Dragon age 2 robber weapon. Equipment. Varric Tetras' Armor

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 dedicated 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.
  • Asturian Power(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 Select 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:

  • Bow fox(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.
  • Grip of Falon"Dina(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 from 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: , .

In DA II, you won't be able to choose your own armor for your companions, but you can upgrade them. Each of your party members has their own unique armor, which has 4 slots for improving them. In this subsection we have posted information about where and when you can find these improvements and what bonuses they provide.

Armor of Aveline Wallen

Aveline's armor changes three times throughout the game. In the prologue, her armor is called: “Modified Officer Model”, in Act I the armor will change and will be called: “Plate and Chainmail of the Guard”, and starting from Act II her armor will finally change its name to: “Plate of the Captain of the Guard” .

Modified officer model Guard Captain's Armor
Podlatnik - guard uniform (increases attack). Can be purchased in Act I in the Lower City during the day from the merchant in the Armor Rack shop.
Durable armor - guard uniform (reinforces armor). Can be purchased in Act II in the Lower City during the day from a merchant in the Armor Shop.
Flexible Chain - Guard Form (adds a rune slot). Dropped by the leader of the Fell Order pirates on the Ragged Coast during the quest "Pirates on the Cliffs" in Act II.
Joint protection - a form of guard (increases protection). Drops from Jiven during the quest "Service and Error" in Act III.

Anders armor

Anders' armor is called "Cape of the Renegade", during the entire game the armor will change its appearance only once after completing Anders' personal quest "Justice", and the icon of the armor itself in the inventory will also change.

Renegade Cape Improvements for armor, where and when they are found Renegade Cape (after change)
Armor spacers (reinforces armor). Can be purchased in Act II during the day in the Lower City from the merchant in the “Goods of Liren of Ferelden” shop.
Lyrium Weave (increases attack). Can be purchased in Act II during the day in the Casemates from the merchant in the “Goods for Magicians” shop.
Spirit Essence (increases resistance to magic). Can be found in Act II in the dungeons of the casemates in one of the boxes during Anders' quest "Dissent".
Sign of underground magicians (adds a slot for runes). Can be found in Act III in one of the boxes when exploring the "Secret Meeting Place" location during the quest "Serve Cold".

Varric Tetras' Armor

The original armor is called: "Varrick's Patchwork Leather Jacket (Custom Made)". But during Varrick's personal quest "The Haunted House", his armor can change its name to "Varrick's Patchwork Leather Armor" provided that Hawk allows him to take the lyrium shard for himself. Although these changes will not be reflected either externally or in the inventory.

Varric's Patchwork Leather Jacket Improvements for armor, where and when they are found Varric's Patchwork Leather Armor
Painted Leather Harness (adds a rune slot). Can be purchased in Act I in the Lower Town during the day from a merchant in the Clothes Shop.
Lined with hidden pockets (increases attack). Can be purchased in Act II in the port during the day from a merchant in the “Dubious Goods” shop.
Silverite Buckles (adds a rune slot). Can be found in Act II in Bartrand's estate in one of the chests during Varric's quest "Family Matters".
Wyrmskin leg straps (adds a rune slot). Can be found in Act III on the Deep Roads in one of the chests during the quest "Finding Nathaniel".

Merril's armor

In the game DA II, Merril's armor is called "Robe of the First". With an established romance with Hawk, her armor will change not only its name to “Dalish Outcast Robes,” but also its appearance. The inventory icon will also change.

Robes of the First Improvements for armor, where and when they are found Dalish Outlaw's Robes
Brocade Lining (adds a rune slot). Can be purchased in Act II in the Upper Town during the day from the merchant in the Jean Luc Robes shop.
Carved ironwood buttons (increases health). Can be purchased in Act II in the Dalish camp in Master Ailen's Shop.
Silver Dalish Embroidery (speeds up health recovery). Can be found in Act II at the top of the Broken Mountain in a pile of bones.
Gaul horn buckles (adds a rune slot). Can be picked up in Act III from the body of Guardian Maretari during Merril's quest "A New Path".

Bethany Hawke's armor

Bethany's armor will initially be called "Hawk Wings". There is only one update available for it in the game. In the future, changes to her armor will depend on Hawk's decision during the quest "Expedition to the Deep Roads". Bethany's armor can be changed to either the "Mage Circle Robe" or the "Guardian Robe". The next time the game gives you the option to bring Bethany back into your party, her armor will have a full set of upgrades.

Hawk Wings Improvements for armor, where and when they are found Robe of the Circle of Mages Guardian Robes
Amell family protective signs (increases resistance to magic). Can be found in Act I in a chest at the location "Cellar of the Amell Estate" during the quest "Birthright".

Carver Hawk Armor

Initially, Carver's armor was called the "Standard Model for the Fereldan Vigilante". There is only one update available for it in the game. In the future, changes to Carver's armor will depend on Hawk's decision during the quest "Expedition to the Deep Roads". Carver's armor can be changed to either Knight Corporal's Plate or Sentinel Lieutenant's Plate. The next time the game gives you the option to bring Carver back into your party, his armor will come with a full set of upgrades.

