Regarding the dead links[]
I have been making an effort to at least provide information about items I add to this page that have no corresponding wiki page. They're included in the talk pages as image captures of the item, with stats included. Sorry for the inconvenience and I hope someone more capable than I can remedy this. -Crazylace (talk) 23:36, September 18, 2015 (UTC)
Trials Rewards[]
I've been pulling my information as a level 15 character on normal difficulty, Even Ground, Travel Light, and Grizzly End. The items don't seem to be determined until you remove them from the chest, but I've never gotten the rewards listed that require a level lower than 15. It looks like the list may be leveled, and dynamically at that. If we can get more information, it might be worthwhile to include. Crazylace (talk) 21:48, September 19, 2015 (UTC)
- I've been wondering about this as well. I got higher level items with my pre-existing level 27 character, but when I started a new playthrough I got lots of lower-level items and none of the ones I'd seen before. The same seems to occur with fade-touched crafting items; I got tier 2 items until my character's most recent level up (from 12 to 13) when I started getting tier 3. Magpieme talk | contribs 22:01, September 19, 2015 (UTC)
I got The Best Defense right when entering Skyhold the first time at level 5. - Merthos (talk) 09:10, September 20, 2015 (UTC)
- Hmm, maybe not then. I've had Even Ground, Walk Softly, Rest Easy, Travel Light and Grizzly End switched on pretty much all the time, with others switched on and off at various intervals. If you reached Skyhold at level 5, can I assume you had Take It Slow on? Did you have any other trials switched on? Magpieme talk | contribs 16:31, September 20, 2015 (UTC)
Walk, rest, slow and the friends one. But in general I agree, got rare accessories in the beginning, some uniques in the middle and lately mostly fade-touched. It's just that one item sticks out. Or maybe uniques are always possible (with a low rate). - Merthos (talk) 17:17, September 20, 2015 (UTC)
- Fair enough. The only weapons I've gotten at level 15 are Bolt, The Best Defense, Bow of Artifice, Edgewise, Heart of Despair, and Truncheon of the Master I also got the Knight's Second schematic. I ground them out for longer than I ought to admit, with no sign whatsoever of the lower-level items. So maybe the lower-level stuff gets pulled from the list when you outstrip it? Could annoy the crap out of collectors. Crazylace (talk) 04:23, September 22, 2015 (UTC)
At level 6 in Haven I got:
- valuables x 2-4 (Emerald, Diamond, Moonstone)
- Leeches, The Dancer's Axe, Tempest's Center, Elgar'nan Enaste and again The Best Defense
- Armada Captain's Knife Schematic
- Sigil of the Golem, Sigil of the Nug, Sigil of the Deepstalker, Sigil of the Great Bear
- accessories listed below
Tried for quite a while, but never got any fade-touched. - Merthos (talk) 19:29, September 26, 2015 (UTC)
Levels 7 - 9 yield the same rewards, only one new amulet. - Merthos (talk) 09:18, September 27, 2015 (UTC)
Level 10 - 12, now in Skyhold, still getting the same stuff. So location or progress seems to have no influence. Hiring Dagna at level 11 made no difference. Also you can save the rewards, currently have 9 pending, which is more than the activated trials. - Merthos (talk) 14:09, September 27, 2015 (UTC)
- You can actually get the same unique twice (at least when you have multiple rewards in the chest), just got 2 x The Best Defense. - Merthos (talk) 20:44, September 26, 2015 (UTC)
Level 13 is the (first?) switch:
- Heart of Despair, Bow of Artifice, Edgewise, Bolt (sword), Truncheon of the Master
- Sigil of the Arcane Horror, Sigil of the Bronto, Sigil of Lyrium, Sigil of Felandaris, Sigil of Deathroot
- fade-touched, I' not sure if it is worth to make a list
- accessories below.
You can save your rewards, the earning level does not matter. I now have 11 stored (first one from level 6) and all of them now get the new stuff. Fade-touched seems to be quite prominent, sometimes that's all I get.
Those are all uniques found so far. Also given that I got the same stuff at 13 and 24, I will stop checking every level (for now) and try to get some rewards with a level 27 in Trespasser, to see if there is something more. - Merthos (talk) 19:42, September 27, 2015 (UTC)
Level 27 in Skyhold gets the same stuff as level 13. - Merthos (talk) 20:28, September 28, 2015 (UTC)
Level 27 in the Winter Palace also gets the same items. - Merthos (talk) 17:38, September 29, 2015 (UTC)
- I'm not sure we have enough information to say with certainty that there's a "switch" at a specific level. The Best Defense is level 20--why would it become unavailable at level 13? --♫ Kelcat Talk 04:35, September 29, 2015 (UTC)
- I'm still hesitant about making an assumption about a level barrier, since all the drops are randomized. I've only gotten one reward so far, because I keep the tougher trials off, so I can't contribute much yet. But I just don't think that results from a single persons play through is enough to make a level determinant. ♫ Kelcat Talk 08:29, September 29, 2015 (UTC)
There are no changes to the rewards with patch 11. - Merthos (talk) 08:44, October 10, 2015 (UTC)
Accessories[]
I'm leaning towards saying that you can only get the new accessories from Trespasser / patch 10. At least I only got those. - Merthos (talk) 12:50, September 26, 2015 (UTC)
- Same here. Maybe it would be worth a couple of us making a list of the rewards we get over the next little while for comparison? Short of digging into the game's coding, that seems like the fastest way to be reasonably sure it's not just chance. Magpieme talk | contribs 13:12, September 26, 2015 (UTC)
Found so far:
- Amulet of Barrier (level 6 - 12)
- Amulet of Critical Chain (level 6 - 12)
- Belt of the Inferno Pact (level 6 - 12)
- Enhanced Amulet of Second Wind (level 6 - 12)
- Enhanced Cooldown Amulet (level 6 - 12)
- Enhanced Stamina Amulet (level 6 - 12)
- Enhanced Grenades Belt (level 6 - 12)
- Enhanced Potions Belt (level 6 - 12)
- Amulet of Evasion (level 7 - 12)
- Superb Amulet of Accord (level 13, 27)
- Enhanced Belt of the Storm Pact (level 13, 24, 27)
- Enhanced Belt of the Inferno Pact (level 13, 24, 27)
- Superb Amulet of Aggression (level 13, 24, 27)
- Here's my current list - afraid I didn't make note of levels, but these came from three new playthroughs I'm running simultaneously, all still in Haven and less than level 10:
- I also got Enhanced Amulet of Evasion, Amulet of Critical Chain and Enhanced Amulet of Aggression on a different playthrough, approx. level 13-14 at Skyhold. I'll keep a more accurate list going forward.
- I've just noticed a load of red links for these accessories, so I'm off to add the pages! Magpieme talk | contribs 14:55, September 26, 2015 (UTC)
- I amused myself by repeatedly reloading a quicksave at level 10 in Skyhold to see what I would get. Here's the results from 25 reloads:
- Amulet of Barrier x 3
- Amulet of Evasion x 2
- Belt of the Inferno Pact x 2
- Elgar'nan Enaste x 1
- Enhanced Grenades Belt x 1
- Enhanced Potions Belt x 2
- Enhanced Stamina Amulet x 2
- Leeches x 1
- Sigil of the Deepstalker x 1, Sigil of the Golem x 1, Sigil of the Great Bear x 2, Sigil of the Nug x 2
- The Best Defense x 2
- The Dancer's Axe x 3
- I think the Enhanced Grenades and Enhanced Potions Belts are from the base game? If so, it looks like base game accessories are included but are a minority. I found it interesting that I was at Skyhold and had previously received fade-touched trials rewards with that character, but for this one particular reward I only got equipment or sigils no matter how many times I reloaded. Maybe you only start getting fade-touched items at a particular level? I remember I didn't get any tier 3 fade-touched materials until my character ticked over into level 13.
