Talents are unique selectable abilities that warriors and rogues can use. Mages do not use talents and have access to spells instead. The Warden receives one free talent based on their origin, two at character generation and one talent per level, as well as two or three in total after storyline events. Both rogues and warriors receive points after the Joining Ritual and after the Landsmeet, while warriors gain a point after reviving Arl Eamon at the end of The Urn of Sacred Ashes quest (rogues instead gain a skill point). The player can also acquire up to 3 Tomes that each grant a talent point. Activated talents have special animations that distinguish them from standard attacks.
Contents
Types of talents[]
Activated[]
The character executes a special attack or action (e.g. bashing your shield into the opponent, sending them flying).
Passive[]
A permanent bonus, change in game mechanics, or upgrade to an existing ability (e.g. adding a chance of stun to all two-handed attacks).
Sustained[]
While activated, the Warden character gains some bonuses or some game mechanics will change (e.g. using your shield to increase your cover vs. missiles).
Important note for power playing: activating a sustained ability will only cost mana/stamina if the mana pool is full. Knowing this allows you to use mana first, and then 'reserve' the empty bit of mana pool for sustained abilities. see tactics to take full advantage of this.
Talent threat bug[]
- See also: Talent Threat Bug Testing Info
Many talents should generate threat on hit/activation. In addition to the threat number found in talent mechanics description (multiply by 10 to get the actual threat value), any damage dealt by the talent should generate additional threat. This additional threat is based on the damage amount in relation to an enemy's maximum health. E. g., dealing 50 damage to an enemy with 100 hit points should generate 50 points of threat—in other words, the formula is 100 * (damage/enemy health at fully healed hitpoints). However, as of patch 1.02, no activated talent, except Taunt (with or without Frightening Appearance passive bonus) and Threaten, will generate any additional threat. The root of the problem is the AI_Threat_UpdateAbilityImpact() function, that gets properly invoked for spells, but not for talents. The additional threat info is left intact in the specific talent mechanics descriptions. A fix for this is included in Dain's Fixes, which makes Threat for abilities work correctly.
Class specific talents[]
Rogue[]
Dirty Fighting Effect Type: Activated Range: Personal Activation: 25 Cooldown: 25s Requires: 10 dexterity The rogue incapacitates a target, who takes no damage from the attack but is stunned for a short time. Dirty Fighting |
Combat Movement Effect Type: Passive Requires: Level 4 14 dexterity The quick-stepping rogue can more easily outmaneuver opponents, granting a wider flanking angle that makes backstabs easier to achieve. Combat Movement |
Coup De Grace Effect Type: Passive Requires: Level 8 18 dexterity When a target is incapacitated, the opportunistic rogue strikes where it hurts the most, inflicting automatic backstabs against stunned or paralyzed targets. Coup De Grace |
Feign Death Effect Type: Sustained Range: Personal Upkeep: 40 Fatigue: 5% Cooldown: 300s Requires: Level 12 22 dexterity The rogue collapses at the enemies' feet, causing them to lose interest and seek other targets until the rogue gives up the ruse. Feign Death |
Below the Belt Effect Type: Activated Range: Personal Activation: 25 Cooldown: 15s Requires: 10 dexterity The rogue delivers a swift and unsportsmanlike kick to the target, dealing normal combat damage as well as imposing penalties to defense and movement speed unless the target passes a physical resistance check. Below the Belt |
Deadly Strike Effect Type: Activated Range: Personal Activation: 25 Cooldown: 15s Requires: Level 4 14 dexterity The rogue makes a swift strike at a vulnerable area on the target, dealing normal damage but gaining a bonus to armor penetration. Deadly Strike |
Lethality Effect Type: Passive Requires: Level 8 23 dexterity The rogue has a keen eye for weak spots, and thus gains a bonus to critical chance for all attacks. Additionally, if the rogue's cunning score is greater than strength, sharpness of mind lets the character use the cunning modifier to affect attack damage in place of the strength modifier. Lethality |
Evasion Effect Type: Passive Requires: Level 12 35 dexterity The rogue gains an almost preternatural ability to sense and avoid danger. This talent grants a one-in-five chance of evading a physical attack, including being stunned or knocked down. Evasion |
Deft Hands Effect Type: Passive Requires: 10 cunning All rogues have some understanding of opening locks and spotting traps, but particularly dexterous hands and a steady grip give the character a bonus when picking locks or disarming traps. The character's cunning score also contributes to these skills. Deft Hands |
Improved Tools Effect Type: Upgrade Requires: Level 4 14 cunning The rogue has taken to carrying a full set of implements designed to defeat trickier locks and spring traps without harm. These tools add a further bonus when lockpicking or disarming traps, which the character's cunning score also affects. Improved Tools |
Mechanical Expertise Effect Type: Upgrade Requires: Level 8 18 cunning Through practice and research, the rogue has come to possess an encyclopedic knowledge of devices designed to prevent entry. Knowing the right technique for the job lends the rogue yet another bonus when dealing with locks or traps. The character's cunning score also contributes to these skills. Mechanical Expertise |
Device Mastery Effect Type: Upgrade Requires: Level 12 22 cunning Practice makes perfect, and only the most intricate locks or elaborate traps give the rogue pause at this level of mastery. A further bonus applies when lockpicking or disarming traps. The character's cunning score also contributes to these skills. Device Mastery |
Stealth Effect Type: Sustained Range: Personal Fatigue: 5% Cooldown: 10s Requires: 10 cunning The rogue has learned to fade from view, although perceptive enemies may not be fooled. Taking any action beyond movement, including engaging in combat or using items, will still attract attention. If the rogue initiates combat while still stealthed, the first strike is an automatic critical hit or backstab. Stealth |
Stealthy Item Use Effect Type: Upgrade Requires: Level 4 14 cunning The rogue has learned how to use items while sneaking. Stealthy Item Use |
Combat Stealth Effect Type: Upgrade Requires: Level 8 18 cunning The rogue is stealthy enough to try sneaking during combat, although at a significant penalty. Combat Stealth |
Master Stealth Effect Type: Upgrade Requires: Level 12 22 cunning The rogue has mastered the art of stealth, gaining significant bonuses on all stealth checks. Master Stealth |
Heartseeker Effect Type: Activated Range: Personal Activation: 80 Cooldown: 30s Requires: Level 20 36 dexterity The rogue strikes with great precision, attempting to fell weakened enemies in one last blow. If the attack is successful, a target of elite rank or lower is killed instantly if its health is already low enough. If the attack does not kill, it inflicts a critical hit instead.Heartseeker* |
