Dragon Age: Inquisition specializations. How to get the specialization of a magician, archer and others

21.06.2019 Home and life

In this guide, we will introduce you to some good builds for mages in the game. Most of these will be based on a specific specialization featured in the game.

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

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

In this guide, we describe five different builds: two of them are based on basic skill trees, and the other three are based on specialization skills. To take full advantage of the build, that is, to unlock all the necessary skills, your hero must reach level eighteen.

Lord of the Underworld

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

Note: A controller is a character who can influence opponents, reducing their stats and controlling every move. For example, mages can frighten enemies, keep them in one place, or push them away from themselves.

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

You should not give up the “step into the shadows” spell, which allows you to move away from the battlefield at a great distance. In battle, it is necessary to competently combine “spells” from basic branches that can cause damage in a certain area with the controlling abilities of the lord of the dead. In this case, you can deal with an entire crowd alone.

Skills used

“Storm” branch - we open chain lightning, flurry of energy, storm petrel, electrical conductivity and lightning. The first ability is effective against several monsters or people. When used, the caster releases an electrical charge that damages one enemy and then immediately transfers to others. It deals over two hundred percent of the damage of your main weapon.

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

Thanks to the petrel, you can protect yourself from opponents who come too close to you, since this “passive” will hit them with lightning. The lightning spell can deal a lot of damage to a single enemy. In addition, it is capable of paralyzing the target for several seconds.

A great help in combat is a burst of energy that damages your enemies with elements. Works great against monsters with elemental weaknesses. But for this you will need to change staves in time. As for electrical conductivity, it increases the damage from all skills, but also spends a certain percentage of mana.

Branch “Underworld” - take sacrifice and flash. The second can inflict considerable damage on the enemy and cause him terror, while the first inflicts small damage across the territory. Note that eight slots may not be enough for all spells, so when more powerful abilities appear, you need to get rid of old ones. For example, you can remove the flash.

The “Winter” branch - opens a step into the shadows and an icy grip. For the first ability, you can unlock an additional skill called “Chilling Walk”. With the help of his grip, the magician is able to freeze the enemy, injuring him and preventing him from entering into battle. Particularly effective against fire demons of wrath. We already looked at another ability earlier.

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

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

Rift Maker

By developing a specialization called “Rupture Mage,” the mage has access to incredibly powerful spells that cause damage in a circle of small diameter. With this build, you will not be able to control the enemy’s behavior as well as necromancers do, but you will have the opportunity to destroy large groups of the enemy at once.

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

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

The basic combination will look like this: cast abyssal attraction, pulling all enemies in one place, then hit them with a stone fist and a curtain strike to weaken them and knock them to the ground, then put a fire mine and use a sacrifice. Only bosses usually survive this attack.

Skills used

Branch “Underworld” - here we take sacrifice, flash, flashpoint, oncoming fell, pyromancy, fire mine and fire wall. We have already looked at some of the spells earlier, and therefore we will not talk about them again. We just note that, as with the necromancer, some skills can be gotten rid of at later levels. Decide for yourself what you don't need, but we recommend removing the flash.

If we talk about spells that have not yet been considered, then flashpoint is a good “passive” that can immediately restore an already used ability after your mage inflicts a critical hit on the enemy. At the initial stages there will be little benefit from it, since the mage rarely inflicts crits on opponents. However, then the magician’s likelihood of delivering critical hits will increase significantly, and this skill will be very useful to us. Thanks to pyromancy, the duration of burning and fear will increase by a quarter.

An oncoming attack significantly speeds up the recovery of skills. We open this “passive” as early as possible, because in this case the damage you deal per minute will increase significantly. But the most useful ability is the fire mine. It deals 1600 percent of weapon damage to opponents, and therefore can kill weak opponents in one go. But this spell does not begin to work immediately, but after a few seconds. Therefore, it should be combined with Abyss Rift or Stone Fist, which will stun enemies (keep them in one place). The wall of fire does not do much damage, but it causes fear in opponents.

