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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.

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.

Note: It is possible to stack some sustained talents as long as there is at least 1 remaining point in the stamina pool. But if the player uses all the points or an attack drains all the stamina, then the talents are deactivated and you have to wait until they cool down before you can use them again.

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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 mode
Indomitable
Stunning Blows
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Critical Hit Immunity
Effect Type: Passive
The character is immune to critical hits.
Critical Hit Immunity — only available to Runic Golem
Tank
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
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
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
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
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
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
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
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
Nemesis
Effect Type: Passive
The mabari has become a relentless killer. It gains bonuses to health and stamina regeneration.
Nemesis

Shale Talents[]

Pulverizing Blows
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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