Dragon age: origins: magic session - game tactics and tips from the masters. Blood Mage: Maleficar Blood magic dragon age walkthrough

Blood Mage: Maleficar

Blood Mage: Maleficar

Blood Mage: Maleficar

Blood Mage: Maleficar

I’ll say right away that my subjective opinion about how a blood mage should “ideally” look may not coincide with yours and most likely will not be useful to those who like to turn off the pause and have time to click on enemies. This type of hero is more suitable for those who like to conduct battles thoughtfully, combine spells, apply various effects to enemies, while dealing with enemies not quickly but as efficiently as possible.

Blood Mage Dragon Age: Origins

In the character creation window, it would be better to select an elf, this will give us a racial bonus: +2 willpower, +2 magic. There we will be offered to pump up 5 parameter points, which you can safely invest in a trick (we will need it to take the “Influence” skill) in order to directly pump up the basic parameters in the future.

We will receive our first specialization at level 7. Let's hope that by then it will already be open for you, but if not, read the spoiler below.

The Blood Mage can be picked up in Redcliffe while completing the quest with Connor. To do this you need to go to the Shadow. There, at the very end, you will meet a demoness who can teach you this specialization. However, if you don’t like such a deal, you can agree to it and then load up, as a result, the specialization will remain with you.

Let's start with the parameters:

Force- an absolutely unnecessary parameter for a magician. We don’t fight with clubs, we don’t let anyone get close to us at all;)

Dexterity- an unnecessary parameter for us. We ignore it.

Strength of will- At the end of the game you can level up to 25, but it’s not worth it anymore. Yes, at the beginning you will experience some lack of mana (if you create a new character), but towards the end, around reaching level 20, you will have enough of what you have.

Magic- it’s enough to pump up to 42x to take the most powerful spells, we will add the remaining points in the addon if necessary.

Cunning- we pump only up to 16. Allows you to take the entire branch of the Influence skill. There is no point in upgrading the magician's cunning any further.

Body type- Our main parameter. We pump up on a par with magic, but when it reaches 42x, we continue to invest all the points in physique. This will be our second mana and at the same time a guarantee that mobs will not easily take us with a couple of hits, which is one of the distinctive features blood mage.

Now let's move on to skills.

The first thing to do here is to fully upgrade " Influence"

Blood Mage: Maleficar

Blood Mage: Maleficar

With this skill, additional lines of answers appear in dialogues in which we can intimidate or convince them to do something beneficial for us. For example, get out of the way and avoid a fight or receive a more generous reward for our services.

Theft- It's better to leave it for Zevran or Leliana.

Survival- a skill more suitable for warriors. Gives bonuses to the forces of nature and physical resistance.

Making traps- It’s better to leave it to our robbers.

Herbalist- it’s worth upgrading only if you don’t take Winn or Morrigan into your team, with whom you can upgrade this skill.

Making poisons- It’s also better to leave it to the robbers. This skill is not suitable for our staves.

Combat training- oddly enough, this skill can be very useful to a magician, but only if you use high-level spells, such as “Fire Tornado”, “Blizzard”, etc.

And most importantly - skills:

Since our mage will be designed for maximum damage to a specific enemy, almost non-stop, while trying not to let enemies get close to him (after all, we are not tanks! Our strength is in strategy), first of all we will pump up the elemental branch for him so that first turn to inflict maximum damage at maximum distance. Later, with the advent of more strong enemies, we will use a variety of spells in one way or another related to control or immobilization. And in case someone comes closer to our magician, we will have a couple of surprises in store for him) Well, let's start in order.

First, let's actually look at the Blood Mage branch.

Blood Mage: Maleficar

Blood Mage: Maleficar

The first spell allows us to switch to blood mode, that is, we will spend lives on spells instead of mana.

The second spell, “Sacrificial Blood,” drains life from... an ally. A rather dubious spell, because... draws too few lives. Useful only if you have a robber in your group with a summoned wolf/bear.

The third spell, “Bloody Wound,” shoots and hits the area (like a fireball) causing constant damage with spirit magic. A quite useful spell, despite the damage (personally, with magic at 63 and high complexity, it dealt 25 (35 with damage) damage to everyone every two seconds), it acts very similar to the “Crushing Dungeon”. Quite useful if handled skillfully.

And the fourth spell “Blood Control”, if successful, takes control of the enemy (ordinary or fatter. The screen is attached, see below), if unsuccessful, it deals average damage. It’s not worth upgrading the previous two just for the sake of it. Although you can always save and try it yourself, you might like it.

Blood Mage: Maleficar

Blood Mage: Maleficar

As for other specializations, I cannot recommend any more specific combinations. The werewolf is very stupid, and no one canceled the mana jars, and the Battle Mage can be taken by one of your mages (or for yourself) only because of the possibility of wearing large armor, because the old cheating spell “shadow shield” after the patch, when mana drops, is immediately turned off (and the mana instantly goes away with it). Moreover, our character will be able to simply shower enemies with spells, which makes the need for a brother of iron in his hands completely disappear.

Blood Mage: Maleficar

Blood Mage: Maleficar

For example, you spent 2/3 of your mana and switched to a blood mage. We've used up our blood supply, turn on mana, heal, then return blood magic. I know it sounds a little crazy, but in reality everything is a little simpler)

_________________

So, let's move directly to the main spells.

First of all, we need to pump " Icy grip"

Blood Mage: Maleficar

Blood Mage: Maleficar

It will be useful at the initial levels, and will also be useful to us as one of the regular attacking-slowing spells.

After which we simply have to pump up" cone of cold"

Blood Mage: Maleficar

Blood Mage: Maleficar

Deals cold damage and freezes everything in its path two to three meters long, including bosses. Very convenient to use in conjunction with the Stone Fist.

"Stone Fist"

Blood Mage: Maleficar

Blood Mage: Maleficar

When hit, knocks down the enemy, causing physical damage. If the enemy was previously frozen, then the fist will most likely break and automatically kill him (an ordinary enemy and a strong one).

Blood Mage: Maleficar

Blood Mage: Maleficar

It is especially good because in addition to dealing fire damage over an area, it can also knock enemies down. It will be very useful as a “counter” spell, which we will send when we see enemies.

Blood Mage: Maleficar

Blood Mage: Maleficar

Take it without fail. It will be useful to us as a regular attack spell. It costs little, recharges quickly, and few people have good resistors against electricity.

