Dragon age: origins: awakening - guides and walkthroughs. Making runes in the awakening addon Making dragon age awakening runes

It often happens that you are not satisfied with the stats of even the best weapons that you managed to find in the game. In this case, all you have to do is strengthen it with runes.
In Inception, runes often drop from mobs, and merchants constantly offer them among other goods. In the main part of the game, only “weapon” runes are available - that is, they can only be inserted into weapons that have special slots for this (no more than three).

The installation of runes in the "Beginning" is done by the dwarf Sandal (you will meet him and his named father in Lothering, and then he will be available in your camp and at the end of the game - in Fort Drakkon). You will also encounter it in the “Witch Hunt” DLC, and in the “Golems of Amgarrak” DLC, a special rune anvil will handle the installation.
In the Beginning there are five types of runes: the runes of the novice, the journeyman, the skilled, the master and the great master. They are occasionally needed in quests (for example, you can donate runes to an army of magicians).
In “Awakening”, the installation of runes will be done by the elf Sera, ambassador of the Circle of Mages. She will stand in the throne room of the Vigil Tower, an analogue of the camp in the addon.


There are three fundamental differences between “runework” in “Awakening”:
- from now on you have access to not only weapon runes, but also armor runes (the number of slots is also no more than three);
- two new levels of types of runes already known to you have appeared: masterpiece runes and Perfect runes, as well as 7 types of combined runes;
- they are rarely sold and dropped from mobs, but you can make them yourself.
This will be discussed below.
The mechanism for making runes itself is no different from making traps, medicines, or poisons available in the Beginning.
To make a rune, you must have:
- appropriate level of rune making skill,
- a copy of the rune of the desired and lower levels,
- empty rune stone,
- weaker runes and
- etching reagent in certain proportions,
- money for all of the above, except for the level (and quite a lot).
So, let's start in order.

MAKING RUNES

It is available for any character of any class, starting from level 20. Then every 2 levels you can increase this skill:

Making runes (from level 20)
The character has learned basic copying techniques magic symbols, which allows him to create simple runes (apprentice).
Improved rune making (from level 22)
The character has learned more accurate methods of copying ancient symbols, which allows him to create complex second-level runes (craftsman and combined).
Skillful rune making (from level 24)
The character has acquired a deep knowledge of the history of the signs of early Tevinter, which allows him to create powerful third-level runes (Master and Grandmaster runes)
Master rune making (from level 26)
The character has become one of the best experts in iconography in Ferelden, which allows him to create strict fourth-level runes (masterpiece and Paragon runes).
I recommend pumping up “Rune Making” specifically for your party member - your character will then be able to spend specialization points on more, in my opinion, useful skills such as Vitality and Clarity.
If necessary, it will be possible to redistribute skills using the Focus textbook (sold by Herren at the Vigil Tower).

TYPES OF RUNES


The stat power of each rune increases in proportion to the level. For example, the Novice Fire Rune gives +1 fire damage, and the Advanced Fire Rune gives +7 fire damage. The beginner's Immunity rune gives +3 to resistance to fire, cold and electricity, and the Perfect's Immunity rune gives +25.


Hybrid runes turn out to be quite unexpected, but invariably very useful and of high quality.


COPIES OF RUNES


Copies of runes can be found in chests or caches, but most can be bought from merchants. The table below shows where I found certain copies.
Type of runeP/craftsmanCraftsmanMastersGreat MasterMasterpiecePerfect
Fiery
(Weapon)
Learns right awaySulfurSulfurSulfurCal Herol - Shopping DistrictCal Herol - Shopping District
Icy
(Weapon)
Learns right awaySulfurSulfurVigil Tower - Throne RoomArchitect's LaboratoryArchitect's Laboratory
Slows (Weapon)Sera, OctamSera, OctamOctamOctamUriahBlack Swamps
Cheerfulness
(Weapon)
Sera, GlassrickGlassrickGlassrickVigil Tower, Throne RoomSilverite. minesSilverite. mines
Dvomer
(Weapon)
Sera, OctamOctamOctamUriah (1 update)Uriah (2nd update)Uriah (3rd update)
Cold
Gland
(Weapon)
Sera, GlassrickGlassrickGlassrickGlassrickCal Herol - Center. hallsCal Herol - Center. halls
Silvery-
commodity
(Weapon)
Sera, GlassrickGlassrickGlassrickUriah (1 update)Uriah (2nd update)Uriah (3rd update)
Lightning
(Weapon)
SulfurSulfurSulfurUriah (1 update)Uriah (1 update)Uriah (3rd update)
Paralysis
(Weapon)
Sera, OctamSera, OctamOctamOctamCal Herol - Center. hallsCal Herol - Center. halls
Grit (Armor)Learns right awayGlassrickGlassrickGlassrickCal Herol - Shopping DistrictCal Herol - Shopping District
Storm
(Armor)
SulfurSulfurSulfurSulfurVigil Tower – Deep Paths
Not perceived
impulsiveness
(Armor)
Sera, OctamOctamOctamOctamCal Herol - Center. hallsCal Herol - Center. halls
Capacities
(Armor)
Sera, GlassrickSera, GlassrickGlasrikUriah (1 update)Uriah (3rd update)Uriah (3rd update)
Hybrid runes
In total, there are 86 copies of runes in the game, 3 of which can be learned immediately and 22 you can discover as you progress through the game, and the rest need to be purchased.
Uriah Merchandise Update

INGREDIENTS


All ingredients are purchased in endless quantities from Sera in the Tower of Vigil.


The actual production of runes looks like this:
You buy Novice runes, empty stones and etching reagents, and craft it into an Apprentice rune. From the Journeyman runes you make the Craftsman rune, etc.
The general scheme looks like this:
Novice rune > Apprentice rune > Craftsman rune > Master rune > Grand Master rune > Masterpiece rune > Perfect rune.
That is, without a weak rune, you will not make a strong one - unlike other created items.
The following is the cost of ingredients for the production of runes of higher orders:
Type of rune Making recipe: Required amount of starting materials
Rune of the Apprentice1 Novice Rune
1 rune stone
1 Novice Rune
1 rune stone

Craftsman's Rune2 journeyman runes
1 rune stone
2 beginner runes
3 rune stones
Master's Rune2 craftsman runes
3 etching reagents
1 rune stone
4 beginner runes
3 reagents
7 rune stones
Grandmaster's Rune2 master runes
4 etching reagents
1 rune stone
8 beginner runes
10 reagents
15 rune stones
Rune masterpiece2 runes led. masters
5 etching reagents
1 rune stone
16 beginner runes
25 reagents
31 rune stones
Rune of the Perfect2 masterpiece runes
6 etching reagents
1 rune stone
32 beginner runes
56 reagents
63 rune stones
It is worth noting that these copies sometimes cost quite a lot, but if you miss even one, then, most likely, the rune top level you won't be able to get it.

COST OF MANUFACTURING RUNES


The overwhelming majority of the cost of runes is the purchase price of Novice runes (first comes the cost of selling it to a merchant, then the purchase):


The following two tables summarize the monetary costs for making the highest level runes.


As you can see, they end up costing quite a lot, so it makes sense to carefully collect all copies of the rune that you come across in the game and use them.

For most of the Perfect runes, merchants will eventually offer you a much smaller amount than you spent on their production, that is, their production is unprofitable.
However, the Zeal rune can be sold for 4 gold and 25 silver coins (costs will be 2z49s70m), and the Terrible Rune for 3z2s50m (costs 1z74s35m). That is, the profit in the first case will be 70%, and in the second - 74%, moreover, it will take you less time to make the Formidable Rune.


You can spend just an hour and as a result get more than 1000z in profit, which will more than pay for the production of the best runes for all party members. However, if you sell Sera more than 999 runes of the same type, a glitch will occur and her trade screen will no longer open. Alternatively, you can sell runes to Uraya or Herren.

RUNE MAKING IN PRACTICE


A) If the rune master is yours main character: Having purchased the required amount of ingredients from Sera, you make a rune of the required type and level on the spot, then again turn to Sera so that she inserts the runes into weapons and armor.
B) If the rune master is a party member: to make runes, you will have to take a party member into the party and go to the courtyard, since in the throne room of the Vigil Tower the crafting skill is not available to anyone except you, and then return to Sera for installation. You may have to run many times, and in order not to waste time on constant transitions, you can buy a Focus textbook in Herren’s yard and quickly retrain your hero. Then you can craft runes and distribute them among the equipment of your party members without leaving Sera’s cash register - according to the first option.


If you want to make a lot of runes, then you should be patient, and keep in mind that each beginner rune (like any other) takes up one place in your inventory. That is, if you bought two beginner fire runes, then they will take up 2 places in your backpack, not one. But bottles of etching reagent or empty rune stones will take up one place each, even if there are 99 of them (this is the maximum capacity of the cell). To free up space in your backpack, dump all the items in it into the chest in the Throne Room.


Note: You can get the Grandmaster's Fire Rune for Wade's quest "To the Bone" only by creating it yourself.

Lyrium is a valuable, but nevertheless extremely dangerous mineral. Any physical contact handling raw lyrium will cause serious injury or disfigurement. In addition, unrefined lyrium has a detrimental effect on the psyche of people and elves. For magicians, such contact is completely fatal.

Dwarves are the only ones who are resistant to the harmful effects of lyrium. However, this does not make them immune to its effects. They remain vulnerable to lyrium on open wounds and direct contact with the eyes. Only a few of the miner caste dare to mine ore, to look for veins in stone literally by ear. For in its raw form, lyrium sings, and an attentive dwarf can hear this singing even through the thickness of the stone. Ground gnomes lose their resistance over time.

Using Lyrium

Lyrium is also used by the Templars to develop special talents that help them find mages and kill maleficars. Over time, templars taking lyrium develop an addiction; they begin to confuse dreams and reality and lose orientation in space. Mages, in addition, are subject to physical mutations.

In Orlais it is common to use lyrium for lighting.

The smiths of Amgarrak, under the supervision of a Tevinter mage, created strange objects known as lyrium wells, capable of transporting things and people through various levels of the Shadow and creating rune golems.

In the Shadow, the Guardian encounters a resource called "raw lyrium", which can restore health, stamina and mana. This resource is also present in the Anvil of the Void location, although its impact is less and it has no effect on Dwarven characters.

IN Dragon Age 2 "raw lyrium" is used to make magical runes.

Red lyrium

Red lyrium is a rare and more powerful form of lyrium. Even particularly persistent gnomes are susceptible to its influence. Red lyrium is known to give its owner superpowers. Also allows you to bring inanimate objects to life and even fly for a short time. Red lyrium is much more dangerous and eventually everyone who uses it loses their mind.

Lyrium Dust

Lyrium dust is a material for making potions and poisons in Dragon Age: Origins - Awakening. With the help of such potions, magicians are able to quickly replenish their reserves of magical powers.

Herbalism:

Small potion of lyrium (restores (50+0.5*SP) mana).

Lyrium potion (restores (100+0.5*SP) mana).

Large lyrium potion (restores (150+0.5*SP) mana).

Potent lyrium potion (restores (200+0.5*SP) mana).

Superior Lyrium Potion (restores (250+0.5*SP) mana) - only "Awakening".

Master's Lyrium Potion (restores (300+0.5*SP) mana) - only "Awakening".

Incense of Alertness (+10 defense, -10 mental resistance. Duration 120 seconds).

Balm of Agility (+20% attack speed, +20% movement speed, +20% aiming speed. Duration 60 seconds).

Making poisons:

Destruction of Mages (drains 5 units of mana per hit from the target. Effective only against spellcasters).

Essence of Mage's Bane (removes 10 mana per hit from a target. Effective only against spellcasters).

Lyrium Sand

Lyrium Sand- This is a larger version of lyrium dust. Used by Dworkin Glavonak in the Awakening addon to make powerful bombs. It can be found in Kal Hirol, in the deep paths under the Vigil Tower, and in the silverite mine in the Vending Forest.

Interesting Facts
  • In Dragon Age: Origins, companions: mages and templars were supposed to receive the effects of lyrium addiction. Each subsequent use of the lyrium potion should have had less and less results.
  • The healing properties that Andraste's ashes have, according to Ogren, are the result of the influence of lyrium, which dots the walls of the hall where the Urn is located.
  • In Dragon Age: Origins - Awakening, Justice claims to hear the singing of a lyrium ring given to him by the commander of the Gray Wardens.
  • In Dragon Age: Asunder, Cole hears the singing of lyrium when mages enter the Shadow if they used lyrium for this. Adrian is able to hear lyrium when mages awaken, emerging from the Shadow.

The Dragon Age: Awakening expansion brought with it not only a new plot, but also many small and major changes. These include changes in the mechanics of upgrading items using runes. Previously, only weapons could be improved, but now armor can also be enchanted. All items available for upgrade with runes have three special cells. You can combine runes of the same type in any order, there are no restrictions. Runes differ from each other in their power, effect and are divided into seven levels: newbie, journeymen, craftsman, masters, great master, masterpiece, Perfect. The beginner's runes are the weakest, the Perfect's are the strongest. Levels are marked with dots or drawings directly on the runes. The indicators of all runes are summed up, even if the runes are the same.

Runes for weapons and items are not compatible with each other, that is, one type of rune is suitable for weapons, and another is suitable for armor and items. The list of skills has also expanded. Now you can make runes yourself. For this you need develop the Rune Making skill, consisting of four levels of mastery. The higher the skill level, the more complex runes can be crafted. The runecrafting icon is added to the quickbar located at the bottom of the screen, along with other crafting skills. To make runes in Dragon Age: Awakening you need study a copy (drawing) of the rune, and have etching reagents, empty rune stones and weak runes in your inventory. All components are sold from traders. On one's own set runes it’s impossible, Ambassador Sera is doing this in the throne room of the Tower of Vigil, replacing Sandal, the adopted son of Bodan Feddik.

Types of runes to enhance weapons in Dragon Age: Awakening:

  • Dweomer Rune: Increases the chances of reflecting hostile magic.
  • Rune of Slow: Increases the chance of reducing enemy movement speed.
  • Rune of Paralysis: Increases the chance of paralyzing an enemy.
  • Rune of Vigor: Increases physical resistance.
  • Iron Rune: Deals extra damage to the dead.
  • Silverite Rune: Deals additional damage to creatures of darkness.
  • Flame Rune: Adds fire damage.
  • Ice Rune: Adds cold damage.
  • Charged Rune: Adds electricity damage.
  • Strengthening Rune: increases the chances of critical hits at a distance, in close combat, in the back.
  • Formidable rune: Increases hostility.
  • Rune of Gust: Increases attack speed.
  • Rune of the Elements: Increases damage from all elements.

Types of runes to enhance armor in Dragon Age: Awakening:

  • Barrier: Increases armor stats.
  • Storm: Increases your chances of dodging projectiles.
  • Excerpt: Increases physique parameters.
  • Endurance: reduces fatigue.
  • Capacity: Increases willpower.
  • Immunity: Increases resistance to elements.
  • Increase: Increases damage from elements, magic, and nature.
  • Zeal: Adds invulnerability to flank attacks.
  • Slipping away: Increases the chance to dodge an attack.

Number of components for creating runes in Dragon Age: Awakening:

  • Beginner's Rune: -
  • Rune of the Apprentice: 1 Novice Rune, 1 Rune Stone.
  • Craftsman's Rune: 2 beginner runes, 3 rune stones.
  • Master's Rune: 4 Novice Runes, 7 Rune Stones, 3 Etching Reagents.
  • Grandmaster's Rune: 8 Novice Runes, 15 Rune Stones, 10 Etching Reagents.
  • Rune masterpiece: 16 Novice Runes, 31 Runestones, 25 Etching Reagents.
  • Rune of the Perfect: 32 Novice Runes, 63 Runestones, 56 Etching Reagents.

