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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 › Equipment

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.

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 — — —
Halla Horn +10 Mental Resistance — — — —
Heart 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 — — —
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 — — —
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: Oghren

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 — — — —
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 — — —
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 — — — —
Sureshot Bolt Massive Damage to Darkspawn



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