Don't ignore the character who is keeping the templars occupied though—-the templars can be formidable in their own right. In many of the rooms there are codex entries and some Torn Pages. These pages will start the quest Five Pages, Four Mages , so be sure to get them all. The last room on the third floor holds the strongest set of enemies. Demons , Abominations , a giant statue of a warrior holding a shield, and three Tranquils standing in their midst.
Once you enter the room, everything except the statue and the Tranquils attack. Each Tranquil eventually turns into an enemy and will join the attack.
Their transformation stops when the Abomination dies. Loot White Runestone from the dead Abomination. The fourth floor is relatively sparse in enemies compared to the previous floors and only a portion of it is accessible at this time. It is advisable to stay away from the central room for the time being. There are two fights that can be difficult on this floor. The first of which is encountered in a room off the left of the main hallway. As soon as you enter a short cutscene of a Desire Demon bewitching yet another Templar will play.
The Warden is given the option of killing The Demon right away or conversing with it. The Demon informs the Warden that she saw the desire for family life and happiness in the Templar. This is the illusion she gives him.
The Warden can try and snap the Templar out of it but will not succeed. Which in the end only leaves two options: kill them both, or let the Demon go. If the Demon is allowed to flee she will disappear and take the templar with her. If The Warden decides to fight them the Templar will defend her. The Demon will summon several corpses to help. The Templar will use his abilities while the Desire Demon is a potent spell caster.
Loot Templar Armor from the corpse of Drass. The second encounter will be a much more powerful blood mage than has been encountered before who has taken control of a large group of Charmed and Possessed Templars.
Keep the party's spell casters away from the door again and kill the mage as soon as possible. With the mage out of the way, the templars are just like those on the third floor: they're tough but manageable. Loot Archon Robes from the dead blood mage, then continue. The chest in the back has a lock difficulty of Very Hard.
Now is a good time to rest up, and go back and do the Watchguard of the Reaching side quest if the Warden hasn't already. Once you enter the central chamber on the fourth floor, things are going to change. Walk in the room, and enter an immediate cutscene. Sloth is an Abomination and so much more.
He hovers over the body of an as of yet unnamed mage who may look familiar if you did the Mage origin. No matter the dialogue options you choose, Sloth will put the Warden and party into a sleep. Once the cutscene ends, the Warden will enter a form of hazy reality only ever knowingly visited by Magi. If the Warden is a Mage or saved Connor during the Arl of Redcliffe quest, then he or she will recognize this place as the Fade.
In the Fade the Warden must break the defenses of the demon Sloth and kill him. Here we will discover that the nameless mage that Sloth was standing over is Niall.
Because the quest to escape from the Fade and kill Sloth is so long, it will be covered in a separate article. Please see The Fade: Lost in Dreams for details. After returning from the Fade, the Warden will be returned to the fourth floor of the Tower. Lying nearby is the corpse of Niall , from whom you can loot the Litany of Adralla. The Change Party icon is enabled in this room only so you can swap out party members including Wynne, who up until this point has been a mandatory member if you agreed to save the Mages.
This can be helpful to distribute equipment and gifts to free up inventory slots from all of the items you've picked up in the Tower. As the party continues towards to top of the Tower to confront Uldred , they will be assaulted by Dragonlings and may encounter a drake. This fight is rather simple as long as you have some form of paralysis and avoid the flame breath. There will be some demons and a room that appears empty of all but a chest until the Warden attempts to retrieve its contents.
The resulting fight can be rather difficult as you may be low on supplies after the Fade. Luckily there is a multitude of potions around for you to loot. Going for the chest will trigger a trap and spawn several more demons to attack the party. One of the locked chests contains Beastman's Dagger. By the stairs leading up to the Harrowing Chamber, the Warden will find Cullen , trapped in a magical prison.
If the Warden is a Mage, Cullen may react accordingly -- he will even reveal that he harbored feelings for a female mage Warden. Cullen initially believes the party members are illusions the demons sent to torment him.
