Dao mage guide. Battle mage, he's a paladin, he's a tanker! Entropy Branch - Siphon Life

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In this topic, you can share your skills and give advice on how best to upgrade a particular character class, how to create the most combat-ready or survivable group, how best to swing allies, how to make the most attacking or most protected character, etc. ... Actually, what specializations are better to pump and what to invest skill points in, all the more you can do multiclasses.

(For example, I heard that in the game you can get to level 25 - is it true or not? I went through the main campaign and only scored lvl 20, despite the fact that I completed almost all the tasks - there were only a couple of quests from the board in the Denerim tavern .. .But where can you get 5 more levels?).

When leveling a magician, be sure to take the time to read my article in the FAQ section on dragon age about Spell Combinations, believe me, this gives a serious advantage to the mage.

If we talk about a warrior, then pump strength and physique, if your warrior is a shield builder, then pump dexterity to at least 26, otherwise you will not be a shield master.

About party members: Upgrade Liliana's dexterity and archer skills, you can score the rest, put her in tactics with Ranged Combat and Archer. She will be very effective in this. Morrigan, never download this Werewolf to her, which she has by default, this is garbage, not a specialization for a companion. Download her elemental magic, except for the earth. And a branch of paralysis in Entropy, you can also develop the last branch of spirit magic. And don't forget combos. Alistair is very weak, I don’t even know why, but the developers didn’t twist something with him, I raised his physique almost to the level of Sheila, but still he was killed pretty quickly. He is a typical shield warrior, download his shield and warrior skills, well, strength, and most importantly physique. I won’t say anything about the rest, because I almost didn’t take them into the party.
Yes, you can, even up to level 100. When you save or destroy the urn with ashes, then when you exit the hall with the urn, they give 750 experience points. Walk back and forth, through the door and back, and swing.

Correctly noticed)) Specialization is a dead end to the point of horror. It’s better for Morigan to develop the branch of Death, Ice, Kenetics (Where the Crushing Dungeon and the force field) and Lightning are to the end, you can still pump out the earth to the “Fist”, but “petrification” is a tight spell to horror, much worse than the “Cone of Ice” and then it just unremarkable. It creates three areal effects around itself: Storm, Blizzard, Storm of Death, Aura of Death, throwing it all up with cones of ice and it can be played alone without the rest of the party. The rest I have are all brutal warriors, pumped purely for bloody combat styles like the Devourer and Berserker, unmeasured damage, coupled with the restoration of all health with one wave of the hand. Just Argh! It’s a pity that the walls always catch only one spetsukha ...

No, because strength and dexterity affect damage to a certain extent. I'm just going to invest a little more in the physique to take the hit. Although I don’t really know yet, here again with armor there is an ambush, in armor you won’t dance with two blades. You may have to invest heavily in dexterity in order to dodge better. But I will still play as a robber, one way or another, but definitely not an archer, by the way, I have already opened all the specializations of this class. Especially a duelist for two blades is good, and it’s quite interesting to get it, you can win cards, you can fight, but I trained differently ...

Yes, everything is really simple. The main thing is to choose the right tactics. For example, this option:
2 tank warriors, 1 mage, 1 rogue.
Warriors have a two-handed or sword + shield, a magician has a staff, freezing and other useful skills, a robber has 2 blades.
Rogue and mage are melee corpses, even on medium difficulty. To pump endurance to them ... is pointless, because without heavy. armor, it will be skill points spent on the wind. But the damage of the robber and the magician is decent. So, we need to make sure that the magician and the robber are not touched, but at the same time they attacked the opponents. That is why we need 2 tank warriors. They should definitely be shackled in the most heavy armor, which you find, for their task is to keep the defense. Warriors have a special provocation skill. While this skill is active, opponents try to attack only them. And this is exactly what will protect our magician and robber from a part. As a result, what we have:
2 tanks take on the entire blow and fight back as best they can. And the robber and the magician help them in this. If anything, the magician will cure them, and the robber from the flank will help them with all sorts of crippling blows. Here is such a tactic. I used it when I first played.

P.S. Sorry for the offtopic, I'll delete the post later.

Re: Weapon

Well, you give, tactics)))
Well, firstly, the player himself will be the tank, because Alistair is given to us with crooked parameters, and making a tank from Stan is generally ridiculous. Actually, the tank needs strength only to pull on the armor, but not to attack. He does not need to pump in either stamina or physique (although you can throw a couple of points on the latter if there are extra ones left). Strength needs to be brought to 35-42 in order to wear good heavy armor - and all other points should be thrown into dexterity. Since dexterity affects the defense parameter, and this is important in the first place, and not physical stability. The higher this indicator, the more often the enemies will miss the tank, with an indicator above 100-150, all attacks will practically lose their meaning - at the same time, hang it with all sorts of resists that increase protection and resistance to the elements. For this, the Knight or the Templar is just right. Alistair has poor dexterity, and therefore a high physique indicator does not save him - every hit of the enemy falls on him, which is why the poor templar loses all HP in a cluster of opponents in a matter of seconds.
Further - a magician is needed not one that causes damage, but a cleric at least. Wynn is best, although Morgan can be promoted as well. Just the magician will stand at a long distance, and constantly heal the tank, giving him both health and all sorts of bonuses to defense. Moreover, for complete happiness, you can throw a Force field on the tank - it will generally become immune to damage, when using intimidation and taunting, all enemies will run to it, and the second magician (if any) will deal area damage. Yes, and the robber will be able to act more efficiently ...

As for Stan, he is not thought out, and when learning skills, just go to the tactics menu and manually turn off the mode for him such as intimidate, taunt, etc., so that he does not attract enemies to himself.

If you yourself prefer to play as a tank, then you can generally not take Alistair into the group, since one well-hung tank is just right for the party. As an option - Wynn, who heals, and Morgan hits the square with spells, well, Stan, if it goes with the bosses. In another case, if you are a magician, then only Alistair can be pumped for the tank and no one else.

It seems to me that these last few posts, from the moment we switched from weapons to discussing battle tactics and battles, satellites - can be moved to the topic Tips for leveling, combat, etc.

And a little more: if you do not take healer magicians, then you can try the Ripper skill for the tank, taking one skill there - restoring health from the corpses of enemies. In this case, this will give the tank additional HP, but in battle then very good damage dealers, magicians and duelists will be required, who can quickly kill all evil spirits so that the tank has time to heal due to corpses and poultices

Re: Weapon

Is that that much skill?

Re: Weapon

Is that that much skill?
I, in fact, cannot understand how STen can not be thought out or Alsiter, if we can pump skills for them ourselves?

And the point here is that you either pump strength for good armor, or dexterity for evasion. If you pump one Persian both this and that, then you will not achieve anything, because the points are not infinite. So here it is necessary to distinguish, as it were.

no no no you don't understand
In the character screen window on the left there is such a drawn shield - these are general indicators of protection. In heavy armor, they reach about 60-90, I don’t know if it’s possible to raise it higher without potions and spells ... That is, with 42 strength, putting on good armor and good shield you will provide yourself with a protection parameter of at least 80 - drink the rest with potions, increase with skills, or have the magician throw it on. This is the dodge, as it were - and if this defense reaches 120-150, then almost none of the enemies will hit the character with their attacks ... This parameter also increases with dexterity.

Stan and Alistair are not thought out in the sense that the automatic tactics that they set imply to Stan just intimidation and mockery for some reason)) Yes, Stan can not pump this skill, but closer to the 15th level he has nowhere to put points will be...

Many people are interested in the question of how to unlock the achievement for critical damage, somewhere here advice was given for a warrior, and I will write for a magician. First, pump the Magic skill and only it, without spending too many points on Willpower or something else. Also try to find all sorts of amulets, staves or armor that give bonuses to magical power. Entropy spells such as sleep, terror, weakness, vulnerability corruption, and contagious corruption should be learned. Try not to touch your chosen victim by any of the companions (and so that they don’t touch you much) - a suitable place is the Mage tower, where 1-2 Garlocks / Genlocks run out to the hero in the Shadow - they are best suited. So, first throw Sleep on him - then weakness and possible damage - then apply Horror (combining the sleep and horror spells give huge damage, and since we have significantly weakened the target, it receives the most severe damage) - I inflicted on Garlock (or Genlock, I don't remember already) about 300 damage

mages and warriors fly out into the chimney as soon as a robber with two swords enters the battle. This can be said to be just a murderous thing that takes out everyone and everything in all directions.
We pump dexterity to this thing, and no one can hit it in close combat - the exception is magic or the dragon's breath, then the thing can be blown away in 5 seconds alone, because I did not take the party))))).

So this is how we drive cunning and strength into the same place, but more dexterity. Next, we are looking for good swords, daggers or axes into which runes can be inserted, we take good +5 runes (and what a charm if the weapon has already been enchanted with something)
it’s also convenient for this thing to pump in a skill so that you can hold two one-handed swords, and not just a sword and a dagger.
Then we learn the rest of the skills so that the penalties are removed. You can score on the skills of a robber, I only taught invisibility and opened locks, well, it’s desirable to learn how to set traps (when I ran into traps for a group of peasants in Lothering, and there were 20 of them there, they just stupidly exploded all and no one reached me)))) )).
This thing can be launched into battle in splendid isolation to use stealth. Further - the higher the dexterity, the closer happiness is - it is necessary, while running among the crowd of enemies, to collect as much as possible on yourself in a heap - they will miss with their miserable swords. Turn on the skills Rush and strike with two weapons, and then do Ooooohhhh! - this is such a technique in rotation - and we take out everyone and everyone who surrounded us - I immediately put at least 12 stupid soldiers huddled together in cabbage

But that's not all - nothing compares to twin blades. Two-handers go through the forest as far as possible, all their strength is bullshit, at 15.00 damage, we set ourselves 2 swords for 11.00 damage and already have a total of 22. With the skill turned on, we hit with two swords at once, thereby inflicting the highest damage, and if we still have the weapon itself enchanted, and even with runes - wow! about 150 should be removed for each hit. And the rogue strikes every second! Despite the fact that it takes at least 3-4 seconds to swing the same club for a two-handed warrior. Do we feel the difference? I got somewhere for hitting a monster under 60 + 70 from the hit itself, +20 from magic damage, and even +1 +1 from spells. The fact that a warrior with his two-handed 80-100 hits for a blow, which takes him 5 seconds, the robber will remove in 1-2 seconds, and in 5 - will already exceed three times all the damage that a warrior would inflict with one of his strikers .

And the so-called fatalities happen to the robber more often, because this class itself makes crits more often than others - in the end, only severed heads and massive combos fly in all directions. here I can even brag about my robber, I made a crit 5 times in a row, cutting off the heads of the enemies - this is in the temple of Andraste, there were 2 magicians and 2 warriors and 1 archer, so everyone was crit on the last blow and their head was blown off - of course this is pure luck but there is still something to be proud of)))

What do we expect from mages? Strengthening friends, weakening enemies, thunder, lightning, mountains of corpses... Dragon Age has it all. But this is far from all that the wizard is capable of. He is the best negotiator, an excellent lone fighter, an excellent exterminator of his own kind, and some can even become "tanks". In addition, there are several places in the game where only a mage can go. This class is best suited for thoroughly exploring the world. But first, let's examine him himself.

  • All work is good
  • Mage Development Schemes
  • Spell Combinations
  • Specializations
  • Shop of miracles
  • Little tricks

All work is good

The manual described the approximate composition of the squad: “tank”, hitoboy, healer, subjugator. Wizard can perform Everybody these roles, and one magician can handle three of them. How exactly - we will describe a little later, but for now we will slightly expand this classification and add subsections.

Tank: specialist in holding one opponent, master in controlling several.

On a note: this “tank” differs from the subjugator primarily in that it does not require the presence of a crowd and can collect disparate opponents.

Hitboy: dealing damage to a single target, a crowd, a lot of opponents interspersed with your troops.

doctor and subjugator We will not subdivide, but add a few more roles:

Summoner: specialist in increasing the size of the detachment (robber, mage).

Amplifier: raises the combat qualities of the detachment (robber, mage).

Antiboss: weakens especially prominent enemies (robber, mage).

And we can do all this. Something, of course, worse than other classes, but on occasion it will turn out to be replaced. And what will you have to pay?

    We very mana dependent in combat. Therefore, you have to constantly rest and monitor enemy robbers with their possible poison, as well as magicians.

    We are even more dependent on a supply of money in peacetime. Most good equipment has to be bought, and it is extremely expensive. In addition, a strategic supply of lyrium potions is also not cheap.

    We are afraid of critical hits and high-damage attacks, because the health reserve (unlike defense!) Is extremely small and some opponents can devastate it in an instant.

    Largely for the same reason, we are vulnerable to all sorts of stuns, knockdowns, etc., because we may not live to the end of the effect.

    We do not know how to manipulate aggression as we please.

    Finally, the people of Ferelden will not tolerate a mage on the throne, so we cannot be kings.

Now let's figure out what we need to learn for each of the roles.

Specializations

spiritual healer

Studying: a book from a merchant in Denerim or in the fortress of the guardians.

Benefits received:+2 magicka, improved health regeneration.

Level Requirements: no, 8, 12, 14.

Group Healing: Heals all party members at once.

Revival: resurrects all fallen comrades within a small radius.

Life Guardian: A talisman placed on an ally that heals if the friend loses a lot of health.

Aura of Purification: heals all allies within a large radius of the healer. Very demanding on mana.

Excellent specialization. It will significantly strengthen your squad: the fighters will be able not to be distracted by poultices, but to go about their business directly.

Blood Mage

Studying: during the Earl of Radcliffe quest, you need to enter the shadow to save Connor and meet the demoness there, with whom the boy is obsessed. She will train you in exchange for a “small” favor.

Benefits received:+2 Constitution, +2 Magical Power.

Level Requirements: no, 12, 14, 16.

Blood Magic: allows you to cast spells at the cost of health, but reduces all healing received.

Sacrificial Blood: draining life from an ally. The transfer of health goes without penalty, despite the effect of blood magic.

Blood Wound: in a small radius, it heavily damages enemies that have blood, and paralyzes those that do not pass the check for physical resistance.

Blood Master: subdues an enemy that fails a mental stability check. If the check is passed, it simply deals massive damage.

If we study, then study to the end. Massive paralysis and the ability to subdue almost any opponent (except for strong magicians) will help you more than once in battle. Although you can just take one level for the sake of pluses and the opportunity to cast a couple of spells in conditions of an acute shortage of mana. In a team with a blood mage, a healer is also needed.

Werewolf

Studying: Morrigan or book in the Dalish camp.

Benefits received:+2 Constitution, +1 Armor

Level Requirements: no, 8, 10, 12

Spider form: the spider is well protected from the forces of nature, knows how to spit poison and cobwebs.

Bear form: the bear is well protected from the forces of nature and has excellent armor. Can fly into a rage and hit enemies with a mighty blow.