Ghost Effect Type: Activated Range: Personal Activation: 60 Cooldown: 60s Requires: Level 22 40 dexterity The rogue melts into the shadows, completely evading enemies' physical attacks for a short time.Ghost* |
Weak Points Effect Type: Sustained Upkeep: 60 Fatigue: 10% Cooldown: 10s Requires: Level 24 46 dexterity While this mode is active, the rogue seeks out enemies' weak points, striking each target in a manner that increases all damage the foe suffers for a short time, no matter the source of the damage.Weak Points* |
Flicker Effect Type: Activated Range: Short Activation: 80 Cooldown: 60s Requires: Level 26 52 dexterity The rogue's deadly speed is unmatched. Within a targeted area, the rogue disappears in a blur, sprinting from target to target to backstab each of them.Flicker* |
Dark Passage Effect Type: Passive Tapping the power of tainted blood makes the rogue more nimble, able to move more quickly while using Stealth and more likely to dodge a physical attack.Dark Passage† |
The Tainted Blade Effect Type: Sustained Upkeep: 40 Fatigue: 5% Cooldown: 5s The rogue's blood gushes forth, coating the edges of weapons with a deadly taint. The character gains a bonus to damage determined by the cunning attribute, but suffers continuously depleting health in return.The Tainted Blade† |
Warrior[]
Powerful Effect Type: Passive Requires: 10 strength Through training and hard work, the warrior has gained greater health and reduced the fatigue penalty for wearing armor. Powerful |
Threaten Effect Type: Sustained Range: Personal Upkeep: 35 Fatigue: 2% Cooldown: 15s Requires: Level 4 14 strength The warrior adopts a challenging posture that increases enemy hostility with each melee attack, drawing them away from other allies while this mode is active. Threaten |
Bravery Effect Type: Passive Requires: Level 8 20 strength The warrior's unwavering courage grants bonuses to damage, physical resistance, and mental resistance, as well as a bonus to critical chance that increases proportionally to the number of enemies above two that the warrior is engaging. Bravery |
Death Blow Effect Type: Passive Requires: Level 12 25 strength Each time the warrior fells an enemy, the end of the battle seems closer at hand, restoring a portion of the warrior's stamina. Death Blow |
Precise Striking Effect Type: Sustained Range: Personal Upkeep: 40 Fatigue: 5% Cooldown: 15s Requires: 10 dexterity The warrior tries to make each attack count, sacrificing attack speed for a bonus to attack as well as an increased chance to score critical hits for as long as the mode is active. Precise Striking |
Taunt Effect Type: Activated Range: Personal Activation: 40 Cooldown: 20s Requires: Level 4 14 strength A mocking bellow catches the attention of nearby foes, increasing their hostility toward the warrior. Frightening Appearance increases the effect. Taunt |
Disengage Effect Type: Activated Range: Personal Activation: 10 Cooldown: 10s Requires: Level 8 18 dexterity A relaxed position makes the warrior seem less threatening, reducing the hostility of nearby enemies, who may seek other targets instead. Disengage |
Perfect Striking Effect Type: Activated Range: Personal Activation: 60 Cooldown: 30s Requires: Level 12 22 strength The warrior focuses on precision, gaining a massive attack bonus for a moderate time. Perfect Striking |
Second Wind Effect Type: Activated Range: Personal Activation: 0 Cooldown: 120s Requires: Level 20 34 strength Long years of training grant access to deep reserves of vigor, instantly restoring nearly all of the warrior's stamina. Second Wind* |
Peon's Plight Effect Type: Activated Range: Personal Activation: 60 Cooldown: 45s Requires: Level 22 41 strength The warrior lashes out with a powerful blow intended to eliminate the weakest opposition. A successful attack automatically kills a target of normal or lesser rank, inflicts a double critical hit against an elite target, or inflicts a regular hit against a boss. Peon's Plight* |
Grievous Insult Effect Type: Activated Range: Personal Activation: 80 Cooldown: 60s Requires: Level 25 45 strength A vile epithet attracts the ire of all enemies nearby, drawing them away from their current targets and toward the warrior. Grievous Insult* |
Massacre Effect Type: Activated Range: Personal Activation: 100 Cooldown: 60s Requires: Level 27 54 strength The warrior spins in an arc of death, automatically killing nearby enemies of lower or lesser rank and scoring a critical hit against any elite target, but inflicting normal damage against a boss. Massacre* |
Blood Thirst Effect Type: Sustained The warriors own tainted blood spills in sacrifice, increasing movement speed, attack speed and critical hit-chance. For as long as this mode is active, however, the warrior suffers greater damage and continuously diminishing health.Blood Thirst† |
Blood Fury Effect Type: Activated Activation: 35 The warrior sprays tainted blood in order to knock back nearby enemies, which they may resist by passing a physical resistance check. The gush of blood, however, results in a loss of personal health.Blood Fury† |
- *Only available in Dragon Age: Origins - Awakening
- †Only available with Warden's Keep
Weapon talents[]
Dual Weapon[]
Dual-Weapon Training Effect Type: Passive Requires: 12 dexterity Combat Training The character has become more proficient fighting with two weapons, and now deals closer to normal damage bonus with the off-hand weapon. Dual-Weapon Training |
Dual-Weapon Finesse Effect Type: Passive Requires: 16 dexterity Improved Combat Training The character is extremely skilled at wielding a weapon in each hand, gaining bonus to attack and defense. Dual-Weapon Finesse |
Dual-Weapon Expert Effect Type: Passive Requires: Level 9 26 dexterity Expert Combat Training The character has significant experience with two-weapon fighting, gaining a bonus to critical chance, as well as a possibility with each hit to inflict bleeding lacerations that continue to damage a target for a time. Dual-Weapon Expert |
Dual-Weapon Mastery Effect Type: Passive Requires: Level 12 36 dexterity Master Combat Training Only a chosen few truly master the complicated art of fighting with two weapons, but the character is now among that elite company, able to wield full-sized weapons in both hands. Stamina costs for all dual-weapon talents are also reduced. Dual-Weapon Mastery |
Dual Striking Effect Type: Sustained Range: Personal Upkeep: 50 Fatigue: 5% Cooldown: 0.5s Requires: 12 dexterity Combat Training When in this mode, the character strikes with both weapons simultaneously. Attacks cause more damage, but the character cannot inflict regular critical hits or backstabs. Dual Striking |
Riposte Effect Type: Activated Range: Personal Activation: 40 Cooldown: 20s Requires: 16 dexterity Improved Combat Training The character strikes at a target once, dealing normal damage, as well as stunning the opponent unless it passes a physical resistance check. The character then strikes with the other weapon, generating a critical hit if the target was stunned. Riposte |
