Dalish Pariah is Merrill's unique specialization in Dragon Age II.
Spells[]
Solidarity |
Passive Requires: Merrill Friendship |
Striking out alone is never easy. Hawke's companionship has renewed Merrill's strength. Blood of the First cost ratio: 1 health provides 1 additional mana (total: 3) |
Outcast |
Passive Requires: Merrill Rivalry |
Accepted nowhere, Merrill has learned that she can depend only on herself. Damage resistance: +10% |
Blood of the First |
Sustained Upkeep: 70% Cooldown: 20s Requires: Level 7 |
Merrill has a unique knowledge of Keeper lore and blood magic. While this mode is active, she sacrifices her own health to obtain a deeper pool of energy for casting spells. When Blood of the First is in use, she can cast Wounds of the Past but cannot be healed by conventional spells or potions. 1 health provides 2 mana Spellcasting consumes health instead of mana Immune to conventional healing |
Wounds of the Past |
Activated Size: 10m Activation: 60 Cooldown: 30s Requires: Level 11 Requires: Blood of the First Requires: 3 points in Dalish Pariah |
This alluringly powerful spell allows Merrill to control the blood of her foes, rending them from the inside. Enemies in the targeted area take damage that bypasses armor and damage resistance. Creatures without blood are immune. (Blood of the First must be active.) Physical damage: 4.5x Enemy armor: momentarily 0% Enemy damage resistance: momentarily 0% |
Deep Wounds Upgrade Requires: Level 15 Requires: 4 points in Dalish Pariah |
Wounds of the Past now inflicts more damage and leaves some enemies immobilized. Physical damage: +2.25x (total: 6.75x) Paralyze chance: 50% vs. normal enemies |
Wrath of the Elvhen |
Sustained Size: 6m Upkeep: 20% Cooldown: 5s Requires: Level 7 |
Merrill turns the land against her foes, inflicting damage against nearby enemies as long as she sustains this spell. Nature damage: 0.9x every 4s |
Loss of the Dales Upgrade Requires: Level 11 Requires: 2 points in Dalish Pariah |
Twice driven from their homeland, the Dalish have since learned to defend themselves. Wrath of the Elvhen now inflicts more damage across a larger area. Nature damage: +0.45x (total: 1.35x) Size: +2m (total: 8m) |
Arlathan's Grace Upgrade Requires: Level 13 Requires: 3 points in Dalish Pariah |
Damage inflicted by Wrath of the Elvhen now heals Merrill. As part of her unique magical talents, this healing is effective even when Blood of the First is active. Health regeneration: 1% per nearby enemy every 4s |
Ensnare |
Activated Size: 8m Activation: 30 Cooldown: 20s Requires: Level 8 Requires: Wrath of the Elvhen |
Enemies around Merrill are drawn towards her by tendrils of raw nature magic, which inflicts heavy damage in the process. (Wrath of the Elvhen must be active.) Nature damage: 1.8x Elemental force: 2x |
Stone's Throw |
Activated Activation: 15 Cooldown: 30s Requires: Level 10 Requires: Wrath of the Elvhen |
A rare spell, even among keepers, Stone's Throw allows Merrill to move effortlessly through the earth to an ally's position. (Wrath of the Elvhen must be active.) |
Tactics[]
- The spells Wrath of the Elvhen and Ensnare deal nature damage, making them effective against most Fade creatures and darkspawn which have low nature resistance.
- In any difficulty level including Nightmare, all of the offensive spells (Wounds of the Past, Wrath of the Elvhen, and Ensnare) do not deal friendly fire damage, allowing aggressive strategies to be deployed with less expense.