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For attributes in Dragon Age: Origins, see Attributes.

Attributes are the basic building blocks for a character's combat and mental capabilities. The six primary attributes are Strength, Dexterity, Magic, Cunning, Willpower and Constitution. These attributes determine derived stats and resistances, combat prowess, non-combat skills, and reveal new options during encounters with NPCs.

The six attributes appear on the Attributes menu of the Character Record screen, along with Damage, Attack, Defense and Armor

Primary Attributes

At a glance

Attribute Modifies
Strength
  • Increases damage for warriors by 0.5 per each point above 10.
  • Increases attack for warriors
  • Increases fortitude
  • Increases force for warrior abilities/attacks.
Dexterity
  • Increases damage for rogues by 0.5 per each point above 10.
  • Increases attack for rogues
  • Increases critical hit chance by 1% per each point above 10.
  • Increases force for rogue abilities/attacks.
Willpower
  • Increases mana or stamina by 5 per each point above 10.
  • Increases mana/stamina regeneration.
Magic
  • Increases damage for mages
  • Increases attack for mages
  • Increases magic resistance by 1% per each point above 10.
  • Increases force for mage abilities/attacks.
Cunning
  • Increases defense
  • Increases critical hit damage by 1% (@% if you have the assassin ability devious harm) per each point above 10.
  • Increases rogues ability to pick locks by one difficulty threshold per every 10 points.
  • Increases rogues ability to disarm traps by one difficulty threshold per every 10 points.
Constitution
  • Increases health by 5 per each point above 10.
  • Increases health regeneration.

Strength

The primary attribute for warriors, high Strength makes warrior basic attacks more likely to connect, knock an opponent back/down and increases the damage inflicted of all warrior attacks. Every attribute point invested in Strength also gives a point in Fortitude, building resistance against the effects of knockdown from a powerful blow or elemental effects like being set aflame.

Dexterity

Rogues rely on Dexterity to attack successfully and cause damage with their standard blows. Higher Dexterity also benefits all classes by increasing the chance of scoring a critical hit.

Willpower

This determines the size of a mage's mana pool and the stamina reserve of a warrior or rogue. Higher willpower grants more ability use or spellcasting before the character is exhausted and reduced to trading basic attacks. As a minimum requirement for equipping mage armor, even dedicated blood mages might benefit from some investment here.

Magic

This attribute determines the attack and damage of a mage when wielding a staff in combat, as well as the potency of their spells. Attribute points placed here also increase magic resistance, though the increase per point is so small that it is unwise for other classes to waste them here.

Cunning

Cunning increases defense for all classes, so it makes sense to spend attribute points in this attribute for ALL characters. This attribute also governs critical damage, raising the effectiveness of critical hits.

Constitution

Constitution increases health (+5 per attribute point) and physical resistance. This attribute is also a minimum requirement for warriors wishing to equip certain pieces of armor. Every character can benefit from a little extra robustness, especially blood mages or those with little to start with, but there are equipment items that provide extra health so it's a decision you can delay until neccassary.

Derived Stats

Attack

Your attack score is your chance of successfully hitting an enemy with a basic attack. The takes your attack percentage (derived from your primary attribute) and subtracts the enemy's defense and displacement percentages (if applicable). Attack scores are also modified against enemies of higher rank (-15% for a lieutenant and -30% against a boss). The final sum is the likelihood of success. If you fail to make your attack, you will strike a glancing blow that does 10% of your character's base damage.

Defense

Defense (derived from Cunning) is a character's ability to deflect, dodge or parry incoming attacks. Defense is reduced against enemies of rank, by 20% for lieutenants and 40% against bosses. Every character has a base 5% defense, even if no points are invested in Cunning, and there is an 80% cap.

Armor

Armor is resistance against physical assault, reducing the harm visited upon the character's health bar.Armor's effectiveness is reduced by 10% against lieutenant ranks and by 20% against bosses.

Damage

Damage determines the harm inflicted on an opponent, based on the equipped weapon and the character's primary attribute. The stated figure is a base rate for attacking an unarmored opponent, as armor absorbs some of the damage.

Fortitude

Fortitude increases the character's ability to resist physical effects like knock back attempts and is derived from Strength.

Critical chance

Critical chance increases the likelihood of landing a critical hit and is derived from Dexterity.

Magic resistance

Magic resistance increases the likelihood of absorbing magical attacks and lessens the duration of hostile magical effects, it's derived from Magic.

Critical damage

Critical damage increases the damage dealt from landing a critical hit and is derived from Cunning.

Starting Attributes

Your initial attributes are based on the class you choose for your character.

Class Strength Dexterity Magic Cunning Willpower Constitution
Warrior 13 10 10 10 11 12
Rogue 10 13 10 12 11 10
Mage 10 10 13 11 12 10

Increasing Attributes

Every level up will award 3 more attribute points to spend.

No attribute may exceed 100. (Points may still be spent at 100 but will have no effect.)

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