Dragon age origins inventory increase cheat.  Dragon Age: Origins.  We change the world for ourselves - gameplay mods.  What are the advantages to the characteristics of each race in Dragon Age: Origins

Dragon age origins inventory increase cheat. Dragon Age: Origins. We change the world for ourselves - gameplay mods. What are the advantages to the characteristics of each race in Dragon Age: Origins

FAQ: Walkthrough Questions

FAQ: Walkthrough Questions

We present to your attention a list of the most asked questions on the passage dragon age: Origins. If you had any difficulties during the game, or, at worst, just questions, now, we hope, everything will become easier. If we missed something, write it in the comments.

What are the stat bonuses for each race in Dragon Age: Origins?

Everything is pretty simple:

Human: +1 Strength, +1 Agility, +1 Magic, +1 Cunning.

Elf: +2 magic, +2 willpower.

Dwarf: +1 Strength, +1 Agility, +1 Constitution, 10% chance to resist hostile magic.

In fact, race in Dragon Age: Origins does not really matter. So take what you like.

How is character development going?

Any class gains levels at the same rate and gets the same points.

Companions gain experience at about the same rate as main character. Whether they are in the party, or they are sitting in the camp, it does not matter.

Each level a hero gains 1 skill point and 3 attribute points.

Warriors and mages gain a skill point every 3 levels, rogues every 2 levels.

Specialization points are awarded at levels 7 and 14.

What class should I take?

It all depends on how you want to play. More details here - Classes.

What is a specialization? Which one should I take? What bonuses does she give?

Where can I buy backpacks that increase inventory capacity?

Here are the places where you can buy backpacks:

Circle Tower, Quartermaster // Circle Tower, Quartermaster

Party Camp, Bodahn's Wares // Camp, Boddan Feddic

Dalish Camp, Varathorn's Goods // Dalish Camp, Varathorn

Denerim Market, Gorim after the Landsmeet

Ostagar, Quartermaster // Ostagar, Quartermaster

Why are gifts needed?

Gifts allow you to improve relations with your party members. Good relationships give them bonuses in battle, allow them to have a romance, and so on. At the same time, each character prefers only certain presents, while others react with coolness. Here are some of the gifts your companions love:

- Alistair (Alistair)- runestones and figurines of magical creatures.

- Dog- bones.

- Leliana- symbols of Andraste's blessing.

- Morrigan (Morrigan)- Jewelry.

- Oghren- booze.

Shale (DLC only) - Gems.

- Sten- painting. He will also appreciate his own sword, which you will surely come across.

- Wynn (Wynne)- the printed word.

- Zevran- any luxury goods (precious metals and so on).

How do I know how well my companions treat me?

Open the menu of your chosen character and under his "doll" you will see a colored strip with a separator on it. Hover over it and look at the numbers.

How to make spectacular finishing blows that were shown in the commercials?

But in any way, all this is scripted and shown at strictly defined moments of the game.

How to break locks?

This can only be a robber with a sufficiently developed skill "Skillful Hands". Actually in Dragon Age: Origins It is quite possible to do without it, so do not go in cycles too much.

How to treat injuries?

Use first-aid kits, return to the camp or heal with the appropriate spells.

How to get to this camp?

There is an icon on the world map in the upper right corner. That is what the camp is.

I don't have enough life potions. What to do?

Instead of buying them, do this:

Buy more flasks and elven root from any merchant.

Learn the skill "Herbalist" (or take Morrigan with you / any other with the appropriate skill).

Make poultices. This will be enough for a long time. Repeat if necessary.

Problems may arise later, when small poultices are not enough. Then you need to learn herbalism further, buy sublimation reagents and other ingredients required to create more powerful poultices. The same can be done with mana potions.

What to do with magic runes?

As you leave Lothering, you will encounter two dwarves who have been attacked by darkspawn. After the massacre of the enemies, a short dialogue will follow, after which it will become clear that the guys are merchants. From now on, they will travel with your camp. At the same time, one dwarf (Bodan) simply trades, and his adopted son can enchant your weapons with the help of these same runes. But for this you need things with special slots.

There is a quest in Korkari Wilds: "Missionary". How to do it?

You need to find the chest according to the clues. You can find it without clues, just carefully exploring the area. The desired chest is located in the southern part of the location - a path of stones leads to it. Guarded by a pack of wolves. Two statues will stand near the chest.

In the Wilds of Korcari, there is a testament quest. How to do it?

You need to pick up things from the cache in the camp (located in a fire) in the west of Korcari Wilds and take them to Jetta in Redcliffe. The cache appears only after the task starts.

How to get the juggernaut armor set?

In total, you need to collect several parts. The first you will get as you progress through the Brecilian forest (when you see a tombstone, follow it and disturb the remains). You will receive the last part after you perform the elven ritual in the Brecilian Forest Ruins. You will find a description below.

Bressilian forest, lair of werewolves. How to perform an elven ritual in a room with a spring and a jug?

The sequence of actions is as follows:

Get a full pitcher of water.

Go to the altar and put a jug on it.

Pray.

Drink some of the water from the pitcher.

Take the jug from the altar.

Pour the rest of the water into the spring.

I can't get past the ghost bridge in Andraste's ashes quest. Help.

This video will show you what to do.

Task about calls in the tower of magicians. How to summon 4? For 1-3 there is an instruction, but how about this?

Font - reference book - Roderkom - Gorvish - Epvorn - Table - Spiritorium - Gorvish - Amulet.