Soaring swarm: the swarm does not take damage from arrows, perfectly dodges the sword, but burns even better. All damage to insects falls on a mana bar. The ability of the swarm is to split up, after which part of it stuns the enemy.

Master Werewolf: all forms increase their characteristics, the spider and the bear learn to throw, and the swarm learn to drink the health of attacked enemies.

Perhaps the most stupid specialization. The fact is that it deprives us of the main power - the spell, and this is no good. The idea of ​​using transformations when the mana runs out is not bad at first glance. By shooting back with the staff and restoring energy, you will achieve more. If you want to fight hand to hand, choose another class.

Battle Mage

Studying: during the passage of the quest "Nature of the Beast" you will find yourself in the ruins where werewolves live. On their lower level, in an inconspicuous branch of the tunnel, you will find the Presence: a small vessel with the soul of a battle mage. He will teach you.

Benefits received:+1 Agility, +5 Attack.

Level Requirements: no, 12, 14, 16.

Combat Magic: allows you to use magic instead of strength to calculate melee attacks. In addition, fatigue now increases not only the cost of spells, but also the attack.

Aura of Strength: gives additional benefits to attack, defense and damage when the previous ability is activated.

Shimmer Shield: a very mana-consuming shield, which, however, will give a significant increase in armor and everyone types of stability.

Shadow cover: when combat magic mode is active, the mage gains bonuses to evasion and mana regeneration.

A wonderful specialization that turns the mage into a full-fledged warrior at his request and, importantly, does not prohibit conjuring. Can be the cornerstone of your tactics.

Mage Development Schemes

Several schemes have already been described in the manual. Now we will supplement them a little and consider new ones. First of all, let's determine the approximate number of points. If you do most additional tasks, then by the end you will be level 22-23, a few more points will bring books and some story missions. As a result, by the end of the game you will have approximately 30 spells. From this we will proceed.

Spell Combinations
Name spells Effect
burning fat
Mud + any spell that deals fire damage. Anyone in the mud catches fire and takes ongoing fire damage. Dirt effects are lost.
entropic death
Baneful Corruption + Cloud of Death Huge damage from spirit magic. Corruption effects are lost (most often due to death).
electric explosion
Rune of Paralysis + Rune of Repulsion Paralyze everyone in a large radius from the point of contact of the runes. Runes disappear.
Storm of the century
Blizzard + Magic Power + Storm Very high electricity damage in a huge radius from the point of contact of the storm and blizzard. The effects of the blizzard are lost.
fire extinguishing
Combination "Burning Fat" + Blizzard The burning of targets covered with a blizzard stops.
Ignition
Force Field + Crushing Dungeon Deals medium damage and knocks down all enemies within a medium radius of the target. The target itself does not receive damage, the effects of both spells are removed from it.
steam cloud
Hex Vulnerability + Siphon Life or Siphon Mana The amount of health (mana) stolen is doubled.
Improved Resurrection
Magic Power + Raise the Dead Raises a heavily strengthened skeleton with b about greater than the usual, the number of abilities.
Nightmare
Sleep + Horror Deals great spiritual damage to the target and wakes them up. The horror effect persists.
splitting
Snap of Frost or Cone of Cold or Turn to Stone + Fist of Stone or Crushing Dungeon or Melee Critical Strike Immediate death.

On a note: see all combinations of spells in the table.

Archetype 1. Local Apocalypse

spells
Mage1 point
Blood Mage1 point
fire magic3 points
earth magic2 points
water magic4 points
air magic3 points
call4 points
Mana Control4 points
Corruption4 points
death magic4 points
Skills
Influence4
Survival4

This archetype, as you might guess, destroys everything that moves. And what does not move, pushes and also destroys. Thanks to survival, he will notice adversaries early, after which they will no longer be residents.

Our venerable magician is about to pierce the fallen ogre.
And the fragile sorceress Morrigan and the goals helped him in this.
vest. Alistair bashfully looked at the disgrace being created by the battle mages.

    If there are many enemies and they are far away, then first we conjure dirt so that they do not run away, then we call the storm of the century and grind it with a fireball that will set fire to the already unnecessary dirt. If this is not enough, we complete it with a cloud of death. So perfectly destroyed groups of enemy archers.

    If the opponents are close, we please them with a cone of cold with an ice grip, after which we break them with stone fists. Warriors will help us with this, too. After that, apply swarm, shock and move on to destroying single targets while the spell is on cooldown.

    If you are confronted by a class boss warrior or a robber with a small retinue, then first we quickly destroy the henchmen as in the previous paragraphs, while the "tank" groaning holds the thug. And then we apply entropic death. Then the pitiful remains of the enemy can be cursed again and finished off.

    If several strong non-mage fighters are fighting against you, then using the previous plan, we destroy first the archers, then the remaining robbers, after the two-handed warriors and, finally, the “tanks”.

The archetype is very picky about both the power of its spells and the mana pool. Therefore, we develop magic and willpower at the rate of 2:1. Blood magic will help in case of an emergency lack of mana.

On a note: We didn't study bombs because they are too unpredictable. And for our specialization, this is an unforgivable mistake.

Archetype 2. Messiah

spells
Mage4 points
spiritual healer4 points
blood magic1 point
fire or water magic2 points
Treatment4 points
Reinforcements4 points
Antimagic4 points
bombs4 points
Telekinesis3 points
Skills
Influence4
Herbalist4

The archetype is busy keeping allies in this world. At the same time, it greatly enhances them. Most of the time we maintain all sorts of auras and blessings, heal as needed, and the rest of the time we shoot from the staff. On halts, we produce all sorts of healing and protective potions on an industrial scale. We do not need a lot of mana, mainly to maintain auras. So we develop magic and willpower in a 3:1 ratio. Important points:

    Blood magic is quite effective in healing, because we spend less health than we restore, and we get more benefit from poultices. But before using it, you must definitely turn off all auras. Otherwise, you'll bend over.

    We don't need ideologically alien bombs. But the funnel of death and the revival of the dead - very much so. The first will fill the bins with mana, and the second will add another good fighter to the squad.

    Telekinesis is needed for improved armor penetration - with the help of the weapon of the same name, and also for saving a completely drowning person - with the help of a force field.

    Be careful with the anti-magic barrier. Your healing spells will not reach the ally covered by it.

It is important: acceleration will help you not only in combat, but also when traveling through locations. With it, you will get to the right end much faster.

Archetype 3. Everyone stop!

spells
Mage4 points
Blood Mage4 points
earth magic4 points
water magic4 points
Runes4 points
call2 points
Paralysis4 points
Dream4 points
Skills
Influence4
Making traps4

Specialist, the opposite of the previous one. Makes the life of the enemy simply unbearable. Allows the rest of the squad to lazily walk past the enemies frozen by the spell and indignation and kick them quietly. Just like the first archetype, it can handle any situation:

    If there are many enemies and they are far away, and the battlefield is really a field, then we throw an electric explosion into the crowd of victims, then, as needed, mass paralysis, sleep, a waking nightmare, a bloody wound, a blizzard, an earthquake, dirt. The remaining members of the detachment shoot the unfortunate from afar. Or get closer. Especially effective against archers.

    If the opponents are mixed with the allies, we use all the runes (use a combination not standing), all lines of sleep and paralysis, a bloody wound, petrification. But do not forget about long-range enemies far from the dump.

    Against bosses we use the owner of blood, petrification and almost all previous spells.

    We deprive magicians of mana with the help of a rune.

In our free time, we shoot back with a staff. And before difficult fight litter the whole field with traps, and let those who escaped envy the paralyzed. You need a lot of mana, so we develop magic and willpower at the rate of 2:1.