After we have formed a small attack arsenal, and maybe even earlier, we will definitely pump up “Damage of Vulnerability”

Blood Mage: Maleficar

Blood Mage: Maleficar

By casting such a spell on an enemy, we will deal 1.5-2 times more magic damage to him. It is useful to apply it to “fat” opponents before an attack.

Then pump up "Mind Blast"

Blood Mage: Maleficar

Blood Mage: Maleficar

It will be useful to us mainly at the initial levels, when, being surrounded by enemies, we can stun them with this spell and avoid a large number of blows =)

And one of the most important spells, “Energy Field”

Blood Mage: Maleficar

Blood Mage: Maleficar

A strategist's dream. It will be useful for everyone who plays at difficulty level 3-4. We apply a field to the selected target, thereby completely immobilizing it for a long time (depending on the rank), thereby giving ourselves the opportunity to deal with everyone else without interference. The only advantage over paralysis is that this spell casts on all opponents (at least I haven’t met any that resisted), except that it lasts literally two or three seconds on superbosses. It is also cast on partners.

After leveling up the main attack spells, we will need the last two spells from this branch:

Blood Mage: Maleficar

Blood Mage: Maleficar

The penultimate spell “Magic Power” enhances the damage and effects of all spells, and adds special properties to some (for example, instead of the usual summoning of a skeleton, we will summon a stronger assistant). It’s worth pumping up for two reasons: firstly, when our character becomes “stronger” there will be so much mana/blood reserves that even with this strengthening we can almost endlessly shower our opponents with spells, and secondly because with this spell we can make quite strong massive combo Storm of the Century (including magical power + blizzard + storm).

And the last spell “Clash of Mana” from this branch is a real must have against magicians. Burns mana and deals damage in proportion to the burned mana.

I have described only the necessary spells in my opinion, suitable for the style of play of a blood mage; you are free to choose the rest yourself based on your preferences and partners.

Now we need to decide what to wear.

The best choice for a staff is the "Lord Master's Staff" (sold in the mage tower)

Blood Mage: Maleficar

Blood Mage: Maleficar

But if you don’t have money, you can take the “Oak Branch” (Given by the oak tree if you bring him an acorn)

Blood Mage: Maleficar

Blood Mage: Maleficar

If you do choose the path heavy armor, then it’s best to wear the Legion of the Dead armor set, which gives bonuses to physique.

Blood Mage: Maleficar

Blood Mage: Maleficar

Blood Mage: Maleficar

Blood Mage: Maleficar

Blood Mage: Maleficar

Blood Mage: Maleficar

Blood Mage: Maleficar

Blood Mage: Maleficar

If you prefer classic magician equipment, then read below.

The best option for us would be “Reaper Clothes” (can be bought at Thedas Curiosities in Denerim)

Blood Mage: Maleficar

Blood Mage: Maleficar

There are a lot of good gloves in the game and almost every one is designed for one or two specific types of damage, so I can’t recommend anything without knowing your preferences. Personally, I go with the “Mittens of Black Hands”. which can be removed from a blood mage in eastern Brecilian by completing the quest “Your Brother’s Killer” from the mage community. (+20% damage from spiritual magic)

As for the boots, the “Sorcerer’s Support” will be quite good at first (can be picked up from Gazzarat in the Wild Lands)

Blood Mage: Maleficar

Blood Mage: Maleficar

which can then be changed to “War Boots of the Mage” (dropped by the Garlock General during the final battle in the Elfinage)

Blood Mage: Maleficar

Blood Mage: Maleficar

You can put a nice “Freedom Fighter’s Hood” on your head (fourth floor of the mage tower), if of course you don’t mind the frankly idiotic appearance =)

Blood Mage: Maleficar

Blood Mage: Maleficar

Among the belts, "Andruil's Blessing" will be useful (can be bought in the mage tower)

Blood Mage: Maleficar

Blood Mage: Maleficar

A good piece of jewelry would be the “Life Eater Amulet” (can be taken from the blood mage in the lair on the way to Urn Andraste)

Blood Mage: Maleficar

Blood Mage: Maleficar

Or "Bloodsucker's Amulet" (if DLC is available stone prisoner, drops from a garlock emissary in the Kadash taiga),

Blood Mage: Maleficar

Blood Mage: Maleficar

Ring "Life Giver" (must be purchased in the community halls from the gnome Garin.)

Blood Mage: Maleficar

Blood Mage: Maleficar

It is advisable to get the second ring (yes, it’s difficult but realistic) it’s called “Key to the City” (to get it you need to carefully read all the notes and books in Orzammar with the TAB button, engravings, when they’ve been read enough, a quest will start for which you’ll find it yourself ring)

Blood Mage: Maleficar

Blood Mage: Maleficar

Or the “Ring of Ages” (sold in Thedas curiosities.)

Blood Mage: Maleficar

Blood Mage: Maleficar.

Perhaps this is where I will finish my writing regarding leveling up in DAO. If I made a mistake somewhere or forgot something, please forgive me and help me complete it. It's seven in the morning, tobacco smoke has eaten all my eyes... I need a distraction: D

______________________________________________________

Blood magic in the Awakening addon

Here I will write how to continue developing the blood mage in the Awakening addon. However, for those who already have a mage character in the add-on, but did not dare take on a blood mage, the developers have provided the opportunity to reset all points of parameters/specializations/skills and spells by purchasing and reading the “Book of Focus” (purchased from Herren, Wade’s equipment merchant, for 6 gold).

So, let's say you used the "Book of Focus". We pump up all the parameters as I wrote above, but now we bring Magic to 61 (this will allow us to take into our arsenal the very useful spell “Time Spiral”)

We also bring our Constitution to 60, after which we can begin to invest the remaining points in Willpower.

As a result, at level 31 you should get something like this:

Blood Mage: Maleficar


Blood Mage: Maleficar

As for skills, the addon seems to have created two new skill branches especially for us:

Blood Mage: Maleficar

Blood Mage: Maleficar

The first is responsible for physique; for 1 skill it adds 25 HP points. In total, for a pumped up branch we get 100 HP, which is very, very good.

The second branch is the same as the first, but adds, as you probably already guessed, mana. It is necessary to pump both. We’ll leave the preparation of brilliant green and runes to other party members)

Now let's move on to the added spells, and at the same time take a little look at the new specialization - Warrior Mage.

