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dragon age origins question and got the best answer

Answer from
1. for me it was better for a warrior to start the game ... it's easier for them.... But for Morrigan, I think it's better to learn blood magic... .2. characters in ira can only be changed in cities or in the camp ... to change in the city at the top of the screen there is such an icon in the form of 3 little men ... .3. clothes for a mage in Denerim are normal... and the staff is good where the 36 level of magic is needed for me as a drop, so I don’t know

Answer from Maksim[guru]
1. It is better to take Wynn from the Circle of Mages to the party, IMHO as a healer she is very useful, and even more so she knows how to revive dead party members. And for Morrigan, blood magic is better. Playing as a magician himself, he taught the elements for damage mainly and learned a single heal. 2. In cities, you can change it - at the top there is an icon in the form of 3 little men "Change squad" 3. In Denerim, there is a really good set - everything for magicians, there is a specialized store - Miracles of Thedas (lyrium potions, clothes, staves, balms, weed). In the Tower of the Circle, if you go around, you can get decent gear. Morrigan's armor can be improved if you do her quest to kill Flemeth (Reaper's Clothes in the house in the Flemeth Hut location)

Dragon Age: Origins is a party game, despite the fact that you have to play alone. In general, I can’t stand such fights, but here they are somehow more or less distinct and not so annoying. Moreover, on increased difficulty, the battles become very interesting.

As it should be in most of these games, our group should have 4 comrades in its composition, and the most effective composition will be as follows: Tank, Healer, Damager and Controller. Who are they?

Tank- a character that distracts enemies towards itself and blocks most of this damage into a shield.

healer- the main goal of the healer is to stand behind and heal, ideally, a tank, but basically everyone, so that they don’t die, sometimes slightly adding damage to the target.

damageer- stands behind if an archer or a magician, but unlike a healer, he constantly hits enemies. Well, or next to the tank he cuts with a two-handed sword. The main thing here is the maximum damage in the shortest possible time.

Controller- paralyzes, stuns or blinds and does minor dirty tricks, temporarily incapacitating enemies and preventing them from attacking.

healer

Here the best candidate is either Wynn or the main character. In Dragon Age: Origins there will be missions where the hero will have to run alone and the easiest way to do this is with a magician who can heal. The only problem is that we will not meet Wynn right away. Healing magic is a situational thing, and although it does not eat very much mana, in the end you will have to use it often, so a lot of Willpower is required.

spells

Creation branch. Here we take the Heroic aura and defense.

Heroic Aura- protects against long-range attacks, hang on the tank in the presence of a large number of archers, often simply irreplaceable.

Heroic Defense- Defense against melee attacks. There is also a lot of need.

Treatment thread. Where without her, it is she who makes us a doctor

You need the whole thread.

Rune branch. Imposes even more effects on the group, it will not be superfluous.

Rune of Paralysis- if you have enough mana, you can use it.

Protective Rune- gives bonuses to mental stability, defense and reflection of ranged attacks. Little by little, but all at once.

Rune of Repulsion- can be useful to prevent enemies from running. It happens to be useful.

Rune of Neutralization- put under other people's magicians, sometimes it can be used as a dispel. It can not always be used, but it's better to take it.

Spirit branch. Here we will need to take dispersion and an anti-magic barrier.

1st spell is useless, but diffusion is a very important spell.
Anti-Magic Barrier Places a shield on the target that completely blocks all non-physical damage. Also blocks the casting of point spells.

Specializations - Spiritual Healer.

The only spell that is not very necessary is the last one, because usually not everyone needs to be healed, but only the tank, there is Group Healing for everyone, it usually copes with the task.

Controller

Morrigan is best suited, and again we ourselves. What does this controller actually do? In our case, the magician simply does not allow the enemy to move, attack or cast bad spells. In addition, no one prevents the controller from applying debuffs (damage that reduces attack, defense, movement speed). And again, we put everything into the Power of magic, well, a bit into the Power of Will.

spells

The elemental branch of fire. We take for Fireball.

Fireball. What normal mage does without a fireball these days? In addition to damage, the fireball knocks down even some Bosses. Add a small cost and cooldown and you get the perfect spell.

earth elemental branch

We take a fist, nothing else is needed.

Elemental branch of ice. The first 3 spells will come in handy.

Ice grip - very useful and irreplaceable.

ice weapons- telekinetic is better, but access to the Cone of Ice opens up here.

Cone of Ice- like Fireball, this is one of the main spells of the magician. He rarely gains stability, works consistently for Bosses, even dragons. By catching a lot of enemies that don't matter now, you can keep them in place for as long as there is mana. The only negative is the attack radius, the archers will simply shoot us.

Spirit Branch - Mana Drain.

Mana Break- according to the idea, it burns out all the mana, but in practice, the enemies manage to be healed. But they can't hit that hard anymore.

magical power is a pretty useful thing.

Mana Clash- great damage to mages, because. is equal to all mana burned. Some bosses however are resistant to this.

