Dragon age inquisition tests that give. Perks and abilities of the Inquisition in Dragon Age: Inquisition. Take advantage of the tactical pause in difficult battles

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

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

Note!

Getting perks in Dragon age: inquisition- the process is not so fast as to mindlessly invest in those perks that you will not need. Some perks are available from the very beginning of the game and require an investment of experience points.

Some advanced perks only become available after unlocking lower-tier perks. The perks recommended first are in bold.

Strength perks

NameEffects and Comments
Criminal knowledge Unlocks new dialogue options related to criminal activities and gives a + 50% experience bonus for each new open code. A very useful perk that opens up the possibility of alternative passage of some tasks.
Massage method Gives a 5% bonus to experience for killing monsters. To get the most out of this perk, try to pick it up early in the game.
Rider postureReduces the risk of falling off the saddle. Not the most useful perk, as you will spend most of your battles not in the saddle.
Poured into the saddleReduces the risk of dropping out of the saddle even more. The comment is the same as for the perk above.
Improved concentrationImproves concentration from 100 to 200 points. May come in handy in battle.
Advanced concentration Improves concentration from 200 to 300 points. May come in handy in battle.
True giftIncreases the defense of all party members by 10%. A very useful perk for weakly defended characters (for example, mages or thieves), especially on high level difficulties.
More healing potionsAllows you to carry four more healing potions. The perk can be useful on a high difficulty level, since in such a situation, the likelihood of spending all healing potions during one quest is much higher than on the normal difficulty level.
Mages blueprintsYou get new blueprints for creating items for magicians. It is better to take it by the end of the game, and even then only if you are concerned about the outfit of your magicians.
Thieves blueprintsYou get new blueprints for crafting items for thieves. Better to take by the end of the game, and even then only if you are concerned about the uniforms of your thieves.
Warrior BlueprintsYou get new blueprints for crafting items for warriors. It is better to take it by the end of the game, and even then only if you are concerned about the uniforms of your warriors.

Secrets perks

NameEffects and Comments
Secret knowledge Unlocks new dialogue options related to Shadow and Arcane Knowledge. Also gives a bonus when researching new manuscripts. This is a very useful perk as it allows many quests to be completed using alternative methods.
Experienced herbalismIncreases the chance to harvest an ingredient by 10%.
Eagle Eye Expands the field of view after pressing the corresponding key. A very useful perk that, after final improvement, will make it easier to explore the area.
Advanced researchGives a 50% bonus to experience for researching detected monsters. A useful perk if you like going back to Inquisition headquarters to research monsters.
Golden hands, good instruments Allows all thieves in the party to open Master level locks. A useful perk for thorough exploration of the surrounding world and access to chests with a high level of protection.
Preliminary reconnaissanceShows additional points of interest and important locations on the terrain map. A useless perk, as it is better to explore the area on your own.
Novice Herbalist
Experienced herbalistOpens general information on all herbs. You can take this perk if you are going to do alchemy and do not want to waste time on your own searches.
Master HerbalistOpens general information on all herbs. You can take this perk if you are going to do alchemy and do not want to waste time on your own searches. A very useful perk, since many herbs of this level are usually very difficult to find.

Communication Perks

NameEffects and Comments
Noble knowledge Unlocks new dialogue options related to diplomacy and politics. Also gives a bonus when researching manuscripts. This is a very useful perk, as it allows you to complete many quests using alternative methods.
Seller reputationYou get 10% more gold from the goods sold. It is better to open this perk on early stage games when the demand for gold is very high.
One good turn deserves anotherYou buy goods 10% cheaper. A very useful perk, especially towards the end of the game when you need expensive and high quality items.
Honorary client Purchase / sale deals become 15% more profitable for you. The perk combines the previous two perks.
Rare reservesAllows you to buy rare materials for "crafting". You can choose this perk if you want to jump into the creation of items and do not want to waste time on your own searches.
Demanding buyer
Only betterAllows you to buy high quality materials for "crafting". You can choose this perk if you want to jump into the creation of items and do not want to waste time on your own searches.
Important listYou get the opportunity to buy rare materials from merchants. The perk will come in handy at the end of the game when you have an urgent need for good subjects, and the money will be enough.
Friends "from above"Once you get this perk, merchants will send messengers with news of discounts. This is, of course, not a prime perk.

