Documenti di Didattica
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TABLE OF CONTENTS
I. INTRODUCTION
II. CHARACTERS
III. BASICS
[0100]
IV. WALKTHROUGH
[0400]
V. EXPLORATION
Haven ...................................................
The Hinterlands .........................................
Val Royeaux .............................................
The Fallow Mire .........................................
The Storm Coast .........................................
Forbidden Oasis .........................................
Skyhold .................................................
Crestwood ...............................................
The Western Approach ....................................
The Exalted Plains ......................................
Emerald Graves ..........................................
Emprise du Lion .........................................
The Hissing Wastes ......................................
Inner Circle Quests .....................................
[0500]
[0200]
[0300]
[0301]
[0302]
[0303]
[0304]
[0305]
[0306]
[0401]
[0402]
[0403]
[0404]
[0405]
[0406]
[0407]
[0408]
[0409]
[0410]
[0411]
[0501]
[0502]
[0503]
[0504]
[0505]
[0506]
[0507]
[0508]
[0509]
[0510]
[0511]
[0512]
[0513]
[0514]
[0600]
VII. CRAFTING
[0700]
VIII. BESTIARY
[0800]
[0900]
X. MULTIPLAYER
[1000]
XI. ACHIEVEMENTS
[1100]
XII. CLOSING
[1200]
| |\ | | |) /\ |\ | | / | | /\ |\ |
| | \| | |\ \__/ |__/ |__| \__ | | \__/ | \|
[0100]
Author's Preface
[0200]
Specialization: Reaver
Qunari are known across Thedas as the brutal horned giants who descended from
the north to nearly conquer the continent. These ruthless followers of a harsh
philosophy enforce their will through the Ben-Hassrath: their spies and secret
police. One brilliant agent did it all, hunting spies, rebels, and deserters
until the day he finally broke. To preserve a valuable asset, his superiors sent
him to Orlais to observe and report and The Iron Bull was born.
Today, Bulls Chargers are famous mercenaries, fiercely loyal to the huge Qunari
warrior who leads them into battles and taverns with equal enthusiasm. The Iron
Bull still sends the Ben-Hassrath reports, but years of living outside Qunari
rules have him wondering which identity is really him. Whoever he is, hes more
than happy to join the Inquisition and get paid to kill demons.
Varric Tethras
Specialization: Artificer
Varric Tethras is one part adventurous rogue, one part dashing storyteller, and
three parts trouble. Born on the surface, Varric has little love for his
underground brethren -- all his contacts lie with the dwarves of the Merchants
Guild, though he has little taste for their schemes. Still, he has found a place
as an outsider, rubbing shoulders with both the wealthy elite as well as the
worst of scoundrels. To hear him tell of it, thats all he truly cares about,
though anyone who truly knows him claims differently. They say that, try as he
might, Varric has been drawn more and more into conflicts that shake the world
-- ones that he cant get himself out of with a quick tale.
Previous Appearances: Dragon
Dragon
Dragon
Dragon
Heroes
Age II
Age: The Silent Grove
Age: Those Who Speak
Age: Until We Sleep
of Dragon Age
Cassandra Pentaghast
Specialization: Templar
Though of noble birth, Cassandra Pentaghast turned her back on a life of wealth
and privilege to join the Seekers of Truth. The ancient order serves as a
watchful eye over corruption and magical threats, granted ultimate authority in
its investigations by the Chantry -- or it did, prior to abandoning their duty
in response to the mage rebellion. Cassandra did not join her brothers in this,
instead remaining loyal to Divine Justinia and her efforts to restore order in
the face of chaos. She is both pious and driven, the sword in the right hand of
the Divine, seeking justice above all else.
Previous Appearances: Dragon Age II
Dragon Age: Dawn of the Seeker
Heroes of Dragon Age
Solas
Specialization: Champion
The Grey Wardens hold a lonely vigil, enduring lives of hardship and sacrifice
to protect the world from an evil that can never truly be conquered. Few would
volunteer for this: the suffering, isolation, and promise of a violent death.
But the path of a Warden is also one of valor, and those who give themselves to
the cause are rewarded with the knowledge that they have become something more
than they were. Blackwall is one of the rare few Wardens who chose, of his own
accord, to pick up the shield. He believes so wholeheartedly in the noble ideal
of the Grey Wardens that he would rather have this life than any other.
Cullen
Cullen has seen the worst that magic and corruption can do to innocent people.
Trained from a young age, he has devoted more than half his life in service to
the Templar Order. He saw the Ferelden Circle fall during the Blight and was
witness to the mage-templar conflict that tore Kirkwall apart. In the aftermath,
it was Cullen who rallied what remained of Kirkwall s templars to restore order
to the devastated city. His leadership and integrity caught the attention of
Cassandra Pentaghast, who recognized in him a vital component in forming the
Inquisition. Now the world is falling into chaos. Cullen is through waiting for
others to act, and he s determined that the Inquisition will make a difference
for the people of Thedas.
Previous Appearances: Dragon Age: Origins
The Darkspawn Chronicles
Dragon Age II
Heroes of Dragon Age
Leliana
She has many names. Most know her as "Sister Nightingale or the Left Hand of
the Divine. To the rare friend, she is Leliana. They say she found faith amid
darkness, and that her devotion to the Maker is matched only by her devotion to
Divine Justinia V, a woman who is both mentor and savior. Those who have earned
her loyalty know her as a steadfast ally. But enemies of the Divine know to fear
her, for she is the shadow behind the Sunburst Throne -- the one who watches and
waits, who strikes when her mark is most vulnerable and least suspecting.
Previous Appearances: Dragon Age: Origins
The Darkspawn Chronicles
Leliana s Song
Dragon Age II
Mark of the Assassin
Dragon Age: Asunder
Heroes of Dragon Age
Dragon Age: The Masked Empire
Vivienne
Specialization: Knight-Enchanter
Referred to as Madame de Fer, the Lady of Iron, Vivienne lives up to her
title. A leader among the mages and official enchanter to the Imperial court,
she is renowned as a fearsome woman who achieved her position through guile and
deft political maneuvering. Vivienne allows nothing to stand in the way of what
she desires -- not those who claim she is a social climber, not those who seek
to restrict her power, not even her fellow mages who would conscript her into a
rebellion with which she disagrees. Vivienne fights to restore order in a world
gone mad... so long as that leaves her among those left standing, once all is
said and done.
Specialization: Tempest
Sera is impulsive and revels in the moment. For her, it s not about what s
right, it s about what s right now. In the Friends of Red Jenny, she humbled
authority and had fun doing it. But now the nobility are being not just selfish
but blind. War, demons, a torn sky: these are more than troubling -- they re
terrifying. Fortunately, Sera and her "friends" can be frightening, too, and if
she needs to put an arrow through some baddies so regular people can sleep at
night, so be it. Sera fights for those caught in the middle, but she also needs
order restored. The world has to be normal so she can play.
Dorian
Specialization: Necromancer
Being from a proud bloodline of the Tevinter Imperium has its advantages: Dorian
was born with a flair for magic that made him the envy of his peers. He is
charming and confident, his wit as sharp as any blade, and if some suggest his
manner cocky, it could be attributed to being a powerful mage in a land where
mages rule. Indeed, Dorian would be the pride of his family -- if he didn t
oppose everything his homeland has come to stand for. He wears the labels of
"pariah" and "outcast" proudly, knowing that views of the Imperium are unlikely
to change until and unless someone of his ability stands up to make a
difference.
Cole
Specialization: Assassin
He is a ghost in the shadows, walking unnoticed through crowds. He can slit an
enemy s throat before they even realize he s there, and slip away, never to be
seen again. Those few who do notice him soon forget he ever existed... and Cole
isn t certain that he does exist. He is a spirit, impossibly caught between the
immaterial realm of the Fade and the confusing realities of our physical world,
but does that make him real? Does it make him human or a demonic pretender, as
some believe?
All Cole knows for certain is that the world is full of pain and he must find
his place within it. Those who wish to restore order and help the helpless will
find him a strange but unwavering ally. Those who use their power for selfish
reasons may never see Cole again -- if they remember that he was there to begin
with.
Previous Appearances: Dragon Age: Asunder
Josephine
The Inquisition s power is not absolute: it must earn its place among the forces
in conflict. Sister Leliana understands this well, and has called on an old
friend, Lady Josephine Montilyet, to be the Inquisitions ambassador in the
halls of the influential. The eldest daughter of a noble Antivan family,
Josephine is a rising star among diplomats, skilled at forging alliances with
tact, grace, and carefully cultivated favors. She is a consummate planner who
understands that resurrecting the Inquisition will require support and goodwill
from Thedas s movers and shakers. Fortunately, the ambassador enjoys a
challenge, and she sincerely believes that the Inquisition is the best way to
halt the chaos sweeping Thedas.
Morrigan
________________________________________________________________________________
C O N T R O L S & I N T E R F A C E
[0301]
________________________________________________________________________________
||||
| ACTION
| PC CONTROLS
| X360 CONTROLLER
|
|---------------------|-----------------------------------|--------------------|
| Move Character
| W/Q/S/E
|
| Toggle Auto-run
| G
|
| Position Cursor
| Mouse
|
| Rotate Camera
| Right-click (hold) + Mouse (drag) |
| Turn Camera
| A/D
|
| Zoom In/Out
| Scroll wheel
|
| Select Party Member | F1/F2/F3/F4
|
| Interact
| Right-click
|
| Jump
| SPACEBAR
|
| Sprint
| SHIFT
|
| Tactical Camera
| T
|
| Attack
| Left-click/R
|
| Primary Abilities | 1/2/3/4
|
| Secondary Abilities | 5/6/7/8
|
| Cycle Targets
| TAB
|
| Select Potion
| 0/|
| Party Attack
| Y
|
| Party Clear Command | K
|
| Party Disengage
| L
|
| Mount/Dismount
| =
|
| Quest Map
| M
|
| Journal
| J
|
| Inventory
| I
|
| Character Record
| P
|
| Quick Save
| F5
|
| Quick Load
| F9
|
| Screenshot
| PrtScn
|
| Hero Menu
| ESC
|
|_____________________|___________________________________|___________________|
||||
| ACTION
| PS4 CONTROLS
| PS3 CONTROLS |
|---------------------|---------------------------------------|---------------|
| Move Character
| Left Stick
| Same as PS4 |
| Move Camera
| Right Stick
| Same as PS4 |
| Switch Party Member | D-Pad Up/Down
| Same as PS4 |
| Interact
| Cross Button
| Same as PS4 |
| Jump
| Cross Button
| Same as PS4 |
| Sprint
| L3 Button
| Same as PS4 |
| Lock On/Cycle
| R3 Button + Right Stick
| Same as PS4 |
| Attack
| R2 Button
| Same as PS4 |
| Primary Abilities | Square/Triangle/Circle/R1 Button
| Same as PS4 |
| Secondary Abilities | L2 + Square/Triangle/Circle/R1 Button | Same as PS4 |
| Radial Menu
| L1 Button
| Same as PS4 |
| Hero Menu
| OPTIONS Button
| START Button |
| Tactical Camera
| Touch Pad Button
| SELECT Button |
|_____________________|_______________________________________|_______________|
Dragon Age Keep
Like the previous games, you ll be able to choose your answers and reactions to
many events in the game through dialogue. Each option has an icon displayed with
it to signify how you are responding.
GENERIC
General
Sad
Pleased
Mad
Confused
Surprised
Afraid
PERKS
Underworld - This is a special answer allowing you to question morality or
act appropriately for immoral people. You must purchase this
for 1 Inquisition Perk from Leliana. It is a raven.
Politics
- This is a special answer allowing you to use your knowledge of
politics to respond to a situation. You must purchase this for
1 Inquisition Perk from Josephine.
History
- This is a special answer allowing you to use your knowledge of
history to respond to a situation. You must purchase this for
1 Inquisition Perk from Cullen.
Arcane
- If you understand magic and magical theory you can use this to
your advantage.
CLASS/RACE
Warrior
Rogue
Mage
Elf
Dwarf
Qunari
Human
- All of these options let you choose responses based on the class
and race you are. Sometimes you will call back to the history of
your race or reference your ability/knowledge of your class.
Character Approval
Through your dialogue choices and actions you ll be able to effect the way other
characters in the game view your Inquisitor. Higher approval means that person
approves of your actions and likes your character. Lower approval means the
opposite and could lead to that member leaving. The amount of approval you gain
or lose is noted in game with the following text:
Strongly Approves
Approves
Slightly Approves
Slightly Disapproves
Disapproves
Strongly Disapproves
+20 Approval
+5 Approval
+1 Approval
-1 Approval
-5 Approval
-20 Approval
Romance
During some conversation with your companions you re given the option to choose
Romance dialogue. This usually gains some approval, but if you keep flirting
with that particular character and side with them on topics throughout the game
you will eventually be able to do their Inner Circle quests that cement the
relationship. Cole, Varric, Vivienne, and Leliana cannot be romanced.
In this menu you can pick your abilities, set tactics and behaviors, and look
at your character attributes. You earn one Ability Point per level up and one
per Amulet of Power used for your character, Humans also begin with an
additional Ability Point. The abilities are Active if they are a diamond, they
are Passive if they are a circle. Passive abilities can also grant stat
increases which can help determine your build.
Tactics and Behaviors are a little different than they were in past games.
The Tactics menu simply lets you choose which abilities to use or not use and
which ones that are preferred. Behaviors are just minor checks on Healing Potion
use and Mana/Stamina Reserve, and what you want that character to do when they
reach those thresholds. It s also useful for how that character will target
enemies in combat.
Attributes are a bit more in-depth than in past games. Equipping weapons, armor,
and accessories will increase these bonuses:
ATTRIBUTES
Strength - Each point increases Guard Damage Bonus. Warriors gain Attack.
Dexterity - Each point increases Critical Damage Bonus. Rogues gain Attack.
Magic - Each point increases Barrier Damage Bonus. Mages gain Attack.
Cunning - Each point increases Critical Chance and Ranged Defense.
Willpower - Each point increases Attack and Magic Defense.
Constitution - Each point increases Health and Melee Defense.
OFFENSIVE
Attack - This is a bonus to all damage in the form of a percent.
Guard Damage Bonus - This is an increase to enemies with Guard active.
Armor Penetration - Each point ignores 1 Armor when damaging an enemy.
Barrier Damage Bonus - This is an increase to enemies with Barrier active.
Critical Damage Bonus - Damage increase when landing a critical strike.
Critical Chance - Chance to score a critical strike.
Main-Hand Damage - The damage dealt with your main-hand.
Off-Hand Damage - The damage dealt with your off-hand.
Bleed on Hit - The chance to inflict bleed per hit.
Stagger on Hit - The chance to stagger an enemy per hit.
Heal on Kill - Amount of health recovered when landing a killing blow.
Flanking Damage Bonus - Increase, as a percentage, when attacking from the
side or behind.
DEFENSIVE
Magic Defense - Percentage resistance to magical attacks.
Melee Defense - Percentage resistance to melee physical attacks.
Ranged Defense - Percentage resistance to all ranged attacks.
Cold Resistance - Percentage resistance to cold damage.
Electrical Resistance - Percentage resistance to electrical damage.
Fire Resistance - Percentage resistance to fire damage.
Spirit Resistance - Percentage resistance to spirit damage.
Guard - Amount of damage that must be inflicted before health can be damaged.
Armor Rating - Physical damage reduction based on this rating.
Armor Rating Front - Additional armor rating for attacks on the front. This
is common for shields.
Health - Characters who have 0 Health are unconscious and unable to attack.
Maximum Health - The maximum amount of Health attainable.
Bleed on Being Hit - The chance that an attacker will receive bleed.
Stagger on Being Hit - The chance that an attacker with becomed staggered.
OTHER
Focus - This is gained from dealing attacks. Certain attacks use Focus.
Maximum Focus - The maximum amount of Focus attainable.
Focus Gain Bonus - The increase of all sources of Focus.
Mana/Stamina - The amount of current Mana/Stamina. Used for abilities.
Maximum Mana/Stamina - The maximum amount of Mana/Stamina attainable.
Combat Experience Points - Current Experience Points
Level - Combat Level from gaining experience points.
Cooldown Modifier - The percentage reduction on ability cooldowns.
Codex & Journal
________________________________________________________________________________
C H A R A C T E R C R E A T I O N
[0302]
________________________________________________________________________________
________________________________________
[
R A C E S
]
E L F
You were raised in the wilderness to be a hunter, relied upon by the Lavellan
clan for food and protection. The clan wandered the northern Free Marches and
had little need to interact with humansuntil the clan s Keeper sent you to the
Chantry s conclave as a spy. What happened there, she said, would impact not
only the Dalish but indeed all elves. She could not have known how right she
was.
Mage
Enslaved long ago by humans, most elves still live as second-class citizens
within human cities. Elves who reject this life are known as the Dalish:
nomadic wanderers who strive to keep the ancient elven religion and traditions
alive. You grew up in the wilderness, a member of the Lavellan Dalish clan and
apprentice to its leader and guide, the Keeper. The clan wandered the northern
Free Marches, and you had little need to interact with humans -- until the
Keeper sent you to the Chantry s conclave as a spy. What happened there, she
said, would impact not only the Dalish but indeed all elves. She could not have
known how right she was.
D W A R F
Dwarves are short, stocky, and most spend their entire lives underground. Those
The dwarves of Thedas are known for their once-vast underground empire and
guilds of merchants and warriors held in high esteem by the other races of
Thedas. Not you. A cast-off "surfacer," unwelcome among the dwarves or most
humans, you have scraped by as part of a criminal fraternity known as the Carta,
smuggling magical ore known as lyrium. As part of the ruthless Cadash crime
family, you spent your life on the streets of various Free Marcher city-states
-- until you were sent to the Chantry conclave as a spy and everything changed.
H U M A N
Humans are the most numerous and powerful race in Thedas. They are also the most
divided politically and seem to thirst for conflict. Human characters receive a
bonus ability point at the start of the game.
Warrior/Rogue
As the youngest child of the Trevelyan noble house, you grew up in the Free
Marcher city of Ostwick and have enjoyed a life of privilege. With close family
ties to the Chantry, and many relatives among the priesthood and the templars,
you were always expected to follow a similar path in service of the Maker -regardless of how you feel about the matter personally. Willing or unwilling,
you were sent to the Chantry s conclave to assist relatives who sought to make
peace between the templars and mages. It didn t go well.
Mage
Born to the Trevelyan noble family of Ostwick in the Free Marches, you were
originally intended for a life of privilegeuntil magical abilities surfaced at
a young age and you were forced into a life of confinement within Ostwick s
Circle of Magi. Protected but stifled, educated but isolated, the Circle would
have been your entire future had the mages not rebelled against Chantry rule.
Like it or not, you had to fight for your life against templars hunting down all
"free" mages. You joined the delegation of mages attending a Chantry conclave in
hopes of negotiating peace with the templars. It didn t go well.
Q U N A R I
The Qunari are a race of horned giants who follow a strict religious text known
as the Qun. Those who have abandoned its principles are known as Tal-Vashoth and
often work as mercenaries. Qunari characters receive a bonus of 10% to melee
defense.
Warrior/Rogue
As part of the Valo-kas mercenary company, you have earned a living by your own
wits and the strength of your blade, ignoring the fearful looks you receive from
those around you. Most recently the company was sent to the Chantry conclave as
hired swords meant to keep the peace between mages and templarsa task that has
gone horribly wrong.
Mage
Followers of the strict religious philosophy of the Qun, the Qunari appeared
like a tidal wave to the north of Thedas three hundred years ago. You are
Tal-Vashoth, a Qunari who has rejected the Qun and never even lived in Qunari
lands. As part of the Valo-kas mercenary company, you have earned a living by
your own wits and the strength of your blade, ignoring the fearful looks you
receive from those around you. Most recently the company was sent to the Chantry
conclave as hired swords meant to keep the peace between mages and templars -a task that has gone horribly wrong.
________________________________________
C L A S S E S
]
Mage
Those who can tap into the raw energy of the Fade and block the whispering
temptations of demons are truly exceptional. When they turn that mental focus
onto the field of war, they can be truly terrifying opponents. Rains of fire,
walls of ice, or even the ability to heal allies make up a mages toolkit. Most
employ considerable skills rendering foes not only weakened, but also vulnerable
to physical attacks, setting up opportunities for their teammates to exploit.
Knight Enchanter
- These rare mages received special dispensation from the Chantry to serve in
battle. They summon blades from the Fade and are experts in protection and
defense.
Necromancer
- These mages specialize in binding the spirits that are drawn to death. They
can put the fear of death into enemies, bring spirits to fight on their
behalf, and even cause devastating explosions when their enemies die.
Rift Mage
- These mages draw upon the force of the Fade, either pulling matter from the
Fade to attack or twisting the Veil itself into a weapon to stagger or crush
their enemies.
Rogue
Armed with bows, daggers, and any number of dirty tricks, the rogues primary
focus is damage: tearing foes down one at a time with systematic efficiency.
Rogues commonly use a mixture of stealth and mobility to reach positions of
advantage, be it a snipers perch away from enemy blades or behind an
unsuspecting mage. Deadly and resourceful, rogues can tip the balance of any
strategic assault.
Artificer
- These specialists control the battlefield with deadly traps. Neither they nor
their explosive mines are ever where the enemy expects them to be.
Assassin
- Any rogue can kill a target, but assassins make death into an art form. They
specialize in quick, deadly kills that let them slide back into the shadows
undetected, or indirect kills that eliminate targets while the assassin is
safely away.
Tempest
- These unpredictable experts specialize in using alchemical mixtures that
wreathe them in frost or flame. Fast, chaotic, and possibly mad, they wade
into the fight and dare enemies to face the storm.
Warrior
Battle-hardened and masters of close combat, warriors are pivotal to any group
entering battle. As front-line fighters, they absorb the brunt of opponent
attacks, steal enemy focus, and create an opening for deadly ranged assaults
from other classes. While some warriors prefer visceral, sweeping damage, many
are silverite-clad bulwarks, weathering any blows they dont deflect with their
shields.
Champion
- These powerful defenders protect their allies from harm, standing strong
against devastating blows with expert training and fierce determination.
Enemies can t kill themand usually can t survive them.
Reaver
- As the battle gets bloodier, these vicious and deadly warriors get even more
brutal. Hurting them just makes them mad, a mistake most enemies don t live
to repeat.
Templar
- These unrelenting warriors specialize in fighting mages and demons. No enemy s
magic can withstand them, and they inspire and protect their allies with their
righteous power.
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C O M B A T & E X P L O R A T I O N
[0303]
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M A G E S K I L L T R E E S
[0304]
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W I N T E R
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Masters of this school of magic summon cold that bites deeper than the cruelest
winter. Their icy spells slow and weaken enemies.
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1. Winter s Grasp
Winter s Grasp now damages and chills nearby enemies as well. However, only
the primary target is frozen.
Area of Effect: 3 Meters
2. Mana Surge
Your barrier explodes into wild magic when enemies destroy it. The blast freezes
all nearby enemies and allows you to cast your next spell without consuming
mana.
Area of Effect: 3 Meters
Freeze Duration: 2 Seconds
Magic on Unlock: +3
3. Fade Step
You let invisible waves of magic carry you forward, blurring ahead a short
distance.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
A. Frost Step
You have mastered the calling of cold, increasing your effectiveness when
By standing still, you enter into a meditative state that restores your mana at
an enhanced rate and reduces all cooldown times.
Meditation Idle Threshold: 3 Seconds
Mana Generation Rate Bonus: 50%
Willpower on Unlock: +3
6. Wall of Ice
Wall of Ice creates a larger wall, and you can cast it more often.
Size Bonus: 3 Meters
Cooldown Reduction: 8 Seconds
7. Ice Mine
You mark the ground with a glyph that takes a short time to prime. Once it is
ready, it will freeze the first target to step on it.
Freeze Duration: 6 Seconds
Activation Delay: 3 Seconds
Cooldown Time: 18 Seconds
Cost: 35 Mana
A. Brittle Glyph
While frozen, the victim of Ice Mine loses all armor protection.
Armor Reduction: 100%
8. Ice Armor
You draw on cold magic near you to protect you from attacks. Standing near a
frozen enemy or a persistent cold spell reduces all damage you take.
Damage Reduction: 50%
Willpower on Unlock: +3
9. Blizzard
You summon a freezing blizzard to chill and damage enemies caught in the area.
Can be toggled on and off
Ice Damage: 75% Weapon Damage per second
Chill Duration: 8 Seconds
Area of Effect: 8 Meters
Cooldown Time: 24 Seconds
Cost: 5 mana per second
A. Ice Storm
Your blizzard now chills enemies, progressively slowing them until they are
frozen.
Damage Bonus: 75%
Freeze Duration: 4 Seconds
________________________________________
I N F E R N O
]
Masters of this school of magic dominate the battlefield with unrelenting fire.
Enemies who survive the initial blast are driven mad with terror or burn to
death in unquenchable flames.
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1. Flashfire
You ignite an enemy with searing pain and send them fleeing in panic.
Fire Damage: 300% Weapon Damage
Fear Duration: 8 Seconds
Cooldown Time: 20 Seconds
Cost: 65 Mana
A. Blistering Pain
Flashfire burns brighter and hotter, intensifying the panic that your enemy
suffers.
Fear Duration Bonus: 8 Seconds
2. Immolate
You unleash a massive explosion, leaving enemies in the area burning in agony.
Fire Damage: 300% Weapon Damage
Burning: 75% Weapon Damage per second
Burning Duration: 8 Seconds
Area of Effect: 3 Meters
Cooldown Time: 16 Seconds
Cost: 35 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo.
A. Wildfire
Immolate burns hotter and has a shorter cooldown time, allowing you to rain
fire upon your enemies more often.
Fire Damage Bonus: 100% Weapon Damage
Burning: 75% Weapon Damage per second
Cooldown Reduction: 4 Seconds
3. Flashpoint
After you land a critical hit, your next spell cast doesn t trigger a cooldown
period.
Magic on Unlock: +3
4. Pyromancer
You have mastered the summoning of fire, increasing your effectiveness when
panicking or burning enemies.
Burning Duration Bonus: 25%
Fear Duration Bonus: 25%
Willpower on Unlock: +3
5. Fire Mine
You mark the ground with a glyph that takes a short time to prime. Once it is
ready, it will erupt into flame when an enemy crosses it, damaging and
staggering the target.
Fire Damage: 1,600% Weapon Damage
Activation Delay: 3 Seconds
Cooldown Time: 24 Seconds
Cost: 35 Mana
A. Searing Glyph
Targets hit by Fire Mine are launched into the air and set aflame, leaving
them burning.
Burning: 200% Weapon Damage per second
Burning Duration: 8 Seconds
6. Clean Burn
Your spells burn away ambient magic that would otherwise slow down your casting.
Every spell you cast shortens your active cooldown times.
Cooldown Reduction: 1 Seconds
Willpower on Unlock: +3
7. Wall of Fire
You conjure a flaming barrier that burns and panics enemies that pass through
it.
Size: 6 Meters
Duration: 20 Seconds
Burning: 200% Weapon Damage per second
Burning Duration: 8 Seconds
Fear Duration: 4 Seconds
Cooldown Time: 32 Seconds
Cost: 35 Mana
A. Lasting Flames
Wall of Fire creates a larger wall, and its flames burn longer on enemies
that pass through it.
Size Bonus: 3 Meters
Damage Duration Bonus: 4 Seconds
8. Chaotic Focus
When you cast a fire spell, the spell consumes half of your current barrier to
empower it. The larger the barrier consumed, the greater the bonus to the
spell s damage.
Barrier Bonus: 50%
Magic of Unlock: +3
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S T O R M
]
Masters of this school of magic call forth the power of thunder and lightning.
Their spells paralyze and arc from one enemy to another.
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1. Chain Lightning
You unleash a blast of lightning that shocks one target and arcs to nearby
enemies.
Distance: 5 Meters
Number of Hits: 4
Electric Damage: 300% Weapon Damage
Shocked Duration: 8 Seconds
Cooldown Time: 8 Seconds
Cost: 50 Mana
A. Arcing Surge
You launch a salvo of elemental blasts from your staff that homes in on targets
ahead of you.
Projectiles: 12
Damage per Hit: 66% Weapon Damage
Cooldown Time: 16 Seconds
Cost: 50 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Energy Bombardment
Each hit from Energy Barrage lowers the target s resistance to your staff s
magic type for a short time.
Magic Resistance: -2%
3. Stormbringer
The storm comes to your aid even without your calling it. When you are in
combat, lightning will periodically strike a random nearby enemy.
You summon a bolt of lightning that blasts and paralyzes a single target. If
other enemies are nearby, the bolt will paralyze the target for longer.
Electric Damage: 200% Weapon Damage
Paralyzed Duration: 2 seconds per nearby enemy
Cooldown Time: 24 Seconds
Cost: 65 Mana
A. Exploding Bolt
Lightning Bolt does more damage if there are other enemies nearby, and if
there are enough close to the striking point, a wave of force will knock
back all enemies except for the paralyzed primary target.
Damage Bonus: 200% for every creature within 4 meters.
5. Conductive Current
The more magical energy you expend, the more damage your spells do.
Damage Bonus: 5% for every 10% missing mana
Magic on Unlock: +3
6. Gathering Storm
You use your staff s energy to fill the area with sympathetic magic. Each basic
attack shortens your active cooldown times.
Cooldown Reduction: 0.5 Seconds
Willpower on Unlock: +3
7. Static Charge
You sheathe yourself in lightning while casting spells. Enemies that attempt to
interrupt your casting with attacks are struck by arcs that leave them
paralyzed.
Electric Damage: 100% Weapon Damage
Shock Duration: 6 Seconds
Constitution on Unlock: +3
8. Static Cage
You trap enemies inside an electricity field that paralyzes those that try to
leave.
Duration: 8 Seconds
Area of Effect: 9 Meters
Static Cage is now powerful enough to hurt or even kill enemies who leave
its boundaries. Whenever an enemy in the cage takes damage, a lightning bolt
strikes them, dealing bonus electricity damage.
Electric Damage: 50% Weapon Damage
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S P I R I T
]
Masters of this school of magic call upon spirits for protection, as well as the
essence of the Fade itself. Their spells disrupt hostile magic, create defensive
barriers, and even heal injuries.
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1. Barrier
You have learned to cast Barrier with a more stable magical pattern. Each
time a barrier you have cast expires, the ability s cooldown time is reduced.
Cooldown Reduction: 4 Seconds
2. Peaceful Aura
Your aura of tranquility makes enemies less likely to attack you in battle, even
when you damage them.
Threat Reduction: 50%
Willpower on Unlock: +3
3. Dispel
You remove hostile magic and status effects from allies while stripping
beneficial effects from enemies.
Size: 5 Meters
Cooldown Time: 8 Seconds
Cost: 35 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Transmute Magic
damage and
Barrier: 50%
Damage Bonus: 25%
Duration: 10 Seconds
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
4. Rejuvenating Barrier
When you or your allies have an active Barrier, the beneficial energy
invigorates them and helps them recover mana or stamina more quickly.
Mana Regeneration: 35%
Constitution on Unlock: +3
5. Guardian Spirit
A protective barrier springs into place around you automatically when you are
badly injured.
Barrier: 100%
Health Threshold: 25%
Cooldown Time: 60 Seconds
Constitution on Unlock: +3
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
6. Mind Blast
You send enemies staggering with an explosion of willpower that drives them
back and makes them less likely to target you again.
Area of Effect: 5 Meters
Cooldown Time: 8 Seconds
Cost: 20 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Fortifying Blast
Each enemy you strike with Mind Blast increases your protective barrier as
you turn their pain into your power.
Barrier: 10%
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
7. Strength of Spirits
Your barriers draw on the magic of the Fade to absorb more energy before
depleting.
Barrier Bonus: 50%
8. Revival
You summon spirits to heal fallen allies in the area, getting them back on their
feet and fighting again.
Area of Effect: 2 Meters
Cooldown Time: 60 Seconds
Cost: 85 Mana
A. Life Ward
Spirits now protect your allies for a short time, reducing incoming damage
and reviving them if they fall unconscious.
Damage Resistance: 25%
Duration: 15 Seconds
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K N I G H T E N C H A N T E R
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1. Spirit Blade
You create a blade of solid magic to make melee attacks against nearby enemies,
bypassing their guard and barriers.
Spirit Damage: 300% Weapon Damage
Bonus Damage vs. Barrier: 200%
Bonus Damage vs. Guard: 400%
Cost: 10 mana per attack while active
Eldritch Detonator Ability: Use on incapacitated foes for a combo.
A. Defending Blade
The chaos of combat frightens some, but for you, it s a comfortable rhythm. Your
mana regenerates faster when you re near hostile enemies.
Distance: 5 Meters
Mana Generation Rate Bonus: 50%
Constitution on Unlock: +3
3. Fade Cloak
You surround yourself with the magic of the veil itself. You are briefly
invulnerable and can pass through enemies unharmed.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
Cost: 20 Mana
A. Decloaking Blast
You call on benign spirits to restore you and your allies for continuing the
fight. All party members are healed to full health, including those who have
fallen unconscious, and a glyph around you provides ongoing healing to the
party for the spell s duration.
This ability consumes and is powered by focus.
Radius: 5 Meters
Duration: 10 Seconds
Tier 1: Glyph heals 2% per second
Tier 2: Glyph heals 10% per second
Tier 3: Glyph heals 25% per second
5. Fade Shield
You draw back the energy released by your enemies in your attacks against them.
Any successful attack strengthens your barrier. The more damage you do, the
more powerful your barrier grows.
Barrier: 30% of damage dealt
Magic on Unlock: +3
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
6. Veiled Riposte
Whenever you have a barrier active, enemies who attack you will take damage in
return.
Damage Returned: 20%
Magic on Unlock: +3
7. Knight-Protector
You re adept with defensive magic. Barriers you create take longer to
naturally decay.
Barrier Decay Reduction: 35%
Constitution on Unlock: +3
8. Disruption Field
You fill an area with magical energy that slows and weakens your enemies.
Enemies larger than the field are immune.
Enemies caught in Disruption Field are slowed to a stop over the course of
several seconds. Striking them ends the effect.
Speed Reduction: 99%
Duration: 5 Seconds
________________________________________
R I F T M A G E
]
Years spent studying the Fade have given Solas the ability to manipulate its
energies in unpredictable ways. He can pull matter from the Fade and even twist
the veil into a weapon to hamper his opponents.
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1. Veilstrike
You recreate your own fist from the essence of the Fade and smash nearby foes
to the ground.
Area of Effect: 5 Meters
Cooldown Time: 24 Seconds
Cost: 35 Mana
A. Punching Down
You cast veilstrike more easily, and the blow weakens your enemies, causing
them to do less damage.
Cost Reduction: 15 Mana
Weakened Duration: 10 Seconds
2. Stonefist
You summon a boulder from the Fade and smash it into your target, sending them
flying.
Spirit Damage: 500% Weapon Damage
Cooldown Time: 8 Seconds
Cost: 50 Mana
Impact Detonator Ability: Use on incapacitated foes for a combo
A. Shatterstone
You pull stray magic from around weakened enemies to regain mana based on the
damage you do to them.
Mana Recovery: 10%
Magic on Unlock: +3
4. Encircling Veil
You use stray magic around weakened enemies to increase the power of status
effects on them.
Duration Bonus vs. Weakened: 25%
Magic on Unlock: +3
5. Firestorm
You summon flaming meteors, raining fire down upon enemies all over the area
for the next several seconds.
This ability consumes and is powered by Focus.
Radius: 6 Meters
Fire Damage: 150% Weapon Damage
Duration: 15 Seconds
Tier 1: Summon 15 Meteors
Tier 2: Summon 30 Meteors
Tier 3: Summon 55 Meteors
6. Smothering Veil
Weakened enemies have the damage they inflict reduced even further.
Damage Reduction: 30%
Willpower on Unlock: +3
7. Twisting Veil
You catch stray magic around weakened enemies and use them to increase the
damage of your own attacks.
Damage Bonus vs. Weakened: 15%
Magic on Unlock: +3
8. Pull of the Abyss
You create a tiny rift that pulls enemies toward a central point.
Area of Effect: 6 Meters
Duration: 12 Seconds
Cooldown Time: 32 Seconds
Cost: 65 Mana
A. Shaken
You can cast Pull of the Abyss more often, and enemies caught in its effect
are weakened.
Cooldown Reduction: 8 Seconds
Weakened Duration: 10 Seconds
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N E C R O M A N C E R
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1. Horror
You unleash spirits of fear that terrify all enemies within the area.
Panic Duration: 6 Seconds
Area of Effect: 3 Meters
Cooldown Time: 24 Seconds
Cost: 50 Mana
A. Despair
Horror inflicts even deeper terror upon targets and reduces their armor
while they are under its effects.
Spirit Damage: 50% Weapon Damage per second
Armor Reduction: 20%
2. Death Siphon
Every time an enemy dies nearby, you regain both health and mana.
Mana Amount: 20
Health Amount: 10%
Constitution on Unlock: +3
3. Blinding Terror
You have learned to leave enemies vulnerable in their terror. Enemies that are
panicked take increased damage from all atacks.
Damage Bonus vs. Panicked: 15%
Magic on Unlock: +3
4. Haste
You increase the speed of the entire party. While this ability is active, all
enemies move and attack more slowly by comparison.
This
Tier
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1: Slow
2: Slow
3: Slow
Killing enemies attracts spirits that increase the power of your spells for a
short time.
Damage Bonus: 20%
Duration: 10 Seconds
Willpower on Unlock: +3
6. Simulacrum
If you are knocked unconscious, a spirit you control takes on your likeness and
fights on your behalf for a short time. The spirit draws magic directly from the
Fade, casting spells without cost. You cannot be revived by any means until the
spirit leaves.
Duration: 10 Seconds
Willpower on Unlock: +3
7. Spirit Mark
You mark a target with an attacking spirit, inflicting ongoing damage. If the
target dies while marked, the spirit mimics the victim s body briefly to fight
on your behalf.
Can be toggled on and off
Duration: 12 Seconds
Spirit Damage: 75% Weapon Damage per second
Charm Duration: 15 Seconds
Cooldown Time: 20 Seconds
Cost: 50 Mana
A. Lingering Mark
Targets you kill with Spirit Mark now fight for you longer and harder.
Damage Bonus: 75%
Charm Duration: 45 Seconds
8. Walking Bomb
You curse an enemy, inflicting ongoing spirit damage, and then trigger the curse
in a devastating explosion.
Spirit Damage: 200% Weapon Damage per second
Duration: 10 Seconds
Explosion Damage: 600% of Weapon Damage
Area of Effect: 5 Meters
Cooldown Time: 20 Seconds
Cost: 65 Mana
A. Virulent
If Walking Bomb kills your target, the effect spreads to nearby enemies,
causing secondary explosions.
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R O G U E S K I L L T R E E
[0305]
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S U B T E R F U G E
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1. Stealth
You step into the shadows, all but invisible to your enemies. Attacking from
stealth gives you a damage bonus and brings you back to the enemy s attention.
Dealing damage to enemies reduces the ability s cooldown time.
Damage Bonus: 100%
Duration: 30 Seconds
Cooldown Time: 24 Seconds
Cost: 20 Stamina
A. Lost in the Shadows
You live in the darkness. Entering Stealth is now instant and removes all
debilitating effects on you. While in Stealth, you cn even pass through
enemies without being detected.
2. Evasion
They can t hit what they can t see. Your deceptive fighting style gives you a
chance to dodge enemy attacks, taking no damage.
Chance to Activate: 5%
Dexterity on Unlock: +3
3. Evade
You leap away from incoming attacks, putting yourself where you need to be to
win this fight.
Cooldown Time: 2 Seconds
Cost: 20 Stamina
A. Hidden Step
Enemies will swear you re still there, attacking empty air and hurting nobody
but themselves as you leap away.
Duration: 3 Seconds
Damage: 300% Weapon Damage
4. Ambush
While you re in stealth and shortly after leaving it, your attacks ignore some
of your target s armor.
Armor Penetration: 50%
Duration: 6 Seconds
Dexterity on Unlock: +3
5. Easy to Miss
Enemies are likely to overlook you in combat, much to their regret. This is
especially true if you re flanking them.
Threat Reduction: 25%
Flanking Threat Reduction: 100%
Cunning on Unlock: +3
6. Knockout Powder
You throw a handful of dosed dust into an enemy s face, putting them to sleep
for a short time.
Duration: 10 Seconds
Area of Effect: 6 meters
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Deep Sleep
Enemies affected by Knockout Powder sleep longer and are slow to wake up
after being damaged.
Duration Bonus: 10 Seconds
Damage Sleep Duration: 3 Seconds
7. Mercy Killing
When their hearts aren t in the fight, it s almost too easy. Your attack on
You take your enemy by surprise with an attack they never see coming. If you are
in stealth or have not taken damage recently, this attack hits even harder.
Damage: 400% Weapon Damage
Stealth Bonus Damage: 200%
Not Damaged Recently Threshold: 5 Seconds
Cooldown Time: 16 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo.
A. Quick Blade
Shadow Strike costs less stamina, and when you use it while flanking an
opponent, you reduce all of your active cooldown times.
Cost Reduction: 10 Stamina
Cooldown Reduction: 4 Seconds
________________________________________
S A B O T A G E
]
Experts in these talents specialize in poisons and traps. Their dirty tricks
leave enemies sick and limping, easy pickings for a sharp blade or a barbed
arrow.
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1. Poisoned Weapons
You coat your weapons in a deadly toxin, making every attack poison enemies for
a short time.
Duration: 10 Seconds
Damage: 60% Weapon Damage per second
Damage Duration: 8 Seconds
Cooldown Time: 24 Seconds
Cost: 20 Stamina
A. Infected Wounds
Your poison helps your blades and arrows bite deeper. You do more damage with
your weapons while Poisoned Weapons is active.
Damage Bonus: 25%
2. Caltrops
You scatter spikes behind you, hurting and slowing down enemies who come after
you. This ability is considered a trap for any abilities that enhance or affect
traps.
Duration: 30 Seconds
Radius: 3 Meters
Damage: 10% Weapon Damage per scond
Speed Reduction: 25%
Cooldown Time: 16 Seconds
Cost: 35 Stamina
A. Tread Lightly
Your Caltrops cover a wider area and impede enemies even more.
Radius: 5 Meters
Speed Reduction Bonus: 25%
3. Fighting Dirty
All of your sunder and poison effects last longer as you make more potent toxins
and uglier wounds.
Duration Bonus: 25%
Dexterity on Unlock: +3
4. Looked Like It Hurt
The worst mistake your enemies can make is to let you see them flinch. Whenever
you score a critical hit, you regenerate stamina.
Stamina Restored: 10
Cunning on Unlock: +3
5. Explosive Toxin
Your poisons curdle the blood of your targets. Enemies that die while poisoned
explode in a shower of toxic mist.
Duration: 8 Seconds
Radius: 3 Meters
Damage: 50% Weapon Damage per second
Dexterity on Unlock: +3
6. Hook and Tackle
You hurl a light grappling hook at a target, then yank hard as you leap to pull
yourself to it.
Cooldown Time: 12 Seconds
Cost: 20 Stamina
A. It Beats Walking
You can use Hook and Tackle with no stamina cost or cooldown time.
7. Cheap Shot
Your critical hits tear through enemy armor, leaving it sundered for a short
time.
Duration: 6 Seconds
Cunning on Unlock: +3
8. Toxic Cloud
You unleash a cloud of toxic dust that damages all enemies that remain in the
area.
Duration: 8 Seconds
Radius: 5 meters
Damage: 50% Weapon Damage per second
Cooldown Time: 32 Seconds
Cost: 50 Stamina
A. Contact Poison
Toxic Cloud has a shorter cooldown time and now also poisons enemies in the
area.
Cooldown Reduction: 5 Seconds
Damage: 25% Weapon Damage per second
Duration: 8 Seconds
9. Throwing Blades
You hurl a group of knives at all nearby targets, ripping through their armor
and leaving it sundered.
Number of Hits: 4
Damage per Hit: 100% Weapon Damage
Duration: 8 Seconds
Cooldown Time: 12 Seconds
Cost: 50 Stamina
A. Precision Targeting
When facing fewer targets, you group your knives so that the more blades
that hit a single target, the more damage they inflict.
Damage Bonus: 25%
This bonus stacks.
________________________________________
D O U B L E D A G G E R S
]
Experts in this style are fast and deadly, their blades slicing through enemies
defenses -- and throats -- before the have time to react.
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1. Flank Attack
You leap through shadows to attack your foe with deadly strikes that hit them
from behind.
Requires Daggers
Number of Hits: 2
Damage per Hit: 200% Weapon Damage
Cooldown Time: 8 Seconds
Cost: 35 Stamina
A. Skirmisher
Before your target turns to face your blow, you move to stealth, impossible
to find.
2. Twin Fangs
You lash out with both daggers, striking deep, with bonus damage if you flank
your foe.
Requires Daggers
Number of Hits: 2
Damage per Hit: 200% Weapon Damage
Damage Bonus: 200%
Cooldown Time: 8 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo
A. Ripping Fangs
If flanking, your Twin Fangs attack will keep your target s armor sundered
from the blow.
Damage Bonus: 100%
Duration: 8 Seconds
3. Bloodied Prey
Your strikes cut deeper into any foe whose current health is lower than your
own.
Damage Bonus: 10%
Cunning on Unlock: +3
4. Parry
You quickly block a strike made by your foe, then counter as their own defenses
fall.
Requires Daggers
Damage: 100% Weapon Damage
Cost: 10 Stamina
A. Effortless Riposte
You regain stamina with every kill, the better to continue your assault.
Stamina Restored: 50
Dexterity on Unlock: +3
6. Unforgiving Chain
Your daggers blur, a dance of deadly pain. Each strike adds to your critical-hit
chance. After a critical attack, your chain resets as you begin another dance.
Critical Hit Chance: 1%
7. Sneak Attack
Attacks upon a target s back or flank are much more likely to be killing blows.
You lash out with a set of slashing blows that bring you in and drive your
target back.
Requires Daggers
Number of Hits: 5
Damage per Hit: 75% Weapon Damage
Cooldown Time: 16 Seconds
A. Neverending Spin
The number of your deadly slashes grows when you connect with earlier
attacks.
Additional Hits: 4
9. Deathblow
You lash out hard with swift and deadly skill and then again against a wounded
foe.
Requires Daggers
Damage: 200% Weapon Damage
Bonus Damage: 3% for every 1% missing health
Health Threshold: 50%
Cooldown Time: 8 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo
A. Thrill of Victory
Your strike bites deeper, and if it should kill your target, there s no
cooldown on Deathblow.
Damage Bonus: 100%
________________________________________
A R C H E R Y
]
Experts in this style are masters of ranged combat. They can avoid enemies that
attempt to close, put arrows or bolts through multiple foes, and even unleash
explosive shots to devastating effect.
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1. Death from Above
You ve learned to pick apart enemies that are still unwounded and unwary. You
do more damage to enemies that are only lightly injured.
Damage Bonus: 15%
Health Threshold: 80%
Dexterity on Unlock: +3
3. Leaping Shot
You dive out of trouble and fire a hail of arrows at the enemies that were
trying to close with you.
Requires a Bow
Projectiles: 12
Damage per Hit: 50% Weapon Damage
Cooldown Time: 12 Seconds
Cost: 35 Stamina
A. Rolling Draw
If Leaping Shot hits, you can use the momentum of your leap to do a stronger
draw as you come back to your feet. Your next attack, whenever you make it,
will knock down its target.
Damage Bonus: 200%
4. Long Shot
You fire a powerful single shot that delivers more damage the farther away from
the target.
Requires a Bow
Damage: 200% Weapon Damage
Damage Bonus: 600% at 15 meters
Cooldown Time: 8 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo
A. Archer s Lance
Long Shot now rips through every enemy along its path, doing bonus damage
for each extra target it hits.
5. Explosive Shot
You fire a powerful shot that explodes on impact, damaging enemies around your
target.
Requires a Bow
Number of Hits: 2
Damage: 100% Weapon Damage
Impact Radius: 4 Meters
Cooldown Time: 12 Seconds
Cost: 35 Stamina
A. Chain Reaction
Shrapnel from Explosive Shot fills the air and sets off deadly chain
reactions that do more damage the more enemies are nearby.
Damage Bonus per Target: 25%
Maximum Bonus Damage: 100%
6. Strafing Shots
If the first arrow doesn t kill them, the tenth might. Each consecutive hit with
a bow attack does progressively more damage to the target.
Damage Bonus: 5%
Bonus Duration: 10 Seconds
Dexterity on Unlock: +3
8. Full Draw
It takes a moment to line up the perfect shot, but it pays off with a
devastating hit that bites even deeper against enemies who aren t injured yet.
Requires a Bow
Damage: 800% Weapon Damage
Damage Bonus: 800% at full health
Cooldown Time: 24 Seconds
Cost: 65 Stamina
A. Stunning Shot
Enemies hit by Full Draw are knocked briefly unconscious by the power of
your shot.
Sleep Duration: 20 Seconds
________________________________________
A S S A S S I N
]
They ll swear you leapt from the shadows like a thrown blade and hit your target
with a flurry of strikes from every angle... but it s obvious that you were
nowhere near them at the time.
Number of Hits: 3
Damage per Hit: 300% Weapon Damage
Cooldown Time: 32 Seconds
Cost: 65 Stamina
A. Overkill
You use Hidden Blades faster and more easily, launching even more strikes
on your victim.
A wounded enemy is the perfect target. Your attacks are even deadlier against
targets that are close to death already.
Damage Bonus: 2% for each 10% missing health
Dexterity on Unlock: +3
3. I Was Never Here
You have learned to use the distraction of an enemy s death to slip silently
into the shadows. Killing a target removes any cooldown on stealth.
Dexterity on Unlock: +3
4. Knockout Bomb
You hurl a grenade containing a powerful concoction that puts nearby enemies to
sleep. Sleeping enemies awaken after taking damage.
Duration: 10 Seconds
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Comatose
Enemies affected by Knockout Bomb sleep more deeply, allowing your allies to
hit them even harder with flanking damage.
5. Cloak of Shadows
You go into stealth, and your allies follow your lead. The entire party remains
undetected for the duration of the effect, even while attacking.
This
Tier
Tier
Tier
You are a deadly threat to any enemy that can t see you coming. When you attack
from stealth, you automatically critically hit.
Dexterity on Unlock: +3
7. Gaps in the Armor
Dexterity on Unlock: +3
8. Mark of Death
You mark your enemy, and every hit on them adds part of its power to the mark s
damage. Trigger your mark when you are ready, and watch them fall from injuries
they never even noticed. You can manually trigger the mark early for bonus
damage.
Stored Damage: 100%
Duration: 8 Seconds
Cooldown Time: 32 Seconds
Cost: 10 Stamina
A. Mark of Doom
While it is active, Mark of Death leaves the target vulnerable to even more
injury.
Armor Reduction: 20%
________________________________________
T E M P E S T
]
With a satchel of dirty tricks, Sera takes the fight to her opponent before
they know they re in it, committing fast and hard -- and if covered in
alchemical fire, all the better.
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1. Flask of Frost
This flask coats you in an icy skin that increases your armor and freezes
enemies that strike you in melee range. You can t use this ability while
another elixir is active.
Damage Resistance: 85%
Duration: 5 Seconds
Freeze Duration: 1 Second
Cooldown Time: 32 Seconds
Cost: 20 Stamina
A. Bitter Chill
Activating Flask of Frost also taunts all nearby foes to attack you.
Radius: 5 Meters
2. Flask of Fire
This flask coats you in flames that spur you to frenzied action. For a short
time, your abilities cost no stamina, and enemies who attack you are knocked
backward. You can t use this ability while another elixir is active.
Duration: 5 Seconds
Cooldown Time: 32 Seconds
Cost: 20 Stamina
A. Unquenchable Flames
Your experience with elixirs has made you better equipped to handle potions and
other consumables, letting you carry more of them at a time and giving you the
chance not to use an elixir when you activate an elixir ability. This ability
does not apply to healing potions.
Maximum Potions Bonus: 1
Chance to Activate: 25%
Dexterity on Unlock: +3
4. Fury of the Storm
When your stamina is exhausted, you fight even harder, lashing out with fury to
win the fight.
Damage Bonus: 10%
Low Stamina Threshold: 50%
Constitution on Unlock: +3
5. Thousand Cuts
You choose a target, then dash to and fro -- a shadow leaving blood with every
leap. After you slice through other nearby foes, you land behind your target,
striking deep.
This ability consumes and is powered by Focus.
Damage per Hit: 300% Weapon Damage
Tier 1: Number of Hits: 12
Tier 2: Number of Hits: 25
Tier 3: Number of Hits: 38
6. Ride the Storm
The effects of your elixirs last longer if you activate one immediately after
another expires.
Bonus Duration: 3 Seconds
Dexterity on Unlock: +3
7. Killer s Alchemy
You can use more concentrated elixirs that give you an uncanny edge in battle.
You do bonus damage with all attacks for a short time whenever you use an
elixir or potion. The effect stacks.
Damage Bonus: 15%
Duration: 10 Seconds
Constitution on Unlock: +3
8. Flask of Lightning
This flask sends you into a heightened state of incredible speed. Everyone on
the battlefield except you moves much more slowly for a short time. You can t
use this ability while another elixir is active.
Duration: 5 Seconds
Speed Reduction: 60%
Cooldown Time: 32 Seconds
Cost: 20 Stamina
A. Quicksilver
After years of experience with the Merchants Guild and the Publishing World,
Varric has become an expert at handling deadly traps and convoluted devices.
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1. Spike Trap
You set a trap that, when an enemy approaches, detonates and flings enemies
into the air.
Damage: 300% Weapon Damage
Cooldown Time: 16 Seconds
Cost: 35 Stamina
A. Watch Your Step
You can remain in stealth while using a spike trap, and enemies are flung
even farther into the air.
2. Set Them Up
You ve mastered the proper placement of spikes and levers. When you spring any
kind of trap, your enemies feel it.
Damage Bonus: 25%
Willpower on Unlock: +3
3. Opportunity Knocks
When an ally critically hits, you take advantage of their success faster with
reduced cooldown times.
Cooldown Reduction: 0.5 Seconds
Cunning on Unlock: +3
4. Hail of Arrows
You fire so quickly that enemies will swear there are at least two of you
putting arrows into their ranks. While this ability is active, any Archery
ability you use is duplicated.
This
Tier
Tier
Tier
5. Elemental Mines
It s now or never. You use every ounce of stamina you ve got to litter the
battlefield with traps. The more stamina you use, the more traps you throw.
Additional Traps: 1 for every 5 stamina
6. Fallback Plan
You place a thieves lantern to mark a fallback location before heading into
battle. When the fight gets ugly, you leap back to safety, as healthy as you
were when you placed your marker.
Duration: 15 Seconds
Cooldown Time: 32 Seconds
Cost: 35 Stamina
A. Bait and Switch
You can fight for a longer time before leaping back, and you pull your
closest enemy back with you.
Duration Bonus: 5 Seconds
7. And Take Them Down
Your experience with finding and pointing out enemy vulnerabilities gives the
entire party a better chance to land a critical hit.
Critical Hit Chance Bonus: 5%
Dexterity on Unlock: +3
8. Tricks of the Trade
You help the team make the most of its abilities, increasing the damage and
W A R R I O R S K I L L T R E E
[0306]
________________________________________________________________________________
________________________________________
T W O - H A N D E D
]
Experts in this style crush their enemies with massive blows that can break
any guard, shatter any armor, and destroy any opponent.
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1. Block and Slash
You stand ready to deflect the next incoming attack and deliver a punishing
counter to your attacker.
Requires a Two-Handed Weapon
Damage: 150% Weapon Damage
Cost: 10 Stamina
Cost: 5 Stamina Per Second
A. Flawless Defense
Countering an enemies attack now does bonus damage and adds to your guard.
Damage Bonus: 50%
Guard Amount: 15%
Guard provides protection from incoming attacks by granting additional
health. Guard must be broken before a target will take damage.
2. Mighty Blow
You deliver a powerful attack that crumples foes, leaving them knocked down
for a short time. You do more damage to targets that are already knocked down.
Requires a Two-Handed Weapon
Damage: 200% Weapon Damage
Damage Bonus: 200%
Cooldown Time: 16 Seconds
Cost: 50 Stamina
A. Easy Target
Mighty Blow costs less stamina and deals increased damage against targets
that have been knocked down.
Cost Reduction: 15 Stamina
Damage Bonus: 300%
3. Flow of Battle
Every critical hit reduces the cooldown times on your abilities, giving you
the edge to finish off your enemy.
Cooldown Reduction: 1 Seconds
Strength On Unlock: +3
4. Shield-Breaker
Your critical hits crack armor and rend shields, sundering your enemy s armor
for a short time.
Armor Reduction: 20%
Duration: 6 Seconds
Strength On Unlock: +3
5. Pommel Strike
You lash out with a fast strike that briefly stuns your target.
Requires a Two-Handed Weapon
Damage: 300% Weapon Damage
Stun Duration: 3 Seconds
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Lightning Jab
Pommel strike hits harder and faster.
Cooldown Reduction: 4 Seconds
Stun Duration Bonus: 1 Seconds
6. Whirlwind
You spin with your weapon outstretched, cutting through any enemies in
your path.
Requires a Two-Handed Weapon
Damage Per Hit: 70% Weapon Damage
Cooldown Time: 24 Seconds
Cost: 10 Stamina
Impact Detonator Ability: Use on incapacitated foes for a combo.
A. Rising Winds
You ve learned how to batter through your enemy s defenses, doing more damage
to their guard with every hit.
Bonus Damage Vs. Guard: 100%
Strength On Unlock: +3
8. Clear a Path
Hitting multipe targets with a single swing of your weapon restores your
stamina for each extra target.
Stamina Restored: 10%
Strength On Unlock: +3
9. Earthshaking Strike
Your great blow tears open the ground with a shockwave that batters enemies
caught in its path.
Requires a Two-Handed Weapon
Number of Hits: 2
Damage Per Hit: 150% Weapon Damage
Area Of Effect: 12 Meters
Cooldown Time: 20 Seconds
Cost: 50 Stamina
A. Shattered Ground
Flames erupt from the fissure left by Earthshaking Strike, damaging enemies
that cross it.
Duration: 8 Seconds
Burning: 20% Weapon Damage Per Second
Burning Duration: 8 Seconds
________________________________________
B A T T L E M A S T E R
]
These cunning warriors control the battlefield and everyone on it. They
bolster their allies, hamper their enemies, and take advantage of any sign
of weakness.
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1. Grappling Chain
With a hooked chain and a lot of muscle, you drag your target into arm s reach.
Damage: 100% Weapon Damage
Cooldown Time: 12 Seconds
Cost: 20 Stamina
A. Give Them the Boot
After Grappling Chain drags an opponent to you, you stun them with a hard
kick.
Damage: 200% Weapon Damage
Stun Duration: 3 Seconds
2. Crippling Blows
You know how to take the fight out of your foes. Your critical hits leave
enemies weakened.
Damage Reduction: 15%
Duration: 10 Seconds
This Effect Stacks.
Strength On Unlock: +3
3. Hamstring
When you attack a target from behind, you leave them slowed.
Speed Reduction: 50%
Duration: 3 Seconds
Strength On Unlock: +3
4. Coup de Grace
You deal more damage against enemies that are stunned or knocked down.
Better them than you.
Damage Bonus: 30%
Strength On Unlock: +3
5. Combat Roll
You dive and roll to where the battle need you to be. Whether it s escaping
from a group or moving to flank an opponent.
Cooldown Time: 2 Seconds
Cost: 20 Stamina
A. Roll with It
You can now use Combat Roll to recover from most disabling conditions.
6. Deep Reserves
You get your breath back faster than most. When your stamina is very low, it
regenerates more quickly.
Low Stamina Threshold: 50%
Stamina Generation Rate Bonus: 50%
Strength On Unlock: +3
7. Horn of Valor
Your war horn s blast rings across the battlefield, giving allies the strength
to fight harder.
Damage Bonus: 15%
Armor Bonus: 15%
Duration: 10 Seconds
Cooldown Time: 18 Seconds
Cost: 35 Stamina
A. That s the Spirit
8. War Horn
Your war horn s blast puts fear into the hearts of your foes, leaving them
panicked.
Area of Effect: 8 Meters
Fear Duration: 6 Seconds
Cooldown Time: 24 Seconds
Cost: 35 Stamina
A. Break Their Spirit
War Horn now shatters your enemy s guard, and panicked enemies are too
shaken to defend themselves, leaving their armor sundered.
Armor Reduction: 20%
Bonus Damage vs. Guard: 1,200%
________________________________________
W E A P O N & S H I E L D
]
Experts in this style are still on their feet after punishment that would
kill their allies. They use their shield to protect themselves and stagger
their enemies.
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1. Shield Wall
You stand firm and block incoming attacks at the cost of stamina. Each block
adds to your guard. You move much more slowly while sustaining this ability.
Requires A Shield
Guard provides a protection from incoming attacks by granting additional
health. Guard must be broken before a target will take damage.
A. Chevalier s Step
When you use Shield Wall, your movement is not slowed as much. You also
protect nearby allies by giving them improved armor.
Range: 4 Meters
Armor Bonus: 30%
2. Payback Strike
You recover from any disabled condition and lash out with a great blow against
nearby enemies. If you ve recently taken damage, you hit that much harder and
stagger your foes.
Requires A Shield
Damage: 200% Weapon Damage
Recently Damaged Threshold: 5 Seconds
Damage Bonus: 200%
Cooldown Time: 8 Seconds
Cost: 35 Stamina
A. Sweet Revenge
You do more damage with Payback Strike, and if you ve recently taken
damage, you also stun taunted enemies.
Damage Bonus: 200%
Stun Duration: 2 Seconds
3. Bear Mauls the Wolves
You fight all the harder when you re hurting, gaining stamina when you lose
health.
Stamina Restored: 10% for every 10% health lost.
Constitution on Unlock: +3
5. Turn the Bolt
Your expertise with the shield protects you against ranged attacks from the
front.
Damage Reduction: 50%
Constitution on Unlock: +3
6. Shield Bash
Many foes think a shield is just for defense. You correct that mistake with a
You now lunge forward with Shield Bash, and you do even grater damage to
an enemy s guard.
Bonus Damage vs. Guard: 400%
7. Lunge and Slash
You lunge forward, then spin with a slashing strike if your first blow
connects. You can use this attack to close with opponents.
Requires A Shield.
Damage: 175% Weapon Damage
Cooldown Time: 8 Seconds
Cost: 35 Stamina
Impact Detonator Ability: Use on incapacitated foes for a combo.
A. Great Lunge
The farther you lunge before striking your target, the more damage you
do to them.
Damage Bonus: 75% at 5 Meters
Damage Bonus: 250% at 10 Meters
8. Turn the Blade
Any blow you can see, you can turn aside. All damage coming from the front
is reduced.
Damage Resistance: 20%
Constitution on Unlock: +3
________________________________________
V A N G U A R D
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1. War Cry
You taunt all nearby enemies with a shouted challenge, gaining extra guard
for each enemy affected.
Duration: 4 Seconds
Guard per Enemy: 20%
Cooldown Time: 24 Seconds
Cost: 35 Stamina
Guard provides protection from incoming attacks by granting additional health.
Guard must be broken before a target will take damage.
A. Call to Arms
You draw strength from your War Cry, improving your armor for the coming
fight.
Armor Bonus: 200%
Duration: 10 Seconds
2. Challenge
Your powerful shout carries across the battlefield, taunting a targeted enemy
and improving your guard.
Duration: 8 Seconds
Guard Amount: 10%
Cooldown Time: 16 Seconds
Cost: 20 Stamina
Guard provides protection from incoming attacks by granting additional health.
Guard must be broken before a target will take damage.
A. Throw the Gauntlet
They can t kill what they can t hit. You get a bonus to your maximum guard.
You slam into your enemies, increasing your guard and knocking them down as
you break through their lines.
Damage: 150% Weapon Damage
Guard per Enemy: 10%
Cooldown Time: 8 Seconds
Cost: 5 Stamina Per Second
Guard provides protection from incoming attacks by granting additional health.
Guard must be broken before a target will take damage.
A. Gore and Trample
After you finish your charge, your next ability costs no stamina.
Duration: 6 Seconds
5. Trust the Steel
You know how to make the most of your equipment, gaining a bonus to armor
when you have active guard.
Armor Bonus: 20%
Constitution on Unlock: +3
6. It ll Cost You
Any foe that attacks you in melee is going to bleed for it, taking a portion
of the damage they inflict.
Damage Returned: 15%
Strength on Unlock: +3
7. Cutting Words
Your party does more damage to taunted targets as you rattle your enemies
nerves and goad them into mistakes that leave them open.
Damage Bonus: 20%
Strength on Unlock: +3
8. Unbowed
You focus on your defensive training, gaining guard for each nearby enemy.
Guard per Enemy: 10%
Cooldown Time: 32 Seconds
Guard provides protection from incoming attacks by granting additional health.
Guard must be broken before a target will take damage.
A. Still Standing
Unbowed further improves your guard for each nearby enemy, giving you the
strength to stay on your feet.
Guard Generation Bonus: 100%
9. Bodyguard
You accept blows meant for allies, taking a portion of the damage.
Damage Transfer: 50%
Duration: 15 Seconds
Cooldown Time: 24 Seconds
Cost: 35 Stamina
A. Not Today
As the battle gets bloodier, these vicious and deadly warriors get even more
brutal. Hurting them just makes them mad, a mistake most enemies don t live
to repeat.
* [A]
*
* 1 *
* *
. * .
*
*
*
*
*
*
*
*** .
*
2 *
*
*** .
.
. *
.
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.
* 4
.
* *
.
*
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*
5 *
*
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. *
* *
* 7
* *
[A] *
.
.
. ***
*
* 3
*
. ***
.
.
.
*
.
.
.
***
*
* 6
*
. ***
.
*
*
*
*
*
*
*
*
*
*
*
8
*
*
* [A]
1. Ring of Pain
You mark part of the battlefield as yours. Enemies inside the ring take spirit
damage while your own attacks inside the ring hit harder. The more you are
hurt, the stronger both effects are.
Can be toggled on and off.
Area of Effect: 15 Meters
Damage: 15% Weapon Damage Per Second
Damage Bonus: 1% for each 1% Missing Health
Cost: 10 Stamina Per Second
A. Torrent of Pain
While Ring of Pain is active, Devour costs less stamina and has a shorter
cooldown time, and Dragon-Rage costs less of your own health.
Cooldown Reduction: 4 Seconds
Cost Reduction: 20%
2. Blood Frenzy
They thought you d get weaker once they d wounded you. They were very wrong.
Damage Bonus: 5% for each 10% missing health
Strength on Unlock: +3
3. Fervor
When an enemy dies near you, the thrill of death spurs you to hit that much
harder.
Damage Bonus: 30%
Duration: 5 Seconds
Range: 10 Meters
Cunning on Unlock: +3
4. Rampage
is powered by focus.
Life Steal, and Damage
Life Steal, and Damage
Life Steal, and Damage
Your critical strikes have a chance to cause a gory mess and send nearby
enemies fleeing in panic.
Fear Chance: 25%
Area of Effect: 10 Meters
Fear Duration: 6 Seconds
Cunning on Unlock: +3
6. Scenting Blood
Being near a badly wounded enemy spurs you into a frenzy, driving you to move
faster and giving you a better chance of striking deadly blows.
Range: 10 Meters
Health Threshold: 35%
Speed Bonus: 50%
Critical Hit Chance Bonus: 10%
Constitution on Unlock: +3
7. Devour
Blood is life. You rip into your enemy, doing damage based on how badly you re
wounded and healing yourself. Ring of Pain significantly increases the effect.
Damage: 100% Weapon Damage
Health Restored: 0.2% for every 1% health lost
Damage Bonus: 2% for each 1% missing health
Cooldown Time: 12 Seconds
Cost: 65 Stamina
Ring of Pain Bonus Health Restored: 0.4% for every 1% health lost
A. Consume
After you attack with Devour, your next use of Dragon-Rage has a better
chance of ripping deeply into your target for a critical strike.
Critical Hit Chance Bonus: 25%
8. Dragon-Rage
You launch an attack fueled by your fury, ripping into foes for damage that
increases as your own wounds deepen. Ring of Pain significantly increases
the effect. You take damage with each swing.
Damage: 150% Weapon Damage
Damage Bonus: 1% for each 1% missing health
Cost: 2% Health
Ring of Pain Bonus Damage Bonus: 50%
A. Ravage
For some, Dragon-Rage is a dangerous ability. For you, it s the only way to
fight. You now hit harder and reduce the cooldown time for Devour with every
attack.
Damage Bonus: 50%
Cooldown Reduction: 2 Seconds
________________________________________
T E M P L A R
]
Through faith and will, you dispel all hostile magic from the area around you.
