Dragon age passing the shadow. Now let's talk about additional missions in Dragon Age: Origins - Tower of Mages. The impact of the decision regarding the Circle of Mages on the ending of the game Dragon Age: Origins

As always, the plot of the game has missions that are required to be completed, and additional missions. Let's start with the story missions.

Broken circle.

At the entrance to the Tower, Knight-Commander Gregor will be waiting for you, who will tell you about the troubles in the Tower, because of which neither the magicians nor the templars can join you in the battle. The Tower is filled with demons, and the templars do not know whether any of the magicians are still alive in the Tower, and if they are, are they dangerous to society? To play it safe, they requested permission to simply destroy everyone there. You and your squad get permission to go there and find out what’s going on, but keep in mind that the doors will be closed behind you and you won’t be able to go back out until the situation is resolved. So stock up on everything you need before you go there.

Almost immediately after entering the Tower, you will meet a group of magicians, led by Winn. In a conversation with her, you can choose two options for developing the plot: either you agree to help the magicians, or you refuse. In the first case, Winn will join your group, in the second she will be against you. It's up to you to choose and decide; Winn is a useful companion as a healer and group buffer.

Your task is to get to the fourth floor of the tower. Along the way, on the second floor, you will encounter the Pacified Owain, who will tell you about the magician Niall, who took with him the protection against blood magic - the Litany of Andralla and went to save the circle. Make your way further to the fourth floor. You will encounter Blood Mages, Demons, and possessed creatures, who explode after death and cause massive fire damage. Having finally reached the fourth floor, you will meet the Demon of Idleness, after talking with whom, in any case, you will find yourself in the Shadow, from which you will have to find a way out alone.

Lost in dreams.

Here, first of all, you will have to deal with the illusion of Duncan and the two Guardians. The Shadow Pedestal has appeared, activate it. You see only one available location, go there. Niall will meet you, from him you will learn that the demon is protected by some kind of spells, and in order to remove them, you need to defeat strong demons, and it is impossible to get to them.

After the conversation, go to the Shadow Portal. After fighting the Rage Demon there, you will receive a mouse form. Use it right away, run into the hole on the side, you have to run through the portals and get rid of the demons along the way. Eventually you will return to Niall, who will congratulate you on your progress and send you to look for more sleepers to obtain new forms from them. Being in the form of a mouse, I advise you to climb into all the holes that come along the way, there may be chests and statues with which you can increase your parameters.

Now, when you activate the Shadow Pedestal, five new locations are open to you. Locations of the demons that need to be defeated in order to break through to the Demon of Idleness: Primordial Shadow, Burning Tower, Templar's Nightmare, Invasion of the Spawn of Darkness, Shattered Circle. Your companions are in territories called the Nightmare Dream, and later you will need to free them, while you cannot do this.

To get the next form, you first need to go to either Darkspawn Invasion or the Burning Tower, there you can get the form with only the mouse form. Go to the templar's nightmare last, where you won't be able to kill the demon unless you have all four forms.

Let's take a walk first Burning Tower. We need to go to the second floor, decide how you get there, you can use the mouse through the holes, or you can just through the doors, but in this case you cannot avoid a fight. Once you reach the second floor, go northeast until you find a mouse hole. Through it you will find yourself in the hall, where you will meet the Demon of Rage and the Burning Templar. After winning, you will receive a new form - Burning Man. It allows you to walk through fire without consequences. While there is nothing else to do here, you can go to Invasion of the Darkspawn.

Once in Darkspawn Invasion, go north. If you went to the Burning Tower first and received the Burning Man form, then go straight like that, using it as needed. If you came here before the Tower, then use the mouse form to get to the desired room. Here you will see a templar fighting with gorlocs. After getting rid of the gorlocs, you will receive the form of the Spirit from the templar. Now let's go to Fractured Circle.

In the form of a Spirit, you can pass through ghostly doors and use useful spells. In the Shattered Circle, walk in a circle (that's why it's a circle) until you reach the stairs leading to the second floor. The form of the Burning Man will be very useful to you, since fire protection potions will not help here, the fire in the burning tower causes too much damage. Along the way you will come across magicians who will try to get rid of your presence, use lyrium, fortunately there is where to get it. Having reached the second floor, get ready for a battle with several opponents at once, including two golems. It won't be easy, but after victory you will receive the final form - the Golem form, with which you can open massive doors. Now that you have all the forms at your disposal, you can reach the Demon of Idleness through the four demons blocking the way. Take the shortcut - up the stairs, fight your way through the crowds of enemies, and go to the southern room. There's the first boss demon, Slaveren. After you get rid of him, use the pedestal to fly somewhere else, perhaps to Niall.

