Dragon Age Needs Deeper Gear, Weapon, Enchantment, and Build Customization
Dragon Age Needs Deeper Gear, Weapon, Enchantment, and Build Customization
Dragon Age should let players shape their character’s identity through gear, weapons, enchantments, abilities, and combat style, not just dialogue choices. A warrior, mage, rogue, Grey Warden, Templar, Dalish archer, Qunari bruiser, or dwarven tank should feel different from the ground up.
1. Gear Should Have Real Identity
Armor should not just be “higher number is better.” It should have categories like:
Light Armor
Fast movement, better stamina recovery, dodge bonuses, stealth bonuses.
Medium Armor
Balanced defense, mobility, critical chance, utility bonuses.
Heavy Armor
High protection, stagger resistance, shield bonuses, slower movement.
Fortified Armor
Rare reinforced armor built for tanks, Wardens, commanders, and frontline juggernauts.
Enchanted Armor
Armor with magical effects, elemental resistance, spirit protection, anti-demon wards, or Fade-based bonuses.
Ancient/Relic Armor
Unique sets tied to old Tevinter, Elvhen ruins, Grey Warden vaults, dwarven thaigs, or forgotten battles.
Gear should tell a story.
2. Weapon Customization Should Be Much Deeper
Weapons should have upgrade layers:
Blade / Head Type
Iron, steel, silverite, dragonbone, lyrium-infused, volcanic glass, red lyrium-corrupted, ancient Elvhen alloy.
Grip / Handle
Improves speed, control, stamina drain, parry timing, or critical chance.
Pommel / Counterweight
Changes weapon balance, stagger power, combo speed, or guard break ability.
Runes / Enchantments
Adds fire, frost, lightning, spirit, poison, anti-darkspawn, anti-demon, or armor-piercing effects.
Weapon Personality
Some rare weapons could evolve based on use. A sword used mostly against demons may gain Fade resistance. A mace used against armored enemies may gain armor-crushing traits.
3. Enchantments Should Matter Again
Enchantments should feel like a whole system, not just a bonus slot.
Examples:
Flame Rune
Burn damage, panic chance, bonus against undead.
Frost Rune
Slows enemies, increases shatter combos.
Storm Rune
Chain lightning, stun chance, bonus against metal-armored enemies.
Spirit Rune
Bonus against demons, barriers, Fade entities.
Warden Rune
Bonus against darkspawn, taint resistance, corruption detection.
Blood Rune
High power, but drains health or increases corruption risk.
Dwarven Guard Rune
Bonus armor, knockdown resistance, anti-magic protection.
This would make enchanting feel strategic instead of cosmetic.
4. Builds Should Feel Unique
A two-handed warrior should not feel like a sword-and-shield warrior with a bigger weapon. A necromancer should not feel like a fire mage with a different color effect.
Warrior Build Examples
Bulwark Tank
Shield wall, taunt, stagger resistance, ally protection.
Berserker
High damage, high risk, rage-based power.
Duelist Warrior
Fast swordplay, parries, counters, precision strikes.
Warden Vanguard
Darkspawn resistance, taint-powered abilities, brutal frontline control.
Templar Commander
Anti-magic abilities, demon suppression, party buffs.
Rogue Build Examples
Assassin
Critical hits, stealth, poison, instant takedowns.
Trickster
Traps, decoys, smoke bombs, battlefield confusion.
Duelist Rogue
Parries, ripostes, mobility, one-on-one dominance.
Ranger
Animal companion, long-range control, tracking bonuses.
Shadow Archer
Fade-touched arrows, silence shots, teleporting reposition attacks.
Mage Build Examples
Elementalist
Fire, frost, lightning, storm combos.
Spirit Mage
Barrier, healing, possession resistance, anti-demon power.
Blood Mage
Dangerous power, sacrifice mechanics, fear effects.
Knight-Enchanter
Magic blade, barrier armor, close-range spell combat.
Ancient Elvhen Mage
Glyphs, roots, nature magic, forgotten spirit techniques.
Tevinter Archmage
Command magic, chained spells, forbidden rituals, domination effects.
5. Abilities Should Evolve Based on Use
Abilities should improve differently depending on how the player uses them.
Example:
Shield Bash
Can evolve into:
Guardian Bash
More defensive, protects allies.
Crushing Bash
Breaks armor and staggers elites.
Templar Bash
Interrupts spells and damages barriers.
