Justice is a good spirit from the Fade, a spirit of justice (it's not his name so much as what he is) that was accidentally sucked into the real world with you and is now stuck in the body of a dead Grey Warden.
He embodies the concept of justice completely: he is righteous and noble,always focused on the black and white dichotomy of right and wrong, nothing in between. Interesting enough, Justice is the only companion who doesn't need to take the Joining ritual, because the decomposing body of Kristoff has already joined.
Justice at a Glance
Starting Attributes
| Strength | 49 |
| Dexterity | 31 |
| Willpower | 2 0 |
| Magic | 1 1 |
| Cunning | 1 1 |
| Constitution | 2 0 |
Class
Warrior
Tank : Unless your main character wants to tank, Justice is the best warrior at holding a party together in the heat of combat.
Starting Talents
Spirit Warrior : Beyond the Veil
Warrior : Powerful, Precise Striking, Taunt
Weapon and Shield : Shield Bash, Shield Pummel, Overpower, Shield Block, Shield Cover, Shield Tactics, Shield Defense, Shield Balance, Shield Wall, Shield Expertise
Location
Blackmarsh Undying (the Fade)
Unlock Condition
In the Blackmarsh Undying, Justice tries to help the villagers who have been trapped in the Fade by the evil baroness. When you slay the baroness, Justice may join the party or leave his body to travel the world unhindered.
Combat Advice
If you choose Justice as your tank warrior, fill out his Weapon and Shield talents as soon as you can, especially Shield Mastery and Assault. Rather than continue with the Precise Striking chain in the Warrior school, concentrate on the Powerful chain instead (better for defense). With your extra talent points, start on the new Second Wind chain, continue with the Spirit Warrior specialization, and fill out the new Weapon and Shield talents, beginning with Juggernaut at level 20. You may want to specialize in Guardian or Champion, or both, to increase Justice's ability to protect the party.
In combat, send Justice into the fray. He excels in the midst of constant melee where his Weapon and Shield talents shine. Once you reach higher levels, invest in the new Weapon and Shield's Carapace (for super defense) and Air of Insolence (the ultimate taunting ability). Justice will take a pounding, and his dead body will live to tell about it.
Personal Quest
After the events in the Blackmarsh, when you return to Vigil's Keep with Justice, you run into Kristoff's wife, Aura. She's very upset to see her dead husband's body walking around with another spirit inside. Justice tries to explain, but Aura runs off. Justice asks you to help find her so he can make amends.
Find Aura in the Amaranthine Chantry, and she and Justice come to an understanding when they finally talk. You can reach friendly status with Justice after this quest completes. For more details see "Justice for Kristoff" in the "Companions" section of the Side Quest chapter.
Gifts
Justice's "plot gift" is a lyrium ring (found in Kal'Hirol's Main Hall); he tells the PC at one point that lyrium calls to him, and that he wishes to have an object made of it. His other gifts are a book on lyrium (warehouse in Amaranthine), Kristoff's locket (Blackmarsh), a book of poetry about the Fade (Vigil's Keep throne room), a box of Kristoff's mementos (Crown and Lion Inn), and the elven prayer for the dead (Wending Wood).
| Gift | Found In | Location |
|---|---|---|
|
Eleven Prayer for the Dead |
Crate | Wending Wood |
| Kristoff's Locket | Pile of Rocks | Blackmarsh |
| Kristoff's Mementos | Chest | Crown and Lion Inn |
| Lyrium Ring | Chest | Kal'Hirol's Main Hall |
| Lyrium: The Voice of the Maker | Bookshelf | Abandoned Warehouse in Amaranthine |
| Verses of Dreams | Pile of Books | Vigil's Keep Throne Room |
Dialogue Choices
As with any companion, Justice has dialogue choices whenever you interact with him, and sometimes he will pull you aside to speak with you about a topic. However, at important points in the game, you should know about plot-specific, area-specific, and throne room-specific dialogue that could change the game for your companion.
Plot-Specific Dialogue
When you find the lyrium ring in the depths of Kal'Hirol (see the Main Hall map in the "Last of the Legion" chapter), Justice appreciates your efforts to bring him happiness and jumps up a significant amount on the approval meter.
Area-Specific Dialogue
The statue of Andraste in Amaranthine invokes a conversation with Justice. As with all the area-specific dialogue possibilities, if you seek to console and befriend Justice, you gain positive approval.
The elven body in the Dalish camp in the Wending Wood, where you finally confront Velanna during "The Righteous Path" quest, presents another opportunity to gain positive approval if you listen sympathetically to Justice.
Taking Justice back to the Crown and Lion, where Kristoff was staying, gets some interesting reactions from the patrons.
Throne Room-Specific Dialogue
Kristoff's chest behind Justice in the throne room gives you more insight into the spirit inhabiting the Grey Warden body. Justice may tell you about his attachment to lyrium in the throne room, which puts you on the path for lyrium ring in Kal'Hirol.
After his talk with Aura in the Chantry, Justice may tell you about his feelings on humanity.
Crisis Moment
Justice will not abide by a decision to help the Architect in Drake's Fall as you approach the Mother's nest. He considers aiding the Architect an evil act. Justice may actually leave and battle the party if you still choose to side with the Architect, although Justice can be persuaded to stay if you're friendly with him.