Go to the Phantom Door next to Niall, there is the demoness Jovena with two minions. It’s better to deal with the demoness herself first, use the Spirit’s “Crushing Prison,” and then deal with her assistants. Now into the portal and into the already familiar “Invasion of the Spawn of Darkness”.

Upon arrival, you will find yourself in a familiar room. Break down the door and get ready for a fight with a large army of Garlocks and Genlocks. Several emissaries will also be observed there. After the battle, you will see a massive door behind which is the boss of this area. Break down the door with a golem and get rid of Utkiel the Crusher, who looks like an ogre both in appearance and in habits. Accordingly, you can deal with him in the same way.

In the Burning Tower, the boss is in the northernmost room. Ragos shouldn't give you too much trouble. Now, to get to the final boss, you need to go through A templar's nightmare.

When you appear on the island, first run to the southern hole. Through it you will get to the second island, on which you will find a Phantom Door in the northwestern side of the map. Go through it and you will reach the third island. Here, go to the very last room and enter the Shadow Portal in the western wall. Here is the fourth island. Along the way, you will come across opponents on the islands, so you will have to get rid of them. On the fourth island, go through the rooms until you reach the corpse of a templar. Standing nearby is the demoness Vereville, who will hasten to take the form of a mouse and run away from you. Follow her.

In the battle with Vereville, use the form of the Spirit or the Burning Man, they are more resistant to magic. After defeating the demoness, the road to the Demon of Idleness will open.

Here I advise you to first free your companions, they will greatly help you in the fight against the demon. As already mentioned, your companions are in locations called Nightmare Dream. To free them, use your gift of persuasion, convince them that everything they see is not reality, but an illusion generated by the Shadow. Some will figure it out on their own; you just have to help them in the battle with the demons.

Now you can head to fight the Demon of Idleness. Prepare for an intense battle, you will have to use quite a few potions to defeat him. During the battle, the demon takes on four forms, and when changing forms, it completely restores its health. Sooner or later you will be able to defeat him, after which Niall will ask you to remove the very Litany of Andralla - protection from Blood Magic - from his body. You will be transported to the Tower of Magicians and you will no longer be able to use the forms learned during the quest.

Hall for torture.

With the Litany taken from Niall's body, go to the top floor. There you must fight Uldred. Before the stairs you will have to make a decision: you will meet with the templar Cullen, who needs to answer whether you agree with his opinion that all magicians need to be killed, or you disagree and try to save those who are not too late to save. If a decision is made to destroy Wynn, turn against you. You can say that you can’t make a decision yet, that you need to become more familiar with the situation. After the conversation, go upstairs.

At the top you will meet the culprit of all this - Uldred. No matter what you talk about, and no matter how your conversation ends, you will still have to fight him. I advise you to put the Litany of Andralla on a “hot” key. At the beginning of the battle, Uldred will turn into a demon with powerful defense. Also, during the battle, he will try to turn the surviving magicians into those possessed by a demon, for this you will need the Litany. The number of magicians you manage to save will help you in the final battle. If you don't have time to save anyone, the templars will come. After the battle is over, return to Gregor, taking either Cullen or Irving with you, to receive a promise to send help to fight the archdemon.

Now let's talk about additional missions in Dragon Age: Origins - Tower of Mages.

Science of Summoning

On the ground floor, in the library, you can find a book with which you can learn to summon creatures from the Shadow. If you decide to try to do this yourself, then I will try to help you. If suddenly after activating something you are struck by lightning, it means you pressed something wrong. Let's look at the order in which creatures are summoned.


First call:

Summoning Pedestal.

Tom Dukhov.

First Flame.


Second Summon:

Summoning Pedestal.

Statue of the magician Gorvish.

Second Flame.


Third Summon:

Summoning Pedestal.

Great Bestriary of Elvora.

Book Spiritorum Eterialis.

Statue of the magician Gorvish.

Phylactery of the Novitiate.

Third flame.


After the third summoning, prepare for the beast you summoned to attack.


There is also a fourth call. Repeat the activation one more time in order as written above, and then activate the fourth flame to summon the fourth spirit. He will disappear very quickly, he has a book in his pocket that will give you another entry in the codex. It needs to be stolen.


