BioWare didn't just make a bunch of NPCs for their third main entry. They built a powder keg. If you’ve spent any real time in Thedas, you know that the Dragon Age Inquisition companions aren't just there to pad out your DPS or soak up damage while you're faffing about with Fade rifts. They are the game. Honestly, the main plot about Corypheus and his floating fortress is almost secondary to the absolute drama happening at the campfire.
You’ve got a Tevinter mage, a Qunari spy, and a Grey Warden who may or may not be lying to your face. It's messy. It is deeply, wonderfully messy.
Most people just pick the characters they think look "cool." Big mistake. Huge. If you aren't balancing the personalities, you're missing out on the best writing in the series. The banter isn't just flavor text; it’s where the world-building actually happens. You see the cracks in the Chantry through Cassandra’s doubts, and you see the terrifying reality of the Fade through Cole’s disjointed ramblings.
The Dragon Age Inquisition Companions You’re Probably Underestimating
Let’s talk about Vivienne. Everyone loves to hate Vivienne. She’s "Madame de Fer," the Iron Lady of the Orlesian Court, and she’s arguably the most polarizing figure in the game. Most players ditch her because she’s "mean" or too pro-Circle. But if you actually listen to her—really listen—she’s one of the few people with a pragmatic grasp on how dangerous magic is. She isn't a villain; she’s a survivor.
Then there’s Blackwall. On the surface? He’s the boring warrior guy. He’s got the beard, the shield, and the "protect the innocent" mantra. But his personal quest, Revelations, is one of the single best narrative pivots in RPG history. If you haven't finished his arc, you don't know who he is. You just don't. He represents the core theme of Inquisition: Can a person be more than their past mistakes?
Then you have Sera. Oh, Sera. People either find her hilarious or want to kick her out of Skyhold immediately. She’s the "little guy" perspective. In a game full of nobles, mages, and Chosen Ones, Sera reminds you that the "People" are actually the ones getting stepped on. She hates the high-and-mighty nonsense. She’s the chaos factor that keeps the Inquisitor grounded, even if she does it by throwing bees at people.
💡 You might also like: Ish from The Last of Us: Why a Character We Never Meet is the Game’s Best Story
Iron Bull and the Qunari Problem
Iron Bull is a fascinating case study in loyalty. He’s a Ben-Hassrath spy, yet he’s remarkably honest about it. Usually, the "spy" character is all shadows and daggers, but Bull is a giant wall of muscle who invites you for drinks. The brilliance of his character lies in the choice you make during Demands of the Qun. You choose between his mercenary crew, the Chargers, and an alliance with the Qunari.
This isn't a minor choice. It fundamentally changes his personality for the rest of the game and has massive implications in the Trespasser DLC. If you sacrifice his crew, you don't just lose a few NPCs; you lose Bull’s humanity. He becomes a hollowed-out tool of the Qun. It’s devastating to watch.
Why Banter Is the Real Game Mechanics
If you aren't rotating your party, you are playing the game wrong. Period. BioWare wrote thousands of lines of dialogue specifically for different pairings.
- Dorian and Iron Bull: If you keep them together long enough, they actually start a romance. It’s one of the most organic, surprising bits of writing in the game.
- Solas and Cole: These two talk about the "spirit world" in ways that make your head spin. It’s basically lore-dumping disguised as cryptic poetry.
- Varric and Cassandra: Their "enemies-to-frenemies" dynamic is the backbone of the game’s humor. Cassandra’s secret love for Varric’s trashy romance novels is a highlight.
The banter system in Inquisition is notoriously finicky. Sometimes it doesn't trigger for hours. But when it does? Magic. It turns these digital puppets into people. You start to care about their squabbles over the Divine or whether or not spirits are people.
The Solas Elephant in the Room
We have to talk about the Fade expert. Solas. The "Dread Wolf" reveal is common knowledge now, but looking back at his dialogue with fresh eyes is a trip. Every single thing he says has a double meaning. He’s grieving a world that he destroyed, and he’s looking at you and your companions like you're ghosts.
It’s tragic.
He’s the ultimate example of why these companions matter. He isn't just a party member; he’s the architect of the entire setting. If you don't befriend him, you miss the emotional weight of the ending. If you do befriend him (or romance him), the betrayal cuts so much deeper.
📖 Related: Disney Dreamlight Valley The Ancient Revealed: Why This New Discovery Changes Everything
How to Actually Build Your Party for Maximum Impact
Forget "Tank, Healer, DPS" for a second. Think about the "Vibe."
If you’re heading into a mission involving the Grey Wardens, you must take Blackwall. If you’re dealing with the nobility in Halamshiral, Vivienne and Sera offer the most contrasting (and entertaining) viewpoints. Bringing Cole to a murder mystery is basically a cheat code because he can read everyone’s surface thoughts.
- The "Lore-Heavy" Squad: Solas, Cole, and Cassandra. This group covers the Fade, the spirits, and the Chantry. You’ll get the most "serious" world-building here.
- The "Chaos" Squad: Iron Bull, Sera, and Dorian. This is the fun group. The dialogue is snappy, irreverent, and frequently hilarious.
- The "Old Guard": Varric, Cassandra, and Blackwall. It feels like a classic adventuring party.
Common Misconceptions About Party Composition
People think they need a mage, a rogue, and a warrior at all times. You don't. While it helps for opening certain locked doors or energizing artifacts, the game is flexible enough on most difficulties that you can run three mages if you really want to. Knight-Enchanter (Vivienne’s specialization) is so brokenly powerful that she can practically tank better than any warrior anyway.
Another big mistake is ignoring the "Approve/Disapprove" notifications. You don't have to make everyone happy. In fact, some of the best scenes in the game happen when a companion absolutely hates your guts. Getting into a shouting match with Dorian or having Sera leave the Inquisition entirely adds a layer of consequence that most modern games are too scared to include.
Actionable Strategy for Your Next Playthrough
To get the most out of your companions, you need to be proactive. They won't always come to you.
- Check in after every "Main" quest: Skyhold changes based on your progress. New dialogue trees open up after every major story beat like In Your Heart Shall Burn or Wicked Eyes and Wicked Hearts.
- The "Banter Bug" Fix: If your companions aren't talking, try clearing your "Completed" quest log and unmarking items in your inventory. Sometimes the game's script engine gets bogged down. Also, traveling to the Western Approach or the Hissing Wastes seems to trigger dialogue more frequently for some reason.
- Focus on Personal Quests Early: Don't wait until the end of the game to do Seeing Red or The Captain of the Chargers. These quests often unlock the specific attitudes that define their endings.
- The Power of Gifts: Unlike Dragon Age: Origins, you can't just spam gifts to buy love. Approval is earned through your choices and specific "Collection" quests (like finding Grey Warden artifacts for Blackwall or destroying Red Lyrium for Varric).
The beauty of the Dragon Age Inquisition companions lies in their flaws. They aren't your fans; they are your colleagues, and sometimes your rivals. Treating them like tools for combat is the fastest way to have a boring experience. Talk to them. Piss them off. Fall in love. That’s where the real game is hidden.