The killer works alone. Dragon Age Tips for leveling up, skills, classes, collecting a party Dragon Age Origin Rogue

Dragon Age II - Tips for developing a Rogue">

Hello everyone! I decided to make a mini review and guide for one of the Dragon age 2 classes - the robber. A robber is a thief, he is a tramp, it doesn’t matter. The strength of this class lies in speed, agility and inflicting maximum damage on one enemy. So the main thing for us is DAMAGE, DAMAGE and once again DAMAGE. What other than high damage can deal with enemies faster? That's right - crits! And so we set ourselves the task: how to make the Rogue inflict the greatest damage. And this is what we will talk about.

Characteristics

Rogue's initial characteristics:

In the future, it is worth upgrading Dexterity and Cunning in approximately equal amounts or depending on what you need more. Survival, locks and strong crits (Cunning); Either more damage, crits more often but weaker, locks opening worse. In principle, leveling up in equal amounts is also important in order to put on good armor. Now, unlike the first part, for wearing armor you need to pump up two parameters (one for each class).

Capabilities

If the ability icon has an exclamation point

!

it means it is more or less useful if there are two exclamation marks

!!

This means the ability is good and worth upgrading for DD. If there are three exclamation marks

!!!

This means you can’t ignore this ability. If there are no signs, then this ability is worse than others or is not needed so often. We won’t describe the improvements, I’ll just say what they provide.
Branch "A weapon in every hand"


Branch "Sabotage"


"Scoundrel" thread


Branch "Specialist"


Branch "Archery"


Branch "Trick"


Specializations




General Tips
In general, I consider the “Assassin” to be the best specialization, since it helps to deal more damage. The other two specializations are also quite interesting. "Duelist" is more focused on defense. "Shadow" for crits and stealth. If you decide to upgrade “Shadow”, upgrade the “Tricks” branch as well; these two branches complement each other. And it will turn out to be a real stealth monster. From the “Specialist” branch: it’s worth leveling up both Accuracy and Speed ​​because they are the best in this branch. And they can work together. The main thing is to turn off all other “Supporting Abilities” and turn on these two in order.
If you want to play without pause, it is better to upgrade the “Duelist” and “Assassin”. If you are a tactical player, it is better to upgrade “Assassin” and “Shadow”. But personally, for my own reasons, I don’t like abilities associated with stealth. That's why I played as an Assassin, a Duelist. On fat bosses, cast abilities that increase damage to them as often as possible, such as “Mark of Death” and “Aimed Strikes”.

The consignment

Aveline

The best tank in the game. It hits weakly. (this compensates for our GG). But it tanks well. A good partner for us.

Bethany

Good DD mage. You can upgrade the Treatment branch a little. A good partner for us.

Fenris

Excellent stink-dd. Tanks well. Aveline is worse, but does much more damage. A good partner for us.

Varric

Cheerful gnome. Bianca is cool. =) He shoots pretty well. A good partner for us.

Anders

The staff pours water everywhere. The best healer in the game. Since we are a subtle class. For us it is simply necessary. An irreplaceable companion.

Merrill

So-so magician. Practices blood magic. She is dd. Not particularly useful for us. Since there are already plenty of damage dealers.
I won't say anything about Sebastian

Personal conclusion
Excellent party - Main Hero - Rogue (Main damage), Fenris - Warrior (Tank and area damage), Anders - Mage (Mini - damage and Healing), Varric - Rogue (Damage and Walking Pick)

Additionally: completing some difficult tasks

Location of the Gang of Three notes
(1) Chapter:
1) Elfinage - at night.
2) Bone Pit - outside.
3) Casemates - right wing.
(2) Chapter:
1) Day, church, top right, book on the table.
2) Qunari camp, to the left of the stairs at the top.
3) Cloaca, night.
4) Anders' quest "Dissent", almost at the exit.
(3) Chapter:
1) Fish offal Smetti.
2) In the drains, quest "Justice".
3) Final, at the port on the way to Casemates.

Location of the Avirgan Scrolls
1. On the ragged bank, not far from the entrance on the left side. (undead - go a little further along the road that runs along)
2. The Broken Mountain, before reaching the Dalish camp, will again be on the left (the undead will appear almost immediately)
3. On the path to the top of the Broken Mountain. (appears after taking the quest “New Path” from Merril; undead - you need to rise higher.)

Afterwards, a record appears about the last place in which the ancient evil is sealed.
There will be a secret entrance in the sewer (OMG! Greetings from the localizers), not far from Andres' hospital.

After finding each of the three scrolls, you will need to destroy the undead (of course, they will appear at a distance from the scroll)

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In this topic, you can share your skills and give advice on how best to level up this or that character class, how to create the most combat-ready or tenacious group, how to best pump up your allies, how to make the most attacking or the most protected character, etc... Actually, what It’s better to upgrade specializations and invest skill points in them, especially since you can do multiclasses.

(for example, I heard that in the game you can reach level 25 - is this true or not? I completed the main campaign and only gained lvl 20, despite the fact that I completed almost all the tasks - there were only a couple of quests left from the board in the Denerim tavern.. .But where else can you fill 5 levels?).

When leveling up a mage, be sure to take the time to read my article in the Dragon Age FAQ section about Spell Combinations, believe me, this gives serious advantages to the mage.

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

About party members: Upgrade Liliana's agility and archer skills, the rest can be neglected, in tactics give her Ranged and Archer. She will be very effective in this. Morrigan, never download this Werewolf for her, which is her default, this is garbage, not a specialization for a companion. Download elemental magics from her, except earth. And the paralysis branch in Entropy, you can also develop the last branch of spirit magic. And don't forget about combos. Alistair is very weak, I don’t even know why, but the developers didn’t do something with him, I raised his physique almost to Sheila’s level, but they still killed him pretty quickly. He is a typical shield warrior, upgrade his shield and warrior skills, as well as his strength, and most importantly his 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, when you leave the room with the urn, you are given 750 experience points. Walk back and forth, in the door and back, and swing.

