Quests for obtaining specializations. Dragon Age: Inquisition - Walkthrough: Storyline - Defenders of Justice (Path of the Templars) The battle continues in Dragon Age: Inquisition

Magic in the world of Dragon Age is a constant source of conflict, clashes and confrontations, starting from the very beginning. This confrontation reached its peak in the second part of the game, when Hawk had to make a difficult choice. The third part begins immediately after the end of the events of part 2, and despite the choice of the past, the conflict does not even think of subside.

The history of magic in the world of Dragon Age is as ancient as this world itself. At a certain point in history, a powerful circle of magicians was formed. Well, later his power reached its apogee and a catastrophe occurred. The opinion about magicians has changed, shaken. It became clear that they needed an eye and an eye, and the emerging movement of the Church put a limit on the limitless power of magicians. We are, of course, talking about the templars, the universal weapon of the Church. “Magic should serve man, not man should serve magic” - this is the famous slogan of the Church.

The Templars received fairly broad powers and could control the Circle. In the Circle, novice magicians are now required to learn how to control their powers, and they undergo a special ceremony in the Shadow in order to pass the final test. Church laws are inexorable - everyone who has magical powers must go to the nearest Circle. In addition, from now on, all unregistered magicians (or apostate magicians) who left the Church or hid their abilities were persecuted.

As a result, we get the following picture: the templars call the magicians a threat and enjoy the support of not only the Church, but also ordinary people. Apostates are hiding from persecution and excessive cruelty; they can also be understood. Well, the Church has its own goals and views. The situation also becomes interesting due to the fact that it is not completely clear who exactly is right, everyone makes mistakes and everyone has their own truth (these moments are especially clearly displayed in the game).

Dragon Age: Inquisition begins when the parties to the conflict begin to gradually come to their senses after what happened. But the situation does not become simpler: the magicians openly declare independence, freeing themselves from the Circles controlled by the Church. The Templars are going to start hunting down all apostates and suppressing uprisings with even greater cruelty. The Church itself is now afraid of everyone (the templars are separating), continuing to try to resolve the conflict peacefully. The well-known world begins to fall apart, no one is immune from troubles. What preserved at least some order has been broken, even Orlais is now in a state of civil war, which means that there is no one to stop the outrages that are happening. The scale of the disaster is so great that the world will never be the same again.

Cassandra, Varric, Liliana and other personalities familiar from the previous parts of the series are revealed from a completely new side. The plot constantly forces us to choose one side or another, where by choosing one we will forever lose the support of the other. And all this also happens against the backdrop of breaks, which creates even greater intrigue.

Dragon Age: Inquisition - the confrontation between magicians and templars was last modified: January 8, 2015 by admin

Magic. Countless conflicts have revolved around this powerful force in fantasy fiction, and the Dragon Age series is no exception. The rivalry between the mages and the templars reached its peak at the end of Dragon Age 2, when Hawke, caught between two fires, had to make his key decision. Dragon Age: Inquisition begins almost immediately after the end of the last part, and the enmity between the two factions shows no sign of abating.

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Looking for a catalyst

Confrontation: Mages and Templars


Confrontation: Mages and Templars

Imagine what would happen if magic suddenly appeared in our world. Most people probably think that with magic our world will only become cooler, because we will be able to do so many things that we could not do before. But only a few understand that magic brings not only benefits, but also harm: when your upstairs neighbor is a powerful magician, you involuntarily begin to fearfully wait for the moment when he breaks through your ceiling. With these thoughts in mind, the Dragon Age development team began to approach the creation of the story.

At one of the first development meetings, someone brought up this difficult topic, recalling the Charm spell from the well-known Dungeons & Dragons. This spell allowed you to make anyone your friend for a certain period of time. This arrangement raised many questions. “Imagine that you met a magician and he turned out to be a good guy. Or not?", asks senior writer David Gaider. – “What if he used his spell on you?”

Paranoia is what the developers have adopted. In a world where people have magical powers, there is no place for trust. “The question will constantly swirl in your subconscious: “What if someone I know is a magician?” What could such persistent suspicions lead to? In any case, the moment will arise when the Circle of Magi or some equivalent will appear, taking people with magical powers under strict control."- explains Gaider.

BioWare decided to throw more wood into the fire, which was already blazing with all its might, and introduced another side to the conflict into the game - the templars, representing the Church. The Templars gained power over the Circle and told all of Thedas about the danger that the magicians concealed within themselves. If anyone doesn’t already know, let me remind you that in the Circle, novice magicians are taught to control their powers. The Church dictates a strict law that everyone who has received magical powers must go to the nearest Circle. Control over all this is exercised by the templars, who not only strictly monitor the Circle, but also hunt down all apostate magicians who disagree with this state of affairs.

According to Guider, in the first Dragon Age they simply forced players to choose between two evils, but when moving on to the development of Dragon Age II, the emphasis shifted a lot. “While working on the second part, we asked ourselves a simple question: “What needs to be done for all this to go to hell?”– the screenwriter recalls. As we all know well, peace will never last forever... All that remained was to wait for the moment when the magicians decided to make themselves known.

Choosing a side

Confrontation: Mages and Templars


Confrontation: Mages and Templars

As you can see, everything in this story is quite simple: the templars call the magicians a threat, and people believe them, because you can’t really argue against the Church. And, what is most surprising in the entire Dragon Age series, it is impossible to say for sure which of the two sides is right: the magicians or the templars? This gave rise to many heated discussions among fans on various forums. It so happened that the controversy surrounding the game conflict amounted to thousands of comments. What about the players? Even among developers, disputes often arise about which of the two sides is right.

On the one hand, the fears of the templars and the Church can be understood: magic in evil hands can bring a lot of trouble to Thedas. But such a presumption of guilt is not at all pleasing to magicians. “Imagine being an ordinary person, but somewhere inside you there’s a ticking time bomb,”– explains Gaider. – “You are not blamed for what you have done, but for what you can do.”

Thus, the developers pitted two completely different approaches to the very essence of magic against each other, which created a truly difficult situation. “For us, this was another big argument for the brutality of the Dragon Age series,”- says Gaider. – “It’s one thing when you simply make decisions that often go beyond your moral principles, and quite another when you cannot understand who is right and who is wrong.”

In Dragon Age II, the developers deliberately showed both mages and templars at their worst. According to Mike Laidlaw, the game's creative director, the developers' main goal was “to show how far both sides can go in their beliefs”. In the end, the player not only watched the development of the conflict, but also actively participated in it, taking the side of either the magicians or the templars. “I think that by putting the player in the role of Hawk in front of such a difficult choice, we gave the whole conflict even more urgency,” says Laidlaw.

“First of all, Dragon Age II was dedicated specifically to Hawk, but the events in which he becomes involved are no less important for the universe of the game. We wanted to show the moment of the beginning of open confrontation between magicians and templars. No matter how Hawk decides, the conflict will still begin to develop,”- adds Gaider. – “And although we allowed the player to take sides, the matter will not end with his decision - you can’t deal with such a vast problem in one moment.”

The battle continues in Dragon Age: Inquisition

Confrontation: Mages and Templars


Confrontation: Mages and Templars

Dragon Age: Inquisition begins at the moment when the main parties to the conflict begin to recover from what happened in the last part. In the center of events: templars, the Church and magicians. The situation is overly tense: the magicians are declaring their independence from the Church, freeing themselves from the Circles controlled by it. The Templars, fearing what uncontrolled magicians might do, are going to start hunting them. The Church itself is also afraid of its opponents, but wants to resolve the conflict amicably and peacefully. The Templars do not share the opinion of the Church and disconnect from it. “Basically, there comes a time when templars start chasing mages right through residential streets,”- explains Gaider. – "The focus of Inquisition is not the conflict between mages and templars, but it plays an important role early in the game."

The world we know well is falling apart, and no one is immune from all the troubles that have befallen Thedas at once. Those who have read the book Dragon Age: Asunder (“Mask of the Ghost” in Russian translation) should know about the chaos that reigns in the world of the game. “We have broken what keeps order in this world. Even a state like Orlais is in a state of civil war, which began at the end of Asunder. Thus, the most powerful state of Thedas is not able to interfere with what is happening between the magicians and the templars. There is no chance that everything will return to normal - we made sure that this does not happen,”- says Gaider.

This time, the developers plan to show us completely different magicians and templars. We've already seen enough of the worst of them, and now it's time to look at them from the positive side. "I think in Dragon Age II we spent a lot of time promoting radical measures among the mages and templars."- says Gaider. – “Now with Dragon Age: Inquisition we want to show people on both sides doing the right thing. Those who are on the side of good, and not on the side of “Hey, look at me! I'm an extremist! Nobody understands me, but believe me, I do good things for the magicians/templars!”

Confrontation: Mages and Templars


Confrontation: Mages and Templars

As many may remember, Cassandra, Seeker of Truth and loyal servant of the Church, interrogated Varric to find out how Hawke was involved in what happened in Kirkwall. She did all this for a reason - Cassandra was trying to stop the coming war between the magicians and the templars. “You will learn a lot more about Cassandra,”– Guider smiles slyly. – “She had some other goals, which you will learn about in Inquisition.”

The developers have confirmed that both Cassandra and Varric will be your teammates in Inquisition, but don't expect to see the same Cassandra you met in Dragon Age II. “To some extent, I think that the events of the second part influenced Cassandra the most. She has changed", says Laidlaw. Cassandra has always been a faithful servant of the Church, but after she saw both sides of the conflict, thanks to Varric, her worldview changed greatly. “Seeing all the chaos going on in Thedas, which could overwhelm her, she decides to change to make the world a better place.” Laidlaw continues.

Perhaps some other old acquaintances will drop by for a sneak peek at Inquisition? For example, the red-haired novice robber Leliana? “We spent a lot of time on Leliana, even in Dragon Age II, where she only played a few cameo roles,” says Laidlaw. – “I think we can confidently expect her to appear in Inquisition, because it’s not for nothing that she appeared in the finale of the second part. Only this is strictly between us. I didn’t tell you that.”

In Origins, Leliana raised many important questions regarding faith and spirituality. She almost entered into a dialogue with the players themselves, constantly raising the topic of the Creator: does he exist or not? “As far as I can tell from our fans, people have a pretty serious attitude towards God and everything connected with him,”- says Gaider. – “I think we still have to talk about this with the players.”

Players will have to return peace and tranquility to Thedas by playing as the Inquisitor. “We just asked ourselves an interesting question: “What would happen if instead of giving the player the opportunity to become a Jedi, we allowed him to found the Jedi Order?” says Laidlaw. By becoming an Inquisitor, you can intervene in what is happening and change the world as you wish. “Where would you start if you received such power? What would you do to change the world?"- Guider asks questions to future Inquisitors (that is, to us, the players).

Inquisition takes players back to a dark time when, along with warring factions, a new threat emerges: demons of the Shadow are advancing on Thedas from a rift that has opened in the sky. The Inquisitor is not only a great power, but also a huge responsibility, allowing developers to ask players truly difficult questions. “Don’t think that you can make any decision without thinking. Every action you take will echo with a hundred questions in your head: “Did I do the right thing?”, “How can I benefit from this problem?”, “What will all my decisions lead to?”,– Guider doesn’t stop. – “Any problem in our game is ambiguous, and everyone will solve it in their own way. This is the essence of Dragon Age, and we are not going to abandon it."

Which side are you on?

Magi

40.5%
  

Templars

13.0%
  

I want to be a dragon

46.6%
  

Dragon Age: Inquisition - Walkthrough: Storyline - Defenders of Justice (Path of the Templars)


This is the first plot quest-fork, by choosing which you will forever deprive yourself of the opportunity to enter into an alliance with magicians.

To initiate this quest on the Military Operations Map, your Inquisition Influence must be at least 15. The recommended level for completion is 4 to 7.

Cullen's informant among the Templars reports that the Lord Seeker has taken the entire Order to the long-vacant citadel of Therinfal. Your advisors will propose a plan to attract the attention of Lord Lucius and force him to view the Inquisition as an organization worthy of cooperation.

When you gain enough influence for this mission (or you get bored wandering around the maps doing non-story quests), confirm the operation on your table and it will automatically send you to Therinfal Fortress.

Warning: You will not be able to go back or abort this mission until you complete it completely. (This also applies to subsequent story quests in the game.) Therefore, be fully equipped before activating the quest.

