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Mage Skill Tree and priority for Dragon Age: The Veilguard. See a list of all mage skills and which ones are the best to get!
Mage Guides | ||
---|---|---|
Best Builds | Skill Tree & Priority |
All Equipment |
Spellblade Builds |
Death Caller Builds |
Evoker Builds |
List of Contents
Your skill priority really depends on what Specialization you want, but here's what we think are the top Mage skills for each category.
Spellblade | Death Caller | Evoker |
Order | Skill |
---|---|
1 |
Fade Strike
Fade Strike 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. |
2 |
Downfall
Downfall Jump attacks guarantee Critical hits if the target is Knocked Down. |
3 |
Wall of Fire
Wall of Fire Summon a flaming barrier, burning enemies foolish enough to cross it. Enemies incur damage and Burning each second they remain inside the wall. |
4 |
Velocity
Velocity Stagger from weapon attacks: +20% |
5 |
Essence Eater
Essence Eater Performing a Takedown grants 250 health and 20 Ultimate. |
6 |
Deterioration
Deterioration Penetration: +15% |
7 |
Imbued Reaction
Imbued Reaction Perfect Defense grants Shocking Weapons. Shocking Weapons deals 25% more damage. |
8 |
Staggering Charge
Staggering Charge Stagger from Charged attacks: +20% |
9 |
Storm Surge
Storm Surge Leap backward, stirring up a storm of elemental energy in your wake. Deals damage to all nearby enemies. |
10 |
Finale
Finale Final attack damage: +10% |
11 |
Spirit Blade
Spirit Blade 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. |
12 |
Return Fire
Return Fire Use a Light or Heavy attack after a Perfect Defense to perform a counterattack. |
13 |
Bigger Blast
Bigger Blast Arcane Bomb Damage: +15% |
14 |
Inner Focus
Inner Focus Successful Light attacks generate an additional 25% Mana. This value is doubled against enemies suffering from an Affliction. |
15 |
Wildfire
Wildfire Fire damage: +10% |
16 |
Meteor
Meteor Call down an elemental meteor that crushes and burns enemies in its way. Deals damage in an area around your target and applies Burning. |
17 |
Demolisher
Demolisher Maximum Arcane Bomb stacks: +1 |
18 |
Flames of Inspiration
Flames of Inspiration Defeating a Burning enemy grants Rally Party. |
19 |
Bombastic
Bombastic Blast Abilities now deal 25% more Detonation damage. Arcane Shot now Detonates Sundered enemies. |
20 |
Energy Burst
Energy Burst Abilities that deal Fire or Electric damage increase the other type’s damage by 15% for 10 seconds. |
21 |
Thunderous End
Thunderous End 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. |
22 |
Void Blade
Void Blade 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. |
Spellblade | Death Caller | Evoker |
Order | Skill |
---|---|
1 |
Mortal Concentration
Mortal Concentration Sustaining your Ranged attack gradually increases its damage output the longer it is active, to a maximum of 3 seconds. |
2 |
Charging Spirit
Charging Spirit Staff Energy generates passively when you are not in combat. |
3 |
Frost Nova
Frost Nova Freeze your enemies to the bone if they get too close. A wide area around you is Frozen. |
4 |
Bulwark
Bulwark Physical Resistance: +10% |
5 |
Fade Reflex
Fade Reflex Timing your Dodge just before the enemy’s attack lands slows down time for a short duration. You can move and attack normally. |
6 |
Deathfrost
Deathfrost Abilities that deal Necrotic or Cold damages increase the other type’s damage by 15% for 6 seconds. |
7 |
Death's Blessing
Death's Blessing Necrotic damage: +10% |
8 |
Imbued Duration
Imbued Duration Executing a Detonation on an enemy grants Shocking Weapons. The duration of Shocking Weapons is extended by 50%. |
9 |
Necessary Steps
Necessary Steps Primer duration: +20% |
10 |
Corrupted Ground
Corrupted Ground 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. |
11 |
Time Management
Time Management Effects of Duration Abilities are increased by 50%. |
12 |
Breathing Room
Breathing Room The radius of Area Ability effect is increased by 50%. |
13 |
Insidious Rot
Insidious Rot Maximum Necrosis Stack: +1 |
14 |
Channeled Thoughts
Channeled Thoughts Focus your mind to generate up to 50 Mana per second on command. |
15 |
Enervation
Enervation Damage vs. Barrier: +20% |
16 |
Zone of Concentration
Zone of Concentration After triggering a Duration Ability, wait 5 seconds to regain 25 bonus Mana. |
17 |
Collateral Damage
Collateral Damage Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit. |
18 |
Arcane Defiance
Arcane Defiance Electric Resistance: +10% / Necrotic Resistance: +10% |
19 |
Necessary Steps
Necessary Steps Primer duration: +20% |
20 |
Breathing Room
Breathing Room The radius of Area Ability effect is increased by 50%. |
21 |
Further Torment
Further Torment Deals 20% more bonus Stagger to enemies with an Affliction. |
22 |
Desolate Malady
Desolate Malady Affliction damage: +10% |
23 |
The Crypt's Herald
The Crypt's Herald 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. |
24 |
Spirit Bomb
Spirit Bomb 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. |
25 |
Concentration
Concentration Ranged attack damage: +15% |
26 |
Death and Decay
Death and Decay Area Abilities now deal Necrotic damage. Corrupted Ground now deals increased damage when activated. |
27 |
Death's Blessing
Death's Blessing Necrotic damage: +10% |
28 |
Providence
Providence Advantage duration: +20% |
29 |
Zone of Destruction
Zone of Destruction Hitting 3 or more enemies with an Area Ability grants Enhanced Damage. |
30 |
Death Surge
Death Surge Overcharges your Ranged attack, spending 200% of the usual Mana to deal 200% damage. |
31 |
Fade Conduit
Fade Conduit Maximum Mana: +50 |
32 |
Invigorating Beam
Invigorating Beam Your Ranged attack now deals Necrotic damage and leeches 10% of damage done, replenishing your health. |
33 |
Concentration
Concentration Ranged attack damage: +15% |
34 |
Degrade
Degrade Deal 5% bonus damage for each unique Primer and Affliction on your target. |
35 |
Prolong
Prolong Affliction duration: +20% |
36 |
Return Fire
Return Fire Use a Light or Heavy attack after a Perfect Defense to perform a counterattack. |
37 |
Providence
Providence Advantage duration: +20% |
38 |
Tear Down
Tear Down Hitting an enemy with a Duration Ability permanently reduces their Defense by 5. |
39 |
Inner Focus
Inner Focus Successful Light attacks generate an additional 25% Mana. This value is doubled against enemies suffering from an Affliction. |
40 |
Soulburn
Soulburn Expend 50 Mana to create a powerful surge in your Ranged attack, giving it the power to Detonate Sundered targets. |
41 |
Vitality
Vitality Health: +100 / Health leech effects: +50% |
42 |
Desperation
Desperation Gain bonus damage relative to the amount of health your target and you have lost. |
Spellblade | Death Caller | Evoker |
Order | Skill |
---|---|
1 |
Mind Blast
Mind Blast While Defending, consume 50 mana to unleash a shockwave 6 meters in all directions. Deals damage based on your equipped staff. |
2 |
Charging Spirit
Charging Spirit Staff Energy generates passively when you are not in combat. |
3 |
Frost Nova
Frost Nova Freeze your enemies to the bone if they get too close. A wide area around you is Frozen. |
4 |
Frostbite
Frostbite Damage vs. Frozen: +15% |
5 |
Fade Reflex
Fade Reflex Timing your Dodge just before the enemy’s attack lands slows down time for a short duration. You can move and attack normally. |
6 |
Necessary Steps
Necessary Steps Primer duration: +20% |
7 |
Breathing Room
Breathing Room The radius of Area Ability effect is increased by 50%. |
8 |
Shattering Control
Shattering Control Control Abilities deal 75% more damage vs. Armor. |
9 |
Clarity in Suffering
Clarity in Suffering Whenever you take damage, you regenerate 5 Mana. |
10 |
Ice Storm
Ice Storm Cold damage: + 10% |
11 |
Ice Blast
Ice Blast 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. |
12 |
Meditation
Meditation Mana regeneration rate: +15% |
13 |
Absorb
Absorb Whenever you Defend against an attack, Staff Energy is charged by 25%. |
14 |
Greater Authority
Greater Authority Control Ability cooldown is 20 seconds faster. Ice Blast now has a cooldown of 40 seconds instead of costing Mana. |
15 |
Zone of Infusion
Zone of Infusion For every enemy hit with an Area Ability, you generate 10% Staff Energy. |
16 |
Mana Infusion
Mana Infusion Performing a Takedown grants 50 Mana and 33% Staff Energy. |
17 |
Early Frost
Early Frost Maximum Chilled stacks: +1 |
18 |
Dark Squall
Dark Squall Harness elemental chaos, projecting a burst of entropic energy to knock your targets back. |
19 |
Desolate Malady
Desolate Malady Affliction damage: +10% |
20 |
Salt in the Wound
Salt in the Wound For all active Afflictions for enemies hit by Control Abilities, receive 1 additional stack. |
21 |
Multiplicity
Multiplicity Projectile Abilities launch an additional projectile. The damage type charges based on your equipped Staff. |
22 |
Bolt Volley
Bolt Volley 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. |
The Mage Skill Tree has 6 categories. Core, Sustain, Control, and Burst are generic skill tree areas, while the other three, usually named after a faction, unlock a Specialization.
