Guild quests. Magicians, Volunteers, Church. Walkthrough - Brecilian Forest - Dragon Age: Inquisition - Legends of Thedas

* Spell combinations
* Where to find?.. Products
* Characters for the group: where to get them, favorite gifts
* Obtaining specializations
* Obtaining the best magic gloves and one of the best one-handed swords
* Wade's Dragonhide Armor
* Juggernaut Set
* How to cross the BRIDGE?
* How to open a door with a jug (in the ruins of the Brecilian Forest)
* Quest - Summoning Sciences (the one in the mage tower)
* How to summon the Vault dragon to battle?
* What advantages to characteristics does each race give in Dragon Age: Origins?
* How do characters develop?
* How to do the spectacular finishing blows that were shown in the videos?
* How to pick locks?
*I don't have enough life potions. What to do?
* What to do with magic runes?
* There is a quest in the Korkari Wilds: “Missionary”. How to do it?
* In the Korkari Wilds there is a quest called “The Testament”. How to do it?
* Urn of Sacred Ashes

Spell Combinations

Grease Fire
Grease + Fireball

Flame Quencher
Grease Fire + Blizzard

Storm of the Century
Spell Might + Blizzard + Tempest

Splintering
Target frozen by Petrify or Winter's Grasp or Cone of Cold + Weapon Crit or Crushing Prison or Stonefist

Paralysis Explosion
Rune of Repulsion on top of Rune of Paralysis (Glyph of Paralysis), the order does not matter.

Nightmare
Sleep + Horror

Ignition (Shockwave)
Force Field + Crushing Prison

Advanced Reanimation
Spell Might + Animate Dead

Steam Cloud (Improved Drain)
Vulnerability Hex + Drain Life or Drain Mana

Entropic Death
Death Hex + Death Cloud

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Where to find?.. Products

Runes (Grandmaster)
Deep Roads, Ruck's Store (Grandmaster Cold Iron Rune)
Denerim Market, Cesar after the Landsmeet (Grandmaster Dweomer Rune) // Denerim Market District, after the Landsmeet
Denerim Market, Gorim, after the Landsmeet (Grandmaster Silverite Rune) // Denerim Market District, Gorim after the Landsmeet
Denerim Market, Wonders of Thedas after the Landsmeet (Grandmaster Flame Rune) // Denerim Market District, Wonders of Thedas after the Landsmeet
Denerim Market, Wonders of Thedas after the Landsmeet (Grandmaster Paralyze Rune) // Denerim Market District, Wonders of Thedas after the Landsmeet
Frostback Mountains, Faryn (Grandmaster Silverite Rune) // Frostback Mountains, Faryn
Party Camp, Bodahn's Wares (Grandmaster Frost Rune) // Camp, Boddan Feddik
Party Camp, Bodahn's Wares (Grandmaster Lightning Rune) // Camp, Boddan Feddik
Party Camp, Bodahn's Wares (Grandmaster Slow Rune) // Camp, Boddan Feddik
Redcliffe, Owen (Grandmaster Hale Rune) // Redcliffe, Owen

Books (add skill, ability, or attribute points)
Circle Tower, Quartermaster (Book of Magical Development)
Dalish Camp, Varathorn (Book of Skills and Miscellaneous)
Dalish Camp, Varathorn (Book of the Deadly Vessel)
Denerim Trade District, Wonders of Thedas after the Landsmeet (Book of Magical Development)
Elvenage, Alarita's Shop (Book of skills and miscellaneous)
Shelter, Village Shop (The Big Book of the Deadly Vessel)
Community Halls of Orzammar, Garin (Book of Physical Development)
Common Halls of Orzammar, Legnar (Book of the Deadly Vessel)
Camp, Boddan Feddik (Book of Magical Development)
Camp, Boddan Feddik (Book about physical development)
Random Encounter, Dwarven Merchant (Book of Skills and Miscellaneous)

Backpacks (increase inventory)
Circle Tower, Quartermaster
Dalish camp, Varathorn
Denerim Trade District, Burning after the Landsmeet
Ostagar, Quartermaster
Camp, Boddan Feddik

