Multiplayer Characters.
Overview
- DAMP (Dragon Age Multi-Player) has 4-player co-op quests separate from the Single Player game.
- Designed to take somewhere around 20-30 minutes to complete
- MP and SP were developed side by side.
- The SP campaign is separate from MP.
- MP does not affect endings in SP.
- The MP installation is part of the game file. It is not a separate install.
- It has been in development for over two years by a special team with veterans from DA and ME.
- No cross-platform play (differences between console generations and infrastructures too great)
- No split-screen or shared-screen play (Would be unfeasible to allow freedom of movement and be plagued with graphical slowdowns)
- More new characters and maps after launch as DLC, all of which will be free
- There are micro transactions to get stuff faster but you can buy anything with normal dungeon-crawling. You purchase a currency called Platinum with real money if you don't want to or don't have the time to grind through dungeons for gold to purchase chests
- No DAMP content is behind a pay wall.
- Like Diablo III, loot is "instanced," so you'll get your fair share of items
- When you pick up Gold, it's picked up for everyone in the party so that everyone reaps the rewards
- Crafting is a key element of MP progression.
- In MP you salvage gold coins and items (not potions).
- Gold coins can be used to buy chests, containing random items like weapons, weapon mods, potions, runes, armor, etc.
- Different tiers of chests, each priced higher than the last - "The bigger the chest you buy, the better the loot will be."
- There is no connection between SP items and MP items on purpose. The two economies are separate.
- No ability to trade/auction house.
- 130+ weapons customizations, 80+ armor customizations
- No exclusive MP achievements. Achievements are one way to keep players engaged, but with Dragon Age multiplayer, we have other ways to improve
- Full challenge system implemented at launch, to pursue and track challenges.
- Weekly operations for a reward. Operations work globally, with the entire Inquisition player-base working toward a communal goal, such as slaying 1 million demons by a deadline.
- You play as an Agent of the Inquisition, the missions structured to be like the tasks that the Inquisitor sends his or her Agents on. At the beginning of a mission, you will be briefed by one of the Inquisitor's advisors: Cullen, Josephine, or Leliana
- Twelve characters at launch, four for each class (warrior, rogue, and mage). Each will have their own personality and banter with other party members, likely similar to how companions interact in SP
- When asked "What will happen with party banter if there's more than one of the same character?" one of the devs replied "Comedy!"
- Unlock new characters by opening Chests or crafting their first set of armor
- Characters are defined, i.e. you don't make up your own, they each have set names and backgrounds.
- The level cap for Dragon Age multiplayer is 20. Then you can promote them, which resets the class and apparently grants an additional attribute point each time, allowing you to choose between Constitution, Willpower, and Cunning
- 'Inquisition HQ', likely a similar, but largely expanded counterpart to Mass Effect 3's N7 HQ, gives access to all of your MP characters and their inventory, on PCs, tablets, and smartphones.
- Each class has 2 skill trees, and choices to make within each tree, expected to greatly aid in player class variety
- You will be able to map 4 abilities to each character
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Warrior

Legionnaire: Korbin, Dwarf Male Warrior - The Legion of the Dead is Orzammar's most famous and dedicated troop of warriors. These Dwarves declare themselves dead and venture into the Deep Roads to join the endless fight against the Darkspawn pushing towards the gates of their city. Korbin is one of them. A highly decorated warrior from Orzammar, he volunteered for the Legion. As a result of an alliance between the Dwarven king and the Inquisition, Korbin now fights on the surface against Thedas's greatest threat. Uses one-handed weapons (sword, mace, axe, etc.) and a shield as the more defensive class choice amongst the Warriors

Reaver: Tamar, Human Female Warrior - Tamar is a fearsome warrior who developed her abilities by consuming dragon blood. One of the cultists who lived in Haven during the Fifth Blight, she escaped the Chantry by fleeing into the mountains. Tamar was later captured by Inquisition Agents and given the choice to serve or die. Execution in captivity would have been shameful; Tamar wishes to die in battle, the blood of her enemies on her sword and a war cry on her lips. She uses two-handed weapons (greatsword, battleaxes, warhammers, etc.)

Katari: Qunari Male Warrior - Little information exists on the Katari at this time. Uses two-handed weapons, shown shirtless with white Qunari tattoos. Uses two-handed weapons

Templar: Human Female Warrior - These holy warriors served the military order of the Chantry, that hunts apostates, blood mages, and keeps watches over the mages from the Circle of Magi. Deemed a force of defenders by the Chantry, established to protect the communites of the faithful from magical threats. They've since DRAGON AGE: ASUNDER spoilers
Spoiler
As a Templar, she has powerful anti-magic abilities. Uses main hand weapons and shieldRogue

Alchemist: Dwarf Female Rogue - Shown holding a lit bomb, dwarven tattoos on her face. Uses daggers

Assassin: Argent, Human Female Rogue - Argent was named the old Orlesian word for "Quicksilver". She is swift, strong, and deadly - trained from birth to be a weapon. Argent has served many masters, sometimes as a bodyguard, often as an assassin. Passed from noble to noble, she was bought and sold like a prized sword, a fact that does not bother her. A weapon has no loyalty - it serves whoever wields it. Now, the Inquisition wields Argent. She uses daggers

Archer: Hall, Human Male Rogue - Hall is a survivor from the wilds, a woodsman and archer. A Dalish hunter rescued him from a bandit raid when he was a child and taught him her skills. But he was human, and not welcome in her clan; once he could he fend for himself, he was turned out. Hall wandered for years, never quite finding his place. When a beam of light tore the sky, he was drawn towards it, knowing that it spelled disaster - and for once understanding that he was needed. He uses bows (and perhaps crossbows?)

Hunter: (Human?) Male Rogue - It's hard to tell much about this character, other than he looks to be wielding both a dagger and a bow, so it's possible it's some sort of Hybrid class. Only time will tell, he certainly at least uses bows.
Mage

Keeper: Neria, Elf Female Mage - The Ralaferin clan is renowned throughout Thedas for former Keeper Gisharel's willingness to share Dalish lore with non-elven scholars. Neria was born into the Ralaferin clan, and was chosen as Keeper Elindra's apprentice. Trained from youth to defend and serve people, she takes great pride in her magic and her role as Elindra's First. Now with the Inquisition as a Dalish emissary, Neria does all she can to see that the interests of the Dalish elves are not forgotten amidst the chaos. Uses staves

Necromancer: Human Female Mage - Though frowned upon in many other lands, Necromancy is considered a respectable tradition in the country of Nevarra. (I believe it will be revealed at some point that she is in fact Nevarran.) Uses staves

Elementalist: Rion, Human Male Mage - Rion was one of the first mages in the Ostwick tower to take up the flag of rebellion. Horrified by abuses he saw in Kirkwall, Rion embraced the cause with fervent idealism... and vey little sense of its practical costs. His ardor dampened as he saw the rebellion's price measured in lives lost, mage and non-mage alike. Now supporting the call for peace, he went to Haven to await the Divine Conclave's outcome; when the temple was destroyede, his hope for a resolution was lost. Rion signed up with the Inquisition, seeing it as the mages' last chance for peace. He uses staves

Arcane Warrior: Elf Male Mage - Originally a fighting technique of ancient elven warriors, who channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane Warrior is a Mage class that is significantly sturdier than other Mages, wearing heavy armor and wielding melee weapons or staves in Dragon Age: Origins. It appears he uses a staff from his picture, but this is unconfirmed
Gameplay Mechanics
- There will be no pausing time or tactical view like in single player, players will have to deal with threats and use abilities in real time
- No mounts.
- When an ally goes down for good, enemies get stronger.
- You can solo, but it's harder!
- There will be areas and items only reachable by having a Rogue, Mage, or Warrior. Examples given were a type of wall that only a Warrior could knock down, an enchanted door that only a Mage could open, and locked doors or chests that only a Rogue could lockpick
- When you lose all your health, you drop to the ground and need to be revived by a teammate before you bleed out, likely very similar to Mass Effect 3 Multiplayer's revive system
- Even if you fail the level, you still gain experience
- Multiple difficulty settings for players of various skill levels
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- 5 zones to progress through which mix up (each map has 10 zones, 5 of which are randomly pieced together to add variety to each mission)
- The map first previewed is called Elven Ruins
- There will be a level set in the Tevinter Imperium and a level set in an Orlesian Palace
- There will be just these 3 levels at launch, but they're referred to as 3 campaigns, perhaps one for each advisor to start with?
- Enemy factions include the Venatori, Demons (confirmed as a separate faction), and the Red Templars
- There will be something called Event Battles - fights against particularly deadly Elite enemies. One of these is the Red Templar Captain





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