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Dragon Age: Inquisition Game Guide & Walkthrough by gamepressure.com

Dragon Age: Inquisition Game Guide & Walkthrough

Table of Contents

Dragon Age Inquisition: Mage abilities Dragon Age: Inquisition Guide

Last update: 06 June 2024

Category: Storm

NAME

TYPE

EFFECT AND COMMENTARY

Chain Lightning

A

Fires a lightning. It hits the target and deals high damage from electricity, but its additional asset is that it can also arc to the neighboring opponents and weaken them also. As a result, it is an ability to be used against multiple opponents.

Arcing Surge

U

This is the upgrade for the Chain Lightning. It improves on the AoE effects of the main ability, because the lightning bolt may arc over from one opponent to another and cover more area, thanks to this.

Energy Barrage

A

Fires a series of twelve bolts that hit the opponents I front of the mage. This ability is quite strong, even though each of the bolts deals only 66% of the regular damage. It is a good idea to have it in your quick bar.

Energy Bombardment

U

This is the upgrade for the Energy Barrage. It adds the useful ability to decrease resistance to magic, in the shocked targets. As a result, using any other magic attack, right after the barrage ends, deals higher damage.

Stormbringer

P

It is probable that a lightning storm appears over the battlefield and deals damage from electricity to opponents. Also, it permanently increases the attribute of magic. The "automatic" lightning bolt deals 300% damage, thanks to which, even periodical discharges may discernibly weaken the enemies.

Lightning Bolt

A

It summons a lightning that strikes one opponent and deals high damage from electricity. This attack is best against a group of opponents, because you can then receive a bonus for the nearby ones and paralyze the target for longer.

Exploding Bolt

U

This is the upgrade for the Lightning Bolt. Attacking the individual opponents I a group is even more rewarded, because they receive higher damage and where the lightning struck, there appears a shockwave that repels the rest of the opponents.

Conductive Current

P

The more mana you use up, the more damage is dealt and it permanently increases the attribute of magic. This ability becomes especially useful after you gain access to the best of the spells that use up mana quickly.

Gathering Storm

P

Fills the area with magic, thanks to which cooldown on abilities is shorter, as a result of basic attacks. Additionally, it permanently increases the attribute of Willpower. This proves its value during longer battles, when you want to use a given ability more than once.

Static Charge

P

It surrounds the mage with lightning bolts, while casting a spell. Additionally, it permanently increases the attribute of Constitution. Each of the opponent, trying to interrupt the spell, receives automatic damage from electricity and is shocked for several seconds. It is a perfect ability, thanks to which you do not need to worry about your mage that much.

Static Cage

A

It encloses the opponent in a cage of electricity. Each opponent that tries to leave the cage, receives a 2 second long paralysis. It is a good idea to take interest in this ability, especially that the diameter of the cage is 9 meters.

Lightning Cage

U

This is the upgrade for the Static Cage. It increases penalty on those of the opponents that try to leave the cage, thanks to which it is easier for them to take severe damage. It is imperative that you unlock this one.

Summary: What is common for the abilities in this category is that all of them deal damage from electricity to opponents. Of course, it is desirable, but you should not forget about the other spells available for the mage, e.g. fire or ice-based. This is so, because some of the opponents are immune to electrical attacks, which would restrict your options. What you should use in the first place is the Lightning bolts, against single opponents, and Chain Lightning against multiple ones. Also, remember to unlock, at least, 1-2 passive abilities, thanks to which you can improve on your offensive (Conductive Current) or defensive (Static Charge) skills.

Category: Spirit

NAME

TYPE

EFFECT AND COMMENTARY

Barrier

A

It forms a protective barrier around the mage and it ensures a bonus to health. It is a good ability, especially that the barrier has a completely separate energy bar, which your opponents need to deplete first, before they can wound the mage. The downside is that you cannot change your position, if you do not want to lose the barrier's protection.

Elegant Defense

U

This is the upgrade for the Barrier. There is only one thing that changes - the main ability recharges faster and, as a result, you can form more barriers.

Peaceful Aura

P

It forms an aura around the mage, thanks to which the opponents are less likely to attack him. Additionally, it permanently increases Willpower. It is a good passive ability, thanks to which the number of the enemy attack on the mage goes down and, as a result, it helps him stay alive.

Guardian Spirit

P

A protective aura appears around the mage, after he takes severe damage and it permanently increases the attribute of Constitution. Just like in the case of the activated Barrier, you receive an additional energy bar,. It is a perfect ability, thanks to which the mage does not die that often.

