Dragon Age Wiki
Dragon Age Wiki
Edit Page

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 106: Line 106:
 
* It may be worthwhile to continue past the Altar, to the top of [[Sundermount]], while [[Merrill]] is following Hawke around as a "bonus" party member. The [[Arm of Adruil]] awaits at the summit, but Hawke must defeat a [[Shadow Warrior]] and nine shades, as well as touch the magical barrier nearby to trigger the encounter, which incurs a knockback in the middle of a group of freshly-spawned shades. On the way up the party must win a difficult fight against corpses, a [[Revenant]], and a few shades spawned after the corpses are slain. Even though Merrill's basic attacks deal no damage to the enemies save for the shades on Nightmare difficulty, having her as an invulnerable decoy should make the climb much easier. It is still possible with only four party members, as are any encounters on the highest difficulty, but it may necessitate returning only after acquiring more powerful weapons, talents, and passives. There is also a line of four Simple-ranked traps on the way from the altar to the top. Before examining the Altar, it is possible to return to Kirkwall to add a rogue party member and still retain [[Merrill]] in a bonus capacity. {{Note| Be careful to head up the path before getting too close to altar as, once the encounter with the Arcane Horror is triggered, Merrill will not follow you up the mountain. She stays in the altar area even after talking to [[Flemeth]]. (Fixed in 1.04)}}
 
* It may be worthwhile to continue past the Altar, to the top of [[Sundermount]], while [[Merrill]] is following Hawke around as a "bonus" party member. The [[Arm of Adruil]] awaits at the summit, but Hawke must defeat a [[Shadow Warrior]] and nine shades, as well as touch the magical barrier nearby to trigger the encounter, which incurs a knockback in the middle of a group of freshly-spawned shades. On the way up the party must win a difficult fight against corpses, a [[Revenant]], and a few shades spawned after the corpses are slain. Even though Merrill's basic attacks deal no damage to the enemies save for the shades on Nightmare difficulty, having her as an invulnerable decoy should make the climb much easier. It is still possible with only four party members, as are any encounters on the highest difficulty, but it may necessitate returning only after acquiring more powerful weapons, talents, and passives. There is also a line of four Simple-ranked traps on the way from the altar to the top. Before examining the Altar, it is possible to return to Kirkwall to add a rogue party member and still retain [[Merrill]] in a bonus capacity. {{Note| Be careful to head up the path before getting too close to altar as, once the encounter with the Arcane Horror is triggered, Merrill will not follow you up the mountain. She stays in the altar area even after talking to [[Flemeth]]. (Fixed in 1.04)}}
   
* The [[Arcane Horror]] guarding the Altar drops ≈6 {{g}} and a [[Ring of the Magister]] when he dies. As a guaranteed accessory, it is a worthwhile addition to the party's inventory.
+
* The [[Arcane Horror]] guarding the Altar drops ≈6 sovereigns and a [[Ring of the Magister]] when he dies. As a guaranteed accessory, it is a worthwhile addition to the party's inventory.
* Completing the Dalish ritual earns 8 {{g}}. Together with the loot from the Arcane Horror, this makes the quest one of the best early sources of income for Act 1.
+
* Completing the Dalish ritual earns 8 sovereigns. Together with the loot from the Arcane Horror, this makes the quest one of the best early sources of income for Act 1.
   
 
* [[Fenris]] has a lot to say during this quest. He trades barbs with the Dalish when they refer to him as a "city elf," chastises Merrill for using blood magic, and even has optional commentary on Flemeth (which in turn leads Flemeth to "see" and reveal a bit of Fenris' history and state of mind).
 
* [[Fenris]] has a lot to say during this quest. He trades barbs with the Dalish when they refer to him as a "city elf," chastises Merrill for using blood magic, and even has optional commentary on Flemeth (which in turn leads Flemeth to "see" and reveal a bit of Fenris' history and state of mind).
Please note that all contributions to the Dragon Age Wiki are considered to be released under the CC-BY-SA
Cancel Editing help (opens in new window)
Below are some commonly used wiki markup codes. Simply click on what you want to use and it will appear in the edit box above.

Templates and pages transcluded on the current version of this page: