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ORIGINS 


Ultimate  Edition 


GAMES 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


How  to  Use  This  Guide 


This  Dragon  Age:  Origins  Ultimate  eGuide  has  a custom  navigation  system  to  allow  you  to 
easily  find  content  within  the  eGuide  and  move  between  sections  as  you  choose. 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Dragon  Age:  Origins  Tabie  of  Contents 

Dragon  Age:  Origins  - Awakening  Tabie  of  Contents 

Downioadabie  Content  Tabie  of  Contents 


Dragon  Age  Origins  41 

Basics  41 

Key  Terms  41 

Experience  and  Leveling  44 

Your  Health  45 

Races  and  Classes  46 

Races  47 

Classes  49 

Skills,  Talents,  and  Specializations  51 

Skills  51 

Talents  and  Spells  51 

Specializations  52 

Items  52 

Combat  53 

Mobs  54 

Threat  55 

Tactics  56 

The  Map  57 

The  Codex  58 


Decisions,  Decisions 


59 


Dragon  Age:  Origins  Ultimate  click  for  Table  of  Contents 

The  Classes  60 

Leveling  60 

Experience  Gain  61 

Skills  61 

Coercion  62 

Stealing  62 

Trap- Making  62 

Survival  62 

Herbalism  62 

Poison-Making  63 

Combat  Training  63 

Combat  Tactics  63 

NPC  Crafters  63 

Choosing  Skills  63 

Warrior  Combat  Skills  64 

Mage  Healing  and  Persuasion  Skills  64 

Rogue  Combat  Skills  64 

The  Warrior  65 

Strengths  and  Weaknesses  67 

Attributes  69 

Warrior  Starting  Attributes  71 

Skills  71 

Warrior  Skill  Recommendations  72 

Talents  73 

Warrior  Weapon  Sets  74 


Warrior  School 


75 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Dual  Weapon  School 

76 

Archery  School 

77 

Weapon  and  Shield  School 

78 

Two-Handed  School 

79 

Specializations 

98 

Gear 

105 

Party  Responsibilities 

106 

Model  Characters 

107 

Tank  Model 

107 

Melee  DPS  Model 

110 

Ranged  DPS  Model 

113 

The  Mage 

116 

Strengths  and  Weaknesses 

118 

Attributes 

120 

Skills 

122 

Spells 

123 

Mage  School 

125 

Primal  School 

126 

Creation  School 

127 

Spirit  School 

128 

Entropy  School 

129 

Specializations 

148 

Gear 

157 

Party  Responsibilities 

159 

Model  Characters 

160 

DPS  Mage  Model 

160 

Dragon  Age:  Origins  Ultimate  click  for  Table  of  Contents 

Healer  Model  163 

Blend  Model  166 

The  Rogue  170 

Strengths  and  Weaknesses  172 

Skills  175 

Talents  177 

Rogue  School  179 

Dual  Weapon  School  180 

Archery  School  181 

Rogue  Talents  182 

Specializations  204 

Gear  214 

Party  Responsibilities  215 

Model  Characters  21 6 

Melee  DPS  Model  216 

Ranged  DPS  Model  218 

Scout  Model  221 

The  Party  223 

Buddy  Basics  224 

Group  Dynamics  225 

Deaiing  with  Threat  226 

Heating  227 

Combat  Rotes  228 

Configurations  and  Engagement  232 

Tactics  236 


Basic  Tactics 


237 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Companions  241 

Understanding  Companions  241 

Approval  Ratings  242 

Approval  Chart  242 

Gifts  243 

Companion  Quests  243 

Romance  243 

Plot  Abilities  244 

Crisis  Moments  244 

Aiistair  244 

Dog  249 

Leiiana  252 

Loghain  Mac  Tir  257 

Morrigan  260 

Oghren  264 

Shaie  268 

Sten  272 

Wynne  275 

Zevran  279 

Supporting  Cast  284 

Equipment  304 

Vendor  Shopping  305 

Weapons  335 

Armor  344 

Accessories  362 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Rune  Enchanting  368 

Crafting  369 

Usabie  items  379 

Gifts  384 

Downioadabie  Content  items  387 

The  Bestiary  393 

Walkthrough  427 

Tour  of  Fereiden  427 

Essential  Locations  427 

How  to  Use  the  Walkthrough  429 

Map  430 

Runthrough  430 

Cheatsheet  430 

Walkthrough  Text  430 

Dwarf  Commoner  Origin  433 

Home  433 

Dust  Town  435 

Commons  438 

Proving  Grounds  443 

Beraht's  Hideout  447 

Dwarf  Nobie  Origin  451 

Orzammar  Royal  Palace  451 

Diamond  Quarter  456 

Proving  Grounds  460 

Ruined  Thaig  463 


Outskirts 


470 


Dragon  Age:  Origins  Ultimate  click  for  Table  of  Contents 

City  Elf  Origin  473 

Home  473 

Elven  Alienage  475 

Arl  of  Denerim's  Estate  (Exterior)  482 

Arl  of  Denerim's  Estate  (Interior)  485 

Dalish  Elf  Origin  490 

Forest  Clearing  490 

Elven  Ruins  493 

Dalish  Elf  Camp  496 

Return  to  the  Forest  Clearing  500 

Return  to  the  Elven  Ruins  502 

Return  to  Dalish  Elf  Camp  506 

Mage  Origin  510 

The  Harrowing  510 

The  Circle  Tower  51 6 

The  Repository  524 

Human  Noble  Origin  531 

Castle  Cousland  by  Day  531 

Castle  Cousland  by  Night  538 

Ostagar  545 

King's  Camp  546 

Korcari  Wilds  551 

Return  to  King's  Camp  555 

Tower  of  Ishal  559 

Flemeth's  Hut  567 

Lathering  568 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Lothering  569 

Broken  Circle  595 

Lake  Calenhad  Docks  596 

The  Circle  Tower  (First  Floor)  599 

The  Circle  Tower  (Second  Floor)  604 

The  Circle  Tower  (Third  Floor)  609 

The  Circle  Tower  (Fourth  Floor)  61 5 

Surviving  the  Fade  619 

The  Fade  (Weisshaupt)  620 

The  Raw  Fade  624 

Darkspawn  Invasion  632 

Burning  Tower  641 

Mage  Asunder  647 

Templar's  Nightmare  654 

A Nightmare  (Freeing  Your  Followers)  661 

The  Inner  Sanctum  662 

The  Circle  Tower  (Fourth  Floor:  After  Fade)  665 

The  Harrowing  Chamber  669 

Arl  of  Redcliffe  673 

Redcliffe  Village  (Day)  674 

Redcliffe  Village  (Night)  682 

Redcliffe  Village  (Basement)  687 

Redcliffe  Castle  (First  Floor)  691 

Redcliffe  Castle  (Courtyard)  696 

Redcliffe  Castle  (Return  to  the  First  Floor)  701 

Redcliffe  Castle  (Second  Floor) 


705 


Dragon  Age:  Origins  Ultimate 

click  for  Table  of  Contents 

Redcliffe  Castle  (The  Fade) 

709 

To  Save  Arl  Eamon 

715 

Urn  of  Sacred  Ashes 

715 

Denerim  Market  District 

716 

Village  of  Haven 

721 

Ruined  Temple 

725 

Wyrmling  Lair 

734 

The  Gauntlet 

741 

Saving  Arl  Eamon 

750 

Paragon  of  Her  Kind 

751 

Frostback  Mountains 

752 

Orzammar  Commons 

755 

Diamond  Quarter 

762 

Deep  Roads:  Aeducan  Thaig 

764 

Dust  Town 

768 

Carta  Hideout 

773 

Caridin's  Cross 

779 

Ortan  Thaig 

783 

The  Dead  Trenches 

788 

Anvil  of  the  Void 

794 

Nature  of  the  Beast 

800 

Dalish  Camp 

801 

West  Brecilian  Forest 

804 

East  Brecilian  Forest 

810 

Elven  Ruins:  Upper  Level 

817 

Elven  Ruins:  Lower  Level 


821 


Dragon  Age:  Origins  Ultimate  click  for  Table  of  Contents 

Lair  of  the  Werewolves  827 

The  Landsmeet  831 

Arl  of  Denerim's  Estate:  Exterior  834 

Arl  of  Denerim's  Estate:  Interior  838 

Arl  of  Denerim's  Estate:  Dungeon  845 

Fort  Drakon  853 

Elven  Alienage  863 

The  Landsmeet  873 

The  Final  Onslaught  877 

Redcliffe  Village  (Destroyed)  878 

Redcliffe  Castle  Courtyard  882 

Redcliffe  Battle  Plans  886 

Morrigan's  Ritual  887 

City  Gates  888 

Denerim  Market  District  (Destroyed)  892 

Elven  Alienage  (Destroyed)  897 

Palace  District  902 

Fort  Drakon  907 

Warden's  Keep  930 

Soldier's  Peak  931 

First  Floor  935 

Second  Floor  938 

Avernus's  Tower  942 

The  Stone  Prisoner  949 

Village  of  Honnieath  950 

Wilhelm's  Cellar  956 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Cadash  Thaig  963 

Side  Quests  968 

Blackstone  Irregulars  968 

A Change  in  Leadership  968 

Dereliction  of  Duty  969 

Grease  the  Wheels  970 

Notices  of  Death  971 

Restocking  the  Guild  972 

Scraping  the  Barrel  973 

Breclllan  Forest  973 

Cammen's  Lament  974 

Elora's  Halla  975 

Elven  Ritual  976 

Lost  to  the  Curse  977 

Mage's  Treasure  978 

Panowen  979 

Rare  Ironbark  980 

Shade  Campsite  981 

Wounded  in  the  Forest  982 

Unbound  983 

Chanter's  Board  984 

Back  Alley  Justice  984 

Brothers  and  Sons  985 

Caravan  Down  986 

Desperate  Haven  987 

Fazzil's  Request  988 


Dragon  Age:  Origins  Ultimate 

click  for  Table  of  Contents 

Jowan's  Intentions 

989 

Loghain's  Push 

990 

Missing  in  Action 

991 

Skin  Deep 

992 

Unintended  Consequences 

993 

The  Circle  of  Magi 

993 

Circles  Within  Circles 

994 

Desire  and  Need 

995 

Extracurricular  Studies 

996 

Five  Pages,  Four  Mages 

997 

Friends  of  Red  Jenny 

998 

Irving's  Mistake 

999 

Maleficarum  Regrets 

1000 

Promises  of  Pride 

1001 

The  Spot 

1002 

Summoning  Sciences 

1003 

Watchguard  of  the  Reaching 

1004 

Denerim 

1005 

Slim  Couldry's  Quests 

1006 

Drake  Scale  Armor 

1015 

Forgotten  Verses 

1017 

Hearing  Voices 

1018 

Honor  Bound 

1019 

The  Last  Request 

1020 

Lost  Templar 

1021 

Sergeant  Kylon's  Quests 

1022 

Dragon  Age:  Origins  Ultimate  click  for  Table  of  Contents 

Something  Wicked  1024 

Tortured  Noble  1025 

Antivan  Crows  Quests  1 025 

Favors  for  Certain  Interested  Parties  1030 

Correspondence  Interruptus  1031 

"K"  Quests  1032 

Korcari  Wilds  1039 

A Pinch  of  Ashes  1040 

Last  Will  and  Testament  1 041 

The  Missionary  1043 

Signs  of  the  Chasind  1 044 

The  Mages'  Collective  1045 

A Gift  of  Silence  (or  Justice  Must  be  Served)  1 045 

Blood  of  Warning  1 046 

Careless  Accusations  1 047 

Defending  the  Collective  1048 

Have  You  Seen  Me?  1 049 

Herbal  Magic  1050 

Notice  of  Termination  1 051 

Places  of  Power  1 052 

The  Scrolls  of  Banastor  1 053 

Thy  Brother's  Killer  1054 

Orzammar  1054 

ALostNug  1055 

A Mother's  Hope  1056 

An  Unlikely  Scholar  1057 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Asunder  1058 

Caged  in  Stone  1 059 

Casteless  Ambush  1060 

The  Chant  in  the  Deeps  1 061 

The  Dead  Caste  1 062 

The  Drifter's  Cache  1 063 

Exotic  Methods  1 064 

The  Gangue  Shade  1 065 

The  Golem  Registry  1066 

Jammer's  Stash  1067 

The  Key  to  the  City  1 068 

Lost  to  the  Memories  1 069 

Of  Noble  Birth  1070 

Political  Attacks  1 07 1 

Precious  Metals  1072 

Proving  After  Dark  1 073 

The  Shaper's  Life  1074 

Stalata  Negat  1 075 

Thief  in  the  House  of  Learning  1 076 

Topsider's  Honor  1077 

Unintended  Breakthrough  1078 

Zerlinda's  Woe  1079 

Ostagar  1080 

The  Hungry  Deserter  1080 

The  Mabari  Hound  1081 

Party  Camp 


1082 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Restocking  the  Camp  1082 

Redcliffe  1083 

The  Dwarven  Veteran  1 083 

Every  Little  Bit  Helps  1 084 

Lost  in  the  Castle  1 085 

The  Maker's  Shield  1086 

A Missing  Child  1087 

Spy!  1088 

Stiff  Drink  to  Dull  the  Pain  1089 

Warden's  Keep  1090 

Ancient  History  1090 

Wide  Open  World  1091 

The  Black  Vials  1091 

Dominance  1092 

Unbound  1093 

Random  Encounters  1093 

World  Encounters  1097 

Plot  Encounters  1098 

Random  Encounters  1100 

Achievements  1104 

Character  Generation  1112 

Gender  and  Race  1112 

Class  1114 

Specializations  1115 

Appearance  and  Voice  1118 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Attributes  1119 

Origin  Stories  1121 

Extras  1123 

Traveler's  Guide  1 123 

interview  with  BioWare  1210 

Dragon  Age:  Origins  Artwork  1218 

Maps  1262 

Aeducan  Thaig 1262 
Anvii  of  the  Void  1263 

Ari  of  Denerim 's  Estate:  Dungeon  1264 

Ari  of  Denerim 's  Estate:  Exterior  1265 

Ari  of  Denerim 's  Estate:  Interior  1266 

Ari  of  Deneri's  Estate  (Exterior)  1267 

Ari  of  Deneri's  Estate  (Interior)  1269 

Avernus ' Tower  1270 

Beraht's  Hideout  1271 

Beraht's  Shop  1272 

Basement  1273 

Cadash  Thaig  1274 

Caridin's  Cross  1275 

Carta  Hideout  1276 

Castle  Cousland  by  Day'^  1278 

Castle  Cousland  by  Night'^  1279 

Circle  Tower  (Fourth  Floor-2)  After  Fade  1280 

The  Circle  Tower  (First  Floor)  1281 

The  Circle  Tower  (Fourth  Floor) 


1282 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


The  Circle  Tower  (Second  Floor)  1283 

The  Circle  Tower  (Third  Floor)  1284 

Circle  Tower  - First  Floor  1285 

Circle  Tower  - Second  Floor  1286 

City  Gates  1287 

Commons  1288 

Dalish  Camp  1289 

Dalish  Elf  Camp  1290 

Dane's  Refuge  1291 

The  Dead  Trenches  1292 

Diamond  Quarter  1293 

Diamond  Quarter  >•'  1294 

Denerim  1295 

Denerim  Market  District  >•'  1296 

Denerim  Market  District  (Destroyed)  1297 

Dust  Town  1298 

Dust  Town 1299 
East  Brecilian  Forest  1300 

Elven  Alienage  (Destroyed)  1302 

Elven  Alienage  1303 

Elven  Alienage  1305 

Elven  Alienage  Rundown  Apartments  1306 

Elven  Alienage  Slaver  Compound  1307 

Elven  Alienage  Tevinter  Hospice  1308 

Elven  Ruins  1309 

Elven  Ruins:  Lower  Level  1310 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Elven  Ruins:  Upper  Level 

1311 

The  Fade  (Burning  Tower) 

1312 

The  Fade  (Darkspawn  Invasion) 

1313 

The  Fade  (Mages  Asunder) 

1315 

The  Fade  (Templar  Nightmare) 

1316 

The  Fade  (Weisshaupt) 

1318 

Ferelden 

1319 

First  Floor 

1320 

Forest  Clearing 

1321 

Fort  Drakon 

1322 

Fort  Drakon  Exterior 

1323 

Fort  Drakon  Main  Floor 

1324 

Fort  Drakon  Roof 

1325 

Fort  Drakon  Second  Floor 

1326 

Frostback  Mountains 

1327 

The  Gauntlet 

1328 

The  Harrowing 

1328 

Homo'^ 

1329 

Home'-' 

1330 

King's  Camp 

1331 

Korcari  Wilds 

1332 

Kocari  Wilds 

1333 

Lair  of  the  Werewolves 

1334 

Lake  Calenhad  Docks 

1335 

Lothering 

1336 

Lothering  Chantry 

1337 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Ortan  Thaig  1338 

Orzammar  Royal  Palace  1339 

Orzammar  Commons  1340 

Outskirts  1341 

Palace  District  1342 

Proving  Grounds  1343 

Proving  Grounds  1344 

The  Raw  Fade  1345 

Redcliffe  Castle  Courtyard  1346 

Redcliffe  Castle  (Courtyard)  1348 

Redcliffe  Castle  (First  Floor)  1349 

Redcliffe  Castle  (Return  to  the  First  Floor)  1350 

Redcliffe  Castle  (Second  Floor)  1351 

Redcliffe  Castle  (The  Fade)  1352 

Redcliffe  Village  (Basement)  1353 

- Redcliffe  Village  (Night)  - 1354 

Redcliffe  Village  (Day)  1355 

Redcliffe  Village  (Chantry)  1356 

Redcliffe  Village  (Smithy)  1356 

Redcliffe  Village  (Destroyed)  1357 

Return  to  Dalish  Elf  Camp  (Dalish  Elf  Camp  2)  1358 

Return  to  the  Elven  Ruins  (Elven  Ruins  2)  1359 

Return  to  the  Forest  Clearing  (Forest  Clearing  2)  1360 

Return  to  King's  Camp  (King's  Camp  2)  1361 

Ruined  Thaig  1362 

Ruined  Temple 


1363 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Second  Floor  1 364 

Soldier’s  Peak'--  1366 

Spider  Caves  1367 

Tapster's  Tavern  1367 

Tower  of  Ishal  (First  Floor) 1368 
Tower  of  Ishal  (Fourth  Floor) 1369 
Tower  of  Ishal  (Second  Floor)  1370 

Tower  of  Ishal  (Third  Floor) 1371 
Village  of  Haven 1372 
Village  of  Honniaeth  1373 

West  Brecilian  Forest  1374 

Wilhelm 's  Cellar 1375 
Wyrmling  Lair  1376 

Dragon  Age:  Origins  - Awakenings  1377 

Basics  1377 

Key  Terms  1377 

Experience  and  Leveling  1380 

Your  Health  1381 

Races  and  Classes  1382 

Skills,  Talents,  and  Specializations  1388 

Items  1389 

Combat  1390 

The  Map  1394 

The  Codex  1395 


Character  Generation 


1395 


Dragon  Age:  Origins  Ultimate 

click  for  Table  of  Contents 

The  Classes 

1397 

Leveling 

1398 

Skills 

1400 

The  Warrior 

1404 

Strengths  and  Weaknesses 

1407 

Attributes 

1409 

Skills 

1411 

Talents 

1412 

Specializations 

1456 

Gear 

1469 

Party  Responsibilities 

1471 

Role  Models 

1472 

The  Mage 

1483 

Strengths  and  Weaknesses 

1485 

Attributes 

1487 

Skills 

1489 

Talents 

1497 

Specializations 

1530 

Gear 

1546 

Party  Responsibilities 

1548 

Role  Models 

1549 

The  Rogue 

1561 

Strengths  and  Weaknesses 

1563 

Attributes 

1565 

Skills 

1566 

Talents 


1568 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Specializations 

1599 

Gear 

1611 

Party  Responsibilities 

1612 

Role  Models 

1613 

The  Party 

1623 

Combat  Roles 

1627 

Configurations  and  Engagement 

1631 

Tactics 

1636 

Companions 

1641 

Understanding  Companions 

1642 

Companions  List 

1644 

Anders 

1644 

Justice 

1648 

Nathaniel  Howe 

1652 

Oghren 

1656 

Sigrun 

1660 

Velanna 

1664 

Mhairi 

1669 

Supporting  Cast 

1671 

Equipment 

1692 

Weapon  and  Armor  Materials 

1693 

Vendor  Shopping 

1693 

Weapons 

1705 

Armor 

1718 

Accessories 


1750 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Runes  1756 

Crafting  1760 

Usable  Items  1770 

Gifts  1777 

The  Bestiary  1 780 

Monster  List  1789 

Walkthrough  1820 

How  to  Use  1822 

Assault  on  Vigil's  Keep  1823 

Keep  Exterior  1 824 

Keep  Interior  1829 

Throne  Room  1 840 

Keep  Courtyard  1843 

Shadows  of  the  Blackmarsh  1847 

Beginning  the  Quest  1848 

Amaranthine  1848 

The  Crown  and  Lion  1 850 

The  Blackmarsh  1 853 

The  Blackmarsh  Undying  1859 

Shadowy  Crypt  1 864 

Baroness's  Manor  1869 

Return  to  the  Blackmarsh  1 874 

The  Righteous  Path  1880 

Beginning  the  Quest  1881 

Amaranthine  1881 


Wending  Wood 


1883 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Trapped  by  the  Architect  1 892 

Silverite  Mine  1894 

Last  of  the  Legion  1 905 

Beginning  the  Quest  1905 

Amaranthine  1906 

Knotwood  Hills  1907 

Kal'Hirol  1911 

Main  Hall  1918 

Trade  Quarter  1927 

Lower  Reaches  1 937 

Siege  of  Vigii's  Keep  1943 

Going  to  War  1 943 

Siege  of  Vigil's  Keep  1 946 

Siege  of  Amaranthine  1 955 

Lair  of  the  Mother  1 968 

Dragonbone  Wastes  1 969 

Drake's  Fall  1974 

The  Nest  1 983 

Side  Quests  The  Blackmarsh  1992 

The  Burden  of  Guilt  1994 

The  Lost  Dragon  Bones  1 994 

A Maiden  in  Distress  1995 

SerAlvard's  Missing  Sword  1995 

The  Stone  Circle  1995 

Tears  in  the  Veil  1996 


The  Trail  of  Love 


1996 


Dragon  Age:  Origins  Ultimate  click  for  Table  of  Contents 

City  of  Amaranthine  1997 

The  Blight  Orphans  1999 

The  Blight  Orphans  (Again)  1999 

The  Dark  Wolf  1 999 

A Donation  of  Injury  Kits  2000 

A Donation  of  Poultices  2000 

Keep  Out  of  Reach  of  Children  2001 

Law  and  Order  2002 

Making  Amends  2005 

Moonshine  for  the  Children  2005 

Out  of  Control  2006 

A Present  for  Melisse  2006 

Preying  on  the  Weak  2006 

Rumblings  from  Beneath  2007 

The  Scavenger  Hunt  2007 

The  Sermons  of  Justinia  II  2008 

Smuggler's  Run  2009 

Smuggler's  Cove  2012 

Those  Sweet  Orphans  2013 

Till  Death  Do  Us  Part  2014 

Companions  2014 

Freedom  for  Anders  2015 

The  Howe  Family  2015 

Justice  for  Kristoff  2015 

Oghren  the  Family  Man  2016 

Sigrun's  Roguish  Past  2016 


Dragon  Age:  Origins  Ultimate 

click  for  Table  of  Contents 

Velanna's  Exile 

2017 

Knotwood  Hills/Kal'Hirol 

2018 

The  Long-Buried  Past 

2019 

Lucky  Charms 

2019 

Memories  of  the  Stone 

2019 

Wrong  Place,  Wrong  Time 

2020 

Vigil's  Keep 

2021 

Adria's  Plight 

2021 

And  You,  Esmerelle? 

2022 

Bombs  Away! 

2022 

A Brewing  Conspiracy 

2023 

Cost  of  Doing  Business 

2023 

A Daughter  Ransomed 

2024 

A Day  in  Court 

2024 

Defending  the  Land 

2025 

Desertion  in  the  Ranks 

2025 

Drunk  and  Disorderly 

2026 

Elemental  Requirements 

2026 

Far  Afield 

2027 

The  Fate  of  the  Ox 

2027 

Golem's  Might 

2027 

Heart  of  the  Forest 

2028 

It  Comes  from  Beneath 

2030 

A Master's  Work 

2032 

A Medical  Necessity 

2032 

Oaths  of  Fealty 

2033 

Dragon  Age:  Origins  Ultimate 


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The  Peasant  Revolution  2033 

Salvage  Operation  2033 

Sealing  the  Great  Barrier  Doors  2035 

Sheepherder's  Lament  2037 

The  Shrine  of  Korth  2038 

Solomon's  Bridge  2038 

The  Survivors  of  Vigil's  Keep  2039 

Trade  Must  Flow  2039 

What  Is  Built  Endures  2039 

Worked  to  the  Bone  2040 

The  Wending  Wood  2041 

Brothers  of  Stone  2043 

The  Fire  Puzzle  2044 

From  the  Living  Wood  2044 

Ines  the  Botanist  2045 

Last  Wishes  2045 

Maferath's  Monuments  2046 

The  Merchant's  Goods  2046 

Trading  Troubles  2046 

Random  Encounters  2047 

Achievements  and  Trophies  2051 

Maps  2059 

World  Map  2059 

Walkthrough  Maps  2060 

Side  Quest  Maps 


2082 


Dragon  Age:  Origins  Ultimate 


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Downloadable  Content  2098 

Blackstone  Irregulars  2098 

Dereliction  of  Duty  2098 

Grease  the  Wheels  2100 

Notices  of  Death  2102 

Scraping  the  Barrel  2104 

Brecilian  Forest  2106 

Elven  Ritual  2109 

Runthrough  (Elven  Ritual)  21 10 

Elven  Ritual  Cheatsheet  2110 

Mage’s  Treasure  21 15 

Chanter’s  Board  2116 

The  Circle  of  Magi  2117 

Extracurricular  Studies  2121 

Promises  of  Pride  2121 

Summoning  Sciences  2122 

Runthrough  (Summoning  Sciences)  2122 

Summoning  Sciences  Cheatsheet  2123 

Watchguard  of  the  Reaching  2130 

Denerim  2132 

The  Private  Collection  2132 

Runthrough  (The  Private  Collection)  2132 

The  Private  Collection  Cheatsheet  2133 

Tears  of  And raste  2136 

Something  Wicked  2137 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Runthrough  (Something  Wicked)  2138 

Something  Wicked  Cheatsheet  2139 

Beginning  the  Quest  2139 

Favors  for  Certain  interested  Parties  2150 

Orzammar  2151 

A Lost  Nug  2159 

Redciiffe  2160 

Return  to  Ostagar  2162 

Bann  Loren’s  Lands  2162 

New  “Return  to  Ostagar”  items  2163 

Ostagar  2165 

Runthrough  (Ostagar)  2166 

Ostagar  Cheatsheet  2167 

Bestiary  of  Speciai  Foes  2170 

Tower  of  Ishal  21 85 

Runthrough  (Tower  of  ishai)  2185 

Tower  of  ishai  Cheatsheet  2186 

Darkspawn  Tunnels  21 90 

Runthrough  (Darkspawn  Tunneis)  2190 

Darkspawn  Tunneis  Cheatsheet  2191 

The  Battiefieid  2197 

“Return  to  Ostagar”  Achievement  2201 

The  Darkspawn  Chronicles  2202 

Playing  the  Darkspawn  2202 

Huriock  Vanguard  and  Thraiis  2203 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


The  Deadliest  Party  2204 

Approval  Ratings  2205 

Battle  Trophies  2206 

In  Service  of  the  Archdemon  2207 

Hurlock  Vanguard  2208 

Hurlock  Vanguard  at  a Glance  2208 

Combat  Advice  2208 

Equipment  2209 

Skills  2209 

Special  Talent  2209 

Commonality  2209 

Approval  Unlocks  2209 

Blight  Wolf  2210 

Blight  Wolf  at  a Glance  2210 

Combat  Advice  2210 

Equipment  2211 

Skills  2211 

Special  Talents  2211 

Commonality  2211 

Approval  Unlocks  2212 

Genlock  2212 

Genlock  at  a Glance  2212 

Combat  Advice  2213 

Equipment  2213 

Skills  2213 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Special  Talents  2213 

Commonality  2213 

Approval  Unlocks  2214 

Genlock  Archer  221 4 

Genlock  Archer  at  a Glance  2214 

Combat  Advice  2215 

Equipment  2215 

Skills  2215 

Special  Talents  2215 

Commonality  2215 

Approval  Unlocks  2215 

Genlock  Sapper  221 6 

Genlock  Sapper  at  a Glance  2216 

Combat  Advice  2216 

Skills  2216 

Special  Talents  2217 

Commonality  2217 

Approval  Unlocks  2217 

Hurlock  2217 

Hurlock  at  a Glance  2217 

Combat  Advice  2218 

Equipment  2218 

Skills  2218 

Special  Talents  2218 

Commonality  2219 


Dragon  Age:  Origins  Ultimate 


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Approval  Unlocks  2219 

Hurlock  Archer  221 9 

Hurlock  Archer  at  a Glance  2219 

Combat  Advice  2220 

Equipment  2220 

Skills  2220 

Special  Talents  2220 

Commonality  2220 

Approval  Unlocks  2220 

Hurlock  Emissary  2221 

Hurlock  Emissary  at  a Glance  2221 

Combat  Advice  2222 

Equipment  2222 

Skills  2222 

Special  Talents  2222 

Commonality  2222 

Approval  Unlocks  2222 

Ogre  2223 

Ogre  at  a Glance  2223 

Combat  Advice  2223 

Equipment  2224 

Skills  2224 

Special  Talents  2224 

Commonality  2224 

Approval  Unlocks  2224 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Shriek 

2225 

Shriek  at  a Glance 

2225 

Combat  Advice 

2225 

Equipment 

2226 

Skills 

2226 

Special  Talents 

2226 

Commonality 

2226 

Approval  Unlocks 

2226 

City  Gates 

2227 

Runthrough  (City  Gates) 

2228 

City  Gates  Cheatsheet 

2228 

Darkspawn  Hit  List 

2236 

Market  District 

2240 

Runthrough  (Market  District) 

2241 

Market  District  Cheatsheet 

2241 

Slaughter  the  innocents 

2246 

Eiven  Aiienage 

2257 

Runthrough  (Eiven  Alienage) 

2258 

Eiven  Aiienage  Cheatsheet 

2258 

Paiace  District 

2265 

Runthrough  (Palace  District) 

2266 

Palace  District  Cheatsheet 

2266 

Fort  Drakon 

2278 

Runthrough  (Fort  Drakon) 

2278 

Dragon  Age:  Origins  Ultimate 


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Fort  Drakon  Cheatsheet  2279 

Blightblood  2289 

“The  Darkspawn  Chronicles”  Achievements  2290 

Leliana’s  Song  2291 

Leliana  2291 

Sketch  and  Tug  2292 

Silas  Corthwaite  2293 

Denerim  Market  2294 

Runthrough  (Denerim  Market)  2295 

Denerim  Market  Cheatsheet  2295 

Battledress  of  the  Provocateur  2304 

Lem’s  Fenced  and  Found  2307 

Arl  of  Denerim’s  Estate  (Exterior)  2308 

Runthrough  (Ari  of  Denerim’s  Estate:  Exterior)  2308 

Arl  of  Denerim’s  Estate:  Exterior  Cheatsheet  2309 

Arl  of  Denerim’s  Estate  2313 

Runthrough  (Ari  of  Denerim’s  Estate)  2314 

Arl  of  Denerim’s  Estate  Cheatsheet  2314 

The  Hideout  2321 

Return  to  Arl  of  Denerim’s  Estate  2324 

Runthrough  (Return  to  Arl  of  Denerim’s  Estate)  2325 

Arl  of  Denerim’s  Estate  Cheatsheet  2325 

The  Estate  Grounds  2333 


The  Dungeons 


2335 


Dragon  Age:  Origins  Ultimate 


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Runthrough  (The  Dungeons) 

2336 

The  Dungeons  Cheatsheet 

2336 

The  Chantry 

2344 

Windswept  Shore 

2346 

Canyon  Path 

2347 

Runthrough  (Canyon  Path) 

2347 

Canyon  Path  Cheatsheet 

2348 

Blighted  Cliffs 

2353 

Runthrough  (Blighted  Cliffs) 

2353 

Blighted  Cliffs  Cheatsheet 

2354 

“Leliana’s  Song”  Achievements 

2358 

The  Golems  of  Amgarrak 

2359 

Jerrik  and  Snug 

2359 

Runic  Golem 

2360 

Brogan 

2361 

Deep  Roads  Grotto 

2362 

Runthrough  (Deep  Roads  Grotto) 

2363 

Deep  Roads  Grotto  Cheatsheet 

2363 

Amgarrak 

2374 

Runthrough  (Amgarrak) 

2375 

Amgarrak  Cheatsheet 

2376 

The  Lyrium  Streams 

2379 

“The  Golems  of  Amgarrak”  Achievements 

2398 

Golems  of  Amgarrak  Special  Items 


2398 


Dragon  Age:  Origins  Ultimate 


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Witch  Hunt 

2399 

Dog 

2399 

Ariane 

2400 

Finn 

2401 

Deep  in  the  Wiids 

2402 

Runthrough  (Deep  in  the  Wiids) 

2402 

Deep  in  the  Wiids  Cheatsheet 

2403 

Apprentice  Quarters 

2406 

Runthrough  (Apprentice  Quarters) 

2406 

Apprentice  Quarters  Cheatsheet 

2407 

Mage  Tower  Basement 

2413 

Runthrough  (Mage  Tower  Basement) 

2414 

Mage  Tower  Basement  Cheatsheet 

2414 

Cadash  Thaig 

2422 

Runthrough  (Cadash  Thaig) 

2423 

Cadash  Thaig  Cheatsheet 

2424 

Eiven  Ruins 

2435 

Runthrough  (Eiven  Ruins) 

2435 

Eiven  Ruins  Cheatsheet 

2436 

Dragonbone  Wastes 

2442 

Runthrough  (Dragonbone  Wastes) 

2443 

Dragonbone  Wastes  Cheatsheet 

2443 

Meeting  with  Morrigan 

2451 

“Witch  Hunt”  Achievements 

2453 

Dragon  Age:  Origins  Ultimate 


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Witch  Hunt  Special  Items  2454 

Feastday  Gifts  and  Pranks  2455 

Feastday  Gifts  2455 

Alistair  Doll  2455 

Amulet  of  Memories  2456 

Beard  Flask  2457 

Fat  Lute  2458 

Grey  Warden  Hand  Puppet  2459 

King  Marie’s  Shield  2460 

Pet  Rock  2461 

Qunari  Prayers  for  the  Dead  2462 

Rare  Antivan  Brandy  2463 

Stick  2464 

Sugar  Cake  2465 

Thoughtful  Gift  2466 

Feastday  Pranks  2466 

Butterfly  Sword  2467 

Cat  Lady’s  Hobble-Stick  2468 

The  Chant  of  Light,  Unabridged  2469 

Chastity  Belt  2470 

Compleat  Geneaology  of  the  Kyngs  of  Ferelden  2471 

Lump  of  Charcoal  2472 

Orlesian  Mask  2473 

Protective  Cone  2474 

Rotten  Onion  2475 

Scented  Soap  2476 


Dragon  Age:  Origins  Ultimate 


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Ugly  Boots  2477 

Uncrushable  Pigeon  2478 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Dragon  Age  Origins 


Note:  Stop!  We  know  you're  anxious  to  dive  right  into  tips  and  hints  on  gameplay,  but  you 
should  really  read  your  Dragon  Age:  Origins  manual  first.  The  manual  provides  a great 
introduction  to  the  basics.  Come  back  here  when  you  understand  the  game  controls,  user 
interface,  menu  options,  etc.  We  won't  go  anywhere. 

Basics 


Welcome  to  the  world  of  Dragon  Age:  Origins!  Our  job  is  to  keep  you  alive  and  to  maximize 
your  playing  experience,  so  with  that  in  mind,  we're  going  to  run  through  the  basics  in  this 
chapter.  Master  the  essential  concepts  and  ground  rules  first,  then  add  layers  of  strategy  and 
tactics  to  your  favorite  class  and  Ferelden  will  be  safe  from  darkspawn  until  the  last  Grey 
Warden  takes  his  final  breath. 

Key  Terms 

Here  are  some  of  the  key  terms  that  the  game  and  this  guide  will  use  while  discussing  various 
play  styles  and  tactics.  Familiarize  yourself  with  these  so  you're  up  on  the  lingo. 

AoE:  "Area  of  Effect."  A talent  or  spell  that  affects  a radius,  not  just  a single  target.  AoE  spells 
and  attacks  damage  multiple  targets  at  once  and  can  help  greatly  against  large  groups  of 
enemies.  Keep  in  mind  that  you  may  hit  multiple  targets,  but  you  also  may  draw  additional 
threat  and  possibly  nullify  existing  effects  on  the  targeted  enemies. 

Armor  Stat:  Reduces  damage  done  to  a character  from  physical  attacks.  A weapon's  armor 
penetration  score  directly  counteracts  the  opponent's  armor  rating. 

Attack  Stat:  Increases  the  likelihood  of  successfully  landing  physical  attacks. 

Buff:  A talent  or  spell  that  delivers  a positive  effect  for  a prolonged  time. 

Camp:  To  remain  in  one  spot  in  order  to  kill  a specific  NPC  or  monster,  or  trigger  a certain 
event. 

Cold  Resistance:  Measures  resistance  or  vulnerability  to  cold-based  attacks  against  the 
character.  Cold  damage  is  reduced  (if  green)  or  increased  (if  red)  by  this  percentage. 

Constitution:  Constitution  represents  health  and  resilience.  Higher  constitution  directly 
increases  the  amount  of  damage  a character  can  take  before  falling  on  the  battlefield. 

Crit:  Short  for  "critical  chance"  or  "critical  strike  chance." 

Cunning:  Cunning  determines  how  well  a character  learns  and  reasons.  Most  skills,  such  as 
Herbalism  or  Combat  Tactics,  require  a quick  mind  to  master— and  an  observant  eye  can  more 


Dragon  Age:  Origins  Ultimate 


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easily  find  weaknesses  in  enemy  armor.  Rogues  benefit  most  from  this  statistic,  as  many  of 
their  class  talents  and  special  attacks  rely  on  subtlety  or  reading  the  target,  not  raw  strength. 

Damage  Stat:  The  equipped  weapon's  potential  damage  against  an  unarmored  opponent, 
adjusted  for  the  speed  of  the  weapon. 

Debuff;  A skill  or  ability  that  delivers  a negative  effect  for  a prolonged  time. 

Defense  Stat:  Increases  the  chance  of  dodging  or  parrying  physical  attacks. 

Dexterity;  Dexterity  is  the  measure  of  agility,  reflexes,  and  balance.  Higher  dexterity  improves 
a character's  chances  to  hit,  makes  the  character  more  likely  to  dodge  incoming  blows,  and 
contributes  to  the  damage  dealt  by  piercing  weapons  such  as  bows  or  crossbows.  Archery  and 
dual-weapon  fighting  styles  demand  high  dexterity  to  master,  making  this  attribute  a favorite  for 
rogues. 

DLC:  Abbreviation  for  "downloadable  content." 

DoT:  "Damage  over  time."  Talents  or  spells  that  deal  initial  damage  and  then  additional 
damage  every  few  seconds  for  a set  amount  of  time. 

DPS:  "Damage  per  second."  A stat  that  factors  in  the  speed  and  power  of  a weapon  to  gauge 
its  average  damage  every  second.  DPS  is  also  used  as  a generic  reference  to  damage  and 
dealing  damage. 

DPSer:  A character  whose  primary  role  in  the  group  is  to  deal  damage. 

Electrical  Resistance;  Measures  resistance  or  vulnerability  to  electricity-based  attacks 
against  the  character.  Electrical  damage  is  reduced  (if  green)  or  increased  (if  red)  by  this 
percentage. 

Fatigue;  Wearing  armor  causes  fatigue,  which  is  a percentage  increase  of  the  basic  mana  or 
stamina  cost  to  activate  a spell  or  talent. 

Follower:  A companion  who  travels  with  you  on  your  quests.  There  can  only  be  four  people  in 
your  party  at  one  time:  the  main  (player)  character,  and  up  to  three  followers.  The  rest  stay 
back  at  party  camp  and  level  as  you  level. 

Fire  Resistance;  Measures  resistance  or  vulnerability  to  fire-based  attacks  against  the 
character.  Fire  damage  is  reduced  (if  green)  or  increased  (if  red)  by  this  percentage. 

Health;  How  much  damage  a character  can  sustain  without  falling  in  battle.  A character  whose 
health  is  completely  depleted  may  sustain  an  injury. 

Injuries;  When  one  of  your  party  members  has  fallen  in  combat,  he  or  she  may  sustain  a 
serious  injury.  These  injuries  cause  penalties  that  can  only  be  cured  with  an  injury  kit  or  certain 
high-level  spells. 

Loot:  Another  term  for  treasure  or  rewards. 


Dragon  Age:  Origins  Ultimate 


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Magic;  In  the  general  sense,  it's  energies  beyond  the  material  world.  In  a stat  sense,  magic  is 
the  measure  of  a character's  natural  affinity  for  the  arcane.  This  attribute  is  crucial  for  mages, 
because  it  directly  increases  a character's  spellpower  score,  which  determines  the  potency  of 
all  spells.  The  magic  attribute  also  determines  how  effective  potions,  poultices,  and  salves  are 
for  all  classes. 

Mana;  Magical  energy  consumed  when  casting  spells. 

Mental  Resistance;  Measures  the  character's  ability  to  resist  mental  effects  such  as  a sleep 
spell. 

Mob;  A group  of  enemies. 

Nature  Resistance;  Measures  resistance  or  vulnerability  to  nature-based  attacks  against  the 
character  (like  poisoning).  Nature  damage  is  reduced  (if  green)  or  increased  (if  red)  by  this 
percentage. 

NPC;  "Non-player  Character."  Any  character  in  the  game  not  in  your  party. 

Party;  A group  of  characters  who  adventure  together,  limited  to  four.  You  can  always  return  to 
party  camp  to  recruit  other  followers. 

PC;  Abbreviation  for  "Player  Character." 

Physical  Resistance;  Measures  the  character's  ability  to  resist  physical  effects  such  as  being 
knocked  down. 

Pull;  To  draw  an  enemy  toward  you,  usually  to  avoid  engaging  other  enemies  as  well. 

Root;  To  freeze  an  enemy  in  place  with  a special  talent  or  spell. 

Spawn  Point;  A spot  where  the  game  generates  a mob. 

Spirit  Resistance;  Measures  resistance  or  vulnerability  to  spirit-based  attacks  against  the 
character.  Spirit  damage  is  reduced  (if  green)  or  increased  (if  red)  by  this  percentage. 

Stamina;  Physical  energy  consumed  when  using  talents  or  skills. 

Strength;  Strength  measures  a character's  physical  prowess,  and  directly  affects  the  damage 
a character  deals  in  physical  combat.  It  also  contributes  to  the  accuracy  of  melee  attacks.  High 
strength  is  essential  for  warriors,  in  particular  if  they  wish  to  wield  two-handed  weapons,  and  is 
nearly  as  critical  for  rogues. 

Tank;  A character  who  draws  threat  well  and  holds  a mob's  attention.  An  "off-tank"  is  a 
secondary  character  who  holds  the  attention  of  the  second  strongest  mob.  Warriors  generally 
tank  the  best,  especially  due  to  their  "Weapon  and  Shield"  talent  tree. 

Taunt;  To  enrage  a mob  so  that  it  focuses  its  threat  and  attention  on  you. 


Dragon  Age:  Origins  Ultimate 


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Threat:  Sometimes  referred  to  as  "aggro"  or  "aggression"  of  a mob.  The  game  ranks  threat 
based  on  your  actions,  generally  revolving  around  the  amount  of  damage  or  healing  you  do. 
The  more  threat  you  generate,  the  greater  the  chance  that  a monster  will  attack  you. 

Willpower;  Willpower  represents  a character's  determination  and  mental  fortitude.  With  high 
willpower,  mages  can  cast  more  spells  thanks  to  a deeper  mana  pool.  For  warriors  and  rogues, 
willpower  grants  more  stamina  for  combat  techniques  and  special  attacks. 

Wipe:  A term  for  the  death  of  everyone  in  the  party. 

XP:  Stands  for  "experience  points."  Experience  marks  your  progress  as  you  level  up  in  your 
class. 

Experience  and  Leveling 


Everyone  loves  to  level.  The  thrill  of  watching  your  warrior,  mage,  or  rogue  gain  levels  and 
earn  new  skills  comes  second  only  to  slaying  darkspawn  in  a heroic  last  stand.  Your  followers 
also  gain  experience  (XP)  at  roughly  the  same  rate  that  you  do.  Don't  worry  about  the  followers 
you  leave  back  at  camp;  they  progress  at  the  same  rate  as  the  rest  of  your  party.  If  you  leave 
Morrigan  home  at  level  8,  travel  around  on  a few  adventures,  and  return  at  level  12,  she  won't 
still  be  stuck  at  level  8.  She  will  most  likely  be  level  12,  or  close  to  it. 

Each  class  gains  levels  at  the  same  rate  and  gains  the  same  points  to  spend,  although  each 
class  will  spend  those  points  very  differently. 

For  every  level  you  gain,  you  gain  three  attribute  points  and  one  talent  point.  Mages  and 
warriors  get  one  skill  point  every  three  levels,  while  rogues  get  a skill  point  every  two  levels. 

You  gain  specialization  points  at  levels  7 and  14.  Points  are  precious,  so  spend  them  wisely. 


Dragon  Age:  Origins  Ultimate 


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Don't  be  caught  with  a level  20  warrior  who  has  only  the  first  couple  of  abilities  in  many  chains. 
His  or  her  contribution  to  the  party  will  be  limited  and  you  don't  get  a second  chance  at 
spending  these  points. 


Character  Level 

XP  Required  to  Gain  a 
Level 

Total  Current  XP 

1 

2,000 

0 

2 

2,500 

4,500 

3 

3,000 

7,500 

4 

3,500 

11,000 

5 

4,000 

15,000 

6 

4,500 

19,500 

7 

5,000 

24,500 

8 

5,500 

30,000 

9 

6,000 

36,000 

10 

6,500 

42,500 

11 

7,000 

49500 

12 

7,500 

57,000 

13 

8,000 

65,000 

14 

8,500 

73,500 

15 

9,000 

82,500 

16 

9,500 

92,000 

17 

10,000 

102,000 

18 

10,500 

112,500 

19 

11,000 

123,500 

20 

11,500 

135,000 

Your  Health 


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Obviously,  staying  alive  is  your  first  priority  whenever  you're  out  adventuring.  Those  with  high 
constitution  scores  will  have  more  health,  and  thus  take  a lot  more  hits  before  perishing. 
Warriors  generally  want  high  health  to  stay  on  their  feet,  despite  being  the  punching  bags  for 
enemies.  Rogues  may  have  high  health,  depending  on  how  much  they  like  to  mix  it  up  in 
combat.  Mages  usually  concentrate  on  less-physical  attributes  and  may  be  more  fragile  in  the 
midst  of  swinging  swords  and  smashing  clubs. 

Your  best  ally  against  loss  of  health  is  a healer.  A simple  Heal  spell  can  do  wonders,  and 
Group  Heal  keeps  everyone  up  in  a fight.  Health  poultices  serve  the  same  purpose.  Judge  how 
much  damage  you've  taken  and  use  the  appropriate  level  poultice:  lesser  if  your  health  is  still 
above  50  percent,  regular  if  your  health  dips  below  50  percent,  and  greater  when  you're 
knocking  on  death's  door. 

If  you  do  drop  in  battle,  you  won't  lose  the  game  unless  all  your  party  members  fall  as  well.  In  a 
fight  where  you  fall,  but  your  allies  manage  to  win  the  day,  you  will  climb  back  to  your  feet  after 
the  battle.  Check  this  character  for  wounds.  A persistent  injury  penalizes  you  according  to  the 
following  chart: 


Injury  Name 

Penalty  To 

Bleeding 

Health  Regeneration 

Broken  Bone 

Dexterity 

Concussion 

Magic 

Coughing  Blood 

Fatigue 

Cracked  Skull 

Cunning 

Crushed  Arm 

Damage 

Damaged  Eye 

Attack 

Deafened 

Defense 

Gaping  Wound 

Maximum  Health 

Head  Trauma 

Willpower 

Open  Wound 

Nature  Resistance 

Torn  Jugular 

Constitution 

Wrenched  Limb 

Attack  Speed 

Races  and  Classes 

During  character  creation,  you  will  choose  a race  and  class  (see  the  Character  Generation 
chapter  for  complete  details).  Not  only  do  race  and  class  give  different  bonuses  to  different 
stats,  but  they  also  determine  which  of  the  six  origin  stories  you  play  through  at  the  start  of  the 
game.  Here  are  brief  descriptions  of  the  three  races  and  three  classes. 


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Races 


Human;  The  most  numerous,  yet  the  most  divided  of  all  the  races.  Only  four  times  have  they 
ever  united  under  a single  cause,  the  last  being  centuries  ago.  Religion  and  the  Chantry  play  a 
large  part  in  human  society.  It  distinguishes  them  culturally  from  elves  and  dwarves  more  than 
anything  else.  Humans  can  be  warriors,  rogues,  or  mages. 


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Elf:  Once  enslaved  by  humans,  most  elves  have  all  but  lost  their  culture,  scrounging  an 
impoverished  living  in  the  slums  of  human  cities.  Only  the  nomadic  Dalish  tribes  still  cling  to 
their  traditions,  living  by  the  bow  and  the  rule  of  their  old  gods  as  they  roam  the  ancient  forests, 
welcome  nowhere  else.  Elves  can  be  warriors,  rogues,  or  mages. 


Dwarf;  Rigidly  bound  by  caste  and  tradition,  the  dwarves  have  been  waging  a losing  war  for 
generations,  trying  to  protect  the  last  stronghold  of  their  once-vast  underground  empire  from 
the  darkspawn.  Dwarves  are  very  tough  and  have  a high  resistance  to  all  forms  of  magic,  thus 
preventing  them  from  becoming  mages. 


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Classes 


Warrior:  Warriors  are  powerful  fighters,  focusing  on  melee  and  ranged  weapons  to  deal  with 
their  foes.  They  can  withstand  and  deliver  a great  deal  of  punishment,  and  have  a strong 
understanding  of  tactics  and  strategy. 


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Mage:  As  dangerous  as  it  is  potent,  magic  is  a curse  for  those  lacking  the  will  to  wield  it. 
Malevolent  spirits  that  wish  to  enter  the  world  of  the  living  are  drawn  to  mages  like  beacons, 
putting  the  mage  and  everyone  nearby  in  constant  danger.  Because  of  this,  mages  lead  lives 
of  isolation,  locked  away  from  the  world  they  threaten. 


Rogue:  Rogues  are  skilled  adventurers  who  come  from  all  walks  of  life.  All  rogues  possess 
some  skill  in  picking  locks  and  spotting  traps,  making  them  valuable  assets  to  any  party. 
Tactically,  they  are  not  ideal  front-line  fighters,  but  if  rogues  can  circle  around  behind  their 
target,  they  can  backstab  to  devastating  effect. 


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Skills,  Talents,  and  Specializations 


Besides  attributes,  your  skills,  talents  or  spells,  and  specializations  define  who  you  are  and 
how  effective  you'll  be  in  combat.  Each  level  you  will  get  more  powerful  as  you  add  points  in 
these  areas.  For  more  specifics  on  skills,  talents,  and  specializations,  see  the  Classes  chapter. 


Skills 

All  three  classes  share  the  same  skill  tree,  which  includes  the  following:  Coercion,  Stealing, 
Trap- Making,  Survival,  Herbalism,  Poison-Making,  Combat  Training,  and  Combat  Tactics. 
Whether  you  want  to  focus  on  persuading  others,  detecting  enemies,  crafting  health  potions,  or 
learning  combat  tricks,  among  other  things,  you  gain  skill  points  every  three  levels  (or  one 
every  two  levels  if  you're  a rogue)  to  explore  the  skill  tree.  Because  you  will  probably  be  able  to 
fill  out  only  two  skills,  put  some  serious  thought  into  which  ones  you  want  to  master. 

Talents  and  Spells 

Talents  are  specific  to  warriors  and  rogues;  mages  learn  spells.  They  are  the  bread  and  butter 
abilities  of  your  class,  and  you  will  rely  on  them  more  than  anything  else  in  combat.  You  can't 
take  everything,  so  choose  talents/spells  that  fit  into  your  play  style.  For  example,  a warrior  can 
dual-wield  weapons,  fight  with  weapon  and  shield,  rely  on  a two-handed  weapon,  or  strike  at 
range  with  bow  and  arrows.  All  talents  don't  complement  each  other;  choose  a path  and  stick 
with  it  to  unlock  the  better  talents/spells  at  higher  levels. 


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Talents  require  stamina  to  use,  while  spells  cost  mana.  While  stamina  and  mana  do 
regenerate,  leaving  certain  talents/spells  activated  will  not  allow  a character  to  fully  regenerate 
their  stamina  or  mana.  This  could  prevent  the  character  from  using  other  talents/spells  when 
starting  a new  encounter,  so  always  keep  an  eye  on  your  stamina/mana  levels  before  and 
during  a battle. 

Specializations 

You  unlock  your  first  specialization  at  level  7 and  your  second  at  level  14.  Specialization  gives 
special  bonuses  to  your  attributes  and  opens  up  a new  chain  of  talents  unique  to  the 
specialization.  They  are  very  powerful  abilities  in  the  right  situation.  Specializations  for  a 
warrior  include  berserker,  templar,  champion,  and  reaver.  Mage  specializations  include  spirit 
healer,  shapeshifter,  arcane  warrior,  and  blood  mage.  Rogue  specializations  are  ranger,  bard, 
duelist,  and  assassin. 

Items 


Gear  can  be  just  as  important  as  your  abilities.  The  proper  items  can  vault  you  from  normal 
soldier  to  tweaked-out  death-dealer.  Concentrate  on  grabbing  items  that  beef  up  your  PC's 
main  stats,  and  leave  the  other  items  to  help  out  your  followers'  classes.  A mage,  for  example, 
might  want  a little  extra  magic  and  willpower  from  an  item,  but  doesn't  care  about  strength. 


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Combat 


Parties  work  the  best  when  you  know  the  strengths,  and  limitations,  of  each  class  and  plan 
your  battle  strategies  accordingly.  Each  class  falls  into  one  of  these  general  categories:  tank 
(warrior),  DPS  (rogue,  mage,  warrior),  and  healer  (mage).  As  the  name  implies,  a tank's  job  is 
to  draw  fire  and  take  as  much  damage  as  possible  to  protect  everyone  else.  This  job  is 
executed  right  at  the  front  lines  of  a battle  and  generally  never  shifts  from  that  location.  Tanks 
have  talents  that  force  enemies  to  attack  them  for  a short  time  and  high  damage  potential  to 
keep  the  threat  on  them  instead  of  their  companions.  Warriors  make  the  best  tanks. 

The  second  category,  DPS  (damage  per  second),  is  divided  into  two  subcategories:  ranged 
and  melee.  Ranged  DPS  characters  do  lots  of  damage,  and  as  a result,  generate  large 
amounts  of  threat  and  will  die  very  quickly  when  their  ranged  advantage  is  lost  and  there's  no 
tank  protection  nearby.  Ideally  a ranged  DPS  character  should  stay  in  the  back  of  a battle  and 
let  the  tanks  and  melee  DPS  protect  them.  On  the  other  hand,  a melee  DPS  character  is 
usually  more  durable  and  can  try  to  let  the  tanks  take  the  hits  while  they  kill  off  enemies 
directly.  Rogues  make  great  DPS  characters,  as  do  mages  focusing  on  damage  and  area- 
effect  spells.  Though  you  generally  need  your  warrior  to  be  a tank,  a warrior  studying  the  art  of 
two-handed  weapons  can  deal  major  DPS. 

The  third  category,  the  healer,  is  a key  support  role  in  any  group.  Your  job  as  a healer  is  to 
keep  everyone  alive.  For  a healer  to  be  successful,  they  need  to  stay  as  far  away  from  the 
enemies  as  possible  and  avoid  getting  hit.  A healer  that  can  do  this,  while  keeping  his  fellow 
companions  healthy,  is  one  of  the  most  effective  members  of  a group.  Just  watch  your  mana 
and  always  keep  lyrium  potions  available  in  case  you  need  to  gain  extra  mana  for  a crucial 
healing  spell.  Mages  concentrating  on  Creation  magic  prove  to  be  strong  healers. 


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Mobs 


Mobs  are  the  monsters  and  people  you  fight  to  complete  quests  and  gain  experience.  There 
are  two  types  of  mobs:  normal  and  ranked.  Normal  mobs  have  a white  name  above  their 
heads.  One  of  your  party  members  is  generally  more  than  a match  for  a normal  monster. 
Ranked  creatures  have  different  colored  names.  Opponents  with  yellow  names  are  more 
challenging  and  aggressive  than  average.  Orange  names  represent  extremely  powerful 
enemies  capable  of  threatening  a full  party  of  adventurers  by  themselves. 


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Threat 


Threat  is  a score  used  to  determine  who  an  enemy  will  attack.  Simply  put,  the  more  threat  you 
generate  toward  a target,  the  greater  chance  it  will  attack  you,  and  continue  to  attack  you  even 
after  others  join  in.  Threat  is  commonly  generated  by  damage,  so  the  more  DPS  you  deliver, 
the  greater  the  chance  you'll  attract  attention.  Luckily,  there  are  some  threat-reduction  talents 
in  the  game  that  allow  you  to  shed  the  threat  temporarily  (or  possibly  completely  if  you  don't 
jump  back  into  the  fight). 

Tanks  are  the  ones  most  concerned  with  threat.  They  generate  the  most  threat  with  special 
talents  (sometimes  known  as  "taunts")  that  automatically  attract  an  enemy's  attention  and  lock 
it  on  the  tank.  It's  generally  good  form  to  allow  your  tank  to  build  up  threat  by  leaving  him  alone 
for  the  first  few  seconds  of  the  combat  as  he  launches  a few  damaging  attacks.  If  you  have  an 
off-tank,  he  should  be  ready  to  grab  threat  on  any  target  that  breaks  free  of  the  main  tank  or 
any  extra  monsters  that  show  up  unannounced. 

Tip:  Some  specific  creatures  target  casters.  Rogues  and  shrieks  are  the  key  monsters  with  this 
behavior,  and  they  may  beeline  for  a healer  at  the  start  of  a fight. 

When  monsters  in  Dragon  Age:  Origins  perceive  a character,  they  evaluate  a base  level  of 
threat.  That  base  level  is  influenced  by  the  class  of  armor  the  character  is  wearing  at  the 
moment  of  perception.  Robes  generate  extremely  low  levels  of  threat,  while  massive  armors 
generate  the  most.  Outfit  your  party  accordingly.  You  can  control  the  initial  flow  of  threat  by 
distributing  gear  based  on  each  companion's  role.  An  off-tank,  for  example,  can  avoid  catching 
most  of  the  damage  by  wearing  heavy  or  medium  armor,  while  the  main  tank  wears  massive. 


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A DPS  specialist  has  a relatively  simple  task:  Don't  out-damage  the  tank  so  much  that  you  gain 
threat.  It  might  take  some  practice  in  the  group,  but  you'll  eventually  learn  how  many  talents 
you  can  launch,  and  how  frequently,  to  maximize  your  damage  without  surpassing  the  tank's 
ability  to  hold  threat.  The  biggest  mistake  to  avoid  as  a DPSer  is  to  start  attacking  too  soon  in 
the  fight;  allow  the  tank  a few  seconds  to  build  up  threat  before  you  dive  in. 

Tactics 


All  characters  have  tactic  slots  that  can  be  programmed  with  automatic  behavior  based  on  a 
certain  set  of  circumstances.  You  may  want  to  slot  an  action  that  says  to  use  a health  poultice 
if  your  health  drops  below  50  percent,  or  an  action  that  dictates  you  defend  the  healer 
whenever  they  are  attacked  by  an  enemy.  You  can  always  pause  combat  and  manually  choose 
your  characters'  action;  however,  at  some  point  in  every  fight,  your  characters  will  act  on  their 
own,  and  tactics  allow  them  to  function  effectively  based  on  the  skill  sets  of  their  fellow  party 
members.  For  more  on  tactics,  see  the  "Tactics"  section  of  the  Party  chapter. 


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The  Map 


Of  course,  you  can't  really  get  anywhere  unless  you  understand  the  map.  The  map  will  be 
used  for  so  many  things,  but  the  most  useful  aspect  is  to  view  plot  helpers.  Unless  the  option  is 
turned  off  on  the  Options  menu,  plot  helper  arrows  display  on  the  map  at  various  key  quest 
points,  especially  where  you  have  to  go  for  the  next  leg  of  your  journey.  On  the  map,  a yellow 
dot  represents  a party  member,  and  a yellow  dot  with  a circle  around  it  represents  the  PC.  A 
blue  dot  signifies  an  ally,  and  a red  dot  equals  an  enemy.  Plot  givers  show  up  as  white 
exclamation  points,  and  key  locations  display  as  white  Xs.  A vendor  or  store  looks  like  a house, 
and  map  exit  points  appear  as  white-rimmed  black  circles. 


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The  Codex 


The  codex  is  the  parchment  icon  on  your  Journal  screen  and  is  the  repository  of  important 
knowledge  uncovered  in  the  game.  It  falls  into  10  categories:  creatures,  items,  magic  and 
religion,  culture  and  history,  characters,  books  and  songs,  notes,  spell  combinations,  control, 
and  quest-related.  As  you  unlock  a codex  entry,  a scroll  appears  in  the  appropriate  category 
and  you  can  read  volumes  on  the  various  topics.  Check  it  regularly  for  information,  especially  if 
you  need  a clue  to  a puzzling  mystery  on  your  current  quest. 


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Decisions,  Decisions 


You  may  be  a warrior  who  can  slice  through  steel,  a mage  who  melts  rock  with  fiery  blasts,  or  a 
rogue  who  slips  through  deadly  traps  like  an  alley  cat  through  trash  on  a midnight  stroll,  but  all 
your  hack-and-slashing  and  dungeon  finesse  means  little  if  you  don't  pay  attention  to  the 
storyline.  At  almost  every  turn  in  Dragon  Age:  Origins,  you  will  be  tested  with  dilemmas  that 
tempt  and  torture  your  moral  fiber.  Will  you  help  a friend  escape  a terrible  predicament  placed 
on  him  by  your  respected  peers?  Can  you  choose  to  save  one  race  and  damn  another?  Shall 
you  choose  personal  renown  or  ultimate  sacrifice?  Immerse  yourself  in  the  tales  of  Ferelden 
and  you  shall  be  rewarded. 

Now  if  you're  anxious  to  enter  this  magical  land,  it's  time  to  take  that  crucial  first  step  on  the 
path  to  glory:  character  creation. 


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The  Classes 


Grey  Wardens  come  from  all  backgrounds  in  life,  hone  many  skills,  and  walk  the  path  of 
adventure  as  one  of  the  three  classes:  warrior,  mage,  or  rogue.  As  a warrior,  you  brave  the 
heart  of  the  enemy  vanguard  with  solid  steel  in  hand  and  sturdy  shield  to  guard  your  side.  You 
punish  foes  with  great  two-handed  weapons  or  a spray  of  arrow  volleys.  A mage  draws  mana 
from  the  Fade  and  bombards  enemies  with  freezing  blasts  or  blistering  infernos.  Their 
command  of  ranged  attacks  and  unparalleled  healing  powers  triumphs  on  the  battlefield. 
Hiding  in  the  shadows,  a rogue  slays  the  unwary  from  behind  and  detects  dungeon  traps  with 
a discerning  eye.  His  thieving  hands  collect  more  coin  than  a covetous  merchant.  The 
possibilities  are  nearly  endless  no  matter  which  class  you  choose. 


Leveling 


Each  level  you  gain  three  attribute  points  and  one  talent  point.  Attribute  points  can  be  spent  on 
raising  your  core  stats,  while  talent  points  can  purchase  new  talents  (for  warriors  and  rogues) 
or  new  spells  (for  mages).  Mages  and  warriors  get  one  skill  point  every  three  levels,  while 
rogues  get  a skill  point  every  two  levels.  You  gain  specialization  points  at  levels  7 and  14. 
Using  this  information,  spend  your  points  wisely.  Don't  be  caught  with  a level  20  warrior  who 
has  only  the  first  couple  of  abilities  in  many  chains.  His  contribution  to  the  party  will  be  limited, 
and  you  don't  get  a second  chance  at  spending  these  points. 


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Experience  Gain 


Level 

XP  Required  to  Gain  a Level 

Total  Current  XP 

1 

2,000 

0 

2 

2,500 

4,500 

3 

3,000 

7,500 

4 

3,500 

11,000 

5 

4,000 

15,000 

6 

4,500 

19,500 

7 

5,000 

24,500 

8 

5,500 

30,000 

9 

6,000 

36,000 

10 

6,500 

42,500 

11 

7,000 

49,500 

12 

7,500 

57,000 

13 

8,000 

65,000 

14 

8,500 

73,500 

15 

9,000 

82,500 

16 

9,500 

92,000 

17 

10,000 

102,000 

18 

10,500 

112,500 

19 

11,000 

123,500 

20 

11,500 

135,000 

Skills 


All  characters  have  the  same  set  of  skills  from  which  to  choose  (not  to  be  confused  with 
talents/spells,  which  are  unique  for  each  class).  Skills  range  from  Coercion,  which  influences 
how  well  you  can  change  NPCs'  points  of  view,  to  Combat  Tactics,  which  gives  you  more 
options  in  battles.  For  the  most  part,  your  cunning  score  and  level  affect  how  far  you  can 
advance  in  a skill.  Raise  your  cunning  to  16  to  access  all  of  Coercion,  Stealing,  Survival,  and 
Combat  Tactics.  Gaining  level  10  opens  up  all  of  Trap-Making,  Herbalism,  and  Poison-Making. 
Combat  Training  has  no  restrictions  on  it. 


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When  you  purchase  a skill  for  the  first  time,  you  start  at  its  basic  effect,  and  with  each  upgrade 
your  ability  grows  and  more  options  open  up.  For  example,  a basic  herbalist  can  create  lesser 
potions,  while  an  improved  herbalist  can  craft  normal  lyrium  and  health  potions,  and  so  on  up 
the  ladder  to  expert  and  master  Herbalism.  With  only  one  skill  point  available  every  three 
levels  (or  every  two  if  you're  a rogue),  make  your  skill  choices  count.  At  most  you  will  max  out 
two  skills  during  the  game,  or  you  may  master  one  skill  and  dabble  in  two  others.  To  aid  in 
choosing  the  best  skill  for  you,  here  are  some  pointers  on  the  various  skills. 

Note:  For  a list  of  all  crafting  items,  ingredients,  and  recipes,  see  the  "Crafting"  section  of  the 
Items  chapter. 

Coercion 

You  can  access  more  game  areas  and  information,  bargain  for  better  rewards  or  terms,  and 
talk  your  way  out  of  many  difficult  situations  with  this  skill.  While  all  classes  can  intimidate 
effectively  (given  a high  Coercion  skill  and  some  fearsome  party  memebers),  warriors  can  use 
their  strength  score  (instead  of  cunning)  to  gain  a bit  of  an  edge  in  their  intimidations.  For  the 
origin  stories,  you  will  likely  gain  the  most  use  out  of  this  skill.  When  in  doubt,  put  your  points 
into  Coercion. 

Stealing 

You  are  quick  enough  to  pilfer  small  items  from  others,  whether  friendly  or  hostile,  as  long  as 
they  aren't  too  alert.  Of  course,  you  may  have  to  pay  the  price  later  on.  For  example,  if  you 
steal  from  the  Dalish  elves  in  the  Dalish  camp,  even  if  you  don't  get  caught  in  the  act,  they  may 
hunt  you  down  elsewhere  later  on  and  try  to  make  you  pay  for  your  crimes. 

Trap-Making 

Learning  how  to  make  traps  and  lures  seems  like  a good  rogue  talent,  but  this  can  be  very 
useful  for  mages  as  well.  If  you're  not  all  that  strong  in  melee  range,  use  traps  and  lure  to  draw 
in  enemies  and  deal  some  preliminary  damage  while  you  cast  a barrage  of  spells  from  afar. 
Even  a warrior  can  throw  a trap  around  once  in  a while  to  root  extra  enemies. 

Survivai 

The  more  you  advance  this  skill,  the  better  chance  you  have  to  detect  creatures  on  your  mini- 
map before  they  surprise  you.  This  skill  can  save  you  from  more  than  a few  ambushes.  In 
addition,  you  get  a bonus  to  nature  resistance,  which  protects  against  poison  attacks  of  all 
sorts  as  well  as  spells  such  as  Stonefist,  Walking  Bomb,  and  Virulent  Walking  Bomb. 

Herbalism 

Gain  the  ability  to  make  your  own  potions,  poultices,  and  salves  with  this  skill.  These  are 
invaluable  items,  and  you'll  always  want  at  least  five  in  any  difficult  fight.  In  addition,  if  you  plan 
on  concentrating  your  mage  in  the  Spirit  school  (healing  and  such),  this  can  be  a nice 


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complement.  Even  if  your  mage  is  concentrated  on  dealing  damage  or  shapeshifting,  you  can 
use  this  skill  to  make  up  for  your  lack  of  healing  spells. 

Poison-Making 

The  ability  to  create  poison  works  best  for  rogues,  or  warriors  who  want  a boost  to  damage. 

You  need  at  least  one  point  in  Poison-Making  to  use  poisons  and  bombs.  If  you  already  have  a 
character  crafting  health  and  mana  potions,  it  never  hurts  to  increase  your  offensive  potential 
as  well,  even  with  just  one  level  in  this  skill. 

Combat  Training 

The  more  points  you  spend  here,  the  better  your  warrior  or  rogue  performs  in  combat.  It's 
essential  for  any  melee-based  character.  Warriors  and  rogues  gain  access  to  new  weapon 
talents,  stamina  regeneration,  attack  bonuses,  and  armor  upgrades.  Mages  can  take  more 
damage  before  it  interrupts  spellcasting. 

Combat  Tactics 

Spending  points  in  this  skill  gives  you  more  tactics  slots  for  your  character.  If  you  make  all  the 
decisions  yourself,  it's  not  that  important;  if  you  allow  the  characters  to  act  on  their  own  in 
combat,  it's  a big  deal  to  get  more  tactics  slots  to  better  customize  your  combat  strategies. 

NPC  Crafters 

Not  every  skill  has  to  come  from  you  or  your  party;  some  NPCs  around  the  world  can  craft 
items  for  you.  You  might  not  have  the  hands  of  a blacksmith,  for  example,  but  if  you  gather 
drake  scales  and  speak  to  the  proprietors  of  Wade's  Emporium  in  the  Denerim  Market  District, 
they  will  craft  you  some  superior  armor.  Look  for  help  wherever  you  go. 

Note:  See  the  Side  Quests  and  Random  Encounters  chapters  for  details  on  side  quests  that 
lead  to  special  items. 

Choosing  Skills 

You  should  choose  skills  that  appeal  to  your  play  style,  and  vary  it  from  character  to  character. 
A rogue  may  enjoy  Stealing,  while  Herbalism  is  a natural  fit  for  a mage  because  it  benefits  from 
a high  magic  score.  That  doesn't  mean  a rogue  shouldn't  learn  Herbalism  or  a mage  learn 
Stealing.  Always  have  fun  with  your  choices,  and  remember  that  between  the  four  characters 
in  your  party,  you  can  play  with  most,  if  not  all,  of  the  game's  skills. 

However,  some  skills  influence  the  game  directly  more  than  others.  Coercion  is  the  most 
important.  It  can  give  you  options  in  dialogue  to  avoid  fights  or  open  up  new  areas  of  play  that 
you  might  not  have  received  without  the  art  of  persuasion.  Survival  points  out  enemies  on  the 
mini-map,  which  helps  you  set  up  your  party  for  fights  and  avoid  deadly  ambushes.  Herbalism 
creates  super-useful  health  poultices  and  lyrium  potions.  Unless  you  want  to  spend  tons  of 
coin  on  these  essential  accessories,  invest  in  Herbalism  to  make  your  own  at  a fraction  of  the 


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price.  Without  a doubt,  Combat  Training  is  vital  to  warriors  and  rogues  who  want  access  to  top- 
tier  weapon  talents. 

Warrior  Combat  Skills 

A high-level  warrior  primarily  concerned  about  combat  and  dialogue  options  with  eight  points  to 
spend  on  skills  might  lean  toward  this  configuration: 

Combat  Training  +4 

Coercion  -i-3 

Survival  -i-1 

Mage  Healing  and  Persuasion  Skills 

A high-level  mage  primarily  concerned  about  dialogue  options  and  healing  and  with  eight 
points  to  spend  on  skills  might  lean  toward  this  configuration: 

Coercion  +4 

Herbalism  +4 

Rogue  Combat  Skills 

A high-level  rogue  primarily  concerned  about  combat  and  Poison-Making  with  ten  points  to 
spend  on  skills  might  lean  toward  this  configuration: 

Combat  Training  +4 

Poison-Making  +4 

Stealing  -i-1 


Coercion  -i-1 


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The  biggest  choice  of  your  early  career  comes  next:  Do  you  play  a warrior,  mage,  or  rogue?  All 
experiences  are  rewarding,  but  each  is  unique  in  the  origin  story  you  play  through,  the  talents/ 
spells  you  gain,  and  your  ability  to  affect  combat  and  influence  the  storyline.  Which  type  of 
Grey  Warden  will  you  be? 

The  Warrior 


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You  are  sword  and  shield,  retribution  and  resilience,  the  cornerstone  of  a party's  defenses.  A 
warrior  charges  into  the  heat  of  battle  to  engage  the  enemy  first,  simultaneously  damaging 
foes  while  protecting  fellow  party  members  from  harm.  When  danger  surrounds  you,  a warrior 
heeds  the  call  to  battle  despite  cut,  gash,  or  threat  of  an  early  grave.  Without  a warrior,  the 
party  cannot  survive  long  against  sterner  threats. 

To  deal  with  darkspawn  and  other  deadly  perils,  the  warrior  has  access  to  better  weapons  and 
armor  than  the  mage  or  the  rogue.  You  may  be  fortunate  enough  to  find  these  fine  weapons 
and  pieces  of  armor  in  shops,  or  you  may  discover  them  as  loot  hidden  in  dungeon  treasure 
chests;  regardless,  the  warrior  has  the  best  selection  of  combat  goods.  The  warrior  uses  them 
well  in  battle  too.  Whether  in  hand-to-hand  melee  or  at  longer  bow  range,  the  enemy  cannot 
escape  the  warrior's  severe  punishment.  Swords  slice  through  mail,  while  arrows  plunge  into 
flesh. 

As  part  of  their  natural  training  and  skill  sets,  warriors  have  a strong  understanding  of  battle 
tactics  and  strategy.  You  will  have  a wide  array  of  talents  to  deal  massive  combat  damage  to 
single  targets  and  groups  of  foes.  A warrior's  talents  are  broken  down  by  how  you  plan  to  use 
your  weapons.  If  you  plan  to  use  gear  in  both  hands,  a warrior  can  pursue  Dual  Weapons  or 
Weapon  and  Shield.  Alternately,  the  warrior  can  concentrate  on  larger  Two-Handed  Weapons 
to  savage  an  opponent,  or  learn  the  ways  of  Archery  to  harass  enemies  at  range.  Some  of  the 
warrior's  general  talents  increase  health  and  stamina,  reduce  armor  penalties,  draw  hostilities 
away  from  allies,  grant  damage  bonuses,  improve  critical  hit  percentages,  and  make  you  the 
meanest  combatant  on  the  battlefield. 

Warrior  specializations  crank  up  your  battle  effectiveness.  As  a berserker,  a warrior's  rage  fuels 
his  strikes,  adding  damage  to  the  blows  at  the  expense  of  other  qualities  such  as  stamina.  A 
templar,  on  the  other  hand,  hunts  enemy  mages  and  beats  them  down  with  mana  drains  and 
more  damage.  A champion  inspires  those  around  him  with  party-influencing  abilities.  Finally,  a 
reaver  revels  in  the  dark  side  as  he  sucks  life  back  into  himself  from  the  pain  of  others. 


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If  you  like  to  jump  straight  into  battle  and  be  the  first  to  draw  blood,  the  warrior  class  is  for  you. 
Superb  weapons  and  armor  are  at  your  disposal,  and  melee  damage  comes  as  naturally  to 
you  as  forging  to  a blacksmith.  You  will  be  the  toughest  party  member,  and  you  may  have  to 
save  those  less  armored  than  yourself  from  time  to  time,  but  it's  all  part  of  the  responsibility  of 
the  hero  with  the  biggest  muscles. 

Strengths  and  Weaknesses 


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The  strength  of  a warrior  is  in  his  arms  and  armor.  A warrior  can  deal  major  damage  to 
adversaries,  especially  in  melee  where  he  can  land  pounding  blows  and  critical  strikes  with 
excellent  hand-to-hand  weapons.  Return  blows  from  enemies  will  either  glance  off  a warrior's 
superior  armor  or  the  warrior's  defenses  will  limit  the  extent  of  the  damage.  The  warrior's 
natural  bonuses  aid  in  the  cause  too.  His  +4  strength  bonus  augments  your  most  important 
attribute,  and  a -i-3  bonus  to  constitution  raises  health  and  makes  you  that  much  more  difficult 
to  kill. 

Advantages 

Stat  Bonuses  to  Strength,  Dexterity,  and  Constitution 
Top  Weapons,  Best  Armor 
Superior  Melee  Damage 
High  Survivability 

Enhanced  Combat  Talents  and  Tactics 


The  warrior  may  be  a wrecking  ball  in  combat,  but  he  does  have  limitations.  Most  importantly, 
a warrior  needs  to  close  on  his  target  to  be  at  his  best.  Where  a mage  can  hurl  spells  from  the 
back,  or  a rogue  can  hide  and  surprise  with  a backstab,  most  warriors  must  get  close  to  his 
enemy  at  some  point  to  do  maximum  damage.  It's  possible  to  deal  some  damage  with  a good 
ranged  weapon,  but  the  majority  of  warrior  talents  trigger  off  hand-to-hand  combat.  While  you 
close  on  the  enemy,  it's  likely  you'll  take  some  ranged  damage  and  may  take  heaps  of  damage 
from  magic  attacks,  which  warriors  will  be  vulnerable  to  early  on.  Your  armor  may  reduce 
damage,  but  the  damage  will  come,  and  most  warriors  do  not  have  healing  to  regain  health. 


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Stock  up  on  healing  potions  and  stay  near  your  party  healer  in  case  your  health  suddenly 
drops. 

Disadvantages 

Limited  Healing 

Must  Close  on  Enemies  to  Be  Most  Effective 
Generally  Weak  Against  Magic  Attacks 

If  you  like  a brash,  in-your-face  play  style  and  really  love  to  hack  and  slash  monsters,  the 
warrior's  advantages  far  outweigh  his  disadvantages.  Nothing  beats  a 10-on-1  battle  where  the 
warrior  walks  away  with  just  a scratch  and  the  enemies. ..well,  they  just  don't  walk  away  at  all. 

Attributes 


Strength  increases  your  damage  and  affects  your  accuracy  with  melee  attacks,  making  it  the 
warrior's  number-one  attribute.  As  you  might  expect,  it's  reflected  in  the  warrior  class  bonus 
with  a +4  strength.  Many  talents  will  require  high  strength  scores,  and  more  powerful  weapons 
and  armor  require  a higher  strength  stat.  When  you  level  up,  you  may  consider  spending  two 
points  on  strength  for  every  one  point  you  spend  somewhere  else,  especially  early  in  your 
warrior  career  to  unlock  talents  quicker  (you  may  even  decide  to  put  all  three  points  per  level  in 
strength  to  unlock  talents  earlier). 

Next,  a warrior  should  stock  up  on  constitution.  You  can  always  use  more  health,  which 
constitution  directly  increases,  and  constitution  also  boosts  resilience  to  keep  you  fighting  on 
the  battlefield  longer.  The  warrior's  starting  bonus  of  -i-3  constitution  gives  you  a good  jump. 


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and  you  should  consider  throwing  points  to  constitution  if  you  don't  have  any  other  attribute 
you  want  to  improve  immediately. 

Warrior  Attribute  Bonuses 

+4  Strength 
+3  Dexterity 
+3  Constitution 

Dexterity  can  do  a lot  for  a warrior.  It  affects  your  chance  to  hit,  increases  your  chance  to 
dodge  enemy  blows,  and  augments  damage  from  piercing  weapons  like  arrows  and  daggers. 
Archery  and  dual  weapon-specced  warriors  should  load  up  on  dexterity,  even  forgoing 
strength  early  if  you  need  to  unlock  certain  ranged  or  dual-weapon  talents.  The  warrior's  -i-3 
dexterity  bonus  pushes  you  to  above-average  dexterity  from  the  start,  and  you  should  continue 
spending  points  if  you  plan  on  a healthy  balance  of  offense  and  defense. 

Gear  bonuses  can  amplify  your  attribute's  strengths  or  offset  any  shortcomings.  A ring,  for 
example,  that  bulks  up  constitution  could  provide  some  extra  health  without  costing  any 
precious  attribute  points. 

At  first  glance,  you  might  dismiss  willpower  as  a stat  for  mages.  But  read  the  fine  print. 
Willpower  increases  stamina,  so  if  your  warrior  loves  to  perform  daring  maneuvers  that  drain  a 
lot  of  stamina— and  who  doesn't!— you'll  have  to  throw  points  to  this  attribute  once  in  a while. 

At  lower  levels,  you  won't  have  the  extra  points  to  boost  willpower,  but  when  you  hit  the  teens, 
start  looking  to  expand  your  stamina  pool. 

Magic  shouldn't  be  a priority  at  all;  however,  it  does  increase  the  effect  of  potions  and  salves, 
and  because  most  warriors  rely  on  potions  to  buff  health  in  a fight,  magic  is  not  entirely 
useless. 

Cunning  can  be  neglected,  unless  you  plan  to  use  Coercion  and  wish  to  persuade  many  of  the 
NPCs  with  your  tongue.  However,  because  you  can  also  intimidate  many  of  those  same  NPCs 
with  your  strength  score,  cunning  is  a luxury  stat  that  you  should  only  bump  up  once  all  your 
main  attributes  are  in  great  shape. 

During  character  creation,  feel  free  to  choose  a race  based  on  the  corresponding  origin  story 
you  would  like  to  play  through  as  a warrior.  It's  much  more  important  to  enjoy  the  origin  story 
for  your  character  than  it  is  to  worry  about  a point  here  or  there  in  your  attributes.  However,  if 
maximizing  your  warrior  stats  appeals  to  you,  choose  a dwarf  or  human.  A dwarven  warrior 
gives  you  a starting  15  strength,  14  dexterity,  and  15  constitution.  You  can't  beat  that  for  your 
main  attributes.  For  a more  well-rounded  approach,  try  the  human  warrior  with  15  strength,  14 
dexterity,  and  13  constitution  (with  a couple  of  points  spread  to  magic  and  cunning).  The  elven 
warrior  isn't  as  solid  out  of  the  gates  as  his  natural  race  bonus  applies  to  willpower  and  magic, 
so  an  elf's  main  warrior  attributes  aren't  as  high. 


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Warrior  Starting  Attributes 


Attribute 

Human 

Elf 

Dwarf 

Strength 

15 

14 

15 

Dexterity 

14 

13 

14 

Willpower 

10 

12 

10 

Magic 

11 

12 

10 

Cunning 

11 

10 

10 

Constitution 

13 

13 

15 

Once  you  choose  your  warrior's  race,  you  begin  with  five  extra  points  to  add  to  your  attributes. 
That's  almost  two  "level  ups"  worth  of  attribute  growth,  so  spend  it  wisely.  If  you  want  a 
powerful  and  damaging  warrior,  apply  all  five  points  to  strength.  If  you  want  a more  defensive 
juggernaut,  spend  three  points  on  constitution  and  two  points  on  dexterity.  In  most  cases, 
though,  it's  probably  best  to  stick  with  the  standard  warrior  advice— strength  first,  then 
constitution— and  spend  three  points  on  strength  and  two  points  on  constitution. 

Skills 


All  warriors  need  to  pick  up  the  Combat  Training  skill  as  soon  as  they  can.  Combat  Training 
opens  up  the  higher  tier  weapon  talents,  which  you  can't  live  without.  Spend  your  first  skill 
point  here  to  vault  up  to  at  least  Improved  Combat  (even  better,  a Human  Noble  warrior  can 
spend  a point  to  gain  Expert  Combat  Training).  Other  skills  can  be  helpful,  such  as  Trap- 
Making  if  you  want  to  add  a little  AoE  damage  to  your  repertoire;  however,  they  aren't  essential 
like  Combat  Training. 


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Note:  Beyond  your  starting  skills,  you're  likely  to  obtain  7-9  skill  points  throughout  the  game. 
Pick  your  two  or  three  favorite  skills  and  stick  with  them.  If  you  spread  your  points  too  thin, 
you'll  end  up  doing  a bunch  of  things— but  not  well. 

After  you  finish  off  your  Combat  Training,  think  about  Coercion.  It's  an  incredibly  useful  skill  in 
dialogue;  it  gives  you  story  options  that  you  won't  get  access  to  otherwise.  Cunning  opens  up 
the  Coercion  skills,  and  more  cunning  will  increase  your  Persuade  skill,  but  in  most  situations 
you  can  use  your  Intimidate  skill  in  lieu  of  Persuade.  Intimidate  works  off  your  strength  stat, 
which  fits  perfectly  with  a warrior  loading  up  on  strength. 

Warrior  Skill  Recommendations 

Assuming  you  spend  8 skill  points  by  career's  end,  here's  a good  spread  to  consider.  Note  that 
many  other  combinations  could  work  better  for  you,  so  experiment! 

Combat  Training  +4 

Coercion  +3 

Survival  +1 

Survival  can  be  a good  skill  to  have  because  the  more  you  advance  it,  the  better  chance  you 
have  to  detect  creatures  on  your  mini-map  before  they  surprise  you.  You  can  save  yourself 
from  more  than  a few  ambushes  with  this  skill.  Don't  forget  about  the  bonus  to  nature 
resistance  too. 

If  you  aren't  directly  playing  your  warrior  companions  (see  the  Companions  chapter  for  more 
details)  and  want  one  of  them  to  run  around  on  their  own,  investing  in  Combat  Tactics  for  extra 
tactic  slots  might  be  a good  investment  too.  The  more  tactic  slots  you  open,  the  more  you  can 
shape  how  your  companions  behave  in  battle.  Inevitably,  even  if  you  plan  on  controlling  your 
warrior  during  fights,  there  will  be  moments  when  you  don't  program  your  warrior's  every  move 
(or  something  more  important  is  going  on)  and  tactics  come  into  play.  One  or  two  points  should 
be  good,  or  max  it  out  if  you  want  the  character  to  go  on  autopilot. 


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Talents 


Warriors  will  shine  in  combat,  amid  talons  scraping  at  flesh  and  blood  spurting  in  faces.  Like 
the  other  classes,  the  warrior  offers  more  than  a single  way  to  play.  You  can  choose  the  tank 
role,  focusing  on  defense  and  holding  your  team  together,  or  the  melee  DPS  role, 
concentrating  on  pounding  out  as  much  damage  as  your  two  hands  can  manage.  If  you  want 
to  affect  combat  from  the  perimeter,  the  ranged  fighter  can  be  a gem;  he  may  not  have  the 
same  firepower  as  a mage,  but  a warrior  archer  has  many  tools  and  the  tough  skin  to  back 
them  up. 

You  start  with  one  point  in  different  talents,  depending  on  what  race  you  choose.  The  Dwarf 
Noble  and  Human  Noble  begin  with  Shield  Bash  (ideal  for  tanks).  The  Dwarf  Commoner  and 
City  Elf  start  with  Dual-Weapon  Sweep  (useful  in  many  melee  situations,  and  a great  start  if 
you  want  to  wield  two  weapons).  The  Dalish  Elf  begins  with  Pinning  Shot  (essential  for  a 
ranged  warrior  going  into  the  Archery  talents).  In  addition,  you'll  receive  one  point  for  every 
level  you  gain.  Working  with  this,  if  you  get  to  level  20  by  the  end  of  the  game,  you'll  have  22 
total  points  to  spend.  It  might  seem  like  a lot,  but  you  really  have  to  plan  what  talent  chains  you 
want,  because  you'll  cap  only  three  or  four  regular  chains  if  you  decide  to  specialize. 

Note:  It's  possible  to  have  six  warrior  companions  in  the  game;  Alistair,  Dog,  Loghain  (after  the 
Landsmeet),  Oghren,  Sten,  and  Shale  (available  from  downloadable  content).  Develop  each 
differently  to  have  access  to  a wider  arsenal. 

All  warriors  should  familiarize  themselves  with  the  cooldown  component  of  each  talent.  The 
worst  situation  is  to  have  plenty  of  stamina  and  no  available  talents  to  use.  Branch  out  into 
different  chains  to  avoid  the  cooldown  problem.  For  example,  if  you  develop  the  Weapon  and 


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Shield  school  primarily  for  defense,  having  a talent  or  two  in  Two-Handed  can  help  with  extra 
damage  and  keeping  your  options  open. 

Your  talents  drain  stamina  from  your  pool.  Watch  how  much  stamina  you're  using  in  a fight  and 
act  accordingly.  If  you  run  short  without  a healer's  Restoration  spell  to  replenish  you,  it  could 
cost  your  party  a victory.  Gauge  what  you  have  to  do  to  help  the  team.  There's  little  sense 
running  off  a series  of  moves  that  drains  three  quarters  of  your  stamina  on  the  first  opponent 
when  there  are  three  more  to  go.  Save  your  stamina.  You  never  know  when  the  next  fight  will 
start,  or  how  long  the  current  fight  will  go  if  you  have  unexpected  ambushers,  and  you'll  be 
grateful  you  didn't  waste  stamina. 


Warrior  Weapon  Sets 


Take  advantage  of  your  warrior's  second  set  of  weapons.  Gear  your  first  equipment  set  for 
your  primary  focus,  and  your  secondary  set  as  backup.  For  example,  arm  yourself  with  an 
excellent  two-handed  weapon  if  your  focus  is  in  the  Two-Handed  school,  and  a crossbow  in 
the  second  set  for  a little  ranged  damage.  If  you  want  to  broaden  your  fighting  style,  pair  your 
main  style  with  one  other  style.  Use  a few  Archery  talents  paired  with  any  of  the  other  schools 
and  you  have  a well-prepared  warrior  ready  for  ranged  and  melee  combat.  Use  Dual  Weapons 
with  Weapon  and  Shield  when  you  want  to  shift  focus  from  defending  and  attacking  to 
becoming  a whirlwind  of  attacks.  Use  Two-Handed  with  Dual  Weapons  when  you  want  to  go 
from  that  whirlwind  of  attacks  to  being  able  to  take  on  giant  foes. 

Remember,  though,  as  you  level  up,  you'll  gain  access  to  specializations,  so  you'll  want  to 
spend  points  in  those  talent  chains  too.  Usually  by  level  20,  you'd  have  enough  talent  points  to 
max  out  your  Warrior  talent  school,  all  but  one  weapon  type  talent  chain,  and  all  but  one  in  a 
specialization  talent  chain.  Also  remember  that  the  secondary  set  of  weapons  (and 


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accompanying  talents  for  them)  are  meant  to  be  a backup,  so  avoid  splitting  your  talent  points 
evenly  between  both  styles  or  you'll  be  be  decent  at  both  but  excel  at  neither. 

Warrior  School 


You  have  two  choices:  one  for  basic  defense  and  one  for  basic  offense.  The  chain  that  starts 
with  Powerful  leans  toward  defense  (though  both  chains  give  you  offensive  and  defensive 
options).  Powerful  adds  extra  health  and  reduces  fatigue,  which  means  all  of  your  abilities  cost 
less.  Even  if  you  don't  want  to  spec  in  the  Warrior  school  at  all,  think  about  spending  an  extra 
point  in  Powerful  because  it's  a great  early  ability.  The  sustained  ability  Threaten  is  a must  for 
tanks  who  get  into  the  thick  of  things  and  need  to  keep  threat  on  themselves.  Bravery  is  all- 
around  good,  with  its  bonuses  to  damage,  resistances,  and  critical  hit  chance.  Death  Blow 
restores  stamina  for  each  foe  a warrior  fells  in  battle. 

The  Precise  Striking  chain  centers  around  increasing  your  attacking  skills.  You  sacrifice  attack 
speed  with  Precise  Striking,  but  you  gain  a bonus  to  your  attack  chance  and  critical  hit  chance. 
Taunt  works  as  another  excellent  threat-magnet  for  tanks  who  want  to  suck  in  everything 
around  them.  It  can  also  work  with  an  off-tank  to  help  them  control  enemies  when  they  need  to 
play  the  tank  role.  Disengage  reduces  threat  and  allows  the  warrior  to  shed  enemies  when  the 
pressure  gets  too  great;  this  is  another  excellent  ability  for  off-tanks  who  only  want  to  hold  a 
foe  for  a little  while.  Perfect  Striking  gains  you  a massive  attack  bonus  for  a short  time. 


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Dual  Weapon  School 


For  those  warriors  who  prefer  dexterity,  Dual  Weapons  gives  you  more  offense  without  relying 
on  strength.  You  deal  damage  with  two  weapons  simultaneously;  alas,  the  drawback  is  that 
your  defense  suffers.  The  focus  of  your  passive  abilities  is  on  your  second  hand:  you  want  to 
deal  as  close  to  normal  damage  as  possible  and  score  close  to  the  same  number  of  critical  hits 
as  your  main  hand. 

You  gain  a bonus  to  attack  and  defense  with  Dual-Weapon  Finesse.  Dual-Weapon  Expert 
gives  a bonus  to  critical  chance  and  lets  you  cause  bleeding  lacerations  on  your  opponent, 
inflicting  damage  over  time.  You  may  wield  full-sized  weapons  in  your  off-hand  while  reducing 
the  stamina  cost  of  all  dual  weapon  talents  with  Dual-Weapon  Mastery. 

Increase  your  attack  damage  with  Dual  Striking  in  the  second  chain.  Score  a two-hit  combo 
with  a possibility  of  stunning  your  opponent  and  scoring  a critical  hit  with  Riposte.  Cripple  gives 
you  a chance  to  score  a critical  hit  and  inflict  your  opponent  with  penalties  to  movement  speed, 
attack,  and  defense.  Punisher  is  a three-hit  combo  that  can  score  a critical  hit,  knock  an 
opponent  down,  and  cause  penalties  to  movement  and  attack  speed. 

Dual-Weapon  Sweep  deals  significant  damage  with  each  sweep.  Flurry  is  a three-hit  combo, 
while  Momentum  increases  your  attack  speed  with  every  hit.  Whirlwind  is  a flurry  of  constant 
attacks:  the  signature  of  a Dual  Weapon  expert. 

This  talent  chain  can  also  be  a deadly  combination  with  the  Warrior  talent  school.  Draw 
enemies  in  and  knock  them  down,  stun  them,  cause  damage  over  time,  and  inflict  penalties  to 
movement  speed,  attack,  and  defense.  Powerful  and  Bravery  give  you  bonuses  to  attack. 


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defense,  and  resistances  while  Death  Blow  restores  stamina  with  each  kill,  making  you  a 
whirlwind  of  death... if  you  don't  get  hammered  by  arrows  or  spells  from  opponents. 


Archery  School 


Another  school  for  warriors  who  build  up  dexterity.  Archery  gives  ample  special  effects  for  a 
ranged  combat  enthusiast.  Melee  Archer  lets  you  fire  while  being  attacked  (eliminating  some  of 
the  pain  of  being  an  archer).  Master  Archer  gives  you  bonuses  to  activated  abilities  and 
eliminates  the  penalty  to  attack  speed  when  wearing  heavy  armor.  Aim  reduces  attack  speed 
but  gives  bonuses  to  attack,  damage,  armor  penetration,  and  critical  chance.  Defensive  Fire 
gives  you  a boost  to  defense  but  slows  your  attack  speed. 

In  the  second  chain.  Pinning  Shot  is  a necessity  because  it  impales  the  victim's  leg  and  either 
pins  it  in  place  or  slows  its  movement  speed.  Crippling  Shot  deals  normal  damage  to  an 
enemy  and  gives  it  penalties  to  attack  and  defense,  and  Critical  Shot  delivers  maximum 
damage  upon  impact.  The  deadly  Arrow  of  Slaying  usually  scores  a critical  hit,  often  dropping 
weakened  enemies. 

Rapid  Shot  increases  attack  speed,  but  you  lose  the  ability  to  score  critical  hits.  Shattering 
Shot  deals  normal  damage  and  opens  up  an  enemy's  armor.  If  a warrior  finds  open  armor,  its 
wearer  will  be  in  sore  shape.  Suppressing  Fire  is  like  Rapid  Shot,  but  its  foes  now  take 
penalties  to  their  attack  rating.  Scattershot  stuns  a foe  and  then  shatters,  dealing  damage  to 
other  enemies  around  it. 

When  you  have  room  to  breathe.  Pinning  Shot  and  Crippling  Shot  turn  enemies  into  sitting 
ducks  for  mage  attacks,  deadly  rogues,  or  more  of  your  carefully  aimed  arrows.  Shattering 


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Shot  is  excellent  against  heavily  armed  foes.  Rapid  Shot,  Suppressing  Fire,  and  Scattershot 
hack  away  at  the  collective  hit  points  of  enemy  ranks. 

Tip:  A good  combo  against  a heavily  armed  foe  is  Shattering  Shot,  Crippling  Shot,  Aim/Rapid 
Shot,  and  Arrow  of  Slaying.  Mix  in  another  Shattering  Shot  if  the  first  armor  penalty  runs  out. 

Don't  think  an  archer  just  scores  a hit  or  two  before  having  to  engage  an  opponent  in  melee. 
You  can  kill  a couple  enemies  in  a few  hits  while  pinning  others  in  place  and  continuing  to  fire 
while  other  attackers  swarm  you.  This  turns  you  into  a deadly  sniper  that  enemies  need  to  deal 
with  or  suffer  the  consequences.  If  the  enemy  swarms  you,  switch  to  Defensive  Fire  while  you 
have  the  passive  ability  Melee  Archer.  You  can  fire  off  arrows  while  being  attacked  and  still 
have  decent  defense. 


Weapon  and  Shield  School 


Your  standard  warrior  tank  usually  dips  into  the  Weapon  and  Shield  school  a lot.  In  the 
offensive  chain.  Shield  Bash  deals  normal  damage  and  has  a chance  to  knock  an  enemy 
down.  Shield  Pummel  is  a two-hit  combo  that  can  stun  an  enemy.  Overpower  is  a three-hit 
shield  combo  that  might  deal  a critical  hit  with  the  third  strike.  Assault  is  a four-hit  combo  that 
diminishes  in  power  with  each  strike.  Use  any  of  these  with  Shield  Defense,  Shield  Wall,  or 
Shield  Cover  to  get  in  some  good,  solid  hits  while  bolstering  your  defenses.  Use  any  of  these 
with  Threaten  or  Taunt  in  the  Warrior  talent  school  to  pull  enemies  in  and  knock  them  back  on 
their  collective  back  sides. 

Shield  Wall  or  Shield  Defense  used  with  Taunt  or  Threaten  from  the  Warrior  talent  school 
makes  a great  combination  because  you  lure  enemies  in  and  beef  up  your  defenses  while 
resisting  knockdown  effects  and  shrugging  off  missiles.  The  Shield  Block  passive  ability 


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eliminates  your  enemies'  flanking  advantage  on  your  shield  side,  while  the  Shield  Tactics 
passive  ability  eliminates  your  enemies'  flanking  advantage  altogether.  This  comes  in  very 
handy  because  hordes  of  enemies  swarm  your  characters  in  many  battles.  When  they  flank 
you,  they  score  bonuses  to  attacks  and  critical  hits.  Shield  Cover  and  Shield  Defense  help  you 
shrug  off  missile  attacks.  This  is  very  useful,  for  example,  when  hurlocks  are  swarming  you 
while  genlock  archers  are  slamming  you  with  arrows. 

The  many  passive  abilities  in  this  talent  chain  give  bonuses  to  the  sustained  and  activated 
abilities,  so  they  get  stronger  the  more  you  progress  in  Weapon  and  Shield  training.  Now,  if 
only  there  were  300  more  of  these  guys  in  your  army  at  the  end  of  the  game... 

Two-Handed  School 


In  this  talent  school,  you  get  to  deal  massive  damage,  but  you're  slower  moving  and  you  don't 
have  as  much  in  the  way  of  defense.  The  Stunning  Blows  passive  ability  adds  a chance  to  stun 
your  target  each  time  you  strike.  Shattering  Blows  gives  you  attack  bonuses  against  golems 
and  other  heavily  armored  foes.  Destroyer  means  that  every  attack  you  deal  has  a chance  to 
sunder  an  opponent's  armor.  Two-Handed  Strength  reduces  your  attack  and  defense  penalty 
in  Powerful  Swings. 

Indomitable  gives  you  a bonus  to  attack  while  making  you  immune  to  stun  or  knockdown 
effects.  If  you're  in  a swarm  of  larger  enemies,  use  Indomitable  to  protect  against  getting 
stunned  or  knocked  down,  but  careful  with  this  because  it  uses  a nice  chunk  of  your  stamina. 
The  Powerful  Swings  sustained  ability  gives  you  a nice  bonus  to  damage  but  reduces  your 
attack  and  defense. 


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Pommel  Strike  knocks  an  opponent  to  the  ground.  Critical  Strike  is  a massive  hit  that  scores  a 
critical  hit  and  sometimes  kills  a foe  outright.  Sunder  Arms  targets  an  enemy's  weapon,  giving 
a penalty  to  attack,  while  Sunder  Armor  targets  the  armor,  giving  a penalty  to  armor  and 
dealing  normal  damage  to  the  unlucky  victim.  Mighty  Blow  can  deal  a critical  hit  and  reduce  the 
opponent's  movement,  and  Two-Handed  Sweep  hits  enemies  in  a wide  arc,  dealing  normal 
damage  and  knocking  them  down. 

Try  Sunder  Arms,  Sunder  Armor,  normal  attack.  Mighty  Blow,  and  Critical  Strike.  For  some 
foes,  you  might  not  even  need  Mighty  Blow. 


Chain 

Name 

Prerequisite 

Description 

Cost 

(mana 

/stamina) 

Upkeep 

(mana 

/stamina) 

Fatigue  (% 
mana/stamina) 

Ranged 

Cooldown 

(sec.) 

Area  of 
Effect 
Radius 
(ft.) 

Warrior  School 

Chain 

1 

Powerful 

Strength  10 

Through  training  and 
hard  work,  the 
warrior  has  gained 
greater  health  and 
reduced  the  fatigue 
penalty  for  wearing 
armor. 

0 

0 

0 

No 

0 

0 

Threaten 

Strength  14, 
Level  4 

The  warrior  adopts  a 
challenging  posture 
that  increases 
enemy  hostility  with 
each  melee  attack, 
drawing  them  away 
from  other  allies 
while  this  mode  is 
active. 

0 

35 

2 

No 

15 

0 

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Bravery 

Strength  20, 
Level  8 

The  warrior's 
unwavering  courage 
grants  bonuses  to 
damage,  physical 
resistance,  and 
mental  resistance, 
as  well  as  a bonus 
to  critical  chance 
that  increases 
proportionally  to  the 
number  of  enemies 
above  two  that  the 
warrior  is  engaging. 

0 

0 

0 

No 

0 

0 

Death  Blow 

Strength  25, 
Level  12 

Each  time  the 
warrior  fells  an 
enemy,  the  end  of 
the  battle  seems 
closer  at  hand, 
restoring  a portion  of 
the  warrior's 
stamina. 

0 

0 

0 

No 

0 

0 

Chain 

2 

Precise 

Striking 

Dexterity  1 0 

The  warrior  tries  to 
make  each  attack 
count,  sacrificing 
attack  speed  for  a 
bonus  to  attack  as 
well  as  an  increased 
chance  to  score 
critical  hits  for  as 
long  as  this  mode  is 
active. 

0 

40 

5 

No 

15 

0 

Taunt 

Strength  14, 
Level  4 

A mocking  bellow 
catches  the  attention 
of  nearby  foes, 
increasing  their 
hostility  toward  the 
warrior.  Frightening 
Appearance 
increases  the  effect. 

40 

0 

0 

No 

20 

10 

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Disengage 

Dexterity  18, 
Level  8 

A relaxed  position 
makes  the  warrior 
seem  less 
threatening, 
reducing  the  hostility 
of  nearby  enemies, 
who  may  seek  other 
targets  instead. 

10 

0 

0 

No 

10 

10 

Perfect 

Striking 

Strength  22, 
Level  12 

The  warrior  focuses 
on  precision,  gaining 
a massive  attack 
bonus  for  a 
moderate  time. 

60 

0 

0 

No 

30 

0 

Dual  Weapon  School 

Chain 

1 

Dual 

Striking 

Dexterity  1 2 

When  in  this  mode, 
the  character  strikes 
with  both  weapons 
simultaneously. 
Attacks  cause  more 
damage,  but  the 
character  cannot 
inflict  regular  critical 
hits  or  backstabs. 

0 

50 

5 

No 

10 

0 

Riposte 

Dexterity  16 

The  character 
strikes  at  a target 
once,  dealing  normal 
damage,  as  well  as 
stunning  the 
opponent  unless  it 
passes  a physical 
resistance  check. 

The  character  then 
strikes  with  the  other 
weapon,  generating 
a critical  hit  if  the 
target  was  stunned. 

40 

0 

0 

No 

20 

0 

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Cripple 

Dexterity  22 

The  character 
strikes  low  at  a 
target,  gaining  a 
momentary  attack 
bonus  and  hitting 
critically  if  the  attack 
connects,  while 
crippling  the  target 
with  penalties  to 
movement  speed, 
attack,  and  defense 
unless  it  passes  a 
physical  resistance 
check. 

35 

0 

0 

No 

30 

0 

Punisher 

Dexterity  28 

The  character 
makes  three  blows 
against  a target, 
dealing  normal 
damage  for  the  first 
two  strikes  and 
generating  a critical 
hit  for  the  final  blow, 
if  it  connects.  The 
target  may  also 
suffer  penalties  to 
attack  and  defense, 
or  be  knocked  to  the 
ground. 

50 

0 

0 

No 

40 

0 

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Chain 

2 

Dual- 

Weapon 

Sweep 

Dexterity  1 2 

The  character 
sweeps  both 
weapons  in  a broad 
forward  arc,  striking 
nearby  enemies  with 
one  or  both 
weapons  and 
inflicting  significantly 
more  damage  than 
normal. 

20 

0 

0 

No 

15 

2 

Flurry 

Dexterity  1 8 

The  character 
lashes  out  with  a 
flurry  of  three  blows, 
dealing  normal 
combat  damage  with 
each  hit. 

40 

0 

0 

No 

20 

0 

Momentum 

Dexterity  24 

The  character  has 
learned  to  carry  one 
attack  through  to  the 
next,  increasing 
attack  speed 
substantially.  This 
mode  consumes 
stamina  quickly, 
however. 

0 

60 

5 

No 

30 

0 

Whirlwind 

Dexterity  30 

The  character  flies 
into  a whirling  dance 
of  death,  striking  out 
at  surrounding 
enemies  with  both 
weapons.  Each  hit 
deals  normal  combat 
damage. 

40 

0 

0 

No 

40 

2 

Chain 

3 

Dual- 

Weapon 

Training 

Dexterity  1 2 

The  character  has 
become  more 
proficient  fighting 
with  two  weapons, 
and  now  deals 
closer  to  normal 
damage  bonus  with 
the  off-hand 
weapon. 

0 

0 

0 

No 

0 

0 

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Dual- 

Weapon 

Finesse 

Dexterity  16 

The  character  is 
extremely  skilled  at 
wielding  a weapon  in 
each  hand,  gaining 
bonuses  to  attack 
and  defense. 

0 

0 

0 

No 

0 

0 

Dual- 

Weapon 

Expert 

Dexterity  26 

The  character  has 
significant 

experience  with  two- 
weapon  fighting, 
gaining  a bonus  to 
critical  chance,  as 
well  as  a possibility 
with  each  hit  to  inflict 
bleeding  lacerations 
that  continue  to 
damage  a target  for 
a time. 

0 

0 

0 

No 

0 

0 

Dual- 

Weapon 

Mastery 

Dexterity  36 

Only  a chosen  few 
truly  master  the 
complicated  art  of 
fighting  with  two 
weapons.  The 
character  is  now 
among  that  elite 
company,  able  to 
wield  full-sized 
weapons  in  both 
hands.  Stamina 
costs  for  all  dual- 
weapon talents  are 
also  reduced. 

0 

0 

0 

No 

0 

0 

Archery  School 

Chain 

1 

Melee 

Archer 

Dexterity  1 2 

Experience  fighting 
in  tight  quarters  has 
taught  the  archer  to 
fire  without 
interruption,  even 
when  being 
attacked. 

0 

0 

0 

No 

0 

0 

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Aim 

Dexterity  16 

The  archer  carefully 
places  each  shot  for 
maximum  effect 
while  in  this  mode. 
This  decreases  rate 
of  fire  but  grants 
bonuses  to  attack, 
damage,  armor 
penetration,  and 
critical  chance. 
Master  Archer 
further  increases 
these  bonuses. 

0 

35 

5 

No 

10 

0 

Defensive 

Fire 

Dexterity  22 

While  active,  the 
archer  changes 
stance,  receiving  a 
bonus  to  defense 
but  slowing  the  rate 
of  fire.  With  the 
Master  Archer  talent, 
the  defense  bonus 
increases. 

0 

40 

5 

No 

15 

0 

Master 

Archer 

Dexterity  28 

Deadly  with  both 
bows  and 
crossbows,  master 
archers  receive 
additional  benefits 
when  using  Aim, 
Defensive  Fire, 
Crippling  Shot, 
Critical  Shot,  Arrow 
of  Slaying,  Rapid 
Shot,  and  Shattering 
Shot.  This  talent 
also  eliminates  the 
penalty  to  attack 
speed  when  wearing 
heavy  armor, 
although  massive 
armor  still  carries  the 
penalty. 

0 

0 

0 

No 

0 

0 

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Chain 

2 

Pinning 

Shot 

Dexterity  1 2 

A shot  to  the  target's 
legs  disables  the 
foe,  pinning  the 
target  in  place 
unless  it  passes  a 
physical  resistance 
check,  and  slowing 
movement  speed 
otherwise. 

20 

0 

0 

Yes 

15 

0 

Crippling 

Shot 

Dexterity  16 

A carefully  aimed 
shot  hampers  the 
target's  ability  to 
fight  by  reducing 
attack  and  defense  if 
it  hits,  although  the 
shot  inflicts  only 
normal  damage.  The 
Master  Archer  talent 
adds  an  attack 
bonus  while  firing 
the  Crippling  Shot. 

25 

0 

0 

Yes 

10 

0 

Critical 

Shot 

Dexterity  21 

Finding  a chink  in 
the  target's 
defenses,  the  archer 
fires  an  arrow  that,  if 
aimed  correctly, 
automatically  scores 
a critical  hit  and 
gains  a bonus  to 
armor  penetration. 
The  Master  Archer 
talent  increases  the 
armor  penetration 
bonus. 

40 

0 

0 

Yes 

10 

0 

Dragon  Age:  Origins  Ultimate 


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Arrow  of 
Slaying 

Dexterity  30 

The  archer 
generates  an 
automatic  critical  hit 
if  this  shot  finds  its 
target,  although 
high-level  targets 
may  be  able  to 
ignore  the  effect. 

The  archer  suffers 
reduced  stamina 
regeneration  for  a 
time.  Master  Archer 
adds  an  extra  attack 
bonus. 

80 

0 

0 

Yes 

60 

0 

Chain 

3 

Rapid  Shot 

Dexterity  1 2 

Speed  wins  out  over 
power  while  this 
mode  is  active,  as 
the  archer  fires  more 
rapidly  but  without 
any  chance  of 
inflicting  regular 
critical  hits.  Master 
Archer  increases  the 
rate  of  fire  further 
still. 

0 

35 

5 

No 

30 

0 

Shattering 

Shot 

Dexterity  16 

The  archer  fires  a 
shot  designed  to 
open  up  a weak  spot 
in  the  target's  armor. 
The  shot  deals 
normal  damage  if  it 
hits  and  imposes  an 
armor  penalty  on  the 
target.  Master 
Archer  increases  the 
target's  armor 
penalty. 

25 

0 

0 

Yes 

15 

0 

Dragon  Age:  Origins  Ultimate 


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Suppressin 
g Fire 

Dexterity  24 

When  this  mode  is 
active,  the  archer's 
shots  hamper  foes. 
Each  arrow  deals 
regular  damage  and 
also  encumbers  the 
target  with  a 
temporary  penalty  to 
attack.  This  penalty 
can  be  applied 
multiple  times. 

0 

60 

5 

No 

10 

0 

Scattershot 

Dexterity  27 

The  archer  fires  a 
single  arrow  that 
automatically  hits, 
stunning  the  target 
and  dealing  normal 
damage.  The  arrow 
then  shatters,  hitting 
all  nearby  enemies 
with  the  same  effect. 

50 

0 

0 

Yes 

40 

0 

Weapons  and  Shield  School 

Chain 

1 

Shield 

Bash 

Strength  11 

The  character 
shield-bashes  a 
target,  dealing 
normal  damage  as 
well  as  knocking  the 
target  off  its  feet 
unless  it  passes  a 
physical  resistance 
check.  Shield 
Mastery  doubles  the 
strength  bonus  for 
this  attack. 

25 

0 

0 

No 

20 

0 

Dragon  Age:  Origins  Ultimate 


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Shield 

Pummel 

Strength  15 

The  character 
follows  up  an  attack 
with  two  hits  from 
the  shield,  dealing 
normal  damage  with 
each  attack.  If  the 
target  falls  a 
physical  resistance 
check,  it  is  stunned. 
Shield  Mastery 
doubles  the 
character's  strength 
bonus  for  each 
strike. 

30 

0 

0 

No 

20 

0 

Overpower 

Strength  25 

The  character 
lashes  out  with  the 
shield  three  times. 
The  first  two  hits 
inflict  normal 
damage.  The  last 
strike  is  a critical  hit 
if  it  connects, 
knocking  the  target 
down  unless  it 
passes  a physical 
resistance  check. 
Shield  Mastery 
increases  the 
damage. 

30 

0 

0 

No 

20 

0 

Assault 

Strength  32 

The  character 
quickly  strikes  a 
target  four  times,  but 
dealing  reduced 
damage  with  each 
hit.  If  the  character 
has  Shield  Mastery, 
the  damage  from 
each  hit  increases. 

40 

0 

0 

No 

20 

0 

Dragon  Age:  Origins  Ultimate 


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Chain 

2 

Shield 

Block 

Dexterity  1 0 

Practice  fighting  with 
a shield  improves 
the  character's 
guard.  Enemies  can 
no  longer  flank  the 
character  on  the 
shield-carrying  side. 

0 

0 

0 

No 

0 

0 

Shield 

Cover 

Dexterity  16 

While  in  this  mode, 
the  warrior's  shield 
provides  a greater 
chance  of  deflecting 
missile  attacks. 
Shield  Mastery 
increases  this  bonus 
further. 

0 

20 

5 

No 

15 

0 

Shield 

Tactics 

Dexterity  20 

The  character  is 
proficient  enough 
with  a shield  to 
defend  from  all 
angles,  so  that 
attackers  no  longer 
benefit  from  flanking 
strikes. 

0 

0 

0 

No 

0 

0 

Shield 

Mastery 

Dexterity  26 

The  character  has 
mastered  the  use  of 
the  shield  for  both 
offense  and 
defense,  and 
receives  additional 
benefits  when  using 
Shield  Bash,  Shield 
Pummel,  Assault, 
Overpower,  Shield 
Defense,  Shield 
Wall,  and  Shield 
Cover. 

0 

0 

0 

No 

0 

0 

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Chain 

3 

Shield 

Defense 

Strength  11 

While  this  mode  is 
active,  the  character 
drops  into  a 
defensive  stance 
that  favors  the 
shield,  gaining  a 
bonus  to  defense 
and  an  increased 
chance  to  shrug  off 
missile  attacks,  but 
taking  a penalty  to 
attack.  With  Shield 
Balance,  the  attack 
penalty  is  reduced. 
With  Shield 
Expertise,  the 
defense  bonus 
increases.  With 
Shield  Mastery,  the 
defense  bonus 
increases  further. 

0 

35 

5 

No 

5 

0 

Shield 

Balance 

Strength  14 

The  character  has 
learned  to 
compensate  for  the 
weight  of  a shield  in 
combat  and  no 
longer  suffers  an 
attack  penalty  while 
using  Shield 
Defense. 

0 

0 

0 

No 

0 

0 

Dragon  Age:  Origins  Ultimate 


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Shield  Wall 

Strength  20 

In  this  mode,  the 
character's  shield 
becomes  nearly  a 
fortress,  adding  a 
significant  bonus  to 
armor  and  a greater 
likelihood  of 
shrugging  off  missile 
attacks,  but  at  the 
cost  of  reduced 
damage.  Shield 
Expertise  makes  the 
character  immune  to 
direct  knockdown 
attacks  while  in  this 
mode,  and  Shield 
Mastery  gives  a 
bonus  to  defense. 

0 

55 

5 

No 

15 

0 

Shield 

Expertise 

Strength  26 

The  character's 
experience  using  a 
shield  in  combat  has 
made  certain 
abilities  more 
efficient,  increasing 
the  defense  bonus 
for  Shield  Defense 
and  making  the 
character  immune  to 
direct  knockdown 
attacks  while  using 
Shield  Wall. 

0 

0 

0 

No 

0 

0 

Two-Handed  School 


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Chain 

1 

Mighty 

Blow 

Strength  15 

The  character  puts 
extra  weight  and 
effort  behind  a single 
strike,  gaining  a 
bonus  to  attack.  If  it 
hits,  the  blow  deals 
critical  damage  and 
imposes  a penalty  to 
movement  speed 
unless  the  target 
passes  a physical 
resistance  check. 

40 

0 

0 

No 

20 

0 

Powerful 

Swings 

Strength  21 

While  in  this  mode, 
the  character  puts 
extra  muscle  behind 
each  swing,  gaining 
a bonus  to  damage 
but  suffering 
penalties  to  attack 
and  defense.  Two- 
Handed  Strength 
reduces  the 
penalties  to  attack 
and  defense. 

0 

30 

5 

No 

10 

0 

Two- 

Handed 

Strength 

Strength  28 

The  character  has 
learned  to  wield  two- 
handed  weapons 
more  effectively, 
reducing  the 
penalties  to  attack 
and  defense  from 
Powerful  Swings. 

0 

0 

0 

No 

0 

0 

Two- 

Handed 

Sweep 

Strength  36, 
Level  10 

The  character 
swings  a two- 
handed  weapon 
through  enemies  in 
a vicious  arc, 
dealing  normal 
damage  to  those  it 
hits  and  knocking 
them  down  unless 
they  pass  a physical 
resistance  check. 

40 

0 

0 

No 

20 

3 

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Chain 

2 

Pommel 

Strike 

Strength  12 

Instead  of  going  for 
the  fatal  attack  an 
enemy  expects,  the 
player  strikes  out 
with  a weapon's 
blunt  end,  knocking 
the  opponent  to  the 
ground  unless  it 
passes  a physical 
resistance  check. 

20 

0 

0 

No 

10 

0 

Indomitable 

Strength  20 

Through  sheer  force 
of  will,  the  character 
remains  in  control  on 
the  battlefield, 
gaining  a slight 
increase  to  attack 
damage  while  being 
immune  to  stun  or 
knock  down  effects 
for  the  duration  of 
this  mode. 

0 

60 

5 

No 

30 

0 

Stunning 

Blows 

Strength  28 

The  character's 
fondness  for 
massive  two-handed 
weapons  means  that 
each  attack  offers  a 
chance  to  stun  the 
opponent  due  to  the 
sheer  weight  behind 
the  blow. 

0 

0 

0 

No 

0 

0 

Critical 

Strike 

Strength  34 

The  character 
makes  a single 
massive  swing  at  the 
target,  gaining  a 
bonus  to  attack.  If 
the  strike  connects, 
it  is  an  automatic 
critical  hit,  possibly 
killing  the  opponent 
outright  if  its  health 
is  low  enough. 

40 

0 

0 

No 

60 

0 

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Chain 

3 

Sunder 

Arms 

Strength  18 

The  character 
attempts  to  hinder  a 
target's  ability  to 
fight  back,  rather 
than  going  directly 
for  a killing  blow. 
Unless  the  target 
passes  a physical 
resistance  check,  it 
suffers  a penalty  to 
attack  for  a short 
time. 

25 

0 

0 

No 

10 

0 

Shattering 

Blows 

Strength  23 

The  character  is  as 
adept  at  destruction 
as  at  death  and 
gains  a large 
damage  bonus 
against  golems  and 
other  constructs. 

0 

0 

0 

No 

0 

0 

Sunder 

Armor 

Strength  28, 
Level  10 

The  character  aims 
a destructive  blow  at 
the  target's  armor  or 
natural  defenses. 
The  attack  deals 
normal  damage,  but 
also  damages  the 
armor  unless  the 
target  passes  a 
physical  resistance 
check. 

40 

0 

0 

No 

20 

0 

Destroyer 

Strength  40, 
Level  14 

Few  can  stand 
against  the  savage 
blows  of  a destroyer. 
Every  attack 
sunders  the  target's 
armor,  reducing  its 
effectiveness  for  a 
short  time.  The 
effects  of  multiple 
blows  are  not 
cumulative. 

0 

0 

0 

No 

0 

0 

Power  of  Blood  School  (downloadable  content  only) 


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Chain 

Blood 

None 

The  warrior's  own 

30 

30 

5 

No 

5 

0 

1 

Thirst 

tainted  blood  spills  in 
sacrifice,  increasing 
movement  speed, 
attack  speed,  and 
critical  hit  chance. 
For  as  long  as  the 
mode  is  active, 
however,  the  warrior 
suffers  greater 
damage  and 
continuously 
diminishing  health. 

Blood  Fury 

None 

The  warrior  sprays 

30 

0 

0 

No 

10 

5 

tainted  blood  in 

& 

order  to  knock  back 
nearby  enemies, 
which  they  may 
resist  by  passing  a 
physical  resistance 
check.  The  gush  of 
blood,  however, 
results  in  a loss  of 
personal  health. 

40* 

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Specializations 


Each  class  can  learn  two  out  of  the  four  possible  specializations  throughout  the  course  of  the 
game.  Your  first  specialization  can  be  learned  at  level  7;  your  second  at  level  14.  Most 
companions  can  teach  a specialization,  though  your  approval  rating  must  be  high  enough  for 
the  companion  to  want  to  teach  you.  Oghren,  for  example,  can  teach  the  warrior's  berserker 
specialization.  Specializations  are  difficult  to  achieve,  but  very  rewarding  if  you  gain  one.  As 
long  as  the  specific  abilities  fit  with  your  play  style  and  character  breakdown,  a specialization 
generally  worth  spending  points  in  over  regular  talents. 

Definitely  experiment  with  specializations.  A tank  could,  for  example,  specialize  in  templar  to 
take  out  spellcasters  even  if  he  can't  get  to  them  directly.  However,  here  are  some  suggested 
play  style  fits  for  the  four  specializations: 

Berserker 

Primary:  DPS  (max  out  damage  at  the  expense  of  stamina) 

Secondary:  Knockout  punch  (use  Final  Blow  to  finish  off  a foe  but  exhausts  you  in  a long 
fight) 

Champion 

Primary:  Party  buffer  (increase  attack  and  defense  bonuses  for  everyone) 

Secondary:  Enemy  control  (use  Superiority  to  knock  enemy  groups  off  their  feet) 


Reaver 


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Primary:  AoE  DPS  (radiate  spirit  damage  and  fear) 

Secondary:  Health  resilient  (absorb  health  from  nearby  corpses) 

Templar 

Primary:  Mage  killer  (pound  enemy  mages  with  abilities) 
Secondary:  Dispel  magic  (clean  area  of  spell  effects) 

Warrior  Specializations 


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Specializatio 

n 

Talent 

Name 

Prerequisit 
e Level 

Description 

Cost 

(mana 

1 

stamina) 

Upkeep 

(mana 

/ 

stamina) 

Fatigue  (% 

mana/ 

stamina) 

Range 

d 

Cooldow 

n 

(sec.) 

Area 

of 

Effect 
Radiu 
s (ft.) 

Learned  From:  Oghren  (Companion),  Gorim  (Denerim  Market) 

Berserker 

Berserk 

7 

The  stench  of  blood 
and  death  drives 
the  berserker  into  a 
willing  fury, 
providing  a bonus 
to  damage.  Rages 
incur  a penalty  to 
stamina 
regeneration, 
however,  which 
Constraint  reduces. 
Resilience  adds  a 
bonus  to  health 
regeneration  in  this 
mode. 

0 

20 

5 

No 

30 

0 

Resilience 

8 

Rages  no  longer 
wear  so  heavily  on 
the  berserker's 
body.  The  stamina 
regeneration 
penalty  applied  by 
Berserk  is  reduced, 
and  the  berserker 
gains  a bonus  to 
nature  resistance. 

0 

0 

0 

No 

0 

0 

Constraint 

10 

The  berserker  has 
learned  to  retain 
control  during 
rages,  reducing 
Berserk's  penalty  to 
stamina 
regeneration. 

0 

0 

0 

No 

0 

0 

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Final  Blow 

12 

All  the  berserker's 
stamina  goes  into  a 
single  swing.  If  the 
blow  connects,  the 
attack  inflicts  extra 
damage 

proportional  to  the 
amount  of  stamina 
lost. 

0 

0 

0 

No 

60 

0 

Learned  From:  Arl  Eamon  (at  the  end  of  the  "Urn  of  Sacred  Ashes"  quest  line 

Champion 

War  Cry 

7 

The  champion  lets 
out  a fearsome  cry 
that  gives  nearby 
enemies  a penalty 
to  attack.  With 
Superiority,  nearby 
enemies  are  also 
knocked  down 
unless  they  pass  a 
physical  resistance 
check. 

25 

0 

0 

No 

20 

10 

Rally 

12 

The  champion's 
presence  inspires 
nearby  allies,  giving 
them  bonuses  to 
attack  and  defense 
while  this  mode  is 
active.  When 
coupled  with 
Motivate,  the  attack 
bonus  increases. 

0 

50 

5 

No 

30 

10 

Motivate 

14 

The  champion 
inspires  allies  to 
attack  with  renewed 
vigor.  The  Rally 
talent  now 
increases  attack,  in 
addition  to  its 
defense  bonus. 

40 

30 

0 

No 

0 

0 

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Superiority 

16 

The  champion  is  so 
fearsome  that  War 
Cry  now  knocks 
nearby  opponents 
off  their  feet  unless 
they  pass  a 
physical  resistance 
check. 

60 

0 

0 

No 

0 

0 

Learned  From:  Kolg 

rim  (Wyrmling  Lair) 

Reaver 

Devour 

7 

The  reaver  revels  in 
death,  absorbing 
the  lingering  energy 
of  all  nearby 
corpses,  each  of 
which  partially 
restores  the 
reaver's  own  health. 

25 

0 

0 

No 

30 

5 

Frightening 

Appearanc 

e 

12 

This  talent  focuses 
the  reaver's 
unsettling 

countenance  into  a 
weapon,  making  a 
target  cower  in  fear 
unless  it  passes  a 
mental  resistance 
check.  Frightening 
Appearance  also 
increases  the 
effectiveness  of 
Taunt  and  Threaten. 

25 

0 

0 

No 

20 

0 

Aura  of 
Pain 

14 

Radiating  an  aura 
of  psychic  pain,  the 
reaver  takes 
constant  spirit 
damage  while  this 
mode  is  active,  as 
do  all  enemies 
nearby. 

0 

60 

5 

No 

45 

4 

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Blood 

Frenzy 

16 

Driven  by  pain,  the 
reaver  gains  larger 
bonuses  to  damage 
whenever  health 
decreases. 

Because  this  mode 
also  Incurs  a 
penalty  to  health 
regeneration,  the 
reaver  flirts  with 
death  the  longer  the 
frenzy  persists. 

0 

60 

5 

No 

60 

0 

Learned  From:  Alistair  (Companion),  Bodahn's  Wares  (Party  Camp) 

Templar 

Righteous 

Strike 

7 

Templars  are 
enforcers 

specifically  chosen 
to  control  mages 
and  slay 

abominations.  Each 
of  the  templar's 
melee  hits  against 
an  enemy 
spellcaster  drains 
its  mana. 

0 

0 

0 

No 

0 

0 

Cleanse 

Area 

9 

The  templar  purges 
the  area  of  magic, 
removing  all 
dispellable  effects 
from  those  nearby. 
Friendly  fire 
possible. 

40 

0 

0 

No 

30 

10 

Mental 

Fortress 

12 

The  templar  has 
learned  to  focus  on 
duty,  gaining  a large 
bonus  to  mental 
resistance. 

0 

0 

0 

No 

0 

0 

Dragon  Age:  Origins  Ultimate 


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Holy  Smite  15 


The  templar  strikes 

75 

out  with  righteous 

fire,  inflicting  spirit 

damage  on  the 

target  and  other 

nearby  enemies.  If 

the  target  is  a 

spellcaster,  it  must 

pass  a mental 

resistance  check  or 

else  loses  mana 

and  takes  additional 

spirit  damage 

proportional  to  the 

mana  lost.  All 

affected  enemies 

are  stunned  or 

knocked  back 

unless  they  pass 

physical  resistance 

checks. 

0 


Yes 


40 


5 


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Gear 


Warriors  get  the  cream  of  the  crop  when  it  comes  to  weapons  and  armor.  With  so  many 
choices,  you  really  need  to  decide  what  talents  you'll  be  concentrating  on  to  pick  the  best 
equipment.  You  don't,  for  instance,  want  an  awesome  two-handed  sword  if  you're  training  in 
Weapon  and  Shields.  Any  weapon  that  grants  you  strength  (or  dexterity  for  warriors  in  Archery 
and  Dual  Weapon)  should  be  considered.  Bonuses  to  damage,  attack,  and  criticals  can  be 
great  too.  If  you  want  more  defense,  bulk  up  your  armor  rating,  but  it's  always  a fine  line 
between  great  armor  rating  and  too  much  fatigue.  Armor  doesn't  do  a lot  of  good  if  you  can't 
use  any  of  your  talents.  You  can  always  look  for  armor  with  a bonus  to  armor  rating  (no  fatigue 
penalty),  or  even  armor  that  grants  constitution  bonus  or  healing  bonus. 

There's  more  warrior  gear  than  you  could  ever  hope  to  equip  in  a single  play.  The  general  rule 
of  thumb  is  to  wait  for  loot  that  serves  as  an  upgrade  and  snatch  it  up.  If  you  have  extra  coin  to 
buy  a nice  gear  upgrade,  feel  free  to  spend  away,  though  most  of  the  low-level  equipment  will 
be  easily  replaced  by  future  loot,  and  the  high-level  equipment  is  very  expensive  (generally 
bought  during  the  Landsmeet  for  a run  at  the  archdemon). 

With  so  much  good  gear,  here  are  some  beauties  to  shoot  for  based  on  beginning  (1-5), 
intermediate  (6-10),  advanced  (11-15),  and  expert  levels  (16-20): 


Lv1 1-5 

LvI  6-10 

LvI  11-15 

Lv1 16-20 

Armor 

Heavy  Chainmail 

Dwarven  Heavy 
Armor 

Armor  of  Diligence 

Even  the  Great's  Mail,  Wade's 
Superior  Dragonbone  Plate  Armor 

Helm 

Commander's  Helm 

Knight  Commander's 
Helm 

Juggernaut  Helm 

Corruption 

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Boots 

Heavy  Chainmail 
Boots 

Effort's  Boots 

Wade's  Dragonbone 
Plate  Boots 

Wade's  Superior  Dragonbone 
Plate  Boots,  Juggernaut  Plate  Boots 

Gloves 

Heavy  Plate  Gloves 

Gloves  of  the  Legion 

Wade's  Superior 
Dragonbone  Plate 
Gloves 

Juggernaut  Plate  Gloves 

Shield 

Aeducan  Shield 

Redcliffe  Elite  Shield 

Eamon's  Shield 

Duncan's  Shield 

Two  Handed 

Balanced 

Greatsword 

Asala  (Sten  only) 

The  Summer  Sword 

Chasind  Great  Maul 

One  Handed 

Borrowed  Longsword 

Saw  Sword 

Imperial  Edge 

King  Mario's  Blade 

Party  Responsibilities 


Are  you  the  party's  tank  or  a damage-dealer?  If  you're  the  tank,  your  primary  responsibility  is 
holding  threat  and  making  sure  that  none  of  your  companions  die.  That  generally  means 
stocking  up  on  defensive  talents  and  gear.  If  you're  melee  or  ranged  DPS,  you  can  concentrate 
on  offense  and  how  much  damage  you  can  deal  to  enemy  combatants.  All  non-tank  warriors 
need  to  be  aware  of  threat  and  avoid  pulling  too  much  at  once.  Learn  to  time  your  attacks  so 
you  don't  create  too  much  threat  on  yourself,  yet  deal  significant  damage  to  the  enemy. 

If  your  warrior  is  the  main  PC,  the  other  three  companions  should  fill  in  talents  around  you  for  a 
well-balanced  party.  If  you're  building  up  a companion  warrior,  look  to  fill  in  where  the  party  is 
lacking.  Not  dealing  enough  damage?  Crank  up  the  offense.  Tank  having  trouble  holding  all  the 
enemies?  Invest  in  some  off-tank  talents,  such  as  Taunt,  to  grab  enemies  when  needed.  In  the 
final  party  configuration,  your  PC  should  play  whatever  role  you  have  the  most  fun  with  while 
the  other  three  companions  add  the  components  necessary  to  maximize  your  combat 
efficiency. 


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The  warrior  ranks  highest  of  the  three  classes  in  access  to  weapons  and  armor.  Your  talents 
and  gear  allow  you  to  defensively  tank  for  the  group,  deal  huge  amounts  of  single-target 
damage,  and  chip  in  with  AoE  every  once  and  a while.  There's  no  tougher  adventurer  in  the 
land,  so  if  you  want  to  get  right  in  the  face  of  a raging  hurlock  or  slash  through  spider  ichor, 
step  into  the  boots  of  a warrior. 

Model  Characters 

With  the  game's  best  weapon  talent  trees,  you  can  create  dozens  of  warriors  who  each  wield 
something  a little  different  in  combat.  Don't  feel  constrained  to  play  according  to  the  following 
warrior  models  to  the  letter;  take  bits  and  pieces  that  appeal  to  your  play  style  and  add  your 
own  spin.  However,  these  are  basic  models  for  a tank,  melee  DPS  warrior,  or  ranged  DPS 
warrior.  Each  shows  you  how  to  choose  your  talents  up  to  level  20,  what  talent  chains  are 
effective,  how  specializations  fit  in,  and  sample  combat  strategies  for  that  model. 

Tank  Model 


Level 

Talent 

0 

Shield  Bash  (Dwarf  Noble  or  Human  Noble) 

1 

Powerful,  Shield  Defense 

2 

Shield  Balance 

3 

Shield  Wall 

4 

Threaten 

5 

Shield  Block 

6 

Shield  Cover 

7 

War  Cry  (Champion) — First  Specialization  Available  at  This  Level 

8 

Bravery 

9 

Shield  Tactics 

10 

Shield  Pummel 

11 

Oyerpower 

12 

Shield  Mastery 

13 

Death  Blow 

14 

Rally  (Champion) — Second  Specialization  Ayailable  at  This  Level 

15 

Motivate  (Champion) 

16 

Superiority  (Champion) 

17 

Shield  Expertise 

18 

Assault 

19 

Pinning  Shot 

20 

Crippling  Shot 

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Overview:  A tank  protects  his  companions  and  deals  significant  damage  to  boot.  He  generally 
concentrates  in  the  Warrior  school  and  the  Weapon  and  Shield  school. 

Leveling:  Choose  a Dwarf  Noble  or  Human  Noble  if  you  can.  They  come  with  the  built-in 
Shield  Bash  talent,  which  puts  you  one  talent  into  the  Weapon  and  Shield  school  and  exactly 
where  you  want  to  be.  Sink  your  initial  five  points  into  strength  and  spend  your  skill  point  on 
Expert  Combat  Training,  both  of  which  satisfy  your  early  talent  prerequisites. 

At  level  1 , pick  up  Powerful  and  Shield  Defense.  Level  2 gives  you  Shield  Balance.  At  level  3, 
choose  Shield  Wall.  Level  4 is  an  automatic  choice:  Threaten.  In  three  levels,  you  now  have 
the  core  of  your  tanking  defense  ready  to  go.  Shield  Defense  is  a great  all-purpose  protection 
stance;  Shield  Wall  defends  even  better,  but  at  the  cost  of  reduced  damage,  which  may  not 
matter  much  if  you  have  enough  damage-dealers  in  the  party.  Shield  Balance  reduces  the 
penalty  to  battle  with  a shield  in  your  off-hand— another  crucial  talent  for  a Weapon  and  Shield 
warrior.  Threaten  should  stay  on  in  almost  any  fight  to  draw  most  of  the  threat  to  you. 

Tip:  If  you  want  a more  offensive-minded  tank,  simply  switch  some  of  the  earlier  defensive 
talents,  such  as  Shield  Block  and  Shield  Cover,  and  load  up  on  Shield  Pummel,  Overpower, 
and  Assault. 

When  you  reach  levels  5 and  6,  add  Shield  Block  and  Shield  Cover  to  the  mix.  You  could  go 
with  more  offense  here,  but  in  this  model  we're  concentrating  on  building  the  best  defensive 
juggernaut  we  can  to  hold  the  line  for  your  party.  Stick  with  defense  first,  offense  second.  Make 
sure  that  you  have  16  dexterity  at  this  point  to  pick  up  Shield  Cover. 

You  want  the  champion  specialization  by  level  7 if  at  all  possible.  You  can  gain  the  champion 
specialization  by  completing  the  "Arl  of  Redcliffe"  and  "Urn  of  Sacred  Ashes"  quests  and 


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freeing  Arl  Eamon  from  his  illness.  If  you  can't  get  it  by  level  7,  add  it  as  soon  as  you  can.  The 
first  champion  talent,  War  Cry,  hits  all  nearby  enemies  with  an  attack  penalty,  and  it  really 
shines  when  you  gain  Superiority  at  level  16. 

At  level  8,  invest  in  Bravery.  It  gives  bonuses  to  damage,  physical  resistance,  mental 
resistance,  and  critical  chance.  In  other  words,  it  helps  all  facets  of  combat.  Continue  to  add 
points  to  dexterity  and  strength  as  you  level  so  you're  prepared  to  meet  the  prerequisites  of 
more  advanced  talents. 

With  20  dexterity  at  level  9,  you  can  finally  gain  Shield  Tactics.  This  may  be  the  most  important 
talent  a good  tank  needs,  because  it  prevents  enemies  from  scoring  flanking  bonuses  against 
your  warrior.  No  matter  where  your  tank  stands  now,  which  is  usually  in  the  middle  of  an 
enemy  swarm,  it's  just  like  he's  facing  the  enemy  head  on. 

Next  switch  to  offense  for  two  levels.  At  level  10,  pick  up  Shield  Pummel,  and  at  level  11 , 
purchase  Overpower.  Shield  Pummel  is  a two-hit  combo  that  can  stun  an  opponent; 

Overpower  is  a three-hit  combo  that  can  knock  a target  down.  Your  strength  and  dexterity 
scores  need  to  be  in  the  mid-20s  to  open  up  your  new  talents. 

Another  milestone  comes  at  level  1 2 with  Shield  Mastery.  The  majority  of  your  offensive  and 
defensive  abilities  gain  bonuses  with  Shield  Mastery.  At  level  13,  you  cap  out  the  Warrior 
school  when  you  gain  Death  Blow.  Now,  whenever  your  warrior  slays  an  enemy,  stamina  gets 
restored.  With  enough  killing,  you  can  continuously  operate  your  talents. 

For  levels  14  through  16,  study  all  the  rest  of  your  champion  talents.  Rally  and  Motivate 
enhance  the  entire  party's  offense  and  defense,  but  Superiority  is  the  coup  de  grace.  Now 
when  you  trigger  War  Cry,  it  has  a chance  to  knock  down  all  enemies  around  you  and  give  you 
a great  advantage  in  battle. 

At  levels  17  and  18,  fill  out  the  rest  of  your  Weapon  and  Shield  chains.  If  you  lean  toward 
defense,  learn  Shield  Expertise  first;  if  you  lean  toward  offense,  get  the  four-hit  combo  Assault 
(requires  32  strength). 

Your  final  two  points  could  be  spent  on  almost  anything.  You  could  pick  up  Precise  Striking  and 
Taunt  in  the  Warrior  school  to  give  yourself  another  method  of  drawing  threat.  You  could 
experiment  with  Two-Handed  or  Dual  Weapon.  Instead,  we'll  add  a ranged  component  with 
Pinning  Shot  at  level  19  and  Crippling  Shot  at  level  20.  If  you  can't  reach  them  on  foot,  pull  out 
the  bow  and  give  them  a reason  to  come  to  you. 

Talent  Choices:  A tank  concentrates  on  the  defensive  gems  in  the  Warrior  school,  such  as 
Powerful,  Threaten,  and  Bravery.  Other  than  that,  a tank  maxes  out  the  Weapon  and  Shield 
school  to  take  advantage  of  all  its  defensive  components,  with  a little  offense  thrown  in  for 
good  measure.  No  matter  the  enemy  configuration,  your  tank  should  have  an  answer  for  it. 

Specialization:  The  champion's  War  Cry  hampers  enemy  attacks.  Rally  and  Motivate  increase 
offense  and  defense  for  your  party.  Superiority  knocks  enemies  off  their  feet  if  they  fail  a 
physical  resistance  check. 


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Battle  Tactics:  Meet  the  enemy  head  on  and  intercept  any  attack  on  your  companions.  Unless 
you  have  Shield  Tactics,  you  don't  want  to  let  yourself  get  surrounded  where  you  fall  prey  to 
flanking  bonuses.  Instead,  choose  a tactical  location  that  shields  you  from  some  enemy 
attacks  while  protecting  your  party's  flanks.  Use  Threaten  or  Taunt  to  pull  the  threat  toward  you 
and  away  from  companions. 

Study  your  situation  and  choose  the  correct  defense  accordingly.  For  strict  defense,  go  with 
Shield  Wall,  which  boosts  armor  and  prevents  you  from  getting  knocked  down  (a  huge 
headache  for  your  party  if  you  don't  have  an  off-tank  ready  to  jump  in).  If  you  want  more 
offense,  go  with  the  standard  Shield  Defense  instead.  If  you're  unsure  on  how  the  battle  will 
go,  always  opt  for  more  defense. 

Once  your  defensive  position  is  secure,  think  about  dealing  damage  back  to  the  monsters 
nearest  you  (or  any  ones  who  seem  like  they  want  to  break  free  of  your  grasp).  You  can  use 
Overpower  and  Assault  to  inflict  serious  harm.  Save  Shield  Bash  and  Shield  Pummel  when 
you  want  to  stun  or  knock  down  a target,  especially  if  your  health  is  low  or  an  enemy  is  on 
another  companion. 

Melee  DPS  Model 


Level 

Talent 

0 

Shield  Bash  (Dwarf  or  Human  Noble) 

1 

Pommel  Strike,  Powerful 

2 

Mighty  Blow 

3 

Indomitable 

4 

Stunning  Blows 

5 

Powerful  Swings 

6 

Critical  Strike 

7 

Berserk  (Berserker) — First  Specialization  Available  at  This  Level 

8 

Resilience  (Berserker) 

9 

Two-Handed  Strength 

10 

Constraint  (Berserker) 

11 

Two-Handed  Sweep 

12 

Final  Blow  (Berserker) 

13 

Sunder  Arms 

14 

Shattering  Blows — Second  Specialization  Available  at  This  Level 

15 

Sunder  Armor 

16 

Destroyer 

17 

Precise  Striking 

18 

Taunt 

19 

Disengage 

20 

Perfect  Striking 

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Overview:  Concentrate  on  dealing  combat  damage  as  quickly  as  you  can  without  pulling  too 
much  threat. 

Leveling:  Begin  with  a Dwarf  or  Human  Noble  to  start  with  the  Shield  Bash  talent  (always  a 
handy  backup).  Because  most  of  what  a melee  DPSer  loves  to  do  is  deal  hand-to-hand 
damage,  you  only  have  to  worry  about  strength.  Spend  all  five  of  your  initial  character  creation 
points  on  strength.  Up  through  level  6,  all  your  attribute  points  should  be  spent  on  strength, 
and  all  your  skill  points  should  go  toward  Combat  Training.  To  maximize  your  DPS  role,  you 
need  to  achieve  34  strength  and  Master  Combat  Training  by  level  6.  After  that,  you  can  pretty 
much  spend  your  attribute  and  skill  points  freely. 

At  level  1 , select  Pommel  Strike  and  Powerful  with  your  first  two  talent  points.  Pommel  Strike 
gives  you  a knockdown  attack,  and  Powerful  enhances  your  health  and  reduces  fatigue;  useful 
defensive  abilities,  but  the  offense  will  come  in  bunches  soon. 

At  level  2,  Mighty  Blow  begins  a run  to  some  major  offense  by  level  6.  Mighty  Blow  gives  a 
bonus  to  attack  and,  if  the  blow  connects,  scores  a critical  hit  on  the  target.  Indomitable  at  level 
3 serves  as  a stepping  stone  talent  to  reach  the  better  offensive  top-tier  talents;  you  may  use 
Indomitable  against  creatures  such  as  golems  who  you  know  will  knock  you  down,  but 
otherwise  all  your  efforts  go  toward  offense  and  you  can  leave  it  off.  At  level  4,  make  sure  you 
have  28  strength  and  Expert  Combat  Training  to  select  Stunning  Blows.  It's  a passive  talent 
that  can  make  a world  of  difference:  all  your  blows  have  a chance  to  stun  the  enemy.  At  level  5, 
Powerful  Swings  increases  your  damage;  however,  it  gives  a penalty  to  attack  and  defense 
until  you  gain  Two-Handed  Strength  at  level  9. 


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If  you've  maxed  out  your  strength  and  skills  properly,  you  can  pick  up  Critical  Strike  at  level  6. 
Critical  Strike  promises  an  automatic  critical  hit  and  massive  damage  to  a single  target.  Use  it 
in  any  one-on-one  fight  or  when  you  have  lots  of  stamina  in  a longer  fight. 

At  level  7,  dip  into  the  berserker  specialization.  One  way  to  get  this  one  is  to  work  on  the 
Orzammar  quests  early  in  the  game;  Oghren  joins  you  on  the  "Paragon  of  Her  Kind"  quest  and 
will  teach  you  the  specialization  if  you  befriend  him.  These  quests  can  be  tough  at  lower  levels, 
however,  so  you  can  also  purchase  the  specialization  from  Gorim  at  the  Denerim  Market. 
Berserk  increases  damage  for  each  of  your  strokes,  though  your  stamina  will  suffer  a bit. 
Resilience  at  the  next  level  helps  offset  Berserk's  stamina  penalty,  as  does  Constraint  at  level 
10.  Speaking  of  offsetting  penalties,  Two-Handed  Strength,  at  level  9,  minimizes  the  penalties 
from  Powerful  Swings. 

At  level  11 , Two-Handed  Sweep  gives  you  an  option  against  multiple  foes.  You  deal  normal 
damage,  but  can  knock  them  off  their  feet.  Berserker's  Final  Blow  at  level  12  hits  an  opponent 
with  a massive  blow  inflicting  damage  proportional  to  all  of  your  stamina  (which  is  expended  in 
the  process). 

For  the  next  four  levels,  invest  in  the  Sunder  chain:  Sunder  Arms,  Shattering  Blows,  Sunder 
Armor,  and  Destroyer  (requires  30  strength).  If  you  like,  feel  free  to  buy  part  of  this  chain  earlier 
for  extra  damage  penetration,  but  you  will  lose  out  on  some  AoE  and  suffer  penalties  while 
using  talents  such  as  Powerful  Swings.  The  chain  can  dramatically  alter  a battle  against 
heavily  armored  foes,  or  massive  foes  such  as  golems. 

Your  final  four  levels  pick  up  the  offensive  Warrior  chain:  Precise  Striking,  Taunt,  Disengage, 
and  Perfect  Striking.  Taunt  lets  you  off-tank  if  necessary,  while  Disengage  is  a nice  option  to 
reduce  threat  and  shed  enemies  if  the  onslaught  becomes  too  much. 

Talent  Choices:  In  this  version  of  a DPS  warrior,  your  combat  skills  revolve  around  a two- 
handed  weapon  that,  though  slower,  generally  deals  the  most  DPS  of  any  weapon.  Most  of 
your  talents  maximize  damage  potential,  with  a few  that  give  you  AoE  or  stunning  capabilities. 
It's  possible  to  branch  out  into  Archery  and  Dual  Weapon,  but  you  don't  want  to  spread 
yourself  too  thin  or  you  won't  max  out  your  two-hander's  damage. 

Specialization:  Berserker  is  a big  plus  as  soon  as  you  can  achieve  it.  The  extra  damage  from 
the  specialization  is  exactly  what  you  want  in  a DPS  melee  class.  The  stamina  penalty  can  be 
rough;  however,  two  of  your  talents  minimize  the  penalty,  and  the  last  talent.  Final  Blow,  will 
win  you  some  battles. 

Battle  Tactics:  Be  patient.  You  can  deal  a huge  amount  of  damage,  which  means  if  you  attack 
too  swiftly,  you  may  pull  the  threat  off  your  tank.  You  won't  be  much  use  to  the  group  with  four 
enemies  stomping  on  your  shredded  corpse.  Wait  for  the  tank  to  set  up,  then  attack  from  the 
flank  or  rear  and  cut  through  enemy  after  enemy.  It's  fine  to  go  all  out  on  an  enemy  and  even 
pull  it  off  the  tank  so  long  as  it  dies  almost  immediately. 

Watch  the  battle  and  see  where  you're  most  needed.  If  you  have  off-tank  skills,  pick  up  any 
stragglers  that  go  for  the  healer  or  other  non-tank  companions.  The  quicker  the  enemies  drop. 


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the  less  damage  the  party  receives,  so  bounce  from  weakest  enemy  to  weakest  enemy  as  you 
help  the  tank  chop  away  at  the  numbers.  Save  your  big  special  effects  (stuns,  critical  strikes, 
etc.)  for  bosses  or  tough  enemies  that  just  won't  go  down  with  the  normal  party  tactics.  If  the 
tank  looks  to  be  in  trouble,  pull  out  all  the  stops  and  dive  into  the  main  enemy  line. 

Ranged  DPS  Model 


Level 

Talent 

0 

Pinning  Shot  (Dalish  Elf) 

1 

Crippling  Shot,  Rapid  Shot 

2 

Shattering  Shot 

3 

Critical  Shot 

4 

Suppressing  Fire 

5 

Melee  Archer 

6 

Scattershot 

7 

Arrow  of  Slaying — First  Specialization  Available  at  This  Level 

8 

Righteous  Strike  (Templar) 

9 

Cleanse  Area  (Templar) 

10 

Aim 

11 

Defensive  Fire 

12 

Master  Archer 

13 

Mental  Fortress  (Templar) 

14 

Dual  Striking — Second  Specialization  Available  at  This  Level 

15 

Floly  Smite  (Templar) 

16 

Riposte 

17 

Cripple 

18 

Punisher 

19 

Dual-Weapon  Training 

20 

Dual-Weapon  Finesse 

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Overview:  Much  like  an  offensive  mage,  a ranged  DPS  warrior  concentrates  weapons  and 
talents  on  enemies  at  a distance.  He  focuses  on  the  Archery  school,  and  may  dip  into  some 
talents,  such  as  Dual  Weapon,  when  melee  becomes  imminent. 

Tip:  Your  draw  speed  with  bows  is  normally  slowed  down  if  you  wear  heavy  or  massive  armor. 
However,  if  you  take  the  Master  Archer  talent,  the  penalty  on  heavy  armor  is  removed,  thus 
you  can  draw  at  full  speed  in  everything  but  massive. 

Leveling:  Begin  as  a Dalish  Elf  and  you  start  with  the  Pinning  Shot  talent.  As  you'll  be  working 
with  a bow  and  dual  weapons,  load  up  on  dexterity.  Your  goal  is  to  have  27  dexterity  and 
Master  Combat  Training  by  level  6. 

With  your  first  two  talent  points  at  level  1,  choose  Crippling  Shot  and  Rapid  Shot.  You  now  can 
hamper  someone's  attack  and  defense  with  Crippling  Shot  or  reload  much  faster  with  Rapid 
Shot.  Shattering  Shot  at  level  2 imposes  an  even  greater  penalty  to  a foe's  defense  as  it 
reduces  armor  value. 

If  you  have  21  dexterity  and  Expert  Combat  Training  at  level  3,  select  Critical  Shot.  If  you  hit. 
Critical  Shot  inflicts  critical  damage  and  a bonus  to  armor  penetration.  Follow  that  up  with 
Suppressing  Fire  at  the  next  level  to  further  encumber  targets  with  attack  penalties. 

At  level  5,  slip  in  Melee  Archer.  It's  an  all-around  useful  ability:  it  prevents  attacks  from 
interrupting  your  firing. 

You  reach  your  first  pinnacle  at  level  6 with  Scattershot.  This  awesome  talent  automatically 
stuns  your  target  and  deals  normal  damage,  then  splinters  off  and  does  the  same  to  all  nearby 
enemies.  Use  this  effectively  against  enemy  spellcasters  or  large  enemy  groups  to  impede 
flanking  attempts. 

If  you  can  reach  30  dexterity  by  level  7,  you  gain  Arrow  of  Slaying.  This  scores  an  automatic 
critical  hit  against  all  but  high-level  opponents,  and  it's  another  offensive  threat  you  can  deliver. 

At  level  8,  search  out  the  templar  specialization.  Ask  Alistair  if  you're  friendly,  or  you  can  pick 
up  the  training  manual  at  the  party  camp  vendor.  The  first  talent.  Righteous  Strike,  lets  you 
drain  mana  with  any  successful  melee  strike  against  an  enemy  spellcaster.  You  may  have  to 
get  close  to  use  this  talent,  but  it's  generally  worth  it  against  spellcasters,  and  it  opens  the  door 
for  the  better  templar  talents  later,  such  as  Cleanse  Area  at  the  next  level.  This  removes  all 
magic  effects  on  your  party,  which  is  great  when  you  have  negative  debuffs  on  the  group,  but 
watch  that  you  don't  strip  the  good  buffs  in  the  process. 

The  next  three  levels,  10-12,  fill  out  the  rest  of  the  Melee  Archer  chain:  Aim,  Defensive  Fire, 
Master  Archer.  Use  Aim  for  more  offense  and  Defensive  Fire  when  you  fear  return  fire.  Master 
Archer  improves  almost  every  Archery  talent. 

At  level  13,  Mental  Fortress  gives  you  a huge  upgrade  to  your  mental  resistance.  At  level  14, 
you  branch  into  melee  combat  with  Dual  Striking.  Now  that  your  ranged  abilities  are  maxed 
out,  select  Holy  Smite  at  level  15  (which  decimates  enemy  spellcasters  by  dealing  damage 
and  draining  mana),  then  spend  the  rest  of  your  points  beefing  up  your  melee  combat. 


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Riposte  at  level  16  gives  you  a stunning  attack,  which  can  help  tremendously  by  getting  you 
out  of  tight  melee  spot  and  allowing  you  to  move  to  a new  location  and  return  to  your  ranged 
attacks.  Level  17's  Cripple  can  also  hamper  enemy  movement  while  you  escape.  Level  18's 
Punisher  may  knock  the  enemy  down,  but  it's  more  about  dealing  big  melee  damage  when  you 
are  absolutely  engaged  in  hand-to-hand  fighting. 

Because  you've  devoted  a few  talents  to  fighting  with  two  melee  weapons,  your  final  two 
talents  help  offset  the  dual-weapon  penalties:  Dual-Weapon  Training  and  Dual-Weapon 
Finesse.  By  this  point,  you'll  destroy  them  at  range,  and  should  they  limp  into  melee  range, 
you're  not  half-bad  nose-to-nose  either. 

Talent  Choices:  The  Archery  school  and  all  its  ranged  surprises  are  your  bread  and  butter. 

Dual  Weapons  provide  some  support  talents  in  case  an  enemy  gets  close  enough  to  melee. 

Specialization:  Templar  enhances  your  skill  in  taking  down  enemy  spellcasters.  Righteous 
Strike  can  be  fantastic  once  you  reach  higher  levels  and  can  tap  into  your  Dual  Weapon 
talents.  Cleanse  Area  and  Mental  Fortress  bulk  up  your  defensive  abilities.  Holy  Smite  gives 
you  another  powerful  ranged  attack  that  will  destroy  an  enemy  spellcaster  in  a single  energy 
burst. 

Battle  Tactics:  Once  the  battle  begins,  stand  your  ground.  Let  the  tank  and  other  melee 
DPSers  embrace  the  enemy.  You  want  to  nuke  them  from  afar.  Unlike  a mage  who  stays  in  the 
rear,  however,  the  ranged  DPS  warrior  can  enter  melee  with  his  better  armor,  weapons,  and 
Dual  Weapon  talents  at  higher  levels. 

Survey  the  battlefield  and  pick  your  targets  wisely.  Concentrate  fire  on  the  tank's  target  to  bring 
it  down  quicker,  or  look  for  injured  foes  that  you  can  drop  with  an  arrow  or  two.  If  you  see  an 
enemy  spellcaster  in  the  enemy's  rear,  make  it  your  priority.  You  don't  want  it  getting  off 
damaging  spells.  Same  goes  for  enemy  archers.  If  your  melee  companions  can't  reach  them, 
it's  your  job  to  stop  them  from  pelting  the  team  with  damage. 

On  offense,  your  rotation  goes  something  like  this:  Aim,  Pinning  Shot  (against  moving  targets). 
Critical  Shot  (against  near-dead  targets).  Arrow  of  Slaying.  On  defense,  go  Defensive  Fire, 
Crippling  Shot,  Suppressing  Fire,  and  Scattershot  (especially  against  enemy  spellcaster  or 
enemies  charging  at  you). 

As  a ranged  DPS  warrior,  you  have  much  of  the  offense  of  a DPS  mage,  yet  you  can  still  wear 
most  of  the  better  armor  and  use  high  quality  weapons.  Keep  on  the  go  to  avoid  enemy  melee 
encounters  and  let  your  arrows  serve  as  warnings  to  any  new  darkspawn  that  stumble  across 
the  field  of  arrow-strewn  corpses. 


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The  Mage 


You  are  channeler  and  healer,  death-dealer  and  life-giver,  the  spellpower  behind  the  party's 
muscle.  A mage  stays  in  the  rear,  choosing  targets  carefully  and  always  thinking  ahead  to  the 
next  damage  spell  or  heal.  A mage  can  conjure  fire,  encase  allies  in  impenetrable  force  fields, 
or  drain  the  very  life  from  a victim.  Tapping  into  any  of  the  four  magic  schools  (Primal,  Creation, 
Spirit,  Entropy),  the  DPS  mage  supplies  firepower,  especially  against  large  enemy  groups,  the 
healer  supports  benevolent  spells  that  can  turn  the  tide  in  a close  contest,  or  the  hybrid  mage 
balances  both  offense  and  defense  in  one  versatile  package. 

Though  the  mage  doesn't  have  the  same  kind  of  access  to  weapons  and  armor  as  a warrior  or 
rogue  (unless  the  mage  specializes  in  arcane  warrior),  consider  his  spell  arrays  his  artillery. 

The  Primal  school  gives  the  mage  the  power  of  the  elements:  fire,  earth,  cold,  electricity.  By 
the  third  spell  in  any  of  these  chains,  the  mage  can  cast  devastating  AoE  attacks  that  destroy 
large  enemy  groups.  In  the  Creation  school,  healing  and  buffs  take  precedent.  The  power  to 
regenerate  health,  mana,  and  stamina  fuels  your  party  to  greater  glory.  Your  last  two  schools. 
Spirit  and  Entropy,  grant  mind-bogglingly  cool  abilities  that  stretch  beyond  pure  damage  or 
healing.  With  nearly  70  spells  to  choose  from,  no  two  mages  need  be  the  same. 


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Mage  specializations  offer  the  greatest  possibilities  to  transform  your  class  into  something 
outside  the  normal  class  boundaries.  An  arcane  warrior  trades  magic  score  for  strength, 
ditches  staff  and  robe  for  weapons  and  armor  usually  restricted  to  warriors,  and  can  enter 
melee  as  a hand-to-hand  brawler.  A blood  mage  taps  into  the  life  force  flowing  in  most 
creatures'  veins,  and  uses  that  dark  magic  to  control  minds,  damage  enemies,  convert  blood  to 
mana,  and  heal  from  the  pain  of  others.  A shapeshifter  can  change  into  a combat-oriented 
spider,  bear,  and  insect  swarm,  or  master  them  all  for  potent  alternate  fighting  forms.  Finally,  a 
spirit  healer  is  the  ultimate  savior,  able  to  heal  the  entire  party  at  once,  cure  injuries,  and  even 
bring  the  dead  back  to  life. 

If  you  like  to  sling  spells  from  tactical  positions  and  play  around  with  the  fantastical,  the  mage 
class  is  for  you.  World-class  spells  are  at  your  fingertips,  and  you  will  rule  the  battlefield  from 
afar.  No  other  class  can  touch  you  when  it  comes  to  obliterating  hordes  of  monsters  at  once. 
Just  remember  that  if  those  monsters  get  up,  you'd  better  have  enough  mana  to  knock  them 
back  down. 


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Strengths  and  Weaknesses 


Think  of  the  mage  as  a cannoneer  or  a field  medic,  depending  on  your  play  style  and  spell 
spec.  If  you  lean  toward  a DPS  mage,  your  spells  can  do  tremendous  damage  to  single  targets 
(possibly  killing  them  with  a single  spell)  or  major  damage  to  a large  enemy  group.  You  can 
even  contribute  damage  over  time  to  opponents  with  such  spells  as  Fireball  and  Walking 
Bomb.  If  you  become  a healer,  your  spells  will  keep  you  and  your  allies  alive,  even  in  battles 
that  may  seem  lost  at  the  start.  Either  of  those  skills  sets  would  earn  you  a place  on  the  team, 
but  you  also  have  crowd  control  spells  (Grease,  Earthquake,  Cone  of  Cold,  etc.)  that  keep 
enemies  from  swarming  the  party,  and  party  buffs  (the  Heroic  chain,  Spellbloom,  etc.)  that  aid 
your  allies  with  additional  abilities. 

Advantages 

Stat  Bonuses  to  Magic,  Willpower,  and  Cunning 

Great  Ranged  and  AoE  Damage 

Healing 

Crowd  Control  Spells 
Party  Buffs 


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With  all  those  great  spells  a hand  gesture  away,  mages  pay  the  price  with  armor  and  weapons: 
they  can  use  only  robes,  cowls,  staves,  and  the  less  powerful  armor  and  weapons.  Mages 
aren't  built  for  hand-to-hand  melee,  unless  they  devote  several  spells  to  melee  offense/defense 
or  seek  out  the  arcane  warrior  specialization,  and  spellcasters  can't  go  toe-to-toe  with  foes  like 
warriors  and  rogues  can.  Even  worse,  mages'  damage  spells,  especially  AoE  spells  that  strike 
multiple  targets,  generate  significant  threat  and  will  pull  monsters  to  you.  You  need  a capable 
tank  to  regain  the  threat  or  you  will  find  yourself  bloodied  on  the  ground. 

Disadvantages 

Limited  Armor  and  Weapon  Choices 

Generally  Weak  in  Melee 

Damage  Spells  Can  Generate  Significant  Threat 

You  may  not  be  the  party  member  who  jumps  into  the  thick  of  melee,  but  you  can  be  the 
tactician  who  stands  in  the  back  and  surveys  the  whole  battlefield.  If  you  like  to  blow  up  lots  of 
things  at  once,  or,  on  the  flip  side,  choose  your  targets  wisely  to  pick  them  off  one  by  one,  the 
mage's  spells  have  you  covered.  You  will  have  the  firepower  to  bolster  your  party  from 
competent  fighters  to  veritable  forces  of  nature. 


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Attributes 


Spells  are  your  livelihood  as  a mage,  thus  your  magic  score  is  essential.  Magic  directly 
increases  your  character's  spellpower  score,  which  determines  the  potency  of  all  spells.  The 
prerequisite  for  the  various  schools  of  magic  begins  at  18  magic,  but  goes  as  high  as  36 
magic,  so  put  most  of  your  points  here  to  unlock  crucial  spells.  Magic  also  determines  how 
effective  potions,  poultices,  and  salves  are  for  characters;  your  mage  will  gain  bigger  benefits 
from  lyrium  potions  and  health  poultices  because  of  your  affinity  for  magic. 

Mage  Attribute  Bonuses 

+5  Magic 
+4  Willpower 
+1  Cunning 

Willpower  works  in  conjunction  with  magic.  The  more  points  you  throw  into  willpower,  the 
larger  your  mana  pool  and  the  more  spells  you  can  cast.  If  you  have  a party  member  with  good 
Herbalism,  you  may  be  able  to  stock  up  on  lyrium  potions  to  offset  a lower  willpower  score,  but 
you  definitely  need  to  spend  as  many  points  here  as  you  can  afford.  If  you  have  a good  tank 
who  holds  threat  well,  and  you  don't  get  hit  much  by  monsters  in  melee,  sink  all  your  extra 
points  into  growing  your  mana  pool. 

Tip:  Gear  bonuses  can  amplify  your  attribute's  strengths  or  offset  any  shortcomings.  A ring,  for 
example,  that  bulks  up  constitution  could  provide  some  extra  health  without  costing  any  of  your 
precious  attribute  points. 


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After  magic  and  willpower,  your  attributes  will  go  more  according  to  your  play  style.  In  general, 
you  may  want  to  add  a little  constitution.  Every  mage,  even  if  they  don't  plan  on  beating  mobs 
over  the  head  with  a staff,  needs  health  and  resilience.  The  more  you  have,  the  longer  you'll 
stay  in  a fight,  and  if  your  tank  fails  to  hold  a creature's  threat  and  it  comes  gunning  for  you, 
that  extra  constitution  and  health  bonus  will  make  a difference. 

Cunning  contributes  to  learning  skills,  and  it's  huge  if  you  take  Coercion  and  want  to  persuade 
NPCs.  If  you  don't  invest  in  Coercion,  then  feel  free  to  spend  these  points  in  constitution  and 
dexterity. 

Dexterity  has  limited  use  for  most  mages.  It  can  be  helpful  to  dodge  incoming  blows,  and  an 
arcane  warrior  mage  may  want  some  points  in  dexterity  for  accuracy  while  wielding  melee 
weapons.  If  you  do  spend  points,  spend  only  a few. 

Because  you  shouldn't  be  engaging  foes  physically,  strength  means  very  little.  There's  always 
something  better  to  spend  points  on,  so  leave  this  attribute  alone.  If  you're  worried  about 
combat  damage,  it's  probably  best  to  spend  the  points  on  constitution  instead. 

During  character  creation,  feel  free  to  choose  a race  based  on  overall  story  possibilities.  It's 
much  more  important  to  enjoy  the  origin  story  for  your  character  than  it  is  to  worry  about  a 
point  here  or  there  in  your  attributes.  However,  if  maximizing  your  mage  stats  appeals  to  you, 
choose  an  elf.  An  elven  mage  gives  you  a starting  17  magic  and  16  willpower.  A human  mage 
offers  one  fewer  point  in  magic  and  two  fewer  points  in  willpower.  Most  of  your  points  are 
socked  away  in  magic  and  willpower,  so  later  in  your  character's  evolution  you'll  need  to 
spread  out  the  points  to  other  attributes.  Dwarves  cannot  be  mages;  if  you  want  to  play  a 
dwarf,  you  won't  be  casting  spells. 

Mage  Starting  Attributes 


Attribute 

Human 

Elf 

Strength 

11 

10 

Dexterity 

11 

10 

Willpower 

14 

16 

Magic 

16 

17 

Cunning 

12 

11 

Constitution 

10 

10 

Once  you  choose  your  mage's  race,  you  begin  with  five  extra  points  to  add  to  your  attributes. 
That's  almost  two  "level  ups"  worth  of  attribute  growth,  so  spend  it  wisely.  Most  builds  require 
you  to  spend  all,  or  most,  of  your  points  in  magic  out  of  the  gate.  It's  important  to  unlock  spells 
early,  and  because  magic  is  the  main  prerequisite  for  spells,  you  must  reach  the  25-30  magic 
range  to  gain  the  better  spells.  If  you  don't  care  about  reaching  the  upper  echelon  spells  soon, 
then  think  about  a 3/2  split  between  magic  and  willpower,  or  a 2/2/1  split  among  magic, 
willpower,  and  constitution. 


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Skills 


Mages  are  natural  herbalists,  so  it's  fitting  that  you  begin  with  a skill  point  in  Herbalism  (and 
also  one  point  in  Combat  Tactics).  They  stockpile  magic  attribute  points  for  spell  effectiveness, 
and  items  produced  by  Herbalism  rely  on  magic  for  effectiveness.  It's  a perfect  union.  At  least 
one  party  member  must  be  skilled  in  Herbalism  per  party.  Otherwise,  you  lose  out  on  essential 
healing  and  mana  potions,  and  won't  have  the  same  staying  power  in  fights  as  a fully  stocked 
party.  Unless  one  of  your  companions  (say,  Wynne)  supports  Herbalism,  you  should  strongly 
consider  it  as  your  top  skill. 

Note:  Beyond  your  starting  skills,  you're  likely  to  obtain  7-9  skill  points  throughout  the  game. 
Pick  your  two  or  three  favorite  skills  and  stick  with  them.  If  you  spread  your  points  too  thin, 
you'll  end  up  doing  a bunch  of  things— but  not  well. 

Because  mages  gravitate  toward  magic.  Herbalism  ranks  high,  but  Coercion  is  usually  the  best 
skill  to  take.  As  with  any  other  class.  Coercion  grants  you  access  to  story  possibilities  that 
aren't  available  through  brute  force.  Spend  all  your  skill  points  here  first  if  you  don't  plan  on 
becoming  a herbalist. 

The  more  points  you  spend  in  Combat  Training,  the  more  damage  you  can  take  before  the 
damage  interrupts  your  spellcasting.  If  you're  a mage  who  expects  to  get  hit  often  in  combat,  or 
you  don't  want  to  blow  a key  spell  because  of  mob  interference,  then  stock  up  on  Combat 
Training.  Two  points  is  enough  to  withstand  disruption  from  all  but  the  most  damaging  attacks. 

Mage  Skill  Recommendations 

Assuming  you  spend  8 skill  points  by  career's  end,  here's  a good  spread  to  consider.  Note  that 
many  other  combinations  could  work  better  for  you,  so  experiment! 


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Herbalism  +4 
Coercion  +4 

Survival  can  be  a good  skill  to  have  because  the  more  you  advance  it,  the  better  chance  you 
have  to  detect  creatures  on  your  mini-map  before  they  surprise  you.  You  can  save  yourself 
from  more  than  a few  ambushes  with  this  skill.  Don't  forget  about  the  bonus  to  nature 
resistance  too. 

For  companion  mages,  who  you  might  not  always  control  directly,  consider  spending  skill 
points  in  Combat  Tactics.  The  more  tactic  slots  you  open,  the  more  you  can  shape  how  your 
companion  behaves  in  battle.  Inevitably,  even  if  you  plan  on  controlling  your  mage  during 
fights,  there  will  be  moments  when  you  don't  program  your  mage's  every  move  (or  something 
more  important  is  going  on)  and  tactics  come  into  play.  One  or  two  points  should  be  good,  or 
max  it  out  if  you  want  the  character  to  go  on  autopilot. 

None  of  the  other  skills  really  fit  the  mage  profile,  except  perhaps  Trap- Making.  At  first  it  seems 
solely  a rogue  skill,  but  if  your  mage  isn't  strong  in  ranged  damage  (a  healer,  for  example),  you 
may  want  Trap-Making  to  use  traps  to  lure  enemies  in.  Traps  deal  decent  damage  up  front 
while  you  cast  a spell  barrage  from  afar. 

Spells 


Mages  have  access  to  a vast  arsenal  of  spells,  many  more  than  you  could  attain  in  the  course 
of  the  game.  Rather  than  focusing  on  one  school,  pick  the  type  of  mage  you'd  like  to  be  (DPS, 
healer,  or  blend)  then  round  out  your  mage  with  a selection  of  spells  that  could  deal  with  an 
array  of  situations.  For  example,  you'll  want  a few  spells  for  AoE,  direct  attacks  on  single 


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targets,  buffs,  etc.  Notice  how  the  stronger  spells  are  at  the  end  of  individual  chains.  With  that 
in  mind,  develop  individual  chains  rather  than  focusing  on  an  entire  school. 

You  start  with  one  point  in  the  Mage  spell  school  and  two  more  points  to  spend  wherever  you 
like.  In  addition,  you  receive  one  point  for  every  level  you  gain,  and  you  gain  one  talent  bonus 
point  when  you  survive  the  Joining  and  a second  bonus  point  at  the  end  of  the  Landsmeet 
when  you  become  commander  of  your  army.  Working  with  this,  if  you  get  to  level  20  by  the  end 
of  the  game,  you'll  have  24  total  points  to  spend.  It  might  seem  like  a lot,  but  you  really  have  to 
plan  what  spell  chains  you  want,  because  you'll  cap  only  three  or  four  regular  chains  if  you 
decide  to  specialize. 

Note:  It's  possible  to  have  three  mages  in  the  game:  Wynne,  Morrigan,  and  you.  Develop  each 
differently  to  have  access  to  a wider  arsenal  of  magic. 

All  mages  need  to  familiarize  themselves  with  the  cooldown  component  of  each  spell.  The 
worst  situation  is  to  have  plenty  of  mana  and  no  available  spells  to  cast.  Branch  out  into 
different  spells  to  avoid  the  cooldown  problem.  Yes,  you  may  love  to  cast  Lightning  on  a target, 
but  you  need  a follow-up  damage  spell  or  two  to  use  while  Lightning  reloads.  You  also  want  to 
branch  out  into  different  chains  so  that  your  spell  rotation  cycles  through  separate  damage 
types.  For  example,  if  you  develop  the  Fire  chain  as  your  sole  damage  source  and  run  into 
rage  demons,  who  are  resistant  to  fire,  you  won't  do  too  well.  But  if  you  have  Winter's  Grasp  or 
Cone  of  Cold  in  your  arsenal,  you  can  contribute  massive  damage. 

Even  DPS  mages  should  carry  a Heal  spell.  It's  always  a luxury  to  have  a mage  who  can  serve 
the  same  function  as  a health  poultice,  only  on  a continuous  basis  with  sometimes  greater 
effect.  In  the  same  regard,  don't  under-value  your  defensive  spells.  Your  main  priority  may  be 
to  deal  damage  as  a DPS  mage,  but  at  some  point  you  will  need  to  protect  yourself.  Spells 
such  as  Arcane  Shield  and  Force  Field  minimize  damage  that  would  otherwise  kill  you  in  an 
encounter. 

Your  spells  draw  mana  from  your  pool.  Watch  how  much  mana  you're  using  in  a fight  and  cast 
accordingly.  If  you  run  short  without  ample  lyrium  potions  to  replenish,  you  could  cost  your 
party  a victory.  Gauge  what  you  have  to  do  to  help  the  team.  There's  no  sense  casting  a huge 
Chain  Lightning  spell  on  a group  of  enemies  that  go  down  with  one  or  two  swings,  just  as  you 
may  want  to  hold  back  on  that  Petrify  spell  if  the  tank  has  the  situation  under  control.  Save 
your  mana.  You  never  know  when  the  next  fight  will  start,  and  you'll  be  grateful  you  didn't 
waste  mana. 

Spell  Combos 

Earthquake  -i-  Grease  -i-  Fireball  -i-  Walking  Bomb  should  stymie  most  groups  before  they  can 
do  too  much  harm  to  your  party. 

A fire  spell  on  Grease  works  great  at  lower  levels  or  when  you  don't  have  all  kinds  of  time. 

Glyph  of  Paralysis  -i-  Glyph  of  Repulsion  causes  an  explosive  effect  that  paralyzes  those 
nearby. 


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Blizzard  + Inferno  + Tempest  becomes  Storm  of  the  Century  (spectacular  electrical  storm). 
Cast  Blizzard  on  a burning  Grease  slick  to  extinguish  it. 

Send  a tank  to  draw  all  kinds  of  threat  from  a mob  away  from  the  party.  Cast  Force  Field  on 
the  tank  for  immunity  from  all  damage  and  then  follow  with  Inferno  to  engulf  the  entire  area. 
The  enemies  burn  while  fighting  a tank  that  can't  die. 

Drain  Life  and  Mana  Drain  are  twice  as  effective  on  a target  with  a Vulnerability  Hex. 

Cast  Spell  Might  on  yourself  and  then  cast  Animate  Dead  on  a skeleton.  This  skeleton  is  much 
more  powerful  than  the  ordinary  skeletons  you  can  animate. 

Cast  Sleep  on  a target  and  then  cast  Horror  on  it.  This  inflicts  massive  spirit  damage  on  the 
target,  often  killing  many  lesser  foes  outright.  Those  who  survive  emerge  in  a state  of  fear. 

Immobilize  a target  with  Cone  of  Cold  or  Petrify.  When  the  target  is  in  that  vulnerable  state,  a 
critical  hit  from  any  weapon,  a hit  from  the  Stonefist  spell,  or  the  effects  of  the  Crushing  Prison 
spell  will  shatter  it.  (Bosses  and  lieutenants  are  highly  resistant  to  this.) 

Cast  a Death  Hex  on  a target  and  then  cast  a Death  Cloud  in  its  area.  If  the  target  is  touched 
by  the  Death  Cloud,  it  sustains  massive  spirit  damage. 

Caution:  Friendly  fire  is  very  possible.  Many  spells  have  an  area  of  effect  much  larger  than 
just  one  target.  The  higher  the  spell  in  the  chain,  the  more  damage  your  party  members  can 
take  if  they're  caught  in  the  affected  area,  so  be  careful. 


Mage  School 


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Arcane  Bolt  is  a basic  all-around  damage  spell  with  a long  range,  decent  damage,  and  minor 
cost.  Arcane  Shield  is  a sustained  ability  that  helps  divert  attacks  and  bolsters  your  mage's 
defense.  Staff  Focus  increases  the  power  of  your  basic  staff  attack,  and  Arcane  Mastery  grants 
a permanent  bonus  to  spellpower,  augmenting  all  your  spells.  Almost  any  mage  build  wants 
Arcane  Mastery  as  soon  as  it  becomes  available  at  level  10.  On  the  attack,  cast  your  powerful 
spells,  then  follow  them  up  with  Arcane  Bolt.  When  you're  being  swarmed,  use  your  Arcane 
Shield,  then  let  your  other  characters  take  the  threat  while  you  move  back  and  come  at  your 
enemies  with  another  wave  of  spells. 

Primal  School 


Your  main  offensive  spells  find  their  home  in  the  Primal  school.  Mostly  focused  on  activated 
abilities,  both  in  direct  attacks  and  AoE  attacks.  Primal  taps  fire,  earth,  cold,  and  electricity  for 
your  staple  damage  attacks.  The  first  spell  in  each  chain  gives  you  a decent  damage  spell 
(except  for  the  Earth  chain,  which  gives  you  Stonefist  second),  and  the  third  spell  grants  you  a 
powerful  AoE  blast.  Monsters  will  be  affected  differently  based  on  their  resistances  and 
vulnerabilities,  and  each  chain  has  its  own  special  effects:  fire  causes  damage  over  time;  earth 
gives  you  defense  and  one-shot  kill  with  Petrify;  cold  hampers  enemy  movement;  electricity 
forks  to  adjacent  targets. 


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Creation  School 


Your  primary  school  as  a healer,  Creation  focuses  on  restoring  health,  replenishing  mana, 
enhancing  the  party,  and  warding  an  area  with  glyphs.  The  healing  chain  is  the  most  important; 
you'll  want  Heal  right  out  of  the  gate  and  Regeneration  as  soon  as  you  can  reach  the  23  magic 
prerequisite.  The  Spell  Wisp  chain  can  work  for  any  mage  as  well:  Spell  Wisp  increases 
spellpower.  Grease  traps  enemies  in  a flammable  AoE,  Spellbloom  regenerates  mana,  and 
Stinging  Swarm  is  like  an  AoE  damage  spell  as  it  bounces  from  target  to  target,  except  it 
doesn't  create  tons  of  threat  focused  on  a single  creature  each  time.  The  Heroic  chain  is  for 
mages  who  want  to  buff  the  party,  sacrificing  offense  for  utility.  The  Glyph  chain  gives  the  mage 
some  crowd  control  with  paralysis,  warding,  repulsion,  and  neutralization  effects. 


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Spirit  Schooi 


Two  of  the  chains  can  be  unexpected  powerhouses  if  used  well.  The  Walking  Bomb  chain 
poisons  a single  target,  or  explodes  a host  of  similar  monsters  with  Virulent  Walking  Bomb, 
plus  the  chain  provides  mana  regeneration  and  additional  melee  support  through  Animate 
Dead.  The  Mind  Blast  chain  splits  between  great  defensive  and  great  offensive  abilities.  Mind 
Blast  stuns  all  nearby  enemies  (great  for  when  the  mage  gets  swarmed).  Force  Field  nullifies 
all  damage  to  a target  for  a short  time  (the  ultimate  threat  negation).  Telekinetic  Weapons 
beefs  up  armor  penetration  for  your  whole  squad,  and  Crushing  Prison  completely  shuts  down 
a target,  rooting  the  enemy  in  place  and  causing  enough  damage  to  kill  weaker  targets.  The 
Spell  Shield  chain  is  a must  for  defensive  mages,  especially  Dispel  Magic  to  remove 
devastating  hexes  and  Anti-Magic  Ward  to  cancel  enemy  spellcasting  on  one  of  your  allies. 
Finally,  the  Mana  chain  centers  around  disrupting  enemy  spellcasters'  mana,  and  replenishing 
your  own  in  the  process.  If  your  party  doesn't  have  a templar,  think  about  spending  a few 
points  in  this  chain's  abilities. 


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Entropy  School 


The  Entropy  chains  slide  into  the  dark  side  of  magic.  The  Drain/Death  chain  may  be  the  most 
useful;  the  first  two  abilities  net  you  health,  while  Curse  of  Mortality  is  lethal  against  healing 
mobs  and  Death  Cloud  is  lethal  to  everything.  The  Weakness  chain  strips  offense,  defense, 
and  movement  from  enemies,  or  it  outright  paralyzes  them.  The  upgrades  (Miasma  and  Mass 
Paralysis)  do  it  even  better,  affecting  whole  groups.  The  Fear  chain  begins  with  Disorient, 
which  inflicts  combat  penalties,  works  toward  Horror,  which  causes  the  targets  to  cower  in  fear, 
and  then  knocks  out  enemies  with  Sleep.  Combo  Sleep  with  Waking  Nightmare  and  hostile 
targets  become  randomly  stunned,  attack  other  enemies,  or  become  the  caster's  ally  for  the 
duration  of  the  spell.  The  last  chain  of  hexes  grants  four  different  effects:  vulnerability  to 
resistances,  AoE  resistance  penalties,  inaccuracy,  and  bad  luck  (all  normal  hits  become  critical 
strikes). 


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Chain 

Name 

Prerequisite 

Description 

Cost 

(mana 

/stamina) 

Upkeep 

(mana 

/stamina) 

Fatigue  (% 
mana/stamina) 

Ranged 

Cooldown 

(sec.) 

Area  of 
Effect 
Radius 
(ft.) 

Mage  School 

Chain 

1 

Arcane  Bolt 

None 

The  caster  fires  a 
sphere  of  magical 
energy  at  an  enemy, 
dealing  moderate 
spirit  damage. 

15 

0 

0 

Yes 

6 

0 

Arcane  Shield 

Level  3 

The  caster  generates 
protective  sheath 
that  helps  divert 
incoming  attacks, 
gaining  a bonus  to 
defense  while  this 
mode  is  active. 

0 

30 

5 

No 

10 

0 

Staff  Focus 

Level  7 

The  character  has 
specialized  in  direct 
attacks  using  a mage 
staff,  gaining  a 
permanent  bonus  to 
damage  from  basic 
attacks. 

0 

0 

0 

No 

0 

0 

Arcane 

Mastery 

Level  10 

The  mage  has 
gained  a keen 
familiarity  with  the 
arcane  arts,  granting 
a permanent  bonus 
to  spellpower. 

0 

0 

0 

No 

0 

0 

Primal  School 

Chain 

1 

Flame  Blast 

None 

The  caster's  hands 
erupt  with  a cone  of 
flame,  inflicting  fire 
damage  on  all 
targets  in  the  area  for 
a short  time.  Friendly 
fire  possible. 

20 

0 

0 

Yes 

10 

35 

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Flaming 

Weapons 

Magic  18 

While  this  spell  is 
active,  the  caster 
enchants  the  party's 
melee  weapons  with 
flame  so  that  they 
deal  additional  fire 
damage  with  each 
successful  attack. 

0 

50 

5 

Yes 

10 

0 

Fireball 

Magic  27 

The  caster's  hands 
erupt  with  an 
explosive  ball  of 
flame,  inflicting 
lingering  fire  damage 
on  all  targets  in  the 
area  as  well  as 
knocking  them  off 
their  feet  unless  they 
pass  a physical 
resistance  check. 
Friendly  fire  possible. 

40 

0 

0 

Yes 

10 

7 

Inferno 

Magic  34 

The  caster  summons 
a huge  column  of 
swirling  flame.  All 
targets  in  the  area 
take  constant  fire 
damage  as  they 
burn.  Friendly  fire 
possible. 

70 

0 

0 

Yes 

60 

10 

Chain 

2 

Lightning 

Magic  18 

The  caster  fires  a 
bolt  of  lightning  at  a 
target,  dealing 
electricity  damage. 
Friendly  fire  possible. 

20 

0 

0 

Yes 

10 

0 

Shock 

None 

The  caster's  hands 
erupt  with  a cone  of 
lightning,  damaging 
all  targets  in  the 
area.  Friendly  fire 
possible. 

40 

0 

0 

Yes 

15 

35 

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Tempest 

Magic  28 

The  caster 
unleashes  a fierce 
lightning  storm  that 
deals  constant 
electricity  damage  to 
anyone  in  the 
targeted  area. 
Friendly  fire  possible. 

50 

0 

0 

Yes 

40 

10 

Chain 

Lightning 

Magic  33 

The  caster's  hands 
erupt  with  a bolt  of 
lightning  that  inflicts 
electricity  damage  on 
a target,  then  forks, 
sending  smaller  bolts 
jumping  to  those 
nearby,  which  fork 
again.  Each  fork 
does  less  damage 
than  the  previous. 
Friendly  fire  possible. 

60 

0 

0 

Yes 

60 

0 

Chain 

3 

Rock  Armor 

None 

The  caster's  skin 
becomes  as  hard  as 
stone,  granting  a 
bonus  to  armor  for  as 
long  as  this  mode  is 
active. 

0 

40 

5 

No 

10 

0 

Stonefist 

Magic  18 

The  caster  hurls  a 
stone  projectile  that 
knocks  down  the 
target  and  inflicts 
nature  damage, 
possibly  shattering 
those  that  have  been 
petrified  or  frozen 
solid.  Friendly  fire 
possible. 

30 

0 

0 

Yes 

15 

0 

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Earthquake 

Magic  25 

The  caster  disrupts 
the  earth,  causing  a 
violent  quake  that 
knocks  everyone  in 
the  targeted  area  to 
the  ground  unless 
they  pass  a physical 
resistance  check 
every  few  seconds. 
Friendly  fire  possible. 

40 

0 

0 

Yes 

40 

10 

Petrify 

Magic  30 

The  caster  draws 
from  knowledge  of 
the  elements  to  turn 
the  target  into  stone 
unless  it  passes  a 
physical  resistance 
check.  While 
petrified,  the  target  is 
immobile  and 
vulnerable  to 
shattering  from  a 
critical  hit.  Creatures 
already  made  of 
stone  are  immune. 

40 

0 

0 

Yes 

40 

0 

Chain 

4 

Winter's 

Grasp 

None 

The  caster  envelops 
the  target  in  frost, 
freezing  lower-level 
targets  solid.  Those 
that  resist  suffer  a 
penalty  to  movement 
speed. 

20 

0 

0 

Yes 

8 

0 

Frost 

Weapons 

Magic  18 

While  this  mode  is 
active,  the  caster 
enchants  the  party's 
weapons  with  frost 
so  that  they  deal 
additional  cold 
damage  with  each 
melee  attack. 

0 

50 

5 

Yes 

10 

0 

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Cone  of  Cold 

Magic  25 

The  caster's  hands 
erupt  with  a cone  of 
frost,  freezing  targets 
solid  unless  they 
pass  a physical 
resistance  check, 
and  slowing  their 
movement  otherwise. 
Targets  frozen  solid 
by  Cone  of  Cold  can 
be  shattered  with  a 
critical  hit.  Friendly 
fire  possible. 

40 

0 

0 

Yes 

10 

35 

Blizzard 

Magic  34 

An  ice  storm  deals 
continuous  cold 
damage  to  everyone 
in  the  targeted  area 
and  slows  their 
movement  speed 
while  granting 
bonuses  to  defense 
and  fire  resistance. 
Targets  can  fall  or  be 
frozen  solid  unless 
they  pass  a physical 
resistance  check. 
Friendly  fire  possible. 

70 

0 

0 

Yes 

60 

10 

Creation  School 


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Chain 

1 

Glyph  of 
Paralysis 

None 

The  caster  inscribes 
a glyph  on  the 
ground  that 
paralyzes  the  first 
enemy  who  crosses 
its  bounds,  unless 
the  opponent  passes 
a physical  resistance 
check.  A single 
caster  can  maintain  a 
limited  number  of 
Glyphs  of  Paralysis 
at  once. 

25 

0 

0 

Yes 

40 

2.5 

Glyph  of 
Warding 

Magic  18 

The  caster  inscribes 
a glyph  on  the 
ground  that  bestows 
nearby  allies  with 
bonuses  to  defense 
and  mental 
resistance  as  well  as 
a bonus  against 
missile  attacks. 

40 

0 

0 

Yes 

30 

2.5 

Glyph  of 
Repulsion 

Magic  25 

The  caster  inscribes 
a glyph  on  the 
ground  that  knocks 
back  enemies  unless 
they  pass  a physical 
resistance  check. 

35 

0 

0 

Yes 

30 

2.5 

Glyph  of 
Neutralization 

Magic  33 

The  caster  inscribes 
a glyph  on  the 
ground  that 
neutralizes  all  magic, 
dispels  all  effects, 
drains  all  mana,  and 
prevents  spellcasting 
or  mana 

regeneration  within 
its  bounds. 

60 

0 

0 

Yes 

60 

2.5 

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Chain 

2 

Heal 

None 

The  caster  causes 
flesh  to  knit 
miraculously, 
instantly  healing  an 
ally  by  a moderate 
amount. 

20 

0 

0 

Yes 

5 

0 

Rejuvenate 

Magic  18 

The  caster  channels 
regenerative  energy 
to  the  selected  ally, 
granting  them  a short 
term  boost  to  mana 
or  stamina 
regeneration. 

25 

0 

0 

Yes 

45 

0 

Regeneration 

Magic  23 

The  caster  infuses 
an  ally  with  beneficial 
energy,  greatly 
accelerating  health 
regeneration  for  a 
short  time. 

25 

0 

0 

Yes 

5 

0 

Mass 

Rejuvenation 

Magic  28 

The  caster  channels 
a stream  of 
rejuvenating  energy 
to  all  members  of  the 
party,  significantly 
increasing  mana  and 
stamina  regeneration 
for  a short  duration. 

45 

0 

0 

No 

90 

0 

Chain 

3 

Heroic 

Offense 

None 

The  caster  enhances 
an  ally's  aptitude  in 
battle,  granting  a 
bonus  to  attack. 

20 

0 

0 

Yes 

5 

0 

Heroic  Aura 

Magic  15 

The  caster  sheathes 
an  ally  in  an  aura 
that  completely 
shrugs  off  most 
missile  attacks  for  a 
moderate  duration. 

30 

0 

0 

Yes 

5 

0 

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Heroic 

Defense 

Magic  20 

The  caster  shields  an 
ally  with  magic, 
granting  bonuses  to 
defense,  cold 
resistance,  electricity 
resistance,  fire 
resistance,  nature 
resistance,  and  spirit 
resistance,  although 
at  a penalty  to 
fatigue,  meaning  that 
the  ally's  talents  or 
spells  will  cost  more 
to  activate. 

40 

0 

0 

Yes 

10 

0 

Haste 

Magic  30 

While  this  mode  is 
active,  the  caster 
imbues  the  party  with 
speed,  allowing  them 
to  move  and  attack 
significantly  faster, 
although  the  spell 
also  imposes  a small 
penalty  to  attack  and 
drains  mana  rapidly 
while  in  combat. 

0 

60 

10 

Yes 

30 

0 

Chain 

4 

Spell  Wisp 

None 

The  caster  summons 
a wisp  that  grants  a 
small  bonus  to 
spellpower  for  as 
long  as  this  mode  is 
active. 

0 

30 

5 

No 

5 

0 

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Grease 

Magic  20 

The  caster  summons 
a grease  slick  that 
slows  anyone  who 
walks  on  it,  as  well 
as  causing  them  to 
slip  unless  they  pass 
a physical  resistance 
check.  If  the  grease 
is  set  on  fire,  it  burns 
intensely  for  a time. 
Friendly  fire  possible. 

25 

0 

0 

Yes 

20 

7.5 

Spellbloom 

Magic  23 

The  caster  creates 
an  energizing  bloom 
of  magic  that  grants 
anyone  nearby, 
friend  or  foe,  a bonus 
to  mana 
regeneration. 

25 

0 

0 

Yes 

30 

10 

Stinging 

Swarm 

Magic  33 

A swarm  of  biting 
insects  descend  on 
the  target,  dealing  a 
large  amount  of 
damage  over  a short 
time.  If  the  targeted 
creature  dies  before 
the  swarm 
dissipates,  the 
insects  will  jump  to 
another  nearby 
enemy. 

50 

0 

0 

Yes 

30 

0 

Spirit  Schooi 

Chain 

1 

Mana  Drain 

None 

The  caster  creates  a 
parasitic  bond  with  a 
spellcasting  target, 
absorbing  a small 
amount  of  mana  from 
it. 

0 

0 

0 

Yes 

10 

0 

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Mana 

Cleanse 

Magic  18 

The  caster  sacrifices 
personal  mana  to 
nullify  the  mana  of 
enemies  in  the  area. 

40 

0 

0 

Yes 

20 

10 

Spell  Might 

Magic  25 

While  in  this  mode, 
the  caster  overflows 
with  magical  energy, 
making  spells  more 
powerful,  but 
expending  mana 
rapidly  and  suffering 
a penalty  to  mana 
regeneration. 

0 

60 

5 

No 

10 

0 

Mana  Clash 

Magic  33 

The  caster  expels  a 
large  amount  of 
mana  in  direct 
opposition  to  enemy 
spellcasters,  who  are 
completely  drained  of 
mana  and  suffer 
spirit  damage 
proportional  to  the 
amount  of  mana  they 
lost. 

50 

0 

0 

Yes 

40 

10 

Chain 

2 

Mind  Blast 

None 

The  caster  projects  a 
wave  of  telekinetic 
force  that  stuns 
enemies  caught  in 
the  sphere. 

20 

0 

0 

No 

30 

5 

Force  Field 

Magic  18 

The  caster  erects  a 
telekinetic  barrier 
around  a target,  who 
becomes  completely 
immune  to  damage 
for  the  duration  of  the 
spell  but  cannot 
move.  Friendly  fire 
possible. 

40 

0 

0 

Yes 

30 

0 

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Telekinetic 

Weapons 

Magic  23 

While  this  mode  is 
active,  the  caster 
enchants  the  party's 
melee  weapons  with 
telekinetic  energy 
that  increases  armor 
penetration.  The 
bonus  to  armor 
penetration  is  based 
on  the  caster's 
spellpower  and 
provides  greater 
damage  against 
heavily  armored 
foes. 

0 

50 

5 

Yes 

5 

0 

Crushing 

Prison 

Magic  30 

The  caster  encloses 
a target  in  a 
collapsing  cage  of 
telekinetic  force, 
inflicting  spirit 
damage  for  the 
duration  and  possibly 
shattering  those  that 
have  been  petrified 
or  frozen  solid. 

60 

0 

0 

Yes 

60 

0 

Chain 

3 

Spell  Shield 

None 

While  this  ability  is 
active,  any  hostile 
spell  targeted  at  the 
caster  has  a 75% 
chance  of  being 
absorbed  into  the 
Fade,  draining  mana 
instead.  Once  all 
mana  has  been 
depleted,  the  shield 
collapses. 

0 

45 

5 

No 

10 

0 

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Dispel  Magic 

Magic  18 

The  caster  removes 
all  dispellable  effects 
from  the  target. 
Friendly  fire  possible. 

25 

0 

0 

Yes 

2 

0 

Anti-Magic 

Ward 

Magic  25 

The  caster  wards  an 
ally  against  all  spells 
and  spell  effects, 
beneficial  or  hostile, 
for  a short  time. 

40 

0 

0 

Yes 

30 

0 

Anti-Magic 

Burst 

Magic  33 

This  burst  of  energy 
eliminates  all 
dispellable  magical 
effects  in  the  area. 
Friendly  fire  possible. 

40 

0 

0 

Yes 

30 

7 

Chain 

4 

Walking 

Bomb 

None 

The  caster  magically 
injects  a target  with 
corrosive  poison  that 
inflicts  continual 
nature  damage.  If  the 
target  dies  while  the 
effect  is  still  active,  it 
explodes,  damaging 
all  targets  nearby. 
Although  this  spell  is 
related  to  Virulent 
Walking  Bomb,  the 
magic  behind  the  two 
does  not  interact;  a 
target  cannot  be 
infected  with  both. 
Friendly  fire  possible. 

30 

0 

0 

Yes 

20 

0 

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Death 

Syphon 

Magic  20 

While  this  mode  is 
active,  the  caster 
draws  in  nearby 
entropic  energy, 
draining  residual 
power  from  any  dead 
enemy  nearby  to 
restore  the  caster's 
mana. 

0 

45 

5 

No 

10 

5 

Virulent 

Walking 

Bomb 

Magic  25 

The  caster  magically 
injects  a target  with 
corrosive  poison  that 
inflicts  continual 
nature  damage.  If  the 
target  dies  while  the 
effect  is  still  active,  it 
explodes,  damaging 
nearby  targets  and 
possibly  infecting 
them  in  turn. 

Although  this  spell  is 
related  to  Walking 
Bomb,  the  magic 
behind  the  two  does 
not  interact;  a target 
cannot  be  infected 
with  both.  Friendly 
fire  possible. 

40 

0 

0 

Yes 

40 

0 

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Animate 

Dead 

Magic  33 

The  caster  summons 
a skeleton  minion 
from  the  corpse  of  a 
fallen  enemy  to  fight 
alongside  the  party 
for  a short  time, 
although,  as  a 
puppet  of  the  caster, 
it  will  not  use  any 
talents  or  spells 
without  specific 
instruction. 

0 

80 

10 

No 

60 

0 

Entropy  School 

Chain 

1 

Disorient 

None 

The  caster  engages 
in  subtle  mental 
manipulation  that 
disorients  the  target 
for  a short  time, 
making  the  target  a 
less  effective 
combatant  by 
inflicting  penalties  to 
attack  and  defense. 

20 

0 

0 

Yes 

10 

0 

Horror 

Magic  18 

The  caster  forces  a 
target  to  cower  in 
fear,  unable  to  move, 
unless  it  passes  a 
mental  resistance 
check.  Targets 
already  asleep  when 
the  spell  is  cast 
cannot  resist  its 
effect  and  take 
massive  spirit 
damage. 

40 

0 

0 

Yes 

20 

0 

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Sleep 

Magic  30 

All  hostile  targets  in 
the  targeted  area  fall 
asleep  unless  they 
pass  a mental 
resistance  check, 
although  they  wake 
when  hit.  Sleeping 
enemies  cannot 
resist  the  Horror 
spell,  which  will  inflict 
additional  damage. 

35 

0 

0 

Yes 

50 

10 

Waking 

Nightmare 

Magic  32 

Hostile  targets  are 
trapped  in  a waking 
nightmare  unless 
they  pass  a mental 
resistance  check. 
They  are  randomly 
stunned,  attack  other 
enemies,  or  become 
the  caster's  ally  for 
the  duration  of  the 
effect.  Enemies  that 
are  already  asleep 
cannot  resist. 

40 

0 

0 

Yes 

40 

5 

Chain 

2 

Drain  Life 

None 

The  caster  creates  a 
sinister  bond  with  the 
target,  draining  its  life 
energy  in  order  to 
heal  the  caster. 

20 

0 

0 

Yes 

10 

0 

Death  Magic 

Magic  20 

While  active,  the 
caster  draws  in 
nearby  entropic 
energy,  draining 
residual  life-force 
from  any  dead 
enemy  nearby  to 
heal  the  caster. 

0 

45 

5 

No 

10 

5 

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Curse  of 
Mortality 

Magic  25 

The  caster  curses  a 
target  with  the 
inevitability  of  true 
death.  While  cursed, 
the  target  cannot 
heal  or  regenerate 
health  and  takes 
continuous  spirit 
damage. 

40 

0 

0 

Yes 

60 

0 

Death  Cloud 

Magic  34 

The  caster  summons 
a cloud  of  leeching 
entropic  energy  that 
deals  continuous 
spirit  damage  to  all 
who  enter.  Friendly 
fire  possible. 

50 

0 

0 

Yes 

60 

10 

Chain 

3 

Vulnerability 

Hex 

None 

The  target  suffers  a 
hex  that  inflicts 
penalties  to  cold 
resistance,  electricity 
resistance,  fire 
resistance,  nature 
resistance,  and  spirit 
resistance. 

20 

0 

0 

Yes 

20 

0 

Affliction  Hex 

Magic  20 

A contagious  hex 
inflicts  penalties  to 
cold  resistance, 
electricity  resistance, 
fire  resistance, 
nature  resistance, 
and  spirit  resistance 
on  the  target  and  all 
other  enemies 
nearby. 

40 

0 

0 

Yes 

20 

10 

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Misdirection 

Hex 

Magic  28 

The  target  suffers  a 
frustrating  hex  of 
inaccuracy.  All  hits 
become  misses, 
while  critical  hits 
become  normal  hits. 

45 

0 

0 

Yes 

40 

0 

Death  Hex 

Magic  36 

The  target  suffers  a 
hex  of  lethal  bad 
luck.  Every  normal 
hit  it  suffers  becomes 
a critical  hit. 

60 

0 

0 

Yes 

60 

0 

Chain 

4 

Weakness 

None 

The  caster  drains  a 
target  of  energy, 
inflicting  penalties  to 
attack  and  defense, 
as  well  as  reducing 
its  movement  speed 
unless  it  passes  a 
physical  resistance 
check. 

20 

0 

0 

Yes 

10 

0 

Paralyze 

Magic  18 

The  caster  saps  a 
target's  energy, 
paralyzing  it  for  a 
time  unless  it  passes 
a physical  resistance 
check,  in  which  case 
its  movement  speed 
is  reduced  instead. 

35 

0 

0 

Yes 

30 

0 

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Miasma 

Magic  25 

While  this  mode  is 
active,  the  caster 
radiates  an  aura  of 
weakness,  hindering 
nearby  enemies  with 
penalties  to  attack 
and  defense.  Unless 
the  opponents  pass 
a physical  resistance 
check,  they  also 
suffer  a penalty  to 
movement  speed. 

0 

60 

5 

No 

30 

0 

Mass 

Paralysis 

Magic  35 

All  hostile  targets  in 
the  area  are 
paralyzed  for  a short 
time  unless  they 
pass  a physical 
resistance  check,  in 
which  case  their 
movement  speed  is 
reduced  instead. 

70 

0 

0 

Yes 

50 

8 

Power  of  Blood  Schoo 

(downloadable  content  only) 

Chain 

1 

Dark 

Sustenance 

None 

A self-inflicted  wound 
lets  the  mage  draw 
from  the  power  of 
tainted  blood,  rapidly 
regenerating  a 
significant  amount  of 
mana  but  taking  a 
small  hit  to  health. 

40* 

0 

0 

No 

60 

0 

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Bloody  Grasp 


None 


The  mage's  own 

15 

tainted  blood 

becomes  a weapon, 

sapping  the  caster's 

health  slightly  but 

inflicting  spirit 

damage  on  the 

target.  Darkspawn 

targets  suffer 

additional  damage 

for  a short  period. 

0 


Yes 


10 


0 


Specializations 


Each  class  has  two  specializations  (out  of  four)  that  they  can  learn  during  the  game.  Your  first 
specialization  can  be  learned  at  level  7;  your  second  at  level  14.  Most  companions  can  teach  a 
specialization,  though  your  approval  rating  must  be  high  enough  for  the  companion  to  want  to 
teach  you.  Morrigan,  for  example,  can  teach  the  mage's  shapeshift  specialization. 
Specializations  are  difficult  to  achieve,  but  very  rewarding  if  you  gain  one.  As  long  as  the 
specific  abilities  fit  with  your  play  style  and  character  breakdown,  a specialization  is  generally 
worth  spending  points  in  over  regular  spells. 

You  should  definitely  experiment  with  specializations.  A pure  healer  could,  for  example, 
specialize  in  shapeshifter  to  add  some  offense  to  the  mix  and  some  defense  if  they  generate 
too  much  threat.  Here  are  some  suggested  play  style  fits  for  the  four  specializations: 


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Arcane  Warrior 

Primary:  Melee/ranged  mage  (standard  ranged  spells  with  arcane  warrior  abilities  for  melee 
component) 

Secondary:  Mana  powerhouse  (use  Fade  Shroud  to  regenerate  mana  faster)  or  tanking 
capability 

Blood  Mage 

Primary:  Enemy  control  (use  Blood  Control  to  possess  enemies  to  fight  for  you) 

Secondary:  Health  resilient  (use  Blood  Sacrifice  to  heal  self  along  with  standard  healing 
spells) 

Shapeshifter 

Primary:  DPS  mage  (shapeshifter  melee  attacks  complement  ranged  spells) 

Secondary:  Health  resilient  (use  Flying  Swarm  to  avoid  health  damage) 

Spirit  Healer 

Primary:  Main  party  healer  (Group  Heal  essential  for  party  survival) 

Secondary:  Savior  (return  dead  comrades  to  life  with  Revival) 

Mage  Specializations 


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Specializatio 

n 

Talent 

Name 

Prerequisit 
e Level 

Description 

Cost 

(mana 

/ 

stamina) 

Upkeep 

(mana 

/ 

stamina) 

Fatigue  (% 
mana/ 
stamina) 

Range 

d 

Cooldow 

n 

(sec.) 

Area 

of 

Effect 
Radiu 
s (ft.) 

Learned  From:  The  Presence  in  Brecilian  Ruins  (' 

Nature  of  the  Beast"  q 

uest  line) 

Arcane 

Warrior 

Combat 

Magic 

7 

While  this  mode  is 
active,  the  arcane 
warrior  channels 
magic  inward, 
trading  increased 
fatigue  for  an  attack 
bonus  and  the 
ability  to  use 
spellpower  to 
determine  combat 
damage.  Aura  of 
Might  and  Fade 
Shroud  improve  the 
effects.  Additionally, 
regardless  of 
whether  the  mode 
is  active,  an  arcane 
warrior  who  has 
learned  this  spell 
may  use  the  magic 
attribute  to  satisfy 
the  strength 
requirement  to 
equip  higher-level 
weapons  or  armor. 

0 

50 

50 

No 

10 

0 

Aura  of 
Might 

12 

The  arcane 
warrior's  prowess 
with  Combat  Magic 
grows,  granting 
additional  bonuses 
to  attack,  defense, 
and  damage  while 
in  that  mode. 

0 

0 

0 

No 

0 

0 

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Shimmering 

Shield 

14 

The  arcane  warrior 
is  surrounded  by  a 
shimmering  shield 
of  energy  that 
blocks  most 
damage  and  grants 
large  bonuses  to 
armor  and  all 
resistances.  When 
active,  however,  the 
Shimmering  Shield 
consumes  mana 
rapidly. 

0 

40 

5 

No 

30 

0 

Fade 

Shroud 

16 

The  arcane  warrior 
now  only  partly 
exists  in  the 
physical  realm  while 
Combat  Magic  is 
active.  Spanning 
the  gap  between 
the  real  world  and 
the  Fade  grants  a 
bonus  to  mana 
regeneration  and  a 
chance  to  avoid 
attacks. 

0 

0 

0 

No 

0 

0 

Learned  From:  Desire  Demon  in  Fade  ("Ar 

of  Redcliffe"  quest  line) 

Blood  Mage 

Blood 

Magic 

7 

For  as  long  as  this 
mode  is  active,  the 
blood  mage 
sacrifices  health  to 
power  spells 
instead  of 
expending  mana, 
but  effects  that  heal 
the  blood  mage  are 
much  less  effective 
than  normal. 

0 

0 

5 

No 

10 

0 

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Blood 

Sacrifice 

12 

The  blood  mage 
sucks  the  life-force 
from  an  ally,  healing 
the  caster  but 
potentially  killing  the 
ally.  This  healing  is 
not  affected  by  the 
healing  penalty  of 
Blood  Magic. 

0 

0 

0 

Yes 

15 

0 

Blood 

Wound 

14 

The  blood  of  all 
hostile  targets  in  the 
area  boils  within 
their  veins,  inflicting 
severe  damage. 
Targets  stand 
twitching,  unable  to 
move  unless  they 
pass  a physical 
resistance  check. 
Creatures  without 
blood  are  immune. 

40 

0 

0 

Yes 

20 

10 

Blood 

Control 

16 

The  blood  mage 
forcibly  controls  the 
target's  blood, 
making  the  target 
an  ally  of  the  caster 
unless  it  passes  a 
mental  resistance 
check.  If  the  target 
resists,  it  instead 
takes  great  damage 
from  the 

manipulation  of  its 
blood.  Creatures 
without  blood  are 
immune. 

40 

0 

0 

Yes 

40 

0 

Learned  From:  Morripan  (Companion),  Varathorn  (Dalish  Camp 

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Shapeshifter 


Spider 

Shape 


7 


The  shapeshifter 
can  transform  into  a 
giant  spider,  gaining 
a large  bonus  to 
nature  resistance 
as  well  as  the 
spider's  Web  and 
Poison  Spit  abilities. 
The  caster's 
spellpower 
determines  how 
powerful  the  form 
is.  With  Master 
Shapeshifter,  the 
mage  becomes  a 
corrupted  spider, 
growing  still 
stronger  and 
gaining  the 
Overwhelm  ability. 


0 


50 


5 


No 


90  0 


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Bear  Shape 


The  shapeshifter 
can  transform  into  a 
bear,  gaining  large 
bonuses  to  nature 
resistance  and 
armor  as  well  as  the 
bear's  Slam  and 
Rage  abilities.  The 
caster's  spellpower 
further  enhances 
this  bear's  statistics 
and  abilities.  With 
Master 

Shapeshifter,  this 
form  transforms  the 
caster  into  a 
powerful  bereskarn 
and  gains  the 
Overwhelm  ability. 


60 


No 


90 


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Flying 

Swarm 


10 


The  shapeshifter's 
body  explodes  into 
a swarm  of  stinging 
insects  that  inflict 
nature  damage  on 
nearby  foes,  with 
the  damage 
increasing  based  on 
the  caster's 
spellpower  and 
proximity.  While  in 
this  form,  the  caster 
gains  Divide  the 
Storm,  and  any 
damage  the 
shapeshifter  suffers 
is  drawn  from  mana 
instead  of  health, 
but  the  caster 
regenerates  no 
mana.  The  swirling 
cloud  of  insects  is 
immune  to  normal 
missiles  and  has  a 
very  good  chance 
of  evading  physical 
attacks  but  is 
extremely 
vulnerable  to  fire. 
With  Master 
Shapeshifter,  the 
character  gains 
health  whenever 
the  swarm  inflicts 
damage. 


0 


30 


5 


No 


60  0 


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Master 

Shapeshifte 

r 

12 

Mastery  of  the 
shifter's  ways  alters 
the  forms  of  Bear 
Shape  and  Spider 
Shape,  allowing  the 
caster  to  become  a 
bereskarn  and  a 
corrupted  spider, 
both  considerably 
more  powerful  than 
their  base  forms.  In 
those  forms,  the 
shapeshifter  also 
gains  Overwhelm. 
Additionally,  the 
Flying  Swarm 
shape  drains  health 
from  foes  whenever 
the  main  swarm 
inflicts  damage. 

0 

0 

0 

No 

0 

0 

Learned  From:  Wynne  (Companion),  Wonders  of  Thedas  (Denerim,  after  Landsmeet  starts) 

Spirit  Healer 

Group  Heal 

7 

The  caster  bathes 
allies  in  benevolent 
energy,  instantly 
healing  them  by  a 
moderate  amount. 

40 

0 

0 

Yes 

20 

0 

Revival 

8 

The  caster  revives 
fallen  party 
members  in  an 
area,  raising  them 
from 

unconsciousness 
and  restoring  some 
health. 

60 

0 

0 

Yes 

120 

2 

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Lifeward 

12 

The  caster  places  a 
protective  ward  on 
an  ally  that 
automatically 
restores  health 
when  the  ally  falls 
close  to  death. 

55 

0 

0 

Yes 

30 

0 

Cleansing 

Aura 

14 

While  this  mode  is 
active,  waves  of 
healing  and 
cleansing  energy 
emanate  from  the 
caster,  restoring 
health  to  all  nearby 
allies  every  few 
seconds  and  curing 
the  injuries  of  allies 
very  close  to  the 
caster. 

0 

60 

5 

No 

30 

10 

Gear 


Mages  might  not  get  the  pick  of  the  litter  for  equipment,  but  the  gear  they  do  receive  should 
pump  up  their  main  abilities  if  you  shop  correctly.  Don't  worry  about  defense  too  much; 


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concentrate  on  bumping  up  your  magic  and  willpower  scores,  or  gaining  spellpower  points  to 
enhance  all  spells,  or  adding  mana  boosts.  The  goal  of  all  mages  is  to  avoid  drawing  too  much 
threat,  and  if  you're  achieving  that  goal,  armor  won't  be  too  much  of  a factor.  If  you're  worried 
about  taking  damage,  invest  in  constitution  to  increase  health  and  ward  you  against  melee  and 
ranged  attacks.  The  same  goes  with  weapons:  don't  pick  a staff  based  on  DPS;  pick  one  that 
increases  your  main  attributes.  Also,  think  about  your  spell  preferences.  If  you  invest  in  fire 
spells,  for  example,  a ring  that  generates  extra  fire  damage  is  a huge  boon. 

There's  more  mage  gear  than  you  could  ever  hope  to  equip  in  a single  play.  The  general  rule 
of  thumb  is  to  wait  for  loot  that  serves  as  an  upgrade  and  snatch  it  up.  If  you  have  extra  coin  to 
buy  a nice  gear  upgrade,  feel  free  to  spend  away,  though  most  of  the  low-level  equipment  will 
be  easily  replaced  by  future  loot,  and  the  high-level  equipment  is  very  expensive  (generally 
bought  during  the  Landsmeet  for  a run  at  the  archdemon). 

With  so  much  good  gear,  here  are  some  beauties  to  shoot  for  based  on  beginning  (1-5), 
intermediate  (6-10),  advanced  (11-15),  and  expert  levels  (16-20): 

The  Mage 


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LvI  1-5 

LvI  6-10 

Lv1 11-15 

LvI  16-20 

Armor 

Apprentice  Robes 

First  Enchanter  Robes 

Tevinter  Mage  Robes, 
Robes  of 

Possession  (Morrigan) 

Reaper's  Vestments  Robe 

Helm 

Apprentice  Cowl 

Enchanter  Cowl 

First  Enchanter's  Cowl 

Libertarian's  Cowl 

Boots 

Fade  Striders 

Enchanter's  Footing 

Imperial  Weavers 

Magus  War  Boots 

Gloves 

Leather  Gloves 

Polar  Gauntlets 

Cinderfel  Gauntlets 

Elementalist's  Grasp 

Ring 

Thorn 

Key  to  the  City 

Ring  of  Ages 

Lifegiver 

Staff 

Pyromancer's  Brand 

Blackened  Heartwood 
Staff 

Malign  Staff 

Staff  of  the  Magister  Lord 

Party  Responsibilities 


Ask  yourself  two  questions  when  playing  a mage:  "Are  you  primarily  a damage-dealer  or  a 
healer?"  and  "Are  you  the  only  mage  in  the  party?"  If  you  want  to  perform  the  damage  role, 
you  will  naturally  concentrate  on  ways  to  harm  your  opponent.  If  you  want  to  play  the  role  of 
healer,  regeneration  and  rejuvenation  spells  are  in  order.  If  you're  the  only  mage  in  the  party, 
you  must  take  some  healing  spells  as  part  of  your  repertoire. 

Another  important  question:  "What  need  do  you  fulfill  best?"  Perhaps,  you  may  look  at  your 
other  three  companions  and  fill  in  the  void  that  they  lack.  For  example,  if  you  have  a warrior 
concentrating  on  two-handed  weapons,  a backstabbing  rogue,  and  your  sword-and-shield 
tank,  DPS  would  seem  to  be  covered  while  healing/party  buffs  are  lacking.  On  the  flip  side,  if 
you  have  a spirit  healer  such  as  Wynne  in  the  group,  you  can  stretch  out  to  damage  spells  and 
maybe  supplement  her  talents  with  a heal  or  two. 

In  the  end,  though,  you  should  choose  the  role  that  you  want  your  mage  to  be  and  work  the 
team  around  that.  If  you  want  to  play  DPS,  go  for  it  and  make  sure  you  have  Wynne  involved. 

If  you  want  to  play  the  healer,  drop  Wynne  and  pick  up  Morrigan  or  another  DPS-driven 


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companion.  If  you  want  to  play  a little  DPS  and  a little  healing,  you  might  be  able  to  swing  it  as 
a single  mage,  or  you  may  need  help  from  one  of  the  companion  mages;  it  all  depends  on  your 
combat  style  and  tactics. 

One  thing  all  mages  should  strive  for  is  to  remain  in  the  background  and  avoid  threat  whenever 
possible.  You  aren't  built  for  melee  combat  (unless  you  spec  an  arcane  warrior  properly),  and  if 
you  draw  threat,  you  will  die  quickly.  Don't  pull  targets  away  from  your  tank,  except,  possibly,  if 
they  are  near  death  and  easy  kills. 

The  mage  ranks  highest  of  the  three  classes  in  versatility.  You  can  deal  damage,  heal,  control 
large  enemy  groups,  buff  your  party,  and  more.  Save  your  mana  for  the  right  reactions  at  the 
correct  times  and  you'll  excel  in  this  class.  So  long  as  you  remember  not  to  lead  the  battle 
charge,  your  magic  will  work  wonders  in  fights. 

Model  Characters 

With  64  spells  to  choose  from  and  four  specializations,  you  can  make  myriad  mages.  Don't  feel 
constrained  to  play  according  to  the  following  mage  models  to  the  letter;  take  bits  and  pieces 
that  appeal  to  your  play  style  and  add  your  own  spin.  However,  these  are  basic  models  for  a 
DPS  mage,  healer,  or  blend  mage  who  balances  offense  and  defense.  Each  shows  you  how  to 
choose  your  spells  up  to  level  20,  what  spell  chains  are  effective,  how  specializations  fit  in,  and 
sample  combat  strategies  for  that  model. 

DPS  Mage  Model 


Level 

Spell 

0 

Arcane  Bolt 

1 

Flame  Blast,  Heal 

2 

Flaming  Weapons 

3 

Fireball 

4 

Spell  Wisp 

5 

Grease 

6 

Walking  Bomb 

7 

Death  Syphon — First  Specialization  Available  at  This  Level 

8 

Arcane  Shield 

9 

Staff  Focus 

10 

Arcane  Mastery 

11 

Virulent  Walking  Bomb 

12 

Inferno 

13 

Lightning 

14 

Spider  Shape  (Shapeshifter) — Second  Specialization  Available  at  This  Level 

15 

Bear  Shape  (Shapeshifter) 

16 

Flying  Swarm  (Shapeshifter) 

17 

Master  Shapeshifter 

18 

Animate  Dead 

19 

Shock 

20 

Tempest 

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Overview:  A DPS  mage  deals  heavy  damage  from  medium  to  long  range.  He  generally 
concentrates  in  the  Primal  and  Spirit  schools. 

Leveling:  What  does  a DPS  mage  do  best?  Damage.  Naturally,  then,  you  should  start  off  with 
a Primal  chain.  In  this  case,  we'll  choose  the  Fire  chain,  mostly  because  Fireball  is  such  a 
great  AoE  damage  spell.  You  could,  of  course,  start  with  any  of  the  Primal  chains.  (The  Earth 
chain,  however,  may  prove  a little  troublesome  at  level  1 ; it's  the  only  Primal  chain  that  doesn't 
start  out  with  a damage  spell.)  Note  that  to  hit  Fireball  at  level  3,  you  need  to  spend  your  five 
character  creation  points  in  magic  to  bring  you  up  to  21 , then  spend  the  three  attribute  points 
you  earn  at  level  2 and  three  on  magic  as  well  to  raise  the  score  to  27  (elf  mages  begin  with 
one  extra  magic  point  than  humans,  so  you  can  spend  that  one  point  in  willpower  if  you  like). 

At  level  1 , invest  in  Flame  Blast  to  start  the  Fire  chain  and  give  you  an  additional  attack  to 
Arcane  Bolt  (all  mages  start  with  this  basic  attack).  Pick  up  Heal  as  well.  Yes,  it's  a defensive 
spell,  but  every  mage  should  carry  it  to  save  allies  or  themselves  in  a pinch.  Take  Flaming 
Weapons  at  level  2 for  some  melee  support.  Once  you  hit  level  3 and  learn  Fireball,  you  can 
roast  enemy  groups  from  a great  distance.  You  have  fine  weapons  already,  so  long  as  you 
don't  run  into  fire-resistant  mobs. 

At  levels  4 and  5,  choose  Spell  Wisp  and  the  second  spell  in  that  chain.  Grease.  Spell  Wisp 
increases  spellpower,  which  augments  all  your  damage  spells,  and  Grease  causes  enemies  to 
slip  if  they  miss  a physical  resistance  check  (crowd  control)  and  the  slick  surface  can  be  set  on 
fire  for  extra  damage,  making  it  a perfect  combo  for  your  fire-based  spells. 

Start  your  second  damage  chain  with  Walking  Bomb  at  level  6.  This  gives  you  a separate 
source  of  poison  damage  (and  sets  you  up  for  another  lethal  AoE  attack  at  level  11).  The 


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follow-up  to  Walking  Bomb,  Death  Syphon  at  level  7,  restores  mana;  always  handy  in  longer 
battles. 

Levels  8,  9,  and  10  fill  out  the  standard  Mage  school.  Arcane  Shield  helps  divert  incoming 
attacks,  giving  you  some  more  defense.  The  overlooked  Staff  Focus  powers  up  your  basic  staff 
attack,  which  you  always  use  as  back-up  damage  when  your  mana  runs  low.  The  real  reason 
for  running  these  spells  in  a row  here  is  to  ensure  that  you  pick  up  Arcane  Mastery  at  its 
earliest  availability:  level  10.  Because  Arcane  Mastery  grants  a permanent  bonus  to 
spellpower,  it  makes  all  your  DPS  stronger  no  matter  what  spell  you  choose. 

At  levels  11  and  12,  you  maximize  your  two  damage  chains.  Virulent  Walking  Bomb  functions 
similar  to  Walking  Bomb  with  one  big  difference:  when  targets  explode,  they  have  a chance  to 
infect  other  enemies  and  start  a chain  reaction  of  explosions.  Inferno,  the  top  of  the  Fire  chain, 
engulfs  an  entire  area  in  continuous  flame  and  will  decimate  enemies  if  they  can't  escape  to 
the  cooler  perimeter.  Note  that  you  need  34  magic  to  access  Inferno. 

Branch  out  into  a third  damage  chain.  Lightning,  at  level  13.  Two  separate  damage  sources 
are  usually  enough,  but  if  you  rotate  three,  you  should  always  have  a damage  spell  available 
as  long  as  your  mana  lasts. 

At  level  14  we  try  out  the  shapeshifter  specialization  with  Spider  Shape.  With  a DPS  mage  who 
really  wants  to  hammer  out  lots  of  damage,  it's  best  to  go  with  your  core  damage  spells  early 
and  slip  into  a specialization  at  level  14.  The  shapeshifter  specialization  lets  you  deal  melee 
DPS,  which  is  fantastic  for  when  your  mana  runs  low  or  if  you  find  yourself  under  direct  melee 
attack.  To  gain  all  the  creature  abilities  from  shapeshifter,  we'll  invest  four  points  in  a row  to  the 
specialization,  though  you  could  spread  them  out  through  level  20  if  you  like. 

At  levels  18  through  20,  you  should  fill  in  with  whatever  tickles  your  fancy.  At  level  18,  we  pick 
up  Animate  Dead  to  finish  off  the  Walking  Bomb  chain  and  gain  some  combat  allies  in  the 
process.  For  levels  19  and  20,  we  crank  up  the  damage  in  the  Lightning  chain  with  Shock  and 
Tempest.  By  level  20,  you  have  three  separate  damage  chain  nearly  maxed  out,  some  good 
support  spells,  and  an  entire  specialization  at  your  disposal. 

Spell  Choices:  Fire  spells  serve  as  your  primary  AoE  if  you  have  the  space  to  deal  damage  to 
your  foe  without  catching  the  party  in  friendly  fire.  The  Spell  Wisp  chain  gives  you  extra 
spellpower  and  a crowd  control  spell  in  Grease.  The  Walking  Bomb  chain  focuses  on  another 
cycle  that  can  serve  as  either  single-target  damage  or  AoE  damage.  The  Lightning  chain  gives 
you  a third  damage  alternative,  the  effect  of  bouncing  from  one  target  to  the  next,  and  another 
option  to  avoid  cooldown  problems. 

Specialization:  Shapeshifter  provides  melee  DPS  so  you  can  conserve  on  mana  and  defend 
yourself  if  under  direct  attack.  Spider  Shape  has  an  effective  Web  snare.  Bear  Shape  offers  a 
good  Overwhelm  ability,  and  Flying  Swarm  turns  into  an  AoE  attack  that  also  protects  you  from 
physical  damage  (all  damage  comes  off  your  mana  instead).  Master  Shapeshifter  improves  all 
forms,  and  you  can  hold  your  own  against  less  powerful  mobs. 


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Battle  Tactics:  Your  standard  tactic  is  to  deal  steady  damage  to  enemies  without  pulling  so 
much  threat  that  the  enemies  escape  your  tank's  hold  and  charge  toward  you.  With  that  in 
mind,  you  may  have  to  delay  a few  seconds  at  the  start  of  the  fight,  or  during  the  fight, 
depending  on  the  enemy  position  and  your  tank's  ability  to  lock  down  the  threat. 

Your  general  spell  cycle  will  be  Fireball  (if  you  won't  hit  your  party  with  friendly  fire).  Walking 
Bomb,  Arcane  Bolt,  and  Lightning  (if  you've  reached  level  13  or  higher).  A neat  trick  inside 
dungeons  is  to  open  a door  and  hurl  a Fireball  at  enemies  on  the  far  side  of  the  room.  The 
explosion  consumes  the  room  and  the  walls  prevent  the  burst  from  burning  your  party;  just 
cast  it  well  away  from  the  door. 

Similarly,  you  can  use  your  higher  damage  spells,  such  as  Tempest,  to  hurt  enemies  you  can't 
even  see.  Target  the  spell  around  a corner  or  inside  another  room  (if  the  door  is  open)  and  let  it 
rip.  Enemies  inside  will  take  tons  of  damage  or  come  running  out  into  your  well-positioned 
party's  ambush. 

An  important  part  of  your  job  may  be  to  contain  rather  than  destroy.  Think  of  Grease  whenever 
you  see  a large  group  ready  to  flank  your  party,  or  if  something  unexpected  happens,  such  as 
your  tank  getting  stunned  and  losing  threat.  Grease  will  delay  most  of  the  enemies,  and  you 
can  always  follow  up  with  a Flame  Blast  to  ignite  the  oil  and  cause  great  pain  to  the  enemy. 

If  you're  playing  pure  DPS,  you  should  have  another  mage,  a healer,  in  your  party  too.  They 
can  do  the  heavy  lifting  when  it  comes  to  healing  and  keep  the  party  alive.  However,  don't 
ignore  the  supplemental  healer  role.  In  tough  fights,  throw  a Heal  into  your  rotation.  If  your 
primary  healer  is  having  trouble,  you  may  even  heal  after  every  other  damage  spell.  As  soon 
as  that  Heal  spell  becomes  active,  glance  at  everyone's  health  bars  and  kick  it  off  if  wounds 
are  piling  up.  Yes,  you  are  a master  DPSer,  but  if  you  are  the  only  one  standing,  it  won't  do  you 
much  good. 

Healer  Model 


Level 

Spell 

0 

Arcane  Bolt 

1 

Heal,  Rejuvenate 

2 

Regeneration 

3 

Winter's  Grasp 

4 

Spell  Shield 

5 

Dispel  Magic 

6 

Arcane  Shield 

7 

Group  Heal  (Spirit  Healer) — First  Specialization  Available  at  This  Level 

8 

Revival  (Spirit  Healer) 

9 

Staff  Focus 

10 

Arcane  Mastery 

11 

Mass  Rejuvenation 

12 

Lifeward  (Spirit  Healer) 

13 

Frost  Weapons 

14 

Cleansing  Aura  (Spirit  Healer) — Second  Specialization  Available  at  This  Level 

15 

Cone  of  Cold 

16 

Blizzard 

17 

Vulnerability  Hex 

18 

Affliction  Hex 

19 

Misdirection  Hex 

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Overview:  A healer  focuses  on  health  regeneration  and  rejuvenation.  These  mages  generally 
concentrate  in  the  Creation  school. 

Leveling:  A healer  should  concentrate  in  the  Creation  school,  at  least  until  they  reach 
Regeneration  and  have  two  solid  heals.  Note  that  to  hit  Regeneration  at  level  2,  you  need  to 
spend  your  five  character  creation  points  in  magic  to  bring  you  up  to  21 , then  spend  two  more 
attribute  points  at  level  2 to  raise  the  score  to  23  (elf  mages  begin  with  one  extra  magic  point 
than  humans,  so  you  can  spend  that  one  point  in  willpower  if  you  like). 

At  level  1 , pick  up  Heal  and  Rejuvenate.  Heal  will  be  your  staple  health  spell;  Rejuvenate  helps 
to  restore  stamina  for  warriors  and  mana  for  mages.  If  you  increase  your  magic  attribute 
correctly,  you  can  net  Regeneration  at  level  2.  It's  crucial  to  have  at  least  two  healing  spells; 
otherwise,  while  Heal  is  on  cooldown,  a party  member  could  become  gravely  wounded  and 
you'll  have  no  healing  to  help  him. 

Every  healer  should  have  a form  of  damage  as  well.  In  addition  to  your  standard  Arcane  Bolt, 
we'll  pick  up  Winter's  Grasp  at  level  3.  The  Cold  chain  has  the  built-in  effect  of  freezing  a target 
in  place,  which  serves  to  slow  down  foes  and  help  out  on  defense;  this  defensive  component 
complements  your  healing  role. 

Next,  branch  out  into  the  Spirit  school  for  levels  4 and  5.  Spell  Shield  comes  first  as  a potential 
defense  against  hostile  spells,  but  it's  really  a prerequisite  for  Dispel  Magic.  This  is  always 
handy  to  remove  enemy  effects  on  party  members.  Dispel  Magic  proves  critical  to  remove 
Curse  of  Mortality,  which  prevents  healing  and  will  kill  party  members  if  you  don't  eliminate  it 
fast. 


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At  level  6,  pick  up  Arcane  Shield.  Much  like  Spell  Shield,  it's  extra  defense  that  may  come  into 
play  in  certain  fights,  but  it's  mostly  a prerequisite  to  ramp  up  to  Arcane  Mastery  later. 

No  matter  what  you  have  to  do,  you  want  to  gain  the  spirit  healer  specialization  as  soon  as  you 
hit  level  7.  The  first  spell  in  the  chain.  Group  Heal,  is  the  most  important  spell  as  a healer.  The 
ability  to  heal  all  your  party  members  at  once  will  turn  the  tide  in  many  battles.  At  level  8,  the 
spirit  healer  ability  Revival  may  tip  the  battle  scales  in  your  favor  when  one  of  your  companions 
drops  and  you  can  bring  them  back  from  the  brink  of  death. 

At  levels  9 and  10,  you  fill  out  your  basic  Mage  school.  Choose  Staff  Focus  at  level  9 and 
Arcane  Mastery  at  level  10.  Arcane  Mastery  will  augment  all  your  healing  spells,  which  is  a 
very  good  thing  for  your  party's  health. 

Mass  Rejuvenation  comes  in  big  in  long  battles  where  everyone  needs  a boost  to  stamina  and 
mana.  At  level  1 1 , this  fills  out  your  main  Heal  chain. 

At  level  12,  grab  Lifeward  from  spirit  healer.  It's  another  healing  spell  that  works  when  a 
companion's  near  death:  a nice  luxury  to  throw  on  a tank,  or  someone  else  that  you  can't  heal 
immediately. 

Frost  Weapons  at  level  13  inches  you  up  in  the  Cold  chain  and  lets  you  boost  your  party's 
offense  if  it  looks  to  be  a light  fight  that  won't  require  much  healing. 

Cleansing  Aura  finishes  off  the  spirit  healer  specialization  at  level  14.  It's  an  AoE  healing  effect, 
which  also  cures  injuries  (and  saves  on  buying  injury  kits!). 

At  levels  15  and  16,  fill  out  your  Cold  chain  with  Cone  of  Cold  and  Blizzard.  You  won't  blast  an 
area  too  much  with  Blizzard  unless  your  party  is  desperate  for  damage,  but  you  will  fire  off  a 
Cone  of  Cold  once  in  a while.  Cone  of  Cold  also  freezes  targets  in  place,  and  if  your  enemies 
aren't  attacking,  you  don't  have  to  spend  mana  healing. 

Your  final  four  slots  can  go  to  any  spell  chain  you  like.  Well  go  with  the  Hex  chain:  Vulnerability 
at  level  17  up  to  Death  at  level  20.  The  hexes  can  reduce  attack  percentages  against  your 
party  (as  well  as  enemy  defenses),  which  plays  to  your  strength  as  the  group's  main  defender. 

Spell  Choices:  Your  Heal  chain  will  be  the  most  active  as  you  cycle  back  and  forth  between 
Heal  and  Regeneration  throughout  all  future  battles.  The  Cold  chain  gives  you  offense  and 
defense,  because  foes  may  be  frozen  in  place  after  you  hit  them  with  Winter's  Grasp  or  Cone 
of  Cold.  Dispel  Magic  comes  out  automatically  as  soon  as  one  of  your  companions  falters  to  a 
lingering  negative  spell  effect.  At  higher  levels,  your  Hex  chain  supplements  your  main  strategy 
with  spells  that  reduce  the  effectiveness  of  the  enemy  against  your  party. 

Specialization:  Spirit  healer  is  paramount  at  level  7.  Seek  it  out  as  soon  as  you  unlock  the 
specialization  potential.  Group  Heal  proves  super  effective,  healing  everyone  at  once.  Revival 
brings  a companion  back  into  the  fight  who  would  have  been  useless  otherwise.  Lifeward 
prevents  an  overwhelming  amount  of  damage  from  finishing  off  an  ally,  while  Cleansing  Aura 
generates  continuous  health  to  all  around  you. 


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Battle  Tactics:  All  good  healers  know  to  stay  out  of  the  heat  of  battle  and  focus  not  on  spilling 
enemy  blood,  but  on  staunching  the  blood  on  your  companions'  tunics.  Stay  out  of  the  main 
confrontation  so  as  not  to  draw  the  attention  of  your  foes.  Don't  waste  mana  on  offense  except 
in  dire  circumstances  where  you  need  to  kill  something  before  it  kills  you,  or  possibly  minor 
fights  where  the  outcome  is  never  in  doubt.  Before  you  leave  one  encounter  for  the  next,  make 
sure  your  mana  has  topped  back  off. 

Learn  your  allies'  armor  and  health  reserves.  If  you  misjudge  someone's  threshold  for  damage, 
they  may  end  up  dead  before  you  can  heal  them.  With  some  practice,  you  will  know  when  to 
fire  off  a Heal  to  bring  a companion  back  to  full  health  without  wasting  healing  that  goes  above 
their  max  health  rating. 

Cycle  through  Heal  and  Regeneration,  throwing  in  any  other  healing  you  have  for  longer  fights. 
Preventive  healing  is  a good  idea;  it  keeps  your  companions'  health  high  and  avoids  the 
problem  of  direly  needing  a heal  that's  unavailable  on  cooldown. 

Once  you  gain  Group  Heal,  master  it.  It's  great  to  use  when  multiple  party  members  are  taking 
damage:  you  cast  an  economical  heal  that  saves  several  people  at  once.  You  can  counteract 
big  bursts  of  damage  that  wound  your  team,  such  as  traps  or  an  unexpected  Chain  Lightning 
from  an  enemy  spellcaster.  Should  multiple  party  members  start  taking  damage  over  time- 
such  as  from  a dragon's  firebreathing— Group  Heal  helps  boost  everyone's  health  at  once  and 
keep  the  party  out  of  immediate  danger. 

Heal  as  often  as  seems  feasible.  Unlike  a DPS  mage,  you  can't  afford  to  heal  conservatively  to 
avoid  threat  if  companions  are  at  risk.  Be  sure  to  stock  up  on  lyrium  potions  to  replenish  mana. 
If  a DPS  mage  comes  up  dry,  you  might  rely  on  the  warrior  to  belt  out  the  extra  damage;  if  your 
healer  gets  stuck  on  empty,  you  had  better  win  the  fight  in  a matter  of  seconds  or  someone 
might  not  make  it. 

Blend  Model 


Level 

Spell 

0 

Arcane  Bolt 

1 

Heal,  Rock  Armor 

2 

Stonefist 

3 

Earthquake 

4 

Mind  Blast 

5 

Force  Field 

6 

Arcane  Shield 

7 

Combat  Magic  (Arcane  Warrior) — First  Specialization  Available  at  This  Level 

8 

Petrify 

9 

Staff  Focus 

10 

Arcane  Mastery 

11 

Telekinetic  Weapons 

12 

Aura  of  Might  (Arcane  Warrior) 

13 

Crushing  Prison 

14 

Shimmering  Shield  (Arcane  Warrior) — Second  Specialization  Available  at  This  Level 

15 

Lightning 

16 

Fade  Shroud  (Arcane  Warrior) 

17 

Heroic  Offense 

18 

Heroic  Aura 

19 

Heroic  Defense 

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Overview:  A blend  mage  has  the  most  versatility,  splits  talents  between  offense  and  defense, 
and  may  pull  spells  from  all  schools. 

Leveling:  At  level  1 , choose  two  defensive  spells:  Heal  and  Rock  Armor.  As  with  all  mages. 
Heal  serves  as  health  rejuvenation  whenever  someone  needs  a boost.  Rock  Armor  gives  you 
an  armor  bonus,  which  you'll  need  because  a blend  mage  draws  more  threat  and  enters  melee 
more  than  the  average  mage.  Note  that  to  hit  Earthquake  at  level  3,  you  need  to  spend  your 
five  character  creation  points  in  magic  to  bring  you  up  to  21 , then  spend  the  three  attribute 
points  you  earn  at  levels  2 and  3 on  magic  as  well  to  raise  the  score  to  27  (elf  mages  begin 
with  one  extra  magic  point  than  humans,  so  you  can  spend  that  one  point  in  willpower  if  you 
like). 

At  levels  2 and  3,  you'll  take  two  offensive  spells:  Stonefist  and  Earthquake.  Stonefist  is  a great 
offensive  spell  that  pummels  a single  enemy  with  damage  and  can  knock  it  off  its  feet. 
Earthquake  will  be  your  staple  AoE  attack.  Note  that  you  could  take  any  main  damage  chain 
here  (fire,  cold,  or  electricity). 

Next,  enter  the  Mind  Blast  chain  at  level  4.  Mind  Blast  can  play  out  hugely  when  surrounded  by 
large  groups.  Stun  them  to  prevent  a swarm  on  you,  or  to  give  your  companions  more  time  to 
get  into  position  and  wield  their  best  attacks.  Perhaps  the  best  defensive  spell  in  the  game. 
Force  Field  at  level  5 nullifies  all  damage  against  you  or  a targeted  ally  for  a short  duration. 

You  can  almost  stack  Force  Fields  one  after  the  other  and  keep  a target  alive  against 
ridiculous  damage— the  only  drawback  is  the  target  of  the  Force  Field  can't  react  in  any  way 
while  defended. 


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At  level  6,  pick  up  Arcane  Shield  as  added  defense  and  the  second  step  toward  Arcane 
Mastery  at  level  10. 

With  this  blend  build,  we  want  the  arcane  warrior  specialization  at  level  7.  Learn  Combat  Magic 
and  suddenly  you  can  equip  high-level  armor  and  weapons.  You  might  not  be  a tank,  but 
you're  no  slouch  in  combat  any  longer. 

Levels  8 and  9 boost  your  offense  again.  Petrify  can  be  a single-target  kill  spell  if  they  fail  a 
physical  resistance  check.  (Follow  up  Petrify  with  Stone  Fist  for  shattering  results!)  Staff  Focus 
increases  the  damage  done  with  your  basic  staff  attack. 

Arcane  Mastery  at  level  10  improves  spellpower  and  thus  increases  the  effectiveness  of  all 
spells. 

At  level  11 , Telekinetic  Weapons  enhances  your  companions'  weapons,  and  even  your  melee 
weapon  if  you  wade  into  melee  as  an  arcane  warrior.  The  level  12  Aura  of  Might  bolsters  your 
attack,  defense,  and  damage.  Note  that  you  need  reach  34  magic  to  access  Aura  of  Might. 

Your  best  offensive  spell  comes  at  level  13:  Crushing  Prison.  Break  this  out  against  single  foes 
and  encase  them  in  a prison  that  roots  them  to  the  spot  and  deals  continuous  spirit  damage. 

At  level  14,  Shimmering  Shield  continues  your  arcane  warrior  abilities.  The  shield  sucks  up 
damage  and  cranks  up  resistances;  it's  great  for  melee  fighting,  but  it  drains  mana  quickly,  so 
don't  count  on  casting  many  spells  in  conjunction  with  your  defense. 

Pick  up  Lightning  at  level  15.  It's  another  damage  spell  that  gives  you  a new  source  of  damage 
and  single-foe  targeting. 

Finish  off  the  arcane  warrior  specialization  at  level  16  with  Fade  Shroud.  While  Combat  Magic 
is  active.  Fade  Shroud  increases  mana  regeneration  and  gives  a chance  to  avoid  attacks. 

At  level  17  start  the  Heroic  chain  and  complete  it  at  level  20.  The  first  three  (Heroic  Offense, 
Heroic  Aura,  Heroic  Defense)  grant  bonuses  to  the  respective  categories.  The  fourth.  Haste, 
shines  for  an  arcane  warrior,  speeding  up  the  melee  damage  you  can  do  at  the  expense  of 
mana.  If  you've  maximized  your  character,  though,  you  won't  have  to  rely  on  damage  spells  as 
much  as  a DPS  mage. 

Spell  Choices:  The  Earth  chain  gives  you  lots  of  offensive  options:  single-target  stun  with 
Stonefist,  AoE  with  Earthquake,  and  single-target  kill  with  Petrify.  Mind  Blast  and  Force  Field 
offer  excellent  defense,  all  on  the  way  to  your  best  offensive  spell  in  Crushing  Prison.  Lightning 
adds  an  extra  damage  dimension  to  your  spell  rotation,  and  the  Heroic  chain  can  add  extra 
offense  or  defense  just  when  you  need  it.  Haste  gives  a melee  edge  to  your  entire  team,  even 
if  it  doesn't  last  a super  long  time. 

Specialization:  Arcane  warrior  drives  this  blend  build.  Rather  than  drops  spells  constantly,  the 
arcane  warrior  mixes  ranged  DPS  with  defensive  spells  and  hand-to-hand  combat.  Combat 
Magic  gives  the  mage  access  to  armor  and  weapons  only  the  warrior  class  would  normally 
have.  Aura  of  Might  bolsters  stats  across  the  board.  Shimmering  Shield  can  keep  you  alive  in  a 


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melee  fight,  but  will  cut  you  off  from  spells  as  your  mana  drains  away.  On  the  opposite 
extreme,  Fade  Shroud  will  replenish  your  mana  and  help  you  avoid  damage  once  you  level 
high  enough  to  unlock  it. 

Battle  Tactics:  Unlike  your  standard  mage  who  stays  in  the  rear,  this  blend  mage  isn't  afraid  to 
enter  melee  after  he  specializes  in  arcane  warrior  at  level  7.  Suddenly,  the  lowly  mage  can 
wear  excellent  armor  and  wield  weapons  normally  above  his  pay  grade.  The  specialization  is 
worth  it  just  for  that  benefit  alone,  and  it  gets  better  for  a brawler  mage  when  you  add  the  next 
three  talents. 

On  the  spell  end,  your  offensive  rotation  will  usually  go  Earthquake  (if  you  can  avoid  friendly 
fire).  Arcane  Bolt,  Stonefist  (targeting  any  enemy  heading  directly  for  you),  and  Petrify  or 
Crushing  Prison  for  the  kill  (or  against  the  strongest  opponent).  You  can  pick  and  choose  the 
correct  spell  for  the  situation  if  you  forgo  pure  spellcasting  and  slip  into  arcane  warrior  mode. 

Your  defensive  spell  rotation  generally  goes  Rock  Armor,  Mind  Blast  (when  enemies  close). 
Heal  (whenever  necessary),  and  Force  Field  for  all-out  defense.  You  can  do  lots  of  tricks  with 
Force  Field.  You  can,  of  course,  save  someone  from  certain  death  with  a handy  Force  Field. 
You  can  send  a tank  in  against  a difficult  foe,  let  him  pile  on  threat,  then  throw  up  a Force 
Field;  the  enemy  will  most  likely  stay  on  the  tank  while  you  deal  with  the  surrounding  enemies. 
Even  better  still,  you  can  take  on  bosses  yourself.  Cast  a major  spell,  such  as  Earthquake  or 
Fireball,  on  the  enemy  and  follow  up  with  a few  damage  spells  to  get  him  mad  and  fixated  on 
you.  As  soon  as  the  return  damage  heads  your  way,  throw  up  a Force  Field.  While  you're 
trapped  in  the  Force  Field,  have  a second  mage  cast  Rejuvenate  on  you  to  replenish  your  lost 
mana  (or  quaff  a lyrium  potion  as  soon  as  you  emerge  from  the  Force  Field).  You  can  deal  a 
ton  of  damage  over  a long  time,  while  barely  taking  a nick. 

As  a blend  mage,  you  can  tap  into  anything,  dabbling  here  and  there.  The  idea  is  to  learn  a 
balance  of  offense  and  defense  to  jump  into  any  situation  with  an  answer  in  hand.  To  some 
degree,  all  good  mages  are  blends. 


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The  Rogue 


You  are  flashing  daggers  and  a snarl  out  of  the  shadows,  savagery  and  subtlety,  the  jack-of-all 
trades  for  the  party.  A rogue  slips  into  battle  unseen  and  lethal,  able  to  deal  deadly  damage 
from  behind  and  escape  harm  when  enemies  take  notice.  When  combat  is  over,  the  rogue  is 
the  only  one  who  can  penetrate  locked  doors  and  claim  extra  treasure  from  almost  every 
dungeon. 

The  rogue  sits  between  the  warrior  and  the  mage  in  terms  of  gear  access.  They  can  gain 
almost  any  suit  of  armor  or  weapon  that  a warrior  gets;  however,  to  do  that  would  cost  a ton  of 
attribute  points  in  strength  and  forgo  points  in  dexterity  and  cunning  that  enhance  most  rogue 
talents.  They  certainly  have  higher  DPS  weapons  and  sturdier  armor  than  mages. 

Talents  for  a rogue  fall  into  three  main  categories:  Rogue,  Dual  Weapon,  and  Archery.  The 
Rogue  talents  increase  damage  from  backstabs  and  critical  hits,  teach  you  how  to  evade  the 
enemy's  mightiest  blows,  enable  you  to  lockpick  doors  and  chests,  deactivate  traps,  and  hide 
invisibly  in  the  shadows  through  stealth.  Dual  Weapons  gives  the  rogue  a weapon  in  each 
hand  for  double  the  fun,  and  once  they  erase  the  penalties  for  wielding  two  weapons,  rogues 
deal  tremendous  melee  damage.  If  you  don't  want  to  go  with  melee,  the  rogue  can  lean  toward 
Archery,  where  a single  shot  can  stun  multiple  targets  or  split  a hurlock  skull  in  two. 


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Rogue  specializations  delve  into  a wide  array  of  abilities.  Assassin  and  duelist  give  the  melee 
DPSer  more  combat  talents,  with  assassin  concentrating  on  pure  damage-dealing  and  duelist 
aiding  defense  as  well.  Bard  is  all  about  crowd  control  and  party  buffs.  You  can  stun  a single 
target  or  hold  an  entire  group  fixated  on  your  song,  or  you  can  boost  all  your  companions' 
stats.  Finally,  ranger  allows  you  to  summon  animal  allies  into  a fight,  adding  a pet  wolf,  bear,  or 
spider  to  your  side. 

If  you  like  to  play  it  a bit  sinister  and  secret,  yet  go  ruthlessly  offensive  once  you  dive  into 
combat,  the  rogue  class  is  for  you.  Outside  of  combat,  your  lockpicking  and  stealth  abilities 
prove  useful  in  innumerable  situations.  You  will  be  the  party's  favorite  companion  just  for  the 
extra  loot  you  find. 


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Strengths  and  Weaknesses 


When  an  enemy  has  locked  onto  a tank  and  the  rogue  is  free  to  backstab,  you  can  deal  out 
massive  single  target  damage  and  kill  things  very  quickly.  A rogue  should  get  into  backstab 
position  whenever  possible.  Out  of  combat,  you  can  gain  extra  experience  and  loot  from 
opening  locked  doors  and  chests.  Enemies  sometimes  defend  their  lair  with  traps;  the  rogue 
not  only  detects  them  but  disarms  them  to  avoid  the  brutal  consequences  from  one  misstep. 
Stealth  aids  a rogue  in  almost  any  situation;  in  combat,  you  can  slip  into  the  perfect  position 
unseen  by  enemies,  and  out  of  combat,  you  can  recon  areas  or  bypass  enemies  with  high 
enough  skill.  And  rogues  get  a skill  point  every  two  levels,  rather  than  every  three. 

Advantages 

Single-target  DPS 
Lockpicking 

Trap  Detection  and  Disarmament 
Stealth 


Access  to  More  Skill  Points 


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Rogue  defense  is  rather  weak,  because  it's  difficult,  if  not  impossible,  to  wear  heavier  armor. 
Being  hit  by  several  mobs  or  a large  boss  will  take  you  out  pretty  fast.  This  makes  using  AoE 
attacks  difficult  because  they  usually  pull  threat  and  get  you  killed  fast  unless  your  party 
includes  an  excellent  tank.  To  be  most  effective,  a rogue  needs  to  be  behind  his  target,  which 
isn't  always  easy  to  do  and  may  get  you  into  a combat  hotspot.  You  also  don't  have  much 
defense  against  magic,  other  than  going  into  stealth  mode  and  trying  to  sneak  up  on  enemy 
casters. 

Disadvantages 

Limited  Defense 

Must  Get  Behind  Targets  to  be  Most  Effective 
Generally  Weak  Against  Magic  Attacks 


Attributes 


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Rogue-specific  talents  focus  mostly  on  the  dexterity  and  cunning  attributes,  and  the  weapon 
talents  focus  on  dexterity  and  the  Combat  Training  skill,  so  dexterity  is  where  to  spend  most  of 
your  points.  Early  on,  devote  as  many  points  as  you  need  into  dexterity  to  unlock  the  talents 
you  wish  to  obtain;  you  can  always  fill  in  the  other  attributes  later  after  you  have  your  core 
talents  well  underway. 

As  for  the  other  attributes,  spend  the  required  points  in  dexterity  and  spread  the  remainder  of 
the  points  among  cunning  (requirement  for  many  other  rogue  abilities),  constitution  (for 
resilience),  willpower  (for  higher  stamina),  and  strength  (for  power  and  armor  requirements). 
Don't  leave  magic  too  far  behind  because  spending  points  here  will  make  potions  more 
effective.  Make  sure  to  build  strength  to  at  least  20  so  the  character  can  use  Tier  7 armor,  and 
dexterity  to  at  least  36  if  you  plan  on  getting  Dual-Weapon  Mastery. 

Rogue  Attribute  Bonuses 

+4  Dexterity 
-1-2  Willpower 
-1-4  Cunning 

Tip:  Gear  bonuses  can  amplify  your  attribute's  strengths  or  offset  any  shortcomings.  A ring,  for 
example,  that  bulks  up  constitution  could  provide  some  extra  health  without  costing  any  of  your 
precious  attribute  points. 

During  character  creation,  feel  free  to  choose  a race  based  on  the  corresponding  origin  story 
you  would  like  to  play  through  as  a rogue.  It's  much  more  important  to  enjoy  the  origin  story  for 
your  character  than  it  is  to  worry  about  a point  here  or  there  in  your  attributes.  However,  if 


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maximizing  your  rogue  stats  appeals  to  you,  choose  a dwarf  or  human.  A human  rogue  gives 
you  a starting  15  dexterity  and  15  cunning.  Dwarves  are  only  one  point  behind  in  cunning.  The 
elven  rogue  is  the  third  choice,  because  elves  start  with  only  14  dexterity  and  14  cunning. 

Rogue  Starting  Attributes 


Attribute 

Human 

Eif 

Dwarf 

Strength 

11 

10 

11 

Dexterity 

15 

14 

15 

Willpower 

12 

14 

12 

Magic 

11 

12 

10 

Cunning 

15 

14 

14 

Constitution 

10 

10 

12 

Once  you  choose  your  rogue's  race,  you  begin  with  five  extra  points  to  add  to  your  attributes. 
That's  almost  two  "level  ups"  worth  of  attribute  growth,  so  spend  it  wisely.  If  you  want  a 
combat-oriented  rogue,  focus  on  dexterity  and  a little  strength.  If  you  want  a rogue  who 
concentrates  on  lockpicking  and  stealth,  spend  three  points  on  cunning  and  two  points  on 
dexterity. 

Skills 


All  rogues  need  to  pick  up  Combat  Training  as  soon  as  they  can.  Combat  Training  opens  up 
the  higher  tier  weapon  talents,  which  you  can't  live  without.  Spend  your  first  skill  point  here  to 
vault  up  to  at  least  Improved  Combat  Training.  You  need  to  reach  Expert  Combat  Training  by 
level  6 and  Expert  Combat  Training  by  level  9 if  you  want  to  focus  on  combat  talents. 


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Poison-Making  can  help  improve  your  damage  totals,  so  it's  probably  the  second  best  rogue 
skill.  Buy  beyond  the  first  rank  to  access  stronger  poisons  and  different  special  effects.  You 
could  also  go  the  Trap-Making  route  and  branch  out  a little  more  into  AoE  damage. 

If  you  want  more  options  during  dialogue,  especially  to  sway  people's  opinions  or  avoid  certain 
fights,  invest  in  Coercion.  It's  an  incredibly  useful  skill  in  dialogue;  it  gives  you  story  options 
that  you  won't  get  otherwise.  Cunning  opens  up  the  Coercion  skills,  which  fits  in  with  many 
rogue  talents. 

Don't  forget  about  Stealing.  It  focuses  on  a high  cunning  score,  something  rogues  should  have. 
Use  the  Stealing  skill  to  grab  gear  not  normally  dropped  by  foes. 

Note:  Beyond  your  starting  skills,  you're  likely  to  obtain  8-10  skill  points  throughout  the  game. 
Pick  your  two  or  three  favorite  skills  and  stick  with  them.  If  you  spread  your  points  too  thin, 
you'll  end  up  doing  a bunch  of  things— but  not  well. 

Rogue  Skill  Recommendations 

Assuming  you  spend  at  least  10  skill  points  by  career's  end,  here's  a good  spread  to  consider. 
Note  that  many  other  combinations  could  work  better  for  you,  so  experiment! 

Combat  Training  +4 

Poison-Making  +4 

Coercion  -i-l 

Stealing  -i-l 

If  you  aren't  directly  playing  your  rogue  companions  and  want  one  of  them  to  run  around 
independently,  invest  in  Combat  Tactics  for  extra  tactics  slots.  The  more  tactic  slots  you  open, 
the  more  you  can  shape  how  your  companion  behaves  in  battle.  Inevitably,  even  if  you  plan  on 
controlling  your  rogue  during  fights,  there  will  be  moments  when  you  don't  program  your 
rogue's  every  move  (or  something  more  important  is  going  on)  and  tactics  come  into  play.  One 
or  two  points  should  be  good,  or  max  it  out  if  you  want  the  character  to  go  on  autopilot. 


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Talents 


Rogues  have  many  areas  to  spend  their  points,  but  not  enough  points  to  develop  them  all 
(never  mind  the  specializations).  So  what  do  you  choose?  Rogue-specific  active  and  passive 
talents?  Lockpicking  and  disarming  traps?  Stealth?  The  Dual  Weapon  talent  school?  The 
Archer  talent  school?  A specialization  or  two?  If  you  decide  to  let  your  focus  slide  on  the 
weapon  talent  chains,  you  can  still  use  dual  weapons  and  bows,  but  you  won't  be  nearly  as 
efficient  at  it.  You  will  be  a master  at  stealth,  lockpicking  and  disarming  traps,  and  your  other 
rogue-specific  talents.  In  addition,  you  can  spend  fewer  of  your  skill  points  on  Combat  Training 
and  more  on  Poison-Making,  Herbalism,  Survival,  Coercion,  and  Stealing.  If  you  choose  to 
focus  on  one  of  the  weapon  talent  chains,  some  of  your  rogue-specific  talents  will  suffer. 

So  what  kind  of  rogue  do  you  want  to  be?  Does  passing  up  locked  treasure  and  rooms  drive 
you  nuts?  Do  you  love  being  able  to  stealth  through  places  and  situations?  Would  you  prefer  to 
have  a deadly  combat  rogue?  Whatever  you  choose,  make  sure  it  complements  the  rest  of 
your  party.  For  example,  a rogue  who  is  adept  in  lockpicking,  stealth,  and  rogue-specific 
talents  should  be  paired  with  a solid  melee  rogue  or  warrior  (someone  who  can  take  the  threat 
and  deal  the  damage).  It  also  wouldn't  hurt  to  have  a good  ranged  attacker  in  this  party  too. 

You  won't  be  the  best  one-on-one  melee  opponent,  but  you'll  be  able  to: 

Drop  your  threat 

Evade  many  incoming  attacks 

Stun  opponents 

Move  deftly  in  combat 


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Gain  bonuses  to  critical  chance  on  all  attacks 
Backstab  stunned  and  paralyzed  foes 

Deliver  penalties  to  your  foes'  armor,  movement  speed,  and  defense 

It's  not  the  most  sportsmanlike  character,  but  you'll  have  a solid  advantage  in  many  situations. 
In  addition  to  your  below-the-belt  style  of  dealing  with  things,  you  can  steal,  sneak,  and  pick 
your  way  into  many  interesting  places  and  treasure  chests. 

Note:  It's  possible  to  have  three  rogues  in  the  game:  Leliana,  Zevran,  and  you.  Develop  each 
differently  to  have  access  to  a wider  talent  arsenal. 

All  rogues  should  familiarize  themselves  with  the  cooldown  component  of  each  talent.  The 
worst  situation  is  to  have  plenty  of  stamina  and  no  available  talents  to  use.  Branch  out  into 
different  chains  to  avoid  the  cooldown  problem. 

Your  talents  drain  stamina  from  your  pool.  Watch  how  much  stamina  you're  using  in  a fight  and 
act  accordingly.  If  you  run  short  without  a mage's  Restoration  spell  to  replenish  you,  it  could 
cost  your  party  a victory.  Gauge  what  you  have  to  do  to  help  the  team.  There's  little  sense 
running  off  a series  of  moves  that  drains  three  quarters  of  your  stamina  on  the  first  opponent 
when  there  are  three  more  to  go.  Save  your  stamina.  You  never  know  when  the  next  fight  will 
start,  or  how  long  the  current  fight  will  go  if  you  have  unexpected  ambushers,  and  you'll  be 
grateful  you  didn't  waste  stamina. 

Full-Sized  Weapons  vs.  Daggers 

When  you  play  a dual-wielding  rogue,  one  of  the  first  questions  to  come  to  mind  is  what 
weapon  combination  deals  the  most  damage  in  combat.  Obviously,  the  weapons  themselves 
make  the  biggest  impact  on  the  decision:  a high  DPS  weapon  with  great  bonuses  will  beat  out 
anything. 

The  only  way  you  can  wield  two  full-sized  weapons  is  by  having  the  Dual  Weapon  Mastery 
ability,  which  also  reduces  stamina  costs  for  all  other  dual-weapon  abilities.  Because  two  full- 
sized  weapons  do  more  damage  than  two  daggers,  your  damage-dealing  capabilities  are 
enhanced,  but  you  have  to  spend  lots  of  points  in  strength  to  access  those  weapons,  which 
means  fewer  points  to  spend  on  your  core  talent  needs.  Even  with  the  higher  damage  output, 
let's  not  forget  about  armor  penetration  and  critical  chance.  Daggers  are  higher  in  both.  It 
comes  down  to  the  type  of  enemy  or  situation  you're  facing.  If  you're  facing  heavily  armored 
foes,  the  armor  penetration  and  critical  chance  you  get  with  the  Coup  de  Grace  auto  backstab. 
Lethality,  Combat  Movement,  and  Evasion  rogue  abilities  are  a better  choice  than  a rogue 
wielding  two  full-sized  weapons  coming  at  the  target  head  on.  This  is  why  so  many  of  the 
rogue  abilities  require  and  complement  dexterity— not  strength  and  brute  force.  Because  you're 
building  up  dexterity  for  most  rogue  talents,  that's  probably  the  approach  you  want  to  take; 
otherwise,  play  a warrior.  Keep  in  mind:  There  is  no  one  dominant  strategy  for  any  class 
versus  all  enemies  and  challenges. 


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Rogue  School 


In  your  first  chain,  Dirty  Fighting  stuns  a target  for  a short  duration.  Combat  Movement  is  a 
passive  ability  that  allows  rogues  move  more  swiftly  in  combat,  allowing  them  a greater  chance 
to  flank  or  get  behind  their  foes  (for  backstabs  and  such).  Considering  that  it's  sometimes 
difficult  to  get  directly  behind  foes  in  the  flow  of  combat,  this  one  really  comes  in  handy.  Coup 
de  Grace  is  a passive  ability  that  allows  your  rogue  to  automatically  backstab  stunned  or 
paralyzed  foes  (combos  with  Dirty  Fighting  or  Dual  Strike,  warrior's  Shield  Pummel  and 
Stunning  Blows,  mage's  Mind  Blast,  to  name  a few).  Feign  Death  is  like  the  warrior's 
Disengage:  it  greatly  reduces  your  threat,  making  enemies  seek  other  targets. 

The  second  chain  holds  Below  the  Belt,  an  attack  that  deals  normal  damage  and  gives  the 
target  penalties  to  defense  and  movement  speed.  Deadly  Strike  gives  you  a bonus  to  armor 
penetration.  Use  this  on  heavily  armored  foes.  Lethality  is  a passive  ability  that  gains  the  rogue 
a bonus  on  critical  chance  for  all  attacks.  In  addition,  if  the  rogue's  cunning  score  is  higher  than 
his  strength  score,  the  cunning  score  affects  the  attack  damage  in  place  of  the  strength  score. 

If  your  rogue  is  high  on  cunning  and  low  on  strength,  this  is  an  excellent  ability  to  have.  So  with 
this  passive  ability  in  the  background,  use  Dirty  Fighting  to  stun  a heavily  armored  foe,  sneak 
around  behind  it  for  an  automatic  backstab  and  critical  hit  (courtesy  of  Coup  de  Grace),  and 
then  use  Deadly  Strike  to  get  in  another  attack  with  a bonus  to  armor  penetration.  Pair  this  with 
Mark  of  Death,  Exploit  Weakness,  Lacerate,  and  Feast  of  the  Fallen  in  the  assassin  specialty 
talents,  and  you'll  mark  this  guy's  weak  spots  for  other  party  members,  gain  a bonus  to  your 
backstab  with  Coup  de  Grace,  deal  damage  over  time  with  your  Lacerate  passive  ability,  and 
restore  some  stamina  when  your  target  falls  to  the  ground. 

If  you've  had  enough  offense.  Evasion  is  a passive  ability  that  gives  the  rogue  a 20  percent 
chance  to  dodge  physical  attacks,  including  attacks  used  to  stun  or  knock  down  the  rogue.  The 


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Deft  Hands  chain  improves  your  ability  to  pick  locks  and  disarm  traps;  it's  a must  for  rogues 
who  aren't  just  into  combat.  Finally,  the  more  you  develop  the  Stealth  chain,  the  more  you  can 
do  while  stealthed  (use  potions  and  other  items  such  as  traps  and  lures,  and  use  stealth  while 
in  combat). 

Dual  Weapon  School 


The  Dual  Weapon  talent  school  focuses  more  on  activated  abilities  and  attacks.  In  addition, 
you  get  to  deal  damage  with  two  weapons  simultaneously.  You  don't  need  the  Dual  Weapon 
talent  school  to  be  able  to  wield  two  weapons,  but  it's  a good  school  to  develop  to  be  more 
proficient  at  melee.  The  focus  of  your  passive  abilities  is  on  your  second  hand— you  strive  to 
deal  similar  damage  and  a similar  rate  of  critical  hits  as  your  main  hand.  You  gain  a bonus  to 
attack  and  defense  with  Dual-Weapon  Finesse.  You  gain  a bonus  to  critical  chance  and  gain 
the  ability  to  cause  bleeding  lacerations  on  your  opponent,  inflicting  damage  over  time  with 
Dual-Weapon  Expert.  You  can  wield  full-sized  weapons  in  your  off  hand  while  reducing  the 
stamina  cost  of  all  Dual  Weapon  talents  with  Dual-Weapon  Mastery. 

Increase  your  attack  damage  with  Dual  Striking,  but  be  careful  because  it  eliminates  your 
ability  to  critical  hit  or  backstab.  Next,  you  can  score  a two-hit  combo  with  a possibility  of 
stunning  your  opponent  and  scoring  a critical  hit  with  Riposte.  Cripple  gives  you  a chance  to 
score  a critical  hit  and  inflict  your  opponent  with  penalties  to  movement  speed,  attack,  and 
defense.  Punisher  is  a three-hit  combo  that  has  a chance  to  score  a critical  hit,  knock  an 
opponent  down,  and  cause  penalties  to  movement  and  attack  speed. 

Dual-Weapon  Sweep  deals  significant  damage  with  each  sweep.  Flurry  is  a three-hit  combo. 
Momentum  increases  your  attack  speed  with  every  hit,  and  Whirlwind  is  a flurry  of  constant 
attacks:  the  signature  of  a Dual  Weapon  expert. 


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Archery  School 


Another  school  for  rogues  who  build  up  dexterity,  Archery  gives  ample  special  effects  for  a 
ranged  combat  enthusiast.  Melee  Archer  lets  you  fire  while  being  attacked  (eliminating  some  of 
the  pain  of  being  an  archer).  Master  Archer  gives  you  bonuses  to  activated  abilities  and 
eliminates  the  penalty  to  attack  speed  when  wearing  heavy  armor.  Aim  reduces  attack  speed 
but  gives  bonuses  to  attack,  damage,  armor  penetration,  and  critical  chance.  Defensive  Fire 
gives  you  a boost  to  defense  but  slows  your  attack  speed. 

In  the  second  chain.  Pinning  Shot  is  a necessity  because  it  impales  the  victim's  leg  and  either 
pins  it  in  place  or  slows  its  movement  speed.  Crippling  Shot  deals  normal  damage  to  an 
enemy  and  gives  it  penalties  to  attack  and  defense,  and  Critical  Shot  delivers  maximum 
damage  upon  impact.  The  deadly  Arrow  of  Slaying  usually  scores  a critical  hit,  often  dropping 
weakened  enemies. 

Rapid  Shot  increases  attack  speed,  but  you  lose  the  ability  to  score  critical  hits.  Shattering 
Shot  deals  normal  damage  and  opens  up  an  enemy's  armor.  If  a warrior  finds  that  one,  it'll  be 
in  sore  shape.  Suppressing  Fire  is  like  Rapid  Shot,  but  its  foes  now  take  penalties  to  their 
attack  rating.  Scattershot  stuns  a foe  and  then  shatters,  dealing  damage  to  other  enemies 
around  it. 

When  you  have  room  to  breathe.  Pinning  Shot  and  Crippling  Shot  turn  enemies  into  sitting 
ducks  for  mage  attacks,  deadly  warriors,  or  more  of  your  carefully  aimed  arrows.  Shattering 
Shot  is  excellent  against  heavily  armed  foes.  Rapid  Shot,  Suppressing  Fire,  and  Scattershot 
hack  away  at  the  collective  hit  points  of  enemy  ranks. 


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Tip:  A good  combo  against  a heavily  armed  foe  is  Shattering  Shot,  Crippling  Shot,  Aim/Rapid 
Shot,  and  Arrow  of  Slaying.  Mix  in  another  Shattering  Shot  if  the  first  armor  penalty  runs  out. 

Don't  think  an  archer  just  scores  a hit  or  two  before  having  to  engage  an  opponent  in  melee. 
You  can  kill  off  a couple  enemies  in  a few  hits  while  pinning  others  in  place  and  continuing  to 
fire  while  other  attackers  swarm  you.  This  you  turns  you  into  a deadly  sniper  that  enemies 
need  to  deal  with  or  suffer  the  consequences.  Should  the  enemy  swarm  you,  switch  to 
Defensive  Fire  while  you  have  the  passive  ability  Melee  Archer.  You  can  fire  off  arrows  while 
being  attacked  and  still  have  decent  defense. 


Rogue  Talents 


Chain 

Name 

Prerequisite 

Description 

Cost 

(mana 

/stamina) 

Upkeep 

(mana 

/stamina) 

Fatigue  (% 
mana/stamina) 

Ranged 

Cooidown 

(sec.) 

Area  of 
Effect 
Radius 
(ft.) 

Rogue  Schooi 

Chain 

1 

Dirty 

Fighting 

Dexterity  1 0 

The  rogue 
incapacitates  a 
target,  who 
takes  no 
damage  from 
the  attack  but  is 
stunned  for  a 
short  time. 

25 

0 

0 

No 

25 

0 

Combat 

Movement 

Dexterity  14, 
Level  4 

The  quick- 
stepping rogue 
can  more  easily 
outmaneuver 
opponents, 
granting  a wider 
flanking  angle 
that  makes 
backstabs 
easier  to 
achieve. 

0 

0 

0 

No 

0 

0 

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Coup  de 
Grace 

Dexterity  18, 
Level  8 

When  a target  is 

incapacitated, 

the 

opportunistic 
rogue  strikes 
where  it  hurts 
the  most, 
inflicting 
automatic 
backstabs 
against  stunned 
or  paralyzed 
targets. 

0 

0 

0 

No 

0 

0 

Feign  Death 

Dexterity  22, 
Level  12 

The  rogue 
collapses  at 
enemies'  feet, 
making  them 
lose  interest 
and  seek  other 
targets  until  the 
rogue  gives  up 
the  ruse. 

0 

40 

5 

No 

300 

0 

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Chain 

2 

Below  the 
Belt 

Dexterity  1 0 

The  rogue 
delivers  a swift 
and 

unsportsmanlike 
kick  to  the 
target,  dealing 
normal  combat 
damage  as  well 
as  imposing 
penalties  to 
defense  and 
movement 
speed  unless 
the  target 
passes  a 
physical 
resistance 
check. 

25 

0 

0 

No 

15 

0 

Deadly 

Strike 

Dexterity  14, 
Level  4 

The  rogue 
makes  a swift 
strike  at  a 
vulnerable  area 
on  the  target, 
dealing  normal 
damage  but 
gaining  a bonus 
to  armor 
penetration. 

25 

0 

0 

No 

15 

0 

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Lethality 


Dexterity  23, 
Level  8 


The  rogue  has  a 
keen  eye  for 
weak  spots  and 
thus  gains  a 
bonus  to  critical 
chance  for  all 
attacks. 
Additionally,  if 
the  rogue's 
cunning  score  is 
greater  than 
strength, 
sharpness  of 
mind  lets  the 
character  use 
the  cunning 
modifier  to 
affect  attack 
damage  in 
place  of  the 
strength 
modifier. 


No 


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Evasion 

Dexterity  35, 
Level  12 

The  rogue  gains 
an  almost 
preternatural 
ability  to  sense 
and  avoid 
danger.  This 
talent  grants  a 
one-in-five 
chance  of 
evading 
physical 
attacks, 
including  being 
stunned  or 
knocked  down. 

0 

0 

0 

No 

0 

0 

Chain 

3 

Deft  Hands 

Cunning  10 

All  rogues  have 
some 

understanding 
of  opening  locks 
and  spotting 
traps,  but 
particularly 
dexterous 
hands  and  a 
steady  grip  give 
the  character  a 
bonus  when 
picking  locks  or 
disarming  traps. 
The  character's 
cunning  score 
also  contributes 
to  these  skills. 

0 

0 

0 

No 

0 

0 

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Improved 

Tools 


Cunning  14, 
Level  4 


The  rogue  has 
taken  to 
carrying  a full 
set  of 
mplements 
designed  to 
defeat  trickier 
locks  and  spring 
traps  without 
harm.  These 
tools  add  a 
further  bonus 
when 

lockpicking  or 
disarming  traps, 
which  the 
character's 
cunning  score 
also  affects. 


No 


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Mechanical 

Expertise 


Cunning  18, 
Level  8 


Through 
practice  and 
research,  the 
rogue  has  come 
to  possess  an 
encyclopedic 
knowledge  of 
devices 
designed  to 
prevent  entry. 
Knowing  the 
right  technique 
for  the  job  lends 
the  rogue  yet 
another  bonus 
when  dealing 
with  locks  or 
traps.  The 
character's 
cunning  score 
also  contributes 
to  these  skills. 


No 


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Device 

Mastery 


Cunning  22, 
Level  12 


Practice  makes 
perfect,  and 
only  the  most 
intricate  locks  or 
elaborate  traps 
give  the  rogue 
pause  at  this 
level  of  mastery. 
A further  bonus 
applies  when 
lockpicking  or 
disarming  traps. 
The  character's 
cunning  score 
also  contributes 
to  these  skills. 


No 


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Chain 

4 

Stealth 

Cunning  10 

The  rogue  has 
learned  to  fade 
from  view, 
although 
perceptive 
enemies  may 
not  be  fooled. 
Taking  any 
action  beyond 
movement, 
including 
engaging  in 
combat  or  using 
items,  will  still 
attract  attention. 
If  the  rogue 
initiates  combat 
while  still 
stealthed,  the 
first  strike  is  an 
automatic 
critical  hit  or 
backstab. 

0 

0 

5 

No 

10 

0 

Stealthy 
Item  Use 

Cunning  14, 
Level  4 

The  rogue  has 
learned  how  to 
use  items  while 
sneaking. 

0 

0 

0 

No 

0 

0 

Combat 

Stealth 

Cunning  18, 
Level  8 

The  rogue  is 
stealthy  enough 
to  try  sneaking 
during  combat, 
although  at  a 
significant 
penalty. 

0 

0 

0 

No 

0 

0 

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Master 

Stealth 

Cunning  22, 
Level  12 

The  rogue  has 
mastered  the  art 
of  stealth, 
gaining 
significant 
bonuses  on  all 
stealth  checks. 

0 

0 

0 

No 

0 

0 

Dual  Weapon  School 

Chain 

1 

Dual 

Striking 

Dexterity  1 2 

When  in  this 
mode,  the 
character 
strikes  with  both 
weapons 
simultaneously. 
Attacks  cause 
more  damage, 
but  the 
character 
cannot  inflict 
regular  critical 
hits  or 
backstabs. 

0 

50 

5 

No 

10 

0 

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Riposte 

Dexterity  16 

The  character 
strikes  at  a 
target  once, 
dealing  normal 
damage,  as  well 
as  stunning  the 
opponent 
unless  it  passes 
a physical 
resistance 
check.  The 
character  then 
strikes  with  the 
other  weapon, 
generating  a 
critical  hit  if  the 
target  was 
stunned. 

40 

0 

0 

No 

20 

0 

Cripple 

Dexterity  22 

The  character 
strikes  low  at  a 
target,  gaining  a 
momentary 
attack  bonus 
and  hitting 
critically  if  the 
attack  connects, 
while  crippling 
the  target  with 
penalties  to 
movement 
speed,  attack, 
and  defense 
unless  it  passes 
a physical 
resistance 
check. 

35 

0 

0 

No 

30 

0 

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Punisher 

Dexterity  28 

The  character 
makes  three 
blows  against  a 
target,  dealing 
normal  damage 
for  the  first  two 
strikes  and 
generating  a 
critical  hit  for  the 
final  blow,  if  it 
connects.  The 
target  may  also 
suffer  penalties 
to  attack  and 
defense,  or  be 
knocked  to  the 
ground. 

50 

0 

0 

No 

40 

0 

Chain 

2 

Dual- 

Weapon 

Sweep 

Dexterity  1 2 

The  character 
sweeps  both 
weapons  in  a 
broad  forward 
arc,  striking 
nearby  enemies 
with  one  or  both 
weapons  and 
inflicting 
significantly 
more  damage 
than  normal. 

20 

0 

0 

No 

15 

2 

Flurry 

Dexterity  1 8 

The  character 
lashes  out  with 
a flurry  of  three 
blows,  dealing 
normal  combat 
damage  with 
each  hit. 

40 

0 

0 

No 

20 

0 

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Momentum 

Dexterity  24 

The  character 
has  learned  to 
carry  one  attack 
through  to  the 
next,  increasing 
attack  speed 
substantially. 
This  mode 
consumes 
stamina  quickly, 
however. 

0 

60 

5 

No 

30 

0 

Whirlwind 

Dexterity  30 

The  character 
flies  into  a 
whirling  dance 
of  death, 
striking  out  at 
surrounding 
enemies  with 
both  weapons. 
Each  hit  deals 
normal  combat 
damage. 

40 

0 

0 

No 

40 

2 

Chain 

3 

Dual- 

Weapon 

Training 

Dexterity  1 2 

The  character 
has  become 
more  proficient 
fighting  with  two 
weapons,  and 
now  deals 
closer  to  normal 
damage  bonus 
with  the  off- 
hand weapon. 

0 

0 

0 

No 

0 

0 

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Dual- 

Weapon 

Finesse 

Dexterity  16 

The  character  is 
extremely 
skilled  at 
wielding  a 
weapon  in  each 
hand,  gaining 
bonuses  to 
attack  and 
defense. 

0 

0 

0 

No 

0 

0 

Dual- 

Weapon 

Expert 

Dexterity  26, 
Level  9 

The  character 
has  significant 
experience  with 
two-weapon 
fighting,  gaining 
a bonus  to 
critical  chance, 
as  well  as  a 
possibility  with 
each  hit  to  inflict 
bleeding 
lacerations  that 
continue  to 
damage  a target 
for  a time. 

0 

0 

0 

No 

0 

0 

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Dual- 

Weapon 

Mastery 

Dexterity  36, 
Level  12 

Only  a chosen 
few  truly  master 
the  complicated 
art  of  fighting 
with  two 
weapons.  The 
character  is  now 
among  that  elite 
company,  able 
to  wield  full- 
sized  weapons 
in  both  hands. 
Stamina  costs 
for  all  dual- 
weapon talents 
are  also 
reduced. 

0 

0 

0 

No 

0 

0 

Archery  School 

Chain 

1 

Melee 

Archer 

Dexterity  12 

Experience 
fighting  in  tight 
quarters  has 
taught  the 
archer  to  fire 
without 
interruption, 
even  when 
being  attacked. 

0 

0 

0 

No 

0 

0 

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Aim 

Dexterity  16 

The  archer 
carefully  places 
each  shot  for 
maximum  effect 
while  in  this 
mode.  This 
decreases  rate 
of  fire  but  grants 
bonuses  to 
attack,  damage, 
armor 

penetration,  and 
critical  chance. 
Master  Archer 
further 

increases  these 
bonuses. 

0 

35 

5 

No 

10 

0 

Defensive 

Fire 

Dexterity  22 

While  active, 
the  archer 
changes  stance, 
receiving  a 
bonus  to 
defense  but 
slowing  the  rate 
of  fire.  With  the 
Master  Archer 
talent,  the 
defense  bonus 
increases. 

0 

40 

5 

No 

15 

0 

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Master 

Archer 


Dexterity  28 


Deadly  with 
both  bows  and 
crossbows, 
master  archers 
receive 
additional 
benefits  when 
using  Aim, 
Defensive  Fire, 
Crippling  Shot, 
Critical  Shot, 
Arrow  of 
Slaying,  Rapid 
Shot,  and 
Shattering  Shot. 
This  talent  also 
eliminates  the 
penalty  to  attack 
speed  when 
wearing  heavy 
armor,  although 
massive  armor 
still  carries  the 
penalty. 


No 


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Chain 

2 

Pinning  Shot 

Dexterity  1 2 

A shot  to  the 
target's  legs 
disables  the  foe, 
pinning  the 
target  in  place 
unless  it  passes 
a physical 
resistance 
check,  and 
slowing 
movement 
speed 
otherwise. 

20 

0 

0 

Yes 

15 

0 

Crippling 

Shot 

Dexterity  16 

A carefully 
aimed  shot 
hampers  the 
target's  ability  to 
fight  by 

reducing  attack 
and  defense  if  it 
hits,  although 
the  shot  inflicts 
only  normal 
damage.  The 
Master  Archer 
talent  adds  an 
attack  bonus 
while  firing  the 
Crippling  Shot. 

25 

0 

0 

Yes 

10 

0 

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Critical  Shot 

Dexterity  21 

Finding  a chink 
in  the  target's 
defenses,  the 
archer  fires  an 
arrow  that,  if 
aimed  correctly, 
automatically 
scores  a critical 
hit  and  gains  a 
bonus  to  armor 
penetration.  The 
Master  Archer 
talent  increases 
the  armor 
penetration 
bonus. 

40 

0 

0 

Yes 

10 

0 

Arrow  of 
Slaying 

Dexterity  30 

The  archer 
generates  an 
automatic 
critical  hit  if  this 
shot  finds  its 
target,  although 
high-level 
targets  may  be 
able  to  ignore 
the  effect.  The 
archer  suffers 
reduced 
stamina 

regeneration  for 
a time.  Master 
Archer  adds  an 
extra  attack 
bonus. 

80 

0 

0 

Yes 

60 

0 

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Chain 

3 

Rapid  Shot 

Dexterity  1 2 

Speed  wins  out 
over  power 
while  this  mode 
is  active,  as  the 
archer  fires 
more  rapidly  but 
without  any 
chance  of 
inflicting  regular 
critical  hits. 
Master  Archer 
increases  the 
rate  of  fire 
further  still. 

0 

35 

5 

No 

30 

0 

Shattering 

Shot 

Dexterity  16 

The  archer  fires 
a shot  designed 
to  open  up  a 
weak  spot  in  the 
target's  armor. 
The  shot  deals 
normal  damage 
if  it  hits  and 
imposes  an 
armor  penalty 
on  the  target. 
Master  Archer 
increases  the 
target's  armor 
penalty. 

25 

0 

0 

Yes 

15 

0 

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Suppressing 

Fire 

Dexterity  24 

When  this  mode 
is  active,  the 
archer's  shots 
hamper  foes. 
Each  arrow 
deals  regular 
damage  and 
also  encumbers 
the  target  with  a 
temporary 
penalty  to 
attack.  This 
penalty  can  be 
applied  multiple 
times. 

0 

60 

5 

No 

10 

0 

Scattershot 

Dexterity  27 

The  archer  fires 
a single  arrow 
that 

automatically 
hits,  stunning 
the  target  and 
dealing  normal 
damage.  The 
arrow  then 
shatters,  hitting 
all  nearby 
enemies  with 
the  same  effect. 

50 

0 

0 

Yes 

40 

0 

Power  of  Blood  School  (downloadable  content  only) 


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Chain 

1 

Dark 

Passage 

None 

Tapping  the 
power  of  tainted 
blood  makes 
the  rogue  more 
nimble,  able  to 
move  more 
quickly  while 
using  Stealth 
and  more  likely 
to  dodge  a 
physical  attack. 

0 

0 

0 

No 

0 

0 

The  Tainted 
Blade 

None 

The  rogue's 
blood  gushes 
forth,  coating 
the  edges  of 
weapons  with  a 
deadly  taint. 

The  character 
gains  a bonus 
to  damage 
determined  by 
the  cunning 
attribute,  but 
suffers 
continuously 
depleting  health 
in  return. 

40 

40 

5 

No 

5 

0 

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Specializations 


Each  class  has  two  specializations  (out  of  four)  that  they  can  learn  during  the  game.  Your  first 
specialization  can  be  learned  at  level  7;  your  second  at  level  14.  Most  companions  can  teach  a 
specialization,  though  your  approval  rating  must  be  high  enough  for  the  companion  to  want  to 
teach  you.  Leliana,  for  example,  can  teach  the  rogue's  bard  specialization.  Specializations  are 
difficult  to  achieve,  but  very  rewarding  if  you  gain  one.  As  long  as  the  specific  abilities  fit  with 
your  play  style  and  character  breakdown,  a specialization  is  generally  worth  spending  points  in 
over  regular  talents. 

Definitely  experiment  with  specializations.  A DPS  rogue  could,  for  example,  specialize  in 
ranger  to  add  an  extra  "companion"  to  a fight  for  more  support.  Here  are  some  suggested  play 
style  fits  for  the  four  specializations: 

Assassin 

Primary:  DPS  (all-out  offense  to  max  out  damage) 

Secondary:  Stamina  replenishment  (use  Feast  of  the  Fallen  to  recoup  lost  stamina) 

Bard 

Primary:  Enemy  control  (Captivating  Song  can  corral  whole  crowds) 

Secondary:  Party  buffer  (replenish  party  mana/stamina  or  augment  offense/defense) 

Duelist 

Primary:  Balanced  DPS  (excellent  offense  with  a touch  of  defense) 


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Secondary:  Crit-happy  (reach  Pinpoint  Strike  for  multiple  critical  successes  in  a row) 

Ranger 

Primary:  Pet  lover  (summon  beasties  for  party  support) 

Secondary:  Off-tank  (summoned  creatures  tank  for  you) 


Specializatio 

n 

Talent 

Name 

Prerequisit 
e Level 

Description 

Cost 

(mana 

(stamina) 

Upkeep 

(mana 

(stamina) 

Fatigue  (% 
mana( 
stamina) 

Ranged 

tooldown 

(sec.) 

Area  of 
Effect 
Radius 
(ft.) 

Assassin 

Learned  From:  Zevran  (Companion),  Alarith's  Store  (Denerim,  after  Landsmeet  starts) 

Mark  of 
Death 

7 

The 

assassin 
marks  a 
target, 
revealing 
weaknesses 
that  others 
can  exploit. 
All  attacks 
against  a 
marked 
target  deal 
additional 
damage. 

40 

0 

0 

Yes 

60 

0 

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Exploit 

Weakness 

12 

A keen  eye 
and  a killer 
instinct  help 
the  assassin 
exploit  a 
target's 
weak  points. 
During  a 
successful 
backstab 
attack,  the 
assassin 
gains 
additional 
damage 
based  on 
cunning. 

0 

0 

0 

No 

0 

0 

Lacerate 

14 

Whenever  a 
backstab 
deals 
enough 
damage,  the 
assassin's 
foe  is  riddled 
with 

bleeding 
wounds  that 
inflict 
additional 
damage  for 
a short  time. 

30 

60 

0 

No 

60 

0 

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Feast  of 
the  Fallen 

16 

The 

assassin 
thrives  on 
the  moment 
of  death. 
Stamina  is 
partially 
restored 
whenever 
the  assassin 
fells  an 
opponent 
with  a 
backstab. 

0 

0 

0 

No 

0 

0 

Bard 

Learned  From: 

Leliana  (Companion),  Alimar  (Orzammar) 

Song  of 
Valor 

7 

The  bard 
sings  an 
ancient  tale 
of  valorous 
heroes, 
granting  the 
party 

bonuses  to 
mana  or 
stamina 
regeneration 
at  a rate 
affected  by 
the  bard's 
cunning. 

The  bard 
can  only 
sing  one 
song  at  a 
time. 

0 

50 

5 

No 

30 

10 

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Distraction 


The  bard's 
performance 
, replete  with 
dizzying 
flourishes,  is 
designed  to 
distract  and 
confuse. 

The  target 
forgets  who 
it  was 

fighting  and 

becomes 

disoriented 

unless  it 

passes  a 

mental 

resistance 


40 


0 


0 


Yes 


30  0 


check. 


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Song  of 
Courage 


10 


The  bard 
launches 
into  an  epic 
song  of  the 
party's 
exploits, 
granting 
them 

bonuses  to 
attack, 
damage, 
and  critical 
chance.  The 
size  of  the 
bonuses  are 
affected  by 
the  bard's 
cunning. 

The  bard 
can  only 
sing  one 
song  at  a 
time. 


50 


No 


30 


10 


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Captivatin 
g Song 

12 

The  bard 
begins  an 
entrancing 
song  that 
stuns  hostile 
targets 
nearby 
unless  they 
pass  a 
mental 
resistance 
check  every 
few 

seconds. 
Continuing 
the  song 
does  not 
drain 

stamina,  but 
the  bard 
cannot  move 
or  take  any 
other  action 
while 
singing. 

0 

60 

5 

No 

30 

4 

Duelist 

Learned  From:  Isabela  (The  Pearl  in  Denerim) 

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Dueling 

7 

The  duelist 
focuses  on 
proper  form, 
gaining  a 
bonus  to 
attack  while 
the  mode  is 
active.  Keen 
Defense 
adds  a 
bonus  to 
defense 
while  in  this 
mode. 

0 

30 

5 

No 

5 

0 

Upset 

Balance 

12 

The  duelist 
executes  a 
quick  move 
that  throws 
the 

opponent  off 

balance, 

imposing 

penalties  to 

movement 

speed  and 

defense 

unless  the 

target 

passes  a 

physical 

resistance 

check. 

25 

0 

0 

No 

15 

0 

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Keen 

Defense 

14 

The  duelist 
has  an 
uncanny 
knack  for 
simply  not 
being  there 
when  the 
enemy 
attacks, 
receiving  a 
bonus  to 
defense. 

0 

0 

0 

No 

0 

0 

Pinpoint 

Strike 

16 

The  duelist 
has  learned 
to  strike  the 
vitals  of  an 
enemy  with 
pinpoint 
accuracy 
and  from 
any  angle. 
For  a 
moderate 
duration,  all 
successful 
attacks 
generate 
automatic 
critical  hits. 

60 

0 

0 

No 

180 

0 

Ranger 

Learned  From:  Bodahn's  Wares  (Party  Camp) 

Summon 

Wolf 

7 

The  ranger 
calls  a great 
forest  wolf  to 
fight 

alongside 
the  party. 

0 

50 

5 

No 

60 

0 

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Summon 

Bear 

8 

The  ranger 
calls  a 
powerful 
bear  to  fight 
alongside 
the  party. 

0 

50 

5 

No 

90 

0 

Summon 

Spider 

10 

The  ranger 
calls  a large 
spider  to 
fight 

alongside 
the  party. 

0 

50 

5 

No 

120 

0 

Master 

Ranger 

12 

The  ranger 
has  learned 
to  summon 
stronger 
companion 
animals. 
Animals 
summoned 
by  a Master 
Ranger  are 
significantly 
more 

powerful  in 
combat  than 
their  normal 
counterparts 

0 

0 

0 

No 

0 

0 

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Gear 


Daggers  are  a natural  weapon  for  a rogue  to  use,  given  their  high  speed,  armor  penetration, 
and  critical  chance.  Other  one-handed  weapons  work  well  too,  but  you  won't  be  able  to  dual 
wield  them  until  you  reach  Dual-Weapon  Mastery  at  36  dexterity.  And  definitely  dual  wield, 
even  if  it's  not  something  you  planned  to  spec  in,  because  another  weapon  never  hurts. 

Carry  a bow  in  the  backup  weapon  slot  and  make  good  use  of  it.  You  need  to  build  dexterity 
anyway  for  the  Dual  Weapon  school,  so  you  might  as  well  use  it  to  complement  a bow,  right? 

There's  more  rogue  gear  than  you  could  ever  hope  to  equip  in  a single  play.  The  general  rule 
of  thumb  is  to  wait  for  loot  that  serves  as  an  upgrade  and  snatch  it  up.  If  you  have  extra  coin  to 
buy  a nice  gear  upgrade,  feel  free  to  spend  away,  though  most  of  the  low-level  equipment  will 
be  easily  replaced  by  future  loot,  and  the  high-level  equipment  is  very  expensive  (generally 
bought  during  the  Landsmeet  for  a run  at  the  archdemon). 

With  so  much  good  gear,  here  are  some  beauties  to  shoot  for  based  on  beginning  (1-5), 
intermediate  (6-10),  advanced  (11-15),  and  expert  levels  (16-20): 


LvI  1-5 

LvI  6-10 

LvI  11-15 

Lv1 16-20 

Armor 

Studded  Leather 
Armor  (any  type) 

Studded  Leather  Armor 
(any  type) 

Shadow  of  the 

Empire 

(Drakescale) 

The  Felon's  Coat  (Drakescale) 

Helm 

Studded  Leather 
(any  type) 

Studded  Helmet  (any 
type),  Studded  Leather 
Helm  (any  type) 

Qunari 

Thickened  Cap 
(Reinforced) 

Conspirator's  Foil,  The  Long  Sight  (Drakeskin) 

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Boots 

Studded  Leather 
Boots  (any  type) 

Dalish  Boots  (any  type) 

Deygan's  Boots 
(Reinforced) 

Bard's  Dancing  Shoes  (Drakescale),  Wade's 
Superior  Drakeskin  Boots 

Gloves 

Studded  Leather 
Gloves  (any 
type) 

Dalish  Gloves  (Leather) 

Backhands 

(Hardened) 

Red  Jenny  Seekers  (Drakescale) 

Offhand 

Noble's  Dagger 

Enchanted  Dagger 
(Grey  Iron),  Falon'Din's 
Reach  (Dragonthorn) 

Beastman's 
Dagger (Red 
Steel) 

The  Rose's  Thorn  (Dragonbone),  Crow  Dagger 
(any  type  but  Dragonbone  with  3 rune  slots  is 
best) 

Main 

Hand 

Borrowed 

Longsword 

Saw  Sword 

Imperial  Edge 

King  Mario's  Blade 

Bow 

Darkspawn 

Longbow 

Spear  Thrower 

Far  Song 

Marjolaine's  Recurve 

Party  Responsibilities 


Are  you  the  party's  damage-dealer  or  scout?  If  you're  DPS-focused,  your  primary  responsibility 
is  dealing  melee  or  ranged  damage.  That  generally  means  stocking  up  on  offensive  talents  and 
gear.  If  you're  picking  a lot  of  locks  and  stealthing  around,  spread  more  points  to  the  non- 
combat talents;  think  balance  over  cutthroat  combat  expertise.  All  rogues  need  to  be  aware  of 
threat  and  avoid  pulling  too  much  at  once.  Learn  to  time  your  attacks  so  you  don't  draw  too 
much  threat  but  still  deal  significant  damage  to  the  enemy. 

If  your  rogue  is  the  main  PC,  the  other  three  companions  should  fill  in  talents  around  you  for  a 
well-balanced  party.  If  you're  building  up  a companion  rogue,  look  to  fill  in  where  the  party  is 
lacking.  Not  dealing  enough  damage?  Crank  up  the  offense.  Want  to  avoid  more  traps  and 
earn  more  treasure?  Make  sure  you  build  up  those  nimble-fingered  talents.  In  the  final  party 


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configuration,  your  PC  should  play  whatever  role  you  have  the  most  fun  with  while  the  other 
three  companions  add  the  components  necessary  to  maximize  your  combat  efficiency. 

The  rogue  ranks  very  well  in  terms  of  armor,  weapons,  and  all-purpose  talents.  Those  talents 
and  gear  enable  you  to  surprise  your  foes  with  killer  damage,  slip  in  and  out  of  combat  for 
great  defense,  and  deal  with  non-combat  dungeon  obstacles  (traps,  locks)  that  other 
companions  cannot.  From  whirlwind  flair  in  a sea  of  armor  to  steady  precision  with  lockpick 
tools,  the  rogue  covers  everything  that  warriors  and  mages  can't— all  with  a wink  and  smile. 

Model  Characters 

With  the  game's  best  weapon  talent  trees,  you  can  create  dozens  of  rogues  who  each  wield 
something  a little  different  in  combat.  Don't  feel  constrained  to  play  according  to  the  following 
rogue  models  to  the  letter;  take  bits  and  pieces  that  appeal  to  your  play  style  and  add  your  own 
spin.  However,  these  are  basic  models  for  a melee  DPS  rogue,  ranged  DPS  rogue,  and  scout 
rogue.  Each  shows  you  how  to  choose  your  talents  up  to  level  20,  what  talent  chains  are 
effective,  how  specializations  fit  in,  and  sample  combat  strategies  for  that  model. 

Melee  DPS  Model 


Level 

Talent 

0 

Dirty  Fighting 

1 

Below  the  Belt,  Dual-Weapon  Training 

2 

Dual  Striking 

3 

Dual-Weapon  Finesse 

4 

Combat  Movement 

5 

Deadly  Strike 

6 

Riposte 

7 

Mark  of  Death  (Assassin) — First  Specialization  Available  at  This  Level 

8 

Lethality 

9 

Dual-Weapon  Expert 

10 

Coup  de  Grace 

11 

Cripple 

12 

Dual-Weapon  Mastery 

13 

Punisher 

14 

Exploit  Weakness  (Assassin) — Second  Specialization  Available  at  This  Level 

15 

Lacerate  (Assassin) 

16 

Feast  of  the  Fallen  (Assassin) 

17 

Evasion 

18 

Feign  Death 

19 

Dual-Weapon  Sweep 

20 

Flurry 

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Overview:  The  name  of  the  game  is  to  deal  damage  quickly.  Generally,  Dual  Weapon  talents 
combined  with  the  backstabbing  Rogue  talents  work  best. 

Leveling:  If  you  choose  a Human  Noble  or  Dwarf  Noble,  you  gain  the  first  Combat  Training 
skill  and  can  spend  your  skill  point  on  Improved  Combat  Training.  You  begin  with  Dirty  Fighting 
talent,  an  excellent  starting  skill  and  always  useful.  You  can  stun,  then  move  behind  the  enemy 
to  get  in  a couple  of  backstabs.  This  skill  helps  tremendously  when  you  are  forced  to  fight  face- 
to-face,  or  for  helping  out  a healer  or  teammate  about  to  die. 

At  level  1 , Below  the  Belt  gives  you  a decent  attack  that  can  slow  down  enemies  so  they  can't 
escape  or  can't  pursue.  Dual-Weapon  Training  starts  the  first  Dual  Weapon  chain,  which  will 
be  your  primary  focus.  Continue  your  Dual  Weapon  basics  for  the  next  two  levels  with  Dual 
Striking  and  Dual-Weapon  Finesse.  Make  sure  you  take  Improved  Combat  Training  by  this 
point. 

Next,  Combat  Movement  presents  a wider  flanking  area  to  produce  backstabs  easier.  In  the 
bigger  fights  with  bodies  all  bunched  together,  it's  difficult  to  get  directly  behind  a target  in  time, 
so  this  helps  a lot.  At  level  5,  pick  up  Deadly  Strike  as  a precursor  to  Lethality  and  extra  armor 
penetration.  At  level  6,  pick  up  Riposte  to  add  another  stun  to  your  arsenal.  With  Coup  de 
Grace,  you  prevent  damage  to  your  party  while  hacking  away  for  criticals. 

You  gain  your  specialization  at  level  7.  You  could  go  with  duelist,  but  assassin  concentrates  on 
damage,  and  that's  your  priority.  Mark  of  Death  increases  all  damage  against  a single  target. 

It's  perfect  against  bosses  and  tougher  foes  that  require  that  special  touch. 


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The  passive  talent  Lethality  at  level  8 increases  your  critical  chance  and  converts  cunning  to 
strength  for  damage  purposes.  Dual-Weapon  Expert  adds  even  more  critical  chance  at  level  9. 
You  need  26  dexterity  and  Expert  Combat  Training  by  this  point. 

Coup  de  Grace  and  Cripple,  at  levels  10  and  11 , pile  on  the  damage  with  more  chances  for 
backstabs  and  critical  hits.  At  levels  12  and  13,  top  off  your  two  Dual  Weapon  chains  with  Dual- 
Weapon  Mastery  and  Punisher.  You  can  deal  with  huge  threats  now,  wield  full-sized  weapons 
in  both  hands,  use  more  talents  because  your  stamina  costs  are  reduced,  and  punish  an 
opponent  with  three  crushing  blows.  You  must  have  36  dexterity  and  Master  Combat  Training 
by  now. 

Complete  your  assassin  specialization  with  levels  14  through  16.  Exploit  Weaknesses 
increases  your  damage  potential  by  finding  holes  in  your  enemy's  defenses.  Lacerate  gives 
you  a damage-over-time  effect,  and  Feast  of  the  Fallen  replenishes  your  stamina  with  every 
kill. 

Now  that  you've  nearly  maxed  out  your  offense,  add  a little  defense  with  Evasion  at  level  17 
and  Feign  Death  at  level  18.  You  can  always  gain  these  defensive  talents  earlier  if  you  find 
yourself  hit  a lot  in  combat.  With  a good  party,  though,  you  probably  want  to  favor  the  offense. 

You  can  finish  up  your  talents  with  virtually  anything  you  want.  Here  we'll  add  Dual-Weapon 
Sweep  and  Flurry  for  multiple-target  damage,  which  could  improve  your  damage  output 
tremendously. 

Talent  Choices:  Melee  DPS  tends  toward  Dual  Weapon  talents  as  a natural  fit.  You  can 
dabble  in  the  cunning  Rogue  talents,  but  to  maximize  your  offensive  potential,  stick  with  most, 
if  not  all,  of  the  dexterity  Rogue  talents. 

Specialization:  Assassin  is  all  about  enough  damage  to  kill  targets  before  they  kill  you.  It's 
possible  to  go  with  the  duelist  specialization  as  well,  if  you  want  a little  defense  mixed  in  with 
your  offense,  but  for  all-out  DPS,  assassin  slays  the  competition. 

Battle  Tactics:  Wait  a few  seconds  for  the  tank  and  other  companions  to  engage  the  enemy. 
Angle  into  the  fight  from  the  side  or  rear,  and  always  position  yourself  for  a backstab  attempt. 

In  general,  you  want  to  help  the  tank  eliminate  his  prime  adversary,  but  if  you  see  targets  of 
opportunity  with  half  health  or  less,  make  quick  work  of  them. 

Based  on  the  position  and  number  of  foes,  select  your  attacks  appropriately.  Tank's  target 
putting  up  a fight?  Hit  from  behind  with  Coup  de  Grace  and  Punisher.  Enemy  turning  its 
attention  on  you?  Stun  it  with  Dirty  Fighting  or  Riposte,  or  slow  it  down  with  Cripple  so  you  can 
escape.  Boss  lumbering  into  view?  Hit  it  with  Mark  of  Death  so  everyone  piles  on  extra 
damage. 

Ranged  DPS  Model 


Level 

Talent 

0 

Dirty  Fighting 

1 

Pinning  Shot,  Rapid  Shot 

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2 

Below  the  Belt 

3 

Crippling  Shot 

4 

Shattering  Shot 

5 

Deadly  Strike 

6 

Critical  Shot 

7 

Suppressing  Fire — First  Specialization  Available  at  This  Level 

8 

Lethality 

9 

Scattershot 

10 

Arrow  of  Slaying 

11 

Melee  Archer 

12 

Aim 

13 

Defensive  Fire 

14 

Master  Archer — Second  Specialization  Available  at  This  Level 

15 

Dueling  (Duelist) 

16 

Upset  Balance  (Duelist) 

17 

Keen  Defense  (Duelist) 

18 

Pinpoint  Strike  (Duelist) 

19 

Deft  Flands 

20 

Stealth 

Overview:  Much  like  an  offensive  mage,  a ranged  DPS  rogue  concentrates  weapons  and 
talents  on  enemies  at  a distance.  He  focuses  on  the  Archery  school,  and  may  dip  into  some 
talents,  such  as  the  duelist  specialization,  when  melee  becomes  imminent. 

Leveling:  You  begin  with  Dirty  Fighting.  It's  not  ideal  for  range,  but  very  helpful  when  an 
enemy  closes  on  you  and  you  need  a quick  stun  to  get  your  distance  again.  As  you'll  be 
working  with  a bow,  load  up  on  dexterity.  Your  goal  is  to  have  27  dexterity  and  Master  Combat 
Training  by  level  9. 

With  your  first  two  talent  points  at  level  1,  choose  Pinning  Shot  and  Rapid  Shot.  You  now  can 
hamper  someone's  movement  with  Pinning  Shot  or  reload  much  faster  with  Rapid  Shot.  Below 


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the  Belt  at  level  2 gives  you  another  melee  talent,  which  also  helps  you  avoid  prolonged  face- 
to-face  encounters. 

At  level  3,  gain  the  Improved  Combat  Training  skill  and  start  working  on  the  next  tier  of  talents. 
Crippling  Shot  hampers  a foe's  offense  and  defense,  while  Shattering  Shot  and  Deadly  Strike 
put  holes  in  enemy's  armor. 

If  you  have  21  dexterity  and  Expert  Combat  Training  at  level  6,  select  Critical  Shot.  If  you  hit. 
Critical  Shot  inflicts  critical  damage  and  a bonus  to  armor  penetration.  Follow  that  up  with 
Suppressing  Fire  at  the  next  level  to  further  encumber  targets  with  attack  penalties. 

At  level  8,  purchase  Lethality.  It's  an  all-around  excellent  ability:  it  increases  the  critical  chance 
for  all  attacks  and  possibly  replaces  cunning  for  strength  when  considering  damage  bonuses. 

You  reach  your  first  pinnacle  at  level  9 with  Scattershot.  This  awesome  talent  automatically 
stuns  your  target  and  deals  normal  damage,  then  splinters  off  and  does  the  same  to  all  nearby 
enemies.  Use  this  effectively  against  enemy  spellcasters  or  large  enemy  groups  to  impede 
flanking  attempts. 

If  you  can  reach  30  dexterity  by  level  10,  you  gain  Arrow  of  Slaying.  This  scores  an  automatic 
critical  hit  against  all  but  high-level  opponents. 

Beginning  at  level  11 , concentrate  on  the  Melee  Archer  chain.  Melee  Archer  prevents  attacks 
from  interrupting  your  firing,  while  Aim  and  Defensive  Fire  provide  offensive  and  defensive 
oriented  bonuses,  respectively.  At  level  14  you  finish  the  chain  with  Master  Archer.  You  can  fire 
arrows  while  taking  damage,  gain  bonuses  to  offense  and  damage,  slow  the  rate  of  fire  to  gain 
bonuses  to  defense,  and  bulk  up  almost  all  your  Archery  talents  with  Master  Archer.  This  skill 
also  allows  the  rogue  to  wear  heavy  armor  without  attack  speed  penalties. 

Now  it's  time  for  some  melee  talents  in  case  enemies  get  close.  At  level  15,  seek  out  Isabela  at 
the  Pearl  to  learn  the  duelist  specialization.  Dueling  and  Pinpoint  Strike  ratchet  up  your  offense 
while  Upset  Balance  and  Keen  Defense  ensure  you  won't  go  down  so  easily  with  swords  and 
claws  flying. 

To  fill  out  through  level  20,  dip  into  the  cunning  Rogue  talents,  with  one  point  for  locking  picking 
and  one  for  stealth.  If  you  aren't  pure  ranged  DPS,  you'll  want  these  talents  earlier;  however, 
choosing  them  at  higher  levels  still  gives  you  options  for  the  final  quests  in  the  game. 

Talent  Choices:  The  Archery  school  and  all  its  ranged  surprises  are  your  go-to  talents.  Duelist 
provides  some  melee  talents  in  case  an  enemy  gets  close  enough  to  grab  you. 

Specialization:  The  Dueling  sustained  ability  gives  a bonus  to  attack  while  active.  Upset 
Balance  can  slow  an  enemy's  movement  speed  and  hinder  its  defense.  The  passive  Keen 
Defense  does  just  that:  add  a permanent  bonus  to  defense.  Your  top  melee  talent.  Pinpoint 
Strike,  converts  all  hits  into  critical  strikes  for  a moderate  duration. 

Battle  Tactics:  Once  the  battle  begins,  stand  your  ground.  Let  the  tank  and  other  melee 
DPSers  embrace  the  enemy.  You  want  to  nuke  them  from  afar.  Unlike  a mage  who  stays  in  the 


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rear,  however,  the  ranged  DPS  rogue  can  enter  melee  with  his  better  armor,  weapons,  and 
duelist  talents  at  higher  levels. 

Survey  the  battlefield  and  pick  your  targets  wisely.  Concentrate  fire  on  the  tank's  target  to  bring 
it  down  quicker,  or  look  for  injured  foes  that  you  can  drop  with  an  arrow  or  two.  If  you  see  an 
enemy  spellcaster  in  the  enemy's  rear,  make  it  your  priority.  You  don't  want  it  getting  off 
damaging  spells.  Same  goes  for  enemy  archers.  If  your  melee  companions  can't  reach  them, 
it's  your  job  to  stop  them  from  pelting  the  team  with  damage. 

On  offense,  your  rotation  goes  something  like  this:  Aim,  Pinning  Shot  (against  moving  targets). 
Critical  Shot  (against  near-dead  targets),  and  Arrow  of  Slaying.  On  defense,  go  Defensive  Fire, 
Crippling  Shot,  Suppressing  Fire,  and  Scattershot  (especially  against  enemy  spellcasters  or 
enemies  charging  at  you). 

As  a ranged  DPS  rogue,  you  have  much  of  the  offense  of  a DPS  mage,  yet  you  still  can  wear 
most  of  the  better  armor  and  use  high-quality  weapons.  Keep  on  the  go  to  avoid  enemy  melee 
encounters  and  let  your  companions  wade  through  the  blood  and  limbs. 

Scout  Model 


Level 

Talent 

0 

Dirty  Fighting 

1 

Deft  Hands,  Stealth 

2 

Dual-Weapon  Training 

3 

Combat  Movement 

4 

Improved  Tools 

5 

Dual-Weapon  Finesse 

6 

Dual  Striking 

7 

Song  of  Valor  (Bard) — First  Specialization  Available  at  This  Level 

8 

Mechanical  Expertise 

9 

Dual-Weapon  Expert 

10 

Distraction  (Bard) 

11 

Song  of  Courage  (Bard) 

12 

Device  Mastery 

13 

Captivating  Song  (Bard) 

14 

Dual-Weapon  Mastery — Second  Specialization  Available  at  This  Level 

15 

Riposte 

16 

Coup  de  Grace 

17 

Feign  Death 

18 

Cripple 

19 

Punisher 

20 

Stealthy  Item  Use 

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Overview:  A master  thief  slinks  through  the  shadows  and  opens  locked  doors  with  a flick  of 
the  wrist.  A scout  rogue  can  DPS  well,  but  knows  more  than  a thing  or  two  about  the  business 
of  treasure  and  traps. 

Leveling:  With  your  two  points  from  the  start,  choose  your  key  noncombat  talents.  Deft  Hands 
(for  lockpicking  and  trap  detection)  and  Stealth  (for  hiding  invisibly).  The  Deft  Hands  chain  is 
your  priority;  you  want  to  be  able  to  open  locked  doors  and  chests,  and  it  will  take  up  to  Device 
Mastery  at  level  12  to  open  anything  that  comes  your  way. 

At  levels  2 and  3,  begin  on  your  offense  with  Dual-Weapon  Training  and  Combat  Movement. 
The  following  level,  pick  up  Improved  Tools  to  further  enhance  your  lockpicking  and  trap 
detection.  With  this  build,  you  should  increase  cunning  and  dexterity  to  unlock  all  the 
necessary  talents. 

For  the  next  two  levels,  continue  your  offense  with  Dual-Weapon  Finesse  at  level  5 and  Dual 
Striking  at  level  6.  The  big  penalties  to  your  off-hand  weapon  will  be  gone,  and  you  now  can 
attack  with  a two-hit  combo. 


At  level  7,  ask  Leliana  to  train  you  in  the  bard  specialization.  Song  of  Valor  provides 
regeneration  to  mana  and  stamina,  which  always  proves  useful  after  a long  battle.  At  level  8, 
you  gain  the  third  lockpicking  rank  with  Mechanical  Expertise.  You  will  need  18  cunning. 

To  become  a Dual-Weapon  Expert  at  level  9,  make  sure  you  have  26  dexterity  and  Expert 
Combat  Training.  Your  critical  chance  increases,  and  you  may  inflict  lacerations  that  cause 
enemies  to  bleed  more  damage  over  time. 

At  levels  10  and  11 , continue  down  the  bard  path.  Distraction  is  a single-target  stun,  while 
Song  of  Courage  improves  the  party's  attack,  damage,  and  critical  chance  scores. 


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If  you  have  22  cunning  by  level  12,  welcome  to  the  ultimate  lockpicking  and  trap  detection 
talent:  Device  Mastery.  You  will  never  fail  to  open  a locked  door  or  chest  (unless  it  requires  a 
special  key),  or  to  detect  a trap  and  disarm  it. 

You  cap  out  two  more  key  talent  chains  at  levels  13  and  14.  First,  the  bard's  Captivating  Song 
is  the  rogue's  finest  crowd  control  talent  if  you  have  the  stamina  to  use  it  properly.  At  level  14, 
Dual-Weapon  Mastery  finishes  off  your  expertise  with  two  weapons,  including  wielding  full- 
sized  weapons  if  you  like. 

For  level  15  and  on,  you  can  fill  out  talents  as  desired.  Here  we  went  with  Riposte  and  Coup 
de  Grace  next  for  more  stunning  and  backstabbing.  Feign  Death  and  Cripple,  at  levels  17  and 
18,  give  you  options  to  remove  yourself  from  combat  if  you  have  too  much  threat  on  you.  Level 
19's  Punisher  gives  you  a powerful  finishing  move,  and  the  final  talent.  Stealthy  Item  Use, 
improves  your  stealth  to  the  second  rank. 

Talent  Choices:  The  Rogue  cunning  abilities  come  in  the  most  handy,  supported  by  its 
dexterity  talents  and  some  Dual  Weapon  conditioning. 

Specialization:  The  bard  specialization  may  not  produce  extra  damage,  but  it  gives  the  rogue 
phenomenal  control  over  enemies  with  the  stuns  Distraction  and  Captivating  Song.  The  group 
buffs  Song  of  Valor  and  Song  of  Courage  raise  the  stats  of  the  entire  party.  If  you  aren't  worried 
about  pure  combat,  the  bard  specialization  is  the  best  option  for  helping  out  the  entire  party. 

Battle  Tactics:  You  don't  have  as  much  DPS  as  your  other  companions,  so  let  the  tank  and 
other  melee  specialists  roam  out  into  the  enemy  crowds.  You  can  slip  into  stealth  and  pick  your 
best  spot  to  enter  combat.  At  higher  levels,  once  you've  stacked  up  a few  Dual  Weapon 
talents,  you  should  hold  your  own  against  lesser  enemy  groups  or  a stronger  one-on-one  fight. 

Your  chief  role  will  be  crowd  control.  Once  you  have  the  bard's  Captivating  Song  at  level  13, 
charge  out  just  behind  the  tank  or  other  DPSers.  Activate  Captivating  Song  once  the  enemy 
throng  presses  in.  You  won't  be  able  to  move,  but  all  enemies  within  a moderate  radius  will  be 
stunned  unless  they  pass  a mental  resistance  check  every  few  seconds.  Most  mobs  are 
susceptible  to  mental  attacks,  so  the  song  is  very  effective.  With  the  song  active,  you  lose 
stamina  over  time,  and  when  you  hit  zero,  all  enemies  break  loose.  Build  up  your  willpower  if 
you  plan  on  using  Captivating  Song  a lot.  By  pinning  enemies  in  place,  you  prevent  incoming 
damage  and  allow  your  fellow  companions  ample  free  shots  on  the  dazed  enemies. 

The  Party 

The  name  of  the  game  should  give  you  a clue  that  monstrous  beasts  are  in  store  for  you.  From 
dungeon  depths  to  snowy  mountaintops,  your  four-person  party  will  battle  anything  from 
devastating  dragons  to  drooling  darkspawn.  Unless  you  want  to  end  up  as  chew  toys  for  ogres, 
hone  up  on  the  basics  and  learn  expert  party  dynamics. 


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Buddy  Basics 


You  begin  your  adventuring  career  on  your  own.  As  the  story  unfolds,  you  meet  companions 
who  join  your  party  and  become  your  allies  in  battle.  A companion  could  be  a fellow  Grey 
Warden  like  Alistair,  or  the  unlikeliest  of  allies,  Zevran,  an  Antivan  Crow  sent  to  assassinate 
you.  It's  up  to  you  to  decide  which  companions  you  travel  with,  because  you  can  have  only 
three  companions  at  once.  The  rest  remain  behind  at  party  camp,  a place  easily  reached  from 
the  world  map  that  serves  as  haven  for  you  and  your  companions,  fully  equipped  with  a 
dwarven  merchant  to  buy  excess  goods  and  sell  you  wares  at  a discount.  Each  time  you  leave 
party  camp,  you  can  pick  three  new  companions  to  accompany  you,  and  in  certain  non-hostile 
regions,  you  can  use  the  Party  Configuration  button  on  your  top  menu  to  immediately  switch 
companions.  For  more  on  each  companion,  flip  to  the  Companions  chapter. 


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Group  Dynamics 


Each  of  the  three  classes  has  a distinct  role  in  the  party.  In  general,  class  roles  fall  into 
categories  that  take  best  advantage  of  class  talents.  However,  be  prepared  to  improvise  at  any 
given  moment.  For  example,  if  you're  a rogue  bard  intent  on  keeping  a second  monster  away 
from  the  party  and  you  see  the  first  enemy  about  to  defeat  your  tank,  you  may  want  to  switch 
to  offense  and  help  out  with  the  first  enemy. 

The  party's  main  tank  responsibilities  fall  on  the  shoulders  of  a warrior.  His  superior  defense 
and  ability  to  hold  the  mob's  threat  safeguard  the  group  in  the  heat  of  battle.  If  the  tank  falls,  it 
generally  spells  doom  for  the  rest  of  the  party  as  the  enemies  split  and  attack  the  more 
vulnerable  companions.  The  warrior's  primary  job  is  to  the  hold  the  line  and  keep  the  enemy's 
attention  on  him  at  all  times  so  that  others  can  do  their  thing. 

Every  party  needs  a healer,  and  the  mage  provides  the  health-pumping  spells  to  excel  at  that. 
The  mage's  single  and  party  heals  keep  companions  alive.  When  not  healing,  the  mage  can 
augment  the  party  with  stat-enhancing  buffs.  A mage  can  also  concentrate  almost  completely 
on  DPS,  stacking  up  on  single-target  and  AoE  damage  spells  to  obliterate  whole  enemy 
groups. 

A rogue  acts  as  the  scout  for  the  fellowship.  He  slips  into  the  shadows  with  stealth  and  recons 
the  area  for  enemy  positions,  traps,  treasure  locations,  and  quest  objectives.  When  going  up 
against  enemies,  a rogue  can  hide  until  the  opportune  moment  to  dart  in  for  a backstab.  In  the 
heat  of  battle,  the  rogue  adds  extra  DPS  to  the  fight  with  superior  Dual  Weapon  talents  and 
bonuses  to  critical  hit  chances. 


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As  you  adventure  with  the  same  team,  you  gain  experience,  loot,  and  better  skills.  Develop 
your  team  as  a whole  and  not  just  individuals.  For  example,  you  don't  need  four  party 
members  with  Herbalism.  One  person  who's  mastered  Herbalism  can  supply  all  the  potions, 
leaving  the  others  free  to  spread  out  their  points  to  other  valuable  skills.  It's  fine  to  have  two 
party  members  with  Poison-Making  so  they  can  both  enhance  their  weapon  DPS,  but  also  try 
out  Trap-Making,  and  leave  crucial  skill  points  open  for  your  PC  to  put  into  Coercion  and 
possibly  Survival.  After  a successful  quest  run,  distribute  your  gear  to  the  most  appropriate 
characters.  Don't  always  give  the  best  items  to  your  PC  (though  he  or  she  should  certainly  get 
great  loot  whenever  possible).  It's  much  better  to  hand  the  top-notch  armor  to  your  tank  than 
your  rogue  PC,  and  it  makes  little  sense  to  give  an  accessory  with  magic  bonus  to  your  melee 
DPS  character. 


Dealing  with  Threat 


If  anyone  in  your  party  does  manage  to  pull  threat,  always  make  sure  to  run  to  the  tank  to  have 
it  picked  up.  Attempting  to  run  away  only  increases  the  time  it  takes  to  get  the  mob  pulled  off, 
likely  resulting  in  the  character's  death  or  even  the  whole  party's.  Monitor  the  threat  from 
critical  hits.  If  you  land  a couple  of  high  critical  strikes  in  a row,  disengage  for  a second  then 
reengage.  Critical  strikes  increase  your  threat,  so  consider  this  when  monitoring  your  threat 
output. 

If  you  have  an  off-tank  in  a party,  don't  use  the  off-tank's  threat-generating  abilities  unless  a 
difficult  enemy  breaks  from  the  main  tank  or  the  main  tank  dies.  Pulling  off  of  the  main  tank  will 
interrupt  his  threat  generation,  and  your  healer  may  not  have  enough  mana,  or  time,  to  heal 
both. 


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If  the  main  tank  loses  threat,  everyone  in  the  party  must  disengage  until  the  main  tank  has 
regained  threat.  Use  any  threat-reducing  abilities,  such  as  the  rogue's  Feign  Death,  if  you  have 
them.  Once  the  main  tank  picks  the  enemies  back  up,  wait  a few  seconds  for  the  tank  to  build 
threat,  then  reengage. 


Healing 


The  party's  healer  will  save  or  damn  a group  when  an  encounter  gets  hot  and  heavy.  As  a 
healer,  you  have  to  know  when  to  launch  your  Group  Heal,  when  to  throw  around  a Heal  or 
Regeneration,  and  when  to  avoid  healing.  In  general,  save  your  big  heal  to  counteract  large 
spike  damage  (unexpected  damage  that  crits  through  a party  members'  defense  for  a 
significant  amount  of  health),  or  if  you  desperately  need  to  float  a party  member's  health  back 
up  to  a manageable  level.  Those  levels  will  depend  on  the  enemy's  damage  and  how  much 
backup  healing  and  mana  you  have  at  your  disposal,  but  you  shouldn't  panic  unless  a party 
member's  health  is  consistently  dropping  below  the  one-third  mark.  Even  then,  the  healer's 
main  responsibility  is  to  the  tank,  then  himself.  Keep  the  tank  alive,  even  if  it  means  losing  a 
DPSer  in  the  fight.  If  the  tank  falls,  the  whole  party  will  most  likely  perish.  A good  rule  of  thumb 
is  to  never  switch  off  the  main  tank  unless  another  companion's  health  is  dropping  rapidly.  If 
you  have  to  heal  elsewhere,  switch  to  the  party  member  that  needs  help,  throw  a single  Heal 
or  Regeneration,  and  return  to  the  main  tank  immediately. 

Tip:  Don't  always  burn  your  healer's  mana.  You  may  need  to  pop  a healing  potion  from  time  to 
time  and  save  the  healer's  magic  for  tougher  stretches  of  the  fight.  If  it  looks  like  a companion 
is  going  to  die  despite  the  heals,  use  your  best  health  poultice  to  help  you  climb  back  up  to  full. 

A healer  definitely  must  learn  when  not  to  heal.  Obviously,  you  must  conserve  your  mana  so 
you  don't  run  out  at  a crucial  time,  but  you  must  also  look  at  the  big  picture.  You  only  have  so 


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many  heals  you  can  throw  around,  and  the  majority  will  be  directed  at  the  tank.  You  don't  want 
to  let  anyone  drop,  but  if  you  find  yourself  limited,  you  may  have  to  skip  a heal  or  two  that  you 
would  have  normally  cast  and  let  everyone's  health  bars  get  much  closer  to  zero.  Unless  you 
are  cruising  through  an  encounter,  you  should  never  heal  a non-party  member,  such  as  a blue- 
circled  ally  or  one  of  the  ranger's  summoned  animals.  These  allies  are  expendable,  and  the 
ranger's  pets  can  always  be  re-summoned. 

Combat  Roles 

Each  companion's  role  in  a party  will  be  different  based  on  their  spells,  talents,  and  what  you 
expect  them  to  accomplish  during  the  fight.  As  you  level,  choose  the  talents  and  spells  that 
best  fit  your  party  configuration,  and  gear  up  appropriately.  The  following  general  strategies 
should  work  well  for  a tank,  healer,  mage  DPS,  general  melee  DPS,  and  general  ranged  DPS. 

Tank 


A tank  doesn't  muck  around  with  fancy  spells  or  dainty  arrows;  he  charges  at  a foe  and  hacks 
at  it  with  his  weapon  of  choice.  It's  the  tank's  job  to  engage  all  enemies  and  direct  their 
attention  on  him.  Taunt  abilities,  such  as  Threaten  and  Taunt  (of  course!),  increase  threat 
against  a target  and  force  that  target  to  become  more  hostile  toward  the  tank;  you  can  never 
get  a foe  mad  enough  as  a tank,  so  load  up  the  threat  and  keep  those  enemies  foaming  at  the 
mouth!  Also,  keep  aware  of  the  ever-changing  battlefield,  because  it  only  takes  one  stray  mob 
to  veer  toward  one  of  your  fellow  DPSers  (even  worse,  a healer)  to  turn  an  otherwise 
controlled  fight  into  a free-for-all.  Make  sure  you  rope  in  all  the  enemies  so  others  are  free  to 
aid  the  party  as  they  should.  Because  all  the  damage  is  focused  on  you,  carry  a lot  of  health 
poultices  and  the  best  gear  you  can  scrounge  up.  Good  gear  will  mitigate  damage,  making  the 


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healer's  job  easier  and  allowing  you  to  go  longer  in  fights,  especially  boss  fights  and  ones 
where  you  handle  several  foes  at  once. 

Healer 


Harnessing  great  magical  powers,  a mage  healer's  primary  role  is  that  of  savior  in  a group. 
They  can  deal  some  damage  to  enemies,  but  their  focus  is  keeping  the  party  members,  and 
primarily  the  tank,  alive.  In  any  group  setting,  everyone  staying  alive  is  important  but  if  the  tank 
dies,  everyone  dies.  So  keeping  the  tank  alive  is  critical.  Secondary  to  that  is  keeping  oneself 
alive.  Many  a healer  has  fallen  in  battle  when  they  failed  to  tend  to  their  own  wounds.  The 
healer  may  also  apply  buffs  (bonuses)  to  their  party  that  help  them  do  more  damage  or  defend 
better.  One  skill  a healer  needs  to  master  is  where  to  stand  and  when  to  move.  Most  of  their 
magic  requires  them  to  remain  motionless,  yet  on  some  fights,  the  party  can  be  spread  out  so 
the  healer  needs  to  move  to  get  within  range.  The  healer  has  to  balance  running  around  and 
leaving  enough  time  to  heal  everyone  who  needs  it,  while  keeping  the  tank  alive.  Anyone  can 
stand  in  one  spot  and  heal.  A truly  skilled  healer  can  move,  heal,  and  buff  with  ease. 
Remember  to  watch  your  mana,  and  if  you  have  to  make  tough  choices,  keep  the  tank  alive 
first  and  yourself  second.  A dead  healer  is  no  use  to  the  party. 


Mage  DPS 


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Some  mages  incinerate  their  enemies  from  afar,  others  freeze  them  solid  or  crumble  the  earth 
down  around  them.  The  end  result  is  always  the  same:  mass  destruction.  Their  damage  makes 
them  extremely  valuable  in  a party,  but  they  also  need  to  control  their  power,  allowing  the  tank 
enough  time  to  build  up  threat  before  they  unleash  their  destruction.  DPS  mages  do  so  much 
damage  in  such  a spectacular  way  that  they  often  attract  unwanted  attention.  If  an  opponent 
gets  too  close,  the  mage,  wearing  only  basic  robes,  could  be  done  for.  Mage  spells  also  have 
decent  range.  If  a mage  stands  far  from  the  tank  and  draws  the  monster's  threat,  it  becomes 
harder  for  fellow  companions  to  save  the  mage.  So  the  mage  needs  to  stand  in  the  right  spot 
and  learn  the  right  spell  timing.  It  often  is  not  about  how  fast  one  can  cast,  but  knowing  when 
to  cast. 


Melee  DPS 


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The  rogue  DPS  character,  or  the  non-tank  warrior  DPSer,  relies  on  cunning  and  savagery  to 
take  down  his  target  as  quickly  as  possible.  Melee  DPSers  are  not  built  for  long  one-on-one 
fights  like  a tank,  nor  can  they  usually  handle  large  groups  of  foes;  however,  they  are  excellent 
damage-dealers  who  offer  support  DPS  in  a party.  After  the  tank  engages  and  holds  threat,  a 
rogue  DPSer  can  prowl  unseen  behind  the  enemy,  then  unleash  crippling  backstab  blows  to 
stagger  the  opponent.  A warrior  DPSer  can  dish  out  damage  on  the  tank's  target,  then  grab 
threat  on  a stray  creature  if  it  breaks  from  the  pack.  Because  melee  DPS  characters  have  the 
talents  to  deal  huge  damage  very  quickly  (especially  critical  strikes),  they  must  be  extremely 
careful  not  to  pull  threat  away  from  the  party's  tank.  This  usually  means  holding  back  and  not 
running  through  the  best  regimen  of  combos,  except  on  boss  fights  or  with  one  creature  left 
standing.  You  may  also  choose  to  slow  down  your  combos  so  you  don't  trigger  them  as  quickly. 
Depending  on  your  skill  choices,  a melee  DPSer  can  add  even  more  support  damage  through 
Poison-Making,  Trap-Making,  or  certain  usable  items.  A competent  and  poised  melee  DPSer 
can  be  the  difference  in  your  party  between  a long,  drawn-out  fight  that  teeters  on  the  edge  of 
failure  and  a quick,  efficient  boss  execution. 


Ranged  DPS 


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Lightly  armored  but  fast,  the  ranged  DPS  character  adds  similar  firepower  to  the  party  as  a 
mage  DPS  character.  They  can  close  and  deal  melee  damage,  but  they  are  at  their  best  when 
firing  a barrage  of  arrows  from  afar.  In  addition  to  dealing  out  damage,  the  ranged  DPSer  can 
snare  (slow  down  movement),  stun  opponents,  and  set  up  defensive  fire.  Because  ranged 
DPSers  have  few  ways  to  eliminate  the  threat  they  generate,  they  need  to  remain  focused  on 
when  to  attack  and  how  hard  to  attack  any  given  opponent.  It  is  critical  to  their  survival  and 
group  success  that  the  monster  stays  focused  on  the  tank.  Make  sure  to  bring  health  poultices 
to  heal  yourself  and  avoid  getting  the  attention  of  the  mobs. 

Note:  See  the  Classes  chapter  for  how  to  spec  each  of  the  classes  to  exactly  what  you  need 
to  satisfy  your  party's  demands. 

Configurations  and  Engagement 

The  ideal  party  depends  on  a number  of  factors:  nature  of  the  encounter,  size  of  the  enemy 
group,  play  style,  and  more.  Here  are  four  configurations  that  serve  in  many  all-purpose 
situations. 

Balanced 

Warrior  (Tank) 

Mage  (Healing) 

Rogue  (Scouting,  DPS) 

Mage  or  Warrior  (DPS) 


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Blitzkrieg 

Warrior  (Tank) 

Warrior  (Off-Tank) 

Mage  (Healing) 

Rogue  (DPS) 

Control 
Warrior  (Tank) 

Mage  (Healing) 

Rogue  (DPS) 

Mage  (Crowd  Control) 

Unbalanced 
Warrior  (Tank) 

Warrior  (DPS,  Off-Tank) 

Warrior  (Ranged) 

Mage  (Healer) 

A balanced  party  contains  a warrior  as  the  tank,  mage  as  the  healer,  rogue  as  the  scout,  and 
mage  or  warrior  as  support.  This  configuration  spreads  the  talents  around  and  prepares  the 
group  for  any  challenge.  Some  abilities  overlap,  which  helps  in  cases  where  a companion  may 
be  overwhelmed  at  a critical  time,  or  has  already  fallen  in  battle. 

The  "blitzkrieg"  configuration  emphasizes  speed  and  damage  over  healing  or  defense.  You 
carry  at  least  two  tanks  on  the  team,  a combat-oriented  rogue  for  more  damage  and  some  light 
healing  with  a mage  who  also  has  offensive  spells  at  his  fingertips.  This  type  of  party  plans  to 
rip  through  one  enemy  group  before  a second  can  engage  them;  they  don't  have  the  defenses 
for  prolonged  fighting,  so  it's  got  to  be  swift  or  not  at  all. 

Engagement  1 : Enemy  Group 

The  tank  waits  for  the  enemy  front  line  and  engages  the  toughest  creature,  or  the  center  of  an 
enemy  swarm.  His  job  is  to  hold  threat  from  as  many  creatures  as  possible  and  deal  damage 
as  he  can.  The  two  DPS  characters  swing  out  and  attack  from  the  flank  (or  rear  in  the  case  of 
a rogue).  Their  jobs  are  to  deal  as  much  damage  as  possible,  without  drawing  too  much  threat. 
The  healer  holds  position  in  the  rear  and  casts  heals  as  needed  to  keep  the  party  intact.  In 
general,  each  companion  should  target  the  enemies  the  tank  has  and  pick  off  the  weakest 
ones  first  to  reduce  the  enemy  numbers  against  you. 


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A party  that  concentrates  on  control  stands  behind  healing  and  crowd  control  abilities.  You  still 
need  a warrior  tank,  and  you  need  a dedicated  healer,  which  falls  to  a spirit  healer  mage.  The 
rogue  lays  down  a lot  of  DPS,  but  must  be  flexible  enough  to  off-tank  once  in  a while  or  throw 
out  some  crowd  control  (such  as  a bard's  Captivating  Song).  A second  mage  brings  offense  to 
the  table,  of  course,  but  also  spells  like  Grease  and  Crushing  Prison  that  can  slow  or  stop 
extra  enemies  from  engaging.  This  particular  party  may  enter  long  fights,  battling  for  continued 
periods  of  time  with  solid  healing  and  abilities  that  dictate  when  enemies  confront  them. 

An  unbalanced  party  may  not  share  abilities  optimally,  but  it  can  be  a lot  of  fun  nevertheless. 
The  idea  is  to  overbalance  with  a single  class  or  strategy  and  pursue  it  to  the  max.  You  can 
generally  get  away  with  any  combination,  so  long  as  you  have  a mage  healer  in  the  mix 
(parties  without  a healer  won't  do  well  unless  you  have  unlimited  health  poultices  at  your 
disposal,  and  that  gets  very  expensive).  In  this  example,  we  have  three  warriors,  fully  armed 
and  armored,  who  can  charge  into  melee  if  there  aren't  any  ranged  threats,  or  engage  and 
leave  one  warrior  back  to  shoot  down  targets  at  range  and  act  as  bodyguard  for  the  healer  in 
the  rear.  A three-warrior  group  dishes  out  tremendous  damage  and  has  serious  defensive 
resilience,  even  if  it  lacks  the  finesse  of  a rogue's  touch  or  the  all-out  AoE  firepower  of  a DPS 
mage. 

We  all  know  that  the  perfect  combination  of  party  members  doesn't  automatically  means 
success.  You  have  to  apply  your  skills  and  react  quickly  to  the  challenges  that  will  inevitably 
assault  you  during  quests.  Smart  parties  will  identify  which  mobs  they  can  handle  and  which 
they  can't,  and  as  long  as  you  dodge  or  control  the  adds  that  wander  in  your  direction,  your 
team  will  thrive  in  style. 


Engagement  2:  Boss  Fight 

The  tank  waits  for  the  boss  to  approach,  or  charges  in  if  the  boss  has  ranged  attacks.  His  job 
is  to  keep  the  boss's  attention  focused  on  him  and  deal  damage  as  he  can.  The  two  DPS 
characters  swing  out  and  attack  from  the  flank  (or  rear  in  the  case  of  a rogue).  Their  jobs  are  to 
deal  as  much  damage  as  possible,  without  drawing  too  much  threat.  The  healer  holds  position 
in  the  rear  and  casts  heals  as  needed  to  keep  the  party  intact,  mainly  healing  the  tank  who  will 
likely  take  big  damage  spikes  from  the  boss.  In  general,  each  companion  should  go  all-out  with 
their  best  talents/spells  as  long  as  they  don't  pull  the  boss  off  the  tank.  Note  that  this  strategy 
works  the  same  for  a single  enemy  of  any  kind;  it  will  just  fall  that  much  faster  if  it's  not  a boss. 

Let's  take  a look  at  a sample  fight  with  a tank  (warrior),  healer  (mage)  and  two  DPSers  (rogue, 
mage  DPS).  You've  cleared  a path  to  the  boss,  and  now  it's  time  to  take  the  ugly  mug  down. 
Before  you  launch  the  first  attack,  make  sure  all  characters  have  the  proper  gear,  usable  items, 
and  talents  ready  to  go. 

As  the  tank  readies  his  weapon,  the  healer  throws  a precautionary  Regeneration  on  him,  which 
serves  as  a little  extra  health  at  the  start  of  the  battle  and  absorbs  a few  shots.  Only  then  does 


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the  tank  charge  in  and  hit  the  boss  with  Taunt,  or  whack  him  a few  time  to  activate  Threaten,  to 
draw  the  monster's  attention  for  the  first  few  seconds. 

The  mage  DPSer  holds  his  ground.  He  will  out-damage  the  tank  if  he  rains  down  destruction 
alongside  the  tank.  The  rogue  circles  behind  the  boss  to  get  into  backstab  position  (but  not 
close  enough  for  the  boss  to  strike  him  with  an  AoE  attacks).  The  tank  rolls  into  his  offensive 
routine,  smacking  the  boss  with  his  best  chain  of  attacks. 

After  three  or  four  tank  attacks  land  on  the  boss,  it's  the  DPSers'  turn.  The  mage  begins  his 
offensive  rotation  of  spells,  while  the  rogue  darts  in  and  backstabs  the  boss.  The  rogue 
continues  assaulting  the  boss  unless  he  fears  the  tank  will  lose  control  or  the  boss  will  start 
pounding  him  with  AoE. 

Tip:  A safe  rule  of  thumb  is  to  let  the  tank  attack  twice  for  every  one  of  the  DPSer's  attacks, 
unless  you  need  to  race  and  finish  off  the  boss  very  quickly. 

If  this  were  a full  group  instead  of  a single  enemy,  the  roles  would  stay  the  same,  except  the 
party  would  generally  concentrate  damage  on  the  weakest  foe  to  reduce  the  numbers  quicker. 

If  there  was  a dangerous  foe  on  the  battlefield— for  example,  a genlock  emissary  casting  spells 
—the  tank  may  have  to  charge  that  foe  with  DPS  following,  unless  the  ranged  DPSers  can 
take  it  out. 


Engagements:  Strategic  Retreat 

Given  time,  all  companions  retreat  to  defensive  positions  in  a doorway,  corridor,  or  even  a 
corner.  If  there  isn't  time,  the  tank  holds  the  line  with  as  many  creatures  as  possible,  while  the 
group  positions  itself  away  from  the  swarm.  If  the  tank  can  slowly  retreat  near  the  party,  he 
should  do  so;  otherwise,  all  other  companion  to  use  single-target  ranged  attacks.  The  tanks's 
job  is  still  to  hold  threat  from  as  many  creatures  as  possible  and  deal  damage  as  he  can.  The 
two  DPS  characters  use  ranged  attacks,  or  may  be  forced  to  do  the  best  they  can  head-to- 
head  in  melee  with  creatures.  The  healer  holds  position  in  the  rear  and  casts  heals  as  needed 
to  keep  the  party  intact.  In  general,  each  companion  should  target  the  enemies  the  tank  has 
and  pick  off  the  weakest  ones  first  to  reduce  the  enemy  numbers  against  you. 

With  the  tank  dealing  steady  damage,  the  mage  and  rogue  supporting  with  lots  of  damage  but 
not  enough  to  draw  threat  away  from  the  tank,  and  the  healer  concentrating  Heals  and 
Regenerations  on  the  tank  to  keep  him  healthy,  the  party  will  take  down  the  boss  after  a short 
fight.  If  the  boss  throws  around  a lot  of  AoE,  or  brings  in  enemy  allies  to  the  fight,  the  healer 
should  launch  a Group  Heal  whenever  it's  active  to  raise  everyone's  health. 

It's  important  for  every  member  of  the  group  to  keep  the  self  buffs,  group  buffs,  and  debuffs  up 
at  all  times!  If  it's  about  to  drop,  refresh  it  and  continue  your  DPS  on  the  boss.  Group  buffs/ 
debuffs  can  have  a dramatic  effect  over  the  course  of  a battle.  Remember:  Damage-reducing 
and  damage-mitigating  buffs  can  translate  directly  into  heals  and  mana  saved  for  your  healer 
over  the  course  of  a fight. 


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In  the  end,  though,  a team  effort,  where  the  player  knows  the  roles  of  each  of  his  or  her 
characters,  will  bring  victory  to  a party  of  four  even  against  dozens  of  enemies. 

Tactics 


Tactics  are  not  just  about  figuring  out  the  correct  movement  and  attack  procedure  in  a battle.  In 
Dragon  Age:  Origins  the  Tactics  screen  is  a tool  used  to  customize  your  party's  actions  and 
reactions  based  on  the  current  combat  situation.  You  unlock  more  tactic  slots  for  each 
companion  by  leveling  up  and  spending  skill  points  on  Combat  Tactics.  The  more  tactic  slots 
your  companion  has,  the  more  "programming"  you  can  do  to  have  them  behave  appropriately 
in  various  predicaments  when  you  aren't  directly  controlling  them,  or  when  you  don't  want  to 
pause  the  game  and  would  like  your  party  to  continue  in  real-time. 

Tip:  Even  if  you  plan  to  always  control  your  characters,  there  will  be  times  in  long  battles 
where  you  can't  manage  them  all  at  once,  and  tactics  will  kick  into  action.  Set  them  anyway! 

In  the  Tactics  menu,  each  character  has  base  preset  options  and  behavior  patterns  from  which 
to  choose.  First,  set  these  to  the  appropriate  play  style  for  each  character.  For  example,  you 
should  probably  set  your  tank  with  a "defender"  preset  and  a "defensive"  or  "default"  behavior 
mode.  A ranged  DPSer  might  have  an  "archer"  preset  and  "ranged"  behavior  mode. 

After  the  base  preset  and  behavior  mode  is  selected,  each  character  has  a number  of 
customizable  slots,  which  really  open  up  your  combat  options.  The  first  tactic  slot  will  be  the 
first  priority  and  so  on  down  the  slots  in  descending  priority  order.  You  can  choose  options  that 
affect  your  self,  ally,  enemy,  individual  party  member,  or  controlled  party  member.  Tactics  can 
trigger  actions  based  on  status  (rooted,  slowed,  grabbing,  movement  impaired),  health 
percentages,  mana  or  stamina  levels,  armor  type,  type  of  attack,  surrounded  by  enemies,  and 


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more.  Once  conditions  are  met,  you  can  deactivate  and  activate  whatever  combination  of 
talent/spells  you  desire.  For  example,  you  can  set  one  slot  to  check  if  you  are  surrounded  by  at 
least  two  enemies  and  then  activate  Captivating  Song,  or  set  your  final  slot  to  always  switch  to 
your  melee  weapon  if  all  spell  options  are  exhausted.  Remember  to  save  your  new  preset  as  a 
Custom  save  for  future  use. 

Basic  Tactics 


Choose  the  following  options  for  the  basic  tactic  combos.  Experiment  with  various  conditions  to 
get  exactly  what  you  want  on  the  battlefield. 

Attack:  Enemy,  condition  (such  as  nearest  or  magic-using).  Attack  (or  activate  a specific 
talent/spell) 

Defense:  Self,  condition  (such  as  low  health  or  being  attacked).  Use  Ability  or  Use  Mode  (any 
defensive  talent  or  spell) 

Aid  Ally:  Ally,  condition  (such  as  low  health  or  being  attacked).  Use  Ability  or  Use  Mode  (any 
defensive  talent  or  spell) 

Use  Potion  (or  any  item):  Self,  condition  (such  as  Health  < 50%),  Use  health  poultice  (most 
powerful  or  least  powerful) 

Let's  take  a look  at  how  you  could  program  a balanced  party  of  warrior  (tank),  mage  (healer), 
rogue  (DPS  and  crowd  control),  and  mage  (ranged  DPS): 

Warrior  (Tank) 


Preset:  Defender 


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Behavior:  Defensive 

1 . Self:  Any  (Activate:  Threaten) 

2.  Self:  Being  attacked  by  a ranged  attack  (Activate:  Shield  Cover) 

3.  Self:  Surrounded  by  at  least  two  enemies  (War  Cry) 

4.  Enemy:  Health  >=  75%  (Shield  Bash) 

5.  Enemy:  Health  >=  50%  (Overpower) 

6.  Enemy:  Nearest  Visible  Mage  (Holy  Smite) 

★ * ★ 

1 . The  warrior  activates  Threaten  at  the  start  of  each  battle  to  direct  all  future  threat  at  himself. 

2.  If  enemies  are  attacking  at  range,  the  warrior  activates  Shield  Cover  (instead  of  standard 
Shield  Defense). 

3.  This  warrior  is  a champion.  When  surrounded  by  more  than  a single  enemy,  he  triggers  War 
Cry.  If  he  also  has  Superiority,  this  combination  may  knock  enemies  off  their  feet  in  addition  to 
buffing  companions. 

4.  Against  a healthy  opponent,  the  warrior  first  tries  Shield  Bash  to  stun  the  enemy. 

5.  Against  a moderately  healthy  opponent,  the  warrior  tries  Overpower  second  to  chip  away  at 
health. 

6.  This  warrior  is  also  a templar.  Whenever  he  spots  an  enemy  mage,  he  casts  Holy  Smite  to 
smack  the  spellcaster  with  spirit  damage  and  drain  the  caster's  mana. 

Mage  (Healer) 

Preset:  Healer 

Behavior:  Defensive 

1.  Self:  Being  attacked  by  a melee  or  ranged  attack  (Activate:  Rock  Armor) 

2.  Self:  Mana  or  Stamina  < 50%  (Group  Heal) 

3.  Self:  Mana  or  Stamina  < 25%  (Use  Lyrium  Potion) 

4.  Self:  Health  < 75%  (Heal) 

5.  Self:  Health  < 75%  (Regenerate) 

6.  Ally:  Health  < 75%  (Heal) 

7.  Ally:  Health  < 75%  (Regenerate) 


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8.  Ally:  Mana  or  Stamina  < 25%  (Rejuvenate) 

9.  Enemy:  Target  using  ranged  or  magic  attack  (Earthquake) 

10.  Enemy:  Target  of  Alistair  (Switch  to  ranged  weapon) 


1 . If  an  enemy  targets  the  healer,  she  will  activate  Rock  Armor  for  protection. 

2.  This  is  a timer  effect.  You  don't  want  to  cast  Group  Heal  early  in  the  fight  or  it  will  be  mostly 
useless.  Once  the  healer's  mana  drops  below  50  percent,  the  tactics  will  check  to  cast  Group 
Heal.  As  soon  as  its  available  for  the  rest  of  the  battle  (unless  the  healer  gains  mana  above  50 
percent).  Group  Heal  goes  off. 

3.  Once  the  healer's  mana  drops  below  25  percent,  the  healer  quaffs  a lyrium  potion  to 
replenish  mana. 

4.  The  healer  checks  for  damage  on  herself.  If  health  is  below  75  percent,  she  casts  Heal  on 
herself. 

5.  If  Heal  isn't  available  due  to  cooldown,  or  the  healer's  health  is  still  below  75  percent,  she 
casts  Regenerate  on  herself. 

6.  The  healer  checks  for  damage  on  an  ally.  If  health  is  below  75  percent,  she  casts  Heal  on 
the  ally. 

7.  If  Heal  isn't  available  due  to  cooldown,  or  the  ally's  health  is  still  below  75  percent,  she  casts 
Regenerate  on  the  ally. 

8.  If  an  ally's  mana  or  stamina  drops  below  25%,  the  healer  casts  Rejuvenate  to  replenish 
mana  or  stamina. 

9.  If  all  healing  options  are  clear,  the  healer  switches  into  offensive  mode  and  casts 
Earthquake  (or  your  favorite  AoE  spell)  at  a ranged  or  magic-wielding  enemy.  Avoid  casting  on 
melee  targets  or  else  you  may  catch  your  party  members  in  the  AoE.  To  counteract  this 
problem,  you  can  switch  to  a single-target  spell  such  as  Stonefist. 

10.  If  mana  is  exhausted,  or  there  are  no  ranged  enemy  targets,  the  healer  uses  her  staff  to 
fire  at  the  tank's  enemy. 

Rogue  (DPS) 

Preset:  Scrapper 

Behavior:  Default 

1.  Self:  Any  (Venom) 

2.  Self:  Any  (Dueling) 


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3.  Enemy:  Target  of  Alistair  (Pinpoint  Strike) 

4.  Enemy:  Target  rank  is  elite  or  higher  (Upset  Balance) 

5.  Self:  Being  attacked  by  a melee  attack  (Dirty  Fighting) 

6.  Enemy:  Target  of  Alistair  (Attack) 

★ * ★ 

1 . The  rogue  coats  his  weapon  with  poison  at  the  start  of  the  fight  for  extra  DPS. 

2.  The  rogue  is  a duelist.  He  activates  Dueling  for  added  bonuses. 

3.  Once  he  is  in  position,  the  rogue  will  attack  the  tank's  target  with  a series  of  critical  blows. 

4.  If  the  enemy  is  ranked  above  the  normal  foe,  the  rogue  will  try  to  stun  the  foe  with  Upset 
Balance. 

5.  If  an  enemy  attacks  the  rogue  in  melee,  he'll  stun  it  with  Dirty  Fighting. 

6.  When  he's  out  of  special  options,  the  rogue  will  always  attack  the  tank's  target. 

Mage  (DPS) 

Preset:  Damager 
Behavior:  Ranged 

1.  Self:  Surrounded  by  at  least  two  enemies  (Mind  Blast) 

2.  Enemy:  Target  between  medium  and  long  range  (Fireball) 

3.  Enemy:  Target  rank  is  elite  or  higher  (Crushing  Prison) 

4.  Enemy:  Target  rank  is  elite  or  higher  (Paralyze) 

5.  Enemy:  Target  using  magic  attack  (Mana  Drain) 

6.  Enemy:  Nearest  visible  (Lightning) 

7.  Enemy:  Nearest  visible  (Arcane  Bolt) 

★ * ★ 

1.  If  surrounded  by  more  than  a single  enemy,  the  mage  defends  himself  by  stunning  enemies 
with  Mind  Blast. 

2.  The  mage  casts  a medium-  or  long-range  Fireball  at  the  enemy. 

3.  If  a foe  is  ranked  higher  than  normal  level,  the  mage  attempts  to  root  it  with  Crushing  Prison. 


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4.  If  a foe  is  ranked  higher  than  normal  level,  and  Crushing  Prison  failed,  is  on  cooldown,  or 
there  is  a second  opponent  who  fulfills  the  conditions,  the  mage  attempts  to  root  it  with 
Paralyze. 

5.  If  the  mage  spots  an  enemy  spellcaster,  he  will  sap  its  mana  with  Mana  Drain. 

6.  Otherwise,  the  mage  will  chose  the  nearest  target  and  blast  away  with  Lightning  (or  your 
favorite  single-target  spell). 

7.  If  Lightning  is  on  cooldown,  the  mage  will  hit  the  nearest  target  with  Arcane  Bolt  (or  another 
single-target  spell). 

Companions 

In  Ferelden,  you  can  only  trust  a few  adventurers  with  your  life,  and  even  with  the  ones  who 
volunteer  to  stand  with  you  against  the  Blight  cannot  all  be  trusted.  Companions  are  your  allies 
in  battle,  the  NPCs  who  team  with  your  PC  and  who  you  control  on  your  quests.  Choose 
companions  based  on  your  PC's  needs.  If  you  play  a mage,  you  will  definitely  need  a warrior 
like  Alistair,  possibly  a rogue  like  Leliana,  and  maybe  another  warrior  like  Sten  or  another 
mage  like  Wynne  for  healing  if  you  concentrate  on  DPS. 

You  run  into  only  a handful  of  companions  on  your  travels,  as  they  are  scattered  from  Ostagar 
to  Orzammar.  Know  them  well,  for  they  are  as  vital  as  your  own  flesh  and  blood. 

Grey  Warden  Companions 


Companion 

Class 

Location 

Alistair 

Warrior 

Ostagar 

Dog  (Mabari) 

War  Dog 

Ostagar  or  Human  Noble  Origin 

Leliana 

Rogue 

Lothering 

Loghain  Mac  Tir 

Warrior 

Landsmeet 

Morrigan 

Mage 

Korean  Wilds 

Oghren 

Warrior 

Orzammar 

Shale 

Warrior 

Downloadable  Content 

Sten 

Warrior 

Lothering 

Wynne 

Mage 

Circle  Tower 

Zevran  Arainai 

Rogue 

Random  Encounter 

Understanding  Companions 

Companions  aren't  simple  NPCs  who  point  you  toward  the  next  quest;  they  think,  have 
opinions,  fall  in  and  out  of  favor  with  your  decisions,  and  level  along  with  you.  Without 
companions,  you  would  be  a one-person  party. 

To  grasp  the  intricacies  of  companion  interaction,  read  through  the  following  pages  and 
familiarize  yourself  with  what  works  and  what  doesn't  work  for  your  current  party  make-up. 
After  companion  basics,  each  companion  receives  a dedicated  section  with  everything  you 
need  to  know  about  your  favorite  ally.  The  Supporting  Cast  chapter  details  other  famous 


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characters  of  the  land;  consider  it  a list  of  the  important  NPCs  and  relevant  game  info  to  aid 
you  on  your  quests. 

Approval  Ratings 

Your  approval  ranges  from  -100  to  100,  with  all  companions  beginning  at  zero  when  you  first 
meet  them.  The  higher  the  approval  rating,  the  more  the  companion  enjoys  your  company  and 
will  be  willing  to  follow  your  lead.  A low  approval  rating  equals  a disgruntled  companion,  and 
one  who  might  walk  out  on  the  group  at  any  moment.  In  most  cases,  the  approval  rating  caps 
at  74  unless  you  are  either  "friendly"  or  in  a romance  with  a companion.  You  can  warm  up  to 
companions  by  talking  with  them  every  chance  you  get  and  exploring  all  their  dialogue  options; 
you  get  a friendly  rating  with  a companion  by  doing  each  NPCs  personal  quest. 

Approval  Chart 

Your  approval  rating  with  companions  ranges  from  -100  to  100.  However,  you  can  only  get  to 
max  positive  approval  if  you  are  either  "friendly"  or  having  a romance  with  the  companion.  You 
can  get  "friendly"  if  you  do  each  companion's  personal  quest. 


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Gifts 

You  can  give  some  specific  items  from  your  inventory  to  companions  to  increase  approval.  All 
gifts  can  be  given  to  all  companions,  but  each  companion  prefers  a specific  type  of  gift  that 
gives  a higher  approval  rating  if  you  match  companion  and  gift  appropriately.  Dialogue  can 
also  be  initiated  based  on  gifts  being  given,  and  is  a component  of  the  romance  dialogues  with 
some  of  the  party  members.  See  the  Items  chapter  for  the  complete  listing  of  all  gifts  and 
matching  companions. 

Companion  Gifts 

Whenever  you  hand  a gift  to  a companion  (drag  it  from  the  inventory  to  the  appropriate 
companion  picture  on  the  left),  the  item  disappears  from  party  inventory  permanently.  An  item 
thus  given  provides  a bonus  to  that  character's  approval  rating  (from  +1  to  +10)  based  on  the 
following  rules: 

Base  approval  bonus:  +5 

If  companion  likes  the  gift:  +5 

For  every  gift  given  before:  -1 

If  the  companion's  approval  is  negative  at  the  moment  of  gifting:  half  the  value  of  the  bonus 
Minimum  approval  bonus:  +1 

Only  certain  items  labeled  as  "gift"  can  be  given  for  approval  rating  boosts.  Giving  the  wrong 
gift  to  the  wrong  companion  will  raise  the  companion's  approval  by  only  half  of  what  it  would. 
Certain  gifts  that  are  "plot"  are  given  back  to  the  player  if  they  are  given  to  the  wrong  character. 
When  you  donate  gifts  to  companions,  listen  for  the  audio  clue  and  watch  for  the  rising  heart 
that  displays  the  approval  bump  number.  Because  there  are  limited  gifts  in  the  game,  don't  just 
give  them  away  randomly;  it's  always  better  to  hear  a "Wow!"  than  a "Thanks,  I guess." 

Companion  Quests 

Most  companions  have  a personal  quest  that  you  can  help  them  undertake.  Some  are  more 
involved  than  others.  For  example,  you  have  to  slay  a dragon  in  Morrigan's  personal  quest,  but 
only  knock  on  a door  with  Alistair  for  his.  Complete  all  your  companions'  quest  if  you  can, 
because  this  will  solidify  your  friendship  with  them.  See  the  individual  companion  sections  for 
how  to  unlock  each  one. 

Romance 

You  can  romance  four  of  the  companions  in  the  game:  Alistair  (female  PC  only),  Leliana  (male 
or  female  PC),  Morrigan  (male  PC),  and  Zevran  (male  or  female  PC).  Some  companions  are 
easier  than  others  to  heat  things  up  with.  Alistair  and  Zevran,  for  example,  are  more  likely  than 
the  women  to  be  interested  in  what  you  have  to  say  if  you're  of  the  preferred  gender.  If  you  can 
advance  the  romance  far  enough,  sleeping  with  them  is  possible,  though  only  once  and  it  will 


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happen  at  party  camp.  See  the  individual  companion  sections  for  tips  on  how  to  seduce  a 
partner. 

You  can  try  to  two-time  by  starting  a romance  with  a second  character  while  romancing 
another.  However,  the  older  romantic  interest  will  eventually  confront  you  about  it,  and  then 
you'll  have  to  decide  on  one  relationship  or  the  other.  Once  you  are  cut  off  from  a romantic 
partner,  you  are  cut  off  for  good  and  will  lose  your  friendly  status. 

Plot  Abilities 

Companions  can  be  inspired  by  your  leadership.  If  you  increase  a companion's  approval  rating 
high  enough,  they  will  gain  one  of  several  bonuses  to  their  primary  attribute.  For  example,  a 
warm  Wynne  will  gain  "Inspired:  Minor  Willpower"  and  a warm  Alistair  will  gain  "Inspired:  Minor 
Constitution."  There  are  four  levels  for  the  plot  abilities— minor,  moderate,  major,  and  massive 
—and  each  upgrades  the  bonus  the  companion  gets  to  an  attribute,  so  keep  pumping  up  the 
approval  rating  of  the  companions  you  prefer  to  travel  with,  and  they'll  become  better  party 
members.  Plot  abilities  can  degrade,  though,  if  you  lose  sufficient  approval  with  a companion. 

Crisis  Moments 

When  talking  to  the  companions,  or  if  you  make  decisions  in  the  game  that  are  contrary  to  a 
companion's  goals,  the  companion  will  definitely  not  approve.  If  they  disapprove,  you  lose 
approval  rating  and  they  will  certainly  have  words  with  you. 

When  you  are  in  a romance,  the  companion  may  break  up  with  you.  If  you  aren't  in  a romance, 
or  if  it  continues  after  the  romance  is  over,  they  will  reach  a "crisis"  point  where  they  say  they 
have  to  leave.  You  still  have  a chance  to  talk  them  out  of  it,  and  if  you're  successful,  they  will 
stay.  But  if  they  reach  crisis  for  a second  time  it's  over.  The  companion  will  leave  for  good.  See 
the  individual  companion  sections  for  the  crisis  moments  and  how  to  avoid  them. 

Alistair 

Alistair  is  the  newest  Grey  Warden  (besides  the  player).  He's  been  sent  to  guide  you  and  the 
other  Grey  Warden  candidates  through  the  Joining  process.  Over  time,  the  player  will  find  out 
that  Alistair  was  a templar  before  he  was  a Grey  Warden,  a ward  of  Arl  Eamon  of  Redcliffe 
before  that,  and  eventually,  it  will  be  revealed  that  he  was  the  illegitimate  child  of  King  Marie 
and  a serving  girl,  and  thus  is  theoretically  heir  to  the  throne.  You  meet  Alistair  in  Ostagar  after 
Duncan  brings  you  to  King's  Camp.  Alistair  remains  in  your  party  until  the  end  of  the 
Landsmeet;  you  cannot  ask  him  to  leave,  nor  will  he  take  offense  and  leave,  even  if  your 
approval  rating  plummets.  He's  a fellow  Grey  Warden  and  will  stick  with  you  as  long  as  his 
heart  can  bear  it. 


Alistair  at  a Glance 


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~ Starting  Attributes  ~ 


It  J 


Cunning  J 


~ Class  ~ 

Warrior 

Main  Tank:  Because  you  meet  with  Alistair  earliest  in  the  game,  and  he's  already  fully  vested 
the  Weapon  and  Shield  school,  which  is  ideal  for  tanking,  you  can  groom  your  fellow  Grey 
Warden  to  lead  the  team  into  battle.  Stay  with  the  tanking  talents  in  Weapon  and  Shield  as 
your  priority,  and  you  will  probably  keep  Alistair  in  your  active  party  the  entire  adventure. 

~ Starting  Talents  ~ 

Templar:  Righteous  Strike 

Warrior:  Powerful 

Weapon  and  Shield:  Shield  Bash,  Shield  Pummel,  Shield  Block,  Shield  Cover 


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~ Location  ~ 

Ostagar,  King's  Camp 
~ Unlock  Condition  ~ 

When  you  arrive  at  Ostagar,  Duncan  asks  you  to  seek  out  Alistair,  a fellow  Grey  Warden.  Once 
you  talk  to  Alistair,  he  joins  your  party  and  will  stay  with  you  for  the  duration  if  you  choose. 

Combat  Advice 

Alistair  will  most  likely  be  your  party's  tank.  If  your  main  PC  happens  to  be  a tank,  and  you 
want  to  switch  Alistair  to  DPS,  immediately  alter  his  talent  choices  out  of  Weapons  and  Shield 
and  into  Two-Handed  or  Dual  Weapon.  Otherwise,  concentrate  most  of  your  early  talent  points 
on  the  Warrior  school  (Threaten,  Taunt)  and  Weapons  and  Shield  to  make  sure  he  can  hold 
threat  and  absorb  lots  of  damage  from  enemy  attacks.  In  melee.  Overpower  and  Assault 
should  be  staple  offensive  talents  for  Alistair,  while  Shield  Tactics  is  crucial  to  avoid  flanking 
damage. 

If  Alistair  is  your  tank,  he  will  charge  smaller  enemy  groups,  unless  you  have  an  ambush 
staged.  Give  him  a few  moments  to  build  up  threat,  and  he  should  always  bash  the  most 
dangerous  target  so  that  target  doesn't  go  in  search  of  someone  else.  Don't  stress  over 
damage  output  with  Alistair;  his  job  is  to  hold  the  enemies  and  suck  up  damage  while  the 
party's  DPS-oriented  members  chop  them  down.  Load  Alistair  with  the  best  medium  or  heavy 
armor  available  (possibly  even  better  than  the  armor  you  give  the  PC).  He  should  wield  a fine 
blade  (main  hand  only;  his  off  hand  should  hold  a shield)  to  inflict  good  damage  and  further 
increase  threat  against  his  targets.  In  his  secondary  weapon  slot,  give  Alistair  a crossbow  for 
long-range  combat.  Your  healer  will  usually  target  Alistair  for  heals,  but  just  in  case,  you  should 
always  keep  a good  supply  of  health  poultices  for  emergencies. 

Dialogue  Choices 

As  with  any  companion,  Alistair  has  dialogue  choices  whenever  you  interact  with  him,  and 
sometimes  he  will  pull  you  aside  to  speak  with  you  about  a topic.  However,  at  important  points 
in  the  game,  you  should  know  about  plot-specific  and  camp-specific  dialogue  that  could 
change  the  game  for  your  companion. 

Plot-Specific  Dialogue 

Alistair  has  dialogue  in  the  Fade  and  dialogue  for  the  "Captured"  quest  in  Denerim. 

He  has  dialogue  to  discuss  Anora  and  the  player's  preference  for  how  he  should  handle  the 
throne. 

He  has  Arl  Eamon-related  dialogue  (see  the  Camp-Specific  Dialogue  section). 

Alistair  can  be  convinced  to  sleep  with  Morrigan  during  the  final  battle  to  save  the  lives  of  the 
Grey  Wardens  while  killing  the  archdemon.  If  you  are  still  in  love  with/care  about/are  friends 
with  him,  be  sure  to  reiterate  this,  or  ask  for  his  trust;  remind  him  that  it  will  save  your  life.  Ask 


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him,  "What  if  there  were  a way  to  avoid  dying  tomorrow?"  It  will  be  easiest  if  you  lie  to  him. 
Don't  tell  him  there's  a child  involved,  but  try  not  to  play  on  his  distrust  of  Morrigan  too  much; 
avoid  the  questions  as  much  as  possible.  Ask  him  to  trust  you,  or  tell  him  that  you  believe  it's 
the  right  thing  to  do.  This  is  slightly  easier  if  he  is  changed  during  his  personal  quest  to  meet 
his  sister. 

Camp-Specific  Dialogue 

Alistair  will  initiate  conversation  in  camp  a number  of  times: 

After  cutscenes  about  the  dragon  (dreams  the  player  is  having),  he'll  tell  you  how  Grey 
Wardens  feel  and  how  they  see  the  darkspawn  and  the  archdemon  in  their  dreams.  At  one 
point,  darkspawn  will  attack  after  one  of  these  dreams. 

Alistair  will  ask  to  talk  about  what  happened  at  Redcliffe  with  Connor  and  Isolde.  If  you  killed 
Connor  or  Isolde,  he  will  be  upset  and  you  will  lose  20  approval  points. 

If  Alistair  is  in  love  with  you  and  you  have  yet  to  ask  him  to  sleep  with  you,  he  will  initiate  the 
conversation,  and  ask  you  to  have  sex  with  him.  It's  very  sweet  and  romantic.  You  can,  of 
course,  turn  him  down  at  this  point. 

Alistair's  crisis  mode  will  be  initiated  in  camp.  He  won't  leave  you,  but  he  will  want  to  talk  about 
it. 

All  sex-related  dialogue  with  Alistair  is  in  camp,  naturally,  except  the  threesome  with  Isabela 
(see  the  Romance  section). 

Highlights 

Alistair  may  teach  the  templar  talents  if  he  warms  up  to  the  PC. 

Alistair  is  sweet,  funny,  and  cute,  and  has  an  excellent  voice.  He  likes  a bit  of  teasing,  and 
occasionally  doesn't  mind  being  ordered  about.  Unless  hardened,  he  is  very  uncomfortable 
with  the  idea  of  being  in  command,  and  will  surrender  to  your  will  even  though  he  is  the  senior 
Grey  Warden. 

Alistair  loved  Duncan  like  a father;  say  nice  things  about  him  to  gain  his  approval. 

Isolde  may  not  have  been  kind  to  Alistair,  but  that  doesn't  mean  he  wants  her  or  her  son  dead. 
Killing  either  Connor  or  Isolde  in  the  Arl  Eamon  plot  will  mean  a large  decrease  in  his  approval 
rating,  no  matter  how  much  they  might  deserve  it.  You  can,  however,  make  a deal  with  the 
demon  inside  of  Connor  to  become  a blood  mage  and  avoid  the  approval  penalty  (see  the  "Arl 
of  Redcliffe"  walkthrough). 

Alistair  is  fairly  religious  and  poisoning  Andraste's  ashes  will  not  go  over  well  with  him  (see  the 
"Urn  of  Sacred  Ashes"  section  of  the  walkthrough). 

Alternately,  sparing  Loghain's  life  at  the  end  of  the  Landsmeet  will  not  go  over  well.  King  or  no, 
Alistair  will  leave  the  party  forever  if  you  let  Loghain  live  as  a Grey  Warden. 


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He's  the  illegitimate  son  of  King  Marie!  If  you  romance  him  (and  you  are  a human),  you  could 
potentially  be  queen! 

Personal  Quest 

From  the  beginning  in  Ostagar,  keep  talking  to  Alistair  whenever  he  has  anything  new  to  say. 
Ask  him  about  the  Joining  after  going  through  it,  ask  him  about  the  Grey  Wardens,  etc. 
Eventually,  he  talk  about  his  sister  Goldanna  if  you  adhere  to  the  following  steps: 

He'll  reveal  he  has  a sister  if  his  approval  rating  is  warm  or  higher,  and  he  has  told  you  the 
truth  about  his  family  background. 

In  Denerim  at  her  house,  he'll  recognize  the  door  (it's  the  door  next  to  Wade's  Emporium  in  the 
market  district). 

Go  in  and  talk  to  his  sister,  Goldanna.  She  is  rude  and  heartless,  asking  for  money  and  offering 
none  of  the  familial  affection  for  which  Alistair  was  hoping.  Afterward,  you  can  calm  Alistair 
down,  or  harden  him  up. 

If  you  calm  him  down,  he'll  continue  to  be  a nice  guy.  It  will  become  much  harder  to  convince 
him  to  become  king  at  the  Landsmeet,  either  with  or  without  Anora  or  yourself  at  his  side. 

If  you  want  to  harden  him,  select  the  dialogue  option,  ""Everyone  is  out  for  themselves.  You 
should  learn  that."  When  you  talk  to  Alistair  next,  so  long  as  you  don't  say,  "That's  not  what  I 
meant.  Don't  do  that!"  Alistair  will  be  changed.  This  will  make  it  easier  to  convince  Alistair  to 
take  the  position  as  king,  with  or  without  Anora  or  yourself  as  queen.  It  will  also  make  it  easier 
to  engage  in  a threesome  with  Isabela  (see  the  Romance  section). 

Romance 

Romantically  speaking,  Alistair  prefers  women  to  men.  However,  that  doesn't  stop  Zevran  from 
hitting  on  him.  Alistair  is  demure  and  inexperienced,  and  will  likely  shy  away  the  first  time  you 
proposition  him,  but  he'll  eventually  join  you  in  your  tent  when  he  adores  the  player  sufficiently. 
Alistair  wants  to  feel  that  he  is  special  to  the  player,  that  he  is  necessary;  he  responds  well  to 
flirting,  to  talk  of  love,  and  to  perhaps  a bit  of  bossiness  on  the  player's  part.  ("Just  follow  my 
lead,  Alistair.")  He  responds  very  badly  to  being  mocked,  particularly  in  intimate  moments. 
Alistair's  approval  increases  are  generally  very  small  because  there  are  so  many  ways  to  gain 
them. 

To  romance  him  as  a female  PC,  get  Alistair  to  tell  you  about  his  past  as  a templar.  Mention 
how  handsome  he  is,  or  tell  him  you  like  him  for  who  he  is,  or  any  one  of  many  choices.  He's 
not  that  hard.  After  he's  interested,  ask  him  to  join  you  in  your  tent  at  camp.  If  he's  interested, 
and  you're  very  gentle,  he  will  say  yes. 

Tip:  When  he  becomes  very  close  to  the  player,  he  will  offer  the  player  a rose  as  an 
expression  of  his  affections.  The  player  may  accept  it  or  not. 


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At  the  Pearl  in  Denerim,  there  is  a duelist  named  Isabela  who  is  acquainted  with  Zevran.  If  you 
are  in  a romance  with  Alistair  and  bring  him  to  the  Pearl,  and  you  have  hardened  Alistair's 
personality,  he  will  join  you  in  a threesome  if  that's  something  you're  into. 

Gifts 

Alistair's  Mother's  Amulet  and  Duncan's  Shield  will  each  initiate  a specific  conversation  with 
Alistair,  in  which  it  is  possible  to  gain  further  approval.  Duncan's  Shield  will  also  be  transformed 
into  a real  object  and  equipped  on  Alistair's  person,  once  given.  The  part  of  the  Market 
Warehouse  that  holds  the  shield  will  not  open  up  until  after  the  Landsmeet  plot  begins;  it  is  part 
of  a Denerim  side  quest. 


Gift 

Found  In 

Location 

Alistair's  Mother's  Amulet 

Desk 

Castle  Redcliffe:  Main  Floor 

Black  Runestone 

Chest 

Aeducan  Thaig 

Duncan's  Shield 

Armor  Stand 

Market  Warehouse 

Onyx  Demon  Statuette 

Pile  of  Bones 

East  Brecilian  Forest 

Small  Carved  Statuette 

Crate 

Lothering 

Stone  Dragon  Statuette 

Chest 

Castle  Redcliffe:  Upper  Floor 

Stone  Warrior  Statuette 

Pile  of  Dragon  Filth 

Caverns  (Flaven) 

White  Runestone 

Abomination 

Third  Floor  of  Circle  Tower 

Crisis  Moment 


Certain  game  choices  will  force  a companion  to  reconsider  you  as  their  ally.  For  Alistair,  at  the 
end  of  the  Landsmeet  you  have  a choice  to  mete  out  justice  to  Loghain  or  allow  him  to  join 
your  group  to  defeat  the  archdemon.  If  you  let  him  join  your  group,  Alistair  will  be  appalled  and 
leave  the  party  for  good.  The  only  way  to  keep  Alistair  is  to  punish  Loghain  for  his  crimes. 

Dog 

You  gain  your  Mabari  war  dog  in  one  of  two  ways:  1)  a small  side  quest  in  the  Human  Noble 
origin  story;  or  2)  talk  to  the  Kennel  Master  in  Ostagar  and  complete  the  "Mabari  Hound"  side 
quest.  If  you  choose  to  ignore  these  side  quests,  you  won't  have  the  dog  in  your  party  for  the 
rest  of  the  game.  When  the  Mabari  war  dog  first  joins  the  party,  you  can  name  him  whatever 
you  like  (for  purposes  of  the  guide  we'll  call  him  "Dog").  There  may  be  better  warriors  to  take  in 
your  party,  but  he  is  a tough  combatant,  and  you  don't  have  to  worry  about  approval  rating  with 
him:  Dog  is  always  100  percent  loyal. 

Ask  Dog  to  fetch  things  in  every  area  of  the  game.  Sometimes  he'll  bring  back  some  strange 
things... 


Dog  at  a Glance 


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~ Class  ~ 

Warrior 

DPSer:  Dog  may  be  limited  with  gear  and  abilities,  so  other  warriors,  such  as  Alistair,  will  make 
better  tanks,  but  he  can  deal  decent  damage  with  those  canine  teeth. 

~ Starting  Talents  ~ 

Dog:  Growl,  Dread  Howl,  Fortitude,  Charge 
~ Location  ~ 

Castle  Cousland  or  Ostagar 
~ Unlock  Condition  ~ 


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Side  quests  in  the  Human  Noble  origin  story  or  Ostagar  unlock  your  Mabari  friend. 

Combat  Advice 

Even  though  his  Dog  talents  are  few,  they  can  pack  a punch  in  combat.  Don't  underestimate 
them,  especially  because  they  have  no  attribute  or  level  restrictions.  Dread  Howl  delays 
nearby  enemies  with  an  AoE  stun;  Combat  Training  boosts  critical  chance,  attack,  and  armor; 
and  Overwhelm  puts  targets  on  the  ground  and  deals  a series  of  hits.  Shred  is  vicious,  dealing 
an  automatic  critical  strike  on  a successful  hit  and  bleed  damage  over  time.  When  you  reach 
Nemesis,  Dog  gains  bonuses  to  health  and  health  regeneration;  he  can  now  absorb  a ton  of 
damage.  Dog  should  follow  your  party  tank's  lead  and  deal  DPS  to  the  mobs.  Attack  from  the 
side  or  rear  for  maximum  effectiveness,  and,  as  you  may  expect  from  a dog,  he  makes  the 
perfect  bodyguard  to  protect  weaker  party  members. 

Alas,  because  other  warriors  have  so  many  more  talents  and  so  many  more  equipment  slots. 
Dog  can  be  outstripped  in  the  long  run  by  veteran  warriors.  Early  in  your  career,  though,  he's 
very  useful  as  a second  warrior. 

Equipment 

Dog's  only  equipment  is  kaddis  (battle  tattoos)  and  a dog  collar.  There  are  many  different  types 
to  be  found  in  stores  and  loot  across  the  game,  each  offering  different  increases  to  his  abilities 
and  defenses. 

Highlights 

Dog  gets  a health  boost  if  you  ask  him  to  clean  up  your  gore. 

Dog  will  bring  you  random  objects  if  you  ask  him  if  he  sees  something  interesting;  some  of 
them  can  be  used  as  gifts  to  other  companions.  Once  he  brings  you  a child.  Once  he  brings 
you  cake.  Have  fun  with  it. 

Because  he  has  been  "imprinted"  on  you.  Dog  will  always  love  you  100  percent,  no  matter 
what.  Thus,  gifts  are  unnecessary,  but  he'll  be  grateful  nonetheless. 

If  you  pet  Dog,  sometimes  he'll  roll  around  in  the  dirt.  It's  adorable. 

Dog  gets  different  reactions  from  different  companions.  Be  sure  to  start  conversations  with  Dog 
in  camp  from  time  to  time  for  some  surprises. 

Dialogue  Choices 

The  only  plot-specific  dialogue  Dog  has  outside  of  the  Human  Noble  origin  is  in  the  Fade. 

Other  companions  can  have  conversations  with  Dog  if  you  talk  to  him  in  camp,  but  he  doesn't 
have  any  self-initiated  dialogues  in  camp. 


Gifts 


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Simply  put:  Dog  loves  bones.  You  can  give  other  companions  a small  approval  bump  with  one 
of  the  game's  bones— and  yes,  Dog  doesn't  need  to  be  any  more  loyal  than  he  is— but  can  you 
really  do  that  to  the  poor  beast? 


Gift 

Found  In 

Location 

Beef  Bone 

Sacks  / Chest 

Ostagar  / Templar's  Quarters  in  Circle  Tower 

Lamb  Bone 

Chest 

Castle  Redcliffe:  Main  Floor 

Large  Bone 

Corpse 

Village  Store  (Haven) 

Ox  Bone 

Rubble 

West  Brecilian  Forest 

Veal  Bone 

Chest 

Run-down  Apartments  (Denerim  Alienage) 

Leliana 

A lay  sister  of  the  Chantry  who  can  beat  the  stuffing  out  of  trained  mercenaries  would  be 
notable  enough,  but  one  who  also  claims  to  have  been  sent  to  fight  the  darkspawn  by  the 
Maker  Himself  is. ..unusual  to  say  the  least.  There's  more  to  Leliana  than  had  even  been 
apparent  at  bothering,  however.  She  spent  much  of  her  life  as  a bard  in  Orlais:  a minstrel, 
assassin,  and  spy  employed  by  the  nobles  of  Val  Royeaux  in  their  elaborate  games  of  intrigue. 

Leliana  at  a Glance 


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" ' 

~ Class  ~ 

Rogue 

Lockpick  Extraordinaire:  Build  up  Leliana's  lockpick  skills  to  open  locked  chests  and  doors. 
Once  you  get  up  to  Device  Mastery  at  level  12,  she  will  be  invaluable  for  entering  areas  you 
wouldn't  have  had  access  to  without  her  nimble  fingers.  She  can  shoot  a bow  better  than 
anyone  else  in  the  group. 

~ Starting  Talents  ~ 

Bard:  Song  of  Valor 

Rogue:  Dirty  Fighting,  Below  the  Belt,  Deft  Hands,  Improved  Tools 
Archery:  Pinning  Shot,  Crippling  Shot,  Rapid  Shot,  Shattering  Shot 


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~ Location  ~ 

Lothering 

~ Unlock  Condition  ~ 

When  you  enter  Dane's  Refuge  in  Lothering,  Leliana  will  join  up  with  you  after  you  smack 
around  some  mercenaries  causing  a ruckus. 

Combat  Advice 

Arm  Leliana  with  a pair  of  daggers  and  let  her  Dual  Weapon  talents  kick  in.  At  higher  levels, 
you  can  equip  her  with  rune-slotted  daggers  and  load  up  on  damage  bonuses  to  really  shred 
through  targets.  She  has  the  basics  to  be  a quality  archer  from  the  start,  and  you  can  pour 
more  talent  points  into  Archery  if  you  want  to  develop  her  as  a ranged  expert.  However, 
concentrate  most  of  your  talents  in  the  Rogue  school  and  the  bard  specialty.  The  Rogue 
talents  can  improve  her  backstab,  which  is  really  where  she  shines  against  enemies,  and  the 
bard  talents  help  with  crowd  control.  Once  you  reach  Captivating  Song,  Leliana  can  single- 
handedly  lock  down  a handful  of  foes,  which  is  an  exceptional  ability  when  swarmed  by  several 
difficult  assailants. 

In  combat,  let  the  other  companions  lead  and  Leliana  will  gladly  follow.  She  can  either  shoot  at 
range  with  her  bow,  or  wait  a few  seconds  for  the  field  to  set  and  then  maneuver  in  for  flank 
attack  or  backstab  tries  from  the  enemy's  rear.  You  want  her  to  move  quickly,  so  don't  overload 
her  with  armor;  top-notch  leather  is  probably  her  best  option  or  else  the  fatigue  penalty  gets 
too  harsh  and  she  won't  get  off  as  many  abilities. 

Dialogue  Choices 

As  with  any  companion,  Leliana  has  dialogue  choices  whenever  you  interact  with  her,  and 
sometimes  she  will  initiate  a topic.  However,  at  important  points  in  the  game,  you  should  know 
about  plot-specific  and  camp-specific  dialogue  that  could  change  the  game  for  your 
companion.  Listen  to  all  her  stories  to  know  more  about  her  (and  to  increase  your  approval 
rating).  If  your  approval  gets  high  enough,  she  will  even  sing  a whole  song  just  for  you. 

Highlights 

Leliana  may  teach  the  bard  talents  if  she  warms  up  to  you. 

Leliana  is  very  religious  and  chooses  the  morally  proper  path  in  most  cases. 

Despite  her  religious  upbringing,  Leliana  is  not  all  that  she  seems.  Complete  her  personal 
quest  to  discover  the  truth. 

Leliana  doesn't  enter  relationships  lightly.  She  must  have  an  approval  of  100  to  be  in  love  with 
you  and  consider  inviting  you  to  her  tent. 


Personal  Quest 


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Similar  to  Alistair  and  his  personal  quest  with  his  sister  Goldanna,  you  can  "change"  Leliana  to 
be  a tougher,  sterner  person  by  encouraging  her  to  stay  an  assassin  when  the  dialogue 
opportunity  arises.  If  you  tell  Leliana  that  she  is  a natural  killer  and  shouldn't  fight  it,  she  will 
"change"  her  demeanor  and  become  more  accepting  of  events  such  as  you  sleeping  with 
Isabela.  Changing  her  also  affects  her  clothing  at  the  end  of  the  game:  normal  Leliana  will 
appear  in  Chantry  robes,  while  changed  Leliana  will  appear  in  leather. 

To  embark  on  Leliana's  main  personal  quest,  you  must  do  the  following,  in  order: 

Talk  to  her  in  camp  and  eventually  ask  her,  "What  would  someone  like  you  be  doing  in 
Lothering's  Chantry?"  She  will  bring  up  being  a minstrel. 

Get  Leliana's  approval  rating  to  warm  (approval  25+) . 

Talk  to  Leliana  in  camp  about  how  minstrels  are  sometimes  spies. 

Leave  the  camp  and  come  back  to  the  camp.  Talk  to  Leliana  again  (must  still  be  warm 
approval).  She'll  talk  about  how  she  lied  about  Orlais. 

The  next  random  encounter  should  be  Leliana's  assassin's  encounter.  The  last  human  male 
surrenders  when  you  beat  him,  and  he'll  talk  about  who  sent  him.  You  can  decide  to  kill  him  or 
not,  then  leave  the  encounter  and  Leliana  will  talk.  She  will  tell  you  all  about  a former  love 
interest,  Marjolaine. 

Romance 

Leliana  may  be  difficult  to  start  a relationship  with;  however,  she  will  with  either  a male  or  a 
female  (male  is  easier).  If  you  are  male,  when  you  talk  to  Leliana  initially  about  her  time  in  the 
cloister,  you  just  have  to  talk  to  her  in  camp.  You  don't  even  have  to  be  at  warm.  Follow  these 
dialogue  choices: 

"I'd  like  to  talk." 

"What  was  someone  like  you  doing  in  Lothering's  Chantry?" 

"You  know,  a beautiful  charming  woman  like  yourself." 

"Those  initiates  can't  have  been  more  lovely  than  you." 

Romance  will  be  started. 

If  your  approval  is  50+  with  Leliana  and  you  are  female,  you  can  talk  to  her  in  camp  she'll  say 
(only  once),  "l...have  I ever  told  you  I really  like  the  way  you  wear  your  hair?"  Respond  with  the 
following  dialogue  choices: 

"My  hair?  Thank-you." 

"Dear  Maker!" 


'Well  we  are  friends  aren't  we?' 


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"And  do  you  enjoy  the  company  of  other  women?" 

"I  think  I might  giggle  and  maybe  look  coy?" 

Romance  will  be  started. 

If  you  finish  the  Marjolaine  personal  quest,  talk  to  Leliana.  She'll  say  something  like,  "I  know 
that  look— you  have  something  on  your  mind  don't  you?"  Respond  with  the  following  dialogue 
choices: 

"We  need  to  talk." 

"Are  you  feeling  better?" 

"Er,  I think  I see  what  you  mean." 

"She  was  special  to  you  wasn't  she?" 

"I'm  sorry  it  ended  so  badly." 

"Everyone  changes  unfortunately." 

"I  can  only  hope  to  one  day  be  as  special  as  she  was  to  you." 

Romance  will  be  started. 

If  you're  looking  to  seduce  Leliana,  you  have  to  be  in  a romance  with  her  and  she  has  to  be  in 
love  with  you,  which  means  you  have  to  have  your  approval  at  100.  Talk  to  her  in  camp.  If  she 
gives  you  the  line,  "It  has  been  some  time  since  I left  bothering.  When  I stepped  out  of  the 
cloister  I had  no  idea  where  my  path  would  lead."  Keep  being  nice  and  eventually  she'll  invite 
you  to  her  tent.  This  only  happens  once. 

Gifts 

Leliana  enjoys  higher-priced  religious  jewelry  or  a random  critter.  Some  personal  dialogue  will 
open  up  with  Leliana  if  you  give  her  Andraste's  Grace  or  the  nug,  which  can  be  acquired  from 
young  dwarf  in  Orzammar's  Dust  Town,  but  only  after  Leliana  mentions  that  she  finds  "those 
little  bunny  pigs  adorable."  Take  advantage  of  these  gifts  because  you  want  her  approval  high 
if  you  plan  on  starting  a romance. 


Gift 

Found  In 

Location 

Andraste's  Grace 

Flower 

Redcliffe  Village  (near  mill), 

West  Brecilian  Forest,  or  Elven 

Alienage  (near  giant  tree) 

Bronze  Symbol  of  Andraste 

Chest 

Lothering  Chantry 

Chantry  Amulet 

Templar  Corpse 

Senior  Mage  Quarters  in  Circle  Tower 

Etched  Silver  Symbol 

Ruck 

Ortan  Thaig 

Golden  Symbol  of  Andraste 

Legnar's  Store 

Orzammar  Commons 

Nug 

Nug  Wrangler 

Orzammar  Commons 

Silver  Sword  of  Mercy 

Dwarven  Vendor 

Random  Encounter 

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steel  Symbol  of  Andraste 

Chest 

Brother  Genitivi's  Home  in 

Denerim  Market 

Crisis  Moment 


Certain  game  choices  will  force  a companion  to  reconsider  you  as  their  ally.  At  the  end  of  the 
"Urn  of  Sacred  Ashes"  quest,  you  have  the  option  of  destroying  the  ashes.  If  you  choose  to  do 
this,  Leliana  will  turn  against  you  (as  will  Wynne  if  she  is  in  the  party). 

Loghain  Mac  Tir 

Note:  The  only  chance  to  have  Loghain  as  a companion  is  to  spare  his  life  after  the 
Landsmeet  and  force  him  to  do  the  Joining  and  become  a Grey  Warden.  If  you  do  this,  Alistair 
will  leave  the  party  forever. 

During  the  battle  at  Ostagar,  he  fled  the  field,  leaving  King  Cailan  and  the  Grey  Wardens  to  die. 
His  actions  sparked  a civil  war.  Loghain's  supporters  found  themselves  fighting  their  neighbors 
who  blamed  Loghain  for  the  death  of  the  king,  as  well  as  those  who  simply  wished  to  take 
advantage  of  the  power  vacuum.  He  was  defeated  in  single  combat  at  the  Landsmeet,  and 
sentenced  to  undertake  the  Joining  ritual.  He  survived,  and  rejoined  the  fight  for  Ferelden  as  a 
Grey  Warden. 

Loghain  at  a Glance 


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~ Class  ~ 

Warrior 

Tank:  As  a replacement  for  Alistair,  Loghain  can  do  just  fine  with  his  Weapon  and  Shield 
talents,  plus  his  champion  specialization. 

~ Starting  Talents  ~ 

Champion:  War  Cry,  Rally,  Motivate,  Superiority 

Warrior:  Powerful,  Threaten,  Bravery,  Precise  Striking,  Taunt,  Disengage,  Perfect  Striking 

Weapon  and  Shield:  Shield  Bash,  Shield  Pummel,  Overpower,  Assault,  Shield  Block,  Shield 
Cover,  Shield  Tactics,  Shield  Mastery 


~ Location  ~ 


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Royal  Palace  in  Denerim 
~ Unlock  Condition  ~ 

You  must  first  defeat  Loghain  in  combat  after  the  Landsmeet,  then  invite  him  to  join  the  Grey 
Wardens. 

Combat  Advice 

Loghain  will  most  likely  be  your  party's  tank  after  Alistair  leaves  the  group.  Concentrate  most  of 
your  talent  points  on  filling  out  the  Weapon  and  Shield  school  and  picking  up  Death  Blow  from 
the  Warrior  school.  You  want  to  make  sure  he  can  hold  threat  and  absorb  lots  of  damage  from 
enemy  attacks.  In  melee,  Overpower  and  Assault  should  be  staple  offensive  talents  for 
Loghain,  while  the  War  Cry/Superiority  combo  will  flatten  enemy  groups. 

If  Loghain  is  your  tank,  he  will  charge  smaller  enemy  groups,  unless  you  have  an  ambush 
staged.  Give  him  a few  moments  to  build  up  threat,  and  he  should  always  bash  the  most 
dangerous  target  so  that  target  doesn't  go  in  search  of  someone  else.  Don't  stress  over 
damage  output  with  Loghain;  his  job  is  to  hold  the  enemy  and  suck  up  damage  while  the 
party's  DPS-oriented  members  chop  down  the  enemy.  Load  Loghain  with  the  best  heavy  or 
massive  armor  available  (possibly  even  better  than  the  armor  you  give  the  PC),  and  he  should 
wield  a fine  blade  (main  hand  only;  his  off  hand  should  hold  a shield)  to  inflict  good  damage 
and  further  increase  threat  against  his  targets.  In  his  secondary  weapon  slot,  give  Loghain  a 
crossbow  for  long-range  combat.  Your  healer  will  usually  target  Loghain  for  heals,  but  just  in 
case,  Loghain  should  always  stock  5-10  health  poultices  for  emergencies. 

Highlights 

Although  he  was  once  your  sworn  enemy,  desperate  times  call  for  desperate  measures.  With 
the  Joining,  Loghain  becomes  a Grey  Warden. 

If  you  can  warm  up  to  Loghain,  he  may  teach  you  the  champion  specialization. 

He's  Queen  Anora's  father,  and  you  get  on  the  queen's  good  side  by  keeping  her  father  alive 
after  the  Landsmeet. 

Loghain  may  be  obnoxious,  but  he's  no  slouch  in  combat.  Let  him  carry  the  lion's  share  of 
melee  duties. 

Dialogue  Choices 

You  and  Loghain  probably  won't  be  too  chatty  leading  up  to  the  battle  against  the  archdemon. 
Talk  to  him  at  camp  only  if  you  want  to  gain  some  approval. 

Gifts 

Loghain  loves  maps.  If  you  find  anything  historical,  give  it  to  Loghain  for  a bump  up  in 
approval. 


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Gift 

Found  In 

Location 

Ancient  Map  of  the  Imperium 

Wonders  of  Thedas  Store 

Denerim  Market  District 

Botanist's  Map  of  Thedas 

Chest  on  Main  Floor 
(after  the  Landsmeet) 

Castle  Redcliffe 

Current  Map  of  Ferelden 

Alarith's  Store 

Elven  Alienage  in  Denerim 

Map  of  the  Anderfels 

Gorim 

Denerim  Market  District 

Map  of  Occupied  Ferelden 

Chest  in  the  Upper  Floor  Guest 
Room 

Redcliffe  Castle 

Morrigan 

Her  mother  claims  to  be  Flemeth.  If  that's  true,  the  Morrigan  might  well  be  a very  powerful 
witch,  for  the  tales  of  the  daughters  of  Flemeth  tell  of  twisted,  monstrous  women  who  can  kill  a 
man  with  fear.  She  was  made  to  accompany  the  surviving  Grey  Wardens;  the  payment, 
Flemeth  said,  for  saving  their  lives  at  the  Tower  of  Ishal.  Morrigan  is  the  offensive-minded 
companion  mage. 

Morrigan  at  a Glance 


Dragon  Age:  Origins  Ultimate 


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~ Starting  Attributes  ~ 

^ ptTexterity  '‘J 


^ ^.unning  ^Con»tituH  onij 


~ Starting  Attributes  ~ ~ Class  ~ 

Mage 

DPS  Mage:  Increase  Morrigan's  spells  in  Primal  and  her  shapeshifter  specialization  to  deal 
more  damage  in  combat. 

~ Starting  Talents  ~ 

Shapeshifter:  Spider  Shape 

Primal:  Winter's  Grasp 

Spirit:  Mind  Blast 

Entropy:  Vulnerability  Hex,  Disorient,  Horror,  Drain  Life,  Death  Magic 


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~ Location  ~ 

Korcari  Wilds 
~ Unlock  Condition  ~ 

When  you  seek  out  the  Ancient  Treaties  in  the  Korcari  Wilds,  Morrigan  will  find  you.  After  the 
battle  at  the  Tower  of  Ishal,  Morrigan  will  join  your  party. 

Combat  Advice 

Morrigan's  early  spells  open  up  possibility  for  future  combat  dominance.  Start  out  with  the  Cold 
chain  and  get  to  Cone  of  Cold  and  Blizzard  as  soon  as  you  can.  After  Mind  Blast,  increase 
your  defense  tenfold  with  Force  Field,  then  inch  up  to  gain  Crushing  Prison  for  a powerful 
single-target  root/damage  spell.  Build  on  her  Entropy  spells  also  and  pick  up  Sleep,  Waking 
Nightmare,  and  Death  Cloud.  Don't  forget,  you  can  get  Bear  Shape  at  level  8,  Flying  Swarm  at 
level  10,  and  Master  Shapeshifter  at  level  12. 

Most  mages  must  stay  in  the  rear  to  be  effective.  Not  necessarily  with  Morrigan.  Use  her 
ranged  spells  early,  until  your  mana  is  low  or  the  enemy  engages  in  melee,  then  switch  to  one 
of  your  specialization  forms  and  deal  effective  melee  damage.  Your  spells  are  more  powerful, 
but  it's  a nice  luxury  to  be  able  to  adapt  to  the  ever-changing  combat  dynamics. 

Dialogue  Choices 

As  with  any  companion,  Morrigan  has  dialogue  choices  whenever  you  interact  with  her,  and 
sometimes  she  will  initiate  a topic.  However,  at  important  points  in  the  game,  you  should  know 
about  plot-specific  and  camp-specific  dialogue  that  could  change  the  game  for  your 
companion.  Listen  to  all  her  tales  to  know  more  about  her  (and  to  increase  your  approval 
rating),  but  be  careful,  Morrigan  is  quick  to  disapprove  if  you  don't  agree  with  her  cynical  and 
judgmental  views. 

Highlights 

Morrigan  may  teach  the  shapeshifter  specialization  if  she  warms  up  to  you. 

Listen  to  her  banter  with  Alistair  on  party  walks.  It's  quite  amusing. 

Morrigan's  mother,  Flemeth,  and  Morrigan  play  a crucial  part  in  the  beginning  and  end  of  your 
journey.  Don't  cause  her  to  leave  too  early. 

A loner,  Morrigan  stands  away  from  the  others  in  the  corner  of  camp.  Seek  her  out  by  her  own 
little  camp  area  if  you  want  to  chat. 

Personal  Quest 

To  embark  on  Morrigan's  personal  quest,  you  must  do  the  following,  in  order: 

Retrieve  the  Black  Grimoire  from  Irving's  room  in  the  "Broken  Circle"  quest.  Give  the  book  to 
Morrigan. 


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Become  warm  with  Morrigan. 

Finish  "Broken  Circle"  quest  line. 

Go  back  to  camp  and  she'll  disclose  how  she's  learned  about  her  past,  and  how  you  have  to 
kill  Flemeth.  Accept. 

Leave  Morrigan  at  camp  and  do  not  include  her  in  the  party.  Return  to  Flemeth's  Hut. 

Talk  to  Flemeth.  Tell  her  you  are  here  to  kill  her. 

She'll  transform  in  a dragon.  Kill  her.  (Have  fun!) 

Flemeth  will  have  a key  on  her.  Grab  the  key  and  open  the  door  to  her  hut.  Open  the  chest  in 
her  hut  and  grab  the  grimoire  and  Morrigan's  best  magical  robes  there.  The  robes  are 
significantly  better  version  of  what  she  starts  the  game  in. 

Go  back  to  the  camp  and  talk  to  Morrigan.  Give  her  the  grimoire. 

She'll  have  a long  talk  with  you.  Now  you  are  friendly  with  Morrigan. 

Romance 

Morrigan  only  likes  men.  Don't  even  try  to  court  her  if  you're  female.  Begin  by  asking  her 
questions  about  her  upbringing  and  her  powers.  To  make  her  friendly  when  she's  ready,  talk  to 
her  in  camp  and  she'll  say,  "Tis  a curious  thing.  I do  not  know  how  to  describe  it."  She'll  only 
say  this  line  once,  so  make  sure  to  say  the  right  things.  Choose: 

"What?  Is  something  wrong?" 

"Why  would  I do  that?" 

"Because  I need  you  here." 

"I  was  hoping  to  be  more  than  friends." 

To  take  it  further  and  get  romance  started,  start  a conversation  in  camp  after  getting  the  Circle 
Tower  grimoire  and  she  will  say,  "I  have  a thought."  Respond  with: 

"Oh?  What's  on  your  mind?" 

"And?  What's  in  it  for  me?" 

"My  tent  does  get  rather  cold..." 

After  killing  Flemeth  and  returning  to  Morrigan,  she'll  talk  to  you  after  you  give  her  Flemeth's 
Grimoire.  During  the  conversation  say: 

"Flemeth  is  dead,  you  are  free." 

"Yes,  but  I intend  to  keep  it  for  myself." 


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"What?  That's  it?  Just  a thank  you?" 

"What  was  that  last  bit  again?" 

To  get  Morrigan  to  invite  you  back  to  her  tent,  you  have  to  be  at  care  approval  rating  (50+ 
approval  and  romance  active).  Morrigan  will  not  sleep  with  you  if  she's  in  love  with  you  (90+ 
approval).  She's  into  flings,  and  it  only  happens  once. 

Gifts 

Morrigan's  critical  eye  is  not  reserved  solely  for  others.  Knowing  or  not,  she  has  a simple 
fondness  for  jewelry  and  is  very  particular  about  her  appearance. 


Gift 

Found  In 

Location 

Black  Grimoire 

Irving's  Quarters 

Circle  Tower 

Flemeth's  Grimoire 

Chest 

Flemeth's  Hut 

Gold  Amulet 

Garin 

Orzammar  Commons 

Golden  Demon  Pendant 

Corpse 

Urn  of  Sacred  Ashes  Room 

Golden  Mirror 

Garin 

Orzammar  Commons 

Golden  Rope  Necklace 

Barlin 

Dane's  Refuge  in  Lothering 

Locket 

Locked  Chest 

Village  Store  in  Haven 

Silver  Brooch 

Varathorn 

Dalish  Camp 

Silver  Chain 

Vanity 

Senior  Mage  Quarters  in  Circle  Tower 

Silver  Medallion 

Dragon  Hoard 

Upper  Level  of  Elven  Ruins 

Tribal  Necklace 

Barrel 

Top  Floor  of  Tower  of  Ishal 

Crisis  Moment 


Morrigan  doesn't  have  any  one  big  event,  but  she  can  get  cross  often  with  you  in  dialogue.  Be 
careful  to  say  what  she  wants  to  hear  or  you'll  lose  approval  quickly. 

Oghren 

You  meet  Oghren  in  Orzammar.  In  the  first  encounter,  he  is  arguing  with  a dwarven  nobleman 
about  finding  Branka;  when  the  player  is  given  permission  to  go  into  the  deeps  to  find  Branka, 
he  asks  to  join  you,  citing  particular  knowledge  of  both  Branka  (his  ex-wife)  and  the  Deep 
Roads.  Regardless  of  how  the  plot  ends,  the  rough-and-tumble  warrior  will  remain  with  your 
party  after  the  "Paragon  of  Her  Kind"  quest  line  is  completed  if  the  PC  wishes  it. 


Oghren  at  a Glance 


Dragon  Age:  Origins  Ultimate 


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' Starting  Attributes  ' 

strength  M ^ Dexterity  M 


fr^ 


nshtuhon 


~ Starting  Attributes  ~ ~ Class  ~ 

Warrior 

DPSer  or  Off-Tank:  In  a pinch,  Oghren  could  tank  a fight  in  place  of  Alistair  or  the  PC.  If  you  do 
that,  however,  you  negate  his  specialization:  berserker.  The  berserker  talents  increase 
damage,  which  fits  into  a DPS  role,  and  the  only  way  a stamina-deprived  berserker  can  hold 
threat  well  is  to  out-damage  everyone  else. 

~ Starting  Talents  ~ 

Berserker:  Berserk,  Resilience,  Constraint 
Warrior:  Powerful,  Threaten,  Bravery,  Death  Blow 


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Two-Handed:  Pommel  Strike,  Indomitable,  Stunning  Blows,  Sunder  Arms,  Shattering  Blows, 
Sunder  Armor,  Mighty  Blow,  Powerful  Swings,  Two-Handed  Strength,  Two-Handed  Sweep 

~ Location  ~ 

Orzammar 

~ Unlock  Condition  ~ 

When  you  meet  Oghren  at  the  entrance  to  the  Deep  Roads,  he  will  volunteer  to  join  you  and 
track  down  his  lost  wife,  Branka. 

Combat  Advice 

Fill  out  Oghren's  berserker  specialty  and  Two-Handed  school  as  soon  as  you  get  the  chance. 
Odds  are  you  can  capitalize  on  some  of  the  top-tier  talents  quickly,  which  will  seriously 
increase  his  damage  potential  and  make  him  an  excellent  DPS  addition  to  your  party.  As  with 
rogues,  Oghren  should  allow  the  tank  to  control  enemy  mobs  and  then  attack  from  the  rear  or 
flank.  Because  Oghren  is  so  durable,  he  doesn't  have  to  watch  his  spacing  as  much  as  a 
rogue,  and  he  can  off-tank  easily  if  you  need  him  to  grab  a creature  that  the  tank  can't  hold 
threat  on.  His  skills  are  best  used  with  heavy  or  massive  armor,  either  sword  and  shield  or  two- 
handed  weapons,  with  a crossbow  for  ranged  attacks. 

Berserk  ramps  up  Oghren's  damage  and  a well-placed  Mighty  Blow  can  hammer  an  adversary. 
Sunder  Armor  rips  through  a heavily  defensive  melee  attacker,  while  Pommel  Strike  and 
Stunning  Blows  can  knock  an  enemy  out  of  combat  for  several  seconds.  Two-Handed  Sweep 
is  great  at  striking  multiple  foes,  as  long  as  you  don't  steal  threat  away  from  the  tank,  and  at 
the  end  of  a fight.  Final  Blow  deals  massive  damage  but  drains  the  rest  of  Oghren's  stamina. 

Dialogue  Choices 

As  with  any  companion,  Oghren  has  dialogue  choices  whenever  you  interact  with  him,  and 
sometimes  he  will  pull  you  aside  to  speak  with  you  about  a topic.  However,  at  important  points 
in  the  game,  you  should  know  about  plot-specific  and  camp-specific  dialogue  that  could 
change  the  game  for  your  companion. 

Plot-Specific  Dialogue 

Oghren  has  plot-specific  dialogue  in  the  Fade  in  the  "Broken  Circle"  quest  line. 

He  has  dialogue  in  the  "Captured"  plot  in  Denerim. 

He's  very  keen  on  killing  the  dragon  if  you  take  him  to  the  "Urn  of  the  Sacred  Ashes"  quest. 
Camp-Specific  Dialogue 

Some  of  his  camp  dialogues  will  only  trigger  after  specific  plots  have  been  completed  ("Nature 
of  the  Beast,"  "Paragon  of  Her  Kind,"  "Landsmeet"),  but  they  don't  relate  specifically  to  that 
plot.  It  just  has  to  occur  later  in  the  game. 


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He's  very  depressed  the  first  few  times  you  talk  to  him  in  camp;  if  you  ask  him  what's  wrong, 
and  he  is  starting  to  warm  to  you,  he  will  first  talk  about  how  he  felt  about  Branka. 

You  can  ask  him  how  he  likes  the  surface. 

You  can  ask  him  if  he's  homesick. 

You  can  ask  him  if  he  misses  Orzammar. 

You  can  ask  him  what  it's  like  to  be  a warrior  in  Orzammar. 

When  he  talks  about  being  "war  buddies,"  he'll  challenge  you  to  drink  with  him.  It  takes  a high 
constitution  check  to  pass  this,  but  he'll  still  be  amused  if  you  fall  over. 

Highlights 

Oghren  will  teach  the  berserker  specialization  if  he  feels  warm  enough  to  the  PC. 

Oghren  will  fall  over  drunk  halfway  through  conversations  quite  often. 

Oghren  burps,  drinks,  spits,  and  swears  a lot.  A drinking  game  could  be  made. 

Oghren  likes  to  be  appreciated,  to  be  told  he's  better  than  he  thinks  he  is,  and  to  be  flirted  with 
a bit  (if  the  player  is  a woman). 

If  you  take  Oghren  into  the  "Broken  Circle,"  you  get  a bar  fight  in  the  Fade! 

Personal  Ouest 

If  you  speak  to  Oghren  about  his  past,  he  will  tell  you  about  a woman  he  was  once  involved 
with,  who  has  since  moved  to  the  surface.  Her  name  is  Felsi,  and  although  he  is  unclear  about 
where  she  has  moved,  you  can  discover  her  working  at  the  Spoiled  Princess  at  the  Lake 
Calenhad  Docks.  If  you  want  to  help  Oghren  reconnect  with  his  past  love,  follow  these  steps: 

Talk  to  Oghren  about  Felsi  to  start  the  quest  (with  a high  Persuade  score,  you  can  get  him  to 
tell  you  what  actually  went  wrong  between  Felsi  and  him  in  the  first  place).  Go  to  the  Spoiled 
Princess  at  the  Lake  Calenhad  Docks. 

If  Oghren  is  in  the  party,  he  will  see  her  and  initiate  conversation  with  you. 

If  he  isn't,  you  may  talk  to  Felsi  about  Oghren.  You  can  pick  up  some  hints  to  give  to  Oghren 
on  how  to  woo  her. 

Oghren  will  eventually  declare  his  desire  to  talk  to  her,  then  start  the  conversation.  You  can 
either  help  him  with  whispered  hints  and  talking  him  up  to  Felsi,  or  try  to  sabotage  his  efforts 
with  insults. 

Oghren  will  talk  to  you  after  talking  to  Felsi.  If  he  has  gotten  his  mojo  back,  Oghren  will  now  be 
eligible  to  be  friendly  with  you. 


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If  you  chose  to  torpedo  Oghren's  chances  with  Felsi,  she  will  turn  him  down  when  he  goes  to 
talk  to  her.  Not  helping  Oghren  will  have  the  same  effect  as  actively  attempting  to  hurt  his 
chances,  as  he  needs  to  get  into  her  good  books.  Needless  to  say,  this  will  result  in  an 
approval  drop. 

Gifts 

Oghren  loves  to  drink,  and  his  gifts  reflect  that.  Other  companions  might  like  a sip  of  wine  from 
a tavern,  but  Oghren  likes  vintage  alcohol  to  get  stinking  drunk. 


Gift 

Found  In 

Location 

Alley  King's  Flagon 

Legnar's  Store 

Orzammar  Commons 

Chasind  Sack  Mead 

Dusty  Scrolls 

Ruined  Temple 

Garblog's  Backcountry  Reserve 

Dog 

Random  chance  he'll  fetch  it 

Golden  Scythe  4-90  Black 

Crate 

Lothering 

Legacy  White  Shear 

Sarcophagus 

Lower  Ruins 

Sun  Blonde  Vint-1 

Vanity 

Templar  Quarters  in  Circle  Tower 

Crisis  Moment 


Through  dialogue  choices,  you  can  make  Oghren  so  angry  that  he  will  try  to  leave,  if  his 
approval  has  dropped  low  enough.  When  this  occurs,  you  can  try  to  convince  him  to  stay,  you 
can  engage  him  in  combat  (Oghren  will  surrender  before  the  end  of  the  combat,  and  you  can 
choose  to  kill  him,  threaten  him  back  into  line,  or  send  him  away),  or  you  can  just  let  him  go. 
This  can  happen  twice. 

Shale 

Note:  Shale  is  a companion  available  only  through  special  Dragon  Age:  Origins  downloadable 
content. 

Crafted  by  the  ancient  dwarves  as  their  first  line  of  defense  against  the  darkspawn,  the  dread 
sentinels  known  as  golems  dwindled  in  number  after  the  art  of  their  creation  was  lost.  Shale, 
one  of  the  few  golems  remaining,  was  found  in  the  Deep  Roads,  reactivated  and  brought  to  the 
surface,  and  may  prove  to  be  the  Grey  Wardens'  most  effective  weapon  against  the  onslaught 
of  the  Blight. 


Shale  at  a Glance 


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' Starting  Attiibutcs  ' 


(gale’s  starting  attributes  scale  depending 
on  what  level  you  get  the  golem  at 

0®^ 


~ Starting  Attributes  ~ ~ Class  ~ 

Warrior 

Main  Tank  or  DPS:  The  burly  Shale  can  step  in  for  other  tanks  such  as  Alistair  if  you  prefer 
stone  to  steel.  As  a warrior,  Shale  has  full  access  to  the  standard  Warrior  school  talents,  but 
doesn't  know  any  of  the  weapon  talents,  which  means  it'll  be  without  Weapon  and  Shield. 
Instead,  Shale  comes  with  its  own  set  of  16  individual  talents  that  can  help  the  golem  play 
defense  as  a tank  or  crush  opponents  with  DPS. 

~ Available  Talents  ~ 

Warrior:  Powerful,  Threaten,  Bravery,  Death  Blow,  Precise  Striking,  Taunt,  Disengage,  Perfect 
Striking 

Shale:  Pulverizing  Blows,  Slam,  Quake,  Killing  Blow;  Stoneheart,  Bellow,  Stone  Roar, 
Regenerating  Burst;  Rock  Mastery,  Hurl  Rock,  Earthen  Grasp,  Rock  Barrage;  Stone  Aura, 
Inner  Reserves,  Renewed  Assault,  Supernatural  Resilience 

~ Location  ~ 

Village  of  Honnieath 

~ Unlock  Condition  ~ 


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After  you  leave  Lothering,  journey  to  Sulcher's  Pass  and  get  the  golem  control  rod  from  Felix. 
Travel  to  the  Village  of  Honnieath  and  follow  the  clues  to  discovering  Shale's  activation  phrase. 

New  Golem  Talents 

Shale  serves  dual  purposes:  the  party's  main  tank  or  a heavy  melee  damage-dealer.  If  you 
want  Shale  to  take  over  as  your  main  tank,  concentrate  on  the  Stoneheart  chain  first. 
Stoneheart  activates  Shale's  defensive  talents  and  increases  the  golem's  threat.  Bellow 
increases  Shale's  threat  and  has  a chance  to  stun  nearby  enemies  if  they  fail  a mental 
resistance  check.  Stone  Roar  gains  a health  regeneration  bonus  for  Shale  and  attracts  the 
attention  of  a single  targeted  enemy,  who  will  veer  toward  Shale  immediately  (great  for  pulling 
foes  off  allies).  Regenerating  Burst  damages  and  possibly  stuns  nearby  enemies,  plus  it 
increases  stamina  regeneration  and  threat  generation. 

The  Stone  Aura  chain  supports  a Shale  tank  strategy.  Stone  Aura  imbues  nearby  party 
members  with  bonuses  to  attack,  defense,  and  health  regeneration.  It  provides  excellent  party 
buffs;  however,  the  sustained  ability  paralyzes  Shale  and  imposes  a personal  penalty  to 
defense  as  well  as  draining  stamina.  Inner  Reserves  beefs  up  Shale's  armor,  and  party 
members  within  Stone  Aura  receive  additional  bonuses  to  armor,  health  regeneration,  stamina 
regeneration,  and  spellpower.  Renewed  Assault  further  increases  Shale's  armor  and  ability  to 
resist  hostile  spells,  and  party  members  within  the  aura  gain  bonuses  to  attack,  stamina 
regeneration,  critical  chance,  and  armor  penetration.  Plus,  enemies  within  the  aura  suffer 
penalties  to  movement  speed,  attack,  and  defense.  Supernatural  Resilience  gives  more 
bonuses  to  armor  and  the  ability  to  resist  hostile  spells.  Party  members  within  the  aura  gain 
additional  bonuses  to  health  regeneration,  spellpower,  damage,  and  to  resist  hostile  spells. 

If  you'd  rather  have  Shale  deal  damage  than  suck  up  damage,  first  concentrate  on  the  golem's 
Pulverizing  Blows  chain.  Pulverizing  Blows  activates  Shale's  offensive  talents,  taking  a penalty 
to  defense  in  exchange  for  a bonus  to  damage.  Slam  swings  at  a nearby  enemy  and,  if  it 
connects,  automatically  generates  a critical  hit  and  knocks  the  target  back.  Quake  hits  nearby 
enemies  with  an  AoE  that  damages  and  knocks  them  back.  Killing  Blow  smashes  a target  with 
a critical  hit  (if  it  connects)  and  extra  damage  equal  to  Shale's  remaining  stamina,  which  drains 
away  after  the  blow. 

Shale's  final  chain  beginning  with  Rock  Mastery  supports  a DPS  orientation  and  gives  Shale 
more  ranged  options.  Rock  Mastery  activates  the  golem's  ranged  talents  and  gains  a large 
bonus  against  incoming  ranged  attacks,  though  at  a penalty  to  defense,  armor,  and  melee 
critical  chance.  Nearby  party  members  also  gain  bonuses  to  ranged  critical  chance  and  ranged 
attack  speed.  Hurl  Rock  throws  a stone  projectile  at  a targeted  area  and  all  enemies  near  the 
point  of  impact  take  physical  damage  and  may  be  knocked  down.  Earthen  Grasp  immobilizes 
enemies  unless  they  pass  a physical  resistance  check.  Rock  Barrage  throws  multiple  rocks 
into  the  air,  which  rain  down  on  a targeted  area  and  inflict  movement  penalties  and  knock 
down  anyone  within  if  they  fail  a physical  resistance  check. 


Highlights 


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You  can  only  find  Shale  in  a special  downloadable  quest  that  takes  you  into  the  midst  of  a 
darkspawn  horde  and  through  the  tunnels  of  a secret  mage  laboratory. 

Shale  can  be  a dynamo  in  combat,  either  as  a huge  tank  or  a brawling  DPSer. 

Golems  don't  use  regular  equipment.  Instead,  you  plug  magic  crystals  into  them  to  power  them 
up. 

With  16  new  golem-only  talents.  Shale  can  aid  in  melee  damage,  defense,  ranged  combat, 
and  party  buffing. 

Shale  may  have  some  anger  management  issues,  but  the  golem's  dry  wit  can  leave  you  in 
stitches.  Well,  so  can  its  fists  if  you  aren't  careful. 

Personal  Quest 

After  you  free  Shale  from  imprisonment  in  the  Village  of  Honnieath,  take  the  golem  with  you 
when  you  attempt  the  "Paragon  of  Her  Kind"  quest  in  Orzammar's  Deep  Roads.  After  the 
encounter  with  Caridin  in  the  Anvil  of  the  Void,  if  you  sided  with  Caridin  over  Branka  or  if  you 
can  Persuade  Shale  to  stay  with  you  after  you  sided  with  Branka,  Shale  will  tell  you  about  a 
secret  Thaig,  forgotten  in  the  Deep  Roads  until  now.  For  complete  details  on  Cadash  Thaig, 
see  the  "Stone  Prisoner"  section  of  the  Walkthrough  chapter. 

Gear 

Shale  doesn't  put  on  sword,  shield,  and  armor  like  other  warriors.  Golems  rely  on  crystals  to 
power  up  their  offense  and  defense.  Shale  has  two  equipment  slots,  one  for  offense  and  one 
for  defense.  A Large  Flawless  Fire  Crystal,  for  example,  fits  into  the  defensive  slot  and  gives 
Shale  the  following  abilities:  16.2  armor,  26.4%  fatigue,  +2  strength,  -i-6  defense,  -i-40%  fire 
resistance,  and  -i-8  stamina  regeneration  in  combat. 

Crisis  Moment 

Reluctant  as  Shale  is  to  join  your  party  at  the  start,  the  golem  will  leave  only  if  its  approval 
rating  drops  too  low  or  if  you  choose  the  mad  Branka  over  the  tormented  Caridin  at  the  end  of 
the  "Paragon  of  Her  Kind"  quest  line.  If  you  choose  to  fight  with  Branka  against  Caridin  and 
Shale  is  in  your  party  at  the  time,  the  golem  will  rebel  and  attack  you  while  defending  Caridin.  If 
Shale  is  not  in  your  party  when  you  choose  Branka,  the  golem  will  confront  you  when  you 
return  to  the  party  camp.  Unless  you  convince  Shale  to  stay,  the  golem  will  leave  your  group 
permanently. 

Shale's  Crystals 

As  a stone  golem.  Shale  doesn't  use  weapons  and  armor  as  the  other  companions;  golems 
rely  on  special  crystals  to  power  up  their  abilities.  Shale  has  50  equipable  crystals  in  the  game, 
and  you  can  gain  them  from  several  sources:  loot  drops  throughout  the  world  (PC  version 
only);  items  found  in  the  Village  of  Honnieath,  Wilhelm's  Cellar,  and  Cadash  Thaig;  and 


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available  for  purchase  from  Garin's  Gem  Store  in  Orzammar  Commons.  (Each  time  you  enter 
the  Orzammar  Commons,  a random  set  of  six  crystals  will  generate  in  Garin's  store  inventory.) 

Crystals  come  in  two  sizes:  large  and  small.  Large  crystals  act  as  armor  and  appear  on  Shale's 
shoulders  and  feet.  Small  crystals  act  as  weapons  and  appear  on  Shale's  fists.  Each  crystal 
comes  in  one  of  five  elemental  types:  fire  (orange),  ice  (white),  electrical  (purple),  natural 
(green),  and  spirit  (blue).  If  you  match  a large  and  small  crystal  of  the  same  elemental  type  on 
Shale,  the  golem  receives  a special  item  set  bonus.  There  are  also  five  degrees  of  crystal 
quality:  chipped  (lowest  quality),  flawed,  clear,  flawless,  brilliant  (highest  quality). 

As  with  other  characters'  equipment.  Shale's  crystals  dynamically  scale  based  on  the  golem's 
level. 

Gifts 

There's  definitely  something  remarkable  about  the  objects  Shale  values  in  life.  Find  any  of  nine 
"remarkable"  gemstones  and  Shale  might  just  crack  a smile  on  that  stony  golem  visage. 


Gift 

Found  In 

Location 

Remarkable  Amethyst 

Alimar's  Emporium 

Orzammar's  Dust  Town 

Remarkable  Diamond* 

Garin's  Gem  Store 

Orzammar  Commons 

Remarkable  Emerald 

Figor's  Store 

Orzammar  Commons 

Remarkable  Garnet 

Wonders  of  Thedas  Store 

Denerim  Market  District 

Remarkable  Greenstone 

Cellars 

Village  of  Flonnieath 

Remarkable  Malachite 

Shaperate  Store 

Circle  Tower 

Remarkable  Ruby 

Alarith's  Store 

Denerim's  Elven  Alienage 

Remarkable  Sapphire 

Legnar's  Store 

Orzammar  Commons 

Remarkable  Topaz 

Faryn's  Store 

Frostback  Mountains 

Sten 

He  was  sent  with  a small  group  of  qunari  soldiers  to  investigate  the  Blight  and  report  back. 
Near  Lake  Calenhad,  they  were  ambushed  by  darkspawn.  They  fought  off  the  attack,  but  only 
Sten  survived.  Farmers  found  him  dying  and  took  him  in,  but  when  he  awoke,  alone  and 
unarmed,  he  panicked,  killing  the  entire  family.  Realizing  he  had  sacrificed  his  honor,  Sten 
waited  for  the  villagers  to  come,  and  surrendered,  expecting  death.  Instead,  your  party  arrived 
and  offered  him  penance  for  his  sins.  His  sword  and  his  honor  restored,  Sten  chose  to 
continue  with  you  and  take  the  battle  to  the  archdemon. 


Sten  at  a Glance 


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' Starting  Attributes  - 


r 


^^"Cunning  ^ flConsdtutionM 


~ starting  Attributes  ~ ~ Class  ~ 

Warrior 

DPSer  or  Off-Tank:  Sten  enjoys  grabbing  a two-hander  and  cleaving  skulls.  The  more  damage, 
the  better.  In  a pinch,  Sten  can  tank  a fight  in  place  of  Alistair  or  the  PC,  simply  by  dealing 
enough  damage  to  hold  the  threat. 

~ Starting  Talents  ~ 

Warrior:  Powerful,  Threaten,  Precise  Striking,  Taunt 

Two-Handed:  Pommel  Strike,  Indomitable,  Sunder  Arms,  Mighty  Blow,  Powerful  Swings 
~ Location  ~ 


bothering 


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~ Unlock  Condition  ~ 

Release  Sten  from  his  cage  in  Lothering  before  the  town  gets  invaded  by  darkspawn  (see  the 
"bothering"  section  of  the  Walkthrough  chapter  for  complete  details). 

Combat  Advice 

Fill  out  Sten's  Two-Handed  school  as  soon  as  you  get  the  chance.  Capitalize  on  some  of  the 
top-tier  talents  quickly,  which  will  seriously  increase  his  damage  potential  and  make  him  an 
excellent  DPS  addition  to  your  party.  As  with  rogues,  Sten  should  allow  the  tank  to  control 
enemy  mobs  and  then  attack  from  the  rear  or  flank.  Because  Sten  is  so  durable,  he  doesn't 
have  to  watch  his  spacing  as  much  as  a rogue,  and  he  can  off-tank  if  you  need  him  to  grab  a 
creature  that  the  tank  can't  hold  threat  on.  His  skills  are  best  used  with  heavy  or  massive  armor 
and  two-handed  weapons,  with  a crossbow  for  ranged  attacks. 

Dialogue  Choices 

As  with  any  companion,  Sten  has  dialogue  choices  whenever  you  interact  with  him,  and 
sometimes  he  will  pull  you  aside  to  speak  with  you  about  a topic.  He's  not  a big  talker  but  will 
interject  if  you  aren't  on  a straight  path  toward  the  archdemon. 

Highlights 

Sten  will  not  survive  the  darkspawn  incursion  against  Lothering  unless  you  free  him  from  his 
prison  before  leaving  town. 

His  no-nonsense  attitude  lets  you  know  where  he  stands,  but  Sten  won't  be  happy  unless  you 
stick  with  killing  darkspawn. 

Sten  complements  Alistair  if  you  journey  with  two  warriors.  Alistair  gains  the  one-handed 
weapons;  Sten  uses  the  better  two-handers. 

Sten  cares  nothing  about  romance.  You  can't  seduce  him  as  a female  player. 

Personal  Quest 

To  complete  Sten's  personal  quest,  you  must  do  the  following,  in  order: 

Talk  to  Sten  about  his  past.  He  should  tell  you  about  losing  his  sword. 

Start  the  quest  for  his  sword  at  the  beginning  of  Lake  Calenhad.  Near  the  entrance  is  a 
scavenger. 

You'll  find  Faryn  at  the  Mountain  Pass,  just  before  the  entrance  to  Orzammar.  Ask  him  about 
the  sword  and  bring  Sten  along. 

Find  Dwyn  in  Redcliffe  Village.  Bring  Sten  along  again  to  bully  him  into  giving  you  the  sword. 
Grab  the  sword  from  the  chest  in  the  back  of  Dwyn's  room  and  gift  it  to  Sten. 


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Gifts 

Stem  has  an  eye  for  paintings,  an  appreciation  that  might  seem  out  of  character,  but  is  actually 
an  extension  of  qunari  discipline.  He  respects  an  artist  for  careful  composition,  a skill  that  is  as 
much  about  where  the  brush  stroke  stops  as  where  it  begins. 


Gift 

Found  In 

Location 

Painting  of  a Rebel 

Dwarven  Merchant 

Random  Encounter 

Queen 

Portrait  of  a 

Faryn 

Frostback  Mountains 

Goosegirl 

Silver  Framed  Still- 

Chest 

Upper  Level  of  Castle  Redcliffe 

Life 

Sten's  Sword 

Scavenger  near  Lake 
Calenhad  Docks,  then 
Faryn  in  Frostback 
Mountains 

Dwyn  in  Redcliffe  Village  (kill  him,  pay  him,  or  convince  him  to  give  it 
to  you) 

Totem 

Chest 

Caridin's  Cross 

Water-stained 

Portrait 

Charred  Corpse 

Senior  Mage  Quarters  in  Circle  Tower 

Crisis  Moment 


If  you  travel  to  the  Urn  of  Sacred  Ashes,  Sten  will  question  your  commitment  to  destroying  the 
archdemon.  If  you  are  a bit  too  lippy  with  him,  he'll  challenge  you  for  control  of  the  party.  If  you 
beat  him,  he'll  want  to  leave. 

Wynne 

Wynne's  talent  became  apparent  early  on,  particularly  her  skill  at  healing  magic.  She  was  well- 
liked  by  all  her  mentors  and  recognized  as  an  exceptionally  gifted  student.  Even  the  templars 
who  watched  her  could  not  deny  that  she  represented  the  best  the  Circle  had  to  offer.  She  was 
an  intelligent  young  woman  who  possessed  a quiet  confidence  and  maturity  beyond  her  years. 
She  spent  many  years  mentoring  apprentices  within  the  Circle,  and  her  peers  thought  so 
highly  of  her  that  she  was  asked  to  be  First  Enchanter  Irving's  successor,  but  she  refused, 
saying  that  she  had  no  desire  to  work  in  the  upper  echelons.  When  word  reached  the  Circle 
Tower  of  King  Cailan's  call  to  arms,  Wynne  volunteered  to  go  to  Ostagar.  Many  events  later 
she  would  join  the  party  after  saving  the  Circle  Tower. 


Wynne  at  a Glance 


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' Starting  Ath'ibutes 


► 

~ Starting  Attributes  ~ ~ Class  ~ 

Mage 

Party  Healer:  No  one  is  better  at  keeping  the  party  alive  than  Wynne.  Her  Creation  spells  do 
fine  job  of  maintaining  single  companion's  health  levels,  but  her  spirit  healer  specialization 
takes  things  to  a new  level  with  group  healing. 

~ Starting  Talents  ~ 

Mage:  Arcane  Bolt 

Spirit  Healer:  Group  Heal 

Primal:  Rock  Armor,  Stonefist 

Creation:  Heal,  Rejuvenate,  Regeneration,  Heroic  Offense,  Heroic  Aura 


Jr  J 


Cunning  rtCon*titution?J 


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~ Location  ~ 

Circle  Tower 
~ Unlock  Condition  ~ 

You  meet  Wynne  on  the  first  level  of  the  Circle  Tower.  She  joins  your  party  as  soon  as  you  get 
locked  in  the  tower,  and  will  join  the  party  permanently  after  you  save  the  tower  in  the  "Broken 
Circle"  quest. 

Combat  Advice 

Ramp  to  the  top-tier  spirit  healer  spells  as  soon  as  you  can  pick  them  up.  Mass  Rejuvenation 
is  a great  party  boost  when  you  have  a free  spell  point.  Paralyze  in  the  Entropy  school 
provides  excellent  defense  for  those  occasions  when  a creature  locks  onto  her,  and 
Earthquake  and  Petrify  fill  out  the  chain  beginning  with  Rock  Armor  and  deliver  serious 
offensive  muscle. 

Unless  you  have  an  easy  fight,  or  one  where  Wynne  has  no  choice  but  to  add  to  the  DPS  for  a 
shot  at  winning,  she  should  concentrate  on  healing.  Save  your  mana  for  your  healing  spells 
unless  absolutely  necessary.  Spot  heal  companions  as  wounds  appear.  If  someone  is  getting 
hammered,  such  as  the  tank  in  a large  fight.  Heal  and  Regenerate  back  to  back.  If  several 
companions  get  injured  at  once  (by  enemy  AoE)  or  combat  slowly  chips  away  at  everyone's 
health,  fire  off  a Group  Heal  to  boost  everyone's  health  across  the  board.  Later,  you  can  add 
Lifeward  to  the  rotation  for  companions  knocking  on  death's  door.  If  they  pass  over  that 
unfortunate  threshold,  bust  out  a Revival  and  raise  them  right  back  into  the  fight. 

Dialogue  Choices 

As  with  any  companion,  Wynne  has  dialogue  choices  whenever  you  interact  with  her,  and 
sometimes  she  will  pull  you  aside  to  speak  with  you  about  a topic.  Wynne  is  definitely  not 
afraid  to  voice  her  opinion  about  morally  outrageous  situations;  listen  to  what  she  has  to  say  or 
her  approval  rating  will  plummet  fast.  Speak  with  her  often  in  camp  to  gain  her  favor  and  learn 
about  her  history. 

Personal  Quest 

Wynne's  personal  quest  is  tricky,  because  it  requires  you  to  first  raise  her  approval  level  and 
then  trigger  a random  encounter.  Follow  these  steps: 

Talk  to  Wynne  about  her  past.  And  get  her  to  warm. 

You'll  have  a random  encounter  where  Wynne  collapses  at  the  end  of  it.  When  she  does,  go 
back  to  the  camp  and  talk  to  her  about  it. 

Later  there  will  be  another  encounter  where  Wynne  will  release  her  inner  spirit  finally  giving  her 
a new  spirit  form  (see  the  Vessel  of  the  Spirit  sidebar). 


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(Bonus)  Ask  Wynne  about  her  time  at  the  Circle  Tower  and  she'll  eventually  talk  about  her  old 
apprentice  Anerin. 

(Bonus)  Go  to  the  Brecilian  Forest,  and  you  should  find  Anerin.  Talk  to  him  with  Wynne  in  the 
party,  and  he  will  give  Wynne  an  amulet  that  will  strengthen  her  Vessel  of  the  Spirit  ability. 

Vessel  of  the  Spirit 

Wynne  gains  a special  plot  ability  after  completing  her  personal  quest:  Vessel  of  the  Spirit.  She 
disorients  nearby  enemies  with  a release  of  energy,  restoring  some  health  and  mana  and 
earning  bonuses  to  spellpower  and  mana  regeneration.  However,  once  she  deactivates  the 
ability,  she  is  stunned  and  suffers  penalties  to  movement,  attack,  and  defense.  Exact  specifics 
include: 


Sustained  Ability 
Range:  Personal 
Upkeep:  60 
Fatigue:  15% 

Cooldown:  300  seconds 

Get  this  ability  early,  even  if  it  means  letting  Wynne  "die"  to  trigger  the  personal  quest  chain. 
Thereafter,  when  Wynne's  mana  drops  low  in  a long  fight,  move  in  close  to  an  enemy  group 
and  activate  Vessel  of  the  Spirit.  You  may  stun  some  of  the  enemies,  but  more  important,  you 
can  gain  back  mana  and  earn  mana  regeneration.  The  effect  usually  lasts  long  enough  that 
you  can  finish  out  the  fight  with  renewed  vigor  before  the  penalty  sets  in. 

Gifts 

For  Wynne,  the  printed  word  is  a window  to  true  understanding.  A scholar  by  heart,  she  feels 
that  what  a people  commit  to  the  page  is  sacred  by  definition,  and  she  enjoys  collecting  books, 
scrolls,  and  other  pieces  of  history. 


Gift 

Found  In 

Location 

Discovering  Dragon's  Blood: 
Potions,  Tinctures,  and  Spicy 
Sauces* 

Bookshelf 

Ruined  Temple 

Fancy  Scroll 

Sarcophagus 

Lower  Ruins 

Tattered  Notebook 

Dog 

Random  chance  he'll  fetch  it 

The  Guerrins  of  Ferelden:  A 
Genealogical  Flistory* 

Bookshelf 

Upper  Level  of  Castle  Redcliffe 

The  Rose  of  Orlais 

Pile  of  Books 

Senior  Mage  Quarters  of  Circle  Tower 

The  Search  for  the 
True  Prophet 

Locked  Chest 

Shaperate  in  Orzammar 

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Crisis  Moment 

In  the  "Urn  of  Sacred  Ashes"  quest,  Wynne  will  turn  against  you  if  you  decide  to  destroy  the 
ashes,  just  as  Leliana  will.  You  will  have  to  fight  them  and  kill  them  if  they  are  in  the  party. 
During  the  "Broken  Circle"  quest,  on  the  fourth  floor  of  the  tower,  Cullen  will  suggest  that  killing 
all  the  mages  in  the  tower  is  the  only  way  to  fix  things.  If  you  side  with  Cullen,  Wynne  will  leave 
the  party  for  good  and  fight  you  to  the  death.  Later,  if  you  reveal  that  you  are  a blood  mage  (or 
accepted  the  blood  mage  specialization  from  the  desire  demon  in  the  Fade),  Wynne  will  also 
turn  against  you. 

Highlights 

You  can  meet  Wynne  in  Ostagar  before  the  darkspawn  invade.  She'll  give  you  bits  of  wisdom, 
but  she  won't  join  your  party  until  you  see  her  again  at  the  Circle  Tower. 

Bar  none,  Wynne  is  the  best  healer  in  the  game.  Unless  you  spec  one  of  your  other  mages 
with  some  healing  spells,  Wynne  should  be  a staple  member  of  your  party. 

Unlock  Wynne's  special  ability.  Vessel  of  the  Spirit,  through  dialogue  in  camp  and  then  a series 
of  random  encounters.  Once  she  has  the  ability,  trigger  it  whenever  your  mana  drops  low  in  a 
long  fight. 

In  matters  of  faith  and  virtue,  Wynne  always  makes  the  most  admirable  choice.  To  keep  her 
approval  rating  high,  never  choose  an  action  that  strays  from  the  straight  and  narrow. 

Zevran 

You  meet  Zevran  at  a random  encounter  after  having  finished  at  least  one  major  world  plot. 
Your  party  is  accosted  by  a traveler  who  begs  for  help  from  bandits.  When  you  follow  her  to  the 
camp,  you  get  attacked  by  a group  of  assassins  led  by  Zevran.  You  must  talk  to  Zevran  after 
he  has  been  defeated,  and  he  will  explain  that  he  is  an  assassin  hired  by  Loghain  to  kill  all  the 
remaining  Grey  Wardens,  but  that  he  is  willing  to  work  for  you  instead— in  exchange  for  his  life, 
of  course. 


Zevran  at  a Glance 


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Starting  Attributes  ~ 

'Dwtcrity 


tirtihih 


~ Starting  Attributes  ~ ~ Class  ~ 

Rogue 

DPSer:  With  the  assassin  specialization,  Zevran  works  well  with  a tank  when  he  can  get 
behind  a target  and  rip  it  to  shreds. 

~ Starting  Talents  ~ 

Assassin:  Mark  of  Death 

Rogue:  Dirty  Fighting,  Below  the  Belt,  Deadly  Strike,  Lethality,  Stealth,  Stealth  Item  Use, 
Combat  Stealth 

Dual  Weapon:  Dual-Weapon  Training,  Dual-Weapon  Sweep,  Flurry,  Momentum 


~ Location  ~ 


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Random  Encounter 
~ Unlock  Condition  ~ 

After  you  complete  at  least  one  major  world  quest  line,  you  will  eventually  meet  Zevran  in  a 
random  encounter. 

Combat  Advice 

Zevran  contributes  best  when  you  sneak  up  on  opponents  and  surprise  them.  Before  you  enter 
line  of  sight  with  a mob,  Zevran  should  go  into  stealth  mode  and  slink  around  to  the  mob's  rear 
where  he  can  use  Combat  Movement  to  ensure  a backstab  and  Exploit  Weakness  to  deliver 
extra  damage  based  on  his  cunning  score.  If  he  can't  reach  the  enemy's  rear,  stay  hidden  and 
wait  for  adversaries  to  move  and  expose  their  vulnerable  backs.  Never  engage  head  on; 
Zevran  can  always  at  least  strike  from  a flanking  position. 

Focus  on  Zevran's  dexterity  and  willpower  as  he  levels.  He  will  probably  be  an  accomplished 
poisoner.  He  will  take  best  to  light  armor,  dual  weapons,  and  archery  with  shortbows  or 
longbows.  Fill  out  Zevran's  assassin  specialization  as  soon  as  they  open  up  (especially  up  to 
level  14's  Lacerate).  Concentrate  on  the  Dual  Weapon  school  whenever  you  don't  have  an 
assassin  point  to  spend.  Dual-Weapon  Finesse  should  be  a priority  to  avoid  the  standard 
penalties  associated  with  fighting  two-handed;  the  goal,  of  course,  is  to  reach  Dual-Weapon 
Mastery.  Whirlwind  provides  damage  against  multiple  foes  at  once,  while  Riposte  gives  Zevran 
a stun  attack  for  those  targets  that  just  won't  go  down. 

Dialogue  Choices 

As  with  any  companion,  Zevran  has  dialogue  choices  whenever  you  interact  with  him,  and 
sometimes  he  will  pull  you  aside  to  speak  with  you  about  a topic.  However,  at  important  points 
in  the  game,  you  should  know  about  plot-specific  and  camp-specific  dialogue  that  could 
change  the  game  for  your  companion. 

Plot-Specific  Dialogue 

Zevran  has  specific  dialogue  in  the  Fade  in  "Broken  Circle"  and  in  the  "Captured"  quest  in 
Denerim. 

If  you  ask  him  what  he  thinks  of  the  Dalish,  he  will  tell  you  about  his  Dalish  mother.  If  you  have 
killed  all  the  elves  in  favor  of  the  werewolves,  he  will  be  displeased  with  you. 

He  will  ask  you  about  your  plans  to  be  queen  or  king,  after  the  Landsmeet,  if  you  are  a Human 
Noble.  Ask  about  Antiva  (to  get  the  Boots  quest). 

Ask  about  the  Dalish  (to  get  the  Gloves  quest,  which  is  only  available  after  entering  the  Dalish 
camp  and  talking  to  Mithra). 

Camp-Specific  Dialogue 

Zevran  has  no  camp-initiated  dialogue,  but  it  is  a good  time  to  talk  to  him  in  general. 


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Ask  him  about  the  Crows. 

Ask  about  being  an  assassin. 

Ask  about  his  adventures  until  he's  not  willing  to  talk  about  a particular  mission. 

You  will  get  to  a point  where  he's  not  willing  to  talk  about  his  adventures  for  a while.  Eventually, 
he  will  again. 

He  should  talk  about  his  last  mission  before  Ferelden  when  he's  friendly,  in  love,  or  adore. 

If  you  are  in  a romance  with  Zevran  (at  adore  level)  and  have  not  initiated  sex  with  him,  he  will 
do  so  at  camp.  All  sex-related  dialogue,  of  course,  is  at  camp. 

If  you  have  rescued  him  from  the  Crows  and  have  reached  friendly  (or  love),  he  will  thank  you 
at  camp. 

Highlights 

Zevran  will  teach  the  assassin  specialization  if  he  feels  warm  enough  to  the  PC. 

He  has  many  excellent  stories  about  his  life  as  an  assassin;  you  can  ask  him  about  these  at 
almost  any  time. 

Zevran  will  hit  on  almost  all  the  other  companions  unabashedly  in  banter.  Take  him  everywhere 
for  fun. 

Romance 

Zevran  is  unabashedly  bisexual,  and  will  hit  on  you  regardless  of  gender.  You  can  cut  him  off 
quickly,  or  engage  him  in  a light  flirtation  that  will  lead  to  romance  almost  as  soon  as  you  wish. 

Zevran  responds  well  to  sympathy  in  the  early  stages  of  his  conversation  and  blatant  flirtation 
and  sexual  innuendo.  He  also  likes  to  feel  needed,  but  also  appreciates  the  occasional  sassy 
bossiness.  ("I  decided  I wanted  to  torture  you,  first"  or  "Fine.  Get  in  my  tent.  No  more 
questions."  generates  an  increase,  where  "Quiet!  You'll  answer  when  spoken  to!"  generates  a 
decrease.)  He  doesn't  like  to  feel  caged  in:  offering  him  his  freedom,  reluctantly,  will  go  over 
well  (but  don't  go  too  far— he  might  take  you  up  on  it).  Talking  about  love  or  commitment  before 
he  talks  to  you  about  it  might  not  be  the  best  way  to  deal  with  him. 

It's  possible  to  anger  him,  but  you  really  have  to  work  at  it,  and  a medium  Persuade  skill  and  a 
plea  to  his  better  nature  (I  need  you)  or  his  greed  (don't  you  want  to  stay  for  the  treasure)  will 
generally  be  enough  to  convince  him  to  stay. 

Tip:  When  he  becomes  very  close  to  you,  he  will  offer  you  an  earring  as  an  expression  of  his 
affections. 

At  the  Pearl  in  Denerim,  there  is  a duelist  named  Isabela  who  is  acquainted  with  Zevran.  If  you 
are  in  a romance  with  him  and  bring  him  to  the  Pearl,  he  will  join  you  in  a threesome  with  her.  If 
you  have  Leliana  in  your  party,  and  she  has  changed  to  a more  hardened  personality,  and  she 


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is  in  a romance  with  you,  she  will  also  join  you  in  a foursome.  This  is  very  hard  to  achieve,  as 
Leliana  is  more  jealous/insecure  than  the  other  romance  characters,  and  will  object  to  your 
romances  with  others  much  earlier  than  anyone  else.  If  any  of  your  other  romances  are  at 
adore  level,  you'll  need  to  talk  to  her  only  when  she  initiates,  and  then  after  the  Marjolaine 
quest  encounter  (in  order  to  harden  her),  and  then  go  straight  to  the  Pearl. 

However,  once  Zevran  falls  too  far  in  love  with  you  (after  you  free  him  from  the  Crows  by  killing 
Taliesin),  he  will  be  unwilling  to  sleep  with  you  any  longer,  until  he  sorts  through  his  feelings.  If 
you  ask  him  about  it,  he  will  tell  you  how  he  feels,  and  depending  on  how  you  respond,  will 
decide  to  stay  with  you  in  a romance  or  not.  But  as  long  as  you  don't  reject  him  outright,  he'll 
stay. 

If  you  decide  to  become  king  consort  to  Anora  or  queen  consort  to  Alistair  (only  on  the  Human 
Noble  path),  Zevran  will  be  happy  to  remain  your  lover  on  the  side. 

Gifts 

Antivan  Leather  Boots  and  Dalish  Gloves  will  each  initiate  a specific  conversation  with  Zevran, 
in  which  it  is  possible  to  gain  further  approval.  They  will  be  transformed  into  real  objects  and 
equipped  on  Zevran's  person,  once  given.  The  chest  that  holds  the  Dalish  Gloves  appears  only 
after  you  kill  the  shade  in  the  West  Brecilian  Forest. 


Gift 

Found  in 

Location 

Antivan  Leather  Boots 

Iron  Chest 

Village  Store  (Haven) 

Dalish  Gloves 

Chest 

West  Brecilian  Forest 

Medium  Gold  Bar 

Treasure  Pile 

Arl  of  Denerim's  Estate — Interior 

Medium  Silver  Bar 

Chest 

Anvil  of  the  Void 

Small  Gold  Bar 

Charmed  Templar 

Templar's  Quarters  in  Circle  Tower 

Small  Silver  Bar 

Inscribed  Chest 

Haven  Chantry 

Crisis  Moments 


Unlike  most  of  the  other  companions,  you  can  lose  Zevran  easily  if  you  aren't  careful.  He  did 
try  to  kill  you  once,  remember?  Here  are  the  three  main  ways  to  lose  Zevran  from  the  group: 

During  the  first  random  encounter,  Zevran  can  be  killed  before  you  ever  talk  to  him,  or  at  any 
time  during  the  first  conversation  before  he  is  recruited.  Shame  on  you. 

Based  on  poor  approval  rating,  you  can  make  Zevran  so  angry  that  he  will  try  to  leave.  You  can 
try  to  convince  him  to  stay,  or  you  can  engage  him  in  combat  (thereby  killing  him),  or  you  can 
just  let  him  go.  This  can  happen  twice;  the  second  time  there  is  no  more  convincing. 

Just  before  the  Landsmeet,  Zevran's  old  friend  Taliesin  will  ambush  you  in  a back  alley  random 
encounter  with  a number  of  Antivan  Crows.  If  Zevran  likes  you  a lot,  he'll  stay  and  fight  them, 
though  your  dialogue  choices  in  this  encounter  can  cause  him  to  leave  even  if  he  likes  you 
enough  to  stay.  If  he  really  doesn't  like  you,  he'll  join  them  to  fight  against  you.  If  he's 
somewhere  in  between,  he'll  leave  during  the  fight  but  stay  in  the  party  afterward. 


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Supporting  Cast 

Note:  Companions  aren't  the  only  important  characters  you'll  encounter  in  Ferelden.  The 
following  supporting  cast  includes  some  of  your  staunchest  allies  and  most  treacherous 
enemies.  For  NPCs  that  appear  in  combat,  we  present  the  NPC's  class,  rank,  and  abilities  to 
match  the  same  helpful  statistics  you  find  with  the  enemies  in  the  Bestiary  chapter. 

Arl  Eamon  Guerrin 


As  the  maternal  uncle  of  King  Cailan,  Arl  Eamon  is  one  of  the  king's  most  trusted  advisors. 
Redcliffe,  while  not  a large  or  especially  wealthy  part  of  Ferelden,  is  a critical  strategic  location. 
The  fortress  guards  the  western  pass  that  leads  to  Orlais,  as  well  as  the  major  trade  route  with 
Orzammar.  He's  a well-respected  man,  though  not  the  most  charismatic.  King  Cailan  once  said 
of  him,  "My  Uncle  Eamon  is  a man  everyone  thinks  well  of— when  they  remember  to  think  of 
him  at  all."  He  doesn't  appear  in  combat  until  the  final  battle. 

Class  = Warrior 

Rank  = Lieutenant 

Special  Abilities  = Champion  (Weapon  and  Shield) 


Arl  Rendon  Howe 


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The  arling  of  Amaranthine  winds  along  the  sinuous  northeastern  coast  of  Ferelden.  The 
Waking  Sea  is  known  for  its  temper,  and  the  storms  that  sweep  in  from  the  warmer  northern 
waters  are  sudden  and  brutal.  These  are  the  lands  of  Rendon  Howe.  He  was  born  during  the 
occupation,  and  like  many  of  the  nobles  at  the  time,  he  joined  Prince  Marie's  rebels.  He  fought 
alongside  young  Bryce  Cousland,  future  teyrn  of  Highever,  and  Leonas  Bryland,  future  arl  of 
South  Reach,  at  the  bloody  battle  of  White  River.  It  was  the  most  catastrophic  defeat  of  the 
entire  occupation,  from  which  only  50  rebel  soldiers  escaped  alive.  Although  he  was  decorated 
for  valor  by  King  Marie,  Howe's  abrasive  manners  have  earned  him  almost  universal  dislike 
among  his  peers.  He  appears  in  combat  at  the  Arl  of  Denerim's  Estate  in  the  "Landsmeet" 
quest. 

Class  = Rogue 
Rank  = Boss 

Special  Abilities  = Assassin  (Dual  Wield) 


Arlessa  Isolde 


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The  arling  of  Redcliffe  was  a source  of  constant  trouble  for  Emperor  Reville  during  the 
occupation;  it  was  rumored  that  because  each  new  report  sent  the  emperor  into  a fit  of  violent 
rage,  his  court  had  taken  to  poisoning  messengers  before  they  could  deliver  their  accounts. 
Isolde's  family  was  the  tenth  to  be  given  the  difficult  task  of  governing  Redcliffe,  and  because 
most  of  the  previous  arls  had  either  been  murdered  by  their  banns  or  beheaded  by  the 
emperor,  they  did  not  approach  the  job  with  a great  deal  of  enthusiasm.  Isolde  met  Eamon,  not 
realizing  he  was  the  rightful  heir  to  her  father's  domain,  and  quickly  became  smitten  with  him 
for  being  part  of  the  resistance— nevermind  that  it  was  her  family  he  was  resisting.  Perhaps  a 
bit  too  romantic  for  her  own  good,  she  insisted  upon  staying  behind. 

Bann  Teagan  Guerrin 


Younger  brother  to  Arl  Eamon  of  Redcliffe,  and  uncle  to  King  Cailan,  Teagan  holds  the  bannorn 
of  Rainesfere,  a tiny  province  of  Redcliffe's  squeezed  between  the  Frostback  Mountains  and 


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Lake  Calenhad.  Bann  Teagan  avoids  the  Denerim  court  except  to  go  hunting  with  his  nephew, 
and  rarely  makes  himself  heard  at  the  Landsmeet,  preferring  to  leave  politics  to  his  brother. 

Class  = Warrior 

Rank  = Lieutenant 

Special  Abilities  = Champion  (Weapon  and  Shield) 

Beraht 


Beraht  is  the  crime  lord  in  Orzammar's  Dust  Town,  and  his  mercenary  thugs  earn  him  as  much 
respect  as  their  fists  can  collect  on  a daily  basis.  If  you  start  the  game  as  a Dwarf  Commoner, 
you  reluctantly  serve  under  his  iron  boot. 

Class  = Warrior 

Rank  = Lieutenant 

Special  Abilities  = Weapon  and  Shield 


Bhelen  Aeducan 


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Third  of  King  Endrin's  children,  Bhelen  has  always  been  considered  the  last  and  least  of  his 
family.  Not  the  heir,  nor  the  favorite,  and  not  as  accomplished  as  either  sibling,  Bhelen's  most 
notable  trait  is  his  ability  to  stay  out  of  trouble. 

Class  = Warrior 

Rank  = Boss 

Special  Abilities  = Weapon  and  Shield 
Branka 


Lost  in  the  Deep  Roads  for  two  years,  the  Paragon  smith  Branka  has  been  hunting  for  an 
ancient  artifact,  the  Anvil  of  the  Void,  to  return  its  power  to  the  dwarven  empire.  Prince  Bhelen 
and  Lord  Harrowmont  both  hope  that  Branka  is  found  to  lend  her  support  to  their  bid  for  the 
throne. 


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Class  = Warrior 
Rank  = Boss 

Special  Abilities  = Weapon  and  Shield 
Brother  Ferdinand  Genitivi 


Brother  Genitivi  is  one  of  the  Chantry's  best-known  scholars,  primarily  on  the  basis  of  the 
stories  he  has  published  (which  many  of  his  contemporaries  dismiss  as  fanciful)  of  his  travels 
across  the  length  and  breadth  of  Thedas. 

Cal  ad  ri  us 


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ATevinter  slave  trader  with  a smooth  wit  and  tongue,  Caladrius  leads  the  extraction  of  elf 
slaves  from  the  Elven  Alienage.  You  meet  him  as  you  try  to  uncover  evidence  against  Loghain 
during  the  "Landsmeet"  quest. 

Class  = Mage 

Rank  = Boss 

Special  Abilities  = Blood  Mage 
Connor  Guerrin 


While  most  of  the  banns  and  arls  of  Ferelden  cart  their  children  with  them  to  the  Landsmeet  in 
the  interest  of  eventually  marrying  them  off,  Connor  has  spent  his  entire  life  at  Redcliffe.  And 
it's  hardly  surprising:  the  child  possessed  the  gift  of  magic.  By  law,  he  should  have  been  taken 
to  the  Circle  of  Magi  at  the  first  sign,  abdicating  his  claim  to  Redcliffe.  Instead,  the  boy  was 
kept  out  of  public  view  and  his  magic  hushed  up... with  disastrous  results.  All  mages  are 
beacons  that  attract  the  attention  of  Fade  spirits.  Because  of  this,  they  are  trained  and  tested 
by  the  Circle  to  ensure  that  they  can  withstand  attacks  from  malevolent  Fade  creatures  that 
seek  entry  into  the  waking  world.  Untrained,  Connor  drew  the  attention  of  a powerful  demon 
that  tore  the  Veil  asunder. 


Duncan 


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Like  many  others,  Duncan  gave  up  his  family  name  when  he  joined  the  ranks  of  the  Wardens 
in  a symbolic  gesture  of  cutting  ties.  He  might  say  this  was  a convenience  in  his  case, 
however.  His  mother  was  from  the  Anderfels,  his  father  from  Tevinter,  and  his  childhood  was 
spent  in  the  Free  Marches  and  Orlais.  His  people  were  everywhere  and  his  homeland  was 
nowhere.  He  was  given  the  almost  impossible  task  of  leading  the  Wardens  in  Ferelden— a 
kingdom  that  had  thrown  the  order  out  200  years  earlier.  Facing  local  suspicion  and  hostility, 
he  set  about  finding  recruits. 

Class  = Warrior 

Special  Abilities  = Dual  Wield 

First  Enchanter  Irving 


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There  is  no  higher  office  in  a Circle  Tower  than  that  of  first  enchanter.  The  one  who  holds  this 
title  must  not  only  be  an  able  administrator,  but  also  a mentor,  leader,  and  surrogate  parent  to 
all  the  mages  of  the  tower.  Irving  has  proven  himself  to  be  all  these  things  and  more. 
Apprentices  and  mages  alike  know  that  few  matters  escape  his  watchful  eyes.  He  can  soothe 
templars  angered  by  childish  magical  pranks  while  he  lauds  the  pranksters  at  the  same  time. 

Class  = Mage 

Rank  = Boss  (in  the  "Broken  Circle"  if  you  fight  him,  or  Lieutenant  in  the  "Final  Onslaught"  if 
he's  on  your  side). 

Special  Abilities  = Spellcaster 

Flemeth 


Ages  ago,  legend  says  Bann  Conobar  took  to  wife  a beautiful  young  woman  who  harbored  a 
secret  talent  for  magic:  Flemeth  of  Highever.  And  for  a time  they  lived  happily,  until  the  arrival 
of  a young  poet,  Osen,  who  captured  the  lady's  heart  with  his  verse.  They  turned  to  the 
Chasind  tribes  for  help  and  hid  from  Conobar's  wrath  in  the  Wilds,  until  word  came  to  them  that 
Conobar  lay  dying.  His  last  wish  was  to  see  Flemeth's  face  one  final  time.  The  lovers  returned, 
but  it  was  a trap.  Conobar  killed  Osen  and  imprisoned  Flemeth  in  the  highest  tower  of  the 
castle.  In  grief  and  rage,  Flemeth  worked  a spell  to  summon  a spirit  into  this  world  to  wreak 
vengeance  upon  her  husband.  Vengeance  she  received,  but  not  as  she  planned.  The  spirit 
possessed  her,  turning  Flemeth  into  an  abomination.  A twisted,  maddened  creature,  she 
slaughtered  Conobar  and  all  his  men,  and  fled  back  into  the  Wilds. 

Class  = Mage 

Rank  = Normal 

Special  Abilities  = Spellcaster 


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Guardian  (Urn  of  Sacred  Ashes) 


The  Guardian  of  the  Urn  is  a ghostly  human  figure  who  is  dedicated  to  protecting  it  and  has 
done  so  for  millennia.  The  guardian  hints  that  he  is  one  of  the  original  disciples  of  Andraste, 
who  brought  the  ashes  to  the  mountain.  The  magic  in  the  ashes  and  in  the  mountain  itself  has 
kept  him  alive  for  a very  long  time,  and  has  turned  him  into  something  beyond  human.  He  is 
duty  made  flesh.  Nothing  else  matters  to  him.  Don't  attack  him  and  he  won't  attack  you.  The 
Guardian  greets  you  at  the  entrance  to  the  Gauntlet  as  you  near  the  Urn  of  Sacred  Ashes. 
Listen  to  his  wisdom  and  it  may  help  you  through  the  Gauntlet's  challenges. 

Class  = Warrior 

Rank  = Boss 

Special  Abilities  = Two-Handed 


Isabela 


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The  rogue  Isabela  earns  a little  pocket  coin  by  cheating  patrons  in  the  Pearl  at  games  of 
"chance."  She's  confident  in  her  abilities,  and  you  first  meet  her  taking  on  several  thugs  at 
once  and  beating  them  handily.  She  will  teach  you  the  duelist  specialization  if  you  can  outwit 
her  at  her  own  game. 

Class  = Rogue 

Rank  = Boss 

Special  Abilities  = Duelist 

Keeper  Zathrian 


It  is  said  that  elves  lived  in  Ferelden  long  before  any  others  set  foot  there,  and  though  most  of 
their  knowledge  has  been  lost,  it  falls  to  the  keeper  of  each  clan  to  preserve  what  they  have. 
Zathrian  is  an  old,  severe  elf  with  little  love  for  outsiders,  but  his  clan  is  facing  a more  trying 


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enemy  than  most.  Long  ago,  in  retribution  for  an  attack  against  his  clan,  he  unleashed  a 
terrible  curse:  He  summoned  a spirit  into  this  world,  and  set  it  upon  the  humans  who  had 
wronged  him.  The  spirit  did  not  simply  slaughter  Zathrian's  enemies;  it  transformed  them  into 
monstrous  beasts.  In  time,  however,  the  werewolves  he  had  created  regained  their  minds,  and 
they  sought  out  the  one  responsible  for  their  suffering,  turning  the  curse  upon  Zathrian's  own 
people. 

Class  = Mage 

Rank  = Lieutenant 

Special  Abilities  = Blood  Mage 

King  Cailan  Theirin 


Son  of  the  legendary  King  Marie  Theirin,  Cailan  was  the  first  Ferelden  king  born  into  a land 
free  from  foreign  rule  in  two  generations.  Since  his  father's  death,  he's  held  the  throne 
alongside  his  queen,  Anora. 

Class  = Warrior 

Special  Abilities  = Two-Handed 

King  Endrin  Aeducan 


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Endrin  of  House  Aeducan  traces  his  ancestry  back  to  the  Paragon  Aeducan,  the  greatest 
warrior  of  Orzammar's  history,  who  beat  back  the  darkspawn  hordes  in  the  First  Blight.  The 
second  son  of  King  Ansgar  Aeducan,  he  became  heir  after  his  elder  brother  died  in  a Proving. 
The  most  respected  king  in  four  generations,  he  restored  contact  with  Kal  Sharok,  the  only 
other  remaining  city  of  the  once-vast  Dwarven  Empire,  which  had  been  lost  during  the  First 
Blight. 

Knight-Commander  Greagoir 


Grim  and  taciturn,  Greagoir  has  been  knight-commander  of  the  templar  forces  stationed  at  the 
Circle  Tower  for  so  many  years  that  hardly  anyone  except  the  first  enchanter  recalls  that  he  is 
not  simply  part  of  the  tower  itself. 


Class  = Warrior 


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Rank  = Boss  (if  you  fight  him  in  the  "Broken  Circle,"  or  Lieutenant  if  he's  fighting  on  your  side 
in  the  "Final  Onslaught") 

Special  Abilities  = Templar  (Weapon  and  Shield) 

Kolgrim 


Kolgrim  is  the  leader  of  a mysterious  cult  based  in  the  twisted  village  of  Haven.  Brother 
Genitivi's  research  on  the  Urn  of  Sacred  Ashes  has  lead  him  and  many  fated  knights  to  the 
clutches  of  Kolgrim  and  his  followers. 

Class  = Warrior 

Rank  = Boss 

Special  Abilities  = Two-Handed 
Loghain  Mac  Tir 


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A master  tactician  who  has  led  many  armies  to  victory  in  Ferelden,  Loghain  betrays  King 
Cailan  and  the  Grey  Wardens  at  the  battle  of  Ostagar.  From  that  moment  on,  he  is  your  sworn 
enemy  and  sets  all  his  resources  to  seeing  you  dead  and  gone. 

Note:  Note:  See  the  Companions  chapter  for  more  details  on  how  to  get  Loghain  to  join  your 
party. 

Class  = Warrior 
Rank  = Boss 

Special  Abilities  = Champion 
Lord  Pyral  Harrowmont 


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House  Harrowmont  is  one  of  the  oldest  noble  houses,  as  old  as  Orzammar  itself.  Endrin's  most 
trusted  advisor,  Harrowmont  is  well-known  for  being  an  able  administrator,  and  the  author  of 
many  compromises  in  the  ever-warring  Assembly. 

Class  = Warrior 

Rank  = Boss 

Special  Abilities  = Weapon  and  Shield 
Marjolaine 


Marjolaine  can  only  be  revealed  by  embarking  on  Leliana's  personal  quest.  She  is  an  elite  bard 
who  will  see  you  all  dead  as  she  tries  to  strike  at  Leliana. 

Class  = Rogue 

Rank  = Elite  Boss 

Special  Abilities  = Bard 

Queen  Anora 


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The  only  child  of  the  war  hero  Loghain  Mac  Tir,  Anora  has  never  been  one  to  stay  quietly  in  the 
background.  It  is  common  knowledge  that  in  the  five  years  Anora  and  Cailan  held  the  throne 
together,  she  was  the  one  wielding  the  power.  She  is  held  in  much  higher  esteem  than  her 
husband  by  the  people  of  Ferelden,  nobility  and  commoners  alike,  and  commands  the  respect 
even  of  foreign  nations,  having  once  inspired  Empress  Celene  of  Orlais  to  declare,  "Anora  of 
Ferelden  is  a solitary  rose  among  brambles." 

Ser  Cauthrien 


Cauthrien  came  to  Loghain's  service  the  hard  way— she  belonged  to  a poor  family  and  was  out 
working  on  the  farm  when  she  saw  a man  on  horseback  being  attacked  by  several  bandits. 

She  rushed  to  his  assistance,  and  found  out  belatedly  that  the  man  she  "saved"  was  none 
other  than  the  great  hero  Loghain.  Though  she  was  hardly  more  than  a child,  he  took  her  in, 
offering  her  a position  with  his  soldiers,  and  she  climbed  the  ranks  through  sheer 


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determination.  Becoming  the  commander  of  Marie's  Shield,  Loghain's  elite  soldiers,  was  the 
proudest  moment  of  her  life. 

Class  = Warrior 

Rank  = Boss 

Special  Abilities  = Two-Handed 
Taliesin 


Between  the  Tevinter  Imperium,  Rivain,  and  the  Free  Marches  sits  the  nation  of  Antiva. 
Although  it  possesses  few  resources  of  its  own,  Antiva's  location  makes  it  a center  for  trade  in 
the  north,  and  the  capital,  Antiva  City,  is  the  wealthiest  in  the  world.  Antiva  has  virtually  no 
army— the  monarchy  is  too  weak  to  support  one.  Most  Antivans  would  be  hard-pressed  even 
to  name  the  current  king.  The  true  power  lies  in  the  hands  of  a dozen  merchant  princes,  each 
with  a personal  army,  and  each  locked  in  a constant  struggle  for  power  against  all  the  others. 
Anyone  would  think,  then,  that  Antiva  would  be  a ripe  target  for  invasion  by  one  of  her 
neighbors,  but  even  the  qunari  leave  Antiva  alone  for  one  very  good  reason:  the  House  of 
Crows.  The  most  efficient,  most  feared,  and  most  expensive  guild  of  assassins  in  the  world 
calls  Antiva  home,  and  the  guild's  reputation  alone  defends  the  borders.  Taliesin,  an  old  partner 
of  Zevran's  from  the  Antivan  Crows,  returns  to  either  kill  or  save  Zevran  just  before  the 
Landsmeet. 

Class  = Rogue 

Rank  = Lieutenant 

Special  Abilities  = Assassin  (Dual  Wield) 


Than 


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The  oldest  brother  of  the  Aeducan  heirs,  Than  has  a gruff  manner  that  would  turn  allies  away 
from  him  if  not  for  his  strength  of  arms.  When  it  is  time  for  his  father,  King  Endrin  Aeducan,  to 
step  down  from  the  throne,  Trian  is  in  line  for  the  crown. 

Class  = Warrior 

Rank  = Lieutenant 

Special  Abilities  = Warrior  Archer 

Valendrian 


Every  alienage  has  a hahren,  an  elder.  It  falls  to  the  hahren  to  arrange  marriages  for  those 
without  family,  to  negotiate  with  the  guards  when  there's  trouble,  and  to  act  as  a sort  of  mayor 
and  surrogate  uncle  to  the  people  of  the  alienage.  The  title,  like  so  many  things,  is  a holdover 
from  the  time  of  Arlathan,  for  hahrens  are  not  necessarily  the  oldest  person  in  their  community. 


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or  even  all  that  old.  Tradition  gives  the  role  to  the  oldest  soul,  the  wisest,  cleverest,  and  the 
most  level-headed.  Valendrian  has  been  hahren  of  the  Denerim  Alienage  since  he  was  in  his 
30s. 

Vaughan 


In  the  City  Elf  origin  story,  you  have  plans  for  marriage.  But  before  you  can  be  joined  in 
matrimony,  the  ceremony  is  interrupted  by  a noble  lord,  Vaughan,  the  son  of  the  arl  of 
Denerim.  Vaughan  and  his  mercenary  friends  kidnap  all  the  women  in  the  wedding  party  and 
take  them  back  to  his  estate  to  await  his  pleasure.  He  pays  for  his  crimes  and  eventually  ends 
up  in  a Denerim  cell. 

Class  = Rogue 

Rank  = Lieutenant 

Special  Abilities  = Duelist 

Weylon 


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The  real  Weylon  died  unbeknownst  to  his  master,  Brother  Genitivi  in  Denerim.  This  imposter 
works  to  cover  up  Genitivi's  strange  disappearance,  and  it's  up  to  the  PC  and  his  companions 
to  track  Brother  Genitivi  down  to  find  the  Urn  of  Sacred  Ashes— even  if  it  means  going  through 
Weylon. 

Class  = Mage 

Rank  = Lieutenant 

Special  Abilities  = Blood  Mage 


Equipment 

Tip:  Companions  back  at  party  camp  can  hold  onto  items  as  well.  If  you  don't  have  enough 
space  in  your  inventory  to  store  everything,  load  up  your  extra  companions. 

Everyone  loves  decking  a character  out  in  the  fanciest  armor  or  most  vicious  sword.  Each 
upgrade  is  another  step  on  the  path  toward  adventuring  godhood.  After  all,  you  can't  be  the 
ultimate  veteran  without  the  best  gear  that  merchants  and  monsters  have  to  offer. 

All  adventurers  need  good  weapons,  helmets,  gloves,  chest  pieces,  boots,  and  various 
accessories.  Magical  or  otherwise,  these  items  bulk  up  your  defense,  improve  attribute  scores, 
and  possibly  give  you  special  powers.  Whatever  you  don't  fit  in  your  character  equipment  slots 
goes  into  your  party  inventory,  which  you  can  draw  from  with  any  character. 

Weapon  and  Armor  Materials 

When  purchasing  weapons  and  armor  from  vendors  or  upgrading  from  monster  drops  or 
treasure  finds,  pay  close  attention  to  the  items'  material  types.  The  game  breaks  items  down 
into  seven  different  tiers  in  several  different  materials.  For  example,  tier  1 iron  won't  provide  as 


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much  damage  or  damage  reduction  as  the  tier  4 veridium.  In  general,  a higher  tier  means  a 
better  item,  if  you  have  the  requirements  to  use  it.  However,  some  items  may  hold  special 
bonuses  that  override  the  tier  system.  If,  for  example,  you're  a warrior  and  find  a tier  5 weapon 
with  bonuses  to  cunning,  you  may  want  to  hold  on  to  your  old  tier  3 weapon  with  its  strength 
bonus. 

Most  of  your  equipment  comes  from  vendors,  monsters,  or  treasure;  however,  you  can  also 
find  very  special  items  as  you  unlock  codex  entries  and  complete  side  quests.  You  can  find  the 
full  set  of  the  durable  Legion  of  the  Dead  armor,  for  example,  in  the  Dead  Trenches  during 
Orzammar's  "The  Dead  Caste"  side  quest.  Check  your  codex  "Items"  and  "Quest-Related" 
entries  any  time  they  update  for  clues  on  where  to  find  these  treasured  items. 


Material  Type 

Damage  Modifier 

Armor  Modifier 

Metals 

Iron  (Tier  1) 

1 

1 

Grey  Iron  (Tier  2) 

1.1 

1.2 

steel  (Tier  3) 

1.2 

1.4 

Veridium  (Tier  4) 

1.3 

1.6 

Red  Steel  (Tier  5) 

1.4 

1.8 

Silverite  (Tier  6) 

1.5 

2.1 

Dragonbone  (Tier  7) 

1.6 

2.5 

Woods 

Elm  (Tier  1) 

1 

1 

Ash  (Tier  2) 

1.1 

1 

Yew  (Tier  3) 

1.2 

1.33 

Whitewood  (Tier  4) 

1.3 

1.66 

Ironbark  (Tier  5) 

1.4 

2 

Sylvanwood  (Tier  6) 

1.5 

2.33 

Dragonthorn  (Tier  7) 

1.6 

2.66 

Leathers 

Rough  Hide  (Tier  1) 

1 

1 

Cured  Hide  (Tier  2) 

1.1 

1.33 

Leather  (Tier  3) 

1.2 

1.66 

Hardened  Leather  (Tier  4) 

1.3 

2 

Reinforced  Leather  (Tier  5) 

1.4 

2.33 

Inscribed  Leather  (Tier  6) 

1.5 

2.66 

Drakeskin  (Tier  7) 

1.6 

3 

Vendor  Shopping 


In  every  major  city  and  village,  merchant  vendors  sell  their  goods  to  anyone  who  will  flash  a 
coin  at  them.  Some  specialize  in  armor,  while  others  dabble  in  the  elements  of  crafting.  Some 
places  like  the  Denerim  Market  District  are  home  to  many  vendors,  and  you  can  find  just  about 
anything,  legal  or  otherwise,  in  Ferelden's  capital  city. 

Backpacks 

As  soon  as  you  can  afford  a backpack,  go  out  and  buy  one.  Each  backpack  increases  your 
inventory  capacity  by  10  slots.  It's  well  worth  the  investment  to  gain  extra  holding  space  on 
those  long  dungeon  treks.  You  can  find  backpacks  on  the  following  vendors: 

Circle  Tower  (Quartermaster) 

Dalish  Camp  (Varathorn's  Goods) 

Denerim  Market  (Gorim  after  the  Landsmeet) 


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Ostagar  (Quartermaster) 

Party  Camp  (Bodahn's  Wares) 

Manuals 

A manual  trains  you  in  a class  specialization,  a rare  and  valuable  thing.  You  can  find  manuals 
on  the  following  vendors: 

Dalish  Camp,  Varathorn  (Manual:  Shapeshifter) 

Denerim  Market,  Gorim  after  the  Landsmeet  (Manual:  Berserker) 

Denerim  Market,  Wonders  of  Thedas  after  the  Landsmeet  (Manual:  Spirit  Healer) 

Elven  Alienage,  Alarith's  Store  after  the  Landsmeet  (Manual:  Assassin) 

Orzammar,  Alimar  (Manual:  Bard) 

Party  Camp,  Bodahn's  Wares  (Manual:  Ranger) 

Party  Camp,  Bodahn's  Wares  (Manual:  Templar) 

Tomes 

Tomes  grant  you  extra  points  to  spend  on  talents,  skills,  and  attributes.  You  can  find  tomes  on 
the  following  vendors: 

Circle  Tower,  Quartermaster  (Tome  of  Arcane  Technique) 

Dalish  Camp,  Varathorn  (Tome  of  Skill  and  Sundry) 

Dalish  Camp,  Varathorn  (Tome  of  the  Mortal  Vessel) 

Denerim,  Wonders  of  Thedas  after  the  Landsmeet  (Tome  of  Arcane  Technique) 

Elven  Alienage,  Alarith's  Store  (Tome  of  Skill  and  Sundry) 

Haven,  Shop  Keeper  (Greater  Tome  of  the  Mortal  Vessel) 

Qrzammar  Commons,  Garin  (Tome  of  Physical  Technique) 

Qrzammar  Commons,  Legnar  (Tome  of  the  Mortal  Vessel) 

Party  Camp,  Bodahn's  Wares  (Tome  of  Arcane  Technique) 

Party  Camp,  Bodahn's  Wares  (Tome  of  Physical  Technique) 

Random  Encounter,  Dwarven  Merchant  (Tome  of  Skill  and  Sundry) 


Grandmaster  Runes 


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Once  you  level  up  a bit  and  have  some  gold  weighing  down  your  pockets,  you'll  want  to  invest 
in  top-notch  runes  to  empower  your  better  weapons.  Look  for  the  best,  the  grandmaster  runes, 
at  the  following  vendors: 

Deep  Roads,  Ruck's  Store  (Grandmaster  Cold  Iron  Rune) 

Denerim  Market,  Cesar  after  the  Landsmeet  (Grandmaster  Dweomer  Rune) 

Denerim  Market,  Gorim,  after  the  Landsmeet  (Grandmaster  Silverite  Rune) 

Denerim  Market,  Wonders  of  Thedas  after  the  Landsmeet  (Grandmaster  Flame  Rune) 

Denerim  Market,  Wonders  of  Thedas  after  the  Landsmeet  (Grandmaster  Paralyze  Rune) 
Frostback  Mountains,  Faryn  (Grandmaster  Silverite  Rune) 

Party  Camp,  Bodahn's  Wares  (Grandmaster  Frost  Rune) 

Party  Camp,  Bodahn's  Wares  (Grandmaster  Lightning  Rune) 

Party  Camp,  Bodahn's  Wares  (Grandmaster  Slow  Rune) 

Redcliffe,  Owen  (Grandmaster  Hale  Rune) 

Merchant  Vendor  Lists 

Until  you  can  craft  items  for  yourself  with  Herbalism,  Poison-Making,  and  Trap-Making, 
vendors  will  be  your  primary  source  for  health  poultices,  lyrium  potions,  and  any  poisons  or 
traps  you  may  want  to  use  in  your  adventuring.  Even  after  you  start  crafting,  you  will  visit 
vendors  often  to  fill  up  on  the  components  necessary  for  your  crafts.  Note  which  vendors 
service  your  needs  the  best,  because  you'll  return  to  them  often.  While  shopping,  you  will  spot 
high-priced  magic  items  in  almost  every  shop;  build  up  your  gold  to  purchase  these  choice 
items  for  your  end-game  campaign.  Also  keep  in  mind  that  vendors'  stores  can  change  later  in 
the  game  (many  after  the  Landsmeet);  stock  that  was  once  dull  may  hold  a new  surprise  or 
two.  Any  time  that  you  want  to  unload  items  and  sell  for  profit,  take  a quick  glance  at  the 
merchandise  in  case  something  new,  or  suddenly  relevant,  catches  your  eye. 

Tip:  Sell  most  of  your  extra  inventory  at  Bodahn's  Wares  in  your  party  camp.  Vendors  keep  the 
items  you  sell  to  them,  and  you  never  know  when  you'll  want  to  buy  back  that  main-hand  mace 
or  hunk  of  garnet  later  in  the  game.  If  it's  at  Bodahn's,  you  definitely  know  where  to  find  it. 

The  following  merchant  vendor  lists  show  you  all  saleable  items  organized  by  location.  If  you 
happen  to  be  passing  through  Orzammar,  just  look  up  the  shops  and  note  anything  that  you 
need  to  stock  up  on.  If  a vendor  lists  "second  store"  next  to  it,  that  means  the  vendor  opens  up 
a new  shopping  inventory  at  some  point  later  in  the  game  (usually  following  the  Landsmeet 
announcement).  So  gather  up  some  coin  and  get  shopping  already! 


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Merchant  Name 

Item  Name 

Item  Quantity 

Circle  Tower 

Quartermaster 

Andruil's  Blessing 

1 

Quartermaster 

Backpack 

1 

Quartermaster 

Chainmail 

1 

Quartermaster 

Chainmail  Gloves 

1 

Quartermaster 

Concentrator  Agent 

3 

Quartermaster 

Corrupter  Agent 

4 

Quartermaster 

Crossbow 

1 

Quartermaster 

Dagger 

1 

Quartermaster 

Demonic  Ichor 

1 

Quartermaster 

Double-Baked  Mabari  Crunch 

2 

Quartermaster 

Expert  Dweomer  Rune 

1 

Quartermaster 

Explosive  Bolt 

20 

Quartermaster 

Fire  Arrow 

50 

Quartermaster 

Fire  Bolt 

50 

Quartermaster 

Fire  Bomb 

2 

Quartermaster 

Fire  Bomb  Recipe 

1 

Quartermaster 

Fire  Crystal 

4 

Quartermaster 

Flaming  Coating  Recipe 

1 

Quartermaster 

Glamour  Charm 

2 

Quartermaster 

Greater  Flealth  Poultice 

1 

Quartermaster 

Greater  Lyrium  Potion 

1 

Quartermaster 

Greater  Spirit  Balm 

1 

Quartermaster 

Greatsword 

1 

Quartermaster 

Health  Poultice 

3 

Quartermaster 

Heavy  Chainmail  Boots 

1 

Quartermaster 

Heavy  Wooden  Shield 

1 

Quartermaster 

Incense  of  Awareness  Recipe 

1 

Quartermaster 

Injury  Kit 

2 

Quartermaster 

Injury  Kit  Recipe 

1 

Quartermaster 

Lesser  Elixir  of  Grounding 

1 

Quartermaster 

Lesser  Ice  Salve 

1 

Quartermaster 

Lesser  Spirit  Balm  Recipe 

1 

Quartermaster 

Lesser  Warmth  Balm 

1 

Quartermaster 

Lesser  Warmth  Balm  Recipe 

1 

Quartermaster 

Liberator's  Mace 

1 

Quartermaster 

Long  sword 

1 

Quartermaster 

Lyrium  Dust 

1 

Quartermaster 

Lyrium  Potion 

2 

Quartermaster 

Lyrium  Potion  Recipe 

1 

Quartermaster 

Mace 

1 

Quartermaster 

Magic  Staff 

1 

Quartermaster 

Maul 

1 

Quartermaster 

Metal  Shard 

3 

Quartermaster 

Pocketed  Searing  Gloves 

1 

Quartermaster 

Polar  Gauntlets 

1 

Quartermaster 

Reinforced  Magus  Cowl 

1 

Quartermaster 

Scale  Armor 

1 

Quartermaster 

Soldier's  Helm 

1 

Quartermaster 

Soulrot  Bomb 

1 

Quartermaster 

Spiral  Band 

1 

Quartermaster 

Spirit  Shard 

3 

Quartermaster 

Splintmail  Boots 

1 

Quartermaster 

Splintmail  Gloves 

1 

Quartermaster 

Staff  of  the  Magister  Lord 

1 

Quartermaster 

Swift  Salve 

1 

Quartermaster 

Thorn 

1 

Quartermaster 

Tome  of  Arcane  Technique 

1 

Quartermaster 

Toxin  Extract 

2 

Quartermaster 

Trap  Trigger 

4 

Quartermaster 

Wooden  Kite  Shield 

1 

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Dalish  Camp 

Varathorn's  Goods 

Acid  Flask 

2 

Varathorn's  Goods 

Acid  Flask  Recipe 

1 

Varathorn's  Goods 

Acidic  Coating 

1 

Varathorn's  Goods 

Acidic  Coating  Recipe 

1 

Varathorn's  Goods 

Acidic  Trap 

2 

Varathorn's  Goods 

Acidic  Trap  Plans 

1 

Varathorn's  Goods 

Adder's  Kiss 

1 

Varathorn's  Goods 

Chasind  Robes 

1 

Varathorn's  Goods 

Clan  Shield 

1 

Varathorn's  Goods 

Concentrated  Venom 

2 

Varathorn's  Goods 

Concentrator  Agent 

2 

Varathorn's  Goods 

Corrupter  Agent 

2 

Varathorn's  Goods 

Dalish  Armor 

1 

Varathorn's  Goods 

Dalish  Boots 

1 

Varathorn's  Goods 

Dalish  Gloves 

1 

Varathorn's  Goods 

Dalish  Longbow 

1 

Varathorn's  Goods 

Dal'Thanaan 

1 

Varathorn's  Goods 

Dal'Thanu 

1 

Varathorn's  Goods 

Dar'Misaan 

1 

Varathorn's  Goods 

Dar'Misu 

1 

Varathorn's  Goods 

Death  root 

1 

Varathorn's  Goods 

Death  root  Extract 

2 

Varathorn's  Goods 

Distillation  Agent 

3 

Varathorn's  Goods 

Elf-Flight  Arrow 

40 

Varathorn's  Goods 

Elfroot 

1 

Varathorn's  Goods 

Elfrope 

1 

Varathorn's  Goods 

Fire  Arrow 

40 

Varathorn's  Goods 

Greater  Flealth  Poultice 

2 

Varathorn's  Goods 

Greater  Health  Poultice  Recipe 

1 

Varathorn's  Goods 

Greater  Nature  Salve 

1 

Varathorn's  Goods 

Health  Poultice 

3 

Varathorn's  Goods 

Health  Poultice  Recipe 

1 

Varathorn's  Goods 

Ice  Arrow 

40 

Varathorn's  Goods 

Injury  Kit 

2 

Varathorn's  Goods 

Large  Grease  Trap  Plans 

1 

Varathorn's  Goods 

Leather  Helm 

1 

Varathorn's  Goods 

Lesser  Lyrium  Potion 

4 

Varathorn's  Goods 

Lesser  Nature  Salve 

3 

Varathorn's  Goods 

Lesser  Nature  Salve  Recipe 

1 

Varathorn's  Goods 

Lesser  Spirit  Balm 

1 

Varathorn's  Goods 

Lesser  Spirit  Balm  Recipe 

1 

Varathorn's  Goods 

Lifestone 

5 

Varathorn's  Goods 

Lyrium  Potion 

2 

Varathorn's  Goods 

Mabari  Crunch 

3 

Varathorn's  Goods 

Manual:  Shapeshifter 

1 

Varathorn's  Goods 

Rock  Salve 

1 

Varathorn's  Goods 

Scout's  Bow 

1 

Varathorn's  Goods 

Silver  Brooch 

1 

Varathorn's  Goods 

Small  Grease  Trap  Plans 

1 

Varathorn's  Goods 

Spirit  Shard 

3 

Varathorn's  Goods 

Swift  Salve 

1 

Varathorn's  Goods 

Toxin  Extract 

1 

Varathorn's  Goods  (second 

Acid  Flask 

4 

store) 

Varathorn's  Goods  (second 

Acid  Flask  Recipe 

1 

store) 

Varathorn's  Goods  (second 
store) 

Acidic  Coating 

3 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Varathorn's  Goods  (second 
store) 

Acidic  Coating  Recipe 

1 

Varathorn's  Goods  (second 
store) 

Acidic  Grease  Trap 

2 

Varathorn's  Goods  (second 
store) 

Acidic  Grease  Trap  Plans 

1 

Varathorn's  Goods  (second 
store) 

Acidic  Trap 

2 

Varathorn's  Goods  (second 
store) 

Acidic  Trap  Plans 

1 

Varathorn's  Goods  (second 
store) 

Adder's  Kiss 

1 

Varathorn's  Goods  (second 
store) 

Armsman's  Tensioner 

1 

Varathorn's  Goods  (second 
store) 

Backpack 

1 

Varathorn's  Goods  (second 
store) 

Concentrator  Agent 

2 

Varathorn's  Goods  (second 
store) 

Corrupter  Agent 

4 

Varathorn's  Goods  (second 
store) 

Dalish  Armor 

1 

Varathorn's  Goods  (second 
store) 

Dalish  Boots 

1 

Varathorn's  Goods  (second 
store) 

Dalish  Gloves 

1 

Varathorn's  Goods  (second 
store) 

Dalish  Longbow 

1 

Varathorn's  Goods  (second 
store) 

Dalish  Shield 

1 

Varathorn's  Goods  (second 
store) 

Dal'Thanaan 

1 

Varathorn's  Goods  (second 
store) 

Dal'Thanu 

1 

Varathorn's  Goods  (second 
store) 

Dar'Misaan 

1 

Varathorn's  Goods  (second 
store) 

Dar'Misu 

1 

Varathorn's  Goods  (second 
store) 

Death  root 

1 

Varathorn's  Goods  (second 
store) 

Distillation  Agent 

3 

Varathorn's  Goods  (second 
store) 

Double-Baked  Mabari  Crunch 

3 

Varathorn's  Goods  (second 
store) 

Elf-Flight  Arrow 

40 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Varathorn's  Goods  (second 
store) 

Elfroot 

1 

Varathorn's  Goods  (second 
store) 

Fire  Arrow 

40 

Varathorn's  Goods  (second 
store) 

Greater  Health  Poultice 

3 

Varathorn's  Goods  (second 
store) 

Greater  Health  Poultice  Recipe 

1 

Varathorn's  Goods  (second 
store) 

Greater  Injury  Kit 

1 

Varathorn's  Goods  (second 
store) 

Greater  Lyrium  Potion 

2 

Varathorn's  Goods  (second 
store) 

Greater  Nature  Salve 

2 

Varathorn's  Goods  (second 
store) 

Greater  Nature  Salve  Recipe 

1 

Varathorn's  Goods  (second 
store) 

Greater  Spirit  Balm 

1 

Varathorn's  Goods  (second 
store) 

Greater  Spirit  Balm  Recipe 

1 

Varathorn's  Goods  (second 
store) 

Health  Poultice 

3 

Varathorn's  Goods  (second 
store) 

Health  Poultice  Recipe 

1 

Varathorn's  Goods  (second 
store) 

Ice  Arrow 

40 

Varathorn's  Goods  (second 
store) 

Incense  of  Awareness 

2 

Varathorn's  Goods  (second 
store) 

Injury  Kit 

3 

Varathorn's  Goods  (second 
store) 

Large  Grease  Trap  Plans 

1 

Varathorn's  Goods  (second 
store) 

Leather  Helm 

1 

Varathorn's  Goods  (second 
store) 

Lesser  Nature  Salve  Recipe 

1 

Varathorn's  Goods  (second 
store) 

Lesser  Spirit  Balm  Recipe 

1 

Varathorn's  Goods  (second 
store) 

Lifestone 

6 

Varathorn's  Goods  (second 
store) 

Lyrium  Potion 

3 

Varathorn's  Goods  (second 
store) 

Magebane 

2 

Varathorn's  Goods  (second 
store) 

Manual:  Shapeshifter 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Varathorn's  Goods  (second 

Potent  Health  Poultice 

1 

store) 

Varathorn's  Goods  (second 

Potent  Health  Poultice  Recipe 

1 

store) 

Varathorn's  Goods  (second 

Scout's  Bow 

1 

store) 

Varathorn's  Goods  (second 

Small  Grease  Trap  Plans 

1 

store) 

Varathorn's  Goods  (second 

Soldier's  Bane 

2 

store) 

Varathorn's  Goods  (second 

Soulrot  Bomb 

2 

store) 

Varathorn's  Goods  (second 

Soulrot  Bomb  Recipe 

1 

store) 

Varathorn's  Goods  (second 

Soulrot  Coating 

2 

store) 

Varathorn's  Goods  (second 

Soulrot  Coating  Recipe 

1 

store) 

Varathorn's  Goods  (second 

Soulrot  Trap  Plans 

1 

store) 

Varathorn's  Goods  (second 

Spirit  Shard 

4 

store) 

Varathorn's  Goods  (second 

Swift  Salve 

1 

store) 

Varathorn's  Goods  (second 

The  Dark  Moon 

1 

store) 

Varathorn's  Goods  (second 

Tome  of  Skill  and  Sundry 

1 

store) 

Varathorn's  Goods  (second 

Tome  of  the  Mortal  Vessel 

1 

store) 

Varathorn's  Goods  (second 

Toxin  Extract 

1 

store) 

Dalish  Elf  Origin 

lien's  Wares 

Acid  Flask 

1 

lien's  Wares 

Clan  Shield 

1 

lien's  Wares 

Dalish  Armor 

1 

lien's  Wares 

Dalish  Boots 

1 

lien's  Wares 

Dalish  Gloves 

1 

lien's  Wares 

Dalish  Longbow 

1 

lien's  Wares 

Dal'Thanu 

1 

lien's  Wares 

Dar'Misaan 

1 

lien's  Wares 

Dar'Misu 

1 

lien's  Wares 

Death  root 

2 

lien's  Wares 

Death  root  Extract 

1 

lien's  Wares 

Elf-Flight  Arrow 

20 

lien's  Wares 

Elfroot 

4 

lien's  Wares 

Flask 

5 

lien's  Wares 

Leather  Helm 

1 

lien's  Wares 

Lesser  Health  Poultice 

3 

lien's  Wares 

Lesser  Injury  Kit 

3 

lien's  Wares 

Lesser  Nature  Salve 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


lien's  Wares 

Metal  Shard 

2 

lien's  Wares 

Scout's  Bow 

1 

lien's  Wares 

Small  Caltrop  Trap 

1 

lien's  Wares 

Spring  Trap 

2 

lien's  Wares 

Swift  Salve 

1 

lien's  Wares 

Toxin  Extract 

2 

lien's  Wares 

Trap  Trigger 

3 

lien's  Wares 

Venom 

1 

Deep  Roads 

Ruck's  Store 

Armor  of  the  Divine  Will 

1 

Ruck's  Store 

Deep  Mushroom 

1 

Ruck's  Store 

Destructionist's  Belt 

1 

Ruck's  Store 

Dwarven  Heavy  Boots 

1 

Ruck's  Store 

Dwarven  Large  Round  Shield 

1 

Ruck's  Store 

Dwarven  Longsword 

1 

Ruck's  Store 

Dwarven  Mace 

1 

Ruck's  Store 

Dwarven  Waraxe 

1 

Ruck's  Store 

Etched  Silver  Symbol 

1 

Ruck's  Store 

Fire  Crystal 

3 

Ruck's  Store 

Frostrock 

5 

Ruck's  Store 

Frozen  Lightning 

6 

Ruck's  Store 

Grandmaster  Cold  Iron  Rune 

1 

Ruck's  Store 

Heavy  Dwarven  Helmet 

1 

Ruck's  Store 

Lifestone 

1 

Ruck's  Store 

Shield  of  the  Legion 

1 

Denerim  Market  District 

Cesar 

Ash  Warrior  Axe 

1 

Cesar 

Barbarian  Helmet 

1 

Cesar 

Barbarian  Mace 

1 

Cesar 

Clan  Shield 

1 

Cesar 

Concentrated  Crow 
Poison  Recipe 

1 

Cesar 

Concentrator  Agent 

2 

Cesar 

Corrupter  Agent 

4 

Cesar 

Crow  Dagger 

1 

Cesar 

Crow  Shield 

1 

Cesar 

Death  root 

4 

Cesar 

Demonic  Ichor 

3 

Cesar 

Demonic  Poison  Recipe 

1 

Cesar 

Enchanter's  Staff 

1 

Cesar 

Fire  Arrow 

40 

Cesar 

Ice  Arrow 

40 

Cesar 

Magebane  Poison  Recipe 

1 

Cesar 

Orlesian  Bow 

1 

Cesar 

Qunari  Infantry  Helm 

1 

Cesar 

Saw  Sword 

1 

Cesar 

Soldier's  Bane  Recipe 

1 

Cesar 

Tevinter  Shield 

1 

Cesar 

Toxin  Extract 

3 

Cesar  (second  store) 

Antivan  Crossbow 

1 

Cesar  (second  store) 

Antivan  Longbow 

1 

Cesar  (second  store) 

Arrow  of  Filth 

40 

Cesar  (second  store) 

Barbarian  Axe 

1 

Cesar  (second  store) 

Concentrated  Crow 
Poison  Recipe 

1 

Cesar  (second  store) 

Concentrated  Demonic 
Poison  Recipe 

1 

Cesar  (second  store) 

Concentrated 
Magebane  Recipe 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Cesar  (second  store) 

Concentrated  Soldier's 
Bane  Recipe 

1 

Cesar  (second  store) 

Concentrator  Agent 

4 

Cesar  (second  store) 

Corrupter  Agent 

5 

Cesar  (second  store) 

Dar'Misu 

1 

Cesar  (second  store) 

Death  root 

7 

Cesar  (second  store) 

Demonic  Ichor 

4 

Cesar  (second  store) 

Demonic  Poison  Recipe 

1 

Cesar  (second  store) 

Dwarven  Waraxe 

1 

Cesar  (second  store) 

Executioner's  Helm 

1 

Cesar  (second  store) 

Explosive  Bolt 

20 

Cesar  (second  store) 

Fire  Arrow 

40 

Cesar  (second  store) 

Fire  Bolt 

40 

Cesar  (second  store) 

First  Enchanter  Robes 

1 

Cesar  (second  store) 

Grandmaster  Dweomer  Rune 

1 

Cesar  (second  store) 

Heavy  Maul 

1 

Cesar  (second  store) 

Ice  Arrow 

40 

Cesar  (second  store) 

Ice  Bolt 

40 

Cesar  (second  store) 

Knight-Commander's  Helm 

1 

Cesar  (second  store) 

Knockback  Bolt 

20 

Cesar  (second  store) 

Magebane  Poison  Recipe 

1 

Cesar  (second  store) 

Magic  Staff 

1 

Cesar  (second  store) 

Orlesian  Bow 

1 

Cesar  (second  store) 

Quiet  Death  Recipe 

1 

Cesar  (second  store) 

Qunari  Commander  Helm 

1 

Cesar  (second  store) 

Qunari  Sword 

1 

Cesar  (second  store) 

Saw  Sword 

1 

Cesar  (second  store) 

Soldier's  Bane  Recipe 

1 

Cesar  (second  store) 

Toxin  Extract 

8 

Gnawed  Noble  Tavern  (after 

Concentrator  Agent 

1 

Landsmeet) 

Gnawed  Noble  Tavern  (after 

Deep  Mushroom 

1 

Landsmeet) 

Gnawed  Noble  Tavern  (after 

Distillation  Agent 

1 

Landsmeet) 

Gnawed  Noble  Tavern  (after 

Elfroot 

7 

Landsmeet) 

Gnawed  Noble  Tavern  (after 

Flask 

1 

Landsmeet) 

Gnawed  Noble  Tavern  (after 

Greater  Health  Poultice  Recipe 

1 

Landsmeet) 

Gnawed  Noble  Tavern  (after 

Health  Poultice 

2 

Landsmeet) 

Gnawed  Noble  Tavern  (after 

Health  Poultice  Recipe 

1 

Landsmeet) 

Gnawed  Noble  Tavern  (after 

Injury  Kit  Recipe 

1 

Landsmeet) 

Gnawed  Noble  Tavern  (after 

Lesser  Health  Poultice 

3 

Landsmeet) 

Gnawed  Noble  Tavern  (after 

Lesser  Injury  Kit 

5 

Landsmeet) 

Gnawed  Noble  Tavern  (after 
Landsmeet) 

Lesser  Injury  Kit  Recipe 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Gnawed  Noble  Tavern  (after 
Landsmeet) 

Mabari  Crunch 

4 

Gorim 

Crossbow 

1 

Gorim 

Dagger 

1 

Gorim 

Dwarven  Armor 

1 

Gorim 

Dwarven  Armored  Boots 

1 

Gorim 

Dwarven  Armored  Gloves 

1 

Gorim 

Dwarven  Heavy  Armor 

1 

Gorim 

Dwarven  Heavy  Boots 

1 

Gorim 

Dwarven  Heavy  Gloves 

1 

Gorim 

Dwarven  Helmet 

1 

Gorim 

Dwarven  Large  Round  Shield 

1 

Gorim 

Dwarven  Longsword 

1 

Gorim 

Dwarven  Mace 

1 

Gorim 

Dwarven  Waraxe 

1 

Gorim 

Gorim's  Shield 

1 

Gorim 

Gorim's  Sword 

1 

Gorim 

Heavy  Dwarven  Helmet 

1 

Gorim 

Manual:  Berserker 

1 

Gorim 

Metal  Shard 

5 

Gorim  (second  store) 

Axe 

1 

Gorim  (second  store) 

Backpack 

1 

Gorim  (second  store) 

Camenae's  Barbute 

1 

Gorim  (second  store) 

Chasind  Great  Maul 

1 

Gorim  (second  store) 

Crossbow 

1 

Gorim  (second  store) 

Dagger 

1 

Gorim  (second  store) 

Diamond  Maul 

1 

Gorim  (second  store) 

Dwarven  Armor 

1 

Gorim  (second  store) 

Dwarven  Armored  Boots 

1 

Gorim  (second  store) 

Dwarven  Armored  Gloves 

1 

Gorim  (second  store) 

Dwarven  Heavy  Armor 

1 

Gorim  (second  store) 

Dwarven  Heavy  Boots 

1 

Gorim  (second  store) 

Dwarven  Heavy  Gloves 

1 

Gorim  (second  store) 

Dwarven  Helmet 

1 

Gorim  (second  store) 

Dwarven  Large  Round  Shield 

1 

Gorim  (second  store) 

Dwarven  Longsword 

1 

Gorim  (second  store) 

Dwarven  Mace 

1 

Gorim  (second  store) 

Dwarven  Massive  Armor 

1 

Gorim  (second  store) 

Dwarven  Massive  Armored  Boots 

1 

Gorim  (second  store) 

Dwarven  Massive  Armored 
Gloves 

1 

Gorim  (second  store) 

Fire  Bolt 

40 

Gorim  (second  store) 

Grandmaster  Silverite  Rune 

1 

Gorim  (second  store) 

Heavy  Dwarven  Helmet 

1 

Gorim  (second  store) 

Heavy  Metal  Shield 

1 

Gorim  (second  store) 

Ice  Bolt 

40 

Gorim  (second  store) 

Katriel's  Grasp 

1 

Gorim  (second  store) 

Manual:  Berserker 

1 

Gorim  (second  store) 

Metal  Shard 

8 

Gorim  (second  store) 

Meteor  Sword 

1 

Gorim  (second  store) 

Rock-Knocker 

1 

Gorim  (second  store) 

Sword  Belt 

1 

Gorim  (second  store) 

Thorval's  Luck 

1 

Wade's  Armor 

Chainmail 

1 

Wade's  Armor 

Chainmail  Gloves 

1 

Wade's  Armor 

Heavy  Chainmail 

1 

Wade's  Armor 

Heavy  Chainmail  Boots 

1 

Wade's  Armor 

Heavy  Chainmail  Gloves 

1 

Wade's  Armor 

Helmet 

1 

Wade's  Armor 

Leather  Armor 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Wade's  Armor 

Leather  Boots 

1 

Wade's  Armor 

Leather  Gloves 

1 

Wade's  Armor 

Leather  Helm 

1 

Wade's  Armor 

Metal  Shard 

4 

Wade's  Armor 

Scale  Armor 

1 

Wade's  Armor 

Scale  Boots 

1 

Wade's  Armor 

Soldier's  Helm 

1 

Wade's  Armor 

Splintmail  Boots 

1 

Wade's  Armor 

Splintmail  Gloves 

1 

Wade's  Armor  (second  store) 

Even  the  Great's  Mail 

1 

Wade's  Armor  (second  store) 

Heavy  Chainmail 

1 

Wade's  Armor  (second  store) 

Heavy  Chainmail  Boots 

1 

Wade's  Armor  (second  store) 

Heavy  Chainmail  Gloves 

1 

Wade's  Armor  (second  store) 

Heavy  Plate  Armor 

1 

Wade's  Armor  (second  store) 

Heavy  Plate  Boots 

1 

Wade's  Armor  (second  store) 

Heavy  Plate  Gloves 

1 

Wade's  Armor  (second  store) 

Kaddis  of  the  Mountain-Father 

1 

Wade's  Armor  (second  store) 

Soldier's  Heavy  Helm 

1 

Wade's  Armor  (second  store) 

Soldier's  Heavy  Helm 

6 

Wade's  Armor  (second  store) 

Soldier's  Helm 

1 

Wade's  Armor  (second  store) 

Studded  Leather  Armor 

1 

Wade's  Armor  (second  store) 

Studded  Leather  Boots 

1 

Wade's  Armor  (second  store) 

Studded  Leather  Gloves 

1 

Wade's  Armor  (second  store) 

Studded  Leather  Helm 

1 

Wade's  Armor  (second  store) 

The  Felon's  Coat 

1 

Wonders  of  Thedas  (after 

Ancient  Map  of  the  Imperium 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Apprentice  Cowl 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Apprentice's  Amulet 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Archivist's  Sash 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Demonic  Ichor 

3 

Landsmeet) 

Wonders  of  Thedas  (after 

Enchanter  Cowl 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Expert  Flame  Rune 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Expert  Hale  Rune 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Expert  Paralyze  Rune 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Fire  Crystal 

6 

Landsmeet) 

Wonders  of  Thedas  (after 

Flask 

8 

Landsmeet) 

Wonders  of  Thedas  (after 

Frostrock 

5 

Landsmeet) 

Wonders  of  Thedas  (after 

Glamour  Charm 

6 

Landsmeet) 

Wonders  of  Thedas  (after 

Grandmaster  Flame  Rune 

1 

Landsmeet) 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Wonders  of  Thedas  (after 
Landsmeet) 

Grandmaster  Paralyze  Rune 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Greater  Ice  Salve  Recipe 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Greater  Lyrium  Potion 

2 

Wonders  of  Thedas  (after 
Landsmeet) 

Greater  Lyrium  Potion  Recipe 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Greater  Warmth  Balm  Recipe 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Hearthstone  Pendant 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Incense  of  Awareness 

2 

Wonders  of  Thedas  (after 
Landsmeet) 

Journeyman  Cold  Iron  Rune 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Journeyman  Frost  Rune 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Lend  of  the  Lion 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Lesser  Lyrium  Potion 

5 

Wonders  of  Thedas  (after 
Landsmeet) 

Lightning  Rod 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Lyrium  Dust 

10 

Wonders  of  Thedas  (after 
Landsmeet) 

Lyrium  Potion 

4 

Wonders  of  Thedas  (after 
Landsmeet) 

Mabari  Dog  Chain 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Magic  Staff 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Manual:  Spirit  Healer 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Master  Cold  Iron  Rune 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Master  Dweomer  Rune 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Master  Hale  Rune 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Overpowering  Lure  Trap  Plans 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Potent  Lyrium  Potion  Recipe 

1 

Wonders  of  Thedas  (after 
Landsmeet) 

Reaper's  Vestments 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Wonders  of  Thedas  (after 

Ring  of  Ages 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Robe  of  the  Witch 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Shock  Bomb  Recipe 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Shock  Coating  Recipe 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Spirit  Shard 

4 

Landsmeet) 

Wonders  of  Thedas  (after 

Swift  Salve  Recipe 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Tevinter  Mage  Robes 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Tevinter  Robe 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Tome  of  Arcane  Technique 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Torch  of  Embers 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Twitch 

1 

Landsmeet) 

Wonders  of  Thedas  (after 

Wintersbreath 

1 

Landsmeet) 

Dwarf  Commoner  Origin:  Orzammar  Commons 

Merchant 

Crossbow 

1 

Merchant 

Dagger 

1 

Merchant 

Duster  Leather  Armor 

1 

Merchant 

Duster  Leather  Boots 

1 

Merchant 

Duster  Leather  Gloves 

1 

Merchant 

Dwarven  Longsword 

1 

Merchant 

Dwarven  Mace 

1 

Merchant 

Dwarven  Waraxe 

1 

Merchant 

Leather  Helm 

1 

Merchant 

Shortbow 

1 

Merchant 

Small  Metal  Round  Shield 

1 

Olinda's 

Death  root 

1 

Olinda's 

Deep  Mushroom 

4 

Olinda's 

Elfroot 

3 

Olinda's 

Fire  Bomb 

1 

Olinda's 

Flask 

5 

Olinda's 

Lesser  Health  Poultice 

3 

Olinda's 

Lesser  Injury  Kit 

3 

Olinda's 

Lesser  Warmth  Balm 

1 

Olinda's 

Metal  Shard 

2 

Olinda's 

Rock  Salve 

1 

Olinda's 

Small  Claw  Trap 

1 

Olinda's 

Spring  Trap 

2 

Olinda's 

Toxin  Extract 

2 

Olinda's 

Trap  Trigger 

6 

Olinda's 

Venom 

2 

Olinda's 

Wine 

1 

Merchant 

Amethyst 

1 

Merchant 

Diamond 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Merchant 

Dwarven  Armor 

1 

Merchant 

Dwarven  Armored  Boots 

1 

Merchant 

Dwarven  Armored  Gloves 

1 

Merchant 

Dwarven  Helmet 

1 

Merchant 

Dwarven  Large  Round  Shield 

1 

Merchant 

Emerald 

1 

Merchant 

Fluorspar 

1 

Merchant 

Garnet 

1 

Merchant 

Glamour  Charm 

1 

Merchant 

Greenstone 

1 

Merchant 

Malachite 

1 

Merchant 

Metal  Shard 

4 

Merchant 

Noble  Clothing 

1 

Merchant 

Noble  Clothing 

1 

Merchant 

Noble  Clothing 

1 

Merchant 

Noble  Clothing 

1 

Merchant 

Noble  Clothing 

1 

Merchant 

Noble  Clothing 

1 

Merchant 

Noble  Clothing 

1 

Merchant 

Noble  Clothing 

1 

Merchant 

Quartz 

1 

Merchant 

Ruby 

1 

Merchant 

Sapphire 

1 

Merchant 

Small  Metal  Round  Shield 

1 

Merchant 

Topaz 

1 

Elven  Alienage 

Alarith's  Store  (after  Landsmeet) 

Choking  Powder 
Cloud  Trap  Plans 

1 

Alarith's  Store  (after  Landsmeet) 

Current  Map  of  Ferelden 

1 

Alarith's  Store  (after  Landsmeet) 

Death  root 

2 

Alarith's  Store  (after  Landsmeet) 

Double-Baked  Mabari  Crunch 

2 

Alarith's  Store  (after  Landsmeet) 

Fire  Crystal 

2 

Alarith's  Store  (after  Landsmeet) 

Flaming  Coating  Recipe 

1 

Alarith's  Store  (after  Landsmeet) 

Freezing  Coating 

1 

Alarith's  Store  (after  Landsmeet) 

Freezing  Coating  Recipe 

1 

Alarith's  Store  (after  Landsmeet) 

Glamour  Charm 

1 

Alarith's  Store  (after  Landsmeet) 

Greater  Health  Poultice 

1 

Alarith's  Store  (after  Landsmeet) 

Greater  Injury  Kit  Recipe 

1 

Alarith's  Store  (after  Landsmeet) 

Greater  Nature  Salve 

1 

Alarith's  Store  (after  Landsmeet) 

Greater  Warmth  Balm 

1 

Alarith's  Store  (after  Landsmeet) 

Health  Poultice 

3 

Alarith's  Store  (after  Landsmeet) 

Injury  Kit 

2 

Alarith's  Store  (after  Landsmeet) 

Lesser  Health  Poultice 

4 

Alarith's  Store  (after  Landsmeet) 

Lesser  Injury  Kit 

3 

Alarith's  Store  (after  Landsmeet) 

Lesser  Nature  Salve 

2 

Alarith's  Store  (after  Landsmeet) 

Lesser  Nature  Salve  Recipe 

1 

Alarith's  Store  (after  Landsmeet) 

Lesser  Warmth  Balm 

2 

Alarith's  Store  (after  Landsmeet) 

Lesser  Warmth  Balm  Recipe 

1 

Alarith's  Store  (after  Landsmeet) 

Mabari  Crunch 

4 

Alarith's  Store  (after  Landsmeet) 

Manual:  Assassin 

1 

Alarith's  Store  (after  Landsmeet) 

Mild  Choking  Powder  Trap 

2 

Alarith's  Store  (after  Landsmeet) 

Mild  Sleeping  Gas  Trap 

2 

Alarith's  Store  (after  Landsmeet) 

Rock  Salve 

1 

Alarith's  Store  (after  Landsmeet) 

Rock  Salve  Recipe 

1 

Alarith's  Store  (after  Landsmeet) 

Senior  Enchanter's  Robes 

1 

Alarith's  Store  (after  Landsmeet) 

Sleeping  Gas  Cloud  Trap  Plans 

1 

Alarith's  Store  (after  Landsmeet) 

Staff  of  the  Ephemeral  Order 

1 

Alarith's  Store  (after  Landsmeet) 

Swordsman's  Girdle 

1 

Alarith's  Store  (after  Landsmeet) 

Tome  of  Skill  and  Sundry 

1 

Alarith's  Store  (after  Landsmeet) 

Trap  Trigger 

10 

Alarith's  Store  (after  Landsmeet) 

Warpaint  of  the  Waking  Sea 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Frostback  Mountains 

Faryn 

Arrow  of  Filth 

20 

Faryn 

Chasind  Crusher 

1 

Faryn 

Chevalier's  Gloves 

1 

Faryn 

Concentrated  Deathroot  Extract 
Recipe 

1 

Faryn 

Concentrator  Agent 

3 

Faryn 

Dagger 

1 

Faryn 

Dalish  Longbow 

1 

Faryn 

Dal'Thanaan 

1 

Faryn 

Darkspawn  Crossbow 

1 

Faryn 

Demonic  Ichor 

2 

Faryn 

Dwarven  Longsword 

1 

Faryn 

Dwarven  Smith's  Belt 

1 

Faryn 

Elfroot 

5 

Faryn 

Explosive  Bolt 

20 

Faryn 

Fleshrot  Recipe 

1 

Faryn 

Frostrock 

4 

Faryn 

Glamour  Charm 

3 

Faryn 

Grandmaster  Silverite  Rune 

1 

Faryn 

Greater  Lyrium  Potion  Recipe 

1 

Faryn 

Heavy  Chainmail 

1 

Faryn 

Knight  Commander's  Plate 

1 

Faryn 

Large  Grease  Trap  Plans 

1 

Faryn 

Lesser  Ice  Salve  Recipe 

1 

Faryn 

Lord's  Hunting  Jabot 

1 

Faryn 

Magic  Staff 

1 

Faryn 

Portrait  of  a Goosegirl 

1 

Faryn 

Qunari  Infantry  Helm 

1 

Faryn 

Qunari  Sword 

1 

Faryn 

Scale  Boots 

1 

Faryn 

Small  Grease  Trap  Plans 

1 

Faryn 

Soulrot  Trap  Plans 

1 

Faryn 

Spirit  Shard 

2 

Faryn 

Studded  Leather  Boots 

1 

Faryn 

Sureshot  Bolt 

20 

Faryn 

Swift  Salve  Recipe 

1 

Faryn 

Tevinter  Shield 

1 

Faryn 

Throwback  Harness 

1 

Faryn 

Toxin  Extract 

3 

Haven 

New  Shop  Keeper 

Acid  Flask  Recipe 

1 

New  Shop  Keeper 

Acidic  Coating  Recipe 

1 

New  Shop  Keeper 

Andraste's  Arrows 

10 

New  Shop  Keeper 

Apprentice's  Amulet 

1 

New  Shop  Keeper 

Axe 

1 

New  Shop  Keeper 

Choking  Powder  Trap 

1 

New  Shop  Keeper 

Choking  Powder  Trap  Plans 

1 

New  Shop  Keeper 

Concentrated  Magebane 

1 

New  Shop  Keeper 

Concentrated  Soldier's  Bane 

1 

New  Shop  Keeper 

Dagger 

1 

New  Shop  Keeper 

Freeze  Bomb 

2 

New  Shop  Keeper 

Greater  Elixir  of  Grounding 

1 

New  Shop  Keeper 

Greater  Elixir  of  Grounding 
Recipe 

1 

New  Shop  Keeper 

Greater  Health  Poultice 

2 

New  Shop  Keeper 

Greater  Ice  Salve 

1 

New  Shop  Keeper 

Greater  Tome  of  the  Mortal 
Vessel 

1 

New  Shop  Keeper 

Health  Poultice 

3 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


New  Shop  Keeper 

Ice  Arrow 

40 

New  Shop  Keeper 

Incense  of  Awareness 

1 

New  Shop  Keeper 

Injury  Kit 

2 

New  Shop  Keeper 

Interesting  Lure  Trap  Plans 

1 

New  Shop  Keeper 

Kaddis  of  the  King's  Hounds 

1 

New  Shop  Keeper 

Large  Wooden  Round  Shield 

1 

New  Shop  Keeper 

Lesser  Elixir  of  Grounding 

2 

New  Shop  Keeper 

Lesser  Elixir  of  Grounding 
Recipe 

1 

New  Shop  Keeper 

Lesser  Ice  Salve 

2 

New  Shop  Keeper 

Lesser  Ice  Salve  Recipe 

1 

New  Shop  Keeper 

Lesser  Injury  Kit 

3 

New  Shop  Keeper 

Longbow 

1 

New  Shop  Keeper 

Long  sword 

1 

New  Shop  Keeper 

Lyrium  Potion 

3 

New  Shop  Keeper 

Lyrium  Potion  Recipe 

1 

New  Shop  Keeper 

Mace 

1 

New  Shop  Keeper 

Magebane 

2 

New  Shop  Keeper 

Magebane  Poison  Recipe 

1 

New  Shop  Keeper 

Mild  Choking  Powder  Trap  Plans 

1 

New  Shop  Keeper 

Mild  Lure  Plans 

1 

New  Shop  Keeper 

Shock  Bomb 

2 

New  Shop  Keeper 

Shock  Coating 

1 

New  Shop  Keeper 

Shock  Trap 

2 

New  Shop  Keeper 

Shortbow 

1 

New  Shop  Keeper 

Small  Shield 

1 

New  Shop  Keeper 

Soldier's  Bane 

2 

New  Shop  Keeper 

Soldier's  Bane  Recipe 

1 

New  Shop  Keeper 

Studded  Leather  Armor 

1 

New  Shop  Keeper 

Studded  Leather  Boots 

1 

New  Shop  Keeper 

Studded  Leather  Gloves 

1 

New  Shop  Keeper 

Studded  Leather  Helm 

1 

New  Shop  Keeper 

Swift  Salve 

1 

New  Shop  Keeper 

Wooden  Kite  Shield 

1 

Shop  Keeper 

Acid  Flask  Recipe 

1 

Shop  Keeper 

Acidic  Coating  Recipe 

1 

Shop  Keeper 

Andraste's  Arrows 

10 

Shop  Keeper 

Axe 

1 

Shop  Keeper 

Dagger 

1 

Shop  Keeper 

Greater  Elixir  of  Grounding 

1 

Shop  Keeper 

Health  Poultice 

2 

Shop  Keeper 

Ice  Arrow 

40 

Shop  Keeper 

Large  Wooden  Round  Shield 

1 

Shop  Keeper 

Lesser  Elixir  of  Grounding 

2 

Shop  Keeper 

Lesser  Elixir  of  Grounding 
Recipe 

1 

Shop  Keeper 

Lesser  Health  Poultice 

3 

Shop  Keeper 

Lesser  Ice  Salve 

2 

Shop  Keeper 

Lesser  Injury  Kit 

2 

Shop  Keeper 

Lesser  Lyrium  Potion 

3 

Shop  Keeper 

Long  sword 

1 

Shop  Keeper 

Lyrium  Potion  Recipe 

1 

Shop  Keeper 

Mace 

1 

Shop  Keeper 

Magebane 

1 

Shop  Keeper 

Mild  Choking  Powder  Trap 

2 

Shop  Keeper 

Mild  Choking  Powder  Trap  Plans 

1 

Shop  Keeper 

Mild  Lure  Plans 

1 

Shop  Keeper 

Shock  Bomb 

2 

Shop  Keeper 

Shock  Trap 

1 

Shop  Keeper 

Shortbow 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Shop  Keeper 

Small  Shield 

1 

Shop  Keeper 

Soldier's  Bane 

1 

Shop  Keeper 

Studded  Leather  Armor 

1 

Shop  Keeper 

Studded  Leather  Boots 

1 

Shop  Keeper 

Studded  Leather  Gloves 

1 

Shop  Keeper 

Studded  Leather  Helm 

1 

Shop  Keeper 

Swift  Salve 

1 

Lake  Calenhad 

Innkeeper 

Apprentice's  Amulet 

1 

Innkeeper 

Concentrator  Agent 

2 

Innkeeper 

Distillation  Agent 

4 

Innkeeper 

Elfroot 

7 

Innkeeper 

Fire  Bomb 

2 

Innkeeper 

Fire  Crystal 

2 

Innkeeper 

Fire  Trap  Plans 

1 

Innkeeper 

Flame  Coating 

1 

Innkeeper 

Flask 

1 

Innkeeper 

Greater  Health  Poultice 

1 

Innkeeper 

Greater  Warmth  Balm 

1 

Innkeeper 

Health  Poultice 

3 

Innkeeper 

Incense  of  Awareness 

3 

Innkeeper 

Injury  Kit 

1 

Innkeeper 

Kaddis  of  the  Siege-Breaker 

1 

Innkeeper 

Lesser  Health  Poultice 

2 

Innkeeper 

Lesser  Injury  Kit 

2 

Innkeeper 

Lesser  Lyrium  Potion 

5 

Innkeeper 

Lesser  Nature  Salve 

2 

Innkeeper 

Lesser  Spirit  Balm 

1 

Innkeeper 

Lesser  Warmth  Balm 

3 

Innkeeper 

Lifestone 

3 

Innkeeper 

Lyrium  Dust 

3 

Innkeeper 

Lyrium  Potion 

2 

Innkeeper 

Metal  Shard 

2 

Innkeeper 

Mild  Choking  Powder  Trap  Plans 

1 

Innkeeper 

Rock  Salve 

2 

Innkeeper 

Shock  Bomb 

1 

Innkeeper 

Small  Grease  Trap  Plans 

1 

Innkeeper 

Swift  Salve 

1 

Innkeeper 

Toxin  Extract 

1 

Innkeeper 

Trap  Trigger 

8 

Innkeeper 

Wine 

1 

Lothering 

Merchant 

Acid  Flask 

2 

Merchant 

Acidic  Coating 

1 

Merchant 

Chainmail 

1 

Merchant 

Chainmail  Gloves 

1 

Merchant 

Concentrated  Deathroot  Extract 
Recipe 

1 

Merchant 

Concentrated  Venom  Recipe 

1 

Merchant 

Corrupter  Agent 

5 

Merchant 

Crossbow 

1 

Merchant 

Dagger 

1 

Merchant 

Dar'Misu 

1 

Merchant 

Deathroot 

7 

Merchant 

Deep  Mushroom 

8 

Merchant 

Dwarven  Large  Round  Shield 

1 

Merchant 

Dwarven  Longsword 

1 

Merchant 

Dwarven  Mace 

1 

Merchant 

Dwarven  Waraxe 

1 

Merchant 

Enchanter's  Staff 

1 

Merchant 

Fire  Bolt 

20 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Merchant 

Fire  Bomb 

1 

Merchant 

Fire  Bomb  Recipe 

1 

Merchant 

Fire  Crystal 

3 

Merchant 

Freeze  Bomb  Recipe 

1 

Merchant 

Frostrock 

2 

Merchant 

Flealth  Poultice 

2 

Merchant 

Helmet 

1 

Merchant 

Large  Wooden  Round  Shield 

1 

Merchant 

Lesser  Ice  Salve 

1 

Merchant 

Lesser  Injury  Kit 

2 

Merchant 

Lesser  Warmth  Balm 

1 

Merchant 

Lifestone 

5 

Merchant 

Lyrium  Potion 

2 

Merchant 

Maul 

1 

Merchant 

Scale  Armor 

1 

Merchant 

Scale  Boots 

1 

Merchant 

Splintmail  Boots 

1 

Merchant 

Splintmail  Gloves 

1 

Merchant 

Swift  Salve 

1 

Merchant 

Toxin  Extract 

4 

Merchant 

Wine 

1 

Lothering:  Dane's  Refuge 

Barlin 

Ale 

1 

Barlin 

Amulet  of  Accord 

1 

Barlin 

Distillation  Agent 

4 

Barlin 

Elfroot 

8 

Barlin 

Fire  Arrow 

20 

Barlin 

Flask 

1 

Barlin 

Glamour  Charm 

2 

Barlin 

Golden  Rope  Necklace 

1 

Barlin 

Health  Poultice 

1 

Barlin 

Ice  Arrow 

20 

Barlin 

Incense  of  Awareness 

1 

Barlin 

Incense  of  Awareness  Recipe 

1 

Barlin 

Kaddis  of  the  Courser 

1 

Barlin 

Large  Claw  Trap 

1 

Barlin 

Large  Claw  Trap  Plans 

1 

Barlin 

Large  Shrapnel  Trap  Plans 

1 

Barlin 

Leather  Boots 

1 

Barlin 

Leather  Gloves 

1 

Barlin 

Lesser  Health  Poultice 

3 

Barlin 

Lesser  Injury  Kit 

2 

Barlin 

Lesser  Injury  Kit  Recipe 

1 

Barlin 

Lesser  Lyrium  Potion 

2 

Barlin 

Lesser  Nature  Salve 

1 

Barlin 

Lifestone 

2 

Barlin 

Lightning  Rod 

1 

Barlin 

Longbow 

1 

Barlin 

Lyrium  Dust 

3 

Barlin 

Lyrium  Potion  Recipe 

1 

Barlin 

Mabari  Crunch 

4 

Barlin 

Metal  Shard 

5 

Barlin 

Mild  Lure 

1 

Barlin 

Mild  Lure  Plans 

1 

Barlin 

Rock  Salve 

1 

Barlin 

Sailor's  Crossbow 

1 

Barlin 

Shiny  Gold  Ring 

1 

Barlin 

Shortbow 

1 

Barlin 

Small  Claw  Trap 

3 

Barlin 

Small  Grease  Trap 

1 

Barlin 

Small  Grease  Trap  Plans 

1 

Barlin 

Small  Metal  Round  Shield 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Barlin 

Small  Shield 

1 

Barlin 

Small  Shrapnel  Trap 

2 

Barlin 

Studded  Flelmet 

1 

Barlin 

Studded  Leather  Armor 

1 

Barlin 

Studded  Leather  Boots 

1 

Barlin 

Studded  Leather  Gloves 

1 

Barlin 

Thorn  of  the  Dead  Gods 

1 

Barlin 

Trap  Trigger 

1 

Barlin 

Warpaint  of  the  Vanguard 

1 

Orzammar 

Alimar 

Adder's  Kiss  Recipe 

1 

Alimar 

Antivan  Crossbow 

1 

Alimar 

Arrow  of  Filth 

20 

Alimar 

Ash  Warrior  Axe 

1 

Alimar 

Backhands 

1 

Alimar 

Choking  Powder  Trap  Plans 

1 

Alimar 

Concentrated  Venom  Recipe 

1 

Alimar 

Concentrator  Agent 

3 

Alimar 

Corrupter  Agent 

1 

Alimar 

Crow  Dagger 

1 

Alimar 

Crow  Poison  Recipe 

1 

Alimar 

Crow  Shield 

1 

Alimar 

Dagger 

1 

Alimar 

Death  root 

6 

Alimar 

Deep  Mushroom 

6 

Alimar 

Demonic  Ichor 

3 

Alimar 

Distillation  Agent 

4 

Alimar 

Duster  Leather  Armor 

1 

Alimar 

Duster  Leather  Boots 

1 

Alimar 

Duster  Leather  Gloves 

1 

Alimar 

Dwarven  Mace 

1 

Alimar 

Effort's  Boots 

1 

Alimar 

Fire  Arrow 

40 

Alimar 

Fire  Crystal 

2 

Alimar 

Freeze  Bomb  Recipe 

1 

Alimar 

Freeze  Trap  Plans 

1 

Alimar 

Freezing  Coating  Recipe 

1 

Alimar 

Frostrock 

6 

Alimar 

Glamour  Charm 

2 

Alimar 

Ice  Bolt 

40 

Alimar 

Imperial  Reinforced  Gloves 

1 

Alimar 

Kaddis  of  the  Trickster 

1 

Alimar 

Knockback  Bolt 

20 

Alimar 

Lyrium  Dust 

2 

Alimar 

Manual:  Bard 

1 

Alimar 

Mild  Choking  Powder  Trap  Plans 

1 

Alimar 

Mild  Sleeping  Gas  Trap  Plans 

1 

Alimar 

Orlesian  Bow 

1 

Alimar 

Senior  Enchanter's  Robes 

1 

Alimar 

Sleeping  Gas  Trap  Plans 

1 

Alimar 

Toxin  Extract 

4 

Alimar 

Trap  Trigger 

1 

Figor 

Acid  Flask 

2 

Figor 

Concentrator  Agent 

2 

Figor 

Deep  Mushroom 

8 

Figor 

Distillation  Agent 

3 

Figor 

Elfroot 

7 

Figor 

Fire  Crystal 

3 

Figor 

Flask 

1 

Figor 

Frostrock 

3 

Figor 

Frozen  Lightning 

2 

Figor 

Greater  Flealth  Poultice  Recipe 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Figor 

Flealth  Poultice 

3 

Figor 

Health  Poultice  Recipe 

1 

Figor 

Injury  Kit 

1 

Figor 

Lesser  Health  Poultice 

4 

Figor 

Lesser  Ice  Salve 

1 

Figor 

Lesser  Injury  Kit 

3 

Figor 

Lesser  Injury  Kit  Recipe 

1 

Figor 

Lesser  Lyrium  Potion 

3 

Figor 

Lesser  Nature  Salve 

1 

Figor 

Lesser  Warmth  Balm 

2 

Figor 

Lifestone 

5 

Figor 

Lyrium  Dust 

4 

Figor 

Magebane 

1 

Figor 

Mild  Sleeping  Gas  Trap 

1 

Figor 

Rock  Salve 

3 

Figor 

Small  Grease  Trap 

1 

Figor 

Spirit  Shard 

1 

Janar 

Crossbow 

1 

Janar 

Dwarven  Heavy  Armor 

1 

Janar 

Dwarven  Heavy  Boots 

1 

Janar 

Dwarven  Heavy  Gloves 

1 

Janar 

Dwarven  Large  Round  Shield 

1 

Janar 

Dwarven  Longsword 

1 

Janar 

Dwarven  Mace 

1 

Janar 

Dwarven  Massive  Armor 

1 

Janar 

Dwarven  Massive  Armored  Boots 

1 

Janar 

Dwarven  Massive  Armored 
Gloves 

1 

Janar 

Dwarven  Waraxe 

1 

Janar 

Heavy  Dwarven  Helmet 

1 

Janar 

Heavy  Metal  Shield 

1 

Janar 

Large  Caltrop  Trap  Plans 

1 

Janar 

Large  Claw  Trap  Plans 

1 

Janar 

Large  Shrapnel  Trap  Plans 

1 

Janar 

Metal  Shard 

10 

Janar 

Rock-Knocker 

1 

Orzammar:  Commons 

Garin 

Crossbow 

1 

Garin 

Dagger 

1 

Garin 

Diamond  Maul 

1 

Garin 

Dwarven  Armor 

1 

Garin 

Dwarven  Armored  Gloves 

1 

Garin 

Dwarven  Heavy  Boots 

1 

Garin 

Dwarven  Helmet 

1 

Garin 

Dwarven  Large  Round  Shield 

1 

Garin 

Dwarven  Longsword 

1 

Garin 

Dwarven  Waraxe 

1 

Garin 

Fire  Bolt 

40 

Garin 

Gemmed  Bracelet 

1 

Garin 

Gold  Amulet 

1 

Garin 

Golden  Mirror 

1 

Garin 

Heavy  Metal  Shield 

1 

Garin 

Ice  Bolt 

40 

Garin 

Knockback  Bolt 

20 

Garin 

Lifegiver 

1 

Garin 

Metal  Shard 

6 

Garin 

Precision-Geared  Recurve 

1 

Garin 

The  Rose's  Thorn 

1 

Garin 

Tome  of  Physical  Technique 

1 

Legnar 

Alley  King's  Flagon 

1 

Legnar 

Dagger 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Legnar 

Duster  Leather  Armor 

1 

Legnar 

Duster  Leather  Boots 

1 

Legnar 

Duster  Leather  Gloves 

1 

Legnar 

Dwarven  Longsword 

1 

Legnar 

Dwarven  Mace 

1 

Legnar 

Fire  Crystal 

3 

Legnar 

Glamour  Charm 

4 

Legnar 

Gold  Earrings 

1 

Legnar 

Golden  Symbol  of  Andraste 

1 

Legnar 

Interesting  Lure  Trap  Plans 

1 

Legnar 

Leather  Helm 

1 

Legnar 

Mild  Lure  Plans 

1 

Legnar 

Quicksilver  Arming  Cap 

1 

Legnar 

Shadow  of  the  Empire 

1 

Legnar 

Silver  Demon  Head  Ring 

1 

Legnar 

Silverhammer's  Evaders 

1 

Legnar 

Small  Metal  Round  Shield 

1 

Legnar 

Spirit  Shard 

2 

Legnar 

Tome  of  the  Mortal  Vessel 

1 

Ostagar 

Quartermaster 

Acid  Flask  Recipe 

1 

Quartermaster 

Acolyte's  Staff 

1 

Quartermaster 

Axe 

1 

Quartermaster 

Backpack 

1 

Quartermaster 

Chainmail 

1 

Quartermaster 

Chainmail  Boots 

1 

Quartermaster 

Chainmail  Gloves 

1 

Quartermaster 

Concentrated  Venom  Recipe 

1 

Quartermaster 

Corrupter  Agent 

3 

Quartermaster 

Crossbow 

1 

Quartermaster 

Dagger 

1 

Quartermaster 

Death  root 

3 

Quartermaster 

Deep  Mushroom 

5 

Quartermaster 

Distillation  Agent 

4 

Quartermaster 

Elfroot 

8 

Quartermaster 

Flask 

1 

Quartermaster 

Greatsword 

1 

Quartermaster 

Health  Poultice  Recipe 

1 

Quartermaster 

Helmet 

1 

Quartermaster 

Large  Claw  Trap  Plans 

1 

Quartermaster 

Large  Wooden  Round  Shield 

1 

Quartermaster 

Leather  Armor 

1 

Quartermaster 

Leather  Boots 

1 

Quartermaster 

Leather  Gloves 

1 

Quartermaster 

Leather  Helm 

1 

Quartermaster 

Lesser  Health  Poultice 

8 

Quartermaster 

Lesser  Injury  Kit 

3 

Quartermaster 

Lesser  Injury  Kit  Recipe 

1 

Quartermaster 

Lesser  Lyrium  Potion 

6 

Quartermaster 

Lifestone 

2 

Quartermaster 

Longsword 

1 

Quartermaster 

Lyrium  Dust 

3 

Quartermaster 

Mabari  Crunch 

2 

Quartermaster 

Mace 

1 

Quartermaster 

Metal  Shard 

5 

Quartermaster 

Scale  Armor 

1 

Quartermaster 

Scale  Boots 

1 

Quartermaster 

Scale  Gloves 

1 

Quartermaster 

Shortbow 

1 

Quartermaster 

Small  Grease  Trap  Plans 

1 

Quartermaster 

Small  Metal  Round  Shield 

1 

Quartermaster 

Small  Shield 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Quartermaster 

Splintmail 

1 

Quartermaster 

Splintmail  Boots 

1 

Quartermaster 

Splintmail  Gloves 

1 

Quartermaster 

Studded  Helmet 

1 

Quartermaster 

Studded  Leather  Armor 

1 

Quartermaster 

Studded  Leather  Boots 

1 

Quartermaster 

Studded  Leather  Gloves 

1 

Quartermaster 

Toxin  Extract 

3 

Quartermaster 

Trap  Trigger 

8 

Quartermaster  (second  store) 

Acid  Flask 

1 

Quartermaster  (second  store) 

Battleaxe 

1 

Quartermaster  (second  store) 

Concentrated  Deathroot  Extract 
Recipe 

1 

Quartermaster  (second  store) 

Double-Baked  Mabari  Crunch 

1 

Quartermaster  (second  store) 

Double-Baked  Mabari  Crunch 
Recipe 

1 

Quartermaster  (second  store) 

Enchanter's  Footing 

1 

Quartermaster  (second  store) 

Enchanter's  Staff 

1 

Quartermaster  (second  store) 

Fire  Arrow 

20 

Quartermaster  (second  store) 

Fire  Bolt 

20 

Quartermaster  (second  store) 

Fire  Bomb 

1 

Quartermaster  (second  store) 

Fire  Bomb  Recipe 

1 

Quartermaster  (second  store) 

Glamour  Charm 

2 

Quartermaster  (second  store) 

Health  Poultice 

3 

Quartermaster  (second  store) 

Heavy  Chainmail 

1 

Quartermaster  (second  store) 

Heavy  Chainmail  Boots 

1 

Quartermaster  (second  store) 

Heavy  Chainmail  Gloves 

1 

Quartermaster  (second  store) 

Ice  Arrow 

20 

Quartermaster  (second  store) 

Ice  Bolt 

20 

Quartermaster  (second  store) 

Injury  Kit 

2 

Quartermaster  (second  store) 

Lesser  Nature  Salve 

1 

Quartermaster  (second  store) 

Lesser  Warmth  Balm 

1 

Quartermaster  (second  store) 

Longbow 

1 

Quartermaster  (second  store) 

Lyrium  Potion 

2 

Quartermaster  (second  store) 

Maul 

1 

Quartermaster  (second  store) 

Metal  Kite  Shield 

1 

Quartermaster  (second  store) 

Mild  Lure  Plans 

1 

Quartermaster  (second  store) 

Mild  Sleeping  Gas  Trap  Plans 

1 

Quartermaster  (second  store) 

Rock  Salve 

1 

Quartermaster  (second  store) 

Rock  Salve  Recipe 

1 

Quartermaster  (second  store) 

Soldier's  Helm 

1 

Quartermaster  (second  store) 

Soulrot  Bomb 

1 

Quartermaster  (second  store) 

Wooden  Kite  Shield 

1 

Tranquil  Merchant 

Incense  of  Awareness 

1 

Tranquil  Merchant 

Lesser  Health  Poultice 

2 

Tranquil  Merchant 

Lesser  Lyrium  Potion 

1 

Tranquil  Merchant 

Lesser  Spirit  Balm 

1 

Party  Camp 

Bodahn's  Wares 

Angled  Strikers 

1 

Bodahn's  Wares 

Backpack 

1 

Bodahn's  Wares 

Bard's  Dancing  Shoes 

1 

Bodahn's  Wares 

Blackmetal  Torque 

1 

Bodahn's  Wares 

Collective  Arming  Cowl 

1 

Bodahn's  Wares 

Concentrator  Agent 

1 

Bodahn's  Wares 

Conspirator's  Foil 

1 

Bodahn's  Wares 

Corrupter  Agent 

1 

Bodahn's  Wares 

Dalish  Hunter's  Belt 

1 

Bodahn's  Wares 

Dalish  Pendant 

1 

Bodahn's  Wares 

Distillation  Agent 

1 

Bodahn's  Wares 

Dwarven  Merchant's  Belt 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Bodahn's  Wares 

Earthheart's  Portable  Bulwark 

1 

Bodahn's  Wares 

Ember 

1 

Bodahn's  Wares 

Enchanter's  Arming  Cap 

1 

Bodahn's  Wares 

Expert  Lightning  Rune 

1 

Bodahn's  Wares 

Flask 

1 

Bodahn's  Wares 

Golden  Rope  Necklace 

1 

Bodahn's  Wares 

Grandmaster  Frost  Rune 

1 

Bodahn's  Wares 

Grandmaster  Lightning  Rune 

1 

Bodahn's  Wares 

Grandmaster  Slow  Rune 

1 

Bodahn's  Wares 

Flailstone 

1 

Bodahn's  Wares 

Flealth  Poultice 

2 

Bodahn's  Wares 

Imperial  Weavers 

1 

Bodahn's  Wares 

Journeyman  Dweomer  Rune 

1 

Bodahn's  Wares 

Journeyman  Flame  Rune 

1 

Bodahn's  Wares 

Journeyman  Flale  Rune 

1 

Bodahn's  Wares 

Journeyman  Silverite  Rune 

1 

Bodahn's  Wares 

Lesser  Health  Poultice 

4 

Bodahn's  Wares 

Lesser  Injury  Kit 

4 

Bodahn's  Wares 

Lesser  Lyrium  Potion 

4 

Bodahn's  Wares 

Longbowman's  Belt 

1 

Bodahn's  Wares 

Lyrium  Potion 

2 

Bodahn's  Wares 

Mabari  Crunch 

4 

Bodahn's  Wares 

Manual:  Ranger 

1 

Bodahn's  Wares 

Manual:  Templar 

1 

Bodahn's  Wares 

Master  Lightning  Rune 

1 

Bodahn's  Wares 

Novice  Cold  Iron  Rune 

1 

Bodahn's  Wares 

Novice  Dweomer  Rune 

1 

Bodahn's  Wares 

Novice  Frost  Rune 

1 

Bodahn's  Wares 

Novice  Lighting  Rune 

1 

Bodahn's  Wares 

Par  Vollen  Willstone 

1 

Bodahn's  Wares 

Proving  Helm 

1 

Bodahn's  Wares 

Silverhammer's  Tackmasters 

1 

Bodahn's  Wares 

Spirit  Hands 

1 

Bodahn's  Wares 

Sylvan's  Mercy 

1 

Bodahn's  Wares 

The  Spellward 

1 

Bodahn's  Wares 

The  Veshialle 

1 

Bodahn's  Wares 

Tome  of  Arcane  Technique 

1 

Bodahn's  Wares 

Tome  of  Physical  Technique 

1 

Bodahn's  Wares 

Trap  Trigger 

24 

Bodahn's  Wares  (after 
Landsmeet) 

Arrow  of  Filth 

20 

Bodahn's  Wares  (after 
Landsmeet) 

Axe 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Battleaxe 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Chainmail 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Concentrator  Agent 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Corrupter  Agent 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Crossbow 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Dagger 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Bodahn's  Wares  (after 
Landsmeet) 

Distillation  Agent 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Double-Baked  Mabari  Crunch 

4 

Bodahn's  Wares  (after 
Landsmeet) 

Dwarven  Large  Round  Shield 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Elf-Flight  Arrow 

40 

Bodahn's  Wares  (after 
Landsmeet) 

Explosive  Bolt 

20 

Bodahn's  Wares  (after 
Landsmeet) 

Fire  Arrow 

40 

Bodahn's  Wares  (after 
Landsmeet) 

Fire  Bolt 

40 

Bodahn's  Wares  (after 
Landsmeet) 

First  Enchanter's  Cowl 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Flask 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Grandmaster  Frost  Rune 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Greater  Elixir  of  Grounding 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Greater  Flealth  Poultice 

4 

Bodahn's  Wares  (after 
Landsmeet) 

Greater  Ice  Salve 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Greater  Injury  Kit 

3 

Bodahn's  Wares  (after 
Landsmeet) 

Greater  Lyrium  Potion 

4 

Bodahn's  Wares  (after 
Landsmeet) 

Greater  Nature  Salve 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Greater  Spirit  Balm 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Greater  Warmth  Balm 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Greatsword 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Heaven's  Wrath 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Heavy  Chainmail  Boots 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Heavy  Metal  Shield 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Heavy  Plate  Gloves 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Bodahn's  Wares  (after 
Landsmeet) 

Helmet 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Ice  Arrow 

40 

Bodahn's  Wares  (after 
Landsmeet) 

Ice  Bolt 

40 

Bodahn's  Wares  (after 
Landsmeet) 

Knockback  Bolt 

20 

Bodahn's  Wares  (after 
Landsmeet) 

Longbow 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Long  sword 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Mace 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Magic  Staff 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Master  Paralyze  Rune 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Maul 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Potent  Health  Poultice 

2 

Bodahn's  Wares  (after 
Landsmeet) 

Potent  Lyrium  Potion 

2 

Bodahn's  Wares  (after 
Landsmeet) 

Scale  Armor 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Shortbow 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Soldier's  Helm 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Splintmail 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Studded  Leather  Armor 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Studded  Leather  Boots 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Studded  Leather  Gloves 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Sureshot  Bolt 

20 

Bodahn's  Wares  (after 
Landsmeet) 

Tome  of  Physical  Technique 

1 

Bodahn's  Wares  (after 
Landsmeet) 

Trap  Trigger 

1 

Sandal's  Goods  (after 
Landsmeet) 

Arrow  of  Filth 

20 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Sandal's  Goods  (after 
Landsmeet) 

Axe 

1 

Sandal's  Goods  (after 
Landsmeet) 

Battleaxe 

1 

Sandal's  Goods  (after 
Landsmeet) 

Chainmail  Boots 

1 

Sandal's  Goods  (after 
Landsmeet) 

Chainmail  Gloves 

1 

Sandal's  Goods  (after 
Landsmeet) 

Concentrator  Agent 

1 

Sandal's  Goods  (after 
Landsmeet) 

Corrupter  Agent 

1 

Sandal's  Goods  (after 
Landsmeet) 

Crossbow 

1 

Sandal's  Goods  (after 
Landsmeet) 

Dagger 

1 

Sandal's  Goods  (after 
Landsmeet) 

Distillation  Agent 

1 

Sandal's  Goods  (after 
Landsmeet) 

Double-Baked  Mabari  Crunch 

10 

Sandal's  Goods  (after 
Landsmeet) 

Elf-Flight  Arrow 

40 

Sandal's  Goods  (after 
Landsmeet) 

Expert  Lightning  Rune 

1 

Sandal's  Goods  (after 
Landsmeet) 

Expert  Silverite  Rune 

1 

Sandal's  Goods  (after 
Landsmeet) 

Explosive  Bolt 

20 

Sandal's  Goods  (after 
Landsmeet) 

Fire  Arrow 

40 

Sandal's  Goods  (after 
Landsmeet) 

Fire  Bolt 

40 

Sandal's  Goods  (after 
Landsmeet) 

Flask 

1 

Sandal's  Goods  (after 
Landsmeet) 

Greater  Elixir  of  Grounding 

3 

Sandal's  Goods  (after 
Landsmeet) 

Greater  Flealth  Poultice 

10 

Sandal's  Goods  (after 
Landsmeet) 

Greater  Ice  Salve 

3 

Sandal's  Goods  (after 
Landsmeet) 

Greater  Injury  Kit 

10 

Sandal's  Goods  (after 
Landsmeet) 

Greater  Lyrium  Potion 

10 

Sandal's  Goods  (after 
Landsmeet) 

Greater  Nature  Salve 

3 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Sandal's  Goods  (after 
Landsmeet) 

Greater  Spirit  Balm 

3 

Sandal's  Goods  (after 
Landsmeet) 

Greater  Warmth  Balm 

3 

Sandal's  Goods  (after 
Landsmeet) 

Greatsword 

1 

Sandal's  Goods  (after 
Landsmeet) 

Heavy  Chainmail 

1 

Sandal's  Goods  (after 
Landsmeet) 

Heavy  Chainmail  Gloves 

1 

Sandal's  Goods  (after 
Landsmeet) 

Heavy  Plate  Armor 

1 

Sandal's  Goods  (after 
Landsmeet) 

Heavy  Plate  Boots 

1 

Sandal's  Goods  (after 
Landsmeet) 

Ice  Arrow 

40 

Sandal's  Goods  (after 
Landsmeet) 

Ice  Bolt 

40 

Sandal's  Goods  (after 
Landsmeet) 

Knockback  Bolt 

20 

Sandal's  Goods  (after 
Landsmeet) 

Lesser  Spirit  Balm 

4 

Sandal's  Goods  (after 
Landsmeet) 

Longbow 

1 

Sandal's  Goods  (after 
Landsmeet) 

Long  sword 

1 

Sandal's  Goods  (after 
Landsmeet) 

Mace 

1 

Sandal's  Goods  (after 
Landsmeet) 

Magic  Staff 

1 

Sandal's  Goods  (after 
Landsmeet) 

Master  Dweomer  Rune 

1 

Sandal's  Goods  (after 
Landsmeet) 

Maul 

1 

Sandal's  Goods  (after 
Landsmeet) 

Metal  Kite  Shield 

1 

Sandal's  Goods  (after 
Landsmeet) 

Novice  Frost  Rune 

1 

Sandal's  Goods  (after 
Landsmeet) 

Potent  Health  Poultice 

4 

Sandal's  Goods  (after 
Landsmeet) 

Potent  Lyrium  Potion 

4 

Sandal's  Goods  (after 
Landsmeet) 

Scale  Boots 

1 

Sandal's  Goods  (after 
Landsmeet) 

Scale  Gloves 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Sandal's  Goods  (after 
Landsmeet) 

Shortbow 

1 

Sandal's  Goods  (after 
Landsmeet) 

Small  Metal  Round  Shield 

1 

Sandal's  Goods  (after 
Landsmeet) 

Soldier's  Heavy  Helm 

1 

Sandal's  Goods  (after 
Landsmeet) 

Splintmail  Boots 

1 

Sandal's  Goods  (after 
Landsmeet) 

Splintmail  Gloves 

1 

Sandal's  Goods  (after 
Landsmeet) 

Studded  Leather  Helm 

1 

Sandal's  Goods  (after 
Landsmeet) 

Sureshot  Bolt 

20 

Sandal's  Goods  (after 
Landsmeet) 

Trap  Trigger 

1 

Sandal's  Goods  (after 
Landsmeet) 

Warpaint  of  the  Waking  Sea 

1 

Random  Encounter 

Dwarven  Merchant 

Apprentice's  Amulet 

1 

Dwarven  Merchant 

Blue  Satin  Shoes 

1 

Dwarven  Merchant 

Ceremonial  Armored  Boots 

1 

Dwarven  Merchant 

Crossbow 

1 

Dwarven  Merchant 

Dagger 

1 

Dwarven  Merchant 

Diamond  Maul 

1 

Dwarven  Merchant 

Dwarven  Armor 

1 

Dwarven  Merchant 

Dwarven  Armored  Boots 

1 

Dwarven  Merchant 

Dwarven  Armored  Gloves 

1 

Dwarven  Merchant 

Dwarven  Heavy  Armor 

1 

Dwarven  Merchant 

Dwarven  Helmet 

1 

Dwarven  Merchant 

Dwarven  Longsword 

1 

Dwarven  Merchant 

Dwarven  Mace 

1 

Dwarven  Merchant 

Dwarven  Waraxe 

1 

Dwarven  Merchant 

Explosive  Bolt 

20 

Dwarven  Merchant 

Fire  Bolt 

40 

Dwarven  Merchant 

Freeze  Trap  Plans 

1 

Dwarven  Merchant 

Heavy  Dwarven  Helmet 

1 

Dwarven  Merchant 

Ice  Bolt 

40 

Dwarven  Merchant 

Knockback  Bolt 

20 

Dwarven  Merchant 

Metal  Shard 

5 

Dwarven  Merchant 

Ornate  Leather  Belt 

1 

Dwarven  Merchant 

Painting  of  a Rebel  Queen 

1 

Dwarven  Merchant 

Shock  Trap  Plans 

1 

Dwarven  Merchant 

Silver  Sword  of  Mercy 

1 

Dwarven  Merchant 

Temperament 

1 

Dwarven  Merchant 

Tome  of  Skill  and  Sundry 

1 

Redcliffe 

Blacksmith 

Axe 

1 

Blacksmith 

Battleaxe 

1 

Blacksmith 

Chainmail  Boots 

1 

Blacksmith 

Dwarven  Armor 

1 

Blacksmith 

Far  Song 

1 

Blacksmith 

Greatsword 

1 

Blacksmith 

Helmet 

1 

Blacksmith 

Large  Caltrop  Trap  Plans 

1 

Blacksmith 

Large  Claw  Trap  Plans 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Blacksmith 

Long  sword 

1 

Blacksmith 

Maul 

1 

Blacksmith 

Metal  Kite  Shield 

1 

Blacksmith 

Metal  Shard 

5 

Blacksmith 

Scale  Armor 

1 

Blacksmith 

Scale  Gloves 

1 

Blacksmith 

Scale  Gloves 

1 

Blacksmith 

Small  Metal  Round  Shield 

1 

Blacksmith 

Splintmail  Boots 

1 

Lloyd's  Tavern 

Ale 

1 

Lloyd's  Tavern 

Deep  Mushroom 

2 

Lloyd's  Tavern 

Double-Baked  Mabari  Crunch 
Recipe 

1 

Lloyd's  Tavern 

Elfroot 

6 

Lloyd's  Tavern 

Flask 

1 

Lloyd's  Tavern 

Health  Poultice 

1 

Lloyd's  Tavern 

Health  Poultice  Recipe 

1 

Lloyd's  Tavern 

Lesser  Health  Poultice 

2 

Lloyd's  Tavern 

Lesser  Injury  Kit 

2 

Lloyd's  Tavern 

Lesser  Injury  Kit  Recipe 

1 

Lloyd's  Tavern 

Mabari  Crunch 

3 

Lloyd's  Tavern  (second  store) 

Deep  Mushroom 

2 

Lloyd's  Tavern  (second  store) 

Double-Baked  Mabari  Crunch 
Recipe 

1 

Lloyd's  Tavern  (second  store) 

Elfroot 

4 

Lloyd's  Tavern  (second  store) 

Flask 

8 

Lloyd's  Tavern  (second  store) 

Health  Poultice 

1 

Lloyd's  Tavern  (second  store) 

Health  Poultice  Recipe 

1 

Lloyd's  Tavern  (second  store) 

Lesser  Health  Poultice 

2 

Lloyd's  Tavern  (second  store) 

Lesser  Injury  Kit 

2 

Lloyd's  Tavern  (second  store) 

Lesser  Injury  Kit  Recipe 

1 

Lloyd's  Tavern  (second  store) 

Mabari  Crunch 

2 

Lloyd's  Tavern  (second  store) 

Wine 

1 

Owen 

Axe 

1 

Owen 

Dagger 

1 

Owen 

Greatsword 

1 

Owen 

Heavy  Chainmail  Boots 

1 

Owen 

Heavy  Chainmail  Gloves 

1 

Owen 

Helmet 

1 

Owen 

Large  Caltrop  Trap  Plans 

1 

Owen 

Large  Shrapnel  Trap  Plans 

1 

Owen 

Long  sword 

1 

Owen 

Mace 

1 

Owen 

Metal  Kite  Shield 

1 

Owen 

Metal  Shard 

4 

Owen 

Scale  Armor 

1 

Owen 

Scale  Boots 

1 

Owen 

Scale  Gloves 

1 

Owen 

Small  Metal  Round  Shield 

1 

Owen 

Soldier's  Helm 

1 

Owen 

Splintmail 

1 

Owen 

Splintmail  Boots 

1 

Owen 

Splintmail  Gloves 

1 

Owen  (second  store) 

Axe 

1 

Owen  (second  store) 

Battleaxe 

1 

Owen  (second  store) 

Boots  of  Diligence 

1 

Owen  (second  store) 

Chainmail 

1 

Owen  (second  store) 

Chainmail  Boots 

1 

Owen  (second  store) 

Chainmail  Gloves 

1 

Owen  (second  store) 

Dagger 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Owen  (second  store) 

Expert  Flame  Rune 

1 

Owen  (second  store) 

Expert  Frost  Rune 

1 

Owen  (second  store) 

Expert  Silverite  Rune 

1 

Owen  (second  store) 

Grandmaster  Flale  Rune 

1 

Owen  (second  store) 

Greatsword 

1 

Owen  (second  store) 

Fleavy  Chainmail 

1 

Owen  (second  store) 

Heavy  Chainmail  Boots 

1 

Owen  (second  store) 

Heavy  Chainmail  Gloves 

1 

Owen  (second  store) 

Heavy  Metal  Shield 

1 

Owen  (second  store) 

Heavy  Plate  Armor 

1 

Owen  (second  store) 

Helmet 

1 

Owen  (second  store) 

Large  Caltrop  Trap  Plans 

1 

Owen  (second  store) 

Large  Shrapnel  Trap  Plans 

1 

Owen  (second  store) 

Long  sword 

1 

Owen  (second  store) 

Mace 

1 

Owen  (second  store) 

Maul 

1 

Owen  (second  store) 

Metal  Kite  Shield 

1 

Owen  (second  store) 

Metal  Shard 

10 

Owen  (second  store) 

Poisoned  Caltrop  Trap  Plans 

1 

Owen  (second  store) 

Pyromancer's  Brand 

1 

Owen  (second  store) 

Soldier's  Heavy  Helm 

1 

Owen  (second  store) 

Soldier's  Helm 

1 

Owen  (second  store) 

Warpaint  of  the  West  Hills 

1 

Weapons 

If  your  character  loves  to  hack-and-slash,  you'll  be  happy  to  scrutinize  every  weapon.  Even  if 
you  don't  jump  into  the  thick  of  things  often,  a weapon  can  still  provide  valuable  bonuses  to 
attributes  and  special  abilities. 

What  weapon  is  the  right  fit  for  you?  First,  identify  what  sort  of  weapon  you  want  to  carry 
around:  a one-handed  melee  weapon,  a two-hander,  or  a ranged  bow  or  crossbow  for  distance 
damage.  Next,  check  out  the  weapon's  tier  level;  tiers  range  from  tier  1 to  tier  7,  and  generally 
the  higher  tier  equals  more  damage  and  will  prove  more  useful.  Compare  the  weapon's 
damage  score  to  other  weapons  you  have  in  your  inventory  (or  on  local  vendors)  and  choose 
the  highest  damage  score  if  other  bonuses  don't  matter.  See  the  following  tables  for  more 
details  on  the  different  quality  levels. 

Weapon  Tiers 


Axes 

Tier 

Material 

Damage 

Armor  Penetration 

Critical  Chance 

Strength  Required 

N/A 

1 

Iron 

6 

2 

1 

11 

2 

Grey  Iron 

6.6 

2.3 

1.1 

13 

3 

Steel 

7.2 

2.6 

1.2 

15 

4 

Veridium 

7.8 

2.9 

1.3 

19 

5 

Red  Steel 

8.4 

3.2 

1.4 

25 

6 

Silverite 

9 

3.5 

1.5 

27 

7 

Dragonbone 

9.6 

4.2 

1.6 

31 

Battleaxes 

Tier 

Material 

Damage 

Armor  Penetration 

Critical  Chance 

Strength  Required 

N/A 

1 

Iron 

10 

3 

3 

18 

2 

Grey  Iron 

11 

3.45 

3.3 

20 

3 

Steel 

12 

3.9 

3.6 

22 

4 

Veridium 

13 

4.35 

3.9 

26 

5 

Red  Steel 

14 

4.8 

4.2 

32 

Dragon  Age:  Origins  Ultimate 


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6 

Silverite 

15 

5.25 

4.5 

34 

7 

Dragonbone 

16 

6.3 

4.8 

38 

Crossbows 

Tier 

Material 

Damage 

Armor  Penetration 

Range 

Critical  Chance 

Strenqth  Required 

1 

Horn 

8 

5 

40 

2 

10 

2 

Ash 

8.8 

6 

42 

2.2 

12 

3 

Yew 

9.6 

7 

44 

2.4 

14 

4 

Whitewood 

10.4 

8 

46 

2.6 

18 

5 

Ironbark 

11.2 

9 

48 

2.8 

24 

6 

Sylvanwood 

12 

10 

50 

3 

26 

7 

Dragonthorn 

12.8 

11 

52 

3.2 

30 

Daggers 

Tier 

Material 

Damage 

Armor  Penetration 

Critical  Chance 

Dexterity  Required 

N/A 

1 

Iron 

4 

4 

3 

10 

2 

Grey  Iron 

4.4 

4.6 

3.3 

12 

3 

Steel 

4.8 

5.2 

3.6 

14 

4 

Veridium 

5.2 

5.8 

3.9 

18 

5 

Red  Steel 

5.6 

6.4 

4.2 

24 

6 

Silyerite 

6 

7 

4.5 

26 

7 

Dragonbone 

6.4 

8.4 

4.8 

30 

C 

Sreatswords 

Tier 

Material 

Damage 

Armor  Penetration 

Critical  Chance 

Strength  Required 

N/A 

1 

Iron 

11 

3 

1.5 

18 

2 

Grey  Iron 

12.1 

3.45 

1.65 

20 

3 

Steel 

13.2 

3.9 

1.8 

22 

4 

Veridium 

14.3 

4.35 

1.95 

26 

5 

Red  Steel 

15.4 

4.8 

2.1 

32 

Tier 

Material 

Damage 

Armor  Penetration 

Critical  Chance 

Strenqth  Required 

N/A 

6 

Silyerite 

16.5 

5.25 

2.25 

34 

7 

Dragonbone 

17.6 

6.3 

2.4 

38 

Longbows 

Tier 

Material 

Damage 

Armor  Penetration 

Range 

Critical  Chance 

Dexterity  Required 

1 

Horn 

6 

4 

35 

1 

14 

2 

Ash 

6.6 

4.8 

36.75 

1.1 

16 

3 

Yew 

7.2 

5.6 

38.5 

1.2 

18 

4 

Whitewood 

7.8 

6.4 

40.25 

1.3 

22 

5 

Ironbark 

8.4 

7.2 

42 

1.4 

28 

6 

Sylyanwood 

9 

8 

43.75 

1.5 

30 

7 

Dragonthorn 

9.6 

8.8 

45.5 

1.6 

34 

Longswords 

Tier 

Material 

Damage 

Armor  Penetration 

Critical  Chance 

Strength  Required 

N/A 

1 

Iron 

7 

2 

2 

11 

2 

Grey  Iron 

7.7 

2.3 

2.2 

13 

3 

Steel 

8.4 

2.6 

2.4 

15 

4 

Veridium 

9.1 

2.9 

2.6 

19 

5 

Red  Steel 

9.8 

3.2 

2.8 

25 

6 

Silverite 

10.5 

3.5 

3 

27 

7 

Dragonbone 

11.2 

4.2 

3.2 

31 

Maces 

Tier 

Material 

Damage 

Armor  Penetration 

Critical  Chance 

Strength  Required 

N/A 

1 

Iron 

5 

4 

0.5 

12 

2 

Grey  Iron 

5.5 

4.6 

0.55 

14 

3 

Steel 

6 

5.2 

0.6 

16 

4 

Veridium 

6.5 

5.8 

0.65 

20 

5 

Red  Steel 

7 

6.4 

0.7 

26 

6 

Silyerite 

7.5 

7 

0.75 

28 

7 

Dragonbone 

8 

8.4 

0.8 

32 

Mauls 

Tier 

Material 

Damage 

Armor  Penetration 

Critical  Chance 

Strength  Required 

N/A 

1 

Iron 

9 

7 

0.5 

18 

2 

Grey  Iron 

9.9 

8.05 

0.55 

20 

3 

Steel 

10.8 

9.1 

0.6 

22 

Dragon  Age:  Origins  Ultimate 


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4 

Veridium 

11.7 

10.15 

0.65 

26 

5 

Red  Steel 

12.6 

11.2 

0.7 

32 

6 

Silverite 

13.5 

12.25 

0.75 

34 

7 

Dragonbone 

14.4 

14.7 

0.8 

38 

Shortbows 

Tier 

Material 

Damage 

Armor  Penetration 

Range 

Critical  Chance 

Dexterity  Reguired 

1 

Horn 

5 

3 

20 

1 

10 

2 

Ash 

5.5 

3.6 

21 

1.1 

12 

3 

Yew 

6 

4.2 

22 

1.2 

14 

4 

Whitewood 

6.5 

4.8 

23 

1.3 

18 

5 

Ironbark 

7 

5.4 

24 

1.4 

24 

6 

Sylvanwood 

7.5 

6 

25 

1.5 

26 

7 

Dragonthorn 

8 

6.6 

26 

1.6 

30 

Staves 

Tier 

Material 

Damage 

Armor  Penetration 

Range 

Spellpower 

Magic  Reguired 

1 

Iron 

4 

20 

50 

1 

16 

2 

Grey  Iron 

4.4 

23 

51.25 

2 

18 

3 

Steel 

4.8 

26 

52.5 

3 

20 

4 

Veridium 

5.2 

29 

53.75 

4 

24 

5 

Red  Steel 

5.6 

32 

55 

5 

30 

6 

Silverite 

6 

35 

56.25 

6 

32 

7 

Dragonbone 

6.4 

40 

57.5 

7 

36 

Unique  Weapons 


Tip:  Higher-tier  weapons  may  come  with  one  to  three  rune  slots,  which  you  can  use  to 
customize  your  weapon  with  powers  that  you  choose  (damage  bonuses,  paralysis,  spell 
resistance,  etc.).  Don't  underestimate  weapons  with  rune  slots!  It  may  be  better  to  hold  a rune- 
slot  weapon  with  fewer  natural  bonuses  because  as  you  add  more  powerful  runes,  the  weapon 
gets  more  and  more  powerful. 

Certain  weapons  have  restrictions,  such  as  Spellweaver,  a unique  sword  crafted  for  a mage 
who  specializes  as  an  arcane  warrior.  Sell  those  if  you  receive  one  that  nobody  in  your  party 
can  use.  Below  your  damage  score,  critical  chance  shows  you  the  likelihood  of  dealing  critical 
strikes,  and  armor  penetration  calculates  how  much  more  damage  you  can  punch  through 
armor.  Higher  values  in  critical  chance  and  armor  penetration  can  lean  you  toward  one  weapon 
over  another  that  may  have  a similar  damage  score. 

As  you  level  up,  more  and  more  weapons  (as  well  as  armor  and  accessories)  will  come  with 
attribute  bonuses  and  special  abilities.  Now  you  must  decide:  Do  you  take  the  weapon  with  the 
greater  damage  score,  or  do  you  choose  the  weapon  with  the  better  bonuses?  If  you're  playing 
pure  DPS,  damage  may  be  the  most  important  factor;  if  your  play  style  is  more  versatile, 
bonuses  tend  to  be  the  way  to  go.  Ideally,  you  will  find  a weapon  that  has  the  maximum 
damage  score  for  your  level  range  and  great  bonuses  to  power  your  character  up. 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Axes 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality  #6 

Aodh 

Silverite 

+3%  Melee 
Critical  Chance 

+20  Fire 
Resistance 

-5  Cold 
Resistance 

+1  Fire 
Damage 

Ash  Warrior 
Axe 

All  Metals 

+2  Attack 

Axa  meter 

Silverite 

+2  Damage 

Lucky 

+10%  Critical 
Damage 

+2  Damage 
vs.  Dragons 

Axe  of  the 
Grey 

Silverite 

+3%  Melee 
Critical  Chance 

+4  Armor 
Penetration 

+3  Damage 
vs. 

Darkspawn 

Biteback  Axe 

Silverite 

+3  Armor 
Penetration 

+15%  Critical 
Damage 

Required: 

Rogue 

No  Attribute 
Requirements 

Bloodline 

Red  Steel 

+3  Dexterity 

+10  Spirit 
Resistance 

+2  Armor 
Penetration 

+2  Damage 
vs. 

Darkspawn 

Dal'Thanu 

All  Metals 

Darkspawn 

Waraxe 

Iron/Grey  Iron/ 
Steel 

+1  Armor 
Penetration 

-1  Dexterity 

Deygan's 

Dal'Thanu 

Veridium 

+10  Nature 
Resistance 

+4  Attack 

Everd's  Axe 

Veridium 

The  Veshialle 

Dragonbone 

+2  Strength 

+5%  Melee 

Critical 

Chance 

+1.0  Combat 

Stamina 

Regeneration 

+10%  Critical 
Damage 

+2  Nature 
Damage 

Battleaxes 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality  #6 

Axe  of  the 
Vashoth 

Red  Steel 

+1  Strength 

+2  Willpower 

+1  Damage 

Barbarian  Axe 

All  Metals 

Dal'Thanaan 

All  Metals 

Darkspawn 

Battleaxe 

Iron/Grey  Iron/ 
Steel 

+1  Armor 
Penetration 

-1  Dexterity 

Faith's  Edge 

Silverite 

+2  Willpower 

+5%  Critical 
Damage 

Griffon's  Beak 

Silverite 

Required:  Grey 
Warden 

Item  Set  1 

Maetashear 
War  Axe 

Silverite 

+1  Damage 

+5%  Melee 

Critical 

Chance 

-1  Dexterity 

Crossbows 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality  #6 

Antivan 

Crossbow 

All  Woods 

Darkspawn 

Crossbow 

Ash 

+1  Armor 
Penetration 

-1  Dexterity 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Dwarven 

Defender 

Sylvanwood 

+3  Dexterity 

+3  Damage 
vs. 

Darkspawn 

Imperium 

Crossbow 

Dragonthorn 

Nugbane 

Whitewood 

+3  Damage 

Precision- 

Geared 

Recurve 

Sylvanwood 

+3  Armor 
Penetration 

+4  Attack 

Sailor's 

Crossbow 

Sylvanwood 

0.2s  Faster  Aim 

Daggers 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality  #6 

Beastman's 

Dagger 

Red  Steel 

+10%  Critical 
Damage 

Crow  Dagger 

Iron/Grey  Iron/ 
Steel/ 

Silverite/ 

Dragonbone 

+15%  Critical 
Damage 

Dar'Misu 

All  Metals 

Darkspawn 

Dagger 

Iron/Grey  Iron/ 
Steel 

+1  Armor 
Penetration 

-1  Dexterity 

Enchanted 

Dagger 

Grey  Iron 

+4  Attack 

Fang 

Veridium 

+6  Attack 

Gift  of  the 
Grey 

Silverite 

+5%  Melee 
Critical  Chance 

Noble's 

Dagger 

Grey  Iron 

+1  Electricity 
Damage 

The  Rose's 
Thorn 

Dragonbone 

+2  Dexterity 

+1.0  Combat 
Flealth 

Regeneration 

+3  Damage 

+5%  Melee 

Critical 

Chance 

+30%  Critical 
Damage 

Thorn  of  the 
Dead  Gods 

Silverite 

+3  Damage 

+6  Armor 
Penetration 

Thorn  of  the 
Dead  Gods 

Grey  Iron 

+2  Damage 

+4  Armor 
Penetration 

Thorn  of  the 
Dead  Gods 

Steel 

+1  Damage 

+2  Armor 
Penetration 

Varathorn's 

Dar'Misu 

Veridium 

+4  Armor 
Penetration 

+6  Attack 

Greatswords 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality  #6 

Ageless 

Silverite 

Weakens 

Nearby 

Darkspawn 

Messy  Kills 

+2  Damage 
vs. 

Darkspawn 

Increases 
Flostility  and 
Intimidation 

+0.25  Combat 

Stamina 

Regeneration 

Asa  la 

Steel 

+1  Willpower 

+3  Armor 
Penetration 

+12  Attack 

Required: 

Sten 

Dragon  Age:  Origins  Ultimate 


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Balanced 

Greatsword 

Iron 

Chasind 

Flatblade 

Grey  Iron 

+1%  Melee 
Critical  Chance 

+2  Armor 
Penetration 

Darkspawn 

Greatsword 

Iron/Grey  Iron/ 
Steel 

■1-1  Armor 
Penetration 

-1  Dexterity 

Everd's 

Greatsword 

Steel 

Magic 

Greatsword 

Veridium 

■rl  Damage 

+4%  Chance 
to  Ignore 
Flostile  Magic 

Meteor  Sword 

Silverite 

+2  Strength 

■r3  Damage 

-25  Spirit 
Resistance 

Ornamental 

Sword 

Iron 

Lucky 

-5  Attack 

-1  Damage 

Qunari  Sword 

Red  Steel 

Shaperate's 

Blessing 

Silverite 

+5  Armor 
Penetration 

+6  Attack 

The  Summer 
Sword 

Silverite 

+20  Physical 
Resistance 

Chance  to 
Knock  Target 
Back 

Yusaris 

Silverite 

+20  Fire 
Resistance 

+5  Damage 
vs.  Dragons 

Longbows 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality  #6 

Antivan 

Longbow 

All  Woods 

■r1%  Ranged 
Critical  Chance 

Bow  of  the 
Golden  Sun 

Sylvanwood 

+4  Attack 

Dalish 

Longbow 

All  Woods 

0.1s  Faster  Aim 

Darkspawn 

Longbow 

Ash 

+^  Damage 

■rl  Dexterity 

Falon'Din's 

Reach 

Dragonthorn 

+2  Damage 

0.3s  Faster 
Aim 

Far  Song 

Dragonthorn 

+2  Damage 

0.3s  Faster 
Aim 

+3%  Ranged 

Critical 

Chance 

-rIO  Attack 

-r10%  Critical 
Damage 

Longbow 

All  Woods 

Mage's  Eye 

Dragonthorn 

■^3%  Ranged 
Critical  Chance 

+4  Attack 

Marjolaine's 

Recurve 

Dragonthorn 

■r3  Cunning 

■r3  Damage 

0.3s  Faster 
Aim 

Required: 

Leliana 

Spear- 

Thrower 

Sylvanwood 

0.3s  Faster  Aim 

+5  Armor 
Penetration 

Wolf-Killer 

Ironbark 

Longswords 

Name  Material  Quality  #1  Quality  #2  Quality  #3  Quality  #4  Quality  #5  Quality  #6 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Dar'Misaan 

All  Metals 

Darkspawn 

Longsword 

Iron/Grey  Iron/ 
Steel 

■1-1  Armor 
Penetration 

-1  Dexterity 

Dwarven 

Longsword 

Steel/Silverite 

Dwyn's  Sword 

Steel 

Messy  Kills 

+2%  Chance 
to  Ignore 
Flostile  Magic 

Family  Sword 

Grey  Iron 

Damage 

+4  Attack 

Required: 
Warrior  or 
Rogue 

No  Attribute 
Requirements 

Fine  Dwarven 
Blade 

Grey  Iron 

■r2  Attack 

Gorim's 

Sword 

Red  Steel 

Imperial  Edge 

Silverite 

■t-2  Damage 

+3%  Melee 

Critical 

Chance 

+6  Attack 

Keening 

Blade 

Dragonbone 

+4  Armor 
Penetration 

+6  Attack 

Required: 

Warrior 

+3  Cold 
Damage 

King  Mario's 
Blade 

Dragonbone 

+10  Cold 
Resistance 

+10%  to 
Flealing  Spells 

Required: 

Warrior 

Oathkeeper 

Steel 

+3  Armor 
Penetration 

+10%  to 
Healing  Spells 

Saw  Sword 

All  Metals 

+1  Damage 

+1%  Melee 

Critical 

Chance 

Ser  Garlen's 
Sword 

Grey  Iron 

+2  Attack 

+10  Physical 
Resistance 

Spellweaver 

Silverite 

+5  Magic 

+1.0  Combat 
Mana 

Regeneration 

+10%  Chance 
to  Ignore 
Hostile  Magic 

Required: 

Arcane 

Warrior 

No  Attribute 
Requirements 

The  Green 
Blade 

Veridium 

+10  Nature 
Resistance 

+3  Damage 
vs.  Beasts 

Topsider's 

Flonor 

Dragonbone 

+20  Spirit 
Resistance 

+3  Damage 
vs.  Spirits 

Warden's 

Longwsword 

All  Metals 

Maces 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality  #6 

Aeducan 

Mace 

Grey  Iron 

Messy  Kills 

Barbarian 

Mace 

Iron/Grey  Iron/ 
Steel 

+1  Strength 

Chevalier's 

Mace 

Steel 

+5  Cold 
Resistance 

+5  Spirit 
Resistance 

+2  Cold 
Damage 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Darkspawn 

Mace 

Iron/Grey  Iron/ 
Steel 

+1  Armor 
Penetration 

-1  Dexterity 

Dwarven 

Mace 

All  Metals 

Endrin's  Mace 

Silverite 

+15  Cold 
Resistance 

+10  Mental 
Resistance 

Engraved 

Mace 

Veridium 

+1  Dexterity 

+1  Damage 

+5  Mental 
Resistance 

Everd's  Mace 

Silverite 

High 

Constable's 

Mace 

Silverite 

+1.0  Combat 

Stamina 

Regeneration 

+3  Damage 
vs. 

Darkspawn 

Liberator's 

Mace 

Red  Steel 

+1  Dexterity 

+3%  Melee 

Critical 

Chance 

Shaperate's 

Blessing 

Silverite 

+4  Attack 

Vanguard 

Silverite 

+3  Strength 

+3 

Constitution 

+1.0  Combat 

Stamina 

Regeneration 

Mauls 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality  #6 

Chasind 

Crusher 

Iron/Grey  Iron/ 
Dragonbone 

+3%  Melee 
Critical  Chance 

-5  Attack 

Chasind 
Great  Maul 

Dragonbone 

+5  Damage 

+5  Armor 
Penetration 

+0.5  Combat 

Stamina 

Regeneration 

+75  Stamina 

Darkspawn 

Maul 

Iron/Grey  Iron/ 
Steel 

+1  Armor 
Penetration 

-1  Dexterity 

Mauls  (continued) 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality  #6 

Diamond 

Maul 

All  Metals 

Exalted  Maul 

Silverite 

+2  Willpower 

+10  Mental 
Resistance 

+2  Damage 
vs.  Spirits 

Forge 

Master's 

Hammer 

Red  Steel 

+25  Fire 
Resistance 

+6  Attack 

Heavy  Maul 

Steel 

+2  Damage 

Spiked  Maul 

Red  Steel 

+3  Damage 

+2%  Melee 

Critical 

Chance 

-1  Dexterity 

Thorval's 

Luck 

Silverite 

+10%  to 
Healing  Spells 

+4  Attack 

+10  Physical 
Resistance 

Trian's  Maul 

Silverite 

Shortbows 

Name  Material  Quality  #1  Quality  #2  Quality  #3  Quality  #4  Quality  #5  Quality  #6 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Darkspawn 

Shortbow 

Ash 

+1  Armor 
Penetration 

-1  Dexterity 

Orlesian  Bow 

All  Woods 

Scout's  Bow 

All  Woods 

0.1s  Faster  Aim 

The  Dark 
Moon 

Dragonthorn 

+2  Willpower 

+10  Nature 
Resistance 

+3  Armor 
Penetration 

The  Fox's 
Bow 

Sylvanwood 

+5  Defense 

against 

Missiles 

Whitewood 

Bow 

Whitewood 

+3  Damage 

+5%  Ranged 

Critical 

Chance 

Wilds  Bow 

Yew 

+10  Nature 
Resistance 

Staves 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality  #6 

Acolyte's  Staff 

Iron 

+2  Spellpower 

Required: 

Mage 

Blackened 

Heartwood 

Staff 

Iron 

+2  Damage 

+2  Spellpower 

Required: 

Mage 

Darkspawn 

Staff 

Iron 

+1  Spellpower 

+5%  to  Spirit 
Damage 

Required: 

Mage 

Enchanter's 

Staff 

All  Metals 

+1  Magic 

+10  Spirit 
Resistance 

+5%  to  Fire 
Damage 

+5%  to  Cold 
Damage 

+5%  to 

Electricity 

Damage 

Required: 

Mage 

Harrowmont's 

Staff 

Steel 

+1  Magic 

+2 

Constitution 

Required: 

Mage 

Heaven's 

Wrath 

Silverite 

+1.0  Combat 
Mana 

Regeneration 

+5  Spellpower 

+10%  to 

Electricity 

Damage 

Required: 

Mage 

Lightning  Rod 

Grey  Iron 

+10  Electricity 
Resistance 

+10%  to 

Electricity 

Damage 

Required: 

Mage 

Magic  Staff 

Iron/Grey  Iron/ 
Steel 

+1  Magic 

Required: 

Mage 

Magister's 

Staff 

Silverite 

+1.0  to  Combat 
Mana 

Regeneration 

+5  Spellpower 

+10%  to  Spirit 
Damage 

Required: 

Mage 

Malign  Staff 

Veridium 

+1.0  to  Combat 
Mana 

Regeneration 

+5  Spellpower 

+10%  to  Spirit 
Dmaage 

+10%  to 

Electricity 

Damage 

-1  Willpower 

Required: 

Mage 

Oak  Branch 

Veridium 

+1  Magic 

+2 

Constitution 

+10%  to 

Nature 

Damage 

Required: 

Mage 

Dragon  Age:  Origins  Ultimate 


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Piece  of 
Wood 

Veridium 

+1  Constitution 

+10  Nature 
Resistance 

Required: 

Mage 

Pyromancer's 

Brand 

Grey  Iron 

+1  Spellpower 

+10%  to  Fire 
Damage 

Required: 

Mage 

Shaperate's 

Blessing 

Silverite 

+2  Willpower 

+0.5  Combat 
Mana 

Regeneration 

+10%  to  Cold 
Damage 

Required: 

Mage 

Staff  of  the 
Ephemeral 
Order 

Silverite 

+3  Willpower 

+5%  to  Spirit 
Damage 

Required: 

Mage 

Staff  of  the 
Magister  Lord 

Dragonbone 

+6  Willpower 

+2.0  Combat 
Mana 

Regeneration 

+6  Spellpower 

+10%  to  Fire 
Damage 

+10%  to  Spirit 
Damage 

Required: 

Mage 

Sylvan's 

Mercy 

Veridium 

+5  Nature 
Resistance 

+1  Spellpower 

+10%  to 

Nature 

Damage 

Required: 

Mage 

Torch  of 
Embers 

Steel 

+10  Fire 
Resistance 

+3  Spellpower 

+10%  to  Fire 
Damage 

Required: 

Mage 

Valor's  Staff 

Iron 

Required: 

Mage 

Wintersbreath 

Dragonbone 

+25  Cold 
Resistance 

+3  Spellpower 

+10%  to  Cold 
Damage 

Required: 

Mage 

Armor 


There  are  four  armor  slots  on  a character's  equipment  panel:  helmet,  gloves,  chest,  and  boots. 
Warriors  can  also  take  advantage  of  a fifth  slot  for  a shield,  especially  if  they  train  in  the  Sword 
and  Shield  school.  Combined,  the  armor  slots  add  up  to  your  total  armor  rating,  which  protects 
you  from  all  forms  of  physical  damage. 

What  armor  fits  you  best?  First,  consider  any  restrictions  your  class  may  have.  A mage,  for 
example,  cannot  wear  the  more  durable  armors  (with  the  exception  of  the  arcane  warrior 
mage).  Armor  may  also  have  a strength  or  dexterity  requirement.  Next,  check  out  the  armor's 
tier  level;  tiers  range  from  tier  1 to  tier  7,  and  generally  the  higher  tiers  equal  more  protection. 
Compare  the  armor's  damage  score  to  other  armor  you  have  in  your  inventory  (or  on  local 
vendors)  and  choose  the  highest  armor  score  if  other  bonuses  don't  matter.  See  the  following 
tables  for  more  details  on  the  different  quality  levels. 

Armor  Tiers 


Boots 

Tier 

Type 

Armor 

Fatigue 

Strength  Required 

Light  Leather 

1 

Rough  Flide 

0.75 

0.5 

10 

2 

Cured  Hide 

1 

0.513 

11 

3 

Leather 

1.25 

0.525 

12 

4 

Hardened  Leather 

1.5 

0.538 

14 

5 

Reinforced  Leather 

1.75 

0.55 

17 

6 

Inscribed  Leather 

2 

0.563 

18 

Dragon  Age:  Origins  Ultimate 


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7 Drakescale  Leather  2.25  0.575  20 

Medium  Metal 

1 

Iron 

1 

1.5 

14 

2 

Grey  Iron 

1.2 

1.575 

16 

3 

Steel 

1.4 

1.65 

18 

4 

Veridium 

1.6 

1.725 

22 

5 

Red  Steel 

1.8 

1.8 

28 

6 

Silverite 

2.1 

1.875 

30 

7 

Dragonbone 

2.6 

1.95 

34 

Heavy  Metal 

1 

Iron 

1.25 

2.25 

18 

2 

Grey  Iron 

1.5 

2.363 

20 

3 

Steel 

1.75 

2.475 

22 

4 

Veridium 

2 

2.588 

26 

5 

Red  Steel 

2.25 

2.7 

32 

6 

Silverite 

2.625 

2.813 

34 

7 

Dragonbone 

3.25 

2.925 

38 

Massive  Metal 

1 

Iron 

1.5 

3 

22 

2 

Grey  Iron 

1.8 

3.15 

24 

3 

Steel 

2.1 

3.3 

26 

4 

Veridium 

2.4 

3.45 

30 

5 

Red  Steel 

2.7 

3.6 

36 

6 

Silverite 

3.15 

3.75 

38 

7 

Dragonbone 

3.9 

3.9 

42 

Chest 

1 

Rough  Hide 

3 

2 

10 

2 

Cured  Hide 

4 

2.05 

11 

3 

Leather 

5 

2.1 

12 

4 

Hardened  Leather 

6 

2.15 

14 

5 

Reinforced  Leather 

7 

2.2 

17 

6 

Inscribed  Leather 

8 

2.25 

18 

7 

Drakescale  Leather 

9 

2.3 

20 

Medium  Metal 

1 

Iron 

4.25 

7 

14 

2 

Grey  Iron 

5.1 

7.35 

16 

3 

Steel 

5.95 

7.7 

18 

4 

Veridium 

6.8 

8.05 

22 

5 

Red  Steel 

7.65 

8.4 

28 

6 

Silverite 

8.925 

8.75 

30 

7 

Dragonbone 

11.05 

9.1 

34 

Heavy  Metal 

1 

Iron 

6.25 

14 

18 

2 

Grey  Iron 

7.5 

14.7 

20 

3 

Steel 

8.75 

15.4 

22 

4 

Veridium 

10 

16.1 

26 

5 

Red  Steel 

11.25 

16.8 

32 

6 

Silverite 

13.125 

17.5 

34 

7 

Dragonbone 

16.25 

18.2 

38 

Massive  Metal 

1 

Iron 

8.75 

21 

22 

2 

Grey  Iron 

10.5 

22.05 

24 

3 

Steel 

12.25 

23.1 

26 

4 

Veridium 

14 

24.15 

30 

5 

Red  Steel 

15.75 

25.2 

36 

6 

Silverite 

18.375 

26.25 

38 

7 

Dragonbone 

22.75 

27.3 

42 

Gloves 

Tier  Type  Armor  Fatigue  Strength  Required 

Light  Leather 

1 

Rough  Hide 

0.5 

1 

10 

2 

Cured  Hide 

0.66 

1.025 

11 

Dragon  Age:  Origins  Ultimate 


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3 

Leather 

0.83 

1.05 

12 

4 

Hardened  Leather 

1 

1.075 

14 

5 

Reinforced  Leather 

1.16 

1.1 

17 

6 

Inscribed  Leather 

1.33 

1.125 

18 

7 

Drakescale  Leather 

1.5 

1.15 

20 

Medium  Metal 

1 

Iron 

0.75 

1.25 

14 

2 

Grey  Iron 

0.9 

1.313 

16 

3 

Steel 

1.05 

1.375 

18 

4 

Veridium 

1.2 

1.438 

22 

5 

Red  Steel 

1.35 

1.5 

28 

6 

Silverite 

1.575 

1.563 

30 

7 

Dragonbone 

1.95 

1.625 

34 

Heavy  Metal 

1 

Iron 

1 

1.75 

18 

2 

Grey  Iron 

1.2 

1.838 

20 

3 

Steel 

1.4 

1.925 

22 

4 

Veridium 

1.6 

2.013 

26 

5 

Red  Steel 

1.8 

2.1 

32 

6 

Silverite 

2.1 

2.188 

34 

7 

Dragonbone 

2.6 

2.275 

38 

Massive  Metal 

1 

Iron 

1.25 

3 

20 

2 

Grey  Iron 

1.5 

3.15 

24 

3 

Steel 

1.75 

3.3 

26 

4 

Veridium 

2 

3.45 

30 

5 

Red  Steel 

2.25 

3.6 

36 

6 

Silverite 

2.625 

3.75 

38 

7 

Dragonbone 

3.25 

3.9 

42 

Helmet 

Tier 

Type 

Armor 

Fatigue 

Strength  Required 

Light  Leather 

1 

Rough  Hide 

0.75 

0 

10 

2 

Cured  Hide 

1 

0 

11 

3 

Leather 

1.25 

0 

12 

4 

Hardened  Leather 

1.5 

0 

14 

5 

Reinforced  Leather 

1.75 

0 

17 

6 

Inscribed  Leather 

2 

0 

18 

7 

Drakescale  Leather 

2.25 

0 

20 

Medium  Metal 

1 

Iron 

1 

1.5 

14 

2 

Grey  Iron 

1.2 

1.575 

16 

3 

Steel 

1.4 

1.65 

18 

4 

Veridium 

1.6 

1.725 

22 

5 

Red  Steel 

1.8 

1.8 

28 

6 

Silverite 

2.1 

1.875 

30 

7 

Dragonbone 

2.6 

1.95 

34 

Heavy  Metal 

1 

Iron 

1.25 

2.25 

18 

2 

Grey  Iron 

1.5 

2.363 

20 

3 

Steel 

1.75 

2.475 

22 

4 

Veridium 

2 

2.588 

26 

5 

Red  Steel 

2.25 

2.7 

32 

6 

Silverite 

2.625 

2.813 

34 

7 

Dragonbone 

3.25 

2.925 

38 

Massive  Metal 

1 

Iron 

1.5 

3 

22 

2 

Grey  Iron 

1.8 

3.15 

24 

3 

Steel 

2.1 

3.3 

26 

4 

Veridium 

2.4 

3.45 

30 

5 

Red  Steel 

2.7 

3.6 

36 

6 

Silverite 

3.15 

3.75 

38 

Dragon  Age:  Origins  Ultimate 


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7 Dragonbone  3.75  3.9  42 

Shield 

Tier  Type  Missile  Defense  Fatigue  Strength  Required 

Small  Round  Metal  (1.5  Defense) 

1 

Iron 

1.5 

0 

10 

2 

Grey  Iron 

1.875 

0 

12 

3 

Steel 

2.25 

0 

14 

4 

Veridium 

2.625 

0 

18 

5 

Red  Steel 

3 

0 

24 

6 

Silverite 

3.375 

0 

26 

7 

Dragonbone 

4.125 

0 

30 

Small  Round  Wooden  (1.5  Defense) 

1 

Horn 

1.5 

0 

10 

2 

Ash 

1.875 

0 

12 

3 

Yew 

2.25 

0 

14 

4 

Whitewood 

2.625 

0 

18 

5 

Ironbark 

3 

0 

24 

6 

Sylvanwood 

3.375 

0 

26 

7 

Dragonthorn 

3.75 

0 

30 

Large  Round  Metal  (3  Defense) 

1 

Iron 

2.25 

2.5 

14 

2 

Grey  Iron 

2.813 

2.625 

16 

3 

Steel 

3.375 

2.75 

18 

4 

Veridium 

3.938 

2.875 

22 

5 

Red  Steel 

4.5 

3 

28 

6 

Silverite 

5.063 

3.125 

30 

7 

Dragonbone 

6.1875 

3.25 

34 

Large  Round  Wooden  (3  Defense) 

1 

Horn 

2.25 

2.5 

14 

2 

Ash 

2.813 

2.563 

16 

3 

Yew 

3.375 

2.625 

18 

4 

Whitewood 

3.938 

2.688 

22 

5 

Ironbark 

4.5 

2.75 

28 

6 

Sylvanwood 

5.063 

2.813 

30 

7 

Dragonthorn 

5.625 

2.875 

34 

Metal  Kite  (4  Defense) 

1 

Iron 

3 

3.2 

18 

2 

Grey  Iron 

3.75 

3.36 

20 

3 

Steel 

4.5 

3.52 

22 

4 

Veridium 

5.25 

3.68 

26 

5 

Red  Steel 

6 

3.84 

32 

6 

Silverite 

6.75 

4 

34 

7 

Dragonbone 

8.25 

4.16 

38 

Wooden  Kite  (4  Defense) 

1 

Horn 

3 

3.2 

18 

2 

Ash 

3.75 

3.28 

20 

3 

Yew 

4.5 

3.36 

22 

4 

Whitewood 

5.25 

3.44 

26 

5 

Ironbark 

6 

3.52 

32 

6 

Sylvanwood 

6.75 

3.6 

34 

7 

Dragonthorn 

7.5 

3.68 

38 

Heavy  Metal  (6  Defense) 

1 

Iron 

4 

4.8 

22 

2 

Grey  Iron 

5 

5.04 

24 

3 

Steel 

6 

5.28 

26 

4 

Veridium 

7 

5.52 

30 

5 

Red  Steel 

8 

5.76 

36 

6 

Silverite 

9 

6 

38 

7 

Dragonbone 

11 

6.24 

42 

Heavy  Wooden  (6  Defense) 

1 

Horn 

4 

4.8 

22 

2 

Ash 

5 

4.92 

24 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


3 

Yew 

6 

5.04 

26 

4 

Whitewood 

7 

5.16 

30 

5 

Ironbark 

8 

5.28 

36 

6 

Sylvanwood 

9 

5.4 

38 

7 

Dragonthorn 

10 

5.52 

42 

Unique  Armor 


As  you  level  up,  most  armor  will  come  with  attribute  bonuses  and  special  abilities.  Now  you 
have  decisions  to  make:  Do  you  take  the  armor  with  the  greater  defensive  value,  or  do  you 
choose  the  armor  with  the  better  bonuses?  If  you're  playing  the  tank  role,  defense  may  be  the 
most  important  factor;  if  your  play  style  is  more  versatile,  bonuses  tend  to  be  the  way  to  go. 
Ideally,  you  will  find  four  pieces  of  armor  that  have  great  defense  scores  for  your  level  range 
and  excellent  bonuses. 

Caution:  You  can't  just  look  at  the  highest  armor  score  for  your  equipment.  Armor  also  comes 
with  a fatigue  score;  the  fatigue  percentage  equals  how  much  extra  a talent  will  cost  in  stamina 
or  a spell  will  cost  in  mana.  A character  with  a 50  percent  fatigue  rating  from  armor  will  have  all 
of  his  abilities  cost  50  percent  more.  Balance  your  need  for  physical  defense  with  the  impact 
fatigue  has  on  your  stamina  or  mana. 

Item  Sets 


Name 

Set  Bonus  #1 

Set  Bonus  #2 

Item  Set  1 : Griffon 

Immunity  to  Flanking 

Item  Set  2:  Effort 

-10%  Fatigue 

Item  Set  3:  Juggernaut  Plate 

+3  Strength 

+3  Constitution 

Item  Set  4:  Imperium  Rings 

+2  Armor 

Item  Set  5:  Legion  of  the  Dead 

+3  Damage 

+3  Constitution 

Item  Set  6:  Dalish  Leather 

+5  Defense 

Item  Set  7:  Duster  Leather 

+2  Armor 

Item  Set  8:  Wade's  Drakeskin 

-10%  Fatigue 

Item  Set  9:  Wade's  Dragonskin 

-25%  Fatigue 

Item  Set  10:  Wade's  Dragonscale 

-20%  Fatigue 

Item  Set  11:  Wade's  Dragonbone 
Plate 

-10%  Fatigue 

Item  Set  12:  Leather  Armor 

-5%  Fatigue 

Item  Set  13:  Studded  Leather 
Armor 

+1  Defense 

Item  Set  14:  Chainmail 

-2.5%  Fatigue 

Item  Set  1 5:  Scale  Armor 

+4.5  Defense  vs  Missiles 

Item  Set  16:  Splint  Mail 

+1  Armor 

Item  Set  17:  Dwarven  Medium 
Armor 

+1  Armor 

Item  Set  18:  Ancient  Elven  Armor 

+5  Defense 

Item  Set  19:  Ceremonial  Armor 

+6  Defense  vs.  Missiles 

Item  Set  20:  Diligence 

+5  Willpower 

Item  Set  21:  Dwarven  Heavy 
Armor 

+1  Armor 

Item  Set  22:  Heavy  Chainmail 

-3%  Fatigue 

Item  Set  23:  Chevalier  Armor 

+3  Willpower 

+3  Constitution 

Item  Set  24:  Commander's  Plate 

+5  Willpower 

Item  Set  25:  Dwarven  Massive 
Armor 

+2  Armor 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Item  Set  26:  Heavy  Plate 

+7.5  Defense  vs  Missiles 

Item  Set  27:  Wade's  Superior 
Drakeskin 

-10%  Fatigue 

+5  Defense 

Item  Set  28:  Wade's  Superior 
Dragonskin 

-25%  Fatigue 

+5  Defense 

Item  Set  29:  Wade's  Superior 
Dragonscale 

-20%  Fatigue 

+5  Defense 

Item  Set  30:  Wade's  Superior 
Dragonbone  Plate 

-10%  Fatigue 

+5  Defense 

Something  else  to  keep  in  mind:  if  you  collect  pieces  of  armor  from  the  same  set,  you  gain  item 
set  bonuses.  These  can  range  from  an  immunity  to  flanking  with  the  Griffon  armor  items  to  less 
fatigue  with  the  regular  chainmail  set.  In  general,  it's  worth  collecting  an  armor  set  that's  in  your 
level  range  if  you  can  find  all  the  pieces.  Some  sets,  such  as  the  dragon/drake  scale  armor 
sets  Master  Wade  crafts  you  in  Denerim's  "Drake  Scale  Armor"  side  quest,  are  difficult  to 
obtain  but  worth  the  time  investment.  See  the  Side  Quests  chapter  for  special  armor  sets  that 
can  either  be  made  for  you,  found  on  dungeon  excursions,  or  presented  as  rewards. 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Boots 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality 

#6 

Light 

Adaia's  Boots 

Cured 

Flide 

Reduces 

Flostility 

Antivan  Leather 
Boots 

Inscribed 

Leather 

+4%  Chance  to 
Ignore  Hostile 
Magic 

Bard's  Dancing 
Shoes 

Drakesca 

le 

+6  Defense 

Reduces 

Hostility 

Dalish  Boots 

All 

Leathers 

+3  Defense 

Item  Set  6 

Deygan's  Boots 

Reinforce 
d Leather 

+2  Constitution 

Duster  Leather 
Boots 

All 

Leathers 

Item  Set  7 

Enchanter's 

Footing 

All 

Leathers 

+3  Defense 

Reguired:  Mage 

Fade  Striders 

All 

Leathers 

+1  Magic 

Reguired:  Mage 

Imperial 

Weavers 

All 

Leathers 

+10%  Chance  to 
Dodge  Attacks 

Reguired:  Mage 

Leather  Boots 

All 

Leathers 

Item  Set  12 

Magus  War 
Boots 

Drakesca 

le 

Leather 

+12  Defense 

Reguired:  Mage 

Silverhammer's 

Evaders 

All 

Leathers 

+10  Defense 
against  Missile 
Attacks 

Reguired:  Mage 

Silverhammer's 

Tackmasters 

All 

Leathers 

+2  Dexterity 

Studded  Leather 
Boots 

All 

Leathers 

Item  Set  13 

Wade's 

Drakeskin  Boots 

Drakesca 

le 

+5  Fire 
Resistance 

Item  Set  8 

Wade's  Superior 
Drakeskin  Boots 

Drakesca 

le 

+1  Dexterity 

+10  Fire 
Resistance 

Item  Set  27 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality 

#6 

Medium 

Ancient  Elven 
Boots 

Veridium 

+1  Constitution 

Item  Set  18 

Chainmail  Boots 

All  Metals 

Item  Set  14 

Dwarven 
Armored  Boots 

All  Metals 

Item  Set  17 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Dwarven  Noble 
Armored  Boots 

All  Metals 

Everd's  Boots 

Grey  Iron 

Scale  Boots 

All  Metals 

Item  Set  15 

Splintmail  Boots 

All  Metals 

Item  Set  16 

Wade's 

Dragonskin 

Boots 

Dragonbo 

ne 

+5  Fire 
Resistance 

Item  Set  9 

Wade's  Superior 

Dragonskin 

Boots 

Dragonbo 

ne 

+10  Fire 
Resistance 

+0.5  Combat 

Stamina 

Regeneration 

Item  Set  28 

Heavy 

Boots  of 
Diligence 

Silverite 

+6  Defense 

+2  Armor 

Item  Set  20 

Ceremonial 
Armored  Boots 

Red  Steel 

Item  Set  19 

Dwarven  Heavy 
Boots 

All  Metals 

Item  Set  21 

Heavy 

Chainmail  Boots 

All  Metals 

Item  Set  22 

Wade's  Heavy 

Dragonscale 

Boots 

Dragonbo 

ne 

+5  Fire 
Resistance 

Item  Set  10 

Wade's  Superior 
Heavy 
Dragonscale 
Boots 

Dragonbo 

ne 

+10  Fire 
Resistance 

+0.5  Combat 

Stamina 

Regeneration 

Item  Set  29 

Massive 

Armor  of  the 
River  Dane 
Boots 

Silverite 

+1  Strength 

+1  Willpower 

Required: 

Champion 

Required: 

Loghain 

Item  Set  24 

Boots  of  the 
Legion 

Dragonbo 

ne 

Item  Set  5 

Chevalier's 

Boots 

All  Metals 

Item  Set  23 

Commander's 
Plate  Boots 

All  Metals 

Item  Set  24 

Dwarven 
Massive 
Armored  Boots 

All  Metals 

Item  Set  25 

Effort's  Boots 

Silverite 

+1  Armor 

Item  Set  2 

Heavy  Plate 
Boots 

All  Metals 

Item  Set  26 

Juggernaut 
Plate  Boots 

Silverite 

+5  Fire 
Resistance 

+5  Cold 
Resistance 

+5  Electricity 
Resistance 

+5  Nature 
Resistance 

+5  Spirit 
Resistance 

Item 

Sets 

Templar  Boots 

All  Metals 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Wade's 
Dragonbone 
Plate  Boots 

Dragonbo 

ne 

+5  Fire 
Resistance 

Item  Set  11 

Wade's  Superior 
Dragonbone 
Plate  Boots 

Dragonbo 

ne 

+10  Fire 
Resistance 

+0.5  Combat 

Stamina 

Regeneration 

Item  Set  30 

Chest 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality 

#6 

Light 

Dalish  Armor 

All 

Leathers 

+1  Dexterity 

Item  Set  6 

Duster  Leather 
Armor 

All 

Leathers 

Item  Set  7 

Leather  Armor 

All 

Leathers 

Item  Set  12 

Shadow  of  the 
Empire 

Drakesca 

le 

+2  Strength 

+2  Dexterity 

+1.0  Combat 

Stamina 

Regeneration 

Studded  Leather 
Armor 

All 

Leathers 

Item  Set  13 

The  Felon's 
Coat 

Drakesca 

le 

+6  Dexterity 

+9  Defense 

+4  Armor 

+1.0  Combat 

Stamina 

Regeneration 

+15  Physical 
Resistance 

Wade's 
Drakeskin 
Leather  Armor 

Drakesca 

le 

+25  Fire 
Resistance 

Item  Set  8 

Wade's  Superior 
Drakeskin 
Leather  Armor 

Drakesca 

le 

+2  Dexterity 

+50  Fire 
Resistance 

Item  Set  27 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality 

#6 

Medium 

Ancient  Elven 
Armor 

Veridium 

+2  Dexterity 

+2  Armor 

+10  Spirit 
Resistance 

Item  Set  1 8 

Chainmail 

All  Metals 

Item  Set  14 

Dwarven  Armor 

All  Metals 

Item  Set  17 

Dwarven  Noble 
Armor 

All  Metals 

Everd's  Armor 

Grey  Iron 

+2.5  Combat 

Stamina 

Regeneration 

Scale  Armor 

All  Metals 

Item  Set  15 

Shielded 
Dwarven  Armor 

Steel 

+1  Constitution 

+4%  Chance  to 
Ignore  Flostile 
Magic 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Splintmail 

All  Metals 

Item  Set  16 

Varathorn's 

Armor 

Silverite 

+3  Armor 

+20  Nature 
Resistance 

+25  Stamina 

Wade's 

Dragonskin 

Armor 

Dragonbo 

ne 

+25  Fire 
Resistance 

Item  Set  9 

Wade's  Superior 

Dragonskin 

Armor 

Dragonbo 

ne 

+50  Fire 
Resistance 

+1.0  Combat 

Stamina 

Regeneration 

+25  Stamina 

Item  Set  28 

Heavy 

Armor  of 
Diligence 

Silverite 

+0.5  Combat 
Health 

Regeneration 

+2  Armor 

Item  Set  20 

Ceremonial 

Armor 

Red  Steel 

-3  Armor 

+10  Mental 
Resistance 

Item  Set  19 

Dwarven  Guard 
Armor 

Iron 

+1  Armor 

Dwarven  Heavy 
Armor 

All  Metals 

Item  Set  21 

Even  the  Great's 
Mail 

Dragonbo 

ne 

+1.0  Combat 
Health 

Regeneration 

+6  Armor 

+10%  Chance  to 
Dodge  Attacks 

+1.0  Combat 

Stamina 

Regeneration 

+10  Missile 
Defense 

Heavy 

Chainmail 

All  Metals 

Item  Set  22 

Heavy 

Chainmail 

Red  Steel 

Superior 
Dwarven  Guard 
Armor 

Grey  Iron 

+1  Armor 

+10  Physical 
Resistance 

Wade's  Heavy 

Dragonscale 

Armor 

Dragonbo 

ne 

+25  Fire 
Resistance 

Item  Set  10 

Wade's  Superior 
Heavy 
Dragonscale 
Armor 

Dragonbo 

ne 

+50  Fire 
Resistance 

+1.0  Combat 

Stamina 

Regeneration 

+25  Stamina 

Item  Set  29 

Massive 

Armor  of  the 
Divine  Will 

Silverite 

+20%  Chance  to 
Ignore  Hostile 
Magic 

-5  Magic 

Required: 

Templar 

Armor  of  the 
Legion 

Dragonbo 

ne 

+3  Willpower 

Item  Set  5 

Armor  of  the 
River  Dane 

Silverite 

+3  Strength 

+3  Willpower 

+1.25  Combat 

Stamina 

Regeneration 

Required: 

Loghain 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Chevalier's 

Armor 

All  Metals 

Item  Set  23 

Commander's 
Plate  Armor 

All  Metals 

Item  Set  24 

Dwarven 
Massive  Armor 

All  Metals 

+1  Armor 

Item  Set  25 

Effort 

Silverite 

+15%  to  Healing 
Spells 

Item  Set  2 

Heavy  Plate 
Armor 

All  Metals 

Item  Set  26 

Juggernaut 
Plate  Armor 

Silverite 

+10  Fire 
Resistance 

+10  Cold 
Resistance 

+10  Electricity 
Resistance 

+10  Nature 
Resistance 

+10  Spirit 
Resistance 

Item 
Set  3 

Knight 

Commander's 

Plate 

Silverite 

+5  Willpower 

+40%  Chance  to 
Ignore  Hostile 
Magic 

+10  Mental 
Resistance 

Required: 

Templar 

Templar  Armor 

Steel 

+3  Willpower 

+20%  Chance  to 
Ignore  Hostile 
Magic 

+5  Mental 
Resistance 

Required: 

Templar 

Wade's 
Dragonbone 
Plate  Armor 

Dragonbo 

ne 

+25  Fire 
Resistance 

Item  Set  11 

Wade's  Superior 
Dragonbone 
Plate  Armor 

Dragonbo 

ne 

+50  Fire 
Resistance 

+1.0  Combat 

Stamina 

Regeneration 

+25  Stamina 

Item  Set  30 

Mage 

Apprentice 

Robes 

Robes 

+1  Willpower 

Archon  Robes 

Robes 

+0.75  Combat 
Health 

Regeneration 

+3  Armor 

+2  Spellpower 

Chasind  Robes 

Robes 

+6  Defense 

First  Enchanter 
Robes 

Robes 

+3  Willpower 

+3  Magic 

+9  Defense 

Lesser  Tevinter 
Robe 

Robes 

+0.25  Combat 
Mana 

Regeneration 

+1  Spellpower 

Mage  Robes 

Robes 

+1  Willpower 

+1  Magic 

Morrigan's 

Robes 

Robes 

+2  Magic 

+10%  Cold 
Damage 

Required: 

Morrigan 

Reaper's 

Vestments 

Robes 

+6  Constitution 

+20  Fire 
Resistance 

+16%  Chance  to 
Ignore  Hostile 
Magic 

+10%  Chance 
to  Dodge 
Attacks 

+12  Armor 

Robe  of  the 
Witch 

Robes 

+10  Cold 
Resistance 

+5%  Chance  to 
Dodge  Attacks 

+3  Armor 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Robes  of 
Possession 

Robes 

+5  Magic 

+12  Defense 

+8%  Chance  to 
Ignore  Hostile 
Magic 

+20%  Cold 
Damage 

-1  Willpower 

Require 

d: 

Morriga 

n 

Robes  of  the 
Gifted 

Robes 

+6%  Chance  to 
Ignore  Hostile 
Magic 

Reduces 

Hostility 

Robes  of  the 
Magister  Lords 

Robes 

+5  Willpower 

+10  Fire 
Resistance 

+10  Cold 
Resistance 

Senior 

Enchanter's 

Robes 

Robes 

+2  Willpower 

+2  Magic 

+6  Defense 

Tevinter 

Enchanter's 

Robes 

Robes 

+0.5  Combat 
Mana 

Regeneration 

+3  Spellpower 

+10%  Chance  to 
Dodge  Attacks 

Tevinter  Mage 
Robes 

Robes 

+1.0  Combat 
Mana 

Regeneration 

+4%  Chance  to 
Ignore  Hostile 
Magic 

+5  Spellpower 

Tevinter  Robe 

Robes 

+0.5  Combat 
Mana 

Regeneration 

+3  Spellpower 

Gloves 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality 

#6 

Light 

Angled  Strikers 

Rough 

Hide 

+5%  Critical 
Damage 

Required: 

Rogue 

Ashen  Gloves 

Inscribed 

Leather 

+20%  to  Cold 
Damage 

Required:  Mage 

Backhands 

Hardened 

Leather 

+10%  Critical 
Damage 

Required: 

Rogue 

Black  Hand 
Gauntlets 

Inscribed 

Leather 

+20%  to  Spirit 
Damage 

Required:  Mage 

Charged  Mitts 

Hardened 

Leather 

+10%  to 

Electricity 

Damage 

Required:  Mage 

Cinderfel 

Gauntlets 

Inscribed 

Leather 

+20%  to  Fire 
Damage 

Required:  Mage 

Coarse  Cut 
Gauntlets 

Rough 

Hide 

+2%  Melee 
Critical  Chance 

Required: 

Rogue 

Dalish  Gloves 

All 

Leathers 

+1  Dexterity 

Item  Set  6 

Duster  Leather 
Gloves 

All 

Leathers 

Item  Set  7 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Elementalist's 

Grasp 

Inscribed 

Leather 

+5%  to  Fire 
Damage 

+5%  to  Cold 
Damage 

+5%  to 

Electricity 

Damage 

+5%  to  Nature 
Damage 

+5%  to  Spirit 
Damage 

Require 
d:  Mage 

Gloves  of  Guile 

Drakesca 

le 

+5  Armor 
Penetration 

Imperial 

Reinforced 

Gloves 

Rough 

Hide 

+1  Armor 
Penetration 

Katriel's  Grasp 

Drakesca 

le 

+3%  Melee 
Critical  Chance 

Leather  Gloves 

All 

Leathers 

Item  Set  12 

Lend  of  the  Lion 

Hardened 

Leather 

+10%  to  Nature 
Damage 

Required:  Mage 

Pocketed 
Searing  Gloves 

Hardened 

Leather 

+10%  to  Fire 
Damage 

Required:  Mage 

Polar  Gauntlets 

Hardened 

Leather 

+10%  to  Cold 
Damage 

Required:  Mage 

Pushback 

Strikers 

Drakesca 

le 

+5%  Melee 
Critical  Chance 

Required: 

Rogue 

Qunari  Siege 
Gauntlets 

Hardened 

Leather 

+3  Armor 
Penetration 

Red  Jenny 
Seekers 

Drakesca 

le 

+15%  Critical 
Damage 

Required: 

Rogue 

Silk  Weave 
Gloves 

Inscribed 

Leather 

+20%  to  Nature 
Damage 

Required:  Mage 

Spirit  Hands 

Hardened 

Leather 

+10%  to  Spirit 
Damage 

Required:  Mage 

Storm  Talons 

Inscribed 

Leather 

+20%  to 

Electricity 

Damage 

Required:  Mage 

Studded  Leather 
Gloves 

All 

Leathers 

Item  Set  13 

Wade's 

Drakeskin 

Gloves 

Drakesca 

le 

+5  Fire 
Resistance 

Item  Set  8 

Wade's  Superior 

Drakeskin 

Gloves 

Drakesca 

le 

+1  Dexterity 

+10  Fire 
Resistance 

Item  Set  27 

Medium 

Ancient  Elven 
Gloves 

Veridium 

+2  Armor 

+8%  Chance  to 
Ignore  Hostile 
Magic 

Item  Set  18 

Chainmail 

Gloves 

All  Metals 

Item  Set  14 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Dwarven 
Armored  Gloves 

All  Metals 

Item  Set  17 

Dwarven  Noble 
Armored  Gloves 

All  Metals 

Everd's  Gloves 

Grey  Iron 

Scale  Gloves 

All  Metals 

Item  Set  15 

Splintmail 

Gloves 

All  Metals 

Item  Set  16 

Wade's 

Dragonskin 

Gloves 

Dragonbo 

ne 

+5  Fire 
Resistance 

Item  Set  9 

Wade's  Superior 

Dragonskin 

Gloves 

Dragonbo 

ne 

+10  Fire 
Resistance 

+0.5  Combat 

Stamina 

Regeneration 

Item  Set  28 

Heavy 

Ceremonial 
Armored  Gloves 

Red  Steel 

Item  Set  19 

Dwarven  Heavy 
Gloves 

All  Metals 

Item  Set  21 

Gloves  of 
Diligence 

Silverite 

+4  Armor 

Item  Set  20 

Heavy 

Chainmail 

Gloves 

All  Metals 

Item  Set  22 

Wade's  Heavy 

Dragonscale 

Gloves 

Dragonbo 

ne 

+5  Fire 
Resistance 

Item  Set  10 

Wade's  Superior 
Heavy 
Dragonscale 
Gloves 

Dragonbo 

ne 

+10  Fire 
Resistance 

+0.5  Combat 

Stamina 

Regeneration 

Item  Set  29 

Massive 

Armor  of  the 
River  Dane 
Gloves 

Silverite 

+1  Strength 

+1  Willpower 

Required: 

Loghain 

Chevalier's 

Gloves 

All  Metals 

Item  Set  23 

Commander's 
Plate  Gloves 

All  Metals 

Item  Set  24 

Dwarven 

Massive 

Armored  Gloves 

All  Metals 

Item  Set  25 

Effort's  Gloves 

Silverite 

+1  Strength 

Item  Set  2 

Gloves  of  the 
Legion 

Dragonbo 

ne 

+4  Attack 

Item  Set  5 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Heavy  Plate 
Gloves 

All  Metals 

Item  Set  26 

Juggernaut 
Plate  Gloves 

Silverite 

+5  Fire 
Resistance 

+5  Cold 
Resistance 

+5  Electricity 
Resistance 

+5  Nature 
Resistance 

+5  Spirit 
Resistance 

Item 
Set  3 

Wade's 
Dragonbone 
Plate  Gloves 

Dragonbo 

ne 

+5  Fire 
Resistance 

Item  Set  11 

Wade's  Superior 
Dragonbone 
Plate  Gloves 

Dragonbo 

ne 

+10  Fire 
Resistance 

+0.5  Combat 

Stamina 

Regeneration 

Item  Set  30 

Helmet 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality 

#6 

Light 

Armsman's 

Tensioner 

Inscribed 

Leather 

0.3s  Faster  Aim 

+6  Attack 

Conspirator's 

Foil 

Inscribed 

Leather 

+20  Mental 
Resistance 

Free  Scout 
Arming  Cap 

Hardened 

Leather 

+2  Dexterity 

Leather  Helm 

All 

Leathers 

Longrunner's 

Cap 

Reinforce 
d Leather 

+0.5  Combat 

Stamina 

Regeneration 

Orzammar 
Guard  Helmet 

Iron 

Owen's 

Remasterwork 

Grey  Iron 

+1  Armor 

Quicksilver 
Arming  Cap 

Hardened 

Leather 

+2  Cunning 

Qunari 

Thickened  Cap 

Reinforce 
d Leather 

+10  Mental 
Resistance 

Studded  Helmet 

All 

Leathers 

+3  Physical 
Resistance 

Studded  Leather 
Helm 

All 

Leathers 

+2  Physical 
Resistance 

The  Long  Sight 

Drakesca 

le 

+5%  Ranged 
Critical  Chance 

Medium 

Ancient  Elven 
Helm 

Veridium 

+25  Spirit 
Resistance 

Item  Set  18 

Barbarian 

Helmet 

All  Metals 

+2  Attack 

Camenae's 

Barbute 

Silverite 

0.3s  Faster  Aim 

+1  Defense 
against  Missiles 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Dead  Metal 
Bucket 

Silverite 

+25  Mental 
Resistance 

Dwarven  Helmet 

All  Metals 

+2  Physical 
Resistance 

Helmet 

All  Metals 

Qunari  Infantry 
Helm 

All  Metals 

+2  Mental 
Resistance 

Heavy 

Commander's 

Helm 

All  Metals 

Executioner's 

Helm 

All  Metals 

+25  Stamina 

Grey  Warden 
Helmet 

All  Metals 

Griffon's  Helm 

Silverite 

+15  Electricity 
Resistance 

Item  Set  1 

Heavy  Dwarven 
Helmet 

All  Metals 

Helm  of  the 
Legion 

Dragonbo 

ne 

Helm  of  the  Red 

steel 

+1  Dexterity 

+10  Fire 
Resistance 

Proving  Helm 

Iron 

+1  Willpower 

+1  Constitution 

Qunari 

Commander 

Helm 

All  Metals 

Soldier's  Helm 

All  Metals 

Thane  Helmet 

All  Metals 

+3  Defense 

Massive 

Corruption 

Dragonbo 

ne 

+5  Dexterity 

+1  Armor 

+75  Spirit 
Resistance 

-1  Willpower 

Duty 

Silverite 

+2  Constitution 

Item  Set  2 

Heavy  Infantry 
Helmet 

All  Metals 

Juggernaut 

Helm 

Silverite 

+1  Armor 

+10  Mental 
Resistance 

Item  Set  3 

Knight- 

Commander's 

Helm 

All  Metals 

+5  Physical 
Resistance 

Rock-Knocker 

Red  Steel 

+25  Physical 
Resistance 

Soldier's  Heavy 
Helm 

All  Metals 

Standard 
Bearer's  Helm 

All  Metals 

+2  Mental 
Resistance 

Mage 

Apprentice  Cowl 

Cowl 

+5  Mental 
Resistance 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Cameo  Cowl 

Cowl 

+2  Cunning 

+0.5  Combat 
Health 

Regeneration 

Collective 
Arming  Cowl 

Cowl 

+2  Constitution 

Enchanter  Cowl 

Cowl 

+5  Cold 
Resistance 

+5  Nature 
Resistance 

+5  Spirit 
Resistance 

+5  Mental 
Resistance 

Enchanter's 
Arming  Cap 

Cowl 

+1  Willpower 

+10  Mental 
Resistance 

First 

Enchanter's 

Cowl 

Cowl 

+4%  Chance  to 
Ignore  Hostile 
Magic 

+10%  Chance  to 
Dodge  Attacks 

Reinforced 
Magus  Cowl 

Cowl 

+2  Willpower 

+20  Mental 
Resistance 

-1  Dexterity 

The  Libertarian's 
Cowl 

Cowl 

+12  Defense 

+0.25  Combat 
Mana 

Regeneration 

Shield 

Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Quality 

#6 

Round,  Small 

Aeducan  Shield 

Iron 

+1  Strength 

Bloodstained 

Shield 

All 

Woods 

Caridin's  Shield 

Silverite 

+10  Cold 
Resistance 

+10  Electricity 
Resistance 

+10  Spirit 
Resistance 

Carta  Shield 

All 

Woods 

Clan  Shield 

Horn 

Crow  Shield 

All 

Woods 

Dalish  Shield 

Ironbark 

Gorim's  Shield 

Iron 

+0.25  Combat 
Health 

Regeneration 

Harrowmont 
Guard  Shield 

All  Metals 

Howe  Guard 
Shield 

All  Metals 

Mythal's 

Blessing 

Whitewoo 

d 

+1%  Melee 
Critical  Chance 

+10%  to  Healing 
Spells 

Orzammar 
Guard  Shield 

Iron 

Ruck's  Shield 

Steel 

+4  Attack 

+10  Spirit 
Resistance 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Small 

Darkspawn 

Shield 

All  Metals 

Small  Metal 
Round  Shield 

All  Metals 

Small  Shield 

All 

Woods 

Warden  Recruit 
Shield 

All 

Woods 

Round,  Large 

Aeducan  Family 
Shield 

Silverite 

+1  Cunning 

+1  Constitution 

+9  Defense 

Aeducan  Shield 

Steel 

+3  Defense 

Branka's  Shield 

Silverite 

Champion's 

Shield 

Silverite 

+12  Defense 

Dead  Coat  of 
Arms 

Silverite 

+1  Constitution 

+1.0  Combat 

Stamina 

Regeneration 

Dwarven  Large 
Round  Shield 

All  Metals 

Everd's  Shield 

Steel 

Large 

Darkspawn 

Shield 

All  Metals 

Large  Wooden 
Round  Shield 

All 

Woods 

Shield  of  the 
Legion 

Dragonbo 

ne 

+10  Mental 
Resistance 

Tevinter  Shield 

All 

Woods 

Kite 

Cousland  Guard 
Shield 

All 

Woods 

Eamon's  Shield 

Steel 

+6  Defense 

+25  Stamina 

Havard's  Aegis 

Yew 

Wood 

+4%  Chance  to 
Ignore  Hostile 
Magic 

+5  Defense 
against  Missiles 

Knight- 

Commander's 

Shield 

All  Metals 

Loghain's 

Guardsmen 

Yew 

Wood 

Loghain's  Shield 

Silverite 

+20  Physical 
Resistance 

Required: 

Loghain 

Metal  Kite 
Shield 

All  Metals 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Redcliffe  Elite 
Shield 

Red  Steel 

+1  Willpower 

+3  Defense 

+15  Electricity 
Resistance 

+2  Attack 

Redcliffe  Shield 

All 

Woods 

Shield  of 
Highever 

Grey  Iron 

+4  Attack 

Swiftrunner's 

Shield 

Whitewoo 

d 

+10  Nature 
Resistance 

+10  Spirit 
Resistance 

Templar  Shield 

All 

Woods 

Wooden  Kite 
Shield 

All 

Woods 

Heavy 

Denerim  Guard 
Shield 

All  Metals 

Duncan's  Shield 

Silverite 

+3  Willpower 

+6  Defense 

+1.0  Combat 

Stamina 

Regeneration 

Earthheart's 

Portable 

Bulwark 

Red  Steel 

+1  Strength 

+1  Dexterity 

+1  Constitution 

Fade  Wall 

Silverite 

+3  Defense 

+20%  to  Healing 
Spells 

+1.0  Combat 

Stamina 

Regeneration 

+25  Stamina 

Greagoir's 

Shield 

Whitewoo 

d 

+6  Defense 

+10  Fire 
Resistance 

+4%  Chance  to 
Ignore  Hostile 
Magic 

Heavy  Metal 
Shield 

All  Metals 

Heavy  Wooden 
Shield 

All 

Woods 

Howe's  Shield 

Silverite 

+12  Defense 

+10  Fire 
Resistance 

+10  Cold 
Resistance 

-2  Willpower 

King's  Shield 

Silverite 

Accessories 


Belts,  amulets,  and  rings  fall  into  the  accessories  category,  and  each  provides  more  magical 
bonuses  to  augment  your  characters'  attributes  and  skills.  The  Magister's  Cinch  in  the  belt  slot, 
for  example,  reduces  hostility  and  grants  a 10  percent  bonus  to  healing  effects.  Depending  on 
how  you  want  to  build  up  your  character,  you  may  opt  for  the  Warden's  Oath  amulet  to  provide 
2 more  constitution  points,  or  a Ring  of  Faith  with  its  +10  percent  fire  damage  for  a Fireball- 
happy  mage.  When  you  receive  a new  accessory,  you  may  not  want  to  drop  it  on  your  main 
PC  each  time;  think  about  which  party  member  it  benefits  the  most  and  give  it  to  them.  Giving 
an  item  granting  extra  defense  to  the  tank  benefits  the  party  more  than  giving  it  to  your  PC 
rogue  who  barely  needs  it. 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Amulets 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Amulet  of  Accord 

Reduces  Hostility 

+10  Physical 
Resistance 

Aneirin's  Token 

+10  Electricity 
Resistance 

+10  Nature 
Resistance 

+10  Spirit 
Resistance 

Apprentice's 

Amulet 

+5  Fire  Resistance 

+5  Cold 
Resistance 

+1  Armor 

Athras's  Pendant 

+4%  Chance  to 
Ignore  Hostile 
Magic 

Caridin's  Cage 

+20  Electricity 
Resistance 

-1  Cunning 

Charm  of  Flame 

+5%  to  Fire 
Damage 

Charm  of  Still 
Waters 

+1  Willpower 

Dalish  Pendant 

+10  Nature 
Resistance 

Deadhead  Charge 

+20  Physical 
Resistance 

-1  Willpower 

Faulty  Amulet 

+20  Mental 
Resistance 

+20  Physical 
Resistance 

-3  Armor 

Gateway  Amulet 

+20  Spirit 
Resistance 

-1  Willpower 

Flalla  Florn 

+10  Mental 
Resistance 

Fleart  of 
Witherfang 

+1  Strength 

+1  Magic 

+50  Nature 
Resistance 

Hearthstone 

Pendant 

+10  Cold 
Resistance 

Heirloom  Necklace 

+10  Spirit 
Resistance 

Lifedrinker 

+4  Spellpower 

Required:  Blood 
Mage 

Magister's  Shield 

+6  Defense 

+4%  Chance  to 
Ignore  Hostile 
Magic 

+6  Defense  vs. 
Missiles 

-10  Nature 
Resistance 

Mud  Idol 

+10  Cold 
Resistance 

North  Ward 

+20  Mental 
Resistance 

-1  Strength 

Par  Vollen 
Willstone 

+2  Willpower 

Reflection 

+1  Constitution 

+15%  to  Healing 
Spells 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Sailor's  Charm 

+10  Electricity 
Resistance 

Seeker's  Circle 

+1  Cunning 

+10  Mental 
Resistance 

Required:  Leliana 

Shaper's  Amulet 

+2  Willpower 

Shiver 

+20  Cold 
Resistance 

-1  Dexterity 

Silver  Cord 

+5  Spirit 
Resistance 

+2%  Chance  to 
Ignore  Hostile 
Magic 

Smith's  Heart 

+20  Fire 
Resistance 

-1  Dexterity 

Spirit  Charm 

+10  Fire 
Resistance 

Spirit  Ward 

+10  Spirit 
Resistance 

Temperament 

+10  Mental 
Resistance 

The  Spellward 

+5  Willpower 

+2.0  Exploration 
Health 

Regeneration 

+30%  Chance  to 
Ignore  Hostile 
Magic 

+10%  Chance  to 
Dodge  Attacks 

+6  Defense  vs. 
Missiles 

Varathorn's  Amulet 

+20  Nature 
Resistance 

-1  Constitution 

Warden's  Oath 

+2  Constitution 

Required:  Player 
Only 

Wildstone  Clasp 

+1  Willpower 

+10  Mental 
Resistance 

Required:  Morrigan 

Belts 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Andruil's  Blessing 

+2  to  All  Attributes 

+20  Nature 
Resistance 

+1.0  Combat  Mana 
Regeneration 

+1.0  Combat 

Stamina 

Regeneration 

+10  Physical 
Resistance 

Archivist's  Sash 

Increased  XP  from 
Codex 

Required:  Player 
Only 

Belt  of  the 
Magister  Lords 

+3  Spellpower 

Borders  Yet  to  Be 

+2  Willpower 

Required:  Loghain 

Buckle  of  the 
Winds 

+3  Defense 

Creationist's  Cord 

+10  Fire 
Resistance 

+10%  to  Healing 
Spells 

Dalish  Hunter's 
Belt 

+0.75  Combat 

Stamina 

Regeneration 

Required:  Warrior 
or  Rogue 

Dragon  Age:  Origins  Ultimate 


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Dalish  Leather  Belt 

+0.75  Combat 

Stamina 

Regeneration 

Required:  Warrior 
or  Rogue 

Destructionist's 

Belt 

+0.5  Combat  Mana 
Regeneration 

+3  Spellpower 

Required:  Mage 

Dwarven 
Merchant's  Belt 

Increased 
Monetary  Gain 

Dwarven  Smith's 
Belt 

+1  Armor 

Dwarven  Warrior's 
Belt 

+1  Strength 

+1  Armor 

Earthen  Cinch 

+1  Armor 

+5%  to  Nature 
Damage 

Elfrope 

+20  Nature 
Resistance 

Required:  Warrior 
or  Rogue 

Ephemeralist's  Belt 

+1  Spirit 
Resistance 

Fencer's  Cinch 

+4  Attack 

Hardy's  Belt 

+1  Constitution 

Longbowman's 

Belt 

+2%  Ranged 
Critical  Chance 

Magister's  Cinch 

Reduces  Hostility 

+10%  to  Healing 
Spells 

Mixed  Metal 
Rounds 

+2  Dexterity 

Required:  Zevran 

One  for  the  Ditch 

+1  Constitution 

+10  Physical 
Resistance 

Required:  Qghren 

Ornate  Leather 
Belt 

+1  Strength 

Silver  Aron 

+2  Magic 

Required:  Wynne 

Sword  Belt 

+2  Armor 
Penetration 

Swordsman's 

Girdle 

+2%  Melee  Critical 
Chance 

Rings 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Blood  Ring 

Improves  Blood 
Magic 

+5%  to  Spirit 
Damage 

Required:  Blood 
Mage 

Dalish  Battery 

+10%  to  Electricity 
Damage 

Dawn  Ring 

+4  Strength 

-1  Cunning 

Item  Set  4 

Dreamsever 

+10%  to  Spirit 
Damage 

Dusk  Ring 

+3  Cunning 

-1  Strength 

Item  Set  4 

Ember 

+5%  to  Fire 
Damage 

Focus  Ring 

+5%  to  Spirit 
Damage 

Dragon  Age:  Origins  Ultimate 


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Frostshear 

+10%  to  Cold 
Damage 

Golden  Ring 

+1  Constitution 

Hailstone 

+5%  to  Cold 
Damage 

Iced  Band 

+10  Cold 
Resistance 

Keeper's  Ring 

+1  Dexterity 

Key  to  the  City 

+2  to  All  Attributes 

+4%  to  Ignore 
Hostile  Magic 

+10%  to  Healing 
Spells 

Lifegiver 

+10  Constitution 

+3.0  Combat 
Health 

Regeneration 

+2.5  Exploration 
Health 

Regeneration 

+3  Armor 

+20%  to  Healing 
Spells 

Lloyd's  Magic  Ring 

+2  Strength 

-1  Cunning 

Memory  Band 

+1%  to  Experience 

Morrigan's  Ring 

+2  Willpower 

Ring  of  Ages 

+20  Fire 
Resistance 

+20  Cold 
Resistance 

+20  Electricity 
Resistance 

+20  Nature 
Resistance 

+20  Spirit 
Resistance 

Ring  of  Faith 

+10%  to  Fire 
Damage 

Required:  Mage 

Ring  of  Resistance 

+1  Willpower 

+1  Constitution 

Ring  of  Selection 

+10%  to  Nature 
Damage 

Ring  of  Study 

+1  Magic 

Ring  of  the  Warrior 

+2  Strength 

+2  Dexterity 

Runic  Worry  Token 

+1  Willpower 

+10  Mental 
Resistance 

Required:  Alistair 

Seal  of  Rat  Red 

+10  Mental 
Resistance 

+10  Physical 
Resistance 

Silverleaf 

+1  Cunning 

Spiral  Band 

+5%  to  Spirit 
Damage 

Surveyor 

+1  Willpower 

Thorn 

+5%  to  Nature 
Damage 

Twitch 

+5%  to  Electricity 
Damage 

Dog  Collars 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Black  Leather 
Collar 

+1  Armor 
Penetration 

+2  Armor 

Blackmetal  Torque 

+6  Attack 

+6  Armor 

Lord's  Hunting 
Jabot 

+4  Attack 

+4  Armor 

Mabari  Dog  Chain 

+2  Armor 
Penetration 

+4  Armor 

Mabari  War 
Harness 

+4  Armor 
Penetration 

+8  Armor 

Pure  Bitch  Braid 

+8  Attack 

+8  Armor 

Dragon  Age:  Origins  Ultimate 


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Steel  Spiked  Collar 

+3  Armor 
Penetration 

+6  Armor 

Throwback 

Harness 

+2  Attack 

+2  Armor 

Worn  Studded 
Braid 

+2  Constitution 

Dog  Warpaint 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Kaddis  of  Hakkon 
Wintersbreath 

+30  Cold 
Resistance 

Kaddis  of  the 
Courser 

+2  Dexterity 

Kaddis  of  the 
King's  Hounds 

+30  Nature 
Resistance 

Kaddis  of  the  Lady 
of  the  Skies 

+30  Physical 
Resistance 

Kaddis  of  the 
Mountain-Father 

+20  Nature 
Resistance 

+20  Spirit 
Resistance 

Kaddis  of  the 
Siege-Breaker 

+30  Fire 
Resistance 

Kaddis  of  the 
Trickster 

+3  Damage 

Warpaint  of  the 
Tempest 

+30  Electricity 
Resistance 

Warpaint  of  the 
Vanguard 

+1.0  Combat 

Stamina 

Regeneration 

Warpaint  of  the 
Waking  Sea 

+0.25  Combat 
Health 

Regeneration 

Warpaint  of  the 
West  Hills 

+9  Defense 

Warpaint  of  the 
Wolfhound 

None 

Ammo 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Andraste's  Arrows 

Mage  Slayer — 

Interrupts 

Spellcasting 

Arrow  of  Filth 

+3  Nature  Damage 

Elf-Flight  Arrow 

+6  Attack 

Chance  to  Stun 

Explosive  Bolt 

+4  Fire  Damage 

Fire  Arrow 

+2  Fire  Damage 

Fire  Bolt 

+3  Fire  Damage 

Ice  Arrow 

+2  Cold  Damage 

Ice  Bolt 

+3  Cold  Damage 

Knockback  Bolt 

Chance  to  Knock 
Target  Back 

Dragon  Age:  Origins  Ultimate 


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Sureshot  Bolt 


Massive  Damage 
to  Darkspawn 


Rune  Enchanting 


Bodahn's  son,  Sandal,  enchants  weapons  for  you  at  party  camp.  Any  time  you  find  or  buy  a 
rune,  check  back  with  Sandal  to  see  about  slotting  the  rune  in  your  present  equipment.  You 
can  use  a rune  if  your  weapon  has  an  open  slot  (most  lower-tier  weapons  do  not  have  rune 
slots;  many  higher-tier  weapons  do).  When  you  speak  to  Sandal,  the  rune  interface  will  show 
you  which  weapons  have  rune  slots  in  your  inventory,  who  wields  the  weapon,  and  the 
available  runes  with  which  to  enchant.  Simply  drag  the  rune  into  the  open  weapon  slot  to  add 
its  ability  to  the  weapon.  If  you  want  to  make  a change,  drag  the  active  rune  back  to  the  rune 
inventory  section  and  add  a new  rune  to  the  weapon. 


Runes 


There  are  five  rune  categories,  which  increase  in  potency  with  each  level:  novice,  journeyman, 
expert,  master,  and  grandmaster.  A novice  flame  rune,  for  example,  grants  -i-1  fire  damage, 
while  a grandmaster  flame  rune  gives  -i-5.  There  are  nine  different  rune  abilities  as  well:  cold 
iron  (damage  vs.  undead),  dweomer  (spell  resistance),  flame  (added  fire  damage),  frost 
(added  cold  damage),  hale  (added  physical  resistance),  lightning  (added  electrical  damage), 
paralyze  (chance  to  root  target),  silverite  (damage  vs.  darkspawn),  and  slow  (reduce 
movement  speed). 

As  you  collect  runes  and  add  them  to  your  weapons,  parcel  them  out  based  on  party  needs 
and  class  specialties.  The  damage-based  runes  generally  go  to  DPS  characters  or  the  tank. 
Hale,  of  course,  goes  to  a tank,  while  dweomer  tends  to  go  on  mage  weapons  or  ranged 
DPSers  (they  tend  to  draw  the  return  fire  from  enemy  spellcasters  in  the  rear).  Paralyze  and 
slow  runes  are  excellent  on  a tank  or  DPSer  weapon  to  keep  the  enemy  in  place  while  they 
wallop  on  them.  As  with  everything,  play  to  your  party's  strengths  and  mind  their  weaknesses. 
If  your  tank  keeps  getting  hurt  by  enemy  spellcasters,  naturally  give  him  the  dweomer  rune. 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Name 

Bonuses 

Novice  Cold  Iron  Rune 

Damage  +2  vs.  Undead 

Novice  Dweomer  Rune 

+2%  Chance  to  Ignore  Flostile  Magic 

Novice  Flame  Rune 

+1  Fire  Damage 

Novice  Frost  Rune 

+1  Cold  Damage 

Novice  Flale  Rune 

+5  Physical  Resistance 

Novice  Lightning  Rune 

+1  Electricity  Damage 

Novice  Paralyze  Rune 

Chance  of  Paralysis 

Novice  Silverite  Rune 

Damage  +2  vs.  Darkspawn 

Novice  Slow  Rune 

Chance  to  Reduce  Movement  Speed 

Journeyman  Cold  Iron  Rune 

Damage  +4  vs.  Undead 

Journeyman  Dweomer  Rune 

+4%  Chance  to  Ignore  Flostile  Magic 

Journeyman  Flame  Rune 

+2  Fire  Damage 

Journeyman  Frost  Rune 

+2  Cold  Damage 

Journeyman  Flale  Rune 

+10  Physical  Resistance 

Journeyman  Lightning  Rune 

+2  Electricity  Damage 

Journeyman  Paralyze  Rune 

Chance  of  Paralysis 

Journeyman  Silverite  Rune 

Damage  +4  vs.  Darkspawn 

Journeyman  Slow  Rune 

Chance  to  Reduce  Movement  Speed 

Expert  Cold  Iron  Rune 

Damage  +6  vs.  Undead 

Expert  Dweomer  Rune 

+6%  Chance  to  Ignore  Flostile  Magic 

Expert  Flame  Rune 

+3  Fire  Damage 

Expert  Frost  Rune 

+3  Cold  Damage 

Expert  Flale  Rune 

+15  Physical  Resistance 

Expert  Lightning  Rune 

+3  Electricity  Damage 

Expert  Paralyze  Rune 

Chance  of  Paralysis 

Expert  Silverite  Rune 

Damage  +6  vs.  Darkspawn 

Expert  Slow  Rune 

Chance  to  Reduce  Movement  Speed 

Master  Cold  Iron  Rune 

Damage  +8  vs.  Undead 

Master  Dweomer  Rune 

+8%  Chance  to  Ignore  Flostile  Magic 

Master  Flame  Rune 

+4  Fire  Damage 

Master  Frost  Rune 

+4  Cold  Damage 

Master  Flale  Rune 

+20  Physical  Resistance 

Master  Lightning  Rune 

+4  Electricity  Damage 

Master  Paralyze  Rune 

Chance  of  Paralysis 

Master  Silverite  Rune 

Damage  +8  vs.  Darkspawn 

Master  Slow  Rune 

Chance  to  Reduce  Movement  Speed 

Grandmaster  Cold  Iron  Rune 

Damage  +10  vs.  Undead 

Grandmaster  Dweomer  Rune 

+10%  Chance  to  Ignore  Flostile  Magic 

Grandmaster  Flame  Rune 

+5  Fire  Damage 

Grandmaster  Frost  Rune 

+5  Cold  Damage 

Grandmaster  Flale  Rune 

+25  Physical  Resistance 

Grandmaster  Lightning  Rune 

+5  Electricity  Damage 

Grandmaster  Paralyze  Rune 

Chance  of  Paralysis 

Grandmaster  Silverite  Rune 

Damage  +10  vs.  Darkspawn 

Grandmaster  Slow  Rune 

Chance  to  Reduce  Movement  Speed 

Crafting 


Herbalism,  Trap- Making,  and  Poison-Making  contribute  to  craft  items.  When  you  gain  the 
Herbalism  skill,  you  can  craft  medicinal  items,  such  as  health  poultices,  lyrium  potions,  and 
injury  kits.  Trap-Making  creates  simple  but  effective  mechanisms  for  snaring  and  injuring 
enemies,  such  as  claw  traps  and  caltrop  traps.  Poison-Making  extracts  potent  poisons  from 
deadly  plants  and  venom  from  reptiles  to  coat  weapons  with  various  effects  detrimental  to  your 
enemies.  Herbalism  is  absolutely  essential  in  any  group,  and  usually  a mage  will  take  up  the 


Dragon  Age:  Origins  Ultimate 


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craft  due  to  their  high  magic  score.  Trap- Making  is  a nice  luxury  if  you  have  the  extra  skill 
points  to  spend  on  it.  Any  warrior  or  rogue  who  wants  a little  extra  AoE  and  root/snaring  effects 
can  dabble  here.  Poison-Making  will  improve  DPS,  which  fits  with  a rogue  or  damage-dealing 
warrior.  You  main  PC  should  probably  spend  skill  points  on  the  critical  talents,  such  as 
Coercion  and  Combat  Training  (for  warriors  and  rogues),  while  each  companion  can  take  one 
of  the  crafting  skills  to  maximize  your  item  output  in  the  various  crafting  areas. 


Crafting  Recipes 


So  you've  decided  you  want  to  study  up  on  Herbalism,  Poison-Making,  or  Trap-Making.  What 
reagents  to  you  need,  and  at  what  rank  can  you  make  each  crafting  item?  Read  through  the 
following  table  for  the  essentials  you  need  to  craft  every  item  in  the  game. 


Herbalism 

Item  Name 

Craft 

Ingredient  1 

Count 

Ingredient  2 

Count 

Ingredient  3 

Count 

Ingredient  4 

Count 

1 

2 

3 

4 

Lesser  Health 

Herbalism 

Elfroot 

1 

Flask 

1 

— 

0 

— 

0 

Poultice 

Lesser  Lyrium 

Herbalism 

Lyrium  Dust 

1 

Flask 

1 

— 

0 

— 

0 

Potion 

Mabari  Crunch 

Herbalism 

Elfroot 

1 

Deep 

1 

— 

0 

— 

0 

Mushroom 

Double-Baked 

Herbalism 

Elfroot 

2 

Deep 

2 

— 

0 

— 

0 

Mabari  Crunch 

(Improved) 

Mushroom 

Health  Poultice 

Herbalism 

Elfroot 

3 

Flask 

1 

Distillation 

1 

— 

0 

(Improved) 

Agent 

Dragon  Age:  Origins  Ultimate 


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Incense  of 
Awareness 

Herbalism 

(Improved) 

Lyrium  Dust 

1 

Deep 

Mushroom 

1 

Flask 

1 

Distillation 

Agent 

1 

Lyrium  Potion 

Herbalism 

(Improved) 

Lyrium  Dust 

2 

Flask 

1 

Distillation 

Agent 

1 

0 

Minor  Injury 
Repair  Kit 

Herbalism 

(Improved) 

Elfroot 

2 

Deep 

Mushroom 

2 

Distillation 

Agent 

1 

0 

Rock  Salve 

Herbalism 

(Improved) 

Deep 

Mushroom 

2 

Flask 

1 

Distillation 

Agent 

1 

0 

Greater  Health 
Poultice 

Herbalism 

(Expert) 

Elfroot 

4 

Flask 

1 

Distillation 

Agent 

2 

Concentrator 

Agent 

1 

Greater  Lyrium 
Potion 

Herbalism 

(Expert) 

Lyrium  Dust 

3 

Flask 

1 

Distillation 

Agent 

2 

Concentrator 

Agent 

1 

Injury  Repair  Kit 

Herbalism 

(Expert) 

Elfroot 

3 

Deep 

Mushroom 

3 

Distillation 

Agent 

2 

Concentrator 

Agent 

1 

Lesser  Elixir  of 
Grounding 

Herbalism 

(Expert) 

Frozen 

Lightning 

1 

Flask 

1 

Concentrator 

Agent 

1 

0 

Lesser  Ice  Salve 

Herbalism 

(Expert) 

Frostrock 

1 

Flask 

1 

Concentrator 

Agent 

1 

0 

Lesser  Nature 
Salve 

Herbalism 

(Expert) 

Lifestone 

1 

Flask 

1 

Concentrator 

Agent 

1 

0 

Lesser  Spirit 
Balm 

Herbalism 

(Expert) 

Spirit  Shard 

1 

Flask 

1 

Concentrator 

Agent 

1 

0 

Lesser  Warmth 
Balm 

Herbalism 

(Expert) 

Fire  Crystal 

1 

Flask 

1 

Concentrator 

Agent 

1 

0 

Swift  Salve 

Herbalism 

(Expert) 

Lyrium  Dust 

2 

Deep 

Mushroom 

2 

Flask 

1 

Concentrator 

Agent 

1 

Dwarven 

Regicide 

Antidote 

Herbalism 

(Master) 

Elfroot 

4 

Lifestone 

2 

Flask 

1 

Concentrator 

Agent 

2 

Greater  Elixir  of 
Grounding 

Herbalism 

(Master) 

Frozen 

Lightning 

2 

Flask 

1 

Distillation 

Agent 

1 

Concentrator 

Agent 

2 

Greater  Ice 
Salve 

Herbalism 

(Master) 

Frostrock 

2 

Flask 

1 

Distillation 

Agent 

1 

Concentrator 

Agent 

2 

Greater  Nature 
Salve 

Herbalism 

(Master) 

Lifestone 

2 

Flask 

1 

Distillation 

Agent 

1 

Concentrator 

Agent 

2 

Greater  Spirit 
Balm 

Herbalism 

(Master) 

Spirit  Shard 

2 

Flask 

1 

Distillation 

Agent 

1 

Concentrator 

Agent 

2 

Greater  Warmth 
Balm 

Herbalism 

(Master) 

Fire  Crystal 

2 

Flask 

1 

Distillation 

Agent 

1 

Concentrator 

Agent 

2 

Major  Injury 
Repair  Kit 

Herbalism 

(Master) 

Elfroot 

4 

Deep 

Mushroom 

4 

Distillation 

Agent 

2 

Concentrator 

Agent 

2 

Potent  Health 
Poultice 

Herbalism 

(Master) 

Elfroot 

5 

Flask 

1 

Distillation 

Agent 

2 

Concentrator 

Agent 

2 

Potent  Lyrium 
Potion 

Herbalism 

(Master) 

Lyrium  Dust 

4 

Flask 

1 

Distillation 

Agent 

2 

Concentrator 

Agent 

2 

Poison-Making 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Item  Name 

Craft 

Ingredient  1 

Count 

1 

Ingredient  2 

Count 

2 

Ingredient  3 

Count 

3 

Ingredient  4 

Count 

4 

Death  root 
Extract 

Poison-Making 

Death  root 

1 

Flask 

1 

0 

0 

Venom 

Poison-Making 

Toxin  Extract 

1 

Flask 

1 

— 

0 

— 

0 

Acid  Flask 

Poison-Making 

(Improved) 

Lifestone 

1 

Flask 

1 

Corrupter 

Agent 

1 

0 

Concentrated 
Death  root 
Extract 

Poison-Making 

(Improved) 

Death  root 

2 

Flask 

1 

Distillation 

Agent 

1 

0 

Concentrated 

Venom 

Poison-Making 

(Improved) 

Toxin  Extract 

2 

Flask 

1 

Distillation 

Agent 

1 

0 

Crow  Poison 

Poison-Making 

(Improved) 

Toxin  Extract 

2 

Death  root 

2 

Flask 

1 

Distillation 

Agent 

1 

Fire  Bomb 

Poison-Making 

(Improved) 

Fire  Crystal 

1 

Flask 

1 

Corrupter 

Agent 

1 

0 

Freeze  Bomb 

Poison-Making 

(Improved) 

Frostrock 

1 

Flask 

1 

Corrupter 

Agent 

1 

0 

Shock  Bomb 

Poison-Making 

(Improved) 

Frozen 

Lightning 

1 

Flask 

1 

Corrupter 

Agent 

1 

0 

Soulrot  Bomb 

Poison-Making 

(Improved) 

Spirit  Shard 

1 

Flask 

1 

Corrupter 

Agent 

1 

0 

Acidic  Coating 

Poison-Making 

(Expert) 

Lifestone 

2 

Flask 

1 

Corrupter 

Agent 

2 

Concentrator 

Agent 

1 

Adder's  Kiss 

Poison-Making 

(Expert) 

Toxin  Extract 

3 

Flask 

1 

Distillation 

Agent 

2 

Concentrator 

Agent 

1 

Concentrated 
Crow  Poison 

Poison-Making 

(Expert) 

Toxin  Extract 

3 

Death  root 

3 

Flask 

1 

Concentrator 

Agent 

1 

Demonic  Poison 

Poison-Making 

(Expert) 

Demonic 

Ichor 

1 

Flask 

1 

Concentrator 

Agent 

1 

0 

Flaming  Coating 

Poison-Making 

(Expert) 

Fire  Crystal 

2 

Flask 

1 

Corrupter 

Agent 

2 

Concentrator 

Agent 

1 

Fleshrot 

Poison-Making 

(Expert) 

Death  root 

3 

Flask 

1 

Distillation 

Agent 

2 

Concentrator 

Agent 

1 

Freezing 

Coating 

Poison-Making 

(Expert) 

Frostrock 

2 

Flask 

1 

Corrupter 

Agent 

2 

Concentrator 

Agent 

1 

Magebane 

Poison-Making 

(Expert) 

Lyrium  Dust 

3 

Flask 

1 

Corrupter 

Agent 

2 

Concentrator 

Agent 

1 

Shock  Coating 

Poison-Making 

(Expert) 

Frozen 

Lightning 

2 

Flask 

1 

Corrupter 

Agent 

2 

Concentrator 

Agent 

1 

Soldier's  Bane 

Poison-Making 

(Expert) 

Deep 

Mushroom 

3 

Flask 

1 

Corrupter 

Agent 

2 

Concentrator 

Agent 

1 

Soulrot  Coating 

Poison-Making 

(Expert) 

Spirit  Shard 

2 

Flask 

1 

Corrupter 

Agent 

2 

Concentrator 

Agent 

1 

Concentrated 
Demonic  Poison 

Poison-Making 

(Master) 

Demonic 

Ichor 

2 

Flask 

1 

Concentrator 

Agent 

2 

0 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Concentrated 

Magebane 

Poison-Making 

(Master) 

Lyrium  Dust 

4 

Flask 

1 

Corrupter 

Agent 

2 

Concentrator 

Agent 

2 

Concentrated 
Soldier's  Bane 

Poison-Making 

(Master) 

Deep 

Mushroom 

4 

Flask 

1 

Corrupter 

Agent 

2 

Concentrator 

Agent 

2 

Quiet  Death 

Poison-Making 

(Master) 

Toxin  Extract 

4 

Death  root 

4 

Flask 

1 

Concentrator 

Agent 

2 

Trap-Making 

Item  Name 

Craft 

Ingredient  1 

Count 

1 

Ingredient  2 

Count 

2 

Ingredient  3 

Count 

3 

Ingredient  4 

Count 

4 

Rope  Trap 

Trap-Making 

Trap  Trigger 

1 

— 

0 

— 

0 

— 

0 

Small  Caltrop 
Trap 

Trap-Making 

Metal  Shard 

1 

0 

0 

0 

Small  Claw  Trap 

Trap-Making 

Metal  Shard 

1 

Trap  Trigger 

1 

— 

0 

— 

0 

Small  Shrapnel 
Trap 

Trap-Making 

Metal  Shard 

1 

Trap  Trigger 

1 

0 

0 

Large  Caltrop 
Trap 

Trap-Making 

(Improved) 

Metal  Shard 

2 

0 

0 

0 

Large  Claw  Trap 

Trap-Making 

(Improved) 

Metal  Shard 

2 

Trap  Trigger 

1 

0 

0 

Large  Shrapnel 
Trap 

Trap-Making 

(Improved) 

Metal  Shard 

2 

Trap  Trigger 

1 

0 

0 

Mild  Choking 
Powder  Trap 

Trap-Making 

(Improved) 

Toxin  Extract 

1 

Corrupter 

Agent 

1 

Trap  Trigger 

1 

0 

Mild  Sleeping 
Gas  Trap 

Trap-Making 

(Improved) 

Death  root 

1 

Corrupter 

Agent 

1 

Trap  Trigger 

1 

0 

Small  Grease 
Trap 

Trap-Making 

(Improved) 

Lifestone 

1 

Distillation 

Agent 

1 

Trap  Trigger 

1 

0 

Small  Lure 

Trap-Making 

(Improved) 

Glamour 

Charm 

1 

0 

0 

0 

Acidic  Trap 

Trap-Making 

(Expert) 

Lifestone 

1 

Corrupter 

Agent 

1 

Trap  Trigger 

1 

0 

Choking  Powder 
Trap 

Trap-Making 

(Expert) 

Toxin  Extract 

2 

Corrupter 

Agent 

2 

Concentrator 

Agent 

1 

Trap  Trigger 

1 

Fire  Trap 

Trap-Making 

(Expert) 

Fire  Crystal 

1 

Corrupter 

Agent 

1 

Trap  Trigger 

1 

0 

Freeze  Trap 

Trap-Making 

(Expert) 

Frostrock 

1 

Corrupter 

Agent 

1 

Trap  Trigger 

1 

0 

Large  Grease 
Trap 

Trap-Making 

(Expert) 

Lifestone 

2 

Distillation 

Agent 

2 

Concentrator 

Agent 

1 

Trap  Trigger 

1 

Large  Lure 

Trap-Making 

(Expert) 

Glamour 

Charm 

2 

0 

0 

0 

Poisoned 
Caltrop  Trap 

Trap-Making 

(Expert) 

Metal  Shard 

2 

Lifestone 

1 

Corrupter 

Agent 

1 

0 

Shock  Trap 

Trap-Making 

(Expert) 

Frozen 

Lightning 

1 

Corrupter 

Agent 

1 

Trap  Trigger 

1 

0 

Sleeping  Gas 
Trap 

Trap-Making 

(Expert) 

Death  root 

2 

Corrupter 

Agent 

2 

Concentrator 

Agent 

1 

Trap  Trigger 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Soulrot  Trap 

Trap-Making 

(Expert) 

Spirit  Shard 

1 

Corrupter 

Agent 

1 

Trap  Trigger 

1 

0 

Acidic  Grease 
Trap 

Trap-Making 

(Master) 

Lifestone 

3 

Corrupter 

Agent 

2 

Concentrator 

Agent 

2 

Trap  Trigger 

1 

Choking  Powder 
Cioud  Trap 

Trap-Making 

(Master) 

Toxin  Extract 

3 

Corrupter 

Agent 

2 

Concentrator 

Agent 

2 

Trap  Trigger 

1 

irresistabie  Lure 

Trap-Making 

(Master) 

Giamour 

Charm 

3 

0 

0 

0 

Sieeping  Gas 
Cioud  Trap 

Trap-Making 

(Master) 

Death  root 

3 

Corrupter 

Agent 

2 

Concentrator 

Agent 

2 

Trap  Trigger 

1 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Recipes  and  Plans 

Item  Name 

Location 

Merchant  Name 

Acid  Flask  Recipe 

Dalish  Camp 

Varathorn's  Goods 

Acid  Flask  Recipe 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Acid  Flask  Recipe 

Flaven 

New  Shop  Keeper 

Acid  Flask  Recipe 

Flaven 

Shop  Keeper 

Acid  Flask  Recipe 

Ostagar 

Quartermaster 

Acidic  Coating  Recipe 

Dalish  Camp 

Varathorn's  Goods 

Acidic  Coating  Recipe 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Acidic  Coating  Recipe 

Flaven 

New  Shop  Keeper 

Acidic  Coating  Recipe 

Flaven 

Shop  Keeper 

Acidic  Grease  Trap  Plans 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Acidic  Trap  Plans 

Dalish  Camp 

Varathorn's  Goods 

Acidic  Trap  Plans 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Adder's  Kiss  Recipe 

Orzammar 

Alimar 

Choking  Powder  Cloud  Trap 

Orzammar 

Alarith's  Store 

Plans 

(after  Landsmeet) 

Choking  Powder  Trap  Plans 

Flaven 

New  Shop  Keeper 

Choking  Powder  Trap  Plans 

Orzammar 

Alimar 

Concentrated  Crow  Poison 

Denerim  Market  District 

Cesar 

Recipe 

Concentrated  Crow  Poison 

Denerim  Market  District 

Cesar  (second  store) 

Recipe 

Concentrated  Deathroot 

Frostback  Mountains 

Faryn 

Extract  Recipe 

Concentrated  Deathroot 

Lathering 

Merchant 

Extract  Recipe 

Concentrated  Deathroot 

Ostagar 

Quartermaster  (second  store) 

Extract  Recipe 

Concentrated  Demonic 

Denerim  Market  District 

Cesar  (second  store) 

Poison  Recipe 

Concentrated  Magebane 

Denerim  Market  District 

Cesar  (second  store) 

Recipe 

Concentrated  Soldier's  Bane 

Denerim  Market  District 

Cesar  (second  store) 

Recipe 

Concentrated  Venom  Recipe 

Lothering 

Merchant 

Concentrated  Venom  Recipe 

Orzammar 

Alimar 

Concentrated  Venom  Recipe 

Ostagar 

Quartermaster 

Crow  Poison  Recipe 

Orzammar 

Alimar 

Demonic  Poison  Recipe 

Denerim  Market  District 

Cesar 

Demonic  Poison  Recipe 

Denerim  Market  District 

Cesar  (second  store) 

Double-Baked  Mabari 

Ostagar 

Quartermaster 

Crunch  Recipe 

(second  store) 

Double-Baked  Mabari 

Redcliffe 

Lloyd's  Tavern 

Crunch  Recipe 

Double-Baked  Mabari 

Redcliffe 

Lloyd's  Tavern 

Crunch  Recipe 

(second  store) 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Fire  Bomb  Recipe 

Circle  Tower 

Quartermaster 

Fire  Bomb  Recipe 

Lothering 

Merchant 

Fire  Bomb  Recipe 

Ostagar 

Quartermaster 
(second  store) 

Fire  Trap  Plans 

Lake  Calenhad 

Innkeeper 

Flame  Coating  Recipe 

Circle  Tower 

Quartermaster 

Flame  Coating  Recipe 

Orzammar 

Alarith's  Store 
(after  Landsmeet) 

Fleshrot  Recipe 

Frostback  Mountains 

Faryn 

Freeze  Bomb  Recipe 

Lothering 

Merchant 

Freeze  Bomb  Recipe 

Orzammar 

Alimar 

Freeze  Trap  Plans 

Orzammar 

Alimar 

Freeze  Trap  Plans 

Random  Encounter 

Dwarven  Merchant 

Freezing  Coating  Recipe 

Orzammar 

Alarith's  Store 
(after  Landsmeet) 

Freezing  Coating  Recipe 

Orzammar 

Alimar 

Greater  Elixir  of  Grounding 

Haven 

New  Shop  Keeper 

Recipe 

Greater  Flealth  Poultice 

Dalish  Camp 

Varathorn's  Goods 

Recipe 

Greater  Health  Poultice 

Dalish  Camp 

Varathorn's  Goods 

Recipe 

(second  store) 

Greater  Health  Poultice 

Denerim  Market  District 

Gnawed  Noble  Tavern  (after  Landsmeet) 

Recipe 

Greater  Health  Poultice 

Orzammar 

Figor 

Recipe 

Greater  Ice  Salve  Recipe 

Denerim  Market  District 

Wonders  of  Thedas 
(after  Landsmeet) 

Greater  Injury  Kit  Recipe 

Orzammar 

Alarith's  Store 
(after  Landsmeet) 

Greater  Lyrium  Potion 

Denerim  Market  District 

Wonders  of  Thedas 

Recipe 

(after  Landsmeet) 

Greater  Lyrium  Potion 

Frostback  Mountains 

Faryn 

Recipe 

Greater  Nature  Salve  Recipe 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Greater  Spirit  Balm  Recipe 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Greater  Warmth  Balm 

Denerim  Market  District 

Wonders  of  Thedas 

Recipe 

(after  Landsmeet) 

Health  Poultice  Recipe 

Dalish  Camp 

Varathorn's  Goods 

Health  Poultice  Recipe 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Health  Poultice  Recipe 

Denerim  Market  District 

Gnawed  Noble  Tavern  (after  Landsmeet) 

Health  Poultice  Recipe 

Orzammar 

Figor 

Health  Poultice  Recipe 

Ostagar 

Quartermaster 

Health  Poultice  Recipe 

Redcliffe 

Lloyd's  Tavern 

Health  Poultice  Recipe 

Redcliffe 

Lloyd's  Tavern 
(second  store) 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Incense  of  Awareness 
Recipe 

Circle  Tower 

Quartermaster 

Incense  of  Awareness 
Recipe 

Lothering:  Dane's  Refuge 

Berlin 

Injury  Kit  Recipe 

Circle  Tower 

Quartermaster 

Injury  Kit  Recipe 

Denerim  Market  District 

Gnawed  Noble  Tavern  (after  Landsmeet) 

Interesting  Lure  Trap  Plans 

Haven 

New  Shop  Keeper 

Interesting  Lure  Trap  Plans 

Orzammar:  Commons 

Legnar 

Large  Caltrop  Trap  Plans 

Orzammar 

Janar 

Large  Caltrop  Trap  Plans 

Redcliffe 

Blacksmith 

Large  Caltrop  Trap  Plans 

Redcliffe 

Owen 

Large  Caltrop  Trap  Plans 

Redcliffe 

Owen  (second  store) 

Large  Claw  Trap  Plans 

Lothering:  Dane's  Refuge 

Barlin 

Large  Claw  Trap  Plans 

Orzammar 

Janar 

Large  Claw  Trap  Plans 

Ostagar 

Quartermaster 

Large  Claw  Trap  Plans 

Redcliffe 

Blacksmith 

Large  Grease  Trap  Plans 

Dalish  Camp 

Varathorn's  Goods 

Large  Grease  Trap  Plans 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Large  Grease  Trap  Plans 

Frostback  Mountains 

Faryn 

Large  Shrapnel  Trap  Plans 

Lothering:  Dane's  Refuge 

Barlin 

Large  Shrapnel  Trap  Plans 

Orzammar 

Janar 

Large  Shrapnel  Trap  Plans 

Redcliffe 

Owen 

Large  Shrapnel  Trap  Plans 

Redcliffe 

Owen  (second  store) 

Lesser  Elixir  of  Grounding 
Recipe 

Haven 

New  Shop  Keeper 

Lesser  Elixir  of  Grounding 
Recipe 

Haven 

Shop  Keeper 

Lesser  Ice  Salve  Recipe 

Frostback  Mountains 

Faryn 

Lesser  Ice  Salve  Recipe 

Haven 

New  Shop  Keeper 

Lesser  Injury  Kit  Recipe 

Denerim  Market  District 

Gnawed  Noble  Tavern  (after  Landsmeet) 

Lesser  Injury  Kit  Recipe 

Lothering:  Dane's  Refuge 

Barlin 

Lesser  Injury  Kit  Recipe 

Orzammar 

Figor 

Lesser  Injury  Kit  Recipe 

Ostagar 

Quartermaster 

Lesser  Injury  Kit  Recipe 

Redcliffe 

Lloyd's  Tavern 

Lesser  Injury  Kit  Recipe 

Redcliffe 

Lloyd's  Tavern 
(second  store) 

Lesser  Nature  Salve  Recipe 

Dalish  Camp 

Varathorn's  Goods 

Lesser  Nature  Salve  Recipe 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Lesser  Nature  Salve  Recipe 

Orzammar 

Alarith's  Store 
(after  Landsmeet) 

Lesser  Spirit  Balm  Recipe 

Circle  Tower 

Quartermaster 

Lesser  Spirit  Balm  Recipe 

Dalish  Camp 

Varathorn's  Goods 

Lesser  Spirit  Balm  Recipe 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Lesser  Warmth  Balm  Recipe 

Circle  Tower 

Quartermaster 

Lesser  Warmth  Balm  Recipe 

Orzammar 

Alarith's  Store 
(after  Landsmeet) 

Lyrium  Potion  Recipe 

Circle  Tower 

Quartermaster 

Lyrium  Potion  Recipe 

Haven 

New  Shop  Keeper 

Lyrium  Potion  Recipe 

Haven 

Shop  Keeper 

Lyrium  Potion  Recipe 

Lothering:  Dane's  Refuge 

Barlin 

Magebane  Poison  Recipe 

Denerim  Market  District 

Cesar 

Magebane  Poison  Recipe 

Denerim  Market  District 

Cesar  (second  store) 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Magebane  Poison  Recipe 

Haven 

New  Shop  Keeper 

Mild  Choking  Powder  Trap 

Haven 

New  Shop  Keeper 

Plans 

Mild  Choking  Powder  Trap 

Haven 

Shop  Keeper 

Plans 

Mild  Choking  Powder  Trap 

Lake  Calenhad 

Innkeeper 

Plans 

Mild  Choking  Powder  Trap 

Orzammar 

Alimar 

Plans 

Mild  Lure  Plans 

Haven 

New  Shop  Keeper 

Mild  Lure  Plans 

Haven 

Shop  Keeper 

Mild  Lure  Plans 

Lothering:  Dane's  Refuge 

Barlin 

Mild  Lure  Plans 

Orzammar:  Commons 

Legnar 

Mild  Lure  Plans 

Ostagar 

Quartermaster 
(second  store) 

Mild  Sleeping  Gas  Trap 

Orzammar 

Alimar 

Plans 

Mild  Sleeping  Gas  Trap 

Ostagar 

Quartermaster 

Plans 

(second  store) 

Overpowering  Lure  Trap 

Denerim  Market  District 

Wonders  of  Thedas 

Plans 

(after  Landsmeet) 

Poisoned  Caltrop  Trap  Plans 

Redcliffe 

Owen  (second  store) 

Potent  Health  Poultice 

Dalish  Camp 

Varathorn's  Goods 

Recipe 

(second  store) 

Potent  Lyrium  Potion  Recipe 

Denerim  Market  District 

Wonders  of  Thedas 
(after  Landsmeet) 

Quiet  Death  Recipe 

Denerim  Market  District 

Cesar  (second  store) 

Rock  Salve  Recipe 

Orzammar 

Alarith's  Store 
(after  Landsmeet) 

Rock  Salve  Recipe 

Ostagar 

Quartermaster 
(second  store) 

Shock  Bomb  Recipe 

Denerim  Market  District 

Wonders  of  Thedas 
(after  Landsmeet) 

Shock  Coating  Recipe 

Denerim  Market  District 

Wonders  of  Thedas 
(after  Landsmeet) 

Shock  Trap  Plans 

Random  Encounter 

Dwarven  Merchant 

Sleeping  Gas  Cloud  Trap 

Orzammar 

Alarith's  Store 

Plans 

(after  Landsmeet) 

Sleeping  Gas  Trap  Plans 

Orzammar 

Alimar 

Small  Grease  Trap  Plans 

Dalish  Camp 

Varathorn's  Goods 

Small  Grease  Trap  Plans 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Small  Grease  Trap  Plans 

Frostback  Mountains 

Faryn 

Small  Grease  Trap  Plans 

Lake  Calenhad 

Innkeeper 

Small  Grease  Trap  Plans 

Lothering:  Dane's  Refuge 

Barlin 

Small  Grease  Trap  Plans 

Ostagar 

Quartermaster 

Soldier's  Bane  Recipe 

Denerim  Market  District 

Cesar 

Soldier's  Bane  Recipe 

Denerim  Market  District 

Cesar  (second  store) 

Soldier's  Bane  Recipe 

Haven 

New  Shop  Keeper 

Soulrot  Bomb  Recipe 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Soulrot  Coating  Recipe 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Soulrot  Trap  Plans 

Dalish  Camp 

Varathorn's  Goods 
(second  store) 

Soulrot  Trap  Plans 

Frostback  Mountains 

Faryn 

Swift  Salve  Recipe 

Denerim  Market  District 

Wonders  of  Thedas 
(after  Landsmeet) 

Swift  Salve  Recipe 

Frostback  Mountains 

Faryn 

Usable  Items 

Anything  you  can  craft,  and  many  of  the  crafting  components,  can  be  considered  usable  items. 
The  most  common  ones  are  health  poultices  and  lyrium  potions  (Herbalism),  poisons  from 
Poison-Making,  and  trap  kits  from  Trap-Making.  Click  on  the  item  and  you  gain  the  effect, 
using  up  one  of  the  item  in  the  process.  If  you  use  an  item  often,  add  it  to  your  quickbar/ 
shortcut  for  easy  access.  Something  that  early  adventurers  may  not  be  aware  of  is  that  crafting 
reagents  also  have  effects  if  used  directly.  For  example.  Deep  Mushroom  restores  10  stamina, 
while  Lifestone  gives  -i-IO  nature  resistance  for  one  minute.  In  general,  though,  if  you  plan  on 
crafting,  hold  off  on  the  small  one-time  reagent  effects  to  gain  the  larger  effects  from  crafted 
items. 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Dog  Food 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Double-Baked  Mabari 
Crunch 

+16.0  Health 
Regeneration  for  1 0 
seconds 

+16.0  Stamina 
Regeneration  for  1 0 
seconds 

Removes  3 Injuries 

Mabari  Crunch 

+8.0  Health 
Regeneration  for  1 0 
seconds 

+8.0  Stamina 
Regeneration  for  1 0 
seconds 

Removes  1 Injury 

Grenades 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Acid  Flask 

Deals  80  Nature 
Damage  to  creatures  in 
the  area  of  effect 

Fire  Bomb 

Deals  80  Fire  Damage 
to  creatures  in  the  area 
of  effect 

Freeze  Bomb 

Deals  80  Cold  Damage 
to  creatures  in  the  area 
of  effect 

Shock  Bomb 

Deals  80  Electricity 
Damage  to  creatures  in 
the  area  of  effect 

Soulrot  Bomb 

Deals  80  Spirit  Damage 
to  creatures  in  the  area 
of  effect 

Health  Potions 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Lesser  Health  Poultice 

Restores  50+  Health 

— 

— 

Health  Poultice 

Restores  100+  Health 

— 

— 

Greater  Health  Poultice 

Restores  150+  Health 

— 

— 

Potent  Health  Poultice 

Restores  200+  Health 

— 

— 

Shimmering  Orb 

Restores  50+  Health 

— 

— 

1 

njury  Repair  Kits 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Lesser  Injury  Kit 

Restores  1 0 Health 

Removes  1 Injury 

— 

Injury  Kit 

Restores  20  Health 

Removes  3 Injuries 

— 

Greater  Injury  Kit 

Restores  40  Health 

Removes  All  Injuries 

— 

Mana  Potions 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Lesser  Lyrium  Potion 

Restores  50+  Mana 

— 

— 

Lyrium  Potion 

Restores  1 00+  Mana 

— 

— 

Greater  Lyrium  Potion 

Restores  1 50+  Mana 

— 

— 

Potent  Lyrium  Potion 

Restores  200+  Mana 

— 

— 

Poisons 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Death  root  Extract 

+1  Nature  Damage  for 
60  seconds 

Chance  to  stun  target 
for  60  seconds 

Venom 

+1  Nature  Damage  for 
60  seconds 

Chance  to  slow  target 
for  60  seconds 

Concentrated  Deathroot 
Extract 

+2  Nature  Damage  for 
60  seconds 

Chance  to  stun  target 
for  60  seconds 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Concentrated  Venom 

+2  Nature  Damage  for 
60  seconds 

Chance  to  slow  target 
for  60  seconds 

Adder's  Kiss 

+3  Nature  Damage  for 
60  seconds 

Chance  to  slow  target 
for  60  seconds 

Crow  Poison 

+3  Nature  Damage  for 
60  seconds 

Chance  to  stun  target 
for  60  seconds 

Poisons  (continued) 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Fleshrot 

+3  Nature  Damage  for 
60  seconds 

Chance  to  stun  target 
for  60  seconds 

Demonic  Poison 

+5  Spirit  Damage  for  60 
seconds 

Magebane 

+5  Mana  Damage  for  60 
seconds 

Soldier's  Bane 

+5  Stamina  Damage  for 
60  seconds 

Concentrated  Crow 
Poison 

+6  Nature  Damage  for 
60  seconds 

Chance  to  stun  target 
for  60  seconds 

Concentrated  Demonic 
Poison 

+10  Spirit  Damage  for 
60  seconds 

Concentrated 

Magebane 

+10  Mana  Damage  for 
60  seconds 

Concentrated  Soldier's 
Bane 

+10  Stamina  Damage 
for  60  seconds 

Quiet  Death 

+10  Nature  Damage  for 
60  seconds 

Chance  to  stun  target 
for  60  seconds 

Chance  to  instantly  kill  weak, 
injured  creatures 

Reagents 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Deep  Mushroom 

Restores  1 0 Stamina 

— 

— 

Elfroot 

Restores  1 0 Flealth 

— 

— 

Fire  Crystal 

+10  Fire  Resistance  for 
60  seconds 

Frostrock 

+10  Cold  Resistance  for 
60  seconds 

Frozen  Lightning 

+10  Electricity 
Resistance  for  60 
seconds 

Lifestone 

+10  Nature  Resistance 
for  60  seconds 

Lyrium  Dust 

Restores  1 0 Mana 

— 

— 

Spirit  Shard 

+10  Spirit  Resistance  for 
60  seconds 

Resistance  Potions 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Lesser  Elixir  of 
Grounding 

+30  Electricity 
Resistance  for  1 80 
seconds 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Lesser  Ice  Salve 

+30  Cold  Resistance  for 
180  seconds 

Lesser  Nature  Salve 

+30  Nature  Resistance 
for  180  seconds 

Lesser  Spirit  Balm 

+30  Spirit  Resistance  for 
180  seconds 

Lesser  Warmth  Balm 

+30  Fire  Resistance  for 
180  seconds 

Greater  Elixir  of 
Grounding 

+60  Electricity 
Resistance  for  1 80 
seconds 

Greater  Ice  Salve 

+60  Cold  Resistance  for 
180  seconds 

Greater  Nature  Salve 

+60  Nature  Resistance 
for  1 80  seconds 

Greater  Spirit  Balm 

+60  Spirit  Resistance  for 
180  seconds 

Greater  Warmth  Balm 

+60  Fire  Resistance  for 
180  seconds 

Trap  Kits 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Acidic  Grease  Trap 

Movement  speed 
reduced 

Chance  to  slip 

Constant  Nature  Damage 

Acidic  Trap 

100  Nature  Damage 

— 

Choking  Powder  Cloud 
Trap 

Cloud  remains  for  20 
seconds 

Dazed 

Movement  speed  reduced 

Choking  Powder  Trap 

Dazed 

Movement  speed 
reduced 

Fire  Trap 

100  Fire  Damage 

— 

— 

Freeze  Trap 

100  Cold  Damage 

— 

— 

Interesting  Lure 

Middle  rank  creatures 
are  drawn  to  the  lure 

Lure  disappears  after 
being  touched 

Large  Caltrop  Trap 

Movement  speed 
reduced 

Enemies  take  constant 
Physical  Damage 

Large  Claw  Trap 

Immobilized 

150  Physical  Damage 

— 

Large  Grease  Trap 

Movement  speed 
reduced 

Chance  to  slip 

Large  Shrapnel  Trap 

80  Physical  Damage 

— 

— 

Mild  Choking  Powder 
Trap 

Dazed 

Movement  speed 
reduced 

Mild  Lure 

Lower  rank  creatures 
are  drawn  to  the  lure 

Lure  disappears  after 
being  touched 

Mild  Sleeping  Gas  Trap 

Put  to  sleep 

— 

— 

Overpowering  Lure 

Most  creatures  are 
drawn  to  the  lure 

Lure  disappears  30 
seconds  after  being 
touched 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Poisoned  Caltrop  Trap 

Movement  speed 
reduced 

Enemies  take  constant 
Physical  and  Nature 
Damage 

Shock  Trap 

1 00  Electricity  Damage 

— 

— 

Sleeping  Gas  Cloud 
Trap 

Cloud  remains  for  20 
seconds 

Put  to  sleep 

Sleeping  Gas  Trap 

Put  to  sleep 

— 

— 

Small  Caltrop  Trap 

Movement  speed 
reduced 

Enemies  take  constant 
Physical  Damage 

Small  Claw  Trap 

Immobilized 

100  Physical  Damage 

— 

Small  Grease  Trap 

Movement  speed 
reduced 

Chance  to  slip 

Small  Shrapnel  Trap 

60  Physical  Damage 

— 

— 

Soulrot  Trap 

100  Spirit  Damage 

— 

— 

Spring  Trap 

Chance  to  slip 

— 

— 

V 

Veapon  Coatings 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Acidic  Coating 

+2  Nature  Damage  for 
60  seconds 

Flame  Coating 

+2  Fire  Damage  for  60 
seconds 

Freezing  Coating 

+2  Cold  Damage  for  60 
seconds 

Shock  Coating 

+3  Electricity  Damage 
for  60  seconds 

Soulrot  Coating 

+2  Spirit  Damage  for  60 
seconds 

Misc 

Name 

Quality  #1 

Quality  #2 

Quality  #3 

Dwarven  Regicide 
Antidote 

Dispels  magical  effects 

Formari  Tome 

Character  gains +1  Skill 
point 

Greater  Tome  of  the 
Mortal  Vessel 

Character  gains  +2 
Attribute  points 

Incense  of  Awareness 

+10  Defense  for  120 
seconds 

-10  Mental  Resistance 
for  120  seconds 

Kolgrim's  Florn 

Summons  High  Dragon 

— 

— 

Litany  of  Andralla 

Stops  Mind-Controlling 
Blood  Magic 

Rock  Salve 

+5  Armor  for  120 
seconds 

+10  Physical  Resistance 
for  120  seconds 

Movement  speed  slowed  for  120  seconds 

Swift  Salve 

Movement  speed 
increase  for  60  seconds 

Attack  speed  increase 
for  60  seconds 

Aim  speed  increase  for  60  seconds 

Tome  of  Arcane 
Technique 

Character  gains  +1 
Talent  point 

Required:  Mage 

Tome  of  Ethereal 
Suggestion 

Character  gains  +1 
Talent  point 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Tome  of  Physical 
Technique 

Character  gains  +1 
Talent  point 

Required:  Warrior  or 
Rogue 

Tome  of  Skill  and 
Sundry 

Character  gains +1  Skill 
point 

Tome  of  the  Mortal 
Vessel 

Character  gains  +1 
Attribute  point 

Gifts 

Note:  See  the  "Gifts"  sections  of  the  Companions  chapter  for  the  complete  rundown  on  gifts, 
approval  ratings,  distribution  recommendations,  and  more. 

Everyone  loves  to  receive  gifts,  even  rugged,  never-smiling  companions  such  as  Sten. 
Presenting  a gift  to  a companion  raises  their  approval  rating,  and  you  always  want  your 
approval  rating  with  a companion  as  high  as  possible.  Approval  rating  affects  how  the 
companion  responds  to  you,  including  sharing  specializations,  inviting  you  on  personal  quests, 
starting  up  romantic  intentions,  following  your  lead,  or  even  leaving  the  group  permanently. 

As  you  journey  around  the  land,  you  will  find  or  buy  gifts.  Consult  the  gift  charts  beginning  on 
this  page  for  the  companion  who  would  best  benefit  from  the  new  gift  you  have.  If  you  deliver 
the  gift  to  the  correct  companion,  you  will  gain  a big  approval  boost  for  that  companion;  if  you 
give  the  special  gift  to  another  companion,  expect  only  a minor  approval  boost  (after  a while  it 
will  only  be  -i-1).  If  you  don't  care  too  much  about  a companion— for  example,  you  only  use 
Alistair  instead  of  Oghren— feel  free  to  give  that  companion's  gifts  away  to  whoever  you  want 
to  improve  relationships  with  more.  There  are  also  many  gifts,  such  as  ale  in  a tavern,  that 
provide  a small  approval  boost  but  can  be  given  to  any  companion.  You'll  need  all  the  gifts  you 
can  get  to  raise  a companion's  level  up  to  100  if  you  ever  want  to  max  out  a companion's 
affection  for  you.  Romance  ensues. 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Alistair 

Name 

Plot  Gift  or 
Normal 

Found  In 

Location 

Alistair's  Mother's 
Amulet 

Plot 

Desk 

Castle  Redcliffe:  Main  Floor 

Black  Runestone 

Normal 

Chest 

Aeducan  Thaig 

Duncan's  Shield 

Plot 

Armor  Stand 

Market  Warehouse 

Onyx  Demon 
Statuette 

Normal 

Pile  of  Bones 

East  Brecilian  Forest 

Small  Carved 
Statuette 

Normal 

Crate 

Lothering 

Stone  Dragon 
Statuette 

Normal 

Chest 

Castle  Redcliffe:  Upper  Floor 

Stone  Warrior 
Statuette 

Normal 

Pile  of  Dragon  Filth 

Caverns  (Flaven) 

White  Runestone 

Normal 

Abomination 

Third  Floor  of  Circle  Tower 

Dog 

Name 

Plot  Gift  or 
Normal 

Found  In 

Location 

Beef  Bone 

Normal 

Sacks  / Chest 

Ostagar  / Templar's  Quarters  in  Circle  Tower 

Lamb  Bone 

Normal 

Chest 

Castle  Redcliffe:  Main  Floor 

Large  Bone 

Normal 

Corpse 

Village  Store  (Flaven) 

Ox  Bone 

Normal 

Rubble 

West  Brecilian  Forest 

Veal  Bone 

Normal 

Chest 

Run-down  Apartments  (Denerim  Alienage) 

Leliana 

Name 

Plot  Gift  or 
Normal 

Found  In 

Location 

Andraste's  Grace 

Plot 

Flower 

Redcliffe  Village  (near  mill),  West  Brecilian  Forest,  or  Elven 
Alienage  (near  giant  tree) 

Bronze  Symbol  of 
Andraste 

Normal 

Chest 

Lothering  Chantry 

Chantry  Amulet 

Normal 

Templar  Corpse 

Senior  Mage  Quarters  in  Circle  Tower 

Etched  Silver 
Symbol 

Normal 

Ruck 

Qrtan  Thaig 

Golden  Symbol  of 
Andraste 

Normal 

Legnar's  Store 

Qrzammar  Commons 

Nug 

Plot 

Nug  Wrangler 

Qrzammar  Commons 

Silver  Sword  of 
Mercy 

Normal 

Dwarven  Vendor 

Random  Encounter 

Steel  Symbol  of 
Andraste 

Normal 

Chest 

Brother  Genitivi's  Flome  in  Denerim  Market 

Loghain 

Name 

Plot  Gift  or 
Normal 

Found  In 

Location 

Ancient  Map  of  the 
Imperium 

Normal 

Wonders  of  Thedas 
Store 

Denerim  Market  District 

Botanist's  Map  of 
Thedas 

Normal 

Chest  on  Main  Floor 
(after  the 
Landsmeet) 

Castle  Redcliffe 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Current  Map  of 
Ferelden 

Normal 

Alarith's  Store 

Elven  Alienage  in  Denerim 

Map  of  the  Anderfels 

Normal 

Gorim 

Denerim  Market  District 

Map  of  Occupied 
Ferelden 

Normal 

Chest  in  the  Upper 
Floor  Guest  Room 

Redcliffe  Castle 

Morricfan 

Name 

Plot  Gift  or 
Normal 

Found  In 

Location 

Black  Grimoire 

Plot 

Irving's  Quarters 

Circle  Tower 

Flemeth's  Grimoire 

Plot 

Chest 

Flemeth's  Flut 

Gold  Amulet 

Normal 

Garin 

Qrzammar  Commons 

Golden  Demon 
Pendant 

Normal 

Corpse 

Urn  of  Sacred  Ashes  Room 

Golden  Mirror 

Plot 

Garin 

Qrzammar  Commons 

Golden  Rope 
Necklace 

Normal 

Barlin 

Dane's  Refuge  in  Lothering 

Locket 

Normal 

Locked  Chest 

Village  Store  in  Haven 

Silver  Brooch 

Normal 

Varathorn 

Dalish  Camp 

Silver  Chain 

Normal 

Vanity 

Senior  Mage  Quarters  in  Circle  Tower 

Silver  Medallion 

Normal 

Dragon  Floard 

Upper  Level  of  Elven  Ruins 

Tribal  Necklace 

Normal 

Barrel 

Top  Floor  of  Tower  of  Ishal 

Oghren 

Name 

Plot  Gift  or 
Normal 

Found  In 

Location 

Alley  King's  Flagon 

Normal 

Legnar's  Store 

Qrzammar  Commons 

Chasind  Sack  Mead 

Normal 

Dusty  Scrolls 

Ruined  Temple 

Garblog's 

Backcountry 

Reserve 

Normal 

Dog 

Random  chance  he'll  fetch  it 

Golden  Scythe  4-90 
Black 

Normal 

Crate 

Lothering 

Legacy  White  Shear 

Normal 

Sarcophagus 

Lower  Ruins 

Sun  Blonde  Vint-1 

Normal 

Vanity 

Templar  Quarters 

Sten 

Name 

Plot  Gift  or 
Normal 

Found  In 

Location 

Painting  of  a Rebel 
Queen 

Normal 

Dwarven  Merchant 

Random  Encounter 

Portrait  of  a 
Goosegirl 

Normal 

Faryn 

Frostback  Mountains 

Silver  Framed  Still- 
Life 

Normal 

Chest 

Upper  Level  of  Castle  Redcliffe 

Sten's  Sword 

Plot 

Scavenger  near 
Lake  Calenhad 
Docks,  then  Faryn  in 
Frostback  Mountains 

Dwyn  in  Redcliffe  Village  (kill  him,  pay  him,  or 
convince  him  to  give  it  to  you) 

Totem 

Normal 

Chest 

Caridin's  Cross 

Water-stained 

Portrait 

Normal 

Charred  Corpse 

Senior  Mage  Quarters  in  Circle  Tower 

Wynne 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Name 

Plot  Gift  or 
Normal 

Found  In 

Location 

Discovering 
Dragon's  Blood: 
Potions,  Tinctures, 
and  Spicy  Sauces* 

Normal 

Bookshelf 

Ruined  Temple 

Fancy  Scroll 

Normal 

Sarcophagus 

Lower  Ruins 

Tattered  Notebook 

Normal 

Dog 

Random  chance  he'll  fetch  it 

The  Guerrins  of 
Ferelden:  A 
Genealogical 
Flistory* 

Normal 

Bookshelf 

Upper  Level  of  Castle  Redcliffe 

The  Rose  of  Orlais 

Normal 

Pile  of  Books 

Senior  Mage  Quarters  of  Circle  Tower 

The  Search  for  the 
True  Prophet 

Normal 

Locked  Chest 

Shaperate  in  Orzammar 

Zevran 

Name 

Plot  Gift  or 
Normal 

Found  In 

Location 

Antivan  Leather 
Boots 

Plot 

Iron  Chest 

Village  Store  (Haven) 

Dalish  Gloves 

Plot 

Chest 

West  Brecilian  Forest 

Medium  Gold  Bar 

Normal 

Treasure  Pile 

Arl  of  Denerim's  Estate — Interior 

Medium  Silver  Bar 

Normal 

Chest 

Anvil  of  the  Void 

Small  Gold  Bar 

Normal 

Charmed  Templar 

Templar's  Quarters  in  Circle  Tower 

Small  Silver  Bar 

Normal 

Inscribed  Chest 

Haven  Chantry 

Downloadable  Content  Items 

Two  new  quest  lines,  "Warden's  Keep"  and  "The  Stone  Prisoner,"  add  more  items  to  the  world 
of  Ferelden  if  you  download  the  special  content.  Scan  through  the  lists  below  for  new 
weapons,  armor,  accessories,  gifts,  and  more.  Note  that  additional  runes,  recipes,  plans,  and  a 
Spirit  Healer  manual  are  available  from  Levi  at  the  Warden's  Keep  in  Soldier's  Peak. 

Warden's  Keep  Merchant  Vendor  Lists  (DLC  only) 


Location 

Merchant 

Item  Name 

Item  Quantity 

Soldier's  Peak 

Levi's  Shop 

Acid  Flask 

1 

Soldier's  Peak 

Levi's  Shop 

Charm  of  Still  Waters 

1 

Soldier's  Peak 

Levi's  Shop 

Concentrator  Agent 

1 

Soldier's  Peak 

Levi's  Shop 

Corrupter  Agent 

6 

Soldier's  Peak 

Levi's  Shop 

Demonic  Ichor 

2 

Soldier's  Peak 

Levi's  Shop 

Distillation  Agent 

4 

Soldier's  Peak 

Levi's  Shop 

Expert  Frost  Rune 

1 

Soldier's  Peak 

Levi's  Shop 

Fire  Crystal 

1 

Soldier's  Peak 

Levi's  Shop 

Flask 

5 

Soldier's  Peak 

Levi's  Shop 

Freeze  Bomb 

3 

Soldier's  Peak 

Levi's  Shop 

Freeze  Bomb  Recipe 

1 

Soldier's  Peak 

Levi's  Shop 

Freeze  Trap 

5 

Soldier's  Peak 

Levi's  Shop 

Freeze  Trap  Plans 

1 

Soldier's  Peak 

Levi's  Shop 

Freezing  Coating 

3 

Soldier's  Peak 

Levi's  Shop 

Freezing  Coating  Recipe 

1 

Soldier's  Peak 

Levi's  Shop 

Frostrock 

7 

Soldier's  Peak 

Levi's  Shop 

Frozen  Lightning 

6 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Soldier's  Peak 

Levi's  Shop 

Glamour  Charm 

1 

Soldier's  Peak 

Levi's  Shop 

Grandmaster  Cold  Iron  Rune 

1 

Soldier's  Peak 

Levi's  Shop 

Grandmaster  Frost  Rune 

1 

Soldier's  Peak 

Levi's  Shop 

Greater  Ice  Salve  Recipe 

1 

Soldier's  Peak 

Levi's  Shop 

Greater  Warmth  Balm  Recipe 

1 

Soldier's  Peak 

Levi's  Shop 

Health  Poultice 

3 

Soldier's  Peak 

Levi's  Shop 

Iced  Band 

1 

Soldier's  Peak 

Levi's  Shop 

Injury  Kit 

1 

Soldier's  Peak 

Levi's  Shop 

Journeyman  Cold  Iron  Rune 

1 

Soldier's  Peak 

Levi's  Shop 

Journeyman  Frost  Rune 

1 

Soldier's  Peak 

Levi's  Shop 

Journeyman  Slow  Rune 

1 

Soldier's  Peak 

Levi's  Shop 

Lesser  Health  Poultice 

4 

Soldier's  Peak 

Levi's  Shop 

Lesser  Injury  Kit 

10 

Soldier's  Peak 

Levi's  Shop 

Manual:  Spirit  Healer 

1 

Soldier's  Peak 

Levi's  Shop 

Metal  Shard 

5 

Soldier's  Peak 

Levi's  Shop 

Novice  Frost  Rune 

1 

Soldier's  Peak 

Levi's  Shop 

Potent  Health  Poultice 

2 

Soldier's  Peak 

Levi's  Shop 

Shaper's  Amulet 

1 

Soldier's  Peak 

Levi's  Shop 

Soulrot  Bomb 

2 

Soldier's  Peak 

Levi's  Shop 

Soulrot  Bomb  Recipe 

1 

Soldier's  Peak 

Levi's  Shop 

Soulrot  Coating 

2 

Soldier's  Peak 

Levi's  Shop 

Soulrot  Coating  Recipe 

1 

Soldier's  Peak 

Levi's  Shop 

Soulrot  Trap  Plans 

1 

Soldier's  Peak 

Levi's  Shop 

Spirit  Shard 

8 

Soldier's  Peak 

Levi's  Shop 

Toxin  Extract 

1 

Soldier's  Peak 

Mikhael's  Smithy 

Axe 

1 

Soldier's  Peak 

Mikhael's  Smithy 

Battleaxe 

1 

Soldier's  Peak 

Mikhael's  Smithy 

Crossbow 

1 

Soldier's  Peak 

Mikhael's  Smithy 

Dagger 

1 

Soldier's  Peak 

Mikhael's  Smithy 

Greatsword 

1 

Soldier's  Peak 

Mikhael's  Smithy 

Grey  Warden  Helmet 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Grey  Warden  Shield 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Heavy  Chainmail 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Heavy  Chainmail  Boots 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Heavy  Chainmail  Gloves 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Heavy  Metal  Shield 

2 

Soldier's  Peak 

Mikhael's  Smithy 

Heavy  Plate  Armor 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Heavy  Plate  Boots 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Heavy  Plate  Gloves 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Helmet 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Ice  Arrow 

50 

Soldier's  Peak 

Mikhael's  Smithy 

Ice  Bolt 

50 

Soldier's  Peak 

Mikhael's  Smithy 

Longbow 

1 

Soldier's  Peak 

Mikhael's  Smithy 

Longsword 

1 

Soldier's  Peak 

Mikhael's  Smithy 

Mace 

1 

Soldier's  Peak 

Mikhael's  Smithy 

Maul 

1 

Soldier's  Peak 

Mikhael's  Smithy 

Metal  Kite  Shield 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Shortbow 

1 

Soldier's  Peak 

Mikhael's  Smithy 

Soldier's  Heavy  Helm 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Splintmail 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Splintmail  Boots 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Splintmail  Gloves 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Studded  Helmet 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Studded  Leather  Armor 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Studded  Leather  Boots 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Studded  Leather  Gloves 

4 

Soldier's  Peak 

Mikhael's  Smithy 

Warden  Recruit  Shield 

4 

Stone  Prisoner  Items  (DLC  only) 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Items  from  a massive  constitution  amulet  to  a helm  that  buffs  all  your  attributes,  even  a unique 
cheese  knife,  can  be  found  in  the  golem-themed  "Stone  Prisoner"  downloadable  content. 
Check  out  all  the  items  here. 


Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Quality  #5 

Blood  Gorged 
Amulet 

Inscribed 

Leather 

Constitution  +12 

Strength  -3 

Willpower  -3 

Cadash 

Stampers  (boots) 

Inscribed 

Leather 

Dexterity  +2 

Armor  +2 

Critical  Hit 
Chance  +2 

Cord  of 

Shattered 

Dreams 

Hardened 

Leather 

Willpower  +3 

Mental 

Resistance  +10 

Required:  Mage 

Dead  Thaig 

Shanker 

(dagger) 

Silverite 

Cunning  +5 

Armor 

Penetration  +1 

Attack  Power  +6 

Harvest  Festival 
Ring 

Silverite 

Strength  +2 

Dexterity  +2 

Attack  Power  +4 

Required: 
Warrior  or  Rogue 

Helm  of 
Honnieath 

Red  Steel 

All  Attributes  +2 

Armor  +3 

Oalfs  Prized 
Cheese  Knife 

Red  Steel 

Armor 

Penetration  +2 

Wilhelm's  Magus 
Staff 

Red  Steel 

Willpower  +3 

Fire  Resistance 
+25 

Fire  Damage 
+10% 

Lightning 
Damage  +10% 

Required: 

Mage 

Warden's  Keep  Items  (DLC  only) 


Some  major  items,  including  the  threat-reducing  Shadow  Belt  and  new  tier  8 star  metal 
weapons,  come  from  the  "Warden's  Keep"  downloadable  content.  See  the  Random 
Encounters  chapter  for  details  on  the  star  metal  quest,  while  stats  for  all  the  rest  of  the 
"Warden's  Keep"  items  can  be  found  here. 


Name 

Material 

Quality  #1 

Quality  #2 

Quality  #3 

Quality  #4 

Antique  Warden 
Crossbow 

Ironbark 

Damage  +1 

Faster  Aim  by  0.5 
seconds 

Asturian's  Might 

Silverite 

Damage  +2 

Armor  Penetration 
+2 

Weakens  Nearby 
Darkspawn 

Robes  of  Avernus 

Cloth 

Willpower  +3 

Armor  +3 

Blood  Magic  +1 

— 

Shadow  Belt 

Iron 

Melee  Crit  Chance 
+3 

Reduces  Hostility 

Starfang 

(greatsword) 

Star  Metal 

Strength  +3 

Armor  Penetration 
+5 

Attack  +8 

Starfang 

(longsword) 

Star  Metal 

Dexterity  +3 

Damage  +3 

Armor  Penetration 
+5 

Warden 

Commander 

Armor* 

Silverite 

Armor  +1 

Combat  Stamina 
Regen  +0.50 

Crit  Damage  +15% 

Physical  Resistance 
+10 

Warden 

Commander  Boots* 

Steel 

Stamina  +50 

Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Warden 

Commander 

Gloves* 

Steel 

Fire  Resistance 
+10 

Winter's  Breath 

Dragonbon 

e 

Cold  Resistance 
+25 

Cold  Damage 
+15% 

Required:  Mage 

Shale's  Gifts  (DLC  only) 

Remarkable  gemstones  attract  Shale's  eye,  so  if  you  want  to  bump  up  Shale's  approval  rating, 
you'll  want  to  collect  as  many  of  these  gifts  for  the  downloadable  golem  companion. 


Gift 

Plot  Gift  or  Normal 

Found  In 

Location 

Remarkable  Amethyst 

Normal 

Alimar's  Emporium 

Orzammar's  Dust  Town 

Remarkable  Diamond* 

Normal 

Garin's  Gem  Store 

Orzammar  Commons 

Remarkable  Emerald 

Normal 

Figor's  Store 

Orzammar  Commons 

Remarkable  Garnet 

Normal 

Wonders  of  Thedas  Store 

Denerim  Market  District 

Remarkable  Greenstone 

Normal 

Cellars 

Village  of  Flonnieath 

Remarkable  Malachite 

Normal 

Shaperate  Store 

Circle  Tower 

Remarkable  Ruby 

Normal 

Alarith's  Store 

Denerim's  Elven  Alienage 

Remarkable  Sapphire 

Normal 

Legnar's  Store 

Orzammar  Commons 

Remarkable  Topaz 

Normal 

Faryn's  Store 

Frostback  Mountains 

Shale's  Crystals  (DLC  only) 


Unlike  other  companions.  Shale  uses  crystals  as  weapons  and  armor.  When  wearing  a 
matching  set  of  a particular  element.  Shale  gets  an  additional  bonus  to  damage  and  resistance 
for  that  element. 


Size 

Quality 

Type 

Bonus  1 

Bonus 

Value 

Bonus  2 

Bon 

us 

Valu 

e 

Bonus  3 

Bonus 

Value 

Bonus  4 

Bonus 

Value 

Large 

Chipped 

Fire 

Fire 

Resistance 

10% 

Large 

Flawed 

Fire 

Fire 

Resistance 

20% 

Large 

Clear 

Fire 

Fire 

Resistance 

30% 

Defense 

3 

Strength 

1 

Combat 
Stamina  Regen 

4 

Large 

Flawless 

Fire 

Fire 

Resistance 

40% 

Defense 

6 

Strength 

2 

Combat 
Stamina  Regen 

8 

Large 

Brilliant 

Fire 

Fire 

Resistance 

50% 

Defense 

9 

Strength 

4 

Combat 
Stamina  Regen 

12 

Large 

Chipped 

Ice 

Cold 

Resistance 

10% 

Large 

Flawed 

Ice 

Cold 

Resistance 

20% 

Large 

Clear 

Ice 

Cold 

Resistance 

30% 

Defense 

6 

Combat  Flealth 
Regen 

1 

Increase 
Healing  Spells 

5% 

Dragon  Age:  Origins  Ultimate 


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Large 

Flawless 

Ice 

Cold 

Resistance 

40% 

Defense 

9 

Combat  Flealth 
Regen 

3 

Increase 
Flealing  Spells 

10% 

Large 

Brilliant 

Ice 

Cold 

Resistance 

50% 

Defense 

15 

Combat  Flealth 
Regen 

5 

Increase 
Flealing  Spells 

15% 

Large 

Chipped 

Lightnin 

g 

Electricity 

Resistance 

10% 

Large 

Flawed 

Lightnin 

g 

Electricity 

Resistance 

20% 

Large 

Clear 

Lightnin 

g 

Electricity 

Resistance 

30% 

Dexterity 

2 

Chance  to 
Dodge  Attacks 

5% 

Defense 

Against 

Missiles 

4 

Large 

Flawless 

Lightnin 

g 

Electricity 

Resistance 

40% 

Dexterity 

3 

Chance  to 
Dodge  Attacks 

10% 

Defense 

Against 

Missiles 

8 

Large 

Brilliant 

Lightnin 

g 

Electricity 

Resistance 

50% 

Dexterity 

4 

Chance  to 
Dodge  Attacks 

15% 

Defense 

Against 

Missiles 

12 

Large 

Chipped 

Natural 

Nature 

Resistance 

10% 

Large 

Flawed 

Natural 

Nature 

Resistance 

20% 

Large 

Clear 

Natural 

Nature 

Resistance 

30% 

Armor 

2 

Physical 

Resistance 

10% 

Large 

Flawless 

Natural 

Nature 

Resistance 

40% 

Armor 

3 

Physical 

Resistance 

15% 

Constitution 

1 

Large 

Brilliant 

Natural 

Nature 

Resistance 

50% 

Armor 

4 

Physical 

Resistance 

25% 

Constitution 

2 

Large 

Chipped 

Spirit 

Spirit 

Resistance 

10% 

Large 

Flawed 

Spirit 

Spirit 

Resistance 

20% 

Large 

Clear 

Spirit 

Spirit 

Resistance 

30% 

Chance  to 
Ignore 
Flostile 
Magic 

8% 

Mental 

Resistance 

5% 

Large 

Flawless 

Spirit 

Spirit 

Resistance 

40% 

Chance  to 
Ignore 
Flostile 
Magic 

12% 

Mental 

Resistance 

15% 

All  Attributes 

1 

Large 

Brilliant 

Spirit 

Spirit 

Resistance 

50% 

Chance  to 
Ignore 
Flostile 
Magic 

16% 

Mental 

Resistance 

25% 

All  Attributes 

1 

Small 

Chipped 

Fire 

Fire  Damage 

5% 

— 

— 

— 

— 

— 

— 

Small 

Flawed 

Fire 

Fire  Damage 

10% 

— 

— 

— 

— 

— 

— 

Dragon  Age:  Origins  Ultimate 


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Small 

Clear 

Fire 

Fire  Damage 

15% 

Melee  Crit 
Chance 

2 

Damage 

3 

Small 

Flawless 

Fire 

Fire  Damage 

22.50°/, 

Melee  Crit 
Chance 

3 

Damage 

4 

Small 

Brilliant 

Fire 

Fire  Damage 

30% 

Melee  Crit 
Chance 

5 

Damage 

5 

Small 

Chipped 

Ice 

Ice  Damage 

5% 

— 

— 

— 

— 

— 

— 

Small 

Flawed 

Ice 

Ice  Damage 

10% 

— 

— 

— 

— 

— 

— 

Small 

Clear 

Ice 

Ice  Damage 

15% 

Armor 

Penetration 

2 

Critical 

Damage 

5% 

Small 

Flawless 

Ice 

Ice  Damage 

22.50°/ 

Armor 

Penetration 

4 

Critical 

Damage 

10% 

Small 

Brilliant 

Ice 

Ice  Damage 

30% 

Armor 

Penetration 

6 

Critical 

Damage 

15% 

Small 

Chipped 

Lightnin 

g 

Lightning 

Damage 

5% 

Small 

Flawed 

Lightnin 

g 

Lightning 

Damage 

10% 

Small 

Clear 

Lightnin 

g 

Lightning 

Damage 

15% 

Dexterity 

2 

Attack  Power 

4 

Small 

Flawless 

Lightnin 

g 

Lightning 

Damage 

22.50°/ 

Dexterity 

4 

Attack  Power 

6 

Small 

Brilliant 

Lightnin 

g 

Lightning 

Damage 

30% 

Dexterity 

6 

Attack  Power 

10 

Small 

Chipped 

Natural 

Nature 

Damage 

5% 

Small 

Flawed 

Natural 

Nature 

Damage 

10% 

Small 

Clear 

Natural 

Nature 

Resistance 

15% 

Constitution 

2 

Combat  Flealth 
Regen 

8 

Small 

Flawless 

Natural 

Nature 

Resistance 

22.50°/ 

Constitution 

4 

Combat  Health 
Regen 

16 

Small 

Brilliant 

Natural 

Nature 

Resistance 

30% 

Constitution 

6 

Combat  Health 
Regen 

24 

Small 

Chipped 

Spirit 

Spirit  Damage 

5% 

— 

— 

— 

— 

— 

— 

Small 

Flawed 

Spirit 

Spirit  Damage 

10% 

— 

— 

— 

— 

— 

— 

Small 

Clear 

Spirit 

Spirit  Damage 

15% 

All 

Attributes 

1 

Armor 

Penetration 

2 

Small 

Flawless 

Spirit 

Spirit  Damage 

22.50°/ 

All 

Attributes 

2 

Armor 

Penetration 

3 

Small 

Brilliant 

Spirit 

Spirit  Damage 

30% 

All 

Attributes 

3 

Armor 

Penetration 

4 

Dragon  Age:  Origins  Ultimate 


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The  Bestiary 

Monsters  most  foul  and  fiendish  inhabit  the  dark  corners  of  Ferelden  and  swell  the  ranks  of  the 
Blight.  In  Dragon  Age:  Origins,  statistics  for  monsters  are  dynamic;  they  scale  to  the  player's 
level.  This  makes  for  a challenging  experience,  because  you  won't  run  into  an  area  way  too 
easy  or  way  too  difficult;  you  can  enjoy  the  game  play  right  along  with  the  story. 

Monster  levels  scale  to  a party  the  first  time  they  enter  an  area.  Visit  a particularly  difficult  area 
early,  leave  and  come  back  a few  levels  later  and  your  party  will  have  a much  easier  time 
conquering  the  place. 

The  following  Bestiary  showcases  the  game's  monsters,  including  its  rank,  class,  primary  stats, 
description,  and  play  tips  on  how  to  avoid  the  monsters'  attacks  and  how  to  defeat  the 
diabolical  denizens.  Each  creature  falls  in  one  of  seven  ranks.  Normal  is  on  par  with  the  PC. 
Weak  Normal,  Critter,  and  One-Hit  descend  in  power  from  a creature  barely  a challenge  to  the 
PC  to  a creature  you  can  eliminate  in  a single  stroke.  On  the  other  side.  Lieutenant  is  a 
creature  slightly  above  the  PC's  level.  Boss  is  a creature  meant  to  take  on  an  entire  party,  and 
Elite  Boss  is  the  toughest  of  the  tough  and  taking  it  down  will  require  an  expert  party  and  all 
their  skills. 

Note:  There  are  many  monster  variants  among  the  creatures  of  Ferelden.  For  example,  you 
could  have  a skeleton  warrior  or  an  Arland  skeleton,  but  both  are  still  skeletons.  The  basic 
monster  type  remains  the  same  and  the  different  monster  looks  do  not  affect  your  play  strategy 
against  them. 


Rank  Type 

Monster  Ranks  I 

Health  Scaling 

Bonus  Stat 
Points 

Level  Scaling 

i 2. 

O u 

V* 

B 

Of  S 
w < 

c « 

^ o 
'R  'Z 

Of  n 

ec  > 

Resistance 

Maximum 

Loot  Drops 

Chance  to 
Steal  From 

Stealth 

Detection 

One-Hit  Kill 

Very  Low 

H/A 

2 behind  player 

Very  Low 

Average 

0 

Very  Low 

Very  High 

Average 

Critter 

Low 

N/A 

3 behind  player 

Very  Low 

Average 

0 

Very  Low 

Very  High 

Average 

Weak  Normal 

Fair 

N/A 

2 behind  player 

Low 

Fair 

25% 

Low 

Very  High 

Average 

Normal 

Moderate 

N/A 

1 behind  player 

Moderate 

Average 

50% 

Fair 

Moderate 

Average 

Player 

Average 

N/A 

Average 

Average 

Average 

75% 

N/A 

Very  High 

Moderate 

Lieutenant 

Above  Average 

Fair 

Average 

Average 

Above  Average 

75% 

Above  Average 

Fair 

Above  Average 

Boss 

High 

Above  Average 

1 ahead  of  player 

Average 

High 

100% 

High 

Low 

High 

Elite  Boss 

Very  High 

Very  High 

2 ahead  of  player 

Very  High 

Very  High 

100% 

Very  High 

Very  Low 

Very  High 

p The  higher  the 
F rating,  the  higher 
the  hedth. 

The  higher  the  rating, 
the  more  stat  points 
each  target  gets. 


Level  target  is 
compared  to 
the  PC. 

The  higher  the  ratir>g, 
the  more  damage  the 
target  does. 


* Th«»  max 


The  higher  the 
rating,  the  greater 
the  resistance  to  an 
array  of  things. 


The  maximum 
amount  of 
damage  this  rank 
could  possibly 
resist  from  a 
certain  type  of  attack 
(in  percentage). 


\ 

The  higher  the 
ratings  here,  the 
better  chance  of 
loot  drops. 


The  higher  the 
rating,  the  easier  it 
Is  for  the  enemy  to 
detect  a stealthed 
The  higher  the  character, 
ratirvg,  the  harder 
it  is  to  steal  from 
the  target 


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The  creature's  class  fits  in  a general  category  and  defines  its  key  combat  component,  such  as 
warrior,  rogue,  high  damage,  spellcaster,  tank,  agile,  etc.  The  class,  in  turn,  defines  the  general 
range  of  the  creature's  attributes,  going  from  Very  low  up  to  superior  rankings.  By  glancing  at 
the  creature's  attributes  you  can  see  where  their  strengths  and  weaknesses  lie.  A creature  with 
a high  strength  score,  for  example,  will  deal  significant  melee  damage  and  take  less  in  return. 

A creature  with  a high  magic  score  will  lean  toward  spells  in  combat.  A creature  with  low 
willpower  won't  have  much  stamina  or  mana  and  will  not  be  able  to  continuously  hit  you  with 
abilities. 

After  each  monster  description,  look  for  play  tips  on  how  to  overcome  the  creature's  abilities 
and  how  to  defeat  the  beast.  After  you  encounter  a monster  several  times  you'll  probably  know 
what  to  expect,  but  it's  useful  to  study  up  on  creatures  for  your  first  few  encounters.  When  you 
want  to  know  more  about  the  creatures  that  inhabit  Ferelden,  check  out  your  codex.  Each  time 
you  encounter  a monster  for  the  first  time,  you  gain  a codex  entry,  and  you  can  learn  about  the 
psychic  abilities  of  revenants  or  how  hurlock  emissaries  are  the  only  darkspawn  capable  of 
human  speech. 

Abomination 


Rank:  Normal 
Class:  Spellcaster 
Prime  Location:  Circle  Tower 
Special  Abilities:  Rage,  Triple  Strike 

Description:  An  abomination  is  a mage  possessed  by  a rage,  hunger,  sloth,  or  desire  demon. 

Play  Tips:  In  the  "Broken  Circle"  quest,  the  Litany  of  Andralla  artifact  destroys  the  demonic  link 
between  host  and  victim  and  prevents  the  creation  of  new  abominations. 


Dragon  Age:  Origins  Ultimate 


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Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Meager 

Moderate 

Very  High 

Superior 

High 

Moderate 

Arcane  Horror 


Rank:  Boss 
Class:  Spellcaster 
Prime  Location:  The  Fade 
Special  Abilities:  Ranged  spells 

Description:  An  arcane  horror  is  a skeleton  possessed  by  a pride  demon. 

Play  Tips:  Interrupt  an  arcane  horror's  casting  as  much  as  possible.  Up  close,  abilities  such  as 
Dirty  Fighting  and  Mind  Blast  work  great.  At  range,  Paralyze,  Pinning  Shot,  or  Scattershot  can 
break  the  thing's  concentration. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Meager 

Moderate 

Superior 

Superior 

High 

Meager 

Archdemon 


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Rank:  Elite  Boss 
Class:  Tank 

Prime  Location:  Denerim 

Special  Abilities:  Enough  to  kill  you  quick  (see  "The  Final  Onslaught"  walkthrough  section) 

Description:  This  is  a corrupted  version  of  the  standard  dragon,  bred  by  the  darkspawn.  This 
tainted  dragon  is  the  big  elite  boss  at  the  end  of  the  game.  His  name  is  Urthemiel  and  was 
once  known  as  the  "Dragon  of  Beauty." 

Play  Tips:  Arm  yourself  with  the  best  gear  possible.  Select  your  most  veteran  party.  Cross 
your  fingers.  (See  "The  Final  Onslaught"  walkthrough  section  for  complete  details  on  how  to 
beat  the  archdemon.) 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Above  Avg. 

Above  Avg. 

Very  High 

Ash  Wraith 


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Rank:  Lieutenant 
Class:  Spirit 

Prime  Location:  Circle  Tower 
Special  Abilities:  Life  Drain 

Description:  A wraith  is  a powerful  version  of  a shade,  a spirit  that  has  entered  the  physical 
world  but  does  not  possess  a physical  body.  In  the  case  of  the  ash  wraith,  the  spirit  has  formed 
a quasi-material  body  for  itself  out  of  ashes  (usually  the  ashes  of  burnt  corpses,  but  not 
necessarily).  This  allows  it  to  interact  with  and  affect  the  physical  world,  but  the  wraith  is  not 
dependent  on  the  ashes  to  survive.  If  wounded,  it  can  disperse  at  will  and  reform  later.  Such 
wraiths  occasionally  use  other  materials  to  form  their  physical  bodies  such  as  bones,  mold, 
and  even  blood. 

Play  Tips:  Watch  out  for  rear  or  flank  attacks,  as  these  creatures  can  materialize  behind  or  on 
your  side.  High  spirit  resistance  will  reduce  the  damage  taken  from  the  wraith's  main  attacks. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

Very  High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Bear 


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Rank:  Critter 
Class:  Tank 

Prime  Location:  Any  outdoor  location 
Special  Abilities:  Overwhelm 

Description:  Bears  live  in  forests,  often  near  settlements.  They  are  known  for  breaking  into 
cabins  and  stealing  food.  They  have  a special  fondness  for  honey.  There  is  also  a trained  bear 
with  a trainer  at  the  Pearl  brothel  in  Denerim. 

Play  Tips:  Any  bear  form  is  vulnerable  to  magic,  so  mages  deliver  serious  damage.  The 
mage's  shapeshifter  specialization  transforms  the  caster  into  a bear,  so  you  can  experience  its 
abilities  firsthand. 

Bereskarn 

The  bereskarn  variant,  including  the  boss  in  the  Dalish  Elf  origin,  is  a lieutenant  with  twice  as 
much  health  as  the  average  PC. 

Black  Bear 

Most  bears  you  meet  will  be  of  the  more  common  black  bear  variety. 

Giant  Bear 

The  great  bear  variant  is  a more  formidable  adversary,  with  lots  more  health,  deadlier  claws, 
and  an  Overwhelm  ability. 


Attributes 


Dragon  Age:  Origins  Ultimate 


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Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Bronto 


Rank:  Lieutenant 
Class:  Tank 

Prime  Location:  Wyrmling  Lair 
Special  Abilities:  Charge 

Description:  A bronto  is  a huge  rhino-like  beast  based  on  the  real  world  brontothere  (an 
animal  that  lived  more  than  10,000  years  ago). 

Play  Tips:  You  don't  want  to  be  in  its  way  when  this  creature  charges.  Attack  from  its  flank 
rear  and  with  magic  whenever  possible. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Broodmother 


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Rank:  Boss 
Class:  Tank 

Prime  Location:  Dead  Trenches 
Special  Abilities:  Burrowing  Tentacles 

Description:  Tainted  females  of  the  surface  species  are  affected  differently  from  males, 
undergoing  great  pain  and  gross  mutations,  which  cause  most  of  them  to  perish.  Those  who 
survive,  however,  become  the  egg-laying  broodmothers.  These  broodmothers  spawn  many 
infertile  offspring  at  a time,  over  and  over  throughout  their  lifetime.  One  broodmother,  in  fact, 
can  create  thousands  of  darkspawn...and  it  is  from  these  broodmothers  that  all  darkspawn 
originate.  Like  bees,  the  broodmothers  are  the  "queens"  and  nominal  rulers  of  the  darkspawn 
races  during  the  periods  when  a Blight  is  not  in  progress.  There  is  no  evidence  to  suggest 
much  in  the  way  of  actual  organization,  however.  Elven  broodmothers  birth  shrieks,  qunari 
broodmothers  birth  ogres,  dwarven  broodmothers  birth  genlocks,  and  human  broodmothers 
birth  hurlocks. 

Play  Tips:  Go  for  the  tentacles  first.  Chop  away  one  at  a time,  and  when  the  tentacles  dip 
beneath  the  ground,  aim  as  much  damage  as  you  can  directly  on  the  broodmother. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Corpse 


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Rank:  Normal 
Class:  Tank 

Prime  Location:  Redcliffe 
Special  Abilities:  Rise  from  the  dead 

Description:  Weaker  demons  crossing  over  from  the  Fade  may  be  able  to  possess  a living 
target.  Unable  to  distinguish  that  which  was  once  living  from  that  which  still  is,  they  sometimes 
end  up  in  a corpse  instead. 

Play  Tips:  Beware  of  dead  bodies  strewn  upon  the  ground.  Frequently,  what  appears  as  the 
grisly  remnants  of  a massacre  is  actually  an  ambush  by  the  various  corpse  forms. 

Devouring  Corpse 

Devouring  corpses  are  corpses  possessed  by  a hunger  demon.  These  attempt  to  feed  on 
living  victims  as  quickly  as  possible. 

Enraged  Corpse 

Enraged  corpses  are  corpses  possessed  by  a rage  demon.  These  go  berserk  and  simply  wade 
into  opponents  mindlessly. 

Shambling  Corpse 

Shambling  corpses  are  corpses  possessed  by  a sloth  demon.  These  cause  enemies  to 
become  weak  and  fatigued. 


Attributes 


Dragon  Age:  Origins  Ultimate 


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Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Deepstalker 


Rank:  Critter 
Class:  Agile 

Prime  Location:  Deep  Roads 
Special  Abilities:  Camouflage 

Description:  This  bizarre  creature  evolved  in  the  deep  caverns  beneath  the  dwarven  cities. 
When  rolled  up,  the  creature  resembles  a large  rock;  stalkers  often  look  like  boulders  strewn 
through  the  dwarven  tunnels.  Once  prey  approaches,  they  unroll  and  leap  at  their  victims. 

Play  Tips:  Deepstalkers  hunt  in  packs.  If  you  see  one,  others  are  nearby  ready  to  pounce.  Try 
to  spot  the  large  group  and  raze  them  with  AoE  damage. 

Deepstalker  Leader 

The  leader  ranks  as  normal  with  slightly  higher  attack  and  defense  values. 

Deepstalker  Spitter 

The  spitter  has  a ranged  poison  attack.  Where  other  deepstalkers  charge  into  melee,  this  one 
will  hang  back  and  spit,  then  engage. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Very  High 

Very  High 

Above  Avg. 

Very  Low 

Meager 

High 

Desire  Demon 


Rank:  Lieutenant 
Class:  Balanced  Mental 
Prime  Location:  Circle  Tower 
Special  Abilities:  Enthrallment 

Description:  Of  all  the  threats  from  beyond  the  Veil,  few  are  more  insidious  and  deceptively 
deadly  than  the  desire  demon.  In  popular  folklore,  such  demons  are  characterized  most 
commonly  as  peddlers  of  lust,  luring  their  prey  into  a sexual  encounter  where  they  are  slain  at 
the  culmination.  While  a desire  demon  can  indeed  deal  in  pleasure,  in  truth  they  deal  with  any 
manner  of  desire  that  humans  can  possess:  wealth,  power,  and  beauty  to  name  a few.  Far 
more  intelligent  than  the  bestial  hunger  and  rage  demons,  and  more  ambitious  than  the 
demons  of  sloth,  these  dark  spirits  are  among  the  greatest  at  tempting  mages  into  possession. 
Many  who  serve  the  whims  of  a desire  demon  never  realize  it.  They  are  manipulated  by 
illusions  and  deceit  if  not  outright  mind  control,  though  these  demons  are  reluctant  to  resort  to 
such  crude  measures.  Instead,  they  seem  to  take  great  pleasure  in  corruption.  The  greater  the 
deceit,  the  greater  their  victory. 

Play  Tips:  Once  a desire  demon  has  someone  in  her  thrall,  you  must  treat  them  as  an  enemy 
and  destroy  them  along  with  the  desire  demon. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 


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Meager 

Moderate 

Very  High 

Very  High 

Very  High 

Meager 

Dragon 


Rank:  Elite  Boss 

Class:  Balanced  Physical 

Prime  Location:  Mountaintop  outside  the  Gauntlet 

Special  Abilities:  Fire  Breathing 

Description:  At  about  100  years  of  age,  female  dragonlings  undergo  a metamorphosis, 
darkening  in  color  and  growing  wings.  After  their  wings  grow,  these  dragon  females  become 
very  adventurous,  traveling  long  distances  from  their  original  hatching  grounds  and  feeding 
widely  on  wild  beasts  and  livestock  as  they  range  out  to  find  their  own  burrows.  Human 
encounters  happen  most  often  with  these  nomadic  adult  females.  Adult  dragons  are  the  most 
aggressive  and  commonly  seen;  however,  while  deadly,  they  are  not  regarded  with  the  awe 
usually  reserved  for  high  dragons. 

Play  Tips:  Everyone  stand  back  except  the  tank.  Send  your  tank  in  to  pull  as  much  threat  as 
possible.  When  the  dragon  gets  angry  enough  to  unload  its  fire  breath  on  the  tank,  have  a 
mage  cast  Force  Field  to  shield  the  tank  for  the  duration  of  the  attack.  Everyone  else  unloads 
high-powered  damage  on  the  dragon  while  it  concentrates  on  the  invulnerable  tank. 

Dragonling 

Baby  dragons  of  both  genders  hatch  from  eggs  into  dragonlings,  which  are  roughly  the  size  of 
a deer.  These  dragonlings  are  wingless  and  slender  and  are  born  in  vast  numbers  because 
they  are  still  very  vulnerable  to  predation.  At  this  age,  males  and  females  are  identical.  The 


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dragonlings  stay  for  a short  time  in  their  mothers'  lairs,  then  venture  out  into  the  world  where 
they  spend  several  decades  in  their  small,  vulnerable  state. 

High  Dragon 

Any  dragon  is  a formidable  adversary,  but  a high  dragon  is  even  more:  an  elite  boss.  High 
dragons  are  adult  female  dragons,  the  mountainous  classic  dragons  into  which  the  dragons 
mature.  Relatively  few  dragons  survive  to  this  stage  of  adulthood.  When  they  do,  they  take 
possession  of  a burrow  (either  an  abandoned  tunnel  complex  that  they  further  hollow  out,  or 
the  lair  of  another  high  dragon  who  they  challenge  and  displace).  The  high  dragons  then  spend 
most  of  their  time  sleeping  and  mating,  living  off  the  prey  that  their  drakes  hunt  and  bring  back. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

Very  High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Drake 


Rank:  Lieutenant 
Class:  Balanced  Physical 
Prime  Location:  Wyrmling  Lair 
Special  Abilities:  Fire  Breathing 

Description:  At  about  50  years  of  age,  male  dragonlings  undergo  a metamorphosis,  as  the 
skin  of  their  forelimbs  stretches  and  grows  into  wings,  leaving  them  with  no  separate  forelegs. 
These  drakes  immediately  begin  searching  for  mates,  seeking  out  the  lairs  of  adult  female  high 
dragons  (which  are  many  times  larger).  When  they  find  high  dragon  mates,  drakes  move  into 


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the  female's  lair  and  spend  the  rest  of  their  lives  there,  emerging  only  to  hunt  and  bring  food 
back  for  the  female  and  dragonlings.  For  any  given  high  dragon,  usually  a dozen  or  so  drakes 
live  in  her  lair  and  fight  among  themselves  for  the  right  to  mate.  If  the  high  dragon  or 
dragonlings  are  attacked,  the  drakes  defend  the  lair.  Drakes  live  only  about  100  years,  and 
often  much  less  when  the  casualties  of  combat  are  considered. 

Play  Tips:  Collect  three  drake  scales  and  return  to  Wade's  Emporium  in  the  Denerim  Market 
District.  Master  Wade  will  craft  a special  piece  of  armor  for  you,  and  you'll  complete  the  "Drake 
Scale  Armor"  side  quest. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

Very  High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Genlock 


Rank:  Normal 

Class:  Default  Warrior,  Ranged  Warrior  (for  archers),  Spellcaster  (for  emissaries) 

Prime  Location:  Anywhere 

Special  Abilities:  Alpha  (Dual  Wield),  Emissary  (Spells) 

Description:  Genlocks  originate  from  dwarven  broodmothers  and  are  the  most  numerous  of 
all  the  darkspawn.  They  have  stocky  dwarven  bodies  and  a robust  appearance.  Their  skin  is 
pale  white  or  yellow,  and  their  heads  are  large  and  bald,  with  sunken  eyes  and  cheeks. 
Genlocks  have  both  the  strength  and  hardiness  of  their  dwarven  origins  and  are  difficult  to  kill. 
They  also  commonly  possess  the  dwarven  resistance  to  magic,  though  this  trait  is  strongest  in 
alpha  and  emissary  genlocks. 


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Play  Tips:  Load  up  on  silverite  runes  if  you  know  you're  about  to  battle  darkspawn.  Even  a 
novice  silverite  rune  grants  +2  damage  against  the  fiends,  and  a grandmaster  silverite  rune 
gives  +10! 

Genlock  Alpha 

Alphas  are  more  cunning  versions  of  the  base  genlock  and  have  higher  magic  resistance. 
They  are  ranked  as  lieutenants  and  can  dual  wield. 

Genlock  Emissary 

Genlock  emissaries  are  the  most  intelligent  genlock  and  have  the  highest  magic  resistance. 
They  are  ranked  as  lieutenants. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Ghoul 


Rank:  Lieutenant 
Class:  High  Damage 
Prime  Location:  Brecilian  Ruins 
Special  Abilities:  Life  Drain 

Description:  A ghoul  is  a man  or  woman  twisted  and  corrupted  by  the  darkspawn  taint.  This 
differs  from  regular  darkspawn  in  that  they  are  not  born  from  broodmothers.  The  one  you 
eventually  meet  in  the  party  camp  is  Tamlen,  the  PC's  friend  from  the  Dalish  origin  story, 
corrupted  by  the  magic  mirror  in  the  elven  ruins. 


Dragon  Age:  Origins  Ultimate 


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Play  Tips:  Invest  in  cold  iron  runes  to  fight  undead.  A novice  cold  iron  rune  grants  +2  damage 
against  ghouls  and  other  undead,  and  a grandmaster  cold  iron  rune  adds  10  more  damage  per 
hit! 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Golem 


Rank:  Lieutenant 
Class:  Tank 

Prime  Location:  Anvil  of  the  Void 
Special  Abilities:  Quake 

Description:  Dwarves  built  golems,  creatures  of  hewn  stone  or  sheets  of  metal  animated  with 
a spark  of  lyrium.  They  were  once  a crucial  part  of  Orzammar's  defenses,  but  the  secret  to 
their  manufacture  was  lost  over  1 ,000  ago.  What  few  golems  remain  are  guarded  closely  by 
the  Shaperate  of  Golems,  and  only  brought  out  when  the  battle  with  the  darkspawn  grows 
desperate  enough  to  risk  their  loss.  No  one  now  would  sell  a golem  for  any  price,  but  in  ancient 
times,  dwarves  sold  many  golems  to  the  magister  lords  of  the  Tevinter  Imperium.  A magical, 
not  mechanical,  process  animates  the  golem,  making  it  more  of  a living  "iron/stone  creature." 

Play  Tips:  The  warrior's  Shattering  Blows  talent  increases  damage  against  golems  and  other 
constructs.  A warrior  heading  into  the  Deep  Roads  might  be  wise  to  spend  a few  points  in  the 
Two-Handed  school. 


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Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Halla 


Rank:  Critter 
Class:  Warrior 

Prime  Location:  Brecilian  Forest 
Special  Abilities:  Moving  Dalish  landships 

Description:  These  Dalish  white  stags  are  much  larger  and  swifter  than  the  normal  wild  stags 
(having  been  bred  for  this  purpose  by  the  elves  for  several  millennia).  It  is  standard  for  a halla's 
keeper  to  carve  its  antlers  as  they  grow,  making  them  curve  into  unique  and  aesthetic  shapes 
(the  antlers  fetch  a high  price  in  the  Imperium).  Since  the  fall  of  the  Dales,  the  halla  have  been 
used  less  as  mounts  and  more  to  pull  the  aravels  (called  "landships"  by  humans)  of  the  Dalish. 

Play  Tips:  They  make  good  eating,  but  you  don't  have  much  reason  to  battle  these  creatures. 
In  the  Dalish  camp,  you  can  save  one  and  complete  the  "Flora's  Halla"  side  quest. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

High 

High 

High 

Low 

Low 

High 

Hurlock 


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Rank:  Normal 

Class:  Warrior 

Prime  Location:  Anywhere 

Special  Abilities:  Alpha  (Weapon  and  Shield,  Two-Handed),  Emissary  (Spells) 

Description:  Hurlocks  originate  from  human  broodmothers.  Muscular  and  tough,  they  are  the 
most  common  foot  soldiers  of  the  darkspawn  during  a Blight.  They  are  tanks,  easily  equaling  a 
qunari's  raw  physical  power.  They  are  the  shock  troops  of  the  darkspawn  and  often  form  the 
strongest  part  of  their  armies,  wielding  primitive  swords  and  axes  and  wearing  patchwork 
armor.  Hurlock  skin  ranges  from  pale  white  to  dark  brown;  there  is  generally  a lot  of  variance, 
and  most  do  not  possess  hair  (it  is  always  black  in  those  who  do).  Hurlocks  consider 
themselves  superior  to  other  darkspawn  races,  treating  them  roughly  and  adorning  themselves 
in  crudely  carved  tattoos  to  keep  track  of  kills  and  deeds. 

Play  Tips:  Identify  hurlocks  as  soon  as  a fight  ensues.  Emissaries  are  your  immediate  priority. 
Alphas  can  be  trouble,  but  you'll  probably  want  to  eliminate  the  regular  hurlocks  first  and 
reduce  the  numbers  against  you. 

Hurlock  Alpha 

Darkspawn  childer  hatched  by  a broodmother  have  to  fight  among  themselves  for  food  during 
the  first  month  of  life;  usually,  a tenth  to  a quarter  of  the  litter  will  survive.  Occasionally  one 
childer  will  prove  stronger  than  the  rest  of  its  siblings  and  be  the  only  one  remaining  at  the  end 
of  the  month.  This  is  indicative  of  a superior  version  of  the  race  and  it  will  be  known  as  an 
"alpha."  Alphas  are  generally  taller,  stronger,  and  much  more  intelligent  than  others  of  their 
kind.  They  will  be  the  commanders  and  generals  who  direct  the  others  in  combat  and  are 


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intelligent  enough  to  direct  the  slavery  of  humanoid  races  in  lands  they  conquer.  As 
lieutenants,  they  act  as  warriors  with  the  Weapon  and  Shield  and  Two-Handed  talents. 

Hurlock  Emissary 

Avery  few  alphas  have  proven  themselves  to  be  not  only  incredibly  intelligent,  but  also 
naturally  gifted  with  magical  abilities  that  seem  similar  to  blood  magic  in  their  effects.  These 
few  are  known  as  "emissaries."  Emissary  lieutenants  tend  to  appear  only  during  the  Blights 
and  are  the  most  feared  of  the  darkspawn,  the  ones  who  watch  the  commanders  and  generals 
to  make  sure  that  those  cunning  alphas  serve  the  archdemon's  interests  and  not  their  own. 
Darkspawn  armies  are  fairly  disorganized,  but  the  different  races  usually  group  together 
(genlocks  with  genlocks,  hurlocks  with  hurlocks,  etc.). 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

High 

High 

High 

Low 

Low 

High 

Mabari  War  Hound 


Rank:  Normal 
Class:  Default  Dog 
Prime  Location:  Ostagar 
Special  Abilities:  Bite 

Description:  Dogs  are  an  essential  part  of  Fereldan  culture,  and  no  dog  is  more  prized  than 
the  Mabari.  The  breed  is  as  old  as  myth,  said  to  have  been  bred  from  the  wolves  who  served 
the  legendary  hero,  Dane.  Prized  for  their  intelligence  and  loyalty,  these  dogs  are  more  than 


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mere  weapons  or  status  symbols:  The  hounds  choose  their  masters,  and  pair  with  them  for 
life.  To  be  the  master  of  a Mabari  anywhere  in  Ferelden  is  to  be  recognized  instantly  as  a 
person  of  worth.  The  Mabari  are  also  an  essential  part  of  Ferelden  military  strategy.  Trained 
hounds  can  easily  pull  knights  from  horseback  or  break  lines  of  pike  men,  and  the  sight  and 
sound  of  a wave  of  war  dogs,  howling  and  snarling,  has  been  known  to  cause  panic  among 
even  the  most  hardened  infantry  soldiers. 

Play  Tips:  You  will  battle  Mabari  war  dogs  in  your  travels;  however,  one  of  them  becomes  your 
friendliest  ally  either  in  the  Human  Noble  origin  or  as  a side  quest  beginning  in  Ostagar. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Superior 

Above  Avg. 

Moderate 

Very  Low 

Fair 

Superior 

Nug 


Rank:  Critter 
Class:  Warrior 
Prime  Location:  Orzammar 
Special  Abilities:  Nibble 

Description:  Sometimes  called  "mudsplashers"  by  the  dwarves,  these  small,  hairless 
creatures  resemble  small  pigs,  with  pointed  snouts  for  digging.  Nearly  blind,  they  populate  the 
underground  tunnels  of  the  dwarves. 

Play  Tips:  Collect  these  for  Nug  Wrangler  Boermor  in  the  Orzammar  Commons  area.  Corral 
11  of  them  for  a prize. 


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Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

High 

High 

High 

Low 

Low 

High 

Ogre 


Rank:  Lieutenant  or  Normal 
Class:  High  Damage 
Prime  Location:  Brecilian  Forest 
Special  Abilities:  Grab  and  Throttle 

Description:  Ogres  originate  from  qunari  broodmothers;  they  are  rare,  but  growing  in  number. 
They  are  massive:  taller  and  broader  than  even  hurlock  alphas,  with  dark,  rough-colored  skin 
covered  in  patches  of  thick  fur.  They  possess  huge,  curved  horns  and  are  said  to  charge  their 
enemies  like  bulls,  slamming  into  them  with  devastating  effect:  they  can  even  barrel  through 
thick  stone  walls.  Tougher  ogres  are  ranked  as  lieutenants,  while  the  smaller  grunts  are  normal 
difficulty. 

Play  Tips:  Avoid  the  ogre's  long  reach:  an  ogre  can  grab  and  choke  the  life  out  of  you.  If  the 
ogre  grabs  a companion,  stun  it  immediately  to  cease  the  continuous  damage. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Pride  Demon 


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Rank:  Boss  (lesser  is  ranked  Lieutenant) 

Class:  High  Damage 
Prime  Location:  The  Fade 
Special  Abilities:  Possession 

Description:  Demons  can  exist  in  both  the  real  world  (through  possession)  and  in  the  Fade. 
Demons  spend  their  time  searching  out  new  territory  and  pushing  their  boundaries.  For  this 
reason,  they  are  the  Fade  dwellers  most  commonly  seen  in  the  mortal  realm.  While  in  the 
Fade,  demons  rail  at  a sleeper,  forcing  him  into  dark  realms  of  nightmare  where  the  demons 
feed  off  the  negative  energy  created  by  his  fear.  The  demons  are,  in  order  of  increasing  power 
and  intelligence:  rage,  hunger,  sloth,  desire,  and  pride.  Greater  pride  demons  are  bosses, 
while  lesser  pride  demons  are  ranked  as  lieutenants. 

Play  Tips:  Damage-based  spells  will  rip  apart  a pride  demon  if  you  can  keep  the  pressure  on. 
Cycle  through  a spell  rotation  so  you  aren't  waiting  on  any  cooldown  effects. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Rage  Demon 


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Rank:  Lieutenant  (lesser  is  ranked  Critter) 

Class:  Spirit 

Prime  Location:  The  Fade 
Special  Abilities:  Flame  Blast 

Description:  Demons  can  exist  in  both  the  real  world  (through  possession)  and  in  the  Fade. 
Demons  spend  their  time  searching  out  new  territory  and  pushing  their  boundaries.  For  this 
reason,  they  are  the  Fade  dwellers  most  commonly  seen  in  the  mortal  realm.  While  in  the 
Fade,  demons  rail  at  a sleeper,  forcing  him  into  dark  realms  of  nightmare  where  the  demons 
feed  off  the  negative  energy  created  by  his  fear.  The  demons  are,  in  order  of  increasing  power 
and  intelligence:  rage,  hunger,  sloth,  desire,  and  pride.  Greater  rage  demons  are  lieutenants, 
while  lesser  rage  demons  are  ranked  as  critters. 

Play  Tips:  Stick  to  the  cold-based  spells  to  deal  extra  damage.  Cone  of  Cold  or  Blizzard  can 
freeze  them  solid  and  deal  significant  damage;  even  Winter's  Grasp  can  be  effective. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

Very  High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Rat 


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Rank:  Critter 
Class:  Warrior 
Prime  Location:  Underground 
Special  Abilities:  Gnaw 

Description:  Any  of  several  long-tailed  rodents  of  the  family  Muridae,  of  the  genus  Rattus; 
distinguished  from  the  mouse  by  being  larger.  Only  the  giant  ones  fight. 

Play  Tips:  It  doesn't  take  much  to  squash  them.  Watch  out  for  rats'  swarm  tactics;  keep  your 
flanks  defended  by  companions  or  obstacles. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

High 

High 

High 

Low 

Low 

High 

Revenant 


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Rank:  Lieutenant 
Class:  High  Damage 
Prime  Location:  Brecilian  Forest 
Special  Abilities:  Telekinetic  Pull 

Description:  A revenant  is  a corpse  possessed  by  a pride  demon.  Many  possess  spells,  but 
most  are  armed  and  armored  and  prefer  to  use  their  martial  talents. 

Play  Tips:  A challenging  foe,  the  revenant  can  pull  you  toward  it  with  telekinesis;  ranged  DPS 
and  healing  won't  be  safe  at  the  edge  of  the  battlefield.  Don't  waste  time  on  ranged  positioning. 
If  the  revenant  does  pull,  it  sets  aside  its  massive  blade,  which  is  prime  time  for  melee 
combatants  to  get  in  some  licks. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Shade 


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Rank:  Lieutenant  (lesser  version  is  ranked  Normal) 

Class:  Spirit 

Prime  Location:  The  Fade 
Special  Abilities:  Life  Drain 

Description:  Shades  are  spirits  of  the  dead  that  have  come  into  the  mortal  world  but  have  not 
possessed  living  beings.  Over  time,  they  become  so  jealous  of  the  living  that  they  begin  to 
draw  the  energy  of  life  itself  into  themselves  through  their  touch.  They  become  humanoid 
shadows,  lingering  in  dead  places  and  being  devoid  of  any  thought  but  draining  life  whenever  it 
draws  near.  More  powerful  versions  of  these  shades,  those  who  have  fed  on  a great  deal  of  life 
energy,  are  known  as  "wraiths."  Wraiths  regain  a bit  of  their  intelligence  and  can  use  their 
power  to  affect  the  mortal  world,  usually  through  control  over  the  elements  and  by  affecting  the 
minds  of  the  living. 

Play  Tips:  Mundane  weapons  may  have  a lesser  effect,  but  spells  can  put  a hurt  on  a shade. 
Keep  your  spellcasters  protected  and  let  them  fire  away  while  the  tank  and  melee  DPS  hold 
them  at  bay. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

Very  High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Shriek 


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Rank:  Lieutenant  (Normal  shriek  is  ranked  Normal) 

Class:  High  Damage 
Prime  Location:  Dead  Trenches 
Special  Abilities:  Stealth 

Description:  Thought  of  as  horrors  of  the  night  more  than  as  darkspawn,  shrieks  are  tall,  lean 
creatures  renowned  for  their  speed,  incredible  agility,  and  stealth.  Indeed,  shrieks  have  been 
known  to  run  (with  their  strange,  loping  gait:  their  arms  are  as  long  as  their  legs)  as  fast  as  a 
horse  and  disappear  just  as  quickly  into  the  shadows.  Shrieks'  talons  and  teeth  are  incredibly 
sharp,  as  their  favorite  tactic  is  to  leap  on  their  prey  and  tear  it  to  ribbons  within  seconds;  in 
fact,  they  fight  with  long  sharpened  blades  attached  to  their  forearms.  Shrieks  originate  from 
elven  broodmothers,  and  retain  both  a natural  elven  agility  and  relative  fragility.  Only  couple 
solid  strikes  are  needed  to  kill  the  creature— getting  that  strike,  however,  tends  to  be  the 
problem.  Physically,  shrieks  stand  between  six  and  seven  feet  tall  but  weigh  only  perhaps  100 
to  120  pounds.  They  are  thin,  with  bark-like  skin  that  ranges  from  light  green  to  dark  brown  in 
color.  Their  faces  are  twisted,  with  long  wild-looking  hair  and  eyes  that  are  sunken  into  their 
skull,  appearing  to  be  black  holes  with  pricks  of  dim  light  shining  from  within. 

Play  Tips:  Set  up  a defensive  perimeter  where  each  companion  can  watch  the  other's  backs. 
Shrieks  can  materialize  out  of  thin  air,  and  you  don't  want  them  ripping  and  tearing  at  your 
exposed  side. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

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Skeleton 


Rank:  Normal 
Class:  Warrior 
Prime  Location:  Redcliffe 

Special  Abilities:  Archer  (ranged),  Ranged  (Dual  Weapon),  Normal  (Weapon  and  Shield), 
Shambling  (Two-Handed) 

Description:  Demons  that  possess  flesh  form  walking  corpses;  demons  that  possess  bones 
form  skeletons. 

Play  Tips:  Employ  standard  party  tactics  as  you  would  for  any  melee  combatant  or  enemy 
archer.  The  shambling  skeletons  generally  deal  more  damage  and  should  be  a priority. 

Archer 

Archer  skeletons  are  bones  possessed  by  a rage  demon.  They  use  ranged  bows. 

Ranged 

Ranged  skeletons  are  bones  possessed  by  a hunger  demon.  They  act  as  warriors  with  the 
Dual  Weapon  talents. 

Normal 

Normal  skeletons  are  bones  possessed  by  a rage  demon.  They  act  as  warriors  with  the 
Weapon  and  Shield  talents. 


Shambling 


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Shambling  skeletons  are  bones  possessed  by  a sloth  demon.  They  act  as  warriors  with  the 
Two-Handed  talents. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Sloth  Demon 


Rank:  Boss  or  Normal 
Class:  Tank 

Prime  Location:  The  Fade 
Special  Abilities:  Spells 

Description:  The  sloth  demon  is  a shapechanger  with  no  true  form  (that  is  known,  anyway).  It 
takes  existing  forms,  usually  from  dreams  of  the  dreamer.  In  the  Magi  origin  story,  the  sloth 
demon  appears  as  a bereskarn. 

Play  Tips:  Normal  sloth  demons  adopt  similar  tactics  as  the  arcane  horror.  Avoid  its  big  spells 
with  well-timed  stuns  or  debilitating  spells  such  as  Crushing  Prison. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Spider 


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Rank:  Normal 
Class:  Agile 

Prime  Location:  Underground 

Special  Abilities:  Poison,  Web,  Overwhelm 

Description:  These  creatures  (also  called  "deep  crawlers"  by  the  dwarves)  grew  in  the  depths 
of  the  dwarven  Deep  Roads,  once  having  been  encouraged  to  multiply  to  feed  on  the 
numerous  species  of  large  bats  that  the  dwarves  considered  pests.  Once  the  Deep  Roads 
were  lost  to  the  darkspawn,  these  spiders  began  to  feed  on  genlocks  as  well  as  bats,  and  their 
numbers  were  no  longer  controlled.  Some  moved  up  to  make  their  lairs  in  the  surface  forests, 
but  most  have  remained  below  ground. 

Play  Tips:  Support  each  other  whenever  spiders  arrive.  If  you  end  up  apart,  a spider's  web  or 
Overwhelm  attack  can  incapacitate  a lone  companion.  When  webbed,  the  companions  who 
aren't  trapped  should  defend  their  comrade.  Against  an  Overwhelm  attack,  everyone  else 
should  immediately  focus  on  the  charging  spider  to  kill  it  before  it  kills  your  companion. 

Corrupted  Spider 

Corrupted  Spiders  are  giant  spiders  that  have  fed  on  the  flesh  of  darkspawn.  Unlike  other 
animals  so  tainted,  giant  spiders  don't  become  darkspawn  ghouls.  But  they  are  forever 
changed  after  having  feasted  on  darkspawn  gore:  they  are  more  aggressive  and  stronger  than 
standard  spider  kin. 

Giant  Spider 

These  are  the  most  common  variety  of  dungeon  spider  and  will  threaten  you  with  an 
Overwhelm  ability. 


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Poisonous  Spider 

These  spiders  can  shoot  poison  at  medium  range  and  deal  damage  over  time. 
Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

Very  High 

Above  Avg. 

Very  Low 

Meager 

High 

Werewolf 


Rank:  Normal 
Class:  High  Damage 
Prime  Location:  Brecilian  Forest 
Special  Abilities:  Claws,  Stealth 

Description:  Ferelden  lore  is  full  of  instances  where  these  creatures  have  plagued  the 
countryside:  wolves  possessed  by  rage  demons  and  transformed  into  humanoid  monsters  with 
incredible  speed  and  strength,  able  to  spread  a curse  to  those  they  bit  that  would  drive  them 
mad  with  rage.  Indeed,  the  ability  of  normal  dogs  to  detect  a werewolf  even  when  it  is  in  a 
human  guise  is  what  first  led  Fereldans  to  adopt  dogs  as  an  indispensable  companion  in  every 
farmhold.  The  hero  Dane  led  a crusade  to  eliminate  this  threat  once  and  for  all,  and  while 
werewolves  have  never  assumed  the  same  prominence  since,  there  have  still  been  reports  of 
individual  packs  lurking  in  remote  forests.  In  recent  years,  some  have  even  been  reported  to 
have  developed  an  uncanny  willpower  and  intelligence. 

Play  Tips:  Werewolves  are  very  fast,  and  some  use  stealth.  At  least  one  point  in  Survival  will 
help  drastically  in  detecting  werewolves  on  your  mini-map  before  they  are  on  you. 


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Werewolf  Leader 

Werewolf  leaders  are  lieutenants  and  stronger,  more  resilient  versions  of  the  core  werewolves. 
Swiftrunner,  leader  of  the  werewolves  in  the  "Nature  of  the  Beast"  quest,  is  more  intelligent 
than  the  others.  He  is  still  little  more  than  a vicious  beast,  however,  and  very  easily  gives  in  to 
his  bestial  temper.  If  the  player  frees  the  werewolves,  he  is  restored  to  his  former  human  self. 

Rabid  Werewolf 

An  extremely  nasty,  savage  variant  of  the  regular  werewolf 
Shadow  Werewolf 

These  werewolves  use  stealth  to  go  invisible  and  sneak  up  on  the  unsuspecting. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Wild  Sylvan 


Rank:  Lieutenant 
Class:  Tank 

Prime  Location:  Brecilian  Forest 
Special  Abilities:  Camouflage 

Description:  In  forests  where  the  Veil  between  this  plane  and  the  Fade  has  become  thin,  the 
forest  is  "alive"  with  vengeful  spirits  who  have  possessed  trees.  These  creatures  are  called 


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"wild  sylvans."  Sylvans  can  retain  some  of  the  intelligence  and  even  memories  of  the 
possessing  spirit,  which  sometimes  grow  over  time.  More  often,  sylvans  retain  only  a 
smattering  of  intelligence  and  are  filled  with  an  extreme  jealousy  of  other  living  things.  They  kill 
any  who  enter  their  domain,  animating  branches  to  swing  as  fists,  enveloping  the  living  in  their 
roots,  or  uprooting  themselves  briefly  to  walk  (slowly).  Sylvans  are  heavily  resistant  to  physical 
damage. 

Play  Tips:  Tread  slowly  when  in  a forest  around  sylvans.  The  tree  creatures  blend  in  with  the 
non-hostile  forest  and  suddenly  spring  to  life  as  you  near.  Fire-based  attacks  do  extra  damage. 

Grand  Oak 

The  rhyming  spirit  of  a great  oak  tree,  this  sylvan  boss  helps  the  player  after  the  player 
recovers  his  stolen  acorn. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Wisp 


Rank:  Critter 
Class:  Spirit 

Prime  Location:  The  Fade 
Special  Abilities:  Lightning 


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Description:  Wisps  are  small  glowing  balls  of  electrical  energy.  It  is  not  certain  whether  they 
are  demon,  spirit,  or  just  a Fade  disturbance  of  some  kind. 

Play  Tips:  When  a wisp  detects  you,  it  will  begin  firing  lightning  at  you.  Close  quickly  if  you 
rely  on  melee;  otherwise,  it  will  sizzle  you  from  long  range.  If  you  attack  at  range,  out-damage 
wisps  with  a barrage  of  spells  or  arrows. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

Very  High 

Above  Avg. 

Very  Low 

Meager 

Very  High 

Wolf 


Rank:  Critter 
Class:  Agile 

Prime  Location:  Outdoors 
Special  Abilities:  Bite,  Overwhelm 

Description:  These  wolves  are  large  and  imposing.  They  hunt  in  packs  and  take  advantage  of 
large  numbers  to  take  down  tougher  targets. 

Play  Tips:  Wolves  hunt  in  packs  and  will  attempt  to  swarm  you.  Try  not  to  get  flanked  and 
have  the  party  concentrate  firepower  on  one  at  a time  as  you  trim  down  the  numbers  against 
you.  Also  watch  out  for  their  Overwhelm  ability,  which  can  take  a party  member  down  quickly  if 
you're  not  prepared. 


Alpha  Wolf 


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A stronger  variant  of  the  wolf,  this  lieutenant  will  lead  the  wolf  charge  as  a dangerous  pack 
closes  in. 

Witherfang 

The  fighting  form  of  the  Lady  of  the  Forest  (the  spirit  of  a dryad  that  Zathrian  captured  and 
trapped  in  the  body  of  a wolf).  She  is  the  originator  of  the  werewolf  curse  in  the  Brecilian 
Forest.  She  is  a massive,  white  dire  wolf  boss. 

Attributes 


Strength 

Dexterity 

Willpower 

Magic 

Cunning 

Constitution 

Very  High 

Very  High 

Above  Avg. 

Very  Low 

Meager 

High 

Walkthrough 

Tour  of  Ferelden 

The  vast  wilderness  and  cultural  centers  of  Ferelden  live  and  breathe  each  day  that  passes  on 
your  mission  to  stop  the  Blight.  You  can  immerse  yourself  in  the  world  and  enjoy  much  that  it 
has  to  offer,  but  Ferelden  is  so  huge  that  it  will  take  several  plays  to  fully  explore  its  majesty. 
For  those  who  want  a sneak  peek  of  what's  in  store  or  want  a guide  to  the  essential  quests, 
NPCs,  items,  and  skills  that  you'll  encounter  on  your  travels,  look  no  further. 

Essential  Locations 

Ostagar 

After  your  origin  story,  Duncan  guides  you  to  King  Cailan  and  the  rest  of  the  Grey  Wardens  at 
this  ancient  fortress.  You  meet  companions  Alistair  and  Morrigan,  as  well  as  a couple  of  Grey 
Warden  trainees  who  travel  with  you  temporarily  as  you  quest  for  the  elements  of  the  Joining. 
As  part  of  the  prelude  quests,  you  must  complete  all  of  Ostagar  before  you  go  anywhere  else. 
Your  adventures  will  take  you  into  neighboring  Korcari  Wilds  and  Flemeth's  Hut  before  setting 
off  into  the  wide  open  world. 

Lothering 

A small  town  on  your  way  up  the  Imperial  Highway,  Lothering  supplies  you  with  lots  of  side 
quests  to  build  up  your  novice  characters.  You  meet  companions  Leliana  and  Sten  inside  the 
village  limits,  and  you  gain  a dwarven  merchant  and  his  enchanter  son  for  your  party  camp 
after  you  leave.  Be  sure  to  do  all  Lothering  quests  before  leaving  the  town;  once  you  complete 
one  of  the  major  quest  lines,  darkspawn  destroy  Lothering  and  you  can  never  return. 

Circle  Tower 

Home  to  the  Circle  of  Magi,  the  tower  falls  prey  to  abominations  and  the  dark  lure  of  the 
dreamworld,  the  Fade.  You  gain  the  services  of  spirit  healer  Wynne  inside  the  tower,  and  she 


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should  be  a permanently  part  of  any  group  that  doesn't  already  have  a healer.  To  reach  the 
tower,  you  must  first  convince  the  guard  on  the  Lake  Calenhad  Docks  to  let  you  pass.  When 
you  finish  the  "Broken  Circle"  quests  here,  you  choose  either  mages  or  templars  to  serve  in 
your  army  against  the  archdemon. 

Redcliffe 

The  "Arl  of  Redcliffe"  quest  line  takes  place  in  Redcliffe  Village  and  Redcliffe  Castle.  Undead 
plague  the  area,  and  another  demon  has  imprisoned  the  royal  family.  Your  travels  take  you 
through  the  village,  basement,  courtyard  and  both  floors  of  the  castle.  You  need  Arl  Eamon  to 
call  the  Landsmeet  for  the  finale,  but  you  cannot  save  the  arl  until  you  also  complete  the  "Urn 
of  Sacred  Ashes"  quest  line. 

Denerim 

Visit  the  game's  largest  city  early  to  partake  in  the  market  district's  many  vendors  and  to  accept 
a wealth  of  side  quests.  The  experience  and  rewards  from  these  side  quests  will  help  your 
characters  develop  their  talents  and  gear.  Later  in  the  story,  after  Arl  Eamon  calls  the 
Landsmeet,  Denerim  serves  as  the  final  battleground  for  the  events  leading  up  to  the 
confrontation  with  the  archdemon. 

Sequence  of  Events 

The  following  three  quest  lines  serve  as  the  introduction  to  the  game  and  must  be  completed  in 
order: 

Your  Origin 

Ostagar 

Lathering 

The  following  four  "Ancient  Treaties"  quest  lines  can  be  completed  in  any  order,  though  they 
are  listed  in  most  practical  order: 

Broken  Circle  (Circle  Tower) 

Arl  of  Redcliffe/Urn  of  Sacred  Ashes  (Redcliffe) 

Paragon  of  Her  Kind  (Orzammar) 

Nature  of  the  Beast  (Brecilian  Forest) 

The  capital  city,  Denerim,  serves  as  a home  base  with  lots  of  vendors  and  side  quests.  You 
generally  want  to  visit  this  early  in  your  pursuit  for  the  "Ancient  Treaties"  quests,  and  return 
often. 


Denerim 


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Once  you  have  completed  all  the  "Ancient  Treaties"  quests,  you  can  speak  with  Arl  Eamon  to 
trigger  the  final  two  quest  lines  to  end  the  game: 

Landsmeet  (Denerim) 

The  Final  Onslaught 

Urn  of  Sacred  Ashes 

Part  two  of  the  effort  to  save  Arl  Eamon  eventually  brings  you  to  the  remote  location  of  Haven. 
The  cultists  in  the  town  and  connecting  dungeons  want  to  keep  strangers  in  the  dark  at  all 
costs.  Ultimately,  though,  the  Urn  of  Sacred  Ashes  resides  at  the  end  of  a trio  of  dungeons: 
Ruined  Temple,  Wyrmling  Lair,  and  the  Gauntlet.  When  you  finish  the  "Arl  of  Redcliffe/Urn  of 
Sacred  Ashes"  quests,  the  arl  promises  you  his  men  to  serve  in  your  final  army  against  the 
archdemon. 

Orzammar 

The  mountain  home  of  the  dwarves  is  also  home  to  the  "Paragon  of  Her  Kind"  quest  line. 

Delve  into  dwarven  politics  and  the  lost  secrets  of  the  Deep  Roads  to  earn  the  graces  of  the 
next  dwarven  king.  During  your  travels,  you  pick  up  the  warrior  Oghren  for  your  party.  If  you 
can  survive  darkspawn  and  golems  within  the  underground  catacombs,  the  dwarves  will  come 
to  your  aid  in  the  final  battle  against  the  archdemon. 

Brecilian  Forest 

Hidden  in  the  lust  forests,  a lone  Dalish  camp  holds  out  against  werewolf  attacks.  But  is  all 
what  it  seems?  Discover  the  secrets  of  the  forest  and  its  denizens  as  you  adventure  through 
the  "Nature  of  the  Beast"  quest  line.  When  you  uncover  the  final  answers,  you  choose  either 
elves  or  werewolves  to  join  your  army  against  the  archdemon. 

Landsmeet  and  Final  Battle 

After  you  complete  all  of  the  main  quests  in  Circle  Tower,  Redcliffe,  Orzammar,  and  the 
Brecilian  Forest,  Arl  Eamon  will  call  the  Landsmeet  to  select  a new  ruler  of  Ferelden.  Aid  Arl 
Eamon  in  the  task  of  discrediting  the  traitor  Loghain  and  drumming  up  support  for  your  chosen 
candidate  to  take  the  throne.  Once  the  Landsmeet  is  resolved,  you  have  one  last  hurdle:  Slay 
the  archdemon  before  the  Blight  consumes  all  of  Ferelden. 

Note:  Side  quests  and  random  encounters  have  dedicated  chapters  after  this  walkthrough 
section  covering  all  the  main  quests.  See  the  Side  Ouests  chapter  and  the  Random 
Encounters  chapter  for  all  the  details. 

How  to  Use  the  Walkthrough 

Main  quests  as  you  travel  around  Ferelden  can  sometimes  seem  complex  and  daunting.  The 
following  walkthroughs  provide  in-depth,  precise  explanations  for  every  main  quest  line  in  the 
game.  If  it  doesn't  appear  in  this  chapter,  it's  not  a main  quest  and  will  appear  in  the  Side 


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Quests  or  Random  Encounters  chapters.  The  walkthroughs  that  follow  this  introduction  are 
presented  in  the  most  efficient  sequence,  from  your  origin  and  the  prelude  to  the  various 
"Ancient  Treaties"  quests  to  secure  the  aid  of  the  Ferelden  races  to  "Landsmeet"  endgame 
quests.  Here's  a quick  breakdown  of  what's  in  each  walkthrough: 


Map 


Each  walkthrough  contains  all  the  necessary  maps  to  navigate  from  the  quest's  starting  point 
to  ending  point.  Labels  on  the  maps  indicate  NPCs,  enemies,  quest  spots,  treasure  locations, 
general  points  of  interest,  and  runthrough  markings  to  show  the  best  route  through  the  area.  A 
walkthrough  will  generally  contain  multiple  maps  to  all  the  important  locations. 


-^5  Legend 


f Runthrough  markings 
' that  correspond  to  the 
runthrough  boxes  and 
walkthrough  text 

; <5>  NPCs 

L M Pnemies 


1 


[Tl  Side  quest  locations  or 
points  of  interest 

A 

bo'^t  or  side  quest  related 
items 

O Additional  info  (traps,  etc.)  \ 


Runthrough 

This  small  sidebar  boils  the  walkthrough  down  to  essential  steps.  The  steps  are  marked  on  the 
map  in  orange  letters.  To  progress  through  an  area  effectively,  start  with  "A"  and  continue  in 
alphabetical  order  to  the  last  letter.  If  you're  familiar  with  an  area,  you  can  use  the  runthrough 
as  a guide  to  moving  through  a map  very  quickly. 

Cheatsheet 

Each  main  map  has  a Cheatsheet  that  tracks  the  main  quest,  important  NPCs,  key  items, 
monsters,  and  side  quests.  Use  this  Cheatsheet  to  make  sure  you  didn't  miss  anything  critical 
on  your  journey,  or  to  scout  out  what  you  need  to  accomplish  in  the  area. 

Walkthrough  Text 

We  pack  as  much  comprehensive  strategy  and  expert  guidance  as  we  can  into  each  section. 
The  runthrough  can  give  you  a nice  overview,  but  if  you  really  want  to  know  how  to  avoid  the 
traps,  tackle  the  monsters,  and  collect  the  important  items,  read  the  walkthrough.  Whenever 
you  encounter  a really  difficult  enemy— whether  it  be  a boss  or  other  ranked,  troublesome 
adversary— we'll  give  you  tips  on  its  battle  tendencies  and  how  to  defeat  it. 


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Reference  the  world  map  for  your  global  questions,  then  flip  to  the  appropriate  walkthrough 
section  for  the  nitty  gritty  of  that  quest  line.  You  might  scratch  your  head  at  the  Gauntlet's 
riddles  or  wonder  how  to  escape  the  Fade  that  has  enveloped  the  Circle  Tower;  with  these 
walkthrough,  though,  you  won't  waste  time  for  long. 


^fColor  Coding 

r 

Prelude  |0»ta9<ir) 

Broken  Circle  IMa9c»l 

1 

Arl  of  Eamon/ 

Urn  of  Sacred  A»hc»  (Humana) 

Nature  of  the  Bea»t(£lvc6l 

Dmerim  and  Land»meet 

Para9on  of  Her  Kind  (Dwarve»| 

Downloadable  Content 

-J 

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t 


13 


21 


Ostagar 

• Prelude  quests  ("Joining 
the  Grey  Wardens") 

• Alistair 

• Mabari  hound 

2 

Korean  Wilds 

• Prelude  quests  ("Joining 
the  Grey  Wardens") 

3 

Flemeth's  Hut 

• Prelude  quests  ("Joining 
the  Grey  Wardens") 

• Morrigan 

4 

bothering 

• Many  side  quests 

• Leliana 

• Sten 

• Bodahn  Feddic  (merchant) 

• Sandal  Feddic  (enchanter) 

5 

Lake  Calenhad  Docks 

• "Broken  Circle" 

6 

Circle  Tower 

• "Broken  Circle" 

• Wynne 

• Black  Grimoire 

• Blood  mage  specialization 

• Mage  or  templar 

7 

Redcliffe  Village 

• "Arl  of  Redcliffe" 

• Sten's  Sword 

• The  Green  Blade 


Wyrmling  Lair 

• "Urn  of  the  Sacred  Ashes' 
quest  line 

• Urn  of  Sacred  Ashes 

• Reaver  specialization 

14 

Frostback  Mountains 

• "Paragon  of  Her  Kind" 
quest  line 

15 

Orzammar 

• "Paragon  of  Her  Kind" 
quest  line 

• Oghren  (companion) 

• Bard  specialization 
(Alimar) 

• Dwarven  or  golem  army 

• Legion  of  the  Dead  army 

16 

Aeducan  Thaig 

• "Paragon  of  Her  Kind" 
quest  line 

17 

Caridin's  Cross 

• "Paragon  of  Her  Kind" 
quest  line 

18 

Ortan  Thaig 

• "Paragon  of  Her  Kind" 
quest  line 

19 

The  Dead  Trenches 


Dalish  Camp 

• "Nature  of  the  Beast" 
quest  line 

• Shapeshifter  specialization 
(Varathorn) 

• Elven  army 

22 

Brecilian  Forest 

• "Nature  of  the  Beast" 
quest  line 

• Anerin  (Wynne's 
apprentice) 

23 

Brecilian  Ruins 

• "Nature  of  the  Beast" 
quest  line 

24 

Elven  Tomb 

• "Nature  of  the  Beast" 
quest  line 

• Arcane  warrior 
specialization 

25 

Werewolf  Lair 

• "Nature  of  the  Beast" 
quest  line 

• Werewolf  army 

26 

Landsmeet  & Final  Battle 

• "Landsmeet"  quest  line  (in 
Denerim) 

• Final  Battle  (against  the 
archdemon  in  Denerim) 


Parannn  of  Her  Kind 


A 


Dragon  Age:  Origins  Ultimate 


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Dwarf  Commoner  Origin 

Home 


Legend 

Rica  ^ 
Kalah 


Dragon  Age:  Origins  Ultimate 


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As  your  story  begins,  Beraht,  an  infamous  crime  lord  in  Dust  Town,  drops  in  to  say  hello  to  you 
and  your  sister  Rica.  He  has  you  on  the  payroll  to  run  small  "errands,"  and  he  wants  your  sister 
to  find  a nobleman  and  get  pregnant  so  he  can  share  in  the  rewards  when  your  family 
becomes  of  noble  blood.  After  Beraht  leaves,  speak  with  your  sister  and  mother  and  then  meet 
your  friend  Leske  outside  your  door. 

Runthrough  (Home) 

Summary:  Talk  to  your  sister  and  mother  and  learn  about  how  rough  life  can  be  in  Dust  Town. 

A.  Beraht  pays  you  a visit.  Listen  to  what  he  has  to  say  and  then  talk  with  your  family  before 
exiting  to  Dust  Town. 

Home  Cheatsheet 

Main  Plot  Quests 

On  the  Streets  of  Dust  Town 

Important  NPCs 

Beraht 

Kalah 

Rica 

Key  Items 

None 

Monsters 

None 

Side  Quests 


None 


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Dust  Town 


Ugend  ,^ 

f <T>  Le^kc 

t <J>  Qoilinar 
Runthrough  (Dust  Town) 

Summary:  Talk  Goilinar  before  exiting  Dust  Town  for  the  Commons. 

A.  Leske  teams  up  with  you  to  begin  your  first  task  for  Beraht. 

B.  Speak  with  Goilinar  about  Oskias. 

C.  Exit  Dust  Town  and  head  into  the  Commons  in  search  of  the  Tapster's  Tavern. 


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Dust  Town  Cheatsheet 

Main  Plot  Quests 

On  the  Streets  of  Dust  Town 

Important  NPCs 

Goilinar 

Leske 

Key  Items 

None 

Monsters 

None 

Side  Quests 

None 


Your  friend  and  partner-in-crime  Leske  hooks  up  with  you  outside  your  home.  He  explains  that 
Beraht  wants  you  to  teach  someone  a lesson:  a surfacer  by  the  name  of  Oskias  who  has  been 
selling  shipments  topside  that  never  make  it  to  Beraht's  ears  down  in  Dust  Town. 


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Look  for  the  beggar  Goilinar  in  the  streets.  Ask  him  about  Oskias.  He  can  either  be  intimidated 
or  given  money  to  talk.  A little  extra  information  on  your  target  is  always  a good  thing. 


Leave  Dust  Town  and  head  to  the  Commons  area  and  find  Tapster's  Tavern. 


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Commons 


;V  Ka»ch 

;j>  Olinda  I vendor) 


Legend  7:^ 

'■‘i-  Unna 

4 . Ademaro  (vendor) 


Runthrough  (Commons) 


Summary:  In  the  Commons,  you  hit  all  your  major  quest  locations:  Tapster's  Tavern,  Beraht' 
Shop,  and  the  Proving  Grounds. 

A.  Enter  the  Commons. 


B.  Proceed  to  Tapster's  Tavern. 

C.  Stop  by  Beraht's  Shop  after  visiting  the  tavern. 

D.  Visit  the  Proving  Grounds  after  Beraht's  Shop. 

Commons  Cheatsheet 
Main  Plot  Quests 


On  the  Streets  of  Dust  Town 


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Important  NPCs 

Beraht 

Kasch 

Olinda 

Oskias 

Unna 

Key  Items 

Lyrium  Nuggets 

Monsters 

None 

Side  Quests 

None 


Enter  the  Commons  and  scout  around  if  you  like.  You  can  talk  to  a tooth-pulling  merchant,  visit 
Olinda's  shop  for  some  goods  (though  you  probably  don't  have  much  money  to  spend  at  this 
point),  and  get  chastised  by  a clothes  washer. 


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When  you're  ready  to  continue  with  your  mission,  proceed  to  Tapster's  Tavern. 


You  can  speak  with  the  bartender  first  if  you  like,  and  he'll  back  down  to  your  threats  and  let 
you  handle  Oskias  any  way  that  you  want.  Oskias  sits  at  the  table  nearby,  nursing  an  ale. 
Question  him  and  you'll  hear  that  he's  been  hoarding  lyrium  on  the  side.  At  first,  Oskias  will 
offer  you  a lyrium  nugget  to  let  this  whole  thing  slide.  You  can  intimidate  him  for  two  nuggets. 
You  can  also  kill  Oskias  and  take  the  lyrium  from  his  dead  body,  or  let  him  go  and  scare  him 
into  giving  you  both  nuggets. 


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^^gend^ 

Beraht  <»>  Shopkeeper 
Jarvia 


Beraht  will  ask  you  for  Oskias's  profits.  You  can  hand  them  over,  or  try  to  persuade  him  with  a 
lie  that  allows  you  to  keep  one  or  both  of  the  lyrium  nuggets.  If  you  persuade  him  and  keep 
one  or  both  of  the  nuggets,  Leske  will  propose  selling  them  to  Olinda  when  you  leave.  You  can 
split  the  profits  50-50  with  Leske,  or  talk  him  down  to  75-25.  Beraht  also  sends  you  on  your 
next  assignment:  enter  the  Proving  Grounds  to  drug  a fighter  so  that  his  fighter  wins  the  day. 


Look  for  Beraht's  Shop  in  this  section  of  the  Commons.  After  you  obtain  the  lyrium  from 
Oskias,  seek  out  the  boss  at  his  shop. 


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The  doors  to  the  Proving  Grounds  lie  closed  here.  The  casteless  are  not  allowed  inside  the 
arena,  so  you'll  have  to  come  back  once  Beraht  hands  you  a pass  when  you  complete  the 
Oskias  task. 


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Proving  Grounds 


Duncan  <1>  Matnar 
<i>  Everd  A Everd'd  Armor  Gicdt 


Runthrough  (Proving  Grounds) 

Summary:  Ensure  that  Beraht  wins  the  contest  by  fighting  in  Everd's  place. 

A.  Enter  the  Proving  Grounds. 

B.  Find  Everd.  He's  drunk,  so  you'll  have  to  put  on  his  armor  and  fight  instead. 

C.  Drug  Mainar. 

D.  Fight  in  the  Proving  Grounds  arena. 


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Proving  Grounds  Cheatsheet 
Main  Piot  Quests 

On  the  Streets  of  Dust  Town 

Important  NPCs 

Duncan 

Everd 

Mainar 

Key  Items 

Everd's  Arena  Gear 

Monsters 

Proving  Grounds  Opponents 

Side  Quests 

None 


Enter  the  Proving  Grounds  on  Beraht's  mission  to  ensure  that  he  gets  his  money  by  betting 
the  winning  combatant.  In  the  main  foyer,  speak  to  Duncan  and  he'll  give  you  a preview  of 
what  it's  like  to  be  a Grey  Warden.  You'll  also  unlock  the  Duncan  codex  entry. 


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Find  Everd.  Unfortunately  for  you,  he's  stone-cold  drunk,  passed  out  on  the  floor.  You  concoct 
a plan  to  put  on  his  armor  and  fight  in  his  stead.  Don't  put  on  the  armor  in  his  chest  until  you 
are  ready  to  enter  the  arena. 


While  speaking  with  Leske  over  Everd's  drunk  body,  you  must  decide  to  drug  Mainar  or  not. 


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You  can  leave  Mainar  alone  and  battle  him  without  aid,  ask  Leske  to  drug  Mainar,  talk  to 
Mainar  to  distract  him  while  Leske  sneaks  into  his  room,  distribute  the  drug  yourself  by  pouring 
it  into  the  water  basin  in  Mainar's  room,  use  stealth  to  sneak  into  Mainar's  room  to  pour  the 
drug,  or  persuade  Mainar  into  letting  you  in  through  dialogue  choices. 


Put  on  Everd's  armor  and  talk  to  the  Proving  Grounds  guard  to  the  east.  The  Proving  will 
begin.  After  you  win  the  third  fight,  Everd  will  stagger  out  into  the  arena  looking  for  his  armor. 
You've  been  discovered!  You  put  up  a grand  fight,  but  eventually  you  succumb  to  the  guards 
and  wake  up  in  a cell. 


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Beraht's  Hideout 


^^gend^ 


Thuge  • 

^ Rubble 

Thug» 

^ Confiscated 

Thug® 

Belongings 

Thug» 

A Chest  & Barrels 

TThuge 

Barrels 

Beraht  & 

A Crate  & Barrels 

Thug« 

^ Chest  (locked) 

Trap 

^ Chest  (locked) 

1 

J 


Runthrough  (Beraht's  Hideout) 


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Summary:  You  are  locked  in  a cell  in  Beraht's  Hideout  and  must  escape. 

A.  Escape  from  your  cell. 

B.  Reach  the  crime  lord's  chamber. 

C.  Take  the  secret  passage  into  Beraht's  Shop. 

Beraht's  Hideout  Cheatsheet 

Main  Piot  Quests 

On  the  Streets  of  Dust  Town 

important  NPCs 

Leske 

Key  items 

None 

Monsters 

None 

Side  Quests 

None 


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You  awake  in  a cell  in  Beraht's  Hideout.  In  a few  hours  Beraht  is  coming  to  kill  you,  so  you 
must  escape  your  cell  before  it's  too  late.  There  are  several  ways  to  get  out  of  the  cell:  steal 
the  key  from  the  guard,  pick  the  lock  on  the  door  (if  you're  a rogue),  trick  the  guard  into  coming 
close  to  the  cell  and  then  knock  him  out,  fake  an  illness  to  trick  the  guard  into  opening  the 
door.  A nearby  rubble  pile  contains  splinters  that  you  can  give  to  Leske  to  pick  his  door. 


Battle  through  Beraht's  thugs  to  reach  the  crime  lord's  chamber.  Watch  out  for  a trap  in  the 
fourth  encounter,  and  because  Beraht's  men  usually  have  superior  numbers,  avoid  getting 
flanked  or  attacked  from  behind. 

When  you  reach  Beraht,  concentrate  on  the  bodyguard  thugs  first.  They  are  easier  to  kill  and 
fewer  blows  will  be  swinging  at  your  heads.  Use  Leske's  Dirty  Fighting  on  Beraht  to  slow  him 
down  and  any  stunning  talents  that  your  PC  may  have.  Beraht  is  your  first  ranked  foe,  so  he 
will  be  very  difficult  to  bring  down.  Rely  on  health  poultices  to  keep  you  in  the  fight  long  enough 
to  finally  kill  the  slimeball. 


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1 fm  I V>4niyy<4t 

t Vt\kM  tnjwmtU  W^vT 

4.  Ir  «U*  u Uu  4 A W*k  fOCM,  fM  n «M  tfll*. 


After  the  battle,  exit  through  the  northern  door  and  keep  going  until  you  find  the  secret  passage 
into  Beraht's  Shop.  Take  the  door  back  out  into  the  Commons.  You  will  be  captured  by  the  city 
guard,  but  Duncan  steps  in  to  save  you  and  offer  you  a place  in  the  Grey  Wardens.  Accept  to 
fulfill  your  greater  destiny. 


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Dwarf  Noble  Origin 

Orzammar  Royal  Palace 


Locfc«d 

Door 


Lockod 

Door 


Locked 


Door 


Locked 

Doors 


Locked 

Door 


To  Diamond 
Quarter 


Legend 

•Ff 

^ ,i>  Qortm  ' 

<3>  King  Endrin  Aeducan 

>;  Mietrca* 

A Vanity 

Lord  llonue  Dace 

■A  Che«t 

<4>  Duncan 

A.  Pile  of  Book* 

>,  Lady  Helm! 

A Chc»t  (locked)  & Armoire 

/ ^ Lord  Harroiumont,  Lord 

A Book 

^ Bemot.  & Lord  Memo 

1 


A Barrel 
^ Barrel 
^ Vaec  & Che»t  (locked) 
A Barrel 

Gie»t  (locked) 


Runthrough  (Royal  Palace) 

Summary:  Attend  a feast  in  your  lionor  in  tlie  throne  room  once  you've  tired  of  other 
distractions. 


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A.  You  begin  your  chambers.  Speak  with  your  friend  Gorim. 

B.  Then  exit  to  the  Diamond  Quarters.  You  may  use  this  to  reach  the  market  area  and  then  the 
Proving  Grounds. 

C.  Engage  in  a game  of  politics  with  Lord  Dace. 

D.  Let  the  king  know  that  you  are  ready  for  your  honors. 

E.  Seek  out  Than  (in  his  quarters  or  at  the  Proving  Grounds). 

Royal  Palace  Cheatsheet 
Main  Plot  Quests 

The  Pride  of  Aeducan 

Important  NPCs 

Duncan 

Gorim 

King  Endrin  Aeducan 

Lady  Helmi 

Lord  Bemot 

Lord  Harrowmont 

Lord  Meino 

Lord  Ronus  Dace 

Key  Items 

None 

Monsters 

None 

Side  Quests 


None 


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Speak  with  your  friend  Gorim  at  the  start.  He'll  tell  you  that  a feast  is  being  held  in  your  honor 
in  the  throne  room,  but  he'll  also  mention  the  Proving  Grounds  if  you  want  a little  fighting  action 
(and  some  extra  experience).  If  you  want  to  go  to  the  Proving  Grounds,  head  to  the  main  doors 
(marked  diamond  B on  the  map)  and  then  find  the  Proving  Grounds  stairs  in  the  Diamond 
Quarter.  If  you  want  to  skip  the  Proving  Grounds  for  now  (you'll  go  there  later),  head  to  the 
throne  room  (diamond  C). 


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This  is  the  exit  from  the  palace.  Leave  through  here  if  you  would  like  to  explore  among  the 
merchants  in  the  Diamond  Quarter,  or  if  you  want  to  visit  the  Proving  Grounds. 


Once  you  decide  to  enter  the  throne  room,  seek  out  Lord  Bonus  Dace  to  your  right.  He  asks 
for  your  support  in  an  upcoming  vote  involving  the  surface  caste.  You  can  speak  out  for  the 
surface  caste  by  agreeing  to  help  Lord  Dace.  When  being  presented  at  the  feast,  when  Lord 
Dace  asks  about  the  rights  for  the  surfacers,  agree  that  they  should  have  the  same  rights  as 
everyone  else.  If  you  speak  to  Lord  Dace  again  and  you  arranged  it  when  you  first  spoke  with 
Lord  Dace,  you  receive  either  information  or  a reward  (note  of  credit)  for  aiding  Lord  Dace.  If 
you  want  to  humiliate  Lord  Dace  instead,  agree  to  help  him  and  then  do  not  support  the 
surface  caste's  rights  at  the  feast. 

If  you  suspect  all  is  not  what  it  seems,  you  are  correct.  After  speaking  with  Lord  Dace  the  first 
time,  talk  to  Lady  Helmi.  She  tells  you  that  Lord  Dace  has  lost  a considerable  amount  of 
money  to  the  surfacers  and  if  this  deal  went  through,  the  surface  caste  would  be  obligated  to 
repay  him,  including  some  of  your  relatives.  After  learning  this,  return  to  Lord  Dace  and  tell  him 
what  you  have  heard  from  Lady  Helmi.  When  he  goes  to  excuse  himself,  choose  "Not  so  fast" 
and  then  "Your  schemes  are  an  insult  to  House  Aeducan."  This  triggers  an  Honor  Proving,  and 
you  automatically  move  to  the  Proving  Grounds  and  fight  Lord  Dace's  son,  Mandar  Dace. 
Defeat  Mandar  Dace  and  you  will  leave  Lord  Dace  a broken  man. 


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When  you  finally  talk  to  your  father,  he  will  begin  the  ceremony  honoring  you.  After  you  have 
been  made  commander,  your  father  tasks  you  with  finding  your  brother.  If  you  have  already 
been  to  the  Proving  Grounds,  your  brother  Trian  will  be  in  his  room  (the  chamber  nearest  yours 
behind  the  locked  door).  If  you  haven't  been  to  the  Proving  Grounds,  Trian  and  your  brother 
Bhelen  will  be  found  watching  the  festivities  there. 


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If  you  have  completed  the  Proving  Grounds,  after  the  feast  you  will  find  Than  in  his  quarters 
(otherwise,  he  is  at  the  Proving  Grounds).  Speak  with  him,  and  after  Trian  denigrates  you  a bit, 
he  leaves  you  to  talk  with  your  other  brother,  Bhelen.  Bhelen  warns  you  that  Trian  plots  to  kill 
you  so  you  won't  be  a threat  to  his  taking  the  throne.  You  can  choose  to  give  the  order  to  kill 
Trian,  wait  and  see  what  he  does,  or  refuse  to  fight  your  brother.  All  choices  lead  to  a similar 
outcome,  so  choose  what  appeals  to  you  most. 

Diamond  Quarter 


Legend 


Scholar  Gertek  s 

Bruntin  Vollney  • i 
Silk  Merchant  Y 

Trian  & Bhelen 


Armor  Merchant 
Mardy  & TcU 
Magic  Merchant 
Barrel® 


1 


i 


Runthrough  (Diamond  Quarter) 


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Summary:  Wander  about  the  merchant  area  on  your  way  to  the  Proving  Grounds. 

A.  Break  up  an  argument  between  Scholar  Gertek  and  Bruntin  Vollney. 

B.  Visit  the  weapon  merchant  for  a special  gift  or  to  restore  family  honor. 

C.  Ask  the  guards  to  take  you  to  the  Proving  Grounds. 

Diamond  Quarter  Cheatsheet 

Main  Piot  Quests 
The  Pride  of  Aeducan 
Important  NPCs 
Bruntin  Vollney 
Scholar  Gertek 
Weapons  Merchant 
Key  Items 
Noble's  Dagger 
Monsters 
None 

Side  Quests 

Scholar  Argument 
Weapons  Merchant 


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Outside  the  royal  palace,  two  dwarves,  Scholar  Gertek  and  Bruntin  Vollney,  argue  about  the 
merits  of  historic  truth.  If  you  side  with  Vollney  and  defend  his  family's  honor,  you  can  allow 
Vollney  to  kill  the  scholar  or  force  Vollney  to  let  him  live.  If  you  side  with  Gertek  and  his 
research  into  the  past,  you  drive  Vollney  off  and  can  choose  to  have  Gorim  kill  Vollney  or  not. 
You  can  then  either  demand  a monetary  reward  from  Scholar  Gertek  or  gain  the  book  "A 
History  of  Aeducan:  Paragon,  King,  and  Peacemaker"  as  a token  of  good  faith. 

Feel  free  to  wander  around  the  rest  of  the  marketplace.  You  can  shop  at  various  vendors,  pick 
up  some  loot  in  a collection  of  barrels,  interact  with  some  "noble  hunter"  women  for  a possible 
good  time,  and  halfway  through  the  area  you'll  encounter  your  brothers  Trian  and  Bhelen  (if 
you  haven't  gone  to  the  feast  yet). 


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Stop  by  the  weapons  merchant  here.  Speak  with  him  and  he  tells  you  of  a special  dagger  he 
has  crafted  for  you  on  your  big  day.  You  can  either  accept  the  gift  or  kill  him  for  his  insolence  in 
speaking  out  of  turn.  The  Noble's  Dagger  is  a fine  dagger,  with  decent  DPS  and  magical 
electricity  damage. 


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Once  you  are  finished  with  the  market  area,  speak  with  the  guards  in  the  southwestern  corner. 
They  will  escort  you  to  the  Proving  Ground. 

Proving  Grounds 


J^gend 


Proving  Master 
Runthrough  (Proving  Grounds) 

Summary:  Defeat  four  opponents  in  the  arena  to  earn  the  Proving  Helm. 
A.  Speak  with  the  Proving  Master. 


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B.  Battle  three  opponents  in  the  arena. 

Proving  Grounds  Cheatsheet 
Main  Piot  Quests 
The  Pride  of  Aeducan 
Important  NPCs 

Bhelen  (only  if  you  attended  the  feast) 
Proving  Master 

Trian  (only  if  you  attended  the  feast) 

Key  Items 

Proving  Helm 

Monsters 

Proving  Grounds  Opponents 

Side  Quests 

None 


When  you  arrive  at  the  Proving  Grounds,  talk  to  the  Proving  Master.  You  may  either  watch  the 


Dragon  Age:  Origins  Ultimate 


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action  or  partake  in  it  yourself.  If  you  watch,  talk  to  the  royal  escort  guards  when  you  are  ready 
to  leave.  If  you  enter  the  arena,  you  must  slay  four  opponents  in  a row.  Do  so  to  survive  and 
earn  a reward:  the  Proving  Helm. 


You  should  be  able  to  beat  the  first  opponent  just  by  trading  blows.  The  rest  of  your  opponents 
get  tougher.  You  may  need  to  keep  your  distance  and  do  some  ranged  attacks  to  help 
supplement  damage,  or  rely  on  some  healing  poultices.  Talents  such  as  Dirty  Fighting  that  stun 
your  opponent  prove  invaluable. 


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Ruined  Thaig 


r 


L" 


<.1'  FrandUn  luo 
Scout 

1};  Qiant  Spider 
M Qcnlock» 
Dccpi»talker« 
u Genlock® 


j^lcgcncT^ 

H Genlock  Alpha  & Genlock® 
Q Mcrcenarie® 

A Dtuarf  Corp®e 
Dwarf  Corp®e 
^ Wooden  Crate  & Che®t 
(locked) 


A 

A 

A 


Che®t  (locked) 
Che®t  (locked) 
Dwarf  Corp®e 
Trap 


Runthrough  (Ruined  Thaig) 

Summary:  Find  the  Aeducan  Shield  while  battling  darkspawn  and  dwarven  treachery. 

A.  Begin  your  journey  into  the  Deep  Roads  and  head  into  the  nearby  tunnel. 

B.  Meet  Frandlin  Ivo  and  have  him  join  your  party. 


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C.  Meet  the  scout  and  have  him  join  your  party. 

D.  Fight  through  the  genlocks  and  their  traps. 

E.  Overcome  the  mercenary  ambush. 

F.  Find  the  Thaig  Chamber  and  solve  the  floor  puzzle  to  gain  the  Aeducan  Shield.  Return  to  the 
crossroads  and  become  unjustly  imprisoned  for  the  death  of  Trian. 

Ruined  Thaig  Cheatsheet 

Main  Plot  Quests 

The  Pride  of  Aeducan 
Important  NPCs 
Frandlin  Ivo 
Key  Items 
Aeducan  Shield 
Monsters 
Deepstalkers 
Genlock  Alpha 
Genlocks 
Giant  Spider 
Mercenaries 
Side  Quests 


None 


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Your  first  quest  against  the  darkspawn  is  to  find  the  Shield  of  the  Paragon  Aeducan.  The  king 
and  his  council  tell  you  that  it's  rumored  to  be  in  a ruined  thaig,  and  it's  your  mission  to  return 
the  shield  for  the  greater  glory  of  your  family.  Two  scouts  are  already  inside  to  aid  you.  Head 
toward  the  first  crossroads  (marked  diamond  B on  the  map)  to  rendezvous  with  the  first  scout, 
Frandlin  Ivo.  Beware  of  traps  and  enemies  along  the  way. 


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Meet  the  first  scout,  Frandlin  Ivo.  Invite  him  to  join  your  party  so  you  are  now  three  strong 
against  the  darkspawn  forces. 


Rendezvous  with  the  second  scout.  Add  him  to  your  party  and  proceed  to  the  west. 


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Your  party  has  a tough  battle  ahead  against  a gang  of  genlocks  and  their  genlock  alpha  leader. 
Beware  of  the  traps  they  have  set  around  the  cavern.  Avoid  those  while  flanking  whatever 
genlock  charges  at  you,  usually  the  genlock  alpha.  Coordinate  your  efforts  on  the  charging 
genlocks,  then  go  after  one  archer  at  a time  until  they're  all  down  and  out. 


Over  the  stone  bridge,  you  discover  a band  of  mercenaries  lying  in  wait  for  you.  Don't  get  too 
confident  and  plow  into  the  chamber.  There  are  more  mercenaries  than  members  of  your  party. 
Plus,  the  mercenaries  have  set  bear  traps  around  the  chamber  to  pin  you  in  one  spot,  and  they 
have  a ballista  aimed  at  the  center  to  deal  big  damage  (and  knockdown)  to  anyone  who  enters 
its  area  of  fire.  Pull  them  toward  the  entrance  and  fight  from  cover  there.  Coordinate  attacks  on 
the  nearest  mercenary  and  work  your  way  through  them.  If  things  look  dire,  save  your  health 
poultices  for  your  PC  and  let  your  scouts  fall.  If  you  win,  they  will  recover,  albeit  with  some 
minor  injuries.  Because  you're  nearing  the  end,  it  won't  matter  too  much.  On  one  of  the  dead 
mercenaries  you  find  a House  Aeducan  signet  ring  and  figure  it  must  have  been  given  to  the 
mercenaries  by  Than  to  enter  this  place  and  lie  in  ambush. 

Tip:  You  can  use  the  ancient  ballista  to  get  access  to  another  passage  back  to  the  meeting 
point.  The  bolt  you  need  to  fire  it  with  is  in  the  barrel  behind  the  ballista  the  mercenaries  are 
firing  at  you  when  you  get  ambushed.  The  passageway  opened  by  the  ancient  ballista  opens 
into  the  path  filled  with  the  deerstalkers. 


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Enter  the  Thaig  Chamber  and  solve  the  floor  puzzle.  Three  of  the  stone  tiles  are  different  from 
the  rest.  Have  each  of  your  followers  stand  on  a tile.  This  unlocks  the  sarcophagus  in  the 
middle  and  you  are  free  to  retrieve  the  Aeducan  Shield  inside.  Only  the  PC  can  get  the  shield 
because  you  have  the  Aeducan  signet  ring.  Prepare  for  a genlock  ambush  when  you  leave  the 
shield  chamber.  Return  to  the  crossroads  (diamond  B on  the  map,  where  you  first  met  Frandlin 
Ivo)  after  you  defeat  genlocks.  If  you  had  decided  to  kill  Trian  earlier,  Than  will  be  at  the 
crossroads  with  his  guards  and  you  will  have  to  fight  and  kill  Trian.  If  you  decided  to  wait  to  see 
how  Trian  would  act,  you  come  across  Trian's  dead  body  at  the  crossroads.  The  king  and  his 
entourage  find  you,  and  the  two  scouts  betray  you  with  lies  about  how  you  slew  Trian 
dishonestly.  You  are  dragged  back  to  Orzammar  Prison  to  await  judgment. 


Orzammar  Prison 


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In  prison,  you  get  to  say  goodbye  to  Gorim  one  last  time.  Lord  Harrowmont  pronounces 
sentence  on  you  and  condemns  you  to  exile  in  the  Deep  Roads  until  the  darkspawn  overrun 
you.  You  can  either  be  defiant  or  proclaim  your  innocence.  If  you  leave  on  good  terms  with 
Harrowmont,  you  will  receive  a slightly  better  dwarven  longsword  than  the  regular  one  the 
guard  will  hand  to  you. 


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Outskirts 


Duncan  & Qrcy 
Warden* 

Giant  Spider 
Genlock* 


^ Legend^ 


D Giant  ^ider 
D Deep*talker* 
B Genlock* 

B Deep*talker* 


A Dead  Diuarf 

A Wooden  Crate  & Che*t  (locked) 
A Dark*pau;n  Corp*e 


A Dead  Dwarf 
Dwarf  Corp*e* 
® Trap 


J 


Runthrough  (Outskirts) 


Summary:  Survive  darkspawn  attacks  and  find  the  Grey  Wardens. 

A.  Begin  your  journey  into  the  outskirts  of  the  Deep  Roads. 

B.  Discover  Duncan  and  the  other  Grey  Wardens.  Join  their  cause. 


Outskirts  Cheatsheet 


Main  Plot  Quests 


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The  Pride  of  Aeducan 

Important  NPCs 

Duncan 

Key  Items 

None 

Monsters 

Deepstalkers 

Genlocks 

Giant  Spiders 

Side  Quests 

None 


At  the  entrance  to  the  outskirts,  take  the  tunnel  to  your  left.  Giant  spiders,  genlocks,  and 
deepstalkers  will  harass  your  every  step  in  these  tunnels,  but  it's  the  only  route  to  Duncan  and 
freedom.  Go  slowly  and  try  to  take  on  one  foe  at  a time,  at  least  until  you've  scavenged 
enough  equipment  to  gear  up.  There  are  a few  traps  set  by  genlocks;  if  you  aren't  a rogue  and 
can't  deactivate  them,  go  even  slower  so  you  aren't  caught  unawares. 


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Tip:  It's  important  to  scavenge  early  in  the  outskirts.  Because  you  have  no  quality  armor  or 
weapons,  search  for  treasure  often  to  upgrade  to  decent  fighting  gear. 


Continue  south  through  the  tunnels  until  you  exit  them  at  the  main  corridor  again.  Duncan  and 
the  other  Grey  Wardens  are  here.  Speak  with  Duncan  and  he  will  invite  you  into  the  Grey 
Wardens  to  continue  your  noble  pursuits  elsewhere  in  the  human  lands. 


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City  Elf  Origin 


Home 


Runthrough  (Home) 

Summary: 

The  player  is  a city  elf  living  in  the  Alienage,  a segregated  community  of  elves  within  Denerim. 
Life  in  the  Alienage  allows  some  freedom,  but  not  like  that  of  the  humans,  because  most  city 
elves  are  servants.  You  begin  on  your  wedding  day,  which  is  interrupted  by  an  arl's  son,  and 
you  set  out  to  rescue  the  captured  women  (and  yourself,  if  you're  a female  elf). 

A. 

Your  father  Cyrion  is  waiting  here  for  any  last  minute  questions  you  have  before  the  wedding. 

Home  Cheatsheet 
Main  Plot  Quests 

Life  in  the  Alienage— A Day  for  Celebration 

Important  NPCs 


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Cyrion 
Shianni 
Key  Items 

Adaia's  Boots 

Wedding  Clothes  in  Footlocker 

Monsters 

None 

Side  Quests 

None 


Speak  to  your  father  Cyrion  who  will  answer  any  questions  you  have,  and  explain  to  you  that 
your  arranged  marriage  is  tradition.  He  also  tells  you  to  keep  your  combat  training  (which  you 
received  from  your  deceased  mother)  a secret.  Lastly  he  gives  you  a gift  left  from  your  mother, 
Adaia's  Boots.  You  can  grab  some  wedding  clothes  from  the  nearby  footlocker. 


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Elven  Alienage 


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<?>  Drunken  Elve» 
<|>  ElfKido 
<J>  AlarithV  Store 
Tacodor 
Dilutyn 
Elva 
Beggar 


Runthrough  (Elven  Alienage) 

Summary; 

Your  betrothed  Nesiara  is  taken  by  an  arl's  son  and  you  set  out  to  rescue  her  (or  rescue 
yourself,  if  a female  elf). 

A. 

Nessa's  family  has  been  evicted  and  is  moving.  You  can  help  them  by  giving  them  some  silver. 


Meet  with  Soris  and  he  joins  up  to  go  meet  your  bride-to-be  (male  elf)  or  groom-to-be  (female 
elf). 


Alienage  Tree  Codex 


B. 


C. 


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The  arl's  son  Vaughan  starts  roughing  up  some  elven  women.  Shianni  knocks  him  out  with  a 
bottle  and  they  leave.  You  meet  your  betrothed. 


D. 

You  meet  with  Duncan  to  find  out  why  he  is  here. 


E. 

The  wedding  ceremony  is  interrupted  by  the  return  of  Vaughan  with  some  guards.  He  knocks 
you  out  and  takes  the  women  (and  you,  if  you're  a female  elf). 


Male  Elves  only: 


F. 

Meeting  of  the  elders  to  decide  what  to  do. 


G. 

An  elf  servant  sneaks  you  into  the  castle. 

Elven  Alienage  Cheatsheet 
Main  Plot  Quests 

Life  in  the  Alienage— A Day  for  Celebration 

Important  NPCs 


Duncan 


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Nesiara  (or  Nelaros) 
Nessa's  Father 
Shianni 
Soris 

Valendrian 

Key  Items 

None 

Monsters 

None 

Side  Quests 

None 


Speak  with  Nessa's  father  and  he  tells  you  they  have  been  evicted  and  have  to  leave.  If  you 
offer  to  help,  you  are  turned  down  and  wish  them  well.  While  leaving,  the  daughter  asks  you 
for  help.  You  can  give  her  10  silver  so  that  they  can  stay.  The  nearby  couple  (Dilwyn)  will  give 
you  15  silver  for  your  wedding,  so  if  you  speak  to  them  first,  you  can  help  Nessa. 


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You  meet  with  Soris  who  doesn't  sound  pleased  about  his  future  "mouse"  wife.  He  joins  your 
party  and  you  are  tasked  with  meeting  your  future  bride  (or  groom). 


There  is  a disturbance  here  as  the  arl's  son  Vaughan  starts  pushing  around  some  of  the  elven 
women.  Shianni  defends  herself  by  knocking  out  Vaughan  with  a bottle,  driving  the  humans 
away.  Afterward  Soris  introduces  you  to  the  person  you  are  marrying. 


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Speak  with  Duncan  to  find  out  why  he  is  in  the  Alienage.  He  doesn't  tell  you  much,  but  an  elder 
shows  up  and  tells  you  Duncan  is  a Grey  Warden  and  a friend.  Duncan  is  vague  about  what 
his  business  is  here,  but  it  can  wait  until  after  the  wedding. 


The  wedding  ceremony  commences.  Just  after  it  begins,  Vaughan  returns  with  an  armed 
escort.  He  knocks  you  out  and  takes  the  women  (including  you,  if  you're  a female  elf)  back  to 
the  castle. 

Note:  This  part  of  the  origin  story  occurs  only  if  you  are  playing  a male  elf.  A female  elf  starts 
her  rampage  inside  the  mansion,  as  she  is  taken  by  the  guards. 


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A crowd  of  elves  has  formed  to  decide  what  should  be  done.  You  can  offer  to  go  after  the 
women,  and  an  elf  who  serves  inside  the  arl's  estate  will  sneak  you  in. 


You  meet  the  elf  servant  who  will  sneak  you  through  the  gate  to  the  arl's  estate. 


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Arl  of  Denerim's  Estate  (Exterior) 


r 


r, 


/ II 

ip 


D Quard 

Quard  & Mabari 
Quard 
Mabari 
Mabari 


Mabari 
Q Mabari 
A,  Deathroot, 
® Trap 


1 


J 


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Runthrough  (Arl  of  Denerim's  Estate:  Exterior) 

Summary; 

After  being  snuck  through  the  main  gates,  head  through  the  courtyard  of  the  arl's  estate. 


A. 

When  you  reach  the  door  to  the  arl's  palace,  the  elf  servant  sees  you  off. 

Arl  of  Denerim's  Estate:  Exterior  Cheatsheet 
Main  Plot  Quests 

Life  in  the  Alienage— A Day  for  Celebration 

Important  NPCs 

None 

Key  Items 

None 

Monsters 

Guards 

Mabari 

Side  Quests 


None 


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Once  you  reach  the  door  to  the  arl's  palace,  the  elf  servant  answers  a few  last  questions  and 
then  leaves  you.  Try  not  to  get  into  too  much  trouble  on  the  grounds;  it  will  only  alert  guards  to 
your  presence.  Enter  the  door  when  you're  ready  to  tackle  the  estate  interior. 


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Arl  of  Denerim's  Estate  (Interior) 


Lock«d 

Door 


Lockod 

Door 


fs 


^ Ugend^ 


D 

IS 

m 

m 

□ 

A 

A 

A 


Sleeping  Quard 
Off-Duty  Guard 
Guard 
Quard 

Quard  Captain  & 
Guards 
Guard 

Dog  Trainers  & 
Mabari 

Locked  Kennel  with 
Hostile  Mabari ' 

Off-Duty  Guards 
Off-Duty  Guards 
Guards 
Guard 

Fireball  Trap 
Bodyguard 
Barrel 
Shelves 
Liquor  Cabinet 
(locked! 

Pile  of  Sacks 


A Storage  Cabinet 
A Wine  Rack 
A Barrel 
A Armor  Stand 
A Weapon  Rack 
A Weapon  Rack 
A Cabinet 

Wooden  Crate 
A Books 
A Iron  Footlocker 
(locked) 

4iL.  Footlocker  (locked) 

A Footlocker  (locked) 

A Ornate  Chest 
A Jars 
A Armoire 
A Wooden  Crate 
A Vase 
A Armor  Stand 
A Shelves 

A Dook  ^ 


Runthrough  (Arl  of  Denerim's  Estate:  Interior) 


Summary; 

Search  the  arl's  estate  for  Vaughan  and  the  captured  elven  maidens. 


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A. 

The  cook  sees  you  and  threatens  to  call  for  the  guards,  but  his  elven  assistant  knocks  him  out 
and  lets  you  pass. 


B. 

A guard  captain  and  two  guards  have  just  slain  an  elf  maiden. 


C. 

Vaughan,  his  friends,  and  Shianni  are  here. 

Arl  of  Denerim's  Estate  (Interior)  Cheatsheet 
Main  Piot  Quests 

Life  in  the  Alienage— A Day  for  Celebration 

Important  NPCs 

Shianni 

Key  Items 

None 

Monsters 

Bodyguard 

Dog  Trainers 

Guard  Captain 

Guards 

Lord  Braden 


Lord  Jonaley 


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Mabari 

Off-Duty  Guards 
Vaughan 

Side  Quests 

None 


A cook  sees  you  and  threatens  to  call  for  the  guards,  but  his  elven  assistant  knocks  him  out 
and  lets  you  pass. 


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A guard  captain  and  two  guards  make  jokes  over  the  body  of  one  of  the  elf  maidens.  Be  sure 
to  remove  the  two  guards  first,  because  they  will  drop  faster.  Don't  let  them  flank  you  early  in 
the  fight. 


You  finally  meet  Vaughan  and  two  of  his  friends,  Lord  Jonaley  and  Lord  Braden.  Shianni  is 
here  as  well.  Vaughan,  aware  of  what  you  have  done  to  his  guards  to  get  here,  tries  to  talk  you 
out  of  killing  him.  If  you  take  the  deal  and  leave  without  the  women,  he  will  set  the  guards  on 
you  (and  they'll  take  the  money  back  if  you  don't  hide  it  outside  the  arl's  estate,  where  you  can 
find  it  during  the  "Landsmeet"  quest  line  later  on).  Boris  will  always  be  imprisoned  if  you  take 
this  route.  Also,  all  your  friends  and  family  will  hate  you  later  on.  If  you  don't  take  the  deal,  kill 
Vaughan  and  his  men.  Boris  will  leave  to  find  the  other  women. 

After  the  battle,  you  can  speak  to  Bhianni.  Bhe  is  beaten  but  will  live,  and  she's  happy  that  you 
took  care  of  the  humans.  Boris  returns  with  the  other  women  and  you  leave  the  castle. 


Ending 


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After  returning  to  the  Alienage,  you  inform  the  elder  and  Duncan  of  what  happened.  Shortly 
after,  guards  arrive  demanding  to  know  who  is  responsible  for  Vaughan's  death.  You  can  step 
forward  to  take  the  blame,  and  Duncan  invokes  the  Grey  Warden's  right  of  conscription  to  take 
you  out  of  their  custody  and  to  become  a member  of  the  Grey  Wardens.  Duncan  allows  you  to 
say  your  goodbyes  to  anyone  you  want  to  in  the  Alienage  and  when  you  are  ready  to  leave, 
speak  with  Duncan  again. 


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Dalish  Elf  Origin 


Forest  Clearing 


j^J^gend^^ 


Wolves 

^ Elfroot 

Chest  (locked) 

^ Elfroot 

Tree  Stump 

A Rubble 

A,  I^cad  Halla 

Runthrough  (Forest  Clearing) 


Summary; 

The  player  is  a member  of  a traveling  Dalish  elf  camp.  While  hunting  with  your  friend  Tamlen, 
you  stumble  upon  three  humans  wandering  about  the  woods. 


A. 


Dragon  Age:  Origins  Ultimate 


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Interrogate  the  three  wandering  humans  to  learn  about  nearby  elvish  ruins. 


B. 

Stop  at  cave  entrance.  Tamlen  wants  to  explore  before  going  back  for  help. 

Forest  Clearing  Cheatsheet 
Main  Plot  Quests 

A Child  of  the  Dalish— The  Lost  Mysteries  of  the  Ancients 

Important  NPCs 

Tamlen  (follower) 

Key  Items 

None 

Monsters 

Wolf 

Side  Quests 


None 


Dragon  Age:  Origins  Ultimate 


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The  Dalish  Elf  origin  story  starts  with  you  hunting  alongside  your  friend  Tamlen.  You  run  into 
three  humans  in  the  woods  who  claim  they  have  been  to  nearby  elven  ruins.  One  of  the 
humans  gives  Tamlen  a carving  with  elven  writing  on  it  and  claims  a demon  chased  them  away 
from  the  ruins.  You  can  then  release  or  kill  the  humans  before  going  to  explore  the  ruins. 


You  arrive  at  the  cave  entrance,  which  is  unfamiliar  territory  for  both  of  you.  Tamlen  wants  to 
go  inside  and  take  a look  before  you  go  back  to  camp  and  tell  anyone. 


Dragon  Age:  Origins  Ultimate 


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Elven  Ruins 


Giant  Spider# 

fl  6ere#karn 

Pile  of  Bone# 

A I^bble 

1 

1 

Q Giant  Spider# 

^ Cocoon 

Cocoon 

A Sarcophagu# 

^ Giant  Spider# 

^ Che#t  (locked) 

A Cocoon 

^ Che#t  (locked) 

^ 1^'  Skeleton# 

A.  Pile  of  Bone# 

A Locked  Door 

® Trap 

J 

Runthrough  (Elven  Ruins) 


Summary; 

Alongside  Tamlen,  you  explore  the  elven  ruins. 


A. 

Tamlen  discovers  a statue  that  reminds  him  of  ancient  elven  tales. 


B. 


Dragon  Age:  Origins  Ultimate 


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Kill  the  bereskarn  and  then  Tamlen  inspects  the  mirror. 

Elven  Ruins  Cheatsheet 
Main  Piot  Quests 

A Child  of  the  Dalish— The  Lost  Mysteries  of  the  Ancients 
Important  NPCs 
Tamlen  (follower) 

Key  Items 
None 
Monsters 
Bereskarn 
Giant  Spiders 
Skeletons 
Side  Quests 
None 


While  exploring  the  elven  ruins,  Tamlen  notices  a statue  that  reminds  him  of  ancient  elven 
teachings.  There  is  a large  poison  trap  nearby  and  two  skeletons  rise  and  attack  when  you 
trigger  it.  Work  as  a team  to  dispatch  the  relatively  easy  skeletons. 


Dragon  Age:  Origins  Ultimate 


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When  you  open  the  door  to  the  large  circular  chamber,  a bereskarn  attacks  you.  After  killing  it, 
you  see  a large  mirror  in  the  center  of  the  room.  There  is  a path  leading  out  from  the  room,  but 
if  you  try  to  leave,  Tamlen  will  inspect  the  mirror.  Tamlen  seems  entranced  with  the  reflecting 
surface  and  walks  up  to  touch  it.  He  places  his  hand  on  it  and  begins  to  see  things  through  it. 
Shortly  after,  Tamlen  becomes  frightened  and  an  explosion  knocks  you  out. 


Dragon  Age:  Origins  Ultimate 


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Dalish  Elf  Camp 


<i> 

❖ 

<5> 

<3> 

❖ 

A 

A 

i 


A 

A 


^^Ugcnd^  J 

Keeper  Marethari 
Fenarel 
Junar  & Pol 
Afthalle 
Maren 
Paiuel 
Hen 
Merrill 
Pile  of  Sacks 
Sack 

Pcn'Harcl  Codex 
Small  Wooden  Crate  & 
Dusty  Scroll 
God  of  the  Craft  Codex 
Chest  (locked) 

Note 


Ghilahnain  Codex 
Scroll 

Eldest  of  the  Sun  Codex 

Chests  (locked).  Crate,  & 
Scroll 
Book 

Small  Scroll 


Runthrough  (Dalish  Elf  Camp) 


Summary: 

You  wake  up  back  at  the  Dalish  Elf  camp,  with  no  memory  of  what  happened  since 
encountering  the  mirror  with  Tamlen. 


A. 

You  wake  up  and  are  greeted  by  Fenarel. 


B. 


Dragon  Age:  Origins  Ultimate 


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Talk  to  Fenarel  and  have  him  join  you. 


C. 

Talk  to  Merrill  when  you  are  ready  to  leave  camp  and  search  for  Tamlen. 

Dalish  Elf  Camp  Cheatsheet 
Main  Plot  Quests 

A Child  of  the  Dalish— The  Lost  Mysteries  of  the  Ancients 
Important  NPCs 
Fenarel  (follower) 

Keeper  Marethari 
Merrill  (follower) 
lien  (shop) 

Key  Items 
None 
Monsters 
None 

Side  Quests 


None 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


You  wake  up  back  at  the  Dalish  Elf  camp,  with  no  memory  of  what  happened  since 
encountering  the  mirror  with  Tamlen.  Fenarel  asks  you  how  you  feel  and  tells  you  that  you 
were  brought  to  camp  two  days  ago  by  a human  Grey  Warden  named  Duncan.  You  speak  with 
Keeper  Marethari  who  has  used  her  powers  to  help  you  recover  from  the  dark  curse  you 
received  from  the  mirror.  You  are  told  to  meet  with  Merrill  and  go  find  Tamlen. 


After  speaking  with  the  Keeper,  you  can  talk  to  Fenarel  and  find  out  that  he  wants  to  help  find 
Tamlen  too.  Speak  with  the  Keeper  and  she  will  allow  him  to  go  with  you. 


Dragon  Age:  Origins  Ultimate 


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Talk  to  Merrill  when  you  are  ready  to  leave  camp  and  go  look  for  Tamlen. 


Dragon  Age:  Origins  Ultimate 


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Return  to  the  Forest  Clearing 


r 1 

/ D Genlock»  D Genlocks  \ 

L J 


Runthrough  (Return  to  the  Forest  Clearing) 


Summary; 

You  join  Merrill  (and  possibly  Fenarel)  to  search  for  Tamlen. 


A. 

Genlock  ambush. 


B. 


Dragon  Age:  Origins  Ultimate 


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Find  a campsite  and  another  genlock  ambush. 

Return  to  the  Forest  Clearing  Cheatsheet 
Main  Plot  Quests 

A Child  of  the  Dalish— The  Lost  Mysteries  of  the  Ancients 
Important  NPCs 
Fenarel  (follower) 

Merrill  (follower) 

Key  Items 

None 

Monsters 

Genlocks 

Side  Quests 

None 


You  are  ambushed  by  two  genlocks.  Concentrate  fire  on  one  of  the  genlocks  to  bring  it  down 
first.  You  shouldn't  need  any  healing  if  you  coordinate  your  efforts. 


Dragon  Age:  Origins  Ultimate 


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You  find  a fresh  campfire  and  are  ambushed  by  more  genlocks.  Repeat  the  same  battle  tactics 
as  the  first  genlock  skirmish. 


Return  to  the  Elven  Ruins 


Dragon  Age:  Origins  Ultimate 


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?^$[legend^ 


Qcnlock® 

CcnIock» 

Qcniock  EmiMary  & Qenlock» 
•* 

Skeletons  & Skeleton  Archer* 


Gncdt  (locked) 
Che*t  (locked) 
Stran9e  Statue 

T,.p  J 


Runthrough  (Return  to  the  Elven  Ruins) 


Summary: 

You  return  to  the  elven  ruins  to  find  Tamlen 


A. 

Merrill  observes  the  ruins. 


B. 

Meet  with  Duncan  to  find  out  what  happened. 

Return  to  the  Elven  Ruins  Cheatsheet 
Main  Plot  Quests 

A Child  of  the  Dalish— The  Lost  Mysteries  of  the  Ancients 
Important  NPCs 
Fenarel  (follower) 

Merrill  (follower) 

Duncan 
Key  Items 


Dragon  Age:  Origins  Ultimate 


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None 
Monsters 
Genlock  Emissary 
Genlocks 
Skeletons 
Skeleton  Archers 
Side  Quests 
None 


You  return  to  the  ruins.  Merrill  doesn't  think  the  chances  are  good  that  Tamlen  is  still  alive. 


Dragon  Age:  Origins  Ultimate 


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Duncan  is  waiting  for  you  in  the  Mirror  Chamber.  You  find  out  that  the  mirror  is  responsible  for 
the  darkspawn  and  that  Tamlen  will  not  be  saved.  Duncan  also  tells  you  that  you  have  the 
darkspawn  plague  and  that  the  Keeper  has  helped  you  recover  from  it,  but  you  are  not  cured. 
He  smashes  the  mirror  to  prevent  any  more  damage  from  the  foul  thing  and  bids  you  to  return 
to  camp.  You  can  look  around  more  if  you  wish  before  returning. 


Dragon  Age:  Origins  Ultimate 


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Return  to  Dalish  Elf  Camp 


^ Ugend_;j^ 

* *“  ■ » 

J 


Hen 

<2>  Fenard 

I V 

Adhallc 


Runthrough  (Return  to  the  Dalish  Elf  Camp) 


Summary; 

After  you  return  from  the  ruins  with  Duncan,  the  Keeper  speaks  with  him  to  find  out  what 
happened. 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


A. 

Talk  to  the  Keeper.  She  leaves  with  Duncan  and  tells  you  to  speak  with  Hahren  Paivel  about 
funeral  services. 


B. 

Talk  to  Paivel  and  arrange  a funeral  for  Tamlen. 


C. 

Talk  to  Duncan  and  leave  with  him  to  join  the  Grey  Wardens. 

Return  to  the  Dalish  Elf  Camp  Cheatsheet 
Main  Plot  Quests 

A Child  of  the  Dalish— The  Lost  Mysteries  of  the  Ancients 
Important  NPCs 
Fenarel  (follower) 

Keeper  Marethari 
Merrill  (follower) 
lien  (shop) 

Duncan 
Paivel 
Key  Items 
None 


Monsters 


Dragon  Age:  Origins  Ultimate 


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None 

Side  Quests 

None 


You  return  from  the  ruins  with  Duncan.  You  tell  the  Keeper  that  Tamlen  is  gone  and  Duncan 
has  smashed  the  mirror  so  that  no  more  darkspawn  can  come  through.  The  Keeper  wants  to 
speak  to  Duncan  about  what  happened  and  tells  you  to  find  Paivel  and  arrange  funeral 
services  for  Tamlen. 


Talk  to  Paivel  and  tell  him  Tamlen's  fate.  Deliver  the  Keeper's  request  for  a funeral  for  Tamlen. 


Dragon  Age:  Origins  Ultimate 


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Duncan  invites  you  to  join  the  order  of  the  Grey  Wardens.  This  is  the  only  way  you  can  be 
cured  of  the  darkspawn  plague.  You  have  to  leave  your  friends  at  the  camp  and  journey  to 
strange  place:  Ostagar. 


Dragon  Age:  Origins  Ultimate 


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Mage  Origin 


The  Harrowing 


5I^._Legencr^^ 

^ Mouse 

Spirit  of  Valor 
Sloth  Demon 
P Wisp  Wraith 
iiS  Wisp  Wraith 
¥1  Wisp  Wraith 
P Wisp  Wraith 
* P Wisp  Wraith 
jp  Spirit  Wolves 
H Spirit  Wolves 
p Spirit  of  Ra9e 
P Wisp  Wraiths 
Vase  of  Healing 
t Valors  Staff 

■TV 


Runthrough  (The  Harrowing) 


Summary; 

All  mages  must  enter  the  demon  dream  realm,  the  Fade,  and  test  themselves  in  a dangerous 
ritual  called  the  Harrowing.  You  must  defeat  a demon  in  the  hellish  dreamscape  to  survive. 


A. 

You  enter  the  Fade.  The  Harrowing  has  begun. 


B. 


Dragon  Age:  Origins  Ultimate 


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Meet  Mouse  and  listen  to  his  experiences  in  the  Fade. 


C. 

Retrieve  Valor's  Staff  from  the  Spirit  of  Valor  (through  dialogue  or  battle). 


D. 

Defeat  the  sloth  demon  and  gain  bear  form  for  Mouse. 


E. 

Defeat  the  Spirit  of  Rage  and  escape  the  Fade. 

Harrowing  Cheatsheet 
Main  Piot  Quests 

In  the  High  Tower  of  the  Mages 

important  NPCs 

Irving 

Greagoir 

Mouse 

Spirit  of  Valor 
Sloth  Demon 

Key  items 

Valor's  Staff 

Monsters 


Wisp  Wraiths 


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Spirit  Wolves 
Spirit  of  Rage 

Side  Quests 

None 


As  an  apprentice  in  the  mages'  Circle  Tower,  you  must  undergo  the  ritual  of  the  Harrowing. 
Every  mage  channels  great  power,  but  also  risks  possession  by  the  demons  of  the  dream 
realm  called  the  Fade.  First  Enchanter  Irving  and  Knight-Commander  Greagoir,  leader  of  the 
Chantry  templars,  send  you  into  the  Fade  to  conquer  your  fears  and  master  the  powers  within 
yourself.  You  unlock  the  Harrowing  codex  entry  as  soon  as  you  arrive.  Before  you  leave  the 
area,  make  sure  you  access  the  Vase  of  Healing  to  your  left  and  add  three  shimmering  orbs  of 
light  to  your  inventory.  The  orbs  act  like  health  poultices  in  the  Fade  (These  are  health 
poultices  in  the  console  version  of  the  game).  Also,  if  you  click  on  the  disturbing  statue  on  the 
stone  landing,  you  unlock  the  Beyond  the  Veil:  Spirits  and  Demons  codex  entry. 

As  you  descend  the  path  from  the  starting  area,  you'll  encounter  your  first  monster:  a wisp 
wraith.  These  wraiths  can  fire  an  electrical  barrage  at  you,  so  return  fire  with  Arcane  Bolts 
quickly.  The  wisps  move  about,  sometimes  retreating,  so  you  can  supplement  Arcane  Bolt  with 
other  spells  such  as  Lightning  or  Winter's  Grasp  while  you  wait  for  Arcane  Bolt  to  recharge.  If 
you've  chosen  Heal,  mix  a healing  spell  into  your  rotation  should  your  health  drop  below  50 
percent.  You'll  fight  several  more  wisps  in  the  Fade  so  pick  a spell  rotation  that  works  for  you 
and  stick  with  it. 


Dragon  Age:  Origins  Ultimate 


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You  meet  Mouse  here.  Speak  with  him  about  the  Fade  and  he  tells  you  about  your  test  against 
a demon  that  hunts  you  and  the  other  spirits  lurking  about.  Mouse  offers  to  tag  along  on  your 
journey  (but  he  doesn't  join  your  party),  and  he'll  give  you  hints  as  you  wander  through  the 
Fade.  If  you  would  like  to  unlock  the  Lyrium  codex  entry,  examine  the  lyrium  vein  in  the  fiery 
grotto  to  the  right  after  meeting  Mouse. 


Dragon  Age:  Origins  Ultimate 


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In  the  southern  alcove,  the  Spirit  of  Valor  stands  proud.  Through  sheer  force  of  will,  the  Spirit  of 
Valor  creates  ethereal  weapons  in  the  Fade  to  show  his  prowess.  You  need  one  of  these 
weapons.  Valor's  Staff,  to  defeat  the  threat  ahead.  You  can  gain  the  staff  in  one  of  two  ways:  1) 
Talk  the  Spirit  of  Valor  into  giving  it  to  you;  or  2)  Duel  the  Spirit  of  Valor  for  it.  If  you  want  to  skip 
the  combat  (the  spirit  is  no  slouch!),  speak  with  the  spirit  until  the  Willpower  dialogue  choice 
appears.  After  that,  ask  the  spirit  to  help  you  against  the  demon  threat  in  the  Fade  and  he  will 
give  you  Valor's  Staff.  If  not,  accept  the  spirit's  duel  request  and  you'll  fight.  Rely  on  whatever 
spell  rotation  has  worked  for  you  against  the  wisps;  however,  this  battle  will  be  closer  than  your 
ranged  battles  against  the  wisps,  so  you  can  cast  spells  such  as  Flame  Blast  that  have  a 
shorter  range.  Once  you  defeat  the  spirit,  he  hands  you  Valor's  Staff.  As  a bloodthirsty  option,  if 
you  chose  to  duel  the  Spirit  of  Valor  and  beat  him,  you  can  attack  him  again  to  kill  him 
permanently. 

Tip:  At  any  point  during  a fight,  don't  hesitate  to  use  a shimmering  orb  of  light  to  gain  health. 
The  orbs  only  work  in  the  Fade,  so  you  cannot  use  them  back  in  the  real  world. 


At  the  far  edge  of  the  Fade,  you  meet  a sloth  demon.  The  demon  wants  nothing  to  do  with  you 
really,  he's  content  to  lie  around  and  do  nothing.  You  need  to  convince  him  to  help  you  out  by 
teaching  Mouse  the  demon's  bear  form.  Mouse  will  then  join  your  party  and  fight  as  a bear. 

You  can  do  this  in  one  of  two  ways:  1)  Solve  the  sloth  demon's  three  riddles.  The  answers  are: 
a map,  my  tongue,  and  a dream;  or  2)  Fight  the  sloth  demon  and  defeat  it.  Note  that  if  you  fail 
to  answer  one  of  the  riddles  correctly,  you  must  fight  the  sloth  demon  to  earn  Mouse  the  bear 
form. 


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Caution:  When  you  double-back  to  your  final  challenge,  beware  of  a spirit  wolf  ambush  in  the 
Spirit  of  Valor  area  (marked  square  7 on  the  map).  Four  spirit  wolves  will  appear  out  of 
nowhere  and  test  your  partnership  with  Mouse  in  combat.  Target  the  same  wolf  together  and 
you  will  bring  them  down  faster. 


Though  it  wasn't  there  when  you  first  passed  the  fiery  grotto,  the  Spirit  of  Rage  has  now 
decided  to  take  form  and  challenge  you  directly.  No  matter  your  dialogue  with  the  demon,  the 
outcome  is  a fight  to  the  death.  Fortunately,  you  have  Mouse  and  his  bear  form  on  your  side. 
When  the  demon  attacks,  let  Mouse  grab  the  initial  threat  and  tank  the  Spirit  of  Rage.  You'll 
survive  longer  if  the  spirit's  attacks  are  concentrated  on  the  tougher  bear.  If  you  have  Heal,  pop 
a few  off  on  Mouse  to  keep  him  healthy,  then  throw  offensive  spells  at  the  demon  as  often  as 
possible.  If  the  spirit  attacks  you,  use  your  remaining  shimmering  orbs  to  stay  in  the  fight. 

The  Spirit  of  Rage  brings  four  wisp  wraiths  with  it  to  the  fight.  Though  the  wisps  will  hit  you  with 
damage  from  time  to  time,  ignore  them  and  concentrate  all  firepower  on  the  demon.  When  the 
demon  falls,  the  encounter  ends  and  wisps  disappear. 


After  the  fight.  Mouse  congratulates  you  on  finally  destroying  the  demon  that  has  tormented 
him  for  so  long.  But  you  sense  something  is  not  right.  Eventually  your  dialogue  will  uncover 
that  Mouse  is  not  what  he  seems  to  be.  He  is  not  a helpless  soul  lost  in  the  Fade,  but  rather  a 
power-hungry  demon  looking  for  a way  out  with  your  unwitting  help.  It  turns  out  that  Mouse  is 
your  true  test  in  the  Harrowing.  That  you  are  able  to  resist  the  temptation  and  careless  trust 
that  Mouse  symbolizes  means  you  are  finally  ready  to  become  a mage. 


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The  Circle  Tower 


J^Ugend^ 


f O Jowan 
A Vace 


LI.  Cabinet 
^ Shelve* 


Che«t 


Dragon  Age:  Origins  Ultimate 


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T 

? ^ Outatn 
0 N(aU 
^ Torria 
^ Lcorah 
<3>  Irving 
^ Duncan 
^ Qrcagoir 

^Lay 

A The  Four  School*  of 
Magic:  Spirit  Codex 

A Hirtory  of  the  Circle 
Codex 

jA  *Fhe  Four  School* 
of  Magic:  Entropy 
Codex 

, A The  Four  School*  of 
11^  Magic:  Primal  Codex 


^ The  Four  School* 
of  Magic:  Creatioii 
Codex  & Hierarchy  of 
the  Circle  Codex 

A Armoire 
A Che*t 
A Shelve*  - 
A Storage  Cabinet 
^ Rite  of  Annulment 
Codex 

A R'tunding  of  the 
Chantry  Codex 

A Andra*te:  Bride  of  the 
Maker  Codex 

A Chant  of  Light  & The 
Maker  Codex 
0 *Spider  Cave*' 


Runthrough  (Circle  Tower) 


Summary; 


Dragon  Age:  Origins  Ultimate 


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After  surviving  the  Harrowing  in  the  Fade,  you  return  to  the  Circle  Tower.  You  become  involved 
in  a plot  to  free  your  friend  Jowan  from  his  mage  responsibilities  so  he  can  marry  his  love,  Lily. 


A. 

You  wake  up  back  in  the  Circle  Tower.  Your  Harrowing  is  finished,  and  Jowan  lets  you  know 
Irving  is  looking  for  you. 


B. 

Answer  First  Enchanter  Irving's  summons  in  his  room. 


C. 

Escort  Duncan  back  to  the  guest  quarters. 


D. 

Speak  with  Jowan  and  Lily  in  the  chapel. 


E. 

Obtain  the  rod  of  fire. 

Circle  Tower  Cheatsheet 
Main  Plot  Quests 

In  the  High  Tower  of  the  Mages 

Important  NPCs 


Dragon  Age:  Origins  Ultimate 


click  for  Table  of  Contents 


Jowan 

Owain 

Irving 

Greagoir 

Duncan 

Lily 

Leorah 
Key  Items 
Magic  Staff 
Mage  Robes 
Ring  of  Study 
Rod  of  Fire 
Monsters 
Giant  Spiders 
Poisonous  Spiders 
Side  Quests 
Spider  Caves 


Dragon  Age:  Origins  Ultimate 


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Atw  tM  S*f  pimmm— 


2.  Ai.  ’ 

1 Wtwn  I*  U*w«U  IU>r 


You  wake  up  in  your  own  bed  after  the  Harrowing.  Your  friend  Jowan  lets  you  know  that  First 
Enchanter  Irving  would  like  to  see  you.  He's  on  the  second  floor  (marked  diamond  B on  the 
map).  You  can  tell  something  is  bothering  Jowan,  but  he  says  he'll  speak  with  you  later  about 
it.  Be  sure  to  check  out  a few  of  the  loot  spots  on  the  first  floor  for  some  more  goods  for  your 
inventory. 


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Head  upstairs  to  the  second  floor  and  seek  out  Irving  here.  Along  the  way,  examine  the 
treasure  spots  on  the  second  floor,  mostly  to  unlock  codex  entries.  Irving  is  in  a meeting  with 
Greagoir  and  Duncan,  a member  of  the  famed  Grey  Wardens  who  safeguard  the  land  against 
the  darkspawn.  Question  Irving  and  Duncan  for  some  good  information  about  the  Circle  and 
the  coming  war.  At  the  end  of  the  conversation,  Irving  asks  you  to  escort  Duncan  back  to  the 
guest  quarters,  but  not  before  he  gives  you  a Magic  Staff,  Mage  Robes,  and  Ring  of  Study.  You 
now  have  some  magic  items  to  beef  up  your  wardrobe. 


Run  Duncan  back  to  the  guest  quarters.  When  you  spoke  with  Duncan  earlier,  you 
automatically  unlocked  the  Duncan  codex  entry,  and  now  you  unlock  the  Grey  Wardens  entry 
when  you  reach  his  chambers.  You  can  question  Duncan  more  about  what's  going  on  outside 
the  tower,  the  king's  army,  blood  magic,  the  Tranquil  and  more.  You  unlock  the  Darkspawn 
codex  entry  if  you  listen  to  Duncan's  tale  about  the  foul  creatures. 


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Jowan  will  be  waiting  for  you  outside  Duncan's  room.  Speak  with  him  and  he'll  take  you  to  the 
back  corner  of  the  chapel  for  a private  talk.  He  introduces  you  to  his  lady  love,  Lily,  a Chantry 
initiate.  Their  love  is  forbidden  by  tower  rule.  They  ask  you  to  join  them  in  a scheme  to  free 
both  of  them  from  the  tower.  Jowan  and  Lily  plan  to  slip  into  the  basement,  destroy  Jowan's 
phylactery  so  he  can't  be  tracked  by  the  templars,  and  escape  from  the  tower.  Jowan  claims 
that  the  mages  want  to  turn  him  into  a Tranquil  against  his  will.  In  order  to  break  into  the 
phylactery  vault,  they  ask  you  to  obtain  a rod  of  fire  from  the  stockroom. 


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Visit  Owain  at  the  stockroom  and  ask  for  the  rod  of  fire.  You  learn  that  the  rod  can  only  be 
released  with  signed  papers  from  a senior  enchanter.  There  are  two  main  methods  of  obtaining 
the  release  form  signature.  You  can  return  to  Irving  and  spill  the  beans  on  the  plan.  Irving  will 
ask  you  to  betray  the  pair,  but  only  after  he  signs  the  form  and  instructs  you  to  carry  out  their 
scheme  so  he  can  catch  them  at  the  end  red-handed.  You  can  also  engage  him  in 
conversation  in  the  library  and  humor  him  to  get  the  release  form. 

If  you  want  to  bypass  Irving  altogether,  seek  out  Senior  Enchanter  Leorah  and  interrogate  her 
about  why  the  storage  caves  are  locked  (marked  square  A on  the  map).  She  will  tell  you  about 
the  spider  infestation.  Enter  the  spider  cave  and  kill  all  the  spiders.  Upon  doing  so,  Leorah  will 
sign  the  release  form.  If  you  already  have  the  form  signed,  she  will  give  you  some  potions 
instead. 

If  you  want  to  do  the  "Spider  Caves"  side  quest,  do  not  return  to  Jowan  and  Lily  until  after 
you've  completed  the  quest.  Once  Jowan  and  Lily  join  your  party,  it  is  too  late  to  vanquish  the 
spiders. 

Once  you  have  a signed  release  form,  return  to  Owain  and  he  will  give  you  the  rod  of  fire.  With 
the  rod  in  hand,  seek  out  Jowan  and  Lily  in  the  chapel  and  trigger  the  final  stage  of  the  quest  in 
the  basement. 


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The  Repository 


r. 


L- 


Qiant  Spider 
Pot*oncu«  Spider 
Qiairt  Spider 
Qiant  Spider 
Qiant  Spider 
Qiant  Spider 
Qiant  Spider 


I Qiant  Spider 
H Qi^nt  Spider 
Gie«ts 
G>e«t 

^ Cocoon 
Cocoon 


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▲ 

▲ 

A 

A 

A 

A 

A 


Sctitinel 
StnititicU 
ScntincU 
Robed  Sentinel* 
Deepetalker* 

Sentinel* 

Setitii-iel* 

Robed  Sentinel* 

Seiitinel  Quardian  & 
Sentinel* 

Wooden  Crate 
Che*t 

Wooden  Crate  & Che»t 
Stora9e  Cabinet 
Wooden  Crate  & Che»t 
Wooden  Crate 
Che«t 


Blackened  Hcartwood 
Staff 


Tevinter  Imperium 
Codex 

Cheet 


V 


Runthrough  (Repository) 


Summary; 

You  must  stage  a break  in  to  the  repository  so  that  Jowan  can  destroy  his  phylactery.  The 
couple  plans  to  escape,  but  there  are  many  surprises  in  store. 


A. 


Enter  the  basement  with  the  rod  of  fire  and  Jowan  and  Lily  in  your  party. 


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B. 

Attempt  to  break  through  the  magical  door. 


C. 

Reach  the  repository. 


D. 

Slay  the  sentinel  guardian. 


E. 

Try  to  escape. 

Repository  Cheatsheet 
Main  Plot  Quests 

In  the  High  Tower  of  the  Mages 

Important  NPCs 

Jowan 

Irving 

Greagoir 

Duncan 

Lily 

Key  Items 


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Rod  of  Fire 

Blackened  Heartwood  Staff 

Monsters 

Sentinels 

Robed  Sentinels 

Deepstalkers 

Sentinel  Guardian 

Side  Quests 

None 


You,  Jowan,  and  Lily  should  enter  the  basement  with  the  rod  of  fire.  Open  the  Victim's  Door  a 
few  paces  into  the  basement  with  your  magic  touch  and  Lily's  sweet  tongue.  It's  a long  trek  to 
the  repository  proper,  so  pace  yourself.  Heal  after  each  fight  and  save  your  health  poultices 
and  lyrium  potions  for  key  moments. 


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Use  the  rod  of  fire  on  the  magic  door  here.  Alas,  it  won't  work  due  to  the  anti-magic  field  in  the 
immediate  area.  You  have  to  find  a way  around  to  the  other  side  of  the  basement.  Continue  to 
follow  the  corridor  to  your  right  and  keep  an  eye  on  the  statue  in  the  hallway.  It's  actually  a 
magical  sentinel  and  will  animate  after  you  melt  the  door  lock  with  the  rod  of  fire.  Defeat  the 
sentinel  and  watch  for  more  defenders  as  you  continue  through  the  passages. 


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After  battling  through  most  of  the  basement,  you  finally  reach  the  repository.  Search  the  chest 
and  statue  in  the  room  to  gain  a magic  staff  and  a new  codex  entry.  Once  you  are  ready  to 
break  into  the  phylactery  vault,  examine  the  bookcase  on  the  eastern  wall.  You  notice  a weak 
spot  in  the  wall  behind  it.  Together  you  and  Jowan  slide  the  bookcase  out  of  the  way.  Next, 
examine  the  dog  statue  directly  in  front  of  the  bookcase.  By  using  the  rod  of  fire  on  the  statue, 
you  can  blast  a hole  through  the  repository  wall  and  into  the  phylactery  vault. 


Enter  the  repository  and  prepare  for  a difficult  fight.  Two  sentinels  swarm  you,  followed  by  the 
sentinel  guardian.  Dispatch  the  two  sentinels  first,  then  gang  up  on  the  guardian.  It  will  take 
several  Heal  spells,  and  probably  a few  health  poultices  and  lyrium  potions  to  deal  enough 
damage  to  kill  the  guardian.  Lily's  Dirty  Fighting  will  stun  the  guardian,  and  it's  very  useful  to 
back  away  momentarily,  heal  up,  and  coordinate  a new  round  of  attacks  on  your  foe. 


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When  you  finally  defeat  the  sentinel  guardian,  climb  the  stairs  and  find  Jowan's  phylactery  on 
the  end.  Jowan  will  destroy  it 

Leave  via  the  magic  door  (now  unlocked)  that  you  originally  couldn't  get  through  because  of 
the  anti-magic  field.  Return  to  the  basement  entrance  and  head  back  up  to  the  first  level.  Irving 
and  Greagoir  intercept  you  as  soon  as  you  arrive  topside.  They  expose  the  whole  plot. 
Greagoir  orders  the  templars  to  imprison  Lily,  and  Jowan,  in  his  anger,  reveals  the  full  extent  of 
his  blood  mage  power.  He  kills  several  templars  and  rushes  out  of  the  tower  after  a shocked 
Lily  scorns  his  evil-doing.  Greagoir  and  Irving  question  you.  It's  possible  to  keep  the  Blackened 
Heartwood  Staff  if  you  use  Persuade  skill  and  say  that  you  didn't  steal  anything  from  the 
repository.  As  Greagoir  and  Irving  argue  over  what  to  do  with  you,  Duncan  arrives  and  insists 
on  recruiting  you  to  the  Grey  Wardens.  Irving  sides  with  Duncan— you  did  not,  after  all,  know 
that  Jowan  was  a blood  mage— and  you  are  sent  with  the  Grey  Warden  to  Ostagar.  Your 
power  will  be  better  served  outside  the  tower. 


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Human  Noble  Origin 


Castle  Cousland  by  Day 


r 


I 

^ ^Tcryn  Cou«land 
^Arl  Hou»c 
^ Duncan 
<^Scr  Qtlmorc 
. ^Nan 
<3>Dog 

<»>Tctyna  Eleanor 

<^Lady  Landt  a, 
Iona,  & Datrrcn 

<3>  Mother  Mallol 
• Treasury  QuarcU 


Aldou*  V 

Fergu* 

m Qiant  Rato 
▲ Crate  & Sack 

Sack*  (locked  room) 
^ Che*t  (locked  room) 
A Che»t  (locked  room) 

Chest*  & Weapon 
Stand  (locked 
room) 

Q Seduction  •tde  ^ 

quests  J| 


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Runthrough  (Castle  Cousland  by  Day) 


Summary; 

The  player  is  the  son  or  daughter  of  Byron  Cousland,  the  Teyrn  of  Highever.  His/her  father  and 
older  brother  are  going  off  to  join  King  Cailan  at  Ostagar  on  the  morrow— or  so  they  think. 
During  the  day,  things  are  peaceful;  giant  rats  in  the  kitchen  pantry  are  the  only  enemies  to 
fight. 


A. 

Talk  to  your  father,  Arl  Howe,  and  the  Grey  Warden  Duncan.  Your  father  asks  you  to  speak  with 
your  brother  Fergus. 


B. 

You  meet  Ser  Roderick  Gilmore.  He  asks  you  to  head  to  the  kitchen  to  deal  with  your  Mabari 
war  hound  that  is  supposedly  terrorizing  the  staff.  Ser  Gilmore  joins  your  party  temporarily. 


C. 

After  speaking  with  Nan,  enter  the  pantry  and  join  up  with  your  dog.  He  has  actually  been 
guarding  the  kitchen  against  a giant  rat  invasion.  Slay  the  giant  rats  and  earn  some  small 
rewards. 


D. 

Speak  with  your  mother  and  her  guests  Lady  Landra,  Iona,  and  Dairren.  If  you  have  any  other 
business  in  the  castle,  conduct  it  before  finding  your  brother. 


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E. 

Give  Fergus  your  father's  message  about  leaving  early  for  the  war.  Your  father  and  mother  join 
you  at  the  end  of  this  conversation,  and  when  you  leave  the  room,  the  night  portion  of  the 
adventure  begins. 

Castle  Day  Cheatsheet 
Main  Plot  Quests 

The  Couslands  of  Highever 
Important  NPCs 
Teryn  Cousland  (father) 

Arl  Howe 
Duncan 

Ser  Gilmore  (follower) 

Dog  (follower) 

Teryna  Eleanor  (mother) 

Fergus  (brother) 

Key  Items 
None 
Monsters 
Giant  Rats 
Side  Quests 

Sweet  Iona  (or  Sweet  Dairren) 

The  Human  Noble  origin  story  takes  place  in  Castle  Cousland  in  two  parts:  day  and  night.  In 
this  section  (day),  you  can  talk  with  friends  and  family  around  the  castle,  learn  about  your 
family's  place  in  the  world  events,  and  collect  some  experience  points  and  treasure  before  the 
action  gets  intense.  Explore  the  entire  castle  before  speaking  with  Fergus  (diamond  E)  or  you 
will  lose  your  chance  and  trigger  the  night's  events. 


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You  begin  the  game  in  conversation  with  your  father,  Teryn  Cousland  of  Highever,  and  his  ally 
Arl  Howe.  Your  father  explains  that  he  would  like  you  to  stay  home  and  guard  the  castle  while 
he  and  your  brother,  Fergus,  head  off  to  join  King  Cailan's  army  at  Ostagar.  He  asks  you  to 
take  a message  to  your  brother:  Fergus  is  to  leave  ahead  of  your  father  and  press  for  Ostagar 
sooner  than  expected. 

Midway  through  the  conversation,  Duncan,  a member  of  the  famed  Grey  Wardens  who  pledge 
their  service  against  the  darkspawn,  enters  the  main  hall.  All  your  dialogue  choices  here  will 
result  in  the  same:  You  gain  a short  quest  to  speak  with  Fergus  and  unlock  the  codex  entries 
for  Highever  and  Duncan. 


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At  this  point  you  are  free  to  explore  the  castle.  If  you  are  a rogue,  make  sure  you  visit  the 
locked  rooms  in  the  castle's  eastern  half  to  gain  a tiny  bit  more  experience  and  extra  loot 
(marked  triangles  2-5  on  the  map).  Leave  from  the  door  in  the  north  if  you'd  like  to  pursue 
some  more  of  the  main  origin  story.  At  the  intersection  just  to  the  west,  Ser  Roderick  Gilmore 
intercepts  you.  Apparently,  your  Mabari  war  hound  is  up  to  no  good  in  the  kitchen.  Ser  Gilmore 
joins  your  party  for  the  "Mischief  in  the  Larder"  quest  and  the  two  of  you  head  off. 


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Head  north  and  take  the  first  door  on  the  left.  Talk  with  Nan  and  she'll  holler  a bit  about  your 
dog  locked  in  the  pantry  behind  her.  Once  you  calm  her  down,  you  can  enter  the  pantry  and 
Dog  joins  your  party  (you  can  name  the  Mabari  hound  whatever  you  like;  we'll  call  him  Dog  for 
the  purposes  of  the  walkthrough).  It  turns  out  the  pantry  has  an  infestation  of  giant  rats,  which 
attack  shortly  after  you  enter.  Together,  you,  Ser  Gilmore,  and  Dog  battle  the  giant  rats  in  your 
first  combat  encounter.  You  should  have  no  problem  squashing  them  all,  but  if  you  run  into  any 
trouble,  remember  to  pause  the  battle  and  issue  precise  orders  to  each  of  your  party  members. 
You  start  with  three  lesser  health  poultices,  so  use  one  if  your  health  gets  low. 

Ser  Gilmore  leaves  the  party  after  you  slay  the  giant  rats.  By  finding  Dog,  you  unlock  the  Dogs 
in  Ferelden  codex  entry,  and  don't  forget  to  raid  a special  crate  and  sack  in  the  pantry  for  some 
minor  rewards. 


Your  mother,  Teryna  Eleanor,  chats  here  with  guests  Lady  Landra,  her  lady-in-waiting  Iona, 
and  her  son  Dairren  in  the  hallway.  Engage  in  a few  pleasantries,  and  shortly  Lady  Landra  will 
excuse  herself,  and  Iona  and  Dairren  will  retire  to  the  study  (the  small  room  south  of  Aldous's 
library). 

Caution:  After  you  talk  to  your  mother  and  her  guests,  you  are  free  to  speak  with  your  brother 
in  the  southwest  wing.  However,  once  you  do  that,  day  ends  and  night  begins.  You  will  be 
unable  to  complete  most  of  the  encounters  around  the  castle.  Talk  to  all  NPCs  and  explore  all 
rooms  before  speaking  with  Fergus. 

Once  you  say  goodbye  to  your  mother,  go  back  into  the  castle  and  explore  anywhere  you 
haven't  yet.  Highlights  include  praying  (or  not)  with  Mother  Mallol  in  the  chapel  (marked 


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diamond  9 on  the  map),  which  unlocks  the  Maker  and  Commandments  of  the  Maker  codex 
entries;  catching  two  guards  gambling  at  the  guard  post  outside  the  treasury  (diamond  10); 
and  learning  about  history  from  Scribe  Aldous  (diamond  11),  which  unlocks  the  Geography  of 
Ferelden  and  Noble  Families  of  Ferelden  codex  entries.  If  you're  the  flirtatious  type,  you  can 
also  seduce  either  Iona  or  Dairren  (gender  preference  doesn't  matter).  Both  are  in  the  study 
(marked  square  1).  Talk  with  either  and  always  choose  compliments  throughout  the  dialogue. 
When  the  dialogue  option  pops  up  to  invite  them  back  to  your  room,  choose  that  and  you'll 
have  a bedroom  encounter  at  night.  If  you  try  to  meet  up  with  both  of  them,  however,  they  will 
take  offense  and  leave  you  with  the  cold  shoulder. 


When  you  are  finally  ready  to  talk  to  Fergus,  head  to  the  room  in  the  far  southwest  corner 
(marked  diamond  12).  Give  Fergus  your  father's  message  and  talk  with  his  family  for  a bit. 
Your  father  and  mother  join  you  at  the  end  of  the  conversation,  and  you  have  a warm  family 
moment— unfortunately,  it  will  be  your  last!  Treasure  it,  for  when  you  leave  the  room,  day  ends 
and  night  begins  in  the  castle. 


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Castle  Cousland  by  Night 


% 


t ^ Tcryna  Eleanor 

A 

Chc0t  (your  room) 

^ Ser  Ctlmore 

A 

Che«t  & Trunk 

^ Tcryn  Cousland 

A 

Chctt  (locked) 

^ Duncan 

A 

Chert  (locked) 

1 HoiueVMen 

'A 

Knight*  Corp«e 

■ Hou'ei'tMen 

A 

Rubble 

H Hoiue'sMen 

A 

Chert  (locked) 

H Hoiue'*Men 

A 

Rubble 

^ B Hotue'ft  Men 

A 

Knight  Corp*e 

*B  Hotuc'sMen 

Isl 

‘The  Courtand 

i B Howe  Knight 

Treasury' 

.7t 


J 


Runthrough  (Castle  Cousland  by  Night) 


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Summary; 

Unbeknownst  to  the  Couslands,  their  long-time  rival  and  ally,  Arl  Howe,  has  conspired  to  lay 
siege  to  the  castle.  Before  the  night  is  over,  your  mother  and  father  will  be  dead,  your  brother's 
family  will  be  murdered,  and  you  will  be  conscripted  into  the  Grey  Wardens  to  save  your  life. 


A. 

You  are  under  attack!  Defend  yourself  with  Dog  at  your  side. 


B. 

Defeat  Howe's  men  in  the  hallway  and  join  your  mother.  Teryna  Eleanor  becomes  a member  of 
your  party. 


C. 

When  your  mother  pauses  to  speak  with  you,  ask  her  what  else  you  can  do.  She  will  give  you 
the  treasury  key.  Recover  the  family  sword  and  shield  from  inside  the  treasury. 


D. 

Fight  to  the  main  hall.  Ser  Gilmore  holds  the  doors  and  tells  you  that  your  father  escaped  to 
the  pantry. 


E. 

Battle  to  the  pantry.  Your  father  lies  mortally  wounded,  and  your  mother  chooses  to  stay  by  his 
side  in  the  final  moments  before  Howe's  men  overrun  the  castle.  Duncan  enlists  you  in  the 
Grey  Wardens  and  convinces  you  to  flee  to  safety. 


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Castle  Night  Cheatsheet 
Main  Plot  Quests 

The  Couslands  of  Highever 
Important  NPCs 
Dog  (follower) 

Teryna  Eleanor  (follower) 

Ser  Gilmore 

Teryn  Cousland  (father) 

Duncan 

Key  Items 

Family  Sword 

Shield  of  Highever 

Monsters 

Howe  Soldiers 

Howe  Archers 

Side  Quests 

The  Cousland  Treasury 

The  Human  Noble  origin  story  takes  place  in  Castle  Cousland  in  two  parts:  day  and  night.  In 
this  section  (night),  you  battle  for  survival  against  Arl  Howe's  brutal  treachery.  You  must  escape 
the  castle  and  join  Duncan  on  the  road  to  becoming  a Grey  Warden. 


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Night  falls,  and  you  awake  to  Dog  barking  at  your  bedroom  door.  When  the  door  opens  a 
Howe  archer  kills  Iona  or  Dairren  (if  you  seduced  them)  or  a servant  warning  you.  Another 
Howe  soldier  charges  at  you.  Dog  and  you  must  fight  off  the  first  two  of  Howe's  men  while 
gathering  your  wits  and  clothes. 

Tip:  You  don't  have  to  slug  it  out  with  Howe's  men  naked.  Hit  your  Inventory  button  and  put 
armor  and  weapons  in  the  middle  of  the  fight! 


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Two  more  of  Howe's  men  stand  at  the  southern  portion  of  the  hallway  in  front  of  your  mother's 
room.  If  you  don't  want  to  engage  them  right  away,  lure  the  first  two  enemies  into  your  room  to 
fight.  After  you  slay  the  second  two,  your  mother  rushes  out  of  her  room  and  the  two  of  you 
figure  out  that  Howe's  men  have  besieged  the  castle.  Unfortunately,  they  have  already  killed 
Fergus's  wife  and  child.  Your  father  and  brother  are  missing. 

Tip:  Besides  gathering  loot  from  the  downed  soldiers,  don't  forget  to  raid  the  chests  in  both 
your  room  and  your  mother's  room.  With  so  little  in  your  possession  during  this  attack,  every 
little  bit  counts  and  some  better  weapons  are  stashed  in  the  chest  in  your  mother's  bedroom, 
including  a longbow  that  she's  rather  good  at  using. 


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After  wading  through  the  first  wave  of  Howe's  men,  your  mother  stops  you  in  the  corridor 
outside  the  southwest  wing.  When  the  dialogue  choice,  "Is  there  nothing  else  we  can  do?" 
comes  up,  choose  that.  It  opens  "The  Cousland  Treasury"  side  quest.  Even  though  it's  a side 
quest,  treat  it  like  the  main  story.  You  want  the  sword  and  shield  in  the  treasury,  and  you 
certainly  don't  want  it  to  fall  into  Howe's  grimy  hands.  Before  you  leave,  search  the  knight's 
corpse  in  the  circular  room  to  your  left  for  some  loot. 

Battle  through  to  the  treasury  (marked  square  A on  the  map)  and  recover  the  family  heirlooms. 
Be  careful,  though,  at  the  following  intersection  (square  4).  A large  group  of  Howe's  soldiers 
patrol  to  the  north  and  south  of  here.  An  unarmed  castle  worker  will  run  in  your  direction,  and  if 
you  try  to  persuade  him,  you  can  get  him  to  join  with  some  other  Cousland  loyalists  to  fight 
Howe's  men  to  the  north.  You  can  either  slay  the  south  enemies  (including  those  at  square  5) 
and  make  a run  for  the  treasury,  or  take  on  the  enemies  up  north  too. 


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After  gaining  the  family  sword  and  shield,  walk  back  up  the  corridor  to  the  main  hall  to  the 
northeast.  Watch  out  for  more  of  Howe's  men  along  the  way.  Inside  the  main  hall,  Ser  Gilmore 
and  a handful  of  men  hold  the  room  against  Howe's  forces.  Swarm  into  the  room  to  aid  Ser 
Gilmore.  Keep  him  alive  as  best  as  you  can.  Generally,  your  party  should  attack  as  a group  on 
any  soldier  slashing  at  Ser  Gilmore.  Howe's  men  have  a single  Howe  mage  in  the  midst,  and 
the  mage's  Lightning  attacks  can  devastate  the  Cousland  side.  As  soon  as  you  spot  the  mage, 
charge  the  spellcaster  and  strike  him  down  quickly.  Even  if  you  use  up  a few  lesser  health 
poultices  to  bring  down  the  mage,  it's  worth  it.  Once  the  battle  ends,  Ser  Gilmore  tells  you  that 
your  father  has  been  badly  wounded  and  went  to  the  pantry  near  the  secret  escape  out  of  the 
castle. 


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Fight  toward  the  kitchen  pantry,  where  you  and  Dog  fought  the  giant  rats  earlier.  You  meet  your 
first  ranked  foe  in  the  enemy  group  outside  the  kitchen  door:  the  Howe  knight.  Concentrate 
your  party's  attacks  on  the  lesser  Howe  men  first  to  reduce  the  strikes  against  you.  When  the 
Howe  knight  remains,  gang  up  all  three  of  your  attacks  on  him  and  let  Dog  take  most  of  the 
beating  at  first.  Step  in  when  Dog's  health  gets  low  and  take  the  remaining  knight  damage  on 
yourself.  When  your  health  gets  low,  pop  a health  poultice. 

Slay  the  Howe  knight  and  his  gang  and  you  can  reach  the  pantry.  The  teryn  lies  mortally 
wounded  on  the  floor.  There  will  be  no  escape  for  him.  Your  mother  chooses  to  fight  by  his  side 
to  the  death,  no  matter  how  much  you  plead.  Duncan  arrives  and  offers  you  a chance  to 
escape:  Join  the  Grey  Wardens  with  him  and  he  will  guide  you  to  safety  outside  the  castle. 

Your  father  and  mother  agree  as  it  is  the  only  hope  for  their  child.  You  are  on  the  road  to 
Ostagar,  where  the  Grey  Wardens  gather  for  King  Cailan,  and  it  will  become  even  more 
dangerous  than  Castle  Cousland  soon  enough. 

Ostagar 

Note:  After  your  origin  story,  all  characters  arrive  in  Ostagar  with  Duncan.  You  must  complete 
the  quests  leading  up  to  becoming  a Grey  Warden  to  advance  out  into  the  full  world  map. 


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King's  Camp 


^^L«gen<Q^ 


Wynne 
<l>  Duncan 
<*)  Quartermaster 
<4>  Daueth 
<$>  Jory 
' Alistair 

i 'A 


A Sack 

A Chest  (locked) 

A Note 

Kennel  Master 
for  “The  Mabari 
Hound* 

E “Hungry  Deserter" 


**z. 


J 


Runthrough  (King's  Camp) 


Summary; 

Duncan  recruits  you  to  join  the  Grey  Wardens.  He  takes  you  to  Ostagar  to  meet  King  Cailan 
and  prepare  for  your  initiation  into  the  Grey  Wardens. 


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A. 

You  meet  King  Cailan  and  learn  that  the  fight  against  the  darkspawn  is  going  well,  though 
Duncan  fears  it  isn't  as  easy  as  it  seems.  Duncan  tells  you  to  look  around  the  camp  and  find 
Alistair. 


B. 

A soldier  here  will  greet  you  and  give  you  basic  directions  and  info  about  the  camp. 


C 

Meet  Alistair. 


D. 

Speak  with  Duncan  and  get  your  mission  out  into  the  Korcari  Wilds. 


E. 

The  guard  at  the  gate  lets  you  out  of  camp. 

King's  Camp  Cheatsheet 
Main  Piot  Quests 

Joining  the  Grey  Wardens 

Important  NPCs 

Alistair 


Duncan 


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Daveth 

Jory 

King  Cailan 
Wynne 

Key  Items 

None 

Monsters 

None 

Side  Quests 

Hungry  Deserter 
Mabari  Hound 


You  arrive  in  Ostagar  with  Duncan  and  meet  King  Cailan.  The  king  seems  a bit  disappointed 
that  there  aren't  more  darkspawn,  though  Duncan  thinks  things  may  not  be  going  as  well  as 
they  seem.  After  you  finish  your  introductions,  Duncan  asks  you  to  look  around  camp  and  find 
Alistair. 


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A soldier  here  will  greet  you  and  give  you  basic  directions  and  info  about  the  camp.  If  it's  your 
first  time  visiting  Ostagar,  the  directions  are  helpful. 


You  arrive  to  see  Alistair  and  a mage  arguing.  Alistair  greets  you  after  and  figures  that  you're 
Duncan's  new  recruit.  He  also  mentions  that  he  used  to  be  a templar,  or  mage  hunter.  After 
joining  you  as  a companion,  he  suggests  going  back  to  Duncan.  Depending  on  the  eventual 
makeup  of  your  party,  Alistair  may  become  your  main  tank,  so  if  he  happens  to  level  during 
your  adventures  in  Ostagar  and  the  Korcari  Wilds,  spend  your  points  accordingly. 


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When  you  return  to  Duncan,  he  tasks  you  with  going  out  into  the  Korcari  Wilds  to  find  three 
vials  of  darkspawn  blood,  one  for  each  recruit  ("Tainted  Blood"  quest).  He  also  wants  you  to 
find  an  abandoned  Grey  Warden  archive  and  retrieve  any  magical  scrolls  found  there  ("The 
Grey  Wardens'  Cache"  quest). 


After  Duncan  gives  you  the  Korcari  Wilds  tasks,  seek  out  the  guard  at  the  side  gate.  He  will  let 
you  into  the  Wilds. 


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Korcari  Wilds 


Morrigan 
n Wolf 
Q Wolvc» 

D Qenlock»  & Hurlock» 

D Qenlock»  & Hurlockft 
B Qcnlocks  & Hurlockfi 
Q Qenlock  Rogue» 

Q Qenlock»&  Hurlockfi 
D Qenlock  Rogue» 

B Qenlock,  Hurlock,  & Wolves 
Q Qenlock  Rogue» 

Q Qenlock  Rogue» 

□ Hurlock  Emi»*ary 
Q Hurlock  Archer 

□ Qenlock 
Q Hurlock» 

IS  Alpha  Wolf  &Woluc* 

Q Alpha  Hurlock  & Hurlock«| 

A Elfroot 
A Deathroot 

Qie«t  " ^ 

A Wooden  Crate*  & Chc«t 
(locked) 

"rrap  ^ 


■f 


Runthrough  (Korcari  Wilds) 


Summary; 

Enter  the  Korcari  Wilds  to  retrieve  three  vials  of  darkspawn  blood  and  ancient  Grey  Wardens 
treaties. 


A. 


You  find  a dying  soldier  who  warns  you  of  danger  ahead. 


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B. 

A hurlock  emissary  leads  a large  ambush  when  you  arrive  at  the  bridge  here. 


C. 

You  reach  the  abandoned  Grey  Warden  ruins  and  the  Warden's  Cache  still  exists.  You  meet 
Morrigan. 

Korcari  Wilds  Cheatsheet 
Main  Plot  Quests 

Tainted  Blood 

The  Grey  Wardens'  Cache 

Important  NPCs 

Morrigan 

Key  Items 

Ancient  Treaties 

Monsters 

Alpha  Wolf 

Genlocks 

Genlock  Archers 

Genlock  Rogues 

Hurlocks 

Hurlock  Alpha 

Hurlock  Archers 

Hurlock  Emissary 

Wolves 


Side  Quests 


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Last  Will  and  Testament 
The  Mabari  Hound 
The  Missionary 
A Pinch  of  Ashes 


You  find  a dying  soldier,  who  was  part  of  a patrol  that  was  ambushed  by  darkspawn.  You  can 
bandage  him  up  and  he  will  go  back  to  the  camp  after  warning  you  that  danger  is  ahead. 


A hurlock  emissary  leads  a large  ambush  when  you  arrive  at  the  bridge  here.  The  emissary  is 


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a mage,  so  take  him  out  fast  or  he'll  hang  back  and  rip  you  apart.  There  are  a lot  of  traps  at  the 
other  side  of  the  bridge;  be  careful  not  to  be  drawn  into  the  traps  and  caught  in  a crossfire. 
During  this  fight  (or  with  nearby  darkspawn  afterward),  you  should  easily  get  enough  blood 
vials  to  fulfill  the  "Tainted  Blood"  quest. 


You  reach  the  abandoned  Grey  Warden  ruins  and  meet  Morrigan,  daughter  to  a mysterious 
witch  of  the  Wilds,  Flemeth.  Morrigan  tells  you  that  the  Warden's  Cache  still  exists  and  takes 
you  to  her  mother  Flemeth.  After  a bit  of  convincing,  Flemeth  returns  the  scrolls  and  Morrigan 
brings  you  back  to  King's  Camp. 


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Return  to  King's  Camp 


^Ti  > Wynne 
' <J>  Duncan 

^ Quartcrma*tcr 
n QenIock»  & Hurlock» 
Qenlock» 


Q Qenlock»  & Hurlock» 
Q Genlock# 

B Hurlock  Alpha 
^ Elfroot 
A Sack 


A Gie*t  (locked! 

A Note 
A Death  root 
A Wooden  Crate# 

A Barrel#  & Wooden  Crate 


Wooden  Crate 

Kennel  Ma#ter  for  “The 
Mabari  Hound' 


“Hungry  De#erter' 


Runthrough  (Return  to  King's  Camp) 


Summary; 

You  return  to  the  camp  and  are  tasked  with  heading  to  the  Tower  of  Ishal  once  the  battle  starts. 


A. 

Return  to  Duncan  with  the  blood  vials  and  scrolls. 


B. 


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You  must  go  to  the  Tower  of  Ishal  and  light  a signal  fire. 


C. 

Outside  the  tower  courtyard,  a guard  and  soldier  tell  you  the  tower  has  been  taken  over. 


D. 

Defeat  a few  packs  of  darkspawn,  then  enter  the  tower. 

Return  to  King's  Camp  Cheatsheet 
Main  Piot  Quests 

Joining  the  Grey  Wardens 

Important  NPCs 

Duncan 

King  Cailan 

Wynne 

Key  Items 

None 

Monsters 

Genlocks 

Hurlock  Alpha 

Hurlocks 

Side  Quests 

Hungry  Deserter 


Mabari  Hound 


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You  return  to  Duncan  with  the  Ancient  Treaties  and  vials  of  blood.  Then  you  have  the  Ritual  of 
Joining.  It's  a grueling  affair,  and  only  you  survive.  Congratulations,  you  are  now  a Grey 
Warden  and  receive  an  extra  spell/talent  for  surviving  your  ordeal!  Duncan  wants  you  to  meet 
with  him  and  the  king  to  discuss  the  imminent  battle  against  the  invading  darkspawn. 


After  you  survive  the  Joining,  Duncan  tells  you  to  meet  him  at  the  War  Council.  There  is  going 
to  be  a large  battle  with  the  darkspawn,  and  your  task  is  to  go  with  Alistair  to  the  Tower  of  Ishal 
to  light  a signal  fire  so  that  Loghain's  troops  know  when  to  attack. 


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When  you  arrive  at  the  tower,  a tower  guard  and  soldier  inform  you  that  the  tower  has  been 
taken  by  darkspawn.  The  guard  and  soldier  join  your  party,  and  you  must  take  the  tower  back. 


Approach  the  tower  slowly.  Several  darkspawn  mobs  guard  the  steps  and  surrounding  area.  If 
you  charge  in,  you  will  alert  multiple  groups  and  have  a much  tougher  fight  on  your  hands.  The 
guard  and  soldier  that  join  your  party  are  temporary  allies;  you  don't  want  to  die  for  the  king, 
but  if  they  have  to,  so  be  it.  After  fighting  past  the  packs  of  darkspawn  and  a slightly  tougher 
hurlock  alpha  at  the  tower  door,  enter  the  tower. 


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Tower  of  Ishal 


Hurlock# 

Hurlock» 

Qenlock 

£mt»»ary 

Hurlock» 

Qenlockd 


Q Qenlock» 

A Che»t  (locked) 
A Wooden  Crater 
A Che»t 
A Qie»t  (locked) 
® Trap 


1 

J 


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Second  Floor 


% 


Stairs 


Up 


StAirs 

Down 


i?^[Ugend  (2F[^ 


fi 

D 


Hurlock» 

Hurlock» 

Qenlock 

£mU»ary 

Hurlocka 


1 


Qenlock» 

Qenlock* 

A Cheat  (locked) 

A Woodeit  Crate* 

A Dtacarded  Book  ^ 


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Stairs  Up 


r Stairs 


Down 


j?^J<gend 


fs 


Qenlock« 

Qenlock  Alpha 
& Qenlock» 


Q Qenlock»  8c 
Hurlock 


^ Pile  of  Bonc» 


B Qenlock  8c 
Hurlock» 


B Qenlocko 


Qenlock  & 
Hurlock» 


Weapon  Stand 

^ Weapon  Crate 
(locked) 

Crate» 

^ Che»t  (locked)  M 


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- fourth  Floor  - 


St«lrs 

Down 


^^Ugend  (4C:^ 


r« 

b 


Ogre 
A Barrdd 
B)  Beacon 


1 

j 


Runthrough  (Tower  of  Ishal) 


Summary; 

You  enter  the  Tower  of  Ishal,  which  has  been  taken  over  by  darkspawn.  You  must  get  to  the 
top  and  light  the  signal  fire. 


A. 

Avoid  the  tripwire  Grease  trap  followed  by  emissary  fireball. 


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B. 

Be  on  guard  for  two-room  pull  with  ambush  by  hurlocks  and  genlocks. 


C. 

Another  large  ambush  is  triggered. 


D. 

Fight  in  the  dog  pen. 


E. 

Reach  the  top  of  the  tower  and  battle  the  ogre. 

Tower  of  Ishal  Cheatsheet 
Main  Plot  Quests 

The  Tower  of  Ishal 
Important  NPCs 
Soldier 
Tower  Guard 
Key  Items 
Havard's  Aegis 
Monsters 
Genlock  Alpha 
Genlock  Emissary 


Genlocks 


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Hurlocks 

Ogre 

Side  Quests 

None 


When  you  enter  the  large  circular  room,  several  barricades  are  on  fire.  You  can  only  pass 
through  the  area  marked  with  a gray  X on  the  map,  and,  unfortunately,  there  is  a tripwire  trap 
here  that  sets  off  a Grease  spell  if  triggered.  Unless  you  are  a skilled  rogue  and  avoid  the 
tripwire,  this  will  probably  knock  you  down,  and  it  will  slow  you.  Right  after  you  pass  here,  the 
nearby  genlock  emissary  shoots  a Fireball  at  your  feet.  If  the  Grease  trap  was  triggered,  the 
Fireball  will  ignite  the  oily  surface,  damaging  anyone  standing  in  it  until  the  Grease  burns  off. 
Send  in  one  person  to  disarm  or  trigger  this  trap  first,  draw  threat  from  the  hurlocks  (who  prefer 
to  use  archery  in  here),  and  return  to  the  entrance  room.  You  can  probably  get  a couple  of  the 
hurlocks  to  follow  you  back  to  the  entrance,  and  take  them  out  easily.  You  can  then  send 
someone  in  again  to  try  to  draw  more  of  them  back  to  the  entrance,  or  just  charge  in  as  a 
group  and  finish  them.  The  genlock  emissary  is  a fairly  strong  mage,  so  make  him  the  priority 
target. 


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This  hallway  has  two  doors.  The  larger  room  to  the  left  contains  a group  of  hurlocks  and  the 
smaller  room  to  the  right  has  a group  of  genlocks.  No  matter  which  door  you  go  in,  the  mobs 
from  the  other  room  come  out  and  join  the  fight.  You  can  either  rush  one  of  the  rooms  and  try 
to  take  a few  out  before  the  other  group  joins,  or,  if  you  have  good  AoE  damage,  send  one 
person  in  to  open  one  of  the  doors  and  pull  the  mobs.  Then  return  to  the  large  central  room 
and  use  the  choke  point  archway  at  "B"  on  the  map  to  get  them  all  together  and  AoE  them 
down.  Proceed  through  the  genlock  room  to  final  room  with  another  genlock  group  and  defeat 
them  to  get  to  the  stairs. 


This  area  is  the  trigger  point  for  a massive  ambush.  The  doors  to  your  right  and  left  can  be 
opened  ahead  of  time  to  kill  the  darkspawn  waiting  inside  (marked  squares  1 and  2 on  the 


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map).  If  you  don't  clear  them  out  first,  they  will  open  their  doors  and  join  the  fight  once  you 
cross  into  sight  of  the  small  army  around  the  corner.  There  are  nearly  a dozen  darkspawn 
around  the  corner  (squares  3-5),  which  are  much  easier  to  take  out  with  AoE  damage, 
because  they  are  so  close  together.  Also,  you  have  access  to  two  ballistas  to  your  immediate 
left,  which  you  can  interact  with  to  fire  arrows  at  the  large  darkspawn  horde.  If  you  have  little 
AoE,  you  can  sneak  around  to  the  left  and  start  the  fight  from  behind  the  ballistas,  using  them 
to  get  some  extra  hits  on  the  darkspawn  before  they  get  to  you. 


Even  though  there  is  a ranked  genlock  alpha  in  this  battle,  it  only  gets  difficult  if  you  fail  to  take 
advantage  of  your  surroundings.  The  floor  switch  in  the  room's  north  side  will  open  the  dog 
cages  scattered  around  the  room.  Several  of  the  dogs  come  out  and  assist  you  in  the  fight. 
The  dogs  can  stun  and  draw  the  attention  of  the  genlocks  while  you  can  pick  them  off  one  at  a 
time,  or  AoE  them  all  down  if  they  bunch  up.  If  any  dogs  survive,  they  help  with  the  fight  in  the 
next  hallway,  which  holds  three  doors.  These  doors  all  open  once  you  open  any  one  of  them. 
Each  room  has  three  darkspawn,  so  you  have  nine  total  once  the  fight  begins.  You  can  opt  to 
have  one  party  member  open  the  door  and  pull  the  darkspawn  back  to  the  group  defending 
near  the  dog  cages. 


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You've  finally  reached  the  top  of  the  tower,  but  before  you  can  ignite  the  signal  fire,  you  have  a 
big,  bad  ogre  standing  in  your  path.  Ranged  damage  helps  a lot  in  this  fight,  as  the  ogre's 
smash  move  can  hit  everyone  around  him.  If  you're  a ranged  DPSer,  have  Alistair  pull  him 
around  the  circular  chamber,  while  you  take  him  down  with  steady  damage.  If  the  ogre 
threatens  you,  have  one  of  the  warriors  try  to  pull  him  back  and  continue  shooting  at  him  from 
range.  Use  health  poultices  to  keep  your  health  high. 

After  you  kill  the  ogre,  loot  him  for  Havard's  Aegis  (magic  shield).  Loot  a couple  barrels  as  well, 
then  you  can  light  the  beacon  to  the  south  and  watch  the  ensuing  chaos. 

Flemeth's  Hut 


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After  you  light  the  beacon,  the  traitor  Loghain  leaves  the  battle  and  the  king's  army  is  wiped 
out.  Friends  and  allies  are  murdered,  including  your  mentor,  Duncan.  In  the  tower,  darkspawn 
overrun  you.  Due  to  timely  intervention  by  Flemeth,  you  awake  back  in  the  Wilds  where 
Morrigan  tells  you  what  happened.  Flemeth  is  outside  with  Alistair  and  wants  to  speak  with 
you. 


Flemeth  says  she  saved  you  so  that  the  Grey  Wardens  will  continue  to  fight  the  Blight,  which  is 
a threat  to  everyone,  including  her.  She  suggests  raising  an  army  to  fight  the  Blight,  and  Alistair 
realizes  that  you  can  use  the  treaties  to  go  and  ask  for  help  from  various  cities.  You  now  can 
call  on  the  dwarves,  humans,  elves,  and  mages  to  come  to  your  aid  in  the  final  battle.  Flemeth 
offers  Morrigan  to  join  your  party,  and  after  you  set  off,  Morrigan  suggests  starting  your  long 
journey  at  the  nearby  town  of  bothering. 

Lothering 

Note:  After  Ostagar,  Morrigan  leads  you  north  to  the  small  town  of  Lothering.  Complete  as 
many  side  quests  as  you  can  here  to  gear  up  for  the  main  quests  soon  on  the  world  map.  Be 
sure  to  pick  up  the  two  companions  in  Lothering:  the  rogue  Leliana  and  the  warrior  Sten. 

Caution:  Once  you  leave  Lothering  and  complete  one  of  the  main  quest  lines— "Broken 
Circle,"  "Arl  of  Redcliffe,"  "Paragon  of  Her  Kind,"  or  "Nature  of  the  Beast"— the  darkspawn 
invade  Lothering  and  destroy  the  whole  town.  You  can't  go  back  once  this  occurs,  so  complete 
everything  you  can  before  the  catastrophe. 


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Lothering 


Sct  Maron  'y 

Chanter  Devon# 

D Bandit  Leader  & 

Bandit* 

D Bandit*  & 

Mercenary  Archer^ 

O Bandit*,  Mabari, 

Hogue,  Mercenary 
Archer 

O Bandit*,  Mabari, 
Mercenary,  Bandit 
Leader 

D Qiant  Spider* 

Q Refugee* 

D Refugee* 

D Refugee 

Q Qenlock*.  Hurlock*, 
Hurlock  Alpha 

D Wolve* 

Q Wolve* 

D Black  Bear*  ^ 

Crate* 

Ji,  Elfroot 
A Broken  Crate* 

^ Broken  Crate 
.Sk  Crate 
A Rubble 
^ Wooden  Crate* 

A Barrel  & Che*t 
(locked) 

Wooden  Crate 
A Barrel 
A Che*t  (locked) 

Pile  of  Filth  & Sack 
A Pile  of  Sack* 

^ Che*t  (locked) 
Deathroot  ^ 


Runthrough  (Lothering) 


Summary; 


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You  head  to  the  small  village  of  Lothering  to  re-supply  and  get  news  on  what  has  happened 
since  the  battle. 


A. 

Bandits  greet  your  arrival  at  Lothering  and  demand  that  you  pay  a toll. 


B. 

After  you  deal  with  the  bandits,  you  find  the  body  of  a templar  nearby. 


C. 

Before  entering  the  town,  Alistair  tells  you  about  the  three  treaties  and  where  you  can  go  to  ask 
for  help. 


D. 

A farmer  here  warns  you  about  staying  in  town,  because  there  is  now  a bounty  on  Grey 
Wardens. 


E. 

Dane's  Refuge.  You  are  attacked  by  Loghain's  men  and  can  recruit  Leliana  after. 


F. 

You  get  the  side  quest  "Scraping  the  Barrel. 


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G. 

You  get  the  side  quest  "Dereliction  of  Duty." 


H. 

"A  Poisonous  Proposition"  side  quest. 


I. 

Settle  an  argument  between  a merchant  and  refugees. 


J. 

Orphan  boy. 


K. 

A family  that  was  attacked  by  bandits. 


L. 

Doomsayer. 


M. 


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Allison  for  "Traps  Are  a Girl's  Best  Friend"  side  quest. 


N. 

"More  Than  Just  Plants"  side  quest. 


O. 

"Bandits,  Bandits,  Everywhere"  side  quest. 


P. 

Refugee  ambush. 


Q. 

Save  merchants  from  darkspawn. 


R. 

Blood  mage  corpse  with  letter. 


S. 

Release  Sten  from  cage  and  he  joins  party. 


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T. 

"When  Bears  Attack"  side  quest. 


U. 

"A  Last  Keepsake"  side  quest. 


V. 

Leave  Lothering. 

Lothering  Cheatsheet 
Main  Plot  Quests 

Lothering  and  the  Imperial  Highway 

Important  NPCs 

Allison 

Barlin  ("A  Poisonous  Proposition") 

Bodahn  Feddic 

Chanter  Devons 

Elder  Miriam 

Leliana 

Patter  Gritch  ("Scraping  the  Barrel") 

Sandal 

Ser  Bryant 

Ser  Donall 

Sten 


Key  Items 


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Knight's  Locket  ("A  Fallen  Templar") 

Sealed  Letter 

Monsters 

Bandit 

Bandit  Leader 

Black  Bear 

Commander 

Genlock 

Hurlock 

Hurlock  Alpha 

Mabari 

Mercenary 

Mercenary  Archer 

Rogue 

Soldier 

Wolves 

Side  Quests 

A Fallen  Templar 

A Last  Keepsake  (Chanter's  Board) 

A Poisonous  Proposition 
Bandits  on  the  Road 

Bandits,  Bandits,  Everywhere  (Chanter's  Board) 
Dereliction  of  Duty 
More  Than  Just  Plants 
Scraping  the  Barrel 


The  Qunari  Prisoner 


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Traps  Are  a Girl's  Best  Friend 
When  Bears  Attack  (Chanter's  Board) 


"Bandits  on  the  Road" 

When  you  arrive  at  Lothering,  bandits  confront  you  and  ask  for  a toll  to  cross  the  bridge.  You 
can  either  pay  10  silver,  intimidate  them,  or  fight  them.  When  the  bandit  leader  gets  low  on 
health,  he  surrenders.  You  can  collect  some  money  from  him  (1  gold,  50  silver)  and  then  either 
finish  them  off  or  let  them  go  (the  other  options  lead  to  fighting). 


(inside  the  Chantry) 


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Ser  Bryant  will  reward  you  20  silver  and  the  key  to  a locked  cabinet. 


"A  Fallen  Templar" 

Here  you  find  the  body  of  a dead  templar.  On  his  body  you  find  a knight's  locket  and  knight' 
note.  The  note  says  that  he  was  searching  for  the  Urn  of  Sacred  Ashes.  Ser  Donall  in 
bothering  awaits  his  report. 


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Lothering  Chantry  - £ 


r< 


il 


^ tlcvcred 
Mother 

^ Scr  Donall 
^ Scr  Bryant 


A Book 
A Che»t  (locked) 
Locked  Cabinet 


1 


Bookshelf  (codex)  ^ 


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(inside  the  Chantry) 

You  can  talk  to  Ser  Donall  here  and  return  the  knight's  locket.  If  you  ask  for  a reward,  he  will 
give  you  1 gold.  He  will  also  tell  you  about  Arl  Eamon's  illness  and  the  search  for  the  Urn  of 
Sacred  Ashes. 


Before  entering  the  town,  Alistair  tells  you  about  the  three  treaties  and  where  you  can  go  to  ask 
for  help. 


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A farmer  here  warns  you  about  staying  in  town,  because  there  is  now  a bounty  on  Grey 
Wardens. 


Dane's  Refuge 

When  you  enter  Dane's  Refuge,  some  of  Loghain's  men  recognize  you  as  a Grey  Warden  and 
attack.  When  the  commander  gets  low  on  health,  he  will  surrender  and  you  can  choose  to 
finish  him  or  let  him  go.  Releasing  him  will  gain  favor  with  the  rogue  Leliana  and  she  will  join 
your  party  as  a new  companion. 


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^^^gencT^ 

^ ^ Glachatonc  Liaison 
^ Lcltana  (companion) 

Q Commander  & Soldier* 

A Pile  of  Sack* 

i ^ Barrel  & Che*t  (locked)  i 


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("Scraping  the  Barrel,"  from  Blackstone  Irregulars'  box  in  Dane's  Refuge) 

You  need  to  deliver  three  letters  to  people  spread  across  the  land:  Dernal  Garrison  in  Redcliffe, 
Patter  Gritch  in  bothering,  and  Varel  Baern  in  Denerim's  Alienage. 


(inside  the  Chantry) 

Deliver  the  letter  to  Patter  Gritch  in  the  bothering  Chantry.  The  remainder  of  the  quest  is 
completed  much  later  in  the  game. 


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("Dereliction  of  Duty,"  from  Blackstone  Irregulars'  box  in  Dane's  Refuge) 

You  have  to  track  down  three  deserters  and  "deal  with  them."  The  deserters  are  Sammael  in 
Lake  Calenhad,  Layson  in  Denerim,  and  Tornas  in  the  Frostback  Mountains.  This  quest  is 
completed  later,  outside  bothering. 


("A  Poisonous  Proposition"  in  Dane's  Refuge) 

Berlin  in  Dane's  Refuge  wants  you  to  make  him  three  vials  of  venom.  You  receive  75  silver 
reward  for  completing  this.  Giant  spiders  northeast  of  town  drop  toxin  extracts. 


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Here  you  see  a merchant  arguing  with  some  refugees  over  his  high  prices.  You  can  settle  the 
dispute  by  siding  with  the  merchant  for  100  silver  and  a discount  on  his  goods.  You  can  also 
persuade  or  intimidate  him  into  lowering  his  prices,  or  just  have  him  leave. 


A boy  here  has  lost  his  mother,  who  was  probably  killed  by  bandits.  There  isn't  any  award  or 
penalty  regardless  of  what  you  tell  him  to  do. 


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A family  here  was  attacked  by  the  highway  bandits.  If  you  took  care  of  the  bandits,  you  can  tell 
them  and  they'll  go  try  to  get  back  their  stuff. 


A doomsayer  is  making  a scene  here  and  scaring  everyone.  You  can  convince  him  he's  wrong 
(he's  not!),  or  let  him  be. 


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"Traps  Are  a Girl's  Best  Friend" 

Allison  needs  some  help  and  has  a quest  for  you  to  hand  in  traps  (similar  to  H). 


"More  Than  Just  Plants" 

Elder  Miriam  needs  your  help  if  you  know  Herbalism.  She  wants  you  to  bring  her  three  lesser 
health  poultices.  You  get  50  silver  for  turning  them  in. 


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"Bandits,  Bandits,  Everywhere"  from  the  Chanter's  Board 


You  get  a quest  on  the  Chanter's  Board  to  kill  three  groups  of  bandits  in  bothering. 


One  group  of  bandits  is  here  (five  bandits  and  one  mercenary  archer).  One  or  two  of  the 
bandits  hang  back  and  use  archery.  Pull  the  melee  bandits  back  away  from  the  rest  of  the 
group  if  you  are  having  trouble.  Use  the  nearby  hill  as  cover. 


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Another  group  of  bandits  here  consists  of  three  bandits,  two  Mabari  hounds,  one  rogue,  and 
one  mercenary  archer.  Same  deal  here;  pull  a few  out  if  needed. 


The  last  group  of  bandits  consists  of  three  bandits,  one  Mabari,  one  mercenary,  and  the 
ranked  bandit  leader.  This  is  a tough  fight.  If  you  have  stunning  capabilities,  stun  the  leader 
and  concentrate  your  party's  damage  one  of  the  lesser  foes,  picking  them  off  one  by  one.  A 
mage  with  Fireball  or  Cone  of  Cold  can  help  tremendously  with  AoE  damage. 


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A group  of  desperate  refugees  here  has  heard  about  your  bounty  and  decided  to  try  to  kill  you 
for  it.  You  are  ambushed  by  the  five  refugees  ahead,  as  well  as  a group  of  three  to  the 
southeast  and  another  single  one  south  (marked  squares  6,  7,  and  8 on  map). 


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A group  of  darkspawn  attacks  a pair  of  dwarves  here.  After  you  kill  the  darkspawn,  the  dwarf 
introduces  himself  as  Bodahn  Feddic  and  his  son  Sandal.  They  are  traveling  merchants  who 
will  join  you  later  as  vendors  in  your  party  camp. 


You  find  the  corpse  of  a blood  mage.  A sealed  letter  on  her  corpse  says  some  items  are  hidden 
in  a cache  in  the  Circle  Tower  study  area,  middle  alcove. 


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"The  Qunari  Prisoner" 

Imprisoned  here  stands  a qunari  warrior  named  Sten.  He  has  been  left  to  die  after  killing  a 
family,  but  you  can  convince  him  that  he  can  seek  atonement  for  what  he  has  done  by  joining 
you  and  helping  to  defeat  the  Blight.  You  need  to  ask  the  Revered  Mother  in  the  Chantry  to 
release  him. 


(in  the  Chantry) 

To  free  Sten,  you  need  the  key  to  his  cage.  You  can  acquire  it  in  various  ways: 


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In  dialogue  with  the  Revered  Mother,  you  can  persuade  her  to  free  Sten.  This  is  easier 
depending  on  the  amount  of  money  you  donate  (5,  10,  or  30  silver)  to  the  Chantry  when  talking 
to  the  Revered  Mother  for  the  first  time.  With  Leliana  in  the  party,  the  Revered  Mother  will 
automatically  free  Sten  when  asked. 


A character  with  the  Stealing  skill  can  pickpocket  the  Revered  Mother. 


A character  with  a high  enough  lockpicking  ability  can  pick  the  lock  on  Sten's  cage. 


Return  to  Sten's  cage  with  the  key  and  release  him.  He  then  joins  your  party  if  you  ask  him. 


When  Bears  Attack"  from  the  Chanter's  Board 


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After  completing  the  bandit  quest,  two  more  quests  open  on  the  Chanter's  Board.  The  first 
quest  is  to  kill  some  Blight-infected  bears. 


Three  black  bears  live  in  this  area.  They  are  a bit  stronger  than  normal  mobs,  so  take  it  easy 
and  pull  them  toward  you  and  you  can  pelt  them  with  extra  ranged  damage. 


Return  to  Chanter  Devons  and  receive  a reward  of  1 gold  and  the  Oathkeeper  sword,  which 
has  a socket  and  increases  healing  received. 


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"A  Last  Keepsake"  from  the  Chanter's  Board 

The  other  Chanter's  Board  quest  is  to  find  the  body  of  the  orphaned  boy's  mother,  Sarha. 


Seven  wolves  guard  the  body  of  Sarha,  with  another  pack  of  six  wolves  nearby  to  the 
northwest.  You  should  be  able  to  pull  each  group  separately,  though  they  are  weak.  After  you 
defeat  the  animals,  search  the  body  for  a keepsake  to  bring  back  to  Chanter  Devons. 


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Return  to  Chanter  Devons  and  receive  a 50  silver  reward. 


When  you  are  finished  in  town,  exit  using  the  highway  in  the  northwest  corner.  Going  here 
ends  the  "Lothering  and  the  Imperial  Highway"  quest.  The  wide  open  world  map  now  becomes 
available  to  you  and  you  end  up  in  your  party  camp  where  you  can  decide  what  main  quest 
you  want  to  choose  next. 

The  main  quest  lines— "Broken  Circle"  (mage),  "Arl  of  Redcliffe/Urn  of  Sacred  Ashes"  (human), 
"Paragon  of  Her  Kind"  (dwarf),  and  "Nature  of  the  Beast"  (elf)— can  be  completed  in  any  order. 
We've  listed  them  in  a logical 


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order,  but  review  the  following  to  see  what  order  best 
suits  your  party's  needs. 

Note:  Broken  Circle:  This  quest  gives  you  access  to  the  spirit  healer  Wynne  and  allows  you  to 
enhance  your  attributes  with  all  the  essences  you  find  in  the  Fade. 

Note:  Arl  of  Redcliffe/Urn  of  Sacred  Ashes:  These  quests  take  you  into  Denerim  for  access  to 
lots  of  vendors  and  rewarding  side  quests,  as  well  as  possibly  encompassing  the  "Broken 
Circle"  quest  line. 

Note:  Paragon  of  Her  Kind:  Oghren  joins  your  party  in  Orzammar,  providing  a tank  or  extra 
melee  DPS  companion. 

Note:  Nature  of  the  Beast:  If  you  are  a mage  and  would  like  the  arcane  warrior  specialization, 
complete  the  Dalish  elf  quest  line  early,  possibly  after  "Broken  Circle." 

Note:  The  "Warden's  Keep"  and  "Stone  Prisoner"  quest  lines,  available  as  downloadable 
content,  can  be  picked  up  any  time  after  leaving  bothering  when  the  wide  open  world  map 
becomes  available.  See  their  respective  walkthroughs  for  more  info. 

Broken  Circle 

Note:  The  main  quest  lines— "Broken  Circle"  (mage),  "Arl  of  Redcliffe/Urn  of  Sacred 
Ashes"  (human),  "Paragon  of  Her  Kind"  (dwarf),  and  "Nature  of  the  Beast"  (elf)— can  be 
completed  in  any  order.  However,  it's  probably  best  to  finish  Broken  Circle  first  to  gain  the  spirit 
healer  Wynne  and  enhance  your  attributes  with  all  the  essences  you  find  in  the  Fade. 


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Lake  Calenhad  Docks 


<i>  Kcdtcr 
<l>  Carroll 
iL  Barrel » 


The  Spoiled  Princes*  J 
(Brother  Qenitivi) 

( 

if  Mage«  Collective  ^ 


Runthrough  (Lake  Calenhad  Docks) 


Summary: 

Inspect  the  docks  and  discover  a way  across  the  lake  to  the  mages'  Circle  Tower. 


A. 

You  begin  on  the  hill  overlooking  the  lake. 


B. 


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Speak  with  Carroll.  Convince  him  to  let  you  cross  to  the  Circle  Tower. 

Lake  Calenhad  Cheatsheet 

Main  Plot  Quests 

Broken  Circle 

Important  NPCs 

Carroll 

Key  Items 

None 

Monsters 

None 

Side  Quests 

Blackstone  Irregulars 
Brother  Genitivi 
Mages'  Collective 


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You  begin  your  quest  for  the  mages'  help  here  at  the  Lake  Calenhad  Docks.  It's  a small  area 
serving  as  a bridge  between  the  mainland  and  the  mages'  Circle  Tower.  Check  out  the  Mages' 
Collective  if  you're  working  on  those  side  quests,  and  visit  the  Spoiled  Princess  inn  to  replenish 
supplies  (the  innkeeper  also  has  information  on  Brother  Genitivi  for  the  "Urn  of  Sacred  Ashes" 
quest  line). 


Caution:  Once  you  enter  the  Circle  Tower  and  begin  the  main  section  of  the  quest,  you  cannot 
leave  until  you  finish  the  mage  quest  line.  Before  you  depart  Lake  Calenhad  Docks,  be  sure 
your  party  is  fully  geared  and  stocked  for  a long  adventure. 


Speak  with  Carroll.  He  takes  a bit  of  convincing  to  let  you  ferry  across  to  the  Circle  Tower.  If 
you  have  a high  Persuade  skill,  you  can  ask  about  his  superiors  and  he  will  let  you  in,  or  you 
can  try  to  intimidate  him  by  saying  your  patience  is  wearing  thin.  If  you  fail  at  one  option,  you 
will  always  succeed  on  the  other.  Also,  if  you  try  to  work  something  out  with  Carroll,  he  will  let 
you  in  if  you  have  Sten,  Morrigan,  or  Leliana  in  your  party.  Once  you  get  him  to  agree  to  let  you 
pass,  you  begin  the  main  quest  line  in  the  tower. 


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The  Circle  Tower  (First  Floor) 


Legend 


3^ 

j(  <j>Qrca9oir 
<j>  Quartermaster 
<J>  Wynne  (companion) 
ID'  Abominations 
E'  Abominations 
^ Abominations 
Q Qreater  Ua9e  Demon 
A Vase 

(locked) 

Chest  (locked) 


A Chest  (locked) 

A ^*lc  of  Books 

A Soldier  Corpse 

A Soldier  Corpse 

A,  Promises  of  Pride 
Codex 

A Corpses 

Lij  Watch9uard  of  the 
Reachin9 

B Watch9uard  of  the 
tleachin9 


1 


J 


Runthrough  (Circle  Tower:  First  Floor) 


Summary; 


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Enter  the  tower,  which  has  been  overrun  by  abominations,  and  slay  UIdred,  the  source  of  the 
demon  power.  You  are  on  the  first  floor;  find  the  door  to  the  second  floor. 


A. 

Speak  with  Greagoir.  He  explains  that  demons  have  invaded  the  tower  and  lets  you  in  to  stop 
them. 


B. 

Pass  through  the  magical  barrier.  Get  Wynne  to  join  your  party. 


C. 

Defeat  the  greater  rage  demon  and  ascend  to  the  second  floor. 

Circle  Tower  (First  Floor)  Cheatsheet 

Main  Plot  Quests 

Broken  Circle 

Important  NPCs 

Greagoir 

Quartermaster 

Wynne  (follower) 

Key  Items 

None 

Monsters 

Desire  Abominations 
Greater  Rage  Demon 


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Hunger  Abominations 
Lesser  Rage  Abominations 
Rage  Abominations 

Side  Quests 

Watchguard  of  the  Reaching 


When  you  arrive  at  the  Circle  Tower,  Greagoir  greets  you  and  explains  that  the  templars  have 
lost  control  of  the  tower  and  it's  now  overrun  by  demons.  He  will  grant  you  permission  to  enter 
the  tower,  but  warns  that  once  you  do,  there  is  no  turning  back.  Check  in  the  vase  to  your  left 
for  loot,  and  visit  the  quartermaster  for  your  last  chance  to  stock  up  your  inventory  before  your 
tower  adventure. 


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Leave  the  entry  chamber  through  the  east  door  and  head  up  the  hallway  to  the  next  door.  If 
you  want  to  do  the  "Watchguard  of  the  Reaching"  side  quest,  pick  up  the  first  two  parts  in  the 
apprentice's  chests  in  the  rooms  to  your  right  (and  open  two  locked  chests  if  you  have  a 
competent  rogue).  You  meet  Wynne  when  you  enter  the  room  with  the  stairs  heading  down 
into  the  basement,  which  you  don't  have  to  bother  with  for  the  main  quest  line.  Offer  to  help  her 
rectify  the  tower  situation  and  Wynne  will  join  your  party.  It's  worth  dropping  one  of  your  current 
members  for  Wynne  to  give  you  much  more  healing  power. 

Tip:  You  want  Wynne  in  your  party!  She  is  a spirit  healer,  who  comes  with  the  incredible  Group 
Heal  talent  ready  to  go.  She  will  prove  invaluable  in  the  countless  battles  ahead.  Remember, 
you  can  have  only  four  party  members  at  once.  Dropped  party  members  return  to  party  camp 
and  are  always  available  at  a later  time. 


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Fight  through  to  the  center  of  the  level.  Here  you'll  spot  a handful  of  abominations  and  the 
much  tougher  greater  rage  demon.  Pick  off  the  abominations  as  quickly  as  you  can,  then  have 
the  party  focus  on  the  greater  rage  demon.  Alistair,  or  another  tank,  should  engage  the  greater 
rage  demon  and  hold  its  attention  so  it  doesn't  rip  into  a mage  or  rogue  and  slay  them  before 
you  can  blink.  You  may  consider  playing  Wynne  for  most  of  the  fight,  with  one  finger  on  the 
Group  Heal  to  give  a crucial  health  boost  when  multiple  members  get  roughed  up.  At  battle's 
end,  collect  your  loot  and  head  up  the  stairs  to  the  second  level. 


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The  Circle  Tower  (Second  Floor) 


X ^Oivain 

^ Qodunn  (in  clo«et) 


Blood  Magc»  • • 

Hunger  Abomination* 

‘ lOi  Shambling  Corpse* 

llage  domination* 

Blood  Mage*  & 
Abomination* 

Abomination* 

^ Bile  of  Filth 

Charred  Corp*e* 

File  of  Book* 

Bel’*  Cache 

Che*t  (locked) 


Saoll  of  Bana*tor 
^ Chawed  Corp*c 
^ File  of  Book* 

^ Che*t  (locked) 

A Armoire 
A Vanity 

A File  of  Book*  & Che*t 
(locked) 

A Scroll*  & Armoire 
A Corp*e* 

A Irving*  Che*t  & t>e*k 

A Cabinet  & Che*t 
(locked) 

J 


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Runthrough 

(Circle  Tower:  Second  Floor) 


Summary; 

More  demonic  abominations  siege  the  tower.  Battle  through  them  and  find  the  third  floor  stairs. 


A. 

Enter  the  second  level  and  speak  with  Owain. 


B. 

You  are  blocked  from  proceeding  by  a magical  barrier.  Slay  the  blood  mages  in  the  room  to 
continue. 


C. 

Find  the  third  floor  stairs  at  the  end  of  the  hall. 

Circle  Tower  (Second  Floor)  Cheatsheet 

Main  Plot  Quests 

Broken  Circle 

Important  NPCs 

Owain 

Key  Items 

Black  Grimoire 


Chantry  Amulet 
Scroll  of  Banastor 


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Silver  Chain 
Small  Painted  Box 
The  Rose  of  Orlais 
Water-stained  Portrait 
Monsters 
Blood  Mages 
Hunger  Abominations 
Shambling  Corpses 
Side  Quests 
None 


As  soon  as  you  enter  the  second  floor  you'll  meet  up  with  Owain.  He's  hiding  out  in  the 
stockroom  and  mentions  that  Niall  is  out  there  somewhere  trying  to  put  a stop  to  the  demon 
mess.  Grab  the  loot  in  the  area  and  exit  through  the  southeast  doorway.  Prepare  for  more 
fighting  ahead. 


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In  the  hallway  beyond  Owain's  room,  the  way  is  blocked  by  a magical  barrier.  Three  blood 
mages  have  erected  the  barrier,  and  you  will  have  to  battle  them  to  dissipate  it.  At  the  end  of 
the  fight,  the  last  blood  mage  will  beg  for  mercy.  It's  your  choice  whether  you  want  to  put  her  to 
the  sword  (combat  continues)  or  show  mercy  and  let  her  escape. 


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Circle  counterclockwise  around  the  hallway  to  reach  the  third  floor  stairs  on  the  far  end.  The 
outer  rooms  are  filled  with  mobs  and  treasure,  if  you  are  so  inclined  to  partake  in  some  hack- 
and-slash  for  reward.  You  can  run  down  the  hall  for  a quick  escape;  however,  watch  out  for 
opening  doors,  especially  at  the  shambling  corpses  location  (marked  square  3 on  the  map). 


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The  Circle  Tower  (Third  Floor) 


£nra9ed Corp«e« 

15  Dcv'ourtn9  Corp»e» 
H Shambling  Corp»e« 
Arcane  Horror 
Abominations 
Q Lesser  tlage  Demons 
H Possessed  Templars 

Desire  Demon  & 
Charmed  Templars 

Q Abomination  & 

’ ' ' Skeletons 

Lesser  Shades 


A Chest  (locked) 

A Ancient  Texts 

A Charred  Corpses 

A Pile  of  Books 

A Chest  (locked) 

A Charred  Corpse 

Pile  of  Books 

Goset 

^ Cabinet 

A Armoire 

A Chest  (locked) 

A Charred  Corpse 

B Watchguard  of  the 
Beaching 


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Runthrough  (Circle  Tower:  Third  Floor) 


Summary; 

Continue  up  the  tower  to  the  fourth  floor. 


A. 

You  begin  here  on  the  third  floor. 


B. 

A massive  battle  against  corpses  triggers  here  when  you  venture  halfway  across  the  room. 


C. 

Avoid  the  bear  trap  and  battle  the  demons  within  the  room. 


D. 

Beware  of  another  bear  trap  in  the  possessed  templars'  room. 


E. 

Battle  the  abomination  and  skeletons  to  reach  the  fourth  floor  stairs. 


Circle  Tower  (Third  Floor)  Cheatsheet 


Main  Plot  Quests 


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Broken  Circle 

Important  NPCs 

None 

Key  Items 

Small  Gold  Bar 
White  Runestone 
Monsters 
Abominations 
Arcane  Horror 
Charmed  Templars 
Desire  Demon 
Devouring  Corpses 
Enraged  Corpses 
Lesser  Rage  Demons 
Possessed  Templars 
Shambling  Corpses 
Skeleton  Archers 
Shambling  Skeleton 
Side  Quests 

Watchguard  of  the  Reaching 


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You  have  reached  the  third  floor.  Take  a moment  to  collect  your  thoughts,  and  if  you  have  a 
rogue  in  the  party,  open  the  chest  out  of  sight  behind  the  center  pillar. 


All  looks  peaceful  in  the  second  room.  Dead  bodies  on  the  floor,  overturned  furniture,  a few 
loot  items— you've  seen  this  before  in  lots  of  other  tower  rooms.  Except,  this  one  is  a trap. 


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When  you  cross  the  halfway  point  (marked  diamond  B on  the  map),  hordes  of  corpses  animate 
and  you  have  a large-scale  battle  all  around  you.  Your  tank  should  grab  as  much  threat  as 
possible,  and  healers  should  retreat  to  the  entry  doorway.  Battle  back  to  the  entry  if  the 
corpses  start  to  flank  you.  When  the  first  wave  ends,  a second  will  begin  almost  immediately. 
Continue  taking  down  corpses  and  watch  for  the  appearance  of  an  arcane  horror  near  the  exit 
doorway  on  the  far  side  of  the  room.  Once  the  arcane  horror  shows  up,  concentrate  long-range 
damage  on  it;  you  can't  let  the  thing  casts  spells  on  you  or  the  group  can  die  in  seconds.  When 
the  tank  cleans  up  all  the  corpses,  send  him  at  the  arcane  horror  for  the  finishing  blows. 


On  the  other  side  of  this  closed  door  lies  a hidden  bear  trap.  If  you  have  a rogue,  see  if  you 
can  avoid  the  trap;  otherwise,  it  will  pin  anyone  who  steps  on  it,  which  is  usually  your  warrior 
charging  into  battle.  If  someone  gets  trapped,  lure  the  mobs  back  toward  the  doorway  and  fight 
them  there.  Once  in  the  chamber,  you  have  plenty  of  room  to  out-flank  the  abominations. 
Eventually,  lesser  rage  demons  will  show  up  as  reinforcements  from  the  exit  doorway  on  the 
opposite  side  of  the  room. 


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Beware  of  another  bear  trap  in  front  of  the  possessed  templars'  door.  Sidestep  it  or  disarm  it  if 
you  can.  Defeat  the  templars  and  collect  extra  loot  from  pile  of  books  and  closet  inside. 


In  the  center  chamber  where  some  ungodly  acts  have  taken  place,  battle  the  abomination 
skeletons,  and  lesser  shades  to  finally  win  the  fourth  floor  stairs.  A few  ranged  spells  and 


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arrows  can  take  out  the  skeletons.  The  lesser  shades  battle  alongside  the  abomination. 
Concentrate  party  fire  on  one  lesser  shade  at  a time  until  they  both  fall,  then  switch  attention  to 
the  abomination.  Keep  a constant  flow  of  healing  going;  it's  a long  fight.  At  the  end,  look  for 
some  loot  in  the  shadowy  corner  of  the  room.  There's  also  a statue  near  the  center.  Be  careful: 
it  burns  you  for  damage  whenever  you  interact  with  it  unless  you  have  activated  the  other 
items  in  the  "Watchguard  of  the  Reaching"  side  quest  (see  the  Side  Quests  chapter  for  more 
info). 


The  Circle  Tower  (Fourth  Floor) 


Dcetrc  Demon  & 
Bcuritchcd  TempUirft 

Biood  Mage  & 
Bo«»c»»ed  Templar® 

Che®t  (locked) 


A Vanity 
Go®et 

Chc®t  (locked) 
A.  Goset 


Runthrough  (Circle  Tower:  Fourth  Floor) 


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Summary; 

Continue  toward  the  Harrowing  Chamber;  however,  in  the  central  chamber,  you  will  meet  Sloth 
and  be  cast  into  the  Fade. 


A. 

You  arrive  on  the  fourth  floor  at  the  southern  stairs. 


B. 

Optional  enemies  down  this  side  path,  but  good  loot. 


C. 

Succumb  to  Sloth's  power  and  slip  into  the  Fade. 

Circle  Tower  (Fourth  Floor)  Cheatsheet 
Main  Plot  Quests 
Broken  Circle 
Important  NPCs 

None 

Key  Items 

Sun  Blonde  Vint-1 
Monsters 
Bewitched  Templar 
Blood  Mage 


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Desire  Demon 
Possessed  Templars 
Shambling  Corpses 
Sloth 


Side  Quests 

None 


You've  made  it  to  the  fourth  level.  The  staircase  lies  in  the  south  and  you  must  weave  through 
the  chamber  to  reach  the  northern  portion.  Rest  up  here  if  you're  not  at  full  strength. 


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The  two  mobs  on  the  side  passage  are  optional,  but  they  do  provide  some  good  experience 
and  loot.  In  the  first  room,  a desire  demon  has  enslaved  a templar  and  perverts  his  dreams. 
The  fight  can  be  a tough  one  if  you  don't  coordinate  your  troops  well.  To  trigger  the  encounter, 
you  have  to  fully  enter  the  room,  so  no  long-range  bombing  with  a Fireball  or  anything  like  that. 
The  templar  hits  hard,  so  make  sure  the  tank  locks  on  to  him.  The  rest  of  the  party  should 
concentrate  on  the  desire  demon.  A couple  of  shambling  corpses  animate  as  well.  Pick  them 
off  as  you  see  opportunities. 

A blood  mage  and  his  enthralled  templars  camp  out  in  the  next  room.  Watch  out  for  the  bear 
trap  at  the  entrance,  and  take  out  the  blood  mage  first  if  you  can  bash  through  the  templars.  If 
you  leave  the  blood  mage  alone,  he  will  pepper  the  party  with  Fireballs  and  Arcane  Bolts,  and 
someone  is  bound  to  go  down. 


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When  you  enter  the  central  chamber,  you  confront  the  nasty  looking  demon  Sloth.  He  puts  you 
to  sleep  and  casts  you  into  the  demon  dream  world,  the  Fade.  There's  nothing  you  can  do 
about  it,  except  to  escape  the  Fade  through  a series  of  difficult  trials. 

Note:  When  you  meet  Sloth,  you  get  cast  into  the  Fade.  You  must  play  through  all  the  Fade 
maps  before  returning  to  battle  Sloth  on  the  tower's  fourth  floor. 


Surviving  the  Fade 

To  escape  the  Fade  you  have  to  dance  back  and  forth  between  several  "island  realms,"  such 
as  the  Darkspawn  Invasion  and  the  Burning  Tower.  Below  is  handy  list  for  the  sequence  of 
events.  Follow  these  steps  and  you'll  maximize  your  chances  of  survival  in  this  deadly  dream 
realm. 

1.  Weisshaupt 

2.  The  Raw  Fade  (A-E).  Gain  mouse  form. 

3.  Darkspawn  Invasion  (A-E).  Gain  spirit  form. 

4.  Return  to  the  Raw  Fade  (F).  Slay  Yevena. 

5.  Burning  Tower  (A-D).  Gain  burning  man  form. 

6.  Mages  Asunder.  Gain  golem  form  and  defeat  Slavren. 


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7.  Return  to  Darkspawn  Invasion  (F).  Slay  Uthkiel  the  Crusher. 

8.  Return  to  Burning  Tower  (E).  Beat  Rhagos. 

9.  Templar  Nightmare.  Slay  Vereveel. 

10.  Free  any  followers  along  the  way. 

11.  Inner  Sanctum.  Defeat  Sloth. 


The  Fade  (Weisshaupt) 


fi 

Q 

im 


Duncan 

Warden 

Warden 


J^gcnd_ 

f i .'  £»»encc  of  Willpower 
Lyrium  Vein  | 

■ i'  Fade  Pcdci>tal  ^ 


Runthrough  (The  Fade:  Weisshaupt) 


Summary; 

Trapped  in  the  Fade,  you  must  find  a way  out.  You  begin  in  the  ancient  fortress  of  the  Grey 
Wardens,  Weisshaupt,  and  must  battle  your  old  friend,  Duncan. 


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A. 

Your  journey  into  the  Fade  begins  here. 


B. 

Destroy  Duncan  and  his  wardens.  Use  the  Fade  Pedestal  to  enter  the  next  part  of  the  Fade. 

The  Fade  (Weisshaupt)  Cheatsheet 
Main  Plot  Quests 
Lost  in  Dreams 
Important  NPCs 

None 

Key  Items 

Essence  of  Willpower 

Monsters 

Duncan 

Wardens 

Side  Quests 


None 


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Sloth  puts  you  into  a dream  sleep  and  you  fall  into  the  Fade.  To  overcome  Sloth's  magic,  you 
must  wander  through  the  Fade  in  search  of  your  missing  companions.  You  begin  in 
Weisshaupt,  the  ancient  Grey  Warden  fortress.  Walk  down  the  aisle  to  the  end  of  the  chamber 
where  an  illusionary  Duncan  awaits. 


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The  fake  Duncan  tries  to  convince  you  to  retire  and  stay  with  him,  but  your  dialogue  choices 
will  see  through  the  illusion.  As  the  battle  begins,  the  two  wardens  you  passed  join  in  to  defeat 
you.  Duncan  hits  harder,  so  stay  on  him  with  your  melee  attacks  or  spells  until  he  drops.  Pop  a 
health  poultice  or  cast  a Heal  after  defeating  Duncan,  then  turn  your  attention  on  the  two 
wardens.  Talents  such  as  Dirty  Fighting  or  spells  such  as  Mind  Blast  can  buy  you  the  time  you 
need  by  stunning  one  (or  both!)  while  you  finish  off  the  second. 


Tip:  A lyrium  vein  lies  in  the  back  corner  behind  Duncan.  Use  it  to  regain  vital  health  and  mana 
during  the  fight. 


When  you  click  on  the  Fade  Pedestal  that  appears  once  you  defeat  Duncan,  the  Fade  map  will 
appear.  You  are  at  the  top  in  Weisshaupt  Fortress.  You  eventually  want  to  get  to  the  middle: 
the  Inner  Sanctum.  Your  followers  are  trapped  along  the  outer  edges  in  "A  Nightmare" 
locations.  There  are  five  Fade  islands  that  separate  you  from  your  followers  and,  if  you 
complete  all  of  them,  the  Inner  Sanctum.  The  main  Fade  locations  are  the  Raw  Fade, 
Darkspawn  Invasion,  Templar's  Nightmare,  Mage  Asunder,  Burning  Tower.  You  can  navigate 
from  one  to  the  next,  and  if  you  reach  A Nightmare,  you  can  set  one  of  your  companions  free. 
Note  that  they  won't  join  you  until  after  you  exit  the  Fade  to  fight  Sloth;  you  can  skip  freeing  a 
follower,  but  they  will  not  be  available  then  for  the  fight  against  Sloth.  See  the  following  Fade 
sections  for  the  most  advantageous  paths  to  your  followers  and  the  Inner  Sanctum. 


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The  Raw  Fade 


Spirit 

Door 


The  Raiv  Fade  ~ 


r5>Niall 

' Moiwc 


IQ  Rage  Demon 

Q I^»»er  Rage 
Demon 


A 


iQ  Le»»er  Demons 

Yevena  & 
Shades 


A £»»encc  of 
Willpower 

^ £»»encc  of 
Dexterity 

0 Spirit  Door 
® Fade  Pedestal 
© Fade  Pedestal 
© LyriumVein 

© Moude  Hole 
(to  Qrz^  6) 


© Mou»e  Hole 
(to  QT3y  5) 

© Fade  Portal 
© Lyrium  Vein 
© Fade  Portal 
® Spirit  Door 
0 I^riumVein 
@ Fade  Portal 


» 


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Runthrough  (The  Raw  Fade) 


Summary; 

After  speaking  with  Niall,  kill  all  demons  in  the  Raw  Fade.  Return  to  the  Raw  Fade  after  you 
have  spirit  form  to  slay  Yevena. 


A. 

Speak  with  Niall,  who  will  explain  how  you  navigate  the  Fade.  Exit  the  first  part  of  the  Raw 
Fade  via  the  Fade  Portal. 


B. 

Defeat  the  rage  demon  and  gain  mouse  form  from  the  dying  Mouse. 


C. 

Slay  the  lesser  rage  demon  (or  slip  by  it  using  stealth)  and  use  the  Fade  Portal. 


D. 

Slay  three  demons  to  reach  the  next  Fade  Portal. 


E. 

Speak  with  Niall  and  unlock  the  Fade  Pedestal  again. 


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F. 

Defeat  the  demoness  Yevena. 

The  Raw  Fade  Cheatsheet 

Main  Plot  Quests 

Lost  in  Dreams 

Important  NPCs 

Niall 

Mouse 

Key  Items 

Essence  of  Willpower 

Monsters 

Rage  Demon 

Shades 

Yevena 

Side  Quests 


None 


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When  you  first  arrive  in  the  Raw  Fade,  speak  with  Niall.  He  explains  that  he's  been  trapped 
the  Fade  and  that  you  must  defeat  the  obstacles  on  the  various  islands  in  the  Fade  to 
eventually  escape.  Leave  this  first  area  through  the  Fade  Portal  to  the  east. 


You  teleport  into  the  middle  of  a battle  against  a rage  demon  and  a mouse.  Defeat  the  rage 


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demon.  It  shouldn't  be  too  difficult  one  on  one.  When  you  speak  with  the  mouse,  you  realize 
he's  dying,  but  not  before  he  imparts  mouse  form,  the  first  of  four  shapeshifting  forms  you'll 
gain  in  the  Fade.  You  can  use  mouse  form  for  stealth  and  slipping  in  and  out  of  mouse  hole 
shortcuts.  Take  the  nearby  mouse  hole  to  the  next  Fade  section. 


Fade  Shapeshifting; 

Mouse  Form 


Abiiities; 

Mouse  Form,  Stealth 


Inside  the  Fade,  you  can  gain  the  power  to  shapechange  into  four  different  creature  forms, 
each  with  its  own  strengths  and  weaknesses.  Though  not  ideal  for  combat,  mouse  form  allows 
you  to  pass  through  openings  that  are  normally  too  small  for  anything  else.  It  also  allows  you 
to  remain  hidden  and  pass  through  certain  areas  unnoticed.  Look  for  mouse  holes  to  use  as 
shortcuts  between  areas. 


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Stay  in  mouse  form  if  you  want  to  sneak  around  the  lesser  rage  demon  for  better  position.  If 
you  proceed  cautiously,  you  can  reach  your  maximum  range  and  pick  off  the  rage  demon  with 
ranged  attacks  in  your  true  form.  After  slaying  the  demon,  combat  ends  and  you  can  use  the 
Fade  Portal  nearby. 


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You  battle  a series  of  three  demons  as  you  progress  down  this  L-shaped  area.  Rest  after  each 
one  to  fully  heal  back  up,  and  replenish  with  a lyrium  vein  halfway  to  the  next  Fade  Portal. 


Return  to  the  original  area  with  Niall.  Speak  with  him  and  tell  him  about  your  adventures  in 
mouse  form.  He  suggests  gaining  other  forms,  and  the  Fade  Pedestal  next  to  him  opens  again 
and  you  can  reach  any  of  the  other  four  main  islands.  After  you  gain  spirit  form  from  the 
Darkspawn  Invasion  island,  you  can  return  to  the  Raw  Fade  to  battle  Yevena  in  the  final  area 
(marked  diamond  F on  the  map). 

Note:  You  can  only  reach  Yevena  after  you  have  obtained  spirit  form  from  the  Darkspawn 
Invasion  island. 


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Return  from  the  Darkspawn  Invasion  and  enter  the  spirit  door  adjacent  to  you  when  you  arrive 
The  spirit  door  puts  you  smack  dab  in  the  middle  of  combat  with  Yevena  and  her  two  shades. 
In  spirit  form,  throw  Crushing  Prison  on  Yevena  and  hurl  Winter's  Grasp  at  each  shade  until  it 
perishes.  Before  Yevena  reaches  you,  cast  Regeneration  on  yourself  and  then  attack  her  with 
Winter's  Grasps  when  they're  available  or  slip  back  into  your  class  form  and  pound  her  with 
your  normal  talents  or  spells.  One  major  demon  is  down,  although  there  are  a lot  more  to  go. 
Don't  forget  the  essence  of  willpower  in  the  corner  before  you  leave. 


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Darkspawn  Invasion 


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Y Templar  Spirit 

Q Qcnlock* 

0 Fade  Pedc*tal 

® Mou*e  Hole  (to  Gr:y  10)  ^ 
© Mou*e  Hole  (to  Griy  9)  y . 

’NU  Hurlock* 

Q Flaming  Dark»pau>n 

Mou*e  Hole  (to  Gray  3) 

. Qcnlock  Alpha 

B3  Dark»pau;n  Spirit* 

© Mou*e  Hole  (to  Qr^  2) 

(jl:  Lyrium  Vein 

BLdcnlock# 

D Qcnlock*,  Hurlock*,  & 

© Mou*e  Hole  (to  Qr^  5) 

Fade  Portal 

D Hurlock» 

Dark*paivn  Emi**ary 

. Mou*e  Hole  (to  Gr^  4) 

Fade  Portal 

D Hurlock* 

IS  Uthkicl  the  Cru*her 

® Mou*e  Hole  (to  Gr^  8) 

® Lyrium  Vein 

D Flaming  Dark»paum 

A E**ence  of  Cunning 

© Lyrium  Vein 

® Fade  Pede*tal 

7 B*  Hurlock  Emi»»ai^  & 
|L  Hurlock* 

E**encc  of  Willpower 
^ Font  of  Strength 

© Mou*e  Hole  (to  Gr^  6) 

J 

Runthrough  (Darkspawn  Invasion) 


Summary: 

Use  mouse  form  to  navigate  most  of  the  Darkspawn  Invasion  island.  Save  the  Templar  Spirit  to 
gain  spirit  form.  Return  to  finish  it  once  you  have  golem  form. 


A. 

Enter  the  Darkspawn  Invasion  island  and  use  mouse  form  for  shortcuts. 


B. 

Take  the  long  way  and  battle  some  genlocks  and  hurlocks. 


C. 

Take  the  shortcut  and  skip  halfway  through  the  dungeon. 


D. 

Another  shortcut  gets  you  past  a fire  barrier. 


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E. 

Save  the  Templar  Spirit  and  gain  spirit  form.  Exit  this  island  via  the  Fade  Pedestal. 

Darkspawn  Invasion  Cheatsheet 
Main  Plot  Quests 

Lost  in  Dreams 
Important  NPCs 
Templar  Spirit 
Key  Items 
Essence  of  Cunning 
Essence  of  Willpower 
Font  of  Strength 
Spirit  Form 
Monsters 
Darkspawn  Spirits 
Flaming  Darkspawn 
Genlock  Alpha 
Genlocks 
Hurlocks 
Side  Quests 


None 


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You  start  on  this  island  in  a nearly  empty  room  to  the  south.  Take  the  mouse  hole  in  the 
northeast  corner  and  follow  the  next  passage  straight  to  the  end.  Enter  a second  mouse  hole 
and  you'll  pop  up  in  an  isolated  room  with  the  essence  of  cunning.  Click  on  the  essence  of 
cunning  to  gain  +1  cunning  permanently.  Return  to  the  corridor  you  just  came  from.  You  can 
either  turn  right  for  a shortcut  mouse  hole  to  advance  farther  into  the  dungeon,  or  you  can 
return  to  the  original  room  and  exit  via  the  main  door. 

Note:  Throughout  the  Fade  there  are  glowing  containers  (a  cauldron,  combat  dummy,  broken 
chest,  pile  of  books,  weapon  rack,  or  golden  apparatus)  that  contain  essences  which  increase 
your  attributes.  Each  essence  increases  the  appropriate  attribute  permanently  by  one  point. 
Some  may  require  a certain  shapeshifting  form  to  reach  or  interact  with,  but  the  stat  boosts  are 
well  worth  it.  Try  to  collect  as  many  of  these  as  you  can  to  power  up  your  main  character. 


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If  you  skip  the  mouse  hole  shortcut,  you've  set  your  heart  on  some  fighting.  However,  you  will 
be  forced  to  return  to  the  mouse  holes  eventually  (unless  you  already  have  the  burning  man 
form).  Around  the  first  turn,  prepare  for  a group  of  hurlocks  to  your  right  and  a genlock  alpha 
behind  them.  A long-range  Fireball  or  large  AoE  spell  will  whittle  them  down  in  no  time.  If  you're 
hacking  through  them,  lure  them  back  to  the  first  corner  and  battle  there.  You  may  avoid  pulling 
the  genlock  alpha;  it's  better  to  fight  them  separately  than  together.  Around  the  second  turn, 
prepare  for  more  hurlocks  and  genlocks.  To  the  right  of  the  lyrium  vein,  you  encounter  a fire 
barrier.  This  forces  you  to  take  the  mouse  holes  leading  from  the  entry  room. 

Note:  You  cannot  open  massive  doors  until  you  have  golem  form,  and  you  cannot  pass 
through  fire  barriers  until  you  have  burning  man  form.  Skip  those  doors  and  barriers  for  now 
and  return  once  you  have  those  abilities. 


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If  you  take  the  mouse  hole  shortcut,  you  appear  next  to  two  flaming  darkspawn.  Return  to  your 
true  form  to  dispatch  them.  You  can  hide  behind  the  room's  pillar  as  you  do  so  to  avoid  alerting 
them  to  your  immediate  presence.  In  the  next  room,  you  face  a hurlock  emissary  and  some 
lackeys.  Don't  let  the  emissary  heave  spells  at  you.  If  you're  a warrior  or  rogue,  charge  at  the 
emissary  and  take  it  down  first.  If  you're  a mage,  hurl  a Fireball  through  the  doorway  or  crush 
the  emissary  with  an  AoE  spell  that  will  also  hit  his  hurlock  buddies.  You  must  choose  the 
mouse  hole  on  the  west  wall  if  you  don't  have  burning  man  form  yet. 


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Take  the  mouse  hole  shortcut  through  this  small  area.  A trio  of  genlocks  will  challenge  you  from 
the  left  as  you  pass  into  the  open,  heading  for  the  next  mouse  hole.  Cut  them  down  and 
continue. 


In  this  large  chamber  you  see  the  Templar  Spirit.  As  you  approach,  darkspawn  spirits  besiege 


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him,  and  it's  up  to  you  to  bail  him  out.  Help  the  Templar  Spirit  slay  the  evil  spirits  and  he  will 
grant  you  spirit  form.  Use  the  Fade  Pedestal  to  go  to  the  next  Fade  island  on  your  circuit:  the 
Burning  Tower. 


Fade  Shapeshifting; 

Spirit  Form 


Abilities; 

Spirit  Form,  Winter's  Grasp,  Crushing  Prison,  Regeneration 


Inside  the  Fade,  you  can  gain  the  power  to  shapechange  into  four  different  creature  forms, 
each  with  its  own  strengths  and  weaknesses.  Spirit  form  allows  you  to  interact  with  ethereal 
objects  that  would  normally  be  hidden  from  you.  Look  for  spirit  doors  to  use  as  shortcuts 
between  areas.  In  combat,  spirit  form  can  be  brutal  against  single  opponents.  Throw  your 
Crushing  Prison  on  your  foe  and  most  will  die  just  from  that.  Follow  it  up  with  Winter's  Grasp, 
which  deals  solid  damage  and  freezes  your  adversary,  to  buy  more  time.  When  running  low  on 
health,  cast  Regeneration  on  yourself  and  return  to  your  offensive  spells. 

Note:  Once  you  gain  spirit  form,  leave  Darkspawn  Invasion  temporarily  to  gain  the  other  two 
shapeshifting  forms.  Once  you  have  golem  form,  you  can  return  to  finish  off  the  level. 


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Once  you  return  to  this  chamber  after  gaining  golem  form  in  Mage  Asunder,  smash  open  the 
massive  door  in  your  new  uber  form.  Stay  in  golem  form  for  the  rest  of  the  level,  unless  you 
need  to  drop  out  for  some  healing.  The  next  room  is  a huge  area,  with  lots  of  genlocks, 
hurlocks,  and  a mean  darkspawn  emissary.  Fortunately,  in  golem  form,  you  have  great  crowd 
control  with  Quake  and  Hurl.  When  the  enemies  swarm  you,  knock  them  off  their  feet  with 
Quake.  The  first  to  stand  up  gets  a Slam,  then  the  next  gets  a Hurl.  Slam  the  darkspawn 
emissary  when  it  gets  close  and  keep  pommeling  until  the  thing  dies. 

In  the  final  room,  you  go  up  against  the  ogre  Uthkiel  the  Crusher.  It's  a great  slugfest  with  your 
golem  form.  Alternate  Quake  and  Hurl  to  stun  Uthkiel,  then  smack  it  with  a Slam  as  soon  as  it's 
ready  to  go.  It  might  take  longer  than  the  average  battle,  but  it's  lots  of  fun  to  trade  punches 
with  another  big  monster.  When  you  finish  off  Uthkiel,  head  to  the  Burning  Tower  to  complete 
that  island  next. 


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Burning  Tower 


Dreaming  Templar  ^ E*#ence  of  Cunning 


Burning  Templar# 
B Burning  Templar# 
B Burning  Hound# 

B Burning  Templar  & 
Hound 

B Burning  Hound# 

B Burning  Hound 
B Burning  Demon 
B Shambling  Corp#e# 
B Burning  Templar# 
B Bhago# 

A £##ence  of  Cunning 

A £##ence  of 
Con#titution 


L 


A £«#ence  of  Magic 
Ai  <^f  Strength 
© Mou#e  Hole  (to  Gray  : 
® Mou#e  Hole  (to  Gray 
© LyriumVein 
® Mou#e  Hole  (to  Gray 
® Mou#e  Hole  (to  Gray 
® Mou#e  Hole  (to  Gray  I 
® LyriumVein 
® Mou#e  Hole  (to  Gray  i 
® LyriumVein 
d*  Fade  Fede#tal 
0 LyriumVein 
© Fade  Pedc#tal 


Runthrough  (Burning  Tower) 


Summary; 

Use  mouse  form  to  navigate  most  of  the  Burning  Tower.  Beat  the  Dreaming  Templar  to  gain 
burning  man  form.  Return  to  finish  it  once  you  have  golem  form. 


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A. 

Enter  the  Burning  Tower  here. 


B. 

Beat  the  burning  templars  to  reach  the  stairs. 


C. 

Weave  through  the  maze  to  reach  the  mouse  hole. 


D. 

Defeat  the  Dreaming  Templar  to  gain  burning  man  form. 


E. 

Slay  Rhagos. 

Burning  Tower  Cheatsheet 
Main  Piot  Quests 

Lost  in  Dreams 
Important  NPCs 
Dreaming  Templar 
Key  Items 
Burning  Man  Form 
Essence  of  Cunning  (x2) 


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Essence  of 
Constitution 

Essence  of  Magic 

Font  of  Strength 

Monsters 

Burning  Demon 

Burning  Hounds 

Burning  Templars 

Rhagos 

Shambling  Corpses 

Side  Quests 

None 


You  begin  at  the  south  end  of  the  Burning  Tower.  Change  into  mouse  form  and  go  through  the 
hole  to  the  west.  You  crawl  into  a small,  self-contained  room  with  an  essence  of  cunning  within. 
Gain  your  -i-1  cunning  and  return  to  the  original  room.  Change  back  into  your  true  form  and 
open  the  door  out  into  the  corridor. 


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Continue  down  the  corridor  to  the  second  door  on  the  right.  You  can  open  the  first  door  on  the 
right  if  you  want  to  fight  an  extra  pair  of  burning  templars,  but  it's  not  necessary.  Enter  the  room 
and  open  the  door  on  your  immediate  left.  Two  more  burning  templars  guard  the  stairs  to  the 
next  level.  If  you're  in  spirit  form,  use  Crushing  Prison  on  one  of  the  templars  and  Winter's 
Grasp  on  the  other.  Climb  the  stairs  to  the  next  level. 


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Turn  right  at  the  first  intersection  (you  can't  go  straight  because  of  the  fire  barrier).  You'll  enter 
a maze  of  twisting  corridors  and  fire  barriers.  Go  left  then  right  to  find  the  mouse  hole  out  of  the 
maze.  You  are  also  surrounded  by  burning  hounds  and  one  burning  templar.  Be  on  your  guard: 
these  creatures  are  not  affected  by  the  fire  barriers  and  will  rush  at  you  from  any  side.  The 
spirit  form's  Winter's  Grasp  works  especially  well  against  these  fire  beings. 


When  you  crawl  out  of  the  mouse  hole,  you'll  be  face  to  face  with  the  Dreaming  Templar. 
Enthralled  by  anger,  he  attacks  you  a few  seconds  later,  along  with  the  burning  demon  by  his 
side.  In  spirit  form,  lock  down  either  one  with  Crushing  Prison  and  immediately  attack  the  other 
with  Winter's  Grasp.  You  may  require  an  early  Regeneration  to  keep  your  health  high,  or  drop 
out  into  your  true  form  and  pop  a health  poultice.  When  you  defeat  the  Dreaming  Templar,  he 
grants  you  the  burning  man  form  and  disappears.  Before  you  leave  the  island  via  the  Fade 
Pedestal  that  has  appeared  in  the  room,  take  a short  trip  out  the  south  door  and  through  the 
flames  in  burning  man  form.  Switch  to  spirit  form  to  enter  the  spirit  door  down  the  corridor  to 
your  right.  It's  worth  the  trip  as  you  gain  an  essence  of  cunning  and  essence  of  constitution 
from  the  small  side  room. 

Note:  You  cannot  open  massive  doors  until  you  have  golem  form.  Skip  those  doors  on  the 
level  and  return  after  you  have  golem  form  from  the  Mage  Asunder  island. 


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Fade  Shapeshifting; 

Burning  Man  Form 


Abilities; 

Burning  Man  Form,  Fireball,  Flame  Blast 


Inside  the  Fade,  you  can  gain  the  power  to  shapechange  into  four  different  creature  forms, 
each  with  its  own  strengths  and  weaknesses.  Burning  Man  form  makes  you  immune  to  fire  and 
you  can  pass  through  fire  unharmed.  However,  this  form  is  physically  weak  and  vulnerable  to 
cold  damage,  but  it  is  the  fastest  of  the  Fade  forms.  Look  for  any  fire  barriers  to  pass  through. 

After  you  return  from  Mage  Asunder  with  the  golem  form,  you  can  bash  into  the  last  two  rooms 
(you  can  also  double-back  to  the  massive  door  down  in  the  south  and  pick  up  an  essence  of 
magic).  Some  shambling  corpses  and  burning  templars  block  your  way  in  the  first  room.  In 
golem  form,  use  Quake  to  stun  as  many  as  you  can,  followed  by  a Hurl  to  knock  anyone  else 
to  the  ground.  Whoever  stands  gets  a Slam  or  a rocky  punch.  The  second  room  holds  Rhagos, 
the  final  boss  on  this  level.  You  can  stay  in  golem  form  to  dish  out  good  damage  against 
Rhagos,  or  switch  to  burning  man  if  Rhagos's  fire  damage  gets  too  much.  You  also  have  the 
option  of  spirit  form's  Crushing  Prison  to  put  him  in  his  place. 


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Mage  Asunder 


tr 


Stcirs 

Up 


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r 5 

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Cursed  Dreamer 
M.19CS 
Mages' 

Jrazy  Mages 
truants 

Lesser  Rage  Demons 
Mages 

Mage  Instructors  & Pupils 

Chantry  Priests 

Stone  Qolcms 

Mages  & Stone  Qotem 

Mage  & Priest 

Priest  & Stone  Qolcm 

Stone  Qolcm 

Stone  Qolcm 

Priests 

Stone  Qolcms 
Arcane  Horrors 
Stone  Qolcm 
Stone  Qolcms 
Slavrcn 

Pont  of  Strength 
Essence  of  Magic 
Bookcase 

Essence  of  Willpovucr 
Ibnt  of  Strength 
Essence  of  Dexterity 
Essence  of  Cunning 
Essence  of  Constitution 
Essence  of  Dexterity 
Mouse  Hole  (to  Gray  2) 
Mouse  Hole  (to  Gray  1) 
Mouse  Hole  (to  Gray  4| 
Mouse  Hole  (to  Qr;^  3) 
Lyrium  Vein 
Lyrium  Vein 
Fade  Pedestal 
Mouse  Hole  (to  Gray  9) 
Mouse  Hole  (to  Qri^  8) 
Fade  Pedestal 


1 


I 


J 


Runthrough  (Mage  Asunder) 


Summary: 

Use  mouse  form  and  burning  man  form  to  navigate  Mage  Asunder.  Free  the  Cursed  Dreamer 
to  gain  golem  form.  Defeat  Slavren. 


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A. 

Enter  Mage  Asunder  here. 


B. 

Use  burning  man  form  to  bypass  the  fire  barriers. 


C. 

Defeat  the  mages  and  climb  the  stairs. 


D. 

Free  the  Cursed  Dreamer  and  gain  golem  form. 


E. 

Slay  Slavren. 

Mage  Asunder  Cheatsheet 
Main  Plot  Quests 

Lost  in  Dreams 

Important  NPCs 

Cursed  Dreamer 


Key  Items 


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Essence  of  Constitution 
Essence  of  Cunning 
Essence  of  Dexterity  (x2) 
Essence  of  Magic 
Essence  of  Willpower 
Font  of  Strength  (x2) 
Golem  Form 
Monsters 
Arcane  Horrors 
Chantry  Priests 
Crazy  Mages 
Lesser  Rage  Demons 
Mages 

Stone  Golems 

Side  Quests 

None 


aao  ■■  atsa: 


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You  begin  at  the  northeast  corner  of  the  map.  Take  the  mouse  shortcut  to  your  immediate  left 
and  pick  up  the  +1  strength  in  the  side  room.  Return  to  the  original  room  and  take  the  second 
mouse  hole.  This  will  sneak  you  into  the  next  room  where  a pair  of  mages  plot.  Because 
you've  come  in  stealthed,  you  can  change  form  in  their  midst  and  get  the  jump  on  them.  In  the 
third  room,  you  aren't  so  lucky;  you'll  have  to  beat  the  two  mages  the  old-fashioned  way 
through  hard  work  and  skill.  Pick  up  the  -i-1  magic  bonus  in  this  room. 

The  third  room  has  a circle  of  crazy  mages  that  immediately  attack.  Use  your  burning  man 
form  to  hurl  a Fireball  in  the  center  of  the  circle.  With  any  luck,  you  should  incinerate  two  to 
three  of  them  on  the  spot,  and  severely  burn  the  rest.  Follow  up  with  a Flame  Blast  or  two,  or 
switch  to  spirit  form  for  some  icy  fun. 

The  fourth  room  has  "lowly"  servants,  but  watch  out!  One  servant  will  charge  you  when  you 
open  the  door,  and  two  others  are  invisible,  waiting  to  backstab  you  as  soon  as  they  get  a 
chance.  A burning  man's  Fireball  at  the  first  servant  may  get  two  in  the  process.  Use  spirit  form 
or  your  true  form  to  handle  the  rogue  servants. 


Switch  to  burning  man  form  to  pass  the  fire  barrier  on  the  opposite  side  of  the  servants' 
quarters.  Three  lesser  rage  demons  will  appear  and  attack  in  the  next  room.  Switch  out  of 
burning  man  form  and  into  spirit  form.  Root  one  with  Crushing  Prison  and  battle  the  second 
with  Winter's  Grasp.  The  third  will  arrive  after  a delay,  possibly  long  enough  for  you  to  finish  off 
the  first  two.  Switch  back  to  burning  man  form  to  open  the  next  door.  Hurl  a Fireball  into  the 
room  in  the  midst  of  the  enemy  mages  near  the  center  of  the  next  room.  If  anyone  gets  up, 
burn  them  back  down  with  Flame  Blast. 


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Mage  instructors  and  mage  pupils  inhabit  this  room.  Stay  in  burning  man  form  for  this 
encounter!  The  mages  are  Fireball  happy,  and  you  can  protect  yourself  from  a lot  of  damage 
with  the  burning  man's  fire  immunity.  A Fireball  or  two  at  strategic  locations  should  do  the  trick. 
After  searching  the  bookcase,  take  the  stairs  up  to  the  next  level. 


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When  you  enter  the  next  floor,  you  stumble  upon  Chantry  priests  and  two  stone  golems 
attacking  the  Cursed  Dreamer.  You'll  have  to  be  on  the  move  for  this  fight;  if  you  stand  still  and 
get  whacked  by  a golem  or  Chantry  spell,  it  could  be  all  over.  In  burning  man  form,  chuck  a 
Fireball  at  whichever  group  you  can  strike  without  causing  friendly  fire  to  the  Dreamer  or 
yourself.  Switch  to  spirit  form  and  imprison  one  of  the  golems  with  Crushing  Prison  and  then 
use  a Winter's  Grasp  on  one  of  the  Chantry  priests  (or  the  second  golem  if  its  health  is  low). 

Hit  Regeneration  on  yourself  and  circle  around  the  room.  Wait  for  Winter's  Grasp  to  become 
active  and  fire  another  off.  When  Crushing  Prison  becomes  available  again,  throw  it  on  the 
strongest  foe.  Eventually,  you  will  wear  them  down  and  save  the  Cursed  Dreamer.  As  a 
reward,  he  gives  you  the  golem  form.  Ignore  the  new  Fade  Pedestal  that  has  appeared  and 
take  the  stairs  up  to  the  next  level  instead.  Kill  the  mages  and  stone  golem  in  the  next  room, 
then  switch  to  golem  form  to  smash  through  the  massive  door  blocking  your  path.  You  now 
have  access  to  the  southern  section  of  the  map. 


Fade  Shapeshifting; 

Golem  Form 


Abilities; 

Golem  Form,  Slam,  Quake,  Hurl 


Inside  the  Fade,  you  can  gain  the  power  to  shapechange  into  four  different  creature  forms, 
each  with  its  own  strengths  and  weaknesses.  Golem  form  has  enormous  strength  and  can 
smash  doors  you  would  not  normally  be  able  to  budge.  It  is  highly  resistant  to  physical  attacks 


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but  vulnerable  to  magic.  Your  Slam  attack  will  cause  critical  damage  on  each  hit  and  knock  the 
target  down.  Quake  is  an  AoE  attack  that  damages  all  nearby  foes  (and  friends)  and  stuns 
them  unless  they  pass  a physical  resistance  check.  Hurl  throws  a chunk  of  rock  at  a target  and 
damages  all  nearby  targets.  It  also  knocks  down  enemies  hit.  You  can  now  smash  open 
massive  doors. 


In  the  southern  section  of  the  map,  there  are  six  essences  to  earn.  It's  well  worth  the  effort  of 
cleaning  up  some  stone  golems,  mages,  and  priests.  When  you're  ready  to  tackle  Slavren, 
head  down  to  the  southern  tip  and  fight  the  arcane  horrors  (square  17).  After  you  defeat  the 
horrors,  change  to  spirit  form  and  take  the  side  passages  to  earn  more  essences.  You  only 
have  to  vanquish  three  stone  golems  for  four  essences— a nice  trade. 

As  soon  as  you  enter  the  last  room,  Slavren  will  charge.  You  can  go  for  the  Crushing  Prison, 
but  if  Slavren  resists  it  your  spirit  form  will  get  torn  to  shreds.  It's  better  to  pound  at  him  in 
golem  form,  then  switch  to  your  true  form  for  some  healing  (either  if  you're  a mage  or  with  a 
health  poultice).  You  can  also  hit  Slavren  with  a point-blank  Fireball  if  you're  in  burning  man 
form.  Take  him  down  and  another  island  falls.  Now  return  to  Darkspawn  Invasion  and  Burning 
Tower  to  complete  those  islands. 


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Templar's  Nightmare 


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i^_Lcgcnd,^ 


Templar'*  Body 
Sloth  Demon* 

Arcane  Horror 
Ogre 

Hunger  Abomination* 
Rage  Abomination* 
Blight  Wolf 
Rage  Abomination* 
Hunger  Abominations 

Arcane' Horror  & 
Shambling  Corpse* 

Desire  Abominations 

Arcane  Horror  & 
Shambling  Corpse* 

Vereveel 

Essence  of  Dexterity 
Essence  of  Cunning 


' Mouse  Hole  (to 
•i:  Mouse  Hole  (to 
li  ' Fade  Portal  (to  Qray  4) 
ii)  Fade  Portal  (to  Qray  3) 

; 5 1 Mouse  Hole  (to  Qray  6) 
(i)  Mouse  Hole  (to  Qr«^  5) 
:>  Mouse  Hole  (to  Qray  8| 
(»,'  Mouse  Hole  (to  Qray  7) 
y Mouse  Hole  (to  Qray  10) 
Mouse  Hole  (to  Qri^  9) 
LyriumVein 
Mouse  Hole  (to  Qray  13) 
ji  Mouse  Hole  (to  Qr^  12) 
Fade  Portal  (to  Qray  15) 
•5  Fade  Portal  (to  Qray  14) 
Mouse  Hole  (to  Qray  17) 
It  Mouse  Hole  (to  Qr«^  16) 
Fade  Pedestal 


Orayari 

Qray  1) 


Runthrough  (Templar's  Nightmare) 


Summary: 

Use  all  of  your  forms  to  traverse  the  dungeon  and  slay  Vereveel. 


A. 

Enter  Templar's  Nightmare  here. 


B. 


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Use  the  mouse  holes  to  sneak  up  on  the  ogre. 


C. 

Hop  through  the  spirit  door  to  reach  the  third  hub. 


D. 

Stay  in  burning  man  form  to  avoid  a fire  trap  and  then  clean  out  the  fourth  hub. 


E. 

Slay  Vereveel. 

Templar's  Nightmare  Cheatsheet 
Main  Plot  Quests 

Lost  in  Dreams 
Important  NPCs 
Templar's  Body 
Key  Items 
Essence  of  Cunning 
Essence  of  Dexterity 
Monsters 
Arcane  Horror 
Blight  Wolf 
Desire  Abominations 


Hunger  Abominations 


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Ogre 

Rage  Abominations 
Shambling  Corpses 
Sloth  Demons 
Vereveel 

Side  Quests 

None 


You  must  have  all  your  forms  to  navigate  through  the  Templar's  Nightmare;  if  not,  you'll  get 
frustrated  or  stuck  in  many  areas.  In  the  initial  chamber,  change  to  mouse  form  and  take  hole 
#1  to  hole  #2.  When  you  reach  the  room  with  the  arcane  horror,  you'll  trigger  a poison  trap. 
Forget  it  for  now  and  change  quickly  into  spirit  form.  Use  Crushing  Prison  on  the  horror  and  it's 
over  for  the  creature.  Cast  Regeneration  to  offset  the  poison. 


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In  the  arcane  horror  room,  change  to  mouse  form  again  and  take  hole  #5  to  hole  #6.  You'll 
appear  behind  monstrous  ogre.  Due  to  the  element  of  surprise,  you  have  your  pick  on  how  to 
handle  the  ogre.  You  can  use  Crushing  Prison  on  him  in  spirit  form,  or  bash  fists  in  golem  form 
You  could  even  Fireball  him  with  burning  man  form.  One  or  two  hunger  abominations  from  the 
next  room  may  hear  the  commotion  and  attack  as  backup  for  the  ogre.  Deal  with  them  using 
Winter's  Grasp,  Quake,  or  Flame  Blast,  according  to  your  form. 

Change  to  burning  man  form  and  bypass  the  fire  barrier  in  the  next  room.  Next,  change  to 
mouse  form  and  take  hole  #7  to  hole  #8  in  the  next  room  (or  you  could  just  bash  in  the  door  in 
golem  form).  Dispatch  the  rage  abominations  in  the  room  and  switch  to  spirit  form  so  you  can 
use  the  spirit  door  within. 


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Fight  through  a series  of  creatures  in  the  next  three  rooms.  Stick  with  the  forms  that  have  been 
working  best  for  you,  and  restock  at  the  lyrium  vein  if  you  get  low  on  health  or  mana.  Turn  into 
burning  man  form  before  proceeding. 


When  you  reach  this  room  via  the  Fade  Portal,  make  sure  you  are  in  burning  man  form.  Afire 


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trap  triggers  and  engulfs  the  whole  room  in  flames.  Pull  the  desire  abominations  toward  you  by 
lobbing  a Fireball  at  the  nearest  one.  The  flames  in  the  room  will  take  care  of  the  rest.  In  the 
third  room,  shambling  corpses  run  interference  for  an  arcane  horror.  Don't  let  the  horror  cast 
deadly  spells  on  you.  Burning  man  form  gives  you  Fireball  as  a great  counterattack,  or  spirit 
form's  Crushing  Prison  can  silence  the  arcane  horror  forever.  Take  the  mouse  hole  at  the  end 
to  the  final  area. 


Vereveel  leads  you  into  a circular  chamber  with  no  exits.  It's  do  or  die  time  here.  Try  to  catch 
her  with  a Crushing  Prison  if  you  can,  or  lob  a Fireball  in  her  direction.  Avoid  golem  form;  it 
takes  too  much  damage  from  her  spell  attacks.  Use  your  true  form  to  cast  healing  or  use 
poultices  throughout  the  fight  to  stay  alive.  Once  you  defeat  Vereveel,  you  will  have  unlocked 
the  Inner  Sanctum,  where  you  can  go  after  Sloth.  However,  first  you  need  to  free  your 
followers  for  the  coming  finale. 


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A Nightmare  (Freeing  Your  Foiiowers) 


Before  you  go  battle  Sloth  in  the  Inner  Sanctum,  visit  each  of  the  three  Nightmare  realms  on 
the  Fade  outskirts.  Your  followers  are  trapped  in  them,  and  you  need  to  free  them  for  the  battle 
against  Sloth.  Talk  to  each  companion  and  help  them  snap  out  of  their  nightmares.  You  should 
know  your  followers  well  by  now,  so  it's  a snap  to  answer  the  correct  dialogue  choices  and  get 
each  one  to  fight  free.  A short  battle  will  occur,  and  once  the  two  of  you  defeat  the  enemies, 
your  follower  will  be  available  for  the  final  battle. 


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The  Inner  Sanctum 


Prepare  your  party  for  one  of  the  toughest  battles  in  the  entire  game.  Sloth  changes  form,  so 
you  must  defeat  him  four  different  times  to  win.  After  playing  solo  for  a while,  get  back  into 
party  mode  and  work  your  standard  tactics— tank  on  Sloth,  healer  primarily  on  the  tank,  and 
DPS  chipping  in  whenever  possible.  Your  PC  should  use  his  golem  form  for  most  of  the  fight.  It 
does  solid  damage  and  reduces  the  physical  damage  from  Sloth's  attacks.  Spirit  form  can  also 
add  another  healer  to  your  party  when  you  start  throwing  Regeneration  around. 


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It's  a long  fight.  Ration  your  spellcasting  to  only  essential  spells:  ones  that  damage  Sloth 
heavily,  and  ones  that  heal  your  party.  Keep  several  lyrium  potions  handy  to  fill  up  your  mana 
reserve  on  healers.  If  a party  member  drops  to  near  dying,  retreat  and  use  a health  poultice, 
especially  if  the  healer's  mana  is  running  low. 


In  his  final  form.  Sloth  will  freeze  the  entire  party,  which  paralyzes  you  in  place  and  deals  cold 
damage  over  time.  It's  brutal  if  you  don't  have  healing  at  this  point.  If  you  have  Wynne,  she 


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should  kick  off  a Group  Heal  immediately  after  the  effect  to  try  to  pump  up  everyone's  health 
before  Sloth  kills  them  one  by  one.  With  some  good  party  tactics  and  some  timely  healing, 
Sloth  will  eventually  succumb  to  your  weapons  and  you'll  finally  be  free  of  the  Fade.  You  now 
return  to  Templar  Quarters  on  the  fourth  level  of  the  Circle  Tower.  You  have  one  more  major 
enemy  to  kill. 


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The  Circle  Tower  (Fourth  Floor:  After  Fade) 


ri>  Cullen 
O Dragonling^ 
k B tUge  Abominations 
>,^1]  Sloth  Abominations 
kH  Greater  Rage  Demon 
Lesser  Shades 
.A  Litany  of  Andralla 
]L  A Soldiers  Corpse 


A Cabinet 
^ Charred  Corpse 
^ Chest 
^ Chest  (locked) 
Soldiers  Corpse 
^ Vase  & Chest  (locked) 

A Soldiers  Corpse  & 
Chest  (locked) 


Runthrough  (Circle  Tower:  Fourth  Floor— After  the  Fade) 


Summary; 

After  returning  from  the  Fade,  you  must  seek  out  UIdred  and  end  the  Circle  Tower  nightmare. 


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A. 

Back  on  the  fourth  floor  of  the  Circle  Tower,  pick  up  the  Litany  of  Andralla  from  Niall's  dead 
body. 


B. 

A trap  triggers  by  this  treasure  and  surrounds  you  with  demons. 


C 

Speak  with  Cullen  and  then  head  into  the  Harrowing  Chamber. 

Circle  Tower  (Fourth  Floor:  After  the  Fade)  Cheatsheet 
Main  Plot  Quests 

Broken  Circle 
Important  NPCs 
Cullen 
Key  Items 

Litany  of  Andralla 
Monsters 
Dragonlings 
Greater  Rage  Demon 
Lesser  Shades 
Rage  Abominations 


Sloth  Abominations 


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Side  Quests 

None 


After  exiting  the  Fade,  you  arrive  back  on  the  fourth  level.  Before  you  leave  the  central  room  in 
search  of  the  Harrowing  Chamber,  loot  Niall's  dead  body  for  the  Litany  of  Andralla.  It  will 
protect  you  against  mind  control  before  the  adventure  ends. 


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In  the  room  with  the  giant  globe,  you'll  see  a soldier's  corpse  and  a locked  chest  at  the  end 
opposite  the  entrance.  It  appears  as  any  other  empty  room,  until  you  touch  the  treasure.  A 
greater  shade,  a few  lesser  shades,  and  a greater  rage  demon  materialize  around  you  and 
attack.  Retreat  to  one  corner  and  fight  there  so  you  don't  get  flanked  by  demons.  The  lesser 
shades  go  down  easier;  concentrate  on  them  to  reduce  the  number,  then  apply  your  full  party 
strength  against  whichever  of  the  two  bigger  threats  is  weaker.  When  you  finish  off  the  second 
ranked  foe,  grab  your  treasure  and  be  on  your  way. 


The  last  room  before  Harrowing  Chamber  holds  Cullen.  Inside  a magical  circle  of  protection, 
the  templar  pleads  with  you  to  destroy  everyone  in  the  Harrowing  Chamber,  unsure  of  what 
they've  become.  You  can  choose  to  see  for  yourself  what's  up  there  before  making  a decision, 
or  you  can  choose  on  the  spot  to  side  with  the  mages  (don't  kill  them)  or  side  with  the  templars 
(kill  all  mages).  After  speaking  with  Cullen,  proceed  up  the  stairs  to  the  Harrowing  Chamber. 


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The  Harrowing  Chamber 


Ifldrcd 

Abomination* 


Runthrough  (Harrowing  Chamber) 


Summary; 

Slay  UIdred  and  bring  the  Circle  Tower's  madness  to  an  end. 


A. 

Slay  UIdred. 

Harrowing  Chamber  Cheatsheet 

Main  Piot  Quests 

Broken  Circle 

important  NPCs 

First  Enchanter  Irving 

Key  items 


None 


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Monsters 

Abominations 

UIdred 

Side  Quests 

None 


UIdred  has  made  mass  murder  even  more  repulsive,  if  that's  possible.  He  has  converted  many 
of  the  mages  into  abominations,  and  plans  on  doing  the  same  to  you  and  everyone  left  in  the 
tower.  The  only  way  to  cleanse  the  tower  is  to  kill  UIdred.  During  the  fight,  as  UIdred  begins  to 
convert  a mage  into  an  abomination  (which  will  add  that  abomination  to  the  fight  against  you), 
you  can  use  the  Litany  of  Andralla  to  deny  the  conversion.  If  Wynne  is  still  alive  in  the  party, 
she  will  give  you  a voice  cue  when  to  use  it,  or  you  can  watch  for  a white  glow  around  the 
wounded  mages  around  the  outer  edge  of  the  chamber.  Using  the  Litany  saves  the  mage,  and 
if  you  do  it  at  least  once,  then  you  have  chosen  to  save  all  the  mages  in  the  Tower  as  the 
ultimate  outcome.  If  you  don't  have  the  Litany  or  choose  not  to  use  it,  then  all  the  mages  die  at 
the  end  of  the  battle  and  you  have  ultimately  sided  with  the  templars. 

Note:  Choosing  to  side  with  the  mages  means  you  will  gain  a mage  army  in  the  final  battle 
against  the  archdemon  at  game's  end.  Choosing  to  side  with  the  templars  gives  you  a templar 
army  in  the  final  battle  against  the  archdemon.  Both  will  aid  you  in  the  final  battle,  though 
siding  with  the  mages  now  prevents  UIdred  from  gaining  allies  in  the  current  fight  and  makes 
for  an  easier  encounter. 


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Match  your  tank  up  against  UIdred  from  the  start.  Send  an  off-tank  against  one  of  the 
abominations  and  have  your  party  concentrate  on  destroying  that  abomination  quickly.  While 
preventing  UIdred  from  creating  abominations  (the  Litany  stops  this),  slay  the  remaining 
abominations  so  you  only  have  to  face  UIdred.  In  his  demon  form,  UIdred  can  smack 
characters  around  for  heavy  damage.  Your  party  healer  should  rotate  through  healing  spells, 
such  as  Heal,  Regeneration,  and  Group  Heal  (if  they  are  a spirit  healer  and  others  in  the  party 
have  taken  damage  too).  If  anyone  in  the  party  drops  below  50  percent  health  and  the  healer 
can't  keep  up  with  the  damage,  they  should  immediately  use  a health  poultice  to  stay  out  of  the 
danger  zone.  Watch  out  for  UIdred's  ice  attack  which  freezes  everyone  solid.  It  effectively  acts 
like  a stun,  which  means  you  can't  deal  damage  or  heal  for  several  seconds.  None  of  your 
party  members  can  be  low  on  health  at  this  time  or  he  may  slay  them. 


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Pour  the  damage  on  UIdred.  Ranged  attackers  should  stay  clear  of  his  long,  sweeping  demon 
claws.  If  you  can  outrace  the  damage  UIdred  deals,  and  minimizes  how  many  extra 
abominations  enter  the  fight,  you  should  come  out  on  top. 

If  you  have  a healer  with  Revive,  don't  forget  to  resurrect  a fallen  companion  in  the  middle  of 
battle  to  keep  your  party  whole. 

After  the  battle,  speak  with  First  Enchanter  Irving.  He  will  take  you  down  to  talk  with  Greagoir 
and  thank  you  for  saving  the  Circle  Tower.  You  will  gain  your  army  for  the  final  battle  at  this 
point.  Wynne  will  also  join  your  party  permanently  if  you  choose  to  invite  her,  and  provided  you 
are  not  a blood  mage  specialist.  If  you've  chosen  to  specialize  as  a blood  mage,  Wynne  will 
confront  you  at  the  base  of  the  tower.  If  you  admit  you  are  a blood  mage  and  choose  to  fight, 
then  you  will  battle  all  the  remaining  templars  and  any  mages  alive  (including  Wynne).  If  you 
survive,  you  will  gain  neither  the  mages  nor  the  templars  for  the  final  battle  against  the 
archdemon. 

Caution:  If  Morrigan  is  in  the  party,  at  the  end  dialogue  (in  any  outcome),  it  is  possible  to 
mention  that  she  is  an  apostate  mage.  At  this  stage  you  can  get  her  to  leave  the  party  in  the 
same  way  as  if  you  told  her  to  directly  leave  the  party. 

Mage  Army 

If  you  have  saved  all  the  mages  in  the  tower  or  have  chosen  not  to  lock  the  mages  away,  then 
the  mages  join  the  Grey  Warden  army  for  the  final  battle  against  the  archdemon.  The  mages  of 
the  Circle  are  capable  of  unleashing  deadly  spells  at  any  range,  but  are  very  weak  in  melee 
combat. 


Templar  Army 


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If  you  have  killed  all  the  mages  in  the  tower  or  have  chosen  to  lock  the  mages  away,  then  the 
templars  join  the  Grey  Warden  army  for  the  final  battle  against  the  archdemon.  The  templars 
are  an  elite  force  of  well-rounded  fighters.  Because  they  are  capable  of  disrupting  magic,  they 
excel  against  spellcasters. 


Arl  of  Redcliffe 

Note:  The  main  quest  lines— "Broken  Circle"  (mage),  "Arl  of  Redcliffe/Urn  of  Sacred 
Ashes"  (human),  "Paragon  of  Her  Kind"  (dwarf),  and  "Nature  of  the  Beast"  (elf)— can  be 
completed  in  any  order.  However,  it's  probably  best  to  finish  the  "Arl  of  Redcliffe/Urn  of  Sacred 
Ashes"  quests  second  because,  unlike  the  elf  quests  or  the  dwarf  quests,  these  take  you  into 
Denerim,  and  you  want  to  explore  Denerim  early  in  the  game  for  access  to  lots  of  vendors  and 
rewarding  side  quests. 


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Redcliffe  Village  (Day) 


Tomas 
Murdock 
Scr  Perth 
Death  root 


/ m 


A The  Qrecn  Blade  ^ 
A Death  root 
A A Landmark  Tree 


S Bevin  for  “A  Missing 
Child" 


J 


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Runthrough  (Redcliffe  Village:  Day) 


Summary; 

Help  the  villagers  prepare  for  the  night's  fight  against  the  undead. 


A. 

Enter  the  village  and  speak  with  Tomas. 


B. 

Visit  the  village  Chantry  and  speak  with  all  inside. 


C. 

Speak  with  Murdock. 


D. 

Convince  Owen  to  join  the  cause. 


E. 

Speak  with  Ser  Perth. 


Redcliffe  Village  (Day)  Cheatsheet 


Main  Plot  Quests 


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A Village  Under  Siege 
Important  NPCs 
Bann  Teagan 
Kaitlyn 

Mother  Hannah 

Murdock 

Owen 

Ser  Perth 

Tomas 

Key  Items 

The  Green  Blade 

Monsters 

None 

Side  Quests 

A Missing  Child 
A Stiff  Drink  to  Dull  the  Pain 
Every  Little  Bit  Helps 
Lost  in  the  Castle 
The  Dwarven  Veteran 
The  Maker's  Shield 
Spy! 


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You  arrive  at  Redcliffe  from  the  northwest  staircase.  Travel  across  the  open  field  and  over  the 
bridge  to  talk  to  Tomas.  He  explains  that  there  is  trouble  at  the  castle  and  guides  you  down  into 
the  village. 


Tomas  takes  you  to  talk  to  Bann  Teagan  in  the  Chantry.  You  discover  that  the  village  is  under 


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siege  at  night  by  undead  monsters.  After  speaking  with  Teagan,  you  can  also  chat  with  Mother 
Hannah  and  Kaitlyn.  If  you  choose,  Kaitlyn  gives  you  the  "A  Missing  Child"  side  quest  to  find 
her  brother  Bevin.  Find  the  boy  hiding  in  the  dresser  at  Kaitlyn's  home.  You  can  persuade/ 
intimidate  Bevin  into  giving  you  the  key  to  a locked  chest  on  the  second  floor  that  contains  the 
magic  family  sword:  The  Green  Blade.  There  is  also  a book  in  the  house  for  another  codex 
entry:  The  Legend  of  Calenhad:  Chapter  1. 


Bann  Teagan 
Mother  Hannah 
<(>>  Kaitlyn 


“A  Mi»»ing  Child* 


- Village  Chantry  ~ |jj 


Caution:  If  you  leave  Redcliffe  after  speaking  with  Bann  Teagan,  you  abandon  the  village  to  a 
grisly  fate.  When  you  return,  the  village  will  be  empty  and  only  the  castle  will  remain. 


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In  the  town  square,  Murdock  orders  men  back  and  forth.  He  tells  you  that  the  village  defenders 
are  poorly  outfitted  and  need  repairs  badly.  He  directs  you  to  speak  with  the  local  blacksmith, 
Owen,  who  is  reluctant  to  help.  Talk  to  Owen  in  the  smithy,  then  report  back  to  Murdock. 


The  smithy  door  is  locked.  To  gain  entrance,  you  need  to  persuade  or  intimidate  Owen  to  let 


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you  in.  Failing  that,  you  can  have  a rogue  try  to  pick  the  lock  or  simply  smash  it  in  by  brute 
force.  Convince  Owen  to  carry  out  the  equipment  repairs  by  promising  to  look  for  his  daughter 
Valena  in  the  castle  and  accepting  the  side  quest,  "Lost  in  the  Castle"  (see  the  Side  Quests 
chapter  for  details).  After  Owen  has  agreed  to  help,  search  the  corner  for  a stash  of  equipment. 
It's  under  the  crate,  and  you'll  need  Owen's  key  to  open  the  hidden  trapdoor. 

If  you  don't  want  Owen's  help,  it's  possible  to  refuse  the  "Lost  in  the  Castle"  quest.  You  can  still 
gain  the  equipment  stash,  but  only  if  you  kill  Owen  and  take  his  trapdoor  key.  With  Owen  dead, 
you  can  choose  to  give  the  hidden  equipment  to  Murdock  and  his  men;  however,  the  hidden 
equipment  is  inferior  to  the  repaired  equipment  Owen  would  have  given  the  men.  You  can  also 
tell  Murdock  that  there  is  no  way  to  acquire  better  equipment  and  the  militia  will  fight  using  only 
the  equipment  they  have. 


Legend 


A Hidden  Trapdoor 
(under  crate) 

*i  “Lodt  in  the  Cattle' 


i 


Tip:  If  you've  killed  the  blacksmith  Owen,  he  will  be  replaced  with  a new  smith  after  the  battle. 
You  can  lie  to  the  new  smith  and  trick  him  into  giving  you  one  of  Owen's  items. 


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Speak  with  Ser  Perth  on  the  hill  and  confirm  that  his  knights  are  ready  for  battle.  The  night's 
battle  against  the  undead  will  begin  as  soon  as  you  also  confirm  with  Murdock  that  his  men  are 
ready. 

Note:  There  are  several  side  quests  you  can  complete  in  Redcliffe  Village  to  strengthen  the 
defenses  before  nighttime.  These  include  "The  Dwarven  Veteran"  (add  more  men  to  the  fray), 
"The  Maker's  Shield"  (boost  the  militia's  morale),  "Every  Little  Bit  Helps"  (add  fire  to  village 
defenses),  and  "A  Stiff  Drink  to  Dull  the  Pain"  (boost  morale).  You  can  also  investigate  "Spy!"  to 
mess  up  Loghain's  schemes.  See  the  Side  Quests  chapter  for  complete  details. 


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Redcliffe  Village  (Night) 


LegetuQ^ 


^ [fl!  Walking  Corp»e» 
S Walking  Corp»e» 
Walking  Corpses 


Walking  Corpse® 
Walking  Corp«ed 
Wooden  Crate 


I 

i 


Runthrough  (Redcliffe  Village:  Night) 


Summary; 

Help  the  villagers  defend  against  the  undead. 


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A. 

Battle  walking  corpses  by  the  mill. 


B. 

Battle  walking  corpses  in  the  town  square. 


C. 

Speak  with  Bann  Teagon  to  discover  a secret  passage  into  the  castle. 

Redcliffe  Village  (Night)  Cheatsheet 
Main  Plot  Quests 
The  Attack  at  Nightfall 
Important  NPCs 

None 

Key  Items 
None 
Monsters 
Walking  Corpses 
Side  Quests 


None 


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As  night  falls,  the  walking  corpses  shamble  out  of  the  castle  and  down  into  the  village.  You  first 
encounter  them  up  at  the  mill.  Use  the  barricades  at  the  bottom  of  the  mountain  pass  as  cover. 
Position  your  warrior  and  other  DPSers  alongside  the  top  one,  or  in  between  the  two  back 
barricades,  to  prevent  the  hordes  of  walking  corpses  from  flanking  you.  Position  your 
spellcasters  in  the  rear.  If  the  walking  corpses  begin  to  swarm  you,  retreat  toward  the  mill  and 
the  knights  will  rally  out  to  protect  you.  Use  your  standard  combat  procedures  and  repeat  as 
each  undead  wave  hits.  When  only  a few  remain,  climb  the  hill  and  finish  them  off. 


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Once  the  mill  is  safe,  a villager  alerts  you  to  the  undead  forces  attacking  the  town  square. 
Rush  down  the  hill  toward  the  Chantry  and  aid  the  men  who're  battling  walking  corpses  on  all 
sides.  Slay  all  the  walking  corpses  in  town  as  they  charge  from  the  outskirts.  Eventually,  you 
have  to  hunt  down  a few  straggler  undead.  It  helps  to  have  the  Survival  skill  here  to  spot  the 
undead  from  afar. 

Tip:  If  no  defenders  are  killed  during  the  fight,  Teagan  will  give  you  an  extra  reward.  If  you 
have  Dwyn's  thugs  in  the  group,  they  do  not  count  and  can  die  without  cutting  off  the  reward. 


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Return  to  Bann  Teagan  up  on  the  hill  by  the  mill.  He  and  Lady  Isolde  plan  to  enter  the  castle 
through  the  main  gates,  while  he  asks  you  to  slip  into  the  castle  via  a secret  passage  in  the 
windmill.  Teagan  offers  you  his  signet  ring  to  open  the  secret  door.  Accept  to  go  save  Arl 
Eamon. 


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Redcliffe  Village  (Basement) 


^^cgendx-^ 


Joivan 

Enraged  Corp»e» 
Shambling  Corpse® 


Pile  of  Filth 
Pile  of  Bonc« 


1 

J 


Runthrough  (Redcliffe  Village:  Basement) 


Summary; 

Enter  the  castle  and  find  the  stairs  to  the  first  floor. 


A. 

Slay  the  enraged  corpses  near  the  prison  cells. 


B. 

Speak  to  the  blood  mage  Jowan.  Release  or  kill  him. 


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c. 

Battle  the  shambling  corpses  and  go  up  the  stairs  to  the  first  floor. 

Redcliffe  Castle  (Basement)  Cheatsheet 
Main  Plot  Quests 

The  Trouble  with  Castle  Redcliffe 

Important  NPCs 

Jowan 

Key  Items 

None 

Monsters 

Enraged  Corpses 

Shambling  Corpses 

Side  Quests 

None 


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You  enter  the  castle  through  the  secret  passage  in  the  mill.  It  brings  you  into  the  basement 
level,  and  before  you  can  take  a few  steps,  a group  of  enraged  corpses  attack  from  down  the 
corridor.  Switch  to  your  ranged  weapons  and  plug  them  with  arrows,  or  a fireball,  or  any  AoE 
damage  that  won't  catch  your  party  too.  By  the  time  they  reach  you,  the  corpses  should  be 
halfway  down,  and  a few  sword  swings  and  staff  missiles  should  do  the  rest. 


Look  for  the  blood  mage  Jowan  in  his  cell.  You  can  release  Jowan  and  let  him  run  ahead  on 
his  own,  leave  him  in  his  cell,  kill  him,  or  force  him  to  leave  the  castle  permanently.  If  you 
choose  to  kill  him  or  force  him  to  leave  the  castle,  Jowan  will  not  be  able  to  perform  the  blood 
magic  ritual  at  the  end  of  the  quest.  If  you  don't  plan  to  enact  blood  magic,  then  do  with  him  as 
you  will. 


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Watch  out  for  the  shambling  corpses  that  rise  up  around  you  before  the  stairs.  You  won't  have 
the  same  chance  to  do  ranged  damage  as  you  did  with  the  enraged  corpses.  Instead,  back 
into  a corner  so  the  corpses  can't  flank  you  and  have  your  tank  hold  as  much  threat  as 
possible.  The  party  deals  damage  on  the  corpses  held  by  the  tank,  unless  you  order  an  off- 
tank  to  pick  up  any  strays.  Healers  should  be  active  keeping  everyone  healthy,  and  a spirit 
healer  with  Group  Heal  makes  all  the  difference  in  this  fight. 


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Redcliffe  Castle  (First  Floor) 


Qrcatcr  Shade  & 
Le»»cr  Shades 


:^^Legeiid3^ 

Q Shambling 
Corpses 


B Shambling 
i Corpse 

B Shambling 
Corpses 


Corpses 


Mabari 


B Enraged  Corpse 

B Shambling 
Corpses 

-A  Book 

A Weapon  Stands, 
Armor  Stands, 
Chest 


Chest  ^ 

A Charred  Corpse 
A Cabinets 
A Ar  moire 

Wooden  Crates 


E Valena  for  “Lost 
in  the  Castle" 


(X)  Trap 


J 


Runthrough  (Redcliffe  Castle:  First  Floor) 


Summary; 

Progress  through  the  first  floor,  down  into  the  cellar,  and  out  into  the  courtyard. 


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A. 

Enter  the  first  floor. 


B. 

Battle  through  corpses  until  you  reach  the  stairs  to  the  cellar. 

Redcliffe  Castle  (First  Floor)  Cheatsheet 
Main  Plot  Quests 

The  Trouble  with  Castle  Redcliffe 

Important  NPCs 

Valena 

Key  Items 

None 

Monsters 

Devouring  Corpses 

Enraged  Corpses 

Greater  Shade 

Lesser  Shades 

Mabari 

Shambling  Corpse 

Side  Quests 


Lost  in  the  Castle 


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You  come  up  on  the  first  floor  in  the  northwest  corner.  It's  an  empty  room,  but  outside  the  door 
is  a shambling  corpse  that  wanders  the  hallway.  If  you  have  Survival  and  can  track  the  corpse 
on  your  mini-map,  open  the  door  exactly  when  the  creature  is  in  front  of  it.  You'll  surprise  it  and 
lure  the  thing  in  to  fight  your  party  out  of  harm's  way.  Fight  it  in  the  hallway  and  it  may  draw 
other  corpses  from  down  the  hall. 


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~ Cellar  ~ 


^J«gend 


r Chc»t  (locked) 


A Va^e 
A Chcftt 


Pile  of  Junk 


1 

J 


If  you  have  a rogue  with  nimble  fingers,  it's  worth  picking  the  locked  door  on  your  left  down  the 
hallway.  The  secure  room  holds  a treasure  trove  of  items.  After  you  dispatch  more  shambling 
corpses  in  the  next  room,  begin  to  travel  east  as  best  you  can. 


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Continue  battling  through  corpse  after  corpse.  If  you  want  to  finish  the  "Lost  in  the  Castle"  side 
quest,  rescue  Valena  from  the  small  room  near  the  end  of  the  hall  (marked  square  Aon  the 
map).  In  the  northeast  corner  of  the  floor  you'll  find  the  stairs  going  down  to  the  cellar. 

Down  in  the  cellar,  sweep  the  floor  clean  of  all  the  treasure  in  chests,  a vase,  and  a pile  of 
junk.  Take  the  stairs  in  the  northeast  corner  up  to  the  courtyard. 


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Redcliffe  Castle  (Courtyard) 


^ Ser  Perth  & Hi»  Men  |Q  Skeleton  Archer® 
Shambling  Corp»e®  Q ttevenant 


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Runthrough  (Redcliffe  Castle:  Courtyard) 

Summary; 

Fight  through  the  courtyard  and  pull  the  gate  lever  to  let  Ser  Perth  and  his  men  into  the  castle. 


A. 

Enter  the  courtyard. 


B. 

Pull  the  gate  lever. 


C. 

Discuss  with  Ser  Perth  the  situation  and  reenter  the  first  floor. 

Redcliffe  Castle  (Courtyard)  Cheatsheet 

Main  Plot  Quests 

The  Trouble  with  Castle  Redcliffe 

Important  NPCs 

Ser  Perth 

Key  Items 

None 

Monsters 

Revenant 

Shambling  Corpses 


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Skeleton  Archers 

Side  Quests 

None 


It  may  seem  like  a serene  courtyard  scene  when  you  emerge  out  of  the  cellar,  but  it's  not. 
Plenty  of  monsters  surround  you.  If  you  wander  too  far  out  in  the  middle,  skeleton  archers  will 
rain  arrows  down  from  the  upper  level  and  shambling  corpses  will  seek  to  swarm  your  party. 
Instead,  make  a beeline  for  the  gate  lever  to  the  northeast. 


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The  gate  lever  opens  the  main  gates  and  allows  Ser  Perth  and  his  men  to  charge  in  and  fight 
with  you.  Together  you  have  a better  chance  of  surviving  the  sheer  numbers  of  undead.  Shortly 
after  the  battle  begins,  a ranked  revenant  enters  the  fray.  The  revenant  hits  hard,  so  make  sure 
your  healer  is  aware  of  who  the  revenant  is  attacking  and  keep  a healthy  dose  of  healing  on 
that  target.  Once  the  revenant  and  its  lesser  shambling  corpses  wither  to  the  ground,  charge 
up  the  stairs  and  deal  with  any  remaining  skeleton  archers  (who  may  already  be  dead  with  the 
help  of  Ser  Perth's  men). 


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Assuming  Ser  Perth  survived  the  battle,  speak  with  him  before  reentering  the  first  floor  through 
the  courtyard  door.  You  can  ask  Ser  Perth  to  enter  the  main  hall  with  your  party.  If  so,  he  will 
assist  you  in  the  upcoming  battle  against  demonic  forces. 


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Redcliffe  Castle  (Return  to  the  First  Floor) 


L" 


Baim  Teagan  & Book 

Quarcb  A Chc^t  (locked) 

Quard£'  Cabinet  (locked) 

SuiU  of  Armor  A Vanity 

Chamberlain  & Shambling 
Corp<iei> 


J 


Runthrough  (Redcliffe  Castle:  Return  to  the  First  Floor) 


Summary: 

Return  to  the  first  floor  and  find  Bann  Teagan,  Lady  Isolde,  and  Connor. 


A. 

Reenter  the  main  hall. 


B. 


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You  may  choose  to  sacrifice  Isolde  and  cast  a blood  ritual  to  save  Connor. 


C. 

You  may  choose  to  kill  Connor.  Locate  the  stairs  to  the  second  floor  here. 

Redcliffe  Castle  (Return  to  the  First  Floor)  Cheatsheet 
Main  Plot  Quests 

The  Possessed  Child 

Important  NPCs 

Bann  Teagan 
Connor 
Lady  Isolde 

Key  Items 

Alistair's  Mother's  Necklace 

Vault  Key 

Monsters 

Bann  Teagan 

Chamberlain 

Guards 

Shambling  Corpses 
Suits  of  Armor 

Side  Quests 


None 


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When  you  enter  the  main  hall,  you  see  a bizarre  scene.  Arl  Eamon's  son,  Connor,  is 
possessed  by  a demon  and  controls  the  minds  of  Bann  Teagan  and  his  men.  They  are 
Connor's  puppets,  and  after  your  dialogue  with  the  demon,  Connor  commands  Bann  Teagan 
and  the  guards  to  attack  you,  then  flees.  Don't  hold  back— you  won't  kill  Bann  Teagan  in  battle. 
Defeat  him  and  his  men  to  save  your  own  lives  and  advance  to  the  next  stage  of  the  quest. 


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If  you  released  Jowan  and  allowed  him  to  stay  in  the  castle,  you  can  opt  to  save  Connor 
through  a blood  ritual.  Isolde  volunteers  to  sacrifice  her  life  energy  to  the  ritual,  which  will  cast 
a mage  into  the  Fade  to  hunt  the  demon  (either  the  PC  mage,  Morrigan,  or  Wynne).  Proceed 
to  the  last  section  in  this  chapter:  The  Fade. 

Tip:  If  you  have  completed  the  "Broken  Circle"  quest  line,  or  do  so  now,  you  can  recruit  the 
Circle  of  Magi  to  initiate  the  Fade  encounter  without  sacrificing  Isolde. 

If  you  don't  have  a mage  in  your  party,  you  can  exit  the  castle,  return  to  camp,  and  swap  either 
Morrigan  or  Wynne  into  the  active  party. 


If  you  killed  Jowan  or  exiled  him  from  the  castle,  and  you  haven't  completed  the  "Broken 
Circle"  quest  line  yet,  you  have  no  choice  but  to  slay  Connor  to  slay  the  demon  inside  him. 
Step  in  the  room  on  the  west  and  prepare  your  party  for  a trap.  As  soon  as  you  near  the  stairs, 
the  suits  of  armor  in  the  hall  animate  and  attack.  They  hit  hard  and  can  surround  you  quickly, 
so  backtrack  into  the  main  hall  and  bottleneck  them  at  the  doorway  so  they  can't  flank. 

The  far  room  down  the  hall  is  Arl  Eamon's  study,  and  if  you  search  the  desk  you'll  find  one  of 
Alistair's  gifts:  his  mother's  necklace.  The  southern  room  holds  a chamberlain  and  more 
corpses.  Defeat  them  and  you  gain  the  vault  key,  which  unlocks  the  second  floor  vault  door  for 
more  treasure.  When  you  are  finished  with  the  first  level,  proceed  up  the  stairs  up  to  the 
second  floor  and  chase  after  Connor. 


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Redcliffe  Castle  (Second  Floor) 


I* 

Connor  Q Shambling  Corpw® 

• <2>  Arl  Eamon  ^ Vanity 

|(i  Shambling  Corpw:^  Chest 

* 

li  Devouring  Corpses  & ^ Chest  (locked) 
Shambling  Corpses  ^ 

H Devouring  Corpses 

1?  Desire  Demon  ^ 


Runthrough 

(Redcliffe  Castle:  Second  Floor) 


Dragon  Age:  Origins  Ultimate 


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Summary:  Find  Arl  Eamon's  bedroom  and  kill  the  demon. 

A.  You  arrive  on  the  second  floor  here. 

B.  Open  the  vault  for  extra  treasure  if  you  have  the  key  from  the  first  floor. 

C.  Talk  to  Connor  and  battle  the  desire  demon. 

Redcliffe  Castle 
(Second  Floor)  Cheatsheet 

Main  Plot  Quests 

The  Possessed  Child 
Important  NPCs 
Arl  Eamon 
Connor 
Key  Items 
None 
Monsters 
Desire  Demon 
Devouring  Corpses 
Lesser  Rage  Demons 
Shambling  Corpses 
Side  Quests 


None 


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You  arrive  on  the  second  floor  at  the  top  of  a long  hallway.  All  the  dead  bodies  on  the  ground 
are  actually  shambling  corpses  that  will  rise  as  soon  as  you  pass  the  halfway  point  in  the  hall. 
Stay  close  together  and  have  the  tank  pull  as  much  threat  as  possible;  the  corpses  will  be 
easier  to  handle  on  one  target  instead  of  the  entire  party.  Heal  when  necessary  and  watch  your 
AoE  attacks;  there  isn't  a lot  of  room  in  the  hallway. 


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In  this  hallway,  you  may  open  the  vault  door  to  the  north  if  you  hold  the  chamberlain's  key  from 
the  first  floor.  Clean  out  the  weapon  stands,  armor  stands,  and  chests  for  some  quality  loot. 
Continue  east  when  your  party  is  healed  up  and  ready  to  go. 


In  the  hallway  outside  the  bedchamber,  you  encounter  Connor  again.  Speak  with  Connor  until 
he  transforms  into  the  demon.  Your  tank  should  jump  on  the  desire  demon  immediately  and 
hold  her  attention.  The  healer  concentrates  healing  on  the  tank.  Anyone  else  alive  in  your  party 
chips  in  with  damage.  When  you  have  her  down  about  one  quarter  of  her  health,  the  desire 
demon  will  vanish  and  corpses  will  animate  around  you.  If  they  are  across  the  hall,  you  can  try 
an  AoE  spell  such  as  Fireball  to  maximize  damage,  but  be  very  careful  not  to  catch  your  own 
party  in  the  blast. 

When  you  defeat  the  corpses,  the  desire  demon  reappears.  The  tank  should  once  again  grab 
threat  and  keep  her  maintained.  When  the  demon  drops  about  three  quarters  of  her  health, 
she  disappears  again,  replaced  with  lesser  rage  demons.  After  dispatching  the  lesser  rage 
demons,  you  have  the  final  battle  against  the  desire  demon.  It's  a long,  long  fight,  so  restore 
whatever  mana  you  can  with  lyrium  potions;  Rejuvenate  also  helps  to  pump  up  everyone's 
stamina. 

After  you  slay  the  desire  demon.  Lady  Isolde  runs  into  the  room  to  plead  for  Connor's  life.  You 
can  either  knock  her  out  and  kill  Connor  yourself,  or  convince  Isolde  that  her  whole  family  will 
be  trapped  in  this  nightmare  unless  she  concedes  to  Connor's  death.  She  will  ask  you  to  let 
her  kill  Connor  herself. 


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Redcliffe  Castle  (The  Fade) 


i^^Ugcnd^ 


Arl  £amon 

“ Dc»irc  Demon 

Dedirc  Demon  & 
Le»»er  tlage  Demon 

Desire  Demon  8c 
Le»»er  tlage  Demons 

Desire  Demon 


0 Fade  Fortal 
0 Fade  Fortal 
0 Fade  Fortal 
0 Fade  Fortal 
0 Fade  Fortal 


1 

J 


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Runthrough 

(Redcliffe  Castle:  The  Fade) 


Summary; 

Navigate  Connor's  dream  in  the  Fade  and  defeat  the  demon. 


A. 

Find  Connor  and  battle  his  demon  incarnation. 


B. 

Find  Connor  and  battle  his  demon  incarnation. 


C. 

Find  Connor  and  battle  his  demon  incarnation. 


D. 

Find  Connor  and  battle  his  demon  incarnation. 


E. 

Slay  the  desire  demon. 


Redcliffe  Castle 
(The  Fade)  Cheatsheet 


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Main  Plot  Quests 

The  Possessed  Child 

Important  NPCs 

Arl  Eamon 

Connor 

Key  Items 

None 

Monsters 

Desire  Demon 

Side  Quests 

None 


You  begin  the  northeast  corner  of  Connor's  dream  in  the  Fade.  Wander  to  the  west  and  find  Arl 
Eamon.  He's  confused  and  doesn't  want  to  believe  his  son  is  possessed  by  a demon,  but  it's 
reassuring  to  talk  to  him  and  know  he's  still  alive.  Take  the  first  portal  to  the  second  portal. 

Note:  Portals  in  the  Fade  glow  purple  when  they  are  active.  The  portal  automatically  takes  you 
to  the  next  location,  even  if  it's  the  portal  you  just  stepped  through. 


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Find  Connor  near  his  bed.  Speak  with  him  and  goad  the  desire  demon  into  attacking  you. 
Defeat  the  demon  to  open  the  portal  to  the  next  location  (it's  the  same  portal  you  stepped 
through  to  get  here). 


Find  Connor  again.  This  time  the  desire  demon  attacks  with  a lesser  rage  demon  at  her  side. 


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Hit  the  desire  demon  with  a stunning  spell  such  as  Mind  Blast  or  root  spell  such  as  Crushing 
Prison,  then  focus  on  the  lesser  rage  demon.  Cold  spells  work  great.  The  lesser  demon  falls 
quickly,  so  hopefully  you  can  switch  back  to  the  desire  demon  before  she  regains  her  senses 
and  attacks.  Defeat  her  a second  time  to  open  the  portal  to  the  next  area. 


After  speaking  with  Connor,  prepare  for  two  lesser  rage  demons  to  appear  with  the  desire 
demon.  Heal  often  in  this  fight,  whether  with  spells  or  health  poultices.  If  your  mana  runs  low, 
sip  a lyrium  potion  and  continue  to  pour  on  the  damage,  first  on  the  lesser  rage  demons  and 
then  the  desire  demon. 


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The  final  demon  incarnation  hides  here.  You  can  either  kill  the  desire  demon  outright,  or 
bargain  with  her.  When  you  confront  the  desire  demon,  she  offers  you  a choice:  a reward  for 
Connor's  soul  at  a later  date.  She  agrees  to  free  him  for  now  and  let  you  finish  your  duties 
against  the  Blight,  but  in  some  future  time,  you  agree  to  let  her  return  and  claim  Connor's  soul. 
It  won't  affect  your  game  play,  only  your  conscience. 

The  reward  can  be  one  of  the  following:  blood  magic  specialization,  an  approval  increase  with 
any  companion  except  Oghren,  a special  tome  that  grants  one  talent  point,  or  you  can  ask  for 
pleasure  from  the  desire  demon.  If  you  choose  not  to  accept  the  reward,  you  battle  to  the 
death.  Slaying  the  demon  in  the  Fade  frees  Connor  and  returns  you  to  Redcliffe  Castle. 


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To  Save  Arl  Eamon 


Whether  you  kill  Connor,  let  Isolde  sacrifice  herself  for  her  son,  or  save  both  with  the  Circle  of 
Magi,  you  eventually  free  Redcliffe  from  the  desire  demon's  influence.  Alas,  Arl  Eamon  does 
not  wake,  and  may  be  taking  a turn  for  the  worse.  Natural  remedies,  and  even  standard  magic 
healing,  will  not  rescue  him.  You  need  the  aid  of  an  ancient  artifact:  the  Urn  of  Sacred  Ashes. 
Only  then  can  you  return  Eamon  to  life  and  ask  him  to  join  the  Grey  Wardens  against  the 
coming  Blight. 

Urn  of  Sacred  Ashes 

Note:  The  main  quest  lines— "Broken  Circle"  (mage),  "Arl  of  Redcliffe/Urn  of  Sacred 
Ashes"  (human),  "Paragon  of  Her  Kind"  (dwarf),  and  "Nature  of  the  Beast"  (elf)— can  be 
completed  in  any  order.  However,  it's  probably  best  to  finish  the  "Arl  of  Redcliffe/Urn  of  The 
main  quest  lines— "Broken  Circle"  (mage),  "Arl  of  Redcliffe/Urn  of  Sacred  Ashes"  (human), 
"Paragon  of  Her  Kind"  (dwarf),  and  "Nature  of  the  Beast"  (elf)— can  be  completed  in  any  order. 
However,  because  this  is  the  second  part  of  the  Arl  of  Redcliffe  quest,  it's  probably  best  to 
finish  this  after  Redcliffe  because  the  quest  sends  you  to  Denerim  looking  for  Brother  Genitivi, 
and  you  definitely  want  to  visit  Denerim  early  in  your  adventures.  Ashes"  quests  second 
because,  unlike  the  elf  quests  or  the  dwarf  quests,  these  take  you  into  Denerim,  and  you  want 
to  explore  Denerim  early  in  the  game  for  access  to  lots  of  vendors  and  rewarding  side  quests. 


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Denerim  Market  District 


Ciiawed 
Nobl«  Tavern 


Wade's  Emporium 


Chantry 


Wonders  o 
Thedas 


Brother 

Centivl's 


Elven 
Alienage 


Legend^^ 


Wooden  Crate 
i A Wooden  Crate 
t [*j  Chanter's  Board 


1 


iT:  Sergeant  Kylon 

“Honor  Bound'  Duel  . 

■ D I Friends  of  Red  Jenny  J 


Runthrough 

(Denerim  Market  District) 


Summary: 


Visit  the  market  and  seek  out  Brother  Genitivi  at  his  home. 


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A. 

Wander  the  market  for  vendors  and  side  quests  if  you  like. 


B. 

Stop  by  Brother  Genitivi  with  questions  about  the  Urn  of  Sacred  Ashes.  Unlock  the  Village  of 
Haven  on  the  world  map  by  finding  Genitivi's  research  in  his  bedroom  chest. 

Denerim  Market 
District  Cheatsheet 

Main  Plot  Quests 

The  Urn  of  Sacred  Ashes 

Important  NPCs 

Weylon 
Key  Items 
Genitivi's  Research 
Monsters 
None 

Side  Quests 

Chanter's  Board 
Sergeant  Kylon's  quests 
Honor  Bound 
Friends  of  Red  Jenny 
Gnawed  Noble  Tavern  quests 


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Your  first  destination  on  the  quest  for  the  Urn  of  Sacred  Ashes  lies  in  the  opposite  direction 
from  the  urn:  Denerim.  You're  looking  for  the  famous  researcher  Brother  Genitivi,  a scholar 
who  has  searched  for  the  urn  most  of  his  life.  If  anyone  has  knowledge  of  its  existence,  it 
would  be  Brother  Genitivi.  You  can  wander  the  marketplace  in  Denerim  all  you  like,  and  there 
plenty  of  events  to  keep  you  busy,  from  spending  money  at  vendors  to  collecting  loads  of  side 
quests  in  and  around  Denerim.  When  you  are  ready  to  continue  on  the  "Urn  of  Sacred  Ashes" 
quest,  head  to  Brother  Genitivi's  home  in  the  Market  District's  southeast  section. 

Note:  You  can  complete  many  side  quests  in  Denerim.  If  you  would  like  to  earn  more 
experience  or  rewards,  or  whenever  you  don't  feel  like  setting  out  into  the  world  map  on  a big 
adventure,  accept  any  quests  that  you  fancy.  See  the  Side  Quests  chapter  for  complete 
details. 


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Enter  Brother  Genitivi's  home.  Genitivi's  assistant  tells  you  that  the  explorer  has  been  missing 
for  a while  and  was  last  seen  in  Lake  Calenhad.  You  shouldn't  trust  Weylon,  however.  If  you 
have  a high  enough  cunning  score,  you  can  reveal  that  he's  lying  and  he'll  attack  you.  If  you 
can't  trick  him  with  dialogue,  go  to  open  the  door  into  Brother  Genitivi's  bedroom  and  Weylon 
will  interpose.  If  you  insist  on  opening  the  door,  Weylon  will  attack. 

If  you  don't  reveal  Weylon  as  a traitor  and  listen  to  his  lies,  he  will  direct  you  to  the  Spoiled 
Princess  tavern  in  Lake  Calenhad.  You  can  question  the  innkeeper  there  about  Brother 
Genitivi,  and  when  you  exit  you'll  be  ambushed  by  some  weird  cultists.  Weylon  has  set  you  up 
for  execution.  Return  to  Genitivi's  house  angry  and  you'll 
trigger  an  attack  by  Weylon  then. 


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- firother  Qcntivi'»  Home  ~ 


^^J^gencT^ 

fn  Weylon  ^ Book 

Book  Gic»t  ^ 


Four  on  one  is  good  odds,  and  despite  Weylon's  formidable  Lightning  spells,  he  should  go 
down  if  you  stun  him  once  or  twice  or  counteract  his  damage  with  healing.  Search  the  chest 
Genitivi's  bedroom  and  you'll  find  some  of  Genitivi's  research.  This  unlocks  the  Village  of 
Haven  on  your  world  map.  It's  your  next  destination. 


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Village  of  Haven 


f |>  Quard 
' Child 

^ Beathroot , 

i ^ChesU  flocked) 


Chcdt  flocked)  1 

A Sack 
Death  root 

^ Death  root  ^ 


Runthrough  (Village  of  Haven) 


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Summary; 

You  are  strangers  in  the  Village  of  Haven.  Journey  to  the  Haven  Chantry  and  fight  the  guards 
to  free  Brother  Genitivi. 


A. 

Survey  Haven.  You  will  not  be  welcome. 


B. 

Talk  to  Father  Eirik  in  the  Haven  Chantry.  Free  the  captive  Brother  Genitivi. 

Village  of  Haven  Cheatsheet 
Main  Plot  Quests 

The  Urn  of  Sacred  Ashes 

Important  NPCs 

Boy 

Father  Genitivi 
Guard 
Key  Items 
Cultist  Medallion 
Monsters 
Father  Eirik 
Guards 
Side  Quests 


None 


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Haven  is  not  a welcoming  place,  and  its  citizens  will  do  anything  to  keep  their  secrets.  The 
villagers  treat  you  coldly,  and  if  you  snoop  around  enough,  they  become  hostile  and  cultists 
attack  you.  You  can  investigate  a bloodied  altar  in  the  empty  home  or  discover  the  corpse  of  a 
missing  Redcliffe  knight  in  the  shop.  If  you  want  to  play  it  inconspicuously,  simply  head  up  the 
hill  to  the  Haven  Chantry  and  speak  with  Father  Eirik  inside  the  church. 


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Inside  the  Haven  Chantry,  Father  Eirik  tries  to  politely  shoo  you  away,  but  if  you  pursue  your 
questioning  regarding  Brother  Genitivi,  Eirik  orders  the  guards  to  attack.  You  start  out 
surrounded;  to  avoid  penalties,  move  your  party  to  a corner  and  eliminate  flanking.  The  tank 
should  take  Brother  Eirik  while  an  off-tank  warrior  or  rogue  takes  on  the  guards.  Healers  will 
have  to  be  quick  to  spread  the  healing  around. 


Brother  Qenitivi 
Father  Eirik 
Quard» 

Inscribed  Giest 
lA  Qiest  (locked) 


1 

j 


After  you  slay  Father  Eirik,  you  recover  the  Cultist  Medallion  from  his  body.  This  is  your  key 
into  the  Ruined  Temple,  so  make  sure  you  have  it  with  you  when  you  leave  the  Chantry.  Slide 
open  a secret  passage  in  the  Chantry's  northeast  corner.  Inside  the  small  room  lies  Brother 
Genitivi.  He's  hurt,  but  he  can  manage  to  limp  and  show  you  the  entrance  to  the  Ruined 
Temple,  where  the  hunt  for  the  Urn  of  Sacred  Ashes  continues. 


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Ruined  Temple 


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Brother  Gcnitivi 
Culti»U 

Cultidt  Heavers  & 
Cultt»t  Archer® 

CultUt  Reaver®  & 
Cultidt  Archer® 

Bronto 

CultUt  Archer® 
Culti®t® 

CultJ®t  Mage 
Culti®t  Mage 
Culti®t® 

Culti®t®  & A®h 
Wraith® 

Culti®t®  Archer® 

A®h  Wraith 

Culti®t® 

Culti®t  Mage  & A®h 
Wraith® 

Culti®t® 

Culti®t® 


Culti®t  Mage  8c  A®h^ 
Wraith® 

Culti®t® 

A Cabinet  & ’ 

Book®helf 

^ Adventurer 
^ Ancient  Text® 

^ Che®t  (locked) 

Ancient  Text® 

A Wooden  Crate® 

A Chc®t  flocked) 

A Du®ty  Scroll® 

Ornate  Che®t 
^ Che®t® 

A Fallen  Knight 
Ornate  Cheat 
A Cheat® 

^ Vaae 

Scroll®  for 
“Forgotten  Veraea'^ 

(*;  Trap  ^ 


Runthrough  (Ruined  Temple) 


Summary: 

Navigate  the  treacherous  temple  to  discover  the  Wyrmling  Lair. 


A. 


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Let  Brother  Genitivi  open  the  temple  door  and  guide  you  in. 


B. 

Take  the  stairs  as  you  battle  a handful  of  mad  cultists. 


C. 

Use  the  south  eastern  chamber  key  to  get  the  main  door  key. 


D. 

Open  the  main  doors  with  the  special  key. 


E. 

Light  the  brazier  to  continue  forward. 


F. 

Survive  the  trap  with  an  ash  wraith  and  ambushing  cultists. 


G. 

Find  the  stairs  to  the  Wyrmling  Lair. 


Ruined  Temple  Cheatsheet 


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Main  Plot  Quests 
The  Urn  of  Sacred  Ashes 
Important  NPCs 
Brother  Genitivi 
Key  Items 

South  Eastern  Chamber  Key 

Main  Door  Key 

Monsters 

Ash  Wraiths 

Bronto 

Cultist  Archers 
Cultist  Mages 
Cultist  Reavers 

Side  Quests 

None 


With  the  help  of  the  Cultist  Medallion,  Brother  Genitivi  guides  you  into  the  Ruined  Temple.  He 
waits  for  you  at  the  entrance,  which  is  a safe  zone,  so  you  can  always  go  back  and  talk  to  him 
if  you  like.  If  you  are  careful  not  to  stray  too  close  to  the  large  stairs  directly  in  front  of  you  at 
the  chamber's  far  end,  you  can  explore  both  side  passages.  Cultists  guard  some  loot  on  the 
west  side,  while  you  can  uncover  some  interesting  texts  on  the  east  side.  A locked  door  on  the 
east  side  leads  into  the  southeastern  chambers.  You'll  come  back  later  with  the  key. 


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Cultists  reavers  and  archers  man  the  stairs.  You  have  to  battle  through  them  to  progress 
farther  into  the  dungeon.  Inch  up  slowly,  and  when  the  first  cultist  comes  into  range,  strike  him 
with  an  AoE  attack  (say.  Fireball)  or  a long-range  arrow.  Pull  cultists  to  you,  so  you  don't  get 
caught  in  a crossfire.  After  you  thin  out  a few,  send  your  tank  up  to  engage  the  remaining 
cultists  and  work  as  a team  to  wipe  them  out.  After  the  stairs,  begin  on  the  western  chambers. 
Take  it  slowly;  there  are  a lot  of  cultists.  AoE  attacks  work  great  as  long  as  you  can  keep  your 
own  party  out  of  them.  Grab  the  south  eastern  chamber  key  from  the  ornate  chest  (marked 
triangle  9 on  the  map). 


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When  you  leave  the  western  chambers,  watch  out  for  another  cultist  ambush  from  below  the 
steps,  guarding  the  doorway  to  the  southeastern  chamber  (which  was  empty  earlier).  Keep  the 
high  ground  and  rain  down  ranged  attacks  on  the  ambush  below.  Let  them  come  to  you  and 
pick  them  off  as  they  charge  up  the  stairs.  Your  tank  can  meet  and  greet  them  if  they  make  it  to 
your  party.  Once  the  ambush  is  dispersed,  use  the  south  eastern  chamber  key  to  enter  the 
small  area.  Open  all  the  chests  that  you  can,  and  make  sure  you  pocket  the  main  door  key  to 
open  the  doors  at  the  top  of  the  stairs. 


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Use  the  main  door  key  to  open  the  door  leading  to  the  temple's  northern  section.  A cultist  mage 
stands  at  the  top  of  the  stairs  at  the  chamber's  far  end.  Cultist  archers  flank  you  along  the  top 
ledge  on  either  side.  To  make  matters  worse,  ash  wraiths  appear  as  soon  as  you  try  to  get  in 
range  of  the  cultists.  Your  number-one  priority  is  the  cultist  mage.  He  can  wreck  you  if  left 
unharassed  up  on  the  stairs.  Lock  him  down  with  a spell  such  as  Crushing  Prison,  send  a 
rogue  to  stun  him  with  Dirty  Fighting,  or  have  the  tank  haul  his  armored  butt  up  there  as  quickly 
as  possible.  The  off-tank  should  grab  the  threat  on  the  ash  wraiths.  Healers  have  to  scan  the 
entire  battlefield  and  heal  whenever  the  health  bars  drop  low. 


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Ignite  the  magic  brazier  to  pass  through  the  door  into  the  next  section  of  the  dungeon.  (This 
step  isn't  necessary  in  the  console  version.) 


When  you  reach  the  top  chamber,  it  appears  empty.  It's  not.  An  ash  wraith  materializes  in  the 
center  as  soon  as  you  step  in,  and  once  it  has  your  attention,  the  doors  on  either  side  of  the 


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chamber  spring  open  and  cultists  charge  in.  The  tank  should  take  the  ash  wraith,  and  your 
ranged  DPSers  should  concentrate  fire  on  the  cultist  mage  who  loves  to  toss  Fireballs.  If  you 
have  Wynne,  use  her  Group  Heal  often,  as  soon  as  the  majority  of  your  party  is  below  one 
third  health.  Once  the  ash  wraith  dies,  focus  on  a new  target,  and  keep  out  of  the  way  of  the 
ranged  cultists  down  the  halls. 

You  can  close  the  chamber  doors  for  a few  seconds  of  breathing  space  and  to  force  the 
ranged  cultists  to  draw  closer  and  open  them. 

Take  the  west  fork  to  the  stairs  leading  out  of  the  temple;  it's  a slightly  easier  battle.  Fight 
through  all  the  cultists  and  forget  the  chest  loot  on  the  way,  except  for  the  locked  chest.  The 
other  chests  hold  no  treasure  and  summon  ash  wraiths.  The  stairs  at  the  end  lead  into  the 
Wyrmling  Lair. 

Ash  wraiths  appear  when  you  open  the  normal  chests  at  triangle  13  on  the  map.  The  only  safe 
chest  to  open  is  the  locked  one  (if  you  have  a competent  rogue). 


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Wyrmling  Lair 


Kolgrim 

Q Cultiftt  Over«€cr  & 
CultUt  Hcauer» 

Q CuUi»t  Mage» 

Q CultUU 
D Dragonlings 
Q CultisU 
Q CuItUU 
Q Cultt»U 
D Dragonlings 
B Drake» 

ID  Culti»t  Mage 
D Culti«t  A»»a«»tn» 

ID  Culti»t  keai>cr» 

Q CuUi»t  Overseer 
Q Drake»  & Dragonltng» 
B Drake  & CultUU 
Q Culti«U 
Q CuUi«t« 

A Wooden  Crate 
A Che»t  (locked) 

A Che#t  (locked)  ^ 
A Dragon  Egg 
Dook 

A Che»t  (locked) 

/A  Wooden  Crates 
L®  Trap 


t 


J 


Runthrough  (Wyrmling  Lair) 


Summary: 

Wipe  out  everything  in  the  lair  on  your  way  to  the  exit. 


A. 

Slay  the  cultist  overseer  and  cultist  reavers  near  the  entrance  and  enter  the  dungeon. 


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B. 

Choose  the  left  passage  at  the  fork  after  you  battle  cultists  and  dragonlings. 


C. 

A major  battle  occurs  here  between  a powerful  cultist  overseer  and  drakes. 


D. 

Speak  with  Kolgrim.  Choose  to  cooperate  or  kill  him,  then  seek  out  the  mountaintop. 

Wyrmling  Lair  Cheatsheet 
Main  Piot  Quests 

The  Urn  of  Sacred  Ashes 
Important  NPCs 
Kolgrim 
Key  Items 
Drake  Scales 
Kolgrim's  Horn 
Monsters 
Cultist  Archers 
Cultist  Assassins 
Cultist  Mages 
Cultist  Overseer 
Cultist  Reavers 


Drakes 


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Dragonlings 
Side  Quests 
Drake  Scale  Armor 


The  first  main  chamber  in  the  Wyrmling  Lair  hosts  a cultist  overseer  and  a bunch  of  his  men.  A 
large  rock  shields  you  from  them  as  you  enter;  use  that  to  your  advantage  and  spread  your 
party  out  into  attack  formation,  with  the  tank  near  the  rock  to  grab  the  closest  threat  and 
ranged  attackers  and  healers  near  the  doorway.  A ranged  attacker  can  slip  to  the  side  and 
launch  a shot  into  the  enemy's  midst  to  pull  them  toward  you.  The  tank  jumps  out  and 
surprises  them  as  they  near. 


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Where  the  intersection  splits  in  two,  cultists  congregate  on  the  chamber's  left  side  and 
dragonlings  lurk  on  the  right.  Sneak  up  on  the  room  and  pull  the  closest  cultists  with  the 
strongest  ranged  attack  that  you  have  (Fireball  works  excellently).  Set  up  a strong  defensive 
position  in  the  corridor  just  before  the  chamber  and  hold  there.  You  can't  be  flanked,  and 
enemies  have  to  attack  at  most  side  by  side.  If  you  pull  correctly,  only  the  cultists  attack.  Then 
you  can  pull  the  dragonlings  and  fight  two  smaller  battles  rather  than  one  large  melee. 

Caution:  Don't  go  to  the  right  passage  unless  you  hope  to  gain  a drake  scale  or  two.  There's 
no  loot  down  there,  and  it's  a dead  end.  On  top  of  that,  the  three  drakes  appear  behind  you  in 
an  ambush.  The  drakes  are  very  difficult,  as  they  can  knock  you  off  your  feet  and  have  a 
devastating  overrun  attack  that  pins  you  to  the  ground  and  deals  massive  damage. 

When  you  take  the  left  passage,  watch  out  for  an  immediate  ambush.  A lone  cultist  mage  up 
the  passage  draws  your  attention  while  invisible  cultist  assassins  appear  behind  you  and  try  for 
brutal  backstabs.  Fire  off  a few  ranged  attacks  at  the  mage  to  stop  him,  while  your  tank  grabs 
the  threat  on  the  assassins.  Their  blades  are  coated  with  poison  to  stop  you  from  healing  so  it'll 
be  a race  to  out-damage  them. 

Note:  The  two  northeast  chambers  in  the  Wyrmling  Lair  are  optional.  You  fight  tough 
opposition;  however,  the  rewards  are  worth  it  if  you  have  an  experienced  team. 

As  you  approach  this  chamber— stop!  Hold  your  party  in  the  passage  where  you  can  just  see 
into  the  room.  Now  take  your  best  long-ranged  attacker  and  inch  up  until  you  can  target  the 
cultist  reavers  straight  ahead.  Hit  the  reavers  with  your  best  attack  and  run  back  to  the  group. 
Fight  the  cultist  reavers  in  the  passage,  otherwise  you  will  trigger  more  creatures  to  spawn  and 
soon  be  overwhelmed. 


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Next,  inch  into  the  room  and,  if  you  have  a rogue,  try  to  disarm  the  bear  traps  to  your  left. 
Dragonlings  will  spawn  all  around  you,  including  one  behind  you  in  the  passage.  Retreat  to 
your  original  location  and  fight  through  all  the  dragonlings. 

A cultist  overseer  stands  on  the  dais  at  the  top  of  the  stairs  to  your  left.  He  has  an  anti-magic 
shield  around  him,  so  a warrior  or  rogue  should  charge  up  the  stairs  and  engage  as  soon  as 
possible.  Stun  him  often  so  he  can't  counterattack  with  his  spells. 

Unfortunately,  it's  not  just  the  overseer  to  deal  with.  Two  drakes  spawn  when  you  attack  the 
overseer.  Watch  out  that  the  one  nearest  the  passage  doesn't  catch  someone  unawares  (like 
your  healer!).  If  you  can  get  everyone  up  on  the  overseer's  dais  and  kill  him  off  quickly,  your 
tank  can  hold  the  stairs  against  the  drakes  as  long  as  they  don't  overrun  quickly.  Throw  your 
best  spells  and  talents  the  drakes'  way.  It  will  be  a long  fight;  hang  in  there  and  pop  a lot  of 
potions  and  poultices  to  survive. 

Note:  If  a drake  drops  a drake  scale,  collect  it  to  start  the  "Drake  Scale  Armor"  quest.  Return  to 
Denerim  to  Wade's  Empori