Archetype 4. Death Knight

spells
Mage2 points
Battle Mage4 points
earth magic1 point
Reinforcements4 points
Runes2 points
Antimagic3 points
Telekinesis3 points
Paralysis4 points
Corruption4 points
death magic3 points
Skills
Influence4
Making poisons4

But this - dark side mage. Have you always been offended in the tower: beaten, mocked, teased? Do the party members look at you like a living mummy that will die from the first sneeze, and therefore it, the infection, must be constantly protected? Tired of cramming spells? Have you always dreamed of sparkling armor? Then... no, don't change the class, but take a closer look at this archetype. The idea is to turn the mage into an unparalleled warrior. It will be a completely universal combat unit. Pay attention to the specialization of the battle mage. She is fraught with three surprises at once:

    Allows you to replace the restrictions of things by strength with a restriction by magic.

    Increases your attack by a percentage of fatigue.

    Gives a unique shield that makes us almost invulnerable.

Based on this, we proceed as follows:

    First, we are hung up to our ears with all sorts of amplifications - both attacks and defenses.

    On a note: pay special attention to blessings that increase fatigue (heroic defense, for example).

    We throw a rune of protection into the intended area of ​​\u200b\u200bthe battle.

    We take in our hands a good sword and a strong, certainly heavy shield.

    We turn on the combat magic mode and a flickering shield.

    Lubricate the blade with poison.

    With a terrible roar, we rush forward and chop everything we can reach.

As a result, we will have a terrible attack and impenetrable defense. Improve your health with poultices, thanks to high magic, they are incredibly effective. If you suddenly happen to run into a colleague - develop his spell and tear to pieces among the first.

On a note: feel free to use all kinds of bombs against a large number of opponents.

The archetype really needs magic, but he needs both willpower and a little dexterity with physique. We develop them like this: 6:2:1:1. Yes, the result is not a magician at all, but a “tank” killer. But no one can judge us...

Shop of miracles

As mentioned in the guide, we really need books and backpacks. Here is the exact location of both:

Backpacks:

Ostagar, quartermaster (two backpacks, one each in regular and "underground" goods).

Camp, Boddan Feddic.

Circle Tower, Quartermaster.

Dalish Camp, Varathorn.

Denerim shopping district, Gorim.

Books that give the spell:

Camp, Boddan Feddic.

Circle Tower, Quartermaster.

Denerim Market District, Curiosities of Thedas.

But besides this, there are some more very useful, albeit expensive little things that will adorn any magician.

    Reaper clothes You can find it in Curiosities of Thedas in Denerim.

    Staff of the Lord Magister and the belt Andruil's Blessing was hidden by the quartermaster in the mage tower.

    Ring Key to the city can be obtained from a crate in front of the council chamber in Orzammar after reading all the tablets describing the way of the dwarves. The tablets themselves are in the hall of heroes, community halls, in the arena of trials, in the Diamond Halls, in the Dust City.

    Another good ring Liver- You can buy from merchant Garin in the common halls of Orzammar.

    Great Anti-Magic Charm sold by Feddic in the camp.

    On a note: the main parameters for us are the restoration of mana in battle and the pluses to magic and willpower.

Battle mages will also come in handy:

    Sword spell weaver you will remove from the corpse of a combat mage in the temple of Andraste.

    One of the best swords in the game Severing blade can be obtained after finding three adventurers:

    - Lower Brecilian Ruins, Adventurer's Corpse (south of the fire trap room)

    “In Orzammar, there’s a live adventurer in the pub’s tavern.

    - Andraste Temple, Adventurer's Corpse (Southwest Corridor).

    Then you need to go to Denerim and in Dirty Lane go into the house on the left. There, kill Gakskang the Free and search the corpse.

    Set juggernaut armor can be collected in the Brecilian Forest. To do this, you need to find a grave among the destroyed buildings in the Eastern Forest and disturb it. A ghost and a few more skeletons will appear. From the remains of the ghost you will pick up the first part. The rest of the graves are located in the western forest (where there was a battle with the creatures of darkness and an ogre) and in eastern forest, behind a foggy barrier among the ruins. The last element lies in ruins in a sarcophagus. To get to it, you need to complete the Elven Ritual quest, then the door will open. To get the quest, find the tablet in one of the side rooms near the boy's ghost. Then follow the steps according to the entry in the code.

    Wade's Superior Armor can be obtained by bringing him six normal dragon scales and one great dragon scale, as well as paying for the first two sets. All scales are collected in the temple of Andraste.

    armor dead legion going to Dead ditches. Boots, gloves and cuirass are in sarcophagi:

    - in the room to the left of the exit from the tunnel leading from the bridge;

    - in the room opposite the first statue with a fire trap;

    - in the room with the emissary summoning skeletons.

    And the helmet is located on the altar of the legion.

    On a note: and here, in addition to the parameters of armor and other advantages, the severity (fatigue) of the armor is extremely important. After all, the more it is, the stronger we hit!

Now, without explanation, we give a few mixed options.

Archetype 5. Stop at any cost

spells
Mage1 point
earth magic2 points
water magic4 points
air magic3 points
Runes4 points
Mana Control4 points
Corruption4 points
death magic4 points
paralysis or sleep4 points
Skills
Influence4
Survival4

It is important: the following tactic works great indoors: we put a repulsion rune in the doorway, and behind it we throw an area spell and do not let melee fighters go there.

Archetype 6. Inquisitor

spells
Mage4 points
spiritual healer4 points
fire magic4 points
Treatment4 points
Reinforcements4 points
call4 points
bombs2 points
Telekinesis4 points
Skills
Influence4
Herbalist4

And finally, we will analyze the optimal development of the main character based on the friends met and their abilities.

It is important: your fellow travelers will be just below your level and will not gain additional talents from the books and the story. Therefore, count on 20-22 points.

Archetype Greyguard

spells
Mage1 point
earth magic2 points
water magic4 points
air magic3 points
Runes4 points
Mana Control4 points
bombs4 points
Corruption4 points
death magic4 points
Skills
Influence4
Survival4

Wynn Archetype

spells
Mage3 points
spiritual healer4 points
fire magic3 points
earth magic3 points
Treatment4 points
Reinforcements4 points
call2 points
Skills
Tactics4
Herbalist4

To this couple it is worth adding Lelliana with developed bard and ranger specializations, as well as advanced archery, and some kind of “tank” (you can even half-hitoboy) - ideally Sheila, because she also has excellent strengthening stances, and She's great at throwing rocks.

If you want to drive Morrigan in the team, then replace your death magic with paralysis and expel Lelliana.

First of all - about how to get all the specializations and at the same time keep the chosen worldview and money. The fact is that once you have received a specialization, you can use it in further passages. Taking advantage of this is very simple: get a specialization (by buying a book, completing an unwanted quest, whatever) and load the game before this unfortunate event. And the necessary skill will remain with you. So you can easily, for example, teach Wynn blood magic without harm to relationships.

The following advice will help you with earnings. The pockets are empty, but the inventory is the opposite, and the demon-toad is simply unbearably strangling? Correcting the situation is simple: wherever you are - in a dungeon, an abandoned temple, a forest - forget about your goal, turn around and go to the exit from the location. You can be sure that nothing important will happen without you. Calmly sell all the trophies, return and continue the task.

On a note: there is one great task in the game, for which you can get about 60 gold! Given by a dwarf smuggler in a dusty city. To get this amount, you need to take the task, having fully learned the skill of influence, and brazenly blackmail both smugglers.

