Dragon Age™ Inquisition

Dragon Age™ Inquisition

Not enough ratings
An Inquisitor's Guide to Thedas
By Dio Aloke
Dragon Age Inquisition opens up a lot early on and it can be hard to know where exactly to go. While there's no wrong answer, the game can feel aimless or the pacing might loose steam while you wander about. You might find gear that would be amazing... 5 levels ago. My idea with this guide is to offer directions to a smoother progression pace-wise and gear-wise. This isn't a walkthrough, but I'll point out things to look out for in each area/section of the story so you don't miss anything and hopefully find the good stuff at the right time.
3
   
Award
Favorite
Favorited
Unfavorite
INTRO
I'm still working on this and massively expanding on my initial idea. This has grown into a comprehensive guide to new players.

I'm starting a new playthrough just for this guide. I'll update as I advance.
GENERAL CONCEPTS & TIPS [unfinished]
Your max level is 27. You get 1 skill point per level, so that nets you 26 skill points, but you can get a few more through Amulets of Power.

ATTRIBUTES

You don't assign attribute points when you level up. You get extra point through passive skills and gear (upgrades or crafted).

STRENGTH: Attack for Warriors, Guard Damage Bonus for everyone
DEXTERITY: Attack for Rogues, Critical Damage Bonus for everyone
MAGIC: Attack for Mages, Barrier Damage Bonus for everyone
CUNNING: Critical Chance, Ranged Defense
WILLPOWER: Attack for everyone (less than the main attribute for each class), Magic Defense
CONSTITUTION: Health, Melee Defense

RESOURCES

Not only of XP and Gold does an Inquisitor live. Here are some resources you should be aware of:

POWER: It's a consumable resource you get from completing quests/objectives. You need it to progress the main story and unlock new regions (and subregions).

INFLUENCE: It's basically XP for the Inquisition as a whole. It unlocks Perks that benefit the Inquisitor as well as the whole party.

HERBS: Used for crafting consumables like potions and grenades. Also used to upgrade those consumables.

WAR TABLE

That's where you unlock Main Quests and new regions, but this is also where you can perform Operations. Those are passive quests in which you can 'send' one of your advisors to do the work for you, usually with a real-time duration. It's not something to be ignored since it can provide everything from materials to Influence to gear and free skill points. Some Operations only unlock in certain conditions (usually after a main quest), some are specific to your Inquisitor origin and some are part of a chain.

You'll find a rhythm with them. I usually start short ones (under 30 minutes) when I'm going to a round at base speaking to Companions, crafting and inventory management. The really long ones (over 3 hours), usually I leave when I'm quitting playing for the day. Those in-between when I go to do stuff in a region.

REQUISITIONS

A form of repeatable quest that usually involves some type of material or loot found in a certain regions. Grants 1 Power each and some Influence, but they can be used to upgrade Skyhold, unlock Specializations and some quest-specific stuff.

I wouldn't worry too much about them since you can get enough Power and Influence by doing stuff in each region, but if you want to farm Inquisition Levels it might be worth it.

RESEARCH TABLE

Enemies sometimes drop special items you can turn in here. Doing so enough times completes a research on that enemy, granting a damage bonus against his type. It's also a powerful source of XP and Influence, even more so with the Enhanced Studies Inquisition Perk. Don't sleep on this!

INQUISITION PERKS

The Inquisition also levels up and grants powerful bonuses to the Inquisitor and their party. Check the relevant section for more information.

AGENTS

During the game you recruit certain characters into the Inquisition. This grants a reduction of the time takes your counsellors to perform Operations at the War Table. They also count as perks in the relevant category of Inquisition Perks, facilitating access to the more advanced ones. This should be something to be always kept in mind.

SCHEMATICS & MASTERWORKS

Crafting is very powerful in this game, to the point of making most found gear irrelevant. But that's only true at the end of the game or in subsequent playthroughs. The Schematics follow a tier system like materials, Tier 3 and 4 being the best. Masterworks are a special slot that require special materials and grant extra powerful effects to gear and can be game-changers.

THE GOLDEN NUG

After you complete your first playthrough, this weird statue will appear in key locations around the world, mainly your bases of Haven and Skyhold. Interacting with it will synchronize all Tier 2, 3 and 4 Schematics you have learned across saves as well as some customization items for Skyhold. That means you can treat your first playthroughs

TRIALS

Trials are challenges you can toggle on/off in the Options menu. They trade some extra difficulty for a chance of Special Deliveries. Those vary from Schematics to gear and special materials, some of can only be acquired this way. Check the specifc section of this guide for more information.

JUDGEMENTS

When you see an objetive marker on your throne at Skyhold (or guards standing by it), that means there's a judgement to be made. It usually involves a captured enemy of the Inquisition. Some are optional, some are automatic. I like doing these for flavor/roleplay, but they can get you valuable Agents and Companion approval, so feel free to check[dragonage.fandom.com] before deciding.

WHEN TO DO THE DLC

Disaster in the Deep Roads

COMBAT [unfinished]
COMPANIONS & AI SETUP
We all know Dragon Age games are just 3 dating sims inside a plate mail. I can't be the only one who plans their playthroughs by choosing who I'm going to romance and from that which classes and story decisions will support that choice. But while getting points with your favorite Companion helps getting into bed with them, that's not the only use of earning their Approval. Doing so with each Companion unlocks new missions and Operations, new dialogues... While loosing too much Approval might lead to them leaving the game entirely.

You might want to check the wiki[dragonage.fandom.com] for the Approval of each Companion...

AI SETUP

More importantly, gameplay-wise, is learning how to properly configure your Companions skills and behavior. While this game is still real-time with pause like its predecessors, it focuses much more in an action-oriented gameplay and micromanaging your Companions during combat messes with the flow of fights.

Unfortunaly the AI of this game is pretty stupid. Mages will standing right next to the tank while the giant bear does his AoE attack. And then they'll drink all your precious healing potions. The rogue will dodge into mines. The party will get stuck in the terrain, their pathfinding broken.

Fortunately stupid doesn't equal useless. There's a great video guide that teaches how to make the most of your Companions.


I've made a written version of their work for ease of use, but make sure to leave a like on their video, ok?
INQUISITION PERKS [unfinished]
You can get 19 Inquisition perks in total since the level cap is 20. There are 34 perks in total so you can get a little over half of them. Luckily not all perks are that useful and some you don't have to pick every playthrough. Let's get to them!

WHICH PERKS TO PICK FIRST

CONSUMABLES [unfinished]
POTIONS

TONICS

GRENADES
CRAFTING [unfinished]
There are 3 types of crafting materials and each one comes in 4 tiers. A Tier 4 metal will offer better stats than a Tier 1. Each material has properties in 4 categories: Primary (base stats), Utility (attributes), Offensive and Defensive. Those categories are determined by the Schematic you use. Every Schematic has a Primary slot, but not always all 4 categories are present.

METAL: The most important crafting material. It defines the base attack of weapons and the base armor of heavy armors (Warriors). Can mostly be mined while walking around.

LEATHER: It defines the base armor of medium armors (Rogues). Looted from animals.

CLOTH: It defines the base armor of light armors (Mages). Looted from humanoid enemies.

Crafting is very powerful in this game, to the point of making most found gear irrelevant. But that's only true at the end of the game or in subsequent playthroughs. The Schematics follow a tier system like materials, Tier 3 and 4 being the best. Masterworks are a special slot that require special materials and grant extra powerful effects to gear and can be game-changers.

THE GOLDEN NUG

After you complete your first playthrough, this weird statue will appear in key locations around the world, mainly your bases of Haven and Skyhold. Interacting with it will synchronize all Tier 2, 3 and 4 Schematics you have learned across saves as well as some customization items for Skyhold. That means you can treat your first playthroughs
SCHEMATICS TO LOOK OUT FOR [unfinished]
ONE-HANDED WEAPONS

REVERED DEFENDER LONGSWORD (Tier 4): This sword has the highest base damage and focuses entirely on offense, which helps compensate for the more defense-oriented weapon & shield setup.

Masterwork: yes
Damage: 20 metal (whatever highest you have enough of)
Offense: 15 metal (attack)
Offense: 9 leather (critical chance)
Offense: 6 metal (armor penetration)

How to acquire:

TWO-HANDED WEAPONS

HAKKON'S VALOR (Tier 4): This greatsword focuses on offense with some flexibility in the Utility slot for some extra health or extra damage depending on what you need.

Masterwork: yes
Damage: 24 metal (whatever highest you have enough of)
Offense: 20 metal (armor penetration)
Offense: 12 metal (attack)
Utility: 6 metal (CON or STR)

How to acquire:

STAVES

LYRIUM-INFUSED STAFF (Tier 4):

Masterwork: yes
Damage: 26 metal (whatever highest you have enough of)
Offense: 10 leather (critical chance)
Offense: 8 cloth (attack)
Utility: 8 cloth (MAG and/or WIL)

How to acquire:

DAGGERS



BOWS

ELGAR'NAN ENASTE (Tier 3): This bow has the second highest base damage and shoots explosive arrows. That means it deal fire AoE damage. Couple this with the Poisoned Weapons (Infected Wounds) skills and you can decimate groups of enemies.

