Little Tricks and Tips (Dragon Age: Origins)
I propose in this thread to share small secrets of passing (not passing quests, but pleasant little things). For example:Ostagar.
* If you choose persuasion / deceit when talking with an elf messenger near the kennel, you can get a very decent sword (if the GG is not a swordsman warrior, it’s better to give it to Alistair - there will be more benefits).
* Belt can be stolen from the Quartermaster +1 Constitution.
* If you buy a backpack from the Quartermaster before going to the Wildlands, then another one will appear on sale upon your return. Shrinking in other expenses, it is quite possible to buy it.
* Before you go to the tower of Ishal, look into the mabari pens. In one of them (where the dead dog is) is a page of the codex about mabari dogs.
* If the GG does not have the skills of a herbalist or creating poisons, still do not sell the ingredients, you can also buy them. Davet has the poison skill, and the herbalist has the magician, who joins in the assault on the tower of Ishal. A few extra poultices and bottles of poison never hurt =).
A start has been made - shall we continue?... ;))
* Standing at a relatively large distance, you can use the bow to "pull out" the enemy one by one, without attracting the attention of his friends (sometimes a couple more may come running, but not the whole crowd :) )
* When talking with the mabari dog, you can ask her to bring something, do not underestimate this point in the dialogue, in addition to valuable gifts, the dog can even bring powerful weapons, etc.
* If the set traps for some reason did not work, after the battle they can be discharged and put back into inventory. What-no and economy.
* At the second level of stealth, you can put traps directly under the enemy until he dies without realizing what it was =))
* In Orzamar, in the royal palace, next to the entrance on the floor there is a certain ornament with a gray slab in the middle. If you stand on the stove, you will hear a sound. I could not solve this fenya, perhaps someone will get lucky.
Lothering
* An Imperial Dragonthorn Crossbow can be stolen from a merchant standing in front of the church (unless, of course, the merchant is driven away).
* Minor bug for robbers - traps for Allison can be made and turned in endlessly: 50 silver coins and 100+ experience.
* The cabinet in Lothering's church is opened with a key given by Sir Bryant if the GG confesses that he is a Gray Warden and asks how Sir Bryant can help him (maybe you need to complete the quest with the robbers on the bridge first). By the way, there is nothing special in the closet...
* After talking with Sir Donall, if you ask about the history of the urn with the ashes of Andraste, a couple of new books will appear in the church.
* a small hair dryer for magicians. All spells (!) can work through walls. But as a rule, we cannot single out the enemy without opening the door to the room. What for? True, this works when the enemy is standing next to the wall (near the wall on the other side of which you are standing). Approach the wall, look at the minimap. See where your enemies are. Choose an area-of-effect spell (cone of cold, fireball, etc.) and aim at the enemy. If the enemy is standing next to the wall, he will probably be hooked, and he will not run to beat you, but will remain in place (because the door is closed)
* the effect of "freezing" from the cone of cold affects all creatures. Do not hesitate to use it against bosses, because. it is not always possible to stun them.
* the best way to delay the enemy is a blizzard spell from magicians. It works better than any trap (although it takes a long time to read, you need to prepare in advance). The blizzard first knocks down (both friends and enemies), and with a certain probability it can freeze them.
* do not take Zavrin for anything (somehow I don’t remember the name exactly) (a mercenary from the Antivan Crows), it’s better to kill it right away and don’t enter into a dialogue, don’t waste time, in Denerim he, along with his friends, will attack you again.
*Flemeth has nothing to steal, but it's a shame...
* Zevran CAN be attracted to your side, and if you maintain his attitude at the proper level, he will not betray under any circumstances (in a certain situation, he will generally be the only one from the squad who will remain with the GG).
*Are you missing cells on the panel? Stretch them out. To the right of all the cells there are several grooves, stretch them as far as you need.
* If you freeze an enemy, and then hit him hard (for example, with a magic fist or a powerful blow), then the enemy may crumble. Such a chip is best used on enemies with full XP.
* a well-known cheat bug - after Duncan gives the task to collect three vials with the blood of the creatures of darkness, it is possible to add levels for free. just don't go on with the quest to find the treaties, but go back to Duncan and tell him that the papers haven't been found yet. leaving the conversation, you get a level-up, and so you can get ~ 15 levels without going anywhere and repeating the same dialogue.
*If you cast a spell that has an effect that is extended over time, save and load, then its effect will be saved, and the cooldown will be completed. In this way, you can hang amulets on the whole team or, say, cast a bunch of Thunderstorms in one place.
