Dragon age 2 magic. Special tactics of magicians. Specialization "Spiritual Healer"

So, now we will look at what may be of great use to you or of great interest to you. Just a few thoughts that will ultimately lead to the fact that you will become more effective in playing and completing your favorite game. Or laugh with easter eggs laid down by the developers

How much do you think you have been in Dragon age 2? Think you have explored every corner of the world? Walked through each location? Then, if you are so confident in yourself, the secrets of Dragon Age 2 are useless for you. But if you admit at least the thought that something was missed - let's dig a little deeper into the game. Maybe you will find something new for yourself. This article will also be useful for beginners, as Dragon game Age 2 tips can be extremely helpful. Let's start with tips.

So, let's first touch on character creation. First, think straight away who you want to start with in the game and who you can do without. Vague Dragon Age 2 advice, huh? Then let's take a closer look. When choosing a class, keep in mind that you have a warrior brother and a mage sister. Depending on whether you choose a magician or not a magician, one of your relatives will die. For example, if you take a robber, your brother dies and you stay with your sister. True, she is a very mediocre magician. Therefore, I advise you to just think about what exactly you want. Yes, and you will lose your relative after the first chapter. So do not put your strength and soul into it. Better to rely on strangers.

Etc. The choice is made, you move on. You get to Kirkwall ... And there, when you already start collecting the amount for Varrick, they will make you an offer, which, allegedly, cannot be refused. But try it anyway. This is perhaps the smartest Dragon Age 2 advice you can give.

Let's continue ... Now let's talk about the composition of the party. Considering that there can be only four people in a group, we build all tactics from this. First, we need a tank. This is the character who takes the most damage and avoids it the best. In Dragon Age 2, the best tank is Aveline. If you have a brother alive, he is much worse. If you are thinking about Fenris, then an overlay will come out too. So there is only one candidate for the role of a tank, unless you are playing a warrior. We also need a healer without fail. Though secret Dragon Age 2 is that it is quite possible to play solo, but this only applies to the easy level... In other cases, it turns out that you simply do not have enough time and they kill you. Therefore, we still need a healer. And here we also have only one candidate - Anders. He can conjure quickly and heals well. And two characters that deal damage ... There is a wide choice here, because it is yours. Although, I'll tell you a secret, you can play the game at the easiest difficulty level with any group composition.

Now let's look at spells and abilities. The spell system has been greatly reworked compared to the first part. Therefore, keep in mind that you need to develop into a group, and not into a set of characters acting individually. This is also a very important tip of Dragon Age 2. According to the new combat system, many skills work much better together. For example, a warrior deals more damage to fragile enemies that the magician has bewitched. Or if a warrior knocks down the coordination of opponents, the magicians will kill them much better. Actually, part of the skills in the branch of talents of all classes is aimed at this.

V Dragon walkthrough Age 2 secrets have already been covered in previous articles. Therefore, let's just see what interesting Dragon Age 2 Easter eggs are in store from the developers. First, remember what you hate the most when watching TV. I think this is an advertisement. Therefore, you should not be surprised that the developers decided to sleep a little and send you an advertisement to your game mail at one fine moment by means of increasing potency. An interesting secret Dragon Age 2 brings us. Personally, this letter surprised me very much.

Yet interesting moment was when someone blurted out "The truth is somewhere nearby." It was then that I remembered about the classified materials and thought that the developers are people too. And it's not worth talking about swearing at all! It's a masterpiece on a masterpiece. And it is in them that you can see how the developers approached the issue of preparing for the game well. By the way, there is also interesting books in the collection at our home. If you pay attention to this secret of Dragon Age 2, you will see a book titled "One Hundred Ways to Use Phallus Potatoes". About communication with previous parts not even worth mentioning.

And it is worth noting one more very interesting point. Remember Frodo with his glowing sword? So, at one moment, when Varrick once again begins to invent your adventures, the waitress will say something like this: "Varric, I heard somewhere that during your trip to the Trails you picked up some very strange pants. They glow when there are monsters nearby. "... What can I say? In Dragon Age 2, secrets are laid very abundantly. I think no one has been able to find all of them, and will not be able to. So just be careful and pay attention to detail.

Navigating the Dragon Age 2 game

Walkthroughs Cheat Codes Tactics and Tips

Answer from D. A. Gladkikh [guru]
Personally, I developed a battle mage (I made Anders a support mage). These are the branches of Element, Elemental, they also took the healing from Creation and the explosion of the mind from Witchcraft (there is also a curious skill, the funnel of death from the Magic of the spirit).
1. Elements - fire spells are good against weak enemies, frosty against the rest.
2. Elemental - a stone fist knocks down enemies if they come close. Turning to stone is good for strong enemies to keep in place while others hit. The storm is generally weak, but the extra damage won't hurt. Stone Armor - Armor Upgrade.
3. Explosion of the mind - it is necessary to break out of the environment (for frail magicians this is critical), and the treatment is clear for what.
All spells must be improved. The improved ones are noticeably more efficient.

Answer from Alexander Koshkarev[guru]
Whom to play, what to download is a matter of taste ... But if you want to try all the branches, then just hack the ArtMoney prog pumping points, and download everything. If you play fair, you have to choose. I pumped several combat spells, several defensive ones, and the treatment was necessary. Also, by all means, I took and trained the "Spiritual Healer" specialization. My detachment consisted of two warriors, one robber and one magician. The main thing is to treat everyone on time. As a result, the squad sometimes only dox when fighting super-bosses.


Answer from 2 answers[guru]

Hey! Here is a selection of topics with answers to your question: Dragon Age 2

The majestic vaults of Kirkwall shine in the bright sun. Rich people of the Upper City, high estates, casemates, stone statues, templars, magicians, slave traders, power, money ...

Ahead is a huge world full of friends and enemies, treasures and horrors, tragedies and glorious deeds. We must make our hero worthy of a big life, but this requires not only a craving for adventure, but also knowledge. Yes, the very knowledge that, as you know, is power!

Do you have a plan, Mr. Hawke?

To raise Hawke with dignity, we must know what to expect. By the end of the game, you can reach level 21-25 if you complete all the basic and side quests... These are 20-24 skill points and 60-72 stat points for distribution. In addition, the game gives us a chance to "earn extra money" for our development. Three books are found in the original game, giving additional skills... How do I get them?

    We look into Hubert's shop in the Upper City in the first chapter.

    After returning from the Deep Paths, we visit the merchant of the Dalish elves.

    We ask the knowledge of the demon in the Shadow in the second chapter.

Now an increase in the characteristics.

    We buy the book in the trinket shop in the Lower City in the second chapter (+2 points of characteristics).

    Solve the puzzle with the book and barrels in the Shadow in the second chapter (+3).

    We read the first of the found "evil books" in the second chapter (+2).

    We ask the power of the demon in the Shadow in the second chapter (+6).

    We buy a book in "Blades of Corval" in the third chapter (+2).

Unfortunately, the demon will not be able to immediately beg for both knowledge and power, so you have to choose: 1 skill or 6 points of characteristics. The third option (magic) gives us a protective rune.

The total is 22-27 talents and 69-87 points of characteristics. We will rely on these numbers when planning the development of our character.

It is interesting: in the very first days after the release of the game, the developers released the "Black Shop" add-on, in which you can purchase several interesting items. Among them there are things that give additional points of skills and characteristics, as well as a whistle calling for help war dog mabari.

All skills in Dragon Age 2 are clearly divided into three types - activated, included and passive. Activated ones give a one-time effect, which spends a fixed amount of stamina or mana. The included ones give a permanent effect, but they require to "reserve" some of our mana or stamina reserves. Passive abilities are cost-free, and their benefits take effect as soon as they are acquired.

Introduced into the game is such a concept as "interclass interaction". It works like this. Warriors can stun enemies, robbers disorient, and magicians - to do fragile... The other two classes have abilities that inflict additional damage on enemies in one of these states. Thus, the developers are pushing us to use all three specialties - it will be unprofitable to keep, for example, a warrior and three magicians.

Full list skills, see the table. In the meantime, we'll talk about classes, their abilities and specializations.

Interclass interaction

Numbness

The warrior begins:

Hilt strike

Repeated concussion

The Ripper starts:

Voracity

The robber continues:

Merciless blow

The duelist continues:

Generic enmity

The magician continues:

Paralyzing Dungeon

Chain reaction

The magician of power continues:

Hammer of the Creator

The blood mage continues:

Paralyzing
bleeding


Disorientation

Rogue starts:

Disorient Shot

Exhausting Mist

Shadow starts:

Critically disorientated
tantalizing blow

The warrior continues:

Spreading

The Ripper continues:

Gluttony

The magician continues:

Golem's fist

Spiritual blow

Walking bomb


Fragility

The magician starts:

Winter blast

Deep freeze

Desiccation

The warrior continues:

Crushing blow

Claymore

The robber continues:

Crushing arrow

Piercing arrow

The killer continues:

Annihilation

Warrior

Weapon and shield. One of two basic options development of a warrior. Defensive skills prevail. Good ability shield defense, immunity to critical hits is also interesting. It makes sense to take offensive abilities only together with improvements.

Two-handed weapon. Almost the entire branch is strong. If you develop a warrior with two-handed weapons, then you should not save skill points here. I will especially note the combination vortex(with improvement tornado) and passive split.

Vanguard. Various attack skills. Useful for a warrior with a two-handed weapon. We definitely take dissection with claymore(required for interclass communication) and passive exterminator(reduces enemy damage resistance).

Protector. More suitable for a warrior with a shield. The skills here are not so impressive if not played at the maximum difficulty level. And on the "nightmare" will be useful and elemental shield(certainly with improvement), and stronghold, and steadfastness.

Warmonger. Two activated abilities, useful for a warrior who loves to attack (as well as for interclass interaction), and two skills for a regular "tank". Moreover mockery- a very important skill for a warrior with a shield at high difficulty levels.

Combat master. An interesting branch aimed at restoring group stamina and mana. It goes well with any development option. Combat in battle- a mandatory skill for a group defender. Support recharges very quickly - with its help you can fully restore your stamina reserve. Encouragement will quickly restore stamina and mana for the entire group.

Templar. At first glance, this is not the strongest specialization. Fighters with magic gain + 10% damage against spellcasters and creatures from the Shadow. Also in the arsenal - dispel magic and silence, which not only prohibits the use of magic, but also prevents enemy robbers from becoming invisible. Notable for passive skills liquidation, granting 50% magic resistance.

Berserk. As you might guess, these skills are aimed at increasing damage. Frenzied warriors gain stamina regeneration benefits, but that doesn't help much since berserk abilities are very expensive. Help out killing blow(but you can't get it before level 15) and skills support and second wind from the Combat Master branch.

The Ripper. Warriors of this specialization do not spare themselves or their enemies. The very first ability bloody frenzy hints at what to carry healthy image life is harmful. Good and passive fervor, but you can't get it before level 13. Voracity and gluttony participate in interclass combinations. Also for specialization, 5% damage is added to all attacks.

Vicious Ripper

Specializations: Berserker at 7th level, Ripper at 14th level.

Specifications: strength up to 41, endurance up to 31, willpower - the remainder.

Vicious Ripper
Mighty blow Adrenalin
Giant's Reach Endless Berserker Rage
Force Reckless flurry
Control Wild Berserker Rage
Scythe Bloody frenzy
Dissection Killing blow
Exterminator Slaughterhouse
Split Devouring
Berserker Rage Sacrificial rage
Dam Aura of Pain
Claymore Ardor

Flying dead are a common sight around Kirkwall.

Yes, it is pointless to use fire with such a handsome man!

It is important: here and in subsequent tablets in italics enhancements to previously taken abilities will be highlighted.

The fierce warrior was created to bring good, that is, to inflict maximum damage in the minimum time. All skills are matched to this idea. Mode berserker consumes stamina very quickly, so you should think about taking skills supports and second wind... The main advantages of the ripper are - bloody frenzy and fervor... Don't forget to use dam in the midst of a hard battle. Do not treat yourself if it is not urgently needed. Remember - your damage is higher the less health you have.

But you can develop a little differently. For example, abandon the second specialization and invest skill points in improvements two-handed weapon.

Inquisitor

Specializations: a ripper at 7th level, a templar at 14th level.

Specifications: strength and endurance as 2: 1.

Inquisitor
Crushing blow Reaper
Giant's Reach Support
Control Second wind
Scythe Killing blow
Force Slaughterhouse
Dissection Cleansing
Vortex Silence
Bloody frenzy Long cleansing
Exterminator Righteous blow
Claymore Liquidation
Split Cleansing Wave

Simple strikes of a warrior with a two-handed weapon inflict damage on multiple enemies.

What is thinking main character when we don't look at it?

Not a bad warrior, "imprisoned" for the fight against magicians and robbers. It interacts well with other team members, in addition to the narrow-profile skills of the templar, he has a set of crushing blows. Mighty blow, reaper, split, claymore- try to use all this only for its intended purpose, that is, against fragile targets or for stunning. Support Recharges very quickly, use it during short breaks in combat. Considering second wind and potions, you shouldn't have any problems with stamina.

In what order to take specializations, it doesn't matter - from the branch ripper we only need one skill. You can become templar at the seventh level and earlier get cleansing and silence or postpone this opportunity and develop Two-handed weapon and avant-garde.

Defender

Specializations: a templar at 7th level.

Specifications: strength and endurance.

Defender
Shield bash Succession
Shield Defense Spreading
Blade abduction Wall of shields
Storm A barrier from the elements
Elemental Shield Unity
Diffusion Fearless cohesion
Stone wall Heroic Alignment
Stronghold Support
Encouragement Second wind
Combat in battle Vigilance
Cleansing Security
Push The last push

One of the possible options for the "tank". The defender is immune to flank attacks and critical hits. Encouragement help spread elemental shield on party members and restore mana or stamina. Use the mode coherence in battle in combination with gravel ring magician, and you will be safely hidden in any battles.

For a robber, the defender will be the best friend. His shield stuns enemies, and diffusion and storm can cause serious damage to disoriented targets. After chaos or exhausting fog better to apply scattering, because it affects several targets, but at the same time succession hits harder.

Magician

Elements. Fire skills, unfortunately, are not very useful in Dragon Age 2. Slavers are vulnerable to fire, but Qunari, street gangs, mabari, some demons and all dragons are resistant. With the cold, the situation is the opposite: the mabari, qunari, templars, street gangs, dragons, demons, golems are vulnerable, while slavers, mercenaries and city guards are resistant. Besides, winter blast and deep freeze can make the enemy fragile. True, without mastery of the elements the chance is very small. If you have two magicians in your party, then it is advisable for one of them to develop this branch completely.

Spontaneous. Here, unlike the previous branch, we are dealing with earth and lightning. Spawn of darkness, Qunari, mercenaries and some demons are vulnerable to natural skills, spiders, Dalish elves, golems and the dead are resistant. With electricity, the opposite is true, only Qunari have stability. Golem fist, desiccation and chain reaction participate in interclass combinations. Storm- one of two spells of mass destruction that do not affect team members, even at the "nightmare" level. Overall a very strong branch.

