Dragon age inquisition part 2
[ B A T T L E M A S T E R ]
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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
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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
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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
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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
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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
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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
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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
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You can now use Combat Roll to recover from most disabling conditions.
6. Deep Reserves
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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
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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
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Your horn's blast calls your allies to even greater glory.
Damage Bonus: 35%
8. War Horn
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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
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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%
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[ W E A P O N & S H I E L D ]
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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
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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
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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
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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
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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
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Using techniques perfected by Orlesian Chevaliers, you can't be flanked by
enemies, and you're less likely to be staggered when hit from the front.
Constitution on Unlock: +3
4. Warrior's Resolve
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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
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Your expertise with the shield protects you against ranged attacks from the
front.
Damage Reduction: 50%
Constitution on Unlock: +3
6. Shiel Bash
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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
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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
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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
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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
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Any blow you can see, you can turn aside. All damage coming from the front
is reduced.
Damage Resistance: 20%
Constitution on Unlock: +3
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[ V A N G U A R D ]
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These stalwart warriors protect their allies by making themselves the
biggest target on the battlefield. When enemies take the bait, vanguards
pick them apart with brutal precision.
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1. War Cry
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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
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You draw strength from your War Cry, improving your armor for the coming
fight.
Armor Bonus: 200%
Duration: 10 Seconds
2. Challenge
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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
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Successfully hitting a target with Challenge gets your blood pumping,
temporarily increasing your stamina regeneration.
Bonus Regeneration: 15 Stamina per second.
3. Untouchable Defense
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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
4. Charging Bull
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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
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After you finish your charge, your next ability costs no stamina.
Duration: 6 Seconds
5. Trust the Steel
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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
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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
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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
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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
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Unbowed further improves your guard for each nearby enemy, giving you the
strength to stay on your feet.
Guard Generation Bonus: 100%
9. Bodyguard
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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
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You ignore part of the damage transferred from party members.
Damage Resistance: 50%
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[ R E A V E R ]
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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.
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1. Ring of Pain
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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
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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
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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
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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
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You're an unstoppable fury of physical force while this ability is active.
Your attacks are harder and faster, and you gain health with each strike.
This ability consumes and is powered by focus.
Duration: 10 Seconds
Tier 1: 10% Attack Speed, Life Steal, and Damage
Tier 2: 20% Attack Speed, Life Steal, and Damage
Tier 3: 30% Attack Speed, Life Steal, and Damage
5. Terrifying Fury
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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
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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
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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
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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
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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
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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
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[ T E M P L A R ]
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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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1. Spell Purge
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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
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Spell Purge now deals massive area damage when dispelling barriers and other
beneficial effects on enemies.
Damage: 600% Weapon Damage
2. Blessed Blades
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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
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Attacking enemies while you're affected by Blessed Blades reduces the
cooldown times of Spell Purge and Wrath of Heaven.
Cooldown Reduction: 0.5 Seconds
3. Champions of the Just
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Your righteous fervor inspires the entire party to fight harder against demons.
Damage Bonus: 10%
Strength On Unlock: +3
4. Maker's Will
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Your party's attacks have a chance to weaken their targets.
Weaken Chance: 5%
Weakened Duration: 6 Seconds
Willpower On Unlock: +3
5. Rally
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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
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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
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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
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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
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Wrath of Heaven does even more damage to demons and leaves enemies stunned
for longer.
Danage Bonus: 300%
Stun Duration Bonus: 2 Seconds
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[ C H A M P I O N ]
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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.
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1. Line in the Sand
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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
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Your protected area increases, making it even harder for enemies to pass by.
Size Bonus: 3 Meters
2. Bulwark
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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
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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
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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
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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
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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
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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
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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
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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
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Every attack that strikes you reduces your cooldown time and increases your
Guard.
Cooldown Reduction: 1 Second
Guard Amount: 10%
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Preface
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The Walkthrough is written for Nightmare difficulty so the strategies included
are for the hardest mode. Some things might not seem necessary on lower levels
of difficulty, often things that are not heavy damage in Normal can destroy
your party in Nightmare. Most items are random in the game. Rare Schematics and
Unique (Purple) items seem to be static, but Rare Armor and Weapons are random
in nature. They will be noted as such when you loot the container, so if you
wanted it's possible to save, open the chest, decide whether you like the Rare
Weapon/Armor or not and reload if you don't.
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< () > THE WRATH OF HEAVEN [0401]
'..' __________________________________________________________________________
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ITEMS
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[ ] Figurine of Maferath the Betrayer [ ] Lifeward Amulet
[ ] Elfroot [ ] Iron
ENEMIES
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• Shade • Wraith
• Lesser Shade • Greater Shade
• Lesser Terror * Pride Demon
CODEX ENTRIES
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[ ] The Conclave [ ] The Breach
[ ] The Qunari [ ] Adaar, The Vashoth
[ ] Divine Justinia V [ ] Cassandra Pentaghast
[ ] Shade [ ] Vitaar
[ ] Wraith [ ] Solas
[ ] Varric Tethras
Get to the Rift with Cassandra
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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
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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
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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
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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
here as you push onward to the temple.
Find a Way Down to the Rift
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Loot the body here then descend for a quick cutscene. Afterwards, progress
around and drop down to the Breach for another scene.
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BOSS: Pride Demon Level 4
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Health: 16565
Defense: 34
Resistance: Electricity
Immunity: Asleep, Frozen, Paralyzed, Physical Effects
Ability: Perceptive
Strategy
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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.
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.''. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
< () > THE THREAT REMAINS [0402]
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ITEMS
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[ ] Elfroot
ENEMIES
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• Templar Archer • Templar Defender
• Templar Knight
CODEX ENTRIES
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[ ] Letters & Notes #57 - Patient Observations
[ ] Tales #19 - Andraste's Mabari
[ ] Tales #5 - "Nightingale's Eyes"
[ ] Places #30 - The Fade
[ ] History #1 - A Chant for the Departed
[ ] Chantry Hierarchy
[ ] Founding of the Chantry
[ ] The Children of Andraste
[ ] The Maker
Find Cassandra in the Chantry
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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
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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
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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 BRIGHT-
AXE, 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
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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. 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].