Dispel

A

Dispels negative effects on the mage and his allies. It also removes positive effects active on the opponents. Contrary to appearances, it is a useful ability, because it enables you to help your allies return to health and make it impossible for the opponents to profit from buffs.

Transmute

U

This is the upgrade for the Dispel. It adds a bonus to the barrier's regeneration rate and to damage dealt by the mage. Both of the bonuses are welcome.

Mind Blast

A

Casts the opponents away, thanks to willpower. The result of this is discouragement, of the opponents, from further attacking and stunning them. The additional asset is that it requires mere 8 seconds to cool down.

Fortifying Blast

U

This is the upgrade for the Mind Blast, where it harmonizes with the Barrier. Repelling the opponents results in the regeneration of the barrier.

Rejuvenating Barrier

P

Ensure allies with active barriers, with a bonus to mana and Stamina regeneration. Additionally, it permanently increases the attribute of Constitution.

Revival

A

Allows you to revive the downed allies, i.e. the ones that lost their entire health bar. Inarguably, this is mage's most important healing ability. The only downside is that you can revive your allies only once per minute.

Life ward

U

This is the upgrade for the Revival. Temporarily, it increases resistance to damage to those of the allies that have just been revived. Additionally, if they are downed again (not later than 15 seconds after the main ability has been used) they will be revived again, for free.

Strength of Spirits

P

It increases the power of the formed barriers by 50 percent. Unfortunately, there are no bonuses to attributes in this case, but in spite of that, it is worth considering the ability, if you form barriers often.

Summary: Spirit is, inarguably, a support specialization. It should not be the only one to develop. Because it lacks in typically offensive spells, due to which you would be unable to engage opponents. Instead, there are many interesting, support-oriented, activated and passive abilities. In the initial phase of the game , take interest in the Barrier, It is a good idea to upgrade this ability, and unlock as many passive ones, to expand the Barrier, as possible. After you have done that, take interest in Revival, thanks to which you will be able to bring back to life the killed allies. This spell is immensely important, especially later into the game, when you get to fight stronger enemies.

Category: Inferno

NAME

TYPE

EFFECT AND COMMENTARY

Flashfire

A

Flames burn the opponents from within. He receives high damage from fire and panics out. The Panic effect lasts for 8 seconds, which is long enough to finish out the opponent, or perform another action (e.g. heal yourself).

Blistering Pain

U

This is the upgrade for the Flashfire. It extends the duration of the panic effect in the target, by another 8 seconds. It is a good choice, especially if you used the spell on a stronger opponent and you need more time to regroup or to kill him.

Immolate

A

Causes an explosion that sets the nearby opponents on fire. It is a perfect ability for AoE attacks. The explosion itself deals quite a damage to the opponents and, apart from that, they need to deal with immolation for 8 seconds (75% of the regular damage).

Wildfire

U

This is the upgrade for the Immolate. It is a good idea to get it, because it increases damage dealt to opponents. Also, it cuts down cooldown of the main ability.

Clean Burn

P

The spell cast after a successful critical hi does not require cooldown. Additionally, it permanently increases the attribute of magic.

Pyromancer

P

It extends the duration of the burning and fear, by 25 percent and permanently increases Willpower. Consider getting this ability, if you use ones, such as Flashfire or Immolate on a regular basis.

Clean Burn

P

Shortens cooldown time on active abilities, with each spell that you cast and it permanently increases Willpower.

Fire Mine

A

Forms a glyph on the ground, which explodes after it is stepped on, by an opponent. This ability is similar to the Rogue's mines, in its functioning. At the same time, it is excellent, deals high damage from fire and staggers the opponent.

Searing Glyph

U

This is the upgrade for the Fire Mine. Thanks to this, mines becomes even more lethal - the opponents are launched into the air and set on fire, for 8 seconds.

Chaotic Focus

P

Uses up half of the energy of your barrier on fire spells. Additionally, it permanently increases the attribute of magic. This ability works only if you make sure to form barriers (the Spirit category). The bonus to the potency of the spell, in itself, is welcome.

Wall of Fire

A

Forms a wall of fire. It sets on fire all opponents and causes them to panic. It is a very good ability, but it is effective only in small locations and narrow passages.

Lasting Flames

U

This is the upgrade for the Wall of Fire. It expands the wall of fire and makes the opponents have to deal with being set on fire, for another 4 seconds (i.e. 12 seconds, in total).

Summary: What is common for the abilities in this category is that they deal damage from fire. Of course, this is a desired effect BUT, do not forget about the other abilities available for the mage, such as ice, or electricity-based ones. This is so, because some of the opponents are immune to fire attacks, which would restrict your options. As for active abilities, at the beginning, it is a good idea to use Immolation often, thanks to which you can wound multiple opponents, in one take. Later into the game, also try to unlock the Fire Mine, which is an additional trap, as well as the Wall of Fire, which makes it more difficult, for the opponents, to reach your party, in arrow locations. Pick the passive abilities according to your own preferences, with the most frequently used spells in mind.

Category: Winter

NAME

TYPE

EFFECT AND COMMENTARY

Winter's Grasp

A

Freezes the opponent over. It is a very simple ability and a perfect one, at that. Not only does it stop the opponent's progress, for the duration of 4 seconds, but also chills him and deals decent damage from frost. The only downside is the relatively high cost of this ability.

Winter's Chill

U

This is the upgrade for the Winter's Grasp. It enriches the main ability by dealing AoE damage. The opponents within close proximity of the target also take damage from frost.

Fade Step

A

Unleashes magic waves, which carry the caster over to a different spot. It is not too helpful an ability, especially that the caster is moved forward and not backwards (which would be more of a help, while e.g. trying to retreat quickly).

Frost Step

U

This is the upgrade for the Fade Step. It adds the offensive function to the ability and allows you to deal decent damage from frost, to the opponents, who the mage permeates, while moving. From this point on, the main ability becomes interest-worthy.

Mana Surge

P

Causes ice explosions at the moment of the destruction of barriers formed by the mage. Additionally, it permanently increases the attribute of magic. The abovementioned explosion freezes opponents over and makes it possible to cast another spell, without using up mana. It is a good idea to get this ability, as long as you rely on barriers.

Winter Stillness

P

Activates meditation state, while in a standstill. The state speeds up the mana regeneration rate and shortens cooldown on activated abilities. Additionally, it permanently increases the attribute of Willpower.

Frost Mastery

P

A bonus to the duration of freezing and chilling effects, and it permanently increases the attribute of magic. I recommend that you get this ability, if you use frequently spells that deal damage from ice.

Wall of Ice

A

Forms a wall of ice. It is less effective than the wall of fire, in the Inferno group, because its only purpose is to hinder the progression of opponents, e.g. in a narrow passage. The upside is that the wall itself is sizeable.

Glacial Strength

U

This is the upgrade for the Wall of Ice. It increases the wall in size (up to 9 meters) and allows you to cast the main ability more often. The changes are not too radical so, if you did not like the main ability that much, this upgrade is not going to make you change your mind.

Ice Mine

A

Places a glyph on the ground, which activates as soon as it is stepped on, by an opponent. This ability is similar to the mines, for the rogue. At the same time, it is excellent and it freezes the opponent for 6 seconds.

Brittle Glyph

U

This is the upgrade for the Ice Mine. Its function is to weaken the victim f the glyph, thanks to which, apart from being immobilized, he also loses all armor points. This, of course, makes for the opponent to be easier to kill.

Ice Armor

P

You receive less damage, if you are staying near the frozen opponent or, near the area under the effect of freezing spells. Additionally, it permanently increases the attribute of Willpower. It is a perfect ability, which rewards you if you use ice spells.

Blizzard

A

Summons a blizzard that chills and weakens opponents. The basic upside of this ability is that the area of its effect is as vast as 8 meters. As a result, it is perfect for battles against multiple opponents.

Ice Storm

U

This is the upgrade for the Blizzard. It is a good idea to unlock it, because it improves on the chilling effect, to the point where they can be frozen for several seconds.

Summary: What is common for abilities in this category is that they deal damage from frost. This is the desired effect BUT, you should not forget the other spells available for the mage, e.g. fire or electric. This is so, because some of the opponents are immune to fire attacks, which would restrict your options. As for active abilities, you should mainly rely on the Winter's Grasp (it is a good idea to upgrade it, as soon as possible), Ice Mine (perfect traps) and Blizzard (and excellent AoE spell). Additionally, invest in some passive spells, such as Frost Mastery (a bonus to all ice spells) or Ice Armor (easy bonuses to resistance to damage).

Specializations - Rift Mage

NAME

TYPE

EFFECT AND COMMENTARY

Veilstrike

A

Drives the nearby enemies into the ground. This is an AoE ability, which gains in value only during major battles. If you have decided to use it, it is advisable that you pick the moment of attack well, because it requires as much as 24 seconds of cooldown.

Punching Down

U

This is the upgrade for the Veilstrike. It decreases the cost to use the main ability and additionally weakens the opponents driven into the ground.

Stonefist

A

Summons a stone that hits the target. The opponent takes high damage to spirit. Additionally, the stone repels the target, on impact. It is a good ability to use.

Shatterstone

U

This is the upgrade for the Stonefist. It enriches the main ability by an explosion on impact. The explosion may weaken or debilitate, temporarily, the nearby enemies.

Restorative Veil

P

Improves on mana regeneration and permanently increases the attribute of magic. The rate, at which mana is restored depends on the damage dealt so, it is advisable that the more offensive spells are used.

Encircling Veil

P

Provides bonuses to the duration of spells, on weakened opponents and it permanently increases the attribute of magic. You should take interest in this ability only if you use weakening spells on a regular basis.

Firestorm

A

Summons a meteorite rain. This is an excellent ability. Meteorites rain over an area for as long as 15 seconds and deals quite damage from fire, over that time. Still, there is a catch here - this ability requires Focus so, leave it for the longest and the most demanding battles.

Smothering Veil

P

Decreases damage dealt by weakened opponents and it permanently increases Willpower. Take interest in this ability only if you use weakening spells on a regular basis.

Twisting Veil

P

Deals higher damage to the weakened opponents and permanently increases the attribute of magic. Take interest in this ability only if you use weakening spells on a regular basis.

Pull of the Abyss

A

It forms a small rift that pulls the nearby opponents (within the range of 6 meters) and deals damage. It is a good ability for neutralization of groups of opponents and for hindering their own attacks.

Shaken

U

This is the upgrade for the Pull of the Abyss. It decreases cooldown time of the main ability and adds the function of weakening the opponents pulled into the fade. I recommend that you get this upgrade, if only you like the main ability.

Summary: There is one common feature of the spells for the rift mage - apart from dealing regular damage, (e.g. to spirit or from fire), you can additionally weaken them, thanks to which they are easier to kill and deal less damage. If you like this playing style, you should make sure to unlock all of the passive abilities that provide bonuses to weakening the opponents, in the first place. Thanks to this, you make the most of using them. The unique item on the list is the Firestorm. This one is a powerful ability that comes in handy in battles. Unfortunately, the thing about the abilities that use up Focus, instead of mana, is that you cannot use them to often so, before each battle, consider whether it is difficult enough, for you to grant yourself with additional support.

Specializations - Necromancer

NAME

TYPE

EFFECT AND COMMENTARY

Horror

A

Summons ghosts that spread panic in the enemy ranks, in a given area. The range of this ability, unfortunately, is three meters, but you should not ignore it altogether, because inducing panic in even several enemies may discernibly help you.

Despair

U

This is the upgrade for the Horror. Thanks to the upgrade, you receive two excellent abilities - the opponent targeted with the main ability, start receiving low damage to spirit and additionally, this deteriorates their armors.

Death Syphon

P

Regeneration of health points and mana, thanks to the opponents that die near you. Also, it permanently increases the attribute of Constitution. The first two bonuses provided by the upgrade require quite risky playing style, because you need to be close to the enemies, enough to receive them.

Blinding Terror

P

Deals higher damage to the panicked opponents and it permanently increases the attribute of magic. Take interest in this ability only if you often use spells that induce panic in enemies.

Haste

A

The ability slows down the opponents, if activated. This is a perfect ability, because the entire party may use, to their advantage, the fact that the opponents are slower (what is even more, by 85 percent). Unfortunately, this ability uses Focus so, leave it for the longest and the most demanding battles.

Power of the dead

P

You receive a bonus to damage, thanks to killing opponents and it permanently increases Willpower. It is an interesting one, if only you rely on the most powerful of spells that deal instant damage, instead of ones that deplete opponents' health bars gradually.

Simulacrum

P

After he blacks out, the necromancer is controlled by the spirit that he summons, which casts spells without bearing the mana cost. Additionally, it permanently increases the attribute of Willpower. This one is an interesting ability, although summoning the ghost means that the allies of the downed necromancer will be unable to revive him, for the duration of the ability. The spirit remains in the battlefield for 10 seconds.

