Where to find liliana. Through the fire of war. Personal Quest - Regret Wynn

Leliana

Leliana- Orlesian bard who accompanies the Gray Guard during the game Dragon age: Origins. She came to the village of Lothering, in search of refuge at the local church, where she subsequently spends all the time meditating and offering prayers to the Creator, asking Him for forgiveness for her past sins. She is a possible companion and romantic interest for heroes of both sexes. She can also teach bard specialization. In the Song of Leliana DLC, she is the main protagonist, the DLC reveals many details of her past.

Background

Leliana was born in Orlais, but her mother is from Ferelden, and therefore she considers herself Ferelden. After the death of her mother, she grew up under the supervision of Lady Cecile, an Orlesian noblewoman. Leliana's mother served Lady Cecile during the Orlesian occupation and followed her to Orlais after the liberation of Ferelden. While living in Orlais, Leliana learned a lot about Orlais's royal practices and culture. After a while, she became a bard, working for Marjoline. Leliana fell in love with her; however, Marjoline, taking advantage of the girl's feelings and devotion, falsely accused Leliana of espionage, for which she herself was guilty. Seduced, captured and beaten, Leliana was thrown into prison, but soon escaped. After discovering the betrayal of Marjoline, she flees from Orlais, where everyone considers her a traitor. Once in Ferelden, Leliana reached Lothering and became a novice of the church.

Dragon age: origins

Leliana believes that a vision was sent to her by the Creator, which caused her to accompany the Guardian in an attempt to prevent Mora from approaching. Leliana first meets at Dane's Hideout, a tavern in Lothering. When the Guardian is attacked by Loghain's soldiers, Leliana helps the Guardian in a fight. When the fight ends, she says that she wants to join the group due to her vision. Despite the claims of the Church that the Creator does not contact people directly, Leliana is firm in her faith. This is the reason Alistair thinks she is crazy. If you first refuse Leliana, then you can ask other people in Lothering about her. She will be waiting at the exit of Lothering and will want to join the group again. At this point, Alistair will offer to agree with her. If you do not agree to accept it, then the guard will not see it again. It is confirmed, however, that she survives the Blight regardless of the Guardian's actions. Urn of Holy Ashes During the Urn of Sacred Ashes quest, the Ashes Guard speaks to each of the party members about their past. When the Guardian speaks to Leliana, he claims that the Creator spoke only to Andraste, and accuses her of inventing the vision out of fear that life will become boring after joining the Church. That because of this, she came up with a story of a vision from the Creator, reveling in the positive and negative attention to her. Offended by such an accusation, Leliana will deny creating a false vision. In fact, if you play in the addition to "Song of Leliana", where many details of her spy past are revealed to us, it becomes clear that some things she does not say on purpose. For some reason, the spirit also decided not to betray that the voice was in fact. Not Andraste, but the ministers of the church. Due to her piety, Leliana will not stand idly if the Gray Warden decides to desecrate Andraste's ashes. While in a group, she will attack and have to be killed. If, during the passage of her personal quest, Lelian managed to tighten up, then it will be possible to intimidate her; she will say that she will not forgive the Guardian for desecrating the ashes, but will not be able to go against him and will remain a companion. If she is not in the group, she will begin to blame the Guardian in the camp. If she is not convinced, she will leave the Guardian forever. Marjoline In the end, when Leliana reveals enough of her past to the Guardian, Marjoline sends her hitmen after her. The assassins reveal that Marjoline is in Denerim. Leliana asks the Guardian to go with her to meet with Marjoline and resolve the situation. During the quest, Leliana can be "toughened up" by choosing the correct lines. If this is done, then she will be calmer about the evil actions of the Guardian, change her attitude towards Morrigan and open possible alternative endings for her.

Dragon Age: Origins - Awakening

Leliana does not appear in Dragon Age - Awakening and is only mentioned once. If she had a crush on the Guardian at the end of Dragon Age: Origins, there may be a mention of her in the epilogue: "Some say that the Commander reunited with the red-haired bard known as Leliana, and they traveled together. The couple were seen together in Denerim a year after Blight's end. It is unknown if this is true, but the Commander never returned to the Tower of Vigil. " Also in the game there is a love letter from her to the Guardian.

Dragon age ii

Leliana survives the events of Dragon Age: Origins, even if she is killed by the Guardian. The developers confirm this. She also says that she accompanied the Guardian regardless of whether she joined the group or not. The codex entry, however, is generally at odds with this, but it leaves room for the imagination. Whether this is intentional, oversight, or a bug remains unknown. (This could be an attempt to explain her appearance in Dragon Age II if she was killed during the Urn of the Holy Ashes quest). She appears in The Exiled Prince DLC during Sebastian Vera's quest in Act 3. This happens before she enters the Seekers; as her Lady of the Church Eltina describes, she plays the role of the "left hand" of High Priestess Justinia V, (whom, as we know, she also knew as a respected Mother during the events of Leliana's Song DLC, right hand later Cassandra was proclaimed). The High Priestess ordered Leliana, who works under the pseudonym "Sister Nightingale," to investigate the situation in Kirkwall. Hawk can ask Leliana if she is the Leliana who helped the Guardian stop the Pestilence; Leliana will confirm Hawke's guess. If you imported a save game from Dragon Age: Origins where the Gray Warden was in an affair with Leliana, she will say that the Warden was "dear to her heart"; if not, that she has not seen the Guardian in years, or if the Guardian became the consort of Anora or Alistair, that they are "a good king / queen." If in Origins Leliana happened to meet Isabella and spend the night at The Pearl, they will remember this and there will be a rather funny dialogue. Leliana asks Hawke and Sebastian to persuade Eltina to flee Kirkwall and seek refuge in the Great Cathedral in Val Royeaux, but Eltina will refuse. Also, Leliana can be found during the quests of the Assassin's Brand DLC. Leliana will be the guest of honor of Montfort at Castle En. You can talk to her for a short time, and it turns out that she and Tallis have known each other for a long time. For some reason, Tallis and Leliana will not go into the details of their relationship and will try to end the conversation as soon as possible. Leliana appears in the Dragon Age II finale. She joined Cassandra and hunts down the Guardians to get the help of her old ally in preventing a war between mages and templars over the events in Kirkwall and Orlais. Although Leliana has a preference for bows in Origins, she fights with two daggers in Dragon Age II, just like in Leliana's Song DLC.

Dragon Age: Sundering

After the completion of Mora, Leliana returned to Orlais and became High Priestess Justinia's personal bodyguard and spy. At one of the balls in Val Royeaux, Leliana meets the knight-captain Evangeline. Around the same time, Leliana arranges a personal meeting with Priestess for Wynn. After the massacre in the White Spire, Leliana helps Wynn and Evangeline rescue the captured mages. She is noticed by the Templars, and this gives the Seeker Lord another reason to accuse Priestess of treason. After escaping, she, along with Rhys, arrives at Andorhal's Reach, where, at her request, Wynne was buried under a large and ancient tree. Leliana stays with the mages.

novel

Leliana is a possible romantic interest for both the Male Sentinel and the Female Sentinel. The Guardian's first chance to kiss her is when her approval reaches "Adoration" (71 or higher) and she starts a camp conversation starting with "I like a night at camp." The night always looks more peaceful, I think. Safer. " However, she will not be interested in the tent and will only sleep with the Guardian if she is in love with him / her. She will not fall in love with the Guardian until her personal quest is completed and her approval reaches 91 or higher. To raise her approval, talk a lot, listen to what she tells you, support, avoid criticism when she talks about the Creator, give meaningful gifts, do good deeds while she is in the group, and avoid doing evil (or at least not take her to the group when doing them). Note: Sometimes, regardless of the relationship with Leliana, if her approval is strong enough, the romance will begin unnoticed by the Guardian. This causes current love interests to inquire about the Warden's relationship to Leliana and vice versa.

Leliana's past

If you have already spoken to Leliana about her past, you know that she was a bard in Orlais and that her mother is from Ferelden. You must leave the camp and return to it again for Leliana to tell you about Marjolene, her ex-girlfriend and mentor. Passage After this conversation, when you travel around the world map with Leliana in a group, a squad of robbers will attack you. This will be a very narrow passage and the group of attackers will include an elite archer and a mage (normal), so be careful. After you have dealt with the attackers and almost finished off the leader, Leliana will ask you not to kill him in order to interrogate him. From him, you learn that the robbers were hired specifically to kill Leliana, and you will receive the address where you can find the one who ordered the murder. After that, you can kill the mercenary or let him go to all four sides - that's up to you. Leliana will suggest that Marjoline is behind all this and will offer to track her down in Denerim. If you agree, you will earn Leliana's approval. In Denerim, the desired house will be marked on the map. It's in the Shopping District. You will have to fight two guards when you enter it, but they are unlikely to present a problem for you. After the battle, go into the room - and you will be met by Marjoline. The conversation with Marjoline can end peacefully or not, depending on your desire. If you tell Leliana “you do understand that she will haunt you while she is alive,” you will have to fight her. Marjolene will summon two magicians and two warriors to help her, but if you quickly retreat to the door to the street, she will follow you, and the rest can be left behind. Mages stay in their rooms almost always, while warriors can stay or follow Marjolene. Be careful - there is a trap in front of both rooms with magicians. When you kill everyone (or let Marjolaine go in peace), Leliana will declare that she needs to think about it and that she will talk to you later. Do not forget to look at the chest in one of the rooms - there is one of the best bows in the game, which can only be used by Leliana. You will receive the bow regardless of whether Marjolaine is still alive or not. Talk to Leliana at the camp. In this conversation, you will have a chance to "harden" her character. This will not make much of an impact on the game - except that in the "Pearl" in Denerim you will have a chance to persuade her into a "triangle" with you and Isabella, and in very rare cases - on a "quadrangle" with you, Isabella and Zevran. It may also have a slight effect on her ending. If you decide to harden her character, then when she tells you about her doubts, insist that when she enjoys killing opponents, this is part of her character and should not be fought with.