__________________________________________________________________________
.''. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
< () > IN HUSHED WHISPERS [0403]
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ITEMS
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[ ] Prison Key [ ] Rare Weapon
[ ] Rare Armor [ ] Bleeder of Souls
[ ] Bianca Arms III [ ] Circle of Magi Banner
[ ] Rare Weapon [ ] Staff of Stasis
[ ] Cooldown Amulet
ENEMIES
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• Lesser Terror • Venatori Zealot
• Venatori Spellbinder • Wraith
* Alexius
CODEX ENTRIES
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[ ] A Prayer to the New God
[ ] A Guard's Journal
[ ] Alexius's Journal
[ ] Spellbinder's Journal
[ ] Studies on the Blight
Travel to Redcliffe and Make Contact with the Mages
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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
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There's a lot to do in Redcliffe. Go around and shop, start some quests by
speaking to the people around town, and break into some houses if you can. There
are plenty of codex entries to find as well for quick experience gain. You can
even find Connor, son of the previous Arl of Redcliffe, down by the docks
pending he is still alive in your game. Head to the Gull & Lantern tavern when
you are done running around. You'll meet Grand Enchanter Fiona, but oddly enough
she thinks is the first time you've met. Something is definitely going on and
just when you thought you'd never get an answer, it comes barging through the
door.
Magister Alexius of the Tevinter Imperium walks in with his son Felix. You need
to deal with Alexius because Fiona has no negotiation powers anymore. Answer how
you wish, Felix eventually feigns illness and casually drops a note for you. The
note warns about Alexius and asks you to meet in the Chantry. Before doing so,
talk with people in the tavern. Clemence will ask to join the Inquisition after
your conversation with him, he aids Cullen in completing operations 5% faster.
In the Chantry you'll meet Dorian and he needs your assistance closing a Fade
Rift. The enemies include Wraiths and Terrors, be sure to freeze them in place
so you can defeat the Wraiths more easily. Close the Fade Rift and talk to
Dorian. He breaks the news on what Alexius is trying to do and asks to be there
if you are going after him.
Head back to Haven, it's time to make a decision. To stay on this path just
choose "In Hushed Whispers" -- it still costs 15 Power. Dorian is forced to come
along, there are some objects that require a Warrior to bash and a Rogue to
lockpick so bring at least one of each class. Starting the mission triggers a
long cutscene at the Redcliffe Castle.
Redcliffe Castle
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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
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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.
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BOSS: Alexius Level 7
________________________________________________________________________________
Health: 25134
Defense: 13
Resistance: N/A
Immunity: All Disabling Effects
Ability: Perceptive
Strategy
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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]
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ITEMS
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[ ] Amulet of Power [ ] Lord Seeker's Key
ENEMIES
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• Red Templar
• Red Templar Marksman
• Red Templar Horror
CODEX ENTRIES
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[ ] Tales #116 - To Be Corrupted
[ ] Letters #29 - Envy's Dogma
[ ] Tales #68 - Majestic Bastards
[ ] Tales #16 - A Nutty Affair
[ ] Tales #55 - Her Perfumed Sanctuary
Head to the Inquisition's War Room
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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.
Meet with the Templar Contact
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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, then talk to the
knight.
Raise the flags in order of importance
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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.
Meet the Lord Seeker
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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, but there is also a door
nearby that a rogue can unlock with [CHEST x2]. 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
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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 a breakable wall 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
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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
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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.
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
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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, loo the [CHEST]
(which likely has a rare item) 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
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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.
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BOSS: Envy Demon Level 8
________________________________________________________________________________
Health: 31115
Defense: 14
Immunity: All Disabling Effects
Strategy
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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.
________________________________________________________________________________
After the fight you will be able to loot the demon and area. The demon will
likely drop some rare item for you here, so put it to good use! 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:
DISBAND: Blackwall Disapproves
Cassandra Disapproves
The Iron Bull Disapproves
Sera Greatly Approves
Solas Greatly Approves
Vivienne Disapproves
Dorian Disapproves
Cole Greatly Approves
ALLIANCE: Solas Greatly Disapproves
Cassandra Greatly Approves
Blackwall Approves
Sera Greatly Disapproves
Vivienne Approves
The Iron Bull Greatly Approves
Dorian Disapproves
Cole Greatly Disapproves
Varric Slightly Approves
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.
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< () > IN YOUR HEART SHALL BURN [0405]
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ITEMS
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[ ] Rare Weapon [ ] Rare Ring
[ ] Masterwork Hilted One-Handed Shaft [ ] Rare Accessory
ENEMIES
¯¯¯¯¯¯¯
• Red Templar • Red Templar Horror
• Red Templar Guard • Red Templar Marksman
• Knight-Templar Denam
Sealing the Breach
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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.
Defending the North Trebuchet - Templars
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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.
Retake the South Trebuchet - Templars
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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.
Evacuate Haven - Templars
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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 Red Templars here to save her. Go up
the staircase now to find more Red Templars accompanied by a Horror. Break the
door to your left to save Seggrit then loot the chest for the [MASTERWORK HILTED
ONE-HANDED SHAFT]. 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 Red Templars.
Enter the Chantry now to trigger a scene.
Retake the Trebuchet
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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.
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BOSS: Knight-Templar Denam Level 8
________________________________________________________________________________
Health: 11840
Defense: 46
Resistance: Fire
Vulnerable: Cold
Immunity: All Physical Effects, Fear, Asleep, Paralyzed
Strategy
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The Knight-Templar is weak to Cold so a Mage with an Ice staff is useful,
especially with Energy Barrage. Move this monster away from your ranged
companions and take down the weaker Templars first. Watch out for the walls of
red lyrium that Denam can create, it could separate the group too much. The wall
can be destroyed, but it's likely simpler to just defeat Denam. Defeating the
Behemoth will destroy the rest of the attacking Templars. You can also win this
fight by cranking the trebuchet fully.
Loot: Rare Accessory
________________________________________________________________________________
The Dawn Will Come
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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.
___
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|___ /¯\ |¯¯ |___ \__/ |¯¯\ /¯¯\ | | \__/ | \|
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__________________________________________________________________________
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< () > HAVEN [0501]
'..' __________________________________________________________________________
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O V E R V I E W
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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
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Common Rare Unique
- Elfroot
- Iron
- Fennec Fur
- Ram Leather
R E Q U I S I T I O N S
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Requisition for Weapons
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Start: Quartermaster
Reward: 1 Power, 200 Influence
Materials: 5 Iron, 1 Logging Stand
Lotus and Root
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Start: Mother Giselle
Reward: 1 Power, 200 Influence
Materials: 5 Blood Lotus, 5 Elfroot
C O L L E C T I O N S
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Song Lyrics
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1. Once We Were - Acquire from the Bard at the Tavern
2. Sera was Never - Acquire from the Bard at the Tavern
3. Enchanters - Acquire from the Bard at the Tavern
Codex Entries
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[ ] History #3 - A Study of the Fifth Blight, Vol. One
[ ] History #4 - A Study of the Fifth Blight. Vol. Two
[ ] Tales #7 - "Once We Were"
S I D E Q U E S T S
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Haven's Best and Brightest
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Quest Giver: N/A
Requirement: Meet at War Table
Reward: 50 Experience
You'll need to speak with a few people to get started. Find the Quartermaster,
Threnn, just outside the Chantry. If you ask her enough questions you'll unlock
[A STUDY OF THE FIFTH BLIGHT, VOL. ONE]. Speak with Adan at the Apothecary,
talk to him enough to start [PASSING NOTES] and [MIXING POTIONS]. Head outside
the walls to find Harrit the Smith. Ask him and you'll get a schematic for
[APPRENTICE COAT] and [A STUDY OF THE FIFTH BLIGHT, VOL. TWO]. You also unlock
the quests [THE RIGHT ARMOR] and [PIECE BY PIECE].