Spirit Branch - Necromancy

Walking Bomb - requires skillful use, but the strength is significant, it makes it much easier to clear groups of enemies.

Funnel of death- after turning on, a funnel appears around the character. Decomposes one corpse every second, granting mana in a vortex radius. Controversial aura.

Infectious Walking Bomb- the same bomb, only easier to use. It is better to throw it at the target, which is near death.

Skeleton Challenge- an extra, even a dead character is always useful.

Spirit Branch - Mind

mind explosion— useful spell, sometimes saves from death.

Force field- is a must. Completely disables the target from combat, though making them completely invulnerable.

telekinetic weapons- better weapon enchantment. There should be one in the party.

Entropy Branch - Paralysis

Weakness- standard debuff, like Loss of Orientation.

Paralysis- very necessary for insurance.

Toxic fumes- doubtful, but necessary

Mass paralysis- mass control, which allows you to kick targets.

Entropy Branch - Curse

Vulnerability Corruption throwing at a strong target combined with Siphon Life is a very strong combo.

contagious spoilage you need to throw at a white target (so that it does not resist) and one that you will not touch for a long time.

Disposal spoilage- essentially a debuff, only a strong one. When successfully cast on a target, its critical hits become normal hits, and normal hits become misses. If he passed on the boss, then the boss (only applies to melee) remains helpless.

fatal damage - makes all hits on the target critical, which is good on bosses - needed by all damage dealers.

Entropy Branch - Sleep

Loss of orientation- a good debuff, use on a strong target. Taken for more important spells

Horror- excellent control. Turns out of the battle for a long time (the stronger the target, the less time). Be sure to take.

Dream- the main spell of the controller, because it almost never encounters stability, except for orange ones, but it also works properly on them. Allows you to perform the same queue - whoever he woke up, he stammered. Has a huge AoE. And most importantly - Sleep + Horror - there are several combinations of spells in the game, but most are dull (for example, break frozen), and this has a really huge practical purpose.

Nightmare in reality- despite the fact that it appears after sleep, it is its stripped-down version in everything - not reliable, less AOE, more rollback. Better take.

Entropy Branch - Siphon Life

Life Siphon useful when the main character is the controller.

Specializations - there is no ideal specialization for the controller in the game, but a good option is Blood Magic.

Tank

Whatever one may say, it’s simply impossible to do without a normal tank - the group will simply be taken out. The best candidate is Alistair/Loghain and Sten. You can make the main character with a great desire, in principle ...

The main characteristic of the tank, of course, is Physique, but strength is also required for armor and skills, and dexterity is also required for a shield. We dress for protection and for HP. However, that's not all - the main task is not just to keep the blows, but also to distract enemies from the allies, and for this you need provocation skills.

Tank skills

Shield Skill Line - Two Stances

First, we are given a useful shield defense, its improvement, and then a deaf defense. The last ability, which gives a large bonus to defense, and when you turn on Wall Shield - immunity to knockdown, is needed. Everything is needed here.

Shield Skill Line - Shield Cover

Shield Cover itself works well, but Shield Wall is better, and you can only have one stance at a time. Yes, and the whole branch requires an increase in dexterity, so the maximum that is worth taking. Shield preparation.

Shield Skill Line - Shield Strike

The best spell is the second one, which stuns pretty consistently.

Specializations. Not a single one fits completely under the tank, but the Vityaz is closest to this: we reduce the attack of the enemies (we live longer), raise the defense and attack of the allies and ourselves, knock over the enemies, which gives a break. You can also experiment with the Ripper - we draw life from corpses (survivability), we inflict damage on everyone around and hit the harder, the less health remains. But the result will be a semi-attacking Persian, which requires more careful handling. Berserk is not an option. Well, the Templar - has the ability to stun everyone and has great mental stability so as not to get up in dreams and paralysis. For a classic tank, we take a bunch of Templar + Vityaz.

damage dealers

In addition to the tank that takes the hit, the healer who mends this tank and the controller who prevents the enemies from hitting the tank too often, someone else is needed who will give change for such suffering. Already here we have just a huge choice: Warrior with a two-handed sword, mage, battle mage, warrior with dual weapons, archer, robber with daggers. How many options to choose from. One is more beautiful than the other, let's take a closer look at who is who.

Warrior with a two-handed sword

This type of damage dealer is very popular with beginners because of the highest numbers. Sten, Oghren and the main character will fit here. We put everything into strength and do not worry. You can optionally a bit more in dexterity. We are looking for clothes for damage, protection is not so important here.

Skills and abilities

In addition to standard military skills, we have one of our branches, it has three lines. But first - any damage dealer should take Disengage, because it is important that they hit the tank and not us. It is also advisable to take the last skills from both lines of a warrior - restoring a few stamina is very important, and temporarily removing misses from yourself is generally excellent. Yes, and the increase in the chance of crit in the crowd pleases.

Two-Handed Weapon Branch - Stun

We take everything. Hilt strike - additional control. Indomitable - if you thwarted the aggro, or the boss can stun everyone, not just the tank. Chance to stun - can also work on the boss. Healthy. Regulated crit is also important.

