Prima Games eGuides Dragon Age II eGuide

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Dragon Age II eGuide Essentials Strategy & Analysis

Attributes

Main Attributes

Building an effective character requires a little extra insight into the game's workings, applying to both Hawke and the companion characters. The one thing to remember when leveling up is that your character can't do everything. Many abilities only come into their own at an advanced stage, earning their chance to cross-class combo when upgraded for example (see page 174), so specialization is the key to success. You will not be able to take every ability open to your characters – or even half the abilities – so having a specific goal in mind helps to create a much stronger party. Use the table below for a detailed appraisal of each main attribute.

Attribute Descriptions

Strength

The primary attribute for warriors, high Strength makes physical attacks more likely to connect and increases the damage inflicted. Every attribute point invested in Strength also gives a point in Fortitude, building resistance against the effects of knockdown from a powerful blow or elemental effects like being set aflame.

Dexterity

Rogues rely on Dexterity to attack successfully and cause damage with their standard blows. Higher Dexterity also benefits all classes by increasing the chance of scoring a critical hit.

Magic

This attribute determines the attack and damage of a mage when wielding a staff in combat, as well as the potency of their spells. Attribute points placed here also increase magic resistance, though the increase per point is so small that it is unwise for other classes to waste them here.

Cunning

Cunning increases defense for all classes, so it makes sense to spend attribute points in this attribute for ALL characters. This attribute also governs critical damage, raising the effectiveness of critical hits.

Willpower

This determines the size of a mage’s mana pool and the stamina reserve of a warrior or rogue. Higher willpower grants more ability use or spellcasting before the character is exhausted and reduced to trading basic attacks. As a minimum requirement for equipping mage armor, even dedicated blood mages might benefit from some investment here.

Constitution

Constitution increases health (+5 per attribute point) and physical resistance. This attribute is also a minimum requirement for warriors wishing to equip certain pieces of armor. Every character can benefit from a little extra robustness, especially blood mages or those with little to start with, but there are equipment items that provide extra health so it’s a decision you can delay until necessary.

There is a sweet spot for leveling up that makes most efficient use of the attribute points spent. To maintain an optimal  value, you need to invest roughly 1.25 points per level (in other words, 5 points every 4 levels) in your primary attribute for attack, and 1 point of Cunning per level for optimal defense. The effect on derived attributes – such as attack, defense, damage and armor – is that a small investment sees little return, but ramps up quickly as you approach the optimal value for that level. Attribute points above that optimal value will still increase the character’s power but will give diminishing returns in effectiveness.

Optimal Development Plan

Class

Primary Attribute

Secondary Attributes

Warrior

Strength

Constitution & Cunning

Rogue

Dexterity

Cunning (& Willpower in the later game)

Mage

Magic

Willpower & Cunning

Derived Attributes

These attributes appear on the Character screen.

Attack

Your attack score is your chance of successfully hitting an enemy with a basic attack. This takes your attack percentage (derived from your primary attribute) and subtracts the enemy’s defense and displacement percentages (if applicable). Attack scores are also modified against enemies of higher rank (-15% for a lieutenant and -30% against a boss). The final sum is the likelihood of success. If you fail to make your attack, you will strike a glancing blow that does 10% of your character’s base damage.

Abilities such as Crushing Prison, Mighty Blow and Backstab never miss, although their effectiveness against the enemy isn’t guaranteed.

Defense

Defense (derived from Cunning) is a character’s ability to deflect, dodge or parry incoming attacks. With good defense, the enemy’s blows miss or inflict only minimal damage. Defense is reduced against enemies of rank, by 20% for lieutenants and 40% against bosses. Every player has a base 5% defense, even if no points are invested in Cunning, and there is an 80% cap.

Damage

Damage determines the harm inflicted on an opponent, based on the equipped weapon and the character’s primary attribute. The stated figure is a base rate for attacking an unarmored opponent, as armor absorbs some of the damage. Because the attack speed of a character can vary, the second figure gives DPS (damage per second) as a comparative calculation. A battle axe can inflict heavy damage but is slow to swing, while twin daggers can stab rapidly. It’s important to note that your damage also determines the power of your abilities, so equipping a stronger sword or staff improves other talents beyond your standard attack.

Armor

Armor is resistance against physical assault, reducing the harm visited upon the character’s health bar. The values of all equipped armor and armor bonuses are added together and converted into a percentage for the proportion of physical damage that is immediately disregarded from each attack. Armor’s effectiveness is reduced by 10% against lieutenant ranks and by 20% against bosses.

Critical Chance

Every attack has a small possibility of generating a critical hit, as indicated by this Dexterity-based percentage. Items and abilities can influence critical chance, which is also increased by outflanking the enemy and attacking from behind or the side. A critical hit causes the enemy’s health bar to flash white, indicating that they will take additional damage. The actual amount of critical damage is a percentage determined by Cunning, giving another reason for all classes to invest some points here.

Fortitude

The ability to withstand being knocked over or sent flying backwards is a combination of Fortitude and maximum health. Feeble spellcasters might consider specializing in Force Mage (with Fist of the Maker) at level 7 to obtain Unshakable at level 8, instantly gaining 100 points of Fortitude and an end to interrupted casting. On higher difficulties, many character builds can benefit from some points in constitution for greater maximum health.