The Right Armor
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Quest Giver: Harritt
Requirement: Complete "Haven's Best and Brightest"
Reward: New Armor
Loot the nearby crate to gather some materials then craft a new piece of armor.
Be sure to equip it, it's likely better than what you're wearing.
Piece by Piece
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Quest Giver: Harritt
Requirement: Complete "Haven's Best and Brightest"
Reward: Modified Armor
Loot another crate to get more materials then upgrade the armor you just made.
You can pull upgrades out at any time, so keep that in mind before you go on a
selling spree.
Passing Notes
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Quest Giver: Adan
Requirement: Scout the Hinterlands
Reward: 100 Experience, Lyrium Potion Recipe
Go into the building where Taigen's Notes can be found. You must search the
table in the back right. Lots of [IRON] behind his house. Take these back to
Apothecary.
Mixing Potions
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Quest Giver: Adan
Requirement: Complete "Passing Notes"
Reward: 50 Experience
This is a simple quest, just check out the nearby potion station.
Know Thy Enemy
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Quest Giver: N/A
Requirement: Scout the Hinterlands
Reward: 50 Experience
While fighting in the Hinterlands your enemies will drop items that can be
turned in to Minaeve, the researcher, to aid in defeating these foes.
E X P L O R A T I O N
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- In the tavern is a note for [A TALE OF THE FROSTBACKS]. Outside the tavern is
a note pinned to the building, [THE SINGING MAIDEN].
- Right of the tavern is Solas. In the house to the left of him is a book on the
bed for [THE RANDY DOWAGER QUARTERLY].
- Inside the Apothecary is a note on the table, [PATIENT OBSERVATIONS]. There is
a [CHEST] here as well.
- Past the merchant is an open area under construction. Near a stew pot is a
person, right of them is a book -- [CONSTRUCTION ORDERS]. Behind the large
trebuchet is a [CHEST] with the [POINTED MAUL] schematic. Climb up the hill
and check the base of the mountain for a bunch of [IRON].
- If you head to the west near the Forward Camp you'll find a scroll on a crate
for [THE PENITENT'S CROSSING].
- In the training camp near Cullen and Cassandra is a [LOCKBOX] with the
a chance for [RARE ARMOR].
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< () > THE HINTERLANDS [0502]
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O V E R V I E W
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The Hinterlands is located in Ferelden outside of Redcliffe. The conflict
between Rebel Mages and Templars is evident here as the two sides often battle
across the hilly terrain. This is one of the largest areas available for
exploration in Thedas with plenty for the Inquisitor to do. The Crossroads and
Redcliffe Farm highlight the mainstays of civilization not wrought with conflict
but with commerce and stability. There is High Dragon in this zone and the Carta
base dungeon of Valammar.
Personnel
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Companions: Blackwall
Agents: Clemence, Corporal Vale, Enchanter Ellendra, Horsemaster Dennet, Lord
Berand, Ritts, Speaker Anais, Tanner
Crafting Materials
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Common Rare Unique
- Elfroot - Royal Elfroot - Crystal Grace
- Embrium - Deep Mushroom - Drakestone
- Spindleweed - Obsidian - Onyx
- Iron - Bear Hide
- Fennec Fur - Ram Leather
- Nugskin
- Canine Leather
Enemies
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• Outlaw Archer • Red Templar • Red Templar Knight
• Bear • Mabari • Venatori Zealot
• Venatori Spellbinder
Codex Entries
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[ ] Templar Encampment
- In Fort Connor
[ ] A Page from a Journal, Edges Scorched
- Near an apostate cache in a burning house that's locked.
C O L L E C T I O N S
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Astrariums
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1. Constellation: Judex
- Location:
- Solve Order: 1, 2, 3, 4, 5, 2, 4, 6
3
2 4
1 6
5
2. Constellation: Draconis
- Location:
- Solve Order:
3. Constellation: Peraquialis
- Location:
- Solve Order:
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
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1. Inside Dennet's House on the shelf.
2. In Winterwatch Tower, second floor of tavern.
3. In the house during the "Blood Brothers" Side Quest.
4.
Glyphs
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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
High Dragons
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1. Ferelden Frostback
Landmarks
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Finding all Landmarks nets 500 Influence and 2 Power.
1. The Gull and Lantern
2. The Hero of Ferelden
3. Redcliffe Windmill
4. Dragon Nest
5. Maferath Repentant
6. Tyrdda's Lover
7. Hendir, Dwarf-Prince, Friend to Tyrdda
8. The Burial of the Beast
9. Fort Connor
10. Broken Bridge
11. The Departure of Her Lover
12. Templar Camp
13. Thelm Gold-Handed, the Dreamer
14. Tyrdda Bright-Axe, Avvar Mother
15. Tyrdda Flying to Her Lover
16. Thelm Gold-Handed, the Tempter
17. Grand Forest Villa
18. Lornan's Exile
19. The Tempter Burns
Mosaic Pieces
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1. Inside the ruins of Fort Connor
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
Oculara and Shards
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Oculara near Redcliffe Farm
1. Near haystack outside of Bron's hut.
2. On a hill north of the Redcliffe Farms Camp.
3. Near Constellation: Peraquialis
4. Through Dead Ram Grove near a note for "Bergrit's Claws"
5. West side of Redcliffe Farms.
Hafter's Woods Oculara
6. Atop a hill between the Grand Forest Villa and Forest Camp
7. Near a single tree in the river outside the Grand Forest Villa
8. Cliff to the north of the Grand Forest Villa
9. On a large rock east of the Grand Forest Villa
Upper Lake Camp Oculara
10. North of the Upper Lake Camp through the village.
11. Outside the ruins of Fort Connor
12. At the edge of Witchwood near a Fade Rift.
13.
