Collections

Collections

I. Astrariums.


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Astrariums in the Hinterlands.

Peraquialis - Dead Ram Grove.

Draconis - Hafter's Woods.

Judex - The Outskirts.

Astrariums on the Storm Coast.

Servani - Great Cove.

Fervenial - Morrin's Outlook.

Bellitanus - Apostate's Landing.

Astrariums in Crestwood.

Tenebrium - The Flats.

Kios - Glenmorgan Mine.

Silentir - Forester Homestead.

Astrariums in the Western Approach.

Toth - Griffon Wing Keep.

Fenrir - Prison Ruins.

Satinalis - Echoback Canyon.

Astrariums in the Emerald Graves.

Eluvia - Nettle Pass.

Equinor - Harrow.

Solium - Direstone.

Astrariums in Frostback Basin. (DLC "Jaws of Hakkon")

Belanas - Western Riverbank.

Visus - Cliffside Path.

Fulmenos - Basin Floor.

II. Bottles.


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"Seriously, just how many bottles does one Dwarf need?"

All collected bottles are housed and viewable on a set of shelves in the basement of Skyhold's Lower Courtyard.

Fallow Mire. Dragon Pi♥s - In the second house north-west of the fourth beacon.

Garbolg's Backcountry Reserve - In a house north-west of Fisher's End Camp.Hinterlands. Butterbile 7:84 - Found on a table in a round house near the side quest Blood Brothers; behind the locked door.

Vint-9 Rowan's Rose - On the second floor of the tavern in Lornan's Exile.

Carnal, 8:69 Blessed - On the first floor of Master Dennet's house located in Redcliffe Farms.

Vintage: Bethany Hawke/Carver Hawke/Warden Steed - Behind a locked door to the Wheelhouse near the entrance of Redcliffe Village. The Deft Hands, Fine Tools Inquisition perk is required to open the door.Western Approach. West Hill Brandy - In the tower located between Craggy Ridge Camp and the Underground Cavern above the astrarium cave, climb the east side and head up the ladder.

Vintage: Warden Eval'lal - In the Ritual Tower.

Vintage: Warden Jairn - In Dustytop Fort.Forbidden Oasis. Golden Scythe 4:90 Black - At the bottom of Spiral Mine.Emerald Graves. Sun Blonde Vint-1 - On the river bank at Silver Falls south from Direstone Camp.

Absence - On top of some boxes in a small room located inside Argon's Lodge.

Mackay's Epic Single Malt - At Bear Cave north of Chateau D'Onterre.

Chasind Sack Mead - Lyrium Camp north of Southfinger Tower.Crestwood. Antivan Sip-Sip - Found in the Glenmorgan Mine region near the Guide of Falon'Din landmark. Head inside the cave just east of the Astrarium that is located in the same area.

Hirol's Lava Burst - From the drained lake area south of the North Gate Camp (near the Flooded Caves entrance and the Mayor's Old Home), head into the house with a closed door, found inside on the left.

Vintage: Warden Gibbins - From the drained lake area south of the North Gate Camp (near the Flooded Caves entrance and the Mayor's Old Home) head west from the house with the locked door to the damaged house near the lake.

Vintage: Warden Daedalam - South from the Fisherman's Hut landmark (in the drained lake area) found inside the broken down house with a chest visible from the doorway on the right.Hissing Wastes. Aqua Magus - Outside the Burial Grounds Tomb, south of Logging Camp (during the side quest The Tomb of Fairel).

Flames of Our Lady - Northwest of Sunstop Mountain camp in the quarry structures.

Silent Plains Piquette - In the Venatori camp south-east of Sunstop Mountain Camp during the side quest Sand and Ruin.Exalted Plains. Vintage: Warden Korenic - In a yellow house by the river in Ville Montevellan.

Finale by Massaad - In the basement of Riverside Garrison.

Alvarado's Bathtub Boot Screech - Inside a tower in the Eastern Ramparts.

Vintage: Warden Tontiv - Southwest of Riverwatch Camp in a burning red house.Storm Coast. Vintage: Warden Anras - South-east of Small Grove Camp, on top of the cliff overlooking Long River (on the north side of the river).

Vintage: Warden Riordan - East of Driftwood Margin Camp, found in the same hut as the Memories of the Grey and Wardens of the Coast.Emprise du Lion. Legacy White Shear - In the Sahrnia Quarry tower near the entrance.

Abyssal Peach - Inside Suledin Keep past the cages and the first giant encounter, prior to the lyrium tents.

III. Dwarven Mugs. (DLC «The Descent»)


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"That pot-bellied son-of-a-wh♥re Teagan said I can't drink a whole barrel of pickle juice without passing out first. I aim to prove him wrong."

Collected mugs will be displayed in the Legion Camp in the Storm Coast Fissure.

Darkspawn Warrens. «Pride of Nalthur» - Located in the first room to the left after descending into the Darkspawn Warrens, the Mug is located just to the left of the Recovering Barreled Treasure expedition table operation.

«Wraith Blood» - Found in the hidden room connected to the room with the Builder's Towers desk puzzle, go down the stairway and destroy the crates with any desired ability; this exposes a doorway to a cavern, the Mug is found on the table to the right.Ruins of Heidrun Thaig. «Branon's Custom Mix» - Obtained after unlocking the Heidrun Thaig Central Bridge, head to the end of the bridge and to the right in the Ruins of Heidrun Thaig (the operation does not need to be completed).

«Everd's Experience» - Located next to the seventh Gate of Segrummar.

«Lost memory» - Obtained after completing Heidrun Thaig Lower Bridge, climb down to the bottom, cross the wooden bridge, the Mug is directly ahead on the railing.

«Enchanted Stein» - Located behind the fourth Gate of Segrummar, accessible after Heidrun Thaig Upper Bridge is completed.Bastion of the Pure. «Sacrificial Cup» - Looted in the same room as the Arcane horror located in the far northeastern most area. The Mug can be found to the right of the large diamond-shaped alter on a shelf among some candles, and to the left of the loot-able chest.

«Cup of Cobalt» - Looted next to a skeleton at the end of the bridge after completing the Deep Roads Expeditions: Buried Sea Bridge along with the Kingfisher's Staff.

«Vessel of the Ancients» - Located next to the third entry of Codex entry: Chronicles of a Forgotten War.

«Titan's Nail» - Looted next to a skeleton after completing the Deep Roads Expeditions: Bastion of the Pure Excavation along with the fifth Codex entry: Chronicles of a Forgotten War.

IV. Gates Of Segrummar. (DLC «The Descent»)


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Bloodstained ancient gears are scattered throughout the various regions of the Deep Roads. Collect them to open Gates of Segrummar, revealing the secrets within.

Darkspawn Warrens.

8 gears.

Requires the Deep Roads Expeditions: Heidrun Thaig Upper Bridge operation to be completed.

Ruins of Heidrun Thaig.22 gears.

Ignoring the elevator down, use the ledges past the elevator to start descending. Follow ledges around the wall to the opposite from where the lift is. The gear is on a balcony near two dwarven boxes.

Requires the Heidrun Thaig Lower/Central/Upper Bridge operation to be completed.

Forgotten Caverns.12 gears.

Bastion of the Pure.12 gears.

Requires the Deep Roads Expeditions: Bastion of the Pure Bridge/Deep Roads Expeditions: Bastion of the Pure Excavation operation to be completed.

V.I. High Dragons. Fereldan Frostback. Northern Hunter


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"I am a fly in the ointment. I am a whisper in the shadows. I am also an old, old woman. More than that you need not know."

Killing ten of the eleven dragons unlocks the "Dragon's Bane" achievement.

Fereldan FrostbackIt can be found in Lady Shayna's Valley; the northeast area of the Hinterlands, closest to the Dusklight Camp.