Correctly noted)) The specialization is dead-end to the point of horror. It is better for Morigan to fully develop the branch of Death, Ice, Kenetics (Where the Crushing Dungeon and the force field are) and Lightning, you can also pump out the earth to the “Fist”, but “petrification” is a terrible spell, much worse than the “Cone of Ice” and then it simply incomparable. She creates three areal effects around herself: Storm, Blizzard, Death Storm, Death Aura, throwing it all with ice cones and she can be played alone without the rest of the party. The rest of me are all brutal warriors, trained purely on bloody fighting styles like the Devourer and Berserker, immeasurable damage, coupled with the restoration of all health with one wave of the hand. Just Argh! It’s just a pity that walls only ever catch one special girl...

No, because strength and dexterity affect damage to an early extent. I'll just invest a little more in my physique to take the punch. Although I don’t really know yet, here again there’s an ambush with armor, but in armor you won’t be dancing with two blades. You may have to invest a lot in dexterity in order to dodge better. But I’ll still play as a robber, one way or another, just definitely not as an archer; by the way, I’ve already discovered all the specializations of this class. The duelist for two blades is especially good, and getting it is quite interesting, you can win at 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 robber.
Warriors have a two-handed sword or a sword + shield, a mage has a staff, freezing and other useful skills, a robber has 2 blades.
The rogue and mage are corpses in melee combat, even on medium difficulty. It’s pointless to build up their stamina... it’s pointless, because without heavy loads. armor will be wasted skill points. But the damage of the robber and mage is decent. So, we need to make sure that the magician and the robber are not touched, but at the same time they attack the opponents. This is exactly why we need 2 tank warriors. They should definitely be clad in the heaviest armor you can find, because their task is to hold the defense. Warriors have special provocation skill. While this skill is active, opponents try to attack only them. And this is exactly what will partially protect our magician and robber. As a result, what we have:
2 tanks take the entire blow and fight back as best they can. And the robber and the magician help them with this. If anything happens, the magician will heal them, and the robber from the flank will help them with all sorts of crippling blows. This is the tactic. I used it the first time I played.

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

Re: Weapons

Well, you give me tactics)))
Well, firstly, the player himself will be the tank, because Alistair is given to us with crooked parameters, and making Stan a tank is generally ridiculous. Actually, the tank only needs strength to pull on the armor, but not to attack. He doesn’t need to pump up either endurance or physique (although you can throw a couple of points on the latter if you have extra). Strength needs to be increased to 35-42 in order to wear good heavy armor - and all the remaining points should be thrown into agility. Since agility affects the defense parameter, and this is important first of all, and not physical stability. The higher this indicator, the more often 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 defense and resistance to the elements. The Knight or the Templar are just suitable for this. Alistair has poor agility, and therefore his high physique indicator cannot save him - every enemy blow lands on him, which is why the poor templar loses all HP in a matter of seconds in a cluster of opponents.
Next, you don’t need a mage who deals damage, but a cleric at a minimum. Wynn is the best, although Morigan can also be promoted. 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 - he will generally become immune to damage, when using intimidation and ridicule, all the enemies will come running towards him, and the second magician (if there is one) will deal area damage. 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 modes for him such as intimidation, ridicule, etc., so that he does not attract enemies to himself.

If you yourself prefer to play as a tank, then you don’t have to take Alistair into the group at all, since one well-dressed tank is just right for the party. As an option - Wynn, who heals, and Morigan hits the area with spells, and Stan, if the case is with the bosses. In another case, if you are a magician, then you can only upgrade Alistair 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 combat tactics, companions, can be moved to the topic Tips for leveling up, fighting, etc.

And a little more: if you don’t take healer mages, then you can try the Ripper skill for a 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 it will then require very good damage dealers, magicians and duelists who can very quickly kill all the evil spirits so that the tank has time to heal from corpses and poultices

Re: Weapons

Is this so much dexterity?))

Re: Weapons

Is this so much dexterity?))
Actually, I can’t understand how STen or Alsiter can’t be thought through if we can pump up their skills ourselves?

And the point here is that you either upgrade your strength for good armor, or your agility for dodging. If you pump up both this and that for one Persian, you will not achieve anything, because the points are not infinite. So here we need to make a distinction, 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 protection indicators. In heavy armor they reach approximately 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 a good shield, you will provide yourself with a protection parameter of at least 80 - the rest can be taken with potions, increased with skills or so that the magician throws it. This is a kind of dodge - and if this defense reaches 120-150, then almost none of the enemies will hit the character with their attacks... Also, this parameter increases from agility.

Stan and Alistair are not thought out in the sense that the automatic tactics that they are given imply Stan is intimidation and ridicule for some reason)) Yes, Stan doesn’t have to upgrade this skill, but closer to the 15th level he has nowhere to put the points will...

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, upgrade your Magic skill and only that, without spending too many points on Willpower or anything 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 hex, and contagious hex should be learned. Try to ensure that none of your companions touch the victim you have chosen (and that you are not touched too much) - a suitable place is the Mages Tower, where 1-2 Garlocks/Genlocks run out at the hero in the Shadow - they are best suited. So, first cast Sleep on him - then weakness and possible damage - then use Horror (the combination of the sleep and horror spells gives enormous damage, and since we have significantly weakened the target, it receives the most severe damage) - I hit Garlock (or Genlock, I don’t remember) about 300 units of damage

magicians and warriors fly out the window as soon as a robber with two swords enters the battle. This can be said to be simply a murderous thing that takes out everyone and everything in all directions.
We improve agility with this thing, and no one can hit it in melee - with the exception of magic or the breath of a dragon, then the thing can blow away in 5 seconds (it was so funny when I fought with a robber in the Brecilian forest against 4 maleficars alone, since I didn’t take the party))))).

