Dragon age inquisition light armor. Inquisition Tip (How to put heavy armor on a Mage) for Dragon Age: Inquisition. The best shields in Dragon Age: Origins

Description:

Ever dreamed of making a real battle mage with a sword and heavy armor? AT dragon age: Inquisition - you can do it! Mages are usually portrayed as intellectuals with little muscle mass, which is why they always walk around in bathrobes, but in the new BioWare game, you can dress up your mage in something much cooler. So how do you get your mage to wear heavy armor in Dragon Age: Inquisition?

Remember that even though it is possible to wear heavy armor on a mage, this does not mean that all armor will suit him. On the contrary, most of the armor in the game is classified and used by Warriors, Rogues or Mages. But, while traveling, you can find rare items that are not tied to a class. This is extremely rare, so you can only hope that someday you will find it.

Luckily, Dragon Age: Inquisition has crafting! And it is thanks to him that you can put on the Mage whatever you want. The main component of heavy armor for a mage is the Silverite metal. This is a rare material. It can be obtained during side quests and in an area called the Arbor Wilds. This is Tier 3 material, and its most important stat is that crafting Silverite armor has NO class restrictions. This means that by making heavy armor from this material you can put it on your Mage.

Unfortunately, it's not yet clear what exactly the armor will look like - will it show up as just another robe on the Mage, or like real heavy armor on the Warrior? The fact is that in Dragon Age: Inquisition armor is tripled in such a way that, regardless of its type, on a character of a certain class it will be displayed in just a couple of variations. For example, if you put the same armor on Cassandra and Dorian, then it will look like either an avant-garde armor or a sorcerer's cape.

If you make heavy armor from Silverite for the Mage - show a screenshot of how it looks!

Tired of starting new game the same regardless of race/class? Then this mod For you. It will change the model of the starting armor to be specific for each race/class.


Mod options:
  • TMMStartingArmoursAllRaces.daimod- for all races. This option will work with any race/class. Starting armor is replaced with the base armor for rogue, mage, and warrior, respectively, regardless of race.
  • TMMStartingArmoursDalish.daimod- only for elves. Starting armor will be replaced for mages with guardian clothes, for robbers with the armor of a Dalish hunter, for warriors with the armor of a Dalish warrior.
  • TMMStartingArmoursDwarf.daimod- only for gnomes. Starting armor will be replaced for rogues with charter clothes, and for warriors with legionary armor. On other races, the armor will be invisible.
  • TMMStartingArmoursHuman.daimod- only for people. The starting armor will be replaced with three adventurer armor options for the Mage, Rogue, and Warrior, respectively. On other races, the armor will be invisible.
  • TMMStartingArmoursQunari.daimod- Only for Qunari. Starting armor will be replaced for mages with Antaam-Saar, for warriors and robbers with Shokra-Taar. On other races, the armor will be invisible. Requires Spoils of the Qunari DLC.
  • TMMStartingArmoursHumanFreeArmy.daimod - only for people. The starting armor will be replaced with three variants of the Dales Free Citizens armor for the mage, rogue and warrior, respectively.On other races, the armor will be invisible.
  • TMMStartingArmoursHumanTemplar.daimod - only for people. The starting armor will be replaced with three variants of the Order of the Templars armor for the mage, rogue and warrior, respectively.On other races, the armor will be invisible.
  • TMMStartingArmoursWarden.daimod - only for humans, elves and dwarves. Starting armor will be replaced with three armor options Gray Wardens for mage, rogue and warrior respectively.On the Qunari, the armor will be invisible.
  • TMMStartingArmoursTrespasser.daimod - for all races. This option will work with any race/class. The starting armor is replaced with the armor variant from the DLC "Outsider" for the rogue, mage and warrior, respectively, regardless of race. Required DLC "Outsider".
  • New! Folder TMM Starting Armours - Multiplayer - (for man woman)- for a woman's man. Three options for replacing starting armor with Isabella/Assassin armor for all classes. Put one thing.On other races and human male armor will be invisible.
  • New! TMMStartingArmoursMultiplayer . Daimod - for all races. This option will work with any race/class. The starting armor is replaced with multiplayer character armor variants (Elementalist, Katari, Isabella, Silent Sister, Sairabaz, Guardian, Mage Warrior) for the Rogue, Mage, and Warrior, respectively.

