Dragon age inquisition skills. Walkthrough of Dragon Age: Inquisition - useful notes, recommendations and tips. Runes can be replaced

Perks in Dragon Age: Inquisition appear as the Inquisition develops and its influence increases. You can gain this influence at the so-called “Table of War” by 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 is bestowed by the Inquisition itself. The powers granted by Cullen allow you to develop strength and endurance. Liliana's Secrets explores the characters' secretive traits and skills. 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 the investment of experience points in them.

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

Strength Perks

NameEffects and comments
Criminal knowledge Opens up new dialogue options related to criminal activity and gives a +50% experience bonus for each new codex opened. A very useful perk that opens up the possibility of alternative completion of some tasks.
"Massage" method Gives a 5% bonus to experience for killing monsters. To get the most out of this perk, try to take it early in the game.
Rider postureReduces the risk of flying off the saddle. Not the most useful perk, since you will spend most of your battles unmounted.
Molded 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. Can be useful in battle.
Advanced Concentration Improves concentration from 200 to 300 points. Can be useful in battle.
True GiftIncreases the defense of all party members by 10%. A very useful perk for weakly protected characters (for example, magicians or thieves), especially at a high difficulty level.
More healing potionsAllows you to carry four more healing potions. The perk can be useful on a higher difficulty level, since in this situation the likelihood of using all healing potions during one quest is much higher than on the normal difficulty level.
Mage drawingsYou receive new blueprints for creating items for magicians. It is better to take it towards the end of the game, and even then only if you care about the uniform of your magicians.
Thieves BlueprintsYou receive new blueprints to create items for thieves. It is better to take it towards the end of the game, and even then only if you care about the uniform of your thieves.
Warrior BlueprintsYou receive new blueprints for creating items for warriors. It is better to take it towards the end of the game, and even then only if you care about the uniform of your warriors.

Secrets Perks

NameEffects and comments
Secret knowledge Unlocks new dialogue options related to the Shadow and secret knowledge. Also gives a bonus when researching new manuscripts. This is a very useful perk as it allows you to complete many quests using alternative methods.
Experienced HerbalismIncreases the chance to collect an ingredient by 10%.
An eagle eye Expands the visibility area after pressing the corresponding key. A very useful perk, which, after final improvement, will simplify the exploration of the area.
Advanced ResearchGives a 50% bonus to experience for studying discovered monsters. A useful perk if you like to return to the Inquisition headquarters to investigate monsters.
Golden hands, good tools Allows all thieves in the party to open Master level locks. A useful perk for thoroughly exploring the world around you and accessing chests with a high level of protection.
Preliminary reconnaissanceShows additional points of interest and important locations on the area map. A useless perk, since it is better to explore the area on your own.
Novice herbalist
Experienced HerbalistOpens general information on all herbs. You can take this perk if you are going to do alchemy and do not want to waste time searching on your own.
Master HerbalistOpens general information on all herbs. You can take this perk if you are going to do alchemy and do not want to waste time searching on your own. A very useful perk, since many herbs of this level are usually very difficult to find.

Communication Perks

NameEffects and comments
Noble knowledge Opens up new dialogue options related to diplomacy and politics. Also gives a bonus when researching manuscripts. This is a very useful perk because it allows you to complete many quests using alternative methods.
Seller reputationYou receive 10% more gold from goods sold. This perk is best unlocked at early stage games 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 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 get into creating items and don't want to waste time on your own searches.
Demanding buyer
Only betterAllows you to buy high quality materials for “crafting”. You can choose this perk if you want to get into creating items and don't want to waste time on your own searches.
Important listYou get the opportunity to buy rare materials from merchants. The perk will come in handy at the end of the game, when you have an urgent need for good items and have enough money.
Friends from aboveOnce you take this perk, merchants will send messengers with news of discounts. This is, of course, 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 gives a bonus to manuscript research. This is a very useful perk as it allows you to complete many quests using alternative methods.
Inventory Increases inventory capacity by 15 slots. A very useful perk, since you won’t 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 their quick select menu.
Extra educationYour character gains one additional ability point.

IN Inquisition BioWare took everything it had learned over the years and moved on. Here, for the first time, the studio is experimenting with large scale and an open world - and intelligently, and not like riding a Mako in the first . However, this is not half as important as it might seem. IN Inquisition the written universe and characters still dominate, and open world has little meaning.

You'll never be better than an inquisitor

Dragon Age 2 I was surprised by a very uncharacteristic BioWare story about a local conflict, racism and intolerance, but Inquisition returns to where the series began. Here again there is everyone and everything saving the ciliate Shepard and the ancient terrible evil - this time in the form of breeding demons of spatial rifts opening all over the world.

Closing rifts is one of the easiest and most convenient ways to earn influence. Most often this is done casually while we are walking and looking around. But if you do this purposefully, you will rot out of boredom.

And, unlike previous games in the series, here you are almost immediately recognized as the last hope of humanity. The hero wears an ominous mark on his palm and does not remember where it came from, but only with its help can the rifts be closed. Therefore, the people believed in his chosenness by God and proclaimed him the messenger of the prophetess Andraste. Now, under his leadership, a new Inquisition is gathering, and a new campaign to save the world begins. As usual, it begins with the search for allies.

From this moment onwards, the hair-raising pathos of the main plot, in a typical BioWare manner, is diluted with small details, shades and even everyday sketches from the life of the inquisitor. The writers carefully describe the characters and images and make Thedas with its rocks, villages, luxurious castles and mannered Frenchmen (that is, Orlesians) in masks alive and believable. The main thing is to watch and listen carefully, otherwise you will miss it all.

Friends of the Inquisitor

The story would be incomplete if the inquisitor did not have companions. Behind each of them one can see a large-scale work of writing: conversations with them not only reveal their character, they complement the picture of the world, which in terms of development is no longer so far from the same Forgotten Realms. The abstruse but intelligent elf Solas will tell you what he knows about the Shadow and the complex mental organization of spirits, and from the dandy Dorian you will learn everything you wanted to know about the villainous (though in fact no more villainous than everyone else) Tevinter empire - right up to the structure of its church and the top of the government.

Some people are attracted by their eccentric behavior: for example, you meet the robber Sera in the midst of a battle with a squad of guards without pants. She stole them. For what? “Well, that’s cool, the guards don’t have pants!” She seems completely crazy, although in reality she just says what she thinks.

Iron Bull is the leader of a mercenary squad and a Qunari spy. Over time, he becomes part of the board and introduces the inquisitor to ordinary soldiers. The experience is most exciting.



Cole can't figure out if he's a spirit or a human. He almost always walks around with this expression on his face. “Don’t pay attention to the ass in the sky, honey” - and further in the text. Sera's remarks force translators to balance on the brink, sometimes barely stepping over it.

As usual in Dragon Age, the attitude of your partners to your actions (“Varrick approves”) replaces the usual “morality” scale. Decisions here are not divided into good and evil, everything is much more complicated. A couple of times Inquisition managed to drive us into a stupor. For example, what is the best thing to do: to leave alive the one who would bring more benefit alive, or the one for whom we have warm feelings since the time of the second part? Both options are correct to some extent, but we have not the slightest idea which one is more correct.

However, often, by choosing answer options, you only set the tone of the conversation. You are notified in advance of a truly significant choice, and this happens much less often than we would like. You will feel a truly large-scale reaction to your actions when you choose between magicians and templars somewhere in the first third of the game, and again at the very end.

The rest will be remembered to you only in the final video, where the situation in the world after your actions is explained. Inquisition remembers everything - including what happened in previous games in the series. But not everything in the main plot gives a significant response.

Instead of directly importing saves, BioWare created a Dragon Age Keep service. There you can view a synopsis of the events of the first two parts and remember what choices your heroes made. There is also a nice text role-playing game from the creators.



One of the phenomena associated with our past adventures. King Alistair, whole and happy with life, - according to the results Origins For me, he survived and did not drink himself to death. From time to time, the inquisitor is forced to bring people to trial. What comes out of our verdicts, however, is not really told.

Inquisitor on a walk

Inquisition, unlike the second part, strives to create an impression of scale, to convince you that you are in the very center of something great and are again deciding the fate of an entire planet. And the opportunity to drop everything and just walk through kilometers of forests, swamps and deserts strengthens the feeling of significance by the mere fact of its presence. This is Thedas, for which you are responsible.