I’ll say right away that we should upgrade the “Mage-Warrior” specialization only if we no longer know what to do with our spells. The second in the specialization branch is the damn powerful and useful spell “Hand of Winter”

Blood Mage: Maleficar

Blood Mage: Maleficar

Creates a flash of cold emanating from our city. Damage, as I understand it, is dealt in proportion to the number of enemies. Very useful when you are surrounded by enemies. Deals damage to each enemy 2-3 times greater than the damage from the “icy grip”!

Next, don’t forget (if you haven’t leveled up) to completely improve the mage branch. Firstly, it gives bonuses to magic and damage from the staff - and this is always good, and secondly, in the next branch there will be a passive skill that improves the magic shield. That is, in my opinion, the addon already makes sense to upgrade this branch.

Blood Mage: Maleficar

Blood Mage: Maleficar

But this new branch must be pumped completely.

Blood Mage: Maleficar

Blood Mage: Maleficar

The first spell, Shadow Shield, makes the magic shield even better, giving bonuses to defense. But the main thing is that it gives access to cooler spells.

The second spell of the “Mastery of the Elements” branch acts similarly to magical power. Increases damage from each element. We will turn it on together with “Magic Power” in order to inflict even more damage on everyone. We still have enough mana reserves =)

The third passive skill, “Customize,” simply gives us bonuses to magic, willpower, and mana recovery.

And fourth, the most interesting - “Time Spiral”. Literally with one click it recharges all recently used spells, allowing us to use them again without waiting.

Well, the last thing I would like to mention is the supported spell “Repulsion Field”.

Blood Mage: Maleficar

Blood Mage: Maleficar

When enemies approach, it emits repulsive waves, from which opponents fall, fall and fall... In principle, it will be useful to pump up your partners, so that our magical dummies do not accidentally get completely raked. Another plus is that the spell consumes almost no mana.

Now we just have to change our equipment a little, after which we can safely consider ourselves one of the most powerful heroes.

The ideal staff for us would be “Magical Fury” (you can buy it for “only” 170 gold from the Oktam merchant in Amaranthine)

From the amulets it is worth or buy from the magician in the throne room "Scout Medal"

Blood Mage: Maleficar

Blood Mage: Maleficar

Or find the "Illumination" amulet (Found in the chest that will appear after solving the puzzle with stones in the Vending Forest)

Blood Mage: Maleficar

Blood Mage: Maleficar

As for the armor, I won’t write which one is better to use, because in the addon I already ran around in just about anything and it seems to me that I didn’t come across anything worthwhile. In any case, I’ll be glad if you just tell me something about the helmet/armor: D

Blood Mage: Maleficar

Blood Mage: Maleficar


Blood Mage: Maleficar

If you want to try playing a blood mage, but haven’t dared before or haven’t succeeded, then this guide is definitely for you.

Let's start with right choice race. Since gnomes do not cast magic in principle, we choose either an elf or a human.

Regarding the starting characteristics, here:

People get +1 to the following parameters: strength, dexterity, cunning and magic.
Elves receive +2 to magic and the same amount to willpower.
In principle, the choice is not so difficult, the only thing is that the elf in the game will be treated with more contempt.

Concerning pumping up the main characteristics That:
- first of all, we pump up the cunning to the value of 16 - increases influence;
— after the first point, we pump up mainly magic and willpower, maintaining a 2 to 1 ratio.

If you still decide, you can read about this in detail in a separate article.

Let's talk about skills:
— 16 units of cunning gives us the 4th level of “Influence” in order to avoid unnecessary battles. We remind you that only the main character has this skill;
- “Combat training” - is required to study as it reduces the chance that your spell will be disrupted in battle;
— We pump up the “herbalist” too, but from a secondary character to get a sufficient number of lyrium potions;
— It’s better not to touch tactics, because high levels with a decent amount of magic, you should manage it yourself.

About specializations. You can choose two specializations at the seventh and fourteenth levels.
Naturally, our first specialization will be “Blood Mage”, which gives +2 to constitution and spell power.
How to get a? You need to make a deal with the wish demon during Connor's quest. It is enough to enter the shadows and show mercy to Jovan.
There is a small bug here, so if you are going through it in good faith, skip this paragraph.
The bug is that you can avoid the deal - make a save before the conversation, shake hands with the desire demon, then load and give him a kick.
As a result, you get the following spells: “Blood Mage”, “Sacrificial Blood”, “Bloody Wound”, “Blood Master”.

Now let's talk about what specialization to take together. The most useful in such a situation is “Spiritual Healer”, which adds +2 to magic and health regeneration.
How can I get it? You can find a book with this specialization from Bodan in your camp or in Wonders of Thedas immediately after the Landsmeet.
The benefits will be through the roof, especially if you don’t take Winn on your team.
You get such spells as: “Group Healing”, “Resurrection”, “Talisman”, “Healing Aura”.

Let's take a look at the spell branches.

branch of ice We download on the fly and cover all the skills except “Ice Weapon”. Good damage, extends even to higher opponents.
Ice grip - freezing and damage or speed penalty;
Cone of Cold is a pretty lethal spell with an effect similar to the previous one + frozen enemies can be shattered into smithereens from critical damage;
A blizzard is a snow storm that will simply freeze everything around, causing damage gradually. There is a chance that low level targets will fall or turn into ice;

Lightning branch. There are things here that work killer in conjunction with cold + many enemies do not have protection from lightning. This is what we need to download here:
Lightning - damage to the target from lightning, you can hit your own people, so be careful;
Shock is a cone of lightning that can hit both enemies and its own. Can be used after the “Cone of Cold”;
Storm - effective against large crowds of enemies. Works in an area causing electrical damage.

Mana drain branch. It swings so that other magicians do not spoil life.
Mana Drain - drains some mana from the enemy;
Mana Burn - spends your mana and the mana of enemies in the area;
Magical power - spells are more powerful, but mana flies down the drain and then a penalty is imposed on its restoration;
Mana Clash - at medium range, all mages lose their mana and receive damage from spirit magic, which depends on the amount of mana lost

Treatment branch. We need Hill one way or another, so here's what we need to take:
Healing – there’s no need to explain anything here – is a very useful skill;
Purification - accelerating the recovery of mana and strength;
Recovery is the same as the first skill, only for a longer time and heals more at a time;

Let's move on spell combinations to destroy all living things. There are two of them as the most effective:
Storm+Blizzard+Magic Power= Storm of the Century - worst electrical damage;
The collision of mana and magical power and in tandem give an effect in which the magicians around them simply fall almost immediately;

What equipment do we need?
Reaper's clothes.
Where to look? In Denerim, Curiosities of Thedas, food manager.
— 3 armor;
— 10 cold resistance;
- 5% chance of evading attacks.

