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Dragon Age FAQ: Specializations. Dragon Age: Origins - specializations and their description Spirit healer dragon age |
Specializations in Dragon Age: Origins, these are improved versions of regular classes that provide bonuses to parameters and new sets of abilities. When playing the game for the first time, you can choose from two of the four specializations for each class. The rest are opened with the help of books, teachers or in assignments. Books cost decent money, they should be bought in extreme cases, when there is no other way to get what you want. Once opened specializations remain available in all subsequent playthroughs of the game, regardless of the main character who opened them. Help to instantly increase the level of trust of satellites. Conditions and places for obtaining specializations in Dragon Age: Origins:
Specializations expand the possibilities of character customization. They are directly related to the class (warrior, mage or rogue) and you can only take two specializations for a hero. Most companions join the party, already have one specialization, and, as the game progresses, can learn a second one. There are two stages in obtaining a specialization. First, it must be opened with a teacher or through a guide (book or manuscript). You can open a specialization at any level. Secondly, at levels 7 and 14, the hero receives points that can be spent on learning specializations. The character also receives a one-time bonus to attributes and the ability to allocate talent points to skills that are tied to a specialization. Very few points are given and they are spent independently of others. All specializations you unlock in Dragon Age: Origins, remain available upon replay and can be learned immediately after obtaining the appropriate points. Warrior Specializations:TemplarBonuses:+2 Magic, +3 Psychic Resilience. Mentor: Alistair. Management: Trader Bodan in the camp. Mages who reject the Circle's authority become renegades and live in fear of templars who can dispel and counter magic. Templars faithfully serve the Church and for many centuries remain for her the most effective means of controlling the spread and use of magical powers. Templar Ability Line
BerserkBonuses:+2 strength, +10 health. Mentor: Oghren. Management: Merchant Gorim in Denerim. The first berserkers were dwarves. They put themselves into a state of dark rage, which increased their strength and resilience. Over time, the dwarves taught these skills to others, and now berserkers are found in almost all races. Berserkers are known for their ability to instill fear in opponents. Berserker Ability Line
KnightBonuses: Receipt: At the end of the quest about getting the ashes of Andraste. Ask Earl Eamon. The Vityaz is an experienced warrior who, while fighting, confidently leads others. The Knight has skills that raise the spirit of allies, as well as intimidate and demoralize enemies. These heroes often command entire armies or headlong into combat, making it seem less dangerous. Knight Ability Branch
RipperBonuses:+1 Constitution, +5 Physical Resilience. Receipt: In the quest about the ashes of Andraste, take the side of the cultists. Then Kolgrim will teach you. Demonic spirits teach more than just blood magic. Rippers are able to use the souls of fallen foes to heal their flesh and go on a bloody rampage, becoming stronger the closer they are to their own death. Ripper Ability Line
Rogue Specializations:KillerBonuses:+2 Agility, +2.5% Critical Hit Chance. Mentor: Zevran. Management: Elven ghetto (elvenage). The killer believes that any display of nobility has no place on the battlefield. Killers actively use poison, as well as deadly blows, from which terrible wounds remain on the body of the enemy. They are excellent at hiding and, unexpectedly for the enemy, deliver a fatal blow. Assassin Ability Line
BardBonuses:+2 Willpower, +1 Cunning. Mentor: Leliana. Management: Orzammar. In Orlais, bards traditionally engage in contract killings, espionage, sabotage, and other covert missions that the nobility often entrusts to them, mired in incessant internecine strife. Having brought their performing arts to the highest level, bards are excellent musicians and skilled manipulators. With their songs and tales, bards are able to inspire their allies and dishearten their enemies. Bard Skill Line
PathfinderBonuses:+1 Constitution, +5 Nature Resistance. Management: Trader Bodan in the camp. Pathfinders feel great in dense forests and wastelands that are not covered by civilization. They are not servants of nature, but masters of it. They take full advantage of their surroundings and can lure wild animals to set them on enemies. Pathfinder Skill Line
DuelistBonuses:+1 Agility, +1 Damage. Mentor: Isabella in the Denerim brothel "Pearl". You need to outsmart her in a card game or ask for a "tour" of her ship. Duelists are deadly fighters who prefer to fight in light armor and deliver not the strongest, but accurate blows. Experienced duelists have amazing reaction. which allows them to dodge clumsy enemy attacks and retaliate with unusual accuracy. Dueling Skill Line
