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.


This specialization is obtainable through the Quest Way of the Artificer, obtained from Three-Eyes. After acquiring the following, Three-Eyes will teach the Inquisitor the specialization.

  • Writing on artificer (available from either Varric *on the table next to him in Skyhold* or the book merchant in Val Royeaux).
  • Three alpha quillback spines (found at Nazaire's Pass, The Canyons, and near Old Prison Road in the Western Approach).
  • 20 obsidian.
  • Materials to construct tools.


Spike Trap inq icon Spike Trap
Activation: 35 stamina
Cooldown: 16s
You set a trap that, when an enemy approaches, detonates and flings enemies into the air.

Damage: 300% weapon damage
Spike Trap inq icon 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.
Set Them Up inq icon 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 inq icon 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
Elemental Mines inq icon 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
And Take Them Down inq icon 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 inq icon 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 inq icon 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.
Fallback Plan inq icon 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
Tricks of the Trade inq icon 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 inq icon 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

Community content is available under CC-BY-SA unless otherwise noted.