Dragon age origins exquisite scroll. Small tricks and useful tips
The passages of the quests are placed in spoilers, so that those who do not want to accidentally read in advance and find out something unnecessary would not spoil their enjoyment of the game.
Sequence of events:
Ostagar and Korcari Wilds
After arriving in Ostagar and meeting with King Cailan, Duncan speaks of the need to go through the ritual of Initiation into the Gray Wardens. But first, you should find Alistair, another Gray Warden, in the northeastern part of the camp, and return with him to Duncan's bonfire. While exploring Ostagar and searching for Alistair, you can additionally:
- take two side quests - Hungry Deserter and Mabari Wolfhound,
- talk to the pacified magician, codex: The Tranquil,
- get an audience with Teyrn Loghain Mac Tir, codex: King Maric Theirin,
- talk with the leader of the Ash warriors near the kennel, codex: The Legend of Luthias Dwarfson,
- follow the elf messenger Pick, who brought orders to the warriors of Ash, catch him at Loghain's tent, lie that you have an order and, if your influence is enough, convince him to give you Ser Garlen's Sword,
- chat with Wynne,
- bargain with the quartermaster (first backpack),
- meet two other initiates - Daveth and Sir Jory.
To carry out the ritual of Initiation, three vials with the blood of the creatures of darkness are needed, so you, in the company of Alistair, Davet and Jori, go to the Wild Lands of Korcari to get them. At the same time, you can take on several side quests there. Vials of blood will be found on the bodies of defeated Genlocks and Harlocks. As soon as you get the bottles and deal with the cache of the Gray Guardians (see below), you can return to Ostagar. The initiation will take place in the destroyed temple, at the site of your first meeting with Alistair. You need to drink the blood of the creatures of darkness, as a result, your hero will be the only survivor of the three initiates, Davet and Jori’s things will be added to your inventory.
Note: After returning to Ostagar, you can buy a second backpack from the quartermaster and open the mages' chest (if you have the deserter's key), because... the pacified magician moves away from the chest.
In addition to the vials with the blood of the creatures of darkness, Duncan asks to find ancient treaties in the Korcari Wilds regarding obligations to support the Gray Wardens, in order to be able to refresh someone’s memory. According to Duncan, the papers lie in a magically sealed chest at the site of the destroyed Gray Guardians outpost. These ruins are located behind a bridge with traps and an ambush of creatures of darkness. However, the chest is already empty by the time you arrive. The disappearance of the treaties is explained by the sudden appearance of Morrigan, who invites you to take a walk to the hut of her mother, Flemeth, who took these papers for safekeeping, since the protective seal on the chest had long since decayed. After receiving the contracts from the hands of Flemeth, you can return to Ostagar.
Duncan invites you to attend a meeting between King Cailan on the tactics of the upcoming battle. The plan is quite simple - the king and the Gray Guardians lure the creatures of darkness into an attack, and Teyrn Loghain strikes from the flank at the decisive moment. At the council, your role is determined - you and Alistair at this decisive moment must light a fire on the tower of Ishal, which, in fact, will be a signal for Loghain.
Note: Pay attention to the speech of the magician Uldred, in addition, this is the last time you can complete side quests in Ostagar.
The quest begins with a run to the tower along a bridge that is under fire - be careful, the flaming debris can knock you off your feet. Near the gate you will be met by a guard who will tell you that the tower has been captured by the creatures of darkness, who got inside through the recently discovered deep tunnels (you can hear about them from the same guard even before the Initiation), and they are swarming around the tower. Depending on who your character is, certain temporary party members will be added:
- if a magician, then a tower guard and a soldier will join,
- if a noble person (i.e., has a companion dog), then one will join magician of the circle,
- in other cases, a tower guard and a circle mage.
Ishala Tower - first floor. There is a mud trap (tripwire) at the entrance, in addition, the Genlock emissary will start a fire, so you should not launch a frontal attack, it will be easier to shoot at least some of the enemies from afar with arrows and magic. Next follow two rooms filled with creatures of darkness, regardless of the door you choose, genlocks and harlocks from another room will come running to the sounds of battle.
Ishala Tower - second floor. Again, ambushes by Genlocks and Harlocks. Again, don’t go head-on - you can bypass the largest ambush through the left room and make your task easier with the help of ballistas.
Ishala Tower - third floor. There are possible allies here - three mabari war dogs locked in cages. You can free them and go through this level with them.
Ishala Tower - top floor. There is only one enemy, but it is an ogre and it is not easy to kill. The most effective strategy for fighting ogres is based on the use of ranged spells, at least such as paralysis and weakness from the school of entropy (they are wielded by a temporarily attached magician). Therefore, it is worth taking the magician under direct control, and giving the rest the role of tanks. On the ogre's body there is a yew shield Havard's Aegis.
Having defeated the ogre, you finally light the signal fire, but Tairn Loghain unexpectedly orders Lady Cauthrien to sound a retreat. King Cailan, Duncan and the entire army die under the onslaught of superior enemy forces. New crowds of creatures of darkness burst into the tower of Ishal, your hero and Alistair will certainly experience the same thing, but Flemeth intervenes in the events, turning into a giant bird, she takes both of them from the tower...
Lothering
After a miraculous rescue from the tower of Ishal, your hero and Alistair near Flemeth’s hut decide to gather an army to fight the Blight - from dwarves, elves, magicians, Earl Eamon’s people and others. Flemeth orders Morrigan to join the Gray Wardens, she reluctantly agrees and suggests that they first look into a small settlement to the north, Lothering, to find out news and replenish supplies. Beyond Lothering lies the Imperial Road - a road that runs through the whole of Ferelden, it can lead anywhere you want: to Redcliffe, the Brecilian Forest, the tower of the Circle of Mages or the dwarven city of Orzammar.
The world map becomes available, but for the first time you can only travel to Lothering or the camp. Lothering's choice causes a video of a meeting in Denerim to be shown, where Bann Teagan Guerrin, the younger brother of Earl Eamon, publicly reproaches Loghain, who declared himself regent under Queen Anora (his daughter), for an unreasonable retreat from the battlefield.
If your hero is not a person of noble origin (i.e., you don’t have your own dog yet) and the Mabari Wolfhound quest is completed, then on the way to Lothering you will meet a dog fighting the creatures of darkness, after the battle the dog will join your party.
Upon arrival in Lothering, you will stumble upon bandits, from a conversation with the leader of which you can find out that Loghain accused the Gray Guardians of treason. The inhabitants of Lothering will confirm this, and several refugees wanting to get money for the heads of the Gray Wardens will even set up an ambush outside the northern gate.
Since the local bann has taken all his soldiers away and left Lothering unprotected, everyone in the settlement is doomedly waiting for the attack of the creatures of darkness (you should complete more side quests while staying here). North of Lothering there is access to the Imperial Road, where you will meet two dwarf traders, Bodahn Feddic and his son Sandal, attacked by creatures of darkness. Help them out and they will join you in the camp, also if you ask Bodan about the reward, he will pay gold. Next, your path lies to the camp, and from there you can begin any of the four Pestilence subquests (note that upon completion of any of them, Lothering will be ruined).
Note: Two companions can be found in Lothering - Leliana and Stan.
Broken Circle
During this quest, you can join the party with Wynne, the best healer in the game, and receive many bonuses to various attributes.
Back in Lothering, you will hear that something is wrong in the Tower, and on the pier of Lake Calenhad you will find the templar Carroll, who does not want to let anyone in there. He will have to be persuaded or intimidated, in addition, you can use the help of Morrigan, Stan or Leliana (by selecting the topic “Maybe we can come up with something?”).
In the Tower, you learn from knight-commander Gregor (Greagoir) that the situation is out of the control of the templars, the door to the first floor is closed, and behind it there are a mix of magicians, templars and possessed. Gregor has already sent a messenger to Denerim in order to obtain the Right of Destruction and there is no question of help in the fight against the Blight. Of course, you can try to figure out what is going on inside the Tower, but the door will be locked behind you, and Gregor will believe that everything is in order only if the First Sorcerer Irving himself tells him so. That is, there will be no way back until the quest is completed.
