Mavki(plural) (sin. Mavka (мавка) aka Navka (навка) derived from slavic “nav’ ” (навь) —the embodiment of death/living dead) — evil aquatic creatures in ukrainian demonology. They’re commonly considered as subspecies of a rusalka, which leads to many similarities in the description of the characters. In contrast to the more variable image of rusalka mavki are quite definitely associated with a group of “unholy dead” — they come from girls who died before marriage, suicidals, the drowned, the damned, unbaptized or stillborn children. The traditional beliefs about mavki is also not that different from that of rusalki — they look like children and girls with long unbraided hair, naked of in plain shirts. One of the important differences, however, is their corporeal state and lack of a skin on the back, witch makes all of the insides visible. It is also noteworthy that they cast no reflection on the water. According to the lore, on occasion mavki would ask a stranger for a comb to braid their long hair, and, if lucky or inventive, a person could laugh it off and go on unharmed. Despite this mavki have always been considered very dangerous and hostile to humans. Living in a typical “rusalki’s” habitat (which is around aquatic areas and in the fields), mavki loved to tickle travelers to death, pull them to the bottom of the reservoir, harm people in every possible way. Another unusual divergence with classical concepts, which was clearly formed later with the development of the folk Christianity, is an opportunity within a specified period from the date of death with the help of prayers to “cleanse” the soul of mavka and thereby deprive of its status of a demon. After that period is over, mavka would live as a demonic creature till the end of times.
For the first time, scientists in the Center for Interdisciplinary Research in Biology (CNRS/INSERM/Collège de France) have produced direct evidence that the long-term storage of memories involves a dialogue between two brain structures, the hippocampus and cortex, during sleep; by enhancing this dialogue, they succeeded in triggering the consolidation of memories that would otherwise have been forgotten. This work was published in Nature Neuroscience on 16 May 2016.
Since the 1950s, the principal theories on memory have posited that such traces are initially formed in the hippocampus and then gradually transferred to the cortex for long-term storage. Although supported by numerous experimental studies, this hypothesis had never yet been directly verified.
In order to prove it, the scientists first recorded the activity of the hippocampus and cortex during sleep. They found a correlation between the oscillations observed in these two structures: when the hippocampus emitted sharp wave-ripples, the cortex in turn emitted delta waves and spindles like a series of questions and answers. To establish a link with memory, the scientists then trained rats to memorize the position of two identical objects in a room. During testing the next day, one of the objects had been moved and the rodents had to determine which one. Those that had spent 20 minutes in the room on the first day passed the test, while those that had only been there for three minutes failed. This difference was also reflected in the hippocampal-cortical coupling during sleep just after the initial exploration: coupling was more visible in rats that passed the test the next day. It was then necessary to prove that this was indeed the cause of memorization.
The scientists then developed a system for real-time detection of hippocampal sharp wave-ripples and immediate triggering of cortical delta waves and spindles, or in other words to generate coupling between these two structures on demand. They applied this system in rats that had been trained for just three minutes the first day, and were therefore not expected to remember the position of the objects the next day: these rodents passed the test perfectly. By contrast, if a variable delay was introduced between the hippocampal and cortical waves, the effect disappeared.
To better understand the mechanisms at play, the scientists also recorded cortical activity during learning, sleep and the test. They observed that selected neurons changed their activity in the context of coupling during sleep, and that the next day the cortex responded to the task by becoming more active in the vicinity of the object that had been moved.
By demonstrating the mechanisms underlying long-term memorization, this work may shed new light on certain memory disorders in humans. It might thus be possible to envisage overcoming certain memory deficits if they result from the same mechanism as that studied here. However, the ethical issues related to these techniques will need to be addressed and methods will have to be refined to enable selective action on the memories that need to be enhanced, before any clinical application can be envisaged. The team is now set to elucidate the dialogue between the hippocampus and cortex, notably when several memories need to be remembered, or not.
Gameplay Demo and Character Creator Demo: Character Creator
The current start screen for Inquisition (which may change) shows both a line of Mages and a line of Templars marching to Haven for the summit, choosing to start the game shows the building (I believe it is the Haven Chantry) being blown up and consumed by the Fade. A Templar’s shield flying into the screen, this is the first scene in the Enemies of Thedas trailer.
PC versions of the game are controller compatible, allowing both game pad and controller peripherals to be used with Inquisition.
When Gender tarot cards show up they are randomized, as neither gender is default. Sometimes the Male cards are showing and sometimes the Female, they can be manually switched between at this point.
You will pick a specific spec for a class at the beginning of the game (i.e. Rogue: Archer, Rogue: Double Blade, Warrior: Sword and Shield, Warrior: Two-Handed, Mage) These are not permanent and only determine starting skills, they can be respec-ed later or the Inquisitor can have a combination of two within the actual game (as long as they are the same class skill).
There are difficulty levels: Casual, Normal, Hard, and Nightmare. Difficulty can be change within the game, however, doing so will lock out difficulty achievements for that playthrough.
When you choose a race a default voice is chosen by race. Qunari and Dwarves are given the flatter American accent, while Elves and Humans are defaulted with the British accent. However, you can change these within the CC.
There is a 2D slider on a grid for more specific and smaller tweaks, such as size and shape customization. As the cursor is moved around the shape and size of the feature will change.
