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− | {{for|resistances in |
+ | {{for|resistances in Dragon Age II|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: [[Combat mechanics (Origins)#Mental Resistance|Mental]], [[Combat mechanics (Origins)#Physical Resistance|Physical]], [[Combat mechanics (Origins)#Spell Resistance|Spell]], and [[Combat mechanics (Origins)#Elemental Resistance|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 [[Combat mechanics (Origins)#Resistance Checks|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. |
||
− | ''See also [[Combat Mechanics#Resistance Checks|Resistance Checks]] in Combat Mechanics and [[Immunities#Immunities|Immunities]].'' |
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− | |||
⚫ | ''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: [[Combat |
||
Some abilities, skills, or items allow combatants to enhance their resistances; they are also enhanced at higher levels and [[rank]]s. |
Some abilities, skills, or items allow combatants to enhance their resistances; they are also enhanced at higher levels and [[rank]]s. |
||
− | == Types |
+ | == Types == |
{| class="sortable daotable" width="100%" |
{| class="sortable daotable" width="100%" |
||
− | |- style=" |
+ | |- style="text-align: center; vertical-align: bottom;" |
!style="width: 10%; "|Type |
!style="width: 10%; "|Type |
||
!style="width: 30%; "|Ability to withstand... |
!style="width: 30%; "|Ability to withstand... |
||
− | !style="width: 20%; "|Formula |
+ | !style="width: 20%; "|Resistance Formula |
− | !style="width: 10%; "|Resistance |
+ | !style="width: 10%; "|Resistance Limits |
− | !style="width: 30%; "|Examples |
+ | !style="width: 30%; "|Examples and notes |
|- |
|- |
||
| align="left" | ''Mental'' |
| align="left" | ''Mental'' |
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up to 100 |
up to 100 |
||
− | (up to 150 in Awakening) |
+ | (up to 150 in ''Awakening'') |
| Captivating Song, Blood Control, Horror; not a percentage (score of 100 or more does not confer immunity) |
| Captivating Song, Blood Control, Horror; not a percentage (score of 100 or more does not confer immunity) |
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|- |
|- |
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up to 100 |
up to 100 |
||
− | (up to 150 in Awakening) |
+ | (up to 150 in ''Awakening'') |
| Knockdown, Earthquake, Paralyze; not a percentage (score of 100 or more does not confer immunity) |
| Knockdown, Earthquake, Paralyze; not a percentage (score of 100 or more does not confer immunity) |
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|- |
|- |
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| |
| |
||
| up to 100% |
| up to 100% |
||
+ | |Spell resistance only works against spells that can be casted by controllable characters (e.g. although [[Aura of Weakness]] and [[Miasma]] are technically the same spell/talent, only the latter may be resisted). |
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⚫ | |||
|- |
|- |
||
| align="left" | ''Elemental'' |
| align="left" | ''Elemental'' |
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Line 48: | Line 46: | ||
| up to 75% |
| up to 75% |
||
− | (up to 85% in Awakening) |
+ | (up to 85% in ''Awakening'') |
| Fireball, Cone of Cold. There are distinct resistances for Fire, Cold, Electric, Nature, and Spirit effects. |
| Fireball, Cone of Cold. There are distinct resistances for Fire, Cold, Electric, Nature, and Spirit effects. |
||
|} |
|} |
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− | == Resistance |
+ | == Resistance checks == |
+ | {{See also|Combat mechanics (Origins)#Resistance Checks|l1=Combat mechanics § Resistance Checks}} |
||
The following table includes a list of Talents and Spells and the relevant resistance check. |
The following table includes a list of Talents and Spells and the relevant resistance check. |
||
{| class="sortable daotable" |
{| class="sortable daotable" |
||
− | |- style="background: #333333; text-align: center; vertical-align:bottom; |
+ | |- style="background: #333333; text-align: center; vertical-align: bottom;" |