Fourth Summon:

Summoning Pedestal.

Tom Dukhov.

Book The Unusual Call of Rodekorn.

Statue of the magician Gorvish.

Great Besteriary of Elvora.

A table in the first section of the library.

Book Spiritorum Eterialis.

Statue of the magician Gorvish.

Phylactery of the Novitiate.

Fourth Flame.

Guardian of the Limit.

From the first to third floors in the tower you can find student notes, from which it is clear that there is a secret in the tower. You need to collect all the notes, when you do this, the journal will be updated. Now go to the third floor to the Great Hall. Here you need to activate the statues, here's the order: left, right, middle, then activate the statue with the shield by the stairs. Now go to the first floor, into the room with the magicians, and go to the door to the basement. Here you will have to kill the Guardian, after whose death a good two-handed weapon will fall.

Student Notes Location:

On the first floor there are two in the bedrooms between the door to the templars and the magicians' room, one in the bedroom beyond the door leading to the second floor.

On the second floor, one is in the room north of the stairs leading to the first floor, the second is in the room with the Blood Mages.

On the third floor in a room with three statues.

Red Jenny's Friends

On the body of the murdered magician, after meeting with Zevran, you could find a note that mentioned Red Jenny and the patterned casket. You will find it in Irving's office. The chest can be taken to the market area of ​​Denerime and receive a reward for it. What is in this casket and why and who needs it will remain a mystery.

Five pages, four magicians.

On the third floor you can find five pages with notes from magicians who were deceived by a scoundrel named Beyya Jom. If you encounter him during your travels, kill him, thereby completing this quest.

* 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 stat bonuses 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 an 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 the castle, in the castle during the battle in the Shadow with the 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 the 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.

The 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 the 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 at strictly defined moments in the game.
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.

Upon arrival at the Circle of Magi on Lake Calenhad, it will become known that the tower has been captured by the possessed and demons. Knight Commander Gregor intends to use it against the Circle, and the messenger has already been sent to Denerim. He locked the huge doors of the tower until he received reinforcements, but promised that the templars would help in the fight against the Blight if all the magicians of the Circle died and the tower was cleared of demons and possessed people. The conflict between mages and templars in Dragon Age: Origins can be resolved amicably. To do this, you need to climb to the top of the tower and, who has turned into a monster. In battle, you must use the Litany of Adralla, taken from the body of the magician Niall after freeing the demon of idleness from captivity in the Shadow. The decision made regarding the Circle of Mages will affect who will be an ally in the final battle with the archdemon. If First Sorcerer Irving is killed, the Templars will become allies. If the magicians survive, they will help not only in the battle, but also in Redcliffe. And he, in turn, as a sign of gratitude, will allocate troops. In addition, Winn will agree to join the squad at the first meeting only if the magicians are saved. Depending on the choice made, one of the achievements “Thunderstorm of Magicians” or “Friend of Magicians” opens.

The impact of the decision made regarding the Circle of Mages on the ending of the game Dragon Age: Origins:

  • After months of effort, the Circle of Magi was finally cleared of the spirits that had penetrated the Veil. No more Possessed appeared, and First Sorcerer Irving declared the Circle safe. Everyone who could be saved was saved.
  • After long and diligent work, the templars expelled the last spirits from the tower, and now the Ferelden Circle of Mages could be revived there. Rumors about what happened caused the common people to become even more distrustful of the magicians. Many students claimed that they had met magicians wandering in the Shadow, who had long been considered dead.
  • Former First Sorcerer Irving was taken into custody along with the other surviving mages. The Church thoroughly tested them all for possession. More than a year later, he was finally released. Broken in spirit, Irving agreed to go to the Circle of Val Royeaux in Orlais, where he worked as manager until the end of his days.
  • When the tower was rebuilt, Knight Commander Gregor left his post and, driven by piety, became an ordinary monk of the Church. Over time, his health declined and, refusing treatment, he eventually died in his sleep. The new knight-commander Cullen turned out to be, as they say, even stricter and more intolerant of magicians than Gregor, and his name now fears the entire Circle.
  • The young templar Cullen never recovered from the torment he experienced. After long and fruitless attempts to convince his superiors that the tower was still dangerous, he finally went crazy and killed three mage students before being captured by other templars. Cullen later escaped from prison, after which he was declared crazy and dangerous to all magicians.

