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Alehazar

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Everything posted by Alehazar

  1. Shale: when she -Shale used to be a female dwarf- says that she has encountered many humans before and my character is not quite like them; she then says that she would appreciate it if I would not mention that to others that she said something that might reflect positive on humans. "... people might think I've gone all soft. Perish the thought!" and the other one after the Anvil of the Void Quest when Shale find out that she's used to be a female dwarf. "now why don't we go squash some enemies into a bloody paste. That's a girlish thing to do?". or "The darkspawn are an evil that must be destroyed. Although not as evil as the birds... damnable feathered fiends!"
  2. Thanks, I'm not sure I actually spoke to her in Orzammar, but I remember her saying she didn't like nugs they were dirty, or something along those lines, I'll fish out an old save and try it again... honestly what a palaver just to buy a stupid nug. :wacko: Don't know whether this is prerequisite to acquire the Cute Nug or not: I first talk to the guy who lost all his nugs -he's in the Commons, near Dagna and the lyriumcrazed merchant that sells Morrigan's mirror. Leliana remarks that she thinks common nugs look dirty. Then you can find all these common nugs in the Commons. When you talk to Leliana in Dust Town -where the Idle Dwarf resides- she may tell you about the grandness of Orzammar and about these cute subterranean bunnypigs. Now talk to the idle dwarf. Leave Dust Town or enter the Dust Town Shop and return to the Idle Dwarf; he'll have the Cute Nug ready once you talk to him.
  3. - Circle Tower; I side with the mages -except one time to get the other Achievement, but I didn't save. Even though Wynne can be a bit of a moralistic pain, she is a Healer and I rely on her healing arts to keep me and my party alive long enough to slay the bad guys. Unless my character has zero tolerance for threats and intimidation and has a patience threshold of nil. - Dalish Elves/Werewolves: I dislike Zathrian lying to me, so I make him break the curse most of the time. Occasionally I always try to convince Swiftrunner -the two times I meet him, first in the East Forest and second when I made it through the mist- to try and resolve the matter peacefully. Since he won't hear of it, by the time I get to the Gatekeeper who want's to parley, I always have the notion in my mind that I offered them enough opportunities to talk things over and they refused. Now they wish to talk and I must simply agree to it? Die Gatekeeper -and die Witherfang! Besides, the Dalish bowmen are very useful during the final onslaught when the Archdemon perches in that one spot where melee fighter cannot reach it. And as a Warrior or a mage I cannot repair the balista's that can be used to pepper the dragon into submission (That's what I dislike mostly about DAO; it's always my character that has to bend knee to the wishes of others.) I also resent the Lady of the Forest for making the remark that if Zathrian does not come, she will make sure that Witherfang is never found; don't p*ss me off, you natural b*tch. - Redcliffe; it varies, whenever I play a character that has little patience for negotiations I talk to Owen and since he is unwilling to do the much needed repairs and is willing to let the entire village die, why should I care what happens to Redcliffe? So I simply walk away and leave. When I play a Paladin type of character -usually a mage- I'm always humble and polite, willing to lend a hand where- and whenever possible. So I try to save Redcliffe. Depending on my class, Rogue or Warrior, I either save Valena -Owen's daughter- or I don't bother to locate her once inside the castle. If she lives I can buy the Boots of Diligence for my Warrior. If she dies, Owen commits suicide and the longbow Far Song becomes available for my Rogue. There is a mod that enables me to save Valena and buy Far Song from Owen, but my character import to Awakenings crashes the game. Usually I'm more prone to use Persuasion or Cunning dialogue options -only in some situations is Intimidation a satisfying alternative. Whenever I'm a mage I try to get a max the first row of Creation and together with Wynne I'm usually able to keep everyone alive. Mindblast, a couple of Primary spells and Forcefield are also helpful. As are some Entropy spells. So saving the Circle before saving Redcliffe is usually how I go about it. Only once -as a mage- did I save before the final confrontation with Connor's demon, to try the different options and to unlock the Blood Mage Specialisation, but I usually save the poor lad. Strangely enough, even though Lady Isolde lives, my Codex always updates that Isolde died to save her son. - Only once did I agree to help Kolgrim -for the Achievement and Reaver Specialisation only. Other than that I think Kolgrim is zealot