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Flight from Ferelden

So, after watching the introductory video, you are finally given the opportunity to take control of your hero or heroine. For now, you'll be going through a little tutorial so your enemies won't be too hard, and all of your health/mana/stamina will regenerate quickly.

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

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

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

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

It turns out that Sir Wesley is very badly injured and he can’t help you in any way, so his wife, Aveline, will join you. Aveline is a very good warrior who specializes more in sword and shield. Wesley, along with your mother, will simply move behind you to keep out of all sorts of skirmishes.

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

Before you go any further, make sure that you didn't miss anything and that you were able to collect everything that was there. So, how to get ready, then go to a very large clearing. Here you will have a battle with an ogre, which is much stronger than the previous one. As support, he will have improvised creatures of darkness. A little later, more reinforcements will arrive.

After a short scene passes, then join the battle with this ogre. This ogre is more difficult than the previous enemies, but it should not be critical for you, so when the battle is over, then watch another video in which a huge group of adventures of darkness will come to you. The only thing we advise you is to save a couple of cans of healing for the next battle.

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

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

Kirkwall - Arrival

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

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

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

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

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

You will not be able to get bribes from both. If you were bribed once, then the second time there will simply not be such an opportunity. If you offer, then you will simply be attacked by those from whom you ask for a bribe. In any case, go back to your employer from whom you went to get money, then go back to Gamelin and your conversation with your uncle will finally complete the Prologue.

Act - 1

Finally, exactly one year has passed since the moment you entered the service of mercenaries or smugglers, so you are now a "free bird" and can do whatever you want. From the opening cutscene of the first act, you learn that a certain person named Bartrand is trying to organize an expedition to the Deep Roads in which you need to take part. But unfortunately, Bartrand will not share your ideas and desires. After watching the next video, you are joined by a dwarf named Varrik - an archer or crossbowman who never parted with his beloved crossbow named Bianca. He is also the younger brother of Bartrand. He has his own plan for how to arrange his expedition to the Deep Roads. After talking with Varric, you will receive the quest "Business Talk" and "Campaign to the Deep Roads".

Hike to the Deep Roads

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

business conversation

So, talk with Varric at the Hangman Tavern. This conversation is the beginning for receiving many tasks. In general, during this short conversation, you will receive a task called "Pacify".

appeasement

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

Go to the Ferelden Lyrena Goods Shop (located in the Lower City). In general, no matter what you tell her, she will tell you that the mysterious Gray Warden named Anders arrived here and made a hospital in the Cloaca, where he tries to help all those who need treatment. And most importantly - completely free. That is where you should be going.

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

At the exit from this shop you will be met by a crowd of violent refugees. They thought you were supposedly trying to do something to their precious healer. You can reassure everyone by saying that you are also from Ferelden (in the dialogue "We are on the same side"). Thus, you will receive an increase in experience and an additional increase in friendship with Aveline for being able to solve everything peacefully. If you choose other answers, then all this ardent crowd will start attacking you. If you choose the aggressive response option for them, then you will get rivalry points with Aveline.

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

So, move to the Church at night. You do not have to take Anders with you, so you can go there with any team. Talk to Anders and you will automatically go to the Church. Here you finally find Karl and with him a large detachment of templars. Ordinary templars will not be a problem for you. Another thing will be with Templar Lieutenant and Templar Hunter, who have large reserves of strength and health. Hunters are like killers, so they can go invisible and stab you in the back, it makes sense to keep track of all the members of your squad.

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

Long way home

Move to the camp of the Dalish elves, which is located on the Broken Mountain. Here you need to give the amulet (which Flemeth once gave you) to the Keeper Maretari. Soon she will ask you to take the amulet to the very top of this mountain in order to perform some kind of mysterious ritual. You will be helped in this matter by her ward named Merrill. She is waiting for you near the settlement of the Dalish elves. After a short conversation, she will follow you, but until she joins you as an ally.

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

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

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

When the cutscene plays, go back to the cave. You will automatically be transferred to the very beginning, almost straight to the Keeper Maretari, and then straight to the Kirkwall Elvenage, where our friend Merrill will now live. If you promise her to visit her, then you can get a couple of points as a rivalry with Fenris. After you talk to Merrill in the local Elvenage, the current task will be completed and you can continue to take her to your group as your ally. As you already understood, Merrill is a blood mage and she cannot learn healing magic in any way, therefore she focuses more on attacking and damaging enemies. Merrill is also romantically interesting to either gender.

Friend in the City Watch

Chat with Aveline in the Viceroy's castle. After this conversation, you can take her again as a full-fledged ally.

New house?

Now it's time to visit Hamelin's house in the Lower City. Among other things, you can also find a chest there to store your things. Further, it all depends on the installed add-ons.

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

Here you can even order runes, potions, poisons and bombs, without having to constantly run around Kirkwall looking for the things you need.

Act -1: Storyline

Prodigal son

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

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

So, from Samson you will learn that the boy did not have money, so he sent him to his friend named Rayner, who at times was engaged in the slave trade. According to Samson, you can find Rayner in Porto, where he has his own private marina. It's time to go to the marked building. Keep in mind that there will be a lot of robbers who will not be very happy with your arrival. In addition to enemies, you will also stumble upon traps there. As you clear your way by killing the first two packs of enemies, then move to the arrow of your quest. Here you will witness a rather sad scene where a cornered magician girl becomes instantly possessed, so you will have to fight not only with the robbers led by Rayner, but with this girl.

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

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

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

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

act of mercy

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

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

Arranging with him would be completely unrealistic. He will attack you immediately after a short speech. You will have to kill not only him, but also a couple of apostate mages along with the wicked. The remaining magicians will ask you for help to get out of here. If you agree to help them, then you get rivalry points from Francis and friendship points from Anders. If during the dialogue you speak negatively about Decimus Blood Magic, then you will receive friendship points from Anders and rivalry points from Merrill. If you just keep silent, then you will receive friendship points from Merrill. In addition, you can persuade Grace to return back to the Circle of Magicians completely voluntarily. In general, in the end, get out of this cave. Keep in mind that on the way to the exit you will still be ambushed more than once. So, when you get out, you can still cut the squad of templars or not. If you slaughter them, then you will get friendship points from Fenris and rivalry points from Merrill and Anders. In any case, Trask will always support you!

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

Enemies Among Us

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

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

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

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

Powder Hopes

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

Clear your way by killing Qunari along the way. Among them will be Saarbas - in the translation Mag. As you find yourself in the cave, then be extremely careful, because here you will find several traps, in addition to packs of qunari, who want to tear you to pieces. But even though they overwhelm you with numbers, they don’t really represent anything serious. But when you run into their leader, certain problems will arise. In addition to the fact that their leader will be the most powerful hand-to-hand warrior, he will also be in the company of a very strong magician. It is highly recommended that you first fill up the magician. Stun, paralyze and poison him - in general, use all types of weapons. Try not to let him use his mass spells. After you defeat all your enemies, then collect all the loot and after that, return back to Kirkwall. You need to find Jarvis. He is in the port at the headquarters of the Qunari, during the daytime. A Qunari guard will let you in. Isabella will temporarily leave your group here, if she was in your team. Walk forward a little and soon you will meet the Arishok himself in person. If you have Fenris in your group, then you will get some additional dialogues, but they do not really affect anything. At the very end of the conversation, Jarvis will suddenly leave the Qunari headquarters and then Arishok will soon offer to do the same for you. But this is so far...

Wolves in sheep's clothing

This quest appears in your journal under Rumors. An unknown member of the Church roams the Lower City and searches for the Qunari for no apparent reason. After you complete a few story missions, you can go to the Lower City at night and find this lady there. She will try to hire several people who will soon try to kill her. Deal with these bandits and burn with this servant of the Church. She will introduce herself as Petris. Impressed by your military successes, she offers you a new job. For all additional details, meet her at one of the houses in the Lower City.

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

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

Friends in the Meager Lands

This quest will appear only if, upon completion of all other story quests, you have not collected 50 gold coins for the long-awaited expedition on the quest "Journey to the Deep Roads". In addition, there is such a bug that the task will appear when you have too much money.

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

Companion Quests

Aveline - As It Should

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

So, read the schedule of local patrols. Soon, a guard named Brennan will start talking to you, who was supposed to patrol alone in the area where the ambush was. She will tell about a certain package that she was supposed to convey to the captain, but she could not convey it - a new patrol came and she handed everything over to the guard Donnik. Aveline figures out that Donnik is to patrol Lower City at night. Move right there now. Soon you will see that they want to kill Donnik. Soon, from the package for the captain, you will learn very interesting information. Note that you will be able to take a fine shield from the leader of these attacking thugs.

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

Bethany/Carver - Family Matters

Talk to your mother in Uncle Hamelin's house. After that, ask your uncle about your grandfather's will. Next, you should talk to Bethany or Carver (depending on who you play). Bethany will be positive about her grandfather's will, but Carver will be too pessimistic, but in any case, when you agree, you will receive a key to the basement of the family house. The basement is located in the city sewer, so you have to go to the Cloaca. The Underbelly is inhabited by those who do not have enough to live in the Poor Quarter or just those who have some problems with the law. In general, go to the Cloaca. The entrance to the basement will be located in the northeastern part of this area. Nearby is a local hospital. As you find yourself inside, then be extremely careful, as there will be a lot of traps. In the room, which is located to the southwest - enemies led by one magician will attack you. When the battle subsides, then take the key to the family treasury from the magician's body. In the treasury you will find a family chest with a will. Somewhere in the center of this location is a room where you can find a gift for Bethany or Carver (depending on who you play). If Bethany is with you, then in the chest you will find a portrait of your mother in her youth, and if Carver is with you, then there you will find a letter from your father's friend, a magician named Tobrius. In any case, you will receive a new task.

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

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

Portrait from the past

Just give the portrait of your mother to Bethany.

family history

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

Fenris - Free Cheese

The building will become available only after you talk to Varric and the "Business" task will be considered final. Upon arrival home, you will receive a letter from Miran or Athenril (depending on your choice in the past), where you will be offered a job with a certain dwarf named Anso. To clarify all the details of the work, you will have to meet with this dwarf Anso at the bazaar, which is located in the Lower City and keep in mind that the meeting is scheduled after sunset. Be alert and careful, because after sunset, the area is full of bad guys who are ready to cut someone's throat. If you betrayed Meeran in the past (in the Prologue) and took a bribe from Friedrich, then Meeran, along with his mercenary, can attack the UPU near the meeting point with Anso.

Anso is a very nervous dwarf who is generally discouraged from going out at night. In general, he will ask you for one favor: someone stole his goods, so he wants to get it back. If you start pressuring him about what kind of product, then he will whisper to you that this is lyrium for templars. If you agree to help him, then you will receive rivalry points from Aveline, who for the most obvious reasons is unhappy with this level of smuggling.

According to Anso, the thieves who stole his goods are in a house located in the Elfinage area, that is, the northeastern part of the Lower City. Go right there. The house you need to break into will be very small, but even here there is a place for traps, so be extremely careful. And by the way, an ambush is waiting for you right there. As you kill the enemies, then carefully inspect the chest, in which, in theory, the goods of the dwarf Naso should lie. After that, go outside. Outside, you will meet a fairly large group of slavers who definitely did not expect to see you here. In the end, they waste no time pouncing on you. In addition to archers and swordsmen, there is also a magician here, whom we recommend that you kill first.

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

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

Danarius' room is located on the second floor of this house and is currently locked. To open the doors, you will need a key, which can only be obtained from the Demon of Fury. This Rage Demon will attack you like all the other enemies in the northeast part of the house. Once you get the treasured key, go back to the doors and open the room. After you open the doors, you are greeted by a squad of enemies led by the Secret Horror. It will not be difficult for you to deal with him.

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

Fenris Hired

Just talk to Fenris in your house.

Varric - Questions and Answers

The task will appear after you go through a certain part of the storyline (which part is not clear). In general, go to the tavern called "The Hangman" and talk with Varric.

Isabela - Only Fools Rush Forward

The moment you re-enter the Hanged Man Tavern (usually when you go there on Varric's Q&A quest), you'll meet Isabela (you might have known her if you've played Inception) - she's a former ship captain. If you talk to her after she sorts out her problems, she will offer you a job. If you agree, then you will have to escort her to the place where a duel with a character named Heiderm will take place. The duel must take place in the Upper City. Isabela has suspicions that her opponent will go against the rules.

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

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

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

Isabela's connections

Talk with Isabela in the Hanged Man tavern and she will tell you there about her friend named Martin, who needs your help. After that, the task will be completed.

Welcome Home

Chat with Merrill in her new house. If you are very friendly with her, then you will definitely get friendship points with her.

Such Pretty Criminals

Talk to Merrill again.

Conversation with Anders

Talk to Anders in his clinic.

Act - 1: Non-story quests

Bone Pit

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

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

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

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

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

Back to Work

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

It was yours - it became ours

You can receive the task in the Hanged Man tavern from a friend of Isabela named Martin, but taking into account the fact that you spoke with Isabela on the assignment "Isabela's Connections". So Martin lost his cargo when he was attacked by pirates and he has a hunch that his lost cargo is somewhere in Kirkwall. If you start questioning him in more detail, then he will soon admit that he himself was engaged in robbery as a couple, but now he has repented and stopped, so he does not do it anymore. He now wants to start the life of a law-abiding man. If you agree to help him, then get friendship points from Isabela and Aveline.

During the day, head to the Port of Kirkwall. After talking with the loaders, they advise you to go to the head of the port. The harbormaster will send you to an assistant named Aden. Aden will require you to give him money and if you give him this bribe, then you will receive rivalry points with Aveline. You don't have to pay him if you don't want to. If you have not paid, then return back to the Port at night. At night, you can read the document on the Harbor Master's desk. From the document you read, you can find out the location of Martin's lost cargo.

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

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

First Victim

Once you're in the market square in the Upper City, read the ad for a character named Ghislaine De Carrak, who is looking for his lost wife. The injured man will be standing in the same square, just a little higher up the stairs. You can catch him arguing with the guards, who felt that the disappearance of his wife was a family matter and the guards did not need to intervene here. Ghislaine will tell you that his beloved wife loves men's companies very much, so she most likely ran away with one of her lovers. But the thing is that the relatives of the missing woman began to suspect the husband himself, so he wants you to find his wife and drop all charges against him. If you agree to help him, then you get rivalry points from Isabela.

So, from the leads you are given only a tip on an elf named Jitann, who works at night in a brothel called "Blooming Rose" (located in the Upper City). Ninette (Ghislaine's wife) visited him often enough. If you ask him, then he will answer you that he has not seen her for several weeks and that a templar named Emeric asked about her just recently. In addition, Jitann will say that you can find the templar in the Underbelly, so head there.

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

Based on the investigation of Emeric, the traces of the magician Maren lead to an old foundry, which is located in the Lower City. You should go there at night. When you get there, you will see that some kind of magician is hiding in the door gap, on the second floor. Literally immediately you are attacked by ghosts and the Demon of Desire. As you defeat them, you will rise to the top and in a pile of human remains you will find Ninette's ring.

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

letter of instruction

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

Unsolicited salvation

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

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

Magistrate's Order

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

A new location will open on your map - go there. When you are talking to the soldiers of the magistrate, you will be suddenly interrupted by an elf named Elren. You will recognize him, for which they imprisoned a fugitive criminal. Elren wants you to kill this scoundrel, while arguing that the court supposedly will let him go anyway, since the criminal did not touch people, only elves. It's your choice to promise or not. Your decision will not bind you to anything. In general, as you decide, then go inside. Undead, spiders and bandits will live in these ruins. From one of the spiders you can get an ingredient called Silk Gland, which is needed by Solivitus on the "Herbalist's Quest" quest.

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

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

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

Herbalist Quests

This quest is given by a herbalist named Solivitus. There is a herbalist in the Casemates. The quest can also be accepted if you find one of the important ingredients for the herbalist (you can get two ingredients long before the conversation with Solivitus). So, the herbalist will need: Dragon Fang - you can remove it from the Adult Dragon on the instructions "Bone Pit"; Spider Silk Tongue - You can remove it from a poisonous spider that you kill in the quest "Magistrate's Order" and Ironbark.

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

Unfinished Business

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

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

In Porto, at night, you will first come across a squad of enemies that are chasing Price. The fight with them will be quite serious, as there are three waves of enemies, in which there will be many warriors and an archer, while the most serious enemy will be the killer who will attack during the second wave. But as you deal with these enemies, then talk with the guy and you can offer him to pick up all the values ​​​​of Atenril (what he carries) and build a new life for himself with his sisters. In general, if you hand over everything to Atenril, then you will receive a reward, but if you then let Price go and tell the truth to Atenril, then you will receive rivalry points with Varrik and Carver. But if you cheat by saying that supposedly things were stolen, then you will receive friendship points from Varric, Aveline and Carver. But in any case, if you let the guy go, you don’t get rewards, but in the last situation, she will at least promise you to adjust the work in the future. If you return all goods to Athenril, then you will receive rivalry points from Aveline.

If you chose Meeran in the Prologue, then you will need to meet him in the Lower City. Meeran receives an order to kill a lord named Harriman, but things don't go according to plan and he fears that his people might die.

Go to the Port when the sun goes down and soon you will come across Gustav (Meeran's subordinate). The guards will attack him. As you deal with him, a conversation with Lord Harriman will automatically begin. Now you have to choose - to kill him or just let him go in peace.

If you ask why they want to kill the lord, then you will hear the desired answer, but you still have to kill him, while you will receive rivalry points with Varrik, Carver Aveline, but if you just kill him without any question, then you will receive rivalry points only with Aveline.

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

miracle workers

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

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

Secret Meetings

When you visit the Hanged Man Tavern again, you will soon notice a very strange lady. The lady will have a task for you: she will go to the Port at night, where the pirate captains live and deal with everyone there. If you also carefully listen to what they will discuss there, you will also receive additional rewards.

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

Change Your Nature

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

Dark Epitaph

The task will be available to you if you imported the hero from the first part and at the same time spared Avernus in the past at . If you did everything that way, then you will soon find a messenger on the corpse, which will be on the Ragged Shore - Avernus's experimental potion. If you drink this potion, then you will get an additional two points to the characteristics. In addition, there will be a letter from Avernus. The letter will be addressed to the Warden Commander of Ferelden from the Warden Commander in Weishaupt Fortress. The potion can be drunk immediately and it will not cause any side effects. You will have to put the found letters in a barrel, which is in the foundry. A little later, you will receive a reward from the Gray Wardens for sent messages.

conspirators

The task will be available if you imported a character who decided to burn Amaranthine during the Awakening walkthrough. The task will be given to you by a sister named Joanna, she will be in the Lower City. In general, you will have to find and kill four nobles who fled Ferelden after they tried to kill the Warden Commander. Location of the nobles: the first will be located in a brothel called "Blossoming Rose"; the second will be located in the High City; the third is located in the Port, but can only be found at night, and the fourth can be found on the Broken Mountain.

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

The Last of the Kind

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

Street Cleanup

The quest chain is that you have to clear several streets of Kirkwall at night. So, you need to clear: Port, Lower City and Upper City from robbers. After you complete any of the above written tasks, then a lady will come to you and will be marked as "Friend". She will praise you for the work done and promise you a reward in the future. To get what the lady promised, you need to go to the tavern called Hangman (at night), and look for the lady in one of the rooms. As you deal with the remaining gangs, then talk to her again and get the rest of the reward.

sharp thorns

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

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

Riots at the Pier

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

Night Deception

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

Lost and found

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

Home Accounting

You can get the task only if you imported the Gray Warden from the last part, who sided with Harromont. You can find these documents from the corpse, which will lie on the Ragged Shore, in a location called "Crossing the Dead". You can get there on the assignment "Powder Hopes". As you find the item, then return it to the gnome who lives in the High City.

Scar in a Bottle, Issue Year 5:34, Sacred Era - you can find this bottle in the west room of the Viceroy's castle. When you find it, you only need to give the bottle to the elf, who is located in the Lower City (southwestern part of the location).

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

Seal of House Talvayn - you can find the signet in the cave, which is located on the Broken Mountain. Through this cave you go on the assignment "Long Way Home". When you find this signet, then return it to the representative of the house Talvane, who is located in the Upper City location.

Toe of the Perfect One - you can find this relic in the box, which is located in the room of Jithanna on the "First Sacrifice" quest. You will have to go to a brothel called "Rose Bloom". As you find this relic, then return it to the dwarf, who is located in the Lower City.

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

Dalesdottir shawl - you will have to look for a shawl in the daytime, in a tavern called "The Hangman". Once you find the item, return it to Mais Daylsdottir, who will be located in a brothel called "Rose Bloom".

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

The remains of Sister Plint - you can take the remains of your sister in the location of the Cloaca, near Danzig, which you will meet on the assignment "Prodigal Son". As you find the remains, then return them to Brother Plint, who will be in the Church.

The tip of the Sword of Eustis - you can find this item in a bag, in a mine called "Bone Pit", which you will enter on the "Bone Pit" quest. As you find the little thing, then return it to the guard named Eustis (she is in the governor's palace).

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

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

Red Bud - This flower is located in the Ragged Coast. Once you find it, return it to Dalien Shau, who lives in the Underbelly area.

Act - 1: Final

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

When you are engaged in the selection of characters in the group, please note that during the expedition you will not be able to choose a new composition. In this part of the game, Varrick will be in your group in any scenario. After you figured out everything and go on a hike, you stumble upon your first serious obstacle - a collapse. The miners will argue that they will not be able to clear the path, but going to the side is also not an option, since there are a lot of darkspawn there.

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

Either way, go explore. Darkspawn will soon be on your way - as it should be in the Deep Roads. In the end, you will come to a clearing, where there will be several "fat" chests that no one will even guard. At this point, anyone will have any doubts. In general, the enemies will not make you wait for their arrival. As you climb the stairs to the door, you will suddenly be attacked by a group of spiders led by just a huge spider. Keep in mind that its large size is its own weakness. Due to the very large dimensions, he will not be able to climb the stairs, so if you can stand on the steps higher, then you can just shoot him without any problems. As a result, the enemies will be defeated without any problems. After the battle, go a little further and destroy all the creatures of darkness that come across along the way. Eventually, you will arrive at a healthy Sandal. After you talk to him, he will return back to the camp, and you can continue your exploration of the tunnels.

Almost a few steps further, a new ambush awaits you. The new ambush differs from the old one in that there will now be an emmisar in the group of attackers, so we recommend that you be extremely careful. As you deal with the enemies, then continue to move on. Soon you will come across a ladder - go up it and find yourself in a room where there will be only one ogre. His loneliness is compensated by the fact that there are just a bunch of traps around him, they are scattered throughout the area of ​​\u200b\u200bthis room, so it's best to lure the ogre to some safer place or to a safe area. In general, it all depends on your game tactics and the composition of your group. After you kill the ogre, then move on and you will finally see a way out of this place. The exit will be guarded by an ordinary dragon (not the Highest). The dragon will start the battle with you all alone, but after a few minutes he will start calling his cubs to help him, so keep this in mind.

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

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

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

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

So, now get ready for the toughest battle in the whole of Act 1 right now (some even claim it's the toughest battle in the entire game). Let's start with the fact that you are attacked without any negotiations and dialogues. The Stone Spirit will have several unique and very powerful hits in stock, so ranged characters have a number of advantages due to the distance. It is important to keep your characters as far away as possible, as with his powerful blow, he can send your mage to the other world without any problems (even at full health). In general, if you correctly and correctly guide the actions of your heroes, you will be able to dodge almost all the attacks of this Boss. It is not possible to dodge only one attack - attacks with electricity (at a distance), which hits everyone, but pleases that it does little damage.

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

If you previously accepted the demon's offer and agreed to have him accompany you, then now he will only require you to take the key and leave the Crypt, but here you can give Varik the opportunity to talk with him.

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

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

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

Moving forward, Anders soon reports that there is a danger ahead that comes from the creatures of darkness - he feels them like the Gray Wardens. Do not be afraid to see the crowd ahead, they will be weak, there will not be any particularly dangerous threat from them. As you lay down the whole crowd of creatures of darkness, then at the last stage a group consisting of Gray Guardians joins you.

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

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

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

Act - 2: Storyline

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

Kuhn requirements

You will receive this task immediately after you talk to the governor, but the full completion of this task will not be until the end of the second act, so there is nothing to worry about yet.

Explosive Service

The Viceroy is very worried, not only because of the even more growing confrontation between the Circle of Magi and the Templars, but also because the Qunari have not left the city. He will tell you that you should go to the Arishok, but why is still unknown. All that is known is that he demands that you come to him. Even called you by your first name.

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

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

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

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

You can either let go or kill the gnome - the choice is yours. Note that Aveline and Varric will not approve of killing a dwarf (you will get sp = rivalry points with them). Go to the dungeon, where the map of Kirkwall will open for you with a new location - a fallen bottle. Go to this street, where the elf will be located. As you arrive there, you will immediately meet with a group of city guards, who will be commanded by Sir Macon. From him you learn that something happened in the alley - apparently someone tried to use the Kunar recipe. As a result, the guards try to block off some streets. You will need to convince Macon that you can deal with everything. If Aveline is in your group, then she will speak with the guards, after which the conversation will take place between you and her. If you answer with a joke, you will get a few points towards the rivalry with Aveline, if you choose any others, then you will get friendship points.

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

The sequence of overlapping barrels is not a fundamental option. After each massacre, a lever will appear under the corpse of the enemy (the first option is an exception). Each time you cover a barrel, the damage you take from the poisonous gas will decrease. And keep in mind that you will not be able to block the barrel until you defeat all the enemies, even if you have a lever.

As soon as you close the last barrel, then the poisonous gas will no longer be dangerous for you. Soon a sick elf will appear. And the conversation with her will end in a battle. Solving problems peacefully simply does not exist, so kill her with a clear conscience.

After defeating her, then return back to the Qunari Camp and tell the Arishok about what happened. Tell him the real story of what's going on. Next, you must listen to his speech and go along with your report to the Viceroy. On this task will be completed and you will automatically receive the next one.

Profit and Loss

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

Find and Lose Again

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

Head to the church during the daytime to speak with High Priestess Eltina. In one of the central halls, you will soon be met by the already familiar girl Petris. It turns out that Petris has already been promoted right up to "Mother". On the spot, she will very easily hand over her former accomplice - he will be a very fanatical templar named Vernell. Vernell has held citizen meetings that are extremely negative against the people of the Qunari. So Varnell is somewhere in the Cloaca area.

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

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

Note: Although the journal will not say anything, you can easily talk to the Arishok about what happened here (after you finish the task), in return you will listen to the Arishok's personal opinion about you and about the Viceroy.

Prime suspect

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

The prime suspect at the moment is an Orlesian named Gascar Dupuy, who has recently arrived in the city. It turns out that he made inquiries about the girls. You will need to get into his house, which is located in the Upper City and find evidence confirming his involvement in the girls - or vice versa, innocence. In general, go to Dupuy's house.

As soon as you enter his house, you will be attacked by ghosts, which will be led by the Demon of Wrath. As you defeat him, then go up the stairs and go into the hall in the center, where you will be attacked by a couple more ghosts. Further in front of you there will be two doors: in the room on the right side you will find a jar of blood, which will indicate that the owner of the jar knows Blood Magic; behind the left door there will be a ladder. Climb up this ladder and soon you will find a note where Meredith (Head of the Templars) will apologize. In addition, there are two more doors nearby. In the room on the right side you will find a chest with women's things, and in the left room there will finally be Dupuy himself in the company of some girl who will scream about the attack and kidnapping. Dupuis will begin to excuse himself by allegedly detaining this girl and using Blood Magic in order to find the real maniac who killed his sister. There are two options for you to choose from:

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

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

All that's left

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

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

Method two. If you once spared Gascar Dupuis and did not tell Moira about everything, you can find him (as he said) in the Cloaca in the south of the location. By using Blood Magic, you will automatically be transported along the tracks.

As you find yourself in the foundry, then move along the bloody spots and soon find yourself at the hatch. Get down. After descending, you will immediately be attacked by a couple of ghosts and the Demon of Wrath. Once you kill him, move on. In the exit to the next room, you can find the lost amulet of your Leandra Hawke. Go down again and fight the Demon of Wrath. As support, the demon will have ghosts, possessed and resurrected corpses. After all the enemies are finished, then turn your attention to the portrait that hangs over the fireplace - the girl depicted in the portrait will be very similar to Liandra.

Go further and soon you will need to go down even lower. Here you are already waiting for the real killer, who was constantly tracked down by Emeric. If Gascar Dupuy arrives, the killer will speak with him, and you will finally find out what Dupuy wanted. If you choose the option with an asterisk, then you can convince Dupuy to give up his intentions and take your side. Otherwise, he may side with Quentin and attack you. Other than that, if Varric is with you, then Dupuis can give up everything and remain neutral.

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

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

Following Kun

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

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

Head to the Church at night and see what's going on there. After that, talk to Petris. Together with her, fanatics will arrive in this Church, and at the very end of the conversation, you can’t get out of the fight with them. But fanatics will be bad warriors, which naturally only plays into your hands.

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

Act - 2: Non-plot quests

Herbalist Quests

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

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

Dalish Tattoo Ink - You can find this item in the Dalish Elf camp.

Heart of Varterall - You can find this ingredient only during a personal task from Merrill. Merrill's quest is called Reflection in the Mirror.

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

Pirates on the Cliffs

When you walk along the Ragged Coast, a little lower, where you found the missing Qunari squad, you will automatically receive a building to deal with a bunch of pirates. Going a little lower, you will notice a detachment of guards, which will be commanded by a lieutenant named Harley. She will tell you that marauders have settled on the cliffs, who serve the very famous pirate Ivets. But at the moment there will be no leader of the pirates, there will be his deputy - the Blood Mage Fell Order. The guards are unable to deal with these marauders, in addition to this, they are very much afraid of the Blood Mage. The lieutenant is waiting for reinforcements to arrive, but they are not there, and then only you appeared.

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

Varric, along with Isabella, will not take this at all. Be careful, as there will be traps that stand on every path and on the outskirts of the pirates. If you yourself cannot neutralize them, then we recommend that you take Isabela or Varric to the team and quickly run through all the traps. There will be three types of traps here: poisonous evaporation, fiery explosions and those that will slow your movement.

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

Don't forget to search the corpse of the magician, as we will start with such a thing as "Flexible Chain" - this is a guard pattern that is an upgrade for Aveline's armor. The item is like a single cell for runes. In addition, take a piece of sail from the corpse, from which you will receive a new task. As you finish with all the cases, then go to Jalen for a worthy reward.

Nightmares

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

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

After you choose three companions for yourself, then go to the Shadow. If at the time of the conversation with Meretari Merrill was among your characters, but you didn’t take her to the Shadow at some point, then you will get rivalry points from her, and if you take it, you will get a little less rivalry points. If Anders is in your group, then upon arrival in the Fade, he will take the form of Vengeance and you can talk with him a little about this.

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

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

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

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

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

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

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

Some of their

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

After talking with him in the Upper City, it turns out that he has already managed to figure out the one who, in turn, sold you. This scoundrel turned out to be a character named Sabin, in addition, he, like you, escaped from Lothering. Time to talk to him in person. If you agree to immediately talk to him, then you are transferred to the interrogation room.

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

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

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

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

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

After you settle the problems with the Society, then finally go to Brekker. He will be located in the dungeon of the Society, which is also located in the Underbelly. And be extremely careful, because along the way you will meet a lot of traps. After carefully examining the dungeon, in the end you find Brekker. After a conversation with him, any dialogue leads to a fight. After the massacre, the task ends. You just have to go and tell everything to old Hubert, who subtly hints that it would be nice if you visited the people who work in the mine from time to time, so that in the future there would be no more such problems.

Crawling in the Cave

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

Cave of the Dead

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

Search Kirok

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

Go to the Lower City and near the armor merchant you can find the very blacksmith who can probably forge a large batch of picks. The blacksmith will tell you that he will sell a large batch of picks for only fifteen gold pieces! Of course, there is no way to persuade him to drop the price, so you have to buy picks at that price. In general, after the purchase, go back to Jansen and hand over the task to him.

Fool's Gold

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

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

It's time to go back to the Deep Roads and find the children of Yevlen. At some point, in the Deep Roads, you meet one of the brothers, whose name is Emrys. In a conversation with this dwarf, you can decide which of the two remaining brothers you will go first. Keep in mind that the one you follow first will remain alive. You can't save two. In addition, in any case, you will be forced to fight off a large pack of darkspawn, a couple of which have emissaries in their ranks. And also keep in mind that at some points spiders will unexpectedly attack you.

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

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

As soon as you get out of the Deep Roads, then on the surface you are met by a new group creatures of darkness. In the group there will be not only ordinary creatures of darkness, but also an ogre along with an emissary. After you deal with all the enemies, then go back to the Yevlen dwarf and take a worthy reward.

Act - 2: Secondary tasks

The Lost Watch

The task is given to you by a Qunari warrior who will stand near the entrance to the port. He wants to find out where the patrolmen who were sent to the Ragged Shore have gone. You are suspected that it is you who are to blame for the murder of the patrol. In general, go to the place indicated to you by the Qunari warrior. The Qunari will indeed be dead, and among their remains will be a possessed wandering with a group of ghosts. Without thinking for a long time, they attack you. Once you've killed them all, then return quietly back to the port and tell the Qunari warrior about what happened there. As a reward, you receive one gold coin and a nice two-handed sword called Binky's Comfort.

Feeling the Fallen

In this quest, you will need to collect all the amulets of the killed hunters (there will be three in total) when you inspect the cave with the varterall on the assignment from Merrill called "Reflection in the Mirror". After that, you can return to the Keeper Maretari.

Midnight Meeting

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

"I'll catch up - I'll kill!"

In the bright hall of the town hall, panting and slipping on turns, a formidable horned humanoid runs between the columns. He brandishes a huge sword, catching up with a puny archer who dodges, trying to get as far as possible from the point.

“Well, what good is that? the fleeing archer thinks grimly. “I, the famous Garrett Hawk, without five minutes the hero of the whole city,” and I’m running from some stupid Qunari. Why didn't I join the military?"

“Garrett shouldn’t have agreed to a duel,” the team standing at a distance laments to itself. “Now I would calmly stand under our cover and beat the horned creature with a bow.”

"I'll catch up - I'll kill," the qunari thinks, makes a dash and again gets hit in the face with a fiery arrow. “I won’t catch up - at least I’ll warm up.”


At the beginning of last year, an amazing event happened: for the first time in the seven years of the existence of the LCI magazine, the game received the highest possible rating. This game was dragon age: Origins. It earned a magazine rating of 100% and deservedly so, turning out to be an almost flawless role-playing game and a real breakthrough in the genre. Making the second part of the role-playing series, bioware decided to take the risk. The developers have greatly changed the role-playing and combat systems, interface, dialogues and story canons.

The strange young dwarf is still creepy. A good guy, but it hurts unearthly.

And here is a cameo - an elf familiar to us. Over the years, his habits have not changed at all.

The foundation gameplay remained the same: the hero visits different locations, recruits a team, talks with people and fights with... bad people. But a lot has changed in the details. The names familiar to us are heard only at times, in idle conversations (only a couple of times the characters we know will flash in rare cameos). The action takes place not in Ferelden, but in a completely different country. The plot unwinds already without any participation of evil archdemons. And the wildest thing is that this time no one is saving the world and the scene is one single city.

Weird? Weird. Let's take a look at what BioWare has come up with as a result of bold experiments with Dragon Age 2.

What is the wise dwarf sitting for?

It all starts with the templar prison, where a new prisoner is brought. However, contrary to the canons of the genre, it turns out not to be the main character, but a dubious-looking dwarf with an impudent physiognomy. During the interrogation, the dwarf, for the appearance of breaking down, begins to tell a story. Here it is just about a hero who can really only be of one race - human (alas, we are now unable to choose the origin of the hero and his race).

Dubious appearance is still a mild epithet in relation to this dwarf physiognomy.

“You are the Chosen One. And I just went out for a walk.”

The plot twist is oddly twisted. According to the canons, it is supposed to show the character's life before the forces of evil come. But here the approach is different: as soon as we choose the name, gender, class and appearance of the character, we see the hero running away with his family through the mountains and dales from the creatures of Darkness. One can only guess how he came to such a life, but there is no time, and only from the dialogues do we learn that the woman next to him is his mother, and the other woman (or man) is his sister (or brother).

Jumping around the post-Ostagar Ferelden ends with a meeting with a colorful sorceress, who bluntly calls our hero the Chosen One. According to the logic of things, the sorceress, and even with such bold statements, should be an important character, and not at all a banal episodic "piano". And the gloomy town of Kirkwall, where the Hawks who escaped from Ferelden are washed up by the waves, should be a small staging post on a journey to save the world.

But it is in this city and its environs that the hero Garrett Hawke will spend the next ten years. He will no longer face infernal evil. There is no need to save the world this time. All that is now required of Hawke is to understand the complex relationships between mages, templars, authorities, refugees, elves, dwarves, slavers, bandits, smugglers, demons, warlike horned humanoids ... and, of course, it would be nice to delve into the problems associates too.

Hello Andrassy

The main thing in such cases is to let the defender firmly cling to the monster and not let him go to the magicians.

Of course, in order to resolve political crises, you need to communicate a lot. And here one more unpleasant surprise awaits those wishing to chat: the brilliant dialogue system that everyone liked so much in Dragon Age: Origins is no more. Instead of a list of detailed answers - a choice in style mass effect: summary and a symbol denoting a general mood. No need to choose words - you still can’t guess exactly how the hero will formulate “humorous”, “persistent”, “resolute”, “aggressive” or “peaceful” answers. The awkward situation with the quest to exterminate the rats and the explanation to the guests, described in the review of Origins, is now impossible in principle. All plot-dialogue forks are easily foreseen, so the only trouble that threatens for the wrong answer is the disapproval of our companion.

The dialogue system from Mass Effect is a dubious choice for Dragon Age 2. Thankfully, this is the last of the game's notable shortcomings. Yes, and it is considered a disadvantage only against the background of the original, and in conversations with partners you quickly forget about it. The same companions of the hero are masterfully crafted, in the best traditions of BioWare. A friendly dwarf with a crossbow (the same one from the introduction), an obsessed magician who is better not to be angered, a cynical conqueror of the seas, a conscientious warrior, an ever-embarrassed elf magician...

Previously, spiders sometimes turned into
hung out in beautiful women. Now it's just spiders.

At first it seems, however, that the elf is somehow too reminiscent of Tali, and Jack is visible in the "sea wolf". But the feeling of deja vu dissipates, one has only to get to know the team better. Companions present a lot of surprises. At key points in the plot, they make decisions based on their relationship to the main character. It also happens that a character with whom he went into the caves a hundred times on spiders and whom you know as flaky, suddenly intervenes in events, for good or for worse. If you drive the "friendship" indicator to negative, you should not expect that the character will help Hawk in the final battles. Garrett's associates also have their own desires, interests, and carefully guarded secrets.