Masterwork: yes
Damage: 24 metal (whatever highest you have enough of)
Offense: 20 leather (critical chance)
Utility: 12 leather (
Offense: 6 metal (armor penetration OR attack)

How to acquire:

SHIELDS

REVERED DEFENDER BULWARK (Tier 4): Has the highest armor rating of all shields and plenty of option for secondary defenses.

Masterwork: yes
Armor: 8 metal (whatever highest you have enough of)
Defense: 12 metal (melee resistance or stagger on being hit, tanks usually don't need health if they generate enough guard)
Defense: 5 leather (fire resistance might be a good idea, since most dragons deal fire damage)

How to acquire:
TRIALS
Trials are challenges you can toggle on/off in the Options menu. They trade some extra difficulty for a chance of Special Deliveries. Those vary from Schematics to gear and special materials, some of which can only be acquired this way. For a complete list of rewards, check here[dragonage.fandom.com].

EVEN GROUND: Enemies are always at least your level. It keeps the game interesting since enemies from earlier areas won't be 10 levels beneath you. It also helps levelling faster, since higher levels enemies grant more XP.

WALK SOFTLY: Grants a chance for enemies to be Promoted. Promoted enemies are significantly tougher, deal more damage and are usually immune to most disabling effects. It can make some battles tough, especially at earlier levels. It can also be annoying, making some enemies bullet sponges (including animals). If you're having trouble with a particular fight a reload resets the board and if you're unlucky or fighting against enemies that are higher level than you, you can always toggle it off and back on after the battle.

GRIZZLY END: Sometimes bears get über. A bit like Walk Sofly, but specifically for bears.

REST EASY: You can safely leave this on with no downsides until you get your Ultimate power, which utilizes Focus. If you don't use you Ultimate often, this can be a good choice.

TRAVEL LIGHT: Removes the caches that resupply your healing potions. Most of the time it doesn't really make a difference, even less if you get the Inquisition Perk that grants extra healing potions, but it can make your life difficult in the longer/tougher missions (usually main quests). Even more so with the way the AI likes chugging these like they're water. You're safe to use this in the open world, but consider toggling it off for main quests.

TAKE IT SLOW: If you feel like you are levelling too fast this can be appealing. I feel like it slows down progression too much, especially at the start of the game when you don't have many skills. A good middle ground might be toggling this on after you feel you have the base of your build secure and want to 'enjoy the view' for the last levels.

RUB SOME DIRT ON IT: Makes healing potions useless. This demands understanding the game in a deeper level, taking advantage of lifesteal and other forms of healing and protection (guard, barrier). Unless you know what you're doing I'd leave this off.

FAIR-WEATHER FRIENDS: Unless you don't give a ♥♥♥♥ about companions or don't mind using a very long and complex guide, ignore this.
THE BLACK EMPORIUM [unfinished]
The Black Emporium is a special 'shop' where you can get some pretty great stuff, provided you got enough coin.
THE STORY SO FAR (before the games)
If you're reading this guide, chances are you've never played the previous Dragon Age games. Even if you have, you might not quite remember what happened, so here's a quick reminder to bring you up to speed.

BEFORE DRAGON AGE: ORIGINS

Thedas is the continent the games are set in. At the time of the current story, there are 3 major nations: Tevinter, Orlais and Ferelden.

Tevinter is basically the Byzantine empire if it was ruled by mages. They used to dominate most of the known world, but 2 things brought their downfall: the Blight and Andraste. Tevinter was (still is) ruled by magisters, powerful mages. Back in the glory days they worshiped the Old Gods, a group of dragons/deities. Oh, they also enslaved people (still do) and did blood magic (still do), which is magic powered by blood and/or sacrifice of people. The top magisters decided to meet their gods in person and in order to do so they had to enter the Fade physically.

Here's the thing about magic in Dragon Age. There's the real world and the Fade, another dimension inhabited by spirits and where most people go to when they dream. Mages draw their magic from the Fade and can interact with it in ways most people can't. The downside of this is that those spirits in the Fade can possess mages and come into our world. Usually this process goes very wrong and you get demons and abominations. Many mages don't fully control their power so that's another reason why people fear/hate them. Oh, the evil empire that enslaves and sacrifices people is ruled by mages. So, yeah...

Anyway, if ♥♥♥♥ goes south when spirits from the Fade enter our world the same thing is true when real people enter the Fade with their bodies. The official version is that the magisters were cast down and cursed, giving origin to the main threat the world still faces over a thousand years after: the Blight and the darkspawn.

Think of the darkspawn as a mix of orcs and zombies. They're a plague. The Blight is the plague itself, the corruption that creates more darkspawn. People who come into contact with the taint become darkspawn or die. The darkspawn usually remain underground, where they basically exterminated the dwarves, looking for an archdemon. Those Old Gods of Tevinter? They were buried underground and when the darkpawn find them, they're corrupted, becoming archdemons and then leading the whole gang to the surface to kill everything.

The first time this happened they almost succeded. Not only are the darkspawn a huge horde mixed with a literal plague, the archdemon can't be killed. Well, it can, but it resurrects and comes back. That's when the Grey Wardens come in. They learned how to use the taint of the Blight to both fight darkspawn and kill archdemons. I won't go into detail, but if a Grey Wardens strikes the killing blow against an archdemon, it dies for good. So, yay! The world was saved from total destruction.

The Tevinter Imperium was pretty weakened after the Blight and then comes Andraste (basically Jesus Christ), a rebel who manages to really challenge the dominion of the magisters. She's eventually betrayed and burned at the stake, but the damage was already done. A new religion springs from Andraste, making her the Bride of the Maker (God) and blaming the magisters for the Blights. Tne Imperium adopts the new religion, but it still fractures and the southern parts of it become Orlais.

Orlais is another empire and is very intimately related with the Chantry, the official version of the religion built upon Andraste. Tevinter has a parallel religion and organization, like the Catholic and Orthodox Churches. Both Chantries and empires hate each other to this day.

Fedelden is a young nation that rebelled a few decades prior to the first game. That's why they hate Orlesians, who used to rule over them.
DRAGON AGE: ORIGINS
The game starts with the Fifth Blight, the world's about to end... again. This time it starts in Ferelden and the young king joins forces with the Grey Wardens to fight the darkspawn. But in the first major battle they're betrayed by Loghain, the king's commander, who retires from the fight leaving the king and the Grey Wardens to die. I won't go into his possible motives, this is too long already.

What matters is that 2 Grey Wardens survive: Alistair and the player, recently recruited into the order. The Blight is still advancing throught the land and they need to find someone, anyone to help combat the tide. So they go around Fedelden recruiting different peoples and factions, using ancient treaties from the time of the First Blight (the one that brought down Tevinter) that basically conscript anyone, from individuals to whole kingdoms, to the cause.

Of course the process involves a lot of house cleaning for those factions beforehand. Here's a quick rundown:

The dwarves of Orzammar are the main remnant of the race. They're the guys fighting a perpetual Blight because they live right next to the darkspawn. They control the lyrium trade. Lyrium is a mineral (?) with magical properties, from enchanting to granting Templars they antimagic powers. Their society is divided into castes, which are hereditary. If you do something really awesome you're promoted to Paragon. Think ancestor worship, but you can be alive and become one. Dwarves who go to the surface lose their caste and are officially exiled, but those 'exiles' are fundamental for the survival of Orzammar. Which is facing a succession problem the player helps with, choosing a new king which is either very traditional and isolationist or pragmatic and open to the world.

The Dalish are the remnants of the old elven kingdoms, first conquered by Tevinter and later destroyed by Orlais. They're nomadic and isolationist, preserving shreds of their culture. You'll notice them by their facial markings. There are city elves, who live in poverty as second-class citizens... and who are despised by the Dalish. Anyway, one particular Dalish clan faces a problem with werewolves the player can resolve by siding with one of the factions or by promoting peace.

The Fereldan Circle of Magi is where the mages of Ferelden live. Circles are mage towers where mages study and live their whole lives. The Chantry teaches 'magic should serve man' and to enforce this the Circles were created under supervision of the Templar, a knight order with antimagic powers to fight against demons, abominations (possessed mages) and apostates (rogue mages, not necessarily blood mages).

The circle is in turmoil because the a Harrowing has gone wrong. The Harrowing is a coming-of-age ritual that decides if the mage can actually be a mage or not. Basically can you resist being possessed by a demon? If you can't and somehow survive the process, you'll be made Tranquil. Basically, you're lobotomized, loosing your emotions and the capacity to dream, but also becoming immune to possession.

Well, one of those Harrowings has gone wrong and the whole tower is in chaos. The First Enchanter, the leader of the mages, tries to get things under control, while the templars are considering putting everyone to the sword because that's a right they have under the Chantry. The player can try to save the mages or side with the templars. Cullen is here, as a baby templar.

In Redcliffe the son of the Arl has become possessed by a demon. The Arl is deathly sick and needs the Ashes of Andraste (basically the Holy Grail) to be saved. The player can save the son (or not) with or without the sacrifice of his mother. While getting the Ashes of Andraste, the player learns it's guarded by a cult that thinks a dragon is Andraste. You kill the cultists, kill the dragon and for some reason you have the option to corrupt the Ashes (what for I can't remember, but if you do the Arl dies).