Lord Magister's Staff
Where to look? Sold in the students' rooms by the quartermaster during a visit to the Circle.
- 6 willpower and magical powers;
— 10% damage from fire and the same amount of spirit magic;
— 2 mana recovery during battle.

Blessing of Andruil
Where to look? In the same place as the previous item.
— 2 to all parameters;
— 10 physical stability;
— 20 resistance to the forces of nature;
— 1 increase in stamina/mana recovery in battle.

Zhivitel
Where to look? Community halls of the city of gnomes, will be sold by Garin.
- 3 armor;
— 20% improvement in healing effects;
— 10% health recovery outside of combat;
— 10 physique;
- 3 health restoration.

Key to the city
Where to look? Given after completing the quest. First, you need to wander through the halls of the dwarf city and collect all the records about it, after which a quest will appear. We go to the council room and find the required item in the chest. The chest will be marked.
— 2 to all characteristics;
— 4% magic reflection;
- 10% to healing effects.

Anti-magic amulet.
Where can I get it? Sold in your camp by Bodan.
- 5 willpower;
30% magic reflection;
— 8 health recovery outside of battle;
— 6 projectile evasion;
- 10% evasion from attacks.

Who to take to the team?
Tank - Sheila;
Mage - Wynn or Morigan;
Rogue - Zevran.

You can also watch a video that shows how to get the specialization we need.

That's basically all you need to know about the blood mage. Go for it!

ME_123
You also need to remember that in order to learn the most powerful spells, you need skillful combat training, which opens only when the cunning parameter is 20. Reluctantly and gritting my teeth, I recommend getting this number as quickly as possible.

Stop. Combat training gives access to abilities only for horns and warriors. For a mage, everything is open, and nothing other than willpower or magic is required to access spells (not taking into account spells from the specialization branches that require a certain level). For magicians, combat training only provides protection from spell interruption when receiving damage. In addition, none of the skills, even at the last level, require 20 cunning. The corresponding ranks require 10, 12, 14, 16 and only for theft/persuasion/pathfinder skills/tactics slots. Crafting and combat training do not require cunning.

Iliss
And the last mass spell in the blood magic branch does not really harm opponents

It's buggy. If the target successfully passes the mental stability check, then not only control is resisted, but also damage, and the latter should not be resisted. And when the target is under control, the ticking damage is not even displayed, so it is invisible. I advise you to search for the corresponding fixes on Danexus. It seems there is even a collection of all the fixes.

In general, I come to the conclusion that if you do not take the arcane warrior specialization, then there is no particular point in blood magic

Spiritual healer+blood mage, battle mage+healer and battle mage+blood mage have the right to live. If the specialization of a healer to the specialization of a battle mage is taken for the sake of a small HP regen, a bonus to magic and group healing, then blood magic is chosen taking into account its strengths and weaknesses. The weak point is that the aura of battle magic and blood magic are incompatible. No, not by game mechanics, but by common sense. If you don’t want to eat two portions of HP for one spell, then it’s better not to include blood magic with combat magic. Therefore, the player needs to turn off combat magic to concentrate on casting spells under blood magic, and then turn on combat magic again to deal the main damage with melee attacks.
Upgrading stats is also a separate issue here. A battle mage+spirit healer can focus on leveling up magic alone and feel good, but a blood mage+battle mage needs to find a balance between physique and magic. But I doubt that the first one will tank the Devourer. In fact, the first one is hung with all sorts of auras and spams auto-attacks throughout the game, and the second one is for those who don’t like to press only wasd and two buttons on the mouse the whole game.
As for the spiritual healer + blood mage, I did not go through them, but only pumped up such specializations for Finn in the DLC Leliana's song. I can definitely download that until I pumped blood magic into him as a second specialization, I suffered a lot when Finn went to OOM ( out of mana). And after that I didn’t experience any problems anywhere. But this is too unobjective.

ME_123
Yab suggested that magicians be sure to upgrade themselves or Winn with Mana Clash (the last spell of the mana draining branch), because this is instant death for Gaxang and Caladrius.

What do we expect from magicians? Strengthening friends, weakening enemies, thunder, lightning, mountains of corpses... Dragon Age has it all. But this is not all that a wizard is capable of. He is the best negotiator, an excellent lone fighter, an excellent destroyer of his own kind, and some can even become “tanks.” In addition, there are several places in the game where only a magician can get. This class is best for exploring the world in depth. But first, let's examine him himself.

  • All works are good
  • Mage Development Schemes
  • Spell Combinations
  • Specializations
  • Miracle Shop
  • Little tricks

All works are good

The manual described the approximate composition of the squad: “tank”, hitoboy, healer, subjugator. The wizard can perform All these roles, and one magician can handle three of them. We’ll describe exactly how a little later, but for now let’s expand this classification a little and add subsections.

Tank: specialist in holding one opponent, master in controlling several.

On a note: This “tank” differs from the subjugator primarily in that it does not require a crowd and can gather scattered opponents.

Hitoboy: causing damage to a single target, a crowd, or many enemies mixed with your troops.

Doctor And subjugator We won’t subdivide it, but we’ll add a few more roles:

Summoner: specialist in increasing the number of troops (robber, mage).

Amplifier: raises the combat qualities of the squad (robber, mage).

Antiboss: weakens particularly prominent enemies (robber, mage).

And we can do all this. Something, of course, is worse than other classes, but if necessary, it can be replaced. How will you have to pay?

    We Very dependent on mana reserves in battle. Therefore, you have to constantly rest and watch out for enemy robbers with their possible poison, as well as for magicians.

    We are even more dependent on the supply of money in times of peace. Most good equipment has to be purchased, and this is extremely expensive. In addition, a strategic supply of lyrium potions is also not cheap.

    We are afraid of critical hits and attacks that cause a lot of damage, because the reserve of health (unlike defense!) is extremely small and some opponents can deplete it in an instant.

    For much the same reason, we are vulnerable to all sorts of stuns, knockdowns, etc., because we may not live to see the end of the effect.

    We do not know how to manipulate aggression as we please.

