Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 54

Thread: Dragon Age Origins Awakening

  1. #21
    Stefan9's Avatar
    Join Date
    Feb 2009
    Location
    Pretoria,for now
    Posts
    2,060

    Default

    New companion Justice revealed:

    Not all the denizens of the Fade identify with darker emotions like rage and pride. Some embody the nobler qualities found in humanity: faith, hope, compassion, and justice. Justice is not a name, it is an identity. A victim of magic gone awry, Justice has been torn from the Fade against his will and trapped in the body of a dead Grey Warden. Lost and disoriented, he seeks a guide to help make sense of this alien world and demonstrate what it means to be human.
    http://dragonage.bioware.com/awakeni...acter/justice/

    Architect enemy revealed, will be familiar for those of us who read the calling.

    The Architect is the first darkspawn to develop a will of his own--an unusual outcast who seems not to be subject to the call of the Old Gods, nor to the other darkspawn compulsions. But although he is highly intelligent, the Architect has little understanding of humanity. Treating him as anything other than what he is–a darkspawn–would be folly.
    http://dragonage.bioware.com/awakeni...ure/architect/

    Wending woods revealed

    The Wending Wood is an area of forested slopes and lush greenery, divided by the trade route known as the Pilgrim's Path -- named for the faithful devotees of Andraste who walk that very road to reach Amaranthine, and who have left ancient relics scattered about the wood to honor Andraste and the Maker. For centuries, the wood was known as a place of breathtaking beauty and tranquility, but things have changed in recent months: a clan of Dalish elves has set up camp within the wood, and their proximity to human villages is making the locals uneasy. Even worse, roaming bands of darkspawn have been seen in the wood, undoubtedly gathering for some nefarious purpose. For now, the people of Amaranthine can only pray that whatever troubles the Wending Wood passes soon.
    http://dragonage.bioware.com/awakeni...wending_woods/

    Kal hirol revealed

    The dwarven fortress of Kal'Hirol was long known as a center of learning for the smith caste. Its workshops are where Paragon Hirol conceived his famous improvements to golem resilience and power, and where Hirol's favorite student developed a method for storing refined lyrium that is still used today. These breakthroughs brought Kal'Hirol great prosperity; its passageway are said to have glittered with gold and silver. But the fall of Kal'Hirol is shrouded in mystery. All that is known is that the fortress's elite one day showed up at Orzammar's great doors, exhausted and in despair over the loss of their home.
    http://dragonage.bioware.com/awakeni...ment/kalhirol/

  2. #22

    Default

    All the new content sounds intriguing. Especially looking forward to the new classes and spells.

  3. #23
    Cobalt's Avatar
    Join Date
    Jun 2009
    Location
    Cape Town, Western Cape, South Africa
    Posts
    686

    Default

    Soo excited for this! Finished the original game with a Arcane Warrior mage and now I'm replaying the original with a Reaver fighter class! Very keen to try out the specs which allows the warrior to become more magelike and the mage to become more warrior like! :-D


    Core2Duo E8400 3Ghz, ASUS P5Q/SE MOBO, 3Gigs or RAM (800Mhz), Asus ATI RADEON 4850 512MB, 2X 500GB HDDs, Windows 7 Ultimate

  4. #24
    Stefan9's Avatar
    Join Date
    Feb 2009
    Location
    Pretoria,for now
    Posts
    2,060

    Default

    I am looking forward to the fact that you can have 3 specializations per character. Also there seems to be more options to make a fighter/rogue than in the original. Also wanting to see how the choices you made impact on the game.

  5. #25
    The thing that should not be Tsar's Avatar
    Join Date
    Sep 2009
    Location
    In james car
    Posts
    17,507

    Default

    Same here. Unless they add a few diff monsters as I found that it lacked it that area. Take Temple of elemental evil, had loads of diff monsters. It was a pitty the game was buggy.

  6. #26
    Stefan9's Avatar
    Join Date
    Feb 2009
    Location
    Pretoria,for now
    Posts
    2,060

    Default

    Quote Originally Posted by Tsar View Post
    Same here. Unless they add a few diff monsters as I found that it lacked it that area. Take Temple of elemental evil, had loads of diff monsters. It was a pitty the game was buggy.
    I don't really see why they needed to add different monsters. You were facing a specific foe(dark spawn).

  7. #27
    No Hobbits Allowed Isengard's Avatar
    Join Date
    Feb 2009
    Location
    Cape Town
    Posts
    8,409

    Default

    Quote Originally Posted by Stefan9 View Post
    I am looking forward to the fact that you can have 3 specializations per character. Also there seems to be more options to make a fighter/rogue than in the original. Also wanting to see how the choices you made impact on the game.
    +1

    I can't wait to respec my warrior with some of those new skills.

  8. #28
    phoenix's Avatar
    Join Date
    Feb 2009
    Location
    East London
    Posts
    5,043

    Default

    I came. I saw. I pre-ordered.
    Let the obsession begin once more.
    /perhaps this time I'll figure out how to specialise.
    =|This space for rent|=

  9. #29
    Stefan9's Avatar
    Join Date
    Feb 2009
    Location
    Pretoria,for now
    Posts
    2,060

    Default

    Nathaniel Howe companion revealed: http://www.gametrailers.com/video/ex...63153?type=flv

  10. #30
    Dreamsgate's Avatar
    Join Date
    Oct 2009
    Location
    Cape Town
    Posts
    138

    Default

    The problem is now that i know about it, the endless sleepless night ill have till it comes out

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •