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== 过程 == 取决于主线任务的完成度,有多种不同的方法开启本任务。洛瑟林的[[多纳爵士]]是你了解关于圣灰瓮任务信息的第一个线索,如果错过,你将会在完成主线任务[[赤崖伯爵]]后了解到相关信息。除此之外,你得到的线索将始于邓利姆。 === 杰尼提维修士的住所 === 你将在[[邓利姆市场区]]找到[[杰尼提维修士的住所]]。进入后,你将会碰到[[维伦]],他会紧张地告知你杰尼提维的失踪。以[[说服]]技能可以从维伦处获得更多关于杰尼提维最后一次现身地的信息:[[卡兰哈德湖码头|卡兰哈德湖]]。 足够高的[[机智]]将会让你注意到维伦的可疑行为,在此情况下你可以: * 前往[[卡兰哈德湖码头]]: ** [[宠溺公主]]的[[旅馆老板]]看起来有些神经质,特别是在你问起关于杰尼提维的情况后,你可以强迫他透露更多的信息:“他们”一直在监视旅馆的情况,看有没有询问任何关于杰尼提维情况的人。在结束本对话离开旅馆后,小队将会遭到一群[[狂信者]]的伏击。 *** 狂信者首领有一定几率掉落[[仪典套装盔甲]]。 ** 回到维伦处,与他对质。 * 调查杰尼提维修士住所的其他部分: ** 如果你靠近了后室,维伦会试图阻止你。你可以选择后退,也可以选择攻击他。 * (没有足够的机智也没有获得关于卡兰哈德湖的信息) 指控维伦在隐藏真实情况: ** 直接对质,维伦不太可能有机会活下来了。 ** 调查整个住所 ** 之后前往卡兰哈德湖码头你同样可以触发上述事件。 杰尼提维修士的住所内可以发现一具尸体(是真正维伦的尸体)和杰尼提维修士的研究资料,资料上显示他前往庇护村去了解关于安卓斯蒂骨灰的情况,同时你可以在世界地图上找到这个地点。 === 到达庇护村 === {{Main|庇护村}} 一旦发现了[[杰尼提维的研究资料]],世界地图上的庇护村将出现。当到达了村庄时,你将面对村口的一名守卫。他坚持让小队离开,但同意回答部分问题或是同村庄商店交易。 此时,如果[[斯坦]]在队,他会质疑主角来到庇护村的决定,取决于好感度和对话选择,他可能会与你决斗。斯坦的好感值与随后的攻击根据对话选择有一定上下浮动的几率,打败他将获得 {{Approval|7}}。事先解除他的武器和铠甲将会让这场决斗变得相对容易些。如果你打算避免这场决斗,可以通过胁迫 {{Approval|-5}} 或说服{{Approval|-3}} 他来避免。 === Shopping in Haven === The population of Haven will soon turn hostile towards the Warden. This is triggered by either going further than the two chests in the [[Villager House]] (close to the village's entrance, on the left), or exploring the back room of the Store. If the Warden wishes to trade with the village's storekeeper, [s]he should do so first. You may also talk to a [[Haven Child|child]] in the middle of the village at this point, who may show you a finger bone if you can persuade him. If the Warden enters the villager's house with the hearth and bloody altar inside, there will be a cut scene in which the companions comment on the disturbing discovery. If Zevran is in your active party, he will add a comment about rituals of the [[Antivan Crows]], while Morrigan will confirm that it is ''human'' blood. Also, Dog will lick the blood on the altar in an attempt to find out what kind of blood it is. In a locked chest inside the house, the Warden can also find one of the [[Love Letter]]s for the [[Correspondence Interruptus]] quest. Alternatively, if the Warden attempts to explore the back room of the village's store, the storekeeper will attack the group to try and prevent them from finding the remains of a knight from [[Redcliffe]]. The store also holds a pair of [[Antivan Leather Boots]], and the [[Mage's Eye]] bow in a normal chest (not locked), near the front of the shop. This chest will be unlocked if you return later. Either way, when the Warden walks out of the house or store after triggering any hostility, the villagers, and some [[Cultists]] will attack the party. The Warden and his companions will need to fight the rest of the way through the village and up to the Chantry. === Finding Brother Genitivi === After clearing the road uphill, the Warden will reach [[Haven Chantry|Haven's Chantry]]. Entering will trigger a cut scene, during which [[Eirik]], apparent leader of the congregation, makes his hatred of foreigners quite clear, leading to a fight with Eirik and the Guards in the room. Eirik's body will yield a [[Cultist Medallion]], necessary to enter the [[Ruined Temple]]. (Note: if you raise Eirik as a skeleton before the fight is over, there is a chance that you won't be able to find the medallion) The side room of the Chantry holds an Inscribed Chest, with a {{GiftLink|Small Silver Bar}} and a [[Ring of Faith]] inside. Behind the Brick Wall, which is really a poorly concealed secret door, the Warden will find Brother Genitivi himself. He will tell The Warden that the Urn of Andraste is located in a temple ruin in the mountains nearby, and will answer some questions about the village and his research into the urn. Here you can choose to take him along or send him back to Denerim to recover. If you do take him along, he will open the door and remain at the temple entrance doing research, so you do not have to protect [[Brother Genitivi]] if you allow him to accompany you to the temple. Although you have an option to tell him to wait that you need to make sure it's safe outside, there is no walking with Brother Genitivi, there is simply a loading screen and then you arrive at the temple; any forgotten village stragglers will not be there to attack the Brother when you leave the Chantry. Apparently this option was included merely to give the Warden one last chance to search the Chantry or village areas before proceeding to the temple. Either way will take you to the temple without any fighting. If you take [[Brother Genitivi]] with you, you can avoid fighting any of the villagers, provided you have not looked in the back of the shop, commented on the abandoned house as above or otherwise enraged the villagers, because you are taken directly to the temple. After completing the quest, the storekeeper will have disappeared, but the rest of the villagers will still be standing around and will not attack you. This has no significance to the rest of the quest or the plot as a whole, however, since with no active shop and no remaining dialogue options there will be no point to ever returning to Haven in any case. '''Companion Reactions:''' * When Brother Genitivi asks what happened to Weylon, responding "I found his body stuffed into a box," results in Leliana disapproval {{Approval|-1}}. * If Brother Genitivi's plea to accompany the Warden is initially denied, but then the Warden concedes to Leliana's persuasion, she approves {{Approval|2}} (rewarded after the load screen). === Ruined Temple === [[File:Ruinedtempmap.jpg|thumb|270px|Ruined Temple Map]] {{Main|Ruined Temple}} The temple ruins have a fairly straightforward layout, although keys are required to progress. There are many Cultists in the halls, some of them mages. The first passage to the left (west) leads to a small group of unarmed Cultists. In a Cabinet in this room, the Warden will find a [[Taper]] that will be necessary later on. An Adventurer's corpse in the same passage yields a letter for the [[Unbound]] quest, while the bookshelf in the same room yields the {{GiftLink|Discovering Dragon's Blood: Potions, Tinctures, and Spicy Sauces}} tome. The passage to the right (east, marked on the map as ''South Eastern Chamber'') leads to a locked room (requires a key, see below), and a square room holding a scroll for [[The Scrolls of Banastor]] quest, and a set of ''Ancient Encrypted Scrolls'' for the [[Forgotten Verses]] quest. To find the key that opens the locked door in the South Eastern Chamber, the Warden should head up the first flight of stairs (guarded by Cultists), open the door to the left (West - watch out for [[Bronto]] just past this door), and reach the ''Cultist Chambers''. A large number of Cultists awaits the group in this area (watch out for traps as well), so it is recommended to proceed with caution, trying to pull small groups to the companions. Another scroll for [[The Scrolls of Banastor]] quest is found in the first room of the Cultist Chambers. The last room in these Chambers yields the ''[[South-East Chamber Key]]'' (which will unlock the matching door), a [[Black Pearl]] (which, together with the Taper mentioned above, will be required to progress), and {{GiftLink|Chasind Sack Mead}}. Once the key is acquired, the group can return downstairs to unlock the South-East Chamber (a new group of Cultists will stand in the way). Within that Chamber, a chest holds the ''[[Main Hall Key]]'' (which will unlock the door at the top of the stairs). Back in the entrance hall, check the eastward door (that leads to a wavy corridor) at the top of the stairs to find the [[Armor of Diligence]] on the corpse of a fallen knight. Beyond the Main Hall door lies a large room with more stairs. A Cultist Mage and a couple of Cultist Archers are guarding the area. The Mage can be pulled by himself (or simply use stealth to get near him and backstab him) but once the party approaches the stairs or attacks the Archers, a pair of [[Ash Wraith]]s appear on the sides. At the top of the stairs, the party will find a Brazier (the taper found in the earlier area can be used to unlock [[Codex entry: The Holy Brazier]]), and a door. Beyond the door lies a room with Archers and many traps. One point of [[Stealth]] is enough to safely disarm all the traps without being seen by the enemy, so the Warden's party can take on the archers without any obstacles. The next door leads to a room with a circular platform in the middle, and a statue (of Andraste?) along the North wall. An Auto-Save will take place upon entering this room, and shortly thereafter a Lieutenant-grade [[Ash Wraith]] will appear. The spirit also gets some help from two pairs of Cultists awaiting right outside the room (a Reaver and a Mage on one side, a Reaver and an Archer on the other). After the fight, the Warden can open the {{TextContainer|Iron Chest}} to find a pair of [[Ancient Elven Gloves]]. The party can continue along the eastern or western wings at this point (they lead to the same location), or clear them both for loot and experience. Both wings include Cultists and traps. If Zevran, Leliana, Morrigan, Alistair, or Wynne are in the party, one will comment on the statue in the topmost eastern chamber just before the stairs. Eventually, the group will reach stairs leading up to the Wyrmling Lair. === Wyrmling Lair/Mountainside Caverns === [[File:Map-Caverns.jpg|thumb|260px|Map of the Caverns]] {{Main|Mountainside Caverns}} Once you reach the Wyrmling Lair, you have effectively left the temple and are now walking through several underground caverns. In addition to more Cultists and their traps, there are [[Drake]]s and [[Dragonling]]s (which sometimes spawn behind, or all-around the party) here in this area. From the second room in the cavern portion (the first place where there is a choice of directions), the party can follow an eastward path that leads to a room with cages for pigs and goats, sometimes referred to as ''The Feeding Chamber''. Two [[Drake]]s on PS3 and XBOX, or three drakes on PC, will spawn and attack once the group is inside the area. They will drop a [[Drake Scale]] each, valid for the [[Drake Scale Armor]] quest. This will be a very tough fight, as each of them is lieutenant level and they possess the extremely dangerous [[Overwhelm]] ability. In the same room, the Warden can find a {{GiftLink|Stone Warrior Statuette}} in a {{TextContainer|Pile of Dragon Filth}}. The other path (headed north) from the second room leads to a farther split. The party can follow a northeast or a northwest direction. The northeast path leads to a couple of rooms sometimes referred to as the Hatchery, due to the various dragon eggs lying around. First, the party will enter a large room with columns, and a flight of stairs. On top of the stairs, a [[Cultist Overseer]] awaits. Before the stairs, Cultist Reavers and Archers stand guard, and just to add a bit of spice, there are a couple of traps just at the bottom of the stairs. The party may try and pull the groups at the bottom of the stairs before engaging the Overseer. Once the Overseer enters the fight, a pair of [[Drake]]s will spawn and join the fray accompanied by a couple of [[Dragonling]]s. The Drake will drop [[Drake Scale]]s, and the Overseer will drop a [[Spellweaver]]. Note that the pair of drakes will only spawn if you go up the stairs. You can thus make the fight easier by pulling the Overseer down, wiping out the forces, then fighting the drakes separately. One more room lies to the North-East of this encounter, where another Drake awaits, aided by a Cultist Mage, an Archer, and a hidden Assassin. A book on one of the tables in this room yields the [[Codex entry: The First Blight, Chapter 3]] and a Dragon Egg yields [[Lifedrinker]] and the matching [[Codex entry: The Life Drinker]]. An easy way to get through the caverns is to bring a character that has the [[stealth]] ability, and sneak past every enemy, and then speak to [[Kolgrim]]. Doing so warps your party to the end of the cavern, though you still need to fight the enemies should you ever return, even if you side with Kolgrim. Oddly enough, there seems to be no negative reaction from the cult if you kill cultists after joining them. === Kolgrim's Offer === The northwest path leads