Another trick is related to the implementation of the “aggro model”. Apparently, the enemy shows the most interest in your person in three cases: he saw you first, you hit him, you used special skills. All other actions are almost indifferent to him. Magic and ranged attacks will very rarely knock a monster off if it is being pounded at the same time. It's easy to use. A strong opponent is taken (from a ghost to a dragon), a “tank” warrior (who should be well protected from the enemy’s main attack), a healer and two more arrows. We act like this: we divide the group into shooters and a “tank”. We put the first at the maximum range of fire, the second we throw at the embrasure, after scolding it. Now the warrior simply runs away from the target if it is small, or in front of it if it is large. Three shooters (the healer also shoots well from a staff) pour fire on the target (and magicians also with cold, lightning, etc.) until it is completely destroyed.

It is important: if you save the Anvil of the Void, then Sheila will leave you anyway, regardless of whether she was on the team. But this is an exception.

The following manipulation with balance is somewhat similar to the way to get specializations. The magician, as the smartest in the squad, must prepare for battle in advance. That is, it is premature to hang up power-ups, lay out runes, spill dirt, cause an earthquake, cover enemies (who will attack only after a dialogue) with a blizzard, in order to later cause a storm of the century, etc. But all this takes mana. Of course, you can wait until it recovers, since out of combat it happens quickly. And you can do dirty tricks, save and load. Voila - all the spells are in place, and the mana bar is full, like a cornucopia. Now you can safely join the battle.

On a note: if you are not traveling for the first time Dragon world Age, try to make the main character and both mages into death knights. At the same time, evenly distribute all the buffs among all sorcerers. This will allow them to learn some offensive and other spells, because they still have to live to the coveted level 16. Now add a knight to the group and show your enemies all your strength. Literally.

  • distance- the distance or targets covered by the spell;
  • activation or maintenance (Upkeep)- the amount of mana required to cast or maintain a spell;
  • recovery (Cooldown)- the time required to rest before casting the next spell of the same kind.

There are four schools of magic in Dragon Age - elemental, creation, entropic, and spiritual. What spells you will choose to study for your mage hero and his companions depends only on you, and what specialists they will turn out - on the logic and correctness of the selection of spells.

Primal Spells

The elemental school is one of the two schools of energy (the other is spiritual). Adepts of this school use the visible and tangible forces of nature itself, this is the magic of war: devastation, fire, ice and lightning.

branch of fire

Fire allows you to deal very high damage, but is useless against fire demons and dragons. The spells of this branch are suitable for both a loner and a party magician.

Flame Blast- The caster's hands emit a cone of flame, dealing fire damage to all targets in the area of ​​effect for a short time (beware of friendly fire). The flash deals good damage, but due to the short distance and significant delay, it is inconvenient. It is best used in conjunction with immobilization spells, such as knocking enemies down with a fireball and roasting them with a flare.

  • Activation - 20;
  • Recovery (Cooldown) - 10 sec.

Flaming Weapons- For the duration of this spell, the party members' melee weapons are enchanted with fire, and they deal additional fire damage. Casting a spell is worth it, because. with flaming weapons, you can achieve very high damage (also taken into account are things that increase fire damage).

  • Maintenance (Upkeep) - 50;
  • Fatigue (Fatigue) - 5%;
  • Requires - 18 magic.

Fireball- A ball of fire erupts from the caster's fingers, which explodes, dealing fire damage to all targets in the area and knocking down targets that fail a physical resistance check (beware of friendly fire). This is one of the most used and useful spells given the decent range and knockdown of opponents.

  • Activation - 40;
  • Requires - 27 magic.

Gehenna fiery (Inferno)- The caster summons a gigantic pillar of circling flame. All targets in the area of ​​effect catch fire and take constant fire damage (beware of friendly fire). Like all spells with a long cast delay, it requires some way to keep the opponents in the area of ​​effect, so it is of little use for a single player.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Requires - 34 magic.
ice branch

The spells of this branch allow you to immobilize opponents and deal damage to them at the same time (although it is rather weak compared to fire), so they are suitable for both a party magician and a loner. Do not forget that the cold does not affect the undead.

Ice Snap (Winter's Grasp)- the caster freezes the target. Low-level victims are turned to ice, and those who reflect the spell suffer a movement speed penalty. A good spell, especially at first: fast, gets enemies through walls, with decent damage, but it is ineffective against bosses.

  • Distance (Range) - average action (Medium);
  • Activation - 20;

Frost Weapons- For the duration of this spell, all party members' melee weapons are enchanted with ice and deal additional cold damage. In fact, much worse than its counterpart, a flaming weapon.

  • Distance (Range) - allies (Allies);
  • Maintenance (Upkeep) - 40;
  • Fatigue (Fatigue) - 5%;
  • Recovery (Cooldown) - 0.5 sec.;
  • Requires - 18 magic.

Cone of Cold- the caster's hands emit a cone of cold. Targets that fail the physical resistance check turn to ice, and those that pass are slowed down. In this case, frozen victims can be broken from a critical hit (beware of friendly fire). The main disadvantages are short range and low damage. Can be combined with Mind Blast to be able to aim better and hit more enemies.

  • Distance (Range) - close action (Short);
  • Activation - 50;
  • Requires - 25 magic.

Blizzard (Blizzard)- Blizzard deals constant cold damage to targets in the area of ​​effect and slows them, but gives them a bonus to defense and +50% fire resistance. Targets that fail the physical resistance check may fall or freeze (beware of friendly fire). Well suited for immobilizing opponents, although it deals little damage.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Recovery (Cooldown) - 60 sec.;
  • Requires - 34 magic.
Earth branch

The spells of this branch are of an auxiliary nature, it will not be easy to fight with them alone.

Rock Armor- the caster's skin becomes stone-like in hardness, giving him a bonus to armor for the duration of this ability, which can be very useful for a frail mage. However, to achieve a noticeable effect, your mage's armor must be much higher than its penetration from the enemy.

  • Distance (Range) - personal action (Personal);
  • Maintenance (Upkeep) - 40;
  • Fatigue (Fatigue) - 5%;
  • Recovery (Cooldown) - 0.5 sec.

Stone Fist (Stonefist)- The caster throws a stone projectile that knocks the target down and deals nature damage (beware of friendly fire). The damage is low, but the target turned to stone or ice can be broken (cleaving!), so if your icemage is a master of icecraft, then this spell will come in handy.

  • Distance (Range) - average action (Medium);
  • Activation - 30;
  • Recovery (Cooldown) - 15 sec.;
  • Requires - 18 magic.

Earthquake- The caster destroys the ground and knocks everyone around him to the ground (unless the targets pass a physical resistance check, including allies). This spell can be used to immobilize opponents, but is often immune to it.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Requires - 25 magic.

Turn to Stone (Petrify)- The caster turns the target to stone if it fails a physical resistance check. The petrified target is unable to move and is easily shattered by a critical hit. Creatures that are already immobilized will not be affected by the spell.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 40 sec.;
  • Requires - 30 magic.
Lightning branch

The usefulness of spells in this branch is somewhat questionable due to low damage, however, electricity damage burns out the target's stamina, which limits the ability of enemies to use special attacks.

Lightning- The caster strikes the target with lightning, dealing minor electrical damage (beware of friendly fire).

  • Distance (Range) - average action (Medium);
  • Activation - 20;
  • Recovery (Cooldown) - 8 sec.

Shock- The caster's hands emit conical lightning that hits all targets in the area (beware of friendly fire). Basically the same as the previous one, but with area damage. You can pre-freeze and immobilize enemies with a cone of cold, and then shock them.

  • Distance (Range) - close action (Short);
  • Activation - 40;
  • Recovery (Cooldown) - 15 sec.

Tempest- The caster summons a ferocious thunderstorm that deals permanent electricity damage to all targets in the area (beware of friendly fire). This spell is needed for a very effective combination Storm of the Century.

  • Distance (Range) - average action (Medium);
  • Activation - 50;
  • Recovery (Cooldown) - 40 sec.;
  • Requires - 28 magic.

Chain Lightning- Lightning shoots from the caster's hands, dealing lightning damage to the target, and then branching into small lightning bolts that jump to nearby targets and branch again. After each branch, the damage weakens (beware of friendly fire). In general, a stupid spell with a long cooldown.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Recovery (Cooldown) - 60 sec.;
  • Requires - 33 magic.

Creation spells

The school of creation is one of the two schools of matter, it complements the school of entropy, deals with natural forces and deals with the transformation of existing and the creation of new things.

Treatment branch

Most of the spells in this branch are being replaced by potions, so if you master them well, you will save a lot of gold.

Heal- the caster miraculously closes wounds and instantly heals a certain amount of health of an ally. A very simple spell, cheap in terms of mana, with a short cooldown, cast without removing the weapon, so it will be useful to any mage.

  • Distance (Range) - average action (Medium);
  • Activation - 20;

Cleansing (Rejuvenate)- the caster sends healing energy to an ally, accelerating his recovery of mana or stamina. The spell has no effect on itself, and although it restores more mana to a mage ally than it costs, it is disadvantageous due to a significant cast delay.

  • Distance (Range) - average action (Medium);
  • Activation - 25;
  • Recovery (Cooldown) - 45 sec.;
  • Requires - 18 magic.

Regeneration- The caster bestows beneficial energy on an ally and greatly increases health regeneration for a short time. A little more than usual cost treatment and the same cooldown, this spell restores health several times more, so you need to take it without a doubt.

  • Distance (Range) - average action (Medium);
  • Activation - 25;
  • Requires - 23 magic.

Group Cleansing (Mass Rejuvenation)- The caster sends a stream of cleansing energy to allies, greatly speeding up mana and stamina regeneration for a short time, similar to normal cleansing, and just as useless due to the massive cast delay.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 90 sec.;
  • Requires - 28 magic.
Improvement branch

Spells from this branch can be useful for a battlemage, but not only.

Heroic Offense- the caster increases the combat capability of an ally, giving him a bonus to attack.

  • Distance (Range) - average action (Medium);
  • Activation - 20;
  • Recovery (Cooldown) - 5 sec.

Heroic Aura- the caster protects the ally with a shell that reflects most of the ranged attacks (i.e. damage from arrows) for a short time.

  • Distance (Range) - average action (Medium);
  • Activation - 30;
  • Recovery (Cooldown) - 5 sec.;
  • Requires - 15 magic.

Heroic Defense- the caster covers an ally with a magical shield, which gives significant bonuses to defense, resistance to cold, electricity, fire, nature and spirit magic, although it also adds a penalty to fatigue, making skills and spells more expensive to use. This spell should be cast on a party "tank".

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 10 sec.;
  • Requires - 20 magic.

Haste- the caster casts a speed enchantment on the unit, allies move and attack much faster, although the spell also adds a small penalty to attack and quickly consumes mana during combat (because of this, the usefulness of the spell can be considered doubtful).

  • Distance (Range) - allies (Allies);
  • Maintenance (Upkeep) - 60;
  • Fatigue (Fatigue) - 10%;
  • Recovery (Cooldown) - 30 sec.;
  • Requires - 30 magic.

The theme of character development in Dragon Age: Origins, like in any other game, is deeply individual. Of course have general rules, relying on which you can save time and get a decent result. At one time, he dwelled in some detail on the issue of character development. Richard Psmith, now untimely gone, in an article on Dragon Age: Origins in the magazine "Best computer games"(№11, 2009). After reading the article, the questions will disappear by themselves. I would like to briefly list those characteristics, skills, abilities and spells that need to be developed in a character depending on the chosen class.

For the main character, it is imperative to study skill "Influence"(you need cunning), it will be useful in many cases: the character will be able to easily use authority, convince and extract information from the characters. It is advisable to start developing it from the very beginning, and pump it over as quickly as possible, while trying not to forget about other skills. The third level of influence can be obtained already in Lothering. For warriors priority skills will be "Combat Training" and "Combat Tactics", for robbers- Combat Training, Poison Making, Trap Making and Thief, for magicians- "Herbalist" and "Survival". Developed combat training among magicians reduces the likelihood of a spell breaking when attacking an enemy.

Stat points distribution in Dragon Age: Origins:

  • Warriors must emphasize strength and constitution (approximately 2:1), agility develops only to the minimum values ​​​​of opening skills. For " tank warrior»Maximum development of the skills associated with the shield: the line "Shield Strike", "Shield Defense", "Shield Block". As a specialization, we take a berserker or a ripper. For " warrior-hitoboy"- skills with a two-handed sword: the lines "Strike with a hilt", "Mighty blow", from specializations - a knight or a berserker. Among the useful skills, it is worth noting "Provocation" (switching the attention of opponents to a provocateur), and "Exit the battle" (reducing the hostility of opponents). With their help, you can fight for a long time, passing the baton between the warriors.
  • Rogues should focus on dexterity and cunning, depending on the style, strength is also added. A rogue's main weapon can be a dual weapon or a bow. Bows are easier to develop and work better with traps than poisons. For " robber-hit-boy"We develop skills related to dual weapons, here you can also add skills from the Dirty Fight and Low Blow line, the killer and the duelist are suitable from the specializations. " Rogue Overlord» should focus on the bow, but most of the battles he will be busy singing. Of the skills, we develop the “Melee Shooting” or “Rapid Shooting” lines. As specializations, we choose a bard and a ranger. Rogues must be able to pick locks and be invisible by learning the relevant skills. In addition, after leveling the “Combat Training” skill, you can completely switch to the development of cunning by purchasing the “Lethality” skill from the “Low Blow” line. In this case, cunning will be used to calculate attack damage instead of strength.
  • Magi must actively develop magic and willpower (2:1 or 3:1). There are many spells to choose from that make the character unique and inimitable. You can make a healer out of a magician, or you can focus on combat development. In any case, it is advisable to develop a magician under, which do not require special costs, but multiply the damage done or have special effects. mage healer is a lifesaver, helps save a lot of first-aid kits, poultices and constantly saves in difficult situations, healing and resurrecting the fallen on the battlefield, without it - like without hands. Also worth noting are the useful spells Rune of Paralysis, Rune of Neutralization from the School of Creation, Mass Paralysis from the School of Entropy, Crushing Dungeon from the School of Spirit, and the entire Elemental School.

Hello to all Dragon Age fans! In this guide I want to talk about the specialization of the mage "Battle Mage" or how to make a tanker or tanker squad. Why I chose this particular specialization, now I will explain. When I was pumping my magician and the question arose about choosing a specialization for him, I began to try in order.

Having taken the "Werewolf" specialization, I tested all the animals (wolf, bear, and spider) conceived well, of course, but none of the forms shines with any special damage, or armor, and other parameters, there are very few spells in the forms and it's not very interesting to play. To be honest, forms are a lifesaver for the most part when you're out of mana, as many have said.

“Spiritual Healer” is a very useful specialization, no doubt, but Winn already has it, and even more so, it’s not very interesting, I think, when your main Persian is just a healer :) As for the “blood mage”, it’s also a very good specialization, but it’s better to fully consider it separate guide.

