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<onlyinclude>{{ObjectInfoBox
==Summary==
 
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|style = {{{style|}}}
The Spirit Apparatus is a boss in the Anvil of the Void .It summons [[Enraged Spirit|enraged spirits]] and [[Enraged Spirit| ]][[forgotten Spirit|forgotten spirits]], the latter of which uses ranged attacks. it is surrounded by spirit anvils and you can you to deal damage, but only after you kill the nearest enraged/forgotten spirit. it has four heads, they can only be damaged by spirit anvils, that make them change effects.
 
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|name = [[Spirit Apparatus]]
*purple- no effect
 
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|image = Spirit Apparatus.jpg
*blue- heal (nearby only) Note: it is possible for these not to appear (tested on level 16 warrior, it went straight to from purple to black. Also tested on level 12 mage, they were not skipped)(ps3)
 
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|px = 270px
*black- constant damage (nearby only)
 
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|location = [[Anvil of the Void (location)|Anvil of the Void]]
*closed- no effect
 
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|description = A [[magic]]al object designed by [[Caridin]].
after all the eyes close it will stop spawning enemies and be considered "dead" although no loot will appear.
 
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|quests = [[A Paragon of Her Kind]]
==
 
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|appearances = [[Dragon Age: Origins]]
Strategies==
 
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}}</onlyinclude>
   
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The '''Spirit Apparatus''' is a [[magic]]al object found in the [[Anvil of the Void (location)|Anvil of the Void]]. It is the fourth of the traps designed by [[Paragon]] [[Caridin]], and must be defeated before Caridin is reached.
   
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== Information ==
one spell that is an absolute must for this fight is [[C[[Curse of Mortality|urse of Mortality]]]], use it when its eyes are blue and you are fighting a [[F[[Forgotten Spirit|orgotten Spirit]]]] or if you are fighting at close range to the apparatus. also standing in one of the hallways is very useful, as it rotates allowing you access to all heads. Have a spirit healer and many lyrium potions as the combat is never over and allies do not revive. Note: because the loot appears in chests instead of the corpse, you can loot some potions, poultices and salves from chests in the west-facing hallway. Holding your position in the westward hallway (the longer of the two) will give you a big strategic advantage if you have glyph spells or [[Shale]] (with [[Shale Talents|Rock Mastery]]) as it goes into a bottleneck, and makes [[E[[Earthquake|arthquake]]]]/[[E[[Earthen Grasp|arthen Grasp]]]]/[[G[[Glyph of Paralysis|lyph of Paralysis]]]]/[[G[[Glyph of Repulsion|lyph of Repulsion]]]] very effective, although you may need curse of mortality to beat ranged as they keep close to the apparatus.
 
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Upon nearing the Spirit Apparatus, a short cutscene will play, after which combat will begin. The entire party (if not already nearby) will be teleported in front of the Apparatus, and the entrance door will lock.
   
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The Spirit Apparatus consists of four heads, all of which must be killed.
==See also==
 
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{{:A Paragon of Her Kind|style=iconmini}}, and [[The Anvil of the Void]]{{clrl}}
 
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Each of the heads has 1500 health points. The only way to damage the heads is by using one of the four '''Spirit Anvils''' that surround the Apparatus. Each Spirit Anvil is guarded by a spirit summoned by the Apparatus. When a spirit is defeated, its Anvil becomes active. Clicking on that Anvil causes it to then deal 500 damage to the head facing it.
{{:A Golem's Memories|style=iconmini}}{{clrl}}
 
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{{:The Stone Prisoner|style=iconmini}}{{clrl}}
 
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When a head has been damaged, the battle advances into a new phase:
[[Category:Quests]]
 
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* The damaged head takes on a new ability.
[[Category:Origins Quests]]
 
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* After a short delay, any remaining summoned spirits are sucked back into the Apparatus.
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* The entire Apparatus rotates clockwise by ninety degrees.
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* New spirits are spawned at each of the Spirit Anvils.
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This sequence continues until all the heads have been killed. Once a head is dead, spirits will no longer spawn at the Anvil in front of it.
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=== Spirit types and head abilities ===
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The type of spirit summoned by the Apparatus varies according to the amount of damage taken by the head that faces it:
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Damage taken = 0 : [[Forgotten spirit]]{{clrl}}
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Damage taken = 500 : [[Indignant spirit]]{{clrl}}
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Damage taken = 1000 : [[Enraged spirit]]{{clrl}}
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The summoned spirits are all of [[Rank#Lieutenant|Lieutenant]] rank.
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The behaviour of each head varies according to the amount of damage it has taken:
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Damage taken = 0 : Eyes glow purple.{{clrl}}
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Damage taken = 500 : Eyes glow blue. Spirits standing in front of the head are healed.{{clrl}}
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Damage taken = 1000 : Eyes bleed. Party members standing in front of the head suffer spirit damage.{{clrl}}
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Damage taken = 1500 : Eyes close.{{clrl}}
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The fight will be over when the eyes have closed on each of the four heads.
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== Strategy ==
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Given the lack of reward for defeating this enemy, the player may wish to end this fight quickly, minimizing the damage sustained, and thus the number of health potions and/or injury kits potentially consumed.
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=== General tips and advice ===
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* A spirit will not attack unless it is attacked first, or a party member comes close to it. It is thus not necessary to fight more than one spirit at a time. Ensure that party members' tactics do not cause party members to engage spirits unnecessarily.
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* Ensure that party members are not targeting the Apparatus.
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* Casting [[Curse of Mortality]] upon a spirit will neutralise the heads' healing effect.
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* Draw spirits away from in front of a head to prevent them benefiting from its healing effect. Indignant spirits may be drawn by moving out of their line of sight.
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* Once a head is dead, the party may stand in front of it and remain safe from the attacks of the other heads.
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=== Positioning ===
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* Party members can be directed to hold position, and only attack one spirit as it spawns.
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* Ranged weapons and spells can be used to draw the spirits towards a party that is positioned next to the closed entrance. This point is out of range of the heads' attacks.
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* The party can be positioned in the small area to the right from the entrance. Use a character with a ranged weapon to fire at a spirit, and then retreat back into the area, drawing the spirit towards the hidden party. Once it is killed, have one character leave to use the Anvil and then return to the area. Repeat the process until the heads are dead.
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{{Note|Party members in this area will still be vulnerable to the heads' attacks.}}
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=== Exploit ===
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After killing a spirit, position party members close to the activated Spirit Anvil and then pause the game. While paused, select each party member in turn and direct them to use the Anvil. Unpause the game. The Anvil will deal enough damage to kill the head facing it.
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== Rewards ==
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* No XP is granted for defeating the spirits or the Apparatus.
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* Neither the spirits nor the Apparatus drop any loot, or have anything that can be [[Stealing|stolen]].
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[[Category:Objects]]
 
[[Category:Dragon Age: Origins objects]]
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[[Category:Magical objects]]
 
[[Category:Traps]]

Revision as of 13:52, 19 March 2019


The Spirit Apparatus is a magical object found in the Anvil of the Void. It is the fourth of the traps designed by Paragon Caridin, and must be defeated before Caridin is reached.

Information

Upon nearing the Spirit Apparatus, a short cutscene will play, after which combat will begin. The entire party (if not already nearby) will be teleported in front of the Apparatus, and the entrance door will lock.

The Spirit Apparatus consists of four heads, all of which must be killed.

Each of the heads has 1500 health points. The only way to damage the heads is by using one of the four Spirit Anvils that surround the Apparatus. Each Spirit Anvil is guarded by a spirit summoned by the Apparatus. When a spirit is defeated, its Anvil becomes active. Clicking on that Anvil causes it to then deal 500 damage to the head facing it.

When a head has been damaged, the battle advances into a new phase:

  • The damaged head takes on a new ability.
  • After a short delay, any remaining summoned spirits are sucked back into the Apparatus.
  • The entire Apparatus rotates clockwise by ninety degrees.
  • New spirits are spawned at each of the Spirit Anvils.

This sequence continues until all the heads have been killed. Once a head is dead, spirits will no longer spawn at the Anvil in front of it.

Spirit types and head abilities

The type of spirit summoned by the Apparatus varies according to the amount of damage taken by the head that faces it:

Damage taken = 0 : Forgotten spirit

Damage taken = 500 : Indignant spirit

Damage taken = 1000 : Enraged spirit

The summoned spirits are all of Lieutenant rank.

The behaviour of each head varies according to the amount of damage it has taken:

Damage taken = 0 : Eyes glow purple.

Damage taken = 500 : Eyes glow blue. Spirits standing in front of the head are healed.

Damage taken = 1000 : Eyes bleed. Party members standing in front of the head suffer spirit damage.

Damage taken = 1500 : Eyes close.

The fight will be over when the eyes have closed on each of the four heads.

Strategy

Given the lack of reward for defeating this enemy, the player may wish to end this fight quickly, minimizing the damage sustained, and thus the number of health potions and/or injury kits potentially consumed.

General tips and advice

  • A spirit will not attack unless it is attacked first, or a party member comes close to it. It is thus not necessary to fight more than one spirit at a time. Ensure that party members' tactics do not cause party members to engage spirits unnecessarily.
  • Ensure that party members are not targeting the Apparatus.
  • Casting Curse of Mortality upon a spirit will neutralise the heads' healing effect.
  • Draw spirits away from in front of a head to prevent them benefiting from its healing effect. Indignant spirits may be drawn by moving out of their line of sight.
  • Once a head is dead, the party may stand in front of it and remain safe from the attacks of the other heads.

Positioning

  • Party members can be directed to hold position, and only attack one spirit as it spawns.
  • Ranged weapons and spells can be used to draw the spirits towards a party that is positioned next to the closed entrance. This point is out of range of the heads' attacks.
  • The party can be positioned in the small area to the right from the entrance. Use a character with a ranged weapon to fire at a spirit, and then retreat back into the area, drawing the spirit towards the hidden party. Once it is killed, have one character leave to use the Anvil and then return to the area. Repeat the process until the heads are dead.
Note: Party members in this area will still be vulnerable to the heads' attacks.

Exploit

After killing a spirit, position party members close to the activated Spirit Anvil and then pause the game. While paused, select each party member in turn and direct them to use the Anvil. Unpause the game. The Anvil will deal enough damage to kill the head facing it.

Rewards

  • No XP is granted for defeating the spirits or the Apparatus.
  • Neither the spirits nor the Apparatus drop any loot, or have anything that can be stolen.