Dragon age origins how to use runes. Dragon Age - Origins - Forming a Universal Party
It often happens that you are not satisfied with the stats of even the most best weapons, what you managed to find in the game. In this case, all you have to do is strengthen it with runes.
In Inception, runes often drop from mobs, and merchants constantly offer them among other goods. In the main part of the game, only “weapon” runes are available - that is, they can only be inserted into weapons that have special slots for this (no more than three).
The installation of runes in the "Beginning" is done by the dwarf Sandal (you will meet him and his named father in Lothering, and then he will be available in your camp and at the end of the game - in Fort Drakkon). You will also encounter it in the “Witch Hunt” DLC, and in the “Golems of Amgarrak” DLC, a special rune anvil will handle the installation.
In the Beginning there are five types of runes: the runes of the novice, the journeyman, the skilled, the master and the great master. They are occasionally needed in quests (for example, you can donate runes to an army of magicians).
In “Awakening”, the installation of runes will be done by the elf Sera, ambassador of the Circle of Mages. She will stand in the throne room of the Vigil Tower, an analogue of the camp in the addon.
There are three fundamental differences between “runework” in “Awakening”:
- from now on you have access to not only weapon runes, but also armor runes (the number of slots is also no more than three);
- two new levels of types of runes already known to you have appeared: masterpiece runes and Perfect runes, as well as 7 types of combined runes;
- they are rarely sold and dropped from mobs, but you can make them yourself.
This will be discussed below.
The mechanism for making runes itself is no different from making traps, medicines, or poisons available in the Beginning.
To make a rune, you must have:
- appropriate level of rune making skill,
- a copy of the rune of the desired and lower levels,
- empty rune stone,
- weaker runes and
- etching reagent in certain proportions,
- money for all of the above, except for the level (and quite a lot).
So, let's start in order.
MAKING RUNES
It is available for any character of any class, starting from level 20. Then every 2 levels you can increase this skill:
Making runes (from level 20) The character has learned basic copying techniques magic symbols, which allows him to create simple runes (apprentice). |
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Improved rune making (from level 22) The character has learned more accurate methods of copying ancient symbols, which allows him to create complex second-level runes (craftsman and combined). |
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Skillful rune making (from level 24) The character has acquired a deep knowledge of the history of the signs of early Tevinter, which allows him to create powerful third-level runes (Master and Grandmaster runes) |
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Master rune making (from level 26) The character has become one of the best experts in iconography in Ferelden, which allows him to create strict fourth-level runes (masterpiece and Paragon runes). |
If necessary, it will be possible to redistribute skills using the Focus textbook (sold by Herren at the Vigil Tower).
TYPES OF RUNES
The stat power of each rune increases in proportion to the level. For example, the Novice Fire Rune gives +1 fire damage, and the Advanced Fire Rune gives +7 fire damage. The beginner's Immunity rune gives +3 to resistance to fire, cold and electricity, and the Perfect's Immunity rune gives +25.
![](https://i2.wp.com/dragonage-area.ru/uploads/images/17.jpg)
Hybrid runes turn out to be quite unexpected, but invariably very useful and of high quality.
![](https://i1.wp.com/dragonage-area.ru/uploads/images/18.jpg)
COPIES OF RUNES
Copies of runes can be found in chests or caches, but most can be bought from merchants. The table below shows where I found certain copies.