The relationship of satellites to each other, according to tradition, is revealed in the conversations that they start in nature, behind the back of our hero. These "conversations in the ranks" are never repeated. Sometimes they are funny, sometimes informative - in any case, it can be very interesting to warm up your ears next to your comrades-in-arms, especially if you take a pirate with you: with indiscreet questions, she can make all the other fighting friends and Garrett himself blush.

The most indecent scene in the game is a conversation with an elf in a closed swimsuit.

Personal relationships in Dragon Age 2 are both good and not so good. On the one hand, taking care of companions is easy here. Key phrases in dialogues are marked with a “heart” icon, and rare gifts, for the most part, are not bought, but come across in prey - while the game itself makes a hint, they say, would you show a ring to someone, and a shield to someone. Yes, and the choice is rich - as for supporters serious relationship, and for lovers of non-committal relationships in the style of "Shepard vs. Jack". Political correctness has reached new heights: in the team, for example, there will be at least two males who are willing to accept the courtship of a male Hawke (and don't ask me how I knew this).

On the other hand, Dragon Age 2 is just obscenely decent when it comes down to it. Don't expect explicit scenes. Against the backdrop of the love pleasures of Dragon Age: Origins, and even more so Mass Effect, the local novels are, to put it mildly, chaste. This is strange, considering that the age ratings for the games are the same.

We are robots

And when the magician runs out of mana, he intercepts comfortably
staff and...

But love comes and goes, and bandits and all sorts of evil spirits lie in wait around every corner, so the choice of three companions for long trips (that is, to the nearest mountain) is primarily determined by the necessary abilities.

The combat system in Dragon Age 2 has been redesigned almost to the core and has become even more like those used in typical online games. Experience, levels, three points of characteristics - all this is familiar to us. But the specialization within each of the three classes (warrior, mage, robber) is determined by skill points, which characters are given one at a time at each level. These are practically the same talents - they are spent on skills of three types - active, passive and included.

Active are spells and actions, be it fireballs, heals, stuns, fade into invisibility, and everything else. Passive skills are "features" that strengthen the character in some area once and for all. With the skills turned on, it’s more interesting - these are kind of “auras” that give a boost to the hero or the entire squad (for example, magic resistance or increased damage), but at the same time take away part of the mana / energy bar from the hero. Sometimes a hero can turn on two or three different auras at once, but at the same time he will have a scanty stub of mana, so willy-nilly you have to choose priorities.

The protection of the entire squad is one of the supporting “auras” of the mage.

It is better to specialize the hero from the very beginning. A “tank” is a must in the team, and there will be no questions with its development: there are so many skills that enhance defense and attract monsters in the game that there may not even be enough talents for everything. With magicians, there are more options - there are many schools of magic, you can choose any one to your taste. In addition, magicians are relatively easy to create a spellcaster-healer hybrid. From a rogue, you can make a shooter with a bias towards control or a typical Azerothian rogue with invisibility, instant jumps behind a monster and accumulation / discharge of energy from dagger strikes.

Combat in Dragon Age 2 has become faster and more energetic, so the leisurely issuing of orders in pause mode is now a little out of place. Of course, you can do this, but the dynamics of the battle is lost. And here the improved system of "programming" the behavior of the characters will fit into the case.

It is most reliable when the team sticks together. The warrior ran ahead, but the ranged classes left behind
friend is insured.

In Origins, the ability to put into the hero algorithms such as “strong enemy - use a strong skill, health has fallen - heal” turned out to be a great innovation. Bots are the scourge of online worlds, but in Ferelden, the algorithmization of the behavior of partners turned out to be very useful. The only thing that seriously annoyed was the initial restrictions on the number of teams. Luckily, BioWare figured out that tying as many commands as possible to a character's skills looks crazy. In Dragon Age 2, these restrictions have been removed, and the character's companions (though not all and not always) are also programmed automatically, with each newfound skill, which eliminates the fuss.

There are much more options for conditions and actions when they occur. In addition, "behavioral patterns" appeared - that is, the hero can make several "programs" for all occasions. The choice of the program can also be entrusted to the hero - the transition from template to template can be easily made conditional, so that the hero can independently decide which algorithm to use and when! A lot can be forgiven for the increased autonomous intelligence of partners, which removes a lot of trouble from the player with micromanagement.

"Mixing and AOE"

Even a fragile sorceress can send a bad knight on a long flight with a magical kick.

The only problem with heroes left to their own discretion is that mages still sometimes strive to run away from the warrior and die there nicely. Of course, there is a button “everyone stand” in the game, but the button “keep behind the “tank”, a miracle in rags!” is really missing. However, if you don’t take “dagger” thieves into the team, you can pin heroes to one place without any extra reflection and bring enemies to them in batches. At the same time, this solves the problem with deadly traps, into which even robbers fall with enviable constancy.

Pre-positioning heroes in the right places is useful, but it does not always help, especially in tight places (and BioWare game locations have always been like small intestines). It is better to put the magician not behind the warrior, but next to him, so that he can remove the “aggression” in time if the monster appears right in front of the magician.

First phase of the fight. The warrior is programmed not to swear if the magicians inadvertently thwart aggression.

Yes, that happens too. It used to be that monsters and bandits were at least a little bashful and were reborn in the style of "we came up from around the corner." Now they can suddenly hatch from the void right before our eyes. Undead and demons still somehow pretend that they are digging out from under the ground, and spiders - that they are descending from somewhere above, but sometimes the bandits are even too lazy to make a movement "like, I jumped off the roof." From time to time you find that another wave of enemies suddenly jumped out from under the feet of the magicians. So keep enemies close, and mages even closer.

The division into ordinary enemies, bosses and superbosses in the game has remained and even worsened. In battles with especially harmful dragons or elementals, “combat phases” are clearly visible. Anyone who is familiar with World of Warcraft, at least in a cap, will immediately realize that if a dragon takes off without warning and sits on a cliff, you have to wait for fiery spitting and a crowd of small dragons. If in a cave an evil elemental suddenly stopped and began to conjure, it is better not to guess why stalactite columns enter the interior of the cave.

Premonition about "but should we jump behind the column"
we were not deceived.

Someone will say that borrowing from online is bad. Not at all if it means convenience for the player! And playing Dragon Age 2 is really convenient, and just because a lot of good ideas in the series are taken from popular virtual worlds. For example, the concept of "out of combat", removing the need to heal between battles. Or the lack of "friendly fire", without which it is now possible to easily flood enemies with napalm. The shooters are aided by the "run-and-shoot" hunting tactic, with which Garrett still managed to defeat the harmful Qunari from the introduction to the article. And the system of runes that are inserted into the "connectors" on clothes is very much like jewelry from World of Warcraft.

And there are many such examples. "Junk" loot (mostly moth-eaten scarves) is sold to merchants with a single button. Partners do not change their clothes throughout the game - their parameters increase with their growth in level (less hassle with the wardrobe, although in a sense this is a minus). When choosing a weapon or an element of a costume in a duffel bag (of course, a general one), the item is immediately clearly compared with what the hero is wearing. And everywhere - tips, tracking quests, reminders of what the hero is doing, and a detailed breakdown of the character's combat statistics. This is bad? It's comfortable!

How do they get along there?

The elves here are cute, but a little decadent. The print of inbreeding is already visible on the faces.

The world in Dragon Age 2 is still its own - gloomy, far from the typical "high fantasy" and somewhat similar to the universe of "The Witcher" by Sapkowski. What Ferelden, what the Free March - everywhere the same wars, banditry, poverty, refugees, oppressed elves and the complex relationship of magicians with the authorities.

The city of Kirkwall, where the Hawk family has taken, is also not a very pleasant place. With formidable towers over narrow streets, it is not for nothing that it resembles one huge prison. In ancient times, Kirkwall was the capital of slave owners - not only its architecture, but also creepy "sobbing" monuments and bas-reliefs remind of those times. Over all of Kirkwall rises the bulk of the Casemates, a vast prison that has found a useful use - there the templars keep the local Circle of magicians locked up. The knights are vigilantly watching every owner of a magical gift. They have reasons for this: according to the laws of this world, magic attracts the other world, and the saying “an inner demon sits in everyone” is very often justified when it comes to sorcery. So in order to avoid trouble, the templars do not let a single magician out of the Circle. The most unreliable are erased by the barbaric procedure of "pacification".

It is clear that the city sorcerers, seeing such a situation, try not to catch the eye of the templars. Nobody wants to be locked up. Some even go underground, where they turn a blind eye to the most dangerous blood magic. The more worries the knights have.

Qunari fighters are most easily recognized not even by their horns, but by their perpetually sour expressions.

The whole of Kirkwall is a complex tangle of interests and intrigues. Templars protect the common people from demons. Magicians resist persecution. The Church of Andraste is trying to reconcile one with the other. The viceroy is tormented by his unlucky son. City guards are knocked down, catching smugglers and slavers. The gnomes are gathering an expedition to suspicious dungeons. In the mountains near the city there is an elven camp, and in the port it is not clear why the militant horned humanoids of the Qunari decided to spend the winter - all with the face of Bruce Willis and with specific ideas about honor.

To resolve conflicts, to unravel conspiracies, to exhort the slow-witted and to expose the scoundrels will be Garrett Hawke. For a small-town adventure in Dragon Age 2, there are enough dilemmas and difficult questions. It's one thing when an army of darkness approaches the world. Another is when evil is hidden in people themselves. And often Hawke will have to make a choice when both sides are right about something and both are very wrong about something, when the law is contrary to morality, when the dimensions of two evils are very difficult to compare ... and then the satellites join in the conversation and also something they want. There are no easy ways here. And this means that everything is as it should be in a good role-playing game.



Yes, Dragon Age 2 almost fell short of the bar set by the first part. The beginning of the game is stupid, the dialogues are truncated, and instead of saving the world, the hero is almost incessantly engaged in urban problems. But someone has to do it. There is only one archdemon, but there are many who want to go into politics - and they are able to do no less trouble. Swarms in one single Kirkwall can echo across the continent. And they will respond, laying the foundation for new times and new stories, and the templars, in search of such a hero that everyone needs, will interrogate his former companion, a gnome with a dubious appearance, for a long time and to no avail.

Whether they find Hawke or not, we will find out in the next Dragon Age.

Fascination
Graphic arts
Convenience
Balance
Variety of tactics

Management

The best view of this fight is with an arrow on the string of a trusty bow.

For the first playthrough of the game, I traditionally chose the rogue class and made a shooter out of it. There are several reasons for this. Firstly, there is only one shooter among the satellites. Secondly, hunters always have the best view of the battlefield. Thirdly, this work - do not beat the recumbent: know yourself that you have fallen on the nearest enemies, cover your own and from time to time cover the area with a rain of arrows.

The shooter can, at the very least, fight off the monster, and in especially neglected cases, go into invisibility, if, of course, he takes this ability. Being close to magicians, he can easily protect them. Moving ahead of the whole team, the shooter, being a robber, can be the first to detect and disarm traps. Don't underestimate them - towards the end of the game, falling into a trap can become fatal.

Finally, playing as a robber, you can unlock all the chests you encounter in a row without hesitation.

Detachment recruitment

We have a defender in the team - only one, but excellent! Without it, going into battle is like death! More precisely, without her, because in the role of a "tank" - a female warrior Aveline.

There will be no difficulties with the treatment of the team either. There will also be one or two promising magic healers among the associates. You can't make a doctor out of the elf Merrill alone. The magician Anders will cope best of all with the role of a healer and combat resurrector, although it may be uncomfortable for some people to constantly keep him behind (a demon found refuge in Anders).

What "killer" characters are preferable? I'm leaning towards ranged specializations - namely archer Varric or sorceress Merrill. It's not that the rogue Isabella and the warriors Carver and Fenris are bad... It's just that when the main group stays in one place and doesn't run anywhere, there is more order in the battle. By sticking together, ranged characters support each other. If the enemy inadvertently walks past the "tank" and tries to gnaw on three densely standing heroes, he will get three times more splashes. In addition, keeping the whole team in one place is useful for the implementation of the tactics of "bringing together and hitting the area." Now that there is no "friendly fire" in the game, you can easily make flamethrowers and napalm bombs from mages and shooters without any problems.

Note:"friendly fire" if desired, you can turn on - for this you need to set maximum level difficulties.

Characteristics and parameters

The architecture of Kirkwall is unequivocally
but does not add to the landscape opti-
mysma. Maybe that's why the locals throw themselves at people?

Characteristics of the character in the game six.

Strength. It is necessary for warriors, and only for them. Increases weapon damage and the chance to hit an enemy - that is, accuracy, which here is called the strange term "Attack".

Agility. Needed by robbers, and only by them. Increases Rogues' Hit Power, Accuracy ("Attack"), and Critical Hit Chance.

Magic. Necessary for magicians, and only for them. Increases damage and accuracy from spells and from regular "shooting" with a staff. High magic parameters also protect against hostile magic, reducing the duration and damage.