Armor Shatter

The first spell is a debuff. Armor Shatter - Removes enemy armor.

mighty blows

And although including powerful strikes is a rather controversial decision, due to the penalties to the attack, getting to the only multi-target strike is worth it at all costs. Especially considering the nominal damage from two-handed weapons.

Specializations: — Berserk. For 4 points, we get a plus to damage without penalties and one very strong blow. 2nd - any, if there are points for development. Vityaz will improve things with a hit, and strengthen the position of the second tank. The Templar is always useful, but not more than 1 in the party, the Ripper is more of a tank, the damage dealer should not take it and spend 4 points on just one useful but dangerous spell - a lot of damage with low health.

Damage Mage

It is best for them to be the main character. We build up the power of magic and a bit of willpower. We take armor with a bonus to elemental damage (all sorts of gloves and rings + 20% fire damage, etc.) and magic power. Sometimes you can pick up a reserve or mana regeneration in combat.

Capabilities

We take everything listed in Healing and Controller only when there are extra points.

Element Branch - Fireball. Cone of Lightning + Cone of Cold.

Lightning line. Chain lightning is interesting here.

Branch of Creation - Nature

Magic Wisp- enhances our magical power (i.e. increases damage). It is useful to turn it on when you have already spent 50% of your mana.

Magic Flower- increases mana regeneration, which will be in short supply.

wasp swarm- high damage on one target, take it.

We take the Walking Bomb (Spirit Branch, Necromancy line), if there is none in the team yet. The rest is control.

Specializations - Blood magic. For 4 points, we have an alternative resource for using spells, its replenishment (it is advisable then to take two spells from the Life Siphon line, the Entropy branch), Good AoE damage + control and a strong single disable + damage. The last spell-single-control on bosses in the Maleficar branch will work at best as damage, because the game will not always allow you to control Orange.

Battle Mage

Available naturally only to the magician. Candidates are any mage. A magician who walks in light clothing does all the spells in battle, and when the mana runs out, he reaches into the bag, puts on Heavy armor, turns on all the auras and passives and goes to beat the mobs in hand-to-hand combat. Lazy mages immediately walk in heavy armor, and spit on fatigue at 30-40%. In this regard, we take the heaviest armor, because fatigue will eventually turn into a bonus to attack. As practice shows, damage per second with a two-handed, one-handed or dagger is the same, only the dagger pierces armor even better.

spells

Line of combat magic

combat magic- allows you to require Magic Power from equipment instead of Strength. We can carry anything

The second passive skill (when enabled) changes the hit calculation formula from "Strength + Agility" to "Magic Strength + Agility". We do not have the second, but the first in bulk. Changes the formula for calculating weapon damage from Strength to Magic Power, which changes increased fatigue into an attack bonus. When turned on, it takes 50 mana (although it is not mentioned) and immediately gives 50% fatigue instead of 5%. So many, due to the fact that fatigue is our hit on the enemy. So what did we end up with the coolest armor and weapons (exceptions are bows and daggers). Next, we take a passable, but useful improvement in attack and defense in the battle mage stance and take ....

Shimmer Shield. Gives resistance to all types of magical damage - 75% each. Example - In one place, the entire party will receive constant damage from spirit magic. Everyone (and the tank) gets 11-13, the battlemage takes 2 damage. Feel the difference. Gives 100 psycho. and physical sustainability. No one can knock down or stun a battle mage, except for harmful, arrogant and generally uncultured Ogres. It also gives a serious bonus to armor, not like the deaf defense of the tank. Take away 50 more energy to reserve and slowly devour your mana. This is not a joke or a mistake by the developers - after turning on seconds after 10 mana, you will have 0.

The last spell allows you to dodge an attack without an attack-defense check (Dodge, judging by other games with attack-defense, the dodge check comes before the attack-defense check, which is very useful) and mana regeneration, which is nonsense, because the shimmering shield you'll eat it anyway. The only thing is, if you are not tanking the boss, then you can not turn on the flickering shield and eat off your mana during the battle magic.

But anyway, back to close combat. We also take the previously mentioned Magic Defense and Stone Armor. The first gives protection depending on the Mage's Strength, and the second gives armor. Don't forget to turn on telekinetic weapons in the party. What do we get when all this is included? And we get a cool Persian who was running around in a robe two minutes ago, and now receives (at a certain stage of the game) instead of 30-40 damage that the tank received, only 20 from the boss. Strikes from 1 sword as from a two-handed one (however, without the included racks for a two-handed one), Spit on stuns, Paralyzes and other people's nukers. Are we all running to download the Battle Mage? Not really. One problem remained - the attack. She's still missing. Even with 100% fatigue. We hang a Heroic Attack on ourselves, remove protection from the enemy by all means - this is how you can still live. But what really literally kills a battle mage is other people's attack debuffs (Weakness, Curse, other people's knights) - you can forget about hits. For to dispel someone else's debuff is to remove ALL buffs from yourself, don't forget. And we have from 5 to 8 of them. And how long will you then stand to turn it all on again (and the flickering shield also has a brutal cd)?

Dual wielding warrior

Why a warrior? Because the robber is imprisoned for something else. Of course, you can make a robber-mile-warrior-with-dual-weapons, but it will not be a warrior. The candidates are the protagonist and warriors. Characteristics - strength and agility in half. A little more agility for abilities. If there are big problems with men-at-arms, try to look for things for armor penetration. And everything is simple - maximum damage, we look at armor by bonuses, and not by gravity. Although if you are in massive armor, you will not differ much from the tank on the bosses. By the way, this is a feature of both wars - damage dealers. They are more reliable than others, more tenacious, less demanding for constant supervision. Abilities - As well as a two-hander, native branches to the stop are desirable. The only thing with a hit due to greater dexterity is better here.

Weapon Branch in each hand

We teach all the way, without this, the penalties for weapons in each hand will be serious and the damage is small

Line of debuffs

Double punch. In fact, with the same attack speed, you start hitting the target twice as hard (checked, attack speed is not lost). Also a bonus to damage from each hit. The price is the impossibility of regular crits. But the warrior's crits are not so frequent. Taken in any case for the next spell.

Counter attack- Crete + Stan.

crippling blow- Crit + removal of protection (and also attack and run speed) from the enemy.

the Punisher- optional.

AoE damage

The first ability, swinging two weapons, is a godsend. Not only is the damage to everyone who fits somewhere 150 degrees in front of the warrior, but also with increased damage! The two-hander before that rips through the devil knows how much, and he has normal damage there.

triple hit - not worth the stamina spent on it.

Impulse. E st endurance is in earnest, so turn it on when this very endurance is already 0. Increases attack speed very decently. Excellent ability.

Vortex- makes a blow to everyone around, but for such a price, and even with ordinary damage. We are not a tank to be surrounded. The swing is much better.

Specializations - Just like with a two-hander.

Archer

Candidates - The main character is a robber or Leliana. Why is a robber better than a warrior? The robber will be able to pick locks. Warrior's specs - Berserker is fine, the rest are unusable, while Rogue has two useful ones. Yes, and the robber will receive a third more crafts - and he will pump poisons, and combat training, and if necessary, Persuasion. Crafts - not demanding, poison is welcomed, mainly because of grenades, and it will help in close combat, since it is much more reliable to pull out two daggers than to pump fire at close range (more on that later). Traps are not worth it, we are standing in the distance. Characteristics - dexterity. We do not need the ability to replace strength with cunning in attack calculation, since the bow has its own formula - only dexterity. We swing it, a little trick, if we break the locks. Clothing is dexterity. Only dexterity.

Capabilities

Of the standard robbers, we only need lockpicking if there is no one else in the party, but you can take the line of lethality (replacement in the damage formula, not attack, so the damage will increase, and as a gift for 3 points 2 nice debuffs, besides changing the formula).

Archery Branch

Aimed shooting useful, we reduce the attack speed, but we get all sorts of goodies, although the decrease in attack speed is felt strongly.

Special Shot Line

Pinning Shot seems to be a good control, always useful, only rarely works.

Crippling Shot- reduces the attack and defense of the target - useful, we hit more often.

Critical Shot swing, good damage.

Arrow killer deals very high damage, much more than a critical shot, although there is nothing about this in the description. So download.

Explosive Shot Line

Shatter Shot- Armor debuff, useful. It also drops the target. Unexpected and pleasant.

Suppressive shooting- improves the life of the tank by reducing the attack of the enemy. It can come in handy on the boss, especially since it works together with aimed shooting if you decide to turn it on.

Explosive Shot“Resistance rarely comes to him, he works on a gigantic area. The only adequate control with a large AoE outside the mage, although conditionally he is a multi-target, like a chain mon. Go to him and take immediately.

Specializations - Assassin and Duelist, of course, for close combat. There are two left - Bard and Pathfinder. We take them.

Bard- only the third song is needed, which gives pluses to attack, defense and crit. chance. Considering aimed shooting, there should be no problems with hitting. The only thing is that if you do not download the trick for breaking locks, then the song will be weaker for you than for those who download. But more dexterity.

Pathfinder- allows you to summon a Wolf or a Bear or a Spider and improves all three with the last spell.

Wolf has the health of a tank, the same nominal damage, and also reduces the armor of the enemy.

Bear fat, hits well, can drop from his feet, but he doesn’t pull on a tank.

We make any shot in battle for 50 energy, we call the wolf. If he was killed, call the bear. In general, the pathfinder is a huge support for the squad with new fighters.

Improved Beast- animals get an extra ability, but there are no special differences in stats (damage for a wolf, health for a wolf and a bear). If you have a lot of points, you can spend. If you only use the wolf, it makes little sense to spend 3 points.

Robber with daggers

Dagger. The candidate is only a robber. Rogue is a unique damage dealer. First of all, it’s about a backstab - it always works when you hit the enemy’s back. Characteristics - Dexterity and cunning. Daggers, unlike bows, require dexterity + strength, and we can replace strength with cunning. And cunning is more needed for other rogue abilities. Crafts - poisons are very, very necessary. It is enough to take combat training for 3, I will explain why. The rest is optional. Clothes - because of the small amount of strength, we will carry the lightest. Weapons - daggers, with any bonuses, the main thing is that the damage is high. Even with one medium rune of paralysis in 1 dagger paralysis happens quite often, which is very nice, because as soon as your enemies recover from control, you will not have backstab and dps drops.

Capabilities - Firstly, out of 4 lines of relatives, you will need a little bit from everyone.

Rogue Branch - Backstab Line

Dirty fight - control is always nice.

Movement in combat- a great thing, expands the backsteb area from a quarter to a half. Backstebs have become much simpler.

Feigned death- Better aggro reset. If this is a problem, swing the blow of mercy.

Line Line Tricks

Kick debuff on defense and attack is nice

Death blow- armor debuff, also useful.

The third skill Changes the damage formula, so that after taking this ability, the damage will increase by about two times (in the back for sure). Unfortunately, it does not change the hit formula (strength + dexterity), but greater dexterity and dual wielding permanents should smooth out this minus .. Evasion is again for open combat. DPS will not increase. .

String of locks

It is not necessary to take locks of the 4th level. Locks only enhance the rogue's natural ability to break chests and doors, which depends on cunning. Download optional, depending on how often you see locked.

Line of invisibility

There are two options, either take all or take two. The 1st option allows you to go into stealth right in battle, but if you don’t take the 4th level, then they will constantly notice. The 2nd option allows you to save points, but you only start the battle from stealth, during the battle only Feigned Death will help to throw off aggro. And in the 2nd option, you will often be noticed

Dual wield branch

It's a little different here than with the dual-wielding warrior.

Line of Debuffs

Counter attack- control is always useful.

crippling blow- duplicated by a kick, but useful.

Line 4 permanent

All are needed except the last one, because he allows swords to be carried. The dagger requires dexterity, pierces armor better, hits faster. The sword will require strength, it pierces armor worse, it hits more slowly. You can hit with a backsteb from a sword, only the damage calculation formula includes dexterity only for piercing weapons - bows and arrows. For a sword, a lot of dexterity is almost useless. True, mastery of a sword also reduces the cost of use ... is it just for the sake of it alone to download the 4th level of combat training? The rogue constantly hits with crits (backsteb is a type of crit). He does not need any songs from the bard on crit, nor the diverting corruption from the controller.

Specializations:

Killer. Not being discussed. Increases backstab, restores stamina after a kill (like a warrior) and increases all physical. target damage. We do not need a bard - his only useful song is not needed, we do not need either crits or attack. It would seem obvious - grab the duelist and don't think. Only here is the thing. In fact, what a duelist gives: plus to attack / defense (we have both in bulk), a blow to reduce the speed of walking / defense (we already have two of these) and all hits = crits for a while. Wait. Backstebs are already critical. So the duelist will give almost nothing to the secretive robber. Therefore, there is the last option - Pathfinder. What a tracker gives for 1 invested point: a pet with hp like a tank. Tank damage. Decreased target's defense (similar to the duelist). Just one point. That is, a small animal that can, on occasion, tank up, and in fact an increase in damage that you will not find anywhere for 1 point. And you can also call a bear when the wolf dies. Assassin + Duelist is the obvious choice. Assassin + Pathfinder seems dubious, but in practice it works well.

Dragon Age - Origins - Making a universal group was last modified: July 29th, 2015 by admin

Before Lost-Vegas 214 miles / We are sawdust...

Armored bras, armored pants and magic thongs - not right away) I don’t even test.
Yes, I'm not testing what is added through the console yet.
Attention!! Read this post before installing mods. I'm serious.

1) Kits :
Assassin's Set A set for a rogue. Comes by itself, on the previous owner)
Wings of Velvet and Green Sonata Stylish and useful set for a magician - clothes, staff accessories. They appear in the inventory or in the camp, at the merchant Bodan, depending on which version you install.
Phoenix Arsenal Beautiful set for girls of any race. Three types of armor (easy option um... very easy), blades, bows. Blades and bows for everyone). They appear - part of the Quartermaster in Ostagar, part in the chest, the key to which is given by the deserter, and still have Bodan / Urai (from Awakening).
Daughter of Mythal Kit
Bow and armor, girl-only armor (any race), bow for everyone. Despite some vyryglaznost, in terms of colors, unexpectedly good things. Once connected, the kit will appear in your inventory.
http://modgames.net/load/75-1-0-911 Armor for male elf, bow for everyone. Sibling of the previous mod, but less eye-catching.
Installation. The archive contains 2 folders "Armor" and "Bow".
a) Bow. The Scorching_Wrath_Of_Elgarnan_1_03-812 file will add the bow to inventory, the Scorching_Wrath_Of_Elgarnan_1_03-812_vendor file will add it to Bodan's shop.
b) In the "Armor" folder there are 3 additional folders, according to the color of the armor, select the desired color and put one of the files, the usual one will add the armor to the inventory, the one that "vendor" - to Bodan.
Runic Armor of the Gray Wardens An interesting set for a warrior. Three shields, armor, two-handed sword, three long swords.
There are two files in the archive: one for Awakening, the other for the main campaign. Both must be installed, even if you only play Awakening. One file is enough for the main campaign.
Armor and blades of the Blood Angel A set for a warrior/battle mage, catchy, pretentious and somewhat cheating, but many people like it. Once connected, the kit will appear in your inventory.
Shadow Assassin Set Attractive dark armor, a bit in the style of Assassin's Creed (alas, only for people, men and women), four daggers. There are two options for adding a set. The "Armor of Assasin" file will add the set to the inventory, "Armor of Assasin vendor" will add it to Bodan's shop.
Glory to the Griffin weapon set (extra large set) Includes: shield, helmet, axe, sword, one-handed hammer, two-handed sword, two-handed hammer, two daggers, twin axes, two bows and a staff. Stats are normal. Appearance ... specific. I've seen reactions go from 'fuuu' to 'wow' so look at the screenshots and think (I personally really like the shield and daggers, just for the look) There are two options for adding a kit. The "Glory of Griffon" file will add the set to inventory, the "Glory of Griffon vendor" file will add it to Bodan's shop.
Morozik75 generally has very high quality mods. And very frequently updated

2) Name sets
Song of the Rose. A very beautiful and useful set for Leliana (there is everything, accessories, armor, a bow, a pair of daggers). Once connected, the kit will appear in your inventory.
Stan's Helmet A pair of swords, a shield and a very specific Stan helmet. In principle, one-handed and a shield can be anyone. There are two options for adding. The file "Stens Helmet 1.2" will add items to the inventory, "Stens Helmet vendor 1.2" - to the store to Bodan.
Stan's Armor This is included with the Helmet. Appear in a chest, in the church of Lothering.

3) Armor only.

Race selection

The choice naturally stands between a human and an elf, since gnomes by their nature cannot conjure. Each race has its own characteristics, but it is worth remembering that when choosing an elf, everyone will treat you with contempt, and even that is not very important.

Point distribution

Everything is extremely simple here - we download Magic and Willpower in proportions of 2 to 1 and do not forget that it is worth pumping the cunning to the same value up to 16 for pumping influence.

Influence- we definitely pump if we want to avoid a lot of unpleasant moments in the game and just persuade anyone;

combat training- also required to learn, since your spells will be interrupted less often;

Herbalist— the best option, whatever one may say, would be to upgrade this skill in secondary characters and not spend the points of the main character;

Tactics- something that is generally better not to touch, since you will need manual control over the hero in almost any situation;

Specializations

With specializations, you will have to decide on your own. It is worth noting that the most useful specializations for you will be Spiritual Healer and Blood Mage.

With the help of a spiritual healer, you can often get out of trouble, and it is worth pumping at least Group Healing and Resurrection, even if you have Wynn in the group.

As for that, this is already a separate build, although some skills, such as Blood Wound, can still serve you well.

Shares second place in need with the blood mage Warrior Mage. It also has its own peculiarities - for example, you can wear heavy armor.

Werewolf - in this case, we do not need this specialization at all.

spells

Here we will go selectively and will take different spells from different branches.

Ice Snap- refers to the magic of water, deals good damage and decently slows down the enemy. The entire branch is obligatory for pumping;

Lightning- rushes periodically between water magics. Quite a strong branch, but does not work on some;

Land- here we take only stone armor - our magician needs protection;

Fire- a less priority branch, since enemies often have immunity to it;

creation- here we take treatment for obvious reasons;

Runes- the rune of paralysis is our best friend if we don't want to get surrounded. You can also take other runes;

Spirit- here we need Manna Siphoning and then we will definitely not stand aside. Also, in principle, it is worth paying attention to other skills that are no less useful;

Entropy- Life Drain - this is what any magician should download;

Hero equipment

These are the best things for you:

Reaper clothes- located in Curiosities of Thedas, in Denerim;

Key to the city a - in Orzammar we find pages of the code all over the city, after which we go to the throne room on assignment, place the party members on the plates and pick up the item;

Anti magic amulet- You can buy it from Bodan in the camp.

Staff of the Lord Magister as well as a belt called Blessing of Andruil- we buy from the quartermaster in the Circle;

What's up to the party then here you need to take one warrior, one robber and support in the form of a second magician, or instead of the last Sheila - a golem from the add-on. This concludes our guide to the mage in and good luck conquering Ferelden.

Dragon Age: Origins is a great game, but alas, it is a product of its time. BioWare released Dragon Age in 2009 while working on Mass Effect 2, so Dragon Age sometimes falls into the same design trap as the first Mass Effect.

If you played Dragon Age in the year it was released, then it is likely that you missed the mods that reveal the project from the other side. In the last five years alone, enthusiasts have released several dozen amazing mods that are recommended to all fans of the series. So before you start fighting templars and mages in Dragon Age: Inquisition, we recommend that you familiarize yourself with the 15 key ones that started a successful series. Initially, there were 18 mods in the list, but some of them had to be cut out, because they were either removed by the authors themselves, or they were incompatible with the game for one reason or another.

Dragon Age, due to its venerable age, does not have integration with the Steam Workshop. To be honest, it's even surprising that the game itself is on Steam and not an Origin exclusive. All the mods collected here are available on the official Dragon Age mod portal, and each of them has a separate installation guide. I advise you to use the convenient DAModder application with a clear interface that will simplify the download and installation of mods.

It's only now that I'm getting used to the Steam Workshop that I'm starting to realize how chaotic and inconvenient third-party modding portals can be. And while DAModder may save you some headaches, it doesn't work with all mods. Some of them, like the same Bash Locks, require manual copying of the code into files with the .ini extension. Others, like Dragon Age Redesigned, have their own .exe installers. I still recommend using DAModder, but I emphasize that the program will be useful for about half of the mods from the list.

Does this mean that I'm a whiner who needs to serve everything on a silver platter? After hours of fiddling with readme.txt files and multi-page PDF manuals to install the right mods, yes, I'm a whiner. And I advise everyone to be. And now let's move on to the best mods for Dragon Age: Origins.

Gameplay mods

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I almost never pick thieves/hackers/shadows in RPGs. If the characters in an RPG reflect the character of the players, then apparently I am a person who blows everything around and accidentally breaks furniture just by falling on it.

For those who also destroy everything in their path, closed chests and doors serve as a sad reminder that you cannot explore every corner of every cave. We don't have the skills to pick tiny locks, so we can't enjoy the secrets behind closed doors.

Unless, of course, you have the Lock Bash mod installed. Thanks to this mod, warriors and mages in Dragon Age can knock out castles with a huge hammer or destroy them with magic. There is even an animation of the destruction of castles, so this feature does not stand out from the general atmosphere. I ran into a couple of bugs while playing with Lock Bash installed - for example, I couldn't talk to quest NPCs through doorways (namely Blacksmith Owen in Redcliffe), so I had to remove it for a while. However, such bugs are extremely rare, and this beautiful mod deserves your attention.

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The most useful and at the same time the most ambitious mod on this list, Auto Loot, makes searching corpses noticeably faster. It is enough just to click on a dead enemy, as all the contents of his inventory will be transferred to you without any delay. Let's face it, you'd hit the Take All button anyway, so why waste your time on it? The game knows to pocket everything and doesn't judge you.

The pretentiousness lies in the fact that the modder Pheelon really does not want you to forget the name of the author of this work. Therefore, whenever you collect loot from enemies, a message will appear on the screen stating that the service is provided by Pheelon's Auto Loot © mod. Each. God's. Once.
By the way, the last paragraph is provided by Pheelon's Auto Loot© mod.

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From time to time, melee sword fights end with a combination of powerful blows in which one of the opponents dies a harsh death, which is more suitable for any. This happens relatively rarely, but if you would like to see such brutality more often, then the Forced Deathblows mod is at your service. Settings allow you to make special kills a regular event or even the standard ending of any sword fight. If you've played Sniper Elite, you'll see the familiar x-ray kill animations that show you in great detail how the enemy's guts are torn apart.

Mods to improve graphics and environments

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One of the most modest mods on the list, Improved Atmosphere, usually gets sidelined when it comes to useful addons. But we couldn't pass it up, as Improved Atmosphere makes simple NPCs in each city more realistic - they go about their business and throw lines, reacting to the actions of the hero. They gather around the fires, eat, walk around the location and behave like ordinary people.

At the same time, your companions also become more talkative, which pleases exactly until the endless skirmishes between Alistair and Morrigan start ringing in their ears. The corpses remain in place even after you have searched them, adding an element of gloom to the game. This mod allows you to make the world more alive and realistic - the cities and the environment now look not like dollhouses built specifically for the fun of the player, but like real fantasy places.

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All Dragon Age heroes have very nasty teeth. Just disgusting. “But wait!” you say. "Brown teeth are historical realism." Do you know what I think about such realism? I do not need him. I came here for the fantasy elves, magic daggers and other fabulous paraphernalia. Therefore, the White Teeth mod made it to my favorite list as it whitens the teeth of all characters. I did some serious research and realized that the characters are 600% less obnoxious. Thanks White Teeth!

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This mod made me realize how old Dragon Age: Origins was. After the release of Mass Effect 2 in this series, it became possible to make helmets invisible to look at the faces of your favorite characters, even if they are clad in heavy armor.

But back in 2009, for this it was necessary to install a mod called No Helmet Hack, which added a special book to each character that did not take up extra space in the inventory. Using this book made helmets invisible and vice versa. Simple, elegant and efficient.

