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Dragon Age II eGuide
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Contents

  • Maps
    • Maps
      • Introduction to Maps
      • Blightlands
      • Hightown (Day)
      • Hightown (Night)
      • Lowtown (Day)
      • Lowtown (Night)
      • Docks (Day)
      • Docks (Night)
      • Gallows Courtyard
      • Darktown
      • The Hanged Man (Day)
      • The Hanged Man (Night)
      • Houses
      • The Blooming Rose
      • Hawke Estate
      • The Chantry
      • Viscount's Keep
      • Merril's Home
      • The Deep Roads
      • Primeval Ruins
      • Ancient Crypt
      • Sundermount
      • The Wounded Coast
      • Sundermount Caverns
      • The Bone Pit
      • Caves and Mines (1)
      • Caves and Mines (2)
      • Dungeons
      • Sewers
      • Lairs
      • Sanctuary & Hideouts
      • Foundries
      • Alleys (1)
      • Alleys (2)
      • Warehouses
      • Caverns (1)
      • Caverns (2)
      • Mansions (1)
      • Mansions (2)
      • Estates
      • Random Encounters
      • Random Encounters 2
      • Random Encounters 3
      • Templar Hall
      • The Black Emporium
      • Gallows Prison
  • Essentials
    • Strategy & Analysis
      • Useful Features
      • The Dialogue System
      • Friendship & Rivalry
      • Attributes
      • Resistances
      • Elements
      • Status Effects
      • Cross-Class Combos
      • Character Roles
      • Party Builds
      • Tactics
      • Combat Strategy
      • Nightmare Difficulty
      • Threat Management
      • Companion Analysis
    • Abilities
      • Introduction to Abilities
      • Warrior Abilities
      • Rogue Abilities
      • Mage abilities
    • Inventory
      • Introduction
      • Equipment Properties
      • Warrior Weapons
      • Mage Weapons
      • Rogue Weapons
      • Mage Armor
      • Warrior Armor
      • Rogue Armor
      • Armor Sets
      • Generated Equipment
      • Unique Accessories
      • Special Items
      • Shops
      • Crafting
    • Bestiary
      • Introduction
      • Ranks
      • Enemy Identification
      • Enemies
    • Extra Help for Act 1
      • Using the World Map
      • Gamlen’s House
      • Act 1 Companions
      • Act 1 Optional Activities
      • Act 1 Merchants
      • Maximizing Damage
      • Essential Purchases
      • Miscellany
      • Achievements & Trophies
      • Ancient Rock Wraith
    • Extra help for Act 2
      • Companion relationships
      • Essential Purchases
      • Miscellany
      • Optional Activites
      • The Arishok
      • Achievements and Trophies
    • Extra help for Act 3
      • Recommended Purchases
      • Optional Activities
      • Achievements & Trophies
      • Orsino
      • Final Battle
    • Unlockables
      • Achievements and Trophies
    • Dragon Age Encyclopedia
      • Introduction
      • Major Groups & Organizations
      • Dragon Age: Origins
      • Dragon Age II
      • Writing as a Cornerstone
  • Walkthrough
    • Prologue
      • Escape from The Blight
      • Creating Hawke
      • XP & Level Up
      • Companions
      • Quests & Miscellany
    • Act One
      • The Deep Roads Expedition
    • Act Two
      • Demands of the Qun
    • Act Three
      • The Last Straw
    • Act One Quests
      • Main Plot Quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Act Two Quests
      • Main plot quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Act Three Quests
      • Main plot quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Miscellaneous Activities
      • Additional Encoutners
  • DLC
    • Quests
      • The Exiled Prince
  • Extras
    • Extras
      • Achievements & Trophies
      • Dragon Age Encyclopedia
      • Races and Religion
      • Major Characters
      • Story Recap

Dragon Age II Guide › Essentials › Strategy & Analysis

Resistances

Resistances

Whether you think of armor as “physical resistance” or fire resistance as “armor against flames”, the point to grasp is that they work identically. Each element is counteracted by a specific resistance in the same way that armor counteracts physical damage. For example, characters with 10% fire resistance suffer 10% less fire damage.

Checking your character’s Resistance scores may reveal zero armor ratings against certain elements, meaning they suffer the full damage from such attacks. You can raise resistances through various means as revealed in the table below.

There are a few additional points worth noting:

  • Damage resistance applies to damage of any kind and combines with all other resistances, making it the most useful resistance of all when weighing up items and abilities. Against a physical attack, it adds to armor; against a mage’s Fireball, it adds to fire resistance and magical resistance for a cumulative damage reduction. Applying negative damage resistance to enemies (see the Entropy talent tree) increases the efficacy of subsequent attacks, a viable strategy against tough bosses.
  • Dealing in the permeating energy of the Fade, spirit-based attacks are unique in rendering the victim’s magic resistance and damage resistance only half as effective.
  • Against magical attacks, magic resistance is added to the elemental or physical resistance. Mages develop magic resistance through their primary attribute, while other characters need protective accessories. Just like physical or elemental resistances, magic resistance counteracts a percentage of the damage that an attack would have inflicted. It also reduces the duration of hostile magical effects on a character in accordance with its percentage value.
  • If enemies have significant resistance or immunity to a certain type of attack, a small shield appears next to their health bar whenever they’re hit by that element.

Resistance

Protection from Abilities

Protection from Equipment (Examples)

Protection from Runes

Fire

Elemental Shield & Arcane Wall (Arcane tree); Elemental Aegis & Rally (Defender tree)

Dragon Hunter’s Hauberk

Rune of Fire Warding

Cold

Regret

Rune of Frost Warding

Electricity

Illwan's Hood

Rune of Lightning Warding

Spirit

Chantry Amulet

Rune of Spirit Warding

Nature

Poisonwood Locket

Rune of Nature Warding

Physical

Rock Armor (Primal tree)

Any armor

Rune of Protection

Magical

Resolute (Defender tree)

Karasten’s Belt

Torpor’s Barrier Rune

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