Rogue Development Tips. Dragon Age Tips for Leveling, Skills, Classes, Party Gathering Dragon age origins rogue with two swords

17.02.2022 Heaters

The killer works alone.

The killer works alone.

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

This guide does not claim to be unique and the title of "ultimate truth", it is just a collection of recommendations based on my personal experience gained while playing the game. Most likely, for experienced players, everything stated below will, for the most part, be useless, but for players who want to play the game solo, but are not confident in their abilities or simply do not know how to do it, I think it will come in handy.

To begin with, let's define what goals a solo passage is characterized by. For myself, I defined them like this:

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

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

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

The foundation.

With the goals determined, you can proceed to the passage. We will pump a standard robber with two daggers, adjusted for a solo passage. When choosing a backstory, I recommend taking the "Noble Dwarf". "Nobility" will give us not a bad start-up capital and will allow us to sell things twice as expensive in the future. And the "dwarven bonus" would be the best choice for a rogue: strength +1, dexterity +1, constitution +2, 10% chance to reflect hostile magic.

Characteristics.

When playing in a party, the principle of pumping is usually as follows: raise agility to 24 points to get the Breakthrough skill, and invest the rest of the points in cunning to increase damage. Given the bonus from things, you will get a good attack rate.

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

But when playing solo, you will have to face enemies quite often, and you need to hit them. In addition, there will not be a tank that will take the aggression of enemies on itself, therefore, you will also have to dodge attacks.

Bottom line: First, we raise the value of dexterity to 24, then we pull the cunning to this level, after passing the tower of magicians we increase the dexterity to 36 + 4 points, we will be given specializations. Total: 40 points of dexterity, this will be quite enough for successful attacks and evasions. All other points are invested in cunning.

Skills.

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

The killer works alone.

The killer works alone.

Persuasion skill pumped: 1 and 2 lvl. before going to Orzamar; 3 and 4 - at the very end of the game (it was necessary to invest points at least somewhere)

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

Skills.

We will consider the first part of them in the process of passing.

Passage.

The killer works alone.


The killer works alone.

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

Background.

The killer works alone.


The killer works alone.

Glorious dwarf host.

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

From the skills we take:

"Weapon control in each hand."

"Wave with two arms with weapons."

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

1) A crowd of genlocks with a "yellow" leader genlock. Pick up a bow and lure the enemies one by one, at the end deal with the leader. Use arrows with additional damage against him (he is stronger in melee than in ranged).

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

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

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

The killer works alone.


The killer works alone.

It's dangerous to leave the house...

Note. Use your scout companion to disable traps. An interesting point: even if at the beginning of the game you put all your points into cunning (we get 19 points), you will not be able to detect and disarm traps yourself, and the scout can easily find and neutralize them, having only 14 cunning points.

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

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

The killer works alone.


The killer works alone.Ostagar.

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

1) All healing poultices and elven roots.

2) All roots of death and animal poison.

3) All bombs.

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

5) Recipes for bombs.

6) Blueprints: sleeping gas trap, big trap.

7) A couple of packages (packing = 99pcs) of bottles.

8) MANDATORY! All deep fungi and metal shards, backpack.

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

10) All trap triggers.

Note.

Abyssal Mushrooms are needed to craft Alert Incense and Agility Balm. The only place where mushrooms are sold in unlimited quantities is the dwarf Ruk in the Ortan teig near Orzamar. It will not be possible to go to the Rook soon, and balms are a useful thing, so buy mushrooms from all the merchants you meet.

Metal fragments are used to produce small and large traps. These traps are very effective in difficult situations, especially useful against mages. Selling metal fragments in bulk in the game is not provided, so buy everything that comes along the way.

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

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

The killer works alone.


The killer works alone.

Time passes, the world changes, but some things are still unshakable.

By the time you enter the Wildlands, you must be lvl 3. We take skills:

"Skillful combat with a weapon in each hand."

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

During the journey through the Wildlands, there should be another lvl up, we take the "Squall" skill (combat training skill should be level 3). Finally, life will begin to bloom with bright colors :)

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

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

In the Wildlands, replenish your equipment with two items:

a) Enchanted dagger (dropped by a harlock leader) - gives +4 attacks.

b) Khasind Robe (in the Khasind cache) - +6 defense.