Present

AMulet Church - Circle Tower

Bronze symbol of Andraste - Lothering Gold

symbol of Andraste - Orzammar

Grace of Andraste - Redcliffe, West Brecilian, Elphinage

Adorable Naga - Dusty City

Silver Sword of Mercy - Old Tegrin

Blue Satin Shoes - Old Tegrin

Steel Symbol of Andraste - Denerim Shopping District

Etched Silver Symbol - Teig Ortan

Initial statistics

Dragon age: origins

Increase in characteristics per level:

Strength - 0.6

Agility - 1.2

Willpower - 0.4

Magic - 0

Cunning - 1.2

Constitution - 0.6

Class: Rogue

Specialization: Bard

Feats: Expert Thief, Craft Poison, Expert Combat Training

Abilities: Bard: Song of Valor

Rogue: Dirty Wrestling, Low Hit, Skillful Hands, Improved Tools

Archery: Pinning Shot, Crippling Shot, Shattering Shot, Rapid Fire

Dragon Age: Origins - Leliana's Song

Leliana in Battle Class:

Rogue Level: 10

Specialization: Bard

Specifications:

Dexterity: 26

Willpower: 18

Cunning: 18

Constitution: 10

Skills (no points to allocate): Expert Thief, Poison Making, Expert Combat Training

Abilities (2 points to allocate):

Bard: Song of Valor

Rogue: Dirty Wrestling, Combat Movement, Mercy Strike, Low Hit, Skillful Hands, Improved Tools

Weapon in each hand: Weapon wielding in each hand

Archery: Pinning Shot, Crippling Shot

Dragon Age: Origins gear

Church robe

Enchanted dagger

Leather boots

Seeker's Circle

Marjoline bow

Dragon Age: Origins - Leliana "s Song

First and Second Royeaux

Orlesian knife

Sheepskin gloves

Studded Leather Armor

Aristocrat's shoes

Bow Mont de Glace

Quotes

(Upon first meeting) "What you are doing, what you are assigned to do ... the Creator is behind it all. Let me help you."

"As if the Creator stretched out His hand and said:" Even in darkness there is a place for both hope and beauty. Don't lose faith. "

"In the monastery, far from the noise and excitement of the cities, I found peace. And in this silence I could hear the Creator."

"Looks like I got too loose. It doesn't matter who I once was. It's in the past now."

(Leliana "s Song: Jewelry Theft)" Jewelry? This Sir Wally has clearly never been to Orlais. "

(Leliana "s Song: Placing Stolen Valuables on a Guard)" And a thief, too. This guy fell very low. "

(Leliana "s Song: Taking Jovi's Corpse)" Huh. How they get fat on this terrible food! "

If the Guardian asks what someone like Leliana did in the monastery, then he says:

"Such a beautiful woman like you":

Leliana: Do you think there are few beautiful, attractive women in monasteries? You are very wrong.

Guardian: I do not believe that everyone is as beautiful as you.

Leliana: Flatterer. However, I did not take vows and therefore do not seem so mysterious, right?

In a conversation with Leliana about minstrels:

Sentinel: The minstrels are said to be spies.

Leliana: Where does such knowledge come from? Sentinel: Someone told - a long time ago.

Leliana: Do you believe everything you hear? (laughs)

Interesting Facts

In the Bioware file about her, she is described as: "Red-haired, pale, slender."

Leliana's model from the "Sacred Ashes" trailer is based on the model of Alexandra "Alleykatze" Stein

When asked to compare companions to food, Bioware employee Mary Kirby described Leliana as "Sticky cinnamon roll. No questions asked."

Cheryl Chi described her as "macaroni; very French and very feminine." When discussing Orlais fashion with Leliana, she will mention that before she left, shoes with "brick soles" were fashionable. Obviously, this is a nod to platform shoes that were just as popular a few years ago and just as impractical.

Leliana is one of three companions who appears in the Sacred Ashes trailer.

If Leliana's approval is high enough, then it is possible that she will purr a little melody when the player controls her.

If you give Leliana a naga, she will call it Schmoples.

There are two NPCs in the Shadow who look like Leliana

In the Leliana's Song DLC, Leliana's hair is pulled back into a bun when in Dragon Age: Origins it is loose and two strands of hair are braided. This is due to the fact that when

In the DLC Leliana's Song, Leliana meets with the Keeper of the Church, she says: "You know, you would go with braids."

If you talk to Bethany at the church in Dragon Age II, she will say, "I miss the Lothering Church. Sister Leliana told the best stories."

If you talk to Aveline at the church in Dragon Age II, she will say that she feels uncomfortable among the novices because of the "red-haired deception in Lothering."


We present to your attention the second part Dragon Age: Origins walkthroughs (Dragon Age Beginning).

Companions



As you progress through the game with you, there will almost always be partners in the group. Each of them has its own background, each of them can be talked to, each has its own opinion. You need to maintain good relations with them, otherwise they will not hesitate to get out of your group, or even take over in the group. The higher your partners' attitude towards you, the more all kinds of bonuses they receive - as if to strength, spells, etc., depending on the character.

Approval ranges from -100 to +100, peaking at +74, except for friendship or romance. Friendship is possible after completing a personal quest.

To increase approval, you can choose the right words in a conversation with partners, act in tasks so that the character likes it, and also give gifts. Each partner has their own preferences for gifts, and if suddenly someone does not accept a gift, then this gift is very important for another character. Here a brief description of of each character that will help you in your relationship with your partners:

Alistair

Where joins: At the very beginning of the game in Ostagar.
Exercise: Tied to his sister Goldanna in Denerim. To start the quest, it is enough to talk to him every time he has something to say.
Romantic relationship: Only with a female character. Ask to tell about the past as a Templar. Tell him how attractive he is. Etc. - the relationship starts without any difficulties.
Present: Runestones and figurines of magical creatures. Special gifts:
"Amulet of Alistair's mother" (Redcliffe Castle, Earl Eamon's office).
"Duncan's Shield" (you need to free the messenger of the Gray Guardians Riordian from Hou's prison, then talk to him in Eamon's mansion, after which he will give the key to the Guardians' cache. The cache is located in the Trade Quarter in the Warehouse.) (You can find it only after the start of the "Meeting. Lands ")
A crisis: Can leave the party at the end of the Land Gathering.

Morrigan

Where joins: After the Battle of Ostagar.
Exercise: Find the "Black Grimoire" in the Mages Tower (in Irving's office) and give it to her. The next time you talk to her, you will receive a difficult task.
Romantic relationship: Only with a male character. After completing her task with the proper level of approval, talk to her.
Present: Jewelry. Special gifts:
- "Black Grimoire" (personal quest)
- "Grimoire Flemet" (personal quest)
- "Golden Mirror" (Orzammar, at the merchant Givin)
A crisis: Incorrect remarks and actions will cause a rapid decline in approval.

Dog

Where joins: After completing the additional quests of the Noble Man or in Ostagar at the hunter
Present: In general, the dog always has a good attitude towards you, but you can donate bones. Although you can not give, but give a bone, for example, Morrigan.

Lillian

Where joins: In Lothering at Dane's Hideout after an encounter with Loghain's soldiers.
Personal assignment: To start the quest, you need to ask Leliana about the reasons for her coming to church, about the minstrels and have at least +25 approval.
Romantic relationship: Husband / Wives Talk about the Church, express admiration for the beauty. A minimum of +50 approval is required to start a gay romance.
Present: Symbols of Andraste, Special Gifts:
Grace of Andraste "(flowers grow in Redcliffe near the mill, in the Bressilian forest and in Elvenage) Hand Nag (Orzamar Persuade the Idle Dwarf in the Dusty City to find him)
A crisis: Will turn against the main character if he desecrates the remains of the Ashes of the Sacred Urn of Andraste with the blood of a dragon.

Sten

Where joins: Free the Wall from the cage in Lothering.
Personal assignment: With good approval, it is required to talk to him about his past and his sword. Dwarf Dvin's sword in Redcliffe.
Present: Paintings
A crisis: After the quest "Urn of the Sacred Ashes", Sten can take over the leadership of the party.

Zevran

Where joins: Meet him as he travels across the global map.
Romantic relationship: Husband / Wife A little flirting quickly leads to the development of a romantic relationship.
Present: Bars precious metals... Special gifts:
- "Dalish Deer Skin Gloves" (Bressilian Forest)
- "Antivan Leather Boots" (Hideout, Abandoned Hut, in a chest)
A crisis: Zevran can be lost if:
- killed in the first meeting;
- approval will drop to a crisis value. In this case, it will be possible to persuade to stay, challenge and kill or release.