Places to sell and obtain components for making runes in Dragon Age: Awakening:

  • Replica Grandmaster's Ice Rune, Replica Grandmaster Rune: Vigor- books in the throne room of the Vigil Tower.
  • Replica Rune of Evasion(8z, 19s, 50m), (55s), Craftsman's Flame Rune Replica(1z, 10s), Replica Master's Flame Rune(3z, 85s), Replica Grandmaster's Flame Rune(8z, 19s, 50m), Replica Master's Ice Rune(1z, 10s), Replica Master's Ice Rune(3z, 85s), (55s), Master Rune Replica: Paralysis(1z, 10s), Replica Apprentice Rune: Lightning(55s), Replica Master's Rune: Lightning(1z, 10s), Master Rune Replica: Lightning(3z, 85s), (55s), (55s), (55s), (55s), (1z, 10s), Replica Journeyman Rune: Storm(55s), Master Rune Replica: Storm(1z, 10s), Master Rune Replica: Storm(3z, 85s), Replica Grandmaster Rune: Storm(8z, 19s, 50m), (55s), (3z, 85s), Etching reagent(8s, 80m), Blank Rune Stone(55m) - Ambassador Sera in the throne room of the Vigil Tower.
  • Replica Rune of Endurance(8z, 94s), Replica Grandmaster's Dweomer Rune(8z, 94s), Grandmaster's Replica: Lightning(8z, 94s), Copy of the masterpiece rune: lightning(8z, 40s), Replica Grandmaster's Silverite Rune(8z, 94s), Masterpiece Rune: Slowdown(8z, 40s), Replica Grandmaster Rune: Capacity(8z, 94c) - merchant Uriah in the throne room of the Vigil Tower.
  • Copy of the Masterpiece Rune: Dweomer(8z, 40s), Copy of the Perfect Rune: Lightning(12z), Replica Silverite Masterpiece Rune(8z, 40s), Masterpiece Rune Copy: Capacity(8z, 40s), Copy of the Perfect Rune: Capacity(12z) - merchant Uriah in the throne room of the Vigilance Tower after updating the assortment (complete the task “Trade must continue”).
  • Replica of the Dread Rune(8z, 94s), Replica Journeyman's Iron Rune(60s), Replica of the Craftsman's Iron Rune(1z, 20s), Replica of the Master's Iron Rune(4z, 20s), Replica of the Grand Master's Iron Rune(8z, 94s), Replica Apprentice Rune: Vigor(60s), Copy of the Craftsman's Rune: Cheerfulness(1z, 20s), Master Rune Replica: Cheerfulness(4z, 20s), Replica Journeyman's Silverite Rune(60s), Replica Craftsman's Silverite Rune(1z, 20s), Replica Master's Silverite Rune(4z, 20s), Copy of the craftsman's rune: excerpt(1z, 20s), Master Rune Copy: Excerpt(4z, 20s), Grand Master Rune Replica: Excerpt(8z, 94s), Replica Apprentice Rune: Capacity(1z, 20s), Master Rune Replica: Capacity(4z, 20s) - gunsmith Glassrick from Amaranthine.
  • Copy of Increase Rune(8z, 94s), Replica Dweomer Journeyman Rune(60s), A copy of the craftsman's dweomer rune(1z, 20s), Copy of the Dweomer Master Rune(4z, 20s), Replica Apprentice Rune: Paralysis(60s), Master Rune Replica: Paralysis(1z, 20s), Master Rune Replica: Paralysis(4z, 20s), Replica Grandmaster Rune: Paralysis(8z, 94s), Replica Apprentice Rune: Slow(60s), Replica Master's Rune: Slow(1z, 20s), Master Rune Replica: Slow(4z, 20s), (8z, 94s), Replica Apprentice Rune: Immunity(60s), Replica Master's Rune: Immunity(1z, 20s), Master Rune Replica: Immunity(4z, 20s), Replica Grandmaster Rune: Immunity(8z, 94c) - grocer Octam from Amaranthine.
  • A copy of the enhancement rune(8z, 19s, 50m) - innkeeper from the Crown and Lion tavern in Amaranthine.
  • Masterpiece Rune Copy: Paralysis, Copy of the Perfect Rune: Paralysis- scrolls, vestibule in the main hall of Kal Hirola.
  • Masterpiece Rune: Immunity, Copy of the Perfect Rune: Immunity- chest, one of the southeastern rooms on the way to the communal halls and the transition to the Kal Hirola shopping district.
  • A copy of the fiery masterpiece rune, Replica of the Paragon's Flame Rune- scrolls, forge in shopping district Cal Hirola.
  • Copy of the masterpiece rune: excerpt, Copy of the Perfect Rune: excerpt- a treasury in the shopping district of Kal Hirola.
  • A copy of the elemental rune- scrolls, Hirola Temple in the Kal Hirola shopping district.
  • A copy of the iron rune masterpiece, Replica Iron Rune Perfect- scrolls, western room in the slums in the main hall of Kal Hirol.
  • Copy of Masterpiece Rune: Storm, Copy of the Perfect Rune: Storm- scrolls, dwarven outpost on the Deep Roads under the Tower of Vigil after clearing the rubble by Sergeant Maverlis.
  • A copy of the ice masterpiece rune, Replica Ice Rune of the Paragon- books, the Architect's laboratory in the silverite mine in the Vending forest.
  • Copy of the masterpiece rune: vigor, Copy of the Perfect Rune: Vigor- a pile of books, secret room after the hall where the stone statue was destroyed by a ballista shot in the silverite mine in the Vending forest. For the door to become active, you need to get close to the brickwork.
  • Elemental Trap Blueprints- a pile of books in the Architect's room in the silverite mine in the Vending forest.
  • Replica Zeal Rune, Replica Rune of Gust, Replica Grandmaster Rune: Slow, Copy of the Perfect Rune: Slowdown- chest, port warehouse behind the estate in the Black Swamps. The key to the gate is kept by the Baroness, with whom the battle will take place after returning from the Shadow.

An endless supply of runes from traders in Dragon Age: Awakening:

  • Novice Dweomer Rune(71s, 50m), Beginner's Flame Rune(66s), Novice Ice Rune(66s), Novice Rune: Paralysis(1z, 10s), Charged Novice Rune(66s), Cold Forged Iron Novice Rune(66s), Novice Rune: Cheerfulness(63s, 25m), Beginner's Silverite Rune(77s), Novice Rune: Slow(88c), Beginner's Rune: Agility(1z, 32s), Novice Rune: Storm(66s), (88s), Novice Rune: Capacity(1z, 10s) - Ambassador Sera in the throne room of the Vigil Tower.
  • Novice Rune: Storm(72s), Novice Rune: Immunity(96c) - merchant Uriah in the throne room of the Vigilance Tower after updating the assortment (complete the task “Trade Must Continue”).

Places to get the best runes in Dragon Age: Awakening:

  • Flame Rune Masterpiece- Stefan, prison in the shopping district of Kal Hirola.

Bioware in its repertoire. The addition not only brought us a “gentleman’s set” of skills-cards-quests. It neatly corrected all the minor flaws that were still hanging around in the game. It has become not only interesting, but also incredibly convenient. But the story is

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On the one hand, it’s a pleasure to release sequels to successful projects: everything has already been done, you just need to expand it a little. But if you think about it, what can such an approach bring? Certainly not the delight of the players. Continuing great games is incredibly difficult, because the quality bar must not only be maintained, but constantly raised. Yesterday you convinced everyone that it couldn’t be better, but tomorrow you have to prove that it can happen. Dragon Age: Origins- the game is great. But there is no limit to perfection.

O brave new pestilence!

Dragon Age ended on a not entirely happy, but still positive note. The pestilence that threatened all living things has lost its leader and ideological inspirer, which means the danger has passed. Soon the creatures of darkness will flee to their holes, and for a couple more generations everything will be quiet. Yes, very soon. It's almost there. Wait a little more...

But the creatures did not leave. They retreated, regrouped and continued their attacks. Yes, not as before - “we are a horde, save yourself who can!”, but much more subtly. Fairly judging - which, generally speaking, it was not common for them, that the main problem was the gray guards, harlocks, genlocks and other ogres attacked their fortress directly from their own basement. And if it weren’t for the inventive gnome with his explosives, the story would have ended before the appearance of the main character. But everything worked out, and we begin to restore the order.

Yes, now our hero is the head of the order and is proudly called the guard commander. Unfortunately, we can no longer choose our backstory and play it out. Either we transfer the hero, or we start with the mysterious Orlesian, without introductory missions. It's a pity.

Along with the title, we received the former estate of Howe and a bunch of problems: protecting farmers, the city, the fortress, trade routes... This is not counting a bunch of little things like rescuing hostages or uncovering a conspiracy against oneself. Let’s not forget about the Sea in all this! But along with the position, our self-esteem also grew. Now, in response to the proposal to “give this bag to the guy at the fountain,” we can reasonably say that with such trifles they usually pester the messengers, and the guard commander, generally speaking, is in charge of strategy.

While we, for example, are getting acquainted with our vassals (by decree of King Alistair, we inherited not only the Howe estate, but also all his titles), the wiser creatures of darkness will arrange new dirty tricks.

Realizing that they themselves cannot defeat us so easily, they decide to lay siege to the order. But not literally, standing under the walls, but much more gracefully: by blocking the path along which supplies came to us. And they even approached this task creatively: they pitted the people who traveled along the road against the elves who lived next to the road.

This is just the beginning of the intrigues. At the end of the game, the creatures of darkness will finally evolve and, like all civilized creatures... they will split into two warring camps and begin to fight for power! Now the enemies have found their real face, and each of them strives for something more than just making this whole world dirty. It seems that the story with the archdemon was indeed just the beginning... the beginning of the end.

Lock

At least the poor guy didn't die of boredom.

But let’s put aside gloomy thoughts about the future for now and focus on the present. A high position requires many decisions from us. Literally everything depends on us. Distribute patrols between important objects (hello, NeverwinterNights 2 )? To the commander! Find ore deposits to forge new equipment for these patrols? Same way. Find high-quality granite for new walls (hello, MassEffect!), and even pay for their repair? Back to us again. Clear the basement of rats and creatures of darkness?.. In general, you understand.

In the fortress we will receive our first tasks, meet our first fellow travelers, and fight our first battles. And at the same time, it is constantly evolving, something new is constantly happening in it: tasks are given, secrets arise, enemies sneak in. We get surprises all the time, but this is almost the calmest location!

The only quieter place is the throne room of the fortress. It is practically indistinguishable from the old camp - in it you can chat with companions, prepare for a hike, sell all sorts of junk, insert runes, and so on. Some plot events will also take place here - initiations, trials, taking the oath. Not like before - the attack of the screamers and the appearance of the naga Shmoples at Leliana's place. And the latter only with our direct participation...

But there is a major innovation that was sorely missing from the game itself: a large personal bottomless chest (BLBS). Well, okay, not completely bottomless, but enough for our lifetime. You can put something in it, and then take that “something” out. And you no longer need to pretend to be a trade caravan, transporting a year's supply of herbs, bottles, unnecessary gifts and a collection of your favorite daggers. All this will be waiting for you at home. Extraordinarily convenient!

Amaranthine and surroundings

The scale of the game has been slightly reduced. We now only have one Big City, as well as a forest, swamps, dungeon mountains and several small locations. But quantity is more than compensated by quality.

Amaranthine - that's the name of our city - is simply crammed with small tasks. An employer is waiting for us in literally every doorway. And tasks must be taken wisely, otherwise the consequences will not please you. But there are also “ambient” tasks that are completely unusual for games. You can stumble upon them in the most unexpected places.

A girl cries in church, with whomever she happens. But you can talk to her and find out that the poor woman’s husband has disappeared... You won’t get a penny for completing the task. It won't affect anything at all. Except for the attitude.

Some gnomes don't change. Our old friend drinks everywhere - even in the mouth of a dragon!

Or another example: in the tavern there is a board on which hangs the request “Asiratefshih at mora.” The poor kids have lost everything and need a small donation... Those who gave alms to the residents of the Elfinage in the original game probably already suspected something. And for good reason! The next time you visit the tavern, the coin jug will turn into a box, and the “children” will ask you to bring them the preacher’s book and moonshine “for warming up” - to rub their frozen knees! You can continue to help them by completing their fun tasks. Again, don't expect anything in return. The same can be said about other locations. Riddles await everywhere.

Separately, about choice. Previously, most situations still led to obvious consequences: they helped a person - well done, helped a demon - dupes, and so on. That is, the world was divided into two camps: to save some, to beat others. The only exception was the gnomes with their heir and the church.

Now everything is different. I’ll give just one example: a harlock messenger came to us under a white flag and told us that he had been asked. And what should we do with it now? “Hang him, of course,” the connoisseurs of the first part will immediately shout, “he’s a creature of darkness!” Don’t expect any good from them!” And we will let him go, despite the screams. And then it turns out that a mysterious character will appear in Amaranthine, who helps everyone for free and hides his face all the time. And only the gray guards and mabari react strangely to him...

In each new zone you will find not only a lot of game tasks, but also a sea of ​​graphic surprises. Even the forest and dwarven paths are no longer so monotonous! Everywhere you will find something interesting: a canyon, unusual plants, a wheelbarrow with ore, a doll, a mysterious (and working!) pentagram, a two-headed skeleton... Yes, there are plenty of Easter eggs here too. The weather has also changed: now we can get caught in a downpour and hurricane or feel the warmth of the setting sun.

It's little things like this that make the world seem alive and very enjoyable to explore. And these studies often bring unexpected results. How do you like, for example, the opportunity to steal a pot of flowers from the window and give them to someone? In the same way we can get a pocket kitten. Searching for and solving puzzles also brings material benefits, most often in the form of excellent equipment.

Anders

- I had a cat in my tower named Fluffy. Well, he wasn't exactly mine, but we became attached to each other. And then one day a demon of rage possessed him... Before he was destroyed, Fluffy managed to kill three templars. I was so proud of him!


Eternal child. He escaped from his circle seven times and was caught six times. We can prevent the seventh, with the king's blessing.

Anders is a very cheerful and cheerful magician. He perceives everything that happens as a game, constantly jokes and teases everyone. It's interesting to travel with him. At the same time, he hates the church and its foundations, without hiding it at all. If he gets the chance to destroy the templar, he will do it. And probably in a humorous manner.

It is all the more surprising that he is a healer. And a little more of a battle mage.

From gifts he likes exquisite things (he is hungry, apparently) and, as he himself admits to you, cats. And, of course, all kinds of accessories for them.

The personal quest takes place in Amaranthine. There you will meet an old friend of Anders, who will point to the basement with the magician's medallion. The basement is just south of the shopping arcades.

And again into battle!

The warhead has remained almost unchanged. With us, of course, we have new skills, things, skills... But what is interesting is new specializations. They hint unambiguously what class opportunities the majority missed in Dragon Age: Origins. Defensive skills have been added to the warriors so that we don’t forget about classic, not hit-killing “tanks”. Rogues have been given specializations designed for close combat. Mages - the same as robbers.

And this unobtrusive method works! Well, who can resist the temptation to turn a robber into a machine for cutting enemies into ribbons, which can instantly rush from one enemy to another and temporarily become invulnerable? What about a warrior who can only be penetrated by a battering ram, and even then hardly? Moreover, this warrior will, like a ghost, attract nearby enemies to himself, beat them, not caring about armor, and, like a robber, become invulnerable.

But everything pales in comparison to the new capabilities of the magician... These intellectuals who have been sitting in the towers have completely gone berserk! Now they are capable of not only becoming “tin cans” with a heavy blow, they could do that before. They were taught to drink health from their enemies, freeze them, push them, poison them, slow them down and do other obscenities. From now on, on the battlefield you can easily see how a noble old man exchanges his robe for armor and, with a two-handed sword and a scream, rushes into the thick of his enemies, where he begins to destroy the unfortunate ones with area skills. Which, by the way, do not affect allies. Groups of similar “elders” demolish almost everything. The hint was a success.

Even, I would say, it was too successful. Now we can easily develop in such a way that we will not be afraid of any creatures of darkness. What kind of creatures are there, we will playfully send them to better world giant golems, queens, demons, dragons, in a word, everyone who falls under the spell! If difficulties may still arise at first, then very soon there will be no strong opponents left in the game, there will only be tiresome ones.

New things add joy. Warriors and robbers have finally learned how to restore stamina with the help of a special potion. Things with one and two slots for runes disappeared from the shelves. Or three or nothing! We can now make the runes themselves at home, albeit for a lot of money. And the stones completely pay for them, especially the new ones for armor. For example, they can increase your willpower by seven units or your armor by the same value. Each!

But the main trump card is different. In Dragon Age: Origins, battles often dragged on and turned into a routine. I still remember the endless dwarven paths and the combination of magical power-repulsion rune-blizzard-storm. Rinse, repeat. Has it developed that the above combination does not work? Well, suffer now, personally knocking on the head of each of a couple of hundred creatures of darkness. But, you see, it won’t be so boring...

Now things are a little different. For a modest sum, comparable to the price of a backpack, you can purchase a magician's book that resets all your points. That is, you can instantly retrain your hero or ally. Tired of burning with fire - try curses. If you're bored with your shield, try paired blades. I'm fed up with the always drunk Ogren and his two-handed weapon - give him a bow, he won't be able to shoot with it under pressure! Wonderful books not only diversify the process, but also help in particularly difficult battles that occur during particularly exotic developments. Can't defeat a bunch of enemy magicians? We reset the characteristics, teach our sorcerer mana collision, raise a templar from a warrior, and teach a robber to hide. Voila - the magicians are defeated, without even having time to really understand what actually happened!

Oghren

- They... are... lying on the ground like ordinary pants, but only until you turn your back to them. That's when they... go! And they scratch out your eyes!


Good old Ogren hasn’t changed a bit, he’s still the same drunk and brawler. And his habits are the same: straight as rails. Although his inexperience with life on the surface often plays a cruel joke on him. It seems that only the very lazy do not want to play Ogren. The gnome answers with his characteristic directness: uncomfortable questions and even more uncomfortable answers.

Ogren is still a berserker, specializing in two-handed weapons and well-equipped from the very beginning. As gifts, he prefers strong drinks of all kinds. Personal task is related to family life a gnome that never worked out.

School of Masters

Much has been brought to mind here. Let's take gold for example. Now it is easier to get it - many tasks bring excellent income (up to sixty gold). It has become easier to earn money from trophies: we no longer have to run five screens to the merchant - we will either be given the opportunity to quickly return back, or the merchant will be pushed into the dungeon. And, by the way, he can easily explain how the wind brought him here. And you can invite him to trade in your castle.

By the way, there is also somewhere to spend gold. For example, you can pay for the services of a detective who will track down the conspirators. Or patch up the already mentioned walls. Finally, help “Asiratefshim”. There are so many beautiful things in the world, not just things! But even equipment can be decorated. For pennies, you can buy heraldic painting kits from many merchants and decorate your shield as you please. It’s both beautiful and in keeping with the spirit, and once again hints at warriors with shields...

