"The woman is created for a man, not a man for a woman" - such a postulate ...
![That in Rus was waiting for their wrong wives](https://i0.wp.com/s.mediasole.ru/images/709/709700/2.jpg)
Specialization In Dragon Age: Origins are improved options for ordinary classes, giving bonuses to parameters and new sets of abilities. When you first pass the game, two of the four specializations for each class are available. The remaining opens with the help of books, teachers or in tasks. Books are decent money, they should be purchased in extreme cases when there is no other opportunity to get the desired. Once open specializations remain available in all subsequent passage of the game, regardless of the main character who opened them. Instantly increase the level of satellite confidence help.
Specializations are expanding the possibilities of customization of the character. They are directly related to the class (warrior, magician or robber) and you can only take two specializations for the hero. Most companions join the party, already having one specialization and, in the course of the game, can descend the second. Some they generally refuse to take.
There are two phases of the specialization. First, it needs to be open from the teacher or through the manual (book or manuscript). You can open a specialization at any level.
Secondly, on the 7th and 14th levels, the hero receives glasses that can be spent on the study of specialization. The character also receives a disposable attribute bonus and the ability to distribute talent talent points that are tied to specialization. Points are given very little and they are spent independently of others.
All specializations that you open in Dragon Age: Origins remain available when re-passing and can be studied immediately after receiving the appropriate glasses.
Specialization Warrior 1/2.
This is an experienced warrior who, fighting, confidently leads to others. Vityaz possesses the skills that raise the spirit of the Allies, as well as frighten and demoralize enemies. These heroes are often commanded by whole armies or sowing heads rush into the fight, which seems not so dangerous.
Strengthening your fines of enemies. The terrible cries of the knights weaken opponents (and then there are semesions of them), the attack and the defense of the detachment increase in a vigor.
Specialization bonuses:Abilities: Battle cry (Required level 7) - Vityaze makes an awesome cry, and the enemies get a fine of the attack nearby. If the ability to "superiority" is taken, then enemies that are not tested by physical stability, fall to the ground. Encouragement (The required level 12) is the presence of Vityaz inspires the allies nearby, and they get a bonus to protect. If the ability to "Motivation", "encouragement" also gives a bonus to the attack. Motivation (Necessary level 14) - Vityaz inspires allies to continue to combat new force. Now the ability to "encourage" increases both protection and attack. Superiority (Required level 16) - Vityaz looks like this formidable that the ability of the "combat cry" knocks down enemies if they are not tested by physical stability.
Templar
Mages who reject the power of the circle, become renegotates and live in fear of temples who know how to dispel magic and resist her. Temmarkers are correct to serve the church and for many centuries remain for it the most effective means of controlling the distribution and use of magical forces.
Antimag: He has the ability to deprive the enemy mana, the increase in his mental stability and neutralization of the spells.
Specialization bonuses:Abilities: Righteous blow (Required level 7) - Temmarkers of harsh punishers, designed to follow the magicians and kill obsessed. Each punch of the temple in the near battle against the magician pulls out the opponent mana. Purification area (Required level 9) - the temple is dispelled by magic in the area, removing all the magic effects that can be dispelled with several goals. Beware of friendly fire. Firm spirit (Required level 12) - the temple learned to focus on his debt, receiving a large bonus for mental stability. Holy ka (Necessary level 15) - the temple is hit by righteous fire, inflicting the spiritual damage of the target and nearby enemies. If the goal is the caster, it should be checked for mental stability, otherwise it loses mana and gets an additional spiritual damage proportionally lost mana. If the enemies that have hit, do not pass on physical stability, they turn out to be stunned or knocked down.
Specialization Warrior 2/2.
The first bersers were gnomes. They introduced themselves to the state of dark rage, in which their strength and stability increased. Over time, the gnomes taught these skills of others, and now the Berseries are found in almost all races. Berseries are known for their ability to unail horror in opponents.
Attacking fighter: Combat rage increases damage (for slow motion restoration of health), there is a technique that burns all the energy and is damage proportionally damage.
Specialization bonuses:Abilities: Frying berserka. (Necessary level 7) - the smell of blood and death awakens in Berrice fury and gives a bonus to the damage. During the berserk rage, it gets a fine to the restoration of endurance. The ability "restraint" reduces this penalty, and the ability "Resistance" adds a bonus to health restoration. Resistance (Necessary level 8) - Now the Berserk can more effectively focus his fighting rage, receiving a bonus to restore health during the actions of the "berserka rage", as well as a bonus for stability to the forces of nature that acts constantly. Restraint (Required level 10) - Berrik learned to keep control of himself, falling into rage. The finality of endurance is reduced. Final strike (Required level 12) - all the endurance of the Berserka is spent on one blow, which in the case of hit the additional damage is proportionally spent endurance.
Ripper
Demonic spirits are taught not only blood magic. Rippers are able to use the souls of the fallen opponents to cure their flesh and fall into bloody frenzy, becoming stronger than the closer they are their own death.
Specialization bonuses:
+1 Teams
+5 Physical stability
Abilities: Email (Necessary level 7) - the leaving diluted with death, absorbing the fascinating energy from all the corpses nearby. Each of the corpses restores part of the health of the leaving. Awesome view (The required level 12) is the ability to make a threatening behavior of the ripper's behavior in the weapon. Purpose, N. past check Mental stability, goes away from fear. In addition, the "awesome species" increases the effectiveness of the abilities of "provocation" and "intimidation". Aura Poly. (The required level 14) - Aura of spiritual torments, enveloping the leaving, causes him a constant damage from the magic of the Spirit around him, while this ability is valid. Bloody rabies (Necessary level 16) - a leaving, enraged from pain, gets increased bonuses to the damage when his health falls. While this ability is valid, health restoration is reduced, and if the rabies are delayed, the Ripper flies with death.
Magician specializations 1/2.
Werewolf
It is rumored that the barbarians own the secrets of the transformation in various animals. Circle Mages Such rumors denied, but in the deaf corners of the Tedas, it is rare art is still alive. The ownership of his body gives a short, some defense even in human court, which makes them endless opponents and persistent allies.
The first ability from the line turns the magician in a giant spider, which is spitting poison and web, the second - in a huge bear, the third - in the fascinating swarm of insects, which, when attacking the enemy, instead of health, loses mana. The fourth strengthens all these forms - for example, swarm starts to drink the health of the enemy. In the converted form, the werewolf does not block.