Scars can be moved across the Inquisitor’s face and positioned with vertical and horizontal sliders.
Some notable sliders are: Ear Lobes, Eyelash Style, Broken Nose, Double Chin, and Adam’s Apple for both genders.
Makeup is also available for both genders.
Several pieces of information on the Color Wheels. Almost all Color choices will have Color Wheels, except for Hair and Skin colors. Eyeliner has a restricted Color Wheel with usual/normal base colors. Also Tattoos have free ranged Color Wheels as well.
Eyes do/can have Central Heterochromia, meaning the inner iris can be a different color than the outer. However eyes cannot have Complete Heterochromia, meaning the Inquisitor cannot have two different colored eyes.
Replication Codes to share Inquisitors with friends is not currently being developed. However, it is a feature that they wish to add and will be looking at adding Post-Release. The idea is that the codes will utilize the Dragon Age Keep and make for easier sharing.
Tattoos are dependent on race. Human will receive generic tattoos, Elves will have Vallaslin, and Dwarves can have brands. Qunari do not have the option of tattoos.
Instead Qunari are given specialized replacement for helmets. Qunari will receive war paints called Vitar (spelling?), they are toxic to all other races and have distinct patterns as well as stats. These war paints like helmets can be hidden with the hide helmet option.
Beauty Marks are currently not within the CC, but are a suggestion they may look into adding.
There is currently not an option for Character customization in-game later (like the Black Emporium), but is something they will be willing to look at as a Post-Release feature later on.
Lighting within the Character Creator is close to most of the lighting sequences within Inquisition. Also the first sequence after the CC exposes the Inquisitor to many different lighting changes, so it is a short restart instead of having to restart a character later in the game.
There are options for Hornless Qunari.
Horns can also be broken, asymmetrically broken, sawed down, or metal tipped.
Qunari receive 4 hair styles with almost each hair style matched with each style of horns. There is no size slider for horns, their size being preset.
Qunari skin tones range from the usual pale greys, to Sten’s bronzed tone, to jet black. Other Inquisitors range from pale to Vivienne’s black tone as well.
There are no sliders for Height or Body Type, instead Height and Body type is dependent on racial body types.
In cinematic scenes Qunari will look down at Dwarves and Dwarves will crane their heads upwards. Male Qunari and Female Dwarf having the starkest contrast.
Around 62 different variable affect the Inquisitor’s appearance, the combinations of them all providing billions of unique appearances.
There are no game portraits of the Inquisitor, as it was sacrificed for stylized icons that indicate health state of the Inquisitor and party.
Elves have the largest ears and still retain some of their unique mousy looks from DA2
Gameplay Demo: Gameplay
Part of the Deep Roads is Valammar, the entrance being in The Hinterlands and often surrounded by Nugs. There are several options to entering the area (i.e. finding the key, early exploration reward, or through a plot event). One of the area missions is dealing with the Carta
Darkspawn will return, specifically further down in the lower levels of Valammar.
Tactical view is high recommended for mid-battle screenshots. Also the transition between Tactical view and Real Time is flawless.
Trackers and Damage Floaters can be turned off. Damage Floaters can also be adjusted so only controlled characters is given floaters or the entire party can have them turned on.
If you fall over a ledge the Inquisitor respawns to their previous position. Enemies pushed over ledges fall to their deaths.
Any armor in the game can be customized and upgraded with materials collected from around the world.
Health does not instantly heal after battle. Health can instead be regained via potions or specialized bombs, but potions are limited and the number carried can be determined via per companion/character. Health will slowly regenerate outside of battle, the speed depending on the difficulty (e.g. casual will regen the fastest). There is no injuries due to this new system.
Barriers can be cast by mages and will eat damage for a time, Guard is activated in various ways by warriors and will protect against damage as well.
The reason for cutting back on health spells is to open up the party for any and all companions, rather than clustering or discarding a mage as a spam healer.
The Spirit Tree for mages also possesses a revive spell, also a bomb much like Mythal’s Favor, and companions and the Inquisitor can be manually revived by sending another character over and helping them up with the Interact button. This takes longer to do than the revive spell or bomb, which is instant.
‘Power’ is like the Inquisition’s funds, it can be used to expand, build, or further the story-line and world. Allowing for the Inquisition to have impact on the world as well.
Friendly-fire is it’s own mode and can be toggled on and off separate from difficulty. It only adds more challenge for those who want it.
Spells and abilities can be used out of combat to prepare for upcoming battles without engaging.
Most combat can be disengaged from, most likely boss battle can’t.
Free roam and side quest enemies do not scale to the Inquisitor’s level. Main plot enemies scale within a set range and those quests/plots have recommended levels stated at the War Table.
Mages (unless Knight-Enchanters) and Rogue Archers (when equipped with bows) will not have melee attacks, but will have several evade options to put distance between them and the enemy.
Regular enemies will dwindle in numbers and then repopulate. However, Story enemies and High Dragons are permanent kills.
Companions approval will be indicated by events, conversations, and continuances in their story. Also there will be indicators that a companion approves of an action, just no number or amount system.
Specialized armor (i.e. Templar) will look the same/similar instead of changing with a companion’s style.