Type of rune | P/craftsman | Craftsman | Masters | Great Master | Masterpiece | Perfect |
Fiery (Weapon) | Learns right away | Sulfur | Sulfur | Sulfur | Cal Herol - Shopping District | Cal Herol - Shopping District |
Icy (Weapon) | Learns right away | Sulfur | Sulfur | Vigil Tower - Throne Room | Architect's Laboratory | Architect's Laboratory |
Slows (Weapon) | Sera, Octam | Sera, Octam | Octam | Octam | Uriah | Black Swamps |
Cheerfulness (Weapon) | Sera, Glassrick | Glassrick | Glassrick | Vigil Tower, Throne Room | Silverite. mines | Silverite. mines |
Dvomer (Weapon) | Sera, Octam | Octam | Octam | Uriah (1 update) | Uriah (2nd update) | Uriah (3rd update) |
Cold Gland (Weapon) | Sera, Glassrick | Glassrick | Glassrick | Glassrick | Cal Herol - Center. halls | Cal Herol - Center. halls |
Silvery- commodity (Weapon) | Sera, Glassrick | Glassrick | Glassrick | Uriah (1 update) | Uriah (2nd update) | Uriah (3rd update) |
Lightning (Weapon) | Sulfur | Sulfur | Sulfur | Uriah (1 update) | Uriah (1 update) | Uriah (3rd update) |
Paralysis (Weapon) | Sera, Octam | Sera, Octam | Octam | Octam | Cal Herol - Center. halls | Cal Herol - Center. halls |
Grit (Armor) | Learns right away | Glassrick | Glassrick | Glassrick | Cal Herol - Shopping District | Cal Herol - Shopping District |
Storm (Armor) | Sulfur | Sulfur | Sulfur | Sulfur | Vigil Tower – Deep Paths | |
Not perceived impulsiveness (Armor) | Sera, Octam | Octam | Octam | Octam | Cal Herol - Center. halls | Cal Herol - Center. halls |
Capacities (Armor) | Sera, Glassrick | Sera, Glassrick | Glasrik | Uriah (1 update) | Uriah (3rd update) | Uriah (3rd update) |
In total, there are 86 copies of runes in the game, 3 of which can be learned immediately and 22 you can discover as you progress through the game, and the rest need to be purchased.
Uriah Merchandise Update
INGREDIENTS
All ingredients are purchased in endless quantities from Sera in the Tower of Vigil.
![](https://i1.wp.com/dragonage-area.ru/uploads/images/19.jpg)
The actual production of runes looks like this:
You buy Novice runes, empty stones and etching reagents, and craft it into an Apprentice rune. From the Journeyman runes you make the Craftsman rune, etc.
The general scheme looks like this:
Beginner rune > Apprentice rune > Craftsman rune > Master rune > Grand Master rune > Masterpiece rune > Perfect rune.
That is, without a weak rune, you will not make a strong one - unlike other created items.
The following is the cost of ingredients for the production of runes of higher orders:
Type of rune | Making recipe: | Required amount of starting materials | |
Rune of the Apprentice | 1 Novice Rune 1 rune stone | 1 Novice Rune 1 rune stone |
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Craftsman's Rune | 2 journeyman runes 1 rune stone | 2 beginner runes 3 rune stones |
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Master's Rune | 2 craftsman runes 3 etching reagents 1 rune stone | 4 beginner runes 3 reagents 7 rune stones |
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Grandmaster's Rune | 2 master runes 4 etching reagents 1 rune stone | 8 beginner runes 10 reagents 15 rune stones |
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Rune masterpiece | 2 runes led. masters 5 etching reagents 1 rune stone | 16 beginner runes 25 reagents 31 rune stones |
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Rune of the Perfect | 2 masterpiece runes 6 etching reagents 1 rune stone | 32 beginner runes 56 reagents 63 rune stones |
![](https://i2.wp.com/dragonage-area.ru/uploads/images/27.jpg)
COST OF MANUFACTURING RUNES
The overwhelming majority of the cost of runes is the purchase price of Novice runes (first comes the cost of selling it to a merchant, then the purchase):
![](https://i2.wp.com/dragonage-area.ru/uploads/images/small/28.jpg)
The following two tables summarize the monetary costs for making the highest level runes.
As you can see, they end up costing quite a lot, so it makes sense to carefully collect all copies of the rune that you come across in the game and use them.
For most of the Perfect runes, merchants will eventually offer you a much smaller amount than you spent on their production, that is, their production is unprofitable.
However, the Zeal rune can be sold for 4 gold and 25 silver coins (costs will be 2z49s70m), and the Terrible Rune for 3z2s50m (costs 1z74s35m). That is, the profit in the first case will be 70%, and in the second - 74%, moreover, it will take you less time to make the Formidable Rune.
![](https://i1.wp.com/dragonage-area.ru/uploads/images/small/31.jpg)
You can spend just an hour and as a result get more than 1000z in profit, which will more than pay for the production of the best runes for all party members. However, if you sell Sera more than 999 runes of the same type, a glitch will occur and her trade screen will no longer open. Alternatively, you can sell runes to Uraya or Herren.
RUNE MAKING IN PRACTICE
A) If the rune master is your main character: having purchased the required amount of ingredients from Sera, you make a rune of the required type and level on the spot, then again turn to Sera so that she inserts the runes into weapons and armor.
B) If the rune master is a party member: to make runes, you will have to take a party member into the party and go to the courtyard, since in the throne room of the Vigil Tower the crafting skill is not available to anyone except you, and then return to Sera for installation. You may have to run many times, and in order not to waste time on constant transitions, you can buy a Focus textbook in Herren’s yard and quickly retrain your hero. Then you can craft runes and distribute them among the equipment of your party members without leaving Sera’s cash register - according to the first option.
![](https://i1.wp.com/dragonage-area.ru/uploads/images/32.jpg)
If you want to make a lot of runes, then you should be patient, and keep in mind that each beginner rune (like any other) takes up one place in your inventory. That is, if you bought two beginner fire runes, then they will take up 2 places in your backpack, not one. But bottles of etching reagent or empty rune stones will take up one place each, even if there are 99 of them (this is the maximum capacity of the cell). To free up space in your backpack, dump all the items in it into the chest in the Throne Room.
![](https://i1.wp.com/dragonage-area.ru/uploads/images/33.jpg)
Note: You can get the Grandmaster's Fire Rune for Wade's quest "To the Bone" only by creating it yourself.
IN Dragon Age: Origins does not have the usual weapon creation system; runes serve as an alternative, allowing you to change standard characteristics. Not all weapons can be improved (enchanted), but only those that have special slots. The maximum number of slots for weapon runes is three. You can combine runes in any order, there are no restrictions. Runes differ from each other in power, effects and are divided into five levels, depending on who created them - newbie, journeyman, craftsman, master or Great master. The beginner's runes are the weakest, the great master's are the strongest. Levels are marked with dots directly on the runes. You cannot install runes on your own; this is done by Bodan’s adopted son Feddik, who is autistic sandal, from the squad's camp, after meeting the gnomes on the road at the beginning of the game. He can change the set of installed runes at any time. Damage from the effect of identical runes is cumulative. You can find them while traveling or selling them from merchants.
Types of runes for enchanting weapons in Dragon Age: Origins:
- Dweomer Rune: Increases the chances of reflecting hostile magic.
- Rune of Slow: Increases the chance of reducing enemy movement speed.
- Rune of Paralysis: Increases the chance of paralyzing an enemy.
- Rune of Vigor: Increases physical resistance.
- Iron Rune: Deals extra damage to the dead.
- Silverite Rune: Deals additional damage to creatures of darkness.
- Flame Rune: Adds fire damage.
- Ice Rune: Adds cold damage.
- Charged Rune: Adds electricity damage.
Places to sell and obtain the best runes in Dragon Age: Origins:
- (13z 50s 0m), Charged Grandmaster Rune(13z 50s 0m), Grandmaster Rune: Slow(15z) - Bodan Feddik. Main camp.
- Grandmaster's Ice Rune(9z 90s) - Bodan Feddik. Redcliffe Castle, before marching to Denerim for the final battle.
- Grandmaster's Ice Rune(10z 80s 0m), (10z 80s 0m) - Levi Dryden. Soldier Peak.
- (11z, 40s) - Farin. Pass in the Frosty Mountains.
- Great Master's Iron Rune(27z) - Ruk from the Ortan teig on the Deep Paths.
- - High dragon from the top of the mountain on the way to the Sacred Urn with Andraste's ashes.
- Grandmaster's Silverite Rune(10z, 45s) - We are burning from the Denerim Trade Quarter.
- Grand Master Rune: Paralysis(16z, 50s), Grand Master's Flame Rune(13z, 50s) - Subdued from the Curiosities of Thedas store in the Denerim Trade Quarter.
- Grand Master Rune: Vigor(9z, 76s, 25m) - Owen from the Redcliffe forge after rescuing his daughter from the castle of Earl Eamon.
- Grandmaster's Dweomer Rune(11z, 10c) - Cesar in the Denerim Trade Quarter after completing all the Ravens’ orders from Master Ignacio in the “Bitten Nobleman” tavern.
- Grand Master's Flame Rune- Garlock general in Denerim occupied by the creatures of darkness.
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, we can hang it on the tank if available large number archers are 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
Absolutely the whole thread is needed.
Branch of runes. It imposes even more effects on the group, it won’t be superfluous.
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 character, even a dead one, 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 specialization for a controller in the game, but Blood Magic is a good option.
Tank
Whatever one may say, it’s simply not possible 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 it also requires strength for armor and skills, and also 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 drain life from 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 clothing that is 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. Invincibility - 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 Breakers
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 manna, 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 talking about the backstab - it always works when stabbing the 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 locks. 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
It was possible to improve your precious weapons with the help of runes in the very first part of the game. Now the crafting system has undergone some changes. If previously only Sandal sharpened our weapons, now we will need the Enchantress’s workbench to make weapons in the basement of Skyhold, and in order to invite her, we need to complete a mission at headquarters after the castle is at our disposal.
There are 8 types of runes in Dragon Age: Inquisition, each of which can be normal, master and superior. Runes are inserted into weapons at the workbench (a slot usually found on most types of weapons, even the simplest ones). The inserted rune is consumed and can only be replaced. Ready-made runes can drop out of enemies and be found in chests; you can also create runes yourself. To create runes, you need sketches, just like for weapons with armor. They will give you a few pieces, special runes are sold from merchants and drop from bosses, while elemental runes will have to be looked for in caves and dungeons using Veil Fire. We will encounter him for the first time on Solas’s quest about elven artifacts. In the cave marked on the map there will be a torch on the wall, which only a magician can light. Running with a curtain of fire, we inspect the walls of the cave for a rune; when you find it, you can hear a ringing sound. When a rune is found, it will need to be activated, then a drawing of the rune will become available for creation, and a red diamond will be drawn on top of the found picture.
Fire, Frost and Thunder runes can be inserted into all types of weapons with the exception of staves. In the Inquisition, Spiritual Runes also appeared, which are inserted exclusively into staves. With elemental runes, it doesn’t matter in what order in locations you go to collect them. The basic one will always open first, then the workshop, then the superior one - regardless of whether you started collecting from a cave in the Hinterlands or ended there. So, to get the Excellent Rune, one way or another, you will have to search all three caves. To make a rune, in addition to a special ingredient (there are two), you will need an empty rune stone– you can find it at almost all merchants in locations and Skyhold.
Elemental runes
Frost runes
You can find:
Inland, north-west of Redcliffe Farms in a cave (Dead Ram Grove location)
Western Reach, Fort Echo. The curtain fire is in the alcove in the corner, the rune itself is at the beginning of the tunnel on the left on the way to Astarium.
Emprise du Lyon, Sarnia quarry. You need to go through it entirely and come out to a long tunnel - the end is located almost under the Suledin fortress itself. The brazier will be at the very end in a dead end. Light the fire and go back - the rune will be on the left on the ledge (listen to the sound - the rune is not displayed on the wall).
Fire runes
You can find:
Inner lands, the cave that Solas leads to during the quest “Dimension of the Veil” (clearly to the east of the Crossroads) The rune will be on the left on the wall in the far room.
The Western Reach - Astarium Cave (southeast of the Griffin's Wings Fortress) - opens when you complete all three constellations.
Whistling Wastes - a tomb east of the Camp in a mountain fortress, you need to climb the hill (it also contains one of the parts of the key to Fairel's tomb).
Storm Runes
You can find:
Stormy Coast, Lyrium Cascade cave (at the source of the Long River, there will also be a quest regarding the Spawn of Darkness). The brazier is at the very end, the rune will be in one of the nooks along right hand, if you go to the exit.
Crestwood is the southernmost cave on the map, southeast of the dragon's habitat. The rune will be on the right hand of the entrance to the cave.
Emerald Graves, Sentinel Canyon (where Fairbanks' men sit). The brazier will be at the far wall, to find the rune you need to leave the shelter and go along the canyon, the rune will be on the right.
Spiritual runes
You can find:
Western Reach, Windless Ruins. The rune will be on the floor in the main room, to open which you need to collect a key stone. The brazier with the curtain fire will be in the left room (as you go from the entrance) on the table.
Western Reach, Korakavus Prison. If you go from the side of the astarium (and not from the side of the camp), immediately after the entrance there will be a passage to the prison. The brazier is at the very end, the rune is in one of the chambers, if you stand facing the exit - on the left side.
Cradle of Sulevin - upper left corner of the map, a small alcove behind the last altar (the door is opened by a robber). To gain access to the location, you need to find the corpse of an elf with a note in Emriz di Liona.
Special runes
In addition to the wealth presented in Dragon Age: Inquisition, there are also special runes that cleanse and against certain types of enemies.