Darkspawn
Now believed to be born of corrupted broodmothers in the foulest recesses of the subterrain, the darkspawn rose up from the Deep Roads to lay waste to Ferelden. Even with the passing of the Blight, small raiding parties still make forays to the surface to kill and scavenge. Their numbers will multiply in time and the Deep Roads will not remain quiet for long.
Group Traits:
- Immune to Slow
- Very weak to spirit
- Very weak to nature
Group Analysis:
Hurlocks serve as an introduction to the trooper, the use of Area of Effect attacks and crowd control. When they reappear in the Deep Roads, they may be tougher than you expect and bolstered by Emissary support. Keep looking for those on low health to drive down the number of attackers.
Do not underestimate the Hurlock Bolter, even when of low rank. A volley of shots can incapacitate a weaker companion with repeated Knockback or accumulate considerable damage.
Standard Darkspawn:
- Hurlock Grunt (Trooper – Weapon and Shield)
- Hurlock (Trooper – Weapon and Shield)
- Hurlock Bolter (Trooper – Archery)
- Emissary Apprentice (Trooper – Staff)
Elite Darkspawn:
- Darkspawn Emissary
- Ogre
Darkspawn Emissary
|
Elemental Resistances |
||||
|
Normal |
Normal |
Normal |
Very Weak |
Very Weak |
|
Loot Category |
Archetype |
|||
|
Darkspawn |
Devastator |
|||
|
Notable Abilities |
Special Traits |
|
Fireball Fireburst Fire Shield Teleport |
Immune to Slow Very weak health Very weak armor |
|
This Devastator’s Area of Effect spell deals continuous fire damage to creatures caught inside before it finally detonates, causing Knockback. The Cooldown is only 20 seconds. Defending itself, the Emissary draws up a damage-reflecting Fire Shield to deter those engaging it up close. |
Ogre
|
Elemental Resistances |
||||
|
Normal |
Normal |
Normal |
Very Weak |
Very Weak |
|
Loot Category |
Archetype |
|||
|
Darkspawn |
Bruiser |
|||
|
Notable Abilities |
Special Traits |
|
|
|
The Ogre’s moves are telegraphed by a brief build-up animation and may be dodged at medium to long range.
Can be frozen, outflanked, confused or redirected by threat generation. You can even outrun an Ogre, leading it on a chase while your companions loose ranged attacks. Hurl and Rush have a 20-second Cooldown period before they can be used again. Petrify can stop many enemies briefly but also acts as further armor, reducing damage inflicted. Abilities that aid the probability and efficacy of critical hits often pay off during a long fight. |
Mabari
Beasts of renown, these loyal war hounds bind to their masters for life and are prized for their intelligence as well as their ferocity. The duration of that lifelong bond may be tested frequently, as trained mabari show no fear in tackling much larger opponents or leaping into the fray against overwhelming numbers. Sadly, mabari aren’t treated as respectfully in Kirkwall as in Ferelden – perhaps because of the urban profusion of sidewalks, and the absence of trees.
Group Traits:
- Immune to fire*
- Very weak to cold
Group Analysis:
- No special abilities
- Easy to freeze, confuse or stun
Standard Mabari:
- Mabari (Trooper)
Dragons
Female dragons give birth to vast numbers of offspring in a single clutch, though only a few hatchlings ever survive to adulthood. Mature dragonbone, fangs and scale have long been prized as raw materials in parts of Thedas, and dragons can live for many hundreds of years, so there is more than usual opportunity for misfortune.
Group Traits:
- Immune to fire*
- Immune to Knockdown
- Immune to Sleep
- Very weak to cold
Group Analysis:
- Even Dragonlings are capable of repeated Knockdown if your rogues and mages haven’t gained some Fortitude or equivalent by the time you attempt the Bone Pit quest. Protect them with your fighters.
- Runes of Fire Warding and other resistances can assist if you can stack them to a reasonable degree, favoring your tank character’s equipment.
- Dragonlings can be frozen, petrified or tagged with a Walking Bomb.
- The first Dragon sub-boss has the attacks of a Mature Dragon but is considerably weaker and easier to slay.
Standard Dragons:
- Dragonling (Trooper)
- Dragon (Trooper)
Elite Dragons:
- Mature Dragon
- High Dragon
Mature Dragon
|
Elemental Resistances |
||||
|
Very Weak |
Normal |
Immune* |
Normal |
Normal |
|
Loot Category |
Archetype |
|||
|
Beasts – Dragon |
Boss |
|||
|
Notable Abilities |
Special Traits |
|
Fire Spit Fire Breath Wing Buffet Roar Tail Swipe Summons Dragonlings |
Immune to Slow Immune to Knockdown Immune to Immobile Immune to Paralyzed Immune to Enslavement Very high health Medium damage bonus Weak attack |
|
The Fire Spit is a homing shot, harder to avoid than normal projectiles. It’s distinct from the Dragon’s Fire Breath, which moves side to side to create a cone of flame. Without Fortitude, Wing Buffet draws all enemies toward the Dragon for close attacks. It’s a set-up for the Tail Swipe’s Knockdown, activated when the beast is outflanked. If you’re not holding a melee weapon, keep a sensible distance. The Dragon’s Roar is a group stun with a surprisingly effective range. If your tank Taunts the beast to a far corner, it buys enough space for your mages and archers to stay out of reach. A long battle demands a slight shift in preparation. You should look to recruiting a healer or packing Potions, which should include Stamina Drafts for your tank. They will need to keep Taunting and possibly Stonewalling or maintaining an Aegis for the survival of themselves and others. Arcane Shield and a Barrier on your tank can help everyone survive for longer. Don’t settle for your mages’ upgraded cold attacks alone: have your warriors and Bianca follow up with damage multipliers against Brittle opponents. |
High Dragon
|
Elemental Resistances |
||||
|
Very Weak |
Normal |
Immune* |
Normal |
Normal |
|
Loot Category |
Archetype |
|||
|
Beasts – Dragon |
Boss |
|||
|
Notable Abilities |
Special Traits |
|
Fire Spit Fire Breath Wing Buffet Roar Tail Swipe Stomp Summons Dragonlings |
Immune to Knockback Immune to Knockdown Immune to Immobile Immune to Slow Immune to Stun Immune to Paralyzed Immune to Enslavement Immune to Sleep Immune to Inevitable Death Immune to Explosive Death Very high health |
|
The huge size of the battlefield can work both ways, with the High Dragon using its power of flight to dominate. Don’t let your characters run off on their own, and draw together for healing. Waves of Dragonlings spawn out of nowhere to annoy warriors and trouble mages. Leave one character to deal with these using Area of Effect spells. Merrill, with her nature spells, can be especially useful in this battle. Melee fighters will see the High Dragon’s own attack is a powerful bite and toss. Otherwise, this is a tougher version of earlier Dragon encounters demanding similar tactics. The beast’s roasting flame can be anticipated as soon as you see it drawing a deep breath. You won’t be so lucky with the spit, which homes in on its enemy. This is where having armor or magical substitutes with fire resistance helps. The High Dragon can’t be frozen and is immune to Brittle. The length of this battle and the damage often inflicted means a healer is a necessity. The Cooldown time on potions leaves too much to chance, though you might use Life Ward or Mythal’s Favor for a second wind. |
Spiders
Scholars have speculated that the unprecedented size of these arachnids is down to the proximity of contaminating magical energies, or leaks from the Fade warping the physical laws governing their growth. The Corrupted Spider is a different matter altogether: it has fed on the darkspawn, absorbing their corruption, and its abnormal development now passes to its ravenous, twisted offspring.
