The Dragon Age: Origins companions are the people who accompany the Warden on their journey through Ferelden. The Warden can make decisions which will result in a companion leaving, or even dying. If a companion leaves the Warden or dies, his or her equipment will be lost.
Approval plays an important part in companion interaction. It changes based on plot decisions or gifts. High approval provides combat bonuses, the ability to have longer conversations, and possible romance options; low approval may lead a companion to desert you.
There are nine potential companions in Dragon Age: Origins, and seven in its expansion Dragon Age: Origins - Awakening. In Awakening, an Orlesian Warden-Commander may be the protagonist, depending on the events of Origins.
|Legend:|| The character has a companion quest.|
The character can be romanced.
Dragon Age: Origins companions Edit
Dragon Age: Origins - Awakening companions Edit
A Tale of Orzammar companions Edit
In A Tale of Orzammar DLC.
Leliana's Song companions Edit
In Leliana's Song DLC.
The Darkspawn Chronicles companions Edit
In The Darkspawn Chronicles DLC.
The Golems of Amgarrak companions Edit
In The Golems of Amgarrak DLC.
Witch Hunt companions Edit
In Witch Hunt DLC.
Temporary companions Edit
Party banter Edit
Companions will often to speak to each other about a variety of topics. There are specific locations where this banter can occur.
Dragon Age: Origins Edit
- The bridge between the two halves of Lothering, as well as the south refugee camp and near the well in the north part of the village.
- The bridges in Redcliffe Village, especially the one leading from the main square to a sort of corner where boats are tethered.
- Near the entrance/exit of the Dalish Camp.
- First hallway of the Apprentice Quarters in the Circle Tower.
- Outside of Orzammar, near the circular dais.
- In the Hall of Heroes, at Orzammar.
- The bridge in Orzammar Commons that leads to the Proving Grounds.
- In the Diamond Quarter, in front of the Orzammar Assembly.
- Caridin's Cross in the Deep Roads (first bend).
- Ortan Thaig in the Deep Roads (first bend).
- At the lakeside docks in Haven.
- Near the entrance of Arl Eamon's Estate in Denerim.
- Inside Wade's Emporium.
- Inside the Gnawed Noble Tavern, in the side corridor.
- Inside Alarith's shop at Denerim Alienage.
Dragon Age: Origins - Awakening Edit
|This section is incomplete and requires expansion.|
- In the courtyard of Vigil's Keep.
- Entrance of Kal'Hirol.
- Near the entrance of the Crown and Lion Inn.
- The gates of Amaranthine.
- The northwestern corner of Amaranthine.
Party change locations Edit
There are certain locations in which you can change your current party without going to the Party Camp.
- Outdoors in Lothering.
- In the Circle Tower, you can change party in the room you encounter Wynne during the Broken Circle quest.
- When you encounter Taliesen, Zevran will join your party. After the impending fight though he can be switched to whomever you had in the party before the fight if Zevran wasn't a party member.
- After clearing the first wave of enemies when entering Ostagar proper as part of the Return to Ostagar DLC.
- In the village of Redcliffe.
- In the Lake Calenhad Docks.
- On the Mountain Top.
- Orzammar Commons, Diamond Quarter and Hall of Heroes.
- Frostback Mountain Pass
- Dalish Camp
- In the Denerim Alienage.
- During the development process of Dragon Age: Origins, companions were to develop the darkspawn taint, and eventually would have been put through the Joining after the Landsmeet.
- Some companions in Dragon Age II share similarities with companions in Dragon Age Origin:
- Wynne and Anders are both spirit healers with spirits inside, essentially both of them being abominations;
- Isabela and Zevran are libidinous, close combat rogues;
- Leliana and Sebastian Vael are archers devoted to the Maker with questionable pasts;
- Sten and Fenris are two-handed warriors who distrust mages and whose interactions with other characters are usually strained;
- Sigrun and Varric are dwarvish rogues who serve as comic relief and have attachments to organisations with dubious relations to the law (the Carta and the Dwarven Merchants' Guild);
- Velanna and Merrill are both Dalish mages who were the first to their respective Keepers and, despite being exiled, remain committed to the preservation of their people's culture;
- Aveline and Alistair are warriors who fight with sword-and-shield, are patriots and fought at Ostagar.