Dragon Age: Origins - Ultimate Edition

Dragon Age: Origins - Ultimate Edition

Where is Spirit Healer manual?
I saw on Wikia it should be sold from Wonders of Thedas in Denerim and the guy in Soldier's Peak.But they haven't it.
My character (a mage) has it unlocked, don't know why. But I want to teach it to Morrigan.
So...any way or console command to do this?
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Showing 1-15 of 16 comments
Ilja May 9, 2017 @ 4:15am 
If it is already unlocked, then manuals are not for sale. You do not need those manuals, becasue the specializations are open for your followers as well, once you have unlocked them.
HideoKoncima May 9, 2017 @ 4:32am 
Morrigan hasn't it unlocked, just my character
Ilja May 9, 2017 @ 4:36am 
Is she already at level 14 and able take the specialization?

Game does not make a difference in what PC knows and what your follower knows. Classes are just opened for all.
HideoKoncima May 9, 2017 @ 4:40am 
Uhm...no. But first level for specialization should be 7. And my character has it "brighten". Morrigan not :/

EDIT: Oh wait, just realised Morrigan maybe need to reach level 14, because she already has shapeshifter
Last edited by HideoKoncima; May 9, 2017 @ 4:44am
!RJ_Truth May 9, 2017 @ 4:46am 
Originally posted by SiegfriedM:
Uhm...no. But first level for specialization should be 7. And my character has it "brighten". Morrigan not :/

Morrigan can't learn it until Lv14 becasue she already starts off with a specializtion (Shape Shifter) that you would have gotten at LV7. Because she starts off with a specialization, she cannot have a 2nd one until Lv14.
Gorwe May 9, 2017 @ 2:12pm 
Originally posted by GeekDoctor:
Originally posted by SiegfriedM:
Uhm...no. But first level for specialization should be 7. And my character has it "brighten". Morrigan not :/

Morrigan can't learn it until Lv14 becasue she already starts off with a specializtion (Shape Shifter) that you would have gotten at LV7. Because she starts off with a specialization, she cannot have a 2nd one until Lv14.

Yeah, bingo! And that's why you're stuck with the Revered Mother Wynne(pretty much) until lvl 14(even if you do use Advanced Party fml)...

I mean, the party would be nigh perfect if I could leave the neurotic crybaby(Alistar) and Rev.Mot. Wynne somewhere(without losing out on stuff). I mean, the game got so much better once I got Oghren and just gave him Taunt + Threaten lol(well...he is aggravating, it's in his character :p ). Sten, Oghren and Morrigan(as a support / healer)...oh my!

(real, fk the chantry supporters) (Leliana is kinda ok, so innocent lol)

...come to think of it, if using the big 5, the similarities between Cailan and Alistar are obvious. It's just that one's much more calm(Cailan) and the other much more neurotic(Alistar). I don't think I'd be amiss by much if I said what a pair of ENFPs lol. :D

edit: who's more of a neurotic crybaby: Alistar or Carth? ;)
Last edited by Gorwe; May 9, 2017 @ 2:13pm
!RJ_Truth May 9, 2017 @ 7:54pm 
Originally posted by Gorwe:
Originally posted by GeekDoctor:

Morrigan can't learn it until Lv14 becasue she already starts off with a specializtion (Shape Shifter) that you would have gotten at LV7. Because she starts off with a specialization, she cannot have a 2nd one until Lv14.

Yeah, bingo! And that's why you're stuck with the Revered Mother Wynne(pretty much) until lvl 14(even if you do use Advanced Party fml)...

Nah, you're not stuck with her at all. Maybe on higher difficulty settings, not sure, never played above normal myself. I often play entire play-throughs without using Wynne at all. A healer isn't required for Normal and Easy.


Originally posted by Gorwe:
I got Oghren and just gave him Taunt + Threaten lol(well...he is aggravating, it's in his character :p ).

Nah, he's not aggravating in the least. It's like a big drunk teddy bear. You know, Like Ted. :) That's some funny stuff.


Originally posted by Gorwe:
(Leliana is kinda ok, so innocent lol)

She isn't as innocent as she comes off. Especially if Hardened. Inquisition was a disappointed for my Hardened Leliana though considering she obviously went back to working for the Chantry.

My favorite lineup is actually Oghren, Morrigan, Me (Female-Elf-Mage), Leliana. Sometimes I'll bring Alistair just for a laugh for the girls to pick on, otherwise, the ladies can handle their own. Although I have played some where I maintain an all female party throughout, once the females are unlocked. 3 mages and a rogue was quite interesting. Albeit a bit too easy once you have two mages with Blizzard and Tempest. Those two alone can handle the mass majority of the enemies. except Dragons. Add the 3rd mage with 3 mages knowing Cone of Cold and Dragons are no match either.
Gorwe May 11, 2017 @ 1:40am 
Originally posted by GeekDoctor:
Originally posted by Gorwe:

Yeah, bingo! And that's why you're stuck with the Revered Mother Wynne(pretty much) until lvl 14(even if you do use Advanced Party fml)...

Nah, you're not stuck with her at all. Maybe on higher difficulty settings, not sure, never played above normal myself. I often play entire play-throughs without using Wynne at all. A healer isn't required for Normal and Easy.


Originally posted by Gorwe:
I got Oghren and just gave him Taunt + Threaten lol(well...he is aggravating, it's in his character :p ).

Nah, he's not aggravating in the least. It's like a big drunk teddy bear. You know, Like Ted. :) That's some funny stuff.


Originally posted by Gorwe:
(Leliana is kinda ok, so innocent lol)

She isn't as innocent as she comes off. Especially if Hardened. Inquisition was a disappointed for my Hardened Leliana though considering she obviously went back to working for the Chantry.

My favorite lineup is actually Oghren, Morrigan, Me (Female-Elf-Mage), Leliana. Sometimes I'll bring Alistair just for a laugh for the girls to pick on, otherwise, the ladies can handle their own. Although I have played some where I maintain an all female party throughout, once the females are unlocked. 3 mages and a rogue was quite interesting. Albeit a bit too easy once you have two mages with Blizzard and Tempest. Those two alone can handle the mass majority of the enemies. except Dragons. Add the 3rd mage with 3 mages knowing Cone of Cold and Dragons are no match either.

Perhaps you don't need a healer, yes. You do need a CC specialist though. Force Field, Crushing Prison and the like are invaluable. Imo, Spirit school is severely undervalued. Mana Clash tree, Telekinectic tree, Dispel tree...all very much useful. Against the most dangerous enemies: The Mages. Even other Lieutenants or Bosses are impacted(often) by the likes of Dispel, FF or CP. The only thing is...I'd put Glyphs into Spirit too. They just feel more mystical than what Creation stands for. I'd also put Walking Bomb into Entropy(lol you don't say). Idk how I'd redistribute the Entropy and the Primal.

I never understood how Walking Bomb is NOT an Entropy based skill line. I mean, it pretty much nails the meaning of the word entropy.
!RJ_Truth May 11, 2017 @ 2:39am 
Originally posted by Gorwe:
Originally posted by GeekDoctor:

Nah, you're not stuck with her at all. Maybe on higher difficulty settings, not sure, never played above normal myself. I often play entire play-throughs without using Wynne at all. A healer isn't required for Normal and Easy.




Nah, he's not aggravating in the least. It's like a big drunk teddy bear. You know, Like Ted. :) That's some funny stuff.




She isn't as innocent as she comes off. Especially if Hardened. Inquisition was a disappointed for my Hardened Leliana though considering she obviously went back to working for the Chantry.

My favorite lineup is actually Oghren, Morrigan, Me (Female-Elf-Mage), Leliana. Sometimes I'll bring Alistair just for a laugh for the girls to pick on, otherwise, the ladies can handle their own. Although I have played some where I maintain an all female party throughout, once the females are unlocked. 3 mages and a rogue was quite interesting. Albeit a bit too easy once you have two mages with Blizzard and Tempest. Those two alone can handle the mass majority of the enemies. except Dragons. Add the 3rd mage with 3 mages knowing Cone of Cold and Dragons are no match either.

Perhaps you don't need a healer, yes. You do need a CC specialist though. Force Field, Crushing Prison and the like are invaluable. Imo, Spirit school is severely undervalued. Mana Clash tree, Telekinectic tree, Dispel tree...all very much useful. Against the most dangerous enemies: The Mages. Even other Lieutenants or Bosses are impacted(often) by the likes of Dispel, FF or CP. The only thing is...I'd put Glyphs into Spirit too. They just feel more mystical than what Creation stands for. I'd also put Walking Bomb into Entropy(lol you don't say). Idk how I'd redistribute the Entropy and the Primal.

