Dragon Age: Inquisition cheats. Dragon Age: Inquisition. Complete walkthrough of the addition “Avvara’s Stranger – Allies”

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Wow, not a fan. I imagine a Tevinter slave who was like, “ah, it’s all gone to waste, I’m taking off my post, do what you want with the master’s property. Here’s a chain, a key to the chain, a whip, dispose of it.” And he was offended by everyone and left. This eternal fast may have been strange, but it was clearly a strange act of goodwill. Solas probably wouldn’t want such honors for himself. However, he himself regrets that the Mital temple could not be defended.
And Morrigan, in principle, tramples the ground; Flemeth’s attempts to intervene have always been cautious and beneficial.

If you ask Abelas, he will say that only the source kept us here. You drink it and we have nothing more to do here. She kept them in one place, forced them to wake up, gradually losing this connection, forever holding on to only fragments (which was very bad. Aelas says all this in plain text!) - not only and not so much love and respect for the goddess (Abelas said nothing about this says), and their eternal “connection with the will of Mital. The key lies in last words.You are bound to someone else's will; by definition, you are not completely free.

As I understand it, from the conversation between the mourners, everything was not like that at all. And it wasn’t Solas who locked up and fooled anyone there. Mital was betrayed, but not he. I wouldn’t be surprised that Solas saved the gods and hid them somewhere for reasons so as not to be finished off. Everything there was obviously extremely ambiguous. And it’s even stranger that Solas, in a hysterical dialogue, seems to admit that GG is great and inspired him to try again.
Of course, everything is possible, but I don’t understand why we should come up with unnecessary things. I mean, why try to whitewash it, make the character something more interesting?
Mythal was killed and not by Fen "Harel. No one seemed to blame him for this. It is known from Dalish legends (And this, despite its incompleteness, is still a more reliable source than “it seems to me.” Here at least you can rely on something) - Fen "Harel deceived and locked the gods, both EB and the Forgotten. From the words of Solas it is known that the EBs were such bastards, vallaslin were marks of slaves (Fen "Harel, by the way, does not have vallaslin), he clearly calls the connection with the source subordination. Why should he save them, from whom? Somehow the salvation looks strange, from which the “saved” themselves cannot be saved.

There seems to be a dialogue about strength even if you don’t drink. I don’t know for sure, I won’t lie. There it is rather not the power of the source (what it will give), but the power of the Inquisition. God knows what Solas is going to do and what his plans are. Returning to the points above - if he's going to do something again, he clearly doesn't give a damn.

As I understand it, everyone except Solas is passively interested. And Solas seems to be in the position of the offended. From the series “this new generation will not appreciate anything.” After drinking some water, Solas leaves the position of the offended, pah-pah, so that it gets in and doesn’t let go, and clearly hints to the GG, they say, use the power alone. As I understand it, two simply won’t interfere; the third can generally be encouraged to perform heroic deeds, or at least outbid the deal. Why, from one text it is clear that Corypheus almost cries at the sight of the ancient elves.
Mythal is only interested in revenge, Morrigan has only personal motives, Solas is a dark horse (he is either interested in doing something or not). And here is the moment: the voices did not say anything that would not be beneficial to Flemital. They gave out absolutely no information except about Corypheus, the dragon, and confirmed that Flemital was indeed Flemital. We did not receive any information outside the plot, moreover, it is not the Inquisitor speaking to the voices, these are the voices speaking to the Inquisitor (under orders from Flemital holding the leash!). The only noticeable plus is that we are beginning to understand Ancient Elvish. Useful, but won't give you much. The same writings in the temple are fragments of information; from them you cannot reconstruct the exact picture. that is, again a distortion, again a lie, again theories presented as reality.


Cost of the operation: 8 influences

To begin playing through the expansion, you must go to the command table and, on the Orlais side, select the task “Come to the Holy Council.” Please read this important note before starting this task. If you have everything completed, then you can start.

You will arrive at the Holy Council accompanied by your advisors and immediately talk to Mother Giselle and find out what the parties to the council want. Ferelden wants to dissolve the Inquisition and take over Orlais.

After talking with your mother, you should go to a conversation with the ambassadors and at the same time you can exchange a few words with your comrades who also came to the council.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

After talking with ambassadors and friends, you can go to the Council. During the discussions, an elf scout will come in and say that Leliana wants to see us.

