Why can I use this badass blade in the wilderness. WTF. How do I get my hand on it?
The Sword you get when you are officially named inquisitor at skyhold and the same sword you use to execute prisoners...
#1
Posté 05 mars 2015 - 04:21
#2
Posté 05 mars 2015 - 04:28
I agree, but I also thought it was more of a ceremonial blade for formal purposes, like the Skyhold speech. The Knight Enchanter Greatsword is the only weapon that comes close to looking like that, and is one of my favorite weapons for mid-game.
- ThirteenthJester13 aime ceci
#3
Posté 05 mars 2015 - 09:11
You can get the sword in the game. It is the same sword you get from 'Flames of the Inquisition Weapons' DLC which I think was a pre order bonus.
#4
Posté 05 mars 2015 - 11:41
You can get the sword in the game. It is the same sword you get from 'Flames of the Inquisition Weapons' DLC which I think was a pre order bonus.
Not even close to the same sword. Hilt is completely wrong. Blade is also wrong.
- Heimdall et Pokemario aiment ceci
#5
Posté 05 mars 2015 - 11:59
I was thinking that too, if we can't wield it, it'd at least be cool if it was on display above our throne or something
- Aliceeverafter aime ceci
#6
Posté 06 mars 2015 - 12:36
I believe it will be made available in DLC weapon pack 2
- turuzzusapatuttu aime ceci
#7
Posté 06 mars 2015 - 03:12
Not even close to the same sword. Hilt is completely wrong. Blade is also wrong.
The inquisition sword? It looked the same to me.
#8
Posté 06 mars 2015 - 05:20
DLC pack 2. I never saw DLC pack 1
#9
Posté 06 mars 2015 - 07:53
That sword can only be used for whacking off Heads, Not for fighting.
#10
Posté 06 mars 2015 - 09:25
What I find more annoying regarding swords in DA:I is their class restriction:
My mage can take (and use/wield) swords in cut scenes, but in every other situation, the laws of game physics prevent him from even holding the hilt of the sword -- except for "spirit blades" where it's suddenly possible for my mage to hold that one (singular) hilt and wield that one (singular) sword.
How I miss the time in DA:O where I could actually roleplay my sword mage as I saw fit: a light armor wearing, one-handed sword swinging Spirit Healer (not Arcane Warrior). Yes, I sacrificed some arcane prowess to have enough umph (=strength and dexterity) to fend of foes in melee, but I sacrificed it gladly to play the mage I wanted to roleplay...
- Marine0351WPNS, Dreamer, AmberDragon et 1 autre aiment ceci
#11
Posté 06 mars 2015 - 09:51
The inquisition sword? It looked the same to me.
Check your eyes.

vs

#12
Posté 06 mars 2015 - 03:20
In many games ceremonial weapons cannot be used in combat because they have awful stats.. well... I think it's because they are supposed to be used only in few occasions and not for daily combat. I suppose this applies also for that sword.
#13
Posté 06 mars 2015 - 03:54
#14
Posté 07 mars 2015 - 01:21
Refined Great-sword has the same hilt as ceremony sword but it is two-handed and only a common type weapon.
It's also the promo-material two-handed sword appeared in posters/game cover and many screenshots.
#15
Posté 08 mars 2015 - 05:41
I agree, but I also thought it was more of a ceremonial blade for formal purposes, like the Skyhold speech. The Knight Enchanter Greatsword is the only weapon that comes close to looking like that, and is one of my favorite weapons for mid-game.
Spoiler
The Refined Greatsword. Yes I almost did a tactician renewal when found this pup. Gave it to Blackwall instead.
#16
Posté 09 mars 2015 - 01:22
DLC pack 2. I never saw DLC pack 1

#17
Posté 09 mars 2015 - 02:28
What I find more annoying regarding swords in DA:I is their class restriction:
My mage can take (and use/wield) swords in cut scenes, but in every other situation, the laws of game physics prevent him from even holding the hilt of the sword -- except for "spirit blades" where it's suddenly possible for my mage to hold that one (singular) hilt and wield that one (singular) sword.
How I miss the time in DA:O where I could actually roleplay my sword mage as I saw fit: a light armor wearing, one-handed sword swinging Spirit Healer (not Arcane Warrior). Yes, I sacrificed some arcane prowess to have enough umph (=strength and dexterity) to fend of foes in melee, but I sacrificed it gladly to play the mage I wanted to roleplay...
Easily solved, there are mods to remove class restrictions on both weapons and armour, works almost flawlessly. Rogues are still the only class that can equip bows.
#18
Posté 09 mars 2015 - 03:06
The whole "you can't use this armor or use that weapon with a given class" is a relic from PnP RPGs, namely D&D who stereotyped classes.
I understand that it sorta created a balance when it came to RPGs for computers/consoles, but I always thought it is time to let it go. Just have combat-oriented classes get more bonuses from armor and weapons, and give the others freedom to gear up as they like. Of course wizards' melee will suck compared to warriors' but at least they can defend themselves when out of spells.
Also, D&D conventions are so ingrained in most RPGs that it almost takes away any fun because you know mages will get staves/robes, warriors will wear plate/big weapons, rogues will get leather, etc. Nothing ever changes.
#19
Posté 09 mars 2015 - 03:29
The way I see it it's just a result of a ruleset not emulating real life in full detail. D&D handled this by way of encumbrance, fatigue and simuilar functions that someone who has devoted his life to magic and mental studies is likely to experience when suddenly equipping full plate and adventuring in it (though of course this gets offset by 18 STR/CON/DEX wizards).
Dragon Age and most modern CRPGs have always had much more superficial/convenient rules: all characters always move exactly as fast, no one gets tired, if swimming is allowed at all you can swim just fine in full plate with a greataxe on your back, and so on. Everyone is assumed to be equal, and rather than having the rules result in performance differences when attempting to do something your character has no experience with, the game just won't let you.
The adage that your fighting style and level of training will dictate what kind of equipment and armour you carry - especially in a medieval/fantasy setting - still seems to mostly hold true, even if it's not an absolute. Even so, there are mods for it.
#20
Posté 20 mai 2016 - 08:47
The whole "you can't use this armor or use that weapon with a given class" is a relic from PnP RPGs, namely D&D who stereotyped classes.
I understand that it sorta created a balance when it came to RPGs for computers/consoles, but I always thought it is time to let it go. Just have combat-oriented classes get more bonuses from armor and weapons, and give the others freedom to gear up as they like. Of course wizards' melee will suck compared to warriors' but at least they can defend themselves when out of spells.
Also, D&D conventions are so ingrained in most RPGs that it almost takes away any fun because you know mages will get staves/robes, warriors will wear plate/big weapons, rogues will get leather, etc. Nothing ever changes.
House rules ftw. If it fits the character and story world we use it.
#21
Posté 01 juin 2016 - 09:11
Check your eyes.
vs
there was a real theme thing going on there ... like making all the curtains match ![]()
#22
Posté 01 juin 2016 - 10:26
This is a big part of why I favour classless systems.The whole "you can't use this armor or use that weapon with a given class" is a relic from PnP RPGs, namely D&D who stereotyped classes.
That said, DAO had classes, but the gear wasn't class-limited.
#23
Posté 01 juin 2016 - 10:32
This is a big part of why I favour classless systems.
That said, DAO had classes, but the gear wasn't class-limited.
No class restrictions work alright if there are adequate penalties for doing crazy things. Of course DAO had the attribute prerequisites which also limited gear along class lines to a large extent, ignoring something like Combat Magic cheating the system.
#24
Posté 01 juin 2016 - 10:57
I saw a pic of a Qunari Ben-Hassrath using the Inquisitor's ceremonial blade in Trespasser.
Screenshot photo credit: Rhidor
Thread I found it from: Where Bad Screenshots Go To Die
#25
Posté 01 juin 2016 - 11:02
Attribute requirements make a ton of sense.No class restrictions work alright if there are adequate penalties for doing crazy things. Of course DAO had the attribute prerequisites which also limited gear along class lines to a large extent, ignoring something like Combat Magic cheating the system.
I think a classless system would have worked in DA, as well. You just had to make magical ability really expensive, only selectable at level 1, and have all mage abilities use it as a prequisite.





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