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Korcari Wilds

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Location
Korcari Wilds

KorcariWildsConceptArt
Terrain:
Forest
Location:
South-Eastern Ferelden
Inhabitants:
Characters:
Dying Soldier, Morrigan
Exits:
Appearances:
KorcariWildsMap
Korcari Wilds Map
PsychofishAdded by Psychofish

The Korcari Wilds are a cold southern expanse of forests whose extent is not truly known. The Chasind Wilders, who live within, tell of a wasteland of snow and ice further to the south, filled only with desolate tundra and nomadic barbarians. Most northerners believe little of what the Chasind have to say.

The Wilds are also home to Flemeth, the legendary "Witch of the Wilds," and her daughter(s).

Contents

BackgroundEdit

Local legends state that the perpetual mist surrounding the Wilds is not natural, but rather the result of a curse. Long ago, when werewolves terrorized the country, a great arl ventured into the Wilds killing every wolf he could find, as well as any Chasind. A Chasind mother was outraged upon finding her sons dead at the soldiers' blades - one of which she stabbed into her own heart. A great mist seeped forth from this mortal wound and spread throughout the Wilds. It was so dense that the arl and his soldiers were lost inside forever.

Involvement Edit

Splr dao
“We now have a dog and Alistair is still the dumbest one in the party.” — Morrigan
This article contains spoilers for Dragon Age: Origins. Click here to reveal them.
  • Interacting with a Dying Soldier (just past the wolves near the entrance/exit) triggers a cutscene that illustrates each party member's attitude towards the current mission. The soldier is the sole survivor of a scouting party ambushed by darkspawn. If the Warden kills the soldier (Ico DisAppr Heart Alistair disapproves (-3) ) or leaves him to die, a low-tier armor piece or weapon will drop.
  • Missionary Jogby (the son): the corpse of a missionary can be found at the edge of the water southwest of the entrance/exit. Searching the body yields a Letter to Jogby and starts the side quest The Missionary.
  • Missionary Rigby (the father): another corpse, this can be found atop a hill on the mid-east side of the map, near a locked chest amongst some ruins. Looting the body will unlock a codex entry and start the side quest Last Will and Testament.
  • The Wilds Flower needed for The Mabari Hound can be found in numerous locations throughout the area, all on mossy logs; the one closest to the entrance/exit is just past the Dying Soldier mentioned above. (If the Warden has not acquired the appropriate side quest, examining the flower prompts Daveth to mention that the Kennel Master is offering a reward for it). Once the Warden has picked one of these, they all cease to be "lootable" objects.
  • The blood needed for the Tainted Blood quest will drop frequently from Hurlocks and Genlocks alike. Although the quest only requires three vials, it is possible to end up with more; however, they are still simply Plot Items and serve no other purpose. Once three or more have been picked up, they will cease to drop, and all the collected vials will be removed from the inventory at the end of the quest.
  • At a campsite to the northwest is a chest containing Rigby's field journal. Taking it will unlock a codex entry, set in motion the quest Chasind Trail Signs, and mark the first Sign on the area map, just past the arches next to the campsite. Note that the quest might not appear in the party journal until all Signs have been tracked down.
  • In the same campsite (underneath the campfire) is a hidden cache that continues the Last Will and Testament side quest (see Missionary Rigby, above; the cache will not be visible or accessible until that quest has begun). (A note under Chasind Trail Signs charts a walkthrough for all three of the Jogby/Rigby side quests.)
  • Just past the bridge in the south end (which is heavily trapped with Flimsy Leghold Traps on its south side) is the corpse of a soldier carrying a page from a book and a pouch. The ashes within the pouch can be used to summon a spirit at a small pile of rocks on a rise, east of the corpse. See A Pinch of Ashes for details.
  • In this region the party will encounter its first Hurlock emissary and Hurlock Alpha, and (optionally) a Shade and/or Alpha Wolf.
  • Alistair and the recruits will eventually (in the eastern half of the map) reach a ruined tower where they find The Grey Wardens' Cache. Examining this starts the cutscene which introduces Morrigan. After a dialogue, she is prepared to bring the party to Flemeth's Hut, though this may be postponed if the party is not yet ready to proceed.

Enemies

Notable items

Plot Items:

Ico amulet
Beloved AmuletBeloved Amulet
Plot Item
A lovely amulet like one a wife would give to her husband.
Plt ico burned love letter
Excerpt from Local Myths and LegendsExcerpt from Local Myths and Legends
Plot Item
A yellowed bloodstained page from a large book.
Plt ico sacred ashes
Pouch of AshesPouch of Ashes
Plot Item
A small leather pouch containing ash ostensibly take from cremated remains.
Plt ico grey warden docs
Rigby's Last Will and TestamentRigby's Last Will and Testament
Plot Item
The Last Will and Testament of a man named Rigby.
Plt ico darkspawn blood
Vial of Darkspawn BloodVial of Darkspawn Blood
Plot Item
It hisses and bubbles. Hopefully, the flask can hold it.
Plt ico flower
Wilds FlowerWilds Flower
Plot Item
A white blossom with a deep red center. It smells of honey.

