Dragon age skills. Walkthrough of the game Dragon Age: Origins. Pathfinder ability line


WITH hero development system Dragon Age: The beginning is based on three pillars: characteristics, skills and abilities. It is in this order, because without improving your characteristics you will not be able to improve some skills, and without raising the corresponding skills you will not be able to pump up the necessary skills to the maximum.

WITH Your hero’s travelers have access to 7 different skills to develop: theft, survival, poison making, trap making, herbalism, combat training and battle tactics. The main character also has access to an eighth skill - influence. It opens up new lines of dialogue and, depending on the character’s level of strength/cunning, allows him to intimidate/convince his interlocutors.

Influence*

Influence
Required: 10 trick.
The character is influential enough to convince other people. Developed strength helps to achieve one’s goals through threats, and developed cunning through persuasion.
Improved influence
Required: 12 trick.
The character's ability to influence others has increased even further.
Artful Influence
Required: 14 trick.
The character has exceptional influence on people, and all but the most strong-willed individuals obey him.
Masterful Influence
Required: 16 trick.
The character is eloquent to the point of indecency and can get what he wants from anyone.
*this skill is available only to the main character

Thief

Thief
Distance: personal action
Activation: 0
Cooldown: 10 sec.
Required: 10 trick.
A nimble character can steal a small item from an enemy or ally if he is not too attentive.
Experienced thief
Required: 12 trick.
The character has improved his art of thievery and now steals more successfully.
Skilled thief
Required: 14 trick.
The character works his fingers so quickly that victims of theft almost always notice the theft only when it is too late.
Master Thief
Required: 16 trick.
The character has become a world-class thief and can distract and mislead enemies even during combat.

Making traps

Making traps
Distance: personal action
Activation: 0
Cooldown: 0 sec.
The character has learned to make simple traps and baits from common components.
Experienced trap making
Required: level 4.
The character has learned to create complex second-level traps and lures, and can recognize strangers at a greater distance than before.
Skillful trap making
Required: level 7.
The character has learned to assemble deadly traps and baits of the third level.
Master Trap Making
Required: level 10.
The character has mastered the art of creating deadly traps and baits of the fourth level, and sees strangers from afar.

Survival

Survival
Required: 10 trick.
The character senses the presence of nearby creatures below his level. This skill also provides a small bonus to nature resistance.
Experienced Survival
Required: 12 trick.
The character senses the presence of nearby creatures of his level or lower. This skill also provides a small bonus to nature resistance.
Skillful Survival
Required: 14 trick.
The character senses the presence of nearby creatures whose level exceeds the character’s level by no more than 2. The character becomes aware of the creature’s level and its subtype. This skill also provides a small bonus to nature resistance.
Master Survival
Required: 16 trick.
The character senses the presence of any creatures nearby, regardless of level, and also receives a bonus to physical stability and resistance to the forces of nature.

Making poisons

Making poisons
Distance: personal action
Activation: 0
Cooldown: 0 sec.
The character has undergone difficult training and can now make simple poisons and grenades.
Experienced production of poisons
Required: level 4.
The character can make deadly poisons and second-level grenades.
Skillful production of poisons Required: level 7. The character has mastered exotic techniques for making poisons and grenades up to the third level.
Master Poison Making
Required: level 10.
The character has become an outstanding specialist and can make poisons and grenades of the fourth level.

Herbalist

Herbalist
Distance: personal action
Activation: 0
Cooldown: 0 sec.
The character can make simple potions, ointments, and poultices from common herbs.
Experienced Herbalist
Required: level 4.
The character is well versed in important plants and can make a variety of deeds, ointments and poultices up to the second level.
Skilled Herbalist
Required: level 7.
The character has improved his skills and can make potions, ointments and poultices of the third level.
Master Herbalist
Required: level 10.
The character has extensive knowledge of herbs and can prepare powerful fourth-level potions, ointments, and poultices.

Combat training

Combat training
The character has undergone basic combat training. Warriors and robbers gain access to level 1 weapon skills. Mages can take more damage from attacks before being forced to abort the spell.
Enhanced combat training
Warriors and rogues gain access to level 2 weapon skills and a bonus to stamina recovery. Mages can take more damage from attacks before being forced to abort a spell, and also receive a bonus to mana regeneration.
Special combat training
The character has fought more battles than a seasoned soldier and receives a small bonus to attack. Warriors and robbers gain access to third-level weapon skills. Mages can take more damage from an enemy attack before it interrupts their spell.
Exceptional combat training
The character has accumulated a lot of experience in combat and receives small bonuses to armor and attack. The character has undergone basic combat training. Warriors and rogues gain access to top-level weapon skills. Mages can take more damage from an enemy attack before it interrupts their spell.

Battle tactics

Battle tactics
Required: 10 trick.
The character can quickly develop tactics in battle and receives a cell for combat tactics.
Improved battle tactics
Required: 12 trick.
The character analyzes the battle situation more insightfully and receives an additional cell for battle tactics.
Developed battle tactics
Required: 14 trick.
The character has learned many tactical military tricks and receives two additional cells for combat tactics.
Perfect battle tactics
Required: 16 trick.
The character has become a master of tactical combat, takes into account any opening opportunity and receives two additional cells for combat tactics.

IntroductionThere are games that are nice to talk about because they are of high quality. There are those that are easy to write about, because you love the game genre, and it’s difficult to surprise you with something new in it. While creating an article on Dragon Age, I catch myself thinking: this is probably how modern artists are trying to copy the creations of Michelangelo. Real feelings will be revealed only when you see the original, and a copy gives only a certain idea. I will try to give you as complete a picture as possible...

So, as many people who are fond of role-playing games remember, in Lately the BioWare corporation, which gave us such masterpieces in the RPG genre as Baldur's Gate and Neverwinter Nights (the role-playing series Star Wars and Mass Effect are a slightly different cuisine), decided to take an important step in its development - to move away from licensing the set of rules and the Dungeons & universe Dragons, and try to create something of your own, and seriously and for a long time.

Listening to interviews with the developers, you learn that the game was originally started to be made with the help of good old Neverwinter Nights 2 (some levels were tested on its engine). The Baldur's Gate series was taken as the standard for the creation of Dragon Age. The creation of the battle system was inspired by paintings from the Lord of the Rings series, 300, as well as films about the adventures of Conan (starring Arnold Schwarzenegger, if you remember). Staged By the way, the battles were fought by professionals who worked in the film “300.”

I personally was most interested in the implementation of a role-playing system, which should, firstly, not be too similar to the rules of D&D (so as not to face a lawsuit), and secondly, not alienate the very demanding fans of BioWare games. Well, let's go to study this issue in the vastness of Ferelden.

By the way, about the world of Dragon Age. In the southern hemisphere of the planet there is a continent called Thedas (Thedas is an acronym for THE Dragon Age Setting). This continent is roughly the size of Europe.


Dragon Age: Origins takes place in the kingdom of Ferelden, which you can easily find on the map provided. We can only wish BioWare good luck in the further development of their universe - I hope it becomes as legendary as the Forgotten Realms from Dungeons & Dragons...

Dragon Age: Origins system requirements:


Processor class Intel Core 2 with a frequency of 1.8 GHz
RAM: 1.5 GB
ATI Radeon X1550 class video card with 256 MB RAM, or NVIDIA with 256 MB RAM.

The game also runs under Windows XP, and system requirements in this case they will be more modest. Important: at the time of publication of the article, a patch was available that updated it to version 1.02a. The patch can be downloaded here.

First steps

The first thing you notice immediately after installing the game (besides the wonderful start menu music, of course) is the Configuration Utility module.


It allows you to conveniently set the necessary settings, as well as carry out minor “repairs” (restore missing shortcuts in the menu, add an exception to the list of firewall rules, clear the cache with downloaded data). Don't forget to save your settings when exiting this utility. The Upload item deserves a separate discussion. You can create your online profile, update it with screenshots, etc.

The opening screensaver tells the story of how once powerful magicians set out to open the gates to the Golden City (a paradise), violating the will of the Creator. The magicians failed, and Pestilence came to the world - punishment in the form of a horde of evil spirits and corruption, turning people into monsters. The Order of the Gray Wardens, selflessly fighting against evil, was able to return peace to the vastness of Ferelden, the kingdom in which the game takes place. But with the beginning of another era, Pestilence suddenly returns to the world. There are not many people left in the Order of the Gray Guardians, but they are still ready, without hesitation, to defend the world...


You are invited to choose your character, and depending on your race and class, one of six unique backgrounds awaits you ("Noble Person", "Mage", "City Elf", "Dolish Elf", "Dwarf Commoner", "Noble Dwarf"). This approach should significantly increase interest in replaying the game.


Decide on the protagonist’s gender (male, female), race (human, elf, dwarf), class (warrior, mage, robber). The robber in the Russian help file denotes the legendary Rogue class, which various role-playing systems translate as “rogue”, “thief”, “tramp”. With your permission, I will still use the term “thief”, which is more familiar to role-playing games. Those who want to tinker with hairstyles, hair color, nose shape, etc. - the developers will please you with a good generation module appearance protagonist.

Role system

It is better to plan your character development in advance by familiarizing yourself with the basics of the role-playing system implemented in Dragon Age. There are six basic character characteristics in total:

Force. Strength increases the base damage of all weapons except crossbows and magic staves, and combines with agility to determine whether a melee attack will succeed. A high level of strength is required to wield a two-handed weapon or carry heavy armor. Strength also improves the character's physical resilience and affects the Intimidate rating in the Compulsion skill.

Dexterity. As the main component of a character's defense stat, agility helps you evade attacks. Dexterity, coupled with strength, improves the melee attack rating, which determines whether the weapon will reach its target. For weapons long range Agility is the only stat that improves your attack stat. A high level of agility also increases the damage dealt by piercing weapons (such as daggers and arrows). Dexterity improves physical durability and is a requirement for some weapon skills.

Strength of will. Willpower affects the mana reserve of a magician, and the stamina of a warrior or thief, which a character can spend on a spell or skill. This stat is vital for mages, but is also quite useful for warriors or thieves who use skills frequently. Willpower also improves a character's mental stability.

Magic. The modifier of this characteristic determines the strength of the spell, including its damage. For characters of all classes, this characteristic also increases the effectiveness of healing potions, poultices, and balms. A high magic score is necessary in order to use high-level staves or learn some spells. Magic also improves mental stability.

Cunning. Characters cannot learn some advanced skills unless they have a high level of cunning. This characteristic is extremely important for thieves, since a high level improves many of the skills characteristic of this class (picking locks, for example). Cunning helps characters identify weaknesses in enemy armor, increasing armor penetration, and also improves mental toughness and Persuade in the Compulsion skill.

Body type. Each point of Constitution increases the character's health, allowing him to withstand more damage before falling on the battlefield. Thus, this characteristic is important for those who fight in the front ranks. Constitution also improves physical resilience (which is important for countering many of the enemy's special attacks).

The role-playing system, of course, draws its ideology from the rules of Dungeons & Dragons (it’s foolish to deny the obvious - BioWare specialists have been using it in their projects for years). On the other hand, most role-playing systems are, one way or another, ideologically similar, and there is no escape from this. Let us recall that in the D&D rules there are also six main characteristics: Strength, Dexterity, Constitution - exactly the same as BioWare in Dragon Age, but Charisma, Intelligence and Wisdom are no longer available (instead, as you can see, Cunning is offered in Dragon Age , Magic and Willpower).

However, it will not be difficult for experienced roleplayers to quickly sketch out a plan for the development of their character, guided by the following rules for “leveling up” Dragon Age, where with each new level the character receives:

Three stat points.
One spell or skill.
Skill point (one for every two levels - for robbers, one for every three levels - for warriors and magicians).
Several health and mana/stamina points.
Increased base damage.

Three stat points is a generous gift, to say the least! In D&D you had to wait until 4th level to be able to add one point to any one stat. But here for 4 levels they give twelve times more.

Taking into account the distribution of three points into characteristics at each level, the system turned out to be more friendly to players, since it forgives minor mistakes in character development made during the next level increase. And this is more of a plus than a minus, since when going through the game for the first time, you don’t know which character “build” will be most useful in battle. This means you can quickly adjust your hero when leveling up on duty.

By the way, an interesting passage from the Dragon Age rules:

Please note that in many cases, according to the rules of the game, it is not your character’s stat itself that is taken into account, but its modifier. Simply put, a stat modifier is the difference between your current stat value and the base 10, in other words, the total number of points you've added to that stat.

The modifier in the D&D rules, added to attack indicators, saving throws, defense class, etc., works in approximately the same way (though +1 - for every two stat points over 10).

Now for the attack. The difference between the attacker's attack indicator and the enemy's defense indicator plus approximately 50 is the percentage probability of a successful attack. If the attack is successful, the target receives a certain amount of damage points, which are subtracted from the current health. Armor reduces the physical damage caused to the character's health. In D&D, as you remember, an attack is successful if the attack indicator after adding all bonuses plus the number rolled on a die with 20 sides exceeds the defense indicator (also after adding all bonuses).

In Dragon Age, the “Defense” indicator is responsible for dodging an attack, and the “Armor” indicator is responsible for reducing the damage received as a result of a successful attack. Both of these indicators are visible to you on the character (or inventory) screen. Defense consists of base defense (depending on the character's class) and agility modifier, and is also affected by shields, abilities, spells, skills, status effects, items and the selected difficulty level. As for armor, regardless of its rating, a successful attack always deals at least one point of damage. If you have collected a set of armor (all items from the same material and the same rank), your armor provides additional bonuses.

Keep in mind that each weapon has its own Armor Penetration rating, which significantly reduces the target's Armor Rating before the final damage is calculated. If damage is dealt to the character, it is subtracted from the total number of health points. The maximum health value is determined by the character's class and increases with each new level and with each point invested in the Constitution characteristic. Lost health is restored (including during battle, but much more slowly). Various potions and healing spells are used to restore lost health points.

Damage can be physical, as well as from a certain element (magic spells; runes integrated into weapons, etc.): fire, cold, electricity, forces of nature and spiritual magic. The player can use items or balms that reduce the impact of a specific element on him. Some enemies are immune to a specific type of element - in such cases, the inscription “Immune” will appear above their head instead of damage.

Also in the role system there are such concepts as physical and mental stability. In the case of a certain physical impact(for example, an attack that knocks down or pins to the ground) the corresponding attacker's ability modifier is compared with the victim's physical resistance rating. If your Physical Resistance is higher, the attack used against you is considered unsuccessful (usually you will see the Resisted sign above your head). Physical Resilience is half the sum of the character's Strength, Dexterity, and Constitution modifiers, plus additional bonuses from items, spells, etc. In the case of mental impact (an attempt to sleep or stun), the game compares the attacker’s stat modifier and the victim’s mental stability indicator. Mental toughness is half the sum of the character's willpower, magic, and cunning modifiers.

As for magicians, their magical power indicator determines the effectiveness of spells, damage from charges of a magic staff, as well as the effectiveness of potions and balms. The magical power indicator is a modifier (the number of points above the base 10) in the Magic characteristic. This indicator is also affected by abilities, status effects, magic staves, etc. If items give two bonuses to magical power, then they are summed.

As in many other role-playing systems, a mage's spell casting can be interrupted by damage dealt to him. The higher the level of the Combat Preparation skill, the more damage is allowed before the spell is interrupted.

Another important point- These are combinations of spells. The game has 10 possible combinations of spells that are initially hidden to you, but information about them “pops up” in the Codex after the first random use of them in practice. For example, you freeze enemies and then use a stun - because the frozen enemy becomes fragile, he not only stalls, but takes damage from this effect.

Go ahead. In the D&D rules (with which we will involuntarily, but absolutely justifiably, compare the Dragon Age rules), a character is characterized by a set of unique features (Feats) and skills (Skills). Their alternative in Dragon Age is Skills and Talents/Spells. In the case of a warrior or thief - skills, in the case of a magician - spells.

Skills


Each character has the opportunity to develop a set of eight skills:

Compulsion. Opens up new dialogue options that can convince other characters to change their minds. Thus, sometimes new plot twists or more favorable terms of the deal arise. If the “Convince” option appears in the dialogue, the chance of success is determined by the level of development of the “Coercion” skill and the Cunning indicator. If the “Intimidate” option appears, your success depends on “Coercion” and the Strength indicator.

Theft. Characters who have learned to steal can pick through the pockets of other characters - friendly, neutral or hostile. In most cases, items obtained through theft are added to those that the enemy would drop if killed in battle.

Making traps. Characters who have learned this skill can make traps or lures from ordinary materials if they have the appropriate instructions. The second and fourth levels of this skill also increase the distance at which the character can detect enemy traps. Traps can be set by all characters who have this skill, and only thieves can disarm them.

Survival. Survival allows the character to detect enemies that would otherwise remain invisible. Higher levels of this skill allow the character to determine how strong a hidden enemy is, and also provide bonuses to resistance to the forces of nature.

Herbalism. Allows the character to make a variety of potions, poultices, ointments, balms, elixirs, and so on - provided that he has the ingredients and recipe. At high levels of this skill, the character can cope with more complex recipes and produce stronger potions.

Making poisons. Poison making involves mixing lethal substances that the character can infuse into melee weapons to deal extra damage and often immobilize enemies. Those skilled in this art are able to create bombs that can be thrown at enemies. To create poison using this skill, you need a recipe and ingredients. This skill is required not only to create poisons, but also to use them.

Combat training. For warriors and thieves, each level of this skill unlocks the ability to learn a new level of weapon skills, as well as other benefits. Indirectly, it is also useful for mages, since it significantly increases the attack damage they can withstand before being forced to interrupt the spell.

Battle tactics. Each level of this skill increases the number of slots available in the character's combat tactics list. Each slot provides the ability to set an additional action in the character’s behavior during battle. The more slots, the more flexible you can build your character’s behavior in battle (of course, if you like to control each team member manually, with frequent pauses, then customizing your behavior will be less in demand).

Thieves receive one skill point every two levels, warriors and magicians - one point every three levels. Each skill has four levels of mastery, but sometimes obtaining a high-level skill requires a high value of some basic characteristic or there is a character level limit.

Skills/Spells


Skills (for warriors and rogues) and spells (for mages) are special unique abilities that depend on your hero's specialization (as opposed to skills that can be learned by anyone). Some skills expand the character's capabilities while being passive. Some must be activated during combat, and they consume stamina points (thief, warrior) or mana points (mage). The characters' stamina/mana is gradually restored (in combat this happens much more slowly). The mana/stamina pool is determined by the character's class and increases with each new level and with each point invested in the Willpower characteristic. In addition, the weight of armor and shields adds an additional fatigue penalty to the normal cost of skills or spells, which is the sum of all the penalty coefficients of the things worn on the character.

At each level you receive one point, which can be distributed into skills or spells. Unlike skills, abilities and spells do not have a gradual progression of mastery - they are grouped into related abilities, chains of four (learning a skill or spell unlocks the next ability in this chain, provided that the character meets other specified restrictions). Some spells and skills are available to all characters of a certain class, and some groups of skills are available only to certain classes or specializations. Dragon Age features more than a hundred skills and spells, here are just a few examples for starters (since the description of the game is based on the English version, the names of the skills are given in English):

Powerful. Additional health points and reduced penalty (fatigue) from wearing armor.

Precise Striking. When this mode is turned on, every 15 seconds the hero strikes with an increased attack bonus and an increased chance of causing critical damage.

Melee archer. The archer is not distracted by the damage inflicted on him during close combat, continuing to shoot.

Rapid Shot. Acceleration of the rate of fire, however, with the impossibility of causing critical damage to the enemy with your shot.

An important point - special attacks and spells have the so-called. cooldown - time during which re-use is impossible. Therefore, you should not ignore most of the available options - add several skills or spells to your quick access panel at once to expand your arsenal of skills in battle.

Specializations


Specializations are the unique path your character chooses within their class. Moreover, in Dragon Age: Origins you can choose two specializations - at level 7 and at level 14. Each specialization gives you some bonuses, plus it opens its own branch for “pumping” in the list of available skills. I will give a list of available specializations for each class (translation in parentheses is from the official Russian-language manual for the game), as well as their corresponding bonuses:

Warrior
Berserker(Berserk). Increase in Strength and Health.
Champion(Knight). Increases Willpower and Cunning attribute.
Templar(Templar). Increases the Magic stat and mental stability.
Reaver(Ripper). Improves Constitution and physical stability.

Thief
Assassin(Murderer). Increased Dexterity and bonus to critical strike.
Bard(Bard). Increases willpower and Cunning.
Duelist(Duelist). Bonus to Dexterity and damage dealt.
Ranger(Pathfinder). Increases Constitution and resistance to the forces of nature.

Mage
Arcane Warrior(Battle Mage). Bonus to Dexterity and Attack.
Blood Mage(Blood Mage). Increases Constitution and magic power.
Shapeshifter(Werewolf). Improved Constitution and armor bonus.
Spirit Healer(Spiritual healer). Bonus to Magic and improved health recovery speed.

Don’t forget that in addition to bonuses, specialization also provides its own branch for upgrading skills. For example, if your hero has the Templar specialization, you can upgrade skills such as Righteous strike (each successful attack by you on an enemy mage takes away his mana), Cleanse area (removes all magical effects on characters in the selected area), Mental fortress (a significant bonus to mental stability), Holy smite (damage to nearby enemies with spirit magic, with the ability to stun them and take away mana in the case of a magician).

Plan your character carefully. Don't waste your time on unnecessary skills, trying to make a universal hero - you will only weaken his potential strengths. And remember that there will be room for additional heroes in your party, so the character class you need will always be at hand...

Game process

I chose the path of a human warrior, and the game began with the departure of my father and brother as part of a military campaign. The main character is left in the castle "on the farm."


A quest is immediately added, and you study your diary - an invaluable source of knowledge and a reminder of all completed and unfinished quests.


In the diary, the tab marked with an arrow contains unfinished quests, and the tab marked with a tick contains completed tasks. You can take on several quests at once, but only one will be selected as current (an indicator in the form of two arrowheads on the sides) - for it, the interface with a map of the territory will display points of interest. If you wish, you can change the current quest in the list using the Make active button.

Your dialogues with NPCs are also saved in the diary. In addition, there is a section called the Code. It contains information you have collected about life in Thedas, about the characters, monsters, and about the game itself. Sometimes these are artistic excerpts from found books, sometimes they are someone’s notes or even correspondence. The codex is updated with entries as you explore objects and objects in the world, talk about certain topics, and destroy enemies. Hints that appear in the lower right corner of the screen are also saved here. Sometimes codex entries related to quests contain information necessary to complete it.

A map helps you navigate the game world. The local map displays the current dungeon, building, area.


There is also a global map of the world, which will be available to you after completing the prologue.


The camera can be zoomed in (to look at the situation from behind the character’s back) and zoomed out (convenient strategic zoom with a top view) by scrolling the mouse. The hero moves with the keys “W”, “A”, “S”, “D” or you can right-click on the place where you want to move your character.

Don’t be lazy to constantly use the TAB key to “highlight” key objects on the screen - this will help you not to miss an important thing required by the quest, as well as pick up all the trophies from the battlefield, etc. It’s nice, by the way, that the game remembers your impact on the current location - some corpses disappear, some turn into skeletons, which then lie where you defeated this enemy.

The inventory is called up with the "I" button.


In it you can: equip the hero (armor, rings, clothes); change weapon sets; monitor the current amount of experience points and money; view current items in your duffel bag (weapons, armor, accessories, health restoration tools, etc.). There are three types of coins in use in Ferelden: copper coins, silver coins and gold coins. One silver coin contains 100 copper coins, and one gold coin contains 100 silver coins. The game automatically converts your money into higher denomination coins. You can increase the capacity of your inventory by purchasing a special bag - it will disappear immediately after purchase, and your inventory will automatically become more spacious. I liked the fact that the inventory is the same for all team characters (you can conveniently and quickly transfer items between group members without wasting time looking for the right thing). It’s also nice that when you hover over a weapon or armor, the characteristics of the weapon and armor that you (or your teammates) are using right now pop up.

As you travel around the world, you replenish your inventory by looting the corpses of enemies, opening various boxes and containers. Some chests are locked - you need either keys (it is not necessary that they are even in the game for a given chest) or a robber who can pick the lock. To increase the chances of successful hacking, upgrade your thief's Cunning attribute and invest in the appropriate skill.

The character characteristics screen is called up by pressing the "C" key.


On it, in addition to the characteristics of the armor, the parameters of defense and attack, and the damage dealt, there are two screens. The first summarizes the basic characteristics of the character plus various protective bonuses (from physical and mental damage, from various elements). By clicking on the button below, you open a second page - with your achievements (as well as the achievements of your party - throughout the game).
Here you can see your progress in completing the game, the number of kills, the name of the most formidable enemy defeated, etc.


In the game you will act as the leader of a team of adventurers (the maximum number of teammates is four, including you).


Each group member has their own advantages that will help achieve their goals. Battles can generally be divided into regular encounters with a group of monsters...


...And epic boss battles.


The color of his name above his head helps you distinguish the type of enemy. White is a normal enemy, yellow is an elite enemy, orange is a local or key boss. In any case, you will have to develop your own tactics, and, perhaps, use the tactical rules functionality built into the game for each member of the group - a kind of “automation of the combat process”.


In principle, everything is simple - you set a set of rules based on the principle "if<условие>, That<действие>". For example, "if a character's health has dropped to less than 25%, he must drink a healing potion of the lowest potency." Your sets of rules can be saved for further selection at the right time.

The developers offer several predefined behavioral sets (Defender, Healer, etc.), but I personally controlled all the characters manually, often pressing pause. Probably a matter of habit. Plus, I didn’t want to spend precious skill points on some kind of increase in the available slots in the tactical mechanism (between automating combat and improving character characteristics, I definitely choose the latter).

A number of additional options are offered to increase the combat effectiveness of your character and the group as a whole. For example, weapons with the ability to integrate runes.


By placing a fire rune into a slot on your sword or dagger, you receive additional fire damage (its amount depends on the rank of the rune). Runes can be removed from slots; they are not permanently attached to the weapon. High-end weapons have multiple slots for runes.

In addition, a character who has “pumped up” the Poison-making skill can lubricate his blades with poison, acid, etc. - which will also cause additional damage to the enemy. There are also tactical advantages, for example, attacking an enemy from the back or flank, you get an additional advantage (for example, a higher chance of a critical hit), and characters of the thief class - inflict a backstab, which is often more serious than a regular critical hit.

Each character has two sets of weapons in their inventory. In general, these are ranged weapons (bows, crossbows, magic staves) and hand-to-hand combat weapons (daggers, swords, axes, clubs, etc.). You can switch between sets of weapons using a hot key (default - "/"). Ranged weapons in general include short bows (high rate of fire, short range, low damage, additional damage from the strength modifier), longbows (medium rate of fire, medium distance, average damage, additional damage from the strength modifier), crossbows (low rate of fire, long range, average damage). At long distances, characters miss more often.

If your character is killed in battle, he falls unconscious, and when at rest (when the battle is over) he rises to his feet. At the same time, he probably has serious damage (a broken arm, a broken skull, a bleeding wound, etc.) - which gives a permanent penalty to one of the basic characteristics. You can remove the negative impact either by going to a camp to rest, or by using the so-called. injury kit. If your character left the battle - fell unconscious due to zero health - a mage with healer spells can return him to the battlefield, so this opportunity very useful - don’t forget to get it the next time you level up.


Another interesting feature of combat in Dragon Age is friendly fire. Indeed, one awkward movement of the mouse and now your magician, in addition to a couple of enemies, has frozen his own infantryman with an “ice cone”. It does happen, though: a crowd of enemies is running towards you, and the enemy magician launches a fireball at you - and now you are lying on the ground with diminished health, and nearby the remains of the adversaries who did not have time to run to you are burning out. Just like the joke about dual feelings.

If we talk about combat magic, then it does not require you to study the rules, available spells, etc. for a long time and carefully, as is implemented in D&D. In Dragon Age this is easier. Drags the 5-6 most effective, from your point of view, spells onto the quick access panel and use them in time, as well as their combinations (mentioned above).

I would like to note from myself that normal level I didn't encounter any problems whatsoever. True, some battles had to be replayed, taking into account information received about some previously unexpected characteristics of the enemies.

Dialogues, quests


Dialogue is the cornerstone of any role-playing game. In Dragon Age they are also given serious attention. I would highlight two important subcategories - dialogues with NPCs and dialogues within your team.

The fact is that in the game, as mentioned above, you will have several companions (the maximum number of participants in the group is four, including you). The comrades who are currently excluded from the team will be waiting for you in the camp - this is a mini-location of several tents and a fire, where you can communicate with your comrades, as well as with NPCs that appear in this location (a gnome merchant; a magician waiting for help in in the form of runes, etc.).


When you return to camp after a mission, it’s time to pour out your soul to each other. These conversations around the fire are one of the most strengths Dragon Age. Well-thought-out characters, realistic graphics, superbly chosen voices of the actors (I’ll make a reservation - I played the original English version of the game) - create a unique atmosphere.


You develop relationships within the team, and this is also important from a mercantile point of view - by guessing the mood of a teammate and choosing the right line of conversation, you improve his loyalty indicator, and for high loyalty indicators the character is given bonuses to the basic characteristics.

You can increase loyalty with gifts (purple Gift inscription in the item description). If you wish and achieve a high degree of loyalty, you can even have an affair with a comrade of the opposite sex.


Moreover, your companions manage to exchange various phrases among themselves even during your wanderings around the world of Ferelden. You are walking through the village, looking around, and suddenly your companions start chatting among themselves - “Listen, what’s wrong with your mother?” - You know, let’s better talk about your mother. - Well, mine is not a witch living in the forest , you know..." - at the same time you see the facial expressions of your companions, gestures. Everything is absolutely natural. And you believe in what is happening! It's really cool, a little fantasy and imagination - and now you can easily immerse yourself in this virtual world...


As for conversations with NPCs, here you can note two options that often appear - “Persuade” and “Intimidate” (Intimidate). The main character has a skill called coercion. If it is well developed, then you can successfully persuade and intimidate your opponents, turning the conversation in the direction you want. In the case of intimidation, the Strength modifier is added to the coercive power indicator, and in the case of persuasion, the Cunning modifier is added.

Quests in the game are divided into those that are part of the storyline and so-called side quests. For example, churches have notice boards with side quests for those who like to “raise money and upgrade a hero.” However, there are also ordinary secondary tasks according to the principle “and if necessary, give it to that person over there if you meet him.” In general, most of the quests can be called good, well thought out, but still classic (as well as the main storyline) - here BioWare did not reinvent the wheel, and this, in my opinion, is correct. Looking ahead, I will say that at first I was hostile to even the attempt to diversify the game by including a quest from the world of spirits and only felt a taste for it towards its end. But I’m not such a hopeless conservative as many seasoned “role-players” are...

Conclusion

So, a project that has been awaited for a long time, which has been talked about for a long time... A breakthrough or not? I think most likely not. We see a confident step forward, but if we talk about a breakthrough, it is rather technological. Yes, technology has stepped forward, but the talent of the creators of characters, plots, and dialogues has remained the same, invariably high. When a bard girl tells the main character a romantic legend about an inconsolable lover who has become a star, the hearts of many romantics will skip a beat. But first of all, because in Dragon Age you perceive this girl as more “alive” than in Neverwinter Nights. More polygons on the model, highlights in the eyes, sensual lips, facial expressions. Yes, the hair is not blowing in the wind yet, but well - there is room for a step forward in future projects...

If we talk about the role-playing system, then the general impressions are good, but many years of experience and dozens of completed games in this genre clearly tell me that in many aspects certain improvements are required. Somewhere small, somewhere more serious. Ideally, the gameplay should be adjusted to the role-playing system, but I had suspicions that in some places polishing the game balance led to the adjustment of the newborn role-playing system. Maybe I'm wrong, but I'm 100% sure that there will be changes in subsequent versions of the Dragon Age games, and probably not only cosmetic ones. Let's say a bard is now one of the specializations of a thief (Rogue). Well, to some extent it is logically explainable, but for many D&D adherents this situation will cause grins or bewilderment.

However, all this is just nitpicking. The project turned out great, and it is truly another milestone in the history of the RPG genre, which is currently being written by BioWare and a very few other development studios. Dialogues and atmosphere create the impression of a real adventure. The style is recognizable and invariably high, and the armed modern technologies and conquering another peak on the way to the heights of realism (primarily due to the visual component), the BioWare team gives us their new masterpiece...

Check the availability of the game in F-Center stores

Ratings


Graphic arts: 85%
Sound: 90%
Game process: 95%

General impression: 95%

The main character and his entire party gain experience for completing quests, killing monsters, disarming traps, opening doors and chests, studying books, etc. Upon reaching a certain amount of experience (see table below), the level increases, and opportunities for acquiring additional ones open up. skills, abilities, spells, tactics slots and specializations, in addition, more powerful weapons and high-quality armor begin to appear.

The speed of gaining levels is the same for all classes, and everyone also receives the same points (the only difference is for robbers). All companions also gain experience, regardless of whether they accompany the hero or remain in the camp.

  • Each level characters receive 3 attribute points and 1 talent points,
  • Rogues gain 1 skill point every 2 levels, and warriors and mages every 3 levels.
  • Specialization points, used to select specializations, are awarded at levels 7 and 14 (specialization skills are learned for skill points).

Character level Experience required to level up Overall experience gained
1 2000 0
2 2500 4500
3 3000 7500
4 3500 11000
5 4000 15000
6 4500 19500
7 5000 24500
8 5500 30000
9 6000 36000
10 6500 42500
11 7000 49500
12 7500 57000
13 8000 65000
14 8500 73500
15 9000 82500
16 9500 92000
17 10000 102000
18 10500 112500
19 11000 123500
20 11500 135000

Auto level up. You can choose auto-leveling, then attribute points, skills and abilities will be distributed automatically. In this case, the character will be more widely developed, but less effective, because there will be no higher-level skills (a feature of this distribution).

Attributes

Each character has six primary attributes - Strength, Dexterity, Willpower, Magic, Cunning and Constitution. Their values ​​determine the values ​​of derived attributes (armor, defense, attack and damage), resistance, and also provide additional features in dialogues with NPCs. When generating a character, the initial value of all its attributes is 10, choosing a race and class adds points to certain attributes, and you can also distribute another 5 points at will. Subsequently, you will increase character attributes in three ways:

  • each level receiving 3 points and choosing specializations;
  • constantly, as a result of the use of certain objects (special books, folios, etc.);
  • temporarily, by equipping certain things.

Strength- this is a measure physical strength character, which directly affects the damage done by all types of weapons (except crossbows and staves), and, along with agility, determines whether a melee attack will be successful. Strength is required to take most weapon skills and equip high-level armor and weapons. Strength is of great importance to a warrior, especially one who specializes in two-handed weapons, and is almost as significant for a rogue who does not have the Lethality skill, because after taking Lethality, the cunning indicator will be taken to calculate attack damage. Strength determines the character's physical resistance and the effectiveness of the influence skill (Coercion) when intimidating NPCs in conversations.

  • Each point of strength increases damage dealt by 0.6 units. for all types of weapons (except for crossbows and staves) or by 0.3 units. for each weapon in both hands;
  • Increases melee attack by 0.5 units. for each point over 10,
  • Increases physical resistance by 0.5 units. for each point over 10,
  • Increases the likelihood of successfully intimidating NPCs in conversations.

Dexterity- This is a measure of mobility, reaction speed and the ability to maintain balance. Developed agility increases the likelihood of hitting an enemy and dodging an enemy blow, and also contributes to the damage inflicted by piercing and ranged weapons (and for the latter this is the only influencing attribute). Dexterity is necessary to take on some weapon and shield skills; the character’s physical resistance also depends on it, and it is especially needed by those who fight with weapons in both hands, so warriors and robbers should develop it without a doubt.

  • Increases melee attack by 0.5 units. and in the distance by 1 unit. for each point over 10,
  • Increases damage from daggers by 0.5 units. for each point over 10,
  • Increases defense by 1 unit. for each point over 10,

Willpower- reflects the determination and mental stability of the character. Mages with high willpower can cast more spells due to more mana, and warriors and rogues can use more combat skills and special attacks due to greater stamina, so everyone needs to develop willpower.

  • Increases mana (mana) for magicians or stamina (stamina) for robbers and warriors by 5 units. for each point over 10,

Magic- This is a measure of a character's natural ability to perform magic. Magic, of course, is most important for magicians - the higher this indicator, the more effective the spells, including the damage they cause. For other classes, this attribute also makes sense, since it affects the effectiveness of the potions, tinctures and balms used. Magic is also required to cast high-level staves and many spells.

  • Increases spellpower by 1 unit. for each point over 10,
  • Increases the effectiveness of potions, tinctures and balms,
  • Increases mental resistance by 0.5 units. for every point over 10.

Cunning- determines the character’s learning ability and intelligence. The skills of influence, theft, survival and combat tactics, as well as many skills, can only be mastered by the owner of a lively, inquisitive mind; in addition, an observant character can easily find weak points in enemy armor. Rogues benefit most from this stat, as many of the class's abilities and special attacks rely on insight and outwitting rather than brute force. The character’s mental resistance and the effectiveness of the influence skill (Coercion) when persuading NPCs in conversations depend on cunning.

  • Increases armor penetration by 1/7 (~0.14) units. for each point over 10,
  • Increases the effectiveness of robber skills, incl. stealth,
  • Increases mental resistance by 0.5 units. for every point over 10.
  • Increases the likelihood of successful persuasion of NPCs in conversations.

Constitution- determines the reserve of health, stability and physical resistance. The higher the constitution, the more damage a character can take before falling to the battlefield, so for a party tank, leveling up the attribute is a necessity.

  • Increases health by 5 units. for each point over 10,
  • Increases physical resistance by 0.5 units. for every point over 10.

Skills

There are eight skills in the game, each of which has four skill levels: Basic, Improved, Expert, Master. Unlike skills, the same set of skills is available for all characters, and only can develop exclusively main character. Restrictions: for complete mastery Influence, Theft, Survival and Combat Tactics trick 16 required for mastery Trap Making, Herbalism and Poison Making you must be at least level 10.

Influence (Coercion)

In the story, this skill will come in handy very often, so invest points in Influence without regrets. An influential hero with persuasion can obtain more information and better rewards from NPCs, and also find a peaceful solution to a difficult situation. In addition, if there is a fearsome companion in the party, NPCs can be effectively intimidated, using the warrior's strength modifier (instead of cunning) to determine the outcome of the intimidation.

Stealing

This skill makes it possible to pickpocket NPCs, both friendly and hostile (using stealth). You can get a lot of valuable items this way, although you may have to pay for your actions later if you are tracked down somewhere by victims. A bonus to the probability of committing a pickpocket is granted with each skill level, it is equivalent to 5 points of cunning.

Trap-Making

Characters of any class trained in this matter can create and set traps from various components, but only robbers can also neutralize them. The second and fourth skill levels increase the distance at which the character can detect enemy traps. Components and circuits can be purchased from merchants, collected from defeated enemies, or found elsewhere. This skill is most useful for those characters who are not strong in close combat, but however, the ability to slow down several enemies will not be superfluous for a warrior.

Survival

This skill allows you to locate enemies on the minimap earlier the higher it is, and thus avoid most ambushes. In addition, the character's resistance to the forces of nature increases, giving protection against all kinds of poisons, as well as spells like stone fist and walking bomb.

Herbalism

Such a character is capable of making potions, poultices, first aid kits and balms, which are essential items in battle with any strong enemy. For a mage who specializes in destruction, herbalism can be a good addition to make up for the lack of healing spells. Ingredients and recipes can be purchased from merchants, collected from defeated enemies, or found elsewhere.

Poison-Making

The ability to create poisons and bombs is necessary for robbers and warriors in order to increase the damage inflicted on enemies. In order to use ready-made poisons and bombs, you need at least a minimum level of skill. Ingredients and recipes can be purchased from merchants, collected from defeated enemies, or found elsewhere.

Combat Training

This skill is necessary for any character who takes part in melee combat. Increasing the skill gives warriors and rogues access to new weapon skills, bonuses to stamina recovery, armor and attack, and mages will be able to withstand more damage before being forced to interrupt their spells.

Combat Tactics

This skill provides the ability to use more tactical techniques for the character. When you directly control the characters, this does not matter of great importance, however, if you give them freedom of action in battle, this skill can be used to better customize your battle strategy.



Before we begin to describe the passage of the game’s storyline, it is immediately worth noting that the introductory parts of the narrative will differ from each other depending on which character you choose to save the world. In order to avoid confusion from the very beginning of the story, your humble servant considers it necessary to describe all the plot options. So, briefly and in order.

Dwarf – Crown Prince

After chatting a little with the servant, immediately go to the celebration, where you will meet your father. From him you will receive instructions to find your brother Belen, who is in the Test Arena. He will tell you that your other brother is planning something evil. As soon as you both have time to return back to the banquet hall, you will immediately be kicked off to some godforsaken city. On the way to it, you will meet a small number of opponents, which you should easily cope with, especially since a group of allies will join you on the way. Having reached the city, deal with a small detachment of mercenaries and receive a trophy in the form of a signet from the finger of one of them. Having entered the house, place your companions on slabs that stand out from the general background. After this simple procedure, you will become the happy owner of a shield from the sarcophagus. With this wealth, go outside and break the wall, after which you will have to fight a little. For committing fratricide you will be sent to prison. Before you have time to get used to the official environment, you will be sent into exile so that you can join the Order of the Gray Guardians. Having scattered all your ill-wishers along the road, you will finally meet Duncan and go with him to Ostagar.

Dwarf - Untouchable

Here, first of all, go with your partner to the tavern, where you will need to beat out a batch of lyrium, allegedly stolen from the Charter, from a local merchant. Having taken the goods from him, go to your master Berat, who will not appreciate such official zeal and will accuse you of theft. To earn the boss's forgiveness, you will have to go to a kind of gladiatorial fight, in which you need to poison one of the opponents of your group. True, you will also have to replace the fighter who dropped out due to drunkenness by wearing his armor. Then distract Mylar with conversation while your accomplice poisons his drink. After this, you will find several trivial battles in the arena, followed by an unpleasant exposure and imprisonment. After getting out of prison and freeing your friend, make your way through the corridors, at the end of which you will finish off your employer. Now, with a clear conscience, get out into the street and after an unpleasant meeting with the guards, meet Duncan, who will invite you to go with him to Ostagar.

Man - Magician

After a short briefing, you'll be right off the bat as you'll be thrown into a bit of combat right away. Then you will meet a magician named Mouse, who will recommend communicating with two spirits. The first of these will be the spirit of honor. You will receive a staff from him, but not before defeating him in a duel. Then, having gone a little further and scattered another portion of evil spirits along the way, you will encounter a second spirit - the demon of idleness. You can engage him in battle or try to guess his 3 riddles. As a reward for this, he will teach the magician Mouse to turn into a bear. Return back, where, with the help of the Mouse, deal with the pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with whom you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Jovan, you will learn that you need to see the chief magician Irving, whose chambers are on the second floor. Having reached the place, you will come across a group of people in the corridor, including Duncan. After talking a little, ask him to leave and continue your conversation with Jovan. After you promise him your help, you will need to go to the center of the hall, where one of the subdued will ask you to bring him permission from the authorities, in exchange for a fire rod. Direct your steps to the laboratory where one of the sorceresses lives. During the conversation, you find out that she is ready to provide you with paper in exchange for clearing the warehouse of spiders (the warehouse is located here). Having completed the task, take the document from her and exchange it for a fire rod. Now you, together with Jovan and his comrades, will have a walk into the dungeons of the tower. After wandering around the catacombs and fighting off a number of guards, you will reach a room with a wardrobe and a statue of a cat. Having moved the first one and using a fiery blow on the second, move further, where a small skirmish and the desired Jovan amulet await you. After getting to the surface and meeting old acquaintances, from whom Duncan will dissuade you, go with him to Ostagar.

Man - Noble

After talking with your father and Duncan who has approached, you will go to your brother’s bedchamber. Going into the kitchen on the way and sorting out my faithful dog with a whole battalion of rats, meet with your brother and talk to him, then go to bed with peace of mind. Having awakened and realized that you were attacked, bravely scatter the adversaries in the corners and talk with your mother, then go down to the main hall. Carry out a systematic clearing of the room there and go outside through one of the doors and make your way to the already familiar kitchen. After talking with your dying father there, agree to join Duncan and go to Ostagar.

Elf – Urban

After the unpleasantly interrupted wedding, talk to Duncan and Valendrian. Having found out from them the reason for what happened, go to bring justice to the castle of Denerim. Entering through the servants' door, having previously chopped up all the guards, get hold of alcohol and poison (you will get fire water in the kitchen, and poison in the pantry). Use this potion to poison three more soldiers and move on to meet the kidnapper Vaughan. After killing him, escort the girls home and accept Duncan's invitation to join the Gray Guardians.

Elf – Dalish

When faced with a squad of people, deal with them together with your friend and go to the ruins. There, having reached the mirror room, you will meet an unfriendly creature, defeating which and approaching the mirror, you will wake up in your camp. After chatting with Duncan, first go to the elder's student, and then return to the ruins, destroying everyone in your path. In the mirror room, after talking with Duncan again, go back and tell everything to the elder. Now you can safely go to Ostagar.

Elf – Mage

This plot fully corresponds to the story of the Man - Magician, so there is no point in repeating it again.

Ostagar

So, having reached Ostagar, the first thing I recommend is that you thoroughly look around and wander around the surrounding area. Having completed this task, go in search of Alistair - a new companion in your difficult endeavors. Having interrupted his intellectual dispute with the magician, accompany your new acquaintance to Duncan, from whom you will receive the task of collecting three flasks of demonic blood and getting old scrolls from the guards’ archives. Now, together with Alistair and two other party members, go to the swamps, where your squad will first be attacked by wolves, and then by those very demonic creatures whose blood you need to get. Having completed the first task, I recommend that you wander through the swamps in search of a red and white flower (if you are not playing as a noble person). When you find it, give the plant to the owner of the kennel in Ostagar. The reward for this will be the fighting dog Mabari (it will become available at the end of this game segment). Having reached the ruins of an old tower located somewhere in the center of the swamp, your squad will encounter fierce resistance from all sorts of evil spirits. This is not surprising, because the sought-after scrolls should be stored in the chest, which stands in the middle of the ruins. But they are not there, since they have already been privatized by the family contract of the witches - Flemeth and Morrigan. After a tactful conversation, you will not only be handed the manuscripts, but also sent back to the city. After meeting with Duncan and going through the initiation ceremony, go to King Kaylan from whom you will receive a new task. You will need to cross the bridge and light a signal fire on the tower, which has already been captured by enemies. Make your way upstairs, chopping enemies into fine vinaigrette until you reach the fourth floor. Here I strongly recommend that you concentrate, since on the last floor of the tower a hefty little animal is waiting for you, responding to the nickname of an ogre. The advice for destroying it is quite simple - have plenty of healing potions with you and under no circumstances gather your squad together. If you do this, then in one attack the org will be able to inflict huge damage on all your comrades. Having dealt with the monster, set the torch on fire, thereby completing the mission. Having woken up in Flemeth’s house and learned bad news from her, you have no choice but to go to the village of Lothering together with Alistair and Morrigan, who agreed to help your squad. By the way, if you got a flower in the swamps and gave it to the owner of the kennel, then along the way you will meet the Mabari dog fighting with several spawn of darkness. By helping the animal, you will find a loyal ally until the end of the game.

Lothering

Before you have time to enter the village, a bunch of extortionists will stand in the way of your squad, demanding money for passage. There is no need to stand on ceremony with them - take them all and chop them into cabbage. In the village, a bunch of side quests await you, but if you want to immediately move further along the storyline, then head to the inn. There you will have a small fight with Loghain's soldiers. If you show mercy to them, another character named Leliana will join your party. After this, heading towards the exit from Lothering, you will encounter a man named Stan locked in a cage. If you want to release him for good behavior, then you will have to go to the local church and ask the abbess for leniency towards the prisoner. This can be done different ways- from bribery to threats, but if Leliana has joined you, then Stan will be released automatically. As a whole private company, go to the exit from the village, where your squad will have to provide all possible assistance to two nosy gnomes who are fighting off the attacks of evil spirits. In return, you will have the opportunity to sell the junk accumulated during your adventures at a rest stop.

Then you are free to choose which regions to go to first. The order in which missions are completed does not play a fundamental role, but your humble servant went through the storyline of the game in the following sequence.

Mage Circle Tower

Once you reach the pier, persuade a man named Carroll to take you to the tower. Once you get there, you will learn from Gregor that things are going badly in the towers and if your squad enters there, the doors behind them will immediately close until peace and quiet and God’s grace sets in (keep this in mind in order to stock up on the necessary things in advance) . Immediately after entering the tower, you will be met by a squad of surviving magicians led by a person named Winn. Persuade her to join your ranks and together with her systematically make your way to the fourth floor of the tower. The first floor does not present any particular difficulties to pass, but on the second floor there are quite dangerous blood mages roaming around. In addition to them, you can meet the pacified Owain there and get a black grimoire, which Morrigan will like. On the third floor, among other things, beware of crazy templars and placed bear traps. But on the fourth, get ready to meet the demon of Idleness, who will send your hero into the darkness, and alone without the support of the team.

Dusk

Finding yourself alone, get ready for a fight with Duncan and his comrades. After defeating them, activate the Twilight Zone pedestal and talk to Niall. Now travel through the shadow portal to meet the rage demon. As a reward for winning, you will be given the ability to turn into a mouse. In this guise, we return back to Niall and click on the shadow pedestal. Five new directions will become available to you. First, go to the burning tower. Here you will find a lot of fire creatures, so the freezing spell will come in handy. Go up to the second floor, where, among other things, destroy the fire demon and gain the ability to transform into a burning man. Now you are not afraid of fire. Go to the location called Invasion of the Darkspawn. Now that you can ignore the flames, you can easily reach the hall in which the brave templar fights all sorts of scum. Help him cope with them, and he will present you with a form of spirit as a sign of gratitude. Well, go to get the last form in a location called the fragmented circle. Move forward and systematically take out all the enemies you come across, feet first. Your goal is to go up to the second floor, where 2 golems are waiting for you, which, of course, you will have to kill. Congratulations, you have obtained the final golem form!

Now you can safely go to clean up the Twilight Zone, destroying all the older demons in turn. The first of them, Slaveren, is waiting for you in the same location where you found your last form, with the help of which you can easily defeat him. The next candidate for corpses is Utkiel the Destroyer, who closely resembles an ogre, lives in the invasion of the creatures of darkness. Having scattered his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghostly door and fight a lady named Jovena, as well as her two suitors. Don't forget about the burning tower area! The demon Ragos is waiting for you there. In fact, this enemy is much inferior to your Burning Man form, so killing him won't take much effort. The last guard on the path to the demon of idleness will be a certain Vereville, who lives in the templar’s ​​nightmare. Now you can free your comrades, scattered across locations called a nightmare. Just convince them that everything around is just an illusion, and they can join you in order to help defeat the demon of idleness. This will not be easy to do, so get ready for a long and exhausting battle. In it, your opponent will repeatedly change his appearance, so don’t yawn and transform into the necessary forms.

Mage Circle Tower

Having dealt with the adversary, you will be transported back to the tower, where the first thing you will do is looting - remove an extremely useful thing called the Litany of Andralla from Niall’s body. Before the stairs to the top, you will have to talk with the templar Cullen, who offers to finish off all the surviving magicians. Whether you agree to this or not is up to you, although you can abstain. At the top, another enemy, Uldred, is waiting for you. Besides his ability to transform into a giant demon, he can also turn the remaining mages against you. To prevent this from happening, use the selected Litany of Andralla on them. After victory, return to Gregor in the company of Cullen or Irving to secure his promise of help in the final battle against evil. After walking around the tower to your heart's content, head to the village of Redcliffe.

Redcliffe

The first person you will meet in this area will be a certain Thomas, who will tell you about all the horrors happening in the village. Having entered main temple, you will see Ban Tegan and discuss with him the sad state of affairs. He will ask you to help the local mayor Murdoch and the knight of Perth organize the defense. First, go to the mayor, who will direct you to the blacksmith Owen, so that he can tidy up his worn-out uniforms. Having reached his house and persuaded the blacksmith to do the work in exchange for a promise to find his missing daughter, return to Murdock. Now go to the mill for a rendezvous with Sir Pert. He will ask you to go to Mother Hana to bless the upcoming battle. There is nothing to do, satisfy his pious whim. Having done this, return to the knights and wait for darkness (for it to come, click on the corresponding inscription in the conversation). As night falls, the battle will begin. After you have repelled several attacks from animated skeletons, you will be informed that things are going badly in the church area and you need help there. Go to a given position and continue crushing the living bones in a new place. After the battle, talk to Bann Teagan and go to the castle in search of Eamon and Connor in the company of Eamon's wife Isolde. Go down into the dungeon through the entrance located in the mill and, after passing through a short corridor (along the way you can decide the fate of Jovan imprisoned in a cage), you will find yourself inside the castle. Here, in addition to the next portion of opponents, you will also find the lost daughter of the blacksmith. Don't babysit her and send her on her own to her dad. Once out into the courtyard, immediately open the gate so that your allies arrive in time to help you defeat another company of ghouls. When you go upstairs, you will see the desired Connor and Ban Tegan. Both of these characters are clearly out of their minds, and Tegan will also rush at you with bad intentions. Having dealt with him, take care of the main problem in the person of Connor. The best option (although not the only one) to solve this problem is to ask for help from a circle of magicians. Since it has already been completed earlier, Irving will immediately agree to help. You are required to enter the twilight and fight the demon that has possessed Connor. Having expelled him, you have to find a way to heal his father, Eamon. To complete this task you will have to go to the city of Denerim.

Denerim

First, go to the house of Jenitevi's brother, who, alas, will not be there. But on the threshold you will be met by his assistant Waylon, who will inform you that the person you are looking for has set sail for the area of ​​Lake Kalenhard. If you try to talk to this dubious person or simply go to the back door of the house, the impostor will give himself away and attack your hero. In a popular form, having explained how he was wrong, you will find in the back room the body of Geniveti’s real assistant, as well as information that you need to look for him in a village called shelter. There is nothing to do, follow in the given direction.

Village

It cannot be said that in this outback they are very happy about the appearance of your squad, so do not waste time and immediately go to the chapel. There, after a short conversation with Father Eirik, send him to the next world, as well as his comrades who came to his aid. Take the medallion from Eirik's corpse and in the next room behind the secret passage you will find brother Jenitevi, who will invite you to go to the destroyed temple.

Destroyed Temple

Once inside the temple using the medallion, get ready for a warm welcome with a whole bunch of enemies. Robbers, cultist magicians, and spirits of ash in the company of archers live here. Your goal is to get to the rooms of the cultists, in one of which you will get the key to the previously locked door. Go back and go to a previously inaccessible area, where you will find another key. Open another door for them and, walking forward a little, you will find yourself at a fork. Which path you choose does not matter. In any case, your squad will meet with new party opponents, including large and small dragons. After dealing with these dinosaur relatives and collecting trophies, you will meet the cult leader Kolgrim. Here you can choose from two options - agree with his proposal or go for a banal murder. It’s easier to choose the second option, and besides, you’ll get hold of a signal horn. Now, with a clear conscience, get to the surface. Ignore the flying dragon (although you can use the captured horn to challenge it to battle) and go into the next building. Here the guardian will meet you and enter into a lengthy discussion with you. Don't lose your temper and you'll easily be able to move on to the testing room. Here you will be asked riddles. If you answer everything correctly, you will move on unhindered; if you make a mistake, you will have to wave your sword. In the next room, your evil doubles are waiting for you, after the battle with them you will have to solve another puzzle. To solve it, simply place your teammates as indicated in the screenshots, gradually moving the main character forward along the bridge.

When one hero crosses the abyss, the rest can do the same. In the next room you need to take off your equipment so that you can go further. Now we take the coveted sacred ashes and leave the caves. Enter the temple again and make Brother Genitivi happy, then return to Redcliffe Castle, where you will heal Eamon and enlist his support in the final battle. All that remains is to negotiate with the gnomes, the road to which runs through the frosty mountains.

Frosty Mountains

On the way to the gnome capital of Orzamar, you will encounter another group of hunters for other people's property. I think that you yourself have guessed what exactly needs to be done with them. Once you reach the city gates, you will witness a verbal altercation between the guards of Orzamar and a group of Loghain's men. You can kill a squad of homo sapiens, or persuade them to leave here.

Orzamar

When you enter the city, first of all discuss current affairs with the head of the council, Bandelor, who is located in the diamond district. During the conversation, it turns out that your squad will have to take one of two sides in order to prevent unrest in the city. You can seat Harrumont or Prince Belen on the throne. Since your further actions will differ depending on the chosen side, I will describe both scenarios.

If you decide to support Lord Harrumont, then after talking with his representative, you will find out that two brave fighters do not want to side with Harrumont in the testing arena. You will have to have an educational conversation with them. The first of them, Gviddon, will have enough of your eloquence, but Bayzil will balk and demand in exchange for his consent to bring him the letters stored in the indicated place. There is nothing complicated in this order, so when you bring what you need to Bayzil, he will agree to participate in the fights. True, you will also have to wave your sword in the arena, and not just once, but as many as 5 times. Having emerged victorious from all the fights, go to the local tavern, after which you will be granted an audience with Lord Harrumont.

If you choose Belen's side, you will again have to talk with the candidate for the throne not directly, but through an intermediary. He will instruct you to act as a messenger and take incriminating correspondence to Lord Helmy and Lady Days. With the first, everything is simple - he is resting in a tavern and, after reading the letter, immediately agrees to take Belen’s side. With the lady you find in the diamond area, things are a little more complicated. She will send you to her father. Follow the indicated area, completely teeming with various evil spirits. Help Lord Dace fight them off and give him the letter. After this, go back and receive an invitation to Prince Belen.

Whichever side you accept, further instructions will be the same. Go to a dusty city and deal with a gang led by a certain Jarvia. On the main square of this seedy town, talk to Nadezhda, sitting by the fire. She will point you to a door through which bandits regularly pass; all that remains is to get the key to it. It is located in a nearby shack, where you will be greeted by a small enemy squad. Having dealt with him and taking the key, use it to unlock closed door. When faced with a guard naively demanding a password from your team, cut it off and move on, destroying everyone in your path. Once you reach the prison, free the prisoners and go forward to meet Jarvia. The battle with her will not be easy, due to her bullish health and the large number of minions getting under your feet. Finally, having defeated the beast, return to bow to the pretender to the throne for a new task.

And it will not be easy at all. The essence of the order is as follows. You need to find such a super female blacksmith named Branka, since it is she who has the decisive vote in choosing the new king. To complete this mission you will have to go to a location called deep paths, where at the very beginning of your journey you will meet the husband of the desired heroine, Ogren, who will join your group. Having reached the Karidina crossroads and dealt with your opponents, go into the cave, after which you will find yourself in a large hall. The number of enemies in this zone is simply off the charts, and on the bridge your invincible squad will be warmly greeted by an ogre who arrives in time. After passing the hall, go through the tunnel, cutting down everyone in your path, you will finally reach Teiga Ortan.

Having visited this location, you will encounter extremely unpleasant opponents in the form of giant spiders. The only good news is that arachnids attack not only brave heroes, but also supporters dark forces, which you will witness when you reach the large hall. Clear out the remnants of the surviving adversaries and go through the corridor, after which you will find yourself in another room with a new batch of opponents. Also, here you will meet a half-crazy gnome, Rook, with whom you can talk. Drive forward like a bulldozer and pretty soon you will meet the mother of this entire spider brood. I advise you to use various inhibitory spells more often in this fight in order to reduce the boss’s irrepressible jumping ability. After the victory, read Branka's diary, from which it becomes clear that your further path lies in dead ditches.

Once you reach the bridge, you will witness the brave resistance of the dwarves to the forces of darkness. Help them deal with the hordes of adversaries, and then cross the bridge freed from enemies and run to the gate. Since they are closed, you will have to go around through a side tunnel. By the way, after rummaging around a little, you will find a set of armor dead legion. Having gone a little further and finding yourself in another large hall, you will be subject to targeted fire from archers. In addition, their leader has a particularly powerful bow, which will make further battles a little easier for you. Nearby in the tomb you will find another piece of armor, after which you can safely continue your path forward to the hall where animated skeletons live, and another piece of armor awaits you in one of the coffins. After wandering through the corridors, you will meet a crazy woman who will tell you that Branca has moved on. Blow into the temple of the dead legion, in which you will find the last piece of armor and the key to the door leading out of the dead moat area. Behind the door, find the medallion lying in the coffin, and destroy the ghosts that have flown out of nowhere. Well, now get ready to fight the new boss! Chopping up this overgrown octopus is neither easy nor quick. The main thing is not to attack him head-on, but rather start by destroying the tentacles. When the miracle Yudo loses his limbs, he can (and should) move into close combat. After defeating the boss and going into the next tunnels, you will unexpectedly meet Branka. Now you need to escort her to an artifact called the anvil of the wasteland. Your squad without special problems will overcome new corridors until he finds himself in a room filled with gas and inhabited by four golems. First, turn off the gas by activating the valves on the sides, and then deal with the opponents one by one. After passing through the next room, in which golems are also waiting for you, you will find yourself in a hall where you will be attacked by the spirits of gnomes, animated by a mask on the column. To cope with this witchcraft, after each destruction of the spirit, you will have to hammer on the anvil standing right there. After seven or eight repetitions of this exercise, you will be able to begin the final (by God, I’m not lying!) fight in this location. Here the game again gives you a choice of which side to take. If you support Branca, you will have to fight against Caridin and his four associates. On your side will be Branka herself and 4 more golems. If Karidin sympathizes, he will have to cope with his own forces with the support of three golems against Branka and her four stone assistants. Whoever you choose, in the end, you will be given the perfect crown and sent on your way. With the trophy you have received, you will go straight to Orzamar to perform the coronation of your chosen heir. By the way, no one is stopping you from changing your previously made decision and placing any of the two contenders on the throne. Having restored the monarchy and enlisted the support of the newly-made ruler, it’s time to stomp into the Brecilian Forest to free the Dalish from the invasion of werewolves.

Brecilian forest

Upon entering the forest, you will immediately be stopped and escorted for a conversation to the elder Zatrian, who will tell you that his fellow tribesmen are being attacked by werewolves and therefore the elves have no time to help you now. It’s another matter if your squad, out of the kindness of their hearts, copes with the leader of the werewolves living in the depths of the forest. Having agreed to complete this task, be prepared to exterminate not only werewolves, but also the already well-known spawn of darkness. True, a little later your squad will meet one of the leaders of the talking wolves, with whom, with a certain amount of eloquence, you can part ways peacefully. Further, having made your way to the edge, you will meet extremely unfriendly Ents. When the enraged trees are turned into sawdust, your party will be able to get to their leader, who is quite peaceful. This huge oak tree will ask you to bring him an acorn that was stolen from him by some crazy person. On the way to the eastern part of the forest, you will meet a dying female werewolf who will ask you to give the scarf to her husband. Take it - it can help you get through. The elderly kidnapper is located in the hermit's clearing in the northeastern part of the forest. You will have several ways to take the acorn from him. For example, exchange it for some other item (a previously received scarf will do). Although I personally preferred the option of killing this forest pest. We return with the loot to the oak tree and give it the stolen acorn. In return, he will provide you with a magic staff, allowing you to go into a previously closed area of ​​​​the forest, where you will be attacked by the already familiar local leader of the werewolves. Having dealt with him, go to the ruins in search of the most important ghoul.

Ruin

Go down and systematically destroy the evil spirits crawling under your feet until you reach the large hall. Here you will have to fight the first serious dragon in the game. Before you start attacking the fire-breathing lizard, I strongly recommend disarming at least some of the traps, which are found in abundance here. It is best to harass the adversary himself with the help of ice spells, keeping magicians and archers at as great a distance as possible. In addition to a significant reward for victory, your group will be able to advance to the second level of the ruins. Here, skeletons will also join the spiders, and when you reach the next hall, you will encounter the ghost of a child, who, however, does not pose a danger. Having gone out into the corridor and having reached the fork, it is more advisable to turn right. By the way, right there you can find a blue crystal, with the help of which you can obtain the specialization of a combat Mage in the next room with the altar. Having overcome a couple more rooms stuffed with traps and enemies, your invincible armada will have to battle with a creature called witchcraft horror. He is absolutely nothing terrible, so when you have mastered him, bravely dive into the lake and get ready to find yourself in a werewolf lair.

There will be a small battle with shaggy enemies, after which you can get an audience with the leader of the werewolves. Once again, the game gives you the freedom to choose the side you will fight for. Having decided to support werewolves, you, in the company of a fanged company, will go to the elf camp and organize a massive genocide there. If you support the elves, your group will have to seriously reduce the number of wolf shifters. Well, the most profitable solution would be the option of removing the spell from the long-suffering inhabitants of the forest. To do this, you will have to bring Zatrian to the lair and strongly persuade him to do a good deed. After this, return to the elf camp (if you did not slaughter it on the werewolves' side) and obtain a promise from Zathrian's successor Lanae to help you in the final battle, which is just around the corner.

But before you enter it, you have to go to Radcliffe Castle, where Earl Eamona decides to hold a general meeting to elect a supreme ruler. However, all the main actions will take place in Denerim, where you will move after a conversation with Lord Radcliffe.

Denerim

When talking with Loghain, I strongly recommend choosing the most loyal and streamlined phrases, and most importantly, you should not mention Alistair in the conversation if you want to put him on the throne. After finishing the dialogue, you can safely go to Earl Eamon’s office, where the queen’s maid will tell you that her mistress was kidnapped by Earl Howe and is being held in the mansion against her will. Embark on a rescue expedition to rescue Her Majesty from the mansion of Earl Denerim. On the way to the estate, local punks will attack you, so be prepared for such a turn of events. Having reached the house, you will understand that you will not be able to break through the front doors, so, following the advice of the maid, go around to the back entrance, fighting a group of guards along the way. Next, you can wait until the queen’s maid distracts the guards’ attention from the back entrance, or you can brazenly break in and cut everyone off. True, I highly recommend that you walk around the mansion using a disguise. Otherwise, a tour of the estate will be too bloody. Having reached the queen's room, it turns out that a magical seal has been placed on the door, preventing her from leaving. Now go to Howe's room, where you can get hold of interesting documents stored in the chest and try to break into the treasury located nearby. From the office, go straight down to the basement, where you will come face to face with the guard. However, you won’t have to engage in battle, since the quick captive will quickly strangle him and change into a trophy uniform. From this moment on, the disguise ceases to work and you have no choice but to fight with each of the opponents you encounter. Also, do not hesitate to free prisoners from captivity along the way. A little later you will meet Earl Howe. Howe himself does not pose a serious threat, but with two magicians you will have to tinker a little. Having dealt with him, return to the queen’s room and lead her out. However, Loghain’s people will already be waiting for you there, who will offer you to surrender.

If you choose this option for yourself, be prepared for the forced release of the hero from prison (on your own or with the help of your loyal comrades). In the company of comrades, you will just have to break through the fort’s guards and get to the cell in which the main character is imprisoned. The reverse is exactly the same. The self-release option is more elegant. First you need to lure the guard into your cell and take possession of the coveted keys there. Next, get first to the chest with your equipment, and then to the mannequin with the guard’s uniform. Now you need to get the password. This is not at all difficult to do if you have the skill of pickpocketing. Just steal the piece of paper with the password from the pocket of one of the guards. If you do not have such talents, then after meeting with the colonel and talking with two recruits, go to the quartermaster and threaten him with problems with the colonel, after which he will give out the blades. After talking with the colonel again and answering his question: “No discipline,” go to the exit, where you will find out the password from one of the guards - “Rabbit.” Now go to Eamon's mansion.

If you do not want to surrender, you will have to fight Loghain’s people, and then go to Eamon’s mansion and talk with him and the queen, from whom you can enlist support at the upcoming council.

It's time to visit the Elyphian Region, but before that, visit the local tavern and talk with the previously freed prisoners.

Elifia District

After learning that the elves are suffering from the plague, go to the main square, where you will meet a character named Shianni. From her you will learn about the existence of a dubious hospital, behind whose walls strange things happen. Having entered this establishment from the back door, having previously killed the guard, we explore the premises of the hospital and find a letter there. After this we select Fresh air, having scattered several opponents there, and again we speak with Shianni. Now she sends you to a house near the hospital. Make your way through this building, defeating a small group of soldiers, and then head into the storage areas. There you will meet another elf named Devera, who better convince her that fighting with you is a futile task. Moving forward with her and killing small riffraff along the way, you will reach the main villain of the local spill, Caladrius. You don’t have to fight him at all, but you can simply agree on a deal in which he will provide you with incriminating evidence on Loghain, and you will let him leave. However, if you choose a forceful solution to the issue, you will get what you want, especially since this mini-boss is not very difficult. After leaving the room and talking with Shianni, go to the land meeting.

Land Assembly

During the debates, do not let Loghain down and fight off his attacks against you. Also, do not forget to mention the threat posed by the creatures of darkness. If you have secured the support of the right allies before the council in advance, then you should not have any big problems. Realizing that he lost the election, your opponent will become furious and attempt a coup. Pacify this endeavor in the bud, after which you will have to fight Loghain one on one. This is not an easy task, since your opponent is a skilled fighter with good armor. A magician is best suited for the role of a duelist with him, due to his ability to use paralyzing magic. The fighters will have a hard time, but a large number of healing potions will help them. After defeating your opponent, you can choose one of three options - kill him, spare him, or spare him and turn him into “Gray Guardians”. Depending on the decision made, the game will provide you with various options for dividing the throne, from which you can choose any one you wish. So, the kingdom is united, it's time to enter the final battle!

Final battle

First, head to the familiar Redcliffe, which has already been attacked by the Archdemon's minions. All the survivors took refuge in the castle, where you actually need to go. The walk to the estate will be easy, because you will not meet any serious opponents along the way. Unless a lost ogre wanders into the castle courtyard by mistake and this will be his fatal mistake. Having broken into the castle, talk with Eamon and Riordan and learn from them that the Archdemon’s army has decided to deliver the main blow to Denerim, so the whole honest company will have to return back. Riordan will also report that the main adversary can only be overcome by “ Gray Guardian", and even then at the cost of his life. Don't rush to get upset! In a conversation with Morrigan, you learn that you have a chance to survive the final battle if you “help” the charming witch get pregnant from you. If you are playing as a female character, then you will need to persuade Alistair or Loghain to do this procedure. However, you can refuse this tempting offer. In this case, your hero will die at the end of the game, and the disgruntled Morrigan will leave your squad immediately. Having gone to Denerim in the morning and hacked up all the goons in its vicinity, go to talk to Riordan. Here, in addition to the assignment to find and destroy two enemy generals in the company of 3 comrades, you will gain access to the forces that were promised to you as support in the final battle during the game. Which armies will be available depends on the decisions made earlier. They can be used by one squad at each game location, so use them sparingly and profitably.

To begin with, go in search of the first general in the elfinage, where you will meet with Shianna, who will report that the barricades are about to break down. Go to the aid of the defenders of the area and destroy all the small riffraff from behind the barricades, but take a close look at the general who is left alone, surrounding him from all sides. Any army specializing in close combat would be well suited for this task (Radcliffe's army or werewolves would be just right). Now go to the market square, where the second brave general is waiting, surrounded by loyal ogres. The principle of its elimination is exactly the same, so you shouldn’t have any problems.

Having dealt with this sweet couple, move to the palace quarter, where after watching the video it will become clear that your path lies in Fort Dragon. On the way to it, it makes sense to send another army forward so that it can help deal with detachments of various evil spirits. True, before storming the fort you will have to repel wave-like enemy attacks from the gates of Denerim. After this, you can safely break into the fort. On its first floor, only small riffraff are waiting for you, which can be easily exterminated from a distance, but on the second floor you will have to tinker a little, since more serious rivals are crowded there. Although, there is no point in focusing specifically on them - as the game progresses, you had to participate in more difficult battles. Finally, go up to the roof and take a deep breath, you will have a final fight with the main villain of the game - the Archdemon dragon.

Archdemon

When fighting him, don't hesitate to use your best powers (mages, golems or elves). Watch his movements carefully. As soon as he decides to breathe fire or rises up, try to have time to withdraw your people from the affected area. When his life level drops below 50%, he will begin to call upon his minions in huge numbers for help, and with his last breath he will make walking bombs out of them, exploding the unfortunate ones near your allies. Sooner or later he will run out of strength, and he will fall to the ground dead.

Now you have completed the game and I hope this description helped you.


Specializations expand character customization options. They are directly related to the class (warrior, mage or rogue) and you can only take two specializations for a hero. Most companions join the party already having one specialization and can learn a second one as the game progresses.

There are two stages to obtaining specialization. It must first be discovered from a teacher or through a manual (book or manuscript). You can open a specialization at any level.

Secondly, at levels 7 and 14, the hero receives points that can be spent on learning a specialization. The character also receives a one-time bonus to attributes and the ability to distribute talent points to skills that are tied to specialization. Very few points are given and they are spent independently of others.

All specializations you unlock in Dragon Age: Origins, remain available upon replay and can be studied immediately after receiving the appropriate points.


Warrior Specializations:

Templar

Bonuses:+2 to magic, +3 to mental stability.

Mentor: Alistair.

Management: Trader Bodan in the camp.

Mages who reject the power of the Circle become renegades and live in fear of the templars, who can dispel and resist magic. The Templars faithfully serve the Church and for many centuries remain the most important thing for it. effective means control over the spread and use of magical powers.

Templar ability tree

Righteous Strike Passively Templars are harsh punishers, called upon to monitor magicians and kill those possessed. Each melee blow from a templar against a mage drains mana from the enemy.
Cleansing the area Distance: personal action
Activation: 53
Cooldown: 30 sec.
Required: Level 9
The Templar dispels magic in an area, removing all dispelable magic effects from nearby targets.
Beware of friendly fire.
Stronghold of the Spirit Passively
Required: level 12
The Templar learns to focus on his duty, gaining a large bonus to mental toughness.
Holy punishment Range: Medium Action
Activation: 100
Cooldown: 40 sec.
Required: Level 15
The Templar strikes with righteous fire, dealing spiritual damage to the target and nearby enemies. If the target is a caster, it must pass a mental toughness check or lose mana and take additional spiritual damage proportional to the mana lost. If enemies hit fail a Physical Resistance check, they are stunned or knocked down.

Berserk

Bonuses:+2 to strength, +10 to health.

Mentor: Oghren.

Management: Trader Gorim in Denerim.

The first berserkers were dwarves. They put themselves into a state of dark rage in which their strength and resilience increased. Over time, the dwarves taught these skills to others, and now berserkers are found in almost all races. Berserkers are known for their ability to strike fear into their opponents.

Berserker ability line

Berserker's Rage Distance: Personal action
Maintain: 20
Fatigue: 5%
Cooldown 30 sec.
The smell of blood and death awakens a berserker's fury and gives a bonus to damage. During a rage, the berserker receives a penalty to stamina recovery. The "Restraint" skill reduces this penalty, and the "Fortitude" skill will add a bonus to health restoration.
Durability Passively
Required: Level 8
The berserker does not suffer the consequences of rage so hard. The penalty to stamina recovery for using the Berserker's Rage ability is reduced, and the berserker receives a bonus to resistance to the forces of nature.
Restraint Passively
Required: Level 10
The Berserker has learned to maintain control of himself while becoming enraged. The penalty to stamina recovery is reduced.
The final blow Distance: Personal action
Activation: 6
Cooldown: 60 sec.
Required: Level 12
The berserker's entire stamina is spent on one blow, which, if it hits, deals additional damage in proportion to the stamina expended.

Knight

Bonuses:

Receipt: At the end of the quest to obtain Andraste's ashes. Ask Earl Eamon.

A knight is an experienced warrior who, while fighting, confidently leads others. The Knight has skills that lift the spirit of his allies, as well as intimidate and demoralize his enemies. These heroes often command entire armies or rush headlong into battle, making it seem less dangerous.

Knight's ability branch


Battle cry Distance: Personal action
Activation: 30
Cooldown: 20 sec.
The knight emits a devastating cry, and nearby enemies receive an attack penalty. If the "Supremacy" skill is taken, then enemies that fail the physical resistance check fall to the ground.
Encouragement Maintenance: 50
Fatigue: 5%
Cooldown: 30 sec.
Required: Level 12
The presence of the knight inspires nearby allies, and they receive a bonus to defense. If the "Motivation" skill is taken, "Encouragement" also gives a bonus to attack.
Motivation Passively
Required: Level 14
The Knight inspires the allies to continue the fight against the new force. Now the Encouragement skill increases both defense and attack.
Superiority Passively
Required: Level 16
The Knight looks so fearsome that his Battle Cry ability knocks enemies to the ground if they fail a Physical Resilience check.

Ripper

Bonuses:+1 to constitution, +5 to physical resistance.

Receipt: In the quest about Andraste's ashes, take the side of the cultists. Then Kolgrim will teach you.

Demonic spirits teach more than just blood magic. Rippers can use the souls of fallen enemies to heal their flesh and go on a bloody rampage, becoming more powerful the closer they come to their own destruction.

Ripper ability tree

Devouring Distance: Personal action
Activation: 31
Cooldown: 30 sec.
the ripper revels in death, absorbing the fading energy from all the corpses in the vicinity. Each of the corpses restores part of the ripper's health.
Frightening look Distance: Personal action
Activation: 31
Cooldown: 20 sec.
Required: Level 12
This skill turns the Ripper's menacing demeanor into a weapon. A target that fails a mental toughness check cowers in fear. In addition, Intimidating Appearance increases the effectiveness of Taunt and Intimidate abilities.
Aura of pain Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 45 sec.
Required: Level 14
The Ripper's aura of psychic anguish inflicts constant Spirit damage on him and enemies around him for as long as this ability is active.
Bloody Frenzy Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 60 sec.
Required: Level 16
The Ripper, enraged in pain, gains increased damage bonuses when its health is low. While this ability is in effect, health recovery is reduced, and if the rabies drags on, the ripper flirts with death.

Rogue Specializations:

Murderer

Bonuses:+2 to agility, +2.5% chance to inflict a critical hit.

Mentor: Zevran.

Management: Elven ghetto (elfinage).

The killer believes that any manifestation of nobility has no place on the battlefield. Killers actively use poison, as well as deadly blows, which leave terrible wounds on the enemy’s body. They are excellent at hiding and unexpectedly delivering a fatal blow to the enemy.

Assassin Ability Line

Death Mark Distance: Close
Activation: 42
Cooldown: 60 sec.
The assassin marks the target, opening up holes in their defenses that can be exploited by others. All attacks against the marked target deal additional damage.
Detecting Weaknesses Passively
Required: Level 12
A keen eye and killer instinct help identify a target's weaknesses. In case of a successful backstab, the killer deals additional damage depending on his cunning.
Mutilation Passively
Required: Level 14
If a backstab deals a certain amount of damage, it leaves a bleeding wound that causes additional damage to the killer's opponent for some time.
Feast on Bones Passively
Required: Level 16
The killer enjoys the moment of death. Each time the assassin defeats an enemy with a backstab, he regains some stamina.

Bard

Bonuses:+2 to willpower, +1 to cunning.

Mentor: Leliana.

Management: Orzammar.

In Orlais, bards traditionally engage in contract killings, espionage, sabotage and other secret missions, which they are often assigned by nobles mired in constant internecine strife. Taking your performing arts to the highest level, bards are excellent musicians and skilled manipulators. With their songs and tales, bards are able to inspire their allies and dishearten their enemies.

Bard ability tree

Song of Valor Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 30 sec.
The bard sings an old song about heroic valor. The unit receives bonuses to restore mana or stamina in proportion to the bard's cunning. A bard can only perform one song at a time.
Abstraction Distance: Close
Activation: 42
Cooldown: 30 sec.
Required: Level 8
The bard fills his performance with extravagant gestures and dizzying stunts to distract and confuse his opponents. A target that fails a mental toughness check becomes disoriented and forgets who they were fighting.
Song of Courage Passively
Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 30 sec.
Required: Level 10
The bard sings a heroic song about the exploits of the squad. The unit receives a bonus to attack, damage and critical strike chance. The size of the bonus is determined by the bard's cunning. A bard can only use one song at a time.
Enchanting song Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 30 sec.
Required: Level 12
The bard begins to sing a charming song. Nearby hostile targets that fail a Mental Resilience check every few seconds are stunned. Continuing the song does not cost any stamina, but the singing bard cannot move or perform other actions.

Pathfinder

Bonuses:+1 to constitution, +5 to resistance to the forces of nature.

Management: Trader Bodan in the camp.

Pathfinders thrive in dense forests and wastelands, not covered by civilization. They are not servants of nature, but its masters. They take advantage of their surroundings and can lure wild animals to attack their enemies.

Pathfinder ability line

Summon Wolf Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 60 sec.
The ranger calls upon a large timber wolf to aid the party.
Summon Bear Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 90 sec.
Required: Level 8
The ranger calls upon the mighty bear to aid the party.
Summon Spider Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 120 sec.
Required: Level 10
Pathfinder Calls big spider to help the squad.
Master Pathfinder Passively
Required: Level 12
The Pathfinder can summon powerful animal companions. Animals summoned by the tracker mother are much stronger in battle than their normal relatives.

Duelist

Bonuses:+1 to agility, +1 to damage.

Mentor: Isabella in the Denerim brothel "Pearl". We need to outsmart her card game or ask for a "tour" of her ship.

Duelists are deadly fighters who prefer to fight in light armor and deliver not the most powerful, but accurate blows. Experienced duelists have amazing reactions. which allows them to dodge clumsy enemy attacks and strike back with unusual accuracy.

Duelist ability tree

Duel Distance: Personal action
Maintenance: 30
Fatigue: 5%
Cooldown: 5 sec.
The duelist pays extra attention to choosing the optimal position and receives a bonus to attack. The Defensive Reflex skill provides a bonus to defense when this ability is active.
Disturbance of balance Distance: Personal action
Activation: 30
Cooldown: 15 sec.
Required: Level 12
The duelist performs a quick move that throws the opponent off balance. A target that fails a physical toughness check suffers a penalty to its movement speed and defense.
Defense reflex Passively
Required: Level 14
The duelist has the uncanny ability to simply not be in the place where the enemy strikes, thus receiving a bonus to defense.
Aimed Strike Passively
Distance: Personal action
Activation: 72
Cooldown: 180 sec.
Required: Level 16
The duelist learned to hit vital organs with high accuracy and from any angle. For a short time, all successful attacks automatically end with a critical hit.

Mages Specializations:

Werewolf

Bonuses:+2 to constitution, +1 to armor.

Mentor: Morrigan.

Management: Camp of the Dalish elves in Breciliana.

There are rumors that barbarians have the secrets of transforming into various animals. The circle of magicians refutes such rumors, but in the remote corners of Thedas this rare art is still alive. Mastery of their bodies gives werewolves some protection even in human form, making them tough opponents and staunch allies.

Werewolf ability tree

Spider Form Distance: Personal action
Maintenance: 50
Fatigue: 5%
Cooldown: 90 sec.
The werewolf transforms into a giant spider, gaining a large bonus to nature resistance and the spider abilities "Web" and "Poisonous Spit". the effectiveness of this appearance is determined magical power caster. The Master Werewolf transforms into a corrupted spider, stronger and with the Throw ability.
Bear Form Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 90 sec.
Required: Level 8
The werewolf transforms into a bear, gaining large bonuses to nature and armor resistance, as well as the bear abilities "Mighty Strike" and "Fury". The effectiveness of this form is determined by the magical power of the caster. The master werewolf turns into a bereskarn, stronger and with the ability “Throw”.
Soaring Swarm Distance: Personal action
Maintenance: 30
Fatigue: 5%
Cooldown: 60 sec.
Required: Level 10
The werewolf's body explodes and turns into a swarm of insects that sting enemies, causing them Nature damage. The amount of damage depends on the caster's magical power and proximity to enemies. In this form, the caster gains Storm Cleave, and all damage dealt to the werewolf comes from mana rather than health. Mana is not restored. Insects are immune to normal ranged attacks, dodge physical attacks well, but are extremely vulnerable to fire. The Werewolf Master gains health whenever the swarm deals damage.
Master Werewolf Passively
Required: Level 12
Mastery of the art of transformation alters the forms of the bear and the spider, allowing the caster to transform into a bereskarn and a corrupted spider, far more powerful than their normal counterparts. In these guises, the werewolf also gains the Throw ability. In addition to this, the Soaring Swarm form allows you to drain health from enemies when dealing damage.

Spiritual healer

Bonuses:+2 to magic, additional health restoration.

Mentor: Winn.

Management: Denerim Market.

Not all inhabitants of the Shadow are of a demonic nature. Many are Good essences, consisting of vital energy, and they can be called upon to heal flesh or cure illness. The spiritual healer is able to redirect the energy emanating from such spirits, which makes him an indispensable specialist in the squad.

Spiritual healer ability tree

Group healing Range: Allies
Activation: 40
Cooldown: 20 sec.
The caster showers allies with beneficial energy, instantly healing a significant amount of health.
Renaissance Range: Medium Action
Activation: 61
Cooldown: 120 sec.
Required: Level 8
The caster revives fallen party members in the area of ​​effect, returning them to consciousness and restoring some of their health.
Guardian of Life Range: Medium Action
Activation: 56
Cooldown: 30 sec.
Required: Level 12
The caster creates a talisman for an ally that automatically restores the ally's health when they are on the verge of death.
Aura of purification Distance: Personal action
Maintenance: 60
Fatigue: 5%
Cooldown: 30 sec.
Required: Level 14
While this ability is active, the caster emits waves of healing and cleansing that every few seconds restore the health of all nearby allies and heal the wounds of allies immediately adjacent to the caster.

Battle Mage

Bonuses:+1 to agility, +5 to attack.

Receipt: Ruins in the Brecilian Forest, lower level. In a small room with bookshelves you will find an amulet and an altar. The amulet turns out to be a phylactery containing a spirit. You need to put the amulet on the altar so that the spirit finds peace.

Among the ancient elves there were magicians who developed magical abilities in addition to his martial art. they channeled magical power through their weapons and bodies, spreading terror on the battlefield. These skills are believed to be lost forever, but it is possible that they still survive in forgotten corners of the world. Battle Mages can use the magic rating to meet the strength requirements for higher level weapons and armor.

Battle Mage ability tree

Battle magic Distance: Personal action
Fatigue: 50%
Cooldown: 10 sec.
While this ability is active, the battle mage turns magic inward, trading increased fatigue for a bonus to attack and the ability to use the power of magic to determine damage in battle. Efficiency is improved by the skills "Aura of Strength" and "Shroud of Shadows".
Aura of power Passively
Required: Level 12
The battle mage has mastered the secrets of the skill and receives additional bonuses to attack, defense and damage while the ability is active.
Shimmering Shield Passively
Distance: Personal action
Maintenance: 40
Fatigue: 5%
Cooldown: 30 sec.
Required: Level 14
The battle mage is surrounded by a shimmering energy shield that blocks most damage and provides a significant bonus to armor and all types of resistance. While the shield is active, mana is quickly consumed.
Shroud of Shadow Passively
Required: Level 16
When the "Battle Magic" ability is active, the battle mage partially disappears from the real world. The gap between the fabric of the world and the cover of the Shadow gives the magician a bonus to mana recovery and a chance to avoid attacks.

Blood Mage

Bonuses:+2 to constitution, +2 to magic power.

Receipt: During the passage of Redcliffe, release Jovan, ordering him to help you. At the end of the quest, let him perform the ritual and go to the Shadow. There you will meet the Demon of Desire. In exchange for life, take secret knowledge. This will be blood magic.

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Every magician feels the dark pull of blood magic. These dark rituals, brought into our world by demons, harness the power of blood, turning life energy into mana and giving the magician power over another's consciousness. However, such abilities come at a high cost: to use them, the mage must sacrifice his own health or the health of his allies.

Blood mage ability tree

Blood Magic Distance: Personal action
Fatigue: 5%
Cooldown: 10 sec.
While this ability is active, the blood mage spends health rather than mana on spells, but the healing effects on the mage are much weaker than usual.
Sacrificial Blood Range: Medium Action
Activation: 0
Cooldown: 15 sec.
Required: Level 12
The blood mage drains the life force from an ally. The caster is healed, but the ally may die. The healing penalty imposed by blood magic does not apply to this effect.
Bloody wound Range: Medium Action
Activation: 40
Cooldown: 20 sec.
Required: Level 14
The blood of all hostile targets in the area of ​​effect boils in their veins, causing serious damage. Victims who fail a physical stability check stand still, twitching, and are unable to move. Does not affect creatures that do not have blood.
Master of Blood Range: Medium Action
Activation: 40
Cooldown: 40 sec.
Required: Level 16
A blood mage subjugates the target's blood. If the target fails a mental toughness check, it becomes an ally of the caster. If the target resists the spell, they take heavy damage as a result of the blood manipulation. Creatures without blood are not affected by this effect.