StrategyThere are four stages of the combat:

First Stage. As you enter the initial area close to the camp (Lady Shayna's Valley), the dragon will circle around, destroying the top of the central spire by smashing into it. Upon seeing your party she will start to periodically bombard you with fireballs. The first fireballs will be coming directly above you so try to dodge them and get close to the central spire. The dragon will change her path when you are far enough in. Standing behind the spire will protect you from this new wave of fireballs. You can also put in some hits with a mage or an archer. After a few rounds, she will eventually fly and land in the next area (Blood Cliffs). If somehow you are caught off-guard by a wild fireball, you have time to cast barrier in the time the fireball takes to travel. Be aware that this area contains dragonlings who will also attack you if they notice you.

*You can skip this stage altogether by running through Lady Shayna's Valley into the Blood Cliffs.

Second Stage. The dragon lands in the Blood Cliffs area and this is where the real fight begins. Get your warrior in front of the dragon and all ranged members to the sides close to her. If any party member is too far away, the dragon will flap her wings and suck party members in while doing heavy damage to them. This can be avoided by staying relatively close to her. All dragons are immune to taunting, so the only purpose to abilities such as War Cry or Challenge is to generate guard. Rogues with daggers should be at the back to maximize damage. Dragons have multiple targetable parts: dealing enough damage to any leg will force her to jump to the other leg. For example, when you hurt the left leg enough she will jump to her right. When she does so, reposition your team as before with only the warrior in front. This positioning ensures that only your warrior will be hit by breath attacks, and your party won't get stomped on. Though she can't be taunted, she will still attack the party member with the greatest threat generation, in this case your warrior wearing heavy armor. Cast Barrier whenever possible on the warrior or any member who needs it the most.

Third Stage. When you cut her health to 75%, she will take to the skies again, throwing fireballs and breathing fire down a path. This attack is a little tricky to avoid as it is faster than the fireball and has a wide AoE, so it is a good idea to keep your party on the move. She will land on a ledge and call dragonlings to attack you. Although you can used ranged attacks at this point, you should focus on killing the dragonlings to stop them damaging your party. The dragon will return to the field after killing all the dragonlings and the fight will continue as per the second stage. Taking her health down to ~50% will make her fly to a ledge and summon dragonlings again. During this stage the dragon may use a roar that will stun your entire party for a few seconds.

*If you manage to deal enough damage at around the 75% point, e.g. with an archer dealing critical Long Shot or Full Draw damage with a powerful bow, then she will not take off or summon any dragonlings and will remain on the ground for the duration of the fight. It may help to target her head, as enough damage there will interrupt her attacks and make her forget what she was doing for a moment.

Final Stage. Upon reaching 20-25% health, she will proceed to the final area. Climb up the hill by following the path. If somehow you can't get to her, your party can. The dragon will face you to the bitter end here, along with her dragonlings, although it will take longer for the dragonlings to reach the area compared to previous stages and it is possible to finish her off before any dragonlings reach your party. This area is smaller than the previous one so you might get caught by the maelstrom attack and/or get KO'd instantly by a wild fire breath attack, so this is when you should attack her all-out. She will also stun your party with her roar, but if you keep the party spread out, you're only likely to lose one member if she follows up with a breath attack after a roar. Once you kill her, loot her remains and claim the landmark.Northern HunterShe is found lying asleep in an inaccessible location south of the dam in Crestwood. The draining of the lake during the side quest Still Waters will wake her and she will proceed to take residence in the ruins around the Fereldan Wyvern Statues landmark due south of the Village of Crestwood, Caer Bronach and the Wyvern's Watch landmark, in the Black Fens region.

Strategy*You must drain Crestwood's lake in order to fight the Northern Hunter. Draining the lake occurs as part of the Still Waters quest chain.

Out of all the high dragons in Dragon Age: Inquisition, the Northern Hunter is arguably the easiest to kill. She is relatively low level, does not summon allies, does not fly off in the middle of battle and does not generate a guard bar, which makes this fight relatively simple.

Your party should consist of one warrior and three ranged attackers. Mages should have fire or ice staves with spirit runes, if possible, and all party members should ideally have equipment that grants electricity resistance.

Like all high dragons, the Northern Hunter uses tail, claws and bite melee attacks. She also uses the following attacks:

Breath weapon: She will breathe out a burst of lightning that hits hard and leaves a damaging area of effect behind afterwards. She will broadcast her attack by rearing her head back and looking towards the companion she intends to hit. Take control of whichever companion she is looking at and move them out of the way - she may follow for a short time, but once her breath attack begins you can generally move out of the way faster than she can turn.

Berserk: Periodically, she will use a lightning-based berserk attack. This creates a ring of electricity around each companion that deals damage to them and anyone nearby. This effect will stack, so that companions standing next to one another will receive damage each other's electricity ring as well as their own. Having three ranged attackers helps to reduce damage by allowing you to keep party members spread apart. This effect can be removed by Dispel, or Spell Purge.

Vortex: Occasionally, she will rear up on her legs, beat her wings quickly, and pull all companions into melee range with strong winds. Each wing beat will also deal high damage to anyone it pulls in, but not to party members in melee range. When you see her start beating her wings, use Fade Step for mages and Evade or Hook and Tackle for rogues to quickly move them into melee range. Once the effect stops, switch to tactical camera and move ranged attackers out as soon as possible - she will often follows this attack up with Berserk, meaning your allies can quickly kill each other if they don't scatter as soon as the vortex finishes.If you keep your party spread out and heal as necessary, this battle should be fairly straightforward. If you are having difficulty, consider equipping Electrical Resistance Tonic, Regeneration Potion and/or Healing Mist on your party members.

V.II. High Dragons. Abyssal High Dragon.


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Abyssal High DragonIt can be found in the south area of the Western Approach, in "The Wastes" (south of Nazaire's pass). Prerequisites to fight the dragon include The Abyssal High Dragon quest chain for Frederic.

Strategy The Abyssal High Dragon breathes fire, dealing fire damage. It is therefore resistant to fire damage, but vulnerable to cold. Bringing Fire resistance potions is a must on higher difficulties, particularly for your tank. Regeneration potions can also help. Equip your mage or mages with an ice staff (like Tempest, found in the still ruins in the Western Approach). Dragon-Slaying and Ice Rune also help somewhat, but they're not required.

In preparation for the incoming Abyssal High Dragon, spread your party out, so that not everyone gets hit by her when she lands. Once she lands, she will stay on the ground for the entirety of the fight, except for some small "jumps" to cover distance at times.

The Abyssal High Dragon moves around a lot, so abilities like Evade, Fade Step and Combat Roll will be useful to keep your non-tanks out of harm's way.

Regularly, The Abyssal High Dragon will generate a full guard bar that you will have to wear down. Abilities that do extra damage against guard, such as upgraded Shield Bash, will therefore help in this battle.

All dragons will often attack any party member close to them with melee attacks. She will signify a melee attack by raising the leg closest to the party member she will try to hit, avoid it with Fade Step/Evade/Combat Roll. Getting close to her tail will often make her raise her tail up and to the side in preparation to swipe the whole area behind her. A tail swipe is harder to avoid than an attack with her legs since it will cover a larger area, the best thing to do is to stay away from her tail.

Every time the dragon lifts its wings high up over her body, she's about to use her "Maelstrom" ability, an ability all or nearly all dragons in the game have. She will flap her wings four times, and every time, she will suck your party closer to her and do high damage to them. The ability has an extremly long range so it's doubtful you can outrun it. There are three ways to deal with this ability: With high enough dps you can just weather it, since you will see this ability no more than a couple of times. Nuke the dragon down, popping potions, although you will burn through them quickly.

You can hide behind obstacles. This can be difficult because of poor AI pathfinding, AI unwillingness to stand where ordered even when "holding position", dragon constantly moving and destroying obstacles.

