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epIlepsy warnInG
Please read before using this game or allowing your children to use it.
Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing
lights or light patterns in everyday life. Such people may have a seizure while watching television images or
playing certain video games. This may happen even if the person has no medical history of epilepsy or has
never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy
(seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to playing.
We advise that parents should monitor the use of video games by their children. If you or your child
experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of
consciousness, disorientation, any involuntary movement or convulsion, while playing a video game,
discontinue use IMMEDIATELY and consult your doctor.
PRECAUTIONS TO TAKE
DURING USE
Do not stand too close to the screen. Sit a good distance away from the screen, as far away as the
length of the cable allows.
Preferably play the game on a small screen.
Avoid playing if you are tired or have not had much sleep.
Make sure that the room in which you are playing is well lit.
Rest for at least 10 to 15 minutes per hour while playing a video game.
contents
INSTALLING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
STARTING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
COMPLETE CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
GENERAL CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
MOVEMENT/CAMERA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
GETTING STARTED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
MAIN MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
OTHER CAMPAIGNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
DOWNLOADABLE CONTENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
PLAYER PROFILE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
LOG IN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
CHARACTER GENERATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
GENDER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
RACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
HUMAN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
ELF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
DWARF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
RACIAL BENEFITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
CLASS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
WARRIOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
MAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
ROGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
CLASS BENEFITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
BACKGROUND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
HUMAN NOBLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
MAGI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
CITY ELF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
DALISH ELF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
DWARF COMMONER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
DWARF NOBLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
BACKGROUND BENEFIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
CUSTOMIZATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
APPEARANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
PORTRAIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
VOICE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
NAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
A DVA NC E D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
DIFFICULTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
EASY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
NORMAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
HARD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
NIGHTMARE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
CHARACTER PROGRESSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
ATTRIBUTES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
STRENGTH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
DEXTERITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
WILLPOWER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
MAGIC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
CUNNING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
CONSTITUTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
QUICK-PLAY PICKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
COERCION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
STEALING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
TRAP-MAKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
SU RV I VAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
HERBALISM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
POISON-MAKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
COMBAT TRAINING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
COMBAT TACTICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
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TALENTS/SPELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
ACTIVATED ABILITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
PASSIVE ABILITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
SUSTAINED ABILITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
EXPERIENCE AND LEVELS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
PARTY MEMBERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
A PP ROVA L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
SPECIALIZATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
WARRIOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
BERSERKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
CHAMPION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
TEMPLAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
RE AV ER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
MAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
ARCANE WARRIOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
BLOOD MAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
SHAPESHIFTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
SPIRIT HEALER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
ROGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
ASSASSIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
BARD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
DUELIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
RANGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
SPECIALIZATION BONUSES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
QUESTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
CONVERSATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
PERSUASION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
INTIMIDATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
OTHER ATTRIBUTE CHECKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
JOB BOARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
JOURNAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
CODEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
CONVERSATION HISTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
DOWNLOADABLE CONTENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
MAPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
HEALTH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
STAMINA/MANA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
FATIGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
ATTACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
FLANKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
RANGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
COVER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
DEFENSE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
MISSILE DEFENSE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
DAMAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
ARMOR AND ARMOR PENETRATION . . . . . . . . . . . . . . . . . . . . . . .24
DAMAGE TYPES AND COLORS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
ELEMENTAL RESISTANCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
CRITICAL HITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
BACKSTABS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
STRENGTH MODIFIERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
INJURIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
ENEMY RANKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
WEAPON STYLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
SINGLE WEAPON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
WEAPON AND SHIELD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
DUAL WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
TWO-HANDED WEAPON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
MAGE’S STAFF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
BOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
MAGIC-SPECIFIC RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
SPELLPOWER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
SPELL INTERRUPTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
SPELL COMBINATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
FRIENDLY FIRE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
STATUS EFFECTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
PHYSICAL RESISTANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
MENTAL RESISTANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
STUN/PARALYSIS/FEAR/IMMOBILITY/PETRIFACTION . . . . . .28
DISORIENTATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
SLEEP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
CHARM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
COMBAT TACTICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
BASIC TACTICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
BEHAVIOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
CUSTOM TACTICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
INVENTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
CONTAINERS/LOOT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
MATERIALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
ITEM SETS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
ITEM POWERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
RUNES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
GIFTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
CURRENCY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
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This product has been rated by the Entertainment Software Rating Board. For information about the
ESRB rating, please visit www.esrb.org.
InstallInG the Game
NOTE: For system requirements, see the readme fi le.
To install (disc users):
Insert the disc into your disc drive and follow the on-screen instructions.
To install (EA Store users):
NOTE: If you’d like more information about purchasing direct downloads from EA, visit
www.eastore.ea.com and click MORE ABOUT DIRECT DOWNLOADS.
Once the game has been downloaded by EA Download Manager, click the install icon that appears and
follow the on-screen instructions.
NOTE: If you’ve already purchased a title and would like to install it on another PC, fi rst download and
install the EA Download Manager on the other PC, then launch the application and log in with your EA account.
Select the appropriate title from the list that appears and click the start button to download the game.
To install (third party online users):
Please contact the digital retailer through whom you purchased this game for instructions on how to
install the game or how to download and reinstall another copy.
startInG the Game
To start the game:
Games on Windows Vista
are located in the Start > Games > Games Explorer menu and on earlier
versions of Windows
in the Start > Programs (or All Programs) menu. (EA Store users must have the
EA Download Manager running.)
NOTE: In Windows Vista Classic Start menu style, games are located in the Start > Programs >
Games > Games Explorer menu.
STORES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
CRAFTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
QUICK-USE ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
HEALTH POULTICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
INJURY KITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
LYRIUM POTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
ELEMENTAL SALVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
WEAPON COATINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
POISONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
GRENADES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
TRAPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
LURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
MABARI CRUNCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
OTHER QUICK-USE ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
PERFORMANCE TIPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
TECHNICAL SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
LIMITED 90-DAY WARRANTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
76
IntroductIon
Dragon Age: Origins is a modern re-imagination of an epic party-based fantasy role-playing game, dense
with story and tactical combat. Because Dragon Age: Origins doesn’t shy from that complex heritage,
there’s a lot to know.
Since many of the game’s systems are deeply interrelated, keep a finger on the table of contents; you’ll
need it to find your way around when an explanation of one feature refers to another. One last note: while
there was no way to list the hundreds of spells and talents in here, you’ll find full explanations of them in
the game.
complete controls
Once you create a character using the Character Generation system described on p. 8, you will find
yourself in control of the game’s camera, which can zoom in for a wide third-person view of your
characters (over the shoulder) or zoom out and up for a nearly top-down view of a whole area.
To zoom the camera, scroll with your mouse-wheel. When the camera is fully zoomed out, you can pan
across the battlefield using the arrow keys, by clicking the mouse wheel and dragging, or simply by
nudging the edge of the screen. At any zoom level, clicking the right mouse button and dragging rotates
the camera.
To execute most actions, right-click the mouse. Right-clicking on an object makes your currently
selected character take appropriate action—attack an enemy, talk to a friendly character, loot a corpse,
open a door, pull a lever, and so forth. You can also right-click on the ground to direct your character to
move to that location if you don’t feel like using the keyboard to move.
However, once you have selected a spell or talent that requires a target—either by clicking on your
quickbar or pressing the appropriate number key for that quickbar ability—you must left-click on the
target. Right-clicking cancels the spell or talent. Left-click also selects a character in your party to
control. Drag a box around multiple characters while left-clicking to select them all.
GENERAL CONTROLS
Quick save F5
Quick load F9
Highlight objects TAB
Hide main interface V
Take screenshot PRT SCN
Character record C
Journal J
Inventory I
Skills K
Spells/Talents P
Area map M
World map N
Tactics \
Main menu ESC
MOVEMENT/CAMERA
Run forward W
Rotate camera left A
Run backward S
Rotate camera right D
Run left Q
Run right E
Rotate camera up Home
Rotate camera down End
Zoom in Pg Dn
Zoom out Pg Up
Pan (zoomed out)
Arrow keys
Toggle run/walk
/ (num pad)
COMBAT
Pause Spacebar
Use quickbar ability 1-0
Swap weapon sets /
Party move/hold H
Select full party =
Select one character F1-F4
Select many characters SHIFT + F1-F4
GettInG started
When you start Dragon Age: Origins, you are presented with the game’s launcher. The first time you click
PLAY, a configuration utility suggests the appropriate settings based on the hardware it detects. After
that, Dragon Age: Origins starts up.
MAIN MENU
The main menu is mostly self-explanatory. To begin playing, click NEW GAME; to resume your game in
the future, click LOAD GAME; or to load your most recent saved game, click RESUME.
These are the options that might not be as obvious:
Other Campaigns
Here you can begin playing a custom campaign for Dragon Age: Origins that you, your friends, or kind
strangers on the Internet have built using the content-creator toolset that you can download from the
Dragon Age website.
Downloadable Content
This displays new content made available after the release of Dragon Age: Origins—both free and for
purchase—and also lets you manage the content you’ve already downloaded.
ACCEPTANCE OF END USER LICENSE AGREEMENT REQUIRED TO PLAY. ACCESS TO ONLINE
FEATURES AND/OR SERVICES REQUIRES AN EA ONLINE ACCOUNT AND REGISTRATION WITH THE
ENCLOSED SERIAL CODE. EA ONLINE TERMS & CONDITIONS CAN BE FOUND AT WWW.EA.COM.
YOU MUST BE 13+ TO REGISTER FOR AN EA ACCOUNT. EA MAY PROVIDE CERTAIN INCREMENTAL
CONTENT AND/OR UPDATES FOR NO ADDITIONAL CHARGE, IF AND WHEN AVAILABLE.
EA MAY RETIRE ONLINE FEATURES AFTER 30 DAYS NOTICE POSTED ON WWW.EA.COM.
8
9
Player Profile
You can view your achievements and screenshots here, then upload them to your online profile if you’re
logged in to your BioWare/EA account.
Log In
This lets you create a BioWare/EA account (or log in to an existing account) so that you can upload
screenshots, track your achievements and profile on the web, and manage downloadable content.
character GeneratIon
Before you begin playing Dragon Age: Origins, take a few minutes to build a unique character and learn
the rudiments of the game’s rules system. When you click NEW GAME from the main menu, a short
introductory movie plays. That brings you to the following options on the character generation screen.
GENDER
Your character’s gender does not affect stats or abilities, but does alter some
dialogue and plots—as well as facial options and body shape, of course.
RACE
Your character’s race determines physical size and natural capabilities as well as how he or she fits into
the world of Dragon Age, where interracial tensions are a fact of life.
Human
Humans are a well-rounded people, which has made them the most
numerous inhabitants of Thedas, and thus the most dominant.
Elf
Thousands of years ago, elves ruled the surface of Thedas, but today they
live in mankind’s shadow, whether as an oppressed underclass confined to
urban slums or, in the case of the Dalish tribes, forced to wander the ancient
forests forever.
Dwarf
The dwarves are a race in decline, as each new day of a centuries-old
war against the darkspawn consumes both dwarven lives and the scant
remaining territory of their underground kingdom. Dwarves have an innate
resistance to magic, preventing them from becoming mages.
