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== Abilities == |
== Abilities == |
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+ | {{Note|click expand to see the full list of abilities}} |
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{{Note|Not all of these abilities have the same preceding requirements as in single player.}} |
{{Note|Not all of these abilities have the same preceding requirements as in single player.}} |
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===''Destruction''=== |
===''Destruction''=== |
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{{:Veiled Riposte|style=skillspelltalentrow}} |
{{:Veiled Riposte|style=skillspelltalentrow}} |
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{{:Strength of Spirits|style=skillspelltalentrow}} |
{{:Strength of Spirits|style=skillspelltalentrow}} |
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== Gallery == |
== Gallery == |
Revision as of 00:49, 29 September 2015
“When this is over, I hope we Mages are given some freedom. After all, isn't the point to change things?”
Rion is a player-controlled protagonist in Dragon Age: Inquisition's multiplayer.
Background
Rion was one of the first Mages in the Ostwick tower to take up the flag of rebellion. Horrified by the abuses he saw in Kirkwall, Rion embraced the cause with fervent idealism... and very little sense of its practical costs. His ardor dampened as he saw the rebellion's price measured in lives lost, mage and non-mage alike. Now supporting the call for peace, he went to Haven to await the Divine Conclave's outcome; when the temple was destroyed, his hope for resolution was lost. Rion signed up with the Inquisition; seeing it as the mages last chance for peace.
Involvement
During the main game Rion is involved in various war table operations. He can also sometimes be seen on the battlements at Skyhold with two other agents, near where Cullen is stationed. He can't be spoken to however.
Quests
Initial Equipment
Weapons | Inquisition Staff |
Armor | Elementalist's Robes |
Abilities
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.
Destruction
Immolate |
Size: 3m Activation: 35 mana Duration: 8s Cooldown: 16s |
You unleash a massive explosion, leaving enemies in the area burning in agony. |
Wildfire Upgrade |
Immolate burns hotter and has a shorter cooldown time, allowing you to rain fire upon your enemies more often. Fire damage bonus: 100% weapon damage Burning: 75% weapon damage per second Cooldown reduction: 4 Seconds |
Flashfire |
Activation: 65 mana Duration: 8s Cooldown: 20s |
You ignite an enemy in searing pain and send them fleeing in panic. |
Blistering Pain Upgrade |
Flashfire burns brighter and hotter, intensifying the panic the enemy suffers. Fear duration bonus: 8 Seconds |
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 |
Stonefist |
Upgrade Activation: 50 Mana Cooldown: 8s |
You summon a boulder from the Fade and smash it into your target, sending them flying. Spirit Damage: 500% weapon damage |
Shatterstone Upgrade Requires: Stonefist |
The boulder summoned by Stonefist now explodes on impact, weakening and staggering nearby enemies. Area of Effect 4 meters Weakened Duration: 10 Seconds |
Control of the Elements |
Passive | All status effects that you inflict last longer. Duration Bonus: 15% Magic + 3 |
Flashpoint |
Passive Cooldown: 10s |
After you land a critical hit, your next spell doesn't trigger a cooldown period. Magic + 3 |
Defiant |
Passive | The elementalist's dedication to the cause of mage freedom spurs him to fight ever harder. Cunning + 4 Magic + 5 |
Wall of Fire |
Activated Size: 6m Activation: 35 mana Duration: 20s Cooldown: 32s |
You conjure a flaming barrier that burns and panics enemies that pass through it. |
Lasting Flames Upgrade |
Wall of Fire creates a larger wall, and its flames burn longer on enemies that pass through it. Size bonus: 3 meters Damage duration bonus: 4 seconds |
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 |
Fire Mine |
Activated Activation: 35 mana Cooldown: 24s |
You mark the ground with a glyph that takes a short time to prime. Once it is ready, it will erupt into flame when a enemy crosses it, damaging and staggering the target. |
Searing Glyph Upgrade |
Targets hit by the Fire Mine are launched into the air and set aflame, leaving them burning. Burning: 200% weapon damage per second Burning duration: 8 seconds |
Death Siphon |
Passive Requires: Horror |
Every time an enemy dies nearby, you regain both health and mana. Mana Amount: 20 Health Amount: 10% Constitution +3 |
Pyromancer |
Passive | You have mastered the summoning of fire, increasing your effectiveness when panicking or burning enemies. Burning duration bonus: 25% Fear duration bonus: 25% Willpower + 3 |
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 |
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 Upgrade |
Each hit from Energy Barrage lowers the target's resistance to your staff's magic type for a short time. Magic Resistance Reduction: -2% |
Firestorm |
Activated Size: 6m Duration: 15s Requires: Restorative Veil or Encircling Veil |
You summon flaming meteors, raining fire down upon enemies all over the area for the next several seconds. This ability consumes and is powered by focus. Tier 1: Summon 15 meteors. Tier 2: Summon 30 meteors. Tier 3: Summon 55 meteors. |
Control
Winter's Grasp |
Activated Activation: 65 mana Duration: 4s Cooldown: 16s |
You lock a target in a sheet of ice, freezing it in place. |
Winter's Chill Upgrade |
Winter's Grasp now damages and chills nearby enemies as well. However, only the primary target is frozen. Area of effect: 3 Meters |
Fade Step |
Activated Duration: 2s Cooldown: 12s |
You let invisible waves of magic carry you forward, blurring ahead a short distance. |
Frost Step Upgrade |
Passing through enemies hurts them and leaves them chilled. Ice damage: 300% weapon damage Chill duration: 8 Seconds |
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 |
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 |
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 |
Winter Stillness |
Passive Activation: 3s idle |
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% Cooldown recharge bonus: 33% Willpower +3 |
Frost Mastery |
Passive | You have mastered the calling of cold, increasing your effectiveness when chilling or freezing targets. Freeze duration bonus: 25% Chill duration bonus: 25% Magic + 3 |
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 |
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 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 |
Guardian Spirit |
Passive Cooldown: 60s |
A protective barrier springs into place around you automatically when you are badly injured. Barrier: 100% when at low health Constitution +3 |
Ice Mine |
Activated Activation: 35 mana Cooldown: 18s |
You mark the ground with a glyph that takes a short time to prime. Once it is ready, it will freeze the first target to step on it. |
Brittle Glyph Upgrade |
While frozen, the victim of Ice Mine loses all armor protection. Armor Reduction: 100% |
Ice Armor |
Passive | You draw on cold magic near you to protect you from all attacks. Standing near a frozen enemy or a persistent cold spell reduces all damage you take. Damage reduction: 50% Willpower + 3 |
Chaotic Focus |
Passive | When you cast a Fire spell, the spell consumes half of your barrier to empower it. The larger the barrier consumed, the greater the bonus to the spell's damage. Barrier bonus: 50% Magic + 3 |
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 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 |
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 |
Strength of Spirits |
Passive | Your barriers draw on the magic of the fade to absorb more energy before depleting. Barrier Bonus: 50% |
Gallery
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