So, having taken the specialization "Battle Mage" in the ruins of the Brecilian Forest, at first I was disappointed. Well, just think, magic replaces strength, it doesn't matter what kind of magician a warrior can be ... But, having finished the branch of the combat magician to the end, I realized that I was greatly mistaken. Only the 3rd skill in this branch can tell what a combat mage is! In fact, this is the same warrior, only without combat skills, but with hellish stability, armor and damage, which the warrior did not even dream of here! A kind of paladin who can survive in a bunch of mobs, and not just survive, but deal with hordes of enemies, uniques and bosses without any problems!

Having an armor of about 60! And the maximum stability of 75% of all magic, as well as almost 100 physical and mental stability (and this despite the gear) and damage with crits over 100! What other warrior can boast of such parameters? ;)

Pay attention to the number of "buffs"


So, having all this beauty on my Persian, I suddenly thought - but there are 2 more magicians here!

These are Wynn "Spiritual Healer" and Morrigan "Werewolf".

And what if they take the second specialization "Battle Mage", two more tankers with their own obcasts (buffs)! So, from theory to business. If you decide to really make a squad of super-tankers, then this guide is especially for you!


Firstly, I must say that playing with 3 mages is very pleasant and interesting at all stages of the game. At first, before the appearance of the “Battle Mage” specialization for all mages, and for Wynn and Morrigan, it will already be the second, i.e. up to level 14, you can fully enjoy the game of pure casters, taking only one tank, warrior or robber into the company. I took Leliana, because of her special skills to pick locks and steal cabbages and all sorts of useful things :)

Of course, you can leave the magicians in the camp at all up to level 14 and play only with your Persian with Alistair, Stan and someone else, this is not so important, but it was very pleasant for me to play with casters, try all sorts of effects from spells and combos;)

Well, after level 14, the game will go much faster, you won’t even need to save frequently, pause.

So where does the miracle begin? When choosing a race, we are offered two options (for a magician) elf or man. I opted for an elf, because. it's more suitable for a mage (race bonus: +2magic, +2willpower) and magic will be our main stat! After all, the damage from spells, the duration of effects, as well as the damage of the future battle mage directly depend on it. And also the number of lives replenished by healing poultices, which is also very important!


Now directly about pumping


Characteristics:


Force- we will not download, because the strength of the ability of the battle mage is replaced by magic, and we will get a good attack due to bonuses and skills later.

Agility- the same thing, not a single point, because the only significant thing that it gives for a battle mage is protection, which we will already have decent due to bonuses and skills later.

Strength of will– definitely not 1 point! This parameter is generally useless, because mana will always be enough. At first, just put on clothes for magicians, which does not add fatigue, and therefore does not increase the cost of casting spells and carry more mana bottles.

Magic- our main and almost the only parameter! I advise you to maximize it to the fullest, because it affects the most expensive thing a magician has! Spells! And also when magic replaces the strength of the “combat magician”, it will determine his physical damage, magic is also important for accessing spells of the last levels and, as I already wrote, magic for treating poultices is very important, the bonus is not weak!

Cunning- this parameter is needed only at the beginning to pump the skill "influence" the last level requires 16 cunning. More cunning is not needed in principle if your Persian will breed any NPC for money, additional rewards or quests.

Body type- it all depends on your decisions. 1 point gives 5 to life. But to be honest, I almost didn’t invest here, because lives are added with gear and with a level, and taking into account all the armor and stability, damage to your tanks will be negligible, unless of course you play on the “nightmare”. And pumped magic will allow you to quickly restore life even with the weakest seasonings. The only ones who sometimes cause significant damage are the mages, so they need to be killed during the battle in the first place, not paying attention to the tanks. Also, you may not have enough health on such bosses that use special skills, for example, the “High Dragon” at the top of the frosty mountains, sometimes he grabs the Persian in his mouth and chews for a while, at this moment you can’t drink bottles, the only thing left is to cure healing spell by one of the allies or have a health reserve to survive this chewing attack, as well as the "Spiritual Healer" can cast a charm, and in case of death you will immediately resurrect. So, apart from the top dragon with a health reserve, I didn’t have any problems anywhere at all. And I put almost all my points into magic! This, in my opinion, is the most important parameter and everything above is justified.


Skills


Now, with regard to skills, ie. professions, so to speak. The main Persian is given the “Herbal” first

and combat tactics

I didn’t download the battle tactics for the simple reason that almost all the time I controlled the main Persian myself, and in which case you can always pause, so the tactics cells received with the level were enough for me. And I developed the herbalist at Morrigan. For myself, I immediately took the skill "Influence"

It can only be downloaded from the main Persian. And I consider it the most important, because. the rest can be downloaded from the allies, and the personal skills that are so necessary are no longer there. "Influence" gives very extensive opportunities in the game world! You can always negotiate peace or beg for a big reward or get additional quest and that's a big bonus!! So no doubt you need to max! After "Influence" I downloaded "Survival"

gives a bonus to the detection of mobs, as well as a bonus to stability, especially since it requires cunning, and since it is already pumped, it’s a sin not to use it :) Morrigan I was a herbalist and “combat training”

although it is not very important for magicians, especially for combat ones, Wynn's traps, tactics (since Wynn is originally a healer, it is very useful to set tactics for her to heal allies until she stops casting and turns into a battle mage)


Leliana

(very useful from all NCPs you can cut down additional loot or gear), poisons

(even arrows can be dipped in poison, very useful for a robber), and combat training

(for a rogue, it is necessary to unlock skills). But first of all, Leliana, I downloaded theft, so as not to miss a single useful theft;)


Skills


So, the development of skills is the most interesting. At first, magicians can take everything at your discretion, for the effective removal of mobs, BUT! Be sure to upgrade each mage's skill line for a bonus to the entire squad! For future paladins, this is indispensable! The main Persian specialization "battle mage" will be available after level 7, but he will be able to take only 1 skill, because the rest will open at 12, 14 and 16 damage. After level 7, having received specialization and 1 skill, your main character will not become a tank, be patient and wait for level 14, believe me it's worth it! At the same time, prepare 3 sets of armor with maximum armor.


Now about the skills themselves directly.


Here is a list of mandatory buffs (group buffs, for the whole squad) that must be upgraded before the Battle Mage specialization appears:


In the "creation" section in the 2nd branch, the last skill "Acceleration"

I downloaded it from Wynn, because. she already had 2 skills taken in this branch.

In the "Spirit" section, the last branch, 3rd skill "Telekinetic weapon"

I downloaded it from Morrigan, because. the first skill has already been taken in this branch.

In the "Entropy" section, 1 branch, 3 skill "Poisonous fumes"

I downloaded it from the main Persian.

Also for Wynn there is an aura in the "spiritual guardian" branch - the treatment of the entire squad!

She, too, can be shaken, only she is naughty, turns off. Well, after the cooldown, we turn it on again.

In short for ideal development you should already have 1 group buff pumped up to level 14 for each magician and you can already pump 2 buffs of your own (magic shield and stone armor). And it is desirable to have Winn and Morrigan sing 2 in reserve by level 14, so that having received specialization at 14, immediately drive 3 sang into the “combat magic” branch, then you will already get killing machines.

At the same time, in the pumped branches, he also took the last skills, Morrigan has a “crushing dungeon”

have "mass paralysis"

Battle mages do not need them, but casters are very useful and the combinations are good with others, and we will be casters up to lvl 14.