Cripple Effect Type: Activated Range: Personal Activation: 35 Cooldown: 30s Requires: 22 dexterity Expert Combat Training The character strikes low at a target, gaining a momentary attack bonus and hitting critically if the attack connects, while crippling the target with penalties to movement speed, attack, and defense unless it passes a physical resistance check. Cripple |
Punisher Effect Type: Activated Range: Personal Activation: 50 Cooldown: 40s Requires: 28 dexterity Master Combat Training The character makes three blows against a target, dealing normal damage for the first two strikes and generating a critical hit for the final blow, if it connects. The target may also suffer penalties to attack and defense, or be knocked to the ground. Punisher |
Dual-Weapon Sweep Effect Type: Activated Range: Personal Activation: 20 Cooldown: 15s Requires: 12 dexterity Combat Training The character sweeps both weapons in a broad forward arc, striking nearby enemies with one or both weapons and inflicting significantly more damage than normal. Dual-Weapon Sweep |
Flurry Effect Type: Activated Range: Personal Activation: 40 Cooldown: 20s Requires: 18 dexterity Improved Combat Training The character lashes out with a flurry of three blows, dealing normal combat damage with each hit. Flurry |
Momentum Effect Type: Sustained Range: Personal Upkeep: 60 Fatigue: 5% Cooldown: 30s Requires: 24 dexterity Expert Combat Training The character has learned to carry one attack through to the next, increasing attack speed substantially. This mode consumes stamina quickly, however. Momentum |
Whirlwind Effect Type: Activated Range: Personal Activation: 40 Cooldown: 40s Requires: 30 dexterity Master Combat Training The character flies into a whirling dance of death, striking out at surrounding enemies with both weapons. Each hit deals normal combat damage. Whirlwind |
Twin Strikes Effect Type: Activated Range: Personal Activation: 50 Cooldown: 30s Requires: Level 20 34 dexterity Combat Training Two devastating strikes in rapid succession each inflict an automatic critical hit. Find Vitals adds additional damage to each hit. If the target is affected by Low Blow, it cannot move for a short time. Twin Strikes* |
Find Vitals Effect Type: Passive Requires: 40 dexterity Improved Combat Training The character is a force of nature when wielding two weapons, gaining permanent bonuses to melee critical chance and critical damage. Twin Strikes now inflicts additional bleeding damage. Find Vitals* |
Low Blow Effect Type: Activated Range: Personal Activation: 50 Cooldown: 30s Requires: 46 dexterity Expert Combat Training The character strikes at the legs of surrounding enemies, imposing penalties to movement speed and attack speed for a short time. If an opponent is already bleeding from Twin Strikes, it slips and falls to the ground as well. Low Blow* |
Unending Flurry Effect Type: Sustained Range: Personal Cooldown: 60s Requires: 50 dexterity Master Combat Training The character singles out an enemy for death, stabbing it quickly and repeatedly, consuming a small amount of stamina with each hit. The assault continues until the target dies or flees, or until the character misses or runs out of stamina. If the target is bleeding from Twin Strikes, each swing becomes a critical hit. If the target is slowed by Low Blow, the character cannot miss.Unending Flurry* |
Archery[]
Melee Archer Effect Type: Passive Requires: 12 dexterity Combat Training Experience fighting in tight quarters has taught the archer to fire without interruption, even when being attacked. Melee Archer |
Aim Effect Type: Sustained Range: Personal Upkeep: 35 Fatigue: 5% Cooldown: 0.5s Requires: 16 dexterity Improved Combat Training The archer carefully places each shot for maximum effect while in this mode. This decreases rate of fire, but grants bonuses to attack, damage, armor penetration, and critical chance. Master Archer further increases these bonuses. Aim |
Defensive Fire Effect Type: Sustained Range: Personal Upkeep: 40 Fatigue: 5% Cooldown: 15s Requires: 22 dexterity Expert Combat Training While active, the archer changes stance, receiving a bonus to defense but slowing the rate of fire. With the Master Archer talent, the defense bonus increases. Defensive Fire |
Master Archer Effect Type: Passive Requires: 28 dexterity Master Combat Training Deadly with both bows and crossbows, master archers receive additional benefits when using Aim, Defensive Fire, Crippling Shot, Critical Shot, Arrow of Slaying, Rapid Shot, and Shattering Shot. This talent also eliminates the penalty to attack speed when wearing heavy armor, although massive armor still carries the penalty. Master Archer |
Pinning Shot Effect Type: Activated Range: Very long Activation: 15 Cooldown: 15s Requires: 12 dexterity Combat Training A shot to the target's legs disables the foe, pinning the target in place unless it passes a physical resistance check, and slowing movement speed otherwise. Pinning Shot |
Crippling Shot Effect Type: Activated Range: Very long Activation: 25 Cooldown: 10s Requires: 16 dexterity Improved Combat Training A carefully aimed shot hampers the target's ability to fight by reducing attack and defense if it hits, although the shot inflicts only normal damage. The Master Archer talent adds an attack bonus while firing the Crippling Shot. Crippling Shot |
Critical Shot Effect Type: Activated Range: Very long Activation: 40 Cooldown: 10s Requires: 21 dexterity Expert Combat Training Finding a chink in the target's defenses, the archer fires an arrow that, if aimed correctly, automatically scores a critical hit and gains a bonus to armor penetration. The Master Archer talent increases the armor penetration bonus. Critical Shot |
Arrow of Slaying Effect Type: Activated Range: Very long Activation: 80 Cooldown: 60s Requires: 30 dexterity Master Combat Training The archer generates an automatic critical hit if this shot finds its target, although high-level targets may be able to ignore the effect. The archer suffers reduced stamina regeneration for a time. Master Archer adds an extra attack bonus. Arrow of Slaying |
Rapid Shot Effect Type: Sustained Range: Personal Upkeep: 35 Fatigue: 5% Cooldown: 0.5s Requires: 12 dexterity Combat Training Speed wins out over power while this mode is active, as the archer fires more rapidly but without any chance of inflicting regular critical hits. Master Archer increases the rate of fire further still. Rapid Shot |
Shattering Shot Effect Type: Activated Range: Very long Activation: 25 Cooldown: 15s Requires: 16 dexterity Improved Combat Training The archer fires a shot designed to open up a weak spot in the target's armor. The shot deals normal damage if it hits and imposes an armor penalty on the target. Master Archer increases the target's armor penalty. Shattering Shot |
Suppressing Fire Effect Type: Sustained Range: Personal Upkeep: 60 Fatigue: 5% Cooldown: 10s Requires: 24 dexterity Expert Combat Training When this mode is active, the archer's shots hamper foes. Each arrow deals regular damage and also encumbers the target with a temporary penalty to attack. This penalty can be applied multiple times. Suppressing Fire |
Scattershot Effect Type: Activated Range: Very long Activation: 50 Cooldown: 40s Requires: 27 dexterity Master Combat Training The archer fires a single arrow that automatically hits, stunning the target and dealing normal damage. The arrow then shatters, hitting all nearby enemies with the same effect. Scattershot |
Accuracy Effect Type: Sustained Range: Personal Upkeep: 60 Fatigue: 0% Cooldown: 10s Requires: Level 20 34 dexterity Combat Training For as long as this mode is active, the archer's mind is clear of everything except the next shot's trajectory, gaining bonuses to attack, damage, ranged critical chance, and ranged critical damage, all dependent on the archer's dexterity attribute. Accuracy* |
Arrow Time Effect Type: Sustained Range: Personal Upkeep: 40 Fatigue: 10% Cooldown: 10s Requires: 38 dexterity Improved Combat Training Intense focus slows the archer's perception of time, effectively reducing the movement speed of enemies who come near for as long as this mode is active, excepting those of elite rank or higher. This deep concentration drains stamina constantly. Arrow Time* |
Burst Shot Effect Type: Activated Range: Very long Activation: 60 Cooldown: 60s Requires: 44 dexterity Expert Combat Training The archer looses a special shaft that scores an automatic triple critical hit against the target enemy, then shatters, inflicting half the effect on those unfortunate enough to be in the vicinity. Friendly fire possible. Burst Shot* |
Rain of Arrows Effect Type: Activated Range: Medium Activation: 80 Cooldown: 60s Requires: 52 dexterity Master Combat Training The archer's bow points to the sky, firing multiple projectiles which then rain down over time in the targeted area. Friendly fire possible. Rain of Arrows* |
Weapon and Shield[]
Shield Bash Effect Type: Activated Range: Personal Activation: 25 Cooldown: 20s Requires: 11 strength Combat Training The character shield-bashes a target, dealing normal damage as well as knocking the target off its feet unless it passes a physical resistance check. Shield Mastery adds an additional attack with the shield.Shield Bash |
Shield Pummel Effect Type: Activated Range: Personal Activation: 30 Cooldown: 20s Requires: 15 strength Improved Combat Training The character follows up an attack with two hits from the shield, dealing normal damage with each attack. If the target fails a physical resistance check, it is stunned. Shield Mastery adds an additional attack with the shield.Shield Pummel |
Overpower Effect Type: Activated Range: Personal Activation: 30 Cooldown: 20s Requires: 25 strength Expert Combat Training The character lashes out with the shield three times. The first two hits inflict normal damage. The last strike is a critical hit if it connects, knocking the target down unless it passes a physical resistance check. Shield Mastery increases the damage.Overpower |
Assault Effect Type: Activated Range: Personal Activation: 40 Cooldown: 20s Requires: 32 strength Master Combat Training The character quickly strikes a target four times, but dealing reduced damage with each hit. If the character has Shield Mastery, the damage from each hit increases.Assault |
Shield Defense Effect Type: Sustained Range: Personal Upkeep: 35 Fatigue: 5% Cooldown: 0.5s Requires: 11 strength Combat Training While this mode is active, the character drops into a defensive stance that favors the shield, gaining a bonus defense and chance to shrug off missile attacks, but taking a penalty to attack. With Shield Balance, the attack penalty is removed. With Shield Expertise, the defense bonus increases. With Shield Mastery, the defense bonus increases further.Shield Defense |
Shield Balance Effect Type: Passive Requires: 14 strength Improved Combat Training The character has learned to compensate for the weight of a shield in combat and no longer suffers an attack penalty while using Shield Defense.Shield Balance |
Shield Wall Effect Type: Sustained Range: Personal Upkeep: 55 Fatigue: 5% Cooldown: 15s Requires: 20 strength Expert Combat Training In this mode, the character's shield becomes nearly a fortress, adding a significant bonus to armor and a greater likelihood of shrugging off missile attacks, but at the cost of reduced damage. Shield Expertise makes the character immune to direct knockdown attacks while in this mode, and Shield Mastery gives a bonus to defense.Shield Wall |
Shield Expertise Effect Type: Passive Requires: Level 12 26 strength Master Combat Training The character's experience using a shield in combat has made certain abilities more efficient, increasing the defense bonus for Shield Defense and making the character immune to direct knockdown attacks while using Shield Wall.Shield Expertise |
Shield Block Effect Type: Passive Requires: 10 dexterity Combat Training Practice fighting with a shield improves the character's guard. Enemies can no longer flank the character on the shield-carrying side.Shield Block |
Shield Cover Effect Type: Sustained Range: Personal Upkeep: 20 Fatigue: 5% Cooldown: 15s Requires: 16 dexterity Improved Combat Training While in this mode, the warrior's shield provides a greater chance of deflecting missile attacks. Shield Mastery increases this bonus further.Shield Cover |
Shield Tactics Effect Type: Passive Requires: Level 9 20 dexterity Expert Combat Training The character is proficient enough with a shield to defend from all angles, so that attackers no longer benefit from flanking strikes.Shield Tactics |
Shield Mastery Effect Type: Passive Requires: Level 12 26 dexterity Master Combat Training The character has mastered the use of the shield for both offense and defense, and receives additional benefits when using Shield Bash, Shield Pummel, Assault, Overpower, Shield Defense, Shield Wall, and Shield Cover.Shield Mastery |
Juggernaut Effect Type: Sustained Range: Personal Upkeep: 60 Fatigue: 10% Cooldown: 10s Requires: Level 20 26 strength Combat Training A powerful physique allows the character to knock aside any enemies who are in the way while this mode is active and the character is moving. Each knockback drains a small amount of stamina.Juggernaut* |
Carapace Effect Type: Activated Range: Personal Activation: 40 Cooldown: 60s Requires: 32 strength Improved Combat Training No attack gets past this shield completely. For a moderate duration, all damage is reduced by an amount proportional to the character's constitution modifier. Bulwark of the Ages improves the protection, making the character completely immune to damage for the first half of this effect.Carapace* |
Air of Insolence Effect Type: Sustained Range: Personal Upkeep: 100 Fatigue: 10% Cooldown: 10s Requires: 36 strength Expert Combat Training While this mode is active, the character adopts an intimidating posture that continuously draws the attention of nearby enemies, consuming stamina constantly.Air of Insolence* |
Bulwark of the Ages Effect Type: Passive Requires: 40 strength Master Combat Training The warrior is one with the shield. This talent improves the effect of Carapace, now making the character completely immune to damage for the first half of that effect.Bulwark of the Ages* |
Two-Handed[]
Pommel Strike Effect Type: Activated Range: Personal Activation: 20 Cooldown: 10s Requires: 12 strength Combat Training Instead of going for the fatal attack an enemy expects, the player strikes out with a weapon's pommel, knocking the opponent to the ground unless it passes a physical resistance check.Pommel Strike |
Indomitable Effect Type: Sustained Range: Personal Upkeep: 60 Fatigue: 5% Cooldown: 30s Requires: 20 strength Improved Combat Training Through sheer force of will, the character remains in control on the battlefield, gaining a slight increase to attack and damage while being immune to stun or knock down effects for the duration of this modeIndomitable |
Stunning Blows Effect Type: Passive Requires: 28 strength Expert Combat Training The character's fondness for massive two-handed weapons means that each attack offers a chance to stun the opponent due to the sheer weight behind the blow.Stunning Blows |
Critical Strike Effect Type: Activated Range: Personal Activation: 40 Cooldown: 60s Requires: 34 strength Master Combat Training The character makes a single massive swing at the target, gaining a bonus to attack. If the strike connects, it is an automatic critical hit, possibly killing the opponent outright if its health is low enough.Critical Strike |
Sunder Arms Effect Type: Activated Range: Personal Activation: 25 Cooldown: 10s Requires: 18 strength Combat Training The character attempts to hinder a target's ability to fight back, rather than going directly for a killing blow. Unless the target passes a physical resistance check, it suffers a penalty to attack for a short time.Sunder Arms |
Shattering Blows Effect Type: Passive Requires: 23 strength Improved Combat Training The character is as adept at destruction as at death and gains a large damage bonus against golems and other constructs.Shattering Blows |
Sunder Armor Effect Type: Activated Range: Personal Activation: 40 Cooldown: 20s Requires: Level 10 28 strength Expert Combat Training The character aims a destructive blow at the target's armor or natural defenses. The attack deals normal damage, but also damages the armor unless the target passes a physical resistance check.Sunder Armor |
Destroyer Effect Type: Passive Requires: Level 14 40 strength Master Combat Training Few can stand against the savage blows of a destroyer. Every attack sunders the target's armor, reducing its effectiveness for a short time. The effects of multiple blows do not stack.Destroyer |
Mighty Blow Effect Type: Activated Range: Personal Activation: 40 Cooldown: 20s Requires: 15 strength Combat Training The character puts extra weight and effort behind a single strike, gaining a bonus to attack. If it hits, the blow deals critical damage and imposes a penalty to movement speed unless the target passes a physical resistance check.Mighty Blow |
Powerful Swings Effect Type: Sustained Range: Personal Upkeep: 30 Fatigue: 5% Cooldown: 10s Requires: 21 strength Improved Combat Training While in this mode, the character puts extra muscle behind each swing, gaining a bonus to damage but suffering penalties to attack and defense. Two-Handed Strength reduces the penalties to attack and defense.Powerful Swings |
Two-Handed Strength Effect Type: Passive Requires: 28 strength Expert Combat Training The character has learned to wield two-handed weapons more effectively, reducing the penalties to attack and defense from Powerful Swings.Two-Handed Strength |
Two-Handed Sweep Effect Type: Activated Range: Personal Activation: 40 Cooldown: 20s Requires: Level 10 36 strength Master Combat Training The character swings a two-handed weapon through enemies in a vicious arc, dealing normal damage to those it hits and knocking them down unless they pass a physical resistance check.Two-Handed Sweep |
Sweeping Strike Effect Type: Activated Range: Short Activation: 30 Cooldown: 10s Requires: Level 20 30 strength Combat Training A massive swing plows through a cone of enemies, inflicting a critical hit against the primary target and normal damage against others in the cone. Affected enemies are also knocked to the ground unless they pass a physical resistance check.Sweeping Strike* |
Two-Handed Impact Effect Type: Sustained Range: Personal Upkeep: 40 Fatigue: 10% Cooldown: 10s Requires: 38 strength Improved Combat Training While in this mode, each blow from the character's heavy two-hander generates a small shockwave that damages other enemies near the target. This mode drains stamina constantly.Two-Handed Impact* |
Onslaught Effect Type: Activated Range: Personal Activation: 50 Cooldown: 30s Requires: 44 strength Expert Combat Training The character advances several times, sweeping the weapon in huge arcs that hit multiple enemies.Onslaught* |
Reaving Storm Effect Type: Sustained Range: Personal Upkeep: 0 Fatigue: 10% Cooldown: 30s Requires: 50 strength Master Combat Training While this mode is active, the character turns continuously to attack surrounding enemies, slashing in wild arcs but spending stamina with each hit. This mode can only be activated during combat.Reaving Storm* |
- *Only available in Dragon Age: Origins - Awakening
Specializations[]
Rogue Specializations[]
Class talents accessible to specializations.
Assassin | Mark of Death Effect Type: Activated Range: Short Activation: 40 Cooldown: 60s The assassin marks a target, revealing weaknesses that others can exploit. All attacks against a marked target deal additional damage.Mark of Death |
Exploit Weakness Effect Type: Passive Requires: Level 12 A keen eye and a killer instinct help the assassin exploit a target's weak points. During a successful backstab attack, the assassin gains additional damage based on cunning.Exploit Weakness |
Lacerate Effect Type: Passive Requires: Level 14 Whenever a backstab deals enough damage, the assassin's foe is riddled with bleeding wounds that inflict additional damage for a short time.Lacerate |
Feast of the Fallen Effect Type: Passive Requires: Level 16 The assassin thrives on the moment of death. Stamina is partially restored whenever the assassin fells an opponent with a backstab.Feast of the Fallen |
Bard | Song of Valor Effect Type: Sustained Range: Personal Upkeep: 50 Fatigue: 5% Cooldown: 30s The bard sings an ancient tale of valorous heroes, granting the party bonuses to mana or stamina regeneration at a rate affected by the bard's cunning. The bard can only sing one song at a time.Song of Valor |
Distraction Effect Type: Activated Range: Short Activation: 40 Cooldown: 30s Requires: Level 8 The bard's performance, replete with dizzying flourishes, is designed to distract and confuse. The target forgets who it was fighting and becomes disorientated unless it passes a mental resistance check.Distraction |
Song of Courage Effect Type: Sustained Range: Personal Upkeep: 50 Fatigue: 5% Cooldown: 30s Requires: Level 10 The bard launches into an epic song of the party's exploits, granting them bonuses to attack, damage, and critical chance. The size of the bonuses are affected by the bard's cunning. The bard can only sing one song at a time.Song of Courage |
Captivating Song Effect Type: Sustained Range: Personal Upkeep: 60 Fatigue: 5% Cooldown: 30s Requires: Level 12 The bard begins an entrancing song that stuns hostile targets nearby unless they pass a mental resistance check every few seconds. Continuing the song does not drain stamina, but the bard cannot move or take any other action while singing.Captivating Song |
Duelist | Dueling Effect Type: Sustained Range: Personal Upkeep: 30 Fatigue: 5% Cooldown: 5s The duelist focuses on proper form, gaining a bonus to attack while the mode is active. Keen Defense adds a bonus to defense while in this mode.Dueling |
Upset Balance Effect Type: Activated Range: Personal Activation: 25 Cooldown: 15s Requires: Level 12 The duelist executes a quick move that throws the opponent off balance, imposing penalties to movement speed and defense unless the target passes a physical resistance check.Upset Balance |
Keen Defense Effect Type: Passive Requires: Level 14 The duelist has an uncanny knack for simply not being there when the enemy attacks, receiving a bonus to defense.Keen Defense |
Pinpoint Strike Effect Type: Activated Range: Personal Activation: 60 Cooldown: 180s Requires: Level 16 The duelist has learned to strike the vitals of an enemy with pinpoint accuracy and from any angle. For a moderate duration, all successful attacks generate automatic critical hits.Pinpoint Strike |
Ranger | Summon Wolf Effect Type: Sustained Upkeep: 50 Fatigue: 5% Cooldown: 60s The ranger calls a great forest wolf to fight alongside the party.Summon Wolf |
Summon Bear Effect Type: Sustained Upkeep: 50 Fatigue: 5% Cooldown: 90s Requires: Level 8 The ranger calls a powerful bear to fight alongside the party.Summon Bear |
Summon Spider Effect Type: Sustained Upkeep: 50 Fatigue: 5% Cooldown: 120s Requires: Level 10 The ranger calls a large spider to fight alongside the party.Summon Spider |
Master Ranger Effect Type: Passive Requires: Level 12 The ranger has learned to summon stronger companion animals. Animals summoned by a Master Ranger are significantly more powerful in combat than their normal counterparts.Master Ranger |
Legionnaire Scout* | Mark of the Legion Effect Type: Passive Life in the Legion of the Dead is difficult, but those who manage to survive develop great fortitude, gaining large (+10) bonuses to strength and constitution.Mark of the Legion |
Strength of Stone Effect Type: Activated Range: Personal Activation: 60 Cooldown: 60s Requires: Level 22 Through will alone, a legionnaire can become as implacable as the stone of the Deep Roads. When activated, the legionnaire becomes immune to damage or knockdown effect for a moderate time.Strength of Stone |
Endure Hardship Effect Type: Sustained Range: Personal Upkeep: 60 Fatigue: 10% Cooldown: 60s Requires: Level 25 What is pain to one who is already dead? For as long as this mode is active, the legionnaire's health is unaffected by damage, which depletes stamina instead.Endure Hardship |
Blessing of the Ancestors Effect Type: Passive Requires: Level 28 Long days among the veins of unrefined lyrium in the Deep Roads have given the legionnaire the ability to resist magic. While Strength of Stone is active, the character is also immune to spells, whether hostile or friendly.Blessing of the Ancestors |
Shadow* | Shadow Form Effect Type: Sustained Range: Personal Upkeep: 50 Fatigue: 10% Cooldown: 10s While this mode is active, the shadow flits in and out of concealment. Because enemies cannot concentrate on the character, each hit reduces their interest in the attacker. This mode consumes stamina continuously.Shadow Form |
Decoy Effect Type: Activated Range: Personal Activation: 60 Cooldown: 45s Requires: Level 22 The shadow is a master of misdirection, creating a personal decoy that keeps enemies occupied for a short time while the actual character escapes in stealth.Decoy (Awakening) |
Shadow Striking Effect Type: Passive Requires: Level 25 The shadow has become more experienced in ambush and deception, gaining a large bonus to backstab damage while using Shadow Form as well as a permanent bonus to melee critical chance.Shadow Striking |
Pandemonium Effect Type: Activated Range: Personal Activation: 80 Cooldown: 90s Requires: Level 28 The shadow releases an airborne toxin that confuses all enemies within range, causing them to either flee or attack a random target, whether friend or foe.Pandemonium |
- *Only available in Dragon Age: Origins - Awakening
Warrior Specializations[]
Class talents accessible to specializations.
Berserker | Berserk Effect Type: Sustained Upkeep: 20 Fatigue: 5% Cooldown: 30s The stench of blood and death drives the berserker into a willing fury, providing a bonus to damage. Rages incur a penalty to stamina regeneration, however, which Constraint reduces. Resilience adds a bonus to health regeneration in this mode.Berserk |
Resilience Effect Type: Passive Requires: Level 8 The berserker can now focus the power of rage more effectively, gaining a bonus to health regeneration while Berserk is active, as well as a bonus to nature resistance that applies at all times.Resilience |
Constraint Effect Type: Passive Requires: Level 10 The berserker has learned to retain control during rages, reducing Berserk's penalty to stamina regeneration.Constraint |
Final Blow Effect Type: Activated Range: Personal Activation: 5 Cooldown: 60s Requires: Level 12 All the berserker's stamina goes into a single swing. If the blow connects, the attack inflicts extra damage proportional to the amount of stamina lost.Final Blow |
Reaver | Devour Effect Type: Activated Range: Personal Activation: 25 Cooldown: 30s The reaver revels in death, absorbing the lingering energy of all nearby corpses, each of which partially restores the reaver's own health.Devour |
Frightening Appearance Effect Type: Activated Range: Personal Activation: 25 Cooldown: 20s Requires: Level 12 This talent focuses the Reaver's unsettling countenance into a weapon, making a target cower in fear unless it passes a mental resistance check. Frightening Appearance also increases the effectiveness of Taunt and Threaten.Frightening Appearance |
Aura of Pain Effect Type: Sustained Upkeep: 60 Fatigue: 5% Cooldown: 45s Requires: Level 14 Radiating an aura of psychic pain, the reaver takes constant spirit damage while this mode is active, as do all enemies nearby.Aura of Pain |
Blood Frenzy Effect Type: Sustained Upkeep: 60 Fatigue: 5% Cooldown: 60s Requires: Level 16 Driven by pain, the reaver gains larger bonuses to damage whenever health decreases. Because this mode also incurs a penalty to health regeneration, the reaver flirts with death the longer the frenzy persists.Blood Frenzy |
Templar | Righteous Strike Effect Type: Passive The templars are enforcers specifically designed to control and slay mages. Each of the templar's melee hits against an enemy spellcaster drains its mana.Righteous Strike |
Cleanse Area Effect Type: Activated Range: Personal Activation: 40 Cooldown: 30s Requires: Level 9 The templar purges the area of magic, removing all dispellable effects from those nearby. Friendly fire possible.Cleanse Area |
Mental Fortress Effect Type: Passive Requires: Level 12 The templar has learned to focus on duty, gaining a large bonus to mental resistance.Mental Fortress |
Holy Smite Effect Type: Activated Range: Medium Activation: 70 Cooldown: 40s Requires: Level 15 The templar strikes out with righteous fire, inflicting spirit damage on the target and other nearby enemies. If the target is a spellcaster, it must pass a mental resistance check or else loses mana and takes additional spirit damage proportional to the mana lost. All affected enemies are stunned or knocked back unless they pass physical resistance checks.Holy Smite |
Champion | War Cry Effect Type: Activated Range: Personal Activation: 25 Cooldown: 20s The champion lets out a fearsome cry that gives nearby enemies a penalty to attack. With Superiority, nearby enemies are also knocked down unless they pass a physical resistance check.War Cry |
Rally Effect Type: Sustained Range: Personal Activation: 50 Fatigue: 5% Cooldown: 30s Requires: Level 12 The champion's presence inspires nearby allies, giving them bonuses to attack and defense while this mode is active. When coupled with Motivate, the attack bonus increases.Rally |
Motivate Effect Type: Passive Requires: Level 14 The champion inspires allies to attack with renewed vigor. The Rally talent now increases attack, in addition to its defense bonus.Motivate |
Superiority Effect Type: Passive Requires: Level 16 The champion is so fearsome that War Cry now knocks nearby opponents off their feet unless they pass a physical resistance check.Superiority |
Guardian* | Guardian's Shield Effect Type: Activated Range: Personal Activation: 40 Cooldown: 30s Requires: Level 20 The guardian, dedicated to protecting allies, builds a shield around a party member that absorbs an amount of damage based on the guardian's constitution attribute. Master Guardian increases the strength of the shield.Guardian's Shield |
Fortifying Presence Effect Type: Activated Range: Personal Activation: 50 Cooldown: 10s Requires: Level 22 The guardian sheaths the entire party in mystical protection, granting each member a temporary bonus to armor, with strength and duration both dependent on the guardian's constitution attribute. Master Guardian increases the armor bonus.Fortifying Presence |
Master Guardian Effect Type: Passive Requires: Level 25 The guardian has committed to life as a true defender. Guardian's Shield now absorbs more damage, Fortifying Presence now provides a greater armor bonus.Master Guardian |
Aura of the Stalwart Defender Effect Type: Sustained Range: Personal Upkeep: 100 Fatigue: 10% Cooldown: 10s Requires: Level 28 While this mode is active, the guardian makes a personal sacrifice in order to preserve allies, creating a field that pulls a foe back towards the guardian if it tries to leave the field unless the enemy passes a physical resistance check. This mode can only be activated during combat.Aura of the Stalwart Defender |
Spirit Warrior* | Beyond the Veil Effect Type: Sustained Range: Personal Upkeep: 80 Fatigue: 10% Cooldown: 10s The warrior dons a cloak of mystical energies from the Fade in order to evade a substantial proportion of physical attacks, although the mode drains stamina constantly. If the warrior has Soulbrand, this mode also adds a moderate chance of resisting hostile spells, and the warrior's attacks all deal spirit damage, bypassing enemy armor. If the warrior has Blessing of the Fade, the chance of resisting hostile spells increases further and the warrior gains bonuses to movement speed and attack speed.Beyond the Veil |
Soulbrand Effect Type: Passive Requires: Level 22 The warrior has gained a deeper connection to the spirit world. While Beyond the Veil is active, the warrior gains a moderate chance of resisting hostile spells, and attacks now deal spirit damage, bypassing enemy armor.Soulbrand |
Fade Burst Effect Type: Activated Range: Personal Activation: 80 Cooldown: 30s Requires: Level 25 The warrior bursts with energies drawn from the other side of the Veil, dealing spirit damage to all enemies nearby, particularly harming creatures from the Fade. The amount of damage depends on the warrior's willpower attribute. Friendly fire is possible.Fade Burst |
Blessing of the Fade Effect Type: Passive Requires: Level 28 The warrior is able to draw strength from the benevolent spirits of the Fade. While Beyond the Veil is active, the warrior's chance of resisting hostile spells increases further and the warrior gains bonuses to movement speed and attack speed.Blessing of the Fade |
- *Only available in Dragon Age: Origins - Awakening
Other talents[]
Racial abilities[]
Dwarven Resistance Effect Type: Passive The hardy dwarves have an innate resistance to hostile magic, meaning that one time in ten, a spell will have utterly no effect. Dwarven Resistance— only available to dwarven characters |
Summon Bronto Effect Type: Sustained Upkeep: 50 Fatigue: 5% Cooldown: 10s Jerrik calls a Bronto to fight alongside the party. Summon Bronto — only available to Jerrik Dace |
Critical Hit Immunity Effect Type: Passive The character is immune to critical hits. Critical Hit Immunity — only available to Runic Golem |
Tank Effect Type: Passive This creature is a tank, able to sustain significantly more damage than others of its kind. It gains a large bonus to health and a small bonus to armor. Tank — only available to Runic Golem |
Dog Talents[]
Growl Effect Type: Activated Range: Short Activation: 10 Cooldown: 30s The mabari growls so fearsomely that its opponent suffers a penalty to defense unless it passes a physical resistance check.Growl |
Dread Howl Effect Type: Activated Range: Personal Activation: 30 Cooldown: 40s The mabari lets out a loud howl, stunning most nearby enemies.Dread Howl |
Combat Training Effect Type: Passive The mabari has undergone rigorous combat training, giving it bonuses to critical chance, attack, and armor.Combat Training (Dog) |
Overwhelm Effect Type: Activated Range: Personal Activation: 40 Cooldown: 60s The mabari leaps upon its target, pinning its to the ground and attacking it repeatedly.Overwhelm |
Fortitude Effect Type: Passive The ordeals of the road have increased the mabari's tolerance for the elements. It gains bonuses to fire resistance, cold resistance and electricity resistance.Fortitude |
Charge Effect Type: Activated Range: Personal Activation: 20 Cooldown: 30s The mabari charges at its enemy, dealing normal damage if the attack hits and knocking the opponent down unless it passes a physical resistance check.Charge |
Shred Effect Type: Activated Range: Personal Activation: 40 Cooldown: 20s The dog lunges at an opponent and tears it with its powerful jaws. If the attack hits, it is an automatic critical hit. If the target can bleed, it takes addition damage for a short time.Shred (Dog) |
Nemesis Effect Type: Passive The mabari has become a relentless killer. It gains bonuses to health and stamina regeneration.Nemesis |
Shale Talents[]
Pulverizing Blows Effect Type: Sustained Range: Personal Upkeep: 0 Fatigue: 0% Cooldown: 10s Shale activates a mode that allows for offensive talents, taking a penalty to defense in exchange for a bonus to damage. With Slam, Shale gains and additional bonus to damage. With Quake, Shale gains a bonus to armor penetration. With Killing Blow, Shale gains an even greater bonus to damage.Pulverizing Blows |