Fereldan is facing a civil war. Queen Anora, the widow, is ruling under tutelage of the traitor Loghain. There's a meeting of the ruling class and the player can do a number of things. Loghain can be executed or conscripted to the Grey Wardens (and might even get to kill the Archdemon). Alistair can become king, since he's a bastard of the previous previous king. He can do so alone, with Anora or even with the player.

Here comes the final battle. Morrigan, an apostate who joined your party early on offers to make a ritual that can save whoever strikes the killing blow to the archdemon. You see, the Grey Warden who does so dies in the process. The ritual involves having sex with her (great!), the implications of which... I'll leave it at that. Oh, Leliana is here too! Whatever happens, Archdemon is dead, world's saved. Nice!

In the Awakening expansion a new type of darkspawn appears, the Architect and the Mother. Both are sentient darkspawn that control a horde of the creatures, something nobody imagined was possible. You can side with either of them or kill both. The Architect has a plan to end all Blights. You see, there were 7 Old Gods and after the Fifth Blight only 2 remain. That means at least 2 more Blights. HIs plan is ♥♥♥♥ however so I usually kill him.

In the Witch Hunt you hunt... Morrigan. Where's my son, you sarcastic ♥♥♥♥♥? Well, she disappears throught an eluvian, an old elven magical mirror-portal to... do something. What happens to her, her objetives and what the ritual was about isn't answered.
DRAGON AGE II
The player is Hawke, a Fereldan refugee of the Fifth Blight. You escape to the Free Marches, specifically Kirkwall. The city used to be a major hub of the slave trade in Tevinter times. Now it's the stage for a conflict between mages and templars, with a helping of Qunari trouble.

Tensions between mages and templars have been growing for years. Knight-Commander Meredith is very strict and the working of blood mages in Kirkwall isn't helping. First Enchancer Orsino protests the Circle mages aren't to blame and chafes at the restrictions.

On the side, the stranded Qunari are a powder keg everybody is to afraid to deal with. They came in a secret mission they won't reveal, but their ship got stranded and they can't leave without fullfiling the mission. An impasse.

First, a little about Qunari. They're both a race and a religion. The race is of very tall people with horns. The religion has some notes of Ismamism, Buddhism and Hinduism, but it's very strict. They want to convert everyone. They've been at war with Tevinter for more than 2 centuries. They have gunpowder and a navy to fear. The leader of this particular group is the Arishok and he has a tenuous peace with the city of Kirkwall.

In all this comes Hawke as a refugee.

The game is divided into 3 acts. I won't go in detail over them.

Act I sees Hawke getting their footing in Kirkwall while taking sides in conflicts between mages and templars and with the Qunari.

Act II is where things start to heat up. More blood mages show up, while templar restrictions get ever tighter. But there's also corruption in the templar ranks. And some folks want to start a war with the Qunari. Finally, the Arishok learns that one of Hawke's companions, the pirate Isabela, has stolen the book that is his mission. Hawke can deliver both the book and Isabela to the Arishok to avoid conflict or face him in duel. Either way, Hawke is named Champion of Kirkwall for delivering the city from the Qunari threat.

Act III sees Hawke at the top of the game. With the Qunari mostly out of picture, the time is coming for a showdown between mages and templars. Anders, one of your companions, blows up the Chantry, killing hundreds of people. Knight-Commander Meredith finally snaps and invokes the right to kill every mage in Kirkwall. First Enchanter Orsino gets desperate and turns into an abomination. Hawke kills both. The repercussions of this set the stage for Dragon Age Inquisition with civil war between mages and templars across Thedas.

Important! During the game, Varric is one of your companions and you both go in an expedition which finds a forgotten dwarven holding wtih a strange red lyrium idol. Varric's brother betrays you both and leaves you to die. You escape, naturally. You find out the idol can induce madness in those that come into contact with it. At the end of the game, you learn Meredith somehow got hold of the idol, which she uses in the final battle with terrible consquences (aka, she turns into a burnt statue).

But before that...

The Legacy DLC has a plotline that involves the Grey Wardens. You find an ancient prison, some secrets about Hawke's heritage and most importantly, Corypheus. Another sentient darkspawn. The only way to leave is to kill the damn creature, which you do. Job's done, right? Well...
THE JOURNEY AHEAD (GAME ROADMAP)
If you want a rough preview of the whole game before getting a more step-by-step guide, this section is for you. Needless to say, some general spoilers ahead.

This is my suggestion for the main questline of the game, which I'll follow in this guide:

1. THE WRATH OF HEAVEN (prologue)
2. THE THREAT REMAINS [levels 4-7]
3. CHAMPIONS OF THE JUST (side with templars) OR IN HUSHED WHISPERS (side with mages)
4. IN YOUR HEART SHALL BURN (end of the start of the game)
5. FROM THE ASHES (new base, the games begins in earnest)
6. WICKED EYES AND WICKED HEARTS
7. HERE LIES THE ABYSS
8. WHAT PRIDE HAD WROUGHT (only after #6 and #7)
9. THE FINAL PIECE
10. DOOM UPON ALL THE WORLD (end of base game's plot, doesn't end the game)
11. JAWS OF HAKKON (first DLC, new region, self-contained plot)
12. THE DESCENT (second DLC, new region, self-contained plot)
13. TRESPASSER (final DLC, time skip, makes the rest of the game unavailable)

There's some room for choice in this route:

In #3 you make your main choice for this game: are you allying with the rebel mages or the templars? I suggest you go with your preference. This will change some things in the story along with some content, but the overall plot remains the same. 'Champions of the Just' is not one of my favorite quests. 'In Hushed Whispers' is in my opinion is a more interesting avenue for the story. Still, there are no wrong choices here.

You can switch #6 and #7 with no downsides, again no wrong choices. I feel doing 'Wicked Eyes and Wicked Hearts' first makes more sense story-wise. It's a quest a lot of people hate because it's almost a whole 'nother game, so you might as well put it behind you sooner rather than later. 'Here Lies the Abyss' feels like a more proper ramping-up of the conflict after the other quest.

You can do the DLC (Jaws of Hakkon and The Descent) at any point in the game, preferably when your level is high enough. I like doing it after the base game's campaign because it preserves the pacing of the main plot. Because both DLC have self-contained plots they can basically go anywhere before Trespasser.

Trespasser is the final DLC and a direct continuation of the main plot. Time skips ahead a couple years and so the rest of the world becomes unavailable. It really is the final stretch.


ONE LAST THING BEFORE WE START...
Ok, after 2 books worth of reading we're ready to start! Yay! I have a few more things to say though... (Aw!)

I have a three main objetives in mind with this guide:

- get you to Skyhold, your main base, as soon as possible without loosing (too much) content

- unlock all companions as soon as possible so you have all the options available to you

- give you information about important game features and systems so you can make the most of them

After that the guide will be less 'hand-holding' and more a checklist or reference guide of good stuff you shouldn't miss.

Also...


Ok, then! Sheesh!

1. HAVEN
After you wake up, grab the stuff in the room and head straight to the objective marker. After the cutscene, go immediatly back to the Chantry. You'll be presented with the War Table and Operations. Unlock the Hinterlands, but don't go there yet!

Instead, go back to the War Table and you'll have a host of Operations to choose from. For now you can do:

- The Black Emporium (resolves immediatly, unlocks a special shop/area)
- Hard in Hightown 3: Varric's Revenge (grants an Amulet of Power = free skill point for Varric)

There are some Operations that become unavailable after you relocate to Skyhold, you can check them here[docs.google.com].

Amulets of Power are specific to characters, including the player, and when equipped grant an extra skill point. Make sure to get as many as you can!

After assigning your Operations, quit the War Table. Enter the door to your right. You'll get a cutscene with Josephine. After that, take not of the Research Table. This is a valuable tool throughout the game, but especially at the start. Enemies will sometimes drop special itens you can turn in here to 'research' them. Completing a research on an enemy grants bonus damage against them as well as considerable XP and Influence, even more so with the Enhanced Studies Inquisition Perk. Don't sleep on this and make sure you always visit the Research Table when coming back to base.

In the same room you can interact with a book. Doing so grants you a Codex entry. You don't need to read them, but every time you unlock one you get some XP. As there are hundreds of them throughout the game they are an important source of XP, especially at the start and with some Inquisition Perks. Make sure to hunt for them at all times!

When you exit the room, the next door to the right will take you underground. There's some stuff there as well as some locked doors. If you're not a Rogue, you can ask a Companion to unlock them for you.

Exiting the Chantry you'll see Threnn who will introduce you to Requisitions Table (everything's a table, huh?). They're mostly repeatable quests for Power and Influence, but you don't really need do them. The interface is used for other things, like upgrading Skyhold or unlock Specializations.

Now head to the Apotechary icon on your map. Here you can equip and upgrade Consumables (potions, tonics and grenades). Right now you can only make Healing Potions and Regeneration Potions, but you'll unlock more recipes as you progress. Adan will mention some notes...

Health Potions are automatically replenished whenever you camp, fast travel or interact with a Cache. They're your main source of healing. Regenaration Potions can be very powerful when fully upgraded, don't neglect them!