Group Traits:
- Immune to nature*
- Medium attack bonus
- Immune to Immobile
- Weak armor
- Very weak to electricity
Group Analysis:
- Spiders frequently ambush their prey, dropping from webs above. Outside, you’ll see them well in advance and can peel them off one by one if necessary. In either instance, you should prepare for a trooper rush and use a choke point to manage numbers while protecting weaker and ranged companions.
- The Poison Spider has a ranged attack that inflicts continuous nature damage over time. Unlike an archer, it tends to use this before closing in.
- Chain Lightning and electricity bonuses work well against web-spinners.
Standard Spiders:
- Giant Spider (Trooper) Varterral
- Corrupted Spider (Trooper) Monstrous Spider
- Poison Spider (Trooper)
Elite Spiders:
- Vatterral
- Monstrous Spider
Varterral
|
Elemental Resistances |
||||
|
Normal |
Very Weak |
Normal |
Immune* |
Normal |
|
Loot Category |
Archetype |
|||
|
Beasts – Spider |
Boss |
|||
|
Notable Abilities |
Special Traits |
|
Scream Spit Stomp Leap Ground Pound |
Immune to Knockdown Immune to Immobile Immune to Paralyzed Immune to Enslavement Very high health Medium bonus to attack, defense & damage Moderate magic resistance bonus Weak armor |
|
The Primal tree is the mage’s friend here. This creature has an elven name of Varterral, a guardian associated with the lost culture of Arlathan. Its spitting attack inflicts a corrosive poison, causing nature damage over time. High boss health means a long battle and demands solid party management: keeping the enemy distracted with your tank, applying buffs and shields and healing as you go. Consider a Life Ward potion for your weakest companion. The agility with which it can leap onto its prey should remind players that it is impossible to immobilize, knock off-balance or paralyze. |
Monstrous Spider
|
Elemental Resistances |
||||
|
Normal |
Very Weak |
Normal |
Immune* |
Normal |
|
Loot Category |
Archetype |
|||
|
Beasts – Spider |
Boss |
|||
|
Notable Abilities |
Special Traits |
|
Bite |
Immune to Knockdown Immune to Immobile Immune to Paralyzed Immune to Enslavement Immune to Disorient High health Medium attack bonus Weak armor & attack |
|
You won’t have trouble spotting this spider among the others. It’s the big one. It summons more little ones at 50% health. In the Deep Roads encounter, there is a spot at the top of the steps where the boss cannot reach. It is effectively a prisoner of its arena. The battle can be won easily with one ranged attacker standing there. Unlike its little ones, the Monstrous Spider can’t be frozen and is immune to Brittle status. Its basic bite attack means it is really an oversized Trooper, but with overwhelming knockback. As with the Varterral, keeping the enemy distracted with your tank and healing as soon as it is needed will keep you on top of the situation. But its armor is weak so high physical damage and critical hits (from stealth or directed with Brand) will make the battle shorter, reducing the risk to your party. Galvanism maxes the Primal tree for 125% pain. It’s possible for an effective mage with electricity damage buffs, staff and upgraded spells to pull threat from your tank by doing much greater damage. In general, threat redirection and transfer (such as Goad and Armistice from the Scoundrel tree or the Swashbuckler’s abilities) can save a weak character and keep the boss busy. |
The Carta
For those who fall foul of the dwarven caste system and lose their status, there is always the Carta – often, only the Carta. The casteless must get by in any way they can, even if it means getting their hands dirty, and some dusters end up enjoying their tasks a little too much. Since the unfortunate secession of business in Orzammar, the Carta has seen a need to expand operations topside.
Group Traits:
- High magic resistance
- Immune to Dispel
- Very weak to cold
Group Analysis:
- The Dwarves are renowned for their magic resistance, so Sleep and other effects cannot be reliably employed.
- Physical stuns are still possible, and you may find it advantageous to avoid a magic-centered party altogether.
- That said, cold attacks remain among the strongest for both damage and crowd control. Just be sure to cross-class combo Scythes and Punishing Lance for damage multipliers against Brittle enemies.
Standard Carta:
- Carta Thug (Trooper – Weapon and Shield)
Elite Carta:
- Carta Assassin
Coterie
Kirkwall enjoys the dubious honor of its very own Thieves’ Guild, which is still more honor than you’ll find among the members of the Coterie. This criminal empire runs rackets from the local merchants to the city guard, with more than a few respected associates in Hightown. Though not as many as some Marchers suppose.
Group Traits:
- Immune to spirit*
- Immune to Slow
- Very weak armor
Group Analysis:
- The Coterie contains thieves and rogues, not mages, but its Alchemists know a few tricks and powders to substitute.
Standard Coterie:
- Coterie Thug (Trooper – Weapon and Shield, Two-Handed, Dual Weapon)
- Coterie Archer (Trooper – Archery)
Elite Coterie:
- Coterie Member
- Coterie Alchemist
Carta Assassin
|
Elemental Resistances |
||||
|
Very Weak |
Normal |
Normal |
Normal |
Normal |
|
Loot Category |
Archetype |
|||
|
Dwarven |
Assassin |
|||
|
Notable Abilities |
Special Traits |
|
Stealth Backstab Poison Disengage |
High magic resistance Immune to Dispel Medium attack bonus Weak armor & health |
|
After backstabbing an opponent, the Assassin can deal a second slash that temporarily poisons the victim. For resistance purposes, this poison inflicts nature damage over time. The Assassin suffers the Carta’s weakness to cold and can be frozen to keep exposed to assault. Spells and Glyphs, however, may be defeated by that resistance, so physical Stuns and Staggers are another way to extend that attack window. |
Coterie Member
|
Elemental Resistances |
||||
|
Normal |
Normal |
Normal |
Normal |
Immune* |
|
Loot Category |
Archetype |
|||
|
Coterie |
Assassin |
|||
|
Notable Abilities |
Special Traits |
|
Stealth Backstab Poison Disengage |
Immune to Slow Medium attack bonus Weak armor & health |
|
The Coterie employs traditional poison, in the form of a substance that inflicts nature damage over time. Like the Backstab, the poison is administered by a successful blade strike and can be delivered from stealth. You can’t go sneaking in plate or purse-lifting with gauntlets. Instead of an elemental susceptibility, look to the low armor of the common Coterie affiliate for a weak spot. |
Coterie Alchemist
|
Elemental Resistances |
||||
|
Normal |
Normal |
Normal |
Normal |
Immune* |
|
Loot Category |
Archetype |
|||
|
Coterie |
Assassin |
|||
|
Notable Abilities |
Special Traits |
|
Spirit Bomb Force Field Teleport |
Immune to Slow Very weak health & armor |
|
The Alchemist can slow enemies with spirit damage, leading to an eruption with Knockback. When embattled, the Alchemist retreats within a bubble of invulnerability and trusts that attacks will be redirected to allies before the spell ends. If there is no other Coterie ally left standing, they will instead resort to their Teleport for breathing space. |
Mages
Though it may often seem that Kirkwall has no shortage of Apostates, the large majority of the city’s talented mages reside within the Circle of Magi and remain under the vigilant gaze of the templars.
Group Traits:
- High magic resistance
- Immune to Paralyzed
- Very weak to spirit
- Very weak armor
Group Analysis:
- Both Spirit and Entropy trees can deliver spirit damage abilities. Aiming for the 25% bonus of Spirit Mastery isn’t a bad idea in the long run for maximum efficiency against mages.
- Dispel Magic interrupts enemy spellcasting, with spirit damage.
- Mages are always a priority target, and can swiftly undo painstaking work by revealing a Heal spell at less than 25% health. Finish what you start, as the Apostate can possess a teleport.
- With a maxed-out Tevinter Fugitive tree, Fenris can acquire 45% magic resistance before any other buffs or accessories. If you intend to slay plenty of staff-wielders, build him with this in mind.
Standard Mages:
- Circle Mage (Trooper – Staff)
- Apostate (Trooper – Staff)
Elite Mages:
- Blood Mage
- Circle High Mage
Blood Mage
|
Elemental Resistances |
||||
|
Normal |
Normal |
Normal |
Normal |
Very Weak |
|
Loot Category |
Archetype |
|||
|
Apostates |
Devastator |
|||
|
Notable Abilities |
Special Traits |
|
Paralyzing Hemorrhage Transfusion Teleport |
High magic resistance Immune to Paralyzed Very weak health & armor |
|
For its magnum opus, the mage invokes Blood Magic to sap the life of all enemies caught in the Area of Effect. A continuous slowing effect culminates in total paralysis, which often leaves the victim prone when they most need to heal. Doing little to undo the popular perception of their trade, the Blood Mage’s defensive ability drains life from surrounding enemies and transfers it to the caster. Although weak against spirit magic, the Blood Mage’s ability to teleport and replenish health from others can prolong a battle unless they are prioritized for swift cauterization. |
Circle High Mage
|
Elemental Resistances |
||||
|
Normal |
Normal |
Normal |
Normal |
Very Weak |
|
Loot Category |
Archetype |
|||
|
Circle of Magi |
Devastator |
|||
|
Notable Abilities |
Special Traits |
|
Spirit Orb Bolt Force Field Teleport |
High magic resistance Immune to Paralyzed Very weak health & armor |
|
The Spirit Orb slows its victims to a crawl with a field of spirit damage, building up to an explosion with serious Knockback. Once under attack, the High Mage may choose to withdraw within a sphere of temporary invulnerability. Alternatively, they will use a Teleport spell to retreat and recover. The Circle High Mage shares abilities with the Slaver Mage and Coterie Alchemist. |
The Dalish
Having chosen to live by the old ways, the Dalish are a tougher breed than the city elves of the alienage. Dalish hunters are known to be talented in archery – a common shemlen stereotype – but they are no less dangerous when swinging a longsword with a 1,000 years of seething hatred weighting the blow.
Group Traits:
- Immune to nature*
- Immune to Paralyzed
- Very weak to electricity
Group Analysis:
- Despite their affinity for magic, this is very much a straight opponent, albeit with potential trouble from an Assassin.
- Unless you take a certain decision in Merrill’s story, there are limited encounters with the Dalish.
Standard Dalish:
- Dalish Warrior (Trooper – Weapon and Shield,
- Two-Handed, Dual Weapon)
- Dalish Archer (Trooper – Archery)
Elite Dalish:
- Dalish Assassin
Dalish Assassin
|
Elemental Resistances |
||||
|
Normal |
Very Weak |
Normal |
Immune* |
Normal |
|
Loot Category |
Archetype |
|||
|
Dwarven |
Assassin |
|||
|
Notable Abilities |
Special Traits |
|
Stealth Backstab Disengage |
Immune to Paralyzed Weak armor & health |
|
The Dalish do not deal in the more familiar toxins and poisons of the shemlen. Their enchanted blades strike at the very soul of a creature, leaving a wound that continues to bleed with spirit damage. An innate immunity to Paralysis prevents the technique of protecting oneself against Assassins with a Glyph. |
Demons
The most dangerous entities beyond the Veil look for sustenance in mortal emotions, seeking to feed on them. The most menacing creatures arise when a mage is possessed, which is the reason why the Circle of Magi was first established. See the encyclopedia entries on demons and the Fade on page 254 of the Extras chapter.