Spirit Mark

A

It summons a spirit that deals damage to spirit, to the targeted opponent. The being remains in the battlefield for 12 seconds and if, during that time, you manage to kill that opponent, his spirit appears in the battlefield and he continues to fight for the necromancer, for the next 15 seconds.

Lingering Mark

U

This is the upgrade for the Spirit Mark. It fortifies the last of the abovementioned, i.e. the appearance of the enemy spirit. Thanks to this upgrade, the spirit deals more damage and remains in the battlefield for as long as 45 seconds.

Walking Bomb

A

Deals damage to spirit, to the target, over time. After that, an explosion takes place. This is one of the of the best abilities for attacking single strong opponents. The damage to spirit itself is decent and, additionally, the explosion deals 600% of regular damage.

Virulent

U

This is the upgrade for the Walking Bomb. It allows you to carry over negative effects of your abilities, from one opponent to another, if the spell killed the first opponent that you attacked (as opposed to depleting some if his health). This one is a must and a priority.

Summary: Contrary to what you might expect, necromancer mage does not command an army of skeletons, although some of his abilities allow him to summon spirits. I recommend that you take interest in Spirit Mark, here. Also, the activated Walking Bomb (it is necessary that you make sure to upgrade it) and Haste are very good. The latter of the two, unfortunately, requires you to have a supply of Focus, but, if only you have enough, you can considerably slow the enemies down. As for passive abilities, consider unlocking, at least, 1-2 of them, such as Simulacrum (a bonus after the necromancer dies) or Death Syphon (note - it requires toy to keep at a short distance of the enemies).

Specializations: Knight-Enchanter

NAME

TYPE

EFFECT AND COMMENTARY

Spirit Blade

A

Summons a magic blade, which may deal high damage to spirit, to opponents (300% of regular damage) and is more effective when the barrier or guard, of a given opponent is being attacked.

Defending Blade

U

This is the upgrade for the Spirit Blade. It is a good choice, because it automatically deflects projectiles fired at the caster, after which it sends them back, in the form of a shockwave. You will appreciate it in nearly any battle, in which enemy archers are involved, or against mages with regular offensive spells.

Combat Clarity

P

It improves on the mana regeneration rate, by a half, if the caster is within 5 meters of an opponent, and it permanently increases the attribute of Constitution. It is a "trade-off" type of ability. If you are bothered by the risk of approaching opponents, it is a good idea to obtain this ability and use it.

Fade Cloak

A

You surround yourself with the magic of the Veil itself. For two seconds, you become invincible and you can pass through enemies. If the short duration of the spell does not bother you, it will help you get out of many tight situations unharmed.

Decloaking Blast

U

This is the upgrade for the Fade Cloak. It adds an offensive capability, i.e. deals, as much as, 1000%of regular damage, if the user of Fade Cloak is standing "on the opponent". As a result, you can use this ability not only to retreat, but also to weaken the mightiest of enemies.

Resurgence

A

It summons spirits that restore the caster, and the rest of the party, to their full strength. Additionally, there appears a healing glyph, next to the mage. Inarguably, this is the best healing spell in the game, but it requires Focus. Therefore, I recommend that you use it only when all the party members require healing.

Fade Shield

P

It fortifies the mage's barrier, as he is attacked by opponents. Additionally, it permanently increases the attribute of magic. Consider getting this one, if you use barriers often.

Veiled Riposte

P

It deflects 20% of damage with the barrier active and it permanently increases the attribute of magic. Consider buying this ability if you use barriers often.

Knight Protector

P

The mage's barriers take longer to decay and it permanently increases the attribute of Constitution. Consider this purchase if you often use barriers.

Disruption Field

A

It fills a given area with magic energy that weakens and slows down opponents (by a half). This is a quite good ability, but it should be noted that it is ineffective against the biggest of opponents.

Stasis Lock

U

This is the upgrade for the Disruption Field. It increases the strength of the slowing down effect within the field - the mobility of the opponents may be limited by, as much as, 99% (i.e. they will be nearly stopped).

Summary: Definitely, the best spell available for the Knight-Enchanter is Resurgence, i.e. the only spell that requires Focus. Since there are not too many healing spells in the game, the more you should appreciate it, but you need to remember to use it with consideration. The other activated abilities that are worth mentioning are Spirit Blade (it can both weaken opponents and strengthen the mage) and Fade Cloak (only after you get the upgrade!). As for passive abilities, there are three that are attention-worthy, i.e. Fade Shield, Veiled Riposte and Knight Protector, which are related to using barriers. If you like using them, you can profit a lot.

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