Tower of Ishal.

We continue to use the tactics of deception. If you have a decent supply of bombs, use in especially difficult situations.

Attention bombs. Game statistics are kept in a rather strange way. If you used a bomb or an area-of-effect spell and accidentally (or on purpose) hooked yourself or a comrade-in-arms, then the damage received will be recorded in the statistics in the "Damage inflicted on comrades" column. And everything would be fine, but this value will be added to the total amount of damage inflicted for the entire game, but it will not be added to the value of damage inflicted by you personally. As a result, we get that the damage you inflicted is less than the total amount of damage for the game just by the value of "Damage inflicted on allies". As a result, when calculating the "Contribution to the total damage of the squad", this value will not be taken into account, which means there will be no pleasant figure of 100%. This is certainly not the worst problem, but still not pleasant. The same applies to abilities based on the use of the character's health, such as blood magic.

The killer works alone.

The killer works alone.

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

The killer works alone.

The killer works alone.

From skills take:

"Trap Making"

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

Lothering.

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

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

After lvl apa, we invest a skill point in:

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

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

First appearance at the camp.

The killer works alone.


The killer works alone.

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

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

Gonlet.

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

1) Olaf's exceptional cheese knife.

2) Harvest ring.

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

4) Naturally, Sheila - without her, one cannot get into the teig Kadash.

There are two difficulties:

1) Fight with five spirits (here you will receive a harvest ring). The problem is that they are not affected by stuns and traps. Gather the spirits in a pile in the corridor in front of the room and get rid of most of them with bombs, the last one ("yellow") is finished off manually.

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

If you have passed the beginning of the game, having collected all the possible experience, then when you leave the village you will receive the long-awaited 8th lvl. We go to the camp and buy the second book "On Physical Development". We take the skills "Lethality" and "Invisibility" of the 3rd level - your fighting qualities will noticeably increase. From this moment on, you need to master the competent use of the stealth skill - this is one of the main advantages of the robber and you need to use it skillfully. Now you can become invisible right during the battle. The sooner you master this skill, the easier and faster your further progress will be.

Attention. If you are affected by an effect that deals damage over time (such as ignite), do not use invisibility. In the next second, the damage from this negative effect will reveal you and the invisibility will subside.

Denerim.

The killer works alone.


The killer works alone.

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

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

The killer works alone.

The killer works alone.

Also buy and insert the fire and ice runes of the great master into the weapon of the main hand. One is sold in Denerim at Wonders of Thedas, the other is from Bodan.

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

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

With lvl up we take the skill:

"Blow of Mercy" Now, using Deathroot Extract in combat will increase your striking power even more.

Soldier Peak.Mage tower.

The next stage of the journey. Here we have several goals:

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

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

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

4) If you managed to save money for the "Andruil's Blessing" belt, feel free to take it from the quartermaster. Otherwise, find the "wind buckle" in the tower (+3 defense) and wear it for now.

After lal apa, take the skill:

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

I think by this point you have already mastered your character well and it’s not worth telling you about the difficulties in the tower and how to solve them - you’ll figure it out yourself.

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

Note, an interesting way of destroying the first incarnation of the demon of idleness (Ogre). Take it to your arsenal.

I don't see the point in going into detail. By this point, you have already defeated many, you know how to do a lot, which means you will figure it out yourself. Let me dwell on a few more points:

Skills and their usefulness.

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

The killer works alone.

The killer works alone.

The next step is to take the skill:

"Weakness Detection" in the "Assassin" specialization branch. It will greatly increase your fighting qualities.

Let the further development of the character go depending on your preferences, but my recommendations will be as follows:

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

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

13 lvl. Stealth level 4.

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

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

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

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

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

19 lvl. "Vortex". Use against large clusters of enemies.

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

The killer works alone.


The killer works alone.

The killer works alone.


The killer works alone.

The killer works alone.


The killer works alone.

The killer works alone.


The killer works alone.

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

The killer works alone.

The killer works alone.

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

Main enemies.

If you think that dragon fights are the hardest in the whole game, you are wrong. A properly pumped robber in skillful hands makes a slice of a dragon in a couple of minutes without even sweating. Who will give you the most trouble? Let's figure it out below.

The basis of a rogue's survival in combat is his defense and a very large DPS, through which the rogue does not allow enemies to accumulate around him. The main danger is represented by monsters that can deprive him of these advantages. So:

The killer works alone.


The killer works alone.

1) Ogres. The Ogres are armed with two very unpleasant skills: "Ram" and "Grip". I think you are already familiar with both of them, but let's touch on them in a little more detail.

When the Ogre is preparing to "turn on the Ram" you need to choose a position in which you will fly as far away from the enemy as possible. This will give you some time to get up off the ground and recuperate. The most important thing is not to hit the wall. If the Ogre pinned you against the wall and hit you with the Ram, this is certain death - you simply won't have time to get up from the ground. There are several ways to avoid this attack:

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

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

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

"Grip" for a robber is even worse than "Baran". I don't know if it's possible to resist this skill (in a hot battle it's hard to keep track of what skills the enemy uses), but for sure, a high resistance indicator will also be required here. Since we did not pump the physique due to the points of characteristics, it is not possible to survive, having fallen into the clutches of the Ogre. There might be a chance of surviving the Grip using the Vivian ring, but I haven't tested this yet, so it's just a theory for now.

The killer works alone.


The killer works alone.

2) The second main enemy (no matter how strange it sounds) - Spiders. These, seemingly not particularly dangerous creatures, are armed with two extremely powerful skills: "Web" and "Throw".

Having hung a web, the spiders very quickly surround your character and beat him with absolutely impunity, i.e. one of the main advantages of the rogue (preventing enemies from pressing in large numbers) is lost. But the worst thing is that as soon as the web subsides and you are ready to unleash your righteous wrath on vile creatures, one of the spiders uses "Throw" and now your character is already on the ground, and the whole "company" takes it apart for parts. A high Physical Resilience score will help you avoid both types of attacks. Sometimes "Evasion" can save you (skills: "Dark Passage" and "Escape", also available as a property for some items).

So, intending to fight with these creatures, prepare well (fortunately, their main concentration is known for certain: Ogres - deep paths; Spiders - teig Ortan). It is desirable to have in both daggers a rune of paralysis, and in a weapon not of the main hand - the rune "vigor".

Remember that the "Grip" skill is also possessed by the Uterus on the deep paths. And the skill "Throw" is also available for werewolves. Be careful!

Things.

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

1) Weapon of the main hand.

Rose thorn.

The killer works alone.

The killer works alone.

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

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

For a trip to the Archdemon - silverite.

The rest of the time - fiery + icy.

2) The weapon is not the main hand.

Extinct thaig Shanker.

The killer works alone.

The killer works alone.

The dagger has two sockets for runes. Occupy one again with the rune of the great master: paralysis, the second - the rune in. masters: vigor (an increase of 25 points of physical resistance will allow you to very successfully resist stuns, knockdowns, etc.)

3) Helmet.

Honnleath helmet.

The killer works alone.

The killer works alone.

To be able to wear it, you need to raise the strength to 20 points. After passing the Tower of Mages, you should have 15 of them. The rest are recruited at the expense of things: collect a "set" from the "Andruil's Blessing" belt, the "Harvest Festival" and "Key to the City" rings.

4) Gloves.

Seekers of Red Jenny. They have the highest crit boost in the entire game.

The killer works alone.

The killer works alone.

5) Body. The killer works alone.

1) Places where ingredients are sold in bulk:

Elvish Root - Bressilian Forest.

Animal Poison - Les Bressilian.

The Root of Death is the Forest of Bressilian.

Underground mushroom - Hand in Ortan teige.

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

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

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

Flasks - Bartender of the tavern "Bitten nobleman"; Bodan in Camp: Wine Merchant in Orzamar

Trap Triggers - Bodan in the camp

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

Extracts from the root of death

Crow Poisons

Rotting flesh

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

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

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

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

The killer works alone.


The killer works alone.

