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Dragon Age: Origins Nightmare Guide by David Milward


INTRO & ABOUT  |  CHARACTER DEVELOPMENT GUIDELINES  |  EQUIPPING CHARACTERS  |  COMBAT GUIDELINES  |  CHARACTERS
Areas in Order of Appearance:  
Origins  |  Ostagar  |  Lothering  |  Circle Tower  |  Warden's Keep (DLC)  |  Return to Ostagar (DLC)  |  Stone Prisoner (DLC)  |  Brecilian Forest  |  Redcliffe  |  The Urn of Sacred Ashes  |  Orzammar  |  Deep Roads  |  Denerim  |  Final Onslaught  
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Characters 
Aldarion  |  Alistair  |  Leliana  |  Mabari War Hound  |  Morrigan  |  Oghren  |  Shale  |  Sten  |  Wynne  |  Zevran  | 

ALDARION, ELVEN GREY WARDEN AND ARCANE WARRIOR

Aldarion

Starting Attributes at 1st level/
Strength 10 Dexterity 10 Willpower 16 Magic 22 Cunning 11 Constitution 10

Talent Selection

There's sort of a continuum to how you can play and develop your Arcane Warrior. I describe three approaches along that continuum, and explain my preference as well.

Tank Arcane Warrior: The idea is that as soon as possible your Arcane Warrior acquires all of the sustainable talents like Stone Armor, Miasma, Shimmering Shield, Combat Magic, etc. and always keeps them active. In other words, this is a roundabout way of creating a tank. For an early-career Arcane Warrior, Mana for actual spellcasting can be a challenge. For those who like this build, any spellcasting that comes afterwards is incidental to the main function of the build. My view is that, at least in the early going, this doesn't provide anything that you couldn't get through a heavily-armored and shield wielding Champion.

Pure Spellcasting Arcane Warrior: The idea is to focus exclusively on spellcasting power. Win the fight in short order through your spells. Switch over to your sword in the event that any happen to make it close enough. Sure, it works. But if this is where you wanna go, why not just develop a staff-shooting Spirit Healer or Blood Mage?

Hybrid: My preference, and the one I view as most in the spirit of playing an Arcane Warrior. I don't race for the Arcane Warrior sustainables right away, because there's plenty of activated spells that I like to use. And indeed, the armor bonus provided by Rock Armor at lower levels is pretty negligible. Weakness and Paralyze as prerequisites to Miasma are pretty hard to swallow in the early stages of an Arcane Warrior who still wants to cast spells. The idea is to tactically squeeze the utmost out of your activated spells in order to damage the monsters, or otherwise tip the scales in your favour, so that the spells either win the battle outright or assure the advantage when you close in. Melee combat often represents the finishing touch. At mid to higher levels I then pick up sustainables like Miasma and Rock Armor, which then become much more meaningful. It is at this point that I start to have my cake and eat it too (although my Arcane Warrior was doing just fine in melee combat beforehand). Keep in mind that use of activated spells will often 'aggro' monsters against the Arcane Warrior. Either a high defense, or an activation of Shimmering Shield, or both, can very often suffice to neutralize the 'aggro'.

There's also an exploit, if you want to call it that, to get the most out of a hybrid Arcane Warrior. At higher levels I often have the Arcane Warrior max out with a lot of combat-related sustainables. However, if I know that it would be advantageous to start a certain battle with activated spells at a distance, I'll simply turn off those sustainables and let the Arcane Warrior recoup a now larger pool of available stamina. He then uses whatever activated spells he wishes on the monsters from a distance. Should any of the monsters close in, the Arcane Warrior's script will kick in and begin to reactivate his combat-related sustainables.

Starting

Arcane Bolt - A default starting spell for a Mage. It is useful as a damage option in the early going.

1st level

Winter's Grasp - This spell has lasting value, since its ability to inflict cold damage on a single target increases with each level, and it comes out in a flash.

Frost Weapons - This becomes useful when Aldarion surrounds himself with party members. However, its damage is inferior to that of Flaming Weapons and I mostly quit using it after Wynne joins the party. It still does find occasional use against fire-based creatures though.

2nd level

Cone of Cold - The advantage of starting with an Elf mage and putting all your bonus points into Magic is so that you can use this awesome spell as early as the 2nd level. It does significant damage in its own right, but the clincher is that it sets up the monsters for significant hacking down by the fighters while they remain frozen. This in indeed one of the best spells for a hybrid Arcane Warrior. It is also often the first part of the Shatter Combo whereby a critical hit, or Spirit Prison, or Stone Fist, will kill the target outright.

3rd level

Mind Blast - Sometimes useful as a stop gap in its own right since it can stop an incoming swarm in its tracks. Keep in mind that the stun effect is brief, and it will 'aggro' the monsters, so you better have a good follow-up.

4th level

Force Field - There are three strategic uses for this spell. One is if you anticipate that the monsters are about to swarm a single character en masse. Cast Force Field over that character, buying the rest of your party time to go to work while the monsters waste their efforts.

The second use is if you are dealing with a boss creature who may be quite tough, but his followers may be decidedly easier to handle. Take that boss out of the fight temporarily by putting the Force Field over him, and then go to work on his followers. Once you've finished taking out the followers and the Force Field has worn off, you can hopefully deal with the boss by himself.

A third potential use is the Shock Wave combo. Maybe there is a tough monster, but he's at a distance. Keep him out of the fight for bit with the Force Field. If after a while he's still surrounded by comrades, cast Spirit Prison right over top the Force Field to unleash a Shock Wave. Keep in mind that opportunities to pull this off are usually rare, but keep an eye open.

5th level

Telekinetic Weapons - Once the party becomes settled, Aldarion maintains this spell while Wynne will maintain Flaming Weapons. The two spells together will dramatically increase damage output for the party during up close combat.

Lightning (bonus) - A useful single-target damage spell, but also a stepping stone.

6th level

Shock - Inflicts electrical damage in a cone-area. This is often the perfect follow up to Cone of Cold. First, freeze several monsters in place with Cone of Cold. Then deliver even more damage with Shock over the same area. Keep in mind that any monsters that survive will go 'aggro' on you once they are no longer frozen in place.

7th level - Arcane Warrior as 1st Specialization

Crushing Prison - This is a fantastic spell that can keep a monster stuck with continuous spirit damage for its duration. If you're so inclined, you can follow up with other spells or physical attacks to kill it in short order. It is also a capper spell for both the Shatter and the Shock Wave combos.

8th level

Tempest - This blankets a decent-sized area with continuous electrical damage. It is also part of the Storm of the Century combo.

9th level

Combat Magic - I didn't get this right away at 7th level because I had yet to find a useful set of armor. But when the time is right Combat Magic allows an Arcane Warrior to use their Magic score instead of Strength to determine armor and weapons that can be equipped. It also allows the Arcane Warrior to use Magic to determine weapon damage, thus obviating any need to put any points into Strength.

10th level

Weakness - Now I'm heading for Miasma.

Paralyze (Tome of Arcane Technique) - Same thing.

11th level

Blizzard - Blankets the area with continuous cold damage, and also has the potential to freeze enemies in place. It is also another part of the Storm of the Century combo.

Miasma (from Tome of Arcane Technique) - Always imposes -10 penalties to attack and defense to any monsters within its radius, making it highly commendable to Arcane Warriors.

12th level

Aura of Might - A passive talent that increases the power of Combat Magic.

13th level

Mana Drain - A stepping stone to other talents in the Mana tree.

14th level

Shimmering Shield - A powerful ability that lessens the damage the Arcane Warrior takes, either physical or elemental. Very powerful but also drains Mana rapidly. I script it so that it's activated only when Aldarion is surrounded by three or more monsters. This is often the key to neutralizing 'aggro' when my Arcane Warrior has used activated spells on the monsters.

15th level

Mana Cleanse - This spell is bugged and does the exact opposite of its stated description. It replenishes enemies' Mana instead. Nonetheless, it is a stepping stone to both Spell Might and Mana Clash.

16th level

Fade Shroud - A passive ability that augments Combat Magic so that it provides a Mana regeneration bonus as well as a 25% chance to dodge attacks.

17th level

Spell Might - The last piece needed for the Storm of the Century combo, and also a stepping stone to Mana Clash.

18th level

Mana Clash - This is probably the best anti-mage ability in the game. It drains enemy mages of Mana, and scores just as much damage on them at the same time. It also comes out in a flash, and doesn't require an Arcane Warrior to sheath his weapon first.

19th level

Rock Armor - Now the armor bonus it provides is meaningful.

20th level

Walking Bomb - This and Virulent Walking Bomb add another possible offensive weapon to Aldarion's repertoire. It is also a stepping stone to Death Syphon. *Note* I usually restricted my use of this spell against groups of enemies like archers that I knew would stay back, and thus present no risk of infecting my party members. Paracelsi makes the additional point that this and Virulent Walking Bomb can provide very effective weapons against boss enemies like Dragons, since there is no risk of the boss monster dying outright and infecting nearby party members.

Death Syphon - This is one of the linchpins of the build, as it allows Aldarion to recoup Mana from enemies that die within its radius. Greater spellpower means more Mana recouped. It is this ability that often allows Aldarion to sustain his Shimmering Shield through especially intense and prolonged battles.

21st level

Virulent Walking Bomb - Provides another potent offensive weapon, as long as I can make sure its targets stay well back from me.

22nd level

Arcane Shield - The defense bonus provided by this spell correlates with the spellpower of the caster, so it makes sense to put off acquiring this until later. And it is a perfect fit with Aldarion's abilities as an Arcane Warrior.

23rd level

Staff Focus - Aldarion does sometimes use his staff for long-distance missile fire. It's also a stepping stone to ...

24th level

Arcane Mastery - A passive ability that provides a much welcome +5 bonus to spellpower.

25th level

Chain Lightning - Rounding out the Lightning tree with another offensive option.

Mass Paralyze (Tome of Arcane Technique) - An option that temporarily paralyzes any monsters within its area of effect. Another card in my deck.

Skill Selection

Starting

Herbalism and Combat Tactics - These are given to a Mage Warden by default.

1st level

Coercion - Coercion is a key skill for any Grey Warden character, as only the Grey Warden can make use of it during dialogues. Not developing this skill can mean a lot of lost opportunities that could have come your way.

3rd level

Improved Coercion - To make doubly sure that I can make my Coercion or Persuasion checks during the early parts of the game.

6th level

Trap-Making - It is possible to exploit the "Traps are a Girl's Best Friend" quest in Lothering repeatedly for limitless gold and xp, as long as the Grey Warden character has at least one rank in the Traps-making line of skills. That is exactly what I intend to do, to a point.

9th level

Combat Training - This line of skills will have definite benefits for an Arcane Warrior, but for now this selection improves Aldarion's chances of getting a spell off when hit.

12th level

Improved Combat Training - Continuing the development of this line of skills, and adding a +1 to Mana regeneration at the same time.

13th level

Expert Coercion (by Tome of Skill and Sundry) - I acquired this from the Tome of Skill and Sundry, refining further my ability to make Persuasion or Intimidation checks.

15th level

Master Coercion - Now this skill line is completely rounded out.

18th level

Expert Combat Training - Continuing the development of this line of skills, and adding a +2 bonus to attack at the same time.

21st level

Master Combat Training - Maxing out the skill tree.

22nd level

Stealing - So that I can access Slim Couldry's quests.

24th level

Improved Combat Tactics - The more Mana I acquire, the more sustainables I can put up. I therefore start to develop this skill tree so that I can make room for more sustainables in my Tactics menu.

Master Combat Tactics (by Tome of Skill and Sundry) - Same thing.

Script

Self: Any - Activate Combat Magic
Self: Any - Death Syphon
Self: Any - Spell Might
Self: Any - Miasma
Self: Any - Spell Might
Self: Any - Rock Armor
Self: Any - Arcane Shield
Self: Any - Telekinetic Weapons
Self surrounded by at least 3 Enemies - Activate Shimmering Shield
Self surrounded by no Enemies - Deactivate Shimmering Shield
Nearest Visible Enemy - Attack

I set this script up to keep the combat sustainables up. Shimmering Shield is activated only when the physical fighting gets crowded, and then deactivated once the pressure lets up. The activated spells, most of which require either precise placement or specific situations, are left to manual control.

Inventory

Main Weapon: Spellweaver (Grandmaster Flame Rune, Grandmaster Silverite Rune)
Shield: Fade Wall
Staff: Wrath of Heaven
Helmet: Corruption
Armor: Wade's Superior Dragonscale Armor set (with Evon the Great's Mail)
Amulet: The Spellward
Belt: Andruil's Blessing
1st Ring: Lifegiver
2nd Ring: Key to the City

Aldarion gets the prime cuts for equipment, including the Arcane Warrior-specific sword, a shield that boosts both defense and Mana, an armor set that provides lots of armor and little to no fatigue penalty, and a Helmet that will protect him from the Archdemon's breath weapons. The Wrath of Heaven staff will increase even more the damage from the Storm of the Century.

Attribute Increases

I head straight for a Magic score of 25 on my first level up so that I can get Cone of Cold right away. I then go with +1 Dexterity, +1 Willpower, and +1 Magic thereafter. Dexterity simultaneously increases both attack and defense. Willpower adds to my Mana pool for both the sustainables and the activated spells. Magic provides a bonus to attack, and increases both my Spellpower and my damage from my Spellweaver sword. The Lifegiver obviates the need for any Constitution increase. I occasionally add to Cunning if I need to add a skill like Expert Coercion.


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