Group Traits:
- Immune to Silence
Group Analysis:
- Demons can ambush at any time and place, rising out of the ground or even possessing and transforming an existing creature. If you place your weak companions too far back from the fight, you may return to find them under attack with no nearby assistance. A rogue’s Back to Back skill can aid stranded mages.
- Merrill’s Dalish Pariah tree works great to exploit a demon’s weakness to nature damage.
- Shades can be put to sleep effectively when grouped.
Standard Demons:
- Shade (Trooper)
- Abomination (Trooper)
Elite Demons:
- Desire Demon
- Rage Demon
- Pride Demon (Fire)
- Pride Demon (Poison)
Desire Demon
|
Elemental Resistances |
||||
|
Normal |
Very Weak |
Normal |
Immune* |
Normal |
|
Loot Category |
Archetype |
|||
|
Dalish |
Assassin |
|||
|
Notable Abilities |
Special Traits |
|
Vulnerability Hex Aura of Magic Resistance |
Immune to Silence High armor High Fortitude |
|
The Desire Demon avoids melee combat, favoring the moderate damage of her ranged attack while her Shades advance. Her commander’s aura imbues others with greater magic resistance. The Desire Demon actually possesses a weak defense, relying on her armor rating to withstand repeated attacks. On Nightmare difficulty, make sure your mages aren’t equipped with spirit staves for their ranged retaliation. |
Rage Demon
|
Elemental Resistances |
||||
|
Very Weak |
Normal |
Immune* |
Normal |
Normal |
|
Loot Category |
Archetype |
|||
|
Demonic |
Assassin |
|||
|
Notable Abilities |
Special Traits |
|
Stealth Backstab Burning Rage Disengage |
Immune to Silence Medium attack bonus Weak armor & healh |
|
The Rage Demon is easier to defeat when you understand that it operates as an Assassin. It will use its abilities to Disengage from combat as rapidly as it appears, vanishing in a pool of lava to strike again at your weakest companions. In that narrow window, nail it to the floor and stamp it out. After striking from stealth, the Rage Demon’s second attack leaves the victim on fire for continued damage. Fireballs, fire-oriented weapons and accessories are easy to come by in the early game. On Nightmare difficulty, they will be the flaming death of you here, weak or even useless, so review your skills and equipped items. |
Pride Demon (Fire)
|
Elemental Resistances |
||||
|
Very Weak |
Normal |
Immune* |
Very Weak |
Normal |
|
Loot Category |
Archetype |
|||
|
Demonic |
Bruiser |
|||
|
Notable Abilities |
Special Traits |
|
Fire Bolt Fire Shield Fire Fist Crushing Prison Stomp Charge |
Immune to Silence High health Very high damage Moderate bonus to attack & armor Very weak defense |
|
The Pride Demon is actually one creature that can take two advanced forms. This should be second nature by now, but a mage can enhance ordinary damage-dealer and tank attacks with the required damage type by equipping a staff and sustaining Elemental Weapons. The Pride Demon’s version of Crushing Prison is targeted on a location. You have a few moments of grace to remove your party from its swirling vortex. Merrill’s Dalish Pariah tree deals nature damage. If Arlathan’s Grace is used to offset the demands of Blood of the First, her Wounds of the Past ability will bypass very high armor and damage resistance for direct impact against enemy health. Merrill can benefit from Rock Armor, a Barrier or Arcane Shield if she starts generating threat with her damage. |
Pride Demon (Poison)
|
Elemental Resistances |
||||
|
Normal |
Very Weak |
Very Weak |
Immune* |
Normal |
|
Loot Category |
Archetype |
|||
|
Demonic |
Bruiser |
|||
|
Notable Abilities |
Special Traits |
|
Poison Bolt Poison Shield Crushing Prison Stomp Charge |
Immune to Silence High damage Moderate bonus to attack & armor Very weak defense |
|
In its poison form, the Pride Demon’s weaknesses change. Again, enhance your fighters by equipping an electricity staff and sustaining Elemental Weapons. The shields of both forms inflict constant damage on melee fighters by proximity alone. The Pride Demon’s charged rush can be anticipated like an Ogre’s and presents an opportunity to score some easy hits from behind. Fortitude and magic that resists force can greatly speed up combat against a Pride Demon, overcoming its capacity for knockdowns with many moves. High boss damage can suddenly claim a party member and throw tactics off-balance. Besides protective Arcane Shields and Barriers, another way to keep a unified party is through a warrior with the Battlemaster tree. |
Golems
Living war machines of immense strength and resilience, the Golems were once proudly manufactured to order by their dwarven inventors. Though the secret of their creation and animation has been lost, some remain sufficiently intact and operational to inspire fear and awe. The achievement suggests the grand scale on which the ancient wars were once fought and, more poignantly, reminds the dwarves of how much they have been forced to yield to the darkspawn.
Group Traits:
- Immune to nature*
- Immune to Stun
- Immune to critical hits
- Very weak to cold
- Very weak to electricity
Group Analysis:
- The Stone Golem has a charged Knockdown punch that can reach enemies who try to move clear.
- Immunity to critical hits can disable the rogue’s advantage, but sufficient damage of any kind inflicted at an early stage can still interrupt their charged stun and boulder-grabbing moves.
- Freezing remains a good option against the Golem, especially if it sets up a Brittle status for cross-class combos. All Golems may be slowed by a barrage of cold and electricity damage.