Inquisition perks

NameEffects and Comments
Knowledge of history Opens new dialogue options related to Thedas story. Also gives a bonus to the research of manuscripts. This is a very useful perk as it allows many quests to be completed using alternative methods.
Inventory Increases inventory capacity by 15 slots. A very useful perk, since you will not get your "legal" 60 slots right away.
Imperial inventory Increases inventory by 15 more slots.
Tempered glass flasksAdds one additional potion slot. You can choose this perk if you want the various characters in your party to have potions in the quick pick menu.
Extra educationYour character gains one additional ability point.

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

To see your attributes click P

Attributes

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


Power

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

Agility

  • For each new level, characters of the Rogue class receive 0.5 dexterity
  • 1 Agility Point = + 1% Attack (Rogues Only)
  • 1 point of agility = + 1% bonus to critical damage

Magic

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

Cunning

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

Strength of will

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

Body type

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

Attack

The offensive characteristics of your character are listed here.


Attack

The characteristic "attack" increases all the damage inflicted by the character.

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

Note: The damage of different abilities is calculated differently.

Damage Bonus vs Defense

Increases damage against enemies with the "defense" effect.

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

Armor penetration

Armor penetration points allow, when dealing damage, to ignore the corresponding number of target's armor points.

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

Damage bonus against barrier

Increases damage against enemies with the "barrier" effect.

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

Critical Damage Bonus

Increases the bonus damage dealt on a critical hit.

  • 1% bonus to critical damage = + 1% damage on critical hit (example: 100 damage and 50% bonus to critical damage will give 150 damage when crit)
  • Applied before Armor Damage Reduction
  • The effect stacks multiplicatively with other damage bonuses.

Critical Hit Probability

Critical hit chance when attacking.

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

Primary weapon damage

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

  • Basic hit per normal attack
  • All other damage modifiers apply to Weapon Damage as their primary base stat.
  • A more useful metric is a specific hit, rather than DPS (average damage per second), because when calculating the damage of abilities, the impact value is used, not the DPS.
  • Secondary weapon damage has a similar mechanic.

Secondary Weapon Damage

Secondary weapon damage.

  • Cm. main weapon damage

Bleeding on hit

Chance on hit to cause the target to bleed. The effect lasts for a few seconds.

  • V this moment this parameter does not work, we are waiting for it to be fixed

Daze on hit

Chance to stun target on hit. The effect lasts for a few seconds.

  • Indicates the percentage chance to stun the target for 3 seconds on impact
  • Status is not displayed in the interface (like flying out damage numbers), unlike stun abilities

Kill Healing

Damage healed with each finishing blow.

  • Indicates the% of your maximum health that will be restored after a kill
  • For this effect to work, it is necessary to personally finish off the target with an attack or ability
  • There is no internal delay for re-triggering the treatment

Flank Damage Bonus

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

  • 1% bonus to damage when attacking from the flank = + 1% to all types of damage when attacking from the flank (with a base 25%, damage to the enemy from the flank will be multiplied by 1.25)
  • Applied before Armor Damage Reduction
  • The effect stacks multiplicatively with other damage bonuses.

Protection

The defensive characteristics of your character are listed here.


Magic protection

Percentage of resistance to damage from magical and elemental attacks.

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

Melee Defense

Percentage of resistance to damage from all physical melee attacks.

  • Percentage Reduced Final Melee Damage

Protection against ranged attacks

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

  • Percentage reduction in total ranged attack damage
  • Applied after Reducing Armor Damage

Cold resistance

Percentage of resistance to damage from cold attacks.

  • Percentage reduction in total Cold Magic Damage
  • Example: 30% protection from cold magic will reduce damage taken from cold magic by 30%

Resistant to electricity

Percentage of resistance to damage from electricity attacks.

  • Percentage reduction in total damage from electricity magic
  • Example: 30% electricity protection will reduce electricity damage taken by 30%

Fire resistance

Percentage of resistance to damage from fire attacks.

  • Percentage Reduction of Final Fire Magic Damage
  • Example: 30% fire protection will reduce fire damage taken by 30%

Resistant to spirit magic

Percentage of resistance to damage from attacks by spirit magic.

  • Percentage reduction in total damage from spirit magic
  • Example: 30% protection from spirit magic will reduce received damage from spirit magic by 30%

Defense

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

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

Armor level

The character's armor level reduces physical damage taken.

