Knight-Enchanter is a mage specialization in Dragon Age: Inquisition.

Description[edit | edit source]

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-Enchanter

Knight-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[edit | edit source]

This specialization is obtainable through the quest Way of the Knight-Enchanter from Commander Helaine.

Ability tree[edit | edit source]

Knight-Enchanter Spell Set

Spells[edit | edit source]

Spirit Blade Spirit Blade
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 Defending Blade
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 Amplified Blade
Requires: Trespasser
Spirit Blade generates charge more quickly, but you expend all charge when striking an enemy.
Combat Clarity Combat Clarity
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 Fade Shield
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 Fade Cloak
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 Decloaking Blast
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 Enduring Cloak
Requires: Trespasser
The lower the charge on your Spirit Blade, the longer Fade Cloak lasts.
Veiled Riposte Veiled Riposte
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 Knight-Protector
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 Disruption Field
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 Stasis Lock
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 Charged Disruption
Requires: Trespasser
When enemies take damage inside the field, Spirit Blade gains power.
Resurgence Resurgence
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[edit | edit source]

Notes[edit | edit source]

  • 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.
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