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

The “Rupture Magician” branch - it requires all the “spells”. To open them, you will have to sacrifice several skills from the “Underworld” branch: flash and fire wall. We unlock additional skills for all spells. Veil Strike is capable of weakening enemies and causing them minor damage. Be sure to use it before casting more powerful attack spells. Thanks to the stone fist, you can force opponents to fall to the ground - this will take them out of the battle for a short time and will allow you to place a fire mine.

With the help of recharge from the veil and veil torpor, you can restore your mana and strengthen your spells, taking energy from weakened opponents. Choking Veil and Twisting Veil reduce enemies' stats and increase the damage of your magic skills. The attraction of the abyss is considered an incredibly useful ability - it pulls monsters and people to one point, and also weakens them.

Knight Mage

The basis of this build is the “Knight-Sorcerer” specialization. In its name, it is similar to the “Battle Mage” specialization, which was popular among players in the first part of the series. But at their core they are very different from each other.

In Dragon Age: Origins, the battle mage became practically a warrior, that is, he could wear heavy armor and fight with a sword rather than a staff. If we talk about the sorcerer knight, then he is an ordinary magician who is simply capable of fighting in the thick of battle and helping his allies with supporting spells.

The mage knight has good offensive skills (spiritual blade or counterstrike through the veil) and defensive skills (shadow cloak, shadow shield, knight protector). However, they achieve the greatest effectiveness when combined with the skills of the “Spirit” branch. Using an improved barrier and several “passives” you will be able to fight the enemy at close range and not die.

A spell that works on concentration is a return to life, which can completely turn the tide of the battle in your favor.

Skills used

The “Spirit” branch - in it we take the spirit of the defender, barrier, elegant protection, fortitude, revival and explosion of the mind. The barrier is notable in that it is capable of creating a special shield around the caster and his comrades, which acts as a temporary additional health bar. It disappears quickly, so you need to cast it before or during the battle. The secondary skill of this “spell” increases the speed of barrier recovery. The spirit of the defender will automatically activate the shield of a magician who has received heavy damage.

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

“Storm” branch - here we open chain lightning and a flurry of energy. We have already written about them in previous builds, so we will not repeat them. The “Winter” branch - we will need it in this: a step into the shadows and an icy grip. We have already described them too.

The “Knight-Sorcerer” branch - we take all the skills except the retaliatory strike through the veil. Most often you will use the soul blade and shadow cloak. The first skill allows you to create magical blades that penetrate the enemy’s armor and magical shield, causing damage directly to health. The second one surrounds the magician with a Veil and gives him invulnerability for a short period of time (two seconds). Helps you break into a group of enemies, inflict maximum damage and quickly retreat (use shadow step). Passive spells like shadow shield and knight protector increase the barrier's strength. The return to life ability, which consumes concentration, restores the health of all party members to maximum and constantly heals them for ten seconds.

Winter Defender

As you may have noticed, past builds were based on using the skills of the three specializations. However, this does not mean that in Dragon Age: Inquisition you cannot upgrade a good mage without using the skills described above. It just may be less effective in certain situations.

All healing spells have been removed from the game. The “Spirit” branch now includes spells that only support allies, but do not heal them. But with the right combination of these abilities with the skills of the “Winter” branch, you can create such strong defense from their companions, that after each battle not a single one of them would have a scratch on them.

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

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

Skills used

Branch “Spirit” - take a pacifying aura, barrier, elegant protection, revival, dispel, mind explosion, life preservation, spirit of the protector, invigorating barrier and strengthening explosion. Some of these skills were discussed by us earlier, and therefore we will begin the description immediately with a calming aura. This passive skill reduces the enemy's aggro, making you completely invisible to them, so they immediately switch to your companions. The dispel ability removes all negative and positive effects from enemies or allies. Thanks to the invigorating barrier, your magical shield not only protects your companions, but also increases their rate of stamina and mana recovery.

Branch “Winter” - we open the icy grip, step into the shadow, ice wall, mine and armor, winter silence, blizzard and blizzard. Some of the abilities were studied by us earlier, for this reason we will move straight to the consideration of other skills. Winter Silence speeds up the mage's mana recovery after standing still for three seconds. In a protracted battle it can be very useful. Using an ice wall, a wizard can create a large enclosure made of ice. This wall can protect the magician from enemies. The ice mine is similar in principle to the fire mine. Although it deals much less damage, it is capable of freezing the enemy, rendering him incapable of combat for a short period of time.

