The best Dragon Age II mods. Best Dragon Age II Mods Dragon Age II Universe and Gameplay

Since the release of Dragon Age II in 2011, all lovers of high-quality RPGs have managed to go through it far and wide, trying all the options for the development of the plot. The game would be perfect if not for the annoying interface problems. Its HUD is completely inconvenient, and the manual highlighting of the loot makes you constantly run with the Tab held down. Fortunately, it has a large community, including many professional modders. But then another problem arises - for the 8 years of its existence, so many mods have been released to DA II that it becomes more and more difficult to find worthy ones among them.

1. Sunnies DA2 Item Packs

This mod (or rather, a set of successively released mods) is considered one of the best modifications for the DA II. And not without reason, because if most of the other mods simply replace textures or slightly improve the interface, then this one radically changes the game mechanics of many types of armor and weapons.

If in the normal version of the game gear was falling as if from a cornucopia, and few armor lingered on your enchant longer than a couple of locations, now all weapons and armor sets are pumped along with your enchantment. As they level up, not only their stats increase, but also new useful active and passive abilities are unlocked, the availability of which depends on the fulfillment of a number of conditions. Thanks to this, you can go through the whole game with almost a starting set of weapons and armor, or use exactly those things, the appearance of which is most pleasing to you.

2. TrufflesDuval Texture Mod

For any game that has been in popularity for more than 5 years, sooner or later, graphic mods begin to appear that increase the resolution of in-game textures to HD-level. DA II is no exception, and the gaming community deservedly considers TrufflesDuval Texture Mod one of the best mods in this direction. After all, almost all textures found in the game have been redone here.

As a result, the pavements look more realistic and more "medieval" (finally, the cobblestones have different sizes and shapes), and the Dark Spawn look almost the same from afar as they do up close ("vanilla" uses different textures for models at different distances). Of course, the textures of the armor have also been completely redone - now they are much more detailed. The great thing is that all this beauty is not so demanding on the resources of your computer.

3. Faces of Kirkwall

Many critics and casual gamers have praised the DA II for its excellent character models. Unfortunately, with each playthrough, the same faces get a little boring. In order to diversify the next race, it is worth installing a mod that allows you to choose new images for party members, members of the Hawke family and some other important NPCs. New faces of old acquaintances are made in higher resolution and with more realistic colors. For this modification to work correctly, you will need the following mods:

If you are quite satisfied with the faces of your companions, but would like to slightly improve their quality, then instead of Faces of Kirkwall you can install the Unique Face Textures for Companions mod, which uses the same face models, but with a higher texture resolution.

4. Nightmare Difficulty Tweak

Dragon Age II was created with feedback from Origins in mind. In theory, this approach makes it possible to noticeably improve the quality of games, but in practice it often turns out that a loud minority manages to impose an opinion that absolutely does not coincide with the opinion of the silent majority. So it happened with the tactical component of DA - instead of thoughtful planning and constant pauses a la Origins, we got dynamic action. But quite a few gamers actually liked it.

One of the most noticeable changes in combat was the complete elimination of "friendly fire". As a result, mages, who in Origins often had to carefully choose the area of ​​effect of the nukes that hit the area, can now throw them directly over their own tank. This applies to all difficulty levels, except for Nightmare, where the damage from nukes to allies is still preserved.

Unfortunately, Nightmare, in turn, is not suitable for all gamers - after all, in addition to increasing the hardcore game, this mode significantly increases the number of spawning mobs and all their stats. As a result, those gamers who are too hardcore for the simplistic combat of DA II, but too casual for the Nightmare mode, are forced to rush among two fires. However, there is a third way out - download and install the Nightmare Difficulty Tweak mod, which allows you to adjust the difficulty level of the Nightmare mode. There are three options available for it:

  • Recommended - roughly the same as the original Hard difficulty, but with improved enemy AI and friendly fire.
  • Normal - the difficulty is close to the Normal level;
  • Advanced - roughly the same as the original Nightmare.

5. Dragon Age Save Generator

6. Archery Crit Build Up

From the first days after the release of Dragon Age Origins, many fans of melee builds complained that the mages turned out to be fierce imba. In DA II, the pendulum swung in the other direction, and complaints about insufficient power began to be heard from the magician camp. However, the weakest class of the game was the archers. Hawk archer is practically useless, as it is inferior to all possible party members both in damage and in the use of additional skills.

The main reason for this problem is that when the Hawk Thief switches from the dagger tree to the onion tree pumping, the passives for increasing the critical rate stop working. This modification significantly increases the DPS of Hawk the Archer due to the fact that he can now learn the hidden passive "RoyalArcher_RangedCombo". This skill was created specifically for Sebastian and increases the chances of a critical hit by 20%. Please note that for the mod to work correctly, you will need the DLC "The Exiled Prince".

7. CharGen Revamp

Another reason that contributed to the popularity of Dragon Age Origins is great amount"Origins" with the ability not only to choose the race, class and background of your character, but also to choose the most suitable version of his appearance.

The sequel also has a generator, but its capabilities are noticeably inferior to the original, and often the preset options for Hawk's appearance look the best that can be configured manually. There are even jokes about the "character uglifier" in the English-speaking community. The CharGen Revamp mod will help you solve this problem, significantly expanding the capabilities of Hawke's appearance editor. With an improved editor, you can create a really cute protagonist.

8.No Gibbing

9. Hide Weapons

Bioware's games are renowned for their atmosphere, which is achieved in large part thanks to the dramatic and well-staged cutscenes. Unfortunately, in "Age of the Dragon" 2, the atmosphere of castzen is sometimes reduced due to the fact that the weapons equipped on them remain in the hands and behind the characters. The presence of weapons in the cutscenes becomes especially annoying when it has magical properties - some flaming bow not only occupies half the screen, but also attracts all the attention.

Even more questions are raised by the relevance of a huge two-handed man behind the character's back, strolling through a peaceful city. Especially to eliminate such absurdities, the Hide Weapons mod was created, which hides the weapons of all members of Hawke's squad outside of combat situations.

10. Autorun and Tab Highlight Toggles

This modification will save your fingers and will help those gamers who are tired of constant races around the world with a clamped tab in search of inconspicuous loot lying around. It adds to the game a drop-off auto-light that can be turned off with one button, and also allows you to assign an auto-run to any of the free keys.

In this mode, your character will automatically run in the direction he is facing. When any of the direction buttons (w or s) is pressed, auto run is disabled. You can use both options of this mod in the game at once, or any of them separately (for this, the launch is carried out through 3 separate exe-shniks).

There is a perfect game. Even several, one for each major developer. Have BioWare your own recipe: more cut scenes with forks, adrenaline battles - not a lot, but not a little, so as not to tire the player. Yet the main character- kind and strict, justice and decisiveness in one person. A dozen catchy faces in his entourage complete the picture of the “cinematic blogger from BioWare"Or" role-playing game from the creators Baldur's Gate"- it doesn't matter: the recipe can be transferred to any setting, finding new fans. No i am not criticizing BioWare for the handicraft, because the ideal game should be good for everyone: the developer should not get tired of creating it either.

Dragon age 2 managed to make it in a year and a half, using mainly the Delete key. We must pay tribute: u Dragon age: origins a lot could be cut by making the game better. Few shed a nostalgic tear, seeing off the "tailed" dungeons, the last reminder of the era Dungeon & dragons... It was a little more difficult to give up the choice of race, background and conversational skills, but the non-linearity of the plot promised to cover everything a hundredfold. Succeeded? Formally, yes, but formalities do not deserve sympathy.

Flemeth has a talent for pulling out of trouble straight into a new hell

The fatal mistake occurred at the moment when BioWare decided to put the whole plot Dragon age 2 in the vicinity of the only city - Kirkwall. Formerly a slave city, Kirkwall is not the best place for tourists. Moreover, you will not envy the main character, Ferelda Hawke, who fled here from Mora and was stuck in its uncomfortable walls for a long time. Hawk will go crazy with the player: the story spanning ten years suggests that every corner of Kirkwall will have to be explored five or six times. Don't count on the appearance of new neighborhoods with unusual architecture - after five hours of play, you will remember every brick here. And after ten you will begin to notice the same brick in supposedly new dungeons: a paradox, but saving on the size of the locations, BioWare did not consider it shameful to use them several times. Many times.

Autistic Sandal is scary in anger, it is better to be friends with him

Everything here works for the feeling of monotony: poor level design, repetitive battle scenarios, similar enemies and rubbish randomly scattered around. No, Dragon age 2 does not make the player bored, the trouble is different: this sleepy world is completely devoid of dynamics. "Nothing happens here," every corner of Kirkwall tells the player. And now this is already a sentence, because I counted on the dynamics of the development of the world and characters BioWare while working on quests and scenario. Hawk from a refugee will become a defender, the city will survive a bloody rebellion, somewhere in the nearby lands the Gray Guards will defeat the Pestilence, but the very first walk through the familiar neighborhoods will tell you: "Nothing happened, nothing has changed."

We will survive this too

This inner fatalism forces everything into Dragon age 2 evaluate negatively, although in reality BioWare very good at detail. After completing the side quest, you can wait for its continuation in the next chapter, the allies of yesterday's drama will again ask for help or help you themselves. All the more active are the hero's companions, they often leave Hawk a supporting role: the magician Anders and the adventurer Isabella shamelessly manipulate him, and the dwarf Varrick, using his position as a personal biographer, clearly exaggerates his importance in the history of the defender. The personal tasks of the companions follow one after the other, tightly intersecting and even merging with the main plot. Alas, the personalities of the companions are completely one-sided, which is why participation in their fate turns into a mechanical necessity to nod in a timely manner for the sake of increasing friendliness and to interpret heart to heart when the diary requires it. Trying to squeeze emotion out of the player Dragon age 2 loses all sense of proportion: "ketchup" brutality of battles tends to farce, pretentious elves and Qunari drive into a trance, and the atrocities of urban maniacs cause bouts of nausea. Why do we need this? Gray Wardens, deceiving Shadow demons and the cunning Morrigan - that's what we came to the sequel for Dragon age.

Fenris is always happy to kill a mage

We didn't really want dynamic battles either: the machine-gun rate of fire of the magicians and the supersonic sharpness of the thieves will surprise even fans of slashers. However, suspicions of console simplicity were in vain, skills and spells must be applied very carefully, given the speed of casting, additional effects and the possibility of interclass combinations. Additional effects are given when the ability is improved: a shower of arrows can "sew" enemies to the ground, slowing them down; petrification makes the enemy fragile, and lightning stuns targets. Having carried out the correct attack on a frozen target, you can inflict sixfold damage, which is useful - enemies in Dragon age 2 sometimes insanely tenacious. But for the most part they are of the same type, and their mind did not increase from the first part. The contactees can still be driven by a "locomotive", assassins differ only in rare (but very painful) attacks from invisibility, commanders treat trifles and sometimes throw bombs, arrows of archers fly around the corner. The hit of the season is the “sudden” appearance of help, which is indispensable in every battle. It is very easy to adapt to it, but the artificiality of such a move is felt every time only stronger. A dozen interesting bosses will still be typed. Not so small, because they really have to calculate every step. Even without friendly fire: it is now possible to harm allies only on "nightmarish" difficulty.

These buttons have nothing to do with the fire trap. Bug or so by design?

Difficulties, however, can arise literally from scratch. For some reason, the heroes began to stumble on the bumps and continue to move after the order to "stand". Traps are discovered too late and often go off without any trigger. Enemies' blows turn the hero into a weak-willed horizontal bar, but running through a horde of monsters without getting a single kick is no problem. The roughness is small, but they are superimposed on an inconvenient attachment control and the lack of an isometric mode of the camera. One joy: thanks to detailed macros, you rarely have to take on manual control of companions.

There could have been more holes - in pursuit of entertainment and dynamism BioWare tormented the engine, cut the textures of the scenery in favor of animation and effects, and the chopped models of the heroes suggested a sudden awakened craving for anime. Fortunately, nothing happened: a set of normal textures for the PC was posted right after the release, and the clumsy graphics style was in consonance with the depressing storyline.

In these screenshots you can compare graphics with and without a texture patch.

The battles themselves turned out to be a miracle as spectacular, but completely tasteless: fire, lightning and telekinesis of magicians, somersaults of robbers, warriors waving with giant weapons - such heroes are cramped in urban slums and spider caves. A hero can decapitate five of them with one blow, tear the victim into bloody splashes Diablo, but not an exemplary citizen, waiting for the night for any more or less dubious business. Cruelty and other emotions live in cut-scenes - they perfectly complement the "dialogue wheel" that is absolutely not annoying in this game. It turned out, perhaps, not worse Mass effect: good angles, natural movements, pleasant voice acting. Some will enjoy the latter against their will: the localizer did not bother with Russian dubbing.

There is no need to try to "tank". Just run!

Joy

  • Good graphics style
  • Classes are better balanced and skills are more interesting
  • Intricate plot, high-quality side quests
  • Live dialogues, non-passive companions

Nasty things

  • Repeating locations
  • Same type of battles and opponents
  • Motivational dead ends, predetermined plot twists
  • Old AI bugs and new engine flaws

Grade 7.

Output:

And still Dragon age 2- this is a disappointment, although not the monotony of this is the reason and not even a sleepy plot. Half a year or a year of grinding would not give anything here. It's just that the players needed something else: details about the universe, the consequences of their decisions in Origins, the closure of the gestalt of intriguing secrets. One can only guess why the series abandoned its well-taken course and went to wander through the wilds of ambiguous decisions.

Flight from Ferelden

So, after watching the introductory video, it finally gives you the opportunity to take control of your hero or heroine. On this moment you will go through a little training, so your enemies will not be too difficult, besides that your all indicators of health / mana / stamina will quickly recover.

If you chose your hero as a magician, then your brother named Carver (a warrior with a two-handed sword) will move with you. If you chose the class of a robber or a warrior, then your sister named Bethany (magician) will be with you. You take control over both your hero and your relatives.

After you beat off the first wave of enemies, the second will immediately arrive. It doesn't matter who will fight this bunch of enemies, the only difference will be in the video. After you destroy the adventures of darkness, an ogre will come to you. You should not be afraid of him, as he just looks intimidating and in fact he is quite harmless.

The first thing that you will immediately notice in the game is that the enemies will be much stronger than in the training field. In the new part, try to keep an eye on all your party members more, and especially watch out for those who are at a distance. Try to defend the mages, because if a melee enemy approaches them, they will immediately overwhelm him.

After a small fight occurs, then go ahead and talk with your relatives. After a small meeting, another batch of adventures of darkness will come to you and in a couple of steps you will see a couple of templars. Help them in battle. And after that, the templar Sir Wesley will not be very happy with the presence of your sister, since she is an apostate mage (and if you play as a mage, then he will not be very happy about you). But soon everything will be resolved.

It turns out that Sir Wesley is very badly wounded and he cannot help you in any way, so his wife, Aveline, will join you. Avelina is a very good warrior who specializes more in sword and shield. Wesley and your mother will simply move behind you to keep out of all sorts of hassles.

So, move along the trail. Soon you will have to fight about two times with the next groups of adventures of darkness. After going a little further with the battle, you will meet your first opponent, the Mage-Emissary, who is accompanied in a group of ten archers. We recommend that you kill the Emissary first, as he can easily shower you with his fireballs. After you deal with this group, a new one will arrive and after all these battles, move to a small dead end. Here you will find the corpse of a refugee, from him you can find two healing potions, which will soon be very useful to you. In addition, there will be a chest that can only be opened by a robber, so if you are not a robber, then you cannot open it in any way.

Before proceeding further, make sure that you did not miss anything and were able to collect everything that was only there. So, as you prepare, then go to a very large clearing. Here you will have a battle with an ogre, which is much stronger than the previous one. As support, he will have henchmen of the dark. A little later, more reinforcements will arrive.

When a small scene passes, then engage in a battle with this ogre. This ogre is more difficult than the previous enemies, but it shouldn't be critical for you, so as the battle is over, watch another video in which a huge group of adventures of darkness will come to you. Our only advice is to save a couple of cans of healing for the next battle.

Now the darkspawn are plentiful. Fortunately, you only have to kill a couple of these monsters, as soon a new character will appear, after whose arrival you can relax.

When the witch arrives, you can chat with her as you please. In general, you will have only one result - she asks you to give the amulet to the Keeper Maretari, whose clan lives somewhere in the area of ​​the city of Kirkwall. After you hand it over, you will have to do whatever Maretari tells you. When you pass this amulet, you will have to make a very difficult decision about your companions (please note that any decision you make will affect Aveline). Now watch the video in which you arrive in Kirkwall.

Kirkwall - Arrival

As you arrive at this place, you will be immediately struck by the crowd of refugees from Ferelden, who are standing near the gate. It turns out that getting inside is not too easy at the moment. Speak quickly with the guard named Wright and he will advise you to talk to Captain Yuld. You will see that it has already been besieged by a crowd of local refugees who are eager to get inside. If in a conversation with him you mention the name of your uncle (Gamelin), then he agrees to help you with your problem. The people standing here will be angry, because they think that you have received permission to enter the city out of turn, so they attack you and the captain. There is no way to convince them, so you have to kill everyone. When the battle is over, the captain will agree to help you find your uncle Gamelin. In a couple of days he will indeed appear. But it turns out that your uncle's status is not entirely valid, therefore, he cannot help you, respectively. But he can point out those who will help you with this.

So, you can get to this city only through two people proposed to you: the mercenary Miyran and the smuggler Athenril. You can take the task from both of them, but you can only join one group. In general, there is not much difference, since the smugglers go to distort the laws, and the mercenaries do not always observe the rules and regulations. Depending on who you choose, there will be different achievements. Even after a year of your work for the selected group has passed, you will be able to continue to carry out their tasks.

Miyran will want you to kill a target named Frederick. He once surrendered the plans of the mercenaries, as a result of which several people died, so the leader of the mercenaries wants to take revenge or justice, as you prefer. When you talk to Friedrich about this, then of course he will deny everything and say that this is just a business. You can attack him first, or ask for help to penetrate the city, after which Frederick will attack you personally. In addition, you can accept a bribe in the amount of two gold moments, but then Miiran will no longer accept you as a mercenary and you will have to complete the task of the smuggler Athenril. In addition, if you take a bribe from Frederick, his bodyguards will want to kill you, since they believe that this is their money for the services provided. While the battle is going on, Frederick will run away at this time.

Athenril wants you to speak with a merchant named Kavril and he will pay his due bribe. It turns out that the smugglers are supplying him with goods in exchange for a part of the profits, but now the moment has come when he no longer wants to share his income. You can resolve the quest peacefully if you take a bribe from him in the amount of two gold, but in this case, Athenril will not give you the opportunity to get into the city and you will have to return back to Miyrn. In addition, you will receive an increase in the rivalry with Aveline. If you still continue to knock out the due payment from him, then soon you will be attacked by the merchant's guards. City guards are standing nearby, so they will immediately help you in the battle. After this scuffle, the merchant will still give you the money and you will also get additional experience. You will not be able to gain additional experience if you want to resolve everything peacefully.

There is also an alternative approach. You can give the opportunity to talk to Aveline with this merchant. He will be intimidated by her warlike appearance and will give you the full amount without unnecessary resistance, in this case you will receive friendship with Aveline.

You can't get bribes from both of them. If you have been bribed once, then the second time there will simply not be such an opportunity. If you offer, then you will simply be attacked by those from whom you ask for a bribe. In any case, go back to your employer, from whom you went to knock out money, and then go back to Gamelin and your conversation with your uncle will finally end the Prologue.

Act - 1

Finally, exactly one year has passed since the moment you entered the service of mercenaries or smugglers, so you are now a "free bird" and can do any business. From the opening cutscene of Act 1, you learn that a certain person named Bartrand is trying to organize an expedition to the Deep Paths in which you need to take part. But unfortunately, Bartrand will not share your ideas and desires in any way. After watching the next video, a dwarf named Varric joins you - an archer or a crossbowman who never leaves his favorite crossbow named Bianca. He is also Bartrand's younger brother. He has his own plan for how to arrange his expedition to the Deep Paths. After talking with Varric, you have the quest "Business Conversation" and "Trekking to the Deep Trails".

Trekking the Deep Trails

Well, based on the conversation with Varrick, in order to get the rights to partnership in the expedition, you first need to complete two main tasks: first, you will have to collect as many as 50 gold coins to finance this expedition, and second, find maps where the entrance will be indicated into these Deep Paths. If everything is clear with financing (you will have to deal with tasks), then problems with the map may arise. First you have to complete the quest called "Pacification", which you will receive immediately after talking with Varric in the tavern called "The Hanging Man".

