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For the spell in Origins, see Disorient.
Disoriented

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[]

Archery Archery

Pinning Shot Pinning Shot
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
Disorienting Shot 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)
DISORIENTDisoriented chance: 100%

Sabotage Sabotage

Fatiguing Fog Fatiguing Fog
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%
Overpowering Fog 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.

DISORIENTDisoriented chance: 100% vs. normal enemies
Confusion Confusion
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
Chaos 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.

DISORIENTDisoriented chance: 100% vs. normal enemies
Duration: +10s (total: 20s)

Shadow Shadow

Disorienting Criticals Disorienting Criticals
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
DISORIENTDisoriented chance: 100% for critical hits when obscured

Spells/ Abilities that exploit Disorient[]

Warrior[]

Weapon and Shield Weapon and Shield

Scatter Scatter
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
Disperse 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 Disoriented targets
Assault Assault
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)
Battery 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 Disoriented targets on final hit

Reaver Reaver

Devour Devour
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
Insatiable 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 Disoriented targets
Health regeneration: +0.25x base weapon damage (total: 1.25x)
Health regeneration: 300% from DISORIENTED Disoriented targets
Cooldown: -20s (total: 100s)

Mage[]

Spirit Spirit

Spirit Bolt Spirit Bolt
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
Spirit Strike 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 Disoriented targets
Elemental force: 200% vs. DISORIENTED Disoriented targets
Cost: -5 mana (total: 15)
Walking Bomb Walking Bomb
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
Corrosive Walking Bomb 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 Disoriented
Virulent Walking Bomb 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 Disoriented
Physical force: 200% vs. nearby targets upon explosion if victim is DISORIENTED Disoriented
Infection chance: 20% vs. nearby targets

Primal Primal

Stonefist Stonefist
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
Golem's Fist 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 Disoriented targets
Physical force: +2x (total: 6x)
Physical force: 200% vs. DISORIENTED Disoriented targets

External links[]

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