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

The most important thing in the battle is not to get under the "Chewing attack". If you fall into the path of the dragon - you're done. Attack only from behind! You should not go to the tail itself, just hit a little from the side. Screenshot example:

The killer works alone.


The killer works alone.

When the dragon turns to face you, you should move between its paws. So it will be faster than bypassing from the side.

As I said above, for a pumped and well-dressed rogue in capable hands, the dragon presents absolutely no difficulties. Try it and you will be able to see for yourself.

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

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

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

In conclusion, a small wish to all players:

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

P.S. News.

British scientists intend to unravel the main gnome secret: "Dwarven male power." Research has uncovered sensational facts:

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

Research results:

The killer works alone.


The killer works alone.

The state of rest.

The killer works alone.


The killer works alone.

Excited state.

Immediately must upset lovers of bows and arrows. There is nothing written about archers here. My post is exclusively about the contact thief.

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

I fell in love with the fact that the robber, in my opinion, is the best dpsnik in the game.

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

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

Rogue: author's guide

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

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


Rogue: author's guide

Now more specifically about each stat:

Strength: Strength is our everything at the beginning of the game, our nothing at the end. Why? For strength becomes necessary only until the moment when we take the Lethality talent. What's the talent? In addition to other goodies, it changes the value of strength in the formula for calculating damage and attack by the value of cunning. After that, we only need strength in order to meet the requirements of the armor.

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

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

Magic: With good aggro control on the tank, we almost never require healing, making do with small poultices. We score on this stat =)

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

Body type: Our bet is on evasion, and not on fat content, it’s better to pump dexterity once again. But it’s worth pumping up a stack a couple of times so as not to fall from 2 hits with magic or a hammer.

Rogue: author's guide

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

Belief- since my GG. For any robber, a must have, because it depends on cunning, and you will not find more cunning than ours.

combat training- without fail, we are not magicians.

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

We decided on the beginnings - it's time to find out what is unique about the robber. Our main task is DPS, which increases dramatically from levels 8-9. Believe me, a robber is not only to open locks. When properly used in a group with a tank and 2 mages (healer and nuker), the rogue is the main source of damage:

Rogue: author's guide

And this is far from the limit.

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


Rogue: author's guide

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

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

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

I think you understand me =)

The second skill mercy strike. If the opponent is stunned or paralyzed, it is not even necessary to go behind his back: hits to any corner are considered backstab with the maximum bonus. After leveling the talent, I strongly advise you to insert paralysis runes into weapons, and also actively use the extract from the root of death =)

So, with blows in the back sorted out. Now we need to increase DPS at the expense of attack speed. How to raise it:

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

2. Balm of agility. Cooking yourself is a good friend for increasing attack speed.

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

Let's summarize the skills:

Branches to be downloaded:

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

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

Equipment theme:

Weapon:

Rogue: author's guide

Dragon Age II - Rogue Development Tips">

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

Characteristics

Rogue starting stats:

In the future, it is worth upgrading Dexterity and Cunning in approximately equal amounts or depending on what you need more. Survivability, locks and strong crits (Cunning) ; Or more damage, crits more often but weaker, locks open worse. In principle, pumping in equal amounts is also important in order to put on good armor. Now, unlike the first part for the attire of armor, it is gentle to pump two parameters (each class has its own).

Capabilities

If the ability icon has an exclamation mark

!

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

!!

so the ability is good and it is worth downloading for DD. If there are three exclamation points

!!!

This means that this ability cannot be bypassed. if there are no signs, then this ability is worse than others or not so often needed. We will not describe the improvements, I will just say what they give.
Branch "Weapon in each hand"


Branch "Sabotage"


Branch "Bastard"


Branch "Specialist"


Branch "Archery"


Branch "Trick"


Specializations




General Tips
In general, I consider the Assassin to be the best specialization, since it is it that helps to deal more damage. The other two specializations are also quite interesting. "Duelist" is more focused on defense. "Shadow" on crits and stealth. If you decide to download "Shadow", upgrade the "Tricks" branch and these two branches complement each other. And you get a real monster of stealth. From the branch "Specialist: it is worth pumping both Accuracy and Speed, because they are the best in this branch. And they can work together. The main thing is to turn off all the other "Supporting abilities" and turn on these two in turn.
If you want to play without a pause, it's better to upgrade Duelist and Assassin. If you are a tactical player, it is better to pump the "Killer" and "Shadow". But personally, for my personal reasons, I do not like abilities related to stealth. Therefore, I played for the Assassin, Duelist. On thick bosses, as often as possible, throw abilities that increase damage on them, such as "Marked for Death" and "Aimed Hits".