Entropy. School of Weakening and Damnation. Good torture and averting spoilage: The former allows your rogue to carry out critical hits without hindrance, while the latter protects against powerful enemies. Horror stuns and deals good damage, use it regularly. Entropic cloud gives a good effect, but for the last skill of the branch it is rather weak.

Spirit. A set of motley spells. Spiritual blow cheap and rechargeable quickly, use it for interclass communication. Dispel Magic can help out in some situations. But the most interesting spell is walking bomb. With a certain skill, it can inflict huge damage, but at the maximum difficulty level it is hardly applicable - there is a great chance to kill your own group.

Witchcraft. Protective magic prevails here. Magic shield acts weaker than stated in the description. Barrier lasts only six seconds, and you are unlikely to be able to turn the tide of battle. Not the most rewarding school, but you can benefit from it too. Effects elemental weapons from different magicians add up, and theoretically group members can hit with several types of elemental magic. Crushing Dungeon(with upgrade) - the most powerful spell that deals damage to one target, in addition, stunned enemies receive additional damage from it.

Creation. Benefits, health regeneration and runes are combined under this name. Rune of Paralysis works well, but not for long, even with improvement. Heroic aura and acceleration able to seriously increase the combat capability of your team. Well, and at least one magician must have treatment.

Power mage. A new class not found in Dragon Age: Origins. A good choice for any magician. Fist of the Creator Recharges quickly and stacks with Warrior Daze. Passive steadfastness protect the mage from trouble with interrupting spells. Gravity ringbest ability in a branch, excellent protective spell; use it in conjunction with acceleration.

Spiritual healer. The classic "first aid kit". When playing on hard difficulty, you will need a healer. Of the connected characters, only Anders claims this role, so the discussed specialization will be popular among players. The "first aid kit" contains a standard set: healing aura, group healing, revival. Viability - a passive skill that may be of interest to all magicians.

Blood mage. The general concept of "forbidden" magic has not changed since the first part. Life force- a mode in which not mana is spent on casting spells, but health. Victim and desecration of graves give an opportunity to be treated. Bleeding - a very powerful skill that deals huge damage to stunned enemies and does not offend party members (an extremely valuable property on the nightmare difficulty level). Perhaps this is the best "bloody" magic.

Power sorcerer

Specializations: power mage at 7th level.

Specifications: magic and willpower as 2: 1.

Power sorcerer
Ice grip Mastery of the elements
Fire ball Hammer of the Creator
Cold cone Spiritual blow
Fire storm Spiritual Strike (Upgrade)
Winter blast Walking bomb
Elemental weapon Caustic Walking Bomb
Crushing Dungeon The attraction of the abyss
Deep freeze Edge of the abyss
Fist of the Creator Paralyzing Dungeon
Telekinetic eruption Infectious Walking Bomb
Gravity ring Steadfastness
Apocalyptic firestorm

The cone of cold perfectly scatters the advancing enemies.

Many opponents in the game are vulnerable to cold. Use this!

Fire support for the team. The sorcerer interacts wonderfully with both the warrior and the robber. Mastery of the elements gives us a good chance of making enemies fragile with our ice skills. Spiritual blow deals additional damage to disoriented targets. A few words about the walking bomb: at the "nightmare" level, you should abandon the improvement that makes the effect infectious. And you may have to not use this spell at all if you cannot provide high resistance to one of your allies. How can I do that? A templar with liquidation and appropriate equipment. Or any other fighter with an improved shield of the elements... In the latter case encouragement will spread the effect of resilience to other members of the squad.

Why is the power mage chosen? He controls the battlefield perfectly. Gravity ring is able to protect the entire group in melee, and immediately after the effect ends, we will apply telekinetic eruption. The attraction of the abyss will help to deal with the arrows, moreover, you can safely apply firestorm. Steadfastness helps to use cold cone.

Blood mage

Specializations: power mage at 7th level, blood mage at 14th level.

Specifications: magic and willpower (for items), the remainder is endurance.

Blood mage
Chain lightning Torture corruption
Stone armor Stone fist
Treatment Turning to stone
Horror Desiccation
Chain reaction Despair
Fist of the Creator Life force
Steadfastness Victim
The attraction of the abyss Terrible sacrifice
Gravity ring Bleeding
Barrier Paralyzing bleeding

If the enemies get too close, do not flee. Gather the team together and use the gravity ring.

The magician summons a firestorm that works great on ghosts. And it looks impressive!

Blood mages get a unique opportunity to cast spells, paying with their health. All magic for us becomes 50% cheaper, but this is not the limit! Taking improvement vitality, we bring the ratio to 1 to 3. In addition, you can find items that give even greater effect. In the original game, you can bring the ratio to 7 units of mana for 1 point of vitality - which means an almost infinite supply of energy. This is perhaps the main advantage of forbidden sorcery.

A nice addition will be the release of 50% of the supply of mana (the other half is spent on blood magic). This energy can be spent on activated abilities - magic shield, stone armor, elemental weapon etc. Don't be discounted and bleeding Is a very powerful spell. Of the minuses - the notorious impossibility of being treated. Due to the special vulnerability of blood mages, it is worth considering defensive skills like barrier.

The presented development option cannot be classified as "clean". The bet is made on the use of blood magic, mainly in the second half of the game, when the stock of our hero's abilities will correspond to “infinite” mana.

Priest

Specializations: spiritual healer at 7th level.

Specifications: magic and willpower.

Priest
Treatment Group healing
Heroic aura Heroic Aura (Upgrade)
Spiritual blow Revival
Great treatment Great acceleration
Elemental weapon Unity
Dispel Magic Second chance
Transformation Viability
Acceleration Update
Healing aura Refusal

The classic version of a full-time doctor. Useful in any game, required at high difficulty levels. The priest will heal, and strengthen, and accelerate, and can even dispel enemy magic. True, to maintain heroic aura, elemental weapons and healing aura at the same time you will need 60% of the mana reserve. Therefore, the healer's ability should only be activated for use. group healing or revival, the passive effect of the mode is not so important in combat.

With this development, you will have a few skill points, and they can be used at your discretion. I would try to take the spells involved in interclass interaction.

Robber

A weapon in each hand. Twin blades - one of the options for the development of the Rogue. Explosive blow can deal huge damage if applied in time. Backstab not only painfully hits, but also allows you to instantly move. Double fangs Is the third and best offensive skill in this tree. On the downside, none of the dagger-wielding rogue's abilities give the effect of disorientation.

Archery. An alternative to daggers is bows. Explosive arrow and chilling shot useful in interclass communication ... Shower of arrows does little damage, is good at the beginning of the game or in an improved version due to slowing down. Archer's spear Is an extremely powerful skill. Standard combination: the magician gathers opponents on himself, uses the cone of cold, and the shooter runs from the flank and kills the unfortunate with one shot.

Bastard. Skills from this branch are moderately useful, but there is nothing from the "required program". Weakness gives a potential increase in damage on a critical hit. Instigator can be good if you think ahead of what to use it for. Develop the branch to the end if you expect to use it in battle harsh chain.

Sabotage. Two of the three possibilities for a rogue to disorient an enemy are - chaos and exhausting fog- are among the sabotage skills. This is already a serious reason not to ignore this thread. Other abilities include jerk - This is a rare opportunity to deal damage to multiple enemies and is useful in the early and mid game.

Specialist. A unique section of skills, almost entirely consisting of included abilities. At first glance, the mode precision- the best option, but by the middle of the game speed might be more useful. Especially if you have the ability to carry out critical hits with impunity (for example, using merciless blows the killers). In such a situation, + 15% attack speed and fast talent recovery will be a powerful argument.

Trick. Typical thief skills, strong line. Stealth used for critical hits and can help survive in dire situations. WITH residual veil you can carry out two critical hits in a row. The rest of the skills allow the rogue to break away from the advancing enemies and do the main work - inflicting damage.

Shadow.Shadow veil in combination with residual veil allows you to regularly carry out two critical hits from invisibility. Accurate strike and predator sharply increase damage, and critically disorienting blow works in interclass communication. In general, a very strong branch, useful for both archer and melee fighter. It goes well with the "killer".

Duelist. The main feature is the ability blood feud... Fast travel and strong blow is what any rogue needs. However, you should know that family feud not always better than the original. Combined with marked for death an improved version will cause less damage. The point is that the assassin's skill gives additional damage, and the duelist's strike ignores all resistance or vulnerability modifiers. It's another matter if you have a warrior and want to beat stunned enemies ...

Murderer. The strongest option. All abilities, without exception, are worthy of attention. Death Mark, aimed strikes , indirect harm make the robber a real killing machine, and assassination attempt- the most powerful blow in the game!

Sniper

Specializations: an assassin at 7th level, a duelist at 14th level.

Specifications: dexterity and cunning.

Sniper
Evasion Stealthy running
Stealth Disguise
Speed Indirect harm
Tactical retreat Indelible mark
Death Mark Fatal mark
Lust for blood Excessiveness
Aimed strikes Annihilation
Assassination attempt Merciless blows
Challenge to a duel Exciting speed
Parry Lightning speed
Blood revenge

Hawk wanted to shout something about Sparta, but then he remembered that it was Kirkwall.

The robbers rush to the rescue! Hawk and Varrick compete in critical hit rates.

Note that during the development of the sniper, not a single skill was taken from the branch archery... This does not mean that the archer's abilities are useless, just the development system in Dragon Age 2 is quite flexible, and in this case we rely on stealth skills and mode speed... We need almost all the skills from the killer, but from the duelist only blood feud which not necessary improve. The main shock combination will be the following sequence: merciless blows, death mark, assassination attempt, blood feud, stealth... Thus, we will be able to inflict huge damage on one target and remain elusive.

If you plan to reliably protect your shooter and think that he does not need any precautions, then at your service and explosive arrow, and chilling shot, and archer's spear... Interclass interaction is better developed for the archer than for the rogue with daggers.

The hardest hit

A curious competition has emerged between the fans of Dragon Age 2. The players wondered who is able to inflict the most damage on one target? The maximum values ​​are constantly being updated, but at the time of this writing, the bow belongs to the rogue. At the end of the game, he managed to inflict a little over 217 thousand points of damage in one hit. Archmage Orsino was the unfortunate victim.

Archmage Orsino should have thought carefully about his behavior, but he did not know what awaited him!

How is this possible, you ask? Fenris had a mode activated muscle strength and he used encouragement, thereby giving your group + 25% critical damage. Was also involved new character from the downloadable add-on - the archer Sebastian. The "prince in exile" has an ability like harsh chain and a finishing shot, which will give about 45% damage vulnerability. In addition, the party magician applied to the victim torture spoilage and with the help of a winter explosion made a target fragile.

Hawk himself maximized cunning, drank a potion + 10% damage, used on Orsino death mark(with improvements) and delivered the most powerful blow - assassination attempt(also fully developed). But most importantly, the main character was equipped with a bow that deals fire damage. There are enough things in the game that increase the damage done, but if physical damage increases by 3-6%, then fire damage can be increased by 12-15% with items of a similar level. That is, elemental weapons are potentially more powerful than physical ones. So ... you wouldn't want to be in Orsino's place at that very moment!

Shadow assassin

Specializations: assassin at 7th level, shadow at 14th level.

Specifications: dexterity and cunning.

Shadow assassin
Backstab Annihilation
Harsh chain Reverse capture
Explosive blow Indirect harm
Evasion Fatal mark
Chameleon breath Merciless blows
Insidiousness Accurate injection
Punching Excessiveness
Double fangs Critically
disorienting blow
Death Mark Predator
Lust for blood Inconspicuousness
Aimed strikes Bait
Assassination attempt Shadow veil

Isabella sinks her blades not only up close, but at a distance. A real pirate!

This icon above the magician means
that he is fragile. Think,
the hint is clear.

A sniper with daggers is a precise and extremely painful blow. Each dagger individually deals less damage than a bow, an attack with two daggers in total does more damage. Skills fully developed the killers- there is simply nothing to refuse.

Use the same attack sequence as the archer, except blood feud. We will not have the skill of a duelist, but shadows there are other benefits. We disorient enemies with attacks from cover, deliver critical hits by attacking from the flanks, gain bonus damage and create a double when you need to distract. Best option robber with daggers.

Raider

Specializations: duelist at 7th level, shadow at 14th level.

Specifications: dexterity and cunning.

Raider
Backstab Harmony
Harsh chain Sure blows
Back to back Sly maneuvers
Explosive blow Accurate injection
Speed Generic enmity
Accuracy To end
Double fangs Invisible friend
Merciless blow Reverse capture
Challenge to a duel Deafening power
Weakness Bloodletting Force
Parry Counter attack
Blood revenge Blind defense
Force

Don't miss the opportunity to take a photo
Raffle as a keepsake with one of the two Peaceful Golems in the game.

Best friend warrior. Fight on the front lines using harsh chain and explosive blow. Merciless blow and family feud inflict additional damage on stunned targets, and the team fighter, in turn, helps the rogue deal additional damage with weak point . Back to back will quickly move you to your partner, after which you can strike from the back. The specialization of the duelist allows you to strengthen the defense, which is useful for the weak health of the hero.



We briefly skimmed over the variety of Hawk's development options. The game provides ample opportunities for creating characters, despite the fact that now you can not play either a gnome or an elf. It depends only on your imagination how effective your champion will be!

"I will catch up - I will kill!"

In the bright hall of the town hall, puffing and slipping around the turns, a formidable horned humanoid runs between the columns. He swings a huge sword, catching up with the puny archer, who dodges, trying to get as far from the point as possible.

“Well, where does that go? - the fleeing archer thinks gloomily. “I, the famous Garrett Hawk, are the hero of the whole city in five minutes, and I’m running from some stupid Qunari. And why didn't I go to the warriors? "

“Garrett shouldn't have agreed to a duel,” the team, standing at a distance, laments to itself. "Now I would calmly stand under our cover and beat the horned creature with a bow."

"If I catch up, I will kill," the Qunari thinks, makes a dash and again gets a fiery arrow in the face. - I will not catch up - at least I will warm myself.


At the beginning of last year, an amazing event took place: for the first time in seven years of the existence of the LCI magazine, the game received the highest possible rating. This game was Dragon age: origins... She earned a 100% rating of the magazine quite deservedly, being almost flawless role play and a real breakthrough in the genre. Doing the second part of the role-playing series, BioWare decided to take the risk. The developers have greatly changed the role-playing and combat system, interface, dialogues and plot canons.

The strange young dwarf is still creepy. A good guy, but it hurts unearthly.

And here is a cameo - an elf we know. Over the years, his habits have not changed at all.

The foundation gameplay remained the same: the hero visits different locations, recruits a team, talks with the people and fights with ... bad people. But in the little things, a lot has changed. Familiar names are heard only from time to time, in idle conversations (only a couple of times the characters we know flicker in rare cameos). The action takes place not in Ferelden, but in a completely different country. The plot unfolds already without any participation of the evil archdemons. And the wildest thing is that this time no one is saving the world and the place of action - one single city.

Weird? Weird. Let's see what BioWare has done as a result of daring experiments with Dragon age 2.

What is the wise dwarf sitting for?

It all starts with the Templar Prison, where a new prisoner is brought. However, contrary to the canons of the genre, it turns out to be not the main character, but a dubious-looking dwarf with an impudent physiognomy. During interrogation, the gnome, having broken for the sake of appearance, begins to tell a story. Here it is just about the hero, who really can be of only one race - human (alas, we are now unable to choose the origin of the hero and his race).

Doubtful appearance is still a mild epithet in relation to this dwarf physiognomy.

“You are the Chosen One. And here I just went out for a walk. "

The plot of the plot is strangely crumpled. According to the canons, it is supposed to show the life of the character before the forces of evil come. But here the approach is different: as soon as we choose the name, gender, class and appearance of the character, we see the hero running away with his family across the mountains and valleys from the creatures of Darkness. One can only guess how he came to such a life, but there is no time, and only from the dialogues we learn that the woman next to him is his mother, and the other woman (or man) is his sister (or brother).

Jumping along the post-Ostagar Ferelden ends with a meeting with a colorful sorceress who bluntly calls our hero the Chosen One. According to the logic of things, the sorceress, and even with such bold statements, should be important actor, and not at all a banal episodic "piano". And the gloomy town of Kirkwall, where the Hawks escaped from Ferelden are beaten by waves, should turn out to be small transshipment point on a journey to save the world.

But it is in this city and its environs that the hero Garrett Hawk will spend the next ten years. He will no longer meet with infernal evil. There is no need to save the world this time. All Hawke has to do now is to understand the complex relationships of magicians, templars, authorities, refugees, elves, dwarves, slavers, bandits, smugglers, demons, warlike horned humanoids ... and, of course, it would be nice to delve into the problems companions too.

Hello-Andraste

The main thing in such cases is to give the defender a firm grip on the monster and not let him go to the magicians.

Of course, in order to resolve political crises, you need to communicate a lot. And here those who want to chat are waiting for another unpleasant surprise: the brilliant dialogue system, which everyone liked so much in Dragon Age: Origins, no longer exists. Instead of a list of expanded answers - a choice in style Mass effect : summary and a symbol for a general attitude. There is no need to choose words - you still cannot guess how the hero will formulate “humorous”, “persistent”, “decisive”, “aggressive” or “peaceful” answers. The awkward situation with the quest for the extermination of rats and an explanation to the guests, described in the review for Origins, is now impossible in principle. All plot-dialogue forks are easily predictable, so the only trouble that threatens for an incorrect answer is the disapproval of our companion.

The dialogue system from Mass Effect is a dubious choice for Dragon Age 2. Fortunately, this is the last of the notable flaws in the game. Yes, and it is considered a disadvantage only against the background of the original, and in conversations with partners you quickly forget about it. The same companions of the hero are crafted masterfully, in the best traditions of BioWare. A friendly dwarf with a crossbow (the same one from the introduction), an obsessed magician who is better not to anger, a cynical conqueror of the seas, a conscientious warrior, an eternally embarrassed elf-magician ...

Previously, spiders sometimes turn
swallowed into beautiful women. Now they are just spiders.

At first it seems, however, that the elf is somehow too reminiscent of Tali, and in the "sea wolf" one can see Jack. But the feeling of déjà vu vanishes as soon as you get to know the team better. Companions present many surprises. At key points in the plot, they make decisions based on their relationship to the protagonist. It also happens that a character with whom he went to the caves for spiders a hundred times and whom you know as flaky, suddenly interferes in events, for better or for worse. If you drive the "friendship" indicator into negative, you should not expect that the character will help Hawk in the final battles. Garrett's associates also have their own desires, interests and carefully guarded secrets.

The attitude of companions to each other, according to tradition, is revealed in the conversations that they start in nature, behind the back of our hero. These "conversations in the ranks" are never repeated. Sometimes they are funny, sometimes informative - in any case, it is very interesting to warm your ears next to your comrades-in-arms, especially if you take a pirate with you: with immodest questions, she is able to drive into the paint all the other fighting friends and Garrett himself.

The most indecent scene in the game is a conversation with an elf in a closed swimsuit.

Personal relationships in Dragon Age 2 are both good and bad. On the one hand, it is easy to look after companions here. Key phrases in dialogues are marked with a heart icon, and rare gifts, for the most part, are not bought, but are caught in the loot - while the game itself makes a hint, they say, if you would show a ring to someone, and a shield to someone. And the choice is rich - both for supporters of serious relationships and for lovers of non-binding relationships in the style of “Shepard vs. Jack". Political correctness has reached new heights: in the team, for example, there are at least two males who are willing to accept the courtship of Hawke the man (and do not ask how I found out).

On the other hand, Dragon Age 2 is simply obscenely decent when it comes down to it... Don't expect explicit scenes. Against the background of the amorous pleasures of Dragon Age: Origins and even more so Mass Effect, the local novels are, to put it mildly, chaste. This is strange when you consider that the age ratings of the games are the same.

We robots

And when the magician runs out of mana, he intercepts more comfortably
staff and ...

But love comes and goes, and bandits and all sorts of evil spirits lie in wait around every corner, so the choice of three companions for long trips (that is, to the nearest mountain) is primarily determined by the necessary abilities.

The combat system of Dragon Age 2 has been redesigned almost to the ground and has become even more similar to those used in typical online games... Experience, levels, three points of characteristics - all this is familiar to us. But the specialization within each of the three classes (warrior, magician, robber) is determined by skill points, which are given to the characters by piece at each level. These are practically the same talents - they are spent on skills of three types - active, passive and included.

Active ones are spells and actions, be it fireballs, healing, stunning, going into invisibility and everything else. Passive skills - "features" that strengthen the character in some area once and for all. With the included skills, it is more interesting - these are a kind of "auras" that give a boost to the hero or the entire squad (for example, magic resistance or increased damage), but at the same time take away part of the mana / energy strip from the hero. Sometimes a hero can turn on two or three different auras at once, but at the same time he will have a scanty bit of mana, so, willy-nilly, you have to choose priorities.

The protection of the entire squad is one of the supporting "auras" of the magician.

It is better to specialize a hero from the very beginning. A "tank" in the team is necessary, and with its development there will be no questions: there are so many skills in the game that increase defense and attract monsters that there may not even be enough talents for everything. With magicians, there are more options - there are many schools of magic, you can choose anyone to your taste. In addition, it is relatively easy to create a spellcaster-healer hybrid out of magicians. From a rogue, you can make an arrow with a control bias or a typical Azerothian rogue with invisibility, instant jumps behind the monster's back and accumulation / discharge of the energy of dagger strikes.

The battles in Dragon Age 2 have become faster and more energetic, so the unhurried distribution of orders in the pause mode is now a little out of place. Of course, you can do this, but the dynamics of the battle is lost. And here the improved system of "programming" of the characters' behavior will come in handy.

It is most reliable when the team sticks together. The warrior ran forward, but the ranged classes left behind are a friend
a friend will be backed up.

In Origins, the ability to put in the hero algorithms like "strong enemy - we use a strong skill, health has dropped - we are healed" turned out to be an excellent innovation. Bots are the scourge of online worlds, but in Ferelden, the algorithmic behavior of partners was very useful. The only thing that really annoyed me was the initial restrictions on the number of teams. Fortunately, BioWare realized that tying as many commands as possible to a character's skill seemed wild. In Dragon Age 2, these restrictions were removed, and companions of the character (though not all and not always) are also programmed automatically, with each newfound skill, which saves you a lot of fuss.

