a compilation of Origins spells and tips, with additional information for Awakening.
Earlier versions are either specialized, like Ako's excellent Ultimate Guide to Arcane Warriors , or outdated and incomplete, like the ubiqutous Valamir's Spell Guide.
I have fond memories of Valamir's Spell Guide, which I used during early play of DA:O. But looking at it now is like listening to tales from a tipsy uncle. There's wisdom in there, but also a lot of deciphering to do.
Still, Valamir's pops up first when you type "Dragon Age Spell Guide," and I'm warned that Google keeps a file on anyone who questions their judgment, so by all means, read it.
Current through Patch 1.04 (included with the Ultimate Edition), partly tested with 1.05 beta.
The fine folks of the Forum, combined with my own highly questionable suggestions. Where my opinions differ from the consensus, I'll say so and explain why.
I gained this knowledge at high cost. Not to me, of course, but to a noble boy (Conrad? Conway? Conan? cute kid) with no decent outlet for his curiosity. There's a lesson in there somewhere.
The DA Wiki isn't always complete (saying that Animate Dead, for instance, summons a minion 'for a short time' is misleading at best), but the spell info tends to be good. It has a good list of Spell Combos and of Enemy Resistances.
For Arcane Warriors
Ako's Guide remains superb. The build variations, gear discussion, and spell descriptions are all first-rate. I won't reinvent that wheel, but I'll include this forum List of Spells that don't Sheath Weapons. In its spell descriptions, the Wiki also often includes sheathing information for Arcane Warriors, and it has a handy chart here.
should know that the line is still generally viewed as weak, but a good counterargument, along with smart build recommendations, can be found in TBastian's Shapeshifter FAQ .
Another decent guide, with more information on mechanics, can be found at Sorcerers.net Shapeshifters .
Finally, there's video instruction in this thread.
My take? Shapeshifting is viable if you enjoy it, and it offers a tanking alternative to mages with more controls than Arcane Warrior. But you really need the fourth talent for any of the forms to shine, making it a big investment for no greater return than other lines, and I've never liked surrending access to my spells. If you do want to try it, hang on to Ser Jory's greatsword, which has no Str requirement.
will find useful information in the Animate Spell Guide , to which I can add:
- The raised skeleton type depends not on the class you killed, but on the weapon it carries. A warrior clutching a 2H weapon won't yield a Shield tank. The tank is surprisingly good.
- Rogue skellys can pick locks at a very low ability.
- Only the first 2 tactics are used by the AI, even though it lists more. Some talents, like Shield Defense, are available ONLY through the tactics window and will not show on the quickbar.
- Mage spells are selected from half a dozen different templates, a healer being one of them. I also like the one with Glyph of Paralysis and the one with Winter's Grasp. You can save and reload to cycle through them when casting.
- Spell Might brings the skelly closer to your level but does not add additional abilities.
- You cannot (as of Patch 1.04) use a skelly for Blood Sacrifice, nor can you use it as a guided Walking Bomb. You can heal it.
Edited by CBGB, 24 November 2011 - 02:44 AM.