Dragon Age: Origins - Ultimate Edition: Complete Guide

A full guide to Dragon Age: Origins - Ultimate Edition: origins, party building, specializations and how to unlock them, the main quest order, missable content, the DLC and Awakening, plus tips for running a 2009 game on a modern PC.

Researched September 2026 — current as of the final Ultimate Edition release (October 2010; no further patches). Live games change; check the linked sources if something differs.

What's in the Ultimate Edition

Quick Start

  1. Pick an origin you'll enjoy, not the "best" one. Origins set your first hours and how NPCs treat you, then everyone joins the same main story.
  2. Use the pause and tactical camera. Combat is real-time with pause. Pause constantly on Hard and Nightmare.
  3. Set up Tactics for companions. Tactics slots are like simple scripts ("if ally health below 50%, cast Heal"). Good tactics make the AI competent.
  4. Recruit everyone in Lothering before leaving. Lothering is inaccessible once you leave it.
  5. Bring a healer. Wynne, or a mage with the Spirit Healer specialization or at least Heal and Rejuvenate spells.
  6. Talk to companions at camp. Approval unlocks their personal quests, romances and, for some, specializations.
  7. Get Warden's Keep and The Stone Prisoner early. Shale is a strong party member and Warden's Keep gives a party storage chest and great gear.
  8. Save in multiple slots. Big decisions are permanent, and some quests can bug if you leave areas mid-way.

The Six Origins

Origin Race / class Notes
Human Noble Human warrior or rogue Classic intro at Highever castle
Magi Human or elf mage The Circle Tower and the Harrowing
City Elf Elf warrior or rogue Denerim alienage, strong story
Dalish Elf Elf warrior or rogue Forest clan, ties to the Brecilian Forest later
Dwarf Commoner Dwarf warrior or rogue Orzammar's streets
Dwarf Noble Dwarf warrior or rogue Orzammar politics, very reactive later

Origins pay off later: characters from your origin come back and react to you.

Party and Companions

Companion Class How you get them
Alistair Warrior Joins at Ostagar
Morrigan Mage Joins after Ostagar
Leliana Rogue Lothering tavern
Sten Warrior Lothering (caged by the Chantry)
Dog Mabari war hound Early (varies by origin)
Zevran Rogue Ambush on the road after you've progressed
Wynne Mage Circle Tower (Broken Circle)
Oghren Warrior Orzammar
Shale Golem The Stone Prisoner DLC (Honnleath)

Loghain can also join late in the story depending on your choices, which has consequences for Alistair.

Approval

Classes and Specializations

You get a specialization point at level 7 and level 14 (and another at level 22 in Awakening). You must also have unlocked the specialization first. Unlocks are profile-wide: once a specialization is unlocked (or its manual bought) in any playthrough, it stays available for all current and future characters.

Class Specializations (base game)
Warrior Berserker, Champion, Reaver, Templar
Rogue Assassin, Bard, Duelist, Ranger
Mage Arcane Warrior, Blood Mage, Shapeshifter, Spirit Healer

How to unlock each one

Specialization Trainer / event Manual (if you miss the trainer)
Berserker Oghren, with high approval Gorim, Denerim Market District
Champion Arl Eamon's reward after the Urn of Sacred Ashes cures him (Loghain can also teach it if he joins) None
Reaver Kolgrim at Haven: accept his vial of blood and defile Andraste's Ashes, then talk to him afterwards None
Templar Alistair, with high approval Bodahn Feddic, party camp
Assassin Zevran, with high approval Alarith, Denerim Alienage (after the Landsmeet begins)
Bard Leliana, after her conversation about her minstrel past in Orlais Alimar, Dust Town (Orzammar)
Duelist Isabela at The Pearl in Denerim: persuade, seduce, or beat her at cards None
Ranger No trainer Bodahn Feddic, party camp
Arcane Warrior The phylactery (a spirit in a gem) in the Brecilian Ruins during Nature of the Beast; mages only None
Blood Mage Accept the desire demon's offer of "forbidden arts" in the Fade during the Redcliffe/Connor quest; Avernus in Warden's Keep also teaches it None
Shapeshifter Ask Morrigan at camp Varathorn, Dalish camp (Brecilian Outskirts)
Spirit Healer No companion teaches it (not even Wynne) Wonders of Thedas in Denerim, or the Soldier's Peak vendor after Warden's Keep

Manuals cost roughly 11 to 15 sovereigns, so a first playthrough can afford most of them by mid-game. Because unlocks carry over, buying a manual once is enough forever.

Proven builds

Mage spell combos are worth learning. Casting certain spells together triggers a stronger effect:

Combo How Effect
Storm of the Century Blizzard + Tempest Huge damaging area storm
Grease Fire Grease + any fire spell Sets the grease slick ablaze, burning everyone in it
Shattering Freeze a target (e.g. Cone of Cold), then hit it hard (e.g. Stonefist) Can kill normal enemies outright; doesn't work on lieutenants and above

These combos hit your own party too, so place them where only enemies stand, especially on higher difficulties.

Attribute basics

Companion gifts

Each companion has items they love; giving the right gift is a quick approval boost. A few well-known examples: Oghren takes alcohol from the various bartenders, Leliana likes religious items such as the Golden Symbol of Andraste (Orzammar Commons), Morrigan wants the Black Grimoire from the Circle Tower's senior mage quarters, and Sten appreciates art like the Painting of the Rebel Queen. Also look for Sten's sword in Dwyn's chest at his home in Redcliffe Village; returning it matters for Sten.

Main Story Order

After the origin and Ostagar, you go through Lothering and then can do the four treaty quests in any order:

  1. Broken Circle — the Circle Tower at Lake Calenhad. Choose to save the mages or let the templars purge them; Wynne joins if the mages survive.
  2. The Arl of Redcliffe — defend Redcliffe village, then deal with the possessed boy Connor. Doing the Circle first gives you the option to ask mages for help.
  3. Nature of the Beast — the Dalish and the werewolves in the Brecilian Forest.
  4. A Paragon of Her Kind — Orzammar politics (Bhelen vs Harrowmont) and a long Deep Roads trip.
  5. The Urn of Sacred Ashes — needed to cure Arl Eamon; it leads to Haven.
  6. The Landsmeet in Denerim — decide Ferelden's ruler (Alistair and/or Anora) and Loghain's fate.
  7. The Battle of Denerim — the final assault on the Archdemon. Talk to Morrigan the night before.

Suggested order for a smooth first run: Circle Tower → Redcliffe → Urn of Sacred Ashes → Brecilian Forest → Orzammar → Landsmeet. Orzammar's Deep Roads section is the longest; go in prepared and well-stocked.

Missables

DLC and Awakening

Pack What it is When to do it
The Stone Prisoner Recruit Shale in Honnleath Early
Warden's Keep Soldier's Peak: storage chest, Avernus, strong Warden gear and the meteor-forged Starfang sword Early–mid
Return to Ostagar Recover King Cailan's gear Mid
Feastday Gifts / Pranks Novelty gifts for companions Any time
The Darkspawn Chronicles "What if" alternate story as the darkspawn Separate from main campaign
Leliana's Song Prequel as Leliana Separate
The Golems of Amgarrak Hard standalone dungeon Late / separate
Witch Hunt Epilogue about Morrigan After the main campaign
Awakening Full expansion as Warden-Commander in Amaranthine and Vigil's Keep, new companions and specializations After the main game (import your Warden) or with a new Orlesian Warden

Awakening adds new specializations (Guardian, Spirit Warrior, Legionnaire Scout, Shadow, Battlemage, Keeper), runecrafting and new companions such as Anders, Nathaniel Howe, Justice, Sigrun and Velanna, with Oghren returning.

Common Mistakes to Avoid

Advanced Tips

Running It on a Modern PC

FAQ

Which origin is best for a first playthrough? Human Noble is the most straightforward; City Elf and Dwarf Noble have the strongest story payoffs.

Can I romance companions? Yes: Alistair, Morrigan, Leliana and Zevran, with restrictions by gender.

Should I play Awakening with my main Warden? Yes; importing keeps your character and choices.

Is the Ultimate Edition complete? Yes: base game, Awakening, and all nine content packs.

How long is it? A long RPG; the main story plus DLC and Awakening is easily 60+ hours.

Does it still play well in 2026? Yes, especially with a Large Address Aware patch and a fixpack if you run into crashes or scripted bugs.

Sources