Dragon age inquisition knight. Dragon Age: Inquisition - Walkthrough: Storyline - Defenders of Justice (Path of the Templars). Agent locations for the Inquisition in Dragon Age: Inquisition

Friends, blogger under a nickname Knight enchanter did a little research on specializations our future Inquisition party members and came to some interesting conclusions! Read more in the news! However, remember that this is just conjectures, no more.

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

Warrior - Knight, Templar and Ripper;

Rogue - Mechanic, Assassin (Assassin) and Storm(this is if verbatim self name translate. Maybe, like Isabella, brawler?);

Mage - sorcerer knight, Breach Mage (Shadow Mage) and Necromancer.

Descriptions for Vityaz, Mechanics and sorcerer knight can be found on our website, on . Titles the rest specializations were recognized fans(through the names of image files).

It seems that everyone of our nine companions will be one of specializations that are available To the Inquisitor(Assumption, logical in terms of numbers - 9 and 9). The basis for such an assumption can be considered the fact that on the frames demo from E3 you can see the name Iron Bull skill treeRipper (Warrior). AT DA:O we shared specializations with character, in DA2 However, in contrast to this, each character had its own unique specialty(eg, Fenris - Tevinter Fugitive).

I think that everything will look like this:

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

SolasBreach Mage (Shadow Mage). gamestar and OHM magazines described Solas, How shadow expert. Inquisitor should close cracks in it. About features this specializations we can only guess, but "Shadow Mage", respectively, has relation to the reality of demons. Interestingly, 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.

Viviensorcerer knight. sorcerer knight it skill, which can be found in Circle of magicians. Same Vivien is an First Enchanter of Montsimmarde and sides with the circle and magicians.

Cole - Killer. Description him character and interview with Patrick Wicks presents it to us as ghost in the shadows, which moves unnoticed in the crowd, and remains unnoticed on the battlefield, cutting the throats of enemies before they feel someone's presence. He owns two daggers, in the book « dragon age: Split" he kills two templars so that they do not even see him, and the next one does not have time to fight back. Cole- type implementation the killers.

Varric Tetras - Mechanic. AT comic "Silent Grove", Varric dismantles a series of traps in Ravens Archive, including a serpent's tooth, a poisonous wind, and a fiery fountain. mechanics familiar with technology and complex mechanisms; Bianca described as a marvel of dwarf craftsmanship, the pure work of a craftsman, and the only thing that is ordinary about it is the working mechanism crossbows generally. The true designer of weapons was Varric's mistress, Bianca(they planned crossbow make them rich and they'll float away Osteima).

Sulfur - Rogue(maybe, Buyan). About the features of this specializations one can only guess, but according to her description, Sulfur- temperamental and somewhat windy. She is a little rough, passionate, impulsive and sincere, her character is revolutionary. She was labeled "reckless energy", "capricious whims" and "rash decisions". She will shoot an arrow at anyone who gets in her way without hesitation. AT gameplay video we see how fast she moves and how she performs somersault.

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

Cassandra Pentaghast - Templar. Order of the Templars- military organization Churches. Seekers of Truth act as a limiter and counterbalance Order, and answer directly to High Priestess. These two groups were once one - under banner of the Inquisition. By the time the new Inquisition, Seekers separated Templars from Churches leading them into battle with the rebels magicians (specialization effective against magicians). Though, Cassandra will not join her brothers, her character traits are similar to those of an 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 the secrets of skills Templars to anyone; but outside Orders it is possible for those who are initiated into their knowledge to exist, especially if one considers the relationship and connection 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. Templars.

Iron Bull - Ripper. Confirmation - already mentioned above images (video) with E3. For me this specialization matches it character.


The victorious march of the Inquisition through 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 enlist the support of the nobility, apostates (mages or templars), Gray Wardens and other allies, but before this happens, many problems will have to be solved that will fall on the head of the protagonist along with demons from a hole in the sky . Duties in the Inquisition are strictly divided between advisors: Josephine in charge of diplomacy Lelliana- reconnaissance Cullen- troops. The order is managed from the headquarters of the command, where all important requests are received and key events are marked on the map. Each of the advisors has its own approach to solving the tasks. The outcome of the assigned case and the time spent depend on the choice: you can act with a word, cunning or brute force (there are no absolutely losing decisions).

Agents can speed up the process of completing tasks, which can be recruited in all corners of Thedas, and they are also able to open new specializations without spending points. Recruitment of agents 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: someone is busy, someone does not trust, someone is waiting, someone is just afraid of the consequences of his choice. Help in such cases satellites, which are able to convince the intractable (additional remarks appear in the dialogue). If satellite attempts are unsuccessful, the only way to recruit an agent remains completing a small loyalty task. It is important not to miss the right moment to recruit, otherwise the agent may disappear as the story progresses. Recruited agents are added to the advisors tab in the specialization selection window.

Locations of agents for the Inquisition in Dragon Age: Inquisition:

  1. Pacified Clemens(task "In secret") - waiting for 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 in his work.
  2. Vale Volunteers- for recruitment, at the request of Corporal Vail, from the Crossroads in the Hinterlands, several tasks for refugees must be completed: mark 5 hiding places of apostates at the request of the recruit Whitl, who is standing by the cave in the western part of the settlement, in the task "In the power of the elements"; get 10 pieces of lamb at the request of a refugee hunter in the task "The Pangs of Hunger" (rams are found in the forest); Persuade the healer from Redcliffe to move to the Crossroads in the mission "Healing Hand" (you need to be an elf or have Solas in the squad); deal with the apostates mages and templars in the tasks "Renegades in the Witchwood" and "Templars in the West". Moving to Skyhold will automatically close access to tasks. Returning to Corporal Veil, we ask him to "Hire the most skilled." Companions will react positively to the acceptance of volunteers into the ranks of the Inquisition.
  3. Alexius(task "Tempting whisper") - for recruitment, 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 (“Secrets” tab), which will allow you to 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 stop acting in favor of Corypheus. Helps Lelliana in her work.
  4. Blades of Hessarian(task "Putting things in order") - on the order table on the Storm Coast, you need to make the amulet "Crest of Mercy" from the skin of a deep hunter (found in caves opposite the "Morrin Height",) and two serpentines (hanging on rocks along the coast), then put it on through the inventory and come to the Hessarian camp in the eastern part of the location, where you will fight with the leader. Blades help Cullen in his work.
  5. Loranil(task "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 keeper he will not be able to leave the clan and carry out his plan. To win the trust of the Dalish will help tasks issued by the tribesmen of Loranil. After the introduction, he begins to help Cullen.
  6. Frederic de Sereau(task "Deep High Dragon") - the scientist is busy searching for information for his new work on dragons, in Western limit, south of the southern camp of the Inquisition. 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 Inner Lands south of the Crossroads, where the refugees took refuge, there is an oval wooden house on a hill, inside there is a note on the partition that activates the "Blood Brothers" quest. We reach the marker from the task (to the north-west of the Inquisition camp near Zakatny in the eastern part of the location), we clean the camp from bandits, the bodies of two templars lie around the house, we pick up the sword from the first, from the second a letter that activates the "Business Relations" task. We are waiting for the moment when, according to the plot, access to the village of Redcliffe opens, we find Tanner in the camp in front of the entrance to the church. To recruit an agent, we use Cassandra, Varric, or the knowledge of the underworld, available for study for Inquisition points on the command table in the Vault or the castle in Skyhold in the Troops section, after which Tanner will help Lelliana.
  8. fairbanks(task "Nobility in heart and deeds") - we find the rebel camp in the southern part of the Emerald Graves, we speak with Fairnbanks, we carry out all his tasks to clear the area from robber templars and free citizens. The new agent speeds up Lelliana's work.
  9. Lord Berand(task “Love will wait”) - we find the body of a woman in a gorge southeast of the Inquisition camp in the Suburb, from where the study of the territory of the Inner Lands begins (we run past the astrarium and keep to the rocks on the left side all the time). We select a letter from the body and deliver it to Lord Berand in the fortress of the sectarians, which is indicated by a marker on the map. While he will be dumbfounded by the news of the death of his beloved, 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 Lion, we find the former knight of Empress Selina, accused of treason and demoted. In a conversation, he will talk about his desire to defeat the demon Imshel, who 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 take the side of the templars, refusing to support the magicians. When searching for veterans and lyrium while protecting the hall, we try to prevent the health level of the new ally from falling below 30%, otherwise he will die. After upgrading 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 Gray Wardens deal with the revived corpses, save the elf, who can later be found in one of the village houses. In a conversation, she will mention her desire to join the ranks of the Gray Wardens, if Solas or a noble Inquisitor is in the detachment, then Jana can be recruited into the Inquisition. If sent to the Gray Wardens, she will be sacrificed during the assault on Adamant.
  13. Looking into the sky(task "Cracks in the bog") - in the swamps of the Brown bog on the way to the Avvar fortress, we find a giant in the skin of a bear, open and close the gap before his eyes. After defeating the Hand of Cort in the Avvar fortress and freeing the soldiers of the Inquisition from captivity (languishing in the 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. Chief of the Avvars(task "Judgment") - returning from the Brown Mire after defeating the Hand of Cort and freeing the soldiers of the Inquisition from captivity, in throne room Skyhold will face the trial of the Avvar chieftain Movran the Hunky, who will be recruited as an agent when sent to Tevinter.
  15. Preacher Anais(task "Glory to the messenger (-tse) Andraste") - in the Hinterlands we find the castle of sectarians, located on a hill south of the Inquisition camp on the Dwarf Pass, in the southeastern part of the location. Please let us inside, close the gap in the Veil in the courtyard and speak with 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 to spread the news about the Inquisition, then Josephine.
  16. Enchantress Ellandra(task "Amulet of the Beloved") - on the right side of 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 took refuge. After delivering the amulet, Vivien will help convince the sorceress to opt for the Inquisition, you can also use the knowledge of magic, which is unlocked for Inquisition points on the command table in Skyhold in the "Secrets" section.
  17. Sly Ritts(task "An unusual duet") - north of the Inquisition camp at the Dwarven Pass, in the southeastern part of the Inner Lands, we find an excited scout at the crossroads. We get the 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 attack site 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, it can also be done without anyone's help if the Inquisitor is a dwarf.
  18. Rider Dennett(task "Horses for the Inquisition") - we get to the Inquisition camp near Redcliffe farms in the northwestern part of the Hinterlands, we find Dennett in the village, we perform several tasks for farmers. Vivienne or Cassandra will help recruit a new agent to the Inquisition, and in a conversation you can use the knowledge of the underworld, which is unlocked for Inquisition points on the command table in Skyhold in the "Troops" section.
  19. Duchess Florianna(quest "Judgment") - 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, according to the results of which she can be recruited as a new agent of the Inquisition, which will affect the speed of Josephine’s work.
  20. Nobleman, captain of Gasper's mercenaries(task " Evil eyes, evil hearts") - during the assignment 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 talk 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. The 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 Gaspar.
  21. belle(task "The danger has not passed") - after clarifying the relationship between the templars and the ministers of the church on the main square of Val Royeaux, we find the merchant Belle, who wants to join the Inquisition. It is important not to leave the cities, otherwise Belle will disappear, and Josephine will lose her assistant.
  22. Samson(task "Court") - to recruit a red templar, you need to support the magicians in Redcliffe in the task "Defenders of Justice", defeat Samson in the temple of Mythal and inflict a trial on him in Skyhold, where, as a punishment, give him to be studied by Cullen, under whose command he and will fight on the side of the Inquisition against Corypheus.

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 class. All attributes affect a certain parameter, and it is different for each class. However, the same formula is used in the calculations, where the value 10 is necessarily subtracted from the attribute. That is, let's say you play a warrior whose attribute "strength" is 21, then his bonus to attack will be: 11*0,005 = 0,055 * 100% = 5,5% .

    1) Force- increases the physical abilities of the character. 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) Agility- increases the composure, reaction and agility of the character. Each point increases the critical damage bonus (works for all classes) and attack rating (by 0.5 percent per increase).

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

    4) Cunning- Responsible for the mind and cunning of the character. Each point increases ranged defense and critical strike chance (by 1 percent per promotion).

    5) Strength of will- increases the character's determination and spiritual stamina. Each point increases magic defense and attack (by 0.5 percent per increase).

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

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

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

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

Critical Strike Chance(depends on the "cunning" attribute) affects the chance of inflicting damage to the enemy, increased by the indicator indicated opposite the Critical Damage Bonus (depends on the dexterity attribute). Critical damage is displayed in combat with large bright numbers above the enemy.

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

Parameter kill cure shows how likely it is that your finishing blow will restore some of your health. Damage bonus when flanked Shows the percentage bonus to damage that your character receives when attacking an enemy from behind or from the side.

Bleeding on impact shows how likely it is that your strike will cause the target to bleed after landing. This debuff lasts for a few seconds. Index stun on hit works the same as the above parameter, but instead of bleeding, causes the enemy to be stunned.

Protection
Naturally, the most important parameter here is health, because as soon as it drops to zero, your character will immediately fall without a creation and lose the ability to fight for his life. If all party members die during the fight, 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 interferes with his companion to bring a seriously injured comrade to his senses. The health of the characters, unfortunately or fortunately, does not automatically regenerate over time. There are only four methods of its recovery in the game, namely:

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

    The use of health elixirs (eight pieces are issued for the whole group; you can replenish their supply in camps, fortresses and in the Vault; the maximum number can be increased to twelve pieces);

    Using recovery elixirs (does not increase health immediately, but gradually; each character may have his own stock of recovery potions);

    Throwing bombs healing mist(healing power is less than that of a health potion, but it acts on a certain radius and is able, after improvement, to raise party members that are not created):

    Visiting camps, fortresses and the Vault automatically restores the health of the heroes.

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

The defense indicator can only be increased by warriors. However, the ability Horn of Valor, for example, can give defense to non-warrior companions. Initially, this parameter is zero, but it gradually increases during battles and remains so until someone can 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 abilities of the warrior. By default, it is a quarter of the maximum health.

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the 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, then all the damage is first taken by the barrier (if one was created), then the defense begins to disappear (again, if it was at all) and only then the characters lose health.

Protection from magic is a 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 various elements by completing new zones in the Solasan Temple. If we talk about the parameter stun by getting hit, then it shows how great the chance is that the enemy will be stunned after attacking the character.

The main protection parameter is armor level. It reduces the physical damage taken by the character. Front armor level shows how much of the 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
The previous parameters and attributes, although they have changed in the third part, 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 dealing damage to enemies. Even one hero can attack, but the entire party will accumulate concentration. Initially, its distribution occurs evenly among all members of the group, however, with the help of bonuses from equipment, it can be distributed in a slightly different way. The Inquisitor also has a unique passive ability called Coordinated Actions, which allows him to increase the accumulation of this indicator during the performance of cross-class combinations.

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

The concentration parameter comes in three levels, gradually gained as you progress through the game. The maximum value of the first level is one hundred units. If you pump the organization with Cullen, then this figure can be brought up 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 spend concentration. They are incredibly powerful and efficient. Their usefulness will directly depend on the concentration scale. Fast moving around the map or arriving at the Vault does not reset this parameter to zero. Do not forget about the existence of concentration, because in difficult battles it can save your squad's life.

mana/stamina required to use abilities, however, in Dragon Age: Inquisition, these parameters have changed somewhat - 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 with the help of elixirs (temporary effect) or inventory bonuses. They can be improved qualitatively by reducing the cost of abilities and reducing their cooldown.

Level cannot be called an attribute in the traditional sense of the word, but a lot depends on it anyway in the game, so you need to pay attention to Special attention gaining experience. Experience points are given immediately to all party members, but each character has its 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. From the game, the developers completely removed auto-leveling from enemies. All locations in Inquisition are divided into several zones - in the initial ones you will meet only low-level opponents, and in later locations - only high-level ones.

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

I do not recommend engaging in combat with enemies that are three levels or more superior to you. Yes, if you win, you will be given a lot of experience, but it is highly likely that your squad will simply be killed, and not even bosses will do this, but 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 for opponents whose level is three or more lower than yours, the game does not give experience points. The only thing you get from them is mediocre "loot" (equipment).

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

Tank upgrade

Inquisition is a party role play, in which each hero must effectively fulfill the role assigned to him, otherwise each battle will be difficult for you (of course, we are talking only about high levels difficulties). Before considering pumping a tank, I would like to talk about what the main roles are in general in such projects.

    1) damageer(DD) - this is the name of the character that deals maximum damage (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 performs this role best.

    2) Tank- as you can already understand 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- able to have negative effects on enemies, controlling their behavior. Any class can act as it, but the most effective controllers are obtained 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 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 the barrier, which can not only strengthen the defense of comrades in arms, but also give them certain bonuses.

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

First, as you already know, for each level up or the 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 that you already have open. The fact is that the game has a limit on the number of cells 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 one, then you will have to either not use it or replace another ability with it.

Secondly, in Inquisition, skill damage is directly related to the damage of the weapon you use. Therefore, if it seems to you 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 affect the choice of skills you unlock. You should be aware that spells that have a range can hit your companions.

Tank features

So, as I said earlier, the tank must withstand all the attacks of the opponents and prevent them from attacking his 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 on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

During the development of the tank, you need to pay attention to three types of abilities: the first should help you get close to enemies as quickly as possible; the second is to increase aggression on the part of the enemy; the third is to increase the protection of the character.

Usefulness of Weapons and Shield abilities
Deaf defense- One of the most important skills for a tank equipped with a shield, so its use is mandatory. The warrior puts a shield in front of him and blocks all damage due to his stamina. Enemy attacks increase the defense of the tank. The complement of a deaf defense is gait of the chevalier, which grants a 30% armor bonus to all companions within four meters of the tank. I also recommend that you open it if possible.

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

boom deflection- Reduces damage from ranged attacks from the front by fifty percent, and also increases constitution by three units. There are a lot of archers in the game, so be sure to take this ability.

Silent defense works most effectively in conjunction with military determination. This ability restores ten percent stamina for every 10 percent health lost. This allows you to use the deaf defense repeatedly.

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

Looking at the ability description bear waving wolves, you can see that it prevents enemies from flanking the tank and reduces the chance that the character will be stunned when attacking from the front. However, no numbers are given here, so it is not known exactly by what percentage the chance of getting staggered is reduced.

Snatch with twist- this ability can be used to quickly approach the enemy, since when using it, the character makes a strong dash forward and inflicts a powerful blow on the enemy. With it, you can increase the damage dealt by your tank.

Not a very useful ability for a tank is shield strike. It makes it possible to crush the enemy's defenses, but in no way increases our own defenses. It is not necessary to open it.

blade deflection– excellent passive ability, which increases front damage resistance by 20%. Pairs well with Arrow Deflection.

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

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

Block and Slash represents the main ability of the tank type in this category. I recommend taking it from the very beginning. With it, the character reflects the first attack of the enemy and immediately delivers a powerful counterattack. Additional Ability impeccable protection increases defense for each successfully repelled attack.

When opening course of battle each critical hit will reduce the recovery rate of the character's abilities. The tank deals few critical hits, but I still recommend taking this ability to open the next ability.

With 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, it is highly likely that after the stun, the enemy will attack exactly the tank with the two-handed weapon.

There are no more useful abilities for the tank in this category. If you have nowhere to spend points, you can open shield-breaker- This ability allows the character's critical hits to pierce shields and armor, destroying the enemy's armor.

Usefulness of the abilities of the "Master of Combat" category
This category is mainly aimed at controlling the battle, or rather, helping your companions and weakening opponents.

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

Via hook the warrior pulls the enemy towards him, thereby distracting him from the battle with another member of the party. Improved version - slap hook- not only makes it possible to bring the enemy to you, but also to smash him well, 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 damage of the enemy by fifteen percent. If your equipment is geared towards delivering such attacks, then the skill will be useful in combat, but it seems to me that the tank does not really need it.

tendon clipping- when attacking from the back, the warrior is able to slow down the enemy by fifty percent. However, the tank rarely comes behind someone, so the usefulness of this skill is also doubtful. In general, I note that it is worth opening them only in order to get to other abilities in this branch.

Take combat somersault I do not recommend. 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 also get close to the enemy with the help of a twisting dash from the Shield and Sword category.

mercy strike- Increases damage dealt to stunned or knocked down enemies by 30%. The tank, in principle, deals little damage, so this ability can only be opened as a walkthrough.

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

Better take a look at the skill deep reserves, which increases the speed of stamina resolution by almost fifty percent. Works great with a deaf defense.

military horn- With it, you can scare all nearby enemies for six seconds. Additional Ability broken spirit also reduces the armor of the opponents and increases the damage to the defense of the companions. Works great in conjunction with the warcry, so be sure to take it when 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.

Vanguard Ability Benefits
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 on your own, 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. She is able to provoke all nearby enemies, and also increases defense by twenty percent for each "responded" enemy. Additional Ability call to arms also increases armor by 200% (lasts 10 seconds). True, it takes almost a third of the entire scale of endurance, plus it takes more than twenty seconds to recharge. For this reason, it should be applied in such a way as to affect the maximum number of enemies.

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

More economical option battle cry counts challenge to a duel. It acts, of course, over longer distances, but at a time it is able to cover only one enemy. But it costs less and provokes one hundred percent, plus it increases defense by ten percent. I advise you to use it during boss fights.

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

In a deaf defense, the ability will be very useful unwavering defense, which increases the maximum value of defense by a quarter. It will also not be superfluous 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 still need to unlock this ability if you want to access the Inflexibility skill.

Guide on the system of attributes and features of pumping the Tank


Guide on the system of attributes and features of pumping the Tank

Inflexibility Instantly grants the character a 10% defense bonus for each nearby enemy. It costs nothing and has a cooldown of over thirty seconds. Pairs well with the Warcry ability.

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

Choice of specialization

A warrior has three different specializations, however, only Knight, since the branch of this subclass has 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 Tram, and the Templar from Sulfur.

Now consider the abilities of the Knight: Line in the sand is a very useless thing, especially if the tank is controlled by a computer. For it to work effectively, you need to 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 next ability is considered the only good replacement for a deaf defense. Via 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 with each enemy hit on it. Her duration is short, but she is able to save the hero during massive battles, when a group of enemies immediately lean on the tank.

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

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

A very risky ability is to death, because if you use it when fighting a boss, you can take huge damage, but the enemy will also be seriously injured in this case. I recommend playing it safe and using the war 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 - she increases the defense of the tank for each of its attacks on the enemy.

Thus, the Vityaz is great for a tank, so it's safe to say that best tank in Dragon Age: Inquisition is Blackwall(besides the Inquisitor, of course, if he was upgraded as a tank). Cassandra(Templar) has a good bonus to fight against demons and mages, but she only has one passive ability that 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 on both shoulder blades.

You will receive the specialization quest when you first enter Skyhold. You will need to first complete the "Inquisitor Specializations" operation on the command headquarters table. Upon its completion, and no time is required to complete it, you will have three mentors in your fortress (according to the number of specializations that are available to each class). If you didn’t add a quest upon arrival at Skyhold and there is no command headquarters for the corresponding operation on the table, then you should visit some location and return back to Skyhold. Then you should talk to each mentor and take a task from him to learn 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 a mentor, as well as by looking at the skill tree of your party members, because each of them has its own specialization.

Way of the knight

Taken from Lord Chance de Lyon. We collect majestic heraldic symbols in sacred plain while defeating the enemies here:

Veridium can be found in the same location. You can also ask Cullen to collect resources in the Sacred Plain at the command headquarters. A book with descriptions of the techniques of the knight either near Blackwall, or bought from a seller in Val-Royeaux. Then we collect the standard on the table of applications next to the quartermaster and talk with Lord Chance de Lyon to finally select a specialization.

