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Wolf is a wild animal common to forests and plains of Thedas. They hunt in packs and take advantage of large numbers to take down tougher targets.[1] They are rarely seen by civilized folk and usually attack people only in times of desperation.[2] Some rangers are known to summon wolves to fight on their side.

Background

In the days of elven Halamshiral, wolf companions walked alongside Emerald Knights, never leaving the side of their chosen knight. Wolf and elf would fight together, eat together, and when the knights slept, wolves would guard them. The statues called "Knights’ Guardians" were erected in the Emerald Graves in memory of their unbreakable bond.[3]

The wolf was the most sacred of all the creatures worshipped by Alamarri. They believed it was created by the gods to be both a guide and protector for mankind. Promising young warriors were paired off with cubs, and wolves were honored as much as the greatest fighters when they fell in battle.[4][5] Indeed, the alliance between humans and regular wolves is the subject of the popular Fereldan folk tale "Dane and the Werewolf."[6]

However, in contemporary times, Fereldans harbor a distrust of wolves that borders on the unreasonable. This is due to their history of wolves in Ferelden being possessed by demons; thus transforming them into werewolves and causing the wars against werewolves,[6] spreading great fear and panic. The werewolves were eventually slain, but even today the noble wolf is still looked upon with distrust.[2]

Ironically, since more than half the noble families of Ferelden claim to be descendants of Hafter, legendary Alamarri hero and son of Dane, who was reputed to be a werewolf; as a consequence, many Fereldans believe they have some distant kinship with wolves.[7] Even the prized Mabari war hounds of Ferelden are said to have been bred from the wolves who served Dane.[8]

Involvement

Dragon Age: Origins

Types

Skills

Howl Howl

For the dog talent, see Overwhelm.
For the Spider/Bear Shape talent, see Overwhelm (ability).
For the bear (monster) ability, see Overwhelm (bear).
For the deepstalker ability, see Overwhelm (deepstalker).
For the dragon ability, see Overwhelm (dragon).
For the shriek ability, see Overwhelm (shriek).
For the spider (monster) ability, see Overwhelm (spider).

Information

Overwhelm (werewolf)

A werewolf leader using Overwhelm

  • This talent generates an auto-hit.
  • The target is incapacitated and hit several times, each for normal attack damage from the attacker.
  • It is generally activated by the AI when the target dips to 50% or less health, as this is the default tactic for creatures with Overwhelm of any type. In Awakening, enemies would use this ability even when the target is at full health.
  • Can be interrupted by effects that have higher animation priority, including knockdown, paralyze, root (Pinning Shot), draining (Crushing Prison), "heavy impact" (Mighty Blow), and fear.

Used by

Notes

Overwhelm (deepstalker)

A deepstalker leader using Overwhelm

  • This ability can fail to execute properly in some cases due to obstructed line of sight.
  • Overwhelm only affects humans, elves, dwarves, Qunari, hurlocks, and genlocks. All classes with Overwhelm are immune to its effect. A shapeshifted mage, Shale, and Dog are immune to Overwhelm.
  • Several enemies in a group can easily chain-Overwhelm against a solo character, which may be lethal for units with little armor, and very annoying and time consuming for highly armored characters, as openings to counterattack are few, short-lived, and far between. This threat is greatest when facing a large group of Shadow werewolves, as they can Overwhelm a defenseless party member from Stealth, evading countermeasures.
  • This attack cannot be countered or mitigated by Misdirection Hex, as it does not need to confirm attack result.
  • Some abilities grant a target the "damage ward" effect which makes the target immune to damage. This effect completely negates Overwhelm. These abilities include Force Field, Strength of Stone, and Carapace after being upgraded by Bulwark of the Ages.
  • Some modal abilities apply on the character a special effect which has higher animation priority than Overwhelm. This means the character cannot be interrupted by Overwhelm when any of these abilities is active. These abilities include Captivating Song, Unending Flurry, and Reaving Storm.

Shred may refer to:

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Loot

Wolf Pelt Wolf Pelt

Locations

Korcari Wilds Korcari Wilds
Desolate Highway Desolate Highway
East Brecilian Forest East Brecilian Forest
West Brecilian Forest West Brecilian Forest
Battlefield Battlefield


Dragon Age: Inquisition

The appearance of numerous Fade rifts in southern Thedas, following the explosion at the Temple of Sacred Ashes, result in abnormally aggressive behavior among the wolves. The Inquisitor can assist the Hinterland farmers by dealing with a group of such wolves as part of the quest Trouble with Wolves. When the Token of the Packmaster Token of the Packmaster – looted during this quest – is equipped, the wolves do not appear as hostile (including wolves in other areas).

Types

Loot

Wolf Fangs Wolf Fangs
Canine Leather Canine Leather

Locations

Crestwood Crestwood
Hinterlands Hinterlands
Emerald Graves Emerald Graves
Emprise du Lion Emprise du Lion
Exalted Plains Exalted Plains

Gallery

See also

Codex entry: Black Wolf Codex entry: Black Wolf
Codex entry: Wolf Codex entry: Wolf

References

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