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***(SPOILER)***Comparison of Amaranthine and the Vigil's Keep


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#1
DragonShepard138

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Having done two save files for the same character to compare the advantages and disadvantages of saving Amaranthine, or choosing to burn Amaranthine and save the Keep. I have not acquired the details regarding this particular ending epilogue so things may vary in terms of story after what happens at this current event. Although I have somewhat an idea since I've beaten the game with two other characters before I will not post such details until receiving the two endings from the two save files.

Advantages of saving Amaranthine

Appears to have slightly more exp points (Depending on how many darkspawn you kill) I got to level 31 slightly faster (about 600 exp more) playing this battle vs playing the other one).

You acquire the following items and I've provided some of the significant attributes about them:

Enduring Faith (belt)
+15 defence
+20 cold resist

Flemeth's Broomstick (mage staff)
+10 spellpower
+ 10 nature damage

Elementalist's Grasp (mage exclusive glove)
+10 for all elemental abilites

Crossbow (from a chest in the Smugglers Cove)
13.6 damage

Lamppost in Winter (mage staff)
+12 spellpower
+20 cold damage

You feel like you've earned a city's respect by saving what appears to be roughly 50+ people.

Disadvantages of saving Amaranthine

It appears that your keep will be destroyed if you have not fully equipped Voldrik with supplies for the walls *(may change slightly depending on the ending you get)

It also appears that Seneschal Varel will die along with those you've left behind to defend the keep *(may change depending on the ending you get)


Advantages of saving Vigils Keep

Squadmates that you have left behind will survive because you are coming back to defend them, they receive +3 approval.

You acquire the following items and I've provided some of the
significant attributes about them:

Helm of Dragon's Beak
+5 Strength
+9 Defence
3.75 armor

Barbed Fist (glove)
+1 armor
+1 armor penetration
+5 attack

Blessing of the Devine (ring)
+12 spell resistance
+25 stamina
+10 mental resistance


[b]Disadvantages of saving Vigils Keep


Even though I used Dworkin's fire bombs by having him as an ally and calling for his help, (not using the item Dworkin's bombs) to take out many darkspawn at a time, I still don't even have as much exp from saving Vigil's keep.

Seneschal Varel can die right before your eyes from an ogre attack.

Players miss out on a lot of good items that can be acquired during the Amaranthine battle. If you want the Crossbow (from a chest in
the Smugglers Cove) that does
 13.6 damage, it must bought at the keep. Whether or not you can acquire it beforehand, I'm unsure, but it is likely that you can.

Amaranthine is destroyed (but depending on ending, it is rebuilt fairly fast by the Wardens).

Modifié par DragonShepard138, 15 avril 2010 - 06:25 .


#2
DragonShepard138

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No one curious about this?

#3
Chuvvy

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It's not like you can use it. Also I have found no way to save them both.

Modifié par Slidell505, 16 avril 2010 - 07:54 .


#4
DragonShepard138

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I know, thats why I put this up, so that people can plan on which one to save when knowing more about it.

#5
krasnoarmeets

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You can save both, the game is just very buggy and you can't be in two places at once. Odd that.

#6
gemc123

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I'm curious, how do you save both?

#7
krasnoarmeets

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Pay 80 sovereigns for walls, find granite, find all ore report it Herren. Silverite is the important one. Possibly important at the start is saving as many of the soldiers as you can. Preventing as many as you can from falling and getting the medical supplies. Don't know about the effect of this however. Block the deep roads entrances beneath the Vigil.

Setting what to defend is also important. When I successfully defended both (according to the epilogue at least) I had my soldiers defending the farmlands. When the darkspawn began to make their push, all the soldiers return to the Vigil. If you set them to defend Amaranthine that obviously isn't going to happen. They're going to stay in Amaranthine leaving the Vigil high and dry.

Personally, I've never taken that course of action so can't really given an accurate account, however, with Dwarven walls, Silverite equipment and the Deep Road entrances blocked the keep was successfully defended. In the epilogue it said that the walls held off the darkspawn to an epic extent, the silverite equipment allowed the Vigil's defenders to kill the darkspawn at a 12 to 1 ratio. The Vigil still shows with a skull and crossbones on the map, however, but like I said the game is buggy and it's probably so that if you decide to stay to defend Amaranthine you can't go back to the Vigil to then complete the Vigil defense, as it becomes non-selectable. Perhaps that's just to make you think it's toast and make you more resolute in your task.

#8
Nerdage

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My epilogue seemed pretty inconsistent about Vigil's Keep, I saved Amaranthine and had the keep fully upgraded, but despite the horde breaking on the walls there were still apparently high casualties and the keep took 5 years to rebuild. I can understand the casualties but I don't see why the keep would take so long to rebuild if the darkspawn didn't break the walls, especially since the keep was pretty much built over the course of the game anyway.

#9
krasnoarmeets

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Like I said, it's very buggy.

Modifié par krasnoarmeets, 17 avril 2010 - 12:09 .


#10
DragonShepard138

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I wish I could play both to save them though.

#11
CybAnt1

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You save "both" in the epilogue if you choose to save Amaranthine, but from the POV of the game itself the Keep it still destroyed (it's grayed out, & inaccessible, and the codex also says so). The epilogue might say it was saved, and some left there might or might not survive.

However, while you burn Amaranthine to save Vigil's Keep, in a way it gets "saved" in the epilogue too because the epilogue suggests it is eventually rebuilt, as well.

OP: I think it's also a decision "criterion" to point out that if you save Amaranthine, you can't change your party composition for the endgame from those you took with you, nor access anything left in the party chest. 

Modifié par CybAnt1, 17 avril 2010 - 05:01 .


#12
asaiasai

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In my plays i have always saved the city as opposed to rushing back to the keep, and i have always just had a single NPC die and it is usually Justice. I always do the upgrades both the stone and the armor and the keep fares well. I have never done the keep because i consider it the mass effect 2 effect, do the upgrades, make sure thier loyalty is high and you will be fine, which is usually so far been the case. I figure if there is another expansion they will not allow me to bring a former party member along, i will get a few new ones, so who lives or dies is really irrelevant so long as i can save the keep and the city, the cost of a party member who in likelyhood will not make an appearance in another expansion is a small price to pay.



Asai

#13
CybAnt1

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I think some of the DA:A companions might return ... some might look forward to that, too, if they re-appear in a game with greater depth and a fuller conversation system (ahem) perhaps we could get to know them better ... just as not everything in the DA:O epilogue was canonical, I assume likewise so we can take news of companion death/disappearance in the DA:A as not necessarily so either ...



Justice might still be back: Kristoff's body has been abandoned, note that doesn't mean his spirit is gone. Personally, I hope he figures out a way next time to pick a more freshly dead corpse, if he makes a return.










#14
KnightofPhoenix

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Disadvantage of the Amaranthine battle: very dull "battle".

Advantage of the Vigil's keep battle: much more epic.

#15
Anakha6

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I always play do-gooders because I find an evil character very hard to play, I get guilty doing it, so I saved Amaranthine because it was the right thing to do, I only went back to vigils keep once when doing a 'get all the achievements' run.

#16
CybAnt1

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Advantage of the Vigil's keep battle: much more epic.


Agreed! You can even call in airstrikes

(OK, it's really Dworkin just raining fiery death on them, but it sure felt like that.) 

That, and if you want to see some archery mojo, ask Jacen to sniper one of your enemies. BLAM! 

And there's even a field medic (bonus: she gives you all the herbal tracings! too bad it's too late to do anything with them.) 

Plus those Armored Ogres really are the most "tankish" tanks you've ever seen ... I was looking for the treads. 

I almost thought it kinda was the Dragon Age: Modern Combat joke, come to life. 

#17
DragonShepard138

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Dworkin reminds me of Hulk Hogan for some reason lol. I just want to hear him say: "I'm gonna stop these beasties brother, watcha gonna do when the Dworkin bombs you".