![]() For the former, or if you killed all of the mages, then the templars will join you against the Blight. If First Enchanter Irving is still alive, then you'll be able to influence Greagoir into dismantling the Circle and investigating the surviving mages, or allowing the mages to go free. Note: If you had to kill Wynne just before entering the Harrowing Chamber (#37), or if you tried killing Uldred and found that your party just wasn't right for the job, then you can return to the survivors on the first floor (#5), and adjust your party there.Īfter the battle with Uldred, you'll end up in conversation with Knight-Commander Greagoir (at Exit A). If you have lots of trouble with the fight, then you can also use one character as bait, and have it run around while your other characters pelt Uldred with ranged attacks and spells. If you don't have a healer, then you can quaff a bunch of health poultices as you take damage, and eventually wear Uldred down. If Wynne is with you, then you can just fight Uldred with Wynne healing (and quaffing lyrium potions) as needed. When it's just your party against Uldred, there are a few ways you can proceed. If for some reason it's not there, then you'll need to find it in your inventory, right click on it, and select "use." The litany doesn't need to be targeted. Note: If all of the Circle mages are converted (and thus die), then you won't be able to save the Circle.Īnother note: The litany should automatically have been put into your hotkey bar for easy use. Otherwise, you'll have to keep an eye on the mages, and use the litany when you see glowing white rings emanating from one of them. If Wynne is still with you, then she'll call out when you should use the litany. Litany of Adralla at this time, then you'll prevent the conversion. Also, four times during the battle, Uldred will try to convert one of the surviving Circle mages in the room (including First Enchanter Irving) into another abomination for his side. You should take them out as quickly as possible. Uldred will start with three abominations on his side. Uldred will then change into a big, winged demon. After sparring with you for a bit, Uldred will decide that you'd make an excellent abomination, and the fight will be on. You'll finally encounter Uldred in the Harrowing Chamber (#37). Looting Niall will also give you the Items codex entry for the Litany of Adralla, a special item that you'll be able to use to protect yourself against Uldred's blood magic (#37). The sloth demon and Niall will be dead in the room, and when you loot Niall's body you'll pick up the ![]() ![]() Use the links in the navigation bar to the right to learn more about them.įade, you'll return to the room where you first met the sloth demon (#29). Theįade regions are covered on their own pages. You won't find any equipment while you're there, but you can gain up to 21 attribute points for your main character, and so the trip is more than worthwhile. But before you can get to him, you'll encounter a sloth demon (#29) who will send you to a dream world called theįade will act like a long intermission to your trip through the tower. Wynne is a spirit healer, and she's good at keeping characters alive, so it's better to keep her around.Īs you ascend the tower, you'll learn that it was a mage named Uldred (#37) who riled up the mages and caused all of the problems in the tower. If you decide that the survivors might be useful to you, then you'll be forced to take Wynne into your party for the remainder of your trip through the tower. If you decide that the Circle has been corrupted and that all of its mages should die, then you'll have to kill the survivors. Inside the main part of the tower, you'll encounter demons, abominations, blood mages - and even some survivors (#5), including a potential companion named Wynne, who you might remember from Ostagar. This might take you several hours, so be prepared before going in. However, Greagoir will warn you that when you venture past the foyer of the tower (that is, past the door at #2), you won't be allowed to return until the situation has been resolved. He'll tell you that the Chantry has lost control of the tower, and that "abominations and demons stalk the tower's halls." Greagoir will assume that the Circle has been lost, but he'll allow you to go deeper into the tower to search for First Enchanter Irving (#37), because if Irving is still alive then perhaps some part of the Circle can be saved. When you enter the tower (at Exit A), you'll automatically meet up with Knight-Commander Greagoir.
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