Head to the Blacksmith now. Talking to him will unlock some quests that teach you the basics of crafting.You don't need to them. If you open his shop you'll 2 versions of the amulet The Tactician's Renewal. That's the item you use to respec any character. The first one costs only 1 gold, but all others cost 345g.

If you've finished the game before you'll find the Golden Nug here. It allows you to sync your Schematics and customization itens.

When you're done, let's head to where the soldiers are training. Past the tents you'll see a path between trees. Following it will lead to a cabin where you'll find the notes Adan was looking for. Around the cabin you can find Iron and Elfroot. Exiting through the gate and heading northwest you'll find the Logging Stand for Threnn's Requisition. Take note of its appearance. You'll find a few of such camps in other regions and they're required to upgrade Skyhold. Be on the lookout for them while travelling.

You can farm for Elfroot, Iron and leather from the animals in Haven, but you'd better do that in the Hinterlands. Unless you want to craft something right now, head back to base. Turn in both Threnn's and Adan's quest. Adan will teach you how to craft Lyrium Potions, a basic need for mages. Feel free to chat with people around the base and loot everything.

You'll find the Merchant close to Varric. This might a good time to do some inventory management and sell your extra stuff. You can mark items as 'valuable' and sell all with a button. The shop has nothing great, but it might be worth buying some upgrades for Varric's Bianca along with their schematics.

Now you're ready for your first open world region! Make sure to setup any Operations before leaving!

RESOURCES
- IRON (Tier 1 metal)
- ELFROOT (used to craft consumables, like Regeneration and Lyrium potions)
- LEATHER (Tier 1 leather)
- Logging Stand x1


2. HINTERLANDS (briefly)
OK! You first open world region! You always start with a little custcene with Scout Harding and then you're at camp. There's always a Requisition Officer who will provide you with infinite Requisitions that require materials/loot from that particular region. Like I said before, I wouldn't worry too much about doing them. It's better to explore each region and do objetives if you need Power and/or Influence.

You should follow the main quest 'The Threat Remains'. There's a ! SW of the camp, go there and pick up the quest. There's a Royal Elfroot in the garden, which upgrades the Regeneration Potion. If you go east from here to the other ! you'll get a treasure map. But now follow the main quest.

After the cutscene with Mother Giselle, take all the quests in the Crossroads. There's a merchant here that sells basic leathers and herbs. You'll get the objective 'Travel to Val Royeaux' which requires 4 Power. You can get Power by completing quests and other objetives in the open world.

The quests will mostly point you in the SE direction, in that corner of the map you can acquire 4 Agents, which count as Inquisition Perks and lower the time it takes to do Operations. Alternatively you could head NW to the Master of Horses quests and get your mount. You don't actually need it at this point. You can't fight, pick materials or ping while mounted. I rarely ride, usually only when backtracking. Your choice.

When I'm exploring a new region I usually use the camps to guide my wanderings. I try to discover the boundaries of the map or follow natural features like canyons or rivers. Things I look out for too:

- Astrariums (ball with a star icon): there's 3 of them in most regions. Completing all 3 unlocks a cave with usually great gear. Making it a priority increases the chance of the loot being actually useful by the time you get it.
- Ocularums (skull icons): they're part of a really, really long side quest. Using one reveals several pickable Shards you'll use to unlock a secret temple. You get some extra elemental resistance, some loot, but it's probably not worth doing just for that. Picking all Shards in each region grants XP and Influence, nothing that will make or break your game. Maybe do it the first time you play or if you're a completionist like me. Otherwise, don't interact with the Ocularums, it'll just clutter you map.

Explore the region until you have 4 Power. You can keep going, of course, but following the main quest for now will unlock additional Companions. Maybe get your first Inquisition level before going back to Haven.

Back in Haven there's people shouting. Head inside the Chantry. Don't forget to turn in stuff at the Research Table. After that head to the War Table. You'll probably get your first Inquisition Perk. I suggest you pick History Knowledge in the Inquisition category. Check the Inquisition Perks section of this guide for more detailed information. Now select the 'Address the Chantry in Val Royeaux' Operation.

We're going to France, baby!
3. VAL ROYEAUX
After the cutscene, take your time to read every inscription you find in this map. You'll get tons of XP, even more so with the History Knowledge Inquisition Perk I recommended previously. Head into the crowd for a cutscene.

After the Lord Seeker's tantrum is over, you can speak to the Revered Mother for some insight. As you walk someone will shoot an arrow into the ground. That starts the quest 'A Friend of Red Jenny' which unlocks Sera as a Companion. Close by there's a messenger, talking to him will start the quest The Imperial Enchanter which unlocks Vivienne as a Companion.

Make sure to read all the plaques in the circular tower at the center of the marketplace. There are plently of shops here, but I wouldn't buy anything for now. This map is a little weird: the marketplace has multiple levels, the higher of which can only be accessed by the fast travel markers on your map. You'll need to do it anyway for Sera's quest, but keep looking for more Codex entries and their juicy XP.

Close to the fallen Revered Mother there's a merchant among crates of food called Belle. Talk to her and recruit her as an Agent. Agents reduce the time Operations take and count as Inquisition Perks in terms of unlocking the more advanced ones, so recruit them whenever you can. Belle is easily missable as she's only available at this time, before you get a cutscene when exiting the map.

After you find all the red handkerchiefs you'll unlock an area in the World Map. Finish exploring the map. At the top floor there's a shop with an amusing dialogue waiting for you. The mysterious item[dragonage.fandom.com] might be worth it or not, but that's not a problem for today. As for the other shops, they don't have anything extraordinary. The only one you might find useful is the one in SE corner, which sells various Schematics. Again, nothing special.

As you exit the area you'll get another cutscene. Before you return to Haven, visit both Secluded Courtyard for Sera's quest and Ghislain Estate for Vivienne's.

4. BACK IN HAVEN
Back in Haven return to the Chantry. After the cutscene you'll get 2 quests: The Lone Warden, for recruiting Blackwall, and The Captain of the Chargers, for recruiting Iron Bull. But before you do anything, head to the War Table. There are 2 Operations you should pay attention to:

- Red Jenny: Inquisitin Needs Beeees! => unlocks Jar of Bees Grenade Recipe, a grenade that panics enemies, good crowd control before you have better skills for that
- The Chantry Remains => luckily you'll fail this Operation, which unlocks another one (Grand Cleric Iona) that rewards an Amulet of Power (Cassandra)

After that, talk to Vivienne inside the Chantry. This will unlock her quest Favors the First Enchanter. When you exit the Chantry speak to Krem. To recruit Iron Bull you'll need to unlock the Storm Coast region in the War Table (requires 4 Power).

Talk to your Companions. Talking to Sera unlocks another Operation and you can ask her to unlock the doors in the underground section of the Chantry (don't forget to go there before going back to the World Map!). Talking to Solas starts the quest Measuring the Veil which you should do as soon as possible, but it's not urgent.

If you have enough Power, go to the War Table and perform the Operation "Scout the Storm Coast" which will unlock the region. Travel there and finish The Captain of the Chargers to recruit Iron Bull. I highly recommend doing Cleaning House too. At some point during it you'll have the option to craft and wear an amulet while facing the leader of the bandits. You should do so. You'll get them as Agents and unlock an Operation that rewards a great armor. Then go the the Hinterlands and do The Lone Warden to recruit Blackwall. This might be a good time to do "Master of Horses" if you haven't. Also, do Solas's quest.

You want to do this quest sooner rathen than later because it allows you to interact with elven artifacts scattered in the open world, which grants XP and Influence and eventually unlocks a secret area. (If Solas is kept in the party he'll warn the player when near an artifact) It also teaches you about Veilfire, a simple light puzzle that is the main source of elemental runes recipes. And it grants you an Amulet of Power (Solas) if you use him to convince the Dalish elf.

Another important thing about Companion quests is that bringing a Companion along while doing their quests grants extra Approval with them and sometimes there are extra dialogue options if they're present. Keep this in mind when doing this type of quest.

We're going back to the Hinterlands now to prepare for the big fork in the game!

***********CUT****************

After you've recruited both Companions and done Solas's quest, come back to Haven. Talk to Krem, he won't have much to say now, but make a habit of coming back to him from time to time and asking him if he can think of any use for the Chargers. This can unlock additional Operations at the War Table.

Speaking of which... the Operation "Utilize the Grey Warden Treaties" grants Griffon Robes[dragonage.fandom.com]. You'll see the main Operation "Champions of the Just", but don't do it just yet!

At this point there'll probably be an Operation at the War Table called "Rescue Missing Soldiers in Ferelden". It costs 8 Power and unlocks the Fallow Mire, a small region that can be completed in one go. I would save it for later though, after you get the Inquisition Perk "Deft Hands, Fine Tools" to save an extra trip.
5. HINTERLANDS (for real now)
RECOMMEND LEVEL 4-12

DRAGON: Cold Vulnerability, Greater Fire Resistance, deals fire damage

At this point you have the quest In "Hushed Whispers" in your log and the Operation "Champions of the Just" at the War Table. There's still some way to go before you actually have to decide though.