Ice armor reduces damage taken by half. Use in cases where your caster is surrounded by enemies. Using this skill, you can also strengthen the tank, making it practically invulnerable to enemies. But the best “spell” in the “Winter” branch is considered to be blizzard. When used, a real blizzard appears, slowing down enemies in a certain area and causing them constant damage. The secondary skill enhances the main spell, after which it not only slows down enemies, but freezes them.

Once you reach level eighteen, you will notice that you will begin to have free ability points. We recommend that you spend them on skills in any specialization that interests you.

Fury of the Elements

Even without using specialization skills in the game, you can create a powerful mage capable of inflicting monstrous damage on your enemies. This build will be useful for those players who do not like to complete absolutely all the quests in the game, but just want to go through the main storyline. The fact is that in order to obtain one or another specialization, you need to spend a lot of time completing rather complex missions.

The elemental rage build will help you in battle with almost any type of enemy, since they are all vulnerable to certain elements. But do not forget that this magician does not have any protective spells, so it would be useful to keep another wizard in the party with a pumped-up “Spirit” branch.

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

However, if you use spells wisely and don’t get into trouble, you can take out large groups of enemies with just a few button presses. The main thing is to constantly monitor your health bar and keep another caster nearby.

Abilities used

“Storm” branch - open chain lightning, flurry of energy, arc burst, static charge, lightning, explosive lightning, storm atmosphere, storm petrel and static cage. We've already talked about many of these spells, so let's jump straight into looking at static charge. It sends a paralyzing electric charge to an enemy who is not attacking you. This will give you time to get out of his sight and set the tank on him. A thunderous atmosphere will speed up the use of abilities. The static cage allows you to stun enemies in a small area.

The “Underworld” branch - in it you need to take a flash, pyromancy, sacrifice, fire mine and flashpoint. We have already talked about all these skills earlier. Branch “Winter” - take winter silence, icy grip, wall and armor, as well as blizzard.

A selection of tips for passing Dragon games Age: Inquisition with secrets, video guides, tricks of the game Dragon Age: Inquisition.

How to level up in Dragon Age: Inquisition

The leveling system is not much different from other similar projects in the RPG genre. Your actions are the source of experience in the game. Constantly, collecting herbs, closing the rift, etc., you will gain experience.

With each new level, your character will increase his basic characteristics. This also includes Skill Points, with which you can unlock new skills and talents.

As you gain a level, you complete quests that were previously closed, or destroy the most dangerous enemies. By the way, before starting a task you should always look at the level specified in the recommendations.

The main thing to remember is that leveling up your hero is not the most rewarding activity in the world, because you need to do it long and hard. Let's take a closer look.

Remember the faults

At the beginning of the game, if you remember, the Shadow Rifts were shown, and you are the only one who can close them. So in the world they need to be found everywhere. For closing the rift you will receive experience points, but the number of these points depends on the location in which the rift is located. On average, the number of points varies from hundreds to thousands.

Don't be afraid and kill enemies at a level higher than you

There is one of the difficult options to gain experience, but you will get a lot. Test yourself in battle with opponents of a level higher than you. If you defeat an enemy with a high level, you will receive more experience. The main thing is not to be too self-confident, but to prepare well - buy equipment, potions and only then enter into battle.

Dragons will also give experience

In Dragon Age Inquisition, it is clear from the title that there must be dragons, but there are only 10 of them in the game. Forbid and save, because dragons are the most dangerous enemies. Cool equipment drops from the dragon, and of course, a lot of experience for your entire group.

Fortresses and their capture

Fortresses will always be guarded by enemies, but they will all be mostly of a high level. But you remember that high level- This is an opportunity to gain a lot of experience. Find fortresses in locations that suit your level and strength, just look at those that are slightly higher than you.