The impact of the decision made about Dagna's fate on the ending of the game Dragon Age: Origins:

  • Dagna finally completed her training in the revived tower of the Circle of Mages. She soon published a detailed theory about the connection between lyrium vapor and magical power. This theory has received a lot of attention.
  • This inspired mages from other parts of Thedas to found a new Circle of Mages - in Orzammar itself, next to the deposits of dwarven lyrium and outside the authority of the Church. Of course, Orzammar's willingness to shelter renegades caused outrage in spiritual circles. Hence the rumors about a new Sacred Campaign, which the High Priestess is allegedly considering...
Blood Mage x3 Blood Mage Rank 2
Blood Mage x2 Spiritual healer Rank 2
Rage Abomination x4 Daemon Rank 2
Hunger Abomination x2 Daemon Rank 2
Abomination x1 Daemon Rank 3
Shambling Corpse x4 Daemon Rank 2
Revenant x1 Daemon Rank 4 Quest battle Black vessels.
Lesser Rage Demon x1 Daemon Rank 2


One of four story quests given by Flemeth after the Battle of Ostagar. You need to get the support of magicians or templars in the Tower of Mages to fight the pestilence.

In the Tower of Mages, you need to go up through the Student Rooms, the Senior Mages Rooms, the Great Hall and the Templar Rooms to the Torment Room. At the same time you will have to complete the quest Lost in dreams.

In the Torture Room you need to defeat Uldred, this actually completes the quest. In the same location there are three helpless magicians and the First Sorcerer Irving. As the battle progresses, they become possessed (Irving is the last). The easiest way to save Irving is to interrupt the transformation of magicians into possessed ones with the help of the one found in the Templar Rooms Litanies of Adralla, placing it in the quick access toolbar at the bottom of the screen.

If you save Irving, you can form an alliance with the magicians, otherwise - with the templars. However, even after saving Irving, it will be possible to choose an alliance with the templars in a conversation with Gregor.

Result:
250 XP upon receiving Litany of Adralla;
Gauntlets of Ashes from Uldred's body.


The quest begins by reading any of the text fragments Guardian of the Limit in the Tower of Mages. You need to read all the fragments: three in the Students' Rooms, two in the Senior Magicians' Rooms, one in the Great Hall. Then you need to activate the statues in the Great Hall (with a bowl, with a raised sword, with a lowered sword, and finally with a shield in the center of the location). After this, touch the basement door in the Students' Rooms and defeat the demon Shah Wird.

Result:
two-handed sword Yusaris for completing the quest.


Quest for the Community of Magicians (can be taken in Redcliffe or Denerim). You need to collect five scrolls of Banastor. The scrolls are located in the Brecilian ruins (the lair of the werewolves), in the Tower of Mages (the rooms of the senior magicians and the large hall), in the Ruined Temple.

Result:
175 XP and 5 gold coins for completing the quest.


Morrigan's personal quest. In the Tower of Mages in the Rooms of the Elder Mages you need to find Black Grimoire for Morrigan. After some time in the camp, Morrigan will ask you to kill Flemeth. In the location Somewhere in the middle of the Wild Lands, you need to talk to Flemeth (Morrigan should not be in the party) and get the key from her, or take the key from Flemeth the werewolf (this choice has no consequences for the game). Then - take Grimoire of Flemeth from the chest in the hut and take it to Morrigan.

If you refuse to kill Flemeth when receiving the quest, Morrigan will leave the party, but will reappear in Redcliffe Castle at the last stage of the game.

Result:
250 XP for completing the quest.


In the Dusty City, Rogek offers to take native lyrium from him as collateral, deliver it to the magician Godwin and return for a reward. Rogek asks for 50 gold coins, but you can convince him to take 40. In addition, part of the money can be returned by stealing 20 gold coins from Rogek. Godwin is located in the Tower of Mages (the rooms of the senior magicians).

Result:
depends on the use of persuasion, intimidation, cunning;
maximum 100 XP, 73 gold coins and Raven Dagger from Godwin;
maximum 100 XP and 25 gold coins from Rogek upon completion of the quest.


When you first meet Zevran on the world map (location Long Road), you can take from the traveler’s body Letter(this starts the quest). Then in the Tower of Mages (Senior Mages' Rooms), in Irving's office you need to take Small painted box and hand it to the door in the Denerim Trade District (near the Curiosities of Thedas store).

Result:
100 XP and 3 gold coins for completing the quest.