Both options will require 15 Power, so at very least you can do stuff in this region until you get that. Take a look further down and see if there's anything you want to do before continuing the main plot.

You can follow the quest "In Hushed Whispers" a good deal before having to commit to the mages! Actually, until you start the Operation with the same name at the War Table you still can go either way.

Take advantage of this and head to Redcliffe. There are some quests here, one of the vendor sells a great medium armor for Rogues and you can get an Agent at the tavern you'll miss if you don't recruit him before doing either of the major Operations.

You can almost complety exhaust the content for the Hinterlands at this point. There's a region in the NE corner of the map that is the lair of a high dragon you'll probably too low level to fight right now. It has some of best loot in the game, so make sure to come back when you're around level 12.

Now, if you're done, you must decide who to ally with.This will define the story and content going forward. Performing the Operations requires 15 Power and will start the quest immediatly. Save at the entrance to War Table room beforehand if you want.
  • IN HUSHED WHISPERS if you want to side with the mages
  • CHAMPIONS OF THE JUST if you want to side with the templars

RESOURCES

METAL
- Iron, Drakestone, Onyx (Tier 1)
- Obsidian (Tier 2) *you'll need to defeat a level 12 dragon to gain access to the region where you can find this

LEATHER
- Fennec Fur (Tier 1 leather): the best leather at the start of the game, looted from the little foxes you find everywhere. Save it for the slots that give you critical chance. You can use Ram Leather for the bases.
- Bear Hide (Tier 2 leather): earliest source of this direct upgrade to Fennec Fur, you can find plenty of bears in the SW corner of the map
- Canine Leather, Nugskin, Ram Leather, Dragonling Scales, Druffalo Hide (Tier 1)

HERBS
- Elfroot (crafts most stuff)
- Spindleweed (crafts some tonics)
- Embrium (upgrades all the basic potions) SW corner
- Blood Lotus (used to craft grenades)
- Royal Elfroot (upgrades Regeneration Potion): by a cabin SW of Outskirts camp
- Crystal Grace (there are many in the SW corner of the map

LOGGING STANDS
- SW of Upper Lake Camp, past the lake in a 'corridor' between hills
- SE of Forest Camp, by the foot of the hill

NOTABLE LOOT

AGENTS
  • Clemence - Forces (requires In Hushed Whispers, just talk to him at the tavern)
  • Enchanter Ellandra - Connections (requires Human Mage Inquisitor, Arcane Knowledge Inquisition Perk or Vivienne)
  • Lord Berand - Forces (join the Inquisition) OR Connections (go home)
  • Master Dennet - Inquisition (requires History/Underworld Knowledge, Cassandra, Dorian or Vivienne)
  • Speaker Anais - Secrets (listen and gather information) OR Connections (spread the word)
  • Ritts - Secrets (BEFORE you turn in her quest, requires a dwarf Inquisitor, the Underworld Knowledge Inquisition Perk or Varric)
  • Sister Tanner - Secrets (requires Underworld Knowledge Inquisition Perk, Cassandra or Varric)
  • Vale's Irregulars - Forces (requires completing several quests in the region, talk to Vale in the Crossroads)

MERCHANTS
- Crossroads merchant: Tier 1 leathers, herbs)
- Dwarven Bookseller (Redcliffe): basic weapon/armor Schematics
- Orlesian merchant (Redcliffe): basic weapons
- Fereldan merchant (Redcliffe): basic armor (but has Masterwork Scout Armor)

TREASURE MAPS
- Sketch of Calenhad's Foothold = Rock Armor Tonic Recipe
- Map to a Waterfall = Belt of Winter Pact
- Map of Farmland Cave = Amulet of Aggression

ELVEN ARTIFACTS
- In a dungeon E of the Crossroads, found during "Measuring the Veil"
- In a cabin SW of Redcliffe Farms camp
- In the cult fortress to the SE

ASTRARIUMS
- Snake Blade (not great, I admit)
Solutions[www.eurogamer.net] =


MAGES OR TEMPLARS?
Each player will have their own reasons to choose one side or the other. I wont list everything that is affected by this decision (like Operations), but here's what I think are the most important aspects, apart from the story itself.

# COMPANION APPROVAL #

> IN HUSHED WHISPERS <

At the end of the quest you'll get a choice that is the most important one as far as Approval goes.

CHOICE #1: You're our allies. (Offer the rebel mages a full alliance.)
  • Blackwall Approves
  • Cassandra Greatly Disapproves
  • Cole Greatly Approves (occurs regardless if recruited or not; will not be stated in-game)
  • Dorian Greatly Approves (occurs regardless if recruited or not; will not be stated in-game)
  • Iron Bull Disapproves
  • Sera Greatly Disapproves
  • Solas Greatly Approves
  • Varric Approves/Disapproves (only if he's in the active party. Approves if Hawke sided with mages in Dragon Age II, Disapproves if Hawke sided with templars)

CHOICE #2: You're our prisoners. (Conscript the rebel mages into the service of the Inquisition.)
  • Blackwall Disapproves
  • Cassandra Approves
  • Cole Greatly Disapproves (occurs regardless if recruited or not; will not be stated in-game)
  • Dorian Greatly Disapproves (occurs regardless if recruited or not; will not be stated in-game)
  • Iron Bull Greatly Approves
  • Sera Greatly Approves
  • Solas Greatly Disapproves
  • Varric Approves/Disapproves (only if he's in the active party. Disapproves if Hawke sided with mages in Dragon Age II, Approves if Hawke sided with templars)

> CHAMPIONS OF THE JUST <

At the end of the quest you'll get a choice that is the most important one as far as Approval goes.

CHOICE #1: Rebuild as our partners. (Ask the templars to join you as free allies)
  • Blackwall Approves
  • Cassandra Greatly Approves
  • Cole Greatly Disapproves (occurs regardless if recruited or not; will not be stated in-game)
  • Dorian Greatly Disapproves (occurs regardless if recruited or not; will not be stated in-game)
  • Iron Bull Greatly Approves
  • Sera Greatly Disapproves
  • Solas Greatly Disapproves
  • Varric Slightly Approves (only if he was brought for the quest)
  • Vivienne Approves

CHOICE #2: Then yield and serve us. (Convince the templars to disband and become part of the Inquisition instead)
  • Blackwall Disapproves
  • Cassandra Disapproves
  • Cole Greatly Approves (occurs regardless if recruited or not; will not be stated in-game)
  • Dorian Greatly Disapproves (occurs regardless if recruited or not; will not be stated in-game)
  • Iron Bull Disapproves
  • Sera Greatly Approves
  • Solas Greatly Approves
  • Vivienne Slightly Disapproves

# LOOT #

IN HUSHED WHISPERS

CHAMPIONS OF THE JUST

# DIVINE ELECTION #

Your choice also has an effect on who gets elected to be the next Divine. It's not the only variable, but it's a significant one.

> IN HUSHED WHISPERS <

CHOICE #1: You're our allies. (Offer the rebel mages a full alliance.)
  • Leliana +10 points
  • Cassandra +5 points
  • Vivienne -10 points
CHOICE #2: You're our prisoners. (Conscript the rebel mages into the service of the Inquisition.)
  • Leliana -10 points
  • Cassandra +1 point
  • Vivienne +10 points

> CHAMPIONS OF THE JUST <

CHOICE #1: Rebuild as our partners. (Ask the templars to join you as free allies)
  • Leliana +1 point
  • Cassandra +10 points
  • Vivienne +5 points
CHOICE #2: You're our prisoners. (Conscript the rebel mages into the service of the Inquisition.)
  • Leliana +1 point
  • Cassandra +5 points
  • Vivienne -5 points
6. HAVEN (again)
After either "In Hushed Whispers" or "Champions of the Just", take the time to talk to your Companions.

Talk to Krem and ask him about how best to use the Chargers. This will unlock an Operation at the War Table. Make a habit of doing this after major events, since he has a few ideas to give during the game.

Now you have a choice: you can keep exploring or keep going with the main plot. Take note that there are some Operations that become unavailable[docs.google.com] after relocating to Skyhold, which you'll do if you do the quest "In Your Heart Shall Burn". The most important is Krem's Operation, but if you talked to him it shouldn't disappear from the War Table.

If you want to keep exploring you have 2 regions to do so: Storm Coast and Fallow Mire. Both are smaller than the Hinterlands, the Fallow Mire being almost a big quest with side objetives.

If you want to keep going with the main plot you probably won't lose nothing important (if anything at all).

(Personally, I like exploring both Storm Coast and Fallow Mire now. You unlock many new regions after Skyhold and it can be tiring to leave the main plot in the back burner for so long. By exploring this 2 regions now, they're sandwiched between 2 main quests and leave less fat to be burned after Skyhold.)

Anyway, regardless of what you choose to do, eventually you'll need to complete In Your Heart Shall Burn. Check the relevant sections for the regions or jump straight to Skyhold.
6A. THE FALLOW MIRE
RECOMMENDED LEVEL 10-12

There's not much to say about the Fallow Mire, it's pretty straightforward.

Stay out of the water and follow the 'dry' path. Wetting your toes will summon 2-5 undead and it's as annoying as it sounds.