Circle Tower - first floor. In the students' rooms you will meet Wynn and several magicians protecting children from the demon. After killing the demon, a conversation will take place, as a result of which you can team up with Wynn or force her to fight with you. Regardless of your choice, the protective barrier on the way to the second floor will be removed. You can also start two side quests here - Guardian of the Limit and the Science of Summoning.
Circle Tower - second floor. At the entrance to the rooms of the senior magicians, you will see the pacified storekeeper Owain, who will report that a certain magician Niall took from him the Litany of Adralla, which does not allow blood magicians to control the mind. There will be demons, the living dead and blood mages everywhere. For fun, you will meet the magician Godwin, hiding in one of the closets; you can kill him or send him back to the closet.
Along the way, don't miss gifts for companions - a Water-Stained Portrait, The Rose of Orlais, a Silver Chain, a Chantry Amulet and, of course, a Black Grimoire in Irving's office for Morrigan, with which the quest will begin Flemeth's Real Grimoire, and there is also a Small Painted Box (quest Friends of Red Jenny). In addition, by activating the overturned statue in the hall, you can summon the Revenant (quest The Black Vials).
Circle Tower - third floor. This floor is also filled with enemies: undead, demons, enchanted templars, and Arcane Horror. Here you can activate four statues for the Guardian of the Limit quest and find important notes (Five pages, four magicians). Gifts for Companions: Small Gold Bar and White rune stone(White Runestone).
Circle Tower - fourth floor. Meetings with a demon who has bewitched a templar (and you can avoid a fight by allowing the demon to evaporate along with the victim) and a group of enchanted templars led by a blood mage (in both cases, you should initially deal with the magicians). Gift: Blonde in the sun, vintage (Sun Blonde Vint-1). Next, you will inevitably be stopped by the demon of idleness and will inevitably fall into the Shadow.
The nightmare will have to take place in a certain sequence (with slight variations). There are illuminated containers everywhere (in the form of cauldrons, weapon racks, etc.) that contain essences that constantly increase the character's attributes, so you should not pass by them.
Weishaupt- here you need to defeat the false Duncan and get out of your own nightmare.
The Raw Fade- talk to Niall, who also fell into the clutches of the demon of idleness, and learn from him about the system of islands in this section of the Shadow, controlled by various demons. Along these islands you can get to the central one with the main demon, but you see that it is not possible to move around them in your usual appearance everywhere. Then step into the shadow portal and take on the form of a mouse, intervening in the battle between the mouse and the demon (skills: stealth). You will then be able to enter small mouse holes.
Darkspawn Invasion- help the Templar Spirit in battle and get the guise of a spirit (skills: Winter's Grasp, Crushing Prison, Regeneration). Doors for spirits are now available to you, but opening heavy doors and you are not yet able to penetrate the fiery barriers.
In the Age of the Dragon game universe, there are many different ways to interact with your companions. One such way is gifts from Dragon Age- these are special items that can be given to party members for approval points. The rating can be determined both by the value of the gift and by the preferences of the recipients themselves. The number of items available for donation is limited. Usually approval points for subsequent gifts are reduced, the lowest bonus can be +1.
In today's article we will take a closer look at gifts from Dragon Age: Origins. This is the very first part of the game series of the same name, which implemented the mechanics of gifts. We also note that only four companions from the first part of Dragon Age will be mentioned in the article - Alistair, Wynn, Zevran and Leliana.
How to give a gift?
Perhaps the main question that worries many: how to give gifts to companions in Dragon Age: Origins? In fact, everything is quite simple: just drag the desired item from your own inventory onto the required character, or right-click on the gift and select the appropriate option.
Approval system
Approval will be awarded according to the following scheme:
- Any gift can earn you +5 points. All subsequent presentations are accompanied by a penalty of -1 approval. Thus, the very first present gives us +5 points, the next one gives us +4 points, the next one gives us +3 points and so on.
- Having received a gift of a special type, the character will reward us with an additional approval of +5 points (the total bonus is +10). Penalties also affect the value of special gifts, causing it to drop to +6 approval.
- Approving a character with a negative rating results in a double reduction in the value of the gift. Thus, the usual category of gifts gives 0 points, special category— +5 points to approval.
- Once the rating reaches the maximum of +100, new approval points are no longer awarded.
- An increasing approval rating opens up access to new bonuses for companions. These bonuses are added to the main skills. So, for example, Leliana’s character increases her cunning with additional bonuses.
Special category of gifts
As we mentioned earlier, special gifts give the player +10 points to the approval of one or another companion. Exceptions are gifts related to the plot. If the gift is special for a particular character, all attempts to give it to other characters will end in failure.
Dragon Age gifts: who should give which ones? What should I give Alistair?
Alistair has always liked magic, so he will be happy with mysterious rune stones or figurines. What else can you give this character?
- A medallion that belonged to Alistair's mother (plot item) - you can find the medallion in Radcliffe Castle.
- White Rune Stone - Found in the Circle Tower.
- Stone figurine in the form of a warrior - to get the figurine you will have to go deep into the caves that are located under the destroyed temple.
- Stone figurine in the form of a dragon - a gift hidden in Radcliffe Castle.
- Small carved figurine - hidden in the Lothering location.
- Onyx figurine in the form of a demon - you can find the figurine in Eastern Brecilian.
- Chalice of Initiation - available only with the Return to Ostagar add-on, hidden in Ostagar.
- Black Runestone - in search of this gift from Dragon Age, we will have to go to the Teig location of the Educan house, which is located on the Deep Paths.
- The shield that belonged to Duncan (plot item) will be located in the Denerim trading warehouse.
- Gray Warden Puppet - Available with the Holiday Gifts expansion pack for Dragon Age. Gives +50 points to approval. The puppet can be bought from the gnome Bodan Fedik.
- A collection of the complete genealogy of the rulers of Ferelden - the item is available only after installing the “Holiday Gifts” add-on. After receiving it, Alistair's approval rating for the player is reduced by -50 points. The book can also be purchased from Bodan Fedik.
What to give Winn?
Wynn values printed materials very much, so she is always ready to accept books or scrolls as gifts. However, these are far from the only items with which you can please her.
- Secrets of the Blood of Dragons - this book can be found in the Ruined Temple location.
- Ornate Scroll - Located on the lower level of the Brecilian Ruins.
- Genealogy of the Gerrins of Ferelden - can be found in Radcliffe Castle.
- A book called "The Rose of Orlais" - the volume is hidden in the Tower of the Circle, in the chambers of the senior magicians.
- A volume called "In Search of the True Prophet" - the item is located in the Orzamar Guardians (one of the buildings in the Diamond Halls location).
- Bottle of wine - this gift can be found in several places at once: in the "Spoiled Princess", in Lothering and Radcliffe.
- Locket of Memories - Requires Dragon Age Holiday Gifts and Giveaways. The medallion can be purchased from the merchant Bodan Fedik. After the player gives it to Wynn, he will receive +50 approval points.
- The Cat Lady's Staff is not the best gift for Wynn, reducing her approval rating by -50 points. It is added to the game along with the “Holiday Gifts” add-on and is sold by the same Bodan Fedik.
What to give Zevran?
Zevran will never refuse leather goods or precious ingots. All suitable gifts for him are described below.
- Dalish gloves made of deer skin (plot item) - for the gloves we go towards Western Brecilian.
- Antivan leather boots (story item) - found in the village of Shelter, which is located in the Frosty Mountains location.
- Small Gold Ingot - Found in the Circle Tower, on the fourth floor.
- Small silver ingot - can be found in the village of Shelter, in the local church.
- Large gold bar - found in the city of Denerim, in Earl's house.
- Large silver ingot - found in the Deep Roads, in the Anvil of the Void.
- A bottle of rare Antivan brandy - the player receives +50 points to Zevran's approval. Appears in the game along with the “Gifts and Raffles” add-on and is sold by Bodan Fedik.
- Belt of Loyalty - the player loses -50 points from Zevran's loyalty. If "Gifts and Pranks" was installed, then the belt can be found at the Bodan merchant.
What to give Leliana?
Leliana's character always enjoys gifts with symbols of Andraste and the Church.
- Andraste's Grace (story item) is a flower that grows in Radcliffe, Elfinage, and also in Western Brecilian.
- Beautiful Naga (story item) - usually found in Dusty City.
- Church medallion - can be found in the Circle Tower.
- Andraste's symbol made of bronze - hidden in the Lothering location.
- Andraste's symbol made of gold - hidden in Orzamar.
- Andraste's symbol of steel - hidden in Denerim, in the shopping district.
- The Sword of Mercy, forged from silver, can be found in Old Terin.
- The Lute is an additional gift from the Giveaways and Giveaways expansion pack for Dragon Age: Origins. Sold by Bodan Fedik and has a value of +50 approval points.
- Terrible Boots is a gift with a negative -50 approval points that also appears in the main game along with the expansion. You can buy Terrible Boots from the same merchant Bodan Fedik.
Present in Dragon Age: Origins serve as an excellent tool for establishing, improving and strengthening relationships with companions. A good relationship- this is a guarantee to keep your companion in the squad and get a frank conversation from him. Conversations not only help you get to know your companions better, but also provide an opportunity, if the main character’s class allows you to do this, and the companion has necessary knowledge. Having achieved a trusting relationship, you can count on closer, more loving relationships. Gifts should be given taking into account the character and interests of the companion in the main camp, switching between companions directly from the inventory using the arrows and dragging the icons, which will save time on forming a squad and changing locations. Find gifts can be sold from merchants, as well as in the process of completing tasks. A positive reaction to a gift significantly increases. By giving all the gifts, you can achieve a significant improvement in relationships and trust. If the relationship level has reached its maximum, there is no need to give gifts. It would be wiser to save them in case of a sudden deterioration in relations, so that there is always the opportunity to quickly return everything to its place.
Gifts change approval from +1 to +10 according to the following rules:
- Base bonus: +5.
- If your companion likes the gift: +5.
- For each previously given gift: -1.
- If negative at the time of delivery: half the bonus value.
- Minimum bonus: +1.
Companion Gift Locations in Dragon Age: Origins:
- Gifts for Alistair:
- Small carved figurine- a box on the road at the exit from Lothering, where Bodan Feddik is first encountered.
- Onyx demon figurine- at the tombstone in East Brecilian.
- Cup of Dedication- Ostagar, behind the site where the initiation into the Gray Wardens took place (add-on “Return to Ostagar”).
- White Runestone- possessed from the hall with the pacified tower of the Circle of Magi on the third floor.
- Black Runestone- chest, the first large crossroads hall in the taiga of the Edukan house.
- Stone dragon figurine- chest, southernmost room on the top floor of Redcliffe Castle.
- Stone figurine of a warrior- a pile of dragon waste, the fourth hall from the entrance to the sectarian caves behind the village of Shelter.
- Alistair's Mother's Amulet- table, central room from the main entrance to Redcliffe Castle.
- Duncan's Shield- a secret vault of the Gray Wardens inside a trading warehouse behind the Curiosities of Thedas store in Denerim. Riordan tells how to get inside in Earl Eamon's room before, if you show him the Gray Warden documents found during the liberation of Queen Anora from the estate of Earl Denerim.
- Gifts for Stan:
- Portrait of a girl with geese
- Still life in a silver frame- chest, storage on the top floor of Redcliffe Castle (the manager has the key, who attacks while clearing the castle from the undead in the next room from the central hall with Tegan and Isolde on the lower floor).
- Totem- chest, central part of Caridin's Crossroads in the Deep Roads.
- Stan's sword- chest, Dwin's house in Redcliffe after Stan's personal mission begins.
- Wet portrait- burnt corpse, second floor of the Circle of Mages tower.
- Portrait of a Rebel Queen
- Gifts for Zevran:
- Small silver bar- chest, church in the village of Shelter.
- Medium Silver Bar- chest, room with Caridin in the Anvil of the Void location.
- Antivan leather boots
- Small gold bar- the body of an enchanted templar, third floor of the tower of the Circle of Mages.
- Dalish Deerskin Gloves- Western Brecilian, after fighting a large shadow in an abandoned camp behind the Great Oak.
- Medium gold bar- a bunch of treasures, a room before going down to the basement in the estate of Earl Denerim in the inner part.
- Gifts for Oghren:
- Garbolg Rural Reserve- give a command to the dog on the stairs when you first enter Lothering.
- Golden braid. 4:90 PE- a box to the left of the stone bridge, from the side of the church, in Lothering.
- El- Barlin, Dane's Hideout Tavern in Lothering. Lloyd's Tavern in Redcliffe.
- Wilhelm's special beer- barrel, distillery in Wilhelm’s cellar in the village of Honnlit (addition “Stone Captive”).
- Blonde in the sun, vintage- chest, first room from the entrance on the fourth floor of the Circle of Mages tower.
- Jug of the king of the backyard
- White cut- sarcophagus, lower level of the ruins, in the side room from the hall in East Brecilian.
- Mead from a Hasindian bag- dusty scrolls, the second western rooms of the sectarians in the destroyed temple behind the village of Refuge.
- Gifts for Wynne:
- Wine- innkeeper from the Spoiled Princess tavern on the shores of Lake Calenhad.
- The search for a true prophet- chest, Guardian rooms in the Diamond Halls of Orzammar.
- Gerrins from Ferelden. Genealogy- bookshelf, in the first room from the entrance to the top floor of Redcliffe Castle.
- Secrets dragon blood - bookshelves, the first western room at the entrance to the destroyed temple behind the village of Shelter.
- Exquisite Scroll- sarcophagus, lower level of the ruins, where the spirit boy calls his mother.
- Rose of Orlais- a pile of books, second floor of the Circle of Mages tower.
- Tattered notebook- does the dog find it?
- Gifts for Leliana:
- Steel symbol of Andraste- chest, Genitivi's brother's house in Denerim.
- Nag- an idle dwarf from the Dusty City in Orzammar after a conversation with the naga beater Wrangler Bemor in the city's common halls. During the first conversation with the beater, Leliana should be in the party.
- Grace of Andraste- West Brecilian, left path from the entrance to the location.
- Bronze symbol of Andraste- locked box, left wing of Lothering Church.
- Golden symbol of Andraste- Legnar, Orzammar Commons.
- Blue satin shoes, Silver Sword of Mercy- Old Tegrin, random encounter on the global map, location “Quiet Path”.
- Amulet of the Church- the corpse of a soldier, a room with an overturned statue on the second floor of the tower of the Circle of Mages.
- Etched silver symbol- Ruk from the Ortan teig.
- Gifts for Morrigan:
- Silver brooch- Varathorn, Dalish elf camp in the Brecilian Forest.
- Gold rope necklace- Barlin. Dane's Hideout Tavern in Lothering. Bodan Feddik in the main camp.
- Silver medallion- dragon treasure, upper level of elven ruins in East Brecilian.
- Medallion- chest, village shop in the village of Uzhisheche.
- Gold Demon Pendant- unlucky adventurer, testing room in front of the urn with Andraste's ashes.
- Golden mirror, Golden amulet
- Silver chain- dressing table, second floor of the Circle of Mages tower.
- Black Grimoire- chest, room of the First Sorcerer Irving on the second floor of the Circle of Mages tower.
- Grimoire of Flemeth- chest in Flemeth's hut, after studying the Black Grimoire and completing .
- Gifts for Shale:
- Magnificent topaz- Farin, pass in the Frosty Mountains.
- Magnificent malachite- quartermaster from the Circle of Mages on Lake Calenhad.
- Magnificent sapphire- Legnar, Orzammar Commons.
- Magnificent ruby- the ogre leader at the exit from the taiga of the house of Kadash (the “Stone Captive” add-on), or Alarith’s Shop in the elf age of Denerim.
- Magnificent emerald- Figor, Figor's Merchandise store in the Commons of Orzammar.
- Magnificent amethyst- Alimar, Alimar's Market shop in the Dusty City of Orzammar.
- Magnificent Jade- Honnlit, Wilhelm's Cellar, dusty ghost.
- Magnificent Diamond- Garin, Orzammar Commons.
- Magnificent Garnet
- Gifts for fighting dog mabari (Mabari War Dog):
- Beef bone- room with dragons on the fourth floor of the Circle of Mages tower.
- Ox bone- Western Brecilian, in the stones next to the ancient tombstone.
- Lamb bone- chest, dog enclosures on the lower floor of Redcliffe Castle.
- Veal bone- chest, slums in the elfinage, entrance from the backyard.
- Found Pie- Outskirts of the Brecilian forest, give the command to the dog to the left of Elora, near the pens with the galls.
- Tangled ball of yarn- Western Brecilian, standing under a fallen tree in front of a waterfall, give the command to the dog.
- Gifts for Loghain Mac Tir:
- Ancient map of the Empire- subdued from the Curiosities of Thedas store in the Denerim Trade Quarter.
- Map of modern Ferelden- Alarit's shop in the elfinage after the battle with the slave trader Caladrius.
- Anderfels Map- a secret vault of the Gray Wardens inside a trading warehouse behind the Curiosities of Thedas store in Denerim. Riordan tells how to get inside in Earl Eamon’s room before the Assembly of Lands, if you show him the Gray Warden documents found during the liberation of Queen Anora from the estate of Earl Denerim.
- Map of occupied Ferelden- chest, top floor of Redcliffe Castle before the performance in Denerim on
Alistair
Alistair is a gray guard who recently joined the Order of Guardians. He is the son of the late King Maric, brother of Cailan, as he admits when visiting Redcliffe. From childhood he was raised by Earl Eamon. He was given to the church, where he trained as a templar, although he did not like it.
Before taking the oath of office to the church, he was called by Duncan, to whom he was imbued with deep gratitude and friendliness. Alistair went to Ostagar, where he met the main character or heroine. He is an obligatory companion. During the Assembly of the Lands, he can become king, replaced by Loghain, or even executed. Can proclaim the heroine as his queen. The following gifts exist for Alistair: Amulet of Alistair's mother. Located in Redcliffe Castle, on the first floor. Black rune. Located in the Educan taiga. Duncan's Shield. Found at the armor stand in the market warehouse in the Denerim market. You can get there only after talking with Riordan. Onyx figurine of a demon. Found in a pile of bones in eastern Brecilian. Wooden small figurine. Found in a box in Lothering. Stone dragon figurine. Located on the top floor of Redcliffe Castle. Statuette of a stone warrior. A pile of rubbish under the destroyed temple of Andraste. White rune. Located on the third floor of the Circle of Mages.
Morrigan
Morrigan is the daughter of Flemeth, a witch from the wild lands. He is a renegade and a werewolf. Has wild habits and routines. At the behest of Flemeth, he becomes the protagonist’s companion. Before the final battle, he proposes to conduct a blood ritual, thanks to which the main character will survive after the fight with the Archdemon. After the battle he disappears. In the official Witch Hunt add-on, it is possible to find Morrigan in order to talk to her, either kill her, or leave with her, or say goodbye forever. Gifts for Morrigan: The book “Black Grimoire”. Found in the Circle of Mages, in the rooms of the senior magicians, in Irving's office. The book "Grimoire of Flemeth". It can only be obtained after the quest “The Real Grimoire of Flemeth”. Found in a chest in Flemeth's hut. Golden amulet. Can be purchased from a merchant named Garin, in the community halls, in Orzamar. Gold demon pendant. On the corpse in the hall with Andraste's ashes. Golden mirror. You can also buy from Garin. Gold rope necklace. Can be purchased from Bodan Feddik. Medallion. Can be found in a locked chest in the village store in the Vault. Silver brooch. You can buy it in the Dalish camp from Master Varathorn. Silver chain. She can be found in the rooms of the senior mages in the Circle of Mages. Silver medallion. Found in Dragon Treasures in Elven Ruins.
Mabari
Mabari is a fighting dog. If the protagonist is a noble person, then the dog is on the team from the very beginning. In other cases, the dog can be cured and tamed by a dog groomer in Ostagar. In this case, the dog will join your party on the way to Lothering. The last chance to take in a mabari is given in the add-on to the main campaign “Return to Ostagar”. The player comes up with a nickname for the dog himself. Gifts for a dog have no practical meaning, since the dog’s attitude towards you at first is equal to stamina. But if you find a bone somewhere, you can give it to the dog.
Leliana
Leliana is a woman who was once a bard in Orlais. But her mentor Marjolaine betrayed her. After this, Leliana went to Lothering Church as a novice. She left the church because she saw a message from the Creator to help the Gray Wardens fight the pestilence. The urn of Andraste will attack the hero in the quest if the hero chooses the side of the sectarians and desecrates the ashes with dragon blood. An add-on, Leliana's Song, was also created, which tells the story of Leliana before joining the Gray Wardens. Gifts to Leliana: Andraste's Grace Flower. Radcliffe village (near the factory), western Brecilian (near the tree and waterfall), city elf quarters (near the Venadel tree). Blue satin boots. From a merchant in Orzammar (from Tegrin). Bronze symbol of Andraste. In Lothering Chapel (locked chest). Amulet of the Chapel. Can be found in the corpse of a templar in the Circle of Mages. Engraved silver symbol. In the Ortana taiga (Orzammar). Golden symbol of Andraste. Legnar's shop in Orzammar. Noog. After the quest in the dusty city. Silver sword of mercy. You can also buy from Tegrin. Steel symbol of mercy. Chest in Genitiva's brother's house.
Stan
Stan is a member of the Qunari race. Arrived on a reconnaissance mission with his squad in Ferelden. His squad was defeated during an attack by the creatures of darkness, and he himself barely survived. He was picked up by a family of peasants. But when he woke up and discovered that he did not have his sword, he killed his saviors in a state of passion. For this, the mistress of the church put him in a cage. The player has the choice to either take a stan to the team or leave him in the cage. Gifts for Stan: Portrait of a Rebellious Queen. It can be purchased from a gnome merchant in the Calm Path location during a random encounter. Portrait of a girl with geese. Can be purchased from the gnome merchant Farin in the Frosty Mountains. Still life in a silver frame. Chest on the top floor of Redcliffe Castle. Stan's sword. It can be obtained during the Sword of Beresad quest. Totem. He can be found at Caridin's Crossroads. in the chest. Wet portrait. The portrait can be found in the rooms of the senior magicians (in the Circle Tower) on a charred corpse.
Wynn
Wynn is a sorceress-healer from the Circle of Mages. Helped during the battle with the creatures of darkness near Ostagar. If the hero comes to the defense of the magicians, then Winn will join him, but if not, he will attack the Gray Guardian. If the hero keeps his promise and saves the Circle of Mages, then Wynn refuses to become the First Sorcerer in the future and goes to travel with the player. If the player desecrates the urn of ashes, Wynn will attack the player. If Winn was not in the party at that moment, then when the player returns to the camp, Winn will refuse to be the player’s companion and will leave the party. Gifts for Winn: Wine. Can be purchased from many tavern owners. Rose of Orley. She can be found in the rooms of the Elder Mages. Unusual scroll. Can be found on the lower level of the Elven Ruins in a sarcophagus. The book "The Search for the True Prophet." Keepers in Orzammar, in a locked chest. Old notebook. Can bring mabari regardless of time and place. Book "Genealogy of Ferelden". Found on the bookshelf at Redcliffe Castle. Book "About Dragon's Blood". Found in a destroyed tower on a bookshelf.
Zevran
Zevran is a Dalish elf on his mother's side. Was sold as a child to the Antivan Ravens guild. Earl Howe hired Zevran to kill the protagonist. But Zevran fails the task and offers his services to the main character. The Gray Guardian can kill Zevran, either release him or accept him into the team. If Zevran's relationship level with you is too low, then Zevran will betray you when he meets his former friend Taliesen. Gifts for Zevran: Dalish's Gloves. Can be found in western Brecilian, in a chest. Antivan leather boots. You can buy it in a store in the village of Ubeishche. Small silver bar. Can be found in the chapel, in the same Vault. Small gold bar. Found in the Templars' rooms, in the Circle of Mages. Small silver bar. Found in the anvil of the void and in the mansion of Earl Denerim.
Oghren
Oghren is a dwarf from the warrior caste. During the tests, he killed another warrior because of the departure of his wife Branka. After this incident, Oghren was forbidden to carry weapons, and this is a huge shame for a dwarf from the warrior caste. From that day on, everyone began to despise Ogren and he began to drink a lot in the tavern. Joins before the mission "Anvil of the Void". Gifts for Ogren: El. Can be purchased from the following merchants: Barlin (Lothering), Lloyd (Redcliffe), Rook (Ortana Teig), Bartender (tavern in Denerim). Bottle of "Golden Spit 4-90". You can find it in Lothering (in a box). A real white drink. Found on the lower level of the elven ruins (in the sarcophagus). "Solar drink" You can find it in the templars' rooms in the Circle of Mages. Garlbolg's drink. Can bring mabari regardless of time and place. Bottle of King Alley. Located in the community halls of Orzamara. Mead's liqueur. Found in a destroyed tower, in decayed scrolls.
Tairn Loghain Mac Tir
Teyrn Loghain Mac Tir - Teyrn Gwaren, advisor to K. Kaylan and his father-in-law. He was a commoner, but for his military services he became famous and received the title of teyrn. Betrayed King Cailan during the Battle of Ostagar. Declared himself regent under Queen Anora. During the Assembly of the Lands, he can be killed, or accepted into the ranks of the Gray Wardens at the cost of parting with Alistair. Gifts for Loghain: Ancient map of the Empire. Sold in the Wonders of Thedas store (Denerim). Map of occupied Ferelden. Located in Redcliffe Castle (guest room). Map of Ferelden. Sold in the Alarita store (elfinage). Map of Enderfil. Sold by Denerim merchant Gorim. Map of Thedas. Located at Radcliffe Castle.
Sheila
Sheila is a dwarf woman turned golem. It stood inactive for 30 years. Hates people and birds. Loves to destroy everything. You can take her into your team after completing the mission from the “Stone Captive” add-on. Gifts for Sheila include amazing stones. They can be found in the following places: Alimar's shop (dusty town), Orzammar's community halls, "Wonders of Thedas", the village where the golem was found (house cellars), Circle of Mages, Alarit's shop (elvenage), at Farin (Frost Mountains).
From my personal experience, I am convinced that you can gain attention and time and attract even the most popular people in America to cooperation, if only you show genuine interest in them.
Dale Carnegie, How to Win Friends and Influence People
So, have you decided to take a trip to Ferelden? "Gray Guardians" is the oldest company in this market, and we are glad to offer you our services! We have several more applications from all over the country, so we'll pick up other excursionists along the way. I am sure you will like the company we have selected! They are, of course, different people, but that’s okay - the training included in your package will help you become a real team. How exactly? Now you'll find out.
- Assembling a group
- Alistair: penultimate Guardian
- Morrigan: witchcraft beauty
- Dog: the most faithful companion
- Leliana: Enlightened Assassin
- Sten: Qunari don't give up!
- Zevran: death is funny
- Oghren: child of the mountains
- Loghain: An Unexpected Ally
Assembling a group
To maximize your squad's effectiveness, gather all your companions as quickly as possible. This way you can start managing their development earlier as you move up in levels. Your first companions will be warriors Alistair(specialization - weapons and shields) and sorceress Morrigan. On the road to Lothering he will find you dog, and in the town itself the robber bard will join Leliana and another warrior - Stan(prefers two-handers). After this, I advise you to head to Redcliffe - the first part of this task can be completed without meeting particularly strong enemies. Next you will have to take a break (we'll talk about the reasons for this later) and clear the tower of the Circle of Mages - this is a more difficult task, but a sorceress will join you Wynn. Elf killer Zevrana you can be accepted into the squad by freeing Redcliffe from the undead or completing any of the main missions. Finally, the gnome warrior Ogren(also prefers two-handed weapons) you will find, of course, in Orzammar. In fact, clearing dwarf dungeons is more difficult than reaching an agreement with the elves, but here you can cheat: having replenished your ranks with this fighter, go to Brecilian and only then return to the abandoned dwarf tags.
Of course, companions may not only join the squad, but also want to leave it if your relationship is very bad or you have committed an act contrary to their beliefs. But achieving 25, 50, 75 and 90 relationship points inspires your companions, which will lead to an increase in one of the basic characteristics by one. For Morrigan it is magic, for Wynn it is willpower, for Alistair and Ogren it is physique, for Sten and Loghain it is strength, for Leliana it is cunning, and for Zevran it is dexterity.
Three ways to improve relationships
You can win the respect of your comrades in arms through conversations, gifts, and completing special tasks. You will almost always have to start the conversation: if someone overcame shyness and turned himself in, most often things will go badly. Either some kind of misfortune has happened, or you are doing something that your companion does not like at all. In the second case, the skill of persuasion helps - your character needs to develop it first. If there is an option with such a mark in the dialogue, most often it should be selected. The result will depend on the skill level and complexity of the situation.
“A sad rural cemetery,” you say? What's in the Vault is a collection of Easter eggs. Gary Gygax, depicted, was also honored.
reteller of the AD&D system, traces of which can be seen and
in Dragon Age.
On a note: You can only start many important conversations at camp - check there often.
Often in dialogues you are asked to express the same idea in different words. You will achieve the best results by speaking in the same style as your interlocutor. Talk to Winn seriously, talk to Stan directly and without equivocation; Trying to joke with them like you did with Zevran will lead to a deterioration in the relationship. You may not notice this - the result of the dialogue will be, say, +2 - but instead of +6 if you choose the right tone.
If you run out of topics to talk about, please your companions with gifts - items that, from a gaming point of view, are almost always useless. The effect is calculated as follows. Basic value - 5; it decreases by one for each gift previously given to this character, but never falls below 1. If the souvenir falls into his area of interest, then another 5 is added. For special plot gifts (they can only be given to those for whom they are important) - an increase 10. However, if the relationship with a companion has fallen below zero, then buying his trust will not be so easy - the effect drops by half.
On a note: Please note that the effect of all gifts drops by -1 for each gift given.
Well, if the first two methods brought success, then one day friends will make some small request. For example: “I recently left a family ruby in the compost heap, very expensive, can you help me find it?” But that is another story.
Alistair: penultimate guard
Alistair is honest, kind and simple-minded. He is a loyal friend and is ready to follow you - although, it would seem, as a more experienced Guardian, he should have taken command. Alas, leadership is a burden for him, although logically it should be in his blood. He is the illegitimate son of the previous king, Maric, but together with his tutor, Earl Eamon, he did everything to ensure that this remained a secret. Alistair is nothing like Macbeth, and the words “A King to Come!” they only scare him, so don't expect gratitude if you help him climb onto that stupid seat called a throne.
Of course, a visit to Redcliffe, where he spent his childhood, will be especially important here. Having cleared the castle of the undead, you will be faced with the problem of what to do with the possessed Connor. The correct (and in fact the easiest) solution is to go to the Circle of Mages for help, and then defeat the demon in the Shadow. In this case, Alistair will be grateful to you for saving his teacher’s family (+7). Killing Connor or his mother will cause the relationship to deteriorate greatly (-10). Be sure to look in Earl's office Alistair's mother's necklace.
Gifts for Alistair | ||
Present | Where to look | |
Alistair's Mother's Amulet | Eamon's office | |
Duncan's Shield | Guardian Warehouse, Trade District | |
White Runestone | Circle Tower, 3rd floor | |
Stone figurine of a warrior | Asylum | |
Stone dragon figurine | Redcliffe Castle, top floor | |
Small carved figurine | Lothering | |
Onyx demon figurine | East Brecilian | |
Black Runestone | Taig Educan |
After talking with your brother in the order before visiting Denerim, you can find out that his sister lives there, next to Wade’s store Goldanna. Alas, she will not be happy with her brother. If you try to console Alistair, who is upset by the meeting, he will thank you later. If you explain about the harshness of life, he will draw conclusions: he will become tougher and more pragmatic. On the one hand, a less pleasant companion. On the other hand, if you plan to make him a king, then naivety and spontaneity are not the best traits for a ruler. In addition, the “new” Alistair will agree to marry Queen Anora if you decide to pardon her father, although he will leave the party. So this option has its advantages.
Thanks to Flemeth's magic, Alistair suddenly learned to fly. But how to wave a shield?
Alistair knows that the gray guards had a base in Denerim. However, you can find the secret entrance only by freeing another brother in the order, Riordan, from prison. Be sure to check it out - a lot of equipment for sale goes missing there, and most importantly - it has been preserved Duncan's shield, not taken by him at Ostagar. As you probably understood from the conversations, this would be the best gift for Alistair. Moreover, in the hands of your companion it turns into, perhaps, the best shield in the game, with which you are not ashamed to go into the last battle.
The main test of your friendship is the decisions regarding the Loghain case and the vacant throne. Alistair will leave the squad if you decide to spare the renegade regent, and Anora will refuse to marry the one who killed her father. And having become the queen alone, she will try to get rid of her rival and order his execution if you do not intercede. The best option is for you to deal with Loghain and then arrange a royal wedding. However, if you, madam, are not a dwarf or an elf and, moreover, of noble birth, then you yourself may well make a good queen! Well, if you, good sir, are a nobleman, then you can easily rule together with Anora, relieving Alistair of the difficult burden of the crown (and leaving him to get even with the saboteur ruler).
Morrigan: witchcraft beauty
The sorceress Morrigan is sarcastic, cold and calculating. The other members of the squad will not win her sympathy - their conversations will be, at best, sparring, if not squabbles. However, you can try to melt the ice with which she fences herself off. After all, deep down she is the same girl who once risked her life to get a beautiful golden mirror! Except her mother is a witch Flemeth— I didn’t appreciate the impulse and broke the mirror I had obtained. Don't miss your chance - Garin (a gnome jeweler, not an engineer) sells exactly the same thing in Orzammar. In addition, the witch will be pleased with some jewelry.
Morrigan's Gifts | ||
Present | Where to look | |
Black Grimoire | Circle Tower, Irving's chambers | |
Grimoire of Flemeth | Flemeth's Hut | |
Golden mirror | Orzammar, Garin's store | |
Gold rope necklace | Lothering | |
Golden amulet | Orzammar, Garin's store | |
Gold Demon Pendant | Room with an urn containing Andraste's ashes | |
Medallion | Shelter, shop | |
Silver brooch | Dalish camp, shop | |
Silver chain | Circle Tower, 2nd floor | |
Silver medallion | Elven ruins, upper level |
The only copy of the Frozen Dragon sculpture is exhibited in the Frosty Mountains. Tourists should take into account that it Very often thaws, getting into a bad mood.
On a note: Some gifts, not listed in the above lists, would seem to fall into the characters' sphere of interest, but in fact do not arouse their enthusiasm. So, a thief can steal a tiara from Lady Hybren in the Trade Quarter of Denerim. It would seem like a decoration! But Morrigan probably thinks it doesn't suit her.
In the Circle Tower in the office of the senior sorcerer Irving, grab the mysterious Black Grimoire. The sorceress will be very happy at first, but at the next stop at the camp she will report that Flemeth lived for many centuries thanks to the fact that she inhabited the bodies of her daughters. Morrigan does not love her mother enough to become another victim, and will ask you to kill the old witch.
You will have to go to Flemeth's hut without Morrigan - otherwise you will not find anyone there. You have two ways to complete the task. If you want, just take it grimoire of Flemeth, letting its owner go in peace, and deceive your companion by saying that the job is done (note that Wynn will not approve of this). If you don't want to, get ready for a serious fight. Maybe you thought your witch was a cool werewolf? One way or another, Morrigan, having received her mother’s notes, will be happy, and you can also offer her a fashionable raincoat + 20% to ice magic, among other things.
How to go after a dragon?
They brought in more recruits, right? Eh, young and green... Well, listen. Our greatest strength is the magicians with “ Cone of cold" And " Force field" Not only will you hit the beast first, but you’ll also freeze it for a couple of seconds, allowing him to be hacked to his heart’s content. The second is trickier: if you put a worm in the “jar”, the squad will be able to use poultices or lyrium. But they win battles differently: when the scoundrel gets pretty angry, cover the comrade who came under attack. The eye sees, but the tooth is numb, the tail does not thrash, the fire does not burn: the enemy will continue to beat the invulnerable victim for a good half a minute. By the way, at this time you can treat your friend.
When going to fight a dragon, you cannot do without a healer. Before starting to heal, he will even have about five seconds and be able to throw a couple of lightning bolts. But the most important thing is that he must help the squad." Mass cleansing": magicians can drink lyrium, but what about warriors? That's it. If there are no other magicians, they will come in handy " Acceleration" And " Ice weapon" You can’t really kill lizards with fire, so those who have fiery runes applied should replace them.
If you decide to fight Flemeth, set up a couple of traps before the conversation. Yes and
the rune of paralysis will help you gain a few seconds
It’s a good idea to take an archer with you: most often the dragon won’t chase him. Just let them aim better, the creatures have strong scales. For weapon fighters, swords or axes are best. The heaviest armor is needed, the beast hits very hard. The best thing is made from dragon scales, they protect from fire, but where can you find them? It is true that they say that in Denerim there is a master Wade knows how to do things like that. If you put on some glitter with fire protection, that’s also useful. But all sorts of balms... well, them. If only you could keep track of where the bastard is pointing his tail, then find a bottle and lift your head, and then you’ll be hit so hard that you’ll be stuttering until lunch! It's good if it's your own.
When the brat arrives, run away from each other so that he doesn’t kill everyone with one spit. And don't skimp on potions. If the reptile takes away half of your health, then warriors can get by with a large poultice, and magicians and robbers can get by with a regular poultice. But if there isn’t even a quarter left, then it’s better for the fighters to take the strongest one, but for the rest, even a big one is enough - they didn’t come out healthy.
Well, did you get it? Okay, go, the dragon is around the corner. Don't be afraid, it's still wooden.
You are not expected to have any problems with Morrigan until the very end of the game. But on the eve of the final battle, it turns out that she has a special personal offer for you. However, it is quite possible to convey it, for example, to Alistair - this thought will not cause a protest from him, although their relationship with the sorceress cannot be called excellent. The offer looks profitable for everyone, but for some reason it seems that there is a catch somewhere...
On a note: there is one great option for especially lovers: agree to the proposal, but don't take her to the squad after that. She, of course, will be offended, but you will get a normal, not a demonic heir.
However, keep in mind: if you refuse, the sorceress will leave the party, and she would be very useful in the battle with the archdemon. If you agree, she will leave without saying goodbye immediately after the battle, and the search for her will have to be postponed until the next part of the game...
Dog: the most faithful companion
Who taught you to launch Force lightning, Darth Wynn?
The dog never argues with your decisions, is always in a good mood, and your relationship with him is 100% perfect, so it’s simply impossible to improve it. You will not confuse the gifts intended for him with anything: it seems that the Blight has caused a food crisis in Ferelden. Otherwise, why can only a few bones with pieces of meat be found throughout the country?
But the mabari will bring some gifts himself, if you ask if there is anything interesting around. Some of them can only be obtained in this way - for example, torn silk pants or a skein of yarn (I don’t know where he found it on the Deep Roads, but Wynne just promised to knit something warm for Wall if he found the material). But sometimes he brings something that you yourself missed in this location. He often finds equipment, and very good ones at that. In general, even if the dog is not included in your main squad, it’s a good idea to take him for a walk after you’ve already cleared the territory of the enemy - the dog really needs to run around.
Gifts for the dog | ||
Present | Where to look | |
Lamb bone | Redcliffe Castle, ground floor | |
Big bone | Hideout, in the store | |
Ox bone | Western Brecilian | |
Beef bone | Ostagar, Circle Tower | |
Cake | Finds it himself | |
Tangled ball of yarn | Finds it himself | |
Veal bone | Elfinage |
Leliana: Enlightened Assassin
When you first meet her, you may think that Leliana is a very unusual character: a robber nun. However, everything is even more confusing: she is also a bard spy. Despite all this, she is a kind and sympathetic girl.
Barrage fire, as well as storm, blizzard and earthquake
Her past is a separate story, which she will not tell everyone. Surprisingly, he won’t tell his friends either. To receive the task later " Leliana's Past", you should talk to her before that when your relationship reaches +25 (however, if this has already happened, you can always say nasty things to the girl). Ask how she got to the monastery, and you will find out that Leliana used to be a bard in Orlais. When you become friends, talk about how bards in Orlais are supposed to be spies, and you will learn about the difference between bards and minstrels. True, you won’t have to cast the net a third time: at the next stop at the camp, she will talk to you herself and admit that she has hidden something. She was indeed engaged in espionage, but Marjolaine, her mentor, set her up, which is why she had to flee to neighboring Ferelden.
Well, Marjoline will take the next step. The next random encounter will be with a weak squad of killers, whose leader, in order to save life, will tell you where to look for the customer. And Leliana, following Alistair, will ask for five minutes in Denerim for a social visit. The Orlesian is a serious opponent (and a couple of magicians and warriors will unexpectedly come to her aid), but you can solve the matter without a fight if you convince her that Leliana has left her past behind. One way or another, don’t forget to look into the side room: the chest contains not dresses for the Orlesian fashion show, but much more practical things. Including excellent " Bow Marjolaine"from the dragon's thorn.
On a note: if in the next conversation you tell Leliana that in fact she loves the hectic life of special agents and in vain hides this from herself, then her character will change. Like Alistair, she will get rid of idealism, become less “correct” and more practical. So, the thought of desecrating Andraste’s ashes will no longer cause any objections to her. Really, why would you need this?
Gifts for Leliana | ||
Present | Where to look | |
Grace of Andraste | Redcliffe Village; West Brecilian; Elfinage | |
Adorable naked | Orzammar, Dusty City | |
Amulet of the Church | Circle Tower, 2nd floor | |
Bronze symbol of Andraste | Lothering, church | |
Golden symbol of Andraste | Orzammar, Legnar's shop | |
Silver Sword of Mercy | Merchant Old Tegrin | |
Steel symbol of Andraste | Denerim, home of Genitivi | |
Etched silver symbol | Taig Ortan |
On a note: Even if the character has not yet told you a story from which you understand that some gift is valuable to him, the effect of the gift will not decrease.
As you can see, most of the gifts for Leliana are related to religion. However " Grace of Andraste"is not a boring treatise or some kind of amulet, but a flower. Of course, any girl will be pleased to receive flowers as a gift, but Leliana will especially like these. Their smell reminds me of home - my mother used these petals to rearrange the things stacked in the closets. She’s probably not the only one: it’s clearly time to include the flower in the Red Book, because over the many months of your journey through protected areas you will find only three of these. And you will probably pick it, putting a rare plant on the brink of complete destruction!
This is interesting: Leliana's appearance was copied from the model's appearance Alexandra Stein(Alexandra "Alleykatze" Stein), and Morrigan - with Victoria Johnson(Victoria Johnson).
Good dog, let me scratch you behind the ear!
It turns out that Leliana named her animal Shmooples.
But I don’t know how Leliana will carry another gift with her. At the entrance to the Diamond Halls of Orzammar stands an unlucky merchant of nagas - not the ones that Riki-Tiki-Tavi fought, but these pigmoles. It seems that he is a rare bungler, since the not-so-nimble animals managed to run away, and he is ready to pay a reward for the fugitives. They are easy to find in the nooks and crannies of the Commons, and you can catch them with your bare hands. If Leliana goes to work with you, then after talking with her, you will understand: here it is, her girlish happiness on legs: these animals such sweethearts...
When you arrive in Dusty Town, a neighborhood of the poor, spend a couple of minutes talking with the dwarf loafer who stands on the mini-forum of this area. Since the main professions here are beggar and bandit, he will be happy to catch a well-fed grunt for you - even five silver coins will pass for wealth to him. Unfortunately, you won’t see happy Leliana walking with her pet on a leash.
Sten: Qunari don't give up!
Stan calls himself an “evil giant” and, let’s be honest, he’s much better suited for a sword fight than some kindly dwarf. He has a brave heart and a noble soul - but you better not be the one whose hearts he decided to break with all his heart. Some of his comrades did not have time to quickly and convincingly explain where his sword had gone - and what did it lead to? The Wall means that he was put in a cage for murder, and now, instead of a quiet business trip to collect information about the Blight, he has to fight this Blight.
Stan, bend down, I'm throwing lightning!
It was hot!
This is interesting: in fact, Stan is not a name, but a title. But it is hardly coincidental that it coincides with the Swedish and Danish words for “stone.”
Yes, about the sword. When you gain Stan's respect, he will ask you to help him find the lost weapon - otherwise the way home is closed to him. Let's be honest: although a two-handed weapon is much bigger than a needle, Ferelden is not a haystack! But the main thing is to believe in success. Although from the battle Lake Kalenhad A lot of time has passed, some guy is still robbing perfectly preserved corpses. He will send you to Farina, a "used equipment" dealer at the market in the Frosty Mountains, and he Dvina to the village of Redcliffe. This is the dwarf whom you almost kicked out to fight during the “night of the living dead”. This time he will not be any more pleased with your visit, but you can convince him to part with the souvenir voluntarily and for free. By the way, like Duncan’s shield, the sword will turn from a gift into a weapon that is quite suitable for use until the appearance of Orzammar analogues made of red steel.
Gifts for Wall | ||
Present | Where to look | |
Sword Wall | Redcliffe Village | |
Still life in a silver frame | Redcliffe Castle | |
Soaked portrait | Circle Tower, 2nd floor | |
Portrait of a girl with geese | Frosty Mountains, Farin | |
Portrait of a Rebel Queen | Merchant Old Tegrin | |
Totem | Caridina Crossroads |
Stan is determined and despises magic. Child-possessed? Find and destroy. Wasting time calling wizards from the Circle is stupid (-10). We were going to fight the creatures of darkness - so there was no point in running through the mountains in search of mythical urns. With developed persuasion skills, you can persuade the Qunari that you need Eamon’s support, and there is no other hope of curing him. But if the attempt is unsuccessful, then it will be possible to force him to remain in the detachment only by force.
This is a bug: Due to the wrong script, you can easily raise Stan's respect to the maximum. Ask him why he came to Ferelden, then choose any answer. Then ask why the Qunari are worried about the Pestilence. To the counter question, answer that it is your duty to fight the Pestilence gray guard, and ask if he found the answer to the question. Now you have the option again: “Why is the Qunari worried about the Blight?” Each such cycle increases Stan's respect.
Wynn: Sorceress on the Warpath
If your character is a wizard, then you will meet Winn in the prologue. The rest will be able to exchange a few words in Ostagar, but she will join your squad in the Circle Tower, which will have to be cleared of blood mages and those possessed by demons. She is an excellent support mage, heals and strengthens the rest of the squad, but also knows several attack spells. Wynn is reasonable, calm, self-confident and ready to protect what is dear to her, even at the cost of her life.
If you want to win the fight with Cotrien, try saying "Storm" and "Blizzard" to her unit before entering the room - they will take effect once the battle begins. “Now that’s what I call aggressive negotiations!”
You will see this soon after the meeting: if you agree with the exhausted templar and decide to kill all the magicians in the tower, you will have to go through the corpse of the sorceress. Better promise to save everyone - train, you won’t do anything like this yet. An attempt to desecrate the urn with Andraste’s ashes will also cause categorical disagreement: if Wynn is part of the squad, she will attack you, otherwise she will leave after the first stop in the camp. She also doesn't like blood mages. But he loves books, but since the book trade in Ferelden is poorly developed (as you will see, some gnomes are even forced to steal literature), you will often have to fight to get them.
To get a special task from a sorceress, talk about her needing rest. Next time she will feel better, but after the first collision on the roads she will fall unconscious. And when stopping at the camp, he admits that Remarque was inspired to write the novel “Life on Borrow.” Wynn is alive only thanks to a certain spirit that supports her existence - alas, gradually weakening. And in the next skirmish, she will save everyone thanks to the “Vessel of the Spirit” - an ability that restores her mana and health, and at the same time stuns enemies who approach carelessly. True, there are also unpleasant consequences that will help you get rid of Amulet of Aneirin. You will receive it by completing a special task.
After making friends with Winn, you can find out that she blames herself for the death of her first student. Almost certainly death - but what if a miracle happened? The Dalish elves he wanted to reach would be happy to confirm that they knew only one Aneirin - a famous healer. You can find him in East Brecilian, next to the hermit's hole. The conversation will literally remove a stone from the sorceress’s soul. Let us hope that the spirit in the Shadow also feels better.
Winn Gifts | ||
Present | Where to look | |
Wine | Lake Calenhad, Lothering | |
Gerrins of Ferelden | Redcliffe Castle | |
Exquisite Scroll | ||
The search for a true prophet | Orzammar, Hall of Chroniclers | |
Rose of Orlais | Circle Tower, 2nd floor | |
Secrets of Dragon Blood | Destroyed Temple |
Zevran: death is funny
Somehow this sylvan is both frozen and on fire.
Elf Zevran is a hired killer, and his next victim is you. True, his frivolity and self-confidence backfired this time: he chose insufficiently skilled assistants. The ambush is planned well, but area spells will help you deal with the archers hidden on the flanks. Realizing that the contract could not be fulfilled, this insolent person will find nothing better than to ask to join your squad - they say, now the former owners will still be hunting for the loser... Leliana will approve this plan, Winn doesn’t care, but here’s the opinion of the rest of you satellites will deteriorate by 3-5 points. Meanwhile, Zevran will be useful: high agility allows him to evade melee attacks even from strong fighters, and stealth will serve as a “fire spotter” for magicians.
As you understand, he cannot be classified as a moralist. The proposal to slaughter all the elves or destroy the Anvil of the Void will cause him to protest, but he can be convinced that this is necessary. He can leave your squad when his friend Taliesin calls, who continues to hunt you, but friendly relations will keep Zevran from betraying him again.
The elf's taste will be ingots of precious metals and two pairs of objects reminiscent of the past - Dalish gloves And antivan boots(both of them turn into good equipment). You can find the gloves in Western Brecilian, in a chest at the site of an abandoned camp behind the Rhymer Oak. The boots are in the Vault, in a chest in the shop there.
This is interesting: one of the prototypes of Zevran is called Puss-in-Boots from “Shrek 2”: he is also a killer sent by the king, and the elf’s gift boots in this case are also not accidental. The original game is said to have a similar accent.
Gifts for Zevran | ||
Present | Where to look | |
Antivan leather boots | Shelter, shop | |
Dalish Gloves | Western Brecilian | |
Small gold bar | Circle Tower, 3rd floor | |
Small silver bar | Church of Refuge | |
Medium gold bar | Earl of Denerim's estate | |
Medium Silver Bar | Anvil of the Void |
Oghren: child of the mountains
Ogren’s manners are straightforward, like a two-handed sword, and the word “gallantry” does not describe him at all, but he is not short of courage. He is a berserker fighter who will be useful to you not only in the Deep Roads. He has his own reason for joining the detachment: if for you the search for the Perfect Branca is a way to achieve the crown for your protege, then for him it is to return his wife and clear his reputation. After all, two years ago Branka went to look for the secret of making golems and took with her all the members of her house - except for her husband. These two years turned out to be a difficult test, including for Ogren’s liver. And now, if you want to please this bearded man, offer him a bottle of something stronger.
He said “I won’t be back”, and this abyss swallowed him up without a trace
Getting to the places where Branka now lives is not easy, and meeting her will not go at all as Ogren dreamed. As a result, you will have to once again choose one of the sides in a fundamental conflict. And although your companion understands that his wife has committed terrible crimes, her death if you support Karidin will greatly upset the gnome. You can partially make amends: when Karidin asks what you want as a reward for your help, find out if Ogren wants something - the main result of the mission will not change, but you will gain well-deserved respect.
When Ogren becomes your friend, he will ask for your help in a delicate matter: to help restore relations with his former passion. Felsy. To do this, go to the inn near Lake Kalenhad and help Ogren in a conversation with a quick-tongued gnome. It depends on you whether your friend will look like a hero or a drunkard loser in her eyes. You won't let good old Ogren down, will you? True, not every landman will understand that things have gone well, but rest assured - two brave warriors may well talk the talk out of one girl.
This is interesting: The developers' special sympathy for Ogren was manifested in the creation of a unique hairstyle. Apart from him, only Morrigan received such an honor.
Gifts for Oghren | ||
Present | Where to look | |
"White cut" | Elven Ruins, Ground Floor | |
"Blonde in the Sun" | Circle Tower, Templar Rooms | |
"Golden Braid" | Lothering | |
Jug of the king of the backyard | Orzammar, Legnar's shop | |
Mead from a Hasindian bag | Destroyed Temple | |
"Garbolt's Rural Reserve" | Can the Dog find it? |
Loghain: An Unexpected Ally
Could you have imagined after the Battle of Ostagar that the former hero of the Battle of Dane would go with you to the last battle? So Alistair couldn’t: you will have to choose who you want to see in your squad. Loghain has learned the same weapon style and shield as Alistair, but will it be a worthy replacement? Most likely not: a templar who has matured under your strict guidance will certainly be more useful in the last battle, at least because of his class, than the knight Loghain. But what if you want to show mercy to the fallen?
The acquaintance will be short-lived, and the former regent will not have any special assignments. Really, what can you wish for: your daughter is settled in, you don’t have a headache about the state, the environment is simple and pleasant, there are no court scoundrels like Howe there. Of course, there may be problems with mutual trust, but in the coming battle you will have to fight shoulder to shoulder - so it is worth improving the relationship.
Gifts for Loghain | ||
Present | Where to look | |
Ancient map of the Empire | Denerim, "Wonders of Thedas" | |
Botanical map of Tedes | Redcliffe Castle | |
Anderfels Map | Denerim, Gorim's shop | |
Map of occupied Ferelden | Redcliffe Castle, 2nd floor | |
Map of modern Ferelden | Elfinage |
Well, are you happy with your companions? I'm sure the trip will also be memorable. The last souvenir shots next to the defeated archdemon, the ceremonial banquet is coming soon - with this I leave you. I'm sure we'll meet again in Ferelden!