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Dragon Age: Inquisition Game Guide & Walkthrough by gamepressure.com

Dragon Age: Inquisition Game Guide & Walkthrough

Table of Contents

Rogue abilities in Dragon Age Inquisition Dragon Age: Inquisition Guide

Last update: 08 January 2019

Category: Double Daggers

NAME

TYPE

EFFECT AND COMMENTARY

Flank Attack

A

Moves in shadows and lands an attack from behind. These are two consecutive blows that deal 200% damage. It is one of the most basic attacks of the rogue that uses two daggers (you cannot use any other weapons), although it should be noted that it takes more than 7 seconds to cool down.

Skirmisher

U

This is the upgrade for the Flank Attack. It harmonizes perfectly with the main ability, because it allows you to remain in hiding after the successful attack, up to the moment at which the opponent turns to face the rogue.

Twin Fangs

A

The Rogue performs an attack with both of the blades. You can land the attack in the standard way, but you can also decide to flank the opponent, at which point it deals even more damage. The only downside is that after each of successful attacks, you need to wait quite long, for the ability to recharge.

Ripping Fangs

U

This is the upgrade for the Twin Fangs. Take interest in it, if you like using Twin Fangs to land flanking attacks, because in addition to this, the attack rips the opponent's armor for 8 seconds.

Bloodied Prey

P

You deal more damage to the opponent that has less health points left than you. It also permanently increases the attribute of Cunning. The bonus to damage is quite good, although it may go up as little as 10 percent.

Riposte

A

You can block the opponent's attack and counter it. It is a good ability, if you like fighting a more aggressive fight, especially that each of the attacks deals more damage than the regular ones.

Effortless Riposte

U

This is the upgrade for the Riposte. You should take interest in it, after you have learned the main ability well. Successful performance of this ability is rewarded with the lack of the necessity to spend Stamina on the attack.

Dance of Death

P

The rogue receives Stamina back, thanks to killing opponents. It also permanently increases the attribute of Cunning. I recommend that you get this ability, if you like, mainly, killing opponents weaker opponents, instead of weakening the stronger ones.

Unforgiving Chain

P

Increases the chance of landing a critical hit, with each successive blow and it permanently increases the attribute of Dexterity. You will find yourself care more about the latter feature, because the increase in chances is low (+1% per blow).

Sneak Attack

P

Increases your chances of killing your opponent, with a flanking attack, or from behind, by 25%. Additionally, it permanently increases the attribute of Cunning. I recommend that you get this ability, especially if you rely on the activated Flank Attack and Twin Fangs.

Spinning Blades

A

It lands a chain of dagger slashes. In total, it is five attacks, where each one deals, nearly, 75% damage. All in all, you should consider buying this ability, because you can quickly weaken your enemies then.

Neverending spin

U

This is the upgrade for the Spinning Blades. It allows you to land four extra blows, if they have been combined with the previous attacks.

Deathblow

A

The rogue attacks the opponent and receives an additional chance of attacking the wounded enemy. It is a good ability, but the additional attack is landed only if the opponent has less than a half of his health left. Additionally, the strength of the attack depends on how much the opponent has been weakened.

Thrill of Victory

U

This is the upgrade for the Deathblow. It increases the bonus to damage, for the main ability. Moreover if the opponent dies, in the course of the Deathblow, you will not have to wait for the ability to recharge.

Summary: The activated abilities in this category can be divided into two groups. The first one is sneak attacks and flanking attacks, or from behind. If this is the way, in which you deal with the opponents, rely on the Flank Attack and Twin Fangs. The second group are the quick and risky chains of blows with daggers. In this case, consider using Spinning Blades and Riposte. As for passive abilities, pick them depending on your playing style and bonuses to main attributes that you care for most (it is a good idea to get 1-2 of them).

Category: Archery

NAME

TYPE

EFFECT AND COMMENTARY

Death From Above

P

It ensures greater damage to the opponent, while shooting from above and it permanently increases the attribute of Cunning. Unfortunately, you receive the bonus (up to 25% of damage) only in the selected spots on the surface. The majority of the enclosed locations that you explore, unfortunately, do not offer too many elevated spots.

First Blood

P

You deal more damage to opponents in their full health, or to the slightly wounded ones. Also, it permanently increases the attribute of Dexterity. You receive this bonus to damage, when the opponent has, at least, 80% of his health left.

