This content will be covered in this guide. The next room on the right contains another Watchguard note, and a note about The Spot. The western path leads to Duncan and the Grey Wardens. A Sentinel Guardian yellow , and two Sentinels will greet you with steel once through the wall. Rogues may want to put some points into strength, but they will also need dexterity, cunning, willpower, if you plan on using lots of activated Talents, and constitution so you can take some hits. Also note that Orzammar is absolutely packed with side quests.
Down the hall is a prison with more Sentinels, a wooden crate and a chest. The other will have to hold the line outside. If, as a warrior, you want to play as a tank, drawing all creatures towards your heavily armored self and away from the mages and healers, you will probably want to take initial talents in either the Warrior or the Sword and Shield trees. You'll either find yourself on the side of the mages or the templars as you encounter the abominations that have now corrupted the tower. Irving welcomes you to the Circle, and gives you a robe, a staff, and a ring as part of your becoming a full mage. The Bandit Leader in this group carries a Tier 3 Greatsword, a Tier 5 Qunari Thickened Cap, and a full suit of Tier 3 Heavy Chainmail Armor.
The first room on the left contains a codex and a locked chest. Once past them, you can deal with Jowan's phylactery. Our political battles will wage on this ground, and we'll get a good chance to take a bit of revenge against some old enemies. Speak to the Proving Master, and you can enter the Proving. This long quest is fairly combat intensive, but it can open up the Reaver specialization and offers the rare chance to fight a true dragon in the game. Arl Howe, a lesser noble sworn to Highever, will be leaving along with your father to go to battle as soon as his troops arrive, on the morrow.
The next room contains a few Deep Stalkers with a Deep Stalker Leader, a challenging foe yellow. As a Rage Demon, he doesn't like Winter's Grasp one bit. There are also chances to be a bit of a criminal mastermind, or join a band of assassins for extra wealth and a few noble favors. Back towards the center of the camp, the Ash Warrior Leader by the kennels will share with you some history and a codex, if you ask. Visit Owain to get the rod of fire, and he asks you to get it signed by a senior enchanter. You and your intrepid party will have to lead the battles in both locations.
There are a few shops on the Commons where you can buy and sell, or you can talk with some of your Dwarven brothers to receive some of the abuse you, as casteless, deserve. Ser Donall will take the locket you found on the Templar earlier and give you some money, and some codex if you ask him about the Ashes. The cache that the Chasind Trail Signs led to is here, containing magic weapons, armor and gems. Upon starting a new game, a player is faced with the choice of two genders, three races, three classes, and a few different background choices. Down in the storerooms are several containers with low-level items inside. Back in the Burning Tower, you can now smash in the Massive door to the north. In order to close the veil, you will face four waves of demons, the last being a boss-level Desire Demon.
You can help him tell a story to the children, and ask him about Dalish lore. The mages are best dealt with in Spirit Form. Loot their bodies for Darkspawn blood for your quest. Inside is a locked chest containing Elfroot, a weapon stand, and another locked chest requiring higher skill to open. The first room on the right is a kennel, if you let the dogs out they will attack you. On the ground nearby a corpse holds a sword and armor. Leske dares you to talk to the Grey Warden, and if you do, you get a few codexes.
To the south is the guard post, and when you try the locked door you get a new quest, to retrieve the Cousland family blade from the treasury. If you want to be able to open every lock right from the start, take the Deft Hands talent. Speak to Nessa's father in the center of the village to help Nessa, if you wish. For now, it's time to start enjoying Dragon Age. A wooden crate is in the first room on the left. Taeodor has a few words for you near the tree before you walk towards the center of the Alienage.
A path leads to the west, some Elfroot can be found along it. You can repeat this conversation as many times as you wish, gaining experience each time, all the way up to the level cap at level 25. In the Chantry, Ser Bryant will give you a reward having taken care of the bandits on the bridge. Across the bridge, the soldier stationed there will offer you directions around the camp, and a codex on Ostagar. It's good to be the king's son. A book in the second room grants a codex. Defeat him for a Drake Scale and a new quest.
You can talk to him to learn a bit about the Fade and the Harrowing. After your conversation with the keeper, you are free to wander around the camp. The small room off the bar contains a locked chest and two other containers. Choose a side, if you haven't already, then take down the other one. In the First Enchanters chambers you walk in on an argument between Irving and Greagoir. Regardless of your personal side, you'll wind up in a four level grind to reach the top of the Circle Tower.