RACIAL BENEFITS
humans e lv e s dwarves
Starting bonuses
+1 strength +2 willpower +1 strength
+1 dexterity +2 magic +1 dexterity
+1 magic +2 constitution
+1 cunning +10% chance to resist
hostile magic
CLASS
Class determines which abilities your character can learn during the course of the game. It has a profound
impact on the way a character performs in battle. For mages, class also determines your background story.
Although there is some overlap between the classes, you can never make a character from one class
play like a character from another—for example, warriors and rogues can never learn to cast spells, and
a mage can never learn advanced weapon talents. Rogues can learn more skills than other classes, but
cannot become proficient with two-handed weapons or shields.
Warrior
Warriors are front-line fighters, the backbone of any party under assault. They rely on
melee and ranged weapons, supplemented by powerful special abilities that draw from
deep reserves of stamina.
Mage
Mages are the only characters who can cast spells, which they use both for offense and to
support themselves and their party. Although mages may wield physical weapons, they do
so without any particular skill; instead, they prefer to carry staves that fire magic projectiles.
Mages cannot stand toe-to-toe with enemies as well as other classes can, but they can deal
immense amounts of damage and heal their allies when protected by the party.
Rogue
Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a
wide range of abilities to bring their opponents down in unexpected ways, sometimes before
the enemy even perceives danger. Rogues can pick locks with great skill, incapacitate
enemies with ease, or sneak up on targets to deliver a devious and crippling backstab.
CLASS BENEFITS
warrIors maGes roGues
Starting health
100 85 90
Starting
stamina/mana
100 115 90
Starting
attribute bonuses
+4 strength +5 magic +4 dexterity
+3 dexterity +4 willpower +2 willpower
+3 constitution +1 cunning +4 cunning
Starting skill
Combat Training Herbalism Poison-Making
Starting talent/spell
Shield Bash, Pinning Shot,
or Dual-Weapon Sweep
Arcane Bolt Dirty Fighting
Levels to gain
one skill
3 3 2
Health per level
6 4 5
Stamina/mana
per level
5 6 4
Base attack score
60 50 55
Base defense score
45 40 50
10
11
BACKGROUND
Your character’s background—the “Origins” component of the game—determines which of six
distinct opening acts you play through, and continues to affect your experience throughout the game.
Although there are six different backgrounds, they are each tied to certain combinations of race and
class; by the time you select your race and class, you only have one or two choices of background.
Human Noble
Human warriors and rogues always belong to the noble house Cousland, one of the most
powerful families in Ferelden. But even a life of privilege can crumble in the face
of betrayal…
Magi
Human or elven mages, from the Amell or Surana families, respectively, find that a long
childhood of tutelage in the magic arts is finally at a close: it is time to undertake the
Harrowing, the long-secret ritual by which an apprentice spellcaster either becomes a full
mage… or disappears forever.
City Elf
Elven warriors and rogues can opt to become a member of the Tabris family, hardscrabble
city elves confined to the poorest quarter of the city of Denerim, where an arranged
marriage offers hope of distraction—if only for a day—from a life of discrimination and
abuse. But when a local lord claims his “right” with the bride, racial tensions provide fuel
for a massacre.
Dalish Elf
Elven warriors and rogues may alternately choose a proud but trying life among the
Mahariel clan of the Dalish elves, preferring to wander the ancient forests in perpetual
isolation over letting humankind corrupt the last of true elven culture. But a chance
encounter with a relic of your people’s past threatens to change those plans.
Dwarf Commoner
Dwarven warriors and rogues may begin among the Brosca family of the “casteless,”
the lowest rung of dwarven society, where subservience to a local crime lord has always
seemed like the surest way to remain alive, at least for one more day.
Dwarf Noble
Dwarven warriors and rogues may alternately choose a life born to the royal family of
Orzammar, House Aeducan, where the natural accompaniment to political power is
cutthroat infighting between relatives.
BACKGROUND BENEFIT
human noble maGI cIty elf
Starting skill
Combat Training Combat Tactics Coercion
dalIsh elf dwar f
commoner
dwarf noble
Starting skill
Survival Stealing Combat Training
CUSTOMIZATION
When you create a new character, you can customize him or her in a variety of ways during the character-
generation process. Other party members you acquire throughout the game cannot be customized.
Appearance
Your character’s race and gender determine his or her body type and basic head shape, but from there,
all the decisions are yours, from the shape and sizes of features to skin color, tattoos, and cosmetics.
To design a unique face quickly, first cycle through the nine presets for your race and gender, then alter
individual features using the more detailed sliders grouped by category.
Portrait
Your character’s portrait appears on the main combat and exploration screen in-game. Use the sliders
in the Portrait area to pose and frame this snapshot however you like—you’ll be looking at it a lot. If you
create a BioWare/EA profile, you can also upload this portrait to BioWare’s community website to use as
your avatar in the forums.
Voice
Here, you can choose from one of six different voices (which vary by gender and race) for your
character’s voice in battle.
Name
Your character’s surname depends on the background you chose earlier, but you can set a first name, or
keep the game’s default suggestion. This given name appears in conversation, in your character record,
and when you mouse over the character in-game.
Advanced
Once you’re satisfied with how you’ve customized your character, you can click on QUICK PLAY to jump
right into the game, in which case the game prompts you to select a difficulty level and then automatically
pick appropriate starting attributes, skills, and spells or talents based on your character’s class.
However, if you have experience with roleplaying games, you might prefer to make these decisions
yourself. In that case, click on ADVANCED. You will find descriptions of the options presented there in the
Character Progression section of this manual (see p. 12).
Even if you click on QUICK PLAY, we suggest you read the following sections so that you can understand
how your character’s attributes and abilities affect gameplay.
Difficulty
Whether you select QUICK PLAY after customizing your character’s appearance or proceed through
advanced character creation, you need to select a difficulty level for combat. You can change this setting
at any time in the Options menu. The higher difficulty levels are not meant to present an unwinnable slog;
instead, they are meant to maintain the challenge for players who are particularly skilled in the game’s
tactical combat system. At higher difficulties, enemies become more powerful while your party becomes
less so, meaning you need to pause frequently to consider the best approach to each fight.
EASY
This setting is best suited to players who are new to role-playing games or expect to play combat in real-
time, rather than pausing often to plan tactics. At this setting, party members are immune to friendly fire and
heal easily, while enemies inflict less damage than normal.
NORMAL
This is the recommended setting for players familiar with role-playing games, providing a good balance
of challenge and survivability. It requires moderate use of tactical pausing to plan actions during combat.
Although party members can harm each other with careless use of certain abilities, damage due to
friendly fire is only half of what it would be against enemies.
12
13
HARD
This setting provides a considerably greater challenge than normal difficulty. To prevail against the
more aggressive enemy AI, you need to make sophisticated use of tactical pausing as well as clever
combinations of spells and talents. Friendly-fire damage is no longer scaled down and your party does
not heal as easily. Enemies inflict more damage are encumbered by status effects for shorter durations,
and demonstrate greater resistance to various damage types.
NIGHTMARE
This setting is intended for tactical geniuses who found hard difficulty too easy.
character proGressIon
In order to survive your adventure, your character needs to become more powerful, learn new skills,
acquire advanced equipment, and recruit experienced allies. Whereas the choices described in the
Character Generation section of the manual (see p. 8) occur only once, at the beginning of the game, the
choices described in this section are repeated many times throughout the game.
ATTRIBUTES
Every character begins with at least 10 points in each of the six attributes, which primarily determine
prowess in combat, but also affect your non-combat skills and can reveal new options in dialogue.
When you first see your attribute scores, however, most of them will already exceed 10 because of
the cumulative effects of the racial benefits and class benefits described earlier. When you’re creating
your character, you can distribute a further five attribute points however you like. If you skip advanced
character creation, the game chooses for you, spending your five points according to the table at the end
of this section. Characters gain a further three attribute points every level.
Note that in many cases, the game rules consider your character’s attribute modifier rather than the
attribute itself. Quite simply, the attribute modifier is the difference between your current score and the
base value of 10—in other words, the total number of points you have chosen to spend on the attribute.
Strength
Greater strength increases the base damage from all weapons except crossbows and mages’ staves,
and, along with dexterity, determines whether a melee attack is successful. Consequently, strength
is particularly important for warriors and rogues, although mages who use melee weapons also find it
essential. Great strength is required to wield two-handed weapons or wear heavy armor. Strength also
contributes to a character’s physical resistance and influences the intimidation side of the Coercion skill.
Dexterity
As the primary component of a character’s defense score, dexterity helps sidestep attacks entirely.
Along with strength, dexterity also contributes to the melee attack score, which determines whether a
swing connects with its target. For ranged weapons, dexterity is the only attribute that contributes to
the attack score. Greater dexterity also increases the damage inflicted by piercing weapons like daggers
and arrows, since the character is able to maneuver the weapon’s tip more deftly. Finally, dexterity
contributes to physical resistance and is a prerequisite for some weapon talents. This attribute is most
important for warriors and rogues.
Willpower
Willpower affects the size of the pool of mana or stamina that a character can draw from to power spells
or talents. This makes it essential for mages, but also very helpful for warriors or rogues who use talents
frequently. Willpower also contributes to a character’s mental resistance.
Magic
Unsurprisingly, mages gain the most benefit from a high magic attribute; the magic attribute’s modifier
determines the mage’s spellpower, which in turn governs the magnitude of a spell’s effect, including
damage. For characters of all classes, the magic attribute also increases the effectiveness of healing
poultices, potions, and salves. A high magic score is required to wield high-level staves or learn certain
spells. Magic also contributes to mental resistance.
Cunning
Characters cannot learn advanced skills unless they possess great cunning, so this attribute is useful
for any character who wishes to use skills effectively. It is doubly important for rogues, since many of
their class-specific talents are greatly improved by high cunning. Cunning helps characters identify
weaknesses in opponents’ armor, increasing the armor penetration score, and also contributes to mental
resistance and the persuasion side of Coercion.
Constitution
Every point in constitution increases a character’s health score, allowing more damage before the
character falls on the battlefield. It is thus important for all characters on the front lines of combat.
Constitution also contributes to physical resistance.
QUICK-PLAY PICKS
wa r r I o r maGe roGue
Attributes
+3 strength
+1 dexterity
+1 willpower
+2 willpower
+3 magic
+1 strength
+3 dexterity
+1 cunning
Skills
Combat Training
Talents/Spells
Precise Striking, Shield
Block, and/or Shield Bash
Flame Blast and
Weakness
Stealth and Dual-
Weapon Training
SKILLS
Skills, which are available to all humanoid characters, do not affect combat directly, although some may
be used during combat. Rogues gain one skill point every two levels, while warriors and mages gain one
skill point every three levels. Each skill has four levels of proficiency, but you must improve your cunning
attribute to be able to learn many higher-level skills. You begin the game with two skills pre-determined
by your class and background, and can learn one more free skill of your choosing. If you skip advanced
character creation, the game chooses for you.
Coercion
Coercion reveals new dialogue options that can convince other characters to change their
minds, sometimes revealing new paths through a plot or more favorable terms for a deal.
If a Persuade option appears in dialogue, your chance of success is determined by your
rank in Coercion and your cunning score. If an Intimidate option appears instead, success
depends on Coercion and your strength score.
Stealing
Characters who have learned to steal can attempt to pick the pockets of other characters,
whether friendly, neutral, or hostile, although a high rank in the skill is necessary to steal
during combat. In most cases, items you receive from stealing are in addition to those that an
enemy would normally drop after dying in combat.
