Dragon age what is the base level of magicka regeneration. Dragon Age Tips for Leveling, Skills, Classes, Party Gathering

ME_123
You also need to remember that in order to learn the most powerful spells, you need skillful combat training, which opens only with a value of the cunning parameter of 20 reluctantly and gritting your teeth, I recommend getting this number as quickly as possible.

Stop. Combat Training gives access to abilities only for Rogues and Warriors. For a magician, everything is open, and nothing but willpower or magic is required to access spells (not taking into account spells from specialization branches that require a certain level). For mages, combat training only grants protection from interrupting spells when taking damage. In addition, none of the skills, even at the last level, require 20 cunning. Appropriate ranks require 10, 12, 14, 16 and only for theft/persuasion/ranger 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

He's bugged. If the target successfully passes the mental resistance 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 look for the appropriate fixes on danexus. There, it seems, there is even an assembly of all fixes.

In general, I come to the conclusion that if you do not take the specialization of a warrior (arcane warrior), then there is not much point in blood magic

Spirit healer+blood mage, battle mage+healer, and battle mage+blood mage have the right to live. If a healer specialization to a battle mage specialization 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 side is that the aura of battle magic and blood magic are incompatible. No, not the mechanics of the game, but common sense. If you do not want to eat two portions of hp for one spell, then it is better not to include blood magic with combat magic. Therefore, the player needs to turn off combat magic to focus on casting spells under blood magic, and then turn on combat magic again to deal the main melee damage.
Pumping stats here is also a separate issue. A Battlemage+Spiritual Healer can only focus on leveling magic and feel good, while a Bloodmage+Battlemage 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 covered with all sorts of auras and spams an auto attack throughout the game, and the second one is for those who do not like to press only wasd and two buttons on the mouse throughout the game.
As for the spiritual healer + blood magician, I didn’t go through it, but only pumped such specializations to Finn in the DLC Leliana's song. I can definitely download that until I pumped blood magic into him with the second specialization, I suffered a lot when Finn went to OOM ( out of mana). And after - I did not experience any problems anywhere. But this is too unobjective.

ME_123
Yab suggested that the magicians should definitely pump themselves or Wynn Mana Clash (the last spell of the mana drain tree), because this is instant death for Gaxang and Caladrius.

Race selection

The choice naturally stands between a human and an elf, since gnomes by their nature cannot conjure. Each race has its own characteristics, but it is worth remembering that when choosing an elf, everyone will treat you with contempt, and even that is not very important.

Point distribution

Everything is extremely simple here - we download Magic and Willpower in proportions of 2 to 1 and do not forget that it is worth pumping the cunning to the same value up to 16 for pumping influence.

Influence- we definitely pump if we want to avoid a lot of unpleasant moments in the game and just persuade anyone;

combat training- also required to learn, since your spells will be interrupted less often;

Herbalist— the best option, whatever one may say, would be to upgrade this skill in secondary characters and not spend the points of the main character;

Tactics- something that is generally better not to touch, since you will need manual control over the hero in almost any situation;

Specializations

With specializations, you will have to decide on your own. It is worth noting that the most useful specializations for you will be Spiritual Healer and Blood Mage.

With the help of a spiritual healer, you can often get out of trouble, and it is worth pumping at least Group Healing and Resurrection, even if you have Wynn in the group.

As for that, this is already a separate build, although some skills, such as Blood Wound, can still serve you well.

Shares second place in need with the blood mage Warrior Mage. It also has its own peculiarities - for example, you can wear heavy armor.

Werewolf - in this case, we do not need this specialization at all.

spells

Here we will go selectively and will take different spells from different branches.

Ice Snap- refers to the magic of water, deals good damage and decently slows down the enemy. The entire branch is obligatory for pumping;

Lightning- rushes periodically between water magics. Quite a strong branch, but does not work on some;

Earth- here we take only stone armor - our magician needs protection;

Fire- a less priority branch, since enemies often have immunity to it;

creation- here we take treatment for obvious reasons;

Runes- the rune of paralysis is our best friend if we don't want to get surrounded. You can also take other runes;

Spirit- here we need Manna Siphoning and then we will definitely not stand aside. Also, in principle, it is worth paying attention to other skills that are no less useful;

Entropy- Life Drain - this is what any magician should download;

Hero equipment

These are the best things for you:

Reaper clothes- located in Curiosities of Thedas, in Denerim;

Key to the city a - in Orzammar we find pages of the code all over the city, after which we go to the throne room on assignment, place the party members on the plates and pick up the item;

Anti magic amulet- You can buy it from Bodan in the camp.

Staff of the Lord Magister as well as a belt called Blessing of Andruil- we buy from the quartermaster in the Circle;

What's up to the party then here you need to take one warrior, one robber and support in the form of a second magician, or instead of the last Sheila - a golem from the add-on. This concludes our guide to the mage in and good luck conquering Ferelden.

What do we expect from mages? Strengthening friends, weakening enemies, thunder, lightning, mountains of corpses ... In dragon age it's all there. But this is far from all that the wizard is capable of. He is the best negotiator, an excellent lone fighter, an excellent exterminator of his own kind, and some can even become "tanks". In addition, there are several places in the game where only a mage can go. This class is best suited for thoroughly exploring the world. But first, let's examine him himself.