Wynn

Where joins: Wynn will join the party locked in the Circle Tower.
Personal assignment: To start the quest, talk to Wynn about her past and have an approval greater than +25. Then, in one of the random encounters, notice her strange behavior and talk to her about it later.
Present: books and scrolls
A crisis: agree to destroy all mages during the passage of the Circle of Mages.
gain the Blood Mage specialization (or reveal yourself as one)
Desecrate the remains of the Ashes of Andraste's Sacred Urn with the Dragon's Blood.

Ogren

Where joins: In Orzamar, when you meet at the exit to the Deep Paths (when you go to look for the Perfect One)
Personal assignment: To start the quest, you need to talk about a woman named Felsi (you should look for her in a tavern on the Calenhad Lake Pier).
Present: All kinds of booze
A crisis: As a result of a severe drop in approval. You can persuade him to stay or start a fight with him, at the end of which you can kill, make him stay, or drive him away.

Sheila (additional content)

Where joins: After completing the downloadable quest The Stone Prisoner.
Personal assignment: You need to talk to Sheila about Karidin after completing the quest in Orzamar. We'll have to return to the Deep Paths.
Present: gems
A crisis: The golem will leave the party if approval reaches crisis values ​​or if the character makes the wrong choice at the end of the "Anvil of the Void" quest (regardless of whether the golem is in the party or remains in the camp at the time of the quest selection).

Tenth partner (do not reveal the hidden text if you have not completed the Meeting of the Lands):

Loghain

Where joins: Defeat him after Gathering Lands, then force him to become Gray Guardian.
Present: maps and historical documents.

Now let's get back to the main walkthrough of Dragon Age: Origins.

Brecilian forest



At the very entrance to the Dalish Camp, a detachment will be waiting for you. After talking, explaining the situation - you are taken to the keeper, we talk with the keeper Zatrian and we get the task - to kill Mad Fang and bring his heart.

walkthrough dragon age start

After the conversation, you are free to immediately go to the forest, or talk to the elves around. You can buy the necessary supplies from Varathorn and get a quest to find the iron bark. You can take a task from Atras to find his wife Dannielle (Quest - In the power of the curse). An elf named Kammen can be helped with a girl. Elora can be helped with Galle, with the proper level of survival (for any of the group), pacify her, or simply kill her or say that nothing will help Galle - in any case, you will be grateful. Once prepared, you can go to West Brecilian. In the forest you will meet bears and werewolves. Talk to a werewolf named Runner on the way. With the proper level of persuasion, you can persuade the werewolf not to attack you, otherwise you will have to fight.


Then you can talk to the Great Oak (we make our way to it through the wild Sylvanas trees that have come to life). The oak will give the task to find the stolen acorn. Be careful - there is a strange camp not far from the oak tree (across the bridge - next to the river), an unpleasant surprise will await you if you decide to stay with it.


The next zone is East Brecilian. Talk to Dannella. What to do with it is your right. Next, we find the Hermit. You can kill him, exchange an acorn from him, agree to kill the Great Oak, so that the hermit will help with the passage through the Forest Barrier. Well, or having exchanged an acorn, return to the Great Oak and again the path through the barrier is open. We pass through the barrier, again a scuffle with the werewolf Runner. We go to the Elven Ruins.

We make our way through werewolves and spiders, along the way we will also come across a rather dangerous dragon. After you kill the dragon, go to the lower level of the ruins. At the very entrance you are greeted by a large group of spiders.

We slowly move through the rooms with skeletons. On the way, you can get the specialization of the warrior mage (read the first playthrough). We get to the southeast of the map, making our way through the skeletons. Careful, there are several traps along the way. In the end, we get to a small well, with the help of which we get into the Lair of the werewolves.

passing dragon games age origins

In the Lair of the werewolves, you are again met by the Runner with the company. After talking with them, you can kill them, or peacefully go with them to the Mistress of the Forest. When you meet the mistress of the forest, you learn a lot of interesting things about the origins of werewolves, about Zatrian and everything that happened in the forest. You will have to choose - kill her, cut out all the elves in the village, or help her by talking to Zatrian. In the first case, you will have to fight with all the werewolves and the mistress herself. In the second, if you persuade the Mistress of the Forest, then together with the werewolves you will attack the village. In this case, in the last battle, not elves, but werewolves will fight for you. In the third and most peaceful case, you agree to bring Zatrian to lift the curse from the werewolves. You go through the passage open for you and go forward until you meet the guardian Zatrian - it turns out that he was following you. Talk to the keeper and convince him to go with you to the Mistress of the Forest. Although he is categorically against helping the werewolves, he agrees to go to the spirit of the forest. In the end, after meeting Zatrian and the Mistress of the Forest, you will again have a choice for which of them to stand up. Who dies and who will be saved at the end of this story is up to you.


With Zatrian alive or dead, with people saved from the curse or not, with good news for Atras or bad news - you return to the elf camp and talk to the guardian (new if Zatrian is dead). After the conversation, do not forget to finish the started quests. And, if the hero is pumped enough, you can check the crypts in the forest - although the dead who guard the graves are very strong, everyone will have some item from the Juggernaut armor, one of the most powerful armor in the game.

After that, it's safe to say that you are ready to go somewhere else. For example, in Orzamar.

Orzamar



The path to Orzamar lies through the Frosty Mountains. At the very entrance to the city of dwarfs, you will see the envoy of Loghain, trying to get into the city. You can intimidate him or just kill him. After that, we talk with the gnome-guard and you are allowed to enter Orzamar. We pass through the Hall of Heroes, examining everything that gets in the way - we enter the Community Halls of Orzamar.

full walkthrough dragon age

There is confusion in Orzamar - the king of the dwarfs has died, and a new one has not yet been elected. As a gray guardian, we are free to choose who we stand up for - Prince Belen or Lord Harrowmont. Depending on the choice, you will have to complete different tasks. Although, in other ways, you can still change your mind while completing the assignment - the main thing is not to spoil your relationship with one of the candidates too much. Although it is not worth delaying the choice for a long time.
First you need to talk to one of the representatives of the parties. Belen's representative is Wartag Gavorn and can be found in the Council Chamber in the Diamond Quarter. Harrowmont's representative is Doolin (Not Ivan!). You can find Doolin either in the Harrowmont mansion or in the tavern "At the taverns".


Having chosen Belen, we talk with Vartog Gavorn. In order for the representative to allow you to see the prince, you will need to complete a couple of tasks for him. It is necessary to show the papers to Lord Helmi and Lady Day. After talking with Vartog, you can go to the Keepers and show these papers to the Chronicler, which will make you doubt the correctness of your choice. And you can immediately complete the task without any questions. You can talk to Lord Helmi in the tavern "At the taverns". We talk with Lady Day in the Diamond Quarter. She will send you to her father at the Teig of House Edukan. Go to Teig, fight your way through the enemies and look for Lord Deis there with a group of dwarfs. Help him fend off two attacks of the Deep Hunters, after which we show the paper to the lord. After returning to the Council Hall, talk to Vartog and get the opportunity to talk to Belen.


If you decide to side with Harrowmont, we are looking for Doolin Forinder. Also, to talk to the Lord, you will have to complete the task. Namely - to fight on the side of Harrowmont in the Arena of Trials instead of the warriors who refused to participate at the last moment. You can talk to them in the waiting rooms.

After completing what they ask, you can use them as assistants in battle, although for this it is better to take your own partners.


We go to the Steward and accept the battle. There will be five contractions in total - you can take a break between contractions. In principle, nothing complicated. The last four-by-four fight is pretty tough, but definitely easier than some boss fight. After the victory, we talk with Doolin again and go to meet with Harrowmont.

Harrowmont or Belén - you are sent to find and deal with the queen of the underworld Orzamar Jarvia and her charter. To do this, we go to the Dusty City, and talk to the dwarf Nadezhda, who is sitting by the fire. Give her some coins and she will tell you the information you need. We go to Poor Shack, there we talk with the people of Jarvia. We kill them or we chat. We get the key from the knuckle. We leave the shack, go to the suspicious door, insert the key into the hole. Once inside, several gnomes will stand in the way, and require a password. Since you don't have a password, you have to fight. We make our way through the tunnels, fight with Jarvia's henchmen. In prison, we free the old friend for the gnome character and continue on our way. Eventually, you will reach Jarvia. Be careful - the whole room will be filled with traps, and Jarvia will periodically disappear and send new squads of assassins. After killing Jarvia and taking the key from her, do not rush to leave.


There are a lot of useful things in the tunnels, for example, the Jammer's Cache, which can be opened both with the help of a key, as well as with the help of the fact that you take the cheapest things in three chests - Jammer, Kanka and Pikke. Then go out through the secret passage in the store, the seller will be dumbfounded. Go to Belén or Harrowmont again and get a new, last main task in Orzamar and the most difficult one. Find the perfect one in the Deep Paths, whose voice matters more than the entire council.

Before going to the Deep Paths, it is better to collect as many tasks as possible in Orzamar and complete those that can be completed in the city itself. You can help the dwarf Dagna in her admission to the circle of magicians by talking to the main magician Irving, or by talking to her father, persuade her to stay.
Look for nagas for Bemor. They can be found in a wide variety of locations in Orzamar, and Bemor will pay handsomely for each naga. You can also persuade the Idle Dwarf to find a naga in the Dusty City, which can then be presented to Leliana. She will be very happy.

Speak with Zerlinda in Dust City. Most The best way help her - talk to her father in the tavern "At the taverns" and he will allow her to return home.

After talking with Brother Berkel, persuade the Chronicler in the Keepers to allow him to create a church in Orzamar. Help Field in the search for her son Ruka (he is located in the Teig location of House Ortan).

In the hall of the keepers, talk to Orta, who asks to find the lost records of Teig Ortan, you will find there.
Find the thief who stole the tome from the Guardians. To do this, first talk to the Phantom Corbit in Dust City, kill him and take the Test Receipt. Go to the Trials Arena and talk to Craftsman Greydin.
You can also earn extra money and experience in the Arena.

Having prepared, we go to the Deep Trails. The gnome Ogren will join you near the entrance.


It makes no sense to explain how to go through the locations of the Deep Trails, look at the map if you suddenly get lost, and do not forget to highlight (the Tab button) the territory in search of interesting things. Battles with monsters are of varying difficulty. You will also come across units of the creatures of darkness, Bronto, and Ogres, spiders and many other creatures will come across. On the way, you will come across body parts of some monster - they will give the task To Pieces. To resurrect this creature, go to the Teig of House Ortan, there you will find an altar. The resurrected creature from the Shadow will give you a reward in exchange for its freedom, or you will have to fight with it. In Teiga Ortan, there will also be a battle with the Desecrated Spider Queen boss, and Branca's diary is nearby.

We leave for the Dead Moats. There we help the gnome legionnaires to fight off the attacking waves of the creatures of darkness. Do not rush to go forward on the bridge, it is better to wait until they attack themselves, the gnomes will help in defense. After there are no more attackers left, talk to Cardol. If the level of persuasion is sufficiently pumped, then you can persuade him to join you. We go across the bridge and further. On the way, you will meet Ogres, spawn of darkness. You can also run into a very strong archer. After going through all the corridors, we get to the mad dwarf. Conversation, let's move on. Again the battle with the Ogres. In the end, you will find a hall with spirits, and two altars. On one of them you will find a key, after which you will have to fight with the spirits that were previously neutral. We return and open the door with the key. The battle with the Mother is ahead. In the battle with her, try not to come close - you can arm the entire squad with bows and slowly but surely shoot the Mother from a safe distance, being distracted only by the tentacles and periodically appearing spawn of darkness. So, you will gradually cope with this abomination. We leave from here.


At the very entrance, talk to Branca. You go through the tunnels, killing the creatures of darkness on the way - watch out for the Traps, Branca warned you. In the room with the gas golems will attack you one by one - it is best to press all four levers at once to pump out the gas. In the next room, golems will come to life again - now two at a time. In the middle of the room, watch out for traps. It will be quite difficult to fight two golems at once, so try to develop a strategy against them, do not get very close to them, use paralyzing / stunning magic, dodge blows. In the next room, there is a mini-boss again. There is a stone statue in the center of the hall, and four anvils stand on the sides. To destroy it you need to attack one of the ghosts. After the spirit dies, the anvil next to it will light up. We activate the anvil, after which the statue will be attacked from the side where the anvil stands. We repeat these actions until the statue is destroyed and the door a little further down the corridor is open. Go ahead, talk to Karidin. You will have to choose whether to destroy the anvil or leave it. Decide to leave - Karidin with all the golems will be against, the opinion of all your partners towards you will worsen, but an army of golems will fight for you in the final battle. Agree to destroy - and Branca will attack you, the gnomes will fight for you, and only Ogren's opinion will deteriorate.

Ahead of you is a serious battle with the boss - which one is up to you. After the battle, do not forget to examine the nearby tablet and remove the records from it - upon your return, give the records of the golems to the Chronicler in the Keepers, he will be very happy. It doesn't matter which side you choose, upon your return to Orzamar, all you have to do is make one last choice as to who will become king.

After that, you will enlist the support of the newly made king and you can consider yourself the hero of Orzamar.

Collection of lands

After you have enlisted the support of all allies, return to Redcliffe and talk to Earl Eamon, who decides to hold the Meeting of the Lands. You will be transported to Denerim at Earl Eamon's estate, where you will speak with Loghain and his retinue. After conversations, it is best to go to the Denerim market to replenish supplies or sell unnecessary junk. Don't forget to do additional tasks... When you are ready, return to Earl Eamon's estate, where you will again have a talk with Eamon and Queen Anora's maid. Having received the task to save the queen, we go along the city map to the Earl Denerim estate. On the way, you will meet with the assassins-Ravens - who was previously Zevran. If you previously accepted Zevran into the group, but did not make friends with him enough, then he will go over to the side of the Ravens. If Zevran's attitude towards you is good, then he will help you in the battle. After reaching the estate, follow the instructions of the maid Elryna, make your way inside the estate.


The estate can be passed disguised as a guard. While in disguise, try not to talk to the guards or enter all the rooms - the disguise can be easily removed, and then it will have a hard time. You can, of course, inflict a massacre, but it is rather difficult, considering that the guards here will be simply darkness.

Having reached the room where the queen is locked, realizing that the door cannot be opened just like that, we head to the basements. Here you will meet with the Gray Guardian Riordan.


We go further - into the dungeon, we make our way through the guards of Earl Howe, on the way we look into the torture room - there Oswin, the son of Bann Sighart, is tied to the rack, who, if you find him in the tavern Bitten nobleman and talk, will generously thank him for saving his son (Quest - Noble under torture)
Also look into the prison, take the key from the jailer's corpse. Free poor Rexel, who has lost his mind from torture (quest - Missing) and the elf Soris, who will thank you if you find him in the house in Elfinage.

In the last room you will have a battle with Earl Howe, magicians and guards. After, take the key from the dead Howe. In the back room, free Vaughan for the voice at the meeting and get the ring from the Templar Irminrik (quest - The Lost Templar), which you will then give to Alfstanna in the tavern in Denerim, also for the vote. Then return to the queen. To return, it is better to use the path that you have already used, otherwise you will have to fight with an army of guards and dogs.

Having freed the queen, we go to the exit. The path will be blocked by Loghain's first Lieutenant with a bunch of guards. You can surrender - this will positively affect the decision of the meeting, and it is almost impossible to defeat Katherine with so many guards. You can try to tell the truth, but then Queen Anora will betray you, saying that you are to blame for everything, and then again you will have to fight.

If you do decide to surrender, you will find yourself behind bars in Fort Drakon. Next, you will need to decide whether to get out of captivity yourself or wait for help.

dragon age origins walkthrough

We decided to get out ourselves:
Find a way to get out of jail, there are many options. Pick up your belongings in the nearest drawer. With the fight you get to the armory, in which, having approached the dummy, you can change into a guard. However, even under disguise, it will not be so easy to leave the fort - the guards require a password, there is no correct option. You can ignore and attack the guards, advancing with battle until the exit, or you can go through peacefully. There are several options: having a strong theft skill, steal a sheet with the correct password from the guards, or find a colonel nearby and talk to him. He will order to prepare troops for patrolling. Then talk to a couple of soldiers in the next room, go with them to the armory to get the blades, then talk to the colonel again. The answer to the colonel's question: what a soldier cannot live without: "Without discipline." It is now possible to leave Fort Drakon without a fight.

We decided to wait for help:
Everything is simple and not very simple at the same time. Take other characters, at the entrance to the Fort, persuade the guards or kill them. Then you break through the guards to the prison in which the main character is kept, and return back. Fort Drakon is behind.

Return to Earl Eamon's Estate. Conversation with Eamon, then with Anora. Anora is given the task to deal with the riots in the Elvenage. The path to Elphinage is now open. Go there.


There is a plague in Elfinage, everyone is at the shelter. Talk to Shianni. Having learned everything that is needed from her, we find the way how to get inside. There are many ways - the simplest is to bribe or kill the guard at the back entrance, the most difficult is available only to an elf - to pretend to be sick. However, only one hero will be allowed without companions, and opponents are waiting inside, which will be problematic to deal with alone. We sort out the shelter with the guards, save the elves in a cage in the next room, go outside. At the exit, we deal with the magicians, if we have not dealt with them before. We speak with Shianni, she will tell about the house behind the Shelter.

We go to the Rooms, on the way we speak with the elves. Also, do not miss the chest that contains the Freelance Sextant required for the quest Fazzil's Mission (Denerim).

Through the battles we get to the elf Devera, who, with the proper level, can be convinced and she will immediately lead you to the main thing. Otherwise, you have to fight.

Having defeated Dever, we get to the magician Coladrius - there are also many options for passing. The best way is to fight him, not agreeing to bribery, but it's up to you to decide. Having dealt with Coladrius and received documents against Loghain, you can assume that you are ready for the meeting.


Everything that happens in the meeting depends on your choice. There are a lot of options for development, and they all depend on what you say at the meeting, how you previously communicated with Queen Anora, and the like. In the end, a majority of the voting members must vote for you. After the vote, you will have to choose - to attack the raging Loghain, or to agree to a duel with him. After the victory, you will have the opportunity to choose again. Whatever you ultimately choose, you need to prepare for the Final Battle.

last fight

Well, sadly, it's time for the final battle. Earl Eamon went to Radcliffe. Before you go after him, prepare well, go shopping, complete uncompleted tasks. When you get to Radcliffe, you have no way back.

In Redcliffe, you are greeted by clouds of Spawn of Darkness - they are carried out, except for the strongest ones, with one blow. Especially effective will be massive spells, which, with an accurate hit, can take out a dozen enemies. We get to the castle of Redcliffe. There you are met by guards, we help them in the fight against the advancing enemies - we go into the Castle.


We talk with Earl Eamon and the gray guard Riordan, discuss plans and strategy for the final battle. It turns out that the main forces of the Archdemon are sent not to Redcliffe, but to Denerim, so the army will have to return to the capital. After that, you will need to talk to Riordan, who will be waiting in a room on the second floor of the castle. On the way we talk with the characters, we go to Riordan. Having learned from Riordan about what the Gray Guards will have to do to kill the Archdemon, we go to the room with Morrigan. She is waiting for you to discuss what you heard from Riordan and offer you something that your life will depend on. It's up to you to agree to Morrigan's proposal or not.


After that, we go to Eamon, and the Last Battle will begin!

After the introductory video and parting words, we find ourselves in Denerim. After running a little with our whole group for the creatures of darkness, we cut out everyone we meet.


When the spawns are gone, talk to Riordan. You will have a touching conversation with your partners, and then choose which of them to take with you to the battle with the Archdemon, and which to leave to defend the gate.

dragon age walkthrough

Armies can be called into battle. Their composition will depend on the decisions that you made as you progress through the game. In one location, you can call only one army, and it will follow you to the end. Or until the last one is killed by the war, then it will be possible to call another army.

But before you fight the Archdemon, you will need to kill two generals. One will be in the Elvenage, the other in the Merchant Quarter. Having gone to Elphinage and having talked there with Shanny, we go further. The ogre tries to break through the gate. Use massive spells on the creatures of darkness that are behind the gate, before the Ogre breaks through the gate, do not forget to call for reinforcements - we kill the general. The general will be a very serious opponent, it is better to use all kinds of magic and skills not for him to slow him down. Try to kill him first, it will be easy to deal with the rest of the opponents without the general.

Ogres will meet you in the Trade District. Try to pull them out one at a time, it will not be easy to fight all of them. After that, kill the General. This General is simpler than the one in Elvenage, just watch out for his powerful spells, if possible, don't let him cast them.


Having dealt with all the generals, the scene of the battle of Riordan with the Archdemon will be shown. Then you will defend the main gate from the attack of the Spawn of Darkness with the remaining partners, whom you did not take with you.

You need to go to Fort Drakon. On the way, we fight the Spawn. Try to keep your partners nearby, if they run away, then most likely you will soon lose them. We move to the Fort.


In the courtyard of Fort Drakon you will meet dragons, keep them frozen or paralyzed. Do not run into the crowd, slowly fight with those who have already attacked you, killing them, gradually move forward. Inside the Fort you will be greeted by a mountain of corpses, and when you come to the center of the hall, you will be surrounded by a large group of Shadows, at the end of the hall you will be greeted by the Emissary-spellcaster. We pass further, in the corridor you will be surrounded by zombies, it is better to retreat a little. We go to the second floor, we pass, killing everyone in our path. On the way, you will meet a strong opponent, a master assassin, it is better to hide somewhere in the corner in order to take out opponents one by one.

In the end, do not forget to check the chests around. Yes, and you can trade with the son of Bodan Feddik, the poor fellow was left without a father. Get ready, go to the roof of the Fort. The Archdemon is waiting for you.


The last boss is the most difficult - the battle will be hard and long. Don't forget to choose your army before starting the battle. Mages are perfect for fighting the Archdemon. Monitor the health of your comrades-in-arms, do not forget about medicinal poultices. You can equip your wards with bows so that they shoot the dragon from a safe distance, but this will make the battle longer. When the dragon flies up, take it back to a distance. The pause button will help you think through tactics in time. Also, do not forget about ballistae - an irreplaceable thing in battle, however they break quickly, can injure allies, and they do not hit so far. But on the other hand, each hit takes good health from the Archdemon.

When the dragon's health remains less than half, opponents will climb on you from all sides. Do not attract the attention of all monsters, stand somewhere on the sidelines and heal the squad from time to time. Earl Eamon and Chief Sorcerer Irving will come to your aid.

When the Archdemon has practically no health left, the time will come for the final blow. If you agree with Morrigan's proposal, then you will not have to sacrifice anyone. After a small scene with the dragon, you can congratulate yourself - you have defeated the final boss in the game.

After the victory, you find yourself in Denerim. You can talk to your partners, find out their plans for the future, etc. Whenever you are ready, leave the castle. A crowd is waiting for you on the street - they want to see their hero.

This is the end. Depending on the decisions you make throughout the game, you will be shown their consequences.

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Lillian- one of the characters accompanying you on the way. A bard from Orlesian who has joined the church in Lothering and gives all his free time for prayer asking forgiveness for the sins of his "past life." Joins the Gray Warden of your choice and may have a romantic interest in both a male and female character.

A whole separate supplement "Liliana's Song" is dedicated to Leliana, which sheds light on her not entirely cloudless past.

Character background

The homeland is Orlais, although the mother arrived there from Ferelden and she considers herself more of a Ferelden. She lived at the court of a noblewoman in childhood after the death of her mother.

Later, becoming a badr and getting into a dysfunctional company, she is accused of espionage and the beaten ends up in prison, from where she flees to Lothering and hides there, becoming a novice of the church.

The character has many names that her companions award her with. She is famous for her boundless love for her creator, as well as unconditional gratitude and obedience to the High Priestess Justinia who saved her.

In the plot

Liliana herself, joining the Guardian, says that she is guided by a vision sent by the Creator himself. If a girl is refused once, she will wait for you when you leave the settlement and ask if you want to take her to the group again. If for the first time some of the party members doubt, then they themselves will offer to accept the girl. With the option that you refuse, the character disappears from the game and we will no longer see him in this part.

In addition to participating in the plot as well as the supplement, with a sufficient level of character's trust, you can get an additional quest from her in which you will have to remove the killers who were sent for Liliana and learn a little more about the companion.

To gain her trust, you will need to chat with the character as much as possible, not express criticism during speeches about the Creators, do good things and give gifts that will be most meaningful. In order not to spoil the relationship, it is better not to take Liliana into the group when you know for sure that you will do bad things.

And here are a few more features:

- sometimes it happens that even with 100% of the approval gained, the novel does not start - this is a mysterious bug in the game;
- if you missed the chance for a romance, then a second attempt is given after a personal quest related to Marjolene;
- you can marry Arnon and at the same time not lose Liliana as a mistress - for this, do not talk to her before the epilogue with the coronation, but before the coronation, after the conversation, she will remain with the Guardian.
- if you take a character with you on a mission, then there is a chance that she will attack you and will not follow.

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

According to the state of the relationship, it can be broken down:

Meaning Name What's happening
— 100 A crisis They can hit on the cap or just slip out of the squad
-99 to -26 Dislike
from -25 to 25 Neutral
from 26 to 75 Warmly Additional dialogues about the past of companions appear, specializations can open, and quests can also appear
from 76 to 100 friendship Can give something valuable or not very good

To start a romantic relationship, you will have to complete a personal party quest (we're not going to play as a girl, right?). It is worth remembering that all companions (except for 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.

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

Your Guardian can also talk to his companions, and more conversations are available in the camp. Sometimes a companion can come up to you in the camp and start a conversation. In its course, you can open a secret quest (for example, an Orzammar Nag for Leliana), as well as increase or decrease Influence.

For all companions, there are gifts that can increase influence. Most often, gifts are preferred by one companion, and have little effect on others. Some gifts are special, and after the presentation, a special dialogue will start. For the first presented gift, the companion will raise approval by 10 points, for the second 9, and for each subsequent gift - by 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 donating an item to a follower with a negative attitude, the influence points for him are halved (but remain at least 1). The easiest way to raise Influence is through dialogues or during the course of the game (for some of your choices, companions can increase or decrease Approval), and a companion in which your Guardian has a romantic interest can very quickly raise it to 100. Gifts in such cases should be kept , in order to use them to bring the necessary influence points to the marks initiating a new dialogue or quest, or to smooth out disapproval of your choice in a given situation.

Alistair

Alistair will join you in the storyline in Ostagar and will be the only companion who will not leave the group even with a ratio of -100, you will not even be able to expel him until his moment of crisis. With a high Approval, Alistair will teach your Guardian how to be a Templar.

Personal quest - Alistair's family

At the first visit to Redcliffe, Alistair will tell his biography, and with a high Approval, at the next conversation, he will mention a sister named Goldanna and ask him 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 - for the entrance to appear, approach it with Aleister closer. Inside there is a small conversation with Goldanna, and nothing depends on your answers. At the exit, Alistair will try to discuss what happened.

The moment of the crisis

Alistair will leave the squad in case you leave Loghain alive at the Lands Collection. If you tightened it up, Alistair may remain king, otherwise he will be required to execute Anor. It doesn't matter whether to agree with her or not, one way or another, Alistair will no longer appear.

Morrigan

The sailor will join the squad at the insistence of Flemeth after rescuing the Guardians from the Tower of Ishal. She can be driven away, but if she remains, then this will reveal additional options for the ending of the game. She can also teach the specialization of the Werewolf Mage. This madam loves it when we act tough, and she doesn't like helping everyone. You can soften Morrigan after giving the Golden Mirror, asking in return to be kinder to people. After that, she will reduce the Approval less.

Personal quest - Grimoire Flemet

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 asked her to find him. 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 grimmoire, 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 you that you killed her. If you disagree, the battle with Flemeth the dragon will go. As a bonus for the latter, you will receive a new Morrigan robe. Returning the grimmoire 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 the presentation of 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.

The moment of the 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 lottery tavern post skirmish with the soldiers of Loghain. She can reveal the Bard specialization to you. The adorable Naga will help you catch the Idle Dwarf.

Personal Quest - Leliana's Past

First you need to talk to Leliana about the Orlais bards, and on your next visit to the Camp - about Marjoline, her mentor. After that, when moving across the world map, there will be a random encounter-skirmish with a squad of robbers, whose leader on the battlefield will tell you 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 (this will be a house in the Merchant Quarter). The conversation with Marjoline can end peacefully or in battle, and then Leliana will say that she needs to think.

At camp, she will share her doubts about her resemblance to Marjoline. If you want to tighten it up, argue that the pleasure of defeating opponents is part of it, and you can't deny it. Tightening may affect the ending for Leliana.

Leliana as a romantic interest

Leliana gives only two ways to start a relationship. Anyone who has reached Influence of 25 should ask “what such a girl did in Lothering Church” and compliment her appearance. With a properly developing romance, Leliana will give you a ring.

If you missed the first opportunity (or broke off relations for the sake of flirting with another companion), then you can start dating again after completing Leliana's personal quest - in a conversation-discussion of what happened, let her know 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 track. Leliana will invite you to spend the night together, when the relationship with her reaches the mark of love - you will not be able to invite her to the tent yourself.

The moment of the crisis

It will happen in the Glove (Urn of the Holy Ashes quest) - if you defile the Ashes and Leliana is in the group, she will attack you. If she remained in the camp, she will try to leave when you return (if you have a pumped Persuasion, you can persuade her not to leave). The hardened Leliana will not leave the group even if the Urn is desecrated.

Zevran

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

The moment of the crisis

Zevran has no personal quest. The moment of crisis occurs towards the end of the game when switching between Denerim mini-locations (having Zevran in the group is optional), when you stumble upon a former ally of Zevran named Talisen, who will offer him to return to the Ravens after completing his last mission. 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 contract killer is high enough (and even more so in the case of a novel), Zevran will fight with you.

If relations with Zevran are friendly, after the battle he will try to leave the group. You can persuade him to stay for the treasures you find while traveling, or, if his attitude is higher, just as a friend. If you and Zevran have an affair, then he will not try to leave. However, if you break up the romance on the love tag, Zevran will leave the group.

Mabari

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

The mabari endorsement will initially be 100, so giving him edible gifts can be done just like that. The dog can also 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 cage in Lothering, where he sits without food and water, serving a sentence for the murder of a peasant family, and call to atone for his sins in the battle with the Spawn of Darkness. You can pick the lock or get the key from the Reverend Mother.

Personal quest - Sword of Beresaad

After asking the Wall about the reasons for the bloody massacre, he will tell you that he was insanely grieved at the loss of his sword, without which he could not return to his homeland. To find the sword, first talk to the marauder at Lake Calenhad, 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 gnome died, taken from the chest in his house.

The moment of the crisis

If Sten accompanies you in the Shelter village (Urn of Holy Ashes quest), he will express his displeasure with the waste of time on all sorts of nonsense. If you fail to convince Wall that a visit is necessary here, he will challenge you to a duel. If you lose, he will leave the squad, and if you win, he will stay. If Wall's Approval is high, then he decides 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 on the story quest Broken Circle. To do this, you need to side with the magicians or offer to sort it out on the spot. If you want to have the templars as allies and do not 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 offer Gregor to isolate the remnants of the Circle.

Personal Quest - Regret Wynn

When moving across the world map, you will encounter an ambush of the Spawn of Darkness, and after the battle, Wynn will faint. Coming to her senses, she admits that for a moment she decided that everything was already over. When asked what she meant by that, Wynn will promise to tell the story at her 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 Aneirin. Saren can tell about Aneirin in the Dalish camp, and you will find the elf in East Brecilian. After talking with him, the quest will end, and Wynn will receive a new ability.

The moment of the crisis

Wynn will attack you if at the first meeting with her or Kallen a little later, declare 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 herself this specialization. Wynn will also rebel if she was present at the Desecration of Ashes, if she remained in the camp, then upon your next return there she will announce her departure.

Ogren

Ogren will be asked to join the squad at the entrance to the Deep Roads, where you will go on the story quest Perfect. Ogren can unlock the Berserker specialization for you.

Personal quest - Ogren's Old Love

With Ogren's high Approval, you can hear about his former lover Felsi and the dwarf's desire to make peace with her. For more approval points, go to the Spoiled Princess Tavern by Lake Calenhad without Ogren and talk to her. Then tell Ogren about this, convincing that preliminary reconnaissance was necessary, and take him with you for a second conversation. During his course, you can help Ogren, in which case the couple will converge again, and the dwarf will greatly add to your approval. Otherwise, Felsi will drive Ogren away, and he, in turn, will greatly take offense at you. Talking to Felsi will end the quest, and ending it will affect the epilogue for Ogren. He does not have a moment of crisis.

Loghain

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

  1. Dragon Age: Origins. Satellites.

    Satellites:

    To improve relations with the characters, you need to talk to them. Best of all - in the camp, in the parking lot.
    Inspired as a result of a good attitude, companions receive stat bonuses. True, it is better to save before the conversation - if you choose the wrong tone, you can lose your hard-won location.
    The first to join the group
    Alistair
    The prospect of Alistair joining the ranks of the templars did little to inspire both the Church - he had already gotten everyone out of it with his inappropriate sense of humor - and himself, already ready to climb the wall from silence and good looks. Therefore, when Duncan used his Summoning Right and took Alistair to the Gray Wardens, the latter's gratitude knew no bounds.


    Human, warrior, specialization - "Templar". There are few magicians in the game, so it's better not to upgrade the skills of the templar. If developed correctly, it makes an excellent tank. Pump up your strength to put on your armor; agility; shield skills and warrior skills.
    One of the key characters, a lot of dialogues.
    Where joins: At the very beginning of the game, in Ostagar.
    Personal quest: visiting his sister Goldanna in Denerim. To receive the quest, it is enough to talk to him from time to time, but most likely he gives it after the events in Radcliffe.
    During the execution of a personal quest, you can change the character of Alistair, making him tougher and more decisive. To do this, after talking with Goldannaya, choose the option "Every man for himself" and later, during a conversation in the camp, do not give up your words. If, after a conversation with his sister, you prefer to wipe his snot and comfort him, this will have a most disastrous effect on the fate of this character in the finale.
    Romantic relationship: with female character only. Gives a rose when he starts to fall in love. Hint: it is recommended to tighten it during a personal quest (after talking with your sister, do not console, but adhere to the line "this is life", "what did you want", etc.).
    Present: runestones and figurines of magical creatures.
    Special gifts:
    "Amulet of Alistair's mother" (Redcliffe Castle, Earl Eamon's office).
    "Duncan's Shield" (available before the Gathering of Lands; you need to release How the Gray Guardian Riordian from the prison, then in Eamon's mansion talk to him about the Guardians' warehouse. The warehouse is located in the Trade District, Riordan will give the key to the cache, which appears there after this conversation).
    A crisis: may die or leave the party during the Land Gathering.
    The second character to join the party will be
    Morrigan.
    Like Alistair, this is a story character that cannot be gotten rid of until the end of the game - she somehow participates in the final events.


    Morrigan is a human, werewolf mage. Also a specialist herbalist (brewing potions is a useful skill). From werewolf, perhaps, perhaps, that the last form - Roy - can be useful. It is best to swing her cold spells. "Cone of Ice" affects all bosses including the Archdemon, making your life much easier.
    By nature - an exceptional bitch, and even completely asocial due to the peculiarities of upbringing. He reacts negatively to almost any good deed, but the abundance of gifts for the Morrigan in the game easily solves this problem.
    Where joins: after the Battle of Ostagar.
    Personal quest: during the passage of the Tower of Mages, you will find the "Black Grimoire" in Irving's office. This is a personalized gift for Morrigan. After that, in a conversation, she will give her personal task.
    Romantic relationship: Only with a male character. If you are interested, she will call you to the tent herself. But keep in mind, as soon as the relationship reaches the mark of "love", she will refuse to share the bed with the hero. At the end of the game, it will become clear why. Having begun to fall in love with the hero, he gives him a ring.
    In the end, she leaves, whatever one may say.
    Present: Jewelry (for example, a chain of gold threads, you can buy from the gnome in the camp).
    Special gifts:
    - "Black Grimoire"
    - "Grimoire Flemet"
    - "Golden Mirror" (Orzammar, at the merchant Givin)
    A crisis: will leave the party before the final battle if they refuse an offer they make after the Lands Gathering.

    Dog

    Where joins: It is enough for a nobleman to take his dog out of the kitchen, but the rest will need to do a simple quest in Ostagar, taken from the hunter.
    Present: various bones. The dog has 100% love for the owner, as expected, with or without bones, so they can be given to the most grumpy of companions. Morrigan, for example.
    The dog knows how to find things - you need to talk to him and ask if he sees something interesting. May bring some rubbish, the use of which cannot be found, or a gift. A bottle of wine will be readily consumed by Ogren, a slobbery pie and torn pantaloons can be given to any companion of your choice, a skein of woolen thread Winn uses to knit something Warm Wall(if you give it after their dialogue about Ferelden frost). Also, in certain places, there is a chance that the dog will bring a unique item - for example, boots from the Ancient Elven armor. This is the only chance to get this part of the set (the helmet is exchanged with the hermit in the Breselon Forest, the rest will be found in the Ruins).
    It should also be noted that the fighting qualities of a dog in a given area increase if he marks a "landmark" (a log, a tent, a tree - wherever he likes).
    At the beginning of the game, the dog is a real "cheat", as it easily muffles everything around with its howl.

    Lillian.

    The robber man. Bard, specializing in bows and nice little things like opening locks and carrying wallets, which requires a developed Cunning. Not bad for a novice of the Church, isn't it?

    With her the most difficult. It is enough once, somewhere at the very beginning, to say something wrong or not to speak on the desired topic, and that's all - she is already silent as a partisan until the end of the game, does not make any friendship, does not give personal quests and is frozen in every possible way.
    Where joins: In Lothering at Dane's Vault, she intervenes in a skirmish with Loghain's soldiers and offers her assistance in the fight against the Blight.
    Personal task: To start the quest, you need to ask Leliana about the reasons for her coming to church, about the minstrels and have at least +25 approval. Then she will tell about Marjoline, and later, when moving between locations with Liliana in the group, robbers will attack the squad, in which Liliana recognizes those who have appeared by her soul. Interrogate the robbers, deal with Marjoline in one way or another, and you will get an excellent bow (which only Liliana can use). During the quest, Liliana can be slightly sober up about the Church and all kinds of religious nonsense, explaining to her that being a bard is not bad at all, you have to be yourself and not be ashamed of it, and you don't have to turn into Marjoline. Then she admits that after all, she was bored in church, that she wants to live life to the fullest, and get rid of religious fanaticism.
    Romantic relationship: Liliana's orientation is unconventional. Her previous love is a woman. If you get to know her well, it turns out that she has not the best memories associated with men. But with the proper patience and desire, gentlemen can win her heart. Talk about what someone like her did in church (the right move is to compliment her appearance). If you have the patience to talk about shoes, hairstyles, etc., then in the future she will have quite interesting dialogues, tell legends and even sing (many really like Liliana's song, which she sings after the quest with the Dalish elves).
    Liliana starts a conversation leading to an affair with a woman. Says something about how happy to see, etc. If you ask her how often she is so happy about women's company, she says: "And if I say that it happens sometimes? What will you answer?" Those wishing to have an affair here should promise to giggle.
    After completing a personal quest, you can resume the relationship, even if before that there was already an affair with Liliana, which ended in a breakup.
    If she has an affair with the hero, then she will stay with him to the end - "both in life and in death" (c) But if the hero (heroine) gets married, even for political reasons, she leaves.
    Present: Symbols of Andraste and jewelry. Blue Slippers and Silver Sword of Mercy (sold by the gnome, which is randomly encountered when crossing between locations).
    Special gifts:
    Grace of Andraste (flowers grow in Redcliffe by the mill, in the Bressilian forest and in Elphinage)
    Tame Naga (In Orzamar with Liliana in the party, take the quest to capture the naga from the driver, then hire the Idle Dwarf in the Dusty City to find a wild naga - clean and well-fed). If there is no love or friendship with Liliana, she will not ask the naga.
    A crisis: can turn against the main character if he desecrates the remains of the Ashes of the Sacred Urn of Andraste with the blood of a dragon. If you "sober up" her during a personal quest, she will stay with the hero even after such sacrilege.

    Sten
    Warrior Qunari. Specializes in two-handed weapons, location bonus is strength. Do not forget to pump up his dexterity, if you drive everything into force - it will "smear".

    You shouldn't take it to clear the Mages Tower. In the final battle, mages are much more useful than templars. Yes, and in a number of quests later they can come in handy. Therefore, I would not recommend destroying the magicians, but Stan - as a deeply and sincerely hating Qunari magicians - will go out of his way to get them all solved. And he strongly disapproves of the desire to preserve the Circle of Mages.

    The opinion of the players about him is rather contradictory. Personally, it was easiest for me with him - you can say what you think, and not figure out what he would like to hear. Stan strongly approves, is constantly inspired, and after the quest for the Urn of the Holy Ashes expresses his admiration. But many did not find contact with him, and after the quest to the Urn, there were generally attempts to seize control of the party by the Wall. How people built a dialogue - I don't know.
    Where joins: Sten sits in a cage in Lothering. The door can be opened with a master key, or you can go to the church with Liliana, she will vouch for you and the priestess will give the key to the cage.
    Personal task: With good approval, it is required to talk to him about his past (if he was collecting information for the Qunari, then why did he not return with a report? Option two is to talk about the sword through a discussion of the reasons why he killed the peasants). The place where Sten lost his sword is at the entrance to the Loka Lake Kalenhad. Interrogate the marauder, travel to the Frosty Mountains and obtain the name of the sword buyer (Dvin of Redcliffe). If in Frosty Mountains interrogation is carried out without Wall, you can squeeze money from the marauder for a sword. Then we take the sword from Dvin (if in the party of Walls, the dwarf does not dare to hint about compensation for losses; if there is no Wall, we will have to give the impudent a decent amount).
    Present: paintings.
    A romantic relationship is impossible. But with due respect, Stan at the end will invite the Qunari with him to the lands, to travel.

    Wynn
    Man, Magician of the Circle. Specialization: Spiritual Healer. She is, first of all, a healer and a buffer (buffs in this game are often underestimated, but a couple of robbers under her acceleration and, of course, a set of poisons suitable for the occasion is death to all living things). Knows how to heal the group and resurrect during the battle.


    Wynne takes care of everyone, gives advice in connection with the novels of the group members, knits warm clothes from the wool brought by the dog to the Wall, talks with Alistair about where the children come from ... In general, the image is integral and consistent, in which only one detail is incomprehensible to me : Why is Wynn so happy when the protagonist seduces an elf in the Dalish camp? She approves of this as much as +7, which is a lot. It seems that I should not hate elves, in their Circle of Mages everything is very liberal with this - what's the difference, you are a human or an elf, if it's still a magician ...
    Perhaps this is due to the elven muzzle of Zevran, who so actively reduced all her soul-saving conversations to attempts to cry on her chest that he still awakened base instincts in her.
    Where joins: During the passage of the quest to clear the Circle Tower, Wynn will offer her help, and after the quest you can take her with you to fight the Blight.
    Personal assignment: To start the quest, talk to Wynn about her past and have an approval greater than +25. There are a lot of dialogues with her in general, but the personal quest begins with a conversation about her past and the question of whether Wynne regrets at least something. She will tell you about the lost student, you can ask about him in the Dalish camp. He will appear at the cleared location of the Bressilian Forest, in the place where the hermit's stump stands. Talk, get an amulet, experience and Wynn's gratitude.
    Present: books and scrolls. In Lothering, a merchant (who can be supported or, with a developed conviction, reasoned) has a bottle of special wine for Wynn for sale. All other spirits in the game are for Ogren.
    A crisis: if you decide to destroy all the magicians during the passage of the quest in the Tower of the Magicians, she, naturally, will defend them. She also riots when the remains of the Ashes of Andraste's Sacred Urn are desecrated by the dragon's blood. Well, someone else somehow managed to quarrel with her, becoming a blood magician; I can't say anything here - I played as a blood mage, used these spells with her and nothing.

  2. Zevran

    Elf, killer. An expert in poisoning. To pump agility, a little - strength. Assassin skills, skills to fight with weapons in both hands. Do not forget to put it behind the enemy's back, well, poison is our everything. When used correctly, it surpasses even mages in dps; works great in tandem with Morrigan - she freezes, he instantly splits due to frequent crits. Disapproves of villainy against elves and breaking oaths (when you talk to Zatrian at the exit from the ruins, promise him protection only if he does not attack first; if you promise her without any conditions, and then start "persuading" to remove the curse, Zevran will strongly disapprove).

    Constantly solicits all female characters, including Wynn. He even managed to knock out the wedges for Morrigan, but he immediately ruined everything, starting to shake out the betted money from Alistair. His advice to lovers in the presence of an affair between any party members, as well as some reasoning on the topic of morality, should not be heard by children.
    Where joins: After completing the first story quest(an emissary of gnomes, elves, magicians or Radcliffe appears in the Camp) your actions attract the attention of those in power, and when you move between locations, a video appears - Loghain hires a representative of the Assassins Guild - Antiva Warriors. All, the next time you travel between locations, you can expect a surprise in the form of an ambush with traps, archers and Zevran. Interrupting the greeters, you can either immediately sentence the elf, or take him into your service.
    Personal assignment: At the end of the game, after receiving the quest to save Queen Anora, when moving between locations, the group will meet a rather strong group of Ravens. You will have to fight with them (necessarily with Zevran in the party). If the relationship with him is bad, then he will betray and support the Ravens. How some managed to achieve this is difficult to say, since without any novels, on one chatter about his adventures and special gifts, Zevran raises the relationship to warm and shows no inclination to betrayal. After the fight with the Ravens, he says that now he could leave, but he clearly does not feel the desire for this. In the camp, he will thank him for being freed from the Ravens. In the presence of a novel, his attitude from "affection" will turn into "love", then he will give an earring. If there is no novel, there will be an opportunity to start it in the dialogue.
    By the way, according to eyewitnesses, if you refuse to take the earring "since it doesn't mean anything," then Zevran will get angry and change his mind about giving. But later he will give it again, this time with a declaration of love.
    Romantic relationship: Contrary to popular belief, Zevran prefers women - an affair with the male protagonist cannot begin without advances from the hey himself, while he takes the initiative with the female sex. But since during his time as a murderer, Zevran got up to his high-ranking male victims mainly through the bed, an affair with a man does not bother him much.
    After a personal quest, he rethinks his approach to life, no longer sticks to women and generally changes a lot.
    An interesting denouement, if Zevran has an affair with the hero, and he dies. Then the elf goes to the Ravens, wets everyone there, heads the organization and is sad until the end of his life, without starting new romances.
    If the heroine becomes a queen (or the hero becomes a king) (available to a noble person, regardless of gender), he still remains with s.
    Present: Bars of precious metals.
    Special gifts:
    - "Dalish Deer Hide Gloves" (Bressilian Forest, Fake Trap Camp)
    - "Antivan Leather Boots" (Hideout, in a chest)
    A crisis: Zevran can be lost if:
    - killed in the first meeting;
    - approval will drop to a crisis value. In this case, it will be possible to persuade to stay, challenge and kill or release.
    - with low approval, will turn against the main character during the battle with the Ravens.

    Ogren
    Gnome, warrior, berserker, two-handed weapon. Download - like the Wall. But his bonus is not to strength, but to physique.
    Many drag Ogren with them just to listen to his dialogues. They are just the most frenzied with him.
    Fortunately, there are places where the characters begin to chat without fail - the bridge in front of the Arena in Orzammar, the pine trees at the entrance to the Dalish camp, etc.

    Where joins: In Orzamar, when you meet at the exit to the Deep Paths (when you go to look for the Perfect One).
    Personal task: To start the quest, you need to talk about a woman named Felsi (you should look for her in the tavern on the Calenhad Lake Pier). Chat with Felsi, then come there with Ogren. You can help him build a relationship with her by prompting during a conversation.
    Present: All kinds of booze
    A crisis: As a result of a severe drop in approval. You can persuade him to stay or start a fight with him, at the end of which you can kill, make him stay, or drive him away.

    Sheila (additional content)


    Where joins: After completing the downloadable quest The Stone Prisoner.
    Personal assignment: You need to talk to Sheila about Karidin after completing the quest in Orzamar. Then go with her to the Deep Paths. A new loka will open, clean it up, then talk to Sheila.
    Present: gems
    A crisis: The golem will leave the party if the approval reaches crisis values ​​or if the character decides to keep the "Anvil of the Void" (regardless of whether the golem is in the party or remains in the camp at the time of the choice on the quest).

    Loghain
    Man, Warrior, Knight.
    I kept him alive to listen to how Zevran reports to the employer about his "successes". Then it booted up and crashed - because it wasn’t fig.

    Where joins: Defeat him after the "Gathering of the Lands", but not kill him, but force him to become a Gray Guardian. Alistair will not stand such abuse of the order - he will leave. If not toughened, it will get drunk. If you toughen up, he marries Anora, but he will withdraw from the board and leave the party so that he will not be with the traitor.
    Present: maps and historical documents.

    Last Edit: Feb 10, 2018

  3. A dog named Dog?
  4. I had a dog named Dog
  5. By the way, I will note the imbalance among the companions: well, there are a lot of warriors, and at the same time only two magicians.
    About the same imbalance in weapons with armor - in the game you can find a lot of heavy armor sets (for example, captain gray guards, juggernaut, I also had collector blood armor). While there is only one full set of light armor (dragon) - and that's shit. There will be DLC with Kaylan's armor coming soon. And I have a suspicion that this is also heavy armor))
  6. Probably they have spared that the magicians are already too strong :) they still have all sorts of bundles of wedges, and the warriors do not have anything like that, well, plus immeasurably all kinds of control of a mass nature.
    and kaylan og's armor is massive)
  7. And the appearance of leather armor disappointed me. When you play as a noble person at the very beginning they give some kind of leather armor, which, according to appearance(see screenshots of the horns from the next topic) is better than all that same type G, which you have to carry the whole game.
  8. Anda said:

    By the way, I will note the imbalance among the companions: well, there are a lot of warriors, and at the same time only two magicians.

    Click to Expand ...

    This is to keep Morrie from being kicked out, with her character.

    Anda said:

    About the same imbalance in weapons with armor - you can find a lot of heavy armor sets in the game (for example, gray guard captain's sets, juggernaut, I also had collector blood armor). While there is only one full-fledged set of light armor (dragon) - and that's shit. There will be DLC with Kaylan's armor coming soon. And I have a suspicion that this is also heavy armor))

    Click to Expand ...

    Mages don't need armor. But a good robe is on the quest with Hasindic signs at the very beginning, Morrigan is dressed initially, and after a personal quest he gets an excellent chlamyda in general.
    cool staves are sold by merchants. For example, Winterhock in Denerim - what else could a magician need?
    Plus, the developers clearly wanted Wynn and Morrie to walk in what they drew for them. I couldn’t find rags better than my family for Morrie, but I put Wynne in a Hasindian archmage's robe and got a fatal lady in a mini-skirt. Somehow her talk about knitting sweaters after that looked ridiculous)))
    Many gloves on the magician. the damage falls, you knock out clothes too. In general, playing as a magician, there are no difficulties with equipment. On the contrary, knocked out - put on, not like with the soldiers - every now and then it turns out that he got the set, but there is not enough strength to put on.

  9. Leather armor is normal and according to stats, it is not, not that there is beautiful. The only good body in Denerim is sold (which gives + 6 to dexterity). And I also have leather gloves with a critical chance. I did not find normal shoes, one is UG. If there are two horns in the party, then there is nothing to put on them>.<

    Well, it really tastes and colors. Not all SW: KOTOR were Light Jedi))
    Morrigan is hot for me. And FSUs on her whining - gifts solve any problems. I got her disapproval many times, but still, with the help of gifts and personal quests, I easily achieved 99 approval.
    Regarding the armor - I rather meant more about the horns, I really strained the gear for them. And the magicians, yes, everything is in order. Only one staff in the Tower with +2 mana regen is worth something.

    ZY By the way, you can also make a warrior mage by swinging the Arcane Warrior specialization. Then you can even put on heavy armor (strength begins to be equated with magic for mages) Perverse of course, although they say a support mage with heavy armor and a sword is not bad.

  10. Anda said:

    Regarding the armor - I rather had more in mind about the horns, I really strained with gear for them.

    Click to Expand ...

    Two leather sets are made by a blacksmith in Denerim from dragon scales. For protection from fire and a bonus to dexterity - what else do you need? His third set can also be taken light, but I ordered heavy armor - it turned out to be the best armor against dragons in the game. It was possible to take light.
    The main thing is not to squeeze money when you make an order, and ask to work hard as it should.
    His first product is for an archer (Liliana), the second is for Zevran (close combat), and the third, depending on the circumstances.
    They look so-so, I agree. Ancient elven armor is very aesthetically beautiful - collect and wear, but the products of the blacksmith are superior in their characteristics.

  11. Anda said:

    Morrigan is hot for me. And FSUs on her whining - gifts solve any problems. I got her disapproval many times, but still, with the help of gifts and personal quests, I easily achieved 99 approval.

    Click to Expand ...

    The most interesting remarks, in my opinion, she gives out precisely when the player's actions go against her opinion on the situation. And in general, it should be built more often and who is the boss in the house)

    Nazokat said:

    Ancient elven armor is very aesthetically beautiful

    Click to Expand ...

    Got a screenshot of the set?

  12. I didn't like the battle mage specialization; Wynne had taught it, but still a useless thing. Two magicians in a party with mass control and mass spells are our everything. Moreover, the blood magician has a spell on a large area, but only hits strangers - this is just a cheat. And the armor - why is it needed? There are plenty of tanks, choose your taste. Well this is not AION, monsters regularly attack the tank.
  13. Nazokat said:

    I didn't like the battle mage specialization; Wynne had taught it, but still a useless thing.

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