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m (Abandoned campsite: Bit more details on the abandoned campsite.)
 
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<onlyinclude>
+
<onlyinclude>{{LocationTransformer
{{LocationTransformer
+
|style = {{{style|}}}
|style={{{style|}}}
+
|name = [[West Brecilian Forest]]
|name= [[West Brecilian Forest]]
+
|icon = Ico_Forest.png
|icon= Ico_Forest.png
+
|area map name = [[West Brecilian Forest|Brecilian Forest]]
|image= West_Brecilian_Forest.png
+
|image = West Brecilian Forest exterior.PNG
|terrain= Forest
+
|terrain = Forest
|location= [[Brecilian Forest]]
+
|location = [[Brecilian Forest]]
|appearances= [[Dragon Age: Origins]]
+
|exits = [[Dalish Camp]] <br> [[East Brecilian Forest]]
|inhabitants= [[Werewolves]], [[Sylvan]]s, [[Darkspawn]]
+
|appearances = [[Dragon Age: Origins]]
|characters=[[The Grand Oak]]
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|inhabitants = [[Werewolf|Werewolves]], [[Sylvan]]s, [[Darkspawn]]
  +
|characters = [[The Grand Oak]]
 
}}</onlyinclude>
 
}}</onlyinclude>
   
<!---useMultiEdit--->
+
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.
<!---descr="Several sentence lead section with bolded mention of '''article name'''."--->
 
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.
 
   
==Involved In==
+
== Involvement ==
  +
[[File:West Brecilian Forest.png|thumb|270px|Map of the area]]
  +
=== Swiftrunner ===
  +
You will encounter [[Swiftrunner]] and two werewolves on an island to the north-east.
  +
* If you can Persuade you may be able to convince them that you mean them no harm. He will tell you that they hate Zathrian and to leave the forest.
  +
** If you can Persuade or Intimidate you may be able to convince them that you don’t want to fight but you can’t leave, or that you’re not going anywhere; they leave.
  +
** Otherwise you say there is no reason to fight, or you fight them (see below).
  +
* If you can Intimidate you may be able to convince them to leave.
  +
* If you say there is no reason to fight then they leave.
  +
* Otherwise you will have to fight them. Once one of them reaches 50% Health they break off the battle and leave (so you don’t gain any XP from killing them).
  +
  +
No matter what you do, you get:
  +
* 100 XP
  +
  +
=== Abandoned campsite ===
  +
There is an "abandoned" campsite near [[The Grand Oak]]. This campsite is a trap, an illusion set up by a Greater [[Shade]]. The party's actions upon entering the area can increase or decrease their ability to stay awake and defend themselves. If the party's resistance falls to -6, the entire party will fall unconscious (and suffer an injury afterward), except for the character with the highest [[Attributes (Origins)#Willpower|willpower]], who must fight the Shade. The safest course of action here is to attempt to leave as soon as the party start to feel the Shade's magic, right after the first cutscene. The Shade will then have to show itself when the party are still strong enough to resist its magic. Lingering in the campsite will inevitably result in the party losing their strength.
  +
  +
The party's resistance changes are listed in detail at [[Abandoned Campsite]].
  +
  +
'''Strategy'''{{clr}}
  +
[[Wynne]] may use [[Vessel of the Spirit]] at the start of the fight. It is unknown whether that causes an exception to, or is the effect of an exception to, the sleep effect. The spell would seem to allow Wynne to resist sleeping when she would not have on her own merits, i.e., her Willpower. The lack of a stun for Wynne to suffer may mean there is a different spell by the same name in the game, or that the indicator was just a visual lie, perhaps meant to clarify the resistance.
  +
  +
If you have the Grand Oak’s Branch or the Mad Hermit’s Werewolf Pelt then the Shade’s illusion will dissipate as it attacks and all party members awake.
  +
  +
This encounter is significantly easier if a Spirit Healer Mage has learned [[Revival (Origins)|Revival]], as it can be used to revive any party members that have fallen "asleep," allowing your entire party to make quick work of the Shade.
  +
  +
Anyone that was put to sleep now has an Injury.
  +
  +
The encounter yields [[Dalish Gloves (gift)]] and [[Dusk Ring]].
  +
  +
== Quests ==
 
{{:Nature of the Beast|style=iconmini}}{{clrl}}
 
{{:Nature of the Beast|style=iconmini}}{{clrl}}
 
{{:The Mage's Treasure|style=iconmini}}{{clrl}}
 
{{:The Mage's Treasure|style=iconmini}}{{clrl}}
 
{{:Sign of Safe Passage|style=iconmini}}{{clrl}}
 
{{:Sign of Safe Passage|style=iconmini}}{{clrl}}
 
{{:Wounded in the Forest|style=iconmini}}{{clrl}}
 
{{:Wounded in the Forest|style=iconmini}}{{clrl}}
  +
{{:Places of Power|style=iconmini}}{{clrl}}
  +
{{:Rare Ironbark|style=iconmini}}{{clrl}}
   
==Characters==
+
== Characters ==
<!---descr="Dialog initiating NPC's"--->
 
*[[Deygan]]
 
*[[The Grand Oak]]
 
*[[Swiftrunner]]
 
*[[Panowen]] (appears after completing Nature of the Beast)
 
   
==Enemies==
+
* [[Deygan]]
<!---descr="Hostile NPC's"--->
+
* [[The Grand Oak]]
*[[Wolves]] - ([[Animal]], [[Critter]])
+
* [[Swiftrunner]]
*[[Blight Wolves]] - ([[Darkspawn]], [[Normal]])
+
* [[Panowen]] (appears after completing Nature of the Beast)
*[[Werewolves]] - ([[Beast]], [[Normal]] or [[Elite]])
 
*[[Rabid Werewolves]] - ([[Beast]], [[Normal]])
 
*[[Black Bear]]s - ([[Animal]], [[Normal]])
 
*[[Great Bear]] - ([[Animal]], [[Elite]])
 
*[[Hurlock]]s - ([[Darkspawn]], [[Normal]])
 
*[[Ogre]] - ([[Darkspawn]], [[Elite]])
 
*[[Wild Sylvan]] ([[Beast]], [[Normal]] or [[Elite]])
 
*[[Greater Shade]] ([[Demon]], [[Elite]]) - ''see below regarding campsite''
 
*Denerim Mercenary ([[Human]], [[Critter]]/[[Normal]]/[[Elite]]) - see [[Signs of Safe Passage]]
 
   
''Gravestone''
+
== Enemies ==
*[[Revenant]] ([[Undead]], [[Boss]])
 
*[[Fanged Skeleton]] ([[Undead]], [[Elite]])
 
*[[Skeleton Archer]]s ([[Undead]], [[Normal]])
 
*[[Skeleton Mage]] ([[Undead]], [[Normal]])
 
   
  +
* [[Wolves]] ([[Animal]], [[Critter]])
  +
* [[Blight Wolves]] ([[Darkspawn]], [[Normal]])
  +
* [[Werewolf|Werewolves]] (Beast, [[Normal]] or [[Elite]])
  +
* [[Rabid Werewolves]] (Beast, [[Normal]])
  +
* [[Black Bear]]s ([[Animal]], [[Normal]])
  +
* [[Great Bear]] ([[Animal]], [[Elite]])
  +
* [[Hurlock]]s ([[Darkspawn]], [[Normal]])
  +
* [[Ogre]] ([[Darkspawn]], [[Elite]])
  +
* [[Wild sylvan]] (Beast, [[Normal]] or [[Elite]])
  +
* Greater [[shade]] ([[Demon]], [[Elite]])
  +
* Denerim Mercenaries ([[Human]], [[Critter]]/[[Normal]]/[[Elite]]) - see [[Sign of Safe Passage]]
   
  +
''Gravestone''
  +
* [[Revenant]] ([[Undead]], [[Boss]])
  +
* [[Fanged Skeleton]] ([[Undead]], [[Elite]])
  +
* [[Skeleton archer]]s ([[Undead]], [[Normal]])
  +
* [[Skeleton mage]] ([[Undead]], [[Normal]])
   
==Containers==
+
''Grand Oak Clearing''
*{{TextContainer|Corpse}} ([[Treasure#Ferelden|Ferelden]], Normal) - near Great Bear
+
* [[Grand Oak]] (Beast, [[Boss]])
*{{TextContainer|Corpse}} (Special) - contains [[Magister's Cinch]]
+
* [[Ogre Alpha]] ([[Darkspawn]], [[Boss]])
*{{TextContainer|Rubble}} (Special) - contains {{GiftLink|Painted Skyball}} & {{GiftLink|Ox Bone}}
+
* [[Genlock]]s ([[Darkspawn]], [[Normal]])
*{{TextContainer|Skeleton}} ([[Treasure#Ferelden|Ferelden]], Normal)
+
* [[Hurlock]] ([[Darkspawn]], [[Normal]])
  +
{{Note|These darkspawn only appear if you killed the Grand Oak and return later.}}
   
''Camp''
+
== Notable items ==
*{{TextContainer|Chest}} ([[Treasure#Generic|Generic]], Boss) - contains [[Dusk]]
+
{{:Deathroot (Origins)|style=iconmini}}{{clrl}}
*{{TextContainer|Pile of Bones}} ([[Treasure#Generic|Generic]], Critter)
 
*{{TextContainer|Pile of Bones}} ([[Treasure#Elven|Elven]], Critter)
 
*{{TextContainer|Pile of Bones}} ([[Treasure#Elven|Elven]], Normal)
 
 
==Special objects==
 
<!---descr="Objects you can open/use/dialog/examine."--->
 
*A "Landmark Tree" can be used to activate [[Mabari Dominance]].
 