Area of Effect: 5 Meters
Cooldown Time: 24 Seconds
Cost: 35 Stamina
Eldritch Detonator Ability: Use on incapacitated foes for a combo.
A. Spell Shatter
Spell Purge now deals massive area damage when dispelling barriers and other
beneficial effects on enemies.
Damage: 600% Weapon Damage
2. Blessed Blades
You rally all of your nearby allies to fight with greater strength, especially
when facing demons.
Your righteous fervor inspires the entire party to fight harder against demons.
Damage Bonus: 10%
Strength On Unlock: +3
4. Maker s Will
You inspire your allies to fight harder. Your party s guard, stamina, and mana
build over time, and all party members gain damage resistance against incoming
attacks.
This ability consumes and is powered by focus.
Duration: 15 Seconds
Tier 1: 10% Guard Generation and Stamina/Mana Regeneration Per Second /
10% Damage Resistance.
Tier 1: 20% Guard Generation and Stamina/Mana Regeneration Per Second /
20% Damage Resistance.
Tier 1: 30% Guard Generation and Stamina/Mana Regeneration Per Second /
30% Damage Resistance.
6. The Last Sacrifice
Even should you fall, you give your allies the strength to fight on harder in
your name.
Health Amount: 100%
Damage Bonus: 50%
Duration: 10 Seconds
Cooldown Time: 60 Seconds
Constitution on Unlock: +3
7. There Is No Darkness
Your faith is your protection against the elements, and not for you alone.
The entire party gains increased resistance to fire, ice, electric and spirit
damage.
Damage Resistance: 10%
Willpower On Unlock: +3
8. Wrath of Heaven
You summon a blinding pillar of light that stuns nearby enemies and damages
demons.
Damage: 400% Weapon Damage
Area of Effect: 4 Meters
Stun Duration: 4 Seconds
Cooldown Time: 24 Seconds
Cost: 65 Stamina
A. Embrace the Light
Wrath of Heaven does even more damage to demons and leaves enemies stunned
for longer.
Danage Bonus: 300%
Stun Duration Bonus: 2 Seconds
________________________________________
C H A M P I O N
]
These powerful defenders protect their allies from harm, standing strong
against devastating blows with expert training and fierce determination.
Enemies can t kill them - and usually can t survive them.
[A] *
* *
* 1 *
* *
. * .
*
*
*
*
*
*
*** .
. ***
*
*
*
2 *
* 3 *
*
*
*
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. ***
.
. * .
.
.
* *
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* 4 *
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.
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***
***
*
*
*
5 *
* 6 *
*
*
*
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***
.
.
.
*
*
*
.
*
*
7
*
[A] *
*
*
*
8
*
*
* [A]
You call upon the legacy of the greatest champions in history, defying enemies
as you hold your position. This stops enemies from moving past you and enables
you to block choke points.
Size: 6 Meters
Duration: 12 Seconds
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. And No Further
Your protected area increases, making it even harder for enemies to pass by.
Size Bonus: 3 Meters
2. Bulwark
You stand all the stronger to finish the fight, gaining a bonus to your
maximum guard.
Maximum Guard Bonus: 25%
Constitution On Unlock: +3
3. Resilience
You don t flinch, don t blink, and don t back down. Enemies that hit you with
melee attacks are staggered by recoil.
Stun Chance: 5%
Stun Duration: 2 Seconds
Constitution On Unlock: +3
4. Counterstrike
You push yourself to the limit, gaining full guard and taunting all nearby
enemies. While the ability is active, you automatically counter all melee
attacks.
This ability consumes and is powered by focus.
Tier 1: Duration: 6 Seconds
Tier 2: Duration: 12 Seconds
Tier 3: Duration: 20 Seconds
Guard provides protection from incoming attacks by granting additional health.
Guard must be broken before a target will take damage.
5. Adamant
You ve trained hard, and you know how to make the most of whatever armor
you re wearing.
Armor Bonus: 20%
Constitution On Unlock: +3
6. Unyielding
An attack that would bring you down instead leaves you with a small amount of
health, and you are immune to all damage for a short time.
Invulnerability Duration: 5 Seconds
Health Threshold: 5%
Cooldown Time: 60 Seconds
Constitution On Unlock: +3
7. To the Death
You taunt an enemy into a frenzy. Their damage output increases over time,
but so does the amount of damage they take. The effect ends if you get out
of range of the enemy.
Range: 15 Meters
Enemy Damage Output: 5% Increase Per Second
Enemy Damage Taken: 5% Increase Per Second
Cooldown Time: 32 Seconds
Cost: 35 Stamina
A. En Garde
While To the Death is active, your guard improves as your target takes
damage and you correct weaknesses of your own.
Guard Amount: 25%
8. Walking Fortress
You may not be able to hold them off forever, but right now, nothing can
touch you. You have complete immunity to damage for a short time.
Duration: 8 Seconds
Cooldown Time: 32 Seconds
A. Siege-Breaker
Every attack that strikes you reduces your cooldown time and increases your
Guard.
Cooldown Reduction: 1 Second
Guard Amount: 10%
| | /\ |
|__/ | |__| |) /\ | | |_ |__|
|/\| /\ |___ | \ | | | |\ \__/ |__| |__/ | |
[0400]
Preface
ITEMS
Shade
Lesser Shade
Lesser Terror
CODEX ENTRIES
[ ] The Conclave
[ ] The Qunari
[ ] Divine Justinia V
[ ] Shade
[ ] Wraith
[ ] Varric Tethras
Wraith
Greater Shade
* Pride Demon
[
[
[
[
[
]
]
]
]
]
The Breach
Adaar, The Vashoth
Cassandra Pentaghast
Vitaar
Solas
At the start of the game you ll be able to choose your race and class then you
can customize the looks of your character. Some scenes will take place at this
point and you can answer however you wish. Once you gain control head through
the gate and turn left. The path is fairly linear, just navigate over the bridge
where it gets taken out and you are forced into battle. You ll pick up a weapon
that is suited to the class you chose at the start, ie; an Archer will find a
bow, Mages will find a Staff, Two-Hand Warriors will find a Greatsword. The two
Shades are simple enough to defeat, if you lure the one focusing on you over to
Cassandra she can use Taunt to allow you flanking and distance if you are
ranged.
Ahead you ll find a lootable [CORPSE] then two more Shades. Send Cassandra
down into the lower levels to get their attention then follow up with your own
arsenal. Turn around go near the trees to find some [IRON] then jump back to
the frozen river. Go left to find some loot and [ELFROOT] then climb up the
cliff to the left by jumping. You ll find more loot near the wagons as you head
back to the bridge. Loot the [ELFROOT] then head back to the frozen stream.
Continue down the frozen stream to find a Shade and up the stairs a
Wraith -- this enemy strikes from a distance so take it out first. Check the
corner to the right of the ramp for some [ELFROOT] then head over the hill and
look right to find a Lesser Shade and Wraith, easily wrangled up by Cassandra.
There is some fire nearby, look from it across the ice to find two more Wraiths
and a Lesser Shade. Head to the right of the staircase infront of you to find
some [IRON] and [ELFROOT] then ascend.
A number of Shades infest this area, but you have some help. Quickly dispatch
these foes to trigger a scene where you ll meet Solas and Varric Tethras. From
here you ll receive a new task.
Reach the Forward Camp
Go down the ramp and button hook right to the corner. Loot the corpse to find
a [FIGURINE OF MAFERATH THE BETRAYER] and some [IRON]. Move down the path to an
open area in the ice. Numerous Shades and Wraiths appear, so focus on the
Wraiths first to allow your party to focus on the Greater Shade all at once.
You can actually do a little exploring at this point. Turn right and go past the
house for now, you ll find some [IRON] up the hill. Go back down the hill and
right of the trees, you ll find more [IRON] and then [ELFROOT] behind the rock.
Enter the house and loot the few things inside. Go straight down the river,
bypassing the steps to your right. Search the burning house for some loot,
behind it is another [ELFROOT]. Continue along the path, more [ELFROOT] along
the way up the hill where you ll find a Greater Shade and two Lesser Shades in
a camp. Defeat them and loot the [IRON] then the [LIFEWARD AMULET].
Make your way back to center then head up the staircase. Another Greater Shade
is accompanied by Lesser Shades and Wraiths, remember to take out the Wraiths
first! Up the hill to right is more [IRON], if you follow the path you ll find
more [ELFROOT] amidst the trees before the Rift. Your objective here is to
clear out the area and seal the Rift. Use your Action command to seal it, you
will gain enough experience to level up at this point so assign your points
carefully. Don t proceed just yet, turn left and go slightly down the cliff to
find yet another [ELFROOT].
At the Forward Camp you can replenish your potions and loot a [STRONGBOX]. You
will find Leliana and be forced to make a decision on how to reach the Temple
of Sacred Ashes.
Reach the Temple through the Mountain Path
Climb up aways, when you reach the tunnel you ll find a Greater Shade and two
Wraiths waiting for you. Proceed up the stairs and down the path a little until
you reach a small room. Light the torch and loot the [CHEST] before continuing
on. Ahead you can loot some smaller items, up the stairs is a Greater Shade,
Lesser Shade, and two Wraiths waiting to ambush you. Loot the [SACK] on the
balcony and head outside. Veer off the path to the left to spot more [IRON] and
[ELFROOT], ahead is another Rift
Like last time defeat the wave of demons but be prepared for a new enemy, the
Lesser Terror, after you defeat the initial wave. Seal the Rift then head down
the ladder.
Charge with the Soldiers
Head up to a small encampment. Plenty of dead bodies to the left, but more
importantly a [STRONGBOX] to the right with assorted gear and loot. Continue
past the gate and join the soldiers already fighting the Wraiths and Shades.
As you get to the rift in the distance, two new enemies, the Lesser Terrors,
will show up. Take them out and then seal the Rift. You ll get a cut-scene
Loot the body here then descend for a quick cutscene. Afterwards, progress
around and drop down to the Breach for another scene.
The Pride Demon has some nasty little abilities, one of which is an electric
whip that reaches quite a distance. The best practice for this battle is to
have Cassandra use Challenge then move her towards a wall with her back to it.
This way the Pride Demon has his back to the rest of the party and you can
utilize Solas and Varric s ranged attacks. Use your Inquisitor to disrupt the
Fade Rift, this will stun the Pride Demon and weaken it temporarily allowing
for a chunk of damage to be dealt. Be careful at this point, Lesser Shades will
join the fray when you interrupt the Fade Rift.
Do your best to keep Barrier on Cassandra and have her use Challenge and Shield
Wall to mitigate as much damage as possible. When the Lesser Shades come you
should change your focus to them then back to the Pride Demon. When it uses
Guard you can disrupt the Fade Rift again to break it then stun and weaken the
foe. Repeat this a few times and you ll come out victorious.
________________________________________________________________________________
__________________________________________________________________________
. .
< () >
THE THREAT REMAINS
[0402]
.. __________________________________________________________________________
ITEMS
[ ] Elfroot
ENEMIES
Templar Archer
Templar Knight
Templar Defender
CODEX ENTRIES
[
[
[
[
]
]
]
]
Chantry Hierarchy
Founding of the Chantry
The Children of Andraste
The Maker
After the short scene you can loot an item from the middle of the floor. Check
the paper on the desk for [PATIENT OBSERVATIONS]. You ll also find some special
items in the box nearby. Head outside when you are ready.
From where you awaken head behind the building to the northwest. Here you ll
find two [ELFROOT] and a [CHEST]. Continue behind the house you came from for
another [ELFROOT]. Continue to the left of the starting place to find more
[ELFROOT] and a [POT] that can be looted. Head up the steps to find a note on
the left pillar, [ANDRASTE S MABARI]. Check the pot to your left then go behind
the house to find two [ELFROOT]. Inside the house you ll find a note that
updates the [PATIENT OBSERVATIONS].
There s plenty to loot in the tent area, including a [CHEST] that gives some
[SONG LYRICS] for Patron of the Arts. To the right of the Chantry you ll find
two [ELFROOT] and on the left another with a sack and pot as well. There are a
number of houses to the right of the chantry, as well as loot. Inside the
houses over here is another [PATIENT OBSERVATIONS] as well as [THE RANDY
DOWAGER QUARTERLY]. You can also fing two [ELFROOT] around the houses if you
look. After nabbing these things head to the chantry.
Head inside to the left to spot a sack and a note on the counter that is [THE
FADE]. Check the scroll on the barrel nearby for [A CHANT FOR THE DEPARTED],
then take the first door on the left. Down the hallway you ll find a pot and
two notes, [CHANTRY HIERARCHY] and [FOUNDING OF THE CHANTRY]. At the end of the
hall you ll find prison cells that a Rogue can open and a [SMALL CHEST] that
has something good.
Head back up and into the next room on the left. Here you ll find a note
covering [THE CHILDREN OF ANDRASTE] as well as a Research Station and Minaeve.
Go across the hall and read the book on the bed for [THE MAKER] then head into
the main door for a cutscene.
Report to Haven s Chantry
Feel free to explore Haven a little bit, there s quite a few things you can do
before you head to the Chantry. Visit the Chantry to trigger a cutscene where
you ll have plenty of chances to respond. From here you ll enter the War Table
where you can pick Orlais or Ferelden. You ll need to choose Ferelden and then
Scout the Hinterlands. From here you must spend 1 Power by using Secrets. You
should start by sending some people out to locations in Ferelden, most of them
are on a pretty short timer.
War Table
- The Fallow Mire (Lost Soul)
- The Storm Coast (Vigilance on the Coast)
Travel to the Hinterlands to Speak with Mother Giselle
Head to the Crossroads at the Hinterlands when you are ready to proceed. Do
take some time to set up camps and the like. Here you ll need to defeat a few
apostates. Take the time to claim the landmark here, [SAGA OF TYRDDA BRIGHTAXE, AVVAR-MOTHER], then focus on taking out the mages. Once you do this you
will have a wave of 4 Templars come in from the west so take some cover. The
Defender and Knight can be brutal. Try to keep one of the Feared or Frozen so
you can take out the Templar Archers quickly. Once you defeat them you ll gain
control of the Crossroads.
Travel to Val Royeaux
Talk to Corporal Vale, he asks for help along with a myriad of other activities.
These will gain Power allowing you to travel to Val Royeaux, you will need at
least 4 Power to do this. You enter in the Main level, check out all the plaques
along the way to the center to gain [THE AVENUE OF HER REFLECTIVE THOUGHT].
Turn left to find another plaque then check the bulletin board. You ll want to
inspect the numerous plaques around the central pillar, it s a lot of
experience. Address the Templars in the central area to advance the plot.
You ll want to return to the Chantry in Haven to progress the story but Val
Royeaux offers new companions and lots of exploration! As you move around Grand
Enchanter Fiona will address you at some point, you now have two paths -[CHAMPIONS OF THE JUST] and [IN HUSHED WHISPERS]. When you return to the Chantry
at Haven you ll have to speak with the group.
DIALOGUE CHOICE
||
| You think the mage rebellion is more united? It could be ten times |
| worse!
|
|
|
| - We should meet the mages (Cassandra -1)
|
| - We should find the templars (Cassandra +1)
|
| - You must choose soon. (Cassandra +5)
|
|_____________________________________________________________________|
__________________________________________________________________________
. .
< () >
IN HUSHED WHISPERS
[0403]
.. __________________________________________________________________________
ITEMS
[ ] Prison Key
[ ] Rare Armor
[ ] Bianca Arms III
[ ] Rare Weapon
[ ] Cooldown Amulet
[
[
[
[
ENEMIES
Lesser Terror
Venatori Spellbinder
* Alexius
Venatori Zealot
Wraith
CODEX ENTRIES
]
]
]
]
Rare Weapon
Bleeder of Souls
Circle of Magi Banner
Staff of Stasis
Head to the Chantry at Haven, you don t have to make a decision right now so
you can say whatever you want during the scene. From here you ll want to go to
the Crossroads in the Hinterlands and head north. It should be a pretty quiet
run until you get almost there. The objective will change and a Fade Rift can
be seen in the distance. Defeat the few Lesser Terrors that attack then close
the Fade Rift and go through the gate.
Go to the Gull & Lantern to Meet Fiona
You are warped after the cutscene and two Venatori Zealots will attack. Loot
the [PRISON KEY] and head up the left stairs to find a [POT] and on the other
side is a [SNAKE BOX]. Go up the other set of stairs and loot the objects in the
cell before advancing to the door. There are more objects to loot along the way,
but in the end you need to climb the staircase.
Here you ll find more Venatori Zealots. Defeat them and descend the left path,
taking the left door to a chest. The central door leads to Fiona, she s in a
bit of a rutt. After listening to what happened go back up the central room
then down to the right side. Here you ll find your two companions that were
with you, you ll need to convince them you aren t dead.
Return to upper cells and your met by four Venatori Zealots and a Venatori
Spellbinder, be sure he goes down first. Up the steps to the Guard Barracks,
there s plenty to loot. Be sure to grab the note on the table, [A PRAYER TO THE
NEW GOD] and the [REINFORCED DEFENDER ARMOR] and [MINDLEECH STAFF] from the pot
in the corner. Open the locked door with a Rogue and the one opposite it to find
[A GUARD S JOURNAL].
Find a Way Back to Alexius s Throne Room
Continue up to the torture area, the side room has some loot. Up the stairs you
can open the door to find Hanley and two Venatori Zealots. Loot the bodies for
the [BLEEDER OF SOULS] and [BIANCA ARMS II]. Continue up to the next room, door
on the left, to find Leliana. Pay attention to the dialogue, it s rather unique
and interesting. Proceed down the hall and across the bridge into the Torture
Chambers. Time to seal a Fade Rift, be sure to deal with the Wraiths first.
Use the wheel to raise the portcullis and enter the docks. Clear out the two
Lesser Shades then loot the area, the [SUPPLIES CACHE] included to refill your
Potions. Climb up to the Courtyard, another Fade Rift with plenty of Lesser
Shades to deal with. Shortly ahead is another, so deal with the demons and get
to closing it. Head to the Upper Royal Wing, searching the left room for
[ALEXIUS S JOURNAL] and right for the [SPELLBINDER S JOURNAL].
Ahead you ll find some loot, a [CIRCLE OF MAGI BANNER], and another [SUPPLIES
CACHE]. In the open room you ll need to fight off Spellbinders and Shades while
you close the Fade Rift, stick to cover if you need it. Loot the corpses for a
[RED LYRIUM SHARD], you ll need 5 of these. Go through the southeast door and
up the steps. In the room here you ll find another Spellbinder and Venatori
Zealots. Kill the Spellbinder and drop some heavy area of effect near the steps
for a quick win. Loot the 2nd [RED LYRIUM SHARD] and the [PUNISHER] from the
chest in the back.
Loop around the hallway to a large room, another Spellbinder and cronies. Grab
the third [RED LYRIUM SHARD] from their bodies then head into the next room.
Check the [SUPPLY CACHE] and [LOCKBOX] while you re in here for loot. Have a
Rogue open the door here then open the door across to find a Spellbinder, the
fourth [RED LYRIUM SHARD] on him. Read up on the [STUDIES ON THE BLIGHT] then
bash the northern wall down with a Warrior. Loot the pot for the [APOSTATE
STAFF] schematic. Break the other wall down to surprise two Zealots, kill them
and head out.
Check both doors on the way out, at the bottom of the staircase is another
[SUPPLY CACHE], use it then go across from here through the door. Defeat the
Spellbinder and the Gladiators to obtain the last [RED LYRIUM SHARD]. Take them
back to the main hall and place them in the door to trigger a cutscene and boss
fight.
BOSS: Alexius
Level 7
________________________________________________________________________________
Health: 25134
Defense: 13
Resistance: N/A
Immunity: All Disabling Effects
Ability: Perceptive
Strategy
The first thing you should notice is that Alexius has no resistances or
vulnerabilities. This means all your physical and magical attacks will do full
damage but you lack the ability to combo since you cannot incapacitate him. He
has the ability to teleport far away so you ll want to focus on ranged attacks.
His arsenal of spells is fairly limited, the battle gets rough when you drop
Alexius s health below 50%. He summons a Fade Rift and you ll need to contend
with demons during this phase. Alexius isn t targetable here so Disrupt the
Rift and take out the small fry, closing the Fade Rift afterward.
Focus on building Guard and placing Barrier on your Warrior, you ll be able to
mitigate nearly all of the damage this way. At 25% health Alexius will summon
a second Fade Rift with even more demons. Like last time, focus on the demons.
You can cast Dispel on the location they are going to spawn to stop them from
spawning completely and placing runes or traps on the spawn location is fairly
useful for a lot of quick damage. At this point Alexius can be targeted down
and defeated.
Loot: Staff of Stasis, Cooldown Amulet
________________________________________________________________________________
The scene that takes place afterward is pretty amazing. With everything restored
head back to the Chantry in Haven. Here you ll be given an opportunity to
recruit Dorian into the Inquisition.
__________________________________________________________________________
. .
< () >
CHAMPIONS OF THE JUST
[0404]
.. __________________________________________________________________________
ITEMS
[ ] Amulet of Power
[ ] The Sunless Staff
ENEMIES
Red Templar
Red Templar Marksman
Red Templar Horror
Knight-Templar Denam
CODEX ENTRIES
Taking the path of reaching out to the Templars will bar you from working
with the mages. But who better to fight against this magic than those trained
to do so? To start down this path, you must visit the Inquisition s War Room
and send an agent out, which will cost 15 Power total. A small price if you
have been exploring additional areas. Doing so will take you to a meeting with
the Lord Seeker immediately with a host of Orlesian Nobles at your back.
After speaking to the Nobles you will be free to move. You can find some minor
loot down the road you came from (minor money), but we must press on to our
contact. In the stable area search both stables for loot and be sure to read the
[FOLDED LETTER], then talk to Knight-Templar Barris.
Raise the flags in order of importance
Next, you will be asked to undergo a ritual: raise the flags shown to you in
the order you value them. A very... personal objective. You can also side with
the noble and demand to see the Lord Seeker if you wish.
The choice is of course yours, but we may as well accommodate our guests. You
can find some loot around the courtyard before raising the flags. Raise the
flags in the order you wish. You will have a chance to explain your actions
afterwards. Be sure to read the [CREASED NOTE].
Andraste Highest - Cassandra +1, Solas -1
People Highest - Varric +1, Sera +1, Vivienne -1
Templar Highest - Blackwall -1, Sera -1, Vivienne +1
Talk to Knight-Templar Barris
- I let faith guide me. (Solas -1, Sera -1)
- I decided based on politics (Blackwall -1, Sera -1, Vivienne +2, Iron Bull +1)
- My reasons are my own. (Solas +2, Blackwall +1)
- I picked at random. (Solas -1, Blackwall +1, Sera +1)
Meet the Lord Seeker
Head into the next door/objective to start a meeting. Your replies don t matter
here, as the knights have a sinister purpose. Once the fighting breaks out,
have your tank taunt the front knights while you take out the archers, then
clean up. Barris will help out here. Loot and go through the next door.
Kill the soldiers in the hall and nab the nearby loot, then head right. There
is an open room here with a [CHEST] and some loot, amongst them the [SEALED
ORDERS], but there is also a door nearby that a Rogue can unlock with two
[CHESTS]. Once you have them, head to the other end of the hall and up the
stairs. There is another door someone can pick with more loot. Head outside when
you are done.
A fight is waiting for you. There are three templars facing you from the front
while some archers are on a roof to your upper right. A ladder behind you offers
a tactical view for ranged characters. After you deal with these first enemies,
a door to the dining hall opens to the left with more enemies. Use the doorway
as a chokepoint to lay down area of effect abilities and let the enemies roast
in it.
Head inside and search the tables to the far left for the [TO BE CORRUPTED]
codex, then head upstairs for a [CHEST]. You can jump the barricade here for
some loot, another [CHEST], and up on the third floor a note that explains
what is happening if you didn t already guess. Red for a reason, right? Head
back and go through the second floor door. This leads to more fighting, only
this time you ll have more normal allies. Numbers rule here, so help them
overwhelm the red templars.
Once they are dead, head to the top of the stairs you came from and open the
door against the left wall. This uncovers the Knight-Vigilant s body. Yikes!
Read the letter here for some context, then open the [CHEST]. This chest in
particular has a [AMULET OF POWER; CASSANDRA], so be sure to get it.
Continue ascending onward, looking for loot as you go. You will soon meet
with the Lord Seeker, which turns into something... odd.
Escape the Prison
Well then...
Head forward and enjoy the scenes. Answer as you will. Soon you will have
free reign again. Run to the marker to be in a room with pillars pouring out
spirit magic. Here head to the left and right lower rooms for dialog and a
way to get further. Time the pillars and run to the left and right rooms for
more dialog. Getting hit DOES hurt here, for the record. At the end, go through
the unmoving pillars to continue (take the hit).
You ll be in a room with an object your class can counter (a wall that can be
bashed, a door that can be lockpicked) to the left. Inside you can find an
object to examine for the [ENVY S DOGMA] codex, as well as a boost of
[CUNNING +1]. This is part of a side-quest for this area called "Demonic Dogma".
We ll cover it in here though. Head to the right and meet up with Cole. Ask for
his help to get an idea of what to do. He will then go open the way forward for
you.
Continue on and watch the scenes. Once you are near "Cassandra", go search the
open right cell for a [PRISON KEY]. Now, head forward and examine what is going
on in the rooms to the left and right. Bad, innit? (Sera is rubbing off...).
Head forward and take a right, then talk to Cole
He ll gift you with another task and some Veilfire. We will have to light four
Braziers. Head back to the rooms with the prisoners for Brazier #1 and Brazier
#2. Half-way done already! This causes the demon to be quite angry...
Head to the end of the hallway and left. Cullen is locked up here, but Brazier
#3 is here as well. Light it and then out in the hallway Brazier #4 will appear.
Lighting this pushes the hallway down. Follow it and head into the right room.
Light the brazier (which no longer needs numbered, apparently) and then go
back to the hallway and light the next one you find. This opens the door and
lets you into a secret room.
Read the inscription here for an updated [ENVY S DOGMA] codex and a sweet boost
of [CONSTITUTION +2]. We ll take it! Continue on to the last door and you will
be swept to a forest next...
Escape the Forest
Head through the forest, noting that staying still is dangerous: a spirit
geyser will erupt at your feet and explode. Continue onward and upward when
you can, ignoring the wraiths. Pull a lever near Cole when you can and then
you ll be in the main courtyard.
From here, find your way to the dining hall area and head up the stairs.
Head back to the second level (vice leaving) to find the third and final
"Demonic Dogma" inscription. Read it for an updated [ENVY S DOGMA] codex and
a sweet [STRENGTH +3] boost. Very nice.
Continue on to where the Lord Seeker was for a scene. Answer how you wish
after that to move onto the next part of this section.
The next section consists of us finding Templar Veterans and lyrium. While
we are out searching though, the Great Hall will be held by the Templars,
which means its strength is on a limited timer...
Maintain a Hold on the Great Hall
- The Templars will hold the Great Hall, but their strength will wane over
time!
- Returning to help the Templars re-secure the Great Hall will restore their
strength.
- If the Templars are overwhelmed, the battle will be lost.
We must be quick in our upcoming exploration. First, go outside where the
Lord Seeker cut-scene took place for a [CHEST]. Up at the front of the hall
you can also read an inscription to update the [THERINFAL REDOUBT] codex.
After that, take note of the two doors in the Great Hall we can use. Let s
start with the door on the left to head to the Upper Barracks.
Upper Barracks
Gather the loot in the hallway and go out to the courtyard. There are new
enemies here called Templar Horrors. There are two of them with two archers.
Really nothing harder than you ve fought before. They are found of shooting
spikes out of their back at you, which will home in. Take them out and then be
sure to search the shack they came out of for the [MAJESTIC BASTARDS] codex.
From there head to the archway and have a warrior bust open the wall at the
end for a room with [CHEST x3] in it, then go through the nearby door. Head
to the left first and assist the Templar. He will go to the hall (1/3). Head
back and up the steps and assist the Templar up here. She too will go to the
hall (2/3). Now, there is a rogue-locked door here that leads down to the
prison. You can find [THE PRISONERS OF THERINFAL] here.
Head across the narrow walkway to a room leading back to the Great Hall. Drop
the ladder to the left and then pick up the [A NUTTY AFFAIR] codex from a bench
to the right. There are three other ladders to drop up here as well as
[CHEST x2] in the back and another mysterious note. Go help the Templars kill
off the threat and get ready for the second door.
Officer s Quarters
Head out to the courtyard and kill the horrors and archers that await you.
After that, head to the door across from where you came from to find the
Lord Seeker s office. A scene with Cole occurs here. Afterward, loot the [CHEST]
(which should contain the unique staff [THE SUNLESS STAFF]) and read the notes.
Pick up the [LORD SEEKER S KEY]. Head outside and hang a right, opening the door
to the lyrium cache room. You can get some commentary on the red lyrium here.
Loot the [CHEST x3] in the room and pick up the [LYRIUM CACHE] from up above.
At this point, go help out the Great Hall, just to be safe.
Next, from the Lord Seeker s office head right (facing his office, head right)
to find a door in the corner. Head up the stairs in here and assist the Templar
you find fighting on the roof. He ll head off to assist Barris. Nab all the loot
up here and in the room beyond. Head back to where the Templar was. See the
rampart near the entrance to the stairwell? Head over there and have one of
your warriors bust down the far wall. This leads to a drop and a sealed room
with a [CHEST]. Unbar the door and make your way back to the Great Hall.
Great Hall
Talk to Barris to perform the ritual. Well... to have him do it. You will
fend off Red Templars and Horrors as the Templars bring down the barrier.
They will come from the sides, so use the chokepoints on either side to hold
them off and watch your back. Have your teammates strangle-hold one side while
you watch their back for them.
Once the barrier has fallen, head up the steps. You can refill potions up
here with the cache near the railing (heal first!) and nab a [CHEST] off to
the left. There is also the [HER PERFUMED SANCTUARY] codex on a bench to the
right.
Continue on to face the demon.
If you have been exploring side areas and buffing up, this will be a pretty
easy fight. The Envy Demon has a TON of hit-points, but very little defense and
poor evasion.
When it comes to attack, the Envy Demon can dive into the fade and appear
underneath you, much like the Lesser Terror enemies. It can also let out a
scream in an area around itself that causes anyone caught up in the screech
to have FEAR, which stuns you in-place. This gives ranged attackers the biggest
advantage, as they ll never have to worry about getting stunned. Beware of
standing too still during this fight as spirit geysers will erupt underneath
you, much like the memories you had earlier in this chapter.
Once you take off about a third of its health, it will go into "hiding", as
Cole points out. Several Red Templars and Archers will appear during this phase
and need to be put down. Cole has had enough watching though, and will join in
the battle.
After clearing the riff-raff out, the Demon will appear to mimic you. In
Bkstunt s game, the demon came out as a human warrior, using two-handed skills
and a weapon. It is also 10 times the size of your characters. Keep laying into
him and watch out for his attacks. For the last third of the fight, the demon
will revert back to its normal self. Keep killing reinforcements as they show
up and slay the demon for good.
Loot: Audacity, Essences
________________________________________________________________________________
Head back towards the Great Hall to meet up with what is left of the Templar
Order.
You will have a dialog choice here. Do we want the Templars to concede and
join the Inquisition as they are, or rebuild and become allies? This choice
will affect what your companions think of you:
Enjoy the dialog afterward. In the War Room, you will have the chance to
recruit Cole, although Cassandra slightly disapproves doing so. Heh. He can
permanently join the party though, so we suggest you take him.
And with that, this quest is complete.
__________________________________________________________________________
. .
< () >
IN YOUR HEART SHALL BURN
[0405]
.. __________________________________________________________________________
ITEMS
[ ] Rare Weapon
[ ] Rare Ring
[ ] Masterwork Hilted One-Handed Shaft [ ] Rare Accessory
ENEMIES
Red Templar
Red Templar Guard
Knight-Templar Denam
Venatori Gladiator
Venatori Marksman
Venatori Zealot
Spellbinder
At the War Table choose this mission, it costs 1 Power. Set up your party and
you ll trigger a cutscene. The Breach has been closed and Haven is celebrating,
but that comes all too soon. Head for the gates where you ll meet either Dorian
or Cole, whichever you haven t met yet. Cole warns of the Templars coming,
Dorian warns of the Mages coming, they both warn of The Elder One.
Waves of Red Templars attack from both sides of the trebuchet. Focus down the
Templar Horrors and then the foot soldiers. The second wave comes from the
right and has Marksman and Guards, you ll want to defeat the ranged enemies
first but if you can get them grouped up then some area of effects attacks can
be devastating. From these first two waves you should find a [RARE WEAPON] and
[RARE RING] from the dead. The final wave is small and comes from the left,
just defeat the horrors.
Defending the North Trebuchet - Mages
You ll have to contend with Spellbinders, Marksman, and Zealots. Focus on the
Spellbinders, they will cast Barrier on the Zealots and that creates problems
for quickly defeating them. Take out the Marksman last, it s not a common
strategy but the Zealots can overwhelm. Reinforces will bring a Gladiator, in
this wave focus the Marksman first then the Zealots, the Gladiator is a hassle
and it s shield requires the entire party to focus on his weak spot. Next, from
the left are more Spellbinders and Zealots -- defeat them.
Retake the South Trebuchet - Templars
There are several Red Templar, two Marksman, and a Guard defending this
trebuchet. Focus on the Marksman to quickly take them out and move the Guard
away. Move enemies come from behind trying to retake the weapon, you ll need
to fend them off like the first go around. There are two Horrors, two Red
Templar, and one Marksman in this wave. Defeat them and crank the trebuchet
to fire, causing an avalanche to wipe out most of the forces. It s all too
soon to celebrate again, a dragon emerges to destroy the trebuchet. Use the
[SUPPLY CACHE] then head back to Haven.
Retake the South Trebuchet - Mages
Head up to the southern trebuchet to find two Marksman, several Zealots, and
a Gladiator. Like usual, focus on the ranged attackers to quickly take them out
then begin to whittle down the Zealots. Reinforcements include two Spellbinders
for you to deal with, they come from the hill behind the trebuchet like an
ambush. Once you take them out crank the trebuchet to trigger an avalanche.
Evacuate Haven
Note - For each person you save you ll receive 128 Experience and 80 Influence
On your way back you ll find Harritt, help him out with a Warrior then loot
the blacksmith area before going inside the gates. Turn right as you enter to
find Lysette being attacked, defeat the Foot Soldiers here to save her. Go up
the staircase now to find more Foot Soldiers accompanied by Marksmen. Break the
door to your left to save Seggrit then loot the chest for a [RARE ITEM]. Head to
the tavern where you ll find three Red Templars and a Horror, defeat them then
enter and rescue Flissa.
Quickly run up the apothecary area to save Adan and Minaeve, you really need to
be quick because the nearby flames will trigger an explosion shortly. Approach
the Chantry entrance to find Threnn battling more enemies -- four Foot Soldiers.
Enter the Chantry now to trigger a scene.
DIALOGUE CHOICE
||
| There has been no communication, no demands. Only advance after
|
| advance.
|
|
|
| - I d give myself to save Haven. (Solas -5)
|
| - Why? Why does he want me? (Solas +1)
|
| - How do I stop him?
|
|_____________________________________________________________________|
Retake the Trebuchet
There is a certain sense of urgency at this point but you can slowly progress
down the path to the final trebuchet. The packs of enemies are small until the
final one at the trebuchet. Aim it little by little until it reaches about 50%
where you ll be forced to battle a boss depending on who you sided with. If you
sided with the Mages you ll fight Knight-Templar Denam, if you sided with the
Templars you ll fight Grand Enchanter Fiona.
BOSS: Fiona
Level 11
________________________________________________________________________________
Health: 13406
Defense: 18
Resistance: Electricity
Vulnerable: None
Immunity: Asleep, Paralyzed
Strategy
Fiona has been completely brainwashed and leads the Venatori against the
Inquisition. She can take dish out some heavy damage but she takes a lot in the
form of physical attacks. Stay away from Electric attacks and instead use Fire
and Ice to freeze her (Winter s Grasp works very well). Freezing her then combo
with Shatter to deal massive damage and take her out. You can always just turn
the trebuchet completely but that s probably more difficult.
You are alone, but not dead. Move forward to obtain "Mark of the Rift" then
use it to defeat the Wraiths. Head outside and continue the trek through the
blizzard until you are found by Cullen and Cassandra. The story opens up at
this point, you understand much more after a few scenes. The Inquisition marches
to Skyhold and you are no longer the Herald of Andraste, but the Inquisitor.
DIALOGUE CHOICE
||
| I do not yet know how Corypheus survived... Nor am I certain how
|
| people will react when they learn of the orb s origin.
|
|
|
| - How do you know this? (Solas +1)
|
| - You re right to be worried.
|
| - Lost here, it won t matter.
|
| - So prove yourself.
|
|_____________________________________________________________________|
__________________________________________________________________________
. .
< () >
FROM THE ASHES
[0406]
.. __________________________________________________________________________
A New Home
Survivors of Haven and people from all over Thedas flock to Skyhold. Cassandra
addresses you and decides to name you the leader, the Inquisitor! Your choice
here greatly effects approval for most companions.
|||||||||||
| Dialogue Choice | BLW | CAS | COL | DOR | IRB | SER | SOL | VAR | VIV |
|=================|=====|=====|=====|=====|=====|=====|=====|=====|=====|
| Faith
| --- | +20 | --- | -1 | --- | -5 | -5 | --- | +5 |
| Order
| --- | +5 | --- | --- | --- | +5 | --- | +1 | --- |
| It s Right
| +5 | --- | --- | --- | +1 | +5 | +1 | +1 | --- |
| Kill Corypheus | +1 | --- | --- | +3 | +1 | +5 | --- | --- | --- |
| Own Power
| -20 | -20 | --- | -5 | --- | -5 | -20 | -20 | --- |
| Vengeance
| --- | -1 | --- | --- | -1 | +5 | -1 | -5 | --- |
| Dwarf
| --- | --- | --- | --- | --- | +5 | --- | --- | --- |
| Elf
| --- | --- | --- | --- | --- | -5 | +1 | --- | --- |
| Qunari
| --- | --- | --- | --- | +5 | +5 | --- | --- | --- |
| Mage
| --- | --- | --- | +5 | --- | +1 | --- | --- | +20 |
|_________________|_____|_____|_____|_____|_____|_____|_____|_____|_____|
The Champion of Kirkwall
You ll have a conversation with the group and Varric mentions a friend. This
friend is Hawke, the Champion of Kirkwall, and he would like you to meet Hawke
on the battlements. In short, Hawke has a Warden friend (Stroud, Loghain, or
Alistair) in Crestwood and that s good because you can find out if the Grey
Wardens have truly gone missing and where. If you speak with Cassandra she ll
blow up on Varric, you can try to work it out later.
Recruit Dorian/Cole
You had the chance to recruit one of them earlier based on your choices, but
the other should be hanging around Skyhold. Be sure to talk to him and recruit
him if you want.
Specializations for the Inquisitor
Be sure to visit the War Table and start this mission. You ll have three
advisers come to Skyhold allowing you to pick one Specialization. All of your
companions have taken on their Specialization at this point. Also, pick up the
Arcanist so you can craft runes.
__________________________________________________________________________
. .
< () >
HERE LIES THE ABYSS
[0407]
.. __________________________________________________________________________
ITEMS
Corpse Archer
Lesser Shade
Red Templar Guard
Higwayman Archer
Rage Demon
Warden
Senior Warden
Pride Demon
Greater Shade
Shade
Red Templar Knight
Highwayman Guardsman
Highwayman Foot Soldier
Warden Spellbinder
Warden Archer
Despair Demon
Greater Terror
Gibbering Horror
CODEX ENTRIES
You need to spend 8 Power to unlock Crestwood. It s pretty bleak right now, but
it has to be looked into. Make your way east, fighting off some Corpse Archers.
As you near Crestwood you ll have to fight through some more undead. You can
stop here if you want, there s plenty to do in Crestwood. To continue, press
forward due east sticking to the road. You ll pass a lot of Red Lyrium Veins,
just follow the road going south of them.
Meet up with Hawke and press on through the cave. Here you ll meet the Warden
and a scene takes place to shed some light on the situation. Grab the codex
for [REGARDING THE CALLING] before heading out then go to the Western Approach.
It s a nice little trek out to where Hawke and the Warden are located, once you
get there a scene takes over. You can question Erimond all you want, in the
end you ll have to fight. Use the Mark of the Rift to end the battle instantly
then another scene takes over.
Assault on Adamant
Before you head back, seek out the [BOTTLE OF THEDAS] in the corner and you may
as well head down the steps to claim the Landmark. Head back to the War Table
and choose "Here Lies the Abyss" to spend 20 Power and begin the assault. You ll
want to bring Blackwall if you normally don t, he has some unique speech for
this mission in particular. After the scene you ll gain control at the Lower
Bailey.
The first wave of enemies is Shades and Warden Spellbinder. They group up so
hit them with area attacks. Head up the steps to find a group of Wardens, the
Senior should be your initial focus, he should drop a [RARE ACCESSORY]. Check
the northeast corner for a [CHEST] then cross the bridge. Two Shades try to
stop you but that s not nearly enough. Quickly head down the steps to help the
Wardens fight the Spellbinder and Shades. You can ask them to "Surrender" or
"Fall Back", the former initiates a fight while the latter sends them away.
Battlements
Loot the [CHEST] here and continue onward to another one. Open the door and
climb the staircase to find a [CHEST] in the corner. Turn around from here to
see the right way to go. Clear out the Warden Archer and two Shades then step
outside the wall to spot a [CHEST]. Climb up to the Battlements now and defeat
the Wardens preventing the Inquisition soldiers from climbing up. More Wardens
come from down the way, one can drop a [RARE ARMOR]. Inside you ll find another
[SUPPLY CACHE], be sure to use it after you ve healed yourself.
Open the [CHEST] in this room then head back out to the battlefield. There are
two Despair Demons, a Pride Demon, and some Warden Spellbinders. Try to hit
the demons with an incapacitating attack then defeat the Spellbinders. Loot the
[CHEST] for the [GREY WARDEN BANNER] and grab the codex for [AN UNSIGNED LETTER]
before pressing on. A [CHEST] on the north side can hold a [RARE ACCESSORY].
Cross over the bridge to have a similar fight as the previous one.
Finding the Warden-Commander
Loot the Pride Demon for a [RARE RUNE] then the nearby chest for a [RARE HELM].
Restock at the [SUPPLY CACHE] and grab the codex [A LETTER FROM WARDEN-COMMANDER
CLAREL] as you return to center. Some Shades try to ambush you, defeat them and
go down the steps to find some [LOOT] with [SHIELD OF THE ANOINTED] inside. Go
through the doors until you reach the far side of the walls where a Shade and
Rage Demon are attacking. There is another [SUPPLY CACHE] at this point, use it
then head through the doorway.
Loot the [CHEST] here for a [RARE ARMOR] then press on to trigger a scene. If
you have Blackwall you get a special dialogue to win over the remaining Wardens
and bring back the ones you may have let live when the battle started. Another
scene takes place and if you turned the Wardens you ll only have a few demons
and the Spellbinders to fight. Clear them out and head up the stairs to find
a bunch of Shades. Continue to follow Clarel past the Greater Shade and up
more stairs. An interesting scene takes place and the Inquisitor winds up in
the Fade.
The Fade
Use the [SUPPLY CACHE] then head to the right to find [FEARS OF THE DREAMERS]
on the table. Search to find a [CANDLE] through the water, loot the crystal on
the way for a [RARE ACCESSORY]. Place the candle on the table then collect the
[MAGIC +1]. Examine the statue for [A PLEA FROM THE WARRIOR TO THE SPIRITS] then
check another crystal for a [RARE ACCESSORY]. Back to your left is [A LETTER BY
A BURNING CANDLE]. Go up the central stairs now to find Divine Justinia... This
creature is here to help and wants to show you your memories. Defeat the Wraiths
then collect your memories to trigger a scene.
Go back down the steps and turn right. Loot the crystal for a [RARE ACCESSORY]
then defeat three Wraiths down the way. Turn left to find a book, [WALKING THE
FADE: FROZEN MOMENTS], then loot a crystal on your way to an Eluvian that grants
[MAGIC +1]. Go back up the stairs where you met the creature acting as Justinia.
Loot the crystal ahead for a [RARE ACCESSORY], turn right to find a Greater
Shade. Examine the structure for [A LETTER WRITTEN IN A SHAKING HAND] and loot
the crystal here. Ahead is another crystal, loot it and descend the stairs.
Deal with the Shades and start searching to find some [FLOWERS].
Overcoming Fears
The south end has a crystal, the middle can be inspected for [THE CLAWS OF
DUMAT] codex. Examine the pots on the east side, place the flowers, then claim
the [CONSTITUTION +1]. Loot another crystal for a [RARE ACCESSORY] then climb
the steps to another with a [RARE ACCESSORY]. Down the steps is another Eluvian,
this one grants [DEXTERITY +1]. The path splits ahead, stay left to find a
crystal and an [EXCERPT FROM A JOURNAL] that spawns a Rage Demon. Head up the
steps to find a crystal with a [RARE ACCESSORY], if you inspect the corpse you
will spawn two Rage Demons and three Wraiths but you can check the Eluvian
after you kill them for [CUNNING +1].
Head back to the split and go down the steps now. Read the [EXCERPT FROM A
JOURNAL] then continue facing off against Spiders that are aptly named fears.
March on to find "Justinia" and more Wraiths, defeat them to gain some more
memories. Pick up the [LETTER IN A CHILD S SIMPLE WRITING], [A NOTE LEFT BY A
BURNING CANDLE], and the crystal here. Turn the corner and search the skeleton
for the [TAROT CARD], put it in the pot to get [STRENGTH +1]. The Eluvian ahead
gives [WILLPOWER +1], grab it then continue towards the "Divine" ahead.
Escape the Fade
At this split go left up the stairs. You ll encounter two Pride Demons as you
reach the top. Begin searching up here to find a [STUFFED ANIMAL], place it on
the nearby bed and grab the [WILLPOWER +1]. You will come back to where the fork
reconnects, so button hook back around at the bottom of the steps. Use the
Eluvian for {STRENGTH +1] and go back to the original split point to find [THE
LAWS OF NATURE IN THE FADE]. Go back and towards the right to a graveyard,
search for the [VIAL OF DARKSPAWN BLOOD] then take it to the vial where you can
claim [CUNNING +1].
Continue to the Divine to be faced with "The Maker" and a slew of demons. Fight
them until the barrier goes down then march on, completing the quest by looting
the pile on the left. Use the [SUPPLY CACHE] then head forward for a cool scene
that results in a boss battle.
This Aspect isn t as difficult as it may seem. The thing you need to focus on
the most is positioning because you ll have to face Fearlings and Wraiths from
time to time and being able to quickly kill them without taking damage is the
biggest trick. It functions like a Terror, able to warp around the battlefield
and spring up on your ranged characters, be sure to keep them spread out! Start
the battle with Mark of the Rift to quickly get in a large amount of damage and
remove the additional demons then focus on high damage single attacks like Full
Draw.
The Barrier can be removed with Dispel and the Aspect will replenish it often
so take it down before wasting attacks into the Barrier. It s a hard boss to
effectively control but the attacks it deals won t do too much damage, just keep
pummeling it.
________________________________________________________________________________
__________________________________________________________________________
. .
< () >
WICKED EYES AND WICKED HEARTS
[0408]
.. __________________________________________________________________________
ITEMS
[ ] Montbelliard s Ring
ENEMIES
Venatori Zealot
Venatori Spellbinder
Greater Terror
Harlequin
Venatori Mage
Venatori Marksman
Despair Demon
CODEX ENTRIES
[ ] Winter Palace
Gaining Approval
After the scene you ll notice that you have 50 Court Approval, at least you
could have that much. You lose 10 for being an Elf or a Mage, 20 if both. Search
the southwest corner for [MONTBELLIARD S RING], return it the Noblewoman nearby
for 5 Court Approval. Read the plaque at the fountain for [WINTER PALACE] codex
then climb the steps to the mid tier and again up the right set to the Upper
Level. Search here for a [HALLA STATUETTE], head along the back wall to the
left for a [CHEST].
NOTE - Do not use any Halla Statuettes until the Royal Wing is accessed. This
lets you get the most out of the story options and the best loot.
Cross over to the left Upper Level, here you can eavesdrop on some nobles but
you want to go down the back wall to find a [STORAGE KEY]. Drop down one level
and unlock the Storage Room. Inside you ll find a [SCANDALOUS SECRET], a
hidden [CAPRICE] coin, and a [CHEST]. Go to the other side and use your Halla
Statuette to open the door here. Inside you ll find two loot stashes with
[RARE WEAPONS]. You can now open the gate and head inside.
Finding Secrets and Statuettes
Up the stairs you can turn right and listen to nobles for a [SCANDALOUS SECRET].
There is another listening point in the back, for a second [SCANDALOUS SECRET].
Please note that it may take multiple attempts at each point to get the secret
we are looking for.
NOTE - If you have Sera you can start a quest called "Red Jenny s Stashes"
There isn t much else to do so enter the Ballroom. Proceed to Celene, be polite
to gain 10 Court Approval. Head down the right side to find Josephine, further
down is [A COMPENDIUM OF ORLESIAN THEATER] on the couch. Vivienne is on the
other side of the room if you brought her. Head back to the Vestibule when
you re done talking, the eavesdrop spot towards the back that failed should
work this time. You can also find Cassandra here if she was brought along. Head
through the door to the west, you ll be able eavesdrop on some elves in the
back. Down the steps you ll find Blackwall if you brought him, you can also
search for a [CAPRICE]. Head down the hall and speak with Duke Germain. Ask
about Gaspard being his cousin for 5 Court Approval. There is also a counsel
vassal that walks into this room. Talk to him and tell him "Phillipe is a jerk!"
to gain 15 Court Approval.
You can find [A COMPENDIUM OF ORLESIAN THEATER] in this room, a [CAPRICE COIN]
right next to it, as well as an eavesdrop location to obtain another [SCANDALOUS
SECRET] for Leliana. In the next room down you can go to the balcony, search
here for a [CYLINDER SEAL] then go right through the hall and out into the Guest
Garden. Dorian will be standing here if you bring him. You can gain two
[SCANDALOUS SECRETS] by eavesdropping at the left and another one on the right
locations. Loot the two [SACKS] on the left end then climb up to the balcony.
Here you ll lose approval so move fast. Grab the [HALLA STATUETTE] on the right
end and the [SCANDALOUS SECRET] then open the door at the left end using it.
Loot the [CHEST] in here and pick up [HALAMSHIRAL INVESTIGATION: CLUES]. Enter
the Grand Library and search the back left for a secret, pulling the book
reveals a hidden room. Inside loot the [CHEST] and read the letter. Light the
veilfire then the urns outside in the following order: Etienne I, Reville,
Etienne II, Judicael I, Judicael II, Florian. This will remove the floor and
lead to a secret area. Loot the room for [CONFUSION GRENADE RECIPE], a [RARE
BELT], [MASTERWORK MAGISTER STAFF BLADE] schematic, and more various items.
Exit through the side doors then go down the steps. Search the bookshelf for
an update in the Halamshiral Investigation: Clues. In the left room is a
[SCANDALOUS SECRET] and a [SAFE], you ll find the same as you go down the hall.
The room on the right requires you are a Rogue to lockpick, just two [CHESTS].
Cole will be here if you brought him along. Exit back to the Vestibule at this
point and into the Ballroom, the bells will ring so don t be slow or you ll lose
10 Court Approval, though you can be "fashionably late" to gain 10 Court
Approval. Here you bump into Morrigan and she wants your help.
The Servants Quarters
After talking to Morrigan head back towards the Court Garden, the two eavesdrop
locations should provide a [SCANDALOUS SECRET] now. Head down to the Servants
Quarters now. First things first, re-equip your gear because you re bound to
fight in this area. Head into the bedroom to find a [DIARY OF A NOSY SERVANT]
then into the kitchen after looting the [CHEST]. You can grab the [WINTER
PALACE] codex and the [HALLA STATUETTE] above by jumping. Now move to the
courtyard and make a hard left to the corner, search to find a [HALLA STATUETTE]
here.
Leap down and you ll have to fight some Venatori Zealots after a scene. Go
north to find more Venatori, this time including a Mage. Climb the steps and
search the corner of the balcony for a [CAPRICE]. On the other side of the wall
is another [HALLA STATUETTE] and [SAFE]. Go to the south side and defeat the
Venatori then enter the Grand Apartments. Read [A COMPENDIUM OF ORLESIAN
THEATER] on the table and into the next room to find more Venatori and
[JESHAVIS, MOTHER OF ORLAIS].
In the large room are some Marksman and a codex for [THE LION OF ORLAIS]. Loot
the [SNAKE CHEST] and search the southern wall to find a [CAPRICE] on a table.
Head north into the bedrooms, there is a [CHEST] along the way, and search the
beds to find a [CAPRICE]. Now head upstairs, turning north to find a [MAD
EMPEROR REVILLE] codex. Turn the corner and defeat the Venatori here to trigger
a scene with Briala.
Note - You do not need to open the locked room here, in fact it s best to leave
it alone unless you want to put Briala in charge.
Pick up the [HALLA STATUETTE] now and head to the bedroom to find an update to
[WINTER PALACE]. Open the door here and loot the room, you ll find a [RARE
WEAPON], [RARE SCHEMATIC], an [AMULET OF POWER] for Vivienne, and an [ELVEN
LOCKET]. You can head out now, hopefully you didn t lose too much Court Approval
in the process.
NOTE - Check the southwestern corner for one of Red Jenny s Stashes.
Continuing the Dance
As you return to the main level look right and search the bench to find a
[SCANDALOUS SECRET]. Talk to the men guarding the Trophy Room, if you have the
perk you can tell them to talk with Commander Cullen and they ll leave. This
earns 10 Court Approval and grants access to the Trophy Room. Search the corner
for a [SCANDALOUS SECRET] and the left side for a [CAPRICE]. Enter the next
room to find a [HALLA STATUETTE]. There locked door requires you are a Rogue to
unlock it, but it s just a [CHEST]. Now head to the Ballroom to meet Grand
Duchess Florianne de Chalons. You can wait for the second bell again to be
fashionably late for 10 Court Approval, just don t be late or you ll lose 10
Court Approval. To earn the maximum Court Approval, choose the following
options:
Check the northwest corner of the Ballroom for a hidden [CAPRICE]. Talk to the
"Ladies in Waiting" now and if you have the Elven Locket let them know if you
want Briala to be reunited with Celene. You can speak with the Dowager, should
you have the right perk you can ask her for a dance gaining 5 Court Approval and
a mission at the War Table. Talk to Ambassador Briala and make note of the
Elven Locket, you ll gain 10 Court Approval for it.
Secrets and Caprice Hunt
Go down the east side of the Ballroom and search the railing for another
[CAPRICE] then return to the Vestibule. Search the north side of the Vestibule
for a [CAPRICE] on the ground. Go down the steps to the Lower Level and search
the left side for a [SCANDALOUS SECRET]. Head back to the Guest Wing (west from
the Vestibule) and search the long hallway for a [SCANDALOUS SECRET]. Go into
the side room where the Duke is to find another [SCANDALOUS SECRET] in the
corner. Back in the hall is a [SCANDALOUS SECRET] on the table and another one
is next to the couch.
Enter the room at the end to find a [CAPRICE] and [SCANDALOUS SECRET] on and
near the couch. Leap out the window here to find another [SCANDALOUS SECRET]
and then onto the balcony to eavesdrop for a point. Pick up the [SCANDALOUS
SECRET] on the nearby chair then head into the Garden. Check the northwest
corner for a [SCANDALOUS SECRET]. Toss some of your Caprice Coins into the
fountain if you need some approval, if you are at 100 then hold off until a
little later.
NOTE - You can find one of Red Jenny s Stashes in the open closet on the west
side of the garden. Another can be found in the lower level behind some
flowers to the south.
NOTE - If you have been saving some Halla Statuettes then use 3 to enter the
Lower Level. Varric is down here but you can also snag the [ORLESIAN
BANNER] from a chest. There is also a [CAPRICE] on the bench at the
bottom. In addition, talk to the man you were eavesdropping on in the
Garden. Pick a side and you can recruit him.
Climb up the wall and turn left to find a [CAPRICE]. Head through the doors
here and down the hallway. Search as you go to find a [SCANDALOUS SECRET] on
the table. Approach the Royal Wing and eavesdrop to gain another [SCANDALOUS
SECRET]. Time to go to the Royal Wing.
The Royal Wing
Change your equipment after entering and search the table for a [SCANDALOUS
SECRET]. Move across the middle area to the east where you ll be able to stop
an Elven servant from meeting her end. Pick up the [HALLA STATUETTE] and loot
the two [CHESTS] before going back west across the middle area, entering the
south western door. Grab the [HALLA STATUETTE] in plain site, then the [CHEST],
and finally search the corner for a [SCANDALOUS SECRET]. Head south and go
past the room with the quest marker for now. Down the steps you ll find another
[HALLA STATUETTE].
Open the western area via the door and into the northern room. Search the left
side for a [HALLA STATUETTE] and a [CAPRICE]. You have at least 5 Halla Statues
now so go all the way north and open the door here. Search the left table for
a [SCANDALOUS SECRET]. Loot the right [CHEST] and go up the steps, here you ll
find an awkward situation. Let the man go and tell him to hush up or get him
information to blackmail Celene, either way you gain 10 Court Approval. Check
the table on the right of the bed for a [CAPRICE] and loot the [FOOTLOCKER].
Note - This is the last chance you have to finish the two quests. With the
Secret and Caprice you pick up in here you ll have them all. This is
only possible if you opened the Lower Level and this room.
Jardin de Reverie
Head back south to the room on the eastern end, the Jardin de Reverie. It turns
out to be an ambush set up by the Duchess. Kill the Venatori then focus on the
Despair Demons. Disrupt the Rift to stun the demons and take them out, the
Greater Terrors should be frozen to buy you some time. Afterwards, speak with
Mercenary Captain. You can do what you will with him, but if you have the right
perk you can recruit him into the Inquisition. The eastern balcony has some
loot, but you need to go south and slay more Venatori.
Go downstairs to find a Harlequinn, defeat her and go north to a side room with
Ranged fighters will have an advantage in this battle because the Grand Duchess
fights from above around the Courtyard and moves quickly. You have to contend
with Venatori Zealots throughout the battle, try to use a Focus ability to take
them out when they are near Florianne so everyone takes damage. Using Grappling
Chain for this battle is definitely one of the best things you can do since you
can pull Florianne down into the frey and across runes, if you have them set up,
for massive damage.
As you lower her health, Florianne will head to the left and right sides of the
courtyard and more Venatori will emerge. Defeat the lesser foes first and bring
Florianne back to the middle ground so you can pummel her. During this phase
you ll have to contend with being put to sleep and the Grand Duchess raising a
Guard. Abilities that deal more damage to Guard are obviously useful at this
point, Haste seems to be one of the more useful Focus abilities for this fight.
Loot: 7654 Experience, The Trepanner s Requital, Rare Ring
________________________________________________________________________________
After the battle you get to make your decision on who will rule, pending Celene
isn t alive, and of course this doesn t come without consequences. If Empress
Celene is alive then you can implicate either Briala or Gaspard as the traitor
whom can be sentenced to death. Likewise, you can make everyone work together
or just Celene and Briala if you initiated this using the Elven Locket.
|||||||||||
| Dialogue Choice | BLW | CAS | COL | DOR | IRB | SER | SOL | VAR | VIV |
|=================|=====|=====|=====|=====|=====|=====|=====|=====|=====|
| Support Gaspard | -20 | +20 | -20 | -5 | +20 | +1 | -- | -- | -1 |
| Support Briala | -5 | -5 | +20 | +1 | -- | -5 | +1 | -- | -20 |
| Support Celene | -- | -- | -- | -- | +5 | -- | -- | -- | -- |
ITEMS
ENEMIES
Red Templar
Red Templar Horror
Warden
Red Templar Behemoth
CODEX ENTRIES
[ ] Arbor Wilds
[ ] Folded Note
[ ] Official-Looking Note
[ ] Old Elven Writing
[ ] The Rebel God
[ ] Song to Falon din
[ ] The Mystery of June
[ ] Elven God Andruil
[ ] Judgement of Mythal
[ ] Song to Elgarn nan
[ ] Twins in Shadow
[ ] The Ascension of Ghilan nain
[ ] Unreadable Elven Writing
[ ] Ancient Elven Writing
[ ] Song to Sylaise
[ ] Untranslatable Elven Writing
[ ] The Sentinel Elves
Breaking through the Blockade
Note: You get the [ARBOR WILDS] codex by coming to this area.
This is the first and last time you ll enter the Arbor Wilds so keep your eyes
peeled for Stormheart and Silverite as you travel. The trip to the first
blockade is relatively smooth, just a few Red Templars and Horrors along the
road and split up at that. At the blockade is a Knight with some Marksman, just
take out the ranged attackers first. Continue to the bottom of the waterfall and
aid the Inquisition members against the Horrors. Turn north and follow the path
to find a Red Templar Forward Camp.
Clear out the camp and loot the [CHEST] for a [MASTER DRAGON-SLAYING RUNE] and
[BIANCA ARMS VI], next to it is the [FOLDED NOTE] codex and [SUPPLY CACHE].
Continue through the jungle to the water where you ll find a Sentinel Shadow
and Red Templar. This foe is much tougher than others, so focus it down first.
Cross the river to find two Behemoths, focus one at a time. If you go south
from here you ll find a small camp with the [OFFICIAL-LOOKING NOTE] codex and a
chest containing [MHEMET S WAR HAMMER]. Past the camp (through the tunnel),
you ll find a clearing with an elvhen chest and nearby some felandaris (harvest,
harvest!). Also, light the Veilfire here and examine the walls to find some
[OLD ELVEN WRITING] to unlock a codex.
Return to the second blockade and go north up the river. Defeat some Horrors
and turn east to find Leliana and a nearby [FOOTLOCKER] and [SUPPLY CACHE].
Trek north into the clearing where the Temple Gates and the final blockade are
located. There are a number of Red Templar Horrors and Senior Wardens here.
Focus on the Horrors first and help Cullen clean the place out. Continue onward
to the temple.
The Temple of Mythal
With the blockades broken through, enter the Temple. Here you ll have a scene
with Corypheus and his general (Calpernia or Samson). You learn about how
Corypheus is able to pass his will onto blighted creatures and survive. You can
also talk to Morrigan here for quite a bit of dialog.
Head up to the first platform for a scene, you ll need to perform a ritual to
open the door and that means walking in a specific order. Follow the diagram
below:
TEMPLE RITUAL
|| || || ||
| 10 | | 09 | | 06 | | 05 |
|____| |____| |____| |____|
|| || || ||
| 11 | | 08 | | 07 | | 04 |
|____| |____| |____| |____|
|| || || ||
| 12 | | \\ | | // | | 03 |
|____| |____| |____| |____|
|| || || ||
| 13 | | 14 | | 01 | | 02 |
|____| |____| |____| |____|
Head up the stairs after solving the puzzle but go all the way around the left
past the door instead of through it. Here is another elvhen chest you can loot.
Further in you can obtain the codex [THE REBEL GOD] from the statue. Enter the
chamber where you are ambushed, just defeat the Horrors and Templars for another
scene. You have a choice, you can follow the General or go though the rituals
which is much more rewarding. We recommend the rituals. If you want to go with
that, skip the section below. If it helps, note that there IS a unique Medium
armor in the Crypts, but you give up some allies and codex entries if you go
that route (as well as a unique bow).
The Crypts
Decided to follow the general, huh? Well, your choice! Once you land below
take out the Venatori you find. The corpse by the left wall opening will
replenish your supplies. Go in, kill anyone in your way and loot the[CHEST].
Here there is a magic barrier to the left and a door to the right.
Let s go through the door first. Head through and to the right is another
door. Go in and in the back is some Veil Fire and a hidden switch on the wall.
Flip it to make a shortcut to the starting area, and get a [CHEST], vase, and
on the wall some codex: [ANCIENT ELVEN WRITING].
Head back now and east. You can kill more Venatori here. Break the magical
barrier if you wish (it is not really needed) but to the east is another
magical barrier. Break this one and loot the [CHEST] here. On the walls in
this small area are [UNTRANSLATABLE ELVEN WRITING], another codex entry.
Head past the water and you ll come to a door a Rogue can unlock. Do so and
loot the [CHEST x2]. On the south wall be sure to go into the small cubby area
to find a Vase with the unique armor [VIR BANAL RAS]. Unlock the next door to
continue on.
Here, blast the magic barrier away and kill the Venatori you find. Head down
the long hallway to the end for a [CHEST] and some money, then head right.
Looks like one exit is barred by fire. Continue to the stairs beyond that.
These stairs lead to the encounter with the Temple Guardians that would have
come if you did the rituals (only you didn t do them, so don t expect to be
making any friends here). However, let s meet up in that section of the guide
down below. Skip the puzzles and search for "Rituals Complete" to continue.
Completing the Rituals
Head over to the Western Ritual first, on the way check out the [SONG TO
FALON DIN] and down the steps [THE MYSTERY OF JUNE]. This is split into two
sections, easier to start on the north. The diagram is shown facing east since
that s the way you enter.
NOTE - If you follow the upper pathway all the way around you can find the [SWAN
LONGBOW] schematic.
WESTERN RITUAL PART 1
EAST
|| || || || || ||
| 26 | | 25 | | // | | // | | 18 | | 17 |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 27 | | 24 | | // | | // | | 19 | | 16 |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 28 | | 23 | | 22 | | 21 | | 20 | | 15 |
|____| |____| |____| |____| |____| |____|
SOUTH
NORTH
|| || || || || ||
| // | | // | | 08 | | 09 | | // | | // |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 05 | | 06 | | 07 | | 10 | | 11 | | 14 |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 04 | | 03 | | 02 | | 01 | | 12 | | 13 |
|____| |____| |____| |____| |____| |____|
WEST
NOTE: JUMP OVER TO THE SOUTH TO CONTINUE
WESTERN RITUAL PART 2
EAST
|| || || || || ||
| 40 | | 39 | | // | | // | | 32 | | 31 |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 41 | | 38 | | // | | // | | 33 | | 30 |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 42 | | 37 | | 36 | | 35 | | 34 | | 29 |
|____| |____| |____| |____| |____| |____|
SOUTH
NORTH
|| || || || || ||
| // | | // | | 48 | | 49 | | // | | // |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 43 | | 46 | | 47 | | 50 | | 51 | | 52 |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 44 | | 45 | | 56 | | 55 | | 54 | | 53 |
|____| |____| |____| |____| |____| |____|
WEST
Head to the Northeast Ritual and Southeast Ritual across the courtyard. Don t
miss the [ELVEN GOD ANDRUIL] near the Southeast Ritual (in the room off straight
ahead from the stairs; get it after doing the northeast ritual below).
NORTHEAST RITUAL
NORTH
|| || || ||
| 20 | | 21 | | 08 | | 07 |
|____| |____| |____| |____|
|| || || ||
| 19 | | 22 | | 09 | | 06 |
|____| |____| |____| |____|
|| || || ||
| 18 | | \\ | | 10 | | 05 |
|____| |____| |____| |____|
WEST
EAST
|| || || ||
| 17 | | 12 | | 11 | | 04 |
|____| |____| |____| |____|
|| || || ||
| 16 | | 13 | | // | | 03 |
|____| |____| |____| |____|
|| || || ||
| 15 | | 14 | | 01 | | 02 |
|____| |____| |____| |____|
SOUTH
To complete this puzzle go up to Tile 10 then move to the middle platform and
use the switch. Then proceed from Tile 11 all the way to Tile 30. Stop and use
the switch once more then complete from Tile 31 to Tile 40.
SOUTHEAST RITUAL PART
EAST
|| || || || || ||
| // | | 18 | | 19 | | 22 | | 23 | | // |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 16 | | 17 | | 20 | | 21 | | 24 | | 25 |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 15 | | // | | // | | // | | // | | 26 |
|____| |____| |____| |____| |____| |____|
|| || || ||
| 14 | | // | | // | | // |
|____| |____| |____| |____|
SWITCH
|| || || ||
| 13 | | 12 | | // | | // |
|____| |____| |____| |____|
|| ||
| // | | 27 |
|____| |____|
|| ||
| 29 | | 28 |
|____| |____|
SOUTH
NORTH
|| || || || || ||
| // | | 11 | | // | | // | | 30 | | // |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 07 | | 08 | | // | | // | | 33 | | 34 |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 06 | | 09 | | 10 | | 31 | | 32 | | 35 |
|____| |____| |____| |____| |____| |____|
|| || || || || ||
| 05 | | // | | // | | // | | // | | 36 |
Head to the Inner Sanctum to meet Abelas. He offers an alliance, if you accept
then you don t have to fight him or the Sentinels any longer. Refuse or jump
down the hole from earlier and you will contend with them.
