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(Altered the verbiage describing which person controls which aspect of the Inquisition. Purely for aesthetics.)
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(Added general guidelines and suggestions for Perk selection.)
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== Tips ==
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''These aren't hard guidelines since there's so many different ways to play this game; something one [[Inquisitor]] feels is absolutely necessary another may feel is not worth getting. These tips are based on several guides written about the subject, condensed onto one page.''
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Given that there are many perks to choose from and that you won't be able to get all of them, it's important to consider not just what to select, but WHEN.
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The four perks that are almost universally seen as must-haves AND the first four to get are:
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* Underworld Knowledge
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* Arcane Knowledge
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* Nobility Knowledge
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* History Knowledge
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The first and most obvious result is the new dialogue options that are unlocked; often these options have more favorable results than the "stock" dialogue, such as acquisition of agents, larger approval gains from companions, or better responses from an NPC.
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The second and much more subtle result is the additional XP when you unlock Codex entries, of which there are literally '''HUNDREDS''' all around Thedas. Base value is 50 XP, and with all four perks each one grants you 150 XP.
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Mathematically speaking, getting 10 codex entries with no perks will equal 500 XP, whereas getting 10 of them WITH the perks will grant 1500 XP. Taking it further, 100 codex (no perk) = 5000, whereas 100 codex (all perks) = 15000. This is a '''MASSIVE''' gain, and is very helpful for leveling up early-game. It's often worth ignoring the Codex entries in [[Haven]] until you have at least some of these perks because the XP gain IS NOT retroactive, meaning any codex you've unlocked beforehand won't give you additional XP.
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The following perks are not always seen as must-haves, but are often recommended:
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* Massache's Method
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* Advanced Focus
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* Master Focus
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* True Grit
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* More Healing Potions
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* Enhanced Studies
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* Deft Hands, Fine Tools
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* Antivan Tailoring
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* Imperial Court Tailoring
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* Tempered Glass Flasks
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* Exclusive Training
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=== Massache's Method ===
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Straightforward enough, with an additional 5% XP for each foe defeated. The increase is minimal with low level enemies, but it's still something. Defeating high-level enemies, such as dragons means 5% is a whole lot more. This is a good perk to get after the four Knowledge perks because one thing that you will always be doing is defeating monsters and foes, so why not get additional XP for doing so?
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======<nowiki/>======
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=== Advanced Focus ===
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Focus is used to power special abilities found in class specializations (see [[Specializations]] for details). Advanced Focus allows for a maximum of 200 focus and improved focus-based abilities.
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Often seen as optional, but good if you can afford it. Gaining focus is simple enough, just about everything you or your companions do in combat generates focus. But if you REALLY don't want to spend the points, or would rather invest in something else, then it's OK to skip this. Bottom line, if you have extra points and can't find a good place to spend them, do so here, you can't go wrong.
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======<nowiki/>======
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=== Master Focus ===
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Has the same affect as Advanced Focus (and is required before Master Focus can be obtained), in that it allows a maximum of 300 focus and further improves focus abilities. Same strategy as Advanced Focus.
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======<nowiki/>======
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=== True Grit ===
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Grants a 10% bonus to ALL defenses. At the time of this writing, the perk only gives the Inquisitor the bonus, even though it says for all companions. That said, the Inquisitor is always a member of the party, and as such is exposed to danger the most, making this worth getting. After all, 10% defense is better than no defense.
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======<nowiki/>======
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=== More Healing Potions ===
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This allows for 12 healing potions to be carried instead of 8 (potion belts can increase this further when equipped). Given that healing potions are shared by the party, this can alleviate a lot of pressure from the "two companions critical, only one potion left, who do I give it to?" predicament. On the other hand, healing potions are easily restocked for free when you quick-travel, even if it's just jumping between campsites on the same map.
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If you find that you go through healing potions faster than a Warden kills darkspawn, though, this is good to have.
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======<nowiki/>======
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=== Enhanced Studies ===
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This is the only XP-intensive perk that is retroactive, but only in creature studies. Put simply, creatures that you have fully studied give you 406 XP and 150 Influence, this perk gives additional XP (but no additional Influence), and the additional XP is applied to any studies you've completed prior to getting the perk. If you want a good late-game perk, this is the one to get.
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======<nowiki/>======
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=== Deft Hands, Fine Tools ===
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This perk enables rogues to unlock certain doors and other locked areas that are otherwise inaccessible. While this perk is not needed to complete the main story, it is necessary for some Companion quests. Basically, if you don't want it, you'll be fine, but there will be several quests left incomplete.
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======<nowiki/>======
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=== Antivan Tailoring ===
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This increases your inventory capacity. Starting inventory is 60, this brings it up to 75. Similar to Deft Hands, Fine Tools, this perk is not necessary for story completion, but given the wide-open sandbox nature of the game, the last thing you want is to find some really good loot only to find that you have no space. Then your only options are to destroy some of what you already have (which means no money gained if you had sold it), or leave it, sell off excess inventory, and then go ALL THE WAY back.
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This perk is mainly a time-saver and is useful for players who like dungeon hunting or hoarding.
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======<nowiki/>======
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=== Imperial Court Tailoring ===
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Further increases inventory capacity (requires Antivan Tailoring). Inventory goes up from 75 to 90. Same strategy as Antivan Tailoring.
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======<nowiki/>======
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=== Tempered Glass Flasks ===
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Initially the Inquisitor and companions have 2 potion slots, one for Healing Potions and another for whatever else. For many instances this is enough, but this perk allows for some additional strategies and improved survival.
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If you are constantly torn between carrying either a potion or a grenade when you'd like to take both, this perk solves that problem.
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======<nowiki/>======
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=== Exclusive Training ===
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Gives an additional ability point. This is about as self-explanatory as it gets. The only downside is that it requires 4 perks total in the "Inquisition" category.
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The only agent you can get for that category is [[Agents#Hinterlands|Horsemaster Dennet]], which means you'll need to get at least 3 out of the 4 options in that category before you can get this one.
 
