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Dragon age mage warrior. Dragon Age: Origins, Reference, Character Creation

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Main plot
The nature of the beast
When we get to the Dalish camp, we will not be greeted very warmly. This is understandable, the people of the wood elves are tormented by a terrible curse. We talk about details with the guardian Zatrian. He will tell us a story about a spirit named White Fang, from which the curse began. To put an end to his action, you must find this spirit in the deep thickets of the Brecilian forest and kill him. Only in this case the Dalish will help the gray guards in the battle against the creatures of darkness.
The disposition is clear, we take secondary tasks from the inhabitants of the camp and go into the forest. In the first location, in addition to the annoying werewolves led by the Runner, we will meet the ancient Wise Oak Ent. Quite a funny character, speaks in florid poetry. He agrees to help us in our search for the spirit, but before that we must help him. Some thief stole ... an acorn from him. We agree to search. We go to the second location. There you will find a thicket, the path into which will be blocked by fog. Let's explore the area further. At one of the edges you will meet an abnormal old hermit. Talk to him and make sure that it was he who stole the acorn from the oak. After answering a couple of his questions and asking a couple of his own in response, the hermit will offer you to change something. Agree and trade for an ancient elven helmet for a start. Then you can exchange another acorn (I exchanged for silver rings). However, if you do not have more items to exchange, then you can pick up the acorn. Get out of the conversation and climb into the stump. The hermit will be outraged by your deed, will summon three demons of anger and start a fight with you. After you deal with him, return to the first location to the Wise Oak. Ent will be just happy and as a reward he will give a staff that removes the enchantment of fog. Now again we go to the second location and we pass into the very heart of the forest. There the Runner will attack us again, but this time he will leave alive (he will be saved by the white fang himself). Werewolves will retreat to the ancient ruins, we will follow after them. On the first level there will be a door barricaded by werewolves. We have to go on a long and dangerous detour. Our path will lie through ancient tunnels teeming with undead and spirits. In the very depths of these halls, we will meet the first dragon. Not very big, but it might well kill us. There is only one tactic: paralysis and freezing will help you. Having solved the overgrown lizard and seizing its treasures, we go into the opened passage to the second level of the ruins (werewolves' lair). In the beginning there will be a very serious battle. Werewolves will come out about a dozen, so it's better to fight in a narrow passage. Having dealt with the monsters, we go further. And now, finally, their envoy will come out to us and take us to the mistress of the forest. She will tell us a slightly modified story, compared to what we heard from Zatrian. It turns out that White Fang was not summoned by the enemies, but by Zatrian himself, in order to just get rid of the enemies. Only he did not take into account that the descendants of old enemies have now become werewolves, who, out of banal revenge, turn the Dalish into their own kind of monsters, and some are simply devoured. Now the choice is yours, you can think of yourself as a hero and try to kill a dozen more werewolves together with the Runner, the very mistress of the forest and four strong Ents (you are unlikely to succeed in this honestly). It would be much wiser to agree to bring Zatrian to the ruins and persuade him to remove the curse. The mistress of the forest will give you a quick way up. Zatrian will already be waiting for us. If the conviction is swung to the second level, then he will agree to go into the ruins and talk to the spirit. There are three options for the development of events.
1. You support the Runner and kill Zatrian.
2. You support Zatrian and kill all werewolves and the spirit itself.
3. You stay on the sidelines to the last, as a result a serious battle "every man for himself" will begin, during which it is better to beat Zatrian, tk. in this case, on his last legs, he will stop the fight and agree to remove the curse. Now all werewolves will become people whom you let go wherever they look, and the elves will support you in the general battle against the creatures of darkness.
The elves will also support you if you play the ending according to the second option, but this is somehow too bloody method, and it’s too damn complicated.
But if you choose the first option for the passage, then the elves will be destroyed, and werewolves will fight the creatures of darkness. One way or another, you will get allies.

Side quests
Wounded in the forest
In the first location of the forest, you will stumble upon the wounded hunter Deigan. Bring him to his senses and ask about what happened. Then he will pass out again (you can rip him off). Take it to the Dalish Camp. This will end the quest. After a while, talk to him. If you still rob the hunter, then he will ask you to return the statuette to him, and he will also thank you for saving.

Rare iron bark
Master Varathorn will ask you to find an iron tree in the forest and remove the bark from it. As a reward for this, he will make you either armor or a bow (your choice). You can find the tree in the western part of the first location of the Brecilian forest.
Note: if the skill of persuasion is 3, then you can persuade Varathorn to make you both a bow and armor. If you do not ask for anything for the bark brought, then Varathorn will give you his amulet.

Elven ritual
Exploring the ruins deep in the forest, you will find an ancient clay tablet. On which the stages of performing one ritual will be drawn. As soon as you find a room with a lake and a locked door in the middle, immediately get down to business:
1. Go to the lake and take the jug from the bottom.
2. Scoop up a jug of water from the lake.
3. Place the filled jug on the altar.
4. Bow down before the altar and pray
5. Take the jug from the altar and drink some water.
6. Pour the remaining water into the lake.
After these actions, the locked door will open. In a huge hall, you have to fight an ancient spirit. This is a strong opponent, but the reward for defeating him is very worthy - the armor of the Juggernaut.

At the mercy of curse
Once in the second location of the Brecilian forest, you will meet a werewolf woman Danielle. She will tell you a little about the curse that torments many vowers of the forest and about her unbearable torment. She will also ask you to kill her and tell her husband Atras (in the Dalish camp) that she loves him. We get a scarf from her and get rid of suffering. After that, in the camp, we talk about everything to Atras, give the scarf and receive an amulet as a reward.

Mount Kammen
In the Dalish camp you will meet Kammen the hunter. Talk to him, he will be clearly preoccupied with something, but he will not want to tell everything to the first person he meets. If the persuasion skill is learned up to level 2, then we convince him to tell us about his problem. It turns out that he is in love with the elf Heine. And although the feelings are mutual, they cannot get married until Kammen proves himself, having obtained the skin of a wolf while hunting. The matter is complicated by the fact that due to the attacks of werewolves, hunters are prohibited from going into the forest. There are several options for completing this quest:
1. Agree to help Kammen get the hide. We go to the first location of the Brecilian forest, kill the wolf, rip off the skin from it and bring it to the hunter.
2. Talk to Heina and convince her to marry Kamen without any skins.
Note: this quest can only be completed before you settle the conflict with the werewolves in the main plot.

Galla Elora
The elf Elora will tell you that one Gaul is seriously ill, but that and how she cannot understand. If you or one of your companions has learned the survival skill to the second level, then we agree to help Elora. We examine the gallu, after which we report that in fact another animal is sick. The quest is complete.

Magician's treasure
In the forest, both in the first and second locations, you will find ancient gravestones on which runes are written. if you disturb them, an ancient corpse will appear with a bunch of minions. This is a very, very strong enemy, I advise you to fight with him when Morrigan has already learned the "cone of cold" skill and the armor on the GG and other warriors will be heavier. After getting rid of the dead, search the boss. From each of them, you will take the rest of the Juggernaut set (gloves, helmet and boots).
Note: the first you need to activate the northern tombstone in the second location, until this moment it will be impossible to disturb the runes on the remaining tombstones.

Warrior-sorcerer
In the ruins in one of the nooks and crannies you will find a small sphere with a spirit enclosed in it. Talk to him and help free himself by transferring him to the nearby altar. After that, the spirit will reward you with the opportunity to learn the "battle mage" ability.

At the beginning of the game, you should choose the gender of the character, then one of the three races - man, elf or gnome, after that the class - warrior, magician (not available to the gnomes) or robber, and finally decide on the origin. The gender of the character only affects the appearance, since men and women in Ferelden are generally equal, and will only affect possible romantic acquaintances ...

Human

Humans are the most numerous, but at the same time the most disunited of all races. For all time, they have united only four times for a common goal, the last time was centuries ago. Religion and Church play an important role in human society and this distinguishes humans from elves and gnomes more than anything else. People can be warriors, magicians and robbers.

Racial benefits: +1 strength, +1 dexterity, +1 magic, +1 cunning.

Elf

Once enslaved by humans, most elves have forgotten their culture, living in the slums of human cities. Only the nomadic Dalish tribes still adhere to customs and follow the precepts of their old gods. They hunt in ancient forests for their food - they are not welcome anywhere else. Elves can be warriors, mages, and robbers.

Racial benefits: +2 willpower, +2 magic.

Dwarf

Chained by caste and tradition, the dwarves have been waging a hopeless war for generations, trying to protect the last stronghold of their once huge underground empire from the creatures of darkness. All gnomes are strong and have a high resistance to any kind of magic, which prevents them from becoming magicians themselves.

Racial Benefits: +1 strength, +1 dexterity, +2 constitution, 10% chance to resist hostile magic.

Classes and specializations

Warrior

The Warrior is a powerful fighter who specializes in wielding both melee and ranged weapons. He can withstand numerous damage and, in turn, inflict them on enemies, has considerable knowledge of tactics and strategy. Warriors from noble families receive enhanced combat training.


  • Initial health (health): 100, increase per level: 6;
  • Initial stamina / mana (stamina / mana): 100, increase per level: 5;
  • Initial attribute bonuses: +4 strength, +3 dexterity, +3 constitution;
  • Initial skill: Combat Training with variations depending on race and origin, 3 levels are required to get a skill point;
  • Initial skill (talent / spell): Shield Bash or Pinning Shot or Dual-Weapon Sweep;
  • Base attack score: 60, base defense score: 45.
Berserker

The first berserkers were the gnomes. They put themselves into a state of dark rage in order to increase their strength and resilience. Over time, the gnomes taught this to others, and now berserkers are found among representatives of all races. Berserkers are known for their ability to strike terror into opponents.

Specialization bonuses: +2 strength, +10 health.

Templar

Mages who rejected the power of the Circle become apostates and live in fear of the templars who know how to dispel magic and resist it. Templars are loyal servants of the Church and for centuries have been for her the most effective means of controlling the spread and use of magical powers.

Specialization bonuses: +2 magic, +3 mental resistance.

Vityaz (Champion)

The knight is an experienced warrior who confidently leads others in battles. The knight can raise the spirit of allies, as well as intimidate and demoralize enemies. Such heroes often command entire armies or rush headlong into the battle, which makes it seem not so dangerous.

Reaver

Demonic spirits teach more than just blood magic. The Rippers know how to use the souls of fallen enemies to heal their flesh and fall into a bloody fury, growing stronger from approaching their own doom.

Specialization bonuses: +1 constitution, +5 physical resistance.

Berserker- learn from Oghren's companion or buy a manual from Gorim in the Denerim Market after the Land Gathering.

Templar- learn from companion Alistair or purchase a textbook from Bodahn Feddic at the camp.

Vityaz (Champion)- receive as a reward Earl Eamon for his healing or learn from the last (secret) party member.

Reaver- Side with Kolgrim in the Urn of Sacred Ashes quest.


Mage

As dangerous as it is effective, magic is a curse for those who lack the will to control their gift. Evil spirits wishing to penetrate the world of the living are attracted by magicians like fire that attracts moths, and this is dangerous both for the magician himself and for everyone around him. Therefore, magicians live in isolation from the world.