One problem is that the open locations here are almost taken out of context. The vast majority of events important to the narrative happen at small, staged levels, and we go into the open field simply to gain experience before the next story campaign. The open areas are huge and stunningly beautiful, but pathologically nothing happens in them - you just run from side to side, find materials to create items, close rifts and complete dreary mail-collection quests. “Hi, I’m the head of the Inquisition, and the villagers just asked me to get ten pieces of meat, because no one else can do it except me.”

One more step, and a huge dragon will fly from the cliff on the horizon, next to which the dragons are ridiculous birds. Such encounters are rare in the open world, but they make quite an impression and make you run at full speed. For now.



There is no way without a horse in open locations - the spaces are too large. So don't miss one of the quests in the first big location. Settlements in open locations are rare, and there is almost nothing interesting in them. Sometimes the townspeople discuss the latest events, but that's all.

However, humility suits the inquisitor - and you will have to deal with it. To open new locations and advance further in the story, you need “influence points,” and to earn them, you must complete side quests. And you do it - not because you want, but because you have to. Poor over the map of the area, look for markers, run from marker to marker, cry, prick yourself, but don’t stop.

And then, either out of boredom or despair, you start wandering around your headquarters. Finally, you talk with all your partners and spend time on their troubles, read texts, listen to songs in taverns, discover new locations and look around. And through all these little things you gradually put together a picture of the universe. Find virtually everything that the previous ones were good for Dragon Age, - world and history.

It turns out crazy: instead of carefully hinting where the most important thing lies, Inquisition puts up a blank wall in front of you. In trying to get around it with the least losses, you find everything yourself - the strict need to accumulate influence points forces you to turn off the path and look for something that you would not find in life if you took the straight path.

This is clearly not the most elegant way in which an open world could be arranged: monotonous assignments and the search for all sorts of small things here strictly for the sake of making the locations something, and this something in most cases it is easy to ignore.

While you are at the Inquisition headquarters, you can assign tasks to your advisors that will be automatically completed after a few minutes of real time. You won't get anything particularly valuable from there, but if you really want to, you can fool the system by tweaking the clock.

The Inquisitor kills

The first two parts also had bouts of tediousness: remember the dwarf tunnels near Orzammar from Origins or repetitive obstacle courses with respawning enemies from Dragon Age 2. IN Inquisition all the monotonous activities are settled in voluntary-compulsory open locations, but each plot breakthrough is a verified, balanced, eventful journey of an hour or two.

None of the missions (except, perhaps, the short final one) can be called either too long or too short: there is as much of everything - battles, dialogues and searches - as needed. A raid may begin with a boring excuse like “we must storm such-and-such a fortress,” but almost always, by the middle of it, events change course sharply, and something begins that you could never expect.

However, everything always comes down to fights, and here it is very helpful that after Dragon Age 2 The combat system has improved significantly. The essence remains the same: you fight vigorously in real time or hit a tactical pause and calmly figure out your next steps. But in DA2 the planning mode was noticeably cut, and now it has been pulled up almost to the level Origins. Inquisition is very enjoyable to play, combining both modes: in real time you feel the heat of battle to the bone, but at the same time you can always, without looking up, inspect the battlefield from above and calmly think through tactics. One problem - for some reason the tactical mode is painfully crooked to control from the keyboard and mouse. It seems as if, instead of human adaptation of the controls, the developers simply made the keyboard emulate a gamepad.

But otherwise everything is wonderful. Having paused the battle, you give out orders - say, ask the "tank" Blackwall to block the passage with a shield, Dorian - to bring down a firestorm on the vanguard, and send your inquisitor-robber to the rear, slaughter archers and magicians - and then, if something goes wrong not so, again with one button you stop the time and correct the instructions.

In tactical mode, you see all the weaknesses and advantages of your opponents. At more or less high difficulty levels, you can’t do without this.

There are fewer skills, but each has a clear area of ​​application. Every attack, every skill has great importance and feel appropriate. Instead of repeating the same order of skill activations over and over again, you spend more time on proper positioning and timing. Especially positioning - that is, attacks from the flanks, catching archers and magicians, bypassing fighters with shields who can take all the damage intended for someone from the back rows.