You find bodies floating in the water, but ignore them. The item they 'drop' is only necessary for 1 specific Requisition and honestly it's not worth it.

You'll find a Sky Watcher next to a rift. Talk to him and then again after finishing the main quest of the area (he'll appear at entrance of the final arena).

There are a couple of locked doors that require the Deft Hands, Fine Tools Inquisition Perk. Some nice stuff, plus 1 item necessary for Blackwall's quest.

RESOURCES

METAL
- Blue Vitriol, Summer Stone (both Tier 1)
LEATHER
- Bear Hide, Rough Hide (both Tier 2)
HERB
- Dawn Lotus *at Widris's camp
- Elfroot, Blood Lotus

NOTABLE LOOT

AGENTS
Sky Watcher - Connections (talk to him when you close the rift near him and then again after defeating the chieftain, if you leave without doing so he's lost forever)

ELVEN ARTIFACTS
- At Widris's camp
6B. STORM COAST
RECOMMEND LEVEL 4-19

DRAGON (19) - Spirit Vulnerability, Great Electricity Resistance, deals Electricity damage

If you haven't done it yet, the quest Cleaning House. At some point during it you'll have the option to craft and wear an amulet while facing the leader of the bandits. I highly recommend you do so. You'll get them as Agents and unlock an Operation that rewards a great armor.

The Astrarium of this region rewards one of the best two-handed weapons in the game[dragonage.fandom.com]. And also a bow that's not so bad.

There's a region that requires an Operation to become accessible:
- Red Templars on the Storm Coast (requires player level 16, costs 4 Power): unlocks the dwarven ruins NW of Driftwood Margin Camp
From it you can use the boat to sail to the island where you fight the dragon.

RESOURCES
METAL
- Tier 1: Iron, Serpentstone, Summer Stone
LEATHER
- Tier 1: Nugskin, Ram Leather,
- Tier 2: Bear Hide, Canine Leather, Deepstalker Hide, Dragonling Scales
HERBS
- Black Lotus *found along the coast and in the cave at the end of Long River
- Prophet's Laurel *near the Astrarium between Storm's Solitude and Hessarian Camp and in the cave at the end of Long River
- Elfoot, Blood Lotus, Spindleweed

LOGGING STANDS
- Behind the Hessarian Camp, found on the outside along the southern wall.
- Head west by northwest from the Driftwood Margin Inquisition Camp fallowing the path down the hill.
QUARRIES
- Due north of the entrance to the Waterfall Cave on the eastern mountain side of the Long River.

NOTABLE LOOT

AGENTS
Blades of Hessarian - Forces (wear the amulet when facing their leader and talk to their speaker)

ELVEN ARTIFACTS
- In the cave at the end of the Long River, near a rift

ASTRARIUMS
- Prismatic Greataxe[dragonage.fandom.com] (one of the best two-handed weapons in the game)
- Bane of Red Crossing[dragonage.fandom.com] (pretty good bow)
Solutions[www.eurogamer.net]
7. IN YOUR HEAR SHALL BURN
This quest is straightforward enough, I just wanted to make sure you are aware that saving all Haven personnel will net you a significant amount of Influence and Approval with Varric (Approves) and Vivienne (Greatly Approves), which might compensate some Approval lost in the previous main quest. Each one of them you save will also net you some XP and Influence!
8. SKYHOLD
We've finally reached Skyhold. From this point on the game opens up massively. Buf before that...

First thing you should do is talk to Varric and then Josephine. Then go the War Table. There'll be dozen of new Operations. Locate "Acquire the Arcanist" and activate it - it resolves immediatly, unlocks Dagna at Skyhold, letting you add runes to weapons. "Dorian's Request" might be worth doing right now since it unlocks his Companion quest. "Power for a Price" unlocks a vendor at Skyhold that exchanges gold for Influence, so if you want to get some Inquisition Perks and have money that's an option.

The 2 most important Operations right now are:
  • Wicked Eyes and Wicked Hearts (requires 30 Power) - will start the quest with the same name, part of the main plot
  • Find the Warden (requires 8 Power) - will start the "Here Lies the Abyss" side of the main plot

I suggest following the "Wicked Eyes and Wicked Hearts" side of the main plot first. Not a few people hate this quest (I don't now that I know what I'm supposed to do, but I understand the hate), so you might as well be done wit it. It's a strange quest, basically a long social puzzle. Personally, it makes more sense to me story-wise to it before "Here Lies the Abyss". If you don't have enough Power your advisors will remark 'we don't have enough of a presence in Orlais yet' or something of the like. If so, you should unlock some regions and gather the required Power.

Even if you have enough Power to do "Wicked Eyes and Wicked Hearts" right away, it might be worth it unlocking some regions before. You'll then have access to Tier 2 (and even Tier 3) materials for crafting. You can also continue some of the Companion quests. I like to sandwich stretches of exploring regions with main quests because otherwise I might be looking at 30 hours of not advancing the story.

The following Operations unlock new regions:
  • Make Contact in the Emerald Graves (8 Power) - unlocks Emerald Graves
  • Liberate Emprise du Lion (20 Power) - unlocks Emprise du Lion
  • Investigate the Exalted Plains (8 Power) - unlocks Exalted Plains
  • Find the Warden (8 Power) - unlocks Crestwood ("Here Lies the Abyss" path)
  • Investigate the Western Approach (8 Power) - unlocks Western Approach
  • Stop Venatori Activity in the West (20 Power) - unlocks Hissing Wastes
  • Investigate Frostback Basin (8 Power) - unlocks Frostback Basin (Jaws of Hakkon DLC)
  • Disaster in the Deep Roads (16 Power) - unlocks Storm Coast Fissure (The Descent DLC)

Emerald Graves, Exalted Plains and Emprise du Lion are related to the "Wicked Eyes and Wicked Hearts" side of the main plot, while Crestwood and Western Approach are connected to the "Here Lies the Abyss" side. The DLC areas are meant for level 20+ characters, so ignore them for now. (You can do both DLCs before finishing the main plot. They give the best gear and Schematics in the game. I think it makes more sense do them after the main plot. Your choice.)

Before you continue the main plot or head back into the World, talking to Solas can trigger the 'return to Haven' scene. After it you'll wake in your bedroom. Interact with the note on the desk to unlock the Skyhold upgrades. You defintely should build the garden first, as it allows you to grow 6 herbs you can harvest periodically, good for upgrading consumables or for crafting them.

It will also repair Skyhold so it's fully acessible. As you exit your quarters you'll see you have your first Judgement. If you've followed my guide closely until now this might be a fun scene. At the War Table you might now find the Operation "Specializations for the Inquisitor". It resolves immediatly and unlocks the trainers for the 3 Specializations of each class for the player. Talk to them to start their missions, which you'll need to in order to have access to that particular skill tree.

Talk to Helisma by the Research Table from time to time, she has a couple of Operations that unlock through dialogue. The nameless mage librarian next to the table has a side quest. (You can interact with the same book multiple times, no need to scour Skyhold for all of them.) Go look for Cole to unlock him as a Companion. Sutherland at the tavern unlocks an Operation chain (return to him for more). Krem has another Operation for you as well.

From this point on there's not much need for guidance to be honest. I've set the main courses you can pursue going forward. Follow my suggestions or mix and match according to your preferences. This game has a bit too much content for its own good and some of it can ignored with no great loss (looking at you, Shards). If you want a more focused experience, just follow your Companion quests, kill the dragons, grab whatever loot caughts your fancy in the following sections and progress the story as you're doing it.
8A. EXALTED PLAINS
RECOMMENDED LEVEL 11-15

DRAGON: Spirit Vulnerability, Greater Cold Resistance, deals electricity damage

My first impression of this regions wasn't the best. I hate the maze of the trenches and if I hear another soldier tired of complaining the world's a mess or wondering where he left that hammer I'm gonna set myself aflame. It gets better after the trenches, trust me.

If you see quest markers in the trenches and can't find them, there are some doors on the walls of the trenches that lead to underground rooms.

If you south before you meet the Dalish, you'll eventually find Unadin Grotto. Don't open the graves there yet. Do "By the Grace of the Dalish" first, because opening the graves and entering the ruin before then or while the quest is active will lose Favor. You can do these things afterwards without consequence.

You can get Tier 3 Leather here, check the Resources section.

The quest for the golden halla can be annoying. I recommended doing it while mounted. Use the rocks to break line of sight so you can manoeuver with leading the halla too far away.

"Left to Grieve" is a boring fetch quest. The letters are usually near the center of the marker and are not always highlightable. Look for 'lighter' bodies and get near them to interact.

Doing the "Scattered Glyphs" quest unlocks a secret area in the World Map. Bring Solas there.