Business conversation

So, talk with Varrick at the Hangman Tavern. This conversation is the beginning for many assignments. In general, during this little conversation you will receive a quest called "Pacification".

Pacification

You will receive the task from a dwarf named Varric, after you complete the "Business Conversation" task. You have to establish the location of the unknown Gray Guard, who, according to Varric, arrived here with the refugees from Ferelden.

Go to Ferelden Lirena's Goods Shop (located in the Lower City). In general, no matter what you say to her, she will tell you about the fact that a mysterious Gray Guardian named Anders arrived here and made a hospital in the Cloaca, where she tries to help all those who need treatment. And most importantly, it's completely free. This is where you should go.

Attention: In Lirena's shop there is a chest in which they make a donation to the Ferelden refugees. You can also make different donations and get experience in return. Experience is measured depending on the donated amount: 50 silver coins - 50 experience, 1 gold coin - 100 experience, 5 gold coins - 200 experience.

At the exit from this shop you will be greeted by a crowd of violent refugees. They decided that you were supposedly trying to do something with their precious healer. You can calm everyone by saying that you also come from Ferelden (in the dialogue "We are on the same side"). Thus, you will receive an increase in experience and another increase in friendship with Avelina for the fact that you were able to solve everything peacefully. If you choose other answer options, then this whole ardent crowd will begin to attack you. If you choose an aggressive answer for them, then you will get rivalry points with Aveline.

In general, move to that Cloaca. Anders is located somewhere in the northeastern part of this map. At the moment he is treating his patients. But still he will listen to you and decide to help you. But not for nothing. You will have to help him, or rather his friend named Karl (also a magician), escape and meet near the Church, at night. You can answer him whatever you want. Just remember that you need Anders to help you move further in the storyline, so you won't have the option to refuse.

So, move to Church at night. You don't have to take Anders with you, so you can walk there with any team. Chat with Anders and you will automatically go to the Church. Here you finally find Karl and with him a large squad of templars. Ordinary templars will not be a problem for you. Another thing will be with the Templar Lieutenant and the Templar Hunter, which have large reserves of strength and health. Hunters are like killers, so they can go into invisibility and stab you in the back, it makes sense to keep an eye on all members of your squad.

After the battle is over, listen to the conversation between Anders and Karl. Answer as you see fit, your decisions will not affect anything here. After that, you will return back to the Cloaca to Anders or with Anders. All in all, you will receive the long awaited cards. From now on, Anderson will become your companion. Anders is a healer, but he also has offensive spells. In addition, it can be associated with a romantic relationship, but it all depends on gender.

Long way home

Move to the Dalish elf camp located on the Broken Mountain. Here you need to give the amulet (which Flemet once gave you) to the Keeper Maretari. Soon she will ask you to take the amulet to the very top of this mountain in order to do some kind of mysterious ritual. Her ward named Merrill will help you in this matter. She is waiting for you near the settlement of the Dalish elves. After a short conversation, she will follow you, but until she joins you as a companion.

After going a little further, a huge pile of undead rushes at you. In battle, you probably guessed that Merril is a magician. You will have to advance with a fight, since every time you will be ambushed by the dead. Soon the Dalish hunter will start a conversation with you. From the conversation you will be able to understand that your new companion is not in too close relations with the local Dalish. In general, move now inside the cave. Here a couple of spiders will attack you, each time trying to take their victims into the ring and you will not be an exception. In the southern part of this gloomy cave, near a closed chest, undead will again attack you, but this time with them there will be a shadow warrior - an enemy who is much stronger than his rotten friends.

Soon you will finally find a way out of this cave. As you exit, then move on after the arrow to the task. Almost immediately you will stumble upon a blue barrier. Merril will be able to dispel it, so the path will be clear and you can continue to move. If in the next conversation you speak extremely negatively about Blood Magic, then you will receive friendship points from Anders, Aveline and Fenris. But Varric doesn't really care.

As you find yourself near the tombstone, then you will have to finally carry out the ritual, after which the undead will attack you. The first wave will consist of ordinary corpses and the Secret Horror, the second is the same, only instead of the Secret Horror there will be a Shadow Warrior. Deal with them and put the amulet on the tombstone that is here, then watch what came of it.

When the video passes, then return back to the cave. You will be automatically transported to the very beginning, straight to almost the Keeper of Maretari, and then straight to the Elphinage of Kirkwall, where our friend Merrill will now live. If you promise to visit her, then you can get a couple of points as a rivalry with Fenris. After you talk to Merril in the local Elvenage, the current task will be completed and you can then take her to your group as your companion. As you already understood, Merril is a blood mage and she cannot teach healing magic in any way, so she focuses more on attacking and corrupting enemies. Merrill is also romantically interesting for either gender.

City Guard Friend

Chat with Aveline at the Governor's Castle. After this conversation, you can take her again as a full-fledged ally.

New house?

Now it's time to visit Gamelin's lodge in Lower City. In addition to everything else, you can also find a chest there to store your belongings. Further, it all depends on the installed add-ons.

We recommend that you visit this house from time to time, as at times you will receive letters asking for help. All letters can be read in the writing table. Letters will not come all the time or at the same time, they come as a rule, depending on the progress of the game.

Here you can even place an order for runes, potions, poisons and bombs, while you do not need to constantly run all over Kirkwall in search of the things you need.

Act -1: Storyline

Prodigal son

First, you will hear about Feinriel and his mother from your friend Varric, but after a while you will meet an elf named Arianni in Elvenage. Listen carefully to her conversation with the Templar named Trask and then talk to her. Arianni has a son named Finriel, who has magical powers, but only he is not a member of the Circle of Mages, so Arianni, for fear of being left without a son, began to hide the truth about her son from others. But at the moment he is constantly tormented by terrible nightmares and his mother is very afraid for him, since she believes that demons are involved here. She decided to choose the lesser evil and turned to the magicians, so that they, in turn, would help her.

But then a problem arose, namely her scared to death son ran away to no one knows where and Arianni has no idea where he went. But still, there are some considerations. She invites you to find Trask and ask him, since he is also looking for her son. By the way, there is another option - the father. His father is an anti-Soviet trader, Vinchezo. He left his mother a long time ago when he found out that there would be a child. Since then, he has not communicated with her, but still Arianna believes that the son could turn to his father, who recently returned from Antiva. Talk to either of these two. The father will tell you about his son if your team has a magician or your hero is a magician himself. According to him, the boy fled as far as the Templar named Samson, who has now begun to help some of the fugitive magicians. You can find Samson in the port at midnight. If you talk to Trask and convince him that you are looking for a guy for a higher cause, then he will also direct you to Samson. If you did not talk to Arianni in Elfinage and did not even witness how she talked to Trask, then Trask can give you this task if you talk to him near the Kazemts. As a result, you can immediately go in search of the Templar Samson.

So, from Samson, you learn that the boy had no money, so he sent him to his friend named Rainer, who at times was engaged in the slave trade. According to Samson, you can find Reiner in Porto, where he has his own private dock. It's time to go to the marked building. Please note that there will be a lot of robbers who will not be very happy about your arrival. In addition to enemies, you will also stumble upon traps there. How to clear your way by killing the first two packs of enemies, then move to the arrow of your quest. Here you will witness a rather sad scene where a girl-magician cornered becomes instantly possessed, so you will have to fight not only with the robbers led by Reiner, but with this girl.

After the fight, in Reiner's chest, you learn that the boy was sold to some Tevinter named Danzig. You can find this character in the Cloak. Of course, he won't tell you anything just like that, but if there is Fenris in your group, then he will tell you everything. Fenris will make this slaver tell everything he knows. If you have a peaceful conversation with the slaver, then you will receive ten points of rivalry with Fenris. If you decide to destroy all the slavers, citing the words "you condemn too many people to slavery," then you will get ten friendship points from Fenris and Cover in return, in addition to this, Avelina will also have five points to friendship. In the battle with them, you will have to be extremely careful due to the fact that almost at the end a magician appears, who can bring you a lot of problems. From the map received from Danzig, you will find out the location of the slave camp - a cave on the Ragged Coast. You need to go exactly there.

This cave is not too big and there will be no traps in it. Local slavers will not be too dangerous, although there will be mages among them. Just clear your way to their leader. Soon you will witness the slaver holding a knife near the boy's throat. If Varric is in your group, then he can easily persuade him that he is supposedly the son of the governor. For the rest, you have to fight.

After you deal with all the enemies, then you have to decide what to do next with the boy. He doesn't really want to go to the local Circle, so you can send him to the local Dalish who are on the Broken Mountain (in this case, Anders and Merril will approve of your actions). You can also send him to the Circle (Fenris and Avelina will approve this). To complete the task, you need to report everything that happened to Arianni. She will give you a very nice ring as a reward.

You can either tell Trask everything or just keep silent, but no matter what you say, he will still find out the whole truth about what happened. After that, the "Compassionate Deed" quest is activated.

A merciful act

After you have completed the task related to the missing boy, you will soon receive a letter in which a mysterious anonymous person will ask you to meet him outside the city. It's time to go to the approaches to Ragged Shore.

On the way, dragon kids will attack you soon - kill them. Soon, Trask will turn out to be that anonymous, who was impressed by what happened to the boy. He will tell you that Mages have settled in a cave nearby and kill everyone who goes to them for negotiations, but soon a huge detachment from Starkhaven will arrive here and they are not going to stand on ceremony, they will kill everyone and everything. If you refuse him, then Trask will go to this cave himself and you will receive points of rivalry with Merril and Anders. You also have a great opportunity to stop the massacre and persuade the magicians to surrender. Go to the cave. Soon, the Blood Mage with his dead will attack you. After that, move on and soon you will encounter an even larger squad of the dead. Soon, in one part of the cave, you will meet a very young renegade named Allen. He will tell you that a local head named Decimus is forcibly holding back the magicians and studying Blood Magic, while motivating them with the fact that they have nothing to lose anyway.

Agreeing with him will be generally unrealistic. He will attack you immediately after a short speech. You will have to kill not only him, but also a couple of renegade magicians along with the wickedness. The remaining mages will ask for your help to get out of here. If you agree to help them, then you get rivalry points from Francis and friendship from Anders. If during the dialogue you say negatively about Decimus's Blood Magic, then you will receive friendship points from Anders and rivalry points from Merril. If you just keep quiet, then you will get friendship points from Merril. In addition, you will be able to persuade Grace to return to the Circle of Mages completely voluntarily. In general, in the end, come out of this cave. Keep in mind that on the way to the exit, you will be given more than one ambush. So, when you go out, you can still cut the Templar squad or not. If you kill them, then you will receive friendship points from Fenris and rivalry from Merril and Anders. In any case, Trask will always support you!

If you decide to help the magicians escape and there is no Varric in your squad, then absolutely any dialogue without Varric will lead to a battle. If he is with you, then let him again tell another fairy tale, which Trask will immediately support along with Alain, well, the templars will naturally believe him (this is Varric), so they will free the approaches to this cave. In this case, you will receive friendship points from Varric and Anders, and rivalry points from Fenris. After that, a conversation with Grace or the Templars will complete this task.

Enemies Among Us

The quest begins with rumors of a certain girl named Mesha who is trying to find out about the Templars in the Upper City. Soon you meet her in person. Masha asks you to find her brother, who serves the Templars. Her brother's name is Keran. Keran suddenly suddenly disappeared a few days ago and since then no one has heard of him. To find out anything, you have to ask his friends who serve as novices. Talk to Hugh and Wilmond, who are located in the Casemates. It turns out that Wilmod is missing from the Casemates. Hugh will tell you that at the moment a sufficiently large number of novices have disappeared and they currently suspect their knight-commander named Meredith of dark rituals that are aimed at testing the new capabilities of the templars, so they die if they cannot withstand initiation or the test ... Suddenly, another novice, by the name of Ruvina, begins to contradict Hugh's words that supposedly there are no grounds for suspicion at all, since she recently personally, with her own eyes, saw the allegedly missing Wilmod. She claims that now he is back, as before - alive and well. But at the moment he is resting "in nature". If you start digging and ask why she didn't tell about it earlier, then she will refer to an order from Meredith herself and another knight-commander Cullen, who was also looking for Wilmod. Cullen, in search of the missing templar, went out of town. Since this happened recently, you still have time to catch up with him.

A new mark "Wilmod's Camp" will appear on your map, where you soon witness the interrogation of the novice by the sought-after Cullen. You can choose absolutely any cue, but it will not affect what happens in any way. Soon you will come to fight with the possessed and a couple of spirits. After this battle, you can finally talk to Cullen. Cullen, in general, does not really understand what is happening here, so he will send you to a brothel called "Rose Blossom", which Wilmod used to visit a long time ago. In the brothel, you will need to talk to a girl named Viveka (she was most often visited by our missing person). After she looks at the book with notes, she will send you to Idunn. Found Idunn will generally deny that he has the slightest idea of ​​a man named Wilmod. Further, with the help of his charms, he begins to enchant all your party members. If you play as a mage, then you can dispel the spell, and if you play as a different class, then just ask another mage on your team about it. Idunn will be shocked by what happened, so he will give you answers to all the questions asked. Any other branches of the dialogue will lead to the death of Idunn and you will have to locate the Blood Mages yourself, based on the documents that are on her table.

So, proceeding from the Words of Idunn or from the documents, then everything turns out to be directed by Tarone. At the moment, she is in her secret hideout in the Cloaca. After the girl tells you everything, she will at the same time ask for mercy. You can send her to the templars so that she will atone for her guilt (earn rivalry points from Anders) or simply kill her on the spot. Move now to the Cloaca and find Tarone's refuge. Try to be careful, as here, in addition to spirits and undead, you will also find traps. After the entire shelter is practically cleared, then you will finally find Keran and you will be able to talk a little with Tarone. There is no way to solve everything with the world, so get ready for battle. At the very end of the battle, the Demon of Desire will come out and he is much more dangerous than Tarone, so watch the battlefield carefully.

After the fight, talk to the found Keran. If your group has Anders or Merril, then they can check him for the presence of demons (If you ask Anders, you will get influence points). After that, Keran will return to the Casemates. Follow him. The next scene can bring you points for friendship or rivalry with Anders, but it all depends on what decision you made before. When you have to tell about the future fate of Keran, then you can agree with Cullen and report that the young man is dangerous (get friendship points from Fenris and rivalry from Aveline and Anders), or you can convince that he is possessed (get your influence points) ... In general, it does not matter whether you checked him for the presence of demons or not, but we advise you to tell you to be watched by the templars for ten whole years, after which he will receive the title of a full knight at the end of this period. Cullen would never agree to more. This completes your task.

Gunpowder Hopes

When traveling on the world map, you will soon stumble upon a dwarf named Javaris, he will be in the company of his guards, who are fighting off the attack of spiders. Help them soon. At the end of the battle, the gnome, seeing your fighting skills, will offer you a job: get rid of the local Tal-Vashot group - these are the Qunari, who rejected Kun. They Settled on the Ragged Shore. The gnome needs this in order to impress Qunari Arishok, thereby trying to bargain with him a special explosive powder. Only Qunari has the recipe for this powder. If you agree and help him get rid of the specified group, then you will receive friendship points from Avelina. If you say that you will do it only for money, then you will receive rivalry points from Avelina. In general, head to Ragged Shore and take the southern trail as your first fork. These Qunari camp will be located in the northern area of ​​this map. When you approach this camp, you will be greeted by a very polite Qunari. He will warn you that if you go further, Tal-Vashot will immediately attack you as soon as he sees it. He himself will hide, since Tal-Vashot is not to his liking. You can try to ask him to hire you, but still nothing will come of it.

Clear your way by killing Qunari along the way. Among them will be Saarbas - translated as Mag. As you find yourself in the cave, then be extremely careful, as here you will find several traps, in addition to packs of Qunari, which want to tear you to pieces. But even though they overwhelm you in quantity, they are not really serious. But when you run into their leader, certain problems will arise. In addition to the fact that their leader will be the most powerful hand-to-hand combatant, he will also be in the company of a very powerful magician. We highly recommend that you first fill up the magician. Stun, paralyze and poison him - in general, use all types of weapons. Try not to let him use his massive spells. After you defeat all your enemies, then collect all the loot and after that, return back to Kirkwall. You need to find Jarvis. He is in the port at the Qunari headquarters, during the daytime. The Qunari Guard will let you inside. Isabella will temporarily leave your group here, if she was in your team. Go ahead a little and soon get to know Arishok himself personally. If there is Fenris in your group, then you will receive a few additional dialogues, but they do not particularly affect anything. At the very end of the conversation, Jarvis will unexpectedly leave the Qunari headquarters and then Arishok will soon offer to do the same to you. But for now ...

Wolves in Sheep's Clothing

This quest appears in your journal under the Rumors section. An unidentified representative of the Church wanders in the Lower City and for some unknown reason searches for Qunari. After you complete several storyline tasks, you can go to the Lower City at night and find this lady there. She will try to hire several people who will soon try to kill her. Deal with these bandits and burn with this servant of the Church. She will introduce herself to you as Petris. Impressed by your military successes, she offers you a new job. To find out all the additional details, meet her in one of the houses in the Lower City.

As you arrive at the meeting point, then find out that her job is to escort the captive Qunari magician out of town. As Petris tells you, he will be killed if he gets back to Qunari, and the official authorities of this city will do so anyway, if he gets to them. Therefore, it is required to withdraw him urgently from this city. You will have to move through secret underground tunnels. You can go down into them from this house (if you agree to help, then you get rivalry points from Fenris and Varric, and friendship from Merril and Anders). Traps and spiders await you in the tunnels. The most serious battle will take place near the exit already to the surface. Soon you will be interested in one bandit group, but of course more in your Qunari mage. During negotiations with the bandits, the leader of these bandits will try to plunge a knife into our hero, but our new companion, the Qunari mage, will prevent this attack and the battle will soon begin.

After the battle is over, talk to Ketojan. But you won't get anything from him, so keep moving on. After you leave here, you will meet a group of Qunari. Based on the conversation, you find out that they were aimed at you on purpose. Now, your decision won't change much. If you agree with the Qunari, then they will perform their ceremonial act of killing Ketojan, after which they will try to do the same with you. And all due to the fact that you communicated with them for too long, so it is likely that demons have taken over you. If you refuse them, then after the battle, Ketojan will follow the path of Kun and commit suicide. Unfortunately, you cannot dissuade him in any way (if you refuse Qunari, then you will get points towards friendship with Anders and Merril). In the end, you will still receive a beautiful amulet. If in a conversation with the Qunari you say that you are a magician or there is one of the magicians in your family, they will immediately attack you. Anyway, go back to Petris, who will be surprised that you are alive. In general, the task will be completed on this and you will receive seven gold coins as a reward from her.

Friends in Lean Land

This quest will appear only if, after completing all the other storyline quests, you have not collected 50 gold coins for the long-awaited expedition on the "Trek to the Deep Trails" quest. In addition, there is such a bug that the task will appear when you have too much money.

A gnome named Dhugal Gavor will meet you at night in the Lower City (not far from Liren's Shop). He will offer you to fund your expedition. But in return, you will have to return him his money in double the amount. If you agree to this offer, then you get rivalry points from Aveline. And if upon returning from the expedition you do not pay him the required money, then he will immediately attack you! And keep in mind that it is best to complete all remaining quests in Kirkwall before continuing. Otherwise, after you tell Bartrand that you are ready to go to the Deep Paths, everything will be lost. This expedition is a kind of analogue of the end of the first act, after which unfinished tasks cannot be completed.

Companion Quests

Aveline - Just As It Should

Chat with Aveline after you finish the "Friend in the City Guard" quest and ask about the job she wanted to give you. Aveline received information that an ambush was to occur on one trade caravan. The ambush would have to happen somewhere on the Broken Coast. You need to go as soon as possible and Avelina must be with you without fail. Find out on the spot whether she is right in her suspicions or not. Try to be careful as there may be traps in some places. Two traps will be in the camp of local bandits anyway. How to destroy the entire ambush, then move to the palace of the governor so that Avelina handed over her report on the past operation. The report is to be turned over to the Captain named Jeven. He, in turn, will not react very well, so our friend will want to find out what is really the matter.

