Dragon age gifts and sweepstakes.  FAQ Dragon Age: Origins - Companions.  Leliana: Enlightened Assassin

Dragon age gifts and sweepstakes. FAQ Dragon Age: Origins - Companions. Leliana: Enlightened Assassin

Good relations with companions are bonuses to characteristics and additional quests, help in times of crisis, and in general a good thing. And if on easy or medium difficulty it is easy to neglect this, then on the maximum it will hardly work (every penny counts there).

By the state of the relationship, you can break it down:

Meaning Name What's happening
— 100 A crisis They can hit on the hat or simply fade from the squad
-99 to -26 dislike
-25 to 25 Neutral
from 26 to 75 Warm Additional dialogues about the past of comrades-in-arms appear, specializations may open, and quests may also appear
from 76 to 100 Friendship Can give something of value or not so much

To start a romantic relationship, you will have to complete the personal party quest (we won’t play as a girl, right?). It is worth remembering that all followers (except Alistair) will leave the squad if their attitude indicator drops to -100. There are also certain moments of crisis - in these situations, the character can rebel and attack, or leave the squad.

In each major location there is a place to start a conversation between companions. These points are located in the following places: at the entrance to Lothering (after descending from the Road and on the bridge), on the first bridge in Redcliffe, in the north of the Denerim Trade Quarter, Orzammar bridge to the arena, the first floor of the Tower of Mages, at the entrance to the Dalish camp. The point only works once, to initiate a new dialogue, you need to re-enter the location.

Your Guardian can also talk to his companions, with more conversations available in the camp. Sometimes a comrade-in-arms may approach you in the camp and start a conversation. During it, you can open a secret quest (for example, Orzammar Nag for Leliana), as well as increase or decrease Influence.

For all associates, there are gifts that can increase influence. Most often, gifts are favored by one ally, and have little effect on others. Some gifts are special and a special dialogue will start after being presented. For the first presented gift, the follower will raise approval by 10 points, for the second - 9, and for each subsequent - 1 point less than the previous one (but not less than 1). Special gifts can raise Approval by more than 10. This usually happens when a follower asks for a certain thing.

Non-specialized gifts have a primary value of +5, and for giving an item to a follower with a negative attitude, influence points for him are halved (but remain at least 1). The easiest way to increase Influence is through dialogue or during the course of the game (followers can increase or decrease your Approval for some of your choices), and a companion in which your Guardian has a romantic interest can raise it to 100 very quickly. Gifts in such cases are worth holding , in order to use them to bring the necessary influence points to the marks that initiate a new dialogue or quest, or to make up for disapproval of your choice in a given situation.

Alistair

Alistair will join you in the story in Ostagar and will be the only companion who will not leave the group even with a -100 attitude, even it will not be possible to kick him out until his moment of crisis. With high Approval, Alistair will teach your Guardian how to be a Templar.

Personal Quest - Alistair's Family

When visiting Radcliffe for the first time, Alistair will tell his biography, and with high Approval, in the next conversation, he will mention a sister named Goldanna and ask to visit her in Denerim. Goldanna's house is located in the Trade Quarter next to Wade's forge and is not initially marked on the map - in order for the entrance to appear, come closer to it with Alistair. Inside, a small conversation with Goldanna awaits, and nothing depends on your answers. At the exit, Alistair will try to discuss what happened.

moment of crisis

Alistair will leave the squad if you leave Loghain alive at the Gathering of the Lands. If you toughened him up, Alistair can remain king, otherwise he will be required to be executed by Anor. Agree with her or not - it doesn't matter anymore, one way or another, Alistair will not appear again.

Morrigan

Morka joins the party at Flemeth's urging after rescuing the Guardians from the Tower of Ishal. She can be driven away, but if she stays, it will reveal additional options for the game's ending. She can also teach the Werewolf Mage specialization. This madam likes it when we act tough, and she doesn't like to help everyone. You can soften Morrigan after handing the Golden Mirror, asking in return to be kinder to people. After that, she will reduce Approval less.

Personal Quest - Grimoire Flemeth

After visiting the Tower of Mages, Morrigan will tell you that in the past some templar stole an important Black Grimmoire from her mother and ask him to find it. The book is in a chest in Irving's office. The next time you enter the camp, Morrigan will ask you to kill Flemeth, find her real grimoire, and tell you what she learned from this book. You can now return to Flemeth's Hut. Her mistress can simply give the book and ask Morrigan to tell that you killed her. If you do not agree, there will be a fight with Flemeth the dragon. As a bonus for the last one, you will receive a new robe for the Morrigan. Returning the grimoire to the witch will complete the quest.

Morrigan as a romantic interest

You need to talk to Morrigan about Flemeth, and when Influence reaches 30, you can invite her to the tent, although the witch can do the same herself. After handing the Grimmoire to Flemeth, she confesses her feelings and refuses to share a bed with you. Her gift as a sign of feelings is a magic ring. There is no happy ending with Morrigan in the game.

moment of crisis

The first moment will happen before the final battle. Morrigan will make a tempting offer, and if you refuse, he will immediately leave you. If you agree to the ritual, then Morrigan will leave immediately after defeating the Archdemon.

Lillian

Leliana will be asked to join the group in the Lothering tavern after a skirmish with Loghain's soldiers. She can reveal the Bard's specialty to you. The Pretty Naga will be helped to catch the Idle Dwarf.

Personal Quest - Leliana's Past

First you need to talk with Leliana about the Orlesian bards, and the next time you visit the Camp, about Marjoline, her mentor. After that, when moving around the world map, there will be a random encounter-skirmish with a detachment of robbers, whose leader will tell the battlefield that he was hired to kill Leliana. The Bard will suggest that Marjoline is behind the attack and will ask you to find her in Denerim (it will be a house in the Trade Quarter). A conversation with Marjoline can end peacefully or in battle, and then Leliana will say that she needs to think.

At the camp, she will share her doubts about the resemblance to Marjoline. If you want to toughen it up, argue that the pleasure of defeating opponents is part of it, and you should not deny this. The toughening could affect the ending for Leliana.

Leliana as a romantic interest

Leliana gives only two options to start a relationship. An Influence score of 25 should be asked "what was a girl like that doing in Lothering Church" and complimented on her looks. With a properly developing romance, Leliana will give you a ring.

If you missed the first opportunity (or broke off the relationship for the sake of flirting with another companion), then you can start dating again after completion personal quest Leliana - in a conversation-discussion of what happened, tell her that people change over time. When she notices that your Guardian reminds her of her former mentor, you can make sure that her relationship is back on the Roman scale. Leliana will invite you to spend the night together, when the relationship with her reaches the mark of love - it will not be possible to invite her to the tent yourself.

moment of crisis

Will happen in the Glove (quest Urn of Sacred Ashes) - if you desecrate the Ashes and Leliana is in a group, then she will attack you. If she stayed at the camp, she will try to leave when you return (if you have a leveled Persuasion, you can persuade her not to leave). Hardened Leliana will not leave the group even if the Urn is defiled.

Zevran

A group of mercenaries led by Zevran will attack when crossing the world map after completing one of the story quests. After dealing with the attackers, you can finish off Zevran or take him to the group. He can teach you the Assassin specialization.

moment of crisis

Zevran does not have a personal quest. The moment of crisis occurs near the end of the game when moving between the Denerim mini-locations (having Zevran in the group is optional), when you stumble upon a former associate of Zevran named Talisen, who will offer him to return to the Ravens, having completed his last task. If Zevran's attitude towards you is low or negative, he will join the mercenaries and attack you. If it is more or less positive, then Zevran will step aside, leaving you to deal with Talisen on your own. If the Influence on the former assassin is high enough (and even more so in the case of a romance), Zevran will fight alongside you.

If the relationship with Zevran is friendly, after the fight he will try to leave the group. You can persuade him to stay for the sake of the treasures you find during your travels, or, if his attitude is higher, just as a friend. If you have an affair with Zevran, then he will not try to leave. However, if you end the romance at the Love Mark, Zevran will leave the group.

Mabari

If you are playing as a Nobleman, then you will receive mabari in the prologue. In all other cases, the dog will join you (if you do not drive him away) after completing the Houndmaster quest in Ostagar, when moving from Flemeth's Hut to Lothering.

Mabari's approval will initially be 100, so you can give him edible gifts just like that. Also, the dog can bring you gifts for other companions, books with pages from the Codex, a magic staff or part of a set of armor. In almost every location there is a landmark that the mabari can mark, which will provide him with an increase in characteristics in this territory. Actually, there are no dialogues with the mabari, but the rest of your companions now and then communicate with the dog.

Sten

The wall can be rescued from the cell in Lothering, where he sits without food and water, serving a sentence for the murder of a peasant family, and called to atone for his sins in the battle with the Creatures of Darkness. You can pick the lock or get the key from the Reverend Mother.

Personal Quest - Beresaad's Sword

After asking Stan about the reasons for the massacre, he will tell you that he was insanely upset by the loss of his sword, without which he cannot return to his homeland. To find the sword, first talk to the marauder at Calenhad Lake, then to the merchant Farin at the entrance to Orzammar, and finally to the dwarf Dvin in Redcliffe. The sword can be claimed, redeemed, or, if the dwarf died, taken from the chest in his house.

moment of crisis

If Sten accompanies you to the village of Sanctuary (quest Urn of Sacred Ashes), he will express dissatisfaction with the waste of time on all sorts of nonsense. If you fail to convince Stan that a visit here is necessary, he will challenge you to a duel. If you lose, he will leave the squad, and if you win, he will stay. If Sten's Approval is high, then he will decide not to leave, and even if you agree to a duel, he will not raise his sword.

Wynn

Wynn can join the squad in the Tower of Mages, where you will go for the story quest The Broken Circle. To do this, you need to take the side of the magicians or offer to sort it out on the spot. If you want to have templar allies and don't want to lose Wynn, then you can let the Demon of Pride destroy Irving and the rest of the mages or save him, and then suggest to Gregor to isolate the remnants of the Circle.

Personal Quest - Wynn's Regret

While traversing the world map, you will encounter a Darkspawn ambush, and after the fight Wynn will faint. After regaining consciousness, she admits that for a moment she thought that everything was already over. If asked what she meant by that, Wynn will promise to tell the story at the next stop. The next time you enter the camp, Wynn will talk about what happened to her recently, after which you will have the opportunity to ask if Wynn is afraid of death, and if she regrets anything in her life. As a result, Wynn will tell you another story - about his student Aneurin. Saren can tell about Aneirin in the Dalish camp, and you can find the elf in East Brecilian. After talking with him, the quest will end and Wynn will gain a new ability.

moment of crisis

Wynn attacks you if you, at the first meeting with her or Cullen, declare a little later that you have come to destroy the magicians. She will also attack if she suspects that your Guardian or Morrigan are blood mages and you will not be able to convince her. This usually happens in the Tower of Mages, and then you can not only use the skills of Blood Magic in her presence, but also teach Wynn this specialization herself. Wynn will also rebel if she was present at the Desecration of Ashes, but if she remained in the camp, then the next time you return there, she will announce her departure.

Oghren

Oghren will be asked to join the squad at the entrance to the Deep Roads, where you will go on the story quest Perfect. Oghren can reveal the specialization of the Berserker to you.

Personal quest - Oghren's Old Love

With Oghren's high Favor, you can hear about his former lover Felzy and the dwarf's desire to make amends with her. To get more approval points, go to the Pampered Princess Tavern by Calenhad Lake without Oghren and talk to her. Then tell Ogren about it, convincing him that preliminary reconnaissance was necessary, and take him with you for a second conversation. On his turn, you can help Ogren, in which case the couple will converge again, and the dwarf will greatly add to your Approval. Otherwise, Felzi will drive Ogren away, and he, in turn, will be very offended by you. Talking to Felzy will complete the quest, and its ending will affect the epilogue for Oghren. He does not have a moment of crisis.

Loghain

Loghain can be added to the squad after the Gathering of the Lands if you spare him. Alistair will leave you at the same time, so Loghain also specializes in a sword with a shield. For him, there are no special gifts, personal quests and moments of crisis. His Approval cannot be raised to the level of Friendship - at most it will remain Respect.

Present in dragon age: Origins serve as an excellent tool for establishing, improving and strengthening relationships with satellites. A good relationship- this is a guarantee to keep the companion in the detachment and to get a frank conversation from him. Conversations not only help to get to know the companions better, but also provide an opportunity if the main character's class allows this, and the companion has the necessary knowledge. Having achieved trusting relationship you can count on closer, love-bed,. 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 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 level of relations has reached the maximum indicator, you do not 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 the companion likes the gift: +5.
  • For each gift already given: -1.
  • If negative at the time of delivery: half the value of the bonus.
  • Minimum bonus: +1.

Location of Gifts for Companions in Dragon Age: Origins:

  • Gifts for Alistair (Alistair):
    • Small carved figurine- a box on the road at the exit from Lothering, where Bodan Feddik first meets.
    • Onyx figurine of a demon- at the tombstone in East Brecilian.
    • Chalice of Initiation- Ostagar, behind the platform where the initiation into the Gray Wardens took place (addition "Return to Ostagar").
    • White Runestone- possessed from the hall with the pacified on the third floor of the tower of the Circle of Mages.
    • Black Runestone- a chest, the first large crossroad hall in the teig of the Aedukan house.
    • Stone figurine of a dragon- a chest, the southernmost room on the top floor of Redcliffe Castle.
    • Stone figurine of a warrior- a pile of dragon filth, the fourth hall from the entrance to the caves of the cultists behind the village of Shelter.
    • Alistair's mother's amulet- table, central room from the main entrance to Redcliffe Castle.
    • Duncan's shield- The secret storage of the Gray Wardens inside the trading warehouse behind the Curiosities of Thedas store in Denerim. Riordan tells how to get inside in the room of Earl Eamon before, if you show him the documents of the Gray Wardens found during the release of Queen Anora from the estate of Earl Denerim.
  • Gifts for Stan (Sten):
    • Portrait of a girl with geese
    • Still life in a silver frame- a chest, a vault on the top floor of Redcliffe Castle (the key is held by the manager, who attacks during the cleaning of 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 Crossing in the Deep Roads.
    • Stan's sword- Chest, Dvin's house in Redcliffe after Stan's Personal Quest starts.
    • wet portrait- a charred corpse, the second floor of the tower of the Circle of Mages.
    • Portrait of a rebellious queen
  • Gifts for Zevran:
    • Small silver bar- a chest, a church in the village of Vault.
    • Medium silver bar- a chest, a room with Karidin in the location Anvil of the Void.
    • Antivan Leather Boots
    • Small gold ingot- the body of an enchanted templar, the third floor of the tower of the Circle of Mages.
    • Dalish Buckskin Gloves- West Brecilian, after fighting a large shadow in an abandoned camp behind the Great Oak.
    • Medium gold bar- a pile 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 command to the dog on the stairs at the first entrance to Lothering.
    • Golden braid. 4:90 AM- a box to the left of the stone bridge, from the side of the church, in Lothering.
    • El- Barlin, Dane's Retreat in Lothering. Lloyd's Tavern in Redcliffe.
    • Wilhelm's special beer- a barrel, distilleries in Wilhelm's cellar in the village of Honnlit (addition "Stone Captive").
    • blonde in the sun vintage- a chest, the first room from the entrance on the fourth floor of the Circle of Mages tower.
    • Backyard King's Pitcher
    • white cut- sarcophagus, lower level of the ruins, in the side room from the room with in East Brecilian.
    • Mead from a Hasindi bag- dusty scrolls, the second western rooms of the cultists in the ruined temple outside the village of Vault.
  • Gifts for Wynne:
    • Wine- an innkeeper from the tavern "Spoiled Princess" on the shores of Lake Calenhad.
    • The Quest for the True Prophet- Chest, Guardian rooms in the Diamond Halls of Orzammar.
    • Guerrins from Ferelden. Genealogy- bookshelf, in the first room from the entrance to the upper floor of Radcliffe Castle.
    • Dragonblood Secrets- bookshelves, the first western room at the entrance to the ruined temple outside the village of Sanctuary.
    • Exquisite Scroll- sarcophagus, the lower level of the ruins, where the spirit boy calls his mother.
    • Rose of Orlais- a pile of books, the second floor of the tower of the Circle of Mages.
    • Shabby notebook- finds a dog?
  • Gifts for Leliana:
    • Steel symbol of Andraste- chest, brother Genitivi's house in Denerim.
    • Nag- An idle dwarf from Dust Town in Orzammar after talking to Naga Beater Wrangler Bemor in the town's communal halls. During the first conversation with the beater, Leliana should be in the squad.
    • Grace of Andraste- West Brecilian, left path from the entrance to the location.
    • Bronze symbol of Andraste- locked box, left wing of Lothering's church.
    • Golden Symbol of Andraste— Legnar, Orzammar Commons.
    • Blue satin shoes, Silver Sword of Mercy- Old Tegrin, random meeting on the global map, location "Calm 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- Hand from Ortan teig.
  • Gifts for Morrigan:
    • Silver brooch- Varathorn, camp of the Dalish elves in the forest of Brecilian.
    • Golden rope necklace- Barlin. Dain's Refuge Tavern in Lothering. Bodan Feddic in the main camp.
    • Silver medallion- Dragon Treasure, the top level of the elven ruins in East Brecilian.
    • Medallion- a chest, a rural shop in the village of Vault.
    • Gold Demon Pendant- an unfortunate adventurer, the hall of trials in front of the urn with the ashes of Andraste.
    • golden mirror, golden amulet
    • silver chain- a dressing table, the second floor of the tower of the Circle of Magi.
    • Black Grimoire- a chest, the room of the First Enchanter Irving on the second floor of the tower of the Circle of Magi.
    • Grimoire Flemeth- a chest in Flemeth's hut, after learning the Black Grimoire and completing .
  • Gifts for Sheila (Shale):
    • Magnificent topaz- Farin, a pass in the Frost Mountains.
    • Magnificent Malachite- Quartermaster from the Circle of Magi at Calenhad Lake.
    • Magnificent sapphire— Legnar, Orzammar Commons.
    • Magnificent Ruby- an ogre leader at the exit from the teig of the Kadash house (addition "Stone Captive"), or Alarita's Shop in the Denerim elfinage.
    • Magnificent Emerald- Figor, Figor's Goods in Orzammar's Commons.
    • Magnificent Amethyst- Alimar, Alimar's Market in Orzammar's Dust Town.
    • Magnificent jade- Honnleet, Wilhelm's Cellar, dusty ghost.
    • Magnificent Diamond— Garin, Orzammar Commons.
    • Magnificent Pomegranate
  • Gifts for Mabari War Dog:
    • beef bone- a room with dragons on the fourth floor of the tower of the Circle of Mages.
    • ox bone- West Brecilian, in the rocks next to the ancient gravestone.
    • lamb bone- chest, dog enclosures on the lower floor of Radcliffe Castle.
    • Calf bone- chest, slums in the alienage, entrance from the backyard.
    • found pie- Outskirts of the Brecilian forest, give command to the dog to the left of Elora, near the gallic pens.
    • tangled ball of yarn- West 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 Denerim's Trade District.
    • Map of modern Ferelden- Alarith's shop in the alienage after the battle with the slave trader Caladrius.
    • Anderfels Map- The secret storage of the Gray Wardens 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 Gathering of Lands, if you show him the documents of the Gray Wardens found during the release of Queen Anora from the estate of Earl Denerim.
    • Map of Occupied Ferelden- chest, upper floor of Redcliffe Castle before entering Denerim on

1) There are three ways to get new gifts:

You can find them while exploring the world - be sure to check all chests and cabinets

You can buy them from merchants - some merchants sell more than one gift

You can steal them from certain civilians - pay attention to the people marked in yellow.

2) It is not recommended to sell any gifts you find because you will not be able to redeem them. It's the same with giving them to a random person. Remember that if you give a gift to the right person, you can get 5-15 approval points. If you are not sure who should receive the gift, save the game.

3) Try not to give more than 2-3 gifts in a row to the same person, because you will start to get less points for each additional gift. As a rule, the best option is to give one gift per person for each camp stay.

4) If most of your companions refuse to accept a certain gift, there is a chance that the item is a unique gift and you should "reserve it" for later or find a person who will be very happy to receive it. In most of these cases, finding a recipient will result in at least 10 points and possibly even opening a new topic of conversation.

5) Avoid giving gifts by staying in the open world. Instead, always head back to the camp, and once you're in the safe zone, start handing out gifts.

The first column in the table below shows the location of the gifts and you need to use below the table to find them. For example:

- M21, P1 means you have to open map 21 and find symbol P1

- M21, 1 means you must look at card 21 and find the merchant marked 1 (you must buy a gift instead of asking for it or stealing it)

- M21, 1 means you have to look at card 21, find the person marked 1 and either start a conversation or steal the gift using steal skills.

The second column displays the name of the gift.

The third column suggests who should receive the gift in order to receive the maximum points score. In some cases (general gifts) more than one person can choose any member of your team.

Important! You can increase your chances of unlocking generic gifts by visiting certain merchants multiple times. Wine is one of the few examples here. You can also get some rare gifts by sending your mabari hound to find items in the environment, and if you're lucky, the dog will bring you something valuable.

Location Gift To whom
present
M25, 2 (merchant) El Oghren
M27, 1 (merchant) El Oghren
M65, 2 (merchant) El Oghren
M29, P2 (table) Alistair's mother's amulet Alistair
M48, 2 (merchant) Backyard King's Pitcher Oghren
M65, 3 (merchant) Ancient Map of the Empire Loghain or Stan
M27, P1 (flower) Grace of Andraste Leliana
M42, P1 (flower) Grace of Andraste Leliana
M66, P1 (flower) Grace of Andraste Leliana
M60, P1 (chest) Antivan Leather Boots
M21, P1 (bag) beef bone mabari hound
M34, P3 (chest) beef bone mabari hound
M33, P1 (table) Black Grimoire Morrigan
M55, P1 (chest) Black rune. stone Alistair
M25, P2 (chest) Bronze symbol of Andraste Leliana
M33, P5 (corpses) Amulet of the Church Leliana
M61, P2 (scrolls) Mead from a Hasindi bag Oghren
M68, 1 (merchant) Map of modern Ferelden Loghain
M42, P3 (chest) Dalish Buckskin Gloves
Finds a dog A pair of dirty knickers (send your dog out on a search while in Lothering) Stan or Zevran
M61, P1 (bookshelf) Dragonblood Secrets Wynn
M65, P1 (armor rack) Duncan's Shield (to access the shield chamber, you must first complete the quest and obtain the key from a Gray Warden named Riordan) Alistair
M57, 1 (merchant) Etched silver symbol Leliana
M45, P1 (sarcophagus) Exquisite Scroll Wynn
M24, P1 (chest) Morrigan
Finds a dog Found Pie (Send your dog out to find it while in Lothering) mabari hound
Finds a dog Garbolg's Rural Reserve (send your dog on a search while staying in Lothering) Oghren
M48, 1 (merchant) Bracelet with gems anyone other than a dog
M48, 1 (merchant) golden amulet Morrigan
M63, P1 (corpse) Gold Demon Pendant Morrigan
M48, 2 (merchant) gold earrings anyone other than a dog
M48, 1 (merchant) golden mirror Morrigan
M25, 2 (merchant) Golden rope necklace Morrigan
M26, 1 (merchant) Golden rope necklace Morrigan
M25, P1 (chest) Golden Scythe of the Black Era Oghren
M48, 2 (merchant) Golden Symbol of Andraste Leliana
M65, 2 (steal from Sanga) headband anyone other than a dog
M29, P1 (chest) lamb bone mabari hound
M45, P2 (sarcophagus) white cut Oghren
M60, P1 (chest) Medallion Morrigan
M29, P4 (chest) Map of Occupied Ferelden Loghain
M65, P2 (cabinet) Anderfels Map (to access the shield chamber, you must first complete the quest and obtain the key from a Gray Warden named Riordan) Loghain
M73, P1 (treasure pile) Medium gold bar Zevran
M59, P1 (chest) Medium silver bar Zevran
M49, 2 (gnome) Naga (Important! Be sure to complete the quest. After that, you must find the missing nagas, talk to Leliana about these creatures, and then talk to the dwarf to get a gift for her.) Leliana
M43, P1 (bone pile) Onyx figurine of a demon Alistair
M42, P2 (cobblestone) ox bone mabari hound
M42, P2 (cobblestone) Painted celestial globe anyone other than a dog
Painting of a rebel queen Stan
M47, 1 (merchant) Portrait of a girl with geese Stan
Old Tegrin (random encounter) Satin shoes Leliana
M25, 2 (merchant) Shiny gold ring Alistair or Leliana
M25, 1 (merchant) silver bracelet anyone other than a dog
M41, 1 (merchant) Silver brooch Morrigan
M33, P4 (vanity) silver chain Morrigan
M48, 2 (merchant) Demon head silver ring anyone other than a dog
M29, P3 (chest) Silver frame still life Stan
M44, P1 (dragon) Silver medallion Morrigan
Old Tegrin (random encounter) Silver Sword of Mercy Leliana
M25, P3 (chest) Small carved figurine Alistair
M34, P4 (enchanted templar) Small gold ingot Zevran
M60, P2 (chest) Small silver bar Zevran
M28, P1 (chest) Steel Bracers Zevran
M65, P3 (chest) Steel symbol of Andraste Leliana
M27, P2 (chest) Stan's sword Stan
M29, P5 (chest) Stone figurine of a dragon Alistair
M62, P1 (Trash pile) Stone figurine of a warrior Alistair
M34, P2 (vanity) Sun blonde vint-1 Oghren
Finds a dog tangled ball of yarn mabari hound
Finds a dog Shabby notebook Wynn
M29, P6 (bookshelf) Gerrins of Ferelden Wynn
M33, P3 (book pile) Rose of Orlais Wynn
M53, P1 (chest) The Quest for the True Prophet Wynn
M64, 1 (steal from Hybren) Tiara anyone other than a dog
M56, P1 (chest) Totem Stan
M23, P1 (barrel) tribal necklace Morrigan
M68, P1 (chest) Calf bone mabari hound
M33, P2 (corpses) stained portrait Stan
M34, P1 (Possessed) White Runestone Alistair
M25, 1 (merchant) Wine Wynn
M32, 1 (merchant) Wine Wynn

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Companion Quests in Dragon Age: Origins

Companions will join you in different places and at different levels of the game. In order for a character to want to join you, as well as for you to have a good relationship, you need to choose the right tone in a conversation with him. I advise you to save before starting the conversation, otherwise you risk losing your companion if you choose the wrong answer. Also, with a successful conversation, the satellite receives a bonus to the characteristics.

Joins you first Alistair in Ostagar at the start of the game. He is happy to leave for the Gray Wardens, as he is bored with a quiet life, and is not at all happy with the prospect of joining the ranks of the Templars, and the latter also gives little pleasure.

A key character, you need to talk to him often, in the process of long conversations he will give a personal task: visiting his sister in Denerim. During the quest, you can and should tighten the character of the companion. After talking with Alistair's sister, Goldanna, choose the "Every man for himself" answer option and confirm your words during the conversation in the camp later. If, after the conversation, you console Alistair, this will not at all have a positive effect on his fate in the end.

Alistair is a human warrior, Templar specialization. It will make a good tank if you properly manage the pumping skills. To put on armor, pump strength. Upgrade your warrior skills and shield. You also need dexterity. Do not download templar skills.

The character may die or leave you during the Gathering of the Lands. If he falls in love, he gives the object of sighing a rose. This is only possible for a female character.

Special gifts. In Dragon Age: Origins, companions need to give gifts to improve your relationship with them. Each companion has his own preferences, for example, Alistair prefers figurines of magical creatures and runestones, and special gifts for him will be Alistair's Mother's Amulet, which can be found in Earl Eamon's office in Redcliff Castle, and Duncan's Shield, it will be possible to get it before With a meeting of the lands, release Howe the Gray Warden Riordan from prison, then talk to him in Eamon's mansion about the Wardens' warehouse. Riordan will give you the key to the cache, which has now appeared there. You will find the warehouse in the shopping district.

Your second companion, or rather companion, will be Morrigan, who will join you after the Battle of Ostagar. Also a key character, will stay with you until the end of the game. Human, werewolf mage, herbalist, can brew potions. It is useful to pump cold magic to her, the Cone of Ice spell affects all bosses. Morrigan is not a gift, the character is quarrelsome, does not like to do good deeds. You need to give her gifts to pacify her temper a little. She will give a personal quest when she receives a special gift: "Black Grimoire", you will find it during the passage of the Mage Tower in Irving's office.

If he falls in love, he gives a ring. Falls in love exclusively with male characters. Will be in an intimate relationship with the hero only until such time as this relationship reaches the "love" mark.

Gifts for her will be Jewelry, they can be bought from the dwarf in the camp. Special gifts will be the same Grimoire, "Grimoire Flemeth" and the "Golden Mirror", which is the merchant Givin in Orzammar. Morrigan will leave before the final battle if she refuses her offer made after the Gathering of the Lands.

The next companion in Dragon Age: Origins will be Dog. If you are a human noble, you just pick up the dog from the kitchen, the rest of you need to do the quest with the kennel in Ostagar. He prefers bones as gifts, although this is not necessary, he loves you so much, and bones can be presented to the most harmful of companions. If you talk to the dog and ask if he sees something interesting, there is a chance that he will bring something really valuable. From time to time send him in search, he can bring wine, give it to Ogren, give the pie and tattered trousers to whomever you want. If there was a conversation between Wynn and Sten about the Fereldan frost, then the skein of woolen thread brought by the dog will be useful to Wynn to knit something warm for Sten. There is a chance to find a unique item - boots from ancient elven armor. This part of the kit is no longer available.

If the dog marks the territory (I think you understand what I mean), then his fighting qualities in this area will increase.

Next satellite - Lillian. A human, a robber, needs a developed Cunning, since her specialty is lockpicking and carrying wallets. Bard. She will join you during the skirmish with Loghain's soldiers at Dane's Hideout in Lothering. You need to be as careful as possible with her, before talking with her, save yourself, because one wrong word will forever discourage her from talking and giving you any task. Talk to her more often, otherwise you may miss the moment of the desired conversation, which will lead to the same consequences.

To receive a personal task, you need to have an approval of at least +25. Ask her about the reasons for leaving the church, about the minstrels. She will talk about Marjoline, and when you move between locations with Liliana in a group, you will be attacked by robbers, in whom she recognizes those who came after her. Interrogate the robbers and deal with Marjoline. As a result, you will receive a bow that only Liliana can use. Talk to Liliana about the church, that being a Bard is not bad, that you need to be yourself and live the way you like. In the process, it turns out that she still wants to live a full life, and she was bored in church.

Liliana is gay, her last love was a woman, and if you get to know her better, you will find out that she does not have very good memories of relationships with men. But if your hero is a man, and you have enough patience and desire, then you can win her heart. Compliment her appearance and talk to her about what someone like her used to do in church. If you have patience and talk with her about such feminine things as hairstyles, shoes, etc., then in the future Liliana will tell interesting legends and sing songs. If your character is a woman, then Liliana herself will start a conversation about relationships. Start with a phrase about how glad to see you. Asking her about how often she enjoys women's company so much, she will answer with the phrase “And if I say what happens sometimes? What will you answer? If you want to have an affair with her, then you should giggle. If you already had an affair with her, which ended in a breakup, then after completing the personal quest, you can resume it. Liliana will turn out to be a faithful companion, and if she has an affair with the hero, then she will stay with you until the end. But this is only until the moment when the hero (heroine) enters into marriage, even if this happens solely for the sake of profit. She will leave immediately.

Gifts for her will be jewelry, blue shoes and the Silver Sword of Mercy, which can be bought from the dwarf, which is encountered when moving between locations, as well as Andraste's Symbols. Special gifts for Liliana: Grace of Andraste, these flowers can be found in the Bressilian Forest, in Redcliffe at the mill and in Elvenage. Hand Nag: If you don't have love or friendship, she won't ask for it. If asked, then when you are in Orzamar with Liliana in the group, take the task of capturing nagas from the drover, and then hire an Idle Dwarf in Dust Town to find a clean and well-fed wild naga.

If you did not speak with Liliana during the personal quest about the church and did not convince her not to fall into fanaticism, then she will become your enemy if you defile the remains of the Ashes of the Sacred Urn of Andraste with dragon blood. If they “sobered up” her, then even after that she will remain with the hero.

The next companion will be Sten. Specializes in two-handed weapons, the main parameter is strength. But do not pump everything into strength, pump also dexterity, otherwise there will be many misses on the target.

Dislikes magicians, will not approve of the desire to preserve the circle of Magicians. I do not advise taking him to clear the Tower of Mages. He will only be happy if all the magicians are destroyed, and will do everything possible for this, and getting rid of the magicians is unprofitable, they will play a very large role in the final battle and in many quests.

You will find the wall in a cage in Lothering. You can open it either with the help of a master key, or go with Liliana to the church, and after she vouches for you, the priestess will give the key. He will give a personal task if you have enough approval points. Talk to him about the past, about why he did not return with a report after he collected information for the Qunari. Or the reasons why he killed the peasants, then the sword. He lost his sword at the entrance to the Calenhad Lake location. Interrogate the marauder, drive to the Frost Mountains, and there you will find out the name of the buyer of the sword. It will be Dwin from Radcliffe. Go to him and demand the return of the sword. If Sten is with you, then Dvin will not say anything about compensation for damages, but if Sten is not there, then you will have to pay a tidy sum.

Doesn't start romantic relationships. If you earn respect, he will invite you to travel with him to the lands of the Qunari.

Pictures will be gifts for him.

Wynn.

Another mage companion in Dragon Age: Origins. Specialization - spiritual healer. Her goal is to heal the group, resurrect in battle, and buff the group.

A solid, non-conflict personality, which will support in difficult times, knits warm clothes for the Wall. She is a little biased towards elves, and this is most likely due to Zevran, who turned all conversations into attempts to cry on her chest, which could not leave Wynn indifferent. In this regard, she favors the hero by as much as +7 points when he seduces an elf in the Dalish camp.

She will join you during the cleansing of the Circle Tower, offer her help, and after completing the quest, offer her to go with you to fight the Blight. She will give a personal task if the approval is more than 25. There are many dialogues with Wynn, but to get the quest, you need to talk to her about her past, about whether she regrets anything. If you find out that her apprentice has disappeared, ask about him in the Dalish camp. You will find him in the cleared area of ​​the Bressilian forest, where the hermit's stump stands. Talk to him, get a reward and thanks to Wynn.

Books and scrolls will be gifts for her. A merchant in Lothering has a bottle of wine for Winn. All other alcoholic drinks are for Ogren.

You will lose Wynn if you decide to destroy all the mages during the quest in the Mage Tower. She will also not like it very much if you defile the remains of the Ashes of the Sacred Urn of Andraste with the blood of a dragon. There were cases when the hero quarreled with her, becoming a blood magician, but in my case everything was fine, she did not react to these spells in any way.

Zevran.

Specialist in poisoning, assassin, elf. Download him the skills of the killer and the skill of handling weapons in both hands. It takes skill and some strength. It is optimal to put it behind the back of the enemy, and do not forget about poisons. Paired with Morrigan works great. Doesn't like it when vows are broken. Tip: when you leave the ruins, in a conversation with Zathrian, promise him protection only if he does not attack first, if you promise it just like that, and then you talk to him about removing the curse, Zevran will not like it very much. Doesn't like it when elves are offended.

Strongly partial to females, everyone, including Wynn, was in the zone of his attention. His reasoning and advice regarding romantic relationship should not reach children's ears. Joins you after completing the first story quest. Your actions attract the attention of the authorities and when you move to another location, you will see a video in which Loghain hires a representative of the assassins guild. Now, during the next transitions from loca to loca, you can expect an ambush with traps and archers. After the destruction of the enemies, decide for yourself - you can kill Zevran, or you can take him into your service.

After receiving the quest to save Queen Anora, when moving to another location, you will meet a group of Ravens. You need to fight them, always in a group with Zevran. If your relationship with him is bad, then he will go over to their side, although at this point in the game, relations with great difficulty can remain bad, because even simple chatter improves his attitude towards you. After the Ravens are beaten, Zevran says he could leave, but you don't see much of an urge to do so. At the camp, he will thank you for getting rid of the Ravens. If you are having an affair, then his attitude towards you will rise to "love", and he will give you an earring. If there was no romance, now it will be possible to start it.

Zevran prefers women, but does not disdain connections with men due to his former profession. But still, without hints from the main character - the man, he will not take the initiative. After completing the personal quest, when you rid him of the Ravens, he will change a lot, stop pestering women.

If the hero or heroine becomes king (queen), then Zevran stays with the hero. If you have an affair, and the hero dies, then Zevran goes to the Ravens, destroys everything and everyone there, becomes the head of the organization and is sad for the rest of his life, he does not start new novels.

Bars of precious metals will be gifts for him. Special Gifts: Dalish Deerskin Gloves, found in Bressilian Forest, Trap Camp, Antivan Leather Boots, they are in a chest in the Sanctuary. Don't let his attitude towards you sink to the bottom. In this case, he will either turn against you in the battle against the Ravens, or simply want to leave.

Another satellite - Oghren.

Dwarf warrior, wears a two-handed weapon. Unlike Stan, he has a bonus not to strength, but to physique, and in other respects, swing it the same way as Wall. It is worth listening to dialogues with Ogren during the mandatory chatter in some areas.

Will join you when you go looking for the Perfect One in Orzamar when you meet at the exit to the Deep Roads.

To receive a personal quest, you need to talk to him about a woman named Felsy. Talk to her at the tavern at the Calenhad Lake Wharf. Now go to her with Orgen. You can help him establish a relationship with her, prompt him with the necessary phrases during a conversation.

He likes to drink, as a gift, respectively, he will be delighted with a drink. Watch his attitude towards you, in case of a fall in approval, he will leave. In this case, you can persuade him to stay, challenge him to a fight, at the end, either kill him, or force him to stay, or drive him away.

Sheila, a companion from the additional content Dragon Age: Origins.

Joins after completing the quest Stone Prisoner. For a personal quest, talk to her about Karidina after completing the quest in Orzamar. Now go with her to the Deep Roads, a new loca has opened there, clear it and talk to Sheila again.

Gifts for her are precious stones.

Will also leave the party if approval drops too low. In addition, if the character decides to keep the Anvil of the Void, the golem will also leave the party, regardless of whether he is in the group at the moment or remains in the camp.

Loghain.

If you do not kill him after the "Gathering of the Lands", then you can force him to become a Gray Warden. True, Alistair will not like this very much, so he will leave. If you toughened him up, as advised above, he will marry Anora, remove himself from the board, but leave the party anyway. If not toughened, then just get drunk. Gifts for Loghain will be maps and historical documents.

Interesting Facts

Celebrated throughout Ferelden, Satinalia is always accompanied by wild festivities and unbridled fun. On this joyful day, it is customary to give gifts to friends and relatives, as well as play them, while trying not to become a victim of a clever prank. So that your faithful allies and companions do not remain offended and do not get bored, you can gift them or play a trick on them with the help of items from the Holiday Gift Set and the Holiday Surprise Pack. holiday gifts and surprises provide the player with the opportunity to explore the depth of the system of relationships with companions in: The Beginning, causing them to hate or adore. Holiday gifts and surprises packs can be purchased individually or in a combo pack that includes both gifts and surprises for raffles.Add. Information: Holiday gifts and surprises can only be used in original Dragon game Age: Beginning, and available to the following characters:
* Alistair
* Leliana
* Morrigan
* Sheila
* Winn
* Mabari
* Loghain
* Oghren
* Stan
* Zevran

Present. When you give a gift, it gives +50 turnip and the gift becomes usable from inventory.
Alistair - Gray Guardian puppet (Alastair can play with this doll and toy horse).
Wynn - Amulet of Memories (Wynn can summon memories).
Morrigan - Alistair Doll (Morrie can have fun inflicting insults on Alistair's doll. Voodoo People! Alistair gets a temporary penalty to agility)
Sheila - Pet Rock (Sheila can show us the simple joys of having a pet rock. We also give it a name)
Oghren - Chinflask (Oghren can unleash his love of drinking. Strength bonus)
Lelilan - Thick lute (Leliana can play on this lute)
Dog - Stick (throw this stick and the dog will bring it back)
Sten - Qunari Prayers for the Dead (Sten can recite a traditional Qunari prayer)
Zevran - Rare Antivan Brandy (Zevran can become more courteous if he drinks brandy and gains a bonus to agility)
Loghain - Shield of King Merik (Did not take Loghain)
Stupid gifts are a piece of coal -5 to turnips and a rotten onion -10 to turnips. 50 pieces each.
Practical jokes. Give -50:
Alistair - Complete Genealogy of the Kings of Ferelden (gift will disappear)
Wynn - Cat Lady's Stick (remains in inventory and can summon a cat)
Morrigan - Song of Light - Full Version (Gift will disappear)
Sheila - Indestructible dove (sits on Sheila's shoulder instead of a crystal. Plus Sheila is being chased by crows!)
Oghren - Fragrant Soap
Lelilan - Disgusting boots (we get boots in inventory)
Dog - Protective cone (a cone around the head. Instead of a collar)
Stan - Butterfly Sword (we get a sword with the power of a rainbow! It also attracts moths. Not only Stan can wear it).
Zevran - Chastity Belt
Loghain - Orlesian mask (Loghain did not take)
Apology gifts are sugar cake +5 and thoughtful gift +10. 50 pieces each.