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* NintendoHard: Higher difficulties will strongly punish players who don't properly use tactics. The game also gives a very minimal introduction to the combat, causing the difficulty to increase when players get into battles designed to be won with strategy.
** Given the focus the game has on tactics, there are a few design decisions that are a bit odd, almost to the point of being FakeDifficulty. The game makes some fights significantly harder by porting the entire party directly in front of the bad guys for a mandatory conversation before the fight starts; in extreme cases, this means the party walks directly into an ambush/crossfire/killzone.
*** Even worse is the irregular deactivation of abilities which of course have a cooldown, and are sometimes needed to use other skills. Other times you just lose the abilities themselves, which is bad enough.
** ''The Golems of Amgarrak'' is designed to be much, much harder than any other entry in the saga, starting with being the only module that doesn't provide the Warden with at least one Mage as backup and ending with a FlunkyBoss who spawns ''other bosses'' as its flunkies.
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* OrganizedCrimeSidequest:
** In Denerim, asking the bartender at the Gnawed Noble Tavern for work will result in a Quest Board mission titled simply "Favors For Certain Interested Parties." Here, you're tasked with delivering payments, [[DisposingOfABody dumping unwanted bodies in wells]], collecting blackmail material from sordid love letters, eliminating traitors, and even bumping off rival "interested parties" - none of which has anything to do with your High Fantasy quest to unite Ferelden and stop the Blight.
** Also in Denerim, you can unexpectedly be hired by the [[MurderInc Antivan Crows]] to carry out a number of assassinations on their behalf, though only if [[HitmanWithAHeart Zevran]]'s attempt on your life has already come and gone [[note]] though you don't need to spare or even recruit Zevran to get these missions[[/note]].
** A visit to Orzammar can allow you to make a deal with a Carta businessman and smuggle [[GreenRocks Lyrium]] to the [[MageTower Circle of Magi]]; not only is this optional, but it's easily the shortest of the three crime quests, being entirely one-off. For good measure, this quest has nothing to do with the succession crisis in Orzammar or the troubles in the Circle tower.
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Just For Pun is a disambiguation


'''Leliana:''' [[JustForPun Ooohhh,]] very clever, I see what you did there.

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'''Leliana:''' [[JustForPun Ooohhh,]] Ooohhh, very clever, I see what you did there.
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Legitimate Businessmens Social Club TRS cleanup, disambiguating to appropriate trope (no description of its guise)


* LegitimateBusinessmensSocialClub: The [[MurderInc Antivan Crows']] contact in Denerim talks almost completely in innuendo, in order to disguise what business he is actually discussing; never mind that the only eavesdropper his verbiage could fool would be a deaf one. You, as the player, can [[LampshadeHanging lampshade]] this very fact and he'll simply explain that he has no idea who's listening and just wants an out in case he's questioned. If you keep ignoring his attempts at innuendo, he snaps at you. It's worth it. After you complete the questline, he's willing to speak more openly.
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* OptionalBoss: The Revenants, [[spoiler:Gaxkang]], the sundered Fade Beast, and any instance of a High Dragon.
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Obvious Beta is YMMV. Cleanup: (re)moving wick from trope/work example lists


* ObviousBeta: The critically bugged and broken endgame sequence. Among other things, several of the epilogue slides either contain inaccuracies about your playthrough or don't show up at all. The inaccuracies were later {{handwave}}d by the developers as being "rumors" of WhatMightHaveBeen; when they made ''Origins'', they didn't expect it to get a sequel so they weren't concerned about continuity at the time.
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* PrimalPolymorphs:
** The shapeshifting mages [[WickedWitch Flemeth]] and [[LadyOfBlackMagic Morrigan]] live in a tiny hut in the swamps of the Korcari Wilds, dress in crude homespun robes, and are occasionally mistaken for Chasind folk by the more "civilized" peoples to the north. At least part of this is due to their need to avoid [[AntiMagicalFaction the Templars]], though it's clear that the two just don't like people - to the point that Flemeth made a game out of [[HuntingTheMostDangerousGame hunting down Templars intruding on her swamp]]. Meanwhile, Morrigan strongly dislikes handshakes, [[NoSocialSkills lacks social skills]], disapproves of the controlled lives of loyalist mages, and prior to joining the Warden's team, she preferred to observe others from a distance as an animal... unless she felt like stealing something shiny.
** The Werewolves of the Brecillian Forest prefer to gather in packs and live as animals, even though they retain their minds and can still speak - though only their leader [[MonsterProgenitor Witherfang]] can still assume a humanoid form. For good measure, they generally come across as animalistic and consumed with rage, refusing to negotiate with the Dalish Elves to the point of waging a war of annihilation against them. [[spoiler: This is because the Dalish leader Zathrian is directly responsible for transforming them into werewolves and using them to make himself immortal.]]
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* PayEvilUntoEvil:
** Most players are more than happy to reject Vaughn's offer in the City Elf origin so they can kill him themselves. You can literally tell him you will enjoy kicking his ass.
** There are some mods that allow players to eviscerate Arl Howe because some players feel his death taking place in a cutscene lets him get off ''too easy''.
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* NintendoHard: Higher difficulties will strongly punish players who don't properly use tactics. The game also gives a very minimal introduction to the combat, causing a DifficultySpike when players get into battles designed to be won with strategy.

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* NintendoHard: Higher difficulties will strongly punish players who don't properly use tactics. The game also gives a very minimal introduction to the combat, causing a DifficultySpike the difficulty to increase when players get into battles designed to be won with strategy.
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* MythPrologue: The game opens with Duncan reciting the (official, Chantry-sanctioned) origin narrative of the Darkspawn, whom you will be fighting throughout the entire game. While the Darkspawn are definitely real and the fact that their first invasion occurred soon after the Tevinter magisters breached the Golden City is undisputed, subsequent games reveal that Duncan's story is more of a thousand years-old legend than actual history, with many details incorrect or intentionally falsified.
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* NoSell: Indomitable renders two-handed specialist warriors completely immune to all forms of stun and knockdown.

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* LousyLoversAreLosers: {{Downplayed|Trope}}. If the [[PlayerCharacter Warden]] gets into a LoveTriangle between Leliana and Morrigan, eventually they're forced to choose one of them. The [[VideoGameCrueltyPotential jerkiest dialogue option]] to dump Leliana is to say she's not as good in bed as Morrigan. Notably, you can't say the same to Morrigan.



* MookMaker: Broodmothers.

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* %%* MookMaker: Broodmothers.
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Loads And Loads Of Characters is no longer a trope


* LoadsAndLoadsOfCharacters: And most have individual voice actors, including some well-known ones. [[Characters/DragonAge See the sub-page.]]

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** Or, going by how the country just recently fought a war to free themselves from an occupying force, and love their freedom, an anagram for federal.



* OnlyOneFemaleMold: Putting Wynne (whom Word of God confirms is in her 40s) next to Morrigan (early 20s with a figure that's openly admired by Leliana) and having them wear the same outfit (as long as it's not a formless robe) is... disturbing, to say the least. [[LampshadeHanging Lampshaded]] by one of Zevran's comments to Wynne:

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* OnlyOneFemaleMold: Putting Wynne (whom Word of God confirms is in (in her 40s) sixties) next to Morrigan (early 20s with a figure that's openly admired by Leliana) and having them wear the same outfit (as long as it's not a formless robe) is... disturbing, to say the least. [[LampshadeHanging Lampshaded]] by one of Zevran's comments to Wynne:



** The Dwarf Noble origin allows to acquire quite a few items, earn a lot of money, and gives access to merchants. At the end, you're banished from Orzimmar and ''any item'' you're carrying (minus money and a few special items added by the [=DLCs=]) is permanently lost. You're supposed to sell everything before proceding, but the second part of this prologue (the "A Noble Expedition" quest) still allows to gain a lot of stuff, and at this point there's no way to meet a merchant before the betrayal which results in your banishing and the loss of your stuff.

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** The Dwarf Noble origin allows to acquire quite a few items, earn a lot of money, and gives access to merchants. At the end, you're banished from Orzimmar and ''any item'' you're carrying (minus money and a few special items added by the [=DLCs=]) is permanently lost. You're supposed to sell everything before proceding, proceeding, but the second part of this prologue (the "A Noble Expedition" quest) still allows to gain a lot of stuff, and at this point there's no way to meet a merchant before the betrayal which results in your banishing and the loss of your stuff.



** The final one occurs after the Landsmeet, as a prelude to the final battle. Travelling to Redcliffe and entering Redcliffe Castle leaves you with sometime to leave elsewhere and wrap up some business, but once you have learned from Riordan the purpose of the Grey Wardens -- and either accepted or declined Morrigan's ritual -- this ultimately puts you on a one-way fast track to the ending, as you and your army immediately head to the darkspawn-invaded Denerim to begin the final battle. This is a vaguely polite example, as dialogue indicates that there may not be any chance to go back for anything you missed once you commit to this final battle.

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** The final one occurs after the Landsmeet, as a prelude to the final battle. Travelling to Redcliffe and entering Redcliffe Castle leaves you with sometime some time to leave elsewhere and wrap up some business, but once you have learned from Riordan the purpose of the Grey Wardens -- and either accepted or declined Morrigan's ritual -- this ultimately puts you on a one-way fast track to the ending, as you and your army immediately head to the darkspawn-invaded Denerim to begin the final battle. This is a vaguely polite example, as dialogue indicates that there may not be any chance to go back for anything you missed once you commit to this final battle.



** If the Warden is romancing Morrigan and another companion simultaneously, the Warden can suggest this to her when she calls him out on it. As it turns out, Morrigan disapproves.

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** If the Warden is romancing Morrigan and another companion simultaneously, the Warden can suggest this to her when she calls him out on it. [[SarcasmMode As it turns out, Morrigan disapproves.]]



* PurelyAestheticGender: Downplayed. The gender of your character has no effect whatsoever on your stats. Gender is not ''completely'' aesthetic, but it mostly affects some conversation options and a couple of the potential romances. However, it has to be said that you cannot impregnate female [=NPCs=] as a female player, [[spoiler:which may affect two questlines, one minor and one not so minor]]. Also, the City Elf origin quest is the only origin with notable changes depending on the Warden's gender: a male Warden raids Denerim iarl's castle to rescue his kidnapped bride, a female Warden ''is'' the kidnapped bride.

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* PurelyAestheticGender: Downplayed. The gender of your character has no effect whatsoever on your stats. Gender is not ''completely'' aesthetic, but it mostly affects some conversation options and a couple of the potential romances. However, it has to be said that you cannot impregnate female [=NPCs=] as a female player, [[spoiler:which may affect two questlines, one minor and one not so minor]]. Also, the City Elf origin quest is the only origin with notable changes depending on the Warden's gender: a male Warden raids Denerim iarl's Arl's castle to rescue his kidnapped bride, a female Warden ''is'' the kidnapped bride.

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* NoHeroDiscount: Mostly played straight; despite the fact that the Warden goes around saving the bacon of pretty much everyone in Ferelden, most of the merchants you encounter won't offer you so much as a minor discount in return, and the game even goes out of its way to rub this in the player's face by having one of the few who claims to be doing so (Bodahn) charge you ''some of the highest prices of anyone'' for his goods.
** Gorim is an exception to this rule, but only if you play as a Dwarf Noble. Because he and the Dwarf Noble Warden have a history, he ''does'' give you a discount and buys your items for higher prices too.

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* NoHeroDiscount: Mostly played straight; despite the fact that the Warden goes around saving the bacon of pretty much everyone in Ferelden, most of the merchants you encounter won't offer you so much as a minor discount in return, and the game even goes out of its way to rub this in the player's face by having one of the few who claims to be doing so (Bodahn) charge you ''some of the highest prices of anyone'' for his goods.
**
goods. Gorim is an exception to this rule, but only if you play as a Dwarf Noble. Because he and the Dwarf Noble Warden have a history, he ''does'' give you a discount and buys your items for higher prices too.



* NoOntologicalInertia: Subverted with [[spoiler:Zathrian and Witherfang. Killing Witherfang will not end the werewolf curse. It only provides Zathrian with a cure for his Dalish kin, allowing the humans afflicted to continue suffering. Killing Zathrian will not end the curse either. If Zathrian willingly removes the curse, however, it will kill both him and Witherfang.]]

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* NoOntologicalInertia: NoOntologicalInertia:
**
Subverted with [[spoiler:Zathrian and Witherfang. Killing Witherfang will not end the werewolf curse. It only provides Zathrian with a cure for his Dalish kin, allowing the humans afflicted to continue suffering. Killing Zathrian will not end the curse either. If Zathrian willingly removes the curse, however, it will kill both him and Witherfang.]]
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* NatureEqualsPlants: Nature damage is done using plants and was supposed to be done with Earth if not for a bug.
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* NotSoDifferent: Prince Bhelen and Lord Harrowmont. Both hire criers to spread lies and slander about their opponents, both are willing to use deceit and fraud to win the support of the deshyrs, both have armed bands of supporters roaming the streets and assaulting their opponents, both hire mercenaries to assassinate the Warden if they side with the other...

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* NotSoDifferent: NotSoDifferentRemark: Prince Bhelen and Lord Harrowmont. Both hire criers to spread lies and slander about their opponents, both are willing to use deceit and fraud to win the support of the deshyrs, both have armed bands of supporters roaming the streets and assaulting their opponents, both hire mercenaries to assassinate the Warden if they side with the other...
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* PerspectiveFlip: Most of the base game and the bonus campaigns take place from the point of view of heroes fighting against the darkspawn to end the Fifth Blight. ''The Darkspawn Chronicles'' casts the player as a darkspawn MookLieutenant fighting on behalf of the Archdemon with a rotating roster of darkspawn minions, and involves the wholesale slaughter of every party member you might have recruited and several [=NPCs=] you interact with during the main game.

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* PerspectiveFlip: Most of the base game and the bonus campaigns take place from the point of view of heroes fighting against the darkspawn to end the Fifth Blight. ''The Darkspawn Chronicles'' casts the player as a darkspawn MookLieutenant fighting on behalf of the Archdemon during the base game's climatic last battle with a rotating roster of darkspawn minions, and involves the wholesale slaughter of every party member you might have recruited and several [=NPCs=] you interact with during the main game.game. [[spoiler:The end is an inversion too. The last battle is set exactly at the same place but requires to protect the Archdemon from Alistair and his allies.]]
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* MagicIsFeminine: The mage companions in this game are both women (Morrigan and Wynne). The series quickly moved away from this in subsequent games.
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* OnesieArmor: The game treats armor as if everything between neck and wrists / ankles was one contiguous piece, with separate gloves and boots

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* PlayableEpilogue: [[spoiler:Unless you beat the Archidemon by sacrifying the player character]], after the final boss and subsequent cutscene where the Warden get to walk around and speak to the party members and related NPC folk about what happened, ask them what they're going to do, and generally sort of fill out the epilogue before the final FINAL cutscene of the game.

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* PlayableEpilogue: [[spoiler:Unless you beat the Archidemon Archdemon by sacrifying sacrificing the player character]], after the final boss and subsequent cutscene where the Warden get to walk around and speak to the party members and related NPC folk about what happened, ask them what they're going to do, and generally sort of fill out the epilogue before the final FINAL cutscene of the game.


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* PointOfNoReturn: A few occur throughout the game.
** The above-mentioned PlotTunnel regarding the Circle Tower. Knight-Commander Greagoir presses that you won't be able to leave the moment you go beyond the great doors to the rest of the tower.
** Securing the help of one of the war assets, whether the Circle mages/Templar Order, the Dalish elves, the Orzammar dwarves, or Redcliffe, leaves Lothering inaccessible for the rest of the game, as the darkspawn destroy the town while you are off on one of these major quests. Doubly so if you go to the Circle first, meaning that once you're locked inside the Tower, by the time you come out, Lothering will be gone.
** Some quests become no longer available after you tell Arl Eamon that you want to begin the Landsmeet. After finishing the Landsmeet, any quests you may not have finished in Redcliffe also become locked off, as the darkspawn overwhelm the village.
** The final one occurs after the Landsmeet, as a prelude to the final battle. Travelling to Redcliffe and entering Redcliffe Castle leaves you with sometime to leave elsewhere and wrap up some business, but once you have learned from Riordan the purpose of the Grey Wardens -- and either accepted or declined Morrigan's ritual -- this ultimately puts you on a one-way fast track to the ending, as you and your army immediately head to the darkspawn-invaded Denerim to begin the final battle. This is a vaguely polite example, as dialogue indicates that there may not be any chance to go back for anything you missed once you commit to this final battle.

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