Requirements:

  • Dragon age: Inquisition with official bioware patch 11 or higher.

As in any self-respecting modern RPG, Dragon Age: Inquisition also has armor and weapon crafting. Unlike the first part, crafting here is not limited to inserting runes - now we are given the opportunity to create a thing from scratch by choosing appearance, type, material that gives the necessary bonuses and improvements. Although the runes also remained, where would we be without them? In general, in my humble opinion, craft is made dull and not interesting, like everything in this sad game, there are many opportunities, but running around collecting all this junk is not very fun.

Sketches of weapons and armor

At the very beginning, to create items, improvements or runes, sketches of these same items, improvements and runes will be required. Where to get them? In chests, merchants, headquarters missions, sometimes even bosses. Sketches are displayed in the list of items available for crafting, they can be used as much as you like and, what is good, they do not take up space in your inventory.

There are only 3 levels of sketches in the game. The higher it is, the more cells there will be in the item, the better and with more bonuses it will be possible to create an item. Sketches of the 1st level suggest the presence of 2 cells, 2nd level - 3 cells, sketches of the 3rd level - 4 cells.

The crafting system here is logical - heavy armor will require a large amount of metal, a little less leather and rarely need fabric, but vice versa for a mage's attire. For swords and weapon hilts, a base is needed, as well as leather or fabric braid and the like.

There are 4 types of cells in total: the main one, which determines the basic parameters, and three additional ones, the set of which may be different depending on the sketch. Namely:

Damage- the main cell for weapons, determines the damage per second depending on the material, as well as the type of elemental attack of the staff.

Attack- An additional slot for weapons and weapon upgrades. Depending on the material, it adds bonuses to attack types or the chance of inflicting status effects on the enemy.

armor- the main cell for armor, determines the level of armor depending on the material and protection against physical damage in melee.

Protection- An additional slot for armor and armor upgrades. Depending on the material, adds resistance bonuses from elemental, ranged and magic attacks, as well as the chance of retaliatory bleeding or additional health.

Support- an additional cell for all types of items. Depending on the material, it adds attribute points (dexterity, magic, etc.).

Only two additional slots are always available for upgrades of any level, with the help of upgrades you can only add bonuses and / or stat points, but not damage or armor level (the exception is Bianca).

Types of improvements and crafting

Armor

3 types of armor are available for crafting (light, medium and heavy), as well as helmets of each of the three types. For almost all types of armor, two upgrade slots are available: bracers and greaves (with the exception of special armor like the elven robe of the Guardian or armor Legion of the Dead). Improvements are created separately, but according to a similar principle.

Sometimes ready-made improvements can be found in chests or received as a reward for completing a mission at a rate. Improvements can also be removed from dropped items and placed on others.

Weapon

In Dragon Age: Inquisition of species there are even more weapons than armor, and with improvements they are not so simple.

Weapon type

Slots

Name

One-Handed - Swords

Long sword handle

One-Handed - Maces, Hammers, Axes

One-handed handle (shaft)

Two-Handed - Greatswords

Big sword hiltLarge sword pommel

Two-handed - large axes and hammers

Two-handed handle (shaft)

Magic staves

Staff tipStaff hilt

Daggers/Dual daggers

Dagger hilt/Dual blade hilts

bow hilt

Separately, it is worth mentioning Bianca, since the weapon is unique. You can increase DPS and characteristics only with the help of improvements. Bianca has as many as 3 upgrade slots available - Shoulders, Scope, Handle. The main cell is available for the shoulders, which increases the UVS, for the handle there is also one support cell, for the sight - one attack cell. Although when I went through the game already somewhere in the middle, Bianca was many times worse than mediocre bows ...

Crafting materials

To create weapons and armor in the game, there are 3 types of materials: metal, leather and cloth, in turn, they are also divided into 3 levels. The higher the level of the material, the greater the level of armor or bonus indicator. The type of armor also varies depending on the material.

Metal

Metal is found using the search button (or a keen eye) in caves and on mountain slopes in the form of small clusters of several types of each in one location. In the Emerald Graves in the Argon Shack, you can buy Perfect Chandeliers, Obsidian and Pyrophyte, and Stained Glass from Sero is sold in Skyhold from a merchant from Orlais.

