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*[[Arcane Shield]] and Fade Shield: 15% spell resistance
*[[Arcane Shield]] and Fade Shield: 15% spell resistance
*[[Dwarven Resistance]]: 10% spell resistance
*[[Dwarven Resistance]]: 10% spell resistance
*[[Spellshield]]: 75% spell resistance
*[[Spell Shield]]: 75% spell resistance
== Notes ==
== Notes ==

Revision as of 20:57, May 17, 2010

See also Resistance Checks in Combat Mechanics and Immunities.

Resistance measures a character's ability to withstand or reduce the effects of an opponent's attack. There is one type of resistance for each damage type in the game: Mental, Physical, Spell, and Elemental, which is itself divided into five types (Fire, Cold, Electric, Nature, and Spirit). Each point of resistance generally reduces damage (of that type) by 1%. In some cases, a target is given a chance to offset some of the effects of an attack if they pass an appropriate check for the relevant type. There are also displacement/dodge and missile deflection ratings, signifying 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 of Resistances

Type Ability to withstand... Attributes Resistance Examples & Other Notes
Mental Bard songs and mind-control spells.
Possible to completely resist or take a limited debuff.
Willpower + Magic - 20

up to 100

(up to 150 in Awakening)

Captivating Song, Blood Control, Horror
Physical Direct attacks on the body.
Possible to completely resist or take a limited debuff.
Constitution + Strength + *Dexterity - 25

up to 100 (up to 150 in Awakening)

Knockdown, Earthquake, Paralyze
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%

Attacks based on each of the five elements.
This will reduce the damage by % you have.
Minimum elemental resistance is -100% (attainable with hexes).

up to 75% (up to 85% in Dragon Age: Origins - Awakening) Fireball, Cone of Cold. There are distinct resistances for Fire, Cold, Electric, Nature, and Spirit effects.

Resistance Check Reference

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
Duelist Upset Balance Talent Physical
Below the Belt 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
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

Notable Monster Resistances/Weaknesses Reference Sheet

General Enemy Types

Demon type: +50% fire resistance, +5% spirit resistance.
Darkspawn type: +25% nature resistance, -15% fire resistance.
High Dragon type (High Dragon and Flemeth): +75% fire resistance.
Undead type: +75% cold resistance, -25% fire resistance.

Specific Boss Monsters & Monster Sub-Types

Abomination: +25% electricity resistance.
Arcane Horror: +20% spell resistance.
Archdemon: +75% cold, electricity and spirit resistance.
Broodmother: +75% nature resistance, +75% mental resistance.
Genlock: +5% spell resistance, +3% mental resistance.
Hurlock: +5% cold resistance, +5% spirit resistance, +1% dodge.
Ogre: +20% cold resistance, +15% spirit resistance, +10% spell resistance.
Revenant: +75% mental resistance.
Steel Golem: +50% physical resistance, +50% electricity and cold resistance.
Stone Golem: +50% physical resistance, +50% fire and cold resistance.
Wild Sylvan: -50% fire resistance.

Shapeshifter Forms

Bear (monster and Shapeshifter form): +50% nature resistance.
Flying Swarm (Shapeshifter form): +40% dodge, +100% missile deflection, -75% fire resistance.
Spider (monster and Shapeshifter form): +75% nature resistance, -10% cold resistance.

Monster Resistances and Immunities Analysis

An obvious conslusion 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 emenies immune to them, while nature is (a) most commonly resisted, (b) an unparalleled number of creatures is 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 fully 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 are rarely used for direct damage purposes, this should not present 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.

Items List

Spell Resistance

Name Enhancements Acquisition

Templar Armor are traditional armor of The Templar Order, worn by all guardians of the Chantry.


Full Plate Templar Armor


Gameplay articles: Dragon Age: Origins

This Templar armor is mostly used in Ferelden. The armor completely covers the body ​​with metal plates and includes a cylindrical plate helmet and a purple skirt. A chain mail under-layer provides additional protection and runs to the wearer's ankles. The plate can be obtained at the circle tower when you encounter a few enchanted templars and a desire demon it is picked up from the main templar shown in the cutscene before the fight.

Ferelden Knight Commander's Plate

Gameplay articles: Dragon Age: Origins

It's the Templar Armor of the Knight Commander of Ferelden. It has the same appearance as the Full Plate Templar Armor.

Light Templar Armor


Gameplay articles: Dragon Age II

This armor is warn by initiates and other low ranking Templars in the Free Marches. It is much lighter than the Ferelden variant and is mostly leather except for a plate helmet and chestguard.

Heavy Templar Armor


Gameplay Article: Dragon Age II

The armor of the ranked Templar in Free Marches. It's a leather armor mostly covered with plate, with a plate winged helmet and a black and red skirt. A version of this can be obtained by siding with the Knight Commander Meredith at the beginning of Act 3 (without the boots and gauntlets). Also the armor is redsteel and not the normal aurum.

Free Marches Knight Commander's Plate


It's the Templar Armor of the Knight Commander of the Free Marches. The armor consists of a chest plate, black leather legs and boots, a red hood and a black and red skirt. The Templar insignia of the burning Blade of Mercy normally found on the breastplate is instead on the chain-mail above the waist below the breastplate proper. This armor is unavailable to the player.

Templar Commander Armor


A set of armour intended for officer Templars. Of note is that the Blade of Mercy icon is red instead of the standard black.

Templar's Regalia

DAI Alternate Templar Armour

An alternate Templar Armour set, where the chest plate bears the image of a lion, the symbol of Orlais, possibly suggesting a connection to the Orlesian Empire.

Armor of the Knights-Divine

Armor of the Knights-Divine

This armour set is intended for use by the Knights-Divine, the bodyguards of the Divine herself.

Armor of the Divine Will


Gameplay articles: Dragon Age: Origins

An armor granted by the Chantry to no lower than a knight-vigilant. It only consists of one silverite plate armor with the same design of the Chevalier's Armor in silverite of Orlais.

Templar Armor - Light Issue

Templar Armor - Light Issue

A Medium Armor bought from the Shady Merchandise Mechant in the Docks. Not worn by any Templars in game, it is possible it is only issued to men operating undercover as it shares the model of the Flint Company Cuirass and Generic Slavers.

Knight Commander's Plate
Requires: 39 strength
+5 willpower
+40% spell resistance
+10 mental resistance
Sold by Faryn in Frostback Mountain Pass for 27DAO goldpiece trans 42DAO silverpiece trans 0DAO bronzepiece trans.

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 Lost to the Curse side quest
Mark of Vigilance +6 defense
+2% spell resistance
+5 mental resistance
Requires the Mark of Vigilance DLC
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.



  • Dwarves have an extra 10% spell resistance, for the same reason that they cannot become Mages and do not enter the fade when they dream; because of their close contact with Lyrium, they have developed a natural resistance to magic.
  • 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.
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