*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. Unlike the above option though, you will now sometimes have all your party members available for the fight. The encounter yields [[Dalish Gloves]] 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==
 
{{:Deathroot|style=iconmini}}{{clrl}}
 
 
{{:Deygan's Boots|style=iconmini}}, source: [[Deygan]]{{clrl}}
 
{{:Deygan's Boots|style=iconmini}}, source: [[Deygan]]{{clrl}}
 
{{:Deygan's Dal'Thanu|style=iconmini}}, source: [[Deygan]]{{clrl}}
 
{{:Deygan's Dal'Thanu|style=iconmini}}, source: [[Deygan]]{{clrl}}
 
{{:Dusk Ring|style=iconmini}}, source: Chest (after defeating the Greater Shade){{clrl}}
 
{{:Dusk Ring|style=iconmini}}, source: Chest (after defeating the Greater Shade){{clrl}}
{{:Elfroot|style=iconmini}}{{clrl}}
+
{{Note|This can be traded to the Mad Hermit (even though he asks for a Silver Ring, this is the only ring he will take).}}
  +
{{:Elfroot (Origins)|style=iconmini}}{{clrl}}
 
{{:Ironbark|style=iconmini}}, source: Fallen Tree{{clrl}}
 
{{:Ironbark|style=iconmini}}, source: Fallen Tree{{clrl}}
 
{{:Magister's Cinch|style=iconmini}}, source: Corpse{{clrl}}
 
{{:Magister's Cinch|style=iconmini}}, source: Corpse{{clrl}}
 
{{:Silver Cord|style=iconmini}}, source: drop [[Ogre]]{{clrl}}
 
{{:Silver Cord|style=iconmini}}, source: drop [[Ogre]]{{clrl}}
   
  +
Notable [[Gifts (Origins)|gifts]] for [[Companions (Origins)|companions]]:
   
Notable [[gifts]] for [[companions]]:
+
{{:Andraste's Grace|style=iconmini}}{{clrl}}
+
{{:Dalish Gloves (gift)|style=iconmini}}, [[Gifts (Origins)|gift]], source: Chest (after defeating the Greater Shade){{clrl}}
{{:Andraste’s Grace|style=iconmini}}{{clrl}}
+
{{Note|After you give these to Zevran he will equip them, replacing whatever gloves he was currently wearing. You can remove them and equip his original gloves with no Approval change.}}
{{:Dalish Gloves (Gift)|style=iconmini}}, [[Gift]], source: Chest (after defeating the Greater Shade){{clrl}}
 
 
{{:Painted Skyball|style=iconmini}}, source: Rubble{{clrl}}
 
{{:Painted Skyball|style=iconmini}}, source: Rubble{{clrl}}
 
{{:Ox Bone|style=iconmini}}, source: Rubble{{clrl}}
 
{{:Ox Bone|style=iconmini}}, source: Rubble{{clrl}}
   
==Bugs==
+
== Containers ==
*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.
+
* {{TextContainer|Corpse}} ([[Treasure#Ferelden|Ferelden]], Normal) - near Great Bear
  +
* {{TextContainer|Corpse}} (Special) - contains [[Magister's Cinch]]
  +
* {{TextContainer|Rubble}} (Special) - contains {{GiftLink|Painted Skyball}} & {{GiftLink|Ox Bone}}
  +
* {{TextContainer|Skeleton}} ([[Treasure#Ferelden|Ferelden]], Normal)
  +
  +
''Camp''
  +
* {{TextContainer|Chest}} ([[Treasure#Generic|Generic]], Boss) - contains [[Dusk Ring]]
  +
* {{TextContainer|Pile of Bones}} ([[Treasure#Generic|Generic]], Critter)
  +
* {{TextContainer|Pile of Bones}} ([[Treasure#Elven|Elven]], Critter)
  +
* {{TextContainer|Pile of Bones}} ([[Treasure#Elven|Elven]], Normal)
  +
  +
== Special objects ==
  +
* A "Landmark Tree" can be used to activate [[Mabari Dominance]].
  +
* A ''Mystical Site of Power'' for [[Places of Power]] [[Side Quests (Origins)|side quest]].
  +
* '''Gravestone''' - part of [[The Mage's Treasure]] hunt.
  +
  +
== Trivia ==
  +
* The abandoned camp is a possible reference to the [[Codex entry: Cautionary Tales for the Adventurous]]
   
==Exits==
+
== Bugs ==
<!---descr="Map exits."--->
+
* 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.
{{:Dalish Camp|style=iconmini}}{{clrl}}
+
* A Ranger with a summoned pet can run into Game Over upon sleeping at the Abandoned Campsite, likely due to the game picking the pet as the non-KO'd companion.
{{:East Brecilian Forest|style=iconmini}} (South Exit or North Exit){{clrl}}
+
[[Category:Dragon Age: Origins locations]]
[[Category:Origins locations]]
 
[[Category:Ferelden]]
 

Latest revision as of 15:55, April 27, 2019

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.

Involvement Edit

West Brecilian Forest

Map of the area

Swiftrunner Edit

You will encounter Swiftrunner and two werewolves on an island to the north-east.

  • If you can Persuade you may be able to convince them that you mean them no harm. He will tell you that they hate Zathrian and to leave the forest.
    • If you can Persuade or Intimidate you may be able to convince them that you don’t want to fight but you can’t leave, or that you’re not going anywhere; they leave.
    • Otherwise you say there is no reason to fight, or you fight them (see below).
  • If you can Intimidate you may be able to convince them to leave.
  • If you say there is no reason to fight then they leave.
  • Otherwise you will have to fight them. Once one of them reaches 50% Health they break off the battle and leave (so you don’t gain any XP from killing them).

No matter what you do, you get:

  • 100 XP

Abandoned campsite Edit

There is an "abandoned" campsite near The Grand Oak. This campsite is a trap, an illusion set up by a Greater Shade. The party's actions upon entering the area can increase or decrease their ability to stay awake and defend themselves. If the party's resistance falls to -6, the entire party will fall unconscious (and suffer an injury afterward), except for the character with the highest willpower, who must fight the Shade. The safest course of action here is to attempt to leave as soon as the party start to feel the Shade's magic, right after the first cutscene. The Shade will then have to show itself when the party are still strong enough to resist its magic. Lingering in the campsite will inevitably result in the party losing their strength.

The party's resistance changes are listed in detail at Abandoned Campsite.

Strategy

Wynne may use Vessel of the Spirit at the start of the fight. It is unknown whether that causes an exception to, or is the effect of an exception to, the sleep effect. The spell would seem to allow Wynne to resist sleeping when she would not have on her own merits, i.e., her Willpower. The lack of a stun for Wynne to suffer may mean there is a different spell by the same name in the game, or that the indicator was just a visual lie, perhaps meant to clarify the resistance.

If you have the Grand Oak’s Branch or the Mad Hermit’s Werewolf Pelt then the Shade’s illusion will dissipate as it attacks and all party members awake.

This encounter is significantly easier if a Spirit Healer Mage has learned Revival, as it can be used to revive any party members that have fallen "asleep," allowing your entire party to make quick work of the Shade.

Anyone that was put to sleep now has an Injury.

The encounter yields Dalish Gloves (gift) and Dusk Ring.

Quests Edit

Ico Quest Nature of the Beast
Ico Quest The Mage's Treasure
Ico Quest Sign of Safe Passage
Ico Quest Wounded in the Forest
Ico Quest Places of Power
Ico Quest Rare Ironbark

Characters Edit

Enemies Edit

Gravestone

Grand Oak Clearing

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

Notable items Edit

Rgt ico deathroot Deathroot
Ico boots light Deygan's Boots, source: Deygan
Ico axe Deygan's Dal'Thanu, source: Deygan
Ico ring Dusk Ring, source: Chest (after defeating the Greater Shade)
Note: This can be traded to the Mad Hermit (even though he asks for a Silver Ring, this is the only ring he will take).
Rgt ico elfroot Elfroot
Plt ico ironbark wood Ironbark, source: Fallen Tree
Ico belt Magister's Cinch, source: Corpse
Ico amulet Silver Cord, source: drop Ogre

Notable gifts for companions:

Plt ico andrastes grace Andraste's Grace
Tre ico dalish deerhide Dalish Gloves, gift, source: Chest (after defeating the Greater Shade)
Note: After you give these to Zevran he will equip them, replacing whatever gloves he was currently wearing. You can remove them and equip his original gloves with no Approval change.
Tre ico painted skyball Painted Skyball, source: Rubble
Tre ico dog bone 2 Ox Bone, source: Rubble

Containers Edit

Camp

Special objects Edit

Trivia Edit

Bugs Edit

  • 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.
  • A Ranger with a summoned pet can run into Game Over upon sleeping at the Abandoned Campsite, likely due to the game picking the pet as the non-KO'd companion.
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