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<onlyinclude>{{ObjectInfoBox
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The Spirit Apparatus is a lieutenant in the [[Anvil of the Void]]. It summons [[Forgotten Spirit]]s, [[Indignant Spirit]]s, and [[Enraged Spirit]]s. Forgotten Spirits have moderate health, moderate melee damage, and use Weapon and Shield talents. Indignant Spirits take a bit more damage, use ranged attacks, and tend to use [[Dirty Fighting]] on the first foe that moves in melee range. Enraged Spirits take the most damage, hit pretty hard, and possess Two-Handed Weapon talents. The Apparatus is surrounded by four Spirit Anvils that you can use to deal damage, but only after you kill the spirit that spawned there. The statue's four heads can only be damaged by the Spirit Anvils, and each hit changes what each head does.
 
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|name = [[Spirit Apparatus]]
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|image = Spirit Apparatus.jpg
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|px = 270px
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|location = [[Anvil of the Void (location)|Anvil of the Void]]
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|description = A [[magic]]al object designed by [[Caridin]].
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|quests = [[A Paragon of Her Kind]]
 
|appearances = [[Dragon Age: Origins]]
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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.
==Summary==
 
   
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== Information ==
* The Anvils are activated by killing the spirit that spawned at it.
 
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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.
* Using Anvils will deal 500 damage to the face which faces the Anvil. Anvils can only be used once before requiring reactivation. There is no other method of dealing damage to the Spirit Apparatus.
 
* Each face of the Spirit Apparatus has 1,500 health. Consequently, three hits from the Anvils will destroy each one.
 
* Initially, weaker Elite-level Forgotten Spirits spawn from each face. When a face takes 500 damage from an Anvil, a more powerful, ranged attacker spawns at the face. The ranged spirit has greater health, increased damage, and several Bow/Crossbow and Rogue talents. They have a habit of using Dirty Fighting on the first companion in melee range. The first Anvil hit also changes the damaged face's eyes into a glowing blue, which heals any enemy spirit in front of it for damage which scales rapidly depending on difficulty.
 
* The second Anvil hit makes the face's eyes fire spirit projectiles every 5 seconds to any party members in front of the face. Damage is nearly negligible on lower difficulties but very significant on higher difficulties. In addition, a third spirit type, an Enraged Spirit, spawns, which not only possess even more health and damage, but possess Two-Handed weapon talents and are more aggressive than the other spirits.
 
* The spirit projectiles and area of effect heal only affect those standing in front of the face which is using the heal/AoE damage. Party members are not healed by the faces, and enemies do not get hit by the spirit projectiles.
 
* The third anvil hit deactivates a face completely.
 
* When all faces are deactivated the fight is over.
 
* The spirits will only attack you once you attack them or get too close to them. Enraged Spirits tend to be more aggressive than the others, however, and it is not uncommon for a neighboring one to join the fray.
 
   
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The Spirit Apparatus consists of four heads, all of which must be killed.
   
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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.
When an Anvil deals damage to the Spirit Apparatus, all spirits despawn after a few (roughly ten) seconds. The faces then rotate clockwise, and the spirits respawn with full health. It is possible to activate more than one Anvil in one rotation, but you must destroy the Spirits and activate the Anvils quickly.
 
   
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When a head has been damaged, the battle advances into a new phase:
When a party member touches a Spirit Anvil, it damages only the face on the pillar looking at that anvil. This has two consequences:
 
#The face that is damaged will transform into a more powerful form.
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* The damaged head takes on a new ability.
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* After a short delay, any remaining summoned spirits are sucked back into the Apparatus.
#The face that is damaged will summon more powerful spirits.
 
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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.
{| class="daotable"
 
|+ '''Pillar Face Abilities'''
 
|-
 
! Damage sustained
 
! Eye color
 
! Summoned spirit type
 
! Face ability
 
|-
 
| 0 (initial)
 
| Purple
 
| Forgotten Spirit (generic warrior)
 
| None
 
|-
 
| 500 (1 hit)
 
| Blue
 
| Indignant Spirit (bard/archer)
 
| AoE Heal
 
|-
 
| 1000 (2 hits)
 
| Blood
 
| Enraged Spirit (reaver)
 
| Damage (front of face only)
 
|-
 
| 1500 (3 hits)
 
| Closed
 
| None
 
| None
 
|}
 
   
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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}}
After all the eyes close, it will stop spawning enemies and be deactivated, although no loot will appear. Neither killing the spirits nor destroying this trap will give experience.
 