- I've also had:
- Amulet of Critical Chain - Haven, level 9
- Emerald x 3 - Skyhold, level 10, all three at once
- Magpieme talk | contribs 17:37, September 27, 2015 (UTC)
- I amused myself by repeatedly reloading a quicksave at level 10 in Skyhold to see what I would get. Here's the results from 25 reloads:
Grizzly End[]
Grizzly End can affect both common bears and Great Bears. I corrected the Grizzly End section. I believe it's possible the achievement might be doable with only promoted common bears, too, but I haven't tried that (yet).
Here's proof of a Boss level common bear, from my YouTube Gaming stream:
Grandpa Plays Inquisition - Lavellan Trespasser Trials 05 (8:11)
Badken (talk) 03:33, September 28, 2015 (UTC)
- I can confirm common bears are much harder with the trials on, so it definitely affects them, too. I doubt they'd count towards the achievement though, since it specifically says "great bears". --♫ Kelcat Talk 03:52, September 28, 2015 (UTC)
I'm not sure where the bosses come from, but they have nothing to do with the achievement. Just did it, and I've seen no boss at all. - Merthos (talk) 20:22, September 28, 2015 (UTC)
- Good catch, Badken; I saw a walkthrough for this achievement elsewhere that referred to them as "Boss bears", so when I saw the "boss" tag on a great bear I assumed that was what it meant. Obviously not! I had walk softly on as well at the time, so maybe the boss status comes from that? Magpieme talk | contribs 20:29, September 28, 2015 (UTC)
- Yeah, looks like the Boss status is from Walk Softly. Tested it in the Hinterlands and when I had Walk Softly turned on, all the bears I found were Boss (though strangely, not all of them were labeled "promoted"). Turned it off and reloaded, and didn't find any Boss, only Elite. --♫ Kelcat Talk 04:50, September 30, 2015 (UTC)
Interestingly, Grizzly End also affects quillbacks. Screenshots taken before and after turning the trial on:


In terms of rank, both Walk Softly and Grizzly End increase rank by 1 (Normal to Elite or Elite to Boss), but only those promoted by Walk Softly are given the 'Promoted' label. So a Promoted bear will always be a Boss (as it has to be promoted by both trials), but not all Boss bears will necessarily be Promoted (if they were already Elite, they'll be increased to Boss and unaffected by Walk Softly; I don't know what bears are Elite, though, maybe Old Scarred Paw, if she's not a boss already?). Vegemaybe (talk) 11:48, 27 June 2024 (UTC)
- All Great Bears (including Old Scarred Paw) are Elite, as are the Large Bears in the Hinterlands, so they'll all become Boss-ranked without being Promoted. Vegemaybe (talk) 03:19, 14 July 2024 (UTC)
Rate of rewards[]
Not sure if that's any helpful, just my observations so far. I've only seen reward notifications while engaged in active combat. I can't say for sure, if it is synced to an enemy dying or not.
On a new run (normal difficulty) with all trials active except Even Ground and Take It Slow, I got the first reward at level 6 after ~ 5 hours playtime (conversations and cut scenes mostly skipped). I got three rewards during In Your Heart Shall Burn. Now at level 13 after 15 hours I got 11 rewards.
Yesterday I spent 2 hours searching for great bears while killing animals and giants along the way. I got only one reward during that time (about in the middle) while fighting a random red templar camp. - Merthos (talk) 17:59, September 29, 2015 (UTC)
I've been doing some digging in the logic files, and here's my best guess as to how it works: When you kill any creature, you get a certain number of points, depending on which trials are active. Fair-Weather Friends gives 1 point, Rest Easy and Take It Slow each give 2 points, Travel Light gives 3 points, Even Ground gives 5 points, and Rub Some Dirt on It gives 10 points. If you kill an elite bear with Grizzly end you get 20 points, and a boss bear gives you 100 points. Killing a creature promoted by Walk Softly is supposed to give 70 points, but it's bugged and gives you nothing. I'm less certain about the following, but I think when you get 1400 points it gives you a reward and then resets your points to 0. With all trials on, that would get you a reward every 61 non-bear kills, if anyone wants to count their kills while they play to check. Definitely not the most certain I've ever been of something. Vegemaybe (talk) 11:25, 27 June 2024 (UTC)
- I've been playing through a new save with all trials on except for Walk Softly and Grizzly End and I've got 2 rewards so far, each after around 60 kills. I haven't been able to count precisely, but I was in the 50s in my head for both rewards, so I was probably at 61 because I couldn't keep track of every enemy my party killed. For all the numbers involved, it would be a pretty huge coincidence if my previous calculations were wrong! If I do more testing, I'll give more updates. Vegemaybe (talk) 09:37, 29 June 2024 (UTC)
Split[]
I had originally looked on the wiki for one of the trials by name and stumbled on to this page. Just wondering if anyone sees value in a split to "Even Ground", "Walk Softly" etc or perhaps a redirect should someone search for one of them by name? This page could stay as an overview with all the details about rewards etc. Ness csr (talk) 09:10, October 19, 2015 (UTC)
- Makes me wonder if we could swing a hashy redirect. Like Trials#Walk_Softly or Trial of the Emperor or something. While we definitely aren't afraid to make tiny articles, splitting them up would make the information about trials woefully incomplete in my opinion. Crazylace (talk) 21:05, October 19, 2015 (UTC)
- I'm not real happy with how those worked out. The links don't work quite right, and you'll probably need to give them their own pages if you're gonna cut out the reference material. It'll probably need to look more like Trial of the Empress for example, if you want the hash to do anything at all. Crazylace (talk) 19:55, October 20, 2015 (UTC)
- I'm not sure exactly what you mean, but here's an example of what I was proposing. I created the article Even Ground and made it a redirect. So when you click that link it automatically redirects you to the Even Ground section of this article. If that looks good to everyone I can create the rest of the redirect pages. --♫ Kelcat Talk 20:36, October 20, 2015 (UTC)
Seems like everyone was satisfied with having proper redirects, so I've finished creating them and will close the split proposal. Loleil Talk 21:25, October 30, 2015 (UTC)
Trial of Temperance parameters[]
I don't want to change the wiki until others can verify this, but I just got this achievement not having Rest Easy turned on whenever I was in Emprise du Lion. I just had it turned on before I took Suledin Keep. I had established all of the camps and cleared out a good portion of the side quests over several visits before ever bothering to storm the keep. I don't remember if I turned it on before I left Skyhold, but I assume I did. At any rate, it was on before we broke down the door, and I got the achievement just fine. Of course, I rarely use the focus abilities anyway, so this was kind of a gimme. But for anyone who does, this isn't much of a strategy because I basically didn't have any focus the whole time due to having to "teleport" in to Tower Camp in the first place. I definitely had enough to use a focus ability after taking the keep, but I didn't notice when that actually happened. Mechanicaljewel (talk) 00:03, December 9, 2019 (UTC)
Trial of the Empress Not Working?[]
I've killed the Hinterlands boss dragon as a lvl 18 several times now (reloading, and checked its level in tactical mode) this achievement refuses to pop... I tried changing the difficulty from hard to normal like this thread suggested and traveling back and forth to Skyhold before the next try as well. I'm giving up /shrug PS The trials of the Fool, Emperor, and Magician have all unlocked this playthrough just fine 98.20.37.6 (talk) 04:36, 17 August 2021 (UTC)
- I would recommend posting this topic on the Dragon Age Wiki:Discord, use this invite link to join the server if you are interested. There are thousands of contributors available to answer questions more readily than here on any of the talk pages. --Zj24 (talk) 17:24, 22 August 2021 (UTC)
- The achievement is now unlocked on my account... I don't know when it unlocked but it was more than a day after the actual kill... wierd 98.20.37.6 (talk) 04:34, 23 August 2021 (UTC)
Walk Softly details[]
I don't know how much of this needs to be on the main page, but I've been looking into how Walk Softly works. I'll preface this by saying that there are some parts of the DAI code that I probably misinterpret so some of this could be wrong, but here's what I've got:
All Normal-ranked enemies have a chance to become 'Promoted', which increases their rank to Elite. The chance of promotion is based on difficulty: 10% on Easy and Normal, 15% on Hard, 20% on Nightmare. These should be the only enemies to count towards the achievement.
All Elite-ranked enemies (whether promoted or already elite) are given one of 15 random traits, assuming they don't already have that trait. Since the code checks each of these traits in order, a creature that is already Perceptive and randomly skips all prior traits won't be given a trait. In other words, there's a 1/15 chance for an already-Perceptive Elite to not get a new trait.
- Cold Resistance and Immunity: Chilled
- Electricity Resistance and Immunity: Shocked
- Fire Resistance and Immunity: Burning
- Nature Resistance and Immunity: Poisoned
- Spirit Resistance and Immunity: Weakened (This is bugged: It correctly checks that the creature is NOT already resistant to spirit, but it incorrectly checks that the creature IS already immune to weaken; since weaken immunity is pretty much always applied to creature with spirit resistance, this is almost impossible to actually get chosen)
- Armor Penetration (value based on difficulty: 15 on Easy; 25 on Normal; 50 on Hard; 85 on Nightmare)
- Barrier Breaker (value based on difficulty: 50 on Easy; 100 on Normal; 200 on Hard and Nightmare)
- Guard Breaker (value based on difficulty, as Barrier Breaker)
- Immunity: Frozen, Paralyzed
- Immunity: Fear, Asleep
- Immunity: Physical Effects
- Immunity: Taunted
- Immunity: Sundered
- Immunity: Slowed
- Perceptive
Specific Elite-ranked enemies (whether promoted or already elite) gain access to extra abilities:
- Archers get Explosive Shot and Leaping Shot
- Bruisers get Leap and Pommel Strike
- Fear Demons get Horror
- Footsoldiers spawn in with Guard
- Guardsmen spawn in with Guard and get Shield Bash
- Mages get Dispel and Fade Cloak
- Pride Demons get Chain Lightning
- Prowlers get Deathblow and Knockout Powder
- Red Templar Guards get Spell Purge
- Red Templar Horrors get Heartbreaker Bomb (explode on death)
- Red Templar Knights get Lightning
- Shades get Teleport
- Spellbinders generate Barrier when using Evade (teleport) and get Mind Blast
- Terrors get Quadrablast
Vegemaybe (talk) 08:18, 27 June 2024 (UTC)
- Some extra research:
- Elemental resistances are only given if the creature is not already resistant or weak to that element, or immune to the other effect that comes with the resistance (so, for example, a poison spider will not be given nature resistance because it's already immune to poison). When checking if the creature is resistant, it only checks for 'resistance' and not 'greater resistance'. This doesn't have too great of an effect because most creatures with 'greater resistances' are bosses (so are unaffected by the trial). This should only affect gurguts (they have greater nature resistance and can be given nature resistance by the trial), and both varghests and wyverns (they have greater electricity resistance and can be given electricity resistance by the trial).
- Confirmed that the only creatures that can be given spirit resistance by the trial are cretahl and hurlock alphas (and only the hurlock alphas in the Descent). Interestingly, the only creatures in the game that already have spirit immunity/resistance are ogres in the Descent and a bunch of enemies in Trespasser (most qunari, sentinels, and librarians), so those two dlc are the only times in the entire game where you're gonna find any amount of spirit resistance.
- Armor penetration, barrier breaker, and guard breaker only check the status effect ID that gets applied to enemies in Trespasser, so creatures that naturally have those traits in Jaws of Hakkon can have them applied a second time by the trial. I haven't looked into what kind of effect this has on gameplay.
- For frozen/paralyzed immunity and fear/sleep immunity, it only checks that the creature already has the status effect that causes immunity to both, so creatures that are immune to frozen and/or paralyzed separately can still gain immunity to both, and those who are already immune to fear and/or sleep separately can still gain immunity to both.