You're standing in the middle of a muddy camp in Ferelden, clutching a bruised beef bone and a stained gold locket. It sounds weird. Honestly, it is. But if you want to survive the Blight, you’ve gotta learn the art of the bribe. Gifts Dragon Age Origins isn’t just some side mechanic BioWare threw in to fill space; it’s the literal backbone of your party’s effectiveness. If Alistair hates your guts, he’s not going to tank that Ogre very well. If Morrigan thinks you’re a total sap, she’s going to make your life a living nightmare every time you try to do the "right" thing.
Managing approval is basically a high-stakes game of social engineering. You aren't just giving people stuff because you’re nice. You’re doing it because high approval grants massive stat bonuses. We're talking +6 to Strength or Willpower. That’s the difference between a wipe and a win.
The Brutal Math of Approval
Here is the thing about gifts that most people mess up: the diminishing returns are a total killer. The first gift you give someone? Huge. You get a massive boost. The tenth gift? You're lucky if they even crack a smile.
Basically, the first "normal" gift gives you +5 approval. Every gift after that provides one less point than the previous one, down to a minimum of +1. But—and this is a big but—if the gift is "preferred," the math changes. You get +10 for the first one, and the decay is much slower. If you waste a "preferred" gift like the Grimoire on Morrigan when her approval is already at 90, you’re playing it wrong. You save those big hitters for when you've accidentally offended them during a quest and need to dig yourself out of a hole.
It's also worth noting that the "Feastday Pranks" and "Feastday Gifts" DLC basically broke this whole system. If you have those installed, you can buy a "Thoughtful Gift" for basically nothing and get +10 or +50 approval instantly. It feels like cheating. Some people love it because it lets them ignore the dialogue consequences, but if you want the authentic, gritty experience of the 2009 original, stay away from the Bodahn Feddic’s special DLC stock. Stick to the stuff you find in crates or buy from shady merchants in the Denerim back alleys.
Who Wants What: A Breakdown of Ferelden’s Picky Eaters
Every companion has a "type." It’s not always obvious. You’d think Sten would want weapons, right? Wrong. The big guy has a secret soft spot for paintings. Total curveball.
Alistair is your resident man-child with a heart of gold. He wants figurines and runestones. If you find a Small Carved Statue or a Stone Dragon Statue, give it to him. He’s looking for a connection to the past, something solid. Also, the Mother’s Locket in Redcliffe? That’s his big "Plot Gift." Don’t give it to anyone else. It’s a huge waste.
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Morrigan is the opposite. She likes jewelry. Gold, silver, mirrors—anything that looks expensive or has a bit of "dark" history to it. Give her the Black Grimoire you find in Irving’s office at the Circle Tower. It triggers her personal quest. Without that, you’re locked out of half her character arc. She acts like she doesn’t care about the shiny stuff, but her approval bar says otherwise.
Leliana is all about the Chantry and flowers. Symbols of Andraste are her bread and butter. If you find a Pressed Flower in the Brecilian Forest, she’ll love it. She's a romantic at heart, even if she used to be a deadly bard-assassin for the Orlesians.
Sten is the hardest to read. As mentioned, he wants paintings. Portraits, landscapes, doesn't matter. It’s the only thing that seems to remind him of the Qun or at least gives him something to contemplate. Just don't expect a big "thank you." He'll probably just grunt and go back to standing perfectly still.
Zevran is easy. Bars of gold and silver. Or leather boots. He’s a man of fine tastes and practical gear. If it’s shiny or made of high-quality Antivan leather, he’s down.
The Trap of Plot Gifts
There’s a specific category of items called Plot Gifts. These are unique. They aren't just for points; they trigger conversations, quests, and romance beats.
- The Black Grimoire: Found in the Circle of Magi. Vital for Morrigan.
- Flemeth’s Real Grimoire: You have to kill (or trick) a high dragon for this. It’s a big deal.
- Alistair’s Mother’s Locket: Found in the desk of the Arl of Redcliffe.
- The Cute Nug: You have to buy this in Orzammar for Leliana. It becomes a "pet" at the camp. It’s adorable and serves zero combat purpose.
- Sten’s Sword: This isn't a gift you "find"—it's a whole questline. But returning it to him is the ultimate approval boost.
If you give a Plot Gift to the wrong person, nothing happens. You just lose the item. It’s a tragedy. Imagine giving a rare Qunari sword to Oghren. He’d probably just try to open a beer with it and break the hilt. Speaking of Oghren, just give him booze. Any booze. Garbolg's Backwash, Ale, Wine—he isn't picky. He’s the easiest companion to max out because Ferelden is basically 40% alcohol by volume.
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Why You Should Care About Negative Approval
Most players think the goal is just to make everyone love them. That’s boring. Sometimes, you want to use the "Prank" gifts from the DLC to tank someone’s approval. Why? Because if a companion's approval gets low enough, they might leave. Or challenge you to a duel.
In a "hardcore" roleplay run, pushing Alistair to the brink by making ruthless decisions and then handing him a "Rotten Onion" (a DLC prank gift) is a valid way to play a dark character. But in a standard playthrough, be careful. If your approval with Shale drops too low, she might just decide to crush your skull. And since she’s a literal stone golem, she’s quite good at it.
The Secret "Soft" Cap
There is a weird quirk in the Dragon Age Origins gift system. Once you hit 100 approval, you’re "Locked In." But getting there is a slog. Most people stall out around 70 or 80 because they ran out of the good gifts.
The trick is to use "Neutral" gifts (the ones that only give +1 or +2) early on. Save the +10 preferred gifts for the final stretch between 80 and 100. It’s counter-intuitive. We want to give the best stuff first. Don’t. Be a miser. Use the junk to build a baseline, then drop the "Silver Medallion" or "Duncan’s Shield" when you really need to push them over the edge into "Friendly" or "Adored" status.
Practical Steps for Your Next Playthrough
Stop blindly clicking on every gift in your inventory the moment you get back to camp. It feels productive, but you're wasting potential.
First, go to the Circle Tower early. The loot there is great, and you get the Black Grimoire and several figurines.
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Second, pay attention to the dialogue. If a companion mentions they miss the smells of Antiva, you know Zevran is your target for any exotic spices or leather goods you find.
Third, check the "Other" tab in your inventory frequently. Gifts look like junk. They sit there next to your quest items and crafting supplies. It's easy to forget you're carrying around a priceless artifact that would make Wynne actually stop lecturing you for five minutes.
Finally, keep track of who is "Warm" versus "Friendly." Those labels aren't just flavor text; they dictate which personal quests trigger. If you're at 90 approval but haven't talked to them about their past, the gift won't trigger the quest. Talk first, gift second. It ensures the game flags actually trigger in the right order so you don't bug out a romance arc.
Go back to your save file. Check your inventory. Somewhere in there is a "Golden Mirror" or a "Painted Sky Terrace" that is the key to turning your ragtag group of misfits into a god-tier slaying machine. Use them wisely. Or just give Oghren another keg of ale and watch him fall over. Both are valid.
Next Steps for Success:
- Check Vendor Inventories: Visit Bodahn in your camp and the dwarf merchants in Orzammar; they often carry unique "Preferred" gifts you can't find in the wild.
- Audit Your Approval: Open the character sheet and hover over the bar under each companion. If you're at +20 or +30, start using your "minor" gifts now before the diminishing returns make them useless.
- Prioritize Plot Items: Ensure you have the Black Grimoire (Circle Tower) and the Mother's Locket (Redcliffe) before finishing those specific zone arcs, as returning later can sometimes be a hassle or locked by story beats.