Warden Bash
Bonus damage against darkspawn and tainted creatures.
That makes builds feel personal.
6. Crafting Should Be More Than Collecting Materials
Crafting should include:
Material quality
Poor, standard, refined, masterwork, legendary.
Crafting tradition
Dwarven, Dalish, Tevinter, Orlesian, Qunari, Grey Warden, Avvar.
Smith reputation
Different blacksmiths provide different bonuses.
Risky forging
Powerful gear can fail, mutate, curse, or become unstable.
Named gear creation
Players should be able to name legendary weapons and armor.
Imagine forging a dragonbone shield called Ashguard, then using it across the whole game as it grows with you.
7. Visual Customization Should Be Stronger
Players should be able to change:
Armor color
Cloth texture
Metal finish
Cape/cloak style
Helmet shape
Insignias
Runes visible on gear
Weapon glow intensity
Faction symbols
Battle damage
Clean/polished vs. worn/rugged look
A Grey Warden tank, a noble Orlesian duelist, and a wandering Dalish spellblade should not look like they came from the same equipment menu.
8. Power Should Come With Consequences
The strongest gear should not always be “free power.”
Examples:
Red Lyrium Weapon
Massive damage, but corruption risk.
Blood-Forged Armor
Boosts magic defense, but weakens healing.
Spirit-Bound Staff
Huge spell power, but may attract demons.
Ancient Elvhen Bow
High precision, but reacts badly around corrupted magic.
Darkspawn Relic Blade
Strong against monsters, but causes nightmares and Warden tension.
That makes gear part of the role-playing.
9. Party Gear Should Matter Too
Companions should have personal gear paths.
Aveline-style tank companions should unlock guard-based armor upgrades.
Morrigan-style mages should unlock forbidden spell-enhancing gear.
Varric-style rogues should get unique weapon upgrades like Bianca.
Grey Warden companions should have darkspawn-hunting modifications.
Companion equipment should reflect their story, personality, and loyalty.
10. Dragon Age Should Bring Back the Feeling of “Building a Legend”
The best system would let players create a build that feels like:
“This is my warrior.”
“This is my staff.”
“This is my armor.”
“This is my fighting style.”
“This is my legend in Thedas.”
Better customization would make Dragon Age feel deeper, more personal, and more replayable. Gear should not just support the story. Gear should become part of the story.
[Dragon Age] The Age of Materials: Metals, Gems, Stones, and Crafting Resources Should Be Vast
One of the easiest ways to make Dragon Age feel deeper and more rewarding is to dramatically expand the materials players discover and craft with.
Thedas is an ancient world filled with forgotten empires, dragons, magic, Titans, the Fade, and civilizations stretching back thousands of years. Yet many crafting systems feel limited compared to what the lore suggests should exist.
Imagine finding a sword and immediately wanting to know:
"What is it made from?"
That question alone could tell a story.
Common Metals
These form the backbone of crafting.
Iron
Reliable and abundant.
Cheap armor
Common weapons
Easy repairs
Steel
The standard military metal.
Balanced durability
Widely used by armies
Excellent foundation material
High Steel
Refined steel forged by master smiths.
Better edge retention
Increased durability
Preferred by elite soldiers
Silver
Rare but important.
Magical conductivity
Spirit resistance
Popular among mages
Gold
Not ideal for combat.
Noble decorations
Magical focuses
Enchantment catalyst
Bronze
Still useful in some regions.
Lightweight
Easy to work
Decorative uses
Dragon Age-Specific Metals
Materials unique to Thedas.
Silverite
One of Dragon Age's most iconic metals.
Extremely strong
Light weight
Valuable to warriors and Wardens
Veridium
Green-tinted metal.
High durability
Often used in specialized equipment
Volcanic Aurum
Forged from volcanic regions.
Heat resistant
Fire enchantment bonuses
Popular among dragon hunters
Storm Iron
Metal repeatedly struck by lightning.
Electrical affinity
Enhanced rune capacity
Rare natural phenomenon
Dwarven Metals
The dwarves should possess metals others cannot reproduce.
Deepsteel
Recovered from ancient thaigs.
Incredible toughness
Resistant to corrosion
Legendary among smiths
Titan Iron
Metal found near dormant Titans.
Vibrates with strange energy
Anti-magic properties
Difficult to forge
Stoneheart Alloy
Lost dwarven recipe.