Path of the Ripper

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

Creeping Vine can be found in Sacred Plain, Emerald Graves, and Emprise du Lion. You can also ask Leliana to collect resources in the Sacred Plain at the command headquarters. A book with descriptions of the methods of the ripper is either found 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 the Destroyer Tram to finally select a specialization.

Path of the Templar

Taken from Ser. We collect broken temple vessels from demons in the Hinterlands.

The Embryo can be found in the Hinterlands, Crestwood, and the Emerald Graves. You can also ask Leliana to collect resources in the Emerald Graves at the command headquarters. A book with descriptions of the techniques of the templar is sought 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 select a specialization.

storm path

Teaches this specialization Khim. We collect devices for holding essence from demons in the following locations on the Storm Coast:


Spirit Essence often drops from ghosts. We are looking for a book with descriptions of storm techniques either in Sera's room, or we buy from a seller in Val-Royeaux. Then we collect a vial of smoke on the application table next to the quartermaster and talk to Khim to finally select a specialization.

Path of the killer

Assassin specializations are taught by the Heiress. Assassin's Guildmaster Badges drop from enemies in Crestwood in these locations:

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

Mechanic's path

The task is taken from the Three-Eyed. Needles of needleback leaders are collected, in fact, 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 are looking for a book with descriptions of mechanic techniques either near Varric, or bought from a seller in Val-Royeaux. After that, we collect tools on the application table next to the quartermaster and talk with Three-Eyed to finally select a specialization.

Path of the Necromancer

This specialization is taught by Viuus Anaxas. Nevarran skulls are found in the Storm Coast in the following areas:


Bloodstone is found in Emprise du Lion or the Emerald Graves. You can also send Cullen to collect resources in the Emprise du Lion by performing the corresponding operation on the command headquarters table. We are looking for a book with descriptions of the necromancer's techniques either near Dorian, or bought 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 select a specialization.

Path of the sorcerer knight

The task is taken from Commander Helen. Wisp Essence drops from ghosts in the Brown Marsh in these areas:

Lapis Lazuli is collected in the Western Reach, Sacred Plain and 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 are looking for a book with descriptions of the tricks of the sorcerer knight either near Vivien, or bought from a seller in Val-Royeaux. After that, we make the spiritual blade handle on the application table next to the quartermaster and talk with Commander Helen to finally select a specialization.

Path of the Rift Mage

Quest issues your mentor. Venatori tomes are obtained, in fact, from the corpses of the Venatori in the Sacred Plain in these locations:


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


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


This is the first story quest-fork, choosing which, you 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 to complete is from 4 to 7.

Cullen's informant among the templars reports that the Lord Seeker has taken the entire Order to the long-empty citadel of Therinfal. Your advisers will come up with a plan to get Lord Lucius' attention and get him to look at the Inquisition as an organization worthy of cooperation.

Once you have enough Influence for this mission (or you get bored of wandering around the maps doing non-plot quests), confirm the operation on your table and it will automatically send you to Therinfal Fortress.

Warning: You won't be able to return or abort this mission until you've completely completed it. (This also applies to subsequent story quests in the game.) Therefore, equip yourself fully before activating the quest.

Upon your arrival in Therinfal, you will be greeted by Lord Esmeral Abernash, the representative of the nobles who have gathered to support you. Talk to him and head to the gate where Templar Knight Barris is waiting for you. This is the same templar who briefed Cullen on the situation, and he has a lot to tell you about the more than strange behavior of the Lord Seeker.

After talking to Barris, he will take you to meet 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 castle wall, 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 further in order). You can refuse this ritual, citing the fact that things do not wait. Raising different banners will earn the corresponding respect of different associates (for example, Sera will approve if you raise the banner of the people above the rest), after which you will be asked to explain your choice. Explain (or not) and follow through the door, near which Barris will stop.

In the scene that follows, you will meet with the captain of the Order, who was sent to you by the Lord Seeker, and get some idea of ​​what exactly is wrong with the templars. Also in this conversation, for the first time, the name of a certain "Senior" will be heard.

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

Head out into the courtyard and continue to fight your way through the fel-stricken templars. If you have a rogue 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 Kassandra (Amulets of Power give your characters one skill point when you put them on - after which they disappear).

Keep climbing 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 all alone in some incomprehensible and unpleasant place. Well, nothing to do, go look for a way out.

Soon enough you'll come across 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, reviewing the possible development paths of the Inquisition, to which the owner of this section of the Shadow gravitates, as well as his predictions about your personal future.

After a while, you will come across a hall with pillars that are spewing flames with quite strong damage - you can die if you do not wriggle 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 hurt. However, after you pass a few columns, you will stop in front of a place through which it will be impossible for you. Go through the door nearby, look around the room and head back towards the exit.

In the following cutscene, you will be introduced to an unexpected ally (if you've read the book Asunder/The Split in the YES universe, then you will immediately understand who he is, if not, it does not matter, you will find out in time), and after the conversation, he will show you what to do with previously impenetrable flames. Go back to the hall with columns, but before you finally leave this segment of the Shadow (this happens when you go into the passage that opened after extinguishing the flame), 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 performance (if you played the previous two parts of YES, you already know that there is always something in the Shadow that permanently increases some characteristics).

Go to the next part of the Shadow and explore the prison cells (watching the next plans of the demon of Envy at your expense along the way) until you find the cell where Cole is waiting for you. Cole will give a speech about dispelling the darkness and disappear, and a torch with Veil Fire will be lit on the wall next to him. Click on it, take a torch and go to light the braziers in the cells - you need to light four in total.

In addition to lighting the braziers, which you need to do in order to get to the next segment of the Shadow, you can find another “Inspiration” here for your characteristics. With a torch in hand, go back to the very first room where Cassandra stands. In the cell to the left of it (when facing it) you will find the key to the prison cell. The prison cell he unlocks is located behind the wall, which will open up 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 that cause damage will swell under your feet all the time - so be careful and jump off them in time, and besides this, you will also meet enemies (albeit 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 inner courtyard of the fortress, where you met the Lord Seeker. You need to get exactly to the point where he took you into the Shadow in the material world. Keep going up the stairs, fighting off enemies (or just bypassing them). If you linger a bit and look around at the tavern you need to go through on your main path, you will find the third Inspiration on the top floor.

When you climb to the place where you meet the Lord Seeker, you will find the demon of Envy there and finally you can return to the material world. A frightened demon will run away from you under the protection of a magical veil, and Ser Barris, after a little thought, will offer you a plan on how to dispel it. To fulfill his plan, you need to find the surviving three veteran lieutenants of the templars and a supply of uncorrupted lyrium in the fortress. The templars with Barris, meanwhile, will defend themselves from the demons in the main hall.
(There is a chest in the main hall, by clicking on it you can refill your potions. You can only use it once. But you don't need to hold it for the final boss - before last fight in this area you will find another cache with potions.)

This is a timed quest - the templars will gradually run out of power (you will have a special bar 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 - your return to the hall alone will not replenish it, you will still need to defeat all the opponents there. The bar replenishes slightly each time you find a Veteran Templar.

If you go first to the officers' quarters, then in the sanctuary room you will find a note pinned to the statue, and Cole who appears nearby will inform you that the "Senior" for some reason seriously wants to remove the Empress of Orlais Selene. The room next to the shrine contains a deposit of red lyrium, and if you go up the stairs, you'll find a supply of uncorrupted lyrium for Barris. One of the veterans you need is located on the same territory - go through the room and climb up the wooden stairs to reach 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 follow the stone stairs up 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 magical 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 keep spawning until your templar allies completely destroy the magical barrier.

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

The Demon of Envy will periodically disappear after you take down a certain percentage of its health, while simultaneously calling on a group of red templars to help, and then reappearing in various forms.

When you deal with him, talk to the templars who have appeared in the courtyard. You will have a choice - make them part of the Inquisition under your control, or 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 associates who are not too fond of 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 Sanctuary, where your advisors will discuss what happened. During the conversation, Cole will appear in the room - and you will finally get the opportunity to get him into full-fledged associates. (Which Cassandra will slightly condemn.)
When you finish discussing the situation with your advisors, you will complete this story quest and receive the next one - It Will Burn in Your Hearts.