Attributes (Dragon Age II)

Attributes are the basic building blocks for a character's combat and mental capabilities. The six primary attributes are Strength, Dexterity, Magic, Cunning, Willpower and Constitution. These attributes determine derived stats and resistances, combat prowess, non-combat skills, and reveal new options during encounters with NPCs.
The six attributes appear on the Attributes menu of the Character Record screen, along with Damage, Attack, Defense and Armor.
== Primary attributes ==
All primary attributes have a maximum value of 100.
=== At a glance ===
Attribute 	Modifies
Strength 	
* Increases basic attack damage for warriors by 0.5 per each point above 10. 
* Increases damage for warrior abilities. 
* Increases attack for warriors
* Increases fortitude by 1 per each point above 10.
* Increases force for warrior abilities/attacks.
Dexterity 	
* Increases basic attack damage for rogues by 0.5 per each point above 10.
* Increases damage for rogue abilities. 
* Increases attack for rogues
* Increases critical hit chance by 1% per each point above 10.
* Increases force for rogue abilities/attacks.
Magic 	
* Increases basic attack damage for mages by 0.5 per each point above 10.
* Increases damage for mage spells. 
* Increases magic resistance by 1% per each point above 10.
* Increases force for mage abilities/attacks.
Cunning 	
* Increases defense
* Increases critical hit damage by 1% (2% if you have the assassin ability Devious Harm) per each point above 10.
* Increases rogues ability to pick locks by one difficulty threshold per every 10 points.
* Increases rogues ability to disarm traps by one difficulty threshold per every 10 points.
Willpower 	
* Increases mana or stamina by 5 per each point above 10.
* Increases mana/stamina regeneration.
Constitution	
* Increases health by 5 per each point above 10.
* Increases health regeneration.
===Strength===
The primary attribute for warriors, high Strength makes warrior basic attacks more likely to connect, knock an opponent back/down and increases the damage inflicted of all warrior attacks. 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===
The primary attribute for rogues, high dexterity makes rogue basic attacks more likely to connect, knock an opponent back/down or set them aflame and increases the damage inflicted of all rogue attacks. Every attribute point invested in dexterity also gives a point in critical % allowing the character to inflict higher damage or activate the passive abilities sunder, disorienting criticals and destroyer more.
===Magic===
The primary attribute for mages, high magic makes mage basic attacks more likely to connect, knock an opponent back/down or have elemental effects and increases the damage inflicted of all mage attacks. Every attribute point invested in magic also gives a point in magic resistance, which decreases magical damage received and reduces the duration of negative magical effects (currently also the positive effect haste) on the character .
===Cunning===
Cunning increases defense for all classes, so it makes tactical sense to spend points in this attribute for all character types. This attribute also governs critical hits, thus increasing the damage caused. Cunning is significantly important for a rogue as it manages one's ability to disarm traps and open locks. 
=== 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. The increase in max mana/stamina also increases the character's mana/stamina regeneration.
===Constitution===
Constitution increases health (+5 per attribute point). 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. The increase in max health also increases the character's health regeneration.
== Derived stats ==
===Attack===
Your attack score is your chance of successfully hitting an enemy with a basic attack. The 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.
===Defense===
Defense (derived from Cunning) is a character's ability to deflect, dodge or parry incoming attacks. Defense is reduced against enemies of rank, by 20% for lieutenants and 40% against bosses. Every character 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.
===Fortitude===
Fortitude increases the character's ability to resist physical effects like knock back attempts and is derived from Strength. It is similar to Physical Resistance from Dragon Age: Origins.
===Critical chance===
Critical chance increases the likelihood of landing a critical hit and is derived from Dexterity.
===Magic resistance===
Magic resistance increases the likelihood of absorbing magical attacks and lessens the duration of hostile magical effects, it's derived from Magic.
===Critical damage===
Critical damage increases the damage dealt from landing a critical hit and is derived from Cunning.
== Starting attributes ==
Your initial attributes are based on the class you choose for your character.
Class 	Strength	Dexterity	Magic	Cunning	Willpower	Constitution
Warrior	13 	10 	10 	10 	11 	12
Rogue 	10 	13 	10 	12 	11 	10
Mage 	10 	10 	13 	11 	12 	10
== Increasing attributes ==
Every level up will award 3 more attribute points to spend. Attributes points may also be gained from tomes and certain quests.
No attribute may exceed 100. (Points may still be spent at 100 but will have no effect.)
== See also ==
* Combat mechanics (Dragon Age II)
Category:Dragon Age II gameplay
de:Attribute/Dragon Age II