Prima Games eGuides Dragon Age: Origins - Awakening eGuide

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Dragon Age: Origins - Awakening eGuide Essentials Equipment

Runes

Ambassador Cera enchants weapons and armor for you in the Vigil's Keep throne room. Any time you find or buy a rune, check back with Ambassador Cera to see about slotting the rune in your present equipment. You can use a rune if your weapon or armor has an open slot.

When you speak to Cera, the rune interface shows you which weapons and armor have rune slots in your inventory, who wields the weapon or wears the armor, and the available runes with which to enchant. Simply drag the rune into the open weapon or armor slot to add its ability to the item. If you want to make a change, drag the active rune back to the rune inventory section and add a new rune to the weapon or armor.

There are seven rune categories, which increase in potency with each level: novice, journeyman, expert, master, grandmaster, masterpiece, and paragon. A novice flame rune, for example, grants +1 fire damage, while a grandmaster flame rune gives +5. See the following charts for weapon, armor, and special rune powers.

Weapon Rune Powers

Rune Name Ability
Cold Iron Damage vs. Spirits
Dweomer Spell Resistance
Flame Bonus Fire Damage
Frost Bonus Cold Damage
Hale Bonus Physical Resistance
Lightning Bonus Electrical Damage
Paralyze Chance to Root Target
Silverite Damage vs. Darkspawn
Slow Reduce Movement Speed

Armor Rune Powers

Rune Name Ability
Barrier Increases Armor
Immunity Cold, Electricity, Fire Resistance
Reservoir Increases Willpower
Stout Increases Constitution
Tempest Defense Against Missiles

Special Rune Powers

Rune Name Ability
Amplification Increase Cold, Fire, Lightning, Nature, and Spirit Damage +5
Diligence Flank Immunity
Elemental Deals Chromatic Damage (+1 all damage types at once)
Endurance Fatigue Reduction
Evasion Increases Dodge Chance
Intensifying Increases Crit Chance and Crit Damage
Menacing Increases Hostility
Momentum Grants Haste

As you collect runes and add them to your weapons and armor, parcel them out based on party needs and class specialties. The damage-based runes generally go to DPS characters or the tank. Hale and barrier, of course, go to a tank, while dweomer and reservoir tend to go on mages (they tend to draw the return fire from enemy spellcasters in the rear and need the extra mana).

Paralyze and slow runes are excellent on a tank or DPSer weapon to keep the enemy in place while they wallop on them. Special runes can go anywhere, based on your characters' tactics and your play style. As with everything, play to your party members' strengths and mind their weaknesses. If your tank keeps getting hurt by ranged fire, naturally give him the tempest rune.