== Notes ==
 
== Notes ==
 
* Selected perks are presumed to have some impact on the [[Epilogue (Inquisition)#The Inquisition|state of the Inquisition]] in the [[Epilogue (Inquisition)|epilogue]].
 
* Selected perks are presumed to have some impact on the [[Epilogue (Inquisition)#The Inquisition|state of the Inquisition]] in the [[Epilogue (Inquisition)|epilogue]].

Revision as of 16:40, 2 March 2015

When the Inquisitor has accumulated enough influence, they are able to unlock new perks that provide a variety of bonuses for the Inquisitor's advisors. Cullen commands the forces, Leliana oversees the secrets, and Josephine manages the connections.

Further perks can be gained through the acquisition of agents. Agents reduce the time it takes for advisors to complete war table mission by 5%.

There are 34 perks available in all. However a maximum of 20 perks, not counting agents, can be obtained during gameplay.

Where the perk requires a certain number of points in the category as a prerequisite, it should be noted that any agents in that category count towards this tally.

Forces

“Endurance training fit for a soldier”

Name Description Requirements
Underworld Knowledge Detailed study of underworld customs and their brutal practical applications.

Opens up new dialogue options related to criminal activities and grants +50% XP for each codex entry unlocked.

Massache's Method A methodology developed by an Orlesian blademaster and used by chevaliers to analyze their own performance in combat.

Grants a 5% increase in XP earned from killing foes.

Rider's Posture Training in proper weight distribution during hard riding significantly increases resistance to being unseated. 2 points in category
Antivan-Stitched Saddle Proper tack of fine Antivan leather, custom-fitted to both horse and rider, significantly increases resistance to being unseated. Rider's Posture.
Advanced Focus Increase maximum focus from 100 to 200. Second-tier focus effect for abilities can now be triggered. 4 points in category
Master Focus Increase maximum focus for all party members from 200 to 300. Third-tier focus effect for abilities can now be triggered. Advanced Focus
True Grit Harsh environment training can be dangerous, but will harden anyone into a survivor. All party members gain a 10% increase to all defenses. Capture any keep.
More Healing Potions Increase the maximum number of potions the party can carry by 4. 3 points in category
Mage Schematics Many mages from all over Thedas have joined the Inquisition, hoping for some degree of order and protection. Reverse engineering their robes and staves will provide new, rare schematics. 4 points in category
Rogue Schematics Many of Leliana's new agents bring gear from their previous employers. Gathering their collective gains will provide new, rare schematics. 4 points in category
Warrior Schematics Sellswords, templars, chevaliers: the Inquisition's forces come from wide-ranging backgrounds. Scour the troops' arms and armors for new, rare schematics. 4 points in category
Lord Berand Lord Berand of Ferelden has pledged his sword, and those of his forces, to the Inquisition. The addition of these soldiers bolsters the Inquisition’s forces.

Reduces by 5% the time it takes for Cullen to complete operations.

Recruit Berand.
Clemence, the Tranquil Mage Clemence from Redcliffe is now using his knowledge of minor enchanting to reinforce the Inquisition’s defenses.

Reduces by 5% the time it takes for Cullen to complete operations.

Recruit Clemence.
The Blades of Hessarian The Blades are unquestioningly loyal and relentless in battle. The group’s addition to the Inquisition lends significantly to its forces’ strength.

Reduces by 5% the time it takes for Cullen to complete operations.

Recruit the Blades of Hessarian.
Vale’s Irregulars Corporal Vale has founded Vale’s Irregulars, a company of refugees willing and able to take up arms against the chaos.

Reduces by 5% the time it takes Cullen to complete operations.

Recruit Corporal Vale.
Loranil Loranil's involvement with the Inquisition cements an alliance with his clan. The perspective of a Dalish elf also gives the Inquisition's forces an added advantage.

Reduces by 5% the time it takes for Cullen to complete operations.

Recruit Loranil
Michel de Chevin Michel de Chevin, Empress Celene’s former champion, brings to the Inquisition his considerable experience as a chevalier.

Reduces by 5% the time it takes Cullen to complete operations.

Recruit Michel de Chevin.
Ser Barris Ser Barris’s skill and leadership abilities make him indispensable to Cullen. With his understanding of the red templars, he is also well suited to preparing the Inquisition’s soldiers for what they will face.

Reduces by 5% the time it takes Cullen to complete operations.

Complete Champions of the Just and ensure Barris survives

Secrets

“Developing keen eyes and an inquisitive mind”

Name Description Requirements
Arcane Knowledge A detailed study of magic and the places and creatures that interact with it.

Opens up new dialogue options related to the Fade or arcane studies. Grants +50% XP for each codex entry unlocked.

Optimal Cutting Detailed studies show how to get the maximum harvest from each plant.

Grants a 10% chance to receive extra herbs with each harvest.

Eagle-Eyed Training in spotting where the pattern breaks, in nature or in civilization.

Grants a significant increase to the discovery range of the searching action.

Enhanced Studies Bolster the number of researchers working to study those who stand against the Inquisition.

Grants an additional +50% XP for each foe studied, including those already completed (applied retroactively).

2 points in category
Deft Hands, Fine Tools The training, gear, and experience working with master locksmiths needed to tackle the toughest and most ingenious locking mechanisms.

Allows all rogues in the party to open masterwork locks.

4 in category
Forward Scouts With access to a forward training camp, the Inquisition's scout can receive training to cover a wider area and identify items of interest to the Inquisitor.

Reveals additional landmarks and points of interest on the maps of every area.

Capture any keep
Trainee Herbalists Gain a collection of Tier 1 herbs.
Veteran Herbalists Survival and harsh environment training will push Inquisition herbalists to gather more exotic and rare plants.

