Dragon age inquisition armor of the legion of the dead. Dragon Age: Origins (Dragon Age: Beginning) Additional tasks. How to take a task

As in any self-respecting modern RPG, in dragon age A: Inquisition is also available for crafting armor and weapons. Unlike the first part, crafting here is not limited to inserting runes - now we are given the opportunity to create a thing from scratch by choosing appearance, type, material that gives the necessary bonuses and improvements. Although the runes also remained, where would we be without them? In general, in my humble opinion, crafting is dull and not interesting, like everything in this sad game, there are many opportunities, but running around collecting all this junk is not very fun.

Sketches of weapons and armor

At the very beginning, to create items, improvements or runes, sketches of these same items, improvements and runes will be required. Where to get them? In chests, merchants, headquarters missions, sometimes even bosses. Sketches are displayed in the list of items available for crafting, they can be used as much as you like, and, what is good, they do not take up space in your inventory.

There are only 3 levels of sketches in the game. The higher it is, the more cells there will be in the item, the better and with more bonuses it will be possible to create an item. Sketches of the 1st level suggest the presence of 2 cells, 2nd level - 3 cells, sketches of the 3rd level - 4 cells.

The crafting system here is logical - on heavy armor you will need a large amount of metal, a little less skin and rarely when you need fabric, but for a mage's attire, the opposite is true. For swords and weapon hilts, a base is needed, as well as leather or fabric braid and the like.

There are 4 types of cells in total: the main one, which determines the basic parameters, and three additional ones, the set of which may be different depending on the sketch. Namely:

Damage- the main cell for weapons, determines the damage per second depending on the material, as well as the type of elemental attack of the staff.

Attack- An additional slot for weapons and weapon upgrades. Depending on the material, it adds bonuses to attack types or the chance of inflicting status effects on the enemy.

armor- the main cell for armor, determines the level of armor depending on the material and protection against physical damage in melee.

Protection- An additional slot for armor and armor upgrades. Depending on the material, adds resistance bonuses from elemental, ranged and magical attacks, as well as the chance of retaliatory bleeding or additional health.

Support- an additional cell for all types of items. Depending on the material, it adds attribute points (dexterity, magic, etc.).

Only two additional slots are always available for upgrades of any level, with the help of upgrades you can only add bonuses and / or stat points, but not damage or armor level (the exception is Bianca).

Types of improvements and crafting

Armor

3 types of armor are available for crafting (light, medium and heavy), as well as helmets of each of the three types. For almost all types of armor, two slots for improvements are available: bracers and greaves (with the exception of special armor like the elven robe of the Guardian or the armor of the Legion of the Dead). Improvements are created separately, but according to a similar principle.

Sometimes ready-made improvements can be found in chests or received as a reward for completing a mission at a rate. Improvements can also be removed from dropped items and placed on others.

Weapon

In Dragon Age: Inquisition, there are even more types of weapons than armor, and with improvements they are not so simple.

Weapon Type

Slots

Name

One-Handed - Swords

Long sword handle

One-Handed - Maces, Hammers, Axes

One-handed handle (shaft)

Two-Handed - Greatswords

Big sword hiltLarge sword pommel

Two-handed - large axes and hammers

Two-handed handle (shaft)

Magic staves

Staff tipStaff hilt

Daggers/Dual daggers

Dagger hilt/Dual blade hilts

bow hilt

Separately, it is worth mentioning Bianca, since the weapon is unique. You can increase DPS and characteristics only with the help of improvements. Bianca has as many as 3 upgrade slots available - Shoulders, Scope, Handle. The main cell is available for the shoulders, which increases the UVS, for the handle there is also one support cell, for the sight - one attack cell. Although when I went through the game already somewhere in the middle, Bianca was many times worse than mediocre bows ...

Crafting materials

To create weapons and armor in the game, there are 3 types of materials: metal, leather and cloth, in turn, they are also divided into 3 levels. The higher the level of the material, the greater the level of armor or bonus indicator. The type of armor also varies depending on the material.

Metal

Metal is located using the search button (or a keen eye) in caves and on mountain slopes in the form of small clusters of several types of each in one location. V emerald graves in the Argon Shack you can buy Perfect Chandeliers, Obsidian and Pyrophyte, and Stained Glass from Cero is sold in Skyhold from a merchant from Orlais.

Level 1 Metals

Tier 2 metals

Level 3 Metals

Leather

Leather is obtained from slaughtered animals of a certain type. At the merchant's inland lands(Crossroads) you can buy almost all types of level 1 leather, in the Dalish camp in the Sacred Plains you can buy needleback skin, phoenix scale and sheep skin.

Leather level 1

Skin level 2

Skin level 3

fabrics

Cloths drop from slain enemies. Silk, semi-velvet and cotton can be bought in Val Royeaux.

Tier 1 fabrics

Tier 2 fabrics

Excellent things

You will have the opportunity to create excellent things in Skyhold after inviting the enchantress (mission at headquarters). When creating an item, a separate cell for an excellent item appears, right above the main one. Ordinary materials will not work here. For an excellent item, you need metals, leathers or fabrics touched by the Shadow, which come across randomly when collecting, as well as special finds like a dragon's tooth or iron bark. Only one unit of such material can be inserted in a cell, but its filling is optional.

Special materials give a short-term ability like Walking Fortress, Indomitable or Shadow Cloak, a chance to gain a bonus to the accumulation of focus or heal up to 15% of health on a fatal blow. The possible bonuses are randomly generated and there are many of them.

Dragon Age: Inquisition - crafting armor and weapons was last modified: May 5th, 2015 by admin

A child does not need a good father. He needs good teacher. And to a man - good friend. And a woman is a loved one. And in general, let's talk better about stitches-tracks.

Arkady and Boris Strugatsky, "Distant Rainbow"

The peace of Ferelden is threatened by more than just the Blight. Hundreds of scum of all stripes raised their heads, waiting for the end of the world. We can both join them and punish the scoundrels. To make sure you don't miss a single opportunity, we've compiled a list of side missions that haven't been covered on our pages yet.

  • Ostagar and the wildlands - the beginning of the story
  • Lothering - a living dead city
  • The circle of magicians - magical secrets
  • Redcliffe - universal appeal
  • Shelter - Classic Easter egg
  • Brecilian Forest - traces of corruption
  • Orzammar - thieves and their prey
  • Denerim Quest Series
  • Guilds - Find All
  • Sheila - raw beauty

Let's start with the backstories of our heroes. In each case, we will be able to complete several additional tasks, but they are not difficult - training. You can even skip them and rush straight to Ostagar. However, painstaking exploration of the initial territories will bring you not only money, experience and some equipment. At the very beginning, when the hero is very young and inexperienced, you can learn a lot of interesting things about the world, which you won’t be able to figure out later. So we advise you to look into all corners, at least at first.