  • Initial health (health): 85, increase per level: 4;
  • Initial stamina / mana (stamina / mana): 115, increase per level: 6;
  • Initial attribute bonuses: +5 magic, +4 willpower, +1 cunning;
  • Initial skills: Herbalism and Combat Tactics, 3 levels are required to get a skill point;
  • Initial skill (talent / spell): Magic arrow (Arcane Bolt);
  • Base attack score: 50, base defense score: 40.
Werewolf (Shapeshifter)

According to rumors, the barbarians know the secrets of transformation into various animals. The circle of magicians refutes such rumors, but in the remote corners of Thedas, this rare art is still alive. Body control gives werewolves some protection even in human form, making them tough enemies and stalwart allies.

Specialization bonuses: +2 constitution, +1 armor.

Spirit healer

Not all Shadow dwellers are demonic in nature. Many are good entities of life energy and can be invoked to heal flesh or heal disease. A spiritual healer knows how to redirect the energy emanating from such spirits.

Specialization bonuses: +2 magic, slow health regeneration in battle.

Arcane warrior

Among the ancient elves were magicians who developed magical abilities in addition to combat. They channeled magical power through their weapons and bodies, spreading terror on the battlefield. It is believed that these skills are forever lost, but it is possible that they are still preserved in some wilds.

Specialization bonuses: +1 cunning, +5 attack.

Blood mage

The dark attraction of blood magic is felt by every magician. These rituals, brought into our world by demons, use the power of blood, converting life energy into mana and giving the magician power over someone else's consciousness. But for such opportunities the magician has to pay with someone's health, his own or his allies.

Specialization bonuses: +2 constitution, +2 spellpower.

Werewolf (Shapeshifter)- learn from the companion Morrigan or buy a manual from Varathorn in the Dalish camp.

Spirit healer- Learn from Wynne's companion or purchase the Wonders of Thedas tutorial in the Denerim market after the Lands Gathering.

Arcane warrior- Obtain from the quest Nature of the Beast.

Blood mage- Obtain from the quest Arl of Redcliffe by bargaining with the demon in the Shadow (available only if the main character is a magician).


Rogue

The Rogue is a seasoned adventurer. Outlaws come from all walks of life, all of whom are skilled at picking locks and detecting traps, making them a valuable addition to any squad. Tactically, they are not very good for open combat, but if the rogue can stab the enemy in the back, the effect will be amazing.

  • Initial health (health): 90, increase per level: 5;
  • Initial stamina / mana: 90, increase per level: 4;
  • Initial attribute bonuses: +4 dexterity, +2 willpower, +4 cunning;
  • Initial skill: Poison-Making with variations depending on race and origin, 2 levels are required to get a skill point;
  • Initial skill (talent / spell): Dirty Fighting;
  • Base attack score: 55, base defense score: 50.
Assassin

The assassin believes that the battlefield is not a place for manifestations of nobility. Assassins actively use poisons, as well as deadly blows, leaving terrible wounds on the enemy's body. They are excellent at hiding and unexpectedly for the enemy to deliver a fatal blow.

Specialization bonuses: +2 dexterity, + 2.5% critical chance.

Bard

In Orlais, bards are traditionally engaged in contract killings, espionage and other secret assignments of the nobility, mired in incessant internecine bickering. By bringing their skills to the highest level, bards become excellent actors and skillful manipulators. With their songs and tales, they are able to inspire allies and discourage enemies.

Specialization bonuses: +2 willpower, +1 cunning.

Ranger

The Pathfinder feels great in dense forests and wastelands untouched by civilization. He is not a servant of nature, but her master. Rangers take full advantage of their surroundings and can lure wild animals to set them on enemies.

Specialization bonuses: +1 constitution, +5 nature resistance.

Duelist

The Duelist is a deadly fighter who prefers to fight in light armor and deliver, albeit weak, but accurate blows. Experienced duelists have amazing reflexes, allowing them to dodge awkward enemy attacks and deliver extremely accurate retaliatory strikes.

Specialization bonuses: +1 dexterity, +1 damage per hit.

Assassin- learn from companion Zevran or buy a manual from the Alarith's Store in Elvenage after the Lands Gathering.

Bard- learn from the companion Leliana or purchase a textbook from Alimar in Orzammar.

Ranger- buy the manual from Bodahn Feddic in the camp.

Duelist- learn from Isabela (Isabela, The Pearl in Denerim) or buy a manual from Bodahn Feddic in the camp.

Origin

Human Noble

You are the second child of Thayrn Cousland, who is second only to the king in wealth and power. For generations, your family has ruled the Hajever lands, earning the loyalty of your people with moderation and justice. When the Orlesian Empire took over Ferelden, your father and grandfather fought the oppressors under the royal banner. Now it was your elder brother's turn to go into the service of the crown, but this time he raised the banner of the House of Cousland not against the Orlesians, but against the creatures of darkness coming from the south ...

Mage (Magi)

Above the dark waters of Lake Kalenhad rises a fortress, the Tower of the Circle of Mages. She serves as a gilded cage for all gifted with abilities as dangerous as they are enormous. When it becomes apparent that the child has the ability to magic, he is taken from the family and locked in this Tower. You know that magic is a curse for those who lack the will to control it, and you look forward to the ritual of Torment, the only opportunity to prove yourself in the fight against the demons lurking both in the outside world and in your soul. Defeat or die from the blades of the knights who defend the world from those like you.

Dalish Elf

You were born among the Dalish elves, noble wanderers who did not want to live among the people who enslaved their homeland many centuries ago. Dalians travel the earth in friendly clans, seeking to find the half-forgotten knowledge of elves in the world of people who hate and despise them. You are proud of belonging to the few "true elves" and have always believed that you will spend your life in your native tribe ... but an accidental encounter with a fragment of your people's past threatens to snatch you from the familiar world.

City Elf

Long ago, elves were slaves to humans, but although more than one generation has changed since their liberation, equality is still far away. Elves live in a walled place called elfinage, working as servants and laborers if they can find work. You have spent your whole life under the heavy hand of your human masters, however, when a local lord disrupts your wedding, smoldering racial divisions instantly erupt into an all-consuming flame ...

