Dragon age 3 tips. Tips for passing the game Dragon Age: Inquisition

Not much different from leveling in various other RPG games. Almost all actions will bring you some kind of experience. This number includes the so-called "Rifts", the performance of various tasks and, of course, the classic killing of enemies.

Every time your hero gets new level, then its standard attributes are raised. In addition, you also get skill points that you can spend on taking new skills/skills/abilities.

Having received a new level, you will be able to complete a task that you could not complete before or it was not available, since there are stronger opponents there. Before you start the task, first look at what level is required there (minimum), then decide for yourself.

The most important thing in the game is pumping your heroes. Of course, this is not a very fast process, even if you do everything that is listed below.

Shadow Rifts are something you encounter very early in the game and struggle with afterwards. You, as an Inquisitor, can close/seal these Rifts! You can find these "holes" absolutely all over the world! During the training you will be taught how to do it. In return for closing the "hole" you will receive experience. The experience gained depends on which area of ​​the game you are in, meaning each area gives a different amount of experience.

You can get to the territory where the enemies are a level higher than you and try to kill them. Killing such opponents will bring much more experience than if you killed a normal opponent. But only you need to be prepared for the most difficult situations and have the appropriate equipment. In a bad case, you will simply commit suicide.

In total, there are ten Dragons in the game - they are the most dangerous in the whole game! As you kill the dragon, you will receive just a great reward along with tons of experience.

Usually these places are guarded by high-level enemies, so this is another way to fill more experience! If you are not too confident in your combat potential, then try to refrain from undertaking, otherwise the result will be sad.

Sometimes, simply exploring the world in will allow you to gain experience much faster. Even the most insignificant tasks, like: set up a camp, hunt game, search for herbs - can bring a lot more experience. And given that the game can be said to be “crammed” with a variety of documents, secrets, treasure maps and other items / details, then collecting experience will not be a problem.

In addition, it is much better to know the world you can with the help of the Inquisition perk, which is taken from Josephine. You can get much more experience for a variety of finds. Therefore, it is best to postpone reading documents until later, until you learn this skill.

Naturally, the most accessible and obvious point in pumping is. Sometimes you won't be able to progress further in the story because your level is too low, so it's best to focus on secondary tasks and tasks of the Inner Circle.

Rogue class characters are comrades who use bows and daggers to kill. They have a fairly high damage rate due to crits and camouflage (use shadows for camouflage). The gameplay for a ranged or melee rogue is very different, but in any case, the rogue is a very dangerous and unpredictable opponent. The builds presented below are designed for characters of level 18+, it is at this stage that the full power of the class is revealed.

Shadow Master

The Assassin specialization for the Rogue class is one of the most effective in the game in general. With their overall weak survivability, such characters have the ability to pour in a huge amount of damage with daggers and escape into the shadows from danger using stealth skills. However, the successful use of disguise is not everything, it is important to learn how to quickly inject this biggest damage on the enemy. We use stealth, we go behind the back of the enemies who are fighting with the tank, pour in everything we can and again disappear into the shadows while the skills are on cooldown. In addition to critical hits, do not forget about the skills from the Wreckage branch (weapon poisoning and dirty fighting).

Capabilities: In the Dual Daggers branch, we take a flanking attack, an elusive fighter, double fangs, wounded prey, dance of death, a sneak attack, a death blow, a harsh chain and spinning blades.

Leveling: The flank attack skill will help you inflict quite a lot of damage to the enemy when you emerge from disguise. When modifying the skill, our character will disappear into the shadows again after the attack and avoid retaliatory attacks. Double fangs deal even more damage, but there is no way to evade responsibility for overly brazen actions. The passive skill wounded prey will make it possible to quickly finish off enemies, but a good tank is simply needed here. Dance of Death, with proper damage indicators, will restore 50 stamina when the enemy dies, which means that it will not be easy to stop us. Next, we take a stealth attack and further strengthen our attacks from the flanks, in addition, the probability of inflicting a critical hit will also increase. Mortal Strike is also worth taking, a very effective thing against bosses. Next, we take a harsh chain for crit, and now each of our normal hits increases the crit chance. It is worth taking spinning blades to secure against opponents who still managed to reach us, ignoring the tank.

In the Trick branch, we definitely take stealth, evasion and evasion. Stealth is always useful, it's not even worth thinking about. Evasion gives you a 5% chance to avoid damage, and dodge is useful for stealing the attention of enemies. The Wrecking branch will require poisoned weapons, infected wounds, and dirty fighting. All this wealth works very effectively against strong enemies.