Endless goods from merchants
Elven root, death root and animal poison - Varathorn from the Dalish camp (Brecilian Forest outskirts).
Lyrium Dust - Quartermaster in the Circle Tower.
Corrupted Reagent - Bodan Feddik in the Camp and Alimar in Alimar's Market in Dust City (Orzammar).
Trigger - Alimar at Alimar's Market in Dusty City (Orzammar).
Flasks - Figor in Figor's Goods in the Commons (Orzammar), the innkeeper from "The Bitten Nobleman" (Denerim) and Bodan Feddik in the Camp.
Sublimation reagent and concentrating reagent - the innkeeper from “The Bitten Nobleman” (Denerim) and Bodan Feddik in the Camp.
Lifestones and Deep Mushrooms - Ruck - Ortan Thaig, Orzammar

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Characters for the group: where to get them, favorite gifts

Alistair - will join in Ostagar || figurines, rune stones, Duncan's shield and mother's amulet
Morrigan - will join after Ostagar || Jewelry
War dog Mabari - from Lothering, if you did the quest in Ostagar || bones
Leliana - in Lothering || Andraste symbols, silver sword
Sten - in Lothering || portraits, totem and your sword
Zevran - after Lothering, random encounter after Dalish elves, dwarves or mages join || gold and silver bars, gloves and boots
Oghren - after Lothering, in Orzammar || the dwarf likes to drink =))
Wynn - after Lothering, in the Circle Tower || printed publications
Sheila - (in addition to the game) after Lothering, make a quest from premium content || gems
Loghain MacTeer - in Denerim || cards
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Obtaining specializations

Robbers:
Assassin - Zevran teaches with enough respect. You can buy the book at Elfinage.
Duelist - taught by Isabella (captain of the pirate ship) standing in the Denerim brothel.
Bard - teaches Leliana with enough respect. You can buy the book in Denerim.
Pathfinder - purchased at base camp.

Magi:
Battle Mage - During the quest to kill a werewolf in the elven ruins. find the amulet, go through easy quest and you have a specialist.
Spiritual Healer - Teaches by Wynn with enough respect. Sold in the Denerim mage store.
Werewolf - teaches Morrigan with enough respect. Can be bought from Varathorn (from the Dalish).
Blood Mage - after saving Redcliffe from an attack from castle, in the castle during a fight in the Shadow with a demon, talk to the demon and he will teach.

Wars:
Knight - after finding the Urn of Ashes, Earl Eamon will offer a reward, part of this reward to the Knight specialist.
Berserk - Ogren teaches if there is enough respect. The second option is to buy from a gnome in Denerim.
The Ripper - taught by Kolgrim (this is like the leader of the fanatics) during the quest *urn of ashes*
Templar - teaches Alistair with enough respect. Can be purchased at base camp.
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Getting the best magic gloves and one of the best one-handed swords

1. Find the corpse of an adventurer in the Ruined Temple during the Urn of Ashes quest (southwest corridor).
2. Find the adventurer's corpse in the Brecilian Lower Ruins (southern room with fire traps).
3. In Orzammar, go to the tavern and talk to the adventurer.
4. Return to Denerim and go to Dirty Back Alley.
5. Open the door on the left, talk to the guy and kill Galahag for your reward.
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Wade's Dragonhide Armor

1. Let's go here (the dragon cave where the fanatics hang out)

2. Kill Kolgrim and loot his horn.
3. We run to the top of the mountain and play the pipes.
4. Kill the High Dragon and take 1 more skin.
5. We go to Denerim to the blacksmith and give 3 skins (ideally it’s better to pay, since last armor will be better).
6. We leave the city and enter.
7. We take the armor.
8. Repeat (pay a little more) and give away the last 3 regular skins.
9. We leave and enter again.
10. We take and give the skin of the high dragon.
11. Voila! You have a set of light, heavy or massive (they will let you choose) Wade's Armor made from dragon skin.
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Juggernaut Set

1 item: Lower level of the elven ruins (entrance through the werewolf ruins). Perform the ritual to open the door (available in FAK) and part of the set will lie in the grave.
2nd item: Tombstone in the eastern Brecilian Forest, after passing the magical barrier, on the way to the werewolf ruins.
3rd item: Tombstone in the western Brecilian Forest, near the place where you met the Ogres.
4th item: Tombstone in the Brecilian Forest (immediately as you leave the Dalish camp, where the oak tree is)
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How to cross the BRIDGE?

1 - the first party member is placed on number 1
2 - the second party member is placed on the number 2
3 - the third party member is placed on the number 3
4 - Guide the GG along the bridge to the end
5 - Guide a party member from point 2 to point 5
6 - Guide a party member from point 1 to point 6
7 - Lead the GG further along the bridge forward
8 - Guide a party member from point 3 to point 8
9 - Guide a party member from point 5 to point 9
10 - Lead the GG to the end
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How to open a door with a jug (in the ruins of the Brecilian Forest)

Take and pour water into a jug
Place on the altar
Pray
Take a sip of water
Take it and pour the rest into the fountain. (To complete, you must find a note about the ritual)
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Quest - Summoning Sciences (the one in the mage tower)

Find one or both halves of the book in the library, then start summoning. The first three calls must be carried out in accordance with the code. The fourth challenge contains the sequence of all three lessons (except for the flame summoning) and ends with “Summoning the Fourth” at the cabinets. Arl Foreshadow will appear, which you can rob and get a note for the codex.

First Call: Font of Calling, Directory of Spirituals, Call of the First.
Second Summon: Font of Summoning, Rodercom Unusual Profession, Mage Gorvish, Summoning Second.
Third Summon: Font of Summoning, Great Elvorn Bestiary, Table Carving Site, Spiritorum Etherealis, Mage Gorvish, Beginner's Amulet, Summon the Third.
Fourth Summoning: Font of Summoning, Directory of Spirituals, Rodercom's Unusual Profession, Mage Gorvish, Great Elvorn Bestiary, Table Carving Place, Spiritorum Etherealis, Mage Gorvish, Beginner's Amulet, Summoning Fourth, Pickpocketing on Summoned Earl.
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How to summon the Vault dragon to battle?

You can only summon him if you refuse to desecrate the Urn with Ashes. Then Kolgrim attacks you and the Horn of Kolgrim will be revealed on his body. Open your inventory and use this item in the location where the dragon was (at the exit from the destroyed temple). Also, after being defiled and formally joining the cult, Kolgrim can still be attacked.
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What stat bonuses does each race give in Dragon Age: Origins?

It's quite simple:

Human: +1 Strength, +1 Dexterity, +1 Magic, +1 Cunning.

Elf: +2 to magic, +2 to willpower.

Dwarf: +1 Strength, +1 Dexterity, +1 Constitution, 10% chance to resist hostile magic.

In fact, race doesn't really matter in Dragon Age: Origins. So take what you like.

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How do characters develop?

Each class gains levels at the same rate and receives the same points.
- Companions gain experience at approximately the same rate as main character. Whether they are in the party or sitting in the camp does not matter.
- Each level the hero receives 1 skill point and 3 attribute points.
- Warriors and magicians receive a skill point every 3 levels, robbers - every 2 levels.
- Specialization points are awarded at levels 7 and 14.
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How to do the spectacular finishing blows that were shown in the videos?

But no way, all this is scripted and shown in strict certain moments games.
But I can give one small piece of advice: when the superboss (Orange nickname) has little life, do not use any skills, since the creak is launched in a “free” battle, and when a skill script takes its place, there are no necessary conditions for executing the “fatality” script.
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How to pick locks?

This can only be done by a robber with a sufficiently developed Skillful Hands skill. In fact, Dragon Age: Origins can do without it, so don't worry too much about it.
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I miss life potions. What to do?

Instead of buying them, do this:

Buy more flasks and elven root from any merchant.

Learn the Herbalist skill (or bring Morrigan/anyone else with the appropriate skill).

Make a poultice. This will last a long time. Repeat if necessary.

Problems may arise later, when small poultices are not enough. Then you need to learn herbalism further, buy reagents for sublimation and other ingredients required to create more powerful poultices. The same can be done with mana potions.

PS. In my opinion, poultices are needed up to the mage tower or (when replaying the game) up to level 7 of the mage, because the “Spiritual Healer” specialization, especially at later levels of development (when the mage has a very high “magic” stat), makes poultices absolutely unnecessary ( with the exception of a couple of particularly hot places towards the end of the game).

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What to do with magic runes?

As you leave Lothering, you will encounter two dwarves who have been attacked by darkspawn. After killing the enemies, a short dialogue will follow, after which it will become clear that the guys are merchants. From now on they will travel with your camp. At the same time, one dwarf (Bodan) simply trades, and his adopted son can enchant your weapon with the help of these same runes. But for this you will need things with special slots.
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There is a quest in the Korkari Wilds: “Missionary”. How to do it?

You need to follow the clues to find the chest. You can find it without any clues, just by carefully exploring the area. The desired chest is located in the southern part of the location - a path of stones leads to it. Guarded by a pack of wolves. There will be two statues near the chest.
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In the Wilds of Korcari there is a quest called “Testament”. How to do it?

You need to pick up things from the cache in the camp (located in the fire) in the west of the Korkari Wilds and take them to Jetta in Redcliffe. The cache appears only after the mission starts.
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Urn of Sacred Ashes

Brother's House in Denerim (Brother) Genitivi
An assistant named Weylon will tell you that the Genitivi was last seen on Lake Calenhad. The following paths are possible:
- catch Weylon in a lie if the intelligence attribute is high enough (Weylon attacks);
- try to open the door to Genitivi's bedroom and insist on it (Weylon attacks);
- go to the Spoiled Princess on Lake Calenhad, ask the innkeeper, get ambushed on the way out and return to Weylon (he attacks).
Searching the bedroom will reveal Genitivi research and will open a new location on the map - Village of Haven.
Haven
After talking with Father Eirik in Haven Chantry, don't forget to pick up the Cultist Medallion - this is the key to the Ruined Temple. In the northeast corner of the room you can also open a secret door and find a Genitivi.

Ruined Temple
The key to the southeast room is hidden in an ornate chest. The key to the main door is in the locked southeast room. The door next to the main one is opened by lighting a magical brazier.
Further, all chests, except the locked one, do not contain anything useful, but cause ash wraiths when you try to open them.

Wyrmling Lair/Dragon's Lair A good opportunity to get hold of dragon scales. The right branches of the tunnel are optional.
Kolgrim will offer to desecrate the Urn of Sacred Ashes with Dragon's Blood. If you agree, he will provide a vessel with blood. Otherwise, you should kill Kolgrim and take Kolgrim's Horn, or forge in the console version, from his body.

Mountaintop/Top of the Mountain
If you use Kolgrim's Horn, you can summon a great dragon.

The Gauntlet
Puzzles
To the right and in a circle:
- Ealisay: A tune
-Lady Vasilia: Vengeance
- Disciple Havard: The mountains
- Disciple Cathair: Hunger
- Brona: Dreams
- Thane Shartan: Home
- General Maferath: Jealousy
- Archon Hessarian: Mercy

Ghost from the past
Regardless of the answers, the ghost will allow you to move on. Who it will be depends on the origin.

In many towns in Ferrelden you will find mages standing next to a large bag. These are representatives of the guild of the mage community. When you first talk to one of them, agree to work for them. Now look into the bag and take the tasks. After completing each quest, return to any representative for your reward. Read the description of the tasks below. You can find community representatives:
- in Redcliffe at the pier on Lake Calenhad (after you have repelled the night attack of the undead;
- at the crossing to the circle tower;
- in Denerim in the shopping district in the alley to the right of the church.

Your brother's killer
We need to go to the Brecilian Forest to the second location (where we got an acorn from the mad hermit on the instructions of the Wise Oak). We go to the northern ancient burial place and kill the handful of malificars (blood mages) who have settled there.

False Witnesses
We need to find adventurers who are planning to slander one of the guild's mages in front of the church, and try to dissuade them from this idea. You can meet adventurers on the map during transitions between cities (sooner or later you will come across them). If you can't reach an agreement, just kill them...

Gift of Silence And May justice be done
As you know, the relationship between magicians and the church is far from friendly. To improve them, we need to talk to the knight Harrit (he stands at the mill in Redcliffe) and bring him 10 lyrium potions (any). If you want to do a dirty trick on the magicians, then give the lyrium to the knight Tavish (in the Denerim trading district). In any case, both quests will close at once. The payment is the same in both cases.
Note: if you gave the lyrium to Harrit, then even after completing the quests you can give another batch of lyrium to Tavish and thereby receive an additional reward.

Scrolls of Banastor
You will come across such scrolls during your adventures.
2 circles in the tower
2 in the temple of Andraste
1 in the ruins of the Brecilian Forest
Collect 5 of them and give them to any guild representative.

Mushroom magic
Give any guild representative 10 deep mushrooms. They can be found during your travels or purchased from merchants. It is better to take them from the merchant Ruka in Teig Ortan on the Deep Roads, because... he has endless ones.

Blood warns
You will need to go around 4 houses in Denerim and mark them with a blood mark so that the templars know that relatives of blood mages live in them. Houses are marked on the map so they can be easily identified. Keep in mind, they are located in different areas of the city, so you will have to walk around.