So it’s like this - we add cunning and strength there, but more dexterity. Next, we look for good swords, daggers or hatchets into which runes can be inserted, take good runes at +5 (and what a delight if the weapon was already enchanted with something)
It’s also convenient for this thing to pump up the skill to hold two one-handed swords, and not just a sword and a dagger.
After which we teach the remaining skills so that the fines are removed. You can forget about a robber’s skills, I only taught stealth and picking locks, and it’s advisable to learn how to set traps (when in Lothering I set traps for a group of peasants, and there were about 20 of them there, they all just stupidly exploded and no one got to me)))) )).
This thing can be launched into battle in splendid isolation to use stealth. Further - the higher the dexterity, the closer the happiness - you need, while running among a crowd of enemies, to gather as many as possible into a pile - they will miss with their pathetic swords. Let's turn on the skills Gust and strike with two weapons, and then do UuuuhhHH! - this is such a technique in rotation - and we take out everyone and everything who surrounded us - at least 12 stupid soldiers huddled in a heap, I put them in cabbage instantly

But that's not all - nothing compares to twin blades. Two-handed swords go as far as possible through the forest, 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. When the skill is turned on, we hit with two swords at once, thereby causing the highest damage, and if we also have the weapon itself enchanted and even with runes - buhhh! about 150 should be removed for each blow. And the robber strikes every second! Despite the fact that it takes at least 3-4 seconds for a two-handed warrior to swing the same club. Do we feel the difference? I got about 60+70 from the blow itself for hitting a monster, +20 from magic damage, and also +1 +1 from spells. The fact that a warrior with his two-handed weapon removes 80-100 hit points per blow, which takes him 5 seconds, a robber will remove in 1-2 seconds, and in 5 - he will already exceed three times all the damage that a warrior would inflict with one blow .

And so-called fatalities occur more often for a robber, because this class makes crits more often than others - in the end, only severed heads and massive combos fly in all directions. here I can even boast about my robber, I made a crit 5 times in a row, blowing 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 got a crit on the last blow and got their head blown off - of course this is pure luck , but still there is something to be proud of)))

The killer works alone.

The killer works alone.

Good day. I present to your attention a guide on how to solo the game Dragon Age: Origins as a robber on the "nightmare" difficulty. Game version 1.04. DLC: "Stone Prisoner", "Guardian's Fortress".

This guide does not claim to be unique and the title of “ultimate truth”; it is only a collection of recommendations based on my personal experience accumulated while playing the game. Most likely, for experienced players, everything stated below will be mostly useless, but for players who want to complete the game solo, but are not confident in their abilities or simply do not know how to do it, I think it will be useful.

To begin with, let’s determine what goals characterize a solo playthrough. For myself, I defined them this way:

    1) Complete the entire game, killing enemies exclusively alone (at the end of the game, the statistics should read: “Contribution to the total damage of the squad: 100%”)

    2) Do not use things from the DLC, except for those listed above (things such as: the "Blade" dagger, "Lion Paw" boots, "Guildmaster's belt", etc., which are placed immediately in your inventory after installation, have a very high indicators (especially at the beginning of the game), so using them when passing the game, in my opinion, is not fair.)

    3) Use party members only for the production of consumables: poisons and poultices (if you wish, you can refuse this type of help, it will not add much complexity.)

The basis.

Having decided on your goals, you can begin to progress. We will upgrade a standard robber with two daggers, adjusted for solo playthrough. When choosing a background story, I recommend taking “Noble Dwarf”. "Nobility" will give us good starting capital and will allow us to sell things at twice the price in the future. And the “dwarf bonus” will be the best choice for a rogue: strength +1, agility +1, constitution +2, 10% chance to repel hostile magic.

Characteristics.

When playing in a party, the principle of leveling up is usually this: raise agility to 24 points in order to take the “Breakthrough” skill, and invest the remaining points in cunning to increase damage. Taking into account the bonus from things, you will get a good attack indicator.

Note. Remember that when attacking a target from behind, its defense is reduced.

But when playing solo, you will have to fight enemies face to face quite often, and hitting them is necessary. In addition, there will be no tank that will take the enemy’s aggression upon itself, so you will also have to dodge attacks.

Result: First, we raise the agility value to 24, then we raise the cunning to this level, after passing the tower of magicians we increase the agility to 36 + 4 points we will be given specializations. Total: 40 units of agility, this will be quite enough for successful attacks and dodges. We put all the remaining points into cunning.

Skills.

By the end of the game my skills looked like this:

The killer works alone.

The killer works alone.

Persuasion skill upgraded: level 1 and 2. before going to Orzamar; 3 and 4 - at the very end of the game (you had to invest points somewhere)

In principle, if you decide to make balms and poultices yourself, you can allocate points differently, it's up to you.

Skills.

We will consider the first part of them during the passage.

Walkthrough.

The killer works alone.


The killer works alone.

Here, I will try to describe in as much detail as possible the particularly difficult moments that you will encounter during the game and how to solve them.

Background.

The killer works alone.


The killer works alone.

Glorious dwarven army.

So, if you think that in the beginning it will be difficult to play, then you are mistaken - in the beginning it will be very difficult. When creating a character, take the Pickpocket skill and empty the pockets of all the gnomes you meet. Your task is to collect at least 10 small healing poultices, also useful: underground mushrooms, elven roots, natural and stone balms (if you find incense of alertness or balm of agility, then you are just lucky), arrows, bombs. Sell ​​everything else (they will take it away in the end anyway).

From the skills we take:

"Possession of a weapon in each hand."

"Two-handed swing with weapon."

4 difficult battles await you on the deep paths; try to distribute the poultices so that there is enough for everything:

1) A crowd of Genlocks with a “yellow” Genlock leader. Pick up a bow and lure out enemies one by one, and at the end deal with the leader. Use arrows with additional damage against him (he is stronger in close combat than in ranged combat).

2) Mercenaries from a dusty city. Don't fight them in the open; run back into the corridor with the columns. Take cover from archers behind the columns. If you are lucky enough to find stone balm, it will come in handy here.

3) A crowd of genlocks and a “yellow” pestilence wolf. Hide from archers behind obstacles. Some of the enemies will most likely follow your companions; you will have to move them around the field so that they do not start attacking.

4) A group of underground hunters led by a “yellow” leader. Beware of the leader with his "throwing" attack. First, deal with the pack, then finish off the leader.

The killer works alone.


The killer works alone.

It's a dangerous thing to leave the house...

Note. Use your scout companion to disarm traps. An interesting point: even if at the beginning of the game you invest all your points in cunning (we get 19 points), you will not be able to detect and neutralize the traps yourself, but the scout calmly finds and neutralizes them, having only 14 cunning points.

Don't forget to remove your companions' armor and weapons, and disable their tactics. Remember that enemies primarily attack characters in heavy armor, or at least just in armor :)

The rest of the way to Ostagar should not be difficult.

The killer works alone.


The killer works alone.Ostagar.

If in the backstory you sold all your unnecessary junk to a merchant, you should now have at least 30 gold coins ringing in your wallet. It's time to spend some of them. Here is a list of purchases that I recommend making from the quartermaster:

1) All healing poultices and elven roots.

2) All roots of death and animal poison.

3) All bombs.

4) Recipes: concentrated poison, extract from the root of death, healing poultice.

5) Bomb recipes.

6) Drawings: trap with sleeping gas, large trap.

7) A couple of packages (pack = 99 pieces) of bottles.

8) MANDATORY! All deep mushrooms and metal fragments, backpack.

9) Small warm balm (for the battle with Gazaroth).

10) All trap triggers.

Note.

Deep mushrooms are needed to make Incense of Alertness and Balm of Agility. The only place where mushrooms are sold in unlimited quantities is the gnome Ruk in the Ortan taiga near Orzamar. It won’t be long before you can go to Ruk, but balms are a useful thing, so buy mushrooms from all the merchants you come across.

Metal fragments are used to make small and large traps. These traps are very effective in difficult situations; they are especially convenient to use against magicians. There is no wholesale sale of metal fragments in the game, so buy everything you come across along the way.

Your inventory will constantly contain a large number of poisons, poultices and ingredients. Whenever possible, don’t forget to buy backpacks from merchants to increase the maximum capacity.

DO NOT sell expensive items to traders! When you come to Denerim, your friend Gorim will pay twice as much for them.

The killer works alone.


The killer works alone.

Time passes, the world changes, but some things remain unshakable.

By the time you enter the Wild Lands, you must be lvl 3. Take skills:

"Skillful combat with a weapon in each hand."

"Squall" - while there is no "Breakthrough" skill, it can be moderately useful.

During the journey through the Wild Lands, there must be another level up, take the “Squall” skill (the combat training skill must be level 3). Finally, life will begin to bloom with bright colors :)

In the Wild Lands, it is most effective to use luring tactics. We shoot at the enemy with a bow from a maximum distance. We lure one or two creatures of darkness to us and deal with them. Save poultices, their quantity is limited, and there are still a lot of difficult battles ahead. The main difficulty here is the fight with Gazaroth. Use a couple of bombs against him and finish him off manually (bombs will also come in handy on the Ogre). Don't forget the warm balm.

When you return, go to the store again with the same list.

In the Wildlands, add two items to your equipment:

a) Enchanted dagger (drops from the garlock leader) - gives +4 attack.

b) Robe of the Hasinds (in the hiding place of the Hasinds) - +6 to defense.

Ishala Tower.

We continue to use luring tactics. If you have a decent supply of bombs, use them in particularly difficult situations.

Attention bombs. The game statistics are kept in a rather strange way. If you use a bomb or an area-of-effect spell and accidentally (or on purpose) hit yourself or a teammate, the damage received will be recorded in the statistics in the “Damage inflicted to teammates” column. And everything would be fine, but this value will be added to the total amount of damage caused throughout the game, but it will not be added to the value of the damage caused by you personally. As a result, we find that the damage you inflict is less than the total amount of damage for the game by exactly the value of “Damage inflicted to teammates.” As a consequence, when calculating the “Contribution to the total damage of the squad”, this value will not be taken into account, which means there will not be a pleasant figure of 100%. This is certainly not the worst problem, but it’s still not pleasant. The same applies to abilities based on the use of the character's health, such as blood magic.

The killer works alone.

The killer works alone.

The main problem here will naturally be the Ogre. The skills page should look like this by then:

The killer works alone.

The killer works alone.

From skills, take:

"Making Traps."

The process of destroying the Ogre can be seen in this video:

Lothering.

We begin to master the traps. The most commonly used will be the simplest trap. It is made from one trigger mechanism. When caught in a trap, the victim falls backward, after which he rises and stands stunned for a couple of seconds.

Remember, that in stealth mode you can place a trap directly under enemies, in which case it will work immediately after installation. Also, don’t forget about the sleeping gas trap, it makes it easier to destroy groups of enemies. Place the trap in the center of the group, after it is triggered, kill them one by one while the rest are sleeping peacefully.

After lvl up we invest a skill point in:

"Low blow" (deals normal damage and can reduce the enemy's defense).

Take the enchanted dagger from Lilian - it will give you +4 more attacks. Take Morrigan's help and make more poultices. Visit stores, buy ingredients for poisons and poultices. Buy the drawing "Small Trap"

First appearance in the camp.

The killer works alone.


The killer works alone.

Well, we finally made it to the camp. You have already mastered the basic principles of owning your character and I’ll be honest - the most difficult stage in the life of your robber is over. Now you are free to choose the path of further passage, but I will describe the path that, in my opinion, is the most profitable.

First of all, lighten your inventory: distribute gifts to your teammates and put on them all the expensive gear that can be sold in Denerim, or throw everything into the chest if you have the appropriate mod installed. Buy the book “On Physical Development” in Bodan’s store and upgrade the “Deadly Blow” skill. It’s not worth buying a backpack from him yet - save your money for a second book of the same kind.

Gonlet.

After the camp we go to this small village. Here we are interested in several things:

1) Olaf's Exceptional Cheese Knife.

2) Harvest Ring.

3) Honnlith helmet (although it will not be possible to wear it soon)

4) Naturally Sheila - without her you can’t get into the Kadash teig.

There are two difficulties ahead:

1) Fight with five spirits (here you will receive a harvest ring). The problem is that they are not affected by stuns and traps. Gather the spirits into a bunch in the corridor in front of the room and get rid of most of them using bombs; we finish off the last one (“yellow”) manually.