14.
Lady Shayna's Valley Oculara
15. At the entrance
16. Up the cliff to the south
17. Climb the rock pillar at the entrance
18. Atop a cliff to the north of the entrance
The Outskirts Oculara
19.
20.
21. South of the Outskirts Camp on the ledge of a broken building.
22. Broken bridge at Calenhad's Foothold.
Treasure Maps
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1. Map to a Waterfall - Just outside of Upper Lake Camp
2. Sketch of Calenhad's Foothold - Just south of the Outskirts Camp
3. Map of a Farmland Cave - In Hafter's Woods, east of the mercenary fortress
Logging Stands
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1. Just south of the Forest Camp.
2. East of the Forest Camp along the way to the Upper Lake Camp.
Regions
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Song Lyrics
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1. From the Bards in Redcliffe
2. From the Bards in Redcliffe
R E Q U I S I T I O N S
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Hinterlands Drakestone Survey
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Start: Requisition Officer
Reward: 1 Power, 200 Influence
Materials: 2 Onyx, 5 Drakestone
Hinterlands Tapestry Requisition
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Start: Requisition Officer
Reward: 1 Power, 200 Influence
Materials: 5 Velveteen, 4 Decorative Gems
Hinterlands Cage Requisition
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Start: Requisition Officer
Reward: 1 Power, 200 Influence
Materials: 5 Fereldan Locks, 10 Iron
S I D E Q U E S T S
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Rifts on the Outskirts
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Rifts: 2
Power: 2
Rifts at the Farm
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Rifts: 2
Power: 2
Rifts at Dwarfson's Pass
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Rifts: 3
Power: 3
Rifts at the Foothold
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Rifts: 2
Power: 2
Rifts in the Woods
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Rifts: 2
Power: 2
Holding the Hinterlands
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Quest Giver: Scout Harding
Requirement: Enter the Hinterlands
Reward: 50 Influence, 1 Power (Total: 250 Influence, 5 Power)
There are 5 additional camps other than the one you start in, top-left and
bottom-left, top-right and bottom-right, and then center from your current
location at the Outskirts Camp. Dwarfson's Camp is at the bottom-right and has
a [CHEST] on a ledge. On the way here you should find a Worried Scout, he can
start the "Strange Bedfellows" quest. The Upper Lake Camp is central and has an
Oculura nearby. The Redcliffe Farms Camps is at the top-left near the Redcliffe
Farms. The Forest Camp is out to the southwest. In the northeast you'll find the
Dusklight Camp, don't go too far past it unless you're trying to fight a High
Dragon.
In the Elements
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Quest Giver: Recruit Whittle
Requirement: Secure the Crossroads.
Reward: 177 Experience, 80 Influence, 1 Power
You need to mark five Apostate Caches. The first one is found outside of
Dwarfson's Camp, another is west of here up a hill. In Smuggler's Cave to the
east you'll find the third cache. Head to the Ashe Warrior's Refuge in the
southeast to spot the fourth cache. The final cache is just outside Winterwatch,
mark it then return to Whittle.
East Road Bandits
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Quest Giver: Recruit Bellette
Requirement: Enter the Hinterlands
Reward: 177 Experience, 80 Influence, 1 Power
Go east of the Crossroads and you'll find Recruit Bellette guarding a stone
arch. Ask about the bandits to trigger the quest. Follow the trail until you
find some of the bandits, two Footmen and two Archers. Like most scenarios, have
your Warrior charge in and gain their attention while everyone else takes out
the Archers. Further east you'll find yourself in the Rebel Queen's Ravine, a
scout usually can be seen running back at this point.
The camp has five Archers and an Enforcer guarding it, you'll need to check his
resistances and tank him away from the other party members. The Archers all
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
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Quest Giver: Refugee Hunter
Requirement: Secure the Crossroads
Reward: 177 Experience, 80 Influence, 1 Power
For this quest you'll need to assist the Refugee Hunter by collecting 10 pieces
of Ram Meat. It's not too difficult to go to Dwarfson's Camp and just start
picking off the Rams, use an ability that can Freeze or Paralyze to avoid
having to chase it down since it will flee.
A Healing Hand
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Quest Giver: Corporal Vale
Requirement: Secure the Crossroads
Reward: 177 Experience, 80 Influence, 1 Power
You can start this once you've secured the Crossroads, but the healer you need
is in Redcliffe so you must advance the story past "The Threat Remains" before
you can complete it.
A Common Treatment
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Quest Giver: Corporal Vale
Requirement: Advance the Inquisition's Path past "The Threat Remains"
Reward: 44 Experience, 40 Influence
An Advanced Treatment
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Quest Giver: Healer from Redcliffe
Requirement: Complete "A Common Treatment"
Reward: 44 Experience, 40 Influence
A Rare Treament
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Quest Giver: Healer from Redcliffe
Requirement: Complete "An Advanced Treatment"
Reward: 44 Experience, 40 Influence
Apostates in the Witchwood
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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
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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
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Quest Giver: Speaker Anais
Requirement: Speak with Speaker Anais infront of Lornan's Exile
Reward: 177 Experience, 80 Influence, 1 Power
Speak with the Speaker to gain access to Lornan's Exile then head to the back
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
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Quest Giver: Refugee
Requirement: Secure the Crossroads
Reward: 44 Experience, 40 Influence
Speak with this villager in the Crossroads, he needs a potion that only his son
Hyndel can make. Visit Hyndel in Lornan's Exile, he's on the second tier to the
left. Take the potion back to the villager in the Crossroads to complete the
quest, but if you go back to Hyndel with Solas you can convince him to go back
to the Crossroads. Just below this area, near the ladder, is a book called
[QUEEN ASHA OF ANTIVA]. Go across from here and climb up to find a [MOSAIC
PIECE] and if you go inside on the bottom right you'll find the tavern. A
[CHEST] can be found on the lower level, loot it and go upstairs from here.
Search on the table for a [BOTTLE OF THEDAS].
Master of Horses
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Quest Giver: Scout Harding
Requirement: Enter the Hinterlands
Reward: 177 Experience, 80 Influence, 1 Power
Head to the Redcliffe Farms to find Dennet. Ignore him for a second and go
upstairs. Search for the book [HARD IN HIGHTOWN: CHAPTER ONE] and the [FREE
MARCHES BANNER] in a chest. Back downstairs you'll find a [BOTTLE OF THEDAL]
on a shelf in the back room, it's a hidden object so you'll need to get close
before you can actually pick it up. Speak with Dennet who suggests talking to
his wife and servant before he can give you a horse. In addition, one of the
huts near the rift has [THE TEVINTER IMPERIUM].
