Dragon age origins dragon armor. Dragon age: Origins - armor sets

Towards the end of the game, it will be time to think about choosing the right armor for. The enemy's main weapon is fire. This means that you need to select armor that is resistant to the effects of this element. A suitable set will help you create Master Blacksmith Wade of the Denerim Trade District. He's been wanting to try something for a long time make from dragon scales to test your skills. To obtain three different sets of armor, you need to find and deliver to Wade six pieces of young dragon scales and one piece of high dragon scale. Dragons found in caves behind a destroyed ancient temple near the village of Uzhisheche. A high dragon can be called to battle using Kolgrim's horn, which will take place at the top of the mountain. The meeting with Kolgrim will occur at the exit from the caves during the search for the poisoned Earl Eamon.

In search of young dragons, you need to explore all the side branches of the caves (entrance through the temple). Having collected seven skins, including the skin of a high dragon, we return to Master Wade in Denerim. We give the first three skins and pay an additional 10 gold coins for the work. We leave the forge, go into any neighboring building and return for the finished armor. We give away the second three skins, this time you don’t have to pay extra, the result will not change. The third time we give away the scales of a high dragon, order medium, heavy or massive armor. If up to this point money has been paid for a regular set of armor at least once, then the latter will turn out better.

Locations of dragons in caves in Dragon Age: Origins:

  • 3 dragons in a room with animal cages.
  • 2 dragons in the hall with a sectarian overseer.
  • 1 dragon in the hall with a killer cultist and a dragon egg.
  • 1 dragon on the top of the mountain, if you first agree to help Kolgrim desecrate the Urn with Andraste's Ashes, and then immediately kill him.
  • 1 high dragon after killing Kolgrim and blowing the horn taken from his body on the top of the mountain.

Master Wade's first set of armor in Dragon Age: Origins:

  • Wade's Young Dragonhide Gloves- strength: 20; armor: 1.50; +5 to fire resistance.
  • Wade's Young Dragon Skin Armor- strength: 20; armor: 9.00; +25 fire resistance.
  • Wade's Young Dragonhide Boots- strength: 20; armor: 2.25; +5 to fire resistance.

Second set of armor from Master Wade in Dragon Age: Origins:

  • Wade's Superior Young Dragonhide Gloves- strength: 20; armor: 1.50; +1 to agility, +10 to fire resistance.
  • Wade's Superior Young Dragonhide Armor- strength: 20; armor: 9.00; +2 to agility, +50 to fire resistance.
  • Wade's Superb Young Dragonhide Boots- strength: 20; armor: 2.25; +1 to agility, +10 to fire resistance.

Free High Dragon Armor from Master Wade (if you don't pay for the previous two) in Dragon Age: Origins:

  • Wade's Dragonskin Gloves- strength: 34; armor: 1.88; +5 to fire resistance.
  • Wade's Dragonskin Armor- strength: 34; armor: 10.63; +25 fire resistance.
  • Wade's Dragonhide Boots- strength: 34; armor: 2.50; +5 to fire resistance.
  • Wade's Heavy Dragonscale Gloves- strength: 38; armor: 2.50; +5 to fire resistance.
  • Wade's Heavy Dragonscale Armor- strength: 38; armor: 15.63; +25 fire resistance.
  • Wade's Heavy Dragonscale Boots- strength: 38; armor: 3.13; +5 to fire resistance.
  • Wade's Dragonbone Gloves- strength: 42; armor: 3.13; +5 to fire resistance.
  • Wade's Dragonbone Plate Armor- strength: 42; armor: 21.88; +25 fire resistance.
  • Wade's Dragonbone Plate Boots- strength: 42; armor: 3.75; +5 to fire resistance.

Paid High Dragon Armor from Master Wade in Dragon Age: Origins:

  • Wade's Superior Dragonhide Gloves- strength: 34; armor: 1.88; +10 to fire resistance, +0.5 to stamina recovery in battle.
  • Wade's Superior Dragonhide Armor- strength: 34; armor: 10.63; +50 fire resistance, +1 stamina recovery in combat, +25 stamina.
  • Wade's Superb Dragonhide Boots- strength: 34; armor: 2.50; +10 to fire resistance, +0.5 to stamina recovery in battle.
  • Wade's Superior Heavy Dragonscale Gloves- strength: 38; armor: 2.50; +10 to fire resistance, +0.5 to stamina recovery in battle.
  • Wade's Superb Heavy Dragonscale Armor- strength: 38; armor: 15.63; +50 fire resistance, +1 stamina recovery in combat, +25 stamina.
  • Wade's Superb Heavy Dragonscale Boots- strength: 38; armor: 3.13; +10 to fire resistance, +0.5 to stamina recovery in battle.
  • Wade's Superb Dragonbone Gloves- strength: 42; armor: 3.13; +10 to fire resistance, +0.5 to stamina recovery in battle.
  • Wade's Superb Dragonbone Plate Armor- strength: 42; armor: 21.88; +50 fire resistance, +1 stamina recovery in combat, +25 stamina.
  • Wade's Superb Dragonbone Plate Boots- strength: 42; armor: 3.75; +10 to fire resistance, +0.5 to stamina recovery in battle.

Armor:

Kits

(when wearing all items from the set, the character receives a permanent bonus):


1.Templar Commander Set:


Unfortunately, the developers deprived us of the opportunity to see the full
kit and, accordingly, bonuses for it. The only thing we need
it is known - the armor of the templar commander is an improved version
Templar set (also incomplete).

Can be found in the Elfinage when completing the quest “Evil” (taken from the blind templar Ser Otto). Lies in the shelter, in the room with the main demon (in the last room).

Also found in the vault on the second floor of Eamon's castle in
Redcliffe, also sold by Cesar after completing the Trial quest
Raven (ask him about special goods). Can also be found during
completing the content "Return to Ostagar".

Before Orzammar, you can buy this armor from a marauder.

2.Ancient Elven Set:


Set bonuses: +5 to defense


Traded with a hermit in East Bressilian.

In the abandoned Temple in the Bressilian Forest, in one of the sarcophagi.

In the Ruined Temple on the quest with Andraste's urn.

In Lothering (due to a bug there may be no boots. Download the fix "Ancient_Boots_Fix.dazip").

3.Diligence Set:


Set Bonuses: +5 Willpower

Found in the Andraste Temple in the mountains, removed from the body of a dead knight in
the first turn to the right (there will then be a transition to the top of the mountain with
dragon).

Found in the Orzammar library in a locked chest.

Bought for 2 gold from the blacksmith in Redcliffe after saving his daughter.


4.Juggernaut Set.

Bonuses for the set: +3 to strength, +3 to constitution.


The pieces are found in the Brecilian forest in graves. The armor itself is in ruins, you need to perform a ritual to open the door.

5.Effort Kit:


Teig Educan. We go there with the dog, talk to her and send her to look for what she needs, she will bring the winged helmet of a crusader - this is the helmet of duty.

Removed from the uterus in the deep paths.

Crossroads Caridina. Quest of free prospectors (collect stones), in the chest with their treasure there are gloves.

Sold in Dusty City by a dealer.

6.Legion of the Dead Set.

Set Bonuses: +3 Damage, +3 Constitution


All parts, except the helmet, lie in sarcophagi in the Dead Ditch, and the helmet is on the legion pedestal along with the key.

7.Wade's armor(shop in Denerim Marketplace):


light armor (bring three pieces of dragon scales to Wade, you can get them during the quest “Urn of Sacred Ashes”):

Set bonuses: -10% fatigue


second version of light armor (three more pieces of dragon scales and 10 gold):


Set bonuses: -10% to fatigue, +5 to defense

From a piece of high dragon scale (which you can also defeat in
during the quest "Urna of Sacred Ashes"), a choice of medium, hard
or massive armor (I cite excellent armor - only made
if you paid for lungs at least once, if you are greedy, then bonuses
will be like the very first light armor).


average:

Set bonuses: -25% to fatigue, +5 to defense



heavy:

Set bonuses: -20% to fatigue, +5 to defense


massive:

Set bonuses: -15% to fatigue, +5 to defense

Armor and robes:


* - an entry about these things appears in the code.

1. . Can be removed from the enchanted templar in the Tower of the Circle of Mages.

2. . Sold by Legnar in the Commons of Orzamar.

3. . Made in the Dalish elf camp at Mater Varathorn from the bark of the iron tree.

4. . Sold by Ruk in the Ortan taiga.

5. . Sold in Wade's shop in Denerim.

6. . Sold by Wade.

7. . In the Wild Lands for the quest Hasinda waymark. Can also be purchased at the Dalish elf camp.

8. . Can be removed from a blood mage in the mage tower.

9. . Can be purchased at Thedas Curiosities in Denerim.

10. . Can be purchased from the merchant Cesar at the Denerim market after completing all the quests of the Brotherhood of Ravens.

11. .

1) Can be removed from magicians in Elfinage.

2) You can also buy it at Curiosities of Thedas in Denerim.

3) Can also be obtained by completing the Dalish Elf backstory,
your temporary ally Merrill walks around in these clothes, with whom he and
we're filming.

12. . Drops from the mage leader of the slave traders in Elfinage.

13. . In Flemeth's hut (you must receive the corresponding quest from Morrigan).

14. . Purchased from Thedas Curiosities in Denerim.




Helmets:


1. Can be removed from the enchanted templar in the Tower of the Circle of Mages.

2. . Take it from the robbers killed on the quest from the preacher's board in Lothering.

3. . Gives bann to Tegan for saving Redcliffe from the invasion of the undead, provided that no one from the militia died.

4. . Dropped by the high dragon on the mountaintop in front of the temple containing Andraste's ashes.

5. . Sold by Varathorn in the Dalish camp.

6. . Sold by Legnar in the Commons of Orzamar.

7. . Dropped from Jarvia. The same helmet is found in Jammer's cache in the charter's lair.

8. . Removed during the siege of Denerim in the trading area from Garlock General.

9. . Found in a chest in Fort Drakkon during the final battle, on the first floor.

10. . Sold in Denerim by Gorim.

eleven. . Drops from Taoran Hawkwind - the son of the commander of the Blackstone Volunteers (the last task for the volunteers).

12. . From the Gray Warden vault in Denerim.


Mage Hoods:


1. . Taken from a corpse on the fourth floor of the magician's tower, in the room next to the hall with the demon of idleness.

Walkthrough: Village of Shelter

Walkthrough: Village of Shelter

E that church scholar lives in the shopping district opposite the Bitten Nobleman tavern, and all his life he has been studying the legends of Andraste's Ashes and looking for the whereabouts of this relic. However, Genitivi himself will not be at home, but his assistant Waylon will be there. Then you can proceed in the following ways:

- P get a confession from Waylon that Genitivi's brother was planning to go to Lake Calenhad. There, in the “Spoiled Princess” tavern, the innkeeper, who cannot find a place for himself, can be convinced to tell him that he is unnerved by some dark personalities hanging around, and that they demand to tell all sorts of tall tales to everyone. When you leave the tavern, you will have to fight an impressive squad of strange individuals. If you lure them to the pier itself, the templar Carol can help you deal with them. Then all you have to do is return to Denerim and demand a report from Veylon.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

- R question Waylon long enough to catch him with all sorts of inconsistencies and reservations (high Cunning is desirable), and then back him to the wall. As a result, Waylon will attack you, and you won't need to go to Lake Calenhad.

- n Start searching the house, and Waylon will immediately forbid you to do so. If you continue, he will attack you.

IN As a result of searching the house, you will find the body of the real Waylon in the back room (and you will understand that you were talking with an impostor) as well as the journal of Genitivi’s brother, who will update the task and give a new mark on the map, where you will have to go.

Village Vault

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

P Arriving in the village, you will find that it is small and the small population will only mutter gloomily for strangers to get out of here, because they do not belong here. A bloody altar in one of the village houses and a boy showing a human finger after a short conversation will also make you think about the strange things going on in the village. Soon the locals will run out of patience and will take up arms. To do this, you will need to talk to the local leader Eric in the church at the top of the hill about Brother Genitivi or if you rush into the back room of the trading post and kill the owner of the shop.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

P After that, all you have to do is kill all the residents who raised their weapons against you. You need to remove a special medallion from Eric’s body, and then inspect the church for secret passages. One of these will open a previously hidden room, where Brother Genitivi will be, who will tell you about this place, his misadventures and how to get to the Temple of Andraste, where the Ashes are kept.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

E If you immediately started by going to the church, then you can go outside and clear the village of sectarians, otherwise you will immediately be transported to the temple, and you don’t have to take Genitivi with you - you only need Eric’s medallion.

IN The Ruined Temple has two floors filled with cultists of all kinds and traps, so it’s worth taking a robber with a strong hacking skill.

The sectarians also love to set up ambushes, so don’t stretch your group.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

WITH The northern door will be locked. The key to it is in one of the chests in the also locked southeastern rooms, and the key to the latter is in the Chambers of the Cultists in the western part of the map. When you return to the first hall, a new squad of cultists will be waiting for you. The next door to the north opens after lighting the sacrificial brazier (the wick can be found in the southwestern rooms, which are guarded not only by cultists, but also by brontos, and the black pearl is in the chest with the key to the central hall).

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

D Otherwise you will have to go through a room with traps and ballistas. The ballistae will not fire if your robber disarms two tripwires, but in addition to them, there are also traps on the floor.

IN in the last room with a fork you will meet a new squad of sectarians led by the Ash Ghost. The choice of the corridor itself - right or left - does not matter much, except that in the western one you will find four chests. The one that is locked will contain a pack of arrows, and the rest will contain ghosts. In the eastern corridor you will encounter more traps.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

WITH The next tier of the Ruined Temple will be inhabited, in addition to sectarians, and by dragon cubs, who often attack from ambush. There are many traps here, and sometimes the robber will not be able to detect the hidden cultists - they will reveal themselves only when you approach this place in the open. There are also plenty of traps here.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

P going straight into the northeastern halls, you will encounter the Dragon Keeper, who drops an excellent sword for a battle mage. And further, in the dragon nest in the northeast you can find an amulet for the Blood Mage, which will add an entry to the Codex.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

IN in a cave in the northwest of the location you will meet the leader of the sectarians named Kolgrim. Your decision on whether to accept his offer or not will determine the Approval of your companions. Some may be so upset by your decision that they will leave the group (if they were staying at the camp) or simply attack you. In the first case, you can still try, with the help of Persuasion, to insist that your companions stay with you - in this case, you should answer that you are not to blame for this act. Sheila and Morrigan will approve the decision to support Kolgrim, Sten, Leliana, Wynn and Alistair will be against it. If you promise to kill Kolgrim right away, you will increase influence with Leliana and Wynn.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

E If Kolgrim's offer is rejected, he and his assistants will attack your squad. In addition to the beautiful ax, Kolgrim's Horn is removed from Kolgrim's body, with which you can lure and try to kill the High Dragon. However, it is quite possible to offend this flying lizard if you manage to get the dragon with a bow or a spell, but otherwise it will not attack first.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

P After talking with Kolgrim (it doesn’t matter whether the leader of the sectarians remains alive or not), go to the top of the mountain - the High Dragon will live there. Now your path lies to the Gauntlet, where the Guardian will meet you. He will be able to tell you about himself, the cultists and Andraste, and in turn will begin to ask questions himself. Nothing depends on your answer. Next, the Guardian will require you to pass several tests and prove yourself worthy to see the Ashes.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

N and in the first test you will need to answer several questions asked by the ghosts of those who knew Andraste well during life. If you answer incorrectly, they will attack you. To open the next door, you must answer eight questions correctly or defeat all eight ghosts.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

P correct answers to the questions:

Brona – Dreams

Elisai – Melody

Havard - Mountains

Vasily - Revenge

Kathair - Hunger

Maferat – Jealousy

Hessarian - Mercy

Shartan – House

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

T Who you meet in the next room depends on your character's background (the noble will meet his father Bryce Cousland, the city elf will meet Shianni, the Dalish will meet Tamlen, the mage will meet Jovan, the commoner dwarf will meet Leske, and the noble dwarf will meet Prince Trian) . Your answers here also have no meaning. Having expressed his opinion, the ghost will give you the amulet of Reflection (only if you did not refuse to answer the Guardian’s question) and disappear.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

IN in the next room you will have to fight with ghosts, which are doubles of your group, but not identical copies (the set of spells and skills, and sometimes weapons, differs). Having dealt with them, follow further into the room with a cliff. On its sides there are six plates, clicking on which activates different parts of the bridge (plates on opposite parts of the abyss make the bridge material). You will need to arrange your companions on the slabs so that the bridge becomes real and more or less solid. If you go solo, then three friendly ghosts will automatically be added to your group.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

H To cross the bridge, follow the following instructions.

P leave three characters on the second slab on the right and the third and sixth on the left, and place the fourth on the second section of the bridge.

P move the character from the third slab on the left to the fourth slab on the right, and move the character from the second slab on the right to the first slab on the left. Move the fourth character on the bridge to the third section.

P move the character from the sixth slab on the left to the fifth slab on the right, place the character from the fourth slab on the right on the second slab from the left. With the character on the bridge, overcome the last part of the path - and the bridge will fully appear. Your companions will join you, and the Ghosts will disappear.

IN Our final test is to cross the wall of fire. Having activated the altar, you will understand how to do it - take off all your armor and weapons, remain naked, and cross the fiery wall in this form. After this, the Guardian will appear. If you've followed all the instructions, he'll declare you worthy of taking some of Andraste's Ashes, and if you walk through the flames while wearing armor or fulfill Kolgrim's condition, the Guardian will attack, summoning a couple of Ash Wraiths to help.

Walkthrough: Village of Shelter


Walkthrough: Village of Shelter

T also, in case of desecration of the shrine, Wynn and Leliana will attack you (unless you “tightened” it by completing the bard’s personal quest in a special way), or these ladies will leave you after a conversation in the camp, if you did not take them into the Gauntlet (Leliana it may also remain if you deceive her).

The choice of weapons and items in Dragon Age: Origins is very large, despite the lack of the usual crafting system. It is successfully replaced by ready-made sets of armor and one-piece weapons. Among ordinary things, sometimes there are unique ones, which most often have enhanced characteristics. Separate pages in the Code are devoted to the stories of their occurrence. Weapons and armor are sold from merchants in various parts of the world - Denerim, Orzammar, Lake Calenhad and Brecilian. The cost of things varies depending on the value. The most valuable specimens can cost several dozen gold coins, but all costs are more than recouped. High-quality weapons with special effects allow you to resist strong opponents.