But the elimination of healing spells, as practice has shown, is still good idea. This increases the cost of error. There is no regeneration here, you have to heal with a strictly limited supply of potions, but almost any injury can be avoided by properly planning the course of the battle and distributing defensive skills. The only strange thing is that towards the end the game for some reason becomes more generous with caches of potions and the problem of saving resources becomes less relevant. Therefore, the most interesting battles occur in the middle of the game.

The combat system also shows itself well in co-op, built in the image and likeness of the multiplayer from Mass Effect, but his problem is the lack of significant motivation. You simply go through polygons that are similar to instances from online role-playing games. For them you are rewarded with experience, equipment, new classes are opened... and, by and large, that’s all. The co-op mechanics work great, but it's still a bit of fun.

Inquisition and meat glamor

Visually previous Dragon Age did not stand out in any way, except perhaps for the splashes of blood that abundantly covered the heroes from head to toe, with or without reason. At the same time, for example, many of the characters had neat, clean, almost perfect facial features. IN Origins this could be attributed to technical limitations, but in the second part it turned into a trend, and in the third it turned out the way it turned out.

Inquisition looks... interesting. She has style. She looks expensive. It’s nice to look at it - all, every little thing: landscapes, costumes, armor, carnival masks, quirks of architecture, illustrations and abstract portraits of heroes “under modernism” - not yet Klimt or Mucha, but already a thing in itself. Inquisition bright, catchy, shiny, licked. In this it is subtly reminiscent of Legend, one of Ridley Scott's early films.

The character illustrations are bright and stylish. They also change when you build relationships with your companions.



Inquisition is passionate about fine art. Even in the poorest house you run the risk of finding some paintings, and they are repeated much less often than you expect. The characters' faces were clearly given a lot of attention, but with brilliance Inquisition sometimes it goes overboard. Some characters look like they are sweating profusely.

At the same time, the mood of the world remained the same dark and aggressive: magicians still balance between wisdom and obsession, templars still suffer (enjoy) addiction to lyrium, gray guards retain the status of unfortunate damned renegades, conspiracies flourish in the states, and heroes bathed in blood. The result is the perfect combination of beauty and ruthlessness, unlike anything we've seen in role-playing games. BioWare has finally figured out what their fantasy should look like.

All characteristics of a character are reflected in attributes. Their values ​​determine the character's strength. Attributes interact with each other according to certain formulas; we have also collected known ones on this page.

To view your attributes, click P

Attributes

Basic, fundamental parameters of the characters. Attributes from other groups largely depend on the main ones.


Force

  • Warriors gain 0.5 strength
  • 1 strength point = +1% attack (only for warriors)
  • 1 point of strength = +1% bonus to damage against defense

Dexterity

  • For each new level, Rogue class characters gain 0.5 agility
  • 1 agility point = +1% attack (rogues only)
  • 1 agility point = +1% bonus to critical damage

Magic

  • For each new level, characters of the Mage class receive 0.5 magic
  • 1 magic point = +1% attack (only for magicians)
  • 1 magic point = +1% bonus damage against barrier

Cunning

  • 1 point of cunning = +0.5% critical strike chance
  • 1 point of cunning = +0.5% defense against ranged attacks

Strength of will

  • 1 point of willpower = +0.5% attack
  • 1 point of willpower = +0.5% magic defense

Body type

  • 1 constitution point = +5 maximum health
  • 1 Constitution point = +0.5% melee defense

Attack

Your character's attack stats are listed here.


Attack

The "attack" stat increases all damage dealt by the character.

  • 1% attack = +1% to base damage of all types
  • The damage bonus is applied before the target's armor is deducted.
  • Weapon * (1 + Attack%) - Armor, NOT (Weapon - Armor) * (1 + Attack%)

Note: The damage of different abilities is calculated differently.

Bonus to damage against defense

Increases damage against enemies with the "Defense" effect.

  • 1% bonus damage against defense = +1% to all types of damage against the target's defense
  • The effect stacks multiplicatively with other damage bonuses

Armor Penetration

Armor Penetration Points allow you to ignore the corresponding amount of armor points on the target when dealing damage.

  • 1% armor penetration ignores 1% of the target's armor (counts against physical damage)
  • Cannot be combined with other bonuses, i.e. the bonus will be the same for critical and non-critical hits
  • The effectiveness of this parameter is slightly inferior to Attack: 1% attack > 2% armor penetration

Bonus to damage against barrier

Increases damage against enemies with the barrier effect.

