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Dragon Age Kingdom |
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-----------DLC Origins-----------
------------DLC DA II------------
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Shapeshifter
Spider Shape |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
90 Sec |
Requires: |
Lv 7
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The shapeshifter can transform into a giant spider, gaining a large bonus to nature resistance as well as the spider’s Web and Poison Spit abilities. The caster’s spellpower determines how powerful the form is. With Master Shapeshifter, the mage becomes a corrupted spider, growing still stronger and gaining the Overwhelm ability. |
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Bear Shape |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
90 Sec |
Requires: |
Lv 8
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The shapeshifter can transform into a bear, gaining large bonuses to nature resistance and armor as well as the bear’s Slam and Rage abilities. The caster’s spellpower further enhances this bear’s statistics and abilities. With Master Shapeshifter, this form transforms the caster into a powerful bereskarn and gains the Overwhelm ability. |
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Flying Swarm |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
60 Sec |
Requires: |
Lv 10
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The shapeshifter’s body explodes into a swarm of stinging insects that inflict nature damage on nearby foes, with the damage increasing based on the caster’s spellpower and proximity. While in this form, the caster gains Divide the Swarm, and any damage the shapeshifter suffers is drawn from mana instead of health, but the caster regenerates no mana. The swirling cloud of insects is immune to normal missiles and has a very good chance of evading physical attacks but is extremely vulnerable to fire. With Master Shapeshifter, the character gains health whenever the swarm inflicts damage. |
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Master Shapeshifter |
Type: |
Passive |
Range: |
- |
Fatigue: |
- |
Cooldown: |
- |
Requires: |
Lv 12
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Mastery of the shifter’s ways alters the forms of Bear Shape and Spider Shape, allowing the caster to become a bereskarn and a corrupted spider, both considerably more powerful than their base forms. In those forms, the shapeshifter also gains Overwhelm. Additionally, the Flying Swarm shape drains health from foes whenever the main swarm inflicts damage. |
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Spirit Healer
Group Heal |
Type: |
Activated |
Range: |
Allies |
Activation: |
40 |
Cooldown: |
20 Sec |
Requires: |
-
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The caster bathes allies in benevolent energy, instantly healing them by a moderate amount. |
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Revival |
Type: |
Activated |
Range: |
Medium |
Activation: |
60 |
Cooldown: |
120 Sec |
Requires: |
Lv 8
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The caster revives a fallen party member, raising them from unconsciousness and restoring some health. |
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Lifeward |
Type: |
Activated |
Range: |
Medium |
Activation: |
55 |
Cooldown: |
30 Sec |
Requires: |
Lv 12
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The caster places a protective ward on an ally that automatically restores health when the ally falls close to death. |
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Cleansing Aura |
Type: |
Sustained |
Range: |
Personal |
Activation: |
5% |
Cooldown: |
30 Sec |
Requires: |
Lv 14
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While this mode is active, waves of healing and cleansing energy emanate from the caster, restoring health to all nearby allies every few seconds and curing the injuries of allies very close to the caster. |
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Arcane Warrior
Combat Magic |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
50% |
Cooldown: |
10 Sec |
Requires: |
-
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While this mode is active, the arcane warrior channels magic inward, trading increased fatigue for an attack bonus and the ability to use Magic to determine combat damage. Aura of Might and Fade Shroud improve the effects. Additionally, regardless of whether the mode is active, an arcane warrior who has learned this spell may use the magic attribute to satisfy the strength requirement to equip higher-level weapons or armor. |
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Aura of Might |
Type: |
Passive |
Range: |
- |
Activation: |
- |
Cooldown: |
- |
Requires: |
Lv 12
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The arcane warrior’s prowess with Combat Magic grows, granting additional bonuses to attack, defense, and damage while in that mode. |
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Shimmering Shield |
Type: |
Sustained |
Range: |
Personal |
Fatigue: |
5% |
Cooldown: |
30 Sec |
Requires: |
Lv 14
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The arcane warrior is surrounded by a shimmering shield of energy that blocks most damage and grants large bonuses to armor and all resistances. When active, however, the Shimmering Shield consumes mana rapidly. |
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Fade Shroud |
Type: |
Passive |
Range: |
- |
Activation: |
- |
Cooldown: |
- |
Requires: |
Lv 16
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The arcane warrior now only partly exists in the physical realm while Combat Magic is active. Spanning the gap between the real world and the Fade grants a bonus to mana regeneration and a chance to avoid attacks. |
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Blood Mage
Blood Magic |
Type: |
Sustained |
Range: |
Personal |
Activation: |
5% |
Cooldown: |
10 Sec |
Requires: |
-
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For as long as this mode is active, the caster sacrifices health to power spells instead of expending mana, but effects that heal the blood mage are much less effective than normal. |
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Blood Sacrifice |
Type: |
Activated |
Range: |
Medium |
Activation: |
0 |
Cooldown: |
15 Sec |
Requires: |
Lv 12
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The blood mage sucks the life-force from an ally, healing the caster but potentially killing the ally. This healing is not affected by the healing penalty of Blood Magic. |
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Blood Wound |
Type: |
Activated |
Range: |
Medium |
Activation: |
40 |
Cooldown: |
20 Sec |
Requires: |
Lv 14
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The blood of all hostile targets in the area boils within their veins, inflicting severe damage. Targets stand twitching, unable to move unless they pass a physical resistance check. Creatures without blood are immune. |
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Blood Control |
Type: |
Activated |
Range: |
Medium |
Activation: |
40 |
Cooldown: |
40 Sec |
Requires: |
Lv 16
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The blood mage forcibly controls the target’s blood, making the target an ally of the caster unless it passes a mental resistance check. If the target resists, it still takes great damage from the manipulation of its blood. Creatures without blood are immune. |
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