If it is still extremely important to you what you wear, then I hasten to disappoint you: buy the best things it is forbidden. They can be obtained by either completing tasks or solving riddles. Both paths will require a little ingenuity and a lot of attentiveness, because most often you will have to look for something. So, for example, our old friend Wade will happily make us the best sword, bow and good armor, but first we need to bring him “special material”. The material is knocked out of particularly strong opponents. But that's not all, don't lick your lips. Having seen the material, the blacksmith will give you a whole list of the necessary ingredients, and only some of them are sold in the store, but, say, you will have to look for a dragon egg.

Speaking of old friends. Some of your companions will be familiar to you, the rest will be newbies. And all of them are worked out even better than in the first part. By the way, from now on we don’t just invite friends to our place, but initiate them into guards, leading them through a ritual. And each of them will not fail to comment on this procedure!

Scene.

The comrades in arms are quite... mm... diversified. We will be able to recruit a seven-time fugitive magician, a racist elf, the last survivor of the legion of the dead, with inexhaustible optimism, and even a spirit... They all have not only their own views on things, stories, preferences, but also surprises, often extremely funny. In general, my comrades have become much more fun, and traveling with them is much more pleasant!

Our team has become balanced: it has two warriors (a “tank” and a hit-breaker), two robbers (an archer and a specialist in dual blades) and two magicians (a healer-controller and a hit-breaker-curser). But you, of course, can raise them to be whoever you want.

But, unfortunately, there are much fewer intimate conversations - now we can talk with comrades only on special holidays. The love lines disappeared completely. Hope they come back soon! Although, maybe the main character or heroine is simply faithful to his chosen one from the first part? If you moved it, of course...

Biowarein his repertoire. The addition not only brought us a “gentleman’s set” of skills-cards-quests. It neatly corrected all the minor flaws that were still hanging around in the game. It has become not only interesting, but also incredibly convenient. But the history of the world has just begun!

Skills

The characteristics in the add-on have not changed, so let's move straight to the skills. Here we have three new branches at once, one craft and two combat. The requirements for all three are the same: twentieth, twenty-second, twenty-fourth and twenty-sixth levels.

Making runes

It is important: In the game, not only the maximum level of heroes has increased (from twenty-fifth to thirty-fifth), but also the levels of things. Equipment can now be of nine levels (instead of seven), and runes can be of seven levels (instead of five).

Making runes is quite an expensive business. For example, to obtain a capacity rune (increases willpower) of the maximum level, you will need about thirty-five gold! On the other hand, by the end of the game this amount no longer seems exorbitant.

Vitality

Clarity

- Everyone in the Hou family was a hero! And for the sins of my father alone, they branded everyone with shame! But he simply chose the wrong side in the war.


The son of the now deceased Earl, whose domain now belongs to the Gray Wardens. Several years ago, Nathaniel was sent to study in the Free March, where he spent all the events of the original game. Therefore, when he arrived, he was indignant for a long time and wondered why everyone hated his father so much. Over time, he will understand why and begin to reproach himself. And finally decides to wash away the stain of shame from the history of the family.

Nathaniel is generally as naive as a baby and will constantly ask your companions about everything in the world and try to give compliments. Even Oghren. With predictable results.

As a fighter, he specializes in bows, but he can also engage in thieves' activities. For gifts, he likes practical things and heirlooms of the Hou family. The personal quest involves a missing sister who turns up in Amaranthine.

Skills

All class and weapon groups have acquired new skill lines. Let's start with the first ones. First comes the name of the group, then the name of the first skill in the line, then the rank requirements and a description of all the skills in the line.

These animated trees are good opponents after all! Comfortable.

Our new residence.

Robber

Heart Hunter

Requirements:
Rank 1 2 3 4
Level 20 22 24 26
Dexterity 36 40 46 52

Finishing blow- if the target (elite rank or lower) is near death, then the technique destroys it. Otherwise it deals a critical hit. It is rarely useful, because if you have already removed most of your health, you can finish it off without it.

Next rank - ghost- makes the robber immune to all physical attacks for a short time. More than once it will help you escape from the environment.

Next they go weak spots- a very interesting supported skill. After you hit the enemy, for some time All attacks against it will be intensified. It helps a lot in battles with thick, weighty opponents.

And finally, hesitation: All enemies in a large radius are stabbed in the back in turn. The skill itself is very strong, and in combination with others (for example, with the previous one) it is generally deadly.

Warrior

Second wind

Restores a good portion of your stamina bar at once. Nothing to add.

The bitter fate of the rootless knocks down regular enemies in their place, deals double critical damage to elites and single bosses. Helps out when you urgently need to kill some wolf that has bared its teeth at the magician.

Dirty curse, heard within a large radius from the warrior, insults opponents with the best feelings and forces them to switch to foul language. A strong word will more than once pull out the most hopeless battle.

Massacre fully lives up to its name. All enemies of a lower level than the warrior die immediately, the elite receive critical damage, and bosses receive normal damage. And all this within a decent radius! It greatly speeds up the exploration of all kinds of dungeons.

Mage

Shadow Shield

Requirements:
Rank 1 2 3 4
Level 20 22 25 28
Magic 40 44 52 61

Strengthens your magic shield, increasing your chances of dodging attacks or deflecting spells. If the shield is inactive, then the chances remain, but are scanty. Moderately useful.

Mastering the Elements requires a lot of mana to support, and in return increases damage from all elements. It also affects the attack with the staff, so it’s useful.

Settings gives serious benefits to magic, willpower and mana restoration. It will be useful to everyone without exception.

Time Spiral For an immodest fee in mana, it resets the “cooling down” of all spells. With a proper supply of this same mana, it allows you to do terrible things.

Repulsion field

Requirements:
Rank 1 2 3 4
Level 29 22 14 16
Magic 43 49 55 58

Knocks back nearby enemies if they fail a Physical Resistance check. Each pushback consumes mana. You won’t be able to run around all the time with the field turned on, but escaping from the environment is easy!

Give strength sprays life-giving energy around the mage, reducing the fatigue of allies, but consuming the mana of the mage himself. If you decide to use it, turn it on only for a short period of active action.

Magic field every few seconds it attacks enemies within a decent radius with spirit magic and - of course! - eats up your mana. But mana is consumed not for the total damage, but for the fact of launching the wave. So, if you find yourself in a crowd of adversaries, you can safely turn it on.

Mystical denial pulsates in the same way as the magic field. Each charge dispels enemy magic. And here you are already paying for the fact of dispelling, and not for launching the wave. But the enemy still spends more mana to apply these effects, so you can safely use it.

A weapon in every hand

Double punch

Requirements:
Rank 1 2 3 4
Level 20 - - -
Combat training First rank Second rank Third rank Fourth rank
Dexterity 34 40 46 50

Two critical hits in a row. Simple and effective.

Find vital points increases the chance of a critical hit and the amount of damage from it. For a snack, it enhances the previous technique.

Kick from below Reduces the movement and attack speed of all enemies in a large radius. If you hit the enemy before this double strike, then it will simply fall.

Never-ending squall It's called that for a reason. The character begins to thresh the enemy with terrible speed. Each hit reduces your stamina a little. The streak ends in one of the following cases: you run out of stamina, the enemy has escaped, or one of you has died. If you hit the enemy with a double blow before doing this, then each attack becomes critical. And if you kick, you definitely won’t miss. It looks great, of course, but you need to choose your target wisely, otherwise, while you are hitting the enemy, his comrades will finish you off.

- Wow! I would never have thought that such a healthy tree could grow in a Shemlen settlement.


Elven chauvinist in its purest form. When she decided that people were a threat, she left the clan to destroy them. Several other elves went with her and later died. And Velanna again began to take revenge on people, this time much more successfully.

Velanna has a sister who was stolen by the creatures of darkness and who joined them. The elf has not yet decided how to live with this further.

In conversation, she is harsh and constantly “brings down and curses” people and gnomes. But towards the end he will be re-educated, if, of course, the main character helps.

In battle, she is a subjugator with a dash of battle mage. As for gifts, he loves everything related to nature or elves, as well as everything green. The personal task is related to the story of her departure from the clan.

Archery

Accuracy

Requirements:
Rank 1 2 3 4
Level 20 - - -
Combat training First rank Second rank Third rank Fourth rank
Dexterity 34 38 44 52

A supported skill that immediately increases (depending on agility) hit chance, damage, critical hit chance and damage from it. As soon as you take it, turn it on and never turn it off.

Arrow time slows down all enemies around the archer (unless they are higher level or elite) and constantly eats up stamina. The usefulness is questionable.

Shot-explosion deals triple critical damage to the target and another half of it (that is, one and a half critical) to others. Excellent reliable skill.

Rain of arrows some time after activation, it affects a large area for a certain period of time - a kind of area spell. There is a minus - there is a long delay, enemies often have time to escape. But the animation is a feast for the eyes.

Weapon and shield

The juggernaut

Allows the “tank” to literally pierce the enemy formation, pushing aside everyone who is in its path. Each push removes a little stamina. A wonderful skill: we knock down enemies, make them angry, and move easily, and it looks funny.

Shield-shell For a short time, significantly reduces incoming damage (depending on physique). You can even climb a dragon under it.

Bold look Constantly provokes surrounding enemies, eating away stamina. The usefulness is average, because energy is spent on attracting unnecessary enemies.

Stronghold of centuries makes a character completely invulnerable for half the duration of the shield-shell. That is, when it is activated, we are not afraid of anything at all for the first half of the time, and we live the second half as if under an ordinary shield-shell. With this skill you can even stop an ogre on the run!

Two-handed weapon

Lunging Strike

Deals critical damage to the target and normal damage to its neighbors. In addition, if opponents fail a physical stability check, they will end up on the ground. Medium useful skill.

Two-handed attack makes all the warrior's attacks area-based, although it consumes stamina. Great way deal with every little thing.

The battle- the warrior takes several steps forward and swings his weapon widely with each step. Helps to reach the enemy's back lines.

Crushing Storm- the fighter spins in place and, looking at the enemy’s face, swings his two-handed weapon widely. Each hit eats up stamina. Easily destroys huge crowds of the enemy.

- I was not born. I have always been.


A unique case is a spirit that has entered the body of a mortal against its will. And the corpse did not become possessed by the dead, but completely came to life. Apparently, because Justice is not a demon, but a good spirit, not subject to its passions.

At first he is very cautious about the world, but then, as in the old joke, he gets involved and begins to learn. He is interested in many things, but he himself can tell something. When will you finally have the opportunity to talk to a spirit without fear? In conversations, by the way, he reads morals to all your comrades, and they each react in their own manner...

In battle he is a typical "tank". He loves gifts that are connected with the former owner of his body and with the Shadow. A personal quest concerns the wife of a deceased guard. You can find her in the Church of Amaranthine.

Specializations

Each class now has two more specializations at its disposal. But only one point was added - at the twenty-second level - so in total we can learn three specializations. However, this is more than enough.

Robber

Legionnaire Scout

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 agility, +1 damage per hit

Mark of the Legion simply adds points to strength and physique.

Power of stone makes a robber for a short time invulnerable to damage and knockdown. During this time, you can either escape or provoke strong enemy to attack.

Endure adversity- instead of health, stamina is lost when hit. Usefulness is below average. A robber constantly needs stamina.

Blessing of the ancestors enhances the power of the stone. Now we are also immune to spells. To the friendly ones too! The usefulness is a big question.

Strange line. The first two skills are as good as the last two are bad. The specialization is suitable for any rogue, although melee adepts will benefit from it more.

Shadow

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 agility, +5 attack

Ghost type- with each blow to the robber, enemies lose interest in him. The skill constantly consumes stamina. Will greatly extend your life in a crowd of opponents.

Bait- the robber distracts the enemy with a non-existent target. Allows you to both escape and stab in the back. Useful, no doubt about it.

Ghost Attack- with the ghost type activated, we get big bonuses to damage from backstabs and critical hits. A wonderful addition to an already great skill.

Pitch hell suits our ghost in a large radius: opponents will either run away or start attacking the first person who comes to hand. Combines perfectly with invisibility - sneak up on the enemy, release a hallucinogen, throw the bait and run away.

An excellent line that turns the two-bladed robber into a real combine. Add to it a killer and a duelist, and no one will find it enough!

Warrior

Spirit Warrior

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Constitution, +5 Physical Resilience

On the other side of the veil- constantly consumes stamina, but allows you to dodge many physical attacks. Will help in critical situations.

Soul Brand enhances the previous ability, adding a chance to avoid spells. In addition, all of the warrior's attacks now ignore armor and deal spirit damage. Allows you to quickly chop up a bunch of armored devourers. Very useful when you encounter armored ogres.

Shadow Explosion Deals spirit magic damage to all creatures around (depending on willpower). All kinds of ghosts receive significantly more than others. Therefore, it should only be used against shadow creatures.

Blessing of the Shadow enhances the first skill, increasing the chance to resist a spell, as well as the speed of movement and attack.

The skill is suitable for everyone, but it will probably be more useful for attacking warriors. You can take two ranks for the sake of damage from spirit magic, or four for the sake of acceleration.

Guard

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Constitution, +5 Natural Resistance

Guard's Shield Protects one of your allies, absorbing limited damage. Its quantity depends on the physique of the guard. Mages, as well as robbers, will thank you very much!

Strengthening Presence Increases the armor of the entire squad for a while. The amount of additional armor and duration depend on the guard's physique. Extra armor won't hurt anyone.

Master Guard enhances previous skills.

Aura of a Fearless Protector attracts enemies who fail a physical resistance check towards the warrior, eating away stamina. They have no choice but to attack this tin can. One of the best skills.

Oddly enough, the specialization is suitable not only for a lover of shields, but also for a fighter with a two-handed weapon. He will be able to cover the healer, strengthen his armor and attract enemies to himself so as not to run away.

Mage

The keeper

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, +3 mental stability

Unity with nature chains the magician to one point, which is overgrown with bushes. The bushes hit enemies caught in them with the forces of nature and slow them down. It can be used both as insurance against unexpectedly disrupted opponents, and as a means of attack in a crowd.

Sharp thorns They very painfully scratch everyone who got tangled in the bushes from the previous skill, and scatter those who did not pass the physical stability check.

Recovery allows you to receive mana for damage caused by skills of this line. And if the enemy carelessly dies in the bushes, the magician will absorb the remnants of his life and begin to quickly regenerate.

Nature's Revenge deals massive physical damage and temporarily immobilizes those who fail the physical resistance check.

Despite the serious disadvantage - immobilization - this line is very strong both in defense and attack. Unity is quickly restored, so running across the bushes is easy.

Warrior Mage

Requirements:
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, slow health recovery in battle

Draining Aura Every few seconds, it deals spirit damage to enemies in a large radius and transfers it to your health, consuming mana. Vampire treatment by area - what more could you ask for?

Hand of Winter freezes all enemies within a reasonable radius who fail a physical resistance check. Otherwise it will just slow down. Everyone without exception will receive cold damage. A kind of overgrown cone of cold that does not hit allies. That is simply great!

Stoic gets a little every time he gets hit on the head. On the one hand, it’s not appropriate to hit a magician over the head. On the other hand, this entire line is still designed for close contact with the enemy. So we take it without hesitation.

Elemental chaos deals damage to everyone around with various elements in turn. Each blow costs mana, so only use it in large crowds.

Effective development

Taking into account the latest changes, several super-effective classes have appeared in the game that will easily pass any test. Let's look at several schemes of twenty-eight points - this is how much you will have at the end of the game, if you did not export the character, or, otherwise, in the middle.

"Tank"

Vityaz - 4 points

Guard - 4 points

Spirit Warrior - 1 point

Unrelenting Force - 4 points

Second wind - 3 points

Bogatyr - 4 points

Shield block - 4 points

Shield defense - 4 points

Of the characteristics, we need 26 units of agility, the rest goes with strength in approximately equal shares. The main task of the “tank” is to choose the right targets and spend stamina as efficiently as possible.

Fighter

Group two-handed weapons- 16 points

Second wind - 4 points

Spirit Warrior - 4 points

Guard - 4 points

The characteristics are approximately the following: strength, agility and physique in a ratio of 2:1:1. You need so much dexterity because you will come across many evasive enemies who will gnaw you off before you hit them. And we gain health through skills. Tactics depend on the enemy - either break into the crowd and use area skills, or use small combinations on singles.

Dual Blade Rogue

Dirty fight - 2 points

Low blow - 4 points

Heart Hunter - 4 points

Killer - 4 points

Ghost - 4 points

Legionnaire Scout - 2 points

Double strike - 4 points

Weapon proficiency in each hand - 3 points

Two-handed swing with weapon - 1 point

We will need dexterity, cunning and strength. Strength is somewhere around 40-42, agility and cunning, on which the skills are based, is 2:1. In battle, our task is to effectively spend a small amount of stamina (don’t forget to stock up on bottles in case of emergency!) and not die, because if we hesitate, they will cut us instantly!

Battle Mage

Battle Mage - 4 points

Guardian - 4 points

Warrior Mage - 4 points

Mana Drain - 4 points

Damage to vulnerability - 4 points

Shadow Shield - 4 points

Magic arrow - 2 points

Flameburst or Frostbite - 2 points

We invest in magic, willpower and agility something like this: 6:3:1. Dexterity, like a fighter, is needed to hit enemies. Yes, and we fight in a similar way: we rush into the crowd with area spells at the ready, or we curse a single target and beat it for a long time, with force.

Walkthrough of the main story

Vigil Tower

It all starts with long battles: the creatures of darkness invaded the base of the gray guards. After the end of the battles, it’s time to explore your possessions, get to know the inhabitants and collect tasks. As soon as you deal with small and not very important matters in the fortress, go to the city.

