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Rogue Specializations[]

Assassin[]

Mark of Death
Mark of Death
  • 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.
Exploit Weakness
Exploit Weakness
  • 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.
Note: Bonus damage = Cunning / 3 * (random(0.2, 1.0)).
Lacerate
Lacerate
  • 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.
Note: Bleeding damage = 1/4 Backstab damage over 4 seconds, but will not stack.
Feast of the Fallen
Feast of the Fallen
  • 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
Note: This doesn't work with critical hits as they do not count as actual backstabs.

Bard[]

Song of Valor
Song of Valor
  • 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.
Note: Area of Effect: 10ft. Effect: Party gains stamina/mana regeneration equal to 0.5 + 0.01 * (the bard's cunning - 10).
Distraction
Distraction
  • 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 disoriented unless it passes a mental resistance check.
Song of Courage
Song of Courage
  • 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.
Note: The bonuses are determined when the bard begins singing the song; changing equipment while the song is active does not change the effect. The bonuses apply equally to melee and ranged attacks, but not to staff attacks. Total bonuses: Attack: (Cunning - 5)/10 + 2. Damage (as displayed on Equipment screen): Cunning/20 + 1.5 + X. Same bonus to each hand if dual wielding. X = 0 for dual wield, single wield mace, bow. X = 0.2 for single wield long sword. X = 0.9 for single wield dagger. Critical chance %: Cunning/10 + 2.
Captivating Song
Captivating Song
  • 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.
Note: Area of Effect: 4ft.

Duelist[]

Dueling
Dueling
  • Sustained
  • Range: Personal
  • Upkeep: 30
  • Fatigue: 5%
  • Cooldown: 5s
The duelist focuses on proper form, gaining a bonus to attack (+10 attack) while the mode is active. Keen Defense adds a bonus to defense (+10 defense) while in this mode.
Upset Balance
Upset Balance
  • 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.
Note: Melee only.
Keen Defense
Keen Defense
  • Passive
  • Requires: Level 14
The duelist has an uncanny knack for simply not being there when the enemy attacks, receiving a bonus to defense.
Pinpoint Strike
Pinpoint Strike
  • 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.
Note: Duration: 15s. Melee only.

Ranger[]

Summon Wolf
Summon Wolf
  • Sustained
  • Upkeep:50
  • Fatigue: 5%
  • Cooldown: 60s
The ranger calls a great forest wolf to fight alongside the party.
Note: Abilities: Howl- Lower the Defense of all enemies around the wolf. Overwhelm- Jump to the enemy and then bite the enemys for some time in the ground making the target unable to move, atack or defend and taking continous damage.(the wolf cant move or defend either but will be doing some great damage)
Summon Bear
Summon Bear
  • Sustained
  • Upkeep:50
  • Fatigue: 5%
  • Cooldown: 90s
  • Requires: 8
The ranger calls a powerful bear to fight alongside the party.
Note: Ability: Slam- if hits it is a critical hit and has a chance to knock down the enemy.
Summon Spider
Summon Spider
  • Sustained
  • Upkeep:50
  • Fatigue: 5%
  • Cooldown: 120s
  • Requires: 10
The ranger calls a large spider to fight alongside the party.
Note: Ability: Spit Poison and Web. Web will immobilise an enemy for a time.
Master Ranger
Master Ranger
  • Passive
  • Requires: 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.

Warrior Specializations[]

Berserker[]

Berserk
Berserk
  • 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.
Note: Gives +8 damage, and an unmentioned +10 mental resistance (with Resilience). Penalty is -2 stamina, which means that without stamina regeneration bonuses, you will lose stamina in combat at the rate you would normally gain it.
Resilience
Resilience
  • Passive
  • Requires Level: 8
Rages no longer wear so heavily on the berserker’s body. The stamina regeneration penalty applied by Berserk is reduced, and the berserker gains a bonus to nature resistance (+5 nature resistance).
Note: The in-game description is completely accurate, it actually gives the bonuses as described by the Berserk talent: +1.5 health regeneration.
Constraint
Constraint
  • Passive
  • Requires Level: 10
The berserker has learned to retain control during rages, reducing Berserk’s penalty to stamina regeneration.
Note: Gives +2 stamina regeneration while berserk, which completely off-sets the Berserk penalty.
Final Blow
Final Blow
  • 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.
Note: Rate of conversion is +1 damage for every -2 stamina.

Champion[]

War Cry
War Cry
  • 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.
Note: Area of Effect: 10ft. More specifically, enemies suffer -10 attack for 20 seconds.
Rally
Rally
  • Sustained
  • Range: Personal
  • Upkeep: 50
  • Fatigue: 5%
  • Cooldown: 30s
  • Requires: 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.
Note: Area of Effect: 10ft. This gives +10 defense, but, contrary to the description (and consistent with the motivate description), nothing to attack. This mode also causes you to slowly drain stamina in combat rather than gain, although this is not mentioned in the skill.
Motivate
Motivate
  • Passive
  • Requires: 14
The champion inspires allies to attack with renewed vigor. The Rally talent now increases attack, in addition to its defense bonus.
Note: Gives +10 attack while under Rally.
Superiority
Superiority
  • Passive
  • Requires: 16
The champion is so fearsome that War Cry now knocks nearby opponents off their feet unless they pass a physical resistance check.

Reaver[]

Devour
  • 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.
Note: Area of Effect: 5ft. Heals for (100.0 + Spellpower) * 0.4 per corpse.
Frightening Appearance
  • 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 by 100 and 1 respectively.
Note: Fears target that fail mental resistance check against Reaver's Strength for 10.0 *(Target Rank Duration Modifier) sec.
Aura of Pain
  • 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.
Note: Area of Effect: 4ft. Spirit Damage (over time): 20 to self and hostile targets in range every 4 sec. Over Duration: 4.0s. Health regeneration penalty 5.0.
Blood Frenzy
  • 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.
Note: Adds to Reaver's damage from 0 when Reaver is at full health up to 9.9 when his health is zero. Health regeneration penalty (both combat and exploration): 5.0.

Templar[]

Righteous Strike
Righteous Strike
  • 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.
Cleanse Area
Cleanse Area
  • Activated
  • Range: Personal
  • Activation: 40
  • Cooldown: 30s
  • Requires: Level 8
The templar purges the area of magic, removing all dispellable effects from those nearby. Friendly fire possible.(This does not include the debuffs you get during battle, only magic effects).
Note: Area of Effect: 10ft.
Mental Fortress
Mental Fortress
  • Passive
  • Requires: Level 12
The templar has learned to focus on duty, gaining a large bonus to mental resistance.
Holy Smite
Holy Smite
  • Activated
  • Range: Medium
  • Activation: 70
  • Cooldown: 40
  • 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.
Note: Area of Effect: 5ft. Spirit Damage (100.0 + Willpower) * 0.2 to all hostile targets in the area of effect. Drains Mana from target (100.0 + Willpower) * 0.4 and damages it with Spirit for (100.0 + Willpower) * 0.2. Stuns target if it fails physical resistance check against Templar's Willpower for 10.0 * (Target Rank Duration Modifier) sec. Knockbacks others in the area of effect that fail physical resistance check against Templar's Willpower.
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