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Dragon Age: Origins eGuide
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Contents

  • Maps
    • Ferelden
      • Map of Ferelden
    • Dwarf Commoner
      • Dust Town
      • Commons
      • Tapster's Tavern
      • Beraht's Shop
      • Proving Grounds (Dwarf Commoner)
      • Beraht's Hide
    • Dwarf Noble
      • Ozammer Royal Palace
      • Diamond Quarter
      • Proving Grounds (Dwarf Noble)
      • Ruined Thaig
      • Outskirts
    • City Elf
      • Alienage
      • Arl of Denerim's Estate (Exterior)
      • Arl of Denerim's Estate (Interior)
    • Dalish Elf
      • Forest Clearing
      • Elven Ruins
      • Dalish Elf Camp
      • Return to Forest Clearing
      • Return to the Elven Ruins
      • Return to Dalish Elf Camp
    • Human Mage Origin
      • The Harrowing
      • The Circle Tower (Human Mage Origin)
      • The Repository
    • Human Noble Origin
      • Castle Cousland By Day
      • Castle Cousland (Night)
    • Ostagar
      • King's Camp
      • Korcari Wilds
      • Return to King's Camp
      • The Tower of Ishal
    • Lothering
      • Lothering
      • Lothering Chantry
      • Dane's Refuge
  • Essentials
    • Basics
      • Key Terms
      • Experience and Leveling
      • Your Health
      • Race
      • Class
      • Skills, Talents, and Specializations
      • Items
      • Combat
      • The Map
      • The Codex
      • Making choices
    • Character Generation
      • Gender and Race
      • Class
      • Specializations
      • Appearance and Voice
      • Attributes
      • Origin Stories
    • The Classes
      • Levelling
      • Skills
      • The Warrior: Strengths
      • The Warrior: Attributes
      • The Warrior: Skills & Talents
      • The Warrior: Weapons
      • The Warrior: Talent Tables
      • The Warrior: Specializations
      • The Warrior: Character Builds
      • The Mage: Strengths
      • The Mage: Attributes
      • The Mage: Skills & Spells
      • The Mage: Schools & Gear
      • The Mage: Talent Tables
      • The Mage: Specializations
      • The Mage: Character Builds
      • The Rogue: Strengths
      • The Rogue: Attributes
      • The Rogue: Skills & Talents
      • The Rogue: Schools & Gear
      • The Rogue: Talent Tables
      • The Rogue: Specializations
      • The Rogue: Character Builds
    • The Party
      • Buddy Basics
      • Group Dynamics
      • Dealing with Threat
      • Healing
      • Combat Roles
      • Configurations and Engagement
      • Tactics
    • Companions
      • Understanding Companions
      • Alistair
      • Leliana
      • Morrigan
      • Oghren
      • Shale (DLC Only)
      • Wynne
      • Zevran
      • Dog
      • Loghain Mac Tir
      • Sten
    • Supporting Cast
      • NPCs
    • Traveler's Guide
      • Thedas
      • History
      • Ferelden Society
      • Life In Fereldan
      • Fereldan Timeline
      • People of Ferelden
      • Elsewhere
        • Geography
    • Equipment
      • Equipment Basics
      • Vendor Shopping
      • Weapons
      • Armor
      • Accessories
      • Rune Enchanting
      • Crafting
      • Usable Items
      • Gifts
      • Downloadable Content Items
    • Races
      • Elves
    • The Bestiary
      • The Monster Manual
    • Encounters
      • World Encounters
      • Plot Encounters
      • Random Encounters
  • Walkthrough
    • Walkthrough
      • Tour of Ferelden
      • Essential Locations
      • Dwarf Commoner Origin
      • Dwarf Noble Origin
      • City Elf Origin
      • Dalish Elf Origin
      • Mage Origin
      • Human Noble Origin
      • Ostagar
      • Lothering
      • Broken Circle
      • Arl of Redcliffe
      • Urn of Sacred Ashes
      • Paragon of Her Kind
      • Nature of the Beast
      • The Landsmeet
      • The Final Onslaught
      • Warden's Keep (DLC Only)
      • The Stone Prisoner (DLC only)
    • Side Quests
      • Blackstone Irregulars
      • Brecilian Forest
      • Chanter's Board
      • The Circle of Magi
      • Denerim
      • Favors for Certain Interested Parties
      • Korcari Wilds
      • The Mages' Collective
      • Orzammar
      • Ostagar
      • Party Camp
      • Redcliffe
      • Warden's Keep (DLC Only)
      • Wide Open World
    • Achievements and Trophies
      • PC Achievements
      • Console Achievements
  • DLC
    • Companions
      • Shale
    • Warden's Keep
      • Walkthrough
    • The Stone Prisoner
      • Walkthrough

Dragon Age: Origins Guide › Essentials › The Classes

The Mage: Attributes

Attributes

Spells are your livelihood as a mage, thus your magic score is essential. Magic directly increases your character's spellpower score, which determines the potency of all spells.

The prerequisite for the various schools of magic begins at 18 magic, but goes as high as 36 magic, so put most of your points here to unlock crucial spells.

Magic also determines how effective potions, poultices, and salves are for characters; your mage will gain bigger benefits from lyrium potions and health poultices because of your affinity for magic.

Mage Attribute Bonuses

  • +5 Magic
  • +4 Willpower
  • +1 Cunning

Willpower works in conjunction with magic. The more points you throw into willpower, the larger your mana pool and the more spells you can cast.

If you have a party member with good Herbalism, you may be able to stock up on lyrium potions to offset a lower willpower score, but you definitely need to spend as many points here as you can afford.

If you have a good tank who holds threat well, and you don't get hit much by monsters in melee, sink all your extra points into growing your mana pool.

Tip

Gear bonuses can amplify your attribute's strengths or offset any shortcomings. A ring, for example, that bulks up constitution could provide some extra health without costing any of your precious attribute points.

After magic and willpower, your attributes will go more according to your play style. In general, you may want to add a little constitution. Every mage, even if they don't plan on beating mobs over the head with a staff, needs health and resilience.

The more you have, the longer you'll stay in a fight, and if your tank fails to hold a creature's threat and it comes gunning for you, that extra constitution and health bonus will make a difference.

Cunning contributes to learning skills, and it's huge if you take Coercion and want to persuade NPCs. If you don't invest in Coercion, then feel free to spend these points in constitution and dexterity.

Dexterity has limited use for most mages. It can be helpful to dodge incoming blows, and an arcane warrior mage may want some points in dexterity for accuracy while wielding melee weapons. If you do spend points, spend only a few.

Because you shouldn't be engaging foes physically, strength means very little. There's always something better to spend points on, so leave this attribute alone.

If you're worried about combat damage, it's probably best to spend the points on constitution instead.

During character creation, feel free to choose a race based on overall story possibilities. It's much more important to enjoy the origin story for your character than it is to worry about a point here or there in your attributes.

However, if maximizing your mage stats appeals to you, choose an elf. An elven mage gives you a starting 17 magic and 16 willpower. A human mage offers one fewer point in magic and two fewer points in willpower.

Most of your points are socked away in magic and willpower, so later in your character's evolution you'll need to spread out the points to other attributes. Dwarves cannot be mages; if you want to play a dwarf, you won't be casting spells.

Mage Starting Attributes

Attribute Human Elf
Strength 11 10
Dexterity 11 10
Willpower 14 16
Magic 16 17
Cunning 12 11
Constitution 10 10

Once you choose your mage's race, you begin with five extra points to add to your attributes. That's almost two "level ups" worth of attribute growth, so spend it wisely. Most builds require you to spend all, or most, of your points in magic out of the gate.

It's important to unlock spells early, and because magic is the main prerequisite for spells, you must reach the 25–30 magic range to gain the better spells.

If you don't care about reaching the upper echelon spells soon, then think about a 3/2 split between magic and willpower, or a 2/2/1 split among magic, willpower, and constitution.

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