Dragon Age: Inquisition - assumptions about companion specializations. Dragon Age: Inquisition - Walkthrough: Storyline - Defenders of Justice (Path of the Templars) Dragon age inquisition path of the knight where to find

The attributes in the game are still the same six, however, now they cannot be changed independently, that is, the increase occurs automatically and directly depends on the character’s class. All attributes influence a certain parameter, and it is different for each class. However, the calculations use the same formula, where the value of 10 is necessarily subtracted from the attribute. That is, let’s say you play as a warrior whose “strength” attribute is equal to 21, then his attack bonus will be: 11*0,005 = 0,055 * 100% = 5,5% .

    1) Force– increases the character’s physical abilities. Each point increases the defensive damage bonus (by 1 percent per promotion) and the attack rating of warriors (by 0.5 percent per promotion).

    2) Dexterity– increases the character’s composure, reaction and agility. Each point increases your critical damage bonus (works for all classes) and attack rating (by 0.5 percent per upgrade).

    3) Magic– increases the character’s connection with the Shadow and improves the ability to manipulate it. Each point increases the damage bonus per barrier (by 1 percent per upgrade) and increases the attack rating (by 0.5 percent per upgrade).

    4) Cunning– is responsible for the character’s intelligence and cunning. Each point increases defense against ranged attacks and critical strike chance (by 1 percent per upgrade).

    5) Strength of will– increases the character’s determination and spiritual fortitude. Each point increases magic defense and attack performance (by 0.5 percent per increase).

    6) Body type– is responsible for the endurance and physical strength of the character. Each point increases melee defense and health indicators (for all classes by +5 for promotion).

Magic automatically increases magicians after gaining a level, the strength is at warriors, and dexterity is robbers. For every two levels the increase is 1 unit. “Not enough,” you say, but you should know that you can increase attributes by developing various abilities, for example, Static charge when opened, increases Constitution by 3 units. You can also increase the values ​​of attributes using high-level equipment, which gives a very high bonus to these indicators.

Attack
As you can guess from the name of this subheading, the main indicator here is attack. This characteristic increases all damage that the character inflicts on his opponents. It is expressed as a percentage and is added to the total damage from the weapon. Attack is mainly affected by the class attribute, but it can also depend on the hero's abilities and the equipment he is wearing.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

Critical Chance(depends on the “cunning” attribute) affects the chance of inflicting damage on the enemy, increased by the indicator indicated next to the Critical Damage Bonus (depending on the agility attribute). Critical damage is demonstrated in battle by large, bright numbers above the enemy.

An equally important parameter is armor penetration, since each additional percentage ignores one point of enemy armor.

Parameter healing on kill shows how likely it is that your finishing blow will restore some of your health. Bonus damage when attacking from the flank Demonstrates the percentage damage bonus your character receives when attacking an enemy from behind or from the side.

Bleeding on contact shows how likely it is that your hit will cause the target to bleed once it lands. This negative effect lasts for a few seconds. Index stun on hit works the same as the above parameter, but instead of bleeding it causes stun on the enemy.

Protection
Naturally, the most important parameter here is health, because as soon as it drops to zero, your character will immediately fall without creation and lose the ability to fight for his life. If all party members die during the battle, then you will have to replay the battle from the very beginning. The fallen hero can be raised again, but for this it is necessary that no one bothers his companion to bring his seriously wounded comrade to his senses. The characters' health, unfortunately or fortunately, does not automatically regenerate over time. The game presents only four methods of restoring it, namely:

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

    Using health elixirs (eight pieces are issued for the entire group; you can replenish their supply in camps, fortresses and in the Shelter; the maximum number can be increased to twelve pieces);

    Using restoration elixirs (increases health not immediately, but gradually; each character can have his own supply of restoration potions);

    Throwing bombs healing mist(the healing power is less than that of a health potion, but it acts over a certain radius and, after improvement, is capable of raising party members who are not created):

    Visiting camps, fortresses and the Shelter automatically restores the heroes' health.

An increase in health occurs when the character level and its attribute increase body type. In addition to the health scale, the hero is saved from fainting by a spell such as barrier(a strip of blue light displayed above the health school) and the parameter defense(“torn” gray stripe displayed above the health scale).

Only warriors can increase the defense indicator. However, the ability Horn of Valor, for example, can provide defense to non-warrior companions. Initially, this parameter is zero, but it gradually increases during battles and remains so until someone is able to completely break through it or the group decides to go to a new location using fast travel. The maximum value of this indicator depends on a number of warrior abilities. By default, it is a quarter of your maximum health.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

Mages are able to impose a barrier on themselves and their comrades in arms. In terms of effectiveness, it is somewhat weaker than defenses” and becomes less effective over time, so it should be placed immediately before the battle.

Thus, when the heroes are attacked by enemies, all the damage is first taken by the barrier (if one has been created), then the defense begins to disappear (again, if there was one at all) and only then the characters lose health.

Protection from magic represents the percentage of resistance to damage from elemental and magical attacks. There are also options sustainability to various elements (cold, fire, spirit magic and electricity), expressed as a percentage. These bonuses are given from various equipment and abilities. You can also get a permanent bonus to resistance from different elements by completing new zones in the Solasan Temple. If we talk about the parameter stun by getting hit, then it shows how high the chance is that the enemy will be stunned after an attack on the character.

The main protection parameter is armor level. It reduces the physical damage the character takes. Armor level before demonstrates how much physical damage the armor will absorb when attacking the hero from the front. This indicator is relevant for warriors fighting with a shield. In this case, you can see how much damage the shield blocks.

Other
Although the previous parameters and attributes changed in the third part, they are still familiar to many players, which cannot be said about concentration. It is a completely new parameter, which is a special resource that is acquired by the character when causing damage to opponents. Even one hero can attack, but the entire party will accumulate concentration. Initially, it is distributed evenly among all group members, but with the help of equipment bonuses it can be distributed slightly differently. The Inquisitor also has a unique passive ability called Coordinated Action, which makes it possible to increase the accumulation of this indicator while performing cross-class combinations.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

The concentration parameter comes in three levels, obtained gradually as you progress through the game. The maximum value of the first level is one hundred units. If you pump up the organization from Cullen, then this figure can be increased to three hundred units. Surely you are wondering why concentration is needed at all. The fact is that each character (and to be more precise, all specializations and the Inquisitor) have special abilities that consume concentration. They have incredible power and efficiency. Their usefulness will directly depend on the concentration scale. Fast moving around the map or arriving at the Vault does not reset this parameter. Don’t forget about the existence of concentration, because in difficult battles it can save your squad’s life.

Mana/Stamina are necessary to use abilities, however, in Dragon Age: Inquisition these parameters have changed slightly - from the very beginning of the game it is maximum and amounts to one hundred units. In addition, they are not affected by willpower in any way. You can increase them using elixirs (temporary effect) or inventory bonuses. They can be improved qualitatively by reducing the cost of abilities and reducing their cooldown time.

Level cannot be called an attribute in the traditional sense of the word, but a lot in the game still depends on it, so you need to pay special attention to gaining experience. Experience points are given to all party members at once, but each character has their own experience scale, for this reason the heroes will not receive the next levels at the same time. Also keep an eye on the level of your opponents. The developers have completely removed auto-leveling for enemies from the game. All locations in Inquisition are divided into several zones - in the initial ones you will encounter only low-level opponents, and in later locations - only high-level ones.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

I do not recommend engaging in battle with enemies who are three levels or more superior to you. Yes, if you win, you will be given a lot of experience, but there is a high probability that your squad will simply be killed, and this will not even be done by bosses, but by ordinary opponents. In addition, you should not expect that you will be able to kill weak enemies in batches, receiving a “sea” of experience for this. The fact is that the game does not give out experience points for opponents whose level is three or more below yours. The only thing you will get from them is mediocre “loot” (equipment).

As you gain new levels, you will be given ability points - one point per level. They must be spent on discovering new skills. You can also get skill points by using amulets of power, tied to certain characters and issued for completing certain quests.

Upgrading the tank

Inquisition is party role-playing game, in which each hero must effectively fulfill his assigned role, otherwise each battle will be difficult for you (of course, we are talking only about high levels difficulties). Before we look at upgrading a tank, I would like to talk about what the main roles are in such projects.

    1) Damager(DD) - this is the name of the character who deals maximum damage. Almost any class can fill this role. His main task is to inflict huge damage on the enemy, but in such a way as not to attract the attention of this very enemy, otherwise he can switch from a tank to a damage dealer. In Dragon Age: Inquisition, the Rogue plays this role best.

    2) Tank– as can be understood from the name, this character must take all the damage from opponents. Its functions include performing two tasks: provoking the enemy and the ability to withstand his attacks. Warriors are best suited for this role.

    3) Controller– is able to have a negative impact on enemies by controlling their behavior. Any class can act as it, but the most effective controllers are made from magicians, since they have abilities with which you can stun (keep in one place), scare and repel enemies.

    4) Support(support) – the developers decided to completely cut out healers (mages who can heal their comrades) from the game, and therefore support mages came to the fore in Inquisition. Their spells are mainly based on a barrier, which can not only strengthen the defense of their comrades in arms, but also give them certain bonuses.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

Firstly, as you already know, for each level increase or use of an amulet of power, the character is given one ability point, with which you can unlock new skills for the hero. We advise you to first improve the skills you already have open. The fact is that the game has a limit on the number of slots intended for abilities. You will not be able to install more than eight skills in the quick access menu, that is, if you open the ninth, you will either have to not use it, or replace another ability with it.

Secondly, in Inquisition, skill damage directly depends on the damage of the weapon you use. Therefore, if you think that the abilities are not effective enough, then you should create or find a new, stronger weapon.

Thirdly, the game provides an option friendly fire, which can greatly influence the choice of skills you unlock. You should know that spells that have a range can hit your companions.

Tank features

So, as I said earlier, the tank must withstand all enemy attacks and prevent them from attacking its allies. He must always be at the forefront of the group. If the Inquisitor is not a tank, then I advise you to switch to a character of this type when exploring locations, so that the tank is always the first to engage the enemy.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

During the development of the tank, it is necessary to pay attention to three types of abilities: the first should help to get closer to enemies as quickly as possible; the second is to increase aggression on the part of the enemy; third - increase the character's defense.

Usefulness of abilities in the "Weapon and Shield" category
Silent defense is one of the most important skills for a tank equipped with a shield, so its use is mandatory. The warrior places a shield in front of himself and blocks all damage due to his endurance. Enemy attacks increase the tank's defense indicator. A complement to blind defense is Chevalier's gait, which gives a 30 percent armor bonus to all companions within four meters of the tank. I also recommend opening it if possible.

Don't say that revenge is a useful ability for a tank, but for a low-level character it can be very useful, since it can be used to push away weak opponents. Moreover, without it we cannot open the arrow deflection skill we need. It is recommended to use revenge against enemies who have managed to inflict damage on the character.

Boom deflection– reduces damage from front shooting attacks by fifty percent, and also increases physique by three units. There are a lot of archers in the game, so we definitely take this ability.

Blind defense works most effectively together with military determination. This ability restores ten percent stamina for every 10 percent health lost. This allows you to use blind defense repeatedly.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

If you look at the description of the ability bear trembles wolves, you can see that it prevents opponents from flanking the tank and reduces the chance that the character will be stunned when attacked from the front. However, no numbers are given here, so it is not known exactly by what percentage the chance of being stunned is reduced.

Snatch with a twist– this ability can be used to quickly approach an enemy, since when using it, the character makes a strong lunge forward and deals a powerful blow to the enemy. With it you can increase the damage done by your tank.

A not entirely useful ability for a tank is shield strike. It makes it possible to destroy the enemy's defenses, but in no way improves our own defenses. There is no need to open it.

Blade deflection– an excellent passive ability that increases resistance to damage dealt from the front by twenty percent. Combines perfectly with the Arrow Deflection skill.