  • All work is good
  • Mage Development Schemes
  • Spell Combinations
  • Specializations
  • Shop of miracles
  • Little tricks

All work is good

The manual described the approximate composition of the squad: “tank”, hitoboy, healer, subjugator. Wizard can perform all these roles, and one magician can handle three of them. How exactly - we will describe a little later, but for now we will slightly expand this classification 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 the presence of a crowd and can collect disparate opponents.

Hitboy: dealing damage to a single target, a crowd, a lot of opponents interspersed with your troops.

doctor and subjugator We will not subdivide, but add a few more roles:

Summoner: specialist in increasing the size of the detachment (robber, mage).

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

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

And we can do all this. Something, of course, worse than other classes, but on occasion it will turn out to be replaced. And what will you have to pay?

    We very mana dependent in combat. Therefore, you have to constantly rest and monitor enemy robbers with their possible poison, as well as magicians.

    We are even more dependent on a supply of money in peacetime. Most good equipment has to be bought, and it is extremely expensive. In addition, a strategic supply of lyrium potions is also not cheap.

    We are afraid of critical hits and high-damage attacks, because the health reserve (unlike defense!) Is extremely small and some opponents can devastate it in an instant.

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

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

    Finally, the people of Ferelden will not tolerate a mage on the throne, so we cannot be kings.

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

Specializations

spiritual healer

The study: a book from a merchant in Denerim or in the fortress of the guardians.

Benefits received:+2 magicka, improved health regeneration.

Level Requirements: no, 8, 12, 14.

Group Healing: Heals all party members at once.

Revival: resurrects all fallen comrades within a small radius.

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

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

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

Blood Mage

The study: during the Earl of Radcliffe quest, you need to enter the shadow to save Connor and meet the demoness there, with whom the boy is obsessed. She will train you in exchange for a “small” favor.

Benefits received:+2 Constitution, +2 Magical Power.

Level Requirements: no, 12, 14, 16.

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

Sacrificial Blood: draining life from an ally. The transfer of health goes without penalty, despite the effect of blood magic.

Blood Wound: in a small radius, it heavily damages enemies that have blood, and paralyzes those that do not pass the check for physical resistance.

Blood Master: subdues an enemy that fails a mental stability check. If the check is passed, it simply deals massive damage.

If we study, then study to the end. Massive paralysis and the ability to subdue almost any opponent (except for strong magicians) will help you more than once in battle. Although you can just take one level for the sake of pluses and the opportunity to cast a couple of spells in conditions of an acute shortage of mana. In a team with a blood mage, a healer is also needed.

Werewolf

The study: Morrigan or book in the Dalish camp.

Benefits received:+2 Constitution, +1 Armor

Level Requirements: no, 8, 10, 12

Spider form: the spider is well protected from the forces of nature, knows how to spit poison and cobwebs.

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

Soaring swarm: the swarm does not take damage from arrows, perfectly dodges the sword, but burns even better. All damage to insects falls on a mana bar. The ability of the swarm is to split up, 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 learn to drink the health of attacked enemies.

Perhaps the most stupid specialization. The fact is that it deprives us of the main power - the spell, and this is no good. The idea of ​​using transformations when the mana runs out is not bad at first glance. By shooting back with the staff and restoring energy, you will achieve more. If you want to fight hand to hand, choose another class.

Battle Mage

The study: during the passage of the quest "Nature of the Beast" you will find yourself in the ruins where werewolves live. On their lower level, in an inconspicuous branch of the tunnel, you will find the Presence: a small vessel with the soul of a battle mage. He will teach you.

Benefits received:+1 Agility, +5 Attack.

Level Requirements: no, 12, 14, 16.

Combat 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 Strength: gives additional bonuses to attack, defense and damage when the previous ability is activated.

Shimmer Shield: a very mana-consuming shield, which, however, will give a significant increase in armor and everyone types of sustainability.

Shadow cover: when combat magic mode is active, the mage gains bonuses to evasion and mana regeneration.

A wonderful specialization that turns the mage into a full-fledged warrior at his request and, importantly, does not prohibit conjuring. Can be 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 determine the approximate number of points. If you do most additional tasks, then by the end you will be level 22-23, a few more points will bring books and some story missions. As a result, by the end of the game you will have approximately 30 spells. From this we will proceed.

Spell Combinations
Name spells Effect
burning fat
Mud + any spell that deals fire damage. Anyone in the mud catches fire and takes ongoing fire damage. Dirt effects are lost.
entropic death
Baneful Corruption + Cloud of Death Huge damage from spirit magic. Corruption effects are lost (most often due to death).
electric explosion
Rune of Paralysis + Rune of Repulsion Paralyze everyone in a large radius from the point of contact of the runes. Runes disappear.
Storm of the century
Blizzard + Magic Power + Storm Very high electricity damage 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 with 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.
steam cloud
Hex Vulnerability + Siphon Life or Siphon Mana The amount of health (mana) stolen is doubled.
Improved Resurrection
Magic Power + Raise the Dead Raises a heavily strengthened skeleton with b about greater than the usual, the number of abilities.
Nightmare
Sleep + Horror Deals great spiritual damage to the target and wakes them up. The horror effect persists.
splitting
Snap of Frost or Cone of Cold or Turn to Stone + Fist of Stone or Crushing Dungeon or Melee Critical Strike Immediate death.

On a note: see all combinations of spells in the table.

Archetype 1. Local Apocalypse

spells
Mage1 point
Blood Mage1 point
fire magic3 points
earth magic2 points
water magic4 points
air magic3 points
call4 points
Mana Control4 points
Corruption4 points
death magic4 points
Skills
Influence4
Survival4

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

Our venerable magician is about to pierce the fallen ogre.
And the fragile sorceress Morrigan and the goals helped him in this.
vest. Alistair bashfully looked at the disgrace being created by the battle mages.

    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 the storm of the century and grind it with a fireball that will set fire to the already unnecessary dirt. If this is not enough, we complete it with a cloud of death. So perfectly destroyed groups of enemy archers.

    If the opponents are close, we please them with a cone of cold with an ice grip, after which we break them with stone fists. Warriors will help us with this, too. After that, apply swarm, shock and move on to destroying single targets while the spell is on cooldown.

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

    If several strong non-mage fighters are fighting against you, then using the previous plan, we destroy first the archers, then the remaining robbers, after the two-handed warriors and, finally, the “tanks”.

The archetype is very picky about both the power of its spells and the mana pool. Therefore, we develop magic and willpower at the rate of 2:1. Blood magic will help in case of an emergency lack of mana.

On a note: We didn't study 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
Reinforcements4 points
Antimagic4 points
bombs4 points
Telekinesis3 points
Skills
Influence4
Herbalist4

The archetype is busy keeping allies in this world. At the same time, it greatly enhances them. Most of the time we maintain all sorts of auras and blessings, heal as needed, and the rest of the time we shoot from the staff. On halts, we produce all sorts of healing and protective potions on an industrial scale. We do not need a lot of mana, mainly to maintain auras. So we develop magic and willpower in a 3:1 ratio. Important Points:

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

    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 armor penetration - 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 the ally covered by it.

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

Archetype 3. Everyone stop!

spells
Mage4 points
Blood Mage4 points
earth magic4 points
water magic4 points
Runes4 points
call2 points
Paralysis4 points
Dream4 points
Skills
Influence4
Making traps4

Specialist, the opposite of the previous one. Makes the life of the enemy simply unbearable. Allows the rest of the squad to lazily walk past the enemies frozen by the spell and indignation and kick them quietly. Just like the first archetype, it can handle 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 needed, mass paralysis, sleep, a waking nightmare, a bloody wound, a blizzard, an earthquake, dirt. The remaining members of the detachment shoot the unfortunate from afar. Or get closer. Especially effective against archers.

    If the opponents are mixed with the allies, we use all the runes (use a combination not standing), all lines of sleep and paralysis, a bloody wound, petrification. But do not forget about long-range enemies far from the dump.

    Against bosses we use the owner of blood, petrification and almost all previous spells.

    We deprive magicians of mana with the help of a rune.

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

Archetype 4. Death Knight

spells
Mage2 points
Battle Mage4 points
earth magic1 point
Reinforcements4 points
Runes2 points
Antimagic3 points
Telekinesis3 points
Paralysis4 points
Corruption4 points
death magic3 points
Skills
Influence4
Making poisons4

But this is the dark side of the magician. Have you always been offended in the tower: beaten, mocked, teased? Do the party members look at you like a living mummy that will die from the first sneeze, and therefore it, the infection, must be constantly protected? Tired of cramming spells? 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 mage into an unparalleled warrior. It will be a completely universal combat unit. Pay attention to the specialization of the battle mage. She is fraught with three surprises at once:

    Allows you to replace the restrictions of things by strength with a restriction by magic.

    Increases your attack by a percentage of fatigue.

    Gives a unique shield that makes us almost invulnerable.

Based on this, we proceed as follows:

    First, we are hung up to our ears with all sorts of amplifications - both attacks and defenses.

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

    We throw a rune of protection into the intended area of ​​\u200b\u200bthe battle.

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

    We turn on the combat magic mode and a 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 impenetrable defense. Improve your health with poultices, thanks to high magic, they are incredibly effective. If you suddenly happen to run into a colleague - develop his spell and tear to pieces among the first.

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

The archetype really needs magic, but he needs both willpower and a little dexterity with 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...

Shop of miracles

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

Backpacks:

Ostagar, quartermaster (two backpacks, one each in regular and "underground" goods).

Camp, Boddan Feddic.

Circle Tower, Quartermaster.

Dalish Camp, Varathorn.

Denerim shopping district, Gorim.

Books that give the spell:

Camp, Boddan Feddic.

Circle Tower, Quartermaster.

Denerim Market District, Curiosities of Thedas.

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

    Reaper clothes You can find it in Curiosities of Thedas in Denerim.

