
inb4, “this is pointless, EAWare will never do this,” I'm perfectly aware of this. I did it for fun.
I was disappointed in the combat in Inquisition. Much of what made it enjoyable in the previous franchises had been discarded for dull, uninspired combat with little to no complexity. I initially made mock skill trees for Mages only, but I wanted to address the combat system as a whole, and so I tackled the Warrior and Rogue trees as well. So far, only 1 specialisation has been modified.
Interested in making your own? Here's a Photoshop template.
tl;dr: Skill trees are at the bottom of the post. Tell me what you think, and feel free to offer suggestions!

Base health is tripled. While I suppose it's realistic to die in a few hits, gameplay wise, it's a bit of a hassle. Your health should be able to sustain you in a fight, therefore should be increased.
Deeper resource pools. While small amounts of maximum mana is a viable in a more fast-paced game (like the Wizard in Diablo III), a tactics game would benefit more from being able to decide what to cast when. Deeper mana/stamina pools also opens the possibility of resource-trading, something I propose in this overhaul.
Out of Combat regeneration. Since healing spells are back, you gradually regenerate health and mana/stamina outside of combat.
More skill slots. This one goes without saying. 8 skill slots is ridiculously restrictive.
Guard overhaul. The current state of GUARD is such that certain warriors are practically immortal. My proposal is to instead make GUARD reduce damage taken by the percentage GUARD you have. A Warrior with 30% GUARD has 30% physical damage reduction (and maybe 15% magic damage reduction). At the end of combat, your remaining GUARD drains to restore the percentage of your maximum health. GUARD decays at 1% per second, and certain status effects can destroy it. Caps at 50%. GUARD is calculated after damage reduction from your normal armour rating.
Barrier nerf. Barrier spam is kinda overpowered. Cooldown on Barrier spell is increased, BARRIER status itself decays slower but absorbs less damage.
Attribute Points. Gain 5 attribute points on level up that you can distribute freely.
Health Potion overhaul. Unlimited health potions, or double the amount that can be carried (If not unlimited, may be used to restore Fatigue. See below). Potions are now on a 60 second cooldown after being used per character. Potions heal by rapidly regenerating health over 10 seconds instead of giving health instantly.
Fatigue. New system. Some people seem to enjoy the idea of attrition, so fatigue for me is the answer. You start with 100% fatigue that slowly decays as you lose health and use abilities. The more fatigue you lose, the less effective you are – your overall damage-dealing capabilities go down as well as your stamina and mana regeneration rates. At 0% fatigue, you deal 40% less damage and regenerate resource at half it's original rate. Restore fatigue by resting at camps or forts, or going back to Skyhold/Haven or visiting Val Royeaux. Drinking Health Potions will restore some fatigue, but that would require it to be limited to a fixed amount. Therefore, the above mentioned Health Potion Overhaul cannot be unlimited if this particularly fatigue-restoration mechanic is used. Additionally, there may be a perk that causes your Fatigue to drain more slowly.
Weapon change. Can dual-wield one-handed weapons, but will receive a damage penalty on the off-hand weapon, unless it's a dagger or the appropriate talents are learned. Dual-wielding daggers confers no penalty, but dual-daggers have faster attack speed and critical chance than a dagger-and-other-one-handed-weapon setup. Bows will miss 33% of the time, and you cannot move and fire simultaneously, unless Basic Archery is learned.
Crossbows. Crossbows are basically stronger bows with slower rate of fire but higher damage and armour penetration.
Vambraces and Bucklers. Rogues now have access to the Weapon and Shield tree, but still cannot use Shields. Instead, they use Vambraces and Bucklers. Vambraces and Bucklers do not offer as much protection as a Shield, so to make them appealing for Rogues as well as non-Rogues, Shields now slow down its wielder's attack speed by 20%. It's all about sacrificing damage for defense. Vambraces and Bucklers are not class-restricted. However, to maintain a Rogues's ability to dish out punishment, they do not gain GUARD on block (or with skills that generate GUARD, like Battering Ram) but instead retaliate with a normal attack.
Lyrium Gauntlets and Grimoires. New Mage weapons - Lyrium Gauntlets (and Greaves) are melee weapons that turns the Mage into a Monk-type character. They are considered as Weapon & Shield (and as such benefit from Shield Mastery) with the effectiveness of Vambraces/Bucklers. Grimoires, on the other hand, are ranged weapon with a strong base attack, but short attack cycle and slower attack speed than the Staff.
Specialisation-Specific Equipments. Each specialisation has it's own unique equipment. Some are compulsory for the you to make use of specialisation abilites, while some merely enhance the specialisation abilities. Here's a list of all specialisation items:
WARRIOR
- Vanquisher: the Vanquisher uses the Battle Standard. It reduces the upkeep of Battle-Born and increases the stamina regeneration of the entire party by 10%. The Battle Standard occupies the belt slot.
- Undying: the Undying uses the Dragonblood Vitaar. Unlike Qunari Vitaars, which are made from toxic plants, the Dragonblood Vitaar is a complex alchemical mixture with dragon blood as it's main ingredient. It increases the regeneration power of Immortal Blood and you gain more stamina per hit. The Dragonblood Vitaar occupies the helmet slot.
- Spirit Warrior: the Spirit Warrior uses the Spirit Talisman. It reduces the Fade Charge cost of Spirit Warrior abilities by 1. The Spirit Talisman occupies the amulet slot.
MAGE
- Fade Lord: the Fade Lord uses the Lyrium Halo. It increases your spellpower when Shining Soul is active. The Lyrium Halo occupies the helmet slot.
- Blood Mage: the Blood Mage uses the Sacrificial Dagger. It increases your spellpower when Blood Magic is active. The Sacrificial Dagger occupies the belt slot.
- Ritualist: the Ritualist uses the Ritualist's Garb. It is required for the Ritualist's spells to work. The Ritualist's Garb occupies the body slot.
ROGUE
- Ranger: the Ranger uses the Lucky Nug's Foot. It increases your pet's attack damage. The Lucky Nug's Foot occupies one of the ring slots.
- Jester: the Jester uses the Jester's mask. It is required for Mask of Madness to work, and increases your attack damage. The Jester's Mask occupies the helmet slot.
- Witch-Hunter: the Witch-Hunter uses the Lyrium Knife Set. It is required for Hunt the Apostate, Lyrium Knives and Flay to work. It also increases your attack damage. The Lyrium Knife Set occupies the belt slot.
No more weapon and armour restrictions... mostly. The skill tree redesigns are based on the idea that a mage can use a bow if he feels so inclined, and still be able to be specced in such a way as to still be effective in combat. That being said, Rogue cannot use two-handed swords or shields, and neither Rogues or Warriors can use Mage weapons.
Dodging. Warriors can roll out of the way, Rogues can jump away, and Mages can fadestep a few meters away. All dodging has a 10-seconds cooldown.
Cold magic 'realism'. Cold is an absence of heat. Therefore, ice spells are fueled by the heat they dissipate and cost no mana, but usually comes with relatively longer cooldowns. Cold spells also generate HEAT MANA. Check Status effects for details.
Primal Magic Overhaul. In an attempt to be more lore-friendly, I have completely changed how Primal magic is used. You have Forms that you can use (Single Target, AoE, Cone, etc), and these Forms can be modified with a certain element: Fire, Storm and Frost via toggleable Sustained spells. Only 1 can be active at a time, but these Sustained don't have any cost or upkeep or even cooldown. They merely act like switches. Each form has 2 casting charges, meaning you can use them twice and each cast has it's own cooldown. However, the charges occur only when you switch elements: if you cast Wave Form with fire, you can cast Wave Form again, but with either Storm or Frost.




PANICKED/FEARED: Runs around in panic. After 1.5 seconds, PANICKED breaks if creature takes damage, unless otherwise stated.
BLEEDING: Physical DoT - deals 1% of your maximum health per second. Stacks up to 5 times. Does not break PANICKED.
POISONNED: Physical DoT. Stacks up to 5 times. Does not break PANICKED.
BURNING: Magic DoT. Does not stack. Removes CHILLED and detonates FROZEN. Does not break PANICKED.
CHILLED: Applies 25% MOVE SLOW and ATTACK SLOW.
FROZEN: Full disable. Detonates on KNOCKDOWN or critical hits – remainder of FROZEN duration is replaced by CHILLED. Removes BURNING to apply SUNDERED. Breaks 5% GUARD.
WET: Applies after CHILLED wears off. Reduces lightning resistance by 20%. Is replaced with ELECTRIFIED after taking lightning damage.
DRENCHED: Applies after FROZEN wears off (except on detonation). Reduces lightning resistance by 30%. Is replaced with ELECTRIFIED after taking lightning damage.
PARALYSED/STUNNED: Full disable. Takes 10% more damage from all sources. Breaks 5% GUARD.
SUNDERED: Armour reduction. Breaks 5% GUARD.
ELECTRIFIED: Lightning DoT. Does not stack.
SHOCKED: 20% reduced Fire/Lightning/Ice resistance.
STAGGERED: Brief full disable. Usually moves target in a given direction. Breaks 5% GUARD
KNOCKDOWN: Full disable. Usually moves target in a given direction. Breaks 10% GUARD.
IMMOBILISED: Movement disable. Can still attack and use abilities that are not Displacement type.
MOVE SLOW: Movement speed reduction.
ATTACK SLOW: Attack speed reduction.
WEAKENED: 15% attack damage reduction.
SILENCED: Cannot cast spells.
FEEDBACK: Overrides SILENCED. When Mage tries to cast a spell, she is interrupted and takes damage equal to 25% of the spell's mana cost.
ENTROPIC CHARGE: 4% damage increase from all sourced per charge. Stacks up to 25. Charge lasts 4 seconds. When new ENTROPIC CHARGE is applied, charge decay timer is reset.
HEAT MANA: 2% magic damage increase per charge. Stacks up to 35. Lose 1 HEAT MANA charge every time a spell is cast. Charge lasts 8 seconds. When new HEAT MANA is applied, charge decay timer is reset. Spells with No Cost are unaffected. Sustained spell upkeep are unaffected.
Single Target: targets a single enemy or ally, or self.
Not Self: Cannot target self.
Personal: Affects the caster.
AoE: Circular area of effect. Modifiers include Cone AoE and Line AoE.
Point-Target: Point on the ground.
No Target: Affects an area around the caster.
Instant: Does not emit a projectile. Effect happens instantly at the place or on the target it was cast.
Projectile: Emits a projectile.
Beam: Mixture of Instant and Projectile. Visual indicator only. Technically Instant.
Close-Quarter: abilities that can only be cast in melee range, like Shield Bash.
Displacement: Moves the caster.
No Cost: does not cost any stamina or mana to cost. Usually have longer cooldowns.
No Upkeep: Sustained spells with No Upkeep do not tax your mana/stamina pool and/or regeneration. Usually comes with positives and negatives, or drains resource in some other way. (eg, drains mana on attack)
Glyph: Places down a circle or object that repeats an effect every set interval for it's duration. Eg: AoE PARALYSED every 2 seconds.
Trap: Places down a circle or object that causes an effect after a brief few seconds to prime.
Cast Time: Spell will only take effect after a brief timer has elapsed. Any action, unless otherwise stated, will interrupt Cast Time. Can also be interrupted with STAGGERED, KNOCKDOWN, PARALYSED, STUNNED, FROZEN, PANICKED and FEAR.
Channelled: Spell must be maintained for it's effect to endure. Any action, unless otherwise stated, will interrupt Channelled. Can also be interrupted with STAGGERED, KNOCKDOWN, PARALYSED, STUNNED, FROZEN, PANICKED and FEAR.
Passive: ability is always active at no cost.
Sustained: Toggle-able ability. While on, it will have an Upkeep of your maximum mana or stamina and/or mana/stamina regeneration rate.
(Click on the cards to view the skill trees - refresh to make purchase license prompt go away)
- All icons used are from DotA2 -
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