How to summon the Vault dragon to fight?

You can call him only if you refused to desecrate the Urn with ashes. Then Kolgrim attacks you and the Horn of Kolgrim will be found on his body. Open inventory and use this item in the location where the dragon was (at the exit from the ruined temple). Also, after being corrupted and formally joining the cult, Kolgrim can still be attacked.

There are games that are nice to talk about because they are of high quality. There are those that are easy to write about, because the genre of the game is your favorite, and it is difficult to surprise you with something new in it. When creating an article on Dragon Age, I catch myself thinking: this is probably how contemporary artists are trying to copy the creations of Michelangelo. Real feelings will open only at the sight of the original, and the copy gives only some idea. I will try to make this presentation form the most complete picture for you ...

So, as many people who are fond of role-playing games remember, recently BioWare Corporation, which gave us such masterpieces in the RPG genre as Baldur's Gate and Neverwinter Nights (Star Wars and Mass Effect role-playing series - a slightly different kitchen), decided on an important a step in its development is to move away from licensing the ruleset and the Dungeons & Dragons universe, and try to create something of your own, and seriously and for a long time.

Listening to interviews with the developers, you learn that initially the game was started with the help of the good old Neverwinter Nights 2 (some levels were tested on its "engine"). The Baldur's Gate series was taken as the reference when creating Dragon Age. The creation of the battle system was inspired by the pictures from the Lord of the Rings series, 300, as well as films about the adventures of Conan (starring Arnold Schwarzenegger, if you remember). Staged battles, by the way, were attended by professionals who worked in the film "300".

Personally, I was most interested in the implementation of the role-playing system, which had to, firstly, not be much like the rules of D&D (so as not to face legal action), and secondly, not to alienate the very demanding fans of BioWare games. Well, we are going to study this issue in the expanses of Ferelden.

By the way, oh Dragon world age. In the southern hemisphere of the planet is a continent called Thedas (Thedas is an acronym for THE Dragon Age Setting). This continent is about the size of Europe.


Dragon Age: Origins takes place in the kingdom of Ferelden, which you can easily find on the map below. One can only wish BioWare good luck in further developing their universe - I hope it becomes as legendary as the Forgotten Realms from Dungeons & Dragons...

Dragon Age Origins System Requirements:


Processor class Intel Core 2 with a frequency of 1.8 GHz
RAM: 1.5 GB
ATI Radeon X1550 class graphics card with 256 MB RAM, or NVIDIA with 256 MB RAM.

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

First steps

The first thing you notice immediately after installing the game (besides the wonderful music of the start menu, of course) is the Configuration Utility module.


It allows you to conveniently set the necessary settings, as well as carry out minor "repairs" (restore missing shortcuts in the menu, add an exception to the list of firewall rules, clear the cache with downloaded data). Remember to save your settings when you exit this utility. The Upload item deserves a separate discussion. You can create your online profile, update it with screenshots, and more.

The opening screensaver tells that the once powerful magicians set out to open the gates to the Golden City (paradise), encroaching on the will of the Creator. The magicians failed, and Pestilence came to the world - a punishment in the form of a horde of evil spirits and corruption that turns people into monsters. The Order of the Gray Wardens, selflessly fighting evil, was able to return peace to the expanses of Ferelden - the kingdom in which the game takes place. But with the beginning of another era, Pestilence suddenly returns to the world. There are not many people left in the order of the Gray Wardens, but they are still ready, without hesitation, to stand up for the defense of the world...


You are invited to choose your character, while depending on the race and class - one of six unique backgrounds awaits you ("Noble Man", "Mage", "City Elf", "Dalian Elf", "Dwarf Commoner", "Noble Dwarf"). This approach should greatly increase the interest in replaying the game.


Decide on the gender of the protagonist (male, female), race (human, elf, dwarf), class (warrior, mage, robber). Rogue in the Russian-language help file denotes the legendary Rogue class, which various role-playing systems translate as "rogue", "thief", "tramp". With your permission, I will still use the more familiar term for role-playing games "thief". Those who want to tinker with hairstyles, hair color, nose shape, etc. - the developers will please with a good module for generating the appearance of the protagonist.

Role system

It is better to plan character development in advance, having familiarized yourself with the basics of the role-playing system implemented in Dragon Age. In total, six basic characteristics of the character are presented:

Strength. Strength increases the base damage of all weapons except crossbows and magic staves, and together with agility determines whether a melee attack will succeed. A high level of strength is required in order to wield two-handed weapons or wear heavy armor. Strength also improves the character's physical resilience and influences the Intimidate score in the Coercion skill.

Agility. Being the main component of a character's defense score, agility helps to dodge attacks. Agility, coupled with strength, improves the melee attack stat, which determines whether a weapon will reach its target. For ranged weapons, agility is the only stat that improves attack stat. A high level of agility also increases the damage dealt by piercing weapons (such as daggers and arrows). Agility improves physical resilience and is a requirement for some weapon proficiencies.

Strength of will. Willpower affects the magician's mana, and stamina - a warrior or thief, which a character can spend on a spell or skill. This stat is vital for mages, but also quite useful for warriors or thieves who use skills frequently. Willpower also improves the character's mental stability.

Magic. The modifier of this characteristic determines the strength of the spell, including the damage from it. For characters of all classes, this stat also increases the effectiveness of healing potions, poultices, and salves. A high magicka is needed to use high-level staves or learn some spells. Magic also improves mental stability.