! Tree !! Threat !! Type !! Resistance |
! Tree !! Threat !! Type !! Resistance |
||
⚫ | |||
+ | | Arcane || [[Repulsion Field]] || Spell || Physical |
||
+ | |- |
||
+ | | Battlemage || [[Hand of Winter]] || Spell || Physical |
||
|- |
|- |
||
| Blood Mage || [[Blood Wound]] || Spell || Physical |
| Blood Mage || [[Blood Wound]] || Spell || Physical |
||
|- |
|- |
||
− | | Creation || [[Glyph of Paralysis]] || Spell || Physical |
+ | | Creation || [[Glyph of Paralysis (Origins)|Glyph of Paralysis]] || Spell || Physical |
|- |
|- |
||
− | | Creation || [[Glyph of Repulsion]] || Spell || Physical |
+ | | Creation || [[Glyph of Repulsion (Origins)|Glyph of Repulsion]] || Spell || Physical |
|- |
|- |
||
| Creation || [[Grease]] || Spell || Physical |
| Creation || [[Grease]] || Spell || Physical |
||
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| Entropy || [[Paralyze]] || Spell || Physical |
| Entropy || [[Paralyze]] || Spell || Physical |
||
|- |
|- |
||
− | | |
+ | | Entropy || [[Weakness]] || Spell || Physical |
|- |
|- |
||
− | | |
+ | | Keeper || [[Nature's Vengeance]] || Spell || Physical |
+ | |- |
||
+ | | Keeper || [[Thornblades]] || Spell || Physical |
||
+ | |- |
||
+ | | Primal || [[Blizzard (Origins)|Blizzard]] || Spell || Physical |
||
+ | |- |
||
+ | | Primal || [[Cone of Cold (Origins)|Cone of Cold]] || Spell || Physical |
||
|- |
|- |
||
| Primal || [[Earthquake]] || Spell || Physical |
| Primal || [[Earthquake]] || Spell || Physical |
||
|- |
|- |
||
− | | Primal || [[Fireball]] || Spell || Physical |
+ | | Primal || [[Fireball (Origins)|Fireball]] || Spell || Physical |
|- |
|- |
||
− | | Primal || [[Petrify]] || Spell || Physical |
+ | | Primal || [[Petrify (Origins)|Petrify]] || Spell || Physical |
|- |
|- |
||
− | | Archery || [[Pinning Shot]] || Talent || Physical |
+ | | Archery || [[Pinning Shot (Origins)|Pinning Shot]] || Talent || Physical |
+ | |- |
||
+ | | Champion || [[War Cry (Origins)|War Cry]] upgraded with [[Superiority]] || Talent || Physical |
||
+ | |- |
||
+ | | Dog || [[Charge (Origins)|Charge]] || Talent || Physical |
||
|- |
|- |
||
| Dual Weapon || [[Cripple]] || Talent || Physical |
| Dual Weapon || [[Cripple]] || Talent || Physical |
||
|- |
|- |
||
− | | Dual Weapon || [[Riposte]] || Talent || Physical |
+ | | Dual Weapon || [[Riposte (Origins)|Riposte]] || Talent || Physical |
+ | |- |
||
+ | | Dual Weapon || [[Punisher]] || Talent || Physical |
||
|- |
|- |
||
| Duelist || [[Upset Balance]] || Talent || Physical |
| Duelist || [[Upset Balance]] || Talent || Physical |
||
+ | |- |
||
+ | | Guardian || [[Aura of the Stalwart Defender]] || Talent || Physical |
||
+ | |- |
||
+ | | Ranger || [[Slam (ability)|Slam]] ([[Summon Bear|Summoned Bear]])|| Talent || Physical |
||
|- |
|- |
||
| Rogue || [[Below the Belt]] || Talent || Physical |
| Rogue || [[Below the Belt]] || Talent || Physical |
||
|- |
|- |
||
− | | |
+ | | Shale || [[Earthen Grasp]] || Talent || Physical |
|- |
|- |
||
− | | |
+ | | Shale || [[Hurl Rock]] || Talent || Physical |
+ | |- |
||
+ | | Shale || [[Quake (Origins)|Quake]] || Talent || Physical |
||
+ | |- |
||
+ | | Shale || [[Regenerating Burst]] || Talent || Physical |
||
+ | |- |
||
+ | | Shale || [[Rock Barrage]] || Talent || Physical |
||
+ | |- |
||
+ | | Shapeshifter || [[Slam (ability)|Slam]] ([[Bear Shape]])|| Talent || Physical |
||
+ | |- |
||
+ | | Templar || [[Holy Smite (Origins)|Holy Smite]] || Talent || Physical (non-spellcasting targets) |
||
+ | |- |
||
+ | | Two-Handed || [[Mighty Blow (Origins)|Mighty Blow]] || Talent || Physical |
||
+ | |- |
||
+ | | Two-Handed || [[Pommel Strike (Origins)|Pommel Strike]] || Talent || Physical |
||
|- |
|- |
||
| Two-Handed || [[Sunder Armor]] || Talent || Physical |
| Two-Handed || [[Sunder Armor]] || Talent || Physical |
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| Two-Handed || [[Sweeping Strike]] || Talent || Physical |
| Two-Handed || [[Sweeping Strike]] || Talent || Physical |
||
|- |
|- |
||
− | | |
+ | | Power of Blood || [[Blood Fury]] || Talent || Physical |
|- |
|- |
||
