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Dragon Age: Origins - Awakening eGuide
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Contents

  • Maps
    • World Map
      • World Map
    • Main Quest Walkthrough Maps
      • Assault on Vigil's Keep
      • Keep Interior
      • Throne Room
      • Vigil's Keep Courtyard
      • The Crown and Lion
      • The Blackmarsh
      • The Blackmarsh Undying
      • Shadowy Crypt
      • Baroness's Manor
      • Return to the Blackmarsh
      • Wending Wood
      • Silverite Mine
      • Knotwood Hills
      • Kal'Hirol
      • Main Hall
      • Trade Quarter
      • Lower Reaches
      • Siege of Vigil's Keep
      • Siege of Amaranthine
      • Dragonbone Wastes
      • Drake's Fall
      • The Nest
    • Side Quest Walkthrough Maps
      • The Blackmarsh
      • City of Amaranthine
      • Smuggler's Cove
      • Law and Order
      • Smuggler's Run
      • Smuggler's Cove (Alternate)
      • Vigil's Keep Throne Room
      • Knotwood Hills/Kal'Hirol
      • Vigil's Keep
      • It Comes From Beneath
      • Sealing the Great Barrier Doors
      • Wending Wood
  • Essentials
    • The Basics
      • How to Use This Guide
      • Key Terms
      • Experience and Leveling
      • Your Health
      • Races and Classes
      • Skills, Talents, and Specialties
      • Items
      • Combat
      • The Map
      • The Codex
      • Character Generation
    • The Classes
      • Introduction
      • Leveling
      • Skills
      • The Warrior
      • The Mage
      • The Rogue
    • The Party
      • Party Basics
      • Combat Roles
      • Configurations and Engagement
      • Tactics
    • Companions
      • Understanding Companions
      • Anders
      • Justice
      • Nathaniel Howe
      • Oghren
      • Sigrun
      • Velanna
      • Mhairi
    • Supporting Cast
      • Supporting Cast
    • Equipment
      • Equipment
      • Weapon and Armor Materials
      • Vendor Shopping
      • Weapons
      • Armor
      • Accessories
      • Runes
      • Crafting
      • Usable Items
      • Gifts
    • Bestiary
      • Monster Abilities
      • Monster List
  • Walkthrough
    • Walkthrough
      • How to Use the Walkthrough
      • Essential Locations
    • Assault on Vigil's Keep
      • Exterior
      • Interior
      • Throne Room
      • Courtyard
    • Shadows of Blackmarsh
      • Amaranthine
      • The Crown and Lion
      • The Blackmarsh
      • The Blackmarsh Undying
      • Shadowy Crypt
      • Baroness's Manor
      • Return to the Blackmarsh
    • The Righteous Path
      • Amaranthine
      • Wending Wood
      • Trapped by the Architect
      • Silverite Mine
    • Last of the Legion
      • Amaranthine
      • Knotwood Hills
      • Kal'Hirol
      • Main Hall
      • Trade Quarter
      • Lower Reaches
    • Siege of Vigil's Keep
      • Going to War
      • Siege of Vigil's Keep
      • Siege of Amaranthine
    • Lair of the Mother
      • Dragonbone Wastes
      • Drake's Fall
      • The Nest
    • Side Quests
      • The Blackmarsh
      • City of Amaranthine
      • Companions
      • Knotwood Hills and Kal'Hirol
      • Vigil's Keep
      • The Wending Wood
      • Random Encounters
    • Achievements
      • Achievements and Trophies

Dragon Age: Origins — Awakening Guide › Essentials › Companions

Nathaniel Howe

Before the war, the Howe family name was respected. However, Nathaniel's father sided with Loghain during the events of the last Blight and was executed for the treachery. Now the Grey Wardens have assumed his land, and Nathaniel, not believing the accusations against his father, blames the Grey Wardens for his family's ruin. He just wants to restore his family name, and resents that he's been forced to become a pariah, when he believes the Howes deserve better.

Nathaniel at a Glance

Starting Attributes

Strength 24
Dexterity 38
Willpower 23
Magic 11
Cunning 36
Constitution 10

Class

Rogue

Ranged DPS: The party's resident archer can deal formidable damage if he stays out of melee combat. Nathaniel can break out a backstab in combat if the situation calls for it, but he's more comfortable putting an arrow between the eyes.

Starting Talents

Assassin: Mark of Death

Rogue: Dirty Fighting, Combat Movement, Below the Belt, Deft Hands, Improved Tools

Archery: Melee Archer, Aim, Defensive Fire, Pinning Shot, Crippling Shot, Critical Shot, Arrow of Slaying, Rapid Shot, Shattering Shot

Location

Vigil's Keep Dungeon

Unlock Condition

The private outside the Vigil's Keep throne room informs you that a prisoner has been taken in the dungeon. When you investigate during "The Prisoner" quest, you learn that Nathaniel Howe returned home to try to kill you, then changed his mind and was simply looking for a family keepsake when the guards caught him. You can conscript Nathaniel into the Grey Wardens on the spot, or set him free, in which case he'll return later in a random encounter and ask to join the Wardens.

Combat Advice

If you choose Nathaniel as your party rogue and ranged DPS contributor, spend points to fill out his Archery school as quickly as possible, especially to gain Master Archer and Scattershot. Buy the four new Archery talents as soon as you can (Nathaniel's starting dexterity score will enable you to purchase Accuracy and Arrow Time immediately). His starting Assassin specialization isn't a must, unless you plan on using him in melee frequently. Once you reach level 20, invest in the new Rogue talents, particularly Ghost and Weak Points.

In combat, let Nathaniel hang back out of the usual melee brawl. Pick off targets at range, keying on the tank's target or any enemy low on health. Nathaniel can build up his critical chance to deal the most single-target damage in the group, which is a huge bonus to a party already strong in melee DPS.

Personal Quest

Nathaniel learns from the keep's groundskeeper, Samuel, that his sister Delilah is alive and married to a shopkeeper in the city of Amaranthine ("The Howe Family" side quest). When you find Delilah in Amaranthine (see the Amaranthine map in the Side Quests chapter), Nathaniel and Delilah catch up. Delilah tells him that she's happy to be where she is; that she loves her husband; and that their father, Rendon Howe, was not the hero that Nathaniel has been led to believe. After this conversation, Nathaniel can become friendly with the player.

Gifts

Nathaniel's "plot gift" is a his grandfather's bow (found in Vigil's Keep's basement). He tells the PC at one point about his grandfather the Grey Warden (although he probably failed the Joining) and how he would like to have something of his as a memento.

His other gifts are his sister's letters (Vigil's Keep's basement), locksmith's tools (Smuggler's Cave), a bronze sextant (Wending Wood), a golden vase (a store in Amaranthine) and a whetstone (Kal'Hirol).

Gift Found In Location
Bronze Sextant Corpse Wending Wood
Delilah Howe's Letters Howe Correspondence Vigil's Keep Basement
Golden Vase Octham's Goods Amaranthine
The Howe Bow Bag Vigil's Keep Basement
Locksmith's Tools Crate Smuggler's Cove
Whetstone Stone Container Kal'Hirol

Dialogue Choices

As with any companion, Nathaniel 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, area-specific, and throne room-specific dialogue that could change the game for your companion.

Plot-Specific Dialogue

When you find the Howe Bow at the end of the "Dark Theurge" side quest chain, Nathaniel will be most grateful. Expect a large approval increase.

Area-Specific Dialogue

The statue of Andraste in Amaranthine triggers a discussion with Nathaniel. A tree just inside the Blackmarsh triggers a discussion with Nathaniel about the swamp's creepy landscape and haunted reputation. If you are a male human noble from Dragon Age: Origins, Nathaniel's sister Delilah will make disparaging remarks about the suitor her father had found for her—and then realize it was you.

Throne Room-Specific Dialogue

Behind where Nathaniel stands in the throne room hangs a portrait of his mother. He's not too happy with her, but if you sympathize with his tough times, you can gain some positive approval. Nathaniel may tell you about his grandfather who was a Grey Warden. After his talk with Delilah, Nathaniel may apologize for misjudging you.

Approval Increase

Speak well, or at least soothingly, of his family.
Encourage him to redeem his family name as a Grey Warden.
Allow him to see himself as a hero.
Allow Velanna to join the party.
Aid Constable Aidan against the smugglers during the "Law and Order" side quest.
Give money to the merchant Mervis for the families of the slain in Amaranthine.
Give flowers to Melisse, an ex-girlfriend of one of the orphans ("Blight Orphans" side quests).
Offer to help Keenan in the Silverite Mine ("Last Wishes" side quest).
Help the Statue of Peace (the Wending Wood's "Brothers of Stone" side quest).
Rescue Eileen, even if it means killing her kidnappers ("A Daughter Ransomed" side quest).
Gently look after the dog in the keep basement.
Side with Justice rather than the baroness.
Choose him to go to Amaranthine for the siege (if he is warm or higher).
Rescue him if you leave him behind for the siege.
Save Vigil's Keep instead of the city of Amaranthine.

Approval Decrease

Insult his family.
Dismiss his quest.
Aid the smugglers against Constable Aidan ("Law and Order" side quest. Give up Anders to the templars in the warehouse during Anders's "Freedom for Anders" personal quest. Cause the revered mother trouble on behalf of the orphans, or give the orphans the sermon ("Blight Orphans" side quests).
Kill Steafan in the cage in Kal'Hirol during the "Wrong Time, Wrong Place" side quest.
Kill Eileen or let her die ("A Daughter Ransomed" side quest).
Don't choose him to go to Amaranthine for the siege.
Release the Architect's messenger during the Amaranthine siege.
Deny the Architect and miss the opportunity to end the Blights.

Crisis Moment

Nathaniel Howe does not have a specific crisis moment. You can only reach a crisis with Nathaniel through poor approval rating. You can beg him to stay when you first hit the approval low point, but he will definitely leave the second time.

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