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{{for|attributes in ''Dragon Age II''|Attributes (Dragon Age II)}}
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{{For|attributes in other games|Attributes (Dragon Age II)|Attributes (Inquisition)}}
{{TOC left}}
 
'''Attributes''' are the basic building blocks for a character's combat and mental capabilities. The six primary attributes are ''Strength'', ''Dexterity'', ''Willpower'', ''Magic'', ''Cunning'' and ''Constitution''. These attributes determine secondary attributes and resistances, combat prowess, non-combat skills, and reveal new options during encounters with NPCs.
 
   
 
'''Attributes''' are the basic building blocks for a character's combat and mental capabilities. The six primary attributes are ''strength'', ''dexterity'', ''willpower'', ''magic'', ''cunning'' and ''constitution''. These attributes determine secondary attributes and resistances, combat prowess, non-combat skills, and reveal new options during encounters with NPCs.
The six attributes appear on the Character Record sheet, along with [[Combat Mechanics#Armor|Armor]], [[Combat Mechanics#Defense|Defense]], [[Combat Mechanics#Attack|Attack]] and [[Combat Mechanics#Damage|Damage]]. Characters begin with 10 points in each of the primary attributes; choosing a race and class will add points to some attributes and the game allows each player to distribute another 5 points for a consistent total of 74 points for every character. (If you skip character creation, the game will distribute those 5 points for you, according to the table below.)
 
  +
 
The six attributes appear on the Character Record sheet, along with [[Combat mechanics (Origins)#Armor|armor]], [[Combat mechanics (Origins)#Defense|defense]], [[Combat mechanics (Origins)#Attack|attack]] and [[Combat mechanics (Origins)#Damage|damage]]. Characters begin with 10 points in each of the primary attributes; choosing a race and class will add points to some attributes and the game allows each player to distribute another 5 points for a consistent total of 79 points for every character.
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{{note|If you skip character creation, the game will distribute those 5 points for you, according to the table below.}}
   
 
Attributes can be increased during the game in three ways:
 
Attributes can be increased during the game in three ways:
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* Characters will automatically gain 3 points per level;
 
* Characters will automatically gain 3 points per level;
 
* Certain items will permanently add points to certain attributes;
 
* Certain items will permanently add points to certain attributes;
 
* Other items will temporarily boost attributes while equipped.
 
* Other items will temporarily boost attributes while equipped.
   
Sometimes the game rules consider your character’s attribute modifier rather than the attribute itself, i.e. the number of points you ''spent'' on the attribute.
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Sometimes the game rules consider your character's attribute modifier rather than the attribute itself, i.e., the number of points you spent on the attribute.
   
==Primary Attributes==
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== Primary attributes ==
   
 
=== At a glance ===
 
=== At a glance ===
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{| class="daotable" width="100%"
 
{| class="daotable" width="100%"
 
|- style="background: #333333; text-align: center; vertical-align:bottom; "
 
|- style="background: #333333; text-align: center; vertical-align:bottom; "
! Attribute !! Classes !! Secondary attributes !! Talents & Skills & Other benefits
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! Attribute !! Classes !! Secondary attributes !! Other benefits
 
|-
 
|-
 
| '''Strength'''
 
| '''Strength'''
| Warriors
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| [[Warrior (Origins)|Warriors]]
 
|
 
|
* Increases [[Combat Mechanics#Damage|damage]] from all weapons except staves & crossbows.
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* Increases damage from all [[weapons (Origins)|weapons]] except staves and crossbows
* Increases [[Combat Mechanics#Attack|attack]] in melee by 0.5 per point above 10.
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* Increases attack score by 0.5 per point above 10
* Increases [[Resistances|physical resistance]] by 0.5 per point above 10.
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* Increases [[Resistances (Origins)|physical resistance]] by 0.5 per point above 10
 
|
 
|
* Prerequisite for most weapon talents and higher-level armor and weapons.
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* Prerequisite for most weapon talents and higher-level [[armor (Origins)|armor]] and weapons
* Prerequisite for crossbows (but not bows).
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* Prerequisite for [[crossbows]]
* Bows get strength-based damage bonus.
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* Bows ([[longbows (Origins)|longbows]] and [[shortbows (Origins)|shortbows]]) get strength-based damage bonus
* Increases [[Coercion]] effectiveness for intimidation.
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* Increases intimidation effectiveness
* Also needed by rogues without [[Lethality]], if intending to engage heavily in combat.
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* Also needed by rogues without [[Lethality]], if intending to engage heavily in combat
 
|-
 
|-
 
| '''Dexterity'''
 
| '''Dexterity'''
| Rogues and Warriors
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| [[Rogue (Origins)|Rogues]] and Warriors
 
|
 
|
* Increases [[Combat Mechanics#Attack|melee attack score]] by 0.5 per point above 10.
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* Increases attack score by 0.5 per point above 10
 
* Increases damage from piercing weapons (per weapon-specific attribute modifiers)
* Increases [[Combat Mechanics#Attack|ranged attack score]] by 0.5 per point above 10.
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* Increases defense by 1 per point above 10
* Increases [[Combat Mechanics#Damage|damage]] from piercing weapons (per weapon-specific attribute modifiers).
 
* Increases [[Combat_Mechanics#Defense|defense]] by 1 per point above 10.
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* Increases physical resistance by 0.5 per point above 10
* Increases [[Resistances|physical resistance]] by 0.5 per point above 10.
 
 
|
 
|
* Prerequisite for some weapon talents (mostly dual-wielding).
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* Prerequisite for some weapon talents (mostly dual-wielding)
* Prerequisite for some shield talents.
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* Prerequisite for some shield talents
* Prerequisite for bows and daggers.
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* Prerequisite for bows and [[Daggers (Origins)|daggers]]
* Very helpful for ranged attackers and many warriors.
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* Very helpful for ranged attackers and many warriors
 
|-
 
|-
 
| '''Willpower'''
 
| '''Willpower'''
 
| All
 
| All
 
|
 
|
* Increases [[Combat#Mana|mana]] or [[Combat#Stamina|stamina]] by 5 per point above 10.
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* Increases [[Combat#Mana|mana]] or [[Combat#Stamina|stamina]] by 5 per point above 10
* Increases [[Resistances#Mental Resistance|mental resistance]] by 0.5 per point above 10.
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* Increases [[Resistances (Origins)#Mental Resistance|mental resistance]] by 0.5 per point above 10
 
|
 
|
   
 
|-
 
|-
 
| '''Magic'''
 
| '''Magic'''
| Mages
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| [[Mage (Origins)|Mages]]
 
|
 
|
* Increases [[spellpower]] by 1 per each point above 10.
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* Increases [[spellpower]] by 1 per each point above 10
* Increases [[Resistances#Mental Resistance|mental resistance]] by 0.5 per point above 10.
+
* Increases mental resistance by 0.5 per point above 10
 
|
 
|
* Increases effectiveness of potions, poultices, and staves.
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* Increases effectiveness of potions, poultices, and [[Staves (Origins)|staves]]
* Prerequisite for higher-level staves and many [[Spells (Origins)|spells]].
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* Prerequisite for higher-level staves and many [[Spells (Origins)|spells]]
 
|-
 
|-
 
| '''Cunning'''
 
| '''Cunning'''
 
| Rogues
 
| Rogues
 
|
 
|
* Increases [[Combat Mechanics#Armor Penetration|armor penetration]] by 1/7 (~0.14) per point above 10.
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* Increases [[Combat mechanics (Origins)#Armor Penetration|armor penetration]] by 1/7 (~0.14) per point above 10.
* Increases [[Resistances#Mental Resistance|mental resistance]] by 0.5 per point above 10.
+
* Increases mental resistance by 0.5 per point above 10
 
|
 
|
* Increases effectiveness of [[Talents#Rogue|rogue talents]], e.g. [[Stealing]]
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* Increases effectiveness of [[Rogue talents (Origins)|rogue talents]], e.g. [[Stealing]]
* Prerequisite for many skills.
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* Prerequisite for many skills such as [[Coercion]]
* Increases [[Coercion]] effectiveness for persuasion.
+
* Increases persuasion, making Coercion unnecessary
  +
* Increases lockpicking, making [[Deft Hands]] unnecessary
  +
* Higher cunning opens up specific dialogue options
 
|-
 
|-
 
| '''Constitution'''
 
| '''Constitution'''
 
| All
 
| All
 
|
 
|
* Increases [[Combat#Health|health]] by 5 per point above 10.
+
* Increases [[Combat#Health|health]] by 5 per point above 10
* Increases [[Resistances|physical resistance]] by 0.5 per point above 10.
+
* Increases physical resistance by 0.5 per point above 10
 
|
 
|
  +
* Prerequisite for [[large crystals]]
 
 
|}
 
|}
   
===Strength===
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=== Strength ===
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:''See also: [[Combat Mechanics#Attack|Attack]], [[Combat Mechanics#Damage|Damage]], [[Resistances#Physical Resistance|Physical Resistance]]''
 