Weapons can be stored in a chest on Soldier's Peak after installing and completing Guardian Fortress. Over time, an understanding comes of which weapons deserve attention and which are just ordinary trash that can be used for the time being, for lack of a better one. Each character in the squad is allowed to have two sets of weapons - the main one and the spare one. The set is selected by pressing the [/] key.

The best longswords in Dragon Age: Origins:

  • Oath Keeper(strength: 15; damage: 8.40; +1.5 to armor penetration, +10% to received healing effects, 1 slot for runes) - for completing all tasks from the notice board in Lothering.
  • Power of Asturian(damage: 8.40; +2 to damage, weakening of the creatures of darkness, +1 to armor penetration, 1 slot for runes) - Gray Guardians of Asturian.
  • Green Blade(strength: 19; damage: 9.10; +10 to resistance to the forces of nature, +6 to damage against animals, 1 slot for runes) - the key to the chest on the second floor is with Bevin (the boy from the closet in Caitlin’s house in Redcliffe ). High levels of the “Influence” skill will help convince.
  • Saw sword(strength: 19; damage: 9.10; +1 to damage, +1% to the chance of a critical strike in melee) - in the sarcophagus in front of the entrance to the hall of the Mistress of the Forest in the lair of werewolves in the ruins of Eastern Brecilian.
  • Duncan's sword(damage: 9.60, +3 to willpower, +3 to cunning, +2 to restore stamina in battle, +4 to damage against creatures of darkness, 2 slots for runes) - a rebel ogre on the battlefield from the “Return” add-on to Ostagar."
  • Maric's Blade(damage: 9.80, +0.75 to restore health and stamina in battle, +6 to damage against creatures of darkness, weakening of creatures of darkness, 2 slots for runes) - Kaylan’s chest in the royal enclave from the Return to Ostagar add-on.
  • Spellweaver(battle mage, damage: 10.50; +5 to magic, +1 to mana recovery in battle, +10% to the chance to reflect hostile magic, +3 damage from electricity, 2 slots for runes) - sectarian overseer in a large northern hall in the caves of the cultists on the way to the Sacred Urn of Andraste.
  • Imperial Blade(strength: 27, damage: 10.50; +2 to damage, +3% to the chance of a critical strike in melee, +6 to attack) - a small room in the Tevinter warehouse in the Elvenage after meeting with Denera.
  • Overlander's Honor(strength: 31; damage: 11.20; +20 to resistance to spirit magic, +6 to damage against the dead, 3 slots for runes) - on the Deep Paths.
  • Slashing Blade(strength: 31; damage: 11.20; +2 to armor penetration, +6 to attack, +3 cold damage, 3 slots for runes) - dead adventurers.
  • Starfang(strength: 31; damage: 11.90; +3 to agility, +3 to damage, +2.5 to armor penetration, 3 slots for runes) - from the blacksmith Mikael Dryden from Soldier's Peak.

Best Shields in Dragon Age: Origins:

  • Havard's Shield(strength: 22, defense: 4.00, fatigue: 3.36%, deflection of arrows and projectiles: 4.50%, +4% chance to reflect enemy magic, chance to dodge projectiles) - ogre on top of Ishala Tower .
  • Kaylan's Shield(strength: 32, defense: 4.00, +1 to armor, chance to dodge projectiles) - a garlock from the front line behind the kennel from the Return to Ostagar add-on.
  • Shield of Eamon(strength: 22; defense: 4.00; +6 to defense, +25 to endurance) - chest, storage on the top floor of Redcliffe Castle.
  • Shield of Redcliffe's Chosen Warriors(strength: 32; defense: 4.00; +1 to willpower, +3 to defense, +15 to electrical resistance, +2 to attack) - for saving Earl Eamon.
  • Shadow Wall(strength: 38; defense: 6.00; +3 to defense, +20% to received healing effects, +1 to recovery of stamina in battle, +25 to stamina) - after solving the mystery of the adventurers.
  • Shield of Hou(strength: 38; defense: 6.00; +12 to defense, +10 to resistance to fire and cold, -2 to willpower) - chest, treasury in the estate of Earl Denerim before descending into the dungeon.
  • Portable bastion(strength: 36; defense: 6.00; +1 to strength, agility and constitution) - Bodan Feddik in the main camp of the detachment.
  • Duncan's Shield(strength: 38; defense: 6.00; +3 to willpower; +6 to defense, +1 to recovery of stamina in battle) - a secret vault of the Gray Guardians inside the trading warehouse behind the Curiosities of Thedas store in Denerim. Riordan tells how to get inside in Earl Eamon's room before, if you show him the Gray Warden documents found during the liberation of Queen Anora from the estate of Earl Denerim.

Best greatswords/greatswords in Dragon Age: Origins:

  • Flat sword Hasind(strength: 20; damage: 12.10; +1% to melee critical strike chance, +1 to armor penetration) - chest, south central island with wolves behind the destroyed arches, on the side of the temple dome in the Korcari Wilds.
  • Stan's sword(strength: 22; damage: 13.20; +1 to willpower; +1.5 to armor penetration, +12 to attack, 1 slot for runes) - after completing.
  • Yusaris(strength: 34; damage: 16.50; +20 to fire resistance, +10 to damage against dragons, 2 slots for runes) - after defeating the Circle of Mages in the tower on Lake Calenhad.
  • Sword of Summer(strength: 34; damage: 16.50; +20 to physical resistance, chance to knock the target down, 2 slots for runes) - Mrs. Coutren at the exit from the estate of Earl Denerim or in front of the Assembly of Lands hall.
  • Ageless(strength: 34; damage: 16.50; +4 damage against darkspawn, +0.25 to stamina recovery in battle, weakening darkspawn, bloody mess, increased hostility and intimidation indicators) - solve the puzzle with the Throne of Orzammar in Orzammar royal palace. To do this, we approach the throne, activate it, a new entry “Locked in Stone” will appear in the Codex. We send two companions to the southwestern part of the room, stand on two tiles in the form of arrows near the wall, a characteristic sound (grinding) should be heard. We send the fourth companion into the hallway and stand on the round floor plate. Then we activate the throne with the main character. The satellites must remain in their places. Lightning will flash in the hall and a dragon will appear. We kill him and take the sword.
  • Starfang(strength: 38; damage: 18.70; +3 to strength, +2.5 to armor penetration, +8 to attack, 3 slots for runes) - from the blacksmith Mikael Dryden from Soldier's Peak.

The best hammers, axes, maces and axes in Dragon Age: Origins:

  • Clumsy verse(strength: 27; damage: 9.00; +2 to damage, happy, +10% to the chance of a critical hit or backstab, +4 to damage against dragons, 2 slots for runes) - pull out of a stump in the “Strange” location forest" during a chance encounter while moving across the global map to the Brecilian forest after eliminating D. by order of K. The advertisement is taken from an innkeeper with connections in "The Bitten Nobleman of Denerim."
  • Ax of Temperance(damage: 9.00; +1.5 to armor penetration, +15% to the chance of a critical hit or backstab, 2 slots for runes) - Earl Rendon Howe in the dungeon of Earl Denerim’s estate.
  • Wesiall(strength: 31; damage: 9.60; +2 to strength, +5% to the chance of a critical hit in melee, +1 to restore stamina in battle, +10% to the chance of a critical hit or backstab, + 2 damage from nature forces, 3 slots for runes) - Bodan Feddik in the main camp of the squad.
  • Forge Master's Hammer(strength: 32; damage: 12.60; +25 fire resistance, +6 attack, 2 slots for runes) - genlock master of the anvil in the Dead Moats.
  • Sacred Hammer(strength: 34; damage: 13.50; +2 to willpower, +10 to psychic resistance, +4 to damage against the dead, 2 slots for runes) - a vault in the southern wing of Banna Franderel’s estate in Denerim. .
  • Triana Hammer(strength: 34; damage: 13.50; +4 damage against creatures of darkness, 2 slots for runes) - Belen, for his support during the resolution of the issue of the throne of Orzammar.
  • Ax of Vaskhot(strength: 32; damage: 14.00; +1 to strength and damage, +2 to willpower, 2 slots for runes) - harlock general in the Trade Quarter of Denerim captured by the creatures of darkness.
  • Hasinda Crusher(strength: 38; damage: 14.40; +3% to the chance of a critical strike in melee, -5 to attack) - sold by Farin at Frosty Pass in front of the doors of Orzammar.
  • Great Hasindian Mace(strength: 38; damage: 14.40; +5 damage, +2.5 armor penetration, +0.5 stamina recovery in battle, +75 stamina, 3 slots for runes) - sold by Gorim from Denerim shopping district.