Once Cullen has been calmed down by the Warden, he will postulate a moral dilemma for the player. Cullen describes his torment as ghastly and explains to you that Uldred is upstairs in the Harrowing Chamber forcing the rest of the living mages to become Abominations.
He is convinced that not a single mage can be allowed to make it out of that chamber alive, and everyone must be killed. In the Harrowing Chamber, the Warden will finally meet Uldred. Uldred was the mage who offered the services of the Circle of Magi to light the beacon during the Battle of Ostagar , before being overruled by the Revered Mother. Since then, he has been busy staging a coup in the Circle Tower, later becoming possessed by a Pride Demon.
A cutscene plays upon entering the Harrowing Chamber wherein Uldred forces a mage to become an Abomination. There is an extended dialogue the Warden may engage in in order to learn more of Uldred's goals and motivations.
The Warden is free to choose any number of dialogue options, but ultimately Uldred must be killed. Once the cutscene ends, Uldred shows his true form as a Pride Demon. He has a lot of health and some very strong abilities. His three lackey Abominations aren't the same as the previous ones the party fought earlier as they are a fair bit stronger. Uldred himself is quite powerful. Wynne, Morrigan, and Alistair are the ideal companions, although Sten or Shale may substitute for Alistair in this mix.
Wynne will be invaluable, as she heals the party frequently. Morrigan is likewise valuable, as her many offensive spells seem to have the desired effect when it comes to mass damage. As a spell caster, Mana Clash will do a large amount of damage to Uldred and prevent him from using his powerful spells, but it hits him less often than weaker enemies.
Now, if the Warden usually flanks an opponent, he or she should do so more from the side in this battle as Uldred has a nasty habit of kicking those behind him without turning. Every so often during the fight, Uldred will attempt to corrupt one of the other Mages who are bound up around the room. Using the Litany of Adralla every time a mage is surrounded by three rings of pulsing light will prevent Uldred from adding another Abomination to the battlefield.
If Wynne is in the party, she will tell the Warden to " This training that a HN or DN warden would have is largely meaningless in the face of a lack of a lack of actual on the ground experience of leadership.
Not to mention we're ignoring all the other origins in the game of course And I would just assume that the child of the second most powerful man in the nation would be raised in such a way that they know how to run things as well. You're being left at home to run a basically empty castle. My impression from the HN origin its been a while since I played it was this was your first time in a leadership position and you were sort of being eased into it. In fact one of the dialogue options with Mama Cousland was asking her to stay and help you run things as you weren't sure you could.
But all that is besides the point- in my opinion the training is nowhere near as useful as you're making it out to be, frankly. This is as someone who has been thoroughly educated in leadership and organizational management. I think we're approaching the concept of leadership and politics in different ways. I think leadership and political skills are required in any senior position in any field whereas you seem to be arguing they are similar to a profession.
Sheltered Circle? Hmm I guess again that depends how you saw things. I saw the Circle as a combination of university, research centre, military academy and monastery of sorts , with quite sharp, cut-and-thrust political maneouvering required at the top end. Wynne talks to hear her own voice, even when she has nothing to say Yes she has her flaws of course, but the argument was started when it was said that it was stupid of Wynne to give the Warden advice.
HolyAvenger Status: Offline. Didn't her fellow mages offer her the role? She'll murder the Warden because Morrigan is an apostate and has an opinion, or in the missing scene that was only removed because it bugged the Landsmeet she would reveal the Warden was a blood mage and get the templars to try to murder him despite saving the Circle from Uldred.
It's never explicitly said who offered her the role, but her pro-Chantry views seemed to indicate why she'd be favored among the templars. She offers the fairy tale interpretation of the Wardens, not the truth.
If she didn't help Shale go to Tevinter to reclaim her mortality, I wouldn't even bother having her with my group. By Eber - Fri Jan 28, am. I think the Chantry picks the first enchanters and in the case with a new Circle Irving dead they most certainly do.
Greagoir: We [the Chantry] will form the Circle anew, upon the remains of the old. And we will not make the same mistakes twice. Wynne I am sure you were instrumental in bringing peace to the tower, and you have always been a respected member of the Circle. The Circle will be in need of a first enchanter.
There is none other more suited to this position than you. It is yours, if you will accept it. Wynne: Ah, Greagoir, you only picked me because all the rest of the senior mages are either dead or otherwise incapacitated.
I cannot accept this offer. I wish to teach and to learn, and I will not spend the rest of my life tiptoeing around the Chantry. I would, in fact, prefer to remain in the company of the Grey Warden You can't say you weren't warned. She wants to teach and that's why she's coming along. It is interesting that not even the Chantry apologists can stand the Chantry. That's how bad they are! Edited by Eber, 28 January - AM. Eber Status: Offline.
By sevalaricgirl - Fri Jan 28, am. I am playing the Dalish mage mod and don't need her. Can't remember now. She offers a vision of what Wardens should be like.
Just like Morrigan does the opposite. I don't understand why that should stop you from ignoring her, or why she should shut up about it. Whatever it takes I agree with the first part of that sentence which could be applied to all the companions , and disagree with the second.
The flip side of this argument is that if he gets turned into an abomination out in the wild, there's no one to stop him slaughtering people. That said, I don't agree with her, and anyway she lets him stay out in the wild. Not in my view. If you want to stay in Wynne's good graces, making morally right choices is the way to gain her approval.
Indeed, the Warden's conversations with Wynne often concern the philosophy of what constitutes living a meaningful and fulfilling life; or finding purpose in one's fate. Wynne will encourage the Warden to live up to the ideals of a being a Grey Warden and embrace being a guardian of the people of Thedas —even taking pride in the sacrifices of a Grey Warden since they will aid in the continued existence of the people.
Wynne cautions the Warden to use their power and influence responsibly, as even their actions will have a ripple effect on others and urges that the Warden be considerate.
During the Warden's search through the Circle Tower , Wynne explains the events that happened there: upon her return to Kinloch Hold after narrowly surviving the Battle of Ostagar , Wynne discovered that one of her colleagues, Senior Enchanter Uldred , who'd also been present at Ostagar, had nearly convinced the Circle to ally with Loghain in exchange for more freedoms from the Chantry.
Wynne informed First Enchanter Irving of Loghain's treachery and the Circle revoked its tentative support. Wynne was not present at the meeting where Irving and the others confronted Uldred, merely witnessing its aftermath and explaining that as demons and abominations rampaged, Irving ordered her to get as many mages to safety as possible.
Wynne expresses guilt at what has happened, believing it partly her fault as it wouldn't have happened had she stayed silent, but Wynne insists the Circle needed to know of Loghain's crimes.
If the Warden becomes involved with Alistair , Zevran , Leliana , or Morrigan , Wynne will express concern stating that the relationship is dangerous and does not want to see either get hurt. The Warden must place duty first and make difficult decisions, even sacrifice. She does not want suffering to befall either of you.
You can choose any response, but keep in mind that Wynne is of a serious disposition and may respond badly to smart remarks. She does seem to contradict herself a little though, for when initially questioning you on the relationship, she expresses concern over the fact that it is merely a physical relationship at least with Zevran while saying it is because of the selfishness of love that she worries. However if you advance the approval rating of the partner to the degree of love thereby posing a stronger threat to your duty as a Grey Warden she relents her hard-line position in a later conversation.
Wynne comments that love may not last forever but its worthiness is not diminished because of it. Wynne adds that she finds the lovers' adoration for one another beautiful and thinks love's ability to blossom even amongst chaos and strife gives her cheer. Once Wynne's approval is high enough, an encounter at Hillside Path will occur. Once the battle is over, Wynne is overwhelmed by her Vessel of the Spirit ability and she faints momentarily; when recovered she reveals that she has a "condition.
In her words, she is an abomination living on 'borrowed time' to help the Warden defeat the darkspawn. Once the Warden is friendly enough with Wynne and she has confessed her condition, if she is asked further questions about the Circle, she will admit to feeling regret over a particular apprentice she worked with, a city elf named Aneirin. She believes the templars who said they hunted Aneirin after he ran from the Circle; an act which Wynne believes is her fault as she feels she was very hard on Aneirin who she believed was a very talented mage.
The only clue of Aneirin's whereabouts is that Aneirin had once told Wynne he hoped to seek out the Dalish. The Warden can agree to find Aneirin for her. Talking to Sarel at the Dalish Camp will reveal where Aneirin is staying. Wynne informs The Warden-Commander that the College of Magi is convening in Cumberland, Nevarra , to discuss the Libertarians' wish of breaking away from the Chantry completely, with some additional dialogue if the Warden is a mage.
Wynne is also present at the Chantry to present this quest for the Orlesian Warden, with a few minor changes to dialogue, and more changes if the Orlesian is a mage.
While Templar reinforcements arrived at Kirkwall to suppress further resistance, news from escaping mages of what had occurred spread to other Circles. Outraged that the templars of Kirkwall would invoke the Right of Annulment to justify the deaths of an entire Circle for the crimes of one apostate, some Circles revolted, while others were close to doing so.
In response, the Templar Order cracked down, further restricting mage freedoms in an attempt to quell further disturbance. Despite this, the College of Enchanters , meeting for the last time in Cumberland before being disbanded, voted against separation from the Chantry at the urging of the Archmage, Wynne, in opposition to the motion tendered by its newly elected Grand Enchanter Fiona.
Nonetheless, many of the Libertarian faction, who wished for independence, continued to encourage mages to rebel. Wynne, acting on Divine Justinia V 's personal orders, took her estranged son Rhys a mage of the White Spire , his friend Adrian and the templar Knight-Captain Evangeline to Adamant Fortress in order to save her friend, Pharamond : a Tranquil who had become an abomination.
After freeing Pharamond, he told the party that he had managed to find a way to reverse the Rite of Tranquility. Presenting this information before Justinia V, it having already been sent to each of the fifteen Circles, and against strong objections from Lord Seeker Lambert , the Divine concluded that a Conclave must be held, ostensibly to hear from Pharamond and to discuss the findings.
Wynne because of her unique place within the Circle, also participated along with the First Enchanters even though she wasn't leading a Circle. Furthermore, Senior Enchanters Rhys and Adrian participated as well, as they were part of the mission to save Pharamond. Watched by the templars, the Grand Enchanter nonetheless sought another vote to separate the Circle from the Chantry.
Before the vote could be taken, the meeting was disrupted by Lord Seeker Lambert, who on presenting news that Pharamond had been murdered and the bloodstained knife found in the quarters of Rhys, attempted to disband the Conclave.
Several of the first enchanters are slain, most were imprisoned, including Rhys, and only Wynne and Knight-Captain Evangeline managed to escape. The Divine herself ordered Lord Seeker Lambert and a number of his templars to meet with her, a ruse to ensure that the rescue would succeed. Evangeline, Wynne and Shale succeeded in destroying those phylacteries contained in the White Spire vault, including those of the surviving First Enchanters, while Leliana led those imprisoned to safety.
In an echo of the rebellion of the Kirkwall Circle, other mages of White Spire fought their templar masters, and according to Wynne, managed to kill them all. Wynne likes books and scrolls, as well as wine. See Gifts for Wynne for all of her gifts. Additionally, Wynne can gain the following new spell as you progress through the story:. As you befriend Wynne and gain her approval , she will gain the following additional skills:. Dragon Age Wiki Explore.
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