Dragon age origins jug of water. Western Brecilian forest. How do characters develop?

Immediately after entering the territory of the Brecilian Forest, you will be stopped by a patrol of Dalish elves. They take you to Guardian Zatrian, who sadly admits that he would be glad to help the Gray Guardians, but - alas! – at present there is no way to do this. And the reason is that the elves are at war with local werewolves, many of them are already infected. And there is absolutely no salvation from this curse... well, unless someone who, out of the goodness of his heart, is not averse to risking his life, goes to the Brecilian Forest and kills the wolf Withersfang (White Fang), with whom this curse began.

The werewolf lair is located in the ruins in the southern part of the Eastern Forest, but you can’t get there that easily - the magical fog turns you back every time you enter it, and there is no other path leading to the ruins.

There are two ways to remove the effect of fog:

  • Complete the quest of the Great Oak, which is located in the Western Forest, and return the stolen acorn to him. The acorn is in the possession of a crazy hermit in the Eastern Forest, and you can either kill him (but he is a rather powerful magician) or peacefully exchange the acorn for something interesting for the old man. For example, he will gladly take Danayla's scarf, Atrian's amulet, or a book received from Kammen.
  • Agree to the hermit's proposal to kill the Great Oak.
  • In both cases, you will receive an item that allows you to pass through the protective fog without interference.

    At the ruins you will have to fight a group of werewolves led by their leader Swiftrunner (Runner). However, as soon as you take away almost all of his lives, a white wolf will jump on you and the werewolves will take advantage of this to escape. Follow them to the first tier of ruins.

    The staircase leading to the werewolf lair is located very close to the entrance, but at the moment it is closed, so you will have to find a way around it. Go to the southwestern part of the map. This tier is quite small, so, having fought off several spiders along the way, you will soon find yourself in front of a relatively spacious hall, on the floor of which you will see several corpses. Send a robber ahead if you have one in your party - the floor in this room is littered with traps. When you find yourself approximately in the middle of the hall, its inhabitant, the dragon, will happily greet you. Fortunately, this is a small dragon, but it can still be quite dangerous - tactics, of course, depend entirely on the composition of the group and your personal preferences, but one of the safest methods is to keep it permanently paralyzed or frozen. After his death, you will inherit the dragon's treasures - a very impressive pile of a wide variety of things, which lies a little further.

    The dragon was the guardian of the stairs to the lower tier, so now you can freely go further.

    The second tier of ruins is larger than the first and the enemies (mostly undead) on it are quite numerous. They especially love to pounce on you almost out of nowhere, crawling out of all possible cracks, including behind your back. Be careful.

    In the huge hall in the southwestern part of the ruins, several skeletons will greet you on the stairs. Deal with them and move on - and you will see Arcane Horror. He has a bad habit of teleporting throughout the entire hall from end to end and also summons additional skeletons to help him. The safest way to deal with him is to simply shoot him from the stairs with bows, periodically healing - in this case he does not move and does not cause skeletons. (If you have Andraste's Arrows in your inventory, then you can finish him off without receiving the slightest damage.)

    After dealing with the Horror and the skeletons sitting in the side rooms, you will finally find an alternative entrance to the werewolf hideout north of the hall with the Horror.

    The werewolves will attack you just a few steps after entering, but after you deal with the first two groups, they will throw out a white flag and offer to take you to a certain Mistress of the Forest for peace negotiations. Whether you accept their offer or not is up to you. If you accept it, then you will be taken to the Mistress of the Forest, who will tell you the curious story of the curse and ask you to bring Zatrian to them. If you agree, you will find Zatrian on the first tier of the ruins.

    The initial negotiations between the werewolves and the Guardian will not end well, and you will have to choose which side to take in the upcoming battle. If you choose werewolves, you will receive Alistair's approval.

    The battle can be serious or not very serious depending on your level and the composition of your party. If you kill Withersfang, Zathrian will give you support in the upcoming war with the Fiends of Darkness. If you defeat Zatrian, you can persuade him to sacrifice himself and remove the curse from the werewolves - in this case, Lanaya will provide you with elf support

    Alternatively, you can convince the Lady of the Forest to destroy all the elves, including Zathrian, as revenge for what she did. In this case, you will receive support in the war from werewolves. If you choose this option, you will not be able to complete the non-plot quests of the elves (if any of them are still uncompleted).

    A very dark option: take Zatrian’s side, kill all the werewolves, and then finish him off too. In this case, you will still receive support from the elves, since they will assume that Zathrian fell in the battle with the werewolves.

    If you persuade Zatrian to lift the curse on the werewolves, you will earn Leliana's approval.

    Non-plot quests

    Dalish camp

    This quest is given to you by Atras. His wife Denayla seemed to have died after a battle with werewolves, but Atras suspects that Guardian Zatrian told him a lie and in fact Denayla did not die from her wounds, but turned into a werewolf. You can promise him to find out the truth.

    You will find Danaila in the Eastern Forest near the northern exit. The poor woman is indeed now a werewolf, and will ask you to kill her, having first given you a scarf for Atras.

    There is nothing you can do to help Danaila. If you refuse to kill her, she will attack you and end up dead anyway. Return to Atras. You can comply with Danaila's request and lie that she died from her wounds or tell him the truth (in both cases you can give him the scarf as additional proof of your truthfulness). One way or another, as a reward you will receive an amulet with +4% magic resistance.

    If you lie to Athras, you will earn Leliana's approval (+3).


    The gunsmith Varathorn will complain that Zatrian no longer allows clan members into the forest, and therefore they cannot replenish their supplies of a special material - Iron Bark, which is very good for making both weapons and armor. You can promise Varathorn to find this bark, since you will still have to go into the forest on Zathrian's instructions.

    You can find the bark in the Western Forest on a fallen tree near the northern passage to the eastern part of the forest. It is guarded by the wild sylvan, a possessed tree that will come to life if you get too close to it.

    If you give the bark to Varathorn, he will make you either a longbow with excellent damage against animals and good damage against undead, or medium armor with +25 stamina. Alternatively, you can refuse the reward altogether - in this case, Varathorn will insist that you take at least the amulet (it gives a high increase in resistance to natural damage, i.e. poison).


    The young elf Kammen will share his personal problems with you if you are a Dalish elf. If you are not him, then you will have to use Persuasion/Threat to get him to talk. Kammen's problem is that his girlfriend Geina rejects his advances, since he is not a full-fledged hunter. Kammen would be happy to go hunting, but this is impossible, since Guardian Zatrian forbade clan members from going into the forest for fear of werewolves.

    There can be many solutions to the problem here. You can convince Geina to accept Kammen as he is, or convince Kammen to accept a wolf skin from you (if you don't have the skin, you can get it in the Brecilian Forest). You can also prevent them from being together by convincing one of them that the other hates him (really, why would you do this? Unless out of sheer malice of nature.) You can seduce Heina yourself and tell Kammen about it, who will run away in grief they look.

    If you somehow bring Geina and Kammen together, you will lose 5 influence points with Morrigan, but will gain Liliana's approval (+5). If you seduce Geina, Liliana won't like it too much (-3).

    As a reward for the quest, you will receive the book “Tales of Iloren” from Kammen. He will give you the book only if you either brought him together with Geina, or at least did not break their relationship forever (that is, you talked to her, but did not achieve anything).


    One of the Gauls (the graceful deer-like creatures that the Dalish use instead of horses, although they are treated with much more respect) is clearly unwell, and Elora, the caretaker of the Gauls, is concerned that she may be infected with the poison of the Dark Fiends. You can examine the galla yourself using the Survival skill. To calm the galla, you need at least two points in this skill - and this time it’s you, the skills of the companions do not count in this quest. If you manage to calm her down, Elora will know what the problem is and your quest will be completed. If you prefer to take the “evil” path, you can lie to Elora that the Galla is terminally ill and will not live long, and it is better to kill her out of mercy. If Elora believes you, you will receive a galla horn as a reward - from it Varathorn can make an amulet with + 10 mental protection. (If she doesn't believe you, she won't talk to you anymore.)

    From Zathrian's first mate, Lanaya, you can learn a little about the history of the Dalish elves (and get the corresponding entry in your Codex).

    Sarel (a rather aggressive elf, especially if you are not Dalish yourself) will tell you stories about the elves' past, as well as what he knows about werewolves, which will give you new entries in the Codex.

    Varathorn sells unlimited quantities of dead and elven root, as well as poisonous extract.

    A little north of Varathorn there is a chest in which you will find a Love Letter (required for the quest "Services for Interested Parties" in Denerim).

    Western Brecilian Forest

    In the center of the map, near the gravestone, you will find the wounded elf Deighan. Depending on how kind your GG is, you can take him to the elf camp, heal him and send him to the camp, kill him, or simply rob him. If you healed him or brought him to the camp, then the next time you talk he will give you a sapphire as a reward for saving him.


    If you have already activated the quest for the magician's treasure in the Eastern part of the forest or the ruins, then go to the center of the map to the marked grave. If you disturb the security signs, a revenant with several skeletons (including a skeleton mage) will jump out at you.


    Next to the revenant’s grave there is a Place of Power, which you need to activate on the instructions of the magic guild.


    When you finish talking to the Great Oak, you will be attacked by several Wild Sylvans.

    There is an abandoned camp south of the Great Oak. If you examine it, your entire group will fall asleep and the Shadow will attack you. Usually only one member of the team would be awake to fight the Shadow (although sometimes others would wake up as well).

    If, after examining all the items, you chose the option “We need to get out of here quickly” in the conversation instead of staying and checking what’s going on or giving in to the temptation to rest, the Shadow will not appear at all.

    The Shadow is not such a difficult opponent, even for one character, especially since it is usually a magician - the worst thing is that after the rest of the comrades awaken, they all get injured.

    If you win the battle with the Shadow, the camp will disappear, and in its place several skeletons and a chest will appear, from which you can take Dalish gloves - a “special” gift for Zevran.

    Eastern Brecilian Forest

    In this part of the forest you will find two graves - one in the very north of the map, the other in the south. If you disturb the security signs, a revenant and several skeletons will rise from each one. After killing the revenant, you will find a piece of Juggernaut's heavy armor on him and will receive a quest to collect it completely. There are four parts in total in this set. Two, as already mentioned, are located in the Eastern part of the forest, one is in the Western part, in the grave in the center of the map, and one lies in a sarcophagus on the lower tier of the ruins - to get to it, you need to perform the “Elven Ritual”. Your quest will be completed when you collect all four pieces.

    If you venture into the Brecilian Forest early on and the revenants are too strong for you, try the escape tactic - even if all the enemies are chasing you, they will still spread out along the road and (maybe) will not attack you en masse. It’s also a good idea to throw something restraining like a Force Field onto the revenant - then you can deal with his assistants, and only then deal with him yourself, without being distracted by all sorts of little things. As a last resort, you can always return to this quest later, with better equipment and weapons.


    If you have already received the quest Wynn's Regret, then not far from the crazy hermit you will find Aneirin (for details, see the companion quests).


    If you have already received this quest through the mage quest line, then you will find malefics in the northern ruins near the revenant’s grave. (See Mage Quests for details.)

    At the ruins in the north-central part of the map, two ogres will attack you.

    The crazy hermit, in addition to the acorn you need, will offer you to trade with him for a helmet (an ancient elven helmet, part of a very good set) and a book (gives an entry in the Codex). Here are some things that are of interest to him: Danayla's scarf, Atrian's amulet, the book received from Kammen.

    Ruins

    First tier

    To the north and south of the entrance are two fake brick walls - if you get close enough, you'll see that these are actually secret doors. Behind each of them sits a pair of skeletons in ambush. In the chest in the southern room you will find a love letter, which you need for the quest “Services for Interested Parties” in Denerim.

    (Another small secret room is located behind a false wall a little further, opposite the stairs leading to the werewolves' lair. Although there is nothing particularly interesting there.)


    Second tier

    In the spacious hall you will see the ghost of an elven boy. It doesn't matter what you tell him - as a result, the ghost will run away, and a whole horde of skeletons will appear around you. Depending on the level of your group, they may not pose much of a threat to you, but if you have problems with them, you can always quickly retreat as far as possible, preferably to the very entrance to the tier - then there is a good chance that they are behind you Only part of the walking dead will follow, and it will be much easier to kill them.

    In a small room south of this hall you will find a clay tablet and a scroll describing an ancient ritual. Go further and at the first intersection turn north. You will find yourself in the hall in which you must perform this ritual. We carefully read the scroll, study the tablet and repeat the instructions exactly:


    1. Take a jug

    2. We fill it with water.

    3. We put it on the altar.

    4. We pray.

    5. Take a sip of water from the jug.

    6. Pour the remaining water from the jug into the pool.

    (Keep in mind that if you haven't found the scroll and tablet yet, you won't be able to do anything with the altar. The ritual can only be performed once they've been found.)

    If you correctly reproduced all the manipulations, the previously locked northern door will open. Behind it you will first find a couple of skeletons - nothing too scary - and the ghost of an elf. As in the case of the boy, it doesn’t matter what exactly you tell her - everything will end in a battle with the Shadows, including the Shadow of the elf herself. All three are elite. After the battle, you will find Juggernaut armor in the sarcophagus, which is part of the quest to collect the Juggernaut set.


    At the next intersection from the hall with the ritual, you will find a trio of skeletons, but do not relax: as soon as you deal with them, you will immediately be attacked by a much more serious ambush of a dozen opponents, some of them appearing behind your back. After you deal with them, go to the southern room, where you will find an altar and a phylactery. Touch the phylactery, and you will understand that the spirit of an elven magician has been in it for many centuries. The spirit will offer you to free him, promising in return training in the “Battle Mage” specialization (allows mages to wear armor and actively participate in hand-to-hand battles, if you develop the entire branch). You can also simply release the spirit without asking for anything in return. You will not receive a specialization then (you can try this option when you play through it again, since it will already be open), but Alistair will approve of your actions (+2).

    Lair of Werewolves

    In the southeast room you will find "ancient texts" with a scroll of Banastor - one of the five scrolls you need for the mage quests.

    In the southwest room you will find a "black vial". This is one of six vials that will summon a revenant if you break it.

    Robbers:
    Murderer- Zevran teaches with enough respect. You can buy the book at Elfinage.
    Duelist- teaches Isabella (captain of the pirate ship) standing in a Denerim brothel.
    Bard- Leliana teaches with sufficient respect. You can buy the book in Denerim.
    Pathfinder- purchased at base camp.

    Magi:
    Battle Mage- during the quest to kill a werewolf in the elven ruins. find the amulet, go through an easy quest and you have a specialist.
    Spiritual healer- Wynn teaches with enough respect. Sold in the Denerim mage store.
    Werewolf- Morrigan teaches with enough respect. Can be bought from Varathorn (from the Dalish).
    Blood Mage- after saving Redcliffe from an attack from the castle, in the castle during the battle in the Shadow with the demon, talk to the demon and he will teach.

    Warriors:
    Knight- after finding the Urn of Ashes, Earl Eamon will offer a reward, part of this reward to the specialist Knight.
    Berserk- Ogren teaches if there is enough respect. The second option is to buy from a gnome in Denerim.
    Ripper- teaches Kolgrim (sort of like the leader of the fanatics) during the quest "Urn of Sacred Ashes"
    Templar- Alistair teaches with sufficient respect. Can be purchased at base camp.

    Characters for the group: where to get them, favorite gifts

    Alistair - will join in Ostagar ||
    figurines, rune stones, Duncan's shield and mother's amulet Morrigan
    - will join after Ostagar || jewelry, tome of Flemeth (tells how to kill her)
    War dog Mabari - from Lothering if you did the quest in Ostagar ||
    bones Leliana
    - in Lothering || Andraste symbols, silver sword
    Stan - in Lothering ||
    portraits, totem and your sword Zevran -
    after Lothering, random encounter after Dalish elves, dwarves or mages join || gold and silver bars, gloves and boots
    Oghren- after Lothering, in Orzammar ||

    the dwarf likes to drink =))

    Wynn - after Lothering, in the Circle Tower ||
    printed publications
    Sheila
    - (in addition to the game) after Lothering, make a quest from premium content ||
    gems
    Loghain McTeer -
    in Denerim ||
    cards
    Where to find?.. Products
    Runes (Grandmaster)

    . Deep Roads, Ruck's Store (Grandmaster Cold Iron Rune). Denerim Market, Cesar after the Landsmeet (Grandmaster Dweomer Rune) // Denerim Market District, after the Landsmeet
    . Denerim Market, Gorim, after the Landsmeet (Grandmaster Silverite Rune) // Denerim Market District, Gorim after the Landsmeet
    . Denerim Market, Wonders of Thedas after the Landsmeet (Grandmaster Flame Rune) // Denerim Market District, Wonders of Thedas after the Landsmeet
    . Denerim Market, Wonders of Thedas after the Landsmeet (Grandmaster Paralyze Rune) // Denerim Market District, Wonders of Thedas after the Landsmeet
    Elvenage, Alarita's Shop (Book of skills and miscellaneous)
    Shelter, Village Shop (The Big Book of the Deadly Vessel)
    Community Halls of Orzammar, Garin (Book of Physical Development)
    Common Halls of Orzammar, Legnar (Book of the Deadly Vessel)
    Camp, Boddan Feddik (Book of Magical Development)
    Camp, Boddan Feddik (Book about physical development)
    Random Encounter, Dwarven Merchant (Book of Skills and Miscellaneous)

    Backpacks (increase inventory) Circle Tower, Quartermaster
    Dalish camp, Varathorn
    Denerim Trade District, Burning after the Landsmeet
    Ostagar, Quartermaster
    Camp, Boddan Feddik

    Endless goods from merchants Elven root, death root and animal poison - Varathorn from the Dalish camp (Brecilian Forest outskirts).
    Lyrium Dust - Quartermaster in the Circle Tower.
    Corrupted Reagent - Bodan Feddik in the Camp and Alimar in Alimar's Market in Dust City (Orzammar).
    Trigger - Alimar at Alimar's Market in Dusty City (Orzammar).
    Flasks - Figor in Figor's Goods in the Commons (Orzammar), the innkeeper from "The Bitten Nobleman" (Denerim) and Bodan Feddik in the Camp.
    Sublimation reagent and concentrating reagent - the innkeeper from “The Bitten Nobleman” (Denerim) and Bodan Feddik in the Camp.
    Lifestones and Deep Mushrooms - Ruck - Ortan Thaig, Orzammar

    Spell Combinations

    Grease Fire
    Grease + Fireball or Gehenna or a unit set on fire by Flameburst

    Flame Quencher
    Grease Fire + Blizzard

    Storm of the Century
    Spell Might + Blizzard + Tempest

    Splintering
    The target is frozen by Petrify or Winter's Grasp or Cone of Cold + Weapon Crit or Crushing Prison or Stonefist (not always added to the codex)

    Electrical Explosion (Paralysis Explosion)
    Rune of Repulsion on top of Rune of Paralysis (Glyph of Paralysis), the order does not matter.

    Nightmare
    Sleep + Horror

    Ignition (Shockwave)
    Force Field + Crushing Prison

    Advanced Reanimation
    Spell Might + Animate Dead

    Steam Cloud (Improved Drain)
    Vulnerability Hex + Drain Life or Drain Mana

    Entropic Death
    Death Hex + Death Cloud

    How to cross the BRIDGE?

    1 - the first party member is placed on number 1
    2 - the second party member is placed on the number 2
    3 - the third party member is placed on the number 3
    4 - Guide the GG along the bridge to the end
    5 - Guide a party member from point 2 to point 5
    6 - Guide a party member from point 1 to point 6
    7 - Lead the GG further along the bridge forward
    8 - Guide a party member from point 3 to point 8
    9 - Guide a party member from point 5 to point 9
    10 - Lead the GG to the end

    Juggernaut Set

    1 item: Lower level of the elven ruins (entrance through the werewolf ruins). Perform the ritual to open the door (available in FAK) and part of the set will lie in the grave.
    2 item: Tombstone in the eastern Brecilian Forest, after passing the magical barrier, on the way to the werewolf ruins.
    3 item: Tombstone in the western Brecilian Forest, near where you met the Ogres.
    4 item: Gravestone in the Brecilian Forest (immediately as you leave the Dalish camp, where the oak tree is)

    Wade's Dragonhide Armor

    1. Let's go here (the dragon cave where the fanatics hang out)


    2. Kill Kolgrim and loot his horn.
    3. We run to the Top of the Mountain and play the pipes.
    4. Kill the High Dragon and take 1 more skin.
    5. We go to Denerim to the blacksmith and give 3 skins (ideally it’s better to pay, since the last armor will be better).
    6. We leave the city and enter.
    7. We take the armor.
    8. Repeat (pay a little more) and give away the last 3 regular skins.
    9. We leave and enter again.
    10. We take and give the skin of the high dragon.
    11. Voila! You have a set of light, heavy or massive (they will let you choose) Wade's Armor made from dragon skin.

    Getting the best magic gloves and one of the best one-handed swords

    1. Find the corpse of an adventurer in the Ruined Temple during the Urn of Ashes quest (southwest corridor).
    2. Find the corpse of the adventurer in the Brecilian Lower Ruins (southern room with fire traps).
    3. In Orzammar, go to the tavern and talk to the adventurer.
    4. Return to Denerim and go to Dirty Back Alley.
    5. Open the door on the left, talk to the guy and kill Galahag for your reward.

    How to open a door with a jug (in the ruins of the Brecilian Forest)

    Take and pour water into a jug
    Place on the altar
    Pray
    Take a sip of water
    Take it and pour the rest into the fountain. (To complete, you must find a note about the ritual)

    Quest - Summoning Sciences (the one in the mage tower)

    Find one or both halves of the book in the library, then start summoning. The first three calls must be carried out in accordance with the code. The fourth challenge contains the sequence of all three lessons (except for the flame summoning) and ends with “Summoning the Fourth” at the cabinets. Arl Foreshadow will appear, which you can rob and get a note for the codex.

    The First Call: Font of Calling, Directory of Spirituals, Call of the First.
    Second Summon: Font of Summoning, Rodercom Unusual Profession, Mage Gorvish, Summoning Second.
    Third Summon: Font of Summoning, Great Elvorn Bestiary, Table Carving Site, Spiritorum Etherealis, Mage Gorvish, Beginner's Amulet, Summon the Third.
    Fourth Summoning: Font of Summoning, Directory of Spirituals, Rodercom's Unusual Profession, Mage Gorvish, Great Elvorn Bestiary, Table Carving Place, Spiritorum Etherealis, Mage Gorvish, Beginner's Amulet, Summoning Fourth, Pickpocketing on Summoned Earl.

    How to summon the Vault dragon to battle?

    You can only summon him if you refuse to desecrate the Urn with Ashes. Then Kolgrim attacks you and the Horn of Kolgrim will be revealed on his body. Open your inventory and use this item in the location where the dragon was (at the exit from the destroyed temple).Also pOnce desecrated and formally joined the cult, Kolgrim can still be attacked.

    What stat bonuses does each race give in Dragon Age: Origins?

    It's quite simple:

    Human:+1 to strength, +1 to dexterity, +1 to magic, +1 to cunning.

    Elf:+2 to magic, +2 to willpower.

    Dwarf:+1 Strength, +1 Dexterity, +1 Constitution, 10% chance to resist hostile magic.

    In fact, race inDragonAge: Originsdoesn't really matter. So take what you like.

    How do characters develop?

    Any class gains levels with the same speed and receiving e t the same glasses.
    - Companions gain experience at approximately the same rate as the main character. But that's if you take them with you. If they remain in the camp, they will be automatically transferred to the next level if you are more than one rank ahead of them. This way they will always be one level behind you.
    - Each level
    the hero receives 1 skill point and 3 attribute points.
    - Warriors and magicians receive a skill point every 3 levels,
    robbers - every 2 levels.
    - Specialization points are awarded at levels 7 and 14.

    How to do the spectacular finishing blows that were shown in the videos?

    But no way, all this is scripted and shown at strictly defined moments in the game.
    But I can give one small piece of advice: when the superboss (Orange nickname) has little life, do not use any skills, as well as bows and other ranged weapons, since the script is launched in “free” combat and when using melee combat, and when its place is taken by the script skills, there are no necessary conditions to execute the "fatality" script.

    How to pick locks?

    I miss life potions. What to do?

    Instead of buying them, do this:

    Buy more flasks and elven root from any merchant.

    Learn the Herbalist skill (or take Morrigan/anyone else with the appropriate skill).

    Make a poultice. This will last a long time. Repeat if necessary.

    Problems may arise later, when small poultices are not enough. Then you need to learn herbalism further, buy reagents for sublimation and other ingredients required to create more powerful poultices. The same can be done with mana potions.

    PS. In my opinion, poultices are needed up to the mage tower or (when replaying the game) up to level 7 of the mage, because the “Spiritual Healer” specialization, especially at later levels of development (when the mage has a very high “magic” stat), makes poultices absolutely unnecessary ( with the exception of a couple of particularly hot places towards the end of the game).

    What to do with magic runes?

    As you leave Lothering, you will encounter two dwarves who have been attacked by darkspawn. After killing the enemies, a short dialogue will follow, after which it will become clear that the guys are merchants. From now on they will travel with your camp. At the same time, one dwarf (Bodan) simply trades, and his adopted son can enchant your weapon using these same runes. But for this you will need things with special slots.

    There is a quest in the Korkari Wilds: “Missionary”. How to do it?

    You need to follow the clues to find the chest.You can find it without any hints, just thoroughly exploring the area. The chest you're looking forlocatedin the southern part of the location - a path of stones leads to itnto her. Guarded by a pack of wolves. There will be two statues near the chest.

    In the Korkari Wilds there is a quest called “The Testament”. How to do it?

    You need to pick up things from the cache in the camp (located in the fire) in the westWilds of Korcariand take it to Jetta in Redcliffe. The cache appears only after, how does it startexercise.

    Urn of Sacred Ashes

    Brother's House in Denerim (Brother) Genitivi
    An assistant named Weylon will tell you that the Genitivi was last seen on Lake Calenhad. The following paths are possible:
    - catch Weylon in a lie if the intelligence attribute is high enough (Weylon attacks);
    - try to open the door to Genitivi's bedroom and insist on it (Weylon attacks);
    - go to the Spoiled Princess on Lake Calenhad, ask the innkeeper, get ambushed on the way out and return to Weylon (he attacks).
    Searching the bedroom will reveal Genitivi research and will open a new location on the map - Village of Haven.
    Haven
    After talking with Father Eirik in Haven Chantry, don't forget to pick up the Cultist Medallion - this is the key to the Ruined Temple. In the northeast corner of the room you can also open a secret door and find a Genitivi.

    Ruined Temple
    The key to the southeast room is hidden in an ornate chest. The key to the main door is in the locked southeast room. The door next to the main one is opened by lighting a magical brazier.
    Further, all chests, except the locked one, do not contain anything useful, but cause ash wraiths when you try to open them.

    Wyrmling Lair/Dragon's LairA good opportunity to get hold of dragon scales. The right branches of the tunnel are optional.
    Kolgrim will offer to desecrate the Urn of Sacred Ashes with Dragon's Blood. If you agree, he will provide a vessel with blood. Otherwise, you should kill Kolgrim and take Kolgrim's Horn, or forge in the console version, from his body.

    Mountaintop/Top of the Mountain
    If you use Kolgrim's Horn, you can summon a great dragon.

    The Gauntlet
    Puzzles
    To the right and in a circle:
    - Ealisay: A tune
    -Lady Vasilia: Vengeance
    - Disciple Havard: The mountains
    - Disciple Cathair: Hunger
    - Brona: Dreams
    - Thane Shartan: Home
    - General Maferath: Jealousy
    - Archon Hessarian: Mercy

    Ghost from the past
    Regardless of the answers, the ghost will allow you to move on. Who it will be depends on the origin.

    Phantom Bridge
    Described in paragraph

    On the lower level of the ruins in East Brecilian - during the quest "Nature of the Beast" - you can find a room with a large locked iron door. Behind it is the tomb of the elders, and in the burial chamber lies. The door is securely closed. To open it, you must complete an ancient elven ritual of purification as a sign of respect for the departed. A tablet with the sequence of actions can be found in the sarcophagus next to the central hall, where the spirit of the boy called for his mother. The first picture of the tablet shows a clay jug filled with water being placed on the altar. The second picture shows an elf kneeling before an altar and praying. In the third picture, the elf drinks a sip of water from a jug. In the fourth picture, the elf pours the remaining water from the jug back into the pond. The last picture shows an elaborately decorated door that opens after completing the previous four actions. The jug lies in the pond, the ritual begins with it. A ghost awaits in the tomb. After the battle we take it from the elven burial chamber.

    Step-by-step performance of the elven ritual in the Brecilian forest in Dragon Age: Origins:

    1. Take a clay jug.
    2. Fill the jug with water.
    3. Get away from the pond.
    4. Place a clay jug of water on the altar.
    5. Kneel down in front of the altar and pray.
    6. Examine the clay jug on the altar.
    7. Take one sip from the jug.
    8. Take a clay jug.
    9. Leave the altar.
    10. Throw the water from the jug back into the pond.