Standard Golems:
- Slave Statue (Trooper)
- Stone Golem (Trooper)
Elite Golems:
- Gate Guardian
Gate Guardian
|
Elemental Resistances |
||||
|
Very Weak |
Very Weak |
Normal |
Immune* |
Normal |
|
Loot Category |
Archetype |
|||
| Generic-Accessories |
Boss |
|||
|
Notable Abilities |
- |
|
Three attack modes Dual wielding Mode: Flurry Spear mode: Whirlwind Spider mode: Fireball and Flame Blast |
Immune to Stun Immune to critical hits Immune to Knockdown Immune to Immobile Immune to Paralyzed Immune to Enslavement Extremely high health High damage Moderate armor bonus |
|
Upgraded cold spells can do extreme damage and will slow the Guardian’s attack rate. Spider mode enables the Guardian to attack close melee enemies on all sides, though it’s possible to withdraw from the wheeling blades. In Spear mode, the weapon sweep has an enormous reach. The Guardian is slow to move and can be stalled further by manipulating threat generation to switch its targets. If you’re having trouble targeting, look up! |
Kirkwall Guards
Answerable to the viscount, whose authority they enforce, the city guard is ultimately responsible for law and order in Kirkwall. While the templars concern themselves with apostasy and demonic possession, matters of crime and contraband fall to the guardsmen who walk the patrols and undertake the investigations.
Group Traits:
- Immune to cold*
- Immune to Movement Speed effects
- Very weak to fire
Group Analysis:
- Weakness to fire means that Firestorm gets a chance to shine.
- Rogue skills of Confusion and Fog excel at disorienting the enemy. Useful in itself for stalling enemies, this is better exploited by attacks such as Assault, Disperse, Spirit Strike and Golem’s Fist for damage multipliers.
Standard Kirkwall Guards:
- Kirkwall Guard (Trooper – Weapon and Shield)
- Kirkwall Guard (Trooper – Two-Handed)
- Kirkwall Guard Archer (Trooper – Archery)
Elite Kirkwall Guards:
- Kirkwall Commander
Kirkwall Commander
|
Elemental Resistances |
||||
|
Immune* |
Normal |
Very weak |
Normal |
Normal |
|
Loot Category |
Archetype |
|||
|
Kirkwall |
Commander |
|||
|
Notable Abilities |
Special Traits |
|
Arresting Field Aura of Protection |
High armor High Fortitude Immune to Silence |
|
The commander’s ranged power inflicts minor damage over the Area of Effect while slowing those who attempt to escape the long arm of the law. Protecting and serving, the aura emanating from Kirkwall’s finest increases the armor rating of friendly units. |
Profane
Subjects of dwarven legend, the profane are said to be cursed souls –dwarves so corrupted that, in death, even the Stone refused to take them back. Forced to wander the Deep without rest, they fed upon the energy of the lyrium veins and their hunger grew.
Group Traits:
- Immune to electricity*
- Immune to Movement Speed effects
- Very weak to cold
- Very weak to spirit
Group Analysis:
- The profane boast strong electricity affinities in ranged attack, causing continuous damage over time. Runes of Lightning Warding may assist.
- Spirit spells and freezes from the Elemental tree can drain, hold and weaken the profane.
- Immunity to Movement Speed effects doesn’t prevent you slowing their Attack Speed.
Standard Profane:
Rubble Golems (Trooper)
Elite Profane:
Ancient Rock Wraith
|
Elemental Resistances |
||||
|
Very Weak |
Immune* |
Normal |
Normal |
Very Weak |
|
Loot Category |
Archetype |
|||
|
Profane |
Archboss |
|||
|
Notable Abilities |
Special Traits |
|
Dust Storm Arcane Blast Earth Teleport Spike Ball Rock Stab Rock Roll Summons low rank Profane |
Immune to Knockback Immune to Knockdown Immune to Immobile Immune to Stun Immune to Paralyzed Immune to Enslavement Immune to Sleep Immune to Movement Speed effects Immune to Inevitable Death Immune to Explosive Death Very high health High magic resistance Medium damage bonus |
|
Exploit the four cavern columns throughout this battle. They block the Wraith’s Rock Roll, the outpouring of energy from its Arcane Blast and the pull of the Dust Storm, while hiding you from its ranged Spike Ball flail arm. You can begin to dodge its roll attack when it forms into a ball in mid-air. The Blast and Storm attacks that expose the Wraith’s core also mark the time when it is most vulnerable. Have one character ready to step out and deliver damage while another protects them with Barrier or an ability such as Hero’s Synergy. While fighting, the Wraith frequently summons waves of lesser profane to.interrupt your plans. This is the time to roll out an AoE attack that wipes them out incidentally while maintaining damage on the Wraith. Otherwise, conserve your mana and stamina reserves for single-target damage. If you don’t have a heal spell, expect to burn a few Potions. The Wraith is a regular dealer of Knockdown effects, so maintain distance if you aren’t resistant. Hex of Torment makes it slightly more susceptible to damage. Corrosive Walking Bomb is an effective minor drain spell, even without the detonation. Following the Wraith’s teleport, you can re-target and reposition companions as soon as it starts to emerge from the earth. |
Qunari
The Qunari encountered in the Lowtown compound are all soldiers, having been (supposedly) marooned by the sinking of their dreadnought. This also means they are all male, by the way of the Qun.
Although they have rejected the Qun religion, the Tal-Vashoth also fall under this group in terms of strengths and weaknesses.
Group Traits:
- Immune to fire*
- Immune to electricity*
- Immune to flanking
- Very weak to cold
- Very weak to nature
Group Analysis:
- Winter’s Grasp and Cone of Cold can hold Qunari at bay, especially when upgraded. Follow up on Brittle opponents with Shattering Blows and Shattering Arrows.
- Although the Qunari regard magic with suspicion, their Saarebas thrall remains a rare but significant devastator menace in any group. In the company of a commander, the threat multiplies. Use Dispel Magic to interrupt spellcasting and freeze the devastator first – if it starts to use its teleport, it can lead you on a less-than-merry chase.
Standard Qunari:
- Karashok (Trooper – Two-Handed)
- Ashaad (Trooper – Archery)
- Qunari General (Commander)
Elite Qunari:
- Saarebas
- Sten
Saarebas
|
Elemental Resistances |
||||
|
Very Weak |
Immune* |
Immune* |
Very Weak |
Normal |
|
Loot Category |
Archetype |
|||
|
Qunari |
Devastator |
|||
|
Notable Abilities |
Special Traits |
|
Lightning Ball Electrical Field Cone of Lightning Teleport |
Immune to Flanking Very weak health & armor |
|
This thrall’s primary Area of Effect creates a zone of electrical discharge that deals continuous damage to those inside before exploding with Knockback. In addition, the Saarebas can aim a short lightning cone of concentrated damage. His defensive spell is an electrical shield, raised to zap damage-dealers closing in for melee. Drain spells such as Crushing Prison can continue to harm an enemy who attempts to teleport to safety when near death. |
Sten
|
Elemental Resistances |
||||
|
Very Weak |
Immune* |
Immune* |
Very Weak |
Normal |
|
Loot Category |
Archetype |
|||
|
Dwarven |
Assassin |
|||
|
Notable Abilities |
Special Traits |
|
Aura of Healing and Armor Stun Magic |
Immune to Flanking Immune to Silence High armor High Fortitude |
|
The Sten’s ranged capacity is the ability to stun. Though short-lived, it has sufficient distance and Area of Effect to incapacitate an entire party while his warriors advance. The Sten’s presence confers greater combat protection and restores health to the troops under his command. |
Raiders
The Raiders of the Waking Sea is a title that recalls the more flamboyant tales of the Felicisima Armada, as told by bards and Orlesian novelists. Pirates they are, to the merchant ships out of Antiva. Smugglers and tide-scum, more often than not, when encountered in the flesh. If you have any business on the Docks, conduct it at night if you’re looking for trouble.
Group Traits:
- Immune to nature*
- Immune to Knockdown
- Very weak to electricity
Group Analysis:
- Storms, the bane of every seafarer. Chain Lightning is intensified if set up against Staggered enemies.
- Still, any salt who can learn to stay upright on deck isn’t going to be phased by Knockdown from a Fireball or similar. Instead, Shackling Hex and Sleep can slow or stall enemies who appear in waves.
Standard Raiders:
- Raider Warrior (Trooper – Weapon and Shield)
- Raider Warrior (Trooper – Dual Weapon)
- Raider Reaver (Trooper – Two-Handed)
- Raider Archer (Trooper – Archery)
Elite Raiders:
- Raider Assassin
Templars
Bearing the blazon of a flaming sword, the militarized arm of the Chantry is a focal point for the later events of the game. To a minor extent, your opinion of magic will sometimes determine whether you fight against the templars or alongside them, but there will be inevitable encounters before that time.
Group Traits:
- Immune to Silence
- Very weak to spirit
- High magic resistance
- Very weak to cold
Group Analysis:
- The combination of mixed-rank troopers, assassins and even a commander can present an extremely tough skirmish against a trained and well-equipped army.
- Despair inflicts continous spirit damage on enemies that another player has stunned.
- The templars are resistant to a mage-heavy party. Think about swapping in another fighter and using physical stuns and disorientation to set up auto-critical cross-class combos between rogues and warriors.
Standard Templars:
- Templar Warrior (Trooper – Weapon and Shield)
- Templar Warrior (Trooper – Two-Handed)
- Templar Archer (Trooper – Archery)
Elite Templars:
- Templar Captain
- Templar Seeker
Raider Assassin
|
Elemental Resistances |
||||
|
Normal |
Very Weak |
Normal |
Immune* |
Normal |
|
Loot Category |
Archetype |
|||
|
Raiders |
Assassin |
|||
|
Notable Abilities |
Special Traits |
|
Stealth Backstab Poison Disengage |
Immune to Knockdown Medium attack bonus Weak armor & health |
|
Potentially one of the first Assassins you will meet, this practiced killer has a second attack from stealth that slashes the victim with a venom-coated blade. Visually, you’ll be alerted to the duration of the poison’s effect by puffs of green fog. The venom causes nature damage over time. There is no antidote but it is short-lived and offers an opportunity to cure victims low on health. |
Templars
Bearing the blazon of a flaming sword, the militarized arm of the Chantry is a focal point for the later events of the game. To a minor extent, your opinion of magic will sometimes determine whether you fight against the templars or alongside them, but there will be inevitable encounters before that time.
Group Traits:
- Immune to Silence
- Very weak to spirit
- High magic resistance
- Very weak to cold
Group Analysis:
- The combination of mixed-rank troopers, assassins and even a commander can present an extremely tough skirmish against a trained and well-equipped army.
- Despair inflicts continous spirit damage on enemies that another player has stunned.
- The templars are resistant to a mage-heavy party. Think about swapping in another fighter and using physical stuns and disorientation to set up auto-critical cross-class combos between rogues and warriors.
Standard Templars:
- Templar Warrior (Trooper – Weapon and Shield)
- Templar Warrior (Trooper – Two-Handed)
- Templar Archer (Trooper – Archery)
Elite Templars:
- Templar Captain
- Templar Seeker
Templar Captain
|
Elemental Resistances |
||||
|
Very Weak |
Normal |
Normal |
Normal |
|
|
Loot Category |
Archetype |
|||
|
Templars |
Commander |
|||
|
Notable Abilities |
Special Traits |
|
Captive Field Anti-Magic Aura |
Immune to Silence High armor High Fortitude High magic resistance |
|
To assist in the apprehension of Apostates, a Captain can invoke a ranged ability resembling that of the Kirkwall Commander – an Area of Effect that slows its victims while inflicting minor damage over time. Countering the mage threat, the Captain’s resolute leadership increases the magic resistance of fellow templars on the battlefield. |
Templar Seeker
|
Elemental Resistances |
||||
|
Very Weak |
Normal |
Normal |
Normal |
Very weak |
|
Loot Category |
Archetype |
|||
|
Templars |
Assassin |
|||
|
Notable Abilities |
Special Traits |
|
Stealth Backstab Spirit Drain Disengage |
Immune to Silence High magic resistance Medium attack bonus Weak armor & health |
|
Exploiting a known weakness of their quarry, the Templar Seeker employs blessed blades. When the blow is delivered from stealth, the attack can inflict spirit damage that continues to burn like poison for a brief period. To move stealthily, the Seeker must forego the polished plate and rattling mail of the Order and opt instead for lighter formal garb. The armor absorbs less damage following a successful hit, so the Seeker must rely on dodging blows or staying hidden. |
Tevinter Slavers
There are historical and geographical ties that bring the slavers to Kirkwall. But the Tevinters often work to a contract, seeking specific purchases on behalf of their clientele or tracing lost merchandise. You will come to know them by their distinctive armor, redolent of the old empire.
Group Traits:
- Immune to cold*
- Immune to Silence
- Very weak to fire
Group Analysis:
- A welcome chance to stack those fire damage enhancements by Rune or accessory in early encounters.
- The difficulty climbs once the devastator joins in for later battles.
Standard Tevinter Slavers:
- Slaver Warrior (Trooper – Weapon and Shield)
- Slaver Warrior (Trooper – Two-Handed)
- Slaver Warrior (Trooper – Dual Weapon)
Elite Tevinter Slavers:
- Slaver Mage
Slaver Mage
|
Elemental Resistances |
||||
|
Immune* |
Normal |
Very weak |
Normal |
Normal |
|
Loot Category |
Archetype |
|||
|
Slaves |
Devastator |
|||
|
Notable Abilities |
Special Traits |
|
Spirit Orb Force Field Teleport |
Immune to Silence Very weak health & armor |
|
In the flavor of old Tevinter, the Slaver Mage’s cruel ranged ability is a sphere of spirit that slows those within before subjecting them to a punishing Knockback explosion. The Slaver Mage would rather teleport away from danger than face it alone, but while they have allies around to distract enemies, they can activate a personal bubble of invulnerability to buy themselves some recovery time. Devastators are always priority targets, and this one is susceptible to common fire damage and weapon buffs. |
Street Thugs
Common villains, muggers, cutpurses and footpads also make their home in the city. The streets of Lowtown won’t be safe after dark until somebody deals with them.
Group Traits:
- Immune to fire*
- Very weak to cold
Group Analysis:
- A chance to flex your muscles. You shouldn’t find too much to test you here, but it will teach you something about positioning your party to engage greater numbers.
- In particular, note how the game spawns secondary waves of enemies when the first is reduced to a trigger threshold; don’t let your companions run off into the streets.
Standard Street Thugs:
- Street Thug (Trooper – Two-Handed)
- Street Thug (Trooper – Dual Weapon)
Undead
Always seeking to find a path across, some demons are drawn to the weakest of traces in this world and fix upon the unresisting remains of the dead. Assuming the martial skills or spellcasting abilities of their deceased hosts, these undead terrors present a much greater challenge than the shambling enemies often found in their company.
Group Traits:
- Immune to nature*
- Immune to Sleep
- Very weak to spirit
- Very weak to electricity
Group Analysis:
- Chain Reaction does additional damage against Staggered enemies. Multiply an existing weakness by shooting lightning after your warriors have Pummeled and Sundered the enemy.
- Despair inflicts continous spirit damage on enemies that another player has stunned.
Standard Undead:
- Corpse (Trooper)
- Skeleton Archer (Trooper – Archery)
Elite Undead:
- Shadow Warrior Captain
- Arcane Horror
- Revenant
Shadow Warrior Captain
|
Elemental Resistances |
||||
|
Normal |
Very Weak |
Normal |
Immune* |
Very Weak |
|
Loot Category |
Archetype |
|||
|
Demonic |
Commander |
|||
|
Notable Abilities |
Special Traits |
|
Shadow Field Shadow Aura |
Immune to Sleep Immune to Silence High armor High Fortitude Medium resistance to Movement Speed effects |
|
The resilience of this enemy makes it advisable to kill its companions first. This commander radiates a supporting healing aura to its brethren from the Fade, so that first task will be more difficult. Because of its high armor, it is something of an immovable tank enemy and a damage soak that takes effort to remove. Fortunately, it is not especially harmful and can be managed effectively with attention to its weaknesses. |
Arcane Horror
|
Elemental Resistances |
||||
|
Very weak |
Very Weak |
Normal |
Very weak |
Immune |
|
Loot Category |
Archetype |
|||
|
Demonic |
Devastator |
|||
|
Notable Abilities |
Special Traits |
|
Exhaustion Spirit Shield Spirit Bolt Teleport |
Immune to Sleep Very weak health & armor |
|
The Arcane Horror launches a field magic that saps health, mana and stamina while slowing those attempting to flee or attack. It defends itself with a much closer field that inflicts continuous spirit damage. Having a strong spirit affinity, the Horror shrugs off Arcane Magic, but its own Spirit Bolt delivers a blasting Knockdown against even the steadfast. Nature magic, cold damage and electricity buffs exploit the Arcane Horror’s weaknesses. However, it is a cautious combatant and will always use its teleport to escape, advancing when ready to launch another assault. |
Revenant
|
Elemental Resistances |
||||
|
Immune* |
Very weak |
Normal |
Immune* |
Very weak |
|
Loot Category |
Archetype |
|||
| Demonic |
Commander |
|||
|
Notable Abilities |
Special Traits |
|
Aura of Defense Gravity Pull |
Immune to Sleep Immune to Silence High armor High Fortitude |
|
A strong fighter in death as well as life, the armed and armored Revenant prefers to tackle its enemies in direct combat. It doesn’t suffer cowards, either. The undead commander’s ranged ability exerts a pulling force, used on ranged targets or rogues seeking to disengage after a stealth strike. The presence of a Revenant empowers its possessed cohorts with similar advantages of increased armor and defense. |
Mercenaries
Kirkwall has never known a shortage of individuals willing to kill for money, so any distinction is more often one of skill, accomplishment and business acumen. This group covers some of the more capable sell‑swords and shooters available for hire.
Group Traits:
- Immune to cold*
- Immune to Enslavement
- Very weak to nature
Group Analysis:
- Your Cone of Cold upgrade will be busy here, so remember Two‑Handed attacks and Varric’s Bianca versus Brittle opponents.
- When waves of mercenaries spring from all sides, an upgraded Glyph of Paralysis will halt enemies on one flank while you concentrate on the other flank.
