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CROSSCLASS COMBOS
Each class has a special status effect that can set up a cross-class combo, in which a character of one class
uses a talent or spell to hinder an enemy with the effect before a character of another class exploits it using
another talent or spell. This produces a tremendously powerful attack.
Warriors can STAGGER enemies using any of several upgraded talents from the Vanguard and Warmonger
schools. Mages can exploit STAGGER using upgraded spells from the Arcane or Primal schools, or rogues
can do so using upgraded talents from the Dual Weapon school.
Mages can make enemies BRITTLE using any of several upgraded spells from the Primal and Elemental
schools. Warriors can exploit BRITTLE using upgraded talents from the Two-Handed school, or rogues can do
so using upgraded talents from the Archery school.
Rogues can DISORIENT enemies using any of several upgraded talents from the Sabotage, Scoundrel, and
Archery schools. Warriors can exploit DISORIENT using upgraded talents from the Weapon and Shield school,
or mages can do so using upgraded spells from the Spirit school.
The STAGGER, BRITTLE, and DISORIENT effects are lost if the enemy suffers a cross-class combo.
This means that the additional benefits of those effects only apply before the combo is completed
(see Status Effects).
BRITTLE
Enemies that a mage has made BRITTLE suffer significantly more damage from all attacks. A rogue
or warrior can perform a cross-class combo by using a talent that has a damage bonus against
BRITTLE targets.
DISORIENT
Enemies that a rogue has DISORIENTED suffer a large penalty to defense. A warrior or mage can perform a
cross-class combo by using a talent or spell that has a damage bonus against DISORIENTED targets.
STAGGER
Enemies that a warrior has STAGGERED suffer penalties to both attack and defense. A rogue or mage can
perform a cross-class combo by using a talent or spell that has a damage bonus against STAGGERED targets.
STATUS EFFECTS
Many talents, spells, and items produce effects beyond simple damage. Sometimes these effects are as
simple as knocking opponents to the ground, but the more complex effects described below persist for
a time. All of these effects apply to enemies, but only some can apply to Hawke’s party.
Confusion
A confused enemy may attack its allies or make other irrational choices.
Dispel
Dispel effects cancel persistent hostile magic, which usually means forcibly deactivating sustained
modes. This affects both magic that improves enemies’ combat capabilities and magic that hampers
the dispeller’s allies.
Enslavement
Enslaved enemies fight as Hawke’s allies for the duration of the effect.
Obscure
Obscure gives allies a partial veil from their foes. This results in a significantly greater chance of dodging
enemy attacks.
Silence
Silence prevents combatants from using spells or talents, although they can still move and execute
basic attacks.
Stealth
Stealth prevents a combatant from being seen by enemies. Generally, stealth is lost as soon as the stealthed
character takes any action beyond moving. Stealthed characters can still be hit by attacks that affect a whole
area. If stealthed enemies take damage, they lose the stealth effect.
Stun/Sleep/Knockback/Knockdown/
Paralyze/Pinning
These status effects all prohibit the affected combatant from taking any action, and they abort their current
actions. The visual effects are different, however. Stunned enemies also forget their current target; they
choose a new target (often the same as before) once they are no longer stunned. Sleeping enemies awaken
as soon as they suffer further damage.
TACTICS
Once you have the hang of basic combat strategy, you’re ready to build tactics that help the whole party
work together efficiently without needing constant direction. Although the Tactics screen looks complicated
at first, it’s built around one simple idea: if the first condition on the left side of the screen is true, execute
the corresponding action on the right side of the screen; if the condition is not true, check whether the next
condition is. You must always control the current character directly, but the other members of your party
follow whatever tactics you command.