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The Codex is a collection of lore that the Player Character can use to gain EXP and general 'Codex' for their journal throughout the game. There are the stories of historians and scholars, passages from the Chant of Light, and folktales. The information in the Codex comes from within the setting, and may not be completely accurate. The Codex entries are unlocked through dialogue, eavesdropping on someone’s conversation, reading books, viewing objects.  (Like Bioware's last RPG Mass Effect, Codex is received in full only by choosing all available options of dialogue with a character).  


To find Codex during gameplay, it is possible to have the options setting set to make all items of interest sparkle gold making them easy to locate.  Once you have selected the Codex your character receives EXP and more detail on the Codex can be found in the journal should the player wish to read it. 


Codex can give the player additional information on the world of Ferelden, the mechanics of the game, certain characters, open side quests and open dialogue options with other characters.


Additionally, several Codex entries are context-sensitive - that is, what they say depend a lot on what actions you take within the game. In at least one instance, a codex entry for a Companion character will change depending on what you do with them - or even if you get them at all.


Mother Ailis is a prominent contributor to the Codex.

Creatures

See: Codex: Creatures

Items

See: Codex: Items

Magic and Religion

See: Codex: Magic And Religion

Culture and History

See: Codex: Culture and History

Characters

Codex Entry 158: Alistair

Codex Entry ###: Queen Anora

Codex Entry 161: King Cailan Theirin

Codex Entry 162: Ser Cauthrien

Codex Entry ###: Connor Guerin

Codex Entry 164: Dog

Codex Entry 165: Duncan

Codex Entry 166: Arl Eamon Guerrin

Codex Entry 168: Flemeth

Codex Entry 169: Brother Ferdinand Genitivi

Codex Entry ###: Knight-Commander Greagoir

Codex Entry 172: Arl Rendon Howe

Codex Entry 173: First Enchanter Irving

Codex Entry 174: Arlessa Isolde

Codex Entry 175: Lelianna

Codex Entry 176: Loghain Mac Tir

Codex Entry 177: Morrigan

Codex Entry ###: Shale

Codex Entry ###: Sten

Codex Entry ###: Bann Teagan Guerrin

Codex Entry ###: Valendrian

Codex Entry 182: Wynne

Codex Entry ###: Zevran Arainai

Books and Songs

Codex Entry ###: Avelin, Knight of Orlais

Codex Entry 193: Ballad of Ayesleigh

the wind that stirs

their shallow graves

carries their song

across the sands


heed our words

hear our cry

the grey are sworn

in peace we lie


heed our words hear our cry

our names recalled

we cannot die


when darkness comes

and swallows light

heed our words

and we shall rise


--From the Ballad of Ayesleigh, said to have been written after the Battle of Ayesleigh, which ended the Fourth Blight, 5:20 Exalted.

Codex Entry ###: Adventures of the Black Fox

Codex Entry ###: The Legend of Calenhad: Chapter 1

Codex Entry ###: The Legend of Calenhad: Chapter 2

Codex Entry ###: The Legend of Calenhad: Chapter 3

Codex Entry 197: The History of the Chantry: Chapter 1

Codex Entry 198: The History of the Chantry: Chapter 2

Codex Entry 199: The History of the Chantry: Chapter 3

Codex Entry 200: The History of the Chantry: Chapter 4

Codex Entry ###: The Noladar Anthology of Dwarven Poetry

Codex Entry ###: The First Blight: Chapter 1

Codex Entry ###: The First Blight: Chapter 2

Codex Entry ###: The Journal of Enchanter Wilhelm

Codex Entry ###: Cautionary Tales for the Adventures

Codex Entry 220: Traditional Dwarven Folk Songs

Nug sits in the mud

Nug wiggles his ears

You catch the nug, he slips away!

Nug gets to live another day!


Nug sits in the mud

Nug wiggles his toes

You hook the nug, he slips away!

Now the nug runs off to play!


Nug sits in the mud

Nug wiggles his nose

You tickle the nug, he laughs away!

Now the nug sits on my plate!


--"Nug Pancakes," a well-loved dwarven nursery rhyme.

Notes

Codex Entry ###: Berwick's Letter

Codex Entry ###: A Note fom the Honnleath Village Council

Codex Entry ###: A Note from Ser Henric

Codex Entry ###: A Tattered Shopping List

Codex Entry ###: Graffiti in Redcliffe's Tavern

Codex Entry ###: The Black Vials

Codex Entry ###: Correspondence Interruptus

Codex Entry ###: Circles Within Circles

Codex Entry ###: Desire and Need

Codex Entry ###: Irving's Mistake

Codex Entry 235: Promises of Pride

Uldred will show us the way. Finally, recognition within the Circle and freedom from the scornful eye of the templars. We will not be shunned. Be ready.--Enchanter Gravid, Libertarian


Codex Entry ###: Extracurricular Studies

Spell Combinations

Codex Entry 243: Improved Drain

The victim of a must beware not only of damage from the elements, but also spellcasters who wish to sap life or mana to restore their own bodies. The spells and are twice as effective in those circumstances.

Codex Entry 246: Shattering

A creature frozen or petrified by magic, as from the spells or , is in a vulnerable state, subject to shattering if excessive force is applied to just the right spot. A critical hit from any weapon may suffice, and the spells and have been known to achieve the effect as well.

Controls

Codex Entry 260: Party Approval

One of your party members has begun to genuinely like you and respect your leadership. As you improve your relationships with party members, head back to camp to speak with them. They'll be much more willing to open up when they don't have to worry about death around every corner--and you'll need to talk to them more if you want to continue to improve your relationship. You can track your party members' approval ratings using the orange bar at the bottom of their character records.

Codex Entry 251: Tactics

The tactics screen (\) is a tool used to customize your party's actions and reactions based on current situations in combat.

AI: General Behavior

A party member's general behavior can be configured using the drop-down menu at the top of the right side of the screen. For example, should he or she charge at enemies, or be more cautious? Does this party member prefer ranged or melee weapons?

Tactics slots let you set up automatic actions that the party member will take in specific situations, like casting Heal whenever a party member drops below 50% health. Tactics are displayed in a numbered list. Each tactic requires a condition and an action.

The condition determines when to execute the tactic. The action determines what happens when the tactic fires.

Tactic slots at the top of the list are the highest priority; they will activate before ones further down in the list. You can reorganize tactics slots by left-clicking on a number and dragging.

Tactics slots can also be temporarily disabled by left-clicking on the + symbol in front of the slot. To re-enable the tactic, click the + again.

AI: Tactics Presets

You can save a set of tactics at any time. Click the Save Preset button to store the current settings. Use the Presets pull-down to switch between different sets of conditions and actions.

Codex Entry 253: Area Map

The area map (M) displays a top-down view of your current area. Some regions will only be revealed when you explore them. By default, plot helpers are not shown in unexplored regions, but you can change this in the options menu (Esc).

Codex Entry 262: Heavy Armor

You have equipped heavier or massive armor. While these grades of armor offer excellent protection, be aware that they reduce the character's attack speed with bows and crossbows, although the Master Archer talent eliminates this penalty for the heavy class of armors. Weighty armor also tends to cause more fatigue, which is a percentage increase in the mana or stamina cost to activate a spell or talent. Finally, be aware that enemies will judge characters wearing heavy armor as a greater threat, making them more likely to select that character as their target.

Codex Entry ###: The Job Board

Several organizations in Ferelden maintain job boards like this one. Once you have completed a task, speak to the organization's representative to receive your reward.

Codex Entry 259: Combat Basics

You are in a combat situation. Mastery of the battlefield is important. Zoom out (Scroll backward) in combat to gain a better view of your situation. You can also pause for tactical preparation by pressing Space.

To attack an enemy, simply right-click on them. To use a talent, left-click on it in your quickbar to use it against your current target.

Codex Entry 261: Ranked Creatures

The names of particularly challenging opponents are displayed in different colors to draw attention to the significant threat they represent. Opponents with yellow names are more challenging and aggressive than average. Orange names represent extremely powerful enemies capable of threatening a full party of adventurers by themselves.

Codex Entry 262: Injuries

One of your party members has fallen in combat! He or she has now sustained a serious injury. These injuries cause penalties that can only be cured with an injury kit or certain high-level spells. The injury is indicated by the small red icon that you can see above the quickbar (when you have the injured character selected) or in the character record (C).

Codex Entry 264: Health Poultices

You have acquired a health poultice. These instantly restore some of your health. To use the poultice, drag it from your inventory into your quickbar, double-click it directly from the inventory, or right-click on it in the inventory and select Use. Stores sell more poultices, and characters who have learned Herbalism can create their own.

Codex Entry 265: Controlling Party Members

A new party member has joined you. You can take control of this character directly by left-clicking on his or her portrait or body. Alternately, you can use the tactics menu (\) to adjust how the AI controls them.

Codex Entry 266: Crafting

The Herbalism, Poison-Making, and Trap-Making skills allow you to mix potions, concoct poisons, or assemble traps. Left-clicking on the icon for the first rank of any of these skills will open a crafting window that displays your current recipes and ingredients. You can buy new recipes and ingredients in stores or find them by exploring the lands.

Codex Entry 270: Exploration

Use the W, A, S, and D keys to explore the world. Alternately, right-click on the ground to select a destination.

Use your mouse wheel to zoom in (Scroll forward) for exploration and out (Scroll backward) for tactical combat. In exploration mode, moving the mouse while clicking in the right button rotates your view. In tactical mode, clicking in the mouse wheel lets you pan across the screen. You can only pan until your party members are at the edge of the screen.

Codex Entry 271: Fatigue

Although armor provides great protection, safety comes at a price: Anything heavier than regular clothing causes fatigue, which increases the mana or stamina cost of spells and talents by a percentage. Sturdy armors like plate carry more of a penalty than lightweight leathers, but some talents, like the warriors Powerful, can reduce the effects of fatigue.

Codex Entry 272: Gifts

You have found a gift. You can give it to one of your party members by opening the inventory screen (I), switching to the party member, then right-clicking on the item and selecting Gift from the radial menu. Each party member has a favorite type of gift, and certain items are so precious to a particular character that others will refuse the gift outright. Your camp is a great place to give gifts, because party members are sometimes reluctant to talk about themselves on the open road.

Codex Entry 273: Friendly Fire

The powers of magic are significant, but can be uncontrollable. Mages have access to spells like Fireball that affect a whole area rather than just a single target. While these spells are useful against groups of enemies, they are also indiscriminate, and will harm friend and foe alike. (At the easy difficulty setting, however, party members take no damage from friendly fire.)

Codex Entry 274: Inventory

Inventory (I) is divided into two sections: Equipped items for the selected character on the left, and shared party inventory on the right. You can drag and drop items between the two sides or down to the quickbar, double-click to use or equip them automatically, or right-click and hold to open the radial menu to interact with items.

Codex Entry 275: Runes and Enchantments

All enchantable items in the party inventory--including those currently equipped--can be upgraded by an enchanter, so long as you also have runes available. Select the item you with to enchant [Xbox] LS, then select the rune sport you with to inscribe. Press X to inspect or compare, Y to remove a rune, or A to inscribe the rune on your weapon.

Codex Entry 276: Journal

Your journal (J) tracks updates to your current objectives and records the results of prior exploits. This includes quests completed as well as codex entries that describe the world around you. At the bottom of the journal screen, the Make Active button lets you designate the quest you're currently working on, which activates arrows on the map and in the game world that direct you to the next point in the plot.

Codex Entry 278: Sustained Abilities

Sustained abilities reserve mana or stamina when they're activated, and remain on until deactivated or the character runs out of mana or stamina. Most sustained abilities include a fatigue penalty, increasing the cost to activate a subsequent spell or talent, which makes it difficult to maintain several sustained abilities at one. To manually deactivate a sustained ability, simply left-click it again in the quickbar. Note that some of these abilities, such as Defensive Fire and Rapid Shot, cannot be used simultaneously.

Codex Entry 279: Inventory Overload

The current number of items in your inventory (I) exceeds its limit. You have two options: Clear space in your inventory by destroying, selling, or equipping items, or purchase a backpack to increase your inventory capacity. Until you do one of these, you will not be able to pick up additional items.

Codex Entry ###: Party Camp

All of your party's injuries are healed when you return to camp. Each party member can be found somewhere in the camp, making it an ideal location to hand out new equipment, give gifts, or talk.

Codex Entry 282: Locked Item

You just encountered a locked object. You might be able to pick the lock if your skill is high enough, or you might need to locate a key through adventure or negotiation.

Codex Entry 283: Plot Helpers

Plot helpers are markers on your current area map that indicate where you need to go to progress in your active quest.

Codex Entry 284: Shapeshifting: Burning Man Form

The burning man is immune to fire and can pass through fires unharmed. However, this form is physically weak and vulnerable to cold damage. It is the fastest of the forms.

Codex Entry 285: Shapeshifting: Golem Form

The Golem form has enormous strength and can smash doors that you would not normally be able to budge. It is also highly resistant to physical attacks, but vulnerable to magical damage.

Codex Entry 286: Fade Shapeshifting

The Fade shapeshifting menu lets you select different forms while in the Fade. Each form has its own strengths and weaknesses.

You can now shapeshift into a mouse. The mouse form is weak and cannot engage enemies in combat, but it is particularly stealthy and allows you to move through small mouse holes.

Codex Entry 287: Shapeshifting: Spirit Form

The spirit form is attuned to all things unseen. It allows you to interact with ethereal objects that would normally be hidden from you.

Codex Entry 288: Specializations

You have just qualified for a specialization, a customized form of a character's basic class. Each offers a unique set of advanced talents and benefits. Characters may have up to two specializations, with the first becoming available at level 7 and the second at level 14... but first, you'll need to find a trainer.

Codex Entry 289: Stealth

Stealth makes it possible for you to deal devastating surprise attacks, lay traps, or to avoid immediate confrontation with your enemies.

Codex Entry 290: Merchants

You have just gained access to your first store. Here, you can buy or sell items. Various stores are scattered throughout the world.

While a transaction is open, you may use the buyback function to reverse any accidental sales or purchases at no loss of money. Once the deal is closed, however, the items become the full property of the shopkeeper and are thus only available at full prices.

Codex 291: World Map

You have just opened the world map. It details major locations of interest around the kingdom of Ferelden. You can use the world map to travel to various locations, although some are not available until you meet certain criteria.

Quest-Related

Codex Entry ###: A Rolled-up Note

Codex Entry 301: Summoning Sciences

Apprentices are allowed and expected to willfully direct a minor spirit, provided it is within the protective confines of the library. Placement of the shelves allows for passive immobilization and the emergency purging of any rogue entity.


Take care! This exercise is not to be enacted during maintenance or other disruption of library structure! The danger presented by an incorrect summoning, particularly Exercise Three, is extreme.


(This book has been torn in half)


*****

(The second half of a torn book.)


The summoning sigil will ignite upon ritual initiation. If the order is incorrect, the ritual will reset.


Exercise One

-Address the summoning font.

-Select the second passage from the Tome of Spirit Personages, second shelf.

-Pass open hands through the first summoning flames (select first flames).


Exercise Two

-Address the summoning font.

-Recite the Rodercoms Uncommon Calling, first column support shelves.

-Place one silver coin at the feet of the statue of Magus Gorvish.

-Pass open hands through the seconds summoning flames.


Exercise Three

-Alert senior magi of lesson commencement.

-Address the summoning font.

-Recite the second passage of Elvorn's Grande Bestiary, sealed texts, third area.

-Trace the chosen sigil on the first area common table.

-Place a lock of hair between the pages of the Spiritorum Etherialis, right of the sealed texts.

-Perform Callum's Gesture (two fingers) at the statue of Magus Gorvish.

-Breath on the dried hemlock in the Novice Phylactery, second column support shelves.

-Pass open hands through the third summoning flames.


Spirit Hog

The equivalent of a Fade bottom-feeder, the gullet of the Spirit Hog can contain minor gems, presumably coalesced from ethereal elements in the Fade. Such creatures cannot survive in the mortal realm without summoner intervention.


Trickster Whim

An amoral entity that delights in observing corporeal and emotional discomfort. A dangerous preference given that such creatures have little understanding or interest in the fragility of mortal flesh.


Fade Rifter

The Rifter is an assembled consciousness given form in the moment of the ritual. Its appearance is intended to frighten the summoning apprentice, ensuring they respect the Fade. While essentially a construct, the beast is nonetheless very real and possessed of a fearsome will to be free.

Codex Entry ###: Letter from the Blackstone Irregulars

Codex Entry ###: Blackstone Letter of Condolences

Codex Entry ###: The Mages' Collective

Codex Entry 300: A Pinch of Ashes

Codex Entry 303: Rigby's Last Will and Testament

Codex Entry 305: Letter to Jogby

Codex Entry 306: Farewell Letter to Jogby

Codex Entry 308: Signs of the Chasind

Codex Entry 310: The Scrolls of Banastor

Codex Entry 311: Friends of Red Jenny

Codex Entry ###: Five Pages, Four Mages

Codex Entry ###: Watchguard of the Reaching

I'm telling you guys, it's a test like the summoning. Why else would lessons be canceled? And that outburst in the library with Uldred? An older tome fell to a page on "The Reaching." I copied what could before they pushed us out.

Ritual Note: A sword lowered, to strike through and ground.

You can't tell me I wasn't supposed to see that. It's too convenient. I'm looking for more, and you'd be smart to help. --Gant

No, no, no and stop asking! I'm not getting in trouble because of you again. I don't care what's in the basement, and neither do the senior magi. Everything is about Uldred and the upper floors. I don't know what you're digging up, but those tomes are way older than our lesson texts. An apprentice shouldn't touch them!

Ritual note: The threads burned before a Giant, spear raised. He stands alone, so whispers are known false. --Nolan

(scribbled in corner) Don't need him. Owain knew "Reaching."


First Enchanter Dorval fell suddenly to a disease of the lungs. This unfortunate disruption in the direct line of descent from tower founding should be treated as opportunity. The Circle will reform practices to better address the the times. Many rituals remain valuable, but some--The Two Bells, Garnold's Lament, Watchguard of the Reaching, Benford Da--have little or no meaning in our texts.

We will mover forward, as Dorval would have wished, and commit these and other ceremonies tot the age we have left. With no plan of estate, his belongings have been transferred into the common library for the benefit of all.

--Excerpt: Circle of Magi Declaration, Kinloch Hold Transitional, 5:90 Exalted

(Scribbled in corner) "Reaching" again! And old! They don't know! Idiots! Wards Weaken!













Today we passed even further, far beyond any reach of man. The inverted glow of the Black City was always on the horizon of perception, but a path eludes, as always. Untraveled in memory, living or otherwise, there is a pull, and whispers abound. Something great is there. And away from this, always in peripheral, another mind, untethered. Tomorrow I will reach out with my full attention, and try to rescue him from his listing. Can someone else have come this far? The wonders we will share.

Ritual note: The vessel in hand, words from another time drip literal power.

Documents of the Reaching, estimated second century, Ancient First enchanterer appointed Watchguard of the Reaching, to be held in secret

(Scribbled in corner) "Reaching!" Before the Circle! Someone else in the Fade? I want this!













His silver cord transmuted black. Black! There is no wonder his form shattered. What returned was not of the mortal, nor native Fade. Does an afterthought prove the gods when direct action is long missing? There is no purpose to this beast. Let the strength of the tower wither it and memory pass. The only legacy to be taught: Stay focused with the Fade. Whims escape to their own action.

Ritual note: A sword raised, to sever connection.

Documents of the Reaching, estimated second century, Ancient First enchanterer appointed Watchguard of the Reaching, to be held in secret

(Scribbled in corner) Cord? Peasant magic! Must know. Can almost see. Whispers want!

Hastily scribbled) Whispers say Great Hall? Hidden above us the whole time! -The vessel in hand, words from another time drip literal power. (Put on a bowl!) -A sword raised, to sever connection. (Cord out!) -A sword lowered, to strike though and ground. (Bile!) -The threads placed before a warrior, spear raised. Shielded from each side, so whispers are known false. (Where is this? It whispered order, but not where! It's in my head!)


Codex Entry 314: Maleficarum Regrets

I won't go back. Let them hunt, and dread finding me. But you, Melis, should not live this life. It would please me if you found a life in the Circle Tower. I felt a few things there, mostly stolen from the enchanters. Sell them to fund a new path. The cache is in the study area, middle alcove. Goodbye --Bel Gruce

Codex Entry ###:The Spot

Maker's wind, Daarci, I said I'd wait, but it's not just a disagreement! Uldred set abominations loose! One was in my mentor's robe! If you make it here, something in the "the spot" may help you out. No point in hiding it from teh senior mages now, and don't worry about Denri's usual fee for moving his bed. He's dead. --Apprentice Mand

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