Standard model for the Ferelden vigilante Improvements for armor, where and when they are found Knight Corporal's Plate Guard Lieutenant's Armor
Fereldan armor with a belt (reinforces armor). Can be found in Act I in a chest at the location "Cellar of the Amell Estate" during the quest "Birthright".

Isabela's Armor

Isabela's armor is called "Threads of the Eastern Seas". His normal appearance can only change if he has a romance with Hawk(s), although the name and icon in the inventory will remain the same.

Threads of the Eastern Seas Improvements for armor, where and when they are found
Rigid corset (increases protection). Can be purchased in Act II during the day in the Lower Town from a merchant in the Clothes Shop.
Support Belt (adds a rune slot). Can be purchased in Act II in the Upper Town during the day from the merchant in the Jean Luc Robes shop.
Felt insoles (increases the chance of a critical hit). Can be found in Act II in a box in the Backyard Foundry during the quest "Catch a Thief."
Boiled leather plates (adds a rune slot). Can be found in Act III at the "Cave in the Mountain" location in a pile of bones during the quest "Kill of Crows".

Fenris Armor

Fenris's armor is called "Shelter of the Transmigrated Spirit". And although, when having an affair with Hawke, Fenris will tie a red scarf around his right wrist and wear a small Amell crest on his belt on the left side, this will not make a fundamental change in the appearance of the armor and the icon in the inventory will remain the same.

Refuge of the Transmigrated Spirit Improvements for armor, where and when they are found
Tevinter Spiritual Symbol (adds a rune slot). Can be purchased in Act II in the Upper Town during the day from the merchant in the Jean Luc Robes shop.
Lyrium Scale (adds a rune slot). Can be purchased in Act II in the port during the day from a merchant in the “Dubious Goods” shop.
Reinforced belts (increases attack). Can be found in Act II in a chest in the "Abandoned Slaver's Lair" location during Fenris' quest "Bitter Pill".
Enchanted Resin (adds a rune slot). Drops from the high dragon in Act III at the Bone Pit location during the quest "Massacre in the Mine".

Sebastian Wael's armor

Sebastian's armor is called "Vael Family Armor". Its appearance and inventory icon do not change throughout the game.

Vael family armor Improvements for armor, where and when they are found
Improved articulation (adds a rune slot). Can be purchased in Act II during the day in the Casemates from the merchant in the Armor Shop.
Reinforced bracers (increase attack). Can be purchased in Act II in the Upper Town during the day from the merchant in the Olaf's Equipment shop.
Underarmor (increases the chance of a critical hit). Can be found in Act II in a chest in the location "Harimann's Estate" during Sebastian's quest "Repentance".
Defense of Faith (adds a rune slot). Can be picked up in Act III from the body of the Templar Lieutenant during the quest "Serve Cold."

Genre: action/RPG
Release date in Russia: March 2011
Developer: BioWare
Publisher: Electronic Arts

Introduction

The Dragon Age game series from BioWare boasted a very successful debut. Warmly received by fans of role-playing games, this project made one mourn only the departure of BioWare from working under the Dungeons and Dragons license. However, politically this can be explained very simply - Wizards of the Coast has relations with the Atari corporation, and the BioWare studio now works under the roof of a direct competitor - the Electronic Arts corporation.

But let's return to Dragon Age. As it became clear during the preliminary screenings, the second part of the game was developed with an eye to gaming consoles. It’s hard to throw a stone at BioWare’s desire to increase its sales market, but the suspicion that all this would lead to certain compromises and simplifications was, alas, completely justified...

The game has changed a lot, and most fans of the first part are sure that not for the better. However, we will talk about this at the very end of the article, summing up.

System requirements:

Operating system Windows 7/Vista (SP2)/XP (SP3)
1.8 GHz Intel Core 2 Duo-class processor or better
1 GB RAM (1.5 GB in case of Windows 7/Vista)
ATI Radeon HD 2600 Pro class video card with 256 MB video memory / NVIDIA GeForce 7900 GS with 256 MB video memory or better
7 GB of free hard disk space


About the adventures of the main character, a native of the Hawk family, who fled from his native lands with his surviving relatives due to the invasion of Pestilence and hordes of creatures of darkness, the dwarf Varrick begins his story, constantly making jokes in the direction of a serious-minded woman - a sort of medieval “investigator for especially important cases.” "(representing the interests of the Church)...


If you import a saved game from the first Dragon Age game (including the Awakening add-on or downloadable content), then references to events that happened earlier will appear in the Dragon Age II story. If you do not have a saved game, you will be offered three alternative templates to choose from describing previous events.

During the plot, you customize the appearance of the main character, choose his class, and distribute the first points according to basic characteristics. Well, the time has come to take a closer look at the Dragon Age II role-playing system...

