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Final Battle -- Where did my armies go?


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#1
Deadly dwarf

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Okay, I got to Fort Drakon.  On the exterior, I had access to the four armies I gathered:  the Redcliffe humans, the dwarves, the elves, and the mages (or magi?).  Once inside the fort, my team is on its own.  Is that it for the forces you struggled to gather?  Do they appear again later?  Or did I accidently minimize the forces wheel?



#2
Vlada47

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You just don't have access to them inside the fort... you gain that option again, once you get at the top of the fort, for the final fight with Archdemon.



#3
Taki17

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The army can't assist you once you are in Fort Drakon. but you'll be able to summon them again during the fight with the archdemon.



#4
theskymoves

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IIRC, the fighting inside Fort Drakon is just your party vs the 'spawns. Once you've made your way to the roof, though, you'll have access to the treaty armies again.

 

Double ninja'd. How embarrassing! :crying:


  • Akrabra et Taki17 aiment ceci

#5
Deadly dwarf

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I asked my first question because I saw that one room filled with darkspawn archers and thought that would be impossible without those other armies.  Oh well...

 

I made it to the roof -- and have access to the armies again.  Can you change out?  Or does the first army you choose have to die completely before you choose another?  Initially engaging the archdemon, I called on the mages.  Now we're being swarmed by darkspawn and I wish I had my foot soldiers!  I suppose I should've called the mages for the grand finale.  Oh well...



#6
cJohnOne

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You are sort of in race to kill the archdemon before you get overwelmed.  I least I think that's right. :)



#7
sylvanaerie

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I play on casual or normal.  Usually summoning the dwarves for the Ft Drakon roof fight.  I've never been able to switch out and I usually only lose a few by the time the dragon is dead.



#8
Deadly dwarf

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I've completed my first complete playthrough!  The mages were cut in half, but the presence of the Legion of the Dead prevented a complete massacre.  I had forgotten about them.  I played on normal.  Of the four groups, I called on the human soldiers twice and the mages for the fight against the archdemon.  I never did call the elves or the dwarves, though the Legion did show up automatically at the end.

 

The neat thing is I'm already planning for my next playthrough.  I was a human noble warrior this time; I'm thinking city elf rogue the next time.

 

I wanted to put Alistair on the throne with Anora while recruiting Loghain into the Wardens so I wouldn't have to do Morrigan's ritual in order to survive.  That didn't work out; though I hardened Alistair during the Goldanna episode, he refused to let Loghain and ended up killing Loghain himself, thus taking the throne by himself.  Oh well...

 

Now it's off to the "Awakening" which I believe is the "Hero's" last hurrah.  How long does DA Awakening normally take? 



#9
Dai Grepher

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Depends how good you are. There are three main quests, a few side quests, one opening quest, and two closing quests. Maybe... 30 hours?

 

But this isn't the Hero's last hurrah if you have Golems of Amgarrak and Witch Hunt, which take place after Awakening in the timeline.



#10
Yaroub

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Now it's off to the "Awakening" which I believe is the "Hero's" last hurrah.  How long does DA Awakening normally take? 

 

It depends, for me first time was around 30 hours.

 

Spoiler



#11
Vlada47

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Really? I think my first try on Awakening was under 20 hours... with all quests that didn't bug out on me completed. Latest one was somewhere around 13 or 14 hours (again - all quests completed).



#12
caradoc2000

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My first Awakening was about 20 hours.

 

And do make sure to have frequent separate saves - Awakening is pretty buggy.



#13
Deadly dwarf

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I do like that Awakening has the feel of DAO.  How many companions do you get though?  So far, just Anders and Oghren.  I ran into Howe earlier and let him go.  My warden is a Cousland and I wanted to see a bit more repentance before taking him into the group.  It stinks not having a rogue though...

 

The bugginess is disappointing, especially since DAO was largely bug free. I assumed it was because I hadn't turned my computer off in a while.  Oh well...



#14
Taki17

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You'll have six companions in total, two of each class. And if you did not kill Nathaniel, that's not the last you've heard of him.

 

As for the bugs, a number of them have been fixed by the community, look around the DA nexus for fixes.



#15
Deadly dwarf

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So far, so good for Awakening.  Howe did show up again while heading toward Amaranthine.  I took him in; I needed the rogue and this time he was asking to join the wardens of his own free will.

 

The most annoying thing so far is the whole rune crafting business.  You get Anders to create the runes in the most annoying process possible:  turn a novice rune into a journeyman rune, then use that to make an expert rune, etc.  You have to do that outside the throne room before bringing the runes to Cera (in the throne room) who then enchants them into your weapons and armor.  Arghh!!!  (Or have I made the process more onerous than it has to be?)



#16
caradoc2000

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The most annoying thing so far is the whole rune crafting business.  You get Anders to create the runes in the most annoying process possible:  turn a novice rune into a journeyman rune, then use that to make an expert rune, etc.  You have to do that outside the throne room before bringing the runes to Cera (in the throne room) who then enchants them into your weapons and armor.  Arghh!!!  (Or have I made the process more onerous than it has to be?)

No you haven't. The tedious runecrafting was one of the more frequent complaints when the game came out.



#17
Mike3207

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I have my PC do the runecrafting, then use the item to reassign the skills for something else when i'm finished crafting.



#18
Dai Grepher

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The most annoying thing so far is the whole rune crafting business.  You get Anders to create the runes in the most annoying process possible:  turn a novice rune into a journeyman rune, then use that to make an expert rune, etc.  You have to do that outside the throne room before bringing the runes to Cera (in the throne room) who then enchants them into your weapons and armor.  Arghh!!!  (Or have I made the process more onerous than it has to be?)

 

Take Nathaniel to the Black Marsh (when you're ready) and click on the tree near the entrance. There is dialogue.

 

The rune strategy in Awakening is a little different from Origins. The main idea in both games is to have the most powerful runes and as few empty slots as possible. The difference is that in Origins you were stuck with whatever runes you could find. In Awakening you have to condense, but not always. Here are a few simple rules to follow...

 

Always upgrade a novice rune to a journeyman rune, since doing so is cheap (one blank runestone) and (usually) doubles the rune's power/ability.

 

It is neither cost effective nor combat effective to turn a journeyman rune into an expert rune, because it requires two journeyman runes and a blank runestone to make one expert rune. This means that if two journeyman fire runes, that deal 2 fire damage each for a total of 4 fire damage are made into one expert rune, it will only deal 3 fire damage. So only combine runes when you have a new rune to add to a weapon and need to free up a slot.

 

In other words, imagine you have three journeyman fire runes in a sword with three slots. At 2 fire each they give a total of 6 fire damage. Combining two of them at this point would be dumb because it would bring you down to 5 fire damage. But if you get a novice fire rune, upgrade that into a journeyman. Now you need an empty slot, so combine the first two journeyman runes to make an expert rune at 3 fire. Now you have 5 fire damage (expert at 3, journeyman at 2) and a freed slot. Put the new journeyman fire rune into the freed slot and you have a total of 7 fire damage (expert at 3, two journeyman at 2 each). Keep it that way until you get a new novice (immediately upgraded to journeyman) fire rune. Then do the same with the two journeyman runes in the weapon slots. Make them an expert rune. This frees up a slot. Now add the journeyman rune to that freed slot. This results in 8 fire damage (two expert at 3 each, journeyman at 2). The same principle applies for when you need to turn two expert runes into a master rune, and so on.



#19
Mike3207

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It helps to bring the Master and Grandmaster runes into Awakening.



#20
sylvanaerie

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So far, so good for Awakening.  Howe did show up again while heading toward Amaranthine.  I took him in; I needed the rogue and this time he was asking to join the wardens of his own free will.

 

The most annoying thing so far is the whole rune crafting business.  You get Anders to create the runes in the most annoying process possible:  turn a novice rune into a journeyman rune, then use that to make an expert rune, etc.  You have to do that outside the throne room before bringing the runes to Cera (in the throne room) who then enchants them into your weapons and armor.  Arghh!!!  (Or have I made the process more onerous than it has to be?)

 

I just had my HoF do it, save myself a zone over.  But then I played on PC and had mods to help me with skills (books that gave extra points).