In the Killer branch, hidden blades are waiting for us, I was not here, a gloomy cloak, a gloomy knife and a mark of death. The skill of hidden blades will make it possible to properly drive the enemy out of the shadows and go unnoticed. the skill I wasn't here gives a nice bonus to camouflage, instantly restoring stealth after the death of an enemy. The Gloom Cloak quickly hides the group from attacks. Gloom Knife allows you to land a guaranteed critical hit while stealthed. Well, Marked for Death is effective against bosses, giving us the chance to give out additional damage. As a result, we will have a sort of gloomy killer, cutting out enemies with powerful critical hits and remaining unnoticed at the same time. Such a character is effective everywhere - both against crowds of enemies and forgiving bosses

Lord of the Storm

Storm Branch is suitable for bows and daggers. We'll focus on daggers. When using such a build, our character will be a rather flexible comrade in terms of capabilities, shredding enemies left and right. The trick will make it possible to pass through unnecessary enemies and leave the environment, while wrecking will increase damage. In addition, we will have access to: Thousand Cuts, Ripper. A thousand cuts is preferable, it will look more advantageous. A bottle of electricity will also be useful, although it is better to bring it to mercury. Wielding daggers, we also take a flanking attack in the branch of daggers, an elusive fighter, double fangs, dance of death, a stealth attack, a mortal blow.

Leveling: The trick is pumped in by default, then we download inconspicuousness, thanks to which we will have hidden powerful attacks. Pinned to the wall? There is a powder, but with the help of a gloomy attack, we inflict damage at the right time. In the Wreckage branch, we definitely download poisoned weapons, a dirty fight and a hook on a rope. Next, go to the Storm branch, from where we add a bottle of cold, bottle master, a thousand cuts, conquering a storm, a bottle of electricity, mercury and a bottle of fire. A bottle of cold will give some protection, and is generally quite useful. A bottle of fire will only give an increase in damage.

Dream Catcher

The dream catcher build uses abilities from the Mechanic branch. This branch is not so easy to use, there are certain difficulties. And certainly you should not trust such a character to a close-minded artificial intelligence, he simply does not use the opportunities as needed, and if in battles with ordinary enemies this can still be somehow tolerated, then in the battle with the boss this situation is definitely not acceptable.

Leveling: However, with proper management of such a character, he looks pretty good. Traps, mines work great and are combined with the sabotage and trick branch. And here we need to use a bow as a weapon.

Capabilities: In the Shooting branch, we take the skills needed for the bow, namely: long-range shot, archer's spear, first blood, explosive shot, chain reaction, death from above, a jump shot, a pincushion and the ultimate in skill. The pincushion increases the damage of one target, then each next arrow will hit harder by 5%, very effective against thick enemies and bosses. Ability skill limit gives a chance to inflict huge damage to the enemy with maximum health at the beginning of the fight. In the Wrecking branch, we take a trap with garlic, what, does it hurt ?, in a sore spot and throwing blades. The garlic trap effectively slows down enemies that break through. Ability What, hurts? restores stamina after a critical hit, this skill is very useful. The skill on a sore spot will allow you to deal significant damage even to a heavily armored enemy. An improved option is blade throwing, with which you can break the defense of many enemies at the same time.

Well, in our main branch of the Mechanic, we take a trap with spikes, a convenient opportunity, a hail of arrows, a retreat plan, a trap on a platoon, elemental exchanges and seven for one. The spiked trap not only hurts well, it also slows down enemies. A hail of arrows is a good offensive ability,increasing rate of fire. Before a serious battle, do not forget about the retreat plan skill, it will allow you to escape from certain death. Armed Traps increases the damage of our traps. But elemental mines will have to be selected for each enemy individually. Seven for one increases the chance of a critical hit by 5% for the entire squad.

Strike from the shadows

In fact, if we put down the bow, take the daggers and look at the skills, we will see that the robber is very, very diverse and can be pumped in different ways. Several active and many passive skills give us a high crit rate, in addition, we can weaken with poison. In addition, unlike the archer, we will not need to use disguise and choose the right position, spending valuable points on this, everything can be thrown into much more effective skills.

Capabilities: In the Dual Daggers branch, the following will come in handy: flank attack, elusive fighter, wounded prey, harsh chain, spinning blades, double fangs, dance of death, sneak attack and death blow. In the Trick, we open stealth, merging with dusk, elude, evasion, dusk attack, inconspicuousness, disabling powder and killing out of pity.

Merging with the dusk is an improvement in stealth, the skill allows you to hide in the shadows instantly, while negative effects disappear from us. Mercy Kill allows you to continuously critically hit panicked, sleeping, or stunned enemies. In the Wreckers branch, we take poisoned weapons, dirty fighting and explosive toxin. Explosive Toxin increases damage from poisoned weapons, enemies will now also explode, spraying poison.

dragon age: Inquisition - Rogue Guide was last modified: February 4th, 2015 by admin

In this guide, we will introduce you to some good mage builds in the game. Most of them will be based on a certain specialization presented in the game.

It should be noted that the magicians in the game Dragon series Age is almost the most interesting class and there are many reasons for this. Firstly, they have their own storyline associated with the eternal confrontation between mages and templars. Still, it is much more interesting to watch this confrontation when you have a direct relationship with it. Secondly, the ability to combine different spells for a unique effect. Thirdly, excellent visualization of magical techniques.

In the third part, the developers seriously worked on magicians, for example, they removed all healing abilities from them and provided only eight cells for active skills. At first glance, many may think that this significantly reduces the number of possible builds, but in reality everything is different. The game features three basic well-developed skill trees, each of which can be used to achieve different goals. Plus, there are three more branches of specializations. As a result, you can make a huge number of combinations that can significantly change the style of combat of the magician.

In this guide, we have described five different builds: two of them are based on basic skill trees, and the other three are based on specialization skills. To use the build to the maximum, that is, to open all the necessary skills, your hero must reach the eighteenth level.

Lord of the Underworld

You can already guess from the name that this combination is based on the skills of the Necromancer branch. As a rule, magicians are considered dangerous fighters, capable of greatly harming the enemy with the help of powerful "spells" that hit the area. Necromancers are markedly different from such wizards. The fact is that their attacking spells do damage not immediately, but gradually (spirit mark or walking bomb), plus his main skills are based on control, and not on causing huge damage.

Note: A controller is a character that can affect opponents, lowering their stats and controlling every move. For example, magicians can frighten enemies, keep them in one place or push them away from themselves.

With this build, you will not be able to support your companions, but you can seriously help them by controlling the enemy. For maximum effectiveness, your group should consist of two tanks that will protect you from opponents, and one damage dealer (preferably an archer). Thus, the enemies simply will not be able to reach you, and in the meantime you will send various curses on them with impunity.

You should not give up the "step into the shadow" spell, which allows you to get out of the battlefield for a long distance. In battle, it is necessary to correctly combine "spells" from the basic branches that can cause damage over a certain territory with the controlling abilities of the lord of the dead. In this case, you can single-handedly deal with the whole crowd.

Used skills

Branch "Storm" - we open a chain lightning, a flurry of energy, a petrel, electrical conductivity and lightning. The first ability is effective against several monsters or people. When cast, the caster unleashes an electrical charge that deals damage to one enemy and then immediately transfers to others. It deals over 200% of your main weapon's damage.

Note: as you may have noticed, spell damage is not fixed, but directly depends on the characteristics of your weapon, that is, the stronger your staff, the more effective your abilities will be.

Thanks to the petrel, you can protect yourself from opponents who come too close to you, as this "passive" will strike them with lightning. The lightning spell can deal a lot of damage to a single enemy. In addition, it is able to paralyze the target for a few seconds.

Excellent in combat, a flurry of energy helps, damaging your enemies with the elements. Works great against monsters that have a weakness to the elements. But for this it will be necessary to change the staffs in time. As for electrical conductivity, it increases the damage of all skills, but at the same time spends a certain percentage of mana.

Branch "Hell" - we take a sacrifice and a flash. The second one can cause considerable damage to the enemy and cause him horror, and the first one causes small damage to the territory. Note that eight cells may not be enough for all spells, so when more powerful abilities appear, you need to get rid of the old ones. For example, you can remove the flash.

Branch "Winter" - opens a step into the shade and an ice grip. For the first ability, you can open an additional skill called "chilling gait". With the help of a grip, the magician is able to freeze the enemy, injuring him and preventing him from joining the battle. Especially effective against the fiery demons of anger. Another ability we have already considered earlier.

Branch "Necromancer" - all abilities should be opened, plus secondary skills. With the help of “fear”, you can force all enemies to scatter in horror (works for six seconds). Thanks to the mark of the spirit, you can kill a strong opponent, as this "spell" deals huge damage over twelve seconds. Plus, if a fighter dies while carrying a mark, then a ghost will move into his body, and he will become your ally. According to its principle of operation, the walking bomb is similar to the previous skill, it’s just that after the death of the enemy it explodes, and it’s better not to ask what happens to his companions in this case.

The remaining abilities are passive in nature - they can increase the damage from all "spells" for a short period of time after killing the next monster or fighter, they make it possible to suck out the souls of the dead to raise their health level and reduce the parameters of enemies in a certain area. Using the haste ability, which works on focus, the necromancer can speed up all his comrades and slow down opponents.

Rift Maker

With the development of a specialization called "Mage of Breaks", the mage has access to incredibly powerful spells that deal damage in a circle of small diameter. With this build, you will not be able to control the enemy's behavior as well as necromancers do, but you will get the opportunity to destroy large groups of the enemy at once.

This build mainly combines skills from two branches: the rift mage and the underworld. The second has excellent abilities that cause great area damage, and the first can boast of having a spell that pulls all enemies to one place.

But do not forget that in Dragon Age: Inquisition you can meet monsters and people that are resistant to fire attacks, so you should open the barrier and ice grip. Most spells work at a great distance from the target, so taking a step into the shadows is not necessary.

The basic combo will look like this: cast abyss pull, pulling all the enemies in one place, then hit them with a stone fist and a curtain blow to weaken them and knock them to the ground, then put a fire mine and apply the sacrifice. Only bosses usually survive this attack.

Used skills

Branch "Hell" - here we take a sacrifice, a flash, a flash point, an oncoming fell, pyromancy, a fire mine and a fiery wall. We have already considered some of the spells earlier, and therefore we will not talk about them again. We only note that, as with the necromancer, it will be possible to get rid of some skills at later levels. Decide for yourself what you don't need, but we recommend removing the flash.

If we talk about spells that have not yet been considered, then the flash point is a good “passive”, which is able to immediately restore an already used ability after your mage inflicts a critical hit on the enemy. On the early stages there will be little benefit from it, since the mage rarely inflicts crits on opponents. However, then the probability of inflicting crits on the mage will increase significantly, and this skill will be very useful to us. Thanks to pyromancy, the duration of burning and fear will increase by a quarter.

The oncoming fell noticeably speeds up the recovery of skills. We open this "passive" as early as possible, because in this case, the damage you inflict per minute of time will increase significantly. But the most useful ability is the fire mine. It deals 1600% of weapon damage to enemies, and therefore can kill weak opponents in one go. But this spell does not begin to act immediately, but after a few seconds. Therefore, it should be combined with a rift of the abyss or a stone fist, which will stun enemies (keep them in one place). The fire wall does not do much damage, but it causes fear in opponents.

Branch "Winter" - we take an ice grip in order to be able to effectively fight monsters that have high resistance to flame. From the branch "Spirit" we open the barrier. This spell is able to protect your character from any damage for a short period of time.

Branch "Mage of Breaks" - it needs all the "spells". To open them, you will have to sacrifice several skills from the Underworld branch: a flash and a fiery wall. Additional skills are unlocked for all spells. A curtain strike is able to weaken enemies and inflict minor damage on them. Be sure to use it before casting more powerful offensive spells. Thanks to the stone fist, you can force opponents to fall to the ground - this will take them out of the battle for a short time and will allow you to place a fire mine.

Veil Replenishment and Veil Root can restore your mana and empower your spells by draining energy from weakened foes. Smothering Veil and Twisting Veil reduce the stats of enemies and increase the damage of your magic skills. An incredibly useful ability is the attraction of the abyss - it pulls monsters and people into one point, and also weakens them.

Mage Knight

The basis of this build is the Magic Knight specialization. In its name, it is similar to the Battle Mage specialization, which was popular with players in the first part of the series. But in essence, they are very different from each other.

In Dragon Age: Origins combat the magician became practically a warrior, that is, he could wear heavy armor and fight with a sword, not a staff. If we talk about the sorcerer knight, then he is an ordinary magician who is simply able to fight in the thick of battle and help his allies with supporting spells.

The mage knight has good offensive skills (spiritual blade or retaliatory strike through the veil) and defensive skills (shadow cloak, shadow shield, defender knight). However, they are most effective when combined with the skills of the Spirit branch. Using an improved barrier and a few "passives" you will be able to fight the enemy at close range and not die.

The spell that works on focus is the return to life, which can completely turn the tide of the battle in your direction.

Used skills

Branch "Spirit" - in it we take the spirit of a defender, a barrier, elegant protection, fortitude, rebirth and an explosion of the mind. The barrier is notable for the fact that it is able to create a special shield around the caster and his comrades, acting in the form of a temporary additional health bar. It disappears quickly, so you need to cast it before or during the battle. The secondary skill of this "spell" increases the speed of recovery of the barrier. Spirit of the Defender automatically activates the shield of the mage who has taken a lot of damage.

Mind Explosion is a kind of push of power that allows you to throw opponents away from you and reduce their aggression towards the wizard. An excellent skill that will often save the life of your mage when fighting a group of enemies. Another useful "ability" is the revival. By using this ability, you will instantly raise all your comrades lying on the ground to their feet. The power of the spirits increases the strength of the barrier by half.

Branch "Storm" - here we open a chain lightning and a flurry of energy. We have already written about them in previous builds, so we will not repeat ourselves. Branch "Winter" - it will come in handy for us: a step into the shade and an ice grip. We have already described them.

Branch "Knight-sorcerer" - we take all the skills except for a retaliatory strike through the veil. Most often, you will use a spiritual blade and a shadow cloak. The first skill allows you to create magic blades that penetrate the armor and magic shield of the enemy, dealing damage directly to health. The second - surrounds the magician with a Veil and gives him invulnerability for a short period of time (two seconds). It helps to break into a group of enemies, inflict maximum damage and quickly retreat (use step into the shadows). Passive spells like Shadow Shield and Knight Protector increase the strength of the barrier. The focus-wasting resuscitation ability restores all party members to their maximum health and continuously heals them for ten seconds.

winter protector

As you can see, past builds were based on using the skills of three specializations. However, this does not mean that in Dragon Age: Inquisition it is impossible to pump a good mage without using the skills described above. It just might be less effective in certain situations.

All healing spells have been removed from the game. The Spirit branch now features spells that only support allies, but do not heal them. But with the right combination of these abilities with the skills of the Winter branch, you can create so strong protection his companions that after each battle, not one of them will have a scratch.

Plus, you will be able to not only support allies, but also inflict considerable damage on the enemy. To do this, you will need to use the spells of a blizzard and an ice mine. They will be most effective against enemies vulnerable to cold.

You also cannot do without the ability to step into the shadows, which allows you to leave the battlefield and help your comrades from a safe distance. The main goal is to support satellites with a barrier and respawn.

Used skills

Branch "Spirit" - we take a pacifying aura, a barrier, elegant protection, rebirth, dispelling, an explosion of the mind, saving life, a spirit of a protector, an invigorating barrier and a strengthening explosion. Some of these skills have been considered by us earlier, and therefore we will begin the description immediately with a pacifying aura. This passive skill reduces the "aggro" of the enemy, making you completely invisible to them, so they immediately switch to your companions. The dispel ability removes all negative and positive effects from enemies or allies. With Invigorating Barrier, your magical shield not only protects your companions, but also increases their stamina and mana regeneration rate.

Branch "Winter" - open the ice grip, step into the shade, ice wall, mine and armor, winter silence, snowstorm and blizzard. Some of the abilities were studied by us earlier, for this reason we will immediately move on to the consideration of other skills. Silence of Winter speeds up the Mage's mana regeneration after standing still for 3 seconds. In a protracted battle, it can be very useful. With an ice wall, the wizard can create a large fence made of ice. This wall is able to protect the magician from enemies. An ice mine is similar in principle to a fire mine. Although she deals much less damage, she is able to freeze the enemy, making him incapacitated for a short period of time.

Ice Armor reduces damage taken by half. Use in cases where your caster is surrounded by enemies. With this skill, you can also strengthen the tank, making it almost invulnerable to enemies. But the best "spell" in the "Winter" branch is considered to be a blizzard. When used, a real blizzard is created, slowing down enemies in a certain area and causing constant damage to them. The secondary skill enhances the main spell, after which it does not just slow enemies, but freezes them.

When you get to level eighteen, you will notice that you will start to have free ability points. We recommend that you spend them on the skills of any specialization that interests you.

Elemental Rage

Even without the use of specialization skills in the game, you can create a powerful mage that can deal monstrous damage to his enemies. This build is useful for those players who do not like to complete absolutely all the quests in the game, but just want to go through the main storyline. The fact is that in order to obtain a particular specialization, you need to spend a lot of time on quite complex missions.

The elemental fury build will help you fight almost any type of enemy, as they are all vulnerable to certain elements. But do not forget that this mage does not have any defensive spells, so it will be useful to keep one more wizard with a pumped "Spirit" branch in the party.

Another disadvantage of this combination of abilities is excessive uniformity. In battles, you will need to constantly use the same methods and skills in the same sequence. Plus, you have to rely on your comrades in arms (tank and support mage) all the time, since you cannot defend yourself on your own.

However, if you correctly use spells and do not go on the rampage, then you can endure large groups enemies with just a few button presses. The main thing is to constantly monitor your health bar and keep another caster nearby.

Abilities used

Branch "Storm" - we open a chain lightning, a flurry of energy, an arc release, a static charge, lightning, explosive lightning, a thunderstorm atmosphere, a petrel and a static cage. We have already talked about many of these spells, so let's move on to the consideration of a static charge. It sends a paralyzing electric charge to an enemy that is not attacking you. This will give you time to get out of his line of sight and set the tank on him. A thunderous atmosphere will speed up the application of abilities. A static cage allows you to stun opponents in a small area.

