Mad Hermit

The Mad Hermit is encountered by the Warden in the northeast section of the East Brecilian Forest.

Background
The hermit is a deranged apostate who lives in the forest. He believes the trees are out to get him and that "they" sent the Warden as part of some conspiracy. Zathrian reveals to you that the hermit is infamous among the Dalish; he is a Shemlen blood mage hiding from the Chantry. He apparently constructed a tower in the Brecilian forest which has since mysteriously disappeared.

Walkthrough
{{SpoilerDAO|Upon entering his campsite, the Mad Hermit will teleport next to you, and begin a tirade while swinging his fists. Upon engaging what can only be loosely categorized as "dialogue" with him, it will become abundantly clear that something is amiss: first and foremost, the Hermit speaks in questions, and insists everyone around him do the same (or it's a game which gives him amusement).

Through the dialogue (and several quests), it is possible to extract information (and items) from the Mad Hermit, the most important being the Grand Oak's Acorn.

He also asks you to kill the Grand Oak that keeps harassing him about an acorn.

Killing the Grand Oak
If the Warden chooses instead to side with the Mad Hermit and kill the Grand Oak, the hermit will aid the Warden in progressing to the center of the forest for the questline Nature of the Beast.

However, the Hermit requires 1 Werewolf Pelt for the whole party, this can be used multiple time to enter the Ruins.

}}

Valid trades
The Hermit accepts the following items: , received after bringing him news of Danyla. , the boots from injured Dalish hunter Deygan (in the West Brecilian Forest). that drops off the shade guarding the abandoned campsite ( and ). The option "A silver ring" actually means this ring; the hermit won't take just any general silver ring. The halla horn necklace crafted by Varathorn if the Warden lied to Elora about the halla. , receive from Danyla. , from Cammen. , in the chest behind Lanaya (Zathrian's first).

Warning Spoiler: After getting the amulet from Athras, the PC has both the amulet and the scarf in their inventory. These combined with Cammen's book allows the PC to receive all items from the hermit. *note: This depends on the dialogue choices made when speaking with Athras; if you show him the scarf, you lose the scarf; if you simply inform him she is dead, you keep it.

The Hermit will allow a choice of which item to be gained from trading:

''Note: After entering the Centre of the forest (Passing through the barrier) The Warden will NOT be able to trade with the hermit. (Confirmed on PC)''

Strategy
Trade the Hermit for the Grand Oak's Acorn first. That way when the Tree Stump is rummaged through, the Acorn isn't the item taken.

Then if the Tree stump is investigated and the Hermit's warnings are ignored, he will engage the party, summoning 2 Greater Rage Demons.

Note: If Zevran is in the party, he will ask if you would like him to reach into the stump, accept and he will pull out one of these possible items: (If the Warden refuses his aid, the ring is still acquired.)

(if you do not trade for it.)

(if you trade for the Helmet and Acorn)

The Mad Hermit can be imprisoned, as well as frozen, however he doesn't seem able to shatter, so don't rely on it. Remember if you just start focusing solely on the hermit, the damage over time from the Greater Rage Demons  will kill you quickly.

Once Mad Hermit is killed he can drop:

, Constant drop.

, Constant drop.

, from 55 to 6, Constant drop.

Cultural References

 * His first question to the Warden is "What is your name?" and sounds very much like the toll bridge keeper in Monty Python and the Holy Grail.