| Weapon and Shield || [[Overpower]] || Talent || Physical |
| Weapon and Shield || [[Overpower]] || Talent || Physical |
||
|- |
|- |
||
− | | Weapon and Shield || [[Shield Bash]] || Talent || Physical |
+ | | Weapon and Shield || [[Shield Bash (Origins)|Shield Bash]] || Talent || Physical |
|- |
|- |
||
| Weapon and Shield || [[Shield Pummel]] || Talent || Physical |
| Weapon and Shield || [[Shield Pummel]] || Talent || Physical |
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| Blood Mage || [[Blood Control]] || Spell || Mental |
| Blood Mage || [[Blood Control]] || Spell || Mental |
||
|- |
|- |
||
− | | Entropy || [[Horror]] || Spell || Mental |
+ | | Entropy || [[Horror (Origins)|Horror]] || Spell || Mental |
|- |
|- |
||
− | | Entropy || [[Sleep]] || Spell || Mental |
+ | | Entropy || [[Sleep (Origins)|Sleep]] || Spell || Mental |
|- |
|- |
||
| Entropy || [[Waking Nightmare]] || Spell || Mental |
| Entropy || [[Waking Nightmare]] || Spell || Mental |
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| Bard || [[Captivating Song]] || Talent || Mental |
| Bard || [[Captivating Song]] || Talent || Mental |
||
|- |
|- |
||
− | | |
+ | | Reaver || [[Frightening Appearance]] || Talent || Mental |
+ | |- |
||
+ | | Templar || [[Holy Smite (Origins)|Holy Smite]] || Talent || Mental (spellcasting targets) |
||
|- |
|- |
||
| Dog || [[Growl]] || Talent || Mental |
| Dog || [[Growl]] || Talent || Mental |
||
|- |
|- |
||
| Dog || [[Dread Howl]] || Talent || Mental |
| Dog || [[Dread Howl]] || Talent || Mental |
||
+ | |- |
||
+ | | Ranger || [[Howl (ability)|Howl]] ([[Summon Wolf|Summoned Wolf]])|| Talent || Mental |
||
+ | |- |
||
+ | | Shale || [[Bellow (Origins)|Bellow]] || Talent || Mental |
||
|} |
|} |
||
+ | == Enemy resistances/weaknesses reference sheet == |
||
− | == Notable Monster Resistances/Weaknesses Reference Sheet == |
||
⚫ | |||
− | |||
− | === ''Origins'' and ''Awakening'' === |
||
− | |||
⚫ | |||
{| class="sortable daotable" width="100%" |
{| class="sortable daotable" width="100%" |
||
− | |- style="background: #fffff; text-align: center; vertical-align:bottom; |
+ | |- style="background: #fffff; text-align: center; vertical-align: bottom;" |
!style="width: 15%; "|Type |
!style="width: 15%; "|Type |
||
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|fire|Fire}} |
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|cold|Cold}} |
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|nature|Nature}} |
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|spirit|Spirit}} |
− | !style="width: 16%; "| |
+ | !style="width: 16%; "|{{color|electricity|Electricity}} |
!style="width: 17%; "|Base |
!style="width: 17%; "|Base |
||
|- |
|- |
||
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|} |
|} |
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+ | === Bosses and subtypes === |
||
− | ==== Specific Boss Monsters & Monster Sub-Types ==== |
||
{| class="sortable daotable" width="100%" |
{| class="sortable daotable" width="100%" |
||
− | |- style="background: #fffff; text-align: center; vertical-align:bottom; |
+ | |- style="background: #fffff; text-align: center; vertical-align: bottom;" |
!style="width: 15%; "|Type |
!style="width: 15%; "|Type |
||
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|fire|Fire}} |
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|cold|Cold}} |
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|nature|Nature}} |
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|spirit|Spirit}} |
− | !style="width: 16%; "| |
+ | !style="width: 16%; "|{{color|electricity|Electricity}} |
!style="width: 17%; "|Base |
!style="width: 17%; "|Base |
||
|- |
|- |
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| 0% |
| 0% |
||
| 0% |
| 0% |
||
⚫ | |||
− | | 0% |
||
⚫ | |||
⚫ | |||
| 0% |
| 0% |
||
| {{ColorPositiveStat|+75 mental}} |
| {{ColorPositiveStat|+75 mental}} |
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| {{ColorPositiveStat|Immune}} |
| {{ColorPositiveStat|Immune}} |
||
| 0% |
| 0% |
||
+ | | {{ColorPositiveStat|+50%}} |
||
⚫ | |||
| {{ColorPositiveStat|+50% physical}} |