The consignment

Aveline

The best tank in the game. Hits weak. (this compensates for our GG). But he is a good tanker. For us, a good partner.

bethany

Good DD mag. You can pump the Healing branch a little. For us, a good partner.

Fenris

Excellent stink-dd. Good tanking. Worse than Aveline, but does much more damage. For us, a good partner.

Varric

Cheerful gnome. Bianca is cool. =) He shoots well. For us, a good partner.

Anders

From the staff watering though where. The best healer in the game. Since we are a thin class. For us, it is simply necessary. An irreplaceable companion.

Merril

So-so mage. Practicing blood magic. She is dd. Not very useful for us. Since the damaging ones are already full.
I won't say anything about Sebastian.

personal conclusion
Great Party - Main Hero - Rogue (Main Damage), Fenris - Warrior (Tank and AoE), Anders - Mage (Mini Damage and Heal), Varric - Rogue (Damage and Walking Lockpick)

Optional: passing some difficult tasks

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

Location of the Avirgan Scrolls
1. On the torn shore, not far from the entrance on the left side. (undead - go a little further along the road that goes along)
2. The split mountain, before reaching the camp of the Dalish, will again be on the left (undead, they will be almost immediately)
3. On the path to the top of Broken Mountain. (appears after taking the quest from Merrill "New Path"; undead - you need to climb higher.)

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

After finding each of the three scrolls, it will be necessary to destroy the ghouls (necessarily, they will appear at a distance from the scroll)

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In this topic, you can share your skills and give advice on how best to upgrade a particular character class, how to create the most combat-ready or survivable group, how best to swing allies, how to make the most attacking or most protected character, etc. ... Actually, what specializations are better to pump and what to invest skill points in, all the more you can do multiclasses.

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

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

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

About party members: Upgrade Liliana's dexterity and archer skills, you can score the rest, put her in tactics with Ranged Combat and Archer. She will be very effective in this. Morrigan, never download this Werewolf to her, which she has by default, this is garbage, not a specialization for a companion. Download her elemental magic, except for the earth. And a branch of paralysis in Entropy, you can also develop the last branch of spirit magic. And don't forget combos. Alistair is very weak, I don’t even know why, but the developers didn’t do something with him, I raised his physique almost to the level of Sheila, but still he was killed pretty quickly. He is a typical shield warrior, download his shield and warrior skills, well, strength, and most importantly physique. I won’t say anything about the rest, because I almost didn’t take them into the party.
Yes, you can, even up to level 100. When you save or destroy the urn with ashes, then when you exit the hall with the urn, they give 750 experience points. Walk back and forth, through the door and back, and swing.

Correctly noticed)) Specialization is a dead end to the point of horror. It’s better for Morigan to develop the branch of Death, Ice, Kenetics (Where the Crushing Dungeon and the force field) and Lightning are to the end, you can still pump out the earth to the “Fist”, but “petrification” is a tight spell to horror, much worse than the “Cone of Ice” and then it just unremarkable. It creates three areal effects around itself: Storm, Blizzard, Storm of Death, Aura of Death, throwing it all up with cones of ice and it can be played alone without the rest of the party. The rest I have are all brutal warriors, pumped purely for bloody combat styles like the Devourer and Berserker, unmeasured damage, coupled with the restoration of all health with one wave of the hand. Just Argh! It’s a pity that the walls always catch only one spetsukha ...