Character characteristics and skills

In Dragon Age II, the role-playing system is built on the basis of the basic characteristics of the character and the set of his skills (activated actions and states, as well as permanent skills). Information about resistance to physical influences and elements (fire, electricity, etc.) is included in a separate category.

Basic character characteristics


Strength. The success rate of an attack and the amount of damage inflicted by a warrior depend on strength. It also affects the stamina parameter: it helps to stay on your feet and not be thrown back by some enemy actions, and also not to catch fire when attacked with fire (receiving additional damage).

Dexterity (Dexterity). The success rate of an attack and the amount of damage inflicted by a thief depend on agility. Agility also affects the likelihood of landing a critical hit on an enemy.

Magic (Magic). The success rate of an attack and the amount of damage caused by the magician depend on magic. It also affects the protection against magical attacks (absorbing part of the damage, reducing the duration of the cast spell).

Cunning. The thief’s ability to open locks and disarm traps depends on his ingenuity (once he reaches 10 points, the thief will be able to deal with the simplest locks or traps, 20 - standard, 30 - skillful, 40 - very complex). Also tied to ingenuity is the defense parameter (the chance to evade an attack) and the amount of damage from a critical hit.

Willpower (Willpower). The supply of mana for magicians or stamina for warriors/thieves depends on willpower.

Constitution. Increases the character's health.

Each time you level up, you are given the opportunity to additionally distribute three points according to basic characteristics. In addition, the game contains special items (books, tinctures), with which you can permanently increase your basic characteristics by one or two points. And, of course, some enchanted items (if you are wearing them) also increase these indicators.


Derivatives such as damage, attack, and defense depend on the basic characteristics. The armor indicator depends on the armor and items you are wearing (which, however, can also affect damage and attack with defense).

Damage. The quantitative amount of damage caused by the character's basic weapon (bow, crossbow, axe, hammer, mace, dagger, sword, magic staff). Also shown here is the DPS (damage per second) indicator - quantitative damage inflicted per second of time.

Attack. Attack indicator, next to which the probability of a successful strike on the enemy is indicated (based on an “ordinary” enemy encountered in mass quantities). If you hover the cursor over this indicator, additional details will be displayed: the probability of a successful strike against an “advanced” enemy and against an “elite” (boss).

Defense. Defense indicator, next to which the probability of successfully evading an enemy attack is indicated (again, an “ordinary” enemy is taken as a basis). If you hover your cursor over this indicator, you will find out the probability of successfully dodging an attack from an “advanced” enemy and an “elite” (boss).

Armor (Armor). Armor indicator, next to which the percentage of physical damage absorbed by your armor after an enemy attack is indicated (and again, we are talking about an “ordinary” enemy). If you hover the cursor over this indicator, additional details will be displayed: the proportion of physical damage absorbed by armor after an attack by an “advanced” enemy and an “elite” (boss).


Resistance


A separate paragraph includes indicators of the character’s resistance:

Fire resistance.
Cold resistance.
Resistance to electricity.
Resistance to the forces of nature.
Resistance to spiritual magic.
The indicator of absorption of part of the damage from an enemy attack (any - magical or physical).
An indicator of absorbing part of the damage from any magical attack, as well as reducing the time of magical influence on the character.
Persistence. The higher this indicator, the more chances the hero has to stay on his feet and not be thrown back by some enemy actions, as well as avoid additional damage due to fire after a fire attack.

Increasing resistance to the elements and magical attacks is very important (and at a high level of difficulty - critically necessary). Manipulate basic characteristics, enchanted objects (including runes), upgrade the corresponding skills - otherwise the next battle with the boss can very upset you.

Skills and Spells


In Dragon Age II, only three character classes are implemented: Warrior, Mage and Rogue. Actually, at the very beginning of the game you are given a choice of six options (taking into account the character’s gender):


Naturally, at the start of the game, each class receives its own initial bonuses, as well as strictly defined sets of skills/spells that it can learn. On the one hand, this to a certain extent kills the intrigue (remember with what interest you read a newly found scroll with a spell in some classic D&D game), on the other hand, it allows you to plan the development of the hero in advance. Although, of course, the practical use of a new skill in the first battle may disappoint you, and you will have to go to the Black Emporium for a special potion that allows you to redistribute points among the character’s basic characteristics and skills...

Skills are divided into three types:

Activated actions (indicated by a diamond). Unique attacks, spells, special effects. They can only be used periodically, since they have a certain recovery time.

Activated states (indicated by a hexagon). When activated, they block part of the mana or stamina reserve, but at the same time give a certain bonus (to defense, attack, resistance, etc.) or additional specific capabilities.

Permanent skill (indicated by a circle). A static bonus that improves characteristics, skills, or expands a character's capabilities.

Within the framework of this material, there is no point in meticulously listing all the capabilities of the classes plus the individual development branches of each of your companions. Therefore, I will simply introduce you to the implementation of skills using the example of one of the “special” branches of warrior skills.