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

    Ring Key to the city can be obtained from a crate in front of the council chamber in Orzammar after reading all the tablets describing the way of the dwarves. The tablets themselves are in the hall of heroes, community halls, in the arena of trials, in the Diamond Halls, in the Dust City.

    Another good ring Liver- You can buy from merchant Garin in the common halls of Orzammar.

    A great Anti-Magic Charm sold by Feddic in the camp.

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

Battle mages will also come in handy:

    Sword spell weaver you will remove from the corpse of a combat mage in the temple of Andraste.

    One of the best swords in the game Severing blade can be obtained after finding three adventurers:

    - Lower Brecilian Ruins, Adventurer's Corpse (south of the fire trap room)

    “In Orzammar, there’s a live adventurer in the pub’s tavern.

    - Andraste Temple, 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 a few more skeletons will appear. From the remains of the ghost you will pick up the first part. The rest of the graves are in the western forest (where there was a fight with the creatures of darkness and an ogre) and in the eastern forest, behind a foggy barrier among the ruins. The last element lies in ruins in a sarcophagus. To get to it, you need to complete the Elven Ritual quest, then the door will open. To get the quest, find the tablet in one of the side rooms near the boy's ghost. Then follow the steps according to the entry in the code.

    Wade's Superior Armor can be obtained by bringing him six normal dragon scales and one great dragon scale, as well as paying for the first two sets. All scales are collected in the temple of Andraste.

    Armor of the 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 parameters of armor and other advantages, the severity (fatigue) of the armor is extremely important. After all, the more it is, the stronger we hit!

Now, without explanation, we give a few mixed options.

Archetype 5. Stop at any cost

spells
Mage1 point
earth magic2 points
water magic4 points
air magic3 points
Runes4 points
Mana Control4 points
Corruption4 points
death magic4 points
paralysis or sleep4 points
Skills
Influence4
Survival4

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

Archetype 6. Inquisitor

spells
Mage4 points
spiritual healer4 points
fire magic4 points
Treatment4 points
Reinforcements4 points
call4 points
bombs2 points
Telekinesis4 points
Skills
Influence4
Herbalist4

And finally, we will analyze the optimal development of the main character based on the friends met and their abilities.

It is important: your fellow travelers will be just below your level and will not gain additional talents from the books and the story. Therefore, count on 20-22 points.

Archetype Greyguard

spells
Mage1 point
earth magic2 points
water magic4 points
air magic3 points
Runes4 points
Mana Control4 points
bombs4 points
Corruption4 points
death magic4 points
Skills
Influence4
Survival4

Wynn Archetype

spells
Mage3 points
spiritual healer4 points
fire magic3 points
earth magic3 points
Treatment4 points
Reinforcements4 points
call2 points
Skills
Tactics4
Herbalist4

To this couple it is worth adding Lelliana with developed bard and tracker specializations, as well as advanced archery, and some kind of “tank” (maybe even half a hit-boy) - ideally Sheila, because she also has excellent strengthening stances, and She's great at throwing rocks.

If you want to drive Morrigan in the team, then replace your death magic with paralysis and expel Lelliana.

First of all - about how to get all the specializations and at the same time keep the chosen worldview and money. The fact is that once you have received a specialization, you can use it in further passages. 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 Wynn blood magic without harm to relationships.

The following advice will help you with earnings. The pockets are empty, but the inventory is the opposite, and the demon-toad is simply unbearably strangling? 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! Given by a dwarf smuggler in a dusty city. To get this amount, you need to take the task, having fully learned the skill of influence, and brazenly blackmail both smugglers.

Another trick is related to the implementation of the “aggro model”. Apparently, the enemy shows the most 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 ranged attacks will very rarely knock a monster off if it is being pounded at the same time. It's easy to use. A strong opponent is taken (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 arrows. We act like this: we divide the group into shooters and a “tank”. We put the first at the maximum range of fire, the second we throw at the embrasure, after scolding 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 also shoots well from a staff) pour fire on the target (and magicians also with cold, lightning, etc.) until it is completely destroyed.

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

The following manipulation with balance is somewhat similar to the way to get specializations. The magician, as the smartest in the squad, must prepare for battle in advance. That is, it is premature to hang up power-ups, lay out runes, spill dirt, cause an earthquake, cover enemies (who will attack only after a dialogue) with a blizzard, in order to later cause a storm of the century, etc. But all this takes mana. Of course, you can wait until it recovers, since out of combat it happens quickly. And you can do dirty tricks, save and load. Voila - all the spells are in place, and the mana bar is full, like a cornucopia. Now you can safely join the battle.

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

Blood Mage: Maleficar

Blood Mage: Maleficar

Blood Mage: Maleficar

Blood Mage: Maleficar

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

Blood Mage in Dragon Age: Origins

In the character creation window, it would be better to choose an elf, this will give us a racial bonus: +2 willpower, +2 magic. In the same place, we will be offered to pump in 5 points of parameters, which you can safely invest in cunning (we will need it to take the "Influence" skill) in order to deal directly with pumping the main parameters in the future.

