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 shield) 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 encountering 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 the growth of some of basic characteristics per unit. 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 is in the Vault is a meeting " 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 when making the right choice tones.

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 in compost heap a family ruby, very expensive, can you help me find it?” But that is another story.

Alistair: penultimate guard

Alistair is honest, kind and simple-minded. He true 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 Rune Stone 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- You will 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 included in the lists above seem to be in the characters' area 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, always in good mood, and the 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).

Nice 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 as a gray guard to fight the Blight, and ask if he has 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 is also unpleasant consequences which 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 can easily talk one girl out.

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 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!

The choice of weapons and items in the game is very large, despite the absence of the usual crafting system. It is successfully replaced by ready-made sets of armor and one-piece weapons. Among ordinary things, sometimes there are unique ones, which most often have enhanced characteristics. Unique items are given separate pages in the Codex with the stories of their occurrence. Weapons and armor are sold from merchants in various parts of the world - Denerim, Orzammar, Lake Calenhad and Brecilian. The cost of things varies depending on the value. The most valuable specimens can cost several dozen gold coins, but all costs are more than recouped. High-quality weapons with special effects allow you to resist strong opponents.

Weapons can be stored in a chest on Soldier's Peak after installing and completing the Guardian's Fortress add-on. Over time, an understanding comes of which weapons deserve attention and which are just ordinary trash that can be used for the time being, for lack of a better one. Each character in the squad is allowed to have two sets of weapons - the main one and the spare one. The set is selected by pressing the [/] key.

Achtung! Attention! Respect!
I want to warn everyone that the characteristics of armor, weapons and other things do not depend on the time they are found. But powerful things come across, of course, towards the end of the game.

The best long swords.

Oath Keeper(strength: 15; damage: 8.40; +1.5 to armor penetration, +10% to received healing effects, 1 slot for runes) - for completing all tasks from the notice board in Lothering.
Asturian Power(damage: 8.40; +2 to damage, weakening of creatures of darkness, +1 to armor penetration, 1 slot for runes) - cache of the knight commander Gray Wardens Asturiana.
Green Blade(strength: 19; damage: 9.10; +10 to resistance to the forces of nature, +6 to damage against animals, 1 slot for runes) - the key to the chest on the second floor is with Bevin (the boy from the closet in Caitlin’s house in Redcliffe ). High levels of the “Influence” skill will help convince.
Saw sword(strength: 19; damage: 9.10; +1 to damage, +1% to the chance of a critical strike in melee) - in the sarcophagus in front of the entrance to the hall of the Mistress of the Forest in the lair of werewolves in the ruins of Eastern Brecilian.
Duncan's sword(damage: 9.60, +3 to willpower, +3 to cunning, +2 to restore stamina in battle, +4 to damage against creatures of darkness, 2 slots for runes) - a rebel ogre on the battlefield from the “Return” add-on to Ostagar."
Maric's Blade(damage: 9.80, +0.75 to restore health and stamina in battle, +6 to damage against creatures of darkness, weakening of creatures of darkness, 2 slots for runes) - Kaylan’s chest in the royal enclave from the Return to Ostagar add-on.
Spellweaver(battle mage, damage: 10.50; +5 to magic, +1 to mana recovery in battle, +10% to the chance to reflect hostile magic, +3 damage from electricity, 2 slots for runes) - sectarian overseer in a large northern hall in the caves of the cultists on the way to the Sacred Urn of Andraste.
Imperial Blade(strength: 27, damage: 10.50; +2 to damage, +3% to the chance of a critical strike in melee, +6 to attack) - a small room in the Tevinter warehouse in the Elvenage after meeting with Denera.
Overlander's Honor(strength: 31; damage: 11.20; +20 to resistance to spirit magic, +6 to damage against the dead, 3 slots for runes) - collect from three fragments on the Deep Paths.
Slashing Blade(strength: 31; damage: 11.20; +2 to armor penetration, +6 to attack, +3 cold damage, 3 slots for runes) - solve the riddle of the dead adventurers.
Starfang(strength: 31; damage: 11.90; +3 to agility, +3 to damage, +2.5 to armor penetration, 3 slots for runes) - forged from meteorite ore from the blacksmith Mikael Dryden from Soldier's Peak.

Best Shields.