Leaping Shot

A

You dive out and send a hail of arrows towards the opponents. It is a good ability, thanks to which you can remain a difficult target for the enemies and, at the same time, deal high damage to them. In total, the rogue shoots 12 arrows, where each deals a half of the standard damage.

Rolling Draw

U

This is the upgrade for the Leaping Shot. It ensures a high bonus to damage, to the next attack, if the attack with the main ability was successful.

Long Shot

A

Shoots one powerful arrow. It is a perfect ability against single, strong opponents. Try to move away from the attacked enemy, because the distance between you and him affects damage that you deal. This way, you can deal as much as 600% damage, if the distance was, at least, 15 meters.

Archer's Lance

U

This is the upgrade for the Long Shot. It provides the main ability with one feature - the ability to penetrate the attacked opponent and reach the opponents behind him.

Explosive Shot

A

Shoots an arrow that explodes on impact. You can use this ability against single opponents, but you profit most by sending the arrow towards a group of opponents (the blast area is 4 meters).

Chain reaction

U

This is the upgrade for the Explosive Shot. It is imperative that you take interest in it, if you use the main ability against groups of opponents. It offers a high bonus to damage, which is determined by the numbers of the attacked opponents.

Strafing Shot

P

Faster movement while shooting and also, it permanently increases the attribute of Dexterity. It recommend that you obtain this one, because you are harder to get, while remaining in movement.

Pincushion

P

You deal more and more damage to opponents with each successive shot, and it permanently increases the attribute of Dexterity. Just like above, do not wait too long with unlocking this one, because you will find it useful, while fighting stronger opponents.

Full Draw

A

Shoots one sluggish, very powerful shot. It deals 800% of standard damage. Moreover, you can increase the bonus to damage, if the arrow was shot at an opponent in full health. As a result, I recommend using this ability at the beginning of each battle.

Stunning Shot

U

This is the upgrade for the Full Draw. It provides you with the feature of putting to sleep the opponent hit by the arrow

Summary: In this category, there are LOADS of excellent abilities and you should unlock the majority of them as soon as possible. If you prefer using the archer to shoot strong single arrows, you should take interest in Long Shot and Full Draw. If, however, you prefer to wound multiple enemies at once, pick Leaping Shot and Explosive shot. Also, it is necessary that you unlock several of the available passive abilities. The most interesting two, in my opinion, are Strafing Shot (the bonus to movement speed helps) and Pincushion (very useful against the more resistant opponents).

Category: Subterfuge

NAME

TYPE

EFFECT AND COMMENTARY

Lost in the Shadows

A

You hide in shadows. There are two ways to use this ability - to avoid being detected and to plan surprise attacks. In the case of the latter, you can expect that the strike from shadows deals 50% additional damage. The only downside is that you leave the shadows, after attacking the opponent.

Stealth

U

This is the upgrade for the Lost in the Shadows. It improves on the functioning of the main ability, as well as it removes all negative effects active on the Rogue, after you enter the shadows.

Evasion

P

Provides a chance to evade and it permanently increases the attribute of Dexterity. Evasion allows you to save the rogue from damage, but the chance to activate it is mere 5%.

Easy to Miss

P

Thanks to the ability, the opponents are more prone to ignore you, and it permanently increases the attribute of Cunning. It is a good ability if your Rogue does not do that well in direct fight. At the same time, it is worth noting that the opponents get even less interested in you, if you flank them.

Evade

A

Dodges the opponent's attack. It is a simple ability to avoid taking damage and its additional asset is that the cooldown is short (less than 2 seconds).

Hidden Step

U

This is the upgrade for Evade. It adds an excellent property, whereby the opponents believe that the rogue has not changed his position and additionally, they take (increased) damage themselves.

Knockout Powder

A

Throws a sleeping powder towards the opponents. The range of the attack is 6 meters and all of the attacked receive the sleeping effect for the next 10 seconds. You can either take the time to escape or to plan on the following attacks (note- attacking the opponent wakes him up!).

Deep Sleep

U

This is the upgrade for the Knockout Powder. It extends the sleep by another 10 seconds and makes them wake up slower, after being attacked. Both of these raise the usability of the ability considerably.

Ambush

P

Your attacks partially ignore the opponent's armor, if you attacked him while in stealth, or shortly after you left it. Additionally, it permanently increases Dexterity. This ability harmonizes well with some of the Two Daggers category, e.g. the Flanking Attack.

Shadow Strike

A

Launches a surprise attack. By default, the attack deals 400% damage. You can increase the bonus even further, if you decide to strike by surprise and if you have taken no damage, within the last 5 seconds.

