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Artificer is a rogue specialization in Dragon Age: Inquisition.


From "Of Mechanical Obscura." The words of Three-Eyes' make one passage stand out:

"What can this be?" To ask that question is prove oneself a craftsman, one who looks upon the raw and wonders what it can become. The Artificer is not of that ken, for she will look upon the same resource and wonder not how it can be elevated, but how it can be made to serve. There are no more words necessary.

Multiple schematics follow.
—From Codex entry: Way of the Artificer

These specialists control the battlefield with deadly traps. Neither they nor their explosive mines are ever where the enemy expects them to be. Elemental Mines in particular, with its versatile elemental effects, is effective against packed groups of enemies.

Aside from their traps, the Artificer has some great passives that improve the entire party's damage output. Fallback Plan is a lifesaver if the Artificer is on the verge of death.


This specialization is obtainable through the Quest Way of the Artificer, obtained from Three-Eyes.

Ability tree[]

Artificier Skill Set


Spike Trap Spike Trap
Activation: 20 stamina
Cooldown: 8 seconds
You set a trap that, when an enemy approaches, detonates and flings enemies into the air.

Damage: 300% weapon damage
Watch Your Step Watch Your Step
Requires: Spike Trap
You can remain in stealth while using a Spike Trap, and enemies are flung even farther into the air.
Shrapnel Shrapnel
Requires: Trespasser
Spike Trap leaves your enemies bleeding for several seconds.
Set Them Up Set Them Up
Requires: Spike Trap
You've mastered the proper placement of spikes and levers. When you spring any kind of trap, your enemies feel it.

Damage Bonus: 25%
Willpower +3
Elemental Mines Elemental Mines
Activation: 50 stamina
Cooldown: 24s
Requires: Set Them Up
You throw out an assortment of different traps in front of you, applying different elemental effects to enemies that come into range.

Damage: 50% weapon damage
Chill Duration: 8 seconds
Fire Damage: 50% weapon damage per second for 8 seconds
Shocked Duration: 8 seconds
Throw Everything Throw Everything
Requires: Elemental Mines
It's now or never. You use every ounce of stamina you've got to litter the battlefield with traps. The more stamina you use, the more traps you throw.

Throw 1 additional trap for every 5 stamina
One-Shot One-Shot
Requires: Trespasser
You now throw only one elemental mine at a time, to significantly greater effect. Each throw changes the element of the next mine.
And Take Them Down And Take Them Down
Requires: Elemental Mines
Your experience with finding and pointing out enemy vulnerabilities gives the entire party a better chance to land critical hits.

Critical Hit Chance Bonus: 5%
Dexterity +3
Opportunity Knocks Opportunity Knocks
Requires: Spike Trap
When an ally critically hits, you take advantage of their success faster with reduced cooldown times.

Cooldown Reduction: 0.5 seconds
Cunning +3
Fallback Plan Fallback Plan
Activation: 35 stamina
Duration: 15 seconds
Cooldown: 32s
Requires: Opportunity Knocks
You place a thieves' lantern to mark a fallback location before heading into battle. When the fight gets ugly, you leap back to safety, as healthy as you were when you placed the marker.
Bait and Switch Bait and Switch
Requires: Fallback Plan
You can fight for a longer period of time before leaping back, and you pull your closest enemy with you.

Duration Bonus: 5 seconds
Clear the Board Clear the Board
Requires: Trespasser
Using Fallback Plan resets all of your cooldowns.
Tricks of the Trade Tricks of the Trade
Requires: Fallback Plan
You help the team make the most of its abilities, increasing the damage and duration of all status effects the party applies.

Damage Bonus: 10%
Duration Bonus: 10%
Willpower +3
Hail of Arrows Hail of Arrows
Duration: 12-25-40s
Requires: Set Them Up or Opportunity Knocks
You fire so quickly that enemies will swear there are at least two of you putting arrows into their ranks. While this ability is active, any archery ability you use is duplicated. This ability consumes and is powered by focus.

Known Artificers[]


  • After becoming an artificer all conversations with Varric Tethras will start with him commenting on the specialization. This means that normal game comments after events will not be said at all as they replaced by the same conversation line about Three-Eyes.