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  • Game dragon age beginning magic guide. Battle mage from Russian_Style. Now directly about pumping

    Game dragon age beginning magic guide.  Battle mage from Russian_Style.  Now directly about pumping

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    In this topic, you can share your skills and give advice on how best to level up this or that character class, how to create the most combat-ready or tenacious group, how to best pump up your allies, how to make the most attacking or the most protected character, etc... Actually, what It’s better to upgrade specializations and invest skill points in them, especially since you can do multiclasses.

    (for example, I heard that in the game you can reach level 25 - is this true or not? I completed the main campaign and only gained lvl 20, despite the fact that I completed almost all the tasks - there were only a couple of quests left from the board in the Denerim tavern.. .But where else can you fill 5 levels?).

    When leveling up a mage, be sure to take the time to read my article in the Dragon Age FAQ section about Spell Combinations, believe me, this gives serious advantages to the mage.

    If we talk about a warrior, then pump up your strength and physique, if your warrior is a shield warrior, then pump up your agility to at least 26, otherwise you will not be a shield master.

    About party members: Upgrade Liliana's agility and archer skills, the rest can be neglected, in tactics give her Ranged and Archer. She will be very effective in this. Morrigan, never download this Werewolf for her, which is her default, this is garbage, not a specialization for a companion. Download elemental magics from her, except earth. And the paralysis branch in Entropy, you can also develop the last branch of spirit magic. And don't forget about combos. Alistair is very weak, I don’t even know why, but the developers didn’t do something with him, I raised his physique almost to Sheila’s level, but they still killed him pretty quickly. He is a typical shield warrior, upgrade his shield and warrior skills, as well as his strength, and most importantly his physique. I won’t say anything about the rest, because I almost didn’t take them into the party.
    Yes, you can, even up to level 100. When you save or destroy the urn with ashes, when you leave the room with the urn, you are given 750 experience points. Walk back and forth, in the door and back, and swing.

    Correctly noted)) The specialization is dead-end to the point of horror. It is better for Morigan to fully develop the branch of Death, Ice, Kenetics (Where the Crushing Dungeon and the force field are) and Lightning, you can also pump out the earth to the “Fist”, but “petrification” is a terrible spell, much worse than the “Cone of Ice” and then it simply incomparable. She creates three areal effects around herself: Storm, Blizzard, Death Storm, Death Aura, throwing it all with ice cones and she can be played alone without the rest of the party. The rest of me are all brutal warriors, trained purely on bloody fighting styles like the Devourer and Berserker, immeasurable damage, coupled with the restoration of all health with one wave of the hand. Just Argh! It’s just a pity that walls only ever catch one special girl...

    No, because strength and dexterity affect damage to an early extent. I'll just invest a little more in my physique to take the punch. Although I don’t really know yet, here again there’s an ambush with armor, but in armor you won’t be dancing with two blades. You may have to invest a lot in dexterity in order to dodge better. But I’ll still play as a robber, one way or another, just definitely not as an archer; by the way, I’ve already discovered all the specializations of this class. The duelist for two blades is especially good, and getting it is quite interesting, you can win at cards, you can fight, but I trained differently...

    Yes, everything is really simple. The main thing is to choose the right tactics. For example, this option:
    2 tank warriors, 1 mage, 1 robber.
    Warriors have a two-handed sword or a sword + shield, a mage has a staff, freezing and other useful skills, a robber has 2 blades.
    The rogue and mage are corpses in melee combat, even on medium difficulty. It’s pointless to build up their stamina... it’s pointless, because without heavy loads. armor will be wasted skill points. But the damage of the robber and mage is decent. So, we need to make sure that the magician and the robber are not touched, but at the same time they attack the opponents. This is exactly why we need 2 tank warriors. They should definitely be clad in the heaviest armor you can find, because their task is to hold the defense. Warriors have special provocation skill. While this skill is active, opponents try to attack only them. And this is exactly what will partially protect our magician and robber. As a result, what we have:
    2 tanks take the entire blow and fight back as best they can. And the robber and the magician help them with this. If anything happens, the magician will heal them, and the robber from the flank will help them with all sorts of crippling blows. This is the tactic. I used it the first time I played.

    P.S. Sorry for being offtopic, I'll delete the post later.

    Re: Weapons

    Well, you give me tactics)))
    Well, firstly, the player himself will be the tank, because Alistair is given to us with crooked parameters, and making Stan a tank is generally ridiculous. Actually, the tank only needs strength to pull on the armor, but not to attack. He doesn’t need to pump up either endurance or physique (although you can throw a couple of points on the latter if you have extra). Strength needs to be increased to 35-42 in order to wear good heavy armor - and all the remaining points should be thrown into agility. Since agility affects the defense parameter, and this is important first of all, and not physical stability. The higher this indicator, the more often enemies will miss the tank; with an indicator above 100-150, all attacks will practically lose their meaning - at the same time, hang it with all sorts of resists that increase defense and resistance to the elements. The Knight or the Templar are just suitable for this. Alistair has poor agility, and therefore his high physique indicator cannot save him - every enemy blow lands on him, which is why the poor templar loses all HP in a matter of seconds in a cluster of opponents.
    Next, you don’t need a mage who deals damage, but a cleric at a minimum. Wynn is the best, although Morigan can also be promoted. The magician will stand at a long distance and constantly heal the tank, giving him both health and all sorts of bonuses to defense. Moreover, for complete happiness, you can throw a Force Field on the tank - he will generally become immune to damage, when using intimidation and ridicule, all the enemies will come running towards him, and the second magician (if there is one) will deal area damage. And the robber will be able to act more efficiently...

    As for Stan, he is not thought out, and when learning skills, just go to the tactics menu and manually turn off modes for him such as intimidation, ridicule, etc., so that he does not attract enemies to himself.

    If you yourself prefer to play as a tank, then you don’t have to take Alistair into the group at all, since one well-dressed tank is just right for the party. As an option - Wynn, who heals, and Morigan hits the area with spells, and Stan, if the case is with the bosses. In another case, if you are a magician, then you can only upgrade Alistair for the tank and no one else.

    It seems to me that these last few posts, from the moment we switched from weapons to discussing combat tactics, companions, can be moved to the topic Tips for leveling up, fighting, etc.

