Rogue Specialization

Restrictions Rogue only
Requirement Way of the Artificer

Artificer is a specialization of the Rogue class in Dragon Age 3: Inquisition. Specializations in Dragon Age 3


These specialists control the battlefield with deadly traps. Neither they nor their explosive mines are ever where the enemy expects them to be.


How to Become an Artificer

Needs to be earned by competing that Specialization's quest. To obtain the Artificer Specialization you must complete Way of the Artificer. The objectives are as follows:

  1. Acquire Writing on Artificer Methods.
  2. Acquire three Alpha Quillback Spines.
  3. Acquire 20 Obsidian.
  4. Gather materials to construct tools.

Alpha Quillback Spines may ONLY be found from Alpha Quillbacks at: 1 in Nazaire's Pass, 1 in The Canyons, and 1 in Old Prison Road in The Western Approach. Readings can be found among the belongings of Varric or, if those are unavailable, among the wares of the book merchant in Val Royeaux. You must craft the Tools at an "Inspect Requisition" bench after gathering the materials.

Note: You must complete Specializations for the Inquisitor operation on the War Table in Skyhold.


Artificer Ability Tree



Artificer Abilities

Active Abilities


Spike Trap

You set a trap that, when an enemy approaches, detonates and flings enemies into the air.

  • Damage: 300% Weapon Damage
  • Cooldown: 16 Seconds
  • Cost: 35 Stamina


Watch Your Step

You can remain in stealth while using Spike Trap, and enemies are flung even farther into the air.


Spike Trap leaves your enemies bleeding for several seconds.

  • Bleed Duration: 10 seconds
  • Requires: Trespasser DLC


Elemental Mines

You throw out an assortment of different traps in front of you, applying different elemental effects to enemies that come into range.

  • Damage: 50% Weapon Damage
  • Chill Duration: 8 Seconds
  • Fire Damage: 50% Weapon Damage per second
  • Fire Damage Duration: 8 Seconds
  • Shocked Duration: 8 Seconds
  • Cooldown: 24 Seconds
  • Cost: 50 Stamina


Throw Everything

It's now or never. You use every ounce of Stamina you've got to litter the battlefield with traps. The more Stamina you use, the more traps you throw.

  • Additional Traps: 1 for every 5 Stamina


You now throw only one elemental mine at a time, to significantly greater effect. Each throw changes the element of the next mine.




Fallback Plan

You place a thieves' lantern to mark a fallback location before heading into battle. When the fight gets ugly, you leap back to safety, as healthy as you were when you placed the marker.

  • Duration: 15 Seconds
  • Cooldown: 32 Seconds
  • Cost: 35 Stamina


Bait and Switch

You can fight for a longer time before leaping back, and you pull your closest enemy back with you.

  • Duration Bonus: 5 seconds

Clear the Board

Using Fallback Plan resets all of your cooldowns.




Focus Ability



Hail of Arrows

You fire so quickly that enemies will swear there are at least two of you putting arrows into their ranks. While this ability is active, any Archery ability you use is duplicated. This ability consumes and is powered by Focus.

  • Tier 1: 12 seconds
  • Tier 2: 25 seconds
  • Tier 3: 40 seconds




Passive Abilities


Set Them Up

You've mastered the proper placement of spikes and levers. When you spring any kind of trap, your enemies feel it.

  • Damage Bonus: 25%
  • Willpower on Unlock: +3


Opportunity Knocks

When an ally critically hits, you take advantage of their success with reduced cooldown times.

  • Cooldown Reduction: 0.5 seconds
  • Cunning on Unlock: +3


And Take Them Down

Your experience with finding and pointing out enemy vulnerabilities gives the entire party a better chance to land critical hits.

  • Critical Hit Chance: 5%
  • Dexterity on Unlock: +3


Tricks of the Trade

You help the team make the most of its abilities, increasing the damage and duration of all status effects anyone in the party applies.

  • Damage Bonus: 10%
  • Duration Bonus: 10%
  • Willpower on Unlock: +3


Notes and Trivia

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