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.