Guides / Dragon Age: Origins - Ultimate Edition

Denerim

Dragon Age: Origins - Ultimate Edition guide · After arriving at the capital
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Denerim is the capital city of Ferelden and serves as a major hub containing various sub-districts, side quests, and main story progression points. Players visit the city repeatedly to fulfill quests for companion storylines, faction tasks from the Blackstone Irregulars and Mage's Collective, and eventually to participate in the Landsmeet. As the story advances toward the climax, key areas like the Alienage and the Arl of Denerim's Estate become accessible to resolve the kingdom's political crisis.

Related quests: Friends of Red Jenny

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Items

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Secrets

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Enemies

Blood Mage
Weak to Mana Clash or silence effects

Often hides behind mercenary tanks; cast Mana Clash instantly to neutralize their massive area-of-effect spells.

Sir Cauthrien
Weak to Stun or crowd controlSteal / drop Summer Sword

Extremely dangerous heavily armored elite during the escape from the Arl of Denerim's Estate; fighting her head-on is optional since surrendering advances the story.

Gaxkang the Unbound
Weak to Spirit damage or physical crowd controlSteal / drop Keening Blade, Fade Wall

Powerful revenant-type optional boss found in an inconspicuous house in the Back Alleys after collecting all Unbound notes.

Shops and people

  • Wonders of Thedas: High-end magical staves, robes, accessories, and enchanting ingredients
  • Gorim: Heavy weapons, armor, Masterwork crafting components, and various unique high-tier equipment
  • Alarith's Store: Elfroots, herbs, crafting recipes, and regional Alienage goods once the Alienage is open

Tips

  • Buy the Master Archer or Combat training tomes from the merchants in the Market District as early as you can afford them, as they offer permanent talent points.
  • Do not sell off miscellaneous quest items before checking the Blackstone Irregulars board and the Mage's Collective liaison located near the Wonders of Thedas.
  • When attempting to defeat Sir Cauthrien instead of surrendering, pull your party back into the entryway hallway to avoid archer fire from the upper balconies.

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