2) Fight with the demon of desire. Place a large trap at the point where the demon appears, and ordinary traps on the path of the rest of the demons. It is advisable to drink balms before the fight to protect against cold and fire.

If you completed the beginning of the game, collecting all possible experience, then when you leave the village you will receive the long-awaited 8th lvl. We go to the camp and buy the second book, “On Physical Development.” Take the skills “Lethality” and “Invisibility” of the 3rd level - your fighting qualities will noticeably increase. From now on, you need to master the competent use of the stealth skill - this is one of the main advantages of a robber and you need to use it skillfully. You can now become invisible during combat. The faster you master this skill, the easier and faster your further progress will be.

Attention. If you have an effect that causes damage over time (such as ignition), do not use invisibility. In the very next second, the damage from this negative effect will reveal you and your invisibility will disappear.

Denerim.

The killer works alone.


The killer works alone.

Well, it's finally happened. Dear friend Gorim stands in the square and happily buys up all your honestly looted earned property at double the price (relative to other merchants). This way you can easily and quickly raise good capital.

Try to complete all the quests in the city area. In the course of completing one of them, you will find a wonderful amulet: the Master's Shield.

The killer works alone.

The killer works alone.

Also buy and equip your main hand weapon with the Great Master's Flame and Ice runes. One is sold in Denerim in Wonders of Thedas, the other from Bodan.

If there is an acute shortage of ingredients for poisons and poultices, you can go shopping in the Bressilian forest.

Try as much as possible not to waste money. You need to save up 106 gold as quickly as possible to buy the Andruil's Blessing belt, so think about the future.

With lvl up we take the skill:

"Strike of Mercy" Now using an extract from the root of death in battle will further increase your striking power.

Soldier's Peak.Tower of Mages.

The next stage of the journey. We again have several goals here:

1) When meeting with Wynne, take off the “Robe of the Hasinds” and change into the “Robe of the Elder Sorcerer”, thereby getting +2 to magic (the healing power of the poultices will increase slightly) and +2 to willpower (which means +10 to the fatigue reserve).

2) Essences for increasing characteristics in the world of the demon of idleness. Find them all - the robber has no unnecessary characteristics!

3) Beastman's Dagger. In a chest on the 4th floor.

4) If you managed to save up money for the “Blessing of Andruil” belt, feel free to take it from the quartermaster. Otherwise, find the “buckle of the winds” (+3 defense) in the tower and wear it for now.

After the lal up, take the skill:

"Blood Mark" This skill has a very high activation cost and it is not always wise to use it against ordinary enemies (it is better to save energy to use stuns), but it will come in handy against bosses (especially against those who cannot be stunned).

I think by this point you have already mastered your character well and there is no point in telling you about the difficulties in the tower and ways to solve them - you will figure it out yourself.

Let these two videos serve as an example: the murder of the demon of idleness and Uldred.

Note, an interesting way of destroying the first incarnation of the demon of idleness (Ogre). Take it for yourself.

I don’t see any point in describing further progress in detail. By this point, you have already defeated many, you know how to do a lot, which means you can figure it out yourself. Let me highlight a few more points:

Skills and their usefulness.

If you followed my development path, your skills page should look like this:

The killer works alone.

The killer works alone.

The next step is to take the skill:

"Detecting Weaknesses" in the Assassin specialization branch. It will greatly increase your fighting qualities.

Let further character development depend on your preferences, but my recommendations will be as follows:

11 lvl. Take the "Double Strike" skill. This skill will not bring us any benefit in battle; on the contrary, its use will deprive us of stable critical hits in battle. We take it as a pass.

12 lvl. "Counter attack". Excellent skill! Our second stunning skill.

13 lvl. "Invisibility" level 4.

14 lvl. We take the “Duelist” specialization, and with it the “Duel” skill. The enabled "Duel" mode gives us a bonus of 10 units. attacks.

15 lvl. "Balance imbalance" Very useful to use against enemies immune to stun.

16 lvl. "Defense reflex" Now the "Duel" mode also gives 10 units. protection.

17 lvl. "Aimed Strike" A very powerful weapon. Great for dealing with bosses and enemies immune to stun.

18 lvl. "Skillful combat with a weapon in each hand." Increases crit chance.

19 lvl. "Vortex". We use it against large concentrations of enemies.

Note. There is a rather interesting way to use the Whirlwind skill. If you throw a bomb into a crowd of enemies while in stealth mode, they will come running towards you and surround you (you will still remain invisible). Gather more enemies around you and launch the Whirlwind. Example:

The killer works alone.


The killer works alone.

The killer works alone.


The killer works alone.

The killer works alone.


The killer works alone.

The killer works alone.


The killer works alone.

Choose the principle for further development of skills yourself; I am sure that at this stage of the game this issue will not become a problem for you. In any case, by the end of the game your skills page will look like this:

The killer works alone.

The killer works alone.

Attention!!! Under no circumstances take the “Evasion” skill. Although it looks very tempting, it will do you much more harm than good. But the thing is that when dodging an attack, the animation of blocking the blow will start, which lasts about 2 seconds, as a result, in a battle with a large number of opponents (especially if they are archers), your character will only do what to stand and block blow after blow. He simply won’t have time to attack the enemy.

Main enemies.

If you think that the most difficult fights in the entire game are the fights with dragons, you are mistaken. A properly pumped up robber in skillful hands can make a cut of a dragon in a couple of minutes without even breaking a sweat. Who will give you the most trouble? Let's look at it below.

The basis for a robber’s survival in battle is his defense and very high DPS, through which the robber does not allow enemies to accumulate around him. The main danger comes from monsters that can deprive him of these advantages. So:

The killer works alone.


The killer works alone.

1) Ogres. Ogres have two very unpleasant skills in their arsenal: “Ram” and “Grip”. I think you are already familiar with both of them, but let’s touch on them in a little more detail.

