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(Abilities)
(Abilities)
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'''Inferno'''
 
'''Inferno'''
   
Masters of this school of magic dominate the battlefield with unrelenting fire. Enemies who survive the initial blast are driven mad with terror or burn to death in unquenchable flames. blaa
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Masters of this school of magic dominate the battlefield with unrelenting fire. Enemies who survive the initial blast are driven mad with terror or burn to death in unquenchable flames.
   
 
''' Winter'''
 
''' Winter'''

Revision as of 06:48, November 25, 2014

For the occupation, see Mage.
For the class in other games, see Mage (Origins) and Mage (Dragon Age II).
Mage
DAIM
Specializations
Knight Enchanter icon
Necromancer
Rift mage icon
Abilities
N/A
Starting stats
Base Bonus
Health  ? (+?)
Stamina  ? (+?)
Strength  ? (+?)
Dexterity  ? (+?)
Willpower  ? (+?)
Magic  ? (+?)
Cunning  ? (+?)
Constitution  ? (+?)
Starting secondary stats
Base attack  ? (+?)
Base defense  ? (+?)
Increasing stats
Health per level  ? (+?)
Stamina per level  ? (+?)
Levels per skill point  ?
Damage per level  ? (+?)

A mage is one of the three playable classes in Dragon Age: Inquisition.

In addition to the combat spells, mages have unique Energize ability that allows them to repair various things with magic.[1]

Description

Those who can tap into the raw energy of the Fade and block the whispering temptations of demons are truly exceptional. When they turn that mental focus onto the field of war, they can be truly terrifying opponents. Rains of fire, walls of ice, or even the ability to heal allies make up a mage's toolkit. Most employ considerable skills rendering foes not only weakened, but also vulnerable to physical attacks, setting up opportunities for their teammates to exploit.

Abilities

Inferno

Masters of this school of magic dominate the battlefield with unrelenting fire. Enemies who survive the initial blast are driven mad with terror or burn to death in unquenchable flames.

 Winter

Masters of this school of magic summon cold that bites deeper than the cruelest winter. Their icy spells slow and weaken enemies.

 Spirit

Masters of this school of magic call upon spirits for protection, as well as the essence of the Fade itself. Their spells disrupt hostile magic, create defensive barriers, and even heal injuries. 

  • Barrier (Active)

You create a shimmering protective barrier that acts as temporary additional health. The barrier decays naturally over time.

Barrier: 4,116

Area of Effect: 4 meters

Cooldown Time: 24 seconds

Cost: 50 mana

A barrier provides an additional health bar that must be destroyed before the target will take any damage. Barrier is vulnerable to dispel effects.

  • Guardian Spirit (Passive)

A protective barrier springs into place around you automatically when you are badly injured.

Barrier: 100%

Health Threshold: 25%

Cooldown Timer: 60 seconds

Constitution on Unlock: +3

A barrier provides an additional health bar that must be destroyed before the target will take any damage. Barrier is vulnerable to dispel effects.

  • Dispel (Active)

You remove hostile magic and status effects from allies while stripping beneficial effects from enemies.

Size: 5 meters

Cooldown Time: 8 seconds

Cost: 35 mana

Eldritch detonator ability: use on incapacitated forces for a combo

  • Revival (Active)

You summon spirits to heal fallen allies in the area, getting them back on their feet and fighting again.

Area of Effect: 2 meters

Cooldown Time: 60 seconds

Cost: 85 mana

  • Mind Blast (Active)

You send enemies staggering with an explosion of willpower that drives them back and makes them less likely to target you again.

Area of Effect: 5 meters

Cooldown Time: 8 seconds

Cost: 20 mana

Eldritch detonator ability: use on incapacitated forces for a combo

    • Fortifying Blast

Each enemy you strike with Mind Blast increases your protective barrier as you turn their plan into your power.

Barrier: 10%

A barrier provides an additional health bar that must be destroyed before the target will take any damage. Barrier is vulnerable to dispel effects.

  • Strength of Spirits (Passive)

Your barriers draw on the magic of the Fade to absorb more energy before depleting.

Barrier Bonus: 50%

Storm

Masters of this school of magic call forth the power of thunder and lightning. Their spells paralyze foes and arc from one enemy to another.

References

  1. E3 Demo Part One: The Hinterlands
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