So read the local patrol schedule. Soon, a guard named Brennan, who was supposed to be on patrol alone in the area where the ambush was, will start talking to you. She will tell you about a certain parcel that she was supposed to give to the captain, but she could not give it - a new patrol came and she gave everything to the guard Donnik. Avelina discovers that Donnik must be on patrol in the Lower City at night. Move now exactly there. Soon you will see that they want to kill Donnik. Soon, from the package for the captain, you will learn very interesting information... Note that you can take a beautiful shield from the leader of these attacking thugs.

Finally, head back to the governor's palace and walk to the captain's office. Here you will find out how everything will end between him and Avelina. This scene will be the final one in this task. After that, talk to Aveline in this office and get an increase in friendship with her.

Bethany / Carver - Family Cases

At Uncle Gamelin's house, talk to your mother. After that, ask your uncle about your grandfather's will. Next, you should talk to Bethany or Carver (depending on who you play). Bethany will be positive about her grandfather's will, but Carver will be too pessimistic, but in any case, when you finish, you will get the key to the basement of the family house. The basement is in the city sewer, so you have to go to the Cloaca. The Cloaca is home to those who do not have enough to live in the Poor People's Quarter, or just those who have any problems with the law. Anyway, head to Cloaca. The basement entrance will be located in the northeastern part of this area. There is a local hospital nearby. Once inside, be extremely careful, as there will be a lot of traps. In the room, which is located to the southwest - enemies will attack you under the leadership of one magician. When the battle dies down, take the key from the family treasury from the magician's body. In the treasury, you will find the family testament chest. Somewhere in the center of this location is a room in which you can find a gift for Bethany or Carver (depending on who you play). If Bethany is with you, then in the chest you will find a portrait of your mother in her youth, and if Carver is with you, then there you will find a letter from your father's friend, a magician named Tobrius. In any case, you will receive a new assignment.

After you find the chest with your grandfather's will, you can immediately go to Gamelin's house if you select the appropriate option when talking to Bethany or Carver. But you can also stay in the basement for a while in order to carefully examine everything and in the end, make sure that there is nothing more valuable left.

Sooner or later, you will show your mother's will and when this happens, she will decide to write a statement to the viscount that your family should be restored to the right of inheritance and your family tree should be returned to you. To complete this task, you just have to talk to Bethany or Carver.

Portrait from the past

Just hand over your mother's portrait to Bethany.

Family history

So, it's time to meet a magician named Tobrius. The magician is near the Casemates. Upon meeting, he will finally tell you about your father's friend, who was mentioned in the letter he found. Soon he will give you the correspondence between his father and this friend. In general, give this correspondence to your brother and this will be the end of the task.

Fenris - Free Cheese

The building will become available only after you talk to Varrick and the "Business" quest will be considered final. Upon arrival home, a letter awaits you from Miran or Athenril (depending on the choice in the past), where you will be offered a job with a certain gnome named Anso. To clarify all the details of the work, you will have to meet with this gnome Anso at the bazaar, which is located in the Lower City and note that the meeting is scheduled after sunset. Be careful and careful, as after sunset, the area is full of bad guys who are ready to cut someone's throat. If in the past you betrayed Miyran (in the Prologue) and took a bribe from Frederick, then Miyran, together with his mercenary, can attack the air force not far from the meeting place with Anso.

Anso is a very nervous gnome who is generally not advised to go outside at night. In general, he will ask you for one favor: someone stole his goods, so he wants to get it back. If you start to pressure him about what kind of product, then he will whisper to you that this is lyrium for the templars. If you agree to help him, then you will receive rivalry points from Avelina, who for the most obvious reasons is unhappy with this level of contraband.

According to Anso, the thieves who stole his goods are in the house, which is located in the Elphinage area, that is, the northeastern part of the Lower City. Go exactly there. The house you need to enter will be very small, but there will also be a place for traps, so be extremely careful. And by the way, an ambush awaits you right there. As you kill the enemies, then carefully examine the chest, in which, according to the idea, the goods of the dwarf Naso should lie. After that, go outside. Outside, you will find a fairly large detachment of slavers who certainly did not expect to see you here. In the end, they waste no time attacking you. In addition to archers and swordsmen, there is also a magician, whom we recommend that you kill first.

After you deal with a group of bandits, then return to Anso and tell him about what happened there. On the way to Anso, you will meet another squad of enemies, but the battle is not destined to come true, as a snow-white elf with heaps of tattoos will suddenly enter the conversation. The elf will report that his name is Fenris. He will tell you what is happening here and will soon ask you to help him deal with his own master named Danarius. To help the young elf, you will have to meet him at night at night near the entrance to one of the houses, which is located in the Upper City.

When you are near Danarius' house, Fenris will join your team and you will automatically go inside this house. In general, the house of the Tevinter mage will simply be overflowing with a demon, among which there will be full of shadows and several Demons of Fury. In addition to demons, there will also be traps here, so be careful.

Danarius' room is located on the second floor of this house and is currently locked. To open the doors, you need a key that can only be removed from the Demon of Fury. This Demon of Rage will attack you like all other enemies in the northeastern part of the house. As you get the coveted key, then return to the doors and open the room. After you open the doors, you are greeted by a squad of enemies led by the Secret Horror. It will not be difficult for you to deal with it.

After you destroy all the enemies, Fenris is with you about the result of your attack and will leave your team for a while. The next time he will talk to you after you leave here. In a conversation with him, you will have the opportunity to recruit him to yourself. Fenris, in turn, is arguably the best two-handed sword fighter. And keep in mind that if you take him to you, then he will constantly argue with your magicians and constantly object in spite of the decisions of the magicians. In addition, he is also a romantic hero for Hawke (regardless of gender). After talking with Fenris, the task will be completed and Fenris, at your request, can join you in the squad.

Fenris Hired

Just talk to Fenris at your home.

Varric - Questions and Answers

The task will appear after you go through a certain part of the storyline (which part is not clear). Anyway, head over to the Hanging Tavern and chat with Varrick.

Isabela - Only Fools Rush Forward

The moment you go back to the Hangman tavern (usually when you go there on Varric's Q&A quest), you will meet Isabela (you might have known her if you played Inception) - she is the former captain of the ship. If you talk to her after she has dealt with her problems, she will offer you a job. If you agree, then you will have to escort her to the place where a duel with a character named Haiderm will take place. The duel must take place in the Upper City. Isabela has a suspicion that her opponent will go against the rules.

If you do what she asks, then at the specified time and place there will be not one enemy, but a whole squad. When you kill everyone, then carefully examine the corpse of the leader of the people attacking you. After searching, you find a letter with Haider's location. Isabela does not hesitate and soon goes to this place. You need to follow her and fight off the attacking enemies along the way. Once you clear your way, then go to the local Church. When there is a dialogue with Haider, then you can answer as you like, since your words will not affect anything.

If the subsequent battle will be too difficult for you, then use this tactic: leave Haider on Isabela, and deal with minor enemies yourself. And keep in mind that when Hader takes too much damage, then she is distracted from Isabela and pounces on the one who hurt him, so keep a close eye on your mages and archers. When you kill all Haider's henchmen, it will not be difficult for you to deal with him alone.

After the battle, Isabela will talk to you and at this stage the task will be completed. After that, she will become your new companion. Isabela is a robber, has two daggers, and besides that, she can become your romantic character regardless of Hawk's gender.

Isabela's connections

Have a chat with Isabela in the "Hangman" tavern and she will tell you there about her friend named Martin, who needs your help. After that, the task will be completed.

Welcome Home

Chat with Merril in her new home. If you are very friendly with her, then you will undoubtedly get friendship points with her.

Such Cute Criminals

Talk to Merril again.

Conversation with Anders

Talk to Anders in his hospital.

Act - 1: Non-story quests

Bone pit

This quest is taken upon receiving a letter from Miyran or Athenril (depending on whom you chose in the past). The letter will appear immediately after some time has passed in the first act of the game. All in all, your former employer recommended you as the perfect guard for a character named Hubert. To find out more about Hubert's problems, you will need to meet with him at the market square, which is located in the High City.

After talking with Hubert, it becomes clear that he needs to explore a place called "Bone Pit". At the moment, work in this place is no longer going on, and he needs to find out what happened to his workers (miners).

Go to these mines and along the way, kill all the marauders that you meet. As you go inside, you will be greeted by a very large pack of small dragons along with a large female. As you defeat all the carnivores, then climb further up the stairs. Now you will meet small dragons from males - kill all.

Moving on, you will soon encounter a very frightened worker named Jansen. He will tell you that going further you will meet an even larger dragon. You can fight the frightened worker, but we recommend that you just let him go. Go to the very edge of the Bone Pit and soon a dragon will come down to you. This is an adult dragon, but not the Supreme one, that is, it will be slightly larger and slightly stronger than the rest of the cave dragons. The fight with this dragon is practically no different from the fight at the very beginning of the game with a large ogre. The battle will even be easy due to the fact that no one will support the dragon in battle. The only thing to remember is to dodge his fire attacks. In addition, his roar stuns nearby characters. And if someone from your party is at a distance, then he can just pull them to him, but you can get away from all this as a warrior, if you constantly run around the dragon and constantly beat him, then he will not pay attention to the others and will focus on only one enemy. So, as you kill this dragon, then remove from him the item called "Dragon's Fang" (you will need this item to complete the task "Herbalist's Quests").

After clearing the mine, return back to Hubert, to whom Jansen already told everything about dragons (although he did not believe him). In general, get your well-deserved reward - 3 gold. In addition, he will also offer you a partnership to own the mine. It's up to you to accept or not to accept, but in the end the task will be completed.

Back to Work

You will receive the task from the same Hubert after completing the quest "Bone Pit". You will have to persuade the frightened miners to go back to the mines. The workers will be in the Lower City quarter, near a tavern called "The Hanging Man". You can talk to them as you like. If you choose to double their salary and the very ironic option when reporting to Hubert, then you will get friendship points from old Varric.

It was yours - it became ours

You can get the quest in the "Hangman" tavern from Isabela's friend Martin, but taking into account the fact that you spoke with Isabela on the "Isabela's Ties" quest. So Martin lost his cargo when he was attacked by pirates and has a hunch that his lost cargo is somewhere in Kirkwall. If you start asking him in more detail, then he will soon admit that he himself was engaged in robbery as a couple, but now he repented and stopped, so he no longer does this. He now wants to start the life of a law-abiding person. If you agree to help him, then you will receive friendship points from Isabela and Avelina.

In the daytime, sail to Kirkwall Port. After talking with the loaders, they advise you to go to the head of the port. The harbor master will send you to an assistant named Aden. Aden will demand that you give him money, and if you give him this bribe, then you will receive points of rivalry with Avelina. You don't have to pay him if you don't want to. If you have not paid, then return back to the Port at night. At night you will be able to read the document on the desk of the Port Chief. From the document you have read, you can find out the location of Martin's lost cargo.

Well, the cargo is in the eastern warehouse in Porto. Go exactly there. There are a couple of traps waiting for you inside, so be careful. In addition to traps, you will also be arranged two ambushes: the first ambush will be located near the chest with the cargo, the second ambush awaits you near the door (as you go to the exit). Each attacking group of enemies will have a killer with them, so be extremely careful.

In the end, you can go back to Martin with the report and the sample that you found in the chest. After a short conversation with Martin, you will have a choice: refuse to reveal to Martin the location of the lost cargo (and in this case, get points of djuba with Avelina, and rivalry with Isabela) and at the same time he will dump the Hangman from the tavern, or the second option is to tell him ( and Avelina will not react to this action in any way) and a little later Martin will become one of the new merchants.In addition, you will receive friendship points with Varric and Isabela.

First Sacrifice

As you are in the marketplace, which is located in the Upper City, then read the announcement of a character named Ghislane De Carrack - he is looking for his lost wife. The injured man will be standing in the same square, only slightly higher up the stairs. You can catch him arguing with the guards, who considered that the disappearance of his wife was a family matter and the intervention of the guards was not required here. Gislane will tell you that his beloved wife is very fond of men's companies, so most likely she ran away with one of her lovers. But the thing is that the relatives of the missing woman began to suspect the husband himself, so he wants you to find his wife and drop all charges against him. If you agree to help him, then you get rivalry points from Isabela.

So, from the leads you are only given a lead on an elf named Jitann, who works at night in a brothel called "Rose Blossom" (located in the Upper City). Ninette (Ghislane's wife) came to see him quite often. If you ask him, then he will tell you that he has not seen her for several weeks and that quite recently a templar named Emeric asked about her. In addition, Jitann will say that you can find the Templar in the Cloak, so head there.

Upon arrival at the indicated place, a group of robbers attacked you and Emerick. You need to protect the templar and he will automatically talk to you after the battle. Emerick will tell you that he is investigating the case due to the fact that not only Gislane's wife disappeared, but also several other girls. But not only the girls disappeared, but also the magician from the Circle named Maren. In general, after talking with Emerick, you will receive all the notes that the Templar made during the investigation.

Based on Emeric's investigation, traces of the magician Maren lead to an old foundry located in the Lower City. You should go there at night. As you find yourself on the spot, you will see that a magician is hiding in the doorway on the second floor. Almost immediately, ghosts and the Demon of Desire attack you. As you overcome them, you climb to the top and a heap of human remains, you will find Ninette's ring.

You can inform Emeric about the result of the investigation (he is in the Casemates) and his wife Ninette. If you say that the ring was removed from the severed hand of your wife, then the ring will be your reward for this quest. If you remain silent and silently pass the ring, then you will receive coins. In addition, you can tell Jitann about everything, but you will not get anything in return.

Letter of instruction

On the body of a murdered sorceress girl named Olivia (whom you had to kill following the "Prodigal Son" quest), you find a letter that was addressed to old Trask (the templar). You need to give the found letter to Trask, who is located near the Casemates. You can demand a bribe from him or simply promise not to tell about the secret. Isabela will absolutely not care about your choice, and the only one who will not mind a bribe is Fenris. From the rest, you will receive points for rivalry, but in any case, the task will be completed.

Unsolicited salvation

On the merchants' square, near a merchant named Jean Luc - read the announcement of the reward for the missing son of the Steward himself. In general, as you take this task, then go to the Viceroy's palace and talk to his seneschal named Bran. At the place of arrival, it turns out that you were ahead of a girl named Ginnis. Ginis is the head of the Newarra mercenaries, the gang is called "Winter". In short, you have competitors. After the lady dumps, Bran will tell you that Seymus Marlowe disappeared, but quite recently the Qunari were hanging around him. If Avelina is in your group, then you can ask why this case was not transferred to the city guard and in return you will receive friendship points with her. If you refuse this task, then you get points of rivalry with Avelina.

So, if you agreed to this assignment, then Bran will send you to the Equal Coast. Go exactly there. As you get there, it turns out that Guinness is ahead of you again - you find her along with a very upset Samus. The conversation with Guinness will end with the fact that you have to kill her. As you kill her, then enemies will attack you, which consist of two waves. The first wave - these are the same mercenaries led by the Commander, who is very strong in close combat, the one that beware of him. The second wave will be almost the same as the first, but now instead of the Commander of the Mercenaries there will be an Assassin (this is a very strong fighter). After a very long battle, take the boy to his father. If Aveline is in your company, then you will be provided with points of rivalry with her, if in a conversation you support your son or father. But if you do not support anyone, while declaring equality, then you will receive friendship points.

Magistrate's Order

You can get the task from the Magistrate named Vanarda (the Magistrate is located in the High City, near the Church). So, having heard about your past deeds, he gives you the task of returning the fugitive criminal back to him, but he has a condition - the criminal must be alive, not dead. If you ask what he did, then the Magistrate will answer you with very confusing statements and at the end will say that jailbreak is already a serious crime.

A new location will open on your map - go there. When you talk to the soldiers of the magistrate, you will be unexpectedly interrupted by an elf named Elren. He him you will find out why the fugitive criminal was imprisoned. Elren wants you to kill this scoundrel, while arguing that the court supposedly will release him anyway, since the criminal did not touch the people, only the elves. It's up to you to make a promise or not. Your decision will not bind you to anything. In general, as you decide, then go inside. These ruins will be inhabited by undead, spiders and bandits. From one of the spiders you can get an ingredient called Silk Gland, which Solivitus needs for the Herbalist Quest.

As you clear a part of this area, you will soon find a girl named Leah, who is Elren's daughter and despite all the fears she is wonderful, albeit very scared. She will tell you a little about the kidnapper and ask you to be more lenient towards him. The promise of this girl will not bind you to anything.

Going a little further, traps will follow, and a little further - undead. Kill everyone and move deeper. In the central room there will be a very difficult to overcome ambush, which consists of undead and spiders, while the whole pack will be commanded by the Secret Horror. As you deal with everyone, then go on and soon you find Kelder - the same fugitive criminal. Kelder will tell you very interesting information about the Magistrate and ask you to fill it up. If you decide not to do this, then you will get an increase in rivalry with almost all of your colleagues. If you decide to leave the fugitive criminal alive, then he will run away even further along the corridor and in order to catch up with him, you have to overcome a huge and strong group of undead, which will be led by a revenant.

If you kill Kelder, then Elren's elf will give you one gold, and the Magistrate, for unknown reasons, will be extremely unhappy with this and will soon leave, saying something under his breath about negative consequences for the player, although there will be nothing in the future. If you have spared the criminal, then the Magistrate will give you the same amount. In addition, you can do blackmail, allegedly revealing the secrets of the Magistrate, if he does not give you more gold, but this action will bring you rivalry points with Avelina.

Herbalist Quests

This quest is given by a herbalist named Solivitus. The herbalist is located in the Casemates. You can also take the task if you find one of the important ingredients for the herbalist (you can get two ingredients long before talking with Solivitus). So, the herbalist will need: Fang of the Dragon - you can remove it from the Adult Dragon on the mission "Bone Pit"; Spider's Silk Gland - you can remove it from a poisonous spider, which you will kill in the task "Magistrate's Order" and Iron Bark.

The last ingredient can only be found if you talked to Solivius. Go to the Dalish elf camp and talk to the master named Ailen. After the conversation, a new location will appear on your map. In this location, you will stumble upon a small group of creatures of darkness. A huge Ogre will lead the enemies, so be careful. The ogre will come out to you in the last raid on you, so you will still have time to deal with the rest of the opponents. Ogre is not too difficult to defeat, just try to fire it with your mages and archers. Long-range party members must be placed on some hill. How to clear the area of ​​enemies, then take Iron Bark rather and take it to the herbalist. Ha completed the task, he will give you three gold coins.

Unfinished Business

So, the task depends on who you chose in the Prologue of the game. You will receive a letter with a task from Athenril or Miiran, depending on who you were hired to work for at the beginning of the game.

If you chose Athenril, then go to the area called the Red Light District of the Upper City and as soon as you are there, then talk to the elf. As you meet her, she will tell you that an ambush is being prepared on her messenger named Price, which is planned by competitors. If you agree to this business, while you have Carver or Avelina in the group, then you will get a plus to the points of rivalry with them.

In Porto, at night, you first run into a squad of enemies who are chasing Price. The fight with them will be quite serious, since there will be three waves of enemies, in which there will be many warriors and an archer, while the most serious enemy will be the assassin, who will attack during the second wave. But how to deal with these enemies, then talk to the guy and you can offer him to take all the values ​​of Athenril (that he is carrying) and build yourself a new life with your sisters. In general, if you transfer everything to Athenril, then you will receive a reward, if you then let Price go and tell the whole truth to Athenril, then you will receive rivalry points with Varrick and Carver. But if you cheat by saying that things were allegedly stolen, then you will receive friendship points from Varric, Aveline and Carver. But in any case, if you let the guy go, you do not receive an award, but in the latter situation, she at least promises to adjust your work in the future. If you return all the goods to Athenril, then you will receive rivalry points from Avelina.

If you chose Miyran in the Prologue, then you will need to meet him in the Lower City. Miyran receives an order to assassinate a lord named Harriman, but things have not gone according to plan and he is afraid that his people may die.

Travel to the Port when the sun sets and you will soon stumble upon Gustav (Miiran's subordinate) there. He will be attacked by the guards. As soon as you deal with him, a conversation with Lord Harriman will automatically begin. Now you have to choose - kill him or just let him go in peace.

If you wonder why they want to kill the lord, then you will hear the desired answer, but you still have to kill him, while you will get rivalry points with Varric, Carver Avelina, but if you just kill him without any questions, then you will get rivalry points only at Avelina.

After that, you can go to Miyran along with your report. If you decide to spare Lord Harriman, then there will be a choice - lie or tell the truth. If you tell the truth, then you will no longer have any common dealings with Miiran, and if you are lying, then you will be given a reward for the saved Gustav, while he will not reveal your secret. If you killed Lord Harriman, then you will receive a large enough reward, which is much larger than the salvation of Gustav, in addition to this, you will be provided with a job in the future.

