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*{{:Valdasine|style=iconmini}}{{clrl}}
 
*{{:Valdasine|style=iconmini}}{{clrl}}
 
*{{:Winter-Weight|style=iconmini}}{{clrl}}
 
*{{:Winter-Weight|style=iconmini}}{{clrl}}
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==ACT 2 Quests==
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===Act opening quest===
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{{:Finding Home|style=iconmini}}{{clrl}}
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===Main plot quests===
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{{:Prime Suspect|style=iconmini}}{{clrl}}
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{{:Blackpowder Courtesy|style=iconmini}}{{clrl}}
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{{:Offered and Lost|style=iconmini}}{{clrl}}
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{{:All That Remains|style=iconmini}}{{clrl}}
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{{:Following the Qun|style=iconmini}}{{clrl}}
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{{:To Catch a Thief|style=iconmini}} (optional){{clrl}}
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===Secondary quests===
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{{:Inside Job|style=iconmini}}{{clrl}}
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{{:Cave Crawling|style=iconmini}}{{clrl}}
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{{:Cavern of Dead|style=iconmini}}{{clrl}}
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{{:Pick Up Pickaxes|style=iconmini}}{{clrl}}
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{{:Raiders on the Cliffs|style=iconmini}}{{clrl}}
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{{:Fool's Gold|style=iconmini}}{{clrl}}
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{{:Herbalist's Tasks (Act 2)|style=iconmini}}{{clrl}}
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{{:Night Terrors|style=iconmini}}{{clrl}}
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===Companion quests===
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{{:Visit Anders|style=iconmini}}{{clrl}}
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{{:Speak to Fenris|style=iconmini}}{{clrl}}
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{{:A Bitter Pill|style=iconmini}}{{clrl}}
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{{:Calling on the Captain|style=iconmini}}{{clrl}}
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{{:Isabela's Ongoing Search|style=iconmini}}{{clrl}}
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{{:Repentance|style=iconmini}}{{clrl}}
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{{:Plans for the Future|style=iconmini}}{{clrl}}
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{{:Dissent|style=iconmini}}{{clrl}}
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{{:Mirror Image|style=iconmini}}{{clrl}}
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{{:Back From Sundermount|style=iconmini}}{{clrl}}
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{{:An Update|style=iconmini}}{{clrl}}
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{{:Family Matter|style=iconmini}}{{clrl}}
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{{:Consoling Words|style=iconmini}}{{clrl}}
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{{:The Captain's Condolences|style=iconmini}}{{clrl}}
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===Side quests===
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====Obtained by finding an Item====
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{{:Waxler's Hat|style=iconmini}}{{clrl}}
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===Act closing quest===
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{{:Demands of The Qun|style=iconmini}}{{clrl}}
   
 
==ACT 1 Unique/Special Merchant and Location Items==
 
==ACT 1 Unique/Special Merchant and Location Items==

Revision as of 07:43, 28 November 2011

Playground



THE BOX

Spell Concept DA2

Spirit Strike Spirit Strike Corrosive Walking Bomb Corrosive Walking Bomb Virulent Walking Bomb Virulent Walking Bomb
Spirit Bolt
Spirit Bolt
Effect Type: Activated
Activation: 20
Cooldown: 10s
Requires: Level 2
The mage fires a bolt of energy that slams into the target. Although other spells may be more powerful, the bolt can be cast with great frequency.
Spirit Bolt
Walking Bomb
Walking Bomb
Effect Type: Activated
Activation: 30
Cooldown: 30s
Requires: Level 4
Spirit Bolt
The mage curses an enemy with an effect that turns the victim's own body into a weapon. If the enemy dies while the spell is still active, it explodes, harming all other foes nearby.
Walking Bomb
Spirit
Spirit Spells
Death Syphon
Death Syphon
Effect Type: Sustained
Size: 10m
Upkeep: 20%
Cooldown: 5s
Requires: Level 5
The mage replenishes vitality by consuming entropic energy from nearby corpses for as long as this mode is active.
Death Syphon
Spirit Mastery
Spirit Mastery
Effect Type: Passive
Requires: Level 6
Walking Bomb
Death Syphon
7 points in Spirit
Drawing from years of experience, the mage channels significant power from the Fade, inflicting greater spirit damage and regenerating mana more quickly.
Spirit Mastery
Death Vortex Death Vortex
Dispel Magic
Dispel Magic
Effect Type: Activated
Size: 5m
Activation: 20
Cooldown: 15s
Requires: Level 3
The mage interrupts enemy spellcasting, removes hostile magical effects from the party, and disables sustained magical abilities from enemies across an area of the battlefield.
Dispel Magic
Transmutation Transmutation