There are much more options for conditions and actions when they occur. In addition, "behavioral patterns" appeared - that is, the hero can make several "programs" for all occasions. The choice of the program can also be entrusted to the hero - the transition from template to template can be easily made conditional, so that the hero can independently decide which algorithm and when to use! Much can be forgiven for the enhanced autonomous intelligence of teammates, which removes a lot of micromanagement hassle from the player.

"Bringing together and AOE"

Even a fragile sorceress can send a bad knight on a long flight with a magic kick.

The only problem with the heroes left to their discretion is that magicians still sometimes strive to run away from the warrior and die there gloriously. There is, of course, a button "for everyone to stand" in the game, but the button "stay behind the" tank ", a miracle in rags!" Is sorely lacking. However, if you do not take the "dagger" type of robbers into the team, you can pin the heroes to one place without any unnecessary reflection and bring enemies to them in batches. At the same time, this is how the problem with deadly traps is solved, into which even robbers fall with enviable constancy.

Placing heroes in the right places in advance is useful, but it doesn't always help, especially in tight spaces (and BioWare's game locations have always looked like narrow guts). It is better to put the magician not behind the warrior, but next to him, so that he could remove the "aggression" in time if the monster appears right in front of the magician.

The first phase of the battle. The warrior is programmed not to swear if the magicians inadvertently foil aggression.

Yes, it happens. It used to be that monsters and bandits were at least a little shy and revived in the style of "we came from around the corner." Now they can suddenly hatch out of the void right before our eyes. The undead and demons somehow pretend that they are digging out of the ground, and the spiders - that they are coming down from somewhere above, but sometimes the bandits are even too lazy to make the move “like, I jumped off the roof”. From time to time you find that another wave of enemies suddenly jumped out right from under the feet of the magicians. So the enemies must be kept close, and the magicians - even closer.

The division into ordinary enemies, bosses and superbosses in the game remained and even worsened. In battles with especially harmful dragons or elementals, "battle phases" are clearly visible. Anyone who is familiar with World of Warcraft at least noddingly will immediately realize that if a dragon took off without warning and sat on a cliff, one should wait for fiery spits and a crowd of little dragons. If in the cave the evil elemental suddenly stopped and began to conjure, it is better not to guess why the stalactite columns enter the interior of the cave.

A premonition about "but should we drop behind the column"
we were not deceived.

Someone might say that borrowing from online is bad. Not at all if it means convenience for the player! And playing Dragon Age 2 is really convenient, and precisely due to the fact that many good ideas in the series are taken from popular virtual worlds... For example, the “out of combat” concept, which removes the need to heal between battles. Or the lack of "friendly fire", without which you can now easily flood enemies with napalm. The shooters are helped by the hunting tactics "ran off and fired", with the help of which Garrett still managed to defeat the harmful Qunari from the introduction to the article. And the system of runes, which are embedded in the "connectors" on the clothes, very much resembles the jewelry from World of Warcraft.

And there are many such examples. Junk loot (mostly moth-poured scarves) are sold to traders with a single button. The teammates do not change clothes throughout the game - its parameters increase with their growth in level (less hassle with a wardrobe, although in a sense this is a minus). When choosing a weapon or an element of a suit in a duffel bag (of course, in general), the object is immediately visually compared with what is worn on the hero. And everywhere - hints, tracking quests, reminders of what the hero is doing, and a detailed alignment of the character's combat statistics. This is bad? It's comfortable!

How do they get along side by side

Elves here are cute, but slightly decadent. The inbreeding stamp is already visible on the faces.

The world in Dragon Age 2 is still its own - gloomy, far from the typical "high fantasy" and partly similar to the universe of "The Witcher" by Sapkowski. That Ferelden, that Free Mark - everywhere the same wars, banditry, poverty, refugees, oppressed elves and the difficult relationship of magicians with the authorities.

The town of Kirkwall, where the Hawke family has entered, is also not a very pleasant place. With formidable towers over narrow streets, it is not without reason that it resembles one huge prison. In ancient times, Kirkwall was the capital of slave owners - not only its architecture reminds of those times, but also eerie "sobbing" monuments and bas-reliefs. Above all of Kirkwall rises the bulk of the Casemates, a vast prison that was found useful application- there the templars keep the local Circle of Magicians locked up. Knights are vigilant about each owner of a magical gift. They have reasons for this: according to the laws of this world, magic attracts the other world, and the saying "in everyone there is an inner demon" is very often justified when it comes to sorcery. So in order to avoid trouble, the templars do not let a single magician out of the Circle. The most unreliable are erased by the barbaric procedure of "pacification".

It is clear that city sorcerers, seeing this alignment, try not to catch the eye of the templars. Nobody wants to be locked up. Some even go underground, where they turn a blind eye to engaging in the most dangerous blood magic. The more worries the knights have.

Qunari fighters are easiest to recognize not even by their horns, but by their always sour expressions.

The whole of Kirkwall is a complex bundle of interests and intrigue. Templars protect common people from demons. Magicians resist persecution. The Andraste Church is trying to reconcile one with the other. The viceroy suffers from the unlucky son. The city guards are knocked off their feet, catching smugglers and slave traders. The dwarves are gathering an expedition into suspicious dungeons. In the mountains near the city there is an elven camp, and in the port it is not clear why they decided to winter the warlike horned humanoids of the Qunari - all with the face of Bruce Willis and with specific ideas of honor.

Garrett Hawk will resolve conflicts, unravel conspiracies, admonish the dull and bring scoundrels to the surface. For a local adventure in Dragon Age 2, there are enough dilemmas and difficult questions. It's one thing when an army of darkness is approaching the world. Another is when evil is hidden in people themselves. And often Hawk will have to make a choice when both parties are right about something and both are very wrong about something, when the law is contrary to morality, when the sizes of two evils are very difficult to compare ... and then satellites are included in the conversation and also something- then they want. There are no easy ways. This means that everything is as it should be in a good role-playing game.



Yes, Dragon Age 2 just fell short of the bar set by the first part. The beginning of the game is stupid, dialogues are cut, and instead of saving the world, the hero is almost always engaged in urban problems. But someone has to do it. There is only one archdemon, and there are many who want to get involved in politics - and they are capable of doing no less troubles. Swar in one Kirkwall alone can echo across the continent. And they will respond, laying the foundation for new times and new stories, and the templars, in search of such a hero needed by all, will interrogate his former companion, a dwarf with a dubious appearance, for a long time and to no avail.

And whether they will find Hawke or not - we will find out in the next Dragon Age.

Fascination
Graphics
Convenience
Balance
Variety of tactics

Management

The best view of this fight is with an arrow on the string of a faithful bow.

For the first playthrough of the game, I traditionally chose the Rogue class and made a shooter out of it. There are several reasons for this. First, there is only one shooter among the satellites. Secondly, hunters always have best view on the battlefield. Thirdly, this work - do not hit the lying one: know yourself have fallen on the closest enemies, cover your own and from time to time cover the area with a rain of arrows.

The shooter can, at the very least, fight off the monster, and in especially advanced cases - go into invisibility, if, of course, he takes this ability. By being close to the magicians, he can easily protect them. Moving ahead of the entire team, the shooter, as a rogue, can be the first to detect and disarm traps. They cannot be underestimated - towards the end of the game, falling into a trap can be fatal.

Finally, playing as a Rogue, you can unlock all the chests you meet in a row without hesitation.

Creation of a detachment

We have a defender in our team - only one, but excellent! Without it, going into battle is like death! More precisely, without her, because the role of the "tank" is the female warrior Aveline.

There will be no difficulties with the treatment of the team either. One or two promising magician-healers among the comrades-in-arms will also be found. You can't make a doctor just out of the elf Merrill. The best way to cope with the role of a healer and combat resurrector is the magician Anders, although some may find it uncomfortable to constantly keep him behind (a demon has taken refuge in Anders).

Which "killer" characters are preferable? I tend to favor the ranged specializations - namely Varric's marksman or Merril the sorceress. Not that the robber Isabella and the warriors Carver and Fenris were anything bad ... It's just that when the main group stands in one place and does not run away anywhere, there is more order in the battle. Holding together, ranged characters support each other. If the enemy accidentally walks past the "tank" and tries to gnaw three tightly standing heroes, he will get three times more splash. In addition, keeping the entire team in one place is useful for implementing the "team up and hit the square" tactic. Now that there is no "friendly fire" in the game, you can make flamethrowers and napalm bombs from mages and shooters without any problems.

For your information: If you want, you can turn on "friendly fire" - for this you need to set the maximum difficulty level.

Characteristics and parameters

Kirkwall's architecture is unambiguous
but does not add opti-
mism. Maybe that's why the locals throw themselves at people?

The character has six characteristics in the game.

Force. It is necessary for soldiers, and only for them. Increases weapon damage and the likelihood of hitting the enemy - that is, accuracy, which is here called the strange term "Attack".

Agility. It is necessary for robbers, and only for them. Increases the power of strikes, accuracy ("Attack") and the probability of a critical strike among robbers.

Magic. Necessary for magicians, and only for them. Increases damage and accuracy from spells and from normal "shooting" with a staff. High parameters of magic also protect against hostile magic, reducing the duration and damage.

Cunning. Needed by rogues, although theoretically increases defense (the ability to dodge attacks) and critical strike damage for all classes. In addition, cunning determines the robbers' ability to disarm traps and open locks. At the beginning of the game, you can get by with 20 points, by the middle you will need at least 30. The most difficult locks and traps will require 40 units of cunning.

Strength of will. It is necessary for all classes, as it increases the supply of mana or energy (the same mana, but for robbers and warriors). The more mana a character has, the longer he will be able to deliver damage, heal partners, and stop monsters. If there is no mana, you will either have to drink an expensive potion (you can drink it again only after a certain time of "recharge"), or hit enemies with an attack by default.

Endurance. Needed first of all by the tank. Secondly - to classes that are in close contact with the enemy (warriors with two-handed hands and robbers with daggers). Mages and shooters should not forget about endurance either, because even the best defender will not save a dragon from an incoming spit or from a monster that appears right in front of a puny magician.

Other parameters of the character are partly determined by characteristics (for example, protection), partly - by equipment (armor), enhancements or learned passive skills.

Damage. The amount of health removed from the "conditional enemy in a vacuum" at normal attack cold weapon, bow, crossbow or staff shot. It is influenced by the level of the weapon and the characteristic - strength or dexterity, depending on the class. Actual damage is calculated taking into account the enemy's armor and magic resistance.

Attack. The probability that a hit or shot will reach the target. Depending on the class, the "attack" is influenced by the values ​​of strength, dexterity or magic. In addition, the probability of hitting a strong enemy or "boss" is much lower than that of an ordinary enemy.

Protection. The likelihood of dodging an enemy attack. Protection is not a military parameter, but a robber one, since it depends on cunning. Warriors need little protection, they have their own ways to stay alive, taking on powerful blows.

Armor. Reduces incoming physical damage (and only physical!). The higher the class of the monster, the less the effect of absorbing blows. Armor is a typical military stat. And not only because there is a lot of armor on heavy armor and shields, but also because a high level of armor, as in the first part of Dragon Age, determines a high level of threat. That is, the monsters did not leave masochistic habits even here - seeing a rag magician and a warrior clad in armor in front of them, they will pounce on the warrior.

Damage resistance. Subtracted from any incoming attack, both physical and magical. Usually found on items or in specific "tank" skill trees. It cannot be developed to a high level, but this is not necessary, because in addition to it, a lot of damage is deducted from the damage.

Resistant to magic. It is deducted from magic attacks. It turns out the same armor, but already acting against incoming magic damage. Resistance to magic, in addition, reduces the duration of enemy spells on the hero.

Persistence. Helps the character resist physical and magical effects that can incapacitate him (stun or knock him down) or inflict a negative effect (such as setting fire).

Resistant to the elements there are five types: resistance to fire, cold, electricity, forces of nature and magic of the spirit. It is usually found on things. There is a benefit from it, because it is generally quite difficult to develop resistance to magic, and things with protection against certain types of magic come across often. For example, if the perspective is a fight with dragons, it is better to equip the team (or at least the defender) with at least a couple of things with fire resistance.

The intricacies of using magic should be discussed separately.

Using magic

Frozen, poor thing.

How not to pose against the background of such a trophy?

There are five types of magic in the game: fiery, icy, electric, natural and spirit magic... These are all damage types. The effects of curse, slow, or stun damage do not give, so technically they do not have a type. Each magic staff has its own type of damage (from the staff, I remind you, the magician can shoot like from magic wands in World of Warcraft - no mana is spent).

Enemies in the game often have both vulnerability to some types of magic, and resistance and even immunity. Therefore, it is worth remembering that:

Dragons vulnerable to cold (they wanted to spit on fire magic from a high ledge - and spit, with the same fire).

Spiders vulnerable to electricity.

Darkspawn(they are rare here, but nevertheless) are vulnerable to the magic of spirit and nature.

Demon Shadows(on the contrary, they are found around every turn) do not like electricity and the magic of nature.

Demons of Desire(come across less often than we would like) are also afraid of electricity and the magic of nature.

Demons of wrath, hot and dangerous, should be cooled if possible.

Blood mages tend to hate spirit magic.

Stone golems vulnerable to cold and electricity.

Qunari fighters the magic of cold and the magic of nature are very impressive.

In addition, mages can cast spells that inflict physical damage... Armor already saves from spells of this type of enemies, so it is slightly less effective against templars than against magicians.

What kind of spells it makes sense to give to each mage in the team, we will tell you a little further, in the section on companions.

Interclass interaction

Interclass Interaction is a new concept in the series that makes combat a lot easier if applied correctly. Its meaning is that some characters, with the help of specific skills, impose negative effects on enemies, which enhance the effectiveness of specific skills of other characters.

Another mad magician, the third in a week. Probably, they are specially grown here somewhere "

Synergy of classes: the mage freezes, the shooter breaks.

Simply put, the magician casts an improved frost spell on enemies, and they become fragile for a while, and the warrior uses a skill that acts with a vengeance on fragile enemies. Or, on the contrary, the warrior hits the enemy with a shield and leads to a state of daze, and the magician casts a spell that hits with a vengeance or stuns the stunned enemies. Rogue skills impose a disorientation effect, for which there are also spells and warrior skills.

So the fight can be greatly facilitated by developing characters taking into account their interactions. This is especially useful at the end of the game, when obscene thick-skinned enemies begin to come across.

The good news is that interclass interaction is very easily hammered into character behavior algorithms. To force, for example, an arrow on the “Enemy fragile” condition to apply the “Use explosive arrow” action, you do not need to understand the commands for a long time.

Companions

In this section, we will talk about companions, their role in the team, and how to find an approach to them.

Carver

Class: warrior

Templar ideas are not always successful. Sometimes even the statues object.

Dossier: Younger brother of Garrett (or Marian) Hawke. Initially set up to compete with a brother or sister. Loves it when Hawk in dialogue asks his advice. As a warrior, he decisively opposes magicians and supports the endeavors of the templars. Accordingly, the easiest way to make friends with him is if you defiantly take the side of the templars with him.

Role: ordinary warrior, one piece. Carver, unlike most companions, does not have a unique skill tree - only five standard ones. You can make your brother both a fighter with a two-handed weapon and a defender, but finding a suitable role for him is difficult. In the role of "tank" he will play worse than Aveline. In the role of the Damage Fighter, Fenris will outrun him. It turns out that Carver is a kind of "compensation" for the flimsy of the main character-magician.

It is interesting: the appearance of Carver and Bethany changes depending on the chosen appearance and skin color of the protagonist or heroine. Brothers and sisters should be like each other!

Bethany

Class: magician

Dossier: Garrett's younger sister or Marian Hawke, a renegade magician. Fears to get into the Circle of Magicians, diligently hides his gift and avoids communication with templars. Kind and simple-minded. Childishly happy when Garrett asks her advice in a conversation. He really does not like manifestations of cruelty. The easiest way to make friends with her is by showing a good attitude towards magicians and prejudice towards templars.

Role: Bethany is worth her brother - she's a standard mage with five common class skill trees, but she doesn't have her own. It can be fashioned into something to your liking - for example, a magician-healer hybrid. But she conjures worse than Merril, and heals worse than Anders.

For your information: Carver and Bethany will be the hero's companions in the introductory part of the game (escape from Ferelden), but only one of them will go further with the hero. Who exactly - it depends on the class of the protagonist. If Garrett is a magician, Carver will stay with him. If Garrett is a warrior or a robber, Bethany will remain.

Aveline

Class: warrior

Dossier: a harsh warrior, a resident of Lothering. Nailed to the Hawk family when escaping from Ferelden. Once in Kirkwall, she decided to use her abilities in the city guard. Direct and honest. He does not know how to cheat and play around, which is why he often suffers.

As a guard, Aveline tries to adhere to the laws, but will not strongly object if Hawke slightly violates the letter of the law for the sake of justice (for example, to save justice from the hassle of a particularly incorrigible villain). But it is not recommended to break the law to the left and to the right in her presence. Especially Aveline does not like extortion. She likes the demonstrative modesty in the style of "what are you, not worth gratitude - this dragon would have died anyway."

Role: of course, the "tank"! And what another! If you take her with you in this role, then from the very first levels start investing points in the strengthening skills of the "Protector", "Arms and Shield" branches. Improved mockery and bravery will come in handy from the Warmonger branch. Aveline's own unique branch is called the Defender, and there is a lot of tasty stuff in it. Actually, in order to take all the available "tank" skills, Aveline simply does not have enough skill points. Something will have to be sacrificed - it is possible that it is the "Defender" branch.

Taking resistance to magic and to stun or knock down is highly desirable. These are great passive skills. In general, if in doubt, give preference to passive skills.

Varric

Another underground jabberwock welcomes guests to its cozy cave.

Class: robber

Dossier: a red-headed gnome with a dubious appearance and a hefty chain around his neck. Contrary to the first impression, he is peaceful, easygoing and simple-minded. Likes to joke and laugh at a good joke. He is calm about both magicians and templars. Will not mind if the main character wants to enrich himself at the expense of his neighbor. In general, it is very difficult to quarrel with Varric, so by the end of the game the hero will probably have a good relationship with him.

Role: Varric is a marksman by trade with good control abilities. He will always support in battle with his personal weapon - a hefty crossbow, nicknamed Bianca. And he is the only companion who does not need a weapon selection. In addition, it is very easy for a gnome to choose skills - develop the Bianca rifle branch and the personal Warrik Sharpshooter branch. Everything else is exclusively to your taste.

Anders

Class: magician

Anders is a complex character: possessed by a demon, a little rowdy, and besides, he is staring at Hawk.

Dossier: renegade magician. An obvious client of the Templars, as he is possessed by a demon and from time to time loses control over himself. Hates templars for personal reasons. He hides from them, but does it badly, because out of the kindness of his soul he decided to become an underground doctor on a voluntary basis for the poorest inhabitants of Kirkwall.

Treating magicians in general well, Anders does not like blood magicians and demons very much. You should not try to negotiate with those and others with him. But if you sympathize with the magicians, Anders melts.

Some of Anders' personal passions are very specific.

Role: the perfect healer. His personal branch "Revenge" is beautiful, it needs to be taken almost entirely. But it hardly makes sense to delve into the general healing branch "Creation". Take a heal, an aura, an improved heal - and round off with it. You can spend the remaining points on the "hybridization" of Anders, making him also a killer magician of your own taste. Personally, I like the "Elements" branch - there is meaningful damage and frosty fragility everywhere to help partners. But there are some interesting things in "Sorcery" too: the improved "Mind Blast" and the always fashionable "Crushing Dungeon".

Merrill

Having visited the elven ghetto for the first time, Merril will be shocked by the lifestyle of his fellow tribesmen.

Class: magician

Dossier: Dalish elf. Left the tribesmen to join Hawke's team. Hobby - exploring dangerous areas of magic. She is very curious, loses her will at the sight of ancient artifacts. He does not disdain blood magic and communication with demons, which sometimes shocks Hawk and his companions. Shy, easily embarrassed. She tries to hide her feelings towards Hawke, which, however, she does not succeed well.

Merrill is a magician and will not like being treated badly by other magicians. Making friends with her is more difficult than with other members of the squad. Treat her gently, in no case criticize her actions or condemn her unusual and risky experiments.

Role: a killer magician of the highest class. Its branch "Dalish Outcast" is dubious in places, but the merits of the "Wrath of Elven" aura are undeniable. If you do not go further along the branch, you can make a magician out of Merril according to your own taste - even fiery-ice, even crushing-stone, even entropic.

Isabel

Class: robber

Dossier: a pirate captain without a ship, a kind of female Jack Sparrow. One of the most prominent (in every sense) characters in the game. He hunts for money and does not hide it. For some unknown reason, he avoids visiting some locations in the port. Sexually liberated. She is inclined to discuss topics that would make even experienced employees of the Kirkwall brothel blush. It definitely makes sense to take her out for a walk with the other girls of the team just to listen to their conversations.

Isabella knows how to say no to any annoying admirer.

Isabella is familiar with Zevran, the elf entertainer from the first part of the game. Having picked up a quest next to the brothel to search for a dangerous hired killer, be sure to take Isabella with you.

Honor, valor, chivalry - these concepts are not very familiar to Isabella. She loves money most of all. Blatant extortion for any reason is a good way to earn the respect of a pirate captain. Isabella's cherished dream is to acquire a new ship and set sail with a crowd of muscular sailors.

Role: a robber with a pair of daggers and an excellent "Brawler" branch, in which there are simply no weak skills. But the problem of applying Isabella's skills still remains. Rangers in melee do good damage on one target, but bosses in the game are much less common than crowds of bandits or demons. In normal battles, Isabella is no longer so useful. In addition, the robber melee branches are not very well algorithmic, since they use combinations, discharge combinations and fast movements. The algorithm fits well, except that the auxiliary branch of control and weakening "Wrecking", but ... is it worth it?

Fenris

Class: warrior

Dossier: former slave of a cruel magician. Underwent inhuman lyrium skin treatment. Unable to withstand the cruelty and humiliation, he fled from the owner and, pursued by his henchmen, tries to hide in Kirkwall.

Fenris suffers from amnesia and does not remember anything from his previous life. Magical processing helped him become an outstanding warrior, but the experience of slavery made him a hater of magicians. In the conflict between sorcerers and templars, Fenris will side with the latter.

As an elf, Fenris has a fairly broad outlook on some aspects of personal relationships.

Role: two-handed fighter: the "Two-handed weapon" branch is required, "Vanguard" and "Warmonger" - to taste. Fenris's own branch, Tevinter Runaway, has some interesting passive skills, but it's a little awkward - improved defense and increased damage with bitten health don't mix well.