NOTE: To get the Amulet of Power and some of the
with the elves. We recommend that as well.
available no matter what you pick here, so
route that gives you extra items and codex
Follow the guide to a pot with an [AMULET OF POWER] (SOLAS) and the [LONGBOW OF
THE GRIFFON], not to mention the [JUDGMENT OF MYTHAL] codex. In the next room
check out the [SONG TO ELGARN NAN], [TWINS IN SHADOW], and [THE ASCENSION OF
GHILAN NAIN] codices. Light the Veilfire and check the southwestern wall for
the [UNREADABLE ELVEN WRITING] codex.
Head up the steps and search another wall with veilfire for [ANCIENT ELVEN
WRITING] codex, then open the door nearby after finding the [SONG TO SYLAISE]
and on the wall the [UNTRANSLATABLE ELVEN WRITING]. Plenty of fighting goes on
here and it can wrap around where you are going anyways, so just follow the
guide (no need to fight unless you want to). There is an [ELVHEN CHEST] down the
tunnel where the Sentinel Guide goes. Loot the [ELVHEN CHEST] here at the top of
the stairs then go into the next room and into the Well of Sorrows. Here you ll
meet the General of Corypheus s army depending on who you sided with earlier in
the game. You ll have the chance to weaken them if you did those respective
quests as well.
BOSS: Samson
Level 18
________________________________________________________________________________
Health: 80709
Defense: 68
Immunity: All Physical Effects, Frozen, Paralyzed, Panicked, Slowed
Ability: Perceptive
Strategy
Whether you weaken Samson or not, you ll still have to contend with the Templars
at his side and his flurry of attacks. Use an area of effect attack at the start
to destroy the Templars, Mark of the Rift works well. Samson will use fullspins
to knock down your companions and build Guard so that you aren t actually
hurting him. Use War Horn and Shield Bash to break through this and keep Samson
taunted away from your ranged attackers. It will take some time, but this is a
battle against a single man so it isn t that difficult.
Loot: Certainty
________________________________________________________________________________
- OR
BOSS: Calpernia
Level 24
________________________________________________________________________________
Health: 77694
Defense: 76
Resistance: Fire
Immunity: All Physical Effects, Paralyzed, Fear, Asleep
Ability: Perceptive
Strategy
First, you can really tell BK (who is covering Calpernia) is kind a bit
over-leveled for this quest. More importantly, the boss level scales with you!
Calpernia will have Venatori in the fight with her. Three Zealots and a Mage.
Also, if you didn t side with the elves, you can expect them to attack as
well.
Calpernia herself is a fire mage. Her most annoying move is her ability to
warp around the battlefield. Very annoying. She will also put up barriers
on herself throughout the fight, so have dispel ready. You CAN freeze her, so
an ice-based mage is going to have a good time in this fight (and melee can
follow up with a combo after that). Be sure to watch your dispel timing when
she puts up her barrier, as she can warp out of the dispel area of effect (very
annoying).
Calpernia will also launch volleys of fireballs, as well as raise walls of
fire (often before warping around, to make them more obstructive). Once you
have taken off half her health, she will also start to stun the party (which
only lasts a few seconds) and even summon Rage Demons. Fun stuff. Do your best
to freeze her (dispel works well when she is frozen) and combo her from there.
Focus on the Rage Demons when the come, and keep on her. If you have traps,
spread them around the battlefield as she s bound to run into them. Freezing
and dispelling will be your keys to victory here.
Loot: Staff of Corruption
________________________________________________________________________________
After the battle you must make a decision, will Morrigan or the Inquisitor
drink from the Well of Sorrows? After your decision, a scene takes place and
you are returned to Skyhold.
IMPORTANT NOTE: Allowing the Inquisitor to drink leads to an extension of
the next quest. It also paves the way to obtaining the Trophy
/ Achievement "On Burning Wings".
|||||||||||
| WHO DRINKS?
| BW | CA | CO | DO | IB | SER | SO | VA | VIV |
|=================|====|====|====|====|====|=====|====|====|=====|
| Inquisitor
| +5 | +5 | -- | -1 | +5 | -20 | -5 | -- | +20 |
| Morrigan
| +5 | -5 | -- | +5 | -5 | +5 | +5 | -- | -20 |
|_________________|____|____|____|____|____|_____|____|____|_____|
*Note - Dorian is -5 if in Romance and Inquisitor drinks. He is
If Morrigan has the child named Kieran you must chase her through the eluvian
into the Fade (who drank from the well is... not really important here). Find
Morrigan and then Kieran who is with Flemeth. You ll uncover quite a bit of
story between these characters, in the end Flemeth will take the soul of the
Old God from Kieran and leaves. Morrigan understands what to do now; all that s
left is to find Corypheus.
Also, if you drank from the well (like we suggested in the previous quest),
you will get another portion of the quest from Flemeth. She will guide us
to "Go to the Altar of Mythal." This is a new area out on the map, so let s
visit it next. Bring along your dragon-slaying team and a mage with ice-based
abilities.
Once you load in, go interact with the statue. Watch the scenes and then face...
To "tame" the dragon really means "take off half of its health". Once you do
that, the battle will be over, so take heart!
The guardian is much like any other dragon. It has all of the normal attacks
such as swiping its limbs and tail around (again, it has a large wind-up so
you can dodge it easily). It is also attuned to fire, meaning it will spit
out fireballs. It s fire breath is rather different than you are used to. It
will start its fire breath up in the area in a fan-shape and slowly bring it
down to the ground. This fan shape makes it much more likely to hit people.
The good news is that it can t summon baby dragons or put guard on itself.
It will jump around quite a bit so you ll need to chase it, but other than
that this fight is fairly straight forward. Keep at it and at half-health
you will see a scene.
Loot: None
________________________________________________________________________________
After the fight is over, be sure to check near the statue for a [CHEST]. We
found a schematic in there (tier 3!), as well as the [SUPERB BELT OF SPIRIT
RESISTANCE]. Our quest here is done.
NOTE: You should also hae unlocked the trophy "On Burning Wings" by completing
the encounter with the Dragon. Good job!
__________________________________________________________________________
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< () >
DOOM UPON ALL THE WORLD
[0411]
.. __________________________________________________________________________
ENEMIES
Corypheus
The Final Battle
The end of the game is nigh, be sure to close up any Inner Circle quests and
romances at this point. When ready, head to the War Table and start this
operation. Enjoy the scenes after that, leading to the first boss fight (note
that the scene changes depending on choices made in the last quest).
BOSS: Corypheus
Level 19
________________________________________________________________________________
Health: 136512
Defense: 88
Immunity: All Disabling Effects
Ability: Perceptive
Strategy
You ll want to use Cold attacks against Corypheus to slow him down, allowing
your melee attackers to get in range and taunt him. Keep your team spread out
so that the group attacks that Corypheus uses don t damage everyone and hit him
with everything you have. Watch out for the walls of red lyrium that Corypheus
can summon to split the group a lot and block ranged characters from being able
to see and attack him. After some damage Corypheus will retreat to the balcony
so chase him up the steps. Maintain the same strategy and drop his health to
50% to trigger the second part of the battle.
________________________________________________________________________________
Focus on the front legs with area of effect attacks aimed just under the Red
Lyrium Dragon s head, this will get all three in the damage. Keep up Barrier
and quickly drop the front two legs so you can flank the dragon much more
easily. This dragon is like most, using fireballs and breath to deal heavy
damage and has a nasty tail whip if you stand behind it. The Red Lyrium Dragon
can use Guard so break through that with Shield Bash. It starts at half health
and you must drain it completely in order to win this fight.
________________________________________________________________________________
BOSS: Corypheus
Level 19
________________________________________________________________________________
Health: 136512
Defense: 88
Immunity: All Disabling Effects
Ability: Perceptive
Strategy
You get a chance to restock at the [SUPPLY CACHE] on your way up. As you
approach keep an eye out for the area of effect attacks Corypheus will unleash,
taking cover is usually the best option. This is similar to the first phase
except you ll win when you drain him to 0 health remaining, so use everything
you have to take him down.
________________________________________________________________________________
At Skyhold you make speak with your many companions, but to trigger the ending
you ll need to retire to your quarters. Be sure to watch the scene after the
credits and you ll be returned to Skyhold with a post-completion save.
___
|__ \_/ |) |
/\ |) /\ | | /\ |\ |
|___ /\ | |___ \__/ |\ /\ | | \__/ | \|
[0500]
__________________________________________________________________________
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< () >
HAVEN
[0501]
.. __________________________________________________________________________
O V E R V I E W
Haven is located in the Frostback Mountains and leads to the Temple of Sacred
Ashes. You ll find this as a decent starting point for the Inquisition as it
supplies all the basic amenities -- a Smith, Alchemist, and a makeshift War
Table in the Chantry. Your companions and followers will fill the village when
you aren t out quelling the rebel mages and templars in other lands.
Crafting Materials
Common
- Elfroot
- Iron
- Fennec Fur
Rare
Unique
- Ram Leather
R E Q U I S I T I O N S
Start: Quartermaster
Reward: 1 Power, 200 Influence
Materials: 5 Iron, 1 Logging Stand
Lotus and Root
Song Lyrics
Any artifact of such power is dangerous. The destruction of the conclave proves
that much.
- You think it survived? (Solas +1)
- I agree.
- It will turn up.
- It s not a priority. (Solas -1)
Tell me about the Fade.
- Tell me about the Breach (Solas +1)
- Tell me about the Veil (Solas +1)
- That sounds marvelous (Solas +1)
- That sounds strange. (Solas -1)
- That sounds dangerous. (Solas -5)
- Tell me about demons
- Can we change that? (Solas +1)
- I don t believe that. (Solas -1)
- I don t care. (Solas -5)
Tell me about yourself
- I respect you.
Any group corrupted by a demon must be watched carefully. At least they know how
to fight.
- Don t underestimate them. (Solas -1)
- Beggars can t be choosers. (Solas +1)
- They have their uses. (Solas -5)
V A R I C D I A L O G U E C H O I C E S
Most people would have spread that out over more than one day
- Glad to be alive (Varric +1)
- Too many people died up there. (Varric +1)
- I m fine. (Varric -1)
- This is all bullshit. (Varric +1)
- I can barely keep up. (Varric +1)
"Bad for morale" would be an understatement. I still can t believe anyone was
in there and lived.
- Why did you stay?
- It hasn t sunk in yet.
- I was fortunate.
- I can t believe it, either.
- We need to close the Breach.
2. Talk to Varric after initial conversation
I
-
Finding more of it really punches a hole in my "red lyrium at the temple was a
coincidence" theory.
- How fast does it spread?
- Don t worry.
- Let s keep hoping.
- We need to eliminate it.
- Anything but celebrate.
- Plan for what s next.
- Have a party. (Varric +1)
- Catch my breath. (Varric +1)
C A S S A N D R A D I A L O G U E C H O I C E S
(Disgusted Noise.)
- You re impressive. (Cassandra +1, Romance)
- Are you all right?
- You need stronger dummies. (Cassandra +1)
- Was that supposed to be me?
One day, they may write about me as a traitor, a madwoman, a fool. And they may
be right.
- You had to do it.
- It s too late to turn back.
- It was foolish. (Cassandra -5)
- What do you believe? -> You don t think I m chosen?
- What happens next?
I
-
You ve said you believe you re chosen. Does that mean... you believe in the
Maker?
- I don t know.
- Yes. (Cassandra +5)
- No. (Cassandra -5)
S E R A D I A L O G U E C H O I C E S
Good partners, I suppose, if they decide to stay and do what they re told. Seem
to have a problem with that.
- There are none more useful.
- The best tools for the job.
- Do you like templars or not?
V I V I E N N E D I A L O G U E C H O I C E S
Mages, templars, innocent people of all kinds now look to the Inquisition to
decide their fate.
- I ll do all I can.
- And you ll help decide.
- Their fate is in their hands.
And now many believe you are the agent of His will. Whatever the truth is,
that belief gives you power.
- I ll use it to change things. (Vivienne -1)
- The Chantry will be restored. (Vivienne +5)
- No one should have that power.
- Andraste chose me.
2. Talk to Vivienne after initial conversation
We also need to increase our lyrium supplies considerably. The Chantry may still
have stockpiles we can use.
- We re not feeding addictions. (Vivienne -1)
- That may not be enough. (Vivienne +1)
- Cullen can handle that.
Before this crisis is over, you may find that templars, flawed as they may be,
are all that stand between us and chaos.
- I m not as confident in them.
- You re probably right.
- You don t trust mages.
- Do you pose a risk?
- Templars aren t the solution. (Vivienne +1)
- That s just Chantry rhetoric. (Vivienne -5)
- I agree with you. (Vivienne +5)
- Tevinter doesn t think so.
You told me that you d see the Chantry restored. What about the Circle?
- Mages should be free. (Vivienne -20)
- We need the Circle back. (Vivienne +20)
I R O N B U L L D I A L O G U E C H O I C E S
They ve got good form. Cullen s putting his templar training to good use.
- How d you know he s a templar?
- Yes, he is.
- You could always help.
- I d rather discuss your men.
You ve got no leader. No Inquisitor.
- Leliana is our leader.
- We ve got Cassandra. (Iron Bull +1)
- Cullen commands the troops
- Do we need one?
- Perhaps I should lead. (Iron Bull +1)
- I was chosen by the Maker.
- I can seal rifts.
- Someone should. I m willing. (Iron Bull +1)
2. Talk to Iron Bull after initial conversation
- Day-to-day life.
- Except that baker isn t free.
- And if Thedas fell to the Qun?
Why the name "Iron Bull"?
- Why that name, though?
Tell me about Seheron.
- Tell me about Seheron natives.
- What happened?
- Tell me of the fog warriors.
- You sound impressed.
- Tell me of the Tal-Vashoth
- Then aren t you Tal-Vashoth?
- Tell me about Tevinter.
- What s so bad about Tevinter?
3. Talk to Iron Bull after Champions of the Just
O V E R V I E W
Companions: Blackwall
Agents:
1. Clemence - Meet with Alexius in the Gull & Lantern and talk to Clemence.
2. Corporal Vale - Complete all the quests for the refugees then tell him you
want to grow the Inquisition s reputation.
3. Enchanter Ellendra - Complete "My Lover s Phylactery" and either have
Vivienne in the party, the Arcane perk, or be a mage to recruit her.
4. Horsemaster Dennet - Complete "Horses for the Inquisition" and have Cassandra
or Vivienne convince him to join the Inquisition.
5. Lord Berand - Complete "Love Waits" and ask him to join.
6. Ritts - Complete "Strange Bedfellows" and have Varric recruit her. You can
also be a dwarven Inquisitor.
7. Speaker Anais - Complete "Praise the Herald of Andraste" and talk to Anais
once more.
8. Tanner - Complete Business Arrangement and have Cassandra strong arm Tanner
into joining the Inquisition.
Crafting Materials
Common
- Elfroot
- Embrium
- Spindleweed
- Iron
- Fennec Fur
- Nugskin
- Canine Leather
Enemies
August Ram
Bear
Black Wolf
Carta Assassin
Carta Bowman
Carta Grunt
Carta Leader
Despair Demon
Fennec
* Ferelden Frostback
Giant Spider
Greater Terror
Rare
- Royal Elfroot
- Deep Mushroom
- Obsidian
Hurlock
Hurlock Alpha
Large Bear
Lesser Terror
Lyrium Smuggler Lurker
Mabari
Outlaw
Outlaw Archer
Outlaw Enforcer
Outlaw Lurker
Rage Demon
Ram
Unique
- Crystal Grace
- Drakestone
- Onyx
- Bear Hide
- Ram Leather
Rebel Mage
Rebel Spellbinder
Red Templar
Red Templar Knight
Sellsword
Templar Archer
Templar Defender
Templar Knight
Venatori Spellbinder
Venatori Zealot
Wraith
Codex Entries
[ ] A Heartfelt Request
- Pinned to the fence of the Druffalo pen in Redcliffe Farm.
[ ] A Note Found on a Corpse
- In Dead Ram Grove near a Shard.
[ ] A Letter Found on a Corpse
- In an alcove of Old Simeon s Cave.
[ ] A List of Supplies
- On a barrel at the docks in the Blood Cliffs.
[ ] Charred Paper
- On the bandits that attack Blackwall when you recruit him.
[ ] Dwarven Runecraft
- Inside a burning building east of Fort Connor. On a barrel.
[ ] A Letter to Revered Mother Giselle
- On a table in the healing house in the Crossroads.
[ ] Carta Note on Security
- In Valammar on a table.
[ ] An Angry Note
- In Valammar behind a locked door.
[ ] Defaced Carta Notice
- In Valammar behind a locked door.
[ ] Order for Lake Operations
- In Valammar with the Carta Leader.
[ ] Report on Activity in the Hinterlands
- In Valammar with the Carta Leader.
[ ] Personal Note Scrawled in a Ledger
- In Valammar with the Carta Leader.
[ ] Fereldan Culture
- In one of Redcliffe Villages shops.
Astrariums
1. Constellation: Judex
- Location:
- Solve Order: 1, 2, 3, 4, 5, 2, 4, 6
3
2. Constellation: Draconis
- Location: North of the Forest Camp atop a hill
- Solve Order: 1, 2, 3, 4, 5, 6, 8, 7, 4,
9, 10, 11, 12, 13, 14, 8, 15, 16, 17
16
17
2
15
5 6
3
4
7
14
9
13
10
12
11
3. Constellation: Peraquialis
- Location: North of Redcliffe Farms in Dead Ram Grove
- Solve Order: 3, 5, 1, 2, 3, 7, 4, 8, 6, 7
1
2
4
3
5
6
With all three Astrarium s solved head to Witchwood through the Mage s Camp.
Loot the [CHEST] in the back for a [RARE WEAPON].
Bottles of Thedas
1. Northwest corner of the map, a dungeon in Dead Rams Gorge. Light some
Veilfire and go in. Defeat some Outlaw Archers, one drops a [RARE RING]. Grab
the [MOSAIC PIECE] then go down the steps, [FERELDAN MEDALLION OF SERVICE].
Head down the way into the larger open area and examine the wall to learn
[FROST RUNE] Schematic.
2. East side of map above the Astrarium in the Dungeon Cave. You can pick this
up when doing "Measuring the Veil" with Solas. The glyph is the [FIRE RUNE]
schematic.
High Dragons
1. Ferelden Frostback
Landmarks
Mosaic Pieces
The Fall
1. Inside the ruins of Fort Connor.
2. Leaning against the shack where you find Blackwall.
3. Inside the Druffalo shack at the Redcliffe Farm.
4. Inside the Dungeon in Dead Ram Grove.
5. At the highest point of the western tower in the Grand Forest Villa.
6. Atop the highest point in Winterwatch Tower, across from Hyndel.
7. Atop a tower on the Redcliffe Road north of the Crossroads, there is a Fade
Rift at this location.
8. In Valammar s Hall of the Elders, must lockpick to enter this room.
9. In Valammar s Vaults along the wall.
10. In one of the burned down homes along the West Road, east of Fort Connor.
11.
12.
Oculara and Shards
Outskirts Oculara
Northeast of the Crossroads
Just south of the Outskirts
South of the Outskirts Camp
Broken bridge at Calenhad s
Treasure Maps
Start: Requisition Officer
Reward: 1 Power, 200 Influence
Materials: 5 Velveteen, 4 Decorative Gems
Hinterlands Cage Requisition
stand close enough to be taken out quickly with some Area of Effect attacks
like Immolate and Explosive Arrow. Focus down the Enforcer, keeping up your
Guard as much as possible and then Barrier. Loot the bodies for [LETTER ON A
BANDIT IN THE HINTERLANDS] and [AN UNSIGNED LETTER ON A BANDIT BODY]. This can
become the Dusklight Camp, so be sure to set up here. Avoid going too far north
into the valley, there are Dragons and an unskilled and underleveled party would
get decimated.
Hunger Pangs
herbs are needed. Six Elfroot this time and one Royal Elfroot. You can
the Royal Elfroot hidden in the area north of Dusklight Camp (the area
the dragon), and regular Elfroot is everywhere. Once you have the items,
them in to complete the quest.
A Rare Treament
Quest Giver: Dead body of an apostate. This is found southeast of the Outskirts
Camp. A note in a house from the Crossroads to Redcliffe or the
one in the caves near Witchwood also starts the quest.
Requirement: Enter the Hinterlands
Reward: 354 Experience, 200 Influence, 2 Power
The [STRONGHOLD OF THE APOSTATE MAGES] note can be obtained near the Outskirts
Camp where some apostates and templars are fighting. Head over to Witchwood and
take out the magical barrier with a Mage. You ll need to fight off some of the
Spellbinders that are around the cave that leads to the stronghold first though.
The apostates will try to cut you off with runes, just plow through and get in
their faces where they will fall easily. The Rebel Mage drops the [WRATH OF
LOVIAS].
Templars to the West
Quest Giver: Letter on the corpse of a Templar. Can also trigger this quest by
finding a letter in Fort Connor.
Requirement: Defeat the templars holding the "Dalish Ring" during the "Agrarian
Apostate" quest to find the letter.
Reward: 354 Experience, 200 Influence, 2 Power
You ll want to start at the Upper Lake Camp so you are full on supplies. From
here just head west along the road towards the Redcliffe Farm. You ll encounter
a Templar Defender and three Templar Knights. The Templar Defender can be a bit
of a challenging foe, so grab his attention and defeat the rest of the Templar
Knights first. Head south of the bridge when you reach it to spot a pair of
Templar Defenders.
Continuing along this path you ll find the entrance to the Templar Encampment.
It s guarded by a Templar Archer who will retreat a bit to three more Templar
Archers and a Templar Knight. They are grouped tightly so a group attack would
be best to take them out, Immolate or Explosive Arrow works wonders as does
Chain Lightning. Hopefully these guys don t attract the remaining three Templar
Knights and the Templar Defender that are further back or you ll have 9 foes to
contend with at once. Loot the area once you re done, there is a schematic for
[TEMPLAR GREATSWORD] in a chest at the back and some [ROYAL ELFROOT]. The
Templar Defender drops [THE SWEETISH FINGERS].
Praise the Herald of Andraste
of the area to find a Fade Rift. Defeat the Wraiths that are summoned and use
the Fade Rift to disrupt the demons that are spawned. You can use Dispel when
they are being summoned to completely stop them from being spawned at all, if
you re lucky you ll guess the tougher enemy that joins (usually a Rage Demon).
Return to Speaker Anais after closing the Fade Rift and she ll pledge her
loyalty to the Inquisition.
Shallow Breaths
The cave you are looking for is northeast of the Redcliffe Farms. There is an
Astrarium nearby, if you go west from here you ll find the cave on the map
and can search to find the hidden object.
Blood Brothers
Quest Giver: Letter on corpse east of Dwarfson s Pass. Can also start by
talking to Lord Berand at Dwarfson s Pass enclave.
Requirement: Enter the Hinterlands
Reward: 177 Experience, 80 Influence, 1 Power
You ll find the letter you need on a few cultists in Lornan s Exile, they are
part of a "Shallow Breaths" and "Praise the Herald of Andraste" as well if you
have them. Give the letter to Lord Berand and you ll get an opportunity to
recruit him into the Inquisition. Search the table nearby for a [BOTTLE OF
THEDAS] if you didn t grab it already.
Open a Vein
Once you recover the phylactery and start the quest all you need to do is
return it to Ellendra. She s in the cave to the north by herself. With Cassandra
in the party you can convince her to join the Inquisition.
Agrarian Apostate
Strange Bedfellows
You ll find this note near a landmark in the Avvar Blade Valley. Go to the
statue and spin in three clockwise circles to summon the Grandfather who can be
defeated quite easily.
The Mercenary Fortress
Quest Giver: Hidden alcove south of Lake Luthias or find the Key of Valammar
in the Mercenary Fortress
Requirement: Enter the Hinterlands
Reward: 1,025 Experience, 400 Influence, 3 Power
A Mercenary Leader guards the key when you get to the Mercenary Fortress and
he is a tough guy. An [UNSIGNED LETTER] can be found behind it. Snag the Mosaic
at the top of this place and a chest. Above the shard here you ll find two
[CHESTS]. Head to the camp then into the door. Valammar is a dungeon so you ll
go to a loading screen. There is a Carta Bowman at the entrance and another atop
the steps. The path is split, you can go left through the cave or right up the
steps. The left path can t be opened yet so go right.
Enter the first room to the left, the door is open. Grab the [CARTA NOTE ON
SECURITY] and use a Warrior to bash the rock in the back. Loot the containers
inside for the [PITCH GRENADE RECIPE] then go to the next door. You ll need a
Rogue to pick the lock. Once inside read the [DEFACED CARTA NOTICE] and an
[ANGRY NOTE]. Continue further to the staircase where you ll begin to encounter
Darkspawn. Enter the room behind you to find the Carta Leader. The battle can
be tough but use the door as a choke point and you ll be fine.
Here you ll find a [REPORT ON ACTIVITY IN THE HINTERLANDS], [PERSONAL NOTE
SCRAWLED IN A LEDGER], [DWARVEN GEAR], [ORDERS FOR LAKE OPERATIONS], and
[DARKTOWN S DEAL].
The Vault of Valammar
The battle starts almost as soon as you enter Lady Shayna s Valley. The High
Dragon will not land at this point, you ll need to defeat the Dragonlings and
move to the Blood Cliffs to the north. Use the rock pillar to shield yourself
from fireballs as you defeat the Dragonlings. Ice attacks are definitely your
best attacks against these foes, so bring Mages with Ice Staves and toss Frost
Runes on your physical attackers if you have it. As you enter the Blood Cliffs
the Ferelden Frostback will land in the center.
From a melee perspective, a Warrior can get up close and use Shield Wall easily
since the leg strikes and bites are telegraphed. It s a great way to build up
some Guard in addition to a Barrier you should have going. You need to be ready
to avoid the flame breath at all times, do your best to keep everyone but your
Warrior behind this High Dragon. The sign for this is when she rears back with
the flames in her mouth. You ll also have to contend with the wing flap that
pushes party members away that are too close.
From a ranged perspective, you ll need to watch for fireballs and focus on
doing a lot of damage. Archers can really put some good damage out there, couple
it with an Assassin s Mark of Death (bring Cole with this setup if you can) and
you can deal a lot of damage then trigger the mark for upwards of 5,000 damage
to really put a dent in the Frostback. Mages should use Energy Barrage with an
Ice Staff or general Ice Magic for the most effect, though a Mage with Barrier
will certainly aid in staying alive.
At times you ll have to deal with the Ferelden Frostback stunning the party and
flying away. At this moment Dragonlings will appear from around the arena, just
focus them down and bring the High Dragon back. Keep the Frostback taunted and
away from your ranged attackers, don t shy away from using Potions and Focus
abilities.
Reward: 1600 Influence, 4 Power, Superior Belt of Focus, Grand Enchanter s Staff
Super Amulet of Constitution, Dragon s Tooth, Intense Dragon Blood
Dragon Webbing, Dragon Scales, Dragon Bone
________________________________________________________________________________
Loot the area after that war. On the east side raise a bridge to gain acces to
more stuff. You ll get quite a bit of [OBSIDIAN] and [VERIDIUM]. There are a
few [CHESTS] up north, don t pass those up. You can also find the final Landmark
if you ve obtained all the other ones.
S H O P S
Cross Roads
20
20
20
20
20
20
20
20
__________________________________________________________________________
. .
< () >
VAL ROYEAUX
[0503]
.. __________________________________________________________________________
O V E R V I E W
Val Royeaux is the capital of Orlais and is the fashion design central of
Thedas. There is rich commerce, culture, and a strange form of popularity. The
people here wear masks to cover their true selves and become what the mask
represents instead. People here enjoy the Game and the scene is generally that
of Renaissance France.
Personnel
Random Entries
S H O P S
Havel s Shop
53
53
53
53
Schematic Shop
O V E R V I E W
The Fallow Mire can be unlocked from the War Table once you have 8 Inquisition
Power. It is exactly what it sounds like: a bog in the southern section of
Fereleden. As for what we are doing here, well... it seems that some of our
men have been captured by Avvar Barbarians, who wish to fight the great
"Herald of Andraste". Fame has its price, my friends...
Personnel
Agents:
1. Sky Watcher - Open and then close the Fade Rift near Sky Watcher. After you
defeat the Avvar and free the captured patrol, look outside of the keep to
find Sky Watcher. You must recruit him at this point, if you leave the zone
he will disappear.
Crafting Materials
Common
- Blood Lotus
- Blue Vitriol
- Summer Stone
Enemies
Corpse
Wraith
Avvar Defender
Apostate Widris
Rare
Unique
- Dawn Lotus
Lesser Terror
Avvar Warrior
Revenant
Corpse Archer
Avvar Bowmen
Bear
Bogfisher
Codex Entries
Bottles of Thedas
1. Behind
2. Behind
3. Behind
4. Behind
the
the
the
the
Veilfire
Veilfire
Veilfire
Veilfire
of
of
of
of
the
the
the
the
first beacon.
second beacon.
third becon.
fourth beacon.
After collecting all four Glyphs you receive the {TEARS OF THE DEAD RECIPE].
Landmarks
Song Lyrics
1. Pick up the Grey Warden Artifact in Hargrave Keep for Shred of Blue.
R E Q U I S I T I O N S
This request hinges upon us finding one "Fereldan Medallion of Service" and
one "Fereldan Tome". "Where the heck are these?" you may ask. Fair question!
Corpse enemies have a rare chance of dropping both of these. This is likely
added to their drop list once you have the quest, so head out and keep killing
those corpses, but be sure to check what they leave behind. After 20-30 kills
you will very likely have this quest completed.
You will get the "Summer Stone Survey in the Mire" quest after this one.
Elixir Requisition in the Mire
Lost Souls
While we will do this main quest, it is ideal to go ahead and head towards
the nearby town of Fisher s End. In the houses around this area (including
up to the northwest) you can find several codex s, including [BEFORE
ANDRASTIANISM: FORGOTTEN FAITHS], [BOTTLES OF THEDSAS] (this is an updated
codex entry and hidden in the northwest house by the bed), and the "Place"
codex [RIVAIN] (down in the village). You can also find "The Light of Andastre"
landmark nearby.
Corpses will likely come greet you here. Lovely. Take some time to explore
the bog and get used to the corpses. Many of them are ranged, so you will
want your warriors to set up defenses and close in quickly. They are also
ice-resistant, so Solus is likely a poor option here. Consider knocking them
down and/or stunning and sleeping them.
Head to the central landmass to the southeast to find a beacon. You can
energize this for the "Beacons in the Dark" quest, which you should do now.
After that, stock up if you have to and press further south to the second
beacon of that quest chain.
Once you reach that point, it is a short journey south again to the unclaimed
camp, which should be your next objective. From there we can regroup as we
claim the "Old Thoroughfare Camp".
From here it is wise to mop up ever side quest you have. Rifts, beacons, and
anything else you get along the way. We will really need the level (or levels)
that come. Plus, this main quest is the last thing on the map.
Once you are ready, head south and you ll come to a castle in the distance.
Here you will have dozens of undead pop up. Your party encourages you to run,
which is honestly the smart thing to do. If you are capable though, you can
put everything here to the sword. Fire AoE attacks (Earthshaking Strike) are
godly here. Despite the "They are endless!" screams from your companions,
these undead are indeed limited. Watch any range fighter s back as more come
up and kill until you are content. Only do this if you are comfortable fighting
them, but feel free to use up as many health potions as you wish...
Once you enter the castle, kill the Avvar and go up the ramp. You will find a
[CHEST x2] up here as well as a potion cache (the reason we could use so many
potions earlier). Hit the gate lever to open the way forward. You ll have to
battle a few Avvar warriors, but soon you ll be in a ruined keep where the
leader, the "Hand of Korth" will face you.
challenge the "Hand" to keep him busy. From there, either stun or run by
the defender and take out the three archers first. The last thing we need is
them raining fire from their advantageous position. This is where your archers
should be, once it is clear.
After that, take out the defender and focus on the leader. Ranged units should
have no problem providing support as there are no reinforcements after you take
out his allies. The Hand of Korth is a two-handed fighter, and as such he has
large, sweeping blows that will hit any melee fighters. He can also re-apply
his armor in the middle of the fight and will occasionally (and stupidly) stand
and cheer at times.
With him challenged, he will focus solely on Cassandra, which lets you lay down
AoE traps and effects to great effect. If you are melee, keep your guard up
and/or use your excellent Block and Slash ability to avoid damage and hurt him
as well. Ranged characters have it easy here as long as they tank can stay
up-right.
Once you fall this beast of a man, claim his treasure, the unique two-handed
axe [GIFT OF THE MOUNTAIN-FATHER], and his cell key. Your allies are close by.
Open the door and let them out, gaining +200 Influence and a [CHEST]. Near the
entrance is the Sky Warrior who helped us out on our first rift. Talk to him
and ask him to join your efforts for the [SKY WARRIOR AGENT] and some power.
Extremely good to have this barbarian on our side.
Rifts in the Mire
There are two rifts to worry about here. The first can be tackled after
setting up the second camp. It is similar to your last rift at the Storm
Coast. Remember, the one by the waterfall? Expect normal enemies (Wraiths)
at first, but on the second wave there will be a Despair Demon. If you can,
light it on fire (which is tough without a fire-specialized mage). You can
always thin out the lesser enemies and disrupt it, which helps. As an added
bonus, an Avvar warrior will be helping us out here. Feel free to talk to
him before hand to learn that at least he is honorable. He is a beast of a
warrior, so no need to worry about him at all as he will help greatly.
The second rift is the hardest one yet. It is to the north of the last one.
Be sure to bring regen potions for everyone. The first wave isn t bad, to be
honest. Wraiths and a single Despair Demon. Take them out, as you ve had some
practice. The second wave will be tough. Here we fact TWO Despair Demons and
a Revenant. Everything here is weak to fire, so use it if you can and have
everyone drink a regen potion at the first scratch. Put the fire on the
Revenant as he is not likely to zoom away like the Despair Demons. Don t
bother with the disrupt this time: it only effects the Revenant for about
a second. Slay them all and seal the rift. With any look you got some good
drops from these enemies.
With that the rifts in the mire are clear. Good job!
Holding the Mire
This isn t much of a challenge as there is only one other camp in the Mire.
It is located south of the second beacon area, past a small set of stone
archways. Be sure to search nearby for loot and the remains of a scout. This
is a good location to take on the challenges that lie to the east and further
to the south.
Beacons in the Dark
the
on
as
is the
On the first one, knock down the terror as it appears from the ramp and get
ready for two sets of corpses to come up two different hills. Set traps for
them and use fire if you can (Earthshaking Strike is a beautiful thing here).
Take out the corpses and then the terror. Once you are done, light the veilfire
nearby and examine the runes on the pillar for the "Beneath the Mire" quest,
then continue on.
At the second beacon, be SURE you grab the [APOSTATE WIDRIS S JOURNAL] item
laying on the ground. This gives you the "These Demons are Clever" quest,
which we will want to do later. Now, here the set-up is the same as the first
beacon. Defend the high ground, set traps when you can and take out the elite
terror enemy. The numbers are the same as the first beacon, so take them out
like before. Kill it with fire! Don t forget the "Beneath the Mire" quest!
The third beacon will likely come after you play around with the last rift
and Widris. It is a bit harder than the last one, but the set-up is the same.
You will be facing two Terror enemies here. Have Cassandra taunt them both
so you have a good chance of setting them on fire. There will be more corpse
enemies coming in as long as the Terror enemies show up, so kill them as you
wish and slay the Terrors to end the third round. Don t forget the "Beneath
the Mire" quest!
The fourth and last beacon is likely your last objective before the Lost Souls
quest. It is similar to the third beacon, with two Terror enemies and ramps up
to the middle area. Trap the ramps, use some regen potions and fire, and take
out those enemies! It should be a good time.
Once they are dead, you can bask in the knowledge that you made the path south
safer. That and the +200 Influence doesn t hurt. You will also be able to
complete the "Beneath the Mire" quest!
Beneath the Mire
This quest really goes hand in hand with the "Beacons in the Dark" quest.
Completing it is all about remembering it is there! Do the "Beacons in the
Dark" quest and every time you defend a beacon, light a torch with the Veil
Fire that remains and examine the rune on the pillar. This tells a bit of
story about what the crazed apostate Widris is up to. After the fourth beacon,
his work will be made clear and you will get his research as a reward, which
nets you the [TEARS OF THE DEAD RECIPE]. Very nice!
These Demons Are Clever
O V E R V I E W
The Storm Coast is unlocked once you have 4 Power in the Inquisition and can
be researched from the War Table. 4 Power is very easy to acquire if you spend
some time in the Hinterlands doing the main quest, side quests, and closing
rifts. With that power you can unlock this area. It should be noted that the
Storm Coast is the first optional area you can unlock.
Personnel
Common
- Spindleweed
- Blood Lotus
- Serpentstone
- Summer Stone
- Iron
- Deep Mushroom
Enemies
Hessarian Blade
Deepstalker
Dragonling
Hessarian Leader
Red Templar Shadow
Red Templar Marksman
Hurlock Alpha
Rare
- Black Lotus
- Prophet s Laurel
Unique
Hessarian Archer
Giant Spider
Bear
Mabari
Red Templar Behemoth
Hurlock
Hessarian Hound
Giant
Hessarian Shield
Red Templar Knight
Red Templar
Ghoul
Codex Entries
1. Constellation: Servani
- Location: On the Great Cove. Search on top of the cliffs.
- Solve Order:
Start at #2, then:
1, 3, 2, 4, 3, 7, 4, 5, 6, 7, 8, 6
1
2
4
5
7
6
2. Constellation: Fervenial
- Location: Morin s Outlook. On top of the cliffs by the statue.
- Solve Order:
Start at #7, then:
7, 5, 4, 2, 5, 1, 3, 5, 6 (Top Triangles made)
8, 11, 13, 10, 8, 5, 9, (Half of bottom made, middle upwards point made)
12, 14, 10, 9, 7, 10, 6 (Bottom finished, middle downwards point made)
4
5
6
9
10
11
12
13
3. Constellation: Bellitanus
14
4
5
7
8
10
11
12
13
14
15
16
17
18
Now that we have done all three Astrarium s, we can explore a cave! Yes! The
cave in question is to the south, and is built into the cliff side. It is near
the cliffs over-looking the sea as well, and has a dwarven statue by it. Head
down and fight the spiders you find to claim two [CHESTS] that will have some
rare (blue or higher) gear. Here s hoping you get something you can use! One
of these weapons should be the unique [BANE OF RED CROSSING] bow. Good for
non-Varric archers!
Bottles of Thedas
1. Vinsomer
Landmarks
1. Morrin s Steps
2. Morrin s Outlook
3. The Stone Tree
4. Lyrium Falls
5. Daerwin s Mouth
Glyphs
1. At the southeastern portion of the map. There is one of Solas Orbs here
and the Lyrium Falls. Light a Veilfire Torch and go north toward the exit,
hugging the right wall to illuminate the green glyph, the schematic for
[LIGHTNING RUNE].
Oculara and Shards
The iron is likely no big deal to you, but Serpentstone is the new thing
here. You can find it right outside of camp, actually, to the south and again
on a rock on your way west to the coast. Just two examples of close locations.
It is not as common as iron, but can be found while exploring. Serpentstone
shows up more often the further south you go.
Once you do complete this quest, +1 Power is yours. You will also get the
"Antivenom Requisition on the Coast" quest after you complete this one.
NOTE: This quest can be repeated, provided you have the resources. An easy
source of power.
Antivenom Requisition on the Coast
Elfroot is likely no big deal to you, but Spider Glands can be. They are of
course gotten off of Giant Spider corpses, which you are likely to find in
the caves on Storm Coast. These aren t guaranteed drops, but you can find
five of them by the time you finish this area for sure. You can also find
a TON of spiders near Lyrium Falls, in the south of the map (they show up
after clearing out the rift in this area, which you should be level 8+
before trying).
NOTE: This quest can be repeated, provided you have the resources. An easy
source of power.
S I D E Q U E S T S
Once you are ready, head south for the top two warden markers. They are near
the southern astrarium. It should be noted you are looking for stacks of papers
here. One is on a trail by a tree and a second is by a tent. Very hard to miss.
Further to the south are the other two (near Westridge). The third you can find
inside a building on a cliff. More notes. There is a [CHEST] nearby as well as
a hidden [GREY WHISKEY/RITEWINE/CONSCRIPTION ALE] bottle inside the house.
The final notes are just to the southwest. Near a small campfire. It seems
that the wardens have moved on, after talking a fisherman out of joining.
We won t be talking to them on the Storm Coast...
Cleaning House
effects going. An archer with Full Draw can help a ton here too. Keep at it
and you ll take him out.
Afterwards enjoy the +330 Influence and talk to the Hessarian Soldier that
comes to speak to you. He ll claim to serve you now, which nets you +1 Power
and the [HESSARIAN AGENT]. Very nice! See, it is worth making the charm!
Inspect the house here for the [HARD IN HIGHTOWN: CHAPTER 2] book as well as
[THE CONVERSION OF HESSARIAN] note. There s a [CHEST] as well. There are some
notes to read outside as well, but we are done with this quest.
NOTE: You will now randomly see soldiers out patrolling. They are no longer
hostile, and will in fact fight against the beasts and enemies in the
area, which helps us out. Thanks, Hessarian Swords!
NOTE: This isn t related to the quest, but if you go EAST of the Hessarian
Camp, you can get up a hill by heading up the narrow rain-crevice. This
leads up to the high ground. Continue east / south-east to an unmarked
cave (some Dwarven Ruins), where you can find [CHEST x2] in but even
more importantly the unique shiled [SCHAEFER s RAMPART].
Rifts of the Coast
Reward: 1 Power
This quest appears after you close the other rifts. This rift is located near
Lyrium Falls, which is up Long River. It is a Level 12 Rift, meaning you should
stay away until you are 8 or higher (on normal, at least), and have a full
potion stock.
Once you do decide to take it, head into the cave and head to the back. This
place is pretty neat. At the back is the rift. Regular Wraith will compose
the first wave, ready to send a salvo of shots at you. Barrier up and charge.
Take them out and get ready for the much harder second wave, which is even
more Wraiths and a Despair Demon. Note there is a rock pillar to the left you
can use to to draw the demon behind. Divide and conquer. Or let Cassandra
handle the aggro while you thin out the Wraith numbers. That will let you
disrupt the demon to take it out quicker.
Once you are done, close the rift. Be sure to get the Chest and Landmark
nearby and use the Ocalarum.
Holding the Storm Coast
Head to an abandoned house east of the Small Grove Camp and west of the
Astrarium, it s about inbetween them and by itself. Check the notes and loot
then attempt to open the door, it will not open.
Defeated an Elite Rebel Mage west of Driftwood Margin Camp. Picked up the key
to start this quest. Leads to a [CHEST] with [MIGHTY OFFENSE TONIC RECIPE] in
the cabin atop the cliff.
Red Water
Hushed Whispers).
That said, you will eventually be able to do that operation, which unlocks
the Dwarven Port the Red Templars are holding and opens up the northern part
of The Storm Coast and this quest. Let s do this!
Head to the Driftwood Margin Camp and head northwest. The door to the Dwarf
Ruins here is now open. Head on through. You ll reach the coast on the other
side. Here, look for a carcass nearby that has a [RED TEMPLAR KEY] you can
loot (the corpse looks like the ribcage of an animal... don t skip it!). There
is Black Lotus out here too.
Continue on to another section of ruins and kill the red templars you find
here. On the left is some red lyrium you can smash (make Varric happy) and
at the end is a [CHEST] on the right and the region s final landmark. Daerwin s
Mouth. Interesting history. Turn around and take the tunnel in the left-hand
corner to continue (don t jump in the water like BK did! heh....).
The next area has an upstairs and a downstairs. Kill the enemies on the upper
level (one is a behemoth, so be careful) and then go downstairs and kill those
enemies. Down here you will find a door you can open to the left, leading to
another dock area. Activate the Elven Relic here and loot what you can. Back
outside check the nearby room for more loot and a bookshelf, which will give
you the [SURFACE DWARVES] and [A FATHER S LETTER] codex entries.
Head up now and explore the room up here. The [UNSIGNED JOURNAL] codes is up
here as a book. Loot what you can and continue through the room and over the
bridge you find. The next room has a [CHEST] and lots of money thrown around.
Clean up and continue on to kill some more Red Templars. To the left is a
chunk of Red Lyrium you can destroy for Varric and the other side of the
broken stone bridge from earlier. Gather up the loot here and push further
inward.
The left area up ahead is a dead-end. Broken pillars. Head right and kill the
enemies near the dock. Killing these foes off completes this quest, actually.
We will note the nearby lockbox, the Red Lyrium you can break off to the right,
and all of the Black Lotus in this area. Additionally, after you have secured
the dock, you will unlock the "Restore the port on the Storm Coast" War Table
operation. SWEET!
NOTE: You can take the boat here to "Dragon Island", to finally chase down
the dragon we saw so very long ago. See the quest "Vinsomer" to get
the scoop on what fighting the dragon will be like.
Vinsomer
BOSS: Vinsomer
Level 19
________________________________________________________________________________
Vinsomer
Health: 207873
Defense: 59
Vulnerability: Spirit
Immunity: All Disabling Effects
Immunity: Slowed
Perceptive
Greater Electricity Resistance
Strategy
down to the Driftwood Margin camp next and head north up to the coast.
there, head east past the hill until you can move south, following the
of it (you ll likely fight some darkspawn out here). Follow the side of
hill (and look around a bit) to find a spot to energize for [TUNNEL 3/4].
they went and switched things up on us here.
Finally, the last tunnel is down near lyrium falls. Head into the cave and
stay on the left-hand wall. The tunnel is down near the south of the search
area, but if you stick to the wall you ll find a spot to energize that will
give you [TUNNEL 4/4]. And with that the quest is complete.
__________________________________________________________________________
. .
< () >
FORBIDDEN OASIS
[0506]
.. __________________________________________________________________________
O V E R V I E W
Ah, the Forbidden Oasis. Forbidden for a reason, perhaps? Once the site of a
bustling mining organization, all you will find here nowadays is sand... and
plenty of it. The oasis is a welcome life-spring in an otherwise inhospitable
desert, but also holds its share of secrets and of course tears in the veil.
Crafting Materials
Common
- Elfroot
- Spindleweed
- Blood Lotus
- Deep Mushroom
- Serpentstone
Rare
- Dragonthorn
- Wither Stalk
- Paragon s Luster
Unique
Enemies
Hyena
Corpse Archer
Corrupted Spider
Corpse
Codex Entries
Bottles of Thedas
1. The Marker
2. Wooden Bridge
3. The Weight of War
4. Worn Pillars
5. Upper Walkways
6. Intrinsic Pool
7. Spiral Mine
8. Enver s Mining Company
Mosaic Pieces
S I D E Q U E S T S
This is the main quest of the area, but it is best put off until you finish
up everything else you can. Once reason for this is that shards are needed to
open the temple door. Five of them, in fact. Five isn t alot, especially if
you have been exploring. The Oasis area has 15 in total, for example.
Once you ARE ready to go on with this quest, head to the northwest tunnel from
the Oasis ccamp and up through the tunnel as it leads higher up. This leads to
the Upper Walkways, where you can follow the objective to the temple door. Pay
the tool and enter the temple.
Technically this completes the quest. It does, however, lead to three doors
further on in the temple, all of which are listed below. Not that you should
activate the relic down here for experience and can also light some veilfire
and see a rune directly across from the brazier you light.
Check the next sections for info on what comes next!
The Fire Captured
NOTE: To do this quest, we need shards. A lot of them. For that reason this
quest along with the Cold and Spirit doors are best saved until you
explore a ton of areas and collect a ton of shards.
First Door (6 Shard Door):
You ll kill some corpses here. Avoid any fire mines in the room and take
them out. Loot the place afterward. The big tomb here has some fire-related
items in it (nothing too special), but more importantly [+4 FIRE RESISTANCE].
Permanently! Very nice!
You also get 177 Experience, 80 Influence and +1 Power.
Second Door (12 Shard Door):
More corpses. This area is bigger with more mines though,
Take them all out and loot the place. Once again the tomb
reward. It has some more fire-related items in it (again,
worth noting), but more importantly [+6 FIRE RESISTANCE].
boost!
so be careful.
here is the big
nothing really
Another permanent
You also get 512 Experience, 200 Influence, +2 Power for opening the door.
Third Door (18 Shard Door):
The last door. There are more corpses here but there is also a Rage Demon.
The "boss" of the area, I suppose. Take him out with all of the corpses and
loot the area. The big prize is the tomb of course. Open it for fire-related
items, but also some other notable items like the Superb Belt of Fire
Resistance, the Master Fire Rune and [+10 FIRE RESISTANCE]. Very nice!
You also get 967 Experience, 200 Influence, +2 Power for opening the door.
That is all for the fire doors. Get out there and get more shards so you can
open the other doors!
The Cold Endured
NOTE: To do this quest, we need shards. A lot of them. For that reason this
quest along with the Fire and Spirit doors are best saved until you
explore a ton of areas and collect a ton of shards.
First Door (6 Shard Door):
You ll kill some corpses here. Avoid any ice mines in the room and take
them out. Loot the place afterward. The big tomb here has some ice-related
items in it (nothing too special), but more importantly [+4 COLD RESISTANCE].
Permanently! Very nice!
You also get 177 Experience, 80 Influence and +1 Power.
Second Door (12 Shard Door):
so be careful.
here is the big
nothing really
Another permanent
You also get 512 Experience, 200 Influence, +2 Power for opening the door.
Third Door (18 Shard Door):
The third and final door. This time you face a Revenant, along with a bunch
of corpses of course. Take them all out while avoiding the ice mines. Shouldn t
be too hard. Loot the area afterward of course. The big prize is the tomb, and
contains cold-related items, a Superb Belt of Cold Resistance, and an Amulet
of Power (Main Character ONLY), and a [+10 COLD RESISTANCE] boost! Lovely!
You also get 967 Experience, 200 Influence, +2 Power for opening the door.
That is all for the cold doors. Get out there and get more shards so you can
open the other doors!
The Spirit Calmed
NOTE: To do this quest, we need shards. A lot of them. For that reason this
quest along with the Cold and Fire doors are best saved until you
explore a ton of areas and collect a ton of shards.
First Door (6 Shard Door):
Corpses, Always corpses. Take them out and loot the area. The tomb is of
course the big prize, with minor spirit items and [+4 SPIRIT RESISTANCE].
Can t complain about that!
You also get 177 Experience, 80 Influence and +1 Power.
Second Door (12 Shard Door):
Even more corpses. You know the drill: take them out and loot the area. The
tomb here has more minor spirit items and [+6 SPIRIT RESISTANCE]. Very nice!
You also get 512 Experience, 200 Influence, +2 Power for opening the door.
Third Door (18 Shard Door):
The last door. The big enemy here is an Arcane Horror, who is of course
supported by corpses. Not a big challenge. Take them all out and loot the
place. The chest behind the tomb will likely have a rare item for you. The
big prize however should give you some Intense Spirit Essence x5, a Pure Spirit
Essence, a Superb Belt of Spirit Resistance (naturally), and a Master Spirit
Rune. And of course [+10 SPIRIT RESISTANCE].
You also get 967 Experience, 200 Influence, +2 Power for opening the door.
NOTE: Once you are done with all three paths (AKA: You have found every shard
in the game), you will get the quest below: "A Prideful Place".
A Prideful Place
The central door here has opened up. Head to the temple entrance and through
the central door, which is opened automatically once you have completed all
three paths down below (which is great as we don t need any more shards!).
Inside you will find a Pride Demon. He will match your level, and he will be
accompanied by corpses (because why not!). Still, not too hard. You ve fought
them before now, we are sure, but it should be noted that this particular Pride
Demon has at least one ability you may not have seen before: lightning mines.
He can and will lay down a line of them, so be very careful (they can wipe out
you or a party member easily if you re not paying attention). Other than that
he is just like any other Pride Demon, so take him down.
Once you enter the room however, the quest will technically be "complete", so
you will very likely get the quest rewards while you are fighting. Lovely. It
should be in the neighborhood of 596 Experience, 600 Influence, +2 Power.
The real treasure here though is the tomb. Read the tablet here if you wish
(it does nothing for us) and then loot the tomb to claim some Pure Lightning
Essence x3, [AGONY], [ARISHOK S VITAAR], and the [SUPERB BELT OF ELECTRIC
RESISTANCE]. And of course the real prize of [+20 ELECTRICITY RESISTANCE]. See
how they gave us "three rooms" worth of resistance there? Very nice.
NOTE: You should also get the "Keymaster" Trophy / Achievement at this time,
as you have explored the temple fully. Congrats!
Rifts in the Oasis
Our normal "Close the Rifts" quest... although the numbers here aren t normal.
The quest will state there are three rifts to be closed, and that is true. This
is actually an easy-to-get-to quest, and can be done early in your visit.
The south rift is out in the open, by a landmark. Each wave of this rift has
a Rage Demon, but shouldn t prove too much of a challenge. Take care of them.
Also note that there is a special treasure nearby. It should be noted that this
large southern area is all sand (we took the pain to find out... manually), but
there is one hidden secret. To the southeast is a large dune. Climb up to it
for the viewpoint, then look around to find a wooden structure to the southeast
of you. Go break this structure for a [CHEST] in a pit (and thankfully a
ladder to get back up). Enjoy your new unique weapon. This weapon should
actually be the unique greatsword, [VERDICT].
Onto the other rifts. There is one to the northeast of the initial camp that
you can get to easily. There is a Lesser Terror in the first wave and the
third wave is three Lesser Terrors. Nothing to be feared, of course. The
final rift is to the west, located in the valley and rather close to the
second camp. This one is really no challenge and has only Shades and Wraiths.
Since you are nearby, you may as well go get the Oasis Camp!
Once you are done with these three rifts, the quest "Rifts High and Low" will
show up. Depending on how you tackle the rifts, of course.
Rifts High and Low
You may stumble upon this quest, depending on the order you encounter rifts
in. This quest has two rifts in it: one in the south and one in the north.
The south one is relatively close to the Oasis Camp, and is located west, in
the tunnels. This one is a bit harder with Rage Demons and a more enclosed
area (meaning ranged attackers need to watch their back more). Take it out
to clear the tunnels.
Note: On this first rift, be sure to visit the dead-end nearby to find a
hidden [BOTTLE OF THEDAS; GOLDEN SCYTHE 4:90 BLACK] on the table.
The northern rift is at the far northwest edge of the map (going further
north will lead you to the world map). Head north of Enver s Mining Camp to
this rift and take out the numerous Wraiths. Some are up on a rock to the
northeast: a tactical position for your archers. Once you have the first wave
dealt with, prepare for a Despair Demon in the second wave. He comes with
numerous Wraiths that should be your first priority due to their relentless
ranged attack.
Once the Despair Demon falls, close up the rift and be done with this quest.
Holding the Oasis
This quest is easy to do. Very easy. Still, the rifts are a bit closer. You
can get this camp out of the way when going after the northern rifts. It is
down in the valley, near the Oasis and aptly named the "Oasis Camp". With
it under your control you will be done with this quest, as it is the only
other camp in the area.
Serpentstone Survey in the Oasis
You likely already have plenty of Serpentstone in your inventory from your
time on the Storm Coast. That makes the "Paragon s Luster" the stone that
you ll need. To the west of the Desert Camp (stay high!) you will run into
Enver s Mining Camp. Around here you will find plenty of the stuff. You can
also find it naturally while exploring the valleys and oasis area to the
north. As you only need two chunks, this quest will be done in a heartbeat.
You will unlock the "Mining Requisition in the Oasis" quest once you complete
this one.
What It s Worth
To get this quest, go unlock the Oasis Camp and then wandering around nearby
(more than likely slightly to the east, up the hill) is a wandering miner. go
talk to her and she ll tell you about leaving her ring in a cave nearby... a
cave full of spiders. Hearing about that gives us this quest.
The cave in question is actually "Par as Cavern", and is on the northern part
of the map. Still, it isn t far away and can be reached by heading northeast
from the Oasis Camp, up the hill. You can find a note near a body outside the
cave. Poke your head in and retreat to tempt a couple spiders to come out, so
you can deal with them outside.
The cave itself is absolutely packed. In fact, it isn t a bad idea to go in
and draw a few more out if you wish. There are easily 6-8 more in there after
all. On Normal and below, it is easy to charge in without much though (maybe
You will get this quest while doing the "What It s Worth" quest, and as a
result for finishing that quest you ll get the key to the door in question!
Everything just ties together so nicely!
Go open the door with the key and open the [CHEST] inside for random goodies.
And with that you are done. Yep, that s it!
Mining Requisition in the Oasis
This requisition is laughable. Seriously. All they want out of you is 5 Iron
and 5 Nugskins. These can be found in the tunnels, but you very likely already
have these items naturally, and can likely turn the quest in as soon as you
get is. A very easy quest.
This will unlock the "Alloy Requisition in the Oasis" quest once you complete
it. Which, honestly, is another very easy one.
Alloy Requisition in the Oasis
This time you are tasked to get 4 Serpentstones and 4 Paragon s Luster. Again,
the only challenge here is the Paragon s Luster, which is native to this area,
and once again the best place for it is to the north and to the west (Oasis
area and Enver s Mining Camp). Once you have four pieces you can likely turn
this in to complete the quest.
__________________________________________________________________________
. .
< () >
SKYHOLD
[0507]
.. __________________________________________________________________________
O V E R V I E W
After the destruction of Haven the group moves to this castle in the Dales.
It s pretty beat up but it s massive and some repairs will make it a formidable
fortress to defend against Corypheus. You can customize this area and talk to
your companions, craft, purchase from more merchants, and judge prisoners all
in this massive castle.
Personnel: Alexius, Servis, Florianne
Codex Entries
[ ] The Undercroft
- Undercroft: Note on the barrel
[ ] The Veil
- Next to Dorian.
[ ] The Folly of General Not-Sheritan
- Next to Dorian
[ ] On the Condition of your Charges
- Next to Leliana
[ ] Note found in Skyhold s Rookery
- Near Leliana
[ ] A Fine Time to Close a Border
- Near Leliana
[ ] Request for Resources on the Fade
- Next to Solas
[ ] The Rotunda and the Fresco
- Climb the ladder near Solas
[ ] News from Thedas
- On the Courtyard steps
[ ] Fallen Chandelier
- In the Throne Room before Skyhold is cured.
[ ] Sera s Cabinet of Wonder Whose It Was
- Outside of Sera s place in the Tavern
[ ] A Letter Home
- Second floor of the Quartermasters.
[ ] Pamphlet: Lift Your Voices
- Third floor of the Quartermasters.
[ ] Hard in Hightown: Chapter Five
- Tower along the southwest wall.
[ ] Bride of the Maker
- Statue in the Chantry Garden. North room.
[ ] A Note from the Skyhold Kitchens
- In the Kitchen
[ ] Another Note from the Skyhold Kitchens
- In the Kitchen
[ ] Yet Another Note from the Kitchens
- In the Kitchen
[ ] Note from the Skyhold Kitchens, Again
- In the Kitchen
[ ] Construction Report: Request to Fight
- In the throne room.
[ ] How to Act Fereldan
- In the Library
[ ] The First Blight: Chapter Two
- In the Library
[ ] The Folly of General Not-Sheritan
- In the Library
[ ] What is Green?
- In the Library
[ ] The Pyramids of Par Vollen
- In the Library
[ ] Take Back the Sky: A Tavern Cheer
- In the Tavern near the steps.
[ ] Letter to an Inquisition Agent
- In the Chantry Garden on a bench.
[ ] A Crumpled Letter
- In a room on the second tier of the garden.
[ ] Bellanaris Din an Heem
S I D E Q U E S T S
Welcome to Skyhold
Promoting Barris
Alexius
Avaar Tribesman
Sleep well?
- That was incredible.
- That was... I don t know.
- That was strange.
3. Follow up with Solas
But this morning, I need to shake the dreasm from my mind. I may also need a
favor. (This sequence triggers "All New, Faded for Her")
- Name it.
- Really? You?
- Get on with it.
- We ll rescue your friend.
- How did you hear the cry?
- You have friends?
- Why didn t it want in?
- Why would they summon it?
- I ll help.
- I can go along with it.
- I m not saving a spirit. (Solas -5)
Tell me about your journeys.
- Tell me about old ruins.
- Tell me about spirits.
- Tell me about old memories.
Tell me about Corypheus.
4. Talk to Solas after "All New, Faded for Her."
Inquisitor.
- I m glad you returned.
- You returned!
- Are you back?
- Where were you? (Solas +1)
- What is death like to spirits? (Solas +1)
- So it isn t really dead? (Solas +1)
Has it affected you? Changed you in any way? Your mind, your morals, your...
spirit?
- No, not really.
- How should I know?
- Get to the point.
- I m just like everyone else. (Solas -1)
- You make that sound bad.
- What did you expect?
- What about our friends?
- I try.
- You were misinformed.
5. Talk to Solas after "Here Lies the Abyss."
To seek out these Old Gods deliberately in some bizarre attempt to preempt the
Blight...
- It was a good idea. (Solas -5)
- Don t forget the demons. (Solas -1)
After out time in Halamshiral, I understand why. I had forgotten how I missed
court intrigue.
- Glad you liked it. (Solas +1)
- You ve seen this before? (Solas -1)
- I didn t like it. (Solas -1)
- I m sorry about Briala.
- Is Briala s fate a problem?
- I m not sorry about Briala.
- You should consider it. (Solas -5)
- I agree. (Solas +1)
- That s tragic. (Solas -1)
- Who, then? (Solas +1)
- I still want to help them.
- She was short-sighted. (Solas +1)
- She didn t impress me. (Solas -1)
7. Talk to Solas after "What Pride Had Wrought" and drank from Well of Sorrows.
V A R R I C D I A L O G U E C H O I C E S
Their weird, foreign foodstuffs arrived... alive. And one of them, true to its
name, wandered off in the middle of the night.
- [Hug him.]
- I m sorry, Varric.
- If it helps, tell the story.
6. Talk to Varric after "Wicked Eyes and Wicked Hearts"
You kidnapped me! You interrogated me! What did you expect?
- [Stay out of it.] (Varric -5)
- Stop this fighting! (Cassandra -1)
- This is funny. (Cassandra -5)
- Leave me out of this. (Cassandra +1, Varric -1)
- [Intervene.] (Varric +5)
- Varric s not at fault. (Varric +5)
- Cassandra, back off! (Cassandra -5)
- Varric, you bastard. (Varric -20)
- What s done is done.
- That s unfair, Cassandra. (Cassandra -5, Varric +5)
- We need to work together. (Varric +1)
- I m well aware. (Cassandra +5, Varric -5)
- Varric s earned his place. (Cassandra -5, Varric +5)
I
-
am such a fool.
I still like you. (Romance, Cassandra +1)
Don t blame yourself. (Cassandra +5)
We re all fools, Cassandra. (Cassandra +5)
We need to do better. (Cassandra -5)
What if it had been different? (Makes the Romance option disappear)
As for what will come next... I cannot guess the Maker s plan.
- We make things better.
- You can t guess?
- There is no plan.
- I don t want the same things.
- Those are admirable goals.
- You re too idealistic.
- You guide me. (Romance)
- I obey my conscience.
- I make it up as I go.
- I do what must be done.
- You admire me?
- I hope we re friends.
- Thank you.
- I don t deserve that.
3. Talk to Cassandra to start "Guilty Pleasures"
So you re a romantic?
- I like that you like it. (Cassandra +1)
- Nothing at all. (Cassandra +1)
- It s just unexpected.
- You re wasting time. (Cassandra -5)
6. Talk to Cassandra to start "Unfinished Business"
No one is dealing with these matters. I was hoping we might, before they get
worse.
- Of course.
- It s not our job. (Cassandra -1)
Writing does not come naturally to me, as I m certain you can imagine.
- Love poetry, I assume? (Romance)
- Is everything okay?
- You re competing with Varric?
- Then why do it?
- I don t care about historians. (Cassandra -1)
- Just be careful.
- That could be used against us. (Cassandra -1)
- That s a good idea.
- It was a spirit, nothing more.
- I believe it was her.
- I don t know, either.
- You think it s possible?
- Maybe it doesn t matter.
9. Talk to Cassandra after "Wicked Eyes and Wicked Hearts"
S E R A D I A L O G U E C H O I C E S
Just a little thing, really. A little march-around for some of your people. It s
nothing for you, right?
- Resources are precious.
- I m listening.
- Details first.
- I ll have people take a look.
- I can t do this now.
- Who told you about this?
- Who would I be working for?
- What s in it for me?
3. Talk to Sera in the Tavern
I m thinking pranks. Set a few up. Knock a few down. You in or not?
- I want them at their best.
- Should the Inquisitor do this?
- How will that help?
- Time with you sounds like fun. (Romance, Rejected if Male)
- Yes, I m in. (Sera +1)
- No, grow up. (Sera -5)
- You go ahead without me.
Search Cullen s Desk.
I ve got something I want to do for you. Just come, you won t need your gear
and stuff.
- I m ready for anything. (Romance)
- I don t have time for games.
- What are you getting me into?
- They re fine, but this is odd.
- This is not what I expected.
- Why are we eating cookies?
- I like you, but not cookies.
- Once was enough.
- I look forward to it. (Sera +5)
- Baking sounds nice, but here?
- I am laughing, but it s good. (Sera +1)
- Throwing them sounds like fun! (Sera +5)
- You don t need this. Nor do I.
- Emmald was nice. Why hate her?
- That is stupid, and immature!
- I m annoyed but also grateful. (Sera +1)
- Hold on, let s calm down! (Sera +1)
- I need allies, not brats! (Sera -5)
- I think that s a great idea.
- Once was enough.
- I look forward to it. (Sera +5)
5. Talk to Sera after the rooftop conversation
Heard what went on in that Fade thing. What you think went on. Can t even start
to believe that business.
- A difficult time for everyone.
- Seeing is believing. (Sera -1)
- All I know is we lost people.
- What do you remember?
- That s called planning ahead. (Sera -1)
- Doesn t matter. They re gone.
8. Talk to Sera after "Wicked Eyes and Wicked Hearts"
V I V I E N N E D I A L O G U E C H O I C E S
Are you all right, my dear? Were you hurt? You look dreadful.
- I m fine. (Vivienne +1)
- I ve looked worse.
- We have bigger problems.
- Mind your own business. (Vivienne +1)
- It worked in our favor. (Vivienne -1)
- Corypheus will pay for this. (Vivienne +1)
- So much depends on me...
- I couldn t save them all. (Vivienne +1)
2. Speak with Vivienne in Skyhold after decorating Skyhold.
The new throne in the great hall is marvelous, my dear! Your taste is
impeccable.
- You re too kind.
You walked physically through the Fade? Please tell me what you remember.
- It wasn t the first time.
- I saw the Divine. My past.
- I d prefer not to.
- It was horrible.
- It was fascinating.
4. Talk to Vivienne after "What Pride Had Wrought"
How do you feel? It s not every day one absorbs ancient elven magic.
- A little worried.
- I m getting used to it.
- I feel great.
- Not so good.
I R O N B U L L D I A L O G U E C H O I C E S
I m impressed.
This is quite a group.
Are they any good?
How d you get here, Skinner?
Grim, what s your story?
Where are you from, Rocky?
Why leave your clan, Dalish?
You re a healer, Stitches?
Krem, Rocky, Dalish, all of em. Dead for the Iron Bull, a man who never really
existed.
- Are you not the Bull anymore?
- You don t have to change.
- This is good for you. (Iron Bull +1)
- You re a good man. (Romance)
- We ll fight for them.
- I honor their sacrifice.
6. Talk to Bull after "Demands of the Qun" and saved the Chargers.
- Should we retaliate?
- They didn t have to do this.
- You were expecting them?
- You could have warned me.
- How s that wound?
- The knife could be poisoned.
Tal-Va-FUCKING-shoth.
- You re still you. (Romance)
- Screw that. (Romance)
- No, you re the Iron Bull.
- Do you regret killing them?
- Report this attack, please. (Iron Bull +1)
- Will you make it through this?
7. Talk to Iron Bull after "Here Lies the Abyss"
Qunari training exercise to master your fear. I heard about the Nightmare at
Adamant. Sounded big.
- [Hit him.]
- You re sure about this? (Iron Bull -1)
- This helps you?
- That s right! Let it out!
- You re really all right?
- Feeling better?
- Not a problem.
- Let s talk this through. (Iron Bull -5)
- I d rather talk.
- What makes this stick special?
- You don t need it. (Iron Bull +1)
- I understand.
- Worse than dying?
- Get over it. (Iron Bull +1)
- What is this exercise?
8. Talk to Iron Bull after "Wicked Eyes and Wicked Hearts"
At least under the Qun, you don t get everyone tripping on each other s dicks
while the country goes to crap.
- We need politics.
- There were mitigating factors.
- I agree.
B L A C K W A L L D I A L O G U E C H O I C E S
- I don t know.
Are Wardens being corrupted?
- We need to find them.
- How s your state of mind?
- All, but you. (Blackwall -1)
Tell me about the Wardens.
- How do you kill an Archdemon?
- I suppose you d know. (Blackwall +1)
- It can t be that simple.
- Fine, keep your secrets. (Blackwall +1)
Know much about Corypheus?
- Why didn t you know?
- It s odd that Corypheus lives?
- Are there more like Corypheus?
Thoughts on the Inquisition?
2. Talk to Blackwall in the barn
They died for us, and Corypheus twisted their sacrifice to make it his own!
- We stopped it. (Blackwall +1)
- Clarel s pride is to blame. (Blackwall -5)
- That s why we fight him. (Blackwall +5)
- Then remember the intention. (Blackwall +1)
- We can still try, right? (Blackwall +1)
- Nothing is perfect. (Blackwall -1)
C O L E D I A L O G U E C H O I C E S
Tin jangle as the blood spills. Pierre s wrapped body on the wagon to the
Chantry. Five more minutes. My fault.
- Do you hear everything?
- Can you help her? (Cole +1)
- What was that?
- Don t harm her. (Cole -1)
- [Wait and watch.]
- They don t remember you?
- Nice work. (Cole +1)
- No, don t do that.
- Just talk to her, Cole.
- Apologize, Cole.
- It s not your fault, healer.
- She will be. (Cole +1)
- This isn t about her.
- Wait, what?
You ve done odd things.
- You left plums by the windows?
- You burned turnips?
- You stole cheese and mint?
- You re making the cats play.
- Stop these activities. (Cole -5)
4. Speak with Cole after "Wicked Eyes and Wicked Hearts"
I didn t understand the Grand Ball. It would have been easier if they said what
they wanted.
- It s the Game.
- Did you like the masks?
D O R I A N D I A L O G U E C H O I C E S
You know he died, I assume. Got us as far as the camp, and then... that was it.
- That s too bad.
- I m surprised he helped.
- I never liked him. (Dorian -1)
- He was a good man. (Dorian +1)
- He judged me too quickly. (Dorian -1)
- Thanks for telling me. (Dorian +1)
- I m glad he saw the light.
2. Talk to Dorian (Human Only)
Perhaps he was even the one who ventured to Ostwick to establish the branch? We
are talking long ago, of course.
- Can we still flirt? (Romance, Dorian +1)
- Nice to know.
- How do you even know that?
- Is that a good thing?
- I don t care about that.
3. Talk to Dorian after initial conversation
I think the Venatori found out he was helping me. I think they killed him.
- I m sorry for your loss. (Dorian +5)
- That s not surprising.
- They ll pay. (Dorian +1)
- What about yourself?
- You might be idealizing him.
- Follow his example. (Dorian +5)
- Were you two involved?
6. Talk to Dorian after "Last Resort of Good Men"
This man is of Tevinter. His presence at your side, the rumors alone...
- There s no need to worry.
- Rumors? Do tell!
- We do not serve the Chantry.
- Because he s Tevinter?
- Note: This sequence unlocks the War Table operation "The Name of Our Enemy"
But if you want twenty volumes on whether Divine Galatea took a shit on Sunday,
this is evidently the place to find it.
- Such a critic. (Romance)
- What are you looking for?
- Not to your standards?
- Stop whining. (Dorian -1)
- It was horrible.
- We lost Hawke.
- I don t want to talk about it. (Dorian -1)
- I learned so much.
- I wish you d been there. (Dorian +1)
- That s poor consolation.
- I should be proud?
- I was lucky.
- I agree. (Dorian +5)
- Not my problem. (Dorian -5)
- You don t?
8. Talk to Dorian after "Wicked Eyes and Wicked Hearts"
All my talk of how terribly wrong things are back home, but what do I do about
it? Nothing.
- What brought this on?
- You came here to help. (Dorian +1)
- You could do great things. (Dorian +1)
- Just go, then. (Dorian -1)
__________________________________________________________________________
. .
< () >
CRESTWOOD
[0508]
.. __________________________________________________________________________
O V E R V I E W
Crestwood has seen better days... the Blight had hit Crestwood hard and caused
the city to drown (leading to Crestwood and "Old Crestwood"), but the city still
stands. However, now thanks to the rifts, the dead are coming forth and from the
fade and terrorizing the land. Add to that the bandits taking advantage of the
situation and reports of a dragon nearby and this area sorely needs someone to
come and assist...
Personnel
Companions: None
Agents: Jana
Crafting Materials
Common
- Elfroot
- Spindleweed
- Iron
- Deep Mushroom
- Embrium
- Veridium
- Stormheart
- Paragon s Luster
- Blood Lotus
Enemies
Corpse
Terror
Highwayman Foot Soldier
Highwayman Lieutenant
Rage Demon
Deepstalker
Venatori Brute
Wyvern
Rare
- Obsidian
Unique
Corpse Archer
Armored Mabari
Highwayman Guardsman
Highwayman Chief
Despair Demon
Giant Spider
Venatori Spellbinder
Shade
Highwayman Archer
Highwayman Prowler
Poison Spider
Lesser Shade
Venatori Zealot
Venatori Gladiator
Codex Entries
C O L L E C T I O N S
Astrariums
1. Constellation: Tenebrium
- Location: South of the North Gate Camp, on the cape overlooking
old Crestwood.
- Solve Order:
Start at #5, then:
4, 2, 6, 4, 3, 1, 5, 7, 8, 6
1.
2.
3.
4.
5.
6.
7.
8.
2. Constellation: Kios
- Location: Northwest of Three Trout Camp (Up in the Hills).
- Solve Order:
Start at #3, then:
1, 2, 3, 4, 5, 2, 6, 5
1.
2.
3.
4.
5.
6.
3. Constellation: Silentir
- Location: South of the Three Trout Camp, by Judith s House.
- Solve Order:
Start at #1, then:
2, 3, 4, 5, 6, 7, 4,
8, 9, 10, 11, 8,
12, 13, 14, 15, 12, 16, 2
1.
5.
2.
3.
16.
15.
12.
4.
8.
13.
14.
7.
10.
6.
9.
11.
Once you have completed all three Astrarium s, the cave located in the pass
between Caer Bronach and Three Trout Camp will open. Head to it and go inside,
where you will find a chest with the [SUPERB BELT OF FIRE RESISTANCE]. Great
for most dragon-hunting expeditions. Tally-ho!
Bottles of Thedas
High Dragons
1. Northern Hunter
Landmarks
1. Master Lightning Rune (Located south of the castle ruins you fight the
Northern Hunter at. Look for a cave, light the Veil Fire, and keep your
eyes on the right-hand wall.).
Oculara and Shards
None.
Logging Stands
R E Q U I S I T I O N S
Time for some propaganda! Hahaha! We covered the Druffalo already, and
Embrium is a very common plant. You likely already have a ton of them already,
but if you want more you can find them scattered throughout the farmlands,
east of the fort. That is the most common area to find them in Crestwood.
Gather up what you need and craft the item to complete this quest.
S I D E Q U E S T S
A Change of Heart
mayor s house! It
Enter and talk to
to help and he ll
the dam controls.
the key we need. While you are in the house, grab [THE ANDERFELS] codex from
the corner.
While we are close to Crestwood, you should make time to head northeast a bit
to a plaza with the "Memories of the Drowned" landmark, a Logging Stand, and
a woman who will give you the "Homecoming" quest. That quest goes with this
one, so we may as well be efficient!
"Capturing Caer Bronach"
NOTE: Capturing this keep is considered a separate quest in this area...
but it is needed to do this quest. We re doing it here.
The keep is to the south of Crestwood. Very hard to miss. Head to the old
Marketplace Road and follow it southeast to the keep. Let s take the subtly
approach here and bust the front door in...
You ll be greeted warmly by two armored Mabari and archers on the roof. Take
out the pups and you can either use the stairs nearby to jump over to the
roof or just use the ladder. The fighting will draw down two foot soldiers,
so be ready for them.
Move further in to a courtyard. Ignore the ladders to the left for now and
charge the stairs. A shielded guardsman is up here, but beyond him are some
archers. Foot soldiers and Prowlers will join the fight as it goes on. Kill
them all. At the top head left through the door to the upper area (this is
where the left ladders go to). The doors here are locked, so ignore them and
head through the archway ahead, going right.
You can replenish potions here. Head up above and kill the two lieutenants
and archers you find. Up ahead is the Highwayman Chief. He ll come at you on
the narrow battlement, meaning you can have your tank easily block him off
and lay down death on him. He is a two-handed warrior and functions just like
the brute enemies you ve seen before. Be sure to loot him once you kill him
for the unique two-handed weapon [THE LAST STAND]. Once you kill him, go past
him to the flag pole and raise it for the Inquisition to complete the quest
"Capturing Caer Bronach". You will get 1934 Experience, 1600 Influence, and
+5 Power.
Note: Taking over the Fort also gives you the "Escape routes for agents in
Crestwood" War Table Operation and the quest "Rift at Caer Bronach".
While we are here, talk to the new castle care-taker, Charter, for the quest
"High Stakes". We can sell stuff and craft stuff here too. Nearby the craft
weapon station is a door. Inside of it is a [MOSIAC PIECE] you should definitely
nab now. There is also a ladder leading down to a small cave area. Head down
there and kill the spiders you find (including an elite spider named "Snowball")
to also acquire the [HEALING MIST GRENADE RECIPE] off of Snowball s corpse. Ah,
poor Snowball! This cave leads to a door by the lake, by the way. Good for some
sort of secret escape!
We should also explore the upper level of the keep while we are here. You can
find [HARD IN HIGHTOWN: CHAPTER FOUR] up on top level laying around. Varric
will be pleased! You can also talk to a guard by the flagpole for the "Weeding
Out Bandits" quest, which you may as well pick up. Lastly, there is a staircase
up to the spy room nearby you can unlock with a rogue. Do so and grab the [CAER
BRONACH] codex and the [A MAGISTER S NEEDS] codex. You can even chastise the
case you ever want to visit some flooded caves... Go ahead and head back to
the doorway with the rift now.
Head inside and fight the rift. Unlike most rifts, this rift will have FOUR
phases before you can shut it. Still, the monsters here are weak. Wraiths
and Shades, Lesser Terrors and Rage Demons. All easy to kill, so go wild and
shut the rift when you can. Note that you can find the unique [AXE OF GREEN
EDGES] among the loot on the rift, as well as a [CHEST] in this room along the
walls.
We need to go tell the mayor what happened. Head back to Crestwood now (you
may as well turn in the "Burden of Command" quest while you are at it) and
you ll find the mayor is gone. He left a note though. Read it to add the
[LETTER OF CONFESSION] to the codex and add the "Find Crestwood Mayor"
operation to the War Table. And with that done, this quest is complete.
NOTE: The boarded-up house is not un-boarded. Be sure you visit it for the
[CHEST] inside but also loot that gives you an [AMULET OF POWER] for
the MAIN CHARACTER! What a reward!
to the rift, head down there and fight the Shades that
a good place for an archer and their height attack bonus.
feature a Despair Demon and Wraiths. Take them all out
complete the quest.
Holding Crestwood
town when the corpses started rising and wants someone to check on her (us).
This quest will have to wait a bit. We recommend you carry on and complete
the "Still Waters" quest first, and then at least the "Holding Crestwood"
quest so you can use the second camp out east, Three Trout Camp.
Once that is done, you can travel south from Three Trout Camp and find
Judith s house fairly easily (be sure to check out the first farm building
on the way for the [PLANTS VS. CORPSES] codex on the room and the familiar
scene in the garden. BK actually did a guide for Plants vs. Zombies! So good!).
Judith is alive and well in here home and as soon as you talk to her the
quest will be complete. Be sure to ask her about Wyverns in the area to get
the "Wyrm Hole" quest.
Homecoming
there you go. This quest covers taking over the fort itself, and is covered
in our "Still Waters" quest (due to it being a necessity to complete the Still
Waters quest), meaning having it here is redundant.
Check the "Still Waters" quest if you want info on this quest.
High Stakes
following a command!
Ha! Thankfully the command is to kill a Rage Demon in the Flooded Caves
nearby. This coincides with the "Still Waters" quest though, and is done on
the way to do that quest, so just do it then. We cover this in our section
for "Still Waters".
Once you are done, return to the Wraith to report and help it move on.
Besides the power and influence rewards, it will also give you an [AMULET
OF POWER] that only COLE can use. Very nice! With that the quest is done.
Wyrm Hole
At the end, the cave opens up to a small shallow lake area that has THREE
Wyverns. Two small ones and one big one. They are level 15, and are elite
mobs. Focus on one at a time to reduce their numbers, use potions as you need
to, and try to debilitate them with freezing effects.
Once you slaughter them, return to Judith to let her know. You ll get an
influence bump but also the [WARDEN SCOUT ARMOR SCHEMATIC]. Very nice.
Northern Hunter
Health: 108496
Defense: 41
Vulnerability: Spirit
Immunity: All Disabling Effects
Immunity: Slowed
Perceptive
Greater Electricity Resistance
Strategy
O V E R V I E W
The Western Approach is desolate and crawling with monsters. The dunes and sand
in this area make it possible to see for quite a distance into the open. The
Grey Warden fortress of Adamant is found in this area, a defensive structure
from the Second Blight. There s a lot of work to be done in this area and near
everything doesn t want you around, it s time change that.
Personnel
Agents: Frederic
Crafting Materials
Common
- Elfroot
- Spindleweed
- Blood Lotus
- Deathroot
- Deep Mushroom
- Serpentstone
- Paragon s Luster
Enemies
Hyena
White Claw Raider Footpad
Venatori Spellbinder
Venatori Brute
Varghest
Hurlock
Rare
- Dragonthorn
- Witherstalk
- Ghoul s Beard
- Lazurite
- Everite
Unique
Codex Entries
Astrariums
1. Constellation: Toth
- Location: Griffon Wing Fortress
- Solve Order:
Start at #4, then:
5, 3, 6, 7, 3, 1, 2, 4, 3, 2
1
2
3
4
2. Constellation: Fenrir
- Location: Prison Ruins (On the battlement, hard to miss!)
- Solve Order:
Start at #1, then:
3, 4, 1, 2, 4, 6, 2, 5, 6, 3
2
3
5
6
3. Constellation: Satinalis
- Location: Echo Back Fort (take the cave at the bottom up to it).
- Solve Order:
Start at #2, then:
1, 3, 4, 5, 6, 8, 7, 6, 3, 2, 7.
1
2
3
4
5
6
7
8
After you have completed all of the astrariums, a cave will open up near Craggy
Ridge Camp. Head inside and light the veil fire you find. Take it with you. At
the bottom of the cave you will find a chest with the unique [MASTERWORK
ENCHANTER MAIL], an elven rune to activate, and at the back wall with the veil
fire out the [MASTER FIRE RUNE SCHEMATIC]. Good stuff. Once you have the armor
this quest will be complete.
Bottles of Thedas
1.
2.
3.
Glyphs
1.
2.
3.
4.
High Dragons
1. Abyssal Dragon
Landmarks
1. Zhores Tower
2. Lamarr Tower
3. Griffon s Monument
4. Shimmer Stone Mine
5. The Surveyor
6. Shortcut
7. Lost Idol
8. Tesoro Tower
9. Hidden Stairway
10. The Old Well
11. The Last Step
12. Gates of Andoral
13. Gates of Toth
14. The Thing in the Dark
Mosaic Pieces
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13. After defeating the Abyssal High Dragon you can enter the cave now that the
area is open. Inside you ll find two Mosaic Pieces for The Archdemon.
14. Acquired with #13. Grappling Hook also breaks this block allowing access.
Oculara and Shards
of Echoback Fort
ruins of the fort straight ahead (in the tower)
left, look to the right of the camp, up on the side of the cliff.
right, on the cliffs sticking out of the sand.
Logging Stands
S I D E Q U E S T S
This quest is an excellent place to start in this area. Two rifts, both of
which are very close by, a good test to make sure you are READY to be in this
area.
Start with the south rift first. The first wave is level 11-ish Wraiths and
Shades. Pretty standard stuff. A Rage Demon comes out on the second wave, so
freeze and shatter him if you can and clean up. Potions are free as we pass the
camp to the next rift.
Up north is the second rift, in the middle of the sands. The first wave is
only two enemies, believe it or not. A Rage Demon and a Terror. Not a Lesser
Terror! Still, the operate the same way. The second wave will really introduce
you to them as there is a Rage Demons and THREE Terrors. Try to line them up
in an Earthshaking Strike or some other area of effect skill to thin them out
a bit, then disrupt the rift. Mop up from there and this quest will be done.
Rifts in Sand and Dust
These rifts are based around the Craggy Ridge Camp site, which is on the
western side of the map. One is north of it and one is to the south.
To the south you have a fairly standard rift. Wraiths accompany one Rage
Demon and one Terror. Ice and Fire help out here. The second wave pits you
against one Rage Demon and three terrors, much like the Canyon rifts. With
the camp nearby, heal freely.
The rift to the north is a tad different, but not much. The first wave is the
same demons you are used to, but the second wave has two Rage Demons and two
Terrors, which balances things out a bit more. They are slow though, so get
those area effects down and take them out to complete this quest.
Rifts off the Pass
These rifts are to the southwest portion of the map, and this quest will
activate once you get to the area or start taking them out (the game is a
bit buggy about that!).
There are two rifts here, one in the north and one in the south.
The northern one is pretty easy. The first wave is a Terror and Rage Demon.
We ve seen this before, The second wave is THREE Terrors and one Rage Demon,
which we ve also seen before. Remember to get those Terrors lined up in fire
or area effects and try to stun the second wave.
The southern rift is a bit harder. It is past a wall. The
really tough: a Rage Demon and a Despair demon, with some
second wave is rough. TWO Rage Demons, TWO Despair Demons
Wraiths. The real challenge here is the Despair Demon. If
handed warrior, get Earthshaking Strike on one and try to
take them out fast. Thin out the Wraiths and then disrupt
up. With that you ll be done with this quest.
Once you get to the Echo Back Canyon camp you will get this quest.
Two rifts nearby we must close. Not a tall order! The one to the east has a
Despair Demon and a Greater Terror (they like to scream like the Envy Demon).
The second wave has two of each! Yikes. The Despair Demons are the most annoying
things, so take them out fast and hard if you can.
The rift to the
second wave has
couple of times
quest (which is
south has a Rage Demon and some Terrors. Not too hard. The
three Terrors and a single Rage Demon, which we ve seen a
by now. Take them all out and seal up the rift to finish this
likely your last rift in the Western Approach... good job!).
This quest is going to take AWHILE to complete. Mainly because getting to the
fourth and final camp is just plain time consuming. Still, three camps to find
isn t too bad! Just don t prioritize this quest.
The first camp you ll get to is the Craggy Ridge Camp, which is to the east,
past the Silent Ruins. A good base of operations. Quests and/or exploring
will eventually lead you south, down to the Nazaire s Pass Camp. Our third
camp of the area.
After talking and working with the researcher down there, you will be able
to assault the keep up north. This isn t a "camp" really, as it doesn t count
towards this quest, but it is a gigantic base of operations that will greatly
benefit us. We ll need to do some operations to cross the poison pits and head
further north, which requires some power. You should also make sure you take
the fort and get the darkspawn quest before going north. May as well do what
you can in order...
While doing the quest "The Trouble with Darkspawn" you will end up heading
north and making your way to the fourth and final camp: Echo Back Canyon Camp.
Once you establish that camp, this quest will be done.
As you can see, it all ties into other quests, so don t go out scouting and
trying to set up bases ahead of time... at least not in The Western Approach.
The Venatori
This quest starts out with a report in the camp, secured by our scouts. Go
read it to learn that there is some sort of mining operation going on nearby.
"Summoning?!"... Doesn t sound good!
To do this quest (which is, by the way, beyond easy), head south. A rift will
be in your way, so destroy it. You ll then come to an area with two mines.
The one to the south is the one we want. Head inside and read the book on the
table after you kill off the numerous spiders in the area. Looks like our
coming was known, and The Venatori have withdrew to Emprise Du Lion. This
completes this quest.
This is a pretty standard "go out there and get stuff" quest. We ll need
Paragon s Luster (10 of it), which can be found just about anywhere. It is
in high supply if you search along the canyon ridges (it was also at the
Forbidden Oasis, if you ve been there). The Lazurite is a bit harder, however
you can find plenty of it in the mines to the south (enough to fill this
order, if you get a good harvest drop).
Once you have the materials, turn them in to complete the quest. You will
also unlock the next one, "Lazurite Survey in the Approach".
Lazurite Survey in the Approach
This quest is another standard "go get stuff" quest. Lazurite is the hard
ingredient here, yet again, but you only need 10 of it. It is found in the
caves and in the mountains in the southwest of the area (Shimmer Stone Mine).
Paragon s Luster is everywhere, which is good since they want 20 of it this
time. Yikes...
Once you have the materials, turn it in to complete the quest.
NOTE: This quest can be repeated, provided you have the resources. An easy
source of power. Given the amount of materials though, it isn t
advised unless you have nothing better to do.
Draconology
This quest can be obtained by killing and then looting White Claw Raiders.
They will have messages on their corpses that start this quest. You can often
find White Claw operatives to the north of the initial Lost Spring camp, after
you have cleared the rift out of course.
Frederic is an Orlesian Scholar who is out in this Maker-Forsaken place
studying Dragons. Lovely, right? You can find him near the Nazaire s Pass Camp,
which is in the southwest portion of the map. Once you find him, this quest
is considered complete.
NOTE: This quest has a tendency to be bugged. If you run across other items
that Frederic wants on your way to him (which is likely), there is a
chance you may not be able to complete this quest. This seems to pop up
if you are able to complete his other quests... so for those who can t
stand broken quest prompts, head to him straight-away while being as
much of a pacifist as you can!
Talking to Frederic leads to several other quests. See the below THREE quests
to keep up with the prolific dragon researcher.
Frederic s Livelihood
White Claw Raiders have taken Frederic s supplies, leading to this quest.
You can find the Raiders randomly while running across this zone, but be
sure to loot them after you kill them to recover Frederic s supplies.
Frederic wishes to make dragon bait! Well, that sounds like a bad idea! But
we ll help him of course! To make his bait, we will require some monster guts!
Specifically, one Quillback Intestine and one Phoenix Tail Feather.
These items of course drop from their namesakes, who can be found out in the
sands. It isn t a guaranteed drop, but they are both very common. So common
that you may well have these items before you even meet Frederic (see our note
of warning in the "Draconology" quest).
Return to Frederic with the items to complete the quest. One step closer to
that dragon...
Hunting Patterns
This quest is given to you after meeting Frederic and doing the "How to Lure
a Dragon" quest. In it, we are asked to find signs of the dragon s hunting
pattern. Four of them, to be precise.
Every one of these hunting remains is to the north, and there are more than
four to choose from. Which ones you choose doesn t matter, as long as you
get to four of them. What we are looking for is corpses. Quillback Corpses.
They are torn up good. Most of them are out in the open, although some of
them are hidden near bushes and other minor obstacles. You can use your search
button to ping their exact location, which you ll have to do when you are near
them to get the "examine" prompt to show up.
Head north and examine four of these corpses to satisfy the quest requirements,
then head back and report to Frederic. This will unlock the "Sharper White
Claws" quest.
A Manuscript of Some Authority
So, the dragon will likely visit the Wastes next, huh? Frederic will notify
us that the White Claw raiders have been setting traps in the area and would
like us to destroy them.
You may have already seen them as you were running around. There are five in
total, and while the map area for this search is huge, they are all essentially
in the pillar area. This is still a big area though. Note that some are on the
outskirts of the pillar area (by the rocks), so do a few laps around the pillar
area and slowly circle your was inward to find them all. They look like bear
traps with rocks in the, and when you see them you will have the option to
destroy them manually.
Once you are done, a group of White Claw Raiders will show up to fight. The
first group is just a couple bowmen and an escort, but soon their leader will
join as well, a "White Claw Poacher Leader". Quite the name. He is an elite
enemy, so he has more health than the rest of these scrubs and can t be put to
sleep or made afraid. He can be taunted though, so have your tank take him
and wear him down. He is a rogue / dual-wield class, so prepare to wait for
him to come out of stealth at times. Still, not too hard.
The Abyssal High Dragon
BEFORE you go set the bait for this quest, note that you will be FIGHTING A
FRICKIN DRAGON at the end... so preparation is VERY important. We recommend
reading the boss portion ahead to get ready for this very tough fight.
Frederic is ready to lure the dragon out! To do so, you need to go around
the Waste area and put the bait in the traps. This is pretty much you revisiting
all of the traps in the previous quest and baiting them. Once they are all
baited the fight will commence (after the dragon takes a few laps that is!).
Oh man...
As a special note, this should NOT be your first dragon fight. The dragon
in the Hinterlands is a lower level and easier, so go face her down if you
haven t yet.
Are you ready for this? I sure hope so! The key to this fight, as I mentioned
earlier, is PREPARATION! Cold vulnerability is the key here, so it s an
excellent idea to have a mage equipped with an ice-element staff and even
some ice skills (although that is less important). Having some spirit magic
is great as well, as Barrier is absolutely indispensable. Having a reliable
tank is also a MUST, as they can capture the attention of the dragon and keep
it. Vanguard and some shield skills are fantastic. Blackwall is an excellent
choice with his advanced defensive options as a Champion (if you have the
levels and abilities that is). Also be sure to equip any fire-resistance items
you may have as well as stock your potions up!
As far as your main character goes, ranged and mage players will have an easier
time than warriors, just due to the proximity required to attack the dragon.
Unfortunately for Bkstunt (who is writing this...), he is playing a two-handed
warrior. This means even more preparation is necessary. For this fight, my
warrior character brought two mages and a tank. Blackwall held the Dragon s
attention throughout the fight, but the mages were the main reason he (and
everyone else) was kept upright. They both had ice staves as well as barrier
magic (one even had the revival skill in the Spirit Magic tree). Be sure to
set your tactics to have Barrier preferred. It will save your life.
Warriors are forced to attack the dragon head-on, so they must be extra
careful. Let s go over the dragon s attacks. First up, she will use her arms
and/or legs to attack in a sweeping motion if her target is near them. These
are wide sweeps and can hit multiple characters if they are close enough (one
reason ranged characters have it easy). The dragon can also sweep its tail
around in an even bigger range. All that being said, if you can position
yourself away from where she is aiming (opposite legs / opposite end of the
body) you will be safe and can keep on hurting her.
The dragon will move around quite a bit during the fight, destroying pillars
and re-positioning herself. When she does this you will likely see her fire
based attacks. She will either shoot a fireball at her main target (meaning
warrior DO NOT run in at her with your tank!) or she will spit out a stream
of fire and move it back and forth. These both hurt of course and will set you
on fire as well. Ouch!
Her last moves are a real pain. At times she will stop and flap her wings up,
causing a whirlwind that draws the party in. The wind is what will hurt you
here: you can actually stand near her and be OK. Warriors have it easy here
as they can attack uninterrupted. This is a fantastic time to use a skill
like Whirlwind. You can use it non-stop and really rack up damage. Another
special warrior tip: if you are getting sucked into the wind, you can use
Earthshaking Strike to get by the wind without taking any damage (although
the move does NOTHING to the fire-resistant dragon).
The very last move is the worst. The High Abyssal Dragon (notice how formal
we are getting up in here!) will use GUARD, granting itself several thousand
HP worth of armor. It will do this multiple times throughout the fight and
make you eat through it to hurt it again.
Keep your barriers up, have your tank on point and use your regen potions
when you can get away with it. Always be ready to revive, especially your
mages. Keep at this beast and don t let up and you ll be victorious.
Loot: Nameless Blade, Amulet of Power (SOLAS ONLY), Superb Ring of Armor
Penetration, various rare loot and crafting material.
________________________________________________________________________________
The quest isn t officially done yet. After all, we need to report back to
Frederic! He will be pleased regardless of the dead dragon, and will even
offer to join the Inquisition! Say yes to get [AGENT: FREDERIC]! A job
well done!
A Tevinter Relic Hunt
To the west (norhtwest) of the initial Lost Springs camp is the Still Ruins.
A very picturesque place, but polluted with Venatori agents. They have put up
a magical barrier blocking access to the ruins.
Kill the agents out front (watch out for ice runes / mines from their
spellweavers!) and then take out the magical barrier with your mage. Kill the
agents you find beyond the barrier and then loot the nearby [CHEST x2] in the
corners of this place and read the notes. You will have this quest show up in
your list at this time. What could they be looking for in the ruins? Only one
way to find out!
After entering the ruins you can go down a flight of stairs and find a [CHEST]
to the right. Go kill the Venatori and search the left wall of this lower area
for another [CHEST]. Now, go check out the rift that is... frozen? This is very
peculiar. It starts the "A Strange Rift in the Ruins" quest, in fact. SOMEONE
has to disable this time magic...
Up the stairs to the right is another [CHEST]. You can also find a [CHEST] by
going up the left path and doubling back to the third story. Now, in the back
is an open doorway. There is a locked door to the right that unless you have
the correct Inquisition Perk (deft hands) you won t be able to open.
Head through the doorway and hand a left. Search by the door for a [CHEST],
then continue on to an open chamber. Quite impressive! Now, up above is some
more enemies, but one of them is an elite. Not quite a "boss", but a hardened
soldier named Lucanus. Head down and beat them all up. Keep Lucanus ties up
with stuns and other debilitating effects to take him out quickly (Mighty Blow
is so powerful). Once he is dead, loot him to discover a Keystone (1/5). This
completes our quest but also starts a new quest called "The Heart of the Still
Ruins". Let s move onto it now!
The Heart of the Still Ruins
One keystone down, four to go. Thankfully, all four Keystones are close by, in
the four corners of this area. To the upper left and right are Keystone (2/5)
and Keystone (3/5). To the lower left and right (up the stairs) are two rooms,
each with a keystone for Keystone (4/5) and Keystone (5/5). There are also some
notes to read and a [CHEST]. One of the rooms even lets you energize Veilfire,
so have a mage do so and take it along with you (or have an ally take it along,
which is less work on you).
Once you have all the keystones, approach the central sealed chamber. It will
now open up, finishing this quest. Loot the [CHEST x2] in the room and then
move BEYOND the staff. The far wall has a hidden [SPIRIT RUNE SCHEMATIC] that
you can see with the veil-fire. Read the note nearby for some insight and then
take the staff.
We will continue this area and it s remaining quest in the section down below
("A Strange Rift in the Ruins"), as you can imagine what happens once you take
the staff...
This staff is also a named unique piece, called [TEMPEST]. Enjoy it. Now, onto
that rift...
A Strange Rift in the Ruins
Well, time has resumed. Wonderful. Time to fight our way back to the entrance.
You will encounter Shades, Lesser Terrors and Wraiths on your journey back. Be
sure to clear the rooms out as well on your way to the rift...
Back at the entrance you ll be pitted against the rift right away. This first
wave has a Greater Terror (a stronger version of what you are used to) and a
Despair demon. Use the stairs nearby as a choke-point for the Greater Terror
and take him out, then focus on the Wraiths and Despair Demon. You can hang
back and disrupt them easily while your allies move in.
The second wave is less stressful with merely a handful of Wraiths and a
single Despair Demon. Take them out and seal the rift for a whopping +400
Influence. Very nice! Don t forget to activate the Elven Artifact on your
way out, located just past the rift towards the exit. With that done, our
business in the ruins is complete.
On the Chantry Trail
You can start (find) this quest to the west of the Silent Ruins. Head out
that way and examine the rock nearby, where the "New Quest" marker is. This
nets you the [OLD CHANTRY TRAIL SIGNS] codex unlock and starts the quest.
We will need to follow the markers. Head north to the first one. You will
see a dragon on your way, but he flies off. Still, good to know Harding isn t
crazy. Near the marker up north is "Death Drink Springs". Plant a marker here
to unlock an operation for the War Room (the air is poisonous, and we can t
continue). Thankfully, the marker for this quest is just shy of the poison air,
so examine it and you ll see the next marker is off to the south.
Make your way south to the objective (there s a lot of open area here) and
once you reach the third marker it will point you south again. This fourth
marker is near Nazire s Pass Camp. Head there, get the marker, and head south
a short way to a fifth marker (very short). This leads to the sixth marker...
shoot, this trail is a long one.
The sixth marker is south / slightly southwest. Head over to it to have it
point you to the FINAL marker in the south. Head there to find a small camp
and a cave. Nab the [CHEST] nearby, read the disturbing note, and then use
one of your mage characters to break down the barrier.
Technically this is the end of the quest. So you know, down in the cave you
can find [CHEST x2] as well as some reading material, including a codex that
is titled [THE CREATION OF A PHLACTERY]. There is also a [THE ARCHDEMON MOSIAC]
piece nearby. Gather everything up and tackle another quest.
Assault on Griffon Wing Keep
You can get this quest after you find the Nazaire s Pass Camp. Just south
of there is a researcher. Talk to him and ask him about this area and himself.
Explore all of the "?" dialog, and he will mention the Venatori have taken a
keep nearby. That will spawn this quest.
The keep in question is far to the north. Capturing it isn t too hard, truth
be told. It s crazy to think you can take a keep with a party of four, but
that is what we are about to do!
Approach from the northeast side of the keep and kill the Venatori guard.
These are regular gladiators, marksmen and other foes you ve been fighting
out in the sands. There is a door nearby that you can break down to get into
the keep proper. You can search around if you wish, although there is plenty
of time to do that once the keep is yours (for the record, there is an Elven
Relic nearby up the right stairs, a [CHEST] nearby as well, and up the ladder
leading to the battlements [CHEST x2] on either end of the walkway).
Continue up the central steps (there is a [CHEST] to the left) and kill the
foes here. Watch out for archers up high and any mages that might be around.
Press on to the left (your AI companions will likely automatically go, so you
should be aware) and clear out the enemies here. Once all the enemies out in
this second area are dead, the gate nearby will raise up, allowing you access
to the roof (WHY would they let these guys go further!?).
Up on the roof are two soldiers, two marksman and an ELITE mob named Macrinus.
While he is just shy of a proper boss, Macrinus is deadly. He is an elite fire
mage, and will zip around when cornered, lay down multiple mines at a time
and is quite powerful. Take out his assistants first and then close in on
him. Knock him down and combo him if you can, and be especially careful of his
mines. Note that once he is dead you can loot him for the unique [COWL OF THE
OVERSEER] and an [AMULET OF POWER] (Dorian ONLY).
Use the flagpole nearby to claim the keep for the Inquisition, and turn this
place into a stronghold.
Note that once you do claim the place, you can treat it as a base of operations
for the area. Seriously, you can craft armor, weapons, upgrade potions... the
place will treat you well.
In addition, be sure to check out the nearby Astrarium and talk to the Knight
Commander for the "This Water Tastes Funny" and "The Trouble with Darkspawn"
quests.
NOTE: You may be wondering about the Landmark nearby. This is obtained by
approaching the keep from the south and going to the old well cave
(use fire on the barrier). The landmark is "The Old Well".
This Water Tastes Funny
You can get this quest from the Knight-Commander after taking the Griffon Wing
Keep. May as well help out!
This quest is actually really easy. It literally consists of going to the
oasis and killing a single monster. A Varghest, to be exact. The oasis is
down to the south / southeast, so head down there and take this petty monster
out to finish this quest.
The Trouble with Darkspawn
You can get this quest from the Knight-Commander after taking the Griffon Wing
Keep. We need to stop the Darkspawn from showing up.
The quest objective for this is to the north, however another poisonous gas
area blocks our passage! This means it is time for another War Room Operation!
Go inspect the problem to have the "Find the Source of Darkspawn" operation
added to the War Room. It will cost 5 Power to accomplish, but takes up NO
time. Like the other poisonous area, this will build a bridge to the north for
us.
Once you can cross, do so. Hit up the shard viewer if you wish and continue
north. You will fight your way through plenty of Ghouls and Hyenas to the old
Prison Ruins. Plenty of darkspawn up here. Climb up to the top, kill whoever
awaits you, and note the Astrarium. We will now have to enter a dungeon up
here to find where the Darkspawn are coming from, so inspect the nearby hole
in the structure and enter Coracavus. For the record, this gives you the
This quest appears after you have complete the "Here Lies the Abyss" main
quest. After you do that, head to the Griffon Wing Fortress and talk to the
commander about problems in the area to officially get this quest.
Bandits have taken over the Ritual Tower, causing problems in the area. We
have to stop them. Head back to the tower and slay the three Raiders you find
there. After that the quest is considered complete. Short but sweet, it seems.
__________________________________________________________________________
. .
< () >
THE EXALTED PLAINS
[0510]
.. __________________________________________________________________________
O V E R V I E W
The Exalted Plains are rich with conflict from the Orlesian Civil War. These
lands, called "Dirthavaren" by the elves, were once host to the final battle of
the elves from the Dales and the land reeks of it. This is area is fairly
massive and while some places seem quaint, others are ravaged and have demonic
presence. There is an underground temple in this area though it requires some
work to reach it.
Personnel
Companions: None
Agents: Ithiren (Complete "By the Grace of the Dalish")
Crafting Materials
Common
- Dragonthorn
- Witherstalk
- Ghoul s Beard
- Lazurite
- Everite
Enemies
Freemen Soldier
Rare
- Royal Elfroot
- Black Lotus
- Rashvine Nettle
- Obsidian
Unique
Freemen Archer
Freeman Guardsman
Shade
Arcane Horror
Lesser Shade
Venatori Spellbinder
Freeman Sniper
Gurgut
Rage Demon
Black Wolf
Corpse Archer
Venatori Gladiator
Freeman Veteran
Corpse
Freeman Prowler
Venatori Zealot
Freeman Captain
Freeman Infiltrator
Codex Entries
C O L L E C T I O N S
Bottles of Thedas
1. Gamordan Stormrider
Landmarks
Logging Stands
1. Locate Olafin and the Dalish outpost southwest of the Western Ramparts.
Head south from him and past the arch turn left to find the stacked wood.
2. From the Dalish Camp, head north across the river and slightly northeast.
You can find it by a tree.
Quarries
1. Northeast of the main Dalish Camp. Look north of the river.
2. In the northern part of The Crow Fens. Best done after taking care of
the very large enemy nearby!
R E Q U I S I T I O N S
S I D E Q U E S T S
Head into the ramparts and take out the undead as you go. You will soon come
to a path split. Head left first and you ll face an Arcane Horror. These things
are somewhat similar to Despair Demons and are essentially the "Guardians" of
these pits. They have a fire weakness and can teleport around, making them
very annoying. All this is done while corpses attack, so try and focus on the
horror, then clean up the scrubs.
Nearby is the pit, which has a magical enchantment over it. Have your mage
destroy it and then burn the bodies. One more pit left. Head back to the path
split and go forward this time for another pitched battle with corpses and an
Arcane Horror. Take them out like before, break the magical barrier and burn
the bodies.
Return to the path split again and sound the horn there. This prompts the
soldiers to return to the ramparts, which are now full of people. Head back
and report to Corporal Rosselin to finish the quest. You ll start the next
quest in the chain after that.
Another Side, Another Story
This quest isn t quite like the Western One (That is more of the "Calming
Victory Rise" quest), but instead we ll be storming the Freeman outpost just
south of Fort Revasan. Everything in here is level 15 by the way, just so
you know. These guys are slightly tougher than previous Freeman enemies.
The front of the fort has some snipers on the battlements and some guards out
front. Take them all out (pulling a sniper down with a chain is a blast). You
can use the narrow area here if you wish, but its better to rush in and climb
up to the snipers.
Continue on through some doors and take out another group of soldiers. This
place really is a mess! The guards are the biggest pain, but Mighty Blow takes
them out pretty fast (alone with area damage). Continue on to the objective
using the narrow pathway on the left to come to the body pit. It is guarded
by a boss though!
BOSS: Gordian
Level 15
________________________________________________________________________________
Gordian
Health: 46488
Defense: 0
Cold Resistant
Immunity: Frozen
Strategy
Hey, Bioware calls this guy a boss! Not us. He s more of an... elite soldier,
but he can kill you if you aren t careful! Gordian is an ice mage, and as such
his biggest, most dangerous ability is his ice mines. They are DANGEROUS, and
can easily kill multiple people if they are caught in them. For this reason you
should NOT have too many melee attacks fight near him, as he can lay them at
his feet and wreck you if you do that.
Aside from that, Gordian isn t too much of a threat. You can slow him, knock
him down, burn him... he ll go down fairly fast with the right combos. Beware
his ice mines and his barriers, as well as his teleportation at times, and
you ll have free access to the body pit before you know it.
________________________________________________________________________________
Despite not giving us any loot, you can go up the tower nearby and at the
top you ll find a [LEGEND OF THE THREE SISTERS: BOOK 3] codex entry, a pole
for the [CHANTRY BANNER] item, and a [CHEST].
Go back down and burn the body pit once your mage gives you access to it for
a 200 Influence, +2 Power reward. We now need to blow on the horn nearby for
another 200 Influence, +2 Power reward. Kind-of weird, but we ll take it! Like
the Western Ramparts, soldiers will come claim this area once you blow the
horn. Easy stuff.
Once you are done you ll have to use the horn to signal the place is once
again safe. Like before, soldiers will now move in and occupy the place once
you have finished.
NOTE: A special note here. There is a storeroom located on the northern side
of these ramparts. It has a huge door underneath the fortifications, so
it easy to spot. Inside are documents that unlock some codex entries,
which include [LEGEND OF THE THREE SISTERS: BOOK I], [THE SOUL CANTO]
and the [MAP OF ENAVURLS]. That last one is also a quest of the same
name. Be sure to nab them all.
No Word Back
do the "Calming Victory Rise" and "Lay Rest the Eastern Ramparts" quests before
you tackle this, just to make things go smoother.
Since there are so many, give some guide writers a break and humor us as we
number them for you. From the map there are three "northern" markers which we
will call letters 1-3 (left to right), a central marker due west of Fort Revasan
which will be letter 4, and then three letters to the south, which we ll call
letter 5 (the northwest one), letter 6 (the northeast one) and letter 7 (the
one furthest to the south).
Letter 1:
The unfortunate bearer of this letter is just to the northeast of the
Riverwatch Camp. Just off the road you can find a cart and animal that were
slaughtered. UNDERNEATH the animal is the soldier, who has the letter on
him. Your party may even comment on how he died...
Letter 2:
This letter is found inside the Eastern Ramparts. On the northern side there
is a tower and an Ocularum. Just to the south of that Ocularum is a charred
corpse. Examine it to find this letter.
Letter 3:
To the northeast of Fort Revasan, along the roads, is another destroyed cart.
These soldiers really like to die by carts it seems. The cart is off of the
main road. Examine the corpse to find the letter.
Letter 4:
You can find this letter to the west of the "Eastern Ramparts". It is near a
dead body, by a cart. Some of your inquisition troops may be nearby, just to
the north.
Letter 5:
Head to the Western Ramparts and in the big central area with the two giant
arrow launchers, find the stairs to the south. This letter is on the left
side of those stairs.
Letter 6:
This one is south of the "Andruil s Messenger" landmark, on the road that
leads up to Fort Revasan. Along the way look for a group of corpses near
some sandbags. The letter is nearby, on a barrel.
Letter 7:
This one is a note in the Western Ramparts. It is located by the highest
trebuchet, near a [CHEST].
Quest Giver: Note in the small camp in the northeast part of The Crow Fens
Requirement: None
Reward: 242 Experience, 80 Influence, 213 Gold, Masterwork Firm Bianca Grip,
Fire Rune
After you fight the Stormrider (or before, if you are doing a hit and run...
but seriously, fight the Stormrider!) look for a small camp to the east /
northeast. Not only does it have a great note in it, it has this map as well.
Looking at it will give you this quest.
To find this stash, head to the Dalish Camp and take the river east. Head
to the waterfall and take the south side up. You ll find a letter here to
a lover, along with a [CHEST], but to get to the stash head up the rocks and
get to the top. Use your search ping to find the patch of sand up here with
the stash items up above.
Holding the Exalted Plains
This quest will actually take some time. Mostly because one of the camps
(the northeast one) is locked behind a War Table operation. No matter though.
Once you do start to quest to the north, you will unlock the Riverwatch camp
on the west side of the map.
The last camp is northwest of Fort Revasan. Head along the road and try to
go to it. You ll encounter a collapsed tunnel, but can start a War Table
operation to clear the path to Ghilan nain s Grove. That quest also includes
a fight with a bunch of pissed-off Gurgut creatures, but once you slay them
all you can set up the Fens Camp and be done with this quest.
Rifts in the Old Plains
Revasan. It has Shades for the first wave and Shades and a Rage Demon for
the second wave. Pretty easy stuff, honestly.
Now, onto the northern ones. The closest one is in the village (the destroyed
village) of Ville Motevelan. Get past the rubble and take the demons on! The
first wave is a Rage and Despair demon. Not too bad. The second wave is a bit
tougher with TWO Despair Demons (I hate how they move around!) and a Revenant.
Take them all out to close the rift. There are a LOT of landmarks here so get
them all. Also, check in the ruined yellow house for a hidden [BOTTLE OF THEDAS]
while you are here. May as well! Also note that this rift gives you more
experience than normal. We ll take it! Also note that in the rubbles of one of
the red houses you can find a codex entry called [THE SILVER KNIGHT]. This is...
a weird codex, mostly due to the weapon tied to it. See our note at the end of
this quest.
The third rift is actually part of a quest called "No Word Back". It is mainly
Corpses (archers, mostly), Wraiths and an Arcane Horror. Not too bad. Defeat
both waves and secure the garrison afterwards. There is another [BOTTLE OF
THEDAS] down here you should nab once it is safe.
The final rift is to the northwest of the garrison, out on the riverbank. It
is a bit harder than the last one, and features a Greater Terror/Despair duo to
start with and then THREE Despair Demons and a Revenant. Yikes. After taking
them out, check the tent to the north for the unique [FARSLAYER] bow. Note that
this rift is the other one that gives you increased experience.
And with it gone, you ve saved the plains from the rift menace. Good job!
NOTE: Once you have "The Silver Knight" codex entry, you can go to the
Emerald Graves and find a unique sword. This is best done after you
fully explore the Emerald Graves though. The sword itself can be found
at the "Lindiranae s Tree" landmark, and can be found after using your
search bar (like a Bottle of Thedas). It is the unique sword [ENAVURA].
Rifts in the Fens
you get another agent AND the ability to trade with the Dalish. The trader
here specializes in magic staves, but also has quite a few schematics to look
through, including some masterwork items. He also has the [HIGH KEEPER ROBES],
but those will cost you a pretty penny (or 15,000+ pretty pennies) and they
are ELF/MAGE ONLY. Eh, if you like Solas THAT much...
From the Beyond
Next up is 10 Elfroot. You likely have this already, but if not do other
quests and obtain it, then bring it back for your reward.
Next up is 10 Canine Leather. Again, good chance you have this already.
It drops from wolves in the area. Kill them to obtain it and bring it back
for your reward.
Now we have five iron. There is no way you DON T have this unless you just
straight up hate gathering things. Turn it in for your reward.
Lastly we have 3 Great Bear Pelts. Now, this does NOT come from this area.
Great Bears just aren t in this map. They ARE in the Emprise Du Lion map
though, so save this for when you head there (or if you already have them,
turn them in).
Once you do that last favor, you will have completed this quest.
NOTE: The [JUNE,: GOD OF THE CRAFT] codex is near Nissa, resting against the
nearby supplies. There is also the [ELGAR NAN: THE ALL-FATHER] codex by
Emalien. Be sure to nab them both.
Someone to Lose
Head right now and into the room on the right. Note the gate here. We ll be
back for this, but you know of it now. Head back and continue down the
waterway. Head to the very end and pull the lever, then head into the Chamber
of Whispers. Inside look for [RUNE 2/7] which updates the area codex, and then
pick up the [TONGUE OF WHISPERS], which is [SECRET 2/6]. Another ambush. You
can use the doorway as a killing zone.
Head back to the waterway and down the left path. Further down we go! When
you get to a path on the left, note that you can break down a magical barrier
and find a note, some loot, and a [MOSIAC PIECE] from the "Freed Are Slaves"
set. Nice.
Continue down to the Sanctuary, where we can go a number of ways. Let s head
left first. Skip over the waterfall door and examine the corpse. Head into
the next door on the left. Read the note here and loot the [CHEST]. There is
a [RUNE 3/7] here, as well as another veil fire torch. Have a rogue pick the
door and you ll be in the Chamber of Torment. Before going into the room on
the right with the secret, look into the back room (by the waterfall) for
[RUNE 4/7] on the far wall. After that, go into the secret room and pick up
the [HANDS OF TORMENT], which is of course [SECRET 3/6]. And yes, another
corpse attack. Go figure. One of them actually has a key item though, so be
sure to loot THESE guys for the [ORNATE ELVEN KEY].
Head back out to the Sanctuary and then to the south side of this area (past
the door that is magically sealed). Open up the locked door here with your
key and head in. A bit in to the left is a lever that opens another door. Do
so and then look for the breakable wall here. Have your warrior do the honors
and search around for a [CHEST] and [RUNE 5/7].
Exit the room and continue left, jumping over the rubble. There is a secret
in the back here. Go look at the dead end to find the [EARS OF UNHEEDING],
which is our [SECRET 4/6]. We get to fight TWO Arcane Horrors now, which is
way better than corpses. Take them out!
From here, head through the archway/door across from the broken wall and
keep the torch out of the water. In the back you ll find an elven relic you
should activate for some experience and minor influence. Keep going and search
the next room for [RUNE 6/7].
Head back to the broken-wall area and left out the gate we opened up with the
switch. To the left is a door a rogue can unlock that leads to [CHEST x2].
Continue straight and up to a new room. On the left is some Rashvine Nettle,
a gathering ingredient that, at the very least Bkstunt has never seen before,
so be sure to grab it. Right next to it is [RUNE 7/7].
NOTE: This completes the "Runes in the Lost Temple" quest, which we aren t
really tracking here formally. You do get 200 Influence at this point
though, so that is good!
Continue on through the path behind you and you ll come to the "Chamber of
Despondency". Loot the bag here and open up the door with the lever. This
door leads to the initial start of the temple (told you we d be back!). More
importantly, take the [HEART OF DESPONDENCY] which is [SECRET 5/6], and kill
the Arcane Horrors that attack!
Almost done! Head back down to the sanctuary (you may fight another horror on
the way) and head right this time. Inside the door is the [HARD IN HIGHTOWN:
CHAPTER SEVEN] codex. How or why this is here is beyond me. You can also find
the last secret here, the [EYES OF SECRETS] which is [SECRET 6/6]. Finally!
Now, take all of these body parts to the middle area and go down into the
middle water area. Here you will find stone pedestals you can place them all
on. Not a good idea, right? Heh. Do it anyways (NOTHING stops the Herald of
Andraste!) and soon you ll summon up...
Quest Giver: None
Requirement: Investigate collapsed tunnel northwest of Fort Revasan, and then
complete the "Gain Access to Ghilan nain s Grove" operation at the
War Table.
Reward: Influence, Access to "The Fens Camp".
After you complete the "Gain Access to Ghilan nain s Grove" operation at the
War Table you can access the area right near the third and final camp. However,
it has been overrun with Gurgut! We need to take them out in order to set up
camp.
These creatures should pose
for what else I want you to
attacks as they are grouped
too. We are about to set up
Camp, which will serve as a
the corpses.
Continue on through the rubble and follow the walkways. You ll get to an even
bigger courtyard soon, with multiple openings. Tons of undead here of course.
Note that one of the nearby ladders on the right side has a [CHEST] at the top.
In the courtyard itself another "Laser o Death" will roam around, so be
careful. Instead of following the obvious path onward, head LEFT to the tree
and find an area where you can drop down onto a wooden walkway. Follow this
walkway and jump the gap to a [CHEST] with some nice schematics. Keep following
this path to the battlements where a Rage Demon waits below. You can find
another [CHEST] on a ledge to the right before you drop down and face him.
Kill him off and note the path to the left and the path onward. To the left
is a dead end, but there are [CHEST x2] down that way. Nab them and go back,
taking the path onward. You will eventually end up fighting a ton of corpses at
the top of a flight of stairs. Use any area skills you have here and once you
are done, get the [CITADELLE DU CORBEAU] landmark.
Next we have to shut down the defenses. Either use the ladder or the steps in
the back and you ll find the gear to shut the defenses down. Turn the wooden
wheel and the door down below will open. Go down there and talk to the guard
to finish up this quest. Besides the influence and power, you also get the
[DALISH BANNER CROWN].
Since you are here, be sure to go talk to the commander down below to hear
her story and get the "Pressed for Cache" quest.
Pressed for Cache
Supply Cache #6: South of the Riverside Camp, by the large boulder.
Supply Cache #7: South of the Western Ramparts, along the road.
Supply Cache #8: South of the Western Ramparts, along the road.
Supply Cache #9: Near where the Dalish Outpost was, at the start of the
forest area.
Supply Cache #10: Inside the Dalish camp.
Once you collect (or mark) all of these supplies the quest will be complete.
You can go back to the Commander if you wish, but she won t say anything to
you. Not even a thanks...
Dirthamen: Keeper of Secrets
Finally, the last party member who is not holding their position
needs to go to the southwest corner. There is a [MOSIAC PIECE] over
here you should nab. Get it and stand by the lantern.. Ready? Have
them light it, and then quickly switch to the other two lantern
party members and have them light their lanterns. This lowers the
barrier on the eastern side. Quickly have your archer lever guy
shoot it. Three down.
EASTERN ORB: The last one. This is tricky, but easier than the last one. First,
one party member needs to get TRAPPED in the southeast room. Have
them hold position by the lantern and trap them in there, then
switch to them. There is a lever to the north they need to pull.
This opens a gate on the western side. Have your archer guy get
the archer ready to fire on the last orb, then send someone to the
west side where they will find a crank. Have them use it, then
quickly switch to your archer and shoot the last orb.
Once you are done, follow the lights as they light up the locked gate and let
you in! Search the tomb for the [SUPERB AMULET OF CUNNING] (which BK suspects
is a nod to figuring out this unnamed puzzle) and then examine the nearby
statue for the [DIRTHAMEN: KEEPER OF SECRETS] codex.
From here you can continue in, loot what you can, and fight off an Arcane Horror
and some corpses. This crypt leads to the southern part of the fens, right near
a camp where one of Cassandra s personal Templar Hunts occurs, but you will have
to manually unlock the gate to get out (providing you a shortcut through the
area). With that our small section on this puzzle is complete. If you haven t
already, be sure to go play with the huge, over-grown lizard up north! Enjoy!
Gamordan Stormrider
__________________________________________________________________________
. .
< () >
EMERALD GRAVES
[0511]
.. __________________________________________________________________________
O V E R V I E W
Personnel
Companions: None
Agents: Fairbanks
Crafting Materials
Common
- Elfroot
- Rashvine
- Deep Mushroom
Rare
- Prophet s Laurel
- Everite
- Stormheart
Unique
Pyrophite
Bloodstone
Embrium
Blood Lotus
Iron
Arbor Blessing
o
o
o
o
Dawnstone
Obsidian
Felandaris
Rashvine Nettle
Crystal Grace
Black Lotus
Enemies
Freeman Sniper
Red Templar Marksman
Red Templar Guard
Great Bear
Red Templar Behemoth
Corpse
Venatori Marksman
Venatori Gladiator
Freeman Veteran
Freemen Enchanter
Red Templar
Black Wolf
Giant
Arcane Horror
Venatori Spellbinder
Venatori Mage
Freeman Captain
Red Templar Shadow
Red Templar Horror
Giant Spider
Red Templar Knight
Venatori Zealot
Venatori Stalker
Revenant
Codex Entries
Astrariums
1. Constellation: Eluvia
- Location: North of Fairbanks Camp
- Solve Order:
Start at #10, then:
9, 6, 4, 1, 5, 6, 10, 8, 5, 3, 4, 8, 9
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
2. Constellation: Equinor
- Location: Southwest of the Briathos
Steps Camp
- Solve Order:
Start at #7, then:
4, 5, 9, 6, 5, 3, 2, 1, 6, 11, 16, 13, 15, 18, 17, 14, 12, 9, 8, 10
1.
2.
3.
4.
5.
7.
8.
6.
9.
10.
11.
12.
14.
13.
15.
16.
17.
18.
3. Constellation: Solium
- Location: South of the Direstone Camp
- Solve Order:
Start at #5, then:
4, 2, 3, 11, 10, 7, 4, 6, 10, 9, 5, 4, 2, 1, 3, 8, 11, 12, 10
1.
2.
3.
4.
5.
6.
7.
9.
8.
10.
11.
12.
After you have all three Astraium s done, head to the Briathos Steps camp
and south to the marker on the cave. It is at the end of the valley, to the
south (easy to find this time). Inside are three pyramid boxes to loot with
random stuff in them, but the big prize here is the unique staff [DEATHWARD].
Enjoy!
Bottles of Thedas
High Dragons
1. Greater Mistral
Landmarks
Mosaics
1. 1 Piece
- Found
2. 1 Piece
- Found
3. 1 Piece
- Found
4. 1 Piece
of the
inside
of the
inside
of the
inside
of the
"Invasion" Set
the Villa Maurel.
"Invasion" Set
the Veridium Mines.
"Invasion" Set
Argon s Lodge, west of the Briathos Steps Camp.
"Invasion" Set
5. 1
6. 1
-
1. Lightning Rune (Use the Veil Fire in Fairbanks Camp and then head up the
left canyon. You will find it on the right rocky wall on your way up).
Oculara and Shards
Barely to the left, by the base of the tree near the statue.
To the far left, on top of the rock to the right of the tree branches.
Perfectly straigt to the right of number 2.
To the right of number 3, in the arches.
To the right of the closest tree in the center (through the leaves).
To the right of number 5, between the rocks in the distance (and just to
the right of at tree).
7. To the far right, just right of the tree (through the leaves).
North of The Lion s Pavilion
1. Just south of your starting position, in the valley.
2. To the far left, on the ledge under the tree.
3. To the left, past the tree in the foreground and just to the right of thee
tree on the left. In the distance.
4. Just to the lower right, nearby on the ground past the ledge.
5. To the north of #4, in the distance.
6. To the right, on the hill in the distance.
Logging Stands
Quarries
1. To the northwest of the Gracevine Camp. Up the hill, very hard to miss.
2. Just north of the Direstone Camp.
R E Q U I S I T I O N S
S I D E Q U E S T S
PASS], and finally a Veil Fire brazier. There is a rune nearby, so light
the fire and take it out to the canyon to the left (the way you came from)
and keep your eye on the right wall for the [LIGHTNING RUNE].
A Fallen Sister
The one just to the north (go around to the right to reach it) has a ton of
Wraiths and a Rage Demon / Pride Demon combo on the second wave. Again, pretty
much the same stuff you ve been dealing with. I will not that there is a logging
stand nearby you should definitely claim, as well as the [SCRAP OF PAPER] codex
entry sitting on a table near the logging stand.
Rifts at the Sighs
The next two are equally apart and can be gotten to at your leisure, really.
To the west is the Gracevine Camp which is easy to get to while to the east is
the Direstone Camp. Each of them has their own small set of rifts nearby.
NOTE: Be sure to get the [MAP OF ELGAR NAN S BASION] near the Gracevine camp.
Once you get them all this quest will be considered complete.
Devotion
Requirement: None
Reward: +2 Power
To get this quest, try to enter the "Villa Maurel" north of Fairbank s Camp.
Pretty hard to miss the place, it is huge and guarded by the Freemen. Once
you try the front door, you ll get this quest.
We need a key to get in. Thankfully, a gentleman just to the north will
kindly accommodate us... over his dead body. Just to the north is Commander
Duhaime, who has some letters in this area. He is an elite enemy, with several
Freeman troops around him. He is a two-handed warrior and can knock you down
easily (if he gets near you) and can hit multiple people with his swings if
they are close enough. Not much of a threat. Take him out and loot his corpse
for the [VILLA MAUREL KEY] and the unique axe [GLITTERING DARMALLON].
NOTE: You may do this out of order, but killing Duhaime also completes the
quest "A Vicious Thug". If you kill him without that quest active, be
sure to go to the Veridium Mines and examine the documents there to find
(and complete) that quest.
NOTE: To the right up the hill, behind the tree, is some Prophet s Laurel.
Rare to see, so snatch it up.
Loot the area and with the key now in hand enter the villa!
This villa is pretty small, but does have an elite fight in it and another
small quest to do, as well as LOOT! We re not going to bother pointing out
all the chests here... there are a lot. But this place isn t big by any means
to you ll find them.
There are quite a few Freemen enemies scattered out here and there. The elite
is to the north, so take out the side enemies, then go north and face him (we
can save looting for later). The leader s name here is Maliphat. You may have
seen his name on notes here and there. He is a dual-wielding rogue, but isn t
too rough. Knock him down and have at him. He doesn t even really drop anything
of note...
Once he is dead let s work on getting the loot in this place. And codices,
plenty of those. From the courtyard (where I ll be giving directions relative
to), search the east side of the villa to find the dining hall. Here you can
find some notes that unlock the [MALIPHANT S JOURNALS] codex. There s more
updates to this here as well.
Now, head into the next room and search the table with the pickaxe on it to
find a secret rune. This actually starts the "Safe Keeping" quest, but we are
going to go over it here (it is down below, but merely for completions sake).
We will call this [RUNE 1/3].
After you loot the west chambers, head over to the east side. Head past the
"Private Chambers" and search for [RUNE 2/3] near the knocked-over bookcase.
There are several bedrooms nearby, with plenty of notes. In particular, you
want to get the [SEXUALITY IN THEDAS] codex, in the east bedroom.
Once you are done here, head back to the courtyard and head north, to the
Study. There are quite a few notes in here, but [RUNE 3/3] is just to the
left, by the candle. Among the codex s you can find here (which are all very
interesting reads) are the [THE EXALTED MARCH OF THE DALES], the [THE LONG WALK
TO HALAMSHIRAL], and an update to [MALIPHANT S JOURNALS].
Now, break the nearby wall with a warrior and you ll find the hidden stash!
This room has a [MOSIAC PIECE], part of the Invasion set and an update to the
[MALIPHANT S JOURNALS]. There is also a contraption here in the middle that
we ll need to use. Put the rune pieces on it and then have your mage power it
up. Take the completed [RUNE KEY] when you are done.
This unlocks the door next to the desk outside and finishes the "Safe Keeping"
quest. Inside the treasure room is [CHEST x2] and some various other loot, but
the real treasures are the ORLESIAN BANNER CROWN] and the [AMULET OF POWER] for
Vivienne ONLY.
And with that we are done! Congrats!
Safe Keeping
Quest Giver: Find a rune during the quest "A Corrupt General"
Requirement: None
Reward: 242 Experience, 80 Influence
This quest is found while exploring the Villa Maurel during the quest "A
Corrupt General". Specifically, finding 3 runes in the rather small villa.
We cover this quest thoroughly under "A Corrupt General" (up above), so if
you need help finding those rune pieces, please consult that quest for help.
Motherly Encouragment
Quest Giver: Find a body in the river northwest of the Veridium Mine.
Requirement: None
Reward:
This is an odd quest. Here we ll look into why this body is here, or what
could have made her fall. To do this though, we ll have to get up on the
ledge where a body could have fallen from...
If you haven t explored up north awhile, this quest will be put on the back
burner. Other quests to the south and camps to the north need te be done and
found first. Once you get to the Direstone Camp though you can go north, then
east and south to get to the area we need to be at. From there, it is a simple
matter of following the objective.
Wow... silly girl. Read the book nearby to officially finish the quest, and
harvest what she could not if you wish. Don t fall!
A Deluded Chevalier
To get this quest, read a note regarding the chevalier working for the
Freemans at Veridium Mine. This is best done when doing the quest "A Fallen
Sister", as she is in the area.
To complete the quest, we have to visit the lodge located west of Briathos
Steps (the camp to the northwest of the Villa). There are quite a few Freemen
here (it is a Freeman base!), but before assaulting the main camp, take care
of the outlying enemies (it is easiest to approach from the north). There are
also a few shacks outside the main camp, one of which needs a rogue to unlock
you. Inside these shacks you can find loot of course (and a [CHEST]), but also
the [DALISH BANNER] and a book on [THE PERENDALE WAR], which is a codex
entry.
Once you have that stuff, it is time to assault the main camp. It has a few
Freemen enemies in it of course, but also Chevalier Auguste, who is actually
a two-handed weapon user. Much like Duhaime, if you ve fought him. Put combos
and status effects on him and watch out for his wide attacks. Slay all of his
support and he ll be no big deal at all.
Once he is dead loot him for some rare loot and the [SKETCH OF CHATEAU
COURTYARD] map, which is a hidden map codex and gives you something to search
for at the Chateau (look for the quest of the same name later in this
exploration section). There are a lot of doors here as well you can unlock
that have a lot of loot behind them and even some notes to and from Auguste.
Notable loot however is a [BOTTLE OF THEDAS] hiding in one of the shacks (use
your search bar) and a [MOSIAC PIECE] from the "Invasion" set hiding out in
another one of the shacks.
Now that you ve looted the place thoroughly, we are done with this quest.
Victims of War
Last Wishes
Quest Giver: Exploration / Notes
Requirement: None
Reward: 242 Experience, 80 Influence
This quest we will obtain by reading some notes (which actually become the
[THE DIARY OF TROILUS HERTUBISE] codex entry) that are located sought of the
camp, up on a hill. They are near a rift, the most northern rift in the "Rifts
of the Pavilion" quest.
The menace is down below, to the north, by the river. Part of the "Rifts at
the Reach" quest. The camp the scout is using is just to the south, on top of
the rock (approach from the southwest, climb around). You ll find a journal
here. Read it (good story) and then you ll be tasked to find the next camp to
the east.
This camp is near Direstone Camp, but up on the hill (go north and around to
get to it - watch out for giants in the area around here). It is at the bottom
of the rocky outcrop. You ll see what happened to the poor scout. Loot the
body and read the final journal to end the quest. At least he tried to help.
A Lover s Promise
over there to get your search ping going. Follow the ping up the rocks to
find the hidden treasure cache and end this quest, it s [BIANCA ARMS IV] and
a [SUPERB BELT OF HEALTH].
Map of Elgar nan s Bastion
This is the High Dragon of The Emerald Grave. Unlike other dragons in the game,
you don t need to do any quests or War Table activities to get to her: you just
need to head to the very northern part of the map.
As always, your party should be around the dragons level before you attempt
this (the higher the better of course - class specializations are helpful). Any
ice resistance items you have should be worn, and everyone should be stocked to
the brim with potions before you take her on.
Are you ready? We are! Let s go slay us another dragon!
have many of
in ice form.
mage with fire
Earthshaking
The Greater Mistral has many "High-Dragon" attacks that we ve already seen
before. These include swiping any one of its four claws at us (and anyone who
happens to be nearby), swinging its tail in a large arc, and flapping its wings
to bring us in closer and damage us with the wind (mostly annoying for ranged
and/or mage characters as warriors can stay in the middle with the dragon and
be safe). I will note that unlike most dragons you have probably fought until
now, the Greater Mistral doesn t really jump and fly away short distances to
move around... she does more of a twirling motion... which is a bit weird, but
hey, that s what she does. The motion is useful (to her) to get her out of any
area effects, so try to save launching those for after she, um... twirls...
Being chilled and frozen in this fight is very possible if you get caught up
in the ice attacks, but this shouldn t be too hard to avoid if you space out
your fighters. At certain points in the fight the Greater Mistral will take
to the skies to fly around for awhile, shooting ice balls down at us before
returning to land again. Normal dragon behavior it seems.
The last thing you should note here is that the Greater Mistral will give
herself armor, much like the Abyssal High Dragon. This is of course annoying
as it is several thousand extra damage you must do to eat your way through
it, and of course she will put her armor up at multiple times throughout the
fight.
Keep your fighters spread out, use potions smartly and use fire attacks when
you can. Use your most powerful skills and focus attacks. No need to hold
back here! Once you take her down you will be handsomely rewarded! Good job
on killing another one of these massive beasts!
Loot: 4,138 Experience, 2000 Influence, +5 Power, In War, Victory (Armor),
Gift of the Talons, Helm of the Inquisitor, Amulet of Power (Sera Only),
Pure Dragon Blood x5, Dragon s Tooth, Dragon Webbing x8, Dragon
Scales x5, Dragon Bone x10
Be sure to collect all the Arbor Blessing plants around this area as well
as claim the "Twisted Tree" landmark to the north (which, at least for this
writer, didn t allow him to claim it until AFTER the dragon had been slain).
Again, congrats!
Chateau d Onterre
you to a statue on the rail that you can move for [SKETCH II OF CHATEAU
D ONTERRE INTERIOR]. Interesting. Nearby is a room with [CHEST x2] and another
room that leads to a locked door (we need the Balcony Key... which we don t
have yet).