Branch "Hell" - in it you need to take a flash, pyromancy, sacrifice, a fire mine and an ignition point. We have already talked about all these skills earlier. Branch "Winter" - we take winter silence, ice grip, wall and armor, as well as a blizzard.

So, we decided to prepare for you a guide to the passage of the game, thereby arming you with knowledge so that in the future you will not have any serious problems with the game. This guide will be displayed as tips.

Unfortunately, you will not be able to transfer saves from past games in the series, but this does not mean that all your old merits and awards will just disappear - nothing has been forgotten. All decisions that you once made in , as well as in . To do this, you only have to use a service called Dragon Age Keep. With the help of this program, you will transfer all the brightest and most epic events from past games in the series, all the old settings will be restored. Thus, any decision made a long time ago will be reflected in the new world of the game. And besides this, you have a great opportunity to refresh old memories from past parts.

This let's say "personnel" issue and in the game it is almost the most important. You will spend the bulk of your journey in this great game in good company, so it's important to keep your team balanced. You should definitely have a warrior with a shield, as he will take all the main attention of the enemies on himself. It is also extremely important to have one rogue and one mage each. The magician will be able to support your entire group, and not only you, even your other allies. And the robber will deal the most damage - which is very important. Well, give the last place to the one you like best. At the very beginning of the game, you will get a balanced group: here you will have a warrior or, as everyone used to call him a "tank" - Kassandra, an interesting magician named Solas, well, old Varrik, known to everyone as a robber. A little later, of course, you can easily change your composition.

We will try to disassemble this advice on magicians. In your organization, you can recruit three magicians who can be in your group, they are Vivien, Solas and Dorian. Please note that heroes should not be developed according to the same template, that is, they should put all skill points into the same pyromancy. Let each of your heroes develop in different directions, on magicians, let it be a school of spirit, lightning, cold and much more. The main thing is that all this does not happen again! Thus, do the same with the warrior and the robbers - develop them in different directions! Also choose your party members so that the team is unique and not repeated!

While traveling around the world, you will meet more than one barrier on your way. Such barriers usually block the way to something very valuable and interesting. To destroy these barriers, you will have to shoot them with a staff. But the whole difficulty lies in the fact that there are three types of magical barriers: the first is fiery, marked in red; the second is icy, indicated in blue, and the third is spiritual, which is indicated purple. Each barrier can only be destroyed by the corresponding element. More precisely, the opposite: the fire will deactivate the ice barrier and, accordingly, vice versa, well, electric attacks are used against the spiritual barrier. If you are striving to ensure that you do not miss anything in the game, then we recommend that you do not neglect this advice.

In addition to the fact that you develop characters in the game, you will also have to develop the organization itself - the Inquisition. Complete tasks that will increase the level of your organization and be sure to download special skills / abilities / perks / passives. First of all, we recommend that you upgrade "Skillful Hands", more precisely, it's "Deft Hands, Fine Tools". It is located in a category called "Secrets", in other words "Secrets". This feature will allow absolutely all heroes with the Rogue class to open complex locks, behind which you will find very valuable loot!

With a properly grouped team and if they are still at a very high level, then the bulk of the battles in the game should take place without using this tactical pause. But sometimes, nevertheless, you will come across very difficult battles, in which even a second plays a lot. This is where the pause mode comes in handy. When it gets too "hot", then rather switch to a tactical view and carefully look, think and give orders to your wards. In general, according to this principle, it will be necessary to move to the very victorious end. Although it takes more time, it significantly increases the chances of survival.

First of all, we advise you to visit those locations where it is possible to set up a Camp. In this case, you will definitely not regret your time spent. There are two points worth noting here: the first point - you can move extremely quickly, which thereby helps to complete secondary tasks; the second point - it will come in handy when the most "rush hour" of the battle occurs and you do not have jars of healing potion left.

Tip Eight - Talk to everyone who can talk

Any veteran who plays the game knows this advice, but if this is your first time encountering their games, then take this into your arsenal. Let the previous games from these developers have been smaller in all parameters, but here ... here you need to talk to absolutely everyone. Communication with any creature of this world will help you understand this world much more and learn more about the relationships between diverse personalities. In addition to all this, you can also get a quest. And by the way, your allies will help you tell a lot more than any other character. Therefore, we recommend that after each significant quest, talk with your associates. Thus, you will definitely not miss the chance to increase or decrease the reputation of this ally, you will also be able to get a very interesting task or even see an interesting picture, for example, when Kassandra beats Varric.