Level 1 Metals

Tier 2 metals

Level 3 Metals

Leather

Leather is obtained from slaughtered animals of a certain type. You can buy almost all types of level 1 leather from a merchant in the Hinterlands (Crossroads), in a Dalish camp in sacred plains you can buy needleback skin, phoenix scales and sheepskin.

Leather level 1

Skin level 2

Skin level 3

fabrics

Cloths drop from slain enemies. Silk, semi-velvet and cotton can be bought in Val Royeaux.

Tier 1 fabrics

Tier 2 fabrics

Excellent things

You will have the opportunity to create excellent things in Skyhold after inviting the enchantress (mission at headquarters). When creating an item, a separate cell for an excellent item appears, right above the main one. Ordinary materials will not work here. For an excellent item, you need metals, leathers or fabrics touched by the Shadow, which come across randomly when collecting, as well as special finds like a dragon's tooth or iron bark. Only one unit of such material can be inserted in a cell, but its filling is optional.

Special materials grant a short-term ability like Walking Fortress, Indomitable, or Shadow Cloak, a chance to gain a bonus to Focus, or heal up to 15% of health on a fatal blow. The possible bonuses are randomly generated and there are many of them.

Dragon Age: Inquisition - crafting armor and weapons was last modified: May 5th, 2015 by admin

The choice of weapons and items in Dragon Age: Origins is very large, despite the absence of the usual crafting system. It is successfully replaced by ready-made sets of armor and piece weapons. Among ordinary things, sometimes there are unique ones, which most often have enhanced characteristics. separate pages in the Code are dedicated to the stories of their occurrence. Weapons and armor are sold from merchants in various parts of the world - Denerim, Orzammar, Calenhad Lake and Brecilian. The cost of things varies depending on the value. The most valuable specimens can cost several tens of gold coins, but all costs are more than paid off. High-quality weapons with special effects allow you to resist strong opponents.

Weapons can be stored in a chest on Soldier's Peak after installing and completing the Fortress of the Guardians. Over time, an understanding comes of which weapons deserve attention, and which are just ordinary trash that can be used for the time being, for lack of a better one. Each character in the squad is allowed to have two sets of weapons - the main and the spare. The kit is selected by pressing the [/] key.

The best longswords in Dragon Age: Origins:

  • Oathkeeper(strength: 15; damage: 8.40; +1.5 to armor penetration, + 10% to healing effects received, 1 slot for runes) - for completing all tasks from the bulletin board in Lothering.
  • Power of Asturian(damage: 8.40; +2 damage, weakening darkspawn, +1 armor penetration, 1 slot for runes) - Gray Guards of Asturian.
  • Green Blade(strength: 19; damage: 9.10; +10 to resistance to the forces of nature, +6 to damage against animals, 1 cell for runes) - the key to the chest on the second floor is with Bevin (the boy from the closet in Caitlin's house in Redcliffe ). High indicators of the “Influence” skill will help to convince.
  • Sword-saw(strength: 19; damage: 9.10; +1 damage, + 1% to the chance of a critical strike in melee) - in a sarcophagus in front of the entrance to the hall to the Lady of the Forest in the werewolves' lair in the ruins of East Brecilian.
  • Duncan's sword(damage: 9.60, +3 willpower, +3 cunning, +2 recovery stamina in battle, +4 damage against darkspawn, 2 slots for runes) - resurrected ogre on the battlefield from the Return to Ostagar.
  • Blade of Maric(damage: 9.80, +0.75 to restore health and stamina in battle, +6 damage against darkspawn, weakening darkspawn, 2 slots for runes) - Kaylan's chest in the royal enclave from the Return to Ostagar add-on.
  • spell weaver(combat mage, damage: 10.50; +5 to magic, +1 to mana recovery in battle, + 10% to the chance to reflect hostile magic, +3 electricity damage, 2 slots for runes) - sectarian overseer in a large north hall in the caves of the cultists on the way to the Sacred Urn Andraste.
  • imperial blade(strength: 27, damage: 10.50; +2 damage, + 3% to melee crit chance, +6 attack) - a small room in the Tevinter warehouse in the elfinage after meeting with Denera.
  • Grounder's Honor(strength: 31; damage: 11.20; +20 resistance to spirit magic, +6 damage against the dead, 3 slots for runes) - in the Deep Roads.
  • Severing blade(strength: 31; damage: 11.20; +2 to armor penetration, +6 to attack, +3 cold damage, 3 slots for runes) - dead adventurers.
  • Star Fang(strength: 31; damage: 11.90; +3 dexterity, +3 damage, +2.5 armor penetration, 3 slots for runes) - at the blacksmith Mikael Dryden from Soldier's Peak.