  • 1% bonus to damage against barrier = +1% to all types of damage against the target's barrier

Critical Damage Bonus

Increases the additional damage dealt on a critical hit.

  • 1% bonus to critical damage = +1% damage on a critical hit (example: 100 damage and 50% bonus to critical damage will give 150 damage on a crit)
  • Applies before armor damage reduction
  • The effect stacks multiplicatively with other damage bonuses.

Critical Chance

Chance to score a critical hit when attacking.

  • The value of this parameter indicates the percent chance of landing a critical hit (example: at 10% chance of a critical hit, 1 out of 10 of your hits (on average) will be a critical hit)
  • When attacking several targets at once, the chance of a critical hit is calculated for each hit separately
  • There is no internal delay for repeat critical hits

Primary Weapon Damage

Damage dealt by the weapon in your main hand on each hit.

  • Basic hit per normal attack
  • All other damage modifiers apply to Weapon Damage as the main base stat.
  • A more useful indicator is a specific hit, rather than DPS (average damage per second), because When calculating the damage of abilities, the magnitude of the hit is used, not DPS.
  • Sub-weapon damage has a similar mechanic.

Sub Weapon Damage

Damage dealt by sub-weapons.

  • Cm. damage with main weapon

Bleeding on contact

Chance to cause bleeding on target. The effect lasts for several seconds.

  • At the moment this option does not work, we are waiting for it to be fixed

Stagger on hit

Chance to stun the target on hit. The effect lasts for several seconds.

  • Indicates the percentage chance of stunning the target for 3 seconds on impact.
  • The status is not displayed in the interface (like damage numbers flying out), unlike ability stuns

Heal on Kill

Damage healed with each finishing blow.

  • Indicates the % of your maximum health that will be restored after killing
  • For this effect to work, you must personally finish off the target with an attack or ability.
  • There is no internal delay for the treatment to be triggered again

Bonus damage when attacking from the flank

Percentage bonus to damage when hitting a target from the side or behind.

  • 1% bonus to damage when attacking from a flank = +1% to all types of damage when attacking from a flank (at a base of 25% damage to an enemy from a flank will be multiplied by 1.25)
  • Applies before armor damage reduction
  • The effect stacks multiplicatively with other damage bonuses.

Protection

Your character's defensive stats are listed here.


Protection from magic

Percentage resistance to damage from magical and elemental attacks.

  • Percentage reduction in final damage
  • Example: 30% magic defense will reduce all magic damage taken by 30%

Melee defense

The percentage of resistance to damage from all physical melee attacks.

  • Percentage reduction in final melee damage

Defense against ranged attacks

The percentage of resistance to damage from all physical attacks at a distance.

  • Percentage reduction in final damage from ranged attacks
  • Applies after armor damage reduction

Cold resistance

Percentage resistance to damage from cold attacks.

  • Percentage reduction in total cold damage
  • Example: 30% Cold Defense will reduce Cold damage taken by 30%

Resistance to electricity

Percentage resistance to damage from electrical attacks.

  • Percentage reduction in final damage from electricity magic
  • Example: 30% Electrical Defense will reduce damage taken from Electrical magic by 30%

Fire resistance

Percentage resistance to damage from fire attacks.

  • Percentage reduction in total fire damage
  • Example: 30% Fire Defense will reduce fire damage taken by 30%

Resistance to spirit magic

The percentage of resistance to damage from attacks by spirit magic.

  • Percentage reduction in final Spirit damage
  • Example: 30% Spirit Defense will reduce Spirit damage taken by 30%

Defense

Before damaging the character's health, the enemy must damage the defense, if any.

  • Defense is like extra health that can be gained through certain abilities
  • Max Defense = 25% of your Max Health
  • Some abilities increase the maximum amount of defense
  • Bug: Ability Unwavering Defense does not increase maximum defense

Armor level

The character's armor level reduces physical damage taken.

  • Reduces physical damage received in melee and ranged combat by the armor value * coefficient depending on difficulty (varies within 1-2, exact information is not yet available)
  • Applies before armor reduction from melee/ranged defenses
  • Some enemies have their own armor characteristics

Armor Level: Front

Physical damage dealt to the character from the front is reduced by the level of armor.

