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For talents in Dragon Age II, see Talents (Dragon Age II).
For abilities in Dragon Age: Inquisition, see Abilities (Inquisition).

Skills are abilities which all playable characters have access to. Unlike spells for mages and talents for warriors and rogues, skills are abilities that are not designed to be activated during combat, though many of them still relate to combat. Many skills also require a specific number in a related attribute in order to unlock them. The Warden starts with two skills (determined by class and origin) and 1 additional skill point. Rogues then receive 1 skill point every 2 levels, while warriors and mages receive 1 skill every 3 levels. Specifically, rogues gain skill points at levels 2, 4, 6 etc., while warriors and mages gain skill points at levels 3, 6, 9 etc. Additionally, rogues gain a skill point after The Urn of Sacred Ashes in lieu of the talent or spell point that warriors and mages are given. There are also Tomes that can grant skill points, up to four can be acquired in a playthrough.

Rogues will earn a total of 12 more skill points up to the maximum level of 25 while mages and warriors only earn 8. The total amount of available skills are 32. There are eight skills, each having four skill levels ranging from Basic to Improved to Expert, and then Master. The skills are Coercion, Stealing, Trap-Making, Survival, Herbalism, Poison-Making, Combat Training, and Combat Tactics.

Dragon Age: Origins - Awakening adds a further three skills - Runecrafting, Vitality and Clarity, increasing the total number of available skills to 44 with the level cap also being increased to 35. This grants an additional 5 skill points from leveling up for rogues, and an additional 3 for warriors and mages.

Coercion[]

This skill provides Intimidation and Persuasion options during dialogue.

Note: This skill is only available to the Warden.

Coercion
Coercion
  • Passive
  • Requires: 10 Cunning
The character is influential enough to convince others to change their views. Strength contributes to a more intimidating character, whereas cunning contributes to a more persuasive character.
Improved Coercion
Improved Coercion
  • Upgrade
  • Requires: 12 Cunning
The character's ability to read and influence others has improved.
Expert Coercion
Expert Coercion
  • Upgrade
  • Requires: 14 Cunning
The character is exceptionally influential and can compel all but the most strong-willed individuals.
Master Coercion
Master Coercion
  • Upgrade
  • Requires: 16 Cunning
The character is a silver-tongued master of coercion, able to sway just about anyone.

Stealing[]

This skill gives a character the ability to pickpocket NPCs. A list of profitable targets can be found here. Failed stealing attempts will have consequences and lead to random encounters.

Bonus to pickpocket check provided by each level of stealing is equal to 5 points of cunning. Stealing while stealthed adds the equivalent of 5 cunning per stealth rank.

Stealing
Stealing
  • Activated
  • Range: Personal
  • Activation: 0
  • Cooldown: 10s
  • Requires: 10 Cunning
The character is quick enough to pilfer small items from others, whether friendly or hostile, so long as they are not too alert.
Improved Stealing
Improved Stealing
  • Upgrade
  • Requires: 12 Cunning
The character has become a subtler thief, making attempts at stealing more likely to succeed.
Expert Stealing
Expert Stealing
  • Upgrade
  • Requires: 14 Cunning
The character is so quick-fingered that victims almost never notice the theft until it's too late.
Master Stealing
Master Stealing
  • Upgrade
  • Requires: 16 Cunning
The character is a world-class thief, able to distract and mislead the poor mark, even during combat.

Trap-Making[]

Characters who have learned the Trap-Making skill can construct traps or lures from common components, so long as they also possess a plan to build the mechanism. Despite the description, the second and fourth rank of this skill do not increase the range at which the character can detect enemy traps. Note that while all characters who have learned this skill can set traps, only rogues can disarm them. Please also note that this skill has no impact on a Rogue's ability to disarm traps. Components and plans may be bought from merchants, looted from defeated enemies, or found while exploring.

Trap-Making
Trap-Making
  • Activated
  • Range: Personal
  • Activation: 0
  • Cooldown: 0s
The character has learned to construct basic traps and lures from common components.
Improved Trap-Making
Improved Trap-Making
  • Upgrade
  • Requires: Level 4
The character has learned to create complex second-tier traps and lures, and can now detect enemy traps at greater range than previously.
Expert Trap-Making
Expert Trap-Making
  • Upgrade
  • Requires: Level 7
The character has learned to assemble lethal third-tier traps and lures.
Master Trap-Making
Master Trap-Making
  • Upgrade
  • Requires: Level 10
This character has mastered the art of designing deadly fourth-tier traps and lures, and gains a further increase to trap detection range.

Survival[]

This skill gives a character the ability to track enemies on the mini-map. Only one character in the party needs the skill for it to be active.

Survival
Survival
  • Passive
  • Requires: 10 Cunning
The character can detect the presence of nearby creatures below the character's own level. This skill also grants a small bonus to nature resistance. (+5% Nature Resistance)
Improved Survival
Improved Survival
  • Upgrade
  • Requires: 12 Cunning
The character can detect nearby creatures of an equal or lower level, revealing the type of creature and its hostility. This skill also grants a small bonus to nature resistance. (+5% Nature Resistance)
Expert Survival
Expert Survival
  • Upgrade
  • Requires: 14 Cunning
The character can detect nearby creatures of up to two levels higher than the character's own level, revealing the subtype of creature and its level. This skill also grants a small bonus to nature resistance. (+5% Nature Resistance)
Master Survival
Master Survival
  • Upgrade
  • Requires: 16 Cunning
The character can detect all nearby creatures, no matter what their level, and also gains a bonus to nature and physical resistance. (+10% Nature Resistance), (+2 Physical Resistance)

Herbalism[]

This crafting skill allows a character to create potions, poultices, and salves using ingredients which may randomly be looted or bought from merchants.

Herbalism
Herbalism
  • Activated
  • Range: Personal
  • Activation: 0
  • Cooldown: 0s
The character can make simple potions, poultices, and salves from common herbs.
Improved Herbalism
Improved Herbalism
  • Upgrade
  • Requires: Level 4
The character has become more familiar with important flora in order to make a wide variety of potions, poultices, and salves, now including the second tier.
Expert Herbalism
Expert Herbalism
  • Upgrade
  • Requires: Level 7
The character has perfected techniques to make third-tier potions, poultices, and salves.
Master Survival
Master Herbalism
  • Upgrade
  • Requires: Level 10
The character's vast knowledge of herbs permits creation of potent fourth-tier potions, poultices, and salves.

Poison-Making[]

This skill is for crafting poisons and grenades, using ingredients which may be looted or purchased from merchants in the same manner as those used in Herbalism. Please note that level 1 grants the ability to use any level of grenades and poisons.

Poison-Making
Poison-Making
  • Activated
  • Range: Personal
  • Activation: 0
  • Cooldown: 0s
The character has survived the difficult learning process of making simple poisons and grenades.
Improved Poison-Making
Improved Poison-Making
  • Upgrade
  • Requires: Level 4
The character can now create deadly second-tier poisons and grenades.
Expert Poison-Making
Expert Poison-Making
  • Upgrade
  • Requires: Level 7
The character has learned exotic new techniques for making poisons and grenades up to the third level of potency.
Poison-Making
Master Poison-Making
  • Upgrade
  • Requires: Level 10
The character is an elite poisoner, able to create fourth-tier poisons and grenades.

Combat Training[]

This skill unlocks the corresponding tiered weapon talents.

Combat Training
Combat Training
  • Passive
The character has completed basic combat training. Warriors and rogues gain access to first-tier weapon talents. Mages can take more damage from an attack before it interrupts their spellcasting.
Improved Combat Training
Improved Combat Training
  • Upgrade
Warriors and rogues gain access to second-tier weapon talents, as well as a bonus to stamina regeneration. Mages can take more damage from an attack before it interrupts their spellcasting and gain a bonus to mana regeneration. (+0.5/+1 Combat Mana / Stamina Regen)
Expert Combat Training
Expert Combat Training
  • Upgrade
The character has seen more battles than even a seasoned soldier, and gains small bonuses to attack. Warriors and rogues gain access to third-tier weapon talents. Mages can take more damage from an attack before it interrupts their spellcasting. (+2 Attack)
Master Combat Training
Master Combat Training
  • Upgrade
The character is highly experienced in combat and gains small bonuses to armor and attack. Warriors and rogues gain access to top-tier weapon talents. Mages can take more damage from an attack before it interrupts their spellcasting. (+1 Armor, +4 Attack)

Combat Tactics[]

This skill allows more script options in the tactics system. For example, when a character is below 50% health, a potion is automatically used or if an enemy is casting a spell a mode is activated. This skill is most helpful for players who wish for a character to become more "self-sufficient".

Combat Tactics
Combat Tactics
  • Passive
  • Requires: 10 Cunning
The character can formulate strategies quickly in battle, and consequently gains a combat tactics slot.
Improved Combat Tactics
Improved Combat Tactics
  • Upgrade
  • Requires: 12 Cunning
The character can now analyze the battlefield more astutely, and consequently gains an additional combat tactics slot.
Expert Combat Tactics
Expert Combat Tactics
  • Upgrade
  • Requires: 14 Cunning
The character has learned a great deal about martial strategy, and consequently gains two additional combat tactics slots.
Master Combat Tactics
Master Combat Tactics
  • Upgrade
  • Requires: 16 Cunning
The character is a master tactician, able to plan for any eventuality, and consequently gains two additional combat tactics slots.

Awakening skills[]

Note: The following skills are only available in Dragon Age: Origins - Awakening.

Runecrafting[]

This is a new skill available to all characters that allows the creation of Weapon Runes and Armor Runes. These runes can be inserted into Weapons and Armor to give a bonus to that item.

Runecrafting
Runecrafting
  • Activated
  • Range: Personal
  • Activation: 0
  • Cooldown: 0s
  • Requires: Level 20
The character has learned basic techniques of lyrium inscription, allowing the creation of simple runes.
Improved Runecrafting
Improved Runecrafting
  • Upgrade
  • Requires: Level 22
The character has discovered more precise methods for tracing ancient symbols, allowing the creation of intricate second-tier runes.
Expert Runecrafting
Expert Runecrafting
  • Upgrade
  • Requires: Level 24
The character has delved deeply into the histories of early Tevinter images, allowing the creation of powerful third-tier runes.
Master Runecrafting
Master Runecrafting
  • Upgrade
  • Requires: Level 26
The character has become one of Ferelden's foremost scholars on iconography, allowing the creation of exacting fourth-tier runes.

Vitality[]

This is a new skill available to all characters that increases the character's health. Each rank grants +25 health for a maximum of +100 health at rank 4.

Vitality
Vitality
  • Passive
  • Requires: Level 20
The character has begun a regimen of strenuous exercise, granting a permanent bonus to health.
Improved Vitality
Improved Vitality
  • Upgrade
  • Requires: Level 22
The character has adopted a diet of more nourishing foods, granting a further bonus to health.
Expert Vitality
Expert Vitality
  • Upgrade
  • Requires: Level 24
The character has consumed small amounts of toxic substances to enhance natural immunities, granting a further bonus to health.
Master Vitality
Master Vitality
  • Upgrade
  • Requires: Level 26
The character has suffered intentional injuries in order to develop an innate robustness, granting a further bonus to health.

Clarity[]

This is a new skill available to all characters that increases the character's mana or stamina. Each rank grants +25 mana or stamina for a maximum of +100 mana or stamina at rank 4.

Vitality
Clarity
  • Passive
  • Requires: Level 20
The character has embraced ancient techniques of meditation, granting a permanent bonus to mana or stamina.
Improved Clarity
Improved Clarity
  • Upgrade
  • Requires: Level 22
The character has studied the secrets of sleeping soundly, granting a further bonus to mana or stamina.
Expert Clarity
Expert Clarity
  • Upgrade
  • Requires: Level 24
The character has braved exposure to the elements in order to build mental focus, granting a further bonus to mana or stamina.
Master Clarity
Master Clarity
  • Upgrade
  • Requires: Level 26
The character has learned to find reserves of vigor in personal suffering, granting a further bonus to mana or stamina.
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