Dragon age origins alistair tightening. FAQ Dragon Age: Origins - Companions. Return to the past
Alistair's family
When Aleister's disposition to you is more than 40, he will tell you about his paternal sister Goldanna. Year after year, his desire to find a family and relatives became stronger and stronger. Alistair learned that his sister lives in Denerim in the shopping district (a house with a yellow door to the left of Wade's blacksmith's house). He will want to drop in to her and tell her everything. We do not deny this pleasure to our best friend. We go into the house and talk to Goldanna. It is better to choose less harsh remarks in a conversation and let Alistair speak. The poor fellow will receive a far from warm welcome from his own blood. After you leave Goldanna's house, be sure to tell Alistair that everyone is mostly happy on their own and doing their best for themselves. This will harden his character and in the future will win him over to Alistair Anor (Queen of Ferrelden). Alistair will be grateful for your help. This will complete the quest.
Leliana's past
As you know, Leliana was not always a quiet and kind girl. She was once a bard and engaged in contract killings. Traveling around the map, you will be attacked by a squad of assassins who, as it turns out, will need Leliana's head. We send the bandits to the next world and move on. Later in the camp, if Leliana's disposition towards you gets above 40, she will tell you about her "fighting" friend and mentor Marjoline. Our red-haired girlfriend will guess that it was she who sent the killers to her and wants to meet her in Denerim. We agree to help her with this. Arriving in the city, we go to the hideout of the Marjoline gang (in the shopping district near the main gate, the place will be marked on the mini-map). After a short conversation, we kill Marjoline and her accomplices. Leliana will be very grateful to you for saving, but for some time she will be in a slight shock from the betrayal and death of her "best friend". The quest is now over.
Note 1: doing it will affect your romantic relationship with Leliana. Even if before that she was already head over heels in love with you, now she will allow you to the body. But it will only be if you don't have romantic relationship with Morrigan.
Note 2: You don't need to kill Marjoline (for this, during a conversation, try to convince Leliana that she is not like her "girlfriend"). In this case, Marjoline will knock her feet on the floor that she will return and leave. There will be no further meetings with her.
Grimoire Flemet
When you free the tower of the circle from the possessed, Morrigan will ask you to find in the office of the first sorcerer an ancient black grimoire that once belonged to her mother Flemeth. We agree to help. Having found the grimoire, we give it to Morrigan (we get a huge plus to favor). Coming to the camp the next time, Morrigan will tell you about how she revealed the secret of Flemeth's longevity. For many years she gave birth to a daughter, taught her witchcraft skills, and then moved into her. The same fate should soon befall the Morrigan. We agree to protect the girl. To do this, we have to return to the Wild Lands of Korkari and kill Flemeth. This will be very, very difficult, especially if you are playing as a warrior. Morrigan will not go with you, which means that you will not have the opportunity to freeze and cast a curse. We'll have to fight honestly. And you will have to fight with ... a dragon-demon. After the victory, take the key to the house from the creature's corpse. There you will find a more serious Morrigan mantle, Flemeth's grimoire (the second and most important), and a couple of other goodies. Give the Grimoire to Morrigan. She will be happy, but show restrained emotions (as she almost always does).
Note 1: it is from this grimoire that Morrigan learns about a way to keep you alive after defeating the archdemon. Therefore, if you want an ending with the honors of a hero, you must complete this quest.
Note 2: Flemeth may not be killed. Just tell her everything you know, she will offer you to pick up the grimoire, and then she will leave. Morrigan, by the way, will not suspect anything. But in my opinion, it is still better to cut down experience for an extra dragon.
Regret Wynne
Magician Wynn, when her disposition to you is above 50, will tell a sad story about her student Aneirin. He was a Dalish elf and things were not going well in his circle. As a result, after a quarrel with Wynne, he decided to run away. The Templars caught and killed him. Since then, Wynn has been haunted by feelings of guilt in front of her student. But maybe not everything ended so sadly? Go to the Brecilian forest to the Dalish camp and talk to the storyteller Sarel (Winn must be in your party). He will tell you about the healer Aneirin, who lives in the depths of the forest. We go to the second location to the home of the mad wizard. Wynne and Aneirin will talk, and then everything will end well. We will receive a good amulet as a reward and go on our journey.
Beresaad's Sword
When Stan's disposition to you is more than 25, he will tell you why he killed a family of peasants that saved him from death. When he woke up, he did not see his sword with him (and for the Qunari this is tantamount to death), he thought that the peasants had robbed him and decided to finish them off. Promising nothing to the Wall, we go in search of the sword. To begin with, we go to the ferry at the Circle Tower. There we will meet the marauder. We ask him about the Qunari sword. He will give a tip to one type. You can find him on the plateau at the gate to Orzammar in the frosty mountains (this will be the merchant Farin). We scare him that we will hand over the thief with giblets to the owner of the sword and get the name of the character to whom this sword was sold. It will turn out to be the dwarf Dvin from Rdcliffe (you will probably already know him by that time). We tell him that we will buy a sword in exchange for his life. The gnome will get scared and give the sword for free (you need persuasion skill 3, otherwise you will have to pay for the sword). We return the sword to the Wall. The quest is complete.
Ogren's longtime sweetheart.
If you sentenced Branca on the deep paths, then very soon Ogren will tell you about his old friend Felsi (you need more than 60 location). The gnome will say that the last time they had a hard fight and now he wants to return everything. He asks us to go with him to Felsi and talk to her about everything. We go to the tavern "Spoiled Princess" (at the crossing to the tower of the circle). You can first chat with Felsi yourself, and then send Ogren to her, or you can immediately entrust everything to the dwarf. The success of the quest depends on what Ogren tells her. If you follow your advice, then everything will go well. And although Felsi will laugh enough at our red-bearded friend, after the victory over the pestilence they will be together and even have a child.
Golem memories
Note: The quest is available only with the official DLC "The Stone Captive".
Sheila, when her favor with you is over 50, will ask you to find out something about her past. The following is important here: by that time you will have to go through the quest "Perfect" on the side of Karidin and thereby find out that all the golems were once gnomes. If you complete the same quest on Branca's side, Sheila will leave the squad. So, you are tasked with finding out about Sheila's past. We take her to the party and set off on the deep paths to the crossroads of Karidin. Sheila will remember this place and tell you about the passage to the abandoned teig of the house of Kadash (the marker will appear on your map). We go there. We clean the area from the creatures of darkness, making our way to the center of the teig. There will be a monument dedicated to the inhabitants of the teig, who sacrificed themselves, becoming golems in order to defend the dwarven possessions from the creatures of darkness. All the names of the heroes will also be listed there. Sheila will find her name and her memory clear. The quest is complete.
Dragon age: Origins - FAQ: Companions
Dragon Age: Origins is party role play... This means that other characters and companions will travel with you alongside your hero. These characters will be located in the Hero's camp and you can always take them with you. Often they are not inferior in strength to the Hero, and some are even superior. The game has such an indicator as the reputation of a companion. What does it mean? If the reputation is high, your companion character will receive a bonus to any attribute. Opportunities for obtaining quests from companions and romantic relationships will also open. If your reputation with a companion is low, then he will treat you with contempt, and if the reputation indicator reaches a critical point, the companion may leave the Hero.
So how can you prevent this? Very simple. Give your companions their due attention. Complete their quests, give gifts. Each companion requires a "special" approach. In addition, your code will often include useful information to help you win your companion's appreciation.
There are 10 different companions in Dragon Age: Origins that you can enlist with. This thread will publish short info for each of them.
1. Alistair Class: Warrior |
Important: In the course of this easy quest, you will have the opportunity to toughen up Alistair. This moment can seriously affect his future behavior. To toughen Alistair, after the conversation between him and Goldanna takes place, tell him that "Everyone only cares about himself."
If you toughen Alistair and leave Loghain alive at the land rally, Alistair will leave the Hero's party and express a desire to marry Anor and become the heir to the throne. The tightening also affects the ending of the Hero-Girl, who had an affair with Alistair. If Alistair did not give the throne to Anora, and he himself expressed a desire to become king, then only the Hero-girl of noble birth (the background for the Kuslandov) could persuade him to marry, thus becoming a queen. If you toughen up Alistair, then he will marry your heroine of any origin.
Romantic relationship: A romantic relationship with Alistair is possible only with a female Hero. To start a romantic relationship, simply ask Alistair about his life as a templar. Express your admiration for them. If the indicator of his gratitude increases, then upon meeting in the camp, Alistair will give your Heroine a flower. This will be a sign of the beginning of a romantic relationship.
Present: Alistair's special gifts are his mother's amulet and Duncan's shield. Amulen is in writing desk Earl Radcliffe. The shield can be obtained from the Gray Wardens' secret warehouse. Riordan will tell you about him if you bring him his documents. Also, Alistair will not mind getting runestones and various figurines from you.
The moment of the crisis: Alistair will leave the Hero only if you spare Loghain at the Land Gathering.
2. Morrigan Class: Magician |
3. Leliana Class: Robber |
- Talk to Leliana about her life at the monastery and express your admiration for her beauty. Say that all the novices in the monastery pale in comparison to her.
- After completing the quest with Marjoline, talk to Leliana at the camp. Ask her how she feels after what happened. Next, say that you understand what she is talking about. Then tell them that people change over time. If at the end of the dialogue Leliana noticed that you look like Marjoline, then this will be the beginning of your romantic relationship.
If you decide to toughen up Leliana, then after completing her personal quest talk to her at the camp and tell her that Marjoline is right in many ways. Killing others is part of Leliana's character.
Present: Special gifts for Leliana are "Andraste flowers". Also, when talking to the naga catcher in Orzamar, Leliana will ask the Hero to buy her a naga. Leliana will be grateful if you give her various symbols / amulets of Andraste and other church items.
The moment of the crisis: Leliana will leave the Hero's group if during the quest "Urn of the Holy Ashes" the Hero defiled Andraste's ashes. If, at the time of the desecration, the urn with Leliana's ashes was not nearby, then she will still find out about it in the hero's camp. But with the proper skill and a great indicator of gratitude, it will be possible to persuade her to stay. If you toughened Leliana during her personal quest, then she will not leave the Hero even if he desecrates the urn in front of her eyes.
4. Stan Class: Warrior |
5. Zevran Class: Robber |
Present: Special gifts for Zevran are Dalish gloves, which can be found in a chest in the Bressilian forest, as well as Antique boots. Boots can be found in Vault Village.
The moment of the crisis: When Tallesen attacks you in the neighborhoods of Denerim, Zevran can leave the Hero and join the assassin if his attitude towards you is very negative. If Zevran treats you warmly, he will help deal with Tallesen. After that, you will have to decide what to do with the elf, drive it away, or continue to travel with him.
6. Wynn Class: Magician |
7. Ogren Class: Warrior |
8. Dog Class: Warrior |
9. Loghain Mac Tyr Class: Warrior |
10. Sheila Notes: Sheila's companion is available only after installing the DLC - "The Stone Captive". Sheila also has various unique abilities that are inaccessible to anyone else. Sheila has no equipment. The only thing that can be done is to insert special crystals into the golem. The first type of crystals affects the damage done, the second type affects armor. Class: Warrior |
Personal quest: Sheila's personal quest "Memory of the Stone". It becomes available during the quest "Perfect". At the end of this quest, you will meet Karidin. Mighty golem. If Sheila will be with you, she herself will ask him about the place of her birth / creation. He will tell her about the ruins of Kadash, located on the deep paths.
If you did not take the golem with you, then just talk to her in the camp, after completing the quest "Perfect". Agree to help her find the place of her creation. Go to Orzamar and go down the deep paths to any of the Teigi. After Sheila appears, she will speak to the Hero herself and the mark of Teiga Kadash will appear on the map. Travel there and explore the ruins. there you will meet the Spawn of Darkness. At the end, a fight with a mighty Ogre awaits you. Deal with him. Next, Sheila will begin to read the notes on the stone saw. That's it, the quest is over.
Romantic relationship: Impossible.
Present: Sheila loves gems.
The moment of the crisis: If during the quest "Perfect" you sided with Branca and went against Caridian, Sheila will try to stop you.
In order to receive the quest of any of the comrades-in-arms, in addition to other individual conditions, you definitely need an approval level of more than 25, that is, "warmth". In order for your companion's attitude to jump to the "friendship" mark (or "love" in the case of a novel), in addition to a high approval scale, you must definitely complete his / her personal quest.
Almost all of your associates have so-called "moments of crisis" - depending on their disposition towards you and your decisions in certain issues, they can either leave the group forever, or even attack you if you do not please them at all. Almost all of them will decide to leave you if their attitude drops to -100. You can also drive most of them out of the group yourself at any time, if you wish.
In almost every important location, there is a place, at the intersection of which, always (or almost always) dialogues between companions begin. These are the bridge in Orzammar leading to the Arena, the bridge in Redcliffe (the one you met Thomas on), the bridge in Lothering, the north street in the Trade District in Denerim, the corridor on the first floor of the Mages Tower (after clearing it from demons), the border of the camp Dalish people (when you go to this location from the world map, you just need to take a few steps for the comrades-in-arms to initiate a dialogue). You need to leave the location and return to it if you want to listen to more conversations.
Talking to your peers more often will help you gain their respect (or lower it), besides, they sometimes really give useful tips... Most of the conversation options appear in the camp, but in other locations it is quite possible to talk to them.
For most associates, there are special gifts that, when presented, initiate a dialogue of gratitude. They can only be given to one companion - the rest will refuse them. In addition to special gifts, each has its own kind of preferred gifts that raise the attitude of a particular associate higher than others, although they can be given to others too. What kind of gifts a particular companion prefers, you can find out from conversations with them and by reading the Code, which is updated every time your relationship moves to a new level.
If, out of principle, you decide to bring the attitude of all your comrades-in-arms to +100, I recommend buying gifts from all merchants, but not giving them right away, but wait and see how high the attitude of your comrades towards you will rise in the course of natural events. (For example, your romantic interest can go up to 100 pretty quickly without any gifts at all.) If you have the "Guardian Fortress" add-on, then keep gifts in the chest so that they do not take up space in your inventory. Of course, you can give special gifts whenever you want, because they are suitable only for one companion and useless for the rest, and besides, they are often the subject of a personal quest.
In this case, in the second half of the game, you should have enough gifts that you can manipulate, raising the relations of those who lagged behind the rest. Remember that with the exception of special gifts that initiate dialogue, the rest can be given to anyone - if you save enough of them, that will be enough. For example, if Alistair's attitude towards you is already at around 100, there is no reason not to give anything from his assortment of gifts to someone else whose attitude towards you has not yet reached its maximum.
And, of course, it makes sense to keep one or two gifts for each companion in case you suddenly do something that they really do not like, and decide to make up for an unfavorable impression. By the middle of the game, you should already know your companions pretty well to determine which of them will agree with your problem-solving style and who will not, and, accordingly, whose gifts you should save just in case.
There are “generic” gifts that are not meant for anyone in particular. Their highest value will be 5 points for any companion, as opposed to Preferred Gifts, whose primary value to the one who prefers them is 10.
Each gift reduces the value of the next one by 1 point. (That is, if upon receiving the first gift, the ratio rises by 10 points, then upon receiving the second - already by 9, etc.) Any gift must bring you at least 1 point of influence.
If the attitude of a colleague towards you is negative, then the value of any gift is halved (except for those that raise the attitude of all by one).
If your ally's attitude towards you rises above neutral, then under your inspiring guidance one of his characteristics will rise. As their positive attitude grows, this characteristic can rise to +4 - for example, Constitution for Alistair, Strength for Wall, etc.
Attitude scale:
100 - crisis (a follower will leave or attack, in some cases he can be dissuaded from this with a high Conviction).
99 - 26 - hostile.
25 - 25 - neutral.
Friendship:
26 - 75 - warm (they can teach specialization, they will start talking about themselves and, if other conditions are met, they will give a personal quest, if any).
