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Contents

  • Maps
    • Maps
      • Introduction to Maps
      • Blightlands
      • Hightown (Day)
      • Hightown (Night)
      • Lowtown (Day)
      • Lowtown (Night)
      • Docks (Day)
      • Docks (Night)
      • Gallows Courtyard
      • Darktown
      • The Hanged Man (Day)
      • The Hanged Man (Night)
      • Houses
      • The Blooming Rose
      • Hawke Estate
      • The Chantry
      • Viscount's Keep
      • Merril's Home
      • The Deep Roads
      • Primeval Ruins
      • Ancient Crypt
      • Sundermount
      • The Wounded Coast
      • Sundermount Caverns
      • The Bone Pit
      • Caves and Mines (1)
      • Caves and Mines (2)
      • Dungeons
      • Sewers
      • Lairs
      • Sanctuary & Hideouts
      • Foundries
      • Alleys (1)
      • Alleys (2)
      • Warehouses
      • Caverns (1)
      • Caverns (2)
      • Mansions (1)
      • Mansions (2)
      • Estates
      • Random Encounters
      • Random Encounters 2
      • Random Encounters 3
      • Templar Hall
      • The Black Emporium
      • Gallows Prison
  • Essentials
    • Strategy & Analysis
      • Useful Features
      • The Dialogue System
      • Friendship & Rivalry
      • Attributes
      • Resistances
      • Elements
      • Status Effects
      • Cross-Class Combos
      • Character Roles
      • Party Builds
      • Tactics
      • Combat Strategy
      • Nightmare Difficulty
      • Threat Management
      • Companion Analysis
    • Abilities
      • Introduction to Abilities
      • Warrior Abilities
      • Rogue Abilities
      • Mage abilities
    • Inventory
      • Introduction
      • Equipment Properties
      • Warrior Weapons
      • Mage Weapons
      • Rogue Weapons
      • Mage Armor
      • Warrior Armor
      • Rogue Armor
      • Armor Sets
      • Generated Equipment
      • Unique Accessories
      • Special Items
      • Shops
      • Crafting
    • Bestiary
      • Introduction
      • Ranks
      • Enemy Identification
      • Enemies
    • Extra Help for Act 1
      • Using the World Map
      • Gamlen’s House
      • Act 1 Companions
      • Act 1 Optional Activities
      • Act 1 Merchants
      • Maximizing Damage
      • Essential Purchases
      • Miscellany
      • Achievements & Trophies
      • Ancient Rock Wraith
    • Extra help for Act 2
      • Companion relationships
      • Essential Purchases
      • Miscellany
      • Optional Activites
      • The Arishok
      • Achievements and Trophies
    • Extra help for Act 3
      • Recommended Purchases
      • Optional Activities
      • Achievements & Trophies
      • Orsino
      • Final Battle
    • Unlockables
      • Achievements and Trophies
    • Dragon Age Encyclopedia
      • Introduction
      • Major Groups & Organizations
      • Dragon Age: Origins
      • Dragon Age II
      • Writing as a Cornerstone
  • Walkthrough
    • Prologue
      • Escape from The Blight
      • Creating Hawke
      • XP & Level Up
      • Companions
      • Quests & Miscellany
    • Act One
      • The Deep Roads Expedition
    • Act Two
      • Demands of the Qun
    • Act Three
      • The Last Straw
    • Act One Quests
      • Main Plot Quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Act Two Quests
      • Main plot quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Act Three Quests
      • Main plot quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Miscellaneous Activities
      • Additional Encoutners
  • DLC
    • Quests
      • The Exiled Prince
  • Extras
    • Extras
      • Achievements & Trophies
      • Dragon Age Encyclopedia
      • Races and Religion
      • Major Characters
      • Story Recap

Dragon Age II Guide › Essentials › Inventory

Mage Weapons

Staves deal damage at range with bolts of energy and up close with physical blows (though that may not suit the disposition of most mages). They can score critical hits with their basic attacks like any other weapon and their shots can be blocked by obstacles between wielder and target. The magic attribute determines a staff’s attack value.

Staves

High magic is the only requirement to equip the best staves, though you’ll also need to place a certain amount of investment in willpower to equip fine mage armor.

The first rule for any party-minded mage is to acquire a wide collection of staves to cover all the elemental affinities for every enemy and occasion. The second rule is to acquire the Elemental Weapons talent so that others share the benefit. But after finding a strong damage rating in the correct element, it is the other properties that distinguish exceptional staves from ordinary fare. In its ideal form, the staff is a support tool that enhances the power of your chosen spell disciplines. Unlike other classes, the mage excels at Area of Effect magic and crowd control. Things to look for include:

Raw elemental damage enhancement for your strongest spells.
Mana pool assistance.
Defensive properties to balance out the mage’s weakness.

Staves

Name

Damage

Properties

Requirements

Acquisition

Act

Chanters’ Staff

22 Spirit

+24 Mana/Stamina | +21% Healing by this character

-

Reward from Grace (Act of Mercy)

1

The Hypnotist’s Staff

22 Electricity

+59 Attack | +8% Magic resistance

-

Decimus (Runaways’ Cavern, Act of Mercy)

1

The Turncoat’s Walking Stick

17 Fire

+48 Attack | +12% Fire damage

-

Mage Goods (Gallows Courtyard)

1

Staff of the Primal Order

28 Cold

1 Rune slot | +14% Fire damage | +14% Cold damage

28 Magic

Bonny Lem’s Wares (Disused Passage)

1

Acolyte’s Staff

33 Physical

+5 Mana/Stamina regeneration rate | +14% Fire damage | +178 Fire resistance

31 Magic

Apparel Shop (Lowtown)

1

Stone’s Breath

26 Spirit

1 Rune slot | +13% Spirit damage | 5% Chance to knock back

-

Reward for saving Sandal

(The Deep Roads Expedition)

1

Valdasine

28 Spirit

1 Rune slot | +2 Willpower | +5 Mana/Stamina regeneration rate

-

Crypt Treasure (Ancient Crypt,

The Deep Roads Expedition)

1

Hubris

22 Physical

+24 Health | +5 Mana/Stamina regeneration rate

-

Frost Horror (Varterral Hunting Ground, Mirror Image)

2

Crooked Staff

29 Spirit

+6% Critical chance | +14% Spirit damage

-

Chest (Gallows Dungeon, Dissent)

2

Sketch’s Resplit-Shaft

22 Fire

1 Rune slot | Blood Magic: Each point of health provides

1 additional mana | +4 Physical damage

-

Reward from Sketch

(Sketchy on the Details)

2

Acolyte’s Staff

22 Physical

+5 Mana/Stamina regeneration rate | +13% Fire damage

31 Magic

Robes by Jean Luc (Hightown)

2

Enchanter’s Staff

31 Physical

1 Rune slot | +14% Cold damage | +14% Spirit damage

30 Magic

Apparel Shop (Lowtown)

2

Cold-Blooded

37 Cold

+6 Magic | +40 Mana/Stamina | +10 Mana/Stamina regeneration rate | +30% Cold damage | Blood Magic: Each point of health provides 1 additional mana

35 Magic

Magnus’s Wares

(The Wounded Coast)

2

Bassrath-Kata

42 Fire

+46 Mana/Stamina | +5 Mana/Stamina regeneration rate | +26% Healing by this character | +13 damage vs. humans

39 Magic

Quest reward (The Lost Swords)

3

Voracity

41 Fire

+117 Attack | Blood Magic: Each point of health provides

1 additional mana | +4 Fire damage across 2m

-

Xebenkeck (The Forgotten Lair, Forbidden Knowledge)

3

The Tiger’s Tail

39 Fire

+109 Attack | +6% Critical chance | +15% Critical damage

-

Grace (The Wounded Coast,

Best Served Cold)

3

Torch of Falon’Din

42 Fire

2 Rune slots | +16% Fire damage | +8 Fire damage

-

Marethari (Sundermount)

3

Eye of the Storm

37 Electricity

1 Rune slot | +15% Electricity damage | 5% Chance to Stun

-

Danarius (The Hanged Man, Alone)

3

Mutiny

37 Cold

1 Rune slot | +40 Mana/Stamina | +102 Attack

33 Magic

Mage Goods (Gallows Courtyard)

3

Corrupted Acolyte’s Staff

42 Physical

+46 Mana/Stamina | +16% Electricity damage | Blood Magic: Each point of health provides 1 additional mana

37 Magic

Apparel Shop (Lowtown)

3

Staff of Violation

41 Spirit

+3 Willpower | +15% Spirit damage | 2.5% Chance to infect with Walking Bomb

-

Orsino (Gallows Prison)

3

Allure’s Crook*

35 Spirit

2 Rune slots | +38 Mana/Stamina | +5 Mana/Stamina regeneration rate

34 Magic

Allure (Underground Passage, Repentance)

2

The Magister’s Scythe*

24 Physical

+63 Attack | Attacks ignore Enemy Armor |

5% Chance to regenerate 3% Health

25 Magic

Emporium’s Relics and Antiques (Black Emporium)

1

The Final Thought*

48 Physical

1 Rune slot | +4 Magic | 5% Chance to regenerate

9% Mana/Stamina | +104 Mana/Stamina | +33% Nature damage | +33% Spirit damage

42 Magic

Emporium’s Relics and Antiques (Black Emporium)

3

* Downloadable content (see dragonage.com/da2/addons for details).

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