Upon arrival in Therinfal, you will be greeted by Lord Esmeral Abernash, representative of the aristocrats gathered to support you. Talk to him and go to the gate, where the Templar Knight Barris is waiting for you. This is the same templar who informed Cullen about the state of affairs, and he has something to tell you about the more than strange behavior of the Lord Seeker.

After speaking with Barris, he will take you to a meeting with Lord Lucius, but first he will offer you a small test ritual. The banners of the people, the Order and Andraste are hung on the wall of the castle, and you will be asked to raise them in the order in which you honor them (that is, you raise the most important banner for you above all and then in order). You can refuse this ritual, citing the fact that things are not waiting. Raising different banners will earn you the appropriate respect from different followers (for example, Sera will approve if you raise the people's banner above the rest), after which you will be asked to explain your choice. Explain (or not) and follow through the door where Barris will stop.

In the next scene, you will meet the captain of the Order, sent to you by Lord Seeker, and get some idea of ​​what exactly is wrong with the templars. Also in this conversation, the name of a certain “Elder” will be heard for the first time.

After the battle, go in search of the Lord Seeker to find out in detail what the hell is going on in the fortress. Barris, stunned by everything that happened, will go with you. He will not join the group, but will stick around to fight on your side, which is a good support - you will have to fight your way through numerous groups of various red templars. Also, along the way you will hear a suspicious voice, which you will be able to hear, but not your companions.

Go out into the courtyard and continue to fight your way through the corrupted templars. If you have a robber in your group, then you can open the door to the Lord Seeker’s office, where you will find a lot of interesting things, both as information on what is happening and in terms of loot, among which there will be an Amulet of Power for Cassandra (Amulets of Power give your characters one skill point when you equip them - after which they disappear).

Continue up the stairs and you will finally find Lord Lucius. Who will not talk to you, but will do something somewhat unexpected, as a result of which you will find yourself completely alone in some incomprehensible and unpleasant place. Well, there’s nothing to be done, go look for a way out.

Soon enough, you will come across an interesting company, and in the subsequent conversation you will finally begin to understand what exactly happened to the Lord Seeker. Go further, along the way, observing the possible paths of development of the Inquisition, towards which the owner of this section of the Shadow gravitates, as well as his predictions about your personal future.

After some time, you will come across a hall with columns that spew out flames with quite strong damage - you can die if you don’t get out from under it in time. The columns rotate from time to time, directing the flow of flame in the other direction, so this gives you a chance to slip past without getting harmed. However, after you pass several columns, you will stop in front of a place that you will not be able to pass through. Go through the door nearby, look around the room and head back to the exit.

In the next video, you will be introduced to an unexpected ally (if you read the book Asunder / Schism in the Universe YES, then you will immediately understand who he is, if not, it doesn’t matter, you will find out over time), and after the conversation he will show you what to do with previously impenetrable flames. Go back to the hall with the pillars, but before you finally leave this section of the Shadow (this happens when you go into the passage that opened after extinguishing the flames), go into the room opposite the one where you met Cole. There you will find “Inspiration”, by clicking on which you can permanently increase your characteristics (if you have played the two previous parts of YES, then you already know that in the Shadow there is always something that permanently increases some characteristics).

Go to the next part of the Shadow and examine the prison cells (along the way, watching the Envy demon's next plans for you) until you find the cell where Cole is waiting for you. Cole will make a speech about dispelling the darkness and disappear, and a torch with a Curtain Fire will light on the wall next to him. Click on it, take the torch and go light the braziers in the chambers - you need to light four in total.

In addition to lighting the braziers, which you need to do to be in the next segment of the Shadow, you can find here another “Inspiration” for your characteristics. With a torch in your hands, go back to the very first room where “Cassandra” stands. In the cell to the left of it (if you are facing it) you will find the key to the prison cell. The prison cell he opens is behind the wall, which will open to you after you light the last, fourth brazier. There you will find the second Inspiration.