Cunning. Characters cannot learn some advanced skills unless they have a high level of cunning. This characteristic is extremely important for thieves, since a high level improves many skills inherent in this class (picking locks, for example). Cunning helps characters identify weaknesses in an opponent's armor, increasing armor penetration, and improves mental toughness and Persuade in the Coercion skill.

Body type. Each point of constitution increases the character's health, allowing him to take more damage before falling onto the battlefield. Thus, this characteristic is important for those who fight in the front ranks. Constitution also improves physical resilience (important for countering many enemy special attacks).

The role-playing system, of course, draws its ideology from the rules of Dungeons & Dragons (it's foolish to deny the obvious - BioWare specialists have been using it in their projects for years). On the other hand, most role-playing systems are, one way or another, ideologically similar, and there is no getting away from this. Recall that in the rules of D&D there are also six main characteristics: Strength, Dexterity, Constitution - just like BioWare in Dragon Age, but Charisma, Intelligence and Wisdom are already absent (instead of them, as you can see, Cunning is proposed in Dragon Age , Magic and Willpower).

However, it will not be difficult for experienced roleplayers to quickly sketch out a plan for the development of their character, guided by the following Dragon Age "leveling" rules, where with each new level the character receives:

Three stat points.
One spell or skill.
Skill point (one for every two levels for rogues, one for every three levels for warriors and mages).
Several points of health and mana/stamina.
Base damage increase.

Three stat points is a generous gift, nothing to say! In D&D, you had to wait 4 levels to be able to add one point to any one attribute. And here for 4 levels they give twelve times more.

Given the distribution of three points in characteristics at each level, the system turned out to be more friendly to players, since it forgives minor mistakes in character development made during the next level increase. And this is more of a plus than a minus, because when you go through the game for the first time, you don't know which "assembly" of the character will be most useful in battle. This means that you will be able to quickly adjust your hero when raising the level on duty.

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

Please note that in many cases, according to the rules of the game, it is not the characteristic of your character that is taken into account, but its modifier. In simple terms, a stat modifier is the difference between your current stat value and a base number of 10, in other words, the total number of points you have added to that stat.

Approximately the same way (true, +1 - for every two points of a characteristic above 10) works a modifier in the rules of D&D, added to attack indicators, saving throws, defense class, etc.

Now for the attack. The difference between the attacker's attack score and the opponent's defense score, plus about 50, is the percentage chance of a successful attack. If the attack is successful, then the target receives a certain number of damage points, which are subtracted from the current health. Armor reduces the physical damage done to the character's health. In D&D, as you remember, an attack is successful if the attack value after adding all the bonuses plus the rolled number on the 20-sided die exceeds the defense value (also after adding all the bonuses).

In Dragon Age, the Defense stat is responsible for evading an attack, and the Armor stat is responsible for reducing damage received as a result of a successful attack. Both of these indicators are visible to you on the screen of the character (or inventory). Defense is made up of base defense (depending on the character's class) and a dexterity modifier, and is also affected by shields, abilities, spells, skills, status effects, items, and the selected difficulty level. As for armor, regardless of its rating, a successful attack always deals at least one point of damage. If you have collected a set of armor (all things from the same material and the same rank) - your armor provides additional bonuses.

Keep in mind that each weapon has its own Armor Penetration, which significantly reduces the target's Armor Rating before the final damage is calculated. If the character is damaged, then it is subtracted from the total number of health points. The maximum health value is determined by the character's class and increases with each new level and with each point invested in the Constitution characteristic. Lost health - is restored (including during the battle, but much more slowly). Various potions and healing spells are used to restore lost health points.

Damage can be physical, as well as from a certain element (magic spells; runes integrated into weapons, etc.): fire, cold, electricity, forces of nature and magic of the spirit. The player can use items or balms that reduce the effect of a particular element on him. Some enemies are immune to a specific type of element - in such cases, instead of damage, the inscription "Immune" will pop up above their head.

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 down or pins to the ground), the corresponding attribute modifier of the attacker and the victim's physical resistance indicator are compared. If the physical resistance is higher, the impact used against you is considered unsuccessful (usually you will see the word Resisted above your head). Physical resistance is half the sum of the character's Strength, Dexterity, and Constitution modifiers, plus additional bonuses from items, spells, etc. In case of mental impact (attempt to sleep or stun) - the game compares the attacker's characteristic modifier and the victim's mental stability indicator. Mental toughness is half the sum of the character's Willpower, Magicka, and Cunning modifiers.

As for magicians, their magical power indicator determines the effectiveness of spells, damage from the charges of a magic staff, as well as the effectiveness of potions and balms. Magic Power is a modifier (number of points above the base 10) in the Magic stat. This stat is also affected by abilities, status effects, magic staves, or other items. If items provide two bonuses to magical power, then they sum up.

As with many other role-playing systems, a mage's casting of a spell can be interrupted by damage dealt to it. The higher the Combat Training skill level, the more damage is allowed before the spell is interrupted.

Another important point is the combination of spells. There are 10 possible combinations of spells in the game that are initially hidden to you, but information about them "pops up" in the Code after their first accidental use in practice. For example, you freeze enemies and then use a stun - the fact that the frozen enemy becomes fragile, not only does it stall, but takes damage from this effect.

