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Dalish Pariah is Merrill's unique specialization in Dragon Age II.


Dalish Pariah tree

Spells[]

Solidarity Solidarity
Passive
Requires: Merrill Friendship
Striking out alone is never easy. Hawke's companionship has renewed Merrill's strength.

Blood of the First cost ratio: 1 health provides 1 additional mana (total: 3)
Outcast Outcast
Passive
Requires: Merrill Rivalry
Accepted nowhere, Merrill has learned that she can depend only on herself.

Damage resistance: +10%
Blood of the First Blood of the First
Sustained
Upkeep: 70%
Cooldown: 20s
Requires: Level 7
Merrill has a unique knowledge of Keeper lore and blood magic. While this mode is active, she sacrifices her own health to obtain a deeper pool of energy for casting spells. When Blood of the First is in use, she can cast Wounds of the Past but cannot be healed by conventional spells or potions.

1 health provides 2 mana
Spellcasting consumes health instead of mana
Immune to conventional healing
Wounds of the Past Wounds of the Past
Activated
Size: 10m
Activation: 60
Cooldown: 30s
Requires: Level 11
Requires: Blood of the First
Requires: 3 points in Dalish Pariah
This alluringly powerful spell allows Merrill to control the blood of her foes, rending them from the inside. Enemies in the targeted area take damage that bypasses armor and damage resistance. Creatures without blood are immune. (Blood of the First must be active.)

Physical damage: 4.5x
Enemy armor: momentarily 0%
Enemy damage resistance: momentarily 0%
Deep Wounds Deep Wounds
Upgrade
Requires: Level 15
Requires: 4 points in Dalish Pariah
Wounds of the Past now inflicts more damage and leaves some enemies immobilized.

Physical damage: +2.25x (total: 6.75x)
Paralyze chance: 50% vs. normal enemies
Wrath of the Elvhen Wrath of the Elvhen
Sustained
Size: 6m
Upkeep: 20%
Cooldown: 5s
Requires: Level 7
Merrill turns the land against her foes, inflicting damage against nearby enemies as long as she sustains this spell.

Nature damage: 0.9x every 4s
Loss of the Dales Loss of the Dales
Upgrade
Requires: Level 11
Requires: 2 points in Dalish Pariah
Twice driven from their homeland, the Dalish have since learned to defend themselves. Wrath of the Elvhen now inflicts more damage across a larger area.

Nature damage: +0.45x (total: 1.35x)
Size: +2m (total: 8m)


Arlathan's Grace Arlathan's Grace
Upgrade
Requires: Level 13
Requires: 3 points in Dalish Pariah
Damage inflicted by Wrath of the Elvhen now heals Merrill. As part of her unique magical talents, this healing is effective even when Blood of the First is active.

Health regeneration: 1% per nearby enemy every 4s
Ensnare Ensnare
Activated
Size: 8m
Activation: 30
Cooldown: 20s
Requires: Level 8
Requires: Wrath of the Elvhen
Enemies around Merrill are drawn towards her by tendrils of raw nature magic, which inflicts heavy damage in the process. (Wrath of the Elvhen must be active.)

Nature damage: 1.8x
Elemental force: 2x
Stone's Throw Stone's Throw
Activated
Activation: 15
Cooldown: 30s
Requires: Level 10
Requires: Wrath of the Elvhen
A rare spell, even among keepers, Stone's Throw allows Merrill to move effortlessly through the earth to an ally's position. (Wrath of the Elvhen must be active.)

Tactics[]

  • The spells Wrath of the Elvhen and Ensnare deal nature damage, making them effective against most Fade creatures and darkspawn which have low nature resistance.
  • In any difficulty level including Nightmare, all of the offensive spells (Wounds of the Past, Wrath of the Elvhen, and Ensnare) do not deal friendly fire damage, allowing aggressive strategies to be deployed with less expense.
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