There are 2 subregions unlocked by Operations:
- Ghilan'nain's Grove (requires 5 Power) *NW of Fort Revasan
- Pont Agur (requires 5 Power) *even more to the NW, by the river

RESOURCES

METAL
- Tier 2: Bloodstone, Obsidian, Veridium
- Tier 1: Iron, Serpenstone

LEATHER
- Tier 3: Snoufleur Skin *you can find some SW the Riverwatch Camp
- Tier 2: Halla Leather, Gurgut Webbing
- Tier 1: Canine Leather

HERBS
- Rashvine Nettle *you can find some in Unadin Grotto
- Royal Elfroot, Black Lotus
- Elfroot, Blood Lotus, Deep Mushroom, Spindleweed, Rashvine

LOGGING STANDS
- From the Path of Flames Camp, head W through the opering in the rocks, you'll find a little to the NE of a rift
- From the Dalish Camp, cross the river in the NE direction, it's under a huge tree

QUARRIES
- follow the river W of the Dalish camp and you'll find it on the northern bank
- N of Ghina'nain's Grove, near where you fight the dragon

NOTABLE LOOT

AGENTS
- Loranil - Forces *complete "By the Grace of the Dalish"

MERCHANTS
- Master Taniel at the Dalish Camp (requires earning enough favor with the clan) - sells Robes of the High Keeper[dragonage.fandom.com], a great light armor

TREASURE MAPS

ELVEN ARTIFACTS
- Near the landmark marker in the NW of Ghilan'nain's Grove
8B. EMERALD GRAVES
RECOMMENDED LEVEL 15-20

DRAGON - Fire Vulnerability, Greater Cold Resistance, deals cold damage

I could describe the Emerald Graves as Hinterlands Mark 2, a very pleasant, very green region. It's one of earlier opportunities to get Everite, a Tier 3 metal, along with Emprise du Lion. It's a good place to farm Great Bear Hide, the best Tier 3 leather. It even has a haunted mansion to the east, a nice change of pace.

The most important quest here is "Before the Dawn", a long one that will help against one of the bosses of the game. Another interesting quest is "The Knights' Tomb[dragonage.fandom.com]" which unlocks a new area and rewards a nice shield.

You can find a few nodes of Everite, a Tier 3 metal, along the SW side of the abyss near the dragon, at the northern part of the map.

Great Bears are surprinsingly slippy for such big creatures, but also the source of the best Tier 3 leather. You can find them south of Argon's Lodge and north of Direstone Camp, by the river.

RESOURCES

METAL
- Tier 3: Dawnstone, Everite, Stormheart
- Tier 2: Bloodstone, Pyrophite, Obsidian
- Tier 1: Iron

LEATHER
- Tier 3: Great Bear Hide (best Tier 3 leather in the game)
- Tier 2: August Ram Leather, Bear Hide
- Tier 1: Canine Leather, Nugskin, Bronto Hide

HERBS
- Prophet's Laurel
- Rashvine Nettle
- Royal Elfroot
- Crystal Grace
- Arbor Blessing (near the dragon), Blood Lotus, Elfroot, Deep Mushroom, Embrium, Rashvine, Spindleweed

LOGGING STANDS
- from the Hill Camp follow the east road northward until you a little to the northeast of Watcher's Reach
- NE of Gracevine Camp, across the river near a rift

QUARRIES
- NE of Direstone Camp in the southern bank of the river

NOTABLE LOOT
  • Master Lightning Rune Schematic - in the canyon walls between Hill Camp and Watcher's Reach
  • Estwatch Guard[dragonage.fandom.com] (shield) - looted during "The Knights' Tomb"
  • Bianca Arms IV (Varric's weapon upgrade) - Map of Watcher's Pass
  • Superb Belt of Health (great for Reavers) - Map of Watcher's Pass
  • Andraste's Sacrifice[dragonage.fandom.com] (great amulet for mages/rogues)
  • Ardent Blossom[dragonage.fandom.com] (helmet, it's an interesting item/quest)
  • Cordova's Smile[dragonage.fandom.com] (dagger) *sold by Gertrude, good for rogues that use Ultimate abilities
  • Deathward[dragonage.fandom.com] (a staff with lifesteal) *Astrarium reward
  • Maul of Tacitus[dragonage.fandom.com] (2h hammer) *Astrarium reward
  • Evanura[dragonage.fandom.com]
  • Glittering Darmallon[dragonage.fandom.com] (greataxe)
  • Longshot[dragonage.fandom.com] (bow)
  • Soulkisser[dragonage.fandom.com] (1h mace with lifesteal)
  • Superb Amulet of Cooldown[dragonage.fandom.com] *found in the haunted mansion
  • Gift of the Talons[dragonage.fandom.com] (dagger) *looted from the dragon
  • Helm of the Inquisitor[dragonage.fandom.com] *looted from the dragon
  • In War, Victory[dragonage.fandom.com] (light armor) *looted from the dragon

AGENTS
Fairbanks - Connections *complete "Victims of War" then talk to him

MERCHANTS
Gertrude - weapon, tier 2 metals*after being rescued at the Veridium Mine

TREASURE MAPS
  • Map of Watcher's Pass - Bianca Arms IV, Superb Belt of Health
  • Map of Elgar'nan's Bastion - Frost Rune, Sigil of Lyrium

ELVEN ARTIFACTS
- South of Argon's Lodge, near one of the rifts
- Inside Chateau, in the lower floor of the dragon room, in a room in the corner
- Inside Din'an Hanin, Upper Crypts, SW corner

ASTRARIUMS
- Deathward[dragonage.fandom.com] (a staff with lifesteal)
- Maul of Tacitus[dragonage.fandom.com] (2h hammer)
Solutions[www.eurogamer.net]
8C. EMPRISE DU LION
RECOMMENDED LEVEL 18-23

DRAGONS
#1 HIVERNAL (19) - Fire Vulnerability, Greater Cold Resistance, deals cold damage
#2 KALTENZAHN (21) - Fire Vulnerability, Greater Cold Resistance, deals cold damage
#3 HIGHLAND RAVAGER (23) - Cold Vulnerability, Greater Fire Resistance, deals fire damage


You'll get more reliable access to Tier 3 metals (Dawnstone, Everite, Silverite) here than in the Emerald Graves, so it might be good to come early if you have good Schematics.

NE of Valeska's Watch, there's a tent by the precipice that starts the quest for the Suledin blade, a powerful weapon

Continue the quest "Before the Dawn", which helps sabotage one of the game's bosses.

Suledin Keep is probably the first Keep you can get. It will make 2 repeatable Operations available at the War Table. "Gather Cloth" is a good source of Tier 3 cloth, as is "Gather Leather" choose Leliana for both to get the best stuff.

You can unlock a subregion: Judicael's Crossing. Perform the Operation at the War Table for 10 Power. It'll give access to a couple easy quests and 3 dragons, the highest concentration in the game. Claim the 3 towers and close the rifts for a nice sum of XP and Influence plus a new fast travel marker for easy access to the dragons.

You should complete "Quarry Quandary" so you have all the options available in a following judgement.

RESOURCES

METAL
- Tier 3: Dawnstone, Everite, Silverite
- Tier 2: Bloodstone

LEATHER
- Tier 3: Great Bear Hide, Snoufleur Skin
- Tier 2: Bear Hide,August Ram Leather
- Tier 1: Canine Leather, Dragonling Scales

HERBS
- Felandaris
- Prophet's Laurel
- Rashvine Nettle
- Black Lotus
- Arbor Blessing, Elfroot, Rashvine

LOGGING STANDS
- Near the tower in the frozen river, NW of Sahrnia
- SE of Highgrove Camp, up the hill

NOTABLE LOOT

AGENTS
Michel de Chevin - Forces *talk to him, defeat Imshael and then talk to him again

MERCHANTS
Suledin Keep Merchant - weapons, upgrades and schematics

ELVEN ARTIFACTS
- E of Valeska's Watch, near a tower
9. WICKED EYES AND WICKED HEARTS
This is a divise mission. Some people hate it, some... I don't know. It's very different from what you've been playing until now. There's combat, but it's more of a mix of investigation and social puzzle. I won't go into details, just tell you some things you'd better know before you start it. Consider bringing Sera: she unlocks a side quest and her introduction at the ball is funny.

If you'd like a walkthrough, here[dragonage.fandom.com].

The 2 most important things to keep track of are the Court Approval meter and the number of Halla Statuettes you have.

The Court Approval will increase or decrease depending on your actions, but also when you're out of sight for too long. You'll need to so to explore other areas of the palace: after a while the meter will start ticking down. Don't worry too much about it. It's possible to finish the quest with maximum approval, but it's not necessary. That said, you'll need a very high approval (85+) to have all the options available at the end of the quest.

The Halla Statuettes are trickier. They'll define your access to special doors that require a certain amount of statuettes each to open. Some of these doors have regular loot and should be ignored. Some are more important and influence how the mission will play out. You can safely ignore the first such door, right at the start of the mission. Save the statuette for the ones that matter.

Caprice coins are scattered around and give 1 Court Approval each when thrown into a fountain inside the palace. It's not worth it hunting each and every one of them. The same could be said about the Scandalous Secrets. Do turn them in with Leliana, though, since each gives 2 Court Approval. If you bring Sera there's another side quest.

The important thing to know is that it's impossible to complete all side quests.

Solving the veilfire puzzle in the upper garden rewards:
- Confusion Grenade Recipe
- Masterwork Magister Staff Blade Schematic (staff upgrade)

Talking to the Dowager in the ballroom (requires 60+ Court Approval) unlocks a series of Operations.