Move on. In D&D rules (with which we will unwittingly, but absolutely justifiably, compare Dragon Age rules), a character is characterized by a set of unique features (Feats) and skills (Skills). Their alternative in Dragon Age is Skills and Talents/Spells. In the case of a warrior or a thief - skills, in the case of a magician - spells.

Skills


Each character has the opportunity to develop a set of eight skills:

Compulsion. Unlocks new dialogue options that can convince other Sims to change their minds. Thus, sometimes there are new plot twists or better deal terms. If the "Convince" option appears in the dialogue, the chance of success is determined by the level of development of the "Coercion" skill and the Cunning indicator. If the "Intimidate" option appears, your success depends on "Coercion" and your Strength score.

Theft. Characters who have learned to steal can rummage through the pockets of other characters—friendly, neutral, or hostile. In most cases, items obtained through theft are added to those that the enemy would drop if they died in combat.

Making traps. Characters who learn this feat can craft traps or baits out of common materials if they have the proper instructions. The second and fourth levels of this skill also increase the distance at which the character can detect enemy traps. Traps can be set by all characters who have this skill, and only thieves can disarm them.

Survival. Survival allows the character to detect enemies that would otherwise remain invisible. Higher levels of this skill allow the character to determine how strong a hidden enemy is, as well as bonuses to nature resistance.

herbalism. Allows the character to make a variety of potions, poultices, ointments, balms, elixirs, and so on, provided he has the ingredients and the recipe. At high levels of this skill, the character can handle more complex recipes and make stronger potions.

Making poisons. Poison crafting is based on the mixing of lethal substances with which a character can infuse melee weapons to deal additional damage and often immobilize enemies. Those who are skilled in this art are able to create bombs that can be thrown at enemies. To create poison with this skill, you need a recipe and ingredients. This skill is required not only to create poisons, but also to use them.

combat training. For warriors and thieves, each level of this skill unlocks the ability to learn a new level of weapon skills, as well as other benefits. Indirectly, it is also useful for mages, as it significantly increases the damage from an attack that they can withstand before they are forced to interrupt the spell.

Combat tactics. Each level of this skill increases the number of slots available in the character's combat tactics list. Each slot provides the ability to set an additional action in the line of behavior of the character during the battle. The more slots, the more flexible you can build the character's line of behavior in battle (of course, if you like to control each member of the team manually, using frequent pauses, then setting the line of behavior will be less in demand).

Thieves get one skill point every two levels, warriors and mages get one skill point every three levels. Each skill has four levels of mastery, but sometimes getting a high-level skill requires a high value of some basic attribute or there is a character level limit.

Skills / Spells


Skills (for warriors and rogues) and spells (for mages) are special unique abilities that depend on the specialization of your hero (as opposed to skills that everyone can learn). Some skills - expand the capabilities of the character, being passive. Some - must be activated during combat and consume stamina (thief, warrior) or mana (mage). Stamina / mana of the characters is gradually restored (in combat, this happens much more slowly). The stock of mana/stamina is determined by the character's class and increases with each new level and with each point invested in the Willpower characteristic. In addition, the weight of armor, shields - adds an additional fatigue penalty to the usual cost of skills or spells, which is the sum of all penalty coefficients of things worn on the character.

At each level, you get one point, which can be spent in skills or spells. Unlike skills, feats and spells do not have proficiency progression—they are grouped into related abilities, chains of four (learning a skill or spell unlocks the next ability in that chain, provided the character meets the other specified restrictions). Some spells and skills are available to all characters of a certain class, and some groups of skills are available only to certain classes or specializations. There are more than a hundred skills and spells in Dragon Age, here are just some examples for the "seed" (since the description of the game is made according to the English version, the names of skills are given in English):

Powerful. Additional health points and reduced penalty (fatigue) from wearing armor.

Precise Striking. When this mode is enabled, every 15 seconds the hero strikes with an increased bonus to attack and an increased chance to deal critical damage.

Melee archer. The archer is not distracted by the damage inflicted on him during close combat, continuing to shoot.

Rapid Shot. Acceleration of the rate of fire, however, with the inability to deal critical damage to the enemy with your shot.

An important point - special attacks and spells have a so-called. cooldown - the time during which re-casting is not possible. Therefore, most of the available options should not be ignored - add several skills or spells to the hotbar at once to expand your arsenal of skills in battle.

Specializations


Specializations are a unique path taken by your character within their class. Moreover, in Dragon Age: Origins you can choose two specializations - at level 7 and at level 14. Each specialization gives you some bonuses, plus it opens its own branch for "pumping" in the list of available skills. Here is a list of available specializations for each class (translation in brackets - from the official Russian-language manual for the game), as well as their corresponding bonuses:

Warrior
Berserker(Berserk). An increase in strength and health.
Champion(Knight). Increases Willpower and Cunning.
Templar(Templar). Increases the characteristic Magic and mental stability.
Reaver(Ripper). Improves Constitution and physical stamina.

Thief
Assassin(Killer). Increased Agility and Critical Strike Bonus.
bard(Bard). Increased Willpower and Cunning.
Duelist(Duelist). Bonus to Dexterity and damage dealt.
Ranger(Pathfinder). Increases Constitution and nature resistance.

Mage
Arcane Warrior(Battle Mage). Bonus to Dexterity and Attack.
Blood Mage(Blood Mage). Increases Constitution and Magic Power.
Shapeshifter(Werewolf). Improved Constitution and bonus to armor.
Spirit Healer(Spiritual healer). Bonus to Magic and improved health recovery rate.

Do not forget that in addition to bonuses, specialization also provides its own branch for pumping skills. For example, if your hero has the Templar (Templar) specialization, you can pump skills such as Righteous strike (each successful attack by you on an enemy magician takes away his mana), Cleanse area (removing all magical effects on characters in the selected area), Mental fortress (significant bonus to mental stability), Holy smite (damage to nearby enemies with spirit magic, with the ability to stun them and take away mana in the case of a magician).

Plan your character carefully. Don't waste your time on unnecessary skills by trying to make a versatile hero - you will only weaken his potential strengths. And remember that there will be room for additional heroes in your party, so that the character class you need will always be at hand ...

Game process

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


The quest is immediately added, and you study your diary - an invaluable source of knowledge and a reminder of all completed and incomplete quests.


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

The diary also saves your dialogues with NPCs. In addition, there is a section called the Code. It contains information you have collected about life in Thedas, about characters, monsters, about the game itself. Sometimes these are artistic excerpts from found books, sometimes - someone's notes or even correspondence. The code is replenished with entries as you study objects and objects in the world, talk on certain topics, and destroy enemies. Tips that appear in the lower right corner of the screen are also saved here. Sometimes the codex entries related to quests contain the information needed to complete them.

A map helps you navigate the game world. The local map displays the current dungeon, building, area.


There is also a global map of the world, which will be available to you after completing the prologue.


The camera can be zoomed in (to look at the situation from behind the character's back) and zoomed out (a convenient strategic scale with a top view) by scrolling the mouse. The hero moves with the keys "W", "A", "S", "D" or you can right-click in the place where you want to move your character.

Do not be lazy to constantly use the TAB key to "highlight" key objects on the screen - this will help you not to miss the important thing required by the quest, as well as pick up all the 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 turn into skeletons, which then lie where you defeated this enemy.

The inventory is called up with the "I" button.


In it you can: equip the hero (armor, rings, clothes); change sets of weapons; keep track of the current amount of experience points and money; view the current items in the duffel bag (weapons, armor, accessories, health recovery tools, etc.). There are three types of coins in circulation in Ferelden: copper coins, silver coins, and gold coins. One silver coin contains 100 copper coins, and one gold coin contains 100 silver coins. The game automatically converts your money into higher denomination coins. You can increase your inventory capacity by purchasing a special bag - it will disappear immediately after purchase, and your inventory will automatically become more spacious. I liked the fact that the inventory is the same for all the characters of the team (you can conveniently and quickly transfer items between group members without wasting time looking for the right thing). It's also nice that when you hover over a weapon or armor, the characteristics of the weapon and armor that you (or your allies) are using right now pop up.

Traveling around the world, you replenish your inventory - looting the corpses of enemies, opening various boxes and containers. Some chests are closed - you need either keys (it is not necessary that they are in the game at all for this chest), or a robber who will pick the lock. To increase the chances of a successful hack, upgrade your thief's Cunning characteristic and invest in the corresponding skill.

The character's characteristics screen is called up by pressing the "C" key.


On it, in addition to the characteristics of armor, parameters of defense and attack, damage dealt, there are two screens. The first one summarizes the basic characteristics of the character plus various defensive bonuses (from physical and mental damage, from various elements). By clicking on the button below, you open a second page - with your achievements (as well as your party's achievements - throughout the game).
Here you can see your progress in passing the game, the number of kills, the name of the most formidable of the defeated enemies, etc.


In the game, you will act as the leader of a team of adventurers (the maximum number of companions is four, including you).


Each member of the group has its own advantages that will help in achieving the goal. Combat can generally be divided into normal encounters with a group of monsters...


...and epic boss battles.


The color of his name above his head helps you to distinguish the type of enemy. White is a common enemy, yellow is an elite enemy, orange is a local or key boss. In any case, you will have to develop your own tactics, and, possibly, use the functionality of tactical rules built into the game for each member of the group - a kind of "automation of the combat process".


In principle, everything is simple - you set a set of rules according to the principle "if<условие>, then<действие>". For example, "if the character's health drops to less than 25%, he must drink a healing potion of the least potency." You can save your own sets of rules for further selection at the right time.

The developers offer several preset behavioral sets ("Defender", "Healer", etc.), but I personally controlled all the characters manually, often pressing pause. Probably a matter of habit. Plus, I didn’t want to spend precious skill points on some increase in available slots in the tactical mechanism (between combat automation and improving character characteristics, I definitely choose the latter).

To increase the combat capability of your character and the group as a whole, a number of additional features are offered. For example, weapons with the ability to integrate runes.


By putting a fire rune into the slot of your sword or dagger, you receive additional fire damage (its value depends on the rank of the rune). Runes can be removed from slots, they are not permanently attached to weapons. Top class weapons have multiple rune slots.

In addition, a character who "pumped" the Poison-making skill (Production of poisons) can lubricate his blades with poison, acid, etc. - which will also cause 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 chance of a critical hit), and characters of the thief class - inflict a backstab, which is often more serious than a normal critical hit.

Each character in the inventory has two sets of weapons. In the general case, these are remote (bows, crossbows, magic staves) and hand-to-hand combat weapons (daggers, swords, axes, clubs, etc.). You can switch between sets of weapons with a "hot" key (by default - "/"). In ranged weapons in general, shortbows (high rate of fire, short range, low damage, additional damage from the strength modifier), longbows (medium rate of fire, medium range, medium damage, additional damage from the strength modifier), crossbows (low rate of fire, long range, medium damage). From long distances, characters miss more often.

If your character is killed in battle, he falls unconscious, and at rest (when the battle is over) gets to his feet. At the same time, he probably has serious damage (a broken arm, a fractured skull, a bleeding wound, etc.) - which gives a permanent penalty to one of the basic characteristics. You can remove the negative impact either by going to the camp for rest, or by using the so-called. injury kit. If your character left the battle - fell unconscious due to resetting health - a magician with healer spells can return him to the battlefield, so this opportunity is very useful - do not forget to get it when you next level up.


Another interesting feature of combat in Dragon Age is friendly fire. Indeed, one awkward movement of the mouse and now your magician, in addition to a couple of enemies, froze his infantryman with a "cone of ice". It happens, it’s true, and so: a crowd of enemies runs at you, and an enemy magician launches a fireball at you - and here you are lying on the ground with reduced health, and nearby the remains of adversaries who did not have time to run to you burn out. Just like in the joke about dual feelings.

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

From myself, I note that at the normal level of difficulty, I did not encounter any problems whatsoever. True, some battles had to be replayed, taking into account the information received about some previously unexpected characteristics of the enemies.

Dialogues, quests


Dialogue is the cornerstone of any RPG. In Dragon Age, they are also given serious attention. I would single out two important subcategories - dialogues with NPCs and dialogues within your collective.

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). Companions excluded from the team at the moment will be waiting for you in the camp - this is a mini-location of several tents and a fire, where you can communicate with your comrades, as well as with the NPCs that appear in this location (dwarf merchant; mage waiting for help in the form of runes, etc.).


When you return to the camp after the task - it's time to pour out your soul to each other. These campfire conversations are one of Dragon Age's greatest strengths. Well-thought-out characters, realistic graphics, superbly chosen voices of the actors (I'll make a reservation - I played the original English version of the game) - create a unique atmosphere.


You develop relationships within the team, and this is also important from a mercenary point of view - guessing the mood of a comrade-in-arms and choosing the right line of conversation - you improve his loyalty indicator, and bonuses to basic characteristics are given for high loyalty indicators to a character.

You can increase loyalty with gifts (purple inscription Gift in the description of the item). If you wish and achieve a high degree of loyalty - you can even have an affair with a combat comrade of the opposite sex.


Moreover, your companions have time to exchange various phrases among themselves even during your wanderings around the world of Ferelden. You are walking through the village, looking around, and suddenly your companions start chatting among themselves - "Listen, what's wrong with your mother?" - You know, let's talk about your mother. - Well, mine is not a witch who lives in the forest , you know ... ", - while you see the facial expressions of your companions, gestures. Everything is absolutely natural. And you believe in what is happening! It's really great, a little fantasy and imagination - and here you are easily immersed in this virtual world...


As for conversations with NPCs, two frequently appearing options can be noted here - "Persuade" (Persuade) and "Intimidate" (Intimidate). The main character has such a skill as the force of 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 the case of intimidation, the Strength modifier is added to the coercive strength indicator, and in the case of persuasion, the Cunning modifier is added.

Quests in the game are divided into those that are part of the storyline, and the so-called side quests. For example, churches have bulletin boards with side quests for those who like to "raise money and upgrade a hero." However, there are also ordinary secondary tasks according to the principle "and if necessary, give it to that person if you meet him." In general, most of the quests can be called good, thoughtful, but still classic (as well as the main storyline) - here BioWare did not reinvent the wheel, and this, in my opinion, is correct. Looking ahead, I’ll say that even an attempt to diversify the game by including a quest from the world of spirits, I initially took hostility and felt a taste only for its end. But I'm not such a hopeless conservative, which are many seasoned "role players" ...

Conclusion

So, a project that has been long awaited, talked about for a long time... Breakthrough or not? I think rather not. We see a confident step forward, but if we talk about a breakthrough, then it is rather technological. Yes, technology has stepped forward, but the talent of the creators of characters, plot, dialogues has remained the same, invariably high. When a bard girl tells the main character a romantic legend about an inconsolable lover who has become a star, the hearts of many romantics will stop. But first of all, because in Dragon Age you perceive this girl more "alive" than in Neverwinter Nights. More polygons per model, glare in the eyes, sensual lips, facial expressions. Yes, the hair is still not blowing in the wind, but well - there is room for a step forward in future projects ...

If we talk about the role-playing system, then the general impressions are good, but many years of experience and dozens of completed games in this genre clearly tell me that certain improvements are required in many aspects. Somewhere small, somewhere - more serious. Ideally, you should adjust the gameplay to the role-playing system, and I had a suspicion that in some places the polishing of the game balance led to the adjustment of the newborn role-playing system. Maybe I'm wrong, but I'm 100% sure that there will be changes in future versions of the Dragon Age games, and probably not only cosmetic ones. Let's say a bard is now one of the specializations of a thief (Rogue). Well, to some extent, it is logically explainable, but for many adherents of D&D, this alignment will cause smiles or bewilderment.

However, these are all just quibbles. The project came out great, and it really is another milestone in the history of the RPG genre, which is now being written by BioWare and a very small number of development studios. Dialogues, atmosphere - create the impression of a real adventure. The style is recognizable and invariably high, and armed with modern technologies and conquering the next peak on the way to the heights of realism (primarily due to the visual component), the BioWare team presents us with their new masterpiece...

Check the availability of the game in the stores of the company "F-Center"

Ratings


Graphic arts: 85%
Sound: 90%
Game process: 95%

General impression: 95%

Before Lost-Vegas 214 miles / We are sawdust...

Even the most perfect and well-developed world, in addition to advantages, has drawbacks, and each player has their own - someone wants it hotter, someone more logical, someone thinks that the nightmare mode is designed for little girls, someone thinks that bows and crossbows undeservedly offended, making the most miserable weapon ... and so on and so forth. Gameplay mods are designed to bring the world in line with the internal.
Which, by the way, are better to use with caution: English occasionally (and adding dialogues quite often) can crash subs, while Russified ones can add bugs. The most common: the so-called invisible walls or objects.
Here I bring the mods that I tested both in the tail and in the mane, and there seem to be no special bugs from them.

Gameplay Optimization:

1. The most popular mod is the Pass, its mother so, Shadows.
Do you love the Shadow location the way I “love” it? If yes, then you are here. This mod greatly reduces the mouse racing, leaving only the meeting with "Duncan" and the nightmares of friends. You will receive the required experience points, skills and all the texts of the code automatically.
English version Skip the Fade
And Russian version avoid shadow. If you have a localized game (or a repack/cracked localized game), of course it's better to install it (although I also had an English one).
There are no conflicts.

2. Time after time we come to Ostagar, run through the swamp, clear the tower... But how much can you do?! For those who are tired of running on the same rails, the ability to skip the intro: Skip Ostagar
Immediately after the backstory, two options will appear: the first is to follow the story, the second is to start immediately with Loghain's retreat. If you choose it, the Guardian comes to his senses in Flemeth's house, branded and wearing five gold underpants, in addition to what was in his pockets, the main pages of the codex, and about 4 levels older.
Cons: The quests "Missionary", "Testament", "Hasind Waymark" and "Pinch of Ashes" will not appear, as well as almost all the interesting things that could be found in the Tower of Ishal or Korkari lands (such as Hasind Robe, Sorcerer's Support, etc.). Most of the codex pages will also remain unread.
Conflicts with a clean game is not noticed. Interactions with other mods are mostly normal, with a few exceptions:
Items from the Phoenix Armor mod that should have appeared in the Mage Chest will not appear. There is a minor conflict with a mod that affects the backstory of a noble person (a commemorative medallion of the mother, if worn, then is not removed), but this does not affect the game.
Theoretically, there may be a conflict with the mod for the novel by Cullen and the Guardian Mage (namely, the scene of farewell sighs-peepers will not appear). But this is theoretical.

Backstories:

3. Have you ever wondered why if an elf magician still starts in the Circle Tower anyway? Maud Dalish Mage Gives you the chance to play a Dalish mage.
What to download: the main file, that is Dalish Mage - Origin v2x1
I have not yet found any conflicts at all, there is only one inconvenience: you have to run to Ostagar with a bow or daggers, since the staff is not issued automatically, Ailen does not have it on sale, and it was possible to find an enemy (emissary, it seems) on the corpse only once out of six walkthroughs.

4. For those who feel that Kusland's backstory lacks a bit of noble chic: mod Famous person. will add a couple of nuances:
At the beginning of the game, young Cousland is dressed in silk noble clothes, and without weapons.
You ask, but what about the rats? Very simple. Before you go to the kitchen, run around the rooms (collect codes anyway), in one there is a chest with a dagger.
But at night, a rack with unique armor and a chest with weapons will appear in the room. Depending on the chosen class, the armor will be heavy or medium, and in the chest - either a sword and a shield, or two daggers.
Teirna Eleonora will be wearing medium armor that cannot be removed. (onions, alas, they didn’t guess to give her).
Treasure chests will be added to the Kuslands treasury. The characteristics of the family sword have been slightly increased.
The number of enemies will increase slightly.
After the escape from the castle, there will be a medallion with the image of Eleonora's teyrna, as a keepsake.
And yes, you can change the color of the starting armor. To do this, after installing the mod, select the desired one from the "Shades of Armor" folder, rename it, deleting the name of the color at the beginning (for example: BLACK jog_noble.tnt rename to jog_noble.tnt), then drop it into Documents\BioWare\Dragon Age\packages\ core\override.

5. Playing as a mage, in one of the overheard dialogues of The Witch Hunt, with a certain amount of imagination, you can see hints of a warm relationship between the protagonist and Cullen. Kind people have developed this idea in fashion: forbidden romance
This mod will add a mini romance for Surana\Amell woman with Cullen. There are three scenes in total: a furtive kiss (with the issuance of a memorable amulet, the stats are very so-so), a farewell scene when the mage leaves the Tower and a small showdown during the Broken Circle quest.
No conflicts with Russified mods were noticed.
On the Nexus there is a variation for magician boys, but it is guaranteed to conflict with Russian subs / voice acting.

Home sweet home aka camp.

6. In the camp, people (as well as Kossites, elves, and even dwarves) usually not only talk “for life” and indulge in lofty feelings, but also sleep in the most innocent sense of the word. Maud Sleep until dawn This will be illustrated by adding a personal tent in which one can sleep alone, with mabari (still in the most innocent sense of the word, yes), or with a romantic interest (just sleep. Yes. Nothing like that).
A couple of nuances:
Before packing, take everything you need for tomorrow from the chest and from the racks (from the next mod), because in the morning they will not appear, and will return only after the next return to the camp from the map.
The same goes for mod items that are added for sale to Bodan. You need to buy something - do shopping in the evening.

7. Tired of carrying all the junk with you? Are pockets bursting from things suddenly appearing in them that do not yet fit in terms of parameters, or are intended for future satellites? Okay, two great mods Box and Racks they will add to your camp, respectively, a chest and a couple of racks for armor and weapons, and will allow you to run light without getting rid of what might still come in handy.
Small but:
If the camp is empty the first time (very rarely, but it happens), this does not mean that the mod does not work, everything will appear on the next visit.

Weapon Related:

8. Tired of getting blown up by your own bombs? Do you think that the Guardian is capable of more than throwing a bottle of acid two and a half meters? Adjust throw length with mod Bombs-Range Extension
There are two versions - Medium Range (medium length) and Long Range (long ... long).
The default game uses a short range.
Installation: select only one version, and drop the files into the Documents / Bioware / Dragon Age / packages / core / override folder

9. The default parameters of bows and crossbows make them uncompetitive weapons (if a couple of mod items are not taken into account). The next mod changes things for the better
Small arms upgrade
There are three options in the archive:
First, the attack speed is slightly increased.
The second - slightly increased armor-piercing, distance, damage and the probability of critical damage.
The third is a combination of the two previous ones.
Installation: transfer the selected version to C:\...documents\BioWare\Dragon Age\packages\core\override
Attention, the weapon changes completely, and the enemies too, so no, not a cheat.

10. Of the three types of combat at close range, combat with a two-handed weapon is the most dull - indistinct skills, and too intelligible penalties, while a robber with daggers kills three, a warrior with a zweihander let the Creator send at least one into the shadows. This mod fixes the situation by making the two-handed branch a true skill branch:
Better Two Handed Talent- English and
Improving two-handed combat skills- Russian version.
There is no difference between them.

Extraction of useful loot:

11. It's good to be a thief, for them there is always an open day and chests. And what about the rest (except how to carry the thief with you)?
Those who played Neverwinter Knights may remember the "Knock" spell, which is also "Oh, gods, I'm finally at the fifth level, and I can open locks without taking a thief to the party." Now in Origin, especially for magicians - hacking spells.
It has three ranks (open everything; open absolutely everything; and open everything that has not been opened before), for which ability points are spent, mana is spent on the spell itself, so there is no need to talk about cheating.
Open Lock Spell for Beginning and Awakening.
Open Lock Spells - Compatible with all DLC Now in the DLC too.
There is a Russian version open lock but it is obsolete. Put better English.

12. The same, but for a warrior. Now you can open doors and chests with a magic pendel. It does not require ability points, you can use it immediately, but there is a chance to spoil the contents of the chest when hacking.
Lock Bash
What to download: only Lock Bash v7e for Original and Awakening
Hacking by force- Russian version. No difference.

13. Think even Nightmare Mode lacks hardcore? Here are three levels of hardcore for you: Hardcore Boss Mod, namely, complicated bosses.
There are three folders in the archive, put only one:
1. The level of all yellow opponents increases by 1, and orange - by 2 levels. Plus, the “difficult” and “nightmare” modes become a little more complicated, well, that is, how a little ... orange can lay down a moderately equipped party (translation: the opponent marked in orange can handle a team dressed in things with good parameters).
2. The "difficult" and "nightmare" levels are now default, only the bosses are the same as in the first option, plus more decent loot is pouring from yellow and orange opponents.
3. The increase in the levels of yellow and orange bosses remained the same as in the first edition, the loot from them pours in like in the second edition, in addition, the bosses began to use their special abilities more often. Finally, the cooldown of all lyrium potions and healing has been increased from 5 to 30 seconds.
Installation: select the desired version, and drop it at Documents\BioWare\Dragon Age\packages\core\override, you can directly with the folder.

Miscellaneous:

14. Is it a pity to throw away things that do not fit in your pockets, when every penny counts? Improved Inventory will expand the capacity of pockets up to 125 items.

15. The team was freezing, they were shaking, they were on fire at work - Morrigan hit the enemy with area elemental spells, confidently catching her own too. Tired of raking from your own magician? will help you Origins - No Friendly Fire Damage, confidently removing friendly fire in nightmare mode.
What to download: one of two
Or Origins - No Friendly Fire Damage- this removes friendlyfire damage from everyone (both ours and enemies)
Or Origins - No Friendly Fire Damage v1_1- and this is only at the Guardian's party.
Yes, effects like freezing or knockdown will not go anywhere, just there will be no damage from them.

16. A helmet is a useful thing, but not always aesthetic. Maud No Helmet will make the helmets of the Guardian and his team invisible. They will be displayed on the inventory screen, but only
What to download:
No Helmet Hack 1_6 Origins- if you have only DAO (does not work on DAA)
Or No_Helmet_Hack 1_5 Origins and No_Helmet_Hack 1_5a Awakenings- if you want to hide helmets in DAA
Attention! not compatible with any mods that change things (except for replayers, of course), like adding rune slots, etc.

17. And finally, a small aesthetic mod that changes the icons of things to more beautiful and elaborate ones:
New icons- Russian version.
The Icons Project and English. Attention! this one will change the names of almost all things to English. Do not want to - put the Russian.

And in the next issue - a party for evribadi, all about our smaller brothers, partners.