Specialization bonuses:Abilities: Oblichie spider (Required level 7) - The werewolf turns into a giant spider, receiving a large bonus to resistance to the forces of nature and spider abilities of the "web" and "poisonous spit." The effectiveness of this appearance is determined by the magical power of the caster. Masterwash turns into a desecrated spider, stronger and having the ability of the "throw". Cook Medved (Required level 8) - The waswolf turns into a bear, receiving bonuses to resistance to the forces of nature and to armor, as well as a bearish ability "mighty blow" and "rage." The effectiveness of this appearance is determined by the magical power of the caster. Masterwiest turns into a stripper, stronger and having the ability of the "throw". Steaming Roy. (Required level 10) - The body of the iswolf is exploded and turns into a swarm of insects that the enemies are stuffing, causing them damage from nature. The magnitude of the damage depends on the magical force of the caster and proximity to enemies. In this form, the caster gets the "splitting of the storm", and the whole damage caused by the root is coming to Manu, and not on health. Mana is not restored. Insects are immune to ordinary remote attacks, they are well dirty from physical, but extremely vulnerable to fire. Masterwash learned when attacking the enemy to pull life from him, not Manu. Masterwash (Required level 12) - Due to the skill in the art of the transformation, the forms of the bear and spider are changed, allowing the caster to turn into a bererper and a desecrated spider, much stronger than their usual conifers. In these guys, the werewolf also gets the ability of the "throw". In addition to this, a shape of a volatile Roy allows you to pull out health from enemies when damage is applied.
Spiritual healer
Not all the inhabitants of the shadow have a demonic nature. Many are good entities consisting of vital energy, and they can be called to heal the flesh or heal the disease. The spiritual healer is able to redirect the energy emanating from such perfumes, which makes it an indispensable specialist in the detachment.
Obvious Specialization of Lekary: Here, and only here, there is a group healing, the resurrection, the charm ("pending" cure, which works when the goal becomes little health) and even the aura of the constant treatment of all friends around him.
Specialization bonuses:Abilities: Group treatment (Required level 7) - the caster irrigates the allies of beneficial energy, instantly healing a noticeable amount of health. Revival (Necessary level 8) - The caster revives the fallen members of the detachment in the area of \u200b\u200baction, returning them into consciousness and restoring some of the health. Guardian of Life (Required level 12) - The caster creates an overly charm that automatically restores the health of the ally, when it turns out to be on the edge of death. Aura purification (Required level 14) - While this ability is valid, the caster emits the waves of healing and cleansing, which every few seconds restores the health of all the allies nearby and heal the wounds of allies directly next to the caster.
Magician specializations 2/2.
Battle Mage
Among the ancient elves were magicians who developed magical abilities in addition to their martial arts, they missed magical strength through their weapons and body, sow horror on the battlefield. It is believed that these skills are forever lost, but it is possible that they are still survived in the forgotten corners of the world. Combat Magages can use magic indicator to meet the requirements of force for weapons and armor more high level.
Wizards who sent the flow of magic to their bodies thus ceasing in effective fighters.
Specialization bonuses:Abilities: Combat Magic (Required level 7) - While this ability is valid, the combat magazine turns magic inward, changing increased fatigue on the attack bonus and the ability to use the magic force to determine the damage in battle. Efficiency is improving the skills of the "Aura of Force" and "cover shadow". Aura power (Required level 12) - The combat magician mastered the secrets of skill and receives additional bonuses to the attack, protection and damage during the action of the "Combat Magic". Shimmering (Required level 14) - The combat magician is surrounded by a flickering shield, which blocks most of the damage and gives a significant bonus to armor and all types of stability. While the shield is active, mana is quickly spent. Pokrov Shady (Necessary level 16) - When the ability of "combat magic" acts, the combat magician partially disappears from the real world. The gap between the cloth of the world and the cover of the shadow gives Magu Bonus to the restoration of mana and the chance to avoid attack. How to explore:
By performing the task of the stained, the elven keeper, on the search for white fang you be careful in the ruins of the forest Bressilian. In the ruins you can find a nonsense amulet. In this amulte, the ancient spirit is sharpened. He will offer you a deal, he teaches you this specialization, and in return you have to put an amulet, which is near the pedestal.
Blood magician
Dark attraction of blood magic feels each magician. These dark rituals brought to our world by demons involve the strength of blood, turning the vital energy to Manu and giving Magu the power over the strangers of consciousness. However, such opportunities have to pay expensive: to apply them, the magician must sacrifice its own health or the health of its allies.
Walking over the blood of the enemy, he can subordinate it to himself turning into an ally. In addition, the blood magician knows how to create spells due to health (instead of mana), but equally to heal due to the vital force of the ally (from which he can go away). Please note that blood magicians ... to put it mildly, they do not like many very much, and there are serious foundations.
Specialization bonuses:Abilities: Magic blood (Necessary level 7) - While this ability is active, a blood magician spends on a spell not mana, but health, but healing effects operate on the magician much weaker than usual. Sacrificial blood (Required level 12) - a blood magician sucks vitality from an ally. The caster is healed, but an ally can perish. The penalty for healing, imposed by blood magic, does not apply to this effect. Bloody wound (Required level 14) - the blood of all hostile goals in the field of action boils in veins, inflicting serious damage. Victims that have not passed inspection of physical stability, stand still, twitching, and cannot move. Does not act on creatures that are not having blood. Blood owner (The required level is 16) - the blood magician subordinates the blood of the target. If the goal is not tested by mental stability, it becomes the ally of the caster. If the goal resists the spell, it gets great damage as a result with blood manipulation. Creatures that are not having blood are not subject to this effect.
Specialization of the robber 1/2.
It believes that the battlefield is not a place for manifestations of nobility. The killers actively use poisons, as well as deadly blows, leaving terrible wounds on the body of the enemy. They perfectly know how to hide and unexpectedly apply a fatal blow to the enemy.
The most damage-oriented option: He knows how to apply bleeding wounds, as well as "mark" the goal, so that everyone has applied an increased damage against it.
