Dragon Age Quests from companions. DRAGON AGE: ORIGINS

The choice of weapons and items in the game is very large, despite the absence of the usual crafting system. It is successfully replaced by ready-made sets of armor and piece weapons. Among ordinary things, sometimes there are unique ones, which most often have enhanced characteristics. Separate pages in the Code are dedicated to unique things with stories of their occurrence. Weapons and armor are sold from merchants in various parts of the world - Denerim, Orzammar, Calenhad Lake and Brecilian. The cost of things varies depending on the value. The most valuable specimens can cost several tens of gold coins, but all costs are more than paid off. High-quality weapons with special effects allow you to resist strong opponents.

Weapons can be stored in a chest at Soldier's Peak after installing and completing the Fortress of the Guardians add-on. Over time, an understanding comes of which weapons deserve attention, and which are just ordinary trash that can be used for the time being, for lack of a better one. Each character in the squad is allowed to have two sets of weapons - the main and the spare. The kit is selected by pressing the [/] key.

Achtung! Attention! Respect!
I want to warn everyone that the characteristics of armor, weapons and other things do not depend on the time they were found. But powerful things come across, of course, towards the end of the game.

The best long swords.

Oathkeeper(strength: 15; damage: 8.40; +1.5 to armor penetration, + 10% to healing effects received, 1 slot for runes) - for completing all tasks from the bulletin board in Lothering.
Power of Asturian(damage: 8.40; +2 to damage, weakening the creatures of darkness, +1 to armor penetration, 1 cell for runes) - the cache of the knight-commander of the Gray Guards Asturian.
Green Blade(strength: 19; damage: 9.10; +10 to resistance to the forces of nature, +6 to damage against animals, 1 cell for runes) - the key to the chest on the second floor is with Bevin (the boy from the closet in Caitlin's house in Redcliffe ). Will help to convince high performance skill "Influence".
Sword-saw(strength: 19; damage: 9.10; +1 damage, + 1% to the chance of a critical strike in melee) - in a sarcophagus in front of the entrance to the hall to the Lady of the Forest in the werewolves' lair in the ruins of East Brecilian.
Duncan's sword(damage: 9.60, +3 willpower, +3 cunning, +2 recovery stamina in battle, +4 damage against darkspawn, 2 slots for runes) - resurrected ogre on the battlefield from the Return to Ostagar.
Blade of Maric(damage: 9.80, +0.75 to restore health and stamina in battle, +6 damage against darkspawn, weakening darkspawn, 2 slots for runes) - Kaylan's chest in the royal enclave from the Return to Ostagar add-on.
spell weaver(combat mage, damage: 10.50; +5 to magic, +1 to mana recovery in battle, + 10% to the chance to reflect hostile magic, +3 electricity damage, 2 slots for runes) - sectarian overseer in a large north hall in the caves of the cultists on the way to the Sacred Urn Andraste.
imperial blade(strength: 27, damage: 10.50; +2 damage, + 3% to melee crit chance, +6 attack) - a small room in the Tevinter warehouse in the elfinage after meeting with Denera.
Grounder's Honor(strength: 31; damage: 11.20; +20 resistance to spirit magic, +6 damage against the dead, 3 slots for runes) - collect from three fragments in the Deep Roads.
Severing blade(strength: 31; damage: 11.20; +2 to armor penetration, +6 to attack, +3 cold damage, 3 slots for runes) - unravel the mystery of the dead adventurers.
Star Fang(strength: 31; damage: 11.90; +3 agility, +3 damage, +2.5 armor penetration, 3 slots for runes) - forged from meteorite ore at the blacksmith Mikael Dryden from Soldier's Peak.

Best Shields.

Shield of Havard(strength: 22, defense: 4.00, fatigue: 3.36%, deflection of arrows and projectiles: 4.50%, + 4% to the chance to reflect enemy magic, the chance to dodge projectiles) - an ogre at the top of the tower of Ishal .
Shield of Kailan(strength: 32, defense: 4.00, +1 to armor, chance to dodge projectiles) - harlock from the front line behind the kennel from the Return to Ostagar add-on.
Shield of Eamon(strength: 22; defense: 4.00; +6 defense, +25 stamina) - chest, storage on the top floor of Redcliffe Castle.
Shield of Redcliffe's Chosen Warriors(strength: 32; defense: 4.00; +1 willpower, +3 defense, +15 resistance to electricity, +2 attack) - for saving Earl Eamon.
shadow wall(strength: 38; defense: 6.00; +3 to defense, + 20% to healing effects received, +1 to recovery of stamina in battle, +25 to stamina) - Gakskang the Free after unraveling the mystery of the adventurers.
Howe's shield(strength: 38; defense: 6.00; +12 to defense, +10 to resistance to fire and cold, -2 to willpower) - chest, treasury in the estate of Earl Denerim before descending into the dungeon.
portable bastion(strength: 36; defense: 6.00; +1 to strength, dexterity and constitution) - Bodan Feddik in the main camp of the detachment.
Duncan's shield(strength: 38; defense: 6.00; +3 willpower; +6 defense, +1 stamina regeneration in battle) - a secret storage of the Gray Wardens inside a trading warehouse behind the Thedas Curiosities store in Denerim. Riordan tells how to get inside in Earl Eamon's room before the Gathering of Lands, if you show him the documents of the Gray Wardens found during the release of Queen Anora from the estate of Earl Denerim.

The best great/two-handed swords.