Mage Specializations:WerewolfBonuses:+2 to constitution, +1 to armor. Mentor: Morrigan. Management: Dalish elf camp in Brecilian. Rumor has it that the barbarians have the secrets of turning into various animals. The circle of mages denies such rumors, but in the remote corners of Thedas this rare art is still alive. Body control gives werewolves some protection even in human form, making them hardy adversaries and staunch allies. Werewolf Skill Line
spiritual healerBonuses:+2 magicka, additional health regeneration. Mentor: Wynn. Management: Denerim Market. Not all Shadow dwellers are demonic in nature. Many are Good beings of life energy and can be called upon to heal flesh or heal disease. The spiritual healer is able to redirect the energy emanating from such spirits, which makes him an indispensable specialist in the squad. Spirit healer skill line
Battle MageBonuses:+1 Agility, +5 Attack. Receipt: Ruins in Brecilian Forest, lower level. In a small room with bookshelves, you will find an amulet and an altar. The amulet will turn out to be a phylactery with an imprisoned spirit. You need to put the amulet on the altar, so that the spirit finds peace. Among the ancient elves were magicians who developed magical abilities in addition to their martial arts. they channeled magical power through their weapons and bodies, spreading terror on the battlefield. It is believed that these skills are forever lost, but it is possible that they are still preserved in the forgotten corners of the world. Battlemages can use their magic score to meet the strength requirements for higher level weapons and armor. Battle Mage Ability Branch
Blood MageBonuses:+2 Constitution, +2 Magic Power. Receipt: During the passage of Redcliffe, release Jovan, ordering him to help you. At the end of the quest, let him perform the ritual and go to the Shadow. There you will meet the Demon of Desire. In exchange for life, take arcane knowledge. This will be blood magic. [ The dark pull of blood magic is felt by every mage. These dark rituals, brought to our world by demons, use the power of blood, turning life energy into mana and giving the magician power over another's consciousness. However, such abilities come at a high price: to use them, the magician must sacrifice his own health or the health of his allies. Blood Mage Skill Line
Race selection The choice naturally stands between a human and an elf, since gnomes by their nature cannot conjure. Each race has its own characteristics, but it is worth remembering that when choosing an elf, everyone will treat you with contempt, and even that is not very important. Point distribution Everything is extremely simple here - we download Magic and Willpower in proportions of 2 to 1 and do not forget that it is worth pumping the cunning to the same value up to 16 for pumping influence. Influence- we definitely pump if we want to avoid a lot of unpleasant moments in the game and just persuade anyone; combat training- also required to learn, since your spells will be interrupted less often; Herbalist— the best option, whatever one may say, would be to upgrade this skill in secondary characters and not spend the points of the main character; Tactics- something that is generally better not to touch, since you will need manual control over the hero in almost any situation; Specializations With specializations, you will have to decide on your own. It is worth noting that the most useful specializations for you will be Spiritual Healer and Blood Mage. With the help of a spiritual healer, you can often get out of trouble, and it is worth pumping at least Group Healing and Resurrection, even if you have Wynn in the group. As for that, this is already a separate build, although some skills, such as Blood Wound, can still serve you well. Shares second place in need with the blood mage Warrior Mage. It also has its own peculiarities - for example, you can wear heavy armor. Werewolf - in this case, we do not need this specialization at all. spells Here we will go selectively and will take different spells from different branches. Ice Snap- refers to the magic of water, deals good damage and decently slows down the enemy. The entire branch is obligatory for pumping; Lightning- rushes periodically between water magics. Quite a strong branch, but does not work on some; Earth- here we take only stone armor - our magician needs protection; Fire- a less priority branch, since enemies often have immunity to it; creation- here we take treatment for obvious reasons; Runes- the rune of paralysis is our best friend if we don't want to get surrounded. You can also take other runes; Spirit- here we need Manna Siphoning and then we will definitely not stand aside. Also, in principle, it is worth paying attention to other skills that are no less useful; Entropy- Life Drain - this is what any magician should download; Hero equipment These are the best things for you: Reaper clothes- located in Curiosities of Thedas, in Denerim; Key to the city a - in Orzammar we find pages of the code all over the city, after which we go to the throne room on assignment, place the party members on the plates and pick up the item; Anti magic amulet- You can buy it from Bodan in the camp. Staff of the Lord Magister as well as a belt called Blessing of Andruil- we buy from the quartermaster in the Circle; What's up to the party then here you need to take one warrior, one robber and support in the form of a second magician, or instead of the last Sheila - a golem from the add-on. This concludes our guide to the mage in and good luck conquering Ferelden.
