Dragon age 2 requires a special species ability. Equipment

Studio bioware now lives according to one well-known prime minister's saying - she, too, "after the death of Mahatma Gandhi, there is no one to talk to." Canadians, who actually came up with the current look of role-playing games, are honestly trying to somehow bring them closer to the modern console player, but as a result they release a series mass effect, which has nothing to do with RPG, except for the wild duration.

But what to do with classic RPGs, for which both parts are blown away dragon age They themselves don't seem to know. Therefore, BioWare throws back and forth, starting from the three-hour introduction in the first part and ending with direct borrowings from Mass Effect in the second. But in a fantasy version of Mass Effect Dragon Age 2 because of this, it still hasn't changed.

dragon blood

The monumental foundation of Dragon Age has remained intact: it's still the same hardcore RPG that it was a year and a half ago. But with some important changes. One of the most significant is the threefold increase in the pace of battles. Each of you, we hope, appreciated the updated combat system from the demo version: there is no trace of the slow, viscous, like jelly, battles from the first Dragon Age.

What happens on the screen during a brawl is very easy to confuse with some kind of slasher. Rogues instantly jump from one target to another and sink their knives into the enemy, like vampires in the neck of the victim. Mages, after giving the order, no longer disturb the air with their hands, preparing a spell, but immediately unleash thunder and lightning on the battlefield, releasing fireballs from staffs at machine-gun speed along the way. Warriors wave huge cleavers with all their might and literally tear unfortunate opponents into bloody pieces. Here you can even dodge a blow by jumping to a safe distance in time, which in classic RPGs is equated with blasphemy.

Many battles with ordinary enemies quickly end in your favor without any serious brain activity - you just need to adjust the behavior of your party members in a special menu, like in the first Dragon Age. But even here, an unpretentious player can choose one of the tactical schemes prepared in advance by the developers - they are not ideal, but quite efficient.

However, you should not think that Dragon Age 2 has become too easy and boring: it has enough battles (mostly outside the main storyline) in which you have to carefully monitor the course of the battle and use the strengths of each class to win. Combo attacks play a huge role. For example, a warrior knocks down an enemy with a pantalik with a shield blow, and a magician roasts him with lightning, in the description of which there is a terrifying figure of "800% attack against stunned targets."

As a result of these reforms, the Canadians managed to find a balance between complexity and fascination, at the same time adding dynamics to the battles, which was so lacking before. You are no longer shaking like a leaf, knowing that even a miserable gang of highway robbers, at the slightest miscalculation, can cut down your elite pumped party like a pack of stray dogs. In Dragon Age 2, your team will crash into this gang at full speed and leave her horns and legs without much hassle. But as soon as you stumble upon a more serious enemy - a squad of well-trained templars, a brood of demons, or an adult dragon - you have to pause the game and manually issue orders, showing your tactical genius.

dragon hunt

Not only the battles, but also many other elements of Dragon Age 2 underwent a facelift course. As a result, the game became more collected, more convenient and clearer. For example, you no longer need to carry hundreds of roots and a piece of iron for crafting in your pockets - just find deposits of the necessary materials and order things on the market or directly from your home for a small bribe.

The pumping system has also been “modernized”. Line blocks with abilities that seemed to exist in BioWare games even before the extinction of the dinosaurs have given way to a much more flexible system: in each skill tree, you always have a choice of which ability to learn, and already jagged moves can be improved by making them stronger or adding some unique properties to them.

There are, however, ambiguous solutions. Friends no longer allow themselves to be dressed in armor - the maximum you can change their weapons and pick up jewelry in the form of rings, amulets and belts. Only the main character can change himself completely. It is clear that this was done in order not to spoil the clumsy armor honed by designers appearance heroes - we ourselves would not dress up, say, a pirate Isabella with such virtues in a nondescript shell. But this excuse is unlikely to cheer up fans of the board game "Dress Masha".

However, this is by no means the main thing in Dragon Age - in BioWare games, the plot and characters always come first, and everything else is just a background, a tool to tell interesting story. The deeper you dive into the game, the less you care about the numbers in the characteristics of the characters and the more about their relationship with each other and with the outside world.

Shortly before release Dragon Age 2 the first humanoid robot flew to the ISS, and in role-playing games, huge interstellar metropolises are still represented by two streets, one tavern, ten inhabitants and three underwear merchants. It doesn't matter if we're talking about games. bioware(in which there were no large open worlds, and there are no) or about games Bethesda Softworks with her The Elder Scrolls series or Fallout. The fact that RPG developers do not even try to create the illusion of a large, living city is best shown by the example of the series Assassin's Creed and the same Grand Theft Auto- their authors have done it for a long time.

world for the two of us

No matter how poetic and beautiful the relationship between the main characters of role-playing games, their connection with the outside world is still very, very conditional. BioWare doesn't have it at all. In Dragon Age 2, you can kill bandits and mercenaries in front of civilians, flaunt in front of their noses in magical ceremonial attire (and magicians are banned there), or loudly discuss your cunning plans two meters from the guards. There will be no reaction to this. Captain Shepard does not lag behind: just think, he moved with a flourish in the jaw of an annoying journalist - such an unprecedented thing, no one even led an ear. There are other extremes: if you take an apple without asking, you will get an automatic burst in the back.

First right turn

From time immemorial, developers of role-playing games (mostly Japanese) have tried to weave a romantic line into the plot. Western game developers were much worse at portraying love-carrots. Then, however, CD Project Red came up with The Witcher, and BioWare - Mass Effect: both had bed scenes and naked female breast. It was then that it dawned on everyone: why try to invent feelings if you can stop the camera on plastic Persians for a second? But the emotions from such know-how are no more than from watching porn: here and there the actors play badly, and the plot is simple and predictable.

Election fraud

RPG is the only genre other than puzzles where the characters still don't know how to plausibly express their emotions. It doesn't matter what they do: they swear, laugh, kiss, drink wine, fight, put a knife in someone's back - not a single muscle will flinch on the stone faces of the heroes. Characters, like talking dolls, can only say the right phrase at the right time and, perhaps, move their hands. Of course, the developers mask the emotional helplessness of their androids by inviting great voice actors. But in a world where there is already heavy rain, Uncharted: Drake's Fortune and will appear very soon L.A. noire, such an approach is similar to suicide.

dragon wisdom

The history of Dragon Age 2 has lost its former epic, sense of hopelessness and universal longing, but at the same time it has become much more elegant. For once, there was some kind of intrigue: if earlier you were told almost from the very beginning that you had to save the world from the archdemon, now almost until the final act you have no global goal, but there are serious suspicions, reinforced by mysterious half-hints, that very soon the usual way of life will roll into hell.

The game starts at about the same time as the first Dragon Age: the Hawk family, sparkling with their heels, barely manages to get their feet out of Lothering, devastated by evil spirits. Thinned during the escape, the ranks of the Hawks cross the sea and find themselves in the port city of Kirkwall with a rich history of slavery. But there are enough refugees there even without you, so no one is allowed outside the gates. Uncle Gamelin reluctantly comes to the rescue (after several days of homelessness in the port), who has long drunk away the family estate and drags out a miserable existence in the slums. After lubricating whomever is needed and shifting the debt burden onto your shoulders, the relative finally takes you inside the city.

From this moment begins the story of the rise of the protagonist from rags to riches, stretching for almost eight years. You do not save the world - the archdemon was killed long ago Gray Guardian from the first Dragon Age - but just live in a new city for yourself, trying to arrange your life. Even your companions do not camp under the city walls, but spend their free time in their homes, where you can visit them and build relationships in every possible way (up to intimate ones, as it has become fashionable now).

According to the good BioWare-tradition, the attention to plot details here is simply prohibitive. All the characters are excellently written out, each of them has its own character, its own history, its own problems, its own opinion about other companions and your actions. Half of them play a huge role in the main plot, although some of them reveal their cards literally an hour before the end credits.

The higher you climb the career ladder, the more the clouds thicken, the more dirt, meanness, injustice and undercover struggle fall on your shoulders - in general, everything that any more or less large female office team lives every day. Throughout the game, the scriptwriters tell you stories that seem to be unrelated to each other, and in the final they elegantly twist them into one elastic ball - then all your many moral choices made in the course of the story will come back to haunt you.

dragon bile

The results of your decisions, big and small, come up many, many hours after they are made. It depends on them, in what composition you will approach the final battle, who will change their outlook on life, who will leave the team or even die, who will betray you, and who will follow you to the end. And all this applies not only to your companions, but also to other important personalities in Kirkwall.

Even the consequences of the smallest deeds at one fine moment can surface in completely unexpected places. For example, one day our hero stumbles upon a gift for the guard Aveline, who joins the team at the very beginning of the game (the gift was the ancient name shield of the first female knight). But instead of thanking you, Aveline suddenly remembers that a long time ago you sold the shield of her deceased husband at the market (we really sold it, like any other item from the inventory), and therefore now she is terribly offended by us. True, if you manage to have a conversation on the mind, the scandal with breaking dishes can be avoided. What can happen in this episode, if the ill-fated shield is not sold, we did not have time to check - these episodes were divided among themselves dozens hours of play.

By the way, BioWare also modernized the dialog system: the classic choice of answer options was replaced by the dialog wheel from Mass Effect. Now you determine only the tone of the conversation: respectful, scoffing or formidable. The innovation has taken root remarkably well in the fantasy world: conversations have become livelier, the character is no longer silent like a fish, but bitingly responds to the interlocutor's remarks.

The most attentive of you have probably noticed that the second option for conducting a conversation, unlike Mass Effect, is not neutral, but rather sarcastic, caustic, buffoonish. Since no one seems to be going to destroy the world of Dragon Age 2, the writers did not hesitate to add a pinch of humor to the barrel of dirt, betrayal and bed intrigues. The fact that even the developers themselves are fed up with the usual seriousness of classic RPGs (we have been fed up with it for a long time) is already very good sign. The main source of tavern jokes is the dwarf Varrik, on whose behalf the story is being told (he tells our story to the competent authorities). This snub-nosed, hairy-chested dwarf Casanova regularly mentions the boobs of the prophetess Andraste, inserts biting phrases into serious conversations, and constantly embellishes events.

Even the tutorial is chic and humorous: Varric begins his story, in which we, fleeing from the creatures of darkness, mow down hordes of evil spirits without harm to health with a heroic mine, and suddenly, at the climax, the female investigator interrupts the story: “Stop, stop, such can't be! Come on, tell me how it really happened!” Here, in fact, a normal game begins: no more heroism, and the protagonist's sister's breasts are reduced by a couple of sizes. Did we mention that BioWare takes the smallest details very seriously?

Dragonbane

If we forget about the details for a second and talk about the world of Dragon Age 2 as a whole, then it turned out to be even smaller than in Dragon Age: Origins. Yes, by the end of the game you will know everything about him (unless, of course, you are too lazy to find and read all kinds of notes and historical documents), but your playing space is quite limited: you will spend the entire game in Kirkwall, where there are hardly four more- smaller locations, and in its vicinity, where three more will be added to them. Except for a couple of story dungeons, all other quests (both main and side) take place in the same scenery - the developers simply “cut off” a piece from a large cave, close some passages, open others and let you inside.

Fortunately, if you go through only the main story and shove ahead, the repetitive scenery will not have time to tire you: the game can be overcome in 10-12 hours.

The game looks about the same as the Dead Princess after a century of sleep. Fashionable DirectX 11 was screwed to the engine that was breathing its last, but Dragon Age 2 did not become much more beautiful from this. Moreover, our press version in DX11 mode, without hesitation, gave out from one to three frames per second.

There is no need to look for the reasons for such a depressing technical state of the game for a long time: Dragon Age 2 was made for only a year and a half, so all the forces were clearly thrown into the plot and characters. Actually, this is what the game helps out with: heartbreaking stories and battles are played out in nondescript, repetitive scenery, the consequences of which you will have to deal with until the very end. Self-copying is quickly fading into the background, but we're not sure if the same trick will work again in Dragon Age 3 (and you can be sure that it will).

* * *

Dragon Age 2 is certainly a great RPG that, while staying true to the classic tradition, isn't afraid to push the genre forward. The world, characters, plot, role-playing system - everything is thought out to the smallest detail that after the final credits it seems as if we have really just completed the grandest adventure of our lives.

But with each new RPG from BioWare, it becomes more and more clear that this is very important for a good role play the components become extremely crowded and uncomfortable in their own scenery. BioWare has already convinced everyone that it can tell great stories. Now I would like the company to take the next step: to build a new "theater" for its performances - large and beautiful. For the sake of this, we are even ready to abandon the new BioWare games that come out with a frequency of two a year, but the hell with it - it comes out in the fall Mass Effect 3.

replay value-Yes

cool story-Yes

Originality-No

Easy to master-Yes

Gameplay: 9

Graphic arts: 6

Sound and Music: 8

Interface and control: 9

Did you wait? Dragon Age 2 is reminiscent of the completed Palace of the Soviets - everyone understands that humor and a new dialogue system alone cannot refresh this hours-long block. But the authors do not have the courage to seriously change the canons of the genre - after all, they themselves invented it.

Those who are in the forefront are sure: best protection is an attack. Their powerful blows are distinguished by merciless technique.

Capabilities Requirements to open

Control . In combat, a warrior does not rely on rage, but on technique. Every hit counts. This mode cannot be used simultaneously with " By might".

Attack: +10%


Cooldown: 5 sec.

Required: Level 3

Superiority . "Control" provides more focused attacks with an increased chance of landing a critical hit.

Critical Strike Chance: +10%

Type: Improvement

Required: Level 7
Required: Control

Power . The Warrior focuses on heavy strikes that hit multiple enemies at once. This mode cannot be used simultaneously with " control".


Cooldown: 5 sec.

Type: Long mode

Required: Level 3

muscle strength . When it works Power", the warrior's critical hits become more devastating.

Critical Damage: +25%

Type: Improvement

Required: Level 7
Required: Might
Points required in the Vanguard tree: 2

Attack . For a short time, the warrior puts more power into each strike, greatly increasing the power of each attack, as well as the resulting damage.

Damage: +10%
Physical strength: 3x
Elemental Power: 3x
Duration: 15 sec.

Cost: 20 stamina

Required: Level 5
Required: Might

Siege . When a warrior uses " Attack", each attack affects not only the selected enemy, but also those who are nearby.

Physical Damage: 6 per hit against all nearby enemies

Type: Improvement

Required: Level 9
Required: Seizure

dissection . On the short time the damage dealt by the warrior is incredibly increased.

Duration: 10 sec.

Cost: 30 stamina

Type: Single Ability

Required: Level 6
Required: Control
Required: Might
Points required in the Vanguard tree: 2

Claymore . Warrior now retains damage bonus longer when using " dissection". Some opponents lose their balance, which provides a convenient opportunity for attack by mages and rogues.

STAG Chance: 10% vs Normal Enemies
Stun Chance: 100% against BRITTLE targets
Duration: +5 sec.

Type: Improvement

Required: Level 10
Required: Dissection
Points required in the Vanguard tree: 4

Destroyer . Now the warrior is the best among the best fighters. He is so skilled that enemies suffer more pain when fighting him than others.

Enemy Damage Resistance: 90% against Warrior's Basic Attacks
Enemy Damage Resistance: 50% against Warrior Critical Hits

Type: Passive

Required: Level 7
Required: Control
Points required in the Vanguard tree: 3

Massacre . A warrior mows down the weak clean. In most cases, if an enemy's health drops below a certain threshold, the next hit becomes a lethal one.

Effect: Mortal Strike against normal enemies below 20% health
Effect: Mortal Strike against Strong Enemies below 10% Health

Type: Passive

Required: Level 12
Required: Dissection
Points required in the Vanguard tree: 4

Two-handed weapon

Warriors wielding two-handed weapons can deal massive damage, slicing through the flesh of enemies with a sweeping sweep, though they do not benefit from the defensive benefits of a shield.

Capabilities Requirements to open

mighty strike . The warrior jumps up and down on enemies with crushing force.

Physical Damage: 24
Physical Strength: 2x

Cost: 20 stamina

Type: Single Ability

Required: Level 2
Requirement: Two-handed weapon

Killing Strike . "mighty strike"becomes much more dangerous.

Physical Damage: +12

Type: Improvement

Required: Level 6
Required: Mighty Strike

crushing blow . "mighty strike now shatters enemies the mage has made BRITTLE.

Physical Damage: 300% against BRITTLE targets

Type: Improvement

Required: Level 8
Required: Mighty Strike
Points required in the tree Two-handed weapon: 2

Giant's Limit . When a warrior attacks with a two-handed weapon, the blow cuts through the air with such force that it creates a crushing shockwave that seems to extend the warrior's weapon. The effect affects the basic attack, Whirlwind, Mighty Strike and Scythe.

Radius: +1 m when attacking with two-handed weapons

Type: Passive

Required: Level 3

Requirement: Two-handed weapon

Split . The warrior's strikes become so powerful that each critical strike has a chance to STAG the victim.

Critical Strike Chance: +10%
STAG Chance: 20% vs Normal Enemies on Critical Strike

Type: Passive

Required: Level 4
Points required in the Two-Handed Weapon tree: 1
Requirement: Two-handed weapon

Spit . The warrior bursts into the ranks of the enemy, crushing everyone in his path.

Physical Damage: 18
Physical Strength: 2x

Duration: 10 sec.

Cost: 30 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 5
Required: Mighty Strike
Points required in the Two-Handed Weapon tree: 2
Requirement: Two-handed weapon

Reaper . "Spit" Deals significant additional damage, especially to those enemies that the mage has made BRITTLE.

Physical Damage: +9
Physical Damage: 200% against BRITTLE targets
Physical Strength: +1x
Physical Strength: 200% against FRAGILE targets

Type: Improvement

Required: Level 9
Required: Scythe

Vortex . The warrior cuts through the ranks of enemies, hitting all targets within attack range with a single blow in an arc.

Physical Damage: 18
Physical Strength: 2x

Diameter: 6 m

Cost: 30 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 7
Required: Mighty Strike
Required: Giant's Limit
Points required in the Two-Handed Weapon tree: 3
Requirement: Two-handed weapon

Cyclone . "Vortex" becomes deadlier and can be used more frequently.

Physical Damage: +6
Cooldown: -5 sec.

Type: Improvement

Required: Level 11
Required: Vortex

Tornado . "Vortex"Always deals a critical hit to weak targets.

Critical Strike Chance: 100%

Type: Improvement

Required: Level 13
Required: Vortex
Points required in the Two-Handed Weapon tree: 6

Protector

Defenders are distinguished by survivability, taking on all the blows of the enemy and remaining unharmed.

Capabilities Requirements to open

stone wall . The warrior is gathering strength, on a short time reducing damage susceptibility and knocking back all enemies that attack him.

Physical Strength: 2x against attacking enemies
Damage resistance: +50%

Duration: 5 sec.

Cost: 20 stamina

Type: Single Ability

Bastion . "stone wall Now protects the warrior even better, increasing their damage resistance and granting temporary force immunity. In addition, the warrior's blows begin to deal damage to attacking enemies.

Damage resistance: +50%
Knockback resistance: 100%
Knockdown resistance: 100%

Cooldown: -5 sec.

Type: Improvement

Required: Level 3
Required: Stone wall

Blade withdrawal . Although some warriors endure the blows of enemies, others prefer to reflect enemy damage. This mode cannot be enabled at the same time as " Protection from the elements".

Defense: +10%

Reserves: 20% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 3

strong legs . The warrior holds the position, becoming less susceptible to powerful attacks.

Fortitude: +20

Type: Improvement

Required: Level 7
Required: Blade retraction

Defense . Diligent training in defensive techniques increases the effectiveness " Blade retracts".

Defense: +5%

Type: Improvement

Required: Level 9
Required: Blade retraction

Elemental Protection . The secret to protection from the elements is to rely on armor to act as a barrier against the impact. Having mastered this technique well, the warrior begins to anticipate magical attacks. This mode cannot be used simultaneously with " retraction of the blade".

Fire Resistance: +40%
Cold resistance: +40%
Electricity resistance: +40%
Nature Resistance: +40%
Spirit Resistance: +40%

Reserves: 15% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 3

Elemental Shield . A warrior learns to better resist the attacks of the elements.

Fire Resistance: +20%
Cold Resistance: +20%
Electricity resistance: +20%
Nature Resistance: +20%
Spirit Resistance: +20%

Type: Improvement

Required: Level 7
Required: Protection from the elements
Points required in the Protector tree: 2

Fortitude . Warriors trained in resilience are not afraid of injury, making their attacks nearly impossible to interrupt, and they themselves can't be knocked back or distracted by short-term elemental effects. A warrior can only be interrupted by attacks that deal damage large enough to knock the warrior down, or by attacks that cause lasting elemental effects.

Knockback resistance: 100%

Type: Passive

Required: Level 5
Required: Blade retraction
Required: Protection from the elements
Points required in the Protector tree: 2

Stronghold . Knowing well the art of defense, the warrior gains constant resistance to all types of damage.

Damage resistance: +5%

Type: Passive

Required: Level 8
Required: Stone wall
Required: Blade retraction
Points required in the Protector tree: 3

steadfastness . The warrior has seen more mages in combat than most Thedasians have seen in a lifetime. Through this experience, he developed a mental toughness that any templar would envy.

Magic Resistance: +10%

Type: Passive

Required: Level 8
Required: Protection from the elements
Points required in the Intercessor tree: 4

Combat Master

When the combat master fights alone, he is just an efficient killing machine. When a warrior fights alongside allies, he becomes a skilled leader, able to unite everyone else and turn the tide of battle.

Capabilities Requirements to open

Support . Ready for battle, the warrior breathes deeply and thereby restores some of his stamina.

Stamina recovery: 5%

Type: Single Ability

Required: Level 3

Encouragement . The Warrior rallies his allies by briefly increasing the mana or stamina regeneration rate of other companions and temporarily granting them the benefits of Might, Control, Blade Warp, or Elemental Protection if the Warrior has one of these long duration modes active.

Effect: Might, Control, Blade Warp, or Elemental Protection (if any of these are active) are applied to companions
Stamina/Mana Recovery Rate: +200
Duration: 10 sec.

Cost: 15 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 4

Unity . Other companions also benefit from the upgrade to Might, Control, Blade Retract, or Elemental Protection for the duration of the " encouragement" if the warrior has one of these long duration modes active. Companions now regenerate stamina or mana even faster.

Effect: Improved versions of Might, CC, Blade Deflect, or Elemental Protection (if any of these are active) are applied to companions
Stamina/Mana Recovery Rate: +400 for Companions

Type: Improvement

Required: Level 8
Required: Encouragement

Consistency in battle . If this mode is active, the warrior and his companions in the area of ​​effect fight as a unit, becoming more dangerous than individually. (This mode cannot be used at the same time as Bravery mode.)

Protection: +5% on an ally, for all members of the squad
Damage Reduction: +3% per ally, for all party members

Diameter: 10 m

Type: Long mode

Required: Level 5
Required: Encouragement

Fearless coherence . As long as it works" Consistency in battle", the warrior taunts nearby enemies, diverting their attention from their companions.

Danger Repulsion: +50% Allies to Warrior

Type: Improvement

Required: Level 9
Required: Teamwork in battle
Points required in the Combat Master tree: 2

Heroic Cohesion . The Warrior sacrifices his own health in place of his companions, willingly taking the damage they would otherwise take.

Damage Pull: +25% from allies to warrior

Type: Improvement

Required: Level 11
Required: Teamwork in battle
Points required in the Combat Master tree: 2

deep reserves . The rich combat experience of a warrior gives him stamina in battle.

Mana/Stamina Recovery Rate: +10

Type: Passive

Required: Level 6
Required: Support

Second wind . Thanks to years of training, a warrior can draw energy from deep reserves, instantly restoring stamina.

Stamina recovery: 100%

Cooldown: 60 sec.

Type: Single Ability

Required: Level 8
Required: Support

Deep breathing . "Second wind

Cooldown: -15 sec.

Type: Improvement

Required: Level 12
Required: Second wind

Last push . A warrior quickly recuperates after exertion.

Effect: Skills cooldown this moment, become available earlier than usual

Type: Improvement

Required: Level 14
Required: Second wind

Weapon and shield

Warriors who favor a shield sacrifice damage for protection. Attacks with one-handed weapons are notoriously less trajectory than with two-handed ones, but shield-wielders have an excellent weapon for knocking down enemies during battle.

Capabilities Requirements to open

Shield Bash . The warrior's shield moves in an arc, scattering enemies like a battering ram.

Physical Damage: 10
Physical Strength: 12x

Cost: 10 stamina
Cooldown: 15 sec.

Type: Single Ability

Required: Level 2
Requirement: shield

Shield Push . Warrior can use " Shield Bash", and enemies hit are DAUGHTERED.

STAG Chance: 100% against targets
STAG Chance: 40% against Normal Enemies that are close to targets
Cooldown: -5 sec.

Type: Improvement

Required: Level 6
Required: Shield Bash

shield defense . The warrior enters a defensive stance and reduces damage taken from the front, but draws the attention of enemies more. In doing so, it deals less damage to enemies and sacrifices the ability to carry out attacks that reduce the distance.

Damage: -25%
Damage Resistance: +25% vs Frontal Attacks

Taunt Danger: +100%

Reserves: 15% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 3
Requirement: shield

Deaf defense . "shield defense now reduces damage from all attacks, not just frontal attacks. In addition, the warrior's shield reflects some normal hits, eliminating some of the damage.

Damage resistance: +50% against attacks from behind
Effect: Has a 20% chance that normal hits against a warrior will be glancing

Type: Improvement

Required: Level 8
Required: Shield defense
Points required in the Weapon and Shield tree: 4

Vigilance . A warrior does not for a moment deprive attention of the situation on the battlefield. While the warrior is holding a shield, enemies do not receive a bonus for attacking him from the flank or from behind.

Effect: Immunity to flank attacks

Type: Passive

Required: Level 4
Required: Shield defense
Requirement: shield

Storm . The warrior spins and launches a vicious attack that deals high damage and often knocks enemies back.

Physical Damage: 10 (x3 hits)
Physical Strength: 2x (x3 hits)

Cost: 20 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 5
Required: Shield Bash
Requirement: shield

A series of blows . "Storm" can be used more often. It is also more effective, especially against enemies that have been weakened by the rogue.

Physical damage: +5 (x3 hits)
Physical Damage: 400% against DISORIENTED targets, on last hit
Cooldown: -5 sec.

Type: Improvement

Required: Level 9
Required: Assault
Points required in the Weapon and Shield tree: 3

Diffusion . The warrior cuts the air in a semicircle in front of him, throwing enemies back.

Physical Damage: 24
Physical strength: 4x

Cost: 30 stamina
Cooldown: 25 sec.

Type: Single Ability

Required: Level 6
Required: Shield Bash
Required: Shield defense
Points required in the Weapon and Shield tree: 2
Requirement: shield

Scattering . "Diffusion" begins to work even on large creatures and is especially effective against enemies whose protection has been lowered by the rogue.

Physical Damage: +12

Physical Strength: +2x

Type: Improvement

Required: Level 10
Required: Scattering

security . While the warrior is holding a shield, he does not take additional damage from critical hits.

Effect: Immune to Critical Strikes

Type: Passive

Required: Level 7
Required: Scattering
Required: Vigilance
Points required in the Weapon and Shield tree: 4
Requirement: shield

Warmonger

The warmonger is a confident adversary, a clever mocker. Skillfully breaks through the crowd of enemies, leaving piles of bloody flesh on the ground. Warmongers are also skilled at managing enemy aggression. They are able to attract the attention of the enemy or, by stunning him, make him forget who he fought with.

Capabilities Requirements to open

hilt strike . Instead of the lethal attack expected by the enemy, the warrior strikes the enemy with the blunt end of the weapon and stuns them.


Duration: 5 sec.

Cost: 10 stamina
Cooldown: 15 sec.

Type: Single Ability

Strong hilt strike . Now " hilt strike" Stuns enemies for a longer duration and causes them to stagger.

Stagger chance: 100% against stunned targets
Duration: +3 sec.
Cooldown: -5 sec.

Type: Improvement

Required: Level 3

Provocation . A mocking cry draws the attention of nearby enemies, causing them to forget about attacking other companions and pounce on the warrior.

Retract Danger: 100% from Allies to Warrior
Diameter: 10 m

Cost: 30 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 3

Rolling roar . "Provocation now affects enemies in a larger area, drawing their attention away from the warrior's allies and drawing them towards the warrior itself.

Diameter: 16 m

Type: Improvement

Required: Level 7
Required: Provocation
Points required in the Warmonger tree: 2

jitter . Whoever pushes a warrior will receive a push. When a warrior strikes the ground with a weapon, nearby enemies are knocked back.

Physical Strength: 8x
Diameter: 6 m

Cost: 30 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 5

repeated concussion . "jitter can be used more frequently. It now has the ability to make enemies stagger.

STAG Chance: 30% vs Normal Enemies
Cooldown: -5 sec.

Type: Improvement

Required: Level 9
Required: Jitter

Shake . The warrior can push back more enemies, and all those who fall to the ground will be stunned.

Stun chance: 100% against knocked down targets
Diameter: 10 m

Type: Improvement

Required: Level 11
Required: Jitter

Bravery . The incomparable courage of the warrior provides him with bonuses that grow in proportion to the number of enemies with which the warrior fights (this mode cannot be used simultaneously with the "Combat Team" mode).

Attack: +10% for each nearby enemy after the first
Critical Strike Chance: +3% for each nearby enemy after the first

Diameter: 10 m

Reserves: 30% stamina
Cooldown: 10 sec.

Type: Long mode

Required: Level 6
Required: Provocation

Bravado . "Bravery" draws even more enemies to the warrior, thus increasing the bonuses of this mode.

Taunt Danger: +50% for each nearby enemy after the first

Type: Improvement

Required: Level 9
Required: Courage

Boasting . While the regime is in effect Bravery", each enemy that surrounds the warrior further increases the damage dealt by the warrior.

Damage: +5% for each nearby enemy after the first

Type: Improvement

Required: Level 10
Required: Courage
Points required in the Warmonger tree: 3

Berserker Specialization

As Dwarf culture declined, many of them came to the surface, bringing their habits and martial traditions there. Rage is only part of the berserker's fighting style. Anyone can get angry, but only a berserker can focus rage in brutal blows that pierce armor, cut through the body and break bones.

Capabilities Requirements to open

When choosing a specialization :

Mana/Stamina Recovery Rate: +10

Required: Level 7 or 14

Rage of the Berserker . The Berserker goes into a rage, dealing powerful blows while this mode is active.

Damage: +10% remaining stamina
Costs: -4 pts. stamina per hit

Cooldown: 10 sec.

Type: Long mode

Requires: Level 7
Required
: Berserk

Infinite Berserker Rage . "Rage of the Berserker"gets stronger and lasts longer.

Costs: -2 pts. stamina per hit

Type: Improvement

Required: Level 11
Required: Rage of the Berserker

Wild Rage of the Berserker . "Rage of the Berserker"begins to deal more damage per point of the warrior's current stamina.

Damage: +5% remaining stamina

Type: Improvement

Required: Level 13
Required: Rage of the Berserker

Adrenalin . For a short time, the berserker draws on deep reserves of energy, thereby making every blow more powerful. If the berserker casts " Adrenalin" multiple times, its effectiveness stacks (must be active " Rage of the Berserker").

Damage: +5% (stacking)
Duration: 8 sec.

Cost: 20 stamina
Cooldown: 2 sec.

Type: Single Ability

Required: Level 8
Required: Rage of the Berserker

adrenaline rush . Berserker can now use " Adrenalin" as often as you like. The bonus to physical damage will skyrocket.

Cooldown: -2 sec.

Type: Improvement

Required: Level 12
Required: Adrenaline
Points required in the Berserk tree: 3

adrenaline rush . Now the damage bonus from " Adrenaline" a lot more, especially if the berserker uses the skill multiple times.

Damage: +3% (stacking)

Type: Improvement

Required: Level 14
Required: Adrenaline
Points required in the Berserk tree: 4

Avalanche . For a short time, the berserker trades defense for speed, landing quick hits after another but taking more damage from enemy attacks. (Must be active mode " Rage of the Berserker".)

Attack Speed: +50%
Damage resistance: -20%
Duration: 10 sec.

Cost: 20 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 9
Required: Rage of the Berserker

Reckless Avalanche . "Avalanche" lasts longer.

Duration: +10 sec.

Type: Improvement

Required: Level 13
Required: Avalanche
Points required in the Berserk tree: 3

persistent avalanche . Berserker takes less damage while affected by " Avalanche".

Damage resistance: +10%

Type: Improvement

Required: Level 15
Required: Avalanche
Points required in the Berserk tree: 4

rush of death . Each time the berserker defeats an enemy, the joy of victory restores the berserker's stamina more than usual.

Type: Passive

Required: Level 15
Required: Adrenaline
Required: Avalanche
Points required in the Berserk tree: 5

Ripper Specialization

To become a real ripper, you should perform a ritual and taste the blood of a dragon. The Ripper is not just a name. These fearsome warriors revel in death, restoring energy at the expense of the suffering of the enemy.

Capabilities Requirements to open

When choosing a specialization :

Physical Damage: +5%
Fire Damage: +5%
Cold Damage: +5%
Electric Damage: +5%
Nature Damage: +5%
Spirit Damage: +5%

Required: Level 7 or 14

blood rage . The Ripper does not know pain, but does not shy away from revenge. Each wound taken by the Ripper increases attack damage.

Type: Passive

Requires: Level 7
Required
: Ripper

devouring . The Ripper tears apart the enemy, using his life force to heal himself.

Physical Damage: 28
Health Recovery: 28

Cost: 20 stamina
Cooldown: 120 sec.

Type: Single Ability

Required: Level 8
Required: Ripper

Voracity . "devouring buffs so much that enemies are automatically STAGGERED. This makes them an easy target for subsequent actions by the mage or rogue.

Physical Damage: +7
Health Recovery: +7
Stagger Chance: 100%
Stun chance: 100% against normal enemies

Type: Improvement

Required: Level 12
Required: Devour

Gluttony . "devouring" becomes much more effective, especially if the enemy's defense is weakened by the rogue.

Physical Damage: +7
Physical Damage: 300% against DISORIENTED targets
Health Recovery: +7
Health Recovery: 300% of DISORIENTED targets
Cooldown: -20 sec.

Type: Improvement

Required: Level 14
Required: Devour

Sacrificial rabies . Ripper sacrifices health for increased effect" blood rage". For a short time, each wound inflicted on the Ripper increases attack damage.

Damage from " blood rage": 2x
Health: -20
Duration: 10 sec.

Cooldown: 25 sec.

Type: Single Ability

Required: Level 9
Required: Blood Frenzy
Points required in the Ripper tree: 2

Prolonged rabies . "Sacrificial rabies" becomes possible to use more often.

Cooldown: -5 sec.

Type: Improvement

Required: Level 13
Required: Sacrificial rabies

Aura of Pain . An aura of mental anguish enveloping the Ripper deals permanent Spirit damage to him and nearby enemies while this ability is active.

Spirit Damage: 14 per beat
Health: -5% per beat
Interval between beats: 4 sec.
Diameter: 6 m

Reserves: 10% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 10
Required: Blood Frenzy
Required: Devour

The flow of pain . "Aura of Pain now deals more damage to enemies without costing the Ripper's bonus health.

Spirit Damage: +7 per beat

Type: Improvement

Required: Level 14
Required: Pain Aura
Points required in the Ripper tree: 3

Rabies of pain . "Aura of Pain now consumes less health to maintain itself as the Ripper's health decreases.

Type: Improvement

Required: Level 16
Required: Pain Aura
Points required in the Ripper tree: 5

ardor . The death of an enemy for a short time accelerates the actions of the ripper.


Duration: 10 sec.

Type: Passive

Required: Level 13
Required: Sacrificial rabies
Required: Pain Aura
Points required in the Ripper tree: 4

Templar Specialization

The templars, the formidable arm of the church, guard circles of mages, hunt down apostates and maleficars, and occasionally act as a regular army under the command of high priestess. By drinking specially prepared lyrium, templars gain resistance to magic, including the ability to interrupt spells. Although the Church controls the trade in lyrium, well-connected fighters can obtain enough of it to gain the same opportunities as vigilant templars.

Capabilities Requirements to open

When choosing a specialization :

Damage: +10% against casters and Shadow creatures

Required: Level 7 or 14

holy punishment . The templar strikes with holy fire, dealing spirit damage to nearby enemies.

Spirit Damage: 67

Diameter: 8 m

Cost: 35 stamina
Cooldown: 25 sec.

Type: Single Ability

Requires: Level 7
Required
: Templar

Righteous Punishment . "holy punishment becomes more effective against magic-addicted enemies.

Damage: 200% against casters and Shadow creatures

Type: Improvement

Required: Level 11
Required: Holy Punishment

Stunning Punishment . When applying " holy punishment"It becomes possible to stun enemies, briefly incapacitating them and making them forget who they attacked.

Stun chance: 50% against normal enemies

Type: Improvement

Required: Level 13
Required: Holy Punishment
Points required in the Templar tree: 3

cleansing . The Templar purges an area of ​​enemy magic, removing all its effects from all party members and ending enemy magic abilities over the entire battlefield.

Dispel Chance: 100%

Diameter: 6 m

Cost: 20 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 8
Required: Templar

Cleansing Wave . "cleansing" captures a wider area of ​​magical effects.

Diameter: 10 m

Type: Improvement

Required: Level 12
Required: Cleansing
Points required in the Templar tree: 2

Long cleansing . For a short time " cleansing"Prevents enemies from casting spells and skills.

Effect probability " Silence": 100% against normal enemies
Duration: 10 sec.

Type: Improvement

Required: Level 14
Required: Cleansing

righteous strike . The Templar's weapon is imbued with righteous energy. Each hit with a certain probability deprives the enemy of the ability to use abilities for a short time.

Effect probability " Silence": 10% against normal enemies
Duration: 4 sec.

Type: Passive

Required: Level 10
Required: Cleansing
Required: Holy Punishment

Silence . The Templar envelops the enemy with negative energy, which prevents him from using abilities for a short time.

Effect probability " Silence": 100 %
Duration: 20 sec.

Cost: 25 stamina
Cooldown: 45 sec.

Type: Single Ability

Required: Level 12
Required: Cleansing
Points required in the Templar tree: 2

Prolonged silence . "Silence" can be used more often.

Cooldown: -10 sec.

Type: Improvement

Required: Level 16
Required: Silence
Points required in the Templar tree: 4

Destruction . Lyrium, dissolved in the templar's blood, protects him from the effects of the Shadow. The templar gains resistance to enemy magic of all kinds.

Magic Resistance: +50%

Type: Passive

Required: Level 15
Required: Silence
Required: Righteous Strike
Points required in the Templar tree: 4

Aveline's Warden Specialization

Aveline has outlived too many of those she cared about. Years of hardship and loss have made her a steadfast warrior and an invaluable ally.

Capabilities Requirements to open

steadfastness . In this mode, Aveline sacrifices movement and attack speed for hit resistance. Each hit she takes not only increases her durability, but also reduces her speed.

Damage Resistance: +8% per hit (stacking)
Attack Speed: -5% per hit (stacking)
Movement Speed: -5% per hit (stacking)

Duration: 5 sec. per hit

Reserves: 20% stamina
Cooldown: 10 sec.

Type: Long mode


Requires: Level 7

unstoppable . Aveline's speed does not drop as much if " steadfastness".

Attack Speed: -3% per hit (stacking)

Movement Speed: -3% per hit (stacking)

Type: Improvement

Required: Level 11
Required:
steadfastness
Points required in the Guardian tree: 2

Bodyguard . When this mode is active, Aveline covers the selected companion, taking damage instead.

Damage Retraction: 25% of target to Aveline

Duration: 5 sec. per hit

Reserves: 15% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 8
Required:
Retribution
Required:
steadfastness

The best bodyguard . Aveline amplifies her assistance to the companion, taking more damage instead.

Damage Pull: +25% from target to Aveline

Type: Improvement

Required: Level 12
Required:
Bodyguard

Retribution . For a short time, Aveline parries all melee attacks with an immediate counterattack.

Physical Damage: 4 per Counterattack
Duration: 10 sec.

Cost: 30 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 9

Punishment . "Retribution now lasts longer and deals more damage with each counterattack.

Physical Damage: +4 per Counterattack
Duration: +5 sec.

Type: Improvement

Required: Level 13
Required:
Retribution
Points required in the Guardian tree: 2

deep reserves . Long years in the ranks helped Aveline become unusually ... hardy.

Damage resistance: +15%

Type: Passive

Required: Level 11
Required:
steadfastness

Indomitable . With her exceptional willpower, Aveline does not allow herself to be knocked down or stunned. Attacks that would knock her back or distract her with ongoing elemental effects are exceptionally weak. " Fortitude" from the Intercessor skill tree also removes short-term elemental effects.

Knockdown resistance: 100%
Stun Resistance: 100%

Type: Passive

Required: Level 13
Required:
steadfastness

Serve and protect . Aveline Hawke's devotion borders on dominance.

Damage Transfer: +10% from Hawke Aveline
Damage resistance: +5%

Type: Passive

Required: Aveline: friendship

watchful eye . Now Aveline is on her guard.

Damage resistance: +10%

Type: Passive

Required: Aveline: Rivalry

Fenris Specialization "Tevinter Fugitive"

Tattooed with lyrium and burned with vengeance, Fenris instills weakness in enemies and becomes an invaluable ally on the battlefield.

Capabilities Requirements to open

Lyrium Ghost . When this mode is active, Fenris becomes like a ghost. In this form, it is difficult to follow him on the battlefield.

Defense: +20%
Critical Strike Chance: +20%

Reserves: 25% stamina
Cooldown: 10 sec.

Type: Long mode

Requires: Level 7

Lyrium phantom . "Lyrium Ghost"protects Fenris more effectively.

Damage resistance: +10%
Magic Resistance: +10%

Type: Improvement

Required: Level 11
Required: Lyrium Ghost
Points required in the Tevinter Fugitive tree: 2

The Mask of Tranquility . Fenris tries to remain calm, but this is only an appearance. Each new wound deeply hurts his feelings, which increases the damage from his attack.

Damage: increased to +50% (inversely proportional to health)

Type: Passive

Required: Level 8

Spirit beat . Fenris flares up with dark energy and whips opponents with a wave of spiritual power (the mode " Lyrium Ghost").

Spirit Damage: 28
Elemental Power: 4x

Diameter: 8 m

Cost: 30 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 9
Required: Lyrium Ghost

surge of spirit . Energy" Spirit beats" acts randomly, stunning most enemies.

Stun chance: 100% against normal enemies

Type: Improvement

Required: Level 13
Required: Spirit beat

Deviation . Fenris continues to adjust to his tattoos. Lyrium symbols help to resist magical attacks.

Magic Resistance: +25%

Type: Passive

Required: Level 10
Required: Lyrium Ghost

Rhythm of the fight . Each time an enemy is killed, Fenris's speed increases for a short time.

Attack Speed: +30% on Enemy Death
Duration: 10 sec.

Type: Passive

Required: Level 13
Required: Mask of Tranquility
Points required in the Tevinter Fugitive tree: 4

Internal reserves . Each time an enemy is killed, an additional portion of Fenris' stamina is restored through years of rigorous training.

Stamina Recovery: Minimum 5%, based on enemy rank

Type: Passive

Required: Level 15
Required: Mask of Tranquility
Points required in the Tevinter Fugitive tree: 5

Kindred Spirit . Fenris is inspired by your unexpected support.

Magic Resistance: +10%

Type: Passive

Required: Fenris: friendship

Enemy of my enemy . Fenris and you each have their own opinions.

Critical Damage: +10%

Type: Passive

Required: Fenris Rivalry

Death of Lothering

If you played the demo, then the beginning of the game is no longer a surprise to you.

So, your first acquaintance with the game begins. On the Diablo II-shaped screen, select the class and gender. Unlike the first part, you cannot choose a race - as in Mass Effect, only little people are available.

Getting familiar with the combat system. For this purpose, a legion of Darkspawn will fall upon you. We show them a goat, and also press the number keys, testing combat techniques. Later, a huge battle ogre will attack. You can't die in this episode. After the victory, you will be given to choose the appearance of the character. Epic Fail! It's supposed to be done BEFORE the game starts! It turns out that at first we play for one character, and then BAM! Already for another. However, this misunderstanding is brightened up by a wide variety of appearance settings. You can sculpt anyone you want, even characters from the first part. You can also import a save from Dragon here. Age Origins.

Finally, you receive your creation. We examine the area, search the corpses, kill the creatures of darkness. Along the way, we grow in level. See you soon married couple templars. A very unpleasant company, considering that we have an apostate sister. Unfortunately, you can't kill them. We move on, we meet the pt-mage and the company. You have to kill in that order. We collect loot and do not forget to increase the level.

The next fight is quite difficult. A huge evil ogre opposes you. Depending on your class, either a brother (if your class is a rogue/warrior) or a sister (if your class is a mage) will die. First you need to deal with his retinue, try not to engage in battle with the ogre until you kill all the pt. Well, then just make sure that the team does not rest. Then there will be another wave of Fri, and, finally, salvation in the form of a long cut-scene.

This ends the duplication of the demo.

Welcome to Kirkwall, Free Marches. However, they are not allowed into the city, you will have to linger in its port. We must find our kinsman, Hamelin Amell. Walk through the crowd. The guard will stop you. Ask permission to speak to the commander. Climb up the stairs. There, the deserted warriors of Ferelden argue with a guard to let them in. Get involved in an argument. Kill the deserters. In gratitude, the guard will bring your relative. Alas, just like that, he cannot lead you into the city. You will have to work out by hiring in a criminal gang. Which one is up to you.

On the one hand, untidy-looking people are mercenaries, on the other, elf smugglers. The mercenaries will ask you to kill the merchant, and the smugglers will ask you to collect the debt. Your choices will determine some of the quests you receive in the future.

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

Armor Aveline Wallen

Throughout the game, Aveline's armor changes three times. In the prologue, her armor is called: "Changed Officer's Model", in I-st act the armor will change and will be called: "Armor and chain mail of the guard", and starting from the second act, her armor will finally change its name to: "Armor of the captain of the guard."

Changed officer model Guard Captain's Plate
Underplate - a form of guard (increases attack). Can be purchased in Act I in the Lower City during the day from a merchant in the "Armor Rack" shop.
Rugged Armor - Guard form (reinforces armor). Can be purchased at II act in the Lower City during the day at the merchant in the Armor Shop.
Flexible chain - form of guard (adds a slot for runes). Dropped by the leader of the Fell Order pirates on the Ragged Shore during the quest "Pirates on the Cliffs" in Act II.
Joint Guard - Guard form (increases defense). Dropped by Jiven during the "Favor and Error" quest in Act III.

Armor of Anders

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

Renegade Cape Armor upgrades, where and when they were found Renegade Cape (after change)
Armor spacers (reinforces armor). Can be purchased in Act II during the day in the Lower City from a merchant in the Liren Goods of Ferelden shop.
Lyrium weave (increases attack). Can be purchased in the second act during the day in the Casemates from a merchant in the "Products for Mages" shop.
Spirit Essence (increases resistance to magic). Can be found in the second act in the dungeons of the casemates in one of the boxes during the Anders quest "Disagreement".
Sign of underground mages (adds a slot for runes). Can be found in Act III in one of the boxes when examining the location "Secret Meeting Place" during the quest "Serve Cold".

Armor of Varric Tethras

The original title of the armor is "Varric's Patchwork Leather Jacket (Custom Made)". But during Varric's personal quest "Haunted House", his armor can change its name to "Varric's Patchwork Leather Armor", provided that Hawke allows him to take the lyrium shard for himself. Although neither externally nor in the inventory, these changes will not be reflected.

Varric's Patchwork Leather Jacket Armor upgrades, where and when they were found Varric's Patchwork Leather Armor
Painted leather harness (adds a slot for runes). Can be purchased in Act I in the Lower City during the day from a merchant in the "Clothes Shop".
Lining with secret pockets (increases attack). Can be purchased in the second act in the port during the day from a merchant in the "Dubious Goods" shop.
Silverite Buckles (adds a slot for runes). Can be found in Act II in Bartrand's estate in one of the chests during Varric's quest "Family Matters".
Wyrmhide leg straps (adds a slot for runes). Can be found in Act III in the Deep Roads in one of the chests during the quest Finding Nathaniel.

Armor Merrill

In DA II, Merrill's armor is referred to as the "Riza of the First". With the current romance with Hawke, her armor will change not only its name to "Dalian Outcast Clothes", but also its appearance. The inventory icon will also change.

Vestments of the First Armor upgrades, where and when they were found Dalish Outcast Robes
Brocade lining (adds a slot for runes). Can be purchased in Act II in the Upper City during the day from a merchant in the shop "Jean Luc's Robes".
Carved ironwood buttons (increase health). Can be purchased in Act II at the Dalish camp in Master Ailen's Shop.
Silver Dalish embroidery (speeds up health regeneration). Can be found in Act II at the top of Shattered Mountain in a pile of bones.
Galla horn buckles (adds a slot for runes). Can be picked up in Act III from the body of Guardian Maretari during Merrill's quest A New Path.

Armor Bethany Hawke

Initially, Bethany's armor will 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 the decision of Hawk (a) during the quest "Expedition to Deep Roads". Bethany's armor can be changed to either "Circle of Magi Robe" or "Guardian's Robe". The next time the game gives you the option to have Bethany back in your party, her armor will have a full set of upgrades.

Wings of the Hawks Armor upgrades, where and when they were found Robe of the Circle of Mages Robes of the Guardian
Family protective signs of Amell (increases resistance to magic). Can be found in the I-th act in a chest at the location "Amell Manor Cellar" during the "Birthright" quest.

Armor of Carver Hawke

The original name of Carver's armor is "Standard Model Ferelden Warrior". There is only one update available for it in the game. In the future, changes to Carver's armor will depend on the decision of Hawk (a) during the quest "Expedition to the Deep Roads". Carver's armor can be exchanged for either Knight-Corporal's Plate or Guard Lieutenant's Plate. The next time the game gives you the option to have Carver back in your party, his armor will have a full set of upgrades.

Standard Model for Fereldan Vigilante Armor upgrades, where and when they were found Corporal Knight's Armor Guard Lieutenant's Plate
Ferelden armor with a belt (reinforces armor). Can be found in the I-th act in a chest at the location "Amell Manor Cellar" during the "Birthright" quest.

Armor of Isabela

Isabela's armor is called "Threads of the Eastern Seas". His normal appearance can only change when romancing Hawk, though the name and inventory icon will remain the same.

Threads of the Eastern Seas Armor upgrades, where and when they were found
Rigid corset (increases protection). Can be purchased in Act II during the day in the Lower City from a merchant in the "Clothes Shop".
Support belt (adds a slot for runes). Can be purchased in Act II in the Upper City during the day from a merchant in the shop "Jean Luc's Robes".
Felt insoles (increases the chance of a critical hit). Can be found in Act II in a crate in the Backyard Foundry during the Catch the Thief quest.
Boiled leather plates (adds a slot for runes). Can be found in Act III at the "Cave in the Mountain" location in a pile of bones during the "Killing Ravens" quest.

Armor of Fenris

The armor of Fenris is called the Refuge of the Relocated Spirit. And although Fenris will tie a red scarf around his right wrist when romancing with Hawke, and wear a small coat of arms of Amell on his belt on the left side, this will not drastically change the appearance of the armor and the icon in the inventory will remain the same.

Shelter of the Transmigrated Spirit Armor upgrades, where and when they were found
Tevinter Spiritual Glyph (adds a slot for runes). Can be purchased in Act II in the Upper City during the day from a merchant in the shop "Jean Luc's Robes".
Lyrium Scale (adds a slot for runes). Can be purchased in the second act 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 at the Abandoned Slaver's Lair during Fenris' quest The Bitter Pill.
Enchanted Resin (adds a slot for runes). Dropped from the Higher Dragon in Act III at the Bone Pit location during the Mine Massacre quest.

Armor of Sebastian Wael

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

Vael Family Armor Armor upgrades, where and when they were found
Improved articulation (adds a slot for runes). Can be purchased in Act II during the day in the Casemates from a merchant in the Armor Shop.
Reinforced bracers (increase attack). Can be purchased in Act II in the Upper City during the day from a merchant in Olaf's Gear.
Underarmor (increases the chance of a critical hit). Can be found in the second act in a chest at the location "Harimann Manor" during Sebastian's "Repentance" quest.
Protection of Faith (adds a slot for runes). Can be picked up in Act III from the body of the Templar Lieutenant during the quest Serve Cold.

Companion Improvements replaced the standard and familiar equipment system. The only thing that can be replaced is the weapon. Improvements allow you to increase various characteristics of controlled characters. In view of the lack of a familiar system of equipment, one has to be content with an alternative, stripped-down option. There are four upgrades available for each companion. For Bethany and Carver, one each. Improvements installed in cells automatically after acquiring them or being in locations on different stages games. Each improvement gives a significant increase in characteristics, for example, increasing the resistance of the satellite or its attacking power.

Improvements for Aveline in Dragon Age 2:

  • Armor - Guard Pattern- Lower city. Armor merchant to the right of the Hanged Man entrance.
  • Flexible Chain - Guard Pattern(Chapter II) - Ragged Coast. The body of a Fell Order blood mage (quest "Pirates on the Cliffs").
  • Sturdy Armor - Guard Pattern(Chapter II) - Lower City. Armor merchant to the right of the Hanged Man entrance.
  • Joint Protection - Guard Pattern(Chapter III) - Cloaca. Jiven (task "Favor and error").

Improvements for Anders in Dragon Age 2:

  • Lyrium Weave- Casemates. Goods for magicians.
  • Spirit Essence(Chapter II) - Casemate Dungeon. A box with an improvement in the room next to the exit (task "Disagreement").
  • Armor spacers(Chapter II) - Market of the Lower City. Goods of Ferelden Lyren.
  • Underground Mage Sign(Chapter III) - Port. Secret meeting place (task "Serve Cold").

Improvement for Bethany in Dragon Age 2:

  • Family protective signs of the Amells

Improvements for Varric in Dragon Age 2:

  • Painted leather harness- Market of the Lower City. Clothing store.
  • Silverite buckles(chapter II) - Bartrand's estate. The chest is in the right room on the second floor (task "Family Matters").
  • Lined with hidden pockets
  • Young dragon skin leg straps(Chapter III) - Deep Roads. Chest in the last room (quest "In Search of Nathaniel").

Improvements for Isabella in Dragon Age 2:

  • Support belt
  • Hard corset(Chapter II) - Market of the Lower City. Clothing store.
  • Felt insoles(Chapter II) - Foundries of the Lower City. The first room from the entrance on the second floor (task "Catch the thief").
  • Laminated leather plates(Chapter III) - Cave in Broken Mountain. A pile of bones near the second staircase from the entrance (task "Killing Crows").

Improvement for Carver in Dragon Age 2:

  • Fereldan Belted Plate- A chest in the last room of the Amell estate (task "Family Matters").

Improvements for Merrill in Dragon Age 2:

  • Carved ironwood buttons(Chapter II) - Split Mountain. Ailen's goods.
  • Brocade lining(chapter II) - Market of the Upper City. Robes of Jean Luc.
  • Silver Dalish embroidery(chapter II) - The summit of the Broken Mountain. Bunch of bones.
  • Galla horn buckles(Chapter III) - The cave at the top of the Broken Mountain. The body of the keeper Maretari (task "New Path").

Improvements for Sebastian in Dragon Age 2:

  • Reinforced Bracers(chapter II) - Market of the Upper City. Armory Olaf.
  • Podkolzhnik(Chapter II) - Upper City. Harimann's estate (quest "Repentance")
  • Improved Articulation(chapter II) - Casemates. Armor shop.
  • Defense of Faith(Chapter III) - Upper City (night). Templar Lieutenant (serve cold mission).

Improvements for Fenris in Dragon Age 2:

  • Lyrium Scale(chapter II) - Port (day). Western Warehouse Quarter. Black market merchant.
  • Tevinter spiritual symbol(chapter II) - Market of the Upper City. Robes of Jean Luc.
  • Reinforced straps(chapter II) - Abandoned lair of slavers. Not far from the place of the battle with Adriana (task "A Bitter Pill").
  • Enchanted Resin(Chapter III) - Bone Pit. High Dragon (quest "Massacre at the Mine").