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Picking an imported DA:O save - consequences of your decisions and pre-built histories


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#1
thendcomes

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UPDATE: I moved the information in this thread to the wiki: http://dragonage.wik...built_histories.  It looks pretty crappy right now.  If anyone has any experience with making these pages, or can at least make the chart at the bottom look a little prettier, please be my guest.  As of right now, there is only one page linking to it, which is on the main Dragon Age II page.  If anyone has suggestions on anything else they would find help or think others would find helpful, please let me know.

~~

To my surprise, I haven't been able to find a comprehensive summary of the many decisions you can make in Dragon Age: Origins and Dragon Age: Awakenings that impact your game in Dragon Age 2.  Additionally, the decisions made within three pre-built histories - Hero of Ferelden, Martyer, and No Compromises - are still somewhat of a mystery.  Some decisions have a greater impact than others, and choosing one over an other can in many cases be more rewarding, which can help players decide which pre-built history to use if they choose.  


I've compiled all the information I could find on the Dragon Age Wiki, the official guide, the internet, and my own playthroughs.  However, it is still incomplete.  If anyone posts information to contribute, the OP will be updated.  The goal of this is to be able to create a page on the wiki with complete information.  

Many of the decisions imported are summarized in the Codex Entry "A Study of the Fifth Blight, Vol. One", found in the Guard's quarters in Viscount's Keep in Act 1.  There is also a Vol. Two codex that ostensibly summarized more of the decisions, however there is a bug with the imported plot flags that cuts the codex off before any information is revealed.

Each numbered item includes (a) the Decision in either DA:O, DA:A or the DLCs; (B) the Fifth Blight Volume that records the decision, if applicable; © which pre-built history makes each decision, and (d) the impact of each decision, which includes quests enabled and rewards, if applicable.  Some of these decisions may have little to no impact outside of the recording in the codex.  I would like to have every pre-built history decision identified, so if you don't see it please submit!

Ideally this should be in chart form, and will be in the wiki page.

1) Recruited Mages/Templars - Vol. One   
Mages - Hero of Ferelden and Martyr
Templars - No Compromises

2) Save/Kill Connor - Vol. Two (?)   

3) Supoprt Caridin, or Branka and save or destroy Anvil - Vol. One   
Support Caridin - Hero of Ferelden
Support Branka and destroy Anvil - Martyr
Support Branka and save Anvil - No Compromises

4) Left/Followed/Stabbed Morrigan in Witchcraft DLC - Noted in "The Hero of Ferelden"
These decisions are not included in any pre-built.  You must import your own save to see this reflected in the codex.  Note that the flag does not import correctly, and thus no matter what you chose, the codex will still say the Hero rebuilt the Grey Wardens.

5) Recruited Dalish/Werewolves - Vol. One   
Dalish - Hero of Ferelden and Martyr - No quest, but enables an encounter with a Dalish Assassin and an ex-werewolf on the Wounded Coast.  If you decide to kill the Assassins, you are rewarded with ?? XP and ?? gold.   
Werewolves - No Compromises - Enables quest "Changing One's Nature" in Act 1.  Reward of 1g, ?? xp and The Trepanner's Gift (bow)

6) Bhelen/Harrowmont given throne in Orzammar - Vol. One   
Bhelen - Martyr - Enables quest "Last of His Line" in Act 1. Reward of 6g, 400xp, and Handcrafted Dwarven Cuffs (Warrior gloves)   
Harrowmont - Hero of Ferelden and No Compromises 

7) Andraste's Ashes revealed/disappeared - Vol. Two (?)   
Revealed - Martyr - Enables quest Miracle Makers in Act 1.  Reward of 1g, 250xp, and Stalker's Boar Hides (rogue boots)   
Disappeared - Hero of Ferelden and No Compromises

8) Alistair becomes King/stays a Warden - Vol. Two (?)   
Becomes King - Hero of Ferelden (Alistair rules by himself) and Martyr (Alistair rules with Anora) - Enables quest "King Alistair". No reward.   
Stays a Warden - No Compromises - No quest, but you will meet Alistair during Demands of the Qun where he will reward you with The Sacred Heart (amulet) Does this prevent you from receiving Warden's Promise?

9) Spared Sophia/Avernus in Warden's Keep DLC - vol. Two (?)   
Sophia - No pre-builts include this decision, must import own save - Enables quest "Terror on the Coast" in Act 1.  Rewards 8g, ?? xp, and Robe of Hidden Pockets (mage chest)   
Avernus - No pre-builts include this decision, must import own save - Enables quest "Dark Epiphany" in Act 1.  Rewards 2g5s, ?? xp, Silverite-Threaded Gloves (mage gloves) and Avernus's Experimental Draught (consumable grants +2 attribute points)

10) Saved Vigil's Keep/Amaranthine - Vol. Two (?)   
Vigil's Keep - No Compromises - Enables quest "The Conspirators" in Act 1.  Rewards 50s, 1600xp, and Royeaux One and Two (dagger)   
Amaranthine - Hero of Ferelden and Martyr - Enables quest "Secret Rendezvous" in Act 1.  Rewards up to 5g and ?? xp.
*Both can be saved.  However, there is a bug on Xbox 360 where both quests may be available even if you leave Amaranthine to burn.

11)Nathaniel leaves/remains with the Wardens* - Vol. Two (?)   
Remains - No Compromises and Martyr - Enables Quest "Finding Nathaniel" in Act 3.  Rewards ?? gold, ?? xp, The Bringer of Silence (1h), Dwarven Battle Helmet (Warrior helmet), Wardwall (shield), Aurvar's Prize (1h), Vestments of Sacrifice (Mage chest), and Drakeskin Leg Straps (Varric armor upgrade, grants rune slot)   
Leaves - Hero of Ferelden - Enables Quest "Fool's Gold" in Act 2.  Rewards at least 6g, 1000+xp ?, Zoey's Battered Horde-Kickers (Rogue boots), Sundarin Thunder (1h), Potency (2h), and Sash of Tirishan (belt)

*Currently, it appears the proper way to ensure he stays with the Wardens is to keep him alive (duh) and have his approval rating over 75 (based on this mod fix: http://social.biowar...t/4364/#details).  You should run this fix before Act 2 to ensure you get the desired quest.  If you're already in Act 2/3, because Fool's Gold precludes Finding Nathaniel, if Fool's Gold appears you should avoid it.  Then in Act 3, use the console to trigger Finding Nathaniel in (details found here: http://dragonage.wik...nding_Nathaniel). 

12) Zevran Lives/Dies - unrecorded   
Lives - all 3 pre-builts have him alive - Enables quest "A Murder of Crows"   
Dies - A Murder of Crows is not available

~~

You choice of race (Human/Elf/Dwarf), background (Dwarf or Human Noble/Commoner, City/Dalish Elf), and character class are also reflected in the codex entry "The Hero of Ferelden", amongst others detailed below.  The pre-builts assume the following:

Hero of Ferelden - Human Noble
No Compromises - Dwarf Noble
Martyr - Dalish Elf

a) In Final Battle, (Warden kills Archdemon/Warden sacrifices himself/Alistair or Loghain makes sacrifice) - Noted in Codex Hero of Ferelden
Warden kills Archdemon - Hero of Ferelden
Warden sacrfices himself - Martyr
Alistair or Loghain makes sacrfice - No Compromises

The codex entry "The Hero of Ferelden" also reflects race and background .  If you're a female human noble and took the throne with Alistair, that is also mentioned.  If you're a mage, there is text added for that as well.

B) If you're a Dalish Elf Warden, there's alternate text in the Codex entry "Vallaslin: Blood Writing" and "The Dalish Elves - An account of the Dalish People"

c)Depending on if you're a City Elf, Dalish Elf, or not an elf, there's variable text for Codex entry "The City Elves - An explanation of the city-dwelling elves"

d) If the Warden is a dwarf, there's alternate text for Codex entry "Darkspawn".

e) If the Warden is a mage, there's alternate text for Codex entry "Tranquil"
 

Modifié par thendcomes, 04 mai 2011 - 10:17 .