| {{ColorPositiveStat|+50% physical}} |
||
|- |
|- |
||
− | | align="left" | [[Stone |
+ | | align="left" | [[Stone golem]] |
| {{ColorPositiveStat|+50%}} |
| {{ColorPositiveStat|+50%}} |
||
| {{ColorPositiveStat|+50%}} |
| {{ColorPositiveStat|+50%}} |
||
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|} |
|} |
||
− | + | === Shapeshifter forms === |
|
{| class="sortable daotable" width="100%" |
{| class="sortable daotable" width="100%" |
||
− | |- style=" |
+ | |- style="text-align: center; vertical-align: bottom;" |
− | !style="width: 15%; "|Type |
+ | ! style="width: 15%; " |Type |
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|fire|Fire}} |
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|cold|Cold}} |
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|nature|Nature}} |
− | !style="width: 13%; "| |
+ | !style="width: 13%; "|{{color|spirit|Spirit}} |
− | !style="width: 16%; "| |
+ | !style="width: 16%; "|{{color|electricity|Electricity}} |
− | !style="width: 17%; "|Base |
+ | ! style="width: 17%; " |Base |
|- |
|- |
||
| align="left" | [[Bear]] |
| align="left" | [[Bear]] |
||
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|} |
|} |
||
− | + | === Enemy resistances and immunities analysis === |
|
− | An obvious conclusion one can draw from this reference sheet and the [[ |
+ | *An obvious conclusion one can draw from this reference sheet and the [[immunity]] list is {{color|electricity|electricity}} and {{color|spirit|spirit}} are most rarely resisted types of elemental damage, with no enemies immune to them. Consider also the stamina draining effect from {{color|electricity|electrical}} damage and the fact the most damaging spells and spell combinations in the game are {{color|spirit|spirit}}-based ([[Mana Drain]], [[Entropic Death]], [[Virulent Walking Bomb (Origins)|Virulent Walking Bomb]], [[Blood Control]]). |
⚫ | *{{color|nature|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 {{color|nature|nature}} damage weakness.<ref>The Archdemon at the end of ''Origins'' is a notable exception to the general rule. While it does not have a "weakness" to {{color|nature|nature}} damage as such, its resistances to all other forms of elemental damage are '''much''' higher (60% to {{color|fire|fire}} and 75% to the others) than its {{color|nature|nature}} resistance, which is only 25%. However this does not in itself justify altering character build strategies, as there are other ways to inflict {{color|nature|nature}} damage that can be used for this one major fight.</ref> |
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− | |||
+ | *{{color|fire|Fire}} damage is quite frequently resisted, but this is offset by the fact both Darkspawn and Undead type enemies have weaknesses to {{color|fire|fire}}. |
||
⚫ | |||
+ | *{{color|cold|Cold}} damage is also commonly resisted, but since {{color|cold|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 that 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: |
||
− | |||
− | (1) The information listed in the above tables is unclear in some cases - notably regarding Darkspawn. In the "General Enemy Types" table, Darkspawn are shown to have a 25% resistance to Nature damage, a -15% weakness to Fire damage and base (0%) resistance to Frost and Spirit damage. In contrast, under the "Specific Boss and Subtype" table, Genlocks, Hurlocks and Ogres are stated to have no weakness to Fire, no resistance to Nature damage and some resistance to Frost and Spirit Damage. Whether the "Specific Boss/Subtype" resistances are in addition to the ones listed in the "General Enemy" table or corrections need to be made to one/both of the tables is unclear and needs to be resolved. |
||
− | |||
− | (2) The first comment/conclusion is wrong regarding Fire based attacks, and also Spirit damage if the "Specific Boss/Subtype" table listings are correct. In that case, common enemies such as Genlocks and Hurlocks along with Ogres all have some Spirit damage resistance (albeit minor in some cases). Not a single enemy is weak against Spirit attacks. Conversely, while Demons, High Dragons (presumably all Dragons have some Fire resistance), Stone Golems, Abominations and the Archdemon have Fire resistance, except for Demons, the other enemies are uncommon (or singular). Furthermore, Darkspawn have either no resistance or have a -15% penalty against Fire damage (see (1) above) and Undead are quite susceptible to Fire attacks. |