I never understood how Walking Bomb is NOT an Entropy based skill line. I mean, it pretty much nails the meaning of the word entropy.

What is a CC Specialist? You made me load up the game just to try and figured out what CC meant and I still don't see it. Although you go on to talk about Spirit spells, so I wonder if it could be a difference between regions and versions for regional areas if there is such a thing with DA:O.

I'll fully admit I probably do under utilize a lot of spells that I just can't see as being useful. Even if I do use Wynne, every mage gets the full gambit of Primal, though I wish you could pick and choose which ones rather than having to do them all in sequence because there are some I never use, but have to have the ability before being able to select the ones I actually want.

Crushing Prison I'll give you, but the only other one I ever use in Spirit besides Crushing Prison is Mind Blast and you have that right off the bat. Anything that Stuns or Stops enemies are the highest priority, which is why Cone of Cold is a must for every mage as well as Blizzard. Two mages with Blizzard and Tempest can take out nearly every enemy from afar and never even have to get up close and personal. I'll have one mage cast blizzard, the other cast tempest. The moment the spells are cast, reverse it and have the other cast Blizzard and tempest again. It makes all enemies within the radius fall again and probably 99 times out of 100, whoever didn't get frozen in the first blizzard, get's frozen in the 2nd and doing double Blizzard damage and double tempest damage throughout the duration of the blizzard with mages on the edge of the blizzard for anyone who gets unfrozen and a blast of cone of cold keeps them in the blizzard tempest field. Usually they're all dead well before the blizzards are done running their course. At that point, you just give your Tank a crossbow and your Rogue a long bow and call it a day. Never a need for an up close and personal battle once you get that far developed.

Under Entropy I usually go for Vulnerability hex + Drain Life and of course paralyze and mass paralysis. I do tend to give someone Spirit Healer for Group Heal and Revival, but it's really only needed for Dragons and maybe a one off battle here or there.

Being that with that setup 99% of any fight can be won from afar or even if someone does get close, dual cone of cold keeps them frozen. There's really no need for any of the other spells.

There's an argument to be made for the other spells being needed so the game doesn't get boring with the same 2 or 3 spells being used to kill everything over and over which could make the game redundant and boring over time. That much I'll agree and it could pose a problem in a nitemare situation, but I tend not to play the crazy difficult modes, so it works for me.

I think it was my first or 2nd play through that I had Morrigan learn all of Entropy, but I found that it never got used and that the primal are you biggest heavy hitting damage, so if they can't move, heavy damage is headed their way, so anything that stuns, freezes, paralyses, etc. are must have to go along with your primal.

It's also quite possible that I'm stuck in a mode of what's proven to work, so giving other things that also a work a try is difficult because I know this has worked for over 20 play throughs since 2009. :)
Hellsteeth30 May 11, 2017 @ 3:57am 
CC = crowd control.
!RJ_Truth May 11, 2017 @ 4:41am 
Originally posted by Hellsteeth30:
CC = crowd control.

Ah, now it makes sense. Never used Force Field, but maybe I'll give it a look. I've always done well with Cone of Cold and Blizzard though being that both of them can handle multiple enemies with a single spell.
Gorwe May 11, 2017 @ 4:42am 
Originally posted by GeekDoctor:
Originally posted by Gorwe:

Perhaps you don't need a healer, yes. You do need a CC specialist though. Force Field, Crushing Prison and the like are invaluable. Imo, Spirit school is severely undervalued. Mana Clash tree, Telekinectic tree, Dispel tree...all very much useful. Against the most dangerous enemies: The Mages. Even other Lieutenants or Bosses are impacted(often) by the likes of Dispel, FF or CP. The only thing is...I'd put Glyphs into Spirit too. They just feel more mystical than what Creation stands for. I'd also put Walking Bomb into Entropy(lol you don't say). Idk how I'd redistribute the Entropy and the Primal.

I never understood how Walking Bomb is NOT an Entropy based skill line. I mean, it pretty much nails the meaning of the word entropy.

What is a CC Specialist? You made me load up the game just to try and figured out what CC meant and I still don't see it. Although you go on to talk about Spirit spells, so I wonder if it could be a difference between regions and versions for regional areas if there is such a thing with DA:O.

I'll fully admit I probably do under utilize a lot of spells that I just can't see as being useful. Even if I do use Wynne, every mage gets the full gambit of Primal, though I wish you could pick and choose which ones rather than having to do them all in sequence because there are some I never use, but have to have the ability before being able to select the ones I actually want.

Crushing Prison I'll give you, but the only other one I ever use in Spirit besides Crushing Prison is Mind Blast and you have that right off the bat. Anything that Stuns or Stops enemies are the highest priority, which is why Cone of Cold is a must for every mage as well as Blizzard. Two mages with Blizzard and Tempest can take out nearly every enemy from afar and never even have to get up close and personal. I'll have one mage cast blizzard, the other cast tempest. The moment the spells are cast, reverse it and have the other cast Blizzard and tempest again. It makes all enemies within the radius fall again and probably 99 times out of 100, whoever didn't get frozen in the first blizzard, get's frozen in the 2nd and doing double Blizzard damage and double tempest damage throughout the duration of the blizzard with mages on the edge of the blizzard for anyone who gets unfrozen and a blast of cone of cold keeps them in the blizzard tempest field. Usually they're all dead well before the blizzards are done running their course. At that point, you just give your Tank a crossbow and your Rogue a long bow and call it a day. Never a need for an up close and personal battle once you get that far developed.

Under Entropy I usually go for Vulnerability hex + Drain Life and of course paralyze and mass paralysis. I do tend to give someone Spirit Healer for Group Heal and Revival, but it's really only needed for Dragons and maybe a one off battle here or there.

Being that with that setup 99% of any fight can be won from afar or even if someone does get close, dual cone of cold keeps them frozen. There's really no need for any of the other spells.

There's an argument to be made for the other spells being needed so the game doesn't get boring with the same 2 or 3 spells being used to kill everything over and over which could make the game redundant and boring over time. That much I'll agree and it could pose a problem in a nitemare situation, but I tend not to play the crazy difficult modes, so it works for me.

I think it was my first or 2nd play through that I had Morrigan learn all of Entropy, but I found that it never got used and that the primal are you biggest heavy hitting damage, so if they can't move, heavy damage is headed their way, so anything that stuns, freezes, paralyses, etc. are must have to go along with your primal.

It's also quite possible that I'm stuck in a mode of what's proven to work, so giving other things that also a work a try is difficult because I know this has worked for over 20 play throughs since 2009. :)

You just proved my point :D

I mean, it's rare that I find things useless. But here are some:

-> Lock Pick: A lot of wasted points for next to no reward. Traps also are not that deadly. Now if the likes of Chain Lightning trap(or the like) existed, we could talk about it.

-> Deadly Strike: Kinda pointless what with all of those 2W and Bow attacks

-> Stealth: Only useable after Combat Stealth imo(due to how often a surprise cutscene happens)

-> Shattering Blows: Too niche, don't like it

-> Two Handed Strength: It definitely needs more imo

-> Shield Cover: Yes, it is cheap, but it is also severely outclassed by both Shield Defense AND Shield Wall

-> Mana Drain: It needs a rework imo. You'll do nothing by draining (100+SP)*0,3 Mana from a Mage...though I guess it is a nice follow-up to the Mana Burst.

-> Death Syphon, Magic and Miasma: Useless if not an Arcane Warrior

-> Vulnerabity and Affliction Hexes: Two hexes that do the same thing? Innit a bit too much?

-> Shapeshifter: Never was a fan of abandoning spellcasting for...that. It's better to go AW if you want to go that route.

...that's what? 10% of abilities? And even those aren't useless, but simply weak or boring or duplicates. As I always say, perfect balance and design here ;)
!RJ_Truth May 11, 2017 @ 4:54am 
Originally posted by Gorwe:
You just proved my point :D

I mean, it's rare that I find things useless. But here are some:

Vulnerability + Drain Life is good if Morrigan is running low on heath since it does boost her health considerably.

Lock pick was more important in the days before the DLC's. Money was a lot more scarce before the DLC's came out that added more things to sell at a considerable price. (Shale's power ups mostly, but not limited to them specifically) Being able to pick locks does give your more things to sell. all the small things under 100 silver do add up over time, but then you had the issue of no storage too, so you were constantly selling everything. under the sun just to keep making enough to buy the Staff from the guy in the Circle Tower. (Around 130 gold if I recall) Although if you're a cash hoarder, lock picks are still nice just to collect more to sell. There are a lot of locked chests, but you make the most of it if you start as a Rogue and have it be a starting trait.