When the Ogre is preparing to “turn on the Ram,” you need to choose a position in which you fly as far as possible from the enemy. This will give you some time to get up from the ground and improve your health. The most important thing is not to hit the wall. If the Ogre pressed you to the wall and hit you with the Ram, this is certain death - you simply will not have time to get up from the ground. There are several ways to avoid this attack:

a) Try to stun. The chances of this are not very high, but if you act quickly, you can make it in time.

b) Apply stealth. While the Ogre is preparing to throw, use invisibility and he will cancel the attack.

c) Resist. The chances depend on your physical strength. Increase physical stability can be achieved with the help of “vigor” runes (it is better to insert them into the weapon of your non-dominant hand). But even if you resist, damage will still be received, but you will not fall to the ground.

"Grab" for a robber is even more terrible than "Ram". I don’t know if it’s possible to resist this skill (in a hot battle it’s difficult to keep track of what skills the enemy is using), but I’m sure this will also require a high level of resilience. Since we did not upgrade our physique using stat points, it is not possible to survive if we fall into the clutches of the Ogre. Perhaps there is a chance to survive the “Grasp” using the “Life-Reviver” ring, but I have not tested this, so for now it is only a theory.

The killer works alone.


The killer works alone.

2) The second main enemy (as strange as it may sound) is Spiders. These seemingly not particularly dangerous creatures are armed with two extremely powerful skills: “Web” and “Throw”.

Having hung a web, the spiders very quickly surround your character and beat him with absolute impunity, i.e. one of the main advantages of a robber (preventing enemies from attacking in large numbers) is lost. But the worst thing is that as soon as the web falls and you are ready to bring down your righteous wrath on the vile creatures, one of the spiders uses “Throw” and now your character is already lying on the ground, and the whole “company” is dismantling him for parts. A high level of physical resilience will help you avoid both types of attacks. Sometimes "Evasion" can save you (skills: "Dark Passage" and "Evasion", also available as a property on some items).

So, if you intend to fight these creatures, be well prepared (fortunately, their main concentration is known for certain: Ogres - deep paths; Spiders - teig Ortan). It is advisable to have the paralysis rune in both daggers, and the “vigor” rune in the weapon of the non-dominant hand.

Remember that the “Grip” skill is also possessed by the Uterus on the deep paths. And werewolves also have the “Throw” skill. Be careful!

Things.

The set of ideal equipment for a robber is absolutely standard (since there is nothing to choose from):

1) Main hand weapon.

Rose thorn.

The killer works alone.

The killer works alone.

The dagger has three sockets for runes. I recommend taking one socket with the rune of the great master: paralysis, the other two - depending on who you are going to fight with:

When going to Redcliffe, it makes sense to insert iron runes.

For going against the Archdemon - silverite ones.

The rest of the time - fiery + icy.

2) Weapon not of the main hand.

Extinct thaig Shanker.

The killer works alone.

The killer works alone.

The dagger has two sockets for runes. One again occupy the rune of the great master: paralysis, the second - rune c. masters: vigor (an increase of 25 units of physical stability will allow you to very successfully resist being stunned, knocked down, etc.)

3) Helmet.

Honnlith helmet.

The killer works alone.

The killer works alone.

To be able to wear it, you need to raise your strength to 20 points. After passing the Tower of Mages, you should have 15 of them. The rest are gained through things: collect a “set” from the “Blessing of Andruil” belt, the “Harvest Festival” and “Key to the City” rings.

4) Gloves.

Finders of Red Jenny. They have the largest increase in crit in the entire game.

The killer works alone.

The killer works alone.

5) Body. The killer works alone.

1) Places where ingredients are sold wholesale:

Elvenroot - Bressilian Forest.

Animal poison - Bressilian Forest.

Root of Death - Bressilian Forest.

Underground mushroom - Ruk in the Ortan teig.

Reagent for sublimation - Bartender of the "Bitten Nobleman" tavern; Bodan in the camp.

Concentrating reagent - Bartender of the "Bitten Nobleman" tavern; Bodan in the camp.

Corrupted Reagent - Trader in Dusty Town; Bodan in the camp.

Flasks - Bartender of the "Bitten Nobleman" tavern; Bodan in the camp: Wine merchant in Orzamar

Trap triggers - Bodan in the camp

2) Buy weapon lubricant recipes and use them as needed. Some have the ability to stun the enemy:

Death Root Extracts

Crow poisons

Rotting Flesh

Remember that an unlimited number of lubricants can be applied to a weapon at the same time.

3) Buy recipes for Incense of Alertness and Balm of Agility. The use of these balms will significantly improve your fighting qualities.

4) From minerals (such as: Stone of Life; Spirit Shard; Frozen Lightning, etc.) you can make lubricants for weapons that cause elemental damage, as well as bombs. Try to keep a supply of several types of bombs with you to eliminate large concentrations of enemies or weaken them.

5) Remember: bombs can be used while in stealth mode, but be careful if there are high-level enemies nearby, they can detect you.

The killer works alone.


The killer works alone.

Now a little about dragons. Prepare for battle: lubricate your weapons, drink balms. Flemeth and the High Dragon have a fire attack - it would be appropriate to use a warm balm. The archdemon attacks with spirit magic (as far as I understand) - use spiritual balm.

The most important thing in battle is not to get hit by the Chewing Attack. If you fall into the mouth of a dragon, you are finished. Attack only from behind! You shouldn’t go all the way to the tail, just hit it a little from the side. Example in the screenshot:

The killer works alone.


The killer works alone.

When the dragon turns to face you, you should move between its paws. This will be faster than going around from the side.

As I said above, for a pumped-up and well-dressed robber in skillful hands, a dragon presents absolutely no difficulties. Try it and you can see for yourself.

1) Thanks to the "Invisibility" skill, you can always prepare the battle site. Inspect and analyze the terrain in which you will fight. Make a rough plan of your actions and try to predict the response actions of your opponents (with proper skill this will not be difficult).

2) If desired, mine areas suitable for temporary retreat or luring enemies.

4) Destroy large crowds of enemies in stages. Move across the battlefield in stealth, destroying small clusters of enemies first.

