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    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Dragon Age: Origins PC Class and Character Building Guide By: KerathArcwind%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

    The purpose of this guide is to take a look at the different classes andspecializations open to the main character (generally referred to as 'TheWarden' throughout the guide) and the various stat and talent builds that Ihave found to work well. It also highlights some of the better endgameequipment to keep an eye out for, and provides some suggestions on how tobuild your allies based on the stats and talent sets that they start with.This is my second guide for GameFAQs. I've played Dragon Age entirely toomuch over the last few months, finishing the game with nearly every originand nearly every class/weapon build combination, so I am speaking almostwholly from actual in-game experience and only occasionally from informedspeculation. I've tried to go into pretty good detail to help out playersthat are having trouble making various builds work or just plain findingthe combat encounters in the game too difficult. This guide is based on gameversion 1.02b, with The Stone Prisoner, Blood Dragon Armour, and Warden'sKeep DLCs. If I get a chance, I'll update with info from Return to Ostagarand the upcoming expansion.

    Version History

    01/26/2010 - Version 1.0 submitted to GameFAQs

    Acknowledgements- The Dragon Age Wiki for some supplementary info- The Gamebanshee Dragon Age database for brushing up on some gear stats

    Please follow GameFAQs' rules and guidelines regarding how this FAQ can andshould be used. They're kind enough to provide such a lovely resource for usall at no cost, after all. If you borrow from it, it'd be nice if you givecredit where credit's due :)

    Comments and corrections can be sent to bturnereebATgmailDOTcom.

    Other people who have gotten my permission to post the guide:

    rpglord.comsupercheats.comneoseeker.com

    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Table of Contents and Navigation%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

    Section I: General Starting Class Overview [DAOS1.0] 1.1 - The Warrior [DAOS1.1] 1.2 - The Rogue [DAOS1.2]

    1.3 - The Mage [DAOS1.3]

    Section II: Class Specializations [DAOS2.0] 2.1 - Warrior Specializations [DAOS2.1] 2.2 - Rogue Specializations [DAOS2.2] 2.3 - Mage Specializations [DAOS2.3]

    Section III: Building the Warden [DAOS3.0] 3.1 - The Tank [DAOS3.1] 3.2 - The Two-Hander [DAOS3.2]

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    3.3 - The Dual Wielder [DAOS3.3] 3.4 - The Archer [DAOS3.4] 3.5 - A Preface on Mage Builds [DAOS3.5] 3.6 - The Nuker [DAOS3.6] 3.7 - The Support Healer [DAOS3.7] 3.8 - The Debilitator [DAOS3.8] 3.9 - The Spellsword [DAOS3.9] 3.10 - A Quick Guide to Spell Combos [DAOS3.10]

    Section IV: Noteworthy Gear [DAOS4.0] 4.1 - Amulets, Belts, and Rings [DAOS4.1] 4.2 - Mage Armour [DAOS4.2] 4.3 - Light Armour [DAOS4.3] 4.4 - Medium Armour [DAOS4.4] 4.5 - Heavy Armour [DAOS4.5] 4.6 - Massive Armour [DAOS4.6] 4.7 - Shields [DAOS4.7] 4.8 - Waraxes, Maces, and Longswords [DAOS4.8] 4.9 - Battleaxes, Greatswords, and Mauls [DAOS4.9] 4.10 - Bows [DAOS4.10] 4.11 - Daggers and Staves [DAOS4.11]

    Section V: Building and Developing Your Team [DAOS5.0] 5.1 - Alistair [DAOS5.1]

    5.2 - Morrigan [DAOS5.2] 5.3 - The Dog [DAOS5.3] 5.4 - Leliana [DAOS5.4] 5.5 - Sten [DAOS5.5] 5.6 - Zevran [DAOS5.6] 5.7 - Wynne [DAOS5.7] 5.8 - Shale [DAOS5.8] 5.9 - Oghren [DAOS5.9] 5.10 - Final character **SPOILER ALERT** [DAOS5.10]

    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SECTION I: GENERAL STARTING CLASS OVERVIEW [DAOS1.0]%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

    This is just a very generalized overview to give some idea of what each classis all about. More details, such as what stats to prioritize or what exactabilities everyone gets, will be covered in later sections on actualcharacter builds. I'm generally assuming that the reader already knows thebasic mechanics of the game, such as what each stat does, what the differencebetween defense and armour is, what fatigue is, etc. If you don't, then youmay want to read up on that first.

    1.1 - The Warrior [DAOS1.1]

    Warriors are largely what you'd expect from an RPG - they are the mostversatile weaponry specialists of any base class, able to learn all three

    melee styles (sword and shield, dual wielding, and two-handed weapons) aswell as archery. Their class-specific talent tree allows them to make betteruse of heavier armour than anyone else, improves their performance whenthey're engaging large numbers of enemies, and gives them some control overthe degree to which enemies will prioritize them as a target, which isparticularly important for warriors filling the tank role. However, youshouldn't go into the warrior class expecting them to be the easiest class toplay, as they tend to be in many other RPGs. Like rogues and mages, warriorsrequire strategy to use well and can't simply go charging head-on into anybattle they encounter, as tempting as that might be. In general, warriors

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    will be at the forefront, but recklessness and/or lack of preparation canrapidly result in defeat and death.

    Pros:+ High HP+ Best heavy armour users+ Large weapon selection+ Work relatively well on AI 'auto-pilot'+ Can achieve very high damage output across a wide variety of battlefieldconditions

    Cons:- Smaller bag of tricks than the other classes- Greater need to manage stamina due to fatigue- Not as sturdy as warriors in a lot of RPGs; caution and tactics stillrequired to survive- More one-dimensional than the other classes

    1.2 - The Rogue [DAOS1.2]

    Rogues provide a broad blend of damage, crowd control, support, and generalutility. While not as sturdy or well suited to heavy armour as the warrior,rogues have a nice bag of tricks that gives them as much (or even more)survivability as their meaty frontline friends. Rogues probably require the

    most positional tactics of any class type, scouting ahead to clear outhazards or assassinate particularly dangerous targets before the rest of thegroup charges in, staying on the move and making use of battlefieldpositioning to maximize their impact. Rogues are more limited in theirselection of fighting styles than warriors, typically using either dualwielding, archery, or some combination of the two. However, because of theirclass mechanics, rogues are generally regarded as being better than warriorsat both of these styles of combat. There's almost never a time when you won'twant at least one rogue in your group, if only to clear out traps and picklocks.

    Pros:+ A lot of versatility in roles and combat style

    + Tons of utility+ Great survivability if built correctly+ Best skill users of any class

    Cons:- Generally relegated to using light armour- Less margin of error than warriors due to lower hp and less armour- Require somewhat more micromanagement than warriors to be effective- Limited weapon selection- Tend to be defensively weak and vulnerable in the early game

    1.3 - The Mage [DAOS1.3]

    If you've played BioWare RPGs before, you're probably expecting the mage tobe a complete and utter powerhouse. If so, you guessed correctly. Mages havethe most raw power of any class, in addition to having an enormous bag oftricks for keeping themselves alive against the odds and horriblyincapacitating and mangling even the strongest enemies. Many of their spellsare extremely potent on their own, but the spell combo mechanic can ramp upthe destruction to even greater levels. For sheer battlefield control anddominance, nothing exceeds the potential of a mage. They also make excellentgroup support characters, and can even be melee tanks if you pick the ArcaneWarrior specialization (more on that later).

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    Pros:+ Far and away the highest damage output of any class+ The only class that can heal+ Enormously potent spell combinations+ Surprisingly high survivability and crowd control with the right spells+ Can become the heaviest armour tanks in the game with the Arcane Warriorspecialization

    Cons:- Require the most micromanagement of any class to be effective, unless youjust use them as a healbot- Low hit point pool and poor armour, so positioning and defensive spells arenecessary for survival- Very little equipment variety- Actually kind of too strong; have a lot of overpowered abilities and tricksthat can trivialize encounters that would otherwise be very challenging.

    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SECTION II: CLASS SPECIALIZATIONS [DAOS2.0]%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

    Class specializations become available at levels 7 and 14. All humanoidcharacters other than Sten can learn 2 specializations, though only the PC

    actually gets to pick both, as the others generally start with one. Levelrequirements for each talent are in parentheses.

    2.1 - Warrior Specializations [DAOS2.1]

    CHAMPION

    Source: Reward from Arl EamonBonuses: +2 Willpower, +1 Cunning

    The Champion specialization is a solid choice for almost any type of warrior,as it provides nice group buffing and crowd control abilities. It isparticularly well suited to tanks, since they'll usually be in the thickest

    parts of the fight. This is the only warrior specialization that bolstersallies.

    Champion talents:

    War Cry (7) - An AoE attack debuff. Nothing spectacular on its own, though ifyou've got stamina to spare, it never hurts either.Rally (12) - A sustained AoE defense buff. Very handy for shieldtanks and forgiving a survivability boost to any rogues in your party. The main downsideis that it knocks allied rogues out of stealth when they enter its AoE, whichI've always thought was bloody silly.Motivate (14) - Adds an attack buff to Rally. If you use Rally a lot, it'sworth getting.

    Superiority (16) - Adds an AoE knockdown to War Cry, turning it from amediocre debuff to a potent crowd control ability.

    TEMPLAR

    Source: Can either be acquired through a manual from Bodahn Feddic or taughtby Alistair once his approval is high enoughBonuses: +2 Magic, +3 mental resistance

    The Templar specialization serves one role and one role only - anti-magic

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    duties. Every ability they get is oriented toward countering magical enemiesin some way or other. This is a common choice for heavy tanks, but can beuseful for nearly any warrior, though less so for warrior archers due to someof their abilities being melee-based.

    Templar talents:

    Righteous Strike (7) - A passive ability that lets you drain mana from magesevery time you hit them in melee. Sounds cool on paper, but to be honest I'venever noticed it making much of a difference.Cleanse Area (9) - The most useful Templar ability. This is basically an AoEdispel, allowing you to get rid of a lot of nasty status effects and otherdamaging and/or incapacitating magical afflictions.Mental Fortress (12) - A permanent passive bonus to mental resistance. Fairlyuseful, since warriors tend not to have very good mental resistance, but Iwouldn't make it a priority.Holy Smite (15) - A small AoE attack that does damage based on your Willpowerand can also be stunned or knocked back. Kind of limited in usefulness unlessyou have very high Willpower. Mainly designed to be used against mages, as itdrains mana from them and inflicts additional spirit damage based on theamount of mana drained. This would be kind of a useless ability if magesweren't so ungodly powerful; killing enemy mages as soon as possible isusually a good strategy in any fight, so this talent may be worth taking toaccomplish that, though I find the damage a bit underwhelming for its cost,

    even with a decent Willpower modifier.

    BERSERKER

    Source: Can be learned either from a manual bought from Gorim, or taught byOghren once his approval is high enoughADDENDUM (from S. Baker): you can also learn the Berserker specializationthrough a course of action during the random encounter with theincompetent ambushers - listen to them natter for a bit, and then chargethem to spring your own ambush. Apparently there's things like this forlearning some of the other specializations; as I learn them, I'll add them.Bonuses: +2 Strength, +10 hit points

    Berserker is the DPS warrior specialization. The entire purpose of theabilities gained is to boost your damage output, so it's generally the clearchoice for 2h or dual wielding warriors. Unlike in many games, Berserkers inDA:O don't have to sacrifice survivability in exchange for this damage. Justwatch your stamina early on.

    Berserker talents:

    Berserk (7) - a sustained ability that boosts your damage and mentalresistance, but imposes a penalty on your stamina regeneration. In general,there's no reason why a Berserker should ever not have this on in combat. Themajor drawback is its obnoxiously long cooldown.Resilience (8) - contrary to the in-game description, this talent actually

    boosts your health regeneration while Berserk is active. Worth getting.Constraint (10) - neutralizes the stamina regeneration penalty from Berserkwhile it's active, meaning there's even less reason not to have it active incombat.Final Blow (12) - uses all of your stamina to unleash one big attack. Does 1damage for every 2 stamina spent. Kind of situational, and be aware that itcan miss just like any other attack.

    REAVER

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    Source: Taught by Kolgrim if you defile Andraste's ashesBonuses: +1 constitution, +5 stamina

    Reaver is probably the least useful of the warrior specializations, havingrather situational abilities and somewhat lesser stat bonuses. Reaver can bea decent choice for tanks and damage dealers.

    Devour (7) - consumes nearby corpses, and restores health, with the amountbased on your Magic stat, like health poultices. Probably the most usefulReaver talent.Frightening Appearance (12) - causes your target to cower in fear if theyfail a mental resistance check, and also boosts the effectiveness of Tauntand Threaten. Pretty useful for tanks.Aura of Pain (14) - an AoE DoT that hurts both you and enemies within rangewith each pulse. Considering it hurts you for the same amount as it hurtsthem, and also imposes a penalty on your health regeneration, this is farfrom a great ability. Tanks don't really want to be dropping their own hp andregen rate, and since it's an AoE, it'll tend to attract hostility toward DPSwarriors. Kind of useless.Blood Frenzy (16) - Adds between 0 and 10 damage depending on how low yourhealth is, and imposes a penalty to health regeneration. Basically a reallyshoddy version of Berserk.

    2.2 - Rogue Specializations [DAOS2.2]

    ASSASSIN

    Source: Can either be learned from a manual bought from Alarith, or taught byZevran once his approval is high enoughBonuses: +2 Dexterity, +2.5% melee critical hit chance

    Assassin is a great choice for any melee rogue, since it gets really usefulstat bonuses and a talent set oriented toward maximizing your damage output.Not so useful for rogue archers.

    Assassin talents:

    Mark of Death (7) - a targeted debuff that increases all incoming damageagainst the afflicted enemy. Great for dropping priority targets faster, likemages and bosses.Exploit Weakness (12) - adds a passive damage bonus to every backstab hitbased on your Cunning score. Since you probably have a pretty high Cunningmodifier as a rogue, this is a solid investment.Lacerate (14) - causes your backstabs to inflict a non-stacking DoT. Moredamage means a target that's dead sooner, particularly against tougher enemies.Feast of the Fallen (16) - passively allows you to regain stamina any timeyou kill an enemy with a backstab. Note that this only works for truebackstabs where you're flanking the enemy, and not Coup de Grace hits fromthe front against incapacitated enemies. If you find yourself getting low onstamina early on in battles, this is worth considering.

    BARD

    Source: Can either be learned from a manual bought from Alimar, or taught byLeliana once her approval is high enoughBonuses: +2 Willpower, +1 Cunning

    The Bard specialization allows rogues to take on more of a group buffingrole. Because their buffs automatically affect the whole party no matterwhere they are, unlike Champion buffs which are a circular AoE, this pairs

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    up particularly well with ranged fighting styles. A solid choice for anyrogue looking to play more of a support role. The effect of all Bard songsare based on Cunning. Bards can only have one song active at a time.

    Bard talents:

    Song of Valour (7) - a sustained party buff that boosts stamina and manaregeneration. Extremely useful in nearly every situation.Distraction (8) - a sustained ability that decreases hostility and candisorient enemies that fail a mental resistance check. Pretty situational andgenerally not necessary.Song of Courage (10) - a sustained party buff that boosts attack, damage, andcritical hit chance. A good choice if you have a melee-heavy party that justwants to mow through grunts quickly.Captivating Song (12) - a sustained ability that continually inflicts a weakstun against all enemies in an AoE around the bard. While using this song,you can't move, attack, or use any other abilities. Useful if you getswarmed, but not something you'd want on all the time.

    DUELIST

    Source: Taught by Isabela at The PearlBonuses: +2 Dexterity, +1 damage

    Duelist is an amazing specialization, providing extremely useful bonuses forany type of rogue, though particularly for melee rogues. Provides a greatblend of offensive and defensive capabilities.

    Duelist talents:

    Dueling (7) - a sustained ability that grants a bonus to attack. Particularlyuseful in the early game, and for making archery more reliable.Upset Balance (12) - a targeted melee debuff that lowers the defense andmovement speed of an enemyKeen Defenses (14) - grants a bonus to defense when Dueling is active. Sincerogues generally rely on defense dodging to survive, this is almost alwaysuseful.

    Pinpoint Strike (16) - an activated self-buff that turns all melee attacksinto critical hits for a short time. Quite useful when fighting shield usersthat are immune to flanking or any other time when backstabs are not possible.

    RANGER

    Source: Learned from a manual you can purchase from Bodahn FeddicBonuses: +1 Constitution, +5% Nature resistance

    Ranger is the most unusual rogue specialization, as it is purely pet-basedwith no abilities that the character themself actually uses. If you likesummoning classes, this is the specialization for you. Pets can provideadditional damage and abilities and/or act as disposable tanks. Rangers also

    pair up well with Blood Mages (explained in the Mage Specializations below).The drawbacks are the mediocre stat bonuses and the fact that if a summonedanimal gets a killing blow, your party receives no exp for the kill.

    Summon Wolf (7) - summons a wolf. Can howl, which is an AoE defense debuff.Summon Bear (8) - summons a bear. Can slam, which is an automaticcritical if it hits and may knock the target back.Summon Spider (10) - summons a giant spider (noticing a pattern?). Can useWeb, which immobilizes an enemy, and Spit Poison, a ranged attack thatinflicts a Nature DoT.

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    Master Ranger (12) - Gives a power boost to all your summons, so you shouldget it if you use your summons regularly. The wolf becomes a blight wolf, thebear becomes a great bear, and the spider becomes a poison spider.

    2.3 - Mage Specializations [DAOS2.3]

    SHAPESHIFTER

    Source: Can either be learned from a manual bought from Varathorn, or taughtby Morrigan if her approval rating is Neutral.Bonuses: +2 Constitution, +1 Armour

    The Shapeshifter specialization is one that had a lot of cool potential butunfortunately fell short in practice. While each of the abilities is usefulin its own right, the long casting time on shapeshifting and the extremereduction in tactical options (you can't use any of your spells) whileshifted make it the least useful of the mage specializations.

    Shapeshifter talents:

    Spider Shape (7) - caster becomes a giant spider, gaining the Web (singletarget paralysis) and Spit Poison (ranged DoT) abilities as well as NatureresistanceBear Shape (8) - caster becomes a bear, gaining a bonus to armour and

    Nature resistance as well as the Slam (critical hit/knockback) and Rage(damage self-buff) abilitiesFlying Swarm (10) - caster becomes a swarm of winged stinging insects thatinflict Nature damage based on the caster's spellpower. Mana regenerationdrops to 0, and any damage the swarm takes is removed from mana instead ofhit points. The swarm is immune to normal missiles and has high evasionversus melee attacks, but is very vulnerable to fire.Master Shapeshifter (12) - boosts the capabilities of each shifter form.Spider becomes Corrupted Spider and gains the Overwhelm attack; bear becomesa Bereskarn and gains the Overwhelm attack; and the Flying Swarm gains healthwith every attack.

    ARCANE WARRIOR

    Source: Learned from a spirit in the ruined temple of the Brecilian ForestBonuses: +1 Dexterity, +5 attack

    The most unusual of the mage specializations. Basically allows you to becomea heavy melee fighter with unsurpassed defensive potential, but with greatlydiminished active spellcasting ability due to massively boosted fatigue.

    Arcane Warrior talents:

    Combat Magic (7) - a sustained self-buff that lets you use your Magic statrather than Strength to determine weapon damage (while active) and to satisfyweapon and armour prerequisites (passively once Combat Magic is learned).

    Also gives up to +10 attack based on your spellpower. Greatly boosts fatigue.Aura of Might (12) - adds bonuses to attack, defense, and damage while CombatMagic is active. This is pretty essential - learn ASAP.Shimmering Shield (14) - the best defensive self-buff in the game, ShimmeringShield is a sustained ability that grants a sizeable bonus to armour, andadds 75 points to all resistances except spell resistance (note that 75% iswhere elemental resistances are capped, but mental and physical resistancecan go up to 100). Imposes a heavy penalty on mana regeneration. As of patch1.02, it will deactivate once mana reaches 0. Try and have this up as much aspossible.

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    Fade Shroud (16) - grants a small bonus to mana regeneration and a 25% chanceto avoid incoming attacks while Combat Magic is active. Another essentialskill that should be learned right away.

    BLOOD MAGE

    Source: Taught by the Desire demon possessing ConnorBonuses: +2 Constitution, +2 spellpower

    Unbeatable for sheer offensive potential, Blood Mage is the way to go if youwant your mage to just be a spellcasting powerhouse. Be cautious when usingBlood abilities, though, as they have significant penalties that can resultin disaster if employed at inopportune times. If you like to nuke things intooblivion while hanging well back from the front lines, this specializationwas made for you.

    Blood Mage talents:

    Blood Magic (7) - a sustained self-buff that uses hit points rather than manato cast spells, and reduces the effectiveness of any healing spells or itemsused on you to 10% of their normal strength. The health cost of the spell is20% lower than its mana cost, and can be further reduced by Blood Mage-specific items found in the game.Blood Sacrifice (12) - heals the caster by sucking life force out of an ally.

    Can only be used when Blood Magic is active, and does not suffer the 90%healing penalty, but can kill the ally. A ranger's pets can be used as a'battery' of sorts for a Blood Mage ally with this ability. It's easier tomanage than it sounds, as damage to your ally never exceeds 50 points, andyou gain 2 hit points for every 1 drained.Blood Wound (14) - one of the most powerful crowd control spells in the game,Blood Wound paralyzes all enemies in a large AoE and inflicts a very strongDoT. Since Blood Mages tend to stack their Magic stat, this is nearlyimpossible to resist. Blood Magic must be active, and enemies without blood(such as golems) are unaffected. Used wisely, this attack can turn normallydifficult encounters into a joke.Blood Control (16) - allows you to turn an enemy into a temporary ally ifthey fail a mental resistance check. Depends on whether or not these

    abilities are your cup of tea.

    SPIRIT HEALER

    Source: Learned from a tome that can be bought either in The Wonders ofThedas or outside Warden's Keep. Contrary to what you'd expect, Wynne cannotteach it.Bonuses: +2 Magic, bonus to combat health regen

    The most support-oriented of the mage specializations, Spirit Healer is asolid choice for nearly any kind of mage, whether it's making you a betterhealer than you already are or giving you the option of being a great healerif things take a turn for the worse. The bonuses are great and the spells are

    all useful. Spirit Healers are the only characters other than Shale in statuemode that can heal more than one character at a time.

    Group Heal (7) - heals everyone in your group, regardless of how spread outthey are. Extremely useful, particularly when recovering from a large AoEattack like a fireball.Revival (8) - this spell is the only way to revive an ally in combat.Usually not necessary, but always nice to have as an option.Lifeward (12) - places a latent buff on the recipient that instantly healsthem for a decent amount whenever their hit points fall below 1/3 of their

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    maximum. A good spell to throw on your tank in any tough fight.Cleansing Aura (14) - a sustained AoE buff centred on the caster that sendsout pulses of healing energy to all allies in the area, with the heal amountdecreasing as allies move further away. Also heals all injuries of allies inclose proximity. Good for saving money on injury kits and in battles whereyour characters tend to stay tightly grouped, but you don't want to leave itrunning as it drains mana very quickly.

    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SECTION III: BUILDING THE WARDEN [DAOS3.0]%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

    The first thing you need to do when building your character is to decide whatkind of character you'd like them to be - what play style you prefer, whatrole you'd like them to fill, what you'd like them to be best at, etc. Below,I'll provide some guides for general character archetypes and how I'dapproach building them. If you've played through the game before and arefamiliar with your possible companions, you may want to build your Warden tofit the same role as a companion you don't like so that you don't have tobring them along, or a role that complements a party of 3 companions you dolike. Bear in mind that whatever role the Warden chooses, they will be thebest at it. Because of the bonus stats, skills, and talents you can and do pickup throughout the game, you will end up being better built than any of yourNPC companions are capable of being. For stat recommendations, I will specify

    whether the amount is the base amount (the amount shown when you'reallocating stat points after leveling up) or the modified amount (the baseamount plus all bonuses/penalties you are receiving from your specializationsand equipped gear).

    When choosing skills, it should be noted that the Warden is the onlycharacter that may learn Coercion, and thus it's a good idea to put at leasta point or two in here, as it will unlock a lot of very profitable optionsalong the way. This is true for all builds, and is particularly easy to do asa rogue.

    It should also be noted that I strongly advocate taking both lockpicking/trapdisarming and stealth skills on rogue Wardens. They're just plain too useful

    to pass up, even if it means having to delay other talent choices. You can havethe lockpicking role covered by Leliana or Zevran if you wish, but there'llbe a few locked chests where you won't have access to them and won't be ableto open unless you can do it yourself. The exception to this is if your roguehappens to have very high Cunning modifiers, as they will not require as higha rank of lockpicking/disarming talents if they do.

    A quick summary of the roles covered and what they excel at:

    The Tank - combining spectacular dodging with huge armour absorption and 360degree defense, the Tank maximizes the Warrior's survival potential whilekeeping their allies safe.The Two-Hander - the king (or queen) of spike damage, this build can shred

    bosses and crank out huge damage numbers but is more limited in drawn outcombat.The Dual Wielder - unleashing a constant barrage of smaller but still potentblows, these melee fighters have unsurpassed sustained damage output andgreat potential for inflicting on-hit effects, such as runic boosts.The Archer - master of harassment from afar, you can inflict status effects,respectable damage, and a little crowd control from the safety of the rear.The Nuker - a mage focused on maximizing their pure destructive potential.Whole armies can be levelled by the spells you'll unleash.The Support Healer - even a tank can't do as much to keep their team alive as

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    a good support mage. You are your team's best friend.The Debilitator - while not as spectacularly damaging as many other mages,the Debilitator can make any enemy cry with the sheer volume of debuff andcrowd control spells available to magi.The Spellsword - built around the Arcane Warrior, this unusual mage becomes awalking wall of magic-infused melee damage absorption. Relatively low damageand greatly decreased spellcasting potential, but almost unsurpasseddefensive might via sustained abilities.

    I'll provide a relative difficulty rating at the end of each role based on myexperience playing them.

    3.1 - The Tank [DAOS3.1]

    The tank's whole purpose in life is to make enemies attack them rather thantheir companions and soak up as much damage as possible for as long aspossible without dying. The two critical characteristics of a tank aremaximized survivability through some combination of hit points, defense,armour, talents and healing sources, and management of monster hostility sothat they can protect their allies. This role is a bit weak at first, as youhave access to only weak armour, which won't change until you can boost yourstats to meet prereqs and get to areas where you can acquire or purchasebetter gear. In addition, the stat you have to raise first is one that won'thelp your survivability much in and of itself, and you have to raise it a

    lot. Bear all this in mind.

    Base class: Warrior. You can also make a fair argument for Mage with the ideaof going Arcane Warrior, but management of enemy hostility is far moredifficult as a mage than it is as a warrior.

    Critical talents:

    Powerful - you will spend your whole life in the heaviest armour possible,and more hit points is never a bad thing.Threaten - one of the ways you make things attack you and not your allies.Essential.Taunt - to draw enemies onto yourself when Threaten isn't enough.

    Shield Wall - the lifeblood of your survivability. Get this ASAP and have iton at all times.Shield Tactics - immunity to flanking is a lifesaver in a number of toughfights.Shield Expertise - immunity to knockdown in Shield Wall mode is extremelyuseful. A tank that's on their ass isn't doing their job.Shield Mastery - this goes without saying, as it makes all your shieldabilities better.

    Good talents:

    Bravery - you will spend most of your life being surrounded by lots ofenemies. Might as well make the best of it.

    The Shield Bash Tree - all the attacks in this tree are useful when you canspare the talents, both for supplemental damage and for crowd control.Death Blow - might as well get some stamina for killing things once you canspare the talents.Shield Defense - good to use until you get Shield Wall; if you rely more ondodging than armour, you may want to continue using this.Precise Striking - the critical hit bonus can be useful if you get hit withan inopportune Misdirection Hex. Depending on your preferences, you may wishto have this on all the time.

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    Specializations:

    Champion - a great choice if you want to support your party. The bonus todefense will also help out your tanking, and War Cry can aid yoursurvivability and crowd control.Templar - Cleanse Area is always useful, but probably the best thing aboutthis specialization is some of the gear it unlocks. A favourite for tanks.Reaver - useful for the corpse eating heal (particularly if you have no magehealer) and the boost to Threaten and Taunt. The last two abilities probablyshouldn't be used.Berserker - probably the least useful specialization for a tank. Doing damageisn't really your job.

    General stat spread:

    Strength: 42 modifiedDexterity: as high as possibleWillpower: 20-30ish modified depending on how much you like using active talentsMagic: 20ish modifiedCunning: 16 baseConstitution: 30ish modified

    The general idea with tank stats is that you want to focus on Strength first,so that you can start wearing heavier armours as soon as possible. If you

    have the Blood Dragon Armour DLC, then this can allow you to get into a verynice set of armour quite early on in the game, which will do wonders for yourdurability. While investing in Dexterity or Constitution early on would domore to keep you alive during the first few levels, it's a worse option inthe end. A lot of the other stat recommendations I listed can be fulfilledsimply by doing the Broken Circle quest and getting all the permanent statbonuses there. Willpower and Magic are really totally up to you, depending onhow much you use stamina and how important you think it is to get more orless healing from poultices. Cunning should be 16 base so that you can maxout any skill you want, like Coercion; anything above that is up to you.Constitution is also largely up to personal taste; some people like to put alot of CON onto tanks, but in general, it's not as helpful as you mightthink. Each point of CON only gives you a 5 hp boost, which is pretty paltry

    and generally only delaying the inevitable in a tough fight. By contrast,high Dexterity can turn your tank into an unholy walking wall. Great dodgingability from a combination of Dexterity and boosts from your sustained shieldabilities will mean that on top of your spectacularly high armour absorptionvalue, you're also difficult to hit. When I've played around with stackingDEX versus stacking CON, I've found DEX does a lot more to keep my tank alivethan CON does. You can actually achieve very high defense values with a DEX-stacked shieldtank.

    Difficulty rating:

    Early game - HardMid game - Average to easy

    Late game - Very easy

    3.2 - The Two-Hander

    Two-Hander builds tend to be designed to do as much single-hit melee damageas possible, while having enough survivability to live to tell about itafterward. On top of having great damage output, you can make use of heavyarmours and gain yourself a respectable hit point pool to keep you goingafter a hard knock or two. The Two-Hander also excels at inflicting debuffson tough single targets, like bosses, while being highly resistant to status

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    effects yourself. Add in a little crowd control and AoE capability into themix, and you have a melee force to be reckoned with. You will be focusing afair bit on your activated talents, as spike damage is truly where this buildexcels. Because of your painfully long swing time, you really don't want torely on autoattacks any more than you absolutely have to; stamina managementto keep dishing out active talents is key in this build.

    Base Class: Warrior. The other two don't make sense because you can't learnany two-handed talents.

    Critical talents:

    Powerful - armour and hit points will be your major way of living throughbattles.Sunder Arms - on top of debuffing attack, this is actually one of your bestDPS skills, as it hits twice, doesn't cost much stamina, and has a relativelyshort cooldown. It'll regularly do more damage than Mighty Blow and will beready again sooner. And you can get it nice and early due to its lowplacement in its talent tree.Sunder Armour - a more useful debuff than Sunder Arms and about the samedamage output, but with a longer cooldown, a higher stamina cost, and moreprerequisites. Still a must-have.Bravery - you'll be in the thick of it very often, and damage bonuses arealways welcome in this build.

    Death Blow - with your huge hits, you'll get killing blows pretty often.Gaining stamina for each one will help power your active talents.Indomitable - damage bonus and knockdown/stun immunity? Score. Sign me up.I'd use this for the stun immunity alone, particularly later in the game whenyou get swarmed by scattershotting archer hordes.Stunning Blows - once you have this talent, every critical hit you land willhave quite a good chance of also stunning your opponent. A great passive.Mighty Blow - your bread-and-butter DPS skill for the early levels, and stilluseful later on.Destroyer - basically a passive Sunder Armour with every attack. Why the hellnot?Two-Handed Sweep - probably the best melee AoE in the game. It's 360 degrees,like Whirlwind, but seems to do slightly better damage and has a powerful

    knockdown.

    Good talents:

    Pommel Strike - being able to knock an annoying baddie on their ass is alwayshandy. Unfortunately, you can usually only get one swing in before they're upon their feet again. However, its low cost and how early you can learn itmake it handy, particularly for disrupting spellcasting.Precise Striking - good to pair up with Powerful Swings or Indomitable,particularly in the early levels when your attack bonus isn't that high yet -after all, a miss hurts a lot for a two-hander because of how long yourrecovery is. You'll barely notice the decrease in speed, since it's absoluterather than relative, and you'll get a nice crit bonus too, which works

    particularly well with the Stunning Blows passive.Powerful Swings - good for mowing through grunt-level enemies. Since it canbe used at the same time as Indomitable, it's good to have it on once you getTwo-Handed Strength to reduce the penalties.Critical Strike - another good spike DPS skill, much like Mighty Blow butwith a slightly different effect. Get it eventually, but it's not a priority.Disengage - to lose enemy hostility in a pinch. Definitely not a priority,but it can come in handy.

    Specializations:

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    Berserker: Yes, yes, and more yes. This specialization is all about improvingyour damage, and that's what you do. This is pretty much a no-brainer.Reaver: This specialization can work out okay. Corpse eating to heal is goodin a pinch, and if you do happen to lose some hit points, you may as well geta damage bonus for your trouble. Be careful with the AoE DoT, because thatcan take hostility away from your tank and stick it onto you, which is badnews.Champion: Not a bad choice, as more Willpower means more stamina, War Cry canbe good for giving yourself a bit of breathing space if you get surrounded,and buffing your group is rarely a bad thing.Templar: Cleanse Area never hurts, but you'll already be getting a mentalresistance boost from Berserk and you attack so slowly that the mana drainthing will have minimal impact. I'd only take it if you want to wear templargear.

    General stat spread:

    Strength: this should be where most of your stat points goDexterity: 18 baseWillpower: 25-40 modified depending on your style and what gear you haveMagic: irrelevantCunning: 16 baseConstitution: put whatever points aren't going into Strength or Willpower here

    The idea with this stat spread is that you should be doing damage rather thantaking it. High Strength from the early game onward means access to greatgear and more damage output, as well as a high attack rating. It's hard to gowrong with Strength in this build. Dexterity is just high enough to getDisengage; if you don't want Disengage, it can be lower. You could try makinga two-hander that uses dodging for a bit of emergency defense, but I haven'tfound that to work very well so far. I like to use high Constitution instead,since two-handers can't benefit from the defensive bonuses that shieldtanksget, so even with fairly high Dexterity, they still won't be very good atdodging. For the times that you take damage, you'll generally be better offrelying on armour absorption and a decent hit point pool. Strength isdefinitely a higher priority than Constitution though, as each point of

    Strength will give you more benefit in general. Magic's only effect is tomake poultices heal you for more, and you shouldn't be taking damage all thatoften if your tank is doing their job. Cunning to base 16 for skills. The endgoal is to create a character that can hit like a mack truck and can survivea beating long enough for your group's tank to get enemies under control.Alternately, you can forgo Constitution and focus on stacking Strength forsome hideously high damage output, but it's a riskier path and requires thatyou put a lot of faith in your tank's ability to control hostility. Make surethat between gear and Willpower that you have a decent stamina pool, as thisbuild really only shines when you are unleashing chains of SunderArms/Armour, Mighty Blow, Critical Strike, and Two-Handed Sweep. I like toget my base Willpower somewhere around 20 and supplement with nice Willpoweror stamina-boosting gear, then build 2 Strength 1 Constitution per level

    until I have a comfortable pool of hit points into the 300s or so. Afterthat, it's pretty safe (and very effective) to just pile on the Strength.

    Difficulty rating:

    Early game - AverageMid game - EasyLate game - Easy

    3.3 - The Dual Wielder [DAOS3.3]

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    This will actually be two different guides, as you can do this effectively aseither a rogue or a warrior. The role of the dual wielder is to crush enemieswith many lightning fast attacks as opposed to single large hits. The focuswill be more on finesse, incapacitation and the element of surprise thanbrute frontal power. Dual wielders can get maximal effectiveness out of runesthat activate on a per-hit basis, like damage and paralysis runes. When builtcorrectly, dual wielders have the highest sustained melee damage output ofany character type.

    3.3a - The Rogue Dual Wielder

    I feel that this is a more well-rounded dual wield build than the warriorvariant, though both are very strong in their own ways. Rogues can take thisbuild to a truly frightening level due to how well their class mechanics andspecializations synergize with the dual wielding style.

    Base Class: Rogue, obviously.