Dwarf Noble

Deep in the frosty mountains lies the city of Orzammar, once the heart of a great empire. It was connected to the other Dwarf cities by the Deep Paths, tunnels thousands of miles long. But those times are in the past. An invasion of the darkspawn has cut the city off from the ancient lands of the dwarves. However, in spite of everything, the houses of the Dwarven nobility continue their age-old struggle for power. Blackmail, murder - all this is in use here, the main thing is to preserve the semblance of honor and nobility. The second child of the Dwarven King, Endrin Edukan, you are taking command of the troops for the first time, of which you are very proud. You don't yet know that the nefarious intrigues of family members and their accomplices can be more dangerous than even the battlefield ...

Dwarf Commoner

You are born untouchable in Orzammar, once the capital of an underground empire where caste is everything. At the foot of huge statues, outside the walls of the guild halls, where the nobility plays politics, the lower castes live in its shadow, striving to serve the noble, just like their ancestors. And below all you. You are forced to do dirty deeds for the local leader of criminals and hide in the shadows all your life ... However, by chance you find yourself in the light and finally get the opportunity to prove that the future can be determined not only by the circumstances of birth, but also by your actions.


With an armor of about 60! And the maximum stability is 75% of all magic, as well as almost 100 physical and mental stability (and this is despite the gear) and damage with crits over 100! What other warrior can boast of such parameters ?? ;)

Battlemage, he's a paladin, he's a tanker!


Battlemage, he's a paladin, he's a tanker!

Pay attention to the number of "buffs";)

So having all this beauty on my Persian, I suddenly thought that there are 2 more magicians here!

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

This is Wynn "Spiritual Healer"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

and Morrigan "Werewolf"

And what if they take the second specialization " Battle Mage", Two more tankers with their own obcasts (buffs)! And so the theory to the point. If you decide to really make a squad of super tankers,

Battlemage, he's a paladin, he's a tanker!


Battlemage, he's a paladin, he's a tanker!

then this guide is especially for you!

Firstly, I must say playing 3 magicians is very pleasant and interesting at all stages of the game. At first, before all magicians have the specialization “ Battle Mage”, And Wynne and Morrigan will have it already the second, ie. up to level 14, you can fully enjoy the game purely by casters, taking in the company only one tank, war or robber. I took Leliana, because of her special skills at picking locks and stealing cabbage and all sorts of usefulness :)

Battlemage, he's a paladin, he's a tanker!


Battlemage, he's a paladin, he's a tanker!

You can, of course, generally leave the magicians in the camp up to level 14 and play only with your own Persian with Alistair, Stenny and someone else, this is not so important, but it was very pleasant for me to be casters, to try all sorts of effects from spells and combos;)

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!


Battlemage, he's a paladin, he's a tanker!

Well, after level 14, the game will go much faster, you won't even need to save often, put pauses

And so where does the miracle begin .. When choosing a race, we are offered two options (for a magician) an elf or a human. I opted for an elf, because it is more suitable for a magician (race bonus + 2magic + 2willpower) and magic will be our main parameter! After all, the damage from spells, the duration of the effects, as well as the damage of the future battle mage directly depend on him. And also the number of lives replenished with healing poultices, which is also very important!

Now directly about pumping

Specifications:

Force- we will not download, because power, the ability of a combat mage replaces magic, and we will get a good attack due to bonuses and skills later.

Agility- the same is not a single point, because the only significant thing that it gives for a battle mage is protection, which we will have decent due to bonuses and skills later.

Strength of will- definitely not 1 point! This parameter is generally useless, because there will always be enough mana. At first, just dress in gear for magicians, which does not add fatigue, and therefore does not increase the cost of casting spells and carry more bottles of manna.

Magic - our main and almost the only parameter! I advise you to maximize to the fullest, because it affects the most expensive thing a magician has! Spells! And also when magic replaces the strength of the "battle mage", it will determine his physical damage, magic is also important for accessing spells of the last levels, and as I already wrote, magic is very important for treatment with poultices, the bonus is not weak!

Cunning- this parameter is needed only at the beginning to pump the skill "influence" the last level requires 16 cunning. More cunning is not needed, in principle, if your Persian will breed anyone for money, additional rewards or quests.

Physique - it all depends on your decisions. 1 point gives 5 to life. But to be honest, I almost never invested here, because life is added with gear and with the level, and taking into account all the armor and stability, the damage to your tanks will be scanty, unless of course you are playing on the "nightmare". And the pumped-over magic will allow you to quickly restore lives even with the weakest spices. The only ones who inflict significant sometimes damage are magicians, so they need to be killed during the battle in the first place, not paying attention to the tanks. Also, you may not have enough health on such bosses that use special skills, for example, the "High Dragon" on the top of the frosty mountains, sometimes he grabs the Persian in his mouth and chews for a while, at this moment you cannot drink bottles, the only thing that remains is to cure with a ripe treatment any of the allies or have a health reserve to survive this chewing attack, as well as the "Spiritual Healer" can impose a charm, and in case of death, you will immediately be resurrected. So, except for the highest dragon with a reserve of health, I had no problems anywhere at all. And I invested almost all my points in magic! In my opinion, this is the most important parameter and everything above is reasonable.