Leliana will show the Qunari's corpse and wonder how he was able to get into Winter Palace. After the conversation, follow the bloody trail that will lead you to the portal. Activate the mirror and you will find yourself at the Crossroads. Go upstairs to the second mirror. You will find yourself in elven ruins. Go further to the mirror and continue your path along the working mirrors until you come across hostile spirits.

Go around the right edge and you will see a huge door that your hand seal opens. In the future, you will meet a couple more such doors, which your seal will open. At the end you will come across a room where there will be a huge statue that improves the Anchor ability. After that, take the statue from the pedestal and fight the ghosts.

Now go back to the bridge and place the statue there. Go to the temple and kill the Qunari along with the ghosts. Both sides will be hostile towards you.

At the end of the temple there will be a puzzle. You will need to light the fire in the urn (which the big wolf is looking at) and then just press the button. The statue will move away and a secret passage will open. Use the tag to open the door in the passage and move on.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

Kill the remaining Qunari squad and read the attack order. Go through the portal and pull the lever to raise the gate. Now return to Leliana and report the attack.

After talking with the advisors, return to the mirror again. When you enter the portal, you will see the Qunari running towards the new mirror. Follow them.

Jumping into the next mirror, you will find yourself on the Deep Paths. Kill the Qunari squad and move on. You will notice that the bridge has collapsed, and on the other side there is a huge Qunari camp. Go into the opening and use the Anchor to light your way along the way, fighting off enemies. At the end, you will come across a former templar from Kirkwall named Jerran, who will tell you everything about the Qunari's plans and ask you to stop this madness. After the conversation, you will have a choice: kill the traitor or let him go (he will die anyway).

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

Open the door and fight your way through the Qunari to the mark. At the end you will find yourself in a room where there will be Qunari along with a military leader and a Qunari magician. Kill them and take the fuses for the explosions. Now you need to blow up four points to stop the Qunari's plans. Go to the points and kill the Qunari, and then plant a charge and explode. Repeat four times. Now run to the exit, fighting off the Qunari.

You will again find yourself in the Winter Palace and you will have a new dilemma. One of yours attacked a servant. You will go there and can decide what to do: arrest the servant or punish the guard. Regardless of the outcome, you will be given a letter with a lead to the head of the Qunari. You can first discuss what happened with your allies or immediately go to the eluvian.

A new path and a mirror will appear at the intersection. Go there.

Now go to the book mirror. You will find yourself in the elven library. Talk to the archivist and move on. You need to raise the bridge to the main eluvian. Use the cocoon and follow the path to the mirror. You will find yourself at another intersection. Go between all the mirrors and at the end, using the cocoon, raise the bridge until it is completely assembled. Now you can return to the beginning and go to the main mirror. Once you have raised all the bridge pieces and returned to the Crossroads, you will be attacked by librarians. Kill them and go to the inverted mirror, where you will find the culprit of what is happening. After a short conversation, she will go into the portal and leave you to fight her soldiers.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

After the fight, take the key - a stone - from one of the Qunari soldiers and talk to the archivist at the rift. She will repair the path, and you can go to the next mirror and return to the Winter Palace to tell about what you were able to find out.

After talking with the advisors, go to the mirror again to head to Darvaarad and try to stop the crazed Qunari. The central mirror is now open. Go to him. Kill all the Qunari on the spot. You will find yourself in front of an iron door with spears. Turn the levers in the guardhouse so that the spears are completely retracted. Then the door will open. Move on and again kill all the Qunari that get in your way.

As a result, you will come to a room where you will see a real dragon and you will have to fight the Qunari again.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

Go to the arena. You will have a choice: kill the dragon or free it. If you decide to free him, then first remove the fire mechanisms from him, or rather, remove them from the gate so that he can fly through. After this, open the gate by pulling two levers and the dragon will be free.

Watch the video and be surprised! Now we need to get to Solas before Viddasala. The label reminds us of itself more and more often and is updated again. The Anchor's discharge now deals more damage, but affects allies. So be careful.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

Go to the mirror and kill the two Qunari, then go inside. Continue your way through the Qunari corpses. At the end you will meet Viddasala's henchman named Sairat. Kill him along with the soldiers. It will not be possible to kill him, since having lost most of his health, he will change his form and begin to run away. Fight the regular soldiers and use the mirrors to go to the exit to fight Sairat again. Once he is low on health, use the tag to kill him. Now go to the mirror to see Solas and get answers to your questions. Eventually you'll lose your hand and have to decide what to do with the Inquisitor.

Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on


Dragon Age: Inquisition. Complete walkthrough of the “Stranger” add-on

Watch the end credits and shed some tears.

You can start this quest back in Lothering by talking to the Redcliffe Knight in the village church. You will get information about brother Genitivi by searching dead body knight on the road (where robbers attack you). If you did not pay attention to this conversation, then Isolde and Tegan in Redcliffe will send you to get the Urn after you have repelled a night attack on the village.


So, you have to go to Denerim to find a certain brother Genitivi, who devoted his entire life to studying the legends about the ashes of Andraste and searching for his whereabouts. Genitivi's brother's house is located in the market area in the southern part. You won’t find Genitivi himself there, but you will find his assistant Waylon.

The conversation with Waylon can go in several ways. First: after some hesitation, he will tell you that Brother Genitivi seemed to be going to Lake Calenhad. If you go there, a very nervous innkeeper, after the appropriate use of Persuasion, will admit that some suspicious characters are hanging around, threatening him with self-harm and forcing him to lie about the fact that he did not see or hear anyone. As you leave the tavern, you will be attacked, and after dealing with them, you can go back to Denerim to sort things out with Veylon.

Path number two: when talking with Waylon, your GG will feel that there is something wrong with his story (this happens if you have a high enough Cunning) and will demand an explanation, as a result of which Waylon will immediately attack you and you will no longer need to travel to Lake Calenhad.

Path number three - search the house, and Waylon will intervene, prohibiting you from inspecting the rooms. If you insist, he will attack you.

Search the house after Waylon's death and you will find Genitivi's brother's journal, which mentions a certain village called Haven. You will also find the corpse of the real Waylon (no wonder he didn’t want to let you in there!) - although at this stage you most likely already suspected that you were dealing with an impostor.


Go to the Vault. The inhabitants of this village are distinguished by a downright rare inhospitality - almost everyone you talk to will tell you to your face that strangers have nothing to do here. I recommend that you first visit a local retail store in case you need any of their products, otherwise they will not be available to you later.

The residents of the Vault will not have enough patience for strangers for long. They will attack you if you: enter the local Church and ask local leader Eric about Brother Genitivi; explore the blood-stained altar in one of the houses; insist on looking around the back room of the trading post.

After which you will have no choice but to kill them all.

In the Church building, behind a false stone wall, you will find Brother Genitivi. He will tell you that in order to enter the ruined temple that leads to Andraste's ashes, you need the medallion of the cultist leader Eric. If you haven't already searched his corpse, return to him and take the medallion.

If you wish, you can tell Brother Genitivi that before going to the temple you want to secure the village - then you can go out and finish off those who have not yet been finished off before. If you don't do this, you will automatically be transported to the temple. In principle, you don’t have to take Brother Genitivi with you; you only need Eric’s medallion, which will open the entrance for you.

The destroyed Temple consists of two tiers, and they are literally filled with cultists of all kinds. The traps here are also quite numerous, so having a rogue with you would be a good idea. Also beware of numerous ambushes from both cultists and Shadows that will appear behind you from time to time in an already cleared or seemingly empty space.

You'll soon discover that the doors leading north are locked. In order to open them, you first need to get the key to the southeastern rooms. It's in a Patterned Chest in the western part of the map, marked Cultist Chambers. There are simply an incredible number of said cultists, so if you have mass destruction spells, they can be very useful. After taking the key, open the southeastern rooms, and in one of the chests you will find the key to the northern doors.

The next closed doors to the north can be opened by lighting a fire on the sacrificial altar (although in some versions this is not necessary; for some reason they are open anyway).

Having passed all the doors, you will come across an ambush - the Ghost of Ash and the cultists will attack you near the fork. After you deal with them, choose whether to go to the western or eastern corridor. Both lead to stairs to the next level, so your choice doesn't matter. Among other notable features of the corridors, I note that if you go west, you will find four chests in one of the rooms. The locked chest contains normal loot, and the other three spawn ghosts when you open them.

Having cleared the corridor (or both), go to the next level - the Wyrmling Lair. Wyrmlings are dragon cubs. They are not very strong, but they are quite numerous, and quite often they will ambush you, appearing behind your back. Of course, there are plenty of cultists there too. Unlike the first tier, here you will come across elite enemies.