Specialization bonuses:Abilities: Tag of death (The required level 7) - the killer marks the goal, opening the vulnerability in its protection, which others can take advantage. All attacks against the marked target are applied additional damage. Detection of weaknesses (Required level 12) - acute eyes and instinct killers help identify weak points of purpose. In the case of a successful strike in the back, the killer inflicts additional damage depending on the tricks. Injury (Necessary level 14) - If the punch in the back causes a certain damage, it leaves a bleeding wound, which some time causes an additional damage to the opponent. Pier on Kostya (Necessary level 16) - The killer enjoys the moment of death. Every time the killer wins the enemy with a blow in the back, he restores some part of endurance.
In Orleai, the bards are traditionally engaged in registered murders, espionage, hydration and perform other secret missions that they often charge them to know, mired in an urgent internecine struggle. By bringing your performing art to the highest level, bards are excellent musicians and skillful manipulators. His songs and legends bards are able to inspire their allies and bring into the despondency of enemies.
A unique specialty: allows you to sing a song instead of direct participation in battle, which eats all enemies every few seconds. To do this, you need to completely develop the line of its abilities; And before that he strengthens his songs.
Specialization bonuses:Abilities: Song valve (Necessary level 7) - Bard sings an old song about the heroic valor, the detachment receives bonuses to the restoration of mana or endurance in proportion to the tricks of the bard. Bard can perform only one song at every moment of time. Abstraction (Necessary level 8) - Bard fills its performance with extravagant gestures and dizzying tricks to distract and intimidate the enemy. The goal that did not pass mental sustainability loses the orientation and forgets with whom it fought. Song of courage (The required level is 10) - the bard performs the heroic pest from the detachment of the detachment. The detachment receives a bonus to the attack, damage and the chance of a critical strike. The size of the bonus is determined by the bard's cunning. Bard can perform only one song at every moment of time. Charming song (Necessary level 12) - Bard sinks a charming song. Hostile goals nearby, which are not tested by mental stability every few seconds, become stunned. The continuation of the song is not consumed by endurance, but the singing bar cannot move and perform other actions.
Specialization of the robber 2/2.
Call of Medveda (Required level 8) - Pathfinder calls on a mighty bear to help a detachment. Call of spider (Required level 10) - The tracker calls on a large spider to help the detachment. Master Pathfinder (Necessary level 12) - The tracker is able to call for strong animals of satellites. Animals designed by the tracker master is much stronger in battle than their normal conifers.
Duel (Required level 7) - the duelist pays additional attention to choosing the optimal position and gets a bonus to the attack. The skill "Protective Reflex" gives a bonus to protection when this ability is active. Balance violation (Required level 12) - the duelist conducts a quick reception that removes the enemy from equilibrium. The goal that does not undergo inspection of physical stability is fined to move the speed and protection. Protective reflex (The required level is 14) - the duelist has a supernatural skill simply not to be in the place where the opponent strikes, thus getting a bonus to protection. Aimicious blow (The required level is 16) - the duelist learned to affect vital organs with high accuracy and at any angle. For a short time, all successful attacks are automatically completed with a critical blow.Specializations are expanding the possibilities of customization of the character. They are directly related to the class (warrior, magician or robber) and you can only take two specializations for the hero. Most of the companions join the party, already have one specialization and, along the game, can learn the second.
There are two stages of obtaining specialization. First, it needs to be open from the teacher or through the manual (book or manuscript). You can open a specialization at any level.
Secondly, on the 7th and 14th levels, the hero receives glasses that can be spent on the study of specialization. The character also receives a disposable attribute bonus and the ability to distribute talent talent points that are tied to specialization. Points are given very little and they are spent independently of others.
All the specializations you open in Dragon Age: Originsremain available when re-passing and can be studied immediately after receiving appropriate glasses.
Bonuses: +2 to magic, +3 to mental stability.
Mentor: Alister.
Manual: Bodan trader in the camp.
Mages who reject the power of the circle, become renegotates and live in fear of temples who know how to dispel magic and resist her. Temmarkers are correct to serve the church and for many centuries remain for it the most effective means of controlling the distribution and use of magical forces.
The branch of the abilities of the temple
Righteous blow | Passively | Temmarkers - harsh punishers designed to follow the magicians and kill obsessed. Each punch of the temple in the near battle against the magician pulls out the opponent mana. | |
Purification area | Distance: Personal action Activation: 53. Recovery: 30 sec. Required: Level 9 |
The temple is dispelled by magic in the area, removing all the magic effects that can be dispelled with a number of goals. Beware of friendly fire. |
|
Firm spirit | Passively Required: Level 12 |
The Temple learned to focus on his debt, receiving a big bonus for mental stability. | |
Holy ka | Distance: Average action Activation: 100. Recovery: 40 sec. Required: Level 15 |
The temple is hit by righteous fire, inflicting the spiritual damage of the target and nearby enemies. If the goal is the caster, it should be checked for mental stability, otherwise it loses mana and gets an additional spiritual damage proportionally lost mana. If the enemies that have hit, do not pass on physical stability, they turn out to be stunned or knocked down. |
Bonuses: +2 to strength, +10 to health.
Mentor: Ogren.
Manual: The merchant is burning in deserim.
The first bersers were gnomes. They introduced themselves to the state of dark rage, in which their strength and stability increased. Over time, the gnomes taught these skills of others, and now the Berseries are found in almost all races. Berseries are known for their ability to unail horror in opponents.
Branch of Berserka's abilities
Frying berserka. | Distance: Personal action Maintenance: 20. Fatigue: 5% Recovery 30 sec. |
The smell of blood and death awakens in Berrice fury and gives a bonus to the damn. During the berserk rage, it gets a fine to the restoration of endurance. The ability "restraint" reduces this penalty, and the ability "Resistance" Add a bonus to restoration of health. | |
Resistance | Passively Required: Level 8 |
Berserk is not so hard tolerate the effects of rage. The penalty is reduced to the restoration of endurance for the use of the ability of the "Fury of Berrill", and Berserk receives a bonus to resistance to nature forces. | |
Restraint | Passively Required: Level 10 |
Berserk learned to maintain control over himself, falling into the rage. The finality of endurance is reduced. | |
Final strike | Distance: Personal action Activation: 6. Recovery: 60 sec. Required: Level 12 |
All the endurance of the Berserka is spent on one blow, which in the case of entering an additional damage proportionally expended endurance. |
Bonuses:
Getting: At the end of the quest about the receipt of the dust Andrast. Ask Earla Eamon.
Vityaz is an experienced warrior who, fighting, confidently leads to others. Vityaz possesses the skills that raise the spirit of the Allies, and also frighten and demoralize enemies. These heroes are often commanded by whole armies or sowing heads rush into the fight, which seems not so dangerous.
Branch of Vitya's abilities
Battle cry | Distance: Personal action Activation: 30. Recovery: 20 sec. |
Vityaz makes a losing cry, and the enemy is nearby get a fine to attack. If the ability to "superiority" is taken, then enemies that are not tested by physical stability, fall to the ground. | |
Encouragement | Maintenance: 50. Fatigue: 5% Recovery: 30 sec. Required: Level 12 |
The presence of Vityaz inspires the allies nearby, and they get a bonus to protect. If the ability to "Motivation", "encouragement" also gives a bonus to the attack. | |
Motivation | Passively Required: Level 14 |
Vityaz inspires the allies to continue the fight against the new force. Now the ability to "encourage" increases both protection and attack. | |
Superiority | Passively Required: Level 16 |
Vityaz looks like this formidable that the ability of the "combat cry" knocks down their enemies if they are not tested by physical stability. |
Bonuses: +1 to the physique, +5 to physical stability.
Getting: In Quest about Praha Andraste, take the side of the cultists. Then the collegum will teach you.
Demonic spirits are taught not only blood magic. Rippers are able to use the souls of the fallen opponents to cure their flesh and fall into bloody frenzy, becoming stronger than the closer they are their own death.
Branch of the abilities of the Ripper
Distance: Personal action Activation: 31. Recovery: 30 sec. |
the leaving died with death, absorbing the fading energy from all the corpses nearby. Each of the corpses restores part of the health of the leaving. | ||
Awesome view | Distance: Personal action Activation: 31. Recovery: 20 sec. Required: Level 12 |
This ability turns a threatening handler's behavior to the weapon. The goal that has not passed the test of mental storage, is moving away from fear. In addition, the "awesome species" increases the effectiveness of the abilities of "provocation" and "intimidation". | |
Aura Poly. | Distance: Personal action Maintenance: 60. Fatigue: 5% Recovery: 45 sec. Required: Level 14 |
Aura of spiritual torments, enveloping the Ripper, inflicts him and the surrounding enemies permanent damage from the Magic of the Spirit, while this ability is valid. | |
Bloody rabies | Distance: Personal action Maintenance: 60. Fatigue: 5% Recovery: 60 sec. Required: Level 16 |
The leaving, angry with pain, gets enlarged bonuses to the damage when his health falls. While this ability is valid, health restoration is reduced, and if the rabies are delayed, the Ripper flies with death. |
Bonuses: +2 to agility, + 2.5% to the chance to apply a critical strike.
Mentor: Zevran.
Manual: Elven ghetto (elphinaz).
The killer believes that any manifestation of nobility has no place on the battlefield. The killers actively use poison, as well as deadly strikes, from which terrible wounds remain on the body. They perfectly know how to hide and unexpectedly apply a fatal blow to the enemy.
The branch of the abilities of the killer
Tag of death | Distance: Close action Activation: 42. Recovery: 60 sec. |
The killer marks the goal, opening the vulnerability in its protection, which others can take advantage. All attacks against the marked target are applied additional damage. | |
Detection of weaknesses | Passively Required: Level 12 | A sharp eye and the instinct of the killer help to identify the weak points of the target. In the case of a successful strike in the back, the killer inflicts additional damage depending on the tricks. | |
Injury | Passively Required: Level 14 | If the blow in the back causes a certain damage, he leaves a bleeding wound, which some time causes an additional damage to the opponent. | |
Pier on Kostya | Passively Required: Level 16 | The killer enjoys the moment of death. Every time the killer wins the enemy with a blow in the back, he restores some part of endurance. |
Bonuses: +2 to the power of will, +1 to tricks.
Mentor: Leliana.
Manual: Orzammar.
In Orleai, the bards are traditionally engaged in registered murders, espionage, hydration and perform other secret missions that they often charge them to know, mired in an urgent internecine struggle. By bringing your performing art to the highest level, bards are excellent musicians and skillful manipulators. With his paies and legends, bards are able to inspire their allies and bring into the despondency of enemies.
Bard's branches
Song valve | Distance: Personal action Maintenance: 50. Fatigue: 5% Recovery: 30 sec. |
Bard sings an old song about the heroic valor. The detachment receives bonuses to the restoration of mana or endurance in proportion to the tricks of the bard. Bard can perform only one song at every moment of time. | |
Abstraction | Distance: Close action Activation: 42. Recovery: 30 sec. Required: Level 8 |
Bard fills his performance by extravagant gestures with dizzying tricks to distract and confuse opponents. The goal that did not pass the mental sustainability check, loses the orientation and forgets, who fought. | |
Song of courage | Passively Distance: Personal action Maintenance: 50. Fatigue: 5% Recovery: 30 sec. Required: Level 10 |
Bard performs the heroic song about the detachment exploits. The detachment receives a bonus to the attack, damage and the chance of a critical strike. The size of the bonus is determined by the bard's cunning. Bard can only use one song at every moment of time. | |
Charming song | Distance: Personal action Maintenance: 60. Fatigue: 5% Recovery: 30 sec. Required: Level 12 |
Bard sinks a charming song. Hostile goals nearby, which are not tested by mental stability every few seconds, become stunned. The continuation of the song is not consumed by endurance, but the singing bar cannot move and perform other actions. |
Bonuses: +1 to the physique, +5 to resistance to nature forces.
Manual: Bodan trader in the camp.
The trackers feel great in dense forests and emptiness not covered by civilization. They are not servants of nature, but her owners. They use all the advantages of their surroundings and can lure wild animals to put them on enemies.
Branch of the abilities of tracery
Call of Wolf. | Distance: Personal action Maintenance: 50. Fatigue: 5% Recovery: 60 sec. |
The tracker calls on a large forest wolf to the aid of the detachment. | |
Call of Medveda | Distance: Personal action Maintenance: 50. Fatigue: 5% Recovery: 90 sec. Required: Level 8 |
Pathfinder calls on a mighty bear to help a detachment. | |
Call of spider | Distance: Personal action Maintenance: 50. Fatigue: 5% Recovery: 120 seconds. Required: Level 10 |
Pathfinder calls on a large spider to help the detachment. | |
Master tracker | Passively Required: Level 12 |
The tracker is able to call for strong companions. Animals designed by the mater-tracker, much stronger in battle than their normal conifers. |
Bonuses: +1 to agility, +1 to damage.