Amaranthine

In the city, you will first need to find a representative of the trade guild not far from the merchants, two hunters at the entrance and an innkeeper in the inn itself. From them you will receive story missions: into the forest, underground and into the swamps, respectively. In addition to them, there are many additional tasks in the city.

Forest Vending

Trade caravans disappear here. During the investigation, it turns out that it is not the robbers who are to blame, but the elf. But before calling her to battle, you need to find a bleeding surviving soldier, who lies across the hill with the elf town from the entrance to the location. He will reveal the whole truth to you. After this, you can add the elf to your squad and go to the mines...

On a note: Bring a lockpicking expert with you. You will not be able to change the group, nor will you be able to return to the mines.

After fighting through the Architect's lair, get out.

Black swamps

There was once a settlement here, but it mysteriously disappeared. You need to find your colleague - Christophe. To do this, go to the opposite end of the swamps. There is only one road there, so don't get lost. Along the way, you will be able to get acquainted with the cute local fauna...

After you find the gray guard, you will need to get to the Baroness. She lives in the city. To get to her, you need to talk to the leader of the angry crowd - Justice. After this the battle will begin.

Returning to Christophe's body, meet your new comrade and go close the portals, after which you go to the castle where you previously fought with the baroness. Survive one more battle and you can return.

Thicket Hills

Going down, you will meet your last companion. With the glorious gnome, boldly dive underground and cut through the creatures of darkness.

On a note: when you are asked to find the secret passage, look at the wall on the left when facing the main staircase.

After some time, you will reach a huge golem with a magician, and then the queens. To kill them, you must first destroy the tentacles and then cut the chains holding the chandelier. Repeat until the chandelier falls off. That's it, you can go back.

War

Now you need to prepare for war. Choose your companions and run to the city. In Amaranthine they will tell you that troops are heading to the Vigil Tower. What to protect, choose for yourself.

After defense, you will be transported to the lair of the Mother - a huge intelligent womb. It's not that easy to get to. Already at the end of the upper level you will meet a dragon.

If you want to make the final battle easier for yourself, carefully look for the crystals and use them to activate the Tevinter Towers. Each of them has its own effect (fire attack, paralysis of enemies, healing), which can be used once in a battle with the Mother. You will get another effect, if you want, from the Architect. With such help, destroying Mother will not be difficult.

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VIGIL'S KEEP - ARRIVAL

Story quests

Attack on Vigil Keep

Having briefly informed you that the Spawn of Darkness have by no means retreated to Deep Paths, as they were supposed to after the death of the archdemon, and therefore you must deal with the situation as the current Guardian-Commander of Ferelden, you will be sent to the Vigil Fortress in Amaranthine. If you recall, this former domain of Arl Howe was given to the Gray Wardens by the monarch of Ferelden at the end of the previous game.
Accompanied by Mairi, a warrior with a shield and sword, you arrive at the fortress and immediately notice that something is wrong. A second later, a frightened soldier will fly right at you, pursued by several Spawns of Darkness. After you deal with them, he will tell you that the fortress was captured by the Fiends of Darkness, who somehow managed to get inside without being noticed by the Gray Guardians.

After reporting the situation, the soldier will go home - or, on your order, he will go looking for safe place, or in search of reinforcements from possible patrols on the road. Now you have the opportunity to get to know your companion a little better - Mairi, who was previously a knight in Denerim and is now a recruit of the Gray Wardens. Mairi has not yet undergone the Fusion ritual, but is enthusiastic about the possibility of being Gray Warden. Together with Mairi, you will have to clear the fortress courtyard from the Spawns of Darkness. You'll encounter genlocks, harlocks, screamers, and even one ogre, but none of them are elite, so they're unlikely to pose a problem for you.

In some places, surviving soldiers are fighting off the Spawn of Darkness, whom you can save. There are four of them in total (two in the outer courtyard, two in the inner one) plus a merchant, who, unfortunately, ended up in the fortress at the moment. You will receive nothing but moral satisfaction from saving soldiers, but the rescued merchant will later sell his goods to the fortress merchant at a discount, and he, in turn, will extend this discount to you.

Explore every corner - sometimes opponents appear only when you cross a certain point. In addition, there are many unlocked chests scattered around the fortress. If you exported your old GG to Awakening, then their contents may not be something significant for you, but if you started the game as a Guardian from Orlais, his equipment and cash supply are very limited, and considerable expenses lie ahead - so that every little bit will help the cause.

As you approach the inner gates of the fortress, you will be greeted with a stunning salute by a Genlock emissary - an ordinary one, though, not an elite one. After dealing with him and the rest of the Fiends in the courtyard, look around just in case to be sure that you didn't miss anything, and go into the building.

After a brief dialogue with Mairi upon entering the fortress (where you can lose or gain influence with her), you are immediately attacked by several screamers. Having dealt with them, inspect the area. You will see that the northern corridor is closed with bars, and the western door is locked with a lock that cannot be picked. There is only one thing left for you to do - follow the eastern corridor.
As soon as you take a step through the door into the eastern corridor, you will meet another survivor of the attack - the magician Anders. If you yourself play as a magician (no matter the GG from the Beginning or an Orlesian), then Anders may notice that he remembers you from the Tower, but, in principle, this does not play of great importance. Anders openly admits that he is a renegade mage who escaped from the Mage Tower. The Templars caught him and were already on their way back when, to their misfortune, they decided to make a stop at the Vigil Fortress. Not one of them survived the clash with the Spawn of Darkness. Regardless of how exactly you conduct the dialogue with Anders, he will offer you to temporarily join forces.

Anders is a spiritual healer who also has a super useful spell, Cone of Cold, which can be very useful, especially if your GG is not a magician (but even if he is a magician, then a second one in this situation is unlikely to hurt). He also has several unspent points that you can immediately invest in spells and skills at your discretion.
The three of you follow the door to the fortress wall. There, a group of Spawn of Darkness awaits you, led by your first elite opponent in the Awakening - a Genlock emissary. If your GG knows how to hide, then he (s) can quietly slip into the ballista and deal an impressive blow to the enemy with it before they notice you. Having defeated the enemy, follow further. Having crossed the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that could not be opened earlier. As it turned out, it was impossible to open it for a very good reason - behind it was piled an impressive barricade of various pieces of furniture and stones. The lever behind the door opens the grate in the northern corridor. When you turn it, you will see how a certain gnome very spectacularly blew up a group of the Spawn of Darkness and disappeared.

Deal with the few that are left alive and follow the grate to the north. In the room north of the grate, you'll find Ogren fighting off several Darkspawn, which includes a Genlock Emissary and an Alpha Harlock. After the battle ends, Ogren will join your party. His welcome speech will be slightly different depending on whether your PC is an Origin hero or a Guardian from Orlais, but in any case, his respect for you will shift to Zero, as if he had never seen you before in his life. Alas. Out of sight, out of mind, no less...

So, now you finally have a full-fledged group at your disposal! Move on, dealing with opponents who at times will be elite. On the way, you will come across a wounded man named Rowland. In general, he will not tell you anything new except for one interesting detail - he saw the Spawn of Darkness, which spoke ordinary human language, which, in principle, is quite unusual for them. Depending on how you behave in a conversation with him, you can lower or increase Mairi's respect. (If you order her to kill Rowland, then, of course, she will not like it, but if you tell him to “Get your strength together!”, then her respect for you will increase.) Rowland, unfortunately, cannot be saved. After finishing the conversation with him, go further to the door on the outer wall.

Having crossed the threshold, you will encounter the very Fiend that Rowland told you about. He does indeed talk, but the conversation will not last long and will almost immediately turn into a battle. This is your first orange boss fight in Awakening. At the end of the battle, Seneschal Varel will thank you for saving him, but his gratitude will be interrupted by the arrival of none other than the monarch of Ferelden in person.
If you exported the PC from Origins, it will be the one who became the ruler at the end of the game, and if you play the Guardian from Orlais, then it will always be Alistair. In the subsequent conversation, Ogren will offer himself as a recruit to the Gray Wardens. If you refuse, then you will no longer have the opportunity to get him as an ally. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you won't see Anders again. Alternatively, you can claim your Right of Summoning and, despite the objections of the templars, the ruler will allow you to take Anders as a recruit for the Gray Wardens. Alistair/Anora will talk to you a little about your immediate task in Amaranthine. The conversation will be slightly different depending on whether your PC knows the ruler personally and how personally, but in any case, after that he/she will depart back to Denerim, wishing you good luck. Now you have to attend the Fusion ritual, which will be conducted by Seneschal Varel. After its completion, you will finally gain control over your hero and can begin to fulfill the duties of the Guardian Commander.

Note: The outcome of the Merger is predetermined. Regardless of how you acted or what you said earlier, this will not affect the result.

Non-plot quests

Medical equipment

At the fortress walls in the western part of the courtyard, one of the surviving defenders will ask you to bring medical equipment for the wounded. The chest with medical supplies is located in the very south-eastern part of the yard. Keep in mind - this soldier may die if you do not come to his aid in time, and then you will not be able to receive this quest.
Note: in the chest not far from the wounded, for which you ran for medicine, there is a helmet from the Stormchaser set.

Survivors of the attack

Inside the fortress, find and help several surviving inhabitants escape. You will receive this quest when you come across a man fighting off two Fiends of Darkness a little further from where you met Anders. You need to find the rest, and there are four of them in total (counting the above). The second survivor sits in a side room in the northern corridor, literally a few steps after the grate that blocked your path. Go into the large hall through the door next to this little room and then turn east - in the next rooms after the hall you will find two more. (And in the last eastern room you will also find a Genlock Emissary and an Alpha Harlock.)


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Kris Everheart

Kris Everheart

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VIGIL FORTRESS – AFTER THE ATTACK

So, you have an entire fortress at your disposal, which from now on is your base of operations. There is a chest near the door to the courtyard where you can store what you don’t want to load up your backpack with. All your comrades will be here in the Throne Room.
The mage ambassador Sera, in addition to selling recipes for runes and the runes themselves, can enchant your weapons and armor if you need it.
Check back here often. Not all tasks appear immediately - some require the fulfillment of certain conditions or the passage of a certain amount of time. In addition, this is where from time to time your companions will feel the need to talk to you (this happens after you have achieved a certain influence with them or after completing their personal quests).

Story quests

Awakening

Speak with Seneschal Varel, Captain Garevel and Lady Wolsey, who will inform you of the situation in Amaranthine. Talking to them will give you three main missions of the game: Last of the Legion, Path of Justice, Shadows of Blackmarsh.

Non-plot quests

Prisoner

The soldier guarding the entrance to the castle will tell you that the Gray Guardians captured an unknown person who was trying to get into the fortress. They had to work hard to catch him, and one of the Guardians half-jokingly remarked that he would make a good recruit. The prisoner is kept in the castle casemate until you, as the Commander and the current Earl of Amaranthine, decide what to do with him.
Go to the dungeon and talk to the guard. He knows nothing about the prisoner, since he refused to give his name. Go and talk to him. The prisoner will tell you that his name is Nathaniel Howe and he is the son of the late Earl Howe. Nathaniel will be a little more aggressive if your GG is a Guardian from the Beginning and especially if he (s) is Cousland, but one way or another he admits that he came to the fortress with the idea of ​​​​killing you, but already changed his mind on the spot and only wanted to take something what of memorabilia, since he had nothing left related to his family.
At the end of the conversation, a seneschal will appear and ask about your decision. Your options are to execute Nathaniel, set him free, or use the Right of Summoning, making him a recruit of the Gray Wardens. In this case, the seneschal will perform the Fusion ritual and Nathaniel - without much joy, I must admit - will join the ranks of your comrades. Nathaniel is a rogue archer, an analogue of Leliana. He can be very useful if your PC is not a robber, managing castles and traps and scouting the area.

Trade must go on

If you return to the Throne Room a little later than your first appearance, you can ask Mistress Woosley if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade ties with the Vigil Fortress. You can find two such merchants. You will come across Lilith while traveling on the world map, where you will have the opportunity to save her from attack. Another merchant, the qunari Armas, is located in the silverite mine of the Vending Forest. In order for him to agree to cooperate with the Vigil Fortress, you need to use Persuasion.

Oath of Allegiance

Seneschal Varel will introduce you to the banns of Amaranthine. If you have leveled up Persuasion, use it in your greeting to get more support.
If your PC is a Guardian from Orlais, then Lord Guy, if you talk to him, will loudly declare his displeasure at Amaranthine's subordination to the Orlaisians. You can calm him down with Persuasion, and then you have to decide what to do with him. You can execute him to intimidate other dissatisfied people (which will worsen your relations with the nobility), release him in peace, or put him under arrest.

Protecting the Earth

This quest appears when you take the oath of allegiance from the banns of Amaranthine if you speak to Lord Eddelbrek. The problem is that you don't have enough soldiers to guard both the city and the surrounding lands, and you have to choose which one is a priority. (As a third option, you can choose to guard trade routes.)
Lord Eddelbrek, a large landowner, will advise you to defend the villages. If you talk to Bann Esmerell, she will try to convince you that the city, as the center of Amaranthine, needs protection more than ordinary peasants. Of course, they have their own interests in advising this way - Bann Esmerell lives in the city, and Lord Eddelbrek owns the land around it. Inform the seneschal of their advice and give him instructions according to your choice of defense priority.

If you choose to protect merchants, the merchant in Uriah Fortress will offer you a wider range of goods. If you decide not to protect the peasants (that is, you chose trade or the city), then in the future it will be more difficult for you to negotiate with them. If you choose to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to calm them down when there is a possibility of rebellion.

Nascent Conspiracy

If you used the Persuasion option in your greeting while taking the oath of allegiance from the Banns of Amaranthine, talk to Ser Tamra - she will warn you that a conspiracy is being prepared against you. She will promise to deliver the conspirators' letters to you in a few days. If you didn't use Persuasion, talk to Anders during the ceremony and he'll tell you that he overheard a suspicious conversation that smacks of a conspiracy against you.
Talk to the seneschal and you will have several options to resolve the situation. You can do nothing and wait for word from Ser Tamra (or do nothing at all, if Ser Tamra did not share her suspicions with you, and you learned about the plot from Anders). You can invite family members of the surrounding nobility to “stay” in the castle, who will act as hostages if necessary. The seneschal will not greatly approve of this option, and your vassals will not particularly like it either. You can send soldiers to spy on the nobles, but this will not bring any tangible results, since ordinary soldiers are not very strong in the subtle matter of intelligence. And finally, the seneschal will mention a certain “Dark Wolf”, whom you can hire to extract information.
If you decide to look for him, then in Amaranthine they will give you a note inviting you to a meeting. The Dark Wolf (or whoever pretends to be him... you know this if you completed a certain quest line in the Beginning) will get you the information you need, but first demand 50 gold as payment. If you do not have the required amount on hand, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators are gathering, after which all you have to do is go there and kill them. If you want, you can kill him after he gives you the information.
Note: You can receive a note from the Dark Wolf even if you decide not to use his services in a conversation with the seneschal.
Note2: in order for the Dark Wolf to receive the information you need, you need to move away from the streets of Amaranthine (the entrance and exit to any building is quite suitable).

And you, Esmerell?

One of possible options development of the quest The Nascent Conspiracy. Appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after an attempted peasant uprising, several banns led by Esmerell will be waiting for you in the throne room. Seneschal Varel will protect you from the assassin's arrow, but you will have to carry out the further battle without him. The Banns are not very strong (and besides, your comrades will be with you), but they will have an orange boss with them - the assassin of the Antivsky Ravens.
After the battle is over, exit the throne room so that everything in it returns to its place.
Note: this quest will not appear if you have already visited the gathering place of the conspirators, acting on the information received from the Dark Wolf.
Completing this quest will also end the quest "The Nascent Conspiracy".

Day of Judgment

This quest will appear to you after you complete one of the story quests. The sentry at the gate will tell you that the seneschal was looking for you.
Go to the throne room. As Earl of Amaranthine, you will have to make decisions to punish your offending vassals. You can also completely refuse to understand matters and leave decisions on them to the discretion of the seneschal. If Varel makes decisions, then there will be no consequences from them - neither positive nor negative.

In total you will have to deal with three cases. One of the peasants, Alec, stole two bags of government grain to save his family from starvation. The theft of crown property carries the death penalty, although if the grain belonged to someone else, he might get off with the rod. You can execute him, have him flogged, or have him join the army, which will allow him to feed his family. Executing Alec (shorter - flogging) will arouse the discontent of the peasants and in the future it will be more difficult for you to come to an agreement with them.

The second case concerns a case of desertion. A soldier named Danella left her post because her family was threatened by the Spawn of Darkness. You can execute Danella, since even in peaceful days desertion always meant death penalty, you can take into account her circumstances and put her in prison for a year, or you can do nothing against her and offer her to move her family to the Fortress, where they will be safe. In the latter case, this will worsen the situation with the desertion of soldiers who will not be afraid of severe punishment. If you execute Danella, this will worsen your reputation in the eyes of the peasants.

If you received a warning from Ser Tamra and have not yet gone to deal with the conspirators on a tip from the Dark Wolf (or did not hire him at all), then instead of Danella you will have to deal with the case of Ser Temmerly, nicknamed the Bull. Ser Tamra was found murdered and Ser Temmerly was seen running from the crime scene, but there is no further evidence against him. You can execute him, release him, or put him under arrest indefinitely while the investigation continues.

The latest case is the trial of land claims. Earl Howe promised Lady Lysa Pacton the lands of Ser Derren, who had opposed him and Tairn Loghain in the past. Besides the obvious options of siding with Lisa or Derren, you can take the land for yourself (this will net you 100 gold) or give it to Lisa, but cast Persuasion on Ser Derren, promising him appropriate compensation.

Peasants' revolt

Business price

Waldrik Glavonak, a gnome builder, will approach you with a request for additional resources to upgrade the fortress. You can tell him to make do with the amount that has already been given to him, but if you want to improve your castle with the latest word in Dwarven technology, then promise him 80 gold (or pay it right away if you have it).
Note: Your decision regarding additional funds for the fortress may affect certain events at the end of the game.

Build to last

If you talk to Waldrik Glavonak some time after completing the Price of Business quest, he will complain about the poor condition of the fortress walls and suggest that you look for a suitable material - for example, granite - to repair them. You can find granite in the Vending Forest, where you will go during the “Path of Justice” story quest. Report your find to Waldrik and send soldiers to guard the workers.
Whether you reinforce the walls with granite or not can affect certain events at the end of the game.

Necessary materials

Herren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which they could make suitable equipment for your soldiers.
In total you can find three deposits:
Viridium deposits are located in the dungeon of your own fortress, where you will go during the quest “What Lies in the Abyss”.
The iron deposits are located in the Kal'Hirol trading area, where you will go during the main mission "Last of the Legion".
Silverite deposits are located in a mine in the Vending Forest, where you will go during the story quest “The Path of Justice”.

What lurks in the abyss

Talk to Sergeant Maverlyce. She will express suspicions to you that the Spawn of Darkness who attacked the fortress appeared from the dungeons of the castle, which, according to some, reach the Deep Paths. The sergeant also suspects that the explosions caused by the gnome Dvorvik caused several collapses in the dungeon, and now there are Fiends there, cut off from the surface. Tell her to order the rubble to be cleared and go inside the dungeons.

In a small room marked on the map as “Prisoner Lists”, several screamers will ambush you. In the same room there is a cache - activate the statue of Andraste, and then the torch on the wall, and the secret wall will move to the side, revealing a chest with good loot, including a ring that gives + 4 to physique.

In a room marked "dungeon" there are several prisoners under lock and key. If you let them go, Nathaniel and Anders will approve. The corpses on the floor here will come to life when you enter the room, so be prepared. Slightly west of the prison cell is closed door. If you pick the lock, you will find an Avvar crypt behind a small corridor. A dozen or so skeletons - warriors and archers - will appear in the crypt when you enter it. Their appearance can be activated in stealth mode - if you want to throw spells at them from afar before they notice you. After the battle, examine the sarcophagi. In one of them you will find a key. This is one of the four keys you need to unlock the door in the crypt, the rest you will find a little later when you clear the rubble into the deeper parts of the dungeon. If you don't have a robber with you or his lockpicking skill is not high enough to open the door, that's okay. A little later, after clearing the second rubble, you will find the key.

In the northernmost part of the dungeon you will find Adraya, undead and a deposit of veridium, which you can report to Herren. You will also find that due to another blockage you cannot move forward. Sergeant Maverlyce will promise to inform you immediately when the rubble is cleared.

The rubble will be cleared after you complete one of the story quests. Talk to Sergeant Maverlyce - she will take you to the cleared area.
So, you find yourself on the Deep Paths, so it is not surprising that you will meet with a variety of Fiends of Darkness. There are also undead here and there, but you won't find anything too serious until you meet the orange ghost boss - the Dark Ghost. Dark Wraith can deal a lot of damage with electricity, which, if you remember, drains mana and stamina. After a while, when his health is reduced by about 25%, he will call on several skeletons to help. When you have dealt with everyone and reduced the Phantom's lives to almost zero, he will retreat into a kind of dungeon, where he cannot harm you, but you cannot do anything to him either. Activate the device from which the ghost-holding beam emanates. This will free him and give you the sub-quest "The Revenge of the Phantom", but it is not necessary to complete this quest.

Move forward and soon you will find another orange boss - the Ogre Commander, surrounded by other Fiends of Darkness. When you deal with him, the Dark Ghost will take over his body and you will have to fight him a second time.

After defeating the possessed ogre, Sergeant Maverlyce and Waldrik will appear. Waldrik will put in place defense mechanisms that will keep Vigil Fortress safe from attack from below for at least another ten years. After you tell the sergeant that you wish to go to the surface, this quest will be completed.

Adraya's Plea

This quest is closely related to the quest “What Lies in the Abyss”. In the first room in the castle dungeon you will see a wounded mabari. Attached to it is a note for help from a woman named Adraya. You can simply examine the dog and take the note, or use the Survival skill and calm the animal down first (for this you will receive +2 respect points with Nathaniel). Apparently, Adraya fled to the basement to escape the Spawn of Darkness. Nathaniel will be very excited by this note, since, according to him, Adraya was like a mother to him.

You will find Adraya in the northernmost part of the dungeon. Unfortunately, she has already turned into a goul and will attack you as soon as she notices you. Her death will complete this quest.
From Adraya's body you can remove a wonderful ring for a magician - the Ring of Mastery - which gives + 10 to the power of magic.

Temple of Corta

In the room north of the entrance to the Deep Roads you will find the Temple of Cort. If you touch the altar, you will have a choice of what to do with it.
If you offer a donation in the form of a diamond or a golden idol, which can be found on the corpse of a nearby Spawn of Darkness, you will receive a good two-handed ax “Fury” as a reward. If you place Corrupt Iron on the altar, which can be found a little further along the Paths, it will desecrate the altar and destroy it. You won't get anything. If you take the offerings from the altar for yourself, you will receive 15 gold, but the golems in the room will come to life and attack you.

Ghost's Revenge

This quest appears to you after freeing the Dark Wraith from his light prison in the Deep Roads. Once you defeat him as an Ogre Commander, the ghost will disappear. He will retreat to the Avvar crypt, which you probably already noticed during your clearing of the Vigil Fortress dungeons.
To get into the crypt itself, you need a key, which is located on the body of the Fiend of Darkness on the Deep Roads near the gate that Waldrik sealed, but in the same way you can simply pick the lock. But in order to get into the room with the ghost, you need four more keys. One of them is located right there in the crypt, in one of the sarcophagi. One lies in a chest near the Temple of Cort in the Deep Roads. The other two are in locked chests, also in the Deep Roads.

Once you have unlocked all four locks, you can proceed to the room where the Dark Ghost will take over the body of the Avvar Lord (orange boss). He will be assisted by two more revived Avvar lords. When you defeat all three, your quest will be over.

Letters to the Guardian-Commander:

The sentry at the castle gate has several letters for you. These are petitions from your vassals with various requests for help.

Ransom for daughter

Bandits have kidnapped one of your vassals, Lord Bensley, his daughter, Lady Eileen, and are demanding a ransom of 30 sovereigns for her. Go to the territory that appears on your map. You can pay the bandits the required amount - and then it will all be over. You can refuse to pay - in this case you will have to fight and the chance that the girl will die is quite high. If you have developed Persuasion, then you can persuade the bandits to first return the hostage to you, and only then you will pay them. After Eileen is returned to you, you can either pay as promised, or attack them - the girl will not be harmed in this case.
If Eileen is alive, the guard at the gate will give you a message from Lord Bensley with gratitude and 10 gold.

On the far side

The widow living in the Turnobel estate asks you to protect her from the Spawn of Darkness. Unfortunately, there appears to be no way to do this - even if you go to the indicated location immediately after receiving the letter, all the inhabitants of the estate and their few defenders will already be dead. All you have to do is kill the Spawns of Darkness who have seized the estate, and your quest will be completed.
From the body of the widow Turnobel, among other things, you can remove 13 gold and a diamond, and on the body of the templar not far from the exit there is part of the Storm Catcher set.

Missing Items

This quest will appear some time after completing the two previous quests - Ransom for the Daughter and In the Far Side.

This letter is not even a petition as such, but simply information for you that a ship with goods crashed off the coast of Amaranthine. People were saved, but goods were not, and they remained on the coast, where, most likely, they would be plundered by looters and robbers in the near future. Go there and deal with a group of marauders, which, in addition to archers and warriors, will also include a Blood Mage. The quest will end when you take the first batch of goods from the chest.
Note: Apparently this item is only good for sale - but then again, each batch costs two gold pieces, and there are more than a dozen of them.

Master's work

Wade still dreams of working with the exotic materials you might find on your travels. This quest includes three small subquests - based on the amount of exotic raw materials that you will discover during the three main missions:

Down to the bone

If you bring Wade the Ancient Dragon Bone found in the Blackmarsh Queen's Lair, he will give you a list of ingredients needed to turn it into the weapon of your choice - a one-handed or two-handed sword.

Ingredients:
Ancient Dragon Bone
Fresh Dragon Egg (found in the Wending Forest Silverite Mine in the Dragon Trainer's room)
Diamond (can be found - for example, on the Deep Paths under the Vigil Fortress)
Large Fire Protection Potion (can be purchased from Uriah in the throne room)
Grandmaster's Fire Rune

The Vigil sword will have the same bonuses regardless of whether you choose its two-handed or one-handed version. In addition to the basic characteristics, you can ask Wade to pay attention to attack, defense, ease of attack, or let him make the choice himself.
Defense Bonuses: +10 Defense, +10% Chance to Evade Attacks
Attack Bonuses: +15% Critical/Backstab Damage, +3% Critical Strike Chance
Ease of hit bonuses: +50 stamina, +0.5 stamina recovery in battle.
Wade's own choice: +3 to all stats

Depending on whether you choose Mobility or Strength for the sword, it will receive the following bonuses: Mobility: +6 attack, +5 cold damage Strength: +1.5% armor penetration, +5 fire damage

Golem Power

If you bring Wade a piece of the Inferno Golem armor that you will have to fight in the final battle of the mission in Kal'Hirol for the quest "Last of the Legion", he will give you a list of the ingredients he needs to forge the armor.

Ingredients:
Inferno Golem Armor
Master Lyrium Potion (I personally didn’t come across it as a drop from monsters or traders, but you can make it yourself if the magicians have the appropriate Potions skill. The recipe for the potion is in the sarcophagus in the dungeon of the Vigil Fortress - where you will come for the final battle on the quest "The Ghost's Revenge")
Pure Iron (sold in Amaranthine from the gunsmith Glassrick)
Wool stuffing - in a chest on the northernmost street of Amaranthine, not far from the Dark Wolf
Bloody Lotus - can be found almost everywhere, including the vicinity of Vigil Keep (when you arrive there at the very beginning of the game) and Vending Forest.

Golem Armor is a massive suit of armor with excellent increases in Strength, Constitution, Fire Resistance, and Physical Resistance.

Heart of the Forest

If you bring Wade a piece of wood from the Elder Sylvan, who is located in the Vending Forest, he will give you a list of the ingredients he needs to make a bow or shield of your choice.

Ingredients:
Wood of the Elder
Flawless Ruby (can be found - for example, in Kal'Hirol - or bought from Master Henley in Amaranthine)
Oil (in the kitchen of the Lion and Crown tavern in Amaranthine)
Cat Veins (found on a dead mabari in Blackmarsh)
Grandmaster's Electric Rune (you can make it yourself)

After completing the quests Heart of the Forest, Golem's Strength and Working on the Bone, the quest A Master's Work will be considered completed.

More explosions!

You will receive this quest from Dvorkin Glavornak after completing one of the story quests. To work on bombs, for which he has a rather unhealthy addiction, he needs lyrium sand (not to be confused with dust!). To complete the quest you just need to give him 2 portions of lyrium sand.
Lyrium Sand can be found in Kal'Hirol and in the Silverite Mine in the Vending Forest.


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Kris Everheart

Kris Everheart

  • Moscow city

AMARANTINE

Story quests

Shadows of Black Marsh/Blackmarsh

Seneschal Varel told you that one of the Gray Wardens was absent from the attack on the fortress and is most likely still alive. This Guardian, named Kristoff, was trying to find out the reason why the Spawn of Darkness did not flee to the Deep Paths after the death of the archdemon, as happened previously. The Seneschal assumes that Kristoff is currently in Amaranthine and will advise you to ask around at hotels about him.

At the Lion and Crown Hotel in Amarantine, talk to the owner of the establishment. He will confirm that Kristoff did indeed stay with him - in fact, one of the rooms is still listed as his - but has not appeared at the hotel for several days. The maid Sorcha, whom Kristoff said he sometimes talked to, will tell you that he often kept notes, and if you want to know what exactly he was investigating, you may find a clue in his notes left in the room. In Kristoff's room you will find a map of Amaranthine with the areas crossed out. The only uncrossed area on the map is Blackmarsh, so it's fair to assume that this is the area Kristoff went to explore.
There is nothing more for you to do here; your research will continue directly in Blackmarsh, which will then appear on your map.

Last of the Legion

Captain Garevel has already told you that a pair of hunters accidentally came across the entrance to the Deep Paths. You will find this couple near the city gates. Colbert will tell you exactly how he and his buddy Micah found the entrance and mark it on your map. If you want, you can reward him with a sovereign. The rest of the quest will be completed directly at the rift site.

Righteous Path

Not far from the trade guild notice board stands the merchant Mervis, whose caravans, if you remember Mrs. Wolsey's story, are constantly under attack in the Vending Forest. Mervis will promise you a generous donation if you can stop the caravan robber, and will mark Vending Forest on your map. You will have to complete the rest of the task there.

Non-plot quests

Law and Order/Smuggler Cases

These two quests are mutually exclusive, so think carefully before accepting one of them.

Not far from the city gates, a certain “Suspicious Person” will whisper to you that he has a lucrative offer for you and will ask you to follow him. The essence of the proposal boils down to the following: the smugglers believe that you, as the Commander of the Guardians and the Earl of Amaranthine, should receive a percentage of the profit from them. It is not difficult to guess what services they require in return.

As you enter the city, you will be stopped by a guard who will announce the need to search your belongings for contraband. After this, Constable Aidan will intervene, recognizing you as the Guardian Commander. The constable will complain about the difficulties with the smugglers and hint that if you want to help, he will be very happy about it.

Accepting a quest from a Suspicious Subject or Constable Aidan will forever block the other party's ability to complete quests.

Law and order

If you accepted Constable Aidan's offer, then go to the shopping arcade. There, next to the gunsmith, you will find a Suspicious Subject. After you talk to him, he will start running. Chase him, along the way dealing with the gangs of bandits that appear on your way (there will be five of them in total, and their leaders are always magicians).

After the last gang, the Suspicious Subject will disappear into the locked basement of the Abandoned House, and you can go report your successes to Constable Aidan. The constable will assume that there is probably a guard somewhere near the smugglers' lair, and he probably has a key. Go back. The Suspicious Subject is indeed standing guard (and a couple more bandits will join him after the fight begins). Take the key from his corpse and go to the basement.
The basement is small - just a few steps later you will come across the Smuggler Leader with several assistants. A short conversation will end in a fight. Head back to the constable to report and complete the quest. If you want, you can do this through the second exit - it leads to the Lion and Crown Tavern.
Nathaniel and Sigrun will approve of your actions.

Smuggler Cases

If you decide to help the smugglers, then the Suspicious Subject will give you your first task: to persuade the bartender of the Lion and Crown tavern to open for them a secret passage in one of the rooms.
Go to the hotel. Convince or intimidate the bartender (alternatively you can just pay him 1 gold) and return to the Suspicious Subject. Now he has other problems - some robbers not from their organization are getting in the way.
Go to the indicated place and kill them. Now talk to the Smuggler Leader. Looks like the guard lieutenant is causing a problem for them. The lieutenant needs to be removed, but to get to him, you need the key to the city guard building. This key is with the sergeant, and he himself is on the city wall. Kill him and take the key.
After receiving the key, go into the house. After a short conversation with the lieutenant, deal with him and the rest of the guards. On the lieutenant's body you will find the key to the cell. There is a certain Jacen in the cell. If you free him, he can help you at the end of the game in the defense of the Vigil Fortress. Report your success to the Smuggler Leader and the quest will be completed.

Trade problems

This quest is very closely related to the "Righteous Path" story quest, but you do not need to complete the latter to complete it. Follow the main story until you meet Velanna for the third time (at the Dalish camp) and she joins you. (For details, see the description of the story quest “The Righteous Path” in the “Forest Vending” section.) Immediately after this, you can report to Mervis about your success.
If you tell Mervis that the elves were behind the destruction of his caravan, Velanna will not approve, but Nathaniel will. If you don’t mention the elves, but simply say that you solved the problem and punished the culprits as you saw fit, then Velanna will like it.

Until the death separates us

You will receive this quest if you talk to a woman named Alma, who is located in the Church Building. From her abrupt phrases one can understand that her husband Karrem has disappeared somewhere. Go to the Lion and Crown Tavern. In the corner of the main hall you will find a piece of a note, from which it will become clear that Karrem has a habit of walking along the city walls. Go through the door to the right of Constable Aidan - and at the end of the passage you will see another note on the wall. Now head to the southern part of the city. In the house opposite the exit to the world map you will find Karrem. Alas, there is nothing you can do for him - tell Alma what happened, and your quest will end there.

Nerd Ines

This quest is given to you by Wynn, standing near the entrance to the Church of Amaranthine. If you exported a hero from Inception and Wynn died during the game, then this quest will not be available to you.
Find Ines in the Vending Forest, as Wynne wants her to attend the mages' meeting. Ines is located in the very southeast corner of the Forest map. However, she won’t go anywhere just like that, as she first wants to find a particularly rare plant. The desired flower grows on the northern border of the map, slightly northeast of the entrance to the silverite mine.
In addition to Inez finally going to the meeting, you will receive an additional reward from her - recipes for superb health and lyrium potions.