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As I have already noted, Dragon Age is inexorably aging. And the Dragon Age Redesigned mod is a great way to enjoy the game for all newbies. It redraws the faces of the characters, making random NPCs no longer look like cartoon trolls, but look like sand-stained cartoon trolls. Most of the companions have also been improved - for example, Morrigan has 4 versions of the face to choose from.

The installation process of Redesigned is not as pleasant as redrawn faces: two separate files need to be downloaded. One of them for some reason needs to be run twice in order to properly install the mod. For each of the satellites, a separate archive with textures was created, which also needs to be downloaded manually, so in order to update the entire squad, you will have to download and run approximately 8-9 files in total. The final result, of course, pleases, but is it worth the effort? I'm not sure, but it's up to you. I will only note that this mod for some reason conflicts with the White Teeth mod, and some (but not all) allies' teeth are painted back to their original color.

Mods to improve satellites

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The mabari dog is the best friend of the Gray Warden, and is valued for its strong jaws, pointed ears, and muscular chest. These are fantastic pets, which are indispensable for magicians and fighters who attack at long distances. However, his place in the squad is quickly taken by more powerful companions who can carry items in their inventory, use artifacts and, of course, talk.

By adding an additional slot for dogs, your mabari becomes a permanent fifth member of the squad, tied directly to the main character. A bloodthirsty mabari dog that doesn't move a single step away from your character, of course, unbalances the Dragon Age combat system a little, but just look at those big sad eyes. Is it possible to abandon this creature? Of course not. Who is a good dog? Who is our good boy?

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You see a dark crow landing on the fence. A sinister-looking elixir is tied to its paw. Drink it and… you can redistribute your skill and skill points at any time!
Well, that was unexpected.

Since the Dragon Age playthrough strategy can change depending on the class of the hero, it would be nice to be able to reallocate skills in order to create the most effective squad. And the Character Respecialization mod allows you to do this without breaking the rules of the fantasy universe. After installing the mod, in almost any city you can find a dark raven and change the skills of your hero.

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Dragon Age, do you know that we live in an era of tolerance? So it's time to wave rainbow flags. The Equal Love mod removes all companion interaction restrictions and you can now flirt, kiss and fall in love with any companion regardless of their gender. Moreover, the new conditions of the game directly affect its ending, so the male protagonist can now [spoiler] with [spoiler] provided that he chooses the ending with provided [spoiler].
But adding same-sex relationships to the game doesn't mean that gamers will be able to arrange weddings between heroes and mabari dogs, and therefore your relationship with a faithful pet will develop in a completely platonic way.

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Most relationships between people, as you know, are based on the presentation of gifts. In Dragon Age 1, finding special "gift" items used to lead to a lot of dialogue as we tried to figure out who the item was for. The Madd Gift Guide mod adds hints to the descriptions of these gifts in the game, so now we know exactly which of our companions to give them to. If you're determined to win the "Best Gray Guardian of the Year" competition, then this mod is an irreplaceable find.

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Many probably remember Sir Gilmour - a kind and noble childhood friend, who appears in the game for just a few minutes. Initially, it was he who was supposed to become the new Gray Guardian, but he sacrifices his life so that the main character and his mother can escape from the burning castle.

However, Sir Gilmour can be brought back into the game with this mod. Moreover, he is ready to join your adventure and even has full voice acting, which is a rarity in the world of amateur modding. The voice acting is quite decent, and the character fits perfectly into your squad. After installing this mod, you can find a miraculously survived childhood friend in the village of Lothering.

Story mods

The hell out of Howe [plot spoilers]

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Earl Rendon Howe sooner or later becomes a thorn in the heel of any Dragon Age player, and his dastardly betrayal actually starts a separate storyline. How negative is this? He was voiced by Tim Curry himself, if that tells you anything.

Regardless of how you progress through the game, the fight with Howe is an important story event. But the outcome of this fight is a little disappointing, as the writers decided to give Howe the death of a typical Hollywood villain, who always manages to say a few words at parting. However, with this mod, the necessary emotional intensity appears in the scene thanks to additional cutscenes. Howe is a real bastard who deserves suffering, and now we at least see this suffering.

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For those who want to step away from the Dragon Age universe and try something new, the Baldur's Gate 2 Redux mod is perfect. Erenicus' Cave, easily recognizable by fans of the classics, has been completely recreated by the modding team, along with the original sounds and famous dialogue from Baldur's Gate 2. And while this project was supposed to port the entirety of BG2 to the Dragon Age engine sooner or later, posts on the forums indicate that that the developers have already lost all interest in this. However, they can be thanked at least for the opportunity to spend an hour or two in a familiar cave and indulge in nostalgia.

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Another exciting addition to the rich Dragon Age universe, Alley of Murders is a new campaign featuring a serial killer operating in Denerim. Local law enforcement officers can not find the criminal, which means that it's time for the Gray Warden to intervene. The mod has a full-fledged voice acting (sometimes not very convincing) and is completed in about half an hour.

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