Dragon Age logo

BioWare


Dragon Age: Origins Online Walkthrough by David Milward


INTRODUCTION  |  GETTING STARTED  |  NPCs  |  ORIGINS  |  RECIPES |  ITEMS   
Areas in the original game:  
Brecilian Forest  |  The Camp  |  Circle Tower  |  Denerim  |  The Final Battle  |  Haven  |  Landsmeet  |  Lothering  |  Orzammar  |  Ostagar  |  Redcliffe  |  Ruined Temple  
Areas available as Downloadable Content:  
Honnleath  |  Return to Ostagar  |  Warden's Keep 
About the Walkthrough  |  About the Maps  |  About the Author  |  About Playing the Game  |  Where to Begin
Disable all ads!

Joinable NPCs  
Alistair  |  Leliana  |  Loghain  |  The Mabari War Hound  |  Morrigan  |  Oghren  |  Sten  |  Wynne  |  Zevran  
Available as Downloadable Content: Shale  
Sample Characters created for this walkthrough  
Aldarion  |  Zarathos  

Morrigan - a sample development guide

The Witch of the Wilds

Getting Started

Strength: 14
Dexterity: 15
Willpower: 21
Magic: 26
Cunning: 12
Constitution: 12

Where she first joins: Morrigan will join you at Flemeth's insistence when you find yourself Deep in the Wilds after the Battle of Ostagar.

Equipment when she first joins: Magic Staff (Steel), Morrigan's Robes, and a Wildstone Clasp.

Spells and Talents when she joins: Winter's Grasp, Frost Weapons, Lightning, Mind Blast, Vulnerability Hex, Disorient, Horror, Drain Life, Spider Shape

*NOTE* Keep in mind that this particular page is based on Morrigan being a core party member in an evil party consisting of my Arcane Warrior/Blood Mage, Zarathos, Sten, and Zevran. As such, I am relying on Morrigan for both crowd-control, the Storm of the Century Combo, and other spells. Also note that I have not developed Morrigan's shapeshifting abilities any further. This is for reasons that I have already stated, which is not to say the the Shapeshifter talent tree is useless. For an excellent guide on the Shapeshifter written by Scythesong Immortal, click on this link.

Eight Level: Cone of Cold
A staple in Morrigan's arsenal. Find just the right spot for Morrigan so that she can freeze several of the enemies in place without touching her comrades. Then Sten is scripted to always aim a Critical Strike at a frozen opponent, while Zarathos lets loose a Stonefist. Both stand a good chance of outright shattering their victims.

Ninth Level: Afflication Hex
Further developing the use Hex line of spells. This one has the benefit of priming up a group of enemies for a area-of-effect damaging spell.

Tenth Level: Misdirection Hex
This spell is particularly useful against individually strong monsters. For 20 seconds, it ensures that regular hits becomes misses and that critical hits become regular hits.

Eleventh Level: Blizzard, Death Hex
Blizzard is an incredible storm spell that not only inflicts cold damage round after round, but also keeps the enemy frozen in place. It is also part of the Storm of the Century combo. I also had Morrigan use a Tome of Arcane Technique to learn Death Hex, which is incredibly useful against individually powerful monsters. It ensures that every hit they suffer becomes a critical hit.

Twelvth Level: Sleep
As much as possible you want to keep large crowds away from you and let them in at most one or two at a time for mop up. One always has to account for the inevitable though, and its nice to have a backup when you are going to get swarmed. Morrigan provides such a spell in the form of Sleep, which will put out the swarming monsters so long as they're not hit. She can then select a particular monster for the Horror spell in order to trigger the Nightmare spell combo.

Thirteenth Level: Waking Nightmare
This spell takes the concept further, as it is the rough equivalent of the Chaos spell from the Dungeons and Dragons system. Even better is that those who are asleep cannot resist Waking Nightmare, so Morrigan will often cast Sleep first, with an immediate following up with Waking Nightmare.

Fourteenth Level: Lightning Blast
Does electrical damage in a cone similar to Cone of Cold, but the real point is that its a stepping stone to Tempest.

Fifteenth Level: Tempest
Besides being a handy offensive spell in itself, it is also part of the Storm of the Century combo.

Sixteenth Level: Mana Drain
En route to Spell Might, the third ingredient for the Storm of the Century Combo.

Seventeenth Level: Mana Cleanse
Only one away from Spell Might, the third ingredient for the Storm of the Century Combo.

Eighteenth Level: Spell Might
Now everything is in place for the Storm of the Century combo. I often had Zarathos lead off with a crowd-control spell or two. Morrigan is not far behind with Blizzard. Once the Blizzard has everyone slowed down, she then follows up with Spell Might, and then Tempest to unleash the Storm, which often inflicts damage as high as 60 to 80 per hit.

Nineteenth Level: Mana Clash
This is the other talent that makes the Mana tree worth pursuing. Basically use this to drain a group of enemy spell casters of all of their mana, and inflict the same amount of spirit damage at the same time.

Twentieth Level: Chain Lightning
Another powerful offensive option.



Amazon.com
Amazon.ca
Amazon.co.uk
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Disable all ads!