    And finally, the people of Ferelden will not tolerate a magician on the throne, so we should not be kings.

Now let's figure out what we need to study for each of the roles.

Specializations

Spiritual healer

Studying: the book from a merchant in Denerim or in the guardian fortress.

Benefits received:+2 to magic, improved health recovery.

Level requirements: no, 8, 12, 14.

Group healing: heals all squad members at once.

Revival: within a small radius, resurrects all fallen comrades.

Guardian of Life: a talisman hung on an ally that heals if the friend loses a lot of health.

Aura of purification: within a large radius of the healer, heals all allies. Very demanding on mana reserves.

Excellent specialization. It will significantly strengthen your squad: the fighters will be able not to be distracted by poultices, but to go directly to their work.

Blood Mage

Studying: During the quest "Earl of Redcliffe" you need to enter the shadows to save Connor and meet there a demoness with whom the boy is obsessed. She will teach you in exchange for a “small” service.

Benefits received:+2 to constitution, +2 to magical power.

Level requirements: no, 12, 14, 16.

Blood Magic: allows you to cast spells at the expense of health, but weakens all received healing.

Sacrificial Blood: pumping life out of an ally. Health transfer occurs without penalty, despite the effect of blood magic.

Bloody wound: in a small radius, it greatly damages enemies who have blood, and also paralyzes those who have not passed the physical resistance test.

Master of Blood: Subdues an enemy who fails a mental toughness test. If the check is passed, it simply deals huge damage.

If you are going to study, then study to the end. Mass paralysis and the ability to subdue almost any enemy (except for strong magicians) will help you in battle more than once. Although you can simply take one level for the sake of the advantages and the opportunity to cast a couple of spells in conditions of an acute mana shortage. In a team with a blood mage, you also need a healer.

Werewolf

Studying: Morrigan or book in the Dalish camp.

Benefits received:+2 to constitution, +1 to armor

Level requirements: no, 8, 10, 12

Spider Form: The spider is well protected from the forces of nature and can spit poison and webs.

Bear Form: the bear is well protected from the forces of nature and has excellent armor. Can go into a rage and hit enemies with a powerful blow.

Soaring Swarm: The swarm takes no damage from arrows, dodges swords well, but burns even better. All insect damage comes from the mana bar. The swarm's ability is to split, after which part of it stuns the enemy.

Master Werewolf: all forms increase their characteristics, the spider and the bear learn to throw, and the swarm learns to drink the health of attacked enemies.

Perhaps the most stupid specialization. The point is that it deprives us main force- charm, and it's no good. The idea of ​​using transformations when you run out of mana is not bad only at first glance. By firing back with your staff and restoring energy, you will achieve more. If you want to fight hand-to-hand, choose a different class.

Battle Mage

Studying: During the quest “Nature of the Beast” you will find yourself in ruins where werewolves live. On their lower level, in an inconspicuous branch from the tunnel, you will find the Presence: a small vessel with the soul of a battle mage. He will teach you.

Benefits received:+1 to agility, +5 to attack.

Level requirements: no, 12, 14, 16.

Battle magic: allows you to use magic instead of strength to calculate melee attacks. In addition, fatigue now increases not only the cost of spells, but also the attack.

Aura of Power: gives additional advantages to attack, defense and damage when activating the previous ability.

Shimmering Shield: a very mana-costing shield, which, however, will give a noticeable increase in armor and everyone types of sustainability.

Shroud of Shadow: When combat magic mode is active, the mage receives benefits to evasion and mana recovery.

A wonderful specialization that turns a magician into a full-fledged warrior at his request and, importantly, does not prohibit casting spells. Can become the cornerstone of your tactics.

Mage Development Schemes

Several schemes have already been described in the manual. Now we will supplement them a little and consider new ones. First of all, let's decide on the approximate number of points. If you do most additional tasks, then by the end you will be level 22-23, books and some story missions. As a result, by the end of the game you will have approximately 30 spells. This is what we will proceed from.

Spell Combinations
Name Spells Effect
Burning fat
Dirt + any spell that deals fire damage. Anyone caught in the mud catches fire and takes ongoing fire damage. Dirt effects are lost.
Entropic death
Baneful Corruption + Death Cloud Huge damage from spirit magic. Corruption effects are lost (most often due to death).
Electrical explosion
Rune of Paralysis + Rune of Repulsion Paralyzes everyone in a large radius from the point of contact of the runes. The runes disappear.
Storm of the century
Blizzard + Magic Power + Storm Very large damage from electricity in a huge radius from the point of contact of the storm and blizzard. The effects of the blizzard are lost.
Fire extinguishing
Combination “Burning Fat” + Blizzard The burning of targets covered by a blizzard stops.
Ignition
Force Field + Crushing Dungeon Deals medium damage and knocks down all enemies within a medium radius of the target. The target itself does not receive damage; the effects of both spells are removed from it.
cloud of steam
Corrupt Vulnerability + Life Siphon or Mana Siphon The amount of stolen health (mana) is doubled.
Improved Resurrection
Magic Power + Revive the Dead Raises a significantly strengthened skeleton from b O greater than usual number of abilities.
Nightmare
Sleep + Horror Deals great spiritual damage to the target and awakens them. The horror effect remains.
Splintering
Icy Grasp or Cone of Cold or Petrify + Stone Fist or Crushing Prison or Melee Critical Immediate death.

On a note: See the table for all spell combinations.

Archetype 1. Local apocalypse

Spells
Mage1 point
Blood Mage1 point
Fire magic3 points
Earth magic2 points
Magic of water4 points
Air magic3 points
Call4 points
Mana control4 points
Damage4 points
Death magic4 points
Skills
Influence4
Survival4

This archetype, as you might guess, destroys everything that moves. And what doesn’t move, pushes and also destroys. Thanks to survival, he will notice his adversaries early, after which they will no longer be residents.

Our venerable magician will now make a hole in the fallen ogre.
And the fragile sorceress Morrigan and the target helped him in this
calf. Alistair looked bashfully at the disgrace being created by the battle magicians.

    If there are many enemies and they are far away, then first we conjure dirt so that they do not run away, then we call up the storm of the century and grind it with a fireball, which will set fire to the now unnecessary dirt. If this is not enough, let’s top it off with a cloud of death. This is how to perfectly destroy groups of enemy archers.

    If the opponents are close, we delight them with a cone of cold with an icy grip, and then smash them with stone fists. The warriors will help us with this too. After that, we use swarm, shock and move on to destroying single targets while the spell is recharging.

