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| Primal || [[Blizzard]] || Spell || Physical |
| Primal || [[Blizzard]] || Spell || Physical |
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− | | Primal || [[Cone of Cold]] || Spell || Physical |
+ | | Primal || [[Cone of Cold (Origins)|Cone of Cold]] || Spell || Physical |
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| Primal || [[Earthquake]] || Spell || Physical |
| Primal || [[Earthquake]] || Spell || Physical |
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=== Enemy resistances and immunities analysis === |
=== Enemy resistances and immunities analysis === |
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− | An obvious conclusion one can draw from this reference sheet and the [[Immunities]] list is electricity and spirit are most rarely resisted types of elemental damage, with no enemies immune to them, while nature is (a) most commonly resisted, (b) an unparalleled number of creatures are immune to it, and (c) not a single enemy in the game has a nature damage weakness**. Consider also the stamina draining effect from electrical damage and the fact the most damaging spells and spell combinations in the game are spirit-based ([[Mana Drain]], [[Entropic Death]], [[Virulent Walking Bomb]], [[Blood Control]]). Fire damage is quite frequently resisted, but this is offset by the fact both Darkspawn and Undead type enemies have weakness to fire. Cold damage is also commonly resisted, but since cold-based spells also have the ability to Freeze and Slow targets, this is less of a problem (see [[Cone of Cold]] for more information). It is also noteworthy spell resistance is extremely rare, and even when present, its value is quite low, so certain spells/spell combinations ([[Paralysis Explosion]], for example) are almost guaranteed to work under any conditions. |
+ | An obvious conclusion one can draw from this reference sheet and the [[Immunities]] list is electricity and spirit are most rarely resisted types of elemental damage, with no enemies immune to them, while nature is (a) most commonly resisted, (b) an unparalleled number of creatures are immune to it, and (c) not a single enemy in the game has a nature damage weakness**. Consider also the stamina draining effect from electrical damage and the fact the most damaging spells and spell combinations in the game are spirit-based ([[Mana Drain]], [[Entropic Death]], [[Virulent Walking Bomb]], [[Blood Control]]). Fire damage is quite frequently resisted, but this is offset by the fact both Darkspawn and Undead type enemies have weakness to fire. Cold damage is also commonly resisted, but since cold-based spells also have the ability to Freeze and Slow targets, this is less of a problem (see [[Cone of Cold (Origins)|Cone of Cold]] for more information). It is also noteworthy spell resistance is extremely rare, and even when present, its value is quite low, so certain spells/spell combinations ([[Paralysis Explosion]], for example) are almost guaranteed to work under any conditions. |
Note that on Casual Difficulty, spell resistance is reduced by 10% (to a minimum of 0%) and on Nightmare it is increased by 10%. All resistances to damage schools remain unaffected. |
Note that on Casual Difficulty, spell resistance is reduced by 10% (to a minimum of 0%) and on Nightmare it is increased by 10%. All resistances to damage schools remain unaffected. |
Revision as of 13:20, 13 June 2014
- For resistances in Dragon Age II, see Resistances (Dragon Age II).
Resistance signifies a character's ability to withstand or reduce the effects of an opponent's attack. There is a type of resistance for each type of damage in the game: Mental, Physical, Spell, and Elemental. The last is further divided into five types: Fire, Cold, Electric, Nature, and Spirit. Each point of resistance reduces damage (of that type of attack) by 1%. In some cases, a target is given a chance to offset some of the effects of an attack if it passes an appropriate check for that type. There are also displacement/dodge and missile deflection ratings, which offer a percentile chance to completely ignore any physical attack and a percentile chance to ignore any missile of non-spell origin, respectively.
Some abilities, skills, or items allow combatants to enhance their resistances; they are also enhanced at higher levels and ranks.
Types
Type | Ability to withstand... | Resistance Formula | Resistance Limits | Examples and notes |
---|---|---|---|---|
Mental | Bard songs and mind-control spells. Possible to completely resist or take a limited debuff. |
(Willpower+Magic+Cunning-30)/2
rounded up |
up to 100 (up to 150 in Awakening) |
Captivating Song, Blood Control, Horror; not a percentage (score of 100 or more does not confer immunity) |
Physical | Direct attacks on the body. Possible to completely resist or take a limited debuff. |
(Strength+Dexterity+Constitution-30)/2
rounded up |
up to 100 (up to 150 in Awakening) |
Knockdown, Earthquake, Paralyze; not a percentage (score of 100 or more does not confer immunity) |
Spell | Hostile magical spell attacks. A percentage denotes a chance to completely resist a hostile spell. Friendly fire spell effects are applied normally. |
up to 100% | ||
Elemental |
Attacks based on each of the five elements. |
up to 75%
(up to 85% in Awakening) |
Fireball, Cone of Cold. There are distinct resistances for Fire, Cold, Electric, Nature, and Spirit effects. |
Resistance checks
The following table includes a list of Talents and Spells and the relevant resistance check.
Tree | Threat | Type | Resistance |
---|---|---|---|
Blood Mage | Blood Wound | Spell | Physical |
Creation | Glyph of Paralysis | Spell | Physical |
Creation | Glyph of Repulsion | Spell | Physical |
Creation | Grease | Spell | Physical |
Entropy | Mass Paralysis | Spell | Physical |
Entropy | Miasma | Spell | Physical |
Entropy | Paralyze | Spell | Physical |
Primal | Blizzard | Spell | Physical |
Primal | Cone of Cold | Spell | Physical |
Primal | Earthquake | Spell | Physical |
Primal | Fireball | Spell | Physical |
Primal | Petrify | Spell | Physical |
Archery | Pinning Shot | Talent | Physical |
Dual Weapon | Cripple | Talent | Physical |
Dual Weapon | Riposte | Talent | Physical |
Dual Weapon | Punisher | Talent | Physical |
Duelist | Upset Balance | Talent | Physical |
Rogue | Below the Belt | Talent | Physical |
Two-Handed | Mighty Blow | Talent | Physical |
Two-Handed | Pommel Strike | Talent | Physical |
Two-Handed | Sunder Armor | Talent | Physical |
Two-Handed | Sunder Arms | Talent | Physical |
Two-Handed | Two-Handed Sweep | Talent | Physical |
Two-Handed | Sweeping Strike | Talent | Physical |
Blood School | Blood Fury | Talent | Physical |
Weapon and Shield | Overpower | Talent | Physical |
Weapon and Shield | Shield Bash | Talent | Physical |
Weapon and Shield | Shield Pummel | Talent | Physical |
Blood Mage | Blood Control | Spell | Mental |
Entropy | Horror | Spell | Mental |
Entropy | Sleep | Spell | Mental |
Entropy | Waking Nightmare | Spell | Mental |
Bard | Distraction | Talent | Mental |
Bard | Captivating Song | Talent | Mental |
Reaver | Frightening Appearance | Talent | Mental |
Templar | Holy Smite | Talent | Mental |
Dog | Growl | Talent | Mental |
Dog | Dread Howl | Talent | Mental |
Enemy resistances/weaknesses reference sheet
General types
Type | Fire | Frost | Nature | Spirit | Electricity | Base |
---|---|---|---|---|---|---|
Demon | +50% | 0% | 0% | +5% | 0% | 0% |
Darkspawn | -15% | 0% | +25% | 0% | 0% | 0% |
High Dragon and Flemeth | +75% | 0% | 0% | 0% | 0% | 0% |
Undead | -25% | +75% | Immune | 0% | 0% | 0% |
Bosses and subtypes
Type | Fire | Frost | Nature | Spirit | Electricity | Base |
---|---|---|---|---|---|---|
Abomination | 0% | 0% | Immune | 0% | +25% | 0% |
Arcane Horror | 0% | Immune | Immune | 0% | 0% | +20% spell |
Archdemon | +60% | +75% | +25% | +75% | +75% | 0% |
Broodmother | 0% | 0% | 0% | +75% | 0% | +75 mental |
Genlock | 0% | 0% | 0% | +5% | 0% | +3 mental |
Hurlock | 0% | +5% | 0% | +5% | 0% | +1% dodge |
Ogre | 0% | +20% | 0% | +15% | 0% | +10% spell |
Revenant | 0% | Immune | Immune | 0% | 0% | +75 mental |
Steel Golem | 0% | +50% | Immune | 0% | 0% | +50% physical |
Stone Golem | +50% | +50% | Immune | 0% | 0% | +50% physical |
Wild Sylvan | -50% | 0% | 0% | 0% | 0% | 0% |
Shapeshifter forms
Type | Fire | Frost | Nature | Spirit | Electricity | Base |
---|---|---|---|---|---|---|
Bear
(monster and Shapeshifter form) |
0% | 0% | +50% | 0% | 0% | 0% |
Flying Swarm
(Shapeshifter form) |
-75% | 0% | 0% | 0% | 0% | +100% missile deflection
+40% dodge |
Spider
(monster and Shapeshifter form) |
-10% | 0% | +75% | 0% | 0% | 0% |
Enemy resistances and immunities analysis
An obvious conclusion one can draw from this reference sheet and the Immunities list is electricity and spirit are most rarely resisted types of elemental damage, with no enemies immune to them, while nature is (a) most commonly resisted, (b) an unparalleled number of creatures are immune to it, and (c) not a single enemy in the game has a nature damage weakness**. Consider also the stamina draining effect from electrical damage and the fact the most damaging spells and spell combinations in the game are spirit-based (Mana Drain, Entropic Death, Virulent Walking Bomb, Blood Control). Fire damage is quite frequently resisted, but this is offset by the fact both Darkspawn and Undead type enemies have weakness to fire. Cold damage is also commonly resisted, but since cold-based spells also have the ability to Freeze and Slow targets, this is less of a problem (see Cone of Cold for more information). It is also noteworthy spell resistance is extremely rare, and even when present, its value is quite low, so certain spells/spell combinations (Paralysis Explosion, for example) are almost guaranteed to work under any conditions.
Note that on Casual Difficulty, spell resistance is reduced by 10% (to a minimum of 0%) and on Nightmare it is increased by 10%. All resistances to damage schools remain unaffected.
Global and specific resistances
Global resistances apply to their subtypes; however, bosses do not inherit resistances. An example is a genlock inheriting darkspawn global resistances, yet neither Archdemon nor Broodmother inherit darkspawn global resistances. The Archdemon does not inherit High Dragon resistances either.
Items providing spell resistance
Name | Enhancements | Acquisition |
---|---|---|
Templar Armor Requires: 27 strength |
+3 willpower +20% spell resistance +5 mental resistance |
Restriction: Templar |
Knight Commander's Plate Requires: 39 strength |
+5 willpower +40% spell resistance +10 mental resistance |
Sold by Faryn in Frostback Mountain Pass for 27 42 0. Restriction: Templar |
Armor of the Divine Will Requires: 38 strength |
+20% spell resistance -5 magic |
Sold by Ruck in Ortan Thaig. Restriction: Templar |
The Spellward | +5 willpower +8 health regeneration while exploring +30% spell resistance +10% chance to dodge attacks +6 defense against missiles |
Origins: Sold by Bodahn Feddic at the Party Camp Leliana's Song: Dropped by Weapon Master in the Noble's Estate (2nd time) Witch Hunt: Sold by Sandal in the Apprentice Quarters |
Key to the City | +2 to all attributes +4% spell resistance +10% to healing effects received |
Found in the Assembly Cache in the Chamber of the Assembly, Orzammar Diamond Quarter after completing The Key to the City side quest. |
Athras's Pendant | 4% spell resistance | Obtained from Athras in the Dalish Camp as a reward for completing the side quest Lost to the Curse. |
Mark of Vigilance | +6 defense +2% spell resistance +5 mental resistance |
Requires the Mark of Vigilance DLC. |
Spellweaver Requires: 27 strength/magic |
+5 magic +1 or +2 mana regeneration in combat +10% spell resistance +3 electricity damage |
Dropped by the Arcane Warrior Cultist Overseer in the Mountainside Caverns, during The Urn of Sacred Ashes main quest. Restriction: Arcane Warrior |
Antivan Leather Boots Requires: 18 strength |
+4% spell resistance | They come from Antivan Leather Boots (gift) in Origins, and purchased from the Bartender and looted from the Smuggler Leader and Crow Assassin in Awakening. |
Blackblade Boots Requires: 24 strength |
+4 dexterity +4 willpower +4 cunning +8% spell resistance |
Cannot be acquired via normal means. Restriction: Rogue |
Havard's Aegis Requires: 22 strength |
+4 spell resistance Chance to avoid missile attacks |
Looted from the Ogre at the top of the Tower of Ishal. |
Reaper's Vestments | +6 constitution +20% fire resistance +16% spell resistance +10% chance to dodge attacks +12 armor |
Sold by the Tranquil Proprietor at the Wonders of Thedas Restriction: Mage |
Ancient Elven Gloves Requires: 22 strength |
+2 armor +4% spell resistance |
Found in the Ruined Temple. |
Cinch of Skillful Maneuvering | +1 to all attributes +10% spell resistance +10% chance to dodge attacks |
Reward for the A Time of Wood and Stone achievement during Witch Hunt |
Other
- Greagoir's Shield: +4% spell resistance
- Fade Shield: +5% spell resistance
- Arcane Shield and Fade Shield: +15% spell resistance
- Dwarven Resistance: +10% spell resistance
- Spell Shield: +75% spell resistance
- Dweomer weapon runes, +2-14% spell resistance
Notes
- Dwarves have in-game an extra 10% spell resistance, because they have developed a natural resistance to magic due to living close to lyrium.
- Note that some abilities (e.g. Dirty Fighting) are absent from the above list and are not subject to a physical resistance check. They are subject to immunities (i.e. stun, knockdown, etc.) however. This can be misleading because even if a creature/player is immune to a given effect, "Resisted" will still appear above the character when an immunity protects that player from a physical effect such as stun and knockdown.