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
Specialization: Templar
Location: After arriving at the Ostagar Fortress, Duncan will personally advise you to find Alistair. It is located near the tent of the magicians. We find it and speak. After that Alistair is your companion.
Note: Alistair cannot be kicked out until the Lands Gathering quest. Moreover, he will not leave your Hero even if the indicator of his attitude towards you drops to -100.
Personal quest: Alistair's personal quest is connected with his sister Goldanna. To take the quest, you need to ask Alistair when he will turn to the Hero, saying that he has something to tell. Goldanna is in Denerim, in a house near Master Wade's forge. In order to enter her house, you will need Alistair himself. We go into the house and listen to the dialogue between Alistair and Goldanna.


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
Specialization: Werewolf
Location: You will meet a young sorceress for the first time in the Wildlands of Korkari. After completing the "Tower of Ishala" story quest, the Hero will be able to enlist her support.
Personal quest: As soon as you get to the tower of magicians, Morrigan will ask the Hero to find a dark grimoire in this tower. After you give her the book, talk to her again. She will ask you to kill her mother Flemeth and bring the old witch's book.
Romantic relationship: An affair with Morrigan is available only to a male Hero. To start a romance, just raise her attitude towards you high enough.
Present: A special gift for cute Morrigan can be a mirror, similar to the one that broke her mother when Morrigan was still very young. The Mirror can be purchased from a merchant in Orzamar Fortress. Morrigan also loves jewelry.
The moment of the crisis: Morrigan will not leave you without your team, no matter how angry she is at you. However, she can still be kicked out.

3. Leliana

Class: Robber
Specialization: Bard
Location: You will meet Leliana at the tavern in Lothering. After the soldiers of Loghain begin to pester the hero in the tavern, Leliana will intercede for you. After that, she will become your companion.
Personal quest: The personal quest will be associated with Leliana's chef Marjoline. First, ask Leliana about the reason for her appearance in Lothering. During questioning, she admits that she was previously a bard and worked for bandits. After that, when quickly traveling with Leliana between locations, a squad of assassins will attack the Hero. Having defeated their commander-in-chief, he will tell that he was hired by Marjoline to kill Leliana.
Romantic relationship: A romantic relationship with Leliana is available to both the male hero and the female hero. To start the novel as a Hero-Woman, you need to raise Leliana's approval level to +50. The man's hero will have a little more difficulty. There are only two moments when you can start a romance.

  • 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.
Important: In the course of completing Leliana's personal quest, you will have the opportunity to toughen up Leliana. This will not really affect the game, but will only give you the opportunity to persuade Leliana to love triangle together with Isabella, who is in the Pearl (Denerim) brothel. A quadrangle is also possible, if you persuade Zevran to do so. Also, if Andraste's ashes are desecrated, Leliana will not leave the Hero if you tightened her.
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
Specialization: No
Location: Stan is locked in a cage in the town of Lothering. Talk to him and offer to free him. Then go to church and persuade / force the Reverend Mother to let him go.
Note: If you leave Lothering, the village will soon be destroyed by the Outpourings of Darkness. Thus, you will lose the opportunity to get Stan as a companion.
Personal quest: The personal quest of Stan's Qunari is associated with his sword, called Beresaad's sword. For the quest, ask the silent Qunari about his life. Raise his attitude high enough, then he will tell you about his sword and ask you to return it.
Romantic relationship: Impossible
Present: Stan won't mind if you gift him various totems. Stan also knows a lot about painting. Therefore, often give him pictures.
The moment of the crisis: Stan will try to take the lead over the Hero's squad if you take him to the village "Shelter", during the quest "Urn of the Holy Ashes". Just defeat him alone by crushing his rebellion. If Stan is warm enough to you, he can be persuaded and not attacked.