Walk-through Act 1 Rough

Note: In progress and with Spoilers

Pre-Built Histories

Results and Pre-History have specific Quests available if certain choices were made. You may want to review possible quests and rewards.

Example:

Changing One's Nature Changing One's Nature (Quest)

Miracle Makers Miracle Makers (Quest)

Terror on the Coast Terror on the Coast (Quest)

Secret Rendezvous Secret Rendezvous (Quest)

Finding Nathaniel Finding Nathaniel (Quest)

Fool's Gold Fool's Gold (Quest)

Plot Choice and Results

Note: Certain Future choices need to have pre-requists in order to work, if you want them available you may want to consider the below. Big Spoilers.

This section contains spoilers for:
Dragon Age II.


  • In order for Isabela to return to the party at the climax of Act 2: Friendship Isabela: friendship (+50) or Rivalry Isabela: rivalry (+50) or greater is needed, and her final Act 2 companion quest must be completed. If romanced, she will return even if Questioning Beliefs was not completed. On this path, she will either stay permanently at a (sucessfully romanced) Hawke's side, or disperse to an unknown fate after the epilogue like Hawke's other companions.
  • Before you set your party for The Deep Roads Expedition:
    • If the sibling was not taken to the Deep Roads, Carver is recruited to the Templars, while Bethany is captured by the Templars to be taken to the Circle; both of them leave.
    • Should Hawke have Bethany/Carver in the party, there is an extended cut scene in which they collapse due to symptoms of the taint. Regardless of any dialogue option selected, the sibling will die. However, if Anders is in the party, he will propose that Hawke search for a Grey Warden. After some negotiation with the Grey Warden Stroud, he will allow Bethany/Carver to attempt the joining. Doing so will allow the sibling to survive.


ACT 1 Quests

Note: With Unique Items, Companion recruiting, pre-requisit quest(s) and unlocked quest(s) and other notable Act 1 only info.

Act opening quest

The Destruction of Lothering The Destruction of Lothering

Auto Companions:

Auto Equipment (based on class or other):

Mercenary's Shanker Mercenary's Shanker, choosing to become a mercenary

Main plot quests

A Friend in the Guard A Friend in the Guard (unlocks The Way It Should Be)

Long Way Home Long Way Home

Blackpowder Promise Blackpowder Promise (must complete Long Way Home as a map encounter)

Shepherding Wolves Shepherding Wolves (must complete Blackpowder Promise)

A Business Discussion A Business Discussion (unlocked Tranquility)

Tranquility Tranquility (must complete A Business Discussion, unlocks: Questions and Answers, Enemies Among Us, The First Sacrifice and Fools Rush In)

Enemies Among Us Enemies Among Us

Wayward Son Wayward Son

Act of Mercy Act of Mercy, unlocks in Act 2: Bounty Hunter (quest) if mages were sent to the Circle, The Midnight Meeting is templars were killed and The Underground Railroad if you let Grace go.

A New Home? A New Home?

Friends in Low Places Friends in Low Places

Secondary quests

The Unbidden Rescue The Unbidden Rescue

Herbalist's Tasks Herbalist's Tasks

Bait and Switch may refer to:

Disambig gray.png This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.

Fools Rush In Fools Rush In

Finders Keepers Finders Keepers

The First Sacrifice The First Sacrifice

An Errant Letter An Errant Letter

The Bone Pit The Bone Pit

Get Back to Work Get Back to Work

Magistrate's Orders Magistrate's Orders

Loose Ends Loose Ends

Companion quests

Note: Friendship/Rivalry results and Notable Items.