76 - 100 - friendship (express gratitude for your company and moral support).
Novel:
26 - 50 - interest (they can teach specialization, they will start talking about themselves and, if the other conditions are met, they will give a personal quest, if there is one, they will start flirting with you)
51- 70 - care
71 - 90 - admiration
91 - 100 - love
While it is possible to have romances with three associates at the same time, sooner or later you will be given an ultimatum and asked to make a choice. This always happens if you reach the mark of Love with more than one companion, but it can happen earlier.
Alistair joins you shortly after your arrival in Ostagar. Of all the NPCs, he is the only one who plays almost the same important role in the events as the GG, and therefore, unlike the rest of your companions, he will not leave you even if his attitude towards you is -100. You also will not have the opportunity to kick him out of the group yourself until the moment of his personal crisis.
Special gifts for Alistair: Alistair's mother amulet (in the desk in Earl Eamon's office at Radcliffe Castle) and Duncan's shield (in the Guardians' cache in the warehouse, which Riordan tells you about, if you talk to him in Eamon's palace after rescuing him from Howe's dungeon, provided that that you took the Gray Wardens' documents from there). Alistair also collects various figurines, figurines and runestones.
Alistair will teach you the Templar specialization if his attitude towards you is high enough.
Quest - Alistair's Family
After you visit Radcliffe Village for the first time, Alistair will tell you about his origins. If his attitude towards you is high enough, then during the next conversation he will mention his sister and ask if you can visit her with him in Denerim. The sister's house will not be marked on the map - this is the building next to Wade's shop (to his left). All you have to do is get close to him with Alistair in the group - and he initiates a dialogue in which he points to the house as his sister's residence. Go inside.
Listen to the conversation with Goldanna and answer as you please. When you find yourself on the street, you will have a chance to "harden" Alistair's character. This will not really affect his behavior, except for some key moments at the end of the game. Female GG who are having an affair with Alistair and who want to get a happy ending with him, it is highly recommended to tighten it up (unless you are playing a noble GG - then it doesn't really matter).
In order to toughen Alistair, after talking with Goldanna, choose in the conversation the option "Every man for himself ... it's time for you to understand this", and after a conversation in the camp, where he will say that you are right and he must make decisions on his own rather than relying on others, confirm that this is what you meant. (If you tell him that you didn’t mean that and ask him not to change, then there will be no “tightening”).
The moment of the crisis
Alistair can leave your group only on one condition - if you spare Loghain after the Lands Gathering. Depending on whether you hardened him during his personal quest, it depends on whether he becomes king or disappears forever from your horizon. Also, it depends on your behavior whether Anora will execute him or let him go, but in any case, Alistair will leave your group forever.
Alistair as a romantic interest
Alistair is a romantic interest for a female character. In conversations, you will have many opportunities to start an affair with him, the very first of which is your question "Has anyone told you that you are good-looking?" With a high enough location, Alistair will give you a rose as a sign of his sympathy (and a signal to you that the romance is developing in the right direction).
Alistair can be invited to the tent and the GG herself, and depending on his location to you, he may refuse or not, but it is best to wait until he does it himself. His location should be on the Love mark - then, upon returning to the camp, he initiates a dialogue in which he invites you to spend the night with him.
Of all the novels, only the novel with Alistair has several variations of endings.
Provided that neither Alistair nor GG died during the events and Alistair remained in the group:
If you play a male noble man and Alistair becomes king of Ferelden, you can marry him and become queen. (To do this, you need to have a pumped-up Persuasion.) If you play a GG of any origin other than a noble person and you DID NOT toughen Alistair during his personal quest, he will break off relations with the GG after the Lands Gathering, since state interests oblige him to marry a woman capable of prolongation of the genus. If you play a GG of any origin and you toughened Alistair during his personal quest, then with a sufficiently high Conviction, he will agree to the option where he marries for government reasons, but you remain his beloved. If Alistair did not become king, but remained Gray Guardian, then he always stays with YG.
Note for the noble-born YG:
If you do not want to be a queen and agree to remain just a sweetheart, then it does not matter whether Alistair marries Anor or not. If you persuade them to rule together, then, of course, you will not have the option to marry him.
Morrigan joins Flemeth's squad after the Battle of Ostagar. You can kick her out of the group if you want, but if she stays with you to the end, this will give you additional options for the endings of the game.
A special gift for Morrigan, in addition to the Black Grimoire and Grimoire Flemeth involved in her personal quest, is the Golden Mirror (sold in Orzammar in the Unremarkable District). Morrigan is also very fond of jewelry.
Morrigan can train you in the Werewolf specialization.
Morrigan adheres to the rules of "every man for himself" and "the strongest survives," and therefore your altruistic impulses will not meet with her support. It is possible to soften her character a little when handing her the Golden Mirror - when she asks what she owes you for it, ask her to be kinder. After that, your good deeds will cause her less annoyance.
Quest - Grimoire Flemet
To obtain this quest, you need to visit the Mages Tower. In this case, Morrigan will mention that a certain templar in the distant past stole a black grimoire from her mother, which she held very dear. According to Morrigan's assumptions, the grimoire, most likely, should be stored somewhere in the Tower of the Mages. You can find it in a chest in Irving's office.
After receiving the grimoire as a gift in a subsequent conversation (you need to leave the camp and return to activate it) Morrigan will tell you what she learned from the grimoire and asks you to help her kill Flemeth and get her real grimoire.
Go to Flemeth and talk to her without Morrigan in the group. She will offer to just give you the grimoire and tell Morrigan that you killed her. To agree or not is up to you, it will not affect anything at all. If you decide to fight Flemeth, then she will turn into a dragon with the appropriate health and skills. After defeating her, take the key from her body and take the grimoire from the chest in the hut (and at the same time a great outfit for the Morrigan). If you decide to avoid the battle (after all, whatever her motives, Flemeth saved your life), Flemeth will give you the key herself.
In any case, give Morrigan's grimoire as a gift and her quest will be over at this point.
Morrigan as a romantic interest
Morrigan is a romantic interest for a male character. You will have a lot of opportunities to start a romance with her - in almost any of the dialogues, especially at the beginning of the game. Morrigan will invite you to the tent even with a relatively low location (it is enough to have it above 30), but will refuse to spend nights with you if her location reaches the Love mark (yes, she is such an unusual girl). As a sign of her sympathy, she can give you a ring.
There is no happy ending with Morrigan. If you refuse her offer at the end of the game, she will immediately leave your group. If you accept her offer, she will leave you after the final battle. The maximum that the GG can do in this case is to go in search of her after the final battle, but whether they will be successful or not - no one will know (at least, before the official continuation or addition).
Leliana can be found in the tavern in Lothering. She herself will ask you to take her to the group immediately after the battle, which will start automatically after you meet.
Special gifts for Leliana are the Grace of Andraste flowers that grow in the Brecilian Forest, the Mill in Redcliffe, and the Elvenage in Denerim, and the naga that the Idle Dwarf can catch for you in Dust City. (To do this, talk to Boernor, the naga catcher in the Lesser District with Leliana in the group, and then talk to her again - otherwise the option to ask the Idle Dwarf to catch the naga will not appear for you.) Of the rest, she will gladly accept religious symbols of relevance as a gift. to Andraste, and nice shoes.
Leliana can teach you the Bard specialization.
Quest - 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. 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. Of course, it all depends on the composition of your group, your level and your favorite tactics, but if you suddenly have problems with this meeting, I recommend that you disable the mage first and at least immobilize the archer-leader while you deal with the rest. (Alternatively, immediately throw all your strength at the leader - since when you remove almost all of his lives, the battle will end.) The bridge there, by the way, is protected by a fireball trap.
After you have dealt with the attackers and almost finished with 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 Marjolene is behind all this and will offer to track her down in Denerim. If you agree, you will earn Leliana's approval. In Denerim desired home 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 greeted by Marjolene.
The conversation with Marjolaine 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.
Marjolene is a very powerful bard. I recommend not to crowd around her with the whole group - sometimes she uses the bard's skill, which paralyzes all those nearby (but also the bard himself), in this case it is quite easy to kill her by that ally who did not fall into her sphere of influence.
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. (Be sure to check the chest in one of the rooms - there is one of the best bows in the game, which only Leliana can use. You will receive the bow regardless of whether Marjolaine remains 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.
The moment of the crisis
Like many other associates, Leliana has her own "moment of crisis" in the game. If she is in your group during the quest "Sacred Ashes" and you defile Andraste's ashes, she will attack you. If she is not in your group, she will leave you after you return to camp (but with high Persuasion, you can persuade her to stay).
If you toughened up Leliana during her personal quest, then she will not leave your group if the ashes are desecrated.
Leliana as a romantic interest
Leliana is a romantic interest for both male and female characters. Of all four romantic partners, it is easiest to make a mistake in her novel, since you will have only two opportunities to start it - and if you choose the wrong answers in both cases, you will not have another chance.
If you play as a man, when you talk to Leliana about Lothering, ask “What did such a girl do in the Church in Lothering” and then notice that the other novices could not be more attractive than her. This will mark the beginning of the romance (you can see this from Alistair's comments if you run around with him and Leliana in the group at the same time).
If you are playing as a woman, you will have to wait a little longer. A man does not even need to reach 25 on the scale of approval, while a woman needs at least 50. In this case, Leliana will begin one of the conversations with the phrase "Did I tell you that I like your hairstyle?" Develop the topic and you will have the option to ask if she always liked the company of other women, after which you will be immediately asked what, if so, how would you react to this. Answer that you would giggle in response - and this will be the beginning of the novel.
If for some reason you missed the first opportunity, another one will appear after completing the quest with Marjolene. Ask how she feels after everything she has experienced, agree that you know what she means after her answer, and in the subsequent conversation, tell me that people change over time. If, in the end, Leliana notices that you remind her of Marjolene, you are on the right track.
If you have already started and for some reason broke off the romance with Leliana, then following the above dialogue, you can resume it again.
In order for Leliana to invite you to her tent, her attitude towards you must be 100 - Love. Unlike other romantic partners, you will not have the opportunity to initiate this yourself.
Zevran and a group of mercenaries will ambush you on the world map after completing the first of the four main quests - Earl Redcliffe, Self Perfection, Essence of the Beast, or Broken Circle. The ambush will consist of Zevran (assassin for hire), a mage, several warriors and archers, located on the hills on both sides of the road. I would recommend putting the mage out of action first, Zevran right after her, and then you should have no trouble dealing with the rest.
After the battle, you have to make a choice - to kill Zevran or not. If you decide not to kill him, he will be asked to join your group. If you agree, then this will not approve of Alistair (with good influence and Persuasion, you can reduce the loss of influence to only 3 points) and Morrigan, but Leliana will like it, since she strongly believes in the possibility of redemption.
Special gifts for Zevran are Dalish Gloves (found in a chest in Western Brecilian Forest, which appears after killing the Shadow in an abandoned camp) and Antiva Boots, which can be found in a chest in the Vault Village trade shop. Zevran also loves precious metal bars.
Zevran can train you in the Assassin specialization.
The moment of the crisis
Zevran does not have a personal quest, but towards the end of the game, when you are already in Denerim in the main storyline, when moving between locations on the Denerim map (this usually happens when you go to the palace of Earl Denerim (appears upon receiving the quest "Save the Queen") or Earl of the Western Hills (appears when receiving one of the tasks of Slick Coldry), you will meet his old friend from the Ravens - Talisen. (If you have an affair with Zevran, then he may have mentioned this name earlier, telling you about his previous mission.) It is not necessary to have Zevran in the group - he will automatically join you after starting a conversation with Talisen.
Talisen will offer Zevran to return to the Ravens - and his answer entirely depends on his attitude towards you. If you have not made friends with Zevran and his attitude towards you is negative, then he will not hesitate and will accept Talisen's offer - in this case he will leave your group and you will have to fight him. If his attitude towards you is rather neutral, he will remain on the sidelines, leaving you to deal with Talisen without his participation. And finally, if his attitude towards you is positive enough (above 33 or "interest" in the case of a novel), he will refuse to join Talisen and will fight with him on your side.
After the fight, Zevran will ask if you can release him from the group. You can apply Belief and invite him to stay for the treasures that you gain along the course of your travels, or - if his attitude towards you is really high - ask him to stay just as a friend without any convictions. (If you are having an affair with Zevran, then he will not be inclined to leave.)
Zevran as a romantic interest
Zevran is a romantic interest for both the female and male characters. It is very easy to call him into a tent (yes, even easier than Morrigan), but if you decide to wait until he takes the first step, then he will take the matter unexpectedly seriously and make you wait until his attitude towards you rises above 75. Since Zevran does not have a personal quest, instead of it, a meeting with Talisen serves as a catalyst for relations - after it, if you have a sufficiently high influence (above 90), it will shift to the Love mark. After that, Zevran will offer you an earring as a sign of his sympathy. (If you refuse it, he will try again at the next conversation - and this time he will offer a gift not just as a sign of sympathy, but also as a veiled marriage proposal).
If you had an affair with Zevran that reached the Love mark, and you decided to break up with him, Zevran will leave your group.
When Zevran's attitude towards you reaches the Love mark, he will refuse another trip to the tent in order to ponder the situation and sort out very unexpected feelings for himself, but, unlike Morrigan, after thinking and a rather serious conversation, he will continue his relationship with GG ...
If you play as a noble / noblewoman and decide to marry Anora or Alistair, Zevran will quite easily agree to stay with you as a lover.
The mabari dog can be obtained at the very beginning of the game if you play as a nobleman, if not, then he joins you after the battle of Ostaraga when moving from the Flemeth hut to Lothering and provided that you have completed the quest of the manager of the kennel in Ostagar.
The dog is 100% disposed towards you from the very beginning, so feeding him his favorite bones is only in order to please the dog. You can ask him if he has found something interesting in various locations - then he will bring you all sorts of differences, ranging from a half-eaten pie and ending with part of a set of armor (happens on the Deep Paths).
Almost every area has a special landmark that the dog can mark, which will increase his combat abilities in that particular location.
Despite the fact that the dog is not able to talk, the rest of the squad often have very funny dialogues with him, in which he answers them to the best of his canine capabilities.
Stan sits in a cage in Lothering without food or water as punishment for killing a family of local peasants. If you free him, he will join your group in an attempt to atone for his sins. You can free him by talking to the Reverend Mother in the Church. If you make a large donation, you can convince her to let Stan go. You can also threaten her. If Leliana is in your group, the Reverend Mother will agree to let Stan go without any conviction.
Alternatively, you can simply pick the lock on the cage if you have the appropriate skill.
A special gift for Stan is the subject of his personal quest - his sword. Stan is also a big fan of paintings of all kinds.
Quest - Sword of Beresaad
When Stan trusts you enough to tell you what prompted him to commit bloody murders in Lothering, you will find out that after the fight with the Fiends of Darkness, he lost his sword - the personification of the honor and duty of the Qunari. Stan cannot go back to his homeland without the sword.
Travel to Lake Calenhad where you will find the Marauder. From him you learn that the sword is most likely in the possession of a certain person named Farin, who is currently on his way to Orzammar. Follow him to the Frosty Mountains. Farin stands near the entrance to Orzammar, next to the shops. He does not have a sword, since he has already sold it to a dwarf collector named Dvin. If you've been to Redcliffe before, then this name should be familiar to you.
Go to Dvin's house in Radcliffe and claim the sword back (this is much easier to do if Stan is in your group). If you do not want to threaten the gnome out of principle, you can simply redeem the sword from him.
If Dvin died defending Radcliffe before you got the sword from him, don't worry - you will find it in a chest in Dvin's house.
Note - as a result of a bug, sometimes you can demand a sword from Dvin immediately after talking with the marauder, without even seeing Farin.
The moment of the crisis
If Stan is in your group in the village of Haven during the quest "Sacred Ashes", he will be somewhat annoyed that you are doing outsiders - in his opinion - things instead of going off to chop off the heads of the Fiends in general and the archdemon in particular. If you cannot prove your case, he will challenge you to a duel. If you lose, he decides to leave your group. If you win, he will stay.
If Stan is very favorably disposed towards you, then even if you agree to a duel, he may decide that you are already worthy of his loyalty and will stay, abandoning the duel.
Wynn joins your squad if you side with the mages in the Broken Circle storyline quest.
If you want to have Wynn in the group, but at the same time want to win over the templars to your side, then do not tell her or Cullen that you agree with the templars - go and save Irving, and after that, in a conversation with Gregor, offer to isolate the remaining in living magicians just in case. Irving will agree with your proposal - and as a result, Wynn will stay with you, and in the final battle the Templars will come to your aid.
Wynne loves books, old scrolls and wine, although gifts that initiate a special dialogue do not exist for her.
Quest - Regret Wynn
As you wander around the world map with Wynn in a group, you will be ambushed by the Shadow Fiend. After the battle, Wynn will faint, and when she regains consciousness, she will notice that it seemed to her for a moment that "it's all over." If you ask her what she meant, she will promise to tell you at the next stop.
On your next visit to the camp, Wynn will initiate a dialogue in which she will explain what exactly happened to her in the recent past in the Tower of Mages. After that, in subsequent conversations, you will have the option to ask if she is afraid of death, and after that - if she regrets anything in her past. Wynn confesses that he regrets only one thing and will tell you the story of his first apprentice - an elf named Aneirin.
Go to the Dalish camp and talk to Saren, who will tell you that Aneirin is their healer and mostly spends all his time in the Brecilian Forest. You can find Aneirin in the Eastern part of the forest near the Crazy Hermit. Winn will talk to him and this will complete her personal quest.
Note: After the first ambush of the Spawn of Darkness, on your next journey across the world map with Wynn in a group, you will face a second ambush - this time led by Harlock-Omega - the "orange" boss. Concentrate all your forces on him, for he is able to quickly incapacitate the entire group with his spells of mass destruction, and without him the rest of the Fiends should not present any problems for you.
After the end of this battle, Wynn will receive a new ability that instantly restores most of her life and mana and increases their regeneration both for Wynn herself and for the rest of the group. The disadvantage of this ability is that when it ends, Wynn will be temporarily stunned.
The moment of the crisis
Wynn will attack you if you agree with Cullen that the mages need to be destroyed when completing the Broken Circle quest. She will also attack if she suspects that you are a Blood Mage and you cannot convince her otherwise, but this usually only happens at the very beginning, that is, in the Tower of Mages. After that, you can not only demonstrate the Blood Mage's abilities in the group in the presence of Wynn as much as you like, but also give the Blood Mage specialization to her herself (as illogical as it may sound).
Wynn will attack you if she is in the group during the quest "Sacred Ashes" and you defile Andraste's ashes. If she is not in the group at this moment, she will leave you after you return to the camp.
Ogren will decide to join you on the way out of Orzammar when you go looking for Branca on the instructions of Harrowmont or Belen in the perfection itself story quest.
Ogren loves alcohol. He does not have any special gifts that initiate a dialogue.
Ogren can train you in the Berserker specialization.
Quest - Ogren's long-time sweetheart
When Ogren trusts you enough to tell you about his ex-lover Felsi, head to Lake Kalenhad at the Spoiled Princess Tavern.
You can go there without Ogren and first talk to Felsi yourself. If you want to extract the maximum possible number of approval points from this quest, talk to Felsi without Ogren, and then tell him about it, assuring him that you conducted preliminary reconnaissance solely for his good and that you will certainly take him to Felsi next time.
When you go there with Ogren, he will start a conversation and ask you to help him regain Felsi's affection. You can help him or not, and as a result, Ogren and Felsi will either reconcile, or Felsi will refuse Ogren reciprocity. In the latter case, as you would expect, Ogren's disposition towards you will significantly decrease.
Depending on how this quest ends, this could affect Ogren's epilogue at the end of the game.
To get a mighty golem as a companion, you need to have the "Stone Prisoner" add-on and complete the quest "Golem of the Honnlith Village".
Sheila loves gems. There are no special gifts to initiate dialogue for her, but when you first equip her with one of the crystals you find or purchase, she will be very pleased and ask you to get more.
Quest - Memory of the Stone
You can get this quest only after talking with Karidin on the "Self-Perfection" storyline. If, when talking with Karidin, Sheila is in the group, then he will tell her a little about her past and after that she will express a desire to learn more. If you did not take Sheila with you to the Forge of the Void, then she will complain that she was not able to talk to Karidin and decides to try to find out about her past herself. In the first case, a new location will immediately appear on the Deep Trails map, in the second, go to the Deep Trails in any tag with Sheila in the group, and she will remember the location of the tag she needs, which will then appear on your map.
Go to Teig Kadash. There you will meet the Fiends of Darkness and Deep Pursuers (who, as usual, ambush you in large numbers), and at the end you will find an ogre - an orange boss. I recommend luring him to your bridge, because when crossing the bridge, if you move a little away from it, several Screamers will attack you in addition to the ogre.
After you have dealt with the enemy, read the inscriptions on one of the columns - and this will complete Sheila's personal quest.
The moment of the crisis
Sheila will leave your group and attack you if you choose to side with Branca versus Karidin in the Self Perfection story quest. If you completed this quest without Sheila in the group, then she may decide to leave when you return to camp, but with a high Conviction, you can persuade her to stay.
Loghain only joins you if you decide to spare him after the Lands Gathering. (As a replacement for Alistair, since Loghain also specializes in shield and sword).
Loghain loves various geographic maps. Gifts that initiate a special dialogue do not exist for him.
Since Loghain will only join your group at the end of the game, he does not have a personal quest. Also, his attitude cannot be raised to the level of "Friendship", even if you bring it to 100%.
I took the article here:
http://alivariya.clan.su/publ/prokhozhdenija/dragon_age_nachalo_prokhozhdenie_soratniki_prokhozhdenie/11-1-0-298
Unfortunately, the author is not listed.
Almost half of the forum topics are devoted to party members. Here, all the information is simply collected to make it easier to understand. For experienced players, this may not work. And it will be easier for beginners.
In order to receive the quest of any of the comrades-in-arms, in addition to other individual conditions, you definitely need an approval level of more than 25, that is, "warmth". In order for your companion's attitude to jump to the "friendship" mark (or "love" in the case of a novel), in addition to a high approval scale, you must definitely complete his / her personal quest.
Almost all of your associates have so-called "moments of crisis" - depending on their disposition towards you, and your decisions in certain issues, they can either leave the group forever, or even attack you if you do not please them at all. Almost all of them will decide to leave you if their attitude drops to -100. You can also drive most of them out of the group yourself at any time, if you wish.
In almost every important location, there is a place, at the intersection of which, always (or almost always) dialogues between companions begin. These are the bridge in Orzammar leading to the Arena, the bridge in Redcliffe (the one you met Thomas on), the bridge in Lothering, the north street in the Trade District in Denerim, the corridor on the first floor of the Mages Tower (after clearing it from demons), the border of the camp Dalians (when you go to this location from the world map, you just need to take a few steps for the comrades-in-arms to initiate a dialogue). You need to leave the location and return to it if you want to listen to more conversations.
Talking to your peers more often will help you win their respect (or lower it), and they sometimes give really useful advice. Most of the conversation options appear in the camp, but in other locations it is quite possible to talk to them.
For most associates, there are special gifts that, when presented, initiate a dialogue of gratitude. They can only be given to one companion - the rest will refuse them. In addition to special gifts, each has its own kind of preferred gifts that raise the attitude of a particular associate higher than others, although they can be given to others too. What kind of gifts a particular companion prefers, you can find out from conversations with them and by reading the Code, which is updated every time your relationship moves to a new level.