Miracle workers

In the Lower City area, near the entrance, you will soon stumble upon a very suspicious squad of characters who are trying to give people the "healing dust of Andraste". When they finish breeding humans, a sergeant named Melrinda will appear. Talk to the sergeant and soon you will receive the task to stop the front organization of "miracle workers", which actually stand in the ranks of the Charter.

Liars will sit in the Uptown of Lower City. As soon as you approach them, they will immediately attack you. Kill them all and return back to Sergeant Melrinda to receive your reward and complete the mission.

Secret Meetings

When you visit the Hanging Man Tavern again, you will soon notice a very strange lady. The lady will have an assignment for you: she will go to the Port at night, where pirate captains live, and deal with everyone there. If you also listen attentively to what will be discussed there, you will also receive an additional reward.

In general, go to the marked location. It is not necessary to work covertly here to eavesdrop on a pirate conversation - if you walk forward very carefully and stop in time, you can listen to the entire conversation until the very end. Well, when you are already noticed, kill everyone and return for your reward.

Change Your Nature

The quest will appear only if the imported Gray Guard once took the side of the werewolves and did not remove the curse from him. If you did just that, then soon Clara - a representative of the werewolf clan (which you will find in the Dalish elf camp), will ask you to bring her some ingredients for the potion. There will be only four ingredients and all of them will be located on the Broken Mountain: the first - in the chest, in the camp of the Dalish elves (opposite Clara); the second - in the southern part of the cave entrance, behind a stone wall; the third is in the heated ruins located in the western part of the Broken Mountain; the fourth - from the elf cemetery in the eastern part, on the opposite side of the Broken Mountain, where you performed the ritual on the "Long Road Home" quest. After you find all four ingredients, then return to Clara and she will give you a reward.

Dark Epitaph

The task will be available to you if you imported the hero from the first part and at the same time spared Avernus in the past. If you did everything exactly this way, then you will soon find on the corpse of the messenger who will be on the Torn Shore - the experimental potion of Avernus. If you drink this potion, then you will get an additional two points to the characteristics. In addition, there will be a letter from Avernus. The letter will be addressed to the Guardian Commander Ferelden from the Guardian Commander in the Weishaupt fortress. The potion can be drunk immediately and no side effects it will not call. You will have to put the letters found in the barrel, which is in the foundry. A little later, you will receive a reward from the Gray Wardens for sending messages.

Conspirators

The task will be available if you imported a character who decided to burn Amarantine during the passage of "Awakening". The task will be given to you by a sister named Joanna, she will be in the Lower City. Basically, you have to find and kill four nobles who fled from Ferelden after trying to kill the Sentinel Commander. The location of the nobles: the first will be in a brothel called "Blossoming Rose"; the second will be in the High City: the third is in Port, but you can only find it at night and the fourth you can find on the Broken Mountain.

After you deal with all four traitors (along with their bodyguards), then return to the sergeant for your well-deserved reward. In addition, the sergeant can issue the award separately, that is, for each killed separately.

The Last of the Kin

The quest will be available if you imported the Gray Warden, who chose Orzammar Belen as king. In this case, in Port you will stumble upon Renwil Harromont, who is attacked by a gang of bandits. You will need to help him fight off enemies. Harromont will ask you to help him get rid of the tail that was sent by the Charter. You can do as he asks you, but you can also talk to the leader of the bandits. The conversation with him consists immediately upon the first meeting with a group of enemies. In general, you can transfer Harromont to them, but after that you have to fight with him and his bodyguards. If you killed Harromont, you will receive three gold coins from the Charter. If you helped Harromont, then you will first receive one gold, and then, at the very beginning of the second act, you will receive a letter where there will be an additional reward from Harromont: five gold coins and very good gloves for a warrior.

Street Sweep

The questline is that you have to clear several streets of Kirkwall at night. So, you need to clear: Port, Lower City and Upper City from robbers. After you finish any of the above written task, then a lady will come to you and will be marked as "Friend". She will praise you for your work and promise you a reward in the future. To get the lady's promise, you need to go to a tavern called "The Hanging Man" (at night), and find the lady in one of the rooms. How to deal with the remaining gangs, then talk to her again and get the rest of the reward.

Sharp thorns

Explore the Lower City location at night. Here you will be attacked from time to time by bandits from a certain gang called "Sharp". After you have killed a sufficiently large number of enemies, you will receive a tip on the location of their base. Their headquarters is located in the same location in one of the houses, which can only be entered at night. As you go inside the house, you will meet a couple of bandits, but already under the leadership of the leader.

To get a tip on their hideout, you may have to go out and back to enter the location of the night Kirkwall. A couple have to clear the streets up to three times, perhaps this bug, or perhaps it was planned by the developers. In general, keep this in mind. How to deal with the enemies in their shelter, then return to a certain "Friend" and receive your reward.

Pierce riots

The task is similar to the previous task, only this time you have to defeat a pirate group called "Red Water". Pirates wield the same as the previous bandits - only at night. When you find their lair and are already fighting with them inside, then try to take out their leader, the Lich mage, as soon as possible and you can greatly ease the difficulty of the battle.

Night Deception

So, the task is similar to the previous two. This time, you will need to deal with the dummy guards who have settled in the High City. As usual, you can find it only at night. This task is more difficult than the others in that the final battle will be not only with their leader named Perth, but also with a pack of minions. In addition to the fact that there will be more of them initially, waves with enemies (of which there will be even more) will soon follow. And keep in mind that in this room there will be very little room for your maneuvers.

Lost and found

Most of these tasks involve returning lost items. You can find these things in the course of exploring locations / terrain or simply in other tasks. For items found, you will usually be given gold along with experience.

Home Bookkeeping

You can get the task only if you imported the Gray Guard from the previous part, who sided with Harromont. You can find these documents from the corpse, which will lie on the Ragged Coast, in a location called "Passage of the Dead". You can get there according to the "Powder Hopes" quest. Once you find the item, return it to the gnome that lives in the High City.

Scar in a Bottle, Issue Year 5:34, Sacred Era - You can find such a bottle in the western room in the governor's castle. When you find it, you just need to give the bottle to the elf who is in the Lower City (southwestern part of the location).

Occupied Kirkwall Map - You can find another bottle like you did last time - in the western room of the governor's castle. You will also need to give it to the elf, who is located in the southwestern part of the Lower City.

House Talvane Seal - You can find the seal in the cave, which is located on the Broken Mountain. Through this cave you go on the assignment "The Long Way Home". Once you find this seal, return it to the representative of the Talvane house, which is located in the Upper City location.

The Perfect's Toe - you can find this relic in the box, which is located in Gitann's room on the "First Sacrifice" mission. You will have to go to a brothel called Rose Blossom. Once you find this relic, return it to the gnome in the Lower City.

Locks of the Golden Fool - you can find the book in the northern part of the Church, on one of the standing tables. Once you find this book, return it to the elf who is in the Dark City.

Dailsdottir Shawl - You will have to look for a shawl in the daytime, in a tavern called "The Hanging Man". Once you find the item, return it to Mais Dailsdottir, who will be in a brothel called "Rose Blossom".

Grimaur of the Apprentice - you can find this grimoire in the secret hideout of the Blood Mages, acting on the assignment "Enemies Among Us" (near Keran). In general, as you find the grimaur, then return it to the character named Bonvald, who will be located in the Lower City location.

Remains of Plint's sister - you can take the remains of your sister in the Cloaca location, near Danzig, which you will meet on the "Prodigal Son" mission. Once you find the remains, return them to brother Plint, who will be in the Church.

Youstis Sword Tip - you can find this item in a bag, in a mine called "Bone Pit", into which you will get on the quest "Bone Pit". As you find the little thing, return it to the guard named Eustis (it is in the governor's palace).

Remains of the Rogue Silsam - you can find these remains on the floor in the Underground Passage location (room in the north). You can get to this location at any time from the Port location. Once you find these remains, return them to an elf named Ebu Silsam (who is in the Dalish elf camp).

Remains of the Rogue "Bearded Beast" - the remains are on the surface of the Bone Pit mine. The location will appear on your map if you agreed to help in the "Bone Pit" mission. The remains are located in the northwest side of the location.

Red Bud - this flower is located in the Ragged Coast location. Once you find it, return it to Daleen Shau, who lives in the Cloaca area.

Act - 1: Final

After you inform Bartrand that you are now ready to go on his expedition, then all your characters will automatically join you. Next, the gnome will make an interesting speech that relates to your trip. But before he can finish his speech, everything is interrupted by your mother. The mother asks you to leave your brother or sister (depending on who you play), as she is very much afraid of losing all her children. If you agree to this, then you will receive rivalry points from Carver, but if you take him, then you will receive friendship points. If Bethany is with you, then you can leave her at home without any negative consequences, but provided that you have one hundred percent friendship with her. In general, if you are going to leave your sister or brother, then try to answer not too rudely, as the consequences can be extremely negative.

When you select characters for a group, keep in mind that during the expedition you will not be able to select a new composition. In this part of the game, Varric will be in your party in any case. After you figured out everything and go on a hike, you come across your first serious obstacle - a landslide. The miners will argue that they will not be able to clear the path, but passing from the side is also not an option, since it is full of creatures of darkness.

So, having presented yourself as a volunteer for reconnaissance in the tunnels, you will receive an additional task from our friend the gnome named Bodan. It turns out that his adopted son, named Sandal, is lost somewhere in these tunnels and the worried dwarf begs you to find him. If you agree, you get friendship points from Avelina and Varric.

Either way, go scouting. Soon, the darkspawn will stand in your way - as it should be on Abyssal Trails Oh. In the end, you will come to a clearing, where there will be several "fat" chests, which even no one will guard. At this point, anyone will have any doubts. In general, the enemies will not keep you waiting for their arrival. When you climb the steps to the door, a group of spiders will suddenly attack you, led by just a huge spider. Keep in mind that its large size is its weakness. Due to the very large gabbares, he will not be able to climb the stairs, so if you can get up the steps higher, then you can simply shoot him without any problems. As a result, the enemies will be defeated without any problems. After the battle, go a little further and destroy all the creatures of darkness that come across along the way. Eventually, you will arrive at a healthy Sandalwood. After you talk to him, he will return back to the camp, and you can continue your exploration of the tunnels.

Almost a few steps further, a new ambush awaits you. The new ambush differs from the old one in that now there will be an emissar in the group of attackers, so we recommend that you be extremely careful. As you deal with the enemies, then continue to move on. Soon you will stumble upon a ladder - climb it and find yourself in a room where there will be only one ogre. His loneliness is compensated by the fact that there is just a bunch of traps around him, they are scattered throughout the area of ​​this room, so it is best to lure the ogre to some safer place or to a safe area. In general, it all depends on your game tactics and the composition of your group. After you kill the ogre, then move on and you will finally see a way out from this place. The exit will be guarded by an ordinary dragon (not the Supreme). The dragon will begin a battle with you all alone, but after a few minutes it will begin to call on its cubs to help you, so keep this in mind.

As you deal with the next monster, then move to the exit. As you exit, you will automatically find yourself near Bartrand. Report to him about the passing reconnaissance. After the report, you will find yourself in a place called Primary Tag - which was your main goal in this expedition.

As you talk to Baratrand, then you can sell or buy something at Bodan's shop (unless of course you have an urgent need for this). As you dress up, go ahead and carefully examine this Tag. At some point, Shadows attack you along with a golem (and keep in mind that golems are more powerful enemies, not like in "Inception", they are more like golems from).

As you deal with the new party of enemies, then go to the Ancient Crypt. Here you will soon stumble upon a strange idol that is made of the purest lyrium. A video will appear at this place, with the consequences of the find - watch and after, continue to move on. Inside the Crypt, you will be attacked by Shadows along with another golem. In addition, new enemies will appear here, which no one has seen before. The new opponents are called "Pagans" - they look like a mixture of stone and spirit.

You will be attacked by more than one group of Gentiles, so get ready. In the end, an unknown creature will start talking to you and will offer you help in finding a way out of this place. The essence of this creature can be explained to you by Anders, but taking into account the fact that you took it. Anyway, here and so it should be clear what it is. If you agree to the creature's offer, then you get rivalry points from Fenris, Anderson, and Aveline. If you refuse, then you have to fight with him. The enemy will call on the Pagans for help (and in no small number). In addition, it has several forms. And as you overcome the first (which is very weak), the second (more powerful) will appear. As you defeat your enemies or accept the terms of the agreement, then move on.

So, now prepare yourself for the toughest battle in the entire first Act (some even argue that this is the most difficult battle in the entire game). Let's start with the fact that you are attacked without any negotiations or dialogues. The Stone Spirit will have several unique and very powerful attacks in stock, so ranged characters have a number of advantages due to the distance. It is important to keep your characters as far away as possible, since with his powerful blow, he can send your magician to the next world without any problems (even with full health). In general, if you control the actions of your heroes correctly and correctly, you will be able to dodge almost all attacks of this Boss. It is not possible to dodge only one attack - electricity attacks (at a distance), which hits everyone, but pleases with a small amount of damage.

When you remove part of his health from him, he moves abruptly to the middle of this cave and begins to burn with red sparks. You will now have to react extremely quickly and hide your party members behind the standing columns, since he will now hit the entire cave with a very strong attack, and it will be possible to escape from it only behind these adjacent columns. After his attack, he remains motionless for a while, but even at this moment you will not be able to hit him, do not even try, as he will summon the Pagans who will interfere with you. As soon as he wakes up again, then repeat the above tactics a couple more times (if necessary). When you defeat him, you will notice that there is a very decent treasury behind him. The key that will lead you to this Crypt will lie in one of these chests.

If you previously accepted the demon's offer and agreed to be accompanied by you, then now he will demand that you take only the key and dumped from the Crypt, but then you can give Varik the opportunity to talk with him.

So, the exit from this dungeon will end Act - 1, but keep in mind that events diverge in the future from the one who went with you to the Deep Paths. This takes into account whether Bethany or Cover was with you.

In the event that you took Carver or Bethany in the past, then after you leave this crypt and talk with Varrick, your relative will ask you to go a little slower. After you look closely at him, you see that he turns out to be infected with filth.

If Anders is in your group, then he offers you an alternative option - to become Gray Guardian... He will tell you about where he got the maps of these Deep Trails in the Free Mark, and about the fact that at the moment there is a group that consists of Gray Guardians, so if you hurry now, you can save Carver or Bethany. ...

Moving forward, Anders soon announces that there is danger ahead, which comes from the creatures of darkness - he senses them as well as the Gray Wardens. Do not be afraid to see the crowd ahead, they will be weak, there will be no particularly dangerous threat from them. As you lay down the entire crowd of creatures of darkness, then at the last stage a group consisting of Gray Guardians joins you.

Watch a very interesting conversation between Anderson and the Gray Wardens, and then persuade them to take and perform the ritual for your sister or brother. The guards will kindly agree and take Bethany or Cover along with them. Anderson will console you, after which you continue your journey again.

In the second act, you will receive a letter describing new life your brother or sister in the Gray Wardens. A little later you will be able to meet with a relative, but you will not be together as permanent companions.

If you then did not take Carver or Bethan with you, then on your return home a very unpleasant surprise awaits you. If Cover is with you, then he will join the ranks of the Templars. Well, if you had Bethany, then Knight-Captain Cullen will somehow find out that she is a mage and will take her to the Circle of Kirkwall Mages. Of course, you will be able to meet with them in the future, but in the future you will no longer be comrades-in-arms.

Act - 2: Storyline

So, after the events that happened in the first act, the treasures found from the Deep Paths brought you a very good fortune, and this, in turn, brings you great respect in a higher society. What can I say if even the governor noticed you. In general, the events of the second act begin exactly from the moment when the governor calls you to him.

Kuhn's requirements

You will receive this task immediately after you talk to the governor, but the full completion of this task will only be in the finale of the second act, so there is nothing to worry about yet.

Explosive Service

The Viceroy is very worried not only because of the growing confrontation between the Circle of Mages and the Templars, but also because the Qunari never left the city. He will tell you that you must go to Arishok, but why is still unknown. It is only known that he demands that you come to him. I even called you by name.

Travel to Port in the daytime and speak with Arishok there. He will tell you that someone stole his recipe, according to which you can create a special explosive - gaatoga. More shockingly, it turns out that the recipe is not explosive at all, but a poisonous gas that was specially planted for the kidnappers. If you inhale this gas for a very long time, then everything will end up with the inhaler simply going crazy and eventually fatal. Naturally, all suspicions fell on a familiar gnome named Javaris (if you remember, he used to hunt for this recipe).

Here Varric will tell you that at the moment in the Cloak the Society is starting to sell Javaris's things, so apparently he has already escaped from the city. Go to the Cloaca (note that a tip from Varric the dwarf is not required, in any case you will find the necessary characters there). Near the entrance to the dungeon, talk to the Society, or rather to the representative, who is in the business of selling things. You can choose absolutely any dialogues, but there will be one answer - Jovaris left the city in a hurry, leaving a bunch of debts. There is only one way to leave the city bypassing the guards - using an underground tunnel with the interesting name "Smuggler's Pit".

So, turn the corner and head towards the Smuggler's Pit. Go to this dungeon and move to the opposite exit. Please note that there will be a lot of different bad people in this dungeon. Here you will meet many enemies, including the Assassins, who are very fond of attacking in the back. Keep a close eye on your characters, who have very little health. In the tunnels on the side, besides the bandits, you will also find spiders (poisonous). Before entering the "Smuggler's Pits" try not to miss the chest in which you can find a present for your Isabela - a boat in a bottle.

As you exit this dungeon, you will immediately meet the gnome's guards. Here you also need to watch the back of your comrades-in-arms, as enemies can hit from the rear. After you kill all the guards, then burn with the fleeing gnome. Javaris will tell you about his difficult life, after which he will inform you that the culprit of everything that happens is not him at all, but another character who is currently located on one of the streets of Kirkwall.

You can either let go or kill the gnome - the choice is yours. Please note that killing a dwarf will not approve of Aveline along with Varric (you will receive cn = rivalry points for them). Go to the dungeon, where you will see a map of Kirkwall with a new location - a dropped bottle. Go to this street, where the elf will be. As you arrive there, you will immediately meet with a group of city guards, which will be commanded by Sir Macon. From him you learn that something happened in the alley - apparently someone tried to use the Qunar recipe. As a result, the guards are trying to block some streets. You will need to convince Macon that you can figure it out. If Aveline is in your group, then she will speak with the guards, after which the conversation will take place with you. If you answer with a joke, you will get a few points to compete with Aveline, if you choose any others, then you will receive friendship points.

As you go down into the alley, then your group will suddenly begin to lose health due to the poisonous fog, which is located here throughout the district. You need to quickly find the levers that are located on the ground and with the help of these levers close the gas barrels. But everything will not be so simple: after each blocked barrel you will need to fight off the attacking enemies. The first attack will be weak, the rest will be stronger. We recommend that you run up to one of the lateral dead ends and stay there, since the position is very convenient in the sense that enemies will come running up to you in turn and you can deal with it one by one. In general, everything, as always, depends on what tactics you use and what tactics you have.

The sequence of overlapping drums is not a critical option. After each massacre, a lever will appear under the corpse of the enemy (the first option is the exception). With each blocked barrel, the damage that you take from the poisonous gas will weaken. And keep in mind that you cannot block the barrel until you defeat all the enemies, even if you have a lever.

As soon as you close the last barrel, then the poisonous gas will cease to be dangerous for you. A sick elf will appear soon. And the conversation with her will end in battle. There is simply no solution to the problem peacefully, so kill her with a clear conscience.

Once you defeat her, return back to Camp Qunari and tell Arishoka about what happened. Tell him the real story of what is happening. Next, you must listen to his speech and go along with your report to the Steward. This completes the task and you will automatically receive the following.

Profit and Loss

You will receive the task only if you accepted money (as help) from Dhugal back in the first act, when you equipped the expedition to the Deep Paths. Dhugal will unexpectedly appear in your house and will demand him to give additional payment (despite the fact that you returned his debt to him with interest). If you refuse him, then she will attack you when you move from one part of the city to another.