 
Strength measures a character's physical prowess, and directly affects the damage a character deals in physical combat. It also contributes to the accuracy of melee and ranged attacks. High strength is essential for warriors, in particular if they wish to wield two-handed weapons, and is nearly as critical for rogues. However, if you plan on taking the [[Lethality]] ability for a rogue, the strength modifier on weapons will be affected by cunning instead (though this will not affect strength requirements for weapons or [[Armor (Origins)|armor]]).
  +
 
Greater strength increases the base damage from all weapons except crossbows and mages' staves, and, along with dexterity, determines whether a melee attack is successful. Consequently, strength is particularly important for warriors and rogues, mages with the Arcane Warrior specialization have no need for it. Great strength is required to wield two-handed weapons or wear heavy armor. Strength also contributes to a character's physical resistance and influences the intimidation side of the [[Coercion]] [[skill]].
   
 
Each point of Strength increases damage by ~0.6 points from all weapons, except crossbows and magic staves. 0.3 points to each weapon when dual wielding.
Strength measures a character's physical prowess, and directly affects the damage a character deals in physical combat. It also contributes to the accuracy of melee attacks. High strength is essential for [[Warrior|warriors]], in particular if they wish to wield two-handed weapons, and is nearly as critical for [[Rogue|rogues]]. However, if you plan on taking the [[Lethality#Lethality|Lethality skill]] for a rogue, the strength modifier on weapons will be affected by cunning instead (though this will not affect strength requirements for weapons or armor).
 
   
 
=== Dexterity ===
Greater strength increases the base damage from all weapons except crossbows and mages’ staves, and, along with dexterity, determines whether a melee attack is successful. Consequently, strength is particularly important for warriors and rogues, although mages who use melee weapons also find it essential. Great strength is required to wield two-handed weapons or wear heavy armor. Strength also contributes to a character’s physical resistance and influences the intimidation side of the [[Skills#Coercion|Coercion skill]].
 
   
 
Dexterity is the measure of agility, reflexes, and balance. Higher dexterity improves a character's chances to hit, makes the character more likely to dodge incoming blows, and contributes to the damage dealt by piercing weapons like daggers and arrows. Dexterity adds 0.2 points damage to each dagger when dual wielding. Archery and dual-weapon fighting styles demand high dexterity to master, making this attribute a favorite for rogues.
Each point of Strength increases [[combat Mechanics#damage|damage]] by ~0.6 points from all weapons, except crossbows and magic staves. 0.3 points to each weapon when dual wielding.
 
   
 
As the primary component of a character's defense score, dexterity helps sidestep attacks entirely. Along with strength, dexterity also contributes to melee and ranged attack scores, which determine whether a swing or shot connects with its target. Dexterity contributes to physical resistance and is a prerequisite for some weapon talents. This attribute is most important for dual wielding warriors and rogues.
===Dexterity===
 
Dexterity is the measure of agility, reflexes, and balance. Higher dexterity improves a character's chances to hit, makes the character more likely to dodge incoming blows, and contributes to the damage dealt by piercing weapons like daggers and arrows. Dexterity adds 0.2 points damage to each dagger when dual wielding. Archery and dual-weapon fighting styles demand high dexterity to master, making this attribute a favorite for [[Rogue|rogues]].
 
   
 
=== Willpower ===
As the primary component of a character’s defense score, dexterity helps sidestep attacks entirely. Along with strength, dexterity also contributes to the melee attack score, which determines whether a swing connects with its target. For ranged weapons, dexterity is the only attribute that contributes to the attack score. Greater dexterity also increases the damage inflicted by piercing weapons like daggers and arrows, since the character is able to maneuver the weapon’s tip more deftly. Finally, dexterity contributes to physical resistance and is a prerequisite for some weapon talents. This attribute is most important for [[Warrior|warriors]] and [[Rogue|rogues]].
 
   
 
Willpower represents a character's determination and mental fortitude. With high willpower, mages can cast more spells thanks to a deeper [[Combat#Mana|mana]] pool. For warriors and rogues, willpower grants more [[Combat#Stamina|stamina]] for combat techniques and special attacks.
===Willpower===
 
Willpower represents a character's determination and mental fortitude. With high willpower, [[Mage|mages]] can cast more spells thanks to a deeper [[Combat#Mana|mana]] pool. For [[Warrior|warriors]] and [[Rogue|rogues]], willpower grants more [[Combat#Stamina|stamina]] for combat techniques and special attacks.
 
   
Willpower affects the size of the pool of [[Combat#Mana|mana]] or [[Combat#Stamina|stamina]] that a character can draw from to power spells or talents. The way lyrium potions are implemented in the game, as well as the fact that willpower does not affect mana regen, makes this stat of dubious value to mages. It can be useful for a rogue or warrior (particularly a 2h version of the latter) that plans to use a lot of activated skills because there are no stamina potions in the game.
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Willpower affects the size of the pool of mana or stamina that a character can draw from to power spells or talents. The way lyrium potions are implemented in the game, as well as the fact that willpower does not affect mana regen, makes this stat of dubious value to mages. It can be useful for a rogue or warrior (particularly a 2h version of the latter) that plans to use a lot of activated skills because there are no stamina potions in Origins.
   
 
Each point of Willpower raises the total Mana/Stamina level by 5.
 
Each point of Willpower raises the total Mana/Stamina level by 5.
   
===Magic===
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=== Magic ===
Magic is the measure of a character's natural affinity for the arcane. This attribute is crucial for [[Mage|mages]], since it directly increases a character's [[Spellpower|spellpower]] score, which determines the potency of all spells. The magic attribute also determines how effective potions, poultices, and salves are for all classes.
 
   
 
Magic is the measure of a character's natural affinity for the arcane. This attribute is crucial for mages, since it directly increases a character's [[spellpower]] score, which determines the potency of all spells. The magic attribute also determines how effective potions, poultices, and salves are for all classes.
Unsurprisingly, [[Mage|mages]] gain the most benefit from a high magic attribute; the magic attribute’s modifier determines the [[Mage|mage's]] [[Spellpower|spellpower]], which in turn governs the magnitude of a spell’s effect, including damage. For characters of all classes, the magic attribute also increases the effectiveness of healing poultices, potions, and salves. A high magic score is required to wield high-level staves or learn certain spells. Magic also contributes to [[Resistances#Mental Resistance|mental resistance]].
 
   
 
Unsurprisingly, mages gain the most benefit from a high magic attribute; the magic attribute's modifier determines the mage's spellpower, which in turn governs the magnitude of a spell's effect, including damage. For characters of all classes, the magic attribute also increases the effectiveness of healing poultices, potions, and salves. A high magic score is required to wield high-level staves or learn certain spells. Magic also contributes to [[Resistances (Origins)#Mental Resistance|mental resistance]].
===Cunning===
 
Cunning determines how well a character learns and reasons. Most skills, such as [[Herbalism]] or [[Skills#Combat Tactics|Combat Tactics]], require a quick mind to master--and an observant eye can more easily find weaknesses in enemy armor. [[Rogue]]s benefit most from this statistic, as many of their class abilities and special attacks rely on subtlety or reading the target, not raw strength.
 
   
 
=== Cunning ===
Characters cannot learn advanced skills unless they possess great cunning, so this attribute is useful for any character who wishes to use [[Skills]] effectively. It is doubly important for [[Rogue|rogues]], since many of their class-specific talents are greatly improved by high cunning. Cunning helps characters identify weaknesses in opponents’ armor, increasing the [[Armor Penetration|armor penetration]] score, and also contributes to [[Resistances#Mental Resistance|mental resistance]] and the persuasion side of [[Skills#Coercion|Coercion]].
 
  +
 
Cunning determines how well a character learns and reasons. Most skills, such as [[Combat Tactics]], require a quick mind to master—and an observant eye can more easily find weaknesses in enemy armor. Rogues benefit most from this statistic, as many of their class abilities and special attacks rely on subtlety or reading the target, not raw strength.
  +
 
Characters cannot learn advanced skills unless they possess great cunning, so this attribute is useful for any character who wishes to use skills effectively. It is doubly important for rogues, since many of their class-specific talents are greatly improved by high cunning. Cunning helps characters identify weaknesses in opponents' armor, increasing the [[Armor Penetration|armor penetration]] score, and also contributes to mental resistance and the persuasion side of Coercion.
  +
 
=== Constitution ===
   
===Constitution===
 
 
Constitution represents [[Combat#Health|health]] and resilience. Higher constitution directly increases the amount of damage a character can take before falling on the battlefield.
 