Climb up the stairs and you will find yourself in the final segment of the Shadow. It is somewhat more intricate than the previous ones - traps will swell under your feet all the time, causing damage - so be careful and jump away from them in time, and besides this, you will also encounter enemies (though weak ones). Go up, turn the lever to open the gate, and continue on your way. If you look closely, you will realize that this is a reflection of the courtyard of the fortress where you met Lord Seeker. You need to get to exactly the point where he took you into the Shadow in the material world. Continue up the stairs, fighting off enemies (or just avoiding them). If you hang around a bit and look around the tavern you need to go through on your main path, you'll find the third Inspiration on the top floor.

When you ascend to the place where you meet the Lord Seeker, you will find the demon of Envy there and can finally return to the material world. The frightened demon will gallop away from you under the protection of a magical curtain, and Ser Barris, after thinking a little, will offer you a plan on how to dispel it. To carry out his plan, you need to find three surviving veteran templar lieutenants and reserves of uncorrupted lyrium in the fortress. Meanwhile, the Templars and Barris will defend against the demons in the main hall.
(In the main hall there is a chest, by clicking on which you can replenish your stock of potions. You can only use it once. But you don’t need to hold it for the final boss - before the last battle in this area you will find another cache with potions.)

This is a timed quest - the templars’ powers will gradually dry up (a special bar will appear in the upper right corner so that you know how they are doing). If you go back and help them, it will replenish the bar, but it will drain a little faster. I recommend not to hesitate until the bar is completely empty - just returning to the hall will not replenish it, you will also need to defeat all the opponents there. The bar is replenished a little each time you find a Veteran Templar.

If you first go to the officers' quarters, then in the sanctuary room you will find a note pinned to the statue, and Cole, who appears next to you, will inform you that the “Elder” for some reason seriously wants to remove the Empress of Orlais Selene. The room next to the shrine contains deposits of red lyrium, and if you go up the stairs you will find supplies of uncorrupted lyrium for Barris. In the same area there is one of the veterans you need - go through the room and go up the wooden stairs to reach the fortress wall.

Return to the main hall, go to the rooms of the upper barracks, fight off the red templars in the courtyard, go through it and through a couple of rooms to the quest mark on the fortress wall - and you will find one of the veterans fighting off a group of opponents. The second veteran is not very far from the first - you need to climb the stone stairs on the opposite side of the courtyard to get to him.

After you find all three veterans and the lyrium, go back to Barris and he will begin the ritual to break through the magic barrier. In the meantime, you will have to fight off several waves of red templars who will attack you in the hope of interfering with the ritual. They will continue to appear until your Templar allies completely destroy the magical barrier.

After the barrier disappears, head up the stairs to fight your first boss of the game, the Demon of Envy. Take your time - when you go up the stairs, look around the top landing before leaving the hall - you will find a chest to replenish potions.

The Demon of Envy will periodically disappear after you take down a certain percentage of its health, simultaneously calling a group of red templars to help, and then appearing again - in different forms.

When you have dealt with him, talk to the templars who appeared in the courtyard. You will have a choice - to make them part of the Inquisition under your control or to leave the Order as it is and make it your full ally. As you can guess, the first option will appeal to those of your comrades who are not too fond of the templars (Solas and Sera), and the second will be approved by Cassandra, Vivien, Iron Bull and Blackwall.

After this conversation, you will automatically be transported back to the Vault, where your advisors will discuss what happened. During the conversation, Cole will appear in the room - and you will finally have the opportunity to get him as a full-fledged ally. (Which Cassandra will slightly judge.)
When you finish discussing the state of affairs with your advisors, you will complete this story quest and receive the next one - Will Burn in Your Hearts.

By going through Dragon Age Inquisition, Bioware gives us a pig in a poke, in the form of another choice between knights endowed with magic, to fight magic, or the original bearers of magic, wizards from the circle. Many owners thought about who would be better to choose between these two “orders”. The situation of both sides at the time of the Inquisition will be described below in order to calm your conscience for one or another choice.

Templars. A powerful order, which for the time being was subordinate to the Church, and boom, they immediately decided to break away from the church, desiring to become an independent order. But the order and its foundations were betrayed by the Lord Seeker Lucius, who considered it necessary to lift the fallen templars up and raise them from their knees, shaking off the dust of the eyelid of eternity and shining with glory. But the commander of the order made a big mistake in choosing an ally and misunderstood his ultimate goals and the order’s future participation. They will again become subordinate, only now not to the church, but to the great and terrible, powerful False God - Corypheus. And the further fate of the templars cannot be happy, for they will become slaves of the red lyrium and the power of the luminary over themselves, even before the events of the final battle. Despite the fact that the main antagonist will be defeated, his actions are fatal for the order. And the templars will not be able to recover from their addiction to red lyrium and will go completely crazy. As Knight Commander Meridith. So by choosing an order, you are doing it a service by helping it get off its knees and finally serve some purpose. The Templars will accept any decision made by the Inquisitor during the mission and in the end it will be correct. The choice of the templars implies the ultimate achievement of the order's goal and prosperity. If you want to help a lost order in the valley of doubt, then these brave warriors will be happy to lay down their heads for the good of the Inquisition.

Mages of Redcliffe. Please note the following fact. There are a huge number of magicians in Redcliffe, it's true. But there are many more wizards in Thedas, waiting in the wings or singing the praises of being free at last. In the end, you decide your fate not all magicians but only the magicians who are in Redcliffe, and the importance of the choice is that there are many of them there. Those who give an open fight to their opponent. Despite the number of magicians, they are extremely useful, as well as dangerous. Their usefulness lies in the ability to use magical abilities, turning the outcome of the battle in their own direction. In Dragon age Inquisition, as in the entire series, magicians appear before us in the form of children who have acquired abilities and do not know what to do with them. The main thing is not to confuse them with magicians of other universes, for example Skyrim, where wizards learned to use their magic and there are colleges, not to mention orders, like the Psijics. But let's return to our young wizards who ask for shelter. The pathos of the mission and the desire to help the magicians lies in Alexius's ability to use time magic, which can damnably harm the plans of the Inquisition. But in any case, Alexius faces one fate and the magic of time is just a farce. So if you think carefully about deciding the fate of magicians for the sake of their further prosperity, so that circles are finally not the only place for a wizard, but a new movement arises, the College of Magic. The purpose of the College is not entirely clear, but the guess is obvious, something like Hogwarts, only in the realities of Thedas. But as Lelliana, the secret chancellor of the Inquisition, said: “No one should wield such power.” Magic is paint and you can paint anything with it. Or you can blur the picture of the world, turning everything into chaos. Corypheus is the fruit of magic. The explosion at the Conclave is a result of magic. Even a breach is one. And ask yourself the question, is it worth maintaining the magic so that some Andres will do something similar in the future or will the endless uprisings of the Maleficar continue, which we know for their deeds from Dragon Age 2? Perhaps it’s worth giving the magic a chance to develop so that you always know how to solve the problem. But I remember the words of A. Rybakov in the novel “Children of the Arbat”, to Joseph Vissarionovich Stalin: “If there is a person, there is a problem, if there is no person, there is no problem.” It's the same here. so think about the solution.

We provide you with a purely personal opinion and a detailed description of the events of Thedas at the time of the third part of the series. What is more important for you is the future of wizards who will become a new order and perhaps correct the mistakes of the past, but will not be in danger. Or is the Order of the Templars lost on the path, which has already caused a lot of troubles blindly? You decide, Dear Inquisitors.

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Follow the news and have a good election!

You will receive the quest to obtain specializations when you first get to Skyhold. You will first need to complete the “Specializations for the Inquisitor” operation on the command headquarters table. Upon completion, and no time is required to complete it, three mentors will appear in your fortress (according to the number of specializations that are available to each class). If upon arrival in Skyhold you did not have a quest added and there is no corresponding operation on the command table, then you should visit some location and return back to Skyhold. Then you should talk to each mentor and take from him an assignment to teach a particular specialization. You can complete all three quests from each teacher, but you can finally choose only one specialization. You can get an idea about each of the specializations from a conversation with your mentor, as well as by looking at the skill tree of your party members, because each of them has their own.

The Knight's Path

Taken from Lord Chance de Lyon. We collect majestic heraldic symbols in the Sacred Plain, defeating enemies here:

Veridium can be found in the same location. You can also ask Cullen to carry out a resource collection operation in the Sacred Plain at the command headquarters. A book with descriptions of the knight's techniques is either near Blackwall or bought from a seller in Val-Royeaux. Then we collect the standard on the application table next to the quartermaster and talk with Lord Chance de Lyon to finally choose a specialization.

The Ripper's Path

Taken from Tram Destroyer. We collect potions textbooks in Crestwood by defeating opponents in these locations:

Creeping Vine can be found in Sacred Plain, Emerald Graves, and Emprise du Lyon. You can also ask Leliana to carry out a resource collection operation in the Sacred Plain at the command headquarters. A book with descriptions of the ripper's techniques can be found either near the Iron Bull or bought from a seller in Val-Royeaux. Then we fulfill the last condition on the application table next to the quartermaster and talk with Tram Destroyer to finally choose a specialization.

Path of the Templar

Taken from Seurat. We collect broken templar vessels from demons in the Inner Lands.

Embryum can be found in the Hinterlands, Crestwood, and Emerald Graves. You can also ask Leliana to carry out an operation to collect resources in the Emerald Graves at the command headquarters. A book with descriptions of the templar's techniques can be found either near Cassandra or bought from a seller in Val-Royeaux. Then we prepare the potion on the application table next to the quartermaster and talk with Ser to finally choose a specialization.

Path of the Storm

This specialization is taught by Khim. We collect essence retention devices from demons in the indicated locations on the Storm Coast:


Spirit Essence is often dropped from ghosts. We look for a book with descriptions of storm techniques either in Sera’s room, or we buy it from a seller in Val-Royeaux. Then we collect a bottle of smoke on the application table next to the quartermaster and talk with Khim to finally choose a specialization.

Path of the Killer

The assassin's specialization is taught by the Heiress. Assassin's Guild Master's Badges are dropped by enemies in Crestwood in these locations:

A book with descriptions of killer techniques can be found either near Cole or bought from a seller in Val-Royeaux. The roots of death should be sought in the Western Reach or in the Whistling Wastes. You can also perform an operation at the command headquarters table by asking Leliana to collect herbs in the Whistling Wastes. After this, we collect the knife on the application table next to the quartermaster and talk with the Heiress to finally choose a specialization.

The mechanic's path

The task is taken from Three-Eyes. The needles of the needleback leaders are actually collected from their corpses in the Western Reach:


Obsidian can be found in the Hinterlands, Crestwood, Sacred Plain, and Emerald Graves. You can also send Cullen to collect resources in Crestwood by performing the appropriate operation on the command headquarters table. We look for a book with descriptions of mechanic techniques either near Varric, or buy it from a seller in Val-Royeaux. After this, we collect the tools on the application table next to the quartermaster and talk with Three-Eyes to finally choose a specialization.

Path of the Necromancer

This specialization is taught by Viuus Anaxas. We are looking for Nevarran skulls on the Storm Coast in the following areas:


Bloodstone is found in Emprise du Lyon or Emerald Graves. You can also send Cullen to collect resources in Emprise du Lyon by performing the corresponding operation on the command headquarters table. We look for a book with descriptions of the necromancer’s techniques either near Dorian, or buy it from a seller in Val-Royeaux. After that, we make a decorated skull on the application table next to the quartermaster and talk with Viuus Anaxas to finally choose a specialization.

Path of the Sorcerer Knight

The task is taken from commander Helen. Wisp Essence is dropped by ghosts in the Brown Mire in these areas:

We collect lapis lazuli in the Western Reach, the Sacred Plain and the Whistling Wastes. You can also send Cullen to collect resources in the Whistling Wastes by performing the appropriate operation on the command headquarters table. We look for a book with descriptions of the techniques of a sorcerer knight either near Vivien, or buy it from a seller in Val-Royeaux. After this, we make the hilt of the spiritual blade on the request table next to the quartermaster and talk with commander Elen to finally choose a specialization.

The Path of the Rupture Magician

Quest issues your mentor. Venatori Tomes are obtained from Venatori corpses in the Sacred Plain in these locations:


Fine Velvet also drops from Venatori in the Sacred Plain. A book describing the magic of ruptures can be found either near Solas, or by purchasing it from a seller in Val-Royeaux. After that, create a book about gaps on the request table next to the quartermaster and talk to your mentor to finally choose a specialization.



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