Best Sword In Dragon Age Origins

24.10.2019by admin
Best Sword In Dragon Age Origins Average ratng: 5,0/5 6228 reviews
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Re: Best gear-Weapons, Armour, Accessories etc. On my main char i have king cailans armor,helm,gloves,legs, shield, anbd sword from return to ostagar dlc i think its the best warrior armor in the.

Dragon Age: Origins is one of my favorite video games I've played, easily in my top 10. I have played through the game about a dozen times, but only in my most recent play through have I opted to do the Dalish Origin and see what I was missing out on. As it turns out, while the Origin itself is a bland high fantasy slog, the impact it has on the main character's perspective and dialogue choices is actually delightful.

While the actual origin itself I did not enjoy, I found myself getting a kick out of trying to see the setting through the eyes of a Dalish woman, and how strange everything must be. And, to my everlasting cheer, dialogue choices frequently reflected that.So I'm going to go down the list of origins and say what I think of them, seven years down the line, and ask you all what your own thoughts on them are, as well as which was your favorite.Human Noble: My first Origin; after searching fruitlessly for a human commoner origin on the setup screen (I wanted the blandest and must intuitive of origins to begin with) I went with male human noble. In retrospect, this would have been the easiest origin to fuck up; it seems like it is sometimes difficult for fantasy writers to come up with compelling non-mystical human characters in fantastic settings, particularly in regards to cultures that feel different but also make sense. Looking at this origin again, I can see what a tall order this needed to be, and what they did to actually make this one of the most emotionally engaging and impactful origins to play:A. Non-sympathetic traitor villain whom the player will hate. How do we make him compelling?

Answer: we cast Tim Curry and make his actions as vile as fucking possible; we hate Howe and want him to die, but his screen presence always feels earned and enjoyable. In fact, one of the major bonuses to this origin is the additional depth we get to Arl Howe, even though it doesn't make him any more sympathetic in the slightest.B. We introduce parents just to kill them off, how do we maintain an emotional impact? Answer: the parents are likable and competent, as is your sibling, and watching your father bleed to death while your mother crouches over him and pledges to stay behind and defend him to her dying breath is actually rather emotionally affecting. The relative strength of the voice acting and writing (introducing pet names and friendly sibling rivalry) sells the scene and gives the player serious motivation to survive as a Gray Warden, if only to see Howe brought to justice. The actors and writers really gave it their all to make this origin stand out by putting you in such an early position of power and love, and then ripping it all away violently and suddenly.C. We need to introduce Ferelden culture.

Origins

This is done through dialogue with your parents, with Duncan, optional visit to the local Chantry, optional visit to the local family historian, and your interactions with your dog. The environment also tells a story, what with random bits of trash in certain corners, reminding the player that this is a medieval setting where people still need to shit. Basically the writers remembered to flesh out the background of the humans and sell it, even if the player never even glances at any of the Codex entries.What's even more impressive is that, even past the Origin, being a (former) noble actually has potentially significant impact on the endgame in a way none of the other origins has; as the son or daughter of a teyrn, you can actually sell becoming monarch yourself, even if it is only through marriage.

What I loved about this origin is that it could easily have just been the baseline boring origin, but instead starts and ends strong, granting the MC a significant motivation to topple Loghain because of his association with Howe, and later playing into the succession crisis directly, if the player so chooses.It is a testament to the game that this isn't even my favorite origin.Mage: Ah, the poor mage origin, the one players will have to suffer through the most simply because it is the only option for players wanting to play the most powerful class. The mage origin has a strange dichotomy of being one of the worst origins in terms of original story or just generally being interesting, while also having significant impact on the main character's interactions with others, even changing the entire mechanic of intimidation dialogue trees, basing the likelihood of success on the Magic score rather than Strength.What I liked about the origin is that the Fade sequence is interesting and teaches the player about demons, and we get to see the tower and its politics before it becomes trashed. This is really the only time that the various mage factions within the Circle are talked about by characters, rather than delegated to the Codex to cover. The problem with the origin is that the background characters really aren't that interesting; Jowan is annoying and ultimately unsympathetic, Lily is a cardboard cutout with an irritating voice, Duncan barely plays any role in how events turn out, and Knight Commander Greagoir is a tool. The only exceptions are the First Enchanter (because Steve Blum's voice is awesome and the FE gives you a chance to screw over Jowan) and Cullen if you're a woman, until the sequels ruined him.The origin. Isn't interesting. Jowan wants to be free, will you go behind the templars and free this obviously and completely innocent whiny friend of yours?

And that's it. And once you know the twist (my God, he is a blood mage!) you're always going to choose to inform the FE of your idiot friend and his conspiracy. This is deeply unfortunate, because Mages are essential to any party makeup through their CC and healing abilities, and having a character with the ability to heal other party members in the early game is an enormous game changer. There's a reason most players opt to do the Circle Tower first to get Wynne.Where the origin is sort of redeemed is through the fun gameplay (you're a mage, you can do anything!) and the wary reactions of others upon learning you're a mage. For added shits and giggles, make a female elf mage and watch as the setting struggles to deal with its inherent sexism, racism, and fear of magic all in one go. It's a pity you'll have to suffer through that mage origin again to do it, though.Dwarf Commoner: This is probably the only origin where becoming a Gray Warden is a strict step up from where you were before. It is one of only two origins where you have a living parent who gets to stick around, and she's an abusive drunk.

What I found interesting about the dwarf origins is how polarized they are: if you're a noble, you start from the very top, but if you're a commoner, good Christ you're in trouble.Commoner might be a bit of a misnomer for this origin, actually. A real dwarf commoner would be a member of the Servant Caste. But you're a duster, below even the lowly servants. You start with a tattoo on your face and your very first few dialogues are with your abusive mother, prostitute sister, and fellow hired thug. You're scum, and the game is quick to drive that into you. This origin starts from the very bottom.So how do I feel about it? Well, to me this is one of the middle of the road Origins.

You learn a lot about a fairly out of the way culture (dwarves really do get the most interesting perspectives in their origins) and get a sense of how deeply your life sucks, but the origin itself is fairly short and combat heavy. Standing up to the nobles and winning a proving is one of the best moments in any of the origins (especially as Duncan looks on, brow furrowed, deeply impressed) and killing your boss is rather satisfying.

Unfortunately, the origin does not play nearly as much of a role through the rest of the game, barring occasional dialogues that both dwarves get, and sometimes getting to say something like, 'Yeah, I used to be scum that no one trusted, this is all new to me.' The origin does play a role in making an already hard fight against Jarvia even harder, as well as gut punching the player in the process. Leske, voiced by the same guy who did Varric, is your partner in crime at the beginning, providing cheerful snark and a steady knife hand.

He's actually pretty great; he's got a good head on his shoulders, is willing to back you up in your violent endeavors, and wishes you luck in being a Warden. Then you're assigned to take out Jarvia, which Leske seems willing to help you do.

Then you get led into a trap. Then you find him at Jarvia's side, her new lover and partner, asking you what the hell he was supposed to when you've left. And you have to kill him. There is no way out of it.That I liked. But it's just a small nugget of gold in a sea of otherwise monotonous gray.

It's an origin I like for the perspective it gives and a small sense of personal tragedy it lends, but it doesn't really stand out too much from the others. It's the middle of the road origin, not a bad place to be, but not outstanding.Dwarf Noble: Here we go. This origin is the shit.

In terms of dialogue options, I think it affords the player the most freedom in just how you want to roleplay. Are you a friend of the commons, willing to lend your ear? Or are you a bastard who refuses to acknowledge your lessers directly, instead speaking only through your loyal second, Gorim.

How do you play the political game? Do you have potential threats assassinated? Are you willing to accept bribes?

How do you plan to deal with your resentful brother, ill-liked and ill-spoken, perhaps ready to strike you down for being a threat to his power? Also, are you up for a threesome? Because this origin has that, too. (If you're male.)This origin is incredible.

Orzammar feels like a real location rather than an overdone filthy caricature here, and the interplay between yourself and other nobles ranges from the outward bluff warrior types, to the skeevy plotters on the sides who wish to open trade to the surface for less than benevolent ends. Your character at once feels like a pawn and a force of their own, able to chart their own course while being subtly manipulated on all sides by power houses such as your father, Harrowmont, and your siblings.

And of course, the end of the origin sees your character outplayed in a fairly realistic and enraging fashion, undone by someone close and seemingly friendly.It's hard to go over just about everything I like in this origin. It is the second-most played origin for me, topped only by the mages by sheer necessity. One thing I'd like to note is Gorim, your loyal second. Gorim turns up later in the game as a merchant in Denerim and, as other characters, that is all he'll ever be. While hopping about the DA wiki back in the day, I checked Gorim's page only to be flabbergasted that he was anything more than random dwarf merchant screaming 'Dwarven Crafts!' This guy, this random guy, used to be a top warrior in Orzammar, serving one of the princes himself! And of course, he's one of the best party members in the origin, backing you up no matter what.

Best Sword In Dragon Age Origins

You need him to speak for you to commoner trash? Shit, it's what he's here for, son! Need a guy assassinated? He'll take care of it, just snap your fingers. Need a second sword arm to back you up in the Proving or in the Deep Roads? He'll fight to his last breath, and a bit beyond if that is what it takes. And, if you're a lady, you have the option to establish in dialogue that the two of you are lovers, granting just a bit more depth to an otherwise straightforward (if awesome) prince and second relationship.Why are there not more Gorims in video games?When you return to Orzammar, your former role obviously plays a large role in how events proceed.

Suffice to say, there is nothing quite so satisfying as turning the tables on your betrayer. Even if the epilogue might point out that it was not the best move.On a final note, this is probably the second most powerful (in terms of gameplay) origins to start off as. Play your cards right, and you can leave Orzammar with close to 30 gold (you really have to know what you are doing, though.) The 10% magic resistance also greatly comes in handy for a certain 2h warrior build that stresses 100% magical resistance. Gorim also provides the largest discount in the game and buys your equipment for far more than anyone else, providing Dwarf Nobles (fittingly) with the most easy money out of any characters!For a mix of being the best origin story, providing legitimately interesting later game impact, fleshing out a fascinating fantasy culture in a meaningful and interesting fashion, and easing up the frustrating aspect of trying to acquire wealth in DA:O, Dwarf Noble is my favorite origin. It's not even close.City Elf: Dwarf commoners might start rock bottom, but city elves really do not have it easy either. This was the second origin I played through, and what astounded me was how fucking angry I got in the process.This origin is where the human/elf racism really comes to the fore in the most horrific fashion possible.

It is unique among the origins for playing differently depending on gender; the men have to break into a castle, the women have to break out. It is also easily the darkest of the storylines, featuring rape and later an outright pogrom against the elven alienage. For players who want to get really fucking angry and resentful from the get go, this origin is the go to.The strength of the origin's storyline, the storytelling through the desolate alienage environment, and the less-than-positive interactions with human nobility make this origin. Actually kinda difficult to roleplay as.

The Warden has to take out the blight, and this origin leaves very little good will for humans. Duncan's alright, as are the Chantry sisters, but after seeing your awesome cousin raped by a human noble and gutting him and his guards (don't tell me you didn't kill Vaughn.) it's kinda hard to justify not spitting in the face of every human you see from that point onward, especially the dimwitted king who asks, 'So, how's the alienage doing?

I went down there once, it seemed quaint!' The roleplay only becomes harder once Ostagar goes down, because were I in the City Elf's place, I'd book it for Denerim, retrieve my father, Shianni, and Soris if possible, and fucking legged it out of the country. Fuck the humans, let them choke on their Blight as they massacre each other.It's an origin I avoid playing for this reason. After playing it, I'm left wondering why the hell I should care about a bunch of humans dying, compounded by every bit of racist dialogue Bioware saw fit to throw in to the game.

How many times can a Gray Warden suffer through risking life and limb for the sake of a people who commonly denounce him/her as 'knife ear,' and raped his cousin? It's a bit of a stretch.In short, the origin story is too strong. It leaves too little room for players to be motivated to save the country (in my opinion,) only worsened by the thoroughness of Bioware in differentiating the origins which, in this case, includes many examples of explicit racism throughout the game. Everyone should definitely play this origin once, maybe twice if they want to see both genders' perspectives, but past Ostagar I have a really hard time justifying the railroading of the game in saying, 'No, you're really invested in saving Ferelden, for reals!' Dalish Elf: Oh, here we are.

The Dalish Elf origin. Sort of sucks. I don't like the Dalish to begin with, and the high fantasy elements of Dragon Age always irked me; I like it better when the story is grounded in somewhat realistic politics and motivations. The most interesting part of the origin proper is the very beginning, in which you decide whether to waste some humans (shemlen) or not. While this might feel cathartic coming off of the previous origin, it does feel a bit sudden and hard to get into.Then you explore a cave in search of treasure. Then there's a magical mirror.

Then you're infected and darkspawn are everywhere. There's not really much to get invested in, is there?It's a strange origin in a few ways. The characters are flat, there only to exposit the 'fascinating' Dalish culture that Bioware invented, and the origin itself is fully separate from the rest of the DA plot, only eventually tying into Witch Hunt. The clan you visit later in the game isn't even the same as your own, which I just find baffling. Was this origin one of the last to be included? What's the fucking point?A few things I like: one is that, despite your character's legitimate dislike of humans, becoming a Gray Warden is fully justified. You are dying, the Wardens can give you a shot at life, and even past Ostagar your character will be left with motivation to get rid of these fucking Darkspawn that are defiling the wilds your people live in, as well as to cut down as many idiot humans as possible who might get in the way of that.

Two is that, of all the origins I have seen, the Dalish origin seems to change the Warden's dialogue and perspective the most. With the City Elf and Mage origins most of the changed dialogue revolves around racism, with the Dalish it's more about people asking questions about how the Dalish live, what they think about others, and what their general culture is.

Sure the regular old racism comes up, but discussing the Dalish with Zevran and having him say enviously that the free wandering life indeed sounded appealing compared to living in Antiva City was curiously gratifying.While the origin itself suuuucks, the impact it has on the Warden's perspective and how they are treated is actually rather wonderful, and it doesn't stretch my SOD that the Dalish Elf would stick with the Wardens in saving the country, unlike the City Elf. I would also recommend playing this origin at least once, I would just warn everyone that it lacks the immediate emotional torque of some of the others.So, what about the rest of you?

Which origins did you like the most and why? My playthroughs that I most enjoyed were Human Noble and Dalish Elf, even though I will freely concede that the actual origin part of the Dalish Elf is either the worst or second-worst of the bunch.

I would tend to say that the two dwarf origins are the best. I don't particularly enjoy playing through the game with either of them, since Orzammar is so disconnected from the rest of the setting, but if there was an entire game set in Orzammar. Well, the words 'shut up and take my money' spring to mind.Very good reflections in the OP, though.Let me give my thoughts at greater length:Human Noble: Probably the most generic origin in concept, yet as you point out, very well-executed, and in a way that effectively ties you to Ferelden and gives you a place from which to negotiate the feudal society presented to you. The Human Noble is the only playable character who isn't an outsider to Ferelden, and that changes the way you play the entire game. This origin puts you at the heart of Ferelden and at the heart of the noble political plot, and since that plot - and particularly the Landsmeet - was my favourite part of the entire game, that made me enjoy playing a Human Noble a great deal. The origin segment itself is not that impressive, but everything that flows from it makes this, in my opinion, one of the most satisfying origins to play the game with.Mage: Wait, did I say the Human Noble was generic?

Scratch that. For my money this is the most boring origin in the game. There are a few nice elements, but they don't really eventuate. I like the idea of demons constantly trying to trick you in order to gain access to your body and thus the world, so I liked Mouse as a villain, but the idea is undercut by demons for the entire rest of the franchise - including DA2 and Inquisition - reverting to 'Rar! Me am evil demon!

Me possess you now!' The mage origin felt to me like a bait and switch: it promised tricky, clever demons who will say or do anything to get into the material world, but we never see them attempted again. Similarly, I like how a female mage can flirt with Cullen, and how bittersweet it is when you're cast out, and come back to a Circle in ruins to find that he's been traumatised and driven a bit mad, but it needed a bit more follow-up for me. Unfortunately, the bulk of the origin is just the most generic of generic fantasy mage tropes all put into a blender.

Best Weapons In Dragon Age Origins

There was potential here that was never followed up on, leaving this my least favourite origin.City Elf: Well, if you were ever lacking for reasons to hate humans, this origin will provide them. I would also give it credit for tackling the subject of rape at least semi-maturely: it's certainly one of the most affecting origins. That said, as you mention, this origin has the problem of not really giving you any motivation to complete the game. I suppose there is revenge for Cailan, if you believed Cailan when he promised to clean up the alienage, but that's pretty thin. The origin does so much to show you that the humans of Ferelden and in particular their nobility are irredeemable asshats who deserve to die that it's hard to get invested in defending them.Dalish Elf: This is an odd one in that basically everything that happens in the origin is boring, but the environment is quite good. It actually overlaps a lot for me with visiting the Dalish camp later in the game. I love wandering around the camp talking to people and being immersed in Dalish storytelling and culture, but the actual story in the origin - go find generic ancient artifact, oh no, you got tainted - is utterly forgettable dribble.

I really liked being a Dalish warrior later in the game, because this origin gives you a well-defined culture that you can be proud of and that you can assert against the dominant Fereldan culture, but the origin itself is quite flat.Dwarf Commoner: I think this origin actually tackles the subject of patriarchy, abuse, sexuality, and oppression much better than the City Elf origin. It really grinds a sense of desperation into you: where the City Elf is basically okay and happy up until some jerk comes in and ruins your wedding, the Dwarf Commoner is screwed on every level.

Best Sword In Dragon Age Origins Walkthrough

It characterises dwarf culture really well, and gets you into a mindset where you have to struggle to survive from moment to moment. It ties into the Orzammar plot later in the game very well too. My one problem with it is that it has very little connection to anything outside Orzammar, so it shares the City Elf problem of not giving you any motivation to play the main plot.Dwarf Noble: This one is also really fun, and I like that it lets you play a cluelessly privileged twit if you want. You don't talk to lower castes: that's what you have Gorim for!

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It also shows you a lot about dwarf culture, but from the other end of the scale, so it feels as if you see two different Orzammars in the two origins. Similarly, it also ties into the later dwarf plot, but in a different way, and also in a way that lets you justify selecting either candidate for the throne (whereas it seems very hard for a Dwarf Commoner to pick Harrowmont). It's a bit more plausible that a Dwarf Noble would actually do the quest for the Wardens, though the origin does suffer from disconnection as well. Finally, aimo's amuses me.

I really enjoyed the Dwarf Noble origin. The whole betrayal in the end was unexpected, and the ability to have a dwarven child was pretty surprising (Yeah, threesome! Later: Wait, I have a son?!).The dwarves are also the ones that make the Dead Legion armor look best, and I think I ran the entire game with the Aeducan family shield (an awesome shield you only get as a dwarf noble) and never took it off, even if I had better alternatives.In the end I played the quests for both Harrowmont and Bhelen, but in the end I crowned Bhelen. Shocking, I know, but thanks to him we got many Thaigs back! Harrowmont would isolate Orzammar and doom it in the long run.Got Prince Thorin Aeducan through the game, Awakening and Witch Hunt, and in each one imagined him hitting on the team's respecitve girls for some reason.He was an honourable fellow, but he had to wave his sword around in public.I also played a female City Elf, who ended up in a romance with Alistair since Oghren wasn't an option, /sarcasm.Never played that one through, though.

Melee weapons in Dragon Age Origins are largely based off the strength stat and are therefore largely targeted towards Warriors and certain Rogue builds. The exception is daggers, which are half dexterity, half strength. The first and most straight-forward stat is damage.

This is simply the unmodified amount of damage the weapon will do on a successful hit. The higher, the better. Different kinds of weapons have different base damage values, but the value is variable based on the type of material the weapon is made out of. In rank of quality from worst the best the materials are Iron, Grey Iron, Steel, Veridium, Red Steel, Silverite, and Dragonbone.The attribute modifier determines how much of the governing stat is factored into damage. It can range from 85% for a dagger to 125% for a maul. In effect it means that all things being equal, a maul with a 125% modifier will do more damage than a sword with a 100% modifier, even if the weapons have the same stats otherwise. The gap between the maul and sword would increase as the wielder’s strength increased.Armor penetration governs how well a weapon works against armor.

It seems to work as simple addition and subtraction. The armor penetration, the more points of armor which are ignored. A weapon with ten armor penetration rating of ten would ignore the effect of armor against an enemy with an armor rating of ten.The speed modifier determines how quickly a weapon is swung relative to the base speed of the character’s attack animation.

Lower is better.Finally, critical chance is a stat added on top of the character’s melee critical chance. Higher is better.

Ranged WeaponsAll of the above information applies to both melee and ranged weapons. However, ranged weapons also have the range stat and aim time stat. The range stat determines how far a character can be from an opponent before penalties are applied to attack rolls. The aim stat determines how long it takes a weapon to be aimed before firing.Also, note that both Longbows and Shortbows rely 50/50 on the strength and dexterity stats when determining damage. Crossbows, on the other hand, rely entirely on dexterity. Weapons – My PicksThe game’s weapons have their stats distributed so one type of weapon is clearly better in all situations.

That said, I do have some favorites. For two-handed weapons I like Mauls for their high armor penetration and high attribute modifier. Among one-handed weapons I prefer swords for their fast speed and medium-high critical chance.For bows the choice depends on the user’s best stat, since longbows are 50/50 strength and dexterity while crossbows are 100% dexterity.These are not hard an fast rules, however, so your mileage may vary. Also, for much of the game you’ll be using the best weapon you can get your hands on, so don’t become so discriminatory towards a particular weapon type that you throw out a good one because it isn’t the type of weapon you typically use. ArmorLike weapons, armor has its own stats which determine how effective it is.

Best Sword In Dragon Age Origins 2017

There are less stats to worry about, but they are still important.The first state to worry about is the armor rating. This armor rating adds to your character’s overall armor rating which in turn determines how much damage is ignored when a blow lands. As you might expect, higher is better, with no exceptions.The second stat of concern is the fatigue rating. The fatigue rating applies a modifier to the stamina cost of using skills.

This modifier can either increase or decrease the stamina cost of using skills. A lower modifier is always better since it allows your character to use skills more often. Armor – My Picks. Of course, while both the armor and fatigue stats are clear cut in regard to what is best, they tend to oppose each other on any given set of armor. Armor with a high armor rating also tends to have a high fatigue modifier.This is a balancing act and there is no clear-cut correct answer.

That said, I usually give characters who are meant to do a lot of damage a set of armor with the lowest possible fatigue modifier. This allows them to continue to use their devastating offensive skills. Characters who exist to absorb damage, on the other hand, are given heavy armor to ensure they can soak up as much damage as possible before I have to heal them. In SummaryUse this guide as a toolset. There are so many weapons in Dragon Age Origins and so many ways to play the game that no particular weapon is guaranteed to be the best. You’ll often receive new equipment, as well, so you’ll constantly have to re-evaluate how you judge weapons and armor. If you have come across two nice pieces of equipment and you don’t know which to pick, don’t.

Try both out for the next hour or so and then pick the one which seems to work the best.In fact, it is often not a bad idea to bring multiple sets of equipment. For example, you might want your DPS melee characters to bring both one fast weapon with good base damage and one slower weapon with a high armor penetration rating. This kind of min/maxing isn’t required to win the game on normal difficulity, but as you ramp up the difficulty you’ll find that even these kind of minor adjustments in your equipment can make a difference. This post is part of the series: A Guide to Dragon Age: Origins.