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Dragon Age: Origins Online Walkthrough by David Milward


INTRODUCTION  |  GETTING STARTED  |  NPCs  |  ORIGINS  |  RECIPES |  ITEMS   
Areas in the original game:  
Brecilian Forest  |  The Camp  |  Circle Tower  |  Denerim  |  The Final Battle  |  Haven  |  Landsmeet  |  Lothering  |  Orzammar  |  Ostagar  |  Redcliffe  |  Ruined Temple  
Areas available as Downloadable Content:  
Honnleath  |  Return to Ostagar  |  Warden's Keep 
About the Walkthrough  |  About the Maps  |  About the Author  |  About Playing the Game  |  Where to Begin
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Joinable NPCs  
Alistair  |  Leliana  |  Loghain  |  The Mabari War Hound  |  Morrigan  |  Oghren  |  Sten  |  Wynne  |  Zevran  
Available as Downloadable Content: Shale  
Sample Characters created for this walkthrough  
Aldarion  |  Zarathos  

Wynne - a sample development guide

The Wise Spirit Healer

Wynne.jpg

Strength: 14
Dexterity: 14
Willpower: 24
Magic: 26
Cunning: 16
Constitution: 12

Starting Equipment: Senior Enchanter Robes, a Enchanter's Staff (Veridium), and the Silver Aron.

Spells and Talents when she joins: Arcane Bolt, Group Heal, Revival, Rock Armor, Stonefist, Earthquake, Heal, Rejuvenate, Regeneration, Mass Rejuvenation, Heroic Offense, Heroic Aura

Eleventh Level: Glyph of Paralysis, Arcane Shield, Staff Focus, Arcane Mastery
There are three Tomes of Arcane available for sale in the early parts of the game, and I buy all of them for Wynne. Why not, Aldarion, my Elven Arcane Warrior, is going to get 3 extra talents when he completes the Joining, and then the Urn of Sacred Ashes quest, and then the Landsmeet. So first in order is the Glyph of Paralysis, which can be used to hold a single target in place by casting it at its feet, but it is also part of the Glyph Explosion spell combo. I then have Wynne use the Tomes in order to augment her salient abilities. She spends a lot of time firing with her staff from a distance, so Staff Focus means that the damage will add up. Arcane Mastery will augment her crowd-control, single-target, and (later) offensive spells.

Twelfth Level: Lifeward
You can think of Lifeward as the DA equivalent of a Heal Contingency from Baldur's Gate 2. Once a character is close to death, Lifeward will bring that character's health right back up. Can be useful when Wynne notices that one of her companions is about to get surrounded, and possibly overwhelmed.

Thirteenth Level: Petrify
A handy spell for freezing even a boss-enemy in place for 20 seconds. It can even be useful against heavy hitters like Ogres, Revenants, and Stone Golems.

Fourteenth Level: Cleansing Aura
This is a very handy sustained ability for fights when it's a given that it will both be lengthy, and your party members are going to take damage. Simply keep this active for such fights, its like a toned-down Group Heal activating each round.

Fifteenth Level: Glyph of Warding
Glyph of Warding tips the odds of combat in your party's favour. Simply plant it in the thick of things so to speak.

Sixteenth Level: Glyph of Repulsion
Glyph of Repulsion forms the other half of a spell combo. This is a useful defensive spell, since it can consistently push enemies back if your spellpower is high enough. And then, when you're ready for it, you can put a Glyph of Paralysis right on top it. This results in an explosion of energy that will paralyze everyone within a certain radius of the explosion.

Seventeenth Level: Flameblast
At this point, I don't mind adding a little offensive arsenal for Wynne. Especially since her Staff and one of her rings will give her bonus fire damage. This is quite good for a tier-one spell since it scores quite a bit of fire damage to enemies in a cone-like area.

Eighteenth Level: Flaming Weapons
This is redundant by now since many of the other characters will pack weapons with fire runes, but it is a stepping stone to other spells.

Nineteenth Level: Fireball
A nifty area-of-effect spell that knocks enemies off their feet, and continues to burn lingering damage after the initial blast.

Twentienth Level: Inferno
Maybe this is overkill, but why not add this to a Storm of the Century?

Twenty First Level: Glyph of Neutralization
This sometimes comes in handy against Wizards, a guaranteed stopper.



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