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Human Noble City Elf Dalish Elf Magi Dwarf Commoner Dwarf Noble Grey Warden
Human Noble City Elf Dalish Elf Circle Mage Dwarf Commoner Dwarf Noble Grey Warden

Contents

There are six origins—background stories for player characters—that are playable in Dragon Age: Origins and a seventh in Dragon Age: Origins - Awakening. These playable backstories will allow the Warden to put themselves in a specific role within the social structure of Ferelden and will help explain motivations for the Warden joining the Grey Wardens.

The origins are open to both genders, but they are dependent upon both race and class. Dwarves cannot be mages. In Thedas they are unable to interact with the Fade (i.e., dream) and are therefore incredibly resistant to magic. In order to become a mage, and use magic, players must go through the Magi origin and choose to be an elf or a human. The other two classes (warrior and rogue) are available to all other races and origins.

All of the origins have set surnames. Depending on the character's identity, this surname could be very important to the origin plot, later plots and subplots, and even the Epilogue, or it could be almost totally inconsequential from a plot standpoint.

Possible CombinationsEdit

Since players will be able to choose gender, race, class, and then origin for their Warden in that order, the following combinations are available for both genders:

RaceClassOriginStarting SkillsStarting Talents
Human
Warrior
Warrior
Human NobleImproved Combat TrainingShield Bash
Human
Rogue
Rogue
Human NoblePoison-Making
Combat Training
Dirty Fighting
Human/Elf
Mage
Mage
MagiHerbalism
Combat Tactics
Arcane Bolt
Elf
Warrior
Warrior
City ElfCoercion
Combat Training
Dual Weapon Sweep
Elf
Warrior
Warrior
Dalish ElfSurvival
Combat Training
Pinning Shot
Elf
Rogue
Rogue
City ElfCoercion
Poison-Making
Dirty Fighting
Elf
Rogue
Rogue
Dalish ElfSurvival
Poison-Making
Dirty Fighting
Dwarf
Warrior
Warrior
Dwarven CommonerStealing
Combat Training
Dual Weapon Sweep
Dwarf
Warrior
Warrior
Dwarven NobleImproved Combat TrainingShield Bash
Dwarf
Rogue
Rogue
Dwarven CommonerStealing
Poison-Making
Dirty Fighting
Dwarf
Rogue
Rogue
Dwarven NoblePoison-Making
Combat Training
Dirty Fighting

Human NobleEdit

Human Noble.JPG
"Brave of you sir, to so
openly cast an envious eye
towards me and mine.
I suggest you look elsewhere,
lest I consider removing your sight in a more
permanent fashion."

SurnameEdit

Cousland

Given Names (Default)Edit

Male: Aedan
Female: Elissa

SummaryEdit

Main article: Human Noble Origin

Born to wealth and power second only to royalty, you find your training in both diplomacy and war put to the test when your father's castle is betrayed from within on the very night your elder brother leads the family's forces to war.

DescriptionEdit

"Some lands are ruled by men and women who believe that they have been elevated to their rank by the Maker Himself, but in Ferelden it is believed that a ruler must earn their place. The nobility is not suffered gladly, as the Orlesian Empire once discovered to its dismay when it attempted to occupy the land only to be overthrown by its people.

The Couslands have stewarded the lands of Highever for many generations, dating back to less civilized days before the crowning of Ferelden's first king. They could only have done so by earning the respect of its people through their reputation for justice and temperance, as well as their willingness to lead his men into battle. With the rise of the darkspawn horde in the south it thus falls on the Teyrn of Highever to send out the call once again: duty demands that an army be assembled and sent to King Cailan's aid at once.

As the Couslands will quickly discover, however, the darkness in Ferelden does not only lie in the heart of the evil horde in the south. Treachery stalks the halls of Highever Castle, as there are many men who would use even the occasion of a Blight to further their own ambitions.

As a young scion of the Cousland family, the duty of carrying its banner will fall to you. Will you live up to your family's proud heritage? Or will you forge your own path, and damn the consequences?"