Each backstory will bring you something useful, make your path easier. noble man he will get a dog, a Dalish will get a good bow... in a word, to each his own. But there is one hero who will be much easier than the rest at the start. This is a noble dwarf - he leaves with Duncan, jingling more than twenty gold pieces in his pocket! Well, let's go after them.

Ostagar and the Wildlands

sick dog

Dwarven Politics

Talk to the kennel in the camp, and he will tell you about the sick mabari, who swallowed tainted blood. To cure him, you need a special flower that grows in the wild lands of Korcari. According to the plot, you still have to go there, so feel free to agree. Look in the ruins a couple of meters from the place where you will meet a wounded soldier. The cured dog will join you after the Ostagar battle if you haven't got a pet yet.

Hungry Prisoner

An unfortunate soldier hangs in a cage in the camp. He is not only not released, but also not fed. The poor man will ask you to get him some food. Before giving consent and food, ask the prisoner why he was imprisoned. At the end of the story, you can demand the key to the chest of magicians from the prisoner. Food can be obtained from the guard by convincing or bribing him. And the chest will be opened only after returning from the wild lands, when the pacified one leaves it.

Sword

You can trick the messenger Peak into getting a good sword. But first, the boy must be caught - find him with the ash warriors, and then run after him.

Missionary Chest

Not far from the border of the wildlands, you will find the body of the missionary Jogby. From it you can remove a letter with hints - where to find the treasure. Look for the chest in the south of the map.

Chasing tracks

In the west of the wildlands is an abandoned parking lot and a chest containing a magazine. Read it and follow the mark that appears. A chain of such traces will lead you to the treasure.

last will

The dog plays the role of a psychoanalyst

The professor is sleeping - the students are happy

In the middle of the wasteland, you will come across the corpse of Rigby. The will describes where his belongings are hidden: in an abandoned camp to the west of the body. Having dug out the chest, you can either open it or take it to the widow Jetta. She is waiting for you in the church of Radcliffe.

Ash Demon

On the corpse of a soldier, not far from the hurlock emissary, lies a bag of ashes and a sheet with a local legend. The legend is true, and by pouring the ashes onto a pile of rocks northwest of the bridge, you will summon Gazarath, the "orange" demon of wrath. Good trophies await the winners.

Lothering

Create three Poultices/Traps/Poison Bottles

The tasks are of the same type, they are taken from Miriam, Allison and Barlin, respectively. There is nothing complicated, only the appropriate skills and components are needed, which are bought from Barlin and collected on the map.

Deceased Templar

At the entrance to the location after the battle with the bandits, you will find the corpse of a templar. Things from it should be taken to Ser Donall in the church.

On a note: in the same church, you should tell Sir Brian that you gray guard and ask for help. He will give you the key to the poultice cabinet.

Preacher's board

If you complete all four tasks from the local preacher's board, you will receive a good sword as a reward.

Circle of Magi

call

On the first floor of the tower, in the library, you can perform several summoning exercises. To do this, find two halves of the book: in the library and next to the stairs on next floor. Perform all three rituals and the task will be completed. But that's not all. Repeat all three rituals in a row and activate the fourth summoning flame - it is in the room where the second half of the book was. A creature will appear and quickly disappear. It can be robbed by obtaining a note. But that's not all! On the preacher's board, you can later take a task that talks about disappearing travelers. It turns out that the demon we called decided to profit. We kill him, take away the trophies, inform the preacher and go to fill the pangs of conscience with ale.

The main character with her whole appearance makes it clear how she wants to be gray guard and save the world

Apparently, this is the only way Oghren sees us all...

Guardian of the Limit

What dwelling of magicians does without secrets? We definitely have it in our tower. To unravel, you need to find several student notes: a couple in the student rooms, another one in the library, two are next to Owain and the blood magicians, and finally one will be in the main hall. Now activate the three statues in the large hall - a statue with a bowl, with a raised sword, a lowered sword - and a statue with a spear (it's in another room, in the center of the floor). Go down to the first floor, go to the place where you met Wynn, and try to get into the basement. Kill the guard and pick up a great sword that will help you, for example, defeat Flemeth.

Jenny's Casket

In the office of the main sorcerer, you will find not only Flemeth's grimoire, but also a chest. It can be delivered to a house in the market district of Denerim near the Curiosities of Thedas. Unless, of course, you picked up the note about Red Jenny after meeting Zevran. As a reward, you will receive money, but no information about this mysterious box.

Enchanted Templar

On the fourth floor, you will meet a templar possessed by a demon of desire. If you attack them, you will get some good trophies, but if you let them go, you will most likely not see them again, but there is a small chance to meet them on the map above the mountain of corpses: the demons will satisfy their insatiable hunger. Here they can not avoid reprisals!

redcliffe

Gathering troops

Bann Tegan gives us story mission(with which several additional ones are connected): prepare the village for a siege. To do this, you need to talk with Perth and Murdoch. The first will ask you to bring him amulets. We will receive them from mother in the local church. In addition, in the shop you can find a bunch of barrels of oil. Perth should also be told about them.

Murdoch will ask you to bring more soldiers and get weapons for them. The ranks of "volunteers" can be replenished by the dwarf Dwinn, if you persuade him well. Several recruits will bring us a local tavern. First of all, this is a suspicious elf at the table. Your robbers will help you discover his spy essence. The innkeeper himself, Lloyd, will go after the elf, he will have to threaten. But it's better to first ask the waitress Bella and the men in the tavern about their lives. You can promise to help the waitress, and for the defenders you can negotiate free ale from Lloyd. Weapons can be begged from the blacksmith, promising him to save his daughter.

Mor came to one noble noble family

Spectacular lighting makes Stan even more convincing

The blacksmith's daughter

You will find it in the castle, in a small storage room on the ground floor.

hidden boy

Caitlin is standing in the church, asking to find her missing brother. He hid in the closet at home. After asking the boy, we learn about the family sword, which can be both appropriated and returned.

Demon

If you play as a magician, you are able to independently enter the shadow to free the son of Eamon. The demon will offer a deal. You can get an extra spell point, blood mage specialization, "forbidden pleasure" with a demon... Please note - the choice will affect the ending of the story.

asylum

In the village itself, as well as in the temple, there are no additional tasks (except to consider the delivery of scrolls to the church of Denerim as such), but there is an amusing “Easter egg”, which can already be considered a classic of role-playing games. After the end of the story mission, return to the village and go to the local cemetery. Epitaphs you will surely like. Here are just a few of them:

    Cheryl isn't here. She was cremated.

    "I can do an ax too" - Jim, sword swallower.

    Multiplayer with love.

    Great-great-grandfather Gygax.

In order to play as Sheila, you need to download the separate Stone Guardian module. Let's get to know this dangerous girl better.

Gifts to Sheila
Present Where to look
Magnificent Amethyst Dusty City of Orzammar, Alimar Market
Magnificent Diamond Orzammar Commons, Trader Garin
Magnificent Emerald Orzammar Commons, Figora's Store
Magnificent sapphire Orzammar Commons, Trader Legnar
Magnificent Malachite Circle Tower, Quartermaster
Magnificent Pomegranate Denerim Market District, Wonders of Thedas
Magnificent Ruby Elfinage, Alarita shop
Magnificent jade The cellar of a house in Honnleath
Magnificent Topaz frosty mountains, merchant Farin

Sheila is a former gnome who became a golem. She manages to combine femininity (for example, she wants to sew red shoes) and feigned rudeness ("Let's go crush a couple of heads"). In general, jokes about the "hermaphroditism" of the golem are perhaps the most curious in the entire game. By the way, she hates all birds without exception, which she constantly reminds of (“I don’t believe in the Creator. After all, a rational being will never create birds! What was he thinking about ?!”).

In combat, Sheila is a true all-rounder. She can be a hit-boy, a shooter, a controller, and even support. In the last incarnation (a branch of racks), it is most effective. Destroying a group of a golem in a stance, a healer, a magician, and a warrior with a two-handed weapon is almost impossible. There is only one inconvenience: the movement of our talisman takes some time.

As you can see from the table, there are no special gifts for her, but you can easily please her by dressing her in crystals for the first time.

Personal quest associated with memory recovery. Sheila is curious to know who she was before she became a golem. The quest can be obtained after talking with Perfect Karidin, according to the story. To complete it, go to the Kadash teig that appeared on the map of the deep paths. Go through the teig up to the statue of the heroine.

Forest Brecilian

bitten wife

In the Dalish camp, talk to Atras. His wife was bitten by werewolves and everyone says she's dead, but he doesn't believe it. Danaila will be waiting for you near the northern entrance to the eastern forest. Save her, unfortunately, will not work.

iron bark

Weaponsmith Varathorn will ask you to bring him rare ironwood bark, which local craftsmen use to create magnificent equipment. The bark can be torn off from a fallen tree near the northern passage to the eastern forest. As a reward, the master can receive a bow, armor (or both, if you insist), or an amulet, if you give up everything.

Elf in love

Last family photo. Very soon, most of them will not be alive - traitors are worse than filth...

Apparently, not only female characters are copied from popular people ... And Eddie Murphy not only voiced the donkey from Shrek

sick gall

In the camp, the caretaker of the Gaul Elora had a misfortune: one of her wards is sick. You can, using survival, find out what is the reason, or you can convince the caretaker that the animal is incurable.

bitten elf

In the center of the western part of the forest, not far from the ogres, lies a wounded Deygan. It can be taken to the camp, cured, robbed, abandoned or killed. A wealth of choice - isn't that what we want from a good role-playing game?

On a note: if you first rob an elf, and then send him to the camp, then he can return things and restore relations.

death dream

To the south of the Great Oak lies an abandoned, but very cozy camp, in which one is drawn to rest ... Waking up, one or more members of your squad will start a fight with a shadow that created the illusion. Defeat the demon and re-examine the "cozy" halt.

It is interesting: after finishing the story mission in the woods, go to the camp and talk to Leliana. She will play you a song from the main menu of the game.

Orzammar

Lost son

The story is over. The hero stands on the road and looks thoughtfully at the sunset... But it's too early for him to rest!

In the Common Halls we will come across Filda. Her son went to the deep paths and did not return. We will find the hand in the teig Ortan, it is connected with the plot - do not miss it.

Church

Burkel wants to open a church in Orzammar. You can help him with this by convincing the chronicler (in the hall of the keepers) to give permission. You will receive a meager reward, but this church will have a decisive influence on the fate of the world. And not the best...

Dwarf Mage

Dagna really wants to get into the circle of magicians. It is possible, by telling her father Jannar about her daughter's plans, to prevent her, or you can help by talking to the first sorcerer, if he, of course, is alive. As a reward, we will get a good rune or lyrium. In addition, Dagna will become an outstanding scientist.

Naga search

All his pets fled from the beater Bemora. Nagas must be searched for in the Common Halls, there are five of them in total. For each beast we get 25 silver coins. And if after that you talk with Leliana, then she admits that she really wants such an animal for herself. You can get it in Dust Town from an idle dwarf for a modest fee. Now this "hedgehog" will live with you in the camp.

Racket

After receiving the first task from any of the contenders for the throne and leaving the Diamond Halls, you will see how the local bandits threaten the merchant Figor. If you follow them into the shop, you can help the merchant. If you settle the matter peacefully, he will thank you and stay to trade, and if you kill the robbers, then ... he will scold you and run away.

Fights without rules

In the west of the Halls of Trials, in a small room, there is a gunsmith who will offer to take part in the battles. The reward for each battle is trifling, but the ring that you get after four victories is not bad for blood mages.

unwanted child

In Dusty City, you can find an unfortunate gnome who was kicked out of her family because she gave birth to a son from an untouchable. You can force her to get rid of her son, as her relatives want, or you can convince the latter that they are wrong and restore the family.

dragon in the throne room

This is how you need to put two characters in the throne room to summon a dragon

If the blanks are over, but you need to say something, it turns out like this

The architecture of the gnomes sometimes surprises. After studying the inscriptions on the throne, we will get a note in the codex. Now you need to correctly position the members of the detachment: one in the "dressing room" on the square in the center of the hall, and the other two in the throne room itself, in its southwestern part, on buttons that look like the end of an arrow. We click on the throne again with the last character and get acquainted with the local prisoner.

The thieves

Running past the king's treasury, you will come across a group of thieves who were trying to dig a tunnel. Deal with them and get a well-deserved reward from the guard who came running to the noise.

Poison

In one of the chambers for the nobility, you will meet the herbalist Vidron standing by the bed of a dying lady. He will tell you that she was poisoned and ask you to make an antidote. Then he will give you a recipe, which will be the main reward.

stolen book

The chronicler's assistant in the Halls of Keepers wants us to find a valuable book that was recently stolen. Trickster lives in Dust City. Negotiations with the thief will come to a standstill... But the note picked up from the corpse will lead us to the bandits, who are just carrying the tome to the fence in the Halls of Trials. After the battle, the book can be either sold to the same fence or returned to the keepers.

The missing pedigree

Dwarf Orta believes that she comes from a noble house Ortan, but that's bad luck: the family tree records disappeared in the teig of the same name. At least she didn't find them in the Halls of the Guardians, which meant there wasn't anywhere else. The records really lie in the center of the teig, not far from the Ruka cave.

List of golems

In the room with the Anvil of the Void, there is a table that lists all who have become golems. The names can be copied and taken to the chronicler.

Treasure of wanderers

Find four piles of stones in Caridin's Crossing:

    At the western exit to the map.

    Southwest of the bridge.

    Not far from the intersection of three roads.

    East of the Deep Hunter's Cave.

Our pet naga named Shmoplez. They seem to get along well with the dog.

After that, a mark with a vagabond's cache will appear on the map.

Legion Honor

As soon as we collect all the parts of the Dead Legion armor, we will be given the Dead Castle quest. Now we can get the emblem of the caste of the dead from the sarcophagus (in the room of the legion in the dead ditches) and take it to the chronicler. But before you leave the temple, equip someone in full armor and activate the legion relic.

Earthman Sword

In the deep paths you can get hold of one of the best one-handed swords - Grounder's Honor. First, find the tomb in Ortan teig (southeast corner). Now we are looking for pieces:

    The pommel lies in the Ortan teig in a vase in Ruka Cave.

    Hilt can be removed from the corpse of a genlock emissary at Caridina Crossing (the genlock is waiting for you in the tunnel that goes from west to south).

    The blade is removed from the corpse of an ancient darkspawn in the Dead Ditch (on the bridge in the center of the map).

Once you find everything, return to the tomb.

Cache

In the charter shelter, we will get Jammer's diary, which talks about the treasure. We need to find three chests: Jammer himself, Kanky and Pique. From them we get a silver ring for a dress, an iron letter opener and a pomegranate decoration. You can't take anything else! It remains to find a cache near the tamed bronto and open it.

The life of the keeper

To receive the task, touch the wall of memories in the Halls of the Guardians. Now find three runestones:

    Near the head of the miners in the Common Halls.

    In the southeast caves of Caridin's Crossing.

    In the western of the central rooms in the Dead ditches.

We return to the wall of memories for a reward.

Torn Demon

Gnomes are solid guys: if they already destroy the demon, then the pieces are carried over all the lands: what if they grow together? You can collect these pieces on the deep paths.

    Limbs in the northwest of the Aedukani teig.

    The torso and head are at Caridina Crossing, in the southeast and northeast respectively.

We take it to the altar in Ortan teig and revive the demon. We have another choice - to let him go for money or to kill him. This time it's final. What will you choose?

Denerim

Help the law

Near the house of the blacksmith Wade is Sergeant Keelone. He will complain to the authorities and ask for help to deal with crime. You can act both by force of conviction, and simply by force. If you want a high reward, listen to what the customer prefers.

Dark dealings

Trying to explain the fool
to the dwarf that it is impossible to "fall into the sky." Wynn and I are still trying to get through to consciousness, and Sheila offers ... in general, the same thing, but much more fast way

Eamon has a great sense of beauty. In all his mansions can be found
real works of art

On the other side of the house, the forge stands the sly Couldry. Only robbers can meet him. He has two task lines: for thieves and for burglars. In both lines, stealth will be extremely useful to you.

It is important: do not forget to leave too noticeable companions in the camp for the duration of the mission.

Before the meeting of the lands, we will be able to perform three thefts and two break-ins. Another theft and two burglaries after. If your stealth is not at the master level, then money, persuasion and fists will help you in some tasks.

Sect

In one of the lanes (you will visit there when you destroy the bandits by order of the church) you will find the corpse of Ser Frieden, who died trying to destroy the sect of blood magicians. You can finish this noble deed - go to an abandoned house (a new location on the map of Denerim) and cut out the villains.

Evil

Evil has settled in the orphanage in the elfinage, which the templar Otto will tell you about. Gather some clues, including questioning the elf girl sitting on the doorstep. After cleaning the shelter, do not forget to return the amulet to the elf.

Prisoners of Howe

In the cellars of the estate of Earl Howe, you can find several prisoners at once.

    Bann Sieghard's son hangs on a rack in the torture room, who will intercede for you at the meeting as a reward.

    In prison, the templar Irminrik went mad. Take his ring to Banana Alfstanna.

    Veteran Reksel also could not stand the imprisonment. It is necessary to tell the preacher Rosamund about it.

Guild Quests

The tasks of most guilds (preacher boards, Blackstone volunteers, assassins and "interested ones") are mostly completed without problems: the benefit of the targets is marked on the map, or at least their approximate location is described. But there are a few exceptions.

If in the final task volunteers you choose the side of the father, then in order to get to the son, you must not go to Lothering, which will be destroyed by this moment, but simply pass the town. Taoran will come across to you in a "random" encounter.

Love notes that one of interested(tasks are given by the innkeeper in Denerim's Bitten Nobleman), scattered literally all over the world. Finding them is not easy. Here are all the places:

    In the Dalish camp, behind the merchant.

    Near the entrance to the ruins in the Brecilian forest is a secret door on the left.

    In the royal palace of Orzammar, in an inconspicuous room in the east of the palace.

    In Orzammar's charter hideout, in the room to the right of the hall where Jarvia fell.

    In another hideout, this time in a village, next to the entrance to a house with bloody altar.

    In the tavern "Spoiled Princess" near the tower of magicians.

    In the tower itself, on the second floor, in the east room.

    In the windmill of Redcliffe (where there is a secret passage to the castle).

    In the basement of Redcliffe Castle, just before the entrance to the courtyard.

    At Wade's forge in Denerim.

    In the brothel "Pearl" (location in Denerim) in the southeast room.

    In Eamon's manor in Denerim in the northwest room.

In addition to these same faces, they will make you run and mages from the community.

blood marks

We need to bleed four doors in Denerim: two in the Trade District and one each in Dirty and Dark Alleys.

Places of power

We need to activate four places of power.

    A grave in western Brecilian.

    Altar in the teig Ortan.

    A tree in the Denerim alienage.

    Stairs to the second floor of the tower of magicians.

Scrolls of Banastor

You need to find five scrolls at the following addresses.

    The southeast ruined room on the second floor of the mage tower.

    Northwest room on the third floor of the Mage Tower.

    Southeast library in the abandoned temple with the ashes of Andraste.

    Western barracks (entrance from the center) in an abandoned temple with the ashes of Andraste.

    Southeast room in werewolf lair.

The rest of the tasks should not cause difficulties.

A child does not need a good father. He needs a good teacher. A man is a good friend. And a woman is a loved one. And in general, let's talk better about stitches-tracks.

Arkady and Boris Strugatsky, "Distant Rainbow"

The peace of Ferelden is threatened by more than just the Blight. Hundreds of scum of all stripes raised their heads, waiting for the end of the world. We can both join them and punish the scoundrels. To make sure you don't miss a single opportunity, we've compiled a list of side missions that haven't been covered on our pages yet.

Ostagar and the Wildlands - the beginning of the story Lothering - a living dead city Circle of Magi - magical secrets Redcliffe - universal summoning Sanctuary - classic easter egg Brecilian forest - traces of corruption Orzammar - thieves and their prey Denerim - Guild quest series - find everything Sheila - raw beauty

Let's start with the backstories of our heroes. In each case, we will be able to complete several additional tasks, but they are not difficult - training. You can even skip them and rush straight to Ostagar. However, painstaking exploration of the initial territories will bring you not only money, experience and some equipment. At the very beginning, when the hero is very young and inexperienced, you can learn a lot of interesting things about the world, which you won’t be able to figure out later. So we advise you to look into all corners, at least at first.

Each backstory will bring you something useful, make your path easier. A noble person will get a dog, a Dolean - a good bow ... in a word, to each his own. But there is one hero who will be much easier than the rest at the start. This is a noble dwarf - he leaves with Duncan, jingling more than twenty gold pieces in his pocket! Well, let's go after them.

Ostagar and the Wildlands

sick dog

Dwarven Politics

Talk to the kennel in the camp, and he will tell you about the sick mabari, who swallowed tainted blood. To cure him, you need a special flower that grows in the wild lands of Korcari. According to the plot, you still have to go there, so feel free to agree. Look in the ruins a couple of meters from the place where you will meet a wounded soldier. The cured dog will join you after the Ostagar battle if you haven't got a pet yet.

Hungry Prisoner

An unfortunate soldier hangs in a cage in the camp. He is not only not released, but also not fed. The poor man will ask you to get him some food. Before giving consent and food, ask the prisoner why he was imprisoned. At the end of the story, you can demand the key to the chest of magicians from the prisoner. Food can be obtained from the guard by convincing or bribing him. And the chest will be opened only after returning from the wild lands, when the pacified one leaves it.

Sword

You can trick the messenger Peak into getting a good sword. But first, the boy must be caught - find him with the ash warriors, and then run after him.

Missionary Chest

Not far from the border of the wildlands, you will find the body of the missionary Jogby. From it you can remove a letter with hints - where to find the treasure. Look for the chest in the south of the map.

Chasing tracks

In the west of the wildlands is an abandoned parking lot and a chest containing a magazine. Read it and follow the mark that appears. A chain of such traces will lead you to the treasure.

last will

The dog plays the role of a psychoanalyst

The professor is sleeping - the students are happy

In the middle of the wasteland, you will come across the corpse of Rigby. The will describes where his belongings are hidden: in an abandoned camp to the west of the body. Having dug out the chest, you can either open it or take it to the widow Jetta. She is waiting for you in the church of Radcliffe.

Ash Demon

On the corpse of a soldier, not far from the hurlock emissary, lies a bag of ashes and a sheet with a local legend. The legend is true, and by pouring the ashes onto a pile of rocks northwest of the bridge, you will summon Gazarath, the "orange" demon of wrath. Good trophies await the winners.

Lothering

Create three Poultices/Traps/Poison Bottles

The tasks are of the same type, they are taken from Miriam, Allison and Barlin, respectively. There is nothing complicated, only the appropriate skills and components are needed, which are bought from Barlin and collected on the map.

Deceased Templar

At the entrance to the location after the battle with the bandits, you will find the corpse of a templar. Things from it should be taken to Ser Donall in the church.

On a note: in the same church, you should reveal to Sir Brian that you are a gray guard and ask for help. He will give you the key to the poultice cabinet.

Preacher's board

If you complete all four tasks from the local preacher's board, you will receive a good sword as a reward.

Circle of Magi

call

On the first floor of the tower, in the library, you can perform several summoning exercises. To do this, find two halves of the book: in the library and next to the stairs to the next floor. Perform all three rituals and the task will be completed. But that's not all. Repeat all three rituals in a row and activate the fourth summoning flame - it is in the room where the second half of the book was. A creature will appear and quickly disappear. It can be robbed by obtaining a note. But that's not all! On the preacher's board, you can later take a task that talks about disappearing travelers. It turns out that the demon we called decided to profit. We kill him, take away the trophies, inform the preacher and go to fill the pangs of conscience with ale.

The main character makes it clear with her whole appearance how she wants to be a gray guard and save the world

Apparently, this is the only way Oghren sees us all...

Guardian of the Limit

What dwelling of magicians does without secrets? We definitely have it in our tower. To unravel, you need to find several student notes: a couple in the student rooms, another one in the library, two are next to Owain and the blood magicians, and finally one will be in the main hall. Now activate the three statues in the large hall - a statue with a bowl, with a raised sword, a lowered sword - and a statue with a spear (it's in another room, in the center of the floor). Go down to the first floor, go to the place where you met Wynn, and try to get into the basement. Kill the guard and pick up a great sword that will help you, for example, defeat Flemeth.

Jenny's Casket

In the office of the main sorcerer, you will find not only Flemeth's grimoire, but also a chest. It can be delivered to a house in the market district of Denerim near the Curiosities of Thedas. Unless, of course, you picked up the note about Red Jenny after meeting Zevran. As a reward, you will receive money, but no information about this mysterious box.

Enchanted Templar

On the fourth floor, you will meet a templar possessed by a demon of desire. If you attack them, you will get some good trophies, but if you let them go, you will most likely not see them again, but there is a small chance to meet them on the map above the mountain of corpses: the demons will satisfy their insatiable hunger. Here they can not avoid reprisals!

redcliffe

Gathering troops

Bann Tegan gives us a story mission (with which there are several additional ones): prepare the village for the siege. To do this, you need to talk with Perth and Murdoch. The first will ask you to bring him amulets. We will receive them from mother in the local church. In addition, in the shop you can find a bunch of barrels of oil. Perth should also be told about them.

Murdoch will ask you to bring more soldiers and get weapons for them. The ranks of "volunteers" can be replenished by the dwarf Dwinn, if you persuade him well. Several recruits will bring us a local tavern. First of all, this is a suspicious elf at the table. Your robbers will help you discover his spy essence. The innkeeper himself, Lloyd, will go after the elf, he will have to threaten. But it's better to first ask the waitress Bella and the men in the tavern about their lives. You can promise to help the waitress, and for the defenders you can negotiate free ale from Lloyd. Weapons can be begged from the blacksmith, promising him to save his daughter.

Mor came to one noble noble family

Spectacular lighting makes Stan even more convincing

The blacksmith's daughter

You will find it in the castle, in a small storage room on the ground floor.

hidden boy

Caitlin is standing in the church, asking to find her missing brother. He hid in the closet at home. After asking the boy, we learn about the family sword, which can be both appropriated and returned.

Demon

If you play as a magician, you are able to independently enter the shadow to free the son of Eamon. The demon will offer a deal. You can get an extra spell point, blood mage specialization, "forbidden pleasure" with a demon... Please note - the choice will affect the ending of the story.

asylum

In the village itself, as well as in the temple, there are no additional tasks (except to consider the delivery of scrolls to the church of Denerim as such), but there is an amusing “Easter egg”, which can already be considered a classic of role-playing games. After the end of the story mission, return to the village and go to the local cemetery. Epitaphs you will surely like. Here are just a few of them:

Cheryl isn't here. She was cremated.

"I can do an ax too" - Jim, sword swallower.

Multiplayer with love.

Great-great-grandfather Gygax.

In order to play as Sheila, you need to download the separate Stone Guardian module. Let's get to know this dangerous girl better.

Gifts to Sheila
Present Where to look
Magnificent Amethyst Dusty City of Orzammar, Alimar Market
Magnificent Diamond Orzammar Commons, Trader Garin
Magnificent Emerald Orzammar Commons, Figora's Store
Magnificent sapphire Orzammar Commons, Trader Legnar
Magnificent Malachite Circle Tower, Quartermaster
Magnificent Pomegranate Denerim Market District, Wonders of Thedas
Magnificent Ruby Elfinage, Alarita shop
Magnificent jade The cellar of a house in Honnleath
Magnificent Topaz Frost Mountains, Trader Faryn

Sheila is a former gnome who became a golem. She manages to combine femininity (for example, she wants to sew red shoes) and feigned rudeness ("Let's go crush a couple of heads"). In general, jokes about the "hermaphroditism" of the golem are perhaps the most curious in the entire game. By the way, she hates all birds without exception, which she constantly reminds of (“I don’t believe in the Creator. After all, a rational being will never create birds! What was he thinking about ?!”).

In combat, Sheila is a true all-rounder. She can be a hit-boy, a shooter, a controller, and even support. In the last incarnation (a branch of racks), it is most effective. Destroying a group of a golem in a stance, a healer, a magician, and a warrior with a two-handed weapon is almost impossible. There is only one inconvenience: the movement of our talisman takes some time.

As you can see from the table, there are no special gifts for her, but you can easily please her by dressing her in crystals for the first time.

The personal quest is related to the restoration of memory. Sheila is curious to know who she was before she became a golem. The quest can be obtained after talking with Perfect Karidin, according to the story. To complete it, go to the Kadash teig that appeared on the map of the deep paths. Go through the teig up to the statue of the heroine.

Forest Brecilian

bitten wife

In the Dalish camp, talk to Atras. His wife was bitten by werewolves and everyone says she's dead, but he doesn't believe it. Danaila will be waiting for you near the northern entrance to the eastern forest. Save her, unfortunately, will not work.

iron bark

Weaponsmith Varathorn will ask you to bring him rare ironwood bark, which local craftsmen use to create magnificent equipment. The bark can be torn off from a fallen tree near the northern passage to the eastern forest. As a reward, the master can receive a bow, armor (or both, if you insist), or an amulet, if you give up everything.

Elf in love

Last family photo. Very soon, most of them will not be alive - traitors are worse than filth...

Apparently, not only female characters are copied from popular people ... And Eddie Murphy not only voiced the donkey from Shrek

sick gall

In the camp, the caretaker of the Gaul Elora had a misfortune: one of her wards is sick. You can, using survival, find out what is the reason, or you can convince the caretaker that the animal is incurable.

bitten elf

In the center of the western part of the forest, not far from the ogres, lies a wounded Deygan. It can be taken to the camp, cured, robbed, abandoned or killed. A wealth of choice - isn't that what we want from a good role-playing game?

On a note: if you first rob an elf, and then send him to the camp, then he can return things and restore relations.

death dream

To the south of the Great Oak lies an abandoned, but very cozy camp, in which one is drawn to rest ... Waking up, one or more members of your squad will start a fight with a shadow that created the illusion. Defeat the demon and re-examine the "cozy" halt.

It is interesting: after finishing the story mission in the woods, go to the camp and talk to Leliana. She will play you a song from the main menu of the game.

Orzammar

Lost son

The story is over. The hero stands on the road and looks thoughtfully at the sunset... But it's too early for him to rest!

In the Common Halls we will come across Filda. Her son went to the deep paths and did not return. We will find the hand in the teig Ortan, it is connected with the plot - do not miss it.

Church

Burkel wants to open a church in Orzammar. You can help him with this by convincing the chronicler (in the hall of the keepers) to give permission. You will receive a meager reward, but this church will have a decisive influence on the fate of the world. And not the best...

Dwarf Mage

Dagna really wants to get into the circle of magicians. It is possible, by telling her father Jannar about her daughter's plans, to prevent her, or you can help by talking to the first sorcerer, if he, of course, is alive. As a reward, we will get a good rune or lyrium. In addition, Dagna will become an outstanding scientist.

Naga search

All his pets fled from the beater Bemora. Nagas must be searched for in the Common Halls, there are five of them in total. For each beast we get 25 silver coins. And if after that you talk with Leliana, then she admits that she really wants such an animal for herself. You can get it in Dust Town from an idle dwarf for a modest fee. Now this "hedgehog" will live with you in the camp.

Racket

After receiving the first task from any of the contenders for the throne and leaving the Diamond Halls, you will see how the local bandits threaten the merchant Figor. If you follow them into the shop, you can help the merchant. If you settle the matter peacefully, he will thank you and stay to trade, and if you kill the robbers, then ... he will scold you and run away.

Fights without rules

In the west of the Halls of Trials, in a small room, there is a gunsmith who will offer to take part in the battles. The reward for each battle is trifling, but the ring that you get after four victories is not bad for blood mages.

unwanted child

In Dusty City, you can find an unfortunate gnome who was kicked out of her family because she gave birth to a son from an untouchable. You can force her to get rid of her son, as her relatives want, or you can convince the latter that they are wrong and restore the family.

dragon in the throne room

This is how you need to put two characters in the throne room to summon a dragon

If the blanks are over, but you need to say something, it turns out like this

The architecture of the gnomes sometimes surprises. After studying the inscriptions on the throne, we will get a note in the codex. Now you need to correctly position the members of the detachment: one in the "dressing room" on the square in the center of the hall, and the other two in the throne room itself, in its southwestern part, on buttons that look like the end of an arrow. We click on the throne again with the last character and get acquainted with the local prisoner.

The thieves

Running past the king's treasury, you will come across a group of thieves who were trying to dig a tunnel. Deal with them and get a well-deserved reward from the guard who came running to the noise.

Poison

In one of the chambers for the nobility, you will meet the herbalist Vidron standing by the bed of a dying lady. He will tell you that she was poisoned and ask you to make an antidote. Then he will give you a recipe, which will be the main reward.

stolen book

The chronicler's assistant in the Halls of Keepers wants us to find a valuable book that was recently stolen. Trickster lives in Dust City. Negotiations with the thief will come to a standstill... But the note picked up from the corpse will lead us to the bandits, who are just carrying the tome to the fence in the Halls of Trials. After the battle, the book can be either sold to the same fence or returned to the keepers.

The missing pedigree

Dwarf Orta believes that she comes from a noble house Ortan, but that's bad luck: the family tree records disappeared in the teig of the same name. At least she didn't find them in the Halls of the Guardians, which meant there wasn't anywhere else. The records really lie in the center of the teig, not far from the Ruka cave.

List of golems

In the room with the Anvil of the Void, there is a table that lists all who have become golems. The names can be copied and taken to the chronicler.

Treasure of wanderers

Find four piles of stones in Caridin's Crossing:

At the western exit to the map.

Southwest of the bridge.

Not far from the intersection of three roads.

East of the Deep Hunter's Cave.

Our pet naga named Shmoplez. They seem to get along well with the dog.

After that, a mark with a vagabond's cache will appear on the map.

Legion Honor

As soon as we collect all the parts of the Dead Legion armor, we will be given the Dead Castle quest. Now we can get the emblem of the caste of the dead from the sarcophagus (in the room of the legion in the dead ditches) and take it to the chronicler. But before you leave the temple, equip someone in full armor and activate the legion relic.

Earthman Sword

In the deep paths you can get hold of one of the best one-handed swords - Grounder's Honor. First, find the tomb in Ortan teig (southeast corner). Now we are looking for pieces:

The pommel lies in the Ortan teig in a vase in Ruka Cave.

Hilt can be removed from the corpse of a genlock emissary at Caridina Crossing (the genlock is waiting for you in the tunnel that goes from west to south).

The blade is removed from the corpse of an ancient darkspawn in the Dead Ditch (on the bridge in the center of the map).

Once you find everything, return to the tomb.

Cache

In the charter shelter, we will get Jammer's diary, which talks about the treasure. We need to find three chests: Jammer himself, Kanky and Pique. From them we get a silver ring for a dress, an iron letter opener and a pomegranate decoration. You can't take anything else! It remains to find a cache near the tamed bronto and open it.

The life of the keeper

To receive the task, touch the wall of memories in the Halls of the Guardians. Now find three runestones:

Near the head of the miners in the Common Halls.

In the southeast caves of Caridin's Crossing.

In the western of the central rooms in the Dead ditches.

We return to the wall of memories for a reward.

Torn Demon

Gnomes are solid guys: if they already destroy the demon, then the pieces are carried over all the lands: what if they grow together? You can collect these pieces on the deep paths.

Limbs in the northwest of the Aedukani teig.

The torso and head are at Caridina Crossing, in the southeast and northeast respectively.

We take it to the altar in Ortan teig and revive the demon. We have another choice - to let him go for money or to kill him. This time it's final. What will you choose?

Denerim

Help the law

Near the house of the blacksmith Wade is Sergeant Keelone. He will complain to the authorities and ask for help to deal with crime. You can act both by force of conviction, and simply by force. If you want a high reward, listen to what the customer prefers.

Dark dealings

Trying to explain the fool
to the dwarf that it is impossible to "fall into the sky." Wynn and I are still trying to get through to consciousness, and Sheila offers ... basically the same thing, but in a much faster way.

Eamon has a great sense of beauty. In all his mansions can be found
real works of art

On the other side of the house, the forge stands the sly Couldry. Only robbers can meet him. He has two task lines: for thieves and for burglars. In both lines, stealth will be extremely useful to you.

It is important: do not forget to leave too noticeable companions in the camp for the duration of the mission.

Before the meeting of the lands, we will be able to perform three thefts and two break-ins. Another theft and two burglaries after. If your stealth is not at the master level, then money, persuasion and fists will help you in some tasks.

Sect

In one of the lanes (you will visit there when you destroy the bandits by order of the church) you will find the corpse of Ser Frieden, who died trying to destroy the sect of blood magicians. You can finish this noble deed - go to an abandoned house (a new location on the map of Denerim) and cut out the villains.

Evil

Evil has settled in the orphanage in the elfinage, which the templar Otto will tell you about. Gather some clues, including questioning the elf girl sitting on the doorstep. After cleaning the shelter, do not forget to return the amulet to the elf.

Prisoners of Howe

In the cellars of the estate of Earl Howe, you can find several prisoners at once.

Bann Sieghard's son hangs on a rack in the torture room, who will intercede for you at the meeting as a reward.

In prison, the templar Irminrik went mad. Take his ring to Banana Alfstanna.

Veteran Reksel also could not stand the imprisonment. It is necessary to tell the preacher Rosamund about it.

Guild Quests

The tasks of most guilds (preacher boards, Blackstone volunteers, assassins and "interested ones") are mostly completed without problems: the benefit of the targets is marked on the map, or at least their approximate location is described. But there are a few exceptions.

If in the final task volunteers you choose the side of the father, then in order to get to the son, you must not go to Lothering, which will be destroyed by this moment, but simply pass the town. Taoran will come across to you in a "random" encounter.

Love notes that one of interested(tasks are given by the innkeeper in Denerim's Bitten Nobleman), scattered literally all over the world. Finding them is not easy. Here are all the places:

In the Dalish camp, behind the merchant.

Near the entrance to the ruins in the Brecilian forest is a secret door on the left.

In the royal palace of Orzammar, in an inconspicuous room in the east of the palace.

In Orzammar's charter hideout, in the room to the right of the hall where Jarvia fell.

In another hideout, this time in a village, next to the entrance to a house with a bloody altar.

In the tavern "Spoiled Princess" near the tower of magicians.

In the tower itself, on the second floor, in the east room.

In the windmill of Redcliffe (where there is a secret passage to the castle).

In the basement of Redcliffe Castle, just before the entrance to the courtyard.

At Wade's forge in Denerim.

In the brothel "Pearl" (location in Denerim) in the southeast room.

In Eamon's manor in Denerim in the northwest room.

In addition to these same faces, they will make you run and mages from the community.

blood marks

We need to bleed four doors in Denerim: two in the Trade District and one each in Dirty and Dark Alleys.

Places of power

We need to activate four places of power.

A grave in western Brecilian.

Altar in the teig Ortan.

A tree in the Denerim alienage.

Stairs to the second floor of the tower of magicians.

Scrolls of Banastor

You need to find five scrolls at the following addresses.

The southeast ruined room on the second floor of the mage tower.

Northwest room on the third floor of the Mage Tower.

Southeast library in the abandoned temple with the ashes of Andraste.

Western barracks (entrance from the center) in an abandoned temple with the ashes of Andraste.

Southeast room in werewolf lair.

The rest of the tasks should not cause difficulties.

Naga Beater Bemor stands in the Commons near the entrance to the Diamond Quarter. He will complain that all his nagas have scattered around the city, and now he will have to close the case. Offer him your help, and he will tell you that even one naga will be enough for him to put things right.

As soon as you agree to capture, nagas will appear in different nooks and crannies around the city. Catch one and take it to Bemor. He will pay you 12 silver coins and the task will be completed. However, you can catch and drag the rest of the nagas to him in order to get the same 12 silver, only he pays not for a piece, but immediately for the batch, so it’s more profitable to take them one at a time, and not in bulk.

Animals can be found in the following locations:

  • At the checkpoint in the Deep Roads;
  • Near Figora shop;
  • On the bridge before the entrance to the Orzammar Trials;
  • In the alleyway behind Janar's shop;
  • Near brother Berkel.

After you take five pieces to Bemor, he will say that you have caught all the nagas in Thedas and nothing more can be obtained from him.

Note 1: there may be a bug when Bemor says that there are still not caught nagas.
Note 2: if you give Leliana a pet naga in the Commons, you can catch him and hand him over to Bemora.

mother's hope

In the Commons near Janar's workshop you will find Filda the Dwarf, praying for her ancestors to help her find Rook's son, who was lost in the Deep Roads. Offer her your help.

You can find Ruka in Ortan teige. He will start to run away from you, follow him to his camp, where he lives, eating the flesh of the creatures of darkness. You can kill Rook, or you can convince or intimidate him to be able to talk and trade with him (he has a few good items for sale, as well as a couple of gifts for party members). If you decide to spare him, he will tell you why he fled to the Deep Roads, and ask you not to tell his mother about his fate.

If you agree to lie to Filda about his death, Wynn will approve.

If Zevran is in the group, then at the end of the conversation with Rook, he will offer to kill him and you will have to do it. If you still want to avoid this, end the conversation through the trade window.

If Stan is in the party, he will not let Filde lie about the fate of his son and will tell her the truth.

Reward:

As a reward for completing the task, you can get experience, money or the Shield of the Hand (small shield, steel, defense: 1.50, projectile defense: 2.25, + 10% to spirit resistance, +4 to attack).

If Rook survived and you lied to Filda about his death, you will gain experience and a shield. If you killed him but lied about it, you will only gain experience.

If you kill him and tell her the truth, she will curse you and, again, you will only gain experience. If you decide not to look for it, and tell Filda that you looked for it but didn't find anything, she will give you the money.

If you killed the Rook, there is an opportunity to get experience, gold and a shield as a reward. To do this, select the "I doubt you want to hear this" option and then lie to her about how he died heroically a long time ago.

Note: if you spoke to Rook before you received the quest, you can still complete it, if you return to Orzammar, speak to Filda and then Rook again. However, this must be done before entering the Anvil of the Void location - after the coronation of Filda, he will disappear.

All-time scientist

If you agree to talk to the mages, Wynn and Leliana will approve.

If you tell Janar about his daughter's request before she leaves for the Circle, he will ask you to talk her out of this act. Alternatively, go back and convince her to stay in Orzammar.

If you decide to convey her request to the magicians, then first you need to complete the story quest "Broken Circle". Whether Dagna will be accepted to study in the Circle depends on whose side you have taken: mages or templars. Knight-Captain Gregor will be against her studying in the Circle, and First Enchanter Irving, on the contrary, will say that it will be an interesting experience.

Return to Dagna and tell her about the Circle's decision. If you say that they do not want to accept her or that the Circle is destroyed, she will go there herself, without permission. If you tell her that she is expected in the Circle, she will thank you and reward you with a large lyrium potion or a dweomer rune.

Note: if Dagna goes to the Circle, Janar will be very unhappy with this and will stop trading with you. If you don't want to lose your merchant, don't talk to him about your daughter.

outlandish remedies

In the southwest room royal palace the herbalist Vidron is trying to cure his patient, Lady Brodens, who has been poisoned by an exotic poison. To help him, you need to bring an antidote made from rare and expensive ingredients:

  • Elvish root - 4;
  • Stone of life - 2;
  • Concentrating reagent - 2;
  • Flask - 1.

To prepare an antidote, a character or party member must have a maximum level of herbalism skill. Create a potion and give it to the sick. Get experience as a reward.

Lost records

Dwarf Orta is looking for some records of the Ortan house to prove that she comes from this house. Taig Ortan was lost during the last Blight, and records of him are almost gone. However, in the family of Orta's mother, they were believed to be descended from the youngest daughter of the house of Kelana Ortan, who was studying in Orzammar at the time the thaig was lost.

You can receive the task either personally from Orta, who you will find in the halls of the Guardians, or by taking papers from the chest in the Ortan teig, not far from where you meet the Rook. Return these papers to Orta so that she can show them to the Council demanding that her family be restored to their title and inheritance.

To complete the quest, speak to her again in the council chambers. You can claim more money to get 5 gold, you can ask her to vote for one of the candidates or ask for nothing in return, having gained experience.

In any case, if you leave Orzammar and then return there again, Orta will give you 10 gold.

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