
Cost: 35 Stamina
A. Watch Your Step
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You can remain in stealth while using a spike trap, and enemies are flung
even farther into the air.
2. Set Them Up
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You've mastered the proper placement of spikes and levers. When you spring any
kind of trap, your enemies feel it.
Damage Bonus: 25%
Willpower on Unlock: +3
3. Opportunity Knocks
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When an ally critically hits, you take advantage of their success faster with
reduced cooldown times.
Cooldown Reduction: 0.5 Seconds
Cunning on Unlock: +3
4. Hail of Arrows
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You fire so quickly that enemies will swear there are at least two of you
putting arrows into their ranks. While this ability is active, any Archery
ability you use is duplicated.
This ability consumes and is powered by focus.
Tier 1: Duration: 12 Seconds
Tier 2: Duration: 25 Seconds
Tier 3: Duration: 40 Seconds
5. Elemental Mines
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You throw out an assortment of different traps in front of you, applying
different elemental effects to enemies that come into range.
Damage: 50% Weapon Damage
Chill Duration: 8 Seconds
Fire Damage: 50% Weapon Damage per second
Fire Damage Duration: 8 Seconds
Shocked Duration: 8 Seconds
Cooldown Time: 24 Seconds
Cost: 50 Stamina
A. Throw Everything
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
It's now or never. You use every ounce of stamina you've got to litter the
battlefield with traps. The more stamina you use, the more traps you throw.
Additional Traps: 1 for every 5 stamina
6. Fallback Plan
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You place a thieves' lantern to mark a fallback location before heading into
battle. When the fight gets ugly, you leap back to safety, as healthy as you
were when you placed your marker.
Duration: 15 Seconds
Cooldown Time: 32 Seconds
Cost: 35 Stamina
A. Bait and Switch
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You can fight for a longer time before leaping back, and you pull your
closest enemy back with you.
Duration Bonus: 5 Seconds
7. And Take Them Down
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your experience with finding and pointing out enemy vulnerabilities gives the
entire party a better chance to land a critical hit.
Critical Hit Chance Bonus: 5%
Dexterity on Unlock: +3
8. Tricks of the Trade
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You help the team make the most of its abilities, increasing the damage and
duration of all status effects anyone in the party applies.
Damage Bonus: 10%
Duration Bonus: 10%
Willpower on Unlock: +3
________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
W A R R I O R S K I L L T R E E [0306]
________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
________________________________________
[ T W O - H A N D E D ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Experts in this style crush their enemies with massive blows that can break
any guard, shatter any armor, and destroy any opponent.
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* [A]
1. Block and Slash
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You stand ready to deflect the next incoming attack and deliver a punishing
counter to your attacker.
Requires a Two-Handed Weapon
Damage: 150% Weapon Damage
Cost: 10 Stamina
Cost: 5 Stamina Per Second
A. Flawless Defense
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Countering an enemies attack now does bonus damage and adds to your guard.
Damage Bonus: 50%
Guard Amount: 15%
Guard provides protection from incoming attacks by granting additional
health. Guard must be broken before a target will take damage.
2. Mighty Blow
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You deliver a powerful attack that crumples foes, leaving them knocked down
for a short time. You do more damage to targets that are already knocked down.
Requires a Two-Handed Weapon
Damage: 200% Weapon Damage
Damage Bonus: 200%
Cooldown Time: 16 Seconds
Cost: 50 Stamina
A. Easy Target
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Mighty Blow costs less stamina and deals increased damage against targets
that have been knocked down.
Cost Reduction: 15 Stamina
Damage Bonus: 300%
3. Flow of Battle
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Every critical hit reduces the cooldown times on your abilities, giving you
the edge to finish off your enemy.
Cooldown Reduction: 1 Seconds
Strength On Unlock: +3
4. Shield-Breaker
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Your critical hits crack armor and rend shields, sundering your enemy's armor
for a short time.
Armor Reduction: 20%
Duration: 6 Seconds
Strength On Unlock: +3
5. Pommel Strike
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You lash out with a fast strike that briefly stuns your target.
Requires a Two-Handed Weapon
Damage: 300% Weapon Damage
Stun Duration: 3 Seconds
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Lightning Jab
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Pommel strike hits harder and faster.
Cooldown Reduction: 4 Seconds
Stun Duration Bonus: 1 Seconds
6. Whirlwind
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You spin with your weapon outstretched, cutting through any enemies in
your path.
Requires a Two-Handed Weapon
Damage Per Hit: 70% Weapon Damage
Cooldown Time: 24 Seconds
Cost: 10 Stamina
Impact Detonator Ability: Use on incapacitated foes for a combo.
A. Rising Winds
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Whirlwind becomes more effective the longer you sustain it.
Damage Bonus Per Rotation: 15%
7. Guard-Smasher
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You've learned how to batter through your enemy's defenses, doing more damage
to their guard with every hit.
Bonus Damage Vs. Guard: 100%
Strength On Unlock: +3
8. Clear a Path
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Hitting multipe targets with a single swing of your weapon restores your
stamina for each extra target.
Stamina Restored: 10%
Strength On Unlock: +3
9. Earthshaking Strike
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Your great blow tears open the ground with a shockwave that batters enemies
caught in its path.
Requires a Two-Handed Weapon
Number of Hits: 2
Damage Per Hit: 150% Weapon Damage
Area Of Effect: 12 Meters
Cooldown Time: 20 Seconds
Cost: 50 Stamina
A. Shattered Ground
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Flames erupt from the fissure left by Earthshaking Strike, damaging enemies
that cross it.
Duration: 8 Seconds
Burning: 20% Weapon Damage Per Second
Burning Duration: 8 Seconds
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