Unique Origin Items Edit

Family Sword
Family SwordFamily Sword
Longsword
Grey Iron (Tier 2)
Requires: 13 strength

Damage: 7.70
Critical chance: 2.20%
Armor penetration: 2.30
Strength modifier: 1.00
+1 damage
+4 attack
Shield of Highever
Shield of HigheverShield of Highever
Kite shield
Grey Iron (Tier 2)
Requires: 20 strength

Fatigue: 3.36%
Strength modifier: 1.00
+4 attack

City ElfEdit

City Elf.JPG
"Take another step,
human, and I guarantee it shall be your last.
My friends are dead and my life is in tatters
because of you and your kin. I have
nothing to lose, but you still possess
your other eye."

SurnameEdit

Tabris

Given Names (Default)Edit

Male: Darrian
Female: Kallian

SummaryEdit

Main article: City Elf Origin

You have always lived under the heavy thumb of your human overlords, but when a local lord claiming his privilege with the bride shatters your wedding day, the simmering racial tensions explode in a rain of vengeance.

DescriptionEdit

"They planted a tree in the middle of the alienage long ago. Today it stands tall, healthy and green in sharp contrast to the city around it. For we are the poorest of the poor, the unwanted and the unwelcome huddled on the other side of the wall that separates us from the human part of the city. We are allowed to go there, to work on the docks or in their taverns and in their homes, but when dusk comes we must return. Any elf caught outside the alienage at night is likely to be mistaken for a sneak-thief or a pickpocket and let us be honest, the ones that stay out there at night probably are.

Our elder tells us that the tree is called the vhenadahl, and in the ancient elven tongue that means tree of the people. Its roots are deep and the elder says that as long as the vhenadahl lives so shall we. But he also says that there was once a time when our people lived in their own lands. He says that we were once ageless and strong, that it was the humans who took all this from us.

Is it true? Have we fallen so far? We are not unhappy. As poor as we are, we have a home. The alienage is no prison, it protects us, just as the vhenadahl shelters us. We dance and sing and make merry, stealing what moments we can to enjoy what little we have and I believe we appreciate it far more than the humans do. They have everything and appreciate nothing.

And perhaps the day will come when the humans come and try to take the alienage from us, too. If that day comes, I swear they shall regret it."

Unique Origin Items Edit

Adaia's Boots
Adaia's BootsAdaia's Boots
Light boots
Cured (Tier 2)
Requires: 11 strength

Armor: 1.0
Fatigue: 0.51%
Reduces hostility
Bloodstained Shield
Bloodstained ShieldBloodstained Shield
Buckler
Varies (Tier 1-7)
Requires: 10 strength

Fatigue: 0.0%
Strength modifier: 1.00
Borrowed Longsword
Borrowed LongswordBorrowed Longsword
Longsword
Iron/Grey Iron (Tier 1/2)

Damage: 7.00/7.70
Critical chance: 2.00%/2.20%
Armor penetration: 2.00/2.30
Strength modifier: 1.00
+1 armor penetration
+6 attack
Denerim Guard Shield
Denerim Guard ShieldDenerim Guard Shield
Heavy shield
Varies (Tier 1-7)
Requires: 22 strength

Fatigue: 4.5%
Strength modifier: 1.00
Fang
FangFang
Dagger
Varies (Tier 4-9)
Requires: 18-38 dexterity

Damage: 5.20-7.20
Critical chance: 3.90%-5.40%
Armor penetration: 5.80-10.00
Strength modifier: 0.85
+3 cunning
+5% melee critical chance
+6 attack
+10% critical/backstab damage
+1 nature damage
(during Unrest in the Alienage)
Fencer's Cinch
Fencer's CinchFencer's Cinch
Belt
The leather has been dyed a dark blue, highlighted here and there with polished steel rivets. The buckle has been fashioned in the shape of a wolf's head.

+4 attack
Wedding Clothes
Wedding ClothesWedding Clothes
Clothing
This expensive garment features finely embroidered silk panels and elegant stitching in gold and silver thread.

Locations Edit

  • This can be found in the footlocker in your home at the start of the City Elf Origin.

