Arcane BoltEffect Type: Activated Range: Long Activation: 15 Cooldown: 6s Requires: Level 1 The caster fires a sphere of magical energy at an enemy, dealing moderate spirit damage.
Arcane ShieldEffect Type: Sustained Range: Personal Upkeep: 30 Fatigue: 5% Cooldown: 10s Requires: Level 3 The caster generates protective sheath that helps divert incoming attacks, gaining a bonus to defense while this mode is active.
Staff FocusEffect Type: Passive Requires: Level 7 The character has specialized in direct attacks using a mage staff, gaining a permanent bonus to damage from basic attacks.
Arcane MasteryEffect Type: Passive Requires: Level 10 The mage has gained keen familiarity with the arcane arts, granting a permanent bonus to spellpower.
Starting stats
Base
Bonus
Health
85
(+0)
Mana
115
(+15)
Strength
10
(+0)
Dexterity
10
(+0)
Willpower
14
(+4)
Magic
15
(+5)
Cunning
11
(+1)
Constitution
10
(+0)
Starting secondary stats
Base attack
50
(+0)
Base defense
40
(+0)
Increasing stats
Health per level
4
(+0)
Mana per level
6
(+2)
Skill points per level
3
—
Damage per level
0.1
(+0)
The mage is one of the three playable classes in Dragon Age: Origins. A mage is able to interact with the forces of magic, using different elemental powers. In order to qualify to be a mage, one must be either an elf or a human and choose the Mage Origin. Dwarves cannot play as a mage, since they are unable to connect with the Fade and therefore are unable to control the forces of magic. Most elven mages in Origins are assumed to have come from an alienage, with the notable exception of an elven magi Warden, who might have come from Lothering. While Dalish elves have magic users in their clans, they are rarely, if ever, sent to the Circle.
As a class, mages focus on spells in order to deliver damage and debilitate their enemies, as well as support and heal their allies. In addition to individual spells, mages have the ability to cast multiple spells in a row resulting in a spell combination. For example, casting Grease, a spell which will cover the ground in a layer of slippery grease, and then casting Fireball onto the greased floor will result in the grease catching on fire, burning anybody caught in the area in a giant inferno. To put out the fire, Blizzard may be used.
The default weapon of mages is the staff, which deals ranged damage and never misses the target but cannot deal critical damage. Mages may also use any armor or weapon, provided they meet the minimum strength or dexterity requirements. However, wearing armor makes spells cost more mana, and boosting strength or dexterity to use other weapons weakens the mage's spellcasting power. The Arcane Warriorspecialization enables you to counteract most of these effects.