Best shields in Dragon Age: Origins:

  • Shield of Havard(strength: 22, defense: 4.00, fatigue: 3.36%, deflection of arrows and projectiles: 4.50%, + 4% to the chance to reflect enemy magic, the chance to dodge projectiles) - an ogre at the top of the tower of Ishal .
  • Shield of Kailan(strength: 32, defense: 4.00, +1 to armor, chance to dodge projectiles) - harlock from the front line behind the kennel from the Return to Ostagar add-on.
  • Shield of Eamon(strength: 22; defense: 4.00; +6 defense, +25 stamina) - chest, storage on the top floor of Redcliffe Castle.
  • Shield of Redcliffe's Chosen Warriors(strength: 32; defense: 4.00; +1 willpower, +3 defense, +15 resistance to electricity, +2 attack) - for saving Earl Eamon.
  • shadow wall(strength: 38; defense: 6.00; +3 to defense, + 20% to healing effects received, +1 to restore stamina in battle, +25 to stamina) - after unraveling the secrets of the adventurers.
  • Howe's shield(strength: 38; defense: 6.00; +12 to defense, +10 to resistance to fire and cold, -2 to willpower) - chest, treasury in the estate of Earl Denerim before descending into the dungeon.
  • portable bastion(strength: 36; defense: 6.00; +1 to strength, dexterity and constitution) - Bodan Feddik in the main camp of the detachment.
  • Duncan's shield(strength: 38; defense: 6.00; +3 willpower; +6 defense, +1 stamina regeneration in battle) - a secret storage of the Gray Wardens inside a trading warehouse behind the Thedas Curiosities store in Denerim. Riordan tells how to get inside in the room of Earl Eamon before, if you show him the documents of the Gray Wardens found during the release of Queen Anora from the estate of Earl Denerim.

Best greatswords/two-handed swords in Dragon Age: Origins:

  • Flat sword Hasind(strength: 20; damage: 12.10; +1% to melee crit chance, +1 to armor penetration) - chest, south central island with wolves behind the destroyed arches, on the side of the dome of the temple in the Korkari Wildlands.
  • Stan's sword(strength: 22; damage: 13.20; +1 to willpower; +1.5 to armor penetration, +12 to attack, 1 cell for runes) - after execution.
  • Yusaris(strength: 34; damage: 16.50; +20 fire resistance, +10 damage against dragons, 2 slots for runes) - after defeating in the Circle of Mages tower on Lake Calenhad.
  • Sword of summer(strength: 34; damage: 16.50; +20 to physical resistance, a chance to knock the target down, 2 cells for runes) - Mrs. Coutren at the exit from the estate of Earl Denerim or in front of the Hall of the Assembly of Lands.
  • Ageless(strength: 34; damage: 16.50; +4 damage against darkspawn, +0.25 stamina recovery in battle, weakening darkspawn, bloody mess, increased hostility and intimidation) - solve the puzzle with the Throne of Orzammar in Orzammar royal palace. To do this, we approach the throne, activate it, a new entry "Locked in Stone" will appear in the Code. We send two satellites to the southwestern part of the room, stand on two tiles in the form of arrows against the wall, a characteristic sound (rattle) should be heard. We send the fourth satellite to the hallway, stand on a round floor plate. Then we activate the throne by the main character. At the same time, the satellites must remain in their places. Lightning will flash in the hall and a dragon will appear. We kill him and take the sword.
  • Star Fang(strength: 38; damage: 18.70; +3 to strength, +2.5 to armor penetration, +8 to attack, 3 cells for runes) - at the blacksmith Mikael Dryden from Soldier's Peak.