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

The blood mage can be taken in Redcliffe, passing the quest with Connor. To do this, you need to go to Shadow. There, at the very end, you will meet a demoness who can teach you this specialization. However, if you do not like such a deal, you can agree to it and then boot up, as a result, the specialization will remain with you.

Let's start with the parameters:

Strength- an absolutely unnecessary parameter for a magician. We don't fight with clubs, we generally don't let anyone near us;)

Agility- an unnecessary parameter for us. We ignore.

Strength of will- At the end of the game, you can pump up to 25, but it's not worth more. Yes, in the beginning you will experience some lack of mana (in case you create a new Persian), but towards the end, around level 20, you will have enough of what you have.

Magic- it is enough to pump up to 42x to get the most powerful spells, we will add the rest of the points as needed already in the addon.

Cunning- we pump only up to 16ti. Allows you to take the entire branch of the Influence skill. It is not worth pumping more cunning to the magician.

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

Now let's move on to skills.

Here, the first step is to fully pump " Influence"

Blood Mage: Maleficar

Blood Mage: Maleficar

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

Theft- better left for Zevran or Leliana.

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

Making traps- it's also better to leave it to our robbers.

Herbalist- it is worth downloading only if you do not take Wynn or Morrigan to the team, with whom you can pump this skill.

Making poisons- it's also better to leave it to the robbers. For our staves, this skill is in no way suitable.

combat training- oddly enough, this skill can be very useful for a magician, but only if you use high-level spells, such as "Fire tornado", "Snowstorm", etc.

And most importantly - skills:

Since our magician will be designed for maximum damage to a specific enemy, practically without stopping, 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 the elemental branch to him in order to first turn to deal maximum damage at maximum distance. Later, with the advent of stronger 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 save him a couple of surprises) Well, let's start in order.

First, let's actually consider the Blood Mage branch.

Blood Mage: Maleficar

Blood Mage: Maleficar

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

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 with a summoned wolf / bear in the group.

The third spell, "Bloody Wound" shoots and hits the area (like a fireball) dealing constant damage with spirit magic. Quite a useful spell, despite the damage (personally, with a magic of 63 and high complexity, it dealt everyone 25 (35 with damage) damage every two seconds), it works very similar to the Crushing Dungeon. Pretty useful, with skillful handling.

And the fourth spell "Blood Control", if successful, takes control of the enemy (ordinary or fatter. The screen is attached, see below), if it fails, it deals moderate damage. Just for the sake of it, pumping the previous two is not worth it. Although you can always save and experience for yourself, you might like it.

Blood Mage: Maleficar

Blood Mage: Maleficar

As for the other specializations, I can’t recommend any more specific links. The werewolf is hefty stupid, and no one has canceled the jars of mana, and the Battle Mage can be taken by one of your magicians (or yourself) only because of the possibility of wearing large armor, because. the old cheat spell "shadow shield" after the patch, when the mana drops, immediately turns off (and the mana instantly leaves with it). Moreover, our character will be able to simply pour spells on enemies, which is why the need for a piece of iron in his hands completely disappears.

Blood Mage: Maleficar

Blood Mage: Maleficar

For example, you spent 2/3 of your mana, switched to a blood mage. We spent a supply of blood, turn on mana, heal, then return blood magic. I know it sounds a bit cheesy, but it's actually a little simpler)

_________________

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

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

Blood Mage: Maleficar

Blood Mage: Maleficar

Will be useful for entry levels, will also come in handy as one of the regular attack-slow spells.

After which we simply have to pump " 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. It is very convenient to use in conjunction with the Stone Fist.

"Stone Fist"

Blood Mage: Maleficar

Blood Mage: Maleficar

Knocks down the opponent on impact, dealing physical damage. If the enemy was frozen before, 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 causing fire damage in an area, it can also knock enemies down. It will be very useful as a "counter" spell that we will send when we see enemies.

Blood Mage: Maleficar

Blood Mage: Maleficar

Take without fail. Useful to us as a regular attacking spell. It costs little, recharges quickly, and few people have good resistances against electricity.

After we have formed a small attacking arsenal, or even earlier, we will definitely pump "Corruption of vulnerability"

Blood Mage: Maleficar

Blood Mage: Maleficar

Having imposed such damage on the enemy, we will inflict 1.5-2 times more magic damage on him. It is useful to impose on "fat" opponents before an attack.

Then pump "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 cuffs =)

And one of the most important spells, "Energy Field"

Blood Mage: Maleficar

Blood Mage: Maleficar

Dream of a strategist. It will be useful to everyone who plays on the 3-4th difficulty level. We impose a field on 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 those who resisted), except that it only works on superbosses for literally two or three seconds .. It is also applied to partners.

After pumping the main attack spells, we need the last two spells from this branch:

Blood Mage: Maleficar

Blood Mage: Maleficar

The penultimate spell "Magical 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 call a stronger assistant). It is worth pumping for two reasons: firstly, when our character becomes "stronger", there will be so much mana / blood supply that even with this gain, you can almost endlessly pour spells on opponents, and secondly, because with this spell you can make quite strong Mass combo Storm of the Century (incl. magical power + blizzard + storm).

And the last spell "Mana Collision" from this branch, the real one must have against mages. Burns mana and deals damage in proportion to mana burned.