If, out of principle, you decide to bring the attitude of all your comrades-in-arms to +100, I recommend buying gifts from all merchants, but not giving them right away, but wait and see how high the attitude of your comrades towards you will rise in the course of natural events. (For example, your romantic interest can go up to 100 pretty quickly without any gifts at all.) If you have the "Guardian Fortress" add-on, then keep gifts in the chest so that they do not take up space in your inventory. Of course, you can give special gifts whenever you want, because they are suitable only for one companion and useless for the rest, and besides, they are often the subject of a personal quest.
In this case, in the second half of the game, you should have enough gifts that you can manipulate, raising the relations of those who lagged behind the rest. Remember that with the exception of special gifts that initiate dialogue, the rest can be given to anyone - if you save enough of them, that will be enough. For example, if Alistair's attitude towards you is already at around 100, there is no reason not to give anything from his assortment of gifts to someone else whose attitude towards you has not yet reached its maximum.
And, of course, it makes sense to keep one or two gifts for each companion in case you suddenly do something that they really do not like, and decide to make up for an unfavorable impression. By the middle of the game, you should already know your companions pretty well to determine which of them will agree with your problem-solving style and who will not, and, accordingly, whose gifts you should save just in case.
There are “generic” gifts that are not meant for anyone in particular. Their highest value will be 5 points for any companion, as opposed to Preferred Gifts, whose primary value to the one who prefers them is 10.
Each gift reduces the value of the next one by 1 point. (That is, if upon receiving the first gift, the ratio rises by 10 points, then upon receiving the second - already by 9, etc.) Any gift must bring you at least 1 point of influence.
If the attitude of a colleague towards you is negative, then the value of any gift is halved (except for those that raise the attitude of all by one).
If your ally's attitude towards you rises above neutral, then one of his characteristics will rise under your inspiring leadership. As their positive attitude grows, this characteristic can rise to +4 - for example, Constitution for Alistair, Strength for Wall, etc.
Relationship scale
- 100 - crisis (a follower will leave or attack, in some cases he can be dissuaded from this with a high Conviction)
- 99 - -26 - hostile
-25 - 25 - neutral
Friendship:
26 - 75 - warm (they can teach specialization, they will start talking about themselves and, if other conditions are met, they will give a personal quest, if any)
76 - 100 - friendship (express gratitude for your company and moral support)
Novel:
26 - 50 - interest (they can teach specialization, they will start talking about themselves and, if the other conditions are met, they will give a personal quest, if there is one, they will start flirting with you)
51- 70 - care
71 - 90 - admiration
91 - 100 - love
While it is possible to have romances with three associates at the same time, sooner or later you will be given an ultimatum and asked to make a choice. This always happens if you reach the mark of Love with more than one companion, but it can happen earlier.
ALISTER
Alistair joins you shortly after your arrival in Ostagar. Of all the NPCs, he is the only one who plays almost the same important role in the events as the GG, and therefore, unlike the rest of your companions, he will not leave you even if his attitude towards you is -100. You also will not have the opportunity to kick him out of the group yourself until the moment of his personal crisis.
Special gifts for Alistair: Alistair's mother amulet (in the desk in Earl Eamon's office at Radcliffe Castle) and Duncan's shield (in the Guardians' cache in the warehouse, which Riordan tells you about if you talk to him in Eamon's palace after rescuing him from Howe's Dungeon, provided you retrieve the Gray Wardens' documents from there). Alistair also collects various figurines, figurines and runestones.
Alistair will teach you the Templar specialization if his attitude towards you is high enough.
Quest - Alistair's Family
After you visit Radcliffe Village for the first time, Alistair will tell you about his origins. If his attitude towards you is high enough, then during the next conversation he will mention his sister and ask if you can visit her with him in Denerim. The sister's house will not be marked on the map - this is the building next to Wade's shop (to his left). All you have to do is get close to him with Alistair in the group - and he initiates a dialogue in which he points to the house as his sister's residence. Go inside.
Listen to the conversation with Goldanna and answer as you please. When you find yourself on the street, you will have a chance to "harden" Alistair's character. This will not really affect his behavior, except for some key moments at the end of the game. Female GG who are having an affair with Alistair and who want to get a happy ending with him, it is highly recommended to tighten it up (unless you are playing a noble GG - then it doesn't really matter).
In order to toughen Alistair, after talking with Goldanna, choose in the conversation the option "Every man for himself ... it's time for you to understand this", and after a conversation in the camp, where he will say that you are right and he must make decisions on his own rather than relying on others, confirm that this is what you meant. (If you tell him that you didn’t mean that and ask him not to change, then there will be no “tightening”.)
The moment of the crisis
Alistair can leave your group only on one condition - if you spare Loghain after the Lands Gathering. Depending on whether you hardened him during his personal quest, it depends on whether he becomes king or disappears forever from your horizon. Also, it depends on your behavior whether Anora will execute him or let him go, but in any case, Alistair will leave your group forever.
Alistair as a romantic interest
Alistair is a romantic interest for a female character. In conversations, you will have many opportunities to start an affair with him, the very first of which is your question "Has anyone told you that you are good-looking?" With a high enough location, Alistair will give you a rose as a sign of his sympathy (and a signal to you that the romance is developing in the right direction).
Alistair can be invited to the tent and the GG herself, and depending on his location to you, he may refuse or not, but it is best to wait until he does it himself. His location should be on the Love mark - then, upon returning to the camp, he initiates a dialogue in which he invites you to spend the night with him.
Of all the novels, only the novel with Alistair has several variations of endings.
Provided that neither Alistair nor GG died during the events and Alistair remained in the group:
If you play a GG of noble origin and Alistair becomes king of Ferelden, you can marry him and become queen. (To do this, you need to have a leveled Persuasion.)
If you play a GG of any origin other than a noble one and you have NOT toughened Alistair during his personal quest, he will break off relations with the GG after the Lands Gathering, since state interests oblige him to marry a woman capable of procreation.
If you play a GG of any origin and you toughened Alistair during his personal quest, then with a sufficiently high Conviction, he will agree to the option where he marries for government reasons, but you remain his beloved.
If Alistair did not become the king, but remained the Gray Guardian, then he always stays with the GG.
(Note to the noble-born SG - If you do not want to be a queen and agree to remain just a sweetheart, then it does not matter if Alistair marries Anor or not. If you persuade them to rule together, then the options to marry him are will not be.)
MORRIGAN
Morrigan joins Flemeth's squad after the Battle of Ostagar. You can kick her out of the group if you want, but if she stays with you to the end, this will give you additional options for the endings of the game.
A special gift for Morrigan, in addition to the Black Grimoire and Grimoire Flemeth involved in her personal quest, is the Golden Mirror (sold in Orzammar in the Unremarkable District). Morrigan is also very fond of jewelry.
Morrigan can train you in the Transform specialization.
Morrigan adheres to the rules of "every man for himself" and "the strongest survives," and therefore your altruistic impulses will not meet with her support. It is possible to soften her character a little when handing her the Golden Mirror - when she asks what she owes you for it, ask her to be kinder. After that, your good deeds will cause her less annoyance.
Quest - Grimoire Flemet
To obtain this quest, you need to visit the Mages Tower. In this case, Morrigan will mention that a certain templar in the distant past stole a black grimoire from her mother, which she held very dear. According to Morrigan's assumptions, the grimoire, most likely, should be stored somewhere in the Tower of the Mages. You can find it in a chest in Irving's office.
After receiving the grimoire as a gift in a subsequent conversation (you need to leave the camp and return to activate it) Morrigan will tell you what she learned from the grimoire and asks you to help her kill Flemeth and get her real grimoire.
Go to Flemeth and talk to her without Morrigan in the group. She will offer to just give you the grimoire and tell Morrigan that you killed her. To agree or not is up to you, it will not affect anything at all. If you decide to fight Flemeth, then she will turn into a dragon with the appropriate health and skills. After defeating her, take the key from her body and take the grimoire from the chest in the hut (and at the same time a great outfit for the Morrigan). If you decide to avoid the battle (after all, whatever her motives, Flemeth saved your life), Flemeth will give you the key herself.
In any case, give Morrigan's grimoire as a gift and her quest will be over at this point.
Morrigan as a romantic interest
Morrigan is a romantic interest for a male character. You will have a lot of opportunities to start a romance with her - in almost any of the dialogues, especially at the beginning of the game. Morrigan will invite you to the tent even with a relatively low location (it is enough to have it above 30), but will refuse to spend nights with you if her location reaches the Love mark (yes, she is such an unusual girl). As a sign of her sympathy, she can give you a ring.
There is no happy ending with Morrigan. If you refuse her offer at the end of the game, she will immediately leave your group. If you accept her offer, she will leave you after the final battle. The maximum that the GG can do in this case is to go in search of her after the final battle, but whether they will be successful or not - no one will know (at least, before the official continuation or addition).
LELIANA
Leliana can be found in the tavern in Lothering. She herself will ask you to take her to the group immediately after the battle, which will start automatically after you meet.
Special gifts for Leliana are the Grazia Andraste flowers that grow in the Brecilian forest, the mill in Redcliffe and the Elphinage in Denerim, and the naga that the Idle Dwarf can catch for you in Dust City. (To do this, talk to Boernor, the naga catcher in the Lesser District with Leliana in the group, and then talk to her again - otherwise the option to ask the Idle Dwarf to catch the naga will not appear for you.) Of the rest, she will gladly accept religious symbols of relevance as a gift. to Andraste, and nice shoes.
Leliana can teach you the Bard specialization.
Quest - 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. 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. Of course, it all depends on the composition of your group, your level and your favorite tactics, but if you suddenly have problems with this meeting, I recommend that you disable the mage first and at least immobilize the archer-leader while you deal with the rest. (Alternatively, immediately throw all your strength at the leader - since when you remove almost all of his lives, the battle will end.) The bridge there, by the way, is protected by a fireball trap.
After you have dealt with the attackers and almost finished with 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 Marjolene 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 greeted by Marjolene.
The conversation with Marjolaine 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.
Marjolene is a very powerful bard. I recommend not to crowd around her with the whole group - sometimes she uses the bard's skill, which paralyzes all those nearby (but also the bard himself), in this case it is quite easy to kill her by that ally who did not fall into her sphere of influence.
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. (Be sure to check the chest in one of the rooms - there is one of the best bows in the game, which only Leliana can use. You will receive the bow regardless of whether Marjolaine remains 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.
Leliana as a romantic interest
Leliana is a romantic interest for both male and female characters. Of all four romantic partners, it is easiest to make a mistake in her novel, since you will have only two opportunities to start it - and if you choose the wrong answers in both cases, you will not have another chance.
If you play as a man, when you talk to Leliana about Lothering, ask “What did such a girl do in the Church in Lothering” and then notice that the other novices could not be more attractive than her. This will mark the beginning of the romance (you can see this from Alistair's comments if you run around with him and Leliana in the group at the same time).
If you are playing as a woman, you will have to wait a little longer. A man does not even need to reach 25 on the scale of approval, while a woman needs at least 50. In this case, Leliana will begin one of the conversations with the phrase "Did I tell you that I like your hairstyle?" Develop the topic and you will have the option to ask if she always liked the company of other women, after which you will be immediately asked what, if so, how would you react to this. Answer that you would giggle in response - and this will be the beginning of the novel.
If for some reason you missed the first opportunity, another one will appear after completing the quest with Marjolene. Ask how she feels after everything she has experienced, agree that you know what she means after her answer, and in the subsequent conversation, tell me that people change over time. If, in the end, Leliana notices that you remind her of Marjolene, you are on the right track.
If you have already started and for some reason broke off the romance with Leliana, then following the above dialogue, you can resume it again.
In order for Leliana to invite you to her tent, her attitude towards you must be 100 - Love. Unlike other romantic partners, you will not have the opportunity to initiate this yourself.
The moment of the crisis
Like many other associates, Leliana has her own "moment of crisis" in the game. If she is in your group during the quest "Sacred Ashes" and you defile Andraste's ashes, she will attack you. If she is not in your group, she will leave you after you return to camp (but with high Persuasion, you can persuade her to stay).
If you toughened up Leliana during her personal quest, then she will not leave your group if the ashes are desecrated.
ZEVAN
Zevran and a group of mercenaries will ambush you on the world map after completing the first of the four main quests - Earl Redcliffe, Self Perfection, Essence of the Beast, or Broken Circle. The ambush will consist of Zevran (assassin for hire), a mage, several warriors and archers, located on the hills on both sides of the road. I would recommend putting the mage out of action first, Zevran right after her, and then you should have no trouble dealing with the rest.
After the battle, you have to make a choice - to kill Zevran or not. If you decide not to kill him, he will be asked to join your group. If you agree, then this will not approve of Alistair (with good influence and Persuasion, you can reduce the loss of influence to only 3 points) and Morrigan, but Leliana will like it, since she strongly believes in the possibility of redemption.
Special gifts for Zevran are Dali Gloves (found in a chest in Western Brecilian Forest, which appears after killing the Shadow in an abandoned camp) and Antiva Boots, which can be found in a chest in the Haven village shop. Zevran also loves precious metal bars.
Zevran can train you as a Hired Assassin.
The moment of the crisis
Zevran does not have a personal quest, but towards the end of the game, when you are already in Denerim along the main storyline, when you move between locations on the Denerim map (usually this happens when you go to Earl Denerim's palace (appears upon receiving the quest "Save the Queen" ) or Earl of the Western Hills (appears when receiving one of the tasks of Slick Coldry), you will meet his old acquaintance from the Ravens - Talisen. (If you have an affair with Zevran, then he may have mentioned this name earlier, telling you about his previous mission.) It is not necessary to have Zevran in the group - he will automatically join you after starting a conversation with Talisen.
Talisen will offer Zevran to return to the Ravens - and his answer entirely depends on his attitude towards you. If you have not made friends with Zevran and his attitude towards you is negative, then he will not hesitate and will accept Talisen's offer - in this case he will leave your group and you will have to fight him. If his attitude towards you is rather neutral, he will remain on the sidelines, leaving you to deal with Talisen without his participation. And finally, if his attitude towards you is positive enough (above 33 or "interest" in the case of a novel), he will refuse to join Talisen and will fight with him on your side.
After the fight, Zevran will ask if you can release him from the group. You can apply Belief and invite him to stay for the treasures that you gain along the course of your travels, or - if his attitude towards you is really high - ask him to stay just as a friend without any convictions. (If you are having an affair with Zevran, then he will not be inclined to leave.)
Zevran as a romantic interest
Zevran is a romantic interest for both the female and male characters. It is very easy to call him into a tent (yes, even easier than Morrigan), but if you decide to wait until he takes the first step, then he will take the matter unexpectedly seriously and make you wait until his attitude towards you rises above 75. Since Zevran does not have a personal quest, instead of it, a meeting with Talisen serves as a catalyst for relations - after it, if you have a sufficiently high influence (above 90), it will shift to the Love mark. After that, Zevran will offer you an earring as a sign of his sympathy. (If you refuse it, he will try again at the next conversation - and this time he will offer a gift not just as a sign of sympathy, but also as a veiled marriage proposal).
If you had an affair with Zevran that reached the Love mark, and you decided to break up with him, Zevran will leave your group.
When Zevran's attitude towards you reaches the Love mark, he will refuse another trip to the tent in order to ponder the situation and sort out very unexpected feelings for himself, but, unlike Morrigan, after thinking and a rather serious conversation, he will continue his relationship with GG ...
If you play as a noble / noblewoman and decide to marry Anora or Alistair, Zevran will quite easily agree to stay with you as a lover.
DOG
The mabari dog can be obtained at the very beginning of the game if you play as a nobleman, if not, then he joins you after the battle of Ostaraga when moving from the Flemeth hut to Lothering and provided that you have completed the quest of the manager of the kennel in Ostagar.
The dog is 100% disposed towards you from the very beginning, so feeding him his favorite bones is only in order to please the dog. You can ask him if he has found something interesting in various locations - then he will bring you all sorts of differences, ranging from a half-eaten pie and ending with part of a set of armor (happens on the Deep Paths).
Almost every area has a special landmark that the dog can mark, which will increase his combat abilities in that particular location.
Despite the fact that the dog is not able to talk, the rest of the squad often have very funny dialogues with him, in which he answers them to the best of his canine capabilities.
STAN
Stan sits in a cage in Lothering without food or water as punishment for killing a family of local peasants. If you free him, he will join your group in an attempt to atone for his sins. You can free him by talking to the Reverend Mother in the Church. If you make a large donation, you can convince her to let Stan go. You can also threaten her. If Leliana is in your group, the Reverend Mother will agree to let Stan go without any conviction.
Alternatively, you can simply pick the lock on the cage if you have the appropriate skill.
A special gift for Stan is the subject of his personal quest - his sword. Stan is also a big fan of paintings of all kinds.
Quest - Sword of Beresaad
When Stan trusts you enough to tell you what prompted him to commit bloody murders in Lothering, you will find out that after the fight with the Fiends of Darkness, he lost his sword - the personification of the honor and duty of the Qunari. Stan cannot go back to his homeland without the sword.
Travel to Lake Calenhad where you will find the Marauder. From him you learn that the sword is most likely in the possession of a certain person named Farin, who is currently on his way to Orzammar. Follow him to the Frosty Mountains. Farin stands near the entrance to Orzammar, next to the shops. He does not have a sword, since he has already sold it to a dwarf collector named Dvin. If you've been to Redcliffe before, then this name should be familiar to you.
Go to Dvin's house in Radcliffe and claim the sword back (this is much easier to do if Stan is in your group). If you do not want to threaten the gnome out of principle, you can simply redeem the sword from him.
If Dvin died defending Radcliffe before you got the sword from him, don't worry - you will find it in a chest in Dvin's house.
Note - as a result of a bug, sometimes you can demand a sword from Dvin immediately after talking with the marauder, without even seeing Farin.
The moment of the crisis
If Stan is in your group in the village of Haven during the quest "Sacred Ashes", he will be somewhat annoyed that you are doing outsiders - in his opinion - things instead of going off to chop off the heads of the Fiends in general and the archdemon in particular. If you cannot prove your case, he will challenge you to a duel. If you lose, he decides to leave your group. If you win, he will stay.
If Stan is very favorably disposed towards you, then even if you agree to a duel, he may decide that you are already worthy of his loyalty and will stay, abandoning the duel.
WINN
Wynn joins your squad if you side with the mages in the Broken Circle storyline quest.
If you want to have Wynn in the group, but at the same time want to win over the templars to your side, then do not tell her or Cullen that you agree with the templars - go and save Irving, and after that, in a conversation with Gregor, offer to isolate the remaining in living magicians just in case. Irving will agree with your proposal - and as a result, Wynn will stay with you, and in the final battle the Templars will come to your aid.
Wynne loves books, old scrolls and wine, although gifts that initiate a special dialogue do not exist for her.
Quest - Regret Wynn
As you wander around the world map with Wynn in a group, you will be ambushed by the Shadow Fiend. After the battle, Wynn will faint, and when she regains consciousness, she will notice that it seemed to her for a moment that "it's all over." If you ask her what she meant, she will promise to tell you at the next stop.
On your next visit to the camp, Wynn will initiate a dialogue in which she will explain what exactly happened to her in the recent past in the Tower of Mages. After that, in subsequent conversations, you will have the option to ask if she is afraid of death, and after that - if she regrets anything in her past. Wynn confesses that he regrets only one thing and will tell you the story of his first apprentice - an elf named Aneirin.
Go to the Dalis camp and talk to Saren, who will tell you that Aneirin is their healer and mostly spends all his time in the Brecilian Forest. You can find Aneirin in the Eastern part of the forest near the Crazy Hermit. Winn will talk to him and this will complete her personal quest.
Note: after the first ambush of the Spawn of Darkness, on your next journey across the world map with Wynn in the group, you will face a second ambush - this time led by Harlock-Omega - the "orange" boss. Concentrate all your forces on him, for he is able to quickly incapacitate the entire group with his spells of mass destruction, and without him the rest of the Fiends should not present any problems for you.
After the end of this battle, Wynn will receive a new ability that instantly restores most of her life and mana and increases their regeneration both for Wynn herself and for the rest of the group. The disadvantage of this ability is that when it ends, Wynn will be temporarily stunned.
The moment of the crisis
Wynn will attack you if you agree with Cullen that the mages need to be destroyed when completing the Broken Circle quest. She will also attack if she suspects that you are a Blood Mage and you cannot convince her otherwise, but this usually only happens at the very beginning, that is, in the Tower of Mages. After that, you can not only demonstrate the Blood Mage's abilities in the group in the presence of Wynn as much as you like, but also give the Blood Mage specialization to her herself (as illogical as it may sound).
Wynn will attack you if she is in the group during the quest "Sacred Ashes" and you defile Andraste's ashes. If she is not in the group at this moment, she will leave you after you return to the camp.
OGREN
Ogren will decide to join you on the way out of Orzammar when you go looking for Branca on the instructions of Harromont or Belen in the Self Perfection story quest.
Ogren loves alcohol. He does not have any special gifts that initiate a dialogue.
Ogren can train you in the Berserker specialization.
Quest - Ogren's Old Love
When Ogren trusts you enough to tell you about his ex-lover Felsi, head to Lake Calenhad at the Spoiled Princess Tavern.
You can go there without Ogren and talk to Felsi yourself first. If you want to extract the maximum possible number of approval points from this quest, talk to Felsi without Ogren, and then tell him about it, assuring him that you have conducted preliminary reconnaissance solely for his good and that you will certainly take him to Felsi next time.
When you go there with Ogren, he will start a conversation and ask you to help him regain Felsi's affection. You can help him or not, and as a result, Ogren and Felsi will either reconcile, or Felsi will deny Ogren reciprocity. In the latter case, as you would expect, Ogren's disposition towards you will significantly decrease.
Depending on how this quest ends, this could affect Ogren's epilogue at the end of the game.
SHALE(a)
To get a mighty golem as a companion, you need to have the "Stone Prisoner" add-on and complete the quest "Golem of the Honnlith Village".
Sheila loves gems. There are no special gifts to initiate dialogue for her, but when you first equip her with one of the crystals you find or purchase, she will be very pleased and ask you to get more.
Quest - Memory of the Stone
You can get this quest only after talking with Karidin on the "Self-Perfection" storyline. If, when talking with Karidin, Sheila is in the group, then he will tell her a little about her past and after that she will express a desire to learn more. If you did not take Sheila with you to the Forge of the Void, then she will complain that she was not able to talk to Karidin and decides to try to find out about her past herself. In the first case, a new location will immediately appear on the Deep Trails map, in the second, go to the Deep Trails in any tag with Sheila in the group, and she will remember the location of the tag she needs, which will then appear on your map.
Go to Teig Kadash. There you will meet the Fiends of Darkness and Deep Pursuers (who, as usual, ambush you in large numbers), and at the end you will find an ogre - an orange boss. I recommend luring him to your bridge, because when crossing the bridge, if you move a little away from it, several Screamers will attack you in addition to the ogre.
After you have dealt with the enemy, read the inscriptions on one of the columns - and this will complete Sheila's personal quest.
The moment of the crisis
Sheila will leave your group and attack you if you choose to side with Branca versus Karidin in the Self Perfection story quest. If you completed this quest without Sheila in the group, then she may decide to leave when you return to camp, but with a high Conviction, you can persuade her to stay.
LOGAIN
Loghain only joins you if you decide to spare him after the Lands Gathering. (As a replacement for Alistair, since Loghain also specializes in shield and sword.)
Loghain loves various geographic maps. Gifts that initiate a special dialogue do not exist for him.
Since Loghain will only join your group at the end of the game, he does not have a personal quest. Also, his attitude cannot be raised to the level of "Friendship", even if you bring it to 100%.
And I will add on my own. Before talking with a party member, I always kept myself. Because depending on the answers, the disposition may fall, rise, or remain the same. Therefore, replaying the dialogue, you can maximize the attitude. And the correct answers are not always obvious.