Did you see me?
You have to find one magician and report his location to the guild representative. According to recent rumors, he was last seen on the road to the Brecilian Forest. Let's go there. Along the way, a stop will appear on the map and an possessed monster (mini-boss) will attack us. As soon as we deal with him, the body of the sought-after magician will lie in the clearing. we take the things from his body and return to Denerim to the guild representative.

Notice of dismissal
You have to find three students of one magician and give them notices of dismissal. The students' names are Starrick, Elina and Sheth. They are located on the plateau at the entrance of Orzammar, the Denerim trading area and in the Wonders of Thedas shop, respectively. Once you do this, return to the guild representative for your reward.

Places of power
You will need to visit and activate 4 so-called places of power:
- in Denerim (in elfage);
- in the Brecilian forest (next to the gravestone in the first location);
- in the circle tower (next to the summoning room near the stairs leading to the next floor);
- on the deep paths (in the Ortan taiga near the altar for the quest “To Pieces!”).

Destroy the community/protect the community
Last quest for the guild. You will be given dirt on the community of magicians, so that we give it to Sir Harrit (in Redcliffe at the mill) or Sir Tavish in Denerim. If you give the evidence to Harrit, you will save the guild, if you give it to Tavish, then bury her.

You will first come across them in a tavern in Lothering, after meeting Leliana (you can get a couple of initial quests from this volunteer). In addition, a couple of volunteers stand in Redcliffe, near the entrance to the Church, and in Denerim, in one of the rooms of the Bitten Nobleman tavern.

In the footsteps of the Deserters

You need to find three deserters who left the guild and stole some of the property of other volunteers. They lead small gangs and will fight over these supplies. Sammael is standing near Lake Calenhad, near the tavern, Tornas is in the Frost Mountains, in the trade square near the entrance to Orzammar, and Lyson is hiding in a house located in an abandoned alley in Denerim (the quest log may show an entry that he is hiding in Brecilian) . Having selected the supplies, return them to the Guild and receive a well-deserved reward.

Call for service

This quest can only be completed if you received it in Lothering: you need to take three summonses: to Putter Grich, standing in the Church in Lothering, to Dernal Garrison, who lives in Redcliffe, in the house to which a narrow bridge leads, and to Varel Burn from Elfinage (finish You will be able to do this quest only towards the end of the game, completing the story quest “Unrest in Elfinage”). Without this quest, you will not be able to receive the "Change of Leader" quest.

Funeral

The quest can only be completed by receiving it in Lothering. You need to give notice of the death of several volunteers to their former spouses, and now widows: Irenia is standing in the Church in Redcliffe, Larana is standing in the Spoiled Princess tavern near Lake Calenhad, Sarah is standing in the Denerim Trade District, and Taniya is standing there in Denerim , but in Gryazny Lane. You can notify the unfortunate women yourself, or ask one of your companions to do this.

Supplies for the Guild

Give the guild representative 20 healing poultices (any will do, but usually these are the ones you have the most).

If you don’t grease it, you won’t go

Take five letters of gratitude to the five contacts in Denerim (hooded individuals who, if the quest has not yet been received, will peacefully turn you away). They are located in the following places: at the entrance to the Pearl, in the Trade District near Wade's shop, in two abandoned alleys and at the entrance to the Elfinage (it is also possible to complete this quest only at the end of the game).

Change of leader

This is the last quest of the guild and you can only get it if you have already completed most of the tasks before, including the quest “If you don’t grease, you won’t go” and “Recruitment”.

The son of the head of the guild, Taoran, is going to overthrow his father, because he believes that nobility and honor are just words, and he will be the best leader. You need to talk to the head of the guild Raelnor (he stands in the Trade District of Denerim, where Sarah used to stand) and choose what you like best: support Raelnor and remove Taoran so as not to muddy the waters, support Taoran and kill Raelnor, or even leave them alone figure it out. If you decide to support Raelnor, then when traveling around the world map you will meet Taoran and can kill him. If you have already killed Raelnor, then when you meet Taoran, simply report it to him.

Mage Community Quests

Representatives of this semi-official meeting of magicians who do not want to live under the total control of the church are located on the Market Square in Denerim, behind Wade's shop, by Lake Calenhad to the left of the entrance to the tavern, on the pier in Redcliffe.

Places of power

Find and activate four places of Power:

  • in the Tower of Mages on the first floor, in the central room near the table;
  • in Western Brecilian, near the ancient grave in the center of the map (there lives a spirit protecting the Juggernaut armor);
  • on the Deep Paths - in the Ortan taiga at the altar from the quest “To Pieces”;
  • in Elfinage at the foot of the Elven Tree (you can get there only towards the end of the game, during the story quest “Unrest in Elfinage”).

Mushroom magic

Collect 10 deep mushrooms and give them to a Community representative.

Notices of dismissal

Deliver three notices of dismissal to careless magic students. Two of them are in Denerim - one in the Trade District near the central trays, and the other in trading store Curiosities of Thedas. The third one can be found in the Frost Mountains, near the entrance to Orzammar.

Did you see me?

You need to find the missing magician Reynold - after receiving the quest, you will come across him while traveling on the world map. It turns out that his student became Possessed and killed him. After dealing with the student (orange boss), remove the ring from his body, and his diary from Reynold, and return it to the Community representative.

Blood warns

Mark the doors of four houses in Denerim where relatives of blood mages live to warn them of danger. Two houses are located in the Trade Quarter, and two more are in the Dark Corners.

Scrolls of Banastor

Find and bring five scrolls of Banastor to the Society representative. They are:

  • in Brecilian, in the Werewolf's Lair, in the southeast room;
  • in the Tower of Mages, on the second floor, on the floor of the room directly opposite the stairs;
  • in the Mage Tower, on the third floor, in the northwestern room;
  • on the first level of the Ruined Temple, in the library located in the southeast;
  • on the first level of the Ruined Temple, in one of the dragon worshipers' rooms to the west.

False accusations

Intercept a group of adventurers heading to Denerim with the goal of falsely informing on one of the members of the Community. You will come across them while traveling on the world map. You can convince them to give up incriminating evidence and turn around (with pumped-up Persuasion), or interrupt them. The group leader drops a ring that adds +10 to physical and mental stability, but you can simply pull it off.

Your brother's killer

Kill a group of maleficars in Western Brecilian, in the north of the location, next to the graves. For them to appear there, destroy the group of creatures of Darkness that have settled in this place and re-enter the location.

Gift for Silence/Let Justice Be Done

You need to take 10 lyrium potions to the templar commander Harir in Redcliffe (he stands at the mill). However, you can hand over the bribe-taker to Knight-Commander Tavish, who is standing on the market square in Denerim.

Defend the Organization/Renounce the Organization

This quest must be completed before the Landsmeet (otherwise Redcliffe will become unavailable). He appears after completing all or almost all other Community tasks.

It is required to deliver a package with compromising information on the Community to the already famous knight-commander Harrit in Redcliffe so that he can destroy them. Alternatively, you can give the package to Tavish in Denerim. You will receive a reward in both cases, and the magicians will no longer bother you.

Church Quests

These quests can be obtained from notice boards near Church buildings in Lothering, Denerim and Redcliffe. You can turn them in there, but tasks in Lothering should be turned in there, so the opiates are described here: Walkthrough: Lothering

Brothers and sons

Find out what happened to the missing squad of recruits. You will have a new location on the world map, where you will find numerous bodies of young soldiers. When you go a little further, you will be attacked by a pack of dogs, and a little later by a boss bear. After the battle, search the corpses and bring the Preacher a soldier's diary taken from one of them.

Loghain's Offensive

A new location “Civil War” will appear on the map, where you can destroy a detachment of Loghain’s soldiers and help the army of the rebel Bann.

Unintended consequences

This quest can only be taken if you have already been to the Tower of Mages and completed the second summoning in the quest “Science of Summoning”. The creature you summoned escaped from captivity and now began to attack the caravans. A new location “Destroyed Caravan” will appear on the world map - go there and clear the area, and then report on completion.

Benefits of the Undead

The church asks you to deliver 9 pieces of bile from the undead for research. If you bring 18, you will receive an additional fee. The easiest way to find what you are looking for is in Redcliffe, or in the Brecilian ruins.

Reach shelter

It is necessary to rescue a group of refugees making their way from the south. On the world map you will see new mark"Refugees". There are a great many creatures of Darkness there, including the emissary - an orange boss hiding in the rear and casting area spells, so it is better to neutralize him first.

Even if all the refugees die, you will receive a reward.

Justice in the corners

It is necessary to kill three gangs of criminals operating in Denerim - their location is marked on the city map. A large percentage of these gangs are archers, which can cause some problems. Alternatively, you can retreat as far as possible from them, leaving the zone of their destruction, kill the swordsmen, and then start shooting the rest.

