Artificer is a rogue specialization in Dragon Age: Inquisition.
Description[]
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 ArtificerThese 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.
Acquisition[]
This specialization is obtainable through the Quest Way of the Artificer, obtained from Three-Eyes.
Ability tree[]
Talents[]
Spike Trap |
Activated 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 |
Pyrotechnics Upgrade Requires: Spike Trap |
Spike Trap creates an even larger detonation. Area of Effect: 4 meters |
Shrapnel Upgrade Requires: Trespasser |
Spike Trap leaves your enemies bleeding for several seconds. |
Set Them Up |
Upgrade 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 |
Activated 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 Upgrade 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 Upgrade 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 |
Passive 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 |
Passive 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 |
Activated 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 Upgrade 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 Upgrade Requires: Trespasser |
Using Fallback Plan resets all of your cooldowns. |
Tricks of the Trade |
Passive 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 |
Activated 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[]
- Varric Tethras
- Three-Eyes
- Bianca Davri
- The Inquisitor (conditional)
Bugs[]
- 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. (FIX: If you become an Artificer before completing Wicked Eyes and Wicked Hearts and Here Lies the Abyss, Varric will stop repeating this conversation after completing the mentioned quests. If you became an Artificer after the quests, there is no known solution).
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