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What's the best part for the Dead Trenches?


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#1
Deadly dwarf

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My team is currently pursuing Branka.  I initially started out with Leliana (to unlock chests) and brought Oghren -- since I felt he was crucial to this story -- and Shale.  Being a golem, I thought he would be crucial in the world of the dwarves.  So far, no dwarf has asked about why my team has a golem.  Nor has Shale generated any inciteful banter about Orzamar or the dwarves.    (Also, why is Shale such a runt compared to the evil golems you run into?)  My PC is an Arcane Warrior/mage.

 

My team got stuck in the Dead Trenches where there are two Darkspawn Emissaries and a bunch of Spiders.  I'm thinking I need to replace one of the team with a second mage.  But who do I ditch?  Shale or Oghren?  Or Leliana?  (Again, I do keep her around to open locked chests & I also gave her the skill to handle poisons or grenades.)  Any thoughts?



#2
mousestalker

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Keep Shale. Swap her crystals out for the green ones (Nature buff). You could lose Oghren for the fight. If you are into lore Oghren will contribute much throughout the Deep Roads. But Oghren does have dwarven magic resistance and that is useful.

Your main problem will likely by the spiders. They do damage over time natural damage, so equipping your party with nature resistance is very useful. Nature potions will stand you in good stead throughout the rest of the Deep Roads.

Both Shale and Oghren will generate much banter and plot at the very last Deep Roads venue. Also, you trigger Shale's personal quest in the Deep Roads by speaking with her.

Talk to Shale. There is actually an explanation for her size. It's rather funny.
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#3
Mike3207

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Shale was shrunk down by his master because the master's wife claimed he couldn't fit the door. Shale claimed he was once 10 feet tall. Also, i think at the dwarven library the offer is made to buy Shale-but Shale comes down pretty hard on that idea.

 

You really can do without Oghren. The only reason you might keep him is the dialogue.


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#4
sylvanaerie

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No need for a lockpicker.  You can always go back later after you've cleared the zone and get everything.  If I recall correctly there aren't that many traps either, nothing too troublesome aside from some bear traps on the ground. 

 

Two mages shouldn't be required to do this.  

 

Shale has some interesting dialogue when you reach the end of the Deep Roads where you learn more about Shale's past.  (My usual team was Shale, Oghren and then someone else to fill out whatever spot I wasn't).  I'd try to keep the Golem and Oghren if you can.  Usually I played an AW/SH mage, and did the Deep Roads third in the treaties, around level 14-15, as some of the mobs there can dish out a world of hurt.  Alistair might come in handy depending on what level you are attempting this, and if you have invested in leveling his templar abilities (Smite) will help a lot against darkspawn casters.  Or what is the mage spell, mana clash? if you have that.  If you are attempting this too soon/low in the game, you may want to come back to it after doing some side quests or one of the other treaties first.

 

At the final moment, Oghren is forced into your group, so he's a 'must have' anyway, easier to just pick who you want to come with you all along, but the game will pause at the proper moment and you will have to rechoose your group if Oghren isn't with you, whereupon he is forced into it for the final conversation with Branka.

 

Talk to Shale, there are reasons the golem is very different from all other golems.  The lore is "golems have been lost for a long, long time" (the reason Branka is in the deep roads is to find Caridin's anvil to make more of them), you would think it would create more of a fuss than the dwarves make over it, but sadly it doesn't.  It could be there isn't a big hullabaloo over the golem in Orzammar because it was a DLC companion and while well integrated most times, maybe it was too much effort to change the reactions of the NPCs too drastically in Orzammar to cover that oddity in your traveling companions.


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#5
caradoc2000

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Shale does get some unique dialogue in Orzammar, for example when you talk to the Shaperate guy.



#6
Yaroub

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Just save after finishing the dead trenches and before entering the anvil of the void, Oghren will be locked in try two plays one with Shale in the party and one without her for story purpose.