Skills

Now for the skills, i.e. professions so to speak. First, the main Persian is given "Herbalist"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

and "Combat tactics"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

I didn’t start swinging the battle tactics for the simple reason that almost all the time I controlled the main Persian myself, and even if something happens, you can pause, so the tactics cells received with the level were enough for me. A herbalist I developed at Morrigan. To myself but I immediately took the skill "Influence"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

It can only be downloaded by the main Persian. And I think it is the most important because the rest can be pumped from allies, and personal skills are no longer so necessary. "Influence" gives a very wide range of possibilities in the game world! You can always negotiate peacefully or beg for a big reward or get an additional quest, and this is a big bonus !! So, without a doubt, you need to max! After "Influence" I rocked myself "Survival"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

gives a bonus to the detection of mobs, as well as a bonus to resistance, especially since it requires cunning, and since it has already been pumped, it’s a sin not to use it :) Morrigan I had herbalist and "combat training"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

although it is not particularly important for magicians, especially for combat ones, Wynn traps, tactics(since Wynn was initially a healer very useful to set up tactics for her to heal allies, until she stopped casting and turned into a battle mage),

Leliana

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

(very useful from all NCPs, you can cut down additional loot or gear), poisons

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

(even arrows can be dipped in poison very useful for a robber), and combat training

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

(for the rogue, it is necessary to unlock the skills). But first of all, Leliana, I rocked theft, so as not to miss more than one useful theft;)

Skills

And so the development of skills, the most interesting  At first, magicians can take everything at your discretion, for effective removal of mobs, BUT! It is imperative to pump a branch of skills for a bonus to the whole squad from each magician! This is irreplaceable for future paladins! The main Persian specialization "battle mage" will be available after level 7, but he will be able to take only 1 skill, so the rest will open at 12, 14 and 16 damage. After level 7, having received specialization and 1 skill, your main Persian will not become a tank, be patient and wait for level 14, believe me it's worth it! Prepare 3 sets of armor with maximum armor in one.

Now about the skills themselves.

Here is a list of mandatory buffs (group, for the entire squad), which must be pumped before the Battle Mage specialization appears:

In the section "creation" in the 2nd branch, the last skill "Haste",

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

I downloaded it from Wynn, tk. she has already taken 2 skills in this branch.

In the "Spirit" section, the last branch, 3rd skill "Telekinetic weapons"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

I downloaded it from Morrigan, tk. the first skill has already been taken in this thread.

In the section "Entropy" 1 branch, 3 skill "Poisonous fumes"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

I rocked it from the main Persian.

Also for Wynn there is an aura in the "spirit guardian" branch, heal the whole squad!

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

Rock her too, only she is capricious, turns off  Well, after the cooldown, we turn it on again.

In short, for ideal development, you should have already pumped 1 group buff for each mage to level 14, and you can already pump 2 your own buffs (magic shield and stone armor). And it is advisable to have Wynne and Morrigan by level 14 2 sang in reserve, so that having received specialization at 14, immediately drive 3 sang into the "combat magic" branch, then you will already have killing machines 

For one in the pumped branches he took the last skills, from Morrigan "crushing dungeon"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

You have "massive paralysis"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

Battle mages do not need them, but casters are very useful and combinations are good with others, and we will be casters up to lvl 14.

"Telekinetic weapons", "Poisonous fumes", "Acceleration" are three complementary skills, each one of the magicians, but affects the whole squad !! They turn on and work like an aura! Therefore, you cannot pump all three to one magician, he will not pull in manna and fatigue. Thanks to these three auras, we get significant bonuses, which, by the way, depend on the character's magic level, that's why it needs to be maxed out!

Battle mages immediately get a huge advantage over all mobs, thanks to the "Poisonous Vapors" aura, which slows down all mobs in a large radius that have not passed the stability check, and also reduces the defense and attack of mobs, which means that it already gives us bonuses to the attack of the entire group. those. increases the chances of hitting in proportion to the pumped-up magic parameter of the Persian who uses this aura! "Telekinetic weapons" gives a big bonus to the penetration of armored mobs, again in proportion to the magic of the Persian, so even well-armored targets are no longer afraid of our paladins! "Acceleration" gives the whole squad an increased running speed and increases damage per second, damage per second greatly increases, a very useful aura, but slightly penalizes the attack, but it's worth it!

And now the list of our buffs, which enhance each of the battle mages separately, they are also mandatory: for each mage we pump in the "mage" branch the first two sang, the first passable "magic arrow"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

useful however at low levels, and the second sang "magic shield"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

an aura that increases protection, the size of the bonus is proportional to the magic. After the 2nd sang in this thread, the last 2 do not need to be taken, because they only affect the damage from staves. Next, we take for all combat mages in the branch of elemental magic sang "stone armor"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

the same as the "magic shield" only a bonus to armor! In general, everything is with bonuses. Even when I was developing elemental magic at the early levels, I developed a branch of fire from the main Persian, and when I became a battle mage, I sang "fire weapons" ( not necessary)

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

gives a good bonus to fire damage at high levels! It should be borne in mind that some buffs for some reason did not want to work together. For example, when Morrigan turns on the "ice weapon" aura, the "telekinetic weapon" aura is turned off, it's a pity, but you can do without the ice bonus, the "telekinetic weapon" is much more important !! Especially if your main one already has a fiery weapon.

A little about pumping skills in the most battle magic.

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

The first skill "combat magic"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

available immediately after the opening of the specialization, it is the most basic, does not require mana, turns your magic into power, so you can wear all armor and weapons! In addition, sang (attention!) Changes increased fatigue for a bonus to attack !! And this is just super for our heavyweights! The harder the armor to put on, the cooler the attack! What kind of warrior can boast such a bonus ?? ;) In addition, when we turn on the "battle magic" sang, it immediately adds 50% to fatigue! Already a bonus! And each included aura does the same thing, which means that we will not receive a weak bonus to the attack, which is why it is not worth pumping up strength or agility, the bonus was enough for me. But increased fatigue imposes large penalties on our tankers for spell castes, so when we are in heavy armor under auras, we can forget about attacking castes and other spells besides auras (maintenance spells). We don’t need them at all! Palychi will clean up faster and faster than any fireballs with snowstorms Well, if suddenly someone is impatient to conjure, always please turn off the auras, take off the armor, in the second hand you can hide the staff and go, we are magicians again! :) You just have to carry clothes with you in your backpack for magicians .. Well, or cast, as they say, what the mother gave birth to  Which, too, taking into account our power of magic, is not very weak !! But in this case, a couple of hits from mobs can become fatal for our naked casters :) The second sang

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

combat magician passive, very useful, gives bonuses to attack, damage and defense during the action of "combat magic". The third sang well, just hellish cheating, the most important sang in the branch, not counting the first :) "Shimmering Shield"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

absorbs damage, gives bonuses to resistance + 75% to everyone and about +80 to physical and psychotic stability !!! But it quickly consumes mana, well, figs with it, our manna will be at zero with the buffs turned on  we are not casters .. well, at least when in armor  It is after receiving this sang that you can safely wear heavy armor, a sword and a shield and And the last skill is passive, "cover of the shadow" Battlemage, he is a paladin, he is a tanker!

More precisely why do we need Leliana... Someone may think yes nafig she surrendered it is better to take a war, a tanker, of course, but I do not advise. Now I will substantiate! Firstly, she is pretty;) Secondly, her skills are priceless "theft" and "picking locks"! And thirdly, she is a bard! Yes! And this is not a drawback, she will hardly endure someone strongly, but she has such an ability in the bard branch, "a song of courage"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

The whole squad gives a bonus to damage, attack and crit !! Moreover, the bonus depends on Lilka's cunning  It's just super! Our sticks will be even stronger! And since the skill "picking locks" and the skill "theft" need cunning, then Leela has a great reason to swing her and not spare points there !! At the initial levels, she will buff with a "song of valor" (a checkpoint and very useful at the beginning of the game for casters)

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

bonus to mana and stamina regeneration, so it is necessary for our initial casters! Like a note;) "Enchanting song" (you don't have to download it at all)

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

I do not advise you to take it for a very small radius of charm (immobilizes the target). It is a pity that she does not sing one big song at the same time .. As for Leliana's other skills, it is not worth swinging her attack (melee) on the rocks, because compared to the palas, she is quickly whipped, the armor is not the same  And if she is lying around, the wounded magicians lose very useful bonuses from the song! So I advise you to swing it on bows, dexterity for skills, the rest is all in trick! Wade's excellent armor can be put on from clothes after he makes them for you from the skin of dragons. I personally chose Leliana's specialization "Pathfinder"

Battlemage, he's a paladin, he's a tanker!

Battlemage, he's a paladin, he's a tanker!

Since she is an archer for me and she does not need close combat (and this is "The Assassin and the Duelist"), then let it be better to call the animal, all the same spider, bear and wolf, good animals, sometimes they help a lot! But they are far from our paladins :)

Battlemage, he's a paladin, he's a tanker!


Battlemage, he's a paladin, he's a tanker!

Shmot... Everything is simple here, since we will never have problems with resistors, dress purely for armor! The more the reservation, the less damage to us! It is desirable, of course, and stats, but not necessarily, armor is the main thing! I wore heavy wade armor, the juggernaut is also good, but at medium levels, but look for something heavier, because heaviness = bonus to attack! By the way, the attack is not displayed anywhere, it is the rating of the battle mages  Sucks, but I had enough of all the bonuses, they beat me almost without misses! Rings for magic, for stats. Yes, the armor is preferably from one set plus ++ bonuses.

Weapon... It's also simple here. Do not take two-handed! I checked that the damage of a combat mage is the same as on one-handed, and sometimes it is less, but it swings for a long time, and without a shield we lose bonuses to defense and reflection / stats. The best sword is the Spellweaver, with two holes dropped from a battle mage in the frosty mountains when you go to get the ashes of adraste. Adds +5 magic! This means damage! Runes are better for everyone to insert paralysis and slowdown or to element damage.

Passing... It is better to start from the tower of magicians in order to take Wynn right away, then go to the Bricealian forest for the specialization "battle mage", then go to Redcliffe and rather for the ashes of andraste, there will be a sword and dragon skin for armor, they are made in Denerim. Juggernaut armor is also in the forest. Defeating ghosts and undead at the early levels is not easy, it is better to take tanks (warriors). In the future, these mobs will not cause problems at all for the burners.

Tactics... It is better to fill the cells for battle mages like this: any action of your own = switching on the mode = the name of the aura, and so list all the auras. Some why were not included in tactics. We had to turn it on manually, for example, Wynne's "acceleration" was often even turned off during the battle. I don’t know what it’s connected with. In one of the cells we set the condition = your health< 50% = использовать лечебную припарку, можно самую слабую, из-за прокаченной магии, вылечит очень много хелов!!

And I also do not advise the main character to take the "blood mage" this is a completely different area with a different pumping, it is better to take a "spiritual healer" because of the bonuses to health restoration and spells and the aura of healing.

Enjoy your game, gamers :)

P.S. I beg you not to criticize much :) I tried. I would be glad if this information helps someone, clarifies something :) Thank you!

Race selection

The choice naturally stands between human and elf, since gnomes, by their very nature, cannot conjure. Each race has its own characteristics, but it is worth remembering that when choosing an elf, everyone will treat you with contempt, and even that is not particularly important.

Distribution of points

Everything is extremely simple here - we pump Magic and Willpower in proportions of 2 to 1 and do not forget that it is worth pumping in the same trick to a value of 16 to pump influence.

Influence- we must pump it if we want to avoid many unpleasant moments in the game and just persuade anyone;

Combat training- also required for study, since your spells will be interrupted less often;

Herbalist- the best option, whatever you may say, would be to pump this skill in secondary characters and not spend the points of the main character;

Tactics- what is generally better not to touch, since you will need manual control over the hero in almost any situation;

Specializations

You will have to decide on the specializations yourself. It is worth noting that the most useful specializations for you will be Spiritual Healer and Blood Mage.

With the help of a spiritual healer, you can often get out of trouble, and it is worth pumping at least Group Healing and Resurrection, even if you have Wynn in the group.

As for that, this is already a separate build, although some skills such as Blood Wound can still serve you well.

Shares the second place as needed with the blood mage Warrior Mage. This also has its own peculiarities - for example, you can wear heavy armor.

Werewolf - in this case, we have nothing to do with this specialization.

Spells

Here we will go selectively and take different spells from different branches.

Ice grip- refers to the magic of water, deals good damage and decently slows down the enemy. The entire branch is required for pumping;

Lightning- tosses periodically between water magic. Quite a strong branch, but does not work on some;

Earth- here we take only stone armor - our magician needs protection;

Fire- a lower priority branch, since enemies often have immunity to it;

Creation- here we take treatment for obvious reasons;

Runes- the rune of paralysis - here is our best friend if we do not want to get surrounded. You can also take other runes;

Spirit- here we need to Pull manna and then we will definitely not stand aside. Also, in principle, it is worth paying attention to other skills that are no less useful;

Entropy- Siphoning Life - this is what any magician should download;

Hero equipment

These things are best suited for you:

Reaper Clothes- Found in Curiosities of Thedas in Denerim;

Key to the city a - in Orzammar we find the pages of the code all over the city, after which we go to the throne room on assignment, place the party members on the plates and take the item;

Anti magic charm- it can be bought from Bodan in the camp.

Staff of the Lord Master as well as a belt called Andruil's Blessing- we buy from the quartermaster in the Circle;

What up to the party then you need to take one warrior, one robber and support in the form of a second magician, or instead of the last Sheila - a golem from the supplement. This concludes our guide to the magician and successful conquest of Ferelden.

Dragon Age: The Beginning - Awakening includes two new specializations for each class and adds a third specialization point at level 22.

Please note that when you create a new character for the game in addition, you will start its development from level 18, and he will not be able to get the last specialization at the beginning of the game, unlike imported characters who have level 22 and above and a sufficient amount of gold to buy the corresponding manuals. If your imported character is under level 18, the game will give him additional development points so that his level is also equal to 18.

Permanent stat increases (obtained in the Shadow) for imported characters, as well as those obtained using books purchased in Dragon Age: Origins, are preserved in full. Books purchased but unused during the original campaign can be imported into the character's inventory like other standard items in order to use them in the addon.

From the merchant Herren in the Tower of Vigil, you can buy a Focus Manual, which will allow you to redistribute the characteristics, skills and abilities of the characters.

In Dragon Age: Origins - Awakening, you can learn the following new specializations:

Warrior specializations

Spirit warrior

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

Management: Amarantine, Octam Grocer.

Although spirit warriors use magical abilities, they are not magicians. Instead, they form an alliance with the inhabitants of the Shadow, who agree to increase the mortal's abilities in exchange for the opportunity to see the physical world. Of course, the templars of the Church rarely recognize this distinction.


Spirit Warrior Ability Line

Beyond the Veil Distance: Personal Action
Maintain: 80
Fatigue: 10%
Cooldown: 10 sec
The warrior wears a cloak of mystical energies from the Shadow to avoid a significant portion of physical attacks, although stamina is continuously spent in this mode. If the warrior has the Soul Brand, this mode also adds a moderate chance to resist hostile spells, and all attacks of the warrior, bypassing enemy armor, deal damage to spirit magic. If the warrior has the "Blessing of the Shadow", the ability to resist the enemy's spells is further increased and the warrior gains bonuses to movement and attack speed.
Soul Brand Passively
Requires level: 22
The warrior has reached a deeper connection with the spirit world. During Beyond the Veil, the warrior gains a moderate chance of resisting hostile spells, and his attacks now, bypassing enemy armor, deal Spirit damage.
Shadow Blast Distance: Personal Action
Activation: 116
Cooldown: 30 sec
Requires level: 25
The warrior explodes with energy drawn from the other side of the Veil, and damages spirit magic to all nearby enemies, inflicting the most damage on creatures from the Shadow. The amount of damage depends on the characteristics of the willpower of the warrior. Beware of friendly fire.
Blessing of the Shadow Passively
Requires level: 28
A warrior is able to draw strength from benevolent Shadow spirits. While "Beyond the Veil" is active, the warrior's ability to resist hostile spells is further increased and the warrior receives bonuses to movement and attack speed.

Guard

Bonuses:+1 to constitution, +5 to nature resistance

Management: Vigil Tower, Herren.

Many warriors naively believe that they can cope in battle on their own, but the defender understands that the survival of the ally is just as important as the death of the enemy. Defenders prefer to directly protect the members of the squad, but, if necessary, they are ready to sacrifice themselves in order to save the lives of their companions.


Guardian Ability Line

Guardian Shield Distance: Personal Action
Activation: 58
Cooldown: 30 sec
The guard, called upon to protect allies, erects a shield around one of the allies, which absorbs a certain amount of damage, depending on the "Constitution" characteristic of the guard. The Master Guardian increases the power of the shield.
Strengthening presence Distance: Personal Action
Activation: 73
Cooldown: 10 sec
Requires level: 22
The guard covers the entire squad with a mysterious protection, giving each character a temporary bonus to armor (the strength and duration of the bonus depends on the "Constitution" characteristic of the guard). The Master Guardian increases the armor bonus.
Master Guard Passively
Requires level: 25
The Guardian dedicated his life to becoming a true protector. Guardian's Shield now absorbs more damage, and Reinforcing Presence grants a larger bonus to armor.
Undaunted Protector Aura Distance: Personal Action
Maintain: 100
Fatigue: 10%
Cooldown: 10 sec
Requires level: 28
While this mode is active, the guard sacrifices himself to protect allies, and creates a field that attracts the enemy to the guard if he tries to leave the battlefield (unless the enemy passes a physical resistance check). This mode can only be used during combat.

Mage specializations

The keeper

Bonuses:+2 magic, +3 psychic resistance

Management: Amarantine, Master Henley.

Each clan of the Dalish elves has a guardian, a wise mentor, whose main goal is to preserve the ancient knowledge of the elves. It is highly unusual for the Guardian to teach anyone, other than their clan relatives, the unique knowledge of the magic of nature, with an emphasis on the management of underground roots.


Guardian Ability Line

Unity with nature Distance: Personal Action
Maintain: 80
Fatigue: 10%
Cooldown: 10 sec
The keeper's connection to the ground creates a protective field that immobilizes the keeper for the duration of the action, but inflicts damage from the forces of nature and imposes a movement speed penalty on any enemy that is in the area of ​​effect.
Sharp thorns Distance: Personal Action
Activation: 61
Cooldown: 30 sec
Requires level: 22
The Guardian summons roots from the ground to inflict physical damage on all enemies in the field of Unity with Nature. Roots also knock enemies down (unless the enemy passes a Physical Resilience check).
Recovery Passively
Requires level: 25
Not a single living creature can escape the cycle of life: all the dead return to the earth. Now, whenever a defender spell deals damage, the mage gains a small amount of mana. When an enemy dies in the field of "Union with Nature", his body is absorbed and the mage receives a large bonus to health regeneration for a short time.
Nature's revenge Distance: Personal Action
Activation: 102
Cooldown: 60 sec
Requires level: 28
The Guardian summons giant roots from the ground that attack all enemies on the battlefield, briefly piercing their opponents (unless the enemy passes a Physical Resilience check).

Warrior mage

Bonuses:+2 to magic, + small recovery of health in battle

Management: Vigil Tower, Ambassador Sera.

Some mages specialize in spells that allow them to fight from a distance. Warmages, on the other hand, prefer to fight shoulder to shoulder with their comrades in close combat in order to see fear in the eyes of opponents. Their spells are mainly related to personal protection and control of the elements in the immediate vicinity of the mage.


Mage Warrior Ability Line

Draining aura Distance: Personal Action
Maintain: 100
Fatigue: 10%
Cooldown: 10 sec
The warrior mage revels in the fervor of combat, creating a field that siphons life from all nearby enemies, healing the mage as long as the spell lasts. Whenever life is drained from an enemy, the spell will consume a small amount of the warrior mage's mana.
Hand of Winter Distance: Personal Action
Activation: 82
Cooldown: 45 sec
Requires level: 22
The warrior mage creates a burst of unbearable cold, damaging nearby enemies and freezing them if they fail a Physical Resilience check, otherwise penalizing movement speed.
Stoic Passively
Requires level: 25
The warrior mage has learned to harness pain and transform it into power, restoring mana whenever the mage is damaged.
Elemental Chaos Distance: Personal Action
Maintain: 140
Fatigue: 10%
Cooldown: 10 sec
Requires level: 28
The warrior mage creates a field of chaotic seething energy that continuously strikes nearby enemies, dealing damage from each of the elements in turn for the duration of the spell. This spell quickly consumes mana.

Rogue specializations

Legionnaire Scout

Bonuses:+2 to dexterity, +1 damage / hit

Management: Amarantine, Glassrick's gunsmith.

Most of the tales of the Dwarf Legion of the Dead sound like minstrels' inventions, but the piles of corpses of the darkspawn left behind by the Legion clearly demonstrate the high level of its combat training. Legionnaires scouts often go ahead of their companions, and therefore are renowned for extraordinary endurance and are able to survive in a battle that would cost the life of any other rogue.

Legionnaire Scout Ability Line

Legion mark Passively Life in the Legion of the Dead is hard, but those who are able to get used to it acquire special power and receive large bonuses to strength and constitution.
Power of the Stone Distance: Personal Action
Activation: 67
Cooldown: 60 sec
Requires level: 22
With will alone, a legionnaire can become as harsh as the stone of the Abyssal Trails. In this mode, the Legionnaire becomes immune to damage for a short time and cannot be knocked down.
Endure adversity Distance: Personal Action
Maintain: 60
Fatigue: 10%
Cooldown: 60 sec
Requires level: 25
What is pain for someone who is already dead. In this mode, the Legionnaire's health is resistant to damage, which nevertheless reduces stamina.
Ancestral blessing Passively
Requires level: 28
Many days spent on the Abyssal Trails near the deposits of unrefined lyrium gave the Legionnaire the opportunity to resist magic. when the Power of the Stone is active, the character is also immune to spells, both hostile and friendly.

Shadow

Bonuses:+1 agility, +5 attack

Management: Vigil Tower, Yuraya.

The "shadows" have neither an order nor any other organization - they are elite self-taught robbers, virtuosos of stealth and ambush. They attack from the darkness, using personal decoys and hallucinogenic poisons to distract their foes before stabbing them between their ribs.


Shadow Ability Line

Ghost sight Distance: Personal Action
Maintain: 50
Fatigue: 10%
Cooldown: 10 sec
In this mode, the ghost appears and disappears. Since enemies cannot focus on the character, each blow reduces their interest in the attacker. Stamina is constantly consumed.
Bait Distance: Personal Action
Activation: 66
Cooldown: 45 sec
Requires level: 22
The ghost perfectly knows how to knock off the right direction: he creates a decoy that distracts the enemy for a short time, and the real character runs away at this time.
Ghost attack Passively
Requires level: 25
The ghost has gained experience in the arts of ambush and deception. Now, assuming the form of a ghost, the character receives a large bonus to damage from a backstab, as well as a permanent bonus to critical strike in melee.
Lumpy hell Distance: Personal Action
Activation: 87
Cooldown: 90 sec
Requires level: 28
The ghost emits poison, which is transmitted through the air and disorients all enemies in the area of ​​effect. They either run away or start attacking everyone in a row - both friends and enemies.