    The quest begins by touching the gravestone in the north of the eastern Brecilian Forest. You need to collect a set of Juggernaut Armor. Gloves, boots and a helmet are found in tombstones guarded by the Undead in western and eastern Brecilian. To get the armor you need to open a passage to the elven burial chamber, which is located on the lower level of the ruins.
    To do this, you need to take a tablet describing the ritual from the sarcophagus, and then perform the ritual in the hall with the fountain.
    Procedure for performing the ritual:

    • take the jug from the fountain,
    • fill it with water,
    • get away from the fountain
    • place the jug on the altar,
    • pray,
    • examine the jug,
    • take one sip
    • take a jug
    • leave the altar
    • pour water into the fountain.

    Puzzle in Wilhelm's Cellar (Honnliet)

    You need to move the tiles by standing on them so as to direct the fire to the opposite corner. The direction of fire is determined by the arrow on the tile.

    Key to the City (Orzammar)

    Locations of documents:

    • Hall of Heroes,
    • Community halls,
    • Diamond halls,
    • Dusty city
    • Test arena.

    Life of the Guardians (Orzammar)

    Location of the three rune stones:

    • Community halls,
    • Crossroads Caridina,
    • Dead ditches.

    Throne Room (Orzammar)

    Sequence of actions to release the dragon:

    • touch the throne
    • place two characters on the pressure plates in the throne room (located next to each other to the left of the throne)
    • put the third character on the third pressure plate, which is located in the hall in front of the throne room,
    • touch the throne again.

    Bloody Sacks (Deep Roads of Orzammar)

    Location of bags. which need to be reunited in the Ortan teig: one - in the Edukan teig and two - at the Caridin Crossroads.

    Guardian of the Reach (Tower of Mages)

    Location of three text fragments:

    • three in the students' rooms,
    • two in the Senior Mages' Rooms,
    • one in the Great Hall.

    The sequence for activating the statues in the Great Hall:

    • statue with a bowl
    • statue with raised sword,
    • statue with lowered sword,
    • statue with a shield (located in another room in the center of the location).

    After this, touching the basement door in the Students' Rooms will summon the demon Shah Wird.

    Science of Summoning (Tower of Mages)

    Find and read one of the two Science of Summoning text fragments in the Mage Tower, which are located in the Apprentice's Rooms. The summoning ritual takes place in the library

    At the beginning of each call, touch the Font in the central branch of the library (this will cause all the necessary items in the library to appear). Then you need to activate the items listed in the list and touch the corresponding summoning spot on the floor (three are in the library, the fourth is in the adjacent central hall in the niche located to the left of the entrance).

    Order of item activation:

    First call:

    • Directory of spiritual figures.

    (A ghost boar will appear).

    Second call:

    • Magician Gorvish.

    (A ghostly Artful Dodger will appear. This summon opens an additional quest on the preacher's board in Redcliffe).

    Third call:

    • Great Bestiary of Elvorn,
    • Place for carving tables,
    • Spiritorium Etherealis,
    • Magician Gorvish,
    • Beginner's amulet.

    (Shadow-Tearing bereskarn will appear and attack you).

    Fourth call:

    (all items from the first three summons)

    • Directory of spiritual figures
    • The unusual profession of Roderkom,
    • Mage Gorvish
    • Great Bestiary of Elvorn,
    • Place for carving tables,
    • Spiritorium Etherealis,
    • Magician Gorvish,
    • Beginner's amulet.

    (Earl Forshadow will appear, from whom you need to steal the note).

    Test of Faith (Ruined Temple)

    Correct answers to the questions:

    • Brona - Dreams;
    • Thane Shartan - Home;
    • General Maferat - Jealousy;
    • Archon Hessarian - Compassion;
    • Disciple Kathair - Hunger;
    • Student Havard - Mountains;
    • Lady Vasily - Revenge;
    • Elisha - Melody.

    Phantom Bridge

    Near the ghostly bridge, separate the squad. One person must walk along the appearing sections of the bridge, three (A, B and C) press the tiles.

    Sequence of pressing tiles:

    • (A) second from the right,
    • (B) third from the left.
    • (B) sixth from the left.
    • (B) fourth from the right.
    • (A) first from the left.
    • (B) fifth from the right.
    • (B) fifth from the left.

    Robbers:
    Murderer- Zevran teaches with enough respect. You can buy the book at Elfinage.
    Duelist- teaches Isabella (captain of the pirate ship) standing in a Denerim brothel.
    Bard- Leliana teaches with sufficient respect. You can buy the book in Denerim.
    Pathfinder- purchased at base camp.

    Magi:
    Battle Mage- during the quest to kill a werewolf in the elven ruins. find the amulet, go through an easy quest and you have a specialist.
    Spiritual healer- Wynn teaches with enough respect. Sold in the Denerim mage store.
    Werewolf- Morrigan teaches with enough respect. Can be bought from Varathorn (from the Dalish).
    Blood Mage- after saving Redcliffe from an attack from the castle, in the castle during the battle in the Shadow with the demon, talk to the demon and he will teach.

    Warriors:
    Knight- after finding the Urn of Ashes, Earl Eamon will offer a reward, part of this reward to the specialist Knight.
    Berserk- Ogren teaches if there is enough respect. The second option is to buy from a gnome in Denerim.
    Ripper- teaches Kolgrim (sort of like the leader of the fanatics) during the quest "Urn of Sacred Ashes"
    Templar- Alistair teaches with sufficient respect. Can be purchased at base camp.

    Characters for the group: where to get them, favorite gifts

    Alistair - will join in Ostagar ||
    figurines, rune stones, Duncan's shield and mother's amulet Morrigan
    - will join after Ostagar || jewelry, tome of Flemeth (tells how to kill her)
    War dog Mabari - from Lothering if you did the quest in Ostagar ||
    bones Leliana
    - in Lothering || Andraste symbols, silver sword
    Stan - in Lothering ||
    portraits, totem and your sword Zevran -
    after Lothering, random encounter after Dalish elves, dwarves or mages join || gold and silver bars, gloves and boots
    Oghren- after Lothering, in Orzammar ||

    the dwarf likes to drink =))

    Wynn - after Lothering, in the Circle Tower ||
    printed publications
    Sheila
    - (in addition to the game) after Lothering, make a quest from premium content ||
    gems
    Loghain McTeer -
    in Denerim ||
    cards
    Where to find?.. Products
    Runes (Grandmaster)

    . Deep Roads, Ruck's Store (Grandmaster Cold Iron Rune). Denerim Market, Cesar after the Landsmeet (Grandmaster Dweomer Rune) // Denerim Market District, after the Landsmeet
    . Denerim Market, Gorim, after the Landsmeet (Grandmaster Silverite Rune) // Denerim Market District, Gorim after the Landsmeet
    . Denerim Market, Wonders of Thedas after the Landsmeet (Grandmaster Flame Rune) // Denerim Market District, Wonders of Thedas after the Landsmeet
    . Denerim Market, Wonders of Thedas after the Landsmeet (Grandmaster Paralyze Rune) // Denerim Market District, Wonders of Thedas after the Landsmeet
    Elvenage, Alarita's Shop (Book of skills and miscellaneous)
    Shelter, Village Shop (The Big Book of the Deadly Vessel)
    Community Halls of Orzammar, Garin (Book of Physical Development)
    Common Halls of Orzammar, Legnar (Book of the Deadly Vessel)
    Camp, Boddan Feddik (Book of Magical Development)
    Camp, Boddan Feddik (Book about physical development)
    Random Encounter, Dwarven Merchant (Book of Skills and Miscellaneous)

    Backpacks (increase inventory) Circle Tower, Quartermaster
    Dalish camp, Varathorn
    Denerim Trade District, Burning after the Landsmeet
    Ostagar, Quartermaster
    Camp, Boddan Feddik

    Endless goods from merchants Elven root, death root and animal poison - Varathorn from the Dalish camp (Brecilian Forest outskirts).
    Lyrium Dust - Quartermaster in the Circle Tower.
    Corrupted Reagent - Bodan Feddik in the Camp and Alimar in Alimar's Market in Dust City (Orzammar).
    Trigger - Alimar at Alimar's Market in Dusty City (Orzammar).
    Flasks - Figor in Figor's Goods in the Commons (Orzammar), the innkeeper from "The Bitten Nobleman" (Denerim) and Bodan Feddik in the Camp.
    Sublimation reagent and concentrating reagent - the innkeeper from “The Bitten Nobleman” (Denerim) and Bodan Feddik in the Camp.
    Lifestones and Deep Mushrooms - Ruck - Ortan Thaig, Orzammar

    Spell Combinations

    Grease Fire
    Grease + Fireball or Gehenna or a unit set on fire by Flameburst

    Flame Quencher
    Grease Fire + Blizzard

    Storm of the Century
    Spell Might + Blizzard + Tempest

    Splintering
    The target is frozen by Petrify or Winter's Grasp or Cone of Cold + Weapon Crit or Crushing Prison or Stonefist (not always added to the codex)

    Electrical Explosion (Paralysis Explosion)
    Rune of Repulsion on top of Rune of Paralysis (Glyph of Paralysis), the order does not matter.

    Nightmare
    Sleep + Horror

    Ignition (Shockwave)
    Force Field + Crushing Prison

    Advanced Reanimation
    Spell Might + Animate Dead

    Steam Cloud (Improved Drain)
    Vulnerability Hex + Drain Life or Drain Mana

    Entropic Death
    Death Hex + Death Cloud

    How to cross the BRIDGE?

    1 - the first party member is placed on number 1
    2 - the second party member is placed on the number 2
    3 - the third party member is placed on the number 3
    4 - Guide the GG along the bridge to the end
    5 - Guide a party member from point 2 to point 5
    6 - Guide a party member from point 1 to point 6
    7 - Lead the GG further along the bridge forward
    8 - Guide a party member from point 3 to point 8
    9 - Guide a party member from point 5 to point 9
    10 - Lead the GG to the end

    Juggernaut Set

    1 item: Lower level of the elven ruins (entrance through the werewolf ruins). Perform the ritual to open the door (available in FAK) and part of the set will lie in the grave.
    2 item: Tombstone in the eastern Brecilian Forest, after passing the magical barrier, on the way to the werewolf ruins.
    3 item: Tombstone in the western Brecilian Forest, near where you met the Ogres.
    4 item: Gravestone in the Brecilian Forest (immediately as you leave the Dalish camp, where the oak tree is)

    Wade's Dragonhide Armor

    1. Let's go here (the dragon cave where the fanatics hang out)


    2. Kill Kolgrim and loot his horn.
    3. We run to the Top of the Mountain and play the pipes.
    4. Kill the High Dragon and take 1 more skin.
    5. We go to Denerim to the blacksmith and give 3 skins (ideally it’s better to pay, since the last armor will be better).
    6. We leave the city and enter.
    7. We take the armor.
    8. Repeat (pay a little more) and give away the last 3 regular skins.
    9. We leave and enter again.
    10. We take and give the skin of the high dragon.
    11. Voila! You have a set of light, heavy or massive (they will let you choose) Wade's Armor made from dragon skin.

    Getting the best magic gloves and one of the best one-handed swords

    1. Find the corpse of an adventurer in the Ruined Temple during the Urn of Ashes quest (southwest corridor).
    2. Find the corpse of the adventurer in the Brecilian Lower Ruins (southern room with fire traps).
    3. In Orzammar, go to the tavern and talk to the adventurer.
    4. Return to Denerim and go to Dirty Back Alley.
    5. Open the door on the left, talk to the guy and kill Galahag for your reward.

    How to open a door with a jug (in the ruins of the Brecilian Forest)

    Take and pour water into a jug
    Place on the altar
    Pray
    Take a sip of water
    Take it and pour the rest into the fountain. (To complete, you must find a note about the ritual)

    Quest - Summoning Sciences (the one in the mage tower)

    Find one or both halves of the book in the library, then start summoning. The first three calls must be carried out in accordance with the code. The fourth challenge contains the sequence of all three lessons (except for the flame summoning) and ends with “Summoning the Fourth” at the cabinets. Arl Foreshadow will appear, which you can rob and get a note for the codex.

    The First Call: Font of Calling, Directory of Spirituals, Call of the First.
    Second Summon: Font of Summoning, Rodercom Unusual Profession, Mage Gorvish, Summoning Second.
    Third Summon: Font of Summoning, Great Elvorn Bestiary, Table Carving Site, Spiritorum Etherealis, Mage Gorvish, Beginner's Amulet, Summon the Third.
    Fourth Summoning: Font of Summoning, Directory of Spirituals, Rodercom's Unusual Profession, Mage Gorvish, Great Elvorn Bestiary, Table Carving Place, Spiritorum Etherealis, Mage Gorvish, Beginner's Amulet, Summoning Fourth, Pickpocketing on Summoned Earl.

    How to summon the Vault dragon to battle?

    You can only summon him if you refuse to desecrate the Urn with Ashes. Then Kolgrim attacks you and the Horn of Kolgrim will be revealed on his body. Open your inventory and use this item in the location where the dragon was (at the exit from the destroyed temple).Also pOnce desecrated and formally joined the cult, Kolgrim can still be attacked.

    What stat bonuses does each race give in Dragon Age: Origins?

    It's quite simple:

    Human:+1 to strength, +1 to dexterity, +1 to magic, +1 to cunning.

    Elf:+2 to magic, +2 to willpower.

    Dwarf:+1 Strength, +1 Dexterity, +1 Constitution, 10% chance to resist hostile magic.

    In fact, race inDragonAge: Originsdoesn't really matter. So take what you like.

    How do characters develop?

    Any class gains levels with the same speed and receiving e t the same glasses.
    - Companions gain experience at approximately the same rate as the main character. But that's if you take them with you. If they remain in the camp, they will be automatically transferred to the next level if you are more than one rank ahead of them. This way they will always be one level behind you.
    - Each level
    the hero receives 1 skill point and 3 attribute points.
    - Warriors and magicians receive a skill point every 3 levels,
    robbers - every 2 levels.
    - Specialization points are awarded at levels 7 and 14.

    How to do the spectacular finishing blows that were shown in the videos?

    But no way, all this is scripted and shown at strictly defined moments in the game.
    But I can give one small piece of advice: when the superboss (Orange nickname) has little life, do not use any skills, as well as bows and other ranged weapons, since the script is launched in “free” combat and when using melee combat, and when its place is taken by the script skills, there are no necessary conditions to execute the "fatality" script.

    How to pick locks?

    I miss life potions. What to do?

    Instead of buying them, do this:

    Buy more flasks and elven root from any merchant.

    Learn the Herbalist skill (or take Morrigan/anyone else with the appropriate skill).

    Make a poultice. This will last a long time. Repeat if necessary.

    Problems may arise later, when small poultices are not enough. Then you need to learn herbalism further, buy reagents for sublimation and other ingredients required to create more powerful poultices. The same can be done with mana potions.

    PS. In my opinion, poultices are needed up to the mage tower or (when replaying the game) up to level 7 of the mage, because the “Spiritual Healer” specialization, especially at later levels of development (when the mage has a very high “magic” stat), makes poultices absolutely unnecessary ( with the exception of a couple of particularly hot places towards the end of the game).

    What to do with magic runes?

    As you leave Lothering, you will encounter two dwarves who have been attacked by darkspawn. After killing the enemies, a short dialogue will follow, after which it will become clear that the guys are merchants. From now on they will travel with your camp. At the same time, one dwarf (Bodan) simply trades, and his adopted son can enchant your weapon using these same runes. But for this you will need things with special slots.

    There is a quest in the Korkari Wilds: “Missionary”. How to do it?

    You need to follow the clues to find the chest.You can find it without any hints, just thoroughly exploring the area. The chest you're looking forlocatedin the southern part of the location - a path of stones leads to itnto her. Guarded by a pack of wolves. There will be two statues near the chest.

    In the Korkari Wilds there is a quest called “The Testament”. How to do it?

    You need to pick up things from the cache in the camp (located in the fire) in the westWilds of Korcariand take it to Jetta in Redcliffe. The cache appears only after, how does it startexercise.

    Urn of Sacred Ashes

    Brother's House in Denerim (Brother) Genitivi
    An assistant named Weylon will tell you that the Genitivi was last seen on Lake Calenhad. The following paths are possible:
    - catch Weylon in a lie if the intelligence attribute is high enough (Weylon attacks);
    - try to open the door to Genitivi's bedroom and insist on it (Weylon attacks);
    - go to the Spoiled Princess on Lake Calenhad, ask the innkeeper, get ambushed on the way out and return to Weylon (he attacks).
    Searching the bedroom will reveal Genitivi research and will open a new location on the map - Village of Haven.
    Haven
    After talking with Father Eirik in Haven Chantry, don't forget to pick up the Cultist Medallion - this is the key to the Ruined Temple. In the northeast corner of the room you can also open a secret door and find a Genitivi.

    Ruined Temple
    The key to the southeast room is hidden in an ornate chest. The key to the main door is in the locked southeast room. The door next to the main one is opened by lighting a magical brazier.
    Further, all chests, except the locked one, do not contain anything useful, but cause ash wraiths when you try to open them.

    Wyrmling Lair/Dragon's LairA good opportunity to get hold of dragon scales. The right branches of the tunnel are optional.
    Kolgrim will offer to desecrate the Urn of Sacred Ashes with Dragon's Blood. If you agree, he will provide a vessel with blood. Otherwise, you should kill Kolgrim and take Kolgrim's Horn, or forge in the console version, from his body.

    Mountaintop/Top of the Mountain
    If you use Kolgrim's Horn, you can summon a great dragon.

    The Gauntlet
    Puzzles
    To the right and in a circle:
    - Ealisay: A tune
    -Lady Vasilia: Vengeance
    - Disciple Havard: The mountains
    - Disciple Cathair: Hunger
    - Brona: Dreams
    - Thane Shartan: Home
    - General Maferath: Jealousy
    - Archon Hessarian: Mercy

    Ghost from the past
    Regardless of the answers, the ghost will allow you to move on. Who it will be depends on the origin.

    Phantom Bridge
    Described in paragraph

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