and a self-righteous pr^ck, so I enjoy sending him to the other side. - I never liked Bhelen, so I always side with Harrowmont -even as a Dwarf Commoner, which costs me my relationship with Rica. As a Dwarf Noble I simply want to see Bhelen die for getting me Exiled; if my Dwarf Noble survives the Blight, and I am to be named Paragon, I tell them to kiss my *ss; after what they put me through, I'm never going back to Orzammar -and I always hated the political backstabbing that is more of a rule than an exception. - Even as a Dwarf Commoner I try to do what's right, regardless of being casteless and downtrodden. But after having spent such a long time on the surface my return to Orzammar to have them fulfill their treaty, is like a vicious slap across my face. The derision and loathing I receive is numbing and I'd sooner see Orzammar razed to its foundations by the darkspawn, than break the stalemate. But that's not a game option. (Most people that have signed a treaty apparently don't know the meaning of the word "obligation"; oh no, I first have to sort out their sh*t before they would even consider honoring their side of the agreement. If the Dwarves truly believe that their political squabbles supersede quelling a Blight, I'd rather let them have their civil war and walk away. If Zathrian is not willing to leave his diseased clansmen to their fate and sacrifice them whilst committing the remainder of his clan to fight the Blight, then his response that the Blight must be defeated, but that he is in no position to do so, really is pretty hypocrite. Why does my character have to make all the sacrifices while no one else is willing to do so? Just because I'm a Grey Warden? As a goody two-shoes I don't mind having to bend knee all the time, but as an impatient or even evil character I just don't have any satisfactory options to choose from. Besides, playing an evil character usually means I'm fighting the Blight on my own as most party members walk away, or very much dislike my character and do not apply for their Bonus skills that could keep them alive a lot longer during fights. I mean Oghren with Massive Constitution is a whole lot better, than with none; he then just seems to kick the bucket as a habit.) - Even though I think Morrigan is a hot chick, her personality is usually a big turn-off. Besides, she only likes men; there are mods that make her like women just as much, but it's strange to see Morrigan with another woman during the Dark Ritual. And I really hate it that regardless whether Morrigan loves you or not, she always walks away. - Leliana in the Urn of Sacred Ashes trailer is a foxy girl and I'm glad there are mods that make her look more like the girl in that trailer than the way the game designers made her look in-game. Her religious babble is exhausting, but as a patient and good and humble character, I usually agree with her. - I very much dislike Alistair being such a whiny guy, who lacks the backbone to make tough decisions, leaving it all up to me and then having the gall to lecture me when I make a choice that does not coincide with his own personal moral compass. But I make him king anyway, since I have an even greater dislike of Anora. - Only once did I decide to let Loghain live -I was a mage who believed in forgiveness and second chances- and I was surprised to see Alistair leave. For all his bluster of righteousness he's an unforgiving pr*ck. Basically Riordan's plan for more Wardens is undone. Loghain becomes a Warden and Alistair takes a hike, leaving the tally unaltered. If Alistair is made king and has to marry Anora, he always dumps my character, if she was romantically involved with him. So when he decides to sacrifice himself and kill the Archdemon, my response is usually, less talking more doing -and dying. What I really like doing is roleplaying, so far all my attempts to create a Dalish elf that tries to do what is right have failed. The reactions of other people, plus the history between the Dalish and the Humans of Ferelden have always turned my elf into one that cannot be bothered by human strife and conflicts. The unscrupulouse merchant in Lothering? I either take his money, I tell them to solve their own petty problems, or I kill him. Acquiring Sten? I simply threaten the Revered Mother -too bad that spineless Alistair has to intercede, I'd have loved to chop up that self-righteous robed twit. The kid who lost his mommy? Beat it, kid. Redcliffe? Not my problem. Werewolves? Annihilation. Dwarves? Side with Bhelen, so the future of the Dwarven folkl is one of oppression and tyranny. Start of the Dalish Elf Origin? Kill the humans. Joining the Wardens? I'd rather die -but that's not an option. Alistair? I enjoy tormenting him. However, if I do roleplay this game to the hilt, I don't get much party approval. Leliana's is a misguided zealot, Alistair a spineless whimp, Sten a weird twit, Morrigan a selfish b*tch, Wynne a preachy peach... you get the picture.
