There are three classes – warrior, rogue and mage – in Dragon Age: Origins, each with four specializations. Six additional specializations (two per class) were added in the expansion Dragon Age: Origins - Awakening.
- 1 Basics
- 2 Origins specializations
- 3 Awakening specializations
- 4 Equipment
- 5 Bugs
Specializations are sub-class choices that further define and customize characters. Each character can have up to two specializations in Origins and up to three in Awakening. Most companions join the party with one specialization preselected and are thus able to take one more.
Specializations are achieved in two steps. Firstly, all specializations require unlocking through a trainer (a person who can teach it), a manual (purchased from a vendor), or a plot event. Specializations can be unlocked at any level and will stay unlocked on subsequent replays. Thus, it is possible, before making a decision that will get you a specialization but will cause approval loss for party members, to save, unlock the specialization and then revert to the save.
Secondly, in order to actually use the unlocked specialization the character must spend specialization points. Characters will receive one specialization point at level 7 and another at level 14. Specialization points can be saved for later levels or used mid-level (the "Level Up" button on the stats sheet will be active if there are unspent specialization points). In Awakening, a third specialization point is granted at level 22. If you acquire an attribute point, skill point, or spell or talent point in the Witch Hunt DLC while at maximum level, you may also receive a specialization point, even if this pushes your total specializations to four.
Taking a specialization grants a one-time bonus to attributes and unlocks special talents tied to the specialization. Note that attribute bonuses granted by specializations are applied as attribute modifiers (similar to equipped items) and do not modify the base attribute values. Talents and spells with an attribute requirement check for base attribute values only, meaning specialization attribute bonuses will not unlock talents or spells if you lack the listed attribute value that is required to learn a specific talent/spell.
|Berserker||The first berserkers were dwarves. They would sacrifice finesse for a dark rage that increased their strength and resilience. Eventually, dwarves taught these skills to others, and now berserkers can be found amongst all races. They are renowned as terrifying adversaries. |
|Champion||The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging headlong into danger, somehow making it look easy. |
|Reaver||Demonic spirits teach more than blood magic. Reavers terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths. |
+5 physical resistance
|Templar||Mages who refuse the Circle's control become apostates and live in fear of a templar's powers--the ability to dispel and resist magic. As servants of the Chantry, the templars have been the most effective means of controlling the spread and use of arcane power for centuries. |
+3 mental resistance
|Assassin||The assassin finds any notion of fairness a quaint ideal that has no place in combat. Poisons are their weapon of choice, as are crippling strikes that inflict persistent wounds on their foes. As killers, assassins are a marvel of stealth and efficiency. |
+2.5% critical chance (melee only)
|Bard||Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale. |
|Duelist||Duelists are deadly combatants who prefer to fight in light armour and strike with light, but precise attacks. Experienced duelists have preternatural reflexes that allow them to evade their opponents' clumsy blows, as well as strike with remarkable precision. |
|Ranger||Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes. |
+5 nature resistance
|Arcane Warrior||Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane warriors may learn to use their magic score to satisfy the strength requirement to equip higher-level weapons and armor. |
|Blood Mage||Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice their own health, or the health of allies, to fuel these abilities |
|Shapeshifter||Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such rumors, but this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies. |
|Spirit Healer||Not all entities of the Fade are demonic. Many are benevolent entities consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party of adventurers. |
+0.25/0.5 combat health regeneration
Blood Mage is unlocked by the Desire Demon during Arl of Redcliffe if the Warden is a mage, enters the Fade personally, and requests arcane secrets. It can also be unlocked in Awakening by a manual from the Bartender at The Crown and Lion for 9 90 0.
These specializations require Dragon Age: Origins - Awakening and cannot be used in Origins.
|Guardian||Many warriors foolishly believe that they can control the tide of a battle on their own, but a guardian realizes that an ally's survival is as important as an enemy's death. Guardians prefer to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live. |
+5 nature resistance
|Spirit Warrior||Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. Naturally, the Chantry's templars rarely acknowledge that distinction. |
+5 physical resistance
|Legionnaire Scout||Most tales of the dwarven Legion of the Dead are likely minstrels' fabrications, but the trail of darkspawn corpses that the Legion leaves behind proves the efficacy of their training. Legionnaire scouts often travel ahead of their companions, and consequently become renowned for unusual hardiness, able to survive battles that would kill any other rogue. |
|Shadow||There is no order or organization of shadows--they are self-taught elite rogues, masters of concealment and ambush. They strike from darkness, employing personal decoys and hallucinogenic poisons to distract enemies before sliding a dagger between their ribs. |
|Battlemage||Some mages specialize in spells that permit them to engage in combat from afar. Battlemages, by contrast, prefer to wade into the fray alongside their blade-wielding companions, close enough to read the fear in their opponents' eyes. Their spells primarily concern personal preservation as well as control of the elements in their immediate surroundings. |
+0.25/0.5 combat health regeneration
|Keeper||Every Dalish clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. It is exceptionally uncommon for a keeper to teach anyone other than a fellow clan member about the unique Dalish understanding of nature magic, which focuses on control of the roots beneath the earth. |
+3 mental resistance
For mages, all staves are specific to them but besides that this is a list of class/specialization specific equipment.
- ps3 If you use multiple tomes (via some other exploit) to gain more talent/spell points than there are available talents/spells, you can gain an "extra" specialization:
- Use a specialization point, then use all but one of your attribute points, and click "auto level up." This will give you the specialization you chose.
- Leave the menu. Next time you open it, your specialization will not be shown, but the talents/spells from it will be available to choose.
- xbox360 Some specializations may remain locked even after you complete the requirements to unlock them, and the manuals to teach them will be unavailable for purchase. [confirmation needed]
- xbox360 Patching the game may cause all unlocked specializations to become locked, forcing you to complete the quests/buy the manuals to unlock them again. This can be fixed by recovering your gamertag:
- Sign out of all profiles, select Profile Sign-In, select Recover Gamertag, and input the information for your Xbox 360.
- Load an old save file, unlock one specialization, and save in a new file.
- Exit the game completely. When you reload, all specializations that you previously unlocked should be available again.