  • Functions like a normal armor level, but is only used when taking damage from the front
  • This parameter increases when wearing a shield; for all others, the value of Armor Level and Armor Level: before will be the same

Health

A character whose health is reduced to zero falls unconscious and loses the ability to fight.

  • Current health

Maximum Health

The maximum amount of health a character has.

  • The amount of maximum health determines the character's survivability: the more it is, the more damage you can take and stay on your feet

Cause bleeding when hit

Chance that an enemy attack against a character causes the enemy to bleed. The effect lasts for several seconds.

  • Currently, this option does not work

Get stunned by getting hit

The likelihood that when an enemy attacks you, he will be stunned. The effect lasts for several seconds.

  • Indicates the percentage chance of stunning the target for 3 seconds when hit
  • Can work on ranged attacks if the enemy is standing close
  • Stun allows you to use combos (trigger abilities)
  • There is no internal re-stun delay

Other

Concentration

A resource acquired when damage is dealt. Each squad member has their own Focus bar, but whoever deals damage receives Focus for the entire squad.

  • Focus is required to use focus abilities, see specializations for details.

Maximum concentration

The maximum focus this character can accumulate.

  • Base value: 100, allows you to use level 1 focus abilities
  • At the first improvement it becomes equal to 200, allows you to use level 2 focus abilities
  • With the second improvement it becomes equal to 300, allows you to use level 3 focus abilities

Focus Gain Bonus

The specified % bonus is added to the focus received (regardless of what it was received for).

  • A value that increases the concentration received by n-amount %

Mana/Stamina

The amount of current mana/stamina the character has. Mana and stamina are needed to use abilities (for warriors and robbers it’s stamina, for magicians it’s mana).


Max Mana/Stamina

The maximum possible mana/stamina reserve for a character. Menu and stamina are needed to use abilities.

  • Maximum mana/stamina = 100 and does not increase with level

Combat experience points

The character's current experience points.

  • Experience can be gained by killing enemies, completing quests, and many other actions.
  • By gaining experience, the character's level increases

Level

The character's current combat level. Read more about levels on a separate page.


Ability Recovery Modifier

Reduces the cooldown time of all character abilities.

  • A value that reduces the recovery rate of abilities by n-amount of %

So, we decided to prepare for you a guide to passing 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 appear in the form of tips.

Unfortunately, you will not be able to transfer saves from previous games in the series, but this does not mean that all your old achievements and awards will just disappear - nothing has been forgotten. All decisions that you once made in, as well as in, will be transferred to the new part. To do this, you just have to use a service called Dragon Age Keep. Using this program, you will transfer all the brightest and most epic events from past games in the series, all old parameters 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 is, so to speak, a “personnel” issue and in the game it is almost the most important. You will spend the bulk of your journey in this wonderful game in pleasant company, so it is very important to ensure that your team is balanced. You must have a warrior with a shield, as he will take all the enemies' attention. It is also extremely important to have one robber and one mage. The magician will be able to support your entire group, and not only you, even your other allies. And the rogue 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 receive a balanced group: here you will have a warrior or, as everyone used to call him, a “tank” - Cassandra, an interesting magician named Solas, and old Varrick, known to everyone as a robber. A little later, of course, you can easily change your composition.

We'll try to figure it out for you 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 you should not develop heroes according to the same template, that is, put all your skill points into the same pyromancy. Let each of your heroes develop in different directions; for 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 warriors and 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 encounter more than one barrier on your way. Such barriers usually block the path to something very valuable and interesting. To destroy these barriers, you will have to shoot at them with a staff. But the whole difficulty lies in the fact that there are three types of magical barriers: the first is fiery, indicated in red; the second is icy, indicated in blue, and the third is spiritual, which is indicated in purple. Each barrier can only be destroyed by the corresponding element. More precisely, the opposite: fire will deactivate the ice barrier and, accordingly, vice versa, but electric attacks are used against the spiritual barrier. If you are trying to ensure that you don’t 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 upgrade special skills/abilities/perks/passives. First of all, we recommend that you level up “Skillful Hands”, more precisely “Deft Hands, Fine Tools”. It is located in a category called "Secrets", in other words "Secrets". This opportunity 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 still have quite high level, then the bulk of the battles in the game should take place without using this tactical pause. But sometimes you will still come across very difficult battles, in which even a second matters a lot. This is where this pause mode comes in handy. When it gets too “hot”, quickly switch to a tactical view and look carefully, think about it and give orders to your players. In general, according to this principle, you will need to move until the very victorious end. It may take longer, but 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 is that you will be able to move extremely quickly, which thereby helps to perform secondary tasks; second point - this will come in handy when the battle is at its peak and you don’t have any jars of healing potion left.

Tip eight - Talk to everyone who can talk

Any veteran who plays the toy knows this advice, but if you are encountering their games for the first time, then take this into account. Even though previous games from these developers had smaller sizes in all respects, but here... here you need to talk to absolutely everyone. Communication with any creature of this world will help you understand much more this world and learn more about the relationships between diverse personalities. In addition to all this, you can also receive a quest. And by the way, your allies will help you tell much more than any other character. Therefore, we recommend that after each significant quest you talk with your comrades. 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 Cassandra beats Varrick.

As you progress through the game, you will almost constantly come across various mines or plants. Here you just need to not be lazy and collect it all. This will happen quite quickly and the benefits will be considerable. For example, with the help of collected materials you can improve/create equipment. And we will tell you more - resources are necessary to raise your organization! In addition, as a couple, you will also need resources to complete any quest. And in the end - you will simply be drawn in, we assure you.

While you are there chopping up dragons and trying to save the world from disaster by the sweat of your brow, your advisors are eating their backsides in the fortress. Therefore, so that they do not feel like they are in “chocolate,” it is necessary to constantly load them with work. Try to return to your home as often as possible and load them with work. Directions 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 agreements, even get equipment for you, but that’s not all, we don’t reveal much to you to make it interesting. Each 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 complex and lengthy tasks for them. But when you return, the advisor will be ready to provide you with a report.

As the developers themselves claim, it can take as much as 180 hours of play! Therefore, if you don’t like something about the new hero or you did something wrong, then feel free to start playing again. It is best to sacrifice these measly couple of hours in order to finally complete the game to the very end.

In your Inquisition hideout, 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 is simply a huge location where a large number of different and interesting items/objects/things/characters and so on are located. After all, the plot of this game is structured in such a way that you can easily skip this Vault and move on to a new location. We recommend that you do not do this, because you still need to carefully study the headquarters, talk with all your comrades, complete a couple of tasks and carefully study the assortment of local artisans.

In addition to the fact that you can launch operations here, in the Vault you can also study a variety of found objects that you were able to find during your travels. For studying them, you will certainly receive bonuses - for example, increased damage against certain enemies. Don't forget about this opportunity, because it is very useful in passing.

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

In a location called "Hinterlands", you need to get to the owner of the horses as soon as possible - a plot task. This character will be able to give you a horse, which will make your journey in the game much easier.

Still, it is not recommended to constantly move around on a horse. After all, when traveling on horseback, you will not be able to hunt or collect useful resources, much less carry out another battle. In battle you will find yourself in a rather awkward position. We recommend that you ride in already explored locations. And to travel longer distances, it is best to use the system of local camps, which will instantly transport you to the chosen 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 many useful items at quite reasonable prices. And by the way, we recommend that you hold your money until your visit to this city, because in the beginning you can wait until you visit Val Ruaino.

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

When you open the quest log, your eyes will immediately catch the story quests, of course, the thought immediately arises of completing them first. We recommend that you do the following: open your map and choose a route to your destination story mission, and on the way to your goal, just complete additional / side quests. We assure you that you will get great pleasure from the experience.

This is not only one continuous war/battles/skirmishes/battles, tragedies/pain/sadness - this is love too! Choose the one or the one you like the most, set a goal for yourself! After that, find out a little about this character, study her/his character carefully, eventually begin to assent and constantly lean towards her/his side. Romantic lines the work here is just perfect, so just enjoy!

If we take Skyrim for example, it is a typical Scandinavian saga. Dragon Age: Inqusition, on the contrary, is, in all respects, a medieval epic. With its scope, variety and abundance of plot twists, the game is more reminiscent of three parts of “The Lord of the Rings” collected together, filmed simultaneously by Peter Jackson, Michael Bay and JJ Abrams.