Flat sword Hasind(strength: 20; damage: 12.10; +1% to melee crit chance, +1 to armor penetration) - chest, south central island with wolves behind the destroyed arches, on the side of the dome of the temple in the Korkari Wildlands.
Stan's sword(strength: 22; damage: 13.20; +1 to willpower; +1.5 to armor penetration, +12 to attack, 1 cell for runes) - after completing Stan's personal task.
Yusaris(strength: 34; damage: 16.50; +20 resistance to fire, +10 damage against dragons, 2 cells for runes) - after defeating the Guardian of the Limit, Shah Wyrd in the tower of the Circle of Mages on Lake Calenhad.
Sword of summer(strength: 34; damage: 16.50; +20 to physical resistance, a chance to knock the target down, 2 cells for runes) - Mrs. Coutren at the exit from the estate of Earl Denerim or in front of the Hall of the Assembly of Lands.
Ageless(strength: 34; damage: 16.50; +4 damage against darkspawn, +0.25 stamina recovery in battle, weakening darkspawn, bloody mess, increased hostility and intimidation) - solve the puzzle with the Throne of Orzammar in Orzammar royal palace. To do this, we approach the throne, activate it, a new entry "Locked in Stone" will appear in the Code. We send two satellites to the southwestern part of the room, stand on two tiles in the form of arrows against the wall, a characteristic sound (rattle) should be heard. We send the fourth satellite to the hallway, stand on a round floor plate. Then we activate the throne by the main character. At the same time, the satellites must remain in their places. Lightning will flash in the hall and a dragon will appear. We kill him and take the sword.
Star Fang(strength: 38; damage: 18.70; +3 to strength, +2.5 to armor penetration, +8 to attack, 3 slots for runes) - forged from meteorite ore at the blacksmith Mikael Dryden from Soldier's Peak.

The best hammers, axes, maces and axes.

clumsy verse(strength: 27; damage: 9.00; +2 damage, happy, + 10% to the chance of a critical hit or backstab, +4 damage against dragons, 2 slots for runes) - pull out of the stump in the location "Strange forest" upon a chance meeting while moving on the global map to the forest of Brecilian after the elimination of D. by order of K. The announcement is taken from an innkeeper with connections in the "Bitten Nobleman of Denerim".
Temperance Ax(damage: 9.00; +1.5 to armor penetration, + 15% to the chance of a critical strike or backstab, 2 cells for runes) - Earl Rendon Howe in the dungeon of the estate of Earl Denerim.
Vesial(Strength: 31; Damage: 9.60; +2 Strength, +5% Melee Critical Chance, +1 Combat Stamina Recovery, +10% Critical Hit or Backstab Chance, + 2 damage from the forces of nature, 3 cells for runes) - Bodan Feddik in the main camp of the detachment.
Hammer of the Forgemaster(strength: 32; damage: 12.60; +25 fire resistance, +6 attack, 2 slots for runes) - genlock master of the anvil in the Dead Moats.
Holy Hammer(strength: 34; damage: 13.50; +2 willpower, +10 mental resistance, +4 damage against the dead, 2 slots for runes) - storage in the southern wing of Bann Franderel's estate in Denerim. The last task of Rogue Cauldry.
Hammer of Triana(strength: 34; damage: 13.50; +4 damage against the creatures of darkness, 2 cells for runes) - Belen, for the support provided during the resolution of the issue on the throne of Orzammar.
Ax of Vaskhot(strength: 32; damage: 14.00; +1 to strength and damage, +2 to willpower, 2 slots for runes) - a gurlock general in the Denerim Trade District captured by the creatures of darkness.
Hasindi Crusher(strength: 38; damage: 14.40; +3% melee crit chance, -5 to attack) - sold by Farin in Frost Pass in front of the doors of Orzammar.
Great Hasind Mace(strength: 38; damage: 14.40; +5 damage, +2.5 armor penetration, +0.5 stamina regeneration in battle, +75 stamina, 3 slots for runes) - sold by Gorim from Denerim shopping district.

The best bows and crossbows.

bow fox(dexterity: 26; damage: 7.50; projectile dodge chance) - weapon rack, storage on the top floor of Redcliffe Castle.
New moon(dexterity: 30; damage: 8.00; +2 to willpower, +10 to resistance to the forces of nature, +1.5 to armor penetration) - Varathorn from the camp of the Dalish elves in the Bresilian forest.
wolfboy(damage: 8.40; +4 damage against the dead, +8 damage against animals) - Varathorn from the camp of the Dalish elves in the Brecilian forest after the delivery of the iron bark.
spear thrower(dexterity: 30; damage: 9.00; quick aiming, +2.5 to armor penetration) - genlock master of the anvil in the Dead Moats.
Bow of the Golden Sun(dexterity: 30; damage: 9.00; +4 to attack) - the elf Denera, assistant to the slave trader Caladrius, in the Tevinter warehouse in the Denerim elfinage.
Grasp Phalon "Dina(damage: 9.60, +2 damage, fast aiming) - dragon treasure, the top level of the elven ruins in East Brecilian.
mage's eye(dexterity: 34; damage: 9.60; + 3% to the chance of critical strike at a distance, +4 to attack) - chest, rural shop in the village of Shelter.
Bow Marjoline(dexterity: 34; damage: 9.60; +3 to cunning and damage, quick aiming) - chest, Marjoline's house in the Denerim Trade District after the start of Leliana's personal task.
Antique Guardian Crossbow(strength: 14, damage: 9.60, armor penetration: 7.00, distance: 44, +1 to damage, fast aiming) - commander of the reconnaissance guards from Soldier's Peak from the "Fortress of the Guards" add-on.
Enhanced Grip Crossbow(strength: 26; damage: 12.00; +1.5 to armor penetration, +4 to attack) - for completing the orders of the Ravens from Master Ignacio in the Bitten Nobleman tavern in the Denerim Trade District.
Distant Song(agility: 34; damage: 9.60; armor penetration: 8.80, distance: 46, +2 damage
Fast aiming, +3% to the chance of a critical strike at a distance, +10 to attack +10%, to the chance of a critical strike or backstab.) - kill Owen during the quest: Village under siege, or not find Owen's daughter, and he ends up killing himself.

