- For resistances in Dragon Age II, see Resistances (Dragon Age II).
A Resistance is 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 the damage received from the corresponding type of attack by 1%. In some cases a target offsets some of the effects of an attack if it passes a check for that type of attack. Some abilities, skills, and items give bonuses or penalties to resistances.
Resistance types[]
Elemental resistance[]
Elemental damage is subject to resistances, which certain enemies possess innately and characters gain through spells, talents, skills, or items. If a character has 10% resistance to fire, all the fire damage they take is reduced by 10%. Conversely, characters can become vulnerable to the elements, in which case they suffer increased elemental damage. The minimum possible elemental resistance is -100% (attainable with hexes).
Some creatures are completely immune to a certain type of damage. When one of those creatures is attacked by that type of damage the label “Immune!” may appear over their heads, colored using the same scheme as damage text. This label is only displayed when the damage of that type exceeds a certain threshold —if you would have only inflicted a couple of points of fire damage anyway, the game doesn’t announce the resistance, in order to concentrate on communicating more vital information.
Spell resistance[]
Spell resistance is the chance to completely resist a hostile spell. Friendly fire spell effects are applied normally. 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).
Physical resistance[]
For physical effects like being knocked to the ground or rooted in place, the game compares one of the attacker’s relevant attribute modifiers —strength for most talents and magic for most spells, although rogue-specific talents usually use cunning— to the defender’s physical resistance score. If the physical resistance score is higher, the status effect does not apply, or, in some cases, it's replaced by a less severe effect. Physical resistance is half of the total of the character’s strength, dexterity, and constitution modifiers.
Mental resistance[]
For mental effects like being put to sleep or stunned, the game compares one of the attacker’s relevant attribute modifiers —cunning for most talents and magic for most spells— to the defender’s mental resistance score. If the mental resistance score is higher, the status effect does not apply, or, in some cases, it's replaced by a less severe effect. Mental resistance is half of the total of the character’s willpower, magic, and cunning modifiers.
Summary table[]
The table below lists each type of resistance, the types of attack it counters, the formula used to calculate it, the maximum possible score, and some examples of the attacks it counters.
Type | Type of attack countered | Formula | Maximum score | Examples |
---|---|---|---|---|
Mental | Bard songs and mind-control spells. | (Willpower+Magic+Cunning-30)/2
rounded up |
100 (150 in Awakening) |
Captivating Song, Blood Control, Horror. |
Physical | Direct attacks on the body. | (Strength+Dexterity+Constitution-30)/2
rounded up |
100 (150 in Awakening) |
Knockdown, Earthquake, Paralyze. |
Spell | Hostile magical spell attacks. | 100% | Aura of Weakness, Miasma. | |
Elemental |
Attacks based on one of the five elements. |
75% (85% in Awakening) | Fireball, Cone of Cold. |
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.