THE CIRCLE OF MAGI

Broken Circle

Broken Circle is one of the four main quest lines in Dragon Age: Origins that must be completed before calling the Landsmeet.

After being rescued by Flemeth from the Tower of Ishal, the Warden decides to use the treaties from The Grey Wardens' Cache to gather aid against the Blight - one of these treaties is with the Circle of Magi. This quest is added when Morrigan joins the party at Flemeth's Hut.

After Lothering and the Imperial Highway, this quest can be started at any time when it is possible to access the World Map. There are certainly considerations in favor of doing it early in the campaign, especially on a first playthrough, specifically that Wynne can join the party and a range of attribute bonuses can be obtained. However, it can be left until later if desired. Additionally, finishing this quest can later affect the Arl of Redcliffe quest.

To complete the Broken Circle quest, the Warden must first find a way to access the Circle Tower. Before heading to Lake Calenhad Docks, it is possible to hear rumors that all is not well at the Circle, for example from Ser Bryant in Lothering, innkeepers, Bodahn Feddic, or by eavesdropping on gossips.

And indeed, once the Warden arrives at the Apprentice Quarters, they discover a dire situation.

Walkthrough

When you're done with everything at Calenhad Docks you can proceed down to the dock and speak with the templar, Carrol (Calenhad Docks Map, L1). Who is tasked to deny access to the Tower. He will neither acknowledge the protagonist as a Warden nor allow them to proceed to the Tower. You have various ways to deal with the situation:

Greagoir

Carrol

  • Persuade him that his superiors won't like this.

  • Intimidate him that your patience is running thin.

  • Even with no coercion skills, if you choose first the persuasion or intimidation option and then choose the other one, Carroll will agree to take you to the tower.

  • Bribe him for 40 gold.

    If you have one of the following companions in your party while speaking to him, they will persuade or force the templar to allow you to reach the Circle Tower.

    1. If the Warden says "Can't we work something out?" and Morrigan is in the party, Carroll offers access if she stays behind. Morrigan agrees, but then frightens him so much with her plans that he hurries everyone across quickly. He will offer the same for Leliana, who will convince him to listen to her stories on the way to the tower.

    2. Sten can, in his impatience with Carroll, bribe him with cookies.

Carroll will transport you to The Circle tower (The Circle Tower Lower Levels Map, L1).

The Circle Tower Lower Levels with NPC, Quest, & item markers

Where you’ll automatically trigger a conversation with Greagoir (templar in charge). He is organizing troops and sealing off the first floor of the Tower. He will explain that it has been overrun by abominations and demons. He doesn't know exactly what has happened, but is convinced everyone in the Tower is dead, and has sent word to the Chantry of Denerim requesting reinforcements and the Right of Annulment. Using the Right he intends to kill everything in the Tower.

The Warden can either:

  • Check for any survivors of the Circle and rescue any surviving mages.

  • Purge/kill everything in the tower with the idea that "they cannot be saved", to take no chances of any demon surviving.

  • The first option (if successful) will obtain the aid of the mages against the Blight; the second will obtain the aid of the templars. If pressed, Greagoir says he will believe that the Tower is safe only if First Enchanter Irving stands in front of him and says so. Greagoir will allow the Warden entry into the Tower, but will bar the doors immediately afterward — there is no turning back until the quest is complete. When you are ready, pass through the doors further into the Tower.

  • If you choose to enter the tower, it is strongly recommended that you bring a mage with the ability Mana Clash. You will face a large number of enemies that use mana. Mana Clash will often one-shot mana-using enemies, or if not, come close to doing so, including some of the more difficult enemies. In addition, it has a very large area of effect. This spell can be used to kill or nearly kill entire groups of enemies at once at various points in the quest. It will make completion much easier.

    Note: Once past the 'lobby' of the Tower, there is no access to the World Map until the quest is completed.

    1. The Quartermaster behind Greagoir is the last opportunity to buy and sell items.

    2. There will be an opportunity to rearrange the party before ascending to the upper levels, in the room where Wynne is encountered.

    3. You can also change party members in the room where the Sloth Demon is encountered on the 4th floor after returning from the Fade.

    Note: If Morrigan is in the party and at an advanced stage of approval, a dialogue brings up her recollection that a certain grimoire of Flemeth's was once confiscated by templars and may be stored here (see below location revealed on the map).

    1. Remember that once you've started exploring the tower you won't be allowed to go back, so you should stock up on supplies (especially on potions). Step through a nearby gate when you're ready (The Circle Tower Lower Levels M, 2).

Part One Getting Through the Tower

After the doors have closed behind The Warden, enter the north room for a cutscene. Wynne is fighting a Rage demon with the help of some apprentices in order to defend some children and has set up a barrier to prevent any more from entering. After quickly vanquishing her fiery foe, Wynne will talk to the Warden. She will want to know what's happening outside and how it is you got there. The Warden will inform her that Greagoir has sent for the Right of Annulment and that you have come to try and save those you can and stop this nightmare before it is too late. The two of you will discuss things a bit. The Warden can decide to work with Wynne, in which case she will forcibly join the party. If you tell Wynne that you think the Circle must be destroyed, she will attack you.

  • Note: If Morrigan is in the party, she will join in the conversation. If Wynne discovers she is an Apostate and sees you siding with her, she will attack you. If you decide to help Wynne, Morrigan will disapprove unless you have high coercion skill. If you want to avoid losing approval with Morrigan but still want to take her along into the tower, tell Wynne that you need time to consider, take Morrigan out of your party, talk to Wynne again and tell her that you will help her, then, when Wynne joins your party, select Morrigan again (or, when Morrigan speaks up, don't ask her why she treats the Circle with such scorn, or that she is not right not to respect them). If you are a mage and spoke to Wynne at Ostagar, Wynne will not question Morrigan's presence.

  • Note: If you tell Wynne that the Circle must be destroyed and either Alistair or Leliana are in the party then they say you have to listen to Wynne. If you let them change your mind and Morrigan is in the party then she does not speak up as described above (meaning Wynne does not realize she is an Apostate). If you say you didn't ask for their opinion then Alistair (whether he is in the party or not) says that killing anything that moves is not an option. If you don't change your mind, or you tell them to shut up, then you lose (-5) from Alistair and (-3) from Leliana.

Approach a nearby force field and confirm that you want to enter an unsafe area of the tower (The Circle Tower Lower Levels Map, 4).

Regardless of what the Warden chooses, the protective shield over the doorway is removed. If you search around the first room where you either fought or acquired Wynne, you will find a locked door going down to the basement. The Warden will need to return to this door to complete the Watchguard of the Reaching side quest.

  • Note: Having Oghren in the party when Wynne lowers the barrier triggers a conversation between the two and gives you gain (+2) from Oghren

  • Note: All combat is described from the point of view of a Level 10-11 Party.

You'll have to be very careful from now on, because you'll be dealing with different types of abominations. One of the most important things to know about these creatures is that they tend to explode shortly after they've been killed. Don't forget about that and try to stay away from their bodies to avoid unwanted injuries. As for the rest of the demons, try using ice spells to inflict major injuries if possible.

Pay close attention to all the loot options on the first floor. There are many chests and such that can be looted, but there are also many Codex entries to be found here as well. The beginning of the quests Watchguard of the Reaching and Summoning Sciences can be found on the first floor.

The first mini-boss will attack you near the main area of this level (The Circle Tower Lower Levels Map, 5) and it's going to be the greater rage demon. Once it's gone enter the last room and locate the stairs leading to The Circle Tower's Mage quarters (The Circle Tower Lower Levels Map, 6).

Owain

It will also net you more pages for the Watchguard of the Reaching quest. In the large room to the north-east; loot Vanity for Silver Chain (gift for Morrigan), The Warden will encounter the Mage Godwin (The Circle Tower Lower Levels Map, 12)

Who has locked himself inside of a cabinet.

Shortly after you've arrived at the new area you'll have a chance to talk to Owain (The Circle Tower Lower Levels Map, 7). If The Warden is a Mage, they will recognize Owain as the Tranquil keeper to the Circle stockroom.

He'll tell you some interesting things about Niall, if you want extra information don't hesitate to ask him questions. Niall had come to Owain and received the Litany of Adralla from him. The Litany is a chant that will keep a Blood Mage from dominating a person's mind.

Before leaving this area, loot for shiny things to loot. As you may find gifts for companions such as the Water-Stained Portrait for Sten.

Proceed to the next room of the tower where you'll encounter three blood mages (The Circle Tower Lower Levels M, 8). Make sure to always focus on one target and check if you have any spells or abilities which would allow you to repel possible curses. Once all the mages have been defeated, one of the Mages will beg for mercy. She tells The Warden a little about Uldred and why she and her brethren succumbed to the temptation to become blood mages. The Warden may decide to let her escape, to kill her, to recruit her into the mage army or to invite her to the party camp.

  • Note: The option to recruit her seems to be limited to specific backgrounds and skill sets, with others restricted to either allowing her to escape or killing her. Player Character (PC) must be either an assassin, blood mage, or reaver, or a party member must be a blood mage. Selecting either (1) "And all you do is wallow in self-pity. Pathetic," followed by "I'm sorry, but I don't know what I can do for you," or (2) "You know we cannot allow blood mages to live," gives the option to "Fight the darkspawn. Redeem yourself." Wynne objects, but there is no approval hit.

  • Note: If you have Alistair and Leliana with you, Alistair will comment that she won't find mercy at the Chantry while Leliana will reject that, prompting Alistair to say that they know different "Chantries". Afterwards you have a special dialogue option to agree with Alistair, Leliana or say that this is not the point, however the outcome afterwards is the same and there are no approval changes as well. Furthermore, even if you recruit the Blood Mage into the mage army or invite her to your party camp, she won't be found again in the game.

Once the encounter is finished, the way to the rest of the floor is clear; loot Pile of Books for The Rose of Orlais a gift for Wynne (approval can be very important for end game decisions). On the opposite side of the room, there is another pile of books marked as "Ancient Text." Loot this for The Scrolls of Banastor side quest, which you would've picked up from The Mage's Collective Quest Board.

Continue exploring other areas of the tower, heading towards the largest central room. I guess you won't be surprised to hear that along the way you'll defeat other blood mages, as well as abominations, zombies and demons.

Spoilers below for Orzammar Side Quest, skip this small drop down if haven't done that area.

Godwin

Spoilers below for Orzammar Side Quest, skip this small drop down if haven't done that area.

He is involved in the quest Precious Metals, and if you answer his question about Orzammar and persuade (or intimidate) him to tell you what he needs that lyrium for, he will tell you that the templars use it. You can then persuade him again to give a little "wealth" or people will find out, granting you additional 8 gold. He will give you a little more information on Uldred, and you can either kill him or let him go. If you let him go, regardless of the amount of carnage you left in your wake, he will quietly climb back into his little shelter and leave you to your business of saving everyone.

  • Note: If you sell Godwin the Lyrium and then persuade him to give you money, when you talk to him again, you will not be able to get additional information about Uldred nor kill him.

You can ask him questions about the situation at the tower, and once done he goes back to hide in the cabinet.

Just after meeting with Godwin you will come upon a room with two blood mages having a conversation. If you wait outside of combat range for a few seconds, an elite level abomination will spawn. If you continue to wait, the blood mages will attack the abomination. One will use cone of cold, stunning the creature. This makes this (already easy) battle, even easier.

Continuing around the Tower, you will come across the former chapel. You can loot a Soldier Corpse which carries Chantry Amulet (gift for Leliana). There will be a Toppled Statue to inspect along the back wall. Behind the statue will be a phylactery; trying to pick it up will cause it to fall apart in your hands and spawn an orange Revenant (saving recommended). This Revenant is one of many The Warden must kill in order to complete The Black Vials Quest (will have the quest listed in the Side Quests section)

At least one of the group of blood mages will be caught up in a big fight and it would be a good idea to wait for this battle to end before attacking them.

In the southernmost room, just after the chapel on this floor, you will discover First Enchanter Irving's quarters. Here you will find several Codex entries, but more importantly, looted from Irving's Chest, Black Grimoire (to give to Morrigan to start her companion quest Flemeth's Real Grimoire ), and First Enchanter's Desk: Small Painted Box used in the quest Friends of Red Jenny (will have listed in the Side Quests section. Then continue following the Tower hall and take the stairs to the third floor.

Eventually you'll have to make your way to the stairs leading to The Circle Tower's Great Hall (The Circle Tower Lower Levels M, 11).

Third Floor

The Circle Tower Upper Levels Map with Quest & Item markers

This is a large level (The Circle Tower Upper Levels Map, L1) filled with a lot of hostile creatures. The first mini-boss you'll encounter is going to be an arcane horror and it would be a good idea to attack it from a larger distance (same idea with the standard zombies).

When the Warden and companions reach the third floor, they will find a chest behind the statue. The next room the party enters will have three large pillars in the middle and three statues along the back wall. After the party has gone halfway through the room, the Warden and the rest of the party are attacked by the undead. The statues here can be activated for the Watchguard of the Reaching side-quest (is in the Side Quests Section.

Possessed Templars and Charmed Templars are found in every room and behind every door on this floor. The templars are particularly effective at taking out mages. At higher levels, if a caster is within line of sight of any door opened to a room containing a group of templars, they will find themselves the recipient of a devastating rain of Holy Smite that can be fatal.

One of the rooms further in the back will on the other hand be occupied by a demon surrounded by possessed templars (The Circle Tower Upper Levels Map, L3). As in any fight with some form of spell caster in the enemy ranks, take her out first from range and with as much stunning, paralyzing, knocking down, and other interrupts as possible. Mana Clash will not usually one-shot this demon, if it hits at all, but will take about half of her life and prevent her from using spells for a while. Don't ignore the character who is keeping the templars occupied though—-the templars can be formidable in their own right. Loot Small Gold Bar (gift for Zevran is acquired) from one of the dead Charmed Templars.

The last room on the third floor holds the strongest set of enemies. Demons, Abominations, a giant statue of a warrior holding a shield, and three Tranquils standing in their midst. Once you enter the room, everything except the statue and the Tranquils attack.

Each Tranquil eventually turns into an enemy and will join the attack. Their transformation stops when the Abomination dies. Loot White Runestone (gift for Alistair) from the dead Abomination. Don't forget to use all the spells you have, as well as good magical weapons. I would also recommend to encourage the beast to chase you, so no one else will join this battle. Once you've defeated the abomination enter the large room for the second time and this time travel to The Circle Tower's Templar Quarters (The Circle Tower Upper Levels Map, L4).

Before you move on to the next room we recommend that you search for codex entries and some Torn Pages. These pages will start the quest Five Pages, Four Mages, so be sure to get them all.

Continue exploring the tower (The Circle Tower Upper Levels Map, L5).

Fourth Floor

The fourth floor is relatively sparse in enemies compared to the previous floors and only a portion of it is accessible at this time. It is advisable to stay away from the central room for the time being.

There are two fights that can be difficult on this floor. The first of which is encountered in a room off the left of the main hallway. As soon as you enter a short cutscene of a Desire Demon bewitching yet another Templar will play (The Circle Tower Upper Levels Map, L6). T

he Warden is given the option of killing the Demon right away or conversing with it. The Demon informs the Warden that she saw the desire for family life and happiness in the Templar. This is the illusion she gives him. The Warden can try and snap the Templar out of it but will not succeed.

If The Warden converses with The Demon some more you will learn that you cannot kill The Demon without killing The Templar as well. Which in the end only leaves two options: kill them both, or let the Demon go. If the Demon is allowed to flee she will disappear and take the templar with her. If The Warden decides to fight them the Templar will defend her. The Demon will summon several corpses to help. The Templar will use his abilities while the Desire Demon is a potent spell caster. After the fight loot the vanity for Sun Blonde Vint-1 (gift for Oghren) and Sailor's Charm. Loot Templar Armor from the corpse of Drass (possessed templar). A book near the south corner will be a Warden's earliest opportunity for the Tevinter Imperium codex entry unless they are a mage.

  • Note: Letting the Demon escape nets +1 Approval from Leliana (no approval change from Morrigan, Shale, Alistair, Zevran, or Wynne). Fighting the Demon nets -3 Approval from Sten (except when replying with the option to attack the Demon at the first chance to do so, before letting any debate begin).

The second encounter will be a much more powerful blood mage than has been encountered before who has taken control of a large group of Charmed and Possessed Templars. Keep the party's spell casters away from the door again and kill the mage as soon as possible. With the mage out of the way, the templars are just like those on the third floor: they're tough but manageable. Loot Archon Robes from the dead blood mage, then continue. The chest in the back has a lock difficulty of Very Hard.

Now is a good time to rest up, and go back and do the Watchguard of the Reaching side quest if the Warden hasn't already. Once you enter the central chamber on the fourth floor, things are going to change. Walk in the room, and enter an immediate cutscene.

Sloth (The Circle Tower Upper Levels Map, L7) is an Abomination and so much more. He hovers over the body of an as of yet unnamed mage who may look familiar if you did the Mage origin. No matter the dialogue options you choose, Sloth will put the Warden and party into a sleep. Once the cutscene ends, the Warden will enter a form of hazy reality only ever knowingly visited by Magi. If the Warden is a Mage or saved Connor during the Arl of Redcliffe quest, then he or she will recognize this place as the Fade.

Make sure to read the description of Lost in dreams main quest to find out how to get out of the Fade. Once you've safely returned to the tower you'll find yourself standing in the exact same spot from where you were originally taken.