  • Reduces received physical damage in melee and ranged combat by the value of armor * coefficient depending on the difficulty (varies within 1-2, there is no exact information yet)
  • Applies before melee / ranged armor reduction
  • Some enemies have their own armor characteristics

Armor level: before

Physical damage done to the character in front is reduced by the level of armor.

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

Health

A character whose health has dropped to zero falls unconscious and loses the ability to fight.

  • Current amount of health

Maximum health

The maximum amount of health that a character has.

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

Cause bleeding when hit

The likelihood that when an enemy attack against a character, the enemy bleeds. The effect lasts for a few seconds.

  • At the moment, this parameter does not work.

Stun by getting hit

The probability that when the enemy attacks you, he will be stunned. The effect lasts for a few seconds.

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

Other

Concentration

A resource acquired when dealing damage. Each member of the squad has its own focus scale, but whoever caused the damage, the entire squad gets the concentration.

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

Maximum concentration

The maximum focus this character can accumulate.

  • Base value: 100, allows use of level 1 focus abilities
  • When upgraded for the first time, it becomes equal to 200, allows you to use focus abilities of the 2nd level
  • With the second upgrade, it becomes equal to 300, allows you to use focus abilities of 3 levels

Focus Accumulation Bonus

To the received concentration (regardless of what it was received for), the specified% bonus is added.

  • A value that increases the Focus Gain by n%

Mana / stamina

The amount of current mana / stamina the character has. Mana and stamina are needed to use abilities (for warriors and robbers, this is stamina, for mages - mana).


Maximum mana / stamina

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

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

Combat Experience Points

The character's current experience points.

  • Experience can be obtained for killing enemies, completing tasks and many other actions
  • By gaining experience, the level of the character increases

Level

The current combat level of the character. Read more about levels on a separate page.


Ability cooldown modifier

Reduces the cooldown of all abilities of the character.

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

The team of Gmbox has prepared a collection of basic tips for the game. Although BioWare quite lucidly reveals the main subtleties of the gameplay of its new project, sometimes the developers do it out of time. We decided in advance to arm you with the most important information so that there are no problems with the conquest of Dragon Age: Inquisition.

Visit Dragon Age Keep first

Unfortunately, you will not be able to transfer saves from past games in the series to Inquisition. However, this does not mean that all the merits have sunk into oblivion - no one is forgotten, nothing is forgotten. The results of decisions made in and can be restored using the Dragon Age Keep service. Did Gray guard from the original DA, which resolved the conflict between elves and werewolves, which side of Hawk took in DA2, and much more - all these parameters can be recreated in Dragon Age Keep. All important decisions in one way or another will be reflected in the world of the game in Dragon Age: Inquisition. In addition, you have a great opportunity to brush up on the main events of the past parts.

Choose your batch carefully

The staffing issue is huge in Dragon Age: Inquisition. Most of the time, you will travel the game world with three companions. It is important to ensure that the party is balanced. There must be a warrior with a shield in it - he must divert the attention of enemies to himself. It is highly desirable to have at least one mage and a robber: the former can support allies or temporarily incapacitate enemies, while the latter deals a lot of damage. The last place can be given to whoever you like best. At the very beginning of Inquisition, you will be given a balanced squad: it will include the "tank" warrior Cassandra, the magician Solas and the robber Varric. Later, the composition of the party can be changed.

Try to develop characters so that their abilities complement those of allies

In the game, you can take up to three magic allies to the Inquisition: Solas, Vivienne and Dorian. You shouldn't develop them according to the same template - for example, invest all skill points in pyromancy. Let each wizard be a master of his school - spirit, lightning, cold, and so on. The same is true for warriors with robbers. Choose your party members and their abilities so as not to repeat themselves. Variety is strength.

Keep three different mage staves

As you explore the world of Inquisition, you will encounter magical barriers - they usually block the path to something interesting. To destroy them, the wizard must attack the barriers with staff shots. The difficulty is that there are three types of magical barriers: fire (red), ice (blue) and spiritual (purple). They receive damage only from attacks of the opposite element: fire deactivates ice and vice versa, and electric attacks will help against the spirit barrier. If you don't want to miss anything, then keep in your inventory three staffs with different elements.