The fact is that at the 7th and 14th level of character development you will be given the opportunity to open the so-called. specializations are additional skill sets. In my case, the main character had a choice of three additional sets - Reaver, Berserker and Templar.

This is what the general “tree” of skills looks like for the main character who has chosen the warrior class:


And here is a separate “branch” of the Templar:


Let's go through the skills and improvements presented here (I apologize in advance for using the original English names):

Templar (specialization). When choosing the Templar specialization, you automatically (even before distributing points by skill) receive a 10% bonus to damage dealt to magicians and creatures from the Otherworld (Fade).

Cleanse (activated action). The ability to “cleanse” the territory and your companions from the effects of unfriendly magic. The Lasting Cleanse upgrade allows you to additionally block the ability of enemies to cast spells for ten seconds. The Cleansing wave improvement increases the diameter of the zone of influence of this skill from six to ten meters.

Holy Smite (activated action). “Divine Strike”, dealing damage to enemies with spirit magic. Upgrading Righteous Smite causes mages and Otherworldly creatures to take double damage from this attack. The Staggering Smite upgrade allows you to stun "ordinary" enemies with a 50% chance.

Righteous Strike (permanent skill). The warrior has the opportunity for 4 seconds to block the ability of spells and activated actions by the enemy during a normal blow in hand-to-hand combat, with a probability of 10% (in the case of an “ordinary” enemy).

Silence (activated action). The ability to block the ability of the enemy to cast spells and activated actions for 20 seconds. The Lingering Silence improvement reduces the cooldown of the skill (until the next activation) by 10 seconds.

Annulment (permanent skill). +50% to the overall damage absorption rate from any magical attack, as well as reducing the time of magical effects on the character.

Some permanent bonuses appear in the characters' arsenal after the relationship with the main character has reached a critical point (Friendship or Rivalry).

Of the general recommendations regarding character development, I would personally highlight two: firstly, be sure to upgrade the skills involved in transferring the enemy into a state of stupefaction, fragility and disorientation, as well as skills that take advantage of such a weakening of the enemy (see further section "Combinations of actions in battle"). Secondly, upgrade skills and conditions that improve your character’s defense against various types of attacks and elements. Boss fights last a long time (especially at high difficulty levels), and even if the damage you deal is high, the need to somehow survive on the battlefield has not been canceled.

Tactics


Each character has a certain number of tactical slots, which increases as the level increases. You can use these slots to create rules by which the hero will behave in battle (provided, of course, that you do not directly interfere with his actions).


In principle, on easy and normal difficulty levels, using tactics greatly relieves the player (especially if you play Dragon Age II on a game console and not on a PC). But as for higher difficulty levels, I am sure that difficult battles will force you to manually control the actions of the team. After all, it is impossible to foresee all situations, and the enemy’s emerging vulnerabilities (stunning, fragility, disorientation) can be “pierced” with various attacks and spells. So my subjective opinion: the use of tactics is just a pleasant additional feature, in demand primarily at low difficulty levels.

Armor, weapons, equipment


The character's "doll" looks like this:


As you can see, you have slots for a couple of rings and a belt, the rest is reserved for weapons and armor. Weapons can be two-handed (sword, hammer, axe, staff, bow, crossbow) or one-handed. One-handed weapons naturally deal less damage. The thief uses a pair of daggers, and the defensive warrior uses a sword and shield.

There are certain unique armor sets in the game (main armor plus helmet, gloves, boots) that provide an additional bonus for wearing the full set.

As for your companions, manipulations with them are limited (according to the developers, this gives them greater individuality and independence). You won't be able to replace their armor (and Varric's weapon too), but you have the opportunity to improve it by finding or buying special add-ons.


Some add-ons provide a slot for inserting a rune into your comrade's armor. The effect of runes in the armor of companions is automatically enhanced as the character levels up.

Keeping your warrior's armor up to date is critically important. After all, armor absorbs part of the physical damage inflicted, and good armor in the recent past, after several increases in the character’s level (and the level of development of enemies tied to it), turns into a “cardboard box”, so you will have to constantly look for new armor that improves the armor indicator.
In your inventory, all items are divided into tabs - weapons, armor, accessories (rings, belts, amulets), used items (potions, poisons, grenades), other (runes), and trash. Garbage is all sorts of impersonal nonsense (“worn pants,” “a fragment of opal,” etc.), which you, without hesitation, “wholesale” sell from the nearest merchant.

In order to make it easier for you to navigate the rubble of the goods you have obtained, the developers have assigned a special rating (maximum five stars) to each item in the sections of weapons, armor and accessories. This will help you quickly get rid of your “junk” from the nearest dealer.

Combinations of actions in battle

If you choose the difficulty level Hard or Nightmare, then the use of combinations of actions by your group members in battle is a prerequisite, otherwise any more or less serious battle will take up a lot of your time and nerves.

Certain types of attacks or actions by your characters can put enemies into the following vulnerable states:

Stagger (Stun). Can be triggered by warrior attacks such as Shield Bash (with Pummel upgrade); Pommel (with Pommel Blow improvement); Tremor (with Aftershock upgrade); Cleave (with Claymore upgrade); Devour (with Voracious upgrade); and also Sunder.

Brittle. Can be called by mage spells such as Winter's Grasp (with the improvement of Winter's Blast); Cone of Cold (with Deep Freeze upgrade); Petrify (with the Desiccate upgrade), as well as the Elemental Mastery skill.

Disorient. Can be triggered by attacks and thief actions such as Pinning Shot (with Disorienting Shot upgrade); Fatiguing Fog (with Overpowering Fog upgrade); Confusion (with Chaos improvement); as well as the Disorienting Criticals skill.

Please note that different levels of enemies may have different chances of successfully introducing the target into each of the specified states. At the same time, some actions with a certain “pumping” guarantee 100% success - however, in the event that the enemy (in most cases, we are talking about bosses, of course) does not have special immunity. You can find all the specific numbers in the description of skills/spells (Abilities) in the game itself.

Evidence that the enemy is stunned, disoriented, or has become fragile is a special icon above his head. Immediately activate one of the actions of another member of your party, who can take advantage of this enemy condition. In general, this will lead to serious damage, and quickly destroying the enemy at high difficulty levels is the main key to success.

Here is a list of actions that take advantage of the vulnerable state (stunned/fragile/disorientated) of enemies:

Using the Stagger state:

Mage: Chain (with improvement Chain Reaction); Crushing Prison (with Paralyzing Prison upgrade); Hemorrhage (with Paralyzing Hemorrhage improvement); Fist of the Maker (with Maker's Hammer upgrade).

Thief: Explosive Strike (with Merciless Strike upgrade); Vendetta (with Blood Feud upgrade); Kickback (with Backlash upgrade), Lacerate (with Maim upgrade).


Using the Brittle state:

Warrior: Mighty Blow (with Shattering Blow upgrade); Scythe (with Reaper upgrade); Cleave (with Claymore upgrade).

Thief: Bursting Arrow (with Shattering Arrow upgrade); Archer's Lance (with the Punishing Lance improvement); Assassinate (with the Annihilate improvement).


Using the Disorient state:

Warrior: Scatter (with Disperse upgrade); Assault (with Battery upgrade); Devour (with Insatiable enhancement).

Mage: Spirit Bolt (with Spirit Strike upgrade); Walking Bomb (upgraded to Corrosive Walking Bomb and/or Virulent Walking Bomb); Stonefist (with Golem's Fist upgrade).

Don't forget that some of the skills are inherent not only to a certain class, but also to a certain game character. So don’t be surprised if a particular member of your team doesn’t have them.

Here is an example of a mage successfully using the stun state (using lightning: the Chain spell with the Chain Reaction enhancement).


More than three and a half thousand damage points speak for themselves. In this particular case, a successful lightning strike only took about 5-7% of the enemy's total health, so you can easily imagine how durable your enemies will be on higher difficulty levels (white numbers are damage from normal attacks in melee combat) .

Creation of runes, potions, poisons and grenades

The game allows you to create your own items. In the first part of Dragon Age, to successfully create runes and potions, you had to look for recipes, level up the corresponding skills and find the necessary ingredients (mostly from merchants). In Dragon Age II, you have to buy or find scrolls with recipes, and then look for sources of certain ingredients in the game universe (lyrium, mountain copper, elven root, ambrosia, felandaris, etc.). Carefully studying the game level, you find a source of some “silverite” in a secluded corner, receiving 200 experience points for this and expanding your ability to create runes, potions, poisons and grenades. Next, following the recipe you found (or purchased from a merchant), you “order” the desired item on a special table in your home (by additionally paying a certain amount of money).



It is clear that if you have not discovered the source of any ingredient from the list specified in the recipe, then you will not be able to create the item you are looking for, even if you have instructions for its manufacture.

Created potions (which restore health and mana, improve defense and attack, etc.), as well as grenades, poisons (which can be used to lubricate weapons to cause additional damage) appear in your inventory. As for the created runes, they should be inserted into armor or weapons thanks to the skills of your old friend, the gnome Sandal.


Unfortunately, unlike the first part of Dragon Age, you can no longer remove runes inserted into weapons or armor. If you want to insert another rune into the slot, the previous one will be automatically destroyed.

You will have to create runes and potions without fail. After all, one of the most powerful runes adds several points to each basic characteristic of the character. A potion of “stone armor” reduces all damage (physical or magical) dealt to your characters by 10%. A bottle of “mystical support” brings a character killed on the battlefield back to life. Such advantages significantly improve the survivability of your combat group and ignoring them is more expensive for yourself.

Dragon Age II universe and gameplay

The first thing that catches your eye is the noticeably more beautiful implementation of graphics. The picture on the screen has really improved compared to the first part of the game.


But the gaming universe of Dragon Age II itself is very, very limited. One big city with districts...


Plus a small number of additional places in the surrounding area.