14
15
Trap-Making
Characters who have learned this skill can construct traps or lures from common components,
so long as they also possess a plan to build the mechanism. The second and fourth rank of this
skill also increase the range at which the character can detect enemy traps. Note that while all
characters who have learned this skill can set traps, only rogues can disarm them.
Survival
Survival lets a character detect enemies who would otherwise be hidden. Higher ranks
allow the character to determine how powerful a hidden enemy is and also bestow
bonuses to nature resistance and physical resistance.
Herbalism
Herbalism allows a character to make a wide variety of potions, poultices, salves, balms,
elixirs, and so forth, whenever raw ingredients and a recipe are at hand. At higher ranks,
the character can complete more difficult recipes, producing particularly potent items.
Poison-Making
Poison-Making focuses on mixing deadly substances that the character can apply to melee
weapons, inflicting extra damage and often leaving enemies immobile. Those skilled in this
art can also create explosive bombs and flasks designed to be hurled at the enemy. As with
Herbalism and Trap-Making, creating items using this skill requires a recipe and raw ingredients.
Note that this skill is required not just to create poisons—it is also required to use them.
Combat Training
For warriors and rogues, each rank in this skill opens up a new tier of weapon talents that
the character can learn, as well as providing other small benefits. Although mages cannot
learn weapon talents, this skill significantly increases the damage they can take from an
attack before it interrupts an attempt at casting a spell.
Combat Tactics
Each rank in this skill increases the number of slots available on a character’s combat
tactics sheet (see p. 29). Since each slot governs one conditional action during combat—for
example, instructing a mage to heal any character whose health falls below 50%—having
more slots available means you can design more elaborate battle plans for your party.
TALENTS/SPELLS
Talents (for warriors and rogues) and spells (for mages) are special abilities that are unique to a certain
type of character, as distinct from skills, which any character can learn. They are almost always related
to combat. Using a talent or spell often draws from the character’s pool of stamina or mana, although
some are passive, providing permanent advantages without stamina or mana expenditure. A character
gains one talent or spell each level, as well as at a few other points in the game. You begin with one
talent or spell pre-determined by your class and can learn one more of your choosing for free. If you skip
advanced character creation, the game chooses for you.
Unlike skills, talents and spells do not offer higher ranks; instead, related abilities are grouped in chains
of four. Learning a talent or spell unlocks the next ability in that chain—so long as the character meets
other prerequisites like character level and attribute scores.
Some spells and talents are available to all characters of that class, and a few groups of talents, like
Dual Weapons and Archery, are available to both warriors and rogues. Other spells and talents are linked
to a single specialization, which characters can earn later in the game.
There are hundreds of talents and spells in Dragon Age: Origins—far too many to list here. Each is
described in the game.
Activated Abilities
The most common talents or spells are those marked “activated,” which the current character uses
only when directed. (Other characters in your party use their activated abilities whenever appropriate, or
whenever the conditional instructions you set up in the combat tactics screen tell them to.) These abilities
vary widely—some have positive effects on your character or allies, whereas others act offensively
against one or more enemies, or even against everyone in an area, no matter whose side they’re on.
Some activated abilities are in effect for only a second, while others remain active for a short time. Most
activated abilities incur an immediate cost in stamina or mana, although a few are free to use. After you
use a particular activated ability, there is a short cooldown period before you can use it again.
Passive Abilities
Talents or spells marked “passive” are permanent effects. They do not consume stamina or mana, and,
because you do not need to activate them, they do not appear in your quickbar. If you wish to review
which passive abilities your character has learned, take a look at your spells or talents sheet.
Sustained Abilities
Once you use a talent or spell marked “sustained,” it remains active either until you disable it or until
the ability exhausts all of your character’s stamina or mana. Some sustained abilities are free to use,
and thus remain active for as long as you like. Using a sustained ability is tiring, however, and thus
imposes a fatigue penalty, which means that each subsequent ability you use simultaneously with that
sustained ability requires more stamina or mana. After you deactivate a sustained ability, there is a short
cool-down period before you can use it again.
EXPERIENCE AND LEVELS
Whenever you complete a quest or kill an enemy in combat, you’ll earn experience points (sometimes
called XP). Once you have enough XP to cross a certain threshold, your character gains a new level; you
can see your progress towards that threshold just below the character’s name in the main interface or in
the character record. It takes 2000 XP to move from level 1 to level 2, and the amount of new experience
required for each successive level is 500 XP greater than the previous. (That is, the threshold for level 3
is 4500 XP—2500 XP more than level 2.) There is no hard cap on the number of levels.
At each new level, a character gains the following:
Three attribute points
One spell or talent
Possibly a skill point (every two levels for rogues; every three levels for warriors and mages)
Several health and mana/stamina points, depending on class (see p. 9)
A small increase to base attack damage
In the character record, you can specify whether you would prefer to spend attribute points, skill points,
and spell/talent points yourself or whether the game should level your characters up automatically.
PARTY MEMBERS
Although it is possible to play through Dragon Age: Origins using only the character you create, the game
is designed around a party of four adventurers, selected from among the many prospective companions
you will encounter throughout Ferelden. Your party members are not just important for combat; they
often have personal connections to your quests and may ask for your help with quests of their own. To
swap your active party members, hit the CHANGE PARTY button in the menu bar at the top of the main
interface. (Some circumstances temporarily prohibit you from changing your party.)
16
17
Approval
Your party members have their own agendas and personalities and demonstrate strong reactions to your
decisions. You can track a character’s approval rating at the bottom of the left side of his or her character
record (see p. 12). When party members’ approval ratings rise, you are able to engage them in longer
conversations at the party camp, which may lead to new quest options or, for certain characters, the possibility
of romance. Characters who are confident in your leadership may also earn attribute bonuses. When a party
member’s approval falls, however, you risk abandonment or betrayal. Because your party members differ
so much from each other, it is difficult to keep everyone happy. But the wise general knows that when you
disagree on matters of substance, you can always buy loyalty through gifts (see p. 32).
SPECIALIZATIONS
Once any of your characters is sufficiently powerful and you have uncovered certain secret knowledge,
you are able to choose specializations relevant to the character’s class. The main character can choose
two specializations, earning points at levels 7 and 14; other humanoid party members already possess
one specialization and can learn one more. Each specialization grants a pair of bonuses and unlocks a
new group of powerful talents or spells.
Warrior
BERSERKER
Only half-sane when in the grip of frenzy, a berserker can become a juggernaut of death
and damage, although the bloodlust is difficult to sustain.
CHAMPION
The champion is never hard to find on the battlefield, fighting shoulder-to-shoulder with
allies, shouting encouragement with robust conviction that leads enemies to despair.
TEMPLAR
Templars are the bane of an errant spellcaster, neutralizing enemy mages’ most dangerous
abilities so that the party can close for the kill.
RE AVER
Reavers are genuine terrors, masochists who flirt with their own death in the hopes of
ushering in that of their enemies.
Mage
ARCANE WARRIOR
The arcane warrior is a mage of unconventional means, forsaking the obvious power of
direct magical attacks in favor of becoming an elite combatant with conventional weapons.
BLOOD MAGE
The blood mage is a student of forbidden ancient magic that depends less on lyrium or
mana than on the pure essence of life. Their spells are ugly weapons, but powerful in the
extreme, able to control the wills of others.
SHAPESHIFTER
Studied in the arts of transformation, the shapeshifter is never the adversary that enemies
expected they would face.
SPIRIT HEALER
The spirit healer is never rushed, preferring eventual but certain triumph, bolstered by
nearly indomitable allies, over flashy demonstrations of offensive power.
Rogue
ASSASSIN
Assassins are efficient killers, able to find weaknesses that they and their allies can exploit
to bring an enemy down.
BARD
Only the most innocent of bards consider themselves pure entertainers; many are
instead masters of manipulation who hide behind an occupation that provides easy
access to people in power. They are not solo fighters, but rather concentrate on inspiring
allies or discouraging enemies to tip combat in their favor.
DUELIST
Duelists are masters of speed, evasion, and finesse—never there when the enemy attacks,
yet always ready with a disorienting blow or a quick strike at a vital spot.
RANGER
The ranger is a friend to the animals—and, more importantly, their sworn ally. A ranger
who needs assistance always finds an extra set of teeth joining battle.
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SPECIALIZATION BONUSES
berserker champIon templar r e av e r
Attribute Bonus
+2 strength +2 willpower +2 magic +1 constitution
Secondary Bonus
+10 health +1 cunning +3 mental
resistance
+5 physical
resistance
arca n e
wa r r I o r
blood
maGe
shapeshIfter
spIrIt
healer
Attribute Bonus
+1 dexterity +2 constitution +2 constitution +2 magic
Secondary Bonus
+5 attack +2 spellpower +1 armor Extra health
regeneration
assassIn bard duelIst ranGer
Attribute Bonus
+2 dexterity +2 willpower +1 dexterity +1 constitution
Secondary Bonus
+2.5% critical
chance
+1 cunning +1 damage +5 nature
resistance
QUESTS
Dragon Age: Origins is a game built on story, not a simple brawler—you need to talk, reason, and
explore your way through the world rather than simply seeking out the next fight. The game is composed
of hundreds of small quests that build into an overarching, epic tale. Nearly every quest has multiple
possible paths and multiple outcomes. The easiest way through a quest is to look for the next plot point
marked on your mini-map or the next character with an exclamation mark over her head. More creative
players will find they can shape the story in unexpected—even disturbing—ways.
CONVERSATION
Some conversations start by themselves—like at the beginning of your background story—but most
of the time, you need to approach other characters for help or information. (Don’t forget to talk to your
own party members—they might know more than you think.) If a speech-bubble icon appears when you
mouse over a character, just right-click to begin conversation. Whenever it’s your character’s turn to
speak, you’ll have several options for what to say. Click on the line you prefer or press the corresponding
number key. Choose carefully: the vastly different outcomes of certain choices may not be evident until
much later in the game.
Persuasion
Some player lines begin with “(Persuade)” or another prefix. If your skill is sufficient, the character you’re
talking to will bend to your logic, but if you fail, you might find yourself in a worse position than you were
before. Persuade lines depend on your character’s rank in Coercion and the cunning attribute.
Intimidation
Intimidation is the flip side of persuasion: it still depends on the Coercion skill, but is influenced by your
character’s strength attribute rather than cunning. There are fewer opportunities for intimidation than
there are for persuasion, but the results can be more dramatic. As with persuasion, the price for failing
an intimidate check can be steep.
Other Attribute Checks
Some other special lines check your character’s attribute scores. For example, you might see a line
prefixed “(Cunning)” where your character displays unique insight. If your attribute is high enough for the
situation, other characters will respond favorably; if not, they might think less of you.
JOB BOARDS
Several organizations in Ferelden maintain job boards in the hopes that they will find assistance from
some adventurer in need of coin. The most common of these boards belong to the chanters, religious
folk who take an oath never to utter a sentence that isn’t in the Chant of Light. Since it is exceedingly
rare that a job can be described using only the words of the holy scripture, the local chanter posts
written requests on a nearby board. Once you complete a task, return to the chanter for payment. You
can also find similar boards run by smaller local groups.
JOURNAL
Your journal is a record of every quest you’ve discovered. It provides some background on what you need
to do and why, and sometimes—although not always—will hint at alternate solutions to the problem.
