Dragon Age Origins Awakening Gifts: Why You Should Care About Approval in Amaranthine

Dragon Age Origins Awakening Gifts: Why You Should Care About Approval in Amaranthine

Look, let’s be real for a second. If you’re playing the Awakening expansion, you’re probably already exhausted from managing your party in the base game. You spent hours bribing Morrigan with gold mirrors and Alistair with tiny stone statues just so they wouldn’t leave your party or, worse, hate your guts during the Landsmeet. Now you’re in Amaranthine, the Wardens are a mess, and you’ve got a whole new crew of misfits—and Oghren—to keep happy. Dragon age origins awakening gifts aren't just inventory clutter; they are the difference between a loyal squad and a group of grumpy mercenaries who might just let you die in the Deep Roads.

It feels different this time. In the base game, gifts were basically a currency. In Awakening, the system gets a bit more personal, especially with the introduction of "Plot Gifts" that actually trigger dialogue or companion quests. You can't just spam any old junk and expect a +10. Well, you can, but it’s a waste. Honestly, if you aren't paying attention to who likes what, you’re missing out on some of the best character beats BioWare ever wrote.

The Weird Art of Gifting in Amaranthine

Don't just throw things at your companions. That's mistake number one. In the Awakening expansion, the approval thresholds feel a bit tighter because the campaign is shorter. You don't have eighty hours to win them over. You've got maybe fifteen to twenty if you’re a completionist.

Each companion has a "flavor." Anders likes things that remind him of freedom or, strangely, cats. Nathaniel Howe is a bit of a brooding mess, so he leans toward family heirlooms. Sigrun? She’s a Legionnaire of the Dead, so don’t expect her to jump for joy over a silk scarf. She wants things that ground her to the world she’s technically supposed to be "dead" to. It’s a bit macabre, sure, but that’s the Grey Warden life.

Anders and the Cat Obsession

Let’s talk about the mage in the room. Anders is a fan favorite for a reason, but in Awakening, he’s less "justice-obsessed revolutionary" and more "sarcastic guy who just wants to keep his kitten." If you find Kitten in the Vigil’s Keep courtyard, give it to him. It’s arguably the most iconic gift in the series. It doesn't just give a massive approval boost; it stays in his inventory. It becomes a part of his character.

Beyond the feline friend, Anders goes for things like the Bell Collar or the Knitted Scarf. Basically, if it looks like something a grandmother would own or something for a pet, Anders is your guy. He also likes the Phylactery, which is a bit dark considering his history with the Circle, but it serves as a powerful reminder of what he escaped.

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Dealing with the Howe Legacy

Nathaniel Howe is a tough nut to crack. He starts off wanting to kill you because you're living in his dad's house. Giving him gifts feels a bit like trying to make friends with a stray dog that’s already bitten you twice. But he’s worth it. His gifts are mostly centered around the Howe family history.

Find the Howe Bow (The Heart of Vengeance) or the Howe Family Spear. These aren't just items; they are pieces of his identity that were stripped away when his father, Rendon Howe, became the most hated man in Ferelden. When you give these to him, the dialogue isn't just a "thanks." It’s a moment of him reconciling who his family was versus who they became. Also, give him the Sextant and the Lockpicks. He’s a rogue; he likes tools of the trade.

Oghren Never Changes

Then there’s Oghren. If you brought him over from the base game, his approval might already be high, or it might be in the gutter if you were "too nice" to him. In Awakening, Oghren is dealing with some serious abandonment issues regarding Felsi and his kid. His gifts are predictably liquid.

  1. Alley King’s Flagon: He loves it. Obviously.
  2. Mackay’s Epic Single Malt: Again, booze.
  3. Dragon’s Piss: This is actually a drink in the game. Don't ask.
  4. Toy Horse: This is the big one. It’s a Plot Gift. It triggers a conversation about his child. It’s one of the few times Oghren drops the drunk act and shows real vulnerability.

Giving Oghren the right dragon age origins awakening gifts is actually kind of sad. You’re enabling his habit while also trying to remind him he’s a father. It’s complex. It’s BioWare at its peak.

The Newcomers: Velanna and Sigrun

Velanna is prickly. That’s putting it lightly. She’s an elf who hates humans, and you’re likely a human (or a dwarf, or an elf who works with humans). To get her on your side, you need to appeal to her Dalish roots and her love for nature. Items like Elven Trinkets, Blank Journals, and the Symmetric Leaf are the way to go. She wants to preserve her culture. She’s desperate for it.

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Sigrun is the opposite. She’s a Legionnaire. She’s supposed to be dead. Giving her gifts feels like you're pulling her back into the world of the living. She loves the Spyglass and the Potted Plant. The plant is particularly touching—it’s something that needs care to survive, much like her own sense of self. If you give her the Warrior’s Heart or the Soap-on-a-Rope, you'll see a side of her that isn't just "tough dwarf lady."

Justice: The Spirit in a Dead Man

Justice is a weird one. He’s a spirit inhabiting the body of Kristoff. He doesn't really understand "stuff." To him, objects are just physical manifestations of the world he’s stuck in. However, he responds to things that remind him of Kristoff’s life or the concept of justice itself.

  • Kristoff's Locket: A must-have for his personal arc.
  • Verses of Dreams: Since he’s from the Fade, this resonates with him.
  • Lyrium Ring: Helps him stay tethered.

Why Some Gifts Are "Plot Gifts"

In the base game, you could just give anyone a silver ring. In Awakening, specific items are hard-coded as Plot Gifts. You’ll know them because they usually trigger an immediate cutscene. These are vital. If you miss them, you might be locked out of a character's final evolution or their specific ending slide.

For instance, if you don’t give the Toy Horse to Oghren or the Kitten to Anders, you’re basically playing a stripped-down version of their stories. These items aren't just for +5 approval. They are narrative keys.

Strategy for Maximizing Approval

Don't be reckless. Every time you give a gift, the "value" of the next gift decreases slightly unless it's a preferred item.

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Basically, you want to give the "neutral" gifts first if you’re trying to max everyone out. Save the character-specific +10 items for when the bar is already halfway full. This is the most efficient way to hit 100 approval with the entire team before the final assault on the Mother.

Also, check the vendors in Amaranthine and the Vigil’s Keep throne room frequently. Yurko and Herren often have unique items that you can’t find anywhere else. If you see a weirdly named item that looks like junk—like a Stone Dragon Statue—buy it. It’s probably someone’s favorite thing in the world.

The Secret Gift: The Manual of Focus

Okay, this isn't a "gift" in the traditional sense, but if you want your companions to actually like you (the player), buy the Manual of Focus. It allows you to reset their stats. Giving a companion a build that doesn't suck is the greatest gift of all. Seriously, Velanna’s starting spells are a mess. Fix them.

Actionable Steps for Your Next Playthrough

If you're jumping back into the Vigil, keep these points in mind:

  • Prioritize the Kitten: Find it in the courtyard early. Anders is much more tolerable when he has a cat.
  • Hoard the Alcohol: Give it all to Oghren, but save the Toy Horse for when you’re back at the Keep.
  • Talk After Gifting: Most Plot Gifts unlock new dialogue trees. Don't just dump the item and run away. Stick around and hear what they have to say.
  • Check Every Crate: Awakening is shorter, so the items are tucked away in specific locations like the Blackmarsh or the Wending Woods. If you miss the Howe Bow, you’re not getting it back.
  • Watch the Approval Bar: If someone is at 100, stop giving them stuff. It’s a waste. Distribute the wealth to the grumpy ones (usually Velanna).

The dragon age origins awakening gifts system is a bridge between the old-school RPG mechanics of Origins and the more cinematic approach of later games. It makes the world feel lived-in. Your companions aren't just stat blocks; they are people with histories, and sometimes, a simple potted plant or a shiny sextant is all it takes to remind them why they’re fighting by your side.

Go out there, save Amaranthine, and for the love of the Maker, don't forget to feed the cat.