Dragon Age Origins New specializations. Dragon Age: Inquisition specialization

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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.

Conditions and places of receipt of specializations in Dragon Age: Origins:

  • Knight - Trains Earl Eamon from Redcliff after salvation with the help of dust Andrasta.
  • Templar - Trains Alisser when sufficient level location. The book can be bought from Bodan Feddik in the main camp.
  • Berserk - Trains Ogren with a sufficient level of location. The book can be bought from a gnome merchant in deserim.
  • Ripper - Teaches the collegum, the leader of the sectors-leaving, after the junction of the dust Andrasta.
  • Werewolf - Trains Morrigan with a sufficient level of location. The book can be bought from Varatorna in the camp of the Doli elves in the forest Bresilian.
  • Spiritual healer - Trains Winn with a sufficient level of location. The book can be bought from a merchant from the shop "Dicks of the Tedas" in deserim.
  • Battle Mage - He teaches the spirit from amulet during the fulfillment of a task to kill the iswolf in the Berevilian forest. The amulet lies in the room with a broken stone altar at the lower level of the ruins. The room is bordered by the corridor, which begins at the locked doors, where it happens.
  • Blood magician - Teaches the demon from the shade in the castle of the Redcliff in exchange for, with the ability to return to the victim many years later.
  • Assassin - teaches Zevran with a sufficient level of location. The book can be bought from a merchant in the elvenge of denerime.
  • Bard - Teaches Leliana with a sufficient level of location. The book can be bought from merchants in deserim.
  • Pathfinder - Sold by Bodan Feddik in the main camp.
  • Duelist "He teaches Isabella, the captain of the pirated ship, in the brothel of Delnerim" Pearl "after playing cards or tumble in bed (you can take Zejan with you).

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:
+2 Will power
+1 Cunning

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.


How to explore:
To cure Earl Redclif Eamon.
I will teach Loguene Mac Dir, provided that we pardon him at the Meeting of Land.

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:
+2 Magic
+3 Mental stability.

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.


How to explore:
You can train an Alyster if its attitude towards you is quite high.
You can buy a tutorial at the Bodan merchant in the hero camp.

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:
+2 power
+10 Health

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.


How to explore:
Ogren, your co-party, will agree to teach you if its attitude towards you is quite high.
Buy a textbook at the gnome-merchant Gorma, which is located in the trading quarter of Dencherim.

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.


How to explore:
During the fulfillment of the quest "Urn of Holy Prach" in the ice caves, you will meet the leader of the rippers of the cologum. When talking with him, try not to keep him. Then he will offer you a deal. You will need to desecrate the ashes of Andraste. In such cases, when leaving the temple, Andrasta, the collegum will give you to start the blood of the dragon, thereby having the opportunity to explore the specialization "Rutter".

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:
+2 Building
+1 armor

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.


How to explore:
Morrigan, your companion can be trained by this specialization.
You can buy a textbook from the elf-merchant Vrator in the camp of the Doli elves.

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:
+2 Magic
Accelerated health replenishment in battle

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.


How to explore:
Winn, one, from your companions can teach you, but only if you fulfilled her personal quest "regret Winn."
Buy a textbook in the magical shop "Wonders of Tedes", located in the trading quarter of Denomere.

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:
+1 Cunning
+5 to attack

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:
+2 Building
+2 Magic power

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.


How to explore:
During the fulfillment of the quest, to save the Boy of Connor, the son of Earla Eamon you will be given the opportunity to explore this specialization. Agree to the ritual, with the help of which you will enter the shadow and kill the demon who united in the boy. But you must go to the shadow. And if you are not a magician, it means that you will not have the opportunity to open a specialization in the blood magician. As soon as your hero, the magician goes into the shadow, look for a demonstration there and agree to her proposal.

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:
+2 Dexterity
+ 2.5% Probability of critical damage

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.


How to explore:
ZEVRAN, one, from your SO-party trains you with this specialization, but provided that its level of attitude to you will be +70 or more.
The textbook is sold in Alarit's shop, in the city of Dencherim.

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:
+2 Will power
+1 Cunning

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.


How to explore:
Leliana, your companion-Bard can teach you this specialization, but provided that its indicator of her appreciation is equal to +75 or more.
You can teach you this specialization by a gnome Alimar, who lives in his home in Ozamar.

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.
How to explore:
In Denerime, there is a brothel "Pearl". In this brothel you will have a girl, Isabella. She will suggest you to play with her cards. If you beat her, she will educate you this specialization. But to beat it, you need to have a high level of dexterity. You can also try to get acquainted with her closer.

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.


Specialization of warriors:

Templar

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.

Berserk

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.

Knight

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.

Ripper

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

Email 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.

Specialization of robbers:

Assassin

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.

Bard

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.

Pathfinder

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.

Duelist

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.

Magic specializations:

Werewolf

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.

Spiritual healer

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.

Battle Mage

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.

Blood magician

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.

Prehistory

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.

"Dragon Century: Inquisition": Spill in the sky

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.

Dragon Age: Inquisition; Classes and specializations in the game.

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:

  • magician specializations: whale knight, necromancers, magician breaks.
  • for warrior: Vityaz, Tempere, Ripper.
  • robber: mechanic, killer, storm.

Each class should be part separately for more detailed consideration of specializations.

Mag

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.

Robber

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.

Warrior

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.

Choice of specialization

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:

  • Solas - a magician of breaks.
  • Vivien - Knight-Wizard.
  • Dorian - necromancer.
  • Warrick - Mechanic.
  • Sir - Storm.
  • Cole - killer.
  • Blackwall - Vityaz.
  • Cassandra - Tempera;
  • Iron Bull - Ripper.

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.

Application

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.

Modifications

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).

DLC

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.

Conclusion

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.

The game starts and under Windows XP, and the system requirements in this case will be modest. Important: At the time of publication of the article, a patch that updates it to version 1.02a was available. Patch can be downloaded here.

The first steps

The first thing you celebrate immediately after installing the game (in addition to the wonderful music of the start menu, of course) - the Configuration Utility module.


It allows you to conveniently set the necessary settings, as well as make small "repair" (restore missing shortcuts in the menu, add an exception to the list of rules of the network screen, clean the cache with downloaded data). Do not forget to save settings when leaving this utility. A separate conversation deserves the UPLOAD item. You can create your online profile, replenish it with screenshots, etc.

The initial screensaver tells that once mighty magicians returned to open the gate to the golden city (paradise), encroach on the will of the Creator. Magi failed, and the world came to the world - the punishment in the form of the horde of the unclean and damage, which turns people into monsters. The Order of Gray Guards, selflessly fantastic with evil, was able to return the world to the expanses of Ferlden - the kingdom in which the game takes place. But with the beginning of the next era, the sea suddenly returns to the world. There are not many people in the Order of Gray Guardians, but they are still ready, do not hesitate, stand up for the protection of the world ...


You are invited to choose your character, while depending on the race and class - you expect one of six unique prehistory ("Noble Man", "Magician", "City Elf", "Doli Elf", "Gnome-Prober", "Notable Gnome "). This approach should significantly increase interest in re-passing the game.


Schedule with the gender of the protagonist (male, female), race (man, elf, gnome), class (warrior, magician, robber). The robber in the Russian-speaking certificate file marked the legendary class Rogue, which various role-playing systems are translated as "Plut", "Thief", "Tramp". With your permission, I will still use the term "thief" for role-playing games. Wishing to tinker with hairstyles, hair color, nose form, etc. - Developers will delight a good generation module external view Protagonist.

Role-playing system

The development of the character is better planning in advance, having familiarized himself with the Aza role-based system implemented in Dragon Age. Total submitted six basic characteristics Character:

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).

The role-playing system, of course, draws his ideology from the rules Dungeons & Dragons (stupidly denying obvious - BioWare experts used it in their projects). On the other hand, most role-playing systems, one way or another, ideologically similar, and not to go anywhere. Recall that in the rules of D & D the main characteristics also six: power, dexterity, the physique - just like the BioWare in Dragon Age, but the charisma, intelligence and wisdom are already missing (instead of them, as you can see, a trick has been proposed in Dragon Age , Magic and willpower).

Nevertheless, experienced rolewinds will not be difficult to quickly draw a plan for the development of their character, guided by the following rules for pumping Dragon Age, where the character receives with each new level:

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.

Three glasses characteristics - a generous gift, nothing to say! D & D had to wait 4 levels to get the opportunity to add one point to any one characteristic. And here for 4 levels give twelve times more.