Your goal is to break through superior enemy forces to the northwesternmost cave. Considering that ambushes await you in many places, it is best not to rush headlong into an attack on the enemy, but to lure them one or two at a time from afar. (Although, of course, it all depends on the level, tactics and equipment - it is likely that by this moment your group is already so powerful that no crowds of enemies are afraid of it.) In any case, a good idea is preliminary reconnaissance with a robber, who can also neutralize traps so that they do not get in the way at the most crucial moment. Sometimes the rogue can activate a waiting ambush himself - and sometimes you need to walk through the “meeting point” openly for the enemy to reveal himself.

After fighting your way through a myriad of enemies, the cult leader Kolgrim will greet you in the northwestern cave. He will have a very unexpected proposal for you. Whether you accept it or not is up to you, but some members of your party will be so upset that you sided with the cultists that they will either attack you or leave your party forever (if they weren't with you at the time of your decision). True, in the latter case, with the help of Persuasion, you can convince someone to stay, assuring that you are not to blame for the act.

If you rejected Kolgrim's offer, then you will have to fight him and his assistants. From his body, in addition to other loot, you can remove the Horn of Kolgrim - an item that allows you to summon the High Dragon to battle. (Although, if you try, you can lure the dragon without it.)

After killing Kolgrim or agreeing with him, go to the top of the mountain. You don’t have to pay attention to the dragon; it won’t fly up to you. In order to challenge him to battle, you need to either use the Horn of Kolgrim, or try to hit the dragon with an arrow or spell from a fairly large distance while he is basking on a snowy peak. His death is not necessary to complete this quest.

Enter the Labyrinth. You will be greeted by the Guardian, who you can ask about the cultists, himself, and even about Andraste herself. You can answer the Guardian’s question as you wish, after which he will torture your companions a little and send you to win the honor of seeing Andraste’s ashes. You didn’t think that they would just show it to you like that? Not at all - first you need to pass several tests in order to be considered worthy of such an award. There are four of these tests in total.

For the first test, you need to correctly answer the questions of the ghosts of Andraste's friends and enemies, who are waiting for you at the closed door. If you answer incorrectly, the ghost becomes hostile and attacks, but the ghost's death still counts in your favor, so even if you failed to answer any questions, but defeated all the ghosts, the door will open.

Answers on questions:

Elisai – Melody

Brona – Dreams

Lady Vasily – Revenge

Havard - Mountains

Maferat – Jealousy

Kathair - Hunger

Shartan – House

Hessarian - Mercy

Having solved the first riddle, go to the next room. Who exactly you meet there depends on who the VA is (for example, a magician will meet Jovan, a Dalian will meet Tamlin, a noble will meet his father, etc.). The ghost will talk to you and, regardless of your answers, you will be able to move on, where you will have to fight the ghost doubles of your group. (They are not 100% copies and may have skills and spells that your characters do not have.)

To begin, guide one of your characters across all the slabs to find out which slab activates which part of the bridge. You will notice that some plates only activate one part, while others activate two. In order to make the bridge part stable, you must activate two plates on opposite sides. But this is only part of the task, since you will need to move forward after this.

In short, you need to place two characters to activate the same part of the bridge on opposite sides of the cliff, and a third to activate the same and the next part of the bridge. After this, rearrange your characters so that the two who activate the cell with the character on the bridge are always on opposite sides, and the third will move so as to activate the next one.

The order of activating the plates:

Second from the right, third from the left.

Go to the first part of the bridge.

The remaining character goes to the sixth slab from the left.

Go to the second part of the bridge.

The character from the third slab from the left goes to the fourth slab from the right.

The character from the second slab on the right goes to the first on the left.

Go to the third part of the bridge.

The character from the sixth slab on the left goes to the fifth on the right.

The character from the fourth slab on the right goes to the fifth from the left.

Go to the fourth part of the bridge and cross it. After this, the bridge will completely harden and your comrades will be able to join you.

There is one last test left - go forward and you will see a wall of fire. Activate the altar and agree to take off all your equipment, then walk through the flames. The Guardian will appear and announce that you have proven yourself worthy and you can approach the urn with Andraste's ashes. If you did not accept Kolgrim's offer, then take a pinch of dust and leave (the doors in this room will lead you to the top of the mountain so that you do not have to go through the whole Labyrinth again).

