Dragon Age: Inquisition is a great early game gear. Weapons and shields in Dragon Age: Inquisition Dragon age inquisition armor that covers

As in any self-respecting modern RPG, Dragon Age: Inquisition also has armor and weapon crafting. Unlike the first part, crafting here is not limited to inserting runes - now we are given the opportunity to create a thing from scratch, choosing the appearance, type, material that gives the necessary bonuses and improvements. Although the runes also remained, where would we be without them? In general, in my humble opinion, craft is made dull and not interesting, like everything in this sad game, there are many opportunities, but running around collecting all this junk is not very fun.

Sketches of weapons and armor

At the very beginning, to create items, improvements or runes, sketches of these same items, improvements and runes will be required. Where to get them? In chests, merchants, headquarters missions, sometimes even bosses. Sketches are displayed in the list of items available for crafting, they can be used as much as you like and, what is good, they do not take up space in your inventory.

There are only 3 levels of sketches in the game. The higher it is, the more cells there will be in the item, the better and with more bonuses it will be possible to create an item. Sketches of the 1st level suggest the presence of 2 cells, 2nd level - 3 cells, sketches of the 3rd level - 4 cells.

The crafting system here is logical - heavy armor will require a large amount of metal, a little less leather and rarely need fabric, but vice versa for a mage's attire. For swords and weapon hilts, a base is needed, as well as leather or fabric braid and the like.

There are 4 types of cells in total: the main one, which determines the basic parameters, and three additional ones, the set of which may be different depending on the sketch. Namely:

Damage- the main cell for weapons, determines the damage per second depending on the material, as well as the type of elemental attack of the staff.

Attack- An additional slot for weapons and weapon upgrades. Depending on the material, it adds bonuses to attack types or the chance of inflicting status effects on the enemy.

armor- the main cell for armor, determines the level of armor depending on the material and protection against physical damage in melee.

Protection- An additional slot for armor and armor upgrades. Depending on the material, adds resistance bonuses from elemental, ranged and magic attacks, as well as the chance of retaliatory bleeding or additional health.

Support- an additional cell for all types of items. Depending on the material, it adds attribute points (dexterity, magic, etc.).

Only two additional slots are always available for upgrades of any level, with the help of upgrades you can only add bonuses and / or stat points, but not damage or armor level (the exception is Bianca).

Types of improvements and crafting

Armor

3 types of armor are available for crafting (light, medium and heavy), as well as helmets of each of the three types. Almost all types of armor have two upgrade slots available: bracers and greaves (with the exception of special armor like the elven robe of the Guardian or the armor of the Legion of the Dead). Improvements are created separately, but according to a similar principle.

Sometimes ready-made improvements can be found in chests or received as a reward for completing a mission at a rate. Improvements can also be removed from dropped items and placed on others.

Weapon

In Dragon Age: Inquisition, there are even more types of weapons than armor, and with improvements they are not so simple.

Weapon Type

Slots

Name

One-Handed - Swords

Long sword handle

One-Handed - Maces, Hammers, Axes

One-handed handle (shaft)

Two-Handed - Greatswords

Big sword hiltLarge sword pommel

Two-handed - large axes and hammers

Two-handed handle (shaft)

Magic staves

Staff tipStaff hilt

Daggers/Dual daggers

Dagger hilt/Dual blade hilts

bow hilt

Separately, it is worth mentioning Bianca, since the weapon is unique. You can increase DPS and characteristics only with the help of improvements. Bianca has as many as 3 upgrade slots available - Shoulders, Scope, Handle. The main cell is available for the shoulders, which increases the UVS, for the handle there is also one support cell, for the sight - one attack cell. Although when I went through the game already somewhere in the middle, Bianca was many times worse than mediocre bows ...

Crafting materials

To create weapons and armor in the game, there are 3 types of materials: metal, leather and cloth, in turn, they are also divided into 3 levels. The higher the level of the material, the greater the level of armor or bonus indicator. The type of armor also varies depending on the material.

Metal

Metal is found using the search button (or a keen eye) in caves and on mountain slopes in the form of small clusters of several types of each in one location. In the Emerald Graves in the Argon Shack, you can buy Perfect Chandeliers, Obsidian and Pyrophyte, and Stained Glass from Sero is sold in Skyhold from a merchant from Orlais.

