Sandal and his adoptive father are surfacers, dwarves who have left Orzammar for the surface to have dealings with humans and other species. Bodahn found Sandal abandoned during one of his many expeditions into the Deep Roads, and has since adopted him, caring for him as if a biological son.
According to Bodahn, Sandal may be lyrium addled due to the exposure to lyrium in the Deep Roads.
Bodahn claims the Circle of Magi declared Sandal a savant. As such, Sandal is unable to care for himself, and has a limited mental capacity for common tasks (such as conversation, where he usually replies with one word answers), while excelling at enchanting and, to a lesser degree, runecrafting.
“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.
Sandal is rescued from darkspawn along with his father when leaving Lothering. If they are allowed to join, he'll offer his services along with his father.
Sandal will be met again during the climax in Denerim at Fort Drakon, surrounded by dead darkspawn and covered in blood. When asked what happened, he will just say, "Enchantment?", and then proceed to open the enchantment screen. While his father is not with him, he does have his father's goods in stock, available for purchase.
“Phew! Am I bleeding? Oh look, a rip in my robe.” — Finn This article contains spoilers for Witch Hunt. Click here to reveal them.
Sandal appears once again in the Circle Tower during the Witch HuntDLC, selling and enchanting items under the jurisdiction of Hadley and the templars. His vocabulary has increased in size very slightly since his last encounter with the Warden. He is also now able to enchant armor.
“There are men who embrace destiny; these are the ones that change the world forever.” — Flemeth This article contains spoilers for Dragon Age II. Click here to reveal them.
The first chance to meet Sandal is at the Dwarven Merchant's Guild in Hightown. Later, during the deep roads expedition, there is a side-quest in which Bodahn asks Hawke to find Sandal, who was wandered off into the deep roads. He is found unharmed, and surrounded by dead darkspawn much like what happened at Fort Drakon. when questioned, he hands Hawke a rune and states "Boom". Upon further inspection of the area, there is also a frozen ogre in mid-charge and when inquired about this, Sandal simply says "Not enchantment."
After the deep roads expedition he sets up shop in the Amell Estate along with Bodahn. He can craft any rune, including Sandal's Special Rune.
Bodahn will mention that they left the mage tower where Sandal had been researching, because he didn't like their "greedy eyes." Afraid that the circle may have wanted to keep him forever, he left beforehand.
He last appears in the Gallows with Hawke's storage chest, as well as selling all of Bodahn's wares and enchantments after "slaying" several Mages, Templars, Demons and even a giant Pride Demon in a similar fashion to what happened at the end of Origins at Fort Drakon. In the mage campaign of The Last Straw he appears only once, but in the templar campaign he will also appear shortly after your fight with Orsino.
Dialogue between Carta members in the LegacyDLC implies that Sandal is the bastard son of an Aeducan, whose mother was either an elf or a human.
Soulrot BombSoulrot BombPoison-Making A flask filled with a murky green potion.
x3
0003536.25
35 36
0000768.75
7 68
Acid Flask
Acid FlaskAcid FlaskPoison-Making A flask of corrosive acid.
x3
0002673.75
26 73
0000581.25
5 81
Freeze Bomb
Freeze BombFreeze BombPoison-Making A glass flask filled with an ice-cold liquid.
x3
0002673.75
26 73
0000581.25
5 81
Master Health Poultice
Master Health PoulticeMaster Health PoulticeHerbalism A skilled herbalist has rendered a variety of medicinal ingredients into this soothing, restorative substance.
x2
0035333.75
3 53 33
0007681.25
76 81
Potent Health Poultice
Potent Health PoulticePotent Health PoulticeHerbalism A skilled herbalist has rendered a variety of medicinal ingredients into this soothing, restorative substance.
x5
0012333.75
1 23 33
0002681.25
26 81
Greater Injury Kit
Greater Injury KitGreater Injury KitHerbalism A kit containing bandages and other healing aids.
x2
0000012420
1 24 20
0000002700
27 0
Injury Kit
Injury KitInjury KitHerbalism A kit containing bandages and other healing aids.
x5
0008021.25
80 21
0001743.75
17 43
Double-Baked Mabari Crunch
Double-Baked Mabari CrunchDouble-Baked Mabari CrunchHerbalism With a lovely melted cheese topping, double-baked mabari crunch is absolutely irresistible. At least if you're a dog.
x2
00000172.5
1 72
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37
Mabari Crunch
Mabari CrunchMabari CrunchHerbalism It's a mystery why the fighting hounds of Ferelden desire treats composed partially of plant matter. The crunch is also a mystery.
x5
0000086.25
86
0000018.75
18
Master Stamina Draught
Master Stamina DraughtMaster Stamina DraughtHerbalism A single sip of this liquid is surprisingly reinvigorating.
x2
0000057500
5 75 0
0000012500
1 25 0
Potent Stamina Draught
Potent Stamina DraughtPotent Stamina DraughtHerbalism A single sip of this liquid is surprisingly reinvigorating.
x5
0000034500
3 45 0
0000007500
75 0
Master Lyrium Potion
Master Lyrium PotionMaster Lyrium PotionHerbalism A potion that contains a small amount of refined lyrium.
x2
0000086250
8 62 50
0000018750
1 87 50
Potent Lyrium Potion
Potent Lyrium PotionPotent Lyrium PotionHerbalism A potion that contains a small amount of refined lyrium.
x5
0000057500
5 75 0
0000012500
1 25 0
Concentrator Agent
Concentrator AgentConcentrator AgentItem Heatherum and Foxite are both common herbs in Ferelden. When distilled to be sufficient purity, they may be used as herbal agents to concentrate the effects of many potions, salves, and poisons.
x26
0000003450
34 50
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7 50
Madcap Bulb
Madcap BulbMadcap BulbIngredient Fereldan youths sometimes try eating madcap bulbs. They rarely repeat the experience.
x5
0000002530
25 30
0000000550
5 50
Rashvine Nettle
Rashvine NettleRashvine NettleIngredient This plant burns the skin, but surprisingly not the tongue. It has no flavor whatsoever.
x5
00002472.5
24 72
00000537.5
5 37
Blood Lotus
Blood LotusBlood LotusIngredient This flower is famous for surviving in almost any climate.
x5
0000002415
24 15
0000000525
5 25
Spirit Shard
Spirit ShardSpirit ShardItem Spirit shards are enchanted lifestones that are used in several potions and poisons that affect the mind.
x10
0000002300
23 0
0000000500
5 0
Distillation Agent
Distillation AgentDistillation AgentItem One of the three rare bulbs found in the Frostback Mountains, when dried and powdered they become an excellent distillation agent required to evoke magical properties in crafting.
x24
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13 80
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3 0
Corrupter Agent
Corrupter AgentCorrupter AgentItem Said to have been made from lifestone that has been corrupted by the darkspawn taint in the Deep Roads, this powdery agent is required to create some of the most powerful poisons and traps known.
x10
0000001380
13 80
0000000300
3 0
Fire Crystal
Fire CrystalFire CrystalItem These shards of lifestone are infused with magic, either naturally or by one of the Tranquil. They're white-hot and useful in many fire-related potions and traps.
x10
0000001150
11 50
0000000250
2 50
Frozen Lightning
Frozen LightningFrozen LightningItem Frozen lightning is a common name for a crystal that can naturally store electricity, which has made it a sought-after ingredient in the composition of several items and salves.
x10
0000001150
11 50
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2 50
Lifestone
LifestoneLifestoneItem These rare rocks have existed in close proximity to lyrium ore, and as such, they have absorbed some of its traits. Lifestones enhance the natural properties of other materials used in item creation.
x10
0000001150
11 50
0000000250
2 50
Frostrock
FrostrockFrostrockItem These shards of lifestone are infused with magic, either naturally or by one of the Tranquil. Frostrocks radiate cold and can be used in many cold-related potions and traps.
x10
0000001150
11 50
0000000250
2 50
Etching Agent
Etching AgentEtching AgentIngredient By itself, this substance is inert, but a caustic reaction ensues when it comes into contact with a lyrium rune.
x99
0000000920
9 20
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2 0
Trap Trigger
Trap TriggerTrap TriggerItem Even the most powerful trap requires a trigger. This bit of metal and wire could easily be turned into one by someone of sufficient skill.
x99
0000000230
2 30
0000000050
50
Lyrium Dust
Lyrium DustLyrium DustItem This is lyrium found in a natural powdered state, ready to be incorporated into potions.
Use: Consumption of lyrium dust restores a small amount of mana (mage only)
x20
0000000230
2 30
0000000050
50
Flask
FlaskFlaskItem These simple glass containers are able to hold many compounds, even unstable ones.
x99
0000000115
1 15
0000000025
25
Deathroot
DeathrootDeathrootItem A harmless enough plant on its own, deathroot's thick leaves contain an extract that the Chasind have used to induce hallucinations for centuries. Sufficiently concentrated, it can be made into a deadly poison.
x20
0000000115
1 15
0000000025
25
Blank Runestone
Blank RunestoneBlank RunestoneIngredient This stone is incredibly thin, yet not brittle at all.
x57
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12
Deep Mushroom
Deep MushroomDeep MushroomItem Fungi found underground in close proximity to lyrium veins. In addition to their restorative properties, they can also be made into poisons.
Use: After chewing a deep mushroom, warriors and rogues regain a small amount of stamina. Mages gain no benefit from chewing deep mushrooms.
x57
00000057.5
57
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12
Elfroot
ElfrootElfrootItem The common name for canavaris, this herb actually has little to do with elves other than being commonly collected and traded to outsiders by the Dalish. It is the primary ingredient in many healing salves.
Use: Chewing elfroot restores a small amount of health, and those with skill can use elfroot to make more potent elixirs.
x57
00000057.5
57
00000012.5
12
Greater Tome of the Mortal Vessel
Greater Tome of the Mortal VesselGreater Tome of the Mortal VesselTome A relic of the Alamarri, the barbarian people among whom Andraste was born. Their drive to perfect the mortal form was unparalleled, and study of their ways grants a significant increase in the reader's base attributes.
0000230000
23 0 0
0000050000
5 0 0
Tome of Physical Technique
Tome of Physical TechniqueTome of Physical TechniqueTome A manuscript of physical arts, scribed by a master and rarely seen outside of the most prestigious militias and guilds. Careful study grants the reader access to additional rogue or warrior talents.
0000172500
17 25 0
0000037500
3 75 0
Tome of Skill and Sundry
Tome of Skill and SundryTome of Skill and SundryTome A sprawling work of early Ferelden that attempts to unify many disciplines under one theory of mental capacity. Long censored by the Chantry, the book grants a greater capacity for general skills.
0000115000
11 50 0
0000025000
2 50 0
Pure Bitch Braid
Pure Bitch BraidPure Bitch BraidCollar Trademark of The Line, an ancient monastic order dedicated to preserving a purebred strain of mabari. There have been four "Pure Bitch" designations during the last century, legendary hounds each.
+8 attack +8 armor
0000057500
5 75 0
0000012500
1 25 0
Black Leather Collar
Black Leather CollarBlack Leather CollarCollar Heavy black leather, from which a mabari, hopefully, can't wriggle free.
+0.5 armor penetration +2 armor
0000015870
1 58 70
0000003450
34 50
Worn Studded Braid
Worn Studded BraidWorn Studded BraidCollar A comfortably stretched and presumably familiar collar. There is a printed family crest, but the color has gone out of it.
+2 constitution
0000015295
1 52 95
0000003325
33 25
Kaddis of the Trickster
Kaddis of the TricksterKaddis of the TricksterWarpaint This pattern is ancient, said to date back to the days of Dane.
+3 damage
0027065.25
2 70 65
0005883.75
58 83
Warpaint of the Waking Sea
Warpaint of the Waking SeaWarpaint of the Waking SeaWarpaint A pattern traditional to the Waking Sea Bannorn.
+0.25/+0.5 health regeneration in combat
0000026105
2 61 5
0000005675
56 75
Warpaint of the Wolfhound
Warpaint of the WolfhoundWarpaint of the WolfhoundWarpaint This dates back to the Black Age, and supposedly brings luck when fighting beasts.
+4 damage vs. beasts
0000023575
2 35 75
0000005125
51 25
The Spellward
The SpellwardThe SpellwardAmulet Templars assigned to hunt the most dangerous apostates and blood mages treasured this amulet above all else. The circumstances through which it left Chantry control are better left unconsidered.
+5 willpower +8 health regeneration while exploring +30% spell resistance +10% chance to dodge attacks +6 defense against missiles
0000672175
67 21 75
0000146125
14 61 25
Reflection
ReflectionReflectionAmulet A simple amulet with a mirrored back and an archaic symbol of the Chantry on the front. Sometimes, when gazing into the silvered backing, there are fleeting glimpses of someone else: the face is familiar, and the smile encouraging.
+1 constitution +15% to healing effects received
0000024150
2 41 50
0000005250
52 50
Apprentice's Amulet
Apprentice's AmuletApprentice's AmuletAmulet The copper pendant on this chain once bore the emblem of the Circle, but generations of worrying hands have rubbed the design completely away. The smooth metal is oddly comforting to hold.
+5% fire resistance +5% cold resistance +1 armor
0000013800
1 38 0
0000003000
30 0
Temperament
TemperamentTemperamentAmulet A simple pendant with a bold, almost ungainly inscription. Very heavy, and reminiscent of the rugged peoples of the Anderfels in the northwest.
+10 mental resistance
0000007475
74 75
0000001625
16 25
Battlemage's Cinch
Battlemage's CinchBattlemage's CinchBelt Few Mages have ever willingly removed this belt.
+5 willpower +5 spellpower
0000041975
4 19 75
0000009125
91 25
Magister's Cinch
Magister's CinchMagister's CinchBelt This was formed from several braided strips of dark material. One feels ice cold to the touch. Another, extremely hot. Yet another seems almost to have a pulse of its own.
Reduces hostility +10% to healing effects received
0000023575
2 35 75
0000005125
51 25
Dalish Hunter's Belt
Dalish Hunter's BeltDalish Hunter's BeltBelt Made from bear skin, this is finely embossed with scenes of hunters with bows drawn.
+0.75/+1.5 stamina regeneration in combat
0000018515
1 85 15
0000004025
40 25
Ephemeralist's Belt
Ephemeralist's BeltEphemeralist's BeltBelt This plain strip of leather bears the mark of the Formari beneath the buckle.
+1% spirit resistance
0000001840
18 40
0000000400
4 0
Lifegiver
LifegiverLifegiverRing The dark arts of a powerful blood mage forged this ring. Despite its unsavory origin, the ring's power has made it a favorite of many nobles and heroes over the centuries. Some say its abilities come at a price, but if true, that price is not apparent.
+10 constitution +3/+6 health regeneration in combat +10 health regeneration while exploring +3 armor +20% to healing effects received
0000777400
77 74 0
0000169000
16 90 0
Ring of Faith
Ring of FaithRing of FaithRing The designs on this bit of ivory are almost primitive, depicting rays of light. It has a warm, luminous quality, as if always sitting in sunshine on a summer afternoon.
+10% fire damage
0000013685
1 36 85
0000002975
29 75
Spiral Band
Spiral BandSpiral BandRing The metal of this ring twists on itself. It appears uncomfortable, as though it couldn't possibly fit correctly, but it quickly conforms to the user's finger.
+5% spirit damage
0000007935
79 35
0000001725
17 25
Intensifying Rune
Intensifying RuneIntensifying RuneWeapon Rune No word precisely captures the meaning of this rune, but it is something like "bigger".
During the Deep Roads expedition in Dragon Age II, Sandal will be found surrounded by darkspawn corpses. According to him, he blew up with an enchantment, simply saying "Boom.", although the frozen ogre next to him was "not enchantment!" During the final mission of the game, he is surrounded by the corpses of abominations and demons, mirroring the same instance from the first game before the Warden fights the Archdemon.
When talked to in Hawke's Estate, Sandal will sometimes mention a scary old lady telling him bad things in his head.
When examining the upstairs banister in your Hightown Mansion in Dragon Age II, Hawke notices handprints on the chandelier. Hawke suggests Sandal has been swinging from it. Alternatively, if Merrill lives in the estate, Hawke will say that she has been swinging on it. The same happens when examining the bed (Sandal or Merrill jumping on the bed).
When Hawke speaks with their mabari after acquiring the estate, Sandal will be in a "conversation" with it where they bark back and forth. Bodahn says they're having a good conversation. This is similar to dialogue between Sten and the Warden's dog in Dragon Age: Origins, although much less aggressive.
There appears to be a slight continuity error with Sandal in the timeline. Sandal is seen in Kirkwall a year after the Battle of Denerim with his father Bodahn on the Deep Roads Expedition. He stays in Kirkwall for the next three years, yet he is seen in Witch Hunt, which happens two and a half years after the Blight. However, it is possible that Bodahn and Sandal moved back and forth from Kirkwall to Ferelden over the course of three years due to the trade purposes of their traveling business.
When talked to in Hawke's Estate, Sandal will sometimes say 'that big tower in the lake is scary', to which Bodahn replies with 'he means the Gallows and I quite agree'.