Although you can work on many quests simultaneously, only one can be marked as your active quest, as
denoted by two large arrowheads beside the quest. The main interface and your area map only display
points of interest for the active quest.
In the journal, the tab marked with an arrow icon displays incomplete quests, whereas the tab marked
with a checkmark displays quests you’re finished, just in case you want to review.
Codex
Your codex, which you’ll find under the tab of your journal marked with an icon of a sheet of paper,
stores information you’re found about life in Thedas and about playing the game. Sometimes, these
are excerpts from books you’ve found; other times, they take the form of encyclopedia entries on a
topic. You can find codex entries by examining objects in the world, by asking about certain topics in
conversation, or by killing enemies. Tutorials that appear in the bottom-right corner of the screen are
recorded here for posterity, too.
Pay particular attention to codex entries in the Quest-Related category. These usually provide information
vital to completing your plots.
Conversation History
The fourth tab in your journal, marked with a speech-bubble icon, provides a record of the 25
most recent conversations, letting you review the details of what someone said. Don’t worry about
conversations cycling out of this list: the journal itself always reflects major plot points.
Downloadable Content
The final tab in your journal, marked with a treasure-chest icon, displays new content that you can
download to extend the game. This is similar to the Downloadable Content screen accessible from the
main menu.
MAPS
Dragon Age: Origins features two types of maps—area maps that appear mostly incomplete when you
enter an area, yet gain new details as you explore, and a world map used to travel between areas. The
mini-map in the top-right corner of the game screen shows only a small section of the area map.
The world map (actually just a map of the nation of Ferelden—Thedas as a whole is much larger)
becomes available once you complete the game’s prologue. In the upper-right inset is your party camp,
where you can visit with your party members and automatically heal characters of injuries. Be wary
when traveling between locations on the world map; hostile parties often ambush adventurers.
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Character’s health (p. 22)
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Character’s mana/stamina (p. 23)
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Character’s current action
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Fallen party member
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Currently selected character
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Character taking damage (red fog)
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Level-up notification (p. 15)
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Click to select whole party
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Click to tell party to hold positions
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Click to swap weapon sets (p. 32)
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Click to lock quickbar
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Experience meter (p. 15)
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Status effects on character (p. 28)
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Quickbar abilities w/shortcut keys
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Quick-use items w/quantity (p. 33)
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Cooldown timer
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Description of selected ability
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Drag to resize quickbar
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Mini-map of area (p. 19)
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Click to collapse mini-map
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Character record (p. 12)
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Spells/talents (p. 14)
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Skills (p. 13)
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Inventory (p. 31)
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Journal (p. 19)
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Map (p. 19)
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Combat tactics (p. 29)
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Change party
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Main menu
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Spell or talent in use
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Healing/elemental effect (p. 33)
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Damage to party member (p. 24)
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Damage to enemy
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Non-selected party member
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Non-selected enemy
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Flanking arc (p. 23)
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Selected character
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Current target
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Current target’s name/health
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Critical-hit damage (p. 25)
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STAMINA/MANA
Warriors and rogues draw from a pool of personal stamina to power many of their talents, and mages
use their mana for spells. (A few abilities, however, are free to use.) Characters regain their stamina
or mana over time, but they do so more slowly when in the heat of battle, which means they can only
use a limited number of abilities concurrently. Particularly at lower levels, when characters’ reserves of
stamina and mana are limited, talents and spells are special supplements to basic attacks, not the focus
of battle. The size of the stamina or mana pool is initially determined by the character’s class (see p. 9).
It increases with each level and with each point spent in the willpower attribute.
Fatigue
The weight of armor or a shield is taxing when characters are engaged in strenuous combat, imposing
a fatigue penalty on top of the regular cost of talents or spells. Fatigue is applied as a cumulative
percentage tax, so if a character is wearing gloves with a fatigue rating of 2.5% and boots with a fatigue
rating of 3%, all talents or spells consume 5.5% more stamina or mana than normal. For front-line
characters, the price of fatigue may be well worth the protection that armor provides, but characters
who hang back from close combat in order to concentrate on talents or spells may find they’re better off
wearing regular clothing. Sustained abilities also impose fatigue (see p. 15).
ATTACK
The attack score is a combination of a character’s base attack, which varies by class (see p. 9), plus half
of the character’s strength and dexterity modifiers (or, for ranged attacks, no strength modifier but the
full dexterity modifier). Talents, spells, skills, status effects, high-quality equipment, and the difficulty
level can further alter this score.
Flanking
When striking from directly behind a target, an attacker gains a large bonus to attack as well as an
increased chance to score a critical hit. These bonuses gradually diminish the further the attacker moves
around the side of the target. The black segment of the red ring around an enemy’s feet shows the
flanking area. Certain talents can fully or partially protect a character from being flanked. (For rogues,
successful flanking attacks are backstabs—see p. 25.)
Range
Attacks with ranged weapons maintain normal attack scores so long as the attacker is sufficiently
close to the target—within the range specified in the weapon’s statistics, which is expressed in
meters. If the attacker exceeds this distance, the attack score begins to drop precipitously, making it
difficult to hit the target.
Cover
Arrows and crossbow bolts cannot penetrate obstacles like tables, columns, or barrels. Although it is
possible to target and fire at opponents behind cover, the attacks will not hit them, no matter how high
the attack score is.
com bat
Although magic works somewhat differently, most combat follows a straightforward mechanic: the
difference between the aggressor’s attack score and the opponent’s defense score, plus about 50, is the
percentage chance that the attack will be successful. If it is, the target suffers a certain number of points
of damage subtracted from current health. However, each of those statistics—attack, defense, and
damage—can be modified by a number of additional factors, as explained in the following pages.
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Click to change character
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Race (p. 8)
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Class (p. 9)
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Specializations (p. 16)
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Health (p. 22)
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Stamina/mana (p. 23)
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Fatigue (p. 23)
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Armor (p. 24)
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Defense (p. 24)
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Attack (p. 23)
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Damage (p. 24)
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Status effects (p. 28)
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Approval (p. 16)
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XP towards next level (p. 15)
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Attributes (p. 12)
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Physical/mental resistance (p. 28)
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Elemental resistance (p. 25)
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Click to see statistics from gameplay
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Click to level up
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Click to always level up automatically
HEALTH
Whenever a character takes damage, points are subtracted from his or her pool of total health points.
Maximum health is initially determined by the character’s class (see p. 9); it increases with each level
and with each point spent in the constitution attribute. Lost health regenerates, but does so much less
quickly in combat than in exploration. If you’re running low on health during combat, apply a health
poultice (see p. 33) or cast a healing spell.
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DEFENSE
Defense represents a character’s ability to avoid attacks entirely. The score is a combination of the
character’s base defense, which varies by class (see p. 9), plus the character’s dexterity modifier.
Shields, talents, spells, skills, status effects, high-quality items, and the difficulty level can further alter
this score, but note that while shields do contribute directly to defense, armor does not—instead, armor
mitigates damage received, as described below.
Missile Defense
Each character has a separate invisible score for defense against missile attacks from enemy archers,
letting a character shrug off ranged attacks. Shields contribute more to missile defense than they do to
regular defense, and some spells or talents increase a character’s missile defense directly.
DAMAGE
Base damage is a combination of the weapon’s damage rating and—for attacks from all weapons
except crossbows and mages’ staves—the attacking character’s strength modifier. (Note that when a
character is wielding two weapons, the strength modifier is halved for the off-hand weapon; for a two-
handed weapon, the strength modifier is increased by 50%.) Characters also gain a small bonus to base
damage every time they gain a level, and the damage from piercing weapons like daggers and arrows is
also affected by dexterity, since a more nimble character can position them for maximum effect. Talents,
spells, status effects, high-quality items, and the difficulty level can further alter this base number. The
damage number that you see in your character record is adjusted for the relative speed of the weapon,
so it’s difficult to replicate the math precisely.
Armor and Armor Penetration
Armor mitigates damage—if a target has an armor rating of 10, it suffers 10 fewer points of damage
than the attack would normally inflict. Regardless of armor rating, a successful hit always deals at least
one point of damage.
However, every weapon has an armor penetration score, which essentially reduces the target’s armor
rating before final damage is calculated. This means that the armor penetration score is effectively
equivalent to extra damage, although damage multipliers like critical hits do not multiply armor
penetration. As well, if the armor penetration score is greater than the target’s armor score, the excess
armor penetration does not inflict damage.
Damage Types and Colors
There are five types of elemental damage—fire, cold, electricity, nature, and spirit. Many weapons,
coatings, or spells inflict one or more types of elemental damage in addition to the basic physical
damage. Electricity damage also drains a character’s stamina or mana.
You can identify different types of damage by the color of the text it appears in:
Damage to your party is red, no matter what the type
Physical damage—from your party’s normal attacks or from abilities—is white
Fire damage is orange
Cold damage is blue
Nature damage is medium green
Electricity damage is yellow
Spirit damage is purple
Healing is bright green prefixed by a + symbol
Any type of elemental damage that is additional to an attack’s normal damage (from enchantments,
for example) is also indicated with a + symbol
Elemental Resistances
Elemental damage is subject to resistances, which certain enemies may possess innately, or which
characters gain through spells, talents, skills, or items. If a character has 10% resistance to fire, all fire
damage is reduced by 10%. Conversely, characters can become vulnerable to the elements, in which
case they suffer increased elemental damage.
When combatants are completely immune to a certain type of damage, “Immune!” may appear over
their heads, colored using the same scheme as damage text. Note that immunity is only displayed
when the damage of that type exceeds a certain threshold—if you would have only inflicted a couple
of points of fire damage anyway, the game doesn’t announce the resistance, in order to concentrate on
communicating more vital information.
Note that these elemental resistances are distinct from physical and mental resistance, which describe a
character’s ability to resist certain status effects.
Critical Hits
Every attack has a small chance to generate a critical hit, which inflicts up to double the normal attack
damage after accounting for armor. Flanking attacks increase the chance of a critical hit, as do certain
spells, talents, and items. Damage from critical hits is displayed in larger text size than regular damage.
Backstabs
Whenever a rogue flanks an enemy, the attack is an automatic backstab—similar to a critical hit, except
that some rogue talents can make backstabs more powerful than critical hits.
Strength Modifiers
Most weapons possess a strength modifier property. This indicates the proportion of the character’s
strength modifier that is added to damage. Since it is a property of the weapon, not related to how the
weapon is used, it is distinct from the changes to the strength modifier that result from wielding dual
weapons or two-handed weapons (see p. 26).
INJURIES
So long as at least one of your party members survives a fight, those who fall in combat revive themselves
once all enemies are dead—but they will have sustained injuries that apply penalties to their attributes.
To remedy an injury, use an injury kit on the character or rest up in your camp. Injuries are visible in the
character record as a small red icon next to your character.
ENEMY RANKS
The text that enemies’ names are displayed in is color-coded to indicate their relative threat:
The names for critter- or normal-rank enemies are white
The names for elite-rank enemies are yellow
The names for boss- or elite-boss-rank enemies are orange
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WEAPON STYLES
The number and type of weapons a character is wielding affects attack, damage, and in some cases
defense. Each character can have two different sets of weapons equipped simultaneously, although
only one of the sets may be active and in the character’s hands. Generally, one set of weapons is for
melee combat and one for ranged, but there’s no reason a character can’t switch between dual weapons
and a two-handed weapon, or between a bow and a crossbow, or between a mage’s staff and a sword.
To equip the character’s second weapon set, click on the SWAP WEAPON SETS button in the inventory. To
swap weapon sets during exploration or combat, click on the same button in the main exploration screen.
Single Weapon
A character who is carrying a single one-handed weapon does not earn any special bonuses or suffer
any special penalties. This is the normal approach to combat, and early in the game, most warriors and
rogues are most effective using this style. There are no weapon talents specifically associated with the
single-weapon style, however, so growth potential is limited.
Weapon and Shield
Adding a shield to a single one-handed weapon does not alter the character’s attack or damage scores,
although the character’s defense and missile defense both increase on account of the shield. Carrying a
shield requires moderate strength, however, and as with armor, shields increase the character’s fatigue,
meaning that talents or spells consume more stamina or mana. Warriors have access to the weapon-and-
shield school of talents, which teach them how to use the shield as an offensive weapon as well as how to
increase its defensive capabilities, including protection from flanking attacks.
Dual Weapons
A character can increase the frequency of attacks by carrying a regular one-handed weapon in one hand
and a small weapon like a dagger in the off-hand, although these attacks are generally less effective
than strikes from a single weapon, since the off-hand weapon only gains damage equal to half the
character’s strength modifier. (The combined damage of the two weapons may or may not exceed the
damage from wielding only one of them.) Warriors and rogues have access to the dual-weapon school
of talents, which teach them how to use two weapons more efficiently, reducing the penalties for using
dual weapons, as well as how to execute synchronized attacks with both weapons. A master of dual
weapons can eventually wield two full-size one-handed weapons.
Two-Handed Weapon
Merely hefting a two-handed weapon requires great strength, and although the weight means that characters
attack more slowly, two-handers inflict enormous damage with every hit. The character’s contribution to the
damage score for a two-handed weapon includes 1.5 times the character’s strength modifier, whereas a
one-handed weapon uses the unaltered strength modifier. Warriors have access to the two-handed school
of weapon talents, which teach them how to make even more powerful—if ungainly—attacks, including hits
that incapacitate enemies or destroy their armor or weapons.
Mage’s Staff
Mages’ staves are unlike other weapons: they take two hands to control, but mages do not use staves
for direct melee attacks. Instead, they fire magic projectiles that never miss—the mage’s attack score
is irrelevant. Damage is determined by the staff’s own power and the mage’s spellpower score (itself
affected by the magic attribute—see p. 13). Unlike spells, the staff does not consume mana, so there is
no worry of being left defenseless if you expend all of your mana.
Bow
Archery lets a character deal death at great range, but be aware that archers who take damage from
melee attacks may lose concentration, slowing their rate of fire. Among the various types of bows,
shortbows are the fastest to fire, but have limited range and punch. Longbows are moderately powerful
and can hit targets at much greater distance, but fire more slowly than shortbows. Crossbows have the
greatest range and intrinsic damage, particularly against armored enemies, but take significant time to
reload. Unlike shortbows and longbows, crossbows do not gain extra damage based on a character’s
strength modifier, so particularly strong characters may do less damage with a crossbow—although
since merely wielding a longbow or shortbow requires significant dexterity, only well balanced characters
are able to use all types of high-quality bows. Warriors and rogues have access to the archery school of
talents, which teaches them how to fire a number of trick shots and how to better protect themselves
while wielding a bow or crossbow.
MAGIC-SPECIFIC RULES
Magic, unsurprisingly, works differently from normal combat—otherwise, it wouldn’t be magic! These
trade-offs can leave mages at a disadvantage when fighting alone or forced to use conventional
weapons, yet they ensure that mages are particularly fearsome when supported by a well-balanced party
or controlled by a player with a deep understanding of the rules of magic.
Spellpower
A mage’s spellpower score determines the effectiveness of spells, the damage from a staff’s magic
projectile, and the potency of potions, poultices, and salves. The spellpower score is simply the
number of points above 10 that the mage has learned in the magic attribute, although abilities, status
effects, mages’ staves, or other high-quality items can alter the spellpower score. The effect of greater
spellpower differs from spell to spell; the simplest explanation is that greater spellpower never hurts.
Some mages’ staves apply two spellpower bonuses; these effects are cumulative.
Spell Interruption
Because it takes great concentration to cast a spell, a mage who takes damage while preparing a spell
may be interrupted. The mage can always attempt the spell again, but the delay makes the mage less
effective in combat. More ranks in the Combat Training skill increase the amount of damage a mage can
take before being interrupted.
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Spell Combinations
When two opposing or complementary spells collide, the effects can be unusual and potent. There are
10 possible spell combinations in the game. Only a few of these are hinted at ahead of time—for the
most part, you must find them for yourself. Once you have discovered a spell combination, a description
of how to replicate the effect appears in your codex.
Friendly Fire
Many spells (as well as traps, grenades, and some hostile creatures’ special abilities) are indiscriminate
in who they target, or are targeted on an area rather than a single opponent. They harm—or, in some
cases, help—everyone nearby, not just your adversaries or just your allies. If you set a trap, only your
enemies can trip it, but your party members may still suffer the effects of the trap if they’re nearby when
it goes off. Be careful!
STATUS EFFECTS
Many items, talents, and spells have effects on the target beyond simple damage. Sometimes these
effects are as simple as knocking opponents to the ground, but the more complex effects described
below persist for a time.
Most of the time, combatants have a chance to resist status effects. Their chance of doing so depends
on either the physical or mental resistance score, as appropriate to the effect.
Physical Resistance
For physical effects like being knocked to the ground or rooted in place, the game compares one of the
attacker’s relevant attribute modifiers—strength for most talents and magic for most spells, although
rogue-specific talents usually use cunning—to the defender’s physical resistance score. If the physical
resistance score is higher, the status effect does not apply. Physical resistance is half of the total of the
character’s strength, dexterity, and constitution modifiers.
Mental Resistance
For mental effects like being put to sleep or stunned, the game compares one of the attacker’s relevant
attribute modifiers—cunning for most talents and magic for most spells—to the defender’s mental
resistance score. If the mental resistance score is higher, the status effect does not apply. Mental
resistance is half of the total of the character’s willpower, magic, and cunning modifiers.
Stun/Paralysis/Fear/Immobility/Petrifaction
These status effects all prohibit the affected combatant from taking any action, including aborting their
current actions. The visual effects are different, however, and they may react differently in combination
with subsequent effects. Petrified characters, for example, can sometimes be shattered by critical hits
or other effects.
Disorientation
A character who is disoriented can still fight, but is less likely to hit enemies and more likely to be hit
personally, since the effect applies penalties to attack and defense.
Sleep
A combatant who has been put to sleep is unable to attack and is unlikely to resist further effects, but
awakens as soon as an aggressor inflicts further damage.
Charm
Charmed enemies fight as an ally of the player for the duration of the effect. The main character, party
members, and other player allies are immune to charm effects.
COMBAT TACTICS
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Click to select general behavior
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Who this condition applies to
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Disable all tactics for this character
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Save changes to this set of tactics
Once you have the hang of basic combat strategy, you’re ready to use combat tactics that help your
party members work together efficiently without needing constant direction. Although the combat tactics
screen looks complicated at first, it’s built around one simple idea: if the first condition on the left side of
the screen is true, execute the corresponding action on the right side of the screen; if the condition is not
true, check whether the next condition is. You must always control the current character directly, but the
other members of your party will follow whatever tactics you command.
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Basic Tactics
As your characters learn new spells and talents, pre-built tactics (like Archer, Defender, or Scrapper)
start to appear when you select an option from the Presets pull-down menu. For example, the Healer
preset might appear empty for Morrigan at first, but tactics fill in automatically when she learns the Heal
spell. Select a tactics preset that corresponds to the sorts of actions you want the character to take.
Behavior
The behavior pull-down menu in the top-right corner of the tactics screen controls the character’s
general approach to combat, like when to attack, what distance to try to keep from enemies, when to
give chase, and when to switch between ranged and melee weapons. Essentially, tactics are specific
actions, while behaviors are generic reactions.
Custom Tactics
You can also create your own customs sets of tactics or modify the presets (but note that if you modify
one of the presets, then click SAVE PRESET, it no longer automatically fills up when you learn new
abilities—to preserve that feature, play around with the custom slots instead).
Let’s say we want the character to use a health poultice when his or her health falls too low. First, click on
a condition slot on the left side of the screen. From the menu that appears, first select which character you
want to evaluate. For this condition, we want to check the character’s own health, so pick SELF. Now another
menu opens; select HEALTH then < 50%. That’s your first condition: whenever that character’s health is less
than half, the game sees that this condition is true and activates the corresponding action.
Now you need to set up the action. Click on the slot on the right side of the screen next to the
condition you just created, then select “USE HEALTH POULTICE: LEAST POWERFUL.” (Save your strong
health poultices for the really dire situations; if this one isn’t strong enough, the condition activates
again and use another poultice.)
That’s it! Tactics always evaluate from the top down, so urgent requirements like healing should usually
go at the top. You can move a tactic up or down by dragging the number in front of it.
Tactics are particularly powerful when they help different party members support each other. For
example, if Morrigan is in your party and knows a healing spell, you can tell her to monitor all your party
members simultaneously and heal anyone in need. Since mages are weak in close combat, you can
then direct your warrior to always attack enemies who are targeting the mage (Enemy > Attacking Party
Member > Attacking Morrigan).
As your characters level up or learn additional ranks in the Combat Tactics skill, you gain more
condition/action slots on the screen, permitting more complicated battle plans.
Items
There are hundreds of unique items in Dragon Age: Origins, corresponding to five major groups—
useable items like health poultices or traps, crafting items like recipes or raw ingredients (which are
themselves often useable), plot items like keys or letters, gifts for your party members, and items like
weapons, armor, or accessories.
1
2
3
7
8
9 10 11 12 13 14 15
16
4
5
6
label
eX pla natIon
1
Click to change character
2
Comparison to equipped item
3
Details of selected inventory item
4
Material and tier (p. 32)
5
Wield requirements (p. 32)
6
Item powers (p. 32)
7
Total currency (p. 33)
8
Sort inventory by type/name/age
label
eX pla natIon
9
Everything except plot items
10
Weapons
11
Armor
12
Accessories
13
Other items
14
Crafting items
15
Plot items
16
Inventory capacity
INVENTORY
Your inventory stores all the items you purchase or find in your journey through Ferelden. Here, you can
compare items’ relative statistics and equip your party members for battle. You can only carry so much
equipment, however; once your inventory is full, you have to sell some items or destroy them before you
can pick up more. You can also increase your capacity by purchasing a backpack.
The most important information about an item is displayed when you hover over it with your mouse. If
you use the right mouse button to click and hold on an item in your inventory, you get a radial menu that
allows you to, as appropriate, equip the item, give it to a party member as a gift, examine its description
and value, or destroy it to free up inventory capacity.
To equip an equippable item or use a useable item, simply double-click on it in your inventory.
Alternately, you can drag equipment onto the character or into the appropriate equipment slot on the left.
You can drag useable items into your quickbar for easy access, just like a skill, spell, or talent.
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CONTAINERS/LOOT
Whenever an object in the world or an enemy corpse is shimmering, it contains items that you can pick
up, presuming you’re able to open the container and have space in your inventory. Many doors and
chests are locked when you find them. To open a lock, you either need a key—which doesn’t always
exist—or a rogue to pick the lock. All rogues have some skill in picking locks, but they get better with
each additional talent in the lock-picking tree and with each point in the cunning attribute. If you don’t
want to miss out on good loot, recruit a rogue!
MATERIALS
Each weapon or piece of armor indicates what type of material it is made from. There are seven tiers
each in three different material chains—leather, metal, and wood. Within a given chain, items made
from higher-tier materials always offer better statistics.
ITEM SETS
Certain combinations of items from the same set—not just made from the same material type, but
usually bearing similar names, like Dalish Boots, Dalish Armor, and Dalish Gloves—offer an extra
bonus when equipped simultaneously. When this happens, you’ll see a small green item-set icon in the
main interface and in the character record. To see which of your items offer set bonuses, examine the
items and read their descriptions. If you manage to find two whole sets of items that can be equipped
simultaneously, the bonuses are cumulative.
ITEM POWERS
Equipment sometimes improves (or even diminishes) your characters’ statistics. When hovering over
an item in your inventory, positive effects are colored green and negative effects are colored red. These
bonuses or penalties come into effect when you have the item equipped. Be aware, however, that these
bonuses do not count toward the requirements to learn new abilities; since learning the Indomitable
talent requires 28 strength, the character must have 28 points in the strength attribute when no other
items are equipped and no temporary spells or talents are active.
RUNES
High-quality weapons can be improved by having an enchanter inscribe one or more lyrium runes on the
weapon. Runes can be found throughout Ferelden, but enchanters and weapons of sufficient quality are
both somewhat rare. Once a rune has been inscribed, its properties are added to the item. The rune is
not destroyed in the process, nor is it permanently bonded to the weapon; if you find a better rune later
on, you can return to an enchanter to replace the rune.
GIFTS
You will find some items identified as gifts. To give a gift to one of your party members, open your
inventory, switch to the appropriate party member, then right-click on the item and select GIFT from the
radial menu. If the character accepts your gift, his or her approval of you increases. Different characters
prefer different sorts of gifts; if you give a party member his or her favorite type of gift, the approval
increase is greater. Some gifts are so well suited to particular characters that other party members
completely refuse to accept the gift themselves. However, the more gifts you give each party member, the
less he or she will be interested in the next gift. The camp is a handy place to give gifts because you can
see your whole party at once.
CURRENCY
Ferelden uses three types of coinage: copper pieces called bits, silver pieces called silvers, and gold
pieces called sovereigns. There are 100 bits in a silver and 100 silvers in a sovereign. For convenience,
the game automatically converts your money into the least possible coinage, so if you have 80 bits and
find 40 more, you end up with one silver and 20 bits. Your current supply of money is displayed at the
top of the inventory screen.
STORES
Merchants throughout Ferelden offer new equipment for sale and also purchase unwanted items, putting
coin in your pocket and freeing up room in your inventory. To buy or sell from a merchant, simply drag
items from the merchant’s inventory to your own, or vice versa. The last icon on each side of the store
interface allows you to reverse accidental transactions with no loss of money so long as you haven’t
closed the interface yet.
CRAFTING
Characters who have learned the Herbalism, Trap-Making, or Poison-Making skills can create their own
items if they possess a recipe or plan for the item and the constituent ingredients. You’ll find recipes and
ingredients in merchants’ shops and throughout Ferelden.
Once you have a recipe or plan, open the crafting interface by clicking on the first rank of the appropriate
skill either in your quickbar or in the skills screen. Your recipes appear on the left; after selecting a
recipe, the required ingredients appear on the right along with an indication of your current supply. If
you have sufficient stock of ingredients, you can create the item immediately. Note that creating more
powerful items requires higher ranks of the appropriate crafting skill. Since all three crafting skills use
the same interface, you really only need to leave one of the skill icons in your quickbar.
QUICK-USE ITEMS
You can drag consumable inventory items into slots on your quickbar for easy use during combat. Many
of the consumable items described below come in formulations of different strength.
Health Poultices
Health poultices instantly restore some amount of health, although they do not treat persistent injuries.
Injury Kits
Injury kits treat the injuries that characters suffer when they fall unconscious in combat. These kits also
restore some health.
Lyrium Potions
Lyrium potions instantly restore some amount of a mage’s mana. Warriors and rogues cannot use
lyrium potions.
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BIOWARE
Dragon Age: Origins
Senior Leadership
Executive Producers and Project Directors: Dan Tudge,
Mark Darrah
Lead Designers: Brent Knowles, Mike Laidlaw, James Ohlen
Art Director: Dean Andersen
Lead Programmer: Ross Gardner
Project Manager: Benoit Houle
Quality Assurance Lead: Nathan Frederick
Online Producer: Fernando Melo
Art and Animation
Cinematic Animators: Tony de Waal (Lead),
Carlos Arancibia, Edward Beek, Katie Cibinel, Tim Golem,
Suhas Holla, Andrew Hunt, Greg Lidstone, Hugo Morales,
Bobby Stockport, Nathan Zufelt, Steven “Ed” Herft (DICE),
Jesper Skoog (DICE)
In-Game Animators: John Santos (Lead), Julio Alas,
Ceri Harrison, James Humphreys, Rick Li, Arneil Marquez,
Marc-Antoine Matton, Michael Milan, Cody Paulson,
Clove Roy
Technical Animators: Charles Looker (Lead),
Yunus “Light” Balcioglu, Cristian Enciso, Kevin Ng,
Steve Runham
Additional Animation: Parrish Ley, Ray Lim,
Joel MacMillan, Dave Wilkinson, Carman Cheung,
Nick DiLiberto, Paul Dutton, Steve Gilmour, Chris Hale,
Pasquale LaMontagna, Cliff Mitchell, Kees Rijnen
Senior Artist: Matthew Goldman
Character Artists: Shane Hawco (Lead), Bobby Bath,
Leroy Chen, Ken Finlayson, Jae Keum, Francis Lacuna,
Ryan Lim, Herbert Lowis, Dustin Nelson, Ramil Sunga
Concept Artists: Fran Gaulin, Sung Kim
GUI Artists: Warren Heise (Lead), Tyler Lee
Level Artists: Ian Stubbington (Lead), Casey Baldwin,
Boali Dashtestani, Andrew Farrell, Mike Hong, Steve Klit,
Andrew Knight, Rohan Knuckey, Tobyn Manthorpe,
Ben McGrath, Sheila Nash, Young Park, Andre Santos,
Lee Scheinbeim, Gina Welbourn, Charlie Wong
Technical Artists: Daniel Fedor (Lead), Jean-Sebastian Baril,
Brian Chung, Kevin Hayes, Suhwan Pak
Visual Effects Artists: Alim Chaarani (Lead),
Terrence Kim, Casper Konefal, Jacky Xuan
Additional Art: Joy Ang, Ben Carriere, Rion Swanson,
Nick Thornborrow, Jaemus Wurzbach, Sasha Beliaev,
Adrien Cho, Tristan Clarysse, John Gallagher, Mike Grills,
Rod Green, Todd Grenier, Lindsay Jorgensen,
Edward Kwong, Christopher Mann, Jessica Mih,
Matthew Park, Tom Rhodes, Shareef Shanawany,
Sean Smailes, Jason Spykerman, Rob Sugama, Brian Sum,
Shane Welbourn, Dave Hibbeln (Former Director of Art)
Director of Art and Animation: Alistair McNally
Audio, Localization, and
External Resources
Audio Director: Simon Pressey
Associate Audio Producer: Marwan Audeh
Audio Designers: Matt Besler, Real Cardinal, Vance Dylan,
Jordan Ivey, Michael Kent, Michael Peter, Steven Sim,
Jeremie Voillot
Voice-Over Producer / Director: Caroline Livingstone
Assistant External Producers: Melanie Fleming,
Steve Lam, Heather Rabatich
Localization Producer: Jenny McKearney
Localization Project Manager: Flor Garcia Ruiz
Assistant Localization Producer: Jason Barlow
External Producer: John Campbell
Additional Audio: Ellen Lurie
Director of Audio, Localization, and External
Resources: Shauna Perry
Design
Cinematic Designers: Ken Thain (Lead), John Ebenger,
Ryan Ebenger, Jonathan Epp, Nathan Moller,
Jonathan Perry, Michelle Pettit-Mee, Guilherme Ramos
Systems Designers: Georg Zoeller (Lead),
Andrew Gauthier, Scott Horner, Emmanuel Lusinchi,
David Sitar, Peter Thomas
Technical Designers: Yaron Jakobs (Lead),
Mark Barazzuol, Rick Burton, Craig Graff, Kaelin Lavallee,
Antony Lynch, Grant Mackay, Cori May, David Sims,
Gary Ian Stewart, Josh Stiksma, Keith Warner
Writers: David Gaider (Lead), Ferret Baudoin, Sheryl Chee,
Daniel Erickson, Jennifer Brandes Hepler, Mary Kirby,
Luke Kristjanson, Jay Turner
Technical Editors: Chris Corfe, Dan Lazin, Karin Weekes
Additional Design: Rob Bartel, Eric Fagnan,
James Henley, Jason Hill, Bret Hoffman, Chris L’Etoile,
Ian Morrison, Austin Peckenpaugh, Kris Schoneberg,
Patrick Weekes, Dan Whiteside, Wolfram Wikeley
Senior Design Consultant: Kevin Martens
Directors of Design: Kevin Barrett, Matt Robinson
Production
Producers: Derek French, Vanessa Kade, Kevin Loh,
Kyle Scott
Project Managers: Alain Baxter, Karen Clark,
Erin Devarennes, Adriana Lopez
Additional Production:
Scott Greig (Former Project Director),
Trent Oster (Eclipse Engine Initial Direction),
Darcy Pajak
Director of Production: Duane Webb
credIts
Elemental Salves
Ice salve and similar substances temporarily increase a character’s resistance to damage from the
associated element.
Weapon Coatings
Flame coating and similar substances can be applied to a character’s melee weapons, temporarily
inflicting damage from the associated element on every attack.
Poisons
Like elemental weapon coatings, poisons are applied to a character’s melee weapons, but poisons
usually also have a chance to apply a status effect like paralysis in addition to the nature damage
they inflict.
Grenades
Grenades are explosive flasks or bombs that characters can throw at their enemies, inflicting some type
of elemental damage—although they may also harm allies, if not aimed carefully.
Traps
Traps spring on the first enemy to come near them. Depending on the type, traps inflict either damage, a
status effect, or both. Some traps affect an entire area—including allies in the vicinity, hence the warnings
they carry about friendly fire—whereas others affect only the enemy that triggers them. To resist a trap’s
status effect, the victim must pass a check against the cunning score of whoever set it. Rogues can
disarm the party’s own traps or attempt to disarm enemy traps by right-clicking on the trap. A trap only
fires once.
Lures
Lures are like traps, except that they attract enemies all on their own, even grabbing their attention
during combat. Lures can only be used once, although some lures remain in place for a while, distracting
multiple enemies.
Mabari Crunch
Mabari crunch is a dog treat that treats persistent injuries and instantly restores some amount of health
and stamina.
OTHER QUICK-USE ITEMS
You will discover many other miscellaneous consumable items—but be aware that they are often more
useful when mixed together to make more powerful items, following the directions of a crafting recipe.
36
37
Programming
Engine Architects: Derek Beland, Paul Roffel
Audio Programmer: Marek Galach
Graphics Programmers: Dave Hill (Lead), Patrick Chan,
Jason Knipe, Andreas Papathanasis, Daniel Torres,
Peter Woytiuk, Keith Yerex
Localization Programmers: Chris Christou, Kristopher Tan
Programmers: Jacques Lebrun (Game Engine Lead),
Noel Borstad, Owen Borstad, Gavin Burt, John Fedorkiw,
Hesky Fisher, Dmitry Gapeshin, Andrew Gardner,
Brenon Holmes, Jose Ilitzky, Yuri Leontiev,
Gabriel Moreno Fortuny, Nicolas NgManSun, Eric Paquette,
Paul Schultz, Chris Michael Smith, Henry Smith,
Craig Welburn, Graham Wihlidal
Tools Programmers: Tim Smith (Architect), Ted Chen,
James Goldman, Bo Liang, Scott Meadows,
Curtis Onuczko, James Redford, Sydney Tang,
Jon Thompson, Mika Uusnakki
Initial Technology: Mark Brockington (Lead),
Brook Bakay, Jonathan Baldwin, John Bible, Rob Boyd,
Alden Chew, Neil Flynn, Mark Jaskiewicz, Mark Kennedy,
Zach Kuznia, Sophia Lamar, Christopher Mihalick,
Don Moar, Zousar Shaker, Janice Thoms
Intern Programmers: Jonathan Cooper, Bogdan Corciova,
Jonathan Ferland, Cody Watts
Technical Editor: Bryan Derksen
Additional Programming: Andy Desplenter, Blake Grant,
Pat LaBine, Jocelyn Legault, Nathan Sturtevant,
Steven Hand
Director of Programming: Aaryn Flynn
Quality Assurance
Analysts: Zac Beaudoin (Technical Lead),
Jason Leong (Online Lead), Homan Sanaie (External Lead),
Guillaume Bourbonniere, Chris Buzon, Robert Girardin,
Dieter Goetzinger, Jack Lamden, Scott Langevin,
Joshua Langley, Arone “QA Monkey” Le Bray,
Michael Liaw, Ryan Loe, Ivan Mulkeen, Vanessa Prinsen,
Mark Ramsden, Allan Smith, Bruce Venne, Mike Wellman,
Stanley Woo
QA Programmers: Sam Johnson, Alex Lucas,
Dave Schaefer, Jay Zhou
Term Testers: Dave Berkes, Melissa Costanzo,
Chad De Wolfe, John Epler, Dale Furutani, Will Kuhn,
Catherine Lundgren, Carlo Lynch, Pieter Parker,
Richard Poulin, Colin Steedman, Jennifer Stefan,
Thomas Trachimowich, Tory Turner, Devon Wetheral,
Sarah Weymouth, Nathan Willis, Dann Wurster
Additional QA: Reid Buckmaster, Steven Deleeuw,
Mitchell Fujino, Cynthia Howell, Martin Lunde, David Lynch,
Russell Moore, Mark Shpuniarsky, Iain Stevens-Guille,
Daniel Trottier
Director of QA: Ron Clement
Marketing
Director of Marketing: Ric Williams
Senior Brand Manager: David S. Silverman
Assistant Brand Manager: Randall Bishop
Public Relations: Matt Atwood, Erik Einsiedel
Web: Isa Amistad, Jeff Marvin, Derek Larke,
Nadia Phillipchuk, Jeff Rousell, Jesse Van Herk
Community: “Evil” Chris Priestly, Jay Watamaniuk
Art: Colin Walmsley
Video: Neel Upadhye
Additional Marketing: Michael Avery, Jon Bailey
Operations
Director of Operations: Darryl Horne
Directors of Business Development: Richard Iwaniuk,
Robert Kallir
Executive Assistants: Teresa Meester, Lanna Mess
Finance
Director of Finance: Kevin Gunderman
Finance / Payroll: Calvin Chan, Todd Derechey, Sharon
Pate, Treena Rees
Human Resources
Director of Human Resources: Mark Kluchky
Human Resources: Celia Arevalo, Theresa Baxter,
Holly Bierbaum, Tammy Johnson, Leanne Korotash
Additional HR: Derek Sidebottom (Former Director of
Human Resources)
Information Systems, Facilities,
and Administration
Director of Information Systems, Facilities, and
Administration: Vince Waldon
Administration: Keri Clark (Office Manager),
Crystal Ens, Deb Gardner, Leah Hollands, Nils Kuhnert,
Jo Marie Langkow, Jeanne-Marie Owens
Application Support: Lee Evanochko (Manager),
Julian Karst, Robert McKenna
Desktop Support: Chris Zeschuk (Manager),
Dave McGruther, Brett Tollefson
Facilities: Mike Patterson (Manager), Kelly Wambold
Infrastructure: Craig Miller (Manager), Sam Decker,
Wayne Mah
Special Thanks
Cookie Everman, Corey Gaspur, Chris Hepler,
Drew Karpyshyn, Christina Norman, Mike Spalding,
Mike Trottier, Mac Walters, Preston Watamaniuk,
Edward Bolme, David Gross, Stephen Hand, Gorman Ho,
Mike Sass, Don Yakielashek, Elevation Partners,
Pandemic Studios, the rest of the BioWare teams in
Edmonton, Austin, and Montreal, and the rest of the team
at EAGL and EA. Thanks to all our families for
your support!
Studio Leadership, BioWare
General Manager and Chief Executive Officer:
Ray Muzyka
VP, Development Operations: Greg Zeschuk
CAST
Alistair: Steve Valentine
Duncan: Peter Renaday
Flemeth: Kate Mulgrew
Arl Howe: Tim Curry
Leliana: Corinne Kempa
Loghain: Simon Templeman
Morrigan: Claudia Black
Oghren: Steve Blum
Sten: Mark Hildreth
Wynne: Susan Boyd Joyce
Zevran: Jon Curry
Additional Voices: Patrick J. Adams, Jocelyn Ahlf,
Matthew Ashforde, Desmond Askew, Robin Atkin Downes,
April Banigan, Steve Barr, Michael Beattie, Rob Beckwith,
Nicola Bertram, Betsy Beutler, Connor Bewick,
Shannon Blanchet, Brian Bloom, Nick Boulton,
Peter Bramhill, Wendy Braun, Kimberly Brooks,
Julianne Buescher, Simon Chadwick, Cam Clarke,
Josh Cohen, Jim Connor, Stephane Cornicard,
Belinda Cornish, Elliot Cowan, Chris Cox, Kat Cressida,
Jim Cummings, Tim Dadabo, Atiya Iman Datoo, Josh Dean,
Barry Dennen, Shaun Dingwall, Chris Edgerley, Paul Eiding,
Jeannie Elias, Greg Ellis, Gideon Emery, Corri English,
Keith Ferguson, Emma Fielding, Patrick Fraley,
Victoria Gay, Brian George, Jesse Gervais, Jamie Glover,
Ezra Godden, Michael Gough, Beth Graham,
H. Richard Greene, Michael Gregory, Zach Hanks,
Jeff Haslam, Cornelia Hayes O’Herlihy, Mark Healy,
Theo Herdman, Dan Hildebrand, Victoria Hoffman,
Julian Holloway, Adam Howden, Peter Jessop,
Joel Johnstone, Eve Karpf, Seana Kofoed, Richard Laing,
Ken Lally, Lex Lang, Adam Leadbeater, Wendee Lee,
Natasha Little, David Lodge, Yuri Lowenthal, Erica Luttrell,
Kim Mai Guest, Stefan Marks, Drew Massey, Fay Masterson,
Erin Matthews, Mark Evan McClintock, Richard McGonagle,
Graham McTavish, Mark Meer, Roland Meseck,
Deborah Moore, Nolan North, Liam O’Brien, Michael Parsons,
Louisa Patikas, Vyvan Pham, Tara Platt, Alix Wilton Regan,
David Rintoul, Philip Anthony Rodriguez, Mark Rolston,
John Rubinow, Tim Russ, Robin Sachs, Salli Saffioti,
Eliza Jane Schneider, Dwight Schultz, Carolyn Seymour,
Lloyd Sherr, Deo Simcox, Mika Simmons, Jason Singer,
David Sobolov, Kath Soucie, Valerie Spencer,
Gillon Stephenson, Robbie Stevens, April Stewart,
Cree Summer, Keith Szarabajka, Fred Tatasciore,
Courtenay Taylor, Hellena Taylor, Kirk Thornton,
Jemma Tonken, John Ullyatt, Kari Wahlgren,
Audrey Wasilewski, Tim Watson, Douglas Weston,
Colette Whitaker, James Wilson, Helen Wilson,
Wally Wingert, Jo Wyatt, Matt Yang King
EA
Corporate Leadership
Chief Executive Officer: John Riccitiello
President, Global Publishing and Chief Operating
Officer: John Pleasants
Executive Vice-President and Chief Financial Officer:
Eric Brown
Executive Vice-President, Business and Legal Affairs:
Joel Linzner
Executive Vice-President, Human Resources:
Gabrielle Toledano
Senior Vice-President and Chief Accounting Officer:
Ken Barker
Senior Vice-President, General Counsel, and Corporate
Secretary: Stephen G. Bene
Games Label Leadership
President: Frank Gibeau
Chief Financial Officer: Mike Williams
Chief Operations Officer: Bryan Neider
Chief Technical Officer: David O’Connor
Vice-President, Human Resources: Steve Cadigan
Vice-President, Marketing: Mike Quigley
Localization
Production: Victoria Rose (International Project Manager),
Pablo Dopico, Claudia Serafim, Sibylle Steinau
Engineering: Rubén Martín Rico (Project Lead),
Danilo José Guerrero Rodriguez (Technical Lead),
Alberto Abad, Santiago Albert, Pedro Alfageme,
Luis Javier Lopez Arredondo, Mario Bergantiños,
Cesar Puerta, Juan Serrano
Coordination: Nathalie Bonin, Marcel Elsner, Silvia Favia,
Marta Julke, Alfonsina Mossello, Mária Nagy,
Ana Ramirez Boix, Ana Esther Rodriguez, Jan Staníček,
Anna Tomala, Leonid Vekshin
Quality Assurance: Fausto Ceccarelli (Project Manager),
Esther Jansen (Project Manager), Elena Anufrieva,
Eugene Bogdanov, Robert Bórski, Paolo Catozzella,
Philippe Charel, Lucas Costas, Tomasz Dobosz,
Błačej Domačski, Timothée Even, Elena Filippova,
Federico Franzoni, Tatiana Gerasina, Paolo Giovenco,
Romain Guilloteau, Christian Isopp, Zbigniew Kajak,
Michał Kukawski, Alexandre Lelandais, Iñigo Luzuriaga,
Gilles Mathiaut, Akos Mikola, Marco Nicolino, Jičí Noska,
Maciej Ogičski, Jekaterina Panova, Steffen Paul,
Šárka Pechočiaková, Pavel Permin, Romain Pillard,
Harald Raschen, Florian Ross, Jose Santamarina,
Laurent Siddi, Miroslaw Staniak, Svitlana Sukhova,
Bertold Virág, Marius Wolsztajn
EA Madrid Mastering Lab: John Brunton (Manager),
Rubén Del Pozo Moreno, Jakub Jilek, Tomas Pedreño,
Anthony Jones
38
39
performance tIps
PROBLEMS RUNNING THE GAME
Make sure you meet the minimum system requirements for this game and that you have the latest
drivers for your video card and sound card installed:
For NVIDIA video cards, visit www.nvidia.com to locate and download them.
For ATI video cards, visit www.ati.amd.com to locate and download them.
If you are running the disc version of this game, try reinstalling DirectX from the disc. This is typically
found in the DirectX folder on the root of the disc. If you have Internet access, you can visit
www.microsoft.com to download the latest version of DirectX.
GENERAL TROUBLESHOOTING TIPS
If you have the disc version of this game and the AutoPlay screen does not automatically appear for
installation/playing, right-click the disc drive icon found in My Computer and select AutoPlay.
If the game is running slowly, try reducing the quality of some of the video and sound settings from
the game’s options menu. Reducing the screen resolution can often improve performance.
For optimum performance when playing, you may like to disable other background tasks (except the
EADM application, if applicable) running in Windows.
INTERNET PERFORMANCE ISSUES
This game uses the following TCP and UDP port(s) for Internet play:
TCP PORTS: 80, 8000
UDP PORTS: 80, 8001
Please consult your router or personal firewall documentation for information on how to allow game
related traffic on these ports. If you are attempting to play on a corporate Internet connection, contact
your network administrator.
technIcal support
If you have trouble with this game, EA Technical Support can help.
The EA Help file provides solutions and answers to the most common difficulties and questions about
how to properly use this product.
To access the EA Help file (with the game already installed):
Windows Vista users, go to Start > Games > Games Explorer, right-click the game icon, and select the
appropriate support link from the drop-down menu.
For users on earlier versions of Windows, click the Technical Support link in the game’s directory
located in the Start > Programs (or All Programs) menu.
To access the EA Help file (without the game already installed):
1. Insert the game disc into your DVD-ROM drive.
2. Double-click the My Computer icon on the Desktop. (For Windows XP, you may need to click the
Start button and then click the My Computer icon).
3. Right-click the DVD-ROM drive that has the game disc and then select OPEN.
4. Open the Support > EA Help > Electronic_Arts_Technical_Support.htm file.
If you are still experiencing difficulty after utilizing the information in the EA Help file you can contact
EA Technical Support.
Marketing and Publishing
Vice-President, Marketing: Patrick Buechner
Senior Director of Brand Integration: Rod Swanson
Senior Director of Public Relations: Tammy Schachter
Ad Manager: David Sullivan
Creative Services: Corey Higgins (Vice-President),
John Burns, Nathan Carrico, Daniel Davis, Joe Kaiser
EDP Group: Michael Herst (Director), Derek Andersen
Senior Buyer and Planner: Ann Marie Ramirez
Global Publishing: Maria Sayans (EU Marketing Director),
Walter Grinberg (International Marketing Manager),
Peter Aleshkin, Astasios Anestis, Ralph Anheier,
Thiago Appella, Craig Auld, Ferry Brands,
Christian Brueckner, ALlexandre Caldeira, Tommy Chen,
Hazy Cho, Kenneth Chow, Juraj Chrappa, Farid Dilmaghani,
Patrick Eilfeld, Christoph Ehrenzeller, Jaroslav Faltus,
Ian Freitas, Adrian Fromion, Kevin Flynn, Michael Galli,
Jemma Glancy, Jonathan Goddard, William Graham,
Jonathan Harris, Paul Hellmrich, Dulcie Ho, Ellen Hsu,
Zen Huan, Tomasz Jarzebowski, Cameron Jenkins,
Orsolya Kasza, Alexander Lui, George Mamkos,
Nikolaos Maniatis, Daniel Montes, Christopher Ng,
Justin Olivares, Sophie Orlando, Mathieu Pastéeran,
Dominique Poldervaart, Sven Schmidt, Inna Shevchenko,
Daniele Siciliano, Andrea Smidova, Ralph Spinks,
Wojciech Szajdak, Veerle Taeye, Diana Tan, Tomasz Tinc,
Mario Valle, Vanessa Van Maurik, Tony Watkins,
Valentina Zlobina, Krzysztof Zych
Additional Marketing: EA Demand Planning team,
EA Sales and Retail Marketing team, EALA Mastering Lab,
EARS Mastering Lab
Online
Leadership: Rob Bastian, Darko Bojanic, Javier Cubero,
Joel Tablante, Lily Weiss
Producers: Lars Smith, Shawn Stafford
Programmers: George Arriola, Ryan Butterfoss,
Chris Carrier, Corey Johnson, Omar Moussawel,
Yugesh Naicker, Vikash Shah, Philip Smith, Mark Waller
QA Analysts: Melissa Jamili, Abigail Poquez-Cervantes,
Minsu Sohn
Quality Assurance
Lead Tester: Eric Neugebauer
Compatibility Testers: William Brewer, Tim Duong,
Kevin Quan, Chris Sevigny, James Wang, Irwin Wong-Sing
Core Testers: Kristopher Buller, Eric Hanna,
Cleveland Miettunen, Brian Penner, Curtis Roy,
Donovan Styre, Katherine Teel, Ashton Tower
Playtesters: Raman Bassi, Kenny Chan, My Diep,
Dung Hoang, Andrew Hulme, Albert Hutson, Alvin Jiang,
Jeffrey Kamo, Cord Krohn, Thomas Kuo, Bruce Lin,
Chris McHugh, Joshil Patel, Stephen Potts, Greg Priebe,
Robert Ricketts, Laura Savage, Robyn Sinclair,
Richard Skinner, Corey Tam, Gary Yau
EXTERNAL PARTNERS
Art and Animation
Additional Animation: Big Sandwich Games, Iron Claw
Additional Art: Liquid Development, LLC, Shadows in
Darkness, Hermitworks Entertainment Corporation
Motion Capture: Giant Studios, EA Worldwide Motion
Capture Studio
Audio and Localization
Dialogue Editing / Post-Production: Wave Generation
Geopolitical Evaluation: Englobe, Inc.
Original Score: Inon Zur
Translation: Albion (Poland), András Gáspár - Fontoló
Stúdió Ltd. (Hungary), Robert Böck (Germany), CEET Ltd.
(Czech Republic), Emanuele Scichilone - Synthesis
International S.r.l. (Italy), ExeQuo (France), ITI Ltd. (Russia),
Synthesis Iberia (Spain), Florian Vanino (Germany)
Voice-Over Direction (Los Angeles): Chris Borders,
Ginny McSwain
Voice-Over Production Services: Tikiman Productions, Inc.
Voice-Over Recording: Side UK (London),
Technicolor Interactive Services (Burbank),
Wolf Willow Sound (Edmonton), ArcTV Ltd. (Russia),
ExeQuo (France), Start International Polska (Poland),
toneworx GmbH (Germany)
Marketing
Advertising Agency: Draftfcb
“This Is War”
Performed by 30 Seconds to Mars
Written by Jared Leto
Published by Apocraphex Music / Universal Music - Z Tunes
LLC (ASCAP)
Recording courtesy of Virgin Records America, LLC under
license from EMI Film & Television Music
40
41
lImIted 90-day warranty
NOTE: The following warranties only apply to products sold at retail. These warranties do not apply to
products sold online via EA Store or third parties.
Electronic Arts Limited Warranty
Electronic Arts warrants to the original purchaser of this product that the recording medium on which the software program(s) are recorded
(the “Recording Medium”) and the documentation that is included with this product (the “Manual”) are free from defects in materials and
workmanship for a period of 90 days from the date of purchase. If the Recording Medium or the Manual is found to be defective within 90 days
from the date of purchase, Electronic Arts agrees to replace the Recording Medium or Manual free of charge upon receipt of the Recording Medium
or Manual at its service center, postage paid, with proof of purchase. This warranty is limited to the Recording Medium containing the software
program and the Manual that were originally provided by Electronic Arts. This warranty shall not be applicable and shall be void if, in the judgment
of Electronic Arts, the defect has arisen through abuse, mistreatment or neglect.
This limited warranty is in lieu of all other warranties, whether oral or written, express or implied, including any warranty of merchantability or
fitness for a particular purpose, and no other representation of any nature shall be binding on or obligate Electronic Arts. If any such warranties are
incapable of exclusion, then such warranties applicable to this product, including implied warranties of merchantability and fitness for a particular
purpose, are limited to the 90-day period described above. In no event will Electronic Arts be liable for any special, incidental, or consequential
damages resulting from possession, use or malfunction of this Electronic Arts product, including damage to property, and to the extent permitted
by law, damages for personal injury, even if Electronic Arts has been advised of the possibility of such damages. Some states do not allow
limitation as to how long an implied warranty lasts and/or exclusions or limitation of incidental or consequential damages so the above limitations
and/or exclusion of liability may not apply to you. In such jurisdictions, the Electronic Arts’ liability shall be limited to the fullest extent permitted by
law. This warranty gives you specific rights. You may also have other rights that vary from state to state.
RETURNS WITHIN THE 90-DAY WARRANTY PERIOD
Please return the product along with (1) a copy of the original sales receipt showing the date of purchase, (2) a brief description of the difficulty
you are experiencing, and (3) your name, address and phone number to the address below and Electronic Arts will mail a replacement Recording
Medium and/or Manual to you. If the product was damaged through misuse or accident, this 90-day warranty is rendered void and you will need to
follow the instructions for returns after the 90-day warranty period. We strongly recommend that you send your products using a traceable delivery
method. Electronic Arts is not responsible for products not in its possession.
EA Warranty Information
If the defect in the Recording Medium or Manual resulted from abuse, mistreatment or neglect, or if the Recording Medium or Manual is found to
be defective after 90 days from the date of purchase, choose one of the following options to receive our replacement instructions:
Online: http://warrantyinfo.ea.com
Automated Warranty Information: You can contact our automated phone system 24 hours a day for any and all warranty questions:
US 1 (650) 628-1001
EA Warranty Mailing Address
Electronic Arts Customer Warranty
9001 N I-35 Suite 110
Austin, TX 78753
1909405
Package Cover Illustration: BLT & Associates, Massive Black Inc.
© 2009 Electronic Arts Inc. EA and EA logo are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All Rights Reserved.
BioWare, BioWare logo, Dragon Age and Dragon Age logo are trademarks or registered trademarks of EA International (Studio and Publishing) Ltd. All other
trademarks are the property of their respective owners.
Uses Bink Video. Copyright © 1997 – 2005 by RAD Game Tools, Inc.
you played the Game. now play the musIc.
ea soundtracks and rInGtones
avaIlable at www.ea.com/eatraX/
EA TECHNICAL SUPPORT ON THE INTERNET
If you have Internet access, be sure to check our EA Technical Support website at:
http://support.ea.com
Here you will find a wealth of information on DirectX, game controllers, modems, and networks, as
well as information on regular system maintenance and performance. Our website contains up-to-date
information on the most common difficulties, game-specific help, and frequently asked questions (FAQs).
This is the same information our support technicians use to troubleshoot your performance issues. We
keep the support website updated on a daily basis, so please check here first for no-wait solutions.
TECHNICAL SUPPORT CONTACT INFO
If you need to talk to someone immediately, call our Technical Support team (Monday through Friday
8 AM – 5 PM PST):
Telephone: US 1 (650) 628-1001.
NOTE: No hints or codes are available from Technical Support.
Website: http://support.ea.com
Mailing Address: EA Technical Support
9001 N I-35 Suite 110
Austin, TX 78753