Mentor: Isabella in the denerma brothel "Pearl". You need to overcome it in a card game or ask for a "excursion" by her ship.
Duelnts are deadly fighters who prefer to fight in light armor and apply not the strongest, but accurate blows. Experienced duelists have an amazing reaction. Which allows them to shy away from the clumsy attacks of the enemy and with the unusual accuracy to apply retaliatory strikes.
The branch of the abilities of Duelyanta
Duel | Distance: Personal action Maintenance: 30. Fatigue: 5% Recovery: 5 sec. |
The duelist pays extra attention to choosing the optimal position and gets a bonus to the attack. The skill "Protective Reflex" gives a bonus to protection when this ability is active. | |
Balance violation | Distance: Personal action Activation: 30. Recovery: 15 sec. Required: Level 12 |
The duelist holds a quick reception that displays an enemy from equilibrium. The goal that does not undergo inspection of physical stability is fined to move the speed and protection. | |
Protective reflex | Passively Required: Level 14 |
The duelist has a twistery ability simply not to be in the place where the opponent is hit, thus getting a bonus for protection. | |
Aimicious blow | Passively Distance: Personal action Activation: 72. Recovery: 180 seconds. Required: Level 16 |
Duelist learned to hit vital organs with high accuracy and at any angle. For a short time, all successful attacks are automatically covered with a critical blow. |
Bonuses: +2 to the physique, +1 to armor.
Mentor: Morrigan.
Manual: Camp of the Doli elves in Bresilian.
It is rumored that the barbarians own the secrets of the transformation in various animals. Circle Mages Such rumors denied, but in the deaf corners of the Tedas, it is rare art is still alive. The ownership of his body gives a short, some defense even in human court, which makes them endless opponents and persistent allies.
Sparkle of Werewood
Oblichie spider | Distance: Personal action Maintenance: 50. Fatigue: 5% Recovery: 90 sec. |
The waswolf turns into a giant spider, getting a big bonus to the resistance to the forces of nature and the spider abilities of the "web" and "poisonous spit." The effectiveness of this appearance is determined by the magical power of the caster. Masterwash turns into a desecrated spider, stronger and having the ability of the "throw". | |
Cook Medved | Distance: Personal action Maintenance: 60. Fatigue: 5% Recovery: 90 sec. Required: Level 8 |
The waswolf turns into a bear, getting large bonuses to the resistance to the forces of nature and to armor, as well as the bearish ability "mighty blow" and "rage." The effectiveness of this appearance is determined by the magical power of the caster. Masterwester is crushed in Berseer, stronger and having the ability to "throw." | |
Steaming Roy. | Distance: Personal action Maintenance: 30. Fatigue: 5% Recovery: 60 sec. Required: Level 10 |
the body of the iswolf explodes and turns into a swarm of insects that the enemies are stuffing, inflicting damage from the forces of nature. The magnitude of the damage depends on the magical force of the caster and proximity to enemies. In this form, the caster gets the "splitting of the storm", and the whole damage caused by the root is coming to Manu, and not on health. Mana is not restored. Insects are immune to ordinary remote attacks, they are well dirty from physical, but extremely vulnerable to fire. Masterwash is gaining health every time the swarm is damage. | |
Masterwash | Passively Required: Level 12 |
Thanks to the skill in the art of the transformation, the forms of bear and spider are changed, allowing the caster to turn into a bererper and a desecrated spider, much stronger than their usual conifers. In these guys, the waswolf is also gaining the "throw". In addition to this, the shape of a soaring roe allows you to pull out health from enemies when applying damage. |
Bonuses: +2 to magic, additional health restoration.
Mentor: Winn.
Manual: The market of denerime.
Not all the inhabitants of the shadow have a demonic nature. Many are pesting good entities consisting of vital energy, and they can be called to heal the flesh or heal the disease. The spiritual healer is able to redirect the energy emanating from such perfumes, which makes it an indispensable specialist in the detachment.
Spiritual healer's abilities
Group healing | Distance: Allies Activation: 40. Recovery: 20 sec. |
The caster irrigates the allies of beneficial energy, instantly healing a noticeable amount of health. | |
Revival | Distance: Average action Activation: 61. Recovery: 120 seconds. Required: Level 8 |
The caster enlivens the fallen members of the detachment in the action zone, returning them into consciousness and restoring some of the health. | |
Guardian of Life | Distance: Average action Activation: 56. Recovery: 30 sec. Required: Level 12 |
The caster creates an overly charm for an ally, which automatically restores the health of the ally when it turns out to be on the edge of death. | |
Aura purification | Distance: Personal action Maintenance: 60. Fatigue: 5% Recovery: 30 sec. Required: Level 14 |
While this ability is valid, the caster emits the waves of healing and cleansing, which every few seconds restore the health of all the allies nearby and heal the wounds of allies directly next to the caster. |
Bonuses: +1 to agility, +5 to the attack.
Getting: Ruins in the forest Bresilian, lower level. In a small room with bookshelves you will find an amulet and altar. The amulet will be a filacservation with a prisoner. You need to put an amulet on the altar, so that the spirit gained peace.
Among the ancient elves were magicians who developed magical abilities in addition to their martial arts. They missed magic power through their weapons and body, sow horror on the battlefield. It is believed that these skills are forever lost, but it is possible that they are still survived in the forgotten corners of the world. Combat Magages can use the magic indicator to meet the requirements of force for weapons and heightened armor.
Branch of the abilities of the combat mage
Combat Magic | Distance: Personal action Fatigue: 50% Recovery: 10 sec. |
While this ability is valid, the combat magazine turns magic inside itself by changing increased fatigue on the attack bonus and the ability to use the magic force to determine damage in battle. Efficiency is improving the skills of the "Aura of Force" and "cover shadow". | |
Aura power | Passively Required: Level 12 |
The combat magician mastered the secrets of skill and receives additional bonuses to the attack, protection and damage during the action of the ability. | |
Shimmering | Passively Distance: Personal action Maintenance: 40. Fatigue: 5% Recovery: 30 sec. Required: Level 14 |
The combat magician is surrounded by a surrounding energy shield that blocks most of the damage and gives a significant bonus to armor and all types of stability. While the shield is active, mana is quickly spent. | |
Pokrov Shady | Passively Required: Level 16 |
When the ability of "combat magic" is valid, the combat magician partially disappears from the real world. The gap between the cloth of the world and the cover of the shadow gives Magu Bonus to the restoration of mana and the chance to avoid attack. |
Bonuses: +2 to the physique, +2 to the power of magic.