The best bows and crossbows in Dragon Age: Origins:

  • Fox bow(agility: 26; damage: 7.50; chance of dodging projectiles) - weapon rack, storage on the top floor of Redcliffe Castle.
  • New moon(agility: 30; damage: 8.00; +2 to willpower, +10 to resistance to the forces of nature, +1.5 to armor penetration) - Varathorn from the Dalish elf camp in the Brecilian forest.
  • Wolfboy(damage: 8.40; +4 damage against the dead, +8 damage against beasts) - Varathorn from the Dalish elf camp in the Brecilian forest after delivering the iron bark.
  • Spear thrower(agility: 30; damage: 9.00; fast aiming, +2.5 to armor penetration) - genlock master of the anvil in the Dead Moats.
  • Golden Sun Bow(agility: 30; damage: 9.00; +4 to attack) - elf Denera, assistant to the slave trader Caladrius, in the Tevinter warehouse in the elfage of Denerim.
  • Falon'Dina's Grip(damage: 9.60, +2 damage, fast aiming) - dragon treasure, upper level of elven ruins in Eastern Brecilian.
  • Magician's Eye(agility: 34; damage: 9.60; +3% to the chance of a critical strike at a distance, +4 to attack) - chest, village shop in the village of Shelter.
  • Bow Marjolaine(agility: 34; damage: 9.60; +3 to cunning and damage, fast aiming) - chest, Marjolaine's house in the Denerim Trade Quarter after the start.
  • Antique Guardian Crossbow(strength: 14, damage: 9.60, armor penetration: 7.00, range: 44, +1 damage, fast aiming) - reconnaissance commander of the guards from Soldier's Peak from the Guardian Fortress add-on.
  • Crossbow with improved grip(strength: 26; damage: 12.00; +1.5 to armor penetration, +4 to attack) - for completing orders from the Ravens from Master Ignacio in the “Bitten Nobleman” tavern in the Trade Quarter of Denerim.

The best daggers in Dragon Age: Origins:

  • Olaf's Exceptional Cheese Knife(agility: 24; damage: 5.60; +1 to armor penetration, 2 slots for runes) - Olaf’s locked chest in the village of Honnlith, the key is on the corpse next to Sheila.
  • Duncan's dagger(agility: 24, damage: 5.60, +4 to agility, +10% to the chance of a critical hit or backstab, +10 to damage against dragons, 2 slots for runes) - a rebel ogre on the battlefield from the add-on “ Return to Ostagar."
  • Beastman Dagger(damage: 5.60; +10% to the chance of a critical hit or backstab, 2 slots for runes) - the fourth floor of the tower of the Circle of Mages.
  • Extinct Thaig Shanker(agility: 26; damage: 6.00; +5 to cunning, +0.5 to armor penetration, +6 to attack, interrupts spells, 2 slots for runes) - a broken chest on the site with the ogre leader in the Kadash taiga from additions "Stone Prisoner".
  • Thorn of the Dead Gods(agility: 26; damage: 6.00; +3 to damage and armor penetration, 2 slots for runes) - after being at the Caridin Crossroads.
  • Gift of the Grays(agility: 26; damage: 6.00; +5% to the chance of a critical strike in melee, 2 slots for runes) - Valendrian after rescuing the slave trader Caladrius from captivity in the elfage of Denerim.
  • Raven Dagger(agility: 30; damage: 6.40; +15% to the chance of a critical hit or backstab) - Godwin from the second floor of the Circle of Mages after delivering a parcel of lyrium from Rogek from the Dust City in Orzammar (you need to ask for the amount of 75 gold for the goods ).
  • rose thorn(agility: 30; damage: 6.40; +2 to agility, +1 to health recovery in combat, +3 to damage, +5% to the chance of a critical hit in melee, +30% to the chance of a critical hit or hit in back, 3 slots for runes) - sold by Garin from the Common Halls of Orzammar.

The best staves in Dragon Age: Origins:

  • Harrowmont's Staff(magic: 20; damage: 4.80; +1 to magic, +2 to constitution) - Harrowmont, for the support provided during the resolution of the issue of the throne of Orzammar.
  • Sylvan's Mercy(magic: 24; damage: 5.20; +5 to resistance to the forces of nature, +1 to magical power, +10% to damage from the forces of nature) - Bodan Feddik in the main camp of the detachment.
  • Vicious Staff(magic: 24; damage: 5.20; +1 to mana recovery in battle, +5 to magical power, -1 to willpower, +10% to damage from spiritual magic and electricity) - garlock general in captured by the creatures of darkness Elvenage Denerim.
  • Oak Branch(damage: 5.20; +1 to magic, +2 to constitution, +10% to nature damage) - Great Oak from Western Brecilian for returning the acorn.
  • A piece of wood(magic: 24; damage: 5.20; +1 to constitution, +10 to resistance to the forces of nature) - Varathorn from the Dalish elf camp in the Brecilian forest. Give the order to the mabari to look for something useful.
  • The last argument(magic: 32; damage: 6.00; +3 damage, +10 magical power, +15% fire damage) - Bodan Feddik in the main camp of the squad.
  • Breath of winter(magic: 36; damage: 6.40; distance: 58, magic power: 7; +25 to cold resistance, +15% to cold damage) - a frantic demon from the second floor of the Guardians' fortress on Soldier's Peak.
  • Lord Magister's Staff(magic: 36; damage: 6.40; +6 to willpower and magical power, +2 to mana recovery in battle, +10% to damage from fire and spiritual magic) - sold by the quartermaster from the tower of the Circle of Mages on the lake Calenhad.

The best accessories in Dragon Age: Origins:

  • Belt " Blessing of Andruil"(+2 to all characteristics, +20 to resistance to the forces of nature, +1 to restoration of mana and stamina in battle, +10 to physical resistance) - sold by the quartermaster from the tower of the Circle of Mages on Lake Calenhad.
  • Ring " Zhivitel"(+10 to constitution, +3 to health restoration in combat and armor, +10 to health restoration outside of combat, +20% to received healing effects) - sold by Garin from the Common Halls of Orzammar.
  • Ring " Key to the city"(+2 to all characteristics, +4% to the chance to repel hostile magic, +10% to received healing effects) - Council in the Diamond Halls, after finding five Codex entries in the residential areas of Orzammar.
Best Armor Sets in Dragon Age: Origins: , .

Dragon Age: Origins has a fairly extensive array of weapons and armor. Among ordinary swords you can find unique ones, and among simple armor sets that ultimately give good bonuses. Hotel items themselves have their own features, but we'll talk about the bonus for everything together and where you can find it.

Dragon age: Origins light armor:

— Dalish leather armor. You can find it in the Dalish camp by purchasing it from Varathorn. By putting the set together you will receive +5 to defense;.
— Patchwork leather armor. The entire set is sold in Orzammar by two merchants - Legnar and Alimar. When fully assembled, you get +5 to armor;
— A set of leather armor. It can drop randomly anywhere and is sold by many merchants in the game. Gives you -5 to fatigue;
— Studded leather armor. They also drop out in any location in the game or can be bought from merchants. Add +1 to defense. In addition, you can buy it in a special coloring;
— Wade's dragon skin armor. Made by Master Wade on a quest if you bring him dragon scales. Can give you -10 fatigue;
- Wade's superb dragon skin armor. Can be obtained if you bring additional dragon scales when completing the above quest.

Now let's see what we can find from medium-heavy armor:

— Chain armor. The complete set can be found anywhere in the world or purchased from merchants. As a bonus, it gives you -2.5% to fatigue;
- Scale armor. You can find it or buy it in parts. Owen has the complete set in Redcliffe. Provides a 4.5 bonus to reflecting ranged attacks;
— Plate armor. In addition to the fact that they can be found in the world or bought in pieces, they can also be purchased from the Quartermaster at Ostagar or by visiting Wade in Denerim. Adds a total of +1 to armor;
- Dwarf armor. Armor can be picked up at locations in Orzammar and deep paths, or bought from Gorim in the districts of Denerim. Here, too, +1 armor;
- Ancient elven. You can pick up parts in Lothering, the Brecilian Forest and the ruined temple. In a compartment they give +5 to the protection indicator;
— Wade's dragon scale armor. Everything is not so simple here - if you pay Wade at least once for work on the armor, you will receive some armor, if you don’t pay, you will receive others, if you bring more scales, you will receive third ones. Some give -25% to fatigue, others also give 5 defense, and others -10% to fatigue and the same amount to defense.

Dragon age: Origins heavy armor:

- Armor of zeal. Purchased from Owen in Redcliffe and also collected at the Ruined Temple and Orzammar Guardians locations. The full set gives +5 to willpower;
— Ceremonial armor. Can be purchased from cultists in Lake Calenhad. Will give you a +6 chance to repel attacks at a distance;
-Heavy dwarven armor. You can find them in Denerim from Gorim, or go to Orzammar and buy them at the Janar Weaponsmiths. Will add +1 to armor;
- Heavy chain mail armor. You can find them throughout the game or buy them in parts from different merchants. There is also a chance of falling from the Bandit Leader during the quest Bandits Everywhere. The last place where you can buy it is the merchant from Soldier's Peak. Gives -3 to fatigue;
- Wade's Dragonscale Armor. You can get it if you never pay Wade for two sets and bring the scales of a high dragon. Provides a -20% bonus to fatigue;
- Wade's superior dragon scale armor. If you pay for at least one set of the first two and then bring scales from a high dragon, you will receive this set.

These are all the armor sets that you can get in D ragon Age: Origins. We also suggest that you read the article in which you will find the game.

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