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

Now we need to decide what to wear.

As a staff, the Staff of the Lord Magister is best (sold in the tower of magicians)

Blood Mage: Maleficar

Blood Mage: Maleficar

But for not having money, you can take the "Oak Branch" (Given by oak, if you bring him an acorn)

Blood Mage: Maleficar

Blood Mage: Maleficar

If you still choose the path heavy armor, then it is best to put on 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 the classic mage outfit, then read below.

The best option for us would be "Reaper's Clothes" (can be bought in Curiosities of Thedas in Denerim)

Blood Mage: Maleficar

Blood Mage: Maleficar

There are a lot of good gloves in the game and almost all of them are sharpened for one or two certain types of damage, so I can’t recommend something without knowing your preferences. Personally, I myself go with the "Gauntlets of Black Hands". which you can remove the blood mage in eastern Breciliana passing the quest "Killer of your brother" from the community of magicians. (+ 20% damage from spiritual magic)

Of the boots, at first they will be quite good "Sorcerer's Support" (can be removed from Gazzarat in the Wildlands)

Blood Mage: Maleficar

Blood Mage: Maleficar

which can then be changed to "War Boots of the Mage" (fall from the harlock general during the final battle in the elvenage)

Blood Mage: Maleficar

Blood Mage: Maleficar

You can put a good "Freedom Fighter's Hood" on your head (fourth floor of the tower of magicians), unless of course you are not embarrassed by the frankly idiotic appearance =)

Blood Mage: Maleficar

Blood Mage: Maleficar

From the belts, "Blessing of Andruil" will be useful (can be bought in the tower of magicians)

Blood Mage: Maleficar

Blood Mage: Maleficar

From jewelry, the "Life Eater Amulet" will be good (you can take it from the blood mage in the lair on the way to Andraste's Urn)

Blood Mage: Maleficar

Blood Mage: Maleficar

Or "Bloodsucker's Amulet" (in the presence of DLC stone captive, drops from the harlock emissary in Kadash teig),

Blood Mage: Maleficar

Blood Mage: Maleficar

Vivid Ring

Blood Mage: Maleficar

Blood Mage: Maleficar

It is desirable to get the second ring (yes, it’s difficult but real) it’s called the “Key to the City” (to get it, you need to carefully read all the records and books in Orzammar, engravings with the TAB buttons, when they are read enough, the quest will turn on for which you yourself will find ring)

Blood Mage: Maleficar

Blood Mage: Maleficar

Or "Ring of Ages" (sold in curiosities of Thedas.)

Blood Mage: Maleficar

Blood Mage: Maleficar.

Perhaps this is where I will finish my scribble regarding pumping in the DAO. If I made a mistake somewhere or forgot something, please forgive me and help me to add it. Seven in the morning, tobacco smoke has eaten all my eyes .. we need to digress: D

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Blood magic in Awakening addon

Here I will write how to continue developing the blood mage in the Awakening addon. However, for those who already have the mage character in the addon, but did not dare to take on the blood mage, the developers have in store the opportunity to reset all the points of parameters / specializations / skills and spells by buying and reading the "Book of Focus" (purchased from Herren, Wade's equipment dealer, for 6 gold).

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

We also bring the physique to 60, after which we can start investing 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 made two new skill branches especially for us:

Blood Mage: Maleficar

Blood Mage: Maleficar

The first is responsible for the physique, for 1 skill it adds 25 hp points. In total, for the pumped branch we get 100 xp, which is very, very good.

The second branch is the same as the first, but adds, as you probably guessed, mana. Be sure to download both. We will leave the preparation of Zelenka and runes to other party members)

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

I will say right away that we should only upgrade the Mage-Warrior specialization if you already don’t know what to do with spells. The second in the specialization tree is the damned powerful and useful spell "Hand of Winter"

Blood Mage: Maleficar

Blood Mage: Maleficar

Creates a flash of cold emanating from our years. Damage, as I understand it, is inflicted in proportion to the number of enemies. Very useful when surrounded by enemies. Inflicts damage to each enemy that exceeds the damage from the "ice grip" by 2-3 times!

Next, do not forget (if not pumped) to completely improve the mage branch. Firstly, it gives bonuses to magic and staff damage - which is always good, and secondly, in the next branch there will be a passive skill that improves the magic shield. That is, in the addon, in my opinion, it already makes sense to pump this branch.

Blood Mage: Maleficar

Blood Mage: Maleficar

But this new branch should be pumped without fail, completely.

Blood Mage: Maleficar

Blood Mage: Maleficar

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

The second spell of the Elemental Mastery branch works similarly to magical power. Increases damage from each of the elements. We will turn it on together with "Magical Power" in order to inflict even more damage on everyone. We still have enough mana reserves =)

The third passive skill "Adjustment" simply gives us bonuses to magic, willpower and mana regeneration.

And fourth, the most interesting - "Spiral of time". Literally with one click, it recharges all recently used spells, allowing us to re-use them without waiting.

Well, the last thing I would like to mention is the channeled 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 partners so that our magic dummy does not accidentally rake to the fullest. On the plus side, you can add that the spell eats almost no mana.