    And a little more: if you don’t take healer mages, then you can try the Ripper skill for a tank, taking one skill there - restoring health from the corpses of enemies. In this case, this will give the tank additional HP, but in battle it will then require very good damage dealers, magicians and duelists who can very quickly kill all the evil spirits so that the tank has time to heal from corpses and poultices

    Re: Weapons

    Is this so much dexterity?))

    Re: Weapons

    Is this so much dexterity?))
    Actually, I can’t understand how STen or Alsiter can’t be thought through if we can pump up their skills ourselves?

    And the point here is that you either upgrade your strength for good armor, or your agility for dodging. If you pump up both this and that for one Persian, you will not achieve anything, because the points are not infinite. So here we need to make a distinction, as it were.

    no no no, you don't understand
    In the character screen window on the left there is such a drawn shield - these are general protection indicators. In heavy armor they reach approximately 60-90, I don’t know if it’s possible to raise it higher without potions and spells... That is, with 42 strength, putting on good armor and a good shield, you will provide yourself with a protection parameter of at least 80 - the rest can be taken with potions, increased with skills or so that the magician throws it. This is a kind of dodge - and if this defense reaches 120-150, then almost none of the enemies will hit the character with their attacks... Also, this parameter increases from agility.

    Stan and Alistair are not thought out in the sense that the automatic tactics that they are given imply Stan is intimidation and ridicule for some reason)) Yes, Stan doesn’t have to upgrade this skill, but closer to the 15th level he has nowhere to put the points will...

    Many people are interested in the question of how to unlock the achievement for critical damage, somewhere here advice was given for a warrior, and I will write for a magician. First, upgrade your Magic skill and only that, without spending too many points on Willpower or anything else. Also try to find all sorts of amulets, staves or armor that give bonuses to magical power. Entropy spells such as sleep, terror, weakness, vulnerability hex, and contagious hex should be learned. Try to ensure that none of your companions touch the victim you have chosen (and that you are not touched too much) - a suitable place is the Mages Tower, where 1-2 Garlocks/Genlocks run out at the hero in the Shadow - they are best suited. So, first cast Sleep on him - then weakness and possible damage - then use Horror (the combination of the sleep and horror spells gives enormous damage, and since we have significantly weakened the target, it receives the most severe damage) - I hit Garlock (or Genlock, I don’t remember) about 300 units of damage

    magicians and warriors fly out the window as soon as a robber with two swords enters the battle. This can be said to be simply a murderous thing that takes out everyone and everything in all directions.
    We improve agility with this thing, and no one can hit it in melee - with the exception of magic or the breath of a dragon, then the thing can blow away in 5 seconds (it was so funny when I fought with a robber in the Brecilian forest against 4 maleficars alone, since I didn’t take the party))))).

    So it’s like this - we add cunning and strength there, but more dexterity. Next, we look for good swords, daggers or hatchets into which runes can be inserted, take good runes at +5 (and what a delight if the weapon was already enchanted with something)
    It’s also convenient for this thing to pump up the skill to hold two one-handed swords, and not just a sword and a dagger.
    After which we teach the remaining skills so that the fines are removed. You can forget about a robber’s skills, I only taught stealth and picking locks, and it’s advisable to learn how to set traps (when in Lothering I set traps for a group of peasants, and there were about 20 of them there, they all just stupidly exploded and no one got to me)))) )).
    This thing can be launched into battle in splendid isolation to use stealth. Further - the higher the dexterity, the closer the happiness - you need, while running among a crowd of enemies, to gather as many as possible into a pile - they will miss with their pathetic swords. Let's turn on the skills Gust and strike with two weapons, and then do UuuuhhHH! - this is such a technique in rotation - and we take out everyone and everything who surrounded us - at least 12 stupid soldiers huddled in a heap, I put them in cabbage instantly

    But that's not all - nothing compares to twin blades. Two-handed swords go as far as possible through the forest, all their strength is bullshit, at 15.00 damage, we set ourselves 2 swords for 11.00 damage and already have a total of 22. When the skill is turned on, we hit with two swords at once, thereby causing the highest damage, and if we also have the weapon itself enchanted and even with runes - buhhh! about 150 should be removed for each blow. And the robber strikes every second! Despite the fact that it takes at least 3-4 seconds for a two-handed warrior to swing the same club. Do we feel the difference? I got about 60+70 from the blow itself for hitting a monster, +20 from magic damage, and also +1 +1 from spells. The fact that a warrior with his two-handed weapon removes 80-100 hit points per blow, which takes him 5 seconds, a robber will remove in 1-2 seconds, and in 5 - will already exceed three times all the damage that a warrior would inflict with one striker .

    And so-called fatalities occur more often for a robber, because this class makes crits more often than others - in the end, only severed heads and massive combos fly in all directions. here I can even boast about my robber, I made a crit 5 times in a row, blowing off the heads of enemies - this is in the temple of Andraste, there were 2 magicians and 2 warriors and 1 archer, so everyone got a crit on the last blow and had their heads blown off - of course this is pure luck , but still there is something to be proud of)))

    • distance (Range)- distance or targets covered by the spell;
    • activation or Upkeep- the amount of mana required to cast or support a spell;
    • recovery (Cooldown)- the time required for respite before casting the next similar spell.

    There are four schools of magic in Dragon Age - elemental, creation, entropic and spiritual. What spells you choose to teach your hero-mage and his companions depends only on you, and what kind of specialists they will turn out to be depends on the logic and correctness of the selection of spells.

    Primal spells

    The elemental school is one of two schools of energy (the second is spiritual). Adherents of this school use the visible and tangible forces of nature itself, this is the magic of war: devastation, fire, ice and lightning.

    Branch of fire

    Fire allows you to deal very high damage, but is useless against fire demons and dragons. The spells of this branch are suitable for both a single person and a party magician.

    Flame Blast- The caster's hands emit a cone of flame, dealing fiery damage to all targets in the area of ​​effect for a short time (beware of friendly fire). The flash does good damage, but due to the short distance and significant delay it is inconvenient. It is best used in combination with immobilization spells, such as knocking down enemies with a fireball and frying with a flash.

    • Activation - 20;
    • Cooldown - 10 sec.

    Flaming Weapons- for the duration of this spell, a fire enchantment is placed on the melee weapons of party members, and it inflicts additional fire damage. It is worth using the spell, because... With flaming weapons you can achieve very high damage (things that increase fire damage are also taken into account).