At the beginning of the game, you should choose the gender of the character, then one of the three races - a man, an elf or a dwarf, after that the class is a warrior, mage (dwarves are not available) or a robber, and finally decide on the origin. The character's gender only affects appearance, since men and women in Ferelden are by and large equal, and will only affect possible romantic encounters... HumanHumans are the most numerous, but at the same time the most divided of all races. For all time, they have only united four times for a common goal, the last time it was centuries ago. Religion and the Church play an important role in human society and this distinguishes humans from elves and dwarves more than anything else. People can be warriors, mages and robbers. Racial Benefits: +1 strength, +1 dexterity, +1 magic, +1 cunning. ElfOnce enslaved by humans, most elves have already forgotten their culture, living in the slums of human cities. Only the nomadic Dalish tribes still adhere to the customs and follow the precepts of their old gods. They earn their living by hunting in the ancient forests - they are not welcome anywhere else. Elves can be warriors, mages, and rogues. Racial Benefits: +2 willpower, +2 magic. DwarfBound by caste and tradition, the Dwarves have been waging a hopeless war for generations, trying to protect the last stronghold of their once vast underground empire from the creatures of darkness. All gnomes are strong and have a high resistance to any kind of magic, which prevents them from becoming magicians themselves. Racial Benefits: +1 strength, +1 dexterity, +2 constitution, 10% chance to resist hostile magic. Classes and specializationsWarriorThe Warrior is a powerful fighter who specializes in the use of melee and ranged weapons. He can withstand numerous damage and in turn inflict it on his enemies, and has considerable knowledge of tactics and strategy. Warriors who come from noble families receive enhanced combat training.
BerserkerThe first berserkers were gnomes. They put themselves into a state of dark rage to increase their strength and resilience. Over time, the dwarves taught this to others, and now berserkers are found among representatives of all races. Berserkers are known for their ability to instill fear in opponents. Specialization Bonuses: +2 strength (strength), +10 health (health). TemplarMages who reject the power of the Circle become apostates and live in fear of the templars, who can dispel magic and resist it. Templars are faithful servants of the Church and have been its most effective means of controlling the spread and use of magical powers for centuries. Specialization Bonuses: +2 magic, +3 mental resistance. Vityaz (Champion)The Knight is an experienced warrior who confidently leads others in battles. The Knight can raise the spirit of allies, as well as intimidate and demoralize enemies. Such heroes often command entire armies or rush headlong into the fray, which makes it seem not so dangerous. RipperDemonic spirits teach more than just blood magic. Rippers are able to use the souls of fallen enemies to heal their flesh and go into a bloody rampage, growing stronger as they approach their own doom. Specialization Bonuses: +1 constitution, +5 physical resistance. Berserker- Learn from Oghren's companion or buy a manual from Gorim in the Denerim Market after the Gathering of the Lands. Templar- learn from companion Alistair (Alistair) or purchase a textbook from Bodan Feddik (Bodahn Feddic) in the camp. Vityaz (Champion)- Receive Earl Eamon as a reward for healing him or learn from the last (secret) party member. Ripper- side with Kolgrim in the Urn of Sacred Ashes quest. MageAs dangerous as it is effective, magic is a curse to those who lack the will to control their gifts. Evil spirits who want to penetrate the world of the living are attracted by magicians like a fire that attracts moths, and this is dangerous both for the magician himself and for everyone around him. Therefore, magicians live in isolation from the world.
Werewolf (Shapeshifter)According to rumors, the barbarians know the secrets of transformation into various animals. The circle of mages denies such rumors, but in the remote corners of Thedas this rare art is still alive. Body control gives werewolves some protection even in human form, making them hardy enemies and staunch allies. Specialization Bonuses: +2 constitution (constitution), +1 armor (armor). Spirit healerNot all Shadow dwellers are demonic in nature. Many are benevolent beings of life energy and can be called upon to heal flesh or heal disease. The spiritual healer is able to redirect the energy emanating from such spirits. Specialization Bonuses: +2 magic, slow health regeneration in combat. Battle mage (Arcane warrior)Among the ancient elves were magicians who developed magical abilities in addition to combat. They channeled magical power through their weapons and bodies, spreading terror on the battlefield. It is believed that these skills are forever lost, but it is possible that they are still preserved in some wilds. Specialization Bonuses: +1 cunning, +5 attack. Blood MageThe dark pull of blood magic is felt by every mage. These rituals, brought to our world by demons, use the power of blood, turning life energy into mana and giving the magician power over another's consciousness. But for such opportunities, the magician has to pay with someone's health, his own or his allies. Specialization Bonuses: +2 constitution, +2 spellpower. Werewolf (Shapeshifter)- learn from the companion Morrigan (Morrigan) or buy a manual from Varathorn (Varathorn) in the Dalish camp. Spirit healer- learn from companion Wynne or purchase a textbook from Wonders of Thedas in the Denerim market after the Gathering of the Lands. Battle mage (Arcane warrior)- obtained by completing the quest Nature of the Beast. Blood Mage- get when completing the quest Earl of Redcliffe (Arl of Redcliffe) by bargaining with the demon in the Fade (only available if the main character is a mage). RogueThe Rogue is an experienced adventurer. Rogues come from all walks of life, and are all skilled at picking locks and detecting traps, making them a valuable addition to any squad. Tactically, they are not very good for open combat, but if the rogue can backstab the enemy, the effect will be amazing.
AssassinThe killer believes that the battlefield is not a place for manifestations of nobility. Assassins make extensive use of poisons, as well as deadly blows that leave terrible wounds on the body of the enemy. They are excellent at hiding and, unexpectedly for the enemy, deliver a fatal blow. Specialization Bonuses: +2 Dexterity, +2.5% Critical Chance. BardIn Orlais, bards are traditionally engaged in contract killings, espionage and other secret assignments for the nobility, mired in incessant internecine squabbles. Having brought their skills to the highest level, bards become excellent actors and skillful manipulators. With their songs and tales, they are able to inspire allies and discourage enemies. Specialization Bonuses: +2 willpower, +1 cunning. Pathfinder (Ranger)The Pathfinder feels great in dense forests and wastelands, untouched by civilization. He is not a servant of nature, but her master. Pathfinders take full advantage of their surroundings and can lure wild animals to set them on enemies. Specialization Bonuses: +1 constitution, +5 nature resistance. DuelistA duelist is a deadly fighter who prefers to fight in light armor and inflict, albeit not strong, but accurate blows. Experienced duelists have amazing reflexes, allowing them to dodge clumsy enemy attacks and retaliate with precision. Specialization Bonuses: +1 dexterity, +1 damage per hit (damage). Assassin- Learn from companion Zevran or buy the manual from Alarith's Store in Elvenage after the Gathering of the Lands. Bard- learn from companion Leliana (Leliana) or purchase a textbook from Alimar (Alimar) in Orzammar. Pathfinder (Ranger)- buy a manual from Bodahn Feddic in the camp. Duelist- learn from Isabela (The Pearl in Denerim) or buy a manual from Bodahn Feddic in the camp. OriginNoble person (Human Noble)You are the second child of the teyrn Cousland, second only to the king in wealth and power. For generations, your family has ruled the lands of Highever with moderation and justice, earning the loyalty of their people. When the Orlesian Empire took over Ferelden, your father and grandfather fought against the oppressors under royal banners. Now it's your elder brother's turn to go to the service of the crown, but this time he raised the banner of the House of Couslands not against the Orlesians, but against the darkspawn coming from the south... Mage (Magi)Above the dark waters of Calenhad Lake rises a fortress, the Tower of the Circle of Magi. It serves as a gilded cage for all those gifted with powers as dangerous as they are vast. When it becomes noticeable that the child has magical abilities, he is taken away from the family and locked in this Tower. You know that magic is a curse for those who lack the will to control it, and you look forward to the ritual of Torment, the only opportunity to prove yourself in the fight against the demons lurking both in the outside world and in your soul. Succeed or face death at the blades of the knights who protect the world from the likes of you. Dalish Elf (Dalish Elf)You were born among the Dalish elves, noble wanderers who did not want to live among the people who enslaved their homeland many centuries ago. Dalish travel the land in friendly clans, seeking to find the half-forgotten knowledge of the elves in the world of people who hate and despise them. You pride yourself on being one of the few "true elves" and have always thought you'd spend your life in your own tribe... but a chance encounter with a shard of your people's past threatens to pull you out of your familiar world. City ElfLong ago, the elves were slaves to humans, but although more than one generation has changed since their liberation, equality is still far away. Elves live in a walled area called an elvenage, working as servants and laborers if they can find work. You have spent your whole life under the heavy hand of your human masters, however, when a local lord disrupts your wedding, smoldering racial contradictions instantly flare up with an all-devouring flame ... Dwarf NobleDeep in the frosty mountains lies the city of Orzammar, once the heart of a great empire. It was connected to other dwarf cities by the Deep Roads, tunnels thousands of miles long. But those times are in the past. The invasion of the creatures of darkness cut off the city from the ancient lands of the dwarves. However, in spite of everything, the houses of the dwarven nobility continue their age-old struggle for power. Blackmail, murder - all this is in use here, the main thing is to maintain the appearance of honor and nobility. The second child of the Dwarven King, Endryn Aedukan, you are taking command of the troops for the first time, and you are very proud of it. As yet, you do not know that the vile intrigues of family members and their accomplices can carry a greater danger than even a battlefield ... Dwarf CommonerYou were born untouchable in Orzammar, once the capital of an underground empire where caste is everything. At the foot of huge statues, behind the walls of the guild halls where the nobles play politics, the lower castes live in its shadow, seeking to serve the noble, just like their ancestors. And below all you. You are forced to do dirty deeds for the local leader of criminals and hide in the shadows all your life ... However, by chance, you find yourself in the light and finally get the opportunity to prove that the future can be determined not only by the circumstances of your birth, but also by your actions. RacesOf the races, the choice is between elves and humans. Humans have +1 bonuses to Strength, Agility, Cunning, and Magic. And the elves have +2 to magic and willpower. Plus the contemptuous attitude of people towards your elf-hero. There is almost no difference, so choose who you want. CharacteristicsMagic and Willpower at a ratio of 2 to 1. Don't forget to get your Cunning to 16 for influence. FU - physical stability. PU - mental. SkillsInfluence Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
combat training Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EARequired skill. Spells in combat are broken less often. There are no requirements. Herbalist Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Gives more slots to write behavior. As you level up, you'll get everything for free. Mage is best played manually.Specializations.Available at levels 7 and 14. spiritual healer Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA2 magic, slow health recovery. How to get: The book is from Bodan in the camp and in Wonders of Thedas after the Gathering of the Lands. Spells: Group Heal (Level 7), Resurrection (8), Ward (12), Healing Aura (14) Comment: The most useful specialization. If Wynn was killed or she is not with you, the healing spell will not be superfluous. If you don’t want to pump everything, then you need to take at least Group Healing and Resurrection. Blood Mage Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA2 constitution and spell power. How to get: Make a deal with the demon of desire in Connor's quest. To do this, you must enter the Shadow yourself and spare Jovan in the dungeon. Trick: Don't want to make shady deals? Then save before the conversation, accept the offer and load. Bloodmage (7) Instead of mana, you spend health on spellcasting. Decreases healing. Sacrificial Blood(12) Pulls life from an ally to you. Can kill a companion. Blood Wound (14) Hits the area with the magic of the spirit. Very fast read. The failure of physical stability also paralyzes enemies. Blood control (16) Broke on a Psychic Resilience check - the enemy is taken under control. Works even with bosses. PU successfully - damage. Commentary: The second most useful specialization. A bloody wound can help a lot. mage warrior Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA1 agility, +5 attack How to get: Nature of the Beast quest, Downstairs in a small room, there is a stone on the floor. Talk to him. Turns you into a warrior and you can cast spells. The strength limit for heavy armor is checked by magic. Heavy armor became available to magicians too! Good attack and impenetrable defense. Comment: Specialization is useful. But if you need a warrior, play a warrior. Werewolf Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EAHow to get: Morrigan on good terms or buy a book in the Dalish camp. Forms: Spider, Bear, Insect Swarm, and Werewolf Master are enhancements to all three. If you undertake to develop, then develop to the end. Comment: The most useless specialization - the warrior mage has more damage. And you can't cast spells. spellselemental school The main ones are Water Magic and Lightning. Develop them fully. Ice Snap Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Ice weapon. The unit's weapons deal cold damage. The cone of cold is ice in a cone. Indispensable if you were attacked in melee. Grab a Cone of Cold as soon as possible. Works even with the highest dragon. Blizzard is an area spell that deals cold damage and checks the resistance of friendly and foe. On a failed save, the target is frozen to ice. Lightning Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Lightning is a powerful combat spell. The second is lightning in a cone. Storm - hits the area. Chain lightning - deals high damage, small lightning hits the target's neighbors with less damage. Storm + Blizzard is a great combination. Freezes and shocks. stone armor Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Stone fist - removes health and knocks down. Cast after a frost spell - targets turned to ice or stone have a chance to shatter into pieces. Earthquake - Causes everyone in the radius to make a FU check or fall every few seconds. Turn to Stone: On a FU failure, the target turns to stone for a few seconds. It does not move and can be broken by an attack or a stone fist. School is needed only for the sake of stone armor - It slows down targets and Blizzard. fiery flash Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Fire Weapon - The unit's weapon deals fire damage. Fireball - damage in a large area and knock down. Gehenna fiery - a whirlwind that removes health every round. It hurts allies too. Damage is good. But immunity to fire is common and cannot slow down the target. creation Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EATreatment
Rune of Paralysis Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Protective rune - gives pluses to protection and stability to all allies near it. Rune of Repulsion - Repels enemies that fail the FU check. Rune of Neutralization - Blocks all spells, drains mana, dispels effects and does not restore strength. Rune of repulsion in the doorway, we throw area spells for it. The effect will shake you in the Deep Roads. Rune of Paralysis + Repulsion - Paralyze everyone in a large radius. Runes disappear. The school is very helpful. Teach. Heroic Assault Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Heroic aura - a shield that reflects distant. Heroic defense - gives protection and stability of all kinds, but puts pressure on the target, endurance will require more. Speed Up - The whole group starts to move faster and attack faster, although the chances of hitting are reduced. If you have a second magician in the group, he should be used. Magic light Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Magic flower - all magicians nearby (enemy ones too!) accelerate mana regeneration. Sting Swarm - high damage, and if the victim dies from it, the swarm flies to the next enemy. Spend your points on something else. mana drain Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Mana burn - spend your own to destroy someone else's around you. Magical power - strengthening all your spells, but mana is eaten faster and restored more slowly. Mana Collision is a very expensive spell that drains all of the enemy's mana and damages them in proportion to the amount taken. I can only say one thing: Magic Power + Mana Collision. Enemy mages will rue the day you took this class. A must to study. walking bomb Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Funnel of Death - Restores mana if there are killed enemies nearby. Infectious walking bomb - does the same as the first one, but even with the explosion you can infect neighbors (the effects of 1 spell do not add up). Raise an enemy corpse as a skeleton. A powerful school, but unpredictable and can kill you and your squad. Magic shield Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Dispel magic - removes all effects from the target - their own and other people's spells. Antimagic barrier - full protection from spells (from healing ones too!). Anti-magic flash - scattering effects over an area. Not bad. The anti-magic barrier can help a lot in combat. Flash is useless. mind explosion Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Force Field: The target cannot move and cannot be damaged. Telekinesis on the weapons of the entire squad - improves the breakdown of armor. Crushing Dungeon: The spell prevents the enemy from doing anything and gradually drains the life from him. Take a mind blast - when the enemies surround your mage it can save him. Shattering Dungeon does not cost points. Entropy Life Siphon Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Death magic is long-term, it restores the mage's "lifeline" if there are dead enemies around. Killing Curse: The enemy cannot be healed and takes constant damage. Cloud of death, - permanent damage in the area of effect. Including your partners. The most useful spell for any magician is the first. You can take this thread. Loss of orientation Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Horror - chains the victim to the place if he does not pass the PU, and if the enemy is unconscious, damage without checks. Sleep - A group of enemies fall asleep before the first hit, those who sleep can be terrified. Waking Nightmare - If Poo fails, different effects - stun, charm, attack on others. Not a bad school for a support mage. Vulnerability Corruption Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Infectious spoilage - the same, but by area. Distracting damage - spoils the enemy's attacks: critical - ordinary, ordinary - misses. Disastrous, damage makes all hits on the victim critical. Good for a support mage. You can't learn it yourself, let Wynn or Morrigan learn it. Weakness Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Paralysis - slowing down with a successful FU, immobilization - failure. Toxic fumes - minuses on the target of the magician, long. Mass paralysis. Many enemies are disabled. To support teach for the sake of the latter. magic arrow Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA
Magic Shield - a temporary increase in the protection of the magician. Staff Focus - Staff damage. Mastery in Witchcraft - Increases magical power. Don't underestimate the fast magic arrow - it can cancel spells and requires little mana. When fighting a high dragon, you will say thank you for the speed. There are points worth exploring for the sake of magical power. Spell CombinationsMagic Power + Mana Collision Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EAHuge damage to enemy mages. Be sure to study. Storm of the century Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EABlizzard + Magic Power + Storm Massive damage over a large area. burning fat Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EAMud + any fire spell. All light up. fire extinguishing Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EABurning Fat + Blizzard Fire no longer burns within blizzard range. electric explosion Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EARune of Paralysis + Rune of Repulsion Paralysis in a large radius. Then the runes will disappear. Improved Resurrection Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EAMagic Power + Raise the Dead The ally's skeleton has more options. entropic death Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EABaneful Corruption + Cloud of Death Big damage. Corruption effects disappear. Ignition Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EAForce Field + Crushing Dungeon Damage and knock down enemies around the mage. The magician takes no damage, but the effects of spells are removed. steam cloud Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EAVulnerability Corruption + Life/Mana Drain Double the amount of health/mana taken away. Nightmare Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EASleep + Horror Damage and awakening the enemy. The horror effect persists. splitting Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Guide DAO and DA:A. Mag. Sponsored by website, AMD and EASnap of Frost\Cone of Cold\Turn to Stone + Stone Fist\Shattering Dungeon\Melee Critical Strike Immediate death. EquipmentImportant parameters in equipment for all mages: mana regeneration in battle, pluses to magic and willpower. Best of the best: Reaper's Attire - Curiosities of Thedas, Denerim. Staff of the Lord Magister and Girdle Andruil's Blessing - Quartermaster in the Tower of Mages. Key to the City - A box in front of the council chamber in Orzammar after reading all the tablets describing the dwarves. The tablets themselves are in the hall of heroes, community halls, in the arena of trials, in the Diamond Halls, in the Dust City. Look carefully. Ring of the Living - Garin, Commons of Orzammar. Anti-magic amulet - Bodan, camp. Mage-warrior: Spellweaver Blade - Battlemage Corpse in Andraste Temple The armor of the Juggernaut is collected in the Brecilian Forest. In the Eastern part, disturb the grave. From the body of the undead in armor, take the first part. Also with other graves: In the Western forest and behind the foggy barriers in the Eastern. The last part is the Elven Ritual quest in the Lower Ruins. Not far from the ghost of the boy, there is a tablet on the sarcophagus. Follow the steps exactly and recapture your trophy from the ghosts. Wade's Superior Armor can be obtained by bringing him six normal dragon scales and one great dragon scale, as well as paying for the first two sets. All scales are Andraste's temple. Armor of the Dead Legion is collected in the Dead Ditch. Boots, gloves and a cuirass are in sarcophagi: in the room to the left of the exit from the tunnel leading from the bridge; in the room opposite the first statue with a fire trap; in the room with the emissary summoning skeletons, the helmet is located on the altar of the legion. The consignmentTank: Alistair, Oghren, Stan. Distracts enemies towards you. A must for any mage. Rogue: Leliana, Zevran. Zevran is preferable - if necessary, he will quickly kill the one who attacks you. When properly pumped, it becomes a thunderstorm for any enemy. Mages: Wynn and Morrigan. If you want to cast a spell and don't have enough points to learn it, let your colleague do it for you. Leave the herbalism skill to your companions. |
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