Getting: During the passage of the Redclif, let go of Jovana, ordered to help you. At the end of the quest let him make a ritual and go to the shadow. There you will meet the demon desire. In exchange for life, take secret knowledge. This is the magic of blood.
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Dark attraction of blood magic feels each magician. These dark rituals brought to our world by demons involve the strength of blood, turning the vital energy to Manu and giving Magu the power over the strangers of consciousness. However, such opportunities have to pay expensive: to apply them, the magician must sacrifice its own health or the health of its allies.
Branch of the abilities of the magician
Magic blood | Distance: Personal action Fatigue: 5% Recovery: 10 sec. |
While this ability is active, a blood magician spends on spells not mana, but health, however, healing effects act on the magician much weaker than usual. | |
Sacrificial blood | Distance: Average action Activation: 0. Recovery: 15 sec. Required: Level 12 |
The blood magician sucks vitality from an ally. The caster is healed, but an ally can perish. The penalty for healing, imposed by blood magic, does not apply to this effect. | |
Bloody wound | Distance: Average action Activation: 40. Recovery: 20 sec. Required: Level 14 |
The blood of all hostile goals in the field of action boils in the veins, inflicting serious damage. Victims that have not passed inspection of physical stability, stand still, twitching, and cannot move. Does not act on creatures that are not having blood. | |
Blood owner | Distance: Average action Activation: 40. Recovery: 40 sec. Required: Level 16 |
The blood magician subordinates the blood of the target. If the goal is not tested by mental stability, it becomes the ally of the caster. If the goal resists the spell, it gets great damage as a result of manipulations with blood. Creatures that are not having blood are not subject to this effect. |
Dragon Age: Inquisition specialization is the unique skill of the player offered to choose from three possible. For each class (warrior, magician or robber) exist their specializations. About them and will be discussed in the article.
The actions of the third part of the Dragon Age are a logical continuation of the events of the previous two parts. The first narrates on the invasion of the treatments of Darkness, as well as how Mages of Tedas were oppressed. They were kept in special "circles" to prevent the dissemination of the forbidden teaching - blood magic, as well as to prevent the obsession with demons in every way.
Those who caused special suspicions were to be pacified - the ritual, the result of which the complete deprivation of magical abilities was becoming. Maggie circles ensured knights-temples.
The second part tells about the personal tragedy of the Houds family, who were the will of fate drawn into the growing conflict between the magicians and the van stamp temples. The wizards were increasingly persecuted, the temples, in turn, only poured oils into the fire. Especially those who have a blood magic on every corner.
The result was the destruction of the church and the uprising of magicians throughout the Tedasus, which turned into a civil war.
The third part begins with an attempt to convene by representatives of magicians and temples in order to enter into a peace treaty and stop the war. But an explosion occurs, which leads to the emergence of fault in the sky, through which demons penetrate into the world of people.
The first half of the game proceeds in a slow rhythm: Heroes must find a way to close the hole, periodically return to the shelter, healing wounds. As well as the main character, the carrier of the mysterious magical mark on the palms, proclaimed by Lord Inquisitor. Only he knows how to close these faults using its gift.
After it is no longer due to the circumstances, the hero and his whole team are forced to leave the refuge with all civilians, the first in Dragon Age: Inquisition of specializations for the inquisitor opens. About this protagonist will find out thanks to the prompts. The ability of the "Gap Tag" appears, which causes a huge damage to the enemy. Requires the accumulation of "concentration" - when the scale is filled, the skill will be actively.
As mentioned above, for each class in the game there are their specializations. You can open them by visiting the command of the command and performing the task of the "Specialization of the Inquisitor" on the map. The latter will be available already after arriving in Skyhold, when the main character and his whole team will be able to seriously settle in this castle.
After completing the task, three strangers will arrive in Skyhold. This is teachers who are able to teach new skills. You can choose only one person, it will give the quest, after executing which it will be opened with access to a new specialization in Dragon Age: Inquisition:
Each class should be part separately for more detailed consideration of specializations.
One of the most interesting skills in Dragon Age: Inquisition is a specialization knight-enchantine. You can get by completing the quest from Commander Helen - one of the three teachers who arrived in Skyhold. In fact, the tree of abilities allows pumping the hero in the Magician: creates a magic blade, with which you can fight in the near battle. Also, the hero can enhance itself with the energy curtain (the ability of the "shadowing cloak"), giving invulnerability and the ability to pass through enemies. By pumping the branch, the hero will be able to resurrect the fallen comrades.
The necromancer has a number of abilities that allow you to unable horror into enemies, restore health at the expense of killed opponents, to send perfumes to enemy goals, as well as turn the enemy soldiers into walking bombs. There are a pair of abilities that stand out: acceleration (spending "focus", allows the hero and allies to move faster) and the residual image (after the death of the main character, his spirit still fights for some time). This specialization of Dragon Age: Inquisition is issued by a person with a strange name Vius Anaksas, who is the dead work by the Mortaltasi master.
The magician of breaks, in turn, is not very remarkable specialization. It can be obtained from a woman who will name ourselves "Your Mentor". Mastering a specialization, the protagonist will be able to crush enemies with energy fists, send a fiery storm or a stupor on enemies, as well as raise the damage to the allies.
In Dragon Age: Inquisition The robber is for many players a favorite class. He may be an archer, can know the skill in both hands, hide, disappear from the battlefield and suddenly attack the enemy with a new force. In this case, there will also be several skills:
Mechanic. The task to receive this specialization gives someone a trio-headed - a mentor in the Skyholder courtyard. Very interesting ability. Especially useful to archers (the skill of "arrows" consumes points of concentration), to the lovers to put cappos. And also makes it possible to retreat on a safe area, replenishing health, increases the crit itself and allies.