As part of the training push, a large collection of uncommon herbs will be delivered for personal use.

Trainee Herbalists
Master Herbalists Combat training, top-line equipment, and experience in both allows Inquisition herbalists to find the rarest specimens.

A large collection of rare herbs will be delivered for personal use.

Veteran Herbalists
Smuggler Tanner Tanner’s contacts in the underworld supply the Inquisition with both rare goods and vital information that cannot be obtained elsewhere.

Reduces by 5% the time it takes for Leliana to complete operations.

Recruit Tanner.
Witty Ritts Scout Ritts is now under Leliana’s command, and has proven herself adept at intelligence-gathering, employing her wit and charm to coax secrets from her targets.

Reduces by 5% the time it takes for Leliana to complete operations.

Recruit Ritts.
Servis Servis now aids the Inquisition as an informant. Intelligence from this contacts in the Tevinter Imperium will keep the Inquisition advised of Venatori movement.

Reduces by 5% the time it takes for Leliana to complete operations.

Judge Servis
Frederic of Serault Frederic’s extensive research into dragons intrigues scholars all over Thedas and draws them to the Inquisition, which benefits from shared knowledge.

Reduces by 5% the time it takes for Leliana to complete operations.

Recruit Frederic.
Speaker Anais Speaker Anais has instructed her followers to spread out and gather information for the Inquisition. Their reports have been extremely useful.

Reduces by 5% the time it takes for Leliana to complete operations.

Tell Anais to "Listen and gather information"
The Eager Recruit The young elven woman from Crestwood has joined the Inquisition. Her enthusiasm and dedication have set her apart from other recruits, and she has found a mentor in one of Leliana’s best agents.

Reduces by 5% the time it takes for Leliana to complete operations.

Recruit Jana
A Magister in Disgrace Former magister Alexius has been pressed into service for the Inquisition, improving its understanding of the arcane with his experience in pushing the boundaries of magic.

Reduces by 5% the time it takes for Leliana to complete operations.

Judge Alexius.

Connections

“Training in the fine arts of persuasion”

Name Description Requirements
Nobility Knowledge Detailed study of politics, rhetoric, and those who wield them to best effect. Opens up new dialogue options related to nobles and politics.

Grants +50% XP from each codex entry unlocked.

Sterling Reputation Thanks to a few well-placed acquaintances and a carefully crafted reputation, merchants will pay the Inquisition 10% more for items sold to them.
A Favor for a Favor From an expanding network of contacts among artisans, suppliers, and noble patrons, merchants will offer the Inquisition a 10% discount on their goods.
Elite Clientele Every merchant wants to say they once did business with the Inquisition.

Shops offers to buy and sell for 15% better prices.

[Easter Egg] Opens up a vault at the basement of Skyhold, where you can find Lord Trifles Minutiae.

Sterling Reputation and A Favor for a Favor.
The Rare Stocks Inquisition procurers can leverage the organization's reputation to purchase a shipment of rare and valuable raw materials for crafting.
Exacting Buyers A little shrewd negotiation will allow Inquisition procureres to buy a shipment of high-quality materials for their craftsmen. The Rare Stocks
Only the Finest A word to the right people, and our Inquisition procurers can bid at auction on the very highest-quality, rare materials for their craftsmen. Exacting Buyers
The Short List Merchants eager to win favor from the Inquisition will give access to special offers for rare inventory. 5 points in category
Friends in High Places Where the Inquisition deigns to spend its coin, people take notice.

Merchants will send messengers when they have sales at their stores in hoped the Inquisitor will put in an appearance.

Bug! Perk currently does nothing.

Capture any keep.
Speaker Anais Speaker Anais has spoken of the Inquisition to her followers. They in turn spread the word of the Inquisition and its mission.

Reduces by 5% the time it takes for Josephine to complete operations.

Tell Anais to "Spread word of an Inquisition"
Enchanter Ellendra Enchanter Ellendra was persuaded to use her impressive knowledge of healing and protection spells to aid the Inquisition.

Reduces by 5% the time it takes for Josephine to complete operations.

Recruit Enchanter Ellendra.
Fairbanks The rebel Fairbanks’s close ties with the commoners in the Dales and his familiarity with the Emerald Graves will contribute significantly to the Inquisition’s efforts to gain influence.

Reduces by 5% the time it takes for Josephine to complete operations.

Recruit Fairbanks.
Lord Berand Lord Berand of Ferelden has returned to the Bannorn, bearing news of the Inquisition. His voice has turned many to the Inquisition’s cause. Reduces by 5% the time it takes for Josephine to complete operations. Recruit Lord Berand.
Sky Watcher Convinced that the Herald of Andraste was sent by the Lady of the Skies, a shaman of the Avvar tribes has sworn himself to the Inquisition’s cause.

Reduces by 5% the time it takes for Josephine to complete operations.

Recruit Sky Watcher.
The Noble Cadaver The Grand Duchess Florianne in a pine box is now among the Inquisition’s assets. Florianne would be gratified to know that she is as formidable in death as in life (if only because of her odor).

Reduces by 5% the time it takes for Josephine to complete operations.

Kill Florianne and make her remains do community service.

Inquisition

“Improved coordination and infrastructure”

Name Description Requirements
History Knowledge Detailed history of Thedas's past.

Opens up new dialogue options related to history and the Chantry. Grants an additional +50% XP for each codex entry found.

Antivan tailoring Antivan tailors are famed for their ability to hide pockets seamlessly in garments A few words to the Inquisition's friends to the north, and its forces can carry more items in the field.

Increases inventory capacity by 15.

Imperial Court Tailoring The best tailors in Val Royeaux, experienced in the intricacies of the Grand Game, can add hidden compartments to armor and clothing, allowing even more items to be carried at once.

Increases inventory capacity by 15.

Bug icon Bug! Some players have experienced that gaining this perk breaks inventory for the remainder of the game, causing items acquired later to be lost or for inventory capacity to get stuck at a lower value. (this may have been fixed with recent patch)
Tempered Glass Flasks Better techniques in glassworking make more durable flasks, allowing more potions ro be carried safely at one time.

Adds one more potion slot for all party members.

Exclusive Training Gain 1 combat ability point, for the Inquisitor only. 4 points in category
Horsemaster Dennet Dennet lends his considerable experience with the training and handling of various steeds for the Inquisition. Recruit Horsemaster Dennet

Tips

These aren't hard guidelines since there's so many different ways to play this game; something one Inquisitor feels is absolutely necessary another may feel is not worth getting. These tips are based on several guides written about the subject, condensed onto one page.

Given that there are many perks to choose from and that you won't be able to get all of them, it's important to consider not just what to select, but WHEN.

The four perks that are almost universally seen as must-haves AND the first four to get are:

  • Underworld Knowledge
  • Arcane Knowledge
  • Nobility Knowledge
  • History Knowledge

The first and most obvious result is the new dialogue options that are unlocked; often these options have more favorable results than the "stock" dialogue, such as acquisition of agents, larger approval gains from companions, or better responses from an NPC.

The second and much more subtle result is the additional XP when you unlock Codex entries, of which there are literally HUNDREDS all around Thedas. Base value is 50 XP, and with all four perks each one grants you 150 XP.

Mathematically speaking, getting 10 codex entries with no perks will equal 500 XP, whereas getting 10 of them WITH the perks will grant 1500 XP. Taking it further, 100 codex (no perk) = 5000, whereas 100 codex (all perks) = 15000. This is a MASSIVE gain, and is very helpful for leveling up early-game. It's often worth ignoring the Codex entries in Haven until you have at least some of these perks because the XP gain IS NOT retroactive, meaning any codex you've unlocked beforehand won't give you additional XP.