*Ingredients for poultices, poisons, etc in the game can be bought in unlimited quantities from many merchants, for example, flasks in the Redcliffe tavern, lyrium in the Mage Tower, Roots in the elf camp, Distillation reagents in the team camp...
copy-pasted from ah, they're from somewhere else, it doesn't matter at all enjoy
Code page 237
Grease Fire
Grease + Fireball
Grease, normal or magical, is highly combustible. If it comes into contact with an open fire, it ignites. A puddle of burning fat is deadly to anyone who walks through it. When the fat burns out, the fire subsides.
Codex Page 238
Entropic Death
Death Hex + Death Cloud
Perhaps the victims will say that there is little difference, because if someone is already hurt by the "Destructive Corruption", then the chances of survival are already small. But if they do not want to speed up the process, then they must avoid the "Cloud of Death" at all costs. Even a fleeting contact with the edge of the cloud causes a deadly reaction that causes great spiritual damage to the victim of corruption.
***I got more than 250 damage, immediately gave the achievement Heavy Hand =)))***
Code page 239
Paralysis Explosion
Glyph of Repulsion over Glyph of Paralysis, role order is not plays.
The magical power of a rune depends on how clearly it is drawn. When two runes overlap and their lines intersect, especially when the effects of the runes are opposite to each other, such as Paralysis and Reflection, there is nothing left for magical energy but to dissipate explosively, paralyzing everyone nearby.
***Spell Might prolongs the effect of paralysis. Paralysis also affects party members and the GG.***
Codex page 240
Storm of the Century
Blizzard + Tempest
When two hurricanes join, expect trouble. Combining the snow and ice "Blizzard" with the thunder and lightning of the "Storm", you can get the terrible "Storm of the Century". Anyone caught in it takes massive electrical damage.
***If you add Gehenna Fiery (Inferno) and Dirt (Grease), then the fire does not go out ... You can also add a Cloud of Death (Death Cloud) on top. All together it looks very impressive =))). And don't forget Spell Might... ***
Codex page 241
Flame Quencher
Grease Fire + Blizzard
Burning fat is extremely difficult to put out - it usually burns until all . But the magician is able to extinguish fat simply by cooling the air. The wind caused by the Blizzard freezes the fat, and the fire subsides.
Codex page 242
Shockwave
Force Field + Crushing Prison
Mages, surrounded on all sides, often resort to the "Force Field" spell, which temporarily protects against any damage. Since this spell does not allow movement, after the duration of its action, the magician again finds himself in the original situation. But if the magician casts "Crushing Dungeon" on the "Force Field", the counteraction of spells will lead to their mutual annihilation and generate a powerful shock wave that damages everyone who is nearby, except for the source of spells standing at the epicenter.
***If Force Field is applied to enemies or allies, then Crushing Prison is applied only to the enemy... So think for yourself... By the way, if you apply Force Field to yourself, then for the duration of the spell, any actions will be inactive ... ***
Codex page 243
Vapor Cloud (Improved Drain)
Vulnerability Hex + Drain Life or Drain Mana
A victim of Vulnerability Corruption must be wary of not only elemental damage, but mages' attempts to drain life or mana from them to restore their own reserves: in this state, the effectiveness of the Drain Life and Drain Mana spells is doubled.
Codex Page 244
Advanced Reanimation
Spell Might + Animate Dead
A skeleton ally summoned to the battlefield through the Raise Dead spell will suffer post-mortem trauma and therefore will not manifest itself as a fighter at full strength. However, if it is revived by a magician whose powers are backed up by "Magic Power", the skeleton will have no less power and determination than your warrior it once was. Such a skeleton ally will be stronger and more capable than usual.
Codex page 245
Nightmare
Sleep + Horror
All beings are highly suggestible in dreams. If the spell "Horror" is used against the sleeper, it will cause vivid nightmares. Sometimes nightmares are so strong that the dreamer dies of a broken heart. Those unfortunate enough to survive wake up half-crazed with fear.
Cleave
Target frozen by Petrify or Winter's Grasp or Cone of Cold + Weapon Crit or Crushing Prison or Stonefist A creature that has been magically
turned to ice or stone (for example, spells "Turn to Stone" or "Cone of Cold"), is very fragile. With the right effort, it can be split into many pieces. A critical hit with any weapon is suitable for this, as well as the Stone Fist and Crushing Dungeon spells.
*** If the victim is inflicted with Death Hex, then all normal hits on the target will be critical. And if that doesn't work, Death Cloud will be fatal to the victim [Entropic Death]...***
* In Ostagar, you can talk to the imprisoned deserter (you can find him near the place where you first meet Jori (a Gray Warden recruit with a two-handed sword)). After asking him about the reasons for which he is there, you can find out that he has the key to the chest of magicians in Ostagar. After fulfilling his request, you will receive this key. The chest is guarded by a pacified one, but after initiation into the Gray Wardens, he will move away from the chest and you can use the key and get some useful gizmos.
*In the Korcari Wildlands, follow the location to the right. First, you will stumble upon the corpse of Rigby, then you will find the darkspawn camp. In the camp you can find a note about Hasindi signs. On the body of Rigby, as far as I remember, you can find a note about the tinik between two statues. If you, after helping the wounded soldier, move to the left, you will find the ruins near which the wolves are fighting the creatures of darkness. In the ruins will lie the body of a man who will have a note about finding the cache. In general, one cache is located in the eastern camp of the darkspawn, where you can learn about Hasind signs, and the road to the second cache leads along the stones through the swamp, which lie along the columns, the remains of the ancient empire. They can be found if, before meeting with the hurlock emissary on the bridge, you go in the opposite direction along the swamp, keeping to the northern shore.
*A few Hasindi signs can be found in the Korkari Wildlands. If you find them all (when you find one sign, new ones may appear, and in those places where you have already passed), then a mark will appear on the map indicating the Hasind cache (after the bridge where you meet with the emissary of the creatures of darkness, you can turn right and to be in a lowland - a fallen tree is a cache).
*In the Korcari Wildlands, after killing a genlock emissary, you can loot a human corpse and pick up a pinch of ashes and a note. Go left and climb a small hill, where there is a pile of stones. Pour the ashes there and thereby you will call the spirit. Kill him and take the loot.
* Landmark items are needed in order for your mabari to mark them, thereby increasing their fighting qualities in a given territory.
*In the Tower of Mages there are a lot of hiding places and puzzles.
First, there are the rituals of summoning. In the library, explore the table littered with books and start the quest. You will need to activate the items in this library in a certain sequence. The sequence order for the first 3 rounds of summoning will be written in your code diary. use TAB to find the required items. During the second call, a robber will appear and disappear. Subsequently, the circle of magicians will give you the task of killing this robber-spirit, as he will attack wandering merchants. A fourth summoning circle will appear in the adjacent library room. To activate it, you will need to use sequences for all 3 previous laps in a row. The circle will summon a certain person, who will then disappear very quickly. Rumor has it that if you manage to steal it, then a new entry will be added to the codex.
Secondly, you can find a note pointing to a cache (something about a big spot). The cache is located under the bed in one of the students' rooms.
Thirdly, you can collect notes that form the Guardian of the Limit quest. It is necessary in a certain sequence to use the statues on the 3rd floor in the recreation hall and in the hall with the Subdued, who babbles something about an awkward situation, colliding with one of the demons. The sequence is indicated in the code diary. Please note that in the correct sequence, NO animation is played, so if your character just walked up to the statue and nothing happened, don't hesitate to repeat the "use" command, because. in fact the statue is already activated. After activating the 4th statue in the subdued room, go to the first floor where you met Wynn and try to open the basement. thus you will summon a powerful spirit, which will need to be killed.
*Being in the Fade and gaining access to all 4 forms, do not forget to explore all locations again. Stat bonuses are never superfluous.
*If the enemy is strong and you can't kill him head-on, try the following tactic: Spread your characters in different directions and give them long-range weapons in their hands. The enemy will rush to one of the 4 characters. Then take control of this character and start running away from the enemy so that he cannot hit you. At this time, the rest of the characters will pick the opponent.
For example:
1) (spoiler) When I killed Flemeth, I took my fat tank and sent it directly to the dragon, sent the rest around the corner of the hut so that the dragon's AoE blows did not reach these party members and they could shoot the poor old woman with impunity (put all 4 in a range it will not work, because Flemeth will constantly shoot fire AoE balls and no amount of healing will pull it out). The absolution tank must stick to Flemeth's side (between the fore and hind legs), as it will take tail blows from behind and claw blows from the front. Flemeth will constantly move and the tank must also change its position in order not to receive powerful blows in the forehead. dealing damage to the tank is unavoidable in this case, but this tactic minimizes that damage to a large extent.
2) In the battle with the dragon guarding the entrance to the urn with the ashes of Andraste, it would be best to place the characters at the 4 ends of the world far enough from each other so that the dragon, turning to one satellite, does not bludgeon the other with its tail. As a result, all 4 satellites use a long-range attack against the dragon, and when it switches to a certain squad chen, you begin to move further away from the dragon in a receding arc, avoiding hits and fiery breath.
3) When you release the queen from Hou's castle, a crowd of guards led by a powerful hellish woman will block the way to the exit. However, destroying all this crowd is quite possible if you have the necessary abilities. So, while passing this quest in the party, I had: Alistair (shield and sword; templar and knight), Liliana (archer; bard and ranger), Morrigan (dd / disable / heal; werewolf and spiritual healer), GG (dd; combat magician and spiritual healer). The key to solving the problem for me was Morrigan's ability - Sleep. So, in fact, what is the tactic: After a short conversation, the battle will begin and Morrigan will immediately throw Sleep in such a way as to hurt all the opponents in the room. Naturally, this most likely will not work on the boss. This is what we need. As soon as Morrigan has released a spell that flies at the target, You lead your characters out of the room. This must be done as quickly as possible, as the boss will immediately run to attack. Running out of the room, direct your heroes along the corridor to the opposite door, where there is a large hall and two tables. As soon as the boss runs out of the room with the soldiers, close the door with some character so that the others, waking up, do not reach out to you for the boss. To do this, it is best to use a ranger animal, such as a bear. Having run into the room, arrange your heroes in the corners, so that the two most fragile heroes are on the left corners of the door, and the most "fat" on the right. The fact is that on the left you can run between the table and the wall, running away from the boss, but not on the right. The boss runs into the room, the animal closes the door and the characters begin to hit the boss with long-range attacks, and the animal (ideally) run from the boss around the room, trying not to get hit. When the boss is killed, return to the room with the soldiers by using sleep again. While the opponents are sleeping, prepare the most hellish large-scale long-casting spells so that the opponents wake up in hell. The mage standing in the center was killed with a "mana clash" spell, the rest were burned / melted / shattered into pieces / went crazy and killed up the wall.
The game was played on a nightmare, so I can vouch for the effectiveness of tactics.
new dlalv
Everything is simple there. You put one Persian (H) on the first plate, in the next room (where the throne) there are 2 more tiles on the floor, there you also put one Persian on the tile. You approach the throne, you press to examine, and it appears ...
Everything is simple there. You put one Persian (H) on the first plate, in the next room (where the throne) there are 2 more tiles on the floor, there you also put one Persian on the tile. You approach the throne, you press to examine, and it appears ...
It works. Only it is necessary that the quest with the choice of the king was not completed, otherwise a bummer.
I think everyone has faced the problem of a catastrophic shortage of gold. Of course, you can stupidly hack the Artmoney game or use a mod, but this is cheating. I offer an honest income in the game, maybe it's a bug, but if it's possible, then it's not cheating anymore. This requires the full development of any Persian Herbalism skill (for example, Morri) and about 20 gold.
We go to Denerim to the shop of Thedas and buy the recipe for the Potent Lyrium Potion. Next, we go to the "Bitten Nobleman" tavern and buy the necessary ingredients from the innkeeper (sublimation reagents, flasks, concentrated reagent) for at least 10 bottles (see the recipe), then we go to the Tower of Mages and buy the last missing ingredient - Lyrium dust. We make potions and sell them to any merchant. Each bottle comes out with 22 silver on top. By repeating the steps and your patience, your turnover will increase significantly and you can secure gold until the end of the game. Of course, this can cause an imbalance in the game, but you must admit that this is better than stupidly hacking the game, and everything is done within the rules of the game itself. Yes, and it brings a pinch of economy into the game (a sort of business of the Gray Wardens in the world of Dragon Age) :))
PS I read this trick on one of the forums, maybe even on PG, but I think the author will not be offended.
new dlalv * don't take Zavrin for anything (I don't remember the name exactly) (a mercenary from the Antivan Ravens), it's better to kill it right away and don't start a dialogue, don't waste your time, in Denerim he and his friends will attack you again.
Will attack if the relationship with him is neutral
Useful or not, I don’t know, but in Denerim, in the shop of Thedas, you can buy the Archivist’s belt. It gives +75 experience from the Codex. Most material is stuffed in Orzammar; just by running on it and "reading" runes, books and scrolls, I scored 1.5 levels. Well, it’s also better not to take it off in the Andraste temple
* Another well-known cheating way of pumping
after completing the storyline elven quest, an elf emissary and boxes will appear in the camp where you can donate supplies for Dalish artisans. We go to the outskirts of the Brecilian Forest, buy the roots of death from the merchant for how much money and space in the inventory is enough, return to the camp, use the boxes, hand over the roots. Level is growing by leaps and bounds.
* if you buy a book of specialization from a merchant, and then reboot, then the specialist will be unlocked, but the money will remain. To get the Duelist from Isabelle in the "Pearl", you need to take Leliana to the team, she will tell you what to do during the game with Isabelle
* never pump the werewolf Morrigan, in human form she is much more useful. Instead, it’s better to upgrade the ranger to the robbers, there will be a couple more far-out-of-use fighters in the squad
As for the potions, I checked, there is a fat. But he quit, it became a pity for the mouse - to fill 100 gold, you need to make about 800 clicks only when preparing potions, and even more with buying and selling. And I started with a starting capital of 110 gold (up to 500 I finished 3 hours), with 10-15 gold it’s generally complete zadrotstvo ...
Although, who is not lazy ...
By the way, Farin has the cheapest bottles in Orzamar, 100 pieces for 1 gold.