Antivan Crow unlocks Spellblade, Shadow Dragon unlocks Evoker, and Mourn Watch unlocks Death Caller. You can refund skill points and respec for your desired Specialization at anytime.
COR | SUS | CON | BUR | ACR | SDR | MWA |
Skill | Description |
---|---|
Arcane Shot | 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. |
Charging Spirit | Staff Energy generates passively when you are not in combat. |
Destructive Light | Summon a concentrated beam of primal elemental energy. Deals damage each second to all enemies caught in the beam while applying Burning. |
Downfall | Jump attacks guarantee Critical hits if the target is Knocked Down. |
Fade Strike | 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. |
Mind Blast | While Defending, consume 50 mana to unleash a shockwave 6 meters in all directions. Deals damage based on your equipped staff. |
Mortal Concentration | Sustaining your Ranged attack gradually increases its damage output the longer it is active, to a maximum of 3 seconds. |
Quick Recovery | Mana regeneration restarts 25% faster when paused by spending Mana or taking damage. |
COR | SUS | CON | BUR | ACR | SDR | MWA |
Skill | Description |
---|---|
Battlecry | Maximum Burning stacks: +1 |
Bigger Blast | Arcane Bomb Damage: +15% |
Bombastic | Blast Abilities now deal 25% more Detonation damage. Arcane Shot now Detonates Sundered enemies. |
Deadly Providence | Defeating an enemy using a Duration Ability grants Precision. |
Decaying Resolve | Duration Abilities deal 25% more damage to enemies with Low Health. |
Demolisher | Maximum Arcane Bomb stacks: +1 |
Desolate Malady | Affliction damage: +10% |
Flames of Inspiration | Defeating a Burning enemy grants Rally Party. |
Inner Focus | Successful Light attacks generate an additional 25% Mana. This value is doubled against enemies suffering from an Affliction. |
Meteor | Call down an elemental meteor that crushes and burns enemies in its way. Deals damage in an area around your target and applies Burning. |
Prolong | Affliction duration: +20% |
Providence | Advantage duration: +20% |
Resistant Blasts | Defeating an enemy with a Blast Ability grants Resistant. |
Return Fire | Use a Light or Heavy attack after a Perfect Defense to perform a counterattack. |
Tear Down | Hitting an enemy with a Duration Ability permanently reduces their Defense by 5. |
Veil Blasts | Apply 15% of your current Mana as bonus damage for Blast Abilities. |
Velocity | Stagger from weapon attacks: +20% |
Wall of Fire | Summon a flaming barrier, burning enemies foolish enough to cross it. Enemies incur damage and Burning each second they remain inside the wall. |
Wildfire | Fire damage: +10% |
Wrath | Critical Damage: +10% |
COR | SUS | CON | BUR | ACR | SDR | MWA |
Skill | Description |
---|---|
Absorb | Whenever you Defend against an attack, Staff Energy is charged by 25%. |
Block Mastery | Block Mana cost: -30% |
Breathing Room | The radius of Area Ability effect is increased by 50%. |
Bulwark | Physical Resistance: +10% |
Clarity in Suffering | Whenever you take damage, you regenerate 5 Mana. |
Ethereal | Control Abilities grant Deflect after you deal a Critical hit. |
Fade Reflex | Timing your Dodge just before the enemy’s attack lands slows down time for a short duration. You can move and attack normally. |
Frost Nova | Freeze your enemies to the bone if they get too close. A wide area around you is Frozen. |
Frostbite | Damage vs. Frozen: +15% |
Greater Authority | Control Ability cooldown is 20 seconds faster. Ice Blast now has a cooldown of 40 seconds instead of costing Mana. |
Ice Blast | 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. |
Ice Storm | Cold damage: + 10% |
Improved Health | Health: +100 |
Meditation | Mana regeneration rate: +15% |
Necessary Steps | Primer duration: +20% |
Providence | Advantage duration: +20% |
Shattering Control | Control Abilities deal 75% more damage vs. Armor. |
Traumatize | Takedown damage: +15% |
Zone of Destruction | Hitting 3 or more enemies with an Area Ability grants Enhanced Damage. |
Zone of Infusion | For every enemy hit with an Area Ability, you generate 10% Staff Energy. |
COR | SUS | CON | BUR | ACR | SDR | MWA |
Skill | Description |
---|---|
Amperage | Electric damage: +10% |
Catalyst | Defeating an enemy with a Projectile Ability grants Rally Party. |
Chain Lightning | 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. |
Concentration | Charged attack damage: +10% |
Conductor | Strike Abilities deal 10% more damage to an enemy for each stack of Shocked. |