Quick Blade

U

This is the upgrade for the Shadow Strike. It decreases the Stamina cost of the attack. If you used Shadow Strike in a flanking attack, you are additionally rewarded with shorter cooldown time, on other activated abilities.

Mercy Killing

P

Lands critical hits on the opponents that are panicked out or when they have been put to sleep. It also permanently increases the attribute of Cunning. It is best to unlock this ability along with the Knockout Powder, thanks to which you can deal damage more effectively.

Summary: any of the activated abilities in this group considerably increase the rogue's combat value. The majority of them harmonize well with the playing style that assumes using two daggers, but even if you are using the bow, you should not ignore this category. I recommend that you take interest, first of all, in the Knockout Powder, Lost in the Shadows and Shadow Strike. As for passive abilities, unlocking Mercy Killing, Ambush (it strongly fortifies dagger attacks) and Easy to Miss (less frequent enemy attack help you keep the rogue alive for longer) should profit you the most.

Category: Sabotage

NAME

TYPE

EFFECT AND COMMENTARY

Poisoned Weapons

A

Coats your weapon with a toxin. The opponents attacked with the weapon take (low) damage, temporarily and it is a good method to weaken the stronger opponents that cannot be beaten quickly.

Infected Wounds

U

This is the upgrade for the Poisoned Weapons. It is a valuable one, because it makes the opponents take 25% damage more, from other attacks (also the strongest ones).

Caltrops

A

Scatters spikes on the ground which wound and slow down the opponents. Caltrops are distributed over the area of 3 meters and the slowing down effect is 25%. The upside of the ability is that the caltrops remain in the battlefield for 30 seconds.

Tread Lightly

U

This is the upgrade for the Caltrops. It expands the area from 3 to 5 meters. Apart from that, the opponents are slowed down by another 25%. Both of the bonuses considerably raise the usefulness of the ability.

Fighting Dirty

P

It extends the duration of toxins and sunder. Also, it permanently increases the attribute of Dexterity. Unlock this one if you use the activated abilities, in combination with the abovementioned effects, on a regular basis, because only then will you profit from it.

Looked Like It Hurt

P

Regenerates Stamina thanks to critical hits and it permanently increases the attribute of Cunning. The Stamina regeneration is of low value, because it regenerates the measly 10, per critical hit.

Explosive Toxin

P

The poisoned opponents that you kill, explode in a toxic cloud that holds for 8 seconds. Additionally, it permanently increases the attribute of Dexterity. Unlock this ability if you use both poisoning abilities on a regular basis.

Hook and Tackle

A

You hurl a hook towards the enemy and pull yourself towards him. For obvious reasons, this ability should be of interest to you, only if your rogue uses blades and activated abilities for melee combat.

It Beats Walking

U

This is the upgrade for the Hook and Tackle. It eliminates the Stamina cost on the main ability and also lifts cooldown.

Cheap Shot

P

Critical hits pierce armor of the opponents and sunder it. Additionally, it permanently increases the attribute of Cunning.

Poison Cloud

A

You unleash a poison cloud. It is 3 meters in diameter and it weakens all of the opponents within reach. It is noteworthy that the opponents do not get poisoned in the same way, as in the case of, e.g. Poisoned Weapons.

Contact Poison

U

This is the upgrade for the Poison Cloud. Its main characteristic is adding the poisoning effect of poisoning, instead of weakening the opponents within the area of effect. In addition to that, the cooldown time on the main ability is shorter.

Throwing Blades

A

Tosses daggers towards the nearby enemies and tears their armors asunder. In total, the rogue tosses four daggers. Also the ripping effect is useful, (especially in combination with other abilities), which lasts for 8 seconds.

Precision Targeting

U

This is the upgrade for the Throwing Blades. You can recognize its value especially while fighting single enemies, or smaller groups, because there is only one target for the daggers to reach, which deals higher, cumulative damage.

Summary: The abilities in this category may come in handy, regardless of whether you are using the daggers or the bow. The majority of the hinge on dealing damage to enemies, using toxin. (Poisoned Weapons, Poison Cloud) and ripping through the armor (e.g. Throwing Blades). The Hook and Tackle is an unique activated ability, thanks to which you can pull the opponent. Nevertheless, you should pick it only if it harmonizes well with your playing style. In the case of passive abilities, it is also recommended to pick successive abilities with consideration. It is worth considering, e.g. the ones that fortify the potency of toxins or sundering, such as Fighting Dirty or Explosive Toxin.