In conclusion, a small wish to all players:

Don't be afraid to play on higher difficulties! Overcoming difficulties will bring you real pleasure from the game. Good luck.

P.S. News.

British scientists intend to unravel the main dwarven secret: “Dwarf male power.” Research has revealed sensational facts:

In their normal state, as expected, gnomes are slightly shorter than humans. But everything changes at night! This is surprising, but when excited, the WHOLE gnome enlarges, and not its individual organs.

Research results:

The killer works alone.


The killer works alone.

State of rest.

The killer works alone.


The killer works alone.

Excited state.

This should immediately upset bow and arrow lovers. Nothing is written about archers here. My post is exclusively about the contact thief.

So, let's see why I loved the robber in this game so much that I even decided to write a short guide about him.

I loved it because the robber, in my opinion, is the best DPS player in the game.

Okay, I overdid it with the lyrics, let's get down to business.

To create a robber, you just need to select the icon

Rogue: author's guide

in the character creation window. This class is available to all races, but every sane person will tell you that it is best to create a human, because of its good racial bonuses to stats.

Now let's talk about stats. What should a real robber be like? Yes, that's right, clever and cunning. Let me show you my version of leveling up the state. 18:


Rogue: author's guide

Now more specifically about each stat:

Force: Strength is our everything at the beginning of the game, our nothing at the end. Why? Because strength becomes necessary only until the moment we take the “Lethality” talent. What kind of talent? Among other goodies, it changes the value of strength in the formula for calculating damage and attack to the value of cunning. After this, we only need strength to meet the armor requirements

Agility: Main stat. Gives a lot of good things, has a very positive effect on defense parameters (namely, the ability to dodge a blow, or block it with a weapon) and physical stability. It also directly affects the attack rate.

Strength of will: Guys, we are not berserkers. We don't really need this stat. Then you'll see why.

Magic: With good aggro control on the tank, we almost never require treatment, we make do with small poultices. Let's forget about this stat =)

Cunning The second most important stat. At a certain stage of the game it will replace strength. Affects beliefs, lockpicking, and (!) many robber skills, including backstabs.

Body type: Our focus is on evasion, not on fatness; it’s better to pump up your agility once again. But it’s worth pumping up a couple of times so as not to fall from 2 hits with magic or a hammer.

Rogue: author's guide

Everything is clear here. Poisons- a very useful thing. At the beginning of the game, bottles of acid are generally dumb weapons. Plus, I have so far come across 2 quests where I need to make poison. In Lothering and Denerim.

Belief- since my GG. For any robber it is a must have because it depends on cunning, and you won’t find anyone more cunning than ours.

Combat training- without fail, we are not magicians.

Making traps I advise you to entrust it to another party member, and pump yourself 1 time in order to be able to place them (if you are pumping invisibility).

Having decided on the beginnings, it’s time to find out what makes the robber unique. Our main task is DPS, which increases sharply from levels 8-9. Believe me, a robber is not just there to open locks. When used correctly in a group with a tank and 2 mages (healer and nuker), the rogue is the main source of damage:

Rogue: author's guide

And this is far from the limit.

So how do we achieve this kind of damage? The answer is easy, you just have to hit it in the back. Nature itself gave us the opportunity for backstubs (strikes from behind). We need to use this opportunity, and very actively - at every opportunity. What do we get from attacks in the back? A very large increase in damage (each blow to the back is almost like a crit if you hit it in the face) and up to +4% to the chance of a critical hit. Not bad, really. Now, look how to backstab correctly:


Rogue: author's guide

That is, the closer we are to the center of the “ass”, the higher the damage we cause. The "Ass" itself is marked with a black section on the enemy designation circle. We figured it out here. Now let's look at the table of talents and see those that will make it easier for us to go behind our backs:

Movement in battle: Great talent. No special explanation needed. Where is it easier for you to get to:

Rogue: author's guide Rogue: author's guide

I think you understand me =)

Second skill - Strike of Mercy. If the enemy is stunned or paralyzed, you don’t even have to go behind your back: hits to any corner are considered backstubs with a maximum bonus. After leveling up your talent, I strongly advise you to insert paralysis runes into your weapons, and also actively use the extract from the root of death =)

So, we dealt with the backstabbing. Now we need to increase DPS at the expense of attack speed. How to increase it:

1. Forget about the Sword + Dagger combo. Daggers in 2 hands will never be inferior to this combination in the amount of damage caused. Just due to the attack speed, the chance of a critical hit, and the armor penetration factor. From now on, no swords! It is better to give a good sword to a tank - a fellow party member.

2. Balm of agility. We cook it ourselves - a good friend for increasing attack speed.

3. Talent "impulse". After leveling it up, the razbonik reveals its true potential.

Let's summarize the skills:

Branches that need to be upgraded:

Rogue: author's guide Rogue: author's guide Rogue: author's guide Rogue: author's guide

the rest is to your taste. But in fact, I advise you to spend the remaining points on specialization points.

Equipment theme:

Weapon:

Rogue: author's guide

Characters with the rogue class are comrades who use bows and daggers to kill. They have a fairly high damage rate due to crits and camouflage (use shadows for camouflage). The gameplay for a ranged or melee rogue is very different, but in any case, the robber is a very dangerous and unpredictable enemy. The builds presented below are designed for characters of level 18+; it is at this stage that the full power of the class is revealed.

Master of Shadows

The Assassin specialization for the rogue class is one of the most effective in the game in general. With their overall weak survivability, such characters have the opportunity to inject a huge amount of damage with daggers and move into the shadows from danger using stealth skills. However, the successful use of camouflage is not everything; it is important to learn how to quickly infuse this greatest damage on the enemy. We use stealth, go behind the enemies who are fighting with the tank, pour in what we can and again disappear into the shadows while the skills are on cooldown. In addition to critical hits, do not forget about the skills from the Sabotage branch (weapon poisoning and dirty fighting).

Capabilities: In the Twin Daggers branch, we take flank attack, elusive fighter, double fangs, wounded prey, dance of death, sneak attack, mortal blow, severe chain and spinning blades.