Other than that. yeah, I agree with everything you just said.

Last edited by !RJ_Truth; May 11, 2017 @ 4:55am
Gorwe May 11, 2017 @ 5:29am 
Originally posted by GeekDoctor:
Originally posted by Gorwe:
You just proved my point :D

I mean, it's rare that I find things useless. But here are some:

Vulnerability + Drain Life is good if Morrigan is running low on heath since it does boost her health considerably.

Lock pick was more important in the days before the DLC's. Money was a lot more scarce before the DLC's came out that added more things to sell at a considerable price. (Shale's power ups mostly, but not limited to them specifically) Being able to pick locks does give your more things to sell. all the small things under 100 silver do add up over time, but then you had the issue of no storage too, so you were constantly selling everything. under the sun just to keep making enough to buy the Staff from the guy in the Circle Tower. (Around 130 gold if I recall) Although if you're a cash hoarder, lock picks are still nice just to collect more to sell. There are a lot of locked chests, but you make the most of it if you start as a Rogue and have it be a starting trait.

Other than that. yeah, I agree with everything you just said.

Ok, I do abuse the selling glitch(RMB + LMB thingie), but...I still don't see the point. I mean, the loot is marginally better here than it is in Tyranny. There are not Leech / Ice Talon daggers and such. And the best dagger is a DLC item(the Edge, ofc).

I also forgot to mention the actual skills:

-> Trap / poison / potion making: Best offloaded to a single item maker and then 1pt wonder(meh)

-> Combat Tactics: Useless past two points for anybody except the Mage. Overall useless for your PC.

-> Survival: Why? Just why? Maybe if it raised ALL resistances by 25% and both mental and physical by 10...this way ???

-> Steal: Mostly useless. Best put with a Lock Pick on the same character(typically Leliana) to min max your profit(useless if using the trading glitch) if you will.

The skill segment is in FAR greater need of help than the Talents ever were. Except the bugged talents like Shattering Blows, ofc.
Last edited by Gorwe; May 11, 2017 @ 5:43am
!RJ_Truth May 11, 2017 @ 2:20pm 
Originally posted by Gorwe:
Originally posted by GeekDoctor:

Vulnerability + Drain Life is good if Morrigan is running low on heath since it does boost her health considerably.

Lock pick was more important in the days before the DLC's. Money was a lot more scarce before the DLC's came out that added more things to sell at a considerable price. (Shale's power ups mostly, but not limited to them specifically) Being able to pick locks does give your more things to sell. all the small things under 100 silver do add up over time, but then you had the issue of no storage too, so you were constantly selling everything. under the sun just to keep making enough to buy the Staff from the guy in the Circle Tower. (Around 130 gold if I recall) Although if you're a cash hoarder, lock picks are still nice just to collect more to sell. There are a lot of locked chests, but you make the most of it if you start as a Rogue and have it be a starting trait.

Other than that. yeah, I agree with everything you just said.

Ok, I do abuse the selling glitch(RMB + LMB thingie), but...I still don't see the point. I mean, the loot is marginally better here than it is in Tyranny. There are not Leech / Ice Talon daggers and such. And the best dagger is a DLC item(the Edge, ofc).

I also forgot to mention the actual skills:

-> Trap / poison / potion making: Best offloaded to a single item maker and then 1pt wonder(meh)

-> Combat Tactics: Useless past two points for anybody except the Mage. Overall useless for your PC.

-> Survival: Why? Just why? Maybe if it raised ALL resistances by 25% and both mental and physical by 10...this way ???

-> Steal: Mostly useless. Best put with a Lock Pick on the same character(typically Leliana) to min max your profit(useless if using the trading glitch) if you will.

The skill segment is in FAR greater need of help than the Talents ever were. Except the bugged talents like Shattering Blows, ofc.

I'll disagree about Survival. I like having it at least up to the 2nd one. It provides just enough enemy detection that makes it so you're not going to run into a horde of werewolves or darkspawn accidentally. Those werewolves are wicked fast, so having a little warning is good for managing how many will attack you at once.

The rest I agree. The only time I ever use them is for completing the quests that require them in lothering and the one in Orzammar. Although most of the time I don't even care about the one in orzammar. It's not my problem that she's sick and going to die. Someone there should know how to make the potion.
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Date Posted: May 9, 2017 @ 4:14am
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