Nearly indestructible
Immense weight
Used in fortress construction
Elven Metals
Ancient Elvhen civilization should have materials modern smiths barely understand.
Moonsilver
Appears silver by day and blue by night.
Magical amplification
Spirit affinity
Elegant appearance
Starweave Metal
Forged through forgotten Elvhen methods.
Lightweight
Excellent for enchanted weapons
Almost impossible to recreate
Veilglass Alloy
Metal infused with Fade energy.
Changes appearance
Stores magical effects
Rare and unstable
Tevinter Metals
Ancient magical empire resources.
Imperial Aurichalcum
Highly prized magical metal.
Exceptional mana conductivity
Expensive
Used by Archons and powerful mages
Bloodsteel
Forged through forbidden rituals.
Extraordinary power
Dangerous corruption risks
Illegal in many regions
Qunari Materials
Unique forging traditions.
Saar-Steel
Heavy military alloy.
Massive impact resistance
Preferred for large weapons
Excellent siege equipment material
Blackhorn Alloy
Made using giant horn fragments.
Flexible and durable
Lightweight armor applications
Dragon Materials
Dragon remains should be among the most valuable crafting resources in the game.
Dragonbone
A classic.
Superior strength
Excellent weapon material
Rare and prestigious
Dragon Scale
Perfect for armor.
Fire resistance
Lightweight protection
Extremely durable
Dragon Heartstone
Created from crystallized dragon energy.
Magical powerhouse
Rare crafting catalyst
Often fought over by nations
Ancient Dragon Fang
Used for legendary weapons.
Exceptional armor penetration
High critical damage
Titan Materials
One of the most underused concepts in Dragon Age lore.
Titanstone
Dense crystalized material.
Anti-magic properties
Highly durable
Resonates with lyrium
Living Stone
Appears partially alive.
Slowly repairs itself
Changes shape
Highly valuable
Worldheart Crystal
Formed near Titan cores.
Massive magical energy
Artifact-level crafting component
Lyrium Variants
Not all lyrium should be equal.
Raw Lyrium
Dangerous and unstable.
Refined Lyrium
Safe for most crafting.
Blue Lyrium Crystal
Standard magical enhancement.
White Lyrium
Extremely pure.
Powerful enchantment potential
Black Lyrium
Rare corrupted variant.
High risk
High reward
Prismatic Lyrium
Legendary.
Changes magical properties
Unpredictable effects
Gemstones
Gems should do more than sell for gold.
Ruby
Fire bonuses
Strength enhancement
Sapphire
Frost magic
Mana efficiency
Emerald
Nature magic
Poison resistance
Diamond
Durability bonuses
Physical resistance
Amethyst
Spirit resistance
Fade protection
Onyx
Shadow abilities
Stealth enhancement
Garnet
Bleeding effects
Aggression bonuses
Topaz
Lightning affinity
Speed bonuses
Legendary Gems
The truly special treasures.
Heart of the Mountain
Ancient dwarven crystal.
Tear of Mythal
Sacred Elven artifact gem.
Eye of a High Dragon
Formed within dragons.
Veil Pearl
Exists partially in the Fade.
Titan's Memory
Stores echoes of ancient knowledge.
Rune Stones
Separate from gems.
Rune Stone of Fire
Rune Stone of Frost
Rune Stone of Spirit
Rune Stone of Warding
Rune Stone of Blood
Rune Stone of Dragonslaying
Rune Stone of Titans
Rune Stone of the Grey Wardens
Each could unlock entirely new enchantment trees.
Material Discovery Should Be an Adventure
Imagine hearing rumors of:
A lost dwarven mine
An ancient Elvhen forge
A dragon graveyard
A Titan fracture zone
A Tevinter vault
A Grey Warden armory sealed for centuries
Players wouldn't be hunting for gear anymore.
They'd be hunting for the materials that create legendary gear.
And that's where Dragon Age could truly make crafting, exploration, and progression feel interconnected. Every metal, gem, crystal, scale, bone, and relic would become a piece of your character's growing legend in Thedas.
[Dragon Age] Copper Should Matter
In many fantasy games, copper is treated as the "cheap beginner metal" that players quickly outgrow. In Dragon Age, that would be a missed opportunity.
Historically, copper has been one of humanity's most important metals. In Thedas, it could become one of the most versatile and surprisingly valuable resources in the world.
Instead of being weak, copper should occupy a unique niche that no other metal can fully replace.