Head back to the library and revel in the vast amount of readable material
here. Seriously, you get four codes entries here by reading everything you
can: [THE GIRL IN RED CROSSING] codex, [OF GODS AND DOUBT] codex, the
[SUPERSTITIONS] codex and finally the [FROM THE CANTICLE OF THRENODIES] codex.
There are also [CHEST x3] in various corners of the library, so loot them all.
At the end enter the door on the right to find the bedchambers.
Here check the first bedroom for [CHEST x2] and a note on one of the tables.
The second bedroom is a bit more interesting. Your search ping will show up
again, so follow it to above the fireplace for [SKETCH III OF CHATEAU
D ONTERRE INTERIOR]. Loot everything in here and then back out to the bedroom
hallway. This next part is a little tricky, and may very well be the reason
you are checking this guide out. We have to jump out the window!
Nearby is an open window. Use it to go outside and drop down to the balcony
to find a [MOSIAC PIECE], then drop down to the pond. Climb back up to the
Bed-Chambers now and go back out the window but STAY on the blue ledge and move
around to the other side. You can drop down and open the door here now (or go
in the other window) to be in the Antechamber. From here loot the [CHEST x2]
and open the door to the bedchambers to have a shortcut. Note that this area
also has stairs leading down to the Servant s Quarters you can open a shortcut
to and find a [CHEST] along the way.
Continue on to come to the upper area of the Ballroom. Here you will find a
giant dragon strung up. Head over to its head and explore the statue nearby
to have it move its tail. Go read the note that shows up on the tail. Very
ominous. Explore this area for loot and another note, then open the door out
to the balcony. Kill the dead here and then open the far door at the end to
connect the place to the library, then go back to the balcony.
Well... no choice now but to interact with the cube. Do so to gain a whopping
[+10 CUNNING] and spawn an Arcane Horror down below. Before dropping down be
sure to unlock the large door in the back to find some codex and a [SUPERB RING
OF STAGGERING] among other things in this room (another [MOSAIC PIECE] too).
Head down using the broken railing nearby and take it out to end this quest.
Note that the real rewards are on the corpse. These include the [D ONTERRE
CREST RING], an [AMULET OF POWER] for Cole Only, some other rare gear, and
the unique [SUPERB COOLDOWN AMULET], which cools down all of your skills by
a very respectable 15%. Very nice!
A Puppet Master
Once you ve done this, head back to Emerald Graves and you ll see the quest
marker point to "The Lion s Pavilion", which is close to the Direstone Camp.
Head on over there and assault his position.
In the front of the area are two Red Templars and two Red Templar Marksmen
up the stairs. Go after the marksman first and lay down traps and area effects
in this center stair region. Carroll himself is a Red Templar Horror and is
just up the next set of stairs, so he will come down and fight, along with
two Red Templar Shadows.
Carroll is weak to fire and resistant to most stunning and incapacitating
effects (although Knight Enchanters and their Disruption Field are way, way
overpowered). Set him on fire and kill everything to complete the quest.
Parson s Battered Notebook
the waterfall to the Northwest. Head over there and ping near the waterfall
to find the next box (it is right under the waterfall). This will give you
the last number, #14.
14. An upward pointing finger, there your heart lies.
This of course refers to the Southfinger Tower. Head over there next (mind
the giants) and on the western side of the tower look around for the final
box. No number this time, just a "Misshapen Child s Doll".
This spawns a demon named "Treasure" as well as two shades. This is an elite
monster, and kinda looks like a Despair Demon. Treat it like such and use
fire attacks to help take it down.
No treasure afterward, aside from the essence that is bound to drop from the
enemy. Too bad there s nothing better! Bad Bioware!
The Knights Tomb
up here.
Head back to the stairs now and down the middle area pushing onward. There is
a door for a rogue to the right, with a [CHEST] in it. You can jump to the money
from here if you want, or go back and head down that way naturally (by the
ladder you can head up the stairs with the debris, sneak through it on the left,
and get to the money that way). There s another [CHEST] on the floor past the
ladder, as well as another rogue (locked) door to the right with another [CHEST]
in it. All these chests and nothing good!
Continue on to the Hallowed Tombs. This is a HUGE area, so stick with me. Let s
explore this upper area first. There are statues on the right you can hit up
for codex entries (always good), but past that is a group of Venatori. Take them
on and kill the Behemoth behind them for (you guessed it), [EMERALD SEAL 5/9].
Now let s head left, to the green-ish room. There is a door your rogue can
unlock here as well as Veil Fire. Unlock the door and have your mage light
the fire. Use it to examine the center column for the [EPITAPHS FOR THE LOST]
codex. Head through the door to the back room (dark in here) and search the
corner for the hidden [EMERALD SEAL 6/9]. To the left is an elvan relic you
can activate. The small column here is an update to the Epitaphs for the Lost
relic. You can break down the wall here too.
To the right sitting on a shelf by the corner is the [ARLATHAN: PART TWO]
codex. There is a stalker nearby you can kill and a corpse to loot. DO NOT
go out the exit here. It doesn t lead anywhere new. Trust us.
That does it for the central area. Let s explore the other levels.
Head back to the entrance and head right. In the right corner are stairs
leading upwards. Head up and your search will ping. Continue to the hallway
and search the rubble on the left for [EMERALD SEAL 7/9]. Head forward and
you can find some pillars with the Epitaphs for the Lost updates and some
lanterns you can light. At the end is a door your rogue can unlock so you
can get the [CHEST] behind it.
OK, so that is the upper level. Let s head back to the entrance one last
time. This time, head forward to the rubble and then slightly to the left.
See the wood over the gap? Cross it and go down the ladders here. Search here
near the rubble for [EMERALD SEAL 8/9]. The path to the right here leads to a
dead-end with a Venatori Stalker (it is the area you could have jumped down
on the left from the entrance).
Let s head to the left. The corner here has a body you can loot. The straight
path leads to stairs heading back to the middle level, so head right. Follow
this path and your search bar will ping. This leads to a narrow room with some
Venatori. Kill them off and search near the entrance you came from for the
final [EMERALD SEAL 9/9]. Light the braziers here if you want and then go
through the nearby door (See how we saved the right door for you near the
final seal? It s because we care!).
Enter into the tomb. First thing s first: check to the right to find some
stairs and an alcove, each with a [CHEST]. Now, our goal here is to light
Veil Fire braziers until we can reach the artifact. BEFORE you do that go
look behind the central statue (in the back) to find a Veil Fire lantern
and an update to the Epitaphs for the Lost.
Now, pick up some Veil Fire and on each side of the center gap are two
lanterns to light. After lighting each one you will face a wave of Corpses
and Corpse Archers. You can attack them while they rise up, giving you an
advantage, and half of them come from the other side of the room (let them
come at you - use traps for easy kills). However, on the fourth lantern you
will face a Revenant with the usual corpses.
Once they are dead, loot the Revenant for the [ESTWATCH GUARD] unique shield
and you ll see there are platforms by the central statue now. You can use them
to reach the floating [THE DEATH OF ELANDRIN] scroll, a codex entry and valuable
text regarding the Exalted March on the Dales. Great history! As for what we
can do with it....
o Sell the Histories to the Chantry
To do this, head to Val Royeaux and then up to the second level (use the
map warp-point). Talk to the sister and hand over the histories. Despite the
game using the word "Sell" here, you don t actually get any money. Very
disappointing...
o Return the Histories to the Dalish
This is the better choice, in our opinion (considering you get no money either
way). Head to the Exalted Plains and the Dalish Camp. Hand the histories over
to the Keeper. You get to tell him about the elves you saw as well, which will
unlock the "Bestow Mourning Halla" War Table operation.
Choose whichever choice you wish and the mission will be over.
__________________________________________________________________________
. .
< () >
EMPRISE DU LION
[0511]
.. __________________________________________________________________________
O V E R V I E W
Personnel
Companions: None
Agents: Michel de Chevin
Crafting Materials
Common
- Arbor Blessing
- Rashvine
- Bloodstone
- Elfsroot
- Silverite
Rare
- Felandaris
- Rashvine Nettle
- Black Lotus
- Everite
Unique
- Dawnstone
o Felandaris is in Suledin Keep.
Enemies
Black Wolf
Red Templar Guard
Red Templar Behemoth
Hurlock Alpha
Red Templar Lieutenant
Great Bear
Red Templar Marksman
Ghoul
Red Templar Horror
Red Templar
Red Templar Shadow
Hurlock
Infected Giant
Codex Entries
C O L L E C T I O N S
Astrariums
1. None
Bottles of Thedas
1. Hivernal
2. Kaltenzahn
3. Highland Ravager
Landmarks
Mosaics
Just south of the starting position (at the base of the red lyrium).
To the right, on the right side of the left watchtower.
To the far right, to the left of the left watchtower, down in the gap.
To the far right, between the watchtowers, on the far side of the bridge.
To the left, on top of the watchtower.
Just to the south of the starting position, near the far cliff.
To the left, just to the right of the bridge, on the far side.
To the far left, on the rock to the left of the tower.
To the left, in the pond to the right of the tower.
Just to the right, north of the close statue, by the tree near the cliff.
To the right, northeast of the close statue, near the base of a tree.
To the left, to the southwest of the tower, west of the pond below it.
Logging Stands
None.
R E Q U I S I T I O N S
S I D E Q U E S T S
more of the same, but they do have a Behemoth this go around, so be ready for
him. Once you have killed them, take the camp and the objective will change to
killing the enemy at the Tower of Bone. Heh...
NOTE: There is a secret operation nearby. Head northeast of Drakon s Rise
Camp and search for a journal near the body of a dead elf. He is a bit
out of the way, but after reading the journal you will unlock the
"Rumors of the Sulevin Blade" operation at the War Table. Worth doing.
This is actually the last location we ll be taking over (for this quest
anyways). Head east and then south down the slope when you can. There is a
small opening on your right-hand side through the rocks you can get through
that leads to a small area with tons of elfroot and a ramp leading to the
Tower of Bone camp. Defeat the Red Templar Behemoth here. You could claim the
camp now, but we d advise continuing on and scouting the area. There are some
Red Templar Horrors down below with some normal enemies. May as well wipe them
all out (Archers can benefit from the range on the ramps here). Once you are
done go ahead and claim the camp to complete this quest.
You
you
don
and
will get the "Capturing Suledin Keep" and "Rocky Rescue" quests after
complete this one. We aren t done exploring this area after all! Also,
t forget to clime the nearby ladders around the tower for the Ocularum
the "Tower of Bone" landmark!
Valeska s Watch
focus on the giant, then take him down. He isn t much different than a normal
giant when it comes to his attacks, so treat him as you would any other giant.
Continue to the left and stick to the right hand side of this area. You ll
discover a small corner with some knocked-down trees and your search beeper
will begin beeping. It leads to a wall. Funny right? Well, this is actually
where you need to use the nearby tree leaning against the wall to climb up
to it. This is a bit tricky actually, but once you get on the tree go slow
and stead and get up to the broken wall for a [BOTTLE OF THEDAS]. Heh.
Nearby are some red tents. Be sure to check inside them for the [SULEDIN
KEEP DOCUMENTS]. Head past the arch and get ready for another fight with a
group of Red Templars and a giant. You ll only fight templars for a short
while but the giant will soon jump in. Lay out the templars quickly so you
can focus on him. We are near the keep itself now: nearby you can enter the
lower part of the keep where they keep provisions. Here look around for books
including updates to the keep documents and [THE FIRST BLIGHT: CHAPTER FOUR].
There are also [CHEST x2] down here: one that is easy to get by the stairs and
one up on the higher shelves. You can reach it with some tricky jumping by using
the railing by the first chest. Don t fall!
Head up the stairs further into the keep to find some Templar Horrors in the
courtyard. Take them out. The narrow space here may seem ideal to holding, but
they pose a big ranged threat, so rush them and thin their numbers. Loot the
[CHEST] in the corner nearby and press on.
Several doors later you ll find a Red Templar Behemoth with some horrors and
templars. This IS a good spot to use the narrow paths and stairways to corral
and protect weaker team-mates, especially as the behemoth starts up the stairs
when you find him. Separate and challenge him with your tank while everyone else
slaughters the other enemies, then focus on the behemoth. Easy. Continue to the
right now and you ll run into Imshael.
Here Imshael will tempt you into making a deal rather than continuing all of
this tasteless violence. You wouldn t make a deal with a demon... would you...?
BOSS: Imshael
Level 19
________________________________________________________________________________
Imshael
Health: 87021
Defense: 59
Vulnerability: Varies
Immunity: Varies
Strategy
Imshael is a rather shifty demo...er, SPIRIT who having failed to bribe you
will now attempt to destroy you. Good luck with that, Imshael!
Still, Imshael can put a hurt on you. At the start of the fight there are two
Red Templar Horrors to your left and right which we recommend you take out
as soon as possible. Let your tank challenge Imshael and hold him while you
take them out (we don t need them bombarding us while we fight).
Imshael himself will spawn Fearlings to pester us and has a tendency to warp
around attacking people. Aside from the burst damage (which is easily covered
with a barrier) this form isn t much of a threat. Note that he has no resistance
or vulnerability here, so go wild.
After chipping away about a third of his life (or less), he will switch forms
to a gigantic Rage Demon. This form inherits the vulnerabilities and strengths
of a normal Rage Demon, so if you can freeze and shatter him for major damage.
Watch out for his fire attacks here and stat spread out. He will use a barrier
move in this form as well that dispel won t work on, so attack through it.
After you ve gone through roughly another third of his life he ll move onto
his last form: a Pride Demon. Again, this form inherits all of the Pride
Demon s traits, so cut out any lightning attacks. He has all of the Pride Demon
moves here including the whip and lightning orbs. However, he can also give
himself a full bar of guard, so you ll have to eat through that before you can
finally get to his last remaining bit of health and put him down. Not a big
challenge with a good tank as you can keep him occupied the whole time, but
the guard guarantees he lives for a little while at least!
Once he is dead your "Call me Imshael" quest will be updated to talk to Michel
and report back to him. Also be sure to loot him for [PURE SPIRIT ESSENCE x3],
an [AMULET OF POWER] for Cole, and the unique shield [MARCH OF THE EVERLASTING].
Very nice.
Back to the quest!
Continue on up the stairs after your battle to meet a dying Red Templar. You
can learn a bit about Imshael here, if you wish. After that, plant the flag
to claim Suledin Keep for the Inquisition and finish this quest.
NOTE: Be sure to talk to the Baron here afterward (kind-of like the captain
in charge of the keep) for the "They Shall Not Pass" quest. You ll also
get the "Rifts in the Springs" quest automatically. Nearby the Baron is
a book with the [TRADING WITH KAL-SHAROK] codex as well.
Rocky Rescue
This quest
In it, you
are in the
that quest
Once he is gone, head back to Michel and report his passing. In doing so you
will gain an agent and a small little cutscene, as well as some minor power
and influence. Whee!
They Shall Not Pass
Reward: None
This quest is found when doing the quest "Rocky Rescue"... just like the two
quests up above were...
Once you are done playing around at the quarry, head bach to Sahrnia. Here
you will find Louis and Linette, both chilling at a campfire, glad to be
freed. You have a choice here: give Louis back his confession or tell Linette
what really became of her brother.
Either way the quest will be complete, so what you do in the end is really
up to you. Which is more important to you? Your current companions may either
disagree or agree with you (Blackwall at the very least slightly disapproves if
you tell Linette but slightly approves if you give the letter back to Louis).
Choose what you feel like to complete this quest.
Hivernal
BOSS: Hivernal
Level 19
________________________________________________________________________________
Hivernal
Health: 207873
Defense: 59
Vulnerability: Fire
Immunity: All Disabling Effects
Immunity: Slowed
Perceptive
Greater Cold Resistance
Strategy
The Hivernal is an ice-based dragon, and as such she will have many of the same
"breath attacks" that we ve seen other dragons do, just in ice form. She is also
vulnerable to fire, which helps a ton if you have a mage with fire skills and
a fire staff (equip before you go it!). Warriors with Earthshaking Strike will
also appreciate this (which is BK!). This dragon is very similar to the Greater
Mistral Dragon that you may have already fought (or if not, you will find it
will be similar).
Hivernal has many dragon attacks (other than the breath) that you have likely
seen. These include swiping any one of its four claws at us (and anyone who
happens to be nearby), swinging its tail in a large arc, and flapping its wings
to bring us in closer and damage us with the wind (mostly annoying for ranged
and/or mage characters as warriors can stay in the middle with the dragon and
be safe).
The previous two paragraphs up above are rather bland "dragon" descriptions
and to be perfectly honest that is because Hivernal is quite bland. Most
dragons have guard and/or special tricks to their arena... not Hivernal. She
will use her breath and claw/tail attacks on you like any other dragon but
that is it. She is fairly unremarkable! Like other dragons She will often leap
around the arena when She takes a spike of damage, which will make you chase her
and waste good area of effect abilities. She will also fly off when at certain
points in the battle and shoot ice balls at you before landing to continue the
fight. Again, very normal things for a dragon...
Like we ve said before: Keep your fighters spread out, use potions smartly and
use fire attacks when you can. Use your most powerful skills and focus attacks.
Despite her increased level, Hivernal should pose less of a problem than any
dragon you ve fought with up to now (Provided you are dragon-experienced and of
a comparable level! This is even proven given the reduced XP amount below!).
As a side note, we were disappointed that the small like here didn t freeze
over whenever Hivernal breathed on it. That seemed like a wasted opportunity
to make the fight and area that much cooler...
Loot: 1,324 Experience, 3600 Influence, +5 Power, Superior Grenades Belt,
Amulet of Power (Iron Bull Only), Staff of the Void, Emerald x2,
Masterwork Battlemaster Armor, Pure Dragon Blood x7, Dragon s Tooth
x2, Dragon Webbing x18, Dragon Scales x14, Dragon Bone x14
Kaltenzahn
Here we go!
BOSS: Kaltenzahn
Level 21
________________________________________________________________________________
Kaltenzahn
Health: 245457
Defense: 65
Vulnerability: Fire
Immunity: All Disabling Effects
Immunity: Slowed
Perceptive
Greater Cold Resistance
Strategy
Pure Dragon Blood x8, Dragon s Tooth x2, Dragon Webbing x17, Dragon
Scales x18, Dragon Bone x14
Highland Ravager
If you barely lived through Kaltenzahn, Highland Ravager will destroy you.
Just a friendly heads-up. If you got through Kaltenzahn fairly easily, this
should be a good challenge.
The Ravager switches things up by being a proper fire-breathing dragon. Weird!
Ravager has (surprise!) every move you d expect out of a dragon. EVERY move.
The basics are of course all in place: swiping with all four paws with long,
sweeping strokes. Well-telegraphed ahead of time. Tail lashing. Wing flapping.
You know the basics by now of course. Ravager also doesn t care about either
twisting or jumping around. She ll do both to get out of trouble if she has to.
One thing Ravager won t do that you may be used to is leaving. Usually dragons
tend to fly away during a part of the fight but not Ravager. It may be because
Ruined Blade
kill a poison spider on the way. At the back is some loot, [CHEST x2] to the
left, and Veil Fire! Light it up and light up the nearby statue!
A Revenant will attack here. Kill it off and loot it for [SWORD PIECE 1/4].
Now, head back to the beginning and light up the first similar statue you ran
across. Yep, another Revenant, this time with corpses! Take them all out for
[SWORD PIECE 2/4].
Next up head to the left-side of this area where you ll find some stairs that
lead down to the "Hall of the Dead". Take the Veil Fire with you and light the
brazier down here (this area looks SO cool). Down below are corpses wandering
around, so kill them all and search around for various loot, then head to the
area you lit up to find a third statue. Light it up and take out the Revenant
and corpses for [SWORD PIECE 3/4].
Head back up to the main area now and then up the stairs nearby in the middle.
On the wall is something you can read for the [VIR TAANDHAL: THE WAY OF THREE
TREES] codes entry. There are more entries to be had up here, as well as loot.
Grab them all and go across the way, to the other side. This is the Sunlit
Chamber area. Up above is loot, but down below is much more loot and another
statue. Hold off on the statue for now and explore the edges of this lower area
with your Veil Fire to find a TON of rooms with loot and chests. Seriously, a
ton (we aren t even going to list the chests here). There is one room that does
require a rogue to unlock, and it is the most important room. This is because
it has the [SUPERB SPIRIT RUNE] inside of it as well as a [MOSIAC PIECE] from
the "Freed Are Slaves" set. Be sure to visit THAT room at the very least.
Once you area ready, go hit the statue with the fire and take down the fourth
Revenant. Easy as pie. He drops [SWORD PIECE 4/4]. So... what do we do with all
of these pieces? Take them to someone who can use them of course! From here you
will get a 500 Influence reward, but we need to travel back to Skyhold and go
see Dagna. Talk with here to officially finish the quest and collect your
rewards, including the awesome Sulevin Blade.
Securing Safe Passage
and marking it, as you would a landmark. Do this to each tower, collecting the
rewards along the way, and once all three are done the game will pause and
reload the area, changing the towers from crumbled ruins to in-working-order.
Complete with our logo s and troops. Very neat.
__________________________________________________________________________
. .
< () >
THE HISSING WASTES
[05??]
.. __________________________________________________________________________
O V E R V I E W
Space... Vast amounts of space is probably the best description for The Hissing
Wastes. Still... there is treasure to be found for the dedicate. Once the site
of a very unique Dwarven Thaig, the Venatori forces are combing this space for
artifacts that can help The Old One s cause. We must make sure these items fall
to the inquisition, but finding anything of worth in these sands will be quite
the challenge.
Personnel
Companions: None
Agents: None
Crafting Materials
Common
- Serpentstone
- Vandal Aria
- Elfroot
Enemies
Venatori Marksman
Wyvern
Venatori Zealot
Venatori Stalker
Red Templar Behemoth
Burning Tomb Guardian
Rare
- Deathroot
- Lazurite
- Amrita Vein
- Volcanic Aurum
- Ghoul s Beard
Venatori Gladiator
Venatori Spellbinder
Red Templar Guard
Poison Spider
Lurker
Ancient Tomb Guardian
Unique
- Nevarrite
Venatori Mage
Venatori Brute
Red Templar Shadow
Giant Spider
Varghest
Codex Entries
Bottles of Thedas
1. Sandy Howler
Landmarks
4.
5.
6.
7.
8.
Mosaics
1. East of the Logging Camp, under the rocky tables. Look for the stones!
2. South of the Logging Camp. Near a group of trees and by a large boulder
structure.
R E Q U I S I T I O N S
S I D E Q U E S T S
The sketch we got... the sketch of four pillars... doesn t really help us out
at all. That being said, BEFORE YOU WORRY ABOUT THIS QUEST, you should instead
focus on the rifts and camps of this area. This quest is best reference while
exploring. Alternatively, you can follow this quest and take time-outs to do
other things in the areas we lead you to. Up to you.
Like Scout Harding mentions, our first step for this quest should be to head
to the Sand Crags Camp. This is to the north (although we recommend going to
the Logging Camp to the northwest first). Once you get to Sand Crags Camp and
kill the Venatori here, examine the tables nearby. You will find some notes
that will give you the [DEMONS OF THE STONE] codex / warning (this is a serious
warning, just so you know!) and the [SKETCH OF SUNTOP MOUNTAIN TOMB]. That
sketch is again not going to help us anytime soon...
Head down into the tomb here now and we ll have our first puzzle room. These
are pretty simple: four glyphs to read with four lanterns nearby. We must light
the lanterns in the right order to make the four story glyphs make sense as one
story. Pretty simple, right?
Go ahead and light the lanterns here in this order:
1. This is the tale of Fairel, Paragon among Paragons, father of two sons,
2. Who, against their father s wishes, fought from foolish words and foolish
pride.
3. For pride these halls were made - to honor a father s deeds, and grieve
his loss.
4. And for loss these halls were made, to honor a brother mourned.
NOTE: Completing the puzzle unlocks the [DWARVEN INSCRIPTIONS: HISSING WASTES]
codex entries. As we go through this quest, we will update this codex
quite a bit. Just be aware.
NOTE: Doing any of these glyphs (or any upcoming glyphs) in the wrong order
will spawn "Tomb Guardians". "Burning Tomb Guardian" and "Ancient Tomb
Guardian" (Basically Rage Demons and Shades). This goes for upcoming
puzzles as well.
The nearby vault door will open up now, leading to a room with a [MOSAIC PIECE]
(The Sacrifice Set... we ll see a lot of these throughout this quest) and a
[CHEST]. This particular chest gives us a torn paper that turns into the [MAP
OF TOMB OF FAIREL] codex, [KEY FRAGMENT 1/5], and the [SUPERB RING OF ATTACK].
See that key? Yep, we have to find four more of them. The Tomb of Fairel itself
is to the far east of the Sand Crags Camp, just so you know. We will head there
once we have all five keys.
Next up let us explore the the "Graveyard". This isn t marked on the map for
us at all (BK actually explored this last, but the order doesn t matter), but
it is pretty closeby! The Graveyard area is just south of the Logging Camp.
There are some giant Dwarven Statues and a set of stairs leading up to it
proper, although you can find it by climbing up the hills and mountains as
well. We ll also note that the "Sketch of Burial Grounds Tomb" codex (the
"map" for this tomb") is in the Venatori Camp just to the southwest of The
Canyon Camp.
Here, you will find sets of pillars scattered around. The story glyphs here
are spread out as well. There is a central campfire here though, which you
should search around to find a [BOTTLE OF THEDAS]. There is also a landmark
nearby called "The Empty Square".
Now, for the puzzle! Find the veil fire from the tomb to the west, then...
1. Fariel s sons built monuments to their father, locking away his great
works,
2. And worked together, for a time, side by side. Each ruled half the thaig,
3. But each ruled differently. They argued, and heated words made the
brothers duel,
4. And where one brother fell, the other raised bloodied axe in hand, alone.
The nearby vault will open. Enter to find another [MOSAIC PIECE] and a [CHEST].
This particular chest has the [DWARVEN BANNER CROWN], [KEY FRAGMENT 2/5], and
the unique [SUPERB RING OF CRITICAL DAMAGE].
The next closest tomb is in the canyon. Yep, IN the canyon, near the absentee
merchant shop. Head over there and kill the massive amount of spiders at the
entrance. In the back you ll find our third puzzle:
1. After many years Fairel, greatest of Paragons, could not bear life s
burden.
2. And with the burden growing, he called his sons to his bedside.
3. He bade each son swear he would take care of his brother,
4. And the brothers swore, and mourned when their father returned to the stone.
Once you put that together the vault will open up. We ll get another [MOSAIC
PIECE] of course, as well as another [CHEST]. This chest will give us a
[DWARVEN BANNER], [KEY FRAGMENT 3/5], and the unique [SUPERB RING OF GUARD
PENETRATION]. Good stuff.
Next up is the Mountain Fortress tomb. This requires some exploration to the
north, so we recommend you have at least the southern rifts defeated and are
ready to head north. It is the camp north of the Sand Crags Camp and is of
course named the Mountain Fortress Camp.
There is an entrance to a ruin nearby, but it has collapsed in. Read the
note to see excavation has begun from above, meaning we need to head UP the
mountain to the top. Follow the path and head up there, kill the Venatori you
find and you ll see a ladder heading down into the ruins like we were told.
Head down and take the veil fire with you. You will find a journal down here
for the "Notes on the Waste" quest that you may as well grab (although we cover
that quest down below in its own area). In the next large room though, BEFORE
you go down another ladder, search the walls to find the hidden [SUPERB FIRE
RUNE]. Head down the ladder now.
In this lower area, loot what you can and check the corners for a [MOSAIC
PIECE] from the Sacrifice set. There is also an elven relic down here you
should activate. Head through the door you find to come to the puzzle room:
1. The sun burned above oceans of sand,
2. But in the sand was stone, strong and true.
3. Fairel hewed the stone, and built - as great as any thaig in the deep.
4. And with his sons
Once the vault opens up, grab the [MOSAIC PIECE] and then open the [CHEST].
This one has [KEY FRAGMENT 4/5] and the unique [SUPERB BELT OF MELEE DEFENSE].
Good for your tank, if you want. Only one key left to find!
From here you should explore to the north (the Sunstop Mountains Camp) and
finish the "Sand and Ruin" quest. You should also wipe up the rifts and get
every camp in this area at this point, as well as the "Let s Slay the Beast"
quest. This is a good time to do all of that.
Once you are ready for the last tomb, head to The Statue Camp and head
north. North to the giant colossus, which has the tomb at the bottom of it.
Kill all of the spiders you find, pick up the veil fire and head inward to
the final puzzle room:
1. Fairel, Paragon, fled from the strife his brilliance created,
2. The strife that destroyed thaigs, sundered houses, from weapons that
clan used against clan.
3. His own clan and his two sons followed Fairel to the pitiless surface,
4. The surface where they would hide from the war that took their home.
This opens up the last vault. Claim the [MOSAIC PIECE] and open the [CHEST].
This one has [KEY FRAGMENT 5/5] and the unique [SUPERB RING OF BLEEDING].
Now, to locate the actual Tomb of Fairel. From the Sand Crags Camp, head
east. It is quite a ways away, but you ll know you are close once you pass
through a tunnel guarded by dwarven statues (or, well, a passage... not really
a tunnel). You ll get the pop-up notification for the "Tomb of Fairel" area
as well.
Once you get that, your party will note the obvious guttural sounds nearby...
yes, there is a Dragon here. Fitting, right? All that work has to be guarded
by SOMETHING! Before you worry about that though, nearby there is a crumbing
dwarven structure. The pillars nearby. Head over to them and ping your search
ability to see something respond. This is one of the journal pages for the
"Notes on the Waste" quest. May as well grab it now.
Now... to reach the tomb we are going to have to go through the dragon. You
want to kill her anyways, right? Good... let s do this!
So, you want to get to the tomb of Fariel, huh? Well... Sandy Howler may
have something to say about that.
To be honest, Sandy Howler is a fairly average dragon, in comparison to what
we have been fighting up to now. For example, if you have cleared the dragons
at Emprise Du Lion, you shouldn t have any problem here.
Sandy Howler is a fire-breathing dragon, and so she is also vulnerable to cold
attacks, a fact your mage can take advantage of. Sandy Howler features almost
every move we ve ever seen a dragon do. This of course includes swiping at
you with all four claws depending on where you are and doing a tail sweep. It
will also flap its wings to draw you in, which is of course a boon for warrior
characters and an annoyance for anyone else.
Sandy Howler will buff herself up with armor throughout the fight, forcing
you to break through it periodically. One quirk with her though is that she
WILL NOT fly off when she loses health, which is weird since she has a ton of
air space that she leaves unused. Oh well. Once she drops below 50% health,
Sandy Howler will begin to add in a screech-attack. This stuns everyone and
calls in several dragonlings to cause havoc. These can come in from any area
around the fight, so be ready for them and try to take them out as soon as you
can.
Sandy Howler will also use various fire attacks from time to time. This is
mainly through a stream of fire breath that he will spread back and forth,
but she can also shoot out fireballs.
Like always, keep your fighters spread out, use potions wisely and use cold
attacks when you can. Use your most powerful skills and focus attacks,
especially when she is flapping and/or using his fire breath. Remember to use
your focus attacks! Once you take her down you will get the loot below.
Loot: 3,854 Experience, 3000 Influence, +4 Power, Robes of the High Keeper,
Superb Stamina Amulet, Armor of the Knights-Divine, Amulet of Power
(Varric ONLY), Frost Rune, Pure Dragon Blood x8, Dragon s Tooth x4,
Dragon Webbing x14, Dragon Scales x20, Dragon Bone x18
Once the dragon is dead, head east to the tomb door. Open it up with the key
you have assembled. Inside is a [MOSAIC PIECE] and a [CHEST]. Yep, one chest.
This chest has the unique dagger [PROMISE OF THE STORM], the [SUPERB RING OF
BARRIER PENETRATION] and the [SUPERB DEMON SLAYING RUNE]. The rune is the
Paragon s treasure... which we have now acquired.
With that the quest will be complete, giving you 2000 Influence and +3 Power.
Congrats on uncovering the paragon s secret.
Sand and Ruin
as well take care of, but further out that way is a BIG venatori camp! You can
battle quite a few of them here! There are a couple of things worth pointing
out at the big camp: look around the main areas for a [MOSAIC PIECE] (another
one of the sacrifice series) on a stool, and also look for a [BOTTLE OF THEDAS]
near the campfire (you have to find this with your search ping). Both are
pretty easy to find once you clear the place out.
In the back of the camp is an Elite "Overseer" mob. Basically the boss of all
these goons. He is a lightning mage, and like all mages you should watch out
for his mines. He has some melee companions, so take them out quickly and then
incapacitate him to limit the damage he can do. Watch your feet and you ll be
OK. As a plus, once you kill him you can find the unique staff [BLOODWAKE] on
his corpse as well as an [AMULET OF POWER], for Dorian ONLY.
Nearby on a table is a note with the [DRAFT OF LETTER TO VENATORI MAGISTERS],
which cements once and for all what they are doing here. And for who! And who
all may be involved. Go figure. With that said, the main quest "The Tomb of
Fairel" is all the more important. You will get 150 Influence and +2 Power at
this point, which we add to the grand total above.
With all of that done, this quest is complete.
Rifts Near the Cove
and Cold area attacks work well here. Try to group them up in it and hit them
together.
The northern rift has a Rage and a Pride Demon. Very easy. The second wave is
the same but just adds Wraiths. This is similar to one of the Cove rifts,
really.
The southern rife near the hunter has a TON of Greater Shades. Hit them with
area skills and be wary of them overwheming your AI companions. The second
wave adds in some Terrors. Keep to the area skills and magics to wipe them
out and complete this quest.
Rifts Near the Sand Crags
in it (some of the geography coming from the west makes this easy). The second
wave adds in some Greater Terrors, but it is more of the same.
Finally to the northwest, down in the sand valley, is some Greater Terrors
with a Pride Demon. Take them out and wave two will throw the same enemies at
you only this time they add in two Despair Demons.
Once you take them out and close this last rift the quest will be complete.
Holding the Hissing Wastes
C A S S A N D R A
Unfinished Business
||
| (Sighs.) I can keep staring at this, but I won t get any closer.
|
| - Can I help? (Cassandra +1)
|
| - Stubborn as ever?
|
| - Closer to what?
|
| - Couldn t they be dead?
|
|
- What if they re infected?
|
| - This is important to you.
|
| - They might be his allies.
|
| - What s the point? (Cassandra -1)
|
|_____________________________________________________________________|
After talking to Cassandra about the missing Seekers of Truth you can choose
the "Locate the Missing Seekers" operation at the War Table. Completing this
tracks them down to "Caer Oswin" and puts the location "Castle of Caer Oswin"
on the map. Head there when you are ready. Cassandra comes along automatically.
Head up the hill and soon you ll see a door on your left. You can loot the pot
nearby and some bags in the ruins up ahead if you wish, but enter the door and
a "Promiser" will run away (you can chain him and kill him if you are fast).
He runs to a room full of them, where you will have to kill them all. After you
do so, Cassandra will explain what they are exactly.
Nab the [CHEST] from the previous room and loot the bodies for the [DUNGEON KEY]
and continue onward. To the right are [CHEST x2]. In the hallway is a dead
seeker. Examine the body and move out into the courtyard. Drop down below and
kill the promisers you find down here. You will get a cutscene down here after
showing why they are doing this in more detail.
Search the corpses for the [COURTYARD KEY] and loot the buildings down here
as you wish. We need to head up the stairs last, to the castle door. Enter
and kill the promisers inside, then check the left-hand wall for the [THE
ORDER OF FIERY PROMISE] codex. The throne here is awesome. Head up either
side and note there is a [CHEST] on each side along with another item (jar
or lockbox) to loot.
Continue on to see a scene. Afterward, press forward, nab the [CHEST] at the
top, and head outside again. Kill the enemies that show up and continue up
the hill and through the door to meet Lucius. Reply as you will and be ready
to fight.
Surprisingly, Lucius is very under-whelming. In fact, he isn t even labeled
as a boss or elite, and is actually a lower level than the promiser troops
backing him up. Very odd, but who are we to complain? Kill them all and be
sure to loot Lucius for the unique mace [VIDATHISS] he carries, then return
to Skyhold once you are ready.
Cassandra will share what she has learned with you. Respond how you will
(which includes what you think should become of the Seekers) and in the end
you ll gain your reward up above, as well as [THE RITE OF TRANQUILITY] codex
entry and the [ANDRASTRIAN THRONE] for your collection.
DIALOGUE CHOICE
||
| And now it falls to me.
|
| - You seem upset.
|
| - Dry reading, I take it?
|
| - You should have left it.
|
| - It sounds horrible.
|
| - A small price to pay.
|
| - Is that what the book says?
|
|
- You caused the rebellion.
|
|
- Why keep it hidden?
|
|
- The rebellion was needless.
|
|
- That s not surprising.
|
|
- Make the Seekers better.
|
|
- It s up to you.
|
|
- Let the Seekers go.
|
|
- You can do anything. (Romance)
|
|
- What else is in the book?
|
|
- Never.
|
|
- It s possible.
|
|
- I don t know.
|
|
- Your faith has been shaken.
|
|
- How would you rebuild?
|
|
- But what is the Maker s work?
|
|_____________________________________________________________________|
The Ideal Romance
||
| You don t... actually intend to go through with courting me, do you?|
| - Maybe not. (End Romance)
|
| - Of course I do.
|
| - Why so incredulous?
|
| - I care for you.
|
| - I like a challenge.
|
| - I won t if you don t want it.
|
| I d like to talk. Privately.
|
| - This is what you wanted.
|
| - No room for fun?
|
| - I am absolutely serious.
|
| - You don t like it?
|
| - You re so picky.
|
| - Can you do better?
|
|
- Which do you believe?
|
|
- Way to kill the mood.
|
|
- You re still afraid.
|
|
- You may have no choice.
|
|
- I believe it.
|
|
- I love you.
|
|
- No, stop... (End Romance)
|
|_____________________________________________________________________|
S O L A S
||
| (Growls.)
|
| - They corrupted it. (Arcane Perk)
|
| - Is that your friend? (Solas -1)
|
| - What happened?
|
| - That s a demon. (Solas -1)
|
| - Yes, we are. (Solas -1)
|
| - Solas is smarter than you are.
|
| - No, we re not.
|
|
- I can break it. (Solas +1)
|
|
- We ll save your friend. (Solas +1)
|
|
- Sure, why not?
|
|
- It would be safer to kill it. (Solas -1)
|
|
|
| Defeat the demon. (Solas -20)
|
| - I m sorry. It had to be done.
|
| - Friends don t try to kill you. (Solas -1)
|
| - It was a demon. (Solas -5)
|
| - [Stop Solas.] (Solas -5)
|
| - [Let Solas kill them.] (Solas +5)
|
|
|
| Free the demon. (Solas +1)
|
| - I m sorry.
|
| - I don t know what to say.
|
| - Let s get out of here.
|
| - [Stop Solas.] (Solas -5)
|
| - [Let Solas kill them.]
|
|_____________________________________________________________________|
V A R R I C
Seeing Red
Well, Shit
||
| Well, this is a surprise. You re the Inquisitor, right? Bianca
|
| Davri, at your service.
|
| - It s a pleasure. (Varric +1)
|
| - You two look nervous.
|
| - What s going on?
|
| - Bianca? Like the crossbow?
|
| - You re a friend of Varric?
|
| - We should shut this down. (Varric +5)
|
| - We have other priorities. (Varric -1)
|
| - Is that their only way in?
|
| - Who leaked the location?
|
|
- And Bianca knows where it is?
|
| - Wasn t the thaig in Kirkwall?
|
|_____________________________________________________________________|
Once you have the quest, put Varric in your party with two others and head
to the Upper Lake Camp in the Hinterlands. Travel south from there to the
door behind the waterfall... Valammar, and enter.
We ll have a scene here. Answer however you like and push onward, killing
the Carta members on your way to the Upper Terrace. Take a right there and
then down to find Carta fighting Darkspawn. Fairly usual. You ve likely seen
this already if this is your second trip in here.
What is unusual though is Bianca! Nearby is our objective: a door we couldn t
open last time we were here. Turns out Bianca built them. Wow... enter in and
slay the Carta members. Loot what you can and grab the [A DIFFERENT DARKSPAWN?]
codex from the book nearby.
Continue to the next door to reach the final fight here... several Carta
thugs, enforcers, bowmen and an elite Warden Mage. Kill them all. The mage
is the strongest here and poses a serious threat with the mines he can put
up, so watch your approach to him when you fight your way to him.
Afterward gather up all the loot and head forward. Save the key in the middle
for last, as when you pick it up a scene starts. You ll find out the source of
the info soon enough (you can say "It s not your fault" here for a Slight
Approval from Varric). Exit Valammar after you are done.
DIALOGUE CHOICE
||
| Bianca...
|
| - They had your key.
|
| - You were the leak.
|
| - Varric?
|
| - Did you?
|
| - You re not saying everything.
|
| - That was stupid. (Varric +1)
|
|
- It isn t really your fault. (Varric +1)
|
|
- You put this on us. (Varric +1)
|
|
- You ve done a lot of damage. (Varric -5)
|
|
- Varric, you know this person?
|
|
- Why did you come with us?
|
|
- She s right. (Varric +1)
|
|
- Just let it go.
|
|
- Varric is right. (Varric +1)
|
|
- Get a room, you two.
|
|_____________________________________________________________________|
Talk to Varric again at Skyhold to complete the quest. For approval points
be sure to use the top remarks (No one does. Of course you have.). Once the
talk is done so is the quest.
DIALOGUE CHOICE
||
| I let this mess happen. I gave her the thaig. And I am not good at |
| dealing with shit like this.
|
| - Nobody is.
|
| - Talk your way out of it. (Varric -1)
|
| - Just confront it.
|
| - No, you wouldn t. (Varric +5)
|
| - Nothing s stopping you. (Varric +1)
|
| - She did you a favor. (Varric -1)
|
|_____________________________________________________________________|
S E R A
||
| We re the same, you and I. Well, that is overstating it. You are
|
| nothing like me. But we both need people.
|
| - That s my ally you attacked.
|
| - You started this.
|
| - What do you want?
|
| - You ll serve the Inquisition. (Sera +1) [Back at Skyhold]
|
| - I d like to partner with you. (Sera -5) [Back at Skyhold]
|
| - Just get out of my sight. [Back at Skyhold]
|
| - Just kill him, Sera. (Sera +1) [Investigate]
|
|
|
| Investigate (Ask three of these and Sera kills the Nobleman)
|
| - What do you expect in return?
|
| - What was going on in Verchiel?
|
| - What can you commit to us?
|
| - You killed innocent contacts.
|
|
- I wasn t done with him! (Sera -5)
|
|
- It s over. Calm down.
|
|
- That s enough!
|
|
- I think he s dead.
|
|
|
| Back at Skyhold
|
| - This was your fault. \ This was your fault, too. (Sera -1)
|
| - You put your people in danger. (Sera -5)
|
| - Your plan provoked him. (Sera -5)
|
|
- You don t help anyone! (Sera -5)
|
|
- It s about the greater good. (Sera -5)
|
|
- Get out. (Sera leaves the Inquisition forever.)
|
|
- Watch yourself. (Sera stays in the Inquisition.)
|
| - Never mind. I m dropping it. (Sera +5)
|
|
- It s simple. I like you. (Romance)
|
|
- I want us to be friends.
|
|
- It s business. I need allies.
|
| - You re right, I m sorry. \ Unpredictable but worth it. (Sera +1/0)|
| - It s simple. I like you. (Romance)
|
| - I want us to be friends.
|
| - It s business. I need allies.
|
| - Don t question me! \ No more mistakes, understand? (Sera -20)
|
| - Get out. (Sera leaves the Inquisition forever.)
|
| - Watch yourself. (Sera stays in the Inquisition.)
|
|_____________________________________________________________________|
V I V I E N N E
and on the table. Return to Vivienne when you ve collected all three, you will
gain +20 Approval.
Bring Me the Heart of Snow White
||
| After Vivienne s opening speech.
|
| - I ll help you.
|
| - I don t think so. (Vivienne -20)
|
|_____________________________________________________________________|
Vivienne requires the heart of a Snowy Wyvern. Something her previous chevalier
friends are unable to help with due to them being dead... so now its our job.
Head over to the Exalted Plains Fens Camp. Make your way up to the Crow Fens,
to the very north part of the map. The Snowy Wyvern is much like the Gurgut s
in this area, only weak to electricity and strong against spirit. It likes to
hang out in the northwest corner of the map, but can wander. It is, as you may
imagine, snowy white in color, so it is easy to spot once you find it.
Take it out and deliver the heart to Vivienne (note that you can lie about
having the heart... also, telling her to talk results in "Vivienne Disapproves"
being shown). Hand it over and she ll show you what it is used for while you
gain the Experience, Influence and Power rewards.
DIALOGUE CHOICE
||
| What can I do for you, my dear? Is it too much to hope that you ve |
| brought me the heart of the snowy wyvern?
|
| - I ve got the heart. Now talk. (Vivienne -5)
|
| - [Lie.] I ve brought the heart.
|
| - I ve got it.
|
| - I m so sorry.
|
| - I don t know what to say.
|
| - We should go.
|
| - Not yet.
|
| - [Lie.] Here s the heart.
|
| - Very well, here it is.
|
| - Then no deal. (Vivienne -20)
|
|
|
| Follow up with her back at Skyhold. Gave regular Wyvern heart.
|
| - I found out what it was. (Vivienne -21)
|
| - Because I hate you. (Vivienne -25)
|
| - I didn t trust you. (Vivienne -20)
|
| - I m sorry. (Vivienne -20)
|
| - Snowy wyverns are hard to find. (Vivienne -21)
|
|
|
| Follow up with her back at Skyhold. Gave Snowy Wyvern Heart.
|
| (Vivienne +5)
|
I R O N B U L L
||
| Glad you came by. I got a letter from my contacts in the Ben|
| Hassrath. Already verified it with Red.
|
| - What s in the letter?
|
| - You re supposed to just watch.
|
| - I m not happy about this.
|
| - Should this be private?
|
| - I don t trust them. (Iron Bull +1)
|
| - I m interested. (Iron Bull +1)
|
| - This doesn t interest me. (Iron Bull -1)
|
|
- I ll do it. (Iron Bull +5)
|
|
- I don t trust Qunari. (Iron Bull -5)
|
|
- What are they offering?
|
|
- Something wrong?
|
|
- You don t want them to spread?
|
|_____________________________________________________________________|
When you are ready head out to the Storm Coast with Iron Bull to meet Gatt.
DIALOGUE CHOICE
||
| It s a pleasure to meet you, Inquisitor. Hissrad s reports say
|
| you re doing good work.
|
| - Bull is Hissrad?
|
| - Pleased to meet you. (Iron Bull +1)
|
| - I m thrilled.
|
| - We have a common enemy.
|
| - Bull, does this work for you? (Iron Bull +1)
|
| - What if the ship has mages?
|
| - Why not attack at sea?
|
| - Why use a small force?
|
| - I m ready.
|
|_____________________________________________________________________|
You are forced to follow the path up to some Venatori Gladiators and Zealots,
they are simple targets to start. The next camp has Zealots, a Gladiator, and
a Mage. If you listened to Bull s speech to the Chargers then you know the
trick, defeat the Mage before it takes over the battlefield. Loot the Gladiator
for the [DREAD] helmet, unique to Iron Bull, then signal the Dreadnought.
DIALOGUE CHOICE
||
| Crap.
|
| - They can retreat.
|
| - Look at them all.
|
| - They ll be killed.
|
| - Save the dreadnought. (Iron Bull +20, Acquire Qunari Bench)
|
|
- I m sorry.
|
|
- Look away, Bull. (Iron Bull -1)
|
|
- Can they do it? (Iron Bull +1)
|
|
- Thank you, Gatt.
|
|
- Is that good, Bull?
|
|
- It better help.
|
|
- We ll make good use of it.
|
|
- I m sorry about your men.
|
|
- Go take some time.
|
|
- What does this mean for you? (Iron Bull -1)
|
| - Save your men. (Iron Bull +20, Acquire Qunari Bench)
|
|
- I m sorry, Gatt.
|
|
- Don t call him Hissrad. (Iron Bull +1)
|
|
- Gatt, we can salvage this. (Iron Bull -1)
|
|
- We can minimize losses.
|
|
- You did the right thing.
|
|
- How are you feeling? (Iron Bull -1)
|
|
- I m sorry.
|
|
- How are the Chargers?
|
|
- Glad you survived.
|
|
- Good work.
|
|_____________________________________________________________________|
B L A C K W A L L
||
| Do you know what I did?
|
| - You saved it?
|
| - That s horrible!
|
| - Of course not.
|
| - You were a child.
|
| - So did everyone else.
|
| - You were weak. (Blackwall +1)
|
|
- Don t let that stop you.
|
|
- Your eyes aren t shut. (Blackwall +1)
|
|
- All this over a dog? (Blackwall -1)
|
|_____________________________________________________________________|
Upon hearing someone named Mornay is going to be executed in Val Royeaux,
Blackwall left. No better place to go search for him! Head to Val Royeaux
and north to see a scene. "Revelations" indeed...
Next head south to the prison. Enter and look around downstairs for an
[AMULET OF POWER], for BLACKWALL ONLY. Now, go talk to Blackwall in the cell
where you can delve further into what happened.
DIALOGUE CHOICE
||
| But a good man, the man he was, wouldn t have let another die in
|
| his place.
|
| - You lied to me.
|
| - You really killed those people?
|
| - What you did was brave.
|
| - And dying makes up for it?
|
| - I want to help.
|
| - That s up to you.
|
| - I want an explanation.
|
|
- You re more than that.
|
|
- I m not convinced.
|
|
- You re pathetic. (Blackwall +1)
|
|_____________________________________________________________________|
Head back upstairs and speak to Cullen. As you can imagine here, this is a
VITAL decision. You have the choice here to leave him where he is or use the
Inquisition s influence to judge him yourself. If you do want him out (we are
going to assume you do... if you don t you know what to do and the consequences
of such), tell Cullen and you ll get the "Thom Rainer s Fate" War Table
Operation. This costs one power, but let s you bring him in to judge him
yourself.
Head to the throne after that and you can judge Thom yourself. Every option
here keeps him with you but continuing the lie is met with "Greatly Disapproves"
as you may guess. Choose what you will and the quest will be complete.
Explanations
C O L E
||
| If you prefer, although the truth is somewhat more complex.
|
| - He helped us. (Solas +1, Vivienne -1)
|
| - How complex?
|
| - If he s a demon, he s gone. (Solas -1, Vivienne +5)
|
| - Explain more of possession.
|
|
- What of demons at the Breach? (Solas +1)
|
| - I ll talk with him.
|
| - I ll get rid of him. (Solas -1, Vivienne +5)
|
|_____________________________________________________________________|
Recruit Cole (Solas +5, Vivienne -5)
Make Cole Leave (Solas -20, Vivienne +5)
Subjected to His Will
||
| He won t bind me. He s a mage, and he likes demons, be he won t
|
| help.
|
| - What s wrong?
|
| - Seriously?
|
| - No. (Solas +1)
|
| - We ll protect you. (Cole -1)
|
| - We ll figure something out. (Solas +1)
|
| - You may need to leave. (Solas -1, Cole -1)
|
| - That s true for everyone.
|
| - What if binding changes you?
|
|_____________________________________________________________________|
Once you have completed the operation, go give the amulet to Cole. This starts
a scene with Solas and Varric where you ll have some dialog (you can get some
slight approvals / disapprovals by agreeing or disagreeing with Solas or Varric
here). In the end... it doesn t work. This automatically leads to the next
scene at Redcliffe.
DIALOGUE CHOICE
||
| It is simple enough. You put it on, I charge it with magic, and you |
| should be protected.
|
| - All right, if Cole is sure. (Solas +1)
|
| - You think this will work?
|
| - Do it. (Solas -1, Cole -1)
|
| - Cole is a demon. (Solas +1, Varric -1)
|
| - I don t know what Cole is.
|
| - Maybe Varric is right. (Solas -1)
|
|
- We ll investigate.
|
|
- So we re off hunting.
|
|
- This is a distraction.
|
|
- I care about results. (Solas -1)
|
|
- I agree, Varric. (Varric +1)
|
|
- No, Solas is right. (Solas +1)
|
|_____________________________________________________________________|
Here you will be faced with a choice and learn about Cole s past (which is
very eye-opening). You can either side with Solas or Varric here (also with
approvals). Pick one and enjoy the scenes. The quest will end back at Skyhold.
DIALOGUE CHOICE
||
| He killed me. He killed me. That s why it doesn t work. He killed |
| me, and I have to kill him back!
|
| - Cole, wait. (Varric +1)
|
| - I don t understand.
|
| - We ll take care of it.
|
| - Solas, what do you think?
|
| - Varric, what do you think?
|
| - I still don t understand.
|
| - Cole must forgive this. (Solas +5, Varric -5, Cole +1)
|
| - Cole needs to grow. (Solas -5, Varric +5, Cole +1)
|
|
|
| Chose Spirit
|
| - Are you happy, Cole?
|
| - I m with Varric on this. (Varric +1)
|
| - I can t understand him.
|
|
|
| Chose Human
|
| - We ll help.
|
| - I have no idea.
|
| - You don t. (Varric -1)
|
|_____________________________________________________________________|
D O R I A N
||
| (Sighs.) This is how it has always been.
|
| - Just talk to him.
|
| - Maybe I should go.
|
| - He has a right to be angry.
|
| - "The company of men"?
|
|
- I ve done it. (Romance)
|
|
- I had no idea.
|
|
- I had a suspicion.
|
|
- Spare me the details.
|
|
- No women at all?
|
| - Give your father a chance.
|
| - That s what this is about?
|
| - So walk away.
|
| - Why is it an issue?
|
|
- Don t leave it like this.
|
|
- Let s get you out of here.
|
|
- You didn t let him speak. (Dorian -5)
|
|
- Are we done? (Dorian -5)
|
|
|
| Back at Skyhold
|
| - Maybe one day.
|
| - It s always blood magic.
|
| - What he did was wrong.
|
| - Are you all right? (Dorian +5)
|
| - You re brave.
|
| - It was entertaining.
|
| - You re trouble. (Dorian -1 then Dorian +5)
|
| - Good things. (Romance)
|
| - What did he do, exactly?
|
| - Would it have worked?
|
|_____________________________________________________________________|
J O S E P H I N E
assume you are setting up a deal with Du Paraquette s. Meet with Countess Dionne
in Val Royeaux then return to Josephine.
NOTE: Doing the "Destroying House of Repose s Contract" quest with Leliana
will accomplish the quest as well, with the same rewards. Choose whichever
path you wish here as the end result is the same.
The House of Repose paid a visit, time to set up a favor for Judge Auld. Go to
the War Table to set this up. After this completes speak with Josephine once
more than back to the War Table to set up a meeting with Bellise. Head to the
World Map and look for this mission outside of Val Royeaux. It should be a quick
meeting, just tell Bellise you ll help her. Back and forth, talk to Josephine
then go back to Val Royeaux. Speak to Josephine here to complete the quest.
Heraldry from a Herald
NOTE: Sealing the romance should give you the "Beloved and Precious" trophy.
Choose what you will and enjoy the scenes. Ah, young love...
C U L L E N
||
| Forgive me.
|
| - Talk to me.
|
| - At least you missed.
|
| - I want an explanation.
|
| - Are you okay?
|
| - I know that.
|
| - So now what?
|
|
- I understand.
|
|
- You have bad timing.
|
|
- You re taking too many risks.
|
|
- Good. Just do your job. (Cullen takes Lyrium)
|
|
- That would be best. (Cullen takes Lyrium)
|
|
- You don t need lyrium. (Cullen doesn t take Lyrium)
|
|
- No lyrium. That s an order. (Cullen doesn t take Lyrium)
|
|_____________________________________________________________________|
L E L I A N A
CRYSTAL] in the shelf. A Greater Terror and Despair Demon guard the fifth
[MEMORY CRYSTAL] on the right, defeat them and claim it. Defeat the other set
of demons and collect the last [MEMORY CRYSTAL], just don t miss the backpack
on the table as it holds the [MASTERWORK DAGGER GRIP] and [SUPERB DRAGON-SLAYING
RUNE] schematics. Go back up the steps and into the final room.
DIALOGUE CHOICE
||
| (Sobs.) For Calpernia s sake, I am lost.
|
| - I ll free you from your pain. (Cassandra -1)
|
| - Your death will be a message. (Cole -5)
|
| - You re too useful to kill. (Cole -5)
|
|_____________________________________________________________________|
Return to Leliana at Skyhold to complete the quest.
The Left Hand of the Divine
| | /\ |)
|/\| /\ |\
__
___
| /\ |__) |
|__
| /\ |__) |___ |___
[0600]
The War Table lets you pick objectives for Cullen, Leliana, and Josephine to
complete with varying rewards. This is also the only way to unlock new zones,
so gain power and come to the War Table to gain access to them. You can also
choose Inquisition Perks from gaining enough influence here.
G E N E R A L O P E R A T I O N S
Requirements: Claimed the Emprise du Lion and atleast 3 perks selected with the
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
connections specialist
1
48
Connections
1 Anderfels Cleaver
N/A
N/A
None
Requirements: Completed "In Your Heart Shall Burn", Inquisition Rank atleast 5
Power Cost:
0
Time Required: 60
Preferred:
Forces
Connections: 1 Edgy Dagger Grip
Secrets:
N/A
Forces:
1 Edgy Dagger Grip
Details:
None
A Present for Bianca
Requirements: Available after investing many perk points into the Secrets
category.
Power Cost:
0
Time Required: 60
Preferred:
Secrets
Connections: N/A
Secrets:
1 Aiming Module II
Forces:
N/A
Details:
None
A Whisper from Behind the Throne
Requirements: Completed "Wicked Eyes and Wicked Hearts" - Sided with Briala
Power Cost:
0
Time Required: 240
Preferred:
Secrets
Connections: N/A
Secrets:
1 Miniature Mask
Forces:
N/A
Details:
None
Acquire the Arcanist
Preferred:
Connections:
Secrets:
Forces:
Details:
N/A
N/A
1 Wide Greatsword
None
None
Amaranthine Charger
Requirements: Completed "Wicked Eyes and Wicked Hearts" - Sided with Gaspard
Power Cost:
0
Time Required: 240
Preferred:
Forces
Connections: N/A
Secrets:
N/A
Forces:
60 Influence
Details:
None
An Offer from the Blades of Hessarian
Requirements: Convinced the bandits in the storm coast to ally with the
Inquisiton.
Power Cost:
0
Time Required: 15
Preferred:
Secrets
Connections: None
Secrets:
1 Engraved Pommel
Forces:
None
Details:
None
Anderfel Courser
Forces:
Details:
30 Influence
None
Build Watchtowers
Requirements: Completed "Wicked Eyes and Wicked Hearts", Fairbanks has moved
to Argons Lodge, Presented evidence to Clara
Power Cost:
0
Time Required: 240
Preferred:
Connections
Connections: None
Secrets:
60 Influence
Forces:
None
Details:
None
Celebrate the Dragonslaying
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
0
60
Secrets
1 Corrupting Rune
1 Corrupting Rune
1 Corrupting Rune
None
Continuing Research
Requirements: Locate and mark the sulpher pits in the Western Approach.
Power Cost:
5
Time Required: 0
Preferred:
None
Connections: None
Secrets:
N/A
Forces:
None
Details:
None
Dagna: Mind Your Mentor
Preferred:
Connections:
Secrets:
Forces:
Details:
Forces
60 Influence
30 Influence
120 Influence
None
Requirements: ?
Power Cost:
0
Time Required: 1440
Preferred:
Connections
Connections: 1 Avenger, 60 Influence
Secrets:
N/A
Forces:
N/A
Details:
None
Desert Lightning Dracolisk
Requirements: Available after "In Your Heart Shall Burn" - Dorian recruited and
Inquisitor Rank 4 or higher
Power Cost:
0
Time Required: 60
Preferred:
Secrets
Connections: 30 Influence
Secrets:
30 Influence
Forces:
Details:
30 Influence
None
Requirements: Available after Emerald Graves has been scouted. Operation can
be repeated.
Power Cost:
0
Time Required: 15
Preferred:
Connections
Connections: 3 Pyrophite, 3 Embrium, 1 Andrastian Throne Accessory I (75.0%),
1 Andrastian Throne Accessory II (25.0%), 1 Orlesian Throne
Accessory I (75.0%), 1 Orlesian Throne Accessory II (25.0%)
Secrets:
6 Embrium, 1 Andrastian Throne Accessory I (75.0%), 1 Andrastian
Throne Accessory II (25.0%), 1 Orlesian Throne
Accessory I (75.0%), 1 Orlesian Throne Accessory II (25.0%)
Forces:
6 Pyrophite, 1 Andrastian Throne Accessory I (75.0%),
1 Andrastian Throne Accessory II (25.0%), 1 Orlesian Throne
Accessory I (75.0%), 1 Orlesian Throne Accessory II (25.0%)
Details:
None
Emprise du Lion Resources
Requirements: Available after Emprise du Lion has been scouted. Operation can
be repeated.
Power Cost:
0
Time Required: 15
Preferred:
Connections
Connections: 3 Bloodstone, 3 Arbor Blessing, 1 Andrastian Throne
Accessory I (75.0%), 1 Andrastian Throne Accessory II (25.0%),
1 Orlesian Throne Accessory I (75.0%), 1 Orlesian Throne
Accessory II (25.0%)
Secrets:
6 Arbor Blessing, 1 Andrastian Throne Accessory I (75.0%),
1 Andrastian Throne Accessory II (25.0%), 1 Orlesian Throne
Accessory I (75.0%), 1 Orlesian Throne Accessory II (25.0%),
1 Felandaris (10.0%)
Forces:
6 Bloodstone, 1 Andrastian Throne Accessory I (75.0%),
1 Andrastian Throne Accessory II (25.0%), 1 Orlesian Throne
Accessory I (75.0%), 1 Orlesian Throne Accessory II (25.0%)
Details:
None
End
Connections:
Secrets:
Forces:
Details:
None
None
None
None
Endure
Requirements: Available after Exalted Plains has been scouted. Operation can
be repeated.
Power Cost:
0
Time Required: 15
Preferred:
Connections
Connections: 3 Veridium, 3 Rashvine, 1 Andrastian Throne Accessory I (75.0%),
1 Andrastian Throne Accessory II (25.0%), 1 Orlesian Throne
Accessory I (75.0%), 1 Orlesian Throne Accessory II (25.0%)
Secrets:
6 Rashvine, 1 Andrastian Throne Accessory I (75.0%),
1 Andrastian Throne Accessory II (25.0%), 1 Orlesian Throne
Accessory I (75.0%), 1 Orlesian Throne Accessory II (25.0%)
Forces:
6 Veridium, 1 Andrastian Throne Accessory I (75.0%),
1 Andrastian Throne Accessory II (25.0%), 1 Orlesian Throne
Accessory I (75.0%), 1 Orlesian Throne Accessory II (25.0%)
Details:
None
Expose the Double Agent
Requirements: ?
Power Cost:
0
Time Required: 20
Preferred:
None
Connections: N/A
Secrets:
30 Influence
Forces:
N/A
Details:
None
Eyes of the Maker
Requirements: ?
Power Cost:
0
Time Required: 15
Preferred:
Forces
Connections: 30 Influence
Secrets:
30 Influence
Forces:
30 Influence
Details:
None
Find a Sponsor for the Du Paraquettes
Requirements:
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
Connections:
Secrets:
Forces:
Details:
None
None
None
None
Requirements:
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
Forces:
Details:
N/A
None
Gather Leather
Requirements: ?
Power Cost:
0
Time Required: 60
Preferred:
Forces
Connections: 30 Influence
Secrets:
30 Influence
Forces:
1 Amulet of Power
Details:
None
Harvest of History
Rune
Rune
Rune
Details:
None
Imperial Warmblood
Requirements: Claimed the western approach and have atleast 3 perks in Forces
Power Cost:
0
Time Required: 60
Preferred:
Forces
Connections: 60 Influence
Secrets:
60 Influence
Forces:
60 Influence
Details:
None
Inspire
Requirements: Completed "Wicked Eyes and Wicked Hearts" and found the Elven
Tomb landmark in Emerald Graves
Power Cost:
5
Time Required: 0
Preferred:
Forces
Connections: N/A
Secrets:
N/A
Forces:
None
Details:
None
Investigate Sahrnia Quarry
Connections:
Secrets:
Forces:
Details:
N/A
None
N/A
None
Requirements: ?
Power Cost:
0
Time Required: 120
Preferred:
None
Connections: None
Secrets:
None
Forces:
30 Influence
Details:
None
Judgment: Duchess in a Box Tour 9:41
Requirements: ?
Power Cost:
0
Time Required: 120
Preferred:
Connections
Connections: 30 Influence
Secrets:
30 Influence
Forces:
30 Influence
Details:
None
Judgment: How Could You
Requirements: ?
Power Cost:
0
Time Required: 120
Preferred:
Connections
Connections: 60 Influence
Secrets:
60 Influence
Forces:
60 Influence
Details:
None
Requirements: ?
Power Cost:
0
Time Required: 120
Preferred:
Forces
Connections: 60 Influence
Secrets:
60 Influence
Forces:
60 Influence
Details:
None
Judgment: Playing to Win
Requirements: ?
Power Cost:
0
Time Required: 240
Preferred:
Forces
Connections: 120 Influence
Secrets:
60 Influence
Forces:
30 Influence
Details:
None
Judgment: Recover Sold Artifacts
Requirements: ?
Power Cost:
0
Time Required: 120
Preferred:
Secrets
Connections: 1 Belt of Focus
Secrets:
1 Belt of Focus
Forces:
1 Belt of Focus
Details:
None
Judgment: The Death of Good Ser Ruth
Requirements: ?
Power Cost:
0
Time Required: 240
Preferred:
Connections
Connections: 60 Influence
Secrets:
60 Influence
Forces:
60 Influence
Details:
None
Judgment: The Good Works of Ser Ruth
Requirements: ?
Power Cost:
0
Time Required: 240
Preferred:
Connections
Connections: 60 Influence
Secrets:
60 Influence
Forces:
60 Influence
Details:
None
Judgment: The Magic Used in Redcliffe
Requirements:
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
?
0
120
None
N/A
1 Enhanced Cooldown Amulet
N/A
None
Requirements: ?
Power Cost:
0
Time Required: 120
Preferred:
Secrets
Connections: 60 Influence
Secrets:
60 Influence
Forces:
60 Influence
Details:
None
Justice Overflowing
Connections:
Secrets:
Forces:
Details:
None
None
None
None
Details:
None
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
0
340
Forces
10 Royale Sea Silk, 10 Stormheart, 10 Wyvern Scales,
10 Arbor Blessing
10 Royale Sea Silk, 10 Stormheart, 10 Wyvern Scales,
10 Arbor Blessing
10 Royale Sea Silk, 10 Stormheart, 10 Wyvern Scales,
10 Arbor Blessing
None
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
4
15
Secrets
N/A
None
None
None
Requirements:
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
Skyhold Complete
0
20
Secrets
30 Influence
60 Influence
30 Influence
None
Forces:
Details:
30 Influence
None
Requirements: ?
Power Cost:
10
Time Required: 0
Preferred:
None
Connections: N/A
Secrets:
None
Forces:
N/A
Details:
Cradle of Sulevin is Unlocked
Say Farewell to Lady Ducette
Requirements: Completed "In Your Heart Shall Burn" and "Champions of the Just"
Power Cost:
0
Time Required: 60
Preferred:
None
Connections: N/A
Secrets:
30 Influence
Forces:
N/A
Details:
None
Secure a Route through the Frostbacks
Connections:
Secrets:
Forces:
Details:
None
30 Influence
30 Influence
None
Details:
None
Requirements: ?
Power Cost:
0
Time Required: 30
Preferred:
Forces
Connections: None
Secrets:
None
Forces:
30 Influence
Details:
None
Support Cassandra
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
0
0
Connections
60 Influence
N/A
N/A
Support Cassandra to be Divine
Support Leliana
Forces:
Details:
Requirements:
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
Requirements: ?
Power Cost:
0
Time Required: 60
Preferred:
Connections
Connections: 30 Influence
Secrets:
30 Influence
Forces:
30 Influence
Details:
None
The College of Magi
Requirements: Available at Haven
Power Cost:
0
Time Required: 15
Preferred:
Secrets
Connections: N/A
Secrets:
1 Lifeward Amulet
Forces:
1 Lifeward Amulet
Details:
None
The Hunter Shade Dracolisk
Requirements:
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
Deluxe Bonus
0
0
None
1 Red Hart
1 Red Hart
1 Red Hart
None
Preferred:
Connections:
Secrets:
Forces:
Details:
Secrets
1 Magister Ice Staff, 20 Influence
1 Magister Ice Staff
1 Magister Ice Staff
None
Lightning Ring
Lightning Ring
Lightning Ring
Armor
Armor
Armor
Details:
None
Requirements:
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
Details:
None
Requirements: ?