    Critical talents:

    Momentum - this should always be the talent you work toward in dual wieldingbuilds. It is the backbone of the entire build and one of the most powerfulsustained abilities in the game. The only time you shouldn't prioritize this

    is if you're planning on having Haste up all the time, because the two do notstack.Dirty Fighting - probably the very first talent you learned, and one of thebest single target stuns in the game. Useful right off the bat, and extremelyuseful once you pair it up with Coup de Grace.Combat Movement - makes it far easier to flank enemies.Coup de Grace - automatic backstabs on stunned/paralyzed enemies? Very yes.Lethality - your Cunning will almost certainly end up higher than yourStrength, and +10% critical hit chance is nothing to sneeze at.Combat Stealth - the ultimate in losing hostility and repositioning for morebackstabbing. Stealth also makes you a terrific mage neutralizer.The Dual-Weapon Training tree - the better you are at dual wielding, the morelikely you are to land hits. Always a good thing. Get the first two in the

    tree sooner rather than later.Riposte - another stun for your arsenal; a perfect trifecta with DirtyFighting and Coup de Grace.Punisher - lets you work in some excellent spike damage with your sustainedDPS output.

    Good talents:

    Cripple - a solid single target debuff, good for bosskilling.Flurry - useful when an enemy can't be backstabbed. Not as good as Punisher,but it costs a bit less and you can get it earlier.Dual-Weapon Sweep - a quick, cheap attack to boost your AoE damage.

    Specializations:

    Duelist: An excellent choice. Keen Defense will give a nice boost to yoursurvivability, and Pinpoint Strike will let you shred even backstab-immunetargets with ease.Assassin: Another excellent choice. The various boosts to your damage willall let you do your job better.Bard: Not a bad choice if you want to support your group while also fighting,but not nearly as complimentary as Duelist or Assassin.Ranger: The powers of this specialization generally won't help you all that

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    much. Not useless, but not a great synergy either.

    General stat spread:

    Strength: 20 modified (22 if you want to use Cadash Stompers)Dexterity: as high as you can get itWillpower: pure personal preferenceMagic: irrelevantCunning: at least 30 modifiedConstitution: irrelevant

    Since patch 1.02, I feel that there's only one good way to go with the dualwielding rogue: a pair of good daggers and as much DEX as you can humanlycram onto yourself. With Lethality, the only thing you need Strength for isequipping items. You can wear any drakeskin leather armour with 20 Strength,so that's where you should cut it off. Willpower will depend entirely on howmuch you like using activated talents - this build can work fine eitherskillspamming or almost purely relying on autoattacks from Momentum. Magiconly boosts your poultice healing, which shouldn't really be necessary, andyou shouldn't be getting damaged enough to warrant boosting Constitution.You'll likely want 30 modified Cunning so that you can disarm any trap andpick any lock in the game, as well as giving you a boost to other relevantskills like Coercion and Stealing. Cunning will also help your armourpenetration, though that'll already be pretty good thanks to dagger stats,

    and with Lethality it'll also give you a general damage boost. If you choseBard as one of your specializations, you may wish to raise Cunning higher toboost your buff strength. With Dexterity as your stat focus and a good set ofgear, you'll find that both your damage output and your dodge tanking abilitywill both be extremely high, making all but the toughest fights a breeze towaltz through. This build is easily one of the most potent in the game. Popinto stealth, disarm any traps waiting for you, and walk behind the targetyou want to neutralize first (mages are always a good choice). Move yourparty's tank into view, pop out of stealth, stun your target and watch thebackstabs fly.

    Difficulty rating:

    Early game - AverageMid game - Average to easyLate game - Very easy

    3.3b - The Warrior Duel Wielder

    This build is similar to the rogue version, but will have some noticeabledifferences. Because you do not have backstabs to supplement your damage, youwill be focusing more on head on combat and making your normal strikes aseffective as possible. Also as a result of losing backstabs (and, byextension, losing extremely high damage output from well-placed autoattacks),you will be more focused on active skill use in this build than in the roguebuild, making Willpower proportionally more important. Having high Strength

    and two full-sized weapons will go a long way toward making up the backstabdamage deficit, and being able to use heavier armour without incurring asmuch fatigue helps to offset having less dodging than your rogue counterparts.

    Base Class: Warrior, obviously.

    Critical talents:

    Momentum - while this is somewhat less awesome without backstabbage, it'sstill a cornerstone of any dual wield build. Get ASAP, unless you're planning

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    on using Haste all the time.Powerful - there's really no warrior builds where this isn't a useful talent.Less fatigue and more hit points all from an early talent is bitchin'.The Dual Weapon talent tree - as a warrior dual wielder, you'll probably wantto get the entire thing sooner rather than later.Riposte - your only stun, and stuns are always useful.Cripple - a nice debuff for taking down tough single enemies, like bosses.Punisher - a warrior dual wielder should be able to put out a huge amount ofdamage with this attack; easily one of the best spike damage talents in thegame, and a must-have for this build.Bravery - you'll spend a fair bit of your time in the thick of it, andBravery will make you stronger when you are.Death Blow - since you'll be using a lot of active talents, gaining staminaback for killing blows will help you keep it up.Dual Weapon Sweep - considering its low cost, short cooldown, and how earlyyou can get it, this is a surprisingly good talent for a little bit offrontal arc AoE spike damage.

    Good talents:

    Precise Striking - this can be a good ability to throw on if you're aiming toimprove your autoattacks by boosting your critical hit rate. It's also goodfor counteracting a pesky Misdirection Hex, which enemy mages love casting onyou. Note that it drops autoattack speed, though.

    Dual Striking - the opposite of Precise Striking, this is a good sustained toactivate early on in the game, since you can't backstab and your critical hitrate will be low even if you're using daggers.Disengage - if you end up catching more hostility than you'd like, use thisto turn their attention back to the tank where it belongs.Flurry - basic multi-hit activated damage talent.Whirlwind - I find this talent more useful on warrior dual wielders than theirrogue equivalent. Still, considering it's an end tree talent, I find the cost-to-damage ratio a bit on the chintzy side. At the very least, you can chipaway at that achievement.

    Specializations:

    Berserker - most likely the best choice for this build, as it gives you thatlovely damage bonus. The dual wielding style of many smaller hits is actuallya pretty good compliment to Berserk's absolute (as opposed to relative)damage bonus, which makes you an utter wrecking ball in the early game andstill a great performer later. Access to this specialization is one of thereasons to play warrior rather than rogue in a dual wielder build.Templar - an interesting choice for this build, since you will probably havedecent Willpower, and the rapidity of your strikes means you may actuallynotice the mana-draining effect.Champion - since you'll have to have at least decent Dexterity for this buildin order to get all the dual wielding talents, the Champion's combination ofWar Cry and Rally may aid your survivability some. Just watch that you don'tpull a bunch of hostility by using AoE effects.

    Reaver - probably the least suited specialization to this build. About theonly terribly useful thing would be the corpse eating, but you shouldn't begetting hit a lot if your tank is doing their job.

    General Stat Spread:

    Strength - see belowDexterity - at least base 36Willpower - you'll probably want at least 30 modified or equivalent +staminagear

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    Magic - irrelevantCunning - base 16Constitution - see below

    The dual wielding warrior is one of the setups that allows for a large numberof potential build possibilities, all of which have associated plusses andminuses. It's hard to say which is the 'best' build, since the warrior setupdoesn't really lend itself to any particular stat loadout. What's generallyconsistent between these builds is having at least 36 Dexterity to max outthe Dual Wielding talents, a fairly high Willpower to be able to use activeskills often while running a couple sustained abilities, and the standard 16Cunning for learning skills.

    Variant 1: DEX stackingThis variant is built pretty similarly to the rogue dual wielder. Get as muchStrength as you need to wear the armour you want (probably only need 20modified or so, since most of the best bonuses for this style of fightingcome from light armour anyway), don't bother raising Constitution much (if atall), and crank Dexterity as high as you can. You would use dual daggers forthis build, meaning that maxing out the Dual Wielding proficiency tree is arelatively low priority. You'll never be able to achieve the dodge defense ofa rogue, but you'll be a little sturdier and will suffer from a bit lessfatigue. This used to be a poor option, but with the dagger fix in patch1.02, it has become quite viable.

    Variant 2: STR stackingThis variant is built around getting to Dual-Weapon Mastery sooner ratherthan later so that you can use two normal-size weapons at the same time. Withthis build, you'll cap your Dexterity at base 36, add just enoughConstitution that you feel comfortable surviving (probably not much higherthan 20 base), and pump all the rest into Strength to massively boost yourdamage output. With this build, you can have some pretty devastating weaponcombinations, such as Starfang in one hand and the Keening Blade (or perhapsa Vanguard, Bloodline, or even better, a Veshialle if you want a non-sword)in the other. This is probably the most death-prone of the variants, sinceboth your hit points and dodging ability will be low, but you'll be able towear excellent armour, and your tank should be taking most of the hits

    anyway. For killing things frighteningly quickly, this is likely the bestvariant, and my personal favourite, give or take a couple CON points.

    Variant 3: STR/CON balancingThis variant is fairly similar to the two-handed build suggested earlier,balancing damage output from Strength with some survivability gained throughConstitution. While you shouldn't be taking hits that often, it's inevitablethat your tank will have a few enemies slip free of their hostility control,and even a tank that's doing their job can't necessarily save you from bigspell AoEs and the like. This build will never have the damage output of aStrength stacker, but will have far more margin of error if things go poorlyor you encounter some nasty surprises. You'll still want to put the majorityof your points into Strength, but the proportion will be largely up to your

    personal tastes; a general template might be to go 2:1 STR:CON.

    Difficulty rating:

    Early game - Hard to averageMid game - AverageLate game - Easy

    3.4 - The Archer [DAOS3.4]

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    Again, this will be two different builds as you can be an archer as both awarrior and a rogue; your choice of base class will have a significant impacton how this fighting style performs. The archer's role is to hang back fromthe front lines and pick targets of opportunity to incapacitate and slay oneat a time (though they do get a rather nasty AoE ability, but only one, soyou're hardly going to be an AoE powerhouse the way a mage can be). Archersmake great mage killers and group supporters, and pack a good punch againstbosses, but can get swamped if they get surrounded by lots of foes, so makesure your tank's doing their job. Long charge times on most of their powersmeans that, like mages, archers are at their best when they have somebreathing room.

    3.4a - The Rogue Archer

    In general, I feel that rogues are the better base class for archers, sincetheir specializations offer better synergy. They might be slightly inferiorif you're planning on using crossbows, though.

    Base Class: Rogue, obviously.

    Critical talents:

    Melee Archer - at some point, you're going to get hit with melee attackswhile trying to shoot. Getting disrupted constantly gets old fast.

    Critical Shot - great single shot damage.Arrow of Slaying - this is essentially instant death to the target of yourchoice. It outdamages any other weapon talent in the game by a country mile.Get ASAP. Nabbing the 'Heavy Hitter' achievement is laughably easy with thistalent.Rapid Shot - this is a great sustained ability for the early game, when youdon't have access to bows with the Rapid Aim property.Scattershot - Your one AoE, and it's a beauty, too. One of the best crowdcontrol attacks in the game.Master Archer - makes all your archery talents better, and lets you wear heavyarmour without any archery drawbacks. What's not to like?

    Good talents:

    Dirty Fighting - good for getting some breathing space when a pesky enemymanages to get into melee range.Lethality - you'll probably have more Cunning than Strength as a rogue, soyou may as well capitalize on it. Too bad the critical hit bonus only affectsmelee. You can ignore this talent if you're planning on using crossbows.Aim - a decent sustained mode for enemies with very high defense, or for whenyou're under the effects of a Misdirection Hex.Suppressing Fire - a sustained mode that makes every shot debuff enemy attackscores, and it stacks, too. Can be paired up with other sustained archeryabilities, like Rapid Shot.Pinning Shot - good for keeping an enemy at range when you get the jump onthem.

    Crippling Shot - a handy debuff for boss fights.Defensive Fire - you may wish to toss this on if your tank loses hostilityand you find yourself in hot water.

    Specializations:

    Bard - one of the best specializations to pair up with archery, especially ifyour goal is to be a supporter for the rest of your team. The bard song buffsaffect your whole party even if they're not near you. The stat bonuses areuseful as well.

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    Duelist - another great specialization for archers. While two of the fourtalents are largely useless, the benefits of the Dueling sustained are veryhelpful.Ranger - this specialization pairs up better with archers than dual wielders,as it provides another party member to distract things and keep them out ofyour hair.Assassin - probably the least useful specialization for an archer, as youwon't be inflicting backstabs. The Dexterity bonus is quite nice, but asidefrom that, it's not a good pairing.

    General stat spread:

    Strength - 20 modified (or whatever your gear of choice demands for prereqs)Dexterity - generally very high; see belowWillpower - 20 modified or moreMagic - irrelevantCunning - moderate to high; see belowConstitution - irrelevant

    There's generally two ways that I feel would be effective in building a roguearcher, though your actual preference may fall somewhere a bit outside orbetween these two. The common elements of both are only getting enoughmodified Strength to satisfy equipment requirements - this will be higher ifyou want to use heavier armour or high tier crossbows. Willpower shouldn't be

    too low, since you'll want to have a sustained ability or two running butstill be able to make good use of all your active talents, which tend to bequite costly. The various bonuses you get to Constitution as you go throughthe game should be enough to give you a decent pool of hit points, so Iwouldn't recommend raising it much, if at all. The main differences betweenthe two variants will be how you distribute your stat points betweenDexterity and Cunning.

    Variant 1: DEX stacking

    This build raises Cunning enough to make your rogue skills perform at a highenough level to get you through the game (30 modified), and puts the rest ofyour remaining points into Dexterity. The benefits of this are that you will

    get both good damage and good accuracy out of any ranged weapon you choose.It's particularly valuable to crossbow rogues, as Cunning will have no effecton their damage. DEX stacking also has the added value of giving you greatdodging ability, meaning that you can tank quite well in a pinch.

    Variant 2: DEX/CUN balancing

    This build is oriented toward longbow and shortbow rogues, particularly thosewho wish to get the most out of the Bard specialization. In this build, youwill still have a lot of Dexterity, but you will also want to invest a fairbit in your Cunning stat, getting it to modified values of 50 or more. Whilethis will cost you in terms of accuracy and your dodging ability, you won'tlose any damage, and will in fact do better damage against heavily armoured

    targets due to the bonus to armour penetration from high Cunning scores. Youwill also be an outstanding skill user even if you don't get the maximum rankfor those skills, which can allow you to get a greater breadth of skills orsave a talent on lockpicking. Because of your lowered dodging ability, you maywish to invest a bit more in Constitution than a DEX stacker would, orpossibly wear medium or heavy armour rather than light armour. This buildwill generally have lower solo performance than the Dexterity-stackedvariant, but will make a better group supporter.

    Difficulty rating:

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    Early game - Very hardMid game - Hard to averageLate game - Average to easy

    3.4b - The Warrior Archer

    A relatively uncommon build for the Warden, but a viable one nonetheless. Thedownside is that the warrior specializations tend to do very little tocompliment ranged fighting styles. However, warriors do gain the benefit ofhaving more hit points, stamina, and base attack bonus than rogues, and mostimportantly, gain a bonus to fatigue due to their talents, which can be asurprisingly large asset when using the archer's costly attacks.

    Base Class: Warrior, obviously.

    Critical talents:

    Powerful - again, this is pretty much a no-brainer for any warrior, and thefatigue bonus is particularly useful to archers.Melee Archer - getting disrupted by melee attacks is never a good thing. GetASAP.Death Blow - I'm not actually positive whether or not this works for rangedattacks. If it does, it'll be quite helpful. If not, disregard it.

    Critical Shot - a great damage talent.Arrow of Slaying - your one hit wonder power; instant death to the majorityof enemies you'll come across. Get ASAP. Totally worth the long cooldown,high cost, and stamina regen penalty.Scattershot - crowd control at its finest.Master Archer - makes what's good even better. Should be a relatively highpriority.Rapid Shot - a good sustained mode, particularly for the early levels whenyou won't have much of a critical hit rate anyway.

    Good talents:

    Precise Striking - a passive mode that does pretty much the same thing as

    Aim, but unlike Aim, it can be active at the same time as Rapid Shot. Can begood to throw on against enemies with high evasion.Disengage - for getting out of tight spots when your tank loses hostility.Perfect Striking - archery tends not to be as accurate as melee; this talentcan help to offset this against tough enemies.Aim - generally lower damage output than Rapid Shot, but can be preferableagainst high evasion targets or if a Misdirection Hex is thrown on you. Notethat it does not actually boost your critical hit rate, as crit boosts forranged seem to be largely nonexistent except on a couple pieces of gear.However, Rapid Shot drops your critical hit rate to 0, so Aim can bepreferable nonetheless.Pinning Shot - good for keeping a tougher enemy at bay.Crippling Shot - a nice boss debuffer.

    Shattering Shot - a decent single target debuff/crowd control combo of armourpenalty and possible knockdown.Suppressing Fire - a good sustained to pair up with Rapid Shot, as itinflicts a stacking debuff to attack bonus with every hit.

    Specializations:

    Champion - while not as well suited to archers as the Bard specialization,Champion is still definitely one of the better choices as you'll be able tobuff nearby allies and give yourself some room to breathe if you get

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    surrounded by using a Superiority-boosted War Cry.Templar - Most of the talents are melee-based and thus kind of useless, but themental resistance boost can be handy.Berserker - mostly useless, as the best bonuses occur only when you're usingmelee attacks. However, if you really want a health regeneration boost orsome bonus Strength and hit points, take this specialization.Reaver - probably the worst choice, as the bonuses are pretty weak and thetalents are almost completely useless to a ranged fighter.

    General stat spread:

    Strength - between 20 and 38 modified, depending on desired gear prereqsDexterity - where most of your stat points should end upWillpower - 20 modified or moreMagic - irrelevantCunning - 16 baseConstitution - irrelevant

    The idea with this spread is to have enough Willpower to allow you to useactive attacks regularly, enough Strength to wear all the gear you want,enough Cunning to max out whatever skills you desire, and the rest put intoDexterity. Between the base hit point growth of warriors, the bonus fromPowerful, and any Constitution bonuses you gain throughout the game, you'llhave more than enough hit points to function well as an archer, and you

    shouldn't have to be relying heavily on poultice healing. The biggestvariable here will be the kind of gear you want to use. Shortbows, longbows,and light armour will have minimal Strength demands, while heavy dragonbonearmour and crossbows will have high demands. There's not really much point inStrength stacking even if you use longbows, since you gain just as muchdamage from Dexterity plus increases in accuracy and dodging. Wearing massivearmour is a bad idea because it penalizes your archery.

    Difficulty rating:

    Early game - Very hardMid game - HardLate game - Hard to average

    3.5 - A Preface on Mage Builds [DAOS3.5]

    This will be a more complicated section, as mages function quite differentlyfrom rogues and warriors in general. As the latter classes, it generally paysto pick one combat style and stick with it, whether it be dual wielding, two-handed weaponry, weapon-and-shield, or archery. Dabbling in other weapontrees usually yields very little benefit to your character, if any. However,with mages, they are equally viable when drawing heavily from a single schoolof magic, or dabbling a little in all of them. This means that a mage canpack more variety and versatility into a single character build than warriorsor rogues can. I will be laying out fairly specialized roles for magecharacters to fill, but in all likelihood any mage Warden you make will be a

    blend of these roles for the sake of versatility. In addition, the ArcaneWarrior specialization is so distinctly different from any other build in thegame that it will get its own little section at the end.

    Some spells are useful to a wide variety of mage roles and builds. I'll listthem below.

    Staff Focus - adds a boost to your autoattack damage with staves. Nothing toprioritize, but it adds up over time.Arcane Mastery - a bonus 5 spellpower. Definitely not a priority, and

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    unfortunately at the end of a feat tree, but if you have spare feats, itcan't hurt.Heal - right at the start of a tree so you can get it without any prereqs.It's almost never a bad idea to have some kind of heal.Heroic Aura - one of the few banes of your existence as a mage is archers,and this helps counter the threat they pose.Glyph of Repulsion - a fantastic ability for warding off pesky melee typesthat cramp your style. You can giggle to yourself as they futilely bouncearound trying to get to you.Death Syphon - arguably the most broadly useful mage sustained ability, DeathSyphon lets you suck the energy out of corpses to replenish your mana.Mind Blast - A fast casting AoE stun with no prereqs. Can be a reallifesaver, particularly early in the game.Rock Armour - a sustained you can toss on to give yourself an instant andsizeable armour boost. Never hurts to have this around as an option.

    3.6 - The Nuker [DAOS3.6]

    This role specializes in a scorched-earth approach to combat, filling therole typically associated with invoker-type mages in other games. The focuswill be on both leveling whole armies of normal enemies with devastation areaof effect spells, and being able to fry single tough enemies like bosses withequal ease. You will be a bit of a 'glass cannon', but it won't matterbecause things will usually die before they can do much damage to you anyway.

    The sheer carnage this role can wreak on the battlefield is unmatchable byany other.

    Base class: Mage

    Recommended Spells:

    Tempest - a nice electrical AoE that damages and drains the mana/stamina ofanyone in its radius for a while. Half of the Storm of the Century combo(more on combos at the end of the mage builds).Blizzard - a nice ice element AoE that does damage and can freeze anyone inits radius. The other half of the Storm of the Century combo.Fireball - a quick casting, potent fire AoE that knocks back and inflicts a

    DoT on everything it hits.Earthquake - a large earth AoE that damages and can knock down anything inits radius for its duration.Spell Might - for when you want to rapidly overwhelm enemies with fewerspells. A great fit for the Nuker role.Virulent Walking Bomb - stick a DoT on an enemy in the middle of a group, andwhen they die, they explode, inflicting huge damage on everything around them.Crushing Prison - one of the best single target abilities in the game, thisparalyzes and inflicts a powerful DoT that will be a death sentence to allbut the strongest of enemies.Chain Lightning - a forking lightning spell that's good for inflicting a lotof damage quickly to a large group of enemies, as well as rapidly drainingtheir mana and stamina reserves.

    Stinging Swarm - a potent Nature spell that damages one enemy at a time untilthey die, hopping from foe to foe for its duration.Mana Clash - the magenuke; turns an enemy spellcaster's mana against them,using it to fuel the damage caused by this spell. This is guaranteed deathfor the overwhelming majority of mage enemies in the game. Almost feels likecheating, since the enemy never turns the tables by using it on your mages.Death Cloud - a large AoE that inflicts Spirit damage with each pulse for itsduration.

    Specializations:

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    Blood Mage - the perfect fit for this build. The Blood Mage's abilities are agreat compliment to the Nuker's play style.Spirit Healer - a good choice, with nice stat bonuses and the ability to giveyour group a boost when the need arises.Shapeshifter - not a good choice, as you sacrifice all of your AoEdevastation by changing forms.Arcane Warrior - though the protective bonuses from Shimmering Shield can benice in a pinch, you generally won't want to suffer the fatigue and manadrain that comes along with these abilities.

    General stat spread:

    Strength - as low as possibleDexterity - as low as possibleWillpower - low to moderate, depending on how much you use Blood MagicMagic - where the majority of your points should be going; very highCunning - 16 baseConstitution - low to moderate, depending on how large a 'pool' you like tohave while using Blood Magic

    Strength is useless to almost every mage build. Dexterity won't help thisbuild much either, since you aren't meant to survive in melee combat - youshould be avoiding it either by hanging back while your tank does their job,

    and/or by slaughtering everything before it can get near you. Willpower willdepend on how much casting you want to be able to do outside of Blood Magic,so this is a matter of personal preference. Higher Willpower is necessary tokeep up lots of casting if you are not a Blood Mage or only use Blood Magicoccasionally. Cunning should be base 16 for skill use, as it serves littleother purpose for this build. Constitution is generally not a priority as youshouldn't be taking much damage, but it increases your mana pool and givesyou more of a cushion for mishaps while using Blood Magic or facing offagainst lots of archers. The main stat focus of this build is Magic, whichshould be stacked very high for maximum effectiveness. This has the addedbenefit of making both health poultices (outside of Blood Magic) and lyriumpotions extremely effective. A nuker with a high Magic stat should have notrouble laying waste to whole platoons of enemies.

    Difficulty rating:

    Early game - Very easyMid game - Very easyLate game - Easy

    3.7: The Support Healer [DAOS3.7]

    In direct contrast to the Nuker, this role focuses on making your alliesstronger and keeping them in the fight for as long as possible. For the mostpart, you won't have much spare time or mana to be casting offensive spells,instead devoting them to healing and buffing effects designed to maximize the

    performance of your entire group. This is probably the easiest mage role tostick on AI autopilot, as healing can be achieved relatively effectively witha good tactics slot setup.

    Base Class: Mage

    Recommended Spells:

    Weapon enchantment spells, e.g. Flame Weapon - getting one of these buffs canbe quite helpful to your group, as it will add additional damage to melee

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    attacks at a relatively low cost to you.Heal - a useful spell for any mage, as mentioned above, but absolutelycritical to this build. Get this as one of your first spell selections.Rejuvenate - good for keeping a heavy skill using party member going forlonger. Use wisely, as it has a long cooldown.Regeneration - paired up with Heal, this spell can keep your tank alivethrough all but the toughest encounters.Mass Rejuvenation - a useful spell in long battles, when your whole party isdepleted of stamina or mana.Heroic Offense - use this when up against enemies with high evasion, or togive a boost to a character suffering from low attack bonuses, like an ArcaneWarrior.Heroic Defense - use this on an ally with weaker defense in tough fights.Haste - boost up the attack speed of archers and melee allies (though don'tbother with Momentum-boosted dual wielders). Be cautious, as it penalizesyour mana regeneration while it's in effect.Glyph of Warding - a stationary AoE that buffs the defense, mental resistanceand missile avoidance of allies within its effect.Anti-Magic Ward - protect an ally from harmful enemy spells.Force Field - can be good as a last minute keep-alive measure for acritically injured party member.Arcane Shield - definitely not a priority, but if you decide to invest a bitin Dexterity and/or are using a lot of mage equipment that boosts yourdefense and dodging ability, you may wish to stick this on as an additional

    survival measure.

    Specializations:

    Spirit Healer - the ideal specialization for this role, as it adds grouphealing capabilities, helpful bonuses, the ability to remove injuries withoutkits, and battlefield resurrection to your bag of tricks.Blood Mage - grants nice bonuses, but using any of the Blood Mage's abilitiesas a support healer requires care and caution. Generally not necessary tofulfill your role effectively.Arcane Warrior - you generally won't want to use the full abilities of thisspecialization, as the fatigue penalties incurred will prevent you fromhealing effectively. However, staying alive is key to keeping the rest of

    your party alive, and being able to throw on Shimmering Shield in a toughsituation can be nice.Shapeshifter - none of the forms give any benefit to this role, making it avery poor choice. The only reason to take it is for the armour bonus.

    General stat spread:

    Strength - as low as possibleDexterity - generally lowWillpower - highMagic - highCunning - 16 baseConstitution - low (15-20 modified is plenty)

    Again, Strength is useless, but you may want a little bit of Dexterity formore physical resistance and some basic dodging ability, as many pieces ofmage gear come with defense bonuses, and staying alive is a top priority forthe support healer role. If you're dead, the rest of your group is likely tofollow. Willpower and Magic should both be very high, kept either equal orwith Magic a bit higher than Willpower. Willpower gives you a nice big poolof mana for continuous casting, and Magic makes what you're casting moreeffective, such as how many hit points are restored with each cast of Heal.Cunning is just high enough for skills, and Constitution is just high enough

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    to give you a comfortable pool of hit points to keep you in the fight againstarchers or other mages.

    Difficulty rating:

    Early game - Average to easyMid game - EasyLate game - Average to easy

    3.8 - The Debilitator [DAOS3.8]

    Like the support healer, the debilitator role is a support role that is atits best when it is part of a strong team. However, unlike the supporthealer, the debilitator accomplishes this by weakening and incapacitating theenemy rather than bolstering their allies. This build revolves around usingthe mage's broad arsenal of debuffs and crowd control spells to maximumeffect. Debilitators don't have the raw killing power of a nuker, but theycan layer enough negative status effects on their foes to make any darkspawnwant to crawl back to one of its broodmother's myriad bloated teats. Thisbuild will never suffer from having a shortage of spells to choose from.

    Base Class: Mage

    Recommended Spells:

    Cone of Cold - this spell will even freeze bosses, leaving them helpless forthe duration.Blizzard - unlike with the nuker, your interest in this spell is its abilityto freeze rather than its damage.Stonefist - knocks down your target, and can shatter them if they're frozen.Earthquake - AoE knockdown every pulse. Good crowd control.Glyph of Paralysis - lays a stationary AoE that acts like a trap - when anenemy enters its radius, they get paralyzed unless they resist. Also half ofthe tremendously powerful Paralysis Explosion combo (covered later).Glyph of Repulsion - useful for all mages but particularly for thedebilitator. In addition to keeping you safe and often knocking your enemiesdown, it's the other half of the Paralysis Explosion combo.

    Glyph of Neutralization - an anti-magic glyph that's good for neutralizingenemy casters, as it dispels, drains mana, and prevents spellcasting withinits AoE.Grease - a stationary trap-like AoE that slows movement and can knock downanyone entering it. Can also be lit on fire.Mana Cleanse - wipes out the mana of enemies in the AoE.Force Field - use this to keep powerful enemies, like bosses, out of thefight until you can kill off some of their underlings.Crushing Prison - paralysis and a potent DoT, difficult to resist. One of thebest single target spells in the game.Weakness - debuffs attack, defense, and movement speed.Paralyze - single target paralysis. Good for the early levels.Miasma - a caster-centred AoE version of Weakness, in the form of a sustained

    ability.Mass Paralysis - AoE paralysis. A great spell for this build.Vulnerability Hex - makes the target susceptible to elemental damage. Greatif you also have a nuker in your party.Affliction Hex - basically an AoE verison of Vulnerability Hex.Misdirection Hex - turns a single weapon user into a joke; all normal attacksmiss, and critical hits only do normal damage. Has a long duration as well.Death Hex - turns all normal attacks against the target into critical hits.Great for dropping a single enemy really fast, particularly if you have dualwielders in your group.

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    Disorient - Similar to Weakness, it debuffs attack and defense.Horror - causes a target to cower in fear if they fail a resistance check,effectively paralyzing them. Can't be resisted if the target is sleeping.Sleep - an AoE spell that puts targets to sleep. They wake up if hit.Waking Nightmare - an AoE spell that causes enemies in its effect to randomlybe stunned, attack each other, or become allies of your party for itsduration. Can't be resisted if the targets are asleep.Curse of Mortality - a spirit DoT that causes the target to be unable to healin any way.

    Specializations:

    Blood Mage - a great choice, as it gives you the Blood Wound spell, which iseasily one of the best AoE crowd control spells in the game.Spirit Healer - a good second choice, as it gives helpful bonuses and letsyou keep your team in good condition in a pinch.Arcane Warrior - you don't really want to incur heavy fatigue penalties, sothis specialization would really only be good for throwing Shimmering Shieldon in a sticky situation.Shapeshifter - while the spider form can use Web, that's hardly worthsacrificing the dozens of incapacitating spells you can cast while unshifted.Could be useful for times when you run out of mana, but between Death Syphonand lyrium potions (or just use Blood Magic), that really shouldn't happenmuch.

    General stat spread:

    Strength - as low as possibleDexterity - as low as possibleWillpower - low to moderate, depending on how much you use Blood MagicMagic - where the majority of your points should be going; very highCunning - 16 baseConstitution - low to moderate, depending on how large a 'pool' you like tohave while using Blood Magic

    This is basically the same idea as the nuker build. Strength is useless;Dexterity won't help this build much either. Willpower will depend on how

    much casting you want to be able to do outside of Blood Magic, so this is amatter of personal preference. Higher Willpower is necessary to keep up lotsof casting if you are not a Blood Mage or only use Blood Magic occasionally.Cunning should be base 16 for skill use, as it serves little other purposefor this build. Constitution is generally not a priority as you shouldn't betaking much damage, but it increases your mana pool and gives you more of acushion for mishaps while using Blood Magic or facing off against lots ofarchers. The main stat focus of this build is Magic, which should be stackedvery high for maximum effectiveness. This has the added benefit of makingboth health poultices (outside of Blood Magic) and lyrium potions extremelyeffective. Played smartly, you'll be able to continuously inflict harmfuleffects on the enemies throughout even lengthy battles, which will rarely beresisted because of your hefty Magic stat.

    Difficulty rating:

    Early game - EasyMid game - EasyLate game - Average to easy

    3.9 - The Spellsword [DAOS3.9]

    This role is built around the Arcane Warrior specialization and its unique

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    characteristics. There's a number of ways to go about Arcane Warriors, soI'll just try and give a general template with elements that are common in AWloadouts I've used and come across. In general, because the Arcane Warriorgains no weapon-specific feats the way rogues and warriors do and suffersfrom very high fatigue penalties, you will do most of your damage throughnormal weapon swings, bolstered by sustained self-buffs. It's not a thrillingplay style, but it's extraordinarily effective if designed well. You'rewelcome to mix in a few spellcasts with your melee, but just bear in mindthat fatigue will make it costly and limited, and many spells cannot be castwith a melee weapon drawn, so you'll have to sheathe it before casting. Thiscan add a lot onto the cast time unless you're willing to pause the game andswap your weapon out before each cast, which can get tedious pretty fast. Youmay wish to find offensive spells that can be cast with a drawn weapon tostreamline things, though there aren't all that many.

    Base Class: Mage

    Recommended Spells:

    Rock Armour - as mentioned before, this is a pretty good spell for many magebuilds, but it's instrumental in this build as it will greatly bolster yoursurvival in melee.Arcane Shield - dodging probably won't be real high on your priority list,but this sustained spell probably works better on this build than any other.

    Flaming/Frost/Telekinetic Weapons - getting a weapon enchanting spell isdefinitely a great investment for this build.Regeneration - a great spell to toss onto yourself early in a tough fight.Makes you even harder to kill, which is saying something, and at relativelylittle mana cost.The 'Heroic' buff spell tree - all the spells in this tree are useful, asthey improve the melee or defensive capabilities of yourself or allies.Spell Shield - despite your impressive defenses, enemy spellcasters can stillrain on your parade. This can give you some protection while your mana lasts.Miasma - makes you into a walking AoE debuff totem, which will make you standout even more in melee combat.Death Magic - can feed you some quick free heals when there's corpses around.

    Specializations:

    Arcane Warrior - an obvious choice, since this build depends on it.Spirit Healer - the best compliment to the Arcane Warrior, giving some veryuseful stat bonuses and boosting your survival even further.Blood Mage - an interesting choice to pair with a melee-built Arcane Warrior.Blood Magic is quite risky when you're on the front lines, but spells likeBlood Wound can be very potent if used right in this build.Shapeshifter - a poor choice, as changing shape invalidates all the benefitsgained from being an Arcane Warrior.

    General stat spread:

    Strength - as low as possibleDexterity - low to moderate (30 modified or less should suffice for mostbuilds)Willpower - moderate to high (roughly 25-40 modified ought to do)Magic - high; where most points will probably end upCunning - 16 baseConstitution - moderate (20-30 modified should be plenty unless you plan onusing Blood Magic a lot)

    Arcane Warrior stats will vary depending on exactly what you want to get out

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    of the build. As with all mages, Strength is useless. The reason why you maywant some Dexterity is that while Combat Magic makes Magic substitute in forStrength in melee, it is not a perfect substitution, and you will never getthe same bonus to attack rolls from high Magic that a warrior would get fromhigh Strength. As a result, even with very high Magic, your accuracy stillwon't be that great without buffs. Adding a bit of Dexterity can help tooffset this as well as giving you a little dodging ability, which can workwell with Arcane Shield. Willpower should be high enough to run all thesustained abilities you want (at the very least, all of the Arcane Warriorsustained spells) for as long as you want. Depending on your style, you maywant some extra mana on top to be able to cast a few offensive spells, suchas an AoE to get enemy hostility, being that you will lack Threaten andTaunt. Cunning at base 16 for skills, and Constitution until you feel youhave a comfortable enough pool of hit points to survive in melee. Yourextremely high defensive stats will make Constitution a bit less criticalthan for other melee characters, but it's still good to have a little as afailsafe. The rest of your stat points should go into Magic to boost yourcombat damage, increase the effect of your spells, and make you recover hugeamounts from even basic poultices and lyrium potions.

    Difficulty rating:

    Early game - Average to easyMid game - Easy

    Late game - Very easy

    3.10 - A Quick Guide to Spell Combos [DAOS3.10]

    Grease FireComponent spells: Grease + any fire spell (if you use Flame Blast, you haveto hit the centre of the grease)Effect: A great big puddle of flaming grease. Shortly after ignition, thegrease's effect of tripping people up is gone, but it'll continue to burn andinflict a fire DoT on anyone who steps on it for a while.

    Flame QuencherComponent spells: make a Grease Fire, then cast Blizzard on it

    Effect: Gets rid of the grease fire.

    Storm of the CenturyComponent spells: Activate Spell Might,