Cunning. Essential for rogues, although it theoretically increases defense (dodge ability) and critical strike damage for all classes. In addition, cunning determines the rogue's ability to disarm traps and open locks. At the beginning of the game, you can get by with 20 points, by the middle you need at least 30. The most difficult castles and traps will require 40 cunning points.

Strength of will. Necessary for all classes, as it increases the supply of mana or energy (the same mana, but for robbers and warriors). The more mana a character has, the longer he will be able to deal damage, heal teammates, and stop monsters. If there is no mana, you will either have to drink an expensive potion (you can drink it again only after a certain “recharge” time), or hit enemies with a default attack.

Endurance. First of all, a tank is needed. In the second place - classes that are in close contact with the enemy (warriors with two-handed weapons and robbers with daggers). Mages and shooters should not forget about endurance either, because even the best defender will not save you from the dragon's spit that has flown in or from the monster that appeared right in front of the frail magician.

Other character parameters are partly determined by characteristics (for example, defense), partly by equipment (armor), power-ups, or learned passive skills.

Damage. The amount of health removed from a “conditional enemy in a vacuum” during a normal attack with a melee weapon, a shot from a bow, crossbow or staff. It is affected by the level of the weapon and the characteristic - strength or dexterity, depending on the class. Real damage is calculated based on the enemy's armor and magic resistance.

Attack. The probability that a blow or shot will hit the target. Depending on the class, "attack" is affected by strength, agility, or magic. In addition, the chance of hitting a strong enemy or "boss" is much lower than a normal enemy.

Protection. Chance to dodge enemy attacks. Protection is not a military parameter, but a robber one, as it depends on cunning. Warriors need little protection, they have their own ways to stay alive, taking on powerful blows.

Armor. Reduces incoming physical damage (and only physical!). The higher the class of the monster, the less the impact absorption effect. Armor is a typical military parameter. And not only because there is a lot of armor on heavy armor and shields, but also because the high level of armor, as in the first part of Dragon Age, determines the high level of threat. That is, the monsters have not left their masochistic habits here either - seeing a rag magician and a warrior clad in armor in front of them, they will attack the warrior.

Damage resistance. Subtracted from any incoming attack, both physical and magical. Usually found on items or in specific "tank" skill trees. It cannot be developed to a high level, but this is not necessary, because besides it, a lot of other things are subtracted from the damage.

Magic resistance. It is subtracted from magical attacks. It turns out the same armor, but already acting against magical incoming damage. Magic resistance also reduces the duration of enemy spells on the hero.

Persistence. Helps the character resist physical and magical effects that can incapacitate him (stun or knock him down) or impose a negative effect (such as ignite).

Elemental Resilience There are five types: resistance to fire, cold, electricity, the forces of nature and the magic of the spirit. Usually it is found on things. There is a benefit from it, because it is quite difficult to develop resistance to magic in general, and things with protection from certain types of magic come across often. For example, if the future is a fight with dragons, it is better to equip the team (or at least the defender) with at least a couple of things that are resistant to fire.

The intricacies of the use of magic should be discussed separately.

Use of magic

Freeze, poor thing.

How not to pose against the background of such a trophy?

There are five types of magic in the game: fiery, icy, electric, natural and spirit magic. All of these are damage types. Curse, Slow, or Stun effects don't deal damage, so they don't technically have a type. Each magic staff has its own type of damage (I remind you that a magician can fire from staffs like magic wands in World of Warcraft - mana is not wasted).

Enemies in the game often have both vulnerability to some types of magic, as well as resistance and even immunity. Therefore, it is worth remembering that:

dragons vulnerable to cold (they wanted to spit on the magic of fire from a high ledge - and they spit, with the same fire).

Spiders vulnerable to electricity.

Darkspawn(they are rare here, but nevertheless) vulnerable to the magic of the spirit and nature.

Demonic Shadows(on the contrary, they meet at every turn) do not like electricity and the magic of nature.

demons of desire(caught less often than we would like) are also afraid of electricity and the magic of nature.

Demons of Wrath, red-hot and dangerous, should be cooled if possible.

Blood Mages tend to hate spirit magic.

stone golems vulnerable to cold and electricity.

Qunari fighters the magic of cold and the magic of nature are very impressive.

In addition, mages can cast spells that inflict physical damage. Armor already saves from spells of this type of enemies, so it is slightly less effective against templars than against mages.

Which spells make sense to distribute to each mage in the team, we will tell a little further, in the section on companions.

Interclass interaction

Inter-class interaction is a new concept in the series that makes combat many times easier if used correctly. Its meaning is that some characters, with the help of specific skills, impose negative effects on enemies that enhance the effectiveness of specific skills of other characters.

“Another mad mage, third in a week. Probably, they are specially grown here somewhere. ”

Synergy of classes: the mage freezes, the shooter breaks.

Simply put, the mage casts an improved frost spell on enemies, and they become fragile for a while, and the warrior uses a skill that acts with a vengeance just on fragile enemies. Or, on the contrary, the warrior bruises the enemy with a shield and leads to a state of stun, and the magician casts a spell that hits with a vengeance or stuns the stunned enemies. Rogue skills impose a disorientation effect, under which there are also spells and warrior skills.

So the fight can be greatly facilitated if the characters are developed taking into account their interaction. This comes in especially handy late in the game when obscenely thick-skinned enemies start to come across.

The good news is that inter-class interaction is very easily hammered into character behavior algorithms. To force, for example, an arrow on the “Enemy is fragile” condition to use the “Use explosive arrow” action, you do not need to understand the commands for a long time.

Companions

In this section, we will talk about companions, their role in the team, and how to find an approach to them.

Carver

Class: warrior

The ideas of the templars are not always successful. Sometimes even the statues object.

Dossier: Younger brother of Garret (or Marian) Hawk. Initially set to compete with a brother or sister. He loves it when Hawk asks his advice in dialogue. Being a warrior, he strongly opposes magicians and supports the undertakings of the templars. Accordingly, it is easiest to make friends with him if you defiantly take the side of the templars in his presence.

Role: ordinary warrior, one piece. Carver, unlike most companions, does not have a unique skill tree - only five standard ones. You can make a brother both a fighter with two-handed weapons and a defender, but finding a suitable role for him is difficult. In the role of "tank" he will play worse than Aveline. In the role of the Damage Dealer, Fenris will outrun him. It turns out that Carver is a kind of "compensation" for the fragility of the protagonist, the magician.

It is interesting: Carver's and Bethany's appearances change depending on the chosen appearance and skin color of the protagonist or heroine. Brothers and sisters should be like each other!

bethany

Class: magician

Dossier: Garrett's younger sister or Marian Hawke, a renegade mage. He is afraid to fall into the Circle of magicians, diligently hides his gift and avoids communication with the templars. Good and simple. Childishly happy when Garrett asks her advice in a conversation. He doesn't like cruelty very much. The easiest way to make friends with her is by showing a good attitude towards mages and a prejudice towards templars.

Role: Bethany is worth her brother - she is a standard mage with five regular class skill trees, and she does not have her own. From it you can sculpt something to your liking - for example, a hybrid mage-healer. But she casts spells worse than Merrill, and heals worse than Anders.

Note: Carver and Bethany will be companions of the hero in the introductory part of the game (escape from Ferelden), but only one of them will go further with the hero. Who exactly - it depends on the class of the protagonist. If Garrett is a magician, Carver will stay with him. If Garrett is a warrior or a rogue, Bethany will remain.

Aveline

Class: warrior

Dossier: a stern warrior, a resident of Lothering. Joined the Hawk family while fleeing Ferelden. Once in Kirkwall, she decided to use her abilities in the city guard. Direct and honest. He does not know how to cheat and play up, which is why he often suffers.

As a guard, Aveline tries to uphold the law, but won't mind too much if Hawk breaks the letter of the law a little for the sake of justice (for example, to spare justice the hassle of a particularly incorrigible villain). But it is not recommended to break the law left and right in her presence. Especially Aveline does not like extortion. She likes demonstrative modesty in the style of “what are you, no thanks - this dragon would have died someday anyway.”

Role: of course, "tank"! And what else! If you take her with you in this role, then from the very first levels, start investing points in the strengthening skills of the Protector, Weapon and Shield branches. From the Warmonger branch, improved taunt and courage will come in handy. Aveline's own unique branch is called Protector, and it has a lot of goodies in it. Actually, Aveline simply does not have enough skill points to take all the available "tank" skills. Something will have to be sacrificed - it is possible that it is the "Defender" branch.

Taking resistance to magic and to stun or knockdown is highly desirable. These are great passive skills. In general, if in doubt, give preference to passive skills.

Varric

Another underground barmaglot welcomes guests to its cozy cave.

Class: robber

Dossier: a red-haired dwarf with a dubious appearance and a hefty chain around his neck. Contrary to the first impression, he is peaceful, outgoing and simple-minded. Likes to joke and laugh at a good joke. Calmly refers to both mages and templars. He will not mind if the main character wants to enrich himself at the expense of his neighbor. In general, it is very difficult to quarrel with Varric, so by the end of the game the hero will probably have a good relationship with him.

Role: By profession, Varric is a marksman with good control abilities. He will always support in battle with his personal weapon - a hefty crossbow nicknamed Bianca. And he is the only companion who does not need to pick up weapons. In addition, it is very easy to choose a skill for a dwarf - develop the Bianca shooting branch and the personal Varric branch "Sharpshooter". Everything else is purely to taste.

Anders

Class: magician

Anders is a complex character: he is demon-possessed, slightly violent, and also stares at Hawke.

Dossier: renegade mage. A clear client of the templars, as he is possessed by a demon and from time to time loses control of himself. Hates templars for personal reasons. Hiding from them, but doing it badly, because out of the kindness of his soul he decided to become an underground doctor on a voluntary basis for the poorest residents of Kirkwall.

While being good with mages in general, Anders has a strong dislike for blood mages and demons. You should not try to negotiate with those and with others with him. But it is worth sympathizing with the magicians, as Anders melts.

Some of Anders' personal preferences are very specific.

Role: the perfect doctor. His personal branch "Revenge" is excellent, it should be taken almost entirely. But to delve into the general healing branch of "Creation" hardly makes sense. Take the heal, the aura, the enhanced heal, and roll with it. You can spend the remaining points on the "hybridization" of Anders, making him also a killer magician to your own liking. Personally, I like the Elements branch - there is meaningful damage everywhere and frosty fragility to help partners. But Sorcery also has some interesting stuff: the improved Mind Blast and the ever-fashionable Crushing Dungeon.

Merrill

Visiting the elven ghetto for the first time, Merrill will be shocked by the lifestyle of her fellow tribesmen.

Class: magician

Dossier: Dalish elf. She left her tribesmen to join Hawke's team. Hobby - the study of dangerous areas of magic. Very inquisitive, loses her will at the sight of ancient artifacts. He does not disdain blood magic and communication with demons, which sometimes shocks Hawke and his companions. Shy, easily embarrassed. She tries to hide her feelings towards Hawk, which, however, she does not succeed well.

Merrill is a mage, and she won't like being treated badly by other mages. It is more difficult to make friends with her than with other members of the squad. Treat her gently, in no case criticize her actions and do not condemn her unusual and risky experiments.

Role: killer mage of the highest class. Her Dalish Outcast branch is questionable in places, but the merits of the Wrath of Elven aura are undeniable. If you don’t go further along the branch, you can make a magician out of Merrill according to your own taste - even fiery-ice, even crushing stone, even entropy.

Isabel

Class: robber

Dossier: a pirate captain without a ship, a sort of female Jack Sparrow. One of the most prominent (in every sense) characters in the game. Hunts for money and does not hide it. For some unknown reason, he avoids visiting some locations in the port. Sexually liberated. She tends to discuss topics that would make even seasoned Kirkwall brothel employees blush. It definitely makes sense to take her for a walk with the other girls on the team just to listen to their conversations.

Isabella knows how to say "no" to any annoying admirer.

Isabella is intimately familiar with Zevran, the entertaining elf from the first game. Having picked up a quest to search for a dangerous hired killer next to the brothel, be sure to take Isabella with you.

Honor, valor, chivalry - these concepts are little known to Isabella. Most of all she loves money. Brazen extortion for any reason is a good way to earn the respect of a pirate captain. Isabella's cherished dream is to get a new ship and go sailing with a crowd of muscular sailors.

Role: a robber with a pair of daggers and an excellent Brawler branch, in which there are simply no weak skills. But the problem of using Isabella's skills still remains. Rogues do good single-target damage in melee combat, but bosses are much rarer in the game than crowds of bandits or demons. In normal battles, Isabella is no longer so useful. In addition, the melee branches of rogues are not very well algorithmized, since they use combinations, discharges of combinations and fast movements. Only the auxiliary branch of control and weakening “Sabotage” fits well with the algorithm, but ... is it worth it?

Fenris

Class: warrior

Dossier: former slave of a cruel mage. Subjected to an inhuman treatment of the skin with lyrium. Unable to bear the cruelty and humiliation, he fled from the owner and, pursued by his henchmen, tries to hide in Kirkwall.