Remember to explore the world

It's all about time and so on in everything. The more time you invest in the game, the more game will provide you with an answer, so people who are free from work will learn all the tricks of the game. The Order of the Inquisition offers to engage in herbal collection and hunting - it seems that the activities are insignificant, but for them you will receive a good share of experience. Remember that RPG games are always filled with many secrets, documents, treasures, etc. Therefore, do not be lazy to examine the mr more carefully.

I’ll tell you a secret that will help you gain experience from reading documents. Josephine, a member of your order, has the Inquisition skill, which allows you to gain experience from documents. Use this if you want to explore the world more.

Quests and tasks

Finally, I will say that naturally, the clearest way to level up is to complete main and secondary quests. There are times when you cannot play a story company if you have not advanced enough in level. There are side quests for this, just pay attention to the Inner Circle.

How to get a specialty

Remember that there are three classes in the game, and they are all classic - Mage, Warrior, Rogue. But each of these classes can improve their abilities. For this, there is a specialization that will help you strengthen your character. You will have interesting choices - playing as a robber, you can either hit the enemy from behind or from afar.

The next time you are in Skyhold again, try calling the trainers - there should be 3 of them. The main thing is to complete the “Specializations for the Inquisitor Operation” quest.

All three trainers will offer you special tasks, upon completion of which you will be able to choose a specialization. But remember that out of three you will choose only one specialization.

If you have problems with quests, try asking Vivienne.

Rogue

Mechanical Specialization in Dragon Age: Inquisition

To do this, you must complete the Three-Eyes quest. To complete the task, you need to collect various items, including Obsidian and tools. You can find spikes in the Canyon, Nazair Pass or on the old Prison Road. You can find the scriptures in Varric's belongings or at the bookseller in Val Royeaux.

Specialization involves you setting traps, drawing blood, and dealing a lot of damage.

Assassin Specialization in Dragon Age: Inquisition

To do this, you must complete Heir's quest. You should find the tokens in Crestwood near the eastern hills or on the plain. Find the scriptures in Cole's things or at the merchant in Val Royeaux.

Specialization involves dealing massive damage with reduced cooldown if you land a critical hit.

Storm Specialization in Dragon Age: Inquisition

To do this, you must complete Kim's task. Find the essence along the long river or in the Thunderstorm Fortress on the thunderstorm coast. Find the scriptures in Sera's things or from the merchant in Val Royeaux.

Specialization involves the use of Bottles with fire, cold, etc., which act in a radius.

Warrior

Knight's Specialization in Dragon Age: Inquisition

To do this, you must complete Lord Chancer's task. Find champions in Gilanaina's Grove, Hail'sulan, and the Lonely Shore. Find the scriptures in the belongings of Blackwall or from a merchant in Val Royeaux.

Specialization involves the use of radius protection, a strong physique and bonuses to skill recharge.

Ripper Specialization in Dragon Age: Inquisition

To do this, you must complete Tram's quest. Find tokens in the hills of the eastern side or in the Plains, or in Crestwood. You will find the scriptures in the Iron Bull's belongings or from the merchant in Val Royeaux.

Specialization involves dealing a lot of damage as a coefficient of missing health. Looks like a berserker.

Templar Specialization in Dragon Age: Inquisition

To do this, you must complete Sera's quest. You will find the remains of the Templars in the Witch Forest, on the Western Road or in the Valley of Shayna, which is in the interior lands. Scriptures in Cassandra's belongings or from a merchant in Val Royeaux.

Specialization involves burning the enemy's mana and various bonuses to attacks and health.

Mage

Knight-Sorcerer Specialization in Dragon Age: Inquisition

To do this, you must complete the task of Commander Helaine. You will find the essence in Granite Point, Weeping Spiers and Old Passage.

You will find the scriptures in Vivienne's belongings or from a merchant in Val Royeaux.

Specialization involves the accumulation of charges and additional damage is dealt to shields.

Necromancer Specialization in Dragon Age: Inquisition

To do this, you must complete the task of Viius Anaxas. You will find the skull of the dead in Malaya Roshcha and Thunderstorm Coast, also on the site of the Renegade. Scriptures in Dorian's belongings or from the merchant Val Royeaux.

Specialization implies control. Uses Roots and Nightmares to slow down enemies.