Find and Lose Again

You will receive the task automatically from the Steward of Dumard after you have completed the task "Explosive Service". So, the governor is very much concerned that a group of Qunari ambassadors who once came to his fortress are missing. Go and talk to Senchal Bran about this and go to a tavern called "The Hanging Man" at night. In the tavern, you will need to ask about what happened to a very drunk guard named Orvald. We recommend that Avelina talk to the drunken guard, as she will quickly get the information you need and at the same time you will receive friendship points with her. If Avelina is not in the group, then everything will end up fighting along with Orwald. In addition, several visitors to the tavern will also side with the guard, despite the fact that even if you try to choose the most peaceful solutions. In general, in the end, the guard confesses to you that one of the templars issued the decree on the Qunari, while he even showed the seal of the High Priestess Eltina.

Travel to church during the day to chat with High Priestess Eltina. In one of the central halls you will soon be greeted by the already familiar girl Petris. It turns out that Petris has already been promoted to "Mother". On the spot, she will very easily surrender her former accomplice - they will turn out to be a very fanatical templar named Vernell. Vernell has held meetings of citizens who are highly nagative against the Qunari people. So Varnell is somewhere in the Cloaca area.

Rather, go to the place indicated to you. Upon arrival. a conversation will start and so that you do not say nothing worthwhile will not come of it. If you follow aggressive lines, then Avelina will earn you a few friendship points. In the end, everything will end with another skirmish. There will be a lot of enemies, but the most powerful of them all will be Varnell, while the rest of the fanatical personalities will not be too strong, but will take their own due to the fact that their number is huge.

After the end of the battle, as you kill all the rioters, the Viceroy himself will arrive at the place of the skirmish and after talking with him the task will be completed. Upon completion of this task, you will receive friendship points from Avelina, but on condition that you advised not to talk about what happened.

Note: Although nothing will be indicated in the journal, you can easily talk with Arishok about what happened here (after you finish the task), in return you will listen to Arishok's personal opinion about you and about the Steward.

Prime suspect

You will receive this task at the very beginning of the second act of the game. Aveline will unexpectedly come to your house, while she will be very unhappy with the intrusiveness of the templar named Emerick, who has been investigating the case of the mysterious disappearance of girls for several years (this is a continuation of the story that concerns Ninette's ring). At the request of the captain of the guards, go to the casemates and talk with Emerick - he will tell you that he allegedly attacked the trail of a mysterious killer who is sending white lines to his future victims. The Knight Commander has forbidden Emerieu to pursue this investigation, and therefore, Emerick hopes that you will complete his case.

The current prime suspect is an Orlesian named Gascar Dupuis, who recently arrived in town. It turns out that he was making inquiries about the girls. You will need to get to his house, which is located in the Upper City and find evidence confirming his involvement with the girls - or, on the contrary, innocence. All in all, head to Dupuis' house.

As soon as you enter his house, you will be attacked by ghosts, which will be led by the Demon of Wrath. As you defeat him, go up the stairs and go to the hall in the center, where you will be attacked by a couple of ghosts. Further in front of you there will be two doors: in the room on the right side you will find a jar of blood, which will indicate that the owner of the jar knows Blood Magic; there will be a staircase behind the left door. Climb these stairs and soon you will find a note where there will be an apology to Meredith (Head of the Templars). In addition, there are also two doors nearby. In the room on the right side you will find a chest with women's things, and in the left room there will finally be Dupuis himself in the company of some girl who will shout about the attack and abduction. Dupuis will begin to make excuses that he allegedly detained this girl and used Blood Magic in order to find the real maniac who killed his sister. There are two options for your choice:

If you do not believe him and attack him, then demons will immediately come to his aid along with ghosts, and even after you have killed everyone, he will still be able to get rid of you. You will have to chase him through the rooms long enough, but in the end you will kill him.

If you believe him and let him go, he will ask you to keep him informed of all events and, if the need arises, to find him in the Cloaca (where he is going to hide). Then you will have to return back to Casemates during the day and tell Emerick about everything, but unexpectedly, together with the familiar templar, you will be met by a templar named Moira, who will tell you that Emerick recently went to a meeting, which was appointed in one of the alleys of Cloaca. Going after him, it turns out that he is killed and lies on the ground. There will be ghosts near him and as you deal with them, the Demon of Desire will appear. After the massacre, Moira will appear and ask what happened (is Dupuis guilty?). Answer her as you see fit and this task will be completed.

All that's left

You will automatically receive the task after completing the previous task "Prime Suspect". Upon arrival at your home, you learn that Leandra Hawke left your house under strange circumstances and never returned. You can find out where it is in two ways:

Method one. Go to a meeting with Gamelin, who will be in the Lower City location. There you will meet a boy, whom you will need to ask about where Lyandra has gone. The boy will tell you about the fact that some gentleman asked Lyandra Hawk for help. Next, you will have to follow the bloody footprints that will be in the foundry on the ground.

Method two. If you once spared Gaskar Dupuis and did not tell Moira about everything, then you can find him (as he said) in the Cloaca in the south of the location. Applying Blood Magic will automatically carry you along the trail.

As you find yourself in the foundry, then move along the bloody spots and soon find yourself at the hatch. Go downstairs. After the descent, you will be immediately attacked by a couple of ghosts and the Demon of Wrath. As you kill him, then move on. In leaving to the next room, you can find the lost amulet of your Lyandra Hawk. Go down below again and fight the Demon of Wrath. As support, the demon will have ghosts, possessed and rebellious corpses. After all the enemies are finished, then turn your attention to the portrait that hangs above the fireplace - the girl depicted in the portrait will be very much like Lyandra.

Go on and soon you will need to go down even lower. Here you are already waiting for a real killer, who was constantly tracked down by Emerick. If Gascar Dupuis comes to you, the killer will speak with him, and you finally find out what Dupuis wanted. If you choose an option along with an asterisk, then you can convince Dupuis to give up his intentions and take your side. Otherwise, he can side with Quentin and attack you. In addition, if Varric is with you, then Dupuis can refuse everything and remain neutral.

The battle with the killer will consist of several stages, which will be associated with the summoning of the Demons of Desire. The demons will be the embodiment of Ninette, Alessa and Lyandra. In addition, among the enemies there will also be ghosts along with revived corpses. As you kill everyone, then talk with Quentin and Lyandra. After the conversation, you will automatically find yourself in your mansion.

At home, Uncle Gamelin will already talk to you, and then a romantic character, if you have one, of course. After long conversations, the task will finally be completed.

Following Kuhn

The task will appear automatically immediately after you complete the task "All That Remains". You will receive a letter from Viceroy Dumar. You will need to meet with him in the specified Fortress and talk about his son Seymus.

After talking with the Steward, go to Arishok and talk to him already. Mercenaries will attack you along the way. Kill them and move on. Arishok informs you that the son of the Steward is most likely now in the church where he went to meet with his father.

Go to Church at night and see what happens there. After, talk to Petris. Fanatics will come with her to this Church, and at the very end of the conversation you will in no way get out of the fight with them. But fanatics will be bad warriors, which naturally only plays into your hands.

Soon, Eltina will arrive to the noise of the battle and after, you just have to watch what will happen next. You cannot influence the outcome of this whole sad story in any way.

Act - 2: Non-story missions

Herbalist Quests

Old Solivitus, who sits in the Casemates, is still looking for rare ingredients. This time he needs the following ingredients:

The flower called "Courtesan's Blush" is located on the Ragged Shore, near the cave where you once destroyed Tal-Vashot at the beginning of the first act.

Dalish tattoo ink - you can find this item in the Dalish elf camp.

Heart of Warteral - you can only find this ingredient during a personal assignment from Merril. Merril's quest is called Reflection in the Mirror.

In addition, you can find all three ingredients even before you receive the task from the Herbalist. After you bring him all the indicated ingredients, then the task will be completed.

Pirates on the Cliffs

When you walk along the Ragged Coast, then a little lower, where you found the missing Kunar squad, you will automatically receive a building to deal with a pack of pirates. After going a little lower, you will notice a detachment of guards, which will be commanded by a lieutenant named Harley. She will inform you that marauders have settled on the cliffs, who serve the very famous pirate Ivets. But at the moment there will be no pirate leader, there will be his deputy - Blood Mage Fell Order. The guards are not able to deal with these marauders, in addition to this, they are very frightened by the Blood Mage. The lieutenant is awaiting the arrival of reinforcements, but he is not there, and only you have appeared.

If Avelina is on your team, then you will have the opportunity to earn friendship points from her (for this you will need to select the option "Let's fight together", and then raise the morale of the guards with your speech). In addition, you can also get points of rivalry with her, if you decide to settle everything personally.

Varric, along with Isabella, will not take it at all. Be careful, as there will be traps on every path and on the approaches to the pirates. If you yourself cannot neutralize them, then we recommend that you take Isabela or Varric into your team and quickly run through all the traps. There are three types of traps: poisonous vapor, fire explosions, and those that will slow down your movement.

When the battle begins with the enemies, we recommend that you immediately rush with all your might on the Blood Mage Fell of the Order, since when the marauders are left without his support, they will immediately become sheep that you can defeat without any problems. As you kill all the enemies, listen to the gratitude of the guards and take into account that an appropriate reward awaits you, which you can receive in the Steward's Fortress from a captain named Jalen.

Do not forget to search the mage's corpse, as we will start with such a thing as the "Flexible Chain" - this is the pattern of the guards, which is an upgrade for Aveline's armor. The subject represents, as one cell for the runes. In addition, take a piece of sail from the corpse, from which you will receive a new task. As you are done with all the affairs, then go to Jalen for a worthy reward.

Nightmares

So, Arianni, the mother of that rescued wizard boy named Feinriel, has sent you a letter asking you to meet her in Elvenage. It does not matter where you sent the boy in the past (to the Circle or to the Dalish elves). In general, when meeting, the mother will tell you that her son has fallen into a dream and cannot get out of it, so she will ask you will follow him to the Shadow through the ritual of the Guardian Maretari.

Keeper Maretari will tell you that there is a possibility that you will have to kill the boy, while making him pacified. You will have to kill in the Shadow. If you agree to this, then you will receive rivalry points from Anderson and Merril.

After you choose three companions for yourself, you go to the Shadow. If at the time of the conversation with Meretari there was Merril among your characters, but you did not take her to the Shadow at some point, then you will receive rivalry points from her, and if you do, you will get a little less points to rivalry. If Anders is in your group, then upon arrival in the Shadow he will take the form of Revenge and you can talk with him a little about it.

The shadow will represent a piece of Casemates, which you previously did not have access to. In general, go into the courtyard and meet the Demon of Idleness, with whom you will need to talk. After that, there are two options for the development of events:

If you immediately refuse to cooperate with this demon, thereby earning friendship points from Anders, Aveline and Fenris, but you get rivalry points from Merril. After you kill this demon, then go to the Demon of Desire. At this point, you temporarily get the appearance of Feinriel's mother and see how the boy is promised, supposedly, along with his father. You need to convince or mention the demons so that he understands that the father is just an illusion. If Aveline or Isabella is on your team, then the demon will be able to lure them over to his side. Kill this demon along with his assistants. The wrong companion will also have to be killed. After that, you can return back to the courtyard, where the Demon of Wrath will also attack you. As you kill him, then return to the demon of Pride, which is located in the opposite entrance from the habitat of the Demon of Desire. Be sure to look into the rooms on the right and left sides along the way, as there you can replenish your stocks in the codex. As you arrive at the place, then talk to the Demon. You can tell the boy that all this comes from demons, or you can simply convince him that all this is just an illusion, not to mention the demons (since he will guess everything himself). If there is Merril, Varric or Fenris in your group, then he will lure one of them to his side and you will have to kill everyone. After that, go to the courtyard and soon you will see Feinriel there. If in previous conversations you told him that demons were talking to him, then he will ask you to kill him, you can fulfill his request and after that, you will come back, but the boy will become pacified. But there is also a second option - to convince that you need to go to Tevinter and continue your studies.

If, when talking with the demons of Desire and Pride, the boy did not say anything about demons, then he himself will offer an option to go to study in Tevinter. In general, in this version, after returning from the Shadow, Maretari will give you as a thank you one book that can be sold (albeit for a little).

If you agree to a deal with the Demons of Idleness (to defeat the rest of the demons and give him the boy, receiving power in return as six stat points), then Anders will attack you and from Fenris you will receive rivalry points, and Merril has several friendship points. After, go to the Demon of Desire and persuade the boy not to listen to his words. Next, you just have to defeat the demon (who can also lure one of the companions to your side), now kill the demon of Pride. Finally, you can go out into the courtyard, where the Demon of Idleness is already persuading the boy not to wake up, and you just have to play along with the demon and allow him to possess this young man.

If you are betrayed by one of your companions, then after you return with everyone from the Shadow, you will receive a small task in which you will have to talk to him about what happened. After that, you will receive several friendship points or a couple of rivalry points.

In addition, in the shadows there will be one very interesting book, which will add 1 point to the characteristics and a little experience to any character who reads it (550 op). The book is located in the same room in which you appear at the very beginning of the Shadow. You will only need to wait for the moment when it becomes available to you, then activate it. She will constantly appear in the same place, so you just need to catch the moment.

Also, in the shade, you can find two more puzzles that are directly related to the barrels. In the same room, where small and large barrels are located, you will need to line up the smaller barrels in one row on top of the larger barrels. In addition, you will also have a limited number of attempts before the demons attack you. After killing demons, you will gain experience, but you will no longer be able to carry out shenanigans with barrels (as a reward, you will receive 1 point of characteristics). The next riddle is that you will need to move all the red barrels to the center among the white, red and yellow barrels (two down, two up). It doesn't matter how the rest of the barrels will be located further, which are to the side. Just like in the previous riddle, your number of attempts will be limited (as a reward, you will receive 2 stat points).

Some of their

Somewhere in the middle of the second act, you will unexpectedly have a letter from a merchant named Hubert with whom you shared the mines of the Bone Pit (if, of course, you agreed to co-ownership back in the first act). In general, the problem is that attacks on your caravans have become more frequent lately. But that's not all, because Hubert assures you that you have a "rat". Okay, now it's time to talk to old Hubert in person, so head to Upper City.

After talking with him in the Upper City, it turns out that he has already managed to figure out the one who, in turn, sold you. This scoundrel turned out to be a character named Sabin, except that he, like you, escaped from Lothering. It's time to talk to him personally. If you agree to talk to him right away, then you are transferred to the interrogation room.

You will have the life of your fellow countryman in your hands. You can knock out all the information from him: stories, stories, dialogues (thereby getting rivalry points from Varric, Anders, Avellina and Sabastian). But there is an option to calmly talk to him.

In any case, Sabin will tell you about his sad story, after which you will have the option to kill him. Naturally, the option with the murder of the majority of your party members will not approve. Therefore, there is another option for this - to hand him over to the authorities. You can also let him go, thereby raising the confidence of those who work in your mines. In addition to all this, in a conversation with Sabin, you can promise to help him, from which he will be very grateful to you (in this option you will get a lot more money and experience). You can also say in the dialogue: "I will sweeten the pill" and then he will tell you about his cache, which will contain the money earned (even if there are not many of them, but at least something).

As soon as you agree with Sabin, then old Hubert will come to you, but already with a representative of the Society (Lilly). You just have to tell about the decision that you made and after, you can move to the place of the attack on the caravan.

As expected, the robbery has already been committed, but the robbers have not yet managed to dump, so we enter the battle. After the battles, carefully examine the entire clearing. Lilly unexpectedly says that she knows one of the robbers who attacked the caravan. In general, this acquaintance is not in the Society, but in general under the leadership of a certain Brecker. At this stage of the game, the girl leaves you and tells you to find her in the Cloaca. Lilly herself goes to deal with Brecker.

Well, let's go to the Cloaca. At the place of arrival, you will find Lilly's corpse near the entrance. At the same place, guys who are also members of the Society come up to you. In general, as expected, the murder is hanged on you and requires an explanation. Problems with the Society can be solved in two ways: you can fall on them and kill everyone, or you can just settle everything peacefully by telling them the whole truth about what is happening here.

After you have settled the problems with the Society, then finally go to Brecker. He will be located in the Society dungeon, which is also located in the Cloaca. And be extremely careful, as you will encounter a lot of traps along the way. After examining the dungeon carefully, you eventually find Brecker. After talking with him, any dialogue leads to a battle. After the carnage, the task ends. You just have to go and tell everything to old Hubert, who subtly hints that it would be nice if you from time to time visit people who work in the mine, so that in the future there will be no such problems anymore.

Crawling through the Cave

The quest will begin after you have completed the quest "One of your own". As you arrive at the workers in the mine (to visit them), they will ask for your help. Talk to the miners' representative named Jansen. He will tell you that spiders have started up in one of the mines, so it became impossible to work there. Well, let's go to fulfill the request of the workers. Immediately at the entrance, you will meet the Spider Queen, along with a couple of her children. Kill all the enemies and return back to Yasen, whose task will be completed.

Cave of the Dead

As soon as you return to the Bone Pit to the miners again, Jansen again informs you of the problems. Now it is impossible to work in the mines due to the unexpected invasion of the dead. Go to clean up the next problems. Move to the mine that Jansen told you about and kill all the undead that will be there. In the group of this undead there will be a revenant along with the Secret Horror. As soon as you kill all the monsters, then go back to Jansen and hand over the task to him.

Finding Kirok

When you visit the Bone Pit again, you are informed that new problems have arisen. This time, the workers broke all their tools for work. Hubert, who should have been responsible for this, is greedy and in no hurry to send new equipment. Jansen tells you that in the Lower City he once saw a blacksmith who could possibly make a large batch of picks for work in the mines.

Go to the Lower City and near the armor merchant you can find the very blacksmith who can possibly forge a large batch of pickaxes. The blacksmith will tell you that he will sell a large batch of picks for only fifteen gold pieces! Of course, you won't be able to persuade him to drop the price, so you have to buy picks at that price. In general, after the purchase, go back to Jansen and turn in the task to him.

Fool's Gold

Please note that this task becomes available only when importing a certain part of the game - it is not known for sure, but it may become available provided that Nathaniel Howe remained alive in "Awakening". But it happens that the task simply does not appear, therefore, based on this, we can say that the task is buggy and anything can happen.

In general, in the High City, near the Trade Guild, you can meet a gnome named Yevlen. It turns out that he has three sons, and each of them, having heard stories about your adventures, decided to make the same sortie into the Deep Paths like yours.

It's time to go back to the Deep Paths and find the children of Yevlen. At some point, on the Deep Paths, you meet one of the brothers, whose name is Emrys. In a conversation with this gnome, you can decide which of the two remaining brothers you will go first. Please note that whoever you follow first will remain alive. You can't save two. In addition, in any case, you will have to fight off a large pack of spawn of darkness, a couple of which have emissaries in their ranks. And also keep in mind that at some moments you will be unexpectedly attacked by spiders.

In general, after talking with the found brother, go further. At some point, you find the Golem Control Rod, which you can use on one of the golems that are not far from you. An animated gnome will be able to help you in the further battle in which you will have to collide against the same golems.

Keep in mind that even if you decide to follow Ivan (in the hope of finding a valuable sword), the weapon that you find will simply be irretrievably damaged. But instead of this weapon, you can find a very good club.

As soon as you get out of the Abyssal Trails, a new group of darkspawn meets you on the surface. In the group there will be not only ordinary spawn of darkness, but also an ogre along with an emissary. After you deal with all the enemies, then go back to the dwarf Yevlen and take a decent reward.

Act - 2: Secondary Quests

The Lost Watch

The task is given to you by the Qunari warrior, who will stand near the entrance to the port. He wants to find out where the patrolmen who were sent to the Ragged Shore have gone. You are suspected of being responsible for the murder of the patrol. In general, go to the place that the Qunari warrior pointed out to you. The Qunari will indeed be dead, and a possessed one with a group of ghosts will roam among their remains. Without hesitation, they attack you. As you kill them all, then return calmly back to the port and tell the Qunari warrior about what happened there. As a reward, you get one gold coin and a nice two-handed sword called Binky's Consolation.

Feeling the Fallen

In this task you will need to collect all the amulets of the killed hunters (there will be three in total) when you examine the cave with the varteral on a task from Merril called "Reflection in the Mirror". After that, you can return to the Guardian Maretari.

Midnight Meeting

You will receive the task only if the templars were once overwhelmed in the first act of the "Merciful Deed" storyline task. After you receive the letter, then go to a meeting with one of the templar lieutenants, who wants to find out the truth about what happened to a whole squad of elite fighters. Any of your branches of dialogue leads to the fact that you start to fight with this templar. After killing this soldier, the task ends.