Missing

The Church asks to find veteran Ostagar Reskel, who has gone missing. You will rescue him from the dungeons of the palace of the Earl of Denerim, where you will only get towards the end of the game through the quest “Saving the Queen”. Reskel can be killed - this will complete the quest, but you definitely will not receive a reward for this.

Fazil's request

The sailor Fazil asks to find the relic of his guild - an ancient sextant. You will discover it only towards the end of the game, after visiting Elfinage for the story quest. The sextant is hidden in a chest in a residential building, through which you will have to go in the footsteps of the Tevinter slave traders.

Jovan's intentions

Only available after completing the Earl of Redcliffe story quest if you released Jovan. A request to catch him will appear on the Denerim message board. After this, when moving across the world map, you will come across Jovan, fighting with the creatures of Darkness. After the fight with the Spawns, you can decide what to do with Jovan. The likelihood of meeting Jovan on the map is quite low.

"Thieves" tasks:

1. Tip price – 50 silver coins. Steal the bag with precious stones at the Maid's in Green. She will appear at the trading stalls after receiving the quest.
2. The price of a tip is 1 gold. Steal the sword from Sera Nansin, who is located in the Thedas Curiosity shop. You can steal the sword not only by simply pulling it out of her pocket, but also by using other skills - for example, Persuasion or Herbal Knowledge. To use them, you need to talk to her and convince her that you are a merchant (then she will take off her armor and weapons to try on your goods) or that she is sick and needs help - then she will undress for inspection and you can not only take the sword, but also sell her medicine for a couple of gold coins.
3. The price of a tip is 3 gold. You've probably already noticed two chests near the shopping arcade that cannot be opened without a key. Completing this task will give you the right key. It is in the pocket of a certain Tilver, who is walking in the northern part of Denerim, accompanied by two guards. You can use the Hide Skill and steal the key unnoticed, or talk to Tilver and steal the key during the conversation (this requires high Persuasion). You can distract the guards with the help of a nearby messenger boy if you pay him a few silver coins - in this case, you will have the best chance of sneaking up on Tilver without being noticed.
4. The price of a tip is 6 gold. Steal Loghain's crown from the Seneschal, who is located in the Bitten Nobleman tavern. If the guards notice you as you enter, you can use Threat and they will leave, and you can take the crown from the Seneschal. You can also ask the waitresses for help and either send large amounts of booze to the guards (to make them fall asleep) or poison their drinks (if you have enough knowledge of Poisons). Alternatively, if you are spotted, you can simply kill everyone and take the crown from the Seneschal's corpse.

Raven Trials

These quests will only become available after your meeting with Zevran. Whether you left him alive or not doesn't matter.

Talk to a certain master Ignacio at the shopping arcade and he will assure you that he does not currently need your services. However, after a while, the messenger boy will bring you a note inviting you to a meeting with Master Ignacio at the Bitten Nobleman tavern. There, Ignacio will reveal himself as a representative of the Antivan Ravens organization. You don't have to agree to his offer. If you refuse, Ignacio will leave and will not appear again. You can kill him if you want. However, completing Raven quests will help you in story quest"Land Assembly" when voting - although not a prerequisite for its success.

1. Read the leaflet on the wall at the gate to Elfinage about a certain organization that supports Gray Wardens, and go to the “Pearl”. Knock on the locked door and answer “The griffons will soar again” as the password. After that, talk to Loghain's mercenaries and kill them. If you have already killed them before receiving the task, just tell Ignacio about it - and you will still receive the reward.
2. Go to a new location that appears on your world map and kill all the Qunari mercenaries from the Kadan-Fe organization.
3. Go to Royal Palace in Orzammar and kill Ambassador Gainley. If you took the side of Belen, then the rooms you need will be available to you immediately after the audience with Belen, but if you took the side of Harramont, you will have to wait for his coronation. The ambassador is clearly expecting an attack, as she will have numerous bodyguards with her.
4. Go to the meeting place with Earl Howe's people, who stole the son of a high-ranking official, in order to give them the ransom and get the boy back. The ransom will turn into a battle between you and Hou's men, and after it you will not find any trace of the supposed hostage. When you return to Ignacio, he will assure you that everything went as planned - you were a distraction, and the boy was saved and delivered to his father, who is very grateful to you for this.