Havard's Shield(strength: 22, defense: 4.00, fatigue: 3.36%, deflection of arrows and projectiles: 4.50%, +4% chance to reflect enemy magic, chance to dodge projectiles) - ogre on top of Ishala Tower .
Kaylan's Shield(strength: 32, defense: 4.00, +1 to armor, chance to dodge projectiles) - a garlock from the front line behind the kennel from the Return to Ostagar add-on.
Shield of Eamon(strength: 22; defense: 4.00; +6 to defense, +25 to endurance) - chest, storage on the top floor of Redcliffe Castle.
Shield of Redcliffe's Chosen Warriors(strength: 32; defense: 4.00; +1 to willpower, +3 to defense, +15 to electrical resistance, +2 to attack) - for saving Earl Eamon.
Shadow Wall(strength: 38; defense: 6.00; +3 to defense, +20% to received healing effects, +1 to recovery of stamina in battle, +25 to stamina) - Gakskang the Free after solving the mystery of the adventurers.
Shield of Hou(strength: 38; defense: 6.00; +12 to defense, +10 to resistance to fire and cold, -2 to willpower) - chest, treasury in the estate of Earl Denerim before descending into the dungeon.
Portable bastion(strength: 36; defense: 6.00; +1 to strength, agility and constitution) - Bodan Feddik in the main camp of the detachment.
Duncan's Shield(strength: 38; defense: 6.00; +3 to willpower; +6 to defense, +1 to recovery of stamina in battle) - a secret vault of the Gray Guardians inside the 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.

Best great/two-handed swords.

Flat sword Hasind(strength: 20; damage: 12.10; +1% to melee critical strike chance, +1 to armor penetration) - chest, south central island with wolves behind the destroyed arches, on the side of the temple dome in the Korcari Wilds.
Stan's sword(strength: 22; damage: 13.20; +1 to willpower; +1.5 to armor penetration, +12 to attack, 1 slot for runes) - after completing Stan’s personal task.
Yusaris(strength: 34; damage: 16.50; +20 to fire resistance, +10 to damage against dragons, 2 slots for runes) - after defeating the Guardian of the Limit, Shah Wird in the tower of the Circle of Mages on Lake Calenhad.
Sword of Summer(strength: 34; damage: 16.50; +20 to physical resistance, chance to knock the target down, 2 slots for runes) - Mrs. Coutren at the exit from the estate of Earl Denerim or in front of the Assembly of Lands hall.
Ageless(strength: 34; damage: 16.50; +4 damage against darkspawn, +0.25 to stamina recovery in battle, weakening darkspawn, bloody mess, increased hostility and intimidation indicators) - solve the puzzle with the Throne of Orzammar in Orzammar royal palace. To do this, we approach the throne, activate it, a new entry “Locked in Stone” will appear in the Codex. We send two companions to the southwestern part of the room, stand on two tiles in the form of arrows near the wall, a characteristic sound (grinding) should be heard. We send the fourth companion into the hallway and stand on the round floor plate. Then we activate the throne with the main character. The satellites must remain in their places. Lightning will flash in the hall and a dragon will appear. We kill him and take the sword.
Starfang(strength: 38; damage: 18.70; +3 to strength, +2.5 to armor penetration, +8 to attack, 3 slots for runes) - forged from meteorite ore from the blacksmith Mikael Dryden from Soldier's Peak.

The best hammers, axes, maces and axes.

Clumsy verse(strength: 27; damage: 9.00; +2 to damage, happy, +10% to the chance of a critical hit or backstab, +4 to damage against dragons, 2 slots for runes) - pull out of a stump in the “Strange” location forest" during a chance encounter while moving across the global map to the Brecilian forest after eliminating D. by order of K. The advertisement is taken from an innkeeper with connections in "The Bitten Nobleman of Denerim."
Ax of Temperance(damage: 9.00; +1.5 to armor penetration, +15% to the chance of a critical hit or backstab, 2 slots for runes) - Earl Rendon Howe in the dungeon of Earl Denerim’s estate.
Wesiall(strength: 31; damage: 9.60; +2 to strength, +5% to the chance of a critical hit in melee, +1 to restore stamina in battle, +10% to the chance of a critical hit or backstab, + 2 damage from nature forces, 3 slots for runes) - Bodan Feddik in the main camp of the squad.
Forge Master's Hammer(strength: 32; damage: 12.60; +25 fire resistance, +6 attack, 2 slots for runes) - genlock master of the anvil in the Dead Moats.
Sacred Hammer(strength: 34; damage: 13.50; +2 to willpower, +10 to psychic resistance, +4 to damage against the dead, 2 slots for runes) - a vault in the southern wing of Banna Franderel’s estate in Denerim. The last task of Weasel Couldry.
Triana Hammer(strength: 34; damage: 13.50; +4 damage against creatures of darkness, 2 slots for runes) - Belen, for his support during the resolution of the issue of the throne of Orzammar.
Ax of Vaskhot(strength: 32; damage: 14.00; +1 to strength and damage, +2 to willpower, 2 slots for runes) - harlock general in the Trade Quarter of Denerim captured by the creatures of darkness.
Hasinda Crusher(strength: 38; damage: 14.40; +3% to the chance of a critical strike in melee, -5 to attack) - sold by Farin at Frosty Pass in front of the doors of Orzammar.
Great Hasindian Mace(strength: 38; damage: 14.40; +5 damage, +2.5 armor penetration, +0.5 stamina recovery in battle, +75 stamina, 3 slots for runes) - sold by Gorim from Denerim shopping district.

The best bows and crossbows.

Fox bow(agility: 26; damage: 7.50; chance of dodging projectiles) - weapon rack, storage on the top floor of Redcliffe Castle.
New moon(agility: 30; damage: 8.00; +2 to willpower, +10 to resistance to the forces of nature, +1.5 to armor penetration) - Varathorn from the Dalish elf camp in the Brecilian forest.
Wolfboy(damage: 8.40; +4 damage against the dead, +8 damage against beasts) - Varathorn from the Dalish elf camp in the Brecilian forest after delivering the iron bark.
Spear thrower(agility: 30; damage: 9.00; fast aiming, +2.5 to armor penetration) - genlock master of the anvil in the Dead Moats.
Golden Sun Bow(agility: 30; damage: 9.00; +4 to attack) - elf Denera, assistant to the slave trader Caladrius, in the Tevinter warehouse in the elfage of Denerim.
Falon'Dina's Grip(damage: 9.60, +2 damage, fast aiming) - dragon treasure, upper level of elven ruins in Eastern Brecilian.
Magician's Eye(agility: 34; damage: 9.60; +3% to the chance of a critical strike at a distance, +4 to attack) - chest, village shop in the village of Shelter.
Bow Marjolaine(agility: 34; damage: 9.60; +3 to cunning and damage, fast aiming) - chest, Marjolaine's house in the Denerim Trade Quarter after starting Leliana's personal quest.
Antique Guardian Crossbow(strength: 14, damage: 9.60, armor penetration: 7.00, range: 44, +1 damage, fast aiming) - reconnaissance commander of the guards from Soldier's Peak from the Guardian Fortress add-on.
Crossbow with improved grip(strength: 26; damage: 12.00; +1.5 to armor penetration, +4 to attack) - for completing orders from the Ravens from Master Ignacio in the “Bitten Nobleman” tavern in the Trade Quarter of Denerim.
Distant Song(agility: 34; damage: 9.60; armor penetration: 8.80, range: 46, +2 damage
Fast aiming, +3% to the chance of a critical hit at a distance, +10 to attack +10%, to the chance of a critical hit or backstab.) - kill Owen during the task: Village under siege, or not find Owen's daughter, and he will commit suicide.

The best daggers.

Olaf's Exceptional Cheese Knife(agility: 24; damage: 5.60; +1 to armor penetration, 2 slots for runes) - Olaf’s locked chest in the village of Honnlith, the key is on the corpse next to Sheila.
Duncan's dagger(agility: 24, damage: 5.60, +4 to agility, +10% to the chance of a critical hit or backstab, +10 to damage against dragons, 2 slots for runes) - a rebel ogre on the battlefield from the add-on " Return to Ostagar."
Beastman Dagger(damage: 5.60; +10% to the chance of a critical hit or backstab, 2 slots for runes) - the fourth floor of the tower of the Circle of Mages.
Extinct Thaig Shanker(agility: 26; damage: 6.00; +5 to cunning, +0.5 to armor penetration, +6 to attack, interrupts spells, 2 slots for runes) - a broken chest on the site with the ogre leader in the Kadash taiga from additions "Stone Prisoner".
Thorn of the Dead Gods(agility: 26; damage: 6.00; +3 to damage and armor penetration, 2 slots for runes) - after finding four mark stones at the Caridin Crossroads.
Gift of the Grays(agility: 26; damage: 6.00; +5% to the chance of a critical strike in melee, 2 slots for runes) - Valendrian after rescuing the slave trader Caladrius from captivity in the elfage of Denerim.
Raven Dagger(agility: 30; damage: 6.40; +15% to the chance of a critical hit or backstab) - Godwin from the second floor of the Circle of Mages after delivering a parcel of lyrium from Rogek from the Dust City in Orzammar (you need to ask for the amount of 75 gold for the goods ).
rose thorn(agility: 30; damage: 6.40; +2 to agility, +1 to health recovery in combat, +3 to damage, +5% to the chance of a critical hit in melee, +30% to the chance of a critical hit or hit in back, 3 slots for runes) - sold by Garin from the Common Halls of Orzammar.

The best staves.

Harrowmont's Staff(magic: 20; damage: 4.80; +1 to magic, +2 to constitution) - Harrowmont, for the support provided during the resolution of the issue of the throne of Orzammar.
Sylvan's Mercy(magic: 24; damage: 5.20; +5 to resistance to the forces of nature, +1 to magical power, +10% to damage from the forces of nature) - Bodan Feddik in the main camp of the detachment.
Vicious Staff(magic: 24; damage: 5.20; +1 to mana recovery in battle, +5 to magical power, -1 to willpower, +10% to damage from spiritual magic and electricity) - garlock general in captured by the creatures of darkness Elvenage Denerim.
Oak Branch(damage: 5.20; +1 to magic, +2 to constitution, +10% to nature damage) - Great Oak from Western Brecilian for returning the acorn.
A piece of wood(magic: 24; damage: 5.20; +1 to constitution, +10 to resistance to the forces of nature) - Near Varathorn from the Dalish elf camp in the Brecilian forest. Give the order to the mabari to look for something useful (This staff can be found anywhere, but in the Elf Camp the chance of finding this staff is really high.).
The last argument(magic: 32; damage: 6.00; +3 damage, +10 magical power, +15% fire damage) - Bodan Feddik in the main camp of the squad.
Breath of winter(magic: 36; damage: 6.40; distance: 58, magic power: 7; +25 to cold resistance, +15% to cold damage) - a frantic demon from the second floor of the Guardians' fortress on Soldier's Peak.
Lord Magister's Staff(magic: 36; damage: 6.40; +6 to willpower and magical power, +2 to mana recovery in battle, +10% to damage from fire and spiritual magic) - sold by the quartermaster from the tower of the Circle of Mages on the lake Calenhad.

The best accessories.

Belt "Blessing of Andruil"(+2 to all characteristics, +20 to resistance to the forces of nature, +1 to restoration of mana and stamina in battle, +10 to physical resistance) - sold by the quartermaster from the tower of the Circle of Mages on Lake Calenhad.
Ring "Zhivitel""(+10 to constitution, +3 to health restoration in combat and armor, +10 to health restoration outside of combat, +20% to received healing effects) - sold by Garin from the Common Halls of Orzammar.
Ring "Key to the City"(+2 to all characteristics, +4% to the chance to reflect hostile magic, +10% to received healing effects) - Advice in Diamond halls, after finding five Codex entries in the residential areas of Orzammar.

Class: Mage
Initial attributes:
  • Strength - 14
  • Dexterity - 15
  • Willpower - 21
  • Magic - 26
  • Cunning - 12
  • Constitution - 12
Basic skills:
  • Improved Herbalism
  • Improved Combat Training
Specialization:
  • Shapeshifter
Starting skills:
  • Shapeshifter:
    • Spider Shape
  • Elemental (Primal):
    • Icy Grasp (Winter's Grasp),
    • Frost Weapons,
    • Lightning
  • Spirit:
    • Mind Blast
  • Entropy:
    • Vulnerability Hex,
    • Loss of orientation (Disorient),
    • Horror
    • Drain Life

You will meet Morrigan in the Korcari Wilds. She will join the party after the Battle of Ostagar at the insistence and desire of her mother, Flemeth.

As Morrigan's favor towards you increases (give her gifts, say what she would like to hear, and do the right thing in her opinion), she can be inspired by your guidance and receive bonuses to magic: at 25+ favor, her magic will increase by 1, at 50+ by 2, at 75+ by 4 and at 90+ by 6.

Gifts for Morrigan:

Morrigan has a weakness for jewelry and is quite concerned about how she looks. What special things can you find for her:

  • Black Grimoire - in the office of the first sorcerer Irving (Irving's Quarters) in the Circle Tower,
  • Flemeth's Grimoire - in a chest in Flemeth's hut in the Korcari Wilds,
  • Gold Amulet - buy from Garin in the Orzammar Commons,
  • Golden Demon Pendant - on a corpse in The Gauntlet location, quest Urn of Sacred Ashes,
  • Golden Mirror - buy from Garin in the Orzammar Commons,
  • Golden Rope Necklace - buy from Barlin in Dane's Refuge in Lothering or from Bodahn Feddic in the camp,
  • Locket - locked chest in the Village Store in the village of Haven, quest Urn of Sacred Ashes,
  • Silver Brooch - buy from Varathorn in the Dalish Camp,
  • Silver Chain - in the rooms of senior mages on the second floor of the Circle Tower (Senior Mage Quarters, Circle Tower),
  • Silver Medallion - in the dragon's treasures at the upper level of the Elven Ruins (Dragon's Hoard at Ruins Upper Level)
Grimoire Flemeth (Flemeth's Real Grimoire)

Morrigan's personal quest will begin after your relationship with her becomes warm (warm, 25+). She will ask you to search the Circle Tower for Flemeth's black grimoire, supposedly kept there. However, you can find the grimoire in the office of First Enchanter Irving on the third floor of the Tower (Senior Mage Quarters) even before this request.

When she sees the grimoire, Morrigan will be very happy, and upon returning to the camp she will tell you what she managed to learn from reading. It turns out that the book is not about magic at all, as she had hoped, it describes how Flemeth managed to live so long - when she grows old, raises her daughter and at some point inhabits her body. Naturally, Morrigan doesn't want to be the next victim. She asks for your help. If you agree to help, Morrigan will explain what needs to be done (in otherwise she will leave the party):

  • go to Flemeth's hut in the Wild Lands, without Morrigan, so that her mother does not have an opportunity to jump into her body during the fight (if you go there with Morrigan, you simply will not find Flemeth in place);
  • kill the old witch;
  • find Flemeth's real grimoire in the house and give it to Morrigan so that she can prepare to defend herself against Flemeth's attacks on her in the future, if the witch somehow survives defeat.

Seeing you in the Wild Lands, Flemeth will certainly guess that her secret has been discovered and will offer Alternative option- let her escape and deceive Morrigan. Thus, you can allow Flemeth to hide or kill her, the loot will be the same: a real grimoire and more advanced clothes for Morrigan, only party members will react to the deception differently (Alistair and Zevran will approve (+2), and Wynn and Leliana no (-5)).

If you decide to fight, then get ready for a fierce battle with the dragon, which Flemeth will turn into (yup, this is the same giant bird that saved you and Alistair from the tower of Ishal). Basic strategy: Use a fireproof tank to distract the dragon and place mages or archers at a distance to shower the Flemeth dragon with spells or arrows.

Then, returning to Morrigan, you can safely call it done and sleep with her (see below). Moreover, even if you choose the path of deception, Flemeth will never return for Morrigan’s body, despite the promise (this is not provided for in the game).

Romance with Morrigan

Morrigan can make love with Gray Warden male. First, you should achieve a warm relationship with her (warm, 25+) by giving gifts and choosing the right lines in dialogues. In the end she will allow you to kiss her, and after completing the quest Grimoire of Flemeth will hint that “It’s so cold in the tent alone...” (“My tent does get rather cold...”).

However, Morrigan will invite the hero to her tent only if their relationship has reached the stage of attraction (care, 50+), she will not say this if she is already in love (love, 90+).

Race: Qunari
Class: Warrior
Initial attributes:
  • Strength - 30
  • Dexterity - 16
  • Willpower - 16
  • Magic - 11
  • Cunning - 10
  • Constitution - 13
Basic skills:
  • Exceptional combat training (Master Combat Training)
Starting skills:
  • Warrior:
    • Bogatyr (Powerful),
    • Intimidation (Threaten),
    • Precise Striking,
    • Taunt
  • Two-Handed Weapons:
    • Pommel Strike,
    • Indomitable,
    • Sunder Arms,
    • Mighty Blow
    • Powerful Swings
    • Two-Handed Strength

Where to find and how to connect:

The first time you see Stan is in Lothering, locked in a cage. To add him to the party, you must complete the quest The Qunari Prisoner.

If Stan's respect for you increases over time, depending on your actions, reactions to certain events, gifts given to him, then he will be inspired by your leadership and receive bonuses to strength: with an arrangement of 25+ his strength will increase by 1, with 50+ by 2, at 75+ by 4 and at 90+ by 6.

Gifts for Stan:

Oddly enough, Stan has good drawing abilities, so he will be very happy with the paintings he receives. What special things can you find for him:

  • Painting of the Rebel Queen - buy from the Dwarven Merchant in the Gentle Path location during a random encounter,
  • Portrait of a Goosegirl - buy from Faryn in Frostback Mountains,
  • Silver-Framed Still Life - chest on the Upper Floor of Castle Redcliffe,
  • Sten's Sword - obtained by quest The Sword of the Beresaad,
  • Totem - in a chest in the location Caridin's Cross, which is on the Deep Roads,
  • Water-stained Portrait - on a Charred Corpse in the Senior Mage Quarters, Circle Tower.
The Sword of the Beresaad:

When you gain Stan's favor by 25 or more, he will agree to tell you why he ended up in a cage in Lothering. Qunari will say that he arrived in Ferelden in order to be able to answer his arishok’s question “what is Pestilence?” Near Lake Calenhad, he and his seven Qunari brothers were attacked by the creatures of darkness, as a result of the entire company, only Stan remained alive. The peasants found him at the battle site in an unconscious state and left. Having come to his senses, Stan discovered the absence of his sword, and since this is an immensely important thing for the Qunari (without it he will not be able to return home), Stan flew into a state of uncontrollable rage and killed his saviors with his bare hands. Later, repenting of his deeds, the Qunari surrendered to the templars and was put in a cage.

After listening to this story, offer Stan help in finding his sword and go to Lake Calenhad Docks. There, on the hill, you should notice a marauder searching the bodies (sometimes you need to go into the tavern for him to appear). The marauder admits that he bought information about the opportunity to make good money in this place from Faryn, a merchant who registered at the open market in the Frostback Mountains. When you see Farin at the entrance to Orzammar, you learn that the sword was sold to a dwarven mercenary named Dwyn. Next you should get to the village of Redcliffe and find Dvin’s house there near the village shop, where you can:

  • intimidate the dwarf and force him to give up the sword (this is easy with 3 influence points);
  • kill Dvin;
  • if Stan is in the party and the right lines are chosen, Dvin will give up the sword without objection.

When the key to the chest in the closet is somehow obtained, take the sword from there and give it to Stan, after which Stan’s personalized sword will appear in your inventory (Asala, +1 to Willpower, +1.5 to Armor Penetration) , +12 to attack (Attack)). Then, in a conversation with Stan, you can offer him to go home with a report or participate in the fight against the Blight to the end.

Alternative solutions: If Dvin was killed before Stan's quest began, the sword will be in Dvin's chest after your conversation with Farin. Also, if you come to Dvin for a sword before the start The Attack at Nightfall, then the gnome will hand over the sword personally (without having to open the chest with a key).

Note: this quest cannot be completed after Landsmeet.



Alistair's family
When Alistair's affection for you is over 40, he will tell you about his paternal sister Goldanna. Year after year, his desire to find a family and relatives became stronger and stronger. Alistair learned that his sister lives in Denerim in the trading district (the house with the yellow door to the left of the blacksmith Wade's house). He will want to look at her and tell her everything. We do not deny our best friend this pleasure. We go into the house and talk to Goldanna. It is better to choose less harsh remarks in a conversation and let Alistair himself speak. The poor fellow will receive far from a warm welcome from his own blood. After you leave Goldanna's house, be sure to tell Alistair that everyone is basically happy on their own and doing their best for themselves. This will toughen his character and in the future will endear him to Alistair Anora (Queen of Ferrelden). Alistair will be grateful for your help. The quest will be completed here.

Leliana's Past
As you know, Leliana was not always quiet and kind girl. She was once a bard and engaged in contract killings. While traveling around the map, you will be attacked by a squad of hired killers who, as it turns out, will need Leliana’s head. We send the bandits to the next world and move on. Later in the camp, if Leliana's favor towards you becomes above 40, she will tell you about her "combat" friend and mentor Marjolaine. Our red-haired friend will guess that it was she who sent the killers to her and will want to meet her in Denerim. We agree to help her with this. Arriving in the city, we go to the hideout of the Marjoline gang (in the shopping district not far from the main gate, the place will be marked on the mini map). After a short conversation, we kill Marjoline and her accomplices. Leliana will be very grateful to you for saving her, but for some time she will be in slight shock from betrayal and death." best friend". The quest is over.
Note 1: completing it will affect your romantic relationship with Leliana. Even if before this she was already head over heels in love with you, now she will allow you to come near your body. But this will only happen if you are not romantically involved with Morrigan.
Note 2: You don’t have to kill Marjoline (to do this, during the conversation, try to convince Leliana that she is not like her “friend”). In this case, Marjolaine will tap her feet on the floor, saying that she will come back, and leave. There will be no further meetings with her.

Grimoire of Flemeth
When you free the circle tower from the possessed, Morrigan will ask you to find in the office of the first sorcerer an ancient black grimoire that once belonged to her mother Flemeth. We agree to help. Having found the grimoire, we give it to Morrigan (we will receive a huge plus in favor). The next time Morrigan comes to the camp, she will tell you that she has revealed the secret of Flemeth’s longevity. For many years she gave birth to a daughter, taught her witchcraft, and then moved into her. The same fate should soon befall Morrigan. We agree to protect the girl. To do this, we have to return to the Korcari Wilds and kill Flemeth. This will be very, very difficult to do, especially if you are playing as a warrior. Morrigan will not go with you, which means you will not have the opportunity to freeze and cast the curse. We'll have to fight fair. And you will have to fight... a demon dragon. After the victory, take the key to the house from the creature's corpse. There you will find a more serious mantle for Morrigan, Flemeth's grimoire (the second and most important) and a couple more goodies. Give the grimoire to Morrigan. She will be happy, but will show restrained emotions (as almost always).
Note 1: it is from this grimoire that Morrigan learns about a way to keep you alive after defeating the archdemon. Therefore, if you want an ending with hero’s honors, be sure to complete this quest.
Note 2: Flemeth doesn't have to be killed. Just tell her everything you know, she will offer you to pick up the grimoire, and then leave. Morrigan, by the way, won’t suspect anything. But in my opinion, it’s better to lose experience for an extra dragon.

Regret Wynn
The sorceress Wynn, when her disposition towards you is above 50, will tell a sad story about her student Aneirin. He was a Dalish elf and things in his circle were not going well. As a result, after a quarrel with Winn, he decided to escape. The Templars caught and killed him. Since then, Winn has been haunted by guilt towards his student. But maybe not everything ended so sadly? Go to the Brecilian Forest to the Dalish camp and talk to the storyteller Sarel (Wynn must be in your party). He will tell you about the healer Aneirin, who lives in the depths of the forest. We go to the second location to the dwelling of the mad wizard. Wynn and Aneirin will talk, and then everything will end well. We will receive a good amulet as a reward and go on traveling.

Sword of Beresad
When Stan's favor towards you is more than 25, he will tell you why he killed the family of peasants who saved him from death. When he woke up, he did not see his sword with him (and for the Qunari this is tantamount to death), he thought that the peasants had robbed him and decided to finish them off. Without promising anything to the Wall, we go in search of the sword. First, we go to the crossing at the Circle Tower. There we will meet a marauder. We ask him about the Qunari sword. He will give a tip on one type. You can find him on the plateau at the gate to Orzammar in the frosty mountains (this will be the merchant Farin). We scare him that we will hand over the thief to the owner of the sword and get the name of the character to whom this sword was sold. He will be the gnome Dwin from Rdcliffe (you will probably already know him by then). We tell him that we will buy a sword in exchange for his life. The dwarf will be scared and give the sword for free (you need persuasion skill 3, otherwise you will have to pay for the sword). We return the sword to Stan. The quest is completed.

Ogren's old sweetheart.
If you sentenced Branka on the deep paths, then very soon Ogren will tell you about his old friend Felzi (you need a location greater than 60). The dwarf will say that the last time they had a big fight, and now he wants everything back. He asks us to go with him to Felzi and talk to her about everything. We go to the “Spoiled Princess” tavern (at the crossing to the circle tower). You can first chat with Felzi yourself, and then send Ogren to her, or you can immediately entrust everything to the gnome. The success of the quest depends on what Ogren tells her. If he follows your advice, then everything will go well. And although Felzi will have a good laugh at our red-bearded friend, after defeating the pestilence they will be together and even have a child.

Golem Memories
Note: The quest is only available with the official DLC "Stone Prisoner".
Sheila, when her favor towards you is over 50, will ask you to find out something about her past. The following is important here: by that time you will already have to complete the quest “Perfect” on the side of Karidin and thereby find out that all golems were once gnomes. If you complete the same quest on Branka's side, Sheila will leave the party. So, you are tasked with finding out about Sheila's past. We take her into the party and go to the deep paths to the Karidina intersection. Sheila will remember this place and tell you about the passage to the abandoned taigu of the Kadash house (the marker will appear on your map). Let's go there. We clear the area from creatures of darkness, making our way to the center of the taiga. There will be a monument dedicated to the inhabitants of the thaig, who sacrificed themselves by becoming golems to defend the dwarven possessions from the creatures of darkness. All the names of the heroes will also be listed there. Sheila will find her name and her memory will become clearer. The quest is completed.


When you first visit Redcliffe, Bann Tegan in the church suggests talking to Murdoch before entering the church and with Gray Perth near the windmill.

Murdoch asks to bring a blacksmith to work. The blacksmith will agree if you take on his quest Lost in the castle. Ser Pert wants to receive a blessing for the battle. You can take amulets from the abbess in the church.

Regardless of the results of the negotiations, the mandatory part of the quest ends and, if desired, you can proceed to the night battle by selecting the appropriate option in the dialogues.

Additional parts of the quest increase the number of fighters, etc.

1. You can fulfill Murdoch’s request and involve the gnome Dvin and his comrades in protecting the village. Dvin is located in a house on the pier.

2. You can convince the innkeeper to give the militia drinks for free.

3. You can find barrels of oil in a village shop and offer Sir Pert to use the burning oil in battle.

In addition, the innkeeper Lloyd and the elf spy Berwick from the tavern can be recruited to protect the village.

[If you leave Redcliffe before the night battle begins, only Bann Tegan in the church will remain alive (needed to continue the storyline).]
Result:
100 XP for attracting Owen;
100 XP for attracting Dvin;
100 XP for amulets for the Ser of Perth;


100 XP for advice on using oil

[If you leave Redcliffe before the night battle begins, only Bann Tegan in the church will remain alive (needed to continue the storyline).]
Blackstone Volunteers quest (can be taken in Denerim). There are four funeral tributes to be given to widows. They are located in Redcliffe (church), Lake Calenhad (tavern), Denerim (Shopping District and Dirty Alley).


Caitlin is at Redcliffe Church asking to find her brother Bevin. Bevin hides in a closet on the ground floor of Caitlin's house on Redcliffe Marina. If desired, you can take the key from Bevin to a chest on the second floor of the house containing a unique sword.

[If you leave Redcliffe before the night battle begins, only Bann Tegan in the church will remain alive (needed to continue the storyline).]
sword Green Blade, if you leave the sword with you;
100 XP for completing the quest.


In the Korcari Wilds, you need to take Rigby from the body of the dead missionary Rigby's will(this gives the quest). Then you need to take the box from the cache in the west of the location. The box can be opened (it contains a useless amulet) or taken to Jetta at Redcliffe Church.

[If you leave Redcliffe before the night battle begins, only Bann Tegan in the church will remain alive (needed to continue the storyline).]
-.


Owen at the Redcliffe forge asks to find his daughter Valena. Valena is hiding in a small room in the northeast of the lower floor of Redcliffe Castle. If you allow Valena to die (you don’t talk to her before expelling the demon from the castle) and inform Owen, he will commit suicide (the new blacksmith’s range of goods will change).

[If you leave Redcliffe before the night battle begins, only Bann Tegan in the church will remain alive (needed to continue the storyline).]
helmet Owen's masterpiece updated from Owen and Defective amulet from the new blacksmith, if you don’t save Valena;
250 XP and Armored Dwarf Armor, if you save Valena.


Stan's personal quest. If your relationship with Stan is good, he may talk about the loss of the sword. You need to talk to the marauder at Lake Calenhad. Then find out from Farin in the Frosty Mountains who he sold the sword to. In one of the houses in the village of Redcliffe, you need to convince Dvin to give the sword, then give the sword to Stzn.

[If you leave Redcliffe before the night battle begins, only Bann Tegan in the church will remain alive (needed to continue the storyline).]
125 XP for talking with the marauder;
125 XP and two-handed Stan's sword for completing the quest.