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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.
{{Note|There are reports that doing this earlier causes the faces to need less hits; unconfirmed, however.}}
 
   
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The behaviour of each head varies according to the amount of damage it has taken:
==Strategies==
 
===Xbox advice===
 
I wright this because it needs to be written if your a player its a pain in the ass to beat this but it takes only 2 hits to kill one face so your in luck. The way i did this was i got next to the first anvil and used hold so my friends wouldn't run all over the place. My team was Alister, Wynne, and Oghren one heals 2 warriors and me the mage a good thing to do is hold them back and position one warrior on each side of the anvil and pull Wynne back to were she wont pull another ghost (yes heals does that) and make sure you are able to hit ghost wherever you are since i was a mage ice didn't work so i mainly used fire and thunder magic (don't bother with any earth except for stone-skin Wynne will have it covered). But the important thing is just to focus on one and only on anvil since boss rotates after each kill all you've got to do is hit anvil 8 and your home free. The main concern is pulling focus on the one so long as you have this team your set you just need to position them and don't let them run around. P.S this is patented for each class (helps if you have Alister in full Juggernaut armor from forest for this and the brood-mother before it) hope this helps :P :D
 
:P :D :P :D :P :D :P
 
   
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Damage taken = 0 : Eyes glow purple.{{clrl}}
===Mage Advice===
 
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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.
*One spell that is an absolute must for this fight is [[Curse of Mortality]], use it when its eyes are blue and you are fighting a [[Forgotten Spirit]] or if you are fighting at close range to the Apparatus. 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 takes a long time and allies do not revive (short of a Revive spell).
 
*Crowd-control abilities work well should you accidentally pull an additional spirit.
 
   
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== Strategy ==
===Positioning Advice===
 
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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.
*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 [[Earthquake]]/[[Earthen Grasp]]/[[Glyph of Paralysis]]/[[Glyph of Repulsion]] very effective, although you may need curse of mortality to beat ranged as they keep close to the apparatus.
 
*It is possible to use ranged weaponry and spells from the doorway.
 
*Ordering allies to hold position, then commanding them to attack one spirit as it spawns is an excellent method, as ranged attackers and mages in your party won't unnecessarily run to your controlled character every time the spirits despawn.
 
   
 
=== 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.
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* 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 ===
===Trick For Easy (Though Lengthy) Victory===
 
  +
* Party members can be directed to hold position, and only attack one spirit as it spawns.
This strategy takes some patience, but will get you past the Spirit Apparatus with minimal damage.
 
  +
* 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.}}
Hold the party in the small alcove just to the right of the entrance. Move one party member with a ranged attack into view and attack the spirit that spawns closest. The spirit you attack will move to attack while the others remain stationary. Draw the spirit into the alcove and kill it. As soon as you strike the killing blow, send a party member out to touch the spirit anvil. Once you touch the anvil, move back to the alcove. Repeat this process 8 times.
 
   
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=== Exploit ===
Note: keeping the party in the alcove will ''mostly'' protect you from the "eyes" of the statue. You will still take some damage, but much less than standing in the open.
 
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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 ==
You can also station your party just inside the entrance door (which locks once combat begins) and use a stealthed rogue to touch the anvil and draw the nearest spirit towards your party to be killed. The entrance door is out of range of the faces.
 
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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]].
 
 
[[Category:Objects]]
===Trick For An Easy (Though Unfair) Victory===
 
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[[Category:Dragon Age: Origins objects]]
After clearing the spirit from one anvil move your party members close to it and pause the game. Then select each party member and tell them to use the anvil. The anvil will fire three or four times, shutting down the face while only needing to kill one spirit, and avoiding all of the harder stages of the face.
 
 
[[Category:Magical objects]]
 
 
[[Category:Traps]]
==General Advice==
 
*Note that the faces rotate after a Spirit is killed. If a particular face is damaged by a spirit anvil two or three times, that face will be dead, and the face will not participate in any fights that take place in front of it. It also does not spawn new Spirits.
 
*If you do not have Curse of Mortality and you are trying to kill a Spirit in front of a blue-eyes (healing) face, you must pull that Spirit to another side of the apparatus. This can be tricky if the Spirit is an archer; try attacking him then hiding behind rocks to make him move. Once a face is dead, keep the party in front of it as it rotates, and pull Spirits as needed.
 
*It is not necessary to fight more than one Spirit at a time, but make sure your tactics do not cause party members to attack Spirits unnecessarily.
 
*Ensure that party members do not attack the statue.
 
 
==See also==
 
{{:A Paragon of Her Kind|style=iconmini}}, and [[The Anvil of the Void]]{{clrl}}
 
{{:A Golem's Memories|style=iconmini}}{{clrl}}
 
{{:The Stone Prisoner|style=iconmini}}{{clrl}}
 
[[Category:Creatures]]
 
[[Category:Dragon Age: Origins creatures]]
 
[[Category:Strategies]]
 
[[Category:Bosses]]
 

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.