Here is the way back to the Dalish Camp. Throughout this map, you will often get attacked by packs consisting of Werewolves, Rabid Werewolves, Wolves, and Blight Wolves. Several are easily enough to overwhelm an individual party member, and sometimes the whole party as well. If they are going to come through a tight space like a tunnel, use crowd-control spells (e.g. Glyph of Repulsion then Glyph of Paralysis, Earthquake, Grease and then Fire, etc.). Have a backup plan for when they break through in significant numbers (e.g. Mindblast, Cone of Cold, Sleep, etc.).
Here is a corpse that will have a random item.
Here is a Great Bear that is apparently feeding on another corpse. The corpse will have a random item.
Here is where you can find a flower, Andraste's Grace, which Leliana will be particularly appreciative of as a gift.
Here you are confronted by Swiftrunner, one of the leaders of the Werewolves, along with some of his pack mates. He's initially disposed towards fighting you, but you can use Persuasion or Intimidation to talk your way out it. If it does come to a fight, cutting him down to size first will end the fight.
Here is a corpse that has the Magister's Cinch as well as another random item.
Here you find one of the Elven Hunters who went on an unsuccessful mission to hunt for Witherfang. He is now lying on death's door. You can bring him back alive to the Dalish, and this will win approval from your more good-aligned companions. Note that you can loot him for his items (mentioned just below) before you bring him back to camp.
You also have the option to kill him, although this will meet with the disapproval of your more 'good' companions if they are present. You can get Deygan's Dal'Thanu (Veridium), Deygan's Boots (Reinforced), and a Figurine off his corpse. You can bring his body back to the Dalish Camp for xp, and keep his equipment if you successfully pull off a Persuasion check against Mithra.
Here you'll get attacked by a few Hurlocks and an Ogre. The Ogre leaves behind the Silver Cord and maybe another item as well.
Here is an Ancient Gravestone. If you choose to disturb the runes on the Gravestone, a Revenant and several Skeletons, including a Skeleton Mage, will be waiting for you on the other side of the Gravestone, leaving you no choice but to go through them. Revenants are incredibly powerful opponents in their right. They can swing their weapon in an arc, causing lots of damage to multiple nearby enemies. They can also use Telekinesis to pull opponents within melee range. To defeat a Revenant, it helps to have a healthy mix of 2 or 3 types of talents. One type of talent is spells that can hold the Revenant still. Spirit Prison, Cone of Cold, and Petrify qualify. Another type is spells that while not immobilizing the Revenant, will reduce its ability to fight. These include Misdirection Hex, which can cause the Revenant to miss its blows, and Curse of Mortality, which will negate its regeneration ability. Another type is abilities that will increase the party's capacity to inflict damage on the Revenant. These include Critical Strike, Deadly Strike, Death Hex, Flaming Weapons, and Telekinetic Weapons. The idea is to keep his actual participation in the battle to an absolute bare minimum if you can manage it. In this instance, you're fighting not just a Revenant but also several of his buddies. So something worth looking into is trying to immobilizing the Revenant temporarily, then running to another portion of the map to lead his minions on and take them out before the Revenant gets back into view. In my case, I set up a Glyph of Repulsion beforehand, then once the fighting started, I cast Glyph of Paralysis on top of it to keep them all still. I then ran towards the west side of the map and greeted their oncoming with spells like Blizzard and Inferno just as they were turning the corner. The Revenant will leave behind the Juggernaut Helmet (Silverite), which is part of the Juggernaut armor set.
Incidentally, this gravestone is also one of the sites you need to click onto for purposes of the Places of Power quest on behalf of the Mage's Collective.
Here you'll get attacked by a Wild Sylvan, which can knock characters back with a Stomp attack, and can also use a Roots attack to hold more than one character in place to score damage, but will also itself be immobile. The nearby fallen tree has the Ironbark that Valathron is looking for.
Here is the Grand Oak Clearing. Here you'll have to fight at least 3 Wild Sylvans. You'll find a dormant tree-like being known as the Grand Oak. In short, he wants you to return his Grand Oak Acorn to him before he is willing to open up a path deeper into the forest. If you do recover the acorn from a nearby Mad Hermit and bring it back to the Grand Oak, he will then give you an Oak Branch (Veridium) that allows you to travel further into the forest.
An alternative route is to kill him. Keep in mind that he's like any other Wild Sylvan, but he scores more damage and will take a lot more himself before going down. It also means that you'll have to bargain with the Mad Hermit to find a way deeper into the forest.
Incidentally, a tree at the south end of the Grand Oak Clearing is one of the Landmarks that the Mabari War Hound will be able to assert dominance over.
Here is a too good to be true camping spot. It is really a trap set for you by a Greater Shade, similar to the sleeping trap set by Old Man Willow in the Lord of the Rings. If you inspect the campsite too often, you'll succumb to the powers of the monster, and one or more of your party members will appear dead when it appears. Instead, inspect it only once and then try to walk away to provoke the upcoming fight with a Greater Shade. Immobilize it as much as you can, and then hit it as hard as you can. A nearby chest holds the Dalish Gloves and a Dusk Ring.
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