Copper: The Conductor Metal
Where silverite excels at strength and lyrium excels at magical power, copper excels at conducting and regulating energy.
Mages, enchanters, artificers, dwarven engineers, and even Grey Wardens would all value it.
Copper would not necessarily make the strongest sword.
It might make the smartest sword.
Why Mages Value Copper
Copper naturally channels magical energy.
Many staffs could contain copper cores.
Benefits:
- Faster mana regeneration
- More stable spellcasting
- Reduced magical backlash
- Improved rune efficiency
- Better enchantment retention
Apprentice mages often learn with copper-fitted staves because they are safer than pure lyrium focuses.
Anti-Demon Uses
Scholars discover that specially inscribed copper disrupts certain Fade phenomena.
Copper warding circles could:
- Weaken demons
- Stabilize rifts
- Reduce possession risks
- Anchor spirits to physical locations
Templars might wear copper-lined armor beneath steel plates.
Not because copper is stronger.
Because it helps protect against magical influence.
Grey Warden Applications
Grey Wardens are always seeking ways to fight corruption.
Certain copper alloys may react to the Taint.
Uses:
- Detect nearby darkspawn
- Warn of corruption levels
- Slow the spread of tainted wounds
- Strengthen anti-darkspawn enchantments
Wardens would view copper as a practical survival tool.
Dwarven Engineering
No one would understand copper better than dwarves.
Ancient dwarven machines might rely on enormous copper networks.
Imagine discovering:
- Copper power grids
- Titan resonance chambers
- Ancient elevators
- Automated thaig defenses
- Massive underground communication systems
Copper becomes essential to understanding lost dwarven technology.
Copper and the Titans
Titans could react to copper in strange ways.
Copper might naturally resonate with the Stone.
Benefits:
- Detect Titan activity
- Activate ancient constructs
- Strengthen Stone-based enchantments
- Improve resistance to magical disturbances
This would make copper extremely valuable to explorers.
Unique Copper Weapon Types
Copper shouldn't compete directly with steel.
Instead it provides special effects.
Copper-Threaded Sword
- Better enchantment capacity
- Faster rune activation
Copper-Core Hammer
- Shockwave attacks
- Increased stagger effects
Copper-Laced Spear
- Bonus damage against magical creatures
- Improved spirit disruption
Copper Chain Weapons
- Conduct elemental enchantments more effectively
Legendary Copper Alloys
Storm Copper
Copper repeatedly struck by lightning.
- Stores electrical energy
- Releases chain lightning effects
Sun Copper
Found only in deserts.
- Absorbs heat
- Fire resistance bonuses
Fade Copper
Exposed to Fade energies.
- Semi-magical properties
- Spirit interaction bonuses
Titan Copper
Discovered deep underground.
- Stone affinity
- Anti-magic resistance
Dragon Copper
Created by mixing copper with dragon-derived materials.
- Exceptional enchantment stability
- Rare and highly prized
Copper-Based Enchantments
Copper should unlock unique enchantment paths.
Arc Conductor
Spells jump between enemies.
Mana Reservoir
Stores magical energy.
Fade Anchor
Improves resistance to possession.
Spirit Channel
Improves beneficial spirit magic.
Warden's Signal
Detects darkspawn and corruption.
Stone Resonance
Enhances dwarven and Titan-based abilities.
Copper Jewelry Should Matter
Not every magical item needs to be gold.
Copper jewelry could become iconic in Dragon Age.
Examples:
- Copper rings used by apprentices
- Copper bracelets that reduce magical fatigue
- Copper necklaces that protect travelers from spirits
- Copper crowns worn by dwarven engineers
- Copper amulets issued to Grey Warden recruits
These items become symbols of knowledge, protection, and practicality.
A Unique Role in Thedas
The beauty of copper is that it doesn't need to be stronger than silverite, dragonbone, or titan-forged steel.
Its value comes from utility.
When a dragon hunter needs stronger armor, they seek silverite.
When an Archmage needs a staff that can safely channel incredible magical power, they seek copper.
When Grey Wardens enter Deep Roads filled with darkspawn and ancient mysteries, they carry copper.
When dwarves awaken forgotten Titan machinery, copper becomes priceless.
That gives copper a place in the world that remains relevant from the beginning of the game all the way to the end, turning what is usually a throwaway resource into one of the most important materials in all of Thedas.
- Get link
- X
- Other Apps
Comments
Post a Comment