to a room with a few Cultists (and their traps), and eventually a large cavern where the leader of the cult, [[Kolgrim|Father Kolgrim]], awaits. As the Warden approaches, he will initiate a dialogue, revealing more details about the Cult that the party has been fighting since entering Haven. The Disciples of Andraste originally used to guard her ashes - however, they claim the prophet has since risen from the dead and the cult acts as her guard. If, during the conversation, the Warden mentions that the real Andraste is dead and/or that the one the Cult is following now is a fraud, Kolgrim and his aides will attack the party. Otherwise, the dialogue may lead to Kolgrim offering a task for the Warden to make up for all the damage inflicted so far to the Cult (and to become a brother/sister to the Cult): take a vial of ''Andraste's'' blood, find a way around the [[Guardian (character)|Guardian]] protecting the ashes, and pour the blood into the ashes. Accepting Kolgrim's task and defiling the ashes is the only way to unlock the [[Reaver]] specialization and obtain the [[Achievements#Quest Achievements|Sacrilegious]] achievement. But if you have saved before you initiate the conversation, you can unlock the achievement and specialization and then revert to the save. Your rewards will be preserved even if you then choose another course of action. Whether the Warden refuses to listen to Kolgrim's proposition, or accepts the task, or even if the Warden accepts the task verbally but does not follow through with it, the companions in the party (and some even if they are not in the active party) will react accordingly: * '''If the Warden sides with Kolgrim:''' ** {{Approval|Morrigan|+2}} or {{Approval|Morrigan|+3}} ** {{Approval|Shale|+2}} or {{Approval|Shale|+4}}, or {{Approval|Shale|+11}} if you let her talk you into it. Note that this approval takes place immediately when you accept the blood from Kolgrim. *** To get {{Approval|Shale|+11}}, refuse Kolgrim's offer, refuse it again when he says, "I will not make this offer again," then when Shale says, "Is there a reason it refuses?", choose "You really think I should go along with it?" followed by "Maybe you're right." ** {{Approval|Zevran|+2}} ** {{Approval|Sten|-3}} or none if you say to him that is for you to decide. ** {{Approval|Alistair|-5}} *** May be avoided through Persuasion ** {{Approval|Oghren|-5}} ** [[Leliana]] is, of course, opposed to the defiling, but will not react until the deed is actually done. Her reaction depends on various parameters, although it is not immediate when you accept Kolgrim's task. An unhardened Leliana will attack you immediately if she witnesses the defiling. Even a [[Leliana's Past#Hardening Leliana|hardened]] Leliana will still object to the defiling of the Urn, but if the following conditions are met, she may be present at the defiling and, instead of reaching her [[Leliana#The Urn of Sacred Ashes|crisis]], simply {{Approval|Leliana|-10}}: **# Leliana must be hardened; **# The Warden must have a high intimidate skill (Coercion + Strength bonus = 75 or higher, where each point in Coercion is equal to 25 intimidation points. Thus 3 points in coercion should do the trick regardless of what your character's strength score is); **# The Warden must have passed through the flames after leaving all items at the alter. If the Warden fails this test and kills The Guardian before defiling the urn, the following dialogue option to intimidate Leliana won't appear; **# The player must select the ''"Before you do anything stupid, remember who I am."'' dialogue option when she calls the Warden a "fiend". ** [[Wynne]] will turn hostile and attack if the ashes are defiled and she is present in the party, although she will not react until the deed is actually done. *** If she is not present, she will initiate a conversation the next time the Warden enters the Party Camp and leave. '''Note:''' It is suggested that Wynne's crisis point can be avoided if she is not acquired until later on, after defiling the ashes - However, others have reported she will leave the party the first time the Warden returns to Camp even if she joined the team after the ashes were defiled. ** {{Approval|Zevran|+2}} if the Warden listens to Kolgrim's offer and accepts it (even if the Warden won't follow through with the defiling); *** [[Zevran]] can be persuaded that killing Kolgrim is a better option and his approval rating won't change ('''Note''' the dialogue option to persuade Zevran calls Kolgrim 'shifty' and will trigger the cultists to attack) * '''If the Warden fights Kolgrim:''' * The fight can be tricky at first, but try to kill the Cultist mages and have someone keep the melee attackers on them (someone with a lot of health) * {{Approval|Oghren|+2}} if "shut up, Oghren" and then "I'll take my chances with the arrows" is selected after Kolgrim warns of a "rain of arrows" awaiting the Warden if they so dared attack "Andraste" ** {{Approval|Shale|-10}} but if you declare to Shale directly "It is my decision" she will answer that there is nothing to say against this logic and there is no approval lost; ** [[Morrigan]] disapproves; ***[[Morrigan]]'s and [[Shale]]'s negative reaction can be avoided by picking a fight with Kolgrim early on in the dialogue, without asking about his offer; alternatively, if the dialogue leads them to express their opinion, a successfull Persuasion check may reduce their loss of approval ({{Approval|Shale|-5}}, [[Morrigan]] 0 if started within the first two dialogues). If [[Sten]] is in the party, and you let Kolgrim explain his plan, Sten will comment negatively - if in the ensuing dialogue option you change your mind, [[Morrigan]] won't disapprove. **[[Wynne]], [[Leliana]] and [[Alistair]] voice their opposition to defliling the urn, but fighting Kolgrim does not result in a change of approval rating. {{Note|This list is incomplete - the reaction of other companions to either option has not been reported yet. Please add the approval changes you experience.}} If/when you fight Kolgrim, he will drop his axe, [[Faith's Edge]], and (depending on the time when the fight took place) [[Kolgrim's Horn]]. NOTE: For PC V1.5, Kolgrim will drop the horn to call the dragon. {{Note|Kolgrim can be slightly easier to fight if tricked into thinking you will help because on the mountaintop he has fewer allies.}} {{Note|If Kolgrim and his cultist goons are too hard to fight, try lowering the difficulty if you can, because shifting it just a little bit helps a lot against him.}} If you want to fight Kolgrim outside without losing any approval on the above mentioned dialog choices simply choose the dialog option that you want to see the risen Andraste yourself, which will take you outside where you meet Kolgrim again. He will have some help there too which includes another Drake and will earn you a 7th drake scale. === The Mountain Top === {{Main|Mountain Top}} {{Note|While in this area, the Warden can re-configure the party composition.}} After the encounter with Kolgrim, the party will reach the Mountain Top. A cutscene occurs as the cult's "Andraste", which is actually a [[High Dragon]], flies over and lands to rest on a cliff. At this point, the party may engage the false ''Andraste'' by using [[Kolgrim's Horn]], by casting an area of effect spell like [[Blizzard]] or cast drain life below the cliff as its range can reach the high dragon above, or (on consoles) by using the gong in this area. The High Dragon is a formidable opponent; see [[High Dragon (strategy)|High Dragon battle strategy]]. If the dragon is slain, she will drop a [[High Dragon#Loot|considerable number of items]] among which is a [[Dragon Scale]] for the [[Dragon Scale Armor]] quest. There is no need to fight the dragon immediately — this area can be returned to later in the game whenever the Warden feels it is more appropriate. === The Gauntlet === {{Main|The Gauntlet}} Whether the party elects to fight the High Dragon on the Mountain Top or not, their next stop is a separate temple, known as [[The Gauntlet]]. In the first room, the Warden will find 30x [[Andraste's Arrows]], a book unlocking the [[Codex entry: The Maker's First Children]], and the next step in the quest line, in the form of a [[Guardian (character)|Guardian]] knight. Approaching him will trigger a conversation revealing more background history about the Disciples of Andraste and the Urn of Sacred Ashes. The Guardian will ask one question to each party member, related to their own past, and unlock the [[A Test of Faith]] quest. To reach the Urn, the party has to pass the trials of the Gauntlet. See [[A Test of Faith]] page for details about the tests. === The Ashes === [[File:DAO Leliana near the Urn of Sacred Ashes.jpg|thumb|right|256px|[[Leliana]] stands near the [[Urn of Andraste]].]] Once the Gauntlet has been completed, the Urn of Andraste will be in sight. Among the Warden's choices: * ''Take a pinch of the Ashes'' * ''Defile the Ashes'' - Only available if the Warden did not kill Kolgrim; doing so unlocks the [[Reaver]] specialization. Note that the Warden will take a pinch from the Ashes automatically, regardless of the choice to defile them or not. Taking only a pinch of the ashes, in other words choosing '''not''' to defile them, will also unlock the [[Achievements#Quest_Achievements|Ceremonialist]] achievement. Regardless of any promise made to Kolgrim, the Warden is under no obligation to actually defile the ashes. See [[Leliana]] and [[Wynne]] for details on their reactions in case you chose to defile the ashes - as well as the [[The Urn of Sacred Ashes#Kolgrim's Offer|Kolgrim's Offer]] section above. Before leaving the room, unlock the chests and loot the Adventurer's corpse for a [[Belt of the Magister Lords]] and a {{GiftLink|Golden Demon Pendant}}. Once the Warden has finished all intended business here, it is time for the party to return the way they came. If the ashes were defiled, then Kolgrim will be waiting outside to reward the Warden, or to take vengeance if a deal was struck but the Warden reneged. Note that the fight against Kolgrim is considerably easier here than if he's attacked back the caverns as he has fewer allies supporting him. A cultist mage and a drake are encountered further down the hill. A gong can be activated in the area. ''Do not do so'' if you are not ready to engage a high dragon in combat. Fighting the dragon is not mandatory to exit the area; the Warden can return at a later date if the player isn't strong enough yet to do battle. Otherwise the group can proceed from the Mountain Top and follow a shortcut on the way back, in the form of a door to the lower right (while facing the Caverns direction). This will lead directly to the entrance of the Ruined Temple, where Brother Genitivi awaits. (This path will become a two-way shortcut to the mountain top for future visits, i.e. to attack the dragon.) === Conclusion === As the party returns to the entrance of the [[Ruined Temple]], [[Brother Genitivi]] will be extremely excited about the news, and ready to share them with the entire world. Alistair, if present, will express concern that there would not be enough ashes to go around if lots of pilgrims were to arrive, but there is no way to dissuade Genitivi from spreading the word except to kill him. There is no actual battle, just a cut-scene of the Warden killing Genitivi. Genitivi is a good NPC, a well traveled and learned scholar who has written many of the Codex entries, so the homicide will trigger some reactions among the companions: * {{Approval|Alistair|-3}} Alistair will not be affected in a negative way if you have hardened him already. * {{Approval|Leliana|-5}} * {{Approval|Wynne|-3}} * Unaffected: Zevran, Morrigan, Shale, Sten, Oghren. If Genitivi is not killed, he will return to his home in Denerim, asking the Warden to visit him later. If the Warden does visit him, he will present him/her with a [[Master Dweomer Rune]] as a reward. With the [[Pinch of Sacred Ash]], you may now head to [[Redcliffe Castle]] and heal [[Arl Eamon]]. If you have not yet been to [[Redcliffe]], you will need to resolve the troubles there before you can reach Eamon. ''See [[Arl of Redcliffe]] for details''
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