Prima Games eGuides
primagames.com Browse Redeem a code Help
Dragon Age II eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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

Status Effects

Certain spells and talents boast more interesting consequences than simply inflicting damage. They afflict the enemy with status effects, some of which serve as the opening conditions for cross-class combos, and all of which can be exploited by the informed player.

Status Effect

Description

Inflicted By (Ability)

Stun

This effect stops the enemy in their tracks for a couple of seconds, giving you the chance to retaliate or flee. Rogues can take advantage of stunned enemies for automatic critical hits. Victims forget their current target and may choose a new one when re-evaluating threat.

Pommel Strike (warrior)

Mind Blast (mage)

Miasmic Flask (rogue)

Combustion Grenades (all)

Confused

Confusion disrupts enemy action and can occasionally cause opponents to attack each other.

Confusion

Obscured

The rogue employs a smoke screen to hide the party and temporarily increase defense.

Chameleon’s Breath, Impenetrable Fog (rogue)

Brittle

When enemies are frozen in Brittle status, they are especially prone to damage multipliers from shattering blows.

Winter’s Grasp, Cone of Cold (mage)

Petrify, Desiccate (mage)

Disoriented

This extreme state of shock and bewilderment leaves the victim with heavily reduced defense.

Chaos, Overpowering Fog (rogue)

Staggered

The enemy in Staggered status is dizzied and unsteady on their feet following a concussive force. They will try to fight on but suffer penalties to attack and defense.

Pommel Blow, Aftershock, Pummel, Sunder (warrior)

Sleep

Targets only enemies and removes them briefly from combat. Sleepers awake on expiry of the spell’s duration or earlier if attacked.

Sleep, Entropic Cloud (mage)

Paralyzed

A creature in a state of paralysis cannot move, attack or cast spells.

Glyph of Paralysis, Crushing Prison, Coma, Petrify (mage)

Dispel

Removes hostile magic and status effects on the player, including “debuffs” that negatively affect character attributes. Simultaneously, it cancels any sustained spells and magical “buffs” that boost enemy performance.

Dispel Magic (mage)

Enslavement

Enemies subject to enslavement temporarily appear in the blue ground ring of an ally, fighting on the side of the player until their self-control is restored.

Blood Slave (mage)

Silence

This templar sanction prevents enemies from casting spells or using abilities that demand mana/stamina.

Silence (warrior)

Immobilized

A creature can be immobilized by a sticky substance, or an arrow that pins them to the spot, though they are still able to attack and defend.

Tar Bomb (all)

Pinning Shot (rogue)

Traps (environment)

Knockback/Knockdown

Every attack has its own degree of force, so you’ll regularly see enemies stagger or swept from their feet by an impact. This applies to default weapon assaults and the vast majority of offensive abilities.

Various

Keep reading with a free account

The first 3 sections of Dragon Age II are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousElements NextCross-Class Combos