Slam Effect Type: Activated Range: Personal Activation: 20 Cooldown: 20s Shale slams a stony fist into the enemy target. If the blow connects, it generates an automatic critical hit and knocks the target back. After learning this talent, Shale gains an additional bonus to damage whenever Pulverizing Blows is active.Slam |
Quake Effect Type: Activated Range: Personal Activation: 40 Cooldown: 40s Shale strikes the ground repeatedly, sending out multiple shockwaves that damage all nearby enemies and knock them back. After learning this talent, Shale gains a bonus to armor penetration whenever Pulverizing Blows is active.Quake |
Killing Blow Effect Type: Activated Range: Personal Activation: 60 Cooldown: 120s Shale concentrates all remaining energy into one tremendous blow. If the attack connects, it is an automatic critical hit, but Shale's remaining stamina is drained and added to the attack's damage. After learning this talent, Shale gains a greater bonus to damage whenever Pulverizing Blows is active.Killing Blow |
Stoneheart Effect Type: Sustained Range: Personal Upkeep: 0 Fatigue: 0% Cooldown: 10s Shale activates a mode that allows defensive talents and gains bonuses to armor and elemental resistances, while nearby enemies become more likely to target Shale. Bellow, Stone Roar, and Regenerating Burst increase the effects. Stone Roar also gives Shale gains a bonus to health regeneration and Regenerating Burst gives a bonus to health regeneration and stamina regeneration.Stoneheart |
Bellow Effect Type: Activated Range: Personal Activation: 25 Cooldown: 30s Shale erupts with the sound of the Rock itself, stunning nearby enemies unless they pass a mental resistance check. After learning this talent, nearby enemies are even more likely to choose Shale as a target whenever Stoneheart is active, and the bonuses in that mode increase.Bellow |
Stone Roar Effect Type: Activated Range: Short Activation: 50 Cooldown: 40s Shale attracts the attention of a single targeted enemy, who now views Shale as the most urgent threat on the battlefield, although the enemy may re-engage other party members if they attack it. After learning this talent, Shale gains a bonus to health regeneration whenever Stoneheart is active, while increasing the existing bonuses of that mode.Stone Roar |
Regenerating Burst Effect Type: Activated Range: Personal Activation: 80 Cooldown: 90s Shale explodes with energy, damaging all nearby enemies, who are also stunned unless they pass a physical resistance check, in which case they are merely knocked back. After learning this talent, Shale gains a bonus to stamina regeneration whenever Stoneheart is active, the other bonuses of that mode increase and nearby enemies are even more likely to choose Shale as their target.Regenerating Burst |
Rock Mastery Effect Type: Sustained Range: Personal Upkeep: 0 Fatigue: 0% Cooldown: 10s Shale activates a mode that allows range-attack talents, gaining a large bonus against missile attacks but suffering penalties to defense, armor, and melee critical chance. Nearby party members also gain bonuses to range critical chance and range attack speed. With Hurl Rock and Rock Barrage, the bonuses for party members increase. With Earthen Grasp, Shales bonus against missile attacks increases, and enemies become more likely to attack others.Rock Mastery |
Hurl Rock Effect Type: Activated Range: Medium Activation: 30 Cooldown: 20s Shale pulls a rock from the ground and hurls it to a target. All creatures near the point of impact take physical damage and are knocked down unless they pass a physical resistance check. Friendly fire possible. After Shale has learned this talent, party members who are nearby whenever Shale has Rock Mastery active receive additional bonuses to ranged critical chance and range attack speed.Hurl Rock |
Earthen Grasp Effect Type: Activated Range: Short Activation: 50 Cooldown: 40s Shale pounds the earth, immobilizing enemies unless they pass a physical resistance check. After learning this talent, Shale received a greater bonus against missile attacks whenever Rock Mastery is active, and enemies will be more likely to seek other targets.Earthen Grasp |
Rock Barrage Effect Type: Activated Range: Medium Activation: 60 Cooldown: 60s Shale tosses up multiple rocks that crash down in the targeted area. Creatures within the area take damage, suffer penalties to movement speed, and are knocked down unless they pass a physical resistance check. Friendly fire possible. After Shale has learned this talent, party members who are nearby whenever Shale has Rock Mastery active receive greater bonuses to ranged critical chance and ranged attack speed.Rock Barrage |
Stone Aura Effect Type: Sustained Range: Personal Upkeep: 0 Fatigue: 0% Cooldown: 10s Shale activates a support mode that imbues nearby party members with bonuses to attack, defense, and health regeneration. With other talents in the chain, Shale gains bonuses to armor and to resist hostile spells and party members gain bonuses to most statistics. However, the aura paralyzes Shale and imposes a personal penalty to defense as well as draining stamina. With Renewed Assault, nearby enemies suffer penalties to attack, defense, and movement speed.Stone Aura |
Inner Reserves Effect Type: Passive Whenever Stone Aura is active, Shale gains a bonus to armor. Party members within the aura receive additional bonuses to armor, health regeneration, stamina regeneration, and spellpower.Inner Reserves |
Renewed Assault Effect Type: Passive Whenever Stone Aura is active, Shale gains additional bonuses to armor and to resist hostile spells. Party members within the aura gain additional bonuses to attack, stamina regeneration, critical chance, and armor penetration. Enemies who enter the aura suffer penalties to movement speed, attack and defense.Renewed Assault |
Supernatural Resilience Effect Type: Passive Whenever Stone Aura is active, Shale gains additional bonuses to armor and resist hostile spells. Party members within the aura gain additional bonuses to health regeneration, spellpower, damage, and to resist hostile magic.Supernatural Resilience |
Snug talents[]
Charge Effect Type: Activated Range: Personal Activation: 15 Cooldown: 35s The bronto charges, dealing critical damage to the target and knocking it down unless it passes a physical resistance check.Charge |
Bear talents[]
Slam Effect Type: Activated Range: Personal Activation: 10 Cooldown: 20s Requires: Bear Shape / Summon Bear The bear slams the target. If the attack hits, it deals critical damage and knocks the target down unless it passes a physical resistance check.Slam |
Rage Effect Type: Activated Range: Personal Activation: 5 Cooldown: 60s Requires: Bear Shape / Summon Bear The bear becomes enraged, gaining bonus to damage for a short time.Rage |
Spider talents[]
Web Effect Type: Activated Range: Medium Activation: 11 Cooldown: 30s Requires: Spider Shape or Summon Spider The spider fires a web at the target, immobilizing it for a short time.Web |
Poison Spit Effect Type: Activated Range: Medium Activation: 5 Cooldown: 15s Requires: Spider Shape / Summon Spider The spider spits poison on its target, dealing nature damage for a short time.Poison Spit |