- Bellow, the upgraded Taunt, will draw enemies from both flanks to one tank target.
- Crushing Prison and Walking Bomb can get to work on low-ranking Archers when there’s no way to fight through the mercenary vanguard.
Standard Mercenaries:
- Mercenary Warrior (Trooper – Weapon and Shield)
- Mercenary Warrior (Trooper – Two-Handed)
- Mercenary Warrior (Trooper – Dual Weapon)
- Mercenary Archer (Trooper – Archery)
Elite Mercenaries:
- Mercenary Captain
Mercenary Captain
|
Elemental Resistances |
||||
|
Immune* |
Normal |
Normal |
Very weak |
Normal |
|
Loot Category |
Archetype |
|||
|
Generic |
Commander |
|||
|
Notable Abilities |
Special Traits |
|
Aura of Healing |
Immune to Enslavement Immune to Silence High armor High Fortitude |
|
This commander is weak to one of the rarer elemental attack forms, so you may find it easier to stick with your character’s strongest attack. Aim for physical stuns and Staggers that can be followed by cross-class combo damage. While he is stunned, his Mercenary colleagues lose the advantage of the commander’s aura. |
Arishok
|
Elemental Resistances |
||||
|
Very Weak |
Immune* |
Immune* |
Very weak |
Normal |
|
Loot Category |
Archetype |
|||
|
Quanari |
Boss |
|||
|
Notable Abilities |
Special Traits |
|
Impale Rush Slice |
Immune to Flanking Immune to Knockdown Immune to Immobile Immune to Paralyzed Immune to Enslavement Very high defense High health & Fortitude Medium bonus to damage Weak attack |
|
The Rush attack is telegraphed and can be dodged, leaving the Arishok wide open to attacks while he recovers. He can be glyphed, frozen, mind-blasted and petrified to earn time. Gravitic Ring, AoE abilities, spells like Entropic Cloud and more generally all buffs/debuffs will also help. It’s most important for characters with low fortitude to keep their distance, as those blade moves have Knockdown effects powerful enough to chain without a Force Mage’s Unshakable passive resistance. (See page 179 for an introduction to “kiting”.) Watch for Impale, which raises the victim on a sword and holds for continuous damage. Stock up on Potions for this battle. The Arishok is not above using Potions to restore health himself. |
Orsino
|
Elemental Resistances |
||||
|
Normal |
Very weak |
Normal |
Immune* |
Very weak |
|
Loot Category |
Archetype |
|||
|
Dwarven |
Assassin |
|||
|
Notable Abilities |
Special Traits |
|
Ground Slam Blood Drain Gut Throw Blood Spurt Wet End Summons Corpses |
Immune to Knockdown Immune to Immobile Immune to Paralyzed Immune to Enslavement Immune to Sleep Medium bonus to health Moderate bonus to damage Weak attack |
|
Orsino’s most devastating attack is his blood-draining hold, which paralyzes the victim while transferring health. Be ready to heal weaker companions before the attack concludes. It can be interrupted by a powerful attack, the window is small – one trick is to pack Combustion Grenades that can be used by any party member. When Orsino is flanked, he punches the ground to stun enemies close by. He also has a melee punch with knockdown that can be rebounded with Stonewall. Hulking Orsino has two stages, completely regenerating his health by reforming. After reforming he can remove one arm and bludgeon opponents with the “wet end”. In this form, he may also remove his innards to hurl them like a boulder (in an equally telegraphed animation, to help you dodge), or spray the contents of his guts as a ranged attack. Scuttling Orsino detaches itself from the main corpse construct and changes the pace of the battle. It will regenerate the hulk form after taking sufficient damage. The Corpses summoned are low rank distractions, easily dispatched. Although he cannot be frozen or made Brittle, upgraded cold spells can slow hulk Orsino’s rate of attack as well as dedicated talents. |
Meredith
|
Elemental Resistances |
||||
|
Very Weak |
Normal |
Normal |
Normal |
Very weak |
|
Loot Category |
Archetype |
|||
|
Templar |
Archboss | |||
|
Notable Abilities |
Special Traits |
|
Rushing Strike Energy Burst Drop Thrust Animates Gate Guardians |
Immune to Silence Immune to Knockback Immune to Knockdown Immune to Immobile Immune to Stun Immune to Paralyzed Immune to Enslavement Immune to Sleep Immune to Inevitable Death Immune to Explosive Death Very high health & attack High magic resistance & Fortitude Moderate bonus to damage, armor and defense |
|
When Meredith initiates a move, there’s the possibility of dodging by running straight past until you’re behind her. Her lyrium blade attacks and Rushing Strike move have a remarkably wide forward strike area that prevents dodging to the side. The homing attack of Energy Burst follows the target and can be led back to Meredith to stun her, despite her immunities. Follow up immediately with combined attacks. Similarly, the aftermath of her airborne Drop Thrust leaves her prone to attack while she removes her sword from the ground. Late game abilities such as Spirit Mastery and Death Cloud inflict and improve spirit damage. At 75% health, Meredith uses the lyrium blade to animate the first Gate Guardian. At 50% health she will awaken the other Statues in the Gallows courtyard. |
Fenris, Anders & Merrill
When you must confront previous companions as enemies on the battlefield, your influence over their development is spurned. The skills and equipment you gave them will have no bearing on the opponents you face anew, though, as before, their level of experience will be in tune with yours.
Fenris
In opposition, the branded elf returns with no other talents but his Two-Handed and Tevinter Fugitive talent trees maxed out. That includes all upgrades to Mighty Blow, Scythe, Whirlwind and Spirit Pulse.
Anders
The dangerous insurrectionist possesses most of his Vengeance talent tree and the fully upgraded forms of Mind Blast, Heal, Winter’s Grasp, Cone of Cold, Crushing Prison and Arcane Shield.
Merrill
With only some of her Dalish Pariah talent tree retained, the outcast mage keeps Wrath of the Elven, Stone’s Throw and Ensnare fully upgraded. She spreads her other abilities by gaining Spirit Strike, Death Hex, Despair, Shackling Hex, Golem’s Fist, Petrify, Rock Armor and Galvanism.