No, because strength and dexterity affect damage to a certain extent. I'm just going to invest a little more in the physique to take the hit. Although I don’t really know yet, here again with armor there is an ambush, in armor you won’t dance with two blades. You may have to invest heavily in dexterity in order to dodge better. But I will still play as a robber, one way or another, but definitely not an archer, by the way, I have already opened all the specializations of this class. Especially a duelist for two blades is good, and it’s quite interesting to get it, you can win cards, you can fight, but I trained differently ...

Yes, everything is really simple. The main thing is to choose the right tactics. For example, this option:
2 tank warriors, 1 mage, 1 rogue.
Warriors have a two-handed or sword + shield, a magician has a staff, freezing and other useful skills, a robber has 2 blades.
Rogue and mage are melee corpses, even on medium difficulty. To pump endurance to them ... is pointless, because without heavy. armor, it will be skill points spent on the wind. But the damage of the robber and the magician is decent. So, we need to make sure that the magician and the robber are not touched, but at the same time they attacked the opponents. That is why we need 2 tank warriors. They should definitely be clad in the heaviest armor you can find, for their job is to hold the line. Warriors have a special provocation skill. While this skill is active, opponents try to attack only them. And this is exactly what will protect our magician and robber from a part. As a result, what we have:
2 tanks take on the entire blow and fight back as best they can. And the robber and the magician help them in this. If anything, the magician will cure them, and the robber from the flank will help them with all sorts of crippling blows. Here is such a tactic. I used it when I first played.

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

Re: Weapon

Well, you give, tactics)))
Well, firstly, the player himself will be the tank, because Alistair is given to us with crooked parameters, and making a tank from Stan is generally ridiculous. Actually, the tank needs strength only to pull on the armor, but not to attack. He does not need to pump in either stamina or physique (although you can throw a couple of points on the latter if there are extra ones left). Strength needs to be brought up to 35-42 in order to wear good heavy armor - and all other points should be thrown into dexterity. Since dexterity affects the defense parameter, and this is important in the first place, and not physical stability. The higher this indicator, the more often the enemies will miss the tank, with an indicator above 100-150, all attacks will practically lose their meaning - at the same time, hang it with all sorts of resists that increase protection and resistance to the elements. For this, the Knight or the Templar is just right. Alistair has poor dexterity, and therefore his high physique does not save him - every enemy hit falls on him, which is why the poor templar loses all HP in a cluster of opponents in a matter of seconds.
Further - a magician is needed not one that causes damage, but a cleric at least. Wynn is best, although Morgan can be promoted as well. Just the magician will stand at a long distance, and constantly heal the tank, giving him both health and all sorts of bonuses to defense. Moreover, for complete happiness, you can throw a Force Field on the tank - he will generally become immune to damage, when using intimidation and taunting, all enemies will run to him, and the second magician (if any) will deal area damage. Yes, and the robber will be able to act more efficiently ...

As for Stan, he is not thought out, and when learning skills, just go to the tactics menu and manually turn off the mode for him such as intimidate, taunt, etc., so that he does not attract enemies to himself.

If you yourself prefer to play as a tank, then you can generally not take Alistair into the group, since one well-hung tank is just right for the party. As an option - Wynn, who heals, and Morgan hits the square with spells, well, Stan, if it goes with the bosses. In another case, if you are a magician, then only Alistair can be pumped for the tank and no one else.

It seems to me that these last few posts, from the moment we switched from weapons to discussing battle tactics and battles, satellites - can be moved to the topic Tips for leveling, combat, etc.

And a little more: if you do not take healer magicians, then you can try the Ripper skill for the tank, taking one skill there - restoring health from the corpses of enemies. In this case, this will give the tank additional HP, but in battle then very good damage dealers, magicians and duelists will be required, who can quickly kill all evil spirits so that the tank has time to heal due to corpses and poultices

Re: Weapon

Is that that much skill?

Re: Weapon

Is that that much skill?
I, in fact, cannot understand how STen can not be thought out or Alsiter, if we can pump skills for them ourselves?

