Dragon Age 2 Companions Guide: Recruit, Befriend, Romance & Survive Kirkwall

Okay, let's talk about what really makes Dragon Age 2 tick: the companions. Forget the reused dungeons for a sec – it's the folks Hawke drags along through the mess of Kirkwall that give DA2 its heart, its arguments, and sometimes its massive headaches. Choosing your Dragon Age 2 companions isn't just about who hits the hardest; it's about who you want to share a terrible joke with, who'll challenge your decisions, and who might just stab you in the back (looking at you, Anders... maybe).

I've spent way too many hours replaying DA2, trying different combos, romancing everyone (sometimes disastrously), and figuring out what makes this bunch tick. Finding good info scattered everywhere was a pain, so I wanted to smash it all into one place. This guide? It's everything I wish I knew before my first playthrough about managing the DA2 companions – where to find them, how to keep them happy (or at least not murder you), what gifts they actually want, and how they fit into the whole Kirkwall disaster.

Who Exactly Are Your Dragon Age 2 Companions?

Hawke doesn't go it alone. Over the years in Kirkwall, a ragtag group assembles, each bringing their own massive baggage, sharp blades, questionable morals, and occasionally, decent banter. Here's the core crew you'll recruit:

Aveline Vallen: Your rock. Former soldier, now Guard Captain, fiercely loyal but rigidly lawful. Think "lawful good paladin" vibes, desperately trying to hold a crumbling city together. Gets my vote for most dependable companion in Dragon Age 2.
Varric Tethras: The storyteller, the rogue with a crossbow named Bianca (don't touch it), and your unofficial best friend. Charm, wit, underworld connections. Essential for any playthrough, honestly.
Anders: Oh boy. A Grey Warden mage... fused with a literal spirit of Justice (or Vengeance? Yeah, that's the question). Passionate, unstable, and the epicenter of the game's mage-templar conflict. Controversial doesn't even begin to cover it.
Merrill: A Dalish elf blood mage. Sweet, naive, terrifyingly obsessed with ancient elven magic and demons. Her personal quests are a masterclass in good intentions paving the road to hell.
Fenris: Broody elf with a tragic past, covered in lyrium tattoos that let him phase through stuff and rip out hearts. Hates mages. Hates slavers more. Excellent voice acting, perpetually angry.
Isabela: Captivating pirate queen (well, captain) with a love for rum, riddles, and avoiding responsibility. Fantastic rogue, brings chaotic fun energy and killer one-liners.
Sebastian Vael (DLC - The Exiled Prince): Chantry brother turned archer prince seeking vengeance. Adds interesting conflict, especially regarding faith and justice.

Dragon Age 2 Companions Recruitment Cheat Sheet: Don't wander Kirkwall forever. Here’s where and when to snag your squad mates:

Companion Act Recruited Location/Quest Mandatory? Special Notes
Aveline Vallen Act 1 "The Long Road" (Starts automatically after prologue) Yes Your first companion after Carver/Bethany
Varric Tethras Act 1 "The Long Road" (Starts automatically after prologue) Yes Sticks with Hawke throughout the framing story
Anders Act 1 "Enemy of My Enemy" (Found in Darktown Clinic) No (But highly plot-relevant) Must recruit him to access the Deep Roads expedition
Merrill Act 1 "Daisy" (Found in Sundermount, Dalish Camp) No Can refuse to recruit her initially, but can recruit later in Act 1
Fenris Act 1 "The Bitter Pill" (Mansion in Hightown) No Must complete his intro quest to recruit
Isabela Act 1 "Plans within Plans" (Found in The Hanged Man tavern) No (But needed for Deep Roads) Provides the Deep Roads expedition maps
Sebastian Vael Act 1 Found in the Chantry (Requires DLC installed) No (DLC only) Recruitment quest: "A New Path"

Getting on Their Good Side (Or Bad Side): Approval & Friendship/Rivalry

Forget simple "like/dislike." DA2 uses a brilliant (and sometimes frustrating) Friendship/Rivalry system. Maxing out *either* path locks in their specialization and makes them loyal. High Friendship means they adore you. High Rivalry? They respect you fiercely, even if they hate your guts. Being wishy-washy in the middle? That's when things get messy – they can leave, betray you, or just suck in combat.

Key Things That Move the Needle:

  • Dialogue Choices: This is the big one. Picking options that align with their core beliefs grants Friendship points. Challenging or opposing those beliefs directly grants Rivalry points. Supporting mage freedom? Anders loves it (Friendship), Fenris despises it (Rivalry). Crack down on crime harshly? Aveline approves (Friendship), Isabela disapproves (Rivalry).
  • Quest Decisions: Major story choices, especially in their personal quests, trigger HUGE approval swings. Let Merrill fix the Eluvian? Friendship path. Smash it? Rivalry path. What you do with Isabela and the Tome of Koslun later? Monumental consequences.
  • Gifts: Thoughtful gifts give a solid Friendship bump (+5). Generic junk does nothing. Give them something awful? It actually causes minor Rivalry! Finding the right gift matters.

Pro Tip: Don't stress about minor disapproval ticks. Focus on being consistent in your interactions with each companion based on whether you want Friendship or Rivalry. You can't please everyone unless you meticulously plan every interaction – save that for your second playthrough! Pick a lane with each companion early on.

Essential Companion Gift Guide (Where to Find Them & What They Do)

Gotta butter them up (or subtly insult them)? Here's the loot you need:

>
Companion Loved Gift Location Friendship Gain Notes
Aveline Donnic's Shield Sold by Bodahn Feddic (Act 2+) +5 References her romance subplot
VarricGenuine Antivan Leather Gloves Sold by Bonny Lem (Lowtown Market - Act 2+) +5 Practical, stylish, very Varric
Anders Medical Reference Text Sold by Garond (Act 2 Darktown) +5 Reflects his healer identity
Merrill Dalish Tale Book Sundermount Cave (Act 1 - During "Long Way Home" quest) +5 Connects to her Dalish roots
Fenris Bottled Fog From the Waking Sea Sold by Huon (The Hanged Man - Act 2+) +5 Ethereal, unique, non-physical
Isabela Ship in a Bottle Sold by Huon (The Hanged Man - Act 2+) +5 Symbolizes freedom & the sea
Sebastian Family Signet Ring Fragment Sold by Garond (Act 2 Darktown) +5 Ties to his lost Starkhaven nobility

Warning: Giving Fenris a bottle of wine (sold by Corff at The Hanged Man) gives a small +1 Friendship but feels kinda insensitive given Danarius's tactics. Anders also gets a minor bump (+1) from Lyrium Potions, but again... maybe not the best thematic choice.

Deep Dive: Each Dragon Age 2 Companion Unpacked

Let's get personal. What makes each Dragon Age 2 companion tick? Here's the lowdown on skills, roles, approval quirks, romance options, and my own messy experiences:

Aveline Vallen (The Tank / The Law)

Role: Your frontline warrior. Shield specialist. Taunts enemies, absorbs damage like a champ.
Build Focus: Sword & Shield tree (essential!), Vanguard tree (for control), some Defender. Forget Two-Handed.
Specialization: Guard Captain (Boosts defense, party stamina regen).
Friendship Path: Support her as Guard Captain, uphold order, encourage her romance with Donnic.
Rivalry Path: Criticize the guards, support criminal elements, mock her rigidity or relationship.
Romance: No. She sees Hawke as family/friend. Her romance arc is with Donnic (and it's surprisingly sweet).
My Take: Irreplaceable tank. Annoyingly lawful sometimes? Sure. But having her hold the line while everyone else wreaks havoc is priceless. Her personal quests dealing with the Guard are actually interesting political drama. Solid DA2 companion choice.

Varric Tethras (The Storyteller / The Rogue)

Role: Ranged DPS (Bianca!), Support, Trap Expert.
Build Focus: Archery tree, Sabotage tree (Traps & Poison!), Subterfuge (Stealth opener).
Specialization: Artificer (Summons elemental traps, boosts crit chance).
Friendship Path: Engage with his stories, show loyalty to friends, embrace the chaos of Kirkwall.
Rivalry Path: Dismiss his tales, focus solely on ruthless practicality, betray friends for gain.
Romance: No. He's Hawke's best bud, nothing more.
My Take: Bianca packs a punch. His traps trivialize some encounters. His commentary is GOLD. Why would you ever leave him out? Best banter in the game, hands down. The quintessential Dragon Age 2 companion.

Anders (The Healer / The Powder Keg)

Role: Primary Healer, Spirit Damage Mage, Support Buffs.
< Build Focus: Creation tree (Heal, Heroic Aura!), Spirit tree (Mana Drain, Dispel), some Primal (Chain Lightning). Entropy can be potent but risky.
Specialization: Spirit Healer (Enhanced healing, revival).
Friendship Path: Champion mage freedom, agree with Justice's vengeance, support radical action.
Rivalry Path: Argue for mage responsibility, condemn his merging with Justice, push for peaceful solutions (he'll think you're naive).
Romance: Yes (Male or Female Hawke). Intense, tragic, deeply intertwined with the main plot. Consequences are HUGE.
My Take: Vital for healing on higher difficulties. His personal quests are uncomfortable but compelling. Romancing him feels like sitting on that powder keg... which you are. That final act choice? Brutal. He defines the term volatile companion in Dragon Age 2.

Critical Warning: Anders' approval massively impacts the game's climax. High Friendship means he believes you support his cause absolutely. High Rivalry means your constant arguments have forced him to confront the monstrous aspects of his actions. *Middle-ground approval is catastrophic* and leads to a forced, devastating betrayal scenario. Commit to Friendship or Rivalry with him!

Merrill (The Blood Mage / The Innocent)

Role: Crowd Control Mage, Blood Mage Specialist, Summoner.
Build Focus: Blood Magic tree (core!), Entropy tree (Hexes, Walking Bomb), Creation (Barrier). Primal offers good CC too.
Specialization: Blood Mage (Uses health for mana, powerful offensive spells).
Friendship Path: Support her research into elven history, defend her use of blood magic ("it's just a tool"), help her restore the Eluvian.
Rivalry Path: Condemn blood magic as inherently dangerous, argue her clan was right to shun her, destroy the Eluvian fragments.
Romance: Yes (Male or Female Hawke). Sweet, awkward, surprisingly resilient despite the dark themes. Dalish lore heavy.
My Take: Powerhouse when built right, but squishy. Her naivete is both endearing and horrifying. Watching her justify blood magic while clearly being manipulated by demons is tough. Her rivalry path feels more like tough love trying to save her. A fascinatingly flawed DA2 companion.

Fenris (The Broody Warrior / The Mage-Hater)

Role: Two-Handed DPS Warrior, Lyrium Ghost Killer.
Build Focus: Two-Handed Weapon tree, Vanguard tree (Devour!), Fenris' unique Lyrium Ghost tree (pass through walls, crush hearts!). Avoid shields.
Specialization: None unique, relies on his Lyrium abilities.
Friendship Path: Support his quest for vengeance against Danarius, respect his hatred of slavery, agree that mages are dangerous (or at least understand his trauma).
Rivalry Path: Challenge his blanket hatred of mages, prioritize protecting mages over his revenge, argue against his brutal methods.
Romance: Yes (Male or Female Hawke). Slow burn, deals heavily with trauma and trust. Can be very sweet once he opens up. Mage Hawke adds extra tension.
My Take: Hits like a truck coated in lyrium. Watching him phase through enemies never gets old. Can be exhausting with the constant mage-hate rants if you're playing a pro-mage Hawke. Rivalry path with a mage Hawke is fascinatingly complex – mutual respect forged through constant conflict. A great Dragon Age 2 companion for raw power.

Isabela (The Pirate / The Wild Card)

Role: Dual-Wield DPS Rogue, Evasion Tank.
Build Focus: Dual Weapon tree, Sabotage tree (especially for poisons), Subterfuge tree (Dodge, Evasion, Backstab).
Specialization: Duelist (Boosts attack speed, critical chance, and dodging).
Friendship Path: Embrace her love of freedom and chaos, flirt relentlessly, support her piratical ways, forgive her betrayals.
Rivalry Path: Criticize her lack of responsibility, push her to be better, call her out on her selfishness and betrayals.
Romance: Yes (Male or Female Hawke). Fun, flirty, initially low-commitment but can develop surprising depth (especially in Rivalry).
My Take: Insane damage output when geared right. Her banter is top-tier hilarious. Her loyalty quest in Act 2 is pivotal – trust her (Friendship) or force her to face the music (Rivalry). Letting her keep the relic causes huge problems later... My first playthrough I screwed this up royally. Essential chaotic rogue companion in Dragon Age 2.

Sebastian Vael (The Chantry Archer / The Prince)

Role: Ranged DPS Archer, Support Marksman.
Build Focus: Archery tree, Sebastian's unique Chantry Archer tree (Holy Smite, Blessed Arrows).
Specialization: None unique, relies on his Chantry abilities.
Friendship Path: Support his faith and quest for vengeance *through justice*, encourage his return to Starkhaven.
Rivalry Path: Question his faith, advocate for mercy over vengeance, push him to abandon his claim to Starkhaven.
Romance: Yes (Female Hawke only). Chaste romance focused on duty and faith. Unique but limited compared to others.
My Take: Requires DLC. Solid archer, but his personality is a bit... dry compared to the others. His conflict between faith and vengeance is interesting, especially contrasting with Anders. His reaction to the final act is explosive – he *will* leave permanently if you spare Anders, unlike other companions who might grumble but stay. Adds a different flavor if you have the DLC.

Party Synergy: Who Works Well Together (And Who Hates Each Other)

Throwing random Dragon Age 2 companions together can backfire. Hard. Here's the deal:

  • Class Balance: You usually need a Tank (Aveline), a Healer (Anders is best, but Merrill can sorta do it with Creation), and DPS (Rogues/Mages). Varric + Fenris + Anders is a classic combo for a reason.
  • Approval Management: Bringing Anders and Fenris together constantly? Brace for constant -5 approval ticks from both as they snipe at each other. Bring Fenris on pro-mage quests? Prepare for a grumpy elf. Isabela hates overly lawful choices. Pay attention to where you're going and who you're asking to tag along.
  • The Bantersphere: This is half the fun! Some pairings are gold: Varric + anyone (especially Isabela), Aveline + Isabela (comedy gold), Anders + Merrill (mages discussing magic... and demons). Fenris and Anders together is pure vitriol – it's exhausting but dramatic. Sebastian often clashes with non-believers or blood mages like Merrill.

Companion Combat Role Breakdown

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Role Best Companions Key Skills Gear Priority
Main Tank Aveline Taunt, Shield Wall, Threaten, Overpower Defense %, Health, Threat Generation
Healer/Support Anders Heal, Heroic Aura, Regeneration, Dispel Magic Mana Regen, Spellpower, Cooldown Reduction
Ranged DPS Varric, Sebastian Archery Skills (Pinpoint Precision, Explosive Shot), Bianca Upgrades, Sebastian's Smite/Blessed Arrows Attack %, Dexterity, Critical Chance/Damage
Melee DPS (Warrior) Fenris Two-Handed Skills (Mighty Blow, Whirlwind), Lyrium Ghost (Fade Step, Fade Shield, Crushing Prison) Strength, Attack %, Critical Chance/Damage
Melee DPS (Rogue) Isabela Dual Weapon Skills (Twin Fangs, Dance of Death), Subterfuge (Stealth, Backstab), Poison Weapons Dexterity, Attack %, Critical Chance/Damage, +Stealth
Control Mage/DPS Merrill Blood Magic (Blood Sacrifice, Hemorrhage), Entropy (Walking Bomb, Horror), Primal (Petrify, Chain Lightning) Spellpower, Mana Regen (or Health Regen for Blood Magic), Cooldown Reduction

Companion Quests: Where Loyalties Are Forged (Or Shattered)

Their personal quests are NOT optional fluff. They're core to their arcs, your relationship, and often trigger massive approval swings or lock in Friendship/Rivalry. Missing them means missing character development and potentially losing them later. Act 1 sets up their issues, Act 2 develops them intensely, Act 3 brings them to a head, often with brutal choices.

Critical Act 2 Quests:

  • Isabela's "Best Served Cold": You MUST do this! It directly impacts whether she stays or flees permanently in Act 3. Handling her loyalty here is crucial. Giving her to the Arishok nets huge rivalry, but letting her keep the relic... well, consequences.
  • Merrill's "Mirror Image": Do you let her fix the Eluvian? High Friendship moment. Smash it? High Rivalry moment. Both paths permanently alter your relationship with her and her clan.
  • Fenris's "Offerings": Confronting Danarius. Do you let Fenris kill him? Encourage mercy? Your choice heavily influences his path.
  • Anders's "Dissension": Dealing with his manifesto and Justice's growing influence. Do you help him or try to stop him? Major points either way.

Act 3 quests often revolve around the fallout of Act 2 choices and cement their final stance before the endgame. Skip these at your peril if you care about your Dragon Age 2 companions sticking around.

Romancing Your Dragon Age 2 Companions: Love in the Time of Chaos

Multiple companions are romanceable, each with unique paths and requirements:

  • Anders: Male or Female Hawke. Requires consistently supporting mage freedom (Friendship) or *perhaps* a very specific high-conflict Rivalry path (less common). Triggers early in Act 2 ("Alone"). Expect intensity and angst. Major plot consequences.
  • Fenris: Male or Female Hawke. Requires understanding his trauma/largely avoiding pro-mage stances around him (Friendship) or challenging his views aggressively but respecting his strength (Rivalry). Act 2 focus ("Offered and Lost"). Slow burn, rewarding if you stick it out.
  • Isabela: Male or Female Hawke. Requires embracing her free spirit and flirting heavily (Friendship) or calling her out on her BS but finding her compelling anyway (Rivalry). Act 2 focus ("His Old Flame"). Fun, sexy, surprisingly deep later.
  • Merrill: Male or Female Hawke. Requires supporting her magical pursuits (Friendship) or trying to protect her from demons/blood magic despite her resistance (Rivalry). Act 2 focus ("Long Way Home"). Sweetness amid darkness.
  • Sebastian: Female Hawke only. Requires supporting his faith and quest for vengeance (Friendship) or challenging both (Rivalry). Chaste courtship focused on duty ("Faith"). Unique dynamic.

Key Point: Romance scenes usually trigger at specific Friendship/Rivalry thresholds. Getting locked out often means not committing strongly enough to their path early on. Don't expect to romance multiple simultaneously – they call you out hard!

The Final Act: Who Stays, Who Leaves, Who Might Kill You

Kirkwall explodes in Act 3. Your choices and your relationships with your DA2 companions directly determine who stands with you at the end:

  • Anders: His actions are the catalyst. Do you execute him? Spare him? Your choice, and your Friendship/Rivalry level drastically changes his reaction and dialogue. Sebastian WILL leave permanently if you spare Anders.
    • High Friendship: He believes you understand why he did it. Will fight alongside you if spared.
    • High Rivalry: He knows you hate what he did but might spare him out of pragmatism or twisted mercy. He expects execution.
    • Middle Ground: He betrays you spectacularly during the confrontation with the templars/mages. Avoid this!
  • Isabela: If you handled her Act 2 quest ("Best Served Cold") positively (Friendship/Rivalry lock-in), she returns to fight beside you regardless of past disagreements. If you didn't lock her in or gave her to the Arishok, she's gone for good.
  • Fenris, Merrill, Aveline, Varric: Will generally stay loyal *if* you achieved Friendship or Rivalry lock-in. They might strongly disagree with your final choice (supporting mages or templars), but they'll stand with you. Middle-ground approval increases the chance they'll abandon you or side against you.
  • Sebastian: If you spare Anders, he declares vengeance against you and Kirkwall and leaves immediately, no matter your previous relationship (unless you executed Anders). If Anders is dead, he stays loyal.

The Golden Rule: Max Friendship or Rivalry with every companion you care about *before* Act 3 starts. Middle-of-the-road companionship is a recipe for disaster and betrayal during the game's climax. Their Loyalty Status is your safety net.

Dragon Age 2 Companions: Your Burning Questions Answered (FAQ)

Let's tackle the most common searches players have about their Kirkwall crew:

Q: Can I recruit all Dragon Age 2 companions?
A: Absolutely! There's no limit. You can recruit Aveline, Varric, Anders, Merrill, Fenris, Isabela, and Sebastian (if you have the DLC) all in Act 1.

Q: Do I need specific companions for the Deep Roads expedition?
A: Yes. You MUST bring Anders (he's the healer) and Varric (he's telling the story, plus Bianca!). You also need the expedition maps, which only Isabela provides. So Anders, Varric, and Isabela are mandatory for that quest to proceed. Choose your 4th party member freely.

Q: Who is the "best" Dragon Age 2 companion for damage?
A: It depends. Fully specced, Fenris (Two-Handed/Lyrium Ghost) and Isabela (Dual Wield/Duelist) are melee powerhouses. Varric (Archery/Artificer) is top-tier ranged DPS. Merrill (Blood Magic) can unleash insane AoE destruction if you manage her health. Anders focuses more on support.

Q: Can Dragon Age 2 companions die permanently?
A: Yes, but only under specific, major story-related circumstances tied to your choices, usually in Act 3. Anders can be executed by Hawke. Fenris can be handed back to Danarius (don't do this!). Merrill can potentially die if rivalry is high and you side against her clan drastically. Isabela can be given to the Arishok or flee permanently if not locked in. Sebastian leaves permanently if Anders is spared. Aveline and Varric are the safest bets to always stick around if loyal.

Q: How important are gifts for Dragon Age 2 companions?
A> Getting their unique "loved gift" gives a solid +5 Friendship bump, which is significant. Generic gifts do nothing. Giving a wildly inappropriate gift (like templar memorabilia to Anders) can cause minor Rivalry. They are helpful nudges, especially early on, but consistent dialogue/quest choices matter far more for reaching Friendship/Rivalry lock-in.

Q: Can I romance more than one Dragon Age 2 companion?
A: You can flirt with multiple *initially*, but the game forces you to choose by locking in a romance path later in Act 2. Trying to string two along will backfire spectacularly – they will confront you and force a choice, often causing rivalry points with the rejected companion. Choose wisely!

Q: What happens if a companion leaves? Can I get them back?
A: If a companion leaves due to low approval (not finishing their quest, extreme disapproval choices), they are usually gone for good. Specific story-driven departures (Sebastian leaving over Anders, Isabela fleeing if not locked in) are also permanent. There's no recruitment mechanic later. Save often!

Q: Is Sebastian worth getting? What does he add?
A: As DLC, he's supplemental. He adds:

  • An interesting conflict between faith and vengeance.
  • Unique reactions contrasting with Anders.
  • A different romance option (Female Hawke only).
  • Another solid archer companion.
  • Significant consequences in the finale (leaves if Anders is spared).

He's not essential, but he fleshes out the world and the Chantry perspective more. If you like archers or want more narrative tension, he's worth it.

Q: Why does Anders get so much hate? Is he really that bad?
A> Anders is arguably the most divisive Dragon Age 2 companion. People hate him because:

  • He merges with Justice (who becomes Vengeance), making him unstable.
  • He constantly pushes radical action for mage freedom, criticizing Hawke's caution.
  • His actions in Act 3 are catastrophic and feel like a betrayal.
  • He can be whiny and single-minded.

Is he "bad"? He's complex. He's a victim of the Circle, the Chantry, possession, and his own idealism twisted into fanaticism. Understanding his motives doesn't excuse his actions, but it makes him a tragic figure. Romancing him amplifies this intensity tenfold. He's designed to be controversial.

Final Thoughts: The Dragon Age 2 companions are the soul of the game. They're messy, passionate, traumatized, and fiercely themselves. Managing them isn't about min-maxing stats; it's about navigating friendships, rivalries, and impossible choices in a city tearing itself apart. Understanding their triggers, their gifts, their breaking points? That's the key to surviving Kirkwall with your crew (mostly) intact. Don't aim to please everyone – pick your friends, understand your rivals, and commit to the path. That's the Hawke way. Now go wrangle your dysfunctional family and try not to start (or finish) a war.

Beyond the Basics: Mastering Your Dragon Age 2 Companions

Okay, you've got the recruitments, the gifts, the approval basics. Let's talk about squeezing every drop of potential (and drama) out of your Dragon Age 2 companions.

Combat Synergy Deep Cuts

It's not just about roles, it's about combos:

  • Anders + Any Mage (Merrill/Force Mage Hawke): Stacking different elemental debuffs (like Anders' Brittle Glyph + Merrill's Petrify) can lead to massive damage combos triggered by a rogue's backstab or a warrior's heavy hit.
  • Varric + Control Mage: Varric's Bianca shots can exploit enemies stunned by Crushing Prison (Anders) or Petrified (Merrill/Primal Tree) for critical hits. His traps also set up easy AoE mage spells.
  • Aveline + Fury of the Storm (Primal Mage): Aveline holding enemies in place with Taunt and Threaten creates the perfect cluster for Hawke (or Merrill) to drop a massive Chain Lightning or Tempest.
  • Isabela/Fenris + Debuffs: Rogues and warriors shine against weakened enemies. Combine Isabela's poison attacks (Crippling Poison) or Fenris activating his Lyrium Ghost abilities (lowering enemy defenses) with crowd control from mages to melt tough targets.

Think about how their abilities chain. Setting up cross-class combos is where combat clicks.

The Approval Tightrope Walk

Playing a nuanced Hawke? It's tough, but possible:

  • Know Your Triggers: Memorize the big-ticket approval changes. Giving Fenris to Danarius? Automatic massive rivalry and he's gone. Giving Isabela to the Arishok? Huge rivalry. Letting Merrill restore the Eluvian? Friendship lock usually. Smashing it? Rivalry lock. These are pivotal moments defining your path with them.
  • Damage Control: Minor disapproval (-1 here, -5 there) isn't the end of the world *if* you counterbalance it. Did you piss off Fenris by freeing some mages? Take him along when you slaughter slavers later – he'll appreciate that (+5 or more). Annoyed Isabela by being too lawful? Next time you're in the Hanged Man, flirt outrageously and pick the chaotic dialogue option (+5). Do their personal quests – these offer concentrated approval gains in your chosen direction.
  • The "Neutral" Trap: Actively avoid the middle. If you're drifting towards +30 Friendship with Merrill but haven't locked it in, focus relentlessly on pro-mage/elven artifact dialogue when she's present. If you're leaning towards Fenris Rivalry at +25, double down on challenging his anti-mage rants. Use gifts strategically to push you over the threshold to lock-in (100 Friendship/Rivalry).

Pro Tip: Save before major quest decisions or tricky companion conversations. If the approval shift isn't what you wanted, reload and try a different approach. Sometimes the dialogue wheel isn't perfectly clear on what it will trigger!

Beyond the Obvious: Hidden Gems & Quirks

  • Varric's Nug Hunt: Find all 10 Golden Nug statues scattered around Kirkwall in Act 3. Tell Varric about each one. Finding them all unlocks unique dialogue and a fun scene back at the Hanged Man. Totally worth it for Varric fans.
  • Aveline & Donnic's Courtship: Easily missable! After the Act 2 quest "Shepherding Wolves," talk to Aveline repeatedly at the Barracks. You need to actively encourage her to pursue Donnic and even give her terrible flirting advice. It's hilariously awkward and heartwarming. Missing these convos means their romance stalls!
  • Fenris & the Fog Warriors: Listen carefully to Fenris's banter, especially with Isabela or Aveline. He reveals snippets about his time with the Fog Warriors, a group that sheltered him. Adds depth to his character beyond "angry lyrium elf."
  • Merrill's "Keeper": Her clan's Keeper, Marethari, plays a huge role off-screen. Merrill's dialogue, especially in Sundermount scenes, reveals the complex, manipulative, yet caring relationship they had. It’s tragic foreshadowing.
  • Sebastian's Chantry Influence: Bringing Sebastian along to the Chantry or during quests involving the sisters/Central Cleric often triggers unique dialogue or minor approval shifts, reflecting his faith and connections. He reacts strongly to Corypheus mentions if you have Legacy DLC.

Paying attention to ambient dialogue and revisiting companions regularly between major quests uncovers so much hidden character depth in these Dragon Age 2 companions.

The Legacy DLC Factor

If you play the Legacy DLC (highly recommended!), your companions have unique reactions throughout:

  • Anders: Extremely agitated due to the Grey Warden taint and Corypheus' connection to the Blight/Archdemons. Lots of unique lines.
  • Varric: Grumbles about the Deep Roads but provides his usual commentary and concern for Hawke/Bartrand.
  • Merrill: Fascinated by the ancient magic and elven connections Corypheus might have.
  • Fenris: Hates the magic and Tevinter ruins, unsurprisingly. Focused on the threat.
  • Isabela, Aveline, Sebastian: Offer more general adventurer/soldier/faith-based perspectives.

Bringing Anders and Carver/Bethany (if they're Grey Wardens) adds extra layers of Wardens confronting their history. It’s fantastic companion reactivity.

Why This Kirkwall Crew Sticks With Us

Look, Dragon Age 2 has its flaws. We all know it. But the companions? They transcend the game's limitations. They feel messy and real. They argue with each other *and* with Hawke constantly. You can love them and want to strangle them in the same conversation. You forge bonds over years of shared trauma in a city actively trying to kill everyone.

Aveline's stubborn integrity, Varric's weary loyalty, Anders' tragic descent, Merrill's dangerous innocence, Fenris' volcanic rage, Isabela's chaotic charm, even Sebastian's rigid faith – they represent the fractured soul of Kirkwall itself. Managing them, fighting beside them, loving them, rivaling them... that's the true core of the Dragon Age 2 experience. No other game has quite nailed this specific dynamic of a found family forged in constant crisis.

So dive deep. Talk to them after every quest. Pay attention to the banter as you walk the streets (it's the best part!). Make tough choices and live with the consequences. Commit to your friends *or* your rivals. That's how you truly master the incredible, infuriating, unforgettable Dragon Age 2 companions.

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