Level 1 Metals

Tier 2 metals

Level 3 Metals

Leather

Leather is obtained from slaughtered animals of a certain type. From a merchant in the Hinterlands (Crossroads) you can buy almost all types of leather of level 1, in the Dalish camp in the Sacred Plains you can buy needleback skin, phoenix scales and sheep skin.

Leather level 1

Skin level 2

Skin level 3

fabrics

Cloths drop from slain enemies. Silk, semi-velvet and cotton can be bought in Val Royeaux.

Tier 1 fabrics

Tier 2 fabrics

Excellent things

You will have the opportunity to create excellent things in Skyhold after inviting the enchantress (mission at headquarters). When creating an item, a separate cell for an excellent item appears, right above the main one. Ordinary materials will not work here. For an excellent item, you need metals, leathers or fabrics touched by the Shadow, which come across randomly when collecting, as well as special finds like a dragon's tooth or iron bark. Only one unit of such material can be inserted in a cell, but its filling is optional.

Special materials give a short-term ability like Walking Fortress, Indomitable or Shadow Cloak, a chance to gain a bonus to the accumulation of focus or heal up to 15% of health on a fatal blow. The possible bonuses are randomly generated and there are many of them.

Dragon Age: Inquisition - crafting armor and weapons was last modified: May 5th, 2015 by admin

Armor:

Kits
(when wearing all items from the set, the character receives a permanent bonus):


1.Templar Commander Set:

Unfortunately, the developers have deprived us of the opportunity to see the full set and, accordingly, the bonuses for it. The only thing we know is that the armor of the templar commander is an improved version of the templar set (also incomplete).

3.Zeal Kit:

Set Bonuses: +5 Willpower


5.Force Kit:


7.Wade's armor(shop in the Denerim Market Square):

Light armor (bring three pieces of dragon scales to Wayde, you can get them during the Urn of Sacred Ashes quest):

Set Bonuses: -10% Fatigue


second version of light armor (three more pieces of dragon scales and 10 gold pieces):

Set Bonuses: -10% Fatigue, +5 Defense


From a piece of the scales of a higher dragon (which you can also defeat during the quest "Urn of Sacred Ashes"), a choice of medium, heavy or massive armor is made (I give excellent armor - they are made only if you have paid for light ones at least once, if you are greedy, then bonuses will be like the very first light armor).


Set Bonuses: -25% Fatigue, +5 Defense

Superior Dragonskin Armor

Set Bonuses: -20% Fatigue, +5 Defense

Superior Dragonscale Armor

massive:

Set Bonuses: -15% Fatigue, +5 Defense

Superior Dragonbone Armor

Armor and robes:

* - an entry appears in the codex about these things.

1) Can be removed from mages in Elvenage.

2) Can also be bought from Curiosities of Thedas in Denerim.

3) You can also get it when going through the prehistory of the Dalish elf, your temporary companion Merrill walks in these clothes, with whom we remove him.

12. Lord Master's Robe. Dropped by Slaver Master Mage in Elfinage.

13. Robes of Possession (for the Morrigan). In Flemeth's hut (you need to get the corresponding quest from Morrigan).

14. Clothes of the Reaper. Purchased from Curiosities of Thedas in Denerim.


Helmets:


1. Templar helmet. Can be removed from an enchanted templar in the Circle of Mages Tower.

2. Thick Qunari helmet. Take from the robbers killed on the quest from the preacher board in Lothering.

3. Helmet Red. Given by Bann Tagan for saving Radcliffe from an undead invasion, provided that none of the militia died.

4. Helmet Farsightedness

5. Very tight helmet. Sold by Varathorn in the Dalish camp.

6. . Sold by Trader Legnar in the Commons of Orzamar.

7. Helmet for twin-core. Dropped by Jarvia. The same helmet is in Jammer's cache in the charter lair.

8. Helmet Corruption. Removed during the siege of Denerim in the market district from Garlock General.

9. Helmet of the flag bearer. Lies in a chest in Fort Drakkon during the final battle, on the first floor.

10. Stone visor. Sold in Denerim by Gorim.

11. Helmet of a free scout. Dropped by Taoran Hawkwind - the son of the commander of the Blackstone Volunteers (the last task for the volunteers).

12. Griffin helmet. From the vault of the Gray Wardens in Denerim.


Mage Hoods:


1. Freedom fighter hood. Removed from a corpse on the fourth floor of the tower of magicians, in the room next to the hall with the demon of idleness.

2. Hood with cameo. Removed from Beihi Jouma by the quest "Five pages, four magicians" (the quest is taken in the tower of magicians).

3. Hood of the sorcerer. Found in a chest in the Brecilian Forest on the Lower Ruins.

4. Reinforced mage's hood. Sold in the tower of magicians.


Gloves:


1. Qunari siege gauntlets. Dropped from the High Dragon on top of the mountain in front of Andraste's Ashes Temple.

2. Givers. Dropped by Jarvia.

3. Insidious gloves. Dropped by Taliesen (during the Raven attack in Denerim).

4. Left-handers. Sold by Alimar in the Dust City of Orzammar.


Mage Gloves:


1. Burning gloves with pockets

2. Storm claws. Dropped from the High Dragon on top of the mountain in front of Andraste's Ashes Temple.

3. Polar mittens. At the quartermaster in the tower of magicians.

4. Electrified mittens. Dropped by the Shadow Breaker summoned by the Science of Summoning (exercise 3).

5. Mittens of dust. Dropped by Uldred.

6. Mittens of black hands. Removed from the maleficar in eastern Brecilian on the quest "Killer of your brother" by the community of magicians.

Armor:

Kits
(when wearing all items from the set, the character receives a permanent bonus):


1.Templar Commander Set:

Unfortunately, the developers have deprived us of the opportunity to see the full set and, accordingly, the bonuses for it. The only thing we know is that the armor of the templar commander is an improved version of the templar set (also incomplete).

3.Zeal Kit:

Set Bonuses: +5 Willpower


5.Force Kit:


7.Wade's armor(shop in the Denerim Market Square):

Light armor (bring three pieces of dragon scales to Wayde, you can get them during the Urn of Sacred Ashes quest):

Set Bonuses: -10% Fatigue


second version of light armor (three more pieces of dragon scales and 10 gold pieces):

Set Bonuses: -10% Fatigue, +5 Defense


From a piece of the scales of a higher dragon (which you can also defeat during the quest "Urn of Sacred Ashes"), a choice of medium, heavy or massive armor is made (I give excellent armor - they are made only if you have paid for light ones at least once, if you are greedy, then bonuses will be like the very first light armor).


Set Bonuses: -25% Fatigue, +5 Defense

Superior Dragonskin Armor

Set Bonuses: -20% Fatigue, +5 Defense

Superior Dragonscale Armor

massive:

Set Bonuses: -15% Fatigue, +5 Defense

Superior Dragonbone Armor

Armor and robes:

* - an entry appears in the codex about these things.

1) Can be removed from mages in Elvenage.

2) Can also be bought from Curiosities of Thedas in Denerim.

3) You can also get it when going through the prehistory of the Dalish elf, your temporary companion Merrill walks in these clothes, with whom we remove him.

12. Lord Master's Robe. Dropped by Slaver Master Mage in Elfinage.

13. Robes of Possession (for the Morrigan). In Flemeth's hut (you need to get the corresponding quest from Morrigan).

14. Clothes of the Reaper. Purchased from Curiosities of Thedas in Denerim.


Helmets:


1. Templar helmet. Can be removed from an enchanted templar in the Circle of Mages Tower.

2. Thick Qunari helmet. Take from the robbers killed on the quest from the preacher board in Lothering.

3. Helmet Red. Given by Bann Tagan for saving Radcliffe from an undead invasion, provided that none of the militia died.

4. Helmet Farsightedness

5. Very tight helmet. Sold by Varathorn in the Dalish camp.

6. . Sold by Trader Legnar in the Commons of Orzamar.

7. Helmet for twin-core. Dropped by Jarvia. The same helmet is in Jammer's cache in the charter lair.

8. Helmet Corruption. Removed during the siege of Denerim in the market district from Garlock General.

9. Helmet of the flag bearer. Lies in a chest in Fort Drakkon during the final battle, on the first floor.

10. Stone visor. Sold in Denerim by Gorim.

11. Helmet of a free scout. Dropped by Taoran Hawkwind - the son of the commander of the Blackstone Volunteers (the last task for the volunteers).

12. Griffin helmet. From the vault of the Gray Wardens in Denerim.


Mage Hoods:


1. Freedom fighter hood. Removed from a corpse on the fourth floor of the tower of magicians, in the room next to the hall with the demon of idleness.

2. Hood with cameo. Removed from Beihi Jouma by the quest "Five pages, four magicians" (the quest is taken in the tower of magicians).

3. Hood of the sorcerer. Found in a chest in the Brecilian Forest on the Lower Ruins.

4. Reinforced mage's hood. Sold in the tower of magicians.


Gloves:


1. Qunari siege gauntlets. Dropped from the High Dragon on top of the mountain in front of Andraste's Ashes Temple.

2. Givers. Dropped by Jarvia.

3. Insidious gloves. Dropped by Taliesen (during the Raven attack in Denerim).

4. Left-handers. Sold by Alimar in the Dust City of Orzammar.


Mage Gloves:


1. Burning gloves with pockets

2. Storm claws. Dropped from the High Dragon on top of the mountain in front of Andraste's Ashes Temple.

3. Polar mittens. At the quartermaster in the tower of magicians.

4. Electrified mittens. Dropped by the Shadow Breaker summoned by the Science of Summoning (exercise 3).

5. Mittens of dust. Dropped by Uldred.

6. Mittens of black hands. Removed from the maleficar in eastern Brecilian on the quest "Killer of your brother" by the community of magicians.

There are two ways to get very good equipment almost immediately after the Haven Sandbox. Eh, I'm writing this instead of a long-planned crafting guide. Or instead of describing my adventures on the way to Cassandra's heart. But what has grown has grown. So, right off the bat, let's move on to the first method - getting excellent recipes almost immediately after occupying Skyhold by investing precious inquisitor perks.

This method is absolutely honest, but requires serious costs. You will have to spend as many as 3 inquisitorial perks - study in the Forces branch - Mage / Rogue / Warrior Schematics. This will give us the schemes of the top weapons and armor of the 2nd tier - blue masterwork ones. With such equipment, even if we craft it from materials of the 1st tier, it is quite possible to run up to the 16th level. Why until the 16th? But just about this a little lower.

In the meantime, about the shortcomings of the 1st method. The main problem is that in order to open the drawings, we will not only have to spend as many as 3 perks, but also that before that we will have to invest 4 perks in Forces. True, we will already have two Hinterland agents by this time - Lord Berand and Clemence. But anyway, the first two will in any case have to take Massache's Method (+ 5% experience for killing an enemy in battle, very useful and just as the very first perk) and Underworld Knowledge (+ 50% experience for reading books and additional .options when talking to the "underground"), i.e., no freedom of maneuver, like it or not, and the first 5 perks are rigidly distributed.

The second, but no less, significant drawback is that these weapons and armor will faithfully serve us up to a maximum level of up to 18. And then we will have to change them to more advanced ones. On the other hand, the interval from the 10th to the 18th level will take at least a couple of days. But as many as 3 perks that could be used for much less peaceful purposes .. In general, a brief description of the 1st method is finished as a class.

Hissing Wastes - Tomb of Fairel

Let's continue, so to speak, from afar. There is a location Hissing Wastes, on the strategic map looks like Stop Venatori Activity in the West, it costs 20 Power to open. There we are guaranteed to find the best schemes for military and thieves' weapons - blue 3rd tier. And, besides this, if we get there at level 16+, we will not only be able to find these schemes, but also farm just the same unmeasured resources of the 3rd tier - on rifts and just monsters.

In addition, the merchant in the canyon sells the best simple (non-rar) armor, bracers, and leggings schematics for all classes (by the way, according to rumors, if you take the Short List perk, blue versions of these armor will also be on sale, but I only got one). It will be worth all the money you earn by level 16 or more. But believe me, they are really worth it. However, it was a saying, I'm actually starting to play.

We smoothly move on to the second method, which is not entirely honest, however, does not violate any in-game laws. You can come to Hissing Wastes as soon as it opens. And 20 Power is quite possible to accumulate even to the 8th level, without even going through the completely sandy Hinterlands. The question is, what to do in a highlevel location for characters who have not yet shaken the Hinterland sand from their feet? And here's what:

Get schematics for the best weapons
- Get several unique rings (for example + 10% Attack), if desired - an unlimited number of them
- Dig up as much as you can handle, Nevarrite and Volcanic Aurum (Tier 3 metals)
- And also pick up all sorts of herbs, which, however, we will not really need for now

Here are the characteristics of weapon schemes (they are actually the best in the game):

Serpent's Rage- one-handed axe. Damage 204/276, slots: Damage: 17 Metal, Offense: 6 Metal, Utility: 4 Metal, Offense: 4 Metal. Found in a tomb northeast of Statue Camp. In total, 31 metal is needed for crafting, in additional slots - Everite (+ to attack) or Nevarite (chance to stun on impact) is desirable.

Serrated Greatsword- two-handed helmet sword. Damage 215/289, slots: Damage: 22 Metal, Utility 8 Metal, Utility 6 Metal, Offense: 6 Metal. Found in a tomb in a canyon. A total of 42 metals are needed for crafting.

Dual Curved Blade- dagger, hits the area. Damage 251/341, slots: Damage 11 Metal, Utility 5 Leather, Utility 3 Leather, Utility 3 Leather. Found in a tomb in the southwest of the map (Burial Grounds). To craft a pair of daggers, only 22 metals are enough, and absolutely any.

Spiked Longbow- onion. Damage 128/172, Slots: Damage: 22 Metal, Utility: 8 Leather, Offense: 6 Leather, Offense: 6 Cloth. Found in a tomb next to Sand Crags Camp. Also, 22 crafting metals.

Unfortunately, there is no magic staff blueprint, but if the mage in your glorious team does support and control, then this is absolutely irrelevant at this stage. Well, to give the characteristics of the Legion of the Dead armor, alas, it makes no sense. Firstly, it is only useful in one case - if there is a dwarf warrior in the party. Considering that the only gnome is the mafia Varrik (who is by no means a warrior), it remains to be assumed that this armor is intended exclusively for your GPG gnome. By the way, secondly, neither bracers nor leggings can be added to this armor.

In addition to the schemes, we will find the following jewelry:
- Superb Ring of Attack (+10%)
- Superb Ring of Critical Damage (+20%)
- Superb Ring of Guard Penetration (+20%)
- Superb Ring of Bleeding (+10%)
- Superb Belt of Melee Defense (+10%)

What does it take to get all this wealth at (ridiculous to say) 8-10 levels? But just a thief with the Stealth skill (preferably upgraded), and a fast horse (and not the original nag). We will go around all opponents, taking advantage of the advantage in speed. And where it is impossible to go round, our valiant thief will sneak there. So, let's go to the next post, otherwise this one has already grown.


With The crafting system in Dragon Age: Inquisition is one of the most interesting aspects of the game. Here it is not limited to just inserting runes - you can create armor or weapons from scratch, choosing the appearance option, type, material that gives the necessary bonuses and improvements, as well as add a jacket with bracers or an ax with a special handle. Runes for weapons, however, also remained - without them, the world of Thedas is nowhere.

O however, at the first game, the abundance of these cells, materials, and blueprints simply dizzy. Let's try to understand them in more detail.

SKETCHES

D Sketches are required to craft equipment, upgrades, or runes. They are found in chests, sold by merchants (especially noteworthy is the store without a seller at the bottom of the canyon in the Whistling Wastes, where you can buy sketches for armor of the third level), given for completing missions at the headquarters, sometimes dropped from killed bosses. Found sketches are immediately displayed in the list of items available for crafting, can be used an infinite number of times and do not take up space in the inventory.

To The number of all possible sketches is too large to give a complete list here. For weapons and shields alone, a little over a hundred were found; Designs of improvements for weapons - 125, Designs of armor and helmets - 120, improvements for them - about fifty. There is room to expand! However, if you carefully search and clear the area, you will surely find everything.

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons

E yellow sketches make it possible to make a better item.

With There are three levels of thumbnails. The higher it is, the more cells it contains for materials and their quantity, and the better and with more bonuses you can create an item.

E sketches of the 1st level assume the presence of 2 cells for materials, sketches of the 2nd level - 3 cells, sketches of the 3rd level - 4 cells.

I cell of the material - relatively speaking, what the object will be created from. It is quite logical that heavy armor will require a large amount of metal, a little less skin and rarely need fabric, but for a mage's attire, it is exactly the opposite. For swords and weapon hilts, a base is needed, as well as leather or fabric braid and the like.

AT There are four types of cells: the main one, which determines the basic parameters, and three additional ones, the set of which may be different depending on the sketch.

Guide: Making Armor and Weapons

Guide: Making Armor and Weapons

Main cell for weapons, determines the DPS depending on the material, as well as the type of elemental attack of the staff.

Guide: Making Armor and Weapons

Guide: Making Armor and Weapons

Additional cell for weapons and weapon upgrades. Depending on the material, it adds bonuses to attack types or the chance of inflicting status effects on the enemy.

Guide: Making Armor and Weapons

Guide: Making Armor and Weapons

Main cell for armor, determines the level of armor depending on the material and protection against physical melee damage.

Guide: Making Armor and Weapons

Guide: Making Armor and Weapons

Additional cell for armor and armor upgrades. Depending on the material, adds resistance bonuses from elemental, ranged and magical attacks, as well as the chance of retaliatory bleeding or additional health.

Guide: Making Armor and Weapons

Guide: Making Armor and Weapons

Additional cell for all types items. Depending on the material, it adds attribute points (dexterity, magic, etc.).

O note that for improvements any level, only two additional slots are always available - for both weapons and armor. That is, with the help of improvements, you can only add bonuses and / or stat points, but not DPS or armor level (the exception is Bianca, but she is slightly lower).

TYPES OF CRAFT AND UPGRADES

Armor
D All three types of armor (light, medium and heavy) are available for crafting, as well as helmets of each of the three types.

P almost all types of armor are available two slots for improvements: bracers and greaves (with the exception of special armor like the elven robe of the Guardian or the armor of the Legion of the Dead).

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons

At improvements are crafted separately, but on the same principle. Sometimes ready-made ones can be found in chests or obtained from missions at the rate. Improvements can also be removed from dropped items (if any) and put on others as many times as you like. It doesn't matter at all if you put the bracers of the Protector's jacket on, say, the Marauder's chain mail - the main thing is that the upgrade and armor are of the same class. Only the appearance will suffer. It is also not forbidden to put improvements made according to sketches of a high level into items of a lower level.

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons
Weapon
AT There are more types of weapons than armor, and with improvements they are not so simple. Below is a list of improvements. Also, do not forget that ALL types of weapons (except shields) must have one rune slot.

WEAPON TYPE

NUMBER OF SLOTS

TITLE

One-Handed - Swords

1 upgrade slot

Long sword handle

One-Handed - Maces, Hammers, Axes

1 upgrade slot

One-handed handle (shaft)

Two-Handed - Greatswords

2 upgrade slots

Great sword hilt

Great sword pommel

Two-handed - large axes and hammers

2 upgrade slots

Two-handed handle (shaft)

pommel

Magic staves

2 upgrade slots

staff tip

staff hilt

Daggers/Dual daggers

1 upgrade slot

Dagger hilt/Dual blade hilts

1 upgrade slot

bow hilt

O A separate point worth mentioning is Varrikova Bianca. Since the weapon is unique and, of course, he does not part with it, it is possible to increase the DPS and the characteristics corresponding to the level only with the help of improvements. Bianca has (in addition to the rune) as many as three upgrade slots - Shoulders, Scope, Handle (in order for her to appear on the blacksmith's workbench, you need to switch to Varric).

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons

D For Shoulders, although they are an improvement, the main cell is available (in addition to two or three additional ones), which increases Bianchi's DPS. The handle contains one support cell, the scope contains one attack cell.

H Initial improvements for Bianca can be found at merchants, some improvements and sketches can be rewarded for operations at the headquarters related to Varric and improving his crossbow. Don't forget to upgrade Bianca in time, otherwise Varric will become a rather useless member of the team.

SCH itas can also be crafted on their own, but they will not have the possibility of improvements.

MATERIALS

D For crafting weapons and armor, there are three types of materials: metal, leather and cloth, all of which are divided into three levels. The higher the level of the material, the greater the level of armor or DPS (main cell) or the quantitative indicator of the bonus (additional)

AT The id of the armor may vary depending on the material.

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons

Guide: Making Armor and Weapons


Guide: Making Armor and WeaponsH for example, gurgut webs (level 2 skin) add 1.5% chance to bleed in an attack slot and 3% fire resistance in defense slots, while wyvern scales (level 3 skin) already give 1.75% and 3 .5% of the same parameters, respectively. Most materials have high-level analogues, and differ in the quantitative addition of bonuses per unit.

O Please note that improvement rates are for one unit of material, and in the subject they summed up. Since you can put from 2 to 21 units of material in one cell (see the required amount when creating), the total figure becomes quite impressive. So, for example, if sheep skin adds +1 to dexterity in a support cell, and the number of skin units required for this cell in the sketch is 8, then on the finished product you will receive a bonus of +8 dexterity (when creating, future item parameters are displayed in the upper right corner). If there is another support cell with the same amount of skin, then in total you can already get +16 dexterity.

METALS
M the metal is located using the search button (or a keen eye) in caves and on mountain slopes in the form of small clusters, two or three types of each metal per location. In the Emerald Graves in the Argon Shack, you can buy Perfect Chandeliers, Obsidian and Pyrophyte, and Stained Glass from Cero is sold in Skyhold from a merchant from Orlais (don't forget to invite her when you are in the market in Val Royeaux).

Level 1 Metals:

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons

Tier 2 metals:

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons

Tier 3 Metals:

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons
LEATHER
Leather is obtained from slaughtered animals of a certain type, which are found in abundance in the expanses of Thedas. From a merchant in the Hinterlands (Crossroads) you can buy almost all types of leather of level 1, in the Dalish camp in the Sacred Plains you can buy needleback skin, phoenix scales and sheep skin.

Leather level 1

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons

Skin level 2

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons

Skin level 3

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons
FABRICS
Cloths drop from slain enemies, most commonly humanoids. Silk, semi-velvet and cotton can be bought in Val Royeaux.

Tier 1 fabrics

LEVEL 4 MATERIALS

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons

P In addition to direct collection during the initial study of the location, after returning to the headquarters, you can entrust the advisers with the extraction of typical metals (you should choose Cullen or Josephine, Leliana usually brings herbs). You won't get much (6-10 units at a time), but at least you won't have to run yourself. These quests can be completed indefinitely, but their completion time is 12 minutes.

P After capturing the fortresses, additional endless quests for the extraction of rare materials will open. Also, all materials are found in small quantities in bags and chests throughout Thedas.

W Artisan's notes: In case you forgot where you found this or that material - in the codex, in the "Locations" section at the end of the description of each location there is a list of resources found in it.

W Artisan Marks 2: Silverite (Metal), Snuffler Skin (Leather), and Dalish Rough Cloth (Cloth) remove class restrictions on armor when used as a base material. That is, you can put a mage in heavy armor and a warrior in light. What for? Well, suddenly...

EXCELLENT THINGS

Guide: Making Armor and Weapons

Guide: Making Armor and Weapons

AT The ability to create excellent things will appear in Skyhold after inviting the enchantress (mission at headquarters). When creating an item, a separate cell “for an excellent thing” appears, right above the main one.

O raw materials will not work here. For an excellent item, you need metals, leathers or fabrics that are “touched by the Shadow”, which come across randomly when collecting, as well as special finds like a dragon's tooth or iron bark. Only one unit of such material can be inserted in a cell, but its filling is optional.

H Most often, special materials grant a short-term ability such as Walking Fortress for 3 seconds, Indomitable, or Shadow Cloak, and have a chance to gain a bonus to Focus or heal up to 15% of your health on a fatal blow. Also useful is the "critical success rate", which gives +10% to all item stats in case of a special success.

AT The possible bonuses are randomly generated and there are too many to list. I don't think I've mastered all the great materials - they don't come along very often, and the same shadow-touched material can grant different abilities. Just read carefully the description of the proposed improvements.

W Artisan Marks 3: The weapons and armor you have crafted are, unfortunately, of little value to merchants. You won't be able to get a lot of money out of them.

Guide: Making Armor and Weapons


Guide: Making Armor and Weapons

Happy crafting!

Always yours ^,..,^

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