5. Zevran

Class: Robber
Specialization: Murderer
Location: You don't need to look for Zevran, he will find you himself.) During the course of the story, Loghain will hire him to kill you. In case of a chance meeting on the world map, Zevran will ambush the Hero. Having defeated the elf, decide what to do with him. Kill, or take as companions.
Personal quest: Zevran has no personal quest. But if you have enlisted his support, then after receiving the quest "Save the Queen", in Denerim, while quickly traveling around the city, his friend Talsen will attack you. Defeat him and decide what to do next for Zevran.
Romantic relationship: To start a romantic relationship, just chat with the elf. If you raise his gratitude score a little, then he himself will offer the Hero ... to go to the tent with him.) If you want romance, then refuse him. At the same time, Zevran will report that he will now be even more persistent. And when his gratitude mark reaches 75, Zevran will confess his love to you.


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
Specialization: Spiritual Healer
Location: Winn can be found in the tower of the circle of magicians. Agree to help her deal with Uldred and go to the end of the tower. After that, Wynn will become your full-fledged companion.
Personal quest: Wynn's personal quest is connected with her student. First, ask Wynn about her past. As soon as her approval score exceeds 24, you will be attacked twice by the darkspawn while fast traveling across the map. For the first time, Wynn will lose consciousness, but will quickly regain consciousness. After this event, ask her at the camp. She will tell you about a certain spirit and her former teaching, whom she offended. She will ask you to find her student and offer him condolences. Aneirin, that is the name of Wynn's apprentice, is located in the eastern part of the Bressilian forest, not far from the mad hermit.
Note: The second attack of the Darkspawn Wynn will unlock a new ability, Spirit vessel.
Romantic relationship: Impossible
Present: Wynn loves wine, various scrolls and magic books.
The moment of the crisis: Wynn will attack you if in the tower of the circle you agree with the templar Calen and decide to exterminate all the magicians. Wynn will also betray you if during the quest "Urn of Sacred Ashes" the hero desecrates the urn. If you became a blood mage and confessed to Wynn, then she will leave you (if Wynne has taken the specialization as a blood mage, she will not leave the Hero).

7. Ogren

Class: Warrior
Specialization: Berserker
Location: During the "Perfect" story quest, you will be sent to explore deep paths in search of the perfect Branca. Ogren will meet you at the entrance to the trails and offer his help.
Note: Until the completion of the quest "Perfect", you will not be able to talk to Ogren.
Personal quest: As soon as Ogren begins to trust you, he will ask you to find his former friend Felsi, who lives in the "Spoiled Princess" tavern on Lake Kalenhad. When talking with Felsi, Ogren will ask you to help him get the gnome's favor. And here you can either help Ogren by telling him that he is a great and strong warrior, or make fun of him. Ultimately, Felsi and Ogren will either make up or vice versa. Ogren's further disposition towards you will depend on this.
Romantic relationship: Impossible.
Present: And what do gnomes like the most? That's right, el. So if you treat him with a glass of ale / beer, then he will only be glad.
The moment of the crisis: If your relationship with Ogren falls to -100, then the gnome will decide to leave you. In this case, you can either persuade him to stay, or defeat him in a fair fight, or let him go.

8. Dog

Class: Warrior
Specialization: No
Location: There are two ways to enlist the support of a quadruple dog. When playing for noble person the dog will be with you initially. If you choose a different story, you will have to complete the quest of the huntsman from the Ostagar fortress. Bring him a Special Flower from the Korkari Wilds. After that, when passing from the Flemeth hut to Lothering, the dog will come running to you.
Personal quest: Dig a hole in China) Just kidding. Bobby has no personal quest.
Romantic relationship: Impossible. Your relationship with a bobby is always +100.
Present: The dog can be given a special bone that increases its abilities.
The moment of the crisis: Best friend person does not know what betrayal is.) The dog's attitude towards you will always be +100.

9. Loghain Mac Tyr

Class: Warrior
Specialization: Knight
Location: Loghain will join you on the Lands Gathering quest. During this quest, you can either kill him or have mercy.
Note: Having pardoned Loghain, Alistair will leave you.
Personal quest: No.
Romantic relationship: Impossible.
Present: Loghain would be grateful if you would give him various topographic maps. You can also give Loghain gold / silver bars.
The moment of the crisis: Loghain can be killed at the Land Gathering. He himself will never leave the company of the hero, no matter how much he is angry with you.

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
Specialization: No
Location: Go to the merchant Felix. His wagon train will be marked on the empire map. Next, buy a golem control rod from him. After that, head to the marked village of Honlith. There you have to slay the hordes of the Spawn of Darkness. Sheila will be standing in the center of the village. But she will be motionless. To bring her to her senses, explore the basements of the village. There you will meet all the same Spawn of Darkness, as well as a resident who will agree to help you revive the golem (by telling the correct words to revive) if you save his daughter.


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.

  1. Dragon Age: Origins. Satellites.

    Satellites:

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


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


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

    Dog

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

    Lillian.

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

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

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

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

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

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


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

  2. Zevran

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

    Constantly solicits all female characters, including Wynn. He even managed to knock out the wedges for Morrigan, but he immediately ruined everything, starting to shake out the betted money from Alistair. His advice to lovers in the presence of an affair between any party members, as well as some reasoning on the topic of morality, should not be heard by children.
    Where joins: After completing the first story quest (an emissary of gnomes, elves, magicians or Radcliffe appears in the Camp), your actions attract the attention of those in power, and when you move between locations, a video appears - Loghain hires a representative of the Guild of Assassins - Anti-Theft Warriors. All, the next time you travel between locations, you can expect a surprise in the form of an ambush with traps, archers and Zevran. Interrupting the greeters, you can either immediately sentence the elf, or take him into your service.
    Personal assignment: At the end of the game, after receiving the quest to save Queen Anora, when moving between locations, the group will meet a rather strong group of Ravens. You will have to fight with them (necessarily with Zevran in the party). If the relationship with him is bad, then he will betray and support the Ravens. How some managed to achieve this is difficult to say, since without any novels, on one chatter about his adventures and special gifts, Zevran raises the relationship to warm ones and does not show any inclination to betrayal. After the fight with the Ravens, he says that now he could leave, but he clearly does not feel the desire for this. In the camp, he will thank him for being freed from the Ravens. In the presence of a novel, his attitude from "affection" will turn into "love", then he will give an earring. If there is no novel, there will be an opportunity to start it in the dialogue.
    By the way, according to eyewitnesses, if you refuse to take the earring "since it doesn't mean anything," then Zevran will get angry and change his mind about giving. But later he will give it again, this time with a declaration of love.
    Romantic relationship: Contrary to popular belief, Zevran prefers women - an affair with the male protagonist cannot be started without advances from the sisters himself, while he takes the initiative with the female sex. But since during his time as a murderer, Zevran got up to his high-ranking male victims mainly through the bed, an affair with a man does not bother him much.
    After a personal quest, he rethinks his approach to life, no longer sticks to women and generally changes a lot.
    An interesting denouement, if Zevran has an affair with the hero, and he dies. Then the elf goes to the Ravens, wets everyone there, heads the organization and is sad for the rest of his life, never having new romances.
    If the heroine becomes a queen (or the hero becomes a king) (available to a noble person, regardless of gender), he still remains with s.
    Present: Bars of precious metals.
    Special gifts:
    - "Dalish Deer Hide Gloves" (Bressilian Forest, Fake Trap Camp)
    - "Antivan Leather Boots" (Hideout, in the chest)
    A crisis: Zevran can be lost if:
    - killed in the first meeting;
    - approval will drop to a crisis value. In this case, it will be possible to persuade to stay, challenge and kill or release.
    - with low approval, will turn against the main character during the battle with the Ravens.

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

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

    Sheila (additional content)


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

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

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

    Last Edit: Feb 10, 2018

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

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

    Click to Expand ...

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

    Anda said:

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

    Click to Expand ...

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

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

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

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

  10. Anda said:

    Regarding the armor - I rather meant more about the horns, I really strained the gear for them.

    Click to Expand ...

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

  11. Anda said:

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

    Click to Expand ...

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

    Nazokat said:

    Ancient elven armor is very aesthetically beautiful

    Click to Expand ...

    Got a screenshot of the set?

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

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