Power Cost:
0
Time Required: 240
Preferred:
Forces
Connections: 1 Figurine of Armored Andraste
Secrets:
1 Figurine of Armored Andraste
Forces:
1 Figurine of Armored Andraste
Details:
None
Watcher in the Wings
Requirements: ?
Power Cost:
0
Time Required: 480
Preferred:
Secrets
Connections: N/A
Secrets:
1 Crow Dual-Blade
Forces:
1 Crow Dual-Blade
Details:
None
Western Approach Resources
M I S C E L L A N E O U S O P E R A T I O N S
Alliances: Observing the Deadlock
Secrets:
Forces:
Details:
1 Amulet of Power
N/A
The desRosier family could be rivals to the Thibaults. The best
way to deal with them would be to create a social alliance but
the Thibault daughter is engaged elsewhere. Josephine supports
leaving the Thibaults to deal with the desRosiers. This unlocks
Alliances: From the Heart. Leliana suggests attacking Lord
desRosiers good name. This unlocks Alliances: With Angered
Eyes
Val Royeaux.
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
0
60
Secrets
30 Influence
30 Influence
60 Influence
Sebastian Vael wants to help rebuild the city of Kirkwall, which
still suffers from the actions of the apostate named Anders. He
wants the Inquisition to send soldiers and workers to help in
the aid effort. Leliana think it is a waste of time and
Inquisition resources should be spent on defeating Corypheus.
Josephine will appeal to noble allies to help Kirkwall and Cullen
will send troops to try to remove the red lyrium in the Gallows.
Annexing Kirkwall
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
240
Forces
N/A
None
None
The Inquisition has received a visit from one of Empress Celenes
attendants. She wishes a reconciliation with Michel, who was once
her champion. Michel does not know about this yet. Cullen
believes Michel deserves to be told. However, Leliana is more
suspicious of the visitor and wonders whether Celene genuinely
wants to reconcile, or is simply looking for a spy in the
Inquisition. Choose as you wish.
Forces:
Details:
None
Your agents have learned that the symbols are the work of those
across the sea. Leliana wishes to find out more about them, and
their intentions. However, Cullen disagrees that you should be
spending Inquisition resources on this task. Accept Lelianas
suggestion to pursue those across the sea and earn a reward.
Serault Operation Chain
Investigate Serault
Requirements: Complete Wicked Eyes and Wicked Hearts or Here Lies the Abyss
Power Cost:
0
Time Required: 60
Preferred:
Secrets
Connections: 1 Masterwork Imbued Staff Grip
Secrets:
1 Masterwork Imbued Staff Grip
Forces:
N/A
Details:
The Venatori are smuggling red lyrium into Antiva. Leliana or
Josephine can help you investigate Lord Enzo, a possible
venatori contact.
An Offer from the Crows
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
60
Secrets
None
1 Split Pommel
1 Split Pommel
The Crows have located Lord Enzo. Cullen and Leliana both offer
to assist the Crows in the attack. Josephine will suggest leaving
the job to the Crows so that the Inquisition is not directly
involved in the assassination of an Antivan noble. However, if
you dont help directly, you dont get to share in the rewards.
Requirements: Complete Wicked Eyes and Wicked Hearts or Here Lies the Abyss,
Inquisition Rank 4
Power Cost:
0
Time Required: 60
Preferred:
Secrets
Connections:
Secrets:
Forces:
Details:
None
None
None
Cullen has a report that the Venatori are keeping dwarven slaves.
The Inquisition can send in a force to free them.
Requirements: Complete New to the Crew: A Young Hopeful with Cullen. Speak to
Sutherland at Skyhold and tell him to keep training. Telling
Sutherland to return the gear will end the operation chain.
Power Cost:
0
Time Required: 120
Preferred:
Forces
Connections: N/A
Secrets:
N/A
Forces:
None
Details:
Since he proved helpful before, Cullen suggests expanding
Sutherlands duties.
Outfitting the Crew
Forces:
Details:
30 Influence
The Inquisition quartermaster would like to outfit Sutherlands
company so that they better represent the Inquisition.
Requirements: Complete Outfitting the Crew. Speak to Sutherland and his crew
at Skyhold.
Power Cost:
0
Time Required: 180
Preferred:
Connections
Connections: None
Secrets:
30 Influence
Forces:
None
Details:
Lord Presmond-Als writes of darkspawn attacks. He requests to
act under the Inquisitions banner and speaks of forging a
partnership. Cullen will suggest sending your own soldiers, while
Josephine considers the alliance. Both options end this operation
chain. Choose Leliana as she will send Sutherlands crew to deal
with the problem.
A Crew of Ambassadors
Requirements: Complete A Test of Mettle and the Crew with Leliana. Speak to
Sutherland and his crew at Skyhold.
Power Cost:
0
Time Required: 240
Preferred:
Connections
Connections: 1 Notched Longbow Grip
Secrets:
1 Notched Longbow Grip
Forces:
1 Notched Longbow Grip
Details:
After the crew encountered some dwarves, the Mining Caste of
Orzammar has specifically requested aid from Suthererlands
company.
A Crew of Adventurers
C H A R A C T E R R A C E O P E R A T I O N S
Dwarf
Requirements: Did not take Cullens option in The Carta Gets Its Cut, have
reached Skyhold
Power Cost:
0
Time Required: 60
Preferred:
Secrets
Connections: 1 Bladed Greatsword Grip
Secrets:
1 Bladed Greatsword Grip
Forces:
1 Bladed Greatsword Grip
Details:
Your Carta buddy has heard the Inquisition is interested in
finding out whos buying lyrium, and informs you of a deal going
down on the Storm Coast.
The Dasher
Requirements: Either Business with the Carta or Cullens path in The Carta Gets
Its Cut, and either Wicked Eyes and Wicked Hearts or Here Lies
the Abyss complete.
Power Cost:
0
Time Required: 240
Preferred:
None
Connections: N/A
Secrets:
Forces:
Details:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
240
Secrets
N/A
25 Influence
60 Influence
Your clans keeper contacts the Inquisition noting the dire
situation for the elves both in Wycome and in your clan.
Something must be done. In this case, however, stealth will win
the day. Cullens help will arrive too late, killing your clan,
while using Lelianas spies will eliminate the evil Duke Antoine
and his attempt to poison the city with red lyrium. It then opens
Protect Clan Lavellan and Wycome.
Cullen send forces to fortify the city, and the Free Marches
forces will back down, leaving your clan as part of Wycomes
new ruling body.
Human
Requirements: Completed Wicked Eyes and Wicked Hearts or Here Lies the Abyss.
Completed Deal with Relatives of the Trevelyans and Mediate
Between Ostwick Noble Families.
Power Cost:
0
Time Required: 40
Preferred:
None
Connections: None
Secrets:
N/A
Forces:
N/A
Details:
Ostwicks nobility is presenting you a gift of land that appears
too good to be true. Have Josephine investigate this generous
offer to finish this operation chain.
Protect the Inquisitions Reputation
Preferred:
Connections:
Secrets:
Forces:
Details:
Forces
30 Influence
30 Influence
30 Influence
Snubbed relatives are throwing around wicked rumors about the
Inquisition. Cullen will deal with these veiled innuendos the
quickest, but choosing Leliana or Josephine to deal with the
problem gives a more positive outcome.
Requirements: Completed Wicked Eyes and Wicked Hearts or Here Lies the Abyss.
Completed Deal with Relatives of the Trevelyans and Protect the
Inquisitions Reputation.
Power Cost:
0
Time Required: 30
Preferred:
None
Connections: 120 Influence
Secrets:
N/A
Forces:
N/A
Details:
A distant relative, Bann Dorner, has been spying on your
Inquisition. Have Leliana send him a message youre not to be
trifled with, which will finish this chain.
Stop Albrecht Harassing Messengers
Requirements: Completed Wicked Eyes and Wicked Hearts or Here Lies the Abyss.
Completed Deal with Relatives of the Trevelyans and Stop Albrecht
Harassing Messengers.
Power Cost:
0
Time Required: 30
Preferred:
None
Connections: N/A
Secrets:
N/A
Forces:
120 Influence
Details:
The Free Marches are holding a Grand Tourney, and Lord Albrecht
demands the Inquisition attempt to beat his soldiers attending
the festival. Have Cullen dispatch the Inquisitions best and
brightest to answer the challenge and finish this chain.
Qunari
Requirements:
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
Reached Skyhold.
0
60
Forces
1 Blightwasp Vitaar
1 Blightwasp Vitaar
1 Blightwasp Vitaar
Your old company needs a job. Maybe you can set them up with
something.
Requirements: A Job for the Valo-kas Mercenaries, Wicked Eyes and Wicked
Hearts or Here Lies the Abyss complete.
Power Cost:
0
Time Required: 240
Preferred:
Connections
Connections: None
Secrets:
None
Forces:
None
Details:
Some of the company went missing on a routine job. You can have
the Inquisition try to find them.
Freeing the Valo-Kas Mercenaries
I N Q U I S I T O R S P A T H O P E R A T I O N S
Requirements: Reclaiming the Mage Rebellion completed, either Here Lies the
Abyss or Wicked Eyes and Wicked Hearts done
Power Cost:
0
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
60
Connections
None
N/A
None
Arl Teagan of Redcliffe would like the Inquisition to take
responsibility for all the stuff the mage rebellion wrecked in
his arling while they were staying there.
Requirements: Information from the Grand Enchanter completed, either Here Lies
the Abyss or Wicked Eyes and Wicked Hearts done.
Power Cost:
0
Time Required: 60
Preferred:
Secrets
Connections: N/A
Secrets:
None
Forces:
None
Details:
Lelianas agents locate a cell of rebel mages building
explosives. Have Cullen wipe them out, or let Leliana bring them
in alive for questioning.
Requirements: Available after Here Lies the Abyss, but only if you chose to
exile the Grey Wardens.
Power Cost:
0
Time Required: 15
Preferred:
Forces
Connections: N/A
Secrets:
30 Influence
Forces:
1 Darkspawn Alpha Greataxe, 30 Influence
Details:
Use Cullen to send troops to engage the darkspawn directly.
Drive Darkspawn from Val Gamord
Connections:
Secrets:
Forces:
Details:
N/A
1 Battlemage Staff, 30 Influence
60 Influence
Use Leliana to send in scouts to search the mines without
altering the darkspawn.
Grey Wardens Operation Chain
Requirements: Available after Here Lies the Abyss, but only if you chose to
ally with the Grey Wardens.
Power Cost:
0
Time Required: 15
Preferred:
Forces
Connections: None
Secrets:
None
Forces:
None
Details:
Choose Cullen to send the Wardens against the darkspawn.
Find Source of Darkspawn Attacks
Preferred:
Connections:
Secrets:
Forces:
Details:
Forces
1 Master Demon-Slaying Rune
1 Master Demon-Slaying Rune
1 Master Demon-Slaying Rune
Choose Cullen to have the Wardens destroy the darkspawn for good.
Ser Barris Operation Chain
I N N E R C I R C L E O P E R A T I O N S
Blackwall
Requirements: Saw Blackwall on the gallows in Val Royeaux, used the Grey Warden
treaties before
Power Cost:
0
Time Required: 60
Preferred:
None
Connections: None
Secrets:
N/A
Forces:
None
Details:
Blackwalls revelation has made some of your allies upset, as the
conscription done by the Inquisition was based on a lie.
Josephine believes reparations should be madethis will get the
Inquisition nothing but may appease your allies. Cullen prefers
a more practical approach; based on your actions at Adamant, the
Wardens are now your allies, or banished from Southern Thedas and
their assets seized by the Inquisition. Either way, the commander
believes this entitles you to use the treaties with impunity.
Allowing him to handle it will give the Inquisition more gold.
Cole
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
0
60
Secrets
30 Influence
30 Influence
30 Influence
Coles friends Rhys and Evangeline were not present at the
Conclave. Complete this operation to rescue them.
Requirements: Wicked Eyes and Wicked Hearts complete, some points in the Forces
Perk tree
Power Cost:
0
Time Required: 60
Preferred:
Forces
Connections: 60 Influence
Secrets:
60 Influence
Forces:
60 Influence
Details:
The Imperial Army is prepared to aid the Inquisition but must
first deal with demons within their own borders. Cullen suggests
sending your own soldiers to fight demons. Josephine suggests
petitioning the Chantry to provide shelter for civilians, while
Lelianas agents can divert travelers from dangerous areas.
Choose Cullen as direct cooperation with the Imperial soldiers
will encourage them to work with you again.
An Offer from the Imperial Army
Requirements: Completed Aid those Impacted by the Civil War with Cullen.
Power Cost:
0
Time Required: 15
Preferred:
Forces
Connections: N/A
Secrets:
N/A
Forces:
30 Influence
Details:
Chevalier Ducet remembers the Inquisitions soldiers helping with
the demons. He offers to assist your soldiers as they fight Red
Templars in Val Foret. Only Cullen is available for this
operation.
Diverting Soldiers in the Frostbacks
Requirements:
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
Requirements: Recruited the Iron Bull, and Bull remains a member of the Qunari
in good standing.
Power Cost:
0
Time Required: 60
Preferred:
Connections
Connections: None
Secrets:
10 Spindleweed
Forces:
30 Influence
Details:
In these operations, you have the chance to manipulate events in
order to determine who becomes the next Duke of Lydes. There is
Requirements: Recruited the Iron Bull, player has been made Inquisitor, and
Bull remains a member of the Qunari in good standing.
Power Cost:
0
Time Required: 15
Preferred:
Secrets
Connections: None
Secrets:
None
Forces:
None
Details:
You learn about possible Venatori agents in the Nevarran city of
Hunter Fell.
Continue Investigation
Connections:
Secrets:
Forces:
Details:
60 Influence
60 Influence
60 Influence
Gain more clues about the secret Venatori agent.
Requirements: Completed Demands of the Qun and gained an alliance with the
Qunari.
Here Lies the Abyss or Wicked Eyes and Wicked Hearts complete.
Power Cost:
0
Time Required: 15
Preferred:
Connections
Connections: 1 Firm Pommel
Secrets:
1 Firm Pommel
Forces:
1 Firm Pommel
Details:
The best option here is to use Josephine. Any other choice will
cause diplomatic incidents that will slow your team down.
Follow Venatori Assassins
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
0
480
Connections
1 Masterwork Archon Staff
1 Masterwork Archon Staff
1 Masterwork Archon Staff
Tallis will warn you about problems here, letting you know if you
dont have enough Ben-Hassrath strength, or if the Venatori are
on high alert because of your activities already. The safest
thing to do in this operation is have Josephine lower the
Venatori alertness level rather than moving any agents in.
Preferred:
Connections:
Secrets:
Forces:
Details:
Secrets
N/A
3 Red Lyrium, 20 Influence
30 Influence
Choose Josephine to unlock the bonus operation, Hunt Therinfal
Redoubt Demon.
Secrets:
Forces:
Details:
Connections:
Secrets:
Forces:
Details:
30 Influence
N/A
N/A
The merchant-princes of Antiva claim they wish to aid the
Inquisition with their access to trade routes and high-quality
goods. Josephine has dealt with Antivan nobility all her life,
so have her inspect this bargain for any pitfalls.
Requirements: Speak with Sera at Haven after her recruitment. If not completed,
this operation will disappear once you reach Skyhold.
Power Cost:
0
Time Required: 60
Preferred:
Connections
Connections: 30 Influence
Secrets:
None
Forces:
None
Details:
Completing operation may also result in approval from Sera.
Red Jenny Attends a Party
Requirements: Complete Red Jenny Attends a Party. Capture one of Caer Bronach,
Griffon Wing Keep, or Suledin Keep.
Power Cost:
0
Time Required: 120
Preferred:
Connections
Connections: 1 Amulet of Power
Secrets:
1 Amulet of Power
Forces:
1 Amulet of Power
Details:
Completing operation may also result in approval from Sera.
A Trouble of Red Jennies
Requirements: Complete Red Jenny and the Bad Goods. Speak with Sera several
times at her hub, asking available questions.
Power Cost:
0
Time Required: 60
Preferred:
Secrets
Connections: None
Secrets:
None
Forces:
N/A
Details:
Completing operation may also result in approval from Sera.
Red Jenny and the Imposters
Requirements:
Power Cost:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
Time Required:
Preferred:
Connections:
Secrets:
Forces:
Details:
480
Forces
N/A
1 Firm Bianca Grip
1 Firm Bianca Grip
The author/murderer has been identified. How do you want to deal
with him?
Vivienne
Requirements: Vivienne recruited, Wicked Eyes and Wicked Hearts not yet
completed
Power Cost:
0
Time Required: 15
Preferred:
Connections
Connections: 30 Influence
Secrets:
30 Influence
Forces:
30 Influence
Details:
Vivienne lets the Inquisition know that a rumor is going around
that Divine Justinia V is still alive and being held prisoner
while the Inquisition orchestrated all this chaos. You should
nip that in the bud.
Truth or Dare: Lake Celestine
A Dangerous Game
Took Lelianas path in Truth or Dare: Lake Celestine
0
240
Secrets
N/A
30 Influence
N/A
Details:
I N Q U I S I T I O N P E R K S
Forces
Underworld Knowledge
- Unlock: 1 Inquisition Perk
- New Dialogue for criminal activities
- +50% Experience for each Codex entry unlocked
Massache s Method
- Unlock: 1 Inquisition Perk
- Grants 5% increase in experience for killing foes
Rider s Posture
- Unlock: 1 Inquisition Perk
- Makes it harder to be knocked off mount
Antivan-Stitched Saddle
- Unlock: 1 Inquisition Perk
- Requirement: Rider s Posture
- Makes it even hard to be knocked off mount
Advanced Focus
- Unlock: 1 Inquisition Perk
- Increases Focus from 100 to 200
Master Focus
- Unlock: 1 Inquisition Perk
- Requirement: Advanced Focus
- Increases Focus from 200 to 300
True Grit
- Unlock: 1 Inquisition Perk
- Requirement: Capture a Keep
- 10% increase to all defenses for the party
More Healing Potions
- Unlock: 1 Inquisition Perk
- +4 Potions for the party
Mage Schematics
Arcane Knowledge
- Unlock: 1 Inquisition Perk
- New Dialogue for the Fade and Arcane
- +50% Experience for each Codex entry unlocked
Optimal Cutting
- Unlock: 1 Inquisition Perk
- 10% chance to receive extra herbs when harvesting
Eagle-Eyed
- Unlock: 1 Inquisition Perk
- Increase to discovery range when searching
Enhanced Studies
- Unlock: 1 Inquisition Perk
- +50% Experience for each foe studied. Applied retroactively.
Deft Hands, Fine Tools
- Unlock: 1 Inquisition Perk
- Requirement: 4 Points in this Category
- Allows Rogues to open Masterwork Locks
Forward Scouts
- Unlock: 1 Inquisition Perk
- Requirement: Capture a Keep
- Reveals additional Landmarks and Points of Interest
Trainee Herbalists
- Unlock: 1 Inquisition Perk
- Gain Tier 1 Herbs
Veteran Herbalists
- Unlock: 1 Inquisition Perk
- Requirement: Trainee Herbalists
- Gain Tier 2 Herbs
Master Herbalists
- Unlock: 1 Inquisition Perk
- Requirement: Veteran Herbalists
- Gain Tier 3 Herbs
Connections
Nobility Knowledge
- Unlock: 1 Inquisition Perk
- New Dialogue for Nobles and Politics
History Knowledge
- Unlock: 1 Inquisition Perk
- New Dialogue for History and Chantry
- +50% Experience for each Codex entry found
Antivan Tailoring
- Unlock: 1 Inquisition Perk
- Increase inventory capacity by 15
Imperial Court Tailoring
- Unlock: 1 Inquisition Perk
- Requirement: Antivan Tailoring
- Increase inventory capacity by 15
Tempered Glass Flasks
- Unlock: 1 Inquisition Perk
- Adds one potion slot for all party members
Exclusive Training
/ |) /\ | | | |\ | /_
\__ |\ /\ |
| | | \| \__/
[0700]
P O T I O N S
Healing Potion
Increase Healing I
- Increases healing amount by 50.
- Requires: 29 Elfroot, 1 Dawn Lotus
Increase Healing II
- Increases healing amount by 67.
- Requires: 34 Embrium, 5 Prophet s Laurel, Increase Healing I
Regeneration Potion
Increase Duration I
- Increases duration by 8 seconds
- Requires: 18 Elfroot, 1 Royal Elfroot
Increase Duration II
- Increases duration by 10 seconds
- Requires: 11 Rashvine, 11 Deep Mushroom, 2 Prophet s Laurel,
Increase Duration I
Increase Healing I
- Increases healing amount by 3 per second.
- Requires: 18 Elfroot, 1 Royal Elfroot
Increase Healing II
- Increases healing amount by 4 per second.
- Requires: 11 Rashvine, 11 Deep Mushroom, 2 Prophet s Laurel,
Increase Healing I
Lifeward
- Doubles the healing amount if the user is below 25% health.
- Requires: 9 Embrium, 18 Arbor Blessing, 2 Amrita Vein, Increase Duration II
Proximity Heal
- Heals nearby allies for the same amount.
- Requires: 9 Embrium, 18 Arbor Blessing, 2 Amrita Vein, Increase Healing II
Lyrium Potion
T O N I C S
Increase Potency II
- Increases resistance by 10%
- Requires: 5 Rashvine, Increase Potency I
Proximity Upgrade
- Applies resistance to all party members within 2 meters when the tonic is
consumed.
- Requires: 5 Amrita Vein, 1 Felandaris,
Increase Duration II OR Increase Potency II
Electrical Resistance Tonic
- Applies resistance to all party members within 2 meters when the tonic is
consumed.
- Requires: 5 Amrita Vein, 1 Felandaris,
Increase Duration II OR Increase Potency II
Mighty Offense Tonic
The next 3 hits inflict poison on the target, causing 44 damage per second for
15 seconds. The poison remains on the weapon for 10 seconds before expiring.
Increase Duration I
- Increases poison duration on the target by 5 seconds.
- Requires: 23 Blood Lotus, 1 Dragonthorn
Increase Duration II
- Increases poison duration on the target by 5 seconds.
- Requires: 14 Deathroot, 14 Deep Mushroom, 2 Rashvine Nettle,
Increase Duration I
Increase Damage I
- Increases damage by 37 per second
- Requires: 23 Blood Lotus, 1 Dragonthron
Increase Damage II
- Increases damage by 67 per second.
- Requires: 14 Deathroot, 14 Deep Mushroom, 2 Rashvine Nettle, Increase Damage I
Enhanced Potency
- Grants 2 extra hits and 5 extra seconds before the poison wears off.
- Requires: 11 Deathroot, 22 Arbor Blessing, 2 Amrita Vein
Increase Duration II OR Increase Damage II
G R E N A D E S
Pitch Grenade
Coats the target location with pitch, which remains for 60 seconds, slowing any
enemies that enter it.
Increase Duration I
- Increases duration by 30 seconds.
- Requires: 16 Blood Lotus, 1 Crystal Grace, 1 Blood Lotus
Increase Duration II
- Increases duration by 30 seconds.
- Requires: 9 Rashvine, 9 Deathroot, 1 Ghoul s Beard, Increase Duration I
Debilitate I
- Enemies caught in the pitch suffer 25% extra damage from all sources and
inflict 25% less damage.
- Requires: 16 Blood Lotus, 1 Crystal Grace, 1 Blood Lotus
Debilitate II
- Increase the damage bonus against enemies by 25% and the damage penalty of
enemies by 25%.
- Requires: 9 Rashvine, 9 Deathroot, 1 Ghoul s Beard, Debilitate I
Immobilize
- Targets at the initial explosion location are stunned for 10 seconds.
- Requires: 8 Deathroot, 16 Vandal Aria, 2 Felandaris
Increase Duration II OR Debilitate II
Confusion Grenade
Enemies within the area of effect will attack other enemies for 20 seconds.
Increase Duration I
- Increases duration by 10 seconds.
- Requires: 27 Blood Lotus, 1 Black Lotus, 1 Witherstalk
Increase Duration II
- Increases duration by 10 seconds.
- Requires: 16 Embrium, 16 Deathroot, 2 Ghoul s Beard, Increase Duration I
Rage I
- Confused targets now cause 25% extra damage.
- Requires: 27 Blood Lotus, 1 Black Lotus, 1 Witherstalk
Rage II
- The damage bonus while confused is increased by 25%.
- Requires: 16 Embrium, 16 Deathroot, 2 Ghoul s Beard, Rage I
Mind Wreck
- All targets suffer 635 spirit damage when the effect wears off.
- Requires: 14 Arbor Blessing, 14 Vandal Aria, 3 Felandaris,
Increase Duration II or Rage II
Antivan Fire
Spreads sticky fire at the target location, causing 46 burning damage every
second to enemies inside the fire. The fire remains for 30 seconds.
Increase Damage I
- Increases damage by 42 per second.
- Requires: 22 Blood Lotus, 1 Dawn Lotus, 1 Dragonthorn
Increase Damage II
- Increases damage by 76 per second.
- Requires: 13 Rashvine, 13 Deep Mushroom, 1 Ghoul s Beard, Increase Damage I
Increase Duration I
- Increases duration by 30 seconds.
- Requires: 22 Blood Lotus, 1 Dawn Lotus, 1 Dragonthorn
Increase Duration II
- Increases duration by 30 seconds.
- Requires: 13 Rashvine, 13 Deep Mushroom, 1 Ghoul s Beard, Increase Duration I
Shockwave
- Targets at the initial explosion location are stunned for 5 seconds.
- Requires: 11 Rashvine, 22 Vandal Aria, 2 Felandaris
Increase Damage II OR Increase Duration II
Healing Mist
Creates a small healing mist in the target area, instantly healing allies within
for 289 health.
Increase Healing I
- Increases Healing Amount by 38.
- Requires: 20 Spindleweed, 1 Royal Elfroot, 1 Dawn Lotus
Increase Healing II
- Increases Healing Amount by 50.
Summons a swarm of bees at the target location for 30 seconds. The swarm attacks
the first enemy that comes near it, for 163 damage per second for 15 seconds. A
target affected by the swarm has a 10% chance every second to become panicked.
Increase Panic Chance I
- Increase panic chance by 10%.
- Requires: 25 Blood Lotus, 1 Dragonthorn
Increase Panic Chance II
- Increase panic chance by 10%.
- Requires: 15 Embrium, 15 Deep Mushroom, 2 Ghoul s Beard,
Increase Panic Chance I
Increase Duration I
- Increases the swarm s attack duration by 5 seconds
- Requires: 25 Blood Lotus, 1 Witherstalk
Increase Duration II
- Increase the swarm s attack duration by 5 seconds
- Requires: 30 Blood Lotus, 1 Witherstalk, 1 Dragonthorn, Increase Duration I
And Some Wasps
- The swarm of bees splits off to attack the first enemy that comes near the
original target, and both targets suffer the full effect of the swarm.
- Requires: 13 Deep Mushroom, 25 Vandal Aria, 3 Felandaris
Increase Panic Chance II OR Increase Duration II
C L O T H M A T E R I A L S
Cotton
Tier:
Primary
Utility
Offense
Defense
Slot:
Slot:
Slot:
Slot:
Lambswool
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
Plaideweave
1 (Common)
Low armor rating
1 Willpower
1.5% chance to heal on kill
2% healing bonus from all sources
1 (Common)
Low armor rating
1 Magic
2% barrier damage bonus
1% magic defense
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
1 (Common)
Low armor rating
1 Magic
1% attack
2.5% electric damage resistance
Samite
Tier:
Primary
Utility
Offense
Defense
Slot:
Slot:
Slot:
Slot:
1 (Common)
Low armor rating
1 Willpower
1.5% chance to heal on kill
2.5% spirit damage resistance
Silk
Tier:
Primary
Utility
Offense
Defense
Slot:
Slot:
Slot:
Slot:
1 (Common)
Low armor rating
1 Magic
2% barrier damage bonus
1% magic defense
Velveteen
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
1 (Common)
Low armor rating
1 Magic
1% attack
2.5% electric damage resistance
Darkened Samite
Tier:
2 (Common)
Primary Slot: Medium armor rating
Utility Slot: 1.5 Willpower
Offense Slot: 1.75% chance to heal on kill
Defense Slot: 3% spirit damage resistance
Everknit Wool
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
2 (Common)
Medium armor rating
1.5 Magic
2.5% barrier damage bonus
1.5% magic defense
Highever Weave
Tier:
2 (Common)
Primary Slot: Medium armor rating
Utility Slot: 1 Magic/0.5 Willpower
Offense Slot: 1.5% attack
Defense Slot: 3% electric damage resistance
Lustrous Cotton
Tier:
2 (Common)
Primary Slot: Medium armor rating
Utility Slot: 1.5 Willpower
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
2 (Common)
Medium armor rating
1 Magic/0.5 Willpower
1.5% attack
3% electric damage resistance
Silk Brocade
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
2 (Common)
Medium armor rating
1.5 Magic
2.5% barrier damage bonus
1.5% magic defense
Tier:
3 (Common)
Primary Slot: High armor rating
Utility Slot: 1.75 Willpower
Offense Slot: 2% chance to heal on kil
Defense Slot: l3% healing from all sources
Infused Vyrantium Samite
Tier:
3 (Common)
Primary Slot: High armor rating
Utility Slot: 1.75 Willpower
Offense Slot: 2% chance to heal on kill
Defense Slot: 3.5% spirit damage resistance
King s Willow Weave
Tier:
3 (Common)
Primary Slot: High armor rating
Utility Slot: 1 Magic/.75 Willpower
Offense Slot: 1.75% attack
Defense Slot: 3.5% electric damage resistance
Plush Fustian Velvet
Tier:
3 (Common)
Primary Slot: High armor rating
Utility Slot: 1 Magic/.75 Willpower
Offense Slot: 1.75% attack
Defense Slot: 3.5% electric damage resistance
Royale Sea Silk
Tier:
3 (Common)
Primary Slot: High armor rating
Utility Slot: 1.75 Magic
Offense Slot: 3% barrier damage bonus
Defense Slot: 1.75% magic defense
Dales Loden Wool
Tier:
3 (Rare)
Primary Slot: High armor rating
Utility Slot: 1.75 Magic
Offense Slot: 3% barrier damage bonus
Defense Slot: 1.75% magic defense
Dragon Webbing
Tier:
4 (Rare)
Primary Slot: Very high armor rating
Utility Slot: 1 Willpower/1 Magic
Offense Slot: 3.5% critical damage
Defense Slot: 4% fire damage resistance
||||
| Masterwork Crafting Material Name
| Tier | Applied Effect
|
|=======================================|======|===============================|
| Fade-Touched Dales Loden Wool
|
3 | 30% focus gain
|
| Fade-Touched Dales Loden Wool
|
3 | 10% chance to drop Caltrops |
|
|
| on a hit, doing 70% weapon
|
|
|
| damage per second
|
| Fade-Touched Imperial Vestment Cotton |
3 | On dying: 15% chance to heal |
|
|
| for half health
|
| Fade-Touched Imperial Vestment Cotton |
3 | 10% chance to apply Walking |
|
|
| Bomb for 5 seconds, with
|
|
|
| detonation of 100% weapon dmg |
| Fade-Touched Infused Vyrantium Samite |
3 | 10% extra focus for each enemy|
|
|
| with 8 meters
|
| Fade-Touched Infused Vyrantium Samite |
3 | 10% chance to cast Mind Blast |
|
|
| on a hit
|
| Fade-Touched King s Willow Weave
|
3 | On kill: +30 to magic for 10 |
|
|
| seconds
|
| Fade-Touched Plush Fustian Velvet
|
3 | 7.5% extra focus for each
|
|
|
| enemy within 8 meters
|
| Fade-Touched Plush Fustian Velvet
|
3 | 10% chance to use Hidden
|
|
|
| Blades on a hit, with 5 added |
|
|
| hits
|
| Fade-Touched Royale Sea Silk
|
3 | Abilities cost 20% less mana/ |
|
|
| stamina if not being hit for |
|
|
| 5 seconds.
|
| Fade-Touched Royale Sea Silk
|
3 | 10% chance to cast Fade Cloak |
|
|
| on a hit
|
| Fade-Touched Darkened Samite
|
2 | 7.5% extra focus for each
|
|
|
| enemy within 8 meters
|
| Fade-Touched Darkened Samite
|
2 | 5% chance to cast Mind Blast |
|
|
| on a hit
|
| Fade-Touched Everknit Wool
|
2 | 7.5% extra focus for each
|
|
|
| enemy within 8 meters
|
| Fade-Touched Everknit Wool
|
2 | 10% chance to drop Caltrops on|
|
|
| a hit, doing 50% weapon damage|
|
|
| per second
|
| Fade-Touched Highever Weave
|
2 | On kill: +20 to magic for 10 |
|
|
| seconds
|
| Fade-Touched Lustrous Cotton
|
2 | 10% chance to apply Walking |
|
|
| Bomb for 5 seconds, with
|
|
|
| detonation of 75% weapon dmg |
| Fade-Touched Lustrous Cotton
|
2 | On dying: 10% chance to heal |
|
|
| for half health
|
| Fade-Touched Ring Velvet
|
2 | Abilities cost 7.5% less mana/|
|
|
| stamina
|
| Fade-Touched Ring Velvet
|
2 | 10% chance to use Hidden
|
|
|
| Blades on a hit, with 4 added |
|
|
| hits
|
| Fade-Touched Silk Brocade
|
2 | 5% chance to cast Fade Cloak |
|
|
| on a hit
|
| Fade-Touched Silk Brocade
|
2 | Abilities cost 15% less mana/ |
|
|
| stamina if not being hit for 5|
|
|
| seconds.
|
| Fade-Touched Cotton
|
1 | On dying: 5% chance to heal |
|
|
| for half health
|
| Fade-Touched Cotton
|
1 | 10% chance to apply Walking |
|
|
| Bomb for 5 seconds, with
|
|
|
| detonation of 50% weapon dmg |
| Fade-Touched Lambswool
|
1 | On hit: gain 2 guard
|
| Fade-Touched Lambswool
|
1 | 10% chance to drop Caltrops on|
|
|
| a hit, doing 30% weapon damage|
|
|
| per second
|
| Fade-Touched Plaideweave
|
1 | On kill: +10 to magic for 10 |
|
|
| seconds
|
| Fade-Touched Samite
|
1 | 5% extra focus for each enemy |
|
|
| within 8 meters
|
| Fade-Touched Samite
|
1 | 2% chance to cast Mind Blast |
|
|
| on a hit
|
| Fade-Touched Silk
|
1 | Abilities cost 10% less mana/ |
|
|
| stamina if not being hit for |
|
|
| 5 seconds.
|
| Fade-Touched Silk
|
1 | 2% chance to cast Fade Cloak |
|
|
| on a hit
|
| Fade-Touched Velveteen
|
1 | Abilities cost 5% less mana/ |
|
|
| stamina.
|
| Fade-Touched Velveteen
|
1 | 10% chance to use Hidden
|
|
|
| Blades on a hit, with 3 added |
|
|
| hits
|
| Masterwork Cotton
|
1 | Critical crafting chance 20% |
| Master Dales Loden Wool
|
1 | Critical crafting chance 20% |
| Masterwork Darkened Samite
|
1 | Critical crafting chance 20% |
| Masterwork Everknit Wool
|
1 | Critical crafting chance 20% |
| Masterwork Highever Weave
|
1 | Critical crafting chance 20% |
| Masterwork Imperial Vestment Cotton |
1 | Critical crafting chance 20% |
| Masterwork Infused Vyrantium Samite |
1 | Critical crafting chance 20% |
| Masterwork King s Willow Weave
|
1 | Critical crafting chance 20% |
| Masterwork Lambswool
|
1 | Critical crafting chance 20% |
| Masterwork Lustrous Cotton
|
1 | Critical crafting chance 20% |
| Masterwork Plaideweave
|
1 | Critical crafting chance 20% |
| Masterwork Plush Fustian Velvet
|
1 | Critical crafting chance 20% |
| Masterwork Ring Velvet
|
1 | Critical crafting chance 20% |
| Masterwork Royale Sea Silk
|
1 | Critical crafting chance 20% |
| Masterwork Samite
|
1 | Critical crafting chance 20% |
| Masterwork Silk
|
1 | Critical crafting chance 20% |
| Masterwork Silk Brocade
|
1 | Critical crafting chance 20% |
| Masterwork Velveteen
|
1 | Critical crafting chance 20% |
|_______________________________________|______|_______________________________|
L E A T H E R M A T E R I A L S
Bronto Hide
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
1 (Common)
Low armor rating
1 Cunning
2% critical damage
1% ranged defense
Canine Leather
Tier:
1 (Common)
Primary Slot: Low armor rating
Utility Slot: 1 Dexterity
Offense Slot: 2% flanking damage bonus
Defense Slot: 2.5% cold damage resistance
Deepstalker Hide
Tier:
1 (Common)
Primary Slot: Low armor rating
Utility Slot: 1 Dexterity
Offense Slot: 1% chance to bleed target on hit
Defense Slot: 1% chance to bleed attacker on being hit
Dragonling Scales
Tier:
1 (Common)
Primary Slot: Low armor rating
Utility Slot: 1 Dexterity
Offense Slot: 1% chance to bleed target on hit
Defense Slot: 2.5% fire damage resistance
Druffalo Hide
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
1 (Common)
Low armor rating
1 Dexterity
1% critical chance
2.5% cold damage resistance
Fennec Fur
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
1 (Common)
Low armor rating
1 Dexterity
1% critical chance
2.5% cold damage resistance
Nugskin
Tier:
Primary
Utility
Offense
Defense
1 (Common)
Low armor rating
1 Cunning
2% critical damage
1% ranged defense
Slot:
Slot:
Slot:
Slot:
Ram Leather
Tier:
1 (Common)
Primary
Utility
Offense
Defense
Slot:
Slot:
Slot:
Slot:
Tier:
2 (Common)
Primary Slot: Medium armor rating
Utility Slot: 1.5 Dexterity
Offense Slot: 2.5% flanking damage bonus
Defense Slot: 3% cold damage resistance
Bear Hide
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
2 (Common)
Medium armor rating
1.5 Dexterity
1.5% critical chance
3% cold damage resistance
Gurgut Webbing
Tier:
2 (Common)
Primary Slot: Medium armor rating
Utility Slot: 1 Dexterity/0.5 Cunning
Offense Slot: 1.5% chance to bleed target on hit
Defense Slot: 3% fire damage resistance
Halla Leather
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
2 (Common)
Medium armor rating
1.5 Dexterity
2.5% flanking damage bonus
3% cold damage resistance
Phoenix Scales
Tier:
2 (Common)
Primary Slot: Medium armor rating
Utility Slot: 1 Dexterity/0.5 Cunning
Offense Slot: 1.5% chance to bleed target on hit
Defense Slot: 1.5% chance to bleed attacker on being hit
Quillback Leather
Tier:
2 (Common)
Primary Slot: Medium armor rating
Utility Slot: 1.5 Cunning
Offense Slot: 2.5% critical damage
Defense Slot: 1.5% ranged defense
Rough Hide
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
2 (Common)
Medium armor rating
1.5 Cunning
2.5% critical damage
1.5% ranged defense
Varghest Scales
Tier:
2 (Common)
Primary Slot: Medium armor rating
Utility Slot: 1 Dexterity/0.5 Cunning
Offense Slot: 1.5% chance to bleed target on hit
Defense Slot: 1.5% chance to bleed attacker on being hit
Craggy Skin
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
3 (Common)
High armor rating
1.75 Cunning
3% critical damage
1.75% ranged defense
Tier:
3 (Common)
Primary Slot: High armor rating
Utility Slot: 1.75 dexterity
Offense Slot: 1.75% critical strike
Defense Slot: 3.5% cold damage resistance
Hardened Gurn Hide
Tier:
3 (Common)
Primary Slot: High armor rating
Utility Slot: 1 Dexterity/0.75 Cunning
Offense Slot: 1.75% chance to bleed on target
Defense Slot: 1.75% chance to bleed attacker on being hit
Lurker Scales
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
3 (Common)
High armor rating
1.75 Cunning
3% critical damage
1.75% ranged defense
Wyvern Scales
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
3 (Common)
High armor rating
1 Dexterity/0.75 Cunning
1.75% chance to bleed on target on hit
3.5% fire damage resistance
Tier:
3 (Rare)
Primary Slot: High armor rating
Utility Slot: 1.75 Dexterity
Offense Slot: 3% flanking damage bonus
Defense Slot: 3.5% cold damage resistance
Snoufleur Skin
Tier:
3 (Rare)
Primary
Utility
Offense
Defense
Slot:
Slot:
Slot:
Slot:
Dragon Scales
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
4 (Rare)
Very high armor rating
1 Cunning/1 Dexterity
3.5% armor penetration
4% fire damage resistance
||||
| Masterwork Crafting Material Name | Tier | Applied Effect
|
|===================================|======|===================================|
| Masterwork Gurgut Webbing
|
|
|
| Fade-Touched Craggy Skin
|
3 | 75% faster movement speed
|
|
|
| when in stealth
|
| Fade-Touched Craggy Skin
|
3 | 10% chance to cast Veilstrike on a|
|
|
| hit
|
| Fade-Touched Great Bear Hide
|
3 | Increase maximum stamina by 20
|
| Fade-Touched Great Bear Hide
|
3 | On kill: grants 50 stamina
|
| Fade-Touched Lurker Scales
|
3 | 75% faster movement speed when in |
|
|
| stealth
|
| Fade-Touched Lurker Scales
|
3 | 10% chance to cast Veilstrike on a|
|
|
| hit
|
| Fade-Touched Snoufleur Skin
|
3 | On hit: heal 1% of maximum health |
| Fade-Touched Snoufleur Skin
|
3 | 10% chance to grant 12 seconds of |
|
|
| Horn of Valor
|
| Fade-Touched Varghest Scales
|
3 | 30% damage bonus if not being hit |
|
|
| for 5 seconds
|
| Fade-Touched Varghest Scales
|
3 | 10% chance to inflict immolate
|
|
|
| damage at 100% weapon power
|
| Fade-Touched Varghest Scales
|
3 | 20% damage if not being hit for 5 |
|
|
| seconds
|
| Fade-Touched Varghest Scales
|
3 | 10% chance to inflict immolate
|
|
|
| damage at 75% weapon power
|
| Fade-Touched Wyvern Scales
|
3 | On hit: 15% chance to apply poison|
| Fade-Touched Wyvern Scales
|
3 | 10% chance to cast fear on a hit |
| Fade-Touched Bear Hide
|
2 | Increase maximum stamina by 15
|
| Fade-Touched Bear Hide
|
2 | On kill: grants 35 stamina
|
| Fade-Touched Gurgut Skin
|
2 | 50% faster movement speed when in |
|
|
| stealth
|
| Fade-Touched Gurn Hide
|
2 | Take only 1 damage from all
|
|
|
| attacks, but health lowered to 12 |
| Fade-Touched Halla Leather
|
2 | Enter stealth when not attacking |
|
|
| during combat
|
| Fade-Touched Phoenix Scales
|
2 | 10% chance to inflict immolate
|
|
|
| damage at 75% weapon power
|
| Fade-Touched Phoenix Scales
|
2 | 20 damage bonus if not being hit |
|
|
| for 5 seconds
|
| Fade-Touched Quillback Leather
|
2 | Take only 1 damage from all
|
|
|
| attacks, but health lowered to 12 |
| Fade-Touched Rough Hide
|
2 | On hit: 10% chance to apply poison|
| Fade-Touched Rough Hide
|
2 | 5% chance to cast Veilstrike on a |
|
|
| hit
|
| Golden Halla Hide
|
2 | Enter stealth when not attacking |
|
|
| during combat
|
M E T A L M A T E R I A L S
Blue Vitriol
Tier:
1 (Common)
Primary Slot: Low armor rating/damage (staff damage type: cold)
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
1 (Common)
Low armor rating/damage (staff damage type: fire)
1 Constitution
2% armor penetration
10 health
Iron
Tier:
Primary
Utility
Offense
Defense
Slot:
Slot:
Slot:
Slot:
1 (Common)
Low armor rating/damage (staff damage type: electricity)
1 Strength
1% attack
1% melee defense
Onyx
Tier:
Primary
Utility
Offense
Defense
Slot:
Slot:
Slot:
Slot:
1 (Common)
Low armor rating/damage (staff damage type: cold)
1 Strength
1% chance on stagger target on hit
1% chance to stagger attacker on being hit
Serpentstone
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
1 (Common)
Low armor rating/damage (staff damage type: electricity)
1 Strength
1% attack
1% melee defense
Summer Stone
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
1 (Common)
Low armor rating/damage (staff damage type: fire)
1 Constitution
2% damage to guard
10 health
Bloodstone
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
2 (Common)
Medium armor rating/damage (staff damage type: fire)
1.5 Constitution
2.5% armor penetration
13 health
Lazurite
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
2 (Common)
Medium armor rating/damage (staff damage type: cold)
1 Strength / 0.5 Constitution
1.5% chance to stagger on hit
1.5% chance to stagger attacker on being hit
Obsidian
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
2 (Common)
Medium armor rating/damage (staff damage type: cold)
1 Strength / 0.5 Constitution
1.5% chance to stagger target on hit
1.5% chance to stagger attacker on being hit
Paragon s Luster
Tier:
2 (Common)
Primary Slot: Medium armor rating/damage (staff damage type: electricity)
Utility Slot: 1.5 Strength
Offense Slot: 1.5% attack
Defense Slot: 1.5% melee defense
Pyrophite
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
2 (Common)
Medium armor rating/damage (staff damage type: fire)
1.5 Consititution
2.5% damage to guard
13 health
Tier:
2 (Common)
Primary Slot: Medium armor rating/damage (staff damage type: electricity)
Utility Slot: 1.5 Strength
Offense Slot: 1.5% attack
Defense Slot: 1.5% melee defense
Veridium
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
2 (Common)
Medium armor rating/damage (staff damage type: electricity)
1.5 Strength
1.5% attack
1.5% melee defense
Dawnstone
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
3 (Common)
High armor rating/damage (staff damage type: fire)
1.75 Constitution
3% armor penetration
15 health
Everite
Tier:
Primary
Utility
Offense
Defense
3 (Common)
High armor rating/damage (staff damage type: electricity)
1.75 Strength
1.75% attack
1.75% melee defense
Slot:
Slot:
Slot:
Slot:
Nevarrite
Tier:
3 (Common)
Primary Slot: High armor rating/damage (staff damage type: cold)
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
3 (Common)
High armor rating/damage (staff damage type: electricity)
1.75 Strength
1.75% attack
1.75% melee defense
Volcanic Aurum
Tier:
3 (Common)
Primary Slot: High armor rating/damage (staff damage type: fire)
Utility Slot: 1.75 Constitution
Offense Slot: 3% damage to guard
Defense Slot: 15 health
Silverite
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
3 (Rare)
High armor rating/damage (staff damage type: cold)
1 Strength / 0.75 Constitution
1.75% chance to stagger target on hit
1.75% chance to stagger attacker on being hit
Dragon Bone
Tier:
Primary Slot:
Utility Slot:
Offense Slot:
Defense Slot:
4 (Rare)
Very high armor rating/damage (staff damage type: fire)
1 Constitution / 1 Strength
2% chance to bleed target on hit
4% fire damage resistance
||||
| Masterwork Crafting Material Name | Tier | Applied Effect
|
|===================================|======|===================================|
| Serault Infused Glass
|
1 | On kill: target explodes for 75% |
|
|
| weapon damage
|
| Fade-Touched Dawnstone
|
3 | Heal 25% of damage taken over 10 |
|
|
| seconds
|
| Fade-Touched Dawnstone
|
3 | 10% chance to grant 3 seconds of |
|
|
| Walking Fortress
|
| Fade-Touched Everite
|
3 | Heal 25% of damage taken over 10 |
|
|
| seconds
|
| Fade-Touched Everite
|
3 | 10% chance to grant 3 seconds of |
|
|
| Walking Fortress
|
| Fade-Touched Nevarrite
|
3 | On kill: target explodes for 75% |
|
|
| weapon damage
|
| Fade-Touched Nevarrite
|
3 | Chance to cast Pull of the Abyss |
|
|
| on a hit
|
| Fade-Touched Silverite
|
3 | On hit: gain 5 guard
|
| Fade-Touched Silverite
|
3 | 10% chance to inflict Chain
|
|
|
| Lightning damage at 100% weapon |
|
|
| power
|
| Fade-Touched Stormheart
|
3 | Berserk: 30% damage bonus, 300% |
|
|
| damage from all sources
|
| Fade-Touched Stormheart
|
3 | 10% chance to use Shield Bash on a|
|
|
| hit
|
| Fade-Touched Volcanic Aurum
|
3 | 10% extra focus for each enemy
|
|
|
| within 8 meters
|
| Fade-Touched Volcanic Aurum
|
3 | 10% chance to use Unbowed on a hit|
| Fade-Touched Bloodstone
|
2 | 7.5% extra damage for each enemy |
|
|
| within 8 meters
|
| Fade-Touched Bloodstone
|
2 | 5% chance to use Unbowed on a hit |
| Fade-Touched Lazurite
|
2 | Increase maximum stamina by 15
|
| Fade-Touched Obsidian
|
2 | On hit: gain 3 guard
|
| Fade-Touched Obsidian
|
2 | 10% chance to inflict Chain
|
|
|
| Lightning damage at 75% weapon
|
|
|
| power
|
| Fade-Touched Paragon s Luster
|
2 | Heal 20% of damage taken over 10 |
|
|
| seconds
|
| Fade-Touched Paragon s Luster
|
2 | 10% chance to grant 3 seconds of |
|
|
| Walking Fortress
|
| Fade-Touched Pyrophite
|
2 | 7.5% extra damage for each enemy |
|
|
| within 8 meters
|
| Fade-Touched Pyrophite
|
2 | 5% chance to use Unbowed on a hit |
| Fade-Touched Veridium
|
2 | Berserk: 20% damage bonus, 200% |
|
|
| damage from all sources
|
| Fade-Touched Veridium
|
2 | 5% chance to use Shield Bash on a |
|
|
| hit
|
| Fade-Touched Blue Vitriol
|
1 | Increase maximum stamina by 10
|
| Fade-Touched Drakestone
|
1 | Increase maximum stamina by 10
|
| Fade-Touched Drakestone
|
1 | Increase maximum stamina by 10
|
| Fade-Touched Iron
|
1 | Heal 15% of damage taken over 10 |
|
|
| seconds
|
| Fade-Touched Iron
|
1 | 2% chance to use Unbowed on a hit |
| Fade-Touched Onyx
|
1 | On hit: gain 2 guard
|
| Fade-Touched Onyx
|
1 | 10% chance to inflict Chain
|
|
|
| Lightning damage at 50% weapon
|
|
|
| power
|
| Fade-Touched Serpentstone
|
1 | 2% chance to use Shield Bash on a |
|
|
| hit
|
| Fade-Touched Serpentstone
|
1 | Berserk: +10% damage bonus, 100% |
|
|
| damage from all sources
|
| Fade-Touched Summer Stone
|
1 | 5% extra damage for each enemy
|
|
|
| within 8 meters
|
| Fade-Touched Summer Stone
|
1 | 2% chance to use Unbowed on a hit |
| Masterwork Bloodstone
|
1 | Critical crafting chance 20%
|
| Masterwork Blue Vitriol
|
1 | Critical crafting chance 20%
|
| Masterwork Dawnstone
|
1 | Critical crafting chance 20%
|
| Masterwork Drakestone
|
1 | Critical crafting chance 20%
|
| Masterwork Everite
|
1 | Critical crafting chance 20%
|
| Masterwork Iron
|
1 | Critical crafting chance 20%
|
| Masterwork Lazurite
|
1 | Critical crafting chance 20%
|
| Masterwork Nevarrite
|
1 | Critical crafting chance 20%
|
| Masterwork Obsidian
|
1 | Critical crafting chance 20%
|
| Masterwork Onyx
|
1 | Critical crafting chance 20%
|
| Masterwork Paragon s Luster
|
1 | Critical crafting chance 20%
|
| Masterwork Pyrophite
|
1 | Critical crafting chance 20%
|
| Masterwork Serpentstone
|
1 | Critical crafting chance 20%
|
| Masterwork Silverite
|
1 | Critical crafting chance 20%
|
| Masterwork Stormheart
|
1 | Critical crafting chance 20%
|
| Masterwork Summer Stone
|
1 | Critical crafting chance 20%
|
| Masterwork Veridium
|
1 | Critical crafting chance 20%
|
| Masterwork Volcanic Aurum
|
1 | Critical crafting chance 20%
|
|___________________________________|______|___________________________________|
__ ___ __
|__) |__ /__` | | /\ |) \ /
|__) |___ .__/ | | /\ |\ |
[0800]
Archer
Location: All
Level Range: 4-30
Health Modifier: 0.75
Armor: Low
Resistance: None
Vulnerable: None
Immunities: None
- Archers can deal some heavy damage from range over time so it s usually best
to attack them first. Bring them into melee combat and they become ineffective
and fall easily.
Bruiser
Location: All
Level Range: 8-30
Health Modifier: 1.75
Armor: Very High
Resistance: None
Vulnerable: Electricity
Immunities: Physical Effects. Fear/Paralyze/Freeze/Sleep/Taunt/Snare on Enrage
- Bruisers use Guard and have a large two-handed weapon. You ll need to time
your defense against this foe and use Shield Bash (or similar abilities) to
break down the Guard quickly and focus on the Bruisers massive Health.
Foot Soldier
Location: All
Level Range: 4-30
Health Modifier: 1
Armor: Average
Resistance: None
Vulnerable: None
Immunities: None
- Foot Soldiers are the most basic unit you ll encounter. They generally swarm
in number but have average Health and damage output. Controlling them with
Fear, Sleep, or Freeze is always useful though they are easy to defend against
even in number so simply Taunting them works well too.
Guardsman
Location: All
Level Range: 4-30
Health Modifier: 1.25
Armor: High
Resistance: None
Vulnerable: Electricity
Immunities: None
- The challenge with Guardsman is that their shield blocks basically in front
of them so it is essential to flank them or cast spells that land directly
on top of them. Have a Warrior Taunt the Guardsman then face it away from
the rest of the group for easy flanking and damage.
Mage
Location: All
Level Range: 8-30
Health Modifier: 1
Armor: Low
Resistance: Fire Mage - Fire, Ice Mage - Cold, Lighting Mage - Electricity
Vulnerable: None
Immunities: Fire Mage - Fear/Burn, Ice Mage - Freeze/Chill,
Lightning Mage - Paralyze/Shocked
- Mages specialize in ranged damage with spells that can hit pretty hard. You ll
want to engage in close combat since Mages have low Armor and Health, just
watch out for Glyphs that are laid on the ground to prevent you from closing.
A Warrior with Grappling Chain is particularly useful against Mages.
Prowler
Location: All
Level Range: 4-30
Health Modifier: 1
Armor: Average
Resistance: None
Vulnerable: None
Immunities: Fear/Sleep/Snare
- Prowlers are essentially Dual Wield Rogues with Stealth capability. That
means you ll need to protect your ranged attacks from these foes as they
can sneak into the back ranks of your party and deal massive damage then
Stealth away after a few seconds. Freeze them in place and Shatter them.
Spellbinder
Location: All
Level Range: 4-30
Health Modifier: 1
Despair Demon
Location: All
Level Range: 12-30
Health Modifier: 1
Armor: Very Low
Resistance: Cold
Vulnerable: Fire
Immunities: Freeze/Sleep/Chill
Elemental Attack: Cold
- Despair Demons are common to Fade Rifts and will attack from range using their
icy projectiles to deal damage while putting up a Barrier of their own. Use
Fire spells like Immolate to set them ablaze and Fear them.
Fear Demon
Location: Many
Level Range: 12-30
Health Modifier: 1.75
Armor: Average
Resistance: None
Vulnerable: Electricity/Spirit
Immunities: Fear/Freeze/Sleep/Weaken
Elemental Attack: Spirit
Pride Demon
Location: Many
Level Range: 12-30
Health Modifier: 2
Armor: Very High
Resistance: Electricity
Vulnerable: None
Immunities: Physical Effect/Freeze/Sleep/Paralyze/Shock
Elemental Attack: Electricity
- Pride Demons are usually part of the second wave at Fade Rifts. You can
prevent them from spawning by using Dispel on the summoning locations. If you
must face a Pride Demon try using Fear to keep it away while you focus on the
lesser demons.
Rage Demon
Location: All
Level Range: 8-30
Health Modifier: 1.5
Armor: High
Resistance: Fire
Vulnerable: Cold
Immunities: Burning. Physical Effects/Fear/Paralyze/Sleep/Taunt when enraged.
Elemental Attack: Fire
- Rage Demons inflict heavy Fire Damage upon their enemies and are some of the
more powerful demons you ll encounter. Freeze them in place and pour on the
Cold attacks to really set them back. Dispel their Barrier if they put one
up.
Shade
Location: All
Level Range: 1-30
Health Modifier: 1.1
Armor: Low
Resistance: None
Vulnerable: None
Immunities: None
- Shades essentially the Foot Soldiers/Prowlers of the demon army. They will
break rank and attempt to reach your Archers and Mages. Lock them in place
then take them out, they lack any ability to avoid the damage.
Terror
Location: All
Level Range: 1-30
Health Modifier: 1.5
Armor: Low
Resistance: None
Vulnerable: Spirit
Immunities: Fear
- Terrors have a nasty ability to dive into the ground and emerge near your
ranged allies. This causes a knockdown and is followed up by a slowing area
of effect spell that inflicts damage. It s a tough thing to deal with so you
need to Freeze/Paralyze the Terror when it appears.
Wraith
Location: All
Level Range: 1-30
Health Modifier: 0.35
Armor: Very Low
Resistance: Fire if Rage Demon nearby. Cold if Despair Demon nearby. Electricity
if Pride Demon nearby.
Vulnerable: None
Behemoth
Location: Many
Level Range: 12-30
Health Modifier: 1.5
Armor: Very High
Resistance: Fire
Vulnerable: Cold
Immunities: Physical Effects/Fear/Paralyze/Sleep/Weaken/Burning
Horror
Location: Many
Level Range: 4-30
Health Modifier: 1
Armor: High
Resistance: Electricity
Vulnerable: Spirit
Immunities: Shock. Fear/Paralyze/Freeze/Sleep when enraged.
Red Templar Archer
Location: Many
Level Range: 4-30
Health Modifier: 0.75
Armor: Low
Resistance: None
Vulnerable: None
Immunities: None
- Treat the Red Templar Archer like you would a regular archer.
Red Templar Foot Soldier
Location: Many
Level Range: 4-30
Health Modifier: 1
Armor: Average
Resistance: None
Vulnerable: None
Immunities: None
- The Red Templar Foot Soldier functions like a standard Foot Soldier and should
be combated in the same manner.
Red Templar Guardsman
Location: Many
Level Range: 8-30
Health Modifier: 1.25
Armor: High
Resistance: None
Vulnerable: Electricity
Immunities: None
- Wielding a shield and defending against most attacks, the Red Templar
Guardsman should be dispatched like a standard Guardsman.
Red Templar Knight
Location: Many
Level Range: 8-30
Health Modifier: 1.25
Armor: Very High
Resistance: Cold
Vulnerable: Fire
Immunities: Physical Effect/Paralyze/Freeze/Chill
- Red Templar Knights are similar to Bruisers, hulking around and dealing lots
of damage with massive armor. Freeze them in place and shatter them for the
best results.
Shadow
Location: Many
Level Range: 12-30
Health Modifier: 1.2
Armor: Average
Resistance: None
Vulnerable: None
Immunities: Fear/Freeze/Sleep/Snare
U N D E A D
Arcane Horror
Location: Many
Level Range: 8-30
Health Modifier: 5
Armor: Low
Resistance: Cold
Vulnerable: Fire/Spirit
Location: Many
Level Range: 4-30
Health Modifier: 0.7
Armor: Very Low
Resistance: Cold
Vulnerable: Fire/Spirit
Immunities: Fear/Sleep/Chill/Poison
- Corpses don t pose much of a threat by themselves but often come in large
number. Be sure to defeat them at a distance before they get too close, Fire
is your best bet since they can be inflicted with Burning.
Revenant
Location: Many
Level Range: 12-30
Health Modifier: 6
Armor: Very High
Resistance: Cold
Vulnerable: Fire/Spirit
Immunities: Physical Effect/Fear/Freeze/Sleep/Chill/Poison
- Revenants have the ability to pull you in from range and then smash you with
their massive shield and sword. Unlike the other Undead, the Revenant has
a large health pool and very high armor so you ll need to use Fire to really
burn them down but more than that, you require sustainability to outlast them.
D A R K S P A W N
Ghoul
Armored Mabari
Armor: High
Resistance: Cold
Vulnerable: Fire
Immunities: Physical Effects/Paralyze/Freeze
Crafting Material: Bear Hide
Black Wolf
Health Modifier: 2
Armor: Very High
Resistance: Cold
Vulnerable: Fire
Immunities: Physical Effects/Paralyze/Freeze
Crafting Material: Druffalo Hide
Fennec
| Ferelden Frostback
| The Hinterlands
| Matriarch, Fire
|
| Gamoran Stormrider
| The Exalted Plains | Electricity
|
| Greater Mistral
| Emerald Graves
| Armored, Cold
|
| Highland Ravager
| Emprise du Lion
| Armored, Berserk, Matriarch |
|
|
| Fire
|
| Hivernal
| Emprise du Lion
| Berserk, Cold
|
| Kaltenzahn
| Emprise du Lion
| Armored, Cold, Matriarch
|
| Northern Hunter
| Crestwood
| Berserk, Electricity
|
| Red Lyrium Dragon
| Finale
| Armored, Red Lyrium
|
| Sandy Howler
| Hissing Wastes
| Armored, Matriarch, Fire
|
| The Abyssal High Dragon | Western Approach | Armored, Fire
|
| Vinsomer
| Storm Coast
| Armored, Berserk, Electricity |
|_________________________|____________________|_______________________________|
Hyena
Vulnerable: None
Immunities: None
Crafting Material: Nugskin
Phoenix
Vulnerable: None
Immunities: None
Crafting Material: Snoufleur Fur
Tusket
[0900]
You will come across a LOT of items throughout the game. Seriously, a ton.
However, some items stand out from the rest and despite the game s random
nature will always be special and there for you to find. We re talking about
the rare items in the game. This section is dedicated to cataloging them and
helping you find where each of them are.
NOTE: The items here are sorted according to item type.
NOTE: You CANNOT get every item in one playthrough. Some are tied to quest
decisions. You can get most of them, but they also scale in power and
with no legit way to store items you will always be better off throwing
the weak items away.
ONE-HANDED
o Avenger
DPS: 151
-
136 Damage
+12% Armor Penetration
+16% Attack
On Hit: 10% Chance to apply Poison
115 Damage
+6 Constitution
+8% Critical Chance
+7% Critical Damage Bonus
On Hit: 5% Chance to apply Poison
o Caliban
DPS: 218
- 196 Damage
- +14% Attack
263 Damage
+32 Damage vs. Living
+24 Strength
Berserk: +20% Damage Bonus, +200% Damage from all sources
o Soulkisser
DPS: 127
-
87 Damage
+13% Armor Penetration
+12 Strength
On Hit: Heal 1% of Maximum Health
120 Damage
+13% Armor Penetration
+14% Critical Damage Bonus
+10% Focus Gain
70 Damage
+3% Attack
+2% Bleed on Hit
+3% Critical Damage Bonus
+3 Willpower
o Vidathiss
DPS: 124
-
65 Damage
+20% Damage vs. Demons
+7% Armor Penetration
+10 Strength
TWO-HANDED
o Certainty
DPS: 305
-
o Glittering Darmallon
DPS: 193
-
252
+10
+7%
+28
Damage
Electricity Damage
Guard Damage Bonus
Strength
o Rendor s Blade
DPS: 172
- 152 AoE Damage
+9% Attack
+10% Bleed on Hit
+5 Constitution
+3 Willpower
+10% Chance to apply Walking Bomb for 5 seconds, with detonation of
50% Weapon Damage
o Siege s End
DPS: 284
- 251 AoE Damage
- +41% Critical Damage Bonus
- Berserk: +20% Damage Bonus, +200% Damage from all sources
Restriction: Warrior Only
Requirement: Level 18
Description: First wielded by Prince Fyruss of Starkhaven, who failed to
unite the Free Marches in the Glory Age, this axe was claimed
by the Tevinter Imperium after the battle that killed him. It
returned to Starkhaven in the Exalted Age after extended
diplomacy by Prince Artesian Vael, only to be lost again when
the Qunari invaded in the Steel Age. It has not been seen since.
WHERE TO FIND: You can find this at the merchant at Skyhold. The one to
the right of Bonnie Sims, to be precise. 21433 Gold.
o Sulevin Blade
DPS: 341
-
153 Damage
+5 Cunning
+3% Ranged Defense
+8 Strength
On Hit: Gain 2 Guard
STAVES
o Blizzard s Path
DPS: 66
-
41 Cold Damage
+5% Attack
+5% Bleed on Hit
+9 Magic
On Kill: Target explodes for 75% Weapon Damage
o Deathward
DPS: 75
-
46 Cold Damage
+10 Constitution
+6 Magic
+17 Willpower
On Hit: Heal 1% of Maximum Health
o Staff of Corruption
DPS: 99
-
61 Electricity Damage
+4% Attack
+41% Barrier Damage Bonus
+4 Magic
2% Chance to cast Fear on hit
o Staff of Stasis
DPS: 53
-
33 Cold Damage
+5% Attack
+4% Barrier Damage Bonus
On Dying: 5% Chance to heal for half health.
66 Electricity Damage
+6% Attack
+6% Critical Chance
+36 Magic
10% Chance to grant 2 seconds of Walking Fortress.
o Tyrdda s Staff
DPS: 107
-
46 Fire Damage
+20 Damage vs. Living
+25% Attack
+4% Critical Chance
DAGGERS
o Agony
DPS: 326
- 127 Damage
+3% Attack
+3% Critical Chance
+31% Critical Damage Bonus
10% Chance to inflict Chain Lightning damage at 50% Weapon Power
93 Damage
+2% Critical Chance
+17% Flanking Damage
10% Chance to use Hidden Blades on a Hit, with 3 added hits
93 Damage
+2 Cunning
+20% Flanking Damage Bonus
On Hit: Heal 1% of Maximum Health
WHERE TO FIND: You can find this on the corpse of the Hight Dragon, Gamordan
Stormrider, which you can fight when you explore The Exalted
Plains.
o Nameless Blade
DPS: 174
-
70 AoE Damage
+12% Armor Penetration
+5 Constitution
+3 Strength
+5% Extra damage for each enemy within 8 meters
108 Damage
+16 Electricity Damage
+21% Armor Penetration
+2% Attack
+2% Critical Chance
o Silkdart
DPS: 190
- 74 Damage
- +3% Attack
- +2% Flanking Damage Bonus
- +2 Willpower
- +25% Faster movement speed when in stealth
Restriction: Rogue Only
Requirement: Level 8
Description: A knife that can be hidden in a sleeve, drawn in an instant
and employed when an enemy s back is turned. Similar blades
are favored by assassins and bards all over Thedas, which
once prompted a duchess to banish arm coverings from her
presence.
WHERE TO FIND: Vendor located at Caer Bronach, 472 Gold. Once you take
over the fortress, of course.
o Walking Death
DPS: 329
-
128 Damage
+21% Armor Penetration
+4% Attack
+6 Dexterity
10% Chance to apply Walking Bomb for 5 Seconds, with Detonation of 50%
Weapon Damage
o Wyvern Tooth
DPS: 296
-
115 Damage
+25% Armor Penetration
+3% Bleed on Hit
+6 Dexterity
BOWS
o Farslayer
DPS: 82
-
73 Damage
+8% Critical Chance
+3 Dexterity
+9 Willpower
On Hit: 5% Chance to apply poison
Restriction:
Restriction:
Requirement:
Description:
Not Varric
Rogue Only
Level 6
The thrum of this bow s string is like a whisper in the mind in Elven or an even older tongue. Its power has lasted the
millennia, but it has faded far from the marvel it once was.
WHERE TO FIND: Found during the quest "Rifts on the Battlefield" in the
Exalted Plains. Check the guide for the specifics, if you
can t find it right away.
o Grunsmann s Bow
DPS: 130
-
115 Damage
+17% Attack
+6 Dexterity
On Kill: Target explodes for 75% Weapon Damage
Restriction:
Restriction:
Requirement:
Description:
Not Varric
Rogue Only
Level 13
The Anderfels "Green Men" warriors began with a hunter of
the Merdaine: Grunsmann, who famously saved the people of
Hossberg from starvation by crossing darkspawn lines in the
first blight. The order begun in his name leads caravans
through the dangerous Wandering Hills to the distant port of
Laysh and comprise the best marksmen in Thedas.
