★ Classes & Builds: Warrior, Mage, Rogue
★ Equipment: Weapons, Armor, and Accessories
★ All Major Choices and effects on the story
★ Romance Guides for each Companion
★ Beginner and Combat guides for starting out
★ Find all Treasure Chests and Wolf Statues
This is a list of all the Skills and Skill Trees in Dragon Age The Veilguard. Check out a list of skills and skill trees, their effects, and what class they belong to in this guide!
All Class Skill Trees | ||
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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.
Skill | Description |
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Static Strikes Core Ability |
Unleash twin bolts of lightning from your blades, shocking all enemies they strike. Fires 2 bolts, each dealing damage independently but traveling along the same path. Applies Weakened. |
Concussive Barrage Core Ultimate |
Remind your enemies that a rogue’s pockets are often filled with danger… and explosives. Fire a barrage of concussive bombs that deal increased Stagger. The duration of any Staggered condition from this Ability is increased by 200%. |
Evasive Maneuvers Core Trait |
Use your speed to launch a powerful attack from an Extended Dodge. Also applies to recovering from being Knocked Down. |
Exploding Arrow Core Trait |
Simultaneously performing a Light and Ranged attack attaches a sticky Arrow to a target in range. The Arrow explodes after a short delay. |
Riposte Core Trait |
After a successful Defend, you can now launch a powerful counterattack. |
Downfall Core Passive |
Jump attacks guarantee Critical hits if the target is Knocked Down. |
Endure Core Passive |
Lose 35% less Momentum when you take damage. |
Powerful Rebuttal Core Passive |
Gain Precision after a successful Defend. |
Pilfer Sustain Ability |
Add insult to injury by swiping a Potion when you slice up an enemy. Applies Bleeding on hit. The Potion is automatically consumed after being stolen. Detonates Overwhelmed. |
Lightning Flask Sustain Ability |
Throw down a flask of bottled lightning that explodes, unleashing a storm of pain on nearby enemies. Deals damage in a large area upon impact, while creating an aura that deals Electric damage and applies Shocked to nearby enemies. |
Leaping Shot Sustain Trait |
Leap backward and fire an exploding Arrow into the ground. Deals damage over a small area around the point of impact. |
Providence Sustain Passive |
Advantage duration: +20% |
Rolling Momentum Sustain Passive |
Whenever you activate a Tool Ability, you gain 25 Momentum. |
Necessary Steps Sustain Passive |
Primer duration: +20% |
Shattering Control Sustain Passive |
Control Abilities deal 75% more damage vs. Armor. |
Swift Rebuke Sustain Passive |
Gain Momentum when you Perfect Dodge or perform a Perfect Defense. |
Improved Health Sustain Passive |
Health: +100 |
Perseverance Sustain Passive |
While at Low Health, gain Deflect whenever you Perfect Dodge or perform Perfect Defense in response to an attack. |
Controlled Providence Sustain Passive |
Each active Advantage increases your Control Ability damage by 10%. |
Refract Sustain Passive |
Maximum Deflect stacks: +1 |
Bloodsucker Sustain Passive |
Hitting enemies with a Tool Ability leeches 10% of the damage dealt. |
Tipped Arrowheads Sustain Passive |
Maximum Arrows: +2 |
Spill Blood Sustain Passive |
Maximum Bleeding stacks: +1 |
Bulwark Sustain Passive |
Physical Resistance: +10% |
Inspiring Control Sustain Passive |
Defeating an enemy with a control Ability grants Rally Party. |
Bag of Tricks Sustain Passive |
When you have Low Health, you do 25% more damage with Tool Abilities. |
Burst of Speed Sustain Passive |
Momentum generation: +10% |
Determination Sustain Passive |
Maximum Momentum: +50 |
Hurricane of Blades Burst Ability |
Deals 350 Necrotic damage. Spin around in a ring of rapid strikes. Nearby enemies are hit up to 4 times. The final strike deals more damage. |
Explosive Daggers Burst Ability |
Unleash a barrage of sticky, explosive daggers. Fires 3 daggers that stick to their targets, then explode after a short time. Applies Sundered. |
Decisive Finale Burst Trait |
Unleash a decisive Heavy Final attack after a Light Attack Chain. |
Sharper Edge Burst Passive |
Penetration: +15% |
Staggering Blade Burst Passive |
Sword Stagger: +20% |
Decisive Finish Burst Passive |
Agile attack damage: +10% Charged attack damage: +10% Final attack damage: +10% |
Daring Counter Burst Passive |
Defeating an enemy with a Strike Ability grants Deflect. |
Sniper's Precision Burst Passive |
Damage from Projectile Abilities cannot be reduced while Precision is active. |
Underestimated Burst Passive |
Light attacks deal 10% more Health damage. |
Piercing Strike Burst Passive |
Strike Abilities grant 50% Penetration. |
Supercharged Burst Passive |
Projectile Abilities deal 75% more damage vs. Barrier. |
Momentous Occassion Burst Passive |
Generate 25% more Momentum from Final attacks. The effect is doubled when you have Adrenaline. |
Burst of Speed Burst Passive |
Momentum generation: +10% |
Staggering Finale Burst Passive |
Stagger from Final attacks: +20% |
Providence Burst Passive |
Advantage duration: +20% |
Traumatize Burst Passive |
Takedown damage: +15% |
Swift Death Burst Passive |
Gain Quickened after defeating an enemy with a Critical hit. |
Conductive Shot Burst Passive |
Projectile Abilities deal 100 Electric damage to enemies within 8 meters. |
Physical Strikes Burst Passive |
Strike Abilities now deal Physical damage. |
Wrath Burst Passive |
Critical damage: +10% |
Rain of Decay Control Ability |
Rain death from above. Damage is inflicted each second to all enemies caught in the area of this attack. |
Reeling Bolt Control Ability |
Nock your bow with a special arrow that shocks and disorients enemies. Deals very high Stagger and applies Shocked to the primary target. Nearby enemies are pulled toward the target. Applies Weakened. |
Bated Breath Control Trait |
Your Bow can now be charged up an additional level. |
Marked Target Control Passive |
Duration Abilities are Critical vs. enemies suffering from Bleeding. |
Traumatize Control Passive |
Takedown damage: +15% |
A Timely Defense Control Passive |
Activating a Duration Ability grants Resistant. |
Precise Power Control Passive |
Gain Enhanced Damage after defeating an enemy by hitting their Weakpoint. |
Mortal Wounds Control Passive |
Weakpoint damage: +10% |
Collateral Damage Control Passive |
Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit. |
Amperage Control Passive |
Electric damage: +10% |
Salvaged Arrows Control Passive |
Arrows gained after defeating an enemy: +2 |
Enervation Control Passive |
Damage vs. Barrier: +20% |
Killer Instinct Control Passive |
Stagger from Abilities: +20% |
Breathing Room Control Passive |
The scope of Area Abilities is greatly increased. |
Time Management Control Passive |
Effects of Duration Abilities are increased by 50%. |
Keen Eye Control Passive |
You generate 2 additional Momentum from Arrow hits. This bonus is doubled when hitting an enemy's Weakpoint. |
Determination Control Passive |
Maximum Momentum: +50 |
Heartseeker Control Passive |
Area Abilities deal 20% bonus damage vs health. |
Bulwark Control Passive |
Arrow regeneration: +20 |
Burst of Speed Control Passive |
Momentum generation: +10% |
Lightning Quiver Veil Jumper Ability |
Unleash a storm of electric bolts that spread across the battlefield, peppering random enemies. Fires up to 7 bolts that randomly hit enemies across a large area. |
Hunter's Focus Veil Jumper Trait |
While Charging your Bow, pressing Lock On spends Momentum to temporarily sharpen your focus, slow down time, and let you aim with heightened accuracy. Aiming while airborne automatically triggers Hunter’s Focus. |
Pump the Primer Veil Jumper Passive |
Primers are 20% more effective. |
Debilitating Shocks Veil Jumper Passive |
Take 15% less damage from enemies who are Shocked. |
Light Armor Mastery Veil Jumper Passive |
While wearing a Light Helm and Armor: Maximum Momentum: +50 Weak Point damage: +15% Charged Bow show damage: +20% |
Poisonous Precision Veil Jumper Passive |
Defeating an enemy by hitting their Weakpoint grants Necrotic Weapons. Necrotic Weapons lasts 50% longer. |
Knock Out Veil Jumper Passive |
Charged and charged bow attacks now deal a guaranteed Critical hit if the enemy has Low Health. |
Salvaged Arrows Veil Jumper Passive |
Arrows gained after defeating an enemy: +2 |
Defy the Elements Veil Jumper Passive |
Fire Resistance: 10%, Cold Resistance: 10% |
Triple Threat Veil Jumper Passive |
Equipping an Ability of each damage type increases Ability damage by 25%. |
More is Better Veil Jumper Passive |
Maximum Arrows: +2 |
Shellbreaker Veil Jumper Passive |
Damage vs. Armor: +20% |
Mortal Wounds Veil Jumper Passive |
Weakpoint damage: +10% |
Precision Shot Veil Jumper Passive |
Dealing a Critical hit with a Projectile Ability grants Precision. |
Breathing Room Veil Jumper Passive |
The scope of Area Abilities is greatly increased. |
Strong Draw Veil Jumper Passive |
Charged Bow damage: +10% |
Archer's Strength Veil Jumper Passive |
Projectile Abilities deal 25% bonus damage to targets at least 20 meters away. |
Underdog's Bite Veil Jumper Passive |
Hitting 3 or more enemies with an Area Ability grants Enhanced Damage. |
Explosive Trap Lord of Fortune Ability |
Repurpose Antaam explosives for your own use. Throw down an explosive trap that detonates when enemies get too close. Highly likely to disrupt enemies. Detonates Overwhelmed. |
Fan of Arrows Lord of Fortune Trait |
Fire an arc of Arrows, up to your maximum of 5 Arrows. Requires at least 3 Arrows. |
Some Motivation Lord of Fortune Passive |
Deal 4% more damage per your maximum Arrow count. |
Unending Quiver Lord of Fortune Passive |
Activating any Ability grants 2 more Arrows. |
Victory Rush Lord of Fortune Passive |
Defeating an enemy with a Takedown grants Necrotic Weapons. Your attacks also apply 25% bonus Stagger. |
Salt in the Wound Lord of Fortune Passive |
Hitting an enemy with a Duration Ability increases any existing Affliction stacks by 1. |
Sharper Edge Lord of Fortune Passive |
Penetration: +15% |
Pounce Lord of Fortune Passive |
Gain 50 Momentum and regain 25% of your Arrows after performing a successful Takedown. |
Bulwark Lord of Fortune Passive |
Physical Resistance: +10% |
Ready Shots Lord of Fortune Passive |
Arrow Regeneration: +20 |
Siege Breaker Lord of Fortune Passive |
Tool Abilities deal 25% more damage vs. Armor and Barrier. |
Eclectic Armorer Lord of Fortune Passive |
While wearing different classifications of Helm and Armor: Arrow maximum: +4 Weapon damage: +15% Stagger: +25% |
Shellbreaker Lord of Fortune Passive |
Damage vs. Armor: +20% |
Desolate Malady Lord of Fortune Passive |
Affliction damage: +10% |
Improvised Ammunition Lord of Fortune Passive |
When Tool Abilities expire or trigger, you gain 3 Arrows from the debris. |
Enduring Reach Lord of Fortune Passive |
Duration Radius or Distance increases, depending on the Ability. |
Close Quarters Combat Lord of Fortune Passive |
Deal 15% more damage to all enemies within 10 meters. |
Tipped Arrowheads Lord of Fortune Passive |
Bow damage: +10% |
Toxic Dash Antivan Crow Ability |
Dash toward your target to land a deadly blow. Applies Necrosis to the enemy. Applies Sundered. |
Adrenaline Antivan Crow Trait |
Successfully striking targets 10 times without taking damage grants Adrenaline, causing your attacks to deal bonus damage and be more likely to disrupt enemies. Resets when taking damage or on combat end. |
Necrotic Fog Antivan Crow Passive |
Spending Momentum deals 150 Necrotic damage to enemies within 6 meters. |
Sly Strike Antivan Crow Passive |
Gain 250 health and 10% Ultimate by performing a successful Takedown. |
Medium Armor Mastery Antivan Crow Passive |
While wearing a Medium Helm and Armor: Critical damage: +20% Sword damage: +20% Perfect Defense Momentum gained: +50% |
Death's Blessing Antivan Crow Passive |
Necrotic damage: +10% |
Desolate Malady Antivan Crow Passive |
Affliction damage: +10% |
Poisoned Reply Antivan Crow Passive |
Perfect Defense grants Necrotic Weapons. Necrotic Weapons deals 25% more damage. |
Wrath Antivan Crow Passive |
Critical damage: +10% |
Battlefield Awareness Antivan Crow Passive |
Control Abilities deal Critical hits vs. Knocked Down enemies. |
Assassination Antivan Crow Passive |
Strike Abilities now deal a guaranteed Critical hit if the enemy has Low Health. |
Insidious Rot Antivan Crow Passive |
Maximum Necrosis stacks: +1 |
Mighty Strike Antivan Crow Passive |
Strike Abilities deal 100% bonus Stagger vs. enemies suffering from an Affliction. |
Noxious Presence Antivan Crow Passive |
Control Abilities release noxious fumes that apply Necrosis to nearby enemies. |
Necessary Steps Antivan Crow Passive |
Primer duration: +20% |
Arcane Defiance Antivan Crow Passive |
Electric Resistance: +10% Necrotic Resistance: +10% |
Overwhelming Tactics Antivan Crow Passive |
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 Antivan Crow Passive |
Perfect Defense applies Bleeding to your attacker. If Necrotic Weapons is Active, this Ability applies Necrosis instead. |
Fortune's Turret Saboteur Ability |
Throw down a mechanized turret that targets the closest enemy and peppers them with projectiles. When spent, the device explodes, dealing heavy damage likely to disrupt any enemies within range of the blast. |
Fortune's Fury Saboteur Ultimate |
Embrace your fury, equipping a powerful, expendable weapon to bombard enemies. Fire a rapid stream of projectiles and then toss the weapon to deal additional damage. End the attack early by tapping Ultimate. |
Plague Arrow Saboteur Trait |
You can now Charge your Arrows beyond the normal Charge level to apply Necrosis in an area around your target. |
A Messy Death Saboteur Trait |
Defeating an enemy with a Charged attack from any weapon causes an explosion after a short delay, dealing additional damage to all around them. |
Sharper Edge Saboteur Passive |
Penetration: +15% |
Precise Malady Saboteur Passive |
For each equipped Duration Ability, Arrow regeneration increases by 35%. |
Come Prepared Saboteur Passive |
Maximum Arrows: +2 Arrow regeneration: +20% |
Calling the Shot Saboteur Passive |
Every eighth Arrow hit grants you Precision. Your Final attacks grant 3 Arrows. |
Trick Shot Saboteur Passive |
Every fifth Arrow that strikes a single target splinters into projectiles that may hit nearby enemies. |
Determination Saboteur Passive |
Physical damage: +10% |
Deep Cut Saboteur Passive |
Stagger on Weakpoint hit: +20% Stagger on Critical hit: +20% |
Quick Fix Saboteur Passive |
Defeating an enemy with a Tool Ability grants Quickened. |
In the Fray Saboteur Passive |
Defeating enemies at close range resets the duration of any active Advantages. |
Inspired Takedowns Saboteur Passive |
Performing a Takedown now deals 25% bonus damage, grants Rally Party, and reduces your party’s Ability cooldowns by 50%. |
A Thousand Cuts Duelist Ability |
Assume a duelist’s pose, then rapidly slice and dice your opponent. Deals damage up to 16 times with an especially devastating final blow. |
Murder of Crows Duelist Ultimate |
Use your advanced agility to cut down enemies foolish enough to challenge an Antivan Crow. Your enemies will think you have wings as you leap rapidly between nearby targets, dealing damage with each strike. The final leap deals significant damage to any enemies near the strike zone. |
Mounting Thrill Duelist Trait |
The Adrenaline effect now stacks up to 3 times, increasing its bonus damage and chance to disrupt enemies. |
Shall We Dance Duelist Trait |
Performing a Light attack, waiting a short time, then performing another deals bonus damage and Stagger and grants Adrenaline. |
Concentration Duelist Passive |
Charged attack damage damage: +10% |
Quick Control Duelist Passive |
Hitting an enemy with a Control ability permanently reduces their Defense by 5. |
Adrenaline Rush Duelist Passive |
Attacks to activate Adrenaline: -2 |
Energy Burst Duelist Passive |
Gaining the Adrenaline effect increases your health and Momentum by 10%. |
Deflection Duelist Passive |
Lose only 1 Adrenaline charge when you take damage. With any active charges, you take 40% less damage. |
Death's Blessing Duelist Passive |
Necrotic damage: +10% |
Poisoned Blades Duelist Passive |
Strike Abilities apply Necrosis for each unique Primer on the target. |
Dynamic Gains Duelist Passive |
Maximum Momentum: +50 |
Balanced Flow Duelist Passive |
Deal up to 30% more weapon damage and take up to 25% less damage relative to your current Momentum. |
Convert Energy Duelist Passive |
Your Charged attacks now consume 25 Momentum to deal 25% more damage and Stagger. |
Storm's Path Veil Ranger Ability |
A Veil Jumper makes their own path. It just requires some creativity… or a lot of violence. Fire a massive blast from your Bow, damaging all enemies in the way. Detonates Overwhelmed. |
Twin Gifts of Arlathan Veil Ranger Ultimate |
Discovering bizarre relics means Veil Jumpers toy with more experimental approaches to combat. Throw two entangled relic fragments that rapidly bounce between targets. |
Sniper's Triumph Veil Ranger Trait |
After a Charged Weakpoint headshot, your next shot will fire multiple Arrows at once. |
Archer's Rhythm Veil Ranger Trait |
Firing a Charged Arrow the moment it reaches maximum Charge increases its damage by 50%. |
Shocking Malady Veil Ranger Passive |
Shocked duration: +20% |
Lightning Splash Veil Ranger Passive |
Hitting an enemy with an Area Ability also applies Shocked. |
Double Shock Veil Ranger Passive |
Maximum Shocked stacks: +1 |
Storm's Call Veil Ranger Passive |
Achieving maximum Shocked stacks on an enemy triggers an Electric burst in an area around them. |
Death Blow Veil Ranger Passive |
Hitting a Weakpoint on a Staggered enemy deals lethal damage. |
Amperage Veil Ranger Passive |
Electric damage: +10% |
Compound Bow Veil Ranger Passive |
Your Bow’s base damage is added to all Projectile Ability damage. |
Marksmanship Veil Ranger Passive |
Charged Bow damage: +10% |
Opportunity Shocks Veil Ranger Passive |
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 Veil Ranger Passive |
Knock Down enemies when your Charged Arrow hits their legs. |
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.
Skill | Description |
---|---|
Driving Kick Core Ability |
Focus all your strength and determination into one mighty kick. Deals a very high amount of Stagger and very likely disrupts the target. Detonates Weakened. |
Flashing Fists Core Ultimate |
Batter your enemies with repeated, powerful blows. Deals damage to a large area 4 times. |
Shield Volley Core Trait |
Striking a Shield Toss with a Shield attack volleys the shield back at enemies up to 3 times, dealing damage each time. |
Tumbling Blades Core Trait |
Use your speed to unleash a powerful attack immediately after performing a Combat Roll. |
Counterblow Core Trait |
Deflect your enemy’s attack and perform a powerful counterattack. |
Focused Retaliation Core Passive |
Gain Precision after a successful Perfect Defense. |
Rancor Core Passive |
Rage takes 50% longer to begin to decay. |
Downfall Core Passive |
Jump attacks guarantee Critical hits if the target is Knocked Down. |
Titan Stomp Survival Ability |
Create a shockwave around you by slamming into the ground. Deals very high Stagger to nearby enemies. Applies Overwhelm. |
Groundbreaker Survival Ability |
Shake and shatter the ground with your weapon, spreading cracks that explode after a short delay. Damage is applied on the initial strike and again a short time later. The secondary explosion applies Burning and is likely to disrupt enemies. Detonates Weakened. |
Return to Sender Survival Trait |
Send incoming projectiles back at your attacker with Perfect Defense. |
Bulwark Survival Passive |
Physical Resistance: +10% |
Improved Throw Survival Passive |
Shield Toss damage: +10% |
Masochism Survival Passive |
You generate 4 Rage when taking damage. |
Improved Health Survival Passive |
Health: +100 |
Third Degree Survival Passive |
Maximum Burning stacks: +1. |
Ready Guard Survival Passive |
Gain Deflect at the start of each encounter. |
Good Arm Survival Passive |
When a Projectile Ability hits an enemy, the damage ignores all Resistances. |
Refract Survival Passive |
Maximum Deflect stacks: +1. |
Battlefield Awareness Survival Passive |
Control Abilities now deal Critical hits vs. enemies recovering from Knocked Down. |
Providence Survival Passive |
Advantage duration: +20% |
Fortifying Shots Survival Passive |
Defeating an enemy with a Projectile Ability grants Resistant. The duration of Resistant resets if it is already active. |
Reinforced Survival Passive |
Defeating an enemy with a Control Ability grants Deflect. |
Necessary Steps Survival Passive |
Primer duration: +20% |
Conditional Surrender Survival Passive |
Primers applied by Control Abilities last 20% longer. Detonations triggered by Control Abilities deal 20% more damage. |
Supercharged Survival Passive |
Projectile Abilities deal 75% more damage vs. Barrier. |
Depth of Fury Survival Passive |
Maximum Rage: +50 |
Traumatize Survival Passive |
Takedown damage: +15% |
Fury of the Forge Weapons Ability |
Burning steel blades rain down on your enemies. Applies Burning on impact. |
Cleaving Strike Weapons Ability |
A large, sweeping strike pushes a damaging wave over the battlefield. Damage dealt increases with distance from the target while applying Bleeding on hit. |
Determined Death Weapons Trait |
You can now hold down your Final attacks, strengthening their impacts. Releasing with perfect timing adds a powerful effect based on your weapon type. |
Wrath Weapons Passive |
Critical damage: +10% |
Dazzle Weapons Passive |
Hitting multiple enemies with a single Area Ability grants Quickened. |
Incite Violence Weapons Passive |
Generate 15% more Rage from weapon attacks. This value is doubled vs. enemies suffering from an Affliction. |
Concentration Weapons Passive |
Charged attack damage: +10% |
Fighting Dirty Weapons Passive |
Hitting enemies with a Strike Ability applies an Affliction aligned with the Ability's damage type. |
Bloody Vengeance Weapons Passive |
Charged attacks with Swords or Axes apply Bleeding to enemies. Charged attacks with Mauls or Shields deal 15% bonus damage vs. Bleeding enemies. |
Spill Blood Weapons Passive |
Maximum Bleeding stacks: +1 |
Wear and Tear Weapons Passive |
Damage from Area Abilities gain 30% Penetration. |
Depth of Fury Weapons Passive |
Maximum Rage: +50 |
Velocity Weapons Passive |
Stagger from weapon attacks: +20% |
Decisive Finish Weapons Passive |
Agile attack damage: +10% Charged attack damage: +10% Final attack damage: +10% |
Critical Leverage Weapons Passive |
Strike Abilities are guaranteed to do Critical damage vs. enemies more than 10 meters away. |
Desolate Malady Weapons Passive |
Affliction damage: +10% |
Staggering Finale Weapons Passive |
Stagger from Final attacks: +20% |
Underestimated Weapons Passive |
Light attack damage vs. health: +10% |
Punisher Weapons Passive |
Damage dealt by Strike Abilities vs. enemies with Low Health increases by 25%. |
Breathing Room Weapons Passive |
The scope of Area Abilities is greatly increased. |
Spectral Bulwark Abilities Ability |
Hone your guard and protect yourself from enemies foolish enough to attack. Enemies who hit you with a melee attack take damage and very high Stagger. Increases Defense by 50% while active. |
Deadly Ground Abilities Ability |
Create a Necrotic field at your current location. Enemies caught inside the field take constant damage until they escape. Grants Enhanced Damage while you are inside the field. |
Explosive Toss Abilities Trait |
Charging your Shield Toss at least one level and then pressing Light attack will toss an explosive version of the shield, causing it to deal damage in an area around the target. This attack has a high chance to disrupt enemies. |
Death's Blessing Abilities Passive |
Necrotic damage: +10% |
Critical Power Abilities Passive |
Gain Enhanced Damage on Critical hit kill. |
Salt in the Wound Abilities Passive |
Hitting enemies with a Duration Ability adds 1 stack to all active Afflictions on the target. |
Arm's Reach Abilities Passive |
The effects of Smash Abilities cover a greater distance. The distance depends on the Ability. |
Shellbreaker Abilities Passive |
Damage vs. Armor: +20% |
Killer Instinct Abilities Passive |
Stagger from Abilities: +20% |
Time Management Abilities Passive |
Effects of Duration Abilities are increased by 50%. |
Inspiring Strength Abilities Passive |
Defeating an enemy with a Smash Ability grants Rally Party. |
Unyielding Focus Abilities Passive |
Using a Duration Ability grants Immovable. |
Insidious Rot Abilities Passive |
Maximum Necrosis stacks: +1 |
Shieldbreaker Abilities Passive |
Breaking an enemy's Armor or Barrier with a Smash Ability grants Enhanced Damage. |
Wrath Abilities Passive |
Critical damage: +10% |
Enraged Abilities Passive |
Rage generation: +10% |
Providence Abilities Passive |
Advantage duration: +20% |
Enervation Abilities Passive |
Damage vs. Barrier: +20% |
Enduring Rage Abilities Passive |
Your Rage no longer decays below 50, allowing you to sustain it between fights. |
Depth of Fury Abilities Passive |
Maximum Rage: +50 |
Whirlwind Lord of Fortune Ability |
Unleash a whirlwind of steel that damages everything it hits and ends with a final massive blow. The final hit deals increased damage and Stagger. It is also highly likely to disrupt enemies. |
Rolling Thunder Lord of Fortune Trait |
After Charged attacks, use a Light attack or Heavy attack to follow up with an additional powerful Charged attack. |
Medium Armor Mastery Lord of Fortune Passive |
While wearing a Medium Helm and Armor: Final attack damage: +20% Charged attack damage: +20% Agile attack damage: +20% Takedown damage: +20% |
Flames of Victory Lord of Fortune Passive |
Gain Flaming Weapons on a successful Takedown. You generate 25% more Stagger from weapon hits while Flaming Weapons is active. |
Staggering Charge Lord of Fortune Passive |
Stagger from Charged attacks: +20% |
Overhand Smash Lord of Fortune Passive |
Smash Abilities now deal an additional 50% damage vs. Armor and deal 50% more Stagger. |
Precision Strikes Lord of Fortune Passive |
Hitting enemies with a Strike Ability deals increased damage equal to 50% of your base Weakpoint damage. |
Executioner's Gaze Lord of Fortune Passive |
Final attacks are Critical hits vs. enemies with Low Health. |
Blunt Force Lord of Fortune Passive |
Enemies are Knocked Down when their Armor breaks. |
Heavy Hitter Lord of Fortune Passive |
Heavy attack damage: +10% |
Triple Threat Lord of Fortune Passive |
Equipping an Ability of each damage type increases Ability damage by 20%. |
Quick Strikes Lord of Fortune Passive |
Defeating an enemy with a Strike Ability replenishes 25 Rage. |
Concussive Smash Lord of Fortune Passive |
Hitting enemies with a Smash Ability permanently reduces their Defense by 20. |
Guardian's Reprieve Lord of Fortune Passive |
Performing a Takedown heals you for 250 health and grants Deflect. |
Bulwark (Penetration) Lord of Fortune Passive |
Penetration: +15% |
Shellbreaker Lord of Fortune Passive |
Damage vs. Armor: +20% |
Concentration Lord of Fortune Passive |
Charged attack damage: +10% |
Bulwark Lord of Fortune Passive |
Physical Resistance: +10% |
Grappling Spear Grey Warden Ability |
Harpoon your targets with a strong throw and drag them in for a closer encounter. Pulls your target toward you. Press Light or Heavy to perform a follow-up attack that deals Physical damage with a high chance to disrupt enemies. Applies Overwhelm. |
Unbroken Finale Grey Warden Trait |
Add a powerful Shield Final attack to the end of your Attack Chain. |
Heavy Armor Mastery Grey Warden Passive |
While wearing a Heavy Vitaar and Armor: Defense + 20%. You are now less likely to be disrupted when getting hit. |
Fiery Resolve Grey Warden Passive |
Gain Flaming Weapons on Perfect Defense. Flaming Weapons lasts 50% longer. |
Traumatize Grey Warden Passive |
Takedown damage: +15% |
Breathing Room Grey Warden Passive |
The scope of Area Abilities is greatly increased. |
Arcane Defiance Grey Warden Passive |
Electric Resistance +10% Necrotic Resistance +10% |
Pump the Primer Grey Warden Passive |
Overwhelmed and Sundered are 20% more effective. |
Explosive Anger Grey Warden Passive |
Spending Rage deals 200% of the cost as Fire damage to enemies within 6 meters. |
Falter Grey Warden Passive |
Using Control Ability attacks vs. enemies with High Health deals 100% additional Stagger. |
Heavy Hitter Grey Warden Passive |
Heavy attack damage: +10% |
Collateral Damage Grey Warden Passive |
Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit. |
Battlefield Awareness Grey Warden Passive |
When you interrupt an enemy in the middle of an attack with a Control Ability, you deal 15% bonus damage. |
Enraged Grey Warden Passive |
Rage generation: +10% |
Wildfire Grey Warden Passive |
Fire damage: +10% |
Sly Strike Grey Warden Passive |
Agile, Charged, and Final attacks deal 15% bonus damage to enemies suffering from an Affliction. |
Reinforcement Grey Warden Passive |
Each of your active Advantages increases damage dealt by 10%. |
Staggering Charge Grey Warden Passive |
Stagger from Charged attack: +20% |
Bloody Advance Mourn Watch Ability |
Throw a fan of blades that seek out and impale nearby enemies. Applies Bleeding . While enemies are still impaled, a charged Shield Toss will cause a burst of damage to nearby enemies. Applies Sundered. |
Master Throw Mourn Watch Trait |
Shield Toss can now be charged up an additional level. |
Eclectic Armorer Mourn Watch Passive |
While wearing different classifications of Helm and Armor: Shield Toss bounces +2 Ranged attack damage +15% Weakpoint damage +15% |
Desolate Malady Mourn Watch Passive |
Affliction damage: +10% |
Enervation Mourn Watch Passive |
Damage vs. Barrier: +20% |
Ignition Mourn Watch Passive |
Gain Flaming Weapons after defeating an enemy with a Weakpoint hit. Flaming Weapons deals +25% damage. |
Carom Mourn Watch Passive |
Enemies take 100% more damage and Stagger from environmental impacts. |
Slam Mourn Watch Passive |
Performing a Takedown generates an additional 20% Ultimate and 50 Rage. |
Mortal Wounds Mourn Watch Passive |
Weakpoint damage: +10% |
Seething Pitch Mourn Watch Passive |
Shield Toss now generates 2 additional Rage on impact. Striking Weakpoints doubles the effect. |
Staggering Toss Mourn Watch Passive |
Shield Toss converts 25% of your current Rage into Stagger. |
Ricochet Shot Mourn Watch Passive |
Shield Toss bounces: +1 |
Shot Chaser Mourn Watch Passive |
Using a Projectile Ability deals an additional 10% damage relative to the number of possible Shield Toss bounces. |
Lingering Decay Mourn Watch Passive |
Duration Abilities apply Necrosis on impact. |
Double Shot Mourn Watch Passive |
Activating any Projectile Ability also launches a projectile, dealing 100 damage to a nearby enemy. |
Defy the Elements Mourn Watch Passive |
Fire Resistance: 10%, Cold Resistance: 10% |
Staying Power Mourn Watch Passive |
For each active Duration Ability's effect, you take 5% less damage from all sources. |
Necessary Steps Mourn Watch Passive |
Primer duration: +20% |
Blight Bane Champion Ability |
Throw a Warden siege bomb that bursts into a cluster of explosives after a short delay. Launches multiple explosives with each capable of applying Burning to enemies in a small radius. Detonates Weakened. |
Warden's Fire Champion Ultimate |
Unleash a barrage of strikes with the burning strength that resides within every Grey Warden. Applies Burning to enemies. |
Inspiring Guard Champion Trait |
Executing a Perfect Defense now guards against otherwise unblockable attacks. Doing so grants Rally Party. |
Reverb Champion Trait |
Trigger a powerful shockwave when executing a Perfect Defense. The shockwave deals 300 Fire damage and applies Burning to enemies. |
Shield Bearer Champion Passive |
Shield damage: +10% |
Bulkhead Champion Passive |
For each equipped Control Ability, you gain 20 Defense. |
The Best Defense Champion Passive |
Gain 50% of your Defense as bonus Shield attack damage. |
Battlecry Champion Passive |
Health +10% Defense +10% |
Aftermath Champion Passive |
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. |
Wildfire Champion Passive |
Fire damage: +10% |
Endless Fire Champion Passive |
Area Abilities now deal Fire damage. Blight Bane deals additional blasts. |
Flare-Up Champion Passive |
Maximum Burning stacks: +1 |
Ring of Fire Champion Passive |
Burning is now also applied to enemies around the target. |
Enflamed Champion Passive |
Burning damage increases by 20% of your current Rage. |
Reaper Reaper Ability |
Call forth an ethereal scythe that slashes and slices your enemies. Applies Siphon. Detonates Weakened. |
Spirit Storm Reaper Ultimate |
Call upon the Mourn Watch’s occult knowledge to unleash a Necrotic storm. A whirlwind moves toward your target, inflicting multiple hits and applying Siphon to enemies. |
Perfect Throw Reaper Trait |
Release Shield Toss the moment a new Charge level is attained to gain bonus damage and bounces. |
Death's Throw Reaper Trait |
Converts Shield Toss to deal Necrotic damage. |
Devastation Reaper Passive |
Affliction damage: +10% Affliction duration: +20% |
Death's Touch Reaper Passive |
While any Duration Ability is active, your Charged attacks also apply Necrosis to enemies. |
Shattering Throw Reaper Passive |
Shield Toss damage: +10% Shield Toss bonuses: +1 |
Spirit of Hunger Reaper Passive |
Killing an enemy spawns a Necrotic projectile that follows enemies. |
Let it Linger Reaper Passive |
Shield Toss bounces now apply an Affliction based on your Shield’s damage type. |
Death's Blessing Reaper Passive |
Necrotic damage: +10% |
Reckless Shot Reaper Passive |
Projectile Abilities deal 25% more damage but consume 10% health. |
Invigoration Reaper Passive |
Leech effectiveness: +20% |
Living Decay Reaper Passive |
Your Necrotic damage now has 50% Penetration and restores 2% of your health. |
Desperation Reaper Passive |
Gain bonus damage relative to the amount of health your target and you have lost. |
Heroic Leap Slayer Ability |
Leap forward and deal heavy damage to any nearby enemies. Deals high Stagger and is likely to disrupt enemies. Detonates Weakened. |
For Gold and Glory Slayer Ultimate |
Glory favors the bold. Leap into the fray. Deals very high Stagger to enemies within range. |
Arc of Destruction Slayer Trait |
After a Sprint Attack, use a Light attack or Heavy attack to follow up with an additional Final attack. |
Two-Handed Wind-Up Slayer Trait |
Charged attacks with your Two-Handed Weapon can be charged even further, unlocking a powerful new attack and greatly increasing its effectiveness. |
Determination Slayer Passive |
Physical damage: +10% |
Striking Precision Slayer Passive |
Hitting an enemy with a Strike Ability grants Precision. The duration of Precision resets if it is already active. |
Harder Hits Slayer Passive |
Weapon damage: +10% Ability damage: +10% |
Double-Edged Slayer Passive |
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 Slayer Passive |
Expending Rage heals you for 100% of the Rage spent. |
Sharper Edge Slayer Passive |
Penetration: +15% |
Charged Smash Slayer Passive |
Smash Abilities are now Charged attacks. For Whirlwind, this applies only to the final hit. |
Decisive Finish Slayer Passive |
Agile attack damage: +10% Charged attack damage: +10% Final attack damage: +10% |
Furor Slayer Passive |
Charged attacks generate more Rage relative to Charge level. |
Blindside Slayer Passive |
After a short delay, Charged attacks deal an additional 150 Physical damage. |
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.
Skill | Description |
---|---|
Arcane Shot Core Ability |
Conjure fiery arcane bolts that rip into your enemies. Launch up to 5 projectiles toward your target and any enemy unlucky enough to be nearby. |
Destructive Light Core Ultimate |
Summon a concentrated beam of primal elemental energy. Deals damage each second to all enemies caught in the beam while applying Burning. |
Mind Blast Core Trait |
While Defending, consume 50 mana to unleash a shockwave 6 meters in all directions. Deals damage based on your equipped staff. |
Fade Strike Core Trait |
Use your speed to unleash a powerful attack with any weapon after using Fade Step. Also unlocks an additional follow-up attack while sprinting by pressing Light or Heavy attack. |
Mortal Concentration Core Trait |
Sustaining your Ranged attack gradually increases its damage output the longer it is active, to a maximum of 3 seconds. |
Charging Spirit Core Passive |
Staff Energy generates passively when you are not in combat. |
Quick Recovery Core Passive |
Mana regeneration restarts 25% faster when paused by spending Mana or taking damage. |
Downfall Core Passive |
Jump attacks guarantee Critical hits if the target is Knocked Down. |
Frost Nova Control Ability |
Freeze your enemies to the bone if they get too close. A wide area around you is Frozen. |
Ice Blast Control Ability |
Hurl shards of ice, impaling enemies caught in the way. Deals damage in a tight radius around your target, leaving behind shards that render enemies Chilled when touched. |
Fade Reflex Control Trait |
Timing your Dodge just before the enemy’s attack lands slows down time for a short duration. You can move and attack normally. |
Bulwark Control Passive |
Physical Resistance: +10% |
Frostbite Control Passive |
Damage vs. Frozen: +15% |
Necessary Steps Control Passive |
Primer duration: +20% |
Shattering Control Control Passive |
Control Abilities deal 75% more damage vs. Armor. |
Breathing Room Control Passive |
The radius of Area Ability effect is increased by 50%. |
Providence Control Passive |
Advantage duration: +20% |
Zone of Destruction Control Passive |
Hitting 3 or more enemies with an Area Ability grants Enhanced Damage. |
Ethereal Control Passive |
Control Abilities grant Deflect after you deal a Critical hit. |
Clarity in Suffering Control Passive |
Whenever you take damage, you regenerate 5 Mana. |
Ice Storm Control Passive |
Cold damage: + 10% |
Traumatize Control Passive |
Takedown damage: +15% |
Absorb Control Passive |
Whenever you Defend against an attack, Staff Energy is charged by 25%. |
Greater Authority Control Passive |
Control Ability cooldown is 20 seconds faster. Ice Blast now has a cooldown of 40 seconds instead of costing Mana. |
Block Mastery Control Passive |
Block Mana cost: -30% |
Improved Health Control Passive |
Health: +100 |
Zone of Infusion Control Passive |
For every enemy hit with an Area Ability, you generate 10% Staff Energy. |
Meditation Control Passive |
Mana regeneration rate: +15% |
Wall of Fire Sustain Ability |
Summon a flaming barrier, burning enemies foolish enough to cross it. Enemies incur damage and Burning each second they remain inside the wall. |
Meteor Sustain Ability |
Call down an elemental meteor that crushes and burns enemies in its way. Deals damage in an area around your target and applies Burning. |
Return Fire Sustain Trait |
Use a Light or Heavy attack after a Perfect Defense to perform a counterattack. |
Prolong Sustain Passive |
Affliction duration: +20% |
Providence Sustain Passive |
Advantage duration: +20% |
Tear Down Sustain Passive |
Hitting an enemy with a Duration Ability permanently reduces their Defense by 5. |
Resistant Blasts Sustain Passive |
Defeating an enemy with a Blast Ability grants Resistant. |
Inner Focus Sustain Passive |
Successful Light attacks generate an additional 25% Mana. This value is doubled against enemies suffering from an Affliction. |
Deadly Providence Sustain Passive |
Defeating an enemy using a Duration Ability grants Precision. |
Flames of Inspiration Sustain Passive |
Defeating a Burning enemy grants Rally Party. |
Demolisher Sustain Passive |
Maximum Arcane Bomb stacks: +1 |
Desolate Malady Sustain Passive |
Affliction damage: +10% |
Bombastic Sustain Passive |
Blast Abilities now deal 25% more Detonation damage. Arcane Shot now Detonates Sundered enemies. |
Battlecry Sustain Passive |
Maximum Burning stacks: +1 |
Velocity Sustain Passive |
Stagger from weapon attacks: +20% |
Bigger Blast Sustain Passive |
Arcane Bomb Damage: +15% |
Veil Blasts Sustain Passive |
Apply 15% of your current Mana as bonus damage for Blast Abilities. |
Decaying Resolve Sustain Passive |
Duration Abilities deal 25% more damage to enemies with Low Health. |
Wildfire Sustain Passive |
Fire damage: +10% |
Wrath Sustain Passive |
Critical Damage: +10% |
Chain Lightning Burst Ability |
Charge the air and fire a bolt of lightning that splits to hit multiple targets in a chain reaction. The bolt bounces up to 3 times, dealing damage to each enemy hit and rendering them Shocked. |
Tempest Burst Ability |
Weave a powerful thunderstorm around you. Lightning strikes a random enemy within 8 meters of the casting zone every 2 seconds. Deals Electric damage to all enemies caught by the blast, rendering them Shocked. |
Perfect Cast Burst Trait |
Releasing a Charged attack the moment it reaches the maximum charge level increases its damage by 50%. |
Catalyst Burst Passive |
Defeating an enemy with a Projectile Ability grants Rally Party. |
Vile Projectiles Burst Passive |
Projectile Abilities now deal Critical damage to enemies suffering from Necrosis. |
Conductor Burst Passive |
Strike Abilities deal 10% more damage to an enemy for each stack of Shocked. |
Swift Infusion Burst Passive |
Staff Energy: Empowers Staff attacks with bonus damage and applies an Affliction when full. |
Nexus Shock Burst Passive |
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 Burst Passive |
Maximum Shocked stacks: +1 |
Spell Slinger Burst Passive |
Projectile Abilities deal 25% bonus damage to targets at least 20 meters away. |
Traumatize Burst Passive |
Takedown damage: +15% |
Fade Conduit Burst Passive |
Maximum Mana: +50 |
Concentration Burst Passive |
Charged attack damage: +10% |
Killer Instinct Burst Passive |
Stagger from Abilities: +20% |
Shocking Strikes Burst Passive |
Using Strike Abilities applies Shocked to nearby enemies. |
Wrath Burst Passive |
Critical Damage: +10% |
Precision Strikes Burst Passive |
Strike abilities land a Critical hit against enemies who are Knocked Down. |
Reclamation Burst Passive |
Mana restored after defeating enemy: +8 |
Enervation Burst Passive |
Damage vs Barrier: 20% |
Amperage Burst Passive |
Electric damage: +10% |
Storm Surge Antivan Crow Ability |
Leap backward, stirring up a storm of elemental energy in your wake. Deals damage to all nearby enemies. |
Spirit Blade Antivan Crow Trait |
You can now use your Heavy attack at the end of a Light Attack Chain to conjure a blade and project it a short distance. The blade consumes an Arcane Bomb. Requires Orb and Dagger. |
Energy Burst Burst Passive |
Abilities that deal Fire or Electric damage increase the other type’s damage by 15% for 10 seconds. |
Debilitating Shocks Antivan Crow Passive |
Takes 15% less damage from enemies who are Shocked. |
Medium Armor Mastery Antivan Crow Passive |
While wearing a Medium Vitaar/Helmet and Armor: Critical damage +20% Final damage +20% Charged attack damage +20% Agile attack damage +20%. |
Bulwark Antivan Crow Passive |
Physical Resistance: +10% |
Deterioration Antivan Crow Passive |
Penetration: +15% |
Imbued Reaction Antivan Crow Passive |
Perfect Defense grants Shocking Weapons. Shocking Weapons deals 25% more damage. |
Staggering Charge Antivan Crow Passive |
Stagger from Charged attacks: +20% |
Underestimated Antivan Crow Passive |
Light attack damage vs. health: +10% |
Pressure Point Antivan Crow Passive |
Landing a Critical hit with Strike Abilities grants Quickened. |
Baleful Blast Antivan Crow Passive |
Blast Abilities deal Critical hits to enemies with Low Health. |
Shellbreaker Antivan Crow Passive |
Damage vs. Armor: +20% |
Finale Antivan Crow Passive |
Final attack damage: +10% |
Elemental Executioner Antivan Crow Passive |
Final attacks are Critical against enemies with Low Health. |
Breacher Antivan Crow Passive |
Blast Abilities deal 50% more damage vs Barrier and Armor. |
Staggering Strikes Antivan Crow Passive |
Strike Abilities deal 50% more Stagger. |
Essence Eater Antivan Crow Passive |
Performing a Takedown grants 250 health and 20 Ultimate. |
Dark Squall Shadow Dragon Ability |
Harness elemental chaos, projecting a burst of entropic energy to knock your targets back. |
Bolt Volley Shadow Dragon Trait |
Following a Light attack, tap Light attack again as the Bolt is shot from your Staff to spawn an additional Bolt with the same properties. |
Frost Shield Shadow Dragon Passive |
Enemies who inflict damage on you are Chilled. |
Mana Infusion Shadow Dragon Passive |
Performing a Takedown grants 50 Mana and 33% Staff Energy. |
Keen Insight Shadow Dragon Passive |
Control Abilities deal an additional 150% damage in a 6 meter radius when activated. The damage type matches the Ability type. |
Elemental Catalyst Shadow Dragon Passive |
Abilities gain +15% bonus damage based on the damage type of your Staff and Orb weapons. |
Prism of Resistance Shadow Dragon Passive |
You gain 10% Resistance to the damage type of each mapped Ability. |
Early Frost Shadow Dragon Passive |
Maximum Chilled stacks: +1 |
Defy the Elements Shadow Dragon Passive |
Fire Resistance: 10%, Cold Resistance: 10% |
Light Armor Mastery Shadow Dragon Passive |
While wearing a Light Helm and Armor: Staff Energy charge rate +20%. Staff Energy attack range +2. |
Imbued Takedown Shadow Dragon Passive |
Performing a Takedown grants Shocking Weapons. Shocking Weapons now deal 25% more Stagger. |
Meditation Shadow Dragon Passive |
Mana regeneration rate: +15% |
Underestimated Shadow Dragon Passive |
Light attack damage vs. health: +10% |
Supercharged Shadow Dragon Passive |
Projectile Abilities deal 75% more damage vs Barrier. |
Desolate Malady Shadow Dragon Passive |
Affliction damage: +10% |
Multiplicity Shadow Dragon Passive |
Projectile Abilities launch an additional projectile. The damage type charges based on your equipped Staff. |
Salt in the Wound Shadow Dragon Passive |
For all active Afflictions for enemies hit by Control Abilities, receive 1 additional stack. |
Shellbreaker Shadow Dragon Passive |
Damage vs Armor: +20% |
Corrupted Ground Mourn Watch Ability |
Weave the threads of life and death, corrupting an area of the battlefield. Enemies caught inside succumb to its deadly aura. Deals minor damage and applies Necrosis each second enemies are exposed to the corruption. |
Channeled Thoughts Mourn Watch Trait |
Focus your mind to generate up to 50 Mana per second on command. |
Degrade Mourn Watch Passive |
Deal 5% bonus damage for each unique Primer and Affliction on your target. |
Further Torment Mourn Watch Passive |
Deals 20% more bonus Stagger to enemies with an Affliction. |
Eclectic Armorer Mourn Watch Passive |
While wearing different classifications of Helm and Armor: Mana regeneration +20% Ranged attack Mana cost -20% Weakpoint damage +15%. |
Concentration Mourn Watch Passive |
Ranged attack damage: +15% |
Death's Blessing Mourn Watch Passive |
Necrotic damage: +10% |
Collateral Damage Mourn Watch Passive |
Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit. |
Deathfrost Mourn Watch Passive |
Abilities that deal Necrotic or Cold damages increase the other type’s damage by 15% for 6 seconds. |
Imbued Duration Mourn Watch Passive |
Executing a Detonation on an enemy grants Shocking Weapons. The duration of Shocking Weapons is extended by 50%. |
Necessary Steps Mourn Watch Passive |
Primer duration: +20% |
Breathing Room Mourn Watch Passive |
The radius of Area Ability effect is increased by 50%. |
Time Management Mourn Watch Passive |
Effects of Duration Abilities are increased by 50%. |
Zone of Concentration Mourn Watch Passive |
After triggering a Duration Ability, wait 5 seconds to regain 25 bonus Mana. |
Even the Odds Mourn Watch Passive |
Each active Advantage increases your damage dealt by 10% |
Arcane Defiance Mourn Watch Passive |
Electric Resistance: +10% Necrotic Resistance: +10% |
Insidious Rot Mourn Watch Passive |
Maximum Necrosis Stack: +1 |
Enervation Mourn Watch Passive |
Damage vs. Barrier: +20% |
Void Blade Spellblade Ability |
Harness the agility of the Antivan Crows, dashing forward in a flash of dark energy before landing a deadly slash that explodes a moment later. Deals damage twice. |
Thunderous End Spellblade Ultimate |
Conjure a deadly avatar of the storm to seek vengeance on your enemies. Deals heavy damage and applies 2 stacks of Shocked to enemies within a large radius. |
Veil Flurry Spellblade Trait |
Hold Light attack at the end of Light Attack Chain and release at the right moment to unleash your Orb in a circle around you. |
Spirit of Vengeance Spellblade Trait |
You can now throw your Spirit Blade a second time by pressing Heavy attack when it returns to you. Requires Orb and Dagger. |
Deterioration Spellblade Passive |
Penetration: +15% |
Arcane Strike Spellblade Passive |
Strike Abilities now hit with an Arcane Bomb. |
Antivan Kiss Spellblade Passive |
Maximum Shocked stacks: +1 Maximum Burning stacks: +1 |
Electrical Burns Spellblade Passive |
Applying Burning also applies Shocked. Applying Shocked also applies Burning. |
Shocking Tactician Spellblade Passive |
Achieving maximum Shocked stacks on an enemy triggers an Electric burst in an area around them. |
Finale Spellblade Passive |
Final attack damage: +10% |
Blast Efficiency Spellblade Passive |
Blast Abilities cost 50 less Mana. |
Demolisher Spellblade Passive |
Maximum Arcane Bomb stacks: +1 |
Conductivity Spellblade Passive |
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 Spellblade Passive |
When triggering an Arcane Bomb, deal 100% of the damage in a 6 meter radius. Also deals significant Stagger to targets. |
Entropic Sphere Evoker Ability |
Launch a sphere of entropic energy that damages all enemies in its path before exploding in a punishing final blast. |
Vortex of Shadow Evoker Ultimate |
Concentrate entropic energy on a single point until it reaches critical levels, creating a vortex. The vortex appears in front of you, dealing damage each second while pulling nearby enemies toward its center. |
Onslaught Evoker Trait |
Hold Light attack at the end of a Light attack Chain and release at the moment it fires to unleash an additional barrage of projectiles. |
Knight of Staves Evoker Trait |
Perform a Heavy attack after two Light attacks to unleash a heavy bolt at your target. The damage and radius increases based on your current Staff charge level. |
Ice Storm Evoker Passive |
Cold damage: +10% |
Two Fires Evoker Passive |
After using a Projectile Ability, your Staff attacks fire an additional bolt at your targets for the next 6 seconds. |
Quickened Strikes Evoker Passive |
Final Staff attacks reduce the cooldown of your Abilities. |
Staff Mastery Evoker Passive |
Staff Light attack damage: +25% Maximum Staff Energy charges: +1 |
Withering Charges Evoker Passive |
Light Staff attacks reduce an enemy’s Resistance to your Staff’s damage type by 5% for 10 seconds. |
Heavy Weaponry Evoker Passive |
Heavy attack damage: +10% |
Controlled Infusion Evoker Passive |
Using a Control Ability generates 35% of your Staff Energy. |
Cryomancy Evoker Passive |
Damage vs. Frozen targets: +15% Frozen duration: +1 second |
Ice Shatter Evoker Passive |
Charged attacks are Critical against Frozen enemies. A successful attack removes Frozen. |
Bonechiller Evoker Passive |
When you have Low Health, Frozen is applied to all nearby enemies. This can happen only once every 120 seconds. |
Spirit Bomb Death Caller Ability |
Drain the life out of enemies, then throw it back at them in an explosion of necrotic energy. Applies Siphoned and deals damage each second you are connected to a target, before a final blast deals bonus damage that intensifies the longer the target is exposed to it. |
The Crypt's Herald Death Caller Ultimate |
Be like death, drawing in the power of the Fade and surrounding yourself with a necrotic storm. Slowly absorbs life from all nearby enemies before ending in a punishing burst, causing massive damage. |
Soulburn Death Caller Trait |
Expend 50 Mana to create a powerful surge in your Ranged attack, giving it the power to Detonate Sundered targets. |
Death Surge Death Caller Trait |
Overcharges your Ranged attack, spending 200% of the usual Mana to deal 200% damage. |
Death's Blessing Death Caller Passive |
Necrotic damage: +10% |
Restless Spirits Death Caller Passive |
Defeating an enemy under the effects of Duration Abilities spawns a Necrotic bolt from the corpse that seeks out a nearby enemy. |
Vitality Death Caller Passive |
Health: +100 Health leech effects: +50% |
Mortalitasi Death Caller Passive |
Actions that consume Mana now consume health when Mana is depleted. |
Desperation Death Caller Passive |
Gain bonus damage relative to the amount of health your target and you have lost. |
Concentration Death Caller Passive |
Ranged attack damage: +15% |
Death and Decay Death Caller Passive |
Area Abilities now deal Necrotic damage. Corrupted Ground now deals increased damage when activated. |
Fade Conduit Death Caller Passive |
Maximum Mana: +50 |
Overdraw Death Caller Passive |
Abilities cost an additional 50 Mana but gain 50% Penetration. |
Invigorating Beam Death Caller Passive |
Your Ranged attack now deals Necrotic damage and leeches 10% of damage done, replenishing your health. |
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.
Skill | Companion | Type |
---|---|---|
Fade Bolts | Bellara | Detonate (Sundered) |
Enfeebling Shot | Bellara | Primer (Weakened) |
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 (Weakened) |
Heroic Strike | Davrin | Primer (Overwhelmed) |
In War, Victory | Davrin | Active |
Entangling Spirits | Emmrich | Primer (Weakened) |
Final Rites | Emmrich | Detonate (Sundered) |
Replenish (Emmrich) | Emmrich | Support |
The Bell Tolls | Emmrich | Active |
Time Slow (Emmrich) | Emmrich | Support |
Soothing Potion (Harding) | Harding | Active |
Shred | Harding | Primer (Sundered) |
Seismic Shot | Harding | Active |
Adrenaline Rush (Harding) | Harding | Active |
Heavy Draw | Harding | Detonate (Overwhelmed) |
Abominate | Lucanis | Active |
Adrenaline Rush (Lucanis) | Lucanis | Support |
Debilitate | Lucanis | Primer (Sundered) |
Eviscerate | Lucanis | Detonate (Overwhelmed) |
Soothing Potion (Lucanis) | Lucanis | Support |
Glacial Pace | Neve | Primer (Weakened) |
Time Slow (Neve) | Neve | Active |
Replenish (Neve) | Neve | Active |
Icebreaker | Neve | Detonate (Sundered) |
Blizzard | Neve | Active |
Dragonfire Strike | Taash | Detonate (Weakened) |
Dragon's Roar | Taash | Active |
Fire Breath | Taash | Active |
Fortune’s Favor | Taash | Active |
Spitfire | Taash | Primer (Overwhelmed) |
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 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
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Accessories | Items |
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Best Class & Specialization Tier List |
Best Warrior Specialization |
Best Rogue Specialization |
Best Mage Specialization |
Best Faction | Best Runes |
Best Companions Tier List |
Best Romance |
All Skills and Skill Trees
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