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The '''West Brecilian Forest''' is the first section of the [[Brecilian Forest]] that [[the Warden]] enters. This part features several streams crossing the pathways, and is where [[the Grand Oak]] lives.
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The '''West Brecilian Forest''' is the first section of the [[Brecilian Forest]] that [[the Warden]] enters. This part features several streams crossing the pathways, and is where [[the Grand Oak]] lives. It can only be entered after approaching the [[Dalish Elf]] clans for the [[Nature of the Beast]] quest.
   
 
==Involved In==
 
==Involved In==

Revision as of 16:54, 26 September 2011

The West Brecilian Forest is the first section of the Brecilian Forest that the Warden enters. This part features several streams crossing the pathways, and is where the Grand Oak lives. It can only be entered after approaching the Dalish Elf clans for the Nature of the Beast quest.

Involved In

Nature of the Beast Nature of the Beast

The Mage's Treasure The Mage's Treasure

Sign of Safe Passage Sign of Safe Passage

Wounded in the Forest Wounded in the Forest

Places of Power Places of Power

Rare Ironbark Rare Ironbark

Characters

Enemies

Gravestone

Grand Oak Clearing

Note: These darkspawn only appear if you killed the Grand Oak and return later.

Containers

Camp

Special objects

  • There is an "abandoned" campsite near the Grand Oak. Upon entering the area, you will get a cutscene telling you that the camp seems recently abandoned and that you should investigate. Examining any combination of the three objects (fire pit, bedroll and tent) leads to your party falling asleep and being attacked by a Greater Shade, with only the person with the highest willpower score left awake to fight it, unless Wynne is with you, who will then use her plot spell, Vessel of the Spirit to stay awake (though she will be recovering, thus unavailable, for a few seconds into the combat) beside the surviving person. However, if you have either the Great Oaks' Branch or the Hermit's Werewolf Pelt, the Shade's illusion will immediately dissipate, as it attacks you (may not be the case - see Discussion). Unlike the above option though, you will now sometimes have all your party members available for the fight. You can also turn away and try to leave the camp. If you don't examine the fire pit and the tent, the entire party will resist the illusion and stay alive (examining the bedroll alone is ok). The encounter yields Dalish Gloves (gift) and Dusk Ring.
    Note: You can use a revival spell to "revive" the 3 leftover party members at this point, as if they were dead. Though they will be drained of stamina and mana, it makes the fight that much easier.

Items

[[File:|20px|middle|link=Deathroot|Deathroot]] Deathroot

Deygan's Boots Deygan's Boots, source: Deygan

Deygan's Dal'Thanu Deygan's Dal'Thanu, source: Deygan

Dusk Ring Dusk Ring, source: Chest (after defeating the Greater Shade)

[[File:|20px|middle|link=Elfroot|Elfroot]] Elfroot

Ironbark Ironbark, source: Fallen Tree

Magister's Cinch Magister's Cinch, source: Corpse

Silver Cord Silver Cord, source: drop Ogre


Notable gifts for companions:

Andraste’s Grace

Dalish Gloves Dalish Gloves, Gift, source: Chest (after defeating the Greater Shade)

Painted Skyball Painted Skyball, source: Rubble

Ox Bone Ox Bone, source: Rubble

Trivia

Bugs

  • There is an occasional glitch with the group of darkspawn, where if the character doesn't interact with them, they stop and stand around as NPCs. The Warden may not interact or fight them like this.

Exits

Dalish Camp Dalish Camp

East Brecilian Forest East Brecilian Forest (South Exit or North Exit)