In the Saddle
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Quest Giver: Seanna
Requirement: Obtain a Horse
Reward: Gold
This is a simple challenge, you'll just need to be quick with the horse to
navigate three courses with increasing length and difficulty.
Farmland Security
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Quest Giver: Bron
Requirement: Speak with Dennet
Reward: 177 Experience, 80 Influence, 1 Power
Riding out and marking the locations that Bron wants to build the watchtowers
isn't that hard, there any really any enemies nearby so you can just ride there
and place the marker. You'll have to use the War Table from here and use the
"Watchtowers in the Farms" mission which can take some time to complete. Once
done, return to Bron.
Trouble with Wolves
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Quest Giver: Elaina
Requirement: Speak with Dennet
Reward: 177 Experience, 80 Influence, 1 Power
The wolves around the Redcliffe Farm are causing all kinds of problems and need
to be dealt with. Head to the Wolf Hollow where you'll find some aggressive
Wolves and close quarters, try to lure them back and avoid the open area until
you are forced to. Here you'll find a Lesser Terror that must be defeated.
Loot the [TOKEN OF THE PACKMASTER] and equip it to make all Wolves friendly to
your party. Likewise, kill all of the Wolves for the experience and their pelts.
Return to Elaina with the good news once completed.
Horses of the Inquisition
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Quest Giver: Dennet
Requirement: Complete "Farmland Security" and "Trouble with Wolves"
Reward: Dennet joins the Inquisition, 177 Experience, 80 Influence, 1 Power
Complete the two prerequisites to gain support and horses. If you have Cassandra
or are intimidating enough, Dennet can become the Horsemaster of the Inquisition
if persuaded.
Sketch of Calenhad's Foothold
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Quest Giver: Corpse south of Outskirts Camp
Requirement: Enter the Hinterlands
Reward: 44 Experience, 40 Influence, Rock Armor Schematic
After collecting the map go west up the mountain to some castle ruins. There is
a nearby Fade Rift if you didn't take it out yet. There are some rocks that are
piled up like steps, just jump up them or likewise walk around and take the
ladder down. Open the chest here to receive the [ROCK ARMOR] schematic.
Map to a Waterfall
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Quest Giver: Scroll west of the Upper Lake Camp
Requirement: Enter the Hinterlands
Reward: 44 Experience, 40 Influence
After grabbing the map head west towards the Redcliffe Farms then follow the
large river south. At the end of the river you'll find a waterfall with the
chest tucked in it. You need to go through the Templar Encampment to be high
enough.
Map of a Farmland Cave
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Quest Giver: Map in Hafter's Woods
Requirement: Enter the Hinterlands
Reward: 128 Experience, 80 Influence
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
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Quest Giver: Note in a hut south of Outskirts Camp
Requirement: Enter the Hinterlands
Reward: 44 Experience, 40 Influence, Mercenary Lord Blade
From the Outskirts Camp to the Crossroads you'll find the hut with this note
inside. It tells the tale of two brothers, one an apostate and the other a
templar. Head to the location on your map marked for their battle to find the
corpse with the [MERCENARY LORD BLADE] on it. The hut here is locked but if you
open it you'll find a [BOTTLE OF THEDAS] inside.
Stone Dreams
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Quest Giver: Note inside abandoned home
Requirement: Enter the Hinterlands
Reward: 44 Experience, 40 Influence
North of the Crossroads you'll find this abandoned home. Head to the cave at
the Ash Warrior's Refuge and defeat this apostate then loot his area, this quest
is fairly simple and straightforward.
Love Waits
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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
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Quest Giver: Note next to an apostate cache
Requirement: Enter the Hinterlands
Reward: 44 Experience, 40 Influence
This quest is best completed alongside "Elements" since they are in the same
location. Head to the Ash Warrior Refuge in the far southeast and break the
magic barrier. Loot the [CHEST] nearby then the corpse for [BIANCA ARMS I
(ENHANCED)] then check the lyrium vein to complete this quest.
My Lover's Phylactery
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Quest Giver: Dead Templar in the Winterwatch Tower region
Requirement: Enter the Hinterlands
Reward: 44 Experience, 40 Influence
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
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Quest Giver: Widow Maura
Requirement: Enter the Hinterlands
Reward: 44 Experience, 40 Influence
You'll find the hut of the Widow Maura near a Fade Rift around the Outskirt's
Camp. Talk to her then head east of Dwarfson's Pass and defeat the Templars
to recover the ring. Return it to Maura to complete the quest.
Conscientious Objector
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Quest Giver: Dead corpse in the southeast of Hinterlands
Requirement: Enter the Hinterlands
Reward: 44 Experience, 40 Influence
At the southeast of the Hinterlands you'll find a dead body with a letter and
[GRANDMA'S KEY]. The story is about an apostate that was a Circle Mage and just
wanted to head to his grandmother's cabin. With the key in hand, head to the
northwest of the Crossroads to find a Terror. Kill it and loot the cabin.
Strange Bedfellows
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Quest Giver: Inquisition Scout
Requirement: Enter the Hinterlands
Reward: 177 Experience, 80 Influence, 1 Power
Along the way is a tower. Loot a [CHEST] inside and climb to the top. A [CHEST]
on the right has [RARE ARMOR], the [CHEST] on the left has [RARE WEAPON]. Save
the Scout Ritts then search the camp for two hidden objects. If Varric is in the
party you can enlist her into the Inquisition.
A Spirit in the Lake
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Quest Giver: Storyteller in Redcliffe
Requirement: Enter Redcliffe Village during "In Hushed Whispers"
Reward: 44 Experience, 40 Influence, Warlord Greatsword
From the Upper Lake Camp go south and place the Blood Lotus on the pier. A
sword will rise up and you can loot it for the [WARLORD GREATSWORD].
Safeguards Against Looters
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Quest Giver: Letter on a farmer's corpse in Redcliffe Farms
Requirement: Enter the Hinterlands
Reward: 128 Experience, 80 Influence
Head up the river past the Redcliffe Farm to reach this area. Into the Wolf
Hollow you'll need to ascend and cross the little bridge to find the crate.
Letter from a Lover
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Quest Giver: Letter in abandoned campsite in Dead Ram Gorge
Requirement: Enter the Hinterlands
Reward: 44 Experience, 40 Influence
Failure to Deliver
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Quest Giver: Not near overturned cart
Requirement: Secure the Crossroads
Reward: 44 Experience, 40 Influence, Carta Coat
You'll have to make a little trek from where you find this note but it's worth
it. The Carta Coat is limited to Dwarf Rogues, perfect for Varric.