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Trade Guild Quests

Collect four bottles of Antiva poison scattered throughout the city streets (actually there are ten, but they are scattered in only four locations). The bottles are located: on the counter of the gunsmith Glassrock, on a cart slightly north of Constable Aidan, on a table on the northernmost street (not far from Dark Wolf), near Master Henley.

The Lost Sword of Ser Alvard

You can find Ser Alvard's sword in one of the boxes in the Blackmarsh docks. These docks will only be open to you after you return from the Shadow. You won't be able to find the sword until you receive the quest. There is no need to give Alvard's sword anywhere, you can keep it for yourself. The quest is considered completed immediately after you find it. This is a pretty good two-handed sword.

Maferath statues

Find eight inscribed pagan statues in the Vending Forest and copy them for research purposes. There are four statues located in the part of the map before the bridge where you met Velanna, and four behind the bridge.
The statues are located:
on a hill almost directly east of the entrance to the Vending map;
at the marauders' camp;
on both sides of the southern road leading to the bridge;
to the southwest of the bridge itself (the one to the north stands on a hill);
south of the bridge, very close to it;
slightly north of the Dalish camp;
on the hill north of Inez;
not far from the camp of the Fiends of Darkness;
the final statue is at the end of a dead end almost exactly east of the previous one - or exactly west of the silverite mine.

From my point of view, it is much more convenient to search for these statues in the “back camera” mode, since, unlike the “top camera” mode, you can view a much larger area.

Merchant Goods

Find the silks that the caravan that disappeared along the way was supposed to deliver to the Merchants Guild.
In total you need to find nine pieces of goods, and they are all located in the Vending Forest:
in a barrel near a looted caravan, almost at the very beginning of the map;
in a chest on the other side of the same plundered caravan;
in a barrel near the place where you met the first group of marauders;
in a pile of clothes in the marauders' camp;
on the corpse of a marauder after the battle at the marauder camp (southeast corner);
along the northern road in a box near an overturned cart and a little further in a box next to a second overturned cart;
inside a chest near the last looted caravan.

From Under the Earth

This quest only appears on the notice board after completing the Law and Order/Smuggler's Affair quests. Go to the underground passage where you met the Smuggler Leader and deal with several Spawn of Darkness (including an emissary).


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  • Moscow city

Church Quests

As usual, Church quests hang on the notice board next to the Church building, and you receive a reward for them from the preacher standing next to you.

Hunting for the weak

Robbers and extortionists haunt the residents of Amaranthine - mainly those who live in the suburbs, where there are almost no guards. All you need to do is deal with four groups of bandits in the southern part of Amaranthine.

First aid kits for the Church

Donate five regular first aid kits to the Church.

Potions for the Church

Donate five potent healing potions to the Church.

Out of control

Talk to Ser Rylien in the Church building. She will ask you to help the templars find three renegade mages (who, according to her, are also blood mages). Keep in mind that accepting this quest will displease Anders and Velanna (although their respect will only decrease by one).

Mages are quite easy to spot - they wander the streets of the city, constantly muttering something under their breath. One is located near the shopping arcades, the other is near the entrance to the fortress wall in the north, and the third is in the southern part, closer to the Lion and Crown tavern.
If you try to talk to them, they will run away and become hostile. After you deal with them (unfortunately, you won’t have the option to just talk and get a choice whether to let them go or not), you will receive a key (that is, a mark on the map) to the location of their leader. He is hiding in one of the dead ends south of the shopping arcade and is hostile from the very beginning. This is an orange boss, so be prepared. After his death, go to the notice board and receive your reward.

From the Depths of the Living Forest

The Templars need five samples of ancient Sylvan bark, as it is good for anti-magic shields.
Ancient Sylvans are found in the Vending Forest. They are not hostile from the start, but look like normal trees and only attack if you get close enough. Two lie in wait for you in the southeast corner of the map, northeast of where you find Ines. One is located near the surviving militia member, slightly north of him. Another one is on a hill almost exactly east of the previous one. The last one sits a little south of the pit with corpses in the northwestern part of the map.
If you complete this quest, Anders and Velanna will not approve.


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Orphans of Mora Quests

A series of pranks on the city's residents (and you) from a couple of local pranksters masquerading as orphaned children. These quests can be obtained by reading the notice board in the main hall of the Lion and Crown Tavern.

Orphans of Mora

Donate 50 silver coins for the orphans (click on the donation box next to the announcement).

Orphans of Mora - Again

For complete happiness, the orphans really need a bottle of the best wine of the tavern (Antivo Brandy) and two sovereigns in addition. Buy the wine from the bartender and put it and the money in the donation box.

Moonlight for Children

A certain Hubert is engaged in the production of “Moonlight”, something like an analogue of local marijuana. The poor orphans ask their benefactors to bring it to them, since they can undoubtedly find better uses for it (purely for medical purposes, of course). Hubert's hut is located near Oktam's grocer. Its three inhabitants will attack you when you enter it. Deal with them, take the Moonlight and put it in the donation box in the tavern.

Book of Sermons of Justinia II

The unfortunate orphans ask you to get them a book of sermons, which is kept by the reverend mother in the Church. The book lies on the altar and is not guarded by anyone, so you can march forward without hiding and take it. This will cause the displeasure of Nathaniel and Justice and the approval of Velanna and Anders (since, for obvious reasons, these two magicians do not like the Church). In any case, their attitude will change by only one. Place the book in the donation box at the tavern.

These Lovely Orphans

Grateful children want to do something nice for Reverend Mother Lianna and ask you to throw special fragrant herbs into her bed. The grass lies next to the notice board. The Reverend Mother's bed is located in one of the side rooms of the Church.
Nathaniel, Sigrun and Justice will not approve of your actions, but Ogren and Anders will quite like such a joke.
If you come to the Church a little later and listen to the mumbling of Lianna’s mother, you will understand that it was she who was given the “dear orphans.”

Return Lost

Dear children managed to lose a bunch of things on the street, which they humbly ask their benefactors to return to them. So what do they need? And they need: a pie, a hammer, a pair of soles, a doll and a pitchfork. All of them are located on the streets of Amaranthine. The pie is located next to Master Henley, the soles are not far from the blacksmith Glasserik, the doll is in the south-eastern part of the city, next to the hay wagon, the hammer is to the right of the entrance to the Lion and Crown Inn (it lies not on the ground, but as on the wall), pitchforks - north of the entrance to the hotel.

Gift for Melissa

The orphans want to scare a lady named Melissa a little. Nothing too scary - they just suggest that you place a scarecrow with a knife in his hand outside her house. The knife can be found in the kitchen at the Lion and Crown Inn, and the scarecrow can be found in the southern part of the map, in the field outside the city gates. Slightly northeast of Constable Aidan is Melissa's house. Place the scarecrow and knife on the spot marked "Soft Ground".
Ogren will like this joke, but Justice and Sigrun will not approve of it.

Redemption

The kids want to apologize to Melissa for their prank with the scarecrow. You should place a bouquet of flowers on her doorstep. Flowers can be found in the Reverend Mother's room in the Church. Justice, Sigrun and Nathaniel will appreciate Melissa's apology.

This is the last of this series of quests. If you completed them all, the pranksters will be mentioned in the epilogue and you will see that something good did come out of all this mess. (Sometimes due to a bug in version 1.3 they are mentioned even if you haven't completed their quests, but that's just a bug.)


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Kris Everheart

Kris Everheart

  • Moscow city

FOREST VENDING

Story quests

Righteous Path

As soon as you enter the forest, you will see bandits scurrying around the looted caravan. Go ahead and deal with them - but be careful: there are many more of them than the group you noticed at the beginning.

The Vending Forest is roughly divided into two parts - you start in the smaller, southern one. It is connected to the northern part by a single bridge in the eastern part of the map. Go there. Along the way, you will have to deal with bandits and sylvans - who attack not only you, but also each other. As soon as you cross the bridge, one of the surviving soldiers will run straight towards you. From his very fragmentary phrases one can make out that for some reason the elves revive the trees and force them to attack people. He won’t talk to you for long, however, and will run away as fast as he can, and the mentioned elf—or rather, elf—will appear before you. She will make a short speech, boiling down to the fact that you should leave her alone, and disappear.

The Dalish elf camp is located approximately in the center of the map, but it is currently empty. You will only find a few shallow graves there and, for some reason, weapons scattered everywhere. After examining the camp, go to the western part of the map. There you will meet your good friends - the Spawn of Darkness, who are camped in the northern part of the forest. There you will also find a large pit filled with corpses.
Continue south and you'll find a surviving member of the militia, clearly suffering from a Darkfiend poison infestation. He will tell you very interesting facts: it was not they who attacked the elves, but the Spawn of Darkness, who scattered standard Fereldan weapons in the Dalish camp, which forced the elves (or rather, one surviving elf) to assume that people were to blame for the attack. However, all the militia members had already been killed before - remember the hole in the north?
The poor fellow will ask you to end his suffering - you can do as he wishes or not, but at the end of the conversation, in any case, a group of Spawns of Darkness will attack you. Deal with them and search the corpses. On one you will find an Elven Medallion.

Head back to the camp. An elf will meet you on the way, but she does not intend to listen to you at the moment. Having called wolves and sylvans for help, she will disappear again. Go to the camp where you will find her near the graves. In order to convince her of the innocence of people, show the elven medallion found on the corpse of the Spawn of Darkness. Velanna, finally convinced by your words, will join your party (even if you don't want her to) in order to try to find her kidnapped sister.
Since Darkspawn have a habit of living underground, she will assume that they may be hiding in the silverite mine that you may have already noticed earlier. Go to the mine, which is located in the very north-central part of the map.
(Warning: There is one nasty glitch in version 1.3 that may cause your PC to permanently lose their equipment, so make a permanent save before you enter the mine.)

They won’t let you go far into the wilds of the mine. In a few minutes you will be greeted by the Architect - a speaking and very intelligent person, although belonging to the species of the Creatures of Darkness. The architect will be able to subject you to magical effects, as a result of which you will find yourself in a dungeon without equipment or uniform.
Attention - if your GG turns out to be dressed in simple clothes with an empty backpack, then everything is in order. If he/she still has at least some of the old equipment, then you have a glitch and will have to reboot, because in this case you will no longer see your old uniform.

After you wake up behind bars, Velanna's sister, Seranni, will speak to you. She will give you the key to the prison and if you successfully use Persuasion, she may also give you the key to the chest in the Architect's room. After Seranni leaves, you will have to fight with several Spawns of Darkness, but they are not very strong, so the lack of weapons and equipment should not prevent you from dealing with them. Take the key from the corpse of one of the Fiends. It opens other chambers of the dungeon - you can't just hack them.

So, for now, you'll have to use whatever gear you have on hand. In the Architect's laboratory, like a balcony, you will find a pair of levers. Look down and you will see a room hidden by clouds of fog. The door to this room is under a protective barrier (which will not only prevent you from opening it, but will also cause significant electrical damage every time you try to touch it). To remove the barrier, you need to pull the levers in a certain order. Counting the left lever as number one, the order is one-two-one-two.
In the chest in this room you can find leather armor from the Blackblade set and a bow with excellent damage against dragons.

Move on. Your equipment was divided among themselves by goul-like creatures called “Experimental Objects” - every time they appear on the horizon, your companions will comment on their appearance. Move on, fighting off hordes of enemies along the way. When you reach the Qunari merchant named Armas, you are almost at the exit. The chest not far from it should contain the rest of your things.
Armas may even give you a discount on his goods if you successfully use the Persuasion option. You can also persuade him to establish trade with the Vigil Fortress (Mistress Wolsey's quest "Trade Must Continue").

After going through the door next to the Qunari, you will have to fight two male dragons. The most unpleasant thing about this battle is that from time to time they like to leave the battle and fly around the entire hall, but this can also turn out to your advantage, since you can, for example, heal or drink an additional protective potion during their absence.
It is not necessary to run after dragons throughout the hall - shoot at them with bows and staves - and they will return to you.

After your victory over your opponents, watch a short video in which Aritektor and his assistants leave the mine in such a way that it will be impossible to follow them.
So, the path up is now open and you have completed your quest. At this point, Velanna will express a desire to join the Gray Wardens - you can agree or not, to the main storyline it won't affect.
Attention: You will not be able to return to the mine after you leave it. Therefore, if you have not yet thoroughly examined it, do it now.

Non-plot quests


Stone Brothers

In the forest you will come across two stone statues - the Statue of War and the Statue of Peace. The War Statue will call you to it when you approach it. She will tell you her story (which is a bit reminiscent of the story of a similar statue in the magician's prologue in the Beginning) and will ask you to kill the Tevinter master, who imprisoned the spirit of the two Avvar brothers in stone.
After you listen to the Statue of War, the Statue of Peace will speak to you. The spirit of the second brother will give you his point of view on what you should do.
So, choose whether you will follow the request of the first or second brother. If you decide to kill the master, then activate the pile of stones a little north of the statues - a Secret Horror (orange boss) will rise from it. Deal with him and report to the Statue of War. If you decide to follow the path of the second brother, then simply return and talk to the Statue of War. Convince the spirit of the warrior that revenge will not give him the peace he desires, and return to the Statue of Peace to report your success.
The Statue of Peace will reward you with recipes for several potions: a masterful and potent potion of stamina and a Greater Potion of Protection from Spiritual Damage. The Statue of War will reward you with a good one-handed sword, the Winter Blade.

Last wish

In one of the eastern caves of the silverite mine you will find a seriously wounded Guardian named Keenan. Keenan is one of the Orlesian Guardians who arrived at the Vigil Fortress before your arrival and who was still missing after the attack of the Darkspawn. He will ask you to take his wedding ring to his wife Nida and convey his farewell words to her. It is impossible to persuade him to accept your help and get out of the mine alive - the poor fellow is unshakable in his desire to die a hero’s death.
The wedding ring is with the dragon trainer in the baby dragon pen. After you've dealt with him and taken the ring from his corpse, give it to Nida, who is at the Lion and Crown Hotel in Amaranthine in the company of... um... perhaps that's why Keenan was so determined to die?
Give her the ring and your quest will be over.

The Mystery of the Stone Circle

On the corpse of a scientist in approximately the north-central part of the forest you will find an unusual stone and a note. Read it carefully. When exploring the forest, you will find a circle of stones with one empty space where you can place your find. If you activate the stone, it will light up. This is a riddle that is akin to the riddle of the demon from the village of Honnlit in the Beginning. You need to create a line of fire (starting and ending with the first stone) that will be continuous and cover all the stones in the circle, both large and small. There may be several variations here, as in the Honnlit riddle. When you draw a continuous line of fire across all the stones, you will receive a reward.
Note: due to a bug, sometimes the reward chest appears immediately after you replace the missing stone.

Other quests related to the forest:

More Explosions!

The silverite mine contains lyrium sand, which Dworkin Glavonak needs to make powerful bombs. (See the Vigil Keep quest section for details.)

Master's Work

In the forest, you can remove from the Elder Sylvan a piece of wood that Wade needs for the quest “Heart of the Forest,” and in the pen for the baby dragon in the mine you will find a dragon egg, which he needs for the quest “To the Bone.” (See the Vigil Keep quest section for details.)

Build To Last

Approximately in the north-central part of the forest you will find granite deposits that Waldrick needs to upgrade the fortress. (See the Vigil Keep quest section for details.)

Nerd Ines

In the forest you will meet Ines, whom Wynn sent you to find. (See Amaranthine's quest section for details.)

From the Depths of the Living Forest

In the Vending Forest you can find bark that the templars need to make anti-magic shields. (See Amaranthine's quest section for details.)

Maferath statues

In the forest you can find pagan statues, from which you must copy inscriptions on the instructions of the trade guild. (See Amaranthine's quest section for details.)

Merchant Goods

Silks from a plundered caravan are scattered throughout the forest, which you need to return on instructions from the merchant guild (For details, see the Amaranthine quest section)

Additional Information:

Not far from the place where you met the second Experiment Subject, you will find a Spyglass - a special gift for Sigrun.

The Blackblade set helmet can be found in a chest behind a hidden wall in the room in front of the one in which you met the first Experiment Subject.


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KAL'HIROL

Story quests

Last of the Legion

After Colbert and Micah put a new location on your map - Knotwood Hills - go there.
Just a few steps later, you will see that the path forks and an elite enemy is waiting for you a little to the north - the bereskarn - a bear-like creature similar to the Demon of Idleness from the Mage's prologue in the Beginning. If, after you deal with him, you go further north, you will come across two bandits and their unfortunate victim. The victim, alas, cannot be helped, but you can take revenge on his executioners. On the chest of the hanged man you will find a note that will explain why the unfortunate man ended his life in this way, but this is not connected with any separate quest.

Go back and follow the path until you reach a very narrow and not very secure looking bridge. Go down through a series of similar narrow bridges and paths. At the foot of the last bridge, an ambush from the Deep Pursuers will await you. Walk a little further and you will see that the Spawn of Darkness have captured a dwarf in armor who is trying to fight them off. Join the fight and help the lady. After the fight she will tell you that she is a member of the one you know Legion of the Dead and is determined to return to Kal'Hirol to complete her mission, namely, the destruction of the nest of the Spawn of Darkness.

Sigrun is a rogue, but due to her extremely low Cunning score, some of the robber skills are not yet available to her. She is a very decent warrior, because due to her good Strength she can wear pretty good armor and fight with two swords. If you yourself are not a robber and do not have Nathaniel in your party, then perhaps you should think about improving her Cunning parameter - unless, of course, such skills as Opening Locks and Disarming Traps are important to you.