#2
thendcomes

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At a glance: The most important decisions are definitely #10 and #8. Varric's final armor upgrade is very useful, and +2 attributes are also useful. #3 may also important if you use IN1's mod that assigns spirit damage to The Trepanner's Gift, as was likely intended by the developers.

As such, depending on which pre-built chooses to spare Avernus' life, it seems like either Martyr or No Compromises would get you the most bang for your buck.  Optimally however, you would want to have a custom import that incorporates all the best decisions into one save.

Modifié par thendcomes, 01 mai 2011 - 05:38 .


#3
Marillian

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The official strategy guide contains all current plotflag/savegame quests and extra activities in the game. In other words, the quest section of the official guide IS the complete list, so just copy that and your guide would be complete.

#4
bti79

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12 ) Warden follows Morrigan through the Eluvian/Warden stays behind/Warden stabs Morrigan 
Warden follows Morrigan: Codex mentions Warden rebuilt the GW, and DA2 story claims he's gone missing
Warden stays behind: 
Codex mentions Warden rebuilt the GW, and DA2 story claims he's gone missing
Warden stabs Morrigan:
Codex mentions Warden rebuilt the GW, and DA2 story claims he's gone missing

Why even bother to have it show up in the list from DA2 import at all? It's contained for future games? Just enough to keep us hanging onto the franchise?

#5
thendcomes

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Marillian wrote...

The official strategy guide contains all current plotflag/savegame quests and extra activities in the game. In other words, the quest section of the official guide IS the complete list, so just copy that and your guide would be complete.


I have the guide, and the information contained in the guide appears in the OP.  However, it is not complete.  For instance, it does not mention No compromises as a viable pre-built to enable Finding Nathaniel, and does not mention which pre-built spares Avernus vs. Sophia.  It also is scant on details surrounding events that are not involved in a quest.  This summary is supposed to fill in the holes, plus help the player who may not the player's guide.

If there is anything I missed, anything you could provide would be appreciated.

#6
Andraste_Reborn

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10)Nathaniel and Architect both surive/either one dies - Vol. Two (?)


As far as I know, this quest is meant to trigger as long as Nathaniel is alive. (Unfortunately the game only registers this properly if you take him with you to fight the Architect, regardless of how upgraded the Keep is.) It should still be available if the Architect is dead, although Nathaniel's dialogue may be bugged if that's the case.

#7
thendcomes

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bti79 wrote...
12 ) Warden follows Morrigan through the Eluvian/Warden stays behind/Warden stabs Morrigan 
Warden follows Morrigan: Codex mentions Warden rebuilt the GW, and DA2 story claims he's gone missing
Warden stays behind: 
Codex mentions Warden rebuilt the GW, and DA2 story claims he's gone missing
Warden stabs Morrigan:
Codex mentions Warden rebuilt the GW, and DA2 story claims he's gone missing

Why even bother to have it show up in the list from DA2 import at all? It's contained for future games? Just enough to keep us hanging onto the franchise?


Thanks pal.  OP updated.  Do you know which codex mentions this?  I wasn't able to find it myself.  As for why bother, that's a good question.  Some of these decisions have no impact beyond the codex records.  Perhaps for a future game they will have a larger impact.

#8
thendcomes

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Added some information about your choices on race and background.

Modifié par thendcomes, 01 mai 2011 - 05:31 .


#9
thendcomes

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Andrastee wrote...

10)Nathaniel and Architect both surive/either one dies - Vol. Two (?)

As far as I know, this quest is meant to trigger as long as Nathaniel is alive. (Unfortunately the game only registers this properly if you take him with you to fight the Architect, regardless of how upgraded the Keep is.) It should still be available if the Architect is dead, although Nathaniel's dialogue may be bugged if that's the case.


You're right.  I had read complaints about people who had a save with Nathaniel alive and still wouldn't get the quest.  I thought there was a fix where if you spared the Architect, it would ensure the quest would be there.  That's not true.

Based on the fix here: http://social.biowar...t/4364/#details it appears that the flags necessary to ensure getting the Finding Nathaniel quest are Nathaniel leaving the Wardens or not.  Obviously him dying causes him to leave the Wardens.  But the key part is that his approval has to be greater than 75.  I will update the OP mentioning this.  Unfortunately, because the approval flag imports are screwed up, it appears the appearance of the quest is not 100% reproducible even with the high approval rating.  I will make note of it.

Thanks for your input!

#10
Marillian

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You wont get the "Finding Nathaniel" quest in Act 3, if you do the "Fools Gold" quest in Act 2.

#11
ezrafetch

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You will get the "Secret Rendezvous" quest even if you left Amarathine to burn to the ground. My only importable DA:O playthrough left Amaranthine to save Vigil's Keep, and every time I get both the Conspirators and the Secret Rendezvous quest.

#12
Darchon_

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Something I would appreciate, is a list in the following manner:

Prebuilt 1: Hero of Ferelden
- Act 1 special quests
- Act 2 special quests
- Act 3 special quests

Prebuilt 2: Martyr
- Act 1 special quests
- etc

Most of the changes I notice, like Finding Nathaniel vs Fool's Gold, and whether Harrowmount shows up on the docks, but a full list would be interesting.

Also, I'd love to see a decision tree for stuff like what you do with Fenyriel, DePuis, Keran, or choosing sides at the beginning of Act 3 etc

I know most of it, but I wonder whether I'm missing a better way of doing things to get more Gold/XP/better weapons.

#13
SuicidalBaby

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Marillian wrote...

You wont get the "Finding Nathaniel" quest in Act 3, if you do the "Fools Gold" quest in Act 2.


Fools Gold Wiki:
This quest is only available if Nathaniel died or wasn’t recruited in Dragon Age: Origins – Awakening, or if you chose the Hero of Ferelden character background during the Prologue, or if you loaded a save from Origins wherein the Warden died.
 (Conflict- XBox 360- quest available without any of the preceding prerequisites)

Modifié par SuicidialBaby, 01 mai 2011 - 07:29 .


#14
Guest_m14567_*

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I went with the Martyr pre-built and I never encountered either of "Terror on the Coast" or "Dark Epiphany" quests, they might be import only?

Modifié par m14567, 01 mai 2011 - 07:58 .


#15
Last Darkness

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SuicidialBaby wrote...

Marillian wrote...

You wont get the "Finding Nathaniel" quest in Act 3, if you do the "Fools Gold" quest in Act 2.


Fools Gold Wiki:
This quest is only available if Nathaniel died or wasn’t recruited in Dragon Age: Origins – Awakening, or if you chose the Hero of Ferelden character background during the Prologue, or if you loaded a save from Origins wherein the Warden died.
 (Conflict- XBox 360- quest available without any of the preceding prerequisites)


haha I love how people cant figure out this....

#16
bti79

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thendcomes wrote...

bti79 wrote...
12 ) Warden follows Morrigan through the Eluvian/Warden stays behind/Warden stabs Morrigan 
Warden follows Morrigan: Codex mentions Warden rebuilt the GW, and DA2 story claims he's gone missing
Warden stays behind: 
Codex mentions Warden rebuilt the GW, and DA2 story claims he's gone missing
Warden stabs Morrigan:
Codex mentions Warden rebuilt the GW, and DA2 story claims he's gone missing

Why even bother to have it show up in the list from DA2 import at all? It's contained for future games? Just enough to keep us hanging onto the franchise?


Thanks pal.  OP updated.  Do you know which codex mentions this?  I wasn't able to find it myself.  As for why bother, that's a good question.  Some of these decisions have no impact beyond the codex records.  Perhaps for a future game they will have a larger impact.

NP. The DA2 codex on "the hero of ferelden" mentions this. As it makes zero impact on DA2, I suppose it will only have impact on future games. I would have liked to see some hints in DA2 though, that WH was not forgotten.

#17
thendcomes

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Marillian wrote...

You wont get the "Finding Nathaniel" quest in Act 3, if you do the "Fools Gold" quest in Act 2.


From what I've researched, if the Fool's Gold quest appears in Act 2, that means you won't be seeing Finding Nathaniel in Act 3.  The appearance of Fool's Gold precludes Finding Nathaniel.  Which makes sense, since there are opposing prerequisites.

#18
thendcomes

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ezrafetch wrote...

You will get the "Secret Rendezvous" quest even if you left Amarathine to burn to the ground. My only importable DA:O playthrough left Amaranthine to save Vigil's Keep, and every time I get both the Conspirators and the Secret Rendezvous quest.


That's disheartening.  I imagine that's a bug.  Can you tell me what platform you play on?  I'll include that in the OP.

#19
thendcomes

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Darchon_ wrote...

Something I would appreciate, is a list in the following manner:

Prebuilt 1: Hero of Ferelden
- Act 1 special quests
- Act 2 special quests
- Act 3 special quests

Prebuilt 2: Martyr
- Act 1 special quests
- etc

Most of the changes I notice, like Finding Nathaniel vs Fool's Gold, and whether Harrowmount shows up on the docks, but a full list would be interesting.

Also, I'd love to see a decision tree for stuff like what you do with Fenyriel, DePuis, Keran, or choosing sides at the beginning of Act 3 etc

I know most of it, but I wonder whether I'm missing a better way of doing things to get more Gold/XP/better weapons.


My vision for the wiki page will be a chart of the pivotal decisions, along with the Quest/Reward granted by each decision and an X under the appropriate pre-built that employs that decision.  Right now, the list is small, so you can parse it out yourself pretty easily if you like.

A decision tree would be awesome.  My notes from my playthroughs contain that kind of information, and I'd like to put it all together at some point.  You can achieve the same thing in a cumbersome way by researching the quest before making any decisions, but obviously that takes a lot more work.

Modifié par thendcomes, 02 mai 2011 - 02:06 .


#20
thendcomes

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m14567 wrote...

I went with the Martyr pre-built and I never encountered either of "Terror on the Coast" or "Dark Epiphany" quests, they might be import only?


It's possible.  The pre-builts may not include a flag on the DLC content, which is honestly too bad.  That would be consistent with my findings.  I'll remove the question marks and note it.

#21
ezrafetch

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thendcomes wrote...

ezrafetch wrote...

You will get the "Secret Rendezvous" quest even if you left Amarathine to burn to the ground. My only importable DA:O playthrough left Amaranthine to save Vigil's Keep, and every time I get both the Conspirators and the Secret Rendezvous quest.


That's disheartening.  I imagine that's a bug.  Can you tell me what platform you play on?  I'll include that in the OP.


I'm on 360.  I wasn't aware that it was a bug.  I'll miss the experience from the battle, though. :unsure:

#22
thendcomes

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SuicidialBaby wrote...

Marillian wrote...

You wont get the "Finding Nathaniel" quest in Act 3, if you do the "Fools Gold" quest in Act 2.


Fools Gold Wiki:
This quest is only available if Nathaniel died or wasn’t recruited in Dragon Age: Origins – Awakening, or if you chose the Hero of Ferelden character background during the Prologue, or if you loaded a save from Origins wherein the Warden died.
 (Conflict- XBox 360- quest available without any of the preceding prerequisites)


I'm hesitant to trust the wiki on this when my coworker has gone through the game 3 times on his xbox using Martyr or No Compromises, and has never seen Fool's Gold.  He has done Finding Nathaniel each time.

#23
TalliNV

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This is good information, thank you for posting it.

#24
thendcomes

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Updated OP with more decisions made within the pre-builts

#25
thendcomes

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Hooray, made a wiki page. Link is in the OP. Still accepting any and all updates/revisions/suggestions.