“Ask a question and you'll get a question, but give an answer and you'll receive the same! Oh, I do so love to trade!”
The Mad Hermit is encountered by the Warden in the northeast section of the East Brecilian Forest.
Background[]
The hermit is a deranged apostate who lives in the Brecilian forest. He is constantly paranoid of a mysterious group he calls "them" and berates the Warden that "THEY sent you, didn't they?" It is implied that "they" are the Templars who work for the Circle of Magi, as there are many Templar corpses to be found within the forest and Zathrian states that the hermit is hiding from the Circle. Zathrian reveals to you that the hermit is infamous among the Dalish; he is a Shemlen blood mage hiding from the Chantry. He apparently constructed a tower in the Brecilian Forest which has since mysteriously disappeared.
Walkthrough[]
Upon entry to the Mad Hermit's campsite, he will teleport next to the Warden and begin a tirade while swinging his fists. Initiating dialogue reveals that the Hermit speaks in questions, and insists that everyone around him do the same.
Through dialogue, the Warden can receive information and items, most notably the Grand Oak's Acorn. The Warden can trade for it (siding with the Grand Oak) or ask him about a way to the center of the forest (siding with him). He then asks you to kill the Grand Oak that he claims keeps harassing him about an acorn.
Killing the Grand Oak[]
If the Warden chooses to side with the Mad Hermit and kill the Grand Oak, the hermit will aid the Warden in progressing to the center of the forest for the questline Nature of the Beast.
However, the Hermit requires 1 Werewolf Pelt for the whole party. He will enchant it into a Magical Werewolf Pelt, which can be used multiple times to enter the Ruins.
Valid trades[]
The Hermit accepts the following items:
- Athras's Pendant, received after bringing him news of Danyla.
- Deygan's Boots, the boots from injured Dalish hunter Deygan (in the West Brecilian Forest).
- Dusk Ring in the chest by the tree in the abandoned campsite (-1 strength and +3 cunning). The option "A silver ring" actually means this ring; the hermit won't take just any general silver ring.
- Halla Horn The halla horn necklace crafted by Varathorn if the Warden lied to Elora about the halla.
- Scarf, received from Danyla.
- The Tale of Iloren, from Cammen.
- Song Book, in the chest behind Lanaya (Zathrian's first).
Three of the above items are required to obtain the three items from the Hermit:
- Grand Oak Acorn
- Ancient Elven Helm
- Book, which unlocks the following codex entry:
- Codex entry: Archons of the Imperium
Strategy[]
One possible approach to the Mad hermit is to try to maximize the number of items obtained from him. This can be done by following this sequence:
- Trade with the hermit
- Trade for the Oak Acorn first, so that it won't be retrieved from the Tree Stump (see below);
- Trade with him again based on what items the Warden has collected and the items the Hermit offers in exchange;
- Inspect the Tree Stump
- The Hermit will take exception (eventually leading to a fight -but running away works once object is attained- see below), but first the Warden will have a chance to pick one item out of the stump; the item may be
- Grand Oak Acorn (unless the Warden has already obtained it via trading);
- Golden Ring;
- If Zevran is in the party: when you approach the Tree Stump, he will offer to show off his quick hands. He will successfully steal the item from the stump, but the Hermit will still attack.
- The Hermit will take exception (eventually leading to a fight -but running away works once object is attained- see below), but first the Warden will have a chance to pick one item out of the stump; the item may be
- The Mad Hermit will summon a couple of Greater Rage Demons and attack the party after they rummage the tree Stump;
- If Dog is in the party: the Hermit's tent acts as a Landmark;
- The Hermit may be imprisoned/frozen, but being a Boss, can't be shattered. However, he is affected by stun, knockdown, paralyzation and other disabling attacks.
- Mana Clash is, as usual, a great spell to use against him. Glyph of Neutralization is also great, preventing him from casting any of his spells and forcing him to rely on his modest staff damage also some times he may use his Blood Wound spell against you.
Skills[]
Loot[]
The Hermit may drop:
- Commoner Clothing
- Chainmail
- Emerald Ring
- Diamond
- Emerald
- Ruby
- Garnet
- Greater Health Poultice
- Greater Lyrium Potion
- Potent Lyrium Potion
- Swift Salve
- Expert Frost Rune
- Expert Flame Rune
- Expert Lightning Rune
- Expert Dweomer Rune
- Dreamsever (Constant drop)
- Magic Staff (Constant drop)
- Money, from 55 to 6 (Constant drop)
He can also drop a Master Flame Rune, Master Frost Rune, or a Master Dweomer Rune, so it can be assumed that he can drop master versions of the other runes as well.
Codex entries[]
Notes[]
- If the Warden killed the Grand Oak first (in the West Brecilian Forest) before talking to the Mad Hermit, be sure to save a Werewolf Pelt. Otherwise, there is no way to make a Magical Werewolf Pelt, which grants passage through the Magical Barrier. He also cannot be killed as you cannot agitate him by searching the Tree Stump ("There is nothing in the trunk that appears worthy of your time.").
- If the Hermit is killed, a group of Bandits will take over his campsite.
- Once the party passes through the Magical Barrier, the Hermit (if not killed) turns docile (not able to converse or trade with), and no bandits appear.
Bugs[]
- A glitch allows you to assist the Mad Hermit ("turn Oak into firewood") even if you have sided with the Grand Oak by returning his Grand Oak Acorn and obtaining the Oak Branch. However, the Grand Oak is docile at this point (cannot engage in dialogue to attack). This results in an active quest marker on the Grand Oak and active entry in your main quest journal. To avoid this glitch, don't ask the Hermit about the center of the forest.