  4. Much for the same reasons as RustyBlade, I really don't like Lady Isolde. But there are other characters in the game that make her look like a really nice lady. I really dislike Queen Anora. I put my life on the line to save her and she stabs me in the back during the Landsmeet. Than that whimp Alistair sends her to the tower; I would have struck her down like her dad, had the option been present. I also dislike Alistair more than Isolde. He flat-out refuses to make tough decisions, making everything my responsibility. And when I do make the tough decisions, he has the gall to lecture me, that my choices are so wrong. What an annoying self-righteous and cowardly pr*ck he is. I also dislike Pyral Harrowmont and Prince Bhelen, whenever I'm playing a Noble Dwarf. I would've liked the option to let Orzammar deteriorate into Civil War upon the refusal of Dulin Forender and Vartag Gavorn to take me directly to their bosses, instead of sending me on the run-around. Still with Isolde I can have some sympathy for her as she is trying to protect her only child -nearly destroying the entire town of Redcliffe in the process- whereas Anora is willing to sacrifice the entire nation to support her deranged father. Even though her behaviour is sadly inconsistent -extreme piety versus resorting to bloodmagic to save her child- I can only admire her for willing to die to save her child and sort of atone for her actions. Even though I find Isolde's blind religious nature rather offensive, Anora's willingness to support her father in his zealous effort to keep the Orlesians -and the Grey Wardens- out, even if that means the annihilation of everything he is trying to preserve, is harder to swallow than Isolde religious claptrap. I really would've liked to let Loghain try and save his precious Ferelden if the Landsmeet would decide in his favor; get a cinematic of Loghain defeating the Archdemon and then showing the bafflement on his face when he'd see the dragon reborn in the nearest Darkspawn, then slowly a fade out and a message that Ferelden is laid to Waste. Even funnier when the Orlesians then manage to quell the Blight and seize Ferelden. Anyway, I'm seriously digressing. Lady Isolde? Of the characters that I tend to dislike, she'd be on number 10 -on a scale of 1 through 10. Numbers 1 and 2, Anora and Alistair.
  5. Thanks for letting me know. But you don't happen to know whether Bioware intended a more specific role for Amethyne and it just didn't end up in the released game? Thanks for the reply, regards, Alehazar
  6. Starting out as a Human Noble you get the opportunity to bed either Lady Landra's son -Dairren- or her elven Lady-in-waiting, Iona. On a second playthrough I discovered Iona's daughter was named Amethyne. This is a little sick elf girl that you can spot in the Alienage, when you search for evidence to impeach Loghain. This can only be done when you've cured Arl Eamon and have gathered all your armies. I noticed she was flagged Yellow, which normally suggests this is a more powerful "opponent". So far my character who has learned Iona's daughter's name is nowhere near that part of the story -she's not even through the Korcari Wilds- and I do know that my previous Human Noble (who did not know Iona's daughter's name) could not interact with Amethyne. If you have learned Amethyne's name, is it possible to interact with her then? And why is she flagged Yellow? Did Bioware intend to let Amethyne have a more active part to play, as a sort of wrap-up for the Human Noble Origin story (like with Tamlen in the Dalish Elf Origin; he showed up after the Shrieks attacked at Party Camp; my Dalish Elf was romantically involved with Tamlen, I don't know whether that's a prerequisite for Tamlen to show up.) -but did they decide not to follow through? Does anyone know? Alehazar
  7. I'd just left Vault 101. Listening to dad's Farewell holotape, I decided he didn't want me to go looking for him -despite what my Quest log was saying- so I decided to go off on a jaunt across the Wasteland. My first stop was Springvale, to get some early loot. Then I was off to the SuperDuperMart. As I watched my compass for Red Ticks, I suddenly sat bolt upright as the big bus that just sits there, flew off as if an invisible giant had decided to kick it away. It didn't explode or catch fire -when some random raiders take pot-shots at it- it just seemed as it it had been hurled away. Never saw it again. But it sure scared the cr*p out of me, as it was not obvious what had sent the bus flying. I was expecting some SuperMutant attack bearing down on me -but there was no one there but me. Still don't know what exactly happened. I do know that I put the game on pause for several minutes, before I continued again.
  8. Deathclaw Gauntlet, Ghoul Mask and a hat like Mr. Burke's; that sounds a lot like Freddy Krueger from a Nightmare on Elm street (by Wes Craven). 1) Now as I see it, it's impossible -in the vanilla game- to wear the Ghoul Mask and a hat at the same time. 2) And the Deathclaw gauntlet doesn't really bear a close resemblance to Freddy's mitt. 3) Plus the Ghoul Mask could definitely use some retexturing to look a lot more like Mr. Krueger's old mug. Is someone interested in bringing this old nightmare back to life in the Fallout 3 environment? Think of the new stats of the Mask (charisma takes a deep plunge, but it could adds some bonus points to Unarmed). Or the terror you might cause when creeping up on unsuspecting civilians? This might make the "Mister Sandman" perk a whole lot more interesting. Alehazar
  9. 08-03-2010 (dd-mm-yy; maybe we're in luck; someone is willing to take a crack at it. Let's see how it pans out. Alehazar
  10. Mod request -unwittingly- fulfilled. http://www.dragonagenexus.com/downloads/file.php?id=807 Thank you.
  11. Thanks for the link; interesting reading. About the Codex in the Sloth Fade; if you're not a mage, there's a lot of Codex updates lying about in this area. Will they be added to your journal/codex as well? Or is that what you meant when you referred to "the Black City coex"? Anyway, many thanks for taking on this mod request -even though I'm probably one of the few who won't be using it; I like this part of the Fade. Which is why it's nice you're adding the option to either Skip or Play through this section of the game. Thanks again. Alehazar
  12. Does your character level influence the amount of XP you get; if your level 7 do you get more XP for slaying a Rage Demon than when your, say a level 11? Or does the game engine simply make the Rage Demon more difficult to slay for higher level characters. It's just something I wonder, nothing more. Nice though that you've come up with a baseline mod to circumvent the Fade Sloth Demon bit. Should make quite a few people very happy.
  13. Maybe the DragonAgewiki or a Walkthru will list the number of attribute points you can collect. As for the XP, isn't that influenced by the difficulty level you play at?
  14. I don't know whether you already got this far in the game, but if you're a Rogue talk to Slim Couldry in Denerim. If you're no rogue he won't show.
  15. That's easy enough, I always save before I open the door that will trigger the Sloth Demon dialogue that will suck you into the Weisshaupt Fade. Where do you want it? Alehazar mods I have installed: * Official: - The Edge - Dalish Promise Ring - Memory Band - The lucky Stone - Blood Dragon Armor - Warden's Keep - The Stone Prisoner - Return to Ostagar * From DragonAgeNexus: - Obisidan's Nobler Noble 2 - Kilgorin - Sword of Darkness - Ancient Boots - skill talent book - tal_storage_chest - Witch Robes for Elves - Wilds Robe And some other stuff that only uses the Override folder, but has no Dazip: - AT_Leliana Sacred Ashes V1 - cousland (let's you upgrade your family sword and shield by selling them and buying them back once you've leveled up a bit) - DesireDemonNude - FreeLove - LadyoftheForestNude - NaturalBodies 1.00 - SexMovieAlwaysPlays - WitchRobesElves (in conjunction with the Dazip) - ZylchMorriganRobes Official Game Patch 1.02a
  16. I think you misunderstood. I miss the ability to control several characters at once. The Fade Shapes are not same as having a party. I also object to the notion that this was a puzzle. There are no mysteries about what you should do or any clues on where to go. It's just a matter of trying hole after hole and portal after portal, until you by trail and error find the right way. In such cases, I prefer linearity. We each and all have our favourite game bits; so it's a good thing DA:O has a lot to offer. But it's difficult for game designers to come up with a game that every gamer likes from start to finish and everything in between. Each and every game has its pros and cons and each gamer decides what they'd liked to have seen executed in a different way. Which is why I prefer games designed for the personal computer; usually a toolkit is provided and the modding scene can try to implement enhancements or changes that a lot of likeminded people would like to see. And the diversity of those mods is only a good thing. As to the notion of this Fade thing being a puzzle, that's just how I personally approached the whole bit. The challenge for me was using the Fade Shapes in such a tactical way that my character would survive the variety of death that was thrown at me; whether it'd be melee fighters, backstabbing rogues, archers, mages casting all sorts of spells, or burning demons. Because my every attempt to simply Rambo my way through the different islands always ended in an untimely demise. In my first playthrough I merely controlled my fellows to pick a lock or disarm/lay a trap. The fighting was played more in realtime than using the Pause button and instructing my fellows what to do next -yeah, I played on Easy level. My experience with this type of game is fairly limited, but I'm starting to pick up on the fun of controlling my party members and I've turned up the difficulty slider to normal. Maybe over time, I'll try the more difficult settings as well. I'm just getting the hang of this type of gameplay. Which probably explains why I enjoyed the Fade so much; I could do -nearly- everything with my Player character. My fellows simply followed the game AI of the Tactic screen. (Took me a while to understand that this could keep my party alive for a bit longer.) Most of the games I've played sofar never really relied that much on party members or single followers. Like in Fallout3, I quickly decided I didn't want to use any of the available followers; while my PC was sneaking around, they only attracted unwanted attention. Anyway, I'm starting to ramble. Let's enjoy the game. That's why we play, right? Kind regards, Alehazar
  17. I've been playing DA:O for quite a while now, but only recently did I find out that the Mabari hound can read books. Tomes of the Mortal Vessel -books that adds points to your attributes- actually allow you to add points to the hound's Strength and the such. Although skillbooks would be wasted on the Mabari, as he doesn't have any. And talent books will probably break the game, as the hound has only a few talents to max out. Still, I had not have thought the dog to be that clever. Other players may already have found out about this way and way earlier, but it sure was new to me. That trusty old hound! Alehazar
  18. After exploring the Raw Fade -acquiring the Mouse Shape- if you ask Niall about the different islands he will give you enough hints to know where to start. This is one of the most fun puzzles in the entire game. As for having to go it alone, that's where the Fade Shapes come in. They're not just for getting past the obstacles, if you shift tactically -and swiftly- you can use the different Shapes' special powers to defeat a lot of the vermin within this part of the Fade. That's why revisiting the different islands is not only mandatory, it's also boosts your chances of surviving the Fade. The Shapes you collect, the more "weapons" you have at your disposal. Since the Fade has its own reality -or surreality- it makes sense that the more conventional weapons and armor fall short of getting you through alive. As for your companions being unavailable until you free them and confront the Sloth Demon, that was the sole purpose of the Sloth Demon; to separate the Fellowship. as the others are trapped within their own nightmares and are unable to escape on their own accord, it only shows that your character has what it takes to either fight for survival, or being a strong leader that cares for his/her troops. Mind you, I'm not opposing a mod that would allow you to skip this section of the game; if certain people would gladly use it, that's fine by me. I only wish to point out that this portion of the game can be great fun. Whenever -on another playthrough- I get to a part of the game that think is a bit of a drag, I stop playing, save my game and continue when I'm ready for it. Then I just switch to another game to gve DA:O a bit of a rest. That's not always easy, but I found out it keeps the game more fun than frustrating. Whenever I get Orzammar playing as either Dwarf Origin, I now know it's time to save and quit -if I've been playing for a couple of hours that is. Alehazar
  19. From another perspective, Jory seems like someone who likes heroism, but does not want to do things he considers "reckless and foolish" (in the Korcari Wilds after the Dying Soldier is helped on his way). Also seeing the Darkspawn up close, fighitng them and getting sprayed by their blood may make any man queasy and apprehensive to drink the "blood of those monstrous creatures". Still, all things considered, Duncan made a mistake in recruiting Jory. He should have seen or noticed that Jory lacks a whole lot characteristics and traits that are almost mandatory for a good candidate. - Jory believes he can get recruited and still return to his wife once the Blight has been quelled; that should have clinched it already not to recruit him. During the Joining ritual it starts to dawn on him that he might die here and now, so he will never see his wife (and child) again, he simply loses it completely. - Jory is hesitant and doubtful in his general demeanor and tends to question almost every course of action. In a safe and secluded place, that's all fine and dandy, but in the heat of battle that's going to get people killed. - Jory did not seem to mind Morrigan or her alleged Witch of the Wild status; it was Daveth who completely lost it; Jory even responded to Daveth's lament "She'll put us all in the pot, she will": "If the pot's warmer than this forest, it'd be a welcome change!". - Flemeth already hints that Jory is soon to die: when Daveth comments that they shouldn't be talking to her, because she's a witch, Jory remarks "Quiet Daveth, if she's really a witch do you want to make her mad?" Flemeth responds: "Now there's a smart lad, sadly irrelevant in the things to come"; I'm paraphrasing. So basically -in a nutshell- Duncana scr*wed up by recruiting Jory. Which makes it obvious that Duncan is merely human and capable of making mistakes. Anyway this discussion seems to have outgrown the Modding Request section.
  20. The way I see it, Duncan is no better than Loghain; both men seem to believe that the end justifies the means. And they are both under the impression they are fighting for the right cause. It's simply a matter of personal preference or opinion whether or not you tend to agree or side with either one of them. Since Loghain does his best to see you dead, it is pretty hard to sympathize with him. But Duncan is willing to sacrifice everything and employ any means to stop the Blight. At the start of the Landsmeet Arl Eamon asks the gathered nobles whether "... we should sacrifice everything good about our nation, in order to save it?". Loghain is willing to destroy Ferelden in order to save it, as he cannot grasp the necessity of the Grey Wardens. Duncan is a lot like Branka, throwing all of his resources at the Blight, no matter the cost. If that's the attitude you need to adopt to be a Grey Warden.... I guess that Survival of the species tends to instinctively override any sense of moral value. As for Duncan saving my life; as a Dalish Elf -and I tend to roleplay this to the hilt- I choose to let my character have a cultural dislike and strong resentment of humans. Since I'm diseased, it is my choice to stay with my clan and die (hoping one will show mercy and end my life when the suffering becomes too great) than to travel into the human lands under the guidance of a human. Since Duncan denies me my own choice I hate his guts ("You'll pay for this human!") and I also cease to have any kinship with the Dalish, as the Keeper decided to cast me out, even when I begged her not to. As a Dwarf Commoner, I can see that leaving my sister is hard, but at least I can live a life on the surface where my brand has no effect on anyone up there; so while hesitant to live my sister, I am severely enticed by the prospect of a life where I'm no longer necessarily at the bottom of the hierarchy. So going with Duncan seems the best option. Opportunity awaits. As a Dwarf Noble -it is my personal way of playing- I simply refuse to let the Orzammar politics dictate my actions. I'm a Noble, and I shall act as one; sailing on my own personal moral compass, to do what I feel is right, as opposed to doing things soley for my personal benefit. Joining the Grey Wardens is initially not my choice -when talking to Duncan in the throne room; "my place is in Orzammar". But after my Exile, Duncan offers me a new purpose: to become a Grey Warden and use my skills to protect and serve. So I'm both honored and grateful to be accepted into the Grey Warden. As a Mage -Elf or Human- I accept the burden of my magic abilities and try to use them to help people. While I'm sad to leave the Tower, I will accept my new role as Grey Warden with dignity. My mage is humble and would have accepted the Knight Commander's punishment -I always help Jowan and Lily- if Duncan had not intervened. As a City Elf, I very much dislike the humans, bordering on hatred; but usually this attitude changes along the way. Not all humans are the same (yadda, yadda) and while some are very despicable, a lot more are nice and polite. My human noble is either dedicated to do what is right, or dedicated to her vengeance; so she's either grateful to Duncan, or she sees him as a mere convenience to survive so she can plan her revenge on Rendon Howe -in that last scenario the Blight is secondary to retribution. So according to the Origin story I play, I'm either grateful to Duncan or I curse his name. Most of my characters are shocked when he kills Jory and they always wonder why no one saw that Jory misunderstood what joining the Wardens would mean to his family life -and then subsequently decided not to recruit him; he doesn't have what it takes, he is not willing to give up his wife and unborn child to join. It seems cruel that while his intentions were noble, his failure to grasp the consequences of joining the Grey Wardens lead to his demise. It would have been nice to have had the option to visit Jory's widow and tell her that her husband was a valiant man and that his love for her superseded his sense of duty; it's an image, while less heroic -self sacrifice and all- I find a kind of beautiful. Alehazar
  21. You can cast spells without the staff, but you'll lose the benefits the staff adds, like extra spellpower or mana regeneration or more spirit damage and the such. I take it that is the problem; losing the staff's boosts to your skills/attributes/talents, when not using the staff? I have no mod or 100% solution to offer, but: Here's what I do. First off, I keep my mage in the background and send the melee fighters into the heat of the battle. Usually I equip my mage with one good staff and leave the other weapon slot empty. With the staff I try to immobilize my nearest foe; Paralyse or Glyph of Paralysis, Horror -or I simply use Mindblast and retreat to a safer distance. Then I switch weapon slots to cast without the staff. When I need that extra boost I switch back to the staff. Other than that I'm afraid I can't offer much. SPOILER ALERT !!! Or if I'm facing a horde of foes in an open area without any choke points, I cast a Glyph or Repulsion, lure my enemies towards it by casting an offensive spell. When they are close to the Glyph, i cast a Glyph of Paralysis onto the Glyph or Repulsion and that immobilizes a lot of enemies at the same time. Then I can switch to my empty weapon slot and start casting without my staff without running the risk of being swamped. It's a neat trick, especially around creatures that can Overwhelm; I just hate it when that happens. Then it's usually Bye-bye Mage! If I'm moving through more cramped and confined spaces, the Glyph of Repulsion is my best friend. Cast in a door opening or other choke points it contains the enemies -especially if they are mostly melee fighters, watch out for archers and mages- and allows my mage to unleash a variety of spells, such as Earthquake, Grease and Fireball. When the Glyph dissolves, I can still contain my enemies and hurt them a-plenty. Glyph of Paralysis, Paralyse, Horror, Crushing Prison and other immobilising spells are usually my first spells -especially against archers and other mages. Then it's time for Affliction Hex and the Primal Spells. When my mage is really well developed, I like Mana Clash against other mages. Of course none of that matters if the enemy gets the jump on you and knocks you over with a Fireball, or locks you in a Crushing Prison. Spell Shield and Anti Magic Ward are your friends here. Hope it helps a bit. I know it's not what you're looking for, but here it is all the same. Regards, Alehazar
  22. Evidently Jory missed a bit when he was recruited. In dialogue you have an option about his wife that's something like "So you abandoned her?". If you add all that dialogue up it seems to me that Jory expected to be able to join the Grey Wardens, help defeat the Blight, and then return to his wife. But in the Origin stories it becomes evident that joining the Grey Wardens means severing all family ties forever. But I do agree that even though BioWare added a few lines -especially in the Dalish Elf Origin: "You cannot make me obey against my will"; or something similar- you're apparently stuck with becoming a Grey Warden and having to stay with the rest of your party for the rest of the game. While party members may get to a crisis point and leave the fellowship, it might have been more fun -or realism- if you could remove the PC from the party selection screen and combine a four men fellowship without the PC. It'd be fun to see that the PC can have a crisis moment to and leave. that way you'd be forced to play as Alistair -shudder. You might say: then what's the point of creating a character? The point is "roleplaying"; if I want to play as a character who actually wants to become a warden and save the day, then okay. If I want to play as a character who resents being dragged into this mess, then it'd be nice to have a gradual wash-out procedure. Let Alistair save the day, as he so loves to be the good guy. Then in the closing slideshow, you can have a brief comment on the fate of the washed out PC. Usually, as such a mod does not yet exist, if I want to play as a more reallife person with all his/her flaws, and not some 2-dimensional saint. I end up tormenting the hell out of Alistair and doing all the things that Duncan would abhor; I refuse to save Redcliffe, I don't aid the needy, I bully my way through the game. But that's mostly game-frustration-induced evil. Let's face it, while it can be nice to be a Paladin like hero at times, Paladins are ultimately boring people. If BioWare had added a few more roleplaying options, it could have been so much better. I don't mind if I have to follow the subsequent quest so I progress through the game, I just would have liked a few more roads to lead to the same conclusion. And not just some alternative dialogue options. If I don't like the politics of Orzammar, let me leave the dwarves to their budding civil war. Then create another tangent that will put me into the deep roads, get ambushed by Branka and be forced to go through Caridin's Gauntlet. Just allow me to ignore both Harrowmont and Bhelen if they wish to force me to do their dirty work in order to earn their support. If I'm a Paladin I don't mind being used; if I have a mind of my own, I dislike being a pawn in some political arena. Give us the power to Refuse! Then cleverly devise a way to steer us back on to the path toward the endgame. Being able to start fights with Dwarves who keep deriding my Dwarf Commoner, would be nice too; if I can't convince them to shut the f*ck up and get off my back, I wanna be able to bash some heads together until they get the message; just like Loghain's soldiers in the Lothering tavern. Bash 'em up, then they yield and grovel in the dirt. Teach those ingrates some respect. Alehazar
  23. That's what I did. So when Owen stays around, the other blacksmith who can sell Far Song doesn't appear. :-( Have I missed a trick here? No, you're quite right. If you unite Owen with his daughter, Far Song will not become available. It's a sad trade-off if you want to be a good character. Until someone turns this into a mod, you'll either have to kill Owen yourself, or accept his quest and fail it (you'd still have to save Redcliffe, because if you don't, there's no replacement merchant at all. So no Far Song then either.) I've posted a similar request, but apparently there's not a lot of people who enjoy in-game archery; I myself love to pair up with Leliana and shoot enemies from a distance, while the rest of my party is put on hold. When the enmies start to come in, I re-ingage my party and the melee fighters and/or mages kick in. Alehazar
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