If you accepted Kolgrim's offer, then pour the dragon's blood into the urn, after which you will have to fight the Guardian (and, depending on who is in your group, possibly your own comrades. Wynn and Leliana will not forgive you for desecrating the shrine. )

The Guardian may also attack you if you decide to walk through the fire in armor before you desecrate the urn.

In any case, after this, all that remains for you is to go to Redcliffe Castle and present the ashes to Bann Tegan. The relic will do its job and Earl Eamon will instantly recover. His reaction to your actions may or may not be extremely grateful depending on whether you saved his family or not, but in any case, if you have not yet collected all possible allies, then you will be advised to do so. When you gather everyone and report this to Earl Eamon, your quest will be completed.

Note: If Brother Genitivi accompanied you to the temple, then after finding Andraste's ashes (or desecrating them), he will declare his desire to tell the rest of the world about it. If you want, you can kill him. If you did not desecrate Andraste’s ashes and released Brother Genitivi in ​​peace, then you can visit him at his home in Denerim and receive an additional reward from him for your efforts.

If you did not accept Kolgrim's offer, then rescuing Earl Eamon will unlock the Champion specialization. If you accepted it, then instead of “Champion” you will receive the “Ripper” specialization. (If you wish, you can desecrate the urn first, and then kill Kolgrim and thus get both. Possibly a glitch... or a reward for particularly sophisticated cunning.)


Bugs:
After “visiting” the urn when moving from the Mountaintop location to the Gauntlet location and back, as well as when moving from the Mountaintop to the Ruined Temple and back, group members receive 750 experience points. Confirmed for version 1.04 (supposedly fixed with patch 1.02, but the bug is present in version 1.03).

Obtaining the War Nug mount:

Travel to Val Royeaux and find a supplier called Deraboam in a small shop with
blue door. Interact with the chest to find a unique item, the Mystic Box, which costs 10,000 coins. Buy it to unlock Global War Council missions. Then, send one of your advisors to complete the missions and they will return with the War Nug mount.

Companion Locations:

Go to the specified location to find the corresponding interlocutor, and he will join your side.
There are a total of nine companions available that can join your party without including your character. Each companion has unique skills and stories, as well as their own romantic interactions and side quests. All companions except Cassandra, Solas and Varric are optional.

Sulfur

When entering Val Royeaux, the capital of Orlea, there will be a glowing red arrow next to your character. Find all the arrow messages around the city to meet Sera. Note: You must complete the quest "Red Jenny's Friend" before you can recruit Ser.

Lady Vivienne

When you reach the courtyard in Val Royo, look for the envoy next to
fountain on your way out of town to receive the quest "Ghislan's Estate". He will give you an invitation to meet Lady Vivien at her estate.

Iron Bull

Go to the gate outside of Chantry in Haven. Wait for the message to appear and
will invite you to the Storm Coast. Note: You must complete "The Captain Of The Chargers"
quest on the Storm Coast before you can recruit Iron Bull.

Blackwall

After Leliana gives you the quest "The Lone Warden", you can find him in the Hinterlands
area.

Dorian

After Fiona asks Herald to meet with the Mage faction, you can find
Dorian in Redcliffe.

Cole

Later in the story, Cole will appear in Haven. You can't miss it or buy it early.

Cassandra

Purchased at the beginning of the game. Cassandra joins the story with Varric and Solas
as your first group members.

Varric

Purchased at the beginning of the game. Varric joins the story with Cassandra and Solas

Solas

Purchased at the beginning of the game. Solas joins the story with Cassandra and Varric
as your first party members.


Wedge of Fate Cheese Shield:

The Blade of Fate is a shield made of cheese. It resembles a cheese-making wheel with one wedge missing. It can be found randomly on picnic tables in Crestwood and chests. At one of the Crestwood camps there is a chest on high. From the starting camp, look for the nearby camp, then look for the high ledges nearby to find a chest.

Characteristics of the wedge of fate:

  • Type: Off Hand shield.
  • Armor: 14 – Front.
  • Level: 9.
  • Restriction: warrior only.
  • Requirement: Level 6.
  • +6% Bleed on hit.
  • + 30% Defense Front.
  • Healing + 15% of damage dealt over 10 seconds.