Taking into account the distribution of three points in the characteristics at each level - the system came out more friendly to the players, as it forgives minor errors in the development of the character, performed at the next level raising. And it is rather plus than minus, because, passing the game for the first time, you do not know which "assembly" character will be most useful in battle. So, you can faster correct your hero with a level at duty.

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

Please note that in many cases according to the rules of the game, the characteristic of your character itself is taken into account, and its modifier. Simply put, the modifier characteristic is the difference between the current value of your indicator and the base number 10, in other words, the total points that you added to this characteristic.

Approximately the same (truth, +1 - for every two points Characteristics Over 10) The modifier in the D & D rules added to the attack indicators, savings, protection class, etc.

Now as for the attack. The difference between the attacking attack indicator and the indicator of the opponent's protection plus approximately 50 is the percentage probability of a successful attack. If the attack is successful, then the goal receives a number of damage points that are deducted from the current health. Armor reduce physical damage, brought by the health of the character. In D & D, as you remember, the attack is successful if the attack indicator after adding all bonuses plus the resulting number on a cube with 20 faces is exceeds the defense rate (also after adding all bonuses).

In Dragon Age, the defense indicator is responsible for evading the attack, and for reducing the resulting damage as a result of a successful attack - the "Armor" indicator. Both of these indicators are visible to you on the screen of the character (or inventory). Protection consists of basic protection (depends on the class class) and dexterity modifier, and also affect it shields, skills, spells, skills, status effects, items and a chosen complexity level. As for the armor, then, regardless of its rating, a successful attack always delivers at least one point of damage. If you have collected a set of reservation (all things from one material and one rank) - your armor provides additional bonuses.

It should be borne in mind that each weapon has its own impact of armor, which significantly reduces the rating of armor of the target before the final damage is calculated. If the character is applied damage, then it is deducted from the total number of health points. The maximum health value is determined by the character class and increases with each new level and with each point embedded in the characteristics of the physique. Lost health - restored (including during the battle, but much slower). To restore lost health glasses, various potions are used and healing spells.

Damage is physical, as well as from a certain element (magic spells; runes integrated into weapons, etc.): Fire, cold, electricity, nature forces and magic of the Spirit. The player can use objects or balms that reduce the impact on it of a specific element. Some enemies are immune to a specific appearance of the elements - on their heads in such cases, instead of damage will be published "Immune".

Also in the role-playing system there are such concepts as physical and mental stability. In the case of a certain physical impact (for example, an attack that knocks out or causing to the Earth) compares the corresponding modifier characteristics of the attacking and the indicator of the physical stability of the victim. If the indicator of physical stability is higher, applied against you is considered unsuccessful (usually you see the inscription resisted above your head). Physical stability is half of the amount of modifiers of strength, dexterity and body physique, as well as additional bonuses from items, spells, etc. In the event of a mental impact (attempt to sleep or stun) - the game compares the modifier characteristics of the attacker and the indicator of the mental stability of the victim. Mental stability is half of the sum of the wills modifiers, magic and character tricks.

As for the magicians, they have a magical strength indicator determines the effectiveness of the spells, damage from the charges of magical proud, as well as the effectiveness of potions and balms. The magical force indicator is a modifier (the number of points above the base 10) in the characteristic of magic. This indicator also affects the ability, status effects, magical sources or others. If the items give two bonuses to magical strength, they are summed up.

As in many other role-playing systems, the creation of a magic spell can be interrupted by damage to him. The higher the level of skill combat training, the greater the damage is allowed until the spell interruption.

Another important point is a combination of spells. The game has 10 possible combinations of spells that are initially hidden for you, but information about them "pops up" in the code after the very first random use in practice. For example, you freeze enemies, and then use stunning - from the fact that the frozen enemy becomes fragile, it not only stalls, but gets damage from this effect.

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

Skills


Each character has the opportunity to develop a set of eight 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).

Thieves get one point of skills every two levels, warriors and magicians - one point every three levels. Each skill has four stages of skill, but sometimes to obtain a high-level skill requires a high meaning of any basic characteristic or there is a limit on the character level.

Skills / spells


The skills (for warriors and robbers) and spells (for magicians) are special unique abilities depending on the specialization of your hero (unlike the skills that everyone can learn. Some skills are expanding the characteristics of the character, being passive. Some - should be activated during the battle, and they spend endurance glasses (thief, warrior) or mana (magician). Stamina / man's characters is gradually restored (in battle it is much slower). The stock of mana / endurance is determined by the class class and increases with each new level and with each point embedded in the characteristics of the willpower. In addition, the weight of the armor, the shields - adds to the usual value of the skills or spells an extra fine of fatigue, which is the sum of all the penalties of the coefficients of the character of things.

At each level, you get one point that can be distributed in skills or spells. Unlike skills, skills and spells do not have a gradual development of skills - they are grouped into related abilities, four chains (learning skill or spell opens up the following ability in this chain, provided that the character meets the other limitations). Some spells and skills are available to all character-class characters, and some skill groups are available only to certain classes or specializations. In Dragon Age, more than a hundred skills and spells are presented, here are just some examples for "seed" (since the game description is made by english versionThe names of the skills in English are given):

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.

Important moment - special attacks and spells have so-called. Cooldown - time during which the reuse is impossible. Therefore, you should not ignore most of the available features - add several skills or spells to the shortcut panel to expand your arsenal skills in battle.

Specialization


Specialization is a unique path chosen by your character in the framework of its class. Moreover, in Dragon Age: Origins you can choose two specializations - by 7 and 14 levels. Each specialization gives you some bonuses, plus opens your branch for "pumping" in the list of available skills. I will give a list of available specializations for each class (translation in brackets - from the official Russian-language manual for the game), as well as the corresponding bonuses:

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.

Do not forget that specialization in addition to bonuses also gives their own branch for pumping skills. For example, if your hero has a TEMPLAR specialization (Templarmer), you can pump such skills as Righteous Strike (every successful attack of your enemy magician - takes Huan from him), Cleanse Area (removing all magic effects on characters in the selected area), mental FORTRESS (significant bonus for mental sustainability), Holy Smite (damage to the nearby enemies of the Magic of the Spirit, with the possibility of stunning them and select Mannu in the case of the magician).

Plan your character carefully. You should not spray at unnecessary skills, trying to make a universal hero - you only weaken its potential strengths. And remember that in your party there will be places for additional heroes, so the character class you need will always be at hand ...

Game process

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


The quest is immediately added, and you are learning your diary - a invaluable source of knowledge and a memo on all completed and unfinished quests.


In the diary, the tab marked with an arrow contains unfinished quests, and the tab marked with a check mark - completed tasks. You can take a few quests at once, but only one will be selected current (indicator in the form of two tips of the sides) - for it, the interface with the map of the territory will display points of interest. If you wish, you can replace the current quest in the list - button Make Active.

Your dialogues with NPC are saved in the diary. In addition, there is a section called the Code. It contains the information you collected about life in Tedas, about characters, monsters, about the game itself. Sometimes these are artistic excerpts from the found books, sometimes someone's notes or even correspondence. The Code is replenished with records as subjects and objects and objects in the world studies, conversations for certain topics, the destruction of enemies. Here are also saved and tips appearing in the lower right corner of the screen. Sometimes in the records of the Code, related to quests, contains the information necessary for its passage.

Focus B. game world Map helps you. Local map displays the current dungeon, structure, area.


There is also a global world map that will be available to you after passing the prolobe.


The camera can be closed (in view of the situation with a look from the back of the character) and remove (convenient strategic scale with a view from above) the mouse scroll. Moves the hero with the "w", "a" key, "s", "d" or you can click the right mouse button to the place where you want to move your character.

Do not be lazy to constantly use the Tab key to "backlight" key objects on the screen - this will help you not miss the important thing required on the quest, as well as pick up all trophies from the battlefield, etc. It's nice, by the way, that the game remembers your impact on the current location - some corpses disappear, some are turned into skeletons, which then lie where this enemy was defeated there.

The inventory is called by the "I" button.


In it you can: equip a hero (armor, rings, clothing); replace the sets of weapons; follow the current number of experience and money points; View current items in the storm (weapons, armor, accessories, health restoration means, etc.). In Ferdden in the go, three types of coins: copper coins, silver and gold. In one silver coin - 100 copper, and in one gold one hundred silver. The game automatically translates your money into the coins of more dignity. You can increase the capacity of the inventory by purchasing a special bag - it will disappear immediately after the purchase, and the inventory will automatically become more accommodated. I liked the fact that the inventory is one for all the characters of the team (you can conveniently and quickly transfer objects between the group participants without spending time to search for the desired thing). It is also nice that when you hover the cursor on weapons or armor, the characteristics of the weapons and armor that you (or your colleagues) are used right now.