WHERE TO FIND: You can find this at the merchant at Skyhold. Bonnie Sims,
to be precise. 4082 Gold.
Not Varric
Rogue Only
Level 18
According to legend, the bow og Garahel - Elven Grey Warden
hero of the fourth blight - was carved from his alienage s
Vhenadahl tree. Garahel and the bow were lost at the climatic
battle of Ayesleigh, though some maintain he never took it with
him. Others claim he never even used a bow, but that such a
rumor was started by an infamous Elven rogue calling himself
Garahel and the hero s descendant.
WHERE TO FIND: This bow can be found during the main quest "What Pride Had
Wrought". HOWEVER, you must side with the guardian elves in
order to have the path opened up to the chest that has this
bow. Of note is the "3 shots when attacking" perk, which
very likely makes this the best bow in the game.
o Longshot
DPS: 106
-
94 Damage
+6 Dexterity
+23% Flanking Damage Bonus
+5 Willpower
+10% Focus Gain
Restriction:
Restriction:
Requirement:
Description:
Not Varric
Rogue Only
Level 10
This magical bow has always ended up with archers skilled
enough to use it, and always in a crisis where it is most
needed. This pleases the bow because otherwise, life would
be boring, even for a bow.
WHERE TO FIND: This bow is found on a corpse in the Emerald Graves! First,
it is in the area you fight the Greater Mistral at. To the
north is a wolf statue and to the right of that on a corpse
is this bow. We re guessing the dragon got the best of him?
o Tenasarin
DPS: 153
-
135 Damage
+9% Critical Damage Bonus
+17 Dexterity
2% Chance to use Shield Bash on a hit
Description: One of the most famous Elven heroes of the Towers Age was Wenna
Di Ladia of Nevarra, descendant of the last Emerald Knights who
guarded the Dales. She took up her grandfather s bow during the
third blight, inspiring the Thedosian armies with her beauty and
skill. Afterward, Wenna fell afoul of Free Marches rulers when
her name launched alienage revolts. She fled criminal
accusations, into obscurity, but her legend survives among
city elves.
WHERE TO FIND: You can find this at the merchant at Skyhold. The one to
the right of Bonnie Sims, to be precise. 11110 Gold.
94 Damage
+16% Armor Penetration
+11 Dexterity
+15% Flanking Damage Bonus
On Hit: Target explodes for 75% Weapon Damage
Restriction:
Restriction:
Requirement:
Description:
Not Varric
Rogue Only
Level 10
Named for an old Imperium Fable that reflects a nation s fear
of tranquility. Emrie Naius claimed to be a healer. Too late,
her victims learned the hate behind her meaning: her father
dead to magisters, her lands forfeit. Her singsong taunt
frightens Tevinter children to this day: "So much pressure, so
much sickness. It s your thinking, too much quickness. Harrowed
arrows stop your dreaming. Outside smiling, inside screaming."
WHERE TO FIND: You can get this bow during the Main Quest "Wicked Eyes and
Wicked Hearts". HOWEVER, you must choose to NOT talk to
Florianne at the end. This leads to fighting her, but it is
the only way to get this bow (although you are giving up on
some other items to do so).
SHIELDS
+2 Constitution
+30% Front Defense
+4% Magic Defense
+2% Ranged Defense
5% Extra Damage for each enemy within 8 meters
o Dirthamen s Wisdom
ARMOR RATING: 17 (Front)
-
+2 Constitution
+30% Front Defense
+4% Melee Defense
+2 Strength
5% Extra Damage for each enemy within 8 meters
o Estwatch Guard
ARMOR RATING: 22 (Front)
-
o Magehunter
ARMOR RATING: 29 (Front)
-
o Wintersbreath
ARMOR RATING: 26 (Front)
-
+3 Constitution
+30% Front Defense
+20 Guard Max
+8% Ranged Defense
Berserk: +10% Damage Bonus,k +100% Damage from all sources
HELMETS
o Arishok s Vitaar
ARMOR RATING: 19
- +8% Attack
- +4% Critical Chance
- +4 Willpower
Restriction: Qunari-Trained Only
Requirement: Level 20
Description: According to stories out of Kirkwall, the military leader of
the Qunari spent a number of years marooned in the Free Marches
city of Kirkwall - without once receiving supplies from his
people or calling for help. Why he did so, and how the Qunari
got along without an Arishok, is unknown. The Qunari in Kirkwall
did, however, have to trade considerable supplies from their
sunken ship... including the Arishok s personal face paint,
created from a rare and venomous snake in Par Vollen known to
kill a person in seconds.
WHERE TO FIND: You can find this Qunari-only helmet in the Forbidden Oasis,
during the quest "A Prideful Place". This of course is the
last room of the temple, so you ll have to collect ALL of the
shards in the game to see this helmet.
o Duke s Mane
ARMOR RATING: 45
- +14$ Heal Bonus
- +8% Melee Defense
- +8 Strength
Restriction: Elf, Dwarf, or Human
Requirement: Level 19
Description: None
WHERE TO FIND: You can find this very unique-looking helmet on the corpse
of the High Dragon Highland Ravager, found in the Emprise
Du Lion. BK really likes how this helmet looks.
ARMOR RATING: 26
- +18% Barrier Damage Bonus
- +6 Cunning
Restriction: Elf, Dwarf, or Human
Requirement: Level 11
Description: This is one of the personal masks used by Empress Celene de
Valmont, rumored to have been crafted for her by the gifted
artisan, Kaloch. The dwarf was always choosy regarding the
Orlesian Families for whom he worked, and after refusing any
sitting emperor his entire life, he bestowed a set upon Celene
in 9:33 Dragon - something which was considered a great honor
at the time. This mask has been granted to the Inquisition with
the Empress s blessing, as well as the approval of the court.
WHERE TO FIND: This mask can be a reward from the Main Quest "Wicked Eyes and
Wicked Hearts". It is best to consult the guide on HOW, but
you ll need max approval from the court and then choose to
TALK to Florianne instead of any of the other options given.
LIGHT ARMOR
+16 Magic
+2% Magic Defense
+3% Spirit Resistance
+10% Focus Gain
Requirement: Level 8
Description: It is difficult to tell what material these Elven robes are
made from. If anything, they seem to be formed from some kind
of lyrium or other magical substance, held together over the
long ages by means long-since forgotten.
WHERE TO FIND: You can find these robes during the quest "Something to
Prove", which is given by the Elves at the Dalish Camp.
It is in the "Shrine of Sylaise". Just follow the quest to
find it.
o In War, Victory
ARMOR RATING: 146
- +15 Maximum Health
- +25% Melee Defense
- +3% Stagger on Being Hit
Restriction:
Restriction:
Requirement:
Description:
Mage Only
Elf, Dwarf, or Human
Level 11
Blight is beaten, and we of the Hammer of Anderfels commit
to this oath: that never will a Warden want while breath
remains to be drawn.
WHERE TO FIND: You can find this armor on the Greater Mistral High Dragon,
found in the Emerald Graves.
Restriction:
Restriction:
Requirement:
Description:
Mage Only
Elf-Trained Only
Level 16
Dating back to the period of the Elven Dales, when the Keepers
were not leaders and guides for individual clans but rather
priests who served as archivists and magical scholars, these
robes belonged to the High Keeper for the largest temple of old
Halamshiral, dedicated to Elgar nan the All-Father and Eldest
of the Sun.
WHERE TO FIND: You can find these robes on the corpse of the High Dragon
Sandy Howler, out in the Hissing Wastes.
You can also buy these robes from the Dalish Camp once you
have earned their favor. The Dalish Camp is in the Exalted
Plains. 14212 Gold.
MEDIUM ARMOR
o In Death, Sacrifice
ARMOR RATING: 162
-
+15 Magic
+25% Melee Defense
+3% Stagger on Hit
On Dying: 5% Chance to heal for half health
Restriction:
Restriction:
Requirement:
Description:
Rogue Only
Elf, Dwarf, or Human
Level 11
Blight is beaten, and we of the Hammer of Anderfels commit
to this memory: that never will their tales be lost, for
without them, the world was doomed.
WHERE TO FIND: You can find this armor from the corpse of the High Dragon,
Northern Hunter, which is found while exploring the area of
Crestwood. Go get him!
WHERE TO FIND: You can find this on the corpse of the High Dragon Kaltenzahn,
which can be found and fought in the Emprise Du Lion.
Restriction:
Restriction:
Requirement:
Description:
Warrior Only
Human-Trained Only
Level 16
Within the Templar Order are the Knights-Divine, those Templars
who serve the Divine directly, both as her personal guard as
well as the enforcers of her will. Usually these men and women
prefer to fade into the background, their positions granted as
rewards for service. At least one Knight-Divine, Ser Nolan
Brisson, was notorious in the late Exalted Age for being both
the lover and the alleged puppet master of Divine Amara III.
WHERE TO FIND: You can find this armor on the corpse of the Sandy Howler
High Dragon, which is of course found in the Hissing Wastes.
Best found while doing the quest "The Tomb of Fairel".
o In Peace, Vigilance
ARMOR RATING: 193
Restriction:
Restriction:
Requirement:
Description:
Warrior Only
Elf, Dwarf, or Human
Level 13
Blight is beaten, and we of the Hammer of Anderfels commit to
this promise: that never will we forget, lest corruption steal
victory back from our children.
WHERE TO FIND: You can find this armor on the corpse of the High Dragon
Vinsomer, who is located on the Storm Coast. You can only
access his area later in the game, meaning you can t just go
fight him right away.
+7 Constitution
+3% Heal Bonus
+7% Magic Defense
+3% Melee Defense
+3% Ranged Defense
Increase Maximum Stamina by 10
BELTS
Requirement: None
Description: None
WHERE TO FIND: You can find this in the loot pool once you defeat the
High Dragon Highland Ravager, which you can find and kill
in the Emprise Du Lion.
RINGS
Requirement: None
Description: None
WHERE TO FIND: You can find this dagger during the quest "The Tomb of
Fairel", in The Hissing Wastes. It will be in the tomb
itself, after you fight the Sandy Howler.
Description: None
WHERE TO FIND: You can find this ring while doing the quest "The Tomb of
Fairel" in The Hissing Wastes. As always, refer to that quest
in the guide to get much more specific.
AMULETS
Requirement: None
Description: None
WHERE TO FIND: You can find this amulet while doing the quest "Dirthamen:
Keeper of Secrets", in the Exalted Plains. Now, this IS NOT
a named quest in the game, so it is HIGHLY recommended you
check out the guide (and that quest name) to get help if
needed.
Description: None
WHERE TO FIND: You can find this ring on the corpse of the High Dragon
Sandy Howler, out in the Hissing Wastes. Loot it off of
his corpse.
___
|\/| | | | | | |) |
/\ \ / |__ |)
| | |__| |___ | | | |___ /\ | |___ |\
[1000]
Dragon Age has Multiplayer! OK... kind-of weird for an RPG series that has
always been single-player, but we re here to cover what you can expect out
of Multiplayer.
MULTIPLAYER BASICS
Multiplayer in Dragon Age Inquisition is pretty basic, but does have some
substantial replay value. Here we ll go over the basics.
o Co-operative Slaughtering
~ Multiplayer is all about the co-op experience. You will join up to three
other players as you explore one of three areas. This is ALL you will ever
do and is the only mode in the game. This is of course where this mode s
repetitiveness comes from.
o All about the Characters (& Crafting)!
~ Multiplayer is really all about using and leveling up your favorite
character types (the characters in multiplayer are class types). That
means it is all about the crafting.. wait, how does that make sense? Well,
when you first start the game you will only have three basic characters to
choose from: Legionnaire (Melee), Keeper (Mage) and Archer (Rogue). Three
of Twelve! That means you need to unlock the other nine characters.
As you play, you will find items in chests as well as gold (Gold is much
more common than items!). These items will likely be upgrades to the
basic ones you get, but as you keep playing you ll gain large amounts of
useless items. You want to salvage these for parts. You can then use these
parts in the crafting menu (in multiplayer) to make another character s
armor (such as the "Reaver s Mail"). Doing that will unlock the Reaver for
use.
You can also plain find a characters armor from a chest, but that is very
rare. Very possible, but rare, so expect to gather items until you can
craft the armor for the character you want to play.
A quick note on items: they are separated by type. Melee weapons will
give you irons, rogue weapons give you hides and leather, and mage items
give cloth. You often need some of every item to make the armor you want.
You can also salvage runestones for a little of everything.
o Randomness is your friend!
~ EVERY match of multiplayer plays out like this (remember, there is only
will reset your character to level 1 and gets rid of all your abilities,
but also adds a permanent stat to ALL of your characters (+1 Constitution
for promoting Melee, +1 Cunning for Rogues, +1 Willpower for Mages). Also,
do not worry about losing your items. Required levels for item equipping
is not a worry in multiplayer!
o That s all folks!
~ That... is everything there is to tell you about the multiplayer game,
actually. See, really simple! Simple, but very good re-play value. It
will take you a LONG time to unlock all characters and with 12 to play
with you have some variety as well. Still, fighting is very repetitive,
but perhaps the characters and challenges (along with slaying enemies
with your friends) will be enough for you.
Look below to see info on the characters and challenges you will have
available to you and enjoy! Be sure to bring a friend along for the
ride!
CHARACTER SELECT
This is the first aspect of multiplayer: selecting your character. You will
only have three characters to choose from initially, but you can unlock more
choices as you play.
o Legionnaire
"A walking fortress of Dwarven steel."
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\\\\\\\\\\\\\\\\`.
_________________________
ATTACK: .\\\\\\
`.
_________________________
DEFENSE: .\\\\\\\\\\\\\\\\\\\\\\\\\`.
DEFENSES
_________________________
MELEE: .\\\\\\\\\\\\\\\\\\\\\\\\\`.
_________________________
RANGED: .\\\\\\\\\\\\\\\\\\\\\\\\\`.
_________________________
MAGIC: .\\\\\\\\\
`.
o Katari
"A Qunari giant who brings death and destruction."
Unlocked by finding or crafting armor: Katari s Hide
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\\\\\\\\\\\\\\ `.
_________________________
ATTACK: .\\\\\\\\\\\\\\\\
`.
DEFENSES
_________________________
MELEE: .\\\\\\\\\\\\\\\
`.
_________________________
RANGED: .\\\\\\\\\\\\\\\
`.
_________________________
DEFENSE: .\\\\\\\\\\\\\\\\
`.
_________________________
MAGIC: .\\\\\\
`.
o Assassin
"A knife from the shadows."
Unlocked by finding or crafting armor: Assassin s Mantle
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\\\\\\
`.
_________________________
ATTACK: .\\\\\\\\\\\\\\\\\\\\\\\\\`.
_________________________
DEFENSE: .\\\\\\\\\\\\
`.
DEFENSES
_________________________
MELEE: .\\\\\\\\\\
`.
_________________________
RANGED: .\\\\\\\\\\\\\\\\
`.
_________________________
MAGIC: .\\\\\\\
`.
o Archer
"An expert marksman and sniper."
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\\\\\\
`.
_________________________
ATTACK: .\\\\\\\\\\\\\\\\\\\\\
`.
_________________________
DEFENSE: .\\\\\\\\\\\\\
`.
DEFENSES
_________________________
MELEE: .\\\\\\\\\
`.
_________________________
RANGED: .\\\\\\\\\\\\
`.
_________________________
MAGIC: .\\\\\\\
`.
o Elementalist
"An explosive personality who controls primal forces"
Unlocked by finding or crafting armor: Elementalist s Robes
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\
`.
_________________________
ATTACK: .\\\\\\\\\\\\\\\\\\\\
`.
_________________________
DEFENSE: .\\\\\
`.
DEFENSES
_________________________
MELEE: .\\\\
`.
_________________________
RANGED: .\\\\\\\\
`.
_________________________
MAGIC: .\\\\\\\\\\\\\\\\\\\\
`.
o Keeper
"A proud Elven apprentice who wields Dalish magic to protect or destroy."
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\
`.
_________________________
ATTACK: .\\\\\\\\\\\\\
`.
_________________________
DEFENSE: .\\\\\\
`.
DEFENSES
_________________________
MELEE: .\\\\\\\
`.
_________________________
RANGED: .\\\\\
`.
_________________________
MAGIC: .\\\\\\\\\\\\\\\\\\\\\\\\\`.
o Alchemist
"An eccentric Dwarf with an assortment of strange brews and explosives."
Unlocked by finding or crafting armor: Alchemist s Rigging
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\\\\\
`.
_________________________
ATTACK: .\\\\\\\\\\\\\\\\\\\\\\\ `.
_________________________
DEFENSE: .\\\\\\\\\\\
`.
DEFENSES
_________________________
MELEE: .\\\\\\\\\\
`.
_________________________
RANGED: .\\\\\\\\\\\\\\\\\\\
`.
_________________________
MAGIC: .\\\\\\\\
`.
o Necromancer
"A cold mistress of magic with terrifying power."
Unlocked by finding or crafting armor: Necromancer s Raiment
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\
`.
_________________________
ATTACK: .\\\\\\\\\\\\\\\\\\\\
`.
_________________________
DEFENSE: .\\\\\
`.
DEFENSES
_________________________
MELEE: .\\\\\
`.
_________________________
RANGED: .\\\\\\\\\\\
`.
_________________________
MAGIC: .\\\\\\\\\\\\\\\\\\\\
`.
o Reaver
"A formidable warrior who draws strength from a dark ritual."
Unlocked by finding or crafting armor: Reaver s Mail
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\\\\\\\\\\\\\\ `.
_________________________
ATTACK: .\\\\\\\\\\\\\\\\\\
`.
_________________________
DEFENSE: .\\\\\\\\\\\\\\\\\\\
`.
DEFENSES
_________________________
MELEE: .\\\\\\\\\\\\\\\\\\
`.
_________________________
RANGED: .\\\\\\\\\\\\\\\\\\\
`.
_________________________
MAGIC: .\\\\\
`.
o Templar
"A soldier of faith who will step between allies and the strongest magic
and demons."
Unlocked by finding or crafting armor: Templar s Regalia
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\\\\\\\\\\\\\\\\`.
_________________________
ATTACK: .\\\\\\\
`.
_________________________
DEFENSE: .\\\\\\\\\\\\\\\\\\\\\\\\\`.
DEFENSES
_________________________
MELEE: .\\\\\\\\\\\\\\\\\\\\\
`.
_________________________
RANGED: .\\\\\\\\\\\\\\\\\\\\\
`.
_________________________
MAGIC: .\\\\\\\\\\\\\\\\
`.
o Hunter
"A grizzled trapper and master of the bow. "
Unlocked by finding or crafting armor: Hunter s Jacket
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\\\\\\
`.
_________________________
ATTACK: .\\\\\\\\\\\\\\\\\\\
`.
_________________________
DEFENSE: .\\\\\\\\\\\\\
`.
DEFENSES
_________________________
MELEE: .\\\\\\\\\\\\
`.
_________________________
RANGED: .\\\\\\\\\\\\\\\
`.
_________________________
MAGIC: .\\\\\\\\\
`.
o Arcane Warrior
"A Mage with blades dedicated to an ancient Elven art."
Unlocked by finding or crafting armor: Arcane Warrior s Armor
CORE STATS
_________________________
HEALTH: .\\\\\\\\\\
`.
_________________________
ATTACK: .\\\\\\\\\\\\\\\
`.
_________________________
DEFENSE: .\\\\\\
`.
DEFENSES
_________________________
MELEE: .\\\\\\\\\\\\\\
`.
_________________________
RANGED: .\\\\\\
`.
_________________________
MAGIC: .\\\\\\\\\\\\\\\\\\\\\\\\\`.
CHALLENGES
This is a list of all the games challenges, which are tracked for you
automatically. This is neat not only for all your obsessive-compulsive needs
(let s face it!), but will also unlock titles, banners, and portraits for
you to use. Y know, the stuff that really matters.
There are a LOT of challenges down below, but we re putting them all here
for the sake of completion. Speaking of OCD... remember that CTRL + F is your
friend, guys!
AGENT
o Controlled Destruction
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Death in a Bottle
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
o Arcane Assault
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Ancient Ways
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Deadeye
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
o Directed Violence
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Death s Instrument
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Force of Nature
Level 1: Earn 5000 Experience with the Elementalist.
Level 2: Earn 10000 Experience with the Elementalist.
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
o Relentless Pursuit
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o True Grey
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
o My Parties Keeper
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Elven Historian
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Dark Arts
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
o Dark Methods
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Blood-Bound
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Knight-Commander
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
WEAPONRY
o Sword Affinity
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
o Dagger Affinity
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
o Axe Affinity
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
o Maul Affinity
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
o Bow Affinity
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
o Greatsword Affinity
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
o Mace Afinity
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
o Arcane Affinity
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
o Greataxe Affinity
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
GENERAL
o Elven Riches
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Collect
Collect
Collect
Collect
Collect
o Tevinter Riches
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Collect
Collect
Collect
Collect
Collect
o Orlesian Riches
Level 1: Collect 1000 Gold from Orlais.
Level 2: Collect 5000 Gold from Orlais.
Level 3: Collect 25000 Gold from Orlais.
1:
2:
3:
4:
5:
Collect
Collect
Collect
Collect
Collect
1000 Gold.
5000 Gold.
25000 Gold. (REWARD: PORTRAIT)
100000 Gold.
1000000 Gold. (REWARD: BANNER)
1:
2:
3:
4:
5:
Play
Play
Play
Play
Play
1 Public Games.
5 Public Games.
25 Public Games.
100 Public Games.
250 Public Games. (REWARD: PORTRAIT)
ELEMENTAL
o Elecromancer
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
o Exterminator
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
25
25
25
25
25
enemies
enemies
enemies
enemies
enemies
using
using
using
using
using
poison
poison
poison
poison
poison
damage.
damage.
damage. (REWARD: TITLE)
damage. (REWARD: BANNER)
damage. (REWARD: PORTRAIT)
Defeat
Defeat
Defeat
Defeat
Defeat
25
25
25
25
25
enemies
enemies
enemies
enemies
enemies
using
using
using
using
using
spirit
spirit
spirit
spirit
spirit
damage.
damage.
damage. (REWARD: TITLE)
damage. (REWARD: BANNER)
damage. (REWARD: PORTRAIT)
25
25
25
25
25
enemies
enemies
enemies
enemies
enemies
using
using
using
using
using
fire
fire
fire
fire
fire
o Wraith
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
o Pyromaniac
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
damage.
damage.
damage. (REWARD: TITLE)
damage. (REWARD: BANNER)
damage. (REWARD: PORTRAIT)
o Hypothermia
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
25
25
25
25
25
enemies
enemies
enemies
enemies
enemies
using
using
using
using
using
cold
cold
cold
cold
cold
damage.
damage.
damage. (REWARD: TITLE)
damage. (REWARD: BANNER)
damage. (REWARD: PORTRAIT)
EXPLORATION
o Elven Explorer
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
o Pilgrim
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Pathfinder
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Protector of Orlais
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Earn
Earn
Earn
Earn
Earn
o Wanderer
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Complete
Complete
Complete
Complete
Complete
o Tevinter Invader
Level 1: Earn 500 experience while in the Tevinter Ruins.
Level 2: Earn 10000 experience while in the Tevinter Ruins.
o Mage Sympathizer
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
o Tevinter Resistance
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
100 Venatori.
500 Venatori.
1000 Venatori. (REWARD: BANNER)
2500 Venatori. (REWARD: PORTRAIT)
5000 Venatori. (REWARD: TITLE)
o Demon Queller
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
100 Demons.
500 Demons.
1000 Demons. (REWARD: BANNER)
2500 Demons. (REWARD: PORTRAIT)
5000 Demons. (REWARD: TITLE)
o Combatant
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Defeat
Defeat
Defeat
Defeat
Defeat
100 Enemies.
500 Enemies.
1000 Enemies.(REWARD: BANNER)
2500 Enemies. (REWARD: PORTRAIT)
5000 Enemies.(REWARD: TITLE)
o Heavy Hitter
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
Land
Land
Land
Land
Land
25 Critical Hits.
100 Critical Hits.
500 Critical Hits.(REWARD: BANNER)
1000 Critical Hits. (REWARD: PORTRAIT)
2500 Critical Hits. (REWARD: TITLE)
1:
2:
3:
4:
5:
Revive
Revive
Revive
Revive
Revive
o Hero
Level
Level
Level
Level
Level
5 Teammates.
25 Teammates.
100 Teammates. (REWARD: BANNER)
250 Teammates. (REWARD: PORTRAIT)
500 Teammates. (REWARD: TITLE)
STORE
You can buy items in the store. These items range from FREE seasonal chests
to loot chests and potion chests. You can also buy "Platinum" from the store,
which is EA s (the publisher) form of MICRO-TRANSACTIONS in the game. It s
your money, but, well... BK at least is NOT a fan of micro-transactions...
"CHESTS"
o Small Chest: 270 Gold
- Contains 1 Random Loot item and 2 Potions.
o Medium Chest: 725 Gold -or- 150 Platinum
- Contains 3 Random Loot items and 3 Potions.
o Large Chest: 1200 Gold -or- 250 Platinum
- Contains 5 Random Loot item and 5 Potions.
"POTIONS"
o Healing Potion Crate: 250 Gold -or- 100 Platinum
- A container of 5 healing potions. Perfect for restocking your supply.
o Mixed Potion Crate: 250 Gold -or- 100 Platinum
- A mixed container of 5 random potions and an extra advantage on your
operation.
CHARACTER SKILLS
Finally we have listed out the character skills. Each character has two skill
selections. Note that MOST of these skills come from the single-player game, but
some are all new (these are usually in the form of stat-buffs). They do a good
job of mixing the skills up based on character type here, and since skills are
really how you play, this makes your character (and skill) selection all the
more important.
Each character has two skill trees. We ll go over them all below. Once you see
the amount of skills available, you ll quickly see that there is a lot of room
for optimization here.
o Legionnaire
"A walking fortress of Dwarven steel."
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1. Adamant
You ve trained hard, and you know how to make the most of whatever armor
you re wearing.
Armor Bonus: 20%
Constitution On Unlock: +3
2. Shield Wall
You stand firm and block incoming attacks at the cost of stamina. Each block
adds to your guard. You move much more slowly while sustaining this ability.
Requires A Shield
Guard provides a protection from incoming attacks by granting additional
health. Guard must be broken before a target will take damage.
A. Chevalier s Step
When you use Shield Wall, your movement is not slowed as much. You also
protect nearby allies by giving them improved armor.
Range: 4 Meters
Armor Bonus: 30%
3. Turn the Bolt
Your expertise with the shield protects you against ranged attacks from the
front.
Damage Reduction: 50%
Constitution on Unlock: +3
4. Challenge
Your powerful shout carries across the battlefield, taunting a targeted enemy
and improving your guard.
Duration: 8 Seconds
Guard Amount: 10%
Cooldown Time: 16 Seconds
Cost: 20 Stamina
Guard provides protection from incoming attacks by granting additional health.
Guard must be broken before a target will take damage.
A. Throw the Gauntlet
You don t flinch, don t blink, and don t back down. Enemies that hit you with
melee attacks are staggered by recoil.
Stun Chance: 5%
Stun Duration: 2 Seconds
Constitution On Unlock: +3
6. Combat Roll
You dive and roll to where the battle need you to be. Whether it s escaping
from a group or moving to flank an opponent.
Cooldown Time: 2 Seconds
Cost: 20 Stamina
A. Roll with It
You can now use Combat Roll to recover from most disabling conditions.
7. Balanced Combat
Your next basic attack after successfully blocking gives bonus stamina.
Stamina Restored: 10
Cooldown: 4 Seconds
Constitution On Unlock: +3
8. Biggest Threat
You make yourself the biggest target on the battlefield, the warrior no enemy
can ignore.
Threat Increase: 25%
Constitution On Unlock: +3
9. Hardened
After years of battling through the Deep Roads, the Legionaire can endure
even the worst of fights.
Strength On Unlock: +3
Constitution On Unlock: +6
10. Untouchable Defense
They can t kill what they can t hit. You get a bonus to your maximum guard.
Maximum Guard Bonus: 25%
Constitution on Unlock: +3
11. Unbowed
You focus on your defensive training, gaining guard for each nearby enemy.
Guard per Enemy: 10%
Cooldown Time: 32 Seconds
Guard provides protection from incoming attacks by granting additional health.
Guard must be broken before a target will take damage.
A. Still Standing
Unbowed further improves your guard for each nearby enemy, giving you the
strength to stay on your feet.
Guard Generation Bonus: 100%
12. Turn the Blade
Any blow you can see, you can turn aside. All damage coming from the front
is reduced.
Damage Resistance: 20%
Constitution on Unlock: +3
13. War Cry
You taunt all nearby enemies with a shouted challenge, gaining extra guard
for each enemy affected.
Duration: 4 Seconds
Guard per Enemy: 20%
Cooldown Time: 24 Seconds
Cost: 35 Stamina
Guard provides protection from incoming attacks by granting additional health.
Guard must be broken before a target will take damage.
A. Call to Arms
You draw strength from your War Cry, improving your armor for the coming
fight.
Armor Bonus: 200%
Duration: 10 Seconds
14. Cutting Words
Your party does more damage to taunted targets as you rattle your enemies
nerves and goad them into mistakes that leave them open.
Damage Bonus: 20%
Strength on Unlock: +3
15. Trust the Steel
You know how to make the most of your equipment, gaining a bonus to armor
when you have active guard.
Armor Bonus: 20%
Constitution on Unlock: +3
16. Walking Fortress
You may not be able to hold them off forever, but right now, nothing can
touch you. You have complete immunity to damage for a short time.
Duration: 8 Seconds
Cooldown Time: 32 Seconds
A. Siege-Breaker
Every attack that strikes you reduces your cooldown time and increases your
Guard.
Cooldown Reduction: 1 Second
Guard Amount: 10%
17. Bulwark
You stand all the stronger to finish the fight, gaining a bonus to your
maximum guard.
Maximum Guard Bonus: 25%
Constitution On Unlock: +3
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1. Payback Strike
COMBINED ARMS
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You recover from any disabled condition and lash out with a great blow against
nearby enemies. If you ve recently taken damage, you hit that much harder and
stagger your foes.
Requires A Shield
Damage: 200% Weapon Damage
Recently Damaged Threshold: 5 Seconds
Damage Bonus: 200%
Cooldown Time: 8 Seconds
Cost: 35 Stamina
A. Sweet Revenge
You do more damage with Payback Strike, and if you ve recently taken
damage, you also stun taunted enemies.
Damage Bonus: 200%
Stun Duration: 2 Seconds
2. Shield Bash
Many foes think a shield is just for defense. You correct that mistake with a
brutal slam that does bonus damage to an enemy s guard.
Requires A Shield
Damage: 300% Weapon Damage
Bonus Damage vs. Guard: 800%
Cooldown Time: 8 Seconds
Cost: 35 Stamina
Impact Detonator Ability: Use on incapacitated foes for a combo.
A. Ring the Bell
You now lunge forward with Shield Bash, and you do even grater damage to
an enemy s guard.
Bonus Damage vs. Guard: 400%
3. It ll Cost You
Any foe that attacks you in melee is going to bleed for it, taking a portion
of the damage they inflict.
Damage Returned: 15%
Strength on Unlock: +3
4. Lunge and Slash
You lunge forward, then spin with a slashing strike if your first blow
connects. You can use this attack to close with opponents.
Requires A Shield.
Damage: 175% Weapon Damage
Cooldown Time: 8 Seconds
Cost: 35 Stamina
Impact Detonator Ability: Use on incapacitated foes for a combo.
A. Great Lunge
The farther you lunge before striking your target, the more damage you
do to them.
Damage Bonus: 75% at 5 Meters
Damage Bonus: 250% at 10 Meters
5. Bear Mauls the Wolves
You get your breath back faster than most. When your stamina is very low, it
regenerates more quickly.
Low Stamina Threshold: 50%
Stamina Generation Rate Bonus: 50%
Strength On Unlock: +3
7. Flow of Battle
Every critical hit reduces the cooldown times on your abilities, giving you
the edge to finish off your enemy.
Cooldown Reduction: 1 Seconds
Strength On Unlock: +3
8. Warrior s Resolve
You fight all the harder when you re hurting, gaining stamina when you lose
health.
Stamina Restored: 10% for every 10% health lost.
Constitution on Unlock: +3
9. Grappling Chain
With a hooked chain and a lot of muscle, you drag your target into arm s reach.
Damage: 100% Weapon Damage
Cooldown Time: 12 Seconds
Cost: 20 Stamina
A. Give Them the Boot
After Grappling Chain drags an opponent to you, you stun them with a hard
kick.
Damage: 200% Weapon Damage
Your critical hits crack armor and rend shields, sundering your enemy s armor
for a short time.
Armor Reduction: 20%
Duration: 6 Seconds
Strength On Unlock: +3
11. To the Death
You taunt an enemy into a frenzy. Their damage output increases over time,
but so does the amount of damage they take. The effect ends if you get out
of range of the enemy.
Range: 15 Meters
Enemy Damage Output: 5% Increase Per Second
Enemy Damage Taken: 5% Increase Per Second
Cooldown Time: 32 Seconds
Cost: 35 Stamina
A. En Garde
While To the Death is active, your guard improves as your target takes
damage and you correct weaknesses of your own.
Guard Amount: 25%
12. Guard-Smasher
You ve learned how to batter through your enemy s defenses, doing more damage
to their guard with every hit.
Bonus Damage Vs. Guard: 100%
Strength On Unlock: +3
13. Hamstring
When you attack a target from behind, you leave them slowed.
Speed Reduction: 50%
Duration: 3 Seconds
Strength On Unlock: +3
14. Blood Frenzy
They thought you d get weaker once they d wounded you. They were very wrong.
Damage Bonus: 5% for each 10% missing health
Strength on Unlock: +3
15. Crippling Blows
You know how to take the fight out of your foes. Your critical hits leave
enemies weakened.
Damage Reduction: 15%
Duration: 10 Seconds
This Effect Stacks.
Strength On Unlock: +3
16. Unyielding
An attack that would bring you down instead leaves you with a small amount of
health, and you are immune to all damage for a short time.
Invulnerability Duration: 5 Seconds
Health Threshold: 5%
Cooldown Time: 60 Seconds
Constitution On Unlock: +3
o Katari
"A Qunari giant who brings death and destruction."
ONSLAUGHT
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1. Charging Bull
You slam into your enemies, increasing your guard and knocking them down as
you break through their lines.
Damage: 150% Weapon Damage
Guard per Enemy: 10%
Cooldown Time: 8 Seconds
Cost: 5 Stamina Per Second
Guard provides protection from incoming attacks by granting additional health.
Guard must be broken before a target will take damage.
A. Gore and Trample
After you finish your charge, your next ability costs no stamina.
Duration: 6 Seconds
2. Mighty Blow
You deliver a powerful attack that crumples foes, leaving them knocked down
for a short time. You do more damage to targets that are already knocked down.
Requires a Two-Handed Weapon
Damage: 200% Weapon Damage
Damage Bonus: 200%
Cooldown Time: 16 Seconds
Cost: 50 Stamina
A. Easy Target
Mighty Blow costs less stamina and deals increased damage against targets
Hitting multipe targets with a single swing of your weapon restores your
stamina for each extra target.
Stamina Restored: 10%
Strength On Unlock: +3
4. Pommel Strike
You lash out with a fast strike that briefly stuns your target.
Requires a Two-Handed Weapon
Damage: 300% Weapon Damage
Stun Duration: 3 Seconds
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Lightning Jab
You fight all the harder when you re hurting, gaining stamina when you lose
health.
Stamina Restored: 10% for every 10% health lost.
Constitution on Unlock: +3
7. Relentless
8. Coup de Grace
You deal more damage against enemies that are stunned or knocked down.
Better them than you.
Damage Bonus: 30%
Strength On Unlock: +3
9. Flow of Battle
Every critical hit reduces the cooldown times on your abilities, giving you
the edge to finish off your enemy.
Cooldown Reduction: 1 Seconds
Strength On Unlock: +3
10. Shield-Breaker
Your critical hits crack armor and rend shields, sundering your enemy s armor
for a short time.
Armor Reduction: 20%
Duration: 6 Seconds
Strength On Unlock: +3
11. Whirlwind
You spin with your weapon outstretched, cutting through any enemies in
your path.
Requires a Two-Handed Weapon
Damage Per Hit: 70% Weapon Damage
Cooldown Time: 24 Seconds
Cost: 10 Stamina
Impact Detonator Ability: Use on incapacitated foes for a combo.
A. Rising Winds
You have a greater chance of scoring a critical hit when attacking foes from
behind.
Critical Hit Chance: 14%
Cunning On Unlock: +3
13. Earthshaking Strike
Your great blow tears open the ground with a shockwave that batters enemies
caught in its path.
Flames erupt from the fissure left by Earthshaking Strike, damaging enemies
that cross it.
Duration: 8 Seconds
Burning: 20% Weapon Damage Per Second
Burning Duration: 8 Seconds
14. Scenting Blood
Being near a badly wounded enemy spurs you into a frenzy, driving you to move
faster and giving you a better chance of striking deadly blows.
Range: 10 Meters
Health Threshold: 35%
Speed Bonus: 50%
Critical Hit Chance Bonus: 10%
Constitution on Unlock: +3
15. Fervor
When an enemy dies near you, the thrill of death spurs you to hit that much
harder.
Damage Bonus: 30%
Duration: 5 Seconds
Range: 10 Meters
Cunning on Unlock: +3
16. Piercing Blows
They thought you d get weaker once they d wounded you. They were very wrong.
Damage Bonus: 5% for each 10% missing health
Strength on Unlock: +3
TACTICS
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You stand ready to deflect the next incoming attack and deliver a punishing
counter to your attacker.
Requires a Two-Handed Weapon
Damage: 150% Weapon Damage
Cost: 10 Stamina
Cost: 5 Stamina Per Second
A. Flawless Defense
Countering an enemies attack now does bonus damage and adds to your guard.
Damage Bonus: 50%
Guard Amount: 15%
Guard provides protection from incoming attacks by granting additional
health. Guard must be broken before a target will take damage.
2. Grappling Chain
With a hooked chain and a lot of muscle, you drag your target into arm s reach.
Damage: 100% Weapon Damage
Cooldown Time: 12 Seconds
Cost: 20 Stamina
A. Give Them the Boot
After Grappling Chain drags an opponent to you, you stun them with a hard
kick.
Damage: 200% Weapon Damage
Stun Duration: 3 Seconds
3. Adamant
You ve trained hard, and you know how to make the most of whatever armor
you re wearing.
Armor Bonus: 20%
Constitution On Unlock: +3
4. Combat Roll
You dive and roll to where the battle need you to be. Whether it s escaping
from a group or moving to flank an opponent.
Cooldown Time: 2 Seconds
Cost: 20 Stamina
A. Roll with It
You can now use Combat Roll to recover from most disabling conditions.
5. Bear Mauls the Wolves
Any foe that attacks you in melee is going to bleed for it, taking a portion
You don t flinch, don t blink, and don t back down. Enemies that hit you with
melee attacks are staggered by recoil.
Stun Chance: 5%
Stun Duration: 2 Seconds
Constitution On Unlock: +3
8. Hamstring
When you attack a target from behind, you leave them slowed.
Speed Reduction: 50%
Duration: 3 Seconds
Strength On Unlock: +3
9. Deep Reserves
You get your breath back faster than most. When your stamina is very low, it
regenerates more quickly.
Low Stamina Threshold: 50%
Stamina Generation Rate Bonus: 50%
Strength On Unlock: +3
10. Crippling Blows
You know how to take the fight out of your foes. Your critical hits leave
enemies weakened.
Damage Reduction: 15%
Duration: 10 Seconds
This Effect Stacks.
Strength On Unlock: +3
11. Biggest Threat
You make yourself the biggest target on the battlefield, the warrior no enemy
can ignore.
Threat Increase: 25%
Constitution On Unlock: +3
12. To the Death
You taunt an enemy into a frenzy. Their damage output increases over time,
but so does the amount of damage they take. The effect ends if you get out
of range of the enemy.
Range: 15 Meters
Enemy Damage Output: 5% Increase Per Second
Enemy Damage Taken: 5% Increase Per Second
Cooldown Time: 32 Seconds
Cost: 35 Stamina
A. En Garde
While To the Death is active, your guard improves as your target takes
damage and you correct weaknesses of your own.
Guard Amount: 25%
13. Guard-Smasher
You ve learned how to batter through your enemy s defenses, doing more damage
to their guard with every hit.
Bonus Damage Vs. Guard: 100%
Strength On Unlock: +3
14. Challenge
Your powerful shout carries across the battlefield, taunting a targeted enemy
and improving your guard.
Duration: 8 Seconds
Guard Amount: 10%
Cooldown Time: 16 Seconds
Cost: 20 Stamina
Guard provides protection from incoming attacks by granting additional health.
Guard must be broken before a target will take damage.
A. Throw the Gauntlet
Your party does more damage to taunted targets as you rattle your enemies
nerves and goad them into mistakes that leave them open.
Damage Bonus: 20%
Strength on Unlock: +3
16. War Horn
Your war horn s blast puts fear into the hearts of your foes, leaving them
panicked.
Area of Effect: 8 Meters
Fear Duration: 6 Seconds
War Horn now shatters your enemy s guard, and panicked enemies are too
shaken to defend themselves, leaving their armor sundered.
Armor Reduction: 20%
Bonus Damage vs. Guard: 1,200%
o Assassin
"A knife from the shadows."
ASSASSINATION
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1. Twin Fangs
You lash out with both daggers, striking deep, with bonus damage if you flank
your foe.
Requires Daggers
Number of Hits: 2
Damage per Hit: 200% Weapon Damage
Damage Bonus: 200%
Cooldown Time: 8 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo
A. Ripping Fangs
If flanking, your Twin Fangs attack will keep your target s armor sundered
from the blow.
Damage Bonus: 100%
Duration: 8 Seconds
2. Hidden Blades
They ll swear you leapt from the shadows like a thrown blade and hit your target
with a flurry of strikes from every angle... but it s obvious that you were
nowhere near them at the time.
Number of Hits: 3
Damage per Hit: 300% Weapon Damage
Cooldown Time: 32 Seconds
Cost: 65 Stamina
A. Overkill
You use Hidden Blades faster and more easily, launching even more strikes
on your victim.
Cooldown Reduction: 4 Seconds
Additional Hits: 3
3. First Blood
You ve learned to pick apart enemies that are still unwounded and unwary. You
do more damage to enemies that are only lightly injured.
Damage Bonus: 15%
Health Threshold: 80%
Dexterity on Unlock: +3
4. Shadow Strike
You take your enemy by surprise with an attack they never see coming. If you are
in stealth or have not taken damage recently, this attack hits even harder.
Damage: 400% Weapon Damage
Stealth Bonus Damage: 200%
Not Damaged Recently Threshold: 5 Seconds
Cooldown Time: 16 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo.
A. Quick Blade
Shadow Strike costs less stamina, and when you use it while flanking an
opponent, you reduce all of your active cooldown times.
Cost Reduction: 10 Stamina
Cooldown Reduction: 4 Seconds
5. Cull the Herd
When their hearts aren t in the fight, it s almost too easy. Your attack on
panicked or sleeping enemies are automatically critical hits.
Cunning on Unlock: +3
7. Deadly
Once she finds her mark, the assassin strikes quick, hard, and without mercy.
Dexterity on Unlock: +5
Cunning on Unlock: +4
8. Cripple
Your critical hits tear through enemy armor, leaving it sundered for a short
time.
Duration: 6 Seconds
Cunning on Unlock: +3
10. Looked Like It Hurt
The worst mistake your enemies can make is to let you see them flinch. Whenever
you score a critical hit, you regenerate stamina.
Stamina Restored: 10
Cunning on Unlock: +3
11. Throatcutter
A wounded enemy is the perfect target. Your attacks are even deadlier against
targets that are close to death already.
Damage Bonus: 2% for each 10% missing health
Dexterity on Unlock: +3
12. Unforgiving Chain
Your daggers blur, a dance of deadly pain. Each strike adds to your critical-hit
chance. After a critical attack, your chain resets as you begin another dance.
Critical Hit Chance: 1%
Dexterity on Unlock: +3
13. Bloodied Prey
Your strikes cut deeper into any foe whose current health is lower than your
own.
Damage Bonus: 10%
Cunning on Unlock: +3
14. Spinning Blades
You lash out with a set of slashing blows that bring you in and drive your
target back.
Requires Daggers
Number of Hits: 5
Damage per Hit: 75% Weapon Damage
Cooldown Time: 16 Seconds
A. Neverending Spin
The number of your deadly slashes grows when you connect with earlier
attacks.
Additional Hits: 4
Attacks upon a target s back or flank are much more likely to be killing blows.
Critical Hit Chance: 22%
Cunning on Unlock: +3
16. Deathblow
You lash out hard with swift and deadly skill and then again against a wounded
foe.
Requires Daggers
Damage: 200% Weapon Damage
Bonus Damage: 3% for every 1% missing health
Health Threshold: 50%
Cooldown Time: 8 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo
A. Thrill of Victory
Your strike bites deeper, and if it should kill your target, there s no
cooldown on Deathblow.
Damage Bonus: 100%
STALKER
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1. Stealth
You step into the shadows, all but invisible to your enemies. Attacking from
stealth gives you a damage bonus and brings you back to the enemy s attention.
Dealing damage to enemies reduces the ability s cooldown time.
Damage Bonus: 100%
Duration: 30 Seconds
Cooldown Time: 24 Seconds
Cost: 20 Stamina
A. Lost in the Shadows
You live in the darkness. Entering Stealth is now instant and removes all
debilitating effects on you. While in Stealth, you cn even pass through
enemies without being detected.
2. Hook and Tackle
You hurl a light grappling hook at a target, then yank hard as you leap to pull
yourself to it.
Cooldown Time: 12 Seconds
Cost: 20 Stamina
A. It Beats Walking
You can use Hook and Tackle with no stamina cost or cooldown time.
3. Ambush
While you re in stealth and shortly after leaving it, your attacks ignore some
of your target s armor.
Armor Penetration: 50%
Duration: 6 Seconds
Dexterity on Unlock: +3
4. Evade
You leap away from incoming attacks, putting yourself where you need to be to
win this fight.
Enemies will swear you re still there, attacking empty air and hurting nobody
but themselves as you leap away.
Duration: 3 Seconds
Damage: 300% Weapon Damage
5. Bloodthirst
You move faster when you re near enemies with low health.
Range: 10 Meters
Health Threshold: 35%
Speed Bonus: 50%
Critical Hit Chance Bonus: 10%
Constitution on Unlock: +3
6. Easy to Miss
Enemies are likely to overlook you in combat, much to their regret. This is
especially true if you re flanking them.
Threat Reduction: 25%
Flanking Threat Reduction: 100%
Cunning on Unlock: +3
7. Evasion
They can t hit what they can t see. Your deceptive fighting style gives you a
chance to dodge enemy attacks, taking no damage.
Chance to Activate: 5%
Dexterity on Unlock: +3
8. Knife in the Shadows
You are a deadly threat to any enemy that can t see you coming. When you attack
from stealth, you automatically critically hit.
Dexterity on Unlock: +3
9. Flank Attack
You leap through shadows to attack your foe with deadly strikes that hit them
from behind.
Requires Daggers
Number of Hits: 2
Damage per Hit: 200% Weapon Damage
Cooldown Time: 8 Seconds
Cost: 35 Stamina
A. Skirmisher
Before your target turns to face your blow, you move to stealth, impossible
to find.
10. Dance of Death
You regain stamina with every kill, the better to continue your assault.
Stamina Restored: 50
Dexterity on Unlock: +3
11. Poisoned Weapons
You coat your weapons in a deadly toxin, making every attack poison enemies for
a short time.
Duration: 10 Seconds
Damage: 60% Weapon Damage per second
Damage Duration: 8 Seconds
Cooldown Time: 24 Seconds
Cost: 20 Stamina
A. Infected Wounds
Your poison helps your blades and arrows bite deeper. You do more damage with
your weapons while Poisoned Weapons is active.
Damage Bonus: 25%
12. Explosive Toxin
Your poisons curdle the blood of your targets. Enemies that die while poisoned
explode in a shower of toxic mist.
Duration: 8 Seconds
Radius: 3 Meters
Damage: 50% Weapon Damage per second
Dexterity on Unlock: +3
13. I Was Never Here
You have learned to use the distraction of an enemy s death to slip silently
into the shadows. Killing a target removes any cooldown on stealth.
Dexterity on Unlock: +3
14. Fallback Plan
You place a thieves lantern to mark a fallback location before heading into
battle. When the fight gets ugly, you leap back to safety, as healthy as you
were when you placed your marker.
Duration: 15 Seconds
You can fight for a longer time before leaping back, and you pull your
closest enemy back with you.
Duration Bonus: 5 Seconds
15. Fighting Dirty
All of your sunder and poison effects last longer as you make more potent toxins
and uglier wounds.
Duration Bonus: 25%
Dexterity on Unlock: +3
o Archer
"An expert marksman and sniper."
MARKSMAN
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1. Explosive Shot
You fire a powerful shot that explodes on impact, damaging enemies around your
target.
Requires a Bow
Number of Hits: 2
Damage: 100% Weapon Damage
Impact Radius: 4 Meters
Cooldown Time: 12 Seconds
Cost: 35 Stamina
A. Chain Reaction
Shrapnel from Explosive Shot fills the air and sets off deadly chain
reactions that do more damage the more enemies are nearby.
Damage Bonus per Target: 25%
Maximum Bonus Damage: 100%
2. Leaping Shot
You dive out of trouble and fire a hail of arrows at the enemies that were
trying to close with you.
Requires a Bow
Projectiles: 12
Damage per Hit: 50% Weapon Damage
Cooldown Time: 12 Seconds
Cost: 35 Stamina
A. Rolling Draw
If Leaping Shot hits, you can use the momentum of your leap to do a stronger
draw as you come back to your feet. Your next attack, whenever you make it,
will knock down its target.
Damage Bonus: 200%
3. First Blood
You ve learned to pick apart enemies that are still unwounded and unwary. You
do more damage to enemies that are only lightly injured.
Damage Bonus: 15%
Health Threshold: 80%
Dexterity on Unlock: +3
4. Long Shot
You fire a powerful single shot that delivers more damage the farther away from
the target.
Requires a Bow
Damage: 200% Weapon Damage
Damage Bonus: 600% at 15 meters
Cooldown Time: 8 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo
A. Archer s Lance
Long Shot now rips through every enemy along its path, doing bonus damage
for each extra target it hits.
5. Flanking Fire
Your critical hits tear through enemy armor, leaving it sundered for a short
time.
Duration: 6 Seconds
Cunning on Unlock: +3
7. Perceptive
The wilderness has taught the archer to always maintain a keen awareness of
his surroundings.
Dexterity on Unlock: +6
Cunning on Unlock: +3
You help the team make the most of its abilities, increasing the damage and
duration of all status effects anyone in the party applies.
Damage Bonus: 10%
Duration Bonus: 10%
Willpower on Unlock: +3
9. Opportunity Knocks
When an ally critically hits, you take advantage of their success faster with
reduced cooldown times.
Cooldown Reduction: 0.5 Seconds
Cunning on Unlock: +3
10. Bloodied Prey
Your strikes cut deeper into any foe whose current health is lower than your
own.
Damage Bonus: 10%
Cunning on Unlock: +3
11. Disable
Your experience with finding and pointing out enemy vulnerabilities gives the
entire party a better chance to land a critical hit.
Critical Hit Chance Bonus: 5%
Dexterity on Unlock: +3
13. Death from Above
If the first arrow doesn t kill them, the tenth might. Each consecutive hit with
a bow attack does progressively more damage to the target.
Damage Bonus: 5%
Bonus Duration: 10 Seconds
Dexterity on Unlock: +3
16. Mark of Death
You mark your enemy, and every hit on them adds part of its power to the mark s
damage. Trigger your mark when you are ready, and watch them fall from injuries
they never even noticed. You can manually trigger the mark early for bonus
damage.
Stored Damage: 100%
Duration: 8 Seconds
Cooldown Time: 32 Seconds
Cost: 10 Stamina
A. Mark of Doom
While it is active, Mark of Death leaves the target vulnerable to even more
injury.
Armor Reduction: 20%
17. Gaps in the Armor
It takes a moment to line up the perfect shot, but it pays off with a
devastating hit that bites even deeper against enemies who aren t injured yet.
Requires a Bow
Damage: 800% Weapon Damage
Damage Bonus: 800% at full health
Cooldown Time: 24 Seconds
Cost: 65 Stamina
A. Stunning Shot
Enemies hit by Full Draw are knocked briefly unconscious by the power of
your shot.
Sleep Duration: 20 Seconds
19. Throatcutter
A wounded enemy is the perfect target. Your attacks are even deadlier against
targets that are close to death already.
Damage Bonus: 2% for each 10% missing health
Dexterity on Unlock: +3
EVASION
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1. Caltrops
You scatter spikes behind you, hurting and slowing down enemies who come after
you. This ability is considered a trap for any abilities that enhance or affect
traps.
Duration: 30 Seconds
Radius: 3 Meters
Damage: 10% Weapon Damage per scond
Speed Reduction: 25%
Cooldown Time: 16 Seconds
Cost: 35 Stamina
A. Tread Lightly
Your Caltrops cover a wider area and impede enemies even more.
Radius: 5 Meters
Speed Reduction Bonus: 25%
2. Knockout Powder
You throw a handful of dosed dust into an enemy s face, putting them to sleep
for a short time.
Duration: 10 Seconds
Area of Effect: 6 meters
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Deep Sleep
Enemies affected by Knockout Powder sleep longer and are slow to wake up
after being damaged.
Duration Bonus: 10 Seconds
Damage Sleep Duration: 3 Seconds
3. Fury of the Storm
When your stamina is exhausted, you fight even harder, lashing out with fury to
win the fight.
Damage Bonus: 10%
Low Stamina Threshold: 50%
Constitution on Unlock: +3
4. Evade
You leap away from incoming attacks, putting yourself where you need to be to
win this fight.
Cooldown Time: 2 Seconds
Cost: 20 Stamina
A. Hidden Step
Enemies will swear you re still there, attacking empty air and hurting nobody
but themselves as you leap away.
Duration: 3 Seconds
You regain stamina with every kill, the better to continue your assault.
Stamina Restored: 50
Dexterity on Unlock: +3
6. Cripple
Attacks upon a target s back or flank are much more likely to be killing blows.
Critical Hit Chance: 22%
Cunning on Unlock: +3
8. Mercy Killing
When their hearts aren t in the fight, it s almost too easy. Your attack on
panicked or sleeping enemies are automatically critical hits.
Cunning on Unlock: +3
9. Knockout Bomb
You hurl a grenade containing a powerful concoction that puts nearby enemies to
sleep. Sleeping enemies awaken after taking damage.
Duration: 10 Seconds
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Comatose
Enemies affected by Knockout Bomb sleep more deeply, allowing your allies to
hit them even harder with flanking damage.
10. Looked Like It Hurt
The worst mistake your enemies can make is to let you see them flinch. Whenever
you score a critical hit, you regenerate stamina.
Stamina Restored: 10
Cunning on Unlock: +3
You set a trap that, when an enemy approaches, detonates and flings enemies
into the air.
Damage: 300% Weapon Damage
Cooldown Time: 16 Seconds
Cost: 35 Stamina
A. Watch Your Step
You can remain in stealth while using a spike trap, and enemies are flung
even farther into the air.
12. Set Them Up
You ve mastered the proper placement of spikes and levers. When you spring any
kind of trap, your enemies feel it.
Damage Bonus: 25%
Willpower on Unlock: +3
13. Easy to Miss
Enemies are likely to overlook you in combat, much to their regret. This is
especially true if you re flanking them.
Threat Reduction: 25%
Flanking Threat Reduction: 100%
Cunning on Unlock: +3
14. Fallback Plan
You place a thieves lantern to mark a fallback location before heading into
battle. When the fight gets ugly, you leap back to safety, as healthy as you
were when you placed your marker.
Duration: 15 Seconds
Cooldown Time: 32 Seconds
Cost: 35 Stamina
A. Bait and Switch
You can fight for a longer time before leaping back, and you pull your
closest enemy back with you.
Duration Bonus: 5 Seconds
15. Evasion
They can t hit what they can t see. Your deceptive fighting style gives you a
chance to dodge enemy attacks, taking no damage.
Chance to Activate: 5%
Dexterity on Unlock: +3
o Elementalist
"An explosive personality who controls primal forces"
DESTRUCTION
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You unleash a massive explosion, leaving enemies in the area burning in agony.
Fire Damage: 300% Weapon Damage
Burning: 75% Weapon Damage per second
Burning Duration: 8 Seconds
Area of Effect: 3 Meters
Cooldown Time: 16 Seconds
Cost: 35 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo.
A. Wildfire
Immolate burns hotter and has a shorter cooldown time, allowing you to rain
fire upon your enemies more often.
Fire Damage Bonus: 100% Weapon Damage
Burning: 75% Weapon Damage per second
Cooldown Reduction: 4 Seconds
2. Flashfire
You ignite an enemy with searing pain and send them fleeing in panic.
Fire Damage: 300% Weapon Damage
Fear Duration: 8 Seconds
Cooldown Time: 20 Seconds
Cost: 65 Mana
A. Blistering Pain
Flashfire burns brighter and hotter, intensifying the panic that your enemy
suffers.
Fear Duration Bonus: 8 Seconds
3. Conductive Current
The more magical energy you expend, the more damage your spells do.
Damage Bonus: 5% for every 10% missing mana
Magic on Unlock: +3
4. Stonefist
You summon a boulder from the Fade and smash it into your target, sending them
flying.
Spirit Damage: 500% Weapon Damage
Cooldown Time: 8 Seconds
Cost: 50 Mana
Impact Detonator Ability: Use on incapacitated foes for a combo
A. Shatterstone
After you land a critical hit, your next spell cast doesn t trigger a cooldown
period.
Magic on Unlock: +3
7. Defiant
The elemntalist s dedication to the cause of mage freedom spurs him to fight
even harder.
Magic on Unlock: +5
Cunning on Unlock: +4
8. Wall of Fire
You conjure a flaming barrier that burns and panics enemies that pass through
it.
Size: 6 Meters
Duration: 20 Seconds
Burning: 200% Weapon Damage per second
Burning Duration: 8 Seconds
Fear Duration: 4 Seconds
Cooldown Time: 32 Seconds
Cost: 35 Mana
A. Lasting Flames
Wall of Fire creates a larger wall, and its flames burn longer on enemies
that pass through it.
Size Bonus: 3 Meters
Damage Duration Bonus: 4 Seconds
9. Clean Burn
Your spells burn away ambient magic that would otherwise slow down your casting.
Every spell you cast shortens your active cooldown times.
Cooldown Reduction: 1 Seconds
Willpower on Unlock: +3
You mark the ground with a glyph that takes a short time to prime. Once it is
ready, it will erupt into flame when an enemy crosses it, damaging and
staggering the target.
Fire Damage: 1,600% Weapon Damage
Activation Delay: 3 Seconds
Cooldown Time: 24 Seconds
Cost: 35 Mana
A. Searing Glyph
Targets hit by Fire Mine are launched into the air and set aflame, leaving
them burning.
Burning: 200% Weapon Damage per second
Burning Duration: 8 Seconds
11. Death Siphon
Every time an enemy dies nearby, you regain both health and mana.
Mana Amount: 20
Health Amount: 10%
Constitution on Unlock: +3
12. Pyromancer
You have mastered the summoning of fire, increasing your effectiveness when
panicking or burning enemies.
Burning Duration Bonus: 25%
Fear Duration Bonus: 25%
Willpower on Unlock: +3
13. Stormbringer
The storm comes to your aid even without your calling it. When you are in
combat, lightning will periodically strike a random nearby enemy.
Electric Damage: 300% Weapon Damage
Radius: 25 Meters
Cooldown Time: 15 Seconds
Magic on Unlock: +3
14. Energy Barrage
You launch a salvo of elemental blasts from your staff that homes in on targets
ahead of you.
Projectiles: 12
Damage per Hit: 66% Weapon Damage
Cooldown Time: 16 Seconds
Cost: 50 Mana
Each hit from Energy Barrage lowers the target s resistance to your staff s
magic type for a short time.
Magic Resistance: -2%
15. Firestorm
You summon flaming meteors, raining fire down upon enemies all over the area
for the next several seconds.
Number of Hits: 12
Fire Damage: 100% Weapon Damage
Cooldown Time: 60 Seconds
Cost: 65 Mana
CONTROL
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1. Winter s Grasp
Winter s Grasp now damages and chills nearby enemies as well. However, only
the primary target is frozen.
Area of Effect: 3 Meters
2. Fade Step
You let invisible waves of magic carry you forward, blurring ahead a short
distance.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
A. Frost Step
Your aura of tranquility makes enemies less likely to attack you in battle, even
when you damage them.
Threat Reduction: 50%
Willpower on Unlock: +3
4. Fade Cloak
You surround yourself with the magic of the veil itself. You are briefly
invulnerable and can pass through enemies unharmed.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
Cost: 20 Mana
A. Decloaking Blast
You use your staff s energy to fill the area with sympathetic magic. Each basic
attack shortens your active cooldown times.
Cooldown Reduction: 0.5 Seconds
Willpower on Unlock: +3
6. Winter Stillness
By standing still, you enter into a meditative state that restores your mana at
an enhanced rate and reduces all cooldown times.
Meditation Idle Threshold: 3 Seconds
Mana Generation Rate Bonus: 50%
Willpower on Unlock: +3
7. Frost Mastery
You have mastered the calling of cold, increasing your effectiveness when
chilling or freezing targets.
Freeze Duration Bonus: 25%
Chill Duration Bonus: 25%
Magic on Unlock: +3
8. Static Charge
You sheathe yourself in lightning while casting spells. Enemies that attempt to
interrupt your casting with attacks are struck by arcs that leave them
paralyzed.
Electric Damage: 100% Weapon Damage
Shock Duration: 6 Seconds
Constitution on Unlock: +3
9. Lightning Bolt
You summon a bolt of lightning that blasts and paralyzes a single target. If
other enemies are nearby, the bolt will paralyze the target for longer.
Lightning Bolt does more damage if there are other enemies nearby, and if
there are enough close to the striking point, a wave of force will knock
back all enemies except for the paralyzed primary target.
Damage Bonus: 200% for every creature within 4 meters.
10. Guardian Spirit
A protective barrier springs into place around you automatically when you are
badly injured.
Barrier: 100%
Health Threshold: 25%
Cooldown Time: 60 Seconds
Constitution on Unlock: +3
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
11. Ice Mine
You mark the ground with a glyph that takes a short time to prime. Once it is
ready, it will freeze the first target to step on it.
Freeze Duration: 6 Seconds
Activation Delay: 3 Seconds
Cooldown Time: 18 Seconds
Cost: 35 Mana
A. Brittle Glyph
While frozen, the victim of Ice Mine loses all armor protection.
Armor Reduction: 100%
12. Ice Armor
You draw on cold magic near you to protect you from attacks. Standing near a
frozen enemy or a persistent cold spell reduces all damage you take.
Damage Reduction: 50%
Willpower on Unlock: +3
13. Chaotic Focus
When you cast a fire spell, the spell consumes half of your current barrier to
empower it. The larger the barrier consumed, the greater the bonus to the
spell s damage.
You have learned to cast Barrier with a more stable magical pattern. Each
time a barrier you have cast expires, the ability s cooldown time is reduced.
Cooldown Reduction: 4 Seconds
15. Veiled Riposte
Whenever you have a barrier active, enemies who attack you will take damage in
return.
Damage Returned: 20%
Magic on Unlock: +3
16. Strength of Spirits
Your barriers draw on the magic of the Fade to absorb more energy before
depleting.
Barrier Bonus: 50%
o Keeper
"A proud Elven apprentice who wields Dalish magic to protect or destroy."
PROTECTION
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1. Barrier
Cost: 50 Mana
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
A. Elegant Defense
You have learned to cast Barrier with a more stable magical pattern. Each
time a barrier you have cast expires, the ability s cooldown time is reduced.
Cooldown Reduction: 4 Seconds
2. Fade Step
You let invisible waves of magic carry you forward, blurring ahead a short
distance.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
A. Frost Step
When you or your allies have an active Barrier, the beneficial energy
invigorates them and helps them recover mana or stamina more quickly.
Mana Regeneration: 35%
Constitution on Unlock: +3
4. Fade Cloak
You surround yourself with the magic of the veil itself. You are briefly
invulnerable and can pass through enemies unharmed.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
Cost: 20 Mana
A. Decloaking Blast
Willpower on Unlock: +3
6. Peaceful Aura
Your aura of tranquility makes enemies less likely to attack you in battle, even
when you damage them.
Threat Reduction: 50%
Willpower on Unlock: +3
7. Proud
The keeper has devoted herself to the Dalish way of life, leaving few others
as adept as she with Elven Magic.
Constitution on Unlock: +3
Willpower on Unlock: +3
Magic on Unlock: +3
8. Guardian Spirit
A protective barrier springs into place around you automatically when you are
badly injured.
Barrier: 100%
Health Threshold: 25%
Cooldown Time: 60 Seconds
Constitution on Unlock: +3
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
9. Cycle of Life
Even should you fall, you give your allies the strength to fight on harder
in your name.
Health Amount: 100%
Damage Bonus: 50%
Duration: 10 Seconds
Cooldown Time: 60 Seconds
Constitution on Unlock: +3
10. Mana Surge
Your barrier explodes into wild magic when enemies destroy it. The blast freezes
all nearby enemies and allows you to cast your next spell without consuming
mana.
Area of Effect: 3 Meters
Freeze Duration: 2 Seconds
Magic on Unlock: +3
11. Veiled Riposte
Whenever you have a barrier active, enemies who attack you will take damage in
return.
Damage Returned: 20%
Magic on Unlock: +3
12. Nature s Shield
The entire party gains increased resistance to fire, ice, electric, and spirit
damage.
Damage Resistance: 10%
Willpower on Unlock: +3
13. Knight-Protector
You re adept with defensive magic. Barriers you create take longer to
naturally decay.
Barrier Decay Reduction: 35%
Constitution on Unlock: +3
14. Static Cage
You trap enemies inside an electricity field that paralyzes those that try to
leave.
Duration: 8 Seconds
Area of Effect: 9 Meters
Paralyzed Duration: 2 Seconds
Cooldown Time: 32 Seconds
Cost: 65 Mana
A. Lightning Cage
Static Cage is now powerful enough to hurt or even kill enemies who leave
its boundaries. Whenever an enemy in the cage takes damage, a lightning bolt
strikes them, dealing bonus electricity damage.
Electric Damage: 50% Weapon Damage
15. Winter Stillness
By standing still, you enter into a meditative state that restores your mana at
an enhanced rate and reduces all cooldown times.
Meditation Idle Threshold: 3 Seconds
Mana Generation Rate Bonus: 50%
Willpower on Unlock: +3
16. Disruption Field
You fill an area with magical energy that slows and weakens your enemies.
Enemies larger than the field are immune.
Enemies caught in Disruption Field are slowed to a stop over the course of
several seconds. Striking them ends the effect.
Speed Reduction: 99%
Duration: 5 Seconds
17. Strength of Spirits
Your barriers draw on the magic of the Fade to absorb more energy before
depleting.
Barrier Bonus: 50%
PRIMAL SPIRIT
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1. Chain Lightning
You unleash a blast of lightning that shocks one target and arcs to nearby
enemies.
Distance: 5 Meters
Number of Hits: 4
Electric Damage: 300% Weapon Damage
Shocked Duration: 8 Seconds
Cooldown Time: 8 Seconds
Cost: 50 Mana
A. Arcing Surge
You send enemies staggering with an explosion of willpower that drives them
back and makes them less likely to target you again.
Area of Effect: 5 Meters
Cooldown Time: 8 Seconds
Cost: 20 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Fortifying Blast
Each enemy you strike with Mind Blast increases your protective barrier as
you turn their pain into your power.
Barrier: 10%
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
3. Clean Burn
Your spells burn away ambient magic that would otherwise slow down your casting.
Every spell you cast shortens your active cooldown times.
Cooldown Reduction: 1 Seconds
Willpower on Unlock: +3
4. Dispel
You remove hostile magic and status effects from allies while stripping
beneficial effects from enemies.
Size: 5 Meters
Cooldown Time: 8 Seconds
Cost: 35 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Transmute Magic
Dispelling magic and status effects increases your own spells damage and
Barrier generation for a brief duration.
Barrier: 50%
Damage Bonus: 25%
Duration: 10 Seconds
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
5. Stormbringer
The storm comes to your aid even without your calling it. When you are in
combat, lightning will periodically strike a random nearby enemy.
