Knight-Enchanter is a mage specialization in Dragon Age: Inquisition.
Description[]
From "Rank and Role in Victory." Commander Helaine's words make one passage stand out:
Many are reluctant to include the rank, but that is because it is rare enough that they have not seen it deployed. Most change their mind when they fight alongside. All change their mind when they fight against.
An account:
The training was not pleasant for me. When first I exited my Circle, I was as a babe new to the world. And then I was in battle, in defense of nation and name, and the lines did form, and my fellow mages took their positions in the rear.
And I stepped forward.
Then my place in the fray opened, and those of muscle and blade were around me, and I was not afraid. For I knew my role and worth, and soon did all others know them as well. Any concerns I had that the knights would not heed evaporated. All knew their rank, their place, and the value of that to their lives. Our blades were of different ken, but our purpose was clear and defined. On the field, in the battle, I command.
Detailed principles and examples of command follow.
—From Codex entry: Way of the Knight-EnchanterKnight-Enchanters are part of the select few mages who can use melee attacks by summoning a sword from thin air, which is also capable of deflecting projectiles. Other powers that put these mages a cut above the rest are the abilities to phase in and out of existence, debilitate opponents, strengthen and lengthen the duration of your party's barriers, and revive and heal comrades.
According to Solas, their techniques descend from ancient elven mages called Arcane Warriors.
Acquisition[]
This specialization is obtainable through the quest Way of the Knight-Enchanter from Commander Helaine.
Ability tree[]
Spells[]
Spirit Blade |
Active Activation: 10 Mana |
You create a blade of solid magic to make melee attacks against nearby enemies. Dealing damage with other abilities charges the blade. Attacking expends this charge to deal additional damage. Spirit Damage: 150% weapon damage Bonus: 100% against Barrier and 100% against Guard |
Defending Blade Upgrade Requires: Spirit Blade |
You deflect incoming projectiles with Spirit Blade, sending a shockwave of energy back at the attacker. Defending Blade enhances Spirit Blade, reflecting projectiles back at your attackers in the form of shockwaves. |
Amplified Blade Upgrade Requires: Trespasser |
Spirit Blade generates charge more quickly, but you expend all charge when striking an enemy. |
Combat Clarity |
Passive Requires: Spirit Blade |
The chaos of combat frightens some, but for you, its a comfortable rhythm. Your mana regenerates faster when you're near hostile enemies. Mana Regeneration: 50% if enemy within 5 meters Constitution +3 |
Fade Shield |
Passive Requires: Combat Clarity |
You draw back the energy released by your enemies in your attacks against them. Any successful attack strengthens your barrier. The more damage you do, the more powerful your barrier grows. Barrier: 30% of damage dealt Magic +3 |
Fade Cloak |
Active Activation: 20 Mana Cooldown: 12s Requires: Spirit Blade |
You surround yourself with the magic of the Veil itself. You are briefly invulnerable and can pass through enemies unharmed. Briefly invulnerable and can pass through enemies unharmed. |
Decloaking Blast Upgrade Requires: Fade Cloak |
If you rematerialize inside an enemy, the foe is blasted back with massive force. Spirit Damage: 1,000% weapon damage |
Enduring Cloak Upgrade Requires: Trespasser |
The lower the charge on your Spirit Blade, the longer Fade Cloak lasts. |
Veiled Riposte |
Passive Requires: Fade Cloak |
Whenever you have a barrier active, enemies who attack you will take damage in return. Damage Returned: 20% Magic +3 |
Knight-Protector |
Passive Requires: Fade Shield or Veiled Riposte |
You're adept with defensive magic. Barriers you create take longer to naturally decay. Barrier Decay Reduction: 35% Constitution +3 |
Disruption Field |
Active Activation: 65 mana Duration: 10s Cooldown: 24s Requires: Knight-Protector |
You fill an area with magical energy that slows and weakens your enemies. Enemies larger than the field are immune. Briefly invulnerable and can pass through enemies unharmed. |
Stasis Lock Upgrade Duration: 5s Requires: Disruption Field |
Enemies caught in Disruption Field are slowed to a stop over the course of several seconds. Striking them ends the effect. Speed Reduction: 99% for 5 seconds |
Charged Disruption Upgrade Requires: Trespasser |
When enemies take damage inside the field, Spirit Blade gains power. |
Resurgence |
Activated Range: 5 Meters Duration: 10s Cooldown: 24s Requires: Combat Clarity or Fade Cloak |
You call on benign spirits to restore you and your allies for continuing the fight. All party members are healed to full health, including those who have fallen unconscious, and a glyph around you provides ongoing healing to the party for the spell's duration. This ability consumes and is powered by focus. Tier 1: Glyph heals 2% per second. Tier 2: Glyph heals 10% per second. Tier 3: Glyph heals 25% per second. |
Known Knight-Enchanters[]
- Vivienne
- Commander Helaine
- The Inquisitor (conditional)
- Cosette
Notes[]
- This is the best received of the mage specializations: Vivienne, Solas and Leliana will all remark favorably (with approval gains) if you speak to them after becoming a Knight-Enchanter. Leliana will reveal that she had friends who were Knight-Enchanters that died along with Divine Justinia at the Conclave. Sera also mentions it in dialog when asking her about her fears of magic after choosing the specialization. When speaking to Sera about the specialization, the Inquisitor can refer to it as battle magic.
- Knight-enchanter is one of the few specializations in which a player is capable of soloing the entire game.
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