"Telekinetic weapon", "Poisonous fumes", "Acceleration" are three skills that complement each other, each for one of the magicians, but affects the entire squad. They turn on and work like an aura! Therefore, you can not download all three of one magician, he will not pull on mana and fatigue. Thanks to these three auras, we get significant bonuses, which, by the way, depend on the pumping of the character's magic, which is why it should be maxed out!

Battle mages immediately get a huge advantage over all mobs, thanks to the “Poisonous Vapors” aura, which slows down all mobs in a large radius that have not passed the resistance check, and also reduces the defense and attack of mobs, which means it already gives us bonuses to the attack of the whole group, those. increases the chances of hitting in proportion to the pumped magic parameter of the Persian who uses this aura! "Telekinetic weapon" gives a big bonus to penetration of armored mobs, again in proportion to the magic of the Persian, so even well-armored targets are not afraid of our paladins now! "Acceleration" gives the entire squad increased running speed and increases damage per second, damage per second increases greatly, a very useful aura, but it slightly penalizes the attack, but it's worth it!

And now a list of our buffs that enhance each of the combat magicians separately, they are also mandatory: for each magician, we pump the first two spells in the "magician" branch, the first "magic arrow"

useful at low levels, and the second spell "magic shield"

aura that increases protection, the value of the bonus is commensurate with magic. After the 2nd spell in this branch, the last 2 spells do not need to be taken, because they only affect the damage from staves. Next, we take for all combat magicians in the branch of elemental magic the spell "stone armor"

the same as the "magic shield" only a bonus to armor! In general, everything is with bonuses. Even when I was developing elemental magic at early levels, I developed a branch of fire from the main Persian, and when I became a combat magician, I turned on the spell “fire weapon” (optional)

good bonus to fire damage high levels gives! It must be borne in mind that for some reason some buffs did not want to work together. So, for example, when Morrigan turns on the “Ice Weapon” aura, the “Telekinetic Weapon” aura turns off, sorry, but you can do without the ice bonus, “Telekinetic Weapon” is much more important! Especially if your chief already has a fire weapon.


A little about pumping skills in combat magic itself.



The first skill "combat magic"

available immediately after opening a specialization, it is the most basic, does not require mana, turns your magic into power, so you can wear all armor and weapons! In addition, the spell (attention!) changes increased fatigue for a bonus to attack !! And this is just super for our heavyweights! The harder the armor to put on, the steeper the attack! What warrior can boast such a bonus? ;) In addition, when we turn on the "combat magic" spell, it immediately adds 50% to fatigue! Already a bonus! And each aura that is turned on does the same, which means that we will get a not weak bonus to the attack, which is why you shouldn’t pump strength or dexterity, the bonus was enough for me. But increased fatigue imposes large penalties on casting spells by our tankers, so when we are in heavy armor under auras, we can forget about casting attackers and other spells except for auras (maintenance spells). Yes, we do not need them at all! Palychs will clear faster than any fireballs with snowstorms. Well, if suddenly someone can’t wait to conjure - you are always welcome, turn off the auras, take off the armor, you can hide the staff in the second hand and go ahead, we are magicians again :) You just have to carry clothes for magicians with you in your backpack .. Well, or cast , as they say, in what the mother gave birth. Which, too, taking into account our strength of magic, is not very weak! But in this case, a couple of blows from mobs can be fatal for our naked casters.

Second spell

Battle Mage passive, very useful, gives bonuses to attack, damage and defense during the action of "battle magic".

The third spell - well, just hellish cheating, the most important spell in the branch, not counting the first :) "Flickering Shield"

absorbs damage, gives resistance bonuses + 75% to everyone and about +80 to physical and psycho resistance! But it quickly consumes mana, well, figs with it, our mana with the included buffs will be at zero, we are not casters .. well, at least when in armor. It is after receiving this spell that you can safely put on heavy armor, a sword and a shield and go into battle! Well, the last skill is passive, “shroud of shadow”

gives evasion from attacks, i.e. dodge and mana regeneration. Moreover, when you take it, the Persian will look cool translucent and leave behind a trail of white matter.


Now a little about the redhead.



More precisely, why do we need Leliana. It may seem to some that she gave up, it’s better to take a warrior, a tanker ... Of course, you can, but I don’t advise. Now I'll justify. Firstly, she's pretty;) Secondly, her "stealing" and "lockpicking" skills are priceless. And thirdly, she's a bard! And this is not a drawback, she is unlikely to endure someone strongly, but she has such a skill in the bard branch, “song of courage”

Gives the entire squad a bonus to damage, attack and crit! Moreover, the bonus depends on Lilka's cunning. It is great! Our bastards will be even stronger! And since the ability to "pick locks" and the skill "theft" need cunning, then Lilya has a big reason to download it and not spare points there !! At the initial levels, she will buff with the "song of valor" (passing and very useful at the beginning of the game for casters)

a bonus to mana and stamina regeneration, so we need it for our initial casters! As if by notes;) "Charming Song" (you can not download at all)

I do not advise you to take it because the charm radius is very small (immobilizes the target). It’s a pity that she doesn’t sing one big song at the same time .. As for Leliana’s other skills, it’s not worth pumping her attack (melee) for miles, because compared to the sticks, she is quickly hewn, the armor is not the same. And if she is lying around wounded, magicians lose very useful bonuses from the song! So I advise you to download her bows, dexterity for skills, the rest is all a trick !! From clothes you can put on excellent Wade armor after he makes them for you from the skin of dragons. Leliana's specialization I personally chose "Pathfinder"

since she is an archer with me and she doesn’t need close combat (and this is the “Killer and Duelist”), then it’s better to call a little animal, all the same spider, bear and wolf, good little animals, sometimes they help a lot! But they are far from our paladins :)


Shmot.

Everything is simple here, since we will never have problems with resists, dress purely on armor! The more armor, the less damage to us! It is desirable of course and stats, but not necessarily, armor is the main thing! I went in heavy armor from Wade, the juggernaut is also good, but at medium levels, otherwise look for something heavier, because heaviness = bonus to attack! By the way, the attack is not displayed anywhere, it is the rating of the combat magicians. It sucks, but I had enough of all the bonuses, they hit almost without a miss! Rings for magic, for stats. Yes, armor is desirable from one set, plus ++ bonuses.


Weapon.

It's easy here too. Don't take doubles! I checked that the damage of the battle mage is the same as on one-handed weapons, and sometimes less, but it swings for a long time, and without a shield we lose bonuses to protection and reflection / stats. The best sword is the Spellweaver, with two holes, it drops from the battlemage in the frosty mountains when you go for the ashes of Adraste. Adds +5 magic! And that means damage! It is better to insert runes for everyone to paralysis and slowdown or to elemental damage.


Passage.

It’s better to start from the tower of magicians in order to immediately accept Wynn, then go to the Brisilian forest for the “combat mage” specialization, then go to Redcliffe and rather for the ashes of Andraste, there will be a sword and dragon skin for armor, they are made in Denerim. There is also juggernaut armor in the forest. Defeating the ghosts and the undead at early levels is not easy, it is better to take tanks (warriors). In the future, these mobs will not cause any problems for the pals.


Tactics.

It is better to fill in the cells for battle mages like this: any action of your own = turning on the mode = the name of the aura, and so list all the auras. Some for some reason were not included in tactics. I had to turn it on manually, for example, Wynn's "acceleration" was often even turned off during the battle. I do not know what it is connected with. In one of the cells we set the condition = your health

And I don’t advise the main character to take the “blood magician” as a 2nd specialization, this is a completely different area with a different level, it’s better to take the “spiritual healer” because of the bonuses to restore health and spells and aura of treatment.