Leveling: The flank attack skill will help you deal quite a lot of damage to the enemy when you emerge from disguise. When modifying the skill, our character will disappear into the shadows again after an attack and avoid retaliatory attacks. Double fangs cause even more damage, but there is no way to escape responsibility for overly arrogant actions. The passive skill wounded prey will make it possible to quickly finish off enemies, but here you simply need a good tank. The Dance of Death, with proper damage indicators, will restore 50 stamina when an enemy dies, which means that it will not be easy to stop us. Next, we take a sneak attack and further strengthen our attacks from the flanks, in addition, the likelihood of landing a critical hit will increase. The mortal blow is also worth taking, it is a very effective thing against bosses. Next, we take a harsh chain for crit and now each of our regular hits increases the chance of crit. It’s worth taking spinning blades to protect yourself from opponents who still managed to reach us, ignoring the tank.

In the Subterfuge branch, we definitely take stealth, evasion and evasion. Stealth will always come in handy, you don’t even have to think about it. Evasion will give you a 5% chance to avoid damage, and evasion will be useful for removing the attention of enemies. The Sabotage branch will require poisoned weapons, infected wounds, and dirty fighting. All this wealth works very effectively against strong enemies.

In the Assassin branch, hidden blades await us, I was not here, a gloomy cloak, a gloomy knife and a mark of death. The skill of hidden blades will make it possible to properly stab an enemy from the shadows and remain unnoticed. The I Was Not Here skill gives a nice bonus to camouflage, instantly restoring stealth after the death of an enemy. The Gloom Cloak quickly hides the group from attacks. The Shadow Knife allows you to deliver a guaranteed critical hit from stealth. Well, the death mark is effective against bosses, giving us the chance to give out additional damage. As a result, we will have a sort of shadow killer, cutting down enemies with powerful critical hits and remaining undetected. Such a character is effective everywhere - both against crowds of enemies and forgiving bosses

Storm Lord

The Storm branch is suitable for bows and daggers. We'll focus on the daggers. When using such a build, our character will be a fairly flexible comrade in terms of capabilities, cutting apart enemies left and right. The trick will make it possible to pass through unnecessary enemies and escape from the environment, while sabotage will increase the damage. In addition, we will have access to: A Thousand Cuts, Ripper. A thousand cuts is preferable, it will look more advantageous. An electric bottle will also be useful, although it is better to bring it to mercury. Using daggers, we also take in the branch of paired daggers a flank attack, an elusive fighter, double fangs, dance of death, sneak attack, mortal blow.

Leveling: Subterfuge is pumped in by default, then we upgrade stealth, thanks to which we will have powerful hidden attacks. Pinned to the wall? There is powder, but with the help of a shadow attack we deal damage at the right moment. In the Sabotage branch, be sure to download poisoned weapons, dirty fighting and a hook on a rope. Next, we go to the Storm branch, from where we add a bottle of cold, a bottle master, a thousand cuts, conquering the storm, a bottle of electricity, mercury and a bottle of fire. A cold bottle will provide some protection and is generally quite useful. A bottle of fire will only give an increase in damage.

Dream Catcher

The dream catcher build uses abilities from the Mechanic branch. This branch is not so easy to use; there are certain difficulties. And you certainly shouldn’t trust such a character to a narrow-minded artificial intelligence, he simply doesn’t use the capabilities as needed, and if in battles with ordinary enemies this can still be somehow tolerated, then in a battle with a boss this situation is definitely not acceptable.

Leveling: However, with proper management of such a character, he looks pretty good. Traps and mines work great and are combined with the sabotage and subterfuge branch. And here we need to use a bow as a weapon.

Capabilities: In the Shooting branch, we take the skills needed for a bow, namely: long shot, archer's spear, first blood, explosive shot, chain reaction, death from above, jump shot, pincushion and mastery limit. The pincushion increases damage to one target, here each next arrow will hit 5% harder, very effective against thick enemies and bosses. Ability the mastery limit gives a chance to inflict huge damage to the enemy with maximum health at the beginning of the fight. In the Sabotage branch we take a trap with garlic, does it hurt?, on a sore spot and throwing blades. The garlic trap effectively slows down enemies that break through. Ability What, does it hurt? restores stamina after a critical hit, this skill is very useful. A skill that hits a sore spot will allow you to deal significant damage even to a heavily armored enemy. An improved option is blade throwing, which can be used to break the defense of many enemies at the same time.

Well, in our main Mechanics branch we take a trap with spikes, a convenient opportunity, a hail of arrows, a retreat plan, a trap on edge, elemental exchanges and seven for one. The spike trap not only does a good job of wounding, but also slows down enemies. Hail of Arrows is a good attack ability,increasing the rate of fire. Before a serious battle, do not forget about the retreat plan skill, it will allow you to escape from certain death. Armed Traps increases the damage from our traps. But elemental mines will have to be selected individually for each enemy. Seven for one increases the chance of a critical hit by 5% for the entire squad.

Strike from the Shadows

In fact, if we put the bow aside, take the daggers and look at the skills, we will see that the robber is very, very diverse and can be upgraded in different ways. Several active and many passive skills give us a high critical rate, in addition, we can weaken with poison. In addition, unlike an archer, we will not need to use camouflage and choose the right position, spending valuable points on this; everything can be thrown into much more effective skills.

Capabilities: In the Twin Daggers branch, the following will come in handy: flank attack, elusive fighter, wounded prey, harsh chain, spinning blades, double fangs, dance of death, sneak attack and mortal blow. In Subterfuge we unlock stealth, shadow fusion, sneaking, evading, shadow attack, stealth, disabling powder and mercy killing.

Merging with the Twilight is an improvement in stealth; the skill allows us to hide in the shadows instantly, while our negative effects disappear. Mercy Killing allows you to consistently score critical hits on panicking, sleeping, or stunned enemies. In the Sabotage branch we take poisoned weapons, dirty fighting and explosive toxin. Explosive Toxin increases the damage from poisoned weapons, and enemies will now also explode, spraying poison.

Dragon Age: Inquisition - Rogue Guide was last modified: February 4, 2015 by admin