Energy Burst | Abilities that deal Fire or Electric damage increase the other type’s damage by 15% for 10 seconds. |
Enervation | Damage vs Barrier: 20% |
Fade Conduit | Maximum Mana: +50 |
Killer Instinct | Stagger from Abilities: +20% |
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. |
Perfect Cast | Releasing a Charged attack the moment it reaches the maximum charge level increases its damage by 50%. |
Precision Strikes | Strike abilities land a Critical hit against enemies who are Knocked Down. |
Reclamation | Mana restored after defeating enemy: +8 |
Shock Mastery | Maximum Shocked stacks: +1 |
Shocking Strikes | Using Strike Abilities applies Shocked to nearby enemies. |
Spell Slinger | Projectile Abilities deal 25% bonus damage to targets at least 20 meters away. |
Swift Infusion | Staff Energy: Empowers Staff attacks with bonus damage and applies an Affliction when full. |
Tempest | 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. |
Traumatize | Takedown damage: +15% |
Vile Projectiles | Projectile Abilities now deal Critical damage to enemies suffering from Necrosis. |
Wrath | Critical Damage: +10% |
COR | SUS | CON | BUR | ACR | SDR | MWA |
Skill | Description |
---|---|
Baleful Blast | Blast Abilities deal Critical hits to enemies with Low Health. |
Breacher | Blast Abilities deal 50% more damage vs Barrier and Armor. |
Bulwark | Physical Resistance: +10% |
Debilitating Shocks | Takes 15% less damage from enemies who are Shocked. |
Deterioration | Penetration: +15% |
Elemental Executioner | Final attacks are Critical against enemies with Low Health. |
Essence Eater | Performing a Takedown grants 250 health and 20 Ultimate. |
Finale | Final attack damage: +10% |
Imbued Reaction | Perfect Defense grants Shocking Weapons. Shocking Weapons deals 25% more damage. |
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%. |
Pressure Point | Landing a Critical hit with Strike Abilities grants Quickened. |
Shellbreaker | Damage vs. Armor: +20% |
Spirit Blade | 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. |
Staggering Charge | Stagger from Charged attacks: +20% |
Staggering Strikes | Strike Abilities deal 50% more Stagger. |
Storm Surge | Leap backward, stirring up a storm of elemental energy in your wake. Deals damage to all nearby enemies. |
Underestimated | Light attack damage vs. health: +10% |
COR | SUS | CON | BUR | ACR | SDR | MWA |
Skill | Description |
---|---|
Bolt Volley | 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. |
Dark Squall | Harness elemental chaos, projecting a burst of entropic energy to knock your targets back. |
Defy The Elements | Fire Resistance: 10% Cold Resistance: 10% |
Desolate Malady | Affliction damage: +10% |
Early Frost | Maximum Chilled stacks: +1 |
Elemental Catalyst | Abilities gain +15% bonus damage based on the damage type of your Staff and Orb weapons. |
Frost Shield | Enemies who inflict damage on you are Chilled. |
Imbued Takedown | Performing a Takedown grants Shocking Weapons. Shocking Weapons now deal 25% more Stagger. |
Keen Insight | Control Abilities deal an additional 150% damage in a 6 meter radius when activated. The damage type matches the Ability type. |
Light Armor Mastery | While wearing a Light Helm and Armor: Staff Energy charge rate +20%. Staff Energy attack range +2. |
Mana Infusion | Performing a Takedown grants 50 Mana and 33% Staff Energy. |
Meditation | Mana regeneration rate: +15% |
Multiplicity | Projectile Abilities launch an additional projectile. The damage type charges based on your equipped Staff. |
Prism of Resistance | You gain 10% Resistance to the damage type of each mapped Ability. |
Salt in the Wound | For all active Afflictions for enemies hit by Control Abilities, receive 1 additional stack. |
Shellbreaker | Damage vs Armor: +20% |
Supercharged | Projectile Abilities deal 75% more damage vs Barrier. |
Underestimated | Light attack damage vs. health: +10% |
COR | SUS | CON | BUR | ACR | SDR | MWA |
Skill | Description |
---|---|
Arcane Defiance | Electric Resistance: +10% Necrotic Resistance: +10% |
Breathing Room | The radius of Area Ability effect is increased by 50%. |
Channeled Thoughts | Focus your mind to generate up to 50 Mana per second on command. |
Collateral Damage | Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit. |
Concentration | Ranged attack damage: +15% |
Corrupted Ground | 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. |
Death's Blessing | Necrotic damage: +10% |
Deathfrost | Abilities that deal Necrotic or Cold damages increase the other type’s damage by 15% for 6 seconds. |