The following perks are not always seen as must-haves, but are often recommended:

  • Massache's Method
  • Advanced Focus
  • Master Focus
  • True Grit
  • More Healing Potions
  • Enhanced Studies
  • Deft Hands, Fine Tools
  • Antivan Tailoring
  • Imperial Court Tailoring
  • Tempered Glass Flasks
  • Exclusive Training

Massache's Method

Straightforward enough, with an additional 5% XP for each foe defeated. The increase is minimal with low level enemies, but it's still something. Defeating high-level enemies, such as dragons means 5% is a whole lot more. This is a good perk to get after the four Knowledge perks because one thing that you will always be doing is defeating monsters and foes, so why not get additional XP for doing so?

Advanced Focus

Focus is used to power special abilities found in class specializations (see Specializations for details). Advanced Focus allows for a maximum of 200 focus and improved focus-based abilities.

Often seen as optional, but good if you can afford it. Gaining focus is simple enough, just about everything you or your companions do in combat generates focus. But if you REALLY don't want to spend the points, or would rather invest in something else, then it's OK to skip this. Bottom line, if you have extra points and can't find a good place to spend them, do so here, you can't go wrong.

Master Focus

Has the same affect as Advanced Focus (and is required before Master Focus can be obtained), in that it allows a maximum of 300 focus and further improves focus abilities. Same strategy as Advanced Focus.

True Grit

Grants a 10% bonus to ALL defenses. At the time of this writing, the perk only gives the Inquisitor the bonus, even though it says for all companions. That said, the Inquisitor is always a member of the party, and as such is exposed to danger the most, making this worth getting. After all, 10% defense is better than no defense.

More Healing Potions

This allows for 12 healing potions to be carried instead of 8 (potion belts can increase this further when equipped). Given that healing potions are shared by the party, this can alleviate a lot of pressure from the "two companions critical, only one potion left, who do I give it to?" predicament. On the other hand, healing potions are easily restocked for free when you quick-travel, even if it's just jumping between campsites on the same map.

If you find that you go through healing potions faster than a Warden kills darkspawn, though, this is good to have.

Enhanced Studies

This is the only XP-intensive perk that is retroactive, but only in creature studies. Put simply, creatures that you have fully studied give you 406 XP and 150 Influence, this perk gives additional XP (but no additional Influence), and the additional XP is applied to any studies you've completed prior to getting the perk. If you want a good late-game perk, this is the one to get.

Deft Hands, Fine Tools

This perk enables rogues to unlock certain doors and other locked areas that are otherwise inaccessible. While this perk is not needed to complete the main story, it is necessary for some Companion quests. Basically, if you don't want it, you'll be fine, but there will be several quests left incomplete.

Antivan Tailoring

This increases your inventory capacity. Starting inventory is 60, this brings it up to 75. Similar to Deft Hands, Fine Tools, this perk is not necessary for story completion, but given the wide-open sandbox nature of the game, the last thing you want is to find some really good loot only to find that you have no space. Then your only options are to destroy some of what you already have (which means no money gained if you had sold it), or leave it, sell off excess inventory, and then go ALL THE WAY back.

This perk is mainly a time-saver and is useful for players who like dungeon hunting or hoarding.

Imperial Court Tailoring

Further increases inventory capacity (requires Antivan Tailoring). Inventory goes up from 75 to 90. Same strategy as Antivan Tailoring.

Tempered Glass Flasks

Initially the Inquisitor and companions have 2 potion slots, one for Healing Potions and another for whatever else. For many instances this is enough, but this perk allows for some additional strategies and improved survival.

If you are constantly torn between carrying either a potion or a grenade when you'd like to take both, this perk solves that problem.

Exclusive Training

Gives an additional ability point. This is about as self-explanatory as it gets. The only downside is that it requires 4 perks total in the "Inquisition" category.

The only agent you can get for that category is Horsemaster Dennet, which means you'll need to get at least 3 out of the 4 options in that category before you can get this one.

Notes