Usefulness of abilities in the Two-Handed Weapon category
I’ll say right away that a tank with a two-handed weapon in Inquisition is not the most the best solution. Yet Iron Bull More suitable for the role of damage dealer. However, you can try to make a tank out of it.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

Block and shoulder strike represents the main tank type ability in this category. I recommend taking it at the very beginning. With its help, the character repels the enemy's first attack and immediately delivers a powerful counterattack. Additional ability impeccable protection increases defense for each successfully repelled attack.

When opening progress of the battle Each critical hit will reduce the recovery speed of the character's abilities. The tank deals few critical hits, but I still recommend taking this ability to unlock the next ability.

Using the ability hilt strike You can stun the enemy for a short period of time. This is the best control skill for warriors. In addition, there is a high probability that after being stunned, the enemy will attack the tank with a two-handed weapon.

There are no more useful abilities for a tank in this category. If you have nowhere to spend points, you can open shieldbreaker– this ability allows the character’s critical hits to penetrate shields and armor, destroying the enemy’s armor.

The usefulness of abilities in the “Combat Master” category
This category is aimed mainly at controlling the battle, or more precisely at helping your companions and weakening your opponents.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

By using hook the warrior pulls the enemy towards him, thereby distracting him from the battle with another party member. Improved option - hook with slap- not only makes it possible to bring the enemy to you, but also to give him a good blow, and with such force that he leaves the battle for three seconds. A very useful ability for a tank, so we definitely take it.

Ability crippling blows weakens enemies - the fact is that each critical attack will reduce the enemy's damage by fifteen percent. If your equipment is focused on delivering such attacks, then the skill will be useful in battle, but it seems to me that the tank does not really need it.

Tendon trimming– when attacking from the back, a warrior is able to slow down the enemy by fifty percent. However, a tank rarely comes up behind someone, so the usefulness of this skill is also questionable. In general, I note that you should open them only in order to get to other abilities in this branch.

Take combat somersault I don't recommend it. If you look at the description, you can see that it allows the tank to get out of the thick of the battle and go behind enemy lines. Firstly, the tank, on the contrary, always needs to be in the center of the battle. Secondly, you can get closer to the enemy using a dash with a twist from the Shield and Sword category.

Strike of Mercy– Damage dealt to stunned or knocked down enemies increases by thirty percent. The tank, in principle, does little damage, so this ability can only be opened as a passing ability.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

Better take a look at the skill deep reserves, increasing the speed of stamina building by almost fifty percent. Works great together with deep defense.

War Horn– with its help you can scare all enemies nearby for six seconds. Additional ability broken spirit It also reduces the armor of enemies and increases the defense damage of companions. Works great in conjunction with Battlecry, so be sure to pick it up whenever possible.

Ability horn of courage More suitable for a support tank, as it gives a bonus to damage and armor to all his comrades in arms.

Usefulness of Vanguard abilities
This category contains abilities that help the tank protect its allies on the battlefield. Most of the skills located on the bottom right are aimed at protecting comrades in arms, and on the bottom left - the character himself. Decide for yourself what to open first. However, if you control the tank yourself, then it is better to choose the abilities of the right branch. Only the first two top abilities are required to open.

A very useful ability is battle cry. It is capable of provoking all nearby enemies, and also increases defense by twenty percent for each enemy that “responds.” Additional ability call to arms also increases armor by two hundred percent (lasts ten seconds). True, it takes almost a third of the entire stamina scale, plus it takes more than twenty seconds to reload. For this reason, it should be used in such a way as to affect the maximum number of enemies.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

More economical option the battle cry is considered challenge to a duel. It operates, of course, over longer distances, but is only capable of covering one enemy at a time. But it costs less and provokes one hundred percent, plus increases defense by ten percent. I recommend using it during boss battles.

Mad bull– using this ability, the warrior accelerates his run and crashes into enemies, knocking them down and increasing his defense. But you should know that when using it, the character will run until he runs out of stamina or runs into some obstacle. You can turn it off manually yourself. Unfortunately, the computer is not able to use this skill effectively, since sometimes the tank simply runs away from the battlefield in an unknown direction. I recommend removing the crazy bull in tactics. If you constantly control the tank, then this skill works great together with the battle cry.

In a deep defense, the ability will be very useful unwavering defense, which increases the maximum defense value by a quarter. It would also be a good idea to open the ability faith in steel, giving a 20% bonus to armor.

An ambiguous ability can be considered retribution, which returns fifteen percent of the damage they dealt to enemies. The fact is that the tank is usually equipped with powerful armor, and therefore receives very little damage. However, you will still have to unlock this ability if you want to gain access to the Unbreakable skill.

Guide to the attribute system and features of pumping up a Tank


Guide to the attribute system and features of pumping up a Tank

Inflexibility instantly gives the character a 10% bonus to defense for each enemy nearby. It costs nothing and takes over thirty seconds to recover. Pairs well with the Warcry ability.

With ability bodyguard your tank will take all hits aimed at your companions and receive part of the damage from them (fifty percent). The addition to this ability reduces damage taken by half.

Choosing a Specialization

The warrior has three different specializations, but the tank will only be useful Knight, since in the branch of this subclass there are abilities that increase the character’s defense and allow him to more effectively distract opponents. Yet Ripper focused more on damage, and therefore will be useful to the damage dealer, and Templar effective only against demons and magicians, so in battle with other enemies it will be ineffective. By the way, you can get the Knight from Lord Chancer, the Ripper from Thram, and the Templar from Ser.

Now let's look at the Vityaz's abilities: Line in the sand is a very useless thing, especially if the tank is controlled by a computer. For it to be effective, you must either stand directly in front of a group of opponents, or be in a narrow corridor. Therefore, it should be opened only for the sake of other abilities.

The following ability is considered the only good replacement for blind defense. By using walking fortress You can protect the character not only from the front, but also from the sides and back. Its improved version also increases the tank's defense every time an enemy hits it. Its duration is short, but it is capable of saving the hero during mass battles, when a group of enemies is immediately attacking the tank.

The knight also has good passive abilities - for example, stronghold increases maximum defense by a quarter, stronghold adds twenty percent to armor, and durability allows you to stun an enemy attacking a tank. There are also intransigence, which allows the character to survive even the most powerful attack.

You can attract the attention of enemies using counterstrike. It also gives the tank maximum defense and allows him to constantly carry out counterattacks - this will help tie enemies to your knight for a long time.

A very risky ability is to death, since if you use it when fighting a boss, you can receive huge damage, but the enemy will also be seriously injured in this case. I recommend not to take risks and it is better to use the battle cry along with the war horn. Yes, it costs more, but your tank will remain safe and sound. However, her additional ability is not bad - it increases the tank’s defense for each attack it makes on an enemy.

Thus, Vityaz is perfect for a tank, so we can say with confidence that best tank in Dragon Age: Inquisition is Blackwall(in addition to the Inquisitor, of course, if he was upgraded as a tank). Cassandra(Templar) has a good bonus to fighting demons and magicians, but she only has one passive ability, which gives her a bonus to defense against enemy attacks. Iron Bull with a two-handed weapon it is better not to use it as a tank at all. In addition, the Ripper will constantly need control, otherwise he will quickly be put down on both shoulder blades.


Dragon Age: Inquisition - Walkthrough: Storyline - Defenders of Justice (Path of the Templars)


This is the first plot quest-fork, by choosing which you will forever deprive yourself of the opportunity to enter into an alliance with magicians.

To initiate this quest on the Military Operations Map, your Inquisition Influence must be at least 15. The recommended level for completion is between 4 and 7.

Cullen's informant among the Templars reports that the Lord Seeker has taken the entire Order to the long-vacant citadel of Therinfal. Your advisors will propose a plan to attract the attention of Lord Lucius and force him to view the Inquisition as an organization worthy of cooperation.

When you gain enough influence for this mission (or you get bored wandering around the maps doing non-story quests), confirm the operation on your table and it will automatically send you to Terinfal Fortress.

Warning: You will not be able to go back or abort this mission until you complete it completely. (This also applies to subsequent story quests in the game.) Therefore, be fully equipped before activating the quest.

Upon arrival in Therinfal, you will be greeted by Lord Esmeral Abernash, representative of the aristocrats gathered to support you. Talk to him and go to the gate, where the Templar Knight Barris is waiting for you. This is the same templar who informed Cullen about the state of affairs, and he has something to tell you about the more than strange behavior of the Lord Seeker.

After speaking with Barris, he will take you to a meeting with Lord Lucius, but first he will offer you a small test ritual. The banners of the people, the Order and Andraste are hung on the wall of the castle, and you will be asked to raise them in the order in which you honor them (that is, you raise the most important banner for you above all and then in order). You can refuse this ritual, citing the fact that things are not waiting. Raising different banners will earn you the appropriate respect from different followers (for example, Sera will approve if you raise the people's banner above the rest), after which you will be asked to explain your choice. Explain (or not) and follow through the door where Barris will stop.

In the next scene, you will meet the captain of the Order, sent to you by Lord Seeker, and get some idea of ​​what exactly is wrong with the templars. Also in this conversation, the name of a certain “Elder” will be heard for the first time.

After the battle, go in search of the Lord Seeker to find out in detail what the hell is going on in the fortress. Barris, stunned by everything that happened, will go with you. He will not join the group, but will stick around to fight on your side, which is a good support - you will have to fight your way through numerous groups of various red templars. Also, along the way you will hear a suspicious voice, which you will be able to hear, but not your companions.

Go out into the courtyard and continue to fight your way through the corrupted templars. If you have a robber in your group, then you can open the door to the Lord Seeker’s office, where you will find a lot of interesting things, both as information on what is happening and in terms of loot, among which there will be an Amulet of Power for Cassandra (Amulets of Power give your characters one skill point when you equip them - after which they disappear).

Continue up the stairs and you will finally find Lord Lucius. Who will not talk to you, but will do something somewhat unexpected, as a result of which you will find yourself completely alone in some incomprehensible and unpleasant place. Well, there’s nothing to be done, go look for a way out.

Soon enough, you will come across an interesting company, and in the subsequent conversation you will finally begin to understand what exactly happened to the Lord Seeker. Go further, along the way, observing the possible paths of development of the Inquisition, towards which the owner of this section of the Shadow gravitates, as well as his forecasts about your personal future.

After some time, you will come across a hall with columns that spew out flames with quite strong damage - you can die if you don’t get out from under it in time. The columns rotate from time to time, directing the flow of flame in the other direction, so this gives you a chance to slip past without getting harmed. However, after you pass several columns, you will stop in front of a place that you will not be able to pass through. Go through the door nearby, look around the room and head back to the exit.

In the next video, you will be introduced to an unexpected ally (if you read the book Asunder / Schism in the Universe YES, then you will immediately understand who he is, if not, it doesn’t matter, you will find out over time), and after the conversation he will show you what to do with previously impenetrable flames. Go back to the hall with the pillars, but before you finally leave this section of the Shadow (this happens when you go into the passage that opened after extinguishing the flames), go into the room opposite the one where you met Cole. There you will find “Inspiration”, by clicking on which you can permanently increase your characteristics (if you have played the two previous parts of YES, then you already know that in the Shadow there is always something that permanently increases some characteristics).

Go to the next part of the Shadow and examine the prison cells (along the way, watching the Envy demon's next plans for you) until you find the cell where Cole is waiting for you. Cole will make a speech about dispelling the darkness and disappear, and a torch with a Curtain Fire will light on the wall next to him. Click on it, take the torch and go light the braziers in the chambers - you need to light four in total.

In addition to lighting the braziers, which you need to do to be in the next segment of the Shadow, you can find here another “Inspiration” for your characteristics. With a torch in your hands, go back to the very first room where “Cassandra” stands. In the cell to the left of it (if you are facing it) you will find the key to the prison cell. The prison cell he opens is behind the wall, which will open to you after you light the last, fourth brazier. There you will find the second Inspiration.

Climb up the stairs and you will find yourself in the final segment of the Shadow. It is somewhat more intricate than the previous ones - traps will swell under your feet all the time, causing damage - so be careful and jump away from them in time, and besides this, you will also encounter enemies (though weak ones). Go up, turn the lever to open the gate, and continue on your way. If you look closely, you will realize that this is a reflection of the courtyard of the fortress where you met Lord Seeker. You need to get to exactly the point where he took you into the Shadow in the material world. Continue up the stairs, fighting off enemies (or just avoiding them). If you hang around a bit and look around the tavern you need to go through on your main path, you'll find the third Inspiration on the top floor.

When you ascend to the place where you meet the Lord Seeker, you will find the demon of Envy there and can finally return to the material world. The frightened demon will gallop away from you under the protection of a magical curtain, and Ser Barris, after thinking a little, will offer you a plan on how to dispel it. To carry out his plan, you need to find three surviving veteran templar lieutenants and reserves of uncorrupted lyrium in the fortress. Meanwhile, the Templars and Barris will defend against the demons in the main hall.
(In the main hall there is a chest, by clicking on which you can replenish your stock of potions. You can only use it once. But you don’t need to hold it for the final boss - before the last battle in this area you will find another cache with potions.)

This is a timed quest - the templars’ powers will gradually dry up (a special bar will appear in the upper right corner so that you know how they are doing). If you go back and help them, it will replenish the bar, but it will drain a little faster. I recommend not to hesitate until the bar is completely empty - just returning to the hall will not replenish it, you will also need to defeat all the opponents there. The bar is replenished a little each time you find a Veteran Templar.

If you first go to the officers' quarters, then in the sanctuary room you will find a note pinned to the statue, and Cole, who appears next to you, will inform you that the “Elder” for some reason seriously wants to remove the Empress of Orlais Selene. The room next to the shrine contains deposits of red lyrium, and if you go up the stairs you will find supplies of uncorrupted lyrium for Barris. In the same territory there is one of the veterans you need - go through the room and go up the wooden stairs to go out onto the fortress wall.

Return to the main hall, go to the rooms of the upper barracks, fight off the red templars in the courtyard, go through it and through a couple of rooms to the quest mark on the fortress wall - and you will find one of the veterans fighting off a group of opponents. The second veteran is not very far from the first - you need to climb the stone stairs on the opposite side of the courtyard to get to him.

After you find all three veterans and the lyrium, go back to Barris and he will begin the ritual to break through the magic barrier. In the meantime, you will have to fight off several waves of red templars who will attack you in the hope of interfering with the ritual. They will continue to appear until your Templar allies completely destroy the magical barrier.

After the barrier disappears, head up the stairs to fight your first boss of the game, the Demon of Envy. Take your time - when you go up the stairs, look around the top landing before leaving the hall - you will find a chest to replenish potions.

The Demon of Envy will periodically disappear after you remove a certain percentage of its health, simultaneously calling a group of red templars to help, and then appearing again - in different forms.

When you have dealt with him, talk to the templars who appeared in the courtyard. You will have a choice - to make them part of the Inquisition under your control or to leave the Order as it is and make it your full ally. As you can guess, the first option will appeal to those of your comrades who are not too fond of the templars (Solas and Sera), and the second will be approved by Cassandra, Vivien, Iron Bull and Blackwall.

After this conversation, you will automatically be transported back to the Vault, where your advisors will discuss what happened. During the conversation, Cole will appear in the room - and you will finally have the opportunity to get him as a full-fledged ally. (Which Cassandra will slightly judge.)
When you finish discussing the state of affairs with your advisors, you will complete this story quest and receive the next one - Will Burn in Your Hearts.

You will receive the quest to obtain specializations when you first get to Skyhold. You will first need to complete the “Specializations for the Inquisitor” operation on the command headquarters table. Upon completion, and no time is required to complete it, three mentors will appear in your fortress (according to the number of specializations that are available to each class). If upon arrival in Skyhold you did not have a quest added and there is no corresponding operation on the command table, then you should visit some location and return back to Skyhold. Then you should talk to each mentor and take from him an assignment to teach a particular specialization. You can complete all three quests from each teacher, but you can finally choose only one specialization. You can get an idea about each of the specializations from a conversation with your mentor, as well as by looking at the skill tree of your party members, because each of them has their own.

The Knight's Path

Taken from Lord Chance de Lyon. We collect majestic heraldic symbols in the Sacred Plain, defeating enemies here:

Veridium can be found in the same location. You can also ask Cullen to carry out a resource collection operation in the Sacred Plain at the command headquarters. A book with descriptions of the knight's techniques is either near Blackwall or bought from a seller in Val-Royeaux. Then we collect the standard on the application table next to the quartermaster and talk with Lord Chance de Lyon to finally choose a specialization.

The Ripper's Path

Taken from Tram Destroyer. We collect potions textbooks in Crestwood by defeating opponents in these locations:

Creeping Vine can be found in Sacred Plain, Emerald Graves, and Emprise du Lyon. You can also ask Leliana to carry out a resource collection operation in the Sacred Plain at the command headquarters. A book with descriptions of the ripper's techniques can be found either near the Iron Bull or bought from a seller in Val-Royeaux. Then we fulfill the last condition on the application table next to the quartermaster and talk with Tram Destroyer to finally choose a specialization.

Path of the Templar

Taken from Seurat. We collect broken templar vessels from demons in Hinterlands.

Embryum can be found in the Hinterlands, Crestwood, and Emerald Graves. You can also ask Leliana to carry out an operation to collect resources in the Emerald Graves at the command headquarters. A book with descriptions of the templar's techniques can be found either near Cassandra or bought from a seller in Val-Royeaux. Then we prepare the potion on the application table next to the quartermaster and talk with Ser to finally choose a specialization.

Path of the Storm

This specialization is taught by Khim. We collect essence retention devices from demons in the indicated locations on the Storm Coast:


Spirit Essence is often dropped from ghosts. We look for a book with descriptions of storm techniques either in Sera’s room, or we buy it from a seller in Val-Royeaux. Then we collect a bottle of smoke on the application table next to the quartermaster and talk with Khim to finally choose a specialization.

Path of the Killer

The assassin's specialization is taught by the Heiress. Assassin's Guild Master's Badges are dropped by enemies in Crestwood in these locations:

A book with descriptions of killer techniques can be found either near Cole or bought from a seller in Val-Royeaux. The roots of death should be sought in the Western Reach or in the Whistling Wastes. You can also perform an operation at the command headquarters table by asking Leliana to collect herbs in the Whistling Wastes. After this, we collect the knife on the application table next to the quartermaster and talk with the Heiress to finally choose a specialization.

The mechanic's path

The task is taken from Three-Eyes. The needles of the needleback leaders are actually collected from their corpses in the Western Reach:


Obsidian can be found in the Hinterlands, Crestwood, Sacred Plain, and Emerald Graves. You can also send Cullen to collect resources in Crestwood by performing the appropriate operation on the command headquarters table. We look for a book with descriptions of mechanic techniques either near Varric, or buy it from a seller in Val-Royeaux. After this, we collect the tools on the application table next to the quartermaster and talk with Three-Eyes to finally choose a specialization.

Path of the Necromancer

This specialization is taught by Viuus Anaxas. We are looking for Nevarran skulls on the Storm Coast in the following areas:


Bloodstone is found in Emprise du Lyon or Emerald Graves. You can also send Cullen to collect resources in Emprise du Lyon by performing the corresponding operation on the command headquarters table. We look for a book with descriptions of the necromancer’s techniques either near Dorian, or buy it from a seller in Val-Royeaux. After that, we make a decorated skull on the application table next to the quartermaster and talk with Viuus Anaxas to finally choose a specialization.

Path of the Sorcerer Knight

The task is taken from commander Helen. Wisp Essence is dropped by ghosts in the Brown Mire in these areas:

We collect lapis lazuli in the Western Reach, the Sacred Plain and the Whistling Wastes. You can also send Cullen to collect resources in the Whistling Wastes by performing the appropriate operation on the command headquarters table. We look for a book with descriptions of the techniques of a sorcerer knight either near Vivien, or buy it from a seller in Val-Royeaux. After this, we make the hilt of the spiritual blade on the request table next to the quartermaster and talk with commander Elen to finally choose a specialization.

The Path of the Rupture Magician

Quest issues your mentor. Venatori Tomes are obtained from Venatori corpses in the Sacred Plain in these locations:


Fine Velvet also drops from Venatori in the Sacred Plain. A book describing the magic of ruptures can be found either near Solas, or by purchasing it from a seller in Val-Royeaux. After that, create a book about gaps on the request table next to the quartermaster and talk to your mentor to finally choose a specialization.

The victorious march of the Inquisition across the lands of Denerim and Orlais in Dragon Age: Inquisition will begin with a small detachment. The strength of the order will grow gradually, over time it will gain the support of the nobility, apostates (magicians or templars), Gray Wardens and other allies, but before this happens, you will have to solve many problems that will fall on the head of the main character along with the demons from the hole in the sky. Responsibilities in the Inquisition are strictly divided between advisors: Josephine responsible for diplomacy Lelliana- reconnaissance, Cullen- troops. The order is managed from the command headquarters, where all important requests are received and marked on the map key events. Each of the advisors has their own approach to solving assigned problems. The outcome of the assigned task and the time spent depend on the choice: you can act with words, cunning or brute force (there are no absolutely losing decisions).

Agents who can be recruited in all corners of Thedas help speed up the process of completing tasks; they are also able to open new specializations without spending points. Agent Recruitment in Dragon Age: Inquisition it usually begins with communication with a potential candidate, but not everyone agrees to join the Inquisition right away, everyone has their own reasons: some are busy, some don’t trust, some are waiting, some are simply afraid of the consequences of their choice. In such cases they come to the rescue satellites, which are able to convince the intractable (additional lines appear in the dialogue). If the companions' attempts are unsuccessful, the only way to recruit an agent is completing a small loyalty task. It is important not to miss the right moment for recruitment, otherwise the agent may disappear as the plot develops. Recruited agents are added to the advisors tab in the specialization selection window.

Agent locations for the Inquisition in Dragon Age: Inquisition:

  1. Clemens pacified(task “In Secret”) - awaits a meeting with the Inquisitor in the Redcliffe tavern in the Hinterlands. To recruit, just talk to him. Access to the village opens according to the plot, when you need to make a choice between magicians and templars. Helps Cullen with his work.
  2. Vail Volunteers- for recruitment, it is necessary to complete, at the request of Corporal Veil, from the Crossroads in the Hinterlands, several tasks for refugees: mark 5 hiding places of renegades at the request of recruit Vitl, who stands near the cave in the western part of the settlement, in the task “At the Power of the Elements”; get 10 pieces of lamb at the request of a refugee hunter in the task “Pangs of Hunger” (sheep are found in the forest); persuade the healer from Redcliffe to move to the Crossroads in the task “The Healing Hand” (you need to be an elf or have Solas in your party); deal with renegade magicians and templars in the missions “Renegades in the Witchwood” and “Templars in the West.” Moving to Skyhold will automatically block access to quests. Returning to Corporal Veil, we ask him to “Hire the most skilled.” Companions will have a positive attitude towards accepting volunteers into the ranks of the Inquisition.
  3. Alexius(task “Tempting Whispers”) - to recruit you need to take the side of the magicians and save the life of the master in order to decide his fate at the trial in Skyhold. Before the process, you need to learn “Secret Knowledge” on the command table (the “Secrets” tab), which will expand your knowledge of magic and add a new item to the dialogues. In the future, Alexius will issue tasks to strengthen the influence of the Inquisition and will stop acting in favor of Corypheus. Helps Lelliana with her work.
  4. Blades of Hessarian(task “Placing order”) - at the order table on the Stormy Coast, you need to make the “Coat of Arms of Mercy” amulet from the skin of a deep hunter (found in the caves opposite “Morrin’s Heights”) and two serpentines (hanging on the rocks along the shore), then put it on through the inventory and come to the Hessarian camp in the eastern part of the location, where you fight the leader. The blades help Cullen in his work.
  5. Laurenil(task “The Condescension of the Dalish”) - lives in the Dalish camp in the Emerald Graves, in the southwestern part of the location. Upon meeting, the elf will be asked to join the Inquisition, but without the permission of the guardian he will not be able to leave the clan and carry out his plans. Quests given by Loranil's tribesmen will help you gain the trust of the Dalish. After the introduction, he begins to help Callen.
  6. Frederic de Cero(quest “Deep High Dragon”) - the scientist is busy searching for information for his new job, dedicated to dragons, in the Western Reach, south of the southern Inquisition camp. After completing several of his orders and killing the deep high dragon he will agree to join the Inquisition, where he will help Lelliana.
  7. Smuggler Tanner(task “Business Relations”) - in the Hinterlands south of the Crossroads, where the refugees took refuge, there is an oval wooden house, inside there is a note hanging on the bulkhead that activates the task “Blood Brothers”. We reach the marker from the task (northwest of the Inquisition camp near Sunset in the eastern part of the location), clear the camp from bandits, the bodies of two templars lie around the house, from the first we select a sword, from the second a letter that activates the task “Business Relations”. We are waiting for the moment when the plot opens access to the village of Redcliffe, we find Tanner in the camp in front of the entrance to the church. To recruit an agent, we use Cassandra, Varrick or the knowledge of the underworld, available for study for Inquisition points at the command table in the Vault or the castle in Skyhold in the Troops section, after which Tanner will begin to help Lelliana.
  8. Fairbanks(task “Nobility in heart and deeds”) - we find the rebel camp in the southern part of the Emerald Graves, talk to Fairbanks, carry out all his tasks to clear the area from templar robbers and free citizens. The new agent speeds up Lelliana's work.
  9. Lord Berand(task “Love Can Wait”) - we find the body of a woman in the gorge southeast of the Inquisition camp in the Suburbs, from where the exploration of the territory of the Inner Lands begins (we run past the astrarium and all the time stick to the rocks along left side). We select the letter from the body and deliver it to Lord Berand at the sectarian fortress, which is indicated by the marker on the map. While he is stunned by the news of his beloved’s death, we invite him to join the Inquisition.
  10. Michel de Chevin(task “Call me Imshel”) - at the exit from the destroyed village, which is under the protection of the Inquisition in Emprise du Lyon, we find the former knight of Empress Selina, accused of treason and demoted. In the conversation, he will talk about his desire to defeat the demon Imshel, who has settled in the Suledin fortress. We do all the dirty work for him, after which the Inquisition will be replenished with a new agent who will help Cullen.
  11. Ser Barris(task “Defenders of Justice”) - you need to side with the templars, refusing the support of the magicians. When searching for veterans and lyrium while defending the hall, we try to prevent the new ally’s health level from falling below 30%, otherwise he will die. After improving Skyhold, it will be possible to appoint Barris as a knight commander who will help Cullen.
  12. Jenna- on the way from the Inquisition camp to Crestwood, we help the Gray Guardians deal with the revived corpses, we save the elf, who can later be found in one of the village houses. In the conversation, she will mention her desire to join the ranks of the Gray Guardians; if Solas or a nobleman Inquisitor is in the squad, then Jana can be recruited into the Inquisition. If you send her to the Gray Wardens, she will be sacrificed during the assault on Adamant.
  13. Looking up to the sky(task “Cracks in the Mire”) - in the swamps of the Brown Mire on the way to the Avvar fortress we find a giant in a bear’s skin, open and close the Crack before his eyes. After defeating the Hand of Kort in the Avvar fortress and freeing the Inquisition soldiers from captivity (languishing in a side room in the fortress), Skygazer will wish to join the Inquisition, where he will help Josephine. The liberation mission disappears after the headquarters moves to Skyhold.
  14. Leader of the Avvars(task “The Trial”) - having returned from the Brown Mire after the victory over the Hand of Kort and the release of the Inquisition soldiers from captivity, in the throne room of Skyhold the trial of the leader of the Avvars, Movran the Possible, will take place, who will be recruited as an agent when sent to Tevinter.
  15. Preacher Anais(task “Glory to the messenger Andraste”) - in the Hinterlands we find a sectarian castle, located on a hill south of the Inquisition camp on the Dwarf Pass, in the southeastern part of the location. We ask you to let us in, close the gap in the Veil in the courtyard and talk to the preacher Anais, if you ask her to listen to what people say, then the help of the new agent will be sent to Lelliana, if you ask her to spread the news about the Inquisition, then to Josephine.
  16. Enchantress Ellandra(task “Amulet of the Beloved”) - by right side from the entrance to the fortress of the sectarians, led by the preacher Anais in the Hinterlands, on the hillside lies the corpse of a templar with a phylactery, which must be taken to Ellendra from the Crossroads, where the refugees have taken refuge. After delivering the amulet, Vivienne will help convince the sorceress to choose in favor of the Inquisition; you can also use the knowledge of magic, unlocked for Inquisition points on the command table in Skyhold in the “Secrets” section.
  17. Tricky Ritts(task “An Unusual Duo”) - north of the Inquisition camp on the Dwarven Pass, in the southeastern part of the Inner Lands, we find an excited scout at the crossroads. We receive a task to search for the missing Ritts, we reach the marker at the fortress of the sectarians, led by the preacher Anais, we help the scout fight off the templars, we explore the place of the attack with the [V] key, we find the body of the dead magician, we talk to her again. Varric will help convince her to join the Inquisition, and this can also be done without anyone's help if the Inquisitor is a gnome.
  18. Bugman Dennett(task “Horses for the Inquisition”) - we get to the Inquisition camp near the Redcliffe farms in the northwestern part of the Interior, we find Dennett in the village, and complete several tasks for the farmers. Vivienne or Cassandra will help you recruit a new agent to the Inquisition; you can also use the knowledge of the underworld, unlocked for Inquisition points on the command table in Skyhold in the “Troops” section, in the conversation.
  19. Duchess Florianne(task “Trial”) - after visiting the Halamshiral Palace in the task “Evil Eyes, Evil Hearts”, the Duchess will be taken alive or dead to Skyhold, where a trial will take place, following which she can be recruited as a new agent of the Inquisition, which will affect the speed of work Josephine.
  20. Nobleman, captain of Gaspard's mercenaries(task “Evil eyes, evil hearts”) - while completing the task in Halamshiral, we eavesdrop several times on the conversation of two nobles in the courtyard with a grate on the wall leading to the library on the second floor of the palace. It is important to stand on the balcony exactly above the targets; when they start talking about templars and magicians, we go down to them and start a conversation; if you support one of the nobles, he will become an agent. Knowledge of the underworld, available in the “Troops” section on the command table in Skyhold for Inquisition points, will help you recruit the mercenary captain Gaspard.
  21. Belle(task “The danger has not passed”) - after clarifying the relationship between the templars and the church servants, in the main square of Val Royeaux we find the trader Belle, who wants to join the Inquisition. It is important not to leave the city, otherwise Belle will disappear and Josephine will lose her assistant.
  22. Samson(task “Judgment”) - to recruit a red templar, you need to support the magicians in Redcliffe in the task “Defenders of Justice”, defeat Samson in the Mythal temple and bring him to trial in Skyhold, where, as punishment, give him for study to Cullen, under whose command he and will fight on the side of the Inquisition against Corypheus.

