Specialisations from Dragon Age Origins that were absent in Dragon Age 2
Along with a few new ones.Shape Shifter (Mage): Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such rumors, but this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies
Keeper (Mage): Every Dalish clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. It is exceptionally uncommon for a keeper to teach anyone other than a fellow clan member about the unique Dalish understanding of nature magic, which focuses on control of the roots beneath the earth
Stealth Magic (Mage): In addition to turning invisible, the mage can employ a number of buffs to both magic and physical attacks. In addition to turning invisible, stealth magic enables a mage to teleport up to 25 metres. Very useful indeed.
Arcane Warrior(Mage): Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane warriors may learn to use their magic score to satisfy the strength requirement to equip higher-level weapons and armor.
Battlemage(Mage): This allows the Mages to channel magic spells through any weapon (be it melee, staff or bow) creating short ranged destructive spells. This includes Flamethrower like spells such as cone of cold, cone of fire, cone of lightning, and huge shockwaves that massively damage nearby foes.
Paladin (Warrior): Paladins can support the party with buffs that can enhance their weapon and magic damage, or boost the defense of team members. This tree also contains some healing spells.
Spirit Warrior (Warrior): Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. Naturally, the Chantry's templars rarely acknowledge that distinction.
Guardian (Warrior):Many warriors foolishly believe that they can control the tide of a battle on their own, but a guardian realizes that an ally's survival is as important as an enemy's death. Guardians prefer to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live.
Champion (Warrior): The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging headlong into danger, somehow making it look easy.
Ranger (Rogue): Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes.
Legionnaire Scout (Rogue): Most tales of the dwarven Legion of the Dead are likely minstrels' fabrications, but the trail of darkspawn corpses that the Legion leaves behind proves the efficacy of their training. Legionnaire scouts often travel ahead of their companions, and consequently become renowned for unusual hardiness, able to survive battles that would kill any other rogue.
Bard (Rogue): Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.
Rapture (Rogue): This specialisations allows rogues to carry heavier equipment and take up more hits.
Modifié par Abraham_uk, 27 septembre 2012 - 06:25 .