Now it remains for us to change the equipment a bit, after which we can safely consider ourselves one of the most powerful heroes.

The ideal staff for us would be "Magic Fury" (you can buy "only" for 170 gold from Octam's merchant in Amaranthine)

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

Blood Mage: Maleficar

Blood Mage: Maleficar

Or find the "Lighting" amulet (Found in the chest that appears after solving the stone puzzle 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 was already running in anything and I didn’t seem to come across anything worthwhile. In any case, I will be glad if you just tell me something about the helmet / armor: D

Blood Mage: Maleficar

Blood Mage: Maleficar


Blood Mage: Maleficar
  • distance- the distance or targets covered by the spell;
  • activation or maintenance (Upkeep)- the amount of mana required to cast or maintain a spell;
  • recovery (Cooldown)- the time required to rest before casting the next spell of the same kind.

There are four schools of magic in Dragon Age - elemental, creation, entropic, and spiritual. What spells you will choose to study for your hero-mage and his companions depends only on you, and what specialists you will get from them depends on the logic and correctness of the selection of spells.

Primal Spells

The elemental school is one of the two schools of energy (the other is spiritual). Adepts of this school use the visible and tangible forces of nature itself, this is the magic of war: devastation, fire, ice and lightning.

branch of fire

Fire allows you to deal very high damage, but is useless against fire demons and dragons. The spells of this branch are suitable for both a loner and a party magician.

Flame Blast- The caster's hands emit a cone of flame, dealing fire damage to all targets in the area of ​​effect for a short time (beware of friendly fire). The flash deals good damage, but due to the short distance and significant delay, it is inconvenient. It is best used in conjunction with immobilization spells, such as knocking enemies down with a fireball and roasting them with a flare.

  • Activation - 20;
  • Recovery (Cooldown) - 10 sec.

Flaming Weapons- For the duration of this spell, the party members' melee weapons are enchanted with fire, and they deal additional fire damage. Casting a spell is worth it, because. with flaming weapons, you can achieve very high damage (also taken into account are things that increase fire damage).

  • Maintenance (Upkeep) - 50;
  • Fatigue (Fatigue) - 5%;
  • Requires - 18 magic.

Fireball- A ball of fire erupts from the caster's fingers, which explodes, dealing fire damage to all targets in the area and knocking down targets that fail a physical resistance check (beware of friendly fire). This is one of the most used and useful spells given the decent range and knockdown of opponents.

  • Activation - 40;
  • Requires - 27 magic.

Gehenna fiery (Inferno)- The caster summons a gigantic pillar of circling flame. All targets in the area of ​​effect catch fire and take constant fire damage (beware of friendly fire). Like all spells with a long cast delay, it requires some way to keep the opponents in the area of ​​effect, so it is of little use for a single player.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Requires - 34 magic.
ice branch

The spells of this branch allow you to immobilize opponents and deal damage to them at the same time (although it is rather weak compared to fire), so they are suitable for both a party magician and a loner. Do not forget that the cold does not affect the undead.

Ice Snap (Winter's Grasp)- the caster freezes the target. Low-level victims are turned to ice, and those who reflect the spell suffer a movement speed penalty. A good spell, especially at first: fast, gets enemies through walls, with decent damage, but it is ineffective against bosses.

  • Distance (Range) - average action (Medium);
  • Activation - 20;

Frost Weapons- For the duration of this spell, all party members' melee weapons are enchanted with ice and deal additional cold damage. In fact, much worse than its counterpart, a flaming weapon.

  • Distance (Range) - allies (Allies);
  • Maintenance (Upkeep) - 40;
  • Fatigue (Fatigue) - 5%;
  • Recovery (Cooldown) - 0.5 sec.;
  • Requires - 18 magic.

Cone of Cold- the caster's hands emit a cone of cold. Targets that fail the physical resistance check turn to ice, and those that pass are slowed down. In this case, frozen victims can be broken from a critical hit (beware of friendly fire). The main disadvantages are short range and low damage. Can be combined with Mind Blast to be able to aim better and hit more enemies.

  • Distance (Range) - close action (Short);
  • Activation - 50;
  • Requires - 25 magic.

Blizzard (Blizzard)- Blizzard deals constant cold damage to targets in the area of ​​effect and slows them, but gives them a bonus to defense and +50% fire resistance. Targets that fail the physical resistance check may fall or freeze (beware of friendly fire). Well suited for immobilizing opponents, although it deals little damage.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Recovery (Cooldown) - 60 sec.;
  • Requires - 34 magic.
Earth branch

The spells of this branch are of an auxiliary nature, it will not be easy to fight with them alone.

Rock Armor- the caster's skin becomes stone-like in hardness, giving him a bonus to armor for the duration of this ability, which can be very useful for a frail mage. However, to achieve a noticeable effect, your mage's armor must be much higher than its penetration from the enemy.

  • Distance (Range) - personal action (Personal);
  • Maintenance (Upkeep) - 40;
  • Fatigue (Fatigue) - 5%;
  • Recovery (Cooldown) - 0.5 sec.