Constitution represents [[Combat#Health|health]] and resilience. Higher constitution directly increases the amount of damage a character can take before falling on the battlefield.
   
Every point in constitution increases a character’s [[Combat#Health|health]] score, allowing more damage to be taken. Thus, it is important for all characters on the front lines of combat. Constitution also contributes to [[Combat Mechanics#Physical Resistance|physical resistance]].
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Every point in constitution increases a character's health score, allowing more damage to be taken. Thus, it is important for all characters on the front lines of combat. Constitution also contributes to [[Combat mechanics (Origins)#Physical Resistance|physical resistance]].
  +
 
== Starting attributes ==
   
==Starting Attributes==
 
 
These values are calculated with the information given on race and class based bonuses. You get 5 additional points to add as you like at character creation to further customize your character.
 
These values are calculated with the information given on race and class based bonuses. You get 5 additional points to add as you like at character creation to further customize your character.
   
<br />
 
 
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|- style="background: #333333; text-align: center; vertical-align:bottom; "
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== Increasing attributes ==
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* [[Specializations (Origins)|Specializations]] and certain equipment/[[Item sets (Origins)|item sets]] grant a bonus to attributes.
  +
* The [[Tome of the Mortal Vessel]] (two copies are available from merchants) grants {{ColorPositiveStat|+1 attribute point}} upon use, and the [[Grimoire of the Frozen Wastes]] (instantly granted to all characters with the [[Dragon Age: Origins Collector's Edition]]) grants {{ColorPositiveStat|+3 attribute points}}.
  +
* The [[Greater Tome of the Mortal Vessel]] (two copies are available in [[The Golems of Amgarrak]] and one in [[Witch Hunt]]) grants {{ColorPositiveStat|+2 attribute points}} upon use.
  +
* Accepting [[Caladrius]] offer during [[Unrest in the Alienage]] yields a {{ColorPositiveStat|+1}} increase in [[Attributes (Origins)|constitution]]. In [[Awakening]], siding with [[The Baroness]], provided that you convince her to increase your reward (expert Coercion required) should provide {{ColorPositiveStat|+1}} increase in either [[Attributes (Origins)|constitution]], [[Attributes (Origins)|magic]] or [[Attributes (Origins)|cunning]] but the quest is currently bugged on {{Platforms|PC|XBOX360}} (see [[Shadows of the Blackmarsh]] for details and a possible workaround)
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* [[Essences and fonts]] each add 1 point to a specific attribute. 21 are available during [[The Fade: Lost in Dreams]] (a part of [[Broken Circle]]). In ''[[Dragon Age: Origins - Awakening|Awakening]]'', 12 are available in the [[Blackmarsh Undying]].
 
* Using a [[Manual of Focus]] in ''Awakening'' resets all attribute points, including those granted by essences, to be redistributed as you like. However, the Manual is bugged in some versions of the game, and may only return a maximum of 99 attribute points, severely hampering your character.
   
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== Notes ==
==Increasing Attributes==
 
*[[Specialization]]s generally grant a bonus to attributes.
 
*Some equipment can add to your attributes. Wearing [[Item Sets|item sets]] can also add to your attributes.
 
*Throughout the game, you may purchase a [[Tome of the Mortal Vessel]] that will allow you to permanently increase your attributes upon their use. The owners of the [[Dragon Age: Origins Collector's Edition]], can also benefit from the [[Grimoire of the Frozen Wastes]] which is available to every newly created character from the beginning of his background story, and will add 3 more attribute points to the character upon its use.
 
*When the party is sent to [[The Fade]] by the [[Demons|Sloth Demon]] in the [[Broken Circle]] quest([[The Fade: Lost in Dreams]]), they will find several essences and fonts in the different fade locations which add 1 point to a specific attribute (note also that instead using attributes on cunning for skills you can use those). There are 21 [[Fade: Essences and Fonts|essences]] here. Additional essences and fonts can also be found when the party is stuck in [[The Blackmarsh Undying|the Fade in Blackmarsh]] in Awakening.
 
*Some essence fonts in the Fade grant less than optimal stats (such as Magic for a Warrior or Strength for a Mage). Purchasing a [[Manual of Focus]] in Awakening resets all stat points, including the ones acquired in the Fade, to be redistributed as you like. However, note that in some versions of the game the Manual is bugged and will only return 99 attribute points maximum, severely hampering your character.
 
   
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* Prior to [[Patches (Origins)#Patch 1.04|patch 1.04]], rogues' attack power was based on strength alone, meaning that increasing dexterity to use higher-quality daggers would not increase attack power as it is supposed to. As of patch 1.04, the attribute-based bonus damage from the weapon is now properly 50% strength and 50% dexterity. In addition, if the rogue's cunning attribute is higher than their strength attribute, they can learn [[Lethality]] to use their cunning score in place of their strength.
==References==
 
 
[[Category:Game mechanics]]
#[http://www.dragonagecentral.com/single/1246590900 Developer Post]{{Dead link}}
 
#[http://www.gamebanshee.com/previews/dragonageorigins3-1.php Gamebanshee Preview]
 
[[Category:Game rules]]
 
 
[[Category:Dragon Age: Origins gameplay]]
 
[[Category:Dragon Age: Origins gameplay]]
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[[de:Attribute/Dragon Age: Origins]]

Revision as of 18:37, 20 July 2020

For attributes in other games, see Attributes (Dragon Age II) and Attributes (Inquisition).

Attributes are the basic building blocks for a character's combat and mental capabilities. The six primary attributes are strength, dexterity, willpower, magic, cunning and constitution. These attributes determine secondary attributes and resistances, combat prowess, non-combat skills, and reveal new options during encounters with NPCs.

The six attributes appear on the Character Record sheet, along with armor, defense, attack and damage. Characters begin with 10 points in each of the primary attributes; choosing a race and class will add points to some attributes and the game allows each player to distribute another 5 points for a consistent total of 79 points for every character.

Note: If you skip character creation, the game will distribute those 5 points for you, according to the table below.

Attributes can be increased during the game in three ways:

  • Characters will automatically gain 3 points per level;
  • Certain items will permanently add points to certain attributes;
  • Other items will temporarily boost attributes while equipped.

Sometimes the game rules consider your character's attribute modifier rather than the attribute itself, i.e., the number of points you spent on the attribute.

Primary attributes

At a glance

Attribute Classes Secondary attributes Other benefits
Strength Warriors
  • Increases damage from all weapons except staves and crossbows
  • Increases attack score by 0.5 per point above 10
  • Increases physical resistance by 0.5 per point above 10
  • Prerequisite for most weapon talents and higher-level armor and weapons
  • Prerequisite for crossbows
  • Bows (longbows and shortbows) get strength-based damage bonus
  • Increases intimidation effectiveness
  • Also needed by rogues without Lethality, if intending to engage heavily in combat
Dexterity Rogues and Warriors
  • Increases attack score by 0.5 per point above 10
  • Increases damage from piercing weapons (per weapon-specific attribute modifiers)
  • Increases defense by 1 per point above 10
  • Increases physical resistance by 0.5 per point above 10
  • Prerequisite for some weapon talents (mostly dual-wielding)
  • Prerequisite for some shield talents
  • Prerequisite for bows and daggers
  • Very helpful for ranged attackers and many warriors
Willpower All
Magic Mages
  • Increases spellpower by 1 per each point above 10
  • Increases mental resistance by 0.5 per point above 10
  • Increases effectiveness of potions, poultices, and staves
  • Prerequisite for higher-level staves and many spells
Cunning Rogues
  • Increases armor penetration by 1/7 (~0.14) per point above 10.
  • Increases mental resistance by 0.5 per point above 10
  • Increases effectiveness of rogue talents, e.g. Stealing
  • Prerequisite for many skills such as Coercion
  • Increases persuasion, making Coercion unnecessary
  • Increases lockpicking, making Deft Hands unnecessary
  • Higher cunning opens up specific dialogue options
Constitution All
  • Increases health by 5 per point above 10
  • Increases physical resistance by 0.5 per point above 10

Strength

Strength measures a character's physical prowess, and directly affects the damage a character deals in physical combat. It also contributes to the accuracy of melee and ranged attacks. High strength is essential for warriors, in particular if they wish to wield two-handed weapons, and is nearly as critical for rogues. However, if you plan on taking the Lethality ability for a rogue, the strength modifier on weapons will be affected by cunning instead (though this will not affect strength requirements for weapons or armor).

