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Dragon Age: Origins eGuide
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Contents

  • Maps
    • Ferelden
      • Map of Ferelden
    • Dwarf Commoner
      • Dust Town
      • Commons
      • Tapster's Tavern
      • Beraht's Shop
      • Proving Grounds (Dwarf Commoner)
      • Beraht's Hide
    • Dwarf Noble
      • Ozammer Royal Palace
      • Diamond Quarter
      • Proving Grounds (Dwarf Noble)
      • Ruined Thaig
      • Outskirts
    • City Elf
      • Alienage
      • Arl of Denerim's Estate (Exterior)
      • Arl of Denerim's Estate (Interior)
    • Dalish Elf
      • Forest Clearing
      • Elven Ruins
      • Dalish Elf Camp
      • Return to Forest Clearing
      • Return to the Elven Ruins
      • Return to Dalish Elf Camp
    • Human Mage Origin
      • The Harrowing
      • The Circle Tower (Human Mage Origin)
      • The Repository
    • Human Noble Origin
      • Castle Cousland By Day
      • Castle Cousland (Night)
    • Ostagar
      • King's Camp
      • Korcari Wilds
      • Return to King's Camp
      • The Tower of Ishal
    • Lothering
      • Lothering
      • Lothering Chantry
      • Dane's Refuge
  • Essentials
    • Basics
      • Key Terms
      • Experience and Leveling
      • Your Health
      • Race
      • Class
      • Skills, Talents, and Specializations
      • Items
      • Combat
      • The Map
      • The Codex
      • Making choices
    • Character Generation
      • Gender and Race
      • Class
      • Specializations
      • Appearance and Voice
      • Attributes
      • Origin Stories
    • The Classes
      • Levelling
      • Skills
      • The Warrior: Strengths
      • The Warrior: Attributes
      • The Warrior: Skills & Talents
      • The Warrior: Weapons
      • The Warrior: Talent Tables
      • The Warrior: Specializations
      • The Warrior: Character Builds
      • The Mage: Strengths
      • The Mage: Attributes
      • The Mage: Skills & Spells
      • The Mage: Schools & Gear
      • The Mage: Talent Tables
      • The Mage: Specializations
      • The Mage: Character Builds
      • The Rogue: Strengths
      • The Rogue: Attributes
      • The Rogue: Skills & Talents
      • The Rogue: Schools & Gear
      • The Rogue: Talent Tables
      • The Rogue: Specializations
      • The Rogue: Character Builds
    • The Party
      • Buddy Basics
      • Group Dynamics
      • Dealing with Threat
      • Healing
      • Combat Roles
      • Configurations and Engagement
      • Tactics
    • Companions
      • Understanding Companions
      • Alistair
      • Leliana
      • Morrigan
      • Oghren
      • Shale (DLC Only)
      • Wynne
      • Zevran
      • Dog
      • Loghain Mac Tir
      • Sten
    • Supporting Cast
      • NPCs
    • Traveler's Guide
      • Thedas
      • History
      • Ferelden Society
      • Life In Fereldan
      • Fereldan Timeline
      • People of Ferelden
      • Elsewhere
        • Geography
    • Equipment
      • Equipment Basics
      • Vendor Shopping
      • Weapons
      • Armor
      • Accessories
      • Rune Enchanting
      • Crafting
      • Usable Items
      • Gifts
      • Downloadable Content Items
    • Races
      • Elves
    • The Bestiary
      • The Monster Manual
    • Encounters
      • World Encounters
      • Plot Encounters
      • Random Encounters
  • Walkthrough
    • Walkthrough
      • Tour of Ferelden
      • Essential Locations
      • Dwarf Commoner Origin
      • Dwarf Noble Origin
      • City Elf Origin
      • Dalish Elf Origin
      • Mage Origin
      • Human Noble Origin
      • Ostagar
      • Lothering
      • Broken Circle
      • Arl of Redcliffe
      • Urn of Sacred Ashes
      • Paragon of Her Kind
      • Nature of the Beast
      • The Landsmeet
      • The Final Onslaught
      • Warden's Keep (DLC Only)
      • The Stone Prisoner (DLC only)
    • Side Quests
      • Blackstone Irregulars
      • Brecilian Forest
      • Chanter's Board
      • The Circle of Magi
      • Denerim
      • Favors for Certain Interested Parties
      • Korcari Wilds
      • The Mages' Collective
      • Orzammar
      • Ostagar
      • Party Camp
      • Redcliffe
      • Warden's Keep (DLC Only)
      • Wide Open World
    • Achievements and Trophies
      • PC Achievements
      • Console Achievements
  • DLC
    • Companions
      • Shale
    • Warden's Keep
      • Walkthrough
    • The Stone Prisoner
      • Walkthrough

Dragon Age: Origins Guide › Essentials › Companions

Understanding Companions

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

Korcari 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 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 NPC's 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.

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 happen at party camp. See the individual companion sections for tips on how to seduce a partner.

Caution

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.

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