    If you are opposed by a boss of the warrior class or a robber with a small retinue, then first we quickly destroy the henchmen as in the previous paragraphs, while the “tank” grunts and holds the thug. And then we apply entropic death. Then the pitiful remains of the enemy can be cursed and finished off again.

    If several strong No-Maj fighters are fighting against you, then using the previous plan we destroy first the archers, then the remaining robbers, after the warriors with two-handers and, finally, the “tanks”.

The archetype is very demanding both in terms of the power of its spells and its mana reserves. Therefore, we develop magic and willpower at a ratio of 2:1. Blood magic will help in case of emergency mana shortage.

On a note: We haven't studied bombs because they are too unpredictable. And for our specialization this is an unforgivable mistake.

Archetype 2. Messiah

Spells
Mage4 points
Spiritual healer4 points
Blood Magic1 point
Fire or water magic2 points
Treatment4 points
Gains4 points
Antimagic4 points
Bombs4 points
Telekinesis3 points
Skills
Influence4
Herbalist4

The archetype is busy keeping companions in this world. At the same time, it strengthens them significantly. Most of the time we support all sorts of auras and blessings, heal as necessary, and the rest of the time we shoot from the staff. At rest stops we produce all sorts of healing and protective potions on an industrial scale. We don't need a lot of mana, mainly to maintain auras. So we develop magic and willpower in a ratio of 3:1. Important points:

    Blood magic is quite effective in healing, because we spend less health than we restore, and we get more benefit from the poultices. But before using it, you must turn off all auras. Otherwise you will die.

    We don't need ideologically alien bombs. But the funnel of death and the revival of the dead - very much so. The first will fill the bins with mana, and the second will add another good fighter to the squad.

    Telekinesis is needed for improved penetration of armor - with the help of the weapon of the same name, and also for saving a completely drowning person - with the help of a force field.

    Be careful with the anti-magic barrier. Your healing spells will not reach an ally covered by it.

It is important: acceleration will help you not only in battle, but also when traveling through locations. With it you will get to the right end much faster.

Archetype 3. Everyone stand!

Spells
Mage4 points
Blood Mage4 points
Earth magic4 points
Magic of water4 points
Runes4 points
Call2 points
Paralysis4 points
Dream4 points
Skills
Influence4
Making traps4

The specialist is the opposite of the previous one. Makes the enemy's life simply unbearable. Allows the rest of the squad to stroll lazily past enemies frozen by spells and indignation and quietly kick them. Just like the first archetype, it can cope with any situation:

    If there are many enemies and they are far away, and the battlefield is really a field, then we throw an electric explosion into the crowd of victims, then, as necessary, mass paralysis, a dream, a waking nightmare, a bloody wound, a blizzard, an earthquake, mud. The remaining members of the squad shoot the unfortunates from afar. Or they get closer. Particularly effective against archers.

    If the opponents are mixed with allies, we use all the runes (use a combination Not stands), all lines of sleep and paralysis, bloody wound, petrification. But don't forget about long-range enemies far from the landfill.

    Against bosses we use master of blood, petrification and almost all previous enchantments.

    We deprive magicians of mana using a rune.

IN free time We shoot back with a staff. And before a difficult battle, litter the entire field with traps, and let those who escape envy the paralyzed. You need a lot of mana, so we develop magic and willpower at a ratio of 2:1.

Archetype 4. Death Knight

Spells
Mage2 points
Battle Mage4 points
Earth magic1 point
Gains4 points
Runes2 points
Antimagic3 points
Telekinesis3 points
Paralysis4 points
Damage4 points
Death magic3 points
Skills
Influence4
Making poisons4

And here it is - dark side magician Have you always been bullied in the tower: beaten, mocked, teased? Party members look at you as living mummy who will die from the first sneeze and therefore she, the infection, must always be protected? Tired of cramming charms? Have you always dreamed of sparkling armor? Then... no, don't change the class, but take a closer look at this archetype. The idea is to turn the magician into a warrior without equal. This will be a completely universal combat unit. Pay attention to the specialization of the battle mage. It conceals three surprises at once:

    Allows you to replace the power limitations of things with a magic limitation.

    Increases your attack by fatigue percentage.

    Gives us a unique shield that makes us almost invulnerable.

Based on this, we do this:

    First, we load ourselves up to our ears with all sorts of enhancements - both attack and defense.

    On a note: Pay special attention to blessings that increase fatigue (heroic defense, for example).

    Throw a rune of protection into the intended battle area.

    We take in our hands a good sword and a strong, certainly heavy shield.

    Turn on the combat magic mode and the flickering shield.

    Lubricate the blade with poison.

    With a terrible roar we rush forward and chop everything we can reach.

As a result, we will have a terrible attack and an impenetrable defense. Improve your health with poultices, fortunately, thanks to high magic, they are incredibly effective. If you suddenly happen to run into a colleague, break his spell and be among the first to tear him to pieces.

On a note: feel free to use all kinds of bombs against large number opponents.

The archetype really needs magic, but it also needs willpower, and a little bit of dexterity with the physique. We develop them like this: 6:2:1:1. Yes, the result is not a magician at all, but a “tank” killer. But no one can judge us...

Miracle Shop

As mentioned in the guide, we really need books and backpacks. Here are the exact locations of both:

Backpacks:

Ostagar, quartermaster (two backpacks, one each for regular and “underground” goods).

Camp, Boddan Feddik.

Circle Tower, Quartermaster.

Dalish camp, Varathorn.

Shopping district Denerima, Burning.

Books that give the spell:

Camp, Boddan Feddik.

Circle Tower, Quartermaster.

Denerim Trade District, Curiosities of Thedas.

But, besides this, there are several more very useful, albeit expensive little things that will decorate any magician.

    Reaper's clothes you will find in Curiosities of Thedas in Denerim.

    Lord Magister's Staff and the belt of Andruil's Blessing was hidden by the quartermaster in the tower of the magicians.

    Ring Key to the city can be obtained from a box in front of the council hall in Orzammar after reading all the tablets describing the way of life of the dwarves. The tablets themselves are found in the Hall of Heroes, the Community Halls, the Test Arena, the Diamond Halls, and the Dusty City.

    Another good ring - Zhivitel- you can buy from the merchant Garin in the community halls of Orzammar.