Level up the Skillful Hands perk as soon as possible

In Inquisition, you develop not only characters, but also an entire organization - the Inquisition. By completing quests, you level up and gain access to special perks. We strongly recommend that you be among the first to upgrade Deft Hands, Fine Tools in the Secrets category. This ability allows all rogues to pick complex locks that usually hide valuable loot.

Take advantage of the tactical pause in difficult battles

With a properly formed party and the appropriate level, most battles in Dragon Age: Inquisition can be completed without using a tactical pause. But sometimes there are battles in which one second can turn the tide of the whole battle. In these, the pause mode is critical. When the going gets tough, switch to a tactical look, think, plan, issue instructions to subordinates - and so on until the bitter end. It will take longer, but the chances of success are much higher.

Make camp while traveling

We advise you to start exploring a new location with one important thing - visit the places where you can camp. You will not regret the time spent. Firstly, you can quickly move between them - this will come in handy while completing side quests. Secondly, in the camps you can rest and replenish the supply of health potions. You will remember this when, in the midst of your travels, you suddenly find yourself in a difficult battle and without healing bubbles.

Talk to anyone that knows how to talk

Veterans of BioWare games already know this, but everyone else should also adopt this rule. Inquisition has a myriad of creatures that can keep a conversation going. Communication with them will help you better understand the world of Dragon Age, learn about the relationships between the characters, and also get many quests. This is especially true of your allies - they can tell a lot of interesting things. We recommend that you communicate with all party members after each big task: this way you will not miss the chance to increase (or decrease) the reputation with an ally, receive a task from him or see interesting situations - for example, how Cassandra is furiously beating Varric.

Collect useful resources

You will constantly come across mines with valuable metals and all kinds of plants. Do not be lazy to spend time collecting them: in Inquisition it happens quite quickly, and the benefits are huge. Firstly, with their help you can create new or improve existing equipment. Secondly, resource kits are needed to upgrade the Inquisition. Thirdly, with their help, you can complete some tasks. Fourth ... it's just addictive.

While you slash dragons and save the world by the sweat of your brow, your advisors chill out in the fortress. To get the most out of your time in Dragon Age: Inquisition, you need to keep them busy regularly. Return to base often and give directions in the meeting room. Your agents can raise money to support the Inquisition, resolve political differences, establish useful contacts, procure party equipment, and more. Each advisor takes a certain amount of time to complete the task - from a couple of minutes to several hours. The counter runs in real time, so we recommend giving the most difficult and lengthy tasks before exiting Inquisition. When you return, the advisor will be ready to report.

Dragon Age: Inquisition was released on November 18 for PC, PS3, PS4, Xbox 360 and Xbox One. The game received a review from GmbH.

"The reason we use crosses on vampires is because vampires are allergic to bullshit." © Richard Pryor

Will we be able to adjust the AI ​​tactics, as in previous games (so that the character, for example, drinks a potion with less than 25% health remaining)? - @WordsToGold, Twitter

[DANIEL KADING]. Yes. The interface has changed, but in it you can still set the rules for allies: what skills to use, when to drink and when not to drink potions (depending on both the remaining health and the amount of potions), which enemies to attack (you can instruct the fighters defend a specific comrade or attack the target of the squad leader).

Do weapons and armor wear out over time? If so, will it be possible to repair them in the field? - @Wild_Morrigan, Twitter

[DC]. No wear and tear! The merchants of Thedas give their goods a lifetime warranty. A tricky move, if you remember about the hole in the sky and the expected end of the world.

Will abilities have a cooldown? - @FreshRevenge, Twitter, USA

[MARK DARRA]. Yes, the restoration has not gone anywhere. By the way, on consoles, you can bind up to eight abilities to the buttons, which provides rich opportunities.

[DC]. Different abilities have different cooldowns. Sometimes it can be reduced through upgrades and passive abilities. The strongest abilities take a relatively long time to recover. This makes you think about when to apply them. Or combine with other abilities - those that accelerate recovery.

Will there be enemies that kill in one hit? - Michael Lao, Facebook, USA.

[DC]. None of the enemies will have instant-kill abilities ... but if a poorly developed squad at a high level of difficulty enters where it is too early for them to enter, death from one hit will be in the order of things.

Will it be possible to fight with two swords again? - Matthew Orsini, Facebook

[MD]. The warriors will have a choice: either a two-handed weapon, or a sword and shield.

[DC]. Only robbers can fight with two daggers.

I'm not a very good strategist, but I want to improve. Will there be any support functions to help players like me go from simple action to strategic approach? - Hayley Livermore, Facebook

[DC]. Many battles will take place in places where enemies can be seen without drawing attention to themselves. There will be time to assess the tactical capabilities of the terrain: narrow passages for warriors, hideouts for robbers, enemy positions under fire, and so on. Sometimes, when approaching the enemy, allies will themselves notice opportunities and offer one or another tactic.

Will the weapon be transferable, like in Dragon Age: Origins, or hard-coded, like in DA-II? - Jacob Vasilenko, Facebook

[DC]. Bound to the class. But our animators have drawn their own attack options for each set of weapons. For example, a rogue will attack differently with one and two daggers.

Will there be battle mages? - Robert Pennington, Facebook, USA

[MD]. There will be something similar, but more on that later.

Will there be finishing blows like in Dragon Age: Origins (like a nice jump against ogres)? - Kai Chen, Facebook, Germany

[DC]. There won't be such finishing blows, but many offensive abilities will have "good" and "very good" uses. Take Mighty Strike, for example, a powerful top-down strike for warriors with two-handed weapons. It deals great damage and knocks down the enemy. But if the enemy is already lying on the ground, the damage will be three times higher.

Can you describe any new combat skill right now? - @MarkDLentz, Twitter, USA

[DC]. There is such a funny skill - "Escape Plan". It was designed by ability designers John Fuller and Luke Barrett. Only Varric and, under certain circumstances, the Inquisitor have this skill. You put the device on the ground, and if you then get into dangerous place, you can instantly be transferred to this device. If you improve this skill, your initial level of health will be restored, and if you are standing next to the enemy, then "drag" it with you. You can think of many tricks based on this skill: combine it with stealth, place traps and runes next to the mark ...

Health and mana won't regenerate between battles after all? - @starcicles, Twitter, USA

[DC]. Mana and stamina will be restored. Health is not. Therefore, you will have to act carefully. The main method of treatment on the way is potions. There are also some rare abilities that can restore health when skillfully used.

Will there be interclass combos or something similar? - @blanketcocoon, Twitter

[DC]. There will be interclass combinations, with different combinations of Rogue, Mage, and Warrior abilities giving different effects.

Will all allied mages have good healing spells, or will someone be stronger than others in this area? - Josh Rodriguez, Facebook, USA

[MD]. We think more about the tactics of magicians in the context of defensive abilities (like "Barrier"), rather than healing.

Will his "shadow power" give the Inquisitor anything other than the ability to close the gaps? - Dominic Freckelton, Facebook

[DC]. Most of the rifts are defended by powerful demons who have just appeared, who have retained a connection with the Shadow. It will be difficult to fight them, but the Inquisitor will be able to equalize forces, during the battle, getting close to the gap and weakening it. The wave emitted by this will stun and harm demons.

[MIKE LADLOW]. When the Inquisitor learns to control his mark, it will have another, more global application.

How will focus work in the game? - RJ May, Facebook, USA

[DC]. Focus is earned collectively and spent by each character separately. It is added to all members of the squad when any of them deals damage to the enemy. This allows characters with low damage, such as warrior-defenders, to calmly carry out their duties, accumulating concentration. When concentration is sufficient, the ability can be performed based on it. In this case, it will be spent by the character who performs this ability, but not by his allies, so that they can then use their abilities.

[ML]. Concentration helps you think strategically. It may be required to get out of danger. Or perhaps you decide to save it for the difficult fight ahead. Since focus-based abilities aren't used in every fight, they've been made very effective. Used correctly, they can change the entire course of combat.

Will there be quests in the game that unlock new spells and abilities for the characters, or will there be a regular level system? - Kristen Coates, Facebook

[MD]. There is one ...

[ML]. Mark is very careful about this aspect of the game, so I will not reveal the intrigue, but I can say that specializations will have to be earned. You can't get them for free. You will be able to take a look at the abilities of a particular subclass in advance before deciding on your final path. It should be noted that, unlike the previous parts of DA, this game will have more specializations, but you can only choose one. Of course, they enrich the tactical possibilities, but we wanted each specialization to be truly special.

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