I never thought I would say this, but I've learned much from traveling with you all.


Neria is a player-controlled protagonist in Dragon Age: Inquisition's multiplayer.

Background[edit | edit source]

Neria was born into the Ralaferin clan, and was chosen as Keeper Elindra's apprentice. Trained from youth to defend and serve people, she takes great pride in her magic and her role as Elindra's First. Now within the Inquisition as a Dalish emissary, Neria does all she can to see that the interests of the Dalish are not forgotten amidst the chaos.

Chosen to be the Keeper's First at the age of nine, Neria takes her charge very seriously. She's viewed by others as thoughtful and focused. Cillian, her clanmate, once said of her, "Once she puts her mind to something, it must be done. It will be done."

Several years after she was made First, Neria attended the Arlathvhen with Elindra. Neria learned here that some of the other clans bore disrespect towards the Ralaferin clan. They believed that Elindra's predecessor, Gisharel, had harmed the Dalish when he shared Dalish lore and culture with human scholars. Neria argued in defense of her clan, but her conviction wavered. Upon returning from Arlathvhen, she had a long discussion with Elindra about Gisharel's actions. The conversation reinforced her loyalty and pride to her clan, believing that humans would only learn to respect the Dalish by seeing and understanding them. She now serves as not only an emissary of the Dalish within the Inquisition, but of the Ralaferin clan and their beliefs on foreign interaction.[1]

Involvement[edit | edit source]

During the main game, Neria is involved in various war table operations. Though she can't be spoken to, she can be seen walking around the garden at Skyhold.

Quests[edit | edit source]

Rumors of the Sulevin Blade Rumors of the Sulevin Blade

Initial equipment[edit | edit source]

Weapons Inquisition Staff Inquisition Staff
Armor Keeper's Vestments Keeper's Vestments

Abilities[edit | edit source]

Note: click expand to see the full list of abilities
Note: Not all of these abilities have the same preceding requirements as in single player.

Protection[edit | edit source]

Protection Spell Set

Barrier Barrier
Activated
Size: 4m
Activation: 50
Cooldown: 24s
A barrier provides an additional health bar that must be destroyed before the target will take any damage. Barrier is vulnerable to dispel effects.
Elegant Defense Elegant Defense
Upgrade
You have learned to cast Barrier with a more stable magical pattern. Each time a barrier you have cast expires, the ability's cooldown time is reduced.

Cooldown Reduction: 4 seconds

Fade Step Fade Step
Activated
Duration: 2s
Cooldown: 12s
You let invisible waves of magic carry you forward, blurring ahead a short distance.
Frost Step Frost Step
Upgrade
Passing through enemies hurts them and leaves them chilled.

Ice damage: 300% weapon damage
Chill duration: 8 Seconds

Rejuvenating Barrier Rejuvenating Barrier
Passive When you or your allies have an active barrier, the beneficial energy invigorates them and helps the recover mana or stamina more quickly.

Mana Regeneration: 35%
Constitution + 3
Fade Cloak 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 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
Reinforced Barrier Reinforced Barrier
Passive Casting Barrier on a target also gives them a bonus to damage resistance.

Damage Resistance: 50%
Willpower +3
Peaceful Aura Peaceful Aura
Passive Your aura of tranquillity makes enemies less likely to attack you in battle, even when you damage them.

Threat Reduction: 50%
Willpower +3
Proud Proud
Passive The Keeper has devoted herself to the Dalish way of life, leaving few others as adept as she with elven Magic.

Constitution +3
Willpower +3
Magic +3
Guardian Spirit Guardian Spirit
Passive A protective barrier springs into place around you automatically when you are badly injured.

Constitution +3
Cycle of Life Cycle of Life
Passive
Cooldown: 60s
Even should you fall, you give your allies the strength to fight on harder in your name.

Constitution +3
Damage Bonus to allies +50%
Mana Surge Mana Surge
Passive
Size: 3m
Duration: 2s
Your barrier explodes into wild magic when enemies destroy it. The blast freezes all nearby enemies and allows you to cast your next spell without consuming mana.

Magic +3
Veiled Riposte 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
Nature's Shield Nature's Shield
Passive
Cooldown: 60s
The entire party gains increased resistance to fire, ice, electric, and spirit damage.

Damage Resistance: 10%
Willpower +3
Knight-Protector 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
Static Cage Static Cage

Size: 9m
Activation: 65 mana
Cooldown: 32s
You trap enemies inside an electricity field that paralyzes those that try to leave.
Lightning Cage Lightning Cage
Upgrade
Static Cage is now powerful enough to hurt or even kill enemies who leave its boundaries. Whenever an enemy in the cage takes damage, a lighting bolt strikes them, dealing bonus electricity damage.

Electric Damage: 50% Weapon Damage
Winter Stillness Winter Stillness
Passive
Size: 3m
Duration: 2s
By standing still, you enter into a meditative state that restores your mana at an enhanced rate and reduces all cooldown times.

Mana regeneration rate bonus: 50%
Willpower +3
Disruption Field 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 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
Strength of Spirits Strength of Spirits
Passive Your barriers draw on the magic of the fade to absorb more energy before depleting.

Barrier Bonus: 50%

Primal Spirit[edit | edit source]

Primal Spirit Spell Set


Chain Lightning Chain Lightning

Size: 5m
Activation: 50 mana
Cooldown: 8s
You unleash a blast of lightning that shocks one target and arcs to nearby others.
Arcing Surge Arcing Surge
Upgrade
Chain lighting arcs farther and hits more targets.

Distance Bonus: 4 meters
Additional Hits: 2
Mind Blast Mind Blast
Activated
Size: 5m
Activation: 20 mana
Cooldown: 8s
You send enemies staggering with an explosion of willpower that drives them back and makes them less likely to target you again.
Fortifying Blast Fortifying Blast
Upgrade
Each time you strike with Mind Bast increases your protective barrier as you turn their pain into your power.

Barrier: 10%
Clean Burn Clean Burn
Passive Your spells burn away ambient magic that would otherwise slow down your casting. Every spell you cast shortens your active cooldown time.

Cooldown reduction: 1 Second
Willpower +3
Dispel Dispel
Activated
Size: 5m
Activation: 35 mana
Cooldown: 8s
You remove hostile magic and status effects from allies while stripping beneficial effects from enemies.
Transmute Magic Transmute Magic
Upgrade
Dispelling magic and status effects increases your owns spells' damage and barrier generation for a brief duration.

Barrier: 50%
Damage Bonus: 25%
Duration 10s
Stormbringer Stormbringer
Passive
Cooldown: 15s
The storm comes to your aid even without your calling it. When you are in combat, lightning will periodically strike a random nearby target.

Electric Damage: 300% weapon damage
Magic + 3
Veilstrike Veilstrike
Active
Activation: 35 Mana
Cooldown: 24s
You recreate your own fist from the essence of the Fade and smash nearby foes to the ground.

Area of Effect: 5 Meters
Punching Down Punching Down
Upgrade
Requires: Veilstrike
You cast Veilstrike more easily, and the blow weakens your enemies, causing them to do less damage.

Cost Reduction: 15 mana
Weakened Duration: 10 seconds
Conductive Current Conductive Current
Passive The more magical energy you expend, the more damage your spells do.

Damage Bonus: 5% for every 10% missing mana
Magic +3
Lightning Bolt Lightning Bolt

Activation: 65 mana
Cooldown: 24s
You summon a bolt of lightning that blasts and paralyzes a single target. If other enemies are nearby, the bolt will paralyze the target for longer.
Exploding Bolt Exploding Bolt
Upgrade
Lightning Bolt does more damage if there are other enemies nearby, and if there are enough close to the striking point, a wave of force will knock back all enemies except for the paralyzed primary target.

Damage Bonus: 200% for every creature within 4 meters
Static Charge Static Charge
Passive You sheathe yourself in lightning while casting spells. Enemies that attempt to interrupt your casting with attacks are struck by arcs that leave them paralyzed.

Electric Damage: 100% weapon damage
Constitution + 3
Smothering Veil Smothering Veil
Passive
Requires: Restorative Veil
Weakened enemies have the damage they inflict reduced even further.

Damage Reduction: 30%
Willpower +3
Disturbance of Spirit Disturbance of Spirit
Passive Your offensive spells have a chance to weaken your enemies.

Weaken Chance: 5%
Stun Duration: 2 seconds
Willpower + 3
Encircling Veil Encircling Veil
Passive
Requires: Stonefist
You use stray magic around weakened enemies to increase the power of status effects on them.

Duration Bonus vs. Weakened: 25%
Magic +3
Restorative Veil Restorative Veil
Passive
Requires: Veilstrike
You pull stray magic from around weakened enemies to regain mana based on the damage you do to them.

Mana Recovery: 10%
Magic +3
Gathering Storm Gathering Storm
Passive You use your staff's energy to fill the area with sympathetic magic. Each basic attack shortens your active cooldown times.

Cooldown Reduction: 0.5 seconds
Magic +3
Twisting Veil Twisting Veil
Passive
Requires: Encircling Veil
You catch stray magic around weakened enemies and use it to increase the damage of your own attacks.

Damage Bonus vs. Weakened: 15%
Magic +3
Energy Barrage Energy Barrage

Activation: 50 mana
Cooldown: 16s
You launch a salvo of elemental blasts from your staff that homes in on targets ahead of you.
Energy Bombardment Energy Bombardment
Upgrade
Each hit from Energy Barrage lowers the target's resistance to your staff's magic type for a short time.

Distance Bonus: 4 meters
Additional Hits: 2

Quotes[edit | edit source]

Main article: Neria/Dialogue
  • "Are all shems like this?"

Gallery[edit | edit source]

Trivia[edit | edit source]

References[edit | edit source]

  1. Dragon Age logo - new.png Dragon Age: The World of Thedas, vol. 2, pp. 270-271


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