Assassin. Issued by elf by the heirs. An extremely useful tree of abilities, most importantly of which will allow you to hide the whole detachment into the shadow and attack. And during the attack, the secrecy is not going anywhere. The remaining skills of the Tree will be very useful to the robber with two daggers.
Storm. Extremely unusual specialization issued by the robber Khim. It will allow the player to let into the move various chemical mixtures, which are freezing the enemy, then ignite, then they will enhance the battlefield with lightning.
In Dragon Age: Inquisition Specialization Warrior fill the class flaws as such. The fact is that this class is rarely played, since the mechanics of combat worked not entirely clearly - too slow the warrior turned out to be at BioWare. In addition, the tank is mainly engaged in either Cassandra or Blackwall. Skills here are also a few:
Knight. Tree abilities characteristic of "tank". It helps to increase resistance, causes back strikes, is able to stand for a long time on the battlefield, protecting the weakest allies. A special skill that consumes "concentration" - control, allows you to completely cause fire on yourself, attack in response, while staying on my legs for a long time. It is extremely useful when you need to go to kill the dragon and distract the cubs that periodically run on the battlefield. Quest issues Lord Chance de Lyon.
Templar. Specialization Dragon Age: Inquisition, allowing to confront magicians and demons, thanks to the abilities to burn spells, inspire allies, increase the resistance to various natural magicias, as well as cause high resistance to the attacks of the enemy (skill consistent "concentration"). It gives the task of a strange warrior who calls himself.
Ripper. The tree of the skill, allowing to turn the war in the Berrill. Designed for a player who owns (heavy axes, hammers, two-handed swords). The essence of the skills of this specialization: the more damage gets a character, the violence of his attack. Special skill - frenzy - allows you to fill health with each attack.
It should also be noted that the mentors teach those knowledge, skills and skills that are already present in the game from other characters.
Such possess:
The partners may comment on the choice of the main character, expressing approval or condemnation. For example, when choosing necromancy, Cole and Blackwall will express condemnation, and Cassandra will simply comment.
Also, Dragon Age's specialization: Inquisition contributes to the fact that the corresponding rumors will walk on Lord Inquisitor. For example, many evil languages \u200b\u200bwill not be bored once again Believe the Inquisitor in the hobby of necromantion.
Use the unique skills of these specializations is recommended in the most critical moments, and it is advisable to use them all at once.
For example, when the player decides to enhance the dragon. In Dragon Age: Inquisition, these creatures do not go to comparison with Skyrim Dragons, where they can be knocked off with a cry, quickly kill and run further. Here it is necessary to thoroughly consider tactics, pick up the reservation, which will resist the breath of the dragon (ice, flame or electricity), exploration the fight to find out how the element is the most vulnerable dragon. After that, to enchant the weapons corresponding to the way and only then go into battle.
In this case, you need to engage the precious unique skills on the enemy to knock down the initiative. And even in this case the victory is not guaranteed. After all, dragons are not easy creatures. Often call on cubs to help, fly from place to place, and also use wind streams to pull the characters to themselves. For partners with weak armor (especially magicians) is true death.
There are various software changing some Dragon Age: Inquisition components. Fashion can change the appearance of some characters. For example, the efforts of craftsmen, a modification appeared, adding the game hairstyles for women of kunari. Playing a beautiful horned character has become much more interesting.
Also, these plugins are capable of a little change the appearance of some samples of armor in the game, making it more attractive. There is a lot of variations of elven armor, which (unfortunately) developers did not enter the Dragon Age: Inquisition to the game. Fashion corrected this flaw.
A number of retoxistic modifications improve the appearance of grass, colors, trees and other environmental elements.
Fashion is able to fix flamns with tattoos, scars, add new elements when creating a hero (beard, eyebrows, hairstyles and not only).
Specialization Dragon Age: Inquisition was significantly improved with the release of "strangers" and "Jaws of Gakcon". There are many additional "pimads" in the tree of specialization.
In the first addition, it will be about the arrival of the head of Ben-Hazrat. If the iron bull has retained his squad in the original version of the game, and the kunari was flooded, then the character will remain faithful to the Inquisitor. If, on the contrary, the bull betrayed the player, because he is the Code of Honor Kun.
"Jaws of Gakcon" narrate about the ancient conspiracy of the gacconites in order to return to the land of their merciless God.
Dragon Age: Inquisition has become a crown of creative genius in fantasy genre from BioWare. Everyone can find something in the game: the style of the game that loved the characters, tactics, the favorite places to which you want to return, loved by the characters, the dialogues with whom I want to listen again and again, romantic lines, which are also inalienable components of the gameplay.
Dragon Age's trilogy ended with the death of the Corryon, but he gave rise to many fan projects, comics, mini-games, and animated series. Who knows whether the series will continue. Will this be the beginning of a new series of events or the continuation of what has already happened. Although, the ending of the third part, in which Solas and the Malt (it is a framed, witch from the wasteland) hint at obviously prepared continuation of heroic saga, whose name of the Dragon Epoch.
Fans of this game series can only wait.
Entry of the game, which is pleasant to tell, because they are high-quality. There are those about which to write easily, because the genre of the game - you love you, and surprise you in it with something new difficult. Creating an article on Dragon Age, I catch myself thinking: This is, probably, artists of our time are trying to copy Michelangelo's creations. Real feelings will open only at the form of the original, and the copy gives only some kind of performance. I will try to make this idea formed you with your full picture of you ...
So, as many people who are fond of role-playing games, recently Bioware Corporation, who gave us such masterpieces in the RPG genre, like Baldur "S Gate and Neverwinter Nights (role-playing series Star Wars And Mass Effect is a slightly different kitchen), I decided on an important step in your development - to move away from licensing a set of rules and the Universe Dungeons & Dragons, and try to create something your own, and seriously and for a long time.
Listening to the interviews with developers, find out that initially the game began to do not without the help of the old good Neverwinter Nights 2 (some levels rolled out on its "engine"). For the standard, when creating Dragon Age, the Baldur series "S GATE was taken. Creating a battle system - inspired by paintings from the" Lord of the Rings "series," 300 ", as well as the films about the adventures of Conan (with Arnold Schwarzenegger in leading roleif you remember). In the formulation of the battle, by the way, professionals who worked in the film "300" participated.
I was personally most interested in the implementation of the role-playing system, which was supposed to be very important to the D & D rules (so as not to encounter a lawsuit), and secondly - not to push the very demanding fans of games from BioWare. Well, we go to learn this question to the expanses of Ferlanden.
By the way, about the world of Dragon Age. In the southern hemisphere, the planet is a continent called Tedas (Themeds - Acronym from The Dragon Age Setting). The size of this continent is about Europe.
Action Dragon Age: Origins occurs in the kingdom of Ferelden, which you can easily find on the list. You can only wish good luck BioWare in further development His universe - I hope it will be the same legendary as Forgotten Realms from Dungeons & Dragons ...
System Requirements Dragon Age: Origins:
Intel Core 2 Class processor with a frequency of 1.8 GHz
RAM: 1.5 GB
ATI RADEON X1550 class video card with RAM 256 MB, or NVIDIA with RAM 256 MB.
Force. The force increases the basic damage from all types of weapons, except for crossbows and magical staff, and there is definition with agility, whether the attack will be in the near combat successful. The high level of force is required in order to use two-handed weapons or wearing heavy armor. Strength also improves the physical stability of the character and affects the intimidate (intimidate) in the "coercion" skill.
Dexterity. Being the main component of the character protection indicator, the dexterity helps shy away from attacks. Dexterity, coupled with force, improves the attack indicator in the near battle, which determines whether the weapon will reach its goal. For long-range arms, the dexterity is the only characteristic that improves the attack indicator. The high level of dexterity also increases the damage applied by a crossing weapon (for example, daggers and arrows). Agility improves physical stability and is mandatory requirement For some weapon skills.
Willpower. Will's power affects the reserve of mana by the magician, and endurance - a warrior or a thief that the character can spend on a spell or skill. This characteristic is vital for magicians, but also very useful to warriors or thieves that often use skills. Will strength also improves the mental stability of the character.
Magic. This characteristic modifier determines the power of the spell, including damage from it. For characters of all classes, this characteristic also increases the effectiveness of healing potions, the suppress and balms. A high magic indicator is necessary in order to use high-level copyright or learn some spells. Magic also improves mental stability.
Cunning. Characters cannot learn some advanced skills if they do not have a high level of tricks. This characteristic is extremely important for thieves, since the high level improves many skills inherent in this class (hacking locks, for example). The trick helps the characters to determine weak points in the opponent's armor, increasing the punching rate of armor, and also improves mental stability and persuasion indicator (Persuade) in the "coercion" skill.
Body type. Each physique point increases the character's health indicator, which allows him to withstand greater damage before you fall on the battlefield. Thus, this characteristic is important for those who fight in the front rows. The physique also improves physical stability (which is important to counteract many special attacks of the enemy).
Three points characteristics.
One spell or skill.
Skill point (one for every two levels - for robbers, one for every three levels - for warriors and magicians).
Several health and mana / endurance glasses.
Increase basic damage.
Skills
Compulsion. Opens new options for dialogue, which can convince other characters to change their mind. Thus, sometimes there are new turns of the plot or more favorable terms of the transaction. If the dialog appears the option to "convince", the chance of success is determined by the level of development of "coercion" skill and tricks. If the option "intimidate" appears, your success depends on "coercion" and the rate indicator.
Theft. Characters who have learned theft can fool the pockets of other characters - friendly, neutral or hostile. In most cases, items obtained by theft are added to those that the enemy would drop by driving in battle.
Production of traps. The characters who studied this skill can make traps or bait from ordinary materials if they have the appropriate instruction. The second and fourth levels of this skill also increase the distance on which the character can detect enemy traps. Traps can set all the characters who own this skill, and only thieves can neutralize them.
Survival. Survival allows the character to detect enemies, which would otherwise remain invisible. Higher levels of this skill allow the character to determine how strong the hidden enemy is strong, and also give bonuses to resistance to nature forces.
Herbatics. Allows the character to make a variety of potions, kapari, ointment, balms, elixirs, and so on - provided that he has composite parts and a recipe. At high levels of this skill, the character can cope with more complex recipes, make stronger drugs.
Production of poison. The basis of the manufacture of poisons is the mixing of deadly substances, which the character can treat melee weapons to apply additional damage and often immobilize enemies. Those who are tempted in this art can create bombs that can be thrown into enemies. To create a poison using this skill, you need a recipe and composite parts. This skill is required not only to create poisons, but also for their application.
Combat training. For warriors and thieves, each level of this skill opens up the opportunity to explore the new level of weapons skills, and also gives other advantages. Indirectly it is useful and magicians, because significantly increases the damage from the attack, which they can withstand before they are forced to interrupt the spell.
Tactics of Boy. Each level of this skill increases the number of cells available in the list of combat time tactics. Each slot provides the ability to install additional action in the character of the character's behavior during the battle. The more slots, the more flexible you can build a character of the character's behavior in battle (Of course, if you like to manage each member of the command manually, with the help of frequent pauses, then the configuration of the behavior will be less in demand).
Skills / spells
Powerful.. Additional health glasses and a decrease in fine (fatigue) from the wearing of armor.
Precise Striking.. When turned on this regime Every 15 seconds, the hero is hit with an enlarged bonus to the attack and an increased chance of applying a critical damage.
Melee Archer. The archer is not distracted by damage caused to him during the melee, continuing shooting.
Rapid Shot.. Accelerating the shooting rate, however, with the inability to apply the critical damage to the enemy by his shot.
Specialization
Warrior
Berserker. (Berserk). Poster to power and health.
Champion (Knight). Increases the power of the will and characteristic trick.
Templar. (Templar). Increases the characteristic of magic and mental stability.
Reader.(Rush). Improves the physique and physical stability.
Thief
Assassin.(Assassin). An increase in agility and bonus to apply a critical strike.
Bard(Bard). Increased will and tricks.
Duelist.(Duelist). Bonus for agility and to the damn damage.
Ranger.(Tracker). Posterness to the physique and to resistance to the forces of nature.
Mag
Arcane Warrior(Battle Mage). Bonus for agility and to the attack.
Blood Mage.(Blood Mag). Addition to the physique and to the power of magic.
Shapeshifter.(Werewolf). Improving the physique and bonus to the armor.
Spirit Healer.(Spiritual healer). Bonus for magic and improving health recovery rate.
Dialogues, quests
Graphics: 85%
Sound: 90%
Game process: 95%
Overall impression: 95%