As you progress through the game, you will almost constantly stumble upon a variety of mines / mines or plants. Here you just need not to be lazy and collect all this. This will happen quickly enough and the benefits will not be small. For example, with the help of the collected materials, you can improve / create equipment. And we will tell you more - resources are needed to raise your organization! In addition, in order to complete any quest, you will also need resources. And in the end - it will just drag you out, we assure you.

While you're out there shredding dragons and trying to save the world from disaster by the sweat of your brow, your advisors are eating their back seats in the fortress. Therefore, so that they do not feel like "chocolate", it is necessary to constantly load them with work. As often as possible, try to return to your home and load them with work. Instructions are issued in the meeting room. For example, your agents will be able to collect gold in support of your organization, settle political problems, establish very useful contracts, even get equipment for you, but that's not all, we don't reveal much to make it interesting. Each Expert Advisor has its own execution time, so everything can take from a minute to several hours. The counter will move in real time, so we recommend that you give the most difficult and long tasks for them. But when you return, the adviser will already be ready to provide you with a report.

According to the developers themselves, it can take as much as 180 hours of play! Therefore, if you don’t like something in the new hero, or if you did something wrong, then feel free to start playing again. It's best to donate those miserable couple of hours in order to eventually complete the game to the very end.

In your hideout of the Inquisition, on the right side of the entrance, there is a small shop - here they can sell you a unique item with which you can reset all your hero's skill points. This way you can redistribute them in a new way! , use this item to radically rebuild an uncomfortable hero, unless of course you really like the skills.

We will talk about the shelter of the Inquisition, because it's just a huge location, where there are a large number of very different and interesting objects/objects/things/characters and so on. After all, the plot of this game is built in such a way that you can easily skip this Vault and go to a new location. We recommend that you do not do this, because you still need to carefully study the headquarters, talk with all the comrades-in-arms, complete a couple of tasks and carefully study the assortment of local artisans.

Besides the fact that you can start operations here, in the Vault you can also study a variety of found items that you were able to find during your travels. For their study, you will certainly receive bonuses - for example, more increased damage against certain enemies. Do not forget about this feature, because it is very useful in passing.

At the very beginning of the game, you will meet a gnome named Varric, who will be armed with only one crossbow. You won't be able to change his weapon, but you can buy a variety of upgrades/improvements for her! Try not to forget to do this, because Varric is no weaker than the rest of your team members.

At a location called Inner Earths", you need to get to the owner of the horses as soon as possible - the story task. This character will be able to give you a horse, which will greatly facilitate your journey in the game.

Still, it is not recommended to constantly move on a horse. After all, when traveling on horseback, you will not be able to hunt or collect useful resources, much less conduct another battle. In battle, you will find yourself in a rather awkward position. We recommend you ride on already explored locations. And to move over longer distances, it is best to use the system of local camps, which will take you instantly to the selected point.

Soon the game will take you to a place called Val Royeaux - a huge city with a bunch of shops! Carefully study the local assortment - here you can find a lot of useful items for yourself at quite reasonable prices. And by the way, we recommend that you keep the money until a visit to this city, because at first you can endure until a visit to Val Royno.

It is worth noting that, as always, the game fit just perfectly! One of your main tasks is to develop the Inquisition and spread its influence. For this quest, every good deed will benefit (any quest completed will increase the influence of your Inquisition!).

When you open the quest log, your eyes will immediately rush to the story quests, of course, the thought immediately arises to complete them first. We recommend that you do the following: open your map and choose your route to the intended story mission, and on the way to your goal, just complete additional / side tasks. We assure you that you will enjoy the experience very much.

It's not just one continuous war/battles/skirmishes/battles, tragedies/pain/sadness - it's love too! Choose the one or the one you like the most, set a goal for yourself! After that, learn a little about this character, study her / his character carefully, start to eventually agree and constantly lean towards her / his side. The romantic lines here are worked out just perfectly, so just enjoy!

Perks in Dragon Age: Inquisition appear as the Inquisition develops and its influence increases. You can get this influence at the so-called "Table of War", completing various tasks, defeating enemies, completing missions, etc. Each time the influence level is filled to the limit, you can increase your level and, accordingly, receive new perks.

Inquisition perks are divided into four types. Three of them are bestowed by three advisors, and the fourth by the Inquisition itself. The powers bestowed by Cullen allow you to develop strength and endurance. Liliana's Secrets work on the secretive traits and skills of the characters. Josephine's communication perks will help with diplomacy and persuasion. And finally, the perks of the Inquisition itself develop general abilities.

Note!