    • Upkeep - 50;
    • Fatigue - 5%;
    • Required - 18 magic.

    Fireball- A ball of flame bursts from the caster's fingers and explodes, dealing extended fire damage to all targets in the area of ​​effect and knocking down targets that fail a physical resistance check (beware of friendly fire). This is one of the most used and useful spells, given its decent range and knocking down opponents.

    • Activation - 40;
    • Required - 27 magic.

    Fire Gehenna (Inferno)- the caster summons a giant column of swirling flames. All targets in the area of ​​effect burst into flames and take constant fire damage (beware of friendly fire). Like all spells with a long casting delay, it requires some way to keep enemies in the area of ​​effect, so it is of little use for a single person.

    • Distance (Range) - average action (Medium);
    • Activation - 70;
    • Required - 34 magic.
    Branch of Ice

    The spells of this branch allow you to simultaneously immobilize enemies and inflict damage on them (although it is weak compared to fire), so they are suitable for both a party magician and a single person. Don't forget that cold has no effect on undead.

    Icy grip (Winter's Grasp)- the caster freezes the target. Low-level victims are turned to ice, and those who reflect the spell receive a penalty to their movement speed. A good spell, especially at first: fast, gets enemies through walls, with decent damage, but it is ineffective against bosses.

    • Distance (Range) - average action (Medium);
    • Activation - 20;

    Frost Weapons- for the duration of this spell, an ice enchantment is placed on the melee weapons of party members, and it deals additional damage from cold. Essentially much worse than its counterpart, the flaming weapon.

    • Distance (Range) - allies (Allies);
    • Upkeep - 40;
    • Fatigue - 5%;
    • Cooldown - 0.5 sec.;
    • Required - 18 magic.

    Cone of Cold- the caster's hands emit a cone of cold. Targets that fail the Physical Resilience check are turned to ice, while those that pass are slowed. In this case, frozen victims can break from a critical hit (beware of friendly fire). The main disadvantages are the short range and weak damage. Can be combined with Mind Blast to be able to aim better and hit more enemies.

    • Distance (Range) - close action (Short);
    • Activation - 50;
    • Requires - 25 magic.

    Blizzard (Blizzard)- Blizzard deals constant cold damage to targets in the area of ​​effect and slows them down, but gives them a bonus to defense and +50% fire resistance. Targets that fail the Physical Stability check may fall or become frozen (beware of friendly fire). Good for immobilizing enemies, although it does little damage.

    • Distance (Range) - average action (Medium);
    • Activation - 70;
    • Recovery (Cooldown) - 60 sec.;
    • Required - 34 magic.
    Earth branch

    The spells of this branch are of an auxiliary nature; fighting with them alone will not be easy.

    Rock Armor- the caster’s skin becomes stone-like in hardness, giving him a bonus to armor for the duration of this ability, which can be very useful for a frail magician. However, to achieve a noticeable effect, your magician’s armor must be much higher than the enemy’s penetration.

    • Distance (Range) - personal action (Personal);
    • Upkeep - 40;
    • Fatigue - 5%;
    • Cooldown - 0.5 sec.

    Stonefist- the caster throws a stone projectile that knocks the target down and deals nature damage (beware of friendly fire). The damage is small, but a target turned into stone or ice can break (shatter!), so if your ice mage is a master, then this spell will be useful to him.

    • Distance (Range) - average action (Medium);
    • Activation - 30;
    • Recovery (Cooldown) - 15 sec.;
    • Required - 18 magic.

    Earthquake- the caster destroys the ground and knocks everyone around him to the ground (unless the targets pass the physical resistance check, including allies). This spell can be used to immobilize opponents, but immunity to it is often found.

    • Distance (Range) - average action (Medium);
    • Activation - 40;
    • Requires - 25 magic.

    Petrify- The caster turns the target to stone if it fails a physical resistance check. A petrified target cannot move and is easily shattered by a critical hit. The spell will not affect creatures that are already immobilized.

    • Distance (Range) - average action (Medium);
    • Activation - 40;
    • Recovery (Cooldown) - 40 sec.;
    • Requires - 30 magic.
    Lightning branch

    The usefulness of this branch of spells is somewhat questionable due to the weak damage, however, electrical damage burns out the target's stamina, which limits the enemies' ability to use special attacks.

    Lightning- The caster strikes the target with lightning, causing minor electrical damage (beware of friendly fire).

    • Distance (Range) - average action (Medium);
    • Activation - 20;
    • Cooldown - 8 sec.

    Shock- The caster's hands emit a cone of lightning that strikes all targets in the area (beware of friendly fire). Essentially the same as the previous one, but with area damage. You can first freeze and immobilize enemies with a cone of cold, and then shock them.

    • Distance (Range) - close action (Short);
    • Activation - 40;
    • Cooldown - 15 sec.

    Tempest- The caster summons a ferocious thunderstorm that deals constant electrical damage to all targets in the area of ​​effect (beware of friendly fire). This spell is needed for a very effective combination Storm of the Century.

    • Distance (Range) - average action (Medium);
    • Activation - 50;
    • Recovery (Cooldown) - 40 sec.;
    • Required - 28 magic.

    Chain Lightning- lightning bursts from the caster's hands, causing electrical damage to the target, and then branching into small lightning bolts that jump to adjacent targets and branch out again. After each branch the damage weakens (beware of friendly fire). In general, a stupid spell with a long cooldown.

    • Distance (Range) - average action (Medium);
    • Activation - 70;
    • Recovery (Cooldown) - 60 sec.;
    • Required - 33 magic.

    Creation spells

    The school of creation is one of the two schools of matter; it complements the school of entropy, deals with natural forces and deals with the transformation of existing things and the creation of new things.

    Treatment branch

    Most of the spells in this branch are replaced by potions, so if you master them well, you will save a lot of gold.

    Heal- the caster miraculously heals wounds and instantly heals a certain amount of an ally’s health. A very simple spell, cheap in mana, with a short recovery time, cast without removing the weapon, so it will be useful to any magician.

    • Distance (Range) - average action (Medium);
    • Activation - 20;

    Rejuvenate- the caster sends healing energy to an ally, accelerating the recovery of mana or stamina. The spell does not affect oneself and, although it restores more mana to the mage ally than it costs, it is unprofitable due to the significant cast delay.

    • Distance (Range) - average action (Medium);
    • Activation - 25;
    • Recovery (Cooldown) - 45 sec.;
    • Required - 18 magic.

    Regeneration- the caster bestows beneficial energy on an ally and greatly increases health recovery for a short time. At a slightly higher price than usual treatment and the same cooldown time, this spell restores health several times more, so you need to take it without hesitation.

    • Distance (Range) - average action (Medium);
    • Activation - 25;
    • Requires - 23 magic.

    Mass Rejuvenation- the caster sends a stream of cleansing energy to allies, significantly accelerating the recovery of mana and stamina for a short time, similar to normal purification, and is also useless due to the huge casting delay.

    • Distance (Range) - average action (Medium);
    • Activation - 40;
    • Recovery (Cooldown) - 90 sec.;
    • Required - 28 magic.
    Improvement branch

    The spells of this branch can be useful for a battle mage, although not only.

    Heroic Offense- the caster increases the combat effectiveness of an ally, giving him a bonus to attack.

    • Distance (Range) - average action (Medium);
    • Activation - 20;
    • Cooldown - 5 sec.

    Heroic Aura- the caster protects an ally with a shell that reflects most ranged attacks (i.e. damage from arrows) for a short time.

    • Distance (Range) - average action (Medium);
    • Activation - 30;
    • Recovery (Cooldown) - 5 sec.;
    • Requires - 15 magic.

    Heroic Defense- the caster covers an ally with a magical shield, giving significant bonuses to defense, resistance to cold, electricity, fire, the forces of nature and spirit magic, although it also adds a penalty to fatigue, making skills and spells more expensive to use. This spell should be cast on the party "tank".

    • Distance (Range) - average action (Medium);
    • Activation - 40;
    • Recovery (Cooldown) - 10 sec.;
    • Requires - 20 magic.

    Haste- the caster casts a speed spell on the unit, causing allies to move and attack much faster, although the spell also adds a small penalty to attack and quickly consumes mana during combat (because of this, the usefulness of the spell can be considered dubious).

    • Distance (Range) - allies (Allies);
    • Maintenance (Upkeep) - 60;
    • Fatigue - 10%;
    • Recovery (Cooldown) - 30 sec.;
    • Requires - 30 magic.

    What do we expect from magicians? Strengthening friends, weakening enemies, thunder, lightning, mountains of corpses... Dragon Age has it all. But this is not all that a wizard is capable of. He is the best negotiator, an excellent lone fighter, an excellent destroyer of his own kind, and some can even become “tanks.” In addition, there are several places in the game where only a magician can get. This class is best for exploring the world in depth. But first, let's examine him himself.

    • All works are good
    • Mage Development Schemes
    • Spell Combinations
    • Specializations
    • Miracle Shop
    • Little tricks

    All works are good

    The manual described the approximate composition of the squad: “tank”, hitoboy, healer, subjugator. The wizard can perform All these roles, and one magician can handle three of them. We’ll describe exactly how a little later, but for now let’s expand this classification a little and add subsections.

    Tank: specialist in holding one opponent, master in controlling several.

    On a note: This “tank” differs from the subjugator primarily in that it does not require a crowd and can gather scattered opponents.

    Hitoboy: causing damage to a single target, a crowd, or many enemies mixed with your troops.

    Doctor And subjugator We won’t subdivide it, but we’ll add a few more roles:

    Summoner: specialist in increasing the number of troops (robber, mage).

    Amplifier: raises the combat qualities of the squad (robber, mage).

    Antiboss: weakens particularly prominent enemies (robber, mage).

    And we can do all this. Something, of course, is worse than other classes, but if necessary, it can be replaced. How will you have to pay?

      We Very dependent on mana reserves in battle. Therefore, you have to constantly rest and watch out for enemy robbers with their possible poison, as well as for magicians.

      We are even more dependent on the supply of money in times of peace. Most good equipment has to be purchased, and this is extremely expensive. In addition, a strategic supply of lyrium potions is also not cheap.

      We are afraid of critical hits and attacks that cause a lot of damage, because the reserve of health (unlike defense!) is extremely small and some opponents can deplete it in an instant.

      For much the same reason, we are vulnerable to all sorts of stuns, knockdowns, etc., because we may not live to see the end of the effect.

      We do not know how to manipulate aggression as we please.

      And finally, the people of Ferelden will not tolerate a magician on the throne, so we should not be kings.

    Now let's figure out what we need to study for each of the roles.

    Specializations

    Spiritual healer

    Studying: the book from a merchant in Denerim or in the guardian fortress.

    Benefits received:+2 to magic, improved health recovery.

    Level requirements: no, 8, 12, 14.

    Group healing: heals all squad members at once.

    Revival: within a small radius, resurrects all fallen comrades.

    Guardian of Life: a talisman hung on an ally that heals if the friend loses a lot of health.

    Aura of purification: within a large radius of the healer, heals all allies. Very demanding on mana reserves.

    Excellent specialization. It will significantly strengthen your squad: the fighters will be able not to be distracted by poultices, but to go directly to their work.

    Blood Mage

    Studying: During the quest "Earl of Redcliffe" you need to enter the shadows to save Connor and meet there a demoness with whom the boy is obsessed. She will teach you in exchange for a “small” service.

    Benefits received:+2 to constitution, +2 to magic power.

    Level requirements: no, 12, 14, 16.

    Blood Magic: allows you to cast spells at the expense of health, but weakens all received healing.

    Sacrificial Blood: pumping life out of an ally. Health transfer occurs without penalty, despite the effect of blood magic.

    Bloody wound: in a small radius, it greatly damages enemies who have blood, and also paralyzes those who have not passed the physical resistance test.

    Master of Blood: Subdues an enemy who fails a mental toughness test. If the check is passed, it simply deals huge damage.

    If you are going to study, then study to the end. Mass paralysis and the ability to subdue almost any enemy (except for strong magicians) will help you in battle more than once. Although you can simply take one level for the sake of the advantages and the opportunity to cast a couple of spells in conditions of an acute mana shortage. In a team with a blood mage, you also need a healer.

    Werewolf

    Studying: Morrigan or book in the Dalish camp.

    Benefits received:+2 to constitution, +1 to armor

    Level requirements: no, 8, 10, 12

    Spider Form: The spider is well protected from the forces of nature and can spit poison and webs.

    Bear Form: the bear is well protected from the forces of nature and has excellent armor. Can go into a rage and hit enemies with a powerful blow.

    Soaring Swarm: The swarm takes no damage from arrows, dodges swords well, but burns even better. All insect damage comes from the mana bar. The swarm's ability is to split, after which part of it stuns the enemy.

    Master Werewolf: all forms increase their characteristics, the spider and the bear learn to throw, and the swarm learns to drink the health of attacked enemies.

    Perhaps the most stupid specialization. The fact is that it deprives us of our main power - enchantment, and this is no good. The idea of ​​using transformations when you run out of mana is not bad only at first glance. By firing back with your staff and restoring energy, you will achieve more. If you want to fight hand-to-hand, choose a different class.

    Battle Mage

    Studying: During the quest “Nature of the Beast” you will find yourself in ruins where werewolves live. On their lower level, in an inconspicuous branch from the tunnel, you will find the Presence: a small vessel with the soul of a battle mage. He will teach you.

    Benefits received:+1 to agility, +5 to attack.

    Level requirements: no, 12, 14, 16.

    Battle magic: allows you to use magic instead of strength to calculate melee attacks. In addition, fatigue now increases not only the cost of spells, but also the attack.

    Aura of Power: gives additional advantages to attack, defense and damage when activating the previous ability.

    Shimmering Shield: a very mana-costing shield, which, however, will give a noticeable increase in armor and everyone types of sustainability.

    Shroud of Shadow: When combat magic mode is active, the mage receives benefits to evasion and mana recovery.

    A wonderful specialization that turns a magician into a full-fledged warrior at his request and, importantly, does not prohibit casting spells. Can become the cornerstone of your tactics.

    Mage Development Schemes

    Several schemes have already been described in the manual. Now we will supplement them a little and consider new ones. First of all, let's decide on the approximate number of points. If you complete most of the side quests, you'll be level 22-23 by the end, with a few more points coming from books and some story quests. As a result, by the end of the game you will have approximately 30 spells. This is what we will proceed from.

    Spell Combinations
    Name Spells Effect
    Burning fat
    Dirt + any spell that deals fire damage. Anyone caught in the mud catches fire and takes ongoing fire damage. Dirt effects are lost.
    Entropic death
    Baneful Corruption + Death Cloud Huge damage from spirit magic. Corruption effects are lost (most often due to death).
    Electrical explosion
    Rune of Paralysis + Rune of Repulsion Paralyzes everyone in a large radius from the point of contact of the runes. The runes disappear.
    Storm of the century
    Blizzard + Magic Power + Storm Very large damage from electricity in a huge radius from the point of contact of the storm and blizzard. The effects of the blizzard are lost.
    Fire extinguishing
    Combination “Burning Fat” + Blizzard The burning of targets covered by a blizzard stops.
    Ignition
    Force Field + Crushing Dungeon Deals medium damage and knocks down all enemies within a medium radius of the target. The target itself does not receive damage; the effects of both spells are removed from it.
    cloud of steam
    Corrupt Vulnerability + Life Siphon or Mana Siphon The amount of stolen health (mana) is doubled.
    Improved Resurrection
    Magic Power + Revive the Dead Raises a significantly strengthened skeleton from b O greater than usual number of abilities.
    Nightmare
    Sleep + Horror Deals great spiritual damage to the target and awakens them. The horror effect remains.
    Splintering
    Icy Grasp or Cone of Cold or Petrify + Stone Fist or Crushing Prison or Melee Critical Immediate death.

    On a note: See the table for all spell combinations.

    Archetype 1. Local apocalypse

    Spells
    Mage1 point
    Blood Mage1 point
    Fire magic3 points
    Earth magic2 points
    Magic of water4 points
    Air magic3 points
    Call4 points
    Mana control4 points
    Damage4 points
    Death magic4 points
    Skills
    Influence4
    Survival4

    This archetype, as you might guess, destroys everything that moves. And what doesn’t move, pushes and also destroys. Thanks to survival, he will notice his adversaries early, after which they will no longer be residents.

    Our venerable magician will now make a hole in the fallen ogre.
    And the fragile sorceress Morrigan and the target helped him in this
    calf. Alistair looked bashfully at the disgrace being created by the battle magicians.

      If there are many enemies and they are far away, then first we conjure dirt so that they do not run away, then we call up the storm of the century and grind it with a fireball, which will set fire to the now unnecessary dirt. If this is not enough, let’s top it off with a cloud of death. This is how to perfectly destroy groups of enemy archers.

      If the opponents are close, we delight them with a cone of cold with an icy grip, and then smash them with stone fists. The warriors will help us with this too. After that, we use swarm, shock and move on to destroying single targets while the spell is recharging.

      If you are opposed by a boss of the warrior class or a robber with a small retinue, then first we quickly destroy the henchmen as in the previous paragraphs, while the “tank” grunts and holds the thug. And then we apply entropic death. Then the pitiful remains of the enemy can be cursed and finished off again.

      If several strong No-Maj fighters are fighting against you, then using the previous plan we destroy first the archers, then the remaining robbers, after the warriors with two-handers and, finally, the “tanks”.

    The archetype is very demanding both in terms of the power of its spells and its mana reserves. Therefore, we develop magic and willpower at a ratio of 2:1. Blood magic will help in case of emergency mana shortage.

    On a note: We haven't studied bombs because they are too unpredictable. And for our specialization this is an unforgivable mistake.

    Archetype 2. Messiah

    Spells
    Mage4 points
    Spiritual healer4 points
    Blood Magic1 point
    Fire or water magic2 points
    Treatment4 points
    Gains4 points
    Antimagic4 points
    Bombs4 points
    Telekinesis3 points
    Skills
    Influence4
    Herbalist4

    The archetype is busy keeping companions in this world. At the same time, it strengthens them significantly. Most of the time we support all sorts of auras and blessings, heal as necessary, and the rest of the time we shoot from the staff. At rest stops we produce all sorts of healing and protective potions on an industrial scale. We don't need a lot of mana, mainly to maintain auras. So we develop magic and willpower in a ratio of 3:1. Important points:

      Blood magic is quite effective in healing, because we spend less health than we restore, and we get more benefit from the poultices. But before using it, you must turn off all auras. Otherwise you will die.

      We don't need ideologically alien bombs. But the funnel of death and the revival of the dead - very much so. The first will fill the bins with mana, and the second will add another good fighter to the squad.

      Telekinesis is needed for improved penetration of armor - with the help of the weapon of the same name, and also for saving a completely drowning person - with the help of a force field.

      Be careful with the anti-magic barrier. Your healing spells will not reach an ally covered by it.

    It is important: acceleration will help you not only in battle, but also when traveling through locations. With it you will get to the right end much faster.

    Archetype 3. Everyone stand!

    Spells
    Mage4 points
    Blood Mage4 points
    Earth magic4 points
    Magic of water4 points
    Runes4 points
    Call2 points
    Paralysis4 points
    Dream4 points
    Skills
    Influence4
    Making traps4

    The specialist is the opposite of the previous one. Makes the enemy's life simply unbearable. Allows the rest of the squad to stroll lazily past enemies frozen by spells and indignation and quietly kick them. Just like the first archetype, it can cope with any situation:

      If there are many enemies and they are far away, and the battlefield is really a field, then we throw an electric explosion into the crowd of victims, then, as necessary, mass paralysis, a dream, a waking nightmare, a bloody wound, a blizzard, an earthquake, mud. The remaining members of the squad shoot the unfortunates from afar. Or they get closer. Particularly effective against archers.

      If the opponents are mixed with allies, we use all the runes (use a combination Not stands), all lines of sleep and paralysis, bloody wound, petrification. But don't forget about long-range enemies far from the landfill.

      Against bosses we use master of blood, petrification and almost all previous enchantments.

      We deprive magicians of mana using a rune.

    In our free time we shoot back with a staff. And before a difficult battle, litter the entire field with traps, and let those who escape envy the paralyzed. You need a lot of mana, so we develop magic and willpower at a ratio of 2:1.

    Archetype 4. Death Knight

    Spells
    Mage2 points
    Battle Mage4 points
    Earth magic1 point
    Gains4 points
    Runes2 points
    Antimagic3 points
    Telekinesis3 points
    Paralysis4 points
    Damage4 points
    Death magic3 points
    Skills
    Influence4
    Making poisons4

    But this is the dark side of the magician. Have you always been bullied in the tower: beaten, mocked, teased? Do your party members look at you as if you were a living mummy who will die from the first sneeze and therefore she, an infection, must always be protected? Tired of cramming charms? Have you always dreamed of sparkling armor? Then... no, don't change the class, but take a closer look at this archetype. The idea is to turn the magician into a warrior without equal. This will be a completely universal combat unit. Pay attention to the specialization of the battle mage. It conceals three surprises at once:

      Allows you to replace the power limitations of things with a magic limitation.

      Increases your attack by fatigue percentage.

      Gives us a unique shield that makes us almost invulnerable.

    Based on this, we do this:

      First, we load ourselves up to our ears with all sorts of enhancements - both attack and defense.

      On a note: Pay special attention to blessings that increase fatigue (heroic defense, for example).

      Throw a rune of protection into the intended battle area.

      We take in our hands a good sword and a strong, certainly heavy shield.

      Turn on the combat magic mode and the flickering shield.

      Lubricate the blade with poison.

      With a terrible roar we rush forward and chop everything we can reach.

    As a result, we will have a terrible attack and an impenetrable defense. Improve your health with poultices, fortunately, thanks to high magic, they are incredibly effective. If you suddenly happen to run into a colleague, break his spell and be among the first to tear him to pieces.

    On a note: feel free to use all kinds of bombs against a large number of opponents.

    The archetype really needs magic, but it also needs willpower, and a little bit of dexterity with the physique. We develop them like this: 6:2:1:1. Yes, the result is not a magician at all, but a “tank” killer. But no one can judge us...

    Miracle Shop

    As mentioned in the guide, we really need books and backpacks. Here are the exact locations of both:

    Backpacks:

    Ostagar, quartermaster (two backpacks, one each for regular and “underground” goods).

    Camp, Boddan Feddik.

    Circle Tower, Quartermaster.

    Dalish camp, Varathorn.

    Denerim shopping district, Gorim.

    Books that give the spell:

    Camp, Boddan Feddik.

    Circle Tower, Quartermaster.

    Denerim Trade District, Curiosities of Thedas.

    But, besides this, there are several more very useful, albeit expensive little things that will decorate any magician.

      Reaper's clothes you will find in Curiosities of Thedas in Denerim.

      Lord Magister's Staff and the belt of Andruil's Blessing was hidden by the quartermaster in the tower of the magicians.

      Ring Key to the city can be obtained from a box in front of the council hall in Orzammar after reading all the tablets describing the way of life of the dwarves. The tablets themselves are found in the Hall of Heroes, the Community Halls, the Test Arena, the Diamond Halls, and the Dusty City.

      Another good ring - Zhivitel- you can buy from the merchant Garin in the community halls of Orzammar.

      Great Anti-magic amulet sold by Feddik in the camp.

      On a note: The main parameters for us are the restoration of mana in battle and the benefits of magic and willpower.

    Battle mages will also find the following useful:

      Sword Spellweaver you will remove the battle mage from the corpse in the temple of Andraste.

      One of the best swords in the game Slashing Blade can be obtained after finding three adventurers:

      - Lower Brecilian Ruins, adventurer's corpse (south of the room with the fire trap);

      — In Orzammar, in the Innkeepers' Tavern, there is a living adventurer.

      - Temple of Andraste, adventurer's corpse (southwest corridor).

      Then you need to go to Denerim and in Dirty Lane go into the house on the left. There, kill Gakskang the Free and search the corpse.

      Set Juggernaut armor can be collected in the Brecilian Forest. To do this, you need to find a grave among the destroyed buildings in the Eastern Forest and disturb it. A ghost and several more skeletons will appear. From the remains of the ghost you will pick up the first part. The remaining graves are located in the western forest (where there was a battle with the creatures of darkness and the ogre) and in the eastern forest, behind a foggy barrier among the ruins. The last element lies in ruins in the sarcophagus. To get to it, you need to complete the quest “Elven Ritual”, then the door will open. To receive the quest, find the sign in one of the side rooms not far from the boy's ghost. Then follow the instructions in the code.

      Wade's Superior Armor can be obtained by bringing him six scales of ordinary dragons and one great one, and also by paying for the first two sets. All scales are collected in the temple of Andraste.

      Armor of the Dead Legion gathers in the Dead Ditches. Boots, gloves and cuirass are in sarcophagi:

      - in the room to the left of the exit from the tunnel leading from the bridge;

      - in the room opposite the first statue with a fire trap;

      - in the room with the emissary summoning skeletons.

      And the helmet is located on the altar of the legion.

      On a note: and here, in addition to the armor parameters and other advantages, the heaviness (fatigue) of the armor is extremely important to us. After all, the more there is, the harder we hit!

    Now, without explanation, we will present several mixed options.

    Archetype 5. Stop at all costs

    Spells
    Mage1 point
    Earth magic2 points
    Magic of water4 points
    Air magic3 points
    Runes4 points
    Mana control4 points
    Damage4 points
    Death magic4 points
    Paralysis or sleep4 points
    Skills
    Influence4
    Survival4

    It is important: The following tactic works great indoors: we place a repulsion rune in the doorway, and behind it we cast an area spell and do not let melee fighters in there.

    Archetype 6. Inquisitor

    Spells
    Mage4 points
    Spiritual healer4 points
    Fire magic4 points
    Treatment4 points
    Gains4 points
    Call4 points
    Bombs2 points
    Telekinesis4 points
    Skills
    Influence4
    Herbalist4

    And finally, let’s look at the optimal development of the main character based on the friends he meets and their abilities.

    It is important: your fellow travelers will be slightly below you and will not receive additional talents from the books and plot. Therefore, count on 20-22 points.

    Archetype Gray Guardian

    Spells
    Mage1 point
    Earth magic2 points
    Magic of water4 points
    Air magic3 points
    Runes4 points
    Mana control4 points
    Bombs4 points
    Damage4 points
    Death magic4 points
    Skills
    Influence4
    Survival4

    Archetype Wynn

    Spells
    Mage3 points
    Spiritual healer4 points
    Fire magic3 points
    Earth magic3 points
    Treatment4 points
    Gains4 points
    Call2 points
    Skills
    Tactics4
    Herbalist4

    To this couple it is worth adding Lelliana with developed specializations as a bard and ranger, as well as developed archery, and some kind of “tank” (you can even have half a hit-killer) - ideally Sheila, because she also has excellent reinforcing stances, and She throws stones very well.

    If you also want to have Morrigan in your team, then replace your death magic with paralysis and kick out Lelliana.

    First of all, about how to get all the specializations and at the same time maintain your chosen worldview and money. The point is that once you obtain a specialization, you can use it in further playthroughs. Taking advantage of this is very simple: get a specialization (by buying a book, completing an unwanted quest, whatever) and load the game before this unfortunate event. And the necessary skill will remain with you. So you can easily, for example, teach Winn blood magic without harming the relationship.

    The following tip will help you make money. Your pockets are empty, but your inventory is empty, and the toad demon is simply unbearably choking? Correcting the situation is simple: wherever you are - in a dungeon, an abandoned temple, a forest - forget about your goal, turn around and go to the exit from the location. You can be sure that nothing important will happen without you. Calmly sell all the trophies, return and continue the task.

    On a note: There is one great task in the game for which you can get about 60 gold! It is given by a dwarven smuggler in a dusty city. To get such a sum, you need to take the task, having fully learned the influence skill, and brazenly blackmail both smugglers.

    Another trick is related to the implementation of the “aggro model”. Apparently, the enemy shows the greatest interest in your person in three cases: he saw you first, you hit him, you used special skills. All other actions are almost indifferent to him. Magic and missile attacks very rarely pull back a monster if someone is hitting it at the same time. It's easy to use. Take a strong opponent (from a ghost to a dragon), a “tank” warrior (who should be well protected from the enemy’s main attack), a healer and two more shooters. We act like this: we divide the group into shooters and a “tank”. We place the first at the maximum range of fire, the second we throw at the embrasure, having previously scolded it. Now the warrior simply runs away from the target if it is small, or in front of it if it is large. Three shooters (the healer is also an excellent shooter with a staff) pour fire on the target (and the magicians also use cold, lightning, etc.) until they are completely destroyed.

    It is important: if you keep the Void Anvil, Sheila will leave you anyway, regardless of whether she was on the team. But this is an exception.

    The next balance manipulation is somewhat similar to the way you gain specializations. The magician, as the smartest in the squad, must prepare for battle in advance. That is, hanging up boosts prematurely, laying out runes, spilling dirt, causing an earthquake, covering enemies (who will attack only after dialogue) with a blizzard in order to then cause a storm of the century, etc. But all this takes away mana. Of course, you can wait until it recovers, fortunately outside of combat this happens quickly. Or you can do some mischief, save and load. Voila - all the spells are in place, and the mana bar is full, like a cornucopia. Now you can safely enter the battle.

    On a note: If this is not your first time traveling through the world of Dragon Age, try making the main character and both mages death knights. At the same time, distribute all boosts evenly among all sorcerers. This will allow them to learn some attacking and other spells, because they still have to live to reach the coveted 16th level. Now add a knight to the group and show your enemies all your strength. Literally.

    game difficulty
    1-simple
    2-medium
    3-difficult
    4-"hardcore"
    I warn you right away I played 100% Russian. I know the version and skills in Russian (and I don’t even remember the names of some), but I’ll try to explain it so that everyone understands
    I started at 3 (the fourth is not available at first) as a mage I completed the game without straining when I started for the second time as a warrior I realized that a correctly pumped up mage is a heavy-imbo class
    first, the general advantages - for a warrior, the skills depend on the chosen weapon and there is no choice HOW to level up, there is a choice of which weapon to run with, and for a magician there are dozens if not hundreds of options for leveling up as you want, level up the way you want
    now “how I rocked up” - let’s start with the fact that I gave all the books for skills to gg and as a result, gg had more of them (skills) than the rest, the team consisted of me (magician) Morigan Alistair and walls, first of all, gg I rocked everything "cones" and as a result, about a third of the game is a group of enemies of 3-5 people. flew into a mess - first an ice cone, then lightning, then fire, as a result, the white mobs that fell under all 3 cones died with a 90% chance, and the yellow ones remained with 50% HP + -10% all this time Morigan showered them with spells hitting 1 target (to be sure ) that dangerous schmuck who remained after that was finished off by al and walls
    then heavy artillery was used - an ice storm was pumped up (in a decent area, ALL mobs receive little damage for a long time and have a good chance of falling, slowing down and freezing [in fact, when casting, everyone starts to run more slowly and as a result, almost everyone freezes]) and almost immediately after it is lightning (see the previous one but without control nose x2-2.5 damage) these 2 skills thrown in the sequence 1 ice 2 lightning took out the entire crowd for some time, especially if the enemy was noticed in advance and the ice. the storm was thrown before the crowd scattered, then chain lightning was pumped up (almost a UG skill) which is suitable if ALL splashes have already been cast and is cast on the mob closest to the center of the storms (note if the mob on which chain lightning was cast died, the cast does not stop and the lightning flies to the place where the current corpse stood and scatters to everyone around) at this time Morigan took all the curses and splash paralysis as a result of which a curse was thrown at the evil red mob (only if he hits with a physical attack), preventing him from hitting me (all attacks - misses, all crits - normal attacks) and everyone else was also paralyzed. As a result, you could throw a splash of paralysis on an unsuspecting crowd and almost immediately a lightning storm, then either a chain (if the paralysis hangs for a long time) or ice. storm (if the paralysis hangs a little) (you need to find out how long the paralysis hangs experimentally, but I will say that the main indicators are the difficulty of the game + the “magic” stat and + x% of attack with the corresponding magic) [the power of any spell is also calculated] then I got into tower of magicians and had to play for Vin, so in this version of leveling up the earthquake was very strong. very good OH!!! the necessary skill (it will also come in handy in others) and the main thing is not that the people are slow and constantly fall, but that it is cast ALMOST INSTANTLY, that is, if the enemy does not see you, you cast ice. storm immediately pause and bring earthquakes to the same area, release the pause and watch how mobs crawl, how cockroaches constantly fall and as a result freeze without going beyond the spell, if you don’t just watch it, but also how a lightning storm happens, then you will watch how the crowd is quietly peaceful dies without having time to do anything
    after that I understood how I would level up, then splash sleep and “crap whose name I don’t remember” were taken (this crap comes immediately after the dream and with 100% probability of those sleeping and with x% probability of those not sleeping it forces them to either stand in a camp or attack someone will have to [most often each other]) sleep, by the way, is also cast almost instantly and EVERYONE ALWAYS fell asleep for me (well, except for the red ones) and he took blood magic (from the demon in the Redcliffe castle in a dream, more precisely, it was written more than once on different forums) and took it there The 3rd skill (it paralyzes everyone within the casting radius and while they are paralyzed, it deals average damage, by the way, it is also cast almost instantly), then 4 skills were taken in a row - a mind explosion (everyone around the caster becomes, by the way, 2 magicians who took this skill + mobari [he has something like that] can keep the crowd in the camp throughout the entire battle, provided that you are in the center of the crowd) sphere (a very useful control skill if every battle is difficult, then you throw it at the strongest mob and while he is in the sphere you deal with everyone else and it holds on enough for a long time, even on red ones, the only downside is until it falls, so you can’t do anything to this mob) teleken. weapons (such as ice and fire, but instead of fixed damage it gives armor penetration when fighting with animals, it is useless, but when fighting with heavily armed warriors they sometimes give a larger bonus) and a cage (another control can work well in tandem with petrification, or you can separately remove interfering people from the battle enemies) so I took out everyone + besides, most of the described skills (storms, earthquakes) can be cast without seeing the enemy (for example, from behind a wall) and having the “survival” of one of the squad members, in principle, you can destroy most crowds without allowing them to do and 5 steps while not using magicians or using them as buff heal these very crowds would tear you to shreds
    Also, I didn’t take the last skill in the four starting with vampirism, and it’s basically the same lightning. storm
    There is also unverified information (a friend told me, I haven’t seen it myself) that if you throw the repulsion and paralysis rune at the same point (especially in a crowd), it will scatter everyone in different directions and paralyze me, I haven’t tested it myself, but it sounds cool

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

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

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

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

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

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

    Doctor

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

    Spells

    Creation branch. Here we take Heroic aura and defense.

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

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

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

    We absolutely need the entire thread.

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

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

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

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

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

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

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

    Specializations: Spiritual healer.

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

    Controller

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

    Spells

    Fire elemental branch. We take it for Fireball.

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

    Earth elemental branch

    We take our fist, nothing else is needed.

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

    Icy grip - very useful and irreplaceable.

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

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

    Spirit Branch - Mana Drain.

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

    Magic power- quite a useful thing.

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

    Spirit Branch - Necromancy

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

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

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

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

    Spirit Branch - Mind

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

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

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

    Entropy Branch - Paralysis

    Weakness- a standard debuff, like Loss of Orientation.

    Paralysis- very necessary for safety net.

    Toxic fumes- doubtful, but sometimes necessary

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

    Entropy Branch - Curse

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

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

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

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

    Entropy Branch - Dream

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

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

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

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

    Entropy Branch - Life Siphon

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

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

    Tank

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

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

    Tank skills

    Shield skill line - two stances

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

    Shield skill line - shield cover

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

    Shield skill branch - shield strike

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

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

    Damagers

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

    Warrior with a two-handed sword

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

    Skills and abilities

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

    Two-Handed Weapon Branch - Stun

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

    Armor Breaks

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

    Mighty blows

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

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

    Damage Mage

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

    Capabilities

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

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

    Lightning Stitch. Chain lightning is interesting here.

    Branch of Creation - Nature

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

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

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

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

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

    Battle Mage

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

    Spells

    Line of combat magic

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

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

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

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

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

    Dual wielding warrior

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

    Weapon branch in each hand

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

    Debuff line

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

    Counter attack- Crit + Stun.

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

    chastener- optional.

    AoE damage

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

    Triple strike - not worth the stamina spent on it.

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

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

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

    Archer

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

    Capabilities

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

    Archery branch

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

    String of Special Shots

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

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

    Critical Shot pump, good damage.

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

    Explosive Shot String

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

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

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

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

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

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

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

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

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

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

    Robber with daggers

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

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

    Rogue Line - Backstab Line

    Dirty fight - control is always nice.

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

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

    Stitch Stitch Tricks

    Kick The defense and attack debuff is nice

    Death blow- armor debuff, also useful.

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

    Lock stitch

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

    Invisibility line

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

    Dual Wield branch

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

    Line of Debuffs

    Counter attack- control is always useful.

    Crippling Strike- duplicated as a kick, but useful.

    Line 4 permanent

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

    Specializations:

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

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