Plants:

Rgt ico deathroot
DeathrootDeathroot
Item
A harmless enough plant on its own, deathroot's thick leaves contain an extract that the Chasind have used to induce hallucinations for centuries. Sufficiently concentrated, it can be made into a deadly poison.
Rgt ico elfroot
ElfrootElfroot
Item
The common name for canavaris, this herb actually has little to do with elves other than being commonly collected and traded to outsiders by the Dalish. It is the primary ingredient in many healing salves.

Use: Chewing elfroot restores a small amount of health, and those with skill can use elfroot to make more potent elixirs.

Chasind Cache:

Ico mace
Barbarian MaceBarbarian Mace
Mace
Steel (Tier 3)
Requires: 16 strength

Damage: 6.00
Critical chance: 0.60%
Armor penetration: 5.20
Strength modifier: 1.00
+1 strength
Ico warhammer
Chasind CrusherChasind Crusher
Maul
Varies (Tier 1, 2, 3 or 7)
Requires: 18 strength

Damage: 9.00
Critical chance: 0.50%
Armor penetration: 7.00
Strength modifier: 1.25
+3 melee critical chance
-5 attack
Ico armor robe
Chasind RobesChasind Robes
Clothing
Pieced together from ragged strips of leather and adorned with the teeth and bones of animals, this robe is thoroughly frightful. It also smells strongly of tanned hides and sweat.

+6 defense
Ico helm heavy
Thane HelmetThane Helmet
Heavy helmet
Varies (Tier 1-7)
Requires: 18 strength

Armor: 1.25
Fatigue: 2.25%
+3 defense
Ico shortbow
Wilds BowWilds Bow
Shortbow
Yew (Tier 3)
Requires: 14 dexterity

Damage: 6.00
Critical chance: 1.20%
Armor penetration: 4.20
Strength modifier: 1.00
+10% nature resistance
Tre ico malachite
MalachiteMalachite

This stone is patterned with odd bands and ripples of color, like the contents of a witch's cauldron.
Tre ico topaz
TopazTopaz
Gem
A brilliant gem the color of sunshine.
Tre ico quartz
QuartzQuartz
Gem
A milky white stone of remarkable strength.

Other:

Ico greatsword
Chasind FlatbladeChasind Flatblade
Greatsword
Grey Iron (Tier 2)
Requires: 20 strength

Damage: 12.10
Critical chance: 1.65%
Armor penetration: 3.45
Strength modifier: 1.10
+1 melee critical chance
+1 armor penetration
Ico dagger
Enchanted DaggerEnchanted Dagger
Dagger
Grey Iron (Tier 2)
Requires: 12 dexterity

Damage: 4.40
Critical chance: 3.30%
Armor penetration: 4.60
Strength modifier: 0.85
+4 attack
Ico staff
Darkspawn StaffDarkspawn Staff
Staff
Varies (Tier 1-2)
Requires: 16 magic

Damage: 4.00 (Nature)
Armor penetration: 20.00
Tier 1:
+1 spellpower
Tier 2:
+1 spellpower
+5% spirit damage
Ico boots light
Enchanter's FootingEnchanter's Footing
Light boots
Varies (Tier 1-7)

Armor: 0.75
Fatigue: 0.50%
+6 defense
Ico amulet
Mud IdolMud Idol
Amulet
A lump of unfired clay in the shape of a bird hangs on a leather strap. The clay is strangely warm, as if it were alive.

+10% cold resistance

Codex entries

Ico codex entry
Codex entry: A Pinch of Ashes
Ico codex entry
Codex entry: Farewell Letter to Jogby
Ico codex entry
Codex entry: Genlock
Ico codex entry
Codex entry: Hurlock (with addenda for the Alpha and Emissary)
Ico codex entry
Codex entry: Letter to Jogby
Ico codex entry
Codex entry: Rigby's Last Will and Testament
Ico codex entry
Codex entry: Signs of the Chasind
Ico codex entry
Codex entry: Wolf

Containers

Near wolves vs. darkspawn area

Western camp

Quest-related

Notes

  • pcIcon pc One of the Flimsy Leghold Traps cannot be disarmed.
  • Once the cutscene with Morrigan and Flemeth is over, it is still possible to return to the Wilds, but only before the Joining ritual is done. After the Joining, this area becomes permanently inaccessible.

Trivia Edit

See also Edit

Ico codex entry
Codex entry: The Korcari Wilds
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