Getting perks in Dragon Age: Inquisition- the process is not so fast as to mindlessly invest in those perks that you will not need. Some perks are available from the very beginning of the game and require experience points to be invested in them.

Some advanced perks become available only after unlocking lower level perks. Perks that are recommended in the first place are in bold.

Strength Perks

NameEffects and comments
criminal knowledge Unlocks new dialogue options related to criminal activity and grants a +50% experience bonus for each new codex unlocked. A very useful perk that opens up the possibility of alternative passage of some tasks.
"Massage" method Grants a 5% experience bonus for killing monsters. To get the most out of this perk, try to pick it up early in the game.
Rider postureReduces the risk of falling off the saddle. Not the most useful perk, since you will spend most of your battles while not in the saddle.
poured into the saddleFurther reduces the risk of falling out of the saddle. The comment is the same as for the perk above.
Improved concentrationImproves concentration from 100 to 200 points. Might come in handy in combat.
Advanced Concentration Improves concentration from 200 to 300 points. Might come in handy in combat.
true giftIncreases the defense of all party members by 10%. A very useful perk for weakly protected characters (such as mages or thieves), especially on a high difficulty level.
More healing potionsAllows you to carry four more healing potions. The perk can be useful on a high difficulty level, since in such a situation the probability of spending all the healing potions during one quest is much higher than on the normal difficulty level.
Drawings of magiciansYou get new blueprints to create items for mages. It's better to get it towards the end of the game, and even then only if you care about outfitting your mages.
Blueprints of thievesYou get new blueprints for crafting items for thieves. It's best to pick it up towards the end of the game, and even then only if you care about outfitting your thieves.
Drawings of warriorsYou get new blueprints to create items for warriors. It is better to take it towards the end of the game, and even then only if you care about outfitting your warriors.

Secret Perks

NameEffects and comments
Secret knowledge Unlocks new dialogue options related to Shadow and arcane lore. Also gives a bonus when researching new manuscripts. This is a very useful perk, as it allows you to complete many quests with alternative methods.
Expert HerbalismIncreases the chance to gather an ingredient by 10%.
Eagle Eye Expands the field of view after pressing the corresponding key. A very useful perk, which, after the final improvement, will simplify the exploration of the area.
advanced researchGrants a 50% bonus to experience for exploring discovered monsters. A useful perk if you enjoy returning to the Inquisition HQ to investigate monsters.
Golden hands, good tools Allows all thieves in the party to open Master level locks. A useful perk for a thorough exploration of the world around you and access to chests with a high level of protection.
preliminary reconnaissanceShows additional points of interest and important locations on the area map. Useless perk, as it is better to explore the area on your own.
Rookie Herbalist
Experienced HerbalistOpens general information for all herbs. You can pick up this perk if you're going into alchemy and don't want to waste time looking for it yourself.
Master HerbalistOpens general information on all herbs. You can pick up this perk if you're going into alchemy and don't want to waste time looking for it yourself. A very useful perk, as many herbs of this tier tend to be very hard to find.

Communication Perks

NameEffects and comments
noble knowledge Unlocks new dialogue options related to diplomacy and politics. Also gives a bonus when researching manuscripts. This is a very useful perk, as it allows you to complete many quests with alternative methods.
Seller reputationYou get 10% more gold from sold goods. This perk is best unlocked early in the game when the need for gold is very high.
One good turn deserves anotherYou buy goods 10% cheaper. A very useful perk, especially towards the end of the game, when you will need expensive and high-quality items.
Honorary Client Purchase / sale transactions become 15% more profitable for you. The perk combines the two previous perks.
rare stocksAllows you to buy rare materials for "crafting". You can choose this perk if you want to dabble in item crafting and don't want to waste time looking for it yourself.
Demanding buyer
Only betterAllows you to buy materials High Quality for crafting. You can choose this perk if you want to dabble in item crafting and don't want to waste time looking for it yourself.
important listYou get the opportunity to buy rare materials from merchants. The perk comes in handy late in the game when you have a dire need for good items and you have enough money.
Friends from aboveAs soon as you take this perk, merchants will send messengers with news of discounts. This, of course, is not a perk of primary importance.

Inquisition Perks

NameEffects and comments
Knowledge of history Unlocks new dialogue options related to the history of Thedas. Also grants a bonus to manuscript research. This is a very useful perk, as it allows you to complete many quests with alternative methods.
Inventory Increases inventory capacity by 15 slots. A very useful perk, since you will not get your "legitimate" 60 slots right away.
Imperial inventory Increases inventory by another 15 slots.
Tempered glass flasksAdds one additional potion slot. You can take this perk if you want different characters in your party to have potions in the quick select menu.
Extra educationYour character gains one additional ability point.