The world of Thedas still has the same problems. Mages and templars continue to be sworn enemies. Each faction has its own renegades, and in general, none of them can boast of their former influence and power. To end the bloodshed, the Church convened a special conclave. As always, everything went wrong, and the only survivor was our main character. At the same time, certain “reality gaps” began to appear all over the world, from which demons, ghosts and other evil spirits began to pour out. To combat the new scourge, it was decided to restore the ancient Order of the Inquisition, the development of which will have to be done throughout the game.

Dragon Age: Inquisition can be called a giant, standing on the shoulders of its predecessors - Dragon Age: Origins and Dragon Age 2. The new game took over many plot lines and many of the mechanics from them. She got all the best from Origins, and the worst, alas, from Hawk’s adventures. Which, by the way, we will also meet on the way to the denouement.

The first thing that impresses is the scale of Inquisition. This main reason, according to which the game can well be called an epic. The territories here are huge. Only in the first of them, in the so-called “ Hinterlands", you can spend more than ten hours completing various quests. You may not even understand that this is not the main story line, and side quests. Despite its simplicity, in almost every side quest you have to take responsibility for someone's fate. The ghost cannot cross over to another world until he takes revenge on a powerful demon; your scout's girlfriend has disappeared and is very likely in a dangerous situation. In the city retaken from the bandits, there is not enough food and blankets. In Inquisition even additional missions evoke a lot of emotions.

Sometimes the journey to the designated point can be more interesting than the decision itself. For example, to reach the barbarians who captured your squad, you need to make your way through swamps full of the dead. Fighting them on rare islands of land, in complete darkness, is one of the most vivid impressions of an RPG for Lately. What can we say about storming a huge fortress or traveling through the world of demons.

In addition to tasks, neutral territories are full of other interesting points. Caves, fragments of ancient devices, special “astrariums” with a mini-game “draw lines between the stars to make a constellation.” In each location you can place the flag of the Inquisition, symbolically “appropriating” the surrounding area and receiving influence points for this.


By the way, about influence points. As the head of the Inquisition, you have many options for managing your organization. Various tasks are available on the command table: you can send your assistants to them or open them for independent completion. Some of these tasks will require influence points. Thus, in order to advance through the plot, in any case, you will have to explore neutral zones and complete side quests. It seems that no matter how many tasks you complete in the world of Inquisition, this is just the tip of the iceberg and there is more to come.


But managing the Inquisition is not only about tasks, but also about attracting allies to your side, developing your own base, and strengthening the defense capabilities of soldiers. As you complete story missions, the player will receive Inquisition points, which can be spent on specific skills. Some give a simple bonus to selling items from merchants, while others will open up new dialogue lines or strengthen the order to one degree or another. By mid-game, the size and power of the Inquisition is already awe-inspiring. Aristocrats will ask for your audience, a real throne will be placed in the main hall, and during major battles your soldiers will carry the banners of the order during church litanies.


The locations in the game look simply excellent: the southern swamps, covered with eternal fog, the rocky northern shores and kilometers of deserts in the west. The only negative is the lack of diversity of locals. In each of the zones you will meet mainly assorted bandits, dead people and several types of local fauna. In some places, however, even dragons fly.

Bioware did a very serious job on the soundtrack. It is above all praise here. Each composition is very precisely selected for the situation, creating the right atmosphere. The environment in each location sounds different.

But the battle mechanics let us down. This is less Origins and more like Dragon Age 2 with a minimum of active spells and skills. During battle, you can switch between tactical mode, during which you can slowly give orders to everyone, and real-time mode. However, it makes sense to switch to “tactics” only when meeting a truly dangerous enemy.


Dragon Age: Inquisition consists of many small parts that together create a very interesting and addictive story. She plays on the memories of stories that preceded her Gray Warden and the Kirkwall hero Hawke, while not forgetting that she is still different.

Dragon Age: Inquisition

Pros:

  • excellent plot
  • story presentation and atmosphere
  • well-developed environment
  • management of the Inquisition
  • Varric's jokes.

Minuses:

  • little variety of combat mechanics

Grade: 9.5

Verdict: Inqusition is a revenge for Dragon Age 2, and the revenge is successful. The game isn't anything revolutionary, but it's still insanely good.