In order to somehow brighten up the lack of a large number of different locations, the developers came up with a “night mode” - you walk through the same area, but almost deserted. At dusk, a gang of some bandits may be waiting for you (their systematic destruction will lead to the appearance of another secondary quest with the destruction of the leader).

Despite the occasional beautiful scenery...


...The level design raises serious complaints. And the main complaint is the frequent use of the same “blanks” when creating locations. Pirate lairs, dungeons, city houses - in most quests are identical and so monotonous that they give the impression of a second-rate game, and in no way resemble the calling card of the legendary BioWare studio. In addition, most of the levels are small in size, and in open spaces you will always have the feeling that you are running along narrowly defined corridors: the beauties on the sides are just decorations that cannot be approached.

In various areas of the city there are merchants and specialists in the production of potions, poisons, and runes. After you complete the key quest (you complete side and secondary tasks at will), the current game act is completed. In the next act, the merchants' arsenal changes, and certain cosmetic changes occur in game locations.

In this regard, it would be useful to go through the previously explored places again - check the merchants’ supplies, rummage through the boxes/chests/barrels, and find new quests.

Like any self-respecting role-playing game, the cornerstone of gameplay in Dragon Age II is the acquisition and completion of quests. Quests are divided into main, secondary, side, and also related to your companions. Main quests, as well as companion quests, move the story forward. Secondary and side quests are a pleasant pastime, new items (armor and weapons), cash rewards, additional experience points, etc. That being said, don't think that the side quest in Dragon Age II is a cakewalk. Sometimes you have to fight very serious enemies...


Story presentation and dialogue, along with noticeably improved graphics, are the main strengths of Dragon Age II. As for the new dialogue system, the developers decided to notify us in advance about the potential consequences of choosing each of the phrases, providing them with special icons - a sprig of myrtle (diplomatic option), a theatrical mask (sarcastic or humorous option), a hammer and anvil (hard straightforward option, close to rudeness), a diamond (confident, firm answer). There is also an icon with coins - this means the main character will ask for money (or vice versa, offer money). An icon with a silhouette of a head on a green background is an invitation to intervene in a conversation with a companion who will express his opinion or make an important decision for you. Sometimes there is an icon with a heart, which means Hawk will try to flirt. Icon with a broken heart - the main character will clearly make it clear about the impossibility (or termination) of a romantic relationship.


Separately, it is worth noting the innovation regarding your companions (you go on a mission with a team of 4 people).


Now all your comrades live in certain places, and are not gathered under one roof. From time to time you will have to visit them - mainly as part of individual story quests, allocated to a special group.

Relationships with companions are an important component of the storyline. As before, you will be able to romance some of the members of your team.


Depending on the line of behavior you choose (certain development of dialogues and making important decisions), your companions may change their attitude towards you depending on their own beliefs. So, for example, the elven warrior Fenris hates magicians, and the captain of the guard Aveline loves discipline, order and observance of the law. Accordingly, based on these beliefs, they can change their attitude towards you in response to any action or point of view expressed. When you reach a critical point (absolute friendship or irreconcilable rivalry) in your relationship with your companion, further change in this indicator becomes impossible.

In the second part of Dragon Age, a significant bias was made in favor of increasing the frequency of battles. If you calculate exactly how many enemies of various calibers you will “chop into cabbage” in total, the figure, I am sure, will exceed well over a thousand.


At the same time, of course, you will not only come across all sorts of small fry: the number of boss enemies in the game has also noticeably increased, so you will not be able to relax.


The battles have become much more dynamic (I would even say too dynamic). Therefore, take good care of upgrading the defensive skills of your “brigade” so as not to be distracted every second by micro-management during the battle (absorbing healing potions, removing half-dead characters from the battle, etc.).

In general, the second main complaint about Dragon Age II (the first, as you remember, is a shoddy approach to location design) is the implementation of a “wave” of enemy attacks. You can't sneak into a room, peek discreetly as a thief, count the number of enemies, and plan the coming fight. Having cut out 5-6 people with whom visual contact was initially established, you will be surprised (and then irritated) to continue to fight with new waves of enemy warriors, spiders, etc., which literally “fall out of the ceiling” "on the battlefield. As one famous character from a popular YouTube video used to say: “This is sad.”


Another terrible limitation for fans of the first part of the game: the use of bows and fighting with a weapon in each hand is now possible only for the thieves class. If you are a warrior, be kind, choose between a sword with a shield and a two-handed weapon. The much-loved opportunity to have in your arsenal the usual pair of ranged weapons / melee weapons (with the ability to quickly switch) has disappeared.

Another important point: the “friendly fire” mode in the game is implemented only at the maximum difficulty level - Nightmare. Remember how you had to carefully “target” a fireball into a crowd of adversaries so as not to hurt your own comrades? Now at all difficulty levels up to and including Hard, this is not the case: unleash fire and electric storms and “ice cones” right into the midst of your enemies - all this will miraculously bypass your companions. In principle, an already very dynamic battle with crowds of enemies falling out will turn into complete chaos when the friendly fire mode is implemented, and therefore the decision of the developers is, in general, understandable to me. Here the initial mistake was in the implementation of an arcade massacre, which noticeably departed from the canons of the classic RPG genre.