Lastly, and the best way, is to get into melee range inside the maelstrom circle. Inside it you will take no damage. As soon as you see the dragon's wings rise high, use your Evade (Rogues) and Fade Step (mages) to help get them inside the circle as fast as possible. Having your ranged party members stand not too far from the dragon at all times will help prepare for the maelstrom. Your melee companions will already be positioned where they should be. When the dragons stops flapping its wings, get your ranged party members out again quick, so they don't get hit by the dragon's melee attacks. The Abyssal High Dragon will also use her fireball ability if a party member that is not in melee range gets aggro. She will shoot a ball of fire in a straight line which will explode on the ground and set it aflame for a while. Any party member that walks over this, will get the "Burning" damage-over-time debuff. Sometimes she will jump away from the party intentionally to use this attack. Avoid this ability with Fade Step/Evade/Combat Roll.

The Abyssal High Dragon will use its Fire Breath ability at times; she will signal this ability by raising her head back and up. She will then spray the ground in front and to the sides of her, trying to hit any party members standing close. The breath will leave party members burning as well as doing direct damage to them. Avoid this ability with Fade Step/Evade/Combat Roll.

Focusing and damaging all four of the dragon's legs can make the dragon fall to the ground helplessly for a short while. A dragon which has a damaged leg will be bleeding severely from it. It will also show a "pain" animation and jump away if you have damaged a leg enough. Focus your damage on one leg at a time, after you see that leg start to bleed, change to another leg. When the dragon is lying on the ground, it is a very good time to use many of the party's ground-targeted focus abilities, like the Inquisitor's Mark of the Rift or Solas' Firestorm, since you know the dragon will not move for a short while. Typically it will take a very long time to damage the dragon's legs enough for it to fall, often taking almost the whole battle for it to occur.

V.III. High Dragons. Gamordan Stormrider.


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Gamordan StormriderShe can be found in the Crow Fens in the far North-East of the Exalted Plains. The Gain Access to Ghilan'nain's Grove war table operation must be completed in order to gain access to the Crow Fens.

StrategyThe greatest challenge of this fight is to avoid standing in any bodies of water. The encounter takes place in a marsh and the dragon can electrify the standing pools of water, causing damage to any party members while they're not on dry land. The water increases the range of the dragon's lightning breath attacks and increases the duration of each attack. There are also several poisonous pits in the area (the bubbling waters) which your party can get knocked into.

The Gamordan Stormrider breathes electricity instead of fire, dealing electricity damage. She is resistant to electricity damage, but vulnerable to spirit. Bringing electrical resistance potions is a must on higher difficulties, particularly for your tank. Regeneration potions can also help. Equip your mage or mages with a fire or ice staff. Dragon-slaying and spirit runes can also help somewhat, but they are not required.

The best place to engage the dragon is to approach her from the southeast, where there is much more land for your party to stand on. Your party members should always try to stand on land whenever possible.

The Gamordan Stormrider will stay on the ground for most of the fight. She will make small jumps to cover distance at times. She will take off at least twice during the battle and fly around the area, launching balls of electricity at your party. Shortly after, she will return at high speed and land violently on the ground, knocking any nearby party members off their feet and dealing damage. Spreading your party out when she takes off is a good idea. Abilities like Evade, Fade Step and Combat Roll are useful at keeping your party out of harm's way.

All dragons will often attack any party member close to her with melee attacks. She will signify a melee attack by raising the leg closest to the party member she's targeting; avoid it with Fade Step/Evade/Combat Roll. Getting close to her tail will often make her raise her tail up and to the side in preparation to swipe the whole area behind her. A tail swipe is harder to avoid than an attack with her legs since it will cover a larger area, so the best thing to do is to stay away from her tail.

Every time the dragon lifts her wings high up over her body, she's about to use her "Vortex" ability, an ability all or nearly all dragons in the game have. She will flap her wings 4 times, and every time, she will suck your party closer to her and do high damage to them. The ability has an extremely long range so it's doubtful you can outrun it. There are 3 ways to deal with this ability:

With high enough defence you can just weather it, since you will see this ability no more than a couple of times. Nuke the dragon down, popping potions, although you will burn through them quickly.

You can hide behind obstacles. This can be difficult because of poor AI pathfinding, AI unwillingness to stand where ordered even when "holding position", dragon constantly moving and destroying obstacles.

Lastly, and the best way, is to get into melee range (inside the vortex circle). Inside it you will not take damage from the vortex. As soon as you see the dragon's wings rise high, use your Evade (rogues) and Fade Step (mages) to help get them inside the circle as fast as possible. Having your ranged party members stand not too far from the dragon at all times will help prepare for the vortex. Your melee companions will already be inside the circle. When the dragon stops flapping her wings, get your ranged party members out again quickly, so they don't get hit by the dragon's melee attacks. The Gamordan Stormrider's lightning attacks will also electrify the water, but as long as you are using electrical resistance potions the damage from the water is preferable to the vortex damage. Hopefully, she will not use her vortex ability when standing in the middle of electrified water.The Gamordan Stormrider will also use her lightning ball ability if a party member that is not in melee range is generating threat. She will shoot a ball of lightning in a straight line which will explode on the ground and leave it electrified for a while. Any party member that walks over this will take damage. Avoid this ability with Fade Step/Evade/Combat Roll.

Focusing your party's damage on the dragon's legs can make the dragon fall to the ground helplessly for a short while when you have damaged all four legs enough. A dragon which has a damaged leg will be bleeding severely from the affected leg. She will also show a "pain" animation and jump away if you have damaged a leg enough. Focus your damage on one leg at a time; after you see that leg start to bleed, change to another leg. When the dragon is lying on the ground, it is a very good time to use many of the party's ground-targeted focus abilities (e.g. the Inquisitor's Mark of the Rift or Solas' Firestorm) since you know the dragon will not move for a short while. Typically it will take a very long time to damage the dragon's legs enough for her to fall, often taking almost the whole battle.

It is also possible to stand in the mountains near the dragon and attack her using a mage or archer without taking damage.

V.IV. High Dragons. Greater Mistral.


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Greater MistralIt can be found in the Southfinger Watch region, in the north area of the Emerald Graves.

StrategyThe Greater Mistral breathes ice instead of fire, dealing cold damage. The dragon is resistant to cold damage, but vulnerable to fire. Bringing Cold Resistance Tonics is a must on higher difficulties, particularly for your tank. Regeneration potions can also help, as can Antivan Fire grenades. Equip your mage or mages with a fire staff. Dragon-slaying and fire runes can also help somewhat, but it's not required. Completing The Cold Endured side-quest in the Forbidden Oasis will permanently increase the Inquisitor's cold resistance stats, which may be useful if you are having difficulties.

The Greater Mistral will generate a full guard bar that you will have to wear down. She will do this multiple times, often just after you have worn the guard down so be prepared for a long fight. Abilities that do extra damage against guard, such as upgraded Shield Bash, will help.

The Greater Mistral will stay on the ground for most of the fight. She will make small jumps to cover distance at times. During the battle, at 75%, 50%, and 25% health, she will take off. Shortly after, she will return at high speed, breathing ice at party members along her path, which will chill (slow) and damage them. Shortly after she will land, knocking any party members off their feet and doing high damage to them. Spreading your party out when she takes off is a good idea. Abilities like Evade, Fade Step and Combat Roll will be useful to keep your party members out of harms way.

All dragons will use melee attacks on party members close to her. She will broadcast her attacks by raising the leg closest to the party member she is targeting. Avoid attacks with Fade Step/Evade/Combat Roll. Getting close to her tail will often make her raise her tail up and to the side in preparation to swipe the whole area behind her. A tail swipe is harder to avoid than an attack with her legs since it will cover a larger area, so the best thing to do is to stay away from her tail.

Every time the dragon lifts her wings high up over her body, she's about to use her vortex ability. She will flap her wings four times, and on each flap, she will suck your party closer to her and do high damage to them. The ability has an extremely long range so it's doubtful you can outrun it. There are three ways to deal with this ability:

With high enough dps you can just weather it, since you will see this ability no more than a couple of times. Keep fighting the dragon and use potions when needed, although you will burn through them quickly.

You can hide behind obstacles. This can be difficult because of poor AI pathfinding, AI unwillingness to stand where ordered even when "holding position", and the dragon constantly moving and destroying obstacles.

Lastly, and the best way, is to get into melee range (inside the vortex). Inside it you will take no damage. As soon as you see the dragon's wings rise high, use Evade (rogues) and Fade Step (mages) to help get them inside the circle as fast as possible. Having your ranged party members stand not too far from the dragon at all times will help prepare for the vortex. When the dragon stops flapping her wings, get your ranged party members out again quickly so they don't get hit by her melee attacks.The Greater Mistral will also launch an ice ball if a party member that is not in melee range generates threat. She will shoot a ball of ice in a straight line which will explode on the ground and leave a cloud of frost for a while. Any party member that walks over this will take damage and be chilled (slowed). Sometimes she will jump away from the party intentionally to use this attack. Avoid this ability with Fade Step/Evade/Combat Roll.

The Greater Mistral will also use her ice breath at times. She will signify this ability by raising her head back and up, and then spray the ground in front and to the sides, trying to hit any party members that are standing close enough. The breath will leave party members chilled as well as doing damage to them. Avoid this ability with Fade Step/Evade/Combat Roll.

Focusing your party's damage on the dragons legs can make the dragon fall to the ground helplessly for a short while when you have sufficiently damaged all four legs. A dragon with a damaged leg will be bleeding severely and will also show a pain animation and jump away if you have damaged a leg enough. Focus your damage on one leg at a time and after you see that leg start to bleed, change to another leg. When the dragon is lying on the ground, it is a very good time to use many of the party's ground-targeted focus abilities, like the Inquisitor's Mark of the Rift or Solas' Firestorm, since you know the dragon will not be able to move for a short while. Typically it will take a very long time to damage the dragon's legs enough for it to fall, often taking almost the whole battle for it to occur.

V.V. High Dragons. Vinsomer.


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VinsomerIt's can be found on Dragon Island, northwest of the storm coast. In order to reach Dragon Island, you must first acquire and complete the war table operation Red Templars on the Storm Coast. You will then get the Red Water quest, which will open the locked dwarven ruin door in the southwest area of the Storm Coast. At the end of the ruins, the Inquisitor's party can take a boat to Dragon Island.

StrategyThe Vinsomer breathes electricity, dealing electric damage. Accordingly, she’s resistant to electric damage but vulnerable to spirit damage. She is immune to almost all status effects; the one notable exception is poison, which will damage her.

Vinsomer’s attacks and abilities.

All dragon attacks deal high amounts of damage and may inflict status effects with certain attacks. The Vinsomer uses the following attacks and abilities:

Melee attacks:

Claw: she will look at a target in melee range and raise the closest leg to signify a claw attack. This is done quite slowly and can easily be avoided with Combat Roll (warriors), Evade (rogues) or Fade Step (mages).

Bite: she will bite a target in melee range, but only if they are at her front and attacking her head. Identifying this attack can be difficult as it uses a similar animation to other attacks.

Tail: she will raise her tail up and to the side, then swipe the whole area behind her. A tail swipe is harder to avoid than an attack with her legs since it will cover a larger area.

Jump: although not strictly an attack, she will occasionally jump about the battlefield, knocking over any party members in range at both her start and end points.

All melee attacks will knock over party members in range. Being knocked over deals damage and leaves the party vulnerable in the time it takes to get back to their feet.Elemental attacks:

Electric ball: similar to a fireball, she may shoot a ball of electricity at a party member. The ball will deal damage on hit and leave a cloud of electricity behind afterwards. Any party member entering the cloud will have damage dealt to them over time. This ball can be avoided fairly easily because it travels in a completely straight line – just run to the side.

Electric breath: she may breathe electricity at nearby party members. She will broadcast this attack by raising her head back and up. Unlike the electric ball, she will turn to direct this attack at party members.Vortex: she may raise her wings high up above her body and flap her wings four times. This generates a vortex that sucks party members outside of melee range close to her, dealing damage with every flap. It does not deal damage to party members inside the vortex. The vortex also deflects ranged projectiles coming from outside its area of effect, including ability attacks like Energy Barrage or Long Shot, but doesn't deflect attacks from inside. Get all party members into melee range as quickly as you can. Once the vortex is over, move your ranged attackers away as soon as possible.

Guard: she may generate a full guard bar at random intervals. This is usually signified by her jumping away, lowering her head, stamping her feet on the ground, and glowing. The guard bar must be destroyed in order to keep damaging her.

Berserk: she will occasionally raise up on her back legs then slam her front legs into the ground, knocking any nearby party members over and creating electric circles around each party member. These rings will move with you and will deal damage over time; however, they also deal damage to any other party members inside another’s ring. This means that two party members standing close together will be dealt damage from their own ring and also from the other person’s ring. Dispel removes the effect, but the damage can interrupt the casting of dispel, so you may need to try a couple of times.

The battle.The biggest problem with this battle is the combination of the Berserk attack and the occasional full guard bar she’ll generate. The guard bar will extend the fight and the Berserk attack can't be dodged, which will wear down your resources. Otherwise, this is a fairly straightforward battle.

Turn off the barrier spell in tactics for one of your mages and keep control of that mage as much as possible during the battle. This will allow you to refresh your party’s barrier just as it fades, while the other mage’s barrier spell is cooling down, while it also prevents the AI from casting both barrier spells at once. This means you can keep up a barrier for most of the battle, if not all of it. Only switch away from your chosen mage when you need to take control of another party member to use Combat Roll, Fade Step or Evade to dodge an attack.

Keep your party spread out as much as possible. If you have three ranged attackers you will be able to keep your party spread out so that they don’t inadvertently damage each other when the Vinsomer uses her Berserk attack. The Vinsomer will stay on the ground for the duration of the fight, but she will likely deal the most (non-electric) damage when she leaps across the area. Again, keeping your party spread out will help minimise this damage.

You have two main options for this fight: either focus on her head, or focus on her legs.

Focusing on her head will occasionally interrupt her attacks while she shakes her head and stops attacking for a couple of seconds, buying you precious time. This is a good tactic to take if you are having trouble with the damage she deals out – particularly the Berserk attack, which cannot be avoided. However, focussing on her head will lead your melee attackers away from her flanks and into the line of her breath and bite attacks, plus it gives up any chance of making her collapse.

Focusing on her legs, on the other hand, will eventually make her collapse on the ground for a short time, unable to move. This makes her a great target for ground-based multi-hit abilities such as Mark of the Rift or Firestorm. In order to do this, you should target one of her legs and command your whole party to attack that leg. After you have dealt enough damage to it, she will flinch and jump away, knocking nearby party members over. You know her leg is damaged enough when it starts bleeding profusely. At that point, you should switch to a different leg and repeat the process until that leg is bleeding as well.

Once all four legs are damaged enough, she will collapse to the ground a short time after (the collapse is not immediate). However, dealing enough damage to all of the legs takes a very long time, almost to the end of the battle, and you may not be able to make her collapse before she dies. If you do manage to make her collapse, however, she will be close to death - hit her with everything you’ve got and if you’re lucky you’ll kill her before she recovers.

V.VI. High Dragons. Sandy Howler.


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Sandy HowlerIt can be found in the east area of the Hissing Wastes near the Tomb of Fairel. The closest camp is the Sand Crags Camp. Head directly east from the camp in a straight line until you reach the tomb, and the dragon is sitting at the bottom.

Strategy The Sandy Howler breathes fire, dealing fire damage. It is therefore resistant to fire damage, but vulnerable to cold. Bringing Fire resistance potions is a must on higher difficulties, particularly for your tank. Regeneration potions can also help. Equip your mage or mages with an ice staff. Dragon-Slaying and ice runes can also help somewhat, but it's not required.

The Sandy Howler will stay on the ground for the entirety of the fight, except for some small "jumps" to cover distance at times.

Regularly, The Sandy Howler will generate a full Guard bar that you will have to wear down. Abilities that do extra damage against guard, such as upgraded shield bash will therefore help in this battle.

All dragons will often attack any party member close to her with melee attacks. She will signify a melee attack by raising the leg closest to the party member she will try to hit. Avoid it with Fade Step/Evade/Combat Roll. Getting close to her tail will often make her raise her tail up and to the side in preparation to swipe the whole area behind her. A tail swipe is harder to avoid than an attack with her legs since it will cover a larger area; the best thing to do is to stay away from her tail.

Every time the dragon lifts its wings high up over her body, she's about to use her "Maelstrom" ability, an ability all or nearly all dragons in the game have. She will flap her wings 4 times, and every time, she will suck your party closer to her and do high damage to them. The ability has extremely long range so it's doubtful you can outrun it. There are 3 ways to deal with this ability:

With high enough dps you can just weather it, since you will see this ability no more than a couple of times. Nuke the dragon down, popping potions, although you will burn through them quickly.

You can hide behind obstacles. This can be difficult because of poor AI pathfinding, AI unwillingness to stand where ordered even when "holding position", dragon constantly moving and destroying obstacles.

Lastly, and the best way, is to get into melee range (inside the maelstrom circle). Inside it you will take no damage. As soon as you see the dragon's wings rise high, use your Evade (Rogues) & Fade Step (mages) to help get them inside the circle as fast as possible. Having your ranged party members stand not to far from the dragon at all times will help prepare for the maelstrom. Your melee companions will already be where they should. When the dragons stops flapping its wings, get your ranged party members out again quick, so they don't get hit by the dragons melee attacks.

A few times during the battle, the Sandy Howler will let out a loud scream and stun the whole party for 3-4 seconds. This will summon 2-3 dragonlings to help it attack the party. The dragonlings will attack with fireballs at range and melee attacks, killing them quickly is important as they can inflict a lot of damage. They can be frozen, Feared and put to sleep. They have fire resistance like their mother, but not the "Greater " kind.

The Sandy Howler will also use its fireball ability if a party member that is not in melee range gets aggro. She will shoot a ball of fire in a straight line which will explode on the ground and set it aflame for a while. Any party member that walks over this will get the "Burning" damage-over-time debuff. Sometimes she will jump away from the party intentionally to use this attack. Avoid this ability with Fade Step/Evade/Combat Roll.

The Sandy Howler has a Fire Breath ability that she will signify by raising her head back and up. She will then spray the ground in front and to the sides of her, trying to hit any party members that are standing close enough. The breath will leave party members with the "Burning" damage-over-time debuff, as well as doing direct damage to them. Avoid this ability with Fade Step/Evade/Combat Roll.

Focusing your party's damage on the dragon's legs can make the dragon fall to the ground helplessly for a short while when you have sufficiently damaged them. A dragon with a damaged leg will be bleeding severely from it. It will also show a "pain" animation and jump away if you have damaged a leg enough. Focus your damage on one leg at a time; after you see that leg start to bleed, change to another leg. When the dragon is lying on the ground, it is a very good time to use many of the party's ground-targeted focus abilities, like the Inquisitor's Mark of the Rift, since you know the dragon will not move for a short while. Typically it will take a very long time to damage the dragon's legs enough for it to fall, often taking almost the whole battle for it to occur. The Sandy Howler, as opposed to lower level high dragons, can shoot a fireball while lying down.

V.VII. High Dragons. Hivernal.


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HivernalIt can be found in the east area of Emprise Du Lion. To access the area requires completing the Restore Judicael's Crossing war table scouting operation. It can be found in the first ring across the bridge: Etienne's Ring.

Strategy The Hivernal breathes ice instead of fire, dealing cold damage. The dragon is resistant to cold damage, but vulnerable to fire. Bringing cold resistance tonics is a must on higher difficulties, particularly for your tank. Regeneration potions can also help, especially if they have been upgraded with Lifeward and Proximity Heal, as can Antivan Fire grenades. Equip your mage or mages with a fire staff. Dragon-slaying and fire runes can also help somewhat, but it's not required.

The battle against the Hivernal is almost identical to the one against the Greater Mistral in the Emerald Graves. The main difference is that the Hivernal will not generate a Guard bar at regular intervals as the Greater Mistral will; however, the Hivernal is two levels higher and correspondingly tougher.

The Hivernal will stay on the ground for most of the fight. She will make small "jumps" to cover distance at times. During the battle, at 75%, 50%, and 25% health, she will take off. Shortly after, she will return at high speed, breathing ice bursts at party members along her path, which will chill (slow) and damage them. Shortly after she will land, knocking any party members nearby off their feet and doing high damage to them. Spreading your party out and/or keeping the party moving when she takes off is a good idea. Abilities like Evade, Fade Step and Combat Roll will be useful to keep your party members out of harm's way.

All dragons will often attack any party member close to her with melee attacks. She will signify a melee attack by raising the leg closest to the party member she will try to hit. Avoid it with Fade Step/Evade/Combat Roll. Getting close to her tail will often make her raise her tail up and to the side in preparation to swipe the whole area behind her. A tail swipe is harder to avoid than an attack with her legs since it will cover a larger area, so the best thing to do is to stay away from her tail.

Every time the dragon lifts its wings high up over her body, she's about to use her "Maelstrom" ability, an ability common to most dragons in the game. She will flap her wings 4 times, and every time, she will suck your party closer to her and do high damage to them. The ability has an extremely long range so it's doubtful you can outrun it. There are 3 ways to deal with this ability: With high enough DPS you can just weather it, since you will see this ability no more than a couple of times. Nuke the dragon down, popping potions, although you will burn through them quickly.

You can hide behind obstacles. This can be difficult because of poor AI pathfinding, AI unwillingness to stand where ordered even when "holding position", and the dragon constantly moving and destroying obstacles.

Lastly, and the best way, is to get into melee range (inside the maelstrom circle). Inside it you will take no damage. As soon as you see the dragon's wings rise high, use your Evade (Rogues) & Fade Step (mages) to help get them inside the circle as fast as possible. Having your ranged party members stand not too far from the dragon at all times will help prepare for the maelstrom. Your melee companions will already be where they should. When the dragon stops flapping its wings, get your ranged party members out again quickly, so they don't get hit by the dragon's melee attacks. The Hivernal will also use her Ice Blast ability if a party member that is not in melee range is generating threat. She will shoot a ball of ice in a straight line which will explode on the ground and leave a cloud of frost. Any party member that walks over this, will take damage and get chilled (slowed). Sometimes she will jump away from the party intentionally to use this attack. Avoid this ability with Fade Step/Evade/Combat Roll.

The Hivernal will use its Ice Breath ability at random points. She will signify this ability by raising her head back and up. She will then spray the ground in front and to the sides of her, seeking to hit any party members that are standing close enough. The breath will leave party members chilled as well as doing damage to them. Avoid this ability with Fade Step/Evade/Combat Roll.

Focusing your party's damage on the dragon's legs can make the dragon fall to the ground helplessly for a short while when you have damaged all four legs enough. A dragon which has a damaged leg will be bleeding severely from it. It will also show a "pain" animation and jump away if you have damaged a leg enough. Focus your damage on one leg at a time, after you see that leg start to bleed, change to another leg. When the dragon is lying on the ground, it is a very good time to use many of the party's ground-targeted focus abilities, like the Inquisitor's Mark of the Rift or Solas' Firestorm, since you know the dragon will not move for a short while. Typically it will take a very long time to damage the dragon's legs enough for it to fall, often taking almost the whole battle for it to occur.

Specific to the Hivernal's location in Etienne's Ring is a single character kill strategy for the very patient. Equip a mage with cold resistant armor, guard generation on hit and a fire staff with a Dragon-Slaying Rune. As one passes the statues before the stairs to enter the ring, hop up on the rocks on the north side and climb up to the top with the mage character. If you switch characters, pathfinding will teleport your first character back, so you only get one. Station the mage where normal shots cannot hit the Hivernal and keep firing. Normal shots will miss, but the triple shot goes around barriers such as the incline of rocks in front of you. This incline also protects the mage from the Hivernal's breath and the pull of the maelstrom ability. When it takes off, it can still be targeted with the staff and the breath attack takes so long to reach the mage, stepping aside is easy. Note that the freezing attack can't really be avoided, but since it does very little or no damage depending on resistances, just wait until the mage unfreezes and continue, as the Hivernal will never come up on the rocks.

V.VIII. High Dragons. Kaltenzahn.


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KaltenzahnIt can be found in the east area of Emprise du Lion. To access the area requires completing the Restore Judicael's Crossing war table scouting operation.

StrategyThe Kaltenzahn breathes ice, dealing cold damage. Accordingly, she’s resistant to cold damage but vulnerable to fire damage. She is immune to almost all status effects; the one notable exception is poison, which will damage her.

Kaltenzahn’s attacks and abilitiesAll dragon attacks deal high amounts of damage and may inflict status effects with certain attacks. The Kaltenzahn uses the following attacks and abilities:

Flight: at set points in the fight, she will fly off, circling the area and pelting the party with ice balls and her ice breath. When she lands, she will knock any nearby party members off their feet and deal damage. See the battle section for more info.

Melee attacks:

Claw: she will look at a target in melee range and raise the closest leg to signify a claw attack. This is done quite slowly and can easily be avoided with Combat Roll (warriors), Evade (rogues) or Fade Step (mages).

Bite: she will bite a target in melee range, but only if they are at her front and attacking her head. Identifying this attack can be difficult as it uses a similar animation to other attacks.

Tail: she will raise her tail up and to the side, then swipe the whole area behind her. A tail swipe is harder to avoid than an attack with her legs since it will cover a larger area.

Jump: although not strictly an attack, she will occasionally jump about the battlefield, knocking over any party members in range at both her start and end points.

All melee attacks will knock over party members in range. Being knocked over deals damage and leaves the party vulnerable in the time it takes to get back to their feet.Elemental attacks:

Ice ball: she may shoot a ball of ice at a party member. The ball will deal damage on hit and leave a cloud of frost behind afterwards. Any party member entering the cloud will be chilled (slowed). This ball can be avoided fairly easily because it travels in a completely straight line – just run to the side. The cloud can be removed with Dispel.

Ice breath: she may breathe ice at nearby party members. She will broadcast this attack by raising her head back and up. Unlike the ice ball, she will turn to direct this attack at party members.Vortex: she may raise her wings high up above her body and flap her wings four times. This generates a vortex that sucks party members outside of melee range close to her, dealing damage with every flap. It does not deal damage to party members inside the vortex. The vortex also deflects ranged projectiles coming from outside its area of effect, including ability attacks like Energy Barrage or Long Shot, but doesn't deflect attacks from inside. Get all party members into melee range as quickly as you can. Once the vortex is over, move your ranged attackers away as soon as possible.

Guard: she may generate a full guard bar at random intervals. This is usually signified by her jumping away, lowering her head, stamping her feet on the ground, and glowing. The guard bar must be destroyed in order to keep damaging her.

Matriarch: she will shriek, stunning the entire party regardless of range, and summoning 2-5 dragonlings to attack the party. Do not ignore the dragonlings, as they will kill your entire party far faster than the dragon itself.

The dragonlings use melee attacks and ranged mini-ice balls. They can be frozen, inflicted with fear, or put to sleep to give you some time to deal with them. They’re resistant to ice and vulnerable to fire.

The dragonlings may take a very long time to reach the top area, due to buggy pathfinding, and sometimes will stay downstairs for the whole battle. If this happens, ignore them – going to find them will reset the battle and return the dragon to full health.

The battleTurn off the barrier spell in tactics for one of your mages and keep control of that mage as much as possible during the battle. This will allow you to refresh your party’s barrier just as it fades, while the other mage’s barrier spell is cooling down, while it also prevents the AI from casting both barrier spells at once. This means you can keep up a barrier for most of the battle, if not all of it. Only switch away from your chosen mage when you need to take control of another party member to use Combat Roll, Fade Step or Evade to dodge an attack.

The Kaltenzahn will stay on the ground for most of the fight. However, during the battle, at 75%, 50%, and 25% health, she will take off and circle the arena at least twice. During her flight she will launch ice balls and party members and/or use her ice breath to coat a line across the arena.

There is no point trying to attack while she is in the air. She will be too far away and moving too fast for attacks to connect. Even long-range mage abilities won’t work. So, while she is in the air, you should keep moving. Running in a circle around the edge of the arena is a good way to keep yourself and your party out of the way of any attacks, because they will be aimed at where you were, not where you are.

While she is on the ground, you should focus on her head, not her legs. Focusing on her head will occasionally interrupt her attacks while she shakes her head and stops attacking for a couple of seconds, buying you precious time.

Focusing on her legs is normally a good tactic for high dragons as it will eventually make them collapse on the ground for a short time, unable to move, and thus a great target for ground-based multi-hit abilities such as Mark of the Rift or Firestorm. However, this is not a good strategy for this battle, because of the unique way the Kaltenzahn finishes the battle.

Dealing enough damage to all of the legs takes a very long time, and almost always means you’ve chipped away ~80% or more of the dragon’s health. However, when the Kaltenzahn is at roughly 25% health, she will take off but she won’t land back in the arena this time. Instead, she will land on top of the ruined arches to the west and shriek, stunning the party and summoning dragonlings. She will then remain on her perch for a while, launching ice balls at the party. She will eventually return to the arena but you won’t have enough time to make her collapse.

When she lands on the ruined arches, get the party as close to her perch as possible so that she can’t target you. Keep everyone close to the arches while you deal with the dragonlings. After that, you can return to using ranged attacks on the Kaltenzahn. If you’ve followed this guide and only used one warrior, you should be able to deal enough damage to kill her while she’s still on her perch. This won’t bug the game – her skull will simply show up at the base of the arches, ready to be looted. Otherwise, you can finish her off when she returns to the arena.

V.IX. High Dragons. Highland Ravager.


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Highland RavagerIt can be found in the east area of Emprise du Lion, in the northernmost ring, called Leontine's Ring, accessed via a small cave on the west side of the ring. To access the area requires completing the Restore Judicael's Crossing war table scouting operation.

Strategy The Highland Ravager is the second highest level of the eleven dragons that count towards the Dragon Hunter quest. It has many abilities, including the many dragonlings she summons towards the end of the battle, and the relatively small area in which the battle is fought, which limits the party's movement.

The Highland Ravager breathes fire, dealing fire damage. It is therefore resistant to fire damage, but vulnerable to cold. Bringing Fire resistance potions is a must on higher difficulties, particularly for your tank. Regeneration potions can also help. Equip your mage or mages with an ice staff. Dragon-Slaying and ice runes can also help somewhat, but it's not required.

The Highland Ravager will stay on the ground for the entirety of the fight, except for some small "jumps" to cover distance at times.

Regularly, the Highland Ravager will generate a full Guard bar that you will have to wear down. Abilities that do extra damage against guard, such as upgraded shield bash will therefore help in this battle.

The Highland Ravager has a unique Fire Mine ability which she will use regularly throughout the whole battle. You will see when the mines are coming when the Highland Ravager rises up on her back legs, and then slams her front legs to the ground, doing high damage and knocking down any party member close to her. All party members will then get an orange circle around the spot they are standing, and after about 3 seconds (she stomps again to trigger the mines), the area inside the circle will erupt in flames, doing high damage and knocking down any party members still standing inside it. As soon as you see the circles, move your party members out of it, in a direction away from other party members. Fade Step/Evade/Combat Roll will help greatly with this.

All dragons will often attack any party member close to her with melee attacks. She will signify a melee attack by raising the leg closest to the party member she will try to hit. Avoid it with Fade Step/Evade/Combat Roll. Getting close to her tail will often make her raise her tail up and to the side in preparation to swipe the whole area behind her. A tail swipe is harder to avoid than an attack with her legs since it will cover a larger area, the best thing to do is to stay away from her tail.

Every time the dragon lifts its wings high up over her body, she's about to use her "Maelstrom" ability, an ability all or nearly all dragons in the game have. She will flap her wings 4 times, and every time, she will suck your party closer to her and do high damage to them. The ability has an extremly long range so it's doubtful you can outrun it. There are 3 ways to deal with this ability: With high enough dps you can just weather it, since you will see this ability no more than a couple of times. Nuke the dragon down, popping potions, although you will burn through them quickly.

You can hide behind obstacles. This can be difficult because of poor Ai pathfinding, AI unwillingness to stand where ordered even when "holding position", dragon constantly moving and destroying obstacles.

Lastly, and the best way, is to get into melee range inside the maelstrom circle. Inside it, you will take no damage. As soon as you see the dragon's wings rise high, use your Evade (Rogues) and Fade Step (Mages) to help get them inside the circle as fast as possible. Having your ranged party members stand not to far from the dragon at all times will help prepare for the maelstrom. Your melee companions will already be where they should. When the dragons stops flapping its wings, get your ranged party members out again quick, so they don't get hit by the dragons melee attacks. At half health, the Highland Ravager start to summon Dragonlings regularly for the rest of the battle. It will let out a loud scream and stun the whole party for 3–4 seconds. This will summon 2-3 Dragonlings to help it attack the party. The dragonlings will attack with both fireballs at range and melee attacks; killing them quickly is important as they can inflict a lot of damage. They can be frozen, panicked and put asleep. They have fire resistance like their mother, but not the "Greater " kind. The Dragonlings will enter the arena from the west path the party used to enter the arena.

The Highland Ravager will also use its fireball ability if a party member that is not in melee range gets aggro. She will shoot a ball of fire in a straight line which will explode on the ground and set it aflame for a while. Any party member that walks over this, will get the "Burning" damage-over-time debuff. Sometimes she will jump away from the party intentionally to use this attack. Avoid this ability with Fade Step/Evade/Combat Roll.

The Highland Ravager has a Fire Breath ability that she will signify by raising her head back and up. She will then spray the ground in front and to the sides of her, trying to seek hitting any party members that are standing close enough. The breath will leave party members with the "Burning" damage-over-time debuff, as well as doing direct damage to them. Avoid this ability with Fade Step/Evade/Combat Roll.

Focusing your party's damage on the dragon's legs can make the dragon fall to the ground helplessly for a short while when you have sufficiently damaged all four legs. A dragon with a damaged leg will be bleeding severely. It will also show a "pain" animation and jump away if you have damaged a leg enough. Focus your damage on one leg at a time, after you see that leg start to bleed, change to another leg. When the dragon is lying on the ground, it is a very good time to use many of the party's ground-targeted focus abilities, such as the Inquisitor's Mark of the Rift, since you know the dragon will not move for a short while. Typically it will take a very long time to damage the dragon's legs enough for it to fall, often taking almost the whole battle for it to occur.

V.X. High Dragons. DLC "Jaws Of Hakkon".


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Hakkon WintersbreathIt can be found in the Frostback Basin during the main quest Hakkon Wintersbreath

StrategyCold Resistance Tonics are useful here since the Hakkon dragon's magical attacks are all ice element. A recipe can be found at the Old Temple for this if not already acquired.

Equipping the party with fire-aspected weapons will help increase damage output.

Dragon-Slaying Runes are also effective.

Hakkon Wintersbreath begins attacking by unleashing a pack of Frosted Gibbering horrors and will then follow similar high dragon attack patterns;

Frost Breath

Cyclone that damages anyone outside it as well as pulling the party towards Hakkon

Hakkon may take off and fly around while breathing Ice at the party

Hakkon can land on the upper podium, where Hakkon will summon more horrors as well as use Ice breath attacks

Stunning Screech

When weakened, Hakkon will flee to the raised platform and the party will have to move up to attack.

VI. Songs.


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"Seven people want your minstrel dead. They'd settle for smashing her lute, but they're afraid she'd sing about it."

With the exception of the Bull's Chargers' Song, unlocked songs can be viewed in the codex under Tales.

Location:Haven/Skyhold "Andraste's Mabari" — On a note attached near the stairs leading down to the merchant Seggrit.

"Empress of Fire" — Be within earshot of the bard Maryden Halewell in the tavern.

"Enchanters" — Be within earshot of the bard Maryden Halewell in the tavern.

"I Am The One" — Be within earshot of the bard Maryden Halewell in the tavern.

"Maker" — Be within earshot of the bard Maryden Halewell in the tavern.

"Nightingale's Eyes" — Be within earshot of the bard Maryden Halewell in the tavern.

"Oh, Grey Warden" — Be within earshot of the bard Maryden Halewell in the tavern after Here Lies The Abyss.

"Once We Were" — Be within earshot of the bard Maryden Halewell in the tavern.

Skyhold Garden — Obtained after upgrading the garden but only if the player chooses the Herb Garden

Take Back the Sky: A Tavern Cheer — Found on a scroll behind the bard in the tavern.

The Bull's Chargers' Song — The Chargers will sing this song when you have drinks with Iron Bull ("You wanted to get drinks?" dialogue option).

"Sera Was Never" — Can be acquired after recruiting Sera, by being within earshot of the bard Maryden Halewell in the tavern. Val Royeaux - In the cafe after recruiting Sera.

"Rise" — Be within earshot of the bard Maryden Halewell in the tavern.

Val Royeaux - In the cafe

"Samson's Tale" — Be within earshot of the bard Maryden Halewell in the tavern

Val Royeaux - Can be purchased here if the Inquisitor sided with the templarsOthers She of the Highwaymen Repents — Val Royeaux Nailed to the gallows

Three Little Empresses — Val Royeaux Inside a shop on the south side of the main level of Val Royeaux. It is the shop that sells glass and drapery upgrades for Skyhold. The codex is a note attached to the bunk beds.

The Silver Knight — Exalted Plains On the ground in a pink house ruin southeast from the Ville Montevelan landmark.

The Girl in Red Crossing — Emerald Graves Inside Chateau d'Onterre, on a pedestal, on the second floor.

Shred of Blue — Fallow Mire Hargrave Keep. Unlocked upon reading the Grey Warden Tome that is also part of Blackwall's Memories of the Grey and can only be found by using the search feature.

The Storm Coast's Claim — Storm Coast On a hill on the south side of the Long River in the Storm Coast: On the ground next to a vase filled with arrows overlooking the river. The spot is almost directly south of the cave icon next to Small Grove Camp.

Saga of Tyrdda Bright-Axe, Avvar-Mother— Hinterlands Unlocked by finding every Saga of Tyrdda Bright-Axe landmark.

Hero in Every Port (Ballad of Nuggins) — Redcliffe Village, Found in a book in the shack behind One-Eyed Jimmy.

VII.I. Mosaics.


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"The High Priest of Beauty, Architect of the Works of Beauty, designed

Every work and wonder of the Imperium according to the plans of his god."

The completed mosaic can be viewed on the southern wall of Skyhold's main hall near the fireplace where Varric is standing.

The Fall.Hinterlands.

1. Located atop a tower inside the keep you find near the Lornan's Exile landmark in the Winterwatch Tower region, to the left of an elven artifact.

2. In the veilfire Dungeon north of Redcliffe Farms in Dead Ram Grove, next to an urn.

3. Inside a destroyed house southeast of Fort Connor that has a door locked.

4. In the first house (locked) on your right as you enter Redcliffe Farms when starting from Redcliffe Farms Camp. This is also near the board upon which you find the quest Where The Druffalo Roam posted.

5. Resting against the outside wall of a house near Lake Luthias just southwest of the Upper Lake Camp. This is also the house where you will encounter and recruit Blackwall.

6. In a small alcove at the back of Wolf Hollow. This cave is the northernmost cave symbol on the map and it is also the same location where Elaina sends the Inquisitor on their quest to deal with the wolves (Trouble With Wolves).

7. Atop the south-westernmost tower of the Grand Forest Villa (The Mercenary Fortress).

8. Atop the northern tower of the ruined Redcliffe Road checkpoint, northeast of the Crossroads. It is the same location where you can find one of the books for Favors the First Enchanter, but just in the opposite tower.

9. Inside Fort Connor.

10. Inside the vault in Valammar.

11. Also in the Veilfire cave located northwest of Redcliffe Farms in Dead Ram Grove, near the Frost Rune veilfire schematic. Just keep going down after you pick up number 2.

12. Inside Valammar. You'll find this inside a locked office across the bridge where you encounter the two Carta members battling a Darkspawn.The Archdemon.Western Approach.

1. In Sand Rock Mine near the red lyrium vein.

2. In the cave at the end of On the Chantry Trail.

3. Outside of Still Ruins.

4. Beneath the final platform after climbing down the Hidden Stairway landmark near Craggy Ridge Camp.

5. In the Lost Wash Creek Cave (called Oasis Cave on the map) near Lost Idol landmark.

6. In the astrarium cave.

7. In a cave containing The Thing in the Dark statue. The cave is in Death Drink Springs due east of Griffon Wing Keep and requires the war table operation Crossing the Sulphur Pits to be completed.

8. Travel to Echo Back Canyon Camp, move out from camp, passing stair with two pillars. Once outside, go southwest a little until two tents visible. Mosaic pieces is in second tent.

9. Same location as 11.Moving around the statue in the cave in the right direction.

10. In Echo Back Fort, past Coracavus inside the area between the Gate of Andoral and the Gates of Toth. The Mosaic piece will be located at the back of the fort under the tented section.

11. In the cave in the Western Approach, south of Nazaire's Pass Camp. The cave becomes accessible once the Abyssal High Dragon is killed. The rock blocking the entrance can also be broken by a warrior using Grappling Chain. Moving around the statue in the cave in the left direction.

12. Under Griffon Wing Keep in the Old Well, near the keep's landmark.Sacrifice.Hissing Wastes.

1. Located inside the Tomb of Fairel. The tomb is found east of Sand Crags camp. In order to gain access to this tomb you will need to have gathered the key fragments from all of the other tombs during The Tomb of Fairel. Sandy Howler in this area, however you can walk around the perimeter to avoid it.

2. Located behind the sealed door that you unlock after completing the Veilfire puzzle inside the Canyon Tomb, located in the V shaped canyon you find northeast of the Logging Camp.

3. Out the rear exit of the main Ventori Camp where you find 5. This piece will be found to your left, heading north as you come out of the Ventori Camp, near another campfire to the south of a large Dwarven statue. It's almost on the northern-east in the region map.

4. Located inside a Ruin that is southwest of The Canyon Camp.

5. Inside the main Venatori Camp located past the rift that you find by going out the east side entrance of Sunstop Mountain camp and heading down the mountain. This one is located on a bench near the western campfire. There are two campfires inside the camp: the eastern campfire has a Bottle of Thedas nearby but the Mosaic piece is near the other campfire.

6. Located behind the sealed door that you unlock after completing the Veilfire puzzle outside the Burial Grounds Tomb that is south and slightly east of the Logging Camp and near the Empty Square landmark.

7. Located at the bottom of the final ladder that you use to descend into the Mountain Fortress Tomb.

8. Located behind the sealed door that you unlock after completing the Veilfire puzzle inside the Statue Tomb that is northeast of Statue Camp.

9. Located behind the sealed door that you unlock after completing the Veilfire puzzle inside the Mountain Fortress Tomb.

10. Located near The Oasis landmark in The Golden Oasis region that is north and slightly west of The Canyon Camp.

11. Located behind the sealed door that you unlock after completing the Veilfire puzzle inside the Four Pillars Tomb near Sand Crags Camp.

12. Located inside a small gazebo near the Ocularum located west and slightly south of Sunstop Mountain Camp.

VII.II. Mosaics.


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Invasion.Emerald Graves.

2. Outside the door at the Din'an Hanin landmark

6. Inside of Din'an Hanin. Main Level, second floor of the Knight's Hall.

8. In the personal store room (adjacent to the study) in Villa Maurel. A warrior is required to break the wall to access it.

9. In the Veridium Mines

10. In Chateau d'Onterre. It is on the left-hand wall in the locked room off the Grand Balcony

11. In Argon's Lodge. It's in a room next to a log pile with a table that has weapons on it in front. On left hand side.

12. On a balcony in Chateau d'Onterre. The Inquisitor needs to enter the bedchamber directly opposite the Grand Balcony and accessible from the Library, jump out of the window onto a ledge, and then jump or walk down the top of the nearby building on the right.Exalted Plains.

1. In the northern section of the Ancient Baths, on a pier over the water.

3. In the final chamber of Unadin Grotto in Var Bellanaris.

4. A little walk north of the Path of Flame camp, in a campsite up the middle of the"three-fingered" rocks west of and overlooking the tower at the south end of the Eastern Ramparts.

5. Inside the cave at the Dead Hand, on the north side of the main room where the puzzle is located.

7. At the entrance of the Dead Hand, on the hand itself.Freed Are Slaves.Crestwood.

1. In Caer Bronach, through the door to the right of the requisition table. This room cannot be accessed until the keep is captured.

3. South of the village of Crestwood in the Hidden Cave off Old Market Road.

5. Flooded Caves, It is actually in the map called "Crestwood", but you need to go through the flooded caves and exit through the lower exit of the flooded caves before you will wind up in the correct spot. The piece is found on a table just before the lever that is pulled to exit the caves.

7. Flooded Caves, in the north (middle) room of the lowest level, next to the rift room. To find it you need to have a warrior in your party to break a wall, then climb down the ladder.

9. Flooded Caves, in the east room of the lowest level, across from the rift room. Found on a table. An elven artifact for Solas is also in this room.Fallow Mire.

2. Behind the locked door in Hargrave Keep (requires the Deft Hands, Fine Tools perk)Lost Temple of Dirthamen.

4. From Chamber of Whispers (upper left corner in the map), turn East and then North. The Mosaic piece is located at the end of the tunnel, past a magical barrier.

6. Inside The Chamber of Oracle, right-hand side from the door. Only accessible once defeating the Boss of this dungeon.Cradle of Sulevin.

8. Behind a locked door, north-west corner of Starlight Chambers.Forbidden Oasis.

11. In a tunnel east of Solasan temple. If approaching from the tunnel entrance shown in the Gallery, head down the tunnel and turn right at the cross-section. There is more than one entrance to the tunnel.Western Approach.

10. In the Still Ruins, behind a locked door, to the right of the first hall.

12. In Coracavus, behind a locked door in the records room.

May Andraste Guide You.


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I hope that this guide has helped you, and that you have received the necessary information.

Sources:

Dragon Age Wiki Dragon Age: Inquisition[dragonage.fandom.com]

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2154953225					

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