THREAT
Enemies choose their targets based on which character they perceive to be the greatest threat. Each enemy
considers three factors—which character is wearing the heaviest armor, who has inflicted the most damage
to them personally, and which character is closest to them.
If enemies perpetually attack characters that cannot withstand direct assault, there are several spells and
talents that can help characters gain or lose threat so that enemies will switch to other targets. Stun effects
also cause enemies to forget their targets and choose anew.
WEAPON STYLES
If Hawke is a warrior or rogue, a choice of weapon styles is available, with two options per class. Those weapon
styles determine the speed of attacks, how many foes a single strike can hit, and, in some cases, which talents
Hawke can use. (Mages’ staves perform double duty by firing magical bolts at long range and operating as
a melee weapon at short range.) Each of Hawke’s companions has already trained in their personal favorite
weapon style and thus cannot make this choice.
Two-Handed Weapon
Warriors who heft two-handed weapons attack relatively slowly, but hit every enemy in the front third of the
warrior’s personal space with a single swing. The two-handed school of weapon talents includes several attacks
that sweep through even wider areas of the battlefield.
Weapon and Shield
Warriors who opt for a one-handed weapon and a shield strike more quickly than two-handed warriors but
only hit enemies in the front quarter of their personal space instead of the front third. The shield increases the
warrior’s armor score, of course, and acts nearly like a weapon itself, battering foes who get too close, if the
warrior makes effective use of talents from the weapon and shield school.
Dual Weapon
Rogues who choose to fight at close range can wield a dagger in each hand. This is the fastest of the weapon
styles, more than making up for the relatively limited damage of each hit. In particular, because rogues regain
stamina with each strike, this weapon style ensures that the rogue’s energy reserves never stay depleted for
long. Talents in the dual-weapon school focus on inflicting large amounts of damage at optimal times.
Archery
Rogues who carry a bow can rain death from a great distance, keeping them relatively safe from enemy
retaliation and giving the party more flexibility in tactical positioning. Arrows impact with great power, but
the shots are much slower than a dual-weapon rogue can slash. When enemies come close, archers pull out
a hidden dagger, switching to a rapid slashing style in order to regain space to shoot. Talents in the archery
school allow the rogue to control specific parts of the battlefield, which widens the strategic possibilities of this
weapon style.
Mage’s Staff
Mages always carry magical staves that they use to enhance their spellcasting, to hurl magical projectiles for
their basic attacks, and to defend themselves in melee combat. Unlike spells, the staff does not consume mana,
so a mage need not worry about being left defenseless. There is no particular school of spells dedicated to staff
combat; rather, the staff is an integral part of every school. Like archers, mages can strike out with the staff as a
melee weapon when enemies draw near.