Business Arrangements
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Quest Giver: A note on a dead body north of the Crossroads
Requirement: Have access to Redcliffe Village
Reward: 44 Experience, 40 Influence
The Ballad of Lord Woolsley
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Quest Giver: One-Eyed Jimmy
Requirement: Have access to Redcliffe Village
Reward: 177 Experience, 80 Influence, 1 Power
From the Upper Lake Camp go south a little bit to find a different colored Ram.
You can send it back to Redcliffe, but if you attack it you'll discover it was
a Rage Demon.
Where the Druffalo Roam
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Quest Giver: Notice Board
Requirement: Enter the Hinterlands
Reward: 44 Experience, 40 Influence
This quest starts on the notice board at the Redcliffe Farms. Find the Druffalo
and defeat the enmies along the way as you head back west. You'll want to have
cleared the Fade Rift in the river, it's the reason the Druffalo ran away in
the first place!
Playing with Fire
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Quest Giver: Letter on a corpse in Avvar Blade Valley
Requirement: Enter the Hinterlands
Reward: 44 Experience, 40 Influence, Master Demon-Slaying Rune
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
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Quest Giver: Orders on mercenaries at Avvar Blade Valley
Requirement: Enter the Hinterlands
Reward: 128 Experience, 80 Influence
Return Policy
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Quest Giver: Note on corpse west of Broken Bridge
Requirement: Enter the Hinterlands
Reward: 128 Experience, 80 Influence
Finding the note isn't that hard, but you'll have to go past the Mercenary
Fortress to reach the altar. Complete the ritual to summon a Rage Demon,
defeat it to complete the quest.
Flowers for Senna
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Quest Giver: Widower
Requirement: Have access to Redcliffe Village
Reward: 128 Experience, 80 Influence
Talk to the Widower near the docks in Redcliffe Village then travel to the
Forest Camp. Just up the hill you'll find the grave, place the flowers then
return for your reward.
Bergrit's Claws
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Quest Giver: Note on corpse in Dead Ram Gorge
Requirement: Enter the Hinterlands
Reward: 128 Experience, 80 Influence, 3 Great Bear Claws
The bears you need to defeat are around the Forest Camp in the southwest. They
can be a bit of a challenge, though Fear works wonders on them. Defeat enough
to collect three Great Bear Claws, you can use them in Masterwork Crafting.
Hinterlands Who's Who
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Quest Giver: Corpse in Old Simeon's Cave
Requirement: Enter the Hinterlands
Reward: 128 Experience, 80 Influence
Getting through the bears to reach the cave is the hard part. Collect the letter
and go back to the Redcliffe Farms where you can mail the letter.
Deep Trouble
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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
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Quest Giver: Sealed Vault Door in Valammar
Requirement: Complete "Deep Trouble"
Reward: 512 Experience, 80 Influence, 2 Power
Since you're here and have 1 of the 2 gears, continue across the bridge. To
the right is a huge door, use a Rogue to unlock it. Inside, loot the pot and
grab the nearby [MOSAIC PIECE]. Grab the second [DWARVEN GEAR] and loot the
other pot. If you exit and go down the steps to the left you'll find a Hurlock
Alpha, be careful with this foe! Use a Mage at this level to block off the
Darkspawn. Continue down the bridge and around, back to the area with the lever
so you can open the vault.
In the vault room you'll have to fight another Hurlock Alpha and some Hurlocks
firing arrows from the back. Loot the area to find a [DWARVEN BANNER], [MOSAIC
PIECE], [BIANCA ARMS III], and an [AMULET OF POWER]. With that settled, head on
out with your great rewards.
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BOSS: Ferelden Frostback Level 12
________________________________________________________________________________
Health: 105261
Defense: 38
Resistance: Greater Fire
Vulnerable: Cold
Immunity: All Disabling Effects, Slowed
Ability: Perceptive
Strategy
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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.
__________________________________________________________________________
.''. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
< () > VAL ROYEAUX [0503]
'..' __________________________________________________________________________
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E X P L O R A T I O N
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Inner Circle - [NOT OF HEROES: UNITED IN HATRED] near top-left merchant
Inner Circle - Examine a tree for [LA POMME VIE ET MORTE]
Start on the outer layer of the upper market, southwest side. A note is next to
a man on a bench, [LONGING AND THE UPPER COURT]. Move north into a room where
a merchant is located, he sells a Mystery Box for 10,000 Gold. Read the scroll
here for [THE FOLLY OF GENERAL NOT-SHERITAN]. The box is a golden nug called
the big one if you care to purchase it. Continue to the far north and read the
note on the ledge, [THE RANDY DOWAGER QUARTERLY].
Codex Entries
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[ ] Three Little Empresses
- Merchant's room on south side of Main Level.
Songs: Rise
__________________________________________________________________________
.''. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
< () > THE FALLOW MIRE [0504]
'..' __________________________________________________________________________
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O V E R V I E W
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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
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Agents: Sky Watcher
Crafting Materials
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Common Rare Unique
- Blood Lotus - Dawn Lotus
- Blue Vitriol
- Summer Stone
Enemies
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• Corpse • Corpse Archer • Lesser Terror
• Wraith • Avvar Bowmen • Avvar Warrior
• Avvar Defender • Bear
Codex Entries
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[ ] Letters #74 - Waterlogged Diary
- Found during the "Cabin Fever" quest.
[ ] Notes #19 - Apostate Widris's Journal
- Found near the third "Beacon in the Dark" beacon. On the ground.
[ ] Notes #52 - Notes on the Stars
- Found north of the third "Beacon in the Dark" beacon. In a campground area
on the ground.
[ ] Place #30 - Rivian
- Found in a house in Fisher's End, by a corpse.
[ ] Tales #23 - Before Andrastianism: Forgotten Faiths
- To the north-west of the initial camp is a house. Search inside to find
this letter.
[ ] Tales #25 - Casper the Magnificent
- To the northwest of the fourth beacon. Follow the path to a house and read
the book inside.
[ ] Tales #103 - The Lost City of Barindur
- In a house, south of the third beacon of the area. It is the book on the
floor.
C O L L E C T I O N S
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Bottles of Thedas
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1. To the north-west of the initial camp is a house. Search inside to find this
hidden cache by the bed.
2. To the northwest of the fourth beacon. Follow the path to a house and find it
hidden by a table.
Glyphs
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1.
2.
3.
4.
