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For the quest in Dragon Age II, see Justice (quest).
I am a spirit of Justice. I have watched for too long, and have seethed at the atrocities committed on these souls.

Character
Justice

Ethereal Justice
Race:
Class:
Specialization:
Location:
Appearances:

Justice is a companion in Dragon Age: Origins - Awakening.

Background Edit

"Justice" is not a name, it is an identity. Not all the denizens of the Fade identify with darker emotions like rage and pride. Some embody the nobler qualities found in humanity: faith, hope, compassion, valor, and justice. A victim of magic gone awry, Justice has been torn from the Fade against its will and trapped in the body of a dead Grey Warden. Lost and disoriented, it seeks a guide to help make sense of this alien world and demonstrate what it means to be human.

Involvement Edit

Dragon Age: Origins - Awakening Edit

Splr daoa
“I do not seek to rule my brethren. I only seek to release them from their chains.” — The Architect
This article contains spoilers for Dragon Age: Origins - Awakening. Click here to reveal them.
Justice

Justice in possesion of the dead body of Kristoff

Justice is first encountered in the The Blackmarsh Undying after The Warden-Commander is transported to the Fade after finding Kristoff's body during Shadows of the Blackmarsh. It is located in the village that was abandoned, but in the Fade is a home for the spirits imprisoned by the Baroness. Although spirits have no definite shape in the Fade, Justice takes the form of an armoured figure. Justice asks the Wardens for aid in the attack against the Baroness. The Warden-Commander can either reject or accept. If accepted, Justice leads the villagers in breaking down the mansion gates and attacking the Baroness. If the Warden declines Justice does not push the issue, but should the Warden-Commander side with the Baroness instead, the spirit allies with the intelligent darkspawn the First and admonishes the Wardens for their decision. Regardless, Justice fights the Baroness on the balcony while the Wardens fight the First in the courtyard. After the fight, the Baroness sends everyone back to the mortal world by using the First as a source of power, killing it in the process. Justice finds itself housed in Kristoff's body and asks the Warden-Commander for help with killing the Baroness once and for all. This happens regardless of player choice, and it will not turn on the Warden-Commander if they blatantly sided against it in the Fade. Once Justice finds the Baroness, the conversation leads to a fight in which the Baroness turns into a pride demon. After the battle, the Warden-Commander can ask Justice to join the party.

When returning to Vigil's Keep, Kristoff's wife, Aura, recognizes Justice as her husband, and realises he is dead. Disgusted by what was done to his body, she runs away. This begins the quest Justice for Kristoff which may end with Justice promising Aura that her husband will be avenged.

Unlike the other companions, Justice does not undergo the Joining as its host is already a Warden.

Epilogue

  • If left to defend the Keep, and the Warden chooses to save the city of Amaranthine, Justice will fight valiantly, but, before the victory horn is sounded, a darkspawn sword removes Kristoff's head. It is unknown whether the spirit perishes or simply departs. At the least, Kristoff's wife, Aura, is finally able to claim her husband's ashes.
  • If Vigil's Keep is saved, Justice serves with the Order for many years, keeping in touch with Kristoff's wife, Aura, during its stay. Eventually however, Aura informs it that she can no longer tolerate her husband's rotting body. Justice bids her goodbye, and Kristoff's body slumps to the ground. Where the spirit goes, no one knows.
  • If Vigil's Keep is saved, and Justice's quest is completed, it will serve the Order for many years, fighting darkspawn resistance pockets; appearing at Aura's doorstep one day smiling, and falling over dead. It is unknown if the spirit completed its quest, or whether it died, or simply passed back into the Fade.
  • Once the darkspawn threat was ended, Justice left the Grey Wardens to pursue other injustices. Years later it appeared on the doorstep of Kristoff's widow and, smiling, simply dropped dead. Aura finally had a body to mourn. If the spirit remains alive, it has not shown itself.
  • If Vigil's Keep is not saved and Aura not visited in Amaranthine, Justice will stand in the ruins of Vigil's Keep looking in to the sun and saying "Now I know what to do." The ghost then disappears leaving behind the rotten body of Kristoff.
  • If not recruited, a mysterious figure in a Grey Warden armor is occasionally seen in the marsh, erecting gravestones to honor villagers of old. In time, those sightings cease.

Gifts Edit

Justice likes tokens that remind it of the Fade as well as items that provide insight into Kristoff's life.

Name Notes Description

Tre ico fancy scroll
Elven Prayer for the Dead
Located: Wending Wood - Destroyed Dalish Camp
This prayer implores Falon'din to guide the dead across the Veil.

"O Falon'Din
Lethanavir--Friend to the Dead
Guide my feet, calm my soul,
Lead me to my rest."

Tre ico locket
Kristoff's Locket
Located: Blackmarsh - Kristoff's camp
This locket contains a miniature painting of a woman and a lock of hair. An engraving reads: "Yours always, Aura."
Plt ico painted box
Kristoff's Mementos
A box of mementos that once belonged to Kristoff.
Tre ico book 4
Lyrium: The Voice of the Maker
A book about lyrium, necessarily heavy on conjecture.
LyriumRing
Lyrium Ring
Located: Kal'Hirol - Main Hall
Becomes: Lyrium Ring
Plot Item
An unusual ring of refined lyrium, toxic to most living creatures.
Tre ico book 2
Verses of Dreams
Located: Next to Ambassador Cera at Vigil's Keep in a Pile of books
Poetry inspired by the Fade.

Dragon Age II Edit

Splr da2
“There are men who embrace destiny; these are the ones that change the world forever.” — Flemeth
This article contains spoilers for Dragon Age II. Click here to reveal them.
JusticeDAII

Justice in full possession of Anders in the Fade

Regardless of events that took place during Dragon Age: Origins - Awakening, both Anders and Justice were recruited and became friends. Some point after the events described in the expansion pack, Justice urged its friend Anders to fight for the freedom of mages more actively. Anders agreed to become Justice's human host to help his friend, but afterwards Anders's suppressed anger warped Justice into a force of Vengeance. Justice tends to take over whenever Anders becomes angry at the injustices done to mages and can be difficult for Anders to control.

Justice's attitude towards Hawke is dependent on whether Anders is Hawke's friend or rival. On the friendship path, Justice comes to believe that Hawke is a supporter of its and Anders' campaign for mages' freedom and forms respect for them. On the rivalry path, however, Justice slowly begins to resent Hawke, seeing them as having given in to sloth and willing to stand by as mages are tortured and killed; this simmering resentment explodes when Anders is convinced by Hawke to give up his plan, with Justice demanding that Hawke leave and declaring that Anders has no need of them.

If Hawke romances Anders, regardless of which path they are on with him, Justice disapproves of Anders' growing affection for Hawke, seeing it as a distraction from his commitment to freeing the mages; according to Anders, this is one of a small number of things they disagree on.

In the Fade during the Night Terrors quest their roles are reversed, and Justice is the one metaphorically driving. It expresses surprise at returning to the dreamworld in this manner, but concedes it feels good to breathe the air of the Fade again.

If Hawke listens to or attempts to make a deal with the sloth demon Torpor, Justice will object increasingly before turning hostile, resulting in Anders' death in the Fade. Neither is actually killed, however. If Hawke does not follow through on the deal and asks Anders why Justice couldn't have simply played along with it, Anders admits that a benign spirit is incapable of lying to maintain a ruse, and Justice is no exception.

If Hawke chooses to kill Anders near the end of the game, it is confirmed that he is dead. It is currently unknown what happens to Justice in this scenario.

Quests Edit

Dragon Age: Origins - Awakening Edit

Ico Quest Justice for Kristoff

Dragon Age II Edit

Quest icon DA2 Night Terrors

Initial statistics (Awakening) Edit

Specialization Edit

Spirit-warrior icon Spirit Warrior

Skills Edit

Skl ico combat4 Master Combat TrainingSkill-Vitality Vitality

Talents Edit

Warrior Powerful Talent-Powerful icon Powerful
Precise Striking Talent-PreciseStriking icon Precise StrikingTalent-Taunt icon Taunt
Spirit Warrior Beyond-the-veil icon Beyond the Veil
Weapon and Shield Shield Bash Talent wns shieldbash Shield BashTalent wns shieldpummel Shield PummelTalent wns overpower Overpower
Shield Defense Talent wns shielddefense Shield DefenseTalent wns shieldbalance Shield BalanceTalent wns shieldwall Shield WallTalent wns shieldexpertise Shield Expertise
Shield Block Talent wns shieldblock Shield BlockTalent wns shieldcover Shield CoverTalent wns shieldtactics Shield Tactics

Equipment Edit

Weapons Ico mace The LamentedThe Lamented
Mace
Dragonbone (Tier 7)
Requires: 32 strength

Damage: 8.00
Critical chance: 0.80
Armor penetration: 8.00
Strength modifier: 1.00
Rune slot Rune slot Rune slot
+3 strength
+3 constitution
Armor Ico shield kitemetal Griffon's CrestGriffon's Crest
Kite shield
Dragonbone (Tier 7)
Requires: 38 strength

Fatigue: 4.16%
Strength modifier: 1.00
+1 armor
Chance to avoid missile attacks
Ico gloves heavy Sturdy Chainmail GlovesSturdy Chainmail Gloves
Heavy gloves
Dragonbone (Tier 7)
Requires: 38 strength

Armor: 2.50
Fatigue: 2.27%
+1 armor
+2 attack
Ico armor heavy Sturdy Chainmail ArmorSturdy Chainmail Armor
Heavy chestpiece
Dragonbone (Tier 7)
Requires: 38 strength

Armor: 15.63
Fatigue: 18.20%
+3 strength
+2 armor
Ico boots heavy Heavy Chainmail BootsHeavy Chainmail Boots
Heavy boots
Varies (Tier 1-7)
Requires: 18 strength

Armor: 1.25
Fatigue: 2.25%
Accessories Tre ico locket Kristoff's LocketKristoff's Locket
Amulet
This locket contains a miniature painting of a woman and a lock of hair. An engraving reads: "Yours always, Aura."

+1 to all attributes
+5% chance to dodge attacks
Ico ring Iced BandIced Band
Ring
The black surface of this ring always looks frosted over, yet the wearer feels no discomfort.

+10% cold resistance

Restricted gear (Awakening) Edit

Tre ico locket Kristoff's LocketKristoff's Locket
Amulet
This locket contains a miniature painting of a woman and a lock of hair. An engraving reads: "Yours always, Aura."

+1 to all attributes
+5% chance to dodge attacks

LyriumRing Lyrium RingLyrium Ring
Ring
An unusual ring of refined lyrium, toxic to most living creatures.

+6 willpower
+10% spell resistance

Plot skills (Awakening) Edit

As you befriend Justice and gain its approval, it will gain the following additional skills:

Name Benefit Requirement
Inspired: Minor Constitution +1 to constitution 25% approval
Inspired: Moderate Constitution +2 to constitution 50% approval
Inspired: Major Constitution +4 to constitution 75% approval
Inspired: Massive Constitution +6 to constitution 90% approval
Note: These bonuses are non-cumulative, i.e. the total bonus is +6, not +13.

Dialogue pointsEdit

Below are the spots where you can initiate dialogue with Justice. On the PC, it can be hard to find the correct spot to click; make sure to hit "tab" and rotate the camera if it's not letting you click on it.

Quotes Edit

Main article: Justice/Dialogue
JusticePromotionalHoDA

Promotional image of Justice in Heroes of Dragon Age

Dragon Age: Origins - Awakening Edit

  • "What else am I if not a seeker of justice?"
  • "A world so full of beauty that beauty goes overlooked."
  • "Foul sorceress! You will release these poor folk and submit yourself to justice."
  • "These Darkspawn are a cancer in the heart of this world."
  • "A world ruled by order, static and unchanging. I like it!"
  • "How odd that mortals find so many differences to hate when you have so very much in common."

Dragon Age II Edit

  • (As Vengeance, to templars) "You will never take another mage as you took him!"
  • (As Vengeance) "They will die! I will have every last templar for these abuses! Every one of them will feel Justice's burn!"
  • (As Vengeance) "Justice... answers to nobody!"
  • (About Torpor) "A demon of sloth. It exists to make men forget their purpose and their pride. Do not relax around it."

Dialogue Edit

  • (If Hawke convinces Anders to give up his plan) Vengeance: "Leave! This does not concern you!"
  • Hawke: "This is Anders' decision, not yours!"
  • Vengeance: "I am Anders! You have given into sloth. You would stand by while mages are abducted and tortured. Go. Anders has no need of you."

NotesEdit

Splr daoa
“I do not seek to rule my brethren. I only seek to release them from their chains.” — The Architect
This article contains spoilers for Dragon Age: Origins - Awakening. Click here to reveal them.
  • If you ally with the Architect, and Justice is in your party, and fail to convince it, it will become hostile to your party. Upon death, it doesn't yield all of its equipment. However, there is an auto-save point just before this so you may reload it to unequip Justice's gear to keep it afterwards, and make the fight easier if you know that you cannot convince him; this can easily be affected by removing any "mental resistance" gear Justice has on.

Bugs Edit

  • The first time the Warden gains approval from Justice, it is possible to max the rating out and prevent any ability bonus. Sigrun appears to share the same bug.
    • xbox360Icon xbox360 workaround: Through conversation(s) bring Justice's approval lower than 90 - that should "activate" the plot skill; even though they still won't show up in the skill screen, you can see/compare Justice's constitution score and notice that the bonus is there. Then, through gifts and/or conversations you can max out his approval again (or, at least, get it higher than 90 again).
  • pcIcon pc It is possible to get only +5 approval with his gifts, even personal ones. Velanna and Oghren appear to share the bug with fixed approval boosts of +5 and +6 respectively.
In order to not get the +100 approval bug with any of the characters, you need to do the "blight orphans" quests or "chantry board" quests, that give (dis)approval to a character, only after you recruit that character. For example, if you do the "From the living wood" quest that normally gives -1 approval to Velanna before actually recruiting her, that will get you the +100 approval bug with Velanna. Same goes for the quests for the "blight orphans". If you do quests that give (dis)approval to Justice or Sigrun before recruiting them, that will lead to the bug with them. (Tested on PC)
  • pcIcon pc If you equip Justice with any defensive equipment (Helmet, Armor, etc.), and kill the Baroness, the equipment will disappear. For example, if you equip it with the Sentinel set that is found in the Blackmarsh and kill the Baroness, Justice will talk to you without it. With the Sentinel Set, the equipment might go back into the Iron chests. (Tested on PC, just with Sentinel set and no new weapons)
  • pcIcon pcps3Icon ps3xbox360Icon xbox360 When Kristoff is first found, it is possible that he will be "alive" and on his feet, looking about. The tag above his head will say "Kristoff", not "Justice". If the player interacts with Kristoff, the cutscene will begin; in the cutscene Kristoff will be lying on the ground as he should be. What causes this glitch is currently unknown.

GalleryEdit

See also Edit

Ico codex entry Codex entry: Justice
Ico codex entry Codex entry: Kristoff's Journal
Ico codex entry Codex entry: A Letter from Aura

External links Edit

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