With the announcement of multiplayer coming to Dragon Age: Inquisition I have been eagerly anticipating getting my hands on each of the 12 characters and discovering their strengths and weaknesses as well as effective strategies for playing as each one on the hardest difficulty.
That being said I can't help but wonder what kinds of additions could be made to the MP roster. What types of characters would add not only engaging gameplay, but also bring varied and unique gameplay mechanics and strategies to the table? So with that in mind I thought I'd create a thread where people can try and brainstorm some multiplayer characters for DAMP.
I will start the ball rolling with some concepts I hope to see added to the character selection screen.
- Sylvan Protector -

These spirit possessed trees are typically mindless rage filled monsters, but occasionally a more rational spirit can enter this plane, and a Sylvan capable of reason and logic is born. Normally concerned with tending to their seeds, these creatures can be convinced or provoked into action, bringing their long reach and innate power over plant life to the fore.
Pros: Long reach, very hard to damage with physical attacks, able to pick up man sized (or smaller) enemies in combat.
Cons: Slow moving, susceptible to fire and magic (can stack), can't enter into small areas (man sized or smaller) meaning that claustrophobic short cuts, or smaller treasure rooms will be unavailable to Sylvans.
Skills The two skill trees available to the Sylvan focus on utilizing either it's nature based magics, or bolstering it's already considerable combat abilities. (Some examples are listed below)
Entangling Grasp - The Sylvan stretches its long hands into the ground causing roots to erupt and constrict nearby enemies. Initially the power will only hold foes in place but later upgrades will allow for the roots to grow barbs, inflicting damage over time.
Strategy: By holding multiple enemies in place, the Sylvan can set up rogues with a talent for backstabbing with several targets for combos, or it can buy the team a much needed respite as they heal or reposition themselves.
Rejuvenation - The Sylvan can enter a brief period of hibernation in order to regain lost health. While the power is active the ent cannot move or attack.
Strategy: The healing of rejuvenation will not counteract the damage from enemies should they attack while the Sylvan is immobile. Teams will need to provide cover for Rejuvenation to have the most effect.
Barrage - The Sylvan digs into the ground and picks up a boulder to throw at enemies. Alternatively, when used next to a man sized (or smaller) enemy the Sylvan will pick them up instead.
Strategy: Not only does this power allow the Sylvan to temporarily dispatch of a possible high ranking, elite enemy, but by throwing the foe into another target will knock both of them to the ground. A perfect set up for a Warrior's slam attacks.
Ancient Forest Dweller - The Sylvan is at home in the forests of Thedas resulting in an increase to movement speed when in wooded areas, but suffers a decrease when in 'claimed' or indoor areas such as castles, or caves. Upgrades to this power either increase the bonus, or decrease the penalty.
Strategy: Kiting foes out into an area where the Sylvan has the advantage of speed might be more beneficial then charging into a group of enemies inside a cave.
Fade Born - Being a spirit of the Fade, Sylvans are resistant to physicall damage, but take increased damage from Magic. (Innate Attribute)
Strategy: Despite the Sylvan's hulking size, blindly charging a mage; especially one wielding fire magic; is probably best left to characters that do not suffer from increased damage. Dealing with heavy hitting melee attacks or an archer's arrows are where this class excels.
Equipment: The Sylvan wouldn't used weapons or armor in the same manner as the 'regular' classes would, but they do have access to several specialty items that can bolster their offensive or defensive capabilities. (Some examples are listed below)
Ironbark - This 'armor' enables the Sylvan to take increased punishment before falling.
Razor Thorns - This item coats the Sylvan in sharp thorns, that inflict damage back to melee attackers.
Large Seed - This is the Sylvan's most prized possession, and equipping it increases its damage output, increases the ent's movement speed, or gives a larger mana/stamina pool (depending on how the player choses to upgrade it).
Heart of Rage - This accessory allows the Sylvan to become enraged at its enemies. Fire and embers crackle across its body in response to the Sylvan fury, massively reducing enemy fire damage done to it as well as inflicting fire damage to melee attackers. Unfortunately, the fire damage to the Sylvan's 'body' makes it more vulnerable to all other forms of damage.
- Mabari War Hound -

The intelligent and faithful Mabari; a breed famous and revered throughout Ferelden; are a welcome sight on the fields of battle to their allies, but an absolute nightmare for their enemies. While the canine form prevents Mabari from wielding weapons or armor, only a fool would consider the dogs to not be a threat.
Pros: Very quick and hard to hit, capable of pinning down and killing foes much stronger then them with their Overwhelm and Intimidating Growl abilities.
Cons: Low overall health, unable to revive downed teammates, or open doors or chests; meaning they will have to wait for other party members to open loot caches before the Mabari player can access the rewards.
Skills The two skill trees for the Mabari are all about helping the hound to avoid damage, or providing it with abilities to control the flow of battle. (Some examples are listed below)
Low Profile - Being low to the ground, and faster than their bipedal counterparts, as well as being able to quickly change direction means that the Mabari are very difficult to see, let alone hit. This passive grants the player natural resistance to all non area of effect (AoE) attacks. (Innate Attribute)
Strategy: The Marbari excels at hit and run attacks; while the enemies are distracted and try to hit the nimble beast the other members of the party can line up their attacks with impunity.
Overwhelm - Leaping on top of an enemy the Mabari forces its opponent down to the ground and begins to bite and tear at their throat; incapacitating and slowly damaging them. This skill can be used against larger foes as well; such as Behemoths, and Pride Demons; but the incapacitating affect of the power is replaced with a slight movement penalty.
Strategy: Overwhelm works best on isolated foes, or as a means to set up combination attacks with the other party members. Attempting to use this ability in a group of enemies will quickly result in the Marbari being critically injured or killed.
Intimidating Growl - With an unnerving growl, the Mabari makes its foes cower in fear. Initially, this power roots enemies in front of the hound, but later upgrades allow for an area of effect (AoE) de-buff of all nearby enemies' defenses.
Strategy: Combining this ability with the Mabari's natural speed allows for players to keep an enemy force off balance. As the group shifts its focus to combating the dog, the rest of the party can set themselves up for flanking attacks.
Debilitating Bites - Working as part of a pack the Mabari targets vulnerable areas on enemy's armor exposing weaknesses and causing bleeding wounds. Any enemy targeted with this ability suffers increased damage from all sources, and if the power is done as part of a flanking attack the Mabari will inflict damage over time (DoT) bleeding damage to the target.
Strategy: Singling out stronger opponents for the rest of the party to focus fire on, will make any Mabari a welcome addition a well coordinated team.
Equipment: Mabari are unable to use weapons and armor, but they do have access to various accessories that provide bonuses to their stats and abilities. (Some examples are listed below)
Avvar Warpaint - These ritualistic markings signify that the hound is of the lineage of the ancient Marbari of legend, increasing the effectiveness of their Intimidating Growl and Debilitating Bites skills.
Spiked Collar - A hard iron collar, studded with sharp spikes that inflict damage back to melee attackers as well as increase the DoT that Overwhelm inflicts.
Unwavering Loyalty - Mabari are fiercely loyal to their masters and their master's allies. Any player that equips this trinket will gain a damage increase when near allies, and should one of the member of the party die, the Mabari will deal double damage for a short duration.
- Masterwork Golem -

A construct created by the Dwarves, Golems exist only to carry out the needs of their masters. Even though these men of stone are bound to serve, they are quite capable of employing battlefield tactics and working as part of a group.
Pros: Very tough to kill, devastating melee attacks, impressive support abilities for the rest of the party.
Cons: Very slow, vulnerable to flank attacks, unable to wield standard weapons or armor.
Skills The two skills trees for the Masterwork Golem are designed to increase its raw damage and armor potential, or to employ various supportive buffs to the team. (Some examples are listed below)
Thundering Fists - With a mighty thunderclap, the Golem slams its stone hands together disorienting any surrounding enemies. If the player uses this ability on a downed opponent, the Golem will stand over the prone form and pound on them with its unyielding fists, reducing all but the most powerful of foes into a red smear on the ground.
Strategy: Situational awareness will allow players to use the Golem to debilitate surrounding foes, or to 'snipe' high priority targets.
Lyrium Infusion - The method of creating golems utilizes large quantities of the magical lyrium. The Masterwork Golem can use that element to act as a font of magic, regenerating the mana pools of any nearby allied mages. While using this ability players will be immobile, and when the power is finished all of their skills will be put on cool down.
Strategy: A team with a golem acting as a battery for their mages can lay down seriously heavy firepower on any approaching forces. The team must be aware however, that the golem will be briefly vulnerable once the Lyrium Infusion power ends.
Structural Integrity - While the golem is made of solid rock, the magical bonds that hold it together are vulnerable to disruption on specific points of its frame. Any flanking attack that a golem receives will do 2 times normal damage. Upgrades to the this passive will reduce the attack bonus that enemies gain, but not eliminate it completely. (Innate Attribute)
Strategy: A golem is though, but not invincible. A player must coordinate with his or her team so they can provide cover, else the vast health and armor of the golem will quickly be whittled down to nothing.
Unmistakeable Presence - One has to be virtually blind and deaf to not notice when a golem joins the fray. Activating this sustained skill will cause the golem to make itself noticed, drawing the attention of nearby enemies.
Strategy: Taunting the enemy forces off of your party's critically injured warrior, or allowing the rogue to slip behind the elite commander unnoticed, means that the golem takes the hits that the other members of the party do not.
Equipment: Golems don't wield weapons in the traditional sense, but there are 'variants' of the stone men that employ different methods of attack and defense. (Some examples are listed below)
Bladefists - In place of hands the Golem has wickedly sharp blades that cause bleeding damage with every strike, at the cost of the golem dealing less damage overall.
Ironwork Construction - Instead of stone this golem has been made using metal. The end result is a automaton that has even more health and armor, as well as lowering the damaged received from flanking attacks. The offset to this being that the golem moves only half as fast as it normally would, and it becomes highly vulnerable to electric attacks.
Refined Lyrium - Made using only the purest of lyrium supplies, this upgrade doubles the mana regeneration of nearby mages, but also doubles the downtime the golem suffers after using Lyrium Infusion.
- Awakened Darkspawn -

Given sentience by a mysterious ritual these new Awakened Darkspawn are thrust into a world that fears and hates them. Most turn to evil acts, and more still seek to hide away from the world, but a very select few actually seek to aid the people of Thedas. Asking for no forgiveness for their race's deeds, and offering no apology, these intelligent Darkspawn stand as an enigma on the battlefield.
Pros: Very good at debuffing/poisoning large groups of enemies. Has a unique summoned pet.
Cons: Potential hinderence to the party, due to the Taint.
Skills The two skill trees for the Awakened deal with either expanding on his magic abilities or bolstering his close combat prowess. (Some examples are listed below)
Summon Child - This dark magic sings to one of the few remaining Children of the Mother left in Thedas compelling it to come to the aid of the Awakened and his allies. Starting as a simple grub with little defenses, the Child will slowly mutate as it kills and feeds on enemies. The stages of growth continue until it has reached 'adulthood', at wich point it will regenerate health from devoured enemies. If the Child dies a new grub must be summoned.
Strategy: This summoning power is different from other summoning powers in that the 'pet' is permanent unless slain, and the summoned creature 'levels up' on the field.
Tainted Magic - This sustained power allows the Darkspawn to draw upon his curse to add a poisoning effect to any spells he casts (fire blast will now carry a poison DoT effect as well for example). Performing this action injures the Darkspawn resulting in a reduction of health every time a spell under this affect is cast. The poison debuff has no effect on enemy Darkspawn.
Strategy: The extra poison damage on all attacks allows the Awakened to deal constant damage to all enemy types, but players should watch that they don't overextend the power's use and leave themselves without health.
Song of the Old Gods - Being an Awakened Darkspawn means that the call of the Old Gods no longer compels him to follow, but the memory of the song still lingers. With this power the Awakened forces a group of enemies to 'hear' the Calling of the Old Gods. Enemies afflicted with this skill are slowed and halt their attacks as the strange sensation passes over them. Magic wielding foes have their cool downs reset and enemies have the potential to be driven into a frenzy, targeting their own allies.
Strategy: Using this ability in the middle of a group of archers trying to flank the party, or on a mage slinging spells from across the map is a great way to sow confusion in the enemy ranks, as well as temporarily shut down an opponent's spells.
Corruption - The danger of the Taint is an ever present threat the allies of the Awakened must be aware of. This passive ability is the chance on nearby Non-Darkspawn being poisoned by the Awakened, friend or foe. The chance of spreading the Taint is inverse to the amount of health the Awakened has. (Innate Attribute) *The poison effect will be a reduction to overall damage output, as well as a reduced chance at critical hits.*
Strategy: The lower the Awakened's health, the more he should avoid being near his team. Players need to balance the risks of attacking groups of enemies with low health, with the reward of poisoning their foes.
Awakening - Being freed from the Old Gods' calling has granted the Awakened an innate resistance to mental attacks, like fear, sleep etc. Further upgrades increase the resistance.
Strategy: The Awakened has less chance of being debilitated by enemy casters, meaning he can remain in combat longer and potentially get in the final hit on the enemy Necromancer than other members of the party.
Equipment: (Some examples of the unique gear available to the Awakened are listed below)
Ancient Grey Warden Armor - This armor slot bestows a set of Grey Warden armor to the Awakened. This armor, worn by defenders against the Blights, lowers the possiblity of the Awakened spreading the Taint to both ally and foe.
Emissary Robes - Worn by Darkspawn Emissaries, this armor set decreases the amount of life required to fuel the Awakened's Tainted Magic skill.
Blighted Blade - This weapon grants players a sword caked in corruption, allowing them to poison foes with melee attacks, as well as increasing their martial prowess.
Tevinter Archmage Staff - This weapon slot increases the magic damage dealt.
Gift of the Architect - This bauble given to the Awakened after the ritual, raises the wearer's mana pool.
Lessons from the Mother - Knowledge gained from the defeat of the Mother enables the Awakened to better control the Child. This accessory grants the summoned pet increased damage and armor.
- Werewolf -

Wild beast men that exist perpetually between the red rage of the wolf and the cold logic of the mortal world, werewolves are a dangerous foe to anyone that crosses their path. With the fate of the entire world at stake, these ferocious fighters have joined the Inquisition to help save it.
Pros: Very fast, high speed attacks, incredible leaping range, and improves in prowess when working as part of a pack.
Cons: Little natural armor, can't use weapons.
Skills: The Werewolf's talents revolve around dealing as much damage as possible in the shortest amount of time, as well as bringing it's beastial abilities to bear. (Some examples are listed below)
Pack Hunter - Werewolves excel at hunting in groups, using the strength of the pack to bring down their prey. For every additional werewolf, or Mabari present in the party, the werewolf increases in power.
Strategy: A team of werewolves will make short work of most foes, but players must weigh the potential of losing access to short cuts and treasure rooms, with dealing more damage.
Savage Leap - Using its tense, corded muscles the werewolf throws itself at its intended victim. When activated the werewolf player will cover a long distance and knock over a target; larger foes will only be staggered instead.
Strategy: Leaping into or out of battle is a great way for the werewolf to maintain its hit and run attacks, as well as quickly insert itself where it is needed most.
Barely Contained Rage - Every werewolf must fight a constant battle to avoid flying into a mindless killing rage. On the battlefield the werewolves fight the enemies of the Inquisition, but sometimes they can get carried away. When their health gets below 10% werwolves will receive double stamina costs and double cool down times for their abilities, but each ability will be twice as powerful. (Innate Attribute)
Strategy: Blindly using your abilities when your health gets low is a quick way to severely hamper the team. As the werewolf's health gets low, players need to be more careful about when to use their powers.
The Thrill of the Hunt - Any combination attacks that a werewolf does with other party members does additional effects; things such as bleeding damage, or disorientation.
Strategy: Players should be on the look out for class combos especially when playing as this class. The added layer of effects that these combos do will help turn the tide in your team's favor.
Equipment: Werewolves do not need weapons or armor to fight, but there are some boons that will assist them in battle. (Some examples are listed below)
Blessings from the Lady of the Forest - An amulet that helps to focus the rage of the werewolf. Equipping this item will grant players a reduction in the amount of stamina cost when their health drops low.
Supernatural Healing - This magical branding allows the werewolf to slowly regenerate health when not in combat.
Battle scars - Previous battles help the werewolf to know what to avoid, providing it with a slight boost to it's armor.
- Ghast -

Assorted tribes or clans of the small creatures know as Ghasts are typically avoided or purged upon discovery. However as the Veil between worlds becomes thinner, most people have forgotten about such small annoyances, and the Ghasts themselves have begun to fall prey to the terrors emerging from the Fade. Most tribes have broken and fled, but a small band of the creatures have taken notice of the straight walker with the green fist, and how the mean things from the dark places go away when the 'In-qis-atr' passes. Co-operation among the Ghasts themselves is tenuous at best, and co-operation between them and other races of Thedas is so rare as to be nonexistent, but in the face of the greater threat posed by the Tear these small goblin-like monsters have come offering their services to the Inquisition in return for protection.
Pros: Easy to avoid damage, abilities focusing on debilitating large groups of enemies.
Cons: Very small health pool, weak overall damage output.
Skills: The Ghast's abilities favors small, quick attacks, as well as relying on distracting actions to keep enemies; and their deadly weapons; away from it and its allies. (Some examples are listed below)
Firebomb - This minor spell, launches an impressive orb of fire at a target location that will erupt into a wall of flame when it strikes it's target, disorienting, and potentially terrifying groups of enemies.
Strategy: Players should focus on using this spell as an area denial tool or a means of last resort. The damage of the Ghast's magic is very low compared to other characters; the debilitating effects of this power are real advantage of this ability.
Minons - The Ghasts' diminutive size and cowardly nature is quickly overcome when a horde of the beasts begins to work in concert. Using it's position as leader the Ghast can call to members of its tribe for aid in combat. This ability can be upgraded to provide the Ghast with a greater number of followers, or to have a small retinue of elite (for a Ghast) bodyguards.
Strategy: A steady supply of NPC 'meat shields' can be all the difference between a Ghast player surviving an encounter, or being one of the first to go down.
Everything is bigger - Being small and lithe means that the Ghast can get into hide-y holes easier, or scramble out of danger quicker, but a hit that would barley scratch a dwarf will send the small creature sprawling. The Ghast has an extra 15% dodge rating, but all damage received hits 1.5 times harder. (Innate Attribute)
Strategy: A Ghast looking to go toe to toe with a Behemoth is a soon to be dead Ghast; avoidance and distraction is the name of the game.
Equipment: Ghasts are renowned scavengers, it is not surprising in the least to see one such creature with a Dwarven helmet, Elven boots, or even Qunari gauntlets; not that any of those things will fit the Ghast's meager frame. (Some Examples are listed below)
Battle Trophy - This badly dented helmet was taken from a Red Templar Commander after the Ghast defeated him in personal combat; at least according to the Ghast wearing it. In addition to providing increased damage protection this helmet inspires loyalty/fear in the tribe, leading to the NPCs of the 'Minions' ability to have more health and damage.
Super Magic Stick - This muck covered tree branch serves as an improved focus of the Ghast's spells, making abilities like 'Firebomb' capable of dealing increased damage/area of effect.
Thumping Rock - Used as a means of keeping complaining Ghasts in line this nicely shaped stone is also perfect for whacking unsuspecting foes in the back of the head, or crushing their toes; whichever is easier to reach. Equipping this item will allow the Ghast to inflict critical hits on flanking attacks.





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