Weapon Runes

Name Bonuses
Novice Cold Iron Rune Damage +1 vs. Spirits
Novice Dweomer Rune +2% Chance to Ignore Hostile Magic
Novice Flame Rune +1 Fire Damage
Novice Frost Rune +1 Cold Damage
Novice Hale Rune +5 Physical Resistance
Novice Lightning Rune +1 Electricity Damage
Novice Paralyze Rune Chance of Paralysis
Novice Silverite Rune Damage +1 vs. Darkspawn
Novice Slow Rune Chance to Reduce Movement Speed
Journeyman Cold Iron Rune Damage +2 vs. Spirits
Journeyman Dweomer Rune +4% Chance to Ignore Hostile Magic
Journeyman Flame Rune +2 Fire Damage
Journeyman Frost Rune +2 Cold Damage
Journeyman Hale Rune +10 Physical Resistance
Journeyman Lightning Rune +2 Electricity Damage
Journeyman Paralyze Rune Chance of Paralysis
Journeyman Silverite Rune Damage +2 vs. Darkspawn
Journeyman Slow Rune Chance to Reduce Movement Speed
Expert Cold Iron Rune Damage +3 vs. Spirits
Expert Dweomer Rune +6% Chance to Ignore Hostile Magic
Expert Flame Rune +3 Fire Damage
Expert Frost Rune +3 Cold Damage
Expert Hale Rune +15 Physical Resistance
Expert Lightning Rune +3 Electricity Damage
Expert Paralyze Rune Chance of Paralysis
Expert Silverite Rune Damage +3 vs. Darkspawn
Expert Slow Rune Chance to Reduce Movement Speed
Master Cold Iron Rune Damage +4 vs. Spirits
Master Dweomer Rune +8% Chance to Ignore Hostile Magic
Master Flame Rune +4 Fire Damage
Master Frost Rune +4 Cold Damage
Master Hale Rune +20 Physical Resistance
Master Lightning Rune +4 Electricity Damage
Master Paralyze Rune Chance of Paralysis
Master Silverite Rune Damage +4 vs. Darkspawn
Master Slow Rune Chance to Reduce Movement Speed
Grandmaster Cold Iron Rune Damage +5 vs. Spirits
Grandmaster Dweomer Rune +10% Chance to Ignore Hostile Magic
Grandmaster Flame Rune +5 Fire Damage
Grandmaster Frost Rune +5 Cold Damage
Grandmaster Hale Rune +25 Physical Resistance
Grandmaster Lightning Rune +5 Electricity Damage
Grandmaster Paralyze Rune Chance of Paralysis
Grandmaster Silverite Rune Damage +5 vs. Darkspawn
Grandmaster Slow Rune Chance to Reduce Movement Speed
Masterpiece Cold Iron Rune Damage +6 vs. Spirits
Masterpiece Dweomer Rune +12% Chance to Ignore Hostile Magic
Masterpiece Flame Rune +6 Fire Damage
Masterpiece Frost Rune +6 Cold Damage
Masterpiece Hale Rune +30 Physical Resistance
Masterpiece Lightning Rune +6 Electricity Damage
Masterpiece Paralyze Rune Chance of Paralysis
Masterpiece Silverite Rune Damage +6 vs. Darkspawn
Masterpiece Slow Rune Chance to Reduce Movement Speed
Paragon Cold Iron Rune Damage +7 vs. Spirits
Paragon Dweomer Rune +14% Chance to Ignore Hostile Magic
Paragon Flame Rune +7 Fire Damage
Paragon Frost Rune +7 Cold Damage
Paragon Hale Rune +35 Physical Resistance
Paragon Lightning Rune +7 Electricity Damage
Paragon Paralyze Rune Chance of Paralysis
Paragon Silverite Rune Damage +7 vs. Darkspawn
Paragon Slow Rune Chance to Reduce Movement Speed

Armor Runes

Name Bonuses
Novice Barrier Rune Armor +1
Novice Immunity Rune Cold, Electricity and Fire Resistances +3
Novice Reservoir Rune Willpower +1
Novice Stout Rune Constitution +2
Novice Tempest Rune Defense against Missiles +2
Journeyman Barrier Rune Armor +2
Journeyman Immunity Rune Cold, Electricity, and Fire Resistances +6
Journeyman Reservoir Rune Willpower +2
Journeyman Stout Rune Constitution +4
Journeyman Tempest Rune Defense against Missiles +4
Expert Barrier Rune Armor +3
Expert Immunity Rune Cold, Electricity, and Fire Resistances +9
Expert Reservoir Rune Willpower +3
Expert Stout Rune Constitution +6
Expert Tempest Rune Defense against Missiles +6
Master Barrier Rune Armor +4
Master Immunity Rune Cold, Electricity, and Fire Resistances +12
Master Reservoir Rune Willpower +4
Master Stout Rune Constitution +8
Master Tempest Rune Defense against Missiles +8
Grandmaster Barrier Rune Armor +5
Grandmaster Immunity Rune Cold, Electricity, and Fire Resistances +15
Grandmaster Reservoir Rune Willpower +5
Grandmaster Stout Rune Constitution +10
Grandmaster Tempest Rune Defense against Missiles +10
Masterpiece Barrier Rune Armor +6
Masterpiece Immunity Rune Cold, Electricity, and Fire Resistances +20
Masterpiece Reservoir Rune Willpower +6
Masterpiece Stout Rune Constitution +12
Masterpiece Tempest Rune Defense against Missiles +12
Paragon Barrier Rune Armor +7
Paragon Immunity Rune Cold, Electricity, and Fire Resistances +25
Paragon Reservoir Rune Willpower +7
Paragon Stout Rune Constitution +14
Paragon Tempest Rune Defense against Missiles +14

Special Runes

Name Bonuses
Amplification Rune Increases all damage types +5%
Diligence Rune Flank Immunity
Elemental Rune Enhances chromatic damage, which is +1 for all damage types
Endurance Rune Fatigue Reduction +1
Evasion Rune Chance to Dodge Attacks +5%
Intensifying Rune Crit Damage +20%
Menacing Rune Increase hostility
Momentum Rune Haste