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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 › Encounters

Random Encounters

Most of your traveling encounters will be random from this list. Prepare to battle through more enemies. A few encounters will test your wits, and one will test your pocketbook.

Axe in the Stump

Trigger: Insanely low chance of triggering.

Map: Strange Wood

Description: An old axe is lodged in a stump. Peasants are convinced that whoever pulls it out will be in line to be the next ruler of Ferelden.

Actions: There is no combat in this encounter. Simply pull the axe from the stump. It may not make you the next ruler of Ferelden, but at least you'll get a nice axe from the deal.

Bandits

Trigger: Low chance during travels to any forest location.

Map: River Crossing

Description: Party is caught in a bandit ambush by a stream.

Actions: Defeat the bandits.

Demons

Trigger: After the mage tower has fallen, during a plains visit.

Map: Steep Path

Description: A little off the beaten path where the Veil has thinned since the fall of the mages' tower, a group of fire demons are being created from living fire.

Actions: Defeat the flaming demons.

Demons 2

Trigger: After the "Broken Circle," and only if the tower has fallen.

Map: Lakeside Road

Description: After the tower has fallen, the templars are still cleaning up the remnants. Now they're over their heads in demons, and you must help them.

Actions: Defeat all the demons. Rescue as many templars as possible.

Dwarven Army

Trigger: After "Paragon" plot is completed.

Map: Winding Road

Description: A group of dwarves from Orzammar fight the darkspawn.

Actions: Defeat the darkspawn and save the dwarves.

Elven Army

Trigger: After "Nature of the Beast." You must have allied with the elves.

Map: Rocky Road

Description: Group of elves from your army fight the darkspawn.

Actions: Defeat the darkspawn and save the elves.

Elves and Werewolves

Trigger: After completing "Nature of the Beast" if you did not free the elves from the curse. Small chance traveling to forest locations.

Map: Forest Path

Description: The elves and werewolves are fighting each other. Help your ally.

Actions: Help the side you allied with.

Mages

Trigger: After the "Broken Circle," assuming you saved the mages.

Map: Roadside

Description: A group of mages is beset by darkspawn.

Actions: Protect the mages and kill the darkspawn.

One Ring

Trigger: Very small chance at any time while traveling to a forest location.

Map: Treacherous Path

Description: Get ambushed by some shades, including a greater shade, after seeing a pair of elves.

Actions: Defeat the shades and claim the treasure, including the ring on the bodies.

Orzammar Rebels

Trigger: Finish "Paragon."

Map: Forest Incline

Description: Dwarven rebels from the opposing faction track you down and lay an ambush.

Actions: The dwarven clan that didn't get the throne will ambush your party. Defeat them.

Redcliffe Army

Trigger: After Arl Eamon awakens.

Map: Roadside Field

Description: Soldiers from Redcliffe fight a unit of darkspawn.

Actions: Defeat the darkspawn and rescue the soliders.

Spiders

Trigger: Chance any time while traveling to a forest location.

Map: Dark Forest

Description: Combat in a spider-infested forest.

Actions: Through this snake-like forest, spiders will drop from the trees to attack. Defeat them all. Then defeat the spider queen. Watch out for the web traps.

Stealing Payback

Trigger: If you pickpocketed or stole from the Dalish elves, this will trigger traveling to some forest location afterward.

Map: Wooded Hills

Description: An elf hunter named Melora will track you down if you've stolen from the Dalish elves.

Actions: Defeat Melora and her hunters.

Super Metal (DLC Only)

Trigger: Very small chance of occurring during travels to the plains locations.

Map: The Crater

Description: Encounter a couple who visited a recent meteor crash site. They leave, but some ore is left behind.

Actions: Watch the cutscene, go into the crater. You can get a hunk of "star metal" in this random encounter, and if you bring that to a blacksmith named Mikhael in the Grey Warden base at Soldier's Peak (downloadable content), he'll craft it into a weapon for you. Mikhael shows up only once you've completed that plot (made the fortress secure). The choice of weapon is: Starfang (Longsword, dexterity +3, damage +3, armor penetration +5) or Starfang (Greatsword, strength +3, armor penetration +5, attack +8).

Surprising the Bandits

Trigger: Traveling to a forest location, small chance.

Map: Twisted Path

Description: You get to ambush bandits this time around if you like.

Actions: Choose to either attack the bandits, or try to sneak past them. If you wait, you will be discovered and have to fight them anyway. To sneak past them, back up from your listening point, turn left and follow the path down. Skirt the outside of the camp and you can avoid them entirely.

Templars

Trigger: After stealing (pickpocketing) in the "Broken Circle" tower, and finishing the "Broken Circle" plot.

Map: Narrow Road

Description: You've been caught stealing from the templars. Either pay up or face justice.

Actions: The templars stop you on the road and accuse you of stealing. They charge you a fee based on your character's level, in compensation. If you pay, they will leave. If you don't pay, you will have a rather difficult fight.

Traveling Merchant

Trigger: Low chance of happening any time while traveling to a non-forest location.

Map: Gentle Path

Description: There is no battle here, only a merchant selling his wares.

Actions: This encounter is repeatable. The merchant here sells various odds and ends, and he will pop up now and then. You can buy some gifts for the companions here. You may want to wait on weapons and armor: if you come back later they will be more powerful, but if you bought the items earlier, he will be out of stock.

Twisted Beasts

Trigger: Medium chance at any time when traveling to plains locations.

Map: The Low Road

Description: Blighted creatures attack the party.

Actions: Defeat the Blighted creatures.

Werewolf Army

Trigger: After "Nature of the Beast," assuming the elves' curse wasn't lifted. You must have allied with the werewolves.

Map: Wooded Highway

Description: The werewolves fight darkspawn on the road. They need your help.

Actions: Defeat the darkspawn and save the werewolves.

Werewolves

Trigger: After "Nature of the Beast" is completed and if the curse wasn't lifted from the elves. Traveling to a forest region.

Map: Forest Clearing

Description: A group of werewolves ambush the player.

Actions: A group of werewolves surround and ambush the party.

Wild Sylvans

Trigger: After "Nature of the Beast," traveling to any forest location.

Map: Twisted Forest

Description: Attacked by the forest itself.

Actions: The sylvans surround the party from all sides. Defeat them.

Wolves

Trigger: Medium chance at any time.

Map: Desolate Highway

Description: Attacked by a group of wolves on the highway.

Actions: Defeat the wolves. Try to avoid the traps.

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