Degrade | Deal 5% bonus damage for each unique Primer and Affliction on your target. |
Eclectic Armorer | While wearing different classifications of Helm and Armor: Mana regeneration +20% Ranged attack Mana cost -20% Weakpoint damage +15%. |
Enervation | Damage vs. Barrier: +20% |
Even the Odds | Each active Advantage increases your damage dealt by 10% |
Further Torment | Deals 20% more bonus Stagger to enemies with an Affliction. |
Imbued Duration | Executing a Detonation on an enemy grants Shocking Weapons. The duration of Shocking Weapons is extended by 50%. |
Insidious Rot | Maximum Necrosis Stack: +1 |
Necessary Steps | Primer duration: +20% |
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. |
Spellblade | Death Caller | Evoker |
Skill | Description |
---|---|
Antivan Kiss | Maximum Shocked stacks: +1 Maximum Burning stacks: +1 |
Arcane Strike | Strike Abilities now hit with an Arcane Bomb. |
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. |
Demolisher | Maximum Arcane Bomb stacks: +1 |
Deterioration | Penetration: +15% |
Electrical Burns | Applying Burning also applies Shocked. Applying Shocked also applies Burning. |
Finale | Final attack damage: +10% |
Orbital Burst | When triggering an Arcane Bomb, deal 100% of the damage in a 6 meter radius. Also deals significant Stagger to targets. |
Shocking Tactician | Achieving maximum Shocked stacks on an enemy triggers an Electric burst in an area around them. |
Spirit of Vengeance | You can now throw your Spirit Blade a second time by pressing Heavy attack when it returns to you. Requires Orb and Dagger. |
Thunderous End | 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 | 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. |
Void Blade | 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. |
Spellblade | Death Caller | Evoker |
Skill | Description |
---|---|
Concentration | Ranged attack damage: +15% |
Death and Decay | Area Abilities now deal Necrotic damage. Corrupted Ground now deals increased damage when activated. |
Death Surge | Overcharges your Ranged attack, spending 200% of the usual Mana to deal 200% damage. |
Death's Blessing | Necrotic damage: +10% |
Desperation | Gain bonus damage relative to the amount of health your target and you have lost. |
Fade Conduit | Maximum Mana: +50 |
Invigorating Beam | Your Ranged attack now deals Necrotic damage and leeches 10% of damage done, replenishing your health. |
Mortalitasi | Actions that consume Mana now consume health when Mana is depleted. |
Overdraw | Abilities cost an additional 50 Mana but gain 50% Penetration. |
Restless Spirits | Defeating an enemy under the effects of Duration Abilities spawns a Necrotic bolt from the corpse that seeks out a nearby enemy. |
Soulburn | Expend 50 Mana to create a powerful surge in your Ranged attack, giving it the power to Detonate Sundered targets. |
Spirit Bomb | 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 | 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. |
Vitality | Health: +100 Health leech effects: +50% |
Spellblade | Death Caller | Evoker |
Skill | Description |
---|---|
Bonechiller | When you have Low Health, Frozen is applied to all nearby enemies. This can happen only once every 120 seconds. |
Controlled Infusion | Using a Control Ability generates 35% of your Staff Energy. |
Cryomancy | Damage vs. Frozen targets: +15% Frozen duration: +1 second |
Entropic Sphere | Launch a sphere of entropic energy that damages all enemies in its path before exploding in a punishing final blast. |
Heavy Weaponry | Heavy attack damage: +10% |
Ice Shatter | Charged attacks are Critical against Frozen enemies. A successful attack removes Frozen. |
Ice Storm | Cold damage: +10% |
Knight of Staves | 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. |
Onslaught | 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. |
Quickened Strikes | Final Staff attacks reduce the cooldown of your Abilities. |
Staff Mastery | Staff Light attack damage: +25% Maximum Staff Energy charges: +1 |
Two Fires | After using a Projectile Ability, your Staff attacks fire an additional bolt at your targets for the next 6 seconds. |
Vortex of Shadow | 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. |
Withering Charges | Light Staff attacks reduce an enemy’s Resistance to your Staff’s damage type by 5% for 10 seconds. |
Rogue Skills | Warrior Skills | Mage Skills |
Abilities | Passives |
Traits | Ultimates |
Companion Skills |
Mage Skill Tree and Best Skills
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