Specializations - Artificer

NAME

TYPE

EFFECT AND COMMENTARY

Spike Trap

A

Sets a trap that launches the opponents into the air. It is one of the more interesting traps available in the game, whose additional asset is that it deals 300% damage.

Watch Your Step

U

This is the upgrade for the Spike Trap. You will find use for it only if you like staying in shadows, because activating the trap does not make the rogue leave stealth.

Set Them Up

P

Increases damage dealt by traps, by another 25% and it permanently increases Willpower. You definitely should unlock this one, if there are, at least, several trap-oriented abilities, on your quick bar.

Opportunity Knocks

P

Decreases cooldown time on the rogue's abilities, after an ally deals critical damage and it permanently increases the attribute of Cunning. The cooldown is only half a second shorter, per critical hit, but the ability may provide you with a nice cumulative effect.

Hail of Arrows

A

Doubles the effect of all the archery-oriented abilities. You can profit from this, especially in the case of the best abilities in the Archery category. The important piece of information is that you need Focus to activate this ability.

Elemental Mines

A

Litters the battleground with elemental mines. Damage dealt depends on which element the individual mines are connected with - they can chill the opponents, set them on fire or shock them with electricity. If possible, use this ability, while fighting opponents that are vulnerable to individual elements, thanks to which no mine goes to waste.

Throw Everything

U

This is the upgrade for the Elemental Mines. It allows you to distribute more mines, around the battlefield, i.e. as many as are allowed by the Stamina bar. Just remember not to overdo and not to lose the ability to launch other Stamina-dependant attacks.

Fallback Plan

A

It sets lanterns that mark points of safe retreat, where you can return. This is quite unique an ability, which may prove useful during the more demanding battles. It helps the rogue with daggers retreat quickly. Remember that the retreat points remain active for a limited time.

Bait and Switch

U

This is the upgrade for the Fallback Plan. It extends the duration of points of retreat and it grants you with the option to drag one of the opponents out of the battle. In spite of the appearances, it is a very useful ability, because such an opponent is easier to kill then.

Take them Down

P

Increases the entire party's chances of landing a critical hit and it permanently increases the attribute of Dexterity. It is a helpful ability, from the perspective of the entire party, especially after it cumulates with the other abilities that increase the probability of a critical hit, in some party members.

Tricks of the Trade

P

A bonus for the entire party, to damage and the effects imposed on the opponents. Additionally, it permanently increases the attribute of Willpower. Especially the former makes a difference, by strengthening the party considerably.

Summary: The Artificer has many interesting and helpful abilities to offer, both activated and passive. The former includes, first of all, Hail of Arrows, which is a perfect choice for the ranged rouge, who fights with the bow. The other good abilities are Elemental Mines and Spike Trap, thanks to which you can thwart your opponents' actions. As for passive abilities, especially the last two, e.g. Take them Down and Tricks of the Trade deserve a mention. They provide you with valuable bonuses and, additionally, these are the ones that the entire party profits from.

Specializations - Tempest

NAME

TYPE

EFFECT AND COMMENTARY

Flask of Frost

A

Uses the potion that increases the rogue's resistance to damage and makes the opponents to attack him are frozen, temporarily. Both of these are immensely helpful in keeping the rogue alive, especially if he uses daggers, which makes him more vulnerable to damage.

Bitter Chill

U

This is the upgrade for the Flask of Frost. Thanks to it, activating the main ability makes opponents attack the rogue. The purpose of this is to freeze them, which makes them exposed to the attacks of the entire party. Personally, I would recommend against taking unnecessary risk.

Flask of Fire

A

Uses a potion that repels the nearby opponents and makes the rest of rogue's abilities are free of Stamina cost. The repelling is a good way to avoid being surrounded, as the rogue, by stronger enemies.

Unquenchable Fires

U

This is the upgrade for the Flask of Fire. It introduces an interesting feature - for the duration of the effect, other activated abilities do not need any cooldown time and can be used over and over again.

Flaskmaster

P

The ability to carry more potions, the chance to keep the potion, after the corresponding ability has been activated and it permanently increases the attribute of Dexterity. Unfortunately, the ability is ineffective on healing potions, for which reason it definitely loses in its usefulness.

Fury of the storm

P

Provides you with a bonus to damage, after you have depleted, at least, a half of your Stamina, and it permanently increases the attribute of Constitution. The bonus is not too high (10 percent), but if you often use abilities that require Stamina, you will be receiving the bonus on a regular basis.

