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Rook and their companions can select from a variety of abilities to define their character in Dragon Age: The Veilguard.


Types of abilities[]

Ability[]

Ability upgrade[]

Trait[]

Greater Passive[]

Passive[]

Ultimate[]

Mage abilities[]

Burst[]

Antivan Crow[]

Sustain[]

Mourn Watch[]

Control[]

Shadow Dragon[]

Rogue abilities[]

Core[]

Name Discription Type Damage Type Cost
Static Strikes Unleash twin bolts of lightning from your blades, shocking all enemies they strike.

Each bolt deals damage independently but travels along the same path

Strike

Duration

Electricity 50 Momentum (1 Dot)
Exploding Arrow Simultaneously performing a Light and Ranged attack attaches a sticky Arrow to a target in range.

The Arrow explodes after a short delay

Trait
Downfall Jump attacks guarantee Critical hits if the target is Knocked Down Greater Passive
Riposte After a successful Defend, you can now launch a powerful counterattack Trait
Powerful Rebuttal Gain Precision after a successful Defend Greater Passive
Evasive Maneuvers Use your speed to launch a powerful attack from an Extended Dodge.

Also applies recovering from being Knocked Down.

Trait
Endure Lose 35% less Momentum when you take damage Greater Passive
Concussive Barrage 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%

Ultimate Physical

Burst[]

Name Discription Type Damage Type Cost
Hurricane of Blades Spin around in a ring of rapid strikes.

Nearby enemies are hit up to 4 times. The final strike deals more damage

Area

Strike

Necrotic 50 Momentum (1 Dot)
Sharper Edge Penetration +15%
Decisive Finale Unleash a decisive Heavy Final attack after a Light Attack Chain
Staggering Blade Sword Stagger +20%
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
Traumatize Takedown damage +15%
Swift Death Gain Quickened after defeating an enemy with a Critical hit
Physical Strikes Strike Abilities now deal Physical damage Upgrades

Strike Abilities

Wrath Critical damage +10%
Conductive Shot Projectile Abilities deal 100 Electric damage to enemies within 8 meters Upgrades

Projectile Abilities

Providence Advantage duration +20%
Explosive Daggers Unleash a barrage of sticky, explosive daggers.

Applies Sundered Fires 3 daggers that stick to their targets, then explode after a short time

Projectile

Duration

Physical 50 Momentum (1 Dot)
Staggering Finale Stagger from Final attacks +20%
Burst of Speed Momentum generation +10%
Momentous Occasion Generate 25% more Momentum from Final attacks. The effect is doubled when you have Adrenaline
Decisive Finish Agile attack damage +10%

Charged attack damage +10% Final attack damage +10%

Sniper’s Precision Damage from Projectile Abilities cannot be reduced while Precision is active Upgrades Projectile Abilities
Daring Counter Defeating an enemy with a Strike Ability grants Deflect Upgrades Strike Abilities
Underestimated Light attack damage vs. health +10%
Supercharged Projectile Abilities deal 75% more damage vs. Barrier Upgrades Projectile Abilities
Piercing Strike Strike Abilities grant 50% Penetration Upgrades Strike Abilities

Antivan Crow[]

Name Discription Type Damage Type Cost
Necessary Steps Primer duration +20%
Toxic Dash Dash toward your target to land a deadly blow.

Applies Sundered and Necrosis

Strike

Projectile

Necrotic 50 Momentum (1 Dot)
Wrath Critical damage +10%
Assassination Strike Abilities now deal a guaranteed Critical hit i the enemy has Low Health Upgrades

Strike Abilities

Battlefield Awareness Control Abilities deal Critical hits vs. Knocked Down enemies Upgrades

Control Abilities

Poisoned Reply Perfect Defense grants Necrotic Weapons

Necrotic Weapons deals 25% more damage

Death’s Blessing Necrotic damage +10%
Medium Armor Mastery Critical damage +20%

Sword damage +20% Perfect Defense Momentum gained +50%

Wearing Medium Helm and Armor
Desolate Malady Affliction damage +10%
Blood Poisoning Perfect Defense applies Bleeding. If Necrotic Weapons is active, this Ability applies Necrosis instead
Insidious Rot Maximum Necrosis stacks +1
Noxious Presence Control Abilities release noxious fumes that apply Necrosis to nearby enemies Upgrades

Control Abilities

Mighty Strike Strike Abilities deal 100% bonus Stagger vs. enemies suffering from an Affliction Upgrades

Strike Abilities

Overwhelming Tactics Momentum is 100 or higher

Charged Light attacks apply Bleed Charged Heavy attacks apply Necrosis to those not already suffering from them

Arcane Defense Electric Resistance +10%

Necrotic Resistance +10%

Adrenaline Successfully striking targets 10 times without 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.

Sustain[]

Name Discription Type Damage Type Cost
Pilfer Add insult to injury by swiping a Potion while you slice up an enemy.

Detonates Overwhelmed Applies Bleeding on Hit The Potion is automatically consumed after being stolen

Control

Tool

Physical Cooldown: 60s
Spill Blood Maximum Bleeding stacks +1
Leaping Shot Leap backward and fire an exploding Arrow into the ground. Deals damage over a small area around the point of impact. Ranged plus dodge to activate
Bulwark Physical Resistance +10%
Unending Quiver Activating any Ability grants 2 more Arrows
Some Motivation Deal 4% more damage per your maximum Arrow count
Tipped Arrowheads Maximum Arrows +2
Perserverance While at Low Health, gain Deflect whenever you Perfect Dodge or perform Perfect Defense in response to an attack
Bloodsucker Hitting enemies with a Tool Ability leeches 10% of the damage dealt Upgrades

Tool Abilities

Refract Maximum Deflect stacks +1
Controlled Providence Each active Advantage increases your Control Ability damage by 10% Upgrades

Control Abilities

Determination Maximum Momentum +50
Lightning Flask Throw down a flask of bottled lightning that explodes, unleashing a storm of pain on nearby enemies.

Deals damage in a large area, while an aura deals Electric damage and applies Shocked to nearby enemies

Duration

Control

Electricity 50 Momentum (1 Dot)
Burst of Speed Momentum generation +10%
Improved Health Health +100
Swift Rebuke Gain Momentum when you Prefect Dodge or perform Perfect Defense
Providence Advantage duration +20%
Inspiring Control Defeating an enemy with a Control Ability grants Rally Party Upgrades

Control Abilities

Bag of Tricks When you have Low Health, you do 25% more damage with Tool Abilities Upgrade

Tool Abilities

Necessary Steps Primer duration +20%
Rolling Momentum Whenever you activate a Tool Ability, you gan 25 Momentum Upgrades

Tool Abilities

Shattering Control Control Abilities deal 75% more damage vs. Armor Upgrades

Control Abilities

Lord of Fortune[]

Name Discription Type Damage Type Cost
Shellbreaker Damage vs. Armor +20%
Eclectic Armorer Arrow maximum +4

Weapon damage +15% Stagger +25%

Wearing different classifications of Helm and Armor
Ready Shots Arrow regeneration +20%
Victory Rush Defeating an enemy with a Takedown grants Necrotic Weapons

Your attacks also apply 25% bonus Stagger

Tipped Arrowheads Bow damage +10
Improvised Ammunition When Tool Abilities expire or trigger, you gain 3 Arrows from the debris Upgrades

Tool Abilities

Enduring Reach Duration radius or distances increases, depending on the Ability Upgrades

Duration Abilities

Desolate Malady Affliction damage +10%
Siege Breaker Tool Abilities deal 25% more damage vs. Armor and Barrier Upgrades

Tool Abilities

Salt in the Wound Hitting an enemy with a Duration Ability increases any existing Affliction stacks by 1 Upgrades

Duration Abilities

Explosive Trap Repurpose Antaam explosives for your own use.

Detonates Overwhelmed Throw an explosive trap that detonates when enemies get close. Highly likely to disrupt enemies

Area

Tool

Physical Cooldown: 20s
Bulwark Physical Resistane +10%
Fan of Arrows Fire an arc of Arrows, up to your maximum of 5 Arrows.

Requires at least 3 Arrows

Sharper Edge Penetration +15%

Control[]

Name Discription Type Damage Type Cost
Rain of Decay Rain death from above.

Damages inflicted each second to all enemies caught in the area of this attack

Area

Control

Necrotic 50 Momentum (1 Dot)
Salvaged Arrows Arrows gained after defeating an enemy +2
Close Quarters Combat Deal 15% more damage to all enemies within 10 meters
Pounce Gain 50 Momentum and regain 25% of your Arrows after performing a successful Takedown
Traumatize Takedown damage +15%
Precise Power Gain Enhanced Damage after defeating an enemy by hitting their Weakpoint
A Timely Defense Upgrades Duration Abilities
Activating a Duration Ability grants Resistant
Mortal Wounds Weakpoint damage +10%
Collateral Damage Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit Upgrades

Area Abilities

Amperage Electric damage +10%
Reeling Bolt Nock your bow with a special arrow that shocks and disorients enemies.

Applies Weakened Deals very high Stagger and applies Shocked to the primary target. Nearby enemies are pulled toward the target

Projectile

Tool

Electricity Cooldown: 60s
Burst of Speed Momentum generation +10%
Bulwark Arrow regeneration +20%
Keen Eye You generate 2 additional Momentum from Arrow hits. This bonus is doubled when hitting an enemy’s Weakpoint
Killer Instinct Stagger from Abilities +20%
Breathing Room The scope of Area Abilities is greatly increased Upgrades

Area Abilities

Time Management Effects of Duration Abilities are increased  by 50% Upgrades

Duration Abilities

Bated Breath Your Bow ca now be charged up an additional level
Enervation Damage vs. Barrier +20%
Debilitating Shocks Take 15% less damage from enemies who are Shocked
Determination Maximum Momentum +50
Heartseeker Area Abilities deal 20% bonus damage vs. health Upgrades

Area Abilities

Marked Target Duration Abilities are Critical vs. enemies suffering from Bleeding Uprades

Duration Abilities

Pump the Primer Primers are 20% more effective

Veil Jumper[]

Name Discription Type Damage Type Cost
Light Armor Mastery Maximum Momentum +50

Weakpoint damage +15% Charged Bow damage +20%

Wearing Light Helm and Armor
More is Better Maximum Arrows +2
Poisonous Precision Defeating an enemy by hitting their Weakpoint grants Necrotic Weapons

Necrotic Weapons lasts 50% longer

Shellbreaker Damage vs. Armor +20%
Knock Out Your Charged Bow and Charged attacks now deal Critical damage vs. enemies at Low Health
Triple Threat Equipping an Ability of each damage type increases Ability damage by 25%
Defy the Elements Fire Resistance +10%

Cold Resistance +10%

Hunter’s Focus While Charging your Bow, pressing the mouse wheel 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.

Salvaged Arrows Arrows gained after defeating an enemy +2
Lightning Quiver 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

Projectile

Control

Electricity 50 Momentum (1 Dot)
Strong Draw Charged Bow damage +10%
Underdog’s Bite Hitting 3 or more enemies with an Area Ability grants Enhanced Damage Upgrades

Area Abilities

Archer’s Strength Projectile Abilities deal 25% bonus damage to targets at least 20 meters away Upgrades

Projectile Abilities

Mortal Wounds Weakpoint damage +10%
Precision Shot Dealing a Critical hit with a Projectile Ability grants Precision Upgrades

Projectile Abilities

Breathing Room The scope of Area Abilities is greatly increased Upgrades

Area Abilities

Warrior abilities[]

Mage specialization abilities[]

Evoker[]

Necromancer[]

Spellblade[]

Rogue specialization abilities[]

Duelist[]

Name Discription Type Damage Type Cost
Swift as the wind, the Antivan Crow Duelist specializes in dancing between blades and punishing enemies with devastating melee blows.
Murder of Crows 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.

Ultimate Necrotic
A Thousand Cuts Assume a duelist’s pose, then rapidly slice and dice your opponent.

Deals damage up to 16 times with an especially devastating final blow

Strike

Control

Necrotic 50 Momentum (1 Dot)
Concentration Charged attack damage +10%
Quick Control Hitting an enemy with a Control Ability permanently reduces their Defense by 5 Upgrades

Control Abilities

Mounting Thrill The Adrenaline effect now stacks up to 3 times, increasing its bonus damage and chance to disrupt enemies
Adrenaline Rush Attacks to activate Adrenaline -2
Energy Burst Gaining the Adrenaline effect increases your health and Momentum by 10%
Deflection Lose only 1 Adrenaline charge when you take damage. With any active charges, you take 40% less damage
Death’s Blessing Necrotic damage +10%
Shall We Dance Performing a Light attack, waiting a short time, then performing another deals bonus damage and Stagger and grants Adrenaline
Poisoned Blades Strike Abilities apply Necrosis for each unique Primer on the target Upgrades

Strike Abilities

Dynamic Gains Maximum Momentum +50
Convert Energy Your Charged attacks now consume 25 Momentum to deal 15% more damage and Stagger
Balanced Flow Deal up to 30% more weapon damage and take up to 25% less damage relative to your current Momentum

Saboteur[]

Name Discription Type Damage Type Cost
A true swashbuckler, the Lords of Fortune Saboteur specializes in using explosives and other contraptions to weaken enemies, control the battlefield, and handle even the most dangerous situations.
Fortune’s Fury Embrace your fury, equipping a powerful, expendable weapon to bombard enemies.

Fire a rapid stream of projectiles, then toss the weapon to deal additional damage. End the attack early by tapping the Ultimate button again.

Ultimate Physical
Fortune’s Turret Throw down a mechanized turret that targets the closest enemy and peppers them with projectiles

The device explodes, dealing heavy damage likely to disrupt any enemies within range of the blast.

Duration

Tool

Physical Cooldown: 60s
Sharper Edge Penetration +15%
Precise Malady For each equipped Duration Ability, Arrow regeneration increases by 35% Upgrades

Duration Abilities

Plague Arrow You can now Charge your Arrows beyond the normal Charge level to apply Necrosis around your target
Come Prepared Maximum Arrows +2

Arrow regeneration +20%

Trick Shot Every fifth Arrow that strikes a single target splinters into projectiles that may hit nearby enemies
Calling the Shot Every eight Arrow hits grants Precision

Your Final attacks grant 3 Arrows

Determination Physical damage +10%
Quick Fix Defeating an enemy with a Tool Ability grants Quickened Upgrades

Tool Abilities

A Messy Death Defeating an enemy with a Charged attack from any weapon causes an explosion after a short delay, dealing additional damage all around them
Deep Cut Stagger on Weakpoint hit +20%

Stagger on Critical hit +20%

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%

Veil Ranger[]

Name Discription Type Damage Type Cost
Using tactics learned in Arlathan, the Veil Ranger specializes in bringing down target with charged, long-range shots and pinpoint accuracy.
Twin Gifts of Arlathan Discovering bizarre relics means Veil Jumpers toy with more experimental approaches to combat.

Throw two entangled relic fragments that rapidly bounce between targets

Ultimate Electricy
Storm’s Path A Veil Jumper makes their own path. It just requires some creativity…or a lot of violence.

Detonates Overwhelmed Fire a massive blast from your Bow, damaging all enemies in the way

Area

Projectile

Electricity 50 Momentum (1 Dot)
Amperage Electric damage +10%
Compound Bow Your Bow’s base damage is added to all Projectile Ability damage Upgrades Projectile Abilities
Archer’s Rhythm Firing a Charged Arrow the moment it reaches maximum Charge increases its damage by 50%
Marksmanship Charged Bow damage +10%
Opportunity Shocks When your Momentum is above 66%, Bows deal up to 200 additional Electric damage. The closer to a Perfect Shot, the stronger the effect.
Hamstring Knock Down enemies when your Charged Arrow hits their legs
Shocking Malady Shocked duration +20%
Lightning Splash Hitting an enemy with an Area Ability also applies Shocked Upgrades

Area Abilities

Sniper’s Triumph After a Charged Weakpoint headshot, your next shot will fire multiple Arrows at once
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

Warrior specialization abilities[]

Champion[]

Reaper[]

Slayer[]

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