The Way It Should Be The Way It Should Be (must complete A Friend in the Guard)

Nice Crime You Have Around Here Nice Crime You Have Around Here (must complete one of the following: Blackpowder Promise,Wayward Son or The Unbidden Rescue)

Questions and Answers Questions and Answers (must complete Tranquility)

Talk to Anders Talk to Anders (must complete Tranquility)

Fenris Recruited Fenris Recruited (must complete Bait and Switch)

Isabela's Contact Isabela's Contact (must complete Fools Rush In)

Birthright Birthright

Portrait of the Past Portrait of the Past (For Bethany, Birthright must be completed)

Family History Family History (For Caver, Birthright must be completed)

Side quests

Night Lies Night Lies, Obtained by killing the majority of The Guardsman Pretenders in Hightown (night)

Pier Pressure Pier Pressure, Obtained by killing the majority of The Redwater Teeth in Docks (night)

Sharp Little Pinpricks Sharp Little Pinpricks, Obtained by killing the majority of The Sharps Highwaymen in Lowtown (night)

A Debt in the Family A Debt in the Family, if Hawke tells Cullen that Keran cannot be trusted during Enemies Among Us

Secret Rendezvous Secret Rendezvous, requires Amaranthine saved from pre-histories Hero of Fereldan, Martry or custom import

The Conspirators The Conspirators, requires Vigil's Keep saved from pre-histories No Compromises or custom import

Obtained by finding an Item

Shawl of Dalesdottir Shawl of Dalesdottir

Locks of the Golden Fool Locks of the Golden Fool

The Paragon's Toe The Paragon's Toe

Remains of the Outlaw Half-Braid Silsam Remains of the Outlaw Half-Braid Silsam

The Remains of Sister Plinth The Remains of Sister Plinth

Map of Occupied Kirkwall Map of Occupied Kirkwall

The Seal of House Talwain The Seal of House Talwain

Caste Treatise and House Accounting Caste Treatise and House Accounting

Remains of the Outlaw "Bearded Beast" Remains of the Outlaw "Bearded Beast"

Eustice's Pommel Eustice's Pommel

Redblossom Special Redblossom Special

Act closing quest

The Deep Roads Expedition The Deep Roads Expedition

Depending on Hawke's class:

Other Items:


ACT 2 Quests

Act opening quest

Finding Home Finding Home

Main plot quests

Prime Suspect Prime Suspect

Blackpowder Courtesy Blackpowder Courtesy

Offered and Lost Offered and Lost

All That Remains All That Remains

Following the Qun Following the Qun

To Catch a Thief To Catch a Thief (optional)

Secondary quests

Inside Job Inside Job

Cave Crawling Cave Crawling

Cavern of Dead Cavern of Dead

Pick Up Pickaxes Pick Up Pickaxes

Raiders on the Cliffs Raiders on the Cliffs

Fool's Gold Fool's Gold

Herbalist's Tasks Herbalist's Tasks

Night Terrors Night Terrors

Companion quests

Visit Anders Visit Anders

Speak to Fenris may refer to either:

Disambig gray.png This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.

A Bitter Pill A Bitter Pill

Calling on the Captain Calling on the Captain

Isabela's Ongoing Search Isabela's Ongoing Search

Repentance Repentance

Plans for the Future Plans for the Future

Dissent Dissent

Mirror Image Mirror Image

Back from Sundermount Back from Sundermount

An Update An Update

Family Matter Family Matter

Consoling Words Consoling Words

The Captain's Condolences The Captain's Condolences

Side quests

Obtained by finding an Item

Waxler's Hat Waxler's Hat

Act closing quest

Demands of the Qun Demands of the Qun

ACT 1 Unique/Special Merchant and Location Items

Note: Notable, Unique or Special Merchant Items. Items you may not want to forget before you go to the next act!

Backpacks, Recipes/Designs and Tomes:

Backpack Backpack, Robes by Jean Luc in Hightown

Backpack Backpack, Apparel Shop in Lowtown

Tome of Technique Tome of Technique, Hubert's Fine Goods in Hightown

Design: Rune of Frost Design: Rune of Frost, Lirene's Fereldan Imports in Lowtown

Companion Armor:

Inscribed Leather Harness Inscribed Leather Harness, Apparel Shop in Lowtown

Underpadding – Guardsman Pattern Underpadding – Guardsman Pattern, Armor Stand in Lowtown

Items by Location

Note: Non quest related

Sundermount Sundermount

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