DA II Character Summary
Act 1 PrioritiesSpirit Bolt Death Syphon Walking Bomb Spirit Mastery
Fist of the Maker
Act 2 PrioritiesHex of Torment Horror
Note: Sleep and Misdirection Hex, are used so I can get to Entropic Cloud but I don't usually use them in combat
Note: At the End of Act 1 (around Level 11) with Spirit Mastery and Valiant Aura: Spirit Bolt with Spirit Strike crits are 400ish, end of Act 2 600ish and end game 800ish (excluding disorient crits). This is 2nd run through details and notes are for reference. This is reference for those looking for an example and based mostly on my personal preferences. Attributes are place in Magic, then Dexterity (for +critical chance) and Cunning (for +critical damage).
|Act 1 Equipment||Act 2 Equipment|
|Act 3 End Game Equipment|
Note: I have no DLCs and do not use gold/xp exploits.
DA I Character Summary
- Female Human Mage
- Magi Origin
- Arcane Warrior
- Notable Equipment:
- Priority Skills:
- "It's a massacre, and no one gets out alive!"
I know best style of Arcane Warrior uses a sword and board. However, I have customized my Mage as dual wielding caster using multiple poisons and find it overpowered. Skill priority: Max Coercion, 2 points Combat Training, 1 point Poison Making, then Max out on Combat Training, lastly Survival (2-4) points and 1 point Stealing to open questline (I usually add this while still putting points in Survival or before hand). Crowd Control with spells that weapons don't have to be sheathed (Check out Arcane Warrior Spellcasting) is a plus. I do feel like a Caster Rogue but found this much more enjoyable than a regular Rogue or regular Mage.
|Main/Priority Spells||On Reserve|
Virulent Walking Bomb may refer to:
Crushing Prison may refer to:
|Combat Magic Spell Might Miasma|
The Arcane Warrior
Arcane Warrior (AW), is to improve combat ability.
After leveling several different types/styles of this specialization this is what I found to be optimal with chance of personal preference/customization and party flexibility. I don't want to be told how to play a cookie cutter spec and play style and I don't expect anyone else to either. These are recommendations and things I researched on the specialization.
Easy guides to where to put your attributes if you know what you are looking for for role and/or second Specialization.
- Strength - no points need to go into this stat (ref. Combat Magic)
- Dexterity - 26-28 and if dual wielding 26-30+ (for using weapons besides staves)
- Willpower - Spirit Healer support, with high fatigue AW maybe likely to have similar points to magics 40-50+
- Magic - represents both Magic and Strength if Combat Magic is active 40-50+
- Cunning - while in the fade you can get 5 free cunning attributes no more points need to go into this attribute
- Constitution - for Blood Mage support or Defender role 30-40+ if not 16-20+
How to Level and Play
Even with the intent to have an Arcane Warrior, keep mind you do still start out as just a mage and play as one for a while and wait till you have key spells you plan to use and the Specialization point ready, for when the time comes to use the items/spells. Start off by reading and noticing what level each Arcane Warrior Spells are available, then look over all the Spells and then make reference to Arcane Warrior Spellcasting if you plan to wield anything besides the staff this is something to pay attention to. Drawing and sheathing weapons is time consuming and unless it is a very good spell I'd refrain to as few sheathed weapon spells as you can or you could be juggling your weapons quite a bit or stick to staff. As you level to get to your Specialization keep in mind the spells you want to use once you can go Arcane Warrior.
Once spec'ed Combat Magic, spells and combinations, supporter, defender, debilitator, damager or healer or any custom tactics and role can be sorted and set up. Then you can work on the gear, once you decide your game style and gear/equip type you can start picking up or purchasing if you haven't already.
Role in your Party
- Supporter - not necessarily a healer but may have a healing ability, you buff your self and your party
- Defender - AOE spells and armor/shield spells are very useful
- Debilitator - hexes, dispel and other penalty spells
- Damager - a nuker mostly straight up damage spells
- Healer - full time or part time a few healing spells and/or support spells for you self and party
- Custom and Hybrids - a clean slate for the ambitious
One or more Mages in your Party
Setting up your party the more mages the better, custom spec'ing to created and optimal party. To get the idea have a Defender/Damager mage and a Healer/Supporter mage or Debilitator/Damage mage and Damager/Healer mage in your party, are just some suggestions. Having your Arcane Warrior team up with a another Arcane Warrior can work out well.
Battlemage - Awakening only, Sustained damaging abilities and Hand of Winter, seem like the greater threat and damage missing for a nuking or tank mage. I believe this combination was to be intentional, since 'Arcane Warrior' could be lightly considered a 'Battlemage' even before this was a specialization.
Blood Mage, Those with mana troubles some use Blood Magic to work out that problem. Not recommended for tanking since Blood Magic healing debuff, taking damage and casting can deplete your health fast. However, balancing by activating and deactivating Blood Magic, if up for the complexity can work.
Keeper - Awakening only, This is a good balanced specialization with crowd control, shield and health regeneration for an Tank, Debilitator or Supporter/Healer.
Shapeshifter, As a AW Defender, can use Shapeshifting for armor but not for attack since Combat Magic cannot be active while in shapeshift form. One strategy is for when mana is depleted and threat is high taking Bear Shape and let your damagers finish the job, while you take it.
Spirit Healer, As second or back up healer for party support or one you may want to Solo. If you have high fatigue you may want to heal sparingly, and in the event of having your main healer die, you can turn off you Combat Magic and focus healing or just top everyone off and/or revive your healer.
Probably the most overpowered class Specialization in the game; fully geared and comfortable with your game play, spells and party, feels like you're cheating.
Gearing and Equipping
Arcane Warrior Heavy Armor
Arcane Warrior Light Armor
Equipping Clothing and/or Light Armor/Medium Armor dodge/resistance gear, Weapons, accessories and equipping Hale/Dweomer Runes, creating more melee caster or fatigue managing caster for play styles. Ranging stats +30% - 72% Spell Resistance, +16% - 36% Chance to Dodge Attacks, gearing and rune enchanting several slight varieties to personal preference. Some examples:
First Enchanter's Cowl may refer to:
- First Enchanter's Cowl (Origins), a cloth helmet in Dragon Age: Origins
- First Enchanter's Cowl (Awakening), a cloth helmet in Dragon Age: Origins - Awakening
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Arcane Warrior Weapons
As for Melee Weapons Spellweaver is the best and only class specific item for Arcane Warriors though there are other weapons to tide you over till you get it or you stick to your staff until better weapons become available to you and of course if you want to be still use staves you can easily do so as well, and choose according to your spell build (ie. cold spells use +X% cold damage spells). Choices of melee weapons: Sword and Board (being the most popular choice), Dual Wield (best daggers are 26-30 dexterity till able to equip) and Two Handers (being the least popular choice). Some examples:
|Main Hand/Two Hand||Offhands|
|, 2 rune slots , 3 rune slots , 2-3 rune slots , 2 rune slots , 3 rune slots||, 3 rune slots , 2 rune slots , 2-3 rune slots|
Main Contributions as Clean ups or Additions.
- Dragon Age Wiki:Project Bodahn - Helper
- Approval Template based off my concept: Alistair approves (+2) / Morrigan disapproves (-3)
|Created Tables||Clean ups|
|Added Articles||Templates||Templates cont.|