||
− | *Applying all global resistances to specific resistances shows that, while Fire is strong against Undead and the Darkspawn, it's effectiveness waives in general. Demons, bosses and dragons all have high resistance to fire. Many enemies have resistance to spirit damage, but a very slight resistance (often being 5-15%). Electricity is the least resisted, but when it is resisted, it is resisted to a further extent than Spirit. It is still recommended by this author to spec into Electricity and Spirit. Fire buffs or specific companions can be used when the scenario specifically qualifies for such. Frost makes decent crowd control, but is still very resisted. Nature is resisted by all non-human enemies except the Wild Sylvan, who is not weak to it. |
||
− | |||
− | As a result, the proper conclusion is that apart from a few specific instances, Fire attacks are quite effective for most enemy encounters and Spirit attacks are not "rarely resisted." Electrical attacks are rarely resisted and Physical attacks are the least commonly resisted of all (only Golems have resistance -> 50%). The rarity of resistance to Physical damage is noteworthy to Mages as a few staves, such as Final Reason or Piece of Wood, deal Physical damage and thus a good situational choice. |
||
+ | <references/> |
||
− | (3) IF the resistances listed in the "General Enemy Type" table are global for each creature type, then the Archdemon would have 50% Nature resistance and 45% Fire resistance making Fire attacks your best bet - ironic since the Archdemon is in High Dragon form. |
||
− | *The Archdemon does not count as a High Dragon nor Darkspawn, thus the resistances listed are all that it has. See the [[Archdemon (Strategy)]] for more details. |
||
− | *It is irony, however, that the strongest element vs the Archdemon (who is the leader of Darkspawn) is Nature, while the weakest element vs darkspawn soldiers is Nature. |
||
+ | === Global and specific resistances === |
||
− | == Items List == |
||
+ | 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 == |
||
− | === Spell Resistance === |
||
+ | {{See also|Item properties (Origins)#Resistance|l1=Item properties § Resistance}} |
||
{{AccessoriesTableHeader| |
{{AccessoriesTableHeader| |
||
{{:Templar Armor (Origins)|style=accessorytable}} |
{{:Templar Armor (Origins)|style=accessorytable}} |
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{{:Reaper's Vestments|style=accessorytable}} |
{{:Reaper's Vestments|style=accessorytable}} |
||
{{:Ancient Elven Gloves|style=accessorytable}} |
{{:Ancient Elven Gloves|style=accessorytable}} |
||
− | {{:Cinch of Skillful Maneuvering|style=accessorytable}} |
+ | {{:Cinch of Skillful Maneuvering (Origins)|style=accessorytable}} |
}} |
}} |
||
Other |
Other |
||
* {{platforms|pc}} [[Greagoir's Shield]]: {{ColorPositiveStat|+4% spell resistance}} |
* {{platforms|pc}} [[Greagoir's Shield]]: {{ColorPositiveStat|+4% spell resistance}} |
||
− | * [[Fade Shield]]: {{ColorPositiveStat|+5% spell resistance}} |
+ | * [[Fade Shield (Awakening)|Fade Shield]]: {{ColorPositiveStat|+5% spell resistance}} |
− | * [[Arcane Shield]] and Fade Shield: {{ColorPositiveStat|+15% spell resistance}} |
+ | * [[Arcane Shield (Origins)|Arcane Shield]] and Fade Shield: {{ColorPositiveStat|+15% spell resistance}} |
* [[Dwarven Resistance]]: {{ColorPositiveStat|+10% spell resistance}} |
* [[Dwarven Resistance]]: {{ColorPositiveStat|+10% spell resistance}} |
||
* [[Spell Shield]]: {{ColorPositiveStat|+75% spell resistance}} |
* [[Spell Shield]]: {{ColorPositiveStat|+75% spell resistance}} |
||
− | * Dweomer [[Weapon runes (Origins)| weapon runes]] |
+ | * Dweomer [[Weapon runes (Origins)| weapon runes]]: {{ColorPositiveStat|+2 - 14% spell resistance}} |
== Notes == |
== Notes == |
||
− | * [[Dwarves]] have an extra 10% spell resistance, |
+ | * [[Dwarf|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. |
+ | * 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. |
− | [[Category:Game rules]] |
||
[[Category:Dragon Age: Origins gameplay]] |
[[Category:Dragon Age: Origins gameplay]] |
||
[[Category:Game mechanics]] |
[[Category:Game mechanics]] |
Revision as of 09:31, 3 March 2020
- 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% | Spell resistance only works against spells that can be casted by controllable characters (e.g. although Aura of Weakness and Miasma are technically the same spell/talent, only the latter may be resisted). | |
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
- See also: Combat mechanics § Resistance Checks
The following table includes a list of Talents and Spells and the relevant resistance check.
Tree | Threat | Type | Resistance |
---|---|---|---|
Arcane | Repulsion Field | Spell | Physical |
Battlemage | Hand of Winter | Spell | Physical |
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 |
Entropy | Weakness | Spell | Physical |
Keeper | Nature's Vengeance | Spell | Physical |
Keeper | Thornblades | 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 |
Champion | War Cry upgraded with Superiority | Talent | Physical |
Dog | Charge | Talent | Physical |
Dual Weapon | Cripple | Talent | Physical |
Dual Weapon | Riposte | Talent | Physical |
Dual Weapon | Punisher | Talent | Physical |
Duelist | Upset Balance | Talent | Physical |
Guardian | Aura of the Stalwart Defender | Talent | Physical |
Ranger | Slam (Summoned Bear) | Talent | Physical |
Rogue | Below the Belt | Talent | Physical |
Shale | Earthen Grasp | Talent | Physical |
Shale | Hurl Rock | Talent | Physical |
Shale | Quake | Talent | Physical |
Shale | Regenerating Burst | Talent | Physical |
Shale | Rock Barrage | Talent | Physical |
Shapeshifter | Slam (Bear Shape) | Talent | Physical |
Templar | Holy Smite | Talent | Physical (non-spellcasting targets) |
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 |
Power of Blood | 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 (spellcasting targets) |
Dog | Growl | Talent | Mental |
Dog | Dread Howl | Talent | Mental |
Ranger | Howl (Summoned Wolf) | Talent | Mental |
Shale | Bellow | Talent | Mental |
Enemy resistances/weaknesses reference sheet
General types
Type | Fire | Cold | 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 | Cold | 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% | +75% | 0% | 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% | +50% | +50% physical |
Stone golem | +50% | +50% | Immune | 0% | 0% | +50% physical |
Wild Sylvan | -50% | 0% | 0% | 0% | 0% | 0% |
Shapeshifter forms
Type | Fire | Cold | 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 immunity list is electricity and spirit are most rarely resisted types of elemental damage, with no enemies immune to them. 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).
- 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.[1]
- Fire damage is quite frequently resisted, but this is offset by the fact both Darkspawn and Undead type enemies have weaknesses 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 that 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.
- On Casual difficulty, spell resistance is reduced by 10% (to a minimum of 0%) and on Nightmare it is increased by 5%. Additionally, on Hard and Nightmare difficulties all enemies gain 5% elemental resistance.
- ↑ The Archdemon at the end of Origins is a notable exception to the general rule. While it does not have a "weakness" to nature damage as such, its resistances to all other forms of elemental damage are much higher (60% to fire and 75% to the others) than its nature resistance, which is only 25%. However this does not in itself justify altering character build strategies, as there are other ways to inflict nature damage that can be used for this one major fight.
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
- See also: Item properties § 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.