Werewolf x3 Beast Rank 2, 3
Rabid Werewolf x4 Beast Rank 2
Daniella x1 Beast Rank 2 Optional quest battle In the grip of the curse.
Swiftrunner x1 Beast Rank 3
Black Bear x2 Animal Rank 2
Great Bear x1 Animal Rank 3
Wild Sylvan x4 Beast Rank 2, 3
Ogre x2 Spawn of Darkness Rank 3
Devouring Skeleton x2 Daemon Rank 2. 3 Quest battles Mage's Treasure.
Fanged Skeleton x1 Daemon Rank 2
Skeleton Archer x5 Daemon Rank 2, 3
Revenant x2 Daemon Rank 4
Genlock Alpha x4 Spawn of Darkness Rank 3 The battle, if you destroy the undead southern tombstone, leave the location and return.
Hurlock x2 Spawn of Darkness Rank 2
Hermit x1 Mage Rank 4 Battle if you take the item from the hermit's stump.
Greater Rage Demon x2 Daemon Rank 2
Bandit x9 Robber Rank 2, 3 The battle, if you kill the hermit, leave the location and return.
Maleficar x4 Blood Mage Rank 2, 3 Quest battle Your brother's killer.


In the Dalish Camp, in exchange for the help of the elves in the fight against the Blight, the keeper Zatrian asks to destroy the leader of the werewolves, Mad Fang. The path to the werewolf lair passes through all locations of the Brecilian Forest: western and eastern Brecilian, the upper and lower levels of the ruins.

In eastern Brecilian the path is blocked by a magical barrier. There are two options for overcoming it.

First option. In western Brecilian, the Great Oak asks you to find an acorn. A hermit in eastern Brecilian has an acorn. The acorn can be taken from the stump, but the hermit will become hostile. Or you can exchange the acorn and other things from the hermit for some elven things - the sunset ring from the Shadow Camp, Danielle's scarf, Atras's pendant, Kammen's book, Lanaya's songbook, Deigan's boots, etc. The oak tree will give the Oak Branch staff, which allows you to pass through the barrier.

Second option. For killing the Great Oak, the hermit will turn an ordinary skin into a werewolf Magic werewolf skin, allowing you to pass through the barrier.

When you meet Raging Fang in the werewolf lair, several options for completing the quest will open.
- Or you can reconcile Zathrian and the Mistress of the Forest, which predetermines the help of the elves in the final battle of the game. Lanaya will have to be informed about the reconciliation in the Dalish camp.
- Or you can kill the Mistress of the Forest (in the form of Mad Fang), which predetermines the help of the elves and Zatrian (if you save his life) in the final battle of the game.
- Or you can convince the Mistress of the Forest to destroy the elves (there will be a movement to the Dalish Camp and a battle with the elves), which predetermines the help of werewolves in the final battle of the game.

Result:
1250 XP for receiving help from the Great Oak or Hermit;
1500 XP for completing the quest.


The quest begins by touching the tombstone in the north of eastern Brecilian. Need to assemble a kit Juggernaut Armor. Helmet, gloves, boots are guarded in the tombstones Risen from the dead in western and eastern Brecilian. The armor is found in the elven burial chamber on the lower level of the ruins.

Result:
set Juggernaut Armor.


At the Dalish Camp, Atras asks to find his wife Daniella. Danielle, who has turned into a werewolf, is located in eastern Brecilian. You can fulfill Danielle's request, then talk to Atras in the camp. Danielle's scarf can be given to Atras or exchanged with the hermit in East Brecilian for some valuable item.

Result:
100 XP and Athras Pendant for completing the quest.


Quest for the Society of Mages (can be taken at Lake Calenhad). You need to destroy four maleficars in eastern Brecilian (in the north of the location).

Result:
gloves Black Hand Gauntlets in one of the maleficars;
175 XP, 2 gold coins for completing the quest.


Wynne's personal quest. Before starting the quest, with a little approval, you need to talk to Wynn about the past. Then - take Winn into the squad. In case of a random encounter with monsters on the map (location Path along the Slope), she will lose consciousness. If you discuss this incident with her, at the next random meeting on the map (Broken Road location), Winn will receive the ability Spirit Vessel. After the next discussion, the quest will begin - you need to find Wynne's former student Aneirin. He can be found in Eastern Brecilian a little north of the hermit's clearing (Sarel in the Dalish Camp can give you a hint).

Result:
125 XP and amulet Aneirin's pendant for completing the quest.