Ask a question and you'll get a question, but give an answer and you'll receive the same! Oh, I do so love to trade!

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

Background Edit

The hermit is a deranged apostate who lives in the Brecilian forest. He is constantly paranoid of a mysterious group he calls "them" and berates the Warden that "THEY sent you, didn't they?" It is implied that "they" are the Templars who work for the circle of Magi, as there are many Templar corpses to be found within the forest and Zathrian states that the hermit is hiding from the circle. 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. It is implied that he has shrunk said tower and placed it in the tree trunk, and thus resides in one within the other.

Walkthrough Edit

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 questions), it is possible to extract information (and items) from the Mad Hermit, the most important being the Grand Oak's Acorn. The Warden can trade him for it (siding with the Grand Oak) or ask him about a way to the center of the forest (siding with him). He then asks you to kill the Grand Oak that keeps harassing him about an acorn.

Note: If you attack the hermit during dialogue with him, he cannot be killed as he instantly 'teleports' away from your knife attack. Morrigan or Wynne will mention his use of illusions. However, looting his Tree Stump will prompt him to attack you.

Killing the Grand Oak Edit

If the Warden chooses 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. He will enchant it into a Magical Werewolf Pelt, which can be used multiple times to enter the Ruins.

Bug icon Bug! If you have more than 1 Werewolf Pelt in your inventory, ALL of them will be used! So go sell them to Varathorn first before talking to Hermit.

Valid trades Edit

Note: Once you passed through the Magical Barrier to reach the center of the forest (and the ruins), you can no longer trade with the Hermit, nor can you agitate him into attacking by rummaging through the stump (the Golden Ring can still be pilfered).
Note: It is possible to not be able to obtain all items if too many questions are asked, the final question being "Have you... ever been in love?"

The Hermit accepts the following items:

Ico amulet Athras's Pendant, received after bringing him news of Danyla.
Ico boots light Deygan's Boots, the boots from injured Dalish hunter Deygan (in the West Brecilian Forest).
Ico ring Dusk Ring in the chest by the tree in the abandoned campsite (-1 strength and +3 cunning). The option "A silver ring" actually means this ring; the hermit won't take just any general silver ring.
Note: The ring will not be in the list of objects you can trade if it is equipped.
Ico amulet Halla Horn The halla horn necklace crafted by Varathorn if the Warden lied to Elora about the halla.
Plt ico scarf Scarf, received from Danyla.
Plt ico book elvish history The Tale of Iloren, from Cammen.
Plt ico book of songs Song Book, in the chest behind Lanaya (Zathrian's first).
Bug icon Bug! xbox360Icon xbox360Deygan's Boots may not be in the list of trade items when speaking to the hermit, despite them being in the players inventory and not equipped to anyone.
Note: This may not be a bug. Deygan's Boots is only offered as a choice after you offer the hermit gold and he refuses. The boots are listed as "How about these leather boots?" As of Jan 1, 2015 in the Ultimate Edition on Steam, you can offer the leather boots prior to offering gold.

Three of the above items are required to obtain the three items from the Hermit:

Plt ico grand oak acorn Grand Oak Acorn
Ico helm med Ancient Elven Helm
Book icon Book, which unlocks the following codex entry:
Ico codex entry Codex entry: Archons of the Imperium
Bug icon Bug! pcIcon pcIt is possible to trade for the Grand Oak Acorn a second time, if you return to the hermit after obtaining the Oak Branch from the Grand Oak, and he hasn't close his 'store', i.e. either the helmet or book is available to trade.

Strategy Edit

One possible approach to the Mad hermit is to try and maximize the number of items obtained from him. This can be done by following this sequence:

  1. Trade with the hermit
    • Trade for the Oak Acorn first, so that it won't be retrieved from the Tree Stump (see below);
    • Trade with him again based on what items the Warden has collected and the items the Hermit offers in exchange;
  2. Inspect the Tree Stump
    • The Hermit will take exception (eventually leading to a fight -but running away works once object is attained- see below), but first the Warden will have a chance to pick one item out of the stump; the item may be
      1. Plt ico grand oak acorn Grand Oak Acorn (unless the Warden has already obtained it via trading);
      2. Ico ring Golden Ring;
    • If Zevran is in the party: when you approach the Tree Stump, he will offer to show off his quick hands. He will successfully steal the item from the stump, but the Hermit will still attack.
  3. The Mad Hermit will summon a couple of Greater Rage Demons and attack the party after they rummage the tree Stump;
    • If Dog is in the party: the Hermit's tent acts as a Landmark;
    • The Hermit may be imprisoned/frozen, but being a Boss, can't be shattered. However, he is affected by stun, knockdown, paralyzation and other disabling attacks.
    • Mana Clash is, as usual, a great spell to use against him. Glyph of Neutralization is also great, preventing him from casting any of his spells and forcing him to rely on his modest staff damage also some times he may use his Blood Wound spell against you.

Skills Edit

Spell-MisdirectionHex icon Misdirection Hex
Spell-Winter'sGrasp icon Winter's Grasp
Spell-ConeOfCold icon Cone of Cold
Spell-Blizzard icon Blizzard
Spell-VulnerabilityHex icon Vulnerability Hex
Spell-BloodMagic Icon Blood Magic
Spell-BloodWound Icon Blood Wound

Loot Edit

The Hermit may drop:

Ico clothing Commoner Clothing
Ico armor med Chainmail
Ico ring Emerald Ring
Tre ico diamond Diamond
Tre ico emerald Emerald
Tre ico ruby Ruby
Tre ico garnet Garnet
Ico greater healing salve Greater Health Poultice
Ico greater lyrium potion Greater Lyrium Potion
Ico potent lyrium potion Potent Lyrium Potion
Ico swift salve Swift Salve
Ru frost expert Expert Frost Rune
Ru flame expert Expert Flame Rune
Ru charged expert Expert Lightning Rune
Ru dweomer expert Expert Dweomer Rune
Ico ring Dreamsever, Constant drop.
Ico staff Magic Staff, Constant drop.
Ico Money Money, from 55 DAO bronzepiece trans to 6 DAO goldpiece trans, Constant drop.

He can also drop a Master Flame Rune, Master Frost Rune, or a Master Dweomer Rune, so it can be assumed that he can drop master versions of the other runes as well.

Note: It appears that if you reset too many times, instead of receiving a random amount from 55c to 6g, the game will fix the coin reward at the minimum 55c

Notes Edit

  • If the Warden killed the Grand Oak first (in the West Brecilian Forest) before talking to the Mad Hermit, be sure to save a Werewolf Pelt. Otherwise, there is no way to make a Magical Werewolf Pelt, which grants passage through the Magical Barrier. He also cannot be killed as you cannot agitate him by searching the Tree Stump ("There is nothing in the trunk that appears worthy of your time.").
  • If the Hermit is killed, a group of Bandits will take over his campsite.
  • Once the party passes through the Magical Barrier, the Hermit (if not killed) turns docile (not able to converse or trade with), and no bandits appear.

Bugs Edit

  • pcIcon pcps3Icon ps3xbox360Icon xbox360A glitch allows you to assist the Mad Hermit ("turn Oak into firewood") even if you have sided with the Grand Oak by returning his Grand Oak Acorn and obtaining the Oak Branch. However, the Grand Oak is docile at this point (cannot engage in dialogue to attack). This results in an active quest marker on the Grand Oak and active entry in your main quest journal. To avoid this glitch, don't ask the Hermit about the center of the forest.
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