After the conversation, Sigrun will join your group, but you do not have to take her to Kal'Hirol if for some reason you do not want to do this.

Your business in this area is finished - so go down to the Deep Paths. Admire the view of Kal'Hirol from above and move on.

Just a few steps later you will find the dying dwarf Jukku, one of Sigrun’s comrades. He will mention the army of the Spawn of Darkness and the Queens - yes, yes, in plural. Go further, fighting off several not very formidable opponents along the way - the strongest of them will be the elite Alpha Harlock - and cross the bridge. After you deal with the Deep Stalkers waiting for you, go slightly to the right of the bridge. In the Ancient Dwarven Chest you will find Ancient Boots. They are useless at the moment, but you will have the opportunity to make them wearable a little later. A little further, another detachment of the Spawn of Darkness, led by Alpha, will be waiting for you. In a chest northeast of the destroyed bridge you will find a Sharpening Stone - a gift for Nathaniel.

Go through the gate. If Sigrun is in your group, she will tell you about the sad experiences of her comrades and suggest that you look for a secret passage instead of going through the central door. After talking with her, you will be attacked by the Children that Jukka mentioned - depending on where you have already visited before, this may be your first meeting with these cute creatures. They are not that strong in themselves, but they have the nasty ability to knock down the enemy in the manner of spiders or mabari, which can be very dangerous - especially for frail magicians.

Despite Sigrun's warning, you can bravely proceed straight through the main gate and face the Fiends of Darkness head-on, but if you still prefer to deal with minimal physical damage in battles, then you should find the side door and flank the squad of Fiends of Darkness waiting for you at the entrance. The secret mechanism that opens the passage to the secret door is located approximately in the center of the western wall.

After going through the central or side door, you will find yourself in the Central Chambers of Kal'Hirol. The room behind the main entrance is crammed with at least a dozen traps - another argument in favor of using a secret passage, since during the battle your robbers will most likely have no time disarming them. On the other hand, they mostly spit fire, so if your group has decent fire resistance, traps may not pose much of a problem. It's up to you. You'll still have to go through this room to proceed further, but if you If you go through the side entrance, you will have time to prepare for the fight.
Attention: in version 1.3 there is a bug due to which the GG robber sometimes cannot see traps, regardless of the Cunning indicator and the development of the Dexterous Hands skill. (Nathaniel, with the third level of the Dexterous Hands skill, recognized them all without difficulty.)

The side entrance will not greet you with any ambushes - so you can prepare as you wish before opening the door to the hall with an impressive enemy squad. It consists of harlocks, golems and the Golem Master. If you kill the Golem Master, all golems will immediately turn off (but you will still receive experience for them). Take the golem control rod from the Golem Master's body - it may be useful to you a little later. Walking along the corridor to the east, you will notice a motionless Golem against the wall. If you have a control wand in your backpack, you can activate it. Unfortunately, you won’t be able to control him as a teammate - he will simply rush forward to destroy your enemies.

In the room a little further on there is a squad of Spawn of Darkness led by an emissary - so diverting their attention with a golem might be a good idea. Be careful when entering this room - there are a couple more traps there. In the small room north of the bridge with the emissary you will find a pile of scrolls with recipes for the Masterpiece Paralysis Rune and the Paragon Paralysis Rune. A little further on the steps you will see the ghosts of fighting gnomes. This is your first excursion into the past, in last days Kal'Hirol - like those you could see in the Guardian Fortress in the Beginning. A little further you will see another ghostly scene where the dwarf leader calls on the others to fight for Kal'Hirol. In the room to the southwest of them you will equip the recipes for the magnificent and perfect cold iron rune and a cracked breastplate, which you can repair a little later.

In the part of the map marked "Slums", you will be ambushed by spiders. In the passage leading to the southernmost room, you will find an Apprentice Scout, the new kind Spawn of Darkness - and also the elite. A little further on, a squad of Genlocks will be waiting for you, including two elite emissaries and an alpha. In the central-eastern room (north of the one where you find the Lyrium Sand), you will find recipes for the magnificent and perfect immunity runes and the Lyrium Ring - a special gift for Justice. In the northeasternmost room there is a squad of Spawns, led by Alpha Harlock and a Herlock emissary. On the emissary's corpse you will find a very good staff for a magician and a Broken Hammer - another thing that you can restore a little later. This is your last enemy in this territory.

You can now proceed further to the Trade Quarter, the entrance to which is in the east-central part of the map. Upon entering the Trade Quarter, you will witness a scene in which the Spawn of Darkness fight among themselves. One of the talking Spawns will mention a certain “Lost One”, after which he will leave. Go forward, dealing with both groups (the enemy of my enemy, of course, can be my ally, but these creatures clearly do not think so at the moment and will be hostile to you in the same way as to each other). In the room north of the first large hall, marked on the map as "Hirol Temple", you will find a recipe for the Elemental Rune, and in the sarcophagus - a very good belt. If you take things from the sarcophagus, three elite golems standing nearby will come to life and attack you.

In the northeasternmost room, marked "Forge" on the map, you will find recipes for the magnificent and perfect fire runes, a broken axe, a forge, and a golem. If you activate the forge, the golem will repair those broken things that you managed to collect in Kal'Hirol. Parts of broken armor, for example, will become part of a very good set of massive armor “Hirol's Defense”. The Forge also contains a bucket of lyrium - a colloquial item for Anders.

If you go from the Forge to the southern passage, you will find a cage with a prisoner in the next room - as well as several Spawn of Darkness, including an alpha and an emissary. After the battle, the prisoner - Stefan - will ask you to release him and offer in exchange some valuable thing that he found in the ruins. If you ask him what he was doing here, he will admit that he overheard Colbert and Mickey talking about this place and decided to see if there was anything to profit from here. If you are playing a less than kind hero, you can take the reward and either leave him in the cell or kill him. If you release Stefan, you can meet him later in Amaranthine, where he will thank you again for saving him.
Stefan's reward is a masterpiece rune of fire.

In the cave south of the hall with Stefan, you will witness a cute scene of the Children devouring other Creatures of Darkness, as a result of which they evolve into a slightly more advanced form right before your eyes.

If you follow the southern corridor from the cave with the Children, you will find a room with a sarcophagus and several slabs depicting various runes. It's a mystery. You need to make sure that an image of the same rune appears on both the vertical and horizontal plates. To do this, activate any horizontal plate and after that a horizontal rune, the vertical plate near which has the same image as the one we have already activated. Repeat the process until you have processed all the slabs and the sarcophagus will open. In it, among other things, you will find gloves from the Defense of Hirol set.

In the southernmost room, marked on the map as “Treasury”, you will find a helmet from the “Defense of Hyrol” set, recipes for the magnificent and perfect Fortress runes (Masterpiece/Paragon Stout Rune), a decent amount of money and other nice little things, including an engraved gem - a gift for Velanna.

Follow the southern corridor west. Along the way, you will be ambushed several times by Children - sometimes reinforced by other Spawns of Darkness. In the very last cave at the end of the corridor you will again see the Spawn of Darkness fighting each other. Be careful - when you approach them, another Children will ambush you. This cave has three exits. North of this, if you turn the lever at the end of the small corridor, you can come out almost to the door leading to the Central Chambers. Along the southern wall there is a passage that will lead you outside into Knotwood Hills. Finally, the passage in the western wall will lead you to even deeper places in Kal'Hirol. Go there.

Deep Tunnels are quite small. After crossing the bridge, you will see a scene where the “Lost”, with the help of a huge inferno golem, deals with the leader of the attacking Spawn of Darkness, whom you saw earlier. After this, he will turn his very unfriendly attention to you. "Lost" is a mage, and the golem is, of course, a very strong melee fighter, so divide your group accordingly. From the corpse of the “Lost One” you can remove a magnificent staff for a magician.

Having dealt with this couple, go further into the western corridor. In some places, the tentacles of queens will attack you - but the most ordinary ones, without a single elite. At the end of the corridor you will see a room with a moat in which several Queens are sitting. All you need to do is bring down a huge slab hanging above the ceiling on them (I wonder who and why hung this strange decoration in such an inappropriate place?), for which you need to destroy any two of the four chains holding it. If Sigrun is in your party, you will then have the chance to invite her to join you as a Gray Warden. After the conversation ends, if you have already finished exploring everything, you can exit the Deep Tunnels directly to the world map. The exit is located at the eastern wall.

Non-plot quests

Talisman of Good Luck

In the cul-de-sac south of the foot of the last bridge in the Knotwood Hills there is a bag in which you will find a deer hoof amulet belonging to the elf Mika - one of the hunters who told you about Kal'Hirol. All you have to do is give it to Mika , next time you visit Amaranthine.

Buried Past

At the foot of the second bridge in the Knotwood Hills, you will find a letter in a chest. From it it will become clear that a certain Darren Lyle found some treasures here in the past, after which he left for Amaranthine. In Amaranthine, on the bookshelf at the entrance to the Reverend Mother's room, you will find notes indicating that Darren Lyle lived on the outskirts of the city. Go outside the city gates and in the ground near the house just northeast of the exit to the world map you will find a beautiful ring for a robber. This will complete your quest.

Memory of Stone

In the trading district, in a small room south of the hall with a glowing well (where two hostile factions of the Darkspawn fought), you will witness the last seconds of the life of the leader of the defenders of Kal "Hirol Daylan. On his remains you will find an excellent Pard shield and a broken sword that can repair a golem in the forge, and on the slab next to it is a list of the names of the untouchable dwarves who fell during the defense of Kal'Hirol. To complete the quest, give a copy of this list to Dworkin Glavonak in Vigil Keep, who will transfer it to the Orzammar Archives.

Other quests related to Kal'Hirol

More explosions!

In the room directly east of the Slums marker, you will find Lyrium Sand on a skeleton, a substance that Dworkin Glavonak needs to make bombs. (See the Vigil Keep quest section for details.)

Necessary materials

In the Forge in the Trade Quarter you will find an iron deposit, which you can report to Herren and Wade. (See the Vigil Keep quest section for details.)

Master's Work

From the Inferno Golem you can remove a piece of armor that Wade needs for the quest “The Power of the Golem”. (See the Vigil Keep quest section for details.)

Trade must go on

When you first travel to Knotwood Hills, a random encounter on the world map will give you the chance to rescue the merchant Lillith. After you deal with the attackers, she will thank you with 15 gold and continue on her way to the Vigil Fortress, where she was originally heading. You can talk to her already there, and she will tell you that she has established trade relations with the Fortress.


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Kris Everheart

Kris Everheart

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BLACKMARSH (BLACK SWAMPS)

Story quests

Shadows of the Black Swamps

After receiving a new marker on your map after examining the map in Kristoff's room at the Amaranthine Inn, head to the Black Swamp.
The swamps, as you might expect, are a rather dull, dark and ominous place. Just a couple of steps after arriving, you will be greeted by a pack of swamp wolves led by an elite alpha leader. A little further from the battle site there is a “talking” tree - if Nathaniel is in your group, he will tell you what he knows from the history of this area. Another group of wolves - this time with two elite leaders - awaits you a little further. Several of them ambush you behind your back, so keep an eye on your mages.

Follow the path further and it will lead you to the ruins of the village. Almost at the very gate you will find the corpse of the Spawn of Darkness, after which you will be attacked by several werewolves. An ambush of werewolves, including several elite ones, will also be waiting for you at the northern exit of the ruins. As usual, some of the werewolves will appear behind you. The gate leading to the docks cannot be opened at the moment, so follow the only path available to you - in a northerly direction. Once out, follow the fork and keep left. You'll find an old camp - apparently Kristoff's - but it clearly hasn't been visited in quite some time. There, several elite Shadow Werewolves will attack you - from the corpse of one of them you can remove a good ring for a warrior.

Go to the northeastern part of the map. When you are ambushed by Children (this may or may not be your first meeting with these cute creatures, depending on where you have been before) - this means that you are on the right path and almost at your goal. Walk a little further and you will find Kristoff, and after that the First, one of the intelligent Creatures of Darkness, will speak to you. It doesn’t matter what or how you answer him - as a result, he will perform a magical ritual that will send you and him and his entire squad straight into the Shadow.

Having woken up, the First will express anger at a certain “Mother”, because of which he ended up in the Shadow with you, and will leave to look for a way out on his own, leaving you to deal with the rest of his squad - several Children and Genlocks.

The Shadow, as you might expect, is full of demons of all shapes and sizes. You need to make your way to the docks - they are located in the southeastern part of the map. Go around the docks and you will come out to the door to the crypt. After talking with the spirit of the girl, who will invite you to hide in the crypt, you will be ambushed by skeletons. Regardless of whether you want to hide from the enemy or not, you will still have to go through the crypt to gain access to the rest of the map.

Be careful in the crypt - the skeletons on the floor usually come to life when you get too close to them, and additional reinforcements crawl out of the coffins that are scattered around here to join them. The door to the surface is at the southernmost point of the crypt.

After talking to the guard at the gate, go to the castle gate. An angry crowd, led by the very spirit the guard told you about, is trying to storm them. The spirit will introduce itself to you as Justice and ask if you will join him against the Baroness. In general, it doesn’t matter which side you take, but in any case, do not rush to go to the castle courtyard - you will not be able to return back. First, go around the area and activate the essences scattered around. Once you're sure you haven't missed anything, head back to the gate. Talk to Justice (if you decided to support the villagers) or with the guard in the courtyard (if you decided to support the Baroness). Join the group that is closer to your beliefs and enter the fray. The Baroness and Justice are currently busy with each other - so you will have to fight the First and either the Shadows (if you sided with the peasants) or the peasants (if you supported the Baroness). At the end of the battle, you will suddenly find yourself back in the real world.

Once back in the Swamps, inspect Justice's equipment - you may need to replace it. From the corpse of the First lying nearby, for example, in addition to other little things, you can remove beautiful armor that will perfectly suit your new ally. Justice is a warrior with a shield and sword, almost a complete analogue of Alistair.

Head to the castle. You will notice that new opponents have appeared around - they appear from several Shadow portals opened by the Baroness. Each portal is guarded by an elite revenant. Destroy them. The portal can be attacked with weapons or magic just like any other enemy. There are four of them in total.

In the castle courtyard, you will have to deal with the baroness personally - or rather, with the demon that has settled in her soul. He looks like a particularly nasty ogre - but in addition to his enormous strength, he is also capable of casting spells - and seems to particularly prefer freezing and crushing dungeons. Keep spells and abilities that dispel magic at the ready. During the battle, the demon will open Shadow portals - destroy them immediately, or endless reinforcements will flow from them to the Baroness. The death of the demon will complete this quest.

After the battle, talk to Justice and decide whether you need him as an ally or not. (He may decide not to join you if you previously supported the baroness against the peasants.) Don't forget to examine the demon's corpse. Among other things, it contains a key that opens the gate to the docks, where you need to look for several extra-plot quests.

Non-plot quests

About the Trail of Love

In a ruined house a few steps from where you met the second group of wolves, you will find an empty bottle of poison on a skeleton and an angry letter from a certain girl named Bonnie.
Continue on until you reach the ruins of a village. Turn left immediately after the gate. At the chicken coop you will find a "hidden key" with a hint where you should go next, namely to look for the next key by a tree with some kind of lighting. Exit the north gate and follow the path. At the fork, turn left. Just south of Kristoff's old camp, near a tree with a torch, you'll find another "hidden key" that mentions a dead dragon. You've probably already noticed the dragon bones scattered everywhere, and since the key talks about eyes, then, apparently, you need a skull.
The Skull is located in the central-western part of the map, but you can only get there after you return from the Shadow by following the story quest "Shadows of the Black Swamps". Opposite the skull in the next clue you will read about a place by the water “opposite the Baroness’s nest.” Go to where you found Kristoff's body. Near the shore of the lake you will find another clue - about “high stones”. Go to the place marked on the map as the Summoning Circle. At the highest stone you will find the last key that will direct you to a certain pond. This refers to a small pond approximately halfway between the Summoning Circle and the place where you found Kristoff's body. Near its shore you will find a bottle, and in it - a letter with a marriage proposal and a ring that was intended for Bonnie (+2 to all characteristics). This will complete this quest.

Load of Guilt

In the northern part of the village ruins - just east of where you found the "hidden key" - you will find an Old Letter. It describes how not too in an honest way In the past, a certain merchant earned his living. The chest with his reward is located in the north-central part of the map, almost on its border, next to one of the gaps in the Shroud. Looting its contents will complete this quest.

Gap in Pokrov

While in Blackmarsh, you have already noticed that in some places the Veil has become noticeably thinner. Your companions probably commented on this phenomenon as you passed by. You can improve the situation when you fall into the Shadow. In the northern part of Shadow Blackmarsh there are three points, each of which is guarded by several demons of desire. Deal with the demons and activate the devices they were guarding. This will patch up the holes in the Shroud and allow you, among other things, to go into previously inaccessible areas of the swamps. In the chests that will appear in these places in the real Blackmarsh after your manipulations in the Shadow, you will find parts of the excellent Guardian (Sentinel) set.

Riddle of the stones

This quest does not appear in the journal and is similar to the quest Rip in the Shroud. You need to solve a small puzzle in Shadow Blackmarsh to get the prize in its real-life counterpart. In the northwestern part of Shadow Blackmarsh, you will find six stone blocks set in a circle. When you press them in the correct order, a line of fire will run from them to the center. Activate them so that the result is a burning hexagon around the center. (Hint - after the first correct activation, activate the stone exactly opposite. After finding the third stone, activate the stone opposite again.) This is what you should get as a result:

After you outline the entire hexagon, several demons will attack you one by one. Deal with them and activate the pedestal that appears in the center of the circle. In the chest that will appear at this place in the real Blackmarsh, you will find an excellent Gladiator's Belt.

Girl in danger

Near the crypt in the eastern part of Shadow Blackmarsh, you will meet a girl who, unlike the other inhabitants of the area, seems to be well aware that she is in the Shadow, and not in reality. After a short conversation, the undead will attack you and they will flee into the crypt.
Deal with the opponents and follow her. You will find the girl in the easternmost room. Further conversation will reveal that she is in fact the Demon of Hunger. If you decide to fight her, then be prepared to fight the orange boss and several of his assistants. If you successfully use the Threats option, she will change her mind about attacking you. The quest will be completed in any case, but if you defeat the Demon of Hunger, this will free the ghost of a real girl from his captivity. True, this will give you little except moral satisfaction and some additional experience from killed opponents. You decide. In the room with the girl you will find an essence of magic, and behind the lid of one of the coffins in the same room - an essence of physique.

Ancient Dragon Bones

Collect five dragon bones scattered throughout Blackmarsh. You will be able to collect them all only after you return from the Shadow, since some territories of Blackmarsh will be inaccessible to you before that.
The bones are located:
on the shore of the lake almost exactly east of the southernmost "Rapture in Pokrov" mark on the map;
almost exactly in the middle between the marks on the map Gap in the Shroud (the southernmost) and the Circle of Summoning;
in small ruins just southeast of Kristoff's body;
at the docks (available only after defeating the Baroness);
at the dragon skull in the central-western part of the map (available only after returning from the Shadow).

Once you have collected all five, collect (activate) them from the dragon skull where you found one of the bones. The passage to the north will then open.

Get ready to fight the dragon. He attacks with electricity, so drink the appropriate potions. After you remove about 25% of the dragon's health, it will turn into a stationary ball. Small balls located around the large ball will begin to move towards it. Each time a small ball merges with a large one, the dragon will heal a certain amount of life (more the higher your difficulty level). After all the balls merge into one, the dragon will return to its previous form. He will turn into a ball several more times after losing another 25% of his health. Keep in mind that you can still damage the dragon - even in ball form, although in this form it is immune to critical hits.

If you have a mage in your group with at least two spells like Force Field, Paralysis, or the Paralysis rune, then the battle can become very easy. Cast Paralysis or Force Field on one of the small balls, preventing it from merging with the dragon, but not damaging it. Let the rest of your comrades deal with the other balls, and then take care of the dragon. In ball form, he can't answer you - so just hammer on him until you destroy all his lives. And don’t forget to recast the holding spell on the small ball - if it merges with the dragon, it will immediately regain its previous appearance.
The death of the spectral dragon will complete this quest.

Other quests related to the Black Swamps:

Master's Work

On the corpse of a mabari in the northwest corner of the first ruins - just north of the place where you found the first “hidden key” in the quest “On the Trail of Love” you will find the veins that Wade needs for the quest “Heart of the Forest”. In the pile of stones after defeating the spectral dragon you will find an ancient dragon bone, which Wade needs for the quest “To the Bone”.

COMPANIONS

Anders

A special gift is a kitten (located in the courtyard of the Vigil Fortress).
Present - Jewelry, knitted scarf, collar with a bell, book about phylacteries.
Conversation points are the statue of Andraste in the courtyard of the Vigil Fortress, the tree on Amaranthine Street, the lyrium in the Kal'Hirol forge.

Quest - Freedom for Anders

Not far from the Lion and Crown tavern there is an elf named Namaia. If you talk to her with Anders in the group, she will inform him that she found what he asked for, and it is in Amaranthine. After this, Namaya will leave, and Anders will tell you what his phylactery meant. Anders intends to steal his phylactery, because he does not trust the templars and does not really believe that the status of a Gray Warden can protect him if they decide to pursue him. Go to the abandoned warehouse building in the eastern part of the city - it is located not far from the gunsmith Glassrick. Come inside. Explore the warehouse and you will be confronted by templars (usually they appear when you approach the back door) who have deliberately set a trap for you. It seems that Anders felt danger for good reason. If you resist the templars' desire to arrest Anders, you will have to fight them. In this case, it will not be possible to settle the issue peacefully. Note: if you give Anders a kitten, it will appear in your inventory under the name Ser Lancelap. Activating Ser Lancepaw brings back to life all comrades who fell during the battle, as long as at least one member of the group remains conscious.

Ending

If you left Anders in Vigil Keep and did not return to defend it, he will remain alive if you have completed all the quests to strengthen the castle and equip your soldiers. Anders will die if you have not completed all the quests in the fortress. Depending on whether you completed Anders' personal quest or not and how high his approval was, he may remain a Gray Warden or leave their ranks.

Oghren

A special gift is a toy pony (in the ruins of a village in the Black Swamps).
Gifts – alcohol of any kind.
Conversation Points - Notice board at the bottom of the stairs leading to the Church in Amaranthine, forge in the Kal'Hirol trading district, boat in the Black Swamps.

Quest - Family Man

Felsi will appear in the Vigil Fortress when Ogren's respect for you exceeds 25. Their heated argument will show you that Ogren joined the ranks of the Gray Wardens against Felsi's wishes and does not intend to return to his family. In order to complete this quest, you need to wait until Ogren's attitude towards you exceeds 75. After this, in a conversation, he admits to you that he is not cut out for a family and that Felsy, most likely, understands this too. Depending on how you behave, you may gain or lose influence with Oghren, but the quest will be completed either way.

Ending

Oghren will die if you leave him to defend the Vigil Fortress, stay to defend Amaranthine and do not complete all the quests to strengthen the fortress. If Ogren survives, he always remains with the Gray Wardens. Depending on whether and how you complete his personal quest, he may remain on good terms with Felsy and visit his son, or remove himself from their lives entirely.

Nathaniel

A special gift is Hou's bow (in the crypt in the Vigil Fortress dungeon).
Gifts - everything related to the Hou family, useful things (sextant, tools, whetstone).
Conversation points - Andraste statue at the Church in Amaranthine, a tree near the entrance to the Black Swamps

Quest - Howe Family

In the courtyard of the Vigil Keep, the old caretaker recognizes Nathaniel and tells him about the fate of his sister. Nathaniel will express his desire to find her in Amaranthine.
Nathaniel's sister, Delilah, is located near the armorer Glassrick. Her conversation with her brother will complete this quest.

Ending

If you do not take Nathaniel with you to Amaranthine and remain to defend the city, Nathaniel will die unless you have completed all the quests to improve the Fortress. If you have strengthened the Fortress in every possible way, he will survive. Depending on how high his approval was, he may remain a Gray Warden or leave their ranks.

Justice

Conversation points are the statue of Andraste at the entrance to the Temple in Amaranthine, the corpse of an elf in the Dalish camp in the Vending forest.
A special gift is a lyrium ring (in Kal'Hirol, in one of the eastern rooms of the Central Chambers).
Gifts - everything related to lyrium and Kristoff.

Quest - Justice for Kristoff

Aura, Kristoff's wife, will speak to Justice when he first appears in the Vigil Keep courtyard, mistaking him for her husband. Having learned the truth, the poor woman will be very upset and go away, and Justice will invite you to find her in Amaranthine to try to calm her down a little. The aura is located in the Church building in the room opposite the Reverend Mother's room. A conversation between her and Justice and Justice's promise to avenge Kristoff's death will complete this quest.

Ending

Justice will die during the siege of the Vigil Fortress if you do not take him with you when going to Amaranthine and remain to defend the city. He may die by your hand if you took him with you, took the side of the Architect and could not convince him that this was the right decision. Depending on whether you completed Justice's personal quest or not and how high his approval was, he may remain to serve the Gray Wardens or choose his own path.

Velanna

A special gift is an empty diary (in the Church in Amaranthine).
Gifts - everything related to elves, precious stones.
Conversation points are the statue of Andraste in the courtyard of the Vigil Fortress, a tree in Amaranthine near the Church Building, two elves near the southern entrance to the territory of Amaranthine.

Quest – Exile

There is a bug in version 1.3 - the chance of a random encounter that starts this quest is very small, and it may not happen at all. When traveling around the world map (usually between Amaranthine and Vigil Keep), you will come across a group of Dalish elves. Talk to their leader, and then, in the Fortress, talk to Velanna. That's all you need to complete the quest.

Ending

Velanna will go missing in the battle with the Spawn of Darkness during the siege of the Vigil Fortress if you do not take her with you to Amaranthine and remain to defend the city. According to eyewitnesses, a huge stone fell on the elf during the battle, but her body will not be found.
In addition to approval, Velanna’s attitude towards the GG after the end of the Awakening event may also depend on whether the GG took the side of the Architect. Upon completion of the personal quest, high approval and acceptance of the side of the Architect, Velanna remains with the Gray Wardens. In other cases, she either leaves after a while or stays, but her relationship with the GG leaves much to be desired.

Sigrun

A special gift is a spyglass (in the silverite mine in the Vending forest).
Gifts – toys, the book “Heart of a Warrior”, a flower in a pot.
Conversation points - Glassrick's armorer's counter in Amaranthine, a tree near the entrance to the Vending forest.

Quest – Sigrun's Past

There is an unpleasant bug in version 1.3 - if you started the quest Law and Order or Smuggler's Path, then you may not receive the Sigrun quest at all. The meeting that starts it simply doesn't happen.
In Amaranthine, near the gunsmith Glassrick, you will come across a gnome named Misha, who was familiar with Sigrun in the past. Talk to Sigrun about her, and she will admit that she did not act very nicely (albeit forcedly) towards Misha at one time. Sigrun will want to find Misha in order to somehow apologize. Misha finds himself in a tavern in Amaranthine. Sigrun will apologize and offer her the ring as compensation for her losses.
If you want, you can pay Misha yourself so that Sigrun will keep the ring as a reminder of her friend, but in any case, after this the quest will be over.

Ending

Sigrun will die during the siege of the Vigil Fortress if you do not take her with you to Amaranthine and return to defend the Fortress, regardless of whether you have completed all the quests for the Fortress or not. She may die by your hand if you took her with you, sided with the Architect and failed to convince her that this was the right decision.
Sigrun will stay with the Gray Wardens if her respect for the PC is high and her quests are completed. In other cases, she will go back to the Deep Paths. AWAKENING - FINALE

Vigil Keep - Council

After you complete three story quests - Shadows of the Black Swamps, The Righteous Path and Last of the Legion - Seneschal Varel will convene the lords of Amaranthine to discuss military strategy. The council will be interrupted by an elf girl who will report that the army of the Spawn of Darkness is marching on Amaranthine. In further conversations, it will be decided to send a detachment there under your command. Upon arrival in Amaranthine and a showdown with the very first group of the Spawn of Darkness, Constable Aidan will speak to you. He will declare that the city has fallen and nothing can be done. In a few more minutes, a parliamentarian will approach you - one of the intelligent Creatures of Darkness, sent by the Architect. The Architect brings you alarming news - the Mother's army is marching on the Vigil Fortress.
You have an important decision to make. Stay and try to save the city or set it on fire along with all the enemies (and surviving residents) and try to return and help the defenders of the fortress. If you're wondering about the consequences, the fall of Amaranthine will have a pretty negative impact on the reputation of the Gray Wardens in the future. On the other hand, if you have completed all the quests to strengthen the fortress, it has a chance to survive the attack without your help. If you have not completed the quests to strengthen it and improve ammunition for your soldiers, then the fortress will fall, and almost all of your friends left in it will die. But it's up to you.

Battle of Amaranthine

If you decide to save Amaranthine, then your first task is to help the surviving defenders. Go around the city, helping the soldiers deal with the Spawns of Darkness. For the most part, the opponents are quite weak, although from time to time there are elite ones among them.

When you have dealt with all the Spawns of Darkness on the streets and received an update in the journal, talk to the police leader. He will invite you to rest in the Church building, where the surviving defenders are holding the defense, after which you will automatically find yourself there. After leaving the room where you apparently spent the night, you will receive a message that the Spawn of Darkness are still somehow infiltrating the city - and, judging by eyewitness reports, entering from the hotel. Leave the Church. Be careful - a couple of elite Spawn of Darkness are waiting for you at the exit, including an archer who can send your magicians to their forefathers with one shot.

After dealing with the Spawns on the street, go to the hotel. The orange boss is waiting for you there, the Apprentice-General - a two-handed warrior. Having dealt with him and his minions, go to the secret passage in one of the rooms of the hotel, which you may have already noticed earlier during the quests of the smugglers or constable Aidan. In a small dungeon, the second General is waiting for you - this time a magician. Having cleared the passage, go further and you will come out to the outskirts of Amaranthine.

Slightly southeast of where you surfaced is another Spawn General, this time in the company of another boss for a change - the heavily armored Ogre Alpha. If you inflict several damage on the General, he will rush away behind the neighboring houses, and an ogre boss will run out in his place. It is better to fight the ogre where you went outside, so as not to be distracted by the General - he himself will not approach you. With the ogre, everything is clear - as for the general, his class remained a mystery to me. He casts a lot of spells, but at the same time he can fight hand-to-hand and the Mana Strike spell does not affect him. Perhaps a Battle Mage?

In any case, after you deal with this couple, the defense of Amaranthine will be completed. You will be informed that the Architect's messenger now knows where the Mother's lair is, so all you have to do is go there to deliver the finishing blow. Weaponsmith Glassrick and Enchanter Mage are located near the exit to the world map if you need their services before the final push.

Battle for Vigil Keep

If you decide to return and help the defenders of the fortress, then after returning you will be joyfully greeted by the remaining comrades in it (and you will receive advantages in influence with all of them).

After the seneschal's brief report on the situation, you will have to fight off groups of Spawn of Darkness attacking the fortress courtyard. This battle will be much easier if you have completed all the quests to strengthen the fortress and equip your soldiers. So, for example, if you reinforced the walls with granite and hired good craftsmen, then you will not have to defend them - the enemy will not be able to break through them.

On the right side you will see reserve icons - similar to those you used in the final part of Inception. If you have completed Dworkin's bomb quest, then you can use them (bombs) from there. You will also have archer icons there - if you followed the smugglers' path in Amaranthine and released a captive archer, then your arrows will be a little more effective. Archers and bombs can be used any number of times, but will need time to recharge after each use.

The battle for Vigil Keep mostly consists of fairly short battles in one part of the courtyard, after which you are usually informed that a new wave of the enemy is attacking from the other side - so you should run there and fix the situation. After several battles, you will see a video in which Seneschal Varel single-handedly defends the gate from the ogre. Unfortunately, you will not be able to intervene in what is happening.

Take advantage of the break in the battle and, if necessary, purchase medical supplies from the healer standing in the courtyard. The battle for the Fortress will continue until an orange boss appears in the courtyard - an armored alpha ogre. After you deal with him, proceed to the Herald. Like most Disciples, he is a magician.
The death of Herald will end the battle for the Fortress. You will be informed that the retreating Spawns have left a clear trail behind them and you can follow it straight to their lair.

Last Surge

Go to a new territory that has opened on your map. It is a narrow mountain pass where a variety of Spawns of Darkness live - from ordinary harlocks and herlocks to the heavily armored ogre you have already seen (though this time, not a boss, but an elite).

At the end of the passage you will find ancient ruins. Do not rush to pass under the arch - it is better to lure the Spawns of Darkness towards you. If you pass under the arch, the High Dragon will attack you, and in a battle with such creatures it is better to focus on them and not be distracted by trifles.

Go inside the ruins. They consist mainly of narrow bridges and equally narrow stairs, on which a variety of Spawn of Darkness await you, including heavily armed ogres and Apprentices (the latter usually being mages). Inside the ruins, golden Tevinter crystals are scattered throughout. They can be found in chests, in “lumps of flesh”, on the corpses of defeated enemies. There are twelve of them in total. There are also three ancient magic circles inside the ruins - if you insert four crystals into each circle, you will receive a small magic bonus for the final battle - you can cast the spell of mass paralysis, healing (which also raises from the dead) and fireball once each.

The second magic circle The Architect will greet you. You can attack him right away or still listen to his explanations and only then decide whether to agree to his proposal or not. If you refuse the Architect's offer, Nathaniel, Velanna and Ogren will not approve. If you agree with his proposal, Sigrun, Justice and Anders will not approve. In the case of Sigrun and Justice, you will have to use Persuasion (good influence will also help the matter) - otherwise they will attack you. If you decide to deal with the Architect, keep in mind - he is a very powerful magician and casts powerful spells of mass destruction. You can either ignore Uta completely or allocate at most one squad member to her. Compared to the Architect, she does not cause much damage. If you accepted the Architect’s offer, then in the final battle he will, at your command, once cast a firestorm to help you. (The command appears in the fourth window next to the Tevinter spells.)

One of the most annoying things about Mother is that she likes to cast a Rune of Neutralization on your mages, which instantly drains all their mana and cancels all defensive spells, so keep some Lyrium potions at the ready. At the beginning of the battle, Mother will summon several elite tentacles to assist her. After you deal with them, she will constantly call the Children for help. Keep spells or mass destruction skills at the ready – Children always appear in impressive numbers. Don't forget that they can knock you down. Mass Paralysis spells and the like are usually very helpful in this battle. The rest depends on the composition of your group and your favorite tactics.

At the end of the battle, watch the epilogue, where you will be told about the further fate of Amaranthine, its inhabitants and your comrades. Congratulations on finishing the game!


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