Thousand Cuts

A

Dashes towards the target and strikes a powerful blow. The attack deals 300% standard damage and, additionally, the other opponents, in the line to the target, also take damage. This ability requires Focus so, leave it for the longest and the most demanding battles.

Ride the Storm

P

Expands the duration of potions, after another one is used, after the effect of the previous one wears out. Additionally, it permanently increases the attribute of Dexterity. Take interest in this ability, if you use potions often.

Killer's Alchemy

P

A temporary bonus to damage, after any potion has been used. Additionally, it permanently increases the attribute of Dexterity.

The abovementioned bonus amounts to 15% and the end effect cumulates, if you drink more than one potion.

Flask of Lightning

A

Using a potion decreases the movement speed of everybody, apart from the rogue. It is a strong effect, although it lasts only 5 seconds. In spite of that, it is a helpful one, for landing some quick blows.

Quicksilver

U

This is the upgrade for the Flask of Lightning. The rest of the participants of the battle are nearly stopped, for the duration of the effect, and in itself, the effect is slightly longer. If you have obtained the main ability, you should get the upgrade also.

Summary: The rogue with Tempest definitely likes a quick shot. The majority of activated and passive abilities here hinge on drinking potions that ensure various bonuses (to movement speed and weakening the opponents, among others). Pick those of the abilities that fit your playing style and try to upgrade the activated ones. The only exception here is Thousand Cuts. Just like in the case of the rest of the abilities that use up Focus, you can land some heavy attacks with it, but use it only in the case of more demanding battles.

Specializations - Assassin

NAME

TYPE

EFFECT AND COMMENTARY

Hidden Blades

A

It sends a hail of blades towards the target. The attacked opponent receives a total of three hits and takes 300% regular damage from each. It is a strong and useful ability, but you need to bear the cooldown of 30 seconds.

Overkill

U

This is the upgrade for the Hidden Blades. It adds three extra hits. Apart from that, it makes cooldown shorter. It is a must.

Throatcutter

P

You deal more damage to the weakened enemies and it permanently increases the attribute of Dexterity. Especially the former is interesting, thanks to which you can deal more than 10% extra damage to opponents.

I was Never Here

P

Automatically regenerates sneak-related abilities, at the moment, at which you kill an opponent. Also, it permanently increases the attribute of Dexterity. It is an excellent ability, thanks to which you will be able to go into sneak right after you kill an opponents, to hide from the rest of them.

Knockout Bomb

A

Throws a bomb that puts enemies to sleep, for 10 seconds. It is similar to Knockout powder in the Subterfuge category. Just like in the case of that ability, remember that attacking the sleeping opponent wakes him up.

Comatose

U

This is the upgrade for the Knockout Bomb. It alleviates the greatest downside of the main ability, which allows you to deal more damage before the opponents wake up. Additionally, there is a bonus to flanking attacks, here so try to deploy party members properly.

Cloak of the Shadows

A

Goes into sneak mode, with the entire party. It is a powerful and, at the same time, the best ability in this category. Its additional asset is that your allies remain in hiding even after they attack the opponent. This ability requires Focus so, leave it for the longest and the most demanding battles.

Knife in the Shadows

P

Deals critical damage, thanks to sneak attacks and it permanently increases the attribute of Dexterity. The former of the properties is an ideal choice of a rogue that moves about in shadows and attacks with daggers.

Armor Gaps

P

Some of your attacks ignore the opponent's armor and also, it permanently increases the attribute of Dexterity. This ability is similar to Ambush, in the Subterfuge category, where its obvious advantage is that the entire process is automatic.

Mark of death

A

Brands the opponent. Attacking the branded opponent charges the strength bar of this ability, which is released, after some time, in the form of a powerful attack. It is a powerful ability that is the most effective against tough and demanding opponents.

Mark of Doom

U

This is the upgrade for the Mark of death. It provides you with increased damage and decreased strength of the branded opponent's armor.

Summary: The assassin rogue can effectively kill, or at least maim enemies. He is capable of that, thanks to the very good activated abilities, such as the Hidden Blades or the Mark of death. Also, the passive abilities here are very interesting and in several cases, they offer valuable bonuses. What is meant here is, e.g. the Knife in the Shadows (critical damage) or Armor Gap (weakening of the armor), which make a valued addition to the collection. Finally, also the Cloak of the Shadows deserves a mention. It uses up Focus but, in return for the points, it allows the entire party go into stealth, as opposed to the rogue only. Do not forget about this ability, because it will make winning battles easier.

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