The best hammers, axes, maces and axes in Dragon Age: Origins:

  • clumsy verse(strength: 27; damage: 9.00; +2 damage, happy, + 10% to the chance of a critical hit or backstab, +4 damage against dragons, 2 slots for runes) - pull out of the stump in the location "Strange forest" at a chance meeting while moving along global map to the forest of Brecilian after the elimination of D. by order of K. The ad is taken from an innkeeper with connections in the Bitten Nobleman of Denerim.
  • Temperance Ax(damage: 9.00; +1.5 to armor penetration, + 15% to the chance of a critical strike or backstab, 2 cells for runes) - Earl Rendon Howe in the dungeon of the estate of Earl Denerim.
  • Vesial(Strength: 31; Damage: 9.60; +2 Strength, +5% Melee Critical Chance, +1 Combat Stamina Recovery, +10% Critical Hit or Backstab Chance, + 2 damage from the forces of nature, 3 cells for runes) - Bodan Feddik in the main camp of the detachment.
  • Hammer of the Forgemaster(strength: 32; damage: 12.60; +25 fire resistance, +6 attack, 2 slots for runes) - genlock master of the anvil in the Dead Moats.
  • Holy Hammer(strength: 34; damage: 13.50; +2 willpower, +10 mental resistance, +4 damage against the dead, 2 slots for runes) - storage in the southern wing of Bann Franderel's estate in Denerim. .
  • Hammer of Triana(strength: 34; damage: 13.50; +4 damage against the creatures of darkness, 2 cells for runes) - Belen, for the support provided during the resolution of the issue on the throne of Orzammar.
  • Ax of Vaskhot(strength: 32; damage: 14.00; +1 to strength and damage, +2 to willpower, 2 slots for runes) - a gurlock general in the Denerim Trade District captured by the creatures of darkness.
  • Hasindi Crusher(strength: 38; damage: 14.40; +3% melee crit chance, -5 to attack) - sold by Farin in Frost Pass in front of the doors of Orzammar.
  • Great Hasind Mace(strength: 38; damage: 14.40; +5 damage, +2.5 armor penetration, +0.5 stamina regeneration in battle, +75 stamina, 3 slots for runes) - sold by Gorim from Denerim shopping district.

The best bows and crossbows in Dragon Age: Origins:

  • bow fox(dexterity: 26; damage: 7.50; projectile dodge chance) - weapon rack, storage on the top floor of Redcliffe Castle.
  • New moon(dexterity: 30; damage: 8.00; +2 to willpower, +10 to resistance to the forces of nature, +1.5 to armor penetration) - Varathorn from the camp of the Dalish elves in the Bresilian forest.
  • wolfboy(damage: 8.40; +4 damage against the dead, +8 damage against animals) - Varathorn from the camp of the Dalish elves in the Brecilian forest after the delivery of the iron bark.
  • spear thrower(dexterity: 30; damage: 9.00; quick aiming, +2.5 to armor penetration) - genlock master of the anvil in the Dead Moats.
  • Bow of the Golden Sun(dexterity: 30; damage: 9.00; +4 to attack) - the elf Denera, assistant to the slave trader Caladrius, in the Tevinter warehouse in the Denerim elfinage.
  • Grasp Phalon "Dina(damage: 9.60, +2 damage, fast aiming) - dragon treasure, the top level of the elven ruins in East Brecilian.
  • mage's eye(dexterity: 34; damage: 9.60; + 3% to the chance of critical strike at a distance, +4 to attack) - chest, rural shop in the village of Shelter.
  • Bow Marjoline(dexterity: 34; damage: 9.60; +3 to cunning and damage, quick aiming) - chest, Marjoline's house in the Denerim Trade District after the start.
  • Antique Guardian Crossbow(strength: 14, damage: 9.60, armor penetration: 7.00, distance: 44, +1 to damage, fast aiming) - commander of the reconnaissance guards from Soldier's Peak from the "Fortress of the Guards" add-on.
  • Enhanced Grip Crossbow(strength: 26; damage: 12.00; +1.5 to armor penetration, +4 to attack) - for completing the orders of the Ravens from Master Ignacio in the Bitten Nobleman tavern in the Denerim Trade District.

The best daggers in Dragon Age: Origins:

  • Olaf's Exceptional Cheese Knife(dexterity: 24; damage: 5.60; +1 to armor penetration, 2 cells for runes) - Olaf's locked chest in the village of Honnlit, the key is on the corpse next to Sheila.
  • Duncan's Dagger(dexterity: 24, damage: 5.60, +4 to dexterity, + 10% to the chance of a critical hit or backstab, +10 damage against dragons, 2 slots for runes) - an ogre that has risen on the battlefield from the addon " Return to Ostagar.
  • Beastman Dagger(damage: 5.60; + 10% to the chance of a critical strike or backstab, 2 slots for runes) - the fourth floor of the Circle of Mages tower.
  • Extinct thaig Shanker(dexterity: 26; damage: 6.00; +5 to cunning, +0.5 to armor penetration, +6 to attack, interrupts spells, 2 slots for runes) - a broken chest on the site with a huge leader in the Kadash teig from Supplement "Stone Prisoner".
  • Thorn of the Dead Gods(dexterity: 26; damage: 6.00; +3 to damage and penetration of armor, 2 cells for runes) - after being at the Crossroads of Caridin.
  • Gift of the Grays(dexterity: 26; damage: 6.00; + 5% to the chance of critical strike in close combat, 2 slots for runes) - Valendrian after being rescued from captivity by the slaver Caladrius in the Elfinage of Denerim.
  • Raven Dagger(dexterity: 30; damage: 6.40; +15% to the chance of a critical strike or backstab) - Godwin from the second floor of the Circle of Magi after delivering a parcel of lyrium from Rogek from the Dust City in Orzammar (you need to ask for the amount for the goods 75 gold ).
  • rose thorn(Agility: 30; Damage: 6.40; +2 Agility, +1 Health Recovery in Combat, +3 Damage, +5% Melee Critical Chance, +30% Critical Hit or Hit Chance in back, 3 rune slots) - sold by Garin in the Commons of Orzammar.

Best staves in Dragon Age: Origins:

  • Staff of Harrowmont(magic: 20; damage: 4.80; +1 to magic, +2 to physique) - Harrowmont, for the support provided during the resolution of the issue on the throne of Orzammar.
  • Sylvan's Mercy(magic: 24; damage: 5.20; +5 resistance to the forces of nature, +1 to magical power, + 10% damage from the forces of nature) - Bodan Feddik in the main camp of the detachment.
  • Corrupt Staff(magic: 24; damage: 5.20; +1 to restore mana in battle, +5 to magical power, -1 to willpower, + 10% to damage from spiritual magic and electricity) - harlock general captured by darkspawn elvenage Denerim.
  • Oak branch(damage: 5.20; +1 to magic, +2 to constitution, + 10% to damage from the forces of nature) - Great Oak from West Brecilian for the return of the acorn.
  • A piece of wood(magic: 24; damage: 5.20; +1 to physique, +10 to resistance to the forces of nature) - Varathorn from the camp of the Dalish elves in the Bresilian forest. Give the order to the mabari to look for something useful.
  • Last argument(magic: 32; damage: 6.00; +3 damage, +10 magic power, + 15% fire damage) - Bodan Feddik in the main camp of the detachment.
  • The breath of winter(magic: 36; damage: 6.40; distance: 58, magic power: 7; +25 to resistance to cold, + 15% to cold damage) - a rampaging demon from the second floor of the Guardians' fortress on Soldier's Peak.
  • Staff of the Lord Magister(magic: 36; damage: 6.40; +6 to willpower and magic power, +2 to mana recovery in battle, + 10% to damage from fire and spiritual magic) - sold by the quartermaster from the tower of the Circle of Mages on the lake Calenhad.

The best accessories in Dragon Age: Origins:

  • Belt " Blessing of Andruil"(+2 to all characteristics, +20 to resistance to the forces of nature, +1 to restore mana and stamina in battle, +10 to physical resistance) - sold by the quartermaster from the tower of the Circle of Mages on Lake Calenhad.
  • Ring " Liver» (+10 to constitution, +3 to health regeneration in combat and armor, +10 to regeneration of health out of combat, +20% to received healing effects) - sold by Garin from the Commons Halls of Orzammar.
  • Ring " Key to the city"(+2 to all characteristics, + 4% to the chance to reflect hostile magic, + 10% to the healing effects received) - Council in the Diamond Halls, after finding five Codex entries in the residential areas of Orzammar.
The best armor sets in Dragon Age: Origins: , .