Landmarks
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1. The Light of Andraste (Near Fisher's End)
2. The Den (near second rift)
3. Old Windmill (southeast of the 4th beacon)
4. Granite Point (at Granite Point, south of Old Thoroughfare Camp)
R E Q U I S I T I O N S
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Blue Vitriol Survey in the Mire
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Start: Requisition Officer
Reward: 1 Power, 200 Influence
Materials: 20 Blue Vitriol, 10 Summer Stones
Depending on the amount of exploration you've been doing up to now, this may
be very easy. 20 Summer Stones and 10 Blue Vitriol are needed here. Summer
Stones are found near The Den landmark as well as pretty much everywhere (you
can find them in Sword Coast as well). Blue Vitriol is throughout the Mire and
really can't be missed.
Artifact Requisition in the Mire
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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
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Start: Requisition Officer
Reward: 1 Power, 200 Influence
Materials: 5 Elfroot, 5 Diseased Tissue
Well, seems like we need elixirs to combat the plague! Elfroot is easy enough
of course, but what about the diseased tissue? That is found out on corpses that
are floating in the bog. Looting them will likely give you what you need.
Of course, the catch is that out in the bog you will likely be attacked by
corpses, so be sure to clear out any enemies after looting. Once you have five
pieces of flesh you can turn this in.
Note that you will likely get the "Artifact Requisition in the Mire" quest
after turning this in.
S I D E Q U E S T S
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Lost Souls
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Quest Giver: War Table
Requirement: Venture to the Hinterlands once.
Reward: 1,025 Experience, 400 Influence, 3 Power
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.
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BOSS: Hand of Korth Level 9
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Health: 9867
Defense: 46
Electricity Vulnerability
Immunity: All Disabling Effects
Immunity: paralyzed
Guard
Immunity: Slowed, Stunned, Taunted
Rampage
The Avvar leader is not alone. In the middle of the area will be a Defender
unit while up the steps in the very back are three archers. Let Cassandra
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 (likely a two-handed
rare weapon) 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
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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
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Quest Giver: Scout Harding
Requirement: Enter the Fallow Mire
Reward: 50 Influence and 1 Power per camp.
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
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Quest Giver: Find a Beacon in the Fallow Mire
Requirement: Enter the Fallow Mire
Reward: 967 Experience, 200 Influence, 2 Power
This quest is a four-part quest to light beacons on the way to the "Lost Souls"
main quest. May as well do something on your long march! It also goes hand in
hand with the "Beneath the Mire" quest.
The first beacon is a taste of what this is about: have a mage energize the
beacon and get ready to defend it. You will always have the high ground on
every beacon, and there will always be an elite Lesser Terror that acts as
the mini-boss. He will usually come in first, followed by corpses. This is the
same set-up as every other beacon.
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
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Quest Giver: Rune in Stone Beacons
Requirement: Enter the Fallow Mire
Reward: 512 Experience, 200 Influence, 2 Power
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
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Quest Giver: Journal near Veilfire Beacon
Requirement: Enter the Fallow Mire
Reward: 967 Experience, 200 Influence, 2 Power
This quest should be yours after reading the journal near the second beacon
in the mire. Sounds like an Apostate is going mad out here. Best to deal with
him now. This quest will be on hold until you finish the Rift quests, as the
apostate is protected by his location. Once you do finish the rift sealing
in this area, go heal up (rest!) and re-visit "The Den". From there, take the
west exit out and head northeast. This leads to the "Hidden Apostate Camp",
where Widris is hiding.
He isn't happy to see us and will summon 4 level 12 Wraiths. He himself is
a level 12 Elite Mage. Have Cassandra get his focus and Solus should barrier
her up to ensure she lives. Varric and you should then focus on taking out
the wraiths as fast as possible. Their ranged support can wipe us out if we
don't hurry.
Without the wraiths, Widris is doomed. He hits hard, but it is nothing Solus's
barrier can't handle. Keep him knocked down or stunned if you can and back him
into the walls here. Once you finish him (+200 Influence), be sure to loot his
body for some rare gear, then open the [CHEST x2] in the area and turn on the
elven ward for +40 Influence.
Also note that there is a rare Dawn Lotus just to the northwest of his camp,
past the log and surrounded by Blood Lotus.
Cabin Fever
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Quest Giver: Lost Cabin Key
Requirement: Enter the Fallow Mire
Reward: 128 Experience, 80 Influence
South of the third beacon in the area, past the Avvar Archer checkpoints you
will find a cabin. A locked cabin. Being the curious sort, we MUST get in!
To do that, we have to find the key. This starts a hot/cold hunt with your
investigation button. The key can be found to the northeast, on the edge of
the bog water. Kill whatever pops up and grab it, then back to the cabin.
Just opening this nets us +80 Influence. Just because. Search the [CHEST]
here, loot what you can, and claim the [WATERLOGGED DIARY] on the table.
__________________________________________________________________________
.''. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
< () > THE STORM COAST [0505]
'..' __________________________________________________________________________
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O V E R V I E W
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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
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Companions: The Iron Bull
Agents: The Blades of Hessarian
Crafting Materials
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Common Rare Unique
- Spindleweed - Black Lotus
- Blood Lotus - Prophet's Laurel
- Serpentstone
- Summer Stone
- Iron
- Deep Mushroom
Enemies
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• Hessarian Blade • Hessarian Archer • Hessarian Hound
• Deepstalker • Giant Spider • Giant
• Dragonling • Bear
Codex Entries
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[ ] History #18 - From the Canticle of Transigurations
- Found in a small cave, by a statue, south of the southern Astrarium.
[ ] History #60 - The Qun
- Found near beach, by the boats.
[ ] Letters #1 - A Challenge!
- Found on a table near the Morrin's Outlook Rift, near the sea.
[ ] Letters #4 - A Grey Warden's Journal
- Found while doing "Warden's of the Coast".
[ ] Letters #66 - The Conversion of Hessarian
- Found in the Hessarian Camp.
[ ] Tales #27 - Constellation: Bellitanus
- Found by doing the Astrarium.
[ ] Tales #32 - Constellation: Fervenial
- Found by doing the Astrarium.
[ ] Tales #37 - Constellation: Servani
- Found by doing the Astrarium.
[ ] Tales #45 - Grey Whiskey/Ritewine/Conscription Ale
- Found while doing the main quest in the area, "Wardens on the Coast".
[ ] Tales #54 - Hard in Hightown: Chapter 2
- Found in the Hessarian Camp.
[ ] Tales #112 - The Stone Tree
- Claim "The Stone Tree" landmark. Near the sourth Astrarium.
[ ] What Discpline Achieves
- Along the coast near a Shard.
[ ] Par Vollen: The Occupied North
- In a large house at the top of a cliff, northeast of the Small Grove Camp.