In a separate paragraph, I would like to tell you about such a wonderful thing as a homing fire spit of a dragon, which I had to encounter towards the end of the game. To be honest, at first I was simply dumbfounded. While running away from the approaching fireball with my thief, I suddenly noticed how it began to describe an arc (just like a homing air-to-air missile in some aviation simulator!), and accurately pinned my character, who ran a good ten meters from the calculated location falling clot of flame! At first I thought that this was some kind of mistake, but a further battle with a high-tech “fifth generation dragon” showed that the vile reptile really knows how to launch homing fire charges...
Article update from 06/04/2011: In the released patch version 1.03, this behavior of fireballs emitted by dragons was corrected.

Conclusion

Dragon Age II is a classic representative of the action/RPG genre, with all the advantages related to BioWare’s ability to beautifully present the plot, and with all the disadvantages that the choice of gaming consoles as a priority platform brings.


Graphics that have taken a step forward, distinctive characters, voice acting, dialogues, beautiful screensavers - all this rivets you to the screen and forces fans of the first part of Dragon Age to agree to a number of not very pleasant compromises. Among which, first of all, it is worth highlighting the same type of location designs (in the best traditions of residential areas built up with absolutely identical houses) and the implementation of battles in the style of a blood bath, with new units of enemies “falling out of the ceiling.”

To the credit of the developers, they acknowledge the criticism and promise to improve in the future. BioWare lead designer Mike Laidlaw, in particular, said that the claims of the fan community were carefully studied and helped in drawing up future plans for creating games from the Dragon Age series. "I agree that some aspects of Dragon Age II not only could be improved, but should definitely be improved further. We learned a lot from what worked well, but even more from what we didn't."

And I will note on my own that if in Dragon Age III they return to us the concept of the very first part of the game with improved graphics and evolutionary changes (with a consistently high quality of presentation of the storyline) - fans of the series will be delighted. But I am tormented by vague doubts - it is unlikely that BioWare will refuse to release a version of Dragon Age III for game consoles... One hope is to release a separate version for PC, but will the legendary studio succumb to the temptation to save resources and again release a single project on all platforms ? I would like to hope for the best...

Check the availability of the game in F-Center stores

Ratings


Graphic arts: 80%
Sound: 90%
Game process: 70%

General impression: 80%

The game Dragon Age 2 has a large variety of armor, armor and robes. However, the best of their kind are considered unique sets (sets) for all three classes presented - warrior, robber and mage. For each period of the main character’s life in Kirkwall, there are three in total, there is its own unique set, which has increased characteristics. Depending on the class, new items give their owners additional bonuses to health, defense, attack, armor and other indicators. Each set consists of four things - a helmet (hood), gauntlets (gloves), armor (armor, clothing) and boots.

Unique items, like ordinary ones, can be sold to merchants at city markets. Although it is better not to part with them unless absolutely necessary; they will not be returned back, and new ones will no longer be found. Almost all unique sets are earned in difficult battles against strong opponents. The first unique set of armor is completely assembled in the first chapter, the second and third, excluding robbers, in the last. You cannot return to some locations where the kits are located after the first visit; explore the unfamiliar territory immediately, inspecting all the boxes, barrels and chests, so that later you won’t be offended by the missed opportunity to get hold of unique things.

The places where items from the first set (set) appear remain unchanged for all classes. The headdress is picked up from the body of the murdered Magess Tarone (quest “Enemies Among Us”). The gloves lie among the cobblestones in the Path location on Broken Mountain, in the first right dead end from the entrance, before going down the stairs. The robe is picked up from the remains of the dragon in the large hall in front of the entrance to the primeval teig (task “Expedition to the Deep Paths”). The boots are in the chest in the last room before the exit to the Vinmark Pass, location Slums in the catacombs (task "Wolves in Sheep's Clothing").

Warrior armor set - Armor of the Fallen(set bonus: +1 strength, +20 health; requirements: 21 units of strength, 14 units of constitution):

  • Helm of the Fallen- 50 armor, +11 health, +27 attack.
  • Gloves of the Fallen- 30 armor, +7 health, +1% critical strike chance.
  • Carapace of the Fallen- 126 armor, +28 health, +67 attack.
  • Boots of the Fallen- 45 armor, +10 health, +24 attack.

Rogue Armor Set - Last descent(set bonus: +1 agility, +20 endurance; requirements: 21 units of agility, 14 units of cunning):

  • Helm of the Last Descent- 46 armor, +2% critical strike chance, +5% critical damage.
  • Gauntlets of the Last Descent- 28 armor, +1% critical strike chance.
  • Armor of the Last Descent- 116 armor, +5% critical strike chance, +13% critical damage.
  • Boots of the Last Descent- 42 armor, +2% critical strike chance, +5% critical damage.