Traveling around the world, you replenish your inventory - upgrading the corpses of enemies, opening various boxes and containers. Some boxes are closed - you need either keys (it is not necessary that for this chest they are generally in the game), or a robber who hacks the castle. To increase the chances of a successful hacking, pump your wage a characteristic trick and put in the appropriate skill.

The characteristics screen is called the "C" key.


On it, in addition to the characteristics of the armor, the protection parameters and attacks, damage, are presented two screens. The first characteristic characteristics of the character plus various protective bonuses (from physical and mental damage, from various elements). Climbing the button below, you open the second page - with your achievements (as well as the achievements of your party - throughout the game).
Here you can see your progress in the passage of the game, the number of murders, the name of the most terrible of the defeated enemies, etc.


In the game you will play the leader of the team of adventure seekers (the maximum number of comrades is four, including you).


Each group participant has its own advantages that will help in achieving the goal. The fights in general can be divided into ordinary collisions with a group of monsters ...


... and epic battles with bosses.


Distinguish the type of enemy helps the color of his name above the head. White is an ordinary enemy, yellow - elite enemy, orange - local or key boss. In any case, you will have to produce your tactics, and possibly use the built-in the functional functionality of the tactical rules for each member of the group - such "automation of the combat process".


In principle, everything is simple - you set a set of rules on the principle "if<условие>T.<действие>"For example," If the character's health drops to a value of less than 25% - it should have a healing potion of the least strength. "Your rules can be kept for further selection at the right time.

Developers offer several pre-installed behavioral sets ("Defender", "Healer", etc.), but I personally managed with all the characters manually, often pusing a pause. Probably a matter of habit. Plus did not want to spend the precious glasses of skills for some increase in the available slots in the tactical mechanism (there is definitely choosing the latter between the automation of combat and improve the characteristics of the character).

To enhance the combat capability of your character and the Group as a whole, a number of additional features are proposed. For example, weapons with the possibility of integrating the runes.


Having invested the fiery rune in the slot of your sword or dagger - you get an additional damage to fire (its value depends on the rank of runes). The runes can be removed from the slots, they are not attached to the weapon forever. Higher-class weapons have several slots for runes.

In addition, the character, the "pumping" Poison-Making skill (the manufacture of poisons) can lubricate its blades in poison, acid, etc. - What will also apply an additional damage to the enemy. There are also tactical advantages, for example, attacking the enemy from the back or from the flank, you get an additional advantage (for example, a greater likelihood of a critical strike), and the thief class characters are hit in the back, which is often more serious than the usual critical impact.

Each character in inventory has two sets of weapons. In general, it is remote (bows, crossbows, magical squabbles) and hand-to-handing weapons (daggers, swords, axes, cloths, etc.). You can switch between sets of weapons "hot" key (default - "/"). In remote weapons, in general, you can select a short onion (high shooting speed, a small distance, a small damage, additional damage from the strength modifier), a long onion (average shooting speed, average distance, middle damage, additional damage from force modifier), crossbows ( low speed Shooting, large distance, middle damage). From long distances, characters are more likely blown.

If the battle of your character was killed, he rolled unconscious, and at rest (when the battle was finished) rises on his feet. At the same time, he probably has serious damage (a hand fracture, a skull is stained, the wound is bleeding, etc.) - which gives a permanent penalty to one of the basic characteristics. Remove the negative impact, it is possible either by going to the camp to rest, or the use of the so-called. Injury Kit. If your character came out of the battle - fell unconscious due to zeroing health - a magician with healer spells can return it to the battlefield, so that this feature is very useful - do not forget to get it upon next level.


Another interesting feature of the battle in Dragon Age is "fire on your own". Indeed, one awkward movement of the mouse and now your magician, besides a couple of enemies, launched the "ice cone" of the same infantry. It happens, however, so: a crowd of enemies runs on you, and the enemy magician launches the fireball for you - and here you are lying on the ground with a healthy health, and next to the remains did not have time to escape to you. Like in a joke about dual feelings.

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

I note from myself that at the normal level of complexity of any problems I did not meet. True, some battles had to be replayed, taking into account the information received about some previously expected characteristics of enemies.