The Empress's Vault contains:
- Masterwork Crow Blade (dagger)

There 2 major decisions at the end of the quest that will great effects on the Approval of all companions as well as the Divine Election. Check here[dragonage.fandom.com] for details.
10. SKYHOLD
Completing 'Wicked Eyes and Wicked Hearts" (or "Here Lies the Abyss" *need to check*) will unlock a lot of things.

Skyhold is now fully restored. If you like customizing your base, go to Val Royeaux as there's a merchant[dragonage.fandom.com] there that sells extra customization items. You can find them across the café.

Talk to all your Companions as they all have comments about the mission and some of them will have quests for you.

If you killed Florianne, there's an amusing judgement to be made. (community service, trust me)
If you didn't, there's also an amusing choice.

Now if you've been following my guide we'll do the Operation "Find the Warden". It requires 8 Power and unlocks the Crestwood region.
11. CRESTWOOD (FIND THE WARDEN)
RECOMMENDED LEVEL

DRAGON (13) - Spirit Vulnerability, Greater Electricity Resistance, deals Electricity damage

The locked house in Crestwood Village opens after you deal with the undead.

Caer Bronach is a Keep you can claim. Take the time to explore it after doing so: some door are unlocked, there's stuff around, including an Operation. Near the door to the dam there's a previously locked door. Going through it will reward the recipe for the Healing Mist Grenade, one of the best in the game: it's an AoE heal and when fully upgraded also revives characters. The "Gather Herbs" Operation becomes available.

Before you head into Old Crestwood, pick the quest NE of Crestwood Village. It'll save you a trip.

In Old Crestwood, before entering the mine, talk to the bossy spirit in a ruined cabin. Her quest rewards an Amulet of Power (Cole).

RESOURCES

METAL
- Tier 3: Stormheart (only in Crestwood Mines)
- Tier 2: Paragon's Luster (only in Crestwood Mines), Obsidian, Veridium
- Tier 1: Iron

LEATHER
- Tier 3: Wyvern Scales
- Tier 1: Canine Leather, Deepstalker HIde, Druffalo Hide, Ram Leather, Fennec Fur, Nugskin

HERBS
- Royal Elfroot
- Blood Lotus, Deep Mushroom, Elfroot, Embrium, Spindleweed

LOGGING STANDS
- NE of Crestwood Village, near the quest marker

NOTABLE LOOT
  • Healing Mist Grenade Recipe[dragonage.fandom.com] (one of the best grenades in the game)
  • Master Demon-Slaying Rune Schematic *sold by Caer Bronach Merchant
  • Amulet of Power (player) *in the locked cabin in Crestwood Village
  • Malika's Guard[dragonage.fandom.com] (great amulet for rogues) *in the locked cabin in Crestwood Village
  • Amulet of Power (Cole) *reward of Burdens of Command quest
  • Blade of Tidarion[dragonage.fandom.com] (a staff that works as a greatsword, great for Knight-Enchanters) *Astrarium reward
  • Superb Belt of Fire Resistance *Astrarium reward
  • Axe of Green Edges[dragonage.fandom.com] (1h axe)
  • Fade Knocker[dragonage.fandom.com]
  • Silkdart[dragonage.fandom.com] (dagger)
  • The Last Stand[dragonage.fandom.com] (2h hammer)
  • Wedge of Destiny[dragonage.fandom.com] ("shield", actually a giant wheel of cheese)
  • In Death, Sacrifice[dragonage.fandom.com] (medium armor) *looted from the dragon
  • Inquisitor Hat Schematic[dragonage.fandom.com] *looted from the dragon

AGENTS
Jana - Secrets *requires Solas or Nobility Knowledge Inquistion Perk

MERCHANTS
Caer Bronach Merchant - basic items, herbs for consumables
Crestwood Village Merchant - sells Deathroot, a herb used to upgrade many craftables
TREASURE MAPS

ELVEN ARTIFACTS
- W of Caer Bronach and N of the Dam, near a rift in the previously flooded area
- SW corner of Old Crestwood, near the water
- Near the exit of the dwarven ruins

ASTRARIUMS
- Superb Belt of Fire Resistance
- Blade of Tidarion[dragonage.fandom.com] (a staff that works as a greatsword, great for Knight-Enchanters)
{LINK REMOVED}
11A. HISSING WASTES
RECOMMENDED LEVEL 19-20

DRAGON (20) - Cold Vulnerability, Greater Fire Resistance, deals Fire damage

I don't like the Wastes. It's a big empty space and the little there is to do requires a lot of walking a some random exploring. In a place with not much in it, it's easy to not know where you're supposed to go which I think is the problem with this region.

You could just kill the dragon in the East corner of the map or even skip this region entirely and not lose much. If you do want to do this region, use the Camp quest as your guide on where to go and you'll cover most of what the Wastes have to offer.

There's a side quest, "Notes on the Wastes", that's hard to track which notes you've already picked or not, as they're easy to miss. It's a waste of time if you don't get it naturally and not worth the trouble of retracing your steps in case you miss some of the notes.

As part of the main quest for the region, "The Tomb of Fairel", the tomb you're more likely to miss is the graveyard one. It's SE of Logging Camp and more or less on the same level of The Cove Camp (where you start in the region). The tomb you use the key you've been assembly lies to the extreme East of the map in the same region where you fight the dragon. Best reference point is to start from Sand Crags Camp and keep heading East in a straight line as far as you can. (If you do so you'll probably find one of the "Notes on the Wastes" that's easy to miss.) When you find a tunnel in a rock face with 2 dwarven statues with fire at their feet, you're getting close. As you're getting into the valley you'll sense another of the notes, probably the last.

The Canyon merchant is a good place to get some good stuff if you have the Short List Inquisition Perk.

RESOURCES

METAL
- Tier 3: Nevarrite, Volcanic Aurum
- Tier 2: Lazurite
- Tier 1: Serpentstone

LEATHER
- Tier 3: Hardened Gurn Hide, Lurker Scales, Wyvern Scales
- Tier 2: August Ram Leather, Rough Hide, Varghest Scales
- Tier 1: Dragonling Scales, Fennec Fur

HERBS
- Amrita Vein, Dragonthorn, Ghoul's Beard, Witherstalk
- Deathroot, Vandal Aria, Elfroot

LOGGING STANDS
- near Logging Camp
- N and a little E of Sand Crags Camp

QUARRIES
- SE of Logging Camp, past some trees and near a rock arch, on the way to the steps between 2 dwarven statues with fire torches
- In a line between The Cove Camp (where you start in the area) and Sand Crags Camp, a little closer to the latter and W of the imaginary line, hidden beneath some rock formations

NOTABLE LOOT

MERCHANTS
Canyon Merchant -
TREASURE MAPS

ELVEN ARTIFACTS
- Inside the tomb atop the mountain, E of Mountain Fortress Camp
- Near a blocked door under the scaffolding W of Suntop Mountain Camp
12. WESTERN APPROACH (HERE LIES THE ABYSS) [unfinished]
RECOMMENDED LEVEL

DRAGON (14) - Cold Vulnerability, Greater Fire Resistance, deals Fire damage

The Western Approach is also a desert, but this time there's a lot to do here.

There's a Keep you can claim to the NW, Griffon Wing Keep.

There's a couple Operations to unlock parts of the map:
- Crossing the Sulfur Pits (5 Power): blocks the sulfur pits NE of Craggy Ridge Camp, giving access to a cave with some stuff
- Find the Source of Darkspawn (5 Power): allows access to the cliffs area N of Griffon Wing Keep and to the NE portion of the map previously blocked by gates
- Translate the Dragon Text (5 Power): allows you to fight the dragon in the South part of the map

RESOURCES

LOGGING STANDS
- In Lost Wash Creek, SE of Craggy Ridge Camp

QUARRY
- SW of Sand Rock Mine
- SE of Nazaire's Pass Camp
- in a collapsed mine near the Ocularium in Echoback Canyon

NOTABLE LOOT
  • Master Cleansing Rune Schematic
  • Superb Spirit Rune Schematic *inside Coracavus, in the cells
  • Superb Frost Rune Schematic *in Echoback Canyon, in a short tunnel leading to the Astrarium
  • Superb Fire Rune Schematic *inside the Astrarium cave


















AGENTS
Crassius Servis - Secrets *spare his life and then in the judgement recruit him as an Informant [recruiting him as a Smuggler is bugged and won't give you anything]
Frederic - Secrets *accept him after killing the dragon

MERCHANTS
Griffon Wing Keep merchant - weapons, accessories, upgrades... nothing special

ELVEN ARTIFACTS
- inside the Still Ruins
- near the entrance of Griffon Wing Keep
- inside the Astrarium cave

ASTRARIUMS
- Superb Fire Rune Schematic
- an Elven Artifact
- Griffon Plate (heavy armor)
- Masterwork Enchanter Mail (light armor)
2 Comments
Universal Collapse 11 Nov, 2024 @ 12:00am 
Lots of texts blocks could do with images and maybe video links aswell. overall great stuff here comprehensive.
Dio Aloke  [author] 7 Jul, 2024 @ 6:06pm 
I was considering scrapping this one or heavily modifying its structure, but since even in this incomplete state some people found it useful I'll keep working at it. Let me know what you found useful or lacking so I know where to focus my efforts