Astrariums
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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 3
4
5
7
6
8
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)
1 2
3 4
5
6 7
8 9
10
11 12
13 14
3. Constellation: Bellitanus
- Location: Near The Stone Tree. Southern part of the map.
- Solve Order:
Start at #5, then:
7, 4, 5, 2, 1, 5, 3, 6, 5, 8, 12, 9, 5 (Making the top bows and lower diamond).
12, 11, 9, 8, 10, 12 (Finishing the middle area / letting us focus on the bottom
part last).
13, 16, 12, 14, 15, 18, 17, 16, 15, 12 (Finishing out the bottom).
1 2
3 4
5
6 7
8 9
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!
Bottles of Thedas
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1.
2.
High Dragons
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1.
Landmarks
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1. Morrin's Steps
2. Morrin's Outlook
3. The Stone Tree
4. Lyrium Falls
5.
Glyphs
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1.
Oculara and Shards
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West of Storm's Solitude
1. To the left, on the mountains.
2. Down on the beach.
3. Across from the beach (between the two rock on the left, in the distance).
Near Morrin's Outlook
4. To the right, in the valley.
5. Below number 1, down on the beach.
6. To the right of number 2, on the cliff-side of the peninsula.
Near Lyrium Falls
7. To the left of the trees in the distance, on the ground.
8. Between the second and third tree, up in the distance.
9. To the right, on some of the rocks nearby.
Near Small Grove Camp
10. Underneath a fallen tree near the camp.
11. On the hill south of the camp.
12. West Ridge up on the hill, east of the Driftwood Margin Camp.
13.
Logging Stands
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1.
2.
Quarries
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1. North of Lyrium Falls entrance. (Stick to mountain on the right)
R E Q U I S I T I O N S
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Iron Survey on the Coast
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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
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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
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Wardens of the Coast
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Quest Giver: War Table
Requirement: Arrive at the Storm Coast
Reward: 177 Experience, 80 Influence, 1 Power
This is the main quest of this area (and the reason we came here), but it
should be noted that the side-quests "Cleaning House", "Rifts of the Coast",
and "Holding the Storm Coast" all appear once we first arrive in the area.
Talking to the Requisition Officer will add "Iron Survey on the Coast" to that
list as well.
We recommend doing the "Cleaning House" quest first, as well as the "Rifts of
the Coast" quest and even pursue the Astrariums before doing this. All of
those things are nearby, whereas the warden clues are to the south. Plus you
will likely gain a level or two.
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
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Quest Giver: Scout Harding
Requirement: Enter the Storm Coast
Reward: 177 Experience, 80 Influence, 1 Power
Scout Harden will bring this quest to your attention as soon as you enter
the Storm Coast. Soliders went to go talk to some bandits... not very smart.
Head south to the objective point and up the cliffs. A small path takes you
to a higher opening. You will likely encounter a bear or Hessarian foes along
the way.
At the top is a house. Kill the foes here (on harder difficulties you can put
an archer on the roof for the damage bonus) and loot the house fora [CHEST] and
two pots. The next house is shut, but contains the corpses of the soldiers. As
we suspected. However, there is a map and a note here. Read them to get the
[MERCY'S CREST RECIPE] and get an optional objective to this quest:
OPTIONAL: Requisition Mercy's Crest to challenge the Bandit Leader.
This optional objective requires some crafting though. You need to get two
Serpentstones (not too hard) and one Deepstalker Hide. You can find some
Deepstalkers in the dungeons to the far left and right sides of the coast by
going into the two dungeons (there are a number of chests in there too, but
not many enemies: just some Deepstalkers and Spiders, both of which aren't
threats to you).
Once you have the items, visit the camp and forge (and equip!) the item. You
can now peacefully visit the Hessarian camp to the south. Go ahead and enter
and talk to the leader. This will start a fight no matter what you say.
Naturally.
NOTE: You can actually get the same rewards AFTER beating the Hessarian Leader,
despite not having the crest equipped. You MUST have it at least crafted
though, otherwise you will face the same fight below with the leader's
men thrown in as well. You also face missing the agent here, so be sure
to craft that accessory!
Time for a fight! This isn't a particularly tough battle. You'll face the
Hessarian Leader and two Hessarian Hounds. These are Elite foes, however.
Have your tank challenge and Solus freeze the leader so you can shatter him.
Traps and area of effect skills can be put in the central area, as the hounds
will move through there quite a bit. Earthshaking Strike's upgrade is lovely
here as well. Focus down a target as they get close to death and keep barrier
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!
Rifts of the Coast
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Reward: 1 Power per Rift
It is recommended to do "Cleaning House" before you do this.
There are only two rifts on the coast. The first one is west of the Hessarian
Camp, down on the beach. There is a special event on the way though: you will
see a Giant fighting a Dragon. Now, we can join in this fight, but the Dragon
will actually fly off, leaving us with the giant.
The giant's attacks are powerful, and should be avoided by anyone who isn't
the tank! It will slam its fists down as well as pick up boulders to throw.
During the start of the fight, it will also jump at party members and land
powerfully. Aim for his legs and lay what traps you can. Ranged fighters excel
here, but warriors need to watch his attacks extra carefully and attack his
flank.
Once his legs lose half their health, he will kneel down in pain. This is the
time to put up your AoE attacks and hit him hard. He stays like this for several
seconds, but will get up soon. He relaxs the jumping attacks from here, but can
still pack a punch so stay on him to fell him for good.
Once he is down you can (safely) access the rift beyond him. Normal rift demons
come out of here. Take them out and disrupt when you can, then get ready for
the second wave. Close the rift once you drive the demons back.
The second rift is located out at Morrin's Outlook. Head over there and explore
the area if you haven't already. You'll be treated with dragonlings you can
actually kill, which is fun. The rift is at the dock, below the point, and is
nothing you haven't faced before. The big challenge here is the Rage Demon that
comes out in the second wave, so be ready for him and try to clear out his
allies so you can disrupt him and take him out easier. Seal the rife once he
is dead.
Rift at the Falls
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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
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Quest Giver: Scout Harding
Requirement: Enter the Storm Coast
Reward: 50 Influence and 1 Power per camp
This is a pretty standard "set up all your camps" quest. Nothing really
challenging here. You will set these up as you head further south in your
pursuit of the Grey Warden notes. One is down on a beach after leaving a
short cave (the "Small Grove" camp) while the other is in a clearing even
further to the south (the "Driftwood Margin" camp).
Small Grove is best done after Clearing House while you are exploring.
Driftwood Margin is best done after collecting the Grey Warden notes, as
it is nearby.
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