Rift Mage Specialization in Dragon Age: Inquisition

To do this, you must complete the task of the remaining trainer. You will find three volumes in Gilenaina's grove, on the shore of solitude and in Khalin'sulan. Scriptures in Solas's belongings or from a merchant in Val Royeaux.

Specialization includes powerful area of ​​effect attacks and additional critical hits.

Video guides and secrets

Hidden Cave (secret) in the game Dragon Age: Inquisition

Dragon Age: Inquisition Gear Guide

No matter what anyone says, it’s almost completely linear role-playing game with corridor locations, so it will be very difficult to get lost here. Consequently, questions related to “I don’t know where to go” disappear by themselves. The same can be said about dialogues. Conversations in the game are more for show and have a real impact on the plot only in rare cases. The developers cheated by finally remaking this RPG into an action-adventure game, but oh well.

There are also no problems with choosing a character and there cannot be any. No matter how hard you try, you will be offered several classes of absolutely typical heroes that differ only appearance. Even if you initially want to develop the hero in the direction of, say, two-handed swords or a bow, then in the early stages of the game you will still find one-handed and two-handed weapons, shooting and other weapons. So you can try to reshape your character directly in the game.

It's a completely different matter with transferring saves from previous parts. This possibility, as such, does not exist. Instead of a traditional transfer, BioWare danced a little with a tambourine and offered us Dragon Age Keeper: a service for transferring your completed plot. At the end of the game, when the results are tallied, all your past merits and deeds will be credited to you.

The main character will have to close the green portals. The more you close them, the more influence points you can get. Influence points are a key resource, without which you will not be able to advance through the story. It is noteworthy that the mandatory closure of a couple of portals awaits us only at early stage games. The further we move through history, the less the developers will let us down and poke our noses into portals. You'll have to find everything yourself.

As for the character's karma, this indicator is not critical for passing. It will be possible to go through as a good and completely evil hero. At the same time, your allies will not get angry and leave you, weakening the group. At least, the author of this material was unable to anger his comrades in arms in this way. Instead, the characters around you will react to your actions and words. The scale of morality depends on whether your actions are approved or disapproved. Honestly, the indicator of this scale on the plot, if at all, has a completely negligible effect, so be rude when you think it necessary and don’t adapt to anyone, you’ll get away with it.

The situation is approximately the same with sentencing. We remind you that you are an Inquisitor, called to save the world. And, from time to time, while you, in the rank of savior of the world, are running around collecting herbs on behalf of some village pharmacist, various defendants will be brought to you. Their fate depends on you. You can show cruelty, or you can, on the contrary, be the height of humanism: your decisions will not have any consequences, so you can judge according to your conscience.

At the beginning of the material, we mentioned that the locations in the game are corridors. Not only are the locations corridor-like, but the world itself is closed. We are only given the illusion of freedom of movement, but it is just an illusion. You won't be allowed to run wherever you want, this is not for you. Elder Scrolls However, there are open spaces and you will have to move around them. Therefore, as soon as you have the opportunity to get a horse, be sure to do so. With a horse, things will move forward much more vigorously.

Now, since we touched on the world and the environment, we should talk about this. The developers have said more than once or twice that the game will be completed in no less than 70-100 hours. Naturally, gamers value those games that you can play for a longer period of time and enjoy plenty of adventure. However, to prevent some cunning citizen from completing the game in a couple of hours, the influence points that were mentioned earlier were introduced into it. Without these very points, you will not be able to make your way further in the story. And, it just so happens that the influence that you earn in the process of completing the main storyline will not be enough for you. Consequently, you will have to run across fields and hills in order to engage in the most thankless and dirty work. Simply put: complete primitive quests that are not at all suitable for your status as the head of the Inquisition, and grind, grind, grind.

For this activity you will just have to run around all the nooks and crannies of Thedas. Locations in the game are divided into corridor-story and spacious. In these same open spaces you will need to walk from marker to marker, take on and complete tasks. With this maneuver, BioWare killed another hare: you will have to, out of necessity, in search of adventures that promise influence points, wander into such remote places that you would not have wandered into in your life unless necessary. There will be many surprises there. So, when traveling around Thedas, you don’t always have to take the road. Pull into the nearby bushes and take the winding, off-the-beaten paths.

You will also have to periodically visit the headquarters of the Inquisition. This is quite a useful place, primarily because of the opportunity to give instructions to your subordinates. You won't get much benefit from this, but it certainly won't get any worse. After some time, depending on the complexity of the task, the subordinates will complete the work. The secret is that to speed up this process you can change the clock on your computer. Save the game, exit, change the time, log in, and all your instructions have already been completed. Saving time and effort.

Well, the most important thing in Dragon Age: Inquisition is the combat. Humanitarian skills play a minimal role here, however, as in the two previous parts. The main thing is to learn how to fight, and in particular, to learn how to manage a fighting team. One of the main skills is the ability to use the advantages that a tactical pause gives you. You can take a pause both before the fight and during the fight. And if at first such a possibility may seem unnecessary to you, then later, when the enemy moves stronger, without a tactical pause it will be very bad. Using pause allows you to see weak sides your enemies. Take a break and distribute roles. Let each hero do what he knows best: the archer shoots from afar, the tank takes damage and deals sensitive blows, and the mage casts spells.

By the way, about spells. There are no healing spells in Dragon Age: Inquisition. This is, in its own way, a unique situation when in role-playing fantasy, where magicians are present in abundance, you can only be treated with potions. This innovation was dictated by the need to make the game more difficult and the battles more dangerous. Now the cost of each mistake increases significantly, and magicians do not become indispensable.

Now for the opponents. In principle, you won’t have any big problems getting used to the behavior of enemy mobs. Everything is quite banal, especially since teammates are not a burden, but rather actively help in battles, sometimes even taking the initiative. The exception to this is boss battles. Bosses in Dragon Age: Inquisition are a different matter. The main feature of all bosses is that it is not recommended to approach them close or at all. At the same time, bosses are divided into two parts: those that you can still approach and solve your problems, and those that are completely impossible to approach. In this light, warrior heroes with melee melee weapons, who perform well in battle, will not look the best, especially when there are many enemies, they surround you, and the surrounding scenery has rallied and does not allow you to maneuver. There, armor and a sword will play an excellent role, but ranged weapons are more suitable against bosses.

As examples, let's look at three typical bosses: the pride demon, the rock-throwing giant, and the dragon.
The Demon of Pride is the very first boss. He swings his arms wildly and hits with an electric whip, so it is not recommended to get close to him, especially since he is completely invulnerable to blows. At least until you start destroying the rift: the green glowing ball. Energy needs to be pumped out of it. At the same time, your rest of the team should not so much beat the boss as distract it while you drain the energy from the ball. By slightly weakening the rift, you will deprive the boss of immunity. That’s when you need to come close and hit him with all the super blows you have. After half his lives are gone, he will begin to call for help. Here you again need to disperse to the sides, give the team instructions to destroy the help that arrives, while main character will weaken the fault again. After the demon has a quarter of his life left, he will become available for any attacks. Consequently, he again needs to be surrounded and engaged in close combat.

A giant throwing stones is a completely different matter. The giant is fairly immobile and is really best killed from a distance, but running up from behind and landing a few hits on the ankles is quite useful. The giant will take a long time to turn, but when he turns, be prepared for him to pick up a stone from the ground and throw it at you. He throws stones very accurately. To avoid getting hit, you need to run as fast as you can, while switching to the hero you are planning to throw at. In general, the giant is a boss that can be defeated both in close combat and by shooting from a safe distance, but you need to be prepared for the fact that your safe distance is not so safe.

Well, a dragon that breathes icy breath definitely needs to be killed only with ranged attacks. If you attack him from behind, you will not have time to make even a couple of blows before he wags his tail, and you will fly a good three dozen meters. It’s even more difficult to attack him from the front, because a dragon is a dragon, although it’s not fire-breathing, but it won’t be enough for you. The dragon is a boss that you need to shoot from afar, but you still have to hide behind obstacles that will be destroyed one by one, so if you drag out the battle, you risk making the situation much more difficult.

And finally, a few tips.

Be sure to distribute tasks to your assistants at headquarters. A resting assistant is useless.

Be sure to collect resources, ranging from plants to metals. Closer to the middle of the game, all this will be very useful to you.

In Dragon Age: Inquisition, the world is not very interactive. There are often villages where there is no one to talk to, but if you find an NPC talking, then stick with him until you get everything you can out of him.

Be sure to set up camps. Fast travel between camps is possible. This alone will save you a lot of time.
Be sure to upgrade your lockpicking skills. In the homebrew localization, this skill is called Skillful Hands.

Be sure to equip your mage with three staves: red, blue and purple. With their help, he will be able to break magical barriers, behind which there will be a lot of interesting things. There will be barriers different color. By matching staves to barriers of the “rock, paper, scissors” type, you will significantly expand your own capabilities.

That's all. We hope that our humble guide to Dragon Age: Inquisition will help you in your difficult journey through Thedas.

The theme of character development in Dragon Age: Origins, as in any other game, is deeply personal. Of course have general rules, relying on which you can save time and get a decent result. At one time he dwelt in some detail on the issue of character development Richard Psmith, now untimely deceased, in an article dedicated to Dragon Age: Origins in the magazine "The best computer games"(No. 11, 2009). After reading the article, the questions will disappear by themselves. I would like to briefly list those characteristics, skills, abilities and spells that need to be developed in a character depending on the chosen class.

For the main character, you should definitely study "Influence" skill(you will need cunning), it will be useful in many cases: the character will be able to easily use authority, persuade and extract information from the characters. It is advisable to start developing it from the very beginning, and upgrade it as quickly as possible, while trying not to forget about other skills. The third level of influence can be obtained already in Lothering. For warriors the priority skills will be “Combat training” and “Combat tactics”, for robbers- “Combat training”, “Making poisons”, “Making traps” and “Thief”, for magicians- “Herbalist” and “Survival”. Developed combat training among magicians reduces the likelihood of a spell being disrupted when attacked by an enemy.

Distribution of stat points in Dragon Age: Origins:

  • Warriors should focus on strength and constitution (approximately 2:1), agility develops only to the minimum values ​​​​of the opening of skills. For " tank warrior» We maximally develop skills related to the shield: the “Shield Strike”, “Shield Defense”, “Shield Block” lines. We take berserker or ripper as a specialization. For " warrior-killer" - skills with a two-handed sword: the "Hilt Strike", "Mighty Strike" lines, from the specializations - knight or berserker. Among the useful skills, it is worth noting “Provocation” (switching the attention of opponents to the provocateur), and “Exiting the battle” (reducing the hostility of opponents). With their help, you can fight for a long time, passing the baton between warriors.
  • Robbers must focus on agility and cunning, with strength added depending on the style. A rogue's primary weapon can be a dual wield weapon or a bow. Onions are easier to develop and work better with traps than with poisons. For " robber-hijacker»we develop skills related to dual weapons, here you can add skills from the “Dirty Fighting” and “Low Strike” line; assassin and duelist are suitable specializations. " Rogue Subjugator"should focus on the bow, but most During battles he will be busy singing. We are developing the “Melee Shooting” or “Rapid Shooting” skill lines. We choose bard and ranger as specializations. Robbers must be able to pick locks and be invisible by learning the relevant skills. In addition, after leveling up the “Combat Training” skill, you can completely switch to developing cunning by purchasing the “Lethality” skill from the “Low Strike” line. In this case, Cunning rather than Strength will be used to calculate attack damage.
  • Magi must actively develop magic and willpower (2:1 or 3:1). There are many spells to choose from that make your character unique and inimitable. You can turn a magician into a healer, or you can focus on combat development. In any case, it is advisable to develop a magician with spells that do not require special costs, but greatly increase the damage done or have special effects. Mage healer is a lifesaver, helps save a lot of first aid kits and poultices and constantly saves in difficult situations, healing and resurrecting those who fell on the battlefield, without it it’s like having no hands. It is also worth noting the useful spells “Rune of Paralysis”, “Rune of Neutralization” from the School of Creation, “Mass Paralysis” from the School of Entropy, “Crushing Prison” from the School of Spirit, and the entire Elemental School.