Dragon Age Wiki
Dragon Age Wiki
For the occupation, see Mage.
For the class in other games, see Mage (Origins), Mage (Dragon Age II), and Mage (Inquisition).

A mage is one of the three playable classes in Dragon Age: The Veilguard.

Official description[]

Mages rain down fury with spells that incinerate, freeze, electrocute and crush. Some cast from afar, while others prefer close quarters combat.

A mage's weapon sets are a staff, which shoots magical bolts, or a mageknife and orb, which deal magical melee attacks. Range attack is shooting a magical beam which is effective against blue, shield health bars.

Hitting enemies with your orb 3 times adds an Arcane Bomb affliction which can be followed up with a heavy attack for massive damage.

The mage class resource is mana, which regenerates passively over time.

You can defend while wielding a staff or block at the right time with a mageknife and orb to deflect damage.

Specializations[]

There are three specializations for mages:[1][2]

Skills[]

Mage Core[]

Masters of magic, Mages harness both natural elements and the Fade to destroy enemies with powerful forces.
Name Type Description Details
Arcane Shot Ability Type: Projectile, Blast
Damage: 345 Fire
Cost: 2 Mana
Conjure fiery arcane bolts that rip into your enemies.
Launches 5 projectiles toward your target and any enemies unlucky enough to be nearby. Applies Burning.
Advanced Specs
Critical Condition: Rook has Immovable
Effects
Burning: Fire damage over time. Deals increased damage against Armor.
Mind Blast Trait While Defending, consume 50 Mana to unleash a shockwave 6 meters in all directions. Deals damage based on your equipped Staff. When Acquired
Weapon damage: +10%
Fade Strike 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 [button] or [button], but only for Orb attacks.
When Acquired
Weapon damage: +10%
Mortal Concentration Trait Sustaining your Ranged attack gradually increases its damage output the longer it is active, to a maximum of 3 seconds. When Acquired
Weapon damage: +10%
Charging Spirit Greater Passive Staff Energy generates passively when you are not in combat. Effects
Staff Energy: Empowers Staff attacks with bonus damage and applies an Affliction when full.
Quick Recovery Greater Passive Mana regeneration restarts 25% faster when paused by spending Mana or taking damage.
Downfall Greater Passive Jump attacks guarantee Critical hits if the target is Knocked Down. Advanced Specs
Critical vs: Knocked Down Enemies
Effects
Knocked Down: Target is vulnerable and prone on the ground, unable to attack or move.

Burst[]

Blast foes with the elemental power of Storm to shock your enemies with lightning speed.
Name Type Description Details
Chain Lightning Ability Type: Strike, Projectile
Damage: 173 Electricity
Cost: 2 Mana
Applies Overwhelm
Charge the air and fire a bolt of lightning that splits to hit multiple targets in a chain reaction.
The bolt bounces up to 4 times, dealing damage to each enemy hit and rendering them Shocked.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Sundered
Effects
Overwhelmed: Target takes additional Stagger.
Shocked: Electric damage over time. Deals an equal amount of Stagger.
Fade Conduit Passive Maximum Mana: +50
Concentration Passive Charged attack damage: +10% Effects
Charged Attack: A powerful attack that deals additional damage and interrupts enemy actions.
Perfect Cast Trait Hold [button], then release at maximum charge
Releasing a Charged attack the moment it reaches the maximum charge level increases its damage by 50%.
When Acquired
Weapon damage: +10%
Killer Instinct Passive Stagger from Abilities: +20% Effects
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Shocking Strikes Ability Upgrade Upgrades Strike Abilities
Using Strike Abilities applies Shocked to nearby enemies.
Effects
Shocked: Electric damage over time. Deals an equal amount of Stagger.
Catalyst Ability Upgrade Upgrades Projectile Abilities
Defeating an enemy with a Projectile Ability grants Rally Party.
Effects
Rally Party: Companions deal increased damage.
Wrath Passive Critical damage: +10%
Vile Projectiles Ability Upgrade Upgrades Projectile Abilities
Projectile Abilities now deal Critical damage to enemies suffering from Necrosis.
Effects
Necrosis: Necrotic damage over time. Deals increased damage against Barrier.
Precision Strikes Ability Upgrade Upgrades Strike Abilities
Strike Abilities land a Critical hit against enemies who are Knocked Down.
Effects
Knocked Down: Target is vulnerable and prone on the ground, unable to attack or move.
Reclamation Greater Passive Mana restored after defeating enemy: +8
Enervation Passive Damage vs. Barrier: +20% Effects
Barrier: A layer of magical protection on an enemy.
Amperage Passive Electric damage: +10%
Tempest Ability Type: Strike, Duration
Damage: 173 Electricity
Cost: 2 Mana
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.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Sundered
Effects
Shocked: Electric damage over time. Deals an equal amount of Stagger.
Swift Infusion Passive Staff Energy charge rate: +20% Effects
Staff Energy: Empowers Staff attacks with bonus damage and applies an Affliction when full.
Traumatize Passive Takedown damage: +15% Effects
Takedown: A special, highly damaging attack that can performed on enemies who are Staggered.
Nexus Shock Greater 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. Effects
Shocked: Electric damage over time. Deals an equal amount of Stagger.
Conductor Ability Upgrade Upgrades Strike Abilities
Strike Abilities deal 10% more damage to an enemy for each stack of Shocked.
Effects
Shocked: Electric damage over time. Deals an equal amount of Stagger.
Shock Mastery Passive Maximum Shocked stacks: +1 Effects
Shocked: Electric damage over time. Deals an equal amount of Stagger.
Spell Slinger Ability Upgrade Upgrades Projectile Abilities
Projectile Abilities deal 25% bonus damage to targets at least 20 meters away.
Debilitating Shocks Greater Passive Take 15% less damage from enemies who are Shocked. Effects
Shocked: Electric damage over time. Deals an equal amount of Stagger.
Energy Burst Greater Passive Abilities that deal Fire or Electric damage increase the other type's damage by 15% for 10 seconds.

Control[]

Master the elemental power of Winter to freeze and hinder enemies while boosting your defenses.
Name Type Description Details
Frost Nova Ability Type: Area, Control
Damage: 41 Cold
Cooldown: 60s
Freeze your enemies to the bone if they get too close.
A wide area around you is Frozen.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is afflicted with Bleeding
Effects
Frozen: Prevents the target from attacking or moving.
Bulwark Passive Physical Resistance: +10%
Frostbite Passive Damage vs. Frozen: +15% Effects
Frozen: Prevents the target from attacking or moving.
Fade Reflex Trait Timing your Dodge just before the enemy's attack lands slows down time for a short duration. You can move and attack normally. When Acquired
Weapon damage: +10%
Necessary Steps Passive Primer duration: +20% Effects
Primer: Sets an enemy up for a follow-up Detonation Ability.
Breathing Room Ability Upgrade Upgrades Area Abilities
The radius of Area Ability effects is increased by 50%.
Shattering Control Ability Upgrade Upgrades Control Abilities
Control Abilities deal 75% more damage vs. Armor.
Effects
Armor: A layer of physical protection on an enemy.
Providence Passive Advantage duration: +20% Effects
Advantage: Any beneficial status effect.
Ethereal Ability Upgrade Upgrades Control Abilities
Control Abilities grant Deflect after you deal a Critical hit.
Effects
Deflect: Ignores the next impact received, resulting in no damage.
Zone of Destruction Ability Upgrade Upgrades Area Abilities
Hitting 3 or more enemies with an Area Ability grants Enhanced Damage.
Effects
Enhanced Damage: Increases base damage by a percentage.
Clarity in Suffering Greater Passive Whenever you take damage, you regenerate 5 Mana.
Ice Storm Passive Cold damage: +10%
Traumatize Passive Takedown damage: +15% Effects
Takedown: A special, highly damaging attack that can performed on enemies who are Staggered.
Ice Blast Ability Type: Control, Blast
Damage: 368 Cold
Cost: 2 Mana
Applies Weakened
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.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is afflicted with Bleeding
Effects
Chilled: Cold damage over time. Slows movement and attacks.
Improved Health Passive Health: +100
Meditation Passive Mana regeneration rate: +15%
Absorb Greater Passive Whenever you Defend against an attack, Staff Energy is charged by 25%. Effects
Staff Energy: Empowers Staff attacks with bonus damage and applies an Affliction when full.
Greater Authority Ability Upgrade Upgrades Control Abilities
Control Ability cooldown is 20 seconds faster.
Ice Blast now has a cooldown of 40 seconds instead of costing Mana.
Block Mastery Passive Block Mana cost: -30%
Zone of Infusion Ability Upgrade Upgrades Area Abilities
For every enemy hit with an Area Ability, you generate 10% Staff Energy.
Effects
Staff Energy: Empowers Staff attacks with bonus damage and applies an Affliction when full.
Mana Infusion Greater Passive Performing a Takedown grants 50 Mana and 33% Staff Energy. Effects
Staff Energy: Empowers Staff attacks with bonus damage and applies an Affliction when full.
Takedown: A special, highly damaging attack that can performed on enemies who are Staggered.
Frost Shield Greater Passive Enemies who inflict damage on you are Chilled. Effects
Chilled: Cold damage over time. Slows movement and attacks.

Sustain[]

Unleash the elemental power of Inferno to burn enemies and deal sustained damage over time.
Name Type Description Details
Wall of Fire Ability Type: Duration, Control
Damage: 58 Fire
Cooldown: 60s
Summon a flaming barrier, burning enemies foolish enough to cross it.
Enemies incur damage and Burning each second they remain inside the wall.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Rook has Immovable
Effects
Burning: Fire damage over time. Deals increased damage against Armor.
Velocity Passive Stagger from weapon attacks: +20% Effects
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Prolong Passive Affliction duration: +20% Effects
Affliction: An effect that deals damage over time.
Return Fire Trait Use a Light or Heavy attack after a Perfect Defense to perform a counterattack. When Acquired
Weapon damage: +10%
Effects
Perfect Defense: Defend against an attack right as it impacts you.
Bigger Blast Passive Arcane Bomb damage: +15% Effects
Arcane Bomb: Converted from Arcane Marks. Triggers using Heavy attacks.
Veil Blasts Ability Upgrade Upgrades Blast Abilities
Apply 15% of your current Mana as bonus damage for Blast Abilities.
Decaying Resolve Ability Upgrade Upgrades Duration Abilities
Duration Abilities deal 25% more damage to enemies with Low Health.
Effects
Low Health: Health is lower than 30%.
Providence Passive Advanced duration: +20% Effects
Advantage: Any beneficial status effect.
Tear Down Ability Upgrade Upgrades Duration Abilities
Hitting an enemy with a Duration Ability permanently reduces their Defense by 5.
Effects
Defense: Flat reduction to incoming damage.
Resistant Blasts Ability Upgrade Upgrades Blast Abilities
Defeating an enemy with a Blast Ability grants Resistant.
Effects
Resistant: Increases Resistance to all damage types.
Inner Focus Inner Focus Successful Light attacks generate an additional 25% Mana. This value is doubled against enemies suffering from an Affliction. Effects
Affliction: An effect that deals damage over time.
Wildfire Passive Fire damage: +10%
Wrath Passive Critical damage: +10%
Meteor Ability Type: Area, Blast
Damage: 368 Fire
Cost: 2 Mana
Detonates Sundered
Call down an elemental meteor that crushes and burns enemies in its way.
Deals damage in an area around your target and applies Burning.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Rook has Immovable
Effects
Detonation: Triggers an increased or additional effect when this Ability hits targets under the described conditions.
Burning: Fire damage over time. Deals increased damage against Armor.
Sundered: Target takes increased damage from all sources.
Desolate Malady Passive Affliction damage: +10% Effects
Affliction: An effect that deals damage over time.
Demolisher Passive Maximum Arcane Bomb stacks: +1 Effects
Arcane Bomb: Converted from Arcane Marks. Triggers using Heavy attacks.
Flames of Inspiration Greater Passive Defeating a Burning enemy grants Rally Party. Effects
Burning: Fire damage over time. Deals increased damage against Armor.
Rally Party: Companions deal increased damage.
Deadly Providence Ability Upgrade Upgrades Duration Abilities
Defeating an enemy using a Duration Ability grants Precision.
Effects
Precision: The next Charged or Final attack on an enemy will be Critical.
Battle Cry Passive Maximum Burning stacks: +1 Effects
Burning: Fire damage over time. Deals increased damage against Armor.
Bombastic Ability Upgrade Upgrades Blast Abilities
Blast Abilities now deal 25% more Detonation damage.
Arcane Shot now Detonates Sundered enemies.
Effects
Sundered: Target takes increased damage from all sources.
Detonator: Detonates a Primed target, causing additional damage and effects.
Degrade Greater Passive Deal 5% bonus damage for each unique Primer and Affliction on your target. Effects
Affliction: An effect that deals damage over time.
Primer: Sets an enemy up for a follow-up Detonation Ability.
Further Torment Greater Passive Deal 20% more bonus Stagger to enemies with an Affliction. Effects
Affliction: An effect that deals damage over time.
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.

Antivan Crow (Faction)[]

Focused on orb damage and rapid movements to quickly take down enemies.
Name Type Description Details
Spirit Blade 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. When Acquired
Weapon damage: +10%
Effects
Arcane Bomb: Converted from Arcane Marks. Triggers using Heavy attacks.
Shellbreaker Passive Damage vs. Armor: +20% Effects
Armor: A layer of physical protection on an enemy.
Finale Passive Final attack damage: +10% Effects
Final Attack: The last attack in a single Attack Chain.
Storm Surge Ability Type: Area, Strike
Damage: 276 Electricity
Cooldown: 60s
Applies Overwhelm
Leap backward, stirring up a storm of elemental energy in your wake.
Deals damage to all nearby enemies.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Sundered
Effects
Overwhelmed: Target takes additional Stagger.
Staggering Charge Passive Stagger from Charged attacks: +20% Effects
Charged Attack: A powerful attack that deals additional damage and interrupts enemy actions.
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Beracher Ability Upgrade Upgrades Blast Abilities
Blast Abilities deal 50% more damage vs. Barrier and Armor.
Effects
Armor: A layer of physical protection on an enemy.
Barrier: A layer of magical protection on an enemy.
Staggering Strikes Ability Upgrade Upgrades Strike Abilities
Strike Abilities deal 50% more Stagger.
Effects
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Underestimated Passive Light attack damage vs. health: +10%
Pressure Point Ability Upgrade Upgrades Strike Abilities
Landing a Critical hit with Strike Abilities grants Quickened.
Effects
Quickened: Ability cooldowns refresh more quickly.
Baleful Blast Ability Upgrade Upgrades Blast Abilities
Blast Abilities deal Critical hits to enemies with Low Health.
Advanced Specs
Critical Condition: Target has Low Health
Effects
Low Health: Health is lower than 30%.
Imbued Reaction Greater Passive Perfect Defense grants Shocking Weapons.
Shocking Weapons deal 25% more damage.
Effects
Shocking Weapons: Deals additional Electric damage on weapon attacks.
Perfect Defense: Defend against an attack right as it impacts you.
Bulwark Passive Physical Resistance: +10%
Deterioration Passive Penetration: +15% Effects
Penetration: Ignores a portion of Defense when attacking.
Medium Armor Mastery Greater Passive While wearing a Medium Helm and Armor:
Critical damage: +20%
Final damage: +20%
Charged attack damage: +20%
Agile attack damage: +20%
Effects
Final Attack: The last attack in a single Attack Chain.
Charged Attack: A powerful attack that deals additional damage and interrupts enemy actions.
Agile Attack: An attack triggered during Sprint, Jump, or Dodge.
Essence Easter Greater Passive Performing a Takedown grants 250 health and 20 Ultimate. Effects
Takedown: A special, highly damaging attack that can performed on enemies who are Staggered.
Ultimate: Your most powerful attack. Requires generating a special resource to use.
Elemental Executioner Greater Passive Final attacks are Critical against enemies with Low Health. Advanced Specs
Critical vs: Low Health
Effects
Final Attack: The last attack in a single Attack Chain.
Low Health: Health is lower than 30%.

Mourn Watch (Faction)[]

Focused on weakening enemies and dealing damage over time. Use long-range staff attacks to inflict Necrotic damage.
Name Type Description Details
Channeled Thoughts Trait Focus your mind to generate up to 50 Mana per second on command. When Acquired
Weapon damage: +10%
Insidious Rot Passive Maximum Necrosis stacks: +1 Effects
Necrosis: Necrotic damage over time. Deals increased damage against Barrier.
Arcane Defiance Passive Electric Resistance: +10%
Necrotic Resistance: +10%
Corrupted Ground Ability Type: Area, Duration
Damage: 173 Necