Dragon age origins fashion clothes. The best mods for Dragon Age: Origins. Earth elemental branch

Before Lost-Vegas 214 miles / This is us - sawdust...

Armored bras, armored pants and magical thongs - no immediately) I don’t even test them.
Yes, I’m not yet testing what is added through the console.
Attention!! Before installing mods, read this post. I'm serious.

1) Kits :
Assassin's Set Set for the Rogue. Comes by itself, on the previous owner)
Wings of Velvet and Green Sonata Stylish and suitable set for a magician - clothes, staff, accessories. They appear in the inventory or in the camp, at the merchant Bodan, depending on which version you install.
Phoenix Arsenal A beautiful set for girls of any race. Three types of armor (easy option um... very easy), blades, bows. Blades and bows for everyone). They appear - some from the Quartermaster in Ostagar, some in the chest, the key to which is given by the deserter, and also from Bodan/Uriah (from the Awakening).
Set of Daughters of Mythal
Bow and armor, armor only for girls (any race), bow for everyone. Despite some eye-catching colors, unexpectedly good things. Once connected, the kit will appear in your inventory.
http://modgames.net/load/75-1-0-911 Armor for a male elf, bow for everyone. Brother of the previous mod, but less eye-popping.
Installation. The archive contains 2 folders "Armor" and "Bow".
a) "Bow". The Scorching_Wrath_Of_Elgarnan_1_03-812 file will add the bow to the inventory, the Scorching_Wrath_Of_Elgarnan_1_03-812_vendor file will add the bow to Bodan’s store.
b) In the “Armor” folder there are 3 additional folders, according to the color of the armor, select the desired color and put one of the files, the usual one will add the armor to the inventory, the one that is “vendor” - to Bodan.
Runic Armor of the Gray Wardens An interesting set for a warrior. Three shields, armor, a two-handed sword, three long swords.
The archive contains two files: one for Awakening, the other for the main campaign. Both should be installed, even if you only play Awakening. One file is enough for the main campaign.
Armor and Blades of the Bloody Angel A set for a warrior/battle mage, catchy, pretentious and somewhat cheating, but many people like it. Once connected, the kit will appear in your inventory.
Shadow Assassin Set Attractive dark armor, a little in the style of Assassin's Creed (alas, only for people, men and women), four daggers. There are two options for adding a set. The "Armor of Assasin" file will add the set to the inventory, "Armor of Assasin" vendor" will add it to Bodan's store.
Weapon set "Glory to the Griffin" (very large set) There is: a shield, a helmet, an axe, a sword, a one-handed hammer, a two-handed sword, a two-handed hammer, two daggers, paired hatchets, two bows and a staff. The stats are normal. Appearance... specific. I've seen reactions ranging from "ewww" to "wow", so look at the screenshots and think (personally, I really like the shield and daggers, just for the look) There are two options for adding a kit. The "Glory of Griffon" file will add the kit to your inventory, the "Glory of Griffon vendor" file will add it to Bodan's store.
Morozik75 generally has very high quality mods. And very frequently updated)

2) Personalized kits
Song of the Rose. A very beautiful and suitable set for Leliana (everything is included, accessories, armor, a bow, a couple of daggers). Once connected, the kit will appear in your inventory.
Stan's Helmet A pair of swords, a shield and a very specific helmet for Stan. In principle, anyone can use a one-handed weapon and a shield. There are two options for adding. The file "Stens Helmet 1.2" will add items to the inventory, "Stens Helmet vendor 1.2" will add items to Bodan's store.
Stan's Armor This is included with the Helmet. Appear in a chest in the Church of Lothering.

3) Only armor.

The choice of weapons and items in Dragon Age: Origins is very large, despite the lack of the usual crafting system. It is successfully replaced by ready-made sets of armor and one-piece weapons. Among ordinary things, sometimes there are unique ones, which most often have enhanced characteristics. Separate pages in the Code are devoted to the stories of their occurrence. Weapons and armor are sold from merchants in various parts of the world - Denerim, Orzammar, Lake Calenhad and Brecilian. The cost of things varies depending on the value. The most valuable specimens can cost several dozen gold coins, but all costs are more than recouped. High-quality weapons with special effects allow you to resist strong opponents.

Weapons can be stored in a chest on Soldier's Peak after installing and completing Guardian Fortress. Over time, an understanding comes of which weapons deserve attention and which are just ordinary trash that can be used for the time being, for lack of a better one. Each character in the squad is allowed to have two sets of weapons - the main one and the spare one. The set is selected by pressing the [/] key.

The best longswords in Dragon Age: Origins:

  • Oath Keeper(strength: 15; damage: 8.40; +1.5 to armor penetration, +10% to received healing effects, 1 slot for runes) - for completing all tasks from the notice board in Lothering.
  • Power of Asturian(damage: 8.40; +2 to damage, weakening of the creatures of darkness, +1 to armor penetration, 1 slot for runes) - Gray Guardians of Asturian.
  • Green Blade(strength: 19; damage: 9.10; +10 to resistance to the forces of nature, +6 to damage against animals, 1 slot for runes) - the key to the chest on the second floor is with Bevin (the boy from the closet in Caitlin’s house in Redcliffe ). High levels of the “Influence” skill will help convince.
  • Saw sword(strength: 19; damage: 9.10; +1 to damage, +1% to the chance of a critical strike in melee) - in the sarcophagus in front of the entrance to the hall of the Mistress of the Forest in the lair of werewolves in the ruins of Eastern Brecilian.
  • Duncan's sword(damage: 9.60, +3 to willpower, +3 to cunning, +2 to restore stamina in battle, +4 to damage against creatures of darkness, 2 slots for runes) - a rebel ogre on the battlefield from the “Return” add-on to Ostagar."
  • Maric's Blade(damage: 9.80, +0.75 to restore health and stamina in battle, +6 to damage against creatures of darkness, weakening of creatures of darkness, 2 slots for runes) - Kaylan’s chest in the royal enclave from the Return to Ostagar add-on.
  • Spellweaver(battle mage, damage: 10.50; +5 to magic, +1 to mana recovery in battle, +10% to the chance to reflect hostile magic, +3 damage from electricity, 2 slots for runes) - sectarian overseer in a large northern hall in the caves of the cultists on the way to the Sacred Urn of Andraste.
  • Imperial Blade(strength: 27, damage: 10.50; +2 to damage, +3% to the chance of a critical strike in melee, +6 to attack) - a small room in the Tevinter warehouse in the Elvenage after meeting with Denera.
  • Overlander's Honor(strength: 31; damage: 11.20; +20 to resistance to spirit magic, +6 to damage against the dead, 3 slots for runes) - on the Deep Paths.
  • Slashing Blade(strength: 31; damage: 11.20; +2 to armor penetration, +6 to attack, +3 cold damage, 3 slots for runes) - dead adventurers.
  • Starfang(strength: 31; damage: 11.90; +3 to agility, +3 to damage, +2.5 to armor penetration, 3 slots for runes) - from the blacksmith Mikael Dryden from Soldier's Peak.

Best Shields in Dragon Age: Origins:

  • Havard's Shield(strength: 22, defense: 4.00, fatigue: 3.36%, deflection of arrows and projectiles: 4.50%, +4% chance to reflect enemy magic, chance to dodge projectiles) - ogre on top of Ishala Tower .
  • Kaylan's Shield(strength: 32, defense: 4.00, +1 to armor, chance to dodge projectiles) - a garlock from the front line behind the kennel from the Return to Ostagar add-on.
  • Shield of Eamon(strength: 22; defense: 4.00; +6 to defense, +25 to endurance) - chest, storage on the top floor of Redcliffe Castle.
  • Shield of Redcliffe's Chosen Warriors(strength: 32; defense: 4.00; +1 to willpower, +3 to defense, +15 to electrical resistance, +2 to attack) - for saving Earl Eamon.
  • Shadow Wall(strength: 38; defense: 6.00; +3 to defense, +20% to received healing effects, +1 to recovery of stamina in battle, +25 to stamina) - after solving the mystery of the adventurers.
  • Shield of Hou(strength: 38; defense: 6.00; +12 to defense, +10 to resistance to fire and cold, -2 to willpower) - chest, treasury in the estate of Earl Denerim before descending into the dungeon.
  • Portable bastion(strength: 36; defense: 6.00; +1 to strength, agility and constitution) - Bodan Feddik in the main camp of the detachment.
  • Duncan's Shield(strength: 38; defense: 6.00; +3 to willpower; +6 to defense, +1 to recovery of stamina in battle) - a secret vault of the Gray Guardians inside the trading warehouse behind the Curiosities of Thedas store in Denerim. Riordan tells how to get inside in Earl Eamon's room before, if you show him the Gray Warden documents found during the liberation of Queen Anora from the estate of Earl Denerim.

Best greatswords/greatswords in Dragon Age: Origins:

  • Flat sword Hasind(strength: 20; damage: 12.10; +1% to melee critical strike chance, +1 to armor penetration) - chest, south central island with wolves behind the destroyed arches, on the side of the temple dome in the Korcari Wilds.
  • Stan's sword(strength: 22; damage: 13.20; +1 to willpower; +1.5 to armor penetration, +12 to attack, 1 slot for runes) - after completing.
  • Yusaris(strength: 34; damage: 16.50; +20 to fire resistance, +10 to damage against dragons, 2 slots for runes) - after defeating the Circle of Mages in the tower on Lake Calenhad.
  • Sword of Summer(strength: 34; damage: 16.50; +20 to physical resistance, chance to knock the target down, 2 slots for runes) - Mrs. Coutren at the exit from the estate of Earl Denerim or in front of the Assembly of Lands hall.
  • Ageless(strength: 34; damage: 16.50; +4 damage against darkspawn, +0.25 to stamina recovery in battle, weakening darkspawn, bloody mess, increased hostility and intimidation indicators) - solve the puzzle with the Throne of Orzammar in Orzammar royal palace. To do this, we approach the throne, activate it, a new entry “Locked in Stone” will appear in the Codex. We send two companions to the southwestern part of the room, stand on two tiles in the form of arrows near the wall, a characteristic sound (grinding) should be heard. We send the fourth companion into the hallway and stand on the round floor plate. Then we activate the throne with the main character. The satellites must remain in their places. Lightning will flash in the hall and a dragon will appear. We kill him and take the sword.
  • Starfang(strength: 38; damage: 18.70; +3 to strength, +2.5 to armor penetration, +8 to attack, 3 slots for runes) - from the blacksmith Mikael Dryden from Soldier's Peak.

The best hammers, axes, maces and axes in Dragon Age: Origins:

  • Clumsy verse(strength: 27; damage: 9.00; +2 to damage, happy, +10% to the chance of a critical hit or backstab, +4 to damage against dragons, 2 slots for runes) - pull out of a stump in the “Strange” location forest" during a chance encounter while moving across the global map to the Brecilian forest after eliminating D. by order of K. The advertisement is taken from an innkeeper with connections in "The Bitten Nobleman of Denerim."
  • Ax of Temperance(damage: 9.00; +1.5 to armor penetration, +15% to the chance of a critical hit or backstab, 2 slots for runes) - Earl Rendon Howe in the dungeon of Earl Denerim’s estate.
  • Wesiall(strength: 31; damage: 9.60; +2 to strength, +5% to the chance of a critical hit in melee, +1 to restore stamina in battle, +10% to the chance of a critical hit or backstab, + 2 damage from nature forces, 3 slots for runes) - Bodan Feddik in the main camp of the squad.
  • Forge Master's Hammer(strength: 32; damage: 12.60; +25 fire resistance, +6 attack, 2 slots for runes) - genlock master of the anvil in the Dead Moats.
  • Sacred Hammer(strength: 34; damage: 13.50; +2 to willpower, +10 to psychic resistance, +4 to damage against the dead, 2 slots for runes) - a vault in the southern wing of Banna Franderel’s estate in Denerim. .
  • Triana Hammer(strength: 34; damage: 13.50; +4 damage against creatures of darkness, 2 slots for runes) - Belen, for his support during the resolution of the issue of the throne of Orzammar.
  • Ax of Vaskhot(strength: 32; damage: 14.00; +1 to strength and damage, +2 to willpower, 2 slots for runes) - harlock general in the Trade Quarter of Denerim captured by the creatures of darkness.
  • Hasinda Crusher(strength: 38; damage: 14.40; +3% to the chance of a critical strike in melee, -5 to attack) - sold by Farin at Frosty Pass in front of the doors of Orzammar.
  • Great Hasindian Mace(strength: 38; damage: 14.40; +5 damage, +2.5 armor penetration, +0.5 stamina recovery in battle, +75 stamina, 3 slots for runes) - sold by Gorim from Denerim shopping district.

The best bows and crossbows in Dragon Age: Origins:

  • Fox bow(agility: 26; damage: 7.50; chance of dodging projectiles) - weapon rack, storage on the top floor of Redcliffe Castle.
  • New moon(agility: 30; damage: 8.00; +2 to willpower, +10 to resistance to the forces of nature, +1.5 to armor penetration) - Varathorn from the Dalish elf camp in the Brecilian forest.
  • Wolfboy(damage: 8.40; +4 damage against the dead, +8 damage against beasts) - Varathorn from the Dalish elf camp in the Brecilian forest after delivering the iron bark.
  • Spear thrower(agility: 30; damage: 9.00; fast aiming, +2.5 to armor penetration) - genlock master of the anvil in the Dead Moats.
  • Golden Sun Bow(agility: 30; damage: 9.00; +4 to attack) - elf Denera, assistant to the slave trader Caladrius, in the Tevinter warehouse in the elfage of Denerim.
  • Falon'Dina's Grip(damage: 9.60, +2 damage, fast aiming) - dragon treasure, upper level of elven ruins in Eastern Brecilian.
  • Magician's Eye(agility: 34; damage: 9.60; +3% to the chance of a critical strike at a distance, +4 to attack) - chest, village shop in the village of Shelter.
  • Bow Marjolaine(agility: 34; damage: 9.60; +3 to cunning and damage, fast aiming) - chest, Marjolaine's house in the Denerim Trade Quarter after the start.
  • Antique Guardian Crossbow(strength: 14, damage: 9.60, armor penetration: 7.00, range: 44, +1 damage, fast aiming) - reconnaissance commander of the guards from Soldier's Peak from the Guardian Fortress add-on.
  • Crossbow with improved grip(strength: 26; damage: 12.00; +1.5 to armor penetration, +4 to attack) - for completing orders from the Ravens from Master Ignacio in the “Bitten Nobleman” tavern in the Trade Quarter of Denerim.

The best daggers in Dragon Age: Origins:

  • Olaf's Exceptional Cheese Knife(agility: 24; damage: 5.60; +1 to armor penetration, 2 slots for runes) - Olaf’s locked chest in the village of Honnlith, the key is on the corpse next to Sheila.
  • Duncan's dagger(agility: 24, damage: 5.60, +4 to agility, +10% to the chance of a critical hit or backstab, +10 to damage against dragons, 2 slots for runes) - a rebel ogre on the battlefield from the add-on “ Return to Ostagar."
  • Beastman Dagger(damage: 5.60; +10% to the chance of a critical hit or backstab, 2 slots for runes) - the fourth floor of the tower of the Circle of Mages.
  • Extinct Thaig Shanker(agility: 26; damage: 6.00; +5 to cunning, +0.5 to armor penetration, +6 to attack, interrupts spells, 2 slots for runes) - a broken chest on the site with the ogre leader in the Kadash taiga from additions "Stone Prisoner".
  • Thorn of the Dead Gods(agility: 26; damage: 6.00; +3 to damage and armor penetration, 2 slots for runes) - after being at the Caridin Crossroads.
  • Gift of the Grays(agility: 26; damage: 6.00; +5% to the chance of a critical strike in melee, 2 slots for runes) - Valendrian after rescuing the slave trader Caladrius from captivity in the elfage of Denerim.
  • Raven Dagger(agility: 30; damage: 6.40; +15% to the chance of a critical hit or backstab) - Godwin from the second floor of the Circle of Mages after delivering a parcel of lyrium from Rogek from the Dust City in Orzammar (you need to ask for the amount of 75 gold for the goods ).
  • rose thorn(agility: 30; damage: 6.40; +2 to agility, +1 to health recovery in combat, +3 to damage, +5% to the chance of a critical hit in melee, +30% to the chance of a critical hit or hit in back, 3 slots for runes) - sold by Garin from the Common Halls of Orzammar.

The best staves in Dragon Age: Origins:

  • Harrowmont's Staff(magic: 20; damage: 4.80; +1 to magic, +2 to constitution) - Harrowmont, for the support provided during the resolution of the issue of the throne of Orzammar.
  • Sylvan's Mercy(magic: 24; damage: 5.20; +5 to resistance to the forces of nature, +1 to magical power, +10% to damage from the forces of nature) - Bodan Feddik in the main camp of the detachment.
  • Vicious Staff(magic: 24; damage: 5.20; +1 to mana recovery in battle, +5 to magical power, -1 to willpower, +10% to damage from spiritual magic and electricity) - garlock general in captured by the creatures of darkness Elvenage Denerim.
  • Oak branch(damage: 5.20; +1 to magic, +2 to constitution, +10% to nature damage) - Great Oak from Western Brecilian for returning the acorn.
  • A piece of wood(magic: 24; damage: 5.20; +1 to constitution, +10 to resistance to the forces of nature) - Varathorn from the Dalish elf camp in the Brecilian forest. Give the order to the mabari to look for something useful.
  • The last argument(magic: 32; damage: 6.00; +3 damage, +10 magical power, +15% fire damage) - Bodan Feddik in the main camp of the squad.
  • Breath of winter(magic: 36; damage: 6.40; distance: 58, magic power: 7; +25 to cold resistance, +15% to cold damage) - a frantic demon from the second floor of the Guardians' fortress on Soldier's Peak.
  • Lord Magister's Staff(magic: 36; damage: 6.40; +6 to willpower and magical power, +2 to mana recovery in battle, +10% to damage from fire and spiritual magic) - sold by the quartermaster from the tower of the Circle of Mages on the lake Calenhad.

The best accessories in Dragon Age: Origins:

  • Belt " Blessing of Andruil"(+2 to all characteristics, +20 to resistance to the forces of nature, +1 to restoration of mana and stamina in battle, +10 to physical resistance) - sold by the quartermaster from the tower of the Circle of Mages on Lake Calenhad.
  • Ring " Zhivitel"(+10 to constitution, +3 to health restoration in combat and armor, +10 to health restoration outside of combat, +20% to received healing effects) - sold by Garin from the Common Halls of Orzammar.
  • Ring " Key to the city"(+2 to all characteristics, +4% to the chance to repel hostile magic, +10% to received healing effects) - Council in the Diamond Halls, after finding five Codex entries in the residential areas of Orzammar.
Best Armor Sets in Dragon Age: Origins: , .

The battle mage's ammunition kit includes:

two types of armor - one only for women, the other for women and men, a sword, a dagger and a crossbow.

All items are made of red steel and have no restrictions for wearing according to the character’s stats

level, strength, dexterity, etc., but only magicians can use them.

The characteristics of armor and weapons allow the magician not to upgrade things that are not typical for him,

but the skills a fighter needs are strength, dexterity, cunning.

An armor model was used to make the Witch Armor set

The Battle Mage Armor is based on the Black Templar Armor mod, created by Krayzie.

**INSTALLATION**

unpack the archive

drag the .dazip file into the program window daupdater C:Program FilesBioWareDragon Age Originsin_ship

select it with the mouse

click install selected

Those who use the Black Templar Armor mod need to install Black Templar Armor fix

is present in the distribution, this will make it possible to avoid conflict in Awakening with the Guardian Armor

and will ensure the correct display of Battlmage Armor made based on this mod.

To install the fix, you need to place the folder from the BlackTemplarFix archive in

My documentsBioWareDragon Agepackagescoreoverride.

Dragon Age: Origins is a party game, despite the fact that you have to play alone. In general, I can’t stand fights like this, but here they are executed somehow more or less clearly and are not so annoying. Moreover, on higher difficulty the battles become quite interesting.

As it should be in most similar games, our group should have 4 comrades, and the most effective composition will be: Tank, Healer, Damager and Controller. Who are they?

Tank- a character who distracts enemies towards himself and blocks most of this damage into the shield.

Doctor- the main goal of the healer is to stand behind and heal, ideally the tank, but basically everyone, so as not to die, sometimes adding slightly damage to the target.

Damager— stands behind if you are an archer or a magician, but unlike a healer, he constantly hits enemies. Well, or next to the tank he chops with a two-handed sword. The main thing here is maximum damage in the shortest possible time.

Controller- paralyzes, stuns or blinds and does minor mischief, temporarily disabling enemies and preventing them from attacking.

Doctor

The best candidate here is either Wynn or the main character. In Dragon Age: Origins there will be missions where the hero will have to run alone, and the easiest way to do this is with a magician who can heal. The only problem is that we won’t meet Winn right away. Healing magic is a situational thing, and although it doesn’t consume mana very much, in the end you will have to use it often, so you will need a lot of Willpower.

Spells

Creation branch. Here we take Heroic aura and defense.

Heroic Aura- protects against long-range attacks, can be used on a tank if there are a large number of archers, often simply irreplaceable.

Heroic Defense- protection from melee attacks. Also needed in many places.

Treatment branch. Where would we be without her, she is the one who makes a doctor out of us

We absolutely need the entire thread.

Branch of runes. It imposes even more effects on the group, which will not be unnecessary.

Rune of Paralysis- if you have enough mana, you can use it.

Protective Rune— gives bonuses to mental stability, defense and repelling ranged attacks. A little bit at a time, but all at once.

Rune of repulsion- can be useful to prevent enemies from reaching. It can be useful.

Rune of Neutralization— put under other magicians, sometimes can be used as dispelling. It can’t always be used, but it’s better to take it.

Spirit branch. Here we will need to take dispel and anti-magic barrier.

The 1st spell is useless, but diffusion is a very important spell.
Anti-magic barrier— places a shield on the target that completely blocks all non-physical damage. Also blocks the casting of targeted spells.

Specializations: Spiritual healer.

The only spell that is not very necessary is the last one, because usually not everyone needs to be healed, but only the tank, there is Group Healing for everyone, it usually copes with the task.

Controller

The best choice would be Morrigan and, again, ourselves. What does this same controller actually do? In our case, the magician simply prevents the enemy from moving, attacking, or casting bad spells. In addition, no one prevents the controller from applying debuffs (damages that reduce attack, defense, movement speed). And again we put everything into the Power of Magic, and a little bit into Willpower.

Spells

Fire elemental branch. We take it for Fireball.

Fireball. What normal magician can do without a fireball these days? In addition to damage, the fireball even knocks down some Bosses. Add a small cost and cooldown and you get the perfect spell.

Earth elemental branch

We take our fist, nothing else is needed.

Elemental branch of ice. The first 3 spells will come in handy.

Icy grip - very useful and irreplaceable.

Ice weapon- telekinetic is better, but this opens up access to the Cone of Ice.

Cone of Ice- like Fireball, this is one of the main spells of a magician. He rarely gains stability, works stably for Bosses, even dragons. Having caught many enemies that you don’t care about now, you can keep them in place for as long as you have mana. The only negative is the attack radius, the archers will simply shoot us.

Spirit Branch - Mana Drain.

Mana Burn— in theory it burns out all the mana, but in practice the enemies manage to be healed. But they can’t hit so hard anymore.

Magic power- quite a useful thing.

Mana Clash- great damage to magicians, because equal to all mana burned. Some bosses, however, are resistant to this.

Spirit Branch - Necromancy

Walking bomb - requires skillful use, but the power is significant and makes clearing groups of enemies much easier.

funnel of death— after switching on, a funnel appears around the character. Once per second, decomposes one corpse, giving mana in the radius of the crater. Controversial aura.

Infectious walking bomb- the same bomb, only easier to use. It’s better to throw at a target that is near death.

Summon Skeleton- an extra, even a dead character is always useful.

Spirit Branch - Mind

Mind Explosion- a useful spell, sometimes it saves you from death.

Force field- definitely needed. Completely disables the target from the battle, although making it completely invulnerable.

Telekenetic weapons- Better weapon enchantment. There should be one per batch.

Entropy Branch - Paralysis

Weakness- a standard debuff, like Loss of Orientation.

Paralysis- very necessary for safety net.

Toxic fumes- doubtful, but sometimes necessary

Mass paralysis- mass control, which allows you to kick targets.

Entropy Branch - Curse

Damaging vulnerability throwing at a strong target combined with Siphon Life is a very powerful combination.

Contagious corruption you need to throw it at a white target (so that it doesn’t resist) and one that you won’t touch for a long time.

Diverting damage- essentially a debuff, only strong. When successfully applied to a target, its critical hits become normal hits, and normal hits become misses. If he gets through to the boss, then the boss (applies only to melee units) remains helpless.

Fatal damage - makes all hits on the target critical, which is good for bosses - needed by all damage dealers.

Entropy Branch - Dream

Loss of orientation- a good debuff to use on a strong target. Taken for more important spells

Horror- excellent control. Shuts you out of combat for a long time (the stronger the target, the less time). Definitely take it.

Dream- the main spell of the controller, because it has almost no stability, except for orange ones, but it works well on them too. Allows you to perform the same sequence - the one you woke up, the one you kicked. Has a huge AoE. And most importantly - Sleep + Horror - there are several spell combinations in the game, but most are dull (for example, smash frozen), and this has a really huge practical purpose.

A waking nightmare- despite the fact that it appears after sleep, it is a stripped-down version of it in everything - not reliable, less AoE, more rollback. Better take it.

Entropy Branch - Life Siphon

Life Drain useful when the main character plays the role of controller.

Specializations - There is no ideal controller specialization in the game, but Blood Magic is a good option.

Tank

Whatever one may say, there is simply no way to do without a normal tank - the group will simply be carried out. The best candidate is Alistair/Lohain and The Wall. You can make a main character if you really want to, in principle...

The main characteristic of a tank is, of course, Constitution, but strength is also required for armor and skills, and agility for the shield. We dress for protection and HP. However, that’s not all - the main task is not just to withstand blows, but also to distract enemies from your allies, and for this you will need provocation skills.

Tank skills

Shield skill line - two stances

First we are given useful shield defense, its improvement, and then blind defense. The last ability, which gives a large bonus to defense, and when Silent Defense is turned on, immunity to being knocked down, is needed. Everything is needed here.

Shield skill line - shield cover

Shield Cover itself works well, but Shield Wall is better, and you can only have one stance at a time. And the whole branch requires an increase in dexterity, so the maximum is worth taking. Shield preparation.

Shield skill branch - shield strike

The best sang is the second one, which stuns pretty consistently.

Specializations. None of them are completely suitable for a tank, but the Vityaz is the closest to this: we reduce the attack of enemies (we live longer), raise the defense and attack of our allies and ourselves, knock over enemies, which gives us a break. You can also experiment with the Ripper - we suck life out of corpses (survivability), cause damage to everyone around and hit the harder the less health remains. But the end result will be a semi-attacking Persian who requires more careful handling. Berserk is not an option. Well, the Templar has the ability to stun everyone and has great mental stability so as not to get up in dreams and paralysis. For a classic tank, we take the Templar + Knight combo.

Damagers

In addition to the tank, which can withstand the blow, the healer, who mends this tank, and the controller, who prevents enemies from bludgeoning the tank too often, someone else is needed who will give out change for such suffering. Here we simply have a huge choice: A warrior with a two-handed sword, a mage, a battle mage, a warrior with dual weapons, an archer, a robber with daggers. How many options to choose from. One is more beautiful than the other, let’s take a closer look at who is who.

Warrior with a two-handed sword

This type of damage dealer is very popular among beginners because of the highest numbers. Sten, Ogren and the main character will fit here. We put everything into our strength and don’t sweat it. You can add a little more dexterity if you wish. We are looking for clothes that are suitable for damage; protection is not so important here.

Skills and abilities

In addition to standard military skills, we have one of our branches, it has three lines. But first, any damage dealer must take Exit from the battle, because it is important that they hit the tank and not us. It is also advisable to take the last skills from both lines of the warrior - restoring a little stamina is very important, and it’s generally excellent to remove mistakes for a while. And the increase in the chance of a crit in a crowd is pleasing.

Two-Handed Weapon Branch - Stun

We take it all. Hitting with the hilt - additional control. Indomitability - if aggro is broken, or the boss can stun everyone, not just the tank. Chance to stun - can also work on the boss. Healthy. Adjustable crit is also important.

Armor Breaks

The first spell is a debuff. Armor Break - removes the armor of enemies.

Mighty blows

And although including powerful blows is a rather controversial decision, due to penalties to the attack, getting to the only multi-targeted blow is worth it at any cost. Especially considering the nominal damage from a two-handed weapon.

Specializations: - Berserk. For 4 points we get plus damage without penalties and one very strong blow. 2nd - any, if there are points left for development. The Knight will improve things with hits and strengthen the position of the second tank. The Templar is always useful, but not more than 1 in a party, the Ripper is more of a tank, a damage dealer should not take it and spend 4 points on just one useful but dangerous spell - high damage with low health.

Damage Mage

It's best for them to be the main character. We increase the power of magic and a little willpower. We take armor with a bonus to Elemental damage (all kinds of gloves and rings + 20% fire damage, etc.) and magic power. Sometimes you can gain additional reserves or mana regeneration in battle.

Capabilities

We take everything listed in Treatment and Controller only when we have extra points.

Elemental Branch - Fireball. Cone of Lightning + Cone of Cold.

Lightning Stitch. Chain lightning is interesting here.

Branch of Creation - Nature

Magic light— enhances our magical power (i.e. increases damage). It is useful to turn it on when you have already spent 50% of your mana.

Magic Flower– increases the regeneration of mana, which will be in short supply.

Wasp swarm- large damage to one target, take it.

Take the Walking Bomb (Spirit Branch, Necromancy line), if there is not one on the team yet. The rest is control.

Specializations - Blood magic. For 4 points we have an alternative resource for using spells, replenishing it (it is advisable then to take two spells from the Siphon Life line, Entropy branch), Good AoE damage + control and a strong single disable + damage. The last single-control spell on bosses in the Maleficar branch will work at best as damage, because the game will not always allow you to gain control of Orange.

Battle Mage

Naturally available only to a magician. Candidates - any magician. A magician who wears light clothes casts all the spells in battle, and when the mana runs out, he reaches into his bag, puts on Heavy Armor, turns on all auras and passives, and goes to beat the mobs in hand-to-hand combat. Lazy magicians immediately wear heavy armor and don’t care about 30-40% fatigue. In this regard, we take the heaviest armor, because fatigue will eventually turn into a bonus to attack. As practice shows, the damage per second with a two-handed, one-handed or dagger is the same, only the dagger penetrates armor even better.

Spells

Line of combat magic

Battle magic— allows you to require Magic Power from equipment instead of power. We can immediately carry anything

The second passive skill (when enabled) changes the hit calculation formula from “Strength + Dexterity” to “Magic power + Dexterity”. We don’t have the second one, but we have plenty of the first one. Changes the formula for calculating weapon damage from Strength to Magic Power, which changes increased fatigue to a bonus to attack. When turned on, it takes 50 mana (although this is not said) and immediately gives 50% fatigue instead of 5%. So much, because fatigue is our hit on the enemy. So, in the end, we got the “coolest” armor and weapons (with the exception of bows and daggers). Next we take a passable but useful improvement in attack and defense in the battle mage stance and take...

Shimmering Shield. Gives resistance to all types of magical damage - 75%. Example - In one place, the entire party will receive constant damage from spirit magic. Everyone (including the tank) receives 11-13, the battle mage receives 2 damage. Feel the difference. Gives 100 psych. and physical sustainability. No one, except for the harmful, arrogant and generally uncultured Ogres, can knock down or stun a battle mage. It also gives a serious bonus to armor, not like the solid defense of a tank. You take another 50 energy from your reserve and slowly eats up your mana. This is not a joke or a mistake by the developers - after turning on seconds, after 10 mana you will have 0.

The last spell makes it possible to dodge an attack without an attack-defense check (Dodge, judging by other games with attack-defense, the dodge check comes before the attack-defense check, which is very useful) and mana regeneration, which is nonsense, because the flickering shield it will gobble it up from you anyway. The only thing is that if you are not tanking the boss, then you can not turn on the flickering shield and during the battle magic it will eat away your mana.

But still, let's return to close combat. We also take the previously mentioned Magic Defense and Stone Armor. The first gives protection depending on the Strength of the magician, and the second gives armor. Don't forget to include telekenetic weapons in the party. What do we get when all this is included? And we get a cool character who two minutes ago was running around in a robe, and now receives (at a certain stage of the game) instead of 30-40 damage that the tank received, only 20 from the boss. Hit with 1 sword as if with a two-handed sword (though without the included stances of a two-handed sword), spits on stuns, paralyzes and other people's nukers. Are we all running to download the Battle Mage? Not really. One problem remains - the attack. She's still missing. Even with 100% fatigue. We hang a Heroic Attack on ourselves, remove the enemy’s defense by all means - we can still live this way. But what really literally kills a battle mage is other people’s attack debuffs (Weakness, Curse, other people’s knights) - you can forget about hits. Because to dispel someone else’s debuff is to remove ALL buffs from yourself, don’t forget. And we have from 5 to 8 of them. And then how long will you stand to turn it all on again (and the flickering shield also has a brutal CD)?

Dual wielding warrior

Why warrior? Because the robber is designed for something else. You can, of course, make a rogue-mili-warrior-with-dual-wield, but it will be under-warrior. The candidates are the protagonist and the warriors. Characteristics - strength and dexterity in half. A little more agility for abilities. If you have big problems with men-at-arms, try looking for armor-piercing items. And so everything is simple - maximum damage, armor is looked at by bonuses, not by weight. Although if you are wearing massive armor, you won’t be much different from a tank on bosses. By the way, this is a trait of both damage dealers. They are more reliable than others, tenacious, and less demanding of constant supervision. Abilities - Like a two-hander, native branches all the way are desirable. The only thing with hitting is better here due to greater dexterity.

Weapon branch in each hand

We teach it all the way, without this the penalties for weapons in each hand will be serious and the damage will be small

Debuff line

Double punch. In fact, with the same attack speed, you begin to hit the target twice as hard (tested, attack speed is not lost). It’s also a plus for damage per hit. The price is the impossibility of regular crits. But for a warrior, crits are not so frequent. Taken in any case for the next spell.

Counter attack- Crit + Stun.

Crippling Strike— Crit + removal of defense (and also attack and running speed) from the enemy.

chastener- optional.

AoE damage

The very first ability, swinging with two weapons, is a godsend. Not only does it deal damage to everyone who is placed somewhere 150 degrees in front of the warrior, but also with increased damage! The two-hander has been pushing through God knows how long before this, and his damage there is normal.

Triple strike - not worth the stamina spent on it.

Rush. E stamina is not a joke, so turn it on when this same stamina is already 0. Increases attack speed very decently. Great ability.

Vortex- makes a blow to everyone around, and for such a price, and even with ordinary damage. We are not a tank to be surrounded. The swing is much better.

Specializations - Everything is the same as with a two-handed weapon.

Archer

Candidates – The main character is a robber or Leliana. Why is a robber better than a warrior? The robber will be able to pick locks. Warrior specs - Berserker is suitable, but the rest are unsuitable, but Rogue has two useful ones. Yes, and the robber will receive a third more crafts - and pump up poisons, and combat training, and if necessary, Persuasion. Crafts - not demanding, poison is welcome, mainly because of grenades, and it will help in close combat, since it is much more reliable to pull out two daggers than to shoot at point-blank range (more on that later). There are no traps, we are standing far away. Characteristics: Agility. We don’t need the ability to replace strength with cunning when calculating an attack, since the bow has its own formula - exclusively dexterity. We download it, it’s a little tricky if we break the locks. Clothes - dexterity. Only dexterity.

Capabilities

From standard robbers, we only need lockpicking if there is no one else in the party, but we can take the line of lethality (replacement in the damage formula, not attack, so the damage will increase, and as a gift for 3 points, 2 pleasant debuffs, in addition to changing the formula).

Archery branch

Precision shooting useful, we reduce the attack speed, but we get all sorts of tasty treats, although the decrease in attack speed is felt strongly.

String of Special Shots

Shackling Shot It seems like a good control, always useful, but it rarely works.

Cripple Shot- reduces the target’s attack and defense - useful, we hit more often.

Critical Shot pump, good damage.

Arrow killer does very high damage, much more than a critical shot, although there is nothing in the description about this. So download.

Explosive Shot String

Breaking Shot— armor debuff, useful. It also knocks the target down. Unexpected and pleasant.

Suppressive fire— improves the life of the tank by reducing the enemy’s attack. It can come in handy on the boss, especially if it works together with aimed shooting if you decide to turn it on.

Explosive Shot— He rarely gains stability; he works over a gigantic area. The only adequate control with a large AoE outside the mage, although conditionally it is multi-target, like a chain monster. Go to him and take it right away.

Specializations — Assassin and Duelist, of course, for close combat. There are two left - Bard and Pathfinder. We take them.

Bard— you only need a third song, which gives advantages to attack, defense and crit. chance. Considering the targeted shooting, there should be no problems with hitting. The only thing is that if you don’t download the trick for picking locks, then your song will be weaker than those of those who download it. But there is more dexterity.

Pathfinder— allows you to summon a Wolf or a Bear or a Spider and improves all three with the last spell.

Wolf has the health of a tank, the same nominal damage, and also reduces the enemy’s armor.

Bear He’s fat, he hits well, he can knock him down, but he’s not like a tank.

We fire any shot in battle for 50 energy, call the wolf. If he was killed, we call the bear. In general, the Pathfinder is a huge support for the squad with new fighters.

Improved Beast- animals get an extra ability, but there are no special differences in stats (damage for a wolf, health for a wolf and a bear). If you have a lot of points, you can spend it. If you only use a wolf, there is little point in spending 3 points.

Robber with daggers

Daggerman. The candidate is only a robber. The Rogue is a unique damage dealer. First of all, it’s worth mentioning the backstab - it always works when stabbing an enemy in the back. Characteristics - Dexterity and cunning. Daggers, unlike bows, require dexterity + strength, and we can replace strength with cunning. And cunning is more necessary for the robber’s other abilities. Crafts - poisons are very, very necessary. It is enough to take combat training to 3, I will explain why. The rest is optional. Clothes - due to the low amount of strength, we will carry the lightest things. Weapons - daggers, with any bonuses, the main thing is that the damage is high. Even with one medium rune of paralysis in 1 dagger, paralysis happens quite often, which is very nice, because as soon as your enemies wake up from control, you will not have backstabs, and your DPS drops.

Capabilities – Firstly, out of the 4 lines of relatives, you will need a little bit from everyone.

Rogue Line - Backstab Line

Dirty fight - control is always nice.

Movement in battle- a great thing, it expands the backstab area from a quarter to a half. Backstabs have become much easier.

Feigned death- better aggro reset. If there is a problem with this, download the Mercy Strike.

Stitch Stitch Tricks

Kick The defense and attack debuff is nice

Death blow- armor debuff, also useful.

Third skill Changes the damage formula, so that after taking this ability, the damage will approximately double (in the back for sure). Unfortunately, it does not change the hit formula (strength + agility), but greater agility and permanents from dual weapons should smooth out this disadvantage.. Evasion is again for open combat. It won't add DPS. .

Lock stitch

It is not necessary to take level 4 castles. Locks only enhance the robber's natural ability to break chests and doors, which depends on cunning. Downloading is optional, depending on how often you see it locked.

Invisibility line

There are two options: either take everything, or take two. Option 1 allows you to go stealth right in battle, but if you don’t take level 4, you’ll be constantly noticed. The 2nd option allows you to save points, but from stealth you are only starting the battle; during the battle, only Feigned Death will help you drop aggro. Yes, and in the 2nd option you will be noticed often

Dual Wield branch

Everything is a little different here than with a dual-wielding warrior.

Line of Debuffs

Counter attack- control is always useful.

Crippling Strike- duplicated as a kick, but useful.

Line 4 permanent

All are needed except the last one, because he gives you swords to carry. The dagger requires dexterity, penetrates armor better, and hits faster. The sword will require strength, penetrates armor less well, and hits more slowly. You can hit with a backstab with a sword, only the formula for calculating damage includes dexterity only for piercing weapons - bows and arrows. For a sword, a ton of dexterity is almost useless. True, mastery of a sword also reduces the cost of use... is it just for the sake of it that you need to level up the 4th level of combat training? The rogue constantly hits with crits (backstab is a type of crit). He doesn’t need songs from the bard for crit, or a diverting damage from the controller.

Specializations:

Murderer. Not being discussed. Strengthens backstabs, restores stamina after a kill (like a warrior) and increases all physical. damage to target. We don't need the bard - his only useful song is not needed, we don't need any crits or attacks. It would seem obvious - grab the duelist and don’t think about it. Only here's the thing. Essentially, what a duelist gives: a plus to attack/defense (we have a lot of both), a blow to reduce walking speed/defense (we already have two of these) and all hits = crits for a while. Wait. Backstabs are already critical. So the duelist will give almost nothing to the secretive robber. Therefore, there is a final option - Pathfinder. What does a ranger give for 1 invested point: a pet with the same HP as a tank. Damage from a tank. Reducing the target's defense (same as that of the duelist). Just one point. That is, a little animal that can tank on occasion, and essentially an increase in damage that you won’t find anywhere for 1 point. And you can also call a bear when the wolf dies. Assassin + Duelist is the obvious option. Assassin + Pathfinder seems dubious, but in practice it works well.

Dragon Age - Origins - Forming a universal group was last modified: July 29, 2015 by admin



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