Friends, blogger under the nickname Knight-enchanter did a little research on specializations our future Inquisition teammates and came to interesting conclusions! Read more in the news! However, we remind you that this is just guesses, no more.

Inquisitor will be able to choose one from the following 9 specializations (3 per class):

Warrior - Knight, Templar And Ripper;

Robber - Mechanic, Assassin And Storm(this is if verbatim itself title translate. Maybe like Isabella, brawler?);

Mage - Knight-Sorcerer, Rift Mage (Shadow Mage) And Necromancer.

Descriptions For Vityaz, Mechanics And Knight-Sorcerer can be found at our website, on . Titles the rest specializations were recognized fans(via the names of image files).

It seems that everyone from our nine companions will be one of specializations that are available To the Inquisitor(assumption, logical from the point of view of the number - 9 and 9). The basis for this assumption can be considered that in the footage demo from E3 you can see the name Iron Bull skill treeRipper (Warrior). IN DA: O we shared specializations With character, V DA2 in contrast to this, each character had its own unique specialty (For example, Fenris - Tevinter Fugitive).

I think everything will look like this:

Dorian - Necromancer. Dorian is powerful magician And Tevinter Master, who grew up in a society where magicians are taught to use their powers, and not hide them, where magic, which is considered evil in other countries, is not a flaw. IN interview with him creator, David Gaider, it was said that Dorian knows spirit and dead control spells.

SolasRift Mage (Shadow Mage). GameStar And OHM magazines described Solasa, How shadow expert. Inquisitor must close faults in it. About features this specializations we can only guess, but "Shadow Mage", accordingly, has relation to the reality of demons. It's interesting that this is still specialization is the most mysterious of all three possible for magicians. Also, Solas remains and the most mysterious companion in terms of character.

VivienKnight-Sorcerer. Knight-Sorcerer This skill, which can be found in Circle of magicians. Also Vivien is First Sorcerer of Montsimmard And takes the side of the Circle And magicians.

Cole - Murderer. Description his character And interview with Patrick Weeks presents it to us as ghost in the shadows, who moves unnoticed in a crowd and remains unnoticed on the battlefield, cutting the throats of enemies before they sense someone's presence. He owns two daggers, in the book "Dragon Age: Shattering" he kills two templars without them even seeing him, and the next one does not have time to fight back. Cole– type embodiment the killers.

Varric Tetras - Mechanic. IN comic book "Silent Grove", Varric dismantles a series of traps in Ravens Archive, including the serpent's tooth, poisonous wind and fiery fountain. Mechanics familiar with technology and complex mechanisms; Bianca described as a miracle of dwarven craftsmanship, pure workmanship, and the only thing ordinary about it is the mechanism of operation crossbows generally. The true designer of weapons was Varric's lover, Bianca(they planned that crossbow will make them rich and they will sail away from Osteima).

Sulfur - Robber(Maybe, Brawler). About the features of this specializations one can also only guess, but according to her description, Sulfur– temperamental and somewhat flighty. She is a little rude, passionate, impulsive and sincere, her character is revolutionary. She was labeled with "rash energy," "capricious whims," ​​and "rash decisions." She won't hesitate to shoot an arrow at anyone who gets in her way. IN gameplay video we see how fast she moves and how she performs somersault.

Blackwall - Knight. By description V DA:O, Knights, these are war veterans, heroes who are often seen leading armies, who are confident leaders and inspire allies. BlackwallGray Guardian, which, judging by the descriptions, went through many battles and conflicts. From the way his character is described in an interview with Cheryl Chee(author of the character), we can conclude that Blackwallembodiment of the ideals of the Gray Wardens. His path is built on valor; he is the protector of the inhabitants Thedas, defender from Spawn of Darkness. He sees himself as their protector, and feels obligated to protect people from all evil, not just Mora. This is his moral priority.

Cassandra Pentagast - Templar. Order of the Templars– military organization Churches. Seekers of Truth act as a limiter and counterweight Order, and answer immediately before High Priestess. These two groups were once one - under banner of the Inquisition. By the time the new Inquisition, Seekers separated Khramovnikov from Churches, leading them into battle with the rebels magicians (specialization effective against magicians). Although, Cassandra will not join her brothers, her character traits are similar to those of the ideal Templar: pious, protector of the helpless and innocent, with a sense of justice, obedient, faithful, devoted Priestess, acts like her sword, and (at first, anyway), sees the world in black and white. Church does not reveal skill secrets Khramovnikov, to anyone; but beyond Orders it is possible that there are those who are privy to their knowledge, especially if one considers the relationships and connections between Seekers And Templars. Cassandra occupies a high position - she is right hand of the High Priestess. Perhaps this is what gave her access to secrets Khramovnikov.

Iron Bull - Ripper. Confirmation – already mentioned above images (video) With E3. For me it's like that specialization matches it character.