Dialogues, quests


Dialogues are the cornerstone of any role-playing game. In Dragon Age, they are also given serious attention. I would allocate two important subcategories - dialogues with NPC and dialogues inside your team.

The fact is that in the game, as mentioned above, you will have several companions (the maximum number of participants in the group is four, including you). Excluded from the command to the currently comrades will expect you in the camp - this is a mini-location of several tents and a fire, where you can communicate with your fighting comrades, as well as with the NPC appearing in this location (GNOM trader; Magician, waiting to assist in The form of runes, etc.).


When you return to the camp after the task - the time itself pour out each other's soul. These conversations at the fire - one of the strongest sides of Dragon Age. Well-thought-out characters, realistic graphics, superbly selected votes of actors (make a reservation - I played the original English version of the game) - create a unique atmosphere.


You develop a relationship inside the collective, and this is important from a mercantile point of view - guessing the mood of the associate and choosing the desired conversation line - you improve its loyalty rate, and for high loyalty rates, bonuses are given to basic characteristics.

You can increase loyalty with gifts (purple Gift inscription in the description of the thing). If desired and achieving a high degree of loyalty - you can even spin the novel with a combat comrade of the opposite sex.


Moreover, your comrades have time to throw each other in various phrases even during your travels in the world of Ferlanden. You walk around the village, look at, and suddenly your companions start chatting among themselves - "Listen, what's wrong with your mom?" - You know, let's talk about your mom. "Well, my thing is not a witch living in the forest." You know if ... "- at the same time you see the facial expressions of your companions, gesturing. Everything is absolutely natural. And you believe in what is happening! It's really great, a little fantasy and imagination - and now you are easily immersed in this virtual world ...


As for conversations with NPC, here you can note two often appearing options - "convince" (persuade) and "intimidate). The main character has such a skill as coercion (coercion). If it is well developed, then you can successfully convince and intimidate your opponents, turning the conversation in the direction you need. In case of intimidation, the force modifier is added to the coercive force indicator, and in the case of conviction, the trick modifier is added.

Quests in the game are divided into those that are part of the storyline, and the so-called side tasks. For example, the churches have bulletin boards with side assignments for lovers "raise money and pumping the hero." However, there are also ordinary minor tasks on the principle "and on occasion - give it to this if you meet." In general, most quests can be called good, thoughtful, but still classic (as well as the main storyline) - here BioWare did not invent a bike, and this is, in my opinion, right. Running forward, I will say that even an attempt to diversify the game by incorporating a quest from the world of perfume I first accepted in the bayonets and felt the taste only for his end. But I'm not such a hopeless conservative, which is a lot of root "roleviks" ...

Conclusion

So, the project that was waiting for a long time, which was told about a long time ... a breakthrough or not? I think that rather - no. We see a confident step forward, but if we talk about breakthrough, then it is rather technological. Yes, the technology stepped forward, and the talent of the creators of the characters, the plot, dialogues - remained the same, invariably high. When a Bard girl broadcasts the main hero of a romantic legend about the sad-hearty beloved star, the hearts of many romantics will dying. But first of all, because in Dragon Age you perceive this girl more "alive" than in Neverwinter Nights. More polygons on the model, glare in the eyes, sensual lips, facial expressions. Yes, hair is not yet flying around the wind, but well - there is a place for step forward in future projects ...

If we talk about the role system, then the general impressions are good, but many years of experience and dozens of games covered in this genre definitely suggest me that in many aspects require certain refinement. Somewhere small, somewhere - more serious. Ideally, you should customize the gameplay under the role system, and I had suspicions that there was some kind of grinding of the gaming balance led to the fit of the newborn role system. Maybe I'm wrong, but I'm 100% sure - in the following versions of the Dragon Age games, changes will be, and probably not only cosmetic. Let's say Bard now is one of the specializations of the thief (Rogue). Well, to some extent logically explainable, but many adherents D & D such a lifting will cause grin or bewilderment.

However, all this is only quirks. The project came out cool, and it is really another milestone in the history of the RPG genre, which BioWare writes and still very much the number of development studios. Dialogues, the atmosphere - create an impression of a real adventure. Style recognizable and invariably high, and armed modern technologies And the next vertex on the way to the altitude of realism (first of all - at the expense of the visual component) the BioWare team gives us their new masterpiece ...

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Estimates


Graphics: 85%
Sound: 90%
Game process: 95%

Overall impression: 95%

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