Stone Fist (Stonefist)- The caster throws a stone projectile that knocks the target down and deals nature damage (beware of friendly fire). The damage is low, but the target turned to stone or ice can be broken (cleaving!), so if your icemage is a master of icecraft, then this spell will come in handy.

  • Distance (Range) - average action (Medium);
  • Activation - 30;
  • Recovery (Cooldown) - 15 sec.;
  • Requires - 18 magic.

Earthquake- The caster destroys the ground and knocks everyone around him to the ground (unless the targets pass a physical resistance check, including allies). This spell can be used to immobilize opponents, but is often immune to it.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Requires - 25 magic.

Turn to Stone (Petrify)- The caster turns the target to stone if it fails a physical resistance check. The petrified target is unable to move and is easily shattered by a critical hit. Creatures that are already immobilized will not be affected by the spell.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 40 sec.;
  • Requires - 30 magic.
Lightning branch

The usefulness of the spells in this branch is somewhat questionable due to low damage, however, electricity damage burns out the target's stamina, which limits the ability of enemies to use special attacks.

Lightning- The caster strikes the target with lightning, dealing minor electrical damage (beware of friendly fire).

  • Distance (Range) - average action (Medium);
  • Activation - 20;
  • Recovery (Cooldown) - 8 sec.

Shock- The caster's hands emit conical lightning that hits all targets in the area (beware of friendly fire). Basically the same as the previous one, but with area damage. You can pre-freeze and immobilize enemies with a cone of cold, and then shock them.

  • Distance (Range) - close action (Short);
  • Activation - 40;
  • Recovery (Cooldown) - 15 sec.

Tempest- The caster summons a ferocious thunderstorm that deals permanent electricity damage to all targets in the area (beware of friendly fire). This spell is needed for a very effective combination Storm of the Century.

  • Distance (Range) - average action (Medium);
  • Activation - 50;
  • Recovery (Cooldown) - 40 sec.;
  • Requires - 28 magic.

Chain Lightning- Lightning shoots from the caster's hands, dealing lightning damage to the target, and then branching into small lightning bolts that jump to nearby targets and branch again. After each branch, the damage weakens (beware of friendly fire). In general, a stupid spell with a long cooldown.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Recovery (Cooldown) - 60 sec.;
  • Requires - 33 magic.

Creation spells

The school of creation is one of the two schools of matter, it complements the school of entropy, deals with natural forces and deals with the transformation of existing and the creation of new things.

Treatment branch

Most of the spells in this branch are being replaced by potions, so if you master them well, you will save a lot of gold.

Heal- the caster miraculously closes wounds and instantly heals a certain amount of health of an ally. A very simple spell, cheap in terms of mana, with a short cooldown, cast without removing the weapon, so it will be useful to any mage.

  • Distance (Range) - average action (Medium);
  • Activation - 20;

Cleansing (Rejuvenate)- the caster sends healing energy to an ally, accelerating his recovery of mana or stamina. The spell has no effect on itself, and although it restores more mana to a mage ally than it costs, it is disadvantageous due to a significant cast delay.

  • Distance (Range) - average action (Medium);
  • Activation - 25;
  • Recovery (Cooldown) - 45 sec.;
  • Requires - 18 magic.

Regeneration- the caster bestows beneficial energy on an ally and a short time greatly increases health regeneration. A little more than usual cost treatment and the same cooldown, this spell restores health several times more, so you need to take it without a doubt.

  • Distance (Range) - average action (Medium);
  • Activation - 25;
  • Requires - 23 magic.

Group Cleansing (Mass Rejuvenation)- The caster sends a stream of cleansing energy to allies, greatly speeding up mana and stamina regeneration for a short time, similar to normal cleansing, and just as useless due to the massive cast delay.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 90 sec.;
  • Requires - 28 magic.
Improvement branch

Spells from this branch can be useful for a battlemage, but not only.

Heroic Offense- the caster increases the combat capability of an ally, giving him a bonus to attack.

  • Distance (Range) - average action (Medium);
  • Activation - 20;
  • Recovery (Cooldown) - 5 sec.

Heroic Aura- the caster protects the ally with a shell that reflects most of the ranged attacks (i.e. damage from arrows) for a short time.

  • Distance (Range) - average action (Medium);
  • Activation - 30;
  • Recovery (Cooldown) - 5 sec.;
  • Requires - 15 magic.

Heroic Defense- the caster covers an ally with a magical shield, which gives significant bonuses to defense, resistance to cold, electricity, fire, forces of nature and magic of the spirit, although it adds a penalty to fatigue, making skills and spells more expensive to use. This spell should be cast on a party "tank".

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 10 sec.;
  • Requires - 20 magic.

Haste- the caster places a speed enchantment on the unit, allies move and attack much faster, although the spell also adds a small penalty to attack and quickly consumes mana during combat (because of this, the usefulness of the spell can be considered doubtful).

  • Distance (Range) - allies (Allies);
  • Maintenance (Upkeep) - 60;
  • Fatigue (Fatigue) - 10%;
  • Recovery (Cooldown) - 30 sec.;
  • Requires - 30 magic.