Mage armor set - spiral eye(set bonus: +1 magic, +20 mana; requirements: 21 units of magic, 14 units of will):

  • Spiral Eye Hood- 43 armor, +11 mana, +27 attack.
  • Spiral Eye Gloves- 26 armor, +7 mana.
  • Robe of the Spiral Eye- 107 armor, +28 mana, +67 attack.
  • Spiral Eye Boots- 38 armor, +10 mana, +24 attack.
The places where some items from the second unique set appear are slightly different. The headdress for all classes is picked up from the body of the killed leader of the thugs in the winding alley on the way to the Arishok (quest “Following the Kun”). Gloves for all classes are in the chest before going down to the hall to Quentin (task “All that remains”). Robes for all classes are found in different places: for the warrior - in Olaf's armory in the Upper City market, chapter three; for the robber - during a skirmish in the Hangman tavern (quest “Find and Lose Again”) or at the merchant Magnus on the Ragged Coast in the former Tal-Vashoth camp; for the magician - in one of the graves of the mountain cemetery on Broken Mountain, chapter three. Boots for all classes are found in a chest on the second floor of Bartrand's estate in the Upper Town (quest "Family Matters").

Warrior armor set - Stone Hammer Gift(set bonus: +2 to strength, +3% to armor; requirements: 25 units of strength, 15 units of constitution):

  • Stone Hammer Helm- 85 armor, +16 health, +41 attack, +2% critical hit chance.
  • Stonehammer Gauntlets- 51 armor, +1 slot for runes, +10 to health, +24 to attack.
  • Stonehammer Plate- 213 armor, +1 rune slot, +40 health, +102 attack.
  • Stone Hammer Boots- 77 armor, +1 rune slot, +14 health, +37 attack.

Rogue Armor Set - Enasalin(set bonus: +2 to agility, +3% chance of evasion; requirements: 25 units of agility, 15 units of cunning.):

  • Helmet of Enasalin- 79 armor, +2% critical strike chance, +6% critical damage, bonus to picking locks.
  • Enasalin's Gloves- 47 armor, +1% critical strike chance, +4% critical damage.
  • Defender of Enasalin- 197 armor, +1 rune slot, 6% critical strike chance, 15% critical damage.
  • Enasalina Boots- 71 armor, +2% critical strike chance, +5% critical damage, bonus to disarming traps.

Mage armor set - Overseer(set bonus: +2 to magic, +3% to defense; requirements: 25 units of magic, 15 units of willpower):

  • Warden's Hood- 72 armor, +16 mana, +41 attack, +2 mana recovery speed.
  • Overseer's Gloves- 43 armor, +10 mana, +24 attack.
  • Overseer's Robe- 181 armor, +1 slot for runes, +40 mana, +102 attack.
  • Warden's Boots- 65 armor, +14 mana, +2 mana recovery speed.
The places where items from the third set (set) appear remain unchanged for all classes. The headdress is picked up from the body of the murdered renegade Grace (quest “Serve Cold”). Gloves are automatically issued (quest “Kun Requirements”). The robe is picked up from the body in the Bone Pit (quest "Massacre at the Mine"). The boots are removed from the body of the murdered blood mage Khion (task “At Large”).

Warrior armor set - Robe of the Protector(set bonus: +3 to strength, +5% to armor; requirements: 31 units of strength, 18 units of constitution):

  • Defender Helm- 132 armor, +20 health, +1 rune slot, +58 attack, +3% critical hit chance.
  • Gauntlets of the Defender- 79 armor, +12 health, +1 rune slot, +35 attack, +1% attack speed.
  • Defender's Shell- 331 armor, +2 rune slot, +50 health, +145 attack.
  • Defender's Boots- 119 armor, +1 rune slot, +18 health, +52 attack, +4% physical damage.

Rogue Armor Set - Robe of the Protector(set bonus: +3 to agility, +5% chance of evasion; requirements: 31 units of agility, 18 units of cunning):

  • Defender Helm- 122 armor, +1 rune slot, +3% critical strike chance, +6% critical damage, bonus to picking locks.
  • Defender's Gloves- 73 armor, +1 rune slot, +2% critical strike chance, +8% critical damage.
  • Defender Armor- 306 armor, +2 rune slots, +6% critical strike chance, +16% critical damage.
  • Defender's Boots- 110 armor, +1 rune slot, +2% critical strike chance, +6% critical damage, bonus to disarming traps.

Mage armor set - Robe of the Protector(set bonus: +3 to magic, +5% to defense; requirements: 31 units of magic, 18 units of willpower.):

  • Protector's Hood- 112 armor, +20 mana, +58 attack, +2 mana recovery speed.
  • Defender's Gloves- 67 armor, +1 slot for runes, +1 to magic, +12 mana, +35 to attack.
  • Protector's Robe- 208 armor, +2 slots for runes, +50 mana, +145 attack.
  • Defender's Boots- 101 armor, +18 mana, +52 attack, +2 mana recovery speed.
Related articles: