Dragon Age: The Veilguard is now available for all regions!
★ See our Beginner's Guides to get up to speed!
★ All Classes: Mage, Warrior, Rogue
★ See all Companions and Factions in The Veilguard!
★ Trophy Guide and All Achievements
★ Important Choices and Romance Guide
This is a list of all the Skills and Skill Trees in Dragon Age The Veilguard. Check out a list of skills and Constellation skill trees, their effects, and what class they belong to in this guide!
Use the menu below to set search criteria, then click Search to filter the data.
Skill | Effect |
---|---|
Focused Retaliation | Gain Precision after a successful Perfect Defense. |
Rancor | Rage takes 50% longer to begin to decay. |
Improved Throw | Shield Toss damage: +10% |
Masochism | You generate 4 Rage when taking damage. |
Third Degree | Maximum Burning stacks: +1. |
Ready Guard | Gain Deflect at the start of each encounter. |
Good Arm | When a Projectile Ability hits an enemy, the damage ignores all Resistances. |
Fortifying Shots | Defeating an enemy with a Projectile Ability grants Resistant. The duration of Resistant resets if it is already active. |
Reinforced | Defeating an enemy with a Control Ability grants Deflect. |
Conditional Surrender | Primers applied by Control Abilities last 20% longer. Detonations triggered by Control Abilities deal 20% more damage. |
Depth of Fury | Maximum Rage: +50 |
Dazzle | Hitting multiple enemies with a single Area Ability grants Quickened. |
Incite Violence | Generate 15% more Rage from weapon attacks. This value is doubled vs. enemies suffering from an Affliction. |
Fighting Dirty | Hitting enemies with a Strike Ability applies an Affliction aligned with the Ability's damage type. |
Bloody Vengeance | Charged attacks with Swords or Axes apply Bleeding to enemies. / Charged attacks with Mauls or Shields deal 15% bonus damage vs. Bleeding enemies. |
Wear and Tear | Damage from Area Abilities gain 30% Penetration. |
Critical Leverage | Strike Abilities are guaranteed to do Critical damage vs. enemies more than 10 meters away. |
Punisher | Damage dealt by Strike Abilities vs. enemies with Low Health increases by 25%. |
Critical Power | Gain Enhanced Damage on Critical hit kill. |
Arm's Reach | The effects of Smash Abilities cover a greater distance. The distance depends on the Ability. |
Inspiring Strength | Defeating an enemy with a Smash Ability grants Rally Party. |
Unyielding Focus | Using a Duration Ability grants Immovable. |
Shieldbreaker | Breaking an enemy's Armor or Barrier with a Smash Ability grants Enhanced Damage. |
Enraged | Rage generation: +10% |
Enduring Rage | Your Rage no longer decays below 50, allowing you to sustain it between fights. |
Flames of Victory | Gain Flaming Weapons on a successful Takedown. You generate 25% more Stagger from weapon hits while Flaming Weapons is active. |
Overhand Smash | Smash Abilities now deal an additional 50% damage vs. Armor and deal 50% more Stagger. |
Executioner's Gaze | Final attacks are Critical hits vs. enemies with Low Health. |
Blunt Force | Enemies are Knocked Down when their Armor breaks. |
Heavy Hitter | Heavy attack damage: +10% |
Quick Strikes | Defeating an enemy with a Strike Ability replenishes 25 Rage. |
Concussive Smash | Hitting enemies with a Smash Ability permanently reduces their Defense by 20. |
Guardian's Reprieve | Performing a Takedown heals you for 250 health and grants Deflect. |
Bulwark (Penetration) | Penetration: +15% |
Heavy Armor Mastery | While wearing a Heavy Vitaar and Armor: Defense + 20%. You are now less likely to be disrupted when getting hit. |
Fiery Resolve | Gain Flaming Weapons on Perfect Defense. Flaming Weapons lasts 50% longer. |
Explosive Anger | Spending Rage deals 200% of the cost as Fire damage to enemies within 6 meters. |
Falter | Using Control Ability attacks vs. enemies with High Health deals 100% additional Stagger. |
Reinforcement | Each of your active Advantages increases damage dealt by 10%. |
Ignition | Gain Flaming Weapons after defeating an enemy with a Weakpoint hit. Flaming Weapons deals +25% damage. |
Carom | Enemies take 100% more damage and Stagger from environmental impacts. |
Slam | Performing a Takedown generates an additional 20% Ultimate and 50 Rage. |
Seething Pitch | Shield Toss now generates 2 additional Rage on impact. Striking Weakpoints doubles the effect. |
Staggering Toss | Shield Toss converts 25% of your current Rage into Stagger. |
Ricochet Shot | Shield Toss bounces: +1 |
Shot Chaser | Using a Projectile Ability deals an additional 10% damage relative to the number of possible Shield Toss bounces. |
Lingering Decay | Duration Abilities apply Necrosis on impact. |
Double Shot | Activating any Projectile Ability also launches a projectile, dealing 100 damage to a nearby enemy. |
Staying Power | For each active Duration Ability's effect, you take 5% less damage from all sources. |
Shield Bearer | Shield damage: +10% |
Bulkhead | For each equipped Control Ability, you gain 20 Defense. |
The Best Defense | Gain 50% of your Defense as bonus Shield attack damage. |
Aftermath | Unbroken Finale now also deals its damage in a large cone behind the target.The radius is doubled if you have Rally Party. This damage does not count as a Final attack. |
Endless Fire | Area Abilities now deal Fire damage. Blight Bane deals additional blasts. |
Flare-Up | Maximum Burning stacks: +1 |
Ring of Fire | Burning is now also applied to enemies around the target. |
Enflamed | Burning damage increases by 20% of your current Rage. |
Devastation | Affliction damage: +10% / Affliction duration: +20% |
Death's Touch | While any Duration Ability is active, your Charged attacks also apply Necrosis to enemies. |
Shattering Throw | Shield Toss damage: +10% / Shield Toss bonuses: +1 |
Spirit of Hunger | Killing an enemy spawns a Necrotic projectile that follows enemies. |
Let it Linger | Shield Toss bounces now apply an Affliction based on your Shield’s damage type. |
Reckless Shot | Projectile Abilities deal 25% more damage but consume 10% health. |
Invigoration | Leech effectiveness: +20% |
Living Decay | Your Necrotic damage now has 50% Penetration and restores 2% of your health. |
Striking Precision | Hitting an enemy with a Strike Ability grants Precision. The duration of Precision resets if it is already active. |
Harder Hits | Weapon damage: +10% / Ability damage: +10% |
Double-Edged | Bonus Ability damage also applies to Weapon damage at 20% of its value. Bonus Weapon damage also applies to Ability damage at 20% of its value. |
Violent Catharsis | Expending Rage heals you for 100% of the Rage spent. |
Charged Smash | Smash Abilities are now Charged attacks. For Whirlwind, this applies only to the final hit. |
Furor | Charged attacks generate more Rage relative to Charge level. |
Blindside | After a short delay, Charged attacks deal an additional 150 Physical damage. |
Some Motivation | Deal 4% more damage per your maximum Arrow count. |
Unending Quiver | Activating any Ability grants 2 more Arrows. |
Victory Rush | Defeating an enemy with a Takedown grants Necrotic Weapons. Your attacks also apply 25% bonus Stagger. |
Pounce | Gain 50 Momentum and regain 25% of your Arrows after performing a successful Takedown. |
Ready Shots | Arrow Regeneration: +20 |
Siege Breaker | Tool Abilities deal 25% more damage vs. Armor and Barrier. |
Improvised Ammunition | When Tool Abilities expire or trigger, you gain 3 Arrows from the debris. |
Enduring Reach | Duration Radius or Distance increases, depending on the Ability. |
Close Quarters Combat | Deal 15% more damage to all enemies within 10 meters. |
Necrotic Fog | Spending Momentum deals 150 Necrotic damage to enemies within 6 meters. |
Sly Strike | Gain 250 health and 10% Ultimate by performing a successful Takedown. |
Poisoned Reply | Perfect Defense grants Necrotic Weapons. Necrotic Weapons deals 25% more damage. |
Battlefield Awareness | Control Abilities deal Critical hits vs. Knocked Down enemies. |
Assassination | Strike Abilities now deal a guaranteed Critical hit if the enemy has Low Health. |
Mighty Strike | Strike Abilities deal 100% bonus Stagger vs. enemies suffering from an Affliction. |
Noxious Presence | Control Abilities release noxious fumes that apply Necrosis to nearby enemies. |
Overwhelming Tactics | While your Momentum is 100 or higher: / Charged Light attacks apply Bleed if they are not already suffering from it. / Charged Heavy attacks apply Necrosis if they are not already suffering from it. |
Blood Poisoning | Perfect Defense applies Bleeding to your attacker. If Necrotic Weapons is Active, this Ability applies Necrosis instead. |
Precise Malady | For each equipped Duration Ability, Arrow regeneration increases by 35%. |
Come Prepared | Maximum Arrows: +2 / Arrow regeneration: +20% |
Calling the Shot | Every eighth Arrow hit grants you Precision. Your Final attacks grant 3 Arrows. |
Trick Shot | Every fifth Arrow that strikes a single target splinters into projectiles that may hit nearby enemies. |
Deep Cut | Stagger on Weakpoint hit: +20% / Stagger on Critical hit: +20% |
Quick Fix | Defeating an enemy with a Tool Ability grants Quickened. |
In the Fray | Defeating enemies at close range resets the duration of any active Advantages. |
Inspired Takedowns | Performing a Takedown now deals 25% bonus damage, grants Rally Party, and reduces your party’s Ability cooldowns by 50%. |
Quick Control | Hitting an enemy with a Control ability permanently reduces their Defense by 5. |
Adrenaline Rush | Attacks to activate Adrenaline: -2 |
Deflection | Lose only 1 Adrenaline charge when you take damage. With any active charges, you take 40% less damage. |
Poisoned Blades | Strike Abilities apply Necrosis for each unique Primer on the target. |
Dynamic Gains | Maximum Momentum: +50 |
Balanced Flow | Deal up to 30% more weapon damage and take up to 25% less damage relative to your current Momentum. |
Convert Energy | Your Charged attacks now consume 25 Momentum to deal 25% more damage and Stagger. |
Shocking Malady | Shocked duration: +20% |
Lightning Splash | Hitting an enemy with an Area Ability also applies Shocked. |
Double Shock | Maximum Shocked stacks: +1 |
Storm's Call | Achieving maximum Shocked stacks on an enemy triggers an Electric burst in an area around them. |
Death Blow | Hitting a Weakpoint on a Staggered enemy deals lethal damage. |
Compound Bow | Your Bow’s base damage is added to all Projectile Ability damage. |
Marksmanship | Charged Bow damage: +10% |
Opportunity Shocks | When your Momentum is above 66%, Bows deal up to 75 additional Electric damage. The closer to a Perfect Shot, the stronger the effect. |
Hamstring | Knock Down enemies when your Charged Arrow hits their legs. |
Endure | Lose 35% less Momentum when you take damage. |
Powerful Rebuttal | Gain Precision after a successful Defend. |
Rolling Momentum | Whenever you activate a Tool Ability, you gain 25 Momentum. |
Swift Rebuke | Gain Momentum when you Perfect Dodge or perform a Perfect Defense. |
Perseverance | While at Low Health, gain Deflect whenever you Perfect Dodge or perform Perfect Defense in response to an attack. |
Controlled Providence | Each active Advantage increases your Control Ability damage by 10%. |
Refract | Maximum Deflect stacks: +1 |
Bloodsucker | Hitting enemies with a Tool Ability leeches 10% of the damage dealt. |
Tipped Arrowheads | Maximum Arrows: +2 |
Spill Blood | Maximum Bleeding stacks: +1 |
Inspiring Control | Defeating an enemy with a control Ability grants Rally Party. |
Bag of Tricks | When you have Low Health, you do 25% more damage with Tool Abilities. |
Burst of Speed | Momentum generation: +10% |
Determination | Maximum Momentum: +50 |
Sharper Edge | Penetration: +15% |
Staggering Blade | Sword Stagger: +20% |
Decisive Finish | Agile attack damage: +10% / Charged attack damage: +10% / Final attack damage: +10% |
Daring Counter | Defeating an enemy with a Strike Ability grants Deflect. |
Sniper's Precision | Damage from Projectile Abilities cannot be reduced while Precision is active. |
Piercing Strike | Strike Abilities grant 50% Penetration. |
Momentous Occassion | Generate 25% more Momentum from Final attacks. The effect is doubled when you have Adrenaline. |
Staggering Finale | Stagger from Final attacks: +20% |
Swift Death | Gain Quickened after defeating an enemy with a Critical hit. |
Conductive Shot | Projectile Abilities deal 100 Electric damage to enemies within 8 meters. |
Physical Strikes | Strike Abilities now deal Physical damage. |
Marked Target | Duration Abilities are Critical vs. enemies suffering from Bleeding. |
Precise Power | Gain Enhanced Damage after defeating an enemy by hitting their Weakpoint. |
Mortal Wounds | Weakpoint damage: +10% |
Salvaged Arrows | Arrows gained after defeating an enemy: +2 |
Keen Eye | You generate 2 additional Momentum from Arrow hits. This bonus is doubled when hitting an enemy's Weakpoint. |
Heartseeker | Area Abilities deal 20% bonus damage vs health. |
Pump the Primer | Primers are 20% more effective. |
Poisonous Precision | Defeating an enemy by hitting their Weakpoint grants Necrotic Weapons. Necrotic Weapons lasts 50% longer. |
Knock Out | Charged and charged bow attacks now deal a guaranteed Critical hit if the enemy has Low Health. |
Triple Threat | Equipping an Ability of each damage type increases Ability damage by 25%. |
More is Better | Maximum Arrows: +2 |
Precision Shot | Dealing a Critical hit with a Projectile Ability grants Precision. |
Strong Draw | Charged Bow damage: +10% |
Archer's Strength | Projectile Abilities deal 25% bonus damage to targets at least 20 meters away. |
Underdog's Bite | Hitting 3 or more enemies with an Area Ability grants Enhanced Damage. |
Charging Spirit | Staff Energy generates passively when you are not in combat. |
Quick Recovery | Mana regeneration restarts 25% faster when paused by spending Mana or taking damage. |
Downfall | Jump attacks guarantee Critical hits if the target is Knocked Down. |
Bulwark | Physical Resistance: +10% |
Frostbite | Damage vs. Frozen: +15% |
Necessary Steps | Primer duration: +20% |
Shattering Control | Control Abilities deal 75% more damage vs. Armor. |
Breathing Room | The radius of Area Ability effect is increased by 50%. |
Providence | Advantage duration: +20% |
Zone of Destruction | Hitting 3 or more enemies with an Area Ability grants Enhanced Damage. |
Ethereal | Control Abilities grant Deflect after you deal a Critical hit. |
Clarity in Suffering | Whenever you take damage, you regenerate 5 Mana. |
Ice Storm | Cold damage: + 10% |
Traumatize | Takedown damage: +15% |
Greater Authority | Control Ability cooldown is 20 seconds faster. Ice Blast now has a cooldown of 40 seconds instead of costing Mana. |
Block Mastery | Block Mana cost: -30% |
Improved Health | Health: +100 |
Zone of Infusion | For every enemy hit with an Area Ability, you generate 10% Staff Energy. |
Meditation | Mana regeneration rate: +15% |
Prolong | Affliction duration: +20% |
Tear Down | Hitting an enemy with a Duration Ability permanently reduces their Defense by 5. |
Resistant Blasts | Defeating an enemy with a Blast Ability grants Resistant. |
Inner Focus | Successful Light attacks generate an additional 25% Mana. This value is doubled against enemies suffering from an Affliction. |
Deadly Providence | Defeating an enemy using a Duration Ability grants Precision. |
Flames of Inspiration | Defeating a Burning enemy grants Rally Party. |
Demolisher | Maximum Arcane Bomb stacks: +1 |
Desolate Malady | Affliction damage: +10% |
Bombastic | Blast Abilities now deal 25% more Detonation damage. Arcane Shot now Detonates Sundered enemies. |
Battlecry | Maximum Burning stacks: +1 |
Velocity | Stagger from weapon attacks: +20% |
Bigger Blast | Arcane Bomb Damage: +15% |
Veil Blasts | Apply 15% of your current Mana as bonus damage for Blast Abilities. |
Decaying Resolve | Duration Abilities deal 25% more damage to enemies with Low Health. |
Wildfire | Fire damage: +10% |
Wrath | Critical Damage: +10% |
Catalyst | Defeating an enemy with a Projectile Ability grants Rally Party. |
Vile Projectiles | Projectile Abilities now deal Critical damage to enemies suffering from Necrosis. |
Conductor | Strike Abilities deal 10% more damage to an enemy for each stack of Shocked. |
Swift Infusion | Staff Energy: Empowers Staff attacks with bonus damage and applies an Affliction when full. |
Nexus Shock | Hitting enemies with at least 3 stacks of Shocked causes a chain of Electric damage that strikes up to 2 additional enemies within range. |
Shock Mastery | Maximum Shocked stacks: +1 |
Spell Slinger | Projectile Abilities deal 25% bonus damage to targets at least 20 meters away. |
Fade Conduit | Maximum Mana: +50 |
Concentration | Charged attack damage: +10% |
Killer Instinct | Stagger from Abilities: +20% |
Shocking Strikes | Using Strike Abilities applies Shocked to nearby enemies. |
Precision Strikes | Strike abilities land a Critical hit against enemies who are Knocked Down. |
Reclamation | Mana restored after defeating enemy: +8 |
Enervation | Damage vs Barrier: 20% |
Amperage | Electric damage: +10% |
Energy Burst | Abilities that deal Fire or Electric damage increase the other type’s damage by 15% for 10 seconds. |
Debilitating Shocks | Takes 15% less damage from enemies who are Shocked. |
Medium Armor Mastery | While wearing a Medium Vitaar/Helmet and Armor: / Critical damage +20% / Final damage +20% / Charged attack damage +20% / Agile attack damage +20%. |
Deterioration | Penetration: +15% |
Imbued Reaction | Perfect Defense grants Shocking Weapons. Shocking Weapons deals 25% more damage. |
Staggering Charge | Stagger from Charged attacks: +20% |
Underestimated | Light attack damage vs. health: +10% |
Pressure Point | Landing a Critical hit with Strike Abilities grants Quickened. |
Baleful Blast | Blast Abilities deal Critical hits to enemies with Low Health. |
Shellbreaker | Damage vs. Armor: +20% |
Finale | Final attack damage: +10% |
Elemental Executioner | Final attacks are Critical against enemies with Low Health. |
Breacher | Blast Abilities deal 50% more damage vs Barrier and Armor. |
Staggering Strikes | Strike Abilities deal 50% more Stagger. |
Essence Eater | Performing a Takedown grants 250 health and 20 Ultimate. |
Frost Shield | Enemies who inflict damage on you are Chilled. |
Mana Infusion | Performing a Takedown grants 50 Mana and 33% Staff Energy. |
Keen Insight | Control Abilities deal an additional 150% damage in a 6 meter radius when activated. The damage type matches the Ability type. |
Elemental Catalyst | Abilities gain +15% bonus damage based on the damage type of your Staff and Orb weapons. |
Prism of Resistance | You gain 10% Resistance to the damage type of each mapped Ability. |
Early Frost | Maximum Chilled stacks: +1 |
Defy The Elements | Fire Resistance: 10% / Cold Resistance: 10% |
Light Armor Mastery | While wearing a Light Helm and Armor: / Staff Energy charge rate +20%. / Staff Energy attack range +2. |
Imbued Takedown | Performing a Takedown grants Shocking Weapons. Shocking Weapons now deal 25% more Stagger. |
Supercharged | Projectile Abilities deal 75% more damage vs Barrier. |
Multiplicity | Projectile Abilities launch an additional projectile. The damage type charges based on your equipped Staff. |
Salt in the Wound | For all active Afflictions for enemies hit by Control Abilities, receive 1 additional stack. |
Degrade | Deal 5% bonus damage for each unique Primer and Affliction on your target. |
Further Torment | Deals 20% more bonus Stagger to enemies with an Affliction. |
Eclectic Armorer | While wearing different classifications of Helm and Armor: / Mana regeneration +20% / Ranged attack Mana cost -20% / Weakpoint damage +15%. |
Death's Blessing | Necrotic damage: +10% |
Collateral Damage | Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit. |
Deathfrost | Abilities that deal Necrotic or Cold damages increase the other type’s damage by 15% for 6 seconds. |
Imbued Duration | Executing a Detonation on an enemy grants Shocking Weapons. The duration of Shocking Weapons is extended by 50%. |
Time Management | Effects of Duration Abilities are increased by 50%. |
Zone of Concentration | After triggering a Duration Ability, wait 5 seconds to regain 25 bonus Mana. |
Even the Odds | Each active Advantage increases your damage dealt by 10% |
Arcane Defiance | Electric Resistance: +10% / Necrotic Resistance: +10% |
Insidious Rot | Maximum Necrosis Stack: +1 |
Arcane Strike | Strike Abilities now hit with an Arcane Bomb. |
Antivan Kiss | Maximum Shocked stacks: +1 / Maximum Burning stacks: +1 |
Electrical Burns | Applying Burning also applies Shocked. Applying Shocked also applies Burning. |
Shocking Tactician | Achieving maximum Shocked stacks on an enemy triggers an Electric burst in an area around them. |
Blast Efficiency | Blast Abilities cost 50 less Mana. |
Conductivity | Defeating an enemy with one or more Arcane Bombs still active causes the effect to jump to the nearest enemy within 10 meters. |
Orbital Burst | When triggering an Arcane Bomb, deal 100% of the damage in a 6 meter radius. Also deals significant Stagger to targets. |
Two Fires | After using a Projectile Ability, your Staff attacks fire an additional bolt at your targets for the next 6 seconds. |
Quickened Strikes | Final Staff attacks reduce the cooldown of your Abilities. |
Staff Mastery | Staff Light attack damage: +25% / Maximum Staff Energy charges: +1 |
Withering Charges | Light Staff attacks reduce an enemy’s Resistance to your Staff’s damage type by 5% for 10 seconds. |
Heavy Weaponry | Heavy attack damage: +10% |
Controlled Infusion | Using a Control Ability generates 35% of your Staff Energy. |
Cryomancy | Damage vs. Frozen targets: +15% / Frozen duration: +1 second |
Ice Shatter | Charged attacks are Critical against Frozen enemies. A successful attack removes Frozen. |
Bonechiller | When you have Low Health, Frozen is applied to all nearby enemies. This can happen only once every 120 seconds. |
Restless Spirits | Defeating an enemy under the effects of Duration Abilities spawns a Necrotic bolt from the corpse that seeks out a nearby enemy. |
Vitality | Health: +100 / Health leech effects: +50% |
Mortalitasi | Actions that consume Mana now consume health when Mana is depleted. |
Desperation | Gain bonus damage relative to the amount of health your target and you have lost. |
Death and Decay | Area Abilities now deal Necrotic damage. Corrupted Ground now deals increased damage when activated. |
Overdraw | Abilities cost an additional 50 Mana but gain 50% Penetration. |
Invigorating Beam | Your Ranged attack now deals Necrotic damage and leeches 10% of damage done, replenishing your health. |
Skill | Companion | Type |
---|---|---|
Fade Bolts | Bellara | Detonate |
Enfeebling Shot | Bellara | Primer |
Arlathian Tinkerer | Bellara | Passive |
Time Slow (Bellara) | Bellara | Active |
Replenish (Bellara) | Bellara | Active |
Galvanized Tear | Bellara | Active |
Assan Strike | Davrin | Active |
Battle Cry | Davrin | Active |
Death from Above | Davrin | Detonate |
Heroic Strike | Davrin | Primer |
In War, Victory | Davrin | Active |
Entangling Spirits | Emmrich | Primer |
Final Rites | Emmrich | Detonate |
Replenish (Emmrich) | Emmrich | Support |
The Bell Tolls | Emmrich | Active |
Time Slow (Emmrich) | Emmrich | Support |
Soothing Potion (Harding) | Harding | Active |
Shred | Harding | Primer |
Seismic Shot | Harding | Active |
Adrenaline Rush (Harding) | Harding | Active |
Heavy Draw | Harding | Detonate |
Abominate | Lucanis | Active |
Adrenaline Rush (Lucanis) | Lucanis | Support |
Debilitate | Lucanis | Primer |
Eviscerate | Lucanis | Detonate |
Soothing Potion (Lucanis) | Lucanis | Support |
Glacial Pace | Neve | Primer |
Time Slow (Neve) | Neve | Active |
Replenish (Neve) | Neve | Active |
Icebreaker | Neve | Detonate |
Blizzard | Neve | Active |
Dragonfire Strike | Taash | Detonate |
Dragon’s Roar | Taash | Active |
Fire Breath | Taash | Active |
Fortune’s Favor | Taash | Active |
Spitfire | Taash | Primer |
Companion have five abilities each which can be further upgraded by spending skill points on their own skill trees. Like with Rook's skills, these can be reset anytime.
All Class Skill Trees | ||
---|---|---|
Rogue | Warrior | Mage |
Skill Trees in Dragon Age: The Veilguard are represented by the hexagonal Constellation interface. Each class has its own Constellation, containing seven segments, and three specializations to shape how the Rook fights.
The Rogue Skill Tree places an emphasis on speed and agility, with skills granting fast attacks and evasive actions to outmaneuver opponents up close. The skill tree also provides various bow skills for long-range combat.
Aside from its central Core, the skill tree divides the hexagon into six parts: Sustain, Control, and Burst, as well as the Antivan Crow, Veil Jumper, and Lord of Fortune sections.
Rogue Class Abilities and Builds
The Rogue Skill Tree gets access to the Saboteur, Veil Ranger, and Duelist specializations. The Saboteur uses tools and traps to control the battle, while the Veil Ranger focuses on bow combat.
Lastly, the Duelist is a melee-focused specialization that attacks quickly and repeatedly to cut down foes.
The Warrior Skill Tree encourages front-line action, providing skills that increase survivability and melee capability. Those using this skill tree are the vanguards in every fight, overwhelming foes with sheer strength.
The skill tree starts from its Core in the center, then branches out into the Survival, Weapons and Abilities sections, but also into the Grey Warden, Mourn Watch, and Lord of Fortune paths around the hexagon.
Warrior Class Abilities and Builds
The Reaper, Champion, and Slayer specializations can be found in the Warrior Skill Tree. The Reaper is a life-steal and Necrotic Damage oriented specialization, while the Champion uses Fire and rallies their allies.
The Slayer wields two-handed weapons to devastating effect, pulverizing enemies with powerful blows.
The Mage Skill Tree is full of various spells that apply different elemental damage types and afflictions. Unlocking these skills allows mages to utilize an arsenal of magic attacks, selecting the correct element for the job as needed.
Beginning with the Core, the skill tree can move into the Burst, Control, and Sustain parts of the hexagon, or the Antivan Crow, Shadow Dragon, and Mourn Watch sections.
Mage Class Abilities and Builds
The Mage Skill Tree allows for specializing into the Spellblade, Death Caller, or Evoker. Spellblades mix lightning magic and melee combat to great effect, while Death Callers can use life as a resource to cast Necrotic magic.
The Evoker controls the battlefield with potent Ice magic, slowing down enemies and delivering lethal Ice attacks.
All Skill Types |
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|
The Skills in Dragon Age: The Veilguard are further separated into four distinct categories that you can mix and match to build your own fighting style in-game. These four categories are Abilities, Ultimates, Traits, and Passives.
Each class has a unique Resource that they accumulate in battle, which can then be spent to use Abilities. Abilities are usually attacks of varying elements and effects that can be employed to gain the upper hand in combat.
Ultimates are especially powerful abilities that can be used once you've accumulated enough Resources. These moves often have higher damage and stagger values, making them an excellent option for laying on the hurt.
You can also perform certain actions in a row to trigger Traits, which are Skills that can influence the Rook's fighting style and capabilities.
These Traits have various effects that can allow you to deflect projectiles, charge arrows to make them explode, slow time down when you dodge perfectly, and more.
Lastly, Passives are skills that augment the Rook's stats and other abilities, instead of being directly used in combat. These can provide flat bonuses like health, or grant other Skills additional effects when activated.
Dragon Age The Veilguard Wiki Front
Dragon Age: The Veilguard Categories | |
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Romance | Choices |
Classes and Builds | Tips and Tricks |
Companions | Locations |
Campaign | Side Quests |
Skills | Runes |
Weapons | Armor Sets |
Accessories | Items |
Factions | Enemies |
News | - |
All Skills and Skill Trees
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