The Circle Tower (known historically as Kinloch Hold), is Fereldan's regional headquarters for the Circle of Magi, located on Lake Calenhad. Those with magical potential who are discovered by the Circle or the Chantry) are brought here to become 'proper mages' (as distinguished from apostates). They are instructed in the legally-approved Schools of Magic, and (ideally) trained to resist demons (who seek especially to possess living mages).
A hamlet on the lake's shore maintains a ferry to the tower, but visitors are few and far between. Most come either to learn magic or to warily watch over those who do.
"Since it is best known as the Tower of the Circle of Magi these days, many people forget that the great tower sitting in the middle of Lake Calenhad existed long before the Circle." — First Enchanter Lothaire
More commonly referred to as the Tower of the Circle of Magi or the Circle Tower, Kinloch Hold existed long before the Circle was founded. Built by the Avvars (with some help from dwarves), it was long considered impregnable - until the Tevinter Imperium drove the Avvars from it in a brutal campaign. As a result the tower was thought to be cursed, and was widely shunned even before the Circle assumed control of it in 3:87 Towers Age.
Mage Origin Edit
- Main article: Mage Origin
- Main article: Broken Circle
List of Circle Tower mages Edit
First Enchanters Edit
Senior Enchanters Edit
Apostates with prior Circle training Edit
- Storage (basement)
- Lobby, Apprentice Quarters (Level 1)
- Senior Mage Quarters (Level 2)
- Great Hall (Level 3)
- Templar Quarters (Level 4)
- Harrowing Chamber (Level 5)
Notable items Edit
- See Quartermaster (Circle Tower) for Merchant Items. To open all locked Chests in the Circle Tower one needs a lockpicking score of 60.
The copper pendant on this chain once bore the emblem of the Circle, but generations of worrying hands have rubbed the design completely away. The smooth metal is oddly comforting to hold.
+5% fire resistance
+5% cold resistance
This enchanted robe is decorated in the Tevinter style, with elaborate gold trimming and embossed bronze embellishments.
+0.75/+1.5 health regeneration in combat
+2 spellpower, source: Drop Blood Mage
Red Steel (Tier 5)
Requires: 24 dexterity
Critical chance: 4.20%
Armor penetration: 6.40
Strength modifier: 0.85
+10% critical/backstab damage, source: locked Chest
This buckle, attached to a simple leather belt, is cool to the touch and delicately engraved.
+3 defense, source: Pile of Fifth
Hardened (Tier 4)
+10% lightning damage, source: SideQuest Drop Fade Rifter
Inscribed Leather (Tier 6)
+20% fire damage, source: Boss Drop Uldred
An Avvar pattern sacred to the goddess of death.
+30 physical resistance, source: Chest
The Litany has the power to stun demons and stop mind-controlling blood magic if it is used at the moment the spell is cast.
, source: Niall's Corpse
A note between wealthy paramours.
, source: locked Chest
A steel reinforced leather collar with a double row of razor-sharp spikes.
+2 armor penetration
+8 armor, source: Chest
Hanging on this chain of silver filigree is the tooth of a whale, covered in delicate carvings of a ship weathering a storm at sea.
+10% electricity resistance, source: Vanity
x2, source: Pile of Books
The mortal realm is real, barren, and cold. This intricate pendant allows an exchange of vitality for ruggedness, a deal not lightly taken. The warmest embrace also constricts.
+20% cold resistance
-1 dexterity, source: Drop Desire Demon
A small painted box found in First Enchanter's office.
, Quest Item, source: First Enchanter's Desk
This heavy felt hood has a strange glimmer if seen from the corner of your eye.
+0.25/+0.5 mana regeneration in combat, source: Charred Corpse
Silverite (Tier 6)
Requires: 34 strength
Critical chance: 2.25%
Armor penetration: 5.25
Strength modifier: 1.10
+20% fire resistance
+10 damage vs. dragons, source: SideQuest Boss Drop Shah Wyrd
Whitewood (Tier 4)
Requires: 30 strength
Strength modifier: 1.00
+10% fire resistance
+4% spell resistance, it is marked as stealable but currently equipped making this impossible without the toolset.
This symbol is the old Tevinter rune for tempest.
+2 Electrical Damage, , source: Locked Chest Templar Quarters (4th Floor).
This stone is patterned with odd bands and ripples of color, like the contents of a witch's cauldron.
, for Shale, source: Quartermaster at Apprentice Quarters (First Floor).
A black leather-bound book with a tree on the cover.
, for Morrigan, source: Irving's Quarters at Senior Mage Quarters (Second Floor).
This amulet is similar to the ones worn by members of the Chantry. The carving on the amulet depicts Andraste's undying flame.
, for Leliana, source: Templar Corpse at Senior Mage Quarters (Second Floor).
This short necklace is made of several strands of silver chain.
, for Morrigan, source: Vanity at Senior Mage Quarters (Second Floor).
"The Rose of Orlais" appears to be a book about a woman named Lady Talia Lyonne, and her tempestuous romance with the arrogant chevalier, Garren.
, for Wynne, source: Pile of Books at Senior Mage Quarters (Second Floor).
An antique portrait, slightly water-stained, of a man wearing furs and a heavy crown.
, for Sten, source: Charred Corpse at Senior Mage Quarters (Second Floor).
A small, flat white stone with a gold rune carved into it.
, for Alistair, source: Boss Drop Abomination at Great Hall (Third Floor).
A small bar of gold.
, for Zevran, source: Drop off Charmed Templar in the Great Hall (Third Floor) or Templar Quarters (Fourth Floor).
A shoulder of beef, with bone attached.
, for Dog, source: Chest Templar Quarters (Fourth Floor).
Tevinter-brewed for a very discreet clientèle, and strong enough to fluster a tranquil. An almost weightless spirit best served with a powdering of catsbane as a flavor-enhancer and antidote.
, for Oghren, source: Vanity at Templar Quarters (Fourth Floor).
Companion remarks Edit
A companion may interject a comment upon certain triggers:
- Entering the Senior Mage Quarters
- Entering Irving's study
- Entering the Great Hall
- Collecting the fourth note for Watchguard of the Reaching
- Collecting the last note for Watchguard of the Reaching
- Passing corruption (the bizarre 'growths' overlapping with walls, doors and gore) in the Templars' Quarters
- Approaching Cullen
- Defeating Shah Wyrd
Party banter may be triggered at the following spots:
- The first corridor in the Apprentice Quarters
- Apparently, the mages of the Tower are quite free in showing their affections for one another - at least according to Anders: "Everyone was kissing everyone."