Rogues, who have mastered these abilities to perfection, are perfectly able to catch enemies by surprise and harm them on the sly.

Capabilities Requirements for opening

Choking flask ... The Rogue throws a Explosive Flask at a group of enemies, temporarily stunning them.


Duration: 4 sec.
Diameter: 5 m

Cost: 20 Stamina

Improved composition . "Choking Flasks"become available more often, and the stun effect lasts longer.

Duration: +2 sec.

Type: Improvement

Required: Level 3

Dash ... The rogue charges forward, attempting to knock down the target and nearby enemies.

Physical strength: 16x

Cost: 15 Stamina

Type: One-shot ability

Required: Level 3

Preparing for the snatch ... Making " Dash", the robber covers a large area, knocking down enemies along his path.

Type: Improvement

Required: Level 7
Required: Dash

Blitz ... Making " Dash", the robber takes enemies out of combat, and also deals damage.

Physical Damage: 11

Type: Improvement

Required: Level 9
Required: Dash

Confusion ... The rogue deceives nearby enemies, forcing some of them to fight each other for a short time.

Confusion chance: 50% versus common enemies

Duration: 10 sec.
Diameter: 4 m

Cost: 30 Stamina

Type: One-shot ability

Required: Level 5
Points required in the Wrecking tree: 2

Chaos . "Confusion"lasts longer, and enemies, attacking each other, stop defending themselves.

DISORIENTATION chance: 100% against confused enemies
Duration: +10 sec.

Type: Improvement

Required: Level 9
Required: Confusion
Points required in the Wrecking tree: 6

Tiring Mist ... The Rogue envelops enemies in a dense fog that slows their movements so much that they almost crawl.

Enemy attack speed: -50%

Duration: 10 sec.

Diameter: 6 m

Cost: 20 Stamina
Cooldown: 20 sec.

Type: One-shot ability

Required: Level 7
Required: Dash
Points required in the Wrecking tree: 3

Impenetrable fog . "Tiring Mist"lingers in the air and covers allies from enemy attacks.

Type: Improvement

Required: Level 11
Required: Tiring Mist

Exhausting Mist . "Tiring Mist"thickens so much that it DISORIENTS most enemies, reducing their defenses and making them vulnerable to subsequent attacks from a warrior or mage.

Chance of DISORIENTATION: 100% against common enemies

Type: Improvement

Required: Level 13
Required: Tiring Mist
Points required in the Wrecking tree: 5

Git

Rogues who succeed in their dishonorable field love to exploit the weaknesses of their enemies and control the flow of battle.

Capabilities Requirements for opening

Back to back ... The rogue unnoticed goes to the target ally and a moment later appears next to him, ready to help.

Cost: 15 Stamina
Cooldown: 30 sec.

Type: One-shot ability

Required: Level 3

Invisible friend ... Using the ability " Back to back", the rogue remains invisible for a short time. This happens even if the rogue has not learned the skill." Stealth".


Duration: 10 sec.

Type: Improvement

Required: Level 7
Required: Back to back

Fire cease ... The Rogue distracts all enemies surrounding one of his companions, forcing each of them to leave this companion alone and switch to another member of the squad, representing the second largest danger for this enemy.

Hazard Reduction: 100%
Diameter: 10 m

Cost: 20 Stamina
Cooldown: 20 sec.

Type: One-shot ability

Required: Level 4

Invisible friend ... Rogue can now use " Fire cease", giving respite to squad members who have suffered significant damage and who cannot survive enemy attacks.

Cooldown: -5 sec.

Type: Improvement

Required: Level 8
Required: Fire cease
Points required in the Git tree: 3

Sneak kick ... Fighting distracted opponents, the rogue gains the ability to more powerful attacks. Any target that is not actively fighting the rogue takes increased damage from any of the rogue's attacks.

Damage: 120% against enemies fighting allies.

Type: Passive

Required: Level 5

Incitement ... The Rogue incites all enemies in the area of ​​effect to drop the current targets and attack the targeted Rogue ally. This pursues a twofold goal: firstly, to crowd the enemy around the most persistent companion, and secondly, to reinforce those spells or skills of the companion that give a bonus proportional to the number of enemies surrounding this companion (such as " Bravery", "Desecration of the dead", "Savvy" or " Elven Wrath").

Hazard redirection: 100% to the selected satellite
Diameter: 6 m

Cost: 20 Stamina
Cooldown: 20 sec.

Type: One-shot ability

Required: Level 6
Required: Fire cease

Corral . "Incitement"now gathers enemies from a larger area around the target companion.

Diameter: 10 m

Type: Improvement

Required: Level 10
Required: Incitement
Points required in the Git tree: 4

Stigma ... Robbers are by nature traitors and conspirators, not " perpetual motion machines". After the rogue chooses one enemy that the magician or warrior must kill, the probability of inflicting a critical strike on the unfortunate person increases significantly.

Critical Hit Rate: + 25% versus mage and warrior targets

Cost: 20 Stamina
Cooldown: 30 sec.

Type: One-shot ability

Required: Level 6
Required: Back to back

Feint with a knife ... The Rogue is more interested in winning than fighting fair. Any enemy stunned by the rogue will automatically critically hit.

Critical Hit Rate: 100% against Stunned Targets

Type: Passive

Required: Level 7
Required: Sneak kick
Points required in the Git tree: 2

Full surrender ... The Rogue thrives on the battlefield for extended periods of time, rushing from one attack to the next. Now regenerates more stamina than after each basic attack.

Stamina Regeneration: +1% per Basic Attack

Type: Passive

Required: Level 7
Required: Back to back
Points required in the Git tree: 2

Dual weapon

Rogues, wielding weapons in each hand, bring death to enemies in both hands. Characters need this skill tree to use dual wielding.

Capabilities Requirements for opening

Backstab ... Fast as lightning, the robber disappears into a smoke screen and, appearing behind the back of the enemy, stabs him in the back.

Physical Damage: 39
Physical strength: 2x

Cost: 20 Stamina
Cooldown: 15 sec.

Type: One-shot ability

Required: Level 2
Requirement: dual weapon

Punching . "Backstab"now recovers faster, allowing the rogue to use it more often.

Cooldown: -5 sec.

Type: Improvement

Required: Level 6
Required: Backstab

Murder ... By applying " Backstab", the robber hits the enemy's weak spots, which provides additional damage.

Critical Hit Rate: 100%

Type: Improvement

Required: Level 8
Required: Backstab

Harsh chain ... When performing a short burst of melee attacks for a short time, the chance of a critical hit increases with each basic attack. Any other skill will end the effect, but you can use it with a chain. " Explosive blow

Critical Hit Rate: + 2% per hit (stackable), up to 10 hits

Type: Passive

Required: Level 3
Requirement: dual weapon

Explosive blow ... The rogue completes the combination formed by " A harsh chain". Each basic melee attack that the rogue performs immediately before using." Explosive strike

Physical Damage: 16
Physical Damage: + 50% per basic attack in the previous chain, up to 10 hits
Physical strength: 2x

Cost: 15 Stamina

Type: One-shot ability

Required: Level 4
Required: Severe chain
Requirement: dual weapon

Merciless blow . "Explosive blow"now guarantees a critical hit, and also deals much more damage to enemies unbalanced by the warrior.

Type: Improvement

Required: Level 8
Required: Explosive Strike
Points required in the tree Paired Weapons: 3

Mutilation ... When activated, any attack with the Rogue's deadly blades can inflict bleeding wounds, causing damage for a short time

Effect: continues to deal damage from any attack for 5 seconds.
Probability: 10%

Reserves: 10% stamina

Required: Level 5
Required: Backstab
Points required in the tree Dual Wielding: 2
Requirement: dual weapon

Injury . "Mutilation"traumatizes the enemy more, dealing additional damage to him if the warrior STAGGERS him.

Probability: 100% against STUNNED targets

Type: Improvement

Required: Level 9
Required: Mutilation
Points required in the tree Paired Weapons: 4

Double fangs ... The rogue stabs both blades at the target, automatically dealing a critical strike with each blade.

Physical Damage: 93 (x2 hits)
Physical strength: 2x (x2 hits)
Critical Hit Rate: 100%

Cost: 30 Stamina
Cooldown: 30 sec.

Type: One-shot ability

Required: Level 6
Required: Explosive Strike
Required: Backstab
Points required in the tree Paired Weapons: 4
Requirement: dual weapon

Punching . "Double fangs"can now be used more frequently, allowing the rogue to quickly take down any foe.

Cooldown: -10 sec.

Type: Improvement

Required: Level 10
Required: Double fangs

Archery

Archers specialize in shooting at long-range targets and suppressing enemy lines. Characters need this skill tree to use the bow.

Capabilities Requirements for opening

Pinning Shot ... The shooter fires an arrow that immobilizes the target for a short time.

Physical Damage: 19
Physical strength: 2x
Chance of being pinned: 80% versus common enemies

Duration: 8 sec.

Cost: 20 Stamina
Cooldown: 20 sec.

Type: One-shot ability

Required: Level 2
Requirement: onion

A quick chilling shot ... The shooter can use " Pinning Shot"more often, and enemies are immobilized for a longer time.

Duration: +7 sec.
Cooldown: -5 sec.

Type: Improvement

Required: Level 6
Required: Pinning Shot

Disorient Shot ... Damage dealt " Pinning Shot"becomes so large that it often makes enemies defenseless.

Physical Damage: +9
The probability of DISORIENTATION: 100%

Type: Improvement

Required: Level 8
Required: Pinning Shot
Points required in the Archery tree: 3

Explosive arrow ... This arrow explodes on impact, splashing shrapnel and flames in the surrounding area.

Fire Damage: 12
Elemental Force: 3x

Diameter: 5 m

Cost: 30 Stamina
Cooldown: 20 sec.

Type: One-shot ability

Required: Level 3
Requirement: onion

Smoking arrow . "Explosive arrow"emits a cloud of smoke, covering allies from enemy attacks.

Cover chance: 100% for all squad members

Type: Improvement

Required: Level 7
Required: Explosive arrow

Crushing arrow . "Explosive arrow"becomes more powerful and can be used more often.

Fire Damage: 600% against FRAGILE targets
Elemental Force: 400% against FRAGILE targets
Cooldown: -5 sec.

Type: Improvement

Required: Level 9
Required: Explosive arrow
Points required in the Archery tree: 2

A hail of arrows ... The shooter unleashes an entire quiver of arrows into the air. Some time after this, arrows fall on the enemy.

Physical damage: 3 every 1 sec.
Duration: 4 sec.
Diameter: 10 m

Cost: 30 Stamina
Cooldown: 30 sec.

Type: One-shot ability

Required: Level 5
Required: Explosive arrow
Points required in the Archery tree: 2
Requirement: onion

Shower of arrows . "A hail of arrows"grabs a wider area of ​​the battlefield and reduces the speed of enemies to crawl.

Enemy attack speed: -50%
Enemy Movement Speed: -50%
Diameter: 15 m

Type: Improvement

Required: Level 9
Required: Hail of arrows
Points required in the Archery tree: 5

Archer's spear ... This arrow is so powerful that in its flight it passes through all enemies right through.

Physical Damage: 19 to all enemies along the flight path
Physical strength: 2x against all enemies along the flight path
Critical Hit Rate: 100% for Targeted Enemy

Cost: 40 Stamina
Cooldown: 30 sec.

Type: One-shot ability

Required: Level 7
Required: Pinning Shot
Required: Explosive arrow
Points required in the Archery tree: 3
Requirement: onion

Piercing spear . "Archer's spear"kills weak opponents on the spot.

Effect: instantly kills weak enemies
Physical Damage: +9
Physical Damage: 600% to all FRAGILE targets along the flight path
Physical strength: 400% against all FRAGILE targets along the flight path

Type: Improvement

Required: Level 11
Required: Archer's Spear
Points required in the Archery tree: 6

Specialist

To defeat enemies, experts rely on accuracy, strength and speed.

Capabilities Requirements for opening

Accurate strikes ... In this mode, the rogue pays attention to accuracy, thanks to this, gaining bonuses to critical hits and attacks (this mode cannot be used simultaneously with modes " High-speed strikes" and " Strong blows").

Attack: + 20%
Critical Hit Rate: + 10%


Cooldown: 5 sec.

Type: Long-term mode

Required: Level 3

Accurate attack ... While the mode is active " Accurate strikes"Rogue attacks hit the enemy more often.

Attack: + 10%

Type: Improvement

Required: Level 7
Required: Precise strikes
Points required in the tree Specialist: 2

Accurate critical hits ... While the mode is active " Accurate strikes"The rogue's attacks have an even higher critical hit chance.

Critical Hit Rate: + 5%

Type: Improvement

Required: Level 9
Required: Precise strikes

High-speed strikes ... In this mode, the rogue attacks much faster (this mode cannot be used simultaneously with the modes " Accurate strikes" and " Strong blows").

Attack speed: + 10%


Cooldown: 5 sec.

Type: Long-term mode

Required: Level 4

Lightning speed ... In the " High-speed strikes"the rogue performs attacks even faster than usual.

Attack speed: + 5%

Type: Improvement

Required: Level 8
Required: High-speed strikes
Points required in the tree Specialist: 3

Exciting speed ... In the " High-speed strikes"The cooldown of each of the rogue's skills is reduced.

Cooldown: 90% for all skills

Type: Improvement

Required: Level 10
Required: High-speed strikes

Strong blows ... In this mode, the rogue puts immense power into every shot and blow in order to stun enemies. Taking into account the attack speed of the rogue, the probability of stunning is high (this mode cannot be used simultaneously with the modes " Accurate strikes" and " High-speed strikes").

Stun chance: 3% versus common enemies

Reserves: 20% stamina
Cooldown: 5 sec.

Type: Long-term mode

Required: Level 5

Chopping power ... The rogue's attacks become so powerful that opponents are stunned. " Strong blows", bleeding begins, dealing additional damage for a short time.

Physical Damage: 11 vs Stunned Targets

Type: Improvement

Required: Level 9
Required: Strong blows
Points required in the tree Specialist: 3

Deafening power ... When the " Strong blows", the rogue's chance to stun an enemy is increased.

Stun chance: +3% versus common enemies

Type: Improvement

Required: Level 11
Required: Strong blows
Points required in the tree Specialist: 5

Harmony ... In any of the modes " Strong blows", "Accurate strikes" or " High-speed strikes"the rogue gets an additional bonus from the other two modes.

Attack speed: + 5% in modes " Strong blows" and " Accurate strikes"
Attack: + 10% in modes " High-speed strikes" and " Strong blows"
Critical hit chance: + 5% in modes " High-speed strikes" and " Strong blows"
Stun chance: 1% against common enemies in modes " High-speed strikes" and " Accurate strikes"

Type: Passive

Required: Level 6
Required: High-speed strikes
Required: Precise strikes
Required: Strong blows
Points required in the tree Specialist: 3

Gimmicks

Skills associated with trickery are based on dexterous maneuvering and deceiving advantages in combat.

Capabilities Requirements for opening

Evasion ... The robber jumps back. Enemies in the melee area often give up trying to attack and look for an easier target.

Hazard Reduction: Depends on the rank of the enemy
Diameter: 5 m

Cost: 15 Stamina
Cooldown: 10 sec.

Type: One-shot ability

Tactical retreat ... The sudden disappearance of a rogue often leaves enemies stunned.

Stun chance: 100% against common enemies

Type: Improvement

Required: Level 3
Required: Evasion

Stealth ... The robber disappears from sight. Enemies immediately stop attacking the lurking Rogue. However, any action other than movement renders him invisible.

Chance of stealth: 100%
Movement speed: 60%
Duration: 10 sec.

Cost: 20 Stamina
Cooldown: 30 sec.

Type: One-shot ability

Required: Level 3

Stealthy running ... Rogue no longer suffers a movement penalty when undetected.

Movement speed: 100%

Type: Improvement

Required: Level 7
Required: Stealth

Disguise ... Rogue now stays unnoticed longer, and using stealth is less tiring.

Duration: +5 sec.
Cost: -10 Stamina

Type: Improvement

Required: Level 9
Required: Stealth
Points required in the Trick tree: 3

Ambush ... If the rogue is invisible and attacks, then he automatically inflicts a critical hit. This ability is also combined with other skills such as " A hail of arrows" or " Backstab".

Critical Hit Rate: 100% if invisible

Type: Passive

Required: Level 4
Required: Stealth
Points required in the Trick tree: 2

Chameleon breath ... The Rogue throws a flask, which, shattering, releases a cloud of smoke, covering nearby allies for a short time, which means that the enemy will be more likely to miss.

Cover chance: 100% for all squad members
Duration: 10 sec.
Diameter: 5 m

Cost: 20 Stamina
Cooldown: 30 sec.

Type: One-shot ability

Required: Level 4
Required: Evasion

Chameleon cloud ... Rogue gets a stronger option. " Chameleon breath"which lasts longer and can cover more allies.

Duration: +5 sec.
Diameter: 8 m

Type: Improvement

Required: Level 8
Required: Chameleon Breath
Points required in the Trick tree: 2

Insidiousness ... The Rogue is a master of stealth and distraction, as he creates significantly less threat with all attacks and abilities. Therefore, it is unlikely that the enemies will rush to the robber.

Danger Taunt: -25%

Type: Passive

Required: Level 6
Required: Evasion
Points required in the Trick tree: 2

Residual shroud ... The Rogue is a master of disguise. If he is both in cover and invisible, the rogue can only perform one action, such as either attacking or using a skill while remaining invisible. But the effect of the cover is lost. The rogue's second action will also end the stealth action. When used in conjunction with skills that increase stealth (" Ambush" or " Shadow veil"), this advantage can be significant.

Type: Passive

Required: Level 6
Required: Stealth
Points required in the Trick tree: 2

Specialization "Duelist"

Duelists specialize in challenging a single enemy and taking them out quickly. Although the art of dueling is less popular in Kirkwall than in the more sophisticated cities of Orlais, there are still plenty of teachers to teach outlaws if they are smart enough. The rogue's favorite weapon, whether it be a blade or a bow, plays no role in this skill tree. A confused and furious enemy is an easy target at any distance.

Capabilities Requirements for opening

When choosing a specialization :

The probability is critical. impact: +5%

Required: Level 7 or 14

Duel challenge ... The duelist throws a challenge to an individual enemy that cannot be denied. The enemy immediately forgets about his other opponents and rushes to the robber.

Duration: 20 sec.

Cost: 25 Stamina
Cooldown: 25 sec.

Type: One-shot ability

Required: Level 8
Required
: Duelist

Until the last drop of blood ... The robber's opponent is completely engrossed in the duel. For some time he will not look for a new target and will fight until one of them dies. The angry enemy attacks violently, dealing less damage to the rogue.

Effect: the enemy will not seek a new target
Enemy damage: -25%

Type: Improvement

Required: Level 12
Required: Challenge to a duel

Stinging taunts ... The duelist taunts the enemy, reducing their caution.

Enemy Defense: -50%
Duration: 20 sec.

Type: Improvement

Required: Level 14
Required: Challenge to a duel

Parry ... In this mode, the duelist's defense is increased. For an opponent who lifts the gauntlet, the duelist's defense becomes almost impenetrable.

Defense: + 20%
Defense: An additional + 20% against enemies under the influence of " Duel challenge"

Reserves: 20% stamina
Cooldown: 5 sec.

Type: Long-term mode

Requires: Level 7
Required
: Duelist

Counter attack ... The duelist's counterattacks become more deadly.

Attack: + 20%
Attack: Additional + 20% against enemies under the influence of " Duel challenge"

Type: Improvement

Required: Level 11
Required: Parry
Points required in the Duelist tree: 2

Angard ... The duelist attacks with increased rage.

Critical Hit Rate: + 10%
Critical Hit Rate: Additional + 10% against affected enemies Duel challenge"

Type: Improvement

Required: Level 13
Required: Parry
Points required in the Duelist tree: 2

Sure blows ... The skilled duelist has survived many fights and his strikes have a better chance of hitting the target.

Attack: + 20%

Type: Passive

Required: Level 10
Required: Challenge to a duel
Points required in the Duelist tree: 2

Sly maneuvers ... Over the years of diligent training, the duelist has learned to become acutely aware of attacks directed against him.

Defense: + 20%

Type: Passive

Required: Level 10
Required: Parry
Points required in the Duelist tree: 2

Blood revenge ... Every duelist, even an archer, knows that the most memorable fights happen at close range ... and that the first blow usually decides everything. To gain this advantage, the rogue disappears into a cloud of smoke, and then cunningly hits the enemy from behind. This ability can be used throughout the battlefield, as few rogues have the ability to move stealthily like duelists.

Physical Damage: 170
Physical strength: 2x

Cost: 40 Stamina

Type: One-shot ability

Required: Level 11
Required: Challenge to a duel
Required: Parry
Points required in the Duelist tree: 2

Generic enmity ... Even experienced enemies now benefit from " Blood revenge"significant damage, and those who are STUNNED by the warrior suffer even more.

Physical Damage: 300% versus STUNNED targets
Enemy Armor: 0% for a moment
Enemy resistance to damage: 0% for a moment

Type: Improvement

Required: Level 16
Required: Blood Revenge
Points required in the Duelist tree: 4

Specialization "Shadow"

Their inconspicuous appearance and the ability to obfuscate tracks allow Shadow Rogues to appear out of nowhere and stun the enemy with devastating attacks. As a hub for smugglers, Kirkwall has more than one or two adherents of this technique. They will willingly share their secrets with those they deem skillful enough to do so.

Capabilities Requirements for opening

When choosing a specialization :

Chance of stealth: 3% when Hawk is damaged
Duration: 5 sec.

Required: Level 7 or 14

Accurate injection ... The shadow skillfully knows how to find the weak points of the enemy. Accordingly, critical hits do more damage.

Critical Damage: + 50%

Type: Passive

Requires: Level 7
Required
: Shadow

Inconspicuousness ... For a short time, the shadow takes a deceptive stance, which attracts almost no attention, which makes it possible to deliver fast and strong blows and not be surrounded by enemies from all sides. Using this skill, the shadow dispels the danger accumulated from previous attacks.

Hazard Reduction: 100%
Hazard Taunt: -50% for all Rogues and Mages from your squad within 5 yards
Duration: 10 sec.
Diameter: 20 m

Cost: 30 Stamina
Cooldown: 30 sec.

Type: One-shot ability

Required: Level 8
Required
: Shadow

Indistinguishability ... The shadow can use the trick longer. " Inconspicuousness".

Duration: +10 sec.

Type: Improvement

Required: Level 12
Required: Inconspicuity

Elusiveness ... An inconspicuous shadow can now elude all enemies for a short time.

Hazard Taunt: -50% for all Rogues and Mages from your squad within 5 yards

Type: Improvement

Required: Level 14
Required: Inconspicuity

Critically Disappointing Strike ... While in cover, the shadow gains a significant bonus to critical damage. In addition, critical hits inflicted by the shadow while in cover automatically DISORIENT targets, so that they are more affected by the attacks of the mage or warrior.

Critical Damage: + 50% while covering
DISORIENTATION chance: 100% for critical hits while covering

Type: Passive

Required: Level 9
Required: Accurate prick

Bait ... The shadow, as a master of disorientation, can create a decoy that occupies enemies for a short time, while the rogue himself sneaks away.

Decoy Health: 50% Rogue Health

Duration: 10 sec.

Cost: 40 Stamina

Type: One-shot ability

Required: Level 10
Required: Accurate prick
Required: Inconspicuity
Points required in the Shadow tree: 2

Tenacious bait ... The decoy can take more damage before enemies destroy it.

Decoy Health: + 50% Rogue Max Health
Duration: +5 sec.

Type: Improvement

Required: Level 14
Required: Bait

Surprise bait ... The decoy becomes an insidious trap that explodes when enemies destroy it.

Fire Damage: On death, proportional to the health of the decoy.

Type: Improvement

Required: Level 16
Required: Bait
Points required in the Shadow tree: 4

Shadow veil ... The shadow hides in cover when it goes into a state of stealth. This effect persists for a short time after stealth ends, and enemy attacks will likely miss their target.

Cover chance: 100% while stealthy

Type: Passive

Required: Level 11
Required
Required: Bait
Points required in the Shadow tree: 3

Predator ... Shadows are especially dangerous when attacking from the flank. When a shadow attacks from behind, no matter with a basic attack or a skill, the attack always ends with a critical hit.

Type: Passive

Required: Level 13
Required: Critically Disappointing Strike
Points required in the Shadow tree: 5

Assassin Specialization

Anyone can kill for money, but those who follow Antivan traditions know how to do it gracefully. Although there are no two similar killers in the world - one prefers to approach the victim and kill him personally, the other is content with shots from a distance - they are deadly predators, trained to find and use the weak points of enemies. A surprisingly large number of assassins work in Kirkwall, although most of them are often outside, fulfilling a contract.

Capabilities Requirements for opening

When choosing a specialization :

Critical Damage: + 10%

Required: Level 7 or 14

Death Mark ... The assassin marks the target, revealing vulnerabilities in its defenses that can be exploited by allies. All allied attacks against the marked target deal additional damage.


Duration: 10 sec.

Cost: 25 Stamina
Cooldown: 40 sec.

Type: One-shot ability

Requires: Level 7
Required
: Murderer

Indelible mark . "Death Mark"stays longer on the killer's target.

Duration: 10 sec.

Type: Improvement

Required: Level 11
Required: Marked for Death
Points required in the Assassin tree: 2

Fatal mark . "Death Mark"further increases attack damage against the marked enemy.

Reduce enemy damage: -25%

Type: Improvement

Required: Level 13
Required: Marked for Death

Lust for blood ... The assassin draws energy from killing and, by killing an enemy, restores stamina.

Stamina regeneration: minimum 5%, depending on the rank of the enemy

Type: Passive

Required: Level 8
Required
: Murderer

Aimed strikes ... For a short time, the assassin exploits the enemy's weak points with deadly care, inflicting a critical strike every time.

Attack: + 100%
Critical Hit Rate: 100%
Duration: 10 sec.

Cost: 30 Stamina
Cooldown: 40 sec.

Type: One-shot ability

Required: Level 9
Required: Marked for Death
Required: Bloodlust

Merciless blows . "Aimed strikes"assassins become a ruthless attack.

Duration: +10 sec.

Type: Improvement

Required: Level 13
Required: Aimed strikes
Points required in the Assassin tree: 3

Assassination attempt . "Assassination attempt"kills weak enemies at once, and deals a powerful critical strike to stronger ones.

Physical Damage: 104
Critical Hit Rate: 100%

Cost: 40 Stamina
Cooldown: 50 sec.

Type: One-shot ability

Required: Level 10
Required: Aimed strikes

Annihilation . "Assassination attempt“Critically hits enemies that are usually resistant to it. The effect is even more devastating against FRAGILE targets.

Physical Damage: 200% against FRAGILE targets
Cooldown: -10 sec.

Type: Improvement

Required: Level 14
Required: Attempt
Points required in the Assassin tree: 3

Excessive destruction . "Assassination attempt"becomes incredibly powerful, lethal to all but the most powerful enemies.

Physical Damage: +52

Type: Improvement

Required: Level 16
Required: Attempt

Indirect harm ... The more cunning the killer, the more damage critical hits deal.

Critical Damage: +1% per point of cunning

Type: Passive

Required: Level 12
Required: Aimed strikes
Points required in the Assassin tree: 4

Varric's Sharpshooter Specialization

Varric will never tell how Bianca got her name, but no one doubts her effectiveness.

Capabilities Requirements for opening

Rhymed triplet ... Varric fires three bolts in a row, transforming his target into a pincushion.

Physical Damage: 17 per bolt
Physical strength: 1x per bolt

Cost: 20 Stamina
Cooldown: 20 sec.

Type: One-shot ability

Requires: Level 7

Unnamed trill ... Bianca breaks all the rules on time, adding to the killer queue. " Rhymed triplet"two more bolts.

Type: Improvement

Required: Level 11
Required: Rhymed triplet

Rollback ... As a trade prince, Varric knows that everything has its time and place: a good bribe and a good bolt.

Physical Damage: 17
Physical strength: 20x

Cost: 20 Stamina
Cooldown: 15 sec.

Type: One-shot ability

Required: Level 8
Required: Rhymed triplet

Rollback wizard . "Rollback"becomes much more effective and Varric can use it more often.

Physical Damage: +17
Physical Strength: 800% versus STAGGERED targets
Cooldown: -5 sec.

Type: Improvement

Required: Level 12
Required: Rollback
Points required in the tree Sharpshooter: 2

Bianchi's song ... Varric hums some melody as he recalls the untold story of how Bianca got her name. Great for helping you focus.

Attack: + 20%

Reserves: 15% stamina
Cooldown: 5 sec.

Type: Long-term mode

Required: Level 9

Epithets ... Varric adds a new stanza to an ode to his beloved Bianca.

Attack speed: + 20%
Critical Damage: + 30%

Type: Improvement

Required: Level 13
Required: Bianchi's Song

Under control ... Varric is a busy dwarf. Time is money. And for some it is death.

Attack speed: + 20%

Type: Passive

Required: Level 12
Required: Bianchi's Song
Required: Rhymed triplet
Points required in the tree Sharpshooter: 3

Additional time ... No one knows how to work as long as a gnome.

Mana / Stamina Regeneration Rate: +10

Type: Passive

Required: Level 13
Required: Bianchi's Song
Points required in the tree Sharpshooter: 4

Authorized biographer ... Someday Varric will tell your story.

Attack speed: + 5%
Dodge chance: + 5%

Type: Passive

Required: Varric: friendship

Unauthorized biographer ... Someday Varric will tell your story. It doesn't matter if you like it or not.

Chance of stealth: 5% when damage is dealt to Varric
Duration: 5 sec.

Type: Passive

Required: Varric: the rivalry

Isabela's "Adventurer" specialization

Isabela's views on dueling involve many dirty tricks.

Capabilities Requirements for opening

Savvy ... In this mode, Isabela's fighting instincts allow her to anticipate enemy attacks, although she does less damage. With each new enemy that approaches, this effect grows.

Damage: -10% for each nearby enemy
Defense: + 10% for each nearby enemy
Diameter: 10 m

Reserves: 30% stamina
Cooldown: 5 sec.

Type: Long-term mode

Requires: Level 7

Pirate savvy ... Isabela's focus sharpens, reducing the damage penalty from " Savvy" twice.

Type: Improvement

Required: Level 11
Required: Savvy

Warning shot ... Isabela challenges one enemy that cannot be denied. The enemy is immediately distracted from other enemies and pounces on the sailor.

Cost: 25 Stamina
Cooldown: 25 sec.

Type: One-shot ability

Required: Level 8

Below the waterline ... Isabela's taunts weaken the opponent's self-confidence.

Enemy protection: -50%
Duration: 20 sec.

Type: Improvement

Required: Level 14
Required: Warning shot
Points required in the Adventurer tree: 4

all hands on deck ... Isabela manages to be everywhere at the same time, inflicting lightning-fast series of stabs in the back to all opponents in a small area.

Physical Damage: 38
Critical Hit Rate: 100%

Diameter: 8 m

Cost: 40 Stamina
Cooldown: 30 sec.

Type: One-shot ability

Required: Level 9
Required: Warning shot
Required: Savvy

Shore leave ... A series of backstabs from Isabela make opponents feel stunned, as if they had just returned to the ship after a beach vacation.

Stun chance: 100% against common enemies

Type: Improvement

Required: Level 13
Required: All hands on deck
Points required in the Adventurer tree: 2

Skillful pens ... This is not Isabela's first dance. And definitely not the last one.

Attack: + 20%
Critical Damage: + 20%

Type: Passive

Required: Level 10
Required: Warning shot
Points required in the Adventurer tree: 2

Accustomed to sea rolling ... Isabela's extensive combat experience gives her bonuses to defense and critical strike chance.

Defense: + 25%
Critical Hit Rate: + 20%

Type: Passive

Required: Level 11
Required: Savvy
Points required in the Adventurer tree: 2

Keep it up ... Isabela is covering you.

Attack speed: + 5% for Isabela
Attack speed: + 5% for Hawk

Type: Passive

Required: Isabela: friendship

Lag behind life ... Isabela always says that the best way to avoid an argument is to be somewhere else.

Evasion chance: + 10%

Type: Passive

Required: Isabela: the rivalry

Sebastian's Royal Archer Specialization

Sebastian is trained in the best traditions of the Starkhaven royal family. Sincere faith and martial prowess make him a deadly foe.

Capabilities Requirements for opening

Guardian angel ... Sebastian can create ghostly duplicate decoys that distract the enemy for a short time, while he himself quietly escapes.

Decoy health: 50% of Sebastian's health
Chance of stealth: 100%
Duration: 10 sec.

Cost: 30 Stamina
Cooldown: 45 sec.

Type: One-shot ability

Righteous chain ... Each short burst basic shot Sebastian fires increases the critical hit chance. Any other skill will end the effect, but you can use it with a chain. " Punishing arrow"for additional damage.

Critical hit chance: + 2% per shot (stacking), up to 10 shots

Type: Passive

Punishing arrow ... Sebastian completes the combination formed by " By the righteous chain". Every base shot he fired immediately prior to use." Punishing arrow", increases the damage done by breaking the chain.

Physical Damage: 18
Physical damage: + 50% per shot in the previous chain, up to 10 shots
Physical strength: 2x

Cost: 15 Stamina
Cooldown: 25 sec.

Type: One-shot ability

Required: Righteous Chain

Wounding arrow ... An arrow fired by Sebastian hurts the enemy, allowing him to inflict increased damage for a short time.

Physical Damage: 35
Physical strength: 2x
Enemy resistance to damage: -15%
Duration: 10 sec.

Cost: 20 Stamina
Cooldown: 20 sec.

Type: One-shot ability

Required: Righteous Chain

Weakening Arrow . "Wounding arrow"Sebastian gains strength from" Righteous chain". It further reduces the enemy's resistance to damage.

Enemy resistance to damage: -3% per shot in the previous chain

Type: Improvement

Required: Level 14
Required: Wounding Arrow
Required: Righteous Chain

Champion of discipline ... Sebastian has been in trouble and worse. Cope with this.

Damage resistance: + 10%

Type: Passive

Required: Guardian angel

Holy precision ... Sebastian is a master at finding a weak point in the enemy. Therefore, his critical hits do more damage.

Critical Damage: + 25%

Type: Passive

Required: Guardian angel
Points required in the Royal Archer tree: 2

Reaching Maferat ... Sebastian's attacks from behind will now always end with a critical strike, regardless of whether he is using a basic attack or a skill.

Critical Hit Rate: 100% for Flank Attacks

Type: Passive

Required: Holy Accuracy
Points required in the Royal Archer tree: 5

Spiritual person ... Sebastian's faith allows him to endure adversity that would have long overwhelmed a less powerful spirit. After all, he knows that these are tests sent down to him by the Creator.

Damage resistance: + 5% for Sebastian
Damage resistance: + 5% for Hawk

Type: Passive

Required: Sebastian: friendship

August person ... After the death of the family, Sebastian remained the only living heir to the ruling family of Starkhaven. He is determined to prevent further troubles.

Health regeneration rate: +50

Type: Passive

Required: Sebastian: The Rivalry

Specialization Tallis "Lazutchitsa"

Tallis displays talents that a burglar would envy. But who, I wonder, taught her such skills?

Capabilities Requirements for opening

Deceiving maneuver ... Tallis disappears into the shadows, immediately appears in front of the target and gags her mouth, preventing her from using spells and skills for a short time. At the same time, it remains invisible.

The likelihood of an effect " Silence": 100 %
The likelihood of an effect " Stealth": 100 %
Duration: 10 sec.

Cost: 20 Stamina
Cooldown: 20 sec.

Type: One-shot ability

Requires: Level 7

Cloak ... With the help of a rare and inexplicable skill, Tallis shrouds himself in a veil that protects against magical attacks.

Magic resistance: + 100%
Duration: 10 sec.

Cost: 20 Stamina
Cooldown: 20 sec.

Type: One-shot ability

Required: Level 8

Dagger ... As long as Tallis is protected " Cloak", she automatically strikes back at enemies attacking with her magic.

Physical Damage: 56 against enemies casting spells against Tallis

Type: Improvement

Required: Level 12
Required: Cloak

Undercut . "Undercut"kills weak enemies on the spot, and surviving enemies receive significant critical damage.

Physical Damage: 102
Critical Hit Rate: 100%

Cost: 40 Stamina
Cooldown: 40 sec.

Type: One-shot ability

Required: Level 10
Required: Deceiving maneuver

Collapse ... Now " Undercut"Deals a critical blow to those enemies who were previously resistant to it. It becomes even more dangerous for FRAGILE targets.

Physical Damage: 400% against FRAGILE targets
Cooldown: -10 sec.

Type: Improvement

Required: Level 14
Required: Undercut
Points required in the scout tree: 3

Magic touch ... Now " Undercut"especially effective against enemies using magic, it automatically stuns them and deals significantly more damage.

Physical Damage: 200% against spellcasters and Shadow units
Stun chance: 100% against spellcasters and creatures from the Shadow

Type: Improvement

Required: Level 16
Required: Undercut
Points required in the Scout tree: 4

Unavailable ... Tallis does not stay in one place for long. Many of her enemies' attacks simply miss their target.

Evasion chance: + 20%

Type: Passive

Required: Level 11
Required: Cloak

Equilibrium ... Nobody will knock Tallis out of a rut.

Slow resistance: 100%
Stun resistance: 100%

Type: Passive

Required: Level 12
Required: Cloak
Points required in the scout tree: 2

genre: action / RPG
Release date in Russia: March 2011
The developer: BioWare
Publisher: Electronic Arts

Introduction

BioWare's Dragon Age game series boasted a highly successful debut. Warmly received by fans of role-playing games, this project caused only grieving over BioWare's departure from the Dungeons and Dragons license. However, politically, this is very simple - Wizards of the Coast has a relationship with Atari, and BioWare is now working under the roof of a direct competitor - Electronic Arts Corporation.

But back to Dragon Age. As it became clear even during the preliminary screenings, the second part of the game was developed with an eye to game consoles. It is difficult to throw a stone at the desire to increase the sales market in BioWare, but the suspicions that all this will lead to certain compromises and simplifications - alas, were fully justified ...

The game has changed a lot, and most fans of the first part are sure that it is not for the better. However, we will talk about this at the very end of the article, summing up the results.

System requirements:

Operating room Windows system 7 / Vista (SP2) / XP (SP3)
Intel Core 2 Duo 1.8 GHz processor or better
1 GB RAM (1.5 GB for Windows 7 / Vista)
ATI Radeon HD 2600 Pro 256 MB / NVIDIA GeForce 7900 GS 256 MB or better
7 GB free hard disk space


About the adventures of the protagonist, a native of the Hawk family, because of the invasion of Mora and the hordes of the creatures of darkness who fled from their native lands with their surviving relatives, the dwarf Varrick begins his story, constantly making jokes in the direction of a serious woman - a sort of medieval "investigator for especially important cases. "(representing the interests of the Church) ...


If you import a save game from the first Dragon Age game (including the Awakening add-on or DLCs), then the Dragon Age II storyline will contain references to earlier events. If you do not have a saved game, then you will be offered three alternative templates with descriptions of previous events.

In the process of plotting, you customize the appearance of the protagonist, choose his class, distribute the first points according to the basic characteristics. Well, now it's time to take a closer look at the Dragon Age II role-playing system ...

Character stats and skills

In Dragon Age II, the role-playing system is based on the basic characteristics of the character and the set of his skills (activated actions and conditions, as well as permanent skills). Information on resistance to physical influences and elements (fire, electricity, etc.) is highlighted in a separate category.

Basic characteristics of the character


Strength. The rate of a successful attack and the amount of damage inflicted by the warrior depend on the strength. It also affects the stamina parameter: it helps to stay on your feet and not be thrown back during some enemy actions, and also does not catch fire when attacking with fire (taking additional damage).

Dexterity. Dexterity determines the rate of a successful attack and the amount of damage done by the thief. Dexterity also affects the likelihood of delivering a critical hit to the enemy.

Magic The rate of a successful attack and the amount of damage done by the magician depend on magic. It also affects the indicator of protection against magical attacks (absorption of part of the damage, reduction of the duration of the imposed spell).

Cunning. The thief's ability to open locks and neutralize traps depends on his ingenuity (upon reaching 10 points, the thief will be able to deal with the simplest locks or traps, 20 - standard, 30 - skillful, 40 - very difficult). Also, the parameter of protection (the chance to evade an attack) and the amount of damage during a critical strike are tied to ingenuity.

Willpower The mana reserve of the mages or the stamina of the warriors / thieves depends on willpower.

Constitution Increases the character's health.