It is necessary to destroy six vessels and the Revenants associated with them. The vessels are located in the Tower of Mages (rooms of senior magicians), in Denerim (random meeting on the outskirts of the city), in Orzammar (royal palace and Caridin crossroads), in the Brecilian ruins (lower level and lair of werewolves).

Result:
shield Dead coat of arms from a revenant in Denerim.


A quest for those interested from R. (quests in this series are given in the Denerim tavern). You need to collect twelve love letters. Letter Locations: Dalish Camp, Brecilian Ruins (top level), Orzammar (Charter's Hideout and Royal Palace), Lake Calenhad (tavern), Mage's Tower (senior mages' quarters), Denerim (Earl Eamon's estate, The Pearl, Smithy), village Redcliffe (mill), Redcliffe Castle (cellar), Village of Refuge (house).

Result:
125 XP and 6 gold coins for completing the quest.

The quest starts after the Battle of Ostagar. We have in our hands the ancient treaties of the Guardians, one of the possible allies is the circle of magicians.

Arriving at the place, we learn that the Circle has been captured by possessed people and demons, and the doors are closed. In order to be able to attract magicians to the battle with the creatures of darkness, the problem needs to be solved. After talking with Knight Commander Gregor, we go inside the tower. The doors are locked behind us, so there is no turning back. Walking forward, we see how the elderly magician protects her students from the demon. She will not greet us very warmly, considering us an envoy of the templars. After the conversation, she will join the squad (attention: Winn is a very valuable member of the squad - she already has a healer specialty, so if the GG does not have this specialty, it is better to always have her in the squad). Now we need to clear the tower of demons.

In one of the rooms we will find a templar helmet on the body of one of the enchanted templars, a breastplate can be found on the body of another templar on the fourth floor. This armor will greatly help a warrior in the early stages of the game if he does not have Kaylan armor or similar ones.

On the second floor we are met by Owain, a pacified magician in charge of the storage room. He will say that the magician Niall came to him to pick up the litany of Adralla - a spell that can destroy blood magic spells. Now everything becomes clear: the demons did not leak out on their own, but were caused by the blood mage. Having made our way into one of the rooms on the fourth floor, we meet a possessed man who is a demon of idleness. He manages to stop the Guardian, sending him and his squad into the Shadow and isolating his companions. The subquest "Lost in Dreams" begins.

First we need to break out of our own illusion. As a restraining illusion, the demon created for us Duncan, who died at Ostagar, and Weishaupt, the headquarters of the Guardians. After we see through the illusion, pseudo-Duncan and two "Guardians" will attack us. Having dealt with them, we go to the pedestal and are transported to the Primordial Shadow. There we will meet Niall, who will say that in order to get through to the demon of idleness, we need to defeat smaller demons. The doors to them are closed or disguised, so you need to learn to take other forms.

We will receive the first form by saving the mouse from the demon of wrath. This way we can use mouse holes to move around. There are three other forms:

  1. Spirit - allows you to see camouflaged doors.
  2. Fire creature - allows you to walk through fire.
  3. Golem - allows you to knock down heavy doors.

All these forms can be obtained from sleepers. The first can be obtained from a templar hiding from ghosts, the second from a templar struggling with his anger, and the third from a mage in the Scattered Mages area. In any case, having received all the forms, you can take on the demons; the last one should visit the “Templar’s ​​Nightmare Dream” room, where all four forms will be useful to us. Having dealt with the demons, you can go free your companions or immediately go fight Idleness.

Having defeated the demon, we return to reality. Having found Niall's body, we take the Litany from his body and go upstairs. In front of the last staircase, in a magical cage, sits the templar Cullen, who will say that the cage was created by Uldred or one of his magicians, and will offer to kill everyone remaining at the top. You can agree (Winn and Leliana will not approve) or refuse (Sheila and Stan will not approve).

Going upstairs, we see how Uldred and his magicians turn another magician into a possessed one. After the conversation he will attack. Litany will be useful in battle, as he will turn captured magicians into possessed ones.

Having dealt with Uldred, we go down to the templars. Further, depending on our actions and partly on the decision, there will be three options.

  1. If the First Sorcerer did not survive the last battle, we will recruit templars and the Circle will be closed.
  2. If Irving is alive, we can convince the Knight Commander that the Circle is fine, then we can recruit mages.
  3. We can say that it is better to close the Circle for quarantine, then we will recruit templars.