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Playing Dragon Age Origins for the first time


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#26
mousestalker

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Here is a link to the wiki article on leveling

I haven't used a leveling guide, ever, so I'm not sure which ones are good or not.

In general, mages benefit from magic and willpower. A good rule of thumb is 2 points of magic for every one point of willpower. The common opinion is that you may ignore every other statistic for mages. I disagree, but mine is the minority view. I like to have the PC and every companion have an intelligence of 16 or more.

Rogues benefit from dexterity and strength. They want enough strength to wear all the light armours (20 or so). If you take Lethality, then you will not need strength higher than 20, but you will want to pump Intelligence. You should take Lethality for at least one of your rogues. Intelligence helps them with trap spotting and many other useful things. Do not go for a trifecta of Strength, Dexterity and Intelligence. Pick either Strength or Intelligence and always pump Dexterity.

Warriors benefit from Strength. If you are using a meatshield (ie Alistair) then a 1:2 ratio of Constitution to Strength may be in order.

Resist the urge to generalize. One common task or chore allotment might be Wynne heals, Morrigan debuffs and harms, the PC mage gets the elemental spells, Alistair is takes damage, Sten and Oghren do damage, Leliana shoots arrows and finds and removes traps and lockpicks. Zevran looks adorable and stabs from behind. If you have Shale, then Shale can either take damage or do damage. Shale is the swiss army knife of companions. Shale can also buff mages.

There are several mods that allow respecs (resetting you and your companions). They are avilable on nexus as well.

#27
Captain Wiseass

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Strength and dexterity are good for warriors. Dexterity and cunning are good for rogues. Magic is good for mages. Willpower and constitution are good for everybody. When in doubt, check the prerequisites for the talents or spells you want the character to eventually have. If Alistair needs X dexterity to get a certain Weapon and Shield talent, and he's currently at X-2, then he'll need to put in more points.

 

My rule of thumb was always to take one of each class along. I changed up the specific companions from time to time, but not with any real pattern behind it. (Dog and Shale counted as warriors for this purpose.)



#28
dragonflight288

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If you're going to play as a mage, and you unlocked the Arcane Warrior in your first playthrough in the werewolf ruins, you can make an epic warden. 

 

First, pump as many points into willpower and magic as possible, willpower providing you with more mana and magic increasing the power of your spells. When you reach level 7, become an Arcane Warrior. Then start putting points in constitution and magic, with some willpower. 

 

You'll want passive spells if you're building up an arcane warrior mage. Rock Armor. That mage unique shield spell at the top of the tree that raises defense (chances of avoiding hits) either flame or frost weapons spell, that one spell in the school of spirit that stuns all enemies that get close to you. Then just unlock all the arcane warrior spells as they become available, fit in a healing spell as well, then become a blood mage or spirit healer.

 

You will be the ultimate tank. Near impossible to kill while dishing out huge amounts of damage. 



#29
Nefertari

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Thanks!  This has been very helpful!



#30
springacres

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Cunning is required to unlock some talents, so while it may not be as important to non-rogues, don't forget about it entirely either.

 

And speaking of rogues, don't leave camp without having someone in your party who can pick locks and disarm traps, ESPECIALLY for the Deep Roads and Brecilian Forest sections.  Otherwise, you'll have way more nasty surprises than necessary.


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#31
dragonflight288

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You need at least, I think off the top of my head, 16 or so cunning to get the full coersion (persuasion) skill set. 



#32
dragonflight288

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Also, it's a good idea to plan your skillset in advance. 

 

Warriors and mages get one skill point for every three levels. So 3, 6, 9, 12, 15, 18, 21 and so on. If you do a completionist playthrough, that'll be enough to get you maybe two full sets of skills. Coersion, herbalism, traps, poison, tactics, and so on. Sometimes story events will give you more, like when you officially become a Grey Warden, but you're working with a very limited number of skills you can actually get.

 

Rogues kind of cheat in this regard as they get a skill point once every two levels. 2, 4, 6, 8, 10, 12, so on. They can get nearly double the number of skills as a warrior or mage does, so they have more flexibility in that regard. 


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