With each level up, you are given the opportunity to additionally distribute three points according to basic characteristics. In addition, there are special items in the game (books, tinctures), with the help of which you can permanently increase the basic characteristics by one or two points. And, of course, some enchanted items (if equipped on you) also increase these indicators.


Derivatives such as damage, attack, defense depend on the basic characteristics. The amount of armor depends on the armor and items you are wearing (which, however, can also affect both damage and attack with protection).

Damage The quantitative size of the damage inflicted by the character's basic weapon (bow, crossbow, ax, hammer, mace, dagger, sword, magic staff). Also here is the indicator of DPS (damage per second) - the quantitative damage done per second of time.

Attack. Attack indicator, next to which the probability of a successful strike on the enemy is indicated (the basis is taken by the "ordinary" enemy, which comes across in mass quantities). If you hover the cursor over this indicator, additional details will be displayed: the probability of a successful strike on an "advanced" enemy and on an "elite" (boss).

Defense. The indicator of defense, next to which the probability of successful evasion from an enemy attack is indicated (again, the "ordinary" enemy is taken as the basis). If you hover over this indicator, then you will find out the probability of successful evasion from the attack of the "advanced" enemy and "elite" (boss).

Armor. An indicator of armor, next to which is indicated the proportion of physical damage absorbed by your armor after an enemy attack (and again, we are talking about an "ordinary" enemy). If you hover over this indicator, additional details will be displayed: the proportion of physical damage absorbed by the armor after the attack of the "advanced" enemy and the "elite" (boss).


Resistance


A separate item is the indicators of character resistance:

Fire resistance.
Cold resistance.
Resistance to electricity.
Resistance to the force of nature.
Resistance to Spiritual Magic.
The indicator of absorption of part of the damage from an enemy attack (any - magical or physical).
The indicator of the absorption of part of the damage from any magical attack, as well as the reduction of the time of magical effect on the character.
Persistence. The higher this indicator, the more chances the hero has to stand on his feet and not be thrown back during some enemy actions, as well as avoid additional damage due to fire after a fire attack.

Increasing resistance to elements and magical attacks is very important (and at a high level of difficulty it is critically necessary). Manipulate basic characteristics, enchanted items (including runes), pump the corresponding skills - otherwise, the next fight with the boss can upset you very much.

Skills and spells


In Dragon Age II, only three character classes are implemented: Warrior, Mage and Rogue. Actually, at the very beginning of the game, you are given a choice of six options (taking into account the gender of the character):


Naturally, at the start of the game, each class receives its initial bonuses, as well as hard-coded sets of skills / spells that it can learn. On the one hand, this to a certain extent kills the intrigue (remember with what interest you were reading a new found scroll with a spell in some classic D&D game), on the other hand, it allows you to plan the development of the hero in advance. Although, of course, the practical application of a new skill in the very first battle may disappoint you, and you will have to go to the Black Emporium for a special potion that allows you to redistribute points according to the basic characteristics and skills of the character ...

Skills are classified into three types:

Activated actions (marked with a diamond). Unique attacks, spells, special effects. They can only be used periodically, since they have a certain recovery time.

Activated states (marked with a hexagon). When activated, they block part of the mana or stamina reserve, but at the same time give a certain bonus (to defense, attack, resistance, etc.) or additional specific opportunities.

Permanent skill (indicated by a circle). A static bonus that improves characteristics, skills, or expands the capabilities of the character.

Within the framework of this material, it makes no sense to meticulously list all the capabilities of the classes, plus the individual development branches of each of your companions. Therefore, I will just introduce you to the implementation of skills on the example of one of the "special" branches of the warrior's skills.

The fact is that at the 7th and 14th level of character development you will be given the opportunity to open the so-called. specializations - additional skill sets. In my case, the protagonist had a choice of three additional sets - Reaver, Berserker and Templar.

This is how the general "tree" of skills of the protagonist, who has chosen the warrior class, looks like:


And here is a separate "branch" of the Templar:


Let's go through the skills and improvements presented here (I apologize in advance for using the original English names):

Templar (specialization). When choosing the Templar specialization, you automatically (even before the distribution of points by skills) receive a 10% bonus to damage done to mages and creatures from the Otherworld (Fade).

Cleanse (activated action). The ability to "cleanse" the territory and your companions from the effects of hostile magic. The Lasting Cleanse upgrade allows you to additionally block the ability of opponents to spell spells for ten seconds. Improving Cleansing wave increases the diameter of the area of ​​effect of this skill from six to ten meters.

Holy Smite (activated action). Divine Strike that deals Spirit damage to enemies. Upgrading Righteous Smite causes mages and creatures from the Otherworld to take double damage from such an attack. The Staggering Smite upgrade allows you to stun "regular" enemies with a 50% chance.

Righteous Strike (permanent skill). The warrior has the opportunity for 4 seconds to block the possibility of spells and activated actions by the enemy during a normal blow in hand-to-hand combat, with a probability of 10% (in the case of an "ordinary" enemy).

Silence (activated action). The ability to block the ability of spells and activated actions by the enemy for 20 seconds. Improving Lingering Silence reduces the cooldown of the skill (until the next activation) by 10 seconds.

Annulment (permanent skill). + 50% to the general rate of absorption of damage from any magical attack, as well as a decrease in the time of magical influence on the character.

Some permanent bonuses appear in the arsenal of characters after the relationship with the main character reaches a critical point (Friendship or Rivalry).

Of the general recommendations regarding character development, I personally would single out two: first, be sure to pump the skills involved in transferring the enemy into a state of daze, fragility and disorientation, as well as skills that profitably use such a weakening of the enemy (see below the section "Combinations of actions in battle"). Secondly, pump skills and conditions that improve your character's defense against of various kinds attacks and elements. Boss fights last a long time (especially on high levels difficulty), and even in the case of high indicators of the damage you inflict, the need to somehow survive on the battlefield has not been canceled.

Tactics


Each character has a certain number of tactical slots, which increases as the level rises. You can use these slots to create rules according to which the hero will behave in battle (provided, of course, as long as you do not directly interfere with his actions).


In principle, on a light and normal level complexity, the use of tactics is very unloading for the player (especially if you play Dragon Age II on a game console, and not on a PC). As for the high levels of difficulty, I am sure that difficult battles will force you to manually control the actions of the team. After all, it is impossible to foresee all situations, and the emerging vulnerabilities of the enemy (stun, fragility, disorientation) can be "pierced" by various attacks and spells. So my subjective opinion: the use of tactics is just a nice additional feature, which is in demand, first of all, at low difficulty levels.

Armor, weapons, inventory


The character's "doll" looks like this:


As you can see, you have slots for a pair of rings and a belt, the rest is reserved for weapons and armor. Weapons can be two-handed (sword, hammer, ax, staff, bow, crossbow) or one-handed. One-handed weapons naturally do less damage. The thief uses a pair of daggers, and the defensive warrior uses a sword and shield.

There are certain unique sets of armor in the game (main armor plus helmet, gloves, boots), which give an additional bonus for wearing a full set.

As for your companions, manipulation with them is limited (as conceived by the developers, this gives them a lot of individuality and independence). You will not be able to replace their armor (and Varrik is also a weapon), but you have the opportunity to improve it by finding or buying special add-ons.


Some add-ons provide a slot for inserting a rune into the armor of your comrade. The effect of the runes in the armor of companions is automatically enhanced as the character increases.

Keeping an eye on the relevance of a warrior's armor is critical. After all, armor absorbs some of the physical damage done, and after several increases in the level of the character (and the level of development of enemies tied to it), good armor in the recent past turns into a "cardboard box", so you will have to constantly look for new armor that improves your armor.
In your inventory, all items are divided into tabs - weapons, armor, accessories (rings, belts, amulets), items used (potions, poisons, grenades), other things (runes), and garbage. Garbage is any impersonal nonsense ("worn pants", "an opal shard", etc.) that you, without hesitation, "wholesale" sell at the nearest merchant.

In order to make it easier for you to navigate the rubble of the goods you have obtained, the developers have designated each item in the sections of weapons, armor and accessories with a special rating (maximum - five stars). This will help you quickly get rid of the "junk" at the nearest merchant.

Combinations of actions in battle

If you choose the difficulty level Hard or Nightmare, then the use of combinations of actions by the members of your group in battle is a must, otherwise any more or less serious battle will take a lot of your time and nerves.

Certain attacks or actions by your characters can put enemies into the following vulnerable states:

Stagger Can be triggered by warrior attacks such as Shield Bash (with the Pummel upgrade); Pommel (with the Pommel Blow upgrade); Tremor (upgraded by Aftershock) Cleave (upgraded by Claymore) Devour (with the Voracious upgrade); and also Sunder.

Brittle (Brittle). Can be summoned by mage spells such as Winter's Grasp (upgraded to Winter's Blast); Cone of Cold (with Deep Freeze enhancement); Petrify (with the Desiccate upgrade), as well as the Elemental Mastery skill.

Disorient. Can be triggered by attacks and thief actions such as Pinning Shot (with Disorienting Shot enhancement); Fatiguing Fog (with Overpowering Fog enhancement) Confusion (with Chaos enhancement); as well as the Disorienting Criticals skill.

Please note that for different levels of enemies, there may be a different probability of successfully introducing a target into each of the indicated states. At the same time, some actions with a certain "pumping" guarantee 100% success - however, if the enemy (in most cases, we are talking, of course, about bosses) does not have special immunity. All specific numbers you can find in the description of skills / spells (Abilities) in the game itself.

A special badge above his head indicates that the enemy is dazed, disoriented, or has become fragile. Immediately activate one of the actions of another member of your group who can take advantage of this enemy state. In general, this will lead to serious damage, and the rapid destruction of the enemy at high difficulty levels is the main key to success.

Here is a list of actions that exploit the vulnerable state (daze / fragility / disorientation) of enemies:

Using the Stagger Condition:

Mage: Chain (with the Chain Reaction upgrade); Crushing Prison (with Paralyzing Prison upgrade); Hemorrhage (with the Paralyzing Hemorrhage upgrade); Fist of the Maker (with Maker's Hammer enhancement).

Thief: Explosive Strike (with the Merciless Strike upgrade); Vendetta (with Blood Feud upgrade) Kickback (with Backlash), Lacerate (with Maim).


Using the Brittle state:

Warrior: Mighty Blow (with Shattering Blow enhancement); Scythe (with the Reaper upgrade); Cleave (enhanced by Claymore).

Thief: Bursting Arrow (with Shattering Arrow enhancement); Archer's Lance (with the Punishing Lance enhancement); Assassinate (with the Annihilate enhancement).


Using the Disorient state:

Warrior: Scatter (with Disperse upgrade); Assault (with Battery upgrade) Devour (with Insatiable enhancement).

Mage: Spirit Bolt (with Spirit Strike upgrade); Walking Bomb (with Corrosive Walking Bomb and / or Virulent Walking Bomb upgrade); Stonefist (with Golem's Fist enhancement).

Do not forget that some of the skills are inherent not only to a certain class, but also to a certain playable character. Therefore, do not be surprised if a particular member of your team has them.

Here is an example of a mage successfully using the state of daze (with a lightning bolt: Chain spell with the Chain Reaction upgrade).


More than three and a half thousand damage points speak for themselves. In this particular case, a successful lightning strike took away from the enemy only about 5-7% of the total health, so you can well imagine how tenacious your enemies will be at high difficulty levels (white numbers - damage from normal attacks in hand-to-hand combat) ...

Creation of runes, potions, poisons and grenades

The game has the ability to create your own items. In the first part of Dragon Age, in order to successfully create runes and potions, you had to look for recipes, pump the corresponding skills and find the right ingredients (mainly from merchants). In Dragon Age II, you have to buy or find recipe scrolls, and then find sources of certain ingredients (lyrium, mountain copper, elven root, ambrosia, felandaris, etc.) in the game universe. Carefully studying the game level, you find in a secluded corner a source of some "silverite", getting 200 experience points for this and expanding the possibilities of creating runes, potions, poisons and grenades. Further, following the recipe found (or purchased from the merchant), you "order" the desired item on a special table in your home (by paying an additional amount of money).



It is clear that if you have not discovered the source of any ingredient from the list indicated in the recipe, then you will not be able to create the desired item, even if you have instructions for making it.

Created potions (restoring health and mana, improving defense and attack, etc.), as well as grenades, poisons (which can be used to lubricate weapons to cause additional damage) appear in your inventory. As for the created runes, they should be inserted into armor or weapons thanks to the skills of your old friend, the dwarf Sandal.


Unfortunately, unlike in the first part of Dragon Age, it is no longer possible to remove runes inserted into weapons or armor. If you want to insert another rune into the slot, the previous one will be automatically destroyed.

You will have to create runes and potions without fail. After all, one of the most powerful runes adds several points at once to each basic characteristic of the character. Potion of "stone armor" by 10% reduces all damage done to your characters (physical or magical). A flask with "mystical support" brings a character who has fallen on the battlefield back to life. Such advantages significantly improve the survivability of your battle group and ignoring them is more expensive for yourself.

Dragon Age II universe and gameplay

The first thing that catches your eye is a noticeably more beautiful implementation of graphics. The picture on the screen has really improved compared to the first part of the game.


But the game universe of Dragon Age II itself is very, very limited. One big city with districts ...


Plus a small number of additional places in the vicinity.


In order to somehow brighten up the lack of a large number of different locations, the developers have invented a "night mode" - you are walking in the same area, but almost deserted. At dusk, a gang of some bandits may be waiting for you (their systematic destruction will lead to the appearance of another secondary quest with the destruction of the leader).

Despite the occasional beautiful landscapes ...


... The level design raises a lot of criticism. And the main complaint is the frequent use of the same "blanks" when creating locations. Pirate lairs, dungeons, city houses - in most of the quests are identical and so monotonous that they give the impression of a second-rate game, and in no way resemble the calling card of the legendary BioWare studio. In addition, most levels are small in size, and in open spaces you will always have the feeling that you are running along narrowly defined corridors: the beauties on the sides are just scenery that cannot be approached.

In various parts of the city there are traders and specialists in the manufacture of potions, poisons, runes. After you complete the key quest (you complete the side and secondary tasks at will), the current game act ends. In the next act, the merchants' arsenal changes, as well as certain cosmetic changes occur in the game locations.

In this regard, it will be useful to run through the previously studied places again - and check the merchants' supplies, and rummage around the boxes / chests / barrels, and find new quests.

As with any self-respecting RPG, obtaining and completing quests is a cornerstone of the gameplay in Dragon Age II. Quests are divided into main, secondary, side, and also concerning your companions. Main quests, as well as quests related to companions, move the development of the plot forward. Minor and side quests- this is a pleasant pastime, new items (armor and weapons), cash rewards, additional experience points, etc. Do not think that side quest in Dragon Age II, an easy walk. Sometimes they have to fight with very serious enemies ...


The storytelling and dialogue, along with noticeably improved graphics, are the main strengths of Dragon Age II. As for the new dialogue system, the developers decided to notify us in advance about the potential consequences of choosing each of the phrases, providing them with special icons - a sprig of myrtle (diplomatic version), a theatrical mask (sarcastic or humorous version), a hammer with an anvil (hard straightforward version, close to rudeness), diamond (confident firm answer). There is also an icon with coins - this means that the main character will ask for money (or vice versa, offer money). An icon with a head silhouette on a green background is a proposal to intervene in a conversation with a companion who will express his opinion or make an important decision for you. Sometimes you see an icon with a heart, which means Hawk will try to flirt. Broken heart icon - the main character will make it clear about the impossibility (or termination) of a romantic relationship.


Separately, it is worth noting the innovation concerning your companions (you are sent on a mission by a team of 4 people).


Now all your comrades live in certain places, and not gathered under one roof. From time to time you will have to visit them - mainly within the framework of individual storyline quests, allocated to a special group.

Relationships with companions are an important part of the storyline. As before, you will be able to romance certain members or members of your team.


Depending on the line of behavior you choose (certain development of dialogues and making important decisions), your companions can change their attitude towards you depending on their own beliefs. So, for example, the elven warrior Fenris hates magicians, and the captain of the guard, Avelin, loves discipline, order and observance of the law. Accordingly, based on these beliefs, they can change their attitude towards you in response to any action or point of view expressed. When you reach a critical point (absolute friendship, or irreconcilable rivalry) in your relationship with a companion, further change in this indicator becomes impossible.

In the second part of Dragon Age, a significant bias was made in favor of increasing the frequency of battles. If we calculate exactly how many enemies of various caliber you will "chop into cabbage" in total, the figure, I am sure, will exceed a thousand.


At the same time, of course, you will come across not only any small fry: the number of boss enemies in the game has also grown noticeably, so you will not be able to relax.


The battles have become much more dynamic (I would even say - too dynamic). Therefore, take care of pumping the defensive skills of your "brigade" so as not to be distracted every second by micro-management during the battle (absorption of healing potions, withdrawal from the battle of half-dead characters, etc.).

In general, the second main complaint about Dragon Age II (the first, as you remember, a hacky approach to the design of locations) is the implementation of a "wave" of enemy attacks. You cannot sneak into a room, carefully peep into it as a thief, count the number of enemies and plan the coming battle. Having cut out 5-6 people with whom eye contact was initially established, you will be surprised (and then irritated) to continue to fight with new waves of enemy warriors, spiders, etc., which literally "fall out of the ceiling. "on the battlefield. As one famous character from a popular YouTube video used to say, "This is sad."


Another terrible limitation for fans of the first part of the game: using bows and fighting with weapons in each hand are now only possible for the thief class. If you are a warrior, be kind, choose between a sword with a shield and a two-handed weapon. The beloved opportunity to have in your arsenal the familiar pair of ranged weapons / melee weapons (with the ability to quickly switch) has disappeared.

Another important point: in the game, the "friendly fire" mode is implemented only at the maximum difficulty level - Nightmare. Remember how you had to carefully "aim" with a fireball into a crowd of adversaries, so as not to hurt your own comrades? Now, at all difficulty levels up to Hard inclusive, this is not: unleash fire and electric storms, "ice cones" right into the midst of enemies - all this will miraculously pass your companions. In principle, the already very dynamic battle with crowds of enemies falling out during the implementation of the friendly fire mode will turn into complete chaos, and therefore the developers' decision is, in general, understandable to me. Here, the initial mistake was in the implementation of arcade mass carnage, which markedly deviates from the canons of the classic RPG genre.

In a separate paragraph, I would like to tell you about such a wonderful thing as a homing spit with dragon fire, which I had to face towards the end of the game. To be honest, at first I was just dumbfounded. Escaping with my thief from the approaching fireball, I suddenly noticed how he began to describe an arc (just like a homing air-to-air missile in some aviation simulator!), And accurately imprinted my character, who ran a dozen meters from the calculated place the fall of the flame! At first I thought that this was some kind of mistake, but further battle with the high-tech "dragon of the fifth generation" showed that the vile reptile really knows how to launch homing fire charges ...
Update of the article from 04.06.2011: In the released patch version 1.03, this behavior of fireballs emitted by dragons has been corrected.

Conclusion

Dragon Age II is a classic representative of the action / RPG genre, with all the advantages of BioWare's ability to present the story beautifully, and with all the disadvantages of choosing game consoles as a priority platform.


The graphics that have taken a step forward, characteristic characters, voice acting, dialogues, beautiful screensavers - all this rivets to the screen and forces fans of the first part of Dragon Age to agree to a number of not very pleasant compromises. Among which, first of all, it is worth highlighting the same type of location designs (in the best traditions of sleeping areas built up with absolutely identical houses) and the implementation of battles in the style of a blood bath, with new units of enemies "falling from the ceiling".

To the credit of the developers, they acknowledge the criticism and promise to improve in the future. BioWare Lead Designer Mike Laidlaw, in particular, said that the fan community's grievances had been scrutinized and helped shape future plans for Dragon Age games. "I agree that some aspects of Dragon Age II not only can be improved, but should definitely be improved in the future. We learned a lot from what worked well, but even more from what we did not succeed."

And I will note from myself that if in Dragon Age III we return the concept of the very first part of the game with prettier graphics and evolutionary changes (with a consistently high quality storyline presentation), fans of the series will be delighted. But I am tormented by vague doubts - it is unlikely that BioWare will refuse to release a version of Dragon Age III for game consoles ... One hope is to release a separate version for PC, but will the legendary studio be tempted to save resources, and again release a single project on all platforms ? Hopefully for the best ...

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

Evaluations


Graphics: 80%
Sound: 90%
Game process: 70%

General impression: 80%