- For the spell in Origins, see Disorient.
Disorient is part of the cross-class combos system in Dragon Age II.
It can only be inflicted by a Rogue. Warriors and mages can exploit a disoriented foe.
DISORIENT: -50% defense
Disorienting Spells/ Abilities[]
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Activated Activation: 20 Duration: 8s Cooldown: 20s Requires: Level 2 |
The archer looses an arrow that immobilizes a target for a short time. Physical damage: 1.7x Physical force: 2x Pinning chance: 80% vs. normal enemies |
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Disorienting Shot Upgrade Requires: Level 8 Requires: 3 points in Archery |
The damage inflicted by Pinning Shot becomes so severe that it often leaves enemies unable to defend themselves. Physical damage: +0.85x (total: 2.55x) DISORIENT ![]() |
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Activated Range: 6m Activation: 20 Duration: 10s Cooldown: 20s Requires: Level 7 Requires: Rush Requires: Miasmic Flask Requires: 3 points in Sabotage |
The rogue envelops enemies in a dense fog that slows them to a near crawl. Enemy attack speed: -50% Enemy movement speed: -50% |
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Overpowering Fog Upgrade Requires: Level 13 Requires: 5 points in Sabotage |
Fatiguing Fog becomes so oppressive that it leaves most enemies DISORIENTED, reducing their defenses and make them vulnerable to follow-up attacks from a warrior or mage. DISORIENT ![]() |
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Activated Range: 4m Activation: 30 Duration: 10s Cooldown: 30s Requires: Level 5 Requires: Miasmic Flask Requires: 2 points in Sabotage |
The rogue tricks nearby enemies, causing some to fight among themselves for a short time. Confusion chance: 50% vs. normal enemies |
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Chaos Upgrade Requires: Level 9 Requires: 6 points in Sabotage |
Confusion persists longer, and enemies who were attacking each other now leave their defenses open as well. DISORIENT ![]() Duration: +10s (total: 20s) |
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Passive Requires: Level 9 Requires: Pinpoint Precision |
While obscured, the shadow gains a considerable bonus to critical damage. In addition, any critical hits the shadow lands while obscured automatically DISORIENT enemies, leaving them vulnerable to further harm from a warrior or mage. Critical damage: +50% when obscured DISORIENT ![]() |
Spells/ Abilities that exploit Disorient[]
Warrior[]
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Activated Range: Personal Size: 6m (180° front) Activation: 30 Cooldown: 25s Requires: Level 6 Requires: Shield Bash Requires: Shield Defense Requires: 2 points in Weapon and Shield |
The warrior clears a forward arc, throwing enemies back. Physical damage: 4x Physical force: 4x |
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Disperse Upgrade Requires: Level 10 |
Scatter now forces back even large creatures, and is particularly punishing against enemies whose defenses a rogue has lowered. Physical damage: +2x (total: 6x) Physical force: +2x (total: 6x) Physical damage: 300% vs. DISORIENTED ![]() |
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Activated Activation: 20 Cooldown: 20s Requires: Level 5 Requires: Shield Bash |
The warrior spins into a vicious assault that inflicts significant damage and often throws enemies back. Physical damage: 1.7x (x3 hits) Physical force: 2x (x3 hits) |
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Battery Upgrade Requires: Level 9 Requires: 3 points in Weapon and Shield |
Assault can now be used more frequently. It is also much more effective, particularly against enemies a rogue has left in a vulnerable state. Cooldown: -5s (total: 15s) Physical damage: +0.85x (total: 2.55x (x3 hits)) Physical damage: 400% vs. DISORIENTED ![]() |
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Activated Activation: 20 Cooldown: 120s Requires: Level 8 |
The Reaver tears into an enemy, consuming its life force to heal the Reaver. Physical damage: 1x Health regeneration: 1x base weapon damage |
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Insatiable Upgrade Requires: Level 14 Requires: 2 points in Reaver |
Devour is now much more effective, particularly if a rogue has lowered the enemy's defenses. Physical damage: +0.25x (total: 1.25x) Physical damage: 300% vs. DISORIENTED ![]() Health regeneration: +0.25x base weapon damage (total: 1.25x) Health regeneration: 300% from DISORIENTED ![]() Cooldown: -20s (total: 100s) |
Mage[]
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Activated Activation: 20 Cooldown: 10s Requires: Level 2 |
The mage fires a bolt of energy that slams into the target. Although other spells may be more powerful, the bolt can be cast with great frequency. Spirit damage: 2.68x Elemental force: 2x |
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Spirit Strike Upgrade Requires: Level 6 Requires: 2 points in Spirit |
Spirit bolt now surges with more power and requires less mana. Spirit damage: +1.34x (total: 4.02x) Spirit damage: 300% vs. DISORIENTED ![]() Elemental force: 200% vs. DISORIENTED ![]() Cost: -5 mana (total: 15) |
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Activated Activation: 30 Duration: 10s Cooldown: 30s Requires: Level 4 Requires: Spirit Bolt |
The mage curses an enemy with an effect that turns the victim's own body into a weapon. If the enemy dies while the spell is still active, it explodes, harming all other foes nearby. Spirit damage: 50% of victim's maximum health vs. nearby targets upon explosion Physical force: 1x vs. nearby targets upon explosion |
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Corrosive Walking Bomb Upgrade Requires: Level 8 Requires: 3 points in Spirit |
Walking Bomb now includes a corrosive effect that inflicts continual spirit damage. If the enemy dies while the effect is active, it explodes, harming all foes nearby. Spirit damage: 2.68x vs. victim Spirit damage: 200% vs. victim if DISORIENTED ![]() |
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Virulent Walking Bomb Upgrade Requires: Level 10 Requires: 4 points in Spirit |
When a victim of Walking Bomb explodes, it can now infect nearby enemies with the same effect. Spirit damage: 200% vs. nearby targets upon explosion if victim is DISORIENTED ![]() Physical force: 200% vs. nearby targets upon explosion if victim is DISORIENTED ![]() Infection chance: 20% vs. nearby targets |
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Activated Activation: 20 Cooldown: 15s Requires: Level 2 |
The mage hurls a stone projectile that strikes with massive force. Physical damage: 4x Physical force: 4x |
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Golem's Fist Upgrade Requires: Level 6 Requires: 2 points in Primal |
The density of Stonefist increases. It now packs a tremendous wallop, particularly against enemies who a rogue has addled. Physical damage: +2x (total: 6x) Physical damage: 200% vs. DISORIENTED ![]() Physical force: +2x (total: 6x) Physical force: 200% vs. DISORIENTED ![]() |