Trivia Edit

  • Despite the description, this is actually worth far less than the default clothing worn when starting out.
  • This same outfit can be seen worn by several female and male Noble dwarves in Ozrammar's Diamond quarters
  • There is a glitch, where, if the wedding clothes are worn by Sten, it will appear to be a solid golden color, similar to the glitch when Noble Clothing is worn by Morrigan or Leliana.
Wedding Ring
Wedding RingWedding Ring
Ring
A simple band of gold made from scraps of gilding by Nelaros at his father's forge in Highever.
(female City Elf only)

Dalish ElfEdit

Dalish Elf.JPG
"What a wonder it is to see such
stalwart bravado in one such as
yourself. It is heartwarming,
truly, to see that there are yet
humans willing to risk a slow
and torturous death in pursuit of
our most sacred treasures."

SurnameEdit

Mahariel

Given Names (Default)Edit

Male: Theron
Female: Lyna

SummaryEdit

Main article: Dalish Elf Origin

Proud of your role as one of the last 'true elves', you have always assumed you would spend your life wandering with your clan... until a chance encounter with a relic of your people's past threatens to tear you away from everything you've known.

DescriptionEdit

"'We are the Dalish: keepers of the lost lore, walkers of the lonely path. We are the last of the Elvhenan, and never again shall we submit.'

This is the oath the Dalish elves hold close to their hearts. In ancient times the elves ruled over Thedas alone, ageless and beautiful, until the humans came. Enslaved for a thousand years, the elves lost not only their immortality but their very identity. The Dalish are those elves who proudly refuse to live in human cities, proudly wandering the most remote corners of the wild lands in small clans that rarely meet. Their wagons are welcome nowhere, and more than one tale is told of the Dalish clashing with remote villagers who attempt to drive them away by force.

Much has been lost, but the Dalish will find what has been lost and keep it safe. They will re-learn the elven tongue, rediscover the ancient crafts and practice the old magics. They will spurn the human god and instead cleave to the ancient pantheon of the elves, praying that one day their own gods will return and lead their people to a new homeland. There the Dalish will await the return of those elves who have forgotten what they were, they will teach them to remember.

And until that day comes most importantly they will stand fast. As long as the landships are seen on the horizon there will be hope, hope that what was long ago shattered by the touch of mortal man may one day yet be restored."

Unique Origin Items Edit

Dalish Leather Belt
Dalish Leather BeltDalish Leather Belt
Belt
This is halla hide, embossed with images of birds in flight.

+0.75/+1.5 stamina regeneration in combat
Keeper's Ring
Keeper's RingKeeper's Ring
Ring
This ring was carved from a piece of willow, with images of foxes and hares decorating it.

+1 dexterity

MagiEdit

Mage.JPG
"Tread carefully, friend.
If you intend to cross the
path of one whose soul is
so tightly woven into the realm of the arcane,
I would not suggest
you do it lightly."

SurnamesEdit

  • Elven mage: Surana
  • Human mage: Amell

Given Names (Default)Edit

  • Elven Male: Alim
  • Elven Female: Neria
  • Human Male: Daylen
  • Human Female: Solona

SummaryEdit

Main article: Magi Origin

Gifted with a power considered dangerous by most, you have spent most of your life secluded in the remote tower of the Circle of Magi to be trained and watched closely by the dreaded Templars. Now your final test is upon you -- succeed and prove your strength or be slain.

DescriptionEdit

"The Circle of Magi exists to protect mages from a world that fears them, or so the young apprentices that are brought there are told. In truth, it exists as much to protect the world from the mages themselves. A time once existed when mages ruled the known world, bringing down ruin upon their enemies until at last they were overthrown. Now they are watched carefully by the Templars, mage-hunters aligned with the Chantry priests who would not hesitate to strike down any mage at the first sign of corruption.

For the temptations offered to mages are many. Their power draws demons to them from the Fade, demons that will attempt to wrest control of a mage's body and transform him/her into a vile abomination. What these demons cannot take by force they will sometimes attempt to take through deceit, offering knowledge of forbidden blood magic that allows a mage to control the minds of others and use their very life force to fuel his/her powers, leading him/her down a dark and destructive path.

All apprentices are taught to resist these temptations in the Circle of Magi, and the day comes when they must pass their final test: the Harrowing. They are literally thrown to the wolves, given over to a demon to either summon the willpower to defeat it or be possessed and die at templar hands. If the apprentice refuses they are made Tranquil, cut off from all emotion and magic and rendered unable to be possessed for their own good. There are no other options, save to flee and be branded an apostate and thus hunted by the templars forever.

Welcome to the Circle - the power to command the forces of magic is yours, for a price.

Unique Origin Items Edit

Apprentice Robes
Apprentice RobesApprentice Robes
Clothing
This protects one's modesty, if nothing else.

+1 willpower
Blackened Heartwood Staff
Blackened Heartwood StaffBlackened Heartwood Staff
Staff
Iron (Tier 1)
Requires: 16 magic

Damage: 4.00 (nature)
Armor penetration: 20.00
+2 damage
+2 spellpower
Ephemeralist's Belt
Ephemeralist's BeltEphemeralist's Belt
Belt
This plain strip of leather bears the mark of the Formari beneath the buckle.

+1% spirit resistance
Fade Striders
Fade StridersFade Striders
Light boots
Varies (Tier 1-7)
Requires: 10 strength

Armor: 0.75
Fatigue: 0.5%
+1 magic
Mage Robes
Mage RobesMage Robes
Clothing
This robe is enchanted to increase a mage's magical power.

+1 willpower
+1 magic
Ring of Study
Ring of StudyRing of Study
Ring
Traditionally, these rings of lyrium-infused silver are given to each mage upon successful completion of the Harrowing.

+1 magic
Spirit Charm
Spirit CharmSpirit Charm
Amulet
A flat disk of solid iron bearing the image of the flame of Andraste hangs on this hemp cord.

+10% fire resistance

Dwarf CommonerEdit

Casteless Dwarf.JPG
" I suggest you reach for your purse
swiftly friend. Ale may have dulled
my senses enough so that I merely
maim your pretty features,
but should I become sober I will be
in a mood to show
you a new realm of pain and violence."

SurnameEdit

Brosca

Given Names (Default)Edit

Male: Faren
Female: Natia

SummaryEdit

Main article: Dwarf Commoner Origin

Born casteless in a land where rank is everything, bound as the lackey and thug of a local crime lord, you have spent your life invisible... until chance thrusts you into the spotlight, where you can finally prove whether you will be defined by your actions or your birth.

DescriptionEdit

"There was a merchant come by Dust Town the other day, some poor sod who's had his skin burnt by the sun up on the surface lands once too often I'd say. How he gets let back into Orzammar I can't rightly say; he claims that he has a deal worked out. Who am I to argue when someone has an angle?

Point is, he tells me what them cloudheads think of us dwarves down here. It isn't even just the humans, there's surface dwarves who're born and bred up in the sun who think the same things, don't know any different. He says they say dwarves are smiths. Proud, noble warriors who like nothing better to mine a vein of ore or forge a decent sword.

Had us a good laugh, we did.

What would them humans think if they came to Dust Town and saw how the rest of us really lived? The ones that are casteless, the ones who aren't even considered worthy of being servants in the homes of the wealthy or pure enough to work the forges in the Shaperate. The nobles make sure we casteless get tattooed so they know who we are when they see us. That way they know who to spit on, right? Helps us, too. Makes it easier to figure out whose pockets are worth picking.

That's a joke. Not all of the casteless are criminals. Some of us are beggars, nug-catchers, street sweepers, and noble hunters. We do what we can to survive."

Unique Origin Item Edit

Aeducan Mace
Aeducan MaceAeducan Mace
Mace
Grey Iron (Tier 2)
Requires: 14 strength

Damage: 5.50
Critical chance: 0.55%
Armor penetration: 4.60
Strength modifier: 1.00
Messy kills +2 damage vs. darkspawn (sometimes)
Dwarven Warrior's Belt
Dwarven Warrior's BeltDwarven Warrior's Belt
Belt
Steel rivets have been driven through the leather, making this belt almost armored.

+1 strength
+1 armor

Dwarf NobleEdit

Dwarf Noble.JPG
"What I have seen and done to
achieve my position defies belief.
What I am capable of and will
be party to in order to retain it
would chill your soul."

SurnameEdit

Aeducan

Given Names (Default)Edit

Male: Duran
Female: Sereda

SummaryEdit

Main article: Dwarf Noble Origin

The favored child of the dwarven king, you proudly take up your first military command... only to learn that the deadly intrigues of dwarven politics can pose a greater danger than even that faced on the battlefield.

DescriptionEdit

"It is said that when the dwarves die, their spirits return to the Stone. This is not a reference to some mythological entity but rather to the actual stone that surrounds them. It is the roof over their head, the ground under their feet, the very basis from which their statues and architecture all are drawn from. Is it any wonder that they would apply such a reverence towards it?

Those dwarves who are strong and who do their duty are said to make the Stone stronger when they return to it. They add to the foundation's strength. Those who are weak, who are unlucky or criminal weaken the foundation or are rejected by the Stone altogether. Thus the struggle to prove one's worth is central to dwarven culture. Their noble houses connive and plot to eclipse each other in the Assembly, often resorting to intrigues such as assassination and blackmail to increase their own prestige. So long as the appearance of honor is maintained, the end always justifies the means.

House Aeducan has been prominent ever since its founding Paragon rose up to lead the defense of Orzammar against the darkspawn horde during the First Blight. With Endrin Aeducan the currently elected King, the House has been ascendant and thus is watched carefully by the envious and ambitious alike. Endrin is old, however, and the time has come for one of his children to make their move: they will prove their worth in replacing their father or fall to treachery from within their own family.

The halls of Orzammar run deep, they say, but the blood runs deeper."

Unique Origin Items Edit

Aeducan Family Shield
Aeducan Family ShieldAeducan Family Shield
Targe
Silverite (Tier 6)
Requires: 30 strength

Fatigue: 3.13%
Strength modifier: 1.00
+1 cunning
+1 constitution
+9 defense
+2/+4 damage vs. darkspawn
(given to the Warden by Gorim in Denerim)
Fine Dwarven Blade
Fine Dwarven BladeFine Dwarven Blade
Longsword
Grey Iron (Tier 2)
Requires: 13 strength

Damage: 7.70
Critical chance: 2.20%
Armor penetration: 2.30
Strength modifier: 1.00
+2 attack
*
Superior Dwarven Guard Armor
Superior Dwarven Guard ArmorSuperior Dwarven Guard Armor
Heavy chestpiece
Grey Iron (Tier 2)
Requires: 20 strength

Armor: 7.5
Fatigue: 14.7%
+1 armor
+10 physical resistance
(found on one of the corpses near the end of the origin.)

Note: The Fine Dwarven Blade is added to your inventory by Lord Harrowmont when he sees the Warden into exile at the gates of Orzammar, providing the Warden gives him a satisfactory answer when asked if they killed Trian:

  • If the Warden did not kill Trian, they can simply tell the truth.
  • If the Warden confronted Trian but attempted to surrender, the Warden can claim to have killed Trian in self-defense.
  • The Warden can also convincingly lie to Harrowmont if they have at least one point in Coercion.

BugsEdit

Prior to Patch 1.02, some players reported that the game would permanently remove from the player's inventory all DLC, including the Blood Dragon Armor breastplate. To resolve the issue without installing Patch 1.02 (or if Patch 1.02 fails to return the DLC to the inventory), try the following sequence:

  1. save the game
  2. quit to the menu
  3. disable the DLC
  4. force load the save
  5. save again
  6. quit to the menu
  7. re-enable the DLC
  8. load again

Orlesian Grey WardenEdit

Origin-GreyWarden icon.png

In Dragon Age: Origins - Awakening, a newly created character (i.e., one that was not imported from Origins) must choose the Grey Warden origin. The character will be an experienced Warden of Orlesian nationality sent from Orlais to take charge of rebuilding the order in Ferelden. They will begin at level 18.

DescriptionEdit

The Grey Wardens were once exiled from Ferelden for attempting to overthrow the king. They were permitted to return twenty years ago by King Maric, Cailan's father.

Given Names (Default)Edit

Unlike Origins, the default name does not change depending on class, only on race and gender.

MaleEdit

  • Human: Gerod Caron
  • Elven: Elyon Andras
  • Dwarven: Eram Kader

FemaleEdit

  • Human: Leonie Caron
  • Elven: Sidona Andras
  • Dwarven: Nika Kader


Starting Awakenings EquipmentEdit

Warrior

Grey Warden plate armor set
Grey Warden plate armor setGrey Warden plate armor set
Item set
Silverite (Tier 6)

Armor: 33.31
Fatigue: 27.5%
+2 constitution
+25 stamina
5% chance to dodge attacks
+4 attack
+3 defense
+5 mental resistance
+5 physical resistance
Set: +2 strength
Set: +6 constitution
Warden's Companion
Warden's CompanionWarden's Companion
Longsword
Dragonbone (Tier 7)
Requires: 31 strength

Damage: 11.20
Critical chance: 3.20%
Armor penetration: 4.00
Strength modifier: 1.00
Rune slot.png Rune slot.png Rune slot.png
+2 dexterity
+0.5 armor penetration
+4 attack
+6 damage vs. darkspawn
Warden's Reach
Warden's ReachWarden's Reach
Greatsword
Dragonbone (Tier 7)
Requires: 38 strength

Damage: 17.60
Critical chance: 2.40%
Armor penetration: 6.00
Strength modifier: 1.10
Rune slot.png Rune slot.png Rune slot.png
+15% critical/backstab damage
+3 cold damage
Twinblade
TwinbladeTwinblade
Dagger
Dragonbone (Tier 7)

Damage: 6.40
Critical chance: 4.80 %
Armor penetration: 8.00
Strength modifier: 0.85
Rune slot.png Rune slot.png Rune slot.png
+1% melee critical chance
+0.5 armor penetration
+2 attacks
+1 cold damage
Large Grey Warden Shield
Large Grey Warden ShieldLarge Grey Warden Shield
Targe
Dragonthorn (Tier 7)

Fatigue: 2.88%
Strength modifier: 1.00
+3 defense
Chance to avoid missile attacks
Absorbs damage
Commission
CommissionCommission
Longbow
Dragonthorn (Tier 7)

Damage: 9.60
Critical chance: 1.60%
Armor penetration: 8.80
Strength modifier: 1.00
Rapid aim
+3% ranged critical chance
+4 attack

Rogue

Grey Warden Light Helm
Grey Warden Light HelmGrey Warden Light Helm
Light helmet
Drakeskin (Tier 7)

Armor: 2.25
+2 cunning
+3 defense
Grey Warden Light Gloves
Grey Warden Light GlovesGrey Warden Light Gloves
Light gloves
Drakeskin (Tier 7)

Armor: 1.50
Fatigue: 1.15%
+4 attack
Orlesian Warden's Light Armor
Orlesian Warden's Light ArmorOrlesian Warden's Light Armor
Light chestpiece
Drakeskin (Tier 7)

Armor: 9.00
Fatigue: 2.30%
Rune slot.png Rune slot.png Rune slot.png
+2 dexterity
+4 armor
+0.5 stamina regeneration in combat
Grey Warden Leather Boots
Grey Warden Leather BootsGrey Warden Leather Boots
Light boots
Drakeskin (Tier 7)

Armor: 2.25
Fatigue: 0.57%
+2 armor
+5% chance to dodge attacks
Warden's Companion
Warden's CompanionWarden's Companion
Longsword
Dragonbone (Tier 7)
Requires: 31 strength

Damage: 11.20
Critical chance: 3.20%
Armor penetration: 4.00
Strength modifier: 1.00
Rune slot.png Rune slot.png Rune slot.png
+2 dexterity
+0.5 armor penetration
+4 attack
+6 damage vs. darkspawn
Twinblade
TwinbladeTwinblade
Dagger
Dragonbone (Tier 7)

Damage: 6.40
Critical chance: 4.80 %
Armor penetration: 8.00
Strength modifier: 0.85
Rune slot.png Rune slot.png Rune slot.png
+1% melee critical chance
+0.5 armor penetration
+2 attacks
+1 cold damage
Commission
CommissionCommission
Longbow
Dragonthorn (Tier 7)

Damage: 9.60
Critical chance: 1.60%
Armor penetration: 8.80
Strength modifier: 1.00
Rapid aim
+3% ranged critical chance
+4 attack

Mage

Grey Warden Cowl
Grey Warden CowlGrey Warden Cowl
Cloth helmet
The insignia of the Grey Wardens is embroidered in the cloth.

+2 willpower
+15 mental resistance
Elementalist's Grasp
Elementalist's GraspElementalist's Grasp
Light gloves
Inscribed (Tier 6)

Armor: 1.33
Fatigue: 1.125%
+5% fire damage
+5% spirit damage
+5% cold damage
+5% nature damage
+5% lightning damage
Robes of the Orlesian Magister
Robes of the Orlesian MagisterRobes of the Orlesian Magister
Clothing
Upon your departure for Amaranthine, the empress of Orlais herself presented you with these enchanted robes.

+4 magic
+10 cold resistance
+0.5 mana regeneration in combat
+3 armor
Magus War Boots
Magus War BootsMagus War Boots
Light boots
Drakeskin (Tier 7)

Armor: 2.25
Fatigue: 0.57%
+12 defense
The Dragon's Call
The Dragon's CallThe Dragon's Call
Staff
Dragonbone (Tier 7)
Requires: 36 magic

Damage: 6.40 (Fire)
Armor penetration: 40.00
+3 willpower
+0.25 mana regeneration in combat
+5 spellpower
Warden's Companion
Warden's CompanionWarden's Companion
Longsword
Dragonbone (Tier 7)
Requires: 31 strength

Damage: 11.20
Critical chance: 3.20%
Armor penetration: 4.00
Strength modifier: 1.00
Rune slot.png Rune slot.png Rune slot.png
+2 dexterity
+0.5 armor penetration
+4 attack
+6 damage vs. darkspawn

TriviaEdit

  • Originally, the human race had three origins; Noble, Mage, and Commoner. However, the Commoner origin was cut due to the story not fitting the tone of the game, as well as time constraints.[1] The Human Commoner was from a farm in Redcliffe and some dialogue for this origin can still be seen in the first narrated gameplay video. At one time, there was also a barbarian origin.[2]
  • According to Bioware telemetry, 80% of players chose Human origins, 15% - Elven origins (with the Elven Mage being the most popular) and 5% - Dwarven origins. This accounts for all registered playthroughs ever started.[3]
  • The Dalish Elf and Dwarf Noble origins are the only ones in which the Warden encounters darkspawn prior to setting out into the Korcari Wilds.
  • The default male name for the Human Noble origin may have been a nod to Áedán mac Gabráin, the king of Dál Riata which was situated in the coastal areas between modern-day Scotland and Ireland. This notion is reinforced by the fact that Fergus (your sibling in the human noble origin) was also the name of another king of Dál Riata, Fergus mac Echdach.
  • The mother of Hawke in DA2 shares the name Amell, with the Human Warden Mage. In some dialogue options of the game, providing the Hero of Ferelden is a Human Mage, Leandra reveals that the Human Mage Warden is actually the son or the daughter of her cousin (Revka), and a cousin of Hawke.
  • The homes of the Human Noble and Dalish Elf origins are the only ones in which the Warden is unable to return to after arriving in Ostagar.
Splr dao.png
“We now have a dog and Alistair is still the dumbest one in the party.” — Morrigan
This article contains spoilers for Dragon Age: Origins. Click here to reveal them.
  • Through dialogue during the game, it is clear that many (if not all) of the origin stories occur in each playthrough. Dialogue and events in the story in some ways suggest what may have happened had it not been for the timely arrival of Duncan, that The Warden was only recruited because Duncan was in the right place at the right time. It can be assumed by the fact that only Ser Jory and Daveth attempt the Joining that Duncan did not intervene in any of the other 5 origins stories. However, in Dragon Age II, Merrill - a permanent companion of Hawke's, and a temporary companion of the Dalish Elf Warden - will mention in party banter with Anders (another permanent companion, from Awakening) that she met a man named Duncan. This could mean that if the Dalish Elf died, then Duncan must have met Merrill (and possibly Fenarel too) during the origin story, only to have the Dalish Elf die before Duncan could leave with him/her. It is likely that the banter between Merrill and Anders is an import bug.
    • Dwarf Noble: The succession crisis that occurs in the wake of the death of Endrin happens whether or not Duncan is present to rescue the exile. Bhelen kills or has Trian killed, and the second offspring of Endrin is convicted by the Assembly and exiled. The Dwarf Noble was probably killed in the Deep Roads by darkspawn, as making it to the outposts of the Legion of the Dead would have required incredible skill or luck. Endrin's "middle child" is mentioned in passing at least once. Also, one can still find Trian's journal referencing Gorim preparing the Dwarf Noble's ceremonial armor, a gift for his sibling, as well as showing disdain at the Proving to be held in his sibling's honor in Codex Entry: Trian's Journal.
    • Dwarf Commoner : When the Dwarf Noble converses with the Proving master, they will be asked if they came to watch the provings; if the Noble replies "Wouldn't miss it.", they go to a staging area with a proving trainer. If conversed with, the proving trainer will talk about the earlier day's events, particularly of some "casteless bruiser" impersonating Everd and winning the provings (note: had the casteless not been busted, they might have fought the dwarven noble), only to be busted by the semi-sober Everd. Also, upon coming/returning to Orzammar, in the carta hideout, The Warden finds Leske in a cell, and in the next cell over, there is a dead dwarf. Leske mentions that the other dwarf stopped eating one day and died of starvation "all for a stupid bet." One can also still find Rica Brosca's letter in Bhelen's room: Codex Entry: A Letter from Rica. Additionally, if Behlen is made king, several Castless in Dust Town can be overheard talking about Rica.
    • Magi: Jowan escapes from the Circle of Magi; the would-be-mage Warden is presumably punished (along with Lily) by the Circle and/or Chantry, or both, or otherwise killed or twisted into an abomination during the events at the circle tower later on.
    • Human Noble: Arl Howe attacks Castle Cousland and usurps the Highever Teyrn regardless of Duncan's intervention. The Human Noble most likely died in the attack, as Duncan was not there to help whittle down the numbers of the invaders, leading to the Couslands being overwhelmed whilst attempting to escape.
    • Dalish Elf: Without Duncan's intervention, the Dalish Elf died from the taint, as Duncan was not present to offer to "cure" him/her with the Joining. In Witch Hunt, Ariane recalls 'another clan', which had two elves in it that found an Eluvian; one died of the taint, and the other was never seen again. However, if you play through Witch Hunt as a Dalish Elf you instead have a dialog option to note that you once saw an Eluvian that had to be destroyed to Finn's dismay. Ariane at one point asks the warden if he/she would have wished for events to play out a different way, the Warden staying with his/her clan instead having to fight the Blight. The shattered Eluvian and area you seek out is the same as in the Dalish Elf origin, and it is safe to assume that Tamlen went missing in either instance as usual and later join the Darkspawn to attack the camp, while the Dalish Elf died of the taint without Duncan's intervention as stated above.
    • City Elf: The City Elf may or may not have died during the rescue of the women kidnapped by Vaughan and his associates, or they may have been summarily executed for the events in the estate. Since Duncan would not be there to lend them a sword for infiltrating the estate, the City Elf & Soris would have significantly less chance of successfully rescuing them. Upon arrival at Denerim, the Warden learns that there is unrest in the Alienage, so it is assumed that the events of that origin story occurred anyway, leaving authorities to scour the Alienage. As Vaughan is always found alive in in dungeon of his estate, he was not killed during the uprising. When the Arl of Denerim's estate is visited later in the game, some guards mention a group of elves that broke into palace earlier, apparently in reference to the City Elf origin.
    • Other connections:

ReferencesEdit

  1. David Gaider, BioWare Forums
  2. David Gaider, BioWare Forums
  3. Gaider, David. "Regarding Player Race in DA3". Retrieved 8 April, 2012.

See alsoEdit

External linksEdit

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