Fenris suffers from amnesia and does not remember anything from his former life. Magic processing helped him become an outstanding warrior, but the experience of slavery made him a hater of magicians. In the conflict between sorcerers and templars, Fenris will side with the latter.

As an elf, Fenris has a rather broad outlook on certain aspects of personal relationships.

Role: two-handed fighter: Two-handed weapon branch is required, Vanguard and Warmonger are optional. Fenris' own branch, Tevinter Fugitive, has some interesting passive skills, but it's a little silly - the increased defense and increased damage when biting health don't mix well.

Rogues who have mastered these abilities to perfection are excellent at taking enemies by surprise and harming them from the surreptitiously.

Capabilities Requirements to open

Choking flask . The rogue throws an explosive flask at a group of enemies, temporarily stunning them.


Duration: 4 sec.
Diameter: 5 m

Cost: 20 stamina

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

Duration: +2 sec.

Type: Improvement

Required: Level 3

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

Physical Strength: 16x

Cost: 15 stamina

Type: Single Ability

Required: Level 3

Preparing for a dash . Committing " dash", the rogue covers a wide area, knocking down enemies along the way.

Type: Improvement

Required: Level 7
Required: Snatch

Blitz . Committing " dash", the rogue uncombats enemies and also deals damage.

Physical Damage: 11

Type: Improvement

Required: Level 9
Required: Snatch

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

Confusion Chance: 50% against normal enemies

Duration: 10 sec.
Diameter: 4 m

Cost: 30 stamina

Type: Single Ability

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

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

DISORIENT Chance: 100% against Confused Enemies
Duration: +10 sec.

Type: Improvement

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

Tiring Mist . The Rogue envelops enemies in a thick mist that slows them down to the point of almost crawling.

Enemy Attack Speed: -50%

Duration: 10 sec.

Diameter: 6 m

Cost: 20 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 7
Required: Snatch
Points required in the Wreckery tree: 3

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

Type: Improvement

Required: Level 11
Required: Tiring Mist

Exhausting Mist . "Tiring Mist thickens to the point of DISORRIENTING most enemies, lowering their defenses and leaving them vulnerable to subsequent warrior or mage attacks.

DISORIENT Chance: 100% against normal enemies

Type: Improvement

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

scoundrel

Rogues who excel in their nefarious pursuits love to exploit the weaknesses of their enemies and control the flow of combat.

Capabilities Requirements to open

Back to back . The rogue moves unnoticed towards the target ally and appears at their side a moment later, ready to help.

Cost: 15 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 3

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


Duration: 10 sec.

Type: Improvement

Required: Level 7
Required: Back to back

Ceasefire . The rogue distracts all enemies surrounding one of his companions, forcing each of them to leave that companion alone and switch to another party member that poses the second greatest threat to that enemy.

Danger Reduction: 100%
Diameter: 10 m

Cost: 20 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 4

invisible friend . The rogue can now use " Ceasefire", giving respite to squad members who have taken significant damage and cannot survive enemy attacks.

Cooldown: -5 sec.

Type: Improvement

Required: Level 8
Required: Ceasefire
Points required in the Scoundrel tree: 3

Strike on the sly . By fighting distracted opponents, the rogue gains the ability to make more powerful attacks. Any target that is not actively fighting the rogue takes increased damage from any of the rogue's attacks.

Damage: 120% against enemies that are fighting allies.

Type: Passive

Required: Level 5

Incitement . The rogue goads all enemies in the area of ​​effect to drop current targets and attack the rogue's chosen ally. The purpose of this is twofold: firstly, to clump the enemy around the most resilient companion, and secondly, to reinforce those spells or abilities of the companion that give a bonus proportional to the number of enemies surrounding that companion (such as " Bravery", "Desecration of the Dead", "Savvy" or " Wrath of the Elven").

Danger Redirection: 100% to selected satellite
Diameter: 6 m

Cost: 20 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 6
Required: Ceasefire

paddock . "Incitement now gathers enemies from a larger area around the selected companion.

Diameter: 10 m

Type: Improvement

Required: Level 10
Required: Instigation
Points required in the Scoundrel tree: 4

stigma . Robbers by their nature are traitors and conspirators, not perpetual motion machines. After the rogue chooses one enemy to be killed by the mage or warrior, the chance of inflicting a critical hit on the unfortunate person increases significantly.

Critical Strike Chance: +25% vs Mage and Warrior target

Cost: 20 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 6
Required: Back to back

Feint with a knife . A rogue is more interested in winning than in a fair fight. Any stunned enemy is automatically dealt a critical hit by the rogue.

Critical Strike Chance: 100% on stunned targets

Type: Passive

Required: Level 7
Required: Sneak hit
Points required in the Scoundrel tree: 2

Full return . The rogue excels on the battlefield for extended periods of time, rushing from one attack to the next. Now regenerates more stamina than with each basic attack.

Stamina recovery: +1% per basic attack

Type: Passive

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

Dual wielding

Rogues who wield a weapon in each hand bring death to enemies in both hands. This skill tree is required for characters to dual wield.

Capabilities Requirements to open

Backstab . Fast as lightning, the robber disappears in a smoke screen and, appearing behind the back of the enemy, inflicts a brutal blow on the back.

Physical Damage: 39
Physical Strength: 2x

Cost: 20 stamina
Cooldown: 15 sec.

Type: Single Ability

Required: Level 2
Requirement: dual wield

penetration . "Backstab now has a faster cooldown, allowing the rogue to use it more often.

Cooldown: -5 sec.

Type: Improvement

Required: Level 6
Required: Backstab

Murder . Inflicting " Backstab", the rogue strikes at the enemy's weak points, which provides additional damage.

Critical Strike Chance: 100%

Type: Improvement

Required: Level 8
Required: Backstab

harsh chain . Performing a short combo of melee attacks for a short duration increases the chance of a critical strike with each basic attack. Using any other skill will cancel the effect, but you can use " Explosive Strike

Critical Strike Chance: +2% per hit (stacking), up to 10 hits

Type: Passive

Required: Level 3
Requirement: dual wield

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

Physical Damage: 16
Physical Damage: +50% Base Attack in the previous chain, up to 10 hits
Physical Strength: 2x

Cost: 15 stamina

Type: Single Ability

Required: Level 4
Required: Harsh chain
Requirement: dual wield

Merciless Strike . "Explosive Strike now grants a critical hit, and also deals much more damage to enemies that the warrior is off balance.

Type: Improvement

Required: Level 8
Required: Explosive Strike
Points required in Dual Wield: 3

mutilation . When this mode is activated, any attack with the rogue's deadly blades has a chance to inflict bleeding wounds that deal damage for a short time.

Effect: Continues to deal damage from any attack for 5 seconds.
Chance: 10%

Reserves: 10% stamina

Required: Level 5
Required: Backstab
Points required in Dual Wield: 2
Requirement: dual wield

Injury . "mutilation" injures the enemy more, dealing additional damage if the warrior STAGGES them.

Chance: 100% against STUNNED targets

Type: Improvement

Required: Level 9
Required: Mutilation
Points required in Dual Wield: 4

double fangs . The rogue plunges both blades into the target, automatically dealing a critical hit with each blade.

Physical Damage: 93 (x2 hits)
Physical Strength: 2x (x2 hits)
Critical Strike Chance: 100%

Cost: 30 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 6
Required: Explosive Strike
Required: Backstab
Points required in Dual Wield: 4
Requirement: dual wield

penetration . "double fangs can now be used more frequently, allowing the rogue to quickly take down any opponent.

Cooldown: -10 sec.

Type: Improvement

Required: Level 10
Required: Double fangs

Archery

Archers specialize in shooting at distant targets and suppressing enemy ranks. This skill tree is needed by the characters in order to use the bow.

Capabilities Requirements to open

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

Physical Damage: 19
Physical Strength: 2x
Root Chance: 80% against normal enemies

Duration: 8 sec.

Cost: 20 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 2
Requirement: onion

Quick Pinning Shot . The shooter can use " Pinning Shot more often, and enemies are immobilized for a longer time.

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

Type: Improvement

Required: Level 6
Required: Pinning Shot

Disorienting Shot . Damage dealt" Pinning Shot", becomes so large that it often renders enemies defenseless.

Physical Damage: +9
DISORIENTATION Chance: 100%

Type: Improvement

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

Explosive Arrow . This arrow explodes on impact, spraying a nearby area with shards and flames.

Fire Damage: 12
Elemental Power: 3x

Diameter: 5 m

Cost: 30 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 3
Requirement: onion

Smoky Arrow . "Explosive Arrow Emits a cloud of smoke that shields allies from enemy attacks.

Cover Chance: 100% for all party members

Type: Improvement

Required: Level 7
Required: Explosive Arrow

Crushing Arrow . "Explosive Arrow becomes more powerful and can be used more frequently.

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

Type: Improvement

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

hail of arrows . The shooter releases the entire quiver of arrows into the air. Some time after that, the arrows fall on the enemy.

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

Cost: 30 stamina
Cooldown: 30 sec.

Type: Single Ability

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

Downpour of arrows . "hail of arrows"takes over a larger area on the battlefield and reduces the speed of enemies to a crawl.

Enemy Attack Speed: -50%
Enemy Movement Speed: -50%
Diameter: 15 m

Type: Improvement

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

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

Physical Damage: 19 to all enemies along the flight path
Physical Strength: 2x against all enemies along the flight path
Critical Strike Chance: 100% on target enemy

Cost: 40 stamina
Cooldown: 30 sec.

Type: Single Ability

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

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

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

Type: Improvement

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

Specialist

Specialists rely on accuracy, strength, and speed to defeat their enemies.

Capabilities Requirements to open

Precise strikes . In this mode, the rogue pays attention to accuracy, thereby receiving bonuses to critical hits and attack (this mode cannot be used simultaneously with the modes " Speed ​​Strikes" and " Strong blows").

Attack: +20%
Critical Strike Chance: +10%


Cooldown: 5 sec.

Type: Long mode

Required: Level 3

Accurate attack . While the mode is active Precise strikes"The rogue's attacks hit the enemy more often.

Attack: +10%

Type: Improvement

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

Accurate Critical Hits . While the mode is active Precise strikes Rogue attacks gain even more critical strike chance.

Critical Strike Chance: +5%

Type: Improvement

Required: Level 9
Required: Accurate strikes

Speed ​​Strikes . In this mode, the rogue attacks much faster (this mode cannot be used simultaneously with " Precise strikes" and " Strong blows").

Attack Speed: +10%


Cooldown: 5 sec.

Type: Long mode

Required: Level 4

lightning speed . In "Mode" Speed ​​Strikes"The rogue performs attacks even faster than usual.

Attack Speed: +5%

Type: Improvement

Required: Level 8
Required: Speed ​​kicks
Points required in the Specialist tree: 3

Exciting speed . In "Mode" Speed ​​Strikes"The cooldown of each of the rogue's skills is reduced.

Cooldown: 90% for all skills

Type: Improvement

Required: Level 10
Required: Speed ​​kicks

Strong blows . In this mode, the rogue puts tremendous force into each shot and strike in order to stun enemies. Given the speed of the rogue's attack, the chance of being stunned is high (this mode cannot be used simultaneously with " Precise strikes" and " Speed ​​Strikes").

Stun chance: 3% against normal enemies

Reserves: 20% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 5

cutting power . The rogue's attacks become so powerful that enemies stunned " Strong blows", bleeding begins, dealing additional damage over a short period of time.

Physical Damage: 11 vs. Stunned Targets

Type: Improvement

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

Stunning Power . When the mode is Strong blows", the rogue's chance to stun an enemy is increased.

Stun chance: +3% against normal enemies

Type: Improvement

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

Harmony . In any of the modes Strong blows", "Precise strikes" or " Speed ​​Strikes The rogue gains an additional bonus from the other two modes.

Attack Speed: +5% in modes " Strong blows" and " Precise strikes"
Attack: +10% in modes " Speed ​​Strikes" and " Strong blows"
Critical Strike Chance: +5% in modes " Speed ​​Strikes" and " Strong blows"
Stun chance: 1% against normal enemies in modes " Speed ​​Strikes" and " Precise strikes"

Type: Passive

Required: Level 6
Required: Speed ​​kicks
Required: Accurate strikes
Required: Strong blows
Points required in the Specialist tree: 3

Tricks

Skills related to subterfuge are based on deft maneuvering and gaining an advantage in combat by deception.

Capabilities Requirements to open

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

Danger Reduction: Based on Enemy Rank
Diameter: 5 m

Cost: 15 stamina
Cooldown: 10 sec.

Type: Single Ability

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

Stun chance: 100% against normal enemies

Type: Improvement

Required: Level 3
Required: Evasion

Stealth . The robber is out of sight. Enemies immediately stop attacking the fleeing robber. However, any action, other than movement, deprives him of invisibility.

Stealth Chance: 100%
Movement Speed: 60%
Duration: 10 sec.

Cost: 20 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 3

Stealth run . The rogue no longer suffers a movement penalty while invisible.

Movement Speed: 100%

Type: Improvement

Required: Level 7
Required: Stealth

Disguise . Now the rogue remains undetected for longer, and using stealth is less tiring.

Duration: +5 sec.
Cost: -10 stamina

Type: Improvement

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

Ambush . If the rogue is stealthy and attacks, he automatically deals a critical hit. This ability also combines with other skills such as " hail of arrows" or " Backstab".

Critical Strike Chance: 100% while invisible

Type: Passive

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

Chameleon breath . The rogue throws a flask that breaks and releases a cloud of smoke that covers nearby allies for a short time, increasing the chance of an enemy to miss.

Cover Chance: 100% for all party members
Duration: 10 sec.
Diameter: 5 m

Cost: 20 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 4
Required: Evasion

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

Duration: +5 sec.
Diameter: 8 m

Type: Improvement

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

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

Taunt Danger: -25%

Type: Passive

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

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

Type: Passive

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

Specialization "Duelist"

Duelists specialize in taking on a single opponent and finishing them off quickly. Although the art of dueling is less popular in Kirkwall than in the more refined cities of Orlais, it is still full of teachers willing to teach rogues if they are smart enough. A rogue's weapon of choice, whether it's a blade or a bow, plays no part in this skill tree. A confused and enraged enemy is an easy target at any distance.

Capabilities Requirements to open

When choosing a specialization :

Critical probability. hit: +5%

Required: Level 7 or 14

Challenge to a duel . The duelist poses a challenge to a single enemy that cannot be refused. The enemy immediately forgets about his other opponents and rushes at the robber.

Duration: 20 sec.

Cost: 25 stamina
Cooldown: 25 sec.

Type: Single Ability

Required: Level 8
Required
: Duelist

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

Effect: The enemy will not look for a new target
Enemy Damage: -25%

Type: Improvement

Required: Level 12
Required: Challenge to a duel

stinging barbs . The duelist taunts the enemy by lowering their guard.

Enemy Defense: -50%
Duration: 20 sec.

Type: Improvement

Required: Level 14
Required: Challenge to a duel

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

Defense: +20%
Protection: +20% additional against enemies affected by " Challenge to a duel"

Reserves: 20% stamina
Cooldown: 5 sec.

Type: Long mode

Requires: Level 7
Required
: Duelist

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

Attack: +20%
Attack: +20% additional against enemies affected by " Challenge to a duel"

Type: Improvement

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

Angard . The duelist attacks with increased rage.

Critical Strike Chance: +10%
Critical Strike Chance: +10% additional against Enemies affected by " Challenge to a duel"

Type: Improvement

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

Sure blows . An experienced duelist has survived many fights, and his blows are more likely to hit the target.

Attack: +20%

Type: Passive

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

Cunning maneuvers . Through many years of diligent training, the duelist has learned to keenly feel the attacks directed against him.

Defense: +20%

Type: Passive

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

blood feud . Every duelist, even an archer, knows that the most memorable fights happen at close range... and that it's usually the first strike that decides everything. To gain this advantage, the rogue vanishes in a cloud of smoke and then cunningly strikes the enemy from behind. This ability can be used across the entire battlefield, as few rogues have the ability to move stealthily like duelists.

Physical Damage: 170
Physical Strength: 2x

Cost: 40 stamina

Type: Single Ability

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

Family feud . Even highly experienced enemies now get from " blood vengeance"considerable damage, and those who are STUNNED by the warrior suffer even more.

Physical Damage: 300% against DAGGED targets
Enemy Armor: 0% for an instant
Enemy Damage Resistance: 0% for a moment

Type: Improvement

Required: Level 16
Required: Vengeance
Points required in the Duelist tree: 4

Specialization "Shadow"

Their inconspicuous appearance and ability to confuse their tracks allow shadow rogues to appear out of nowhere and dazzle the enemy with devastating attacks. As a staging post for smugglers, Kirkwall has more than one or two adherents of this technique. They will willingly share their secrets with those they deem skilled enough to do so.

Capabilities Requirements to open

When choosing a specialization :

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

Required: Level 7 or 14

Precise injection . Shadow skillfully knows how to find the weak points of the enemy. Accordingly, critical hits deal more damage.

Critical Damage: +50%

Type: Passive

Requires: Level 7
Required
: Shadow

inconspicuousness . For a short time, the shadow takes on a deceptive stance that almost does not attract attention, which makes it possible to deliver quick and strong blows and not be surrounded by enemies from all sides. By using this skill, the shadow dispels the danger accumulated by previous attacks.

Danger Reduction: 100%
Taunt Danger: -50% for all rogues and mages from their squad within a radius of 5 m
Duration: 10 sec.
Diameter: 20 m

Cost: 30 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 8
Required
: Shadow

indistinguishability . Shadow can use the trick longer" inconspicuousness".

Duration: +10 sec.

Type: Improvement

Required: Level 12
Required: Inconspicuous

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

Taunt Danger: -50% for all rogues and mages from their squad within a radius of 5 m

Type: Improvement

Required: Level 14
Required: Inconspicuous

Critical Disorientation Strike . While in cover, the shadow gains a significant bonus to critical damage. In addition, critical hits that the shadow deals while in cover will automatically DISORIENT targets, making them more vulnerable to mage or warrior attacks.

Critical Damage: +50% while hiding
DISORIENT Chance: 100% on Critical Hits while Covered

Type: Passive

Required: Level 9
Required: Accurate shot

Bait . The shadow, as a master of disorientation, can create a decoy that briefly occupies enemies while the rogue himself slips away unnoticed.

Lure Health: 50% Rogue Health

Duration: 10 sec.

Cost: 40 stamina

Type: Single Ability

Required: Level 10
Required: Accurate shot
Required: Inconspicuous
Points required in the Shadow tree: 2

tenacious bait . The decoy can withstand more damage before being destroyed by enemies.

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

Type: Improvement

Required: Level 14
Required: Lure

Lure with a surprise . The lure becomes an insidious trap that explodes when enemies destroy it.

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

Type: Improvement

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

Shadow Veil . The shadow takes cover when going into stealth. This effect persists for a short time after stealth ends, and enemy attacks are likely to miss their target.

Cover Chance: 100% while Stealth

Type: Passive

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

Predator . Shadows are especially dangerous when attacking from the flank. When a shadow attacks from behind, whether with a basic attack or a skill, the attack always ends with a critical hit.

Type: Passive

Required: Level 13
Required: Critical Disorientation
Points required in the Shadow tree: 5

Specialization "Assassin"

Anyone can kill for money, but those who follow Antivan tradition know how to do it gracefully. Although there are no two killers in the world alike - one prefers to approach the victim and kill her personally, the other is content with shots from a distance - they are deadly predators, trained to find and use the weaknesses of enemies. There are a surprising number of assassins working in Kirkwall, although most of them are often outside of it, fulfilling contracts.

Capabilities Requirements to open

When choosing a specialization :

Critical Damage: +10%

Required: Level 7 or 14

Marked for death . The assassin marks the target, revealing vulnerabilities in its defenses that allies can exploit. All allied attacks against the marked target deal additional damage.


Duration: 10 sec.

Cost: 25 stamina
Cooldown: 40 sec.

Type: Single Ability

Requires: Level 7
Required
: Killer

indelible mark . "Marked for death stays longer on the killer's target.

Duration: 10 sec.

Type: Improvement

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

doom mark . "Marked for death" Increases attack damage against the marked enemy even more.

Enemy Damage Reduction: -25%

Type: Improvement

Required: Level 13
Required: Marked for death

Bloodlust . The killer draws energy from the kill and, when killing an enemy, restores stamina.

Stamina Recovery: Minimum 5%, based on enemy rank

Type: Passive

Required: Level 8
Required
: Killer

Aimed strikes . For a short time, the assassin exploits the enemy's weak spots with deadly thoroughness, landing a critical hit each time.

Attack: +100%
Critical Strike Chance: 100%
Duration: 10 sec.

Cost: 30 stamina
Cooldown: 40 sec.

Type: Single Ability

Required: Level 9
Required: Marked for death
Required: Bloodlust

Merciless Strikes . "Aimed strikes The assassins become a relentless attack.

Duration: +10 sec.

Type: Improvement

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

assassination attempt . "assassination attempt"kills weak enemies immediately, and inflicts a powerful critical hit on stronger ones.

Physical Damage: 104
Critical Strike Chance: 100%

Cost: 40 stamina
Cooldown: 50 sec.

Type: Single Ability

Required: Level 10
Required: Aimed strikes

Annihilation . "assassination attempt Deals a critical hit against enemies that are normally resistant to it. The effect is even more devastating against FRAGILE targets.

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

Type: Improvement

Required: Level 14
Required: assassination attempt
Points required in the Assassin tree: 3

Excessive destruction . "assassination attempt becomes incredibly powerful, deadly to all but the toughest enemies.

Physical Damage: +52

Type: Improvement

Required: Level 16
Required: assassination attempt

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

Critical Damage: +1% per point of cunning

Type: Passive

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

Varric Specialization "Sharpshooter"

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

Capabilities Requirements to open

rhyming triplet . Varric fires three bolts in a row, turning his target into a pincushion.

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

Cost: 20 stamina
Cooldown: 20 sec.

Type: Single Ability

Requires: Level 7

Unnamed trills . Bianca breaks all the rules in time, adding to the kill line" Rhymed triplet two more bolts.

Type: Improvement

Required: Level 11
Required: Rhymed triplet

Rollback . As a merchant prince, Varric knows that there is a time and a place for everything, from a good bribe to a good bolt.

Physical Damage: 17
Physical Strength: 20x

Cost: 20 stamina
Cooldown: 15 sec.

Type: Single Ability

Required: Level 8
Required: Rhymed triplet

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

Physical Damage: +17
Physical Strength: 800% against STUNNED targets
Cooldown: -5 sec.

Type: Improvement

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

Song of Bianca . Varric hums a tune, remembering the untold story of how Bianca got her name. Great for helping you focus.

Attack: +20%

Reserves: 15% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 9

epithets . Varric adds a new stanza to his beloved Bianca.

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

Type: Improvement

Required: Level 13
Required: Bianca's song

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

Attack Speed: +20%

Type: Passive

Required: Level 12
Required: Bianca's song
Required: Rhymed triplet
Points required in the Sharpshooter tree: 3

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

Mana/Stamina Recovery Rate: +10

Type: Passive

Required: Level 13
Required: Bianca's song
Points required in the Sharpshooter tree: 4

Authorized biographer . Someday Varric will tell your story.

Attack Speed: +5%
Dodge Chance: +5%

Type: Passive

Required: Varric: friendship

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

Stealth chance: 5% when Varric is damaged
Duration: 5 sec.

Type: Passive

Required: Varric Rivalry

Isabela's Specialization "Adventurer"

Isabela's view of dueling includes many dirty tricks.

Capabilities Requirements to open

Savvy . In this mode, Isabela's combat instincts allow her to anticipate enemy attacks, although she deals less damage while doing so. With each new enemy approaching, this effect grows.

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

Reserves: 30% stamina
Cooldown: 5 sec.

Type: Long mode

Requires: Level 7

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

Type: Improvement

Required: Level 11
Required: Savvy

warning shot . Isabela throws down a challenge to one enemy that cannot be refused. The enemy is immediately distracted from the rest of the enemies and pounces on the sailor.

Cost: 25 stamina
Cooldown: 25 sec.

Type: Single Ability

Required: Level 8

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

Enemy Defense: -50%
Duration: 20 sec.

Type: Improvement

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

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

Physical Damage: 38
Critical Strike Chance: 100%

Diameter: 8 m

Cost: 40 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 9
Required: Warning shot
Required: Savvy

Shore leave . Isabela's series of backstabs make opponents feel stunned, as if they had just returned to the ship after a shore leave.

Stun chance: 100% against normal enemies

Type: Improvement

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

skillful hands . This is far from Isabela's first dance. And definitely not the last.

Attack: +20%
Critical Damage: +20%

Type: Passive

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

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

Defense: +25%
Critical Strike Chance: +20%

Type: Passive

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

Keep it up . Isabela has your back.

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

Type: Passive

Required: Isabela: friendship

Get behind life . Isabela always says that The best way to avoid a quarrel - to be somewhere else.

Dodge Chance: +10%

Type: Passive

Required: Isabela: Rivalry

Sebastian's Royal Archer Specialization

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

Capabilities Requirements to open

Guardian angel . Sebastian can create ghostly doppelgangers that distract the enemy for a short time, while he himself slips away unnoticed.

Lure Health: 50% of Sebastian's health
Stealth Chance: 100%
Duration: 10 sec.

Cost: 30 stamina
Cooldown: 45 sec.

Type: Single Ability

righteous chain . Each basic burst shot Sebastian fires increases the chance of a critical hit. Using any other skill will cancel the effect, but you can use " Punishing Arrow to deal additional damage.

Critical Strike Chance: +2% per shot (stacking), up to 10 shots

Type: Passive

Punishing Arrow . Sebastian completes the combination formed by " righteous chain". Every base shot he fired immediately prior to using " Punishing Arrow", increases the damage dealt by chain breaking.

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

Cost: 15 stamina
Cooldown: 25 sec.

Type: Single Ability

Required: Righteous Chain

Wounding Arrow . An arrow fired by Sebastian wounds the enemy, allowing them to deal increased damage for a short time.

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

Cost: 20 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Righteous Chain

Weakening Arrow . "Wounding Arrow"Sebastian draws strength from" righteous chain". It further reduces the damage resistance of the enemy.

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

Type: Improvement

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

Disciplinarian . Sebastian has been in trouble and worse. Deal with this one too.

Damage resistance: +10%

Type: Passive

Required: Guardian angel

holy precision . Sebastian is a master at finding the enemy's weak spot. Therefore, his critical hits deal more damage.

Critical Damage: +25%

Type: Passive

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

Achieving Maferat . Sebastian's attacks from behind now always end with a critical hit, regardless of whether he uses a basic attack or a skill.

Critical Strike Chance: 100% for flank attacks

Type: Passive

Required: holy precision
Points required in the Royal Archer tree: 5

spiritual person . Sebastian's faith allows him to endure hardships that would have long ago broken a less strong spirit. After all, he knows that these are trials sent down to him by the Creator.

Damage Resistance: +5% for Sebastian
Damage Resilience: +5% for Hawke

Type: Passive

Required: Sebastian: friendship

August Person . After the death of the family, Sebastian was the only living heir to the ruling family of Starkhaven. He is determined to prevent further trouble.

Health Recovery Rate: +50

Type: Passive

Required: Sebastian: Rivalry

Specialization Tallis "Infiltrator"

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

Capabilities Requirements to open

deceptive maneuver . Tallis disappears into the shadows, immediately appears in front of the target and silences her, preventing her from using spells and skills for a short time. Yet she remains invisible.

Effect probability " Silence": 100 %
Effect probability " Stealth": 100 %
Duration: 10 sec.

Cost: 20 stamina
Cooldown: 20 sec.

Type: Single Ability

Requires: Level 7

Cloak . Using a rare and inexplicable skill, Tallis wraps herself in a veil that protects against magical attacks.

Magic Resistance: +100%
Duration: 10 sec.

Cost: 20 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 8

Dagger . As long as Tallis is protected" raincoat", she automatically retaliates against enemies that attack her with magic.

Physical Damage: 56 against enemies casting spells against Tallis

Type: Improvement

Required: Level 12
Required: Cloak

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

Physical Damage: 102
Critical Strike Chance: 100%

Cost: 40 stamina
Cooldown: 40 sec.

Type: Single Ability

Required: Level 10
Required: Deceptive maneuver

collapse . Now " Undercut It deals a critical hit to those enemies that were previously resistant to it. It becomes even more dangerous for FRAGILE targets.

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

Type: Improvement

Required: Level 14
Required: Undercut
Points required in Scout tree: 3

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

Physical Damage: 200% vs casters and Shadow creatures
Stun chance: 100% against casters and Shadow creatures

Type: Improvement

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

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

Dodge Chance: +20%

Type: Passive

Required: Level 11
Required: Cloak

Equilibrium . No one will unsettle Tallis.

Slow resistance: 100%
Stun Resistance: 100%

Type: Passive

Required: Level 12
Required: Cloak
Points required in Scout tree: 2

Hello dear readers, within the framework of this guide, I will try to talk about the features, combat tactics, and some tips about the rogue archetype, the archer.

And so what is good and what is attractive archer:

Peculiarities:

In my humble opinion, I consider him the most powerful class in DA2, we have high DPS(Damage per second), ranged attacks, high mobility and survivability. The latter provides us with savings on Elixirs.

The main characteristics are

Agility- Increases Damage, Critical Hit Chance, Attack Rating.

Cunning- Increases Defense, Critical Strike Damage, Chance to disable traps and open locks, also the main characteristic for Specialization Killer

ACT 1: 1st year of Hawk's life in Kirkwall (1lvl-13lvl)

Gnothi seauton- Know yourself.

From the very escape from Lothering, we equip ourselves with the Bow, and try to get used to the tactics and features of the battle. What can I advise, most importantly, try not to let enemies close to you and get rid of enemy Archers as quickly as possible, do not let yourself be driven and pinned against the wall. Remember that even a simple step to the side will help you avoid being hit (Alas, but not a shot).

With the complete passage of all quests (Side, Premium, etc.) will allow you to reach level 11 by the beginning of the descent into the Deep

And so what we need for a comfortable game in the first act:

Equipment:

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

The Flint Campaign Breastplate is obtained from the quest Duty, it is given to us by Sebastian Vel in the church. Later, replace with Armor of the Last Descent

Hawk development option:

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

Take with you Breath of the Creator(An elixir that resets stats and abilities) at level 13, redistribute as follows.

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

assassination attempt this is your main offensive ability.

fun campaign

Anders - Developing as a support class, since Treatment with any amount of the attribute, Magic heals 80%, Elemental weapons and Heroic Aura also do not depend on Magic, we pump a lot of physique to him, so that he would be "fat", and enemies often attack those who have the lowest level of health

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

Varric - only dexterity is pumped until the end of the game.

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

Aveline - we need to "tank" the Ancient Stone Spirit, all that is required of her is stone wall and mockery

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

ACT 2: Hawk's 4th year in Kirkwall.(13lvl-19lvl)

Congratulations, you defeated your first boss, you have already adapted to the Archer, there will be no special changes in character development until the battle with the Arishok, the only thing I advise you to take is Sebastian in the group. A party of 3 Archers, I assure you this is an inspiring force.

And so you decided to challenge the Arishok to a duel, but remember you will be forced to fight 1v1 and Anders will not heal you, Heroic Aura and Elemental weapons you won't! There is no reason to worry, we go to the black market and buy Breath of the Creator.

All you need to fight the Arishok:

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

To win, we need 3 abilities: Lure, Pinning Shot, Assassination.

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

All that is required of you is to apply the bait directly in front of the Arishok, while he is distracted you calmly kill him from a distance, remember he uses three times the bottle of recovery.

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

ACT 3: Hawk's 7th year in Kirkwall (19lvl-22lvl)

Without hesitation, inspired by success in the battle with the Arishok, we go to the Upper City, talk to Hubert, he will send us to the Bone Pit. Upon arrival, the High Dragon awaits us. Most importantly, do not forget to insert into the free slots of the rune Fire Protection. And most importantly, we throw off the skills of Anders, if you have only downloaded his physique for this battle, you need to correct it

Anders.

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

Since the High Dragon has a bad habit of flying to the Hill and having a D-Day (dropping small dragons in in large numbers) with local art shelling of the area, we really need Rune of Paralysis and Rune of Repulsion;

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

For the kill, we will get One of the main Bows (Jackal Longbow) for your character, which you can give to Sebastian if you wish.

The two main weapons of the archer at the end of the game:

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EAEndgame.(22lvl-25lvl)

The story funnel has you spinning, all the side quests have been completed, the Defender's armor set has been completed, the armor is completed with runes and your backpack is heavy with the number of healing elixirs. The clouds are gathering, the kings are making their move, you must come immediately to the meeting where the drama will play out....

Preparing Hawke & Co. for the credits:

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

Distribute the Scoundrel branch in the same way for Varric and Sebastian. To get a rune that gives 47% speed, this quest gives you Varrik - you will need to re-clean the house of his brother Bartrand from the influence of the idol (we take the idol for ourselves)

Story choice between Anders and Sebastian (Spoiler alert!)

Since Anders, the Exterminatus is carrying out for him alone, the integrity of your party is at risk, since the loss of Sebastian was unacceptable for me (the damage of the group will drop significantly), I put Anders under the knife, but don’t worry, your sister Bethany will perfectly replace him, again if you she was not killed in the Deep Roads or given to the Guardians

Orsino.

And so in front of you Orsino at his feet lie the mortal bodies of the torn Templars, but it’s not a problem for the guy to clean the roof and he panics, with simple gestures and a couple of waved hands, a huge carcass stands in front of us (please see the children away from the screen). But as they say. the devil is not so terrible as he is painted. Guide - Archer. Sponsored by website, AMD and EA

Hyde - Archer. Sponsored by website, AMD and EA


Hyde - Archer. Sponsored by website, AMD and EA

In this way, in the whole game, I used only 6-8 times the Health Potion. It took a little over 30 hours to complete. Had a nightmare on difficulty.

Tips and tactics when passing the game:

There are many opponents in the game that will make you sweat and places in which it is not comfortable for the archer, the Killers who only need one hit to send you to the forefathers are of particular danger. Actively use the bait, do not let yourself be surrounded, be sure to run back and stretch the enemy chain.

If you risked pumping an ability that hits the area (AOE), remove this ability from the tactics of your wards, otherwise you will fall under friendly fire, this happens very often.

At your own peril and risk, swing in the Lure skill so that it explodes, it kills both enemies and you with equal success.

Don't keep the whole group together when fighting monsters like Wrath Demon, or just Bosses as they can attack the whole group in one hit.

Despite the fact that the Speed ​​and Accuracy and Strength Modes cannot be turned on together as described in the game, by quickly activating both modes, both are launched. So combine Speed ​​+ Strength, Accuracy + Strength, Accuracy + Speed.

Many creatures have an increased vulnerability to Elemental attacks, change the staff or smear the weapon with poison if it makes sense.

Don't waste your first aid kit and money on them if you can return to Hamelin's house or Hawke's estate and all wounds will heal

Thank you for your attention and for this competition.

Many of you are likely to experience some difficulty playing on Nightmare difficulty. Basically, they consisted in the fact that your partners killed you faster than the creatures of darkness or other evil spirits did; My choice is due to the fact that the Archer is the second class in terms of the highest DPS on a single target (the palm is given to Rogues with daggers), but unlike the same Rogue, there is no need for close contact with the enemy.

And so let's get started:

Archer - Guide for Nightmare difficulty

Archer - Guide for Nightmare difficulty

Important characteristics for the Archer are: Agility and Cunning.

Unlike the first part, it makes sense to pump Dexterity exactly as much as it is required for Weapons and Armor. It is better to focus on cunning, because it is she who gives us a chance to Dodge the blow and, most importantly, it increases the damage from a critical strike. We will get a chance of critical damage with the help of passive skills and activated modes.

Development branches.

The first and obligatory branch of abilities for pumping is:

Specialist

Archer - Guide for Nightmare difficulty


Archer - Guide for Nightmare difficulty

There are two main modes Accuracy and Speed and passive ability Harmony

Specialist mode bonuses:

Accuracy: Attack +30% and Critical Chance +15%

Speed: Attack Speed ​​+15% Cooldown: 90% for all skills

In truth, this is the only branch you need throughout the game. I will explain why I do not download the branch Archery, except for Pinning Shot on Nightmare difficulty, you don't need anything, because Explosive Arrow, Archer's Spear and Hail of Arrows have the so-called AOE effect, which can and will be dangerous for your companions.

Branch scoundrel

Archer - Guide for Nightmare difficulty


Archer - Guide for Nightmare difficulty

Here we need only Passive ability Weakness

Weak Point: Damage: 120% against enemies that are fighting allies.

Assassin specialization.

Archer - Guide for Nightmare difficulty


Archer - Guide for Nightmare difficulty

Marked for death: Passing capacity.

Aimed strikes: A very useful ability that grants 100% critical strike chance for 20 seconds.

Bloodlust: Gain at least 5% stamina on kill.

Indirect harm: This "trump" passive gives 1% per 1 point of cunning to critical damage. (That's why cunning is maxed out)

Party composition: Anders, Avelina, Varrik.

Anders is our everything, because it is he who increases the effectiveness of the group. It should be developed only as a support for the rest of the group.

Branches for Anders development:

Branch creation

Archer - Guide for Nightmare difficulty


Archer - Guide for Nightmare difficulty

Heroic Aura: Damage: 10% Attack: 15% Defense: 8% Critical Chance: 10%

Acceleration: Attack Speed ​​+50% Duration 20sec.

Branch sorcery

Archer - Guide for Nightmare difficulty


Archer - Guide for Nightmare difficulty

Elemental weapons: Elemental damage bonus based on staff type for all companions.

Magic shield: Protection against all types of attacks (physical and magical) 20%

Barrier: Damage resistance 100% for 6 sec.

Branch Revenge

Archer - Guide for Nightmare difficulty


Archer - Guide for Nightmare difficulty

Panacea:Checkpoint

regrouping:Revive fallen allies

Help allies: Restore health 30% to the whole group.

Varric is pumped similarly to the main character, with the exception that instead of a branch Killer he will have Accurate shooter.

Aveline is a standard tank.

That's all you need from a group for a comfortable passage. Actively use Poisons while oiling weapons, use the best weapons and equipment for each of the chapters and get a lot of fun from the game.

Dangerous opponents for you will be Assassins (who deal huge damage with a backstab from the shadows) Demons of Wrath (because they appear right from under your feet), so try to kill them quickly. Also, do not let yourself be surrounded, if necessary, run into narrow corridors, put Aveline in front and shoot from behind her. Fatal for you will be the loss of Anders (damage will drop significantly). I wish you good luck and more bottles of Mythal's Grace.

Archer - Guide for Nightmare difficulty


Archer - Guide for Nightmare difficulty