And the point here is that you either pump strength for good armor, or dexterity for evasion. If you pump one Persian both this and that, then you will not achieve anything, because the points are not infinite. So here it is necessary to distinguish, as it were.

no no no you don't understand
In the character screen window on the left there is such a drawn shield - these are general indicators of protection. In heavy armor, they reach about 60-90, I don’t know if it’s possible to raise it higher without potions and spells ... That is, with 42 strength, putting on good armor and a good shield, you will provide yourself with a protection parameter of at least 80 - drink the rest with potions, increase with skills or to throw a magician. This is the dodge, as it were - and if this defense reaches 120-150, then almost none of the enemies will hit the character with their attacks ... This parameter also increases with dexterity.

Stan and Alistair are not thought out in the sense that the automatic tactics that they set imply to Stan just intimidation and mockery for some reason)) Yes, Stan can not pump this skill, but closer to the 15th level he has nowhere to put points will be...

Many people are interested in the question of how to unlock the achievement for critical damage, somewhere here advice was given for a warrior, and I will write for a magician. First, pump the Magic skill and only it, without spending too many points on Willpower or something else. Also try to find all sorts of amulets, staves or armor that give bonuses to magical power. Entropy spells such as sleep, terror, weakness, vulnerability corruption, and contagious corruption should be learned. Try not to touch your chosen victim by any of the satellites (and so that you don’t touch you much) - a suitable place is the Mage tower, where 1-2 Garlocks / Genlocks run out to the hero in the Shadow - they are best suited. So, first throw Sleep on him - then weakness and possible damage - then apply Horror (the combination of sleep and horror spells gives huge damage, and since we have significantly weakened the target, it receives the most severe damage) - I inflicted on Garlock (or Genlock, I don't remember already) about 300 damage

mages and warriors fly out into the chimney as soon as a robber with two swords enters the battle. This can be said to be just a murderous thing that takes out everyone and everything in all directions.
We pump dexterity to this thing, and no one can hit it in close combat - the exception is magic or the dragon's breath, then the thing can be blown away in 5 seconds alone, because I did not take the party))))).

So this is how we drive cunning and strength into the same place, but more dexterity. Next, we are looking for good swords, daggers or axes into which runes can be inserted, we take good runes of +5 each (and what a charm if the weapon has already been enchanted with something)
it’s also convenient for this thing to pump in a skill so that you can hold two one-handed swords, and not just a sword and a dagger.
Then we learn the rest of the skills so that the penalties are removed. You can score on the skills of a robber, I only taught invisibility and opened locks, well, it’s desirable to learn how to set traps (when I ran into traps for a group of peasants in Lothering, and there were 20 of them there, they just stupidly exploded all and no one reached me)))) )).
This thing can be launched into battle in splendid isolation to use stealth. Further - the higher the dexterity, the closer happiness is - it is necessary, while running among the crowd of enemies, to collect as much as possible on yourself in a heap - they will miss with their miserable swords. Turn on the skills Rush and strike with two weapons, and then do Ooooohhhh! - this is such a technique in rotation - and we take out everyone and everyone who surrounded us - I immediately put at least 12 stupid soldiers huddled together in cabbage

But that's not all - nothing compares to twin blades. Two-handers go through the forest as far as possible, all their strength is bullshit, at 15.00 damage, we set ourselves 2 swords for 11.00 damage and already have a total of 22. With the skill turned on, we hit with two swords at once, thereby inflicting the highest damage, and if we still have the weapon itself enchanted, and even with runes - wow! about 150 should be removed for each hit. And the rogue strikes every second! Despite the fact that it takes at least 3-4 seconds to swing the same club of a two-handed warrior. Do we feel the difference? I got somewhere for hitting a monster under 60 + 70 from the hit itself, +20 from magic damage, and even +1 +1 from spells. The fact that a warrior with his two-handed 80-100 hits for a blow, which takes him 5 seconds, the robber will remove in 1-2 seconds, and in 5 - will already exceed three times all the damage that a warrior would inflict with one of his strikers .

And the so-called fatalities happen to the robber more often, because this class itself makes crits more often than others - in the end, only severed heads and massive combos fly in all directions. here I can even brag about my robber, I made a crit 5 times in a row, blowing off the heads of the enemies - this is in the temple of Andraste, there were 2 magicians and 2 warriors and 1 archer, so everyone was crit on the last blow and their head was blown off - of course this is pure luck but there is still something to be proud of)))