    Great Anti-magic amulet sold by Feddik in the camp.

    On a note: The main parameters for us are the restoration of mana in battle and the benefits of magic and willpower.

Battle mages will also find the following useful:

    Sword Spellweaver you will remove the battle mage from the corpse in the temple of Andraste.

    One of the best swords in the game Slashing Blade can be obtained after finding three adventurers:

    - Lower Brecilian Ruins, adventurer's corpse (south of the room with the fire trap);

    — In Orzammar, in the Innkeepers' Tavern, there is a living adventurer.

    - Temple of Andraste, adventurer's corpse (southwest corridor).

    Then you need to go to Denerim and in Dirty Lane go into the house on the left. There, kill Gakskang the Free and search the corpse.

    Set Juggernaut armor can be collected in the Brecilian Forest. To do this, you need to find a grave among the destroyed buildings in the Eastern Forest and disturb it. A ghost and several more skeletons will appear. From the remains of the ghost you will pick up the first part. The remaining graves are located in the western forest (where there was a battle with the creatures of darkness and the ogre) and in the eastern forest, behind a foggy barrier among the ruins. The last element lies in ruins in the sarcophagus. To get to it, you need to complete the quest “Elven Ritual”, then the door will open. To receive the quest, find the sign in one of the side rooms not far from the boy's ghost. Then follow the instructions in the code.

    Wade's Superior Armor can be obtained by bringing him six scales of ordinary dragons and one great one, and also by paying for the first two sets. All scales are collected in the temple of Andraste.

    Armor dead legion gathers in the Dead Ditches. Boots, gloves and cuirass are in sarcophagi:

    - in the room to the left of the exit from the tunnel leading from the bridge;

    - in the room opposite the first statue with a fire trap;

    - in the room with the emissary summoning skeletons.

    And the helmet is located on the altar of the legion.

    On a note: and here, in addition to the armor parameters and other advantages, the heaviness (fatigue) of the armor is extremely important to us. After all, the more there is, the harder we hit!

Now, without explanation, we will present several mixed options.

Archetype 5. Stop at all costs

Spells
Mage1 point
Earth magic2 points
Magic of water4 points
Air magic3 points
Runes4 points
Mana control4 points
Damage4 points
Death magic4 points
Paralysis or sleep4 points
Skills
Influence4
Survival4

It is important: The following tactic works great indoors: we place a repulsion rune in the doorway, and behind it we cast an area spell and do not let melee fighters in there.

Archetype 6. Inquisitor

Spells
Mage4 points
Spiritual healer4 points
Fire magic4 points
Treatment4 points
Gains4 points
Call4 points
Bombs2 points
Telekinesis4 points
Skills
Influence4
Herbalist4

And finally, let’s look at the optimal development of the main character based on the friends he meets and their abilities.

It is important: your fellow travelers will be slightly below you and will not receive additional talents from the books and plot. Therefore, count on 20-22 points.

Archetype Gray Guardian

Spells
Mage1 point
Earth magic2 points
Magic of water4 points
Air magic3 points
Runes4 points
Mana control4 points
Bombs4 points
Damage4 points
Death magic4 points
Skills
Influence4
Survival4

Archetype Wynn

Spells
Mage3 points
Spiritual healer4 points
Fire magic3 points
Earth magic3 points
Treatment4 points
Gains4 points
Call2 points
Skills
Tactics4
Herbalist4

To this couple it is worth adding Lelliana with developed specializations as a bard and a ranger, as well as developed archery, and some kind of “tank” (you can even half a hit-killer) - ideally Sheila, because she also has excellent reinforcing stances, and She throws stones very well.

If you also want to have Morrigan in your team, then replace your death magic with paralysis and kick out Lelliana.

First of all, about how to get all the specializations and at the same time maintain your chosen worldview and money. The point is that once you obtain a specialization, you can use it in further playthroughs. Taking advantage of this is very simple: get a specialization (by buying a book, completing an unwanted quest, whatever) and load the game before this unfortunate event. And the necessary skill will remain with you. So you can easily, for example, teach Winn blood magic without harming the relationship.

The following tip will help you make money. Your pockets are empty, but your inventory is empty, and the toad demon is simply unbearably choking? Correcting the situation is simple: wherever you are - in a dungeon, an abandoned temple, a forest - forget about your goal, turn around and go to the exit from the location. You can be sure that nothing important will happen without you. Calmly sell all the trophies, return and continue the task.

On a note: There is one great task in the game for which you can get about 60 gold! It is given by a dwarven smuggler in a dusty city. To get such a sum, you need to take the task, having fully learned the influence skill, and brazenly blackmail both smugglers.

Another trick is related to the implementation of the “aggro model”. Apparently, the enemy shows the greatest interest in your person in three cases: he saw you first, you hit him, you used special skills. All other actions are almost indifferent to him. Magic and missile attacks very rarely pull back a monster if someone is hitting it at the same time. It's easy to use. Take a strong opponent (from a ghost to a dragon), a “tank” warrior (who should be well protected from the enemy’s main attack), a healer and two more shooters. We act like this: we divide the group into shooters and a “tank”. We place the first at the maximum range of fire, the second we throw at the embrasure, having previously scolded it. Now the warrior simply runs away from the target if it is small, or in front of it if it is large. Three shooters (the healer is also an excellent shooter with a staff) pour fire on the target (and the magicians also use cold, lightning, etc.) until they are completely destroyed.

It is important: if you keep the Void Anvil, Sheila will leave you anyway, regardless of whether she was on the team. But this is an exception.

The next balance manipulation is somewhat similar to the way you gain specializations. The magician, as the smartest in the squad, must prepare for battle in advance. That is, hanging up boosts prematurely, laying out runes, spilling dirt, causing an earthquake, covering enemies (who will attack only after dialogue) with a blizzard in order to then cause a storm of the century, etc. But all this takes away mana. Of course, you can wait until it recovers, fortunately outside of combat this happens quickly. Or you can do some mischief, save and load. Voila - all the spells are in place, and the mana bar is full, like a cornucopia. Now you can safely enter the battle.

On a note: If this is not your first time traveling through the world of Dragon Age, try making the main character and both mages death knights. At the same time, distribute all boosts evenly among all sorcerers. This will allow them to learn some attacking and other spells, because they still have to live to reach the coveted 16th level. Now add a knight to the group and show your enemies all your strength. Literally.

The ancient Tevinters initially did not consider blood magic as a school of magic at all, for them it was simply a means of strengthening any other school of magic. Its name refers to the fact that this type of magic does not consume mana, but life force, especially in the form of blood. At one time, it was common practice for masters to keep a number of slaves on hand, so that if the master suddenly needed to cast a spell that was beyond his power, he could back it up with the blood of a slave.
However, over time, spells were discovered in the Empire that could only be performed on blood. While lyrium only helps a mage send his own mind into the Fade, blood allows him to enter the minds of others, see their dreams, and even influence their thoughts or directly bend them to his will. And, most dangerously, blood magic allows one to completely break through the Veil, allowing demons to physically penetrate our world.
The emergence of the Song of Light and the subsequent fall of the old Empire led to the fact that blood magic was practically eradicated. Which is right, since it poses a huge danger both to the one who creates it and to the whole world as a whole.

First Sorcerer Josefus. “Four schools. Treatise"

Blood magic was the first form of magic in Thedas. According to legend, ancient god silence Dumat taught it to Archon Talsian, the founder of the Tevinter Empire. Historians debate this, suggesting that Imperial mages may have learned about blood magic from the elves of Arlathan. But whatever its origins, it was used by the Masters of the Tevinter Empire to dominate all of Thedas. The Church claims that the reckless use of blood magic ultimately led to the blackening of the Golden City, the emergence of the darkspawn and the first plague.

IN modern world Blood magic is described as one of the most sinister types of magic. Blood magic is magical uses blood, life itself, as fuel for spells. Life energy can be given either by the magician himself or by a voluntary or violent victim. It allows the magician to control the minds of others, as well as use his own life forces to fuel his own power. The practice is now so rare in Thedas that it can only be learned through contact with a demon, at the risk of being possessed.

Although blood magic itself is not inherently evil, the church strictly prohibits its use, saying it defiles. Mages who practice blood magic are called maleficars, and they are hunted by the order of the templars, created to control the magicians, destroy demons and, more specifically, to hunt maleficars and apostates. Indeed, the church seems absolutely insane in its fear of blood magic, going so far in suppressing the teachings and ignoring more direct and serious threats. This fear led to a relentless hunt for all apostates, regardless of their origin. While not all renegades are necessarily maleficars, the church seems to encourage them to be, and many renegades turn to blood magic to survive. The circle of magicians seeks to control all magically gifted people with early age, so that none of them would study the forbidden school of magic. However, even with their constant control, random maleficars slip through our fingers into the world.

Maleficars


_So, we are faced with the question: “What is a maleficar? How to recognize it? I, just like you, wondered this question at one time. You came to me for the wisdom of the Creator, but no one saw with your own eyes how the heart of the Creator saved his beloved Andraste. And therefore I do the same as all mortals should do, and I look for an answer in the words of His prophetess. And in them I find rest for my puzzled mind. For she told us: “Magic must serve man, and not man serve magic.”

Thus, I tell you, those who use magic to control the minds and hearts of others are breaking the law of the Creator.

And Andraste also told us: “Whoever causes harm to the least of His children for no reason will be cursed and hated by the Creator.” And it became clear to me, as it should be clear to each of you: that magic that feeds itself on the suffering of others, on the shedding of blood, is cursed by the Creator.

We accept those magicians who revere the Creator and honor his commandments as our brothers and sisters. Those who reject the laws of the Creator and the words of His prophetess are apostates, and there is no place for them among us._
From the Sermons of Justinia I.

Blood Mages in Dragon Age

The Guardian can become a Blood Mage during the game, both in Origin and Awakening.
– In Inception, Winn can become a blood mage.
- In “Awakening” Anders can become a maleficar, but in “Dragon Age II” he cannot. Moreover, it will never be mentioned that Anders used blood magic in Awakening.
– In “Dragon Age II” Hawk can become a blood mage.

Blood magic and Gray Wardens

Despite the fact that blood magic is prohibited in Ferelden, the Gray Wardens sometimes resort to it as a means of combating the creatures of darkness. Duncan confirms this if you ask him about this topic while playing as a magician.

Blood Magic and the Order of the Templars

The Order of the Templars was created to hunt maleficars. So what kind of relationship can they have? Maleficar shun templars, like all mages. But if they are pushed to the wall, they will do everything to escape from the tenacious clutches of their sworn enemies. And blood mages are capable of much.

Blood Magic and the Circle

The circle controls all magicians. Books on blood magic exist, but are beyond the reach of ordinary magicians and students. But there are blood mages here too.

The students are being watched. Any deviation in behavior, any suspicion of using blood magic - and the student will be pacified.
It's much more difficult with magicians. Typically, blood mages do not advertise that they study forbidden magic. But there are several examples of blood mages taking over the Circle. Then the templars got down to business, declaring the “right of destruction.” All the magicians were slaughtered, without caring whether the magician in front of them was just a magician or a maleficar.

Blood magic and the Dalish


The Dalish Guardians are renegade mages. They use magic, they know about blood magic, but they are wary of it. To use blood magic is to turn away from the clan, and the clan is everything to the Dalish. That’s why blood mages are extremely rare among them. A very good example of a Dalish blood mage is Merrill. She began to study forbidden magic, and although she was supposed to be the next Guardian, the clan banished her. If she stopped using blood magic, she could return, but by doing so she endangered the entire clan. Blood magic. Why is she so feared and so desired?

1. Blood magic gives power over someone else's mind.
This is beautifully outlined in DA II. When in the brothel, Idunna forced Hawke to tell her what she wanted to know.

2. Power, strength. Power granted by demons.
The magician makes a deal with demons and can control them. Tevinter's mages are the only ones who treat demons like pets. Any master owns blood magic and constantly uses it, without fear of becoming possessed. It seems that centuries-old practice helps them with this. While the magicians in Ferelden and the Free Marches are not so lucky. Many magicians fall under the influence of demons and become possessed.

3. Space for imagination.
Human golem, sewn from different pieces human body, supported by blood magic, is a beautiful piece of art. Cruel, but still art.

4. Knowledge.
Demons have vast knowledge that is beyond the reach of ordinary magicians. But all knowledge must be paid for. And sometimes the fee is too high.

5. Blood magic prolongs life and rejuvenates.
An example of this: Avernus, Baroness. Also, Zatrian can be included here, who extended his life by binding his soul with a curse.

That is why ordinary people are afraid of blood magic, but magicians constantly turn to it.