The best daggers.

Olaf's Exceptional Cheese Knife(dexterity: 24; damage: 5.60; +1 to armor penetration, 2 cells for runes) - Olaf's locked chest in the village of Honnlit, the key is on the corpse next to Sheila.
Duncan's Dagger(dexterity: 24, damage: 5.60, +4 to dexterity, + 10% to the chance of a critical hit or backstab, +10 damage against dragons, 2 slots for runes) - an ogre that has risen on the battlefield from the addon " Return to Ostagar.
Beastman Dagger(damage: 5.60; + 10% to the chance of a critical strike or backstab, 2 slots for runes) - the fourth floor of the Circle of Mages tower.
Extinct thaig Shanker(dexterity: 26; damage: 6.00; +5 to cunning, +0.5 to armor penetration, +6 to attack, interrupts spells, 2 slots for runes) - a broken chest on the site with a huge leader in the Kadash teig from Supplement "Stone Prisoner".
Thorn of the Dead Gods(dexterity: 26; damage: 6.00; +3 to damage and penetration of armor, 2 cells for runes) - after finding four marker stones at the Caridin Crossing.
Gift of the Grays(dexterity: 26; damage: 6.00; + 5% to the chance of critical strike in close combat, 2 slots for runes) - Valendrian after being rescued from captivity by the slaver Caladrius in the Elfinage of Denerim.
Raven Dagger(dexterity: 30; damage: 6.40; +15% to the chance of a critical strike or backstab) - Godwin from the second floor of the Circle of Magi after delivering a parcel of lyrium from Rogek from the Dust City in Orzammar (you need to ask for the amount for the goods 75 gold ).
rose thorn(Agility: 30; Damage: 6.40; +2 Agility, +1 Health Recovery in Combat, +3 Damage, +5% Melee Critical Chance, +30% Critical Hit or Hit Chance in back, 3 rune slots) - sold by Garin in the Commons of Orzammar.

The best staves.

Staff of Harrowmont(magic: 20; damage: 4.80; +1 to magic, +2 to physique) - Harrowmont, for the support provided during the resolution of the issue on the throne of Orzammar.
Sylvan's Mercy(magic: 24; damage: 5.20; +5 resistance to the forces of nature, +1 to magical power, + 10% damage from the forces of nature) - Bodan Feddik in the main camp of the detachment.
Corrupt Staff(magic: 24; damage: 5.20; +1 to restore mana in battle, +5 to magical power, -1 to willpower, + 10% to damage from spiritual magic and electricity) - harlock general captured by darkspawn elvenage Denerim.
Oak branch(damage: 5.20; +1 to magic, +2 to constitution, + 10% to damage from the forces of nature) - Great Oak from West Brecilian for the return of the acorn.
A piece of wood(magic: 24; damage: 5.20; +1 to physique, +10 to resistance to the forces of nature) - Near Varathorn from the camp of the Dalish elves in the Bresilian forest. Give the order to the mabari to look for something useful (This staff can be found anywhere, but in the Elven Camp, the chance of finding this staff is really high.).
Last argument(magic: 32; damage: 6.00; +3 damage, +10 magic power, + 15% fire damage) - Bodan Feddik in the main camp of the detachment.
The breath of winter(magic: 36; damage: 6.40; distance: 58, magic power: 7; +25 to resistance to cold, + 15% to cold damage) - a rampaging demon from the second floor of the Guardians' fortress on Soldier's Peak.
Staff of the Lord Magister(magic: 36; damage: 6.40; +6 to willpower and magic power, +2 to mana recovery in battle, + 10% to damage from fire and spiritual magic) - sold by the quartermaster from the tower of the Circle of Mages on the lake Calenhad.

The best accessories.

Andruil's Blessing Belt(+2 to all characteristics, +20 to resistance to the forces of nature, +1 to restore mana and stamina in battle, +10 to physical resistance) - sold by the quartermaster from the tower of the Circle of Mages on Lake Calenhad.
Ring "Inhabitant"» (+10 to constitution, +3 to health regeneration in combat and armor, +10 to regeneration of health out of combat, +20% to received healing effects) - sold by Garin from the Commons Halls of Orzammar.
Ring "Key to the city"(+2 to all characteristics, + 4% to the chance to reflect hostile magic, + 10% to the healing effects received) - Council in the Diamond Halls, after finding five Codex entries in the residential areas of Orzammar.

"If you do not know anything worthy of regret, then you either have an enviably selective memory or a miserable life."

Stan - Warrior from Par Vollen

Stan - Warrior from Par Vollen The northern islands lie on the outskirts, where cities are hidden in the lush jungle, which, according to rumors, have no equal anywhere else. These are the lands of the Qunari, lands where the gaze of a foreigner has never yet fallen. Anyone who gets too far will meet them sooner or later - white-haired and bronze-skinned giants, a head taller than an ordinary person, frighteningly cold-blooded and with hidden fire in their eyes.

Only tales of the three Holy Marches against the giants reached the south...but that was before the arrival of Stan from Par Vollen.

A caged, masculine giant, surely the people of Lothering had seen nothing stranger until the Blight fell upon them.

Stan is a Qunari sent on a reconnaissance mission to Ferelden. His entire detachment was killed by the creatures of darkness, and he, half dead, was found and saved by the peasants. Waking up, he, alone and unarmed, killed all his saviors with his bare hands. Realizing that his honor was ruined, Stan waited for the arrival of other people and surrendered without a fight.

Stan - Warrior from Par Vollen


Stan - Warrior from Par Vollen

Joining a group:

Stan is locked in a cage when leaving Lothering. He prays and it seems that he does not need help. But you need it in the fight against Pestilence. Of course, you can leave him there to pay for his crimes ... but it's better not to do this, as you will lose an excellent warrior.

Stan must be pulled out of the cage in one of these ways:

Persuading the Reverend Mother to release Stan into the custody of the Gray Wardens is difficult to achieve, and to make the task easier, it is worth making a donation to the church, and the more the better;

If Leliana is in the party, the Reverend Mother will release Stan at her request;

If one of the party members has the skill of stealing, try to steal the key;

If one of the party members has the hacking skill, try to hack the cage.

Knowing that you are a Gray Warden, the Qunari will be interested in you. You can invite him to join your squad, and he will agree.

Stan - Warrior from Par Vollen

Stan - Warrior from Par Vollen

Note: Have an affair with Stan it is forbidden.

Present:

It may seem strange, but Stan has quite good drawing skills. It's really just another facet of the Qunari's upbringing system. He respects the artist for the accuracy of execution, in which he includes everything down to the length of brush strokes.

Portrait of the rebellious queen - old Tegrin (random meeting).

Portrait of a girl with geese - Frost Mountains, merchant Farin.

Still life in a silver frame - Radcliffe Castle, top floor.

Totem - Crossroads of Caridin.

Wet portrait - Circle of mages, rooms of senior mages (second floor).

Stan's sword - quest "Sword of Beresaad".

Stan - Warrior from Par Vollen


Stan - Warrior from Par Vollen

Personal Quest: Beresaad's Sword

When Stan's disposition towards the main character rises to 25, he will tell you how he ended up in a cage in Lothering. He will say that he is looking for an answer to the question of the Arishok “what is Mor?”, and that his brothers were killed at Lake Calenhad, and he alone remained alive. When Stan discovered that he did not have his sword, he in a state of uncontrollable rage killed all the peasants who came out of it, because the sword is a shrine for the Qunari, and if he returns to the Arishok without it, he will be considered a coward and executed. Later, he repented of his deed and surrendered to the templars.

Offer him your help. Stan does not believe that his sword can be found, but we know that everything will work out. Go to Calenhad Lake and on a hillock you will find a marauder who collects the things of Stan's dead brothers and is going to sell them. The Marauder admits that he bought information about the opportunity to profit well at this place from Farin, a merchant in frosty mountains. Go to Farin and demand an answer, where is this sword now. Farin will say that he sold it to a dwarf collector named Dvin, who is now in Radcliffe.

Stan - Warrior from Par Vollen


Stan - Warrior from Par Vollen

Dvin's house is near the village shop, and it is locked. You can break it, or pick the lock. Having seen Dvin, you will be able to:

Intimidate the dwarf and convince him to hand over the sword (requires 3 influence points);

Kill Dvin;

If there is Stan in the team and choosing the right lines, the dwarf will give you the sword without objection.

When you have the key to the chest, take the sword from the chest and present it to Stan. You can offer him to return with a report to the Arishok, or stay with you and kill the Archdemon.

Note: This quest impossible complete after the Gathering of the Lands.

Dialogues with companions

Dialogue with Leliana:

I saw what you did there.

Don't pretend to be innocent.

What are you talking about?

You played with that kitten.

It was... not a kitten.

Stan, I saw everything. You played with him with a string.

I helped him study.

You are a big bastard.

Let's never talk about it.

Dialogue with Morrigan:

You are so deep in thought, my dear Stan. Perhaps you are thinking of me? About us, with you?

-… I… what did you say?

I think you'll need armor. And a helmet. And something for a bite. Do people have strong teeth?

Are my teeth strong?

Qunari can bite through leather, wood, even metal, though not immediately. By the way, it might occur to me to try you on the tooth.

For a tooth?

If that happens, you'll need an iron rod. Only first, split it on the fire, otherwise I'm unlikely to notice anything.

Perhaps we'd better abandon this idea.

Are you sure? If that satiates your curiosity...

Yes. Yes I'm sure!

Don't get in the way.

Don't stumble yourself.

If I could see you, I wouldn't step on you.

Oh you f ... your mother!

Very sad. I expected better from you.

Sorry. I was in a hurry.

Your weapon, get it.

What for? Or were we attacked?

I want to see what you can.

Do you want to fight me? Just?

You are the Gray Warden. How will you get along with the archdemon if you can't go against me?

Yes, it's a mystery.

What, I have to show your weakness to everyone? Get the sword! I'll try not to hurt you.

I don't have to prove anything to you. Get it out of your head.

You still have a backbone. Too bad you don't use it...

Stan - Warrior from Par Vollen

Stan - Warrior from Par Vollen

Notes

In the Sacred Ashes trailer, Stan is one of three companions who are sent with the Gray Warden to retrieve Andraste's ashes. If Stan and Zevran are together in a party, then there will be a conversation between them that "Stan" is not a name, but rather a rank. But the Qunari will not develop this topic further.

Of all the companions, except for the main character, Stan calls Sheila - kadan, that is, sincerely respects, expresses his respect.

Also, Stan loves the mabari more than the other members of the squad. He respects the dog, calls it a warrior and feels some kinship with it. After he gets his sword again, he will say to the dog: "You too know what it's like to feel that your weapon is part of you."

He also likes the gifts that mabari brings, such as a piece of cake or dirty knickers.

On the inside, Stan is much softer than he looks. Leliana notices that the Qunari are picking flowers and playing with the kittens, though Stan very clumsily denies this.

When the Guardian asks him about Ferelden, Stan replies that he only likes cookies here. If you talk to the templar Carroll near the Mages Tower, it turns out that Stan took the cookies from the boy in the village, justifying himself with the fact that: "He was already fat. I saved him."

Stan - Warrior from Par Vollen


When visiting Redcliff for the first time, Bann Tegan in the church offers to speak with Murdoch in front of the church entrance and with Gray Perth near the windmill.

Murdoch asks to bring a blacksmith to work. The blacksmith will agree if you take on his quest Lost in the castle. Ser Perth wants to be blessed for the fight. You can take amulets from the abbess in the church. Regardless of the outcome of the negotiations, the obligatory part of the quest ends and, if desired, you can proceed to the night battle by selecting the appropriate option in the dialogues.

Additional parts of the quest increase the number of fighters, etc.

1. You can fulfill Murdoch's request and involve the dwarf Dvin and his comrades in protecting the village. Dvin is in the house on the pier.

2. You can convince the innkeeper to give the militias free drinks.

3. You can find barrels of oil in the village shop and offer Sir Perth to use burning oil in battle.

In addition, the innkeeper Lloyd and the elf spy Berwick from the tavern can be involved in protecting the village.

[If you leave Redcliffe before the start of the night fight, only Bann Tegan in the church will remain alive (needed to continue the storyline).]

Outcome:
100 XP for bringing Owen;
100 XP for attracting Dvin;
100 XP for amulets for the Ser of Perth;
100 XP for advice to use oil


Quest of the Blackstone Volunteers (available in Denerim). We need to give four funerals to widows. They are in Redcliffe (church), on Calenhad Lake (tavern), in Denerim (Merchant District and Dirty Corner).

Outcome:
175 XP and 1 gold coin for completing the quest.


Caitlyn asks to find her brother Bevin at the Redcliffe Church. Bevin hides in a closet on the first floor of Caitlyn's house at Redcliffe Wharf. If desired, Bevin can take the key to the chest on the second floor of the house containing a unique sword.

Outcome:
sword Green Blade if you leave the sword with you;
100 XP for completing the quest.


In the Korcari Wildlands, from the body of the deceased missionary Rigby, you need to take Rigby's Testament(this gives the quest). Then you need to take the box from the cache in the west of the location. The box can be opened (it contains a useless amulet) or taken to Jetta in the Redcliffe Church.

Outcome:
-.


Owen asks to find his daughter Valena in the forge of Redcliffe. Valena hides in a small room in the northeast of the lower floor of Redcliffe Castle. If you allow the death of Valena (do not talk to her until the demon is expelled from the castle) and inform Owen, he will commit suicide (the new blacksmith will change the assortment of goods).

Outcome:
helmet Owen's updated masterpiece from Owen and Defective amulet from a new blacksmith if Valena is not saved;
250 xp and Armored Dwarven Armor if you save Valena.


Stan's personal quest. If the relationship with Stan is good, he can talk about the loss of the sword. You need to talk to the Marauder at Calenhad Lake. Then ask Farin in the Frostback Mountains to whom he sold the sword. In one of the houses of the village of Redcliffe, you need to convince Dvin to give the sword, then give the sword to Stzn.

Outcome:
125 XP for talking to a Marauder;
125 xp and two-handed Stan's sword for completing the quest.

Alistair's family
When Alistair's disposition towards you is more than 40, he will tell you about his paternal sister Goldanna. Year after year, the desire to find a family and relatives became stronger and stronger in him. Alistair learned that his sister lives in Denerim in the commercial district (the house with the yellow door is to the left of the blacksmith Wade's house). He wants to visit her and tell her everything. We do not refuse to the best friend in this pleasure. We go into the house and talk to Goldanna. It is better to choose less harsh remarks in a conversation and let Alistair himself speak. The poor fellow will receive a far from warm welcome from his own blood. After leaving Goldanna's house, be sure to tell Alistair that everyone is mostly happy on their own and doing their best for themselves. This will toughen his character and in the future endear him to Alistair Anor (Queen of Ferrelden). Alistair will be grateful for your help. This quest will complete.

Leliana's past
As you know, Leliana was not always a quiet and kind girl. Once she was 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 rises above 40, she will tell you about her "combat" friend and mentor Marjolaine. Our red-haired friend will guess that it was she who sent the assassins to her and wants to meet her in Denerim. We agree to help her with this. Arriving in the city, we go to the shelter of the Marjoline gang (in the shopping district not far from 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 her, but for some time she will be in a slight shock from the betrayal and death of her "best friend". This quest is over.
Note 1: completing 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 this will only be if you are not romantically involved with Morrigan..
Note 2: You don't have to kill Marjolaine (for this, during the conversation, try to convince Leliana that she is not like her "girlfriend"). In this case, Marjoline will knock her feet on the floor, saying that they will return and leave. There will be no further meetings with her.

Grimoire Flemeth
When you free the tower of the circle from the possessed, Morrigan will ask you to find an ancient black grimoire in the office of the first sorcerer, which once belonged to her mother Flemeth. We agree to help. Having found the grimoire, we give it to Morrigan (we will get a huge plus to favor). The next time she arrives at the camp, Morrigan will tell you that she discovered the secret of Flemeth's longevity. For many years she gave birth to a daughter, taught her witchcraft, and then moved into her. The same fate must soon befall the Morrigan. We agree to protect the girl. To do this, we have to return to the Korcari Wildlands and kill Flemeth. It will be very, very difficult to do this, 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. You have to fight fair. And you will have to fight with ... a demon dragon. After the victory, take the key to the house from the corpse of the creature. There you will find a more serious robe for Morrigan, Flemeth's grimoire (the second and most important) and a couple of other goodies. Give the grimoire to Morrigan. She will be happy, but will 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, complete this quest without fail.
Note 2: Flemeth can not be killed. Just tell her everything you know, she will offer you to take the grimoire, after which she will leave. Morrigan, by the way, will not suspect anything. But in my opinion, it's better to cut down experience for an extra dragon.

Wynn's regret
Magic Wynn, when her disposition towards you is above 50, will tell a sad story about her student Aneirin. He was a Dalish elf and things weren't going well for him in the circle. As a result, after a quarrel with Wynn, he decided to escape. The templars caught and killed him. Since then, Wynn has been haunted by guilt towards his student. But maybe not everything ended so sadly? Go to the Brecilian forest to the Dalish camp and talk to the storyteller Sarel (Wynn must be in your party). He will tell about the healer Aneirin, who lives in the depths of the forest. We go to the second location to the dwelling of the mad wizard. Wynn and Aneirin will talk, and then everything will end well. We will receive a good amulet as a reward and go on wandering.

Sword of Beresaad
When Stan's disposition towards you is more than 25, he will tell you why he killed the peasant family 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. Without promising the Wall, we set off in search of the sword. To begin with, we go to the crossing at the Circle Tower. There we will meet a marauder. We ask him about the Qunari sword. He will give a tip on one type. You can find him on the plateau at the gates to Orzammar in the frosty mountains (it 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 be the dwarf Dwin from Rdcliffe (you will probably already know him by then). We tell him that we will buy a sword in exchange for his life. The dwarf will get scared and give the sword away for free (you need persuasion skill 3, otherwise you will have to pay for the sword). We return the sword to Stan. Quest completed.

Oghren's old sweetheart.
If you sentenced Branca on the deep paths, then very soon Oghren will tell you about his old friend Felzi (you need a location of more than 60). The dwarf will say that the last time they had a big fight and now he wants to return everything. He asks us to go with him to Felzi and talk about everything with her. We go to the tavern "Spoiled Princess" (at the crossing to the circle tower). You can first chat with Felzi yourself, and then send Oghren to her, or you can immediately entrust everything to the dwarf. The success of the quest depends on what Oghren tells her. If he follows your advice, then everything will go well. And although Felzy will laugh at our red-bearded friend, after defeating the pestilence, they will be together and even have a child.

Golem's Memories
Note: The quest is available only with the official DLC "Stone Prisoner".
Sheila, when her Favor for you is over 50, will ask you to find out something about her past. The following is important here: by that moment you will already have to complete the quest "Perfect" on the side of Caridin and thereby find out that all golems were once gnomes. If you complete the same quest on Branca's side, Sheila will leave the party. So, you are tasked with finding out about Sheila's past. We take her to the party and go to the deep paths to the Karidina crossroads. Sheila will remember this place and tell you about the passage to the abandoned teig of the Kadash house (the marker will appear on your map). Let's 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 dwarven possessions from the creatures of darkness. Also, all the names of the heroes will be listed there. Sheila will find her name and her memory will clear up. Quest completed.

CAMP ATTACK

Shriek (Shriek) x7 Darkspawn Rank 1, 2
Shriek Leader (Shriek Alpha) x1 Darkspawn Rank 3
Tormented Shriek x1 Darkspawn Rank 3 Combat if the hero is a Dalish elf.


Warrior, templar. Illegitimate son of King Merik, raised in a monastery. Can teach the Templar specialization.
Joins in Ostagar when completing a quest Initiation into the Gray Wardens. In any relationship, remains in the detachment until the Assembly of the Lands. If you make Loghain a Gray Warden at the Landsmeet, Alistair will leave the party (Loghain will replace him).
Personal quest Alistair's family. During the quest, you can make Alistair more selfish, this will affect his future actions.
Romantic relationships are possible with a hero - a woman. The course of the dialogue is clear. A noble woman - a person can become Alistair's wife. A woman of a different origin can remain romantically involved after the Gathering of Lands if Alistair has become more selfish during the course of the personal quest (possible marriage to Queen Anora is irrelevant). If at the end of the game you reject Morrigan's help and take Alistair to fight the archdemon, he will sacrifice himself, saving his beloved.
Story Gifts: Alistair's mother's amulet, Duncan's shield. Other personal gifts: runestones, figurines, etc.
Fate. May be executed. Can become king of Ferelden (alone, either married to a female hero, or married to Anora). Can sacrifice himself in battle with the archdemon. Can go into exile, while remaining a Guardian or drunk.


Alistair's personal quest. With a good relationship (approval over 25), you can ask Alistair about his family (the most convenient way to do this is when you first visit the village of Redcliffe). Later in the Denerim Trade District, Alistair recognizes the door of the house where his sister lives (the house next to the forge). If desired, after meeting with his sister, you can convince Alistair that "everyone lives for themselves" - this will accordingly change the style of his remarks and behavior.

Outcome:


Mage, werewolf. Daughter of the legendary witch Flemeth, raised in the Korcari Wilds. Can teach the Werewolf specialization.
Joins in Somewhere in the middle of the Wildlands after the Battle of Ostagar. You can drive it away, but at the last stage of the game in the castle of Redcliffe, Morrigan will appear and wish for a child from the Gray Warden. In case of refusal, he will leave the detachment forever. Otherwise, he will leave after the battle with the archdemon.
Romantic relationships are possible with a male hero. They can start with approval from 51 to 85. The course of the dialogue is obvious. If the intimacy has taken place, the epilogue will say that Morrigan is expecting a child (even if she is denied Radcliffe Castle).
Personal quest Grimoire Flemeth. If you refuse to kill Flemeth at the time of receiving the quest, Morrigan will leave the squad, but will reappear in Redcliffe Castle at the last stage of the game.
Story Gifts: Black Grimoire, Grimoire Flemeth, golden mirror. Other personal gifts: necklaces, medallions, etc. If, after handing over the mirror, you are asked to "be nicer", some of the dialogue will soften.
Fate. One way or another, he leaves the detachment and goes to no one knows where.


Morrigan's personal quest. In the Tower of Mages in the Rooms of the Senior Mages, you need to find Black Grimoire for Morrigan. After some time in the camp, Morrigan will ask you to kill Flemeth. In the location Somewhere in the middle of the Wildlands, you need to talk to Flemeth (the squad should not have Morrigan) and get the key from her, or take the key from Flemeth the Werewolf (this choice has no consequences for the game). Then - take Grimoire Flemeth from the chest in the hut and take it to Morrigan.

If you refuse to kill Flemeth at the time of receiving the quest, Morrigan will leave the squad, but will reappear in Redcliffe Castle at the last stage of the game.

Outcome:
250 XP for completing the quest.


Rogue, bard. A refugee from Orlais who lived in a convent and became a fanatical admirer of Andraste. Can teach Bard specializations.
Joins in Lothering (in the tavern or when leaving the location). Leaves the squad if during the quest Urn of sacred ashes desecrate Andraste's ashes. But if, after a personal quest, you make Leliana more selfish, you can convince her to stay by persuasion or intimidation.
Romantic relationships are possible with the hero of any gender. With a man, it's easy to start. With a woman, one starts with high approval, if one responds favorably to the praise of the hairstyle. After a personal quest, additional dialogues open, also leading to a romantic relationship.
Personal quest Leliana's past. After the quest, you can make Leliana more selfish by dispelling her doubts during the next conversation. This will slightly affect her future actions.
Story Gifts: Adorable Naga, Grace of Andraste(flower). Other personal gifts: symbols of the Andraste cult, satin shoes.
Fate. Can stay with the hero. May return to Orlais. Can study the creatures of darkness. Can go on a church mission to Andraste Temple. May remain in Ferelden's court, then disappear.


Leliana's personal quest. With good relations, you need to find out why Leliana left Orlais. Then on the world map (Leliana must be in the detachment) you can meet mercenaries hired by Marjolaine (Location Forest Stream). You need to talk to Leliana about Marjoline, then meet Marjoline at the house in the west of the Denerim Trade District. You can kill or let her go - this has no consequences for the game.

Outcome:
250 XP for completing the quest.


Warrior, no specialization. Qunari from the northern Isles, gathering information about the Sea.
Joins in Lothering (needs to be released from the cage). In the Vault, during the quest Urn of sacred ashes, Stan, who is present in the squad, comes into conflict with the hero ("... we need an archdemon, and we are looking for the remains ...") and, with a certain dialogue and low approval, can become hostile. Defeated - remains in the squad.
Personal quest Sword of Beresaad.
plot gift Stan's sword. Other personal gifts: paintings, totem.
Fate. He returns to his homeland with the collected information. The hero can go with him.


Stan's personal quest. If the relationship with Stan is good, he can talk about the loss of the sword. You need to talk to the Marauder at Calenhad Lake. Then ask Farin in the Frostback Mountains to whom he sold the sword. In one of the houses of the village of Redcliffe, you need to convince Dvin to give the sword, then give the sword to Stzn.

Outcome:
125 XP for talking to a Marauder;
125 xp and two-handed Stan's sword for completing the quest.


Robber, killer. Elf, an Antivan Raven (assassin) assigned to kill the Gray Wardens. Can train the Assassin specialization.
Joins in the Long Road (random encounter on the world map) after trying to complete a task. The meeting takes place after completing the first of Flemeth's four story quests ( nature of the beast etc.) In Denerim, with low approval, he can join Raven Talesen in the Backyards location (random meeting on the city map) - "... let's see, Guardian, if it succeeds on the second attempt ...". With higher approval, he will remain neutral during the battle or support the hero. After the fight, you can let go or convince to stay.
Romantic relationships are possible with the hero of any gender. The course of the dialogue is clear. Can propose relationships himself if approved over 75. If after reaching the mark Love reject Zevran, he will leave the squad (but you can convince him to stay).
There is no personal quest. In fact, the Talesen episode replaces the personal quest. Result: 500 XP.
Story Gifts: Dalish gloves, Antivan Leather Boots. Other personal gifts: gold and silver bars.
Fate. May stay with the hero (the hero's eventual marriage to Alistair or Anora is irrelevant). Might go back to the Ravens.


Warrior, berserk. Dwarf, Perfect Branca's ex-husband, practically rejected by his people. Can teach Berserk specializations.
Joins in the Commons of Orzammar during the quest Firestarter.
Personal quest Oghren's old sweetheart. The fate of Oghren depends on the outcome of the quest.
There are no plot gifts. Other personal gifts: beer, spirits.
Fate. Can remain on the surface (creating a family with Felzi or remaining single). Without support (bad relationship with the main character and Felzi), he can sleep.


Oghren's personal quest. If you talk to Ogren about his past, he admits that he misses his ex-girlfriend Felzi. The meeting with Felzi will take place in a tavern on Lake Calenhad. You can prepare in advance by talking to Felzi without Oghren. If you wish, you can support Oghren during his meeting with Felzi, whispering answers to him, and reconcile him with his ex-girlfriend.

Outcome:
250 XP for completing the quest.


Mage, spiritual healer. Elder mage of the Circle, volunteer at the Battle of Ostagar, who survived death and remains alive thanks to the support of the Spirit of Faith.
Joins in the Tower of Mages (student rooms) in the course of the quest broken circle. Further, in the course of the same quest, she will leave the detachment if you speak in favor of the destruction of the magicians in a conversation with Cullen or with herself (but after saving Irving, you can agree with Gregor on the support of the templars without annoying Winn). If during the quest Urn of sacred ashes desecrate the ashes of Andraste, Wynn will leave the party, even if she was in the camp.
Personal quest Wynn's Regrets. When preparing the quest, Wynn's personal ability is unlocked. spirit vessel.
There are no plot gifts. Other personal gifts: books and scrolls, wine.
Fate. Can become a royal mage in the court of Ferelden. May go to study Tevinter magic (alone or with Sheila). If an alliance is made with the templars, Wynn's plans will remain a mystery.


Winn's personal quest. Before starting the quest, with a little approval, you need to talk with Wynn about the past. Then - take Winn to the squad. In case of a random encounter with monsters on the map (location Path on the slope), she will lose consciousness. If you discuss this incident with her, at the next random meeting on the map (Broken Road location), Wynn will receive the ability spirit vessel. After the next discussion, the quest will begin - you need to find the former student of Wynn Aneirin. It can be found in East Brecilian a little north of the hermit's clearing (Sarel can give a hint in the Dalish Camp).

Outcome:
125 xp and an amulet Aneirin's pendant for completing the quest.


Warrior, knight. In the past - the liberator of Ferelden from the Orlesian invaders, now - the culprit of the defeat at Ostagar, who became the Gray Warden. Can teach the Vityaz specialization.
Joins the Gathering of the Lands if allowed to join the Gray Wardens (replaces Alistair in the squad).
There is no personal quest.
There are no plot gifts. Other personal gifts: cards.
Fate. Can sacrifice himself in battle with the archdemon. May be busy rebuilding Ferelden's Gray Wardens.


Golem. In the past, she was a dwarf woman who voluntarily became a golem to fight the creatures of darkness. Need mod stone prisoner.
Joins in the village of Honnleith during the course of the quest Golem in Honnleath. If during the quest Anvil of the Nether support Branca in the presence of Sheila, she will become hostile. If Sheila was absent, she still wants to leave, but you can convince her to stay.
Personal quest Golem's Memories.
There are no plot gifts. Other personal gifts: gems.
Fate. May travel with Wynn to Tevinter in search of a way to return to her former form. Can return to a free life.


Sheila's personal quest (mod stone prisoner). There are two ways to start the quest. Or during the quest Anvil of the Nether you need to bring Sheila to Caridin in the location Anvil of the Void. Or, after completing the same quest, you need to talk to Sheila about her past. Sheila will offer to go to the deep paths and at any of their locations she will remember the teig of the house of Kadash (a new mark will appear on the map). At the end of the teig, Kadash must be seen Golem monument- Sheila will recover her memories.

Outcome:


Mabari dog.
Joins either at the beginning of the game in Cousland Castle (prologue for a noble person). Or after the Battle of Ostagar, in the location of the Abandoned Farm (random meeting on the world map), if the quest is completed mabari wolfhound. Either in Ostagar after the battle (you need a mod Return to Ostagar). Remains in the squad until the victory over the archdemon.
There is no personal quest.
There are no plot gifts. Other personal gifts: bones. With always the highest approval, this is only fun for the player.
Fate. Alive, healthy and happy :)


[Need mod Fortress of the Guardians.] The quest and the marker on the world map appear after talking with Levi Dryden in the squad camp. We need to save the fortress gray guards from demons.

First, you need to close the passage in the Veil on the second floor of the fortress. Sophia, possessed by a demon, can do this if you promise her to kill the magician Avernus (quest Deal with demons), or Avernus himself will do it.

Secondly, you need to get rid of Sofia - kill or let her leave the fortress (the choice has no consequences for the game).

[There is a bug in the Russian game - when you first enter the fortress, the game crashes. You need to go in, quickly exit and re-enter.]

Outcome:
1500 XP for completing the quest.