Sigrun was a former casteless cutpurse, who was convicted of a crime and sentenced to fight for the Legion of the Dead. She went with the Legion to Kal'Hirol, where the darkspawn slaughtered her entire regiment. Sigrun survived when she ran away in fear. She wishes to return to see if she can avenge the Legion.
Sigrun at a Glance
Starting Attributes
| Strength | 47 |
| Dexterity | 46 |
| Willpower | 20 |
| Magic | 10 |
| Cunning | 15 |
| Constitution | 16 |
Class
Rogue
Melee DPSer : With all the Dual Weapon talents in her repertoire, Sigrun is made for dealing heavy damage in melee combat. You can tweak her to tank too if you take the rest of the Legionnaire Scout specialization.
Starting Talents
Legionnaire Scout : Mark of the Legion
Rogue : Dirty Fighting, Below the Belt, Deadly Strike, Lethality, Stealth
Dual Weapon : Dual-Weapon Training, Dual-Weapon Finesse, Dual-Weapon Expert, Dual-Weapon Mastery, Dual Striking, Riposte, Dual-Weapon Sweep, Flurry, Momentum
Location
Unlock Condition
During the "Last of the Legion" main quest, you come upon Sigrun at the entrance to Kal'Hirol, being attacked by darkspawn. The PC can rescue her and ask her to join them, or let her go on her own.
Combat Advice
When spending Sigrun's points, you can fill in the Rogue and Dual Weapon schools, and the Legionnaire Scout specialization. Start with the Dual Weapon and Rogue schools. You can fill those in early, because the older talents don't have level restrictions. Start with Cripple, Punisher, and Whirlwind in Dual Weapon, then pick up Evasion, Combat Movement, Coup de Grace, and Feign Death in Rogue. Once you hit the level thresholds for the new Rogue talents, grab them immediately.
The Rogue and Dual Weapon talents will increase your effectiveness in melee combat. Let the tank grab the threat and then strike away from the rear. If you want to gain more toughness and tank a little, dip into the remaining three Legionnaire Scout talents: Strength of Stone, Endure Hardship, and Blessing of the Ancestors.
Personal Quest
If you have Sigrun in your party, you will eventually bump into the merchant Mischa in Amaranthine, who recognizes Sigrun and accuses her of being a thief and of betraying their friendship. Later, Sigrun will ask if you can go back to find Mischa again. Mischa is at the Crown and Lion Inn. Sigrun offers a ring as an apology for her previous wrongdoings. The player can let Sigrun give her the ring, or offer money instead to pay the debt. Mischa is satisfied with either of these, and Sigrun feels better about having let down her friend (and will be "friendly" eligible at this point).
Gifts
Sigrun's "plot gift" is a spyglass (found in the Silverite Mine). Her other gifts are a snow globe (can be bought in a store), a toy chariot (Smuggler's Cave), a potted plant (outside the Amaranthine Chantry), a book on warriors (throne room) and soap on a rope (Vigil's Keep dungeon).
| Gift | Found In | L ocation |
|---|---|---|
| Potted Plant | Pot | Outside Amaranthine Chantry |
| Snow Globe | Glassric's Wares | Amaranthine |
| Soap on a Rope | Supplies | Vigil's Keep Dungeon |
| Spyglass | Soldier's Corpse | Silverite Mine |
| Toy Chariot | Toy Box | Smuggler's Cove |
| The Warrior's Heart | Pile of Books | Vigil's Keep Throne Room |
Dialogue Choices
As with any companion, Sigrun has dialogue choices whenever you interact with her, and sometimes she 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
Sigrun has conversations all through Kal'Hirol as she guides the party through the area.
Area-Specific Dialogue
Sigrun has a conversation about a tree in the Wending Wood. At a market stall in Amaranthine, Sigrun worries about being able to afford to buy things.
Throne Room-Specific Dialogue
If you examine the books behind Sigrun in the throne room, she engages in conversation with you about literature and reading. Keep a friendly tone with her and you'll gain positive approval. Sigrun discusses her desire for a spyglass. She talks about her guilt over betraying Mischa after meeting the merchant in Amaranthine. After making amends with Mischa, Sigrun thanks you for recruiting her to the Grey Wardens, but swears she will return to the Legion after she has finished her tasks with the Grey Wardens and Amaranthine.
Crisis Moment
Sigrun will not abide by a decision to help the Architect in Drake's Fall as you approach the Mother's nest. She considers aiding the Architect an evil act. Sigrun may actually leave and battle the party if you still choose to side with the Architect, although Sigrun can be persuaded to stay if you're friendly with her.