Treasure map locations:

Find the indicated location to find a treasure map, then follow it to get
corresponding loot:

Cave with loot

The Farmland Cave map is located in Hafter's Woods. You can find the treasure by traveling to Redcliffe Farms. From Redcliff Farms, head west to reach Dead Rum Grove. Explore the area for a cave at the top of the hill. There is another small cave on the south side at the top of the hill. Enter this small cave to find the treasure.

Halin Sulan

The map of Khalin Sulan can be found in Grozny Gilan'nain in the hunting camp. You can
fight or sneak past the dragon to get the card. After obtaining the map, head towards the Dalian camp on the southwestern edge of the High Plains. Move towards the waterfall
south of the Dalian camp. Go to the right side of the waterfall, then go up the mountain
next to him. The treasure is located on the top of the mountain, next to the waterfall.

Watchman's Passage

Talk to Fairbanks at Emerald graves, then explore the camp to find a map in one of the
nearby shacks. Next, go to the west side and reach the westernmost
rift near "Rush of Sighs". Climb up big mountain next to Fade Rift, then follow
path on the left side of a large lonely tree. Collect treasure and close Fade
Rift (if required) before leaving the area.

Waterfall

The waterfall map can be found in the upper lake camp in the Hinterlands region. To find
treasure, you need to go towards Lake Lutiyas and take the “Western Road”. Continue along the path to reach the broken bridge shown on the map. Then follow the eastern path to reach the waterfall. Note: You will have to fight the Templars in this area. After
After killing them, follow the path at the back of the Templar camp to fall under a waterfall.
Find a local dirt patch in the area to find the treasure.


Weapons and armor:

You can create weapons, armor and potions. Crafting a specific item requires a recipe and
craft materials. Recipes are obtained by purchasing schematics from shops, glyphs, illuminated
Veilfir and scrolls that can be found in treasure chests. The blacksmith can also upgrade weapons and armor, which can be placed in certain slots. However, to add elemental effects to your armor or upgrades, you must find a gnome named Dagna.

The schematics required to craft equipment are divided into three levels. Scheme more high level
will always promote better equipment. However, they will also require more material per slot.

  • Level 1 circuits have 2 slots.
  • Level 2 circuits have 3 slots.
  • Level 3 circuits have 4 slots.

Available slot types:

  • Defense: Grants resistance against elemental attacks and resistance to any type of damage. Enemies also receive certain effects when attacked. For example, bleeding when they attack in close combat.
  • Offense: Provides offensive bonuses. For example, increased damage from barriers / protection from bleeding, etc.
  • Primary Skills: Determines the base armor or attack value of an armor or weapon.
  • Utility: Determines the upgrade of attributes to states such as Willpower, Cunning, Dexterity, Magic, Strength and Constitution. Strengthening an attribute is directly related to the creation of a material.
  • Mastery: High level weapons or armor have an additional masterwork slot that requires masterwork
  • Artificial material. This slot provides bonuses such as a chance to deal damage and unique
    buffs after absorbing damage. This may also result in a 40% chance of critical creation
    (increases each statistic of a specific weapon or armor by 10%).
  • Upgrade: Armor has up to two upgrade slots, and weapons have up to three. Materials can significantly improve the quality of armor and weapons.
  • Rune: Does not depend on the quality of the material for processing. All you need for a rune is a runic diagram.

Try to have one from each class in your group. You will find many doors and hidden areas that only one specific class can open.
Feel free to buy upgrades from merchants. They are not particularly expensive, and are a must for upgrading your weapons/armor to increase stats.
Be sure to talk to all your companions after each major story event. They often have new things to discuss.
If you don't like how you leveled up your character, don't worry. You can purchase a tool from your base for as little as 1 gold, although it increases in price after the first purchase to change all leveled skills.
The Hinterlands is the first major area in the Inquisition and there is a lot to see and do there. But don't linger too long in the Hinterland. You will ignore other interesting environments.
Closing violations in an environment is a great way to earn experience.
Try your best to solve the astrarium riddles. Solving all of them in one area will lead to the opening of a cave with great loot.
Kill animals and collect herbs as you explore. You will need materials to create a new one
weapons, armor and upgrades.
Pay close attention to the War Council mission descriptions, as some of them reveal important symbols, options, and other interesting things.
Inquisition allows you to flirt with a large number of characters, but you can only pursue relationships with a few based on your gender and race.