Electric Damage: 300% Weapon Damage
Radius: 25 Meters
Cooldown Time: 15 Seconds
Magic on Unlock: +3
6. Veilstrike
You recreate your own fist from the essence of the Fade and smash nearby foes
to the ground.
Area of Effect: 5 Meters
Cooldown Time: 24 Seconds
Cost: 35 Mana
A. Punching Down
You cast veilstrike more easily, and the blow weakens your enemies, causing
them to do less damage.
Cost Reduction: 15 Mana
Weakened Duration: 10 Seconds
7. Conductive Current
The more magical energy you expend, the more damage your spells do.
Damage Bonus: 5% for every 10% missing mana
Magic on Unlock: +3
8. Lightning Bolt
You summon a bolt of lightning that blasts and paralyzes a single target. If
other enemies are nearby, the bolt will paralyze the target for longer.
Electric Damage: 200% Weapon Damage
Paralyzed Duration: 2 seconds per nearby enemy
Cooldown Time: 24 Seconds
Cost: 65 Mana
A. Exploding Bolt
Lightning Bolt does more damage if there are other enemies nearby, and if
there are enough close to the striking point, a wave of force will knock
back all enemies except for the paralyzed primary target.
Damage Bonus: 200% for every creature within 4 meters.
9. Static Charge
You sheathe yourself in lightning while casting spells. Enemies that attempt to
interrupt your casting with attacks are struck by arcs that leave them
paralyzed.
Electric Damage: 100% Weapon Damage
Shock Duration: 6 Seconds
Constitution on Unlock: +3
10. Smothering Veil
Weakened enemies have the damage they inflict reduced even further.
Damage Reduction: 30%
Willpower on Unlock: +3
11. Disturbance of Spirit
You use stray magic around weakened enemies to increase the power of status
effects on them.
You pull stray magic from around weakened enemies to regain mana based on the
damage you do to them.
Mana Recovery: 10%
Magic on Unlock: +3
14. Gathering Storm
You use your staff s energy to fill the area with sympathetic magic. Each basic
attack shortens your active cooldown times.
Cooldown Reduction: 0.5 Seconds
Willpower on Unlock: +3
15. Twisting Veil
You catch stray magic around weakened enemies and use them to increase the
damage of your own attacks.
Damage Bonus vs. Weakened: 15%
Magic on Unlock: +3
16. Energy Barrage
You launch a salvo of elemental blasts from your staff that homes in on targets
ahead of you.
Projectiles: 12
Damage per Hit: 66% Weapon Damage
Cooldown Time: 16 Seconds
Cost: 50 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Energy Bombardment
Each hit from Energy Barrage lowers the target s resistance to your staff s
magic type for a short time.
Magic Resistance: -2%
o Alchemist
"An eccentric Dwarf with an assortment of strange brews and explosives."
ALCHEMY
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1. Elemental Mines
It s now or never. You use every ounce of stamina you ve got to litter the
battlefield with traps. The more stamina you use, the more traps you throw.
Additional Traps: 1 for every 5 stamina
2. Flask of Frost
This flask coats you in an icy skin that increases your armor and freezes
enemies that strike you in melee range. You can t use this ability while
another elixir is active.
Damage Resistance: 85%
Duration: 5 Seconds
Freeze Duration: 1 Second
Cooldown Time: 32 Seconds
Cost: 20 Stamina
A. Bitter Chill
Activating Flask of Frost also taunts all nearby foes to attack you.
Radius: 5 Meters
3. Sneak Attack
Attacks upon a target s back or flank are much more likely to be killing blows.
Critical Hit Chance: 22%
Cunning on Unlock: +3
4. Poisoned Weapons
You coat your weapons in a deadly toxin, making every attack poison enemies for
a short time.
Duration: 10 Seconds
Damage: 60% Weapon Damage per second
Damage Duration: 8 Seconds
Cooldown Time: 24 Seconds
Cost: 20 Stamina
A. Infected Wounds
Your poison helps your blades and arrows bite deeper. You do more damage with
your weapons while Poisoned Weapons is active.
Damage Bonus: 25%
5. Alchemy Mastery
You regain stamina with every kill, the better to continue your assault.
Stamina Restored: 50
Dexterity on Unlock: +3
7. Unorthodox
The alchemist s mind travels curious, twisting paths, and though her methods
are strange, they are effective.
Dexterity on Unlock: +3
Cunning on Unlock: +6
8. Mercy Killing
When their hearts aren t in the fight, it s almost too easy. Your attack on
panicked or sleeping enemies are automatically critical hits.
Cunning on Unlock: +3
9. Knockout Bomb
You hurl a grenade containing a powerful concoction that puts nearby enemies to
sleep. Sleeping enemies awaken after taking damage.
Duration: 10 Seconds
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Comatose
Enemies affected by Knockout Bomb sleep more deeply, allowing your allies to
hit them even harder with flanking damage.
10. Fighting Dirty
All of your sunder and poison effects last longer as you make more potent toxins
and uglier wounds.
Duration Bonus: 25%
Dexterity on Unlock: +3
11. Toxic Cloud
You unleash a cloud of toxic dust that damages all enemies that remain in the
area.
Duration: 8 Seconds
Radius: 5 meters
Damage: 50% Weapon Damage per second
Cooldown Time: 32 Seconds
Cost: 50 Stamina
A. Contact Poison
Toxic Cloud has a shorter cooldown time and now also poisons enemies in the
area.
Cooldown Reduction: 5 Seconds
Damage: 25% Weapon Damage per second
Duration: 8 Seconds
12. Explosive Toxin
Your poisons curdle the blood of your targets. Enemies that die while poisoned
explode in a shower of toxic mist.
Duration: 8 Seconds
Radius: 3 Meters
Damage: 50% Weapon Damage per second
Dexterity on Unlock: +3
13. Killer s Alchemy
You can use more concentrated elixirs that give you an uncanny edge in battle.
You do bonus damage with all attacks for a short time whenever you use an
elixir or potion. The effect stacks.
Damage Bonus: 15%
Duration: 10 Seconds
Constitution on Unlock: +3
14. Flask of Fire
This flask coats you in flames that spur you to frenzied action. For a short
time, your abilities cost no stamina, and enemies who attack you are knocked
backward. You can t use this ability while another elixir is active.
Duration: 5 Seconds
Cooldown Time: 32 Seconds
Cost: 20 Stamina
A. Unquenchable Flames
The effects of your elixirs last longer if you activate one immediately after
another expires.
Bonus Duration: 3 Seconds
Dexterity on Unlock: +3
CUNNING
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1. Stealth
You step into the shadows, all but invisible to your enemies. Attacking from
stealth gives you a damage bonus and brings you back to the enemy s attention.
Dealing damage to enemies reduces the ability s cooldown time.
Damage Bonus: 100%
Duration: 30 Seconds
Cooldown Time: 24 Seconds
Cost: 20 Stamina
A. Lost in the Shadows
You live in the darkness. Entering Stealth is now instant and removes all
debilitating effects on you. While in Stealth, you cn even pass through
enemies without being detected.
2. Parry
You quickly block a strike made by your foe, then counter as their own defenses
fall.
Requires Daggers
Damage: 100% Weapon Damage
Cost: 10 Stamina
A. Effortless Riposte
While you re in stealth and shortly after leaving it, your attacks ignore some
of your target s armor.
Armor Penetration: 50%
Duration: 6 Seconds
Dexterity on Unlock: +3
4. Evade
You leap away from incoming attacks, putting yourself where you need to be to
win this fight.
Cooldown Time: 2 Seconds
Cost: 20 Stamina
A. Hidden Step
Enemies will swear you re still there, attacking empty air and hurting nobody
but themselves as you leap away.
Duration: 3 Seconds
Damage: 300% Weapon Damage
5. Disable
Your daggers blur, a dance of deadly pain. Each strike adds to your critical-hit
chance. After a critical attack, your chain resets as you begin another dance.
Critical Hit Chance: 1%
7. Evasion
They can t hit what they can t see. Your deceptive fighting style gives you a
chance to dodge enemy attacks, taking no damage.
Chance to Activate: 5%
Dexterity on Unlock: +3
8. Bloodied Prey
Your strikes cut deeper into any foe whose current health is lower than your
own.
Damage Bonus: 10%
Cunning on Unlock: +3
9. Flank Attack
You leap through shadows to attack your foe with deadly strikes that hit them
from behind.
Requires Daggers
Number of Hits: 2
Damage per Hit: 200% Weapon Damage
Cooldown Time: 8 Seconds
Cost: 35 Stamina
A. Skirmisher
Before your target turns to face your blow, you move to stealth, impossible
to find.
10. Knife in the Shadows
You are a deadly threat to any enemy that can t see you coming. When you attack
from stealth, you automatically critically hit.
Dexterity on Unlock: +3
11. Twin Fangs
You lash out with both daggers, striking deep, with bonus damage if you flank
your foe.
Requires Daggers
Number of Hits: 2
Damage per Hit: 200% Weapon Damage
Damage Bonus: 200%
Cooldown Time: 8 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo
A. Ripping Fangs
If flanking, your Twin Fangs attack will keep your target s armor sundered
from the blow.
Damage Bonus: 100%
Duration: 8 Seconds
12. Gaps in the Armor
Your experience with finding and pointing out enemy vulnerabilities gives the
entire party a better chance to land a critical hit.
Critical Hit Chance Bonus: 5%
Dexterity on Unlock: +3
14. Shadow Strike
You take your enemy by surprise with an attack they never see coming. If you are
in stealth or have not taken damage recently, this attack hits even harder.
Damage: 400% Weapon Damage
Stealth Bonus Damage: 200%
Not Damaged Recently Threshold: 5 Seconds
Cooldown Time: 16 Seconds
Cost: 50 Stamina
Precision Detonator Ability: Use on incapacitated foes for a combo.
A. Quick Blade
Shadow Strike costs less stamina, and when you use it while flanking an
opponent, you reduce all of your active cooldown times.
Cost Reduction: 10 Stamina
Cooldown Reduction: 4 Seconds
15. Easy to Miss
Enemies are likely to overlook you in combat, much to their regret. This is
especially true if you re flanking them.
Threat Reduction: 25%
Flanking Threat Reduction: 100%
Cunning on Unlock: +3
16. I Was Never Here
You have learned to use the distraction of an enemy s death to slip silently
into the shadows. Killing a target removes any cooldown on stealth.
Dexterity on Unlock: +3
o Necromancer
"A cold mistress of magic with terrifying power."
GRAVELORD
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1. Horror
You unleash spirits of fear that terrify all enemies within the area.
Panic Duration: 6 Seconds
Area of Effect: 3 Meters
Cooldown Time: 24 Seconds
Cost: 50 Mana
A. Despair
Horror inflicts even deeper terror upon targets and reduces their armor
while they are under its effects.
Spirit Damage: 50% Weapon Damage per second
Armor Reduction: 20%
2. Flashfire
You ignite an enemy with searing pain and send them fleeing in panic.
Fire Damage: 300% Weapon Damage
Fear Duration: 8 Seconds
Cooldown Time: 20 Seconds
Cost: 65 Mana
A. Blistering Pain
Flashfire burns brighter and hotter, intensifying the panic that your enemy
suffers.
Fear Duration Bonus: 8 Seconds
3. Blinding Terror
You have learned to leave enemies vulnerable in their terror. Enemies that are
panicked take increased damage from all atacks.
Damage Bonus vs. Panicked: 15%
Magic on Unlock: +3
4. Mind Blast
You send enemies staggering with an explosion of willpower that drives them
back and makes them less likely to target you again.
Area of Effect: 5 Meters
Cooldown Time: 8 Seconds
Cost: 20 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Fortifying Blast
Each enemy you strike with Mind Blast increases your protective barrier as
you turn their pain into your power.
Barrier: 10%
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
5. Virulence
The more magical energy you expend, the more damage your spells do.
Damage Bonus: 5% for every 10% missing mana
Magic on Unlock: +3
7. Pyromancer
You have mastered the summoning of fire, increasing your effectiveness when
panicking or burning enemies.
Burning Duration Bonus: 25%
Fear Duration Bonus: 25%
Willpower on Unlock: +3
8. Overwhelming Force
You do more damage to enemies whose health is less than or equal to yours.
Damage Bonus: 10%
Cunning on Unlock: +3
9. Hastened Demise
A wounded enemy is the perfect target. Your attacks are even deadlier against
targets that are close to death already.
Damage Bonus: 2% for each 10% missing health
Magic on Unlock: +3
10. Unsullied Victim
Every time an enemy dies nearby, you regain both health and mana.
Mana Amount: 20
Health Amount: 10%
Constitution on Unlock: +3
12. Simulacrum
If you are knocked unconscious, a spirit you control takes on your likeness and
fights on your behalf for a short time. The spirit draws magic directly from the
Fade, casting spells without cost. You cannot be revived by any means until the
spirit leaves.
Duration: 10 Seconds
Willpower on Unlock: +3
13. Power of the Dead
Killing enemies attracts spirits that increase the power of your spells for a
short time.
Damage Bonus: 20%
Duration: 10 Seconds
Willpower on Unlock: +3
14. Walking Bomb
You curse an enemy, inflicting ongoing spirit damage, and then trigger the curse
in a devastating explosion.
Spirit Damage: 200% Weapon Damage per second
Duration: 10 Seconds
Explosion Damage: 600% of Weapon Damage
Area of Effect: 5 Meters
Cooldown Time: 20 Seconds
Cost: 65 Mana
A. Virulent
If Walking Bomb kills your target, the effect spreads to nearby enemies,
causing secondary explosions.
15. Spirit Mark
You mark a target with an attacking spirit, inflicting ongoing damage. If the
target dies while marked, the spirit mimics the victim s body briefly to fight
on your behalf.
Can be toggled on and off
Duration: 12 Seconds
Spirit Damage: 75% Weapon Damage per second
Charm Duration: 15 Seconds
Cooldown Time: 20 Seconds
Cost: 50 Mana
A. Lingering Mark
Targets you kill with Spirit Mark now fight for you longer and harder.
Damage Bonus: 75%
Charm Duration: 45 Seconds
PERMAFROST
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1. Winter s Grasp
Winter s Grasp now damages and chills nearby enemies as well. However, only
the primary target is frozen.
Area of Effect: 3 Meters
2. Fade Step
You let invisible waves of magic carry you forward, blurring ahead a short
distance.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
A. Frost Step
You use your staff s energy to fill the area with sympathetic magic. Each basic
attack shortens your active cooldown times.
Cooldown Reduction: 0.5 Seconds
Willpower on Unlock: +3
4. Fade Cloak
You surround yourself with the magic of the veil itself. You are briefly
invulnerable and can pass through enemies unharmed.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
Cost: 20 Mana
A. Decloaking Blast
You draw on cold magic near you to protect you from attacks. Standing near a
frozen enemy or a persistent cold spell reduces all damage you take.
Your spells burn away ambient magic that would otherwise slow down your casting.
Every spell you cast shortens your active cooldown times.
Cooldown Reduction: 1 Seconds
Willpower on Unlock: +3
7. Calculating
The necromancer seeks ever more knowledge and power, and she is unafraid to
use both in battle.
Magic on Unlock: +3
Cunning on Unlock: +3
Willpower on Unlock: +3
8. Ice Mine
You mark the ground with a glyph that takes a short time to prime. Once it is
ready, it will freeze the first target to step on it.
Freeze Duration: 6 Seconds
Activation Delay: 3 Seconds
Cooldown Time: 18 Seconds
Cost: 35 Mana
A. Brittle Glyph
While frozen, the victim of Ice Mine loses all armor protection.
Armor Reduction: 100%
9. Tricks of the Trade
You help the team make the most of its abilities, increasing the damage and
duration of all status effects anyone in the party applies.
Damage Bonus: 10%
Duration Bonus: 10%
Willpower on Unlock: +3
10. Winter Stillness
By standing still, you enter into a meditative state that restores your mana at
an enhanced rate and reduces all cooldown times.
Meditation Idle Threshold: 3 Seconds
Mana Generation Rate Bonus: 50%
Willpower on Unlock: +3
11. Blizzard
You summon a freezing blizzard to chill and damage enemies caught in the area.
Can be toggled on and off
Ice Damage: 75% Weapon Damage per second
Chill Duration: 8 Seconds
Area of Effect: 8 Meters
Cooldown Time: 24 Seconds
Cost: 5 mana per second
A. Ice Storm
Your blizzard now chills enemies, progressively slowing them until they are
frozen.
Damage Bonus: 75%
Freeze Duration: 4 Seconds
12. Frost Mastery
You have mastered the calling of cold, increasing your effectiveness when
chilling or freezing targets.
Freeze Duration Bonus: 25%
Chill Duration Bonus: 25%
Magic on Unlock: +3
13. Energy Barrage
You launch a salvo of elemental blasts from your staff that homes in on targets
ahead of you.
Projectiles: 12
Damage per Hit: 66% Weapon Damage
Cooldown Time: 16 Seconds
Cost: 50 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Energy Bombardment
Each hit from Energy Barrage lowers the target s resistance to your staff s
magic type for a short time.
Magic Resistance: -2%
o Reaver
"A formidable warrior who draws strength from a dark ritual."
BLOODLUST
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1. Devour
Blood is life. You rip into your enemy, doing damage based on how badly you re
wounded and healing yourself. Ring of Pain significantly increases the effect.
Damage: 100% Weapon Damage
Health Restored: 0.2% for every 1% health lost
Damage Bonus: 2% for each 1% missing health
Cooldown Time: 12 Seconds
Cost: 65 Stamina
Ring of Pain Bonus Health Restored: 0.4% for every 1% health lost
A. Consume
After you attack with Devour, your next use of Dragon-Rage has a better
chance of ripping deeply into your target for a critical strike.
Critical Hit Chance Bonus: 25%
2. Fervor
When an enemy dies near you, the thrill of death spurs you to hit that much
harder.
Damage Bonus: 30%
Duration: 5 Seconds
Range: 10 Meters
Cunning on Unlock: +3
3. Ring of Pain
You mark part of the battlefield as yours. Enemies inside the ring take spirit
damage while your own attacks inside the ring hit harder. The more you are
hurt, the stronger both effects are.
Can be toggled on and off.
Area of Effect: 15 Meters
Damage: 15% Weapon Damage Per Second
Damage Bonus: 1% for each 1% Missing Health
Cost: 10 Stamina Per Second
A. Torrent of Pain
While Ring of Pain is active, Devour costs less stamina and has a shorter
cooldown time, and Dragon-Rage costs less of your own health.
Cooldown Reduction: 4 Seconds
Cost Reduction: 20%
4. Warrior s Resolve
You fight all the harder when you re hurting, gaining stamina when you lose
health.
Stamina Restored: 10% for every 10% health lost.
Constitution on Unlock: +3
5. Bloodbath
They thought you d get weaker once they d wounded you. They were very wrong.
Damage Bonus: 5% for each 10% missing health
Strength on Unlock: +3
7. Wrathful
The reaver s fury feeds each and every devastating blow she delivers to her
victims.
Strength on Unlock: +6
Constitution on Unlock: +3
8. Flow of Battle
Every critical hit reduces the cooldown times on your abilities, giving you
the edge to finish off your enemy.
Cooldown Reduction: 1 Seconds
Strength On Unlock: +3
9. Horn of Valor
Your war horn s blast rings across the battlefield, giving allies the strength
to fight harder.
Damage Bonus: 15%
Armor Bonus: 15%
Duration: 10 Seconds
Cooldown Time: 18 Seconds
Cost: 35 Stamina
A. That s the Spirit
Being near a badly wounded enemy spurs you into a frenzy, driving you to move
faster and giving you a better chance of striking deadly blows.
Range: 10 Meters
Health Threshold: 35%
Speed Bonus: 50%
Critical Hit Chance Bonus: 10%
Constitution on Unlock: +3
11. Challenge
Your powerful shout carries across the battlefield, taunting a targeted enemy
and improving your guard.
Duration: 8 Seconds
Guard Amount: 10%
Cooldown Time: 16 Seconds
Cost: 20 Stamina
You make yourself the biggest target on the battlefield, the warrior no enemy
can ignore.
Threat Increase: 25%
Constitution On Unlock: +3
13. Relentless Attack
Each attack increases your chance to score a critical hit. Your critical-hit
chance resets after a successful critical hit.
Critical Hit Chance: 1%
Strength on Unlock: +3
14. Terrifying Fury
Your critical strikes have a chance to cause a gory mess and send nearby
enemies fleeing in panic.
Fear Chance: 25%
Area of Effect: 10 Meters
Fear Duration: 6 Seconds
Cunning on Unlock: +3
15. Deathblow
You launch an attack fueled by your fury, ripping into foes for damage that
increases as your own wounds deepen. Ring of Pain significantly increases
the effect. You take damage with each swing.
Damage: 150% Weapon Damage
Damage Bonus: 1% for each 1% missing health
Cost: 2% Health
Ring of Pain Bonus Damage Bonus: 50%
A. Ravage
For some, Dragon-Rage is a dangerous ability. For you, it s the only way to
fight. You now hit harder and reduce the cooldown time for Devour with every
attack.
Damage Bonus: 50%
Cooldown Reduction: 2 Seconds
17. Rampage
ASSAULT
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1. Mighty Blow
You deliver a powerful attack that crumples foes, leaving them knocked down
for a short time. You do more damage to targets that are already knocked down.
Requires a Two-Handed Weapon
Damage: 200% Weapon Damage
Damage Bonus: 200%
Cooldown Time: 16 Seconds
Cost: 50 Stamina
A. Easy Target
Mighty Blow costs less stamina and deals increased damage against targets
that have been knocked down.
Cost Reduction: 15 Stamina
Damage Bonus: 300%
2. Block and Slash
You stand ready to deflect the next incoming attack and deliver a punishing
counter to your attacker.
Requires a Two-Handed Weapon
Damage: 150% Weapon Damage
Cost: 10 Stamina
Cost: 5 Stamina Per Second
A. Flawless Defense
Countering an enemies attack now does bonus damage and adds to your guard.
Damage Bonus: 50%
Guard Amount: 15%
Guard provides protection from incoming attacks by granting additional
health. Guard must be broken before a target will take damage.
3. Coup de Grace
You deal more damage against enemies that are stunned or knocked down.
Better them than you.
Damage Bonus: 30%
Strength On Unlock: +3
4. Combat Roll
You dive and roll to where the battle need you to be. Whether it s escaping
from a group or moving to flank an opponent.
Cooldown Time: 2 Seconds
Cost: 20 Stamina
A. Roll with It
You can now use Combat Roll to recover from most disabling conditions.
5. It ll Cost You
Any foe that attacks you in melee is going to bleed for it, taking a portion
of the damage they inflict.
Damage Returned: 15%
Strength on Unlock: +3
6. Adamant
You ve trained hard, and you know how to make the most of whatever armor
you re wearing.
Armor Bonus: 20%
Constitution On Unlock: +3
7. Resilience
You don t flinch, don t blink, and don t back down. Enemies that hit you with
melee attacks are staggered by recoil.
Stun Chance: 5%
Stun Duration: 2 Seconds
Constitution On Unlock: +3
8. Crippling Blows
You know how to take the fight out of your foes. Your critical hits leave
enemies weakened.
Damage Reduction: 15%
Duration: 10 Seconds
This Effect Stacks.
Strength On Unlock: +3
9. Deep Reserves
You get your breath back faster than most. When your stamina is very low, it
regenerates more quickly.
When you attack a target from behind, you leave them slowed.
Speed Reduction: 50%
Duration: 3 Seconds
Strength On Unlock: +3
11. Pommel Strike
You lash out with a fast strike that briefly stuns your target.
Requires a Two-Handed Weapon
Damage: 300% Weapon Damage
Stun Duration: 3 Seconds
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Lightning Jab
Hitting multipe targets with a single swing of your weapon restores your
stamina for each extra target.
Stamina Restored: 10%
Strength On Unlock: +3
13. Earthshaking Strike
Your great blow tears open the ground with a shockwave that batters enemies
caught in its path.
Requires a Two-Handed Weapon
Number of Hits: 2
Damage Per Hit: 150% Weapon Damage
Area Of Effect: 12 Meters
Cooldown Time: 20 Seconds
Cost: 50 Stamina
A. Shattered Ground
Flames erupt from the fissure left by Earthshaking Strike, damaging enemies
that cross it.
Duration: 8 Seconds
Burning: 20% Weapon Damage Per Second
Your critical hits crack armor and rend shields, sundering your enemy s armor
for a short time.
Armor Reduction: 20%
Duration: 6 Seconds
Strength On Unlock: +3
15. Bear Mauls the Wolves
You ve learned how to batter through your enemy s defenses, doing more damage
to their guard with every hit.
Bonus Damage Vs. Guard: 100%
Strength On Unlock: +3
o Templar
"A soldier of faith who will step between allies and the strongest magic
and demons."
DIVINE
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1. Blessed Blades
You rally all of your nearby allies to fight with greater strength, especially
when facing demons.
Damage Bonus: 15%
Duration: 24 Seconds
Cooldown Time: 24 Seconds
Cost: 10 Stamina
A. Lights in the Shadow
You recover from any disabled condition and lash out with a great blow against
nearby enemies. If you ve recently taken damage, you hit that much harder and
stagger your foes.
Requires A Shield
Damage: 200% Weapon Damage
Recently Damaged Threshold: 5 Seconds
Damage Bonus: 200%
Cooldown Time: 8 Seconds
Cost: 35 Stamina
A. Sweet Revenge
You do more damage with Payback Strike, and if you ve recently taken
damage, you also stun taunted enemies.
Damage Bonus: 200%
Stun Duration: 2 Seconds
3. Champions of the Just
Your righteous fervor inspires the entire party to fight harder against demons.
Damage Bonus: 10%
Strength On Unlock: +3
4. Shield Bash
Many foes think a shield is just for defense. You correct that mistake with a
brutal slam that does bonus damage to an enemy s guard.
Requires A Shield
Damage: 300% Weapon Damage
Bonus Damage vs. Guard: 800%
Cooldown Time: 8 Seconds
Cost: 35 Stamina
Impact Detonator Ability: Use on incapacitated foes for a combo.
A. Ring the Bell
You now lunge forward with Shield Bash, and you do even grater damage to
an enemy s guard.
Bonus Damage vs. Guard: 400%
5. Crippling Blows
You know how to take the fight out of your foes. Your critical hits leave
enemies weakened.
Damage Reduction: 15%
Duration: 10 Seconds
This Effect Stacks.
Strength On Unlock: +3
6. Mage Slayer
Willpower On Unlock: +3
7. Maker s Will
The templar s faith strengthens her, mind and soul, for protecting innocents
and punishing demons.
Willpower On Unlock: +5
Constitution On Unlock: +4
9. Guard-Smasher
You ve learned how to batter through your enemy s defenses, doing more damage
to their guard with every hit.
Bonus Damage Vs. Guard: 100%
Strength On Unlock: +3
10. Spell Purge
Through faith and will, you dispel all hostile magic from the area around you.
Area of Effect: 5 Meters
Cooldown Time: 24 Seconds
Cost: 35 Stamina
Eldritch Detonator Ability: Use on incapacitated foes for a combo.
A. Spell Shatter
Spell Purge now deals massive area damage when dispelling barriers and other
beneficial effects on enemies.
Damage: 600% Weapon Damage
11. There Is No Darkness
Your faith is your protection against the elements, and not for you alone.
The entire party gains increased resistance to fire, ice, electric and spirit
damage.
Damage Resistance: 10%
Willpower On Unlock: +3
12. Horn of Valor
Your war horn s blast rings across the battlefield, giving allies the strength
to fight harder.
Damage Bonus: 15%
Armor Bonus: 15%
Duration: 10 Seconds
Cooldown Time: 18 Seconds
Cost: 35 Stamina
A. That s the Spirit
Every critical hit reduces the cooldown times on your abilities, giving you
the edge to finish off your enemy.
Cooldown Reduction: 1 Seconds
Strength On Unlock: +3
14. Bear Mauls the Wolves
You get your breath back faster than most. When your stamina is very low, it
regenerates more quickly.
Low Stamina Threshold: 50%
Stamina Generation Rate Bonus: 50%
Strength On Unlock: +3
16. The Last Sacrifice
Even should you fall, you give your allies the strength to fight on harder in
your name.
Health Amount: 100%
Damage Bonus: 50%
Duration: 10 Seconds
Cooldown Time: 60 Seconds
Constitution on Unlock: +3
17. Wrath of Heaven
You summon a blinding pillar of light that stuns nearby enemies and damages
demons.
Damage: 400% Weapon Damage
Wrath of Heaven does even more damage to demons and leaves enemies stunned
for longer.
Danage Bonus: 300%
Stun Duration Bonus: 2 Seconds
SENTINEL
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1. Turn the Bolt
Your expertise with the shield protects you against ranged attacks from the
front.
Damage Reduction: 50%
Constitution on Unlock: +3
2. Shield Wall
You stand firm and block incoming attacks at the cost of stamina. Each block
adds to your guard. You move much more slowly while sustaining this ability.
Requires A Shield
Guard provides a protection from incoming attacks by granting additional
health. Guard must be broken before a target will take damage.
A. Chevalier s Step
When you use Shield Wall, your movement is not slowed as much. You also
protect nearby allies by giving them improved armor.
Range: 4 Meters
Armor Bonus: 30%
3. Bulwark
You stand all the stronger to finish the fight, gaining a bonus to your
maximum guard.
Maximum Guard Bonus: 25%
Constitution On Unlock: +3
4. Cutting Words
Your party does more damage to taunted targets as you rattle your enemies
nerves and goad them into mistakes that leave them open.
Damage Bonus: 20%
Strength on Unlock: +3
5. Challenge
Your powerful shout carries across the battlefield, taunting a targeted enemy
and improving your guard.
Duration: 8 Seconds
Guard Amount: 10%
Cooldown Time: 16 Seconds
Cost: 20 Stamina
Guard provides protection from incoming attacks by granting additional health.
You know how to make the most of your equipment, gaining a bonus to armor
when you have active guard.
Armor Bonus: 20%
Constitution on Unlock: +3
7. Combat Roll
You dive and roll to where the battle need you to be. Whether it s escaping
from a group or moving to flank an opponent.
Cooldown Time: 2 Seconds
Cost: 20 Stamina
A. Roll with It
You can now use Combat Roll to recover from most disabling conditions.
8. Untouchable Defense
They can t kill what they can t hit. You get a bonus to your maximum guard.
Maximum Guard Bonus: 25%
Constitution on Unlock: +3
9. Adamant
You ve trained hard, and you know how to make the most of whatever armor
you re wearing.
Armor Bonus: 20%
Constitution On Unlock: +3
10. Turn the Blade
Any blow you can see, you can turn aside. All damage coming from the front
is reduced.
Damage Resistance: 20%
Constitution on Unlock: +3
11. Resilience
You don t flinch, don t blink, and don t back down. Enemies that hit you with
melee attacks are staggered by recoil.
Stun Chance: 5%
Stun Duration: 2 Seconds
Constitution On Unlock: +3
12. Unbowed
You focus on your defensive training, gaining guard for each nearby enemy.
Guard per Enemy: 10%
Cooldown Time: 32 Seconds
Guard provides protection from incoming attacks by granting additional health.
Guard must be broken before a target will take damage.
A. Still Standing
Unbowed further improves your guard for each nearby enemy, giving you the
strength to stay on your feet.
Guard Generation Bonus: 100%
13. Biggest Threat
You make yourself the biggest target on the battlefield, the warrior no enemy
can ignore.
Threat Increase: 25%
Constitution On Unlock: +3
14. Line in the Sand
You call upon the legacy of the greatest champions in history, defying enemies
as you hold your position. This stops enemies from moving past you and enables
you to block choke points.
Size: 6 Meters
Duration: 12 Seconds
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. And No Further
Your protected area increases, making it even harder for enemies to pass by.
Size Bonus: 3 Meters
15. Bodyguard
You accept blows meant for allies, taking a portion of the damage.
Damage Transfer: 50%
Duration: 15 Seconds
Cooldown Time: 24 Seconds
Cost: 35 Stamina
A. Not Today
An attack that would bring you down instead leaves you with a small amount of
health, and you are immune to all damage for a short time.
Invulnerability Duration: 5 Seconds
Health Threshold: 5%
Cooldown Time: 60 Seconds
Constitution On Unlock: +3
o Hunter
"A grizzled trapper and master of the bow. "
TRAPPING
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1. Explosive Shot
You fire a powerful shot that explodes on impact, damaging enemies around your
target.
Requires a Bow
Number of Hits: 2
Damage: 100% Weapon Damage
Impact Radius: 4 Meters
Cooldown Time: 12 Seconds
Cost: 35 Stamina
A. Chain Reaction
Shrapnel from Explosive Shot fills the air and sets off deadly chain
reactions that do more damage the more enemies are nearby.
Damage Bonus per Target: 25%
Maximum Bonus Damage: 100%
2. Elemental Mines
It s now or never. You use every ounce of stamina you ve got to litter the
battlefield with traps. The more stamina you use, the more traps you throw.
Additional Traps: 1 for every 5 stamina
When your stamina is exhausted, you fight even harder, lashing out with fury to
win the fight.
Damage Bonus: 10%
Low Stamina Threshold: 50%
Constitution on Unlock: +3
4. Spike Trap
You set a trap that, when an enemy approaches, detonates and flings enemies
into the air.
Damage: 300% Weapon Damage
Cooldown Time: 16 Seconds
Cost: 35 Stamina
A. Watch Your Step
You can remain in stealth while using a spike trap, and enemies are flung
even farther into the air.
5. On the Razor s Edge
A wounded enemy is the perfect target. Your attacks are even deadlier against
targets that are close to death already.
Damage Bonus: 2% for each 10% missing health
Dexterity on Unlock: +3
7. Seasoned
The hunter has the skills, knowledge, and experience to survive against all
odds.
Dexterity on Unlock: +3
Cunning on Unlock: +3
Constitution on Unlock: +3
8. Set Them Up
You ve mastered the proper placement of spikes and levers. When you spring any
kind of trap, your enemies feel it.
Damage Bonus: 25%
Willpower on Unlock: +3
9. Cripple
If the first arrow doesn t kill them, the tenth might. Each consecutive hit with
a bow attack does progressively more damage to the target.
Damage Bonus: 5%
Bonus Duration: 10 Seconds
Dexterity on Unlock: +3
14. Cheap Shot
Your critical hits tear through enemy armor, leaving it sundered for a short
time.
Duration: 6 Seconds
Cunning on Unlock: +3
15. Throwing Blades
You hurl a group of knives at all nearby targets, ripping through their armor
and leaving it sundered.
Number of Hits: 4
Damage per Hit: 100% Weapon Damage
Duration: 8 Seconds
Cooldown Time: 12 Seconds
Cost: 50 Stamina
A. Precision Targeting
When facing fewer targets, you group your knives so that the more blades
that hit a single target, the more damage they inflict.
Damage Bonus: 25%
This bonus stacks.
16. Fighting Dirty
All of your sunder and poison effects last longer as you make more potent toxins
and uglier wounds.
Duration Bonus: 25%
Dexterity on Unlock: +3
17. Toxic Cloud
You unleash a cloud of toxic dust that damages all enemies that remain in the
area.
Duration: 8 Seconds
Radius: 5 meters
Damage: 50% Weapon Damage per second
Cooldown Time: 32 Seconds
Cost: 50 Stamina
A. Contact Poison
Toxic Cloud has a shorter cooldown time and now also poisons enemies in the
area.
Cooldown Reduction: 5 Seconds
Damage: 25% Weapon Damage per second
Duration: 8 Seconds
18. Explosive Toxin
Your poisons curdle the blood of your targets. Enemies that die while poisoned
explode in a shower of toxic mist.
Duration: 8 Seconds
Radius: 3 Meters
Damage: 50% Weapon Damage per second
Dexterity on Unlock: +3
SURVIVAL
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1. Fallback Plan
You place a thieves lantern to mark a fallback location before heading into
battle. When the fight gets ugly, you leap back to safety, as healthy as you
were when you placed your marker.
Duration: 15 Seconds
Cooldown Time: 32 Seconds
Cost: 35 Stamina
A. Bait and Switch
You can fight for a longer time before leaping back, and you pull your
closest enemy back with you.
Duration Bonus: 5 Seconds
2. Leaping Shot
You dive out of trouble and fire a hail of arrows at the enemies that were
trying to close with you.
Requires a Bow
Projectiles: 12
Damage per Hit: 50% Weapon Damage
Cooldown Time: 12 Seconds
Cost: 35 Stamina
A. Rolling Draw
If Leaping Shot hits, you can use the momentum of your leap to do a stronger
draw as you come back to your feet. Your next attack, whenever you make it,
will knock down its target.
Damage Bonus: 200%
3. First Blood
You ve learned to pick apart enemies that are still unwounded and unwary. You
do more damage to enemies that are only lightly injured.
Damage Bonus: 15%
Health Threshold: 80%
Dexterity on Unlock: +3
4. Evade
You leap away from incoming attacks, putting yourself where you need to be to
win this fight.
Cooldown Time: 2 Seconds
Cost: 20 Stamina
A. Hidden Step
Enemies will swear you re still there, attacking empty air and hurting nobody
but themselves as you leap away.
Duration: 3 Seconds
Damage: 300% Weapon Damage
5. Gaps in the Armor
Your strikes cut deeper into any foe whose current health is lower than your
own.
Damage Bonus: 10%
Cunning on Unlock: +3
8. Disable
You throw a handful of dosed dust into an enemy s face, putting them to sleep
for a short time.
Duration: 10 Seconds
Area of Effect: 6 meters
Cooldown Time: 20 Seconds
Cost: 35 Stamina
A. Deep Sleep
Enemies affected by Knockout Powder sleep longer and are slow to wake up
after being damaged.
Duration Bonus: 10 Seconds
Damage Sleep Duration: 3 Seconds
10. Tricks of the Trade
You help the team make the most of its abilities, increasing the damage and
duration of all status effects anyone in the party applies.
Damage Bonus: 10%
Duration Bonus: 10%
Willpower on Unlock: +3
11. Stealth
You step into the shadows, all but invisible to your enemies. Attacking from
stealth gives you a damage bonus and brings you back to the enemy s attention.
Dealing damage to enemies reduces the ability s cooldown time.
Damage Bonus: 100%
Duration: 30 Seconds
Cooldown Time: 24 Seconds
Cost: 20 Stamina
A. Lost in the Shadows
You live in the darkness. Entering Stealth is now instant and removes all
debilitating effects on you. While in Stealth, you cn even pass through
enemies without being detected.
12. Knife in the Shadows
You are a deadly threat to any enemy that can t see you coming. When you attack
from stealth, you automatically critically hit.
Dexterity on Unlock: +3
13. Hook and Tackle
You hurl a light grappling hook at a target, then yank hard as you leap to pull
yourself to it.
Cooldown Time: 12 Seconds
Cost: 20 Stamina
A. It Beats Walking
You can use Hook and Tackle with no stamina cost or cooldown time.
14. Evasion
They can t hit what they can t see. Your deceptive fighting style gives you a
chance to dodge enemy attacks, taking no damage.
Chance to Activate: 5%
Dexterity on Unlock: +3
15. Full Draw
It takes a moment to line up the perfect shot, but it pays off with a
devastating hit that bites even deeper against enemies who aren t injured yet.
Requires a Bow
Damage: 800% Weapon Damage
Damage Bonus: 800% at full health
Cooldown Time: 24 Seconds
Cost: 65 Stamina
A. Stunning Shot
Enemies hit by Full Draw are knocked briefly unconscious by the power of
your shot.
Sleep Duration: 20 Seconds
16. Easy to Miss
Enemies are likely to overlook you in combat, much to their regret. This is
especially true if you re flanking them.
Threat Reduction: 25%
Flanking Threat Reduction: 100%
Cunning on Unlock: +3
o Arcane Warrior
"A Mage with blades dedicated to an ancient Elven art."
MENTALISM
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1. Combat Clarity
The chaos of combat frightens some, but for you, it s a comfortable rhythm. Your
mana regenerates faster when you re near hostile enemies.
Distance: 5 Meters
Mana Generation Rate Bonus: 50%
Constitution on Unlock: +3
2. Spirit Blade
You create a blade of solid magic to make melee attacks against nearby enemies,
bypassing their guard and barriers.
Spirit Damage: 300% Weapon Damage
Bonus Damage vs. Barrier: 200%
Bonus Damage vs. Guard: 400%
Cost: 10 mana per attack while active
Eldritch Detonator Ability: Use on incapacitated foes for a combo.
A. Defending Blade
A protective barrier springs into place around you automatically when you are
badly injured.
Barrier: 100%
Health Threshold: 25%
Cooldown Time: 60 Seconds
Constitution on Unlock: +3
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
5. Fade Shield
You draw back the energy released by your enemies in your attacks against them.
Any successful attack strengthens your barrier. The more damage you do, the
more powerful your barrier grows.
Barrier: 30% of damage dealt
Magic on Unlock: +3
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
6. Psychic Backlash
Enemies that hit you with a melee attack have a chance to be stunned for a
short time.
Stun Chance: 5%
Stun Duration: 2 Seconds
Constitution on Unlock: +3
7. Spell Sword
You gain bonus armor for a short time after striking with spirit blade.
Armor Bonus: 10%
Duration:6 Seconds
Magic on Unlock: +3
8. Gathering Storm
You use your staff s energy to fill the area with sympathetic magic. Each basic
attack shortens your active cooldown times.
Cooldown Reduction: 0.5 Seconds
Willpower on Unlock: +3
9. Composed
Long years of meditation have given the arcane warrior an unshakeable calm,
even in the face of certain death.
Magic on Unlock: +2
Willpower on Unlock: +5
Constitution on Unlock: +2
10. Mind Blast
You send enemies staggering with an explosion of willpower that drives them
Each enemy you strike with Mind Blast increases your protective barrier as
you turn their pain into your power.
Barrier: 10%
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
11. Mind Over Matter
You are immune to flanking from enemies and have less chance of being staggered
when hit from the front.
Constitution on Unlock: +3
12. Dispel
You remove hostile magic and status effects from allies while stripping
beneficial effects from enemies.
Size: 5 Meters
Cooldown Time: 8 Seconds
Cost: 35 Mana
Eldritch Detonator Ability: Use on incapacitated foes for a combo
A. Transmute Magic
Dispelling magic and status effects increases your own spells damage and
Barrier generation for a brief duration.
Barrier: 50%
Damage Bonus: 25%
Duration: 10 Seconds
A barrier provides an additional health bar that must be destroyed before the
target will take any damage. Barrier is vulnerable to dispel effects.
13. Phasing
You have a chance to phase away from enemy attacks, taking no damage.
Chance to Activate: 5%
Magic on Unlock: +3
14. Strength of Spirits
Your barriers draw on the magic of the Fade to absorb more energy before
depleting.
Barrier Bonus: 50%
15. Peaceful Aura
Your aura of tranquility makes enemies less likely to attack you in battle, even
when you damage them.
Threat Reduction: 50%
Willpower on Unlock: +3
16. Conductive Current
The more magical energy you expend, the more damage your spells do.
Damage Bonus: 5% for every 10% missing mana
Magic on Unlock: +3
17. Flashfire
You ignite an enemy with searing pain and send them fleeing in panic.
Fire Damage: 300% Weapon Damage
Fear Duration: 8 Seconds
Cooldown Time: 20 Seconds
Cost: 65 Mana
A. Blistering Pain
Flashfire burns brighter and hotter, intensifying the panic that your enemy
suffers.
Fear Duration Bonus: 8 Seconds
18. Blinding Terror
You have learned to leave enemies vulnerable in their terror. Enemies that are
panicked take increased damage from all atacks.
Damage Bonus vs. Panicked: 15%
Magic on Unlock: +3
ELEMENTAL
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1. Chain Lightning
You unleash a blast of lightning that shocks one target and arcs to nearby
enemies.
Distance: 5 Meters
Number of Hits: 4
Electric Damage: 300% Weapon Damage
Shocked Duration: 8 Seconds
Cooldown Time: 8 Seconds
Cost: 50 Mana
A. Arcing Surge
2. Fade Step
You let invisible waves of magic carry you forward, blurring ahead a short
distance.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
A. Frost Step
When you or your allies have an active Barrier, the beneficial energy
invigorates them and helps them recover mana or stamina more quickly.
Mana Regeneration: 35%
Constitution on Unlock: +3
4. Fade Cloak
You surround yourself with the magic of the veil itself. You are briefly
invulnerable and can pass through enemies unharmed.
Duration: 2 Seconds
Cooldown Time: 12 Seconds
Cost: 20 Mana
A. Decloaking Blast
Weakened enemies have the damage they inflict reduced even further.
Damage Reduction: 30%
Willpower on Unlock: +3
6. Disturbance of Spirit
7. Twisting Veil
You catch stray magic around weakened enemies and use them to increase the
damage of your own attacks.
Damage Bonus vs. Weakened: 15%
Magic on Unlock: +3
8. Veilstrike
You recreate your own fist from the essence of the Fade and smash nearby foes
to the ground.
Area of Effect: 5 Meters
Cooldown Time: 24 Seconds
Cost: 35 Mana
A. Punching Down
You cast veilstrike more easily, and the blow weakens your enemies, causing
them to do less damage.
Cost Reduction: 15 Mana
Weakened Duration: 10 Seconds
9. Encircling Veil
You use stray magic around weakened enemies to increase the power of status
effects on them.
Duration Bonus vs. Weakened: 25%
Magic on Unlock: +3
10. Stonefist
You summon a boulder from the Fade and smash it into your target, sending them
flying.
Spirit Damage: 500% Weapon Damage
Cooldown Time: 8 Seconds
Cost: 50 Mana
Impact Detonator Ability: Use on incapacitated foes for a combo
A. Shatterstone
The storm comes to your aid even without your calling it. When you are in
combat, lightning will periodically strike a random nearby enemy.
You pull stray magic from around weakened enemies to regain mana based on the
damage you do to them.
Mana Recovery: 10%
Magic on Unlock: +3
13. Static Charge
You sheathe yourself in lightning while casting spells. Enemies that attempt to
interrupt your casting with attacks are struck by arcs that leave them
paralyzed.
Electric Damage: 100% Weapon Damage
Shock Duration: 6 Seconds
Constitution on Unlock: +3
14. Pull of the Abyss
You create a tiny rift that pulls enemies toward a central point.
Area of Effect: 6 Meters
Duration: 12 Seconds
Cooldown Time: 32 Seconds
Cost: 65 Mana
A. Shaken
You can cast Pull of the Abyss more often, and enemies caught in its effect
are weakened.
Cooldown Reduction: 8 Seconds
Weakened Duration: 10 Seconds
___
___
___
__
/\ /` | | | |__ \ / |__ |\/| |__ |\ | | /__`
/\ \__, || | |___ \/ |___ | | |___ | \| | .__/ [1100]
This is where we ll chronicle the trophies / achievements for the game. We will
not only list them, but also provide tips for how to get them. Needless to say,
doing this can mean very big SPOILERS, so just be warned.
NOTE: This list is from a PS4 copy of the game. PS3 / 360 / and XBox One
trophies and achievements should all be the same (minus the "Platinum"
for Playstation players). Feel free to blame BK if you re not a PS fan.
..
..
..
..
__| The Wrath of Heaven |________________________________| Bronze |__
.
Description | Finish the prologue.
|
How to Obtain | This trophy is story-related so you can t miss it.
________________|______________________________________________________________
..
..
__| Opposition in All Things |___________________________| Bronze |__
.
Description | Close the Breach.
|
How to Obtain | This trophy is story-related so you can t miss it.
________________|______________________________________________________________
..
..
__| In Your Heart Shall Burn |___________________________| Bronze |__
.
Description | Survive an attack on the Inquisition.
|
How to Obtain | This trophy is story-related so you can t miss it.
________________|______________________________________________________________
..
..
__| Wicked Eyes and Wicked Hearts |______________________| Bronze |__
.
Description | Make an impression on the Orlesian court.
|
How to Obtain | This trophy is story-related so you can t miss it. We will
| note that you should be aiming to do the trophy "Belle of
| the Ball" while you go through this quest. Be sure to follow
| the guide for both!
________________|______________________________________________________________
..
..
__| Here Lies the Abyss |________________________________| Bronze |__
.
Description | Face your fears in the Fade.
|
How to Obtain | This trophy is story-related so you can t miss it.
________________|______________________________________________________________
..
..
__| What Pride Had Wrought |_____________________________| Bronze |__
.
Description | Reach an ancient ruin before your enemy.
|
How to Obtain | This trophy is story-related so you can t miss it.
________________|______________________________________________________________
..
..
__| On Burning Wings |___________________________________| Bronze |__
.
Description | Recruit a powerful ally to even the score.
|
How to Obtain | This trophy is cleverly hidden among the "Story" trophies,
| but is VERY easy to miss. We cover it in the guide, but we ll
| spill the beans here as well. During the main story mission
| "What Pride Had Wrought" you will have a choice at the very
| end... who drinks from the fountain. In order to get this
| trophy, the Inquisitor must drink from the fountain and then
| finish the quest. The next quest is called "The Final Piece"
| and if you drank yourself earlier you will find this quest is
| extended. Follow the objectives and this trophy will be yours
| (we re spoiling as little as we can here).
________________|______________________________________________________________
..
..
__| Doom upon All the World |______________________________| Gold |__
.
Description | End the threat once and for all.
|
How to Obtain | This is story-related, so no problem here. Congrats on
| beating the game!
________________|______________________________________________________________
..
..
__| The Brightest of Their Age |_________________________| Silver |__
.
Description | Recruit all possible companions in a single playthrough.
|
How to Obtain | We have to recruit everyone possible, which is fairly easy.
| You get several companions right out of the gate, including
| Cassandra, Solas and Varric.
|
| Shortly into the story (During "The Threat Remains"), you
| will head into Val Royeaux. After the Templars leave, a
| letter will be shot at your feet. Grab it and follow its
| instructions for Sera. You can also meet a messenger near
| the exit for Vivienne.
|
| For Blackwall you will get a War Table quest after the trip
| to Val Royeaux to find the Warden in the Hinterlands. Also,
| you should get a visit from Krem in front of the Haven Chantry
| sometime after this as well, for Iron Bull. Cole and Dorian
| will come when you choose the Mage or Templar path. You will
| have a choice in the main story missions to recruit both of
| them.
|
| This trophy is really only missable if you CHOOSE to let
| someone walk away.
________________|______________________________________________________________
..
..
__| Beloved and Precious |_______________________________| Bronze |__
.
Description | Commit to a romantic relationship.
|
How to Obtain | This is pretty easy. There are a LOT of romance choices
| for females and males. Being a Bioware game, there are even
| gay and lesbian choices. Heck, even Krem is trans-gender.
| Committing to a relationship is rather easy: you need to
| look for possible romance options and keep pressing them as
| the story progresses. The simple rule here is ALWAYS talk to
| your love (and really everyone) after each major story event,
| and always look for romantic options. Also, if possible, do
| their Inner Circle quests.
________________|______________________________________________________________
..
..
__| They Who Stand |_____________________________________| Bronze |__
.
Description | Recruit a new companion.
|
How to Obtain | Find and recruit anyone. Very easy. Sera, Blackwall...
| anyone. We re sure you re not here for this, so let s move
| on.
________________|______________________________________________________________
..
..
__| Speak Only the Word |________________________________| Bronze |__
.
Description | Gain access to a major city for the Inquisition.
|
How to Obtain | This trophy reflects that you have access to a major city.
| Since we visit Val Royeaux in the main game, you will always
| get this trophy if you play through the story.
________________|______________________________________________________________
..
..
__| Saddled Up |_________________________________________| Bronze |__
.
Description | Purchase or secure five different mounts of any kind.
|
How to Obtain | This will come in time, if you stick with it. The first step
..
..
__| Well-Prepared |______________________________________| Bronze |__
.
Description | Craft a weapon or piece of armor in single-player mode.
|
How to Obtain | Craft a weapon, any weapon! Or armor. Anything really.
| This requires a small bit of time spent in the game as you
| need schematics and materials, but after an hour or two of
| playing you ll have what you need. Make anything and you
| will have this trophy.
________________|______________________________________________________________
..
..
__| Customized |_________________________________________| Bronze |__
.
Description | Enchant or upgrade a piece of equipment in single-player
| mode.
|
How to Obtain | This goes hand-in-hand with crafting. Most items can be
| upgraded somehow. Head to your local friendly blacksmith and
| see what you can do! This does require either an upgrade or
| rune, both of which you can either craft or find. Use them
| and put them on your items to get this trophy.
________________|______________________________________________________________
..
..
__| Commander |__________________________________________| Bronze |__
.
Description | Complete a timed mission on the war table.
|
How to Obtain | Complete a mission on the war table? Well, a timed mission?
| This should be common-place for everyone playing this game.
| You guys are making your commanders do things, right? We
| hope so...
________________|______________________________________________________________
..
..
__| Trailblazer |________________________________________| Bronze |__
.
..
..
__| Sharp-Eyed |_________________________________________| Bronze |__
.
Description | Find and recover a shard identified by an ocularum.
|
How to Obtain | Yet another VERY easy trophy. You can find several of these
| ocularum throughout the game. Use one and collect ONE of the
| shards you find and this trophy is yours.
________________|______________________________________________________________
..
..
__| Well-Read |__________________________________________| Bronze |__
.
Description | Discover a veilfire rune.
|
How to Obtain | Not quite as easy as the last 2-3 trophies, but not too
| hard either. There are quite a few runes you can find with
| veilfire throughout the game, but if you want one for SURE,
| check out the quest "Measuring the Veil" (there s several
| quests, but this is just one).
________________|______________________________________________________________
..
..
__| Skilled |____________________________________________| Bronze |__
.
Description | Upgrade any ability once in single-player mode.
|
How to Obtain | Very easy. You re not really playing if you don t have this!
| Level up and use those skill points!
________________|______________________________________________________________
..
..
__| Specialized |________________________________________| Bronze |__
.
Description | Choose a specialization class.
|
How to Obtain | This will take awhile, but as long as you aren t rushing
| the main quests you will get to level 10. Once you do, you
| can look into class specialization at the War Table. Pick a
| class from the people summoned and complete the requirements
| to upgrade yourself and get this trophy.
________________|______________________________________________________________
..
..
__| Cavalier |___________________________________________| Bronze |__
.
Description | Secure a mount.
|
How to Obtain | This will come when you go for the "Saddled Up" trophy, but
| much sooner. Once you start the "Horses for the Inquisition"
| quest, you ll get a horse complements of Dennet. How nice
| of him!
________________|______________________________________________________________
..
..
__| Synergized |_________________________________________| Bronze |__
.
Description | Trigger a cross-class combo with a character you control
| in single-player mode.
|
How to Obtain | This will likely come naturally as you play, to be honest.
| There s a whole lot of enemies to kill. However with a few
| manual commands you can do this yourself. All we really need
| to do is incapacitate someone (freezing them with "Winter s
| Grasp" works well) and then use a detonator ability (head to
| your ability list and see what skills work for you).
________________|______________________________________________________________
..
..
__| Botanist |___________________________________________| Bronze |__
.
Description | Harvest 50 herbs from Skyhold s garden in a single
| playthrough.
|
How to Obtain | OK, this one is hard! Hahaha. Well, it s easy... but it s
| not really something you d necessarily go for if it wasn t
| a trophy. That being said, two important tips here. First,
| we must be in Skyhold, which gives us a garden (the first
| door on the left once you enter the castle). We get a quest
| to collect seeds once we can access it, which you get randomly
| while harvesting herbs. Once you have seeds, go plant them
| and herbs will start growing. Tip #1! Whenever you leave
| Skyhold and comeback, herbs will be ready to pick! Yes, this
| means you can plant all your pots full and just load in and
| out of Skyhold to get this trophy.
|
| HOWEVER, you can also upgrade your garden ("A Greener Garden"
| quest) to get MORE flower pots. This helps speed up the
| time it takes to 50 immeasurably.
________________|______________________________________________________________
..
..
__| Wyrmslayer |_________________________________________| Bronze |__
.
Description | Kill a high dragon in single-player mode.
|
How to Obtain | The easiest high dragon to take out is in the Hinterlands.
| Go pay him a visit once you are level 12-ish (to be safe).
| Refer to the guide and search for the dragon s name to get
| some in-depth help (Dragon s Name: Fereldan Frostback).
________________|______________________________________________________________
..
..
__| Decorator |__________________________________________| Bronze |__
.
Description | Purchase any new decoration element for Skyhold.
|
How to Obtain | Very easy. Once you have some coin burning in your pockets,
| head to Val Royeaux and shop around until you find the shop
| selling Skyhold goods (it is the one on the ground floor, to
| the upper right). Buy something and the trophy is yours.
________________|______________________________________________________________
..
..
__| Belle of the Ball |__________________________________| Bronze |__
.
Description | Gain the full approval of the Orlesian court.
|
How to Obtain | Mow THIS trophy is involved. Very, very involved. If you
| follow the guide for the main quest "Wicked Eyes and Wicked
| Hearts", you can easily get the approval needed. It should
| also be noted that you MUST talk to the betrayer at the end
| to get the trophy to pop (the other two options WILL NOT
| get you this trophy!).
________________|______________________________________________________________
..
..
__| Hard Hitter |________________________________________| Bronze |__
.
Description | Land a single blow in excess of 1,000 damage in
| single-player mode.
|
How to Obtain | This will come in time, to be honest. You ll level up and
| earn new skills and weapons that will give you this easily
| in time. Shoot, as a Reaver on BK s first playthrough, you
| have to hold BACK from doing 1K damage per hit. Give this
| one time and it will be yours.
________________|______________________________________________________________
..
..
__| Master Builder |_____________________________________| Bronze |__
.
Description | Craft an item from Tier-4 materials in all non-masterwork
| slots in single-player mode.
|
How to Obtain | This trophy pretty much means "kill some High Dragons". That
| is how we get Tier-4 Materials after all. It will also likely
| take a few dragon deaths to get enough dragon-type materials,
| but once you have them go craft something out of them to get
| this trophy. Tip: SAVE first, then craft something if you
| don t want to USE these high-level materials quite yet (which
| no one would blame you for at all!).
________________|______________________________________________________________
..
..
__| Master Alchemist |___________________________________| Bronze |__
.
Description | Upgrade your alchemic potions, grenades, or tonics 30 times
| in a single playthrough.
|
How to Obtain | This trophy requires some time and, more importantly, items.
| You need to upgrade your potions 30 different times. This
| isn t necessarily hard, but will require you to go out and
| harvest things, as well as have access to a wide variety of
| areas for the different materials you will need. There are
| way more than 30 options to upgrade, so as long as you stick
| with it and harvest your butt off you ll get this trophy.
________________|______________________________________________________________
..
..
__| Dragon s Bane |______________________________________| Silver |__
.
Description | Slay 10 high dragons in single-player mode.
|
How to Obtain | Hey, look at this! Kill all of the high dragons! Ah, see,
| "10 high dragons" are all the optional dragons you can fight
| in the game. Since there are so many, this will take awhile.
| The rewards are totally worth it though. For help with this
| trophy, check out each of our exploration guides to get to
| and battle the dragons.
|
| IMPORTANT NOTE: This trophy CAN glitch out (it even happened
| to us as we were playing the game). Once you kill the 10th
| dragon, the trophy MAY NOT POP. Therefore, you will want to
| save before the final dragon fight... so you don t lose any
| progress...
________________|______________________________________________________________
..
..
__| Herald |_____________________________________________| Silver |__
Description | Finish the single-player campaign on at least Hard without
| lowering the difficulty.
|
How to Obtain | If you are going for this trophy, chances are you are going
| for Platinum and/or all trophies. If that is the case skip
| hard and go straight to Nightmare. You may as well, since
| the trophies stack difficulty-wise...
|
| Otherwise, just beat the game on Hard to get this trophy.
________________|______________________________________________________________
..
..
__| Inquisitor |___________________________________________| Gold |__
.
Description | Finish the single-player campaign on Nightmare without
| lowering the difficulty.
|
How to Obtain | Oh my, Nightmare Mode! Probably the hardest trophy. This is
| best done on a second-playthrough. The reason being you can
| casually and easily get all the other trophies and only worry
| about this one by itself.
|
| Nightmare will challenge you greatly. The single biggest tip
| we can give is to do EVERYTHING you can. Don t try to rush
| the story: you need to meet or exceed those minimum level
| requirements. The gear and skills help a ton. Below we ll
| highlight several other tips:
|
| o Make good use of tactical camera. Abuse it! Seriously, you
| will always be better than the game s AI. Now, you can get
| away with not using this in easier moments, but in harder
| fights this will save your life.
|
| o Crowd Control abilities are a must. Winter s Grasp, Full
| Draw, Knockout Powder... anything you can do to limit
| or take out an enemy while you focus on another enemy is
| a plus.
|
| o Aim for the enemy games and archers FIRST. Seriously, they
| do the most damage and need to be taken down fast.
|
| o Barrier is very, very useful, as is a tank that can actually
| do their job (see that first tip!). Both together are key.
|
| o There are a few glitches in the game that CAN help you.
| Namely, the item duplication glitch, the amulet of power
| glitches, and the tempest/focus skill combo.
|
| o Craft items! Crafted items are almost ALWAYS better than
| anything you can find (especially with the item dupe
| glitch up above). Crafting and upgrading (especially for
| your tank) are key. Look for good abilities on masterwork
| slots (read: Guard on Hit!).
________________|______________________________________________________________
..
..
__| Stargazer |__________________________________________| Bronze |__
.
Description | Unlock 15 astrariums in a single playthrough.
|
How to Obtain | This will take a bit of time, mostly due to getting to 15
| of them. That being said, not every area has astrariums, so
| check our exploration sections for each area to see if they
| are there and then where you can find them.
________________|______________________________________________________________
..
..
__| Focused |____________________________________________| Bronze |__
.
Description | Spend 10 points in a single ability tree with any one
| single-player character.
|
How to Obtain | Focus, man! Pretty easy to spend 10 points in one tree. This
| will of course come in time as you need to level up some
| (naturally), but is very easy to do. If needed, you can
| always pick up a "Tactician s Renewal" from the blacksmith
| and use it to refund all your ability points so you can get
| this trophy (you can even save and reload afterwards if you
want!).
________________|______________________________________________________________
..
..
__| Well-Funded |________________________________________| Bronze |__
.
Description | Earn 50,000 or more gold across all single-player
| playthroughs.
|
How to Obtain | This is going to take some time. Notice that they say "all
| single-player playthroughs". However, even on a single game
| this isn t too hard. It requires selling all of the stuff
| that you won t need or use as you play through the game (and
| there is a LOT of junk). Investing in the "pocket" perks to
| make this task a LOT more bearable.
________________|______________________________________________________________
..
..
__| Keymaster |__________________________________________| Bronze |__
.
Description | Enter the heart of the Solasan temple.
|
How to Obtain | This trophy requires you to collect EVERY Ocularum shard...
| and yet it is still a bronze trophy. Bah. Anyway, there are
| quite a few shards, but you need them all. To get them ,check
| the exploration section of the guide to see where the skulls
| you need are. After that, head to the Forbidden Oasis section
| and open all of the doors in the temple (again, the guide
| will help tell you what you ll face).
________________|______________________________________________________________
..
..
__| Pathfinder |_________________________________________| Bronze |__
.
Description | Discover a campsite and establish at least one Inquisition
| camp in 10 wilderness areas.
|
How to Obtain | Set up 10 camps. We sure can type up these descriptions
| shorter than Bioware! This will take some time as you will
| need to unlock areas for the campsites, but as long as you
| try to unlock the camps you ll get this trophy easily.
________________|______________________________________________________________
..
..
__| Liberator |__________________________________________| Bronze |__
.
Description | Liberate three keeps in a single-playthrough.
|
How to Obtain | This is a good trophy. The keeps are always good missions,
| but not every map has one. We ll need to go to these places
| specifically:
|
| o Caer Bronach, located in Crestwood.
|
| o Suledin Keep, located in Emprise du Lion.
|
| o Griffon Wing Keep, located in The Western Approach.
|
| Head to each area and pursue the "main quest" of the area
| and you ll naturally get to these keeps. You ll also get the
| quests to overtake them. Doing so to all three will get you
| this trophy.
________________|______________________________________________________________
..
..
__| High Commander |_____________________________________| Bronze |__
.
Description | Complete 50 missions or operations in a single playthrough.
|
How to Obtain | We need to do 50 missions on the War Table. Pretty easy to
| do throughout the entire game. As a general rule, any time
| you can put two or more companions back to work you should
| head back. It s a pain, I know. But... trophy and items!
| You gotta admit, some of those War Table rewards are NICE.
________________|______________________________________________________________
..
..
__| Regal
|_____________________________________________| Bronze |__
Description | Completely upgrade one throne.
|
How to Obtain | THIS trophy is... tough for one reason. It is random. You
| get throne upgrades from the re-peatable War Table quests,
| but actually getting the upgrade is random. Sometimes you ll
| get none, sometimes one or two (we re thinking two is very
| rare though). Keep at it and you ll get a completely upgraded
| throne with time... and a little luck.
________________|______________________________________________________________
..
..
__| Persuasive |_________________________________________| Bronze |__
.
Description | Acquire 10 Inquisition agents in a single playthrough.
|
How to Obtain | Agents need to be sought out... for the most part (some are
| very easy to find). Most will also need you to either do
| something for them or have a certain perk and/or person in
| your party before they ll join your party. Still, we have
| your back in the guide. Check each exploration area and at
| the top we ll list if there are any agents in the area for
| you to recruit. Use that to find 10 of them to get this
| trophy.
________________|______________________________________________________________
..
..
__| Veteran |____________________________________________| Silver |__
.
Description | Reach level 20 in single-player mode.
|
How to Obtain | No rushing or cheating this trophy. You need to reach level
| 20, and that is going to take some time. Just do every quest
| you can and you ll reach this eventually.
________________|______________________________________________________________
..
..
__| Peerless |___________________________________________| Silver |__
.
Description | Level up the Inquisition to rank 10.
|
How to Obtain | This will take awhile as well. Not nearly as long as reaching
| level 20, but Influence does take awhile to get to 10. You
| will of course get this in time. Focus on closing rifts and
| side quests and you ll get this in time.
________________|______________________________________________________________
..
..
__| People Person |______________________________________| Bronze |__
.
Description | Become friends with at least three of your inner circle in
| one playthrough.
|
How to Obtain | Be friendly! You have to earn friendship with three of
| your companions. You can follow the guide s dialog choices
| throughout the guide, and that will help greatly. Other than
| that you can likely figure out what your target companion
| likes pretty easily (they are fairly easy to figure out) and
| what pisses them off. It s not a great tip in real life, but
| change your responses to what your companions will like.
|
| Also, don t forget to do their personal quests, and if you
| can take them ALONG for their personal quests. That alone
| will help greatly!
________________|______________________________________________________________
..
..
..
..
__| Demonslayer |________________________________________| Bronze |__
.
Description | Defeat 1,000 demons in single-player mode.
|
How to Obtain | Note the description here. DEMONS. Meaning 1,000 demon kills.
| A ton of these kills will come from taking down rifts while
| you play through the game (don t skip any!). You fight some
| other demons in non-rift situations as well, but you should
| get this trophy fairly easily if you fully explore every
| area you can and complete all the quests.
________________|______________________________________________________________
..
..
__| Invincible |_________________________________________| Bronze |__
.
Description | Defeat 2,500 enemies in single-player mode.
|
How to Obtain | 2,500 enemies! This is enemies of any kind, which is good
| since 2,500 is a heck of a lot of enemies. The demons from
| the above quest count as well. This will take you exploring
| every area, doing every quest, and slaughtering all before
| you. Sounds easy, right?
________________|______________________________________________________________
..
..
__| Quartermaster |______________________________________| Bronze |__
.
Description | Complete 20 requisition requests in a single playthrough.
|
How to Obtain | Each area of the game has requisition quests. Multiple
| requisition quests, actually. Many of them are repeatable
| as well. Just talk to your local friendly Requisition
| Officer at your nearby camp and complete 20 quests for this
| trophy. Preferably not all in the same area...
________________|______________________________________________________________
..
..
__| Marked for Greatness |_______________________________| Silver |__
.
Description | Seal 75 rifts in a single-playthrough.
|
How to Obtain | This will require you to complete MOST of the "Close the
| Rifts" quests in each and every area. There are some rifts
| that aren t in those type of quests, which gives us some
| lee-way, but this trophy is still something that is going
| to be taking us quite a while to accomplish.
________________|______________________________________________________________
__
/` |
/\ /__` | |\ | /_
\__, |___ \__/ .__/ | | \| \__/
[1200]
Thanks
- Noz3r0
- Bkstunt_31
- /r/DragonAge
- Bioware Forums
- GamerGuides
Legal
This document is Copyright 2014 Greg Boccia (noz3r0) and Gregory Wright
(Bkstunt_31) and is the intellectual property of the authors. It may be not be
reproduced under any circumstances except for personal, private use as long as
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