Greater strength increases the base damage from all weapons except crossbows and mages' staves, and, along with dexterity, determines whether a melee attack is successful. Consequently, strength is particularly important for warriors and rogues, mages with the Arcane Warrior specialization have no need for it. Great strength is required to wield two-handed weapons or wear heavy armor. Strength also contributes to a character's physical resistance and influences the intimidation side of the Coercion skill.

Each point of Strength increases damage by ~0.6 points from all weapons, except crossbows and magic staves. 0.3 points to each weapon when dual wielding.

Dexterity

Dexterity is the measure of agility, reflexes, and balance. Higher dexterity improves a character's chances to hit, makes the character more likely to dodge incoming blows, and contributes to the damage dealt by piercing weapons like daggers and arrows. Dexterity adds 0.2 points damage to each dagger when dual wielding. Archery and dual-weapon fighting styles demand high dexterity to master, making this attribute a favorite for rogues.

As the primary component of a character's defense score, dexterity helps sidestep attacks entirely. Along with strength, dexterity also contributes to melee and ranged attack scores, which determine whether a swing or shot connects with its target. Dexterity contributes to physical resistance and is a prerequisite for some weapon talents. This attribute is most important for dual wielding warriors and rogues.

Willpower

Willpower represents a character's determination and mental fortitude. With high willpower, mages can cast more spells thanks to a deeper mana pool. For warriors and rogues, willpower grants more stamina for combat techniques and special attacks.

Willpower affects the size of the pool of mana or stamina that a character can draw from to power spells or talents. The way lyrium potions are implemented in the game, as well as the fact that willpower does not affect mana regen, makes this stat of dubious value to mages. It can be useful for a rogue or warrior (particularly a 2h version of the latter) that plans to use a lot of activated skills because there are no stamina potions in Origins.

Each point of Willpower raises the total Mana/Stamina level by 5.

Magic

Magic is the measure of a character's natural affinity for the arcane. This attribute is crucial for mages, since it directly increases a character's spellpower score, which determines the potency of all spells. The magic attribute also determines how effective potions, poultices, and salves are for all classes.

Unsurprisingly, mages gain the most benefit from a high magic attribute; the magic attribute's modifier determines the mage's spellpower, which in turn governs the magnitude of a spell's effect, including damage. For characters of all classes, the magic attribute also increases the effectiveness of healing poultices, potions, and salves. A high magic score is required to wield high-level staves or learn certain spells. Magic also contributes to mental resistance.

Cunning

Cunning determines how well a character learns and reasons. Most skills, such as Combat Tactics, require a quick mind to master—and an observant eye can more easily find weaknesses in enemy armor. Rogues benefit most from this statistic, as many of their class abilities and special attacks rely on subtlety or reading the target, not raw strength.

Characters cannot learn advanced skills unless they possess great cunning, so this attribute is useful for any character who wishes to use skills effectively. It is doubly important for rogues, since many of their class-specific talents are greatly improved by high cunning. Cunning helps characters identify weaknesses in opponents' armor, increasing the armor penetration score, and also contributes to mental resistance and the persuasion side of Coercion.

Constitution

Constitution represents health and resilience. Higher constitution directly increases the amount of damage a character can take before falling on the battlefield.

Every point in constitution increases a character's health score, allowing more damage to be taken. Thus, it is important for all characters on the front lines of combat. Constitution also contributes to physical resistance.

Starting attributes

These values are calculated with the information given on race and class based bonuses. You get 5 additional points to add as you like at character creation to further customize your character.

Race Class Human Warrior Human Rogue Human Mage Elf Warrior Elf Rogue Elf Mage Dwarf Warrior Dwarf Rogue
Strength 15 11 11 14 10 10 15 11
Dexterity 14 15 11 13 14 10 14 15
Willpower 10 12 14 12 14 16 10 12
Magic 11 11 16 12 12 17 10 10
Cunning 11 15 12 10 14 11 10 14
Constitution 13 10 10 13 10 10 15 12

Increasing attributes

Notes

  • Prior to patch 1.04, rogues' attack power was based on strength alone, meaning that increasing dexterity to use higher-quality daggers would not increase attack power as it is supposed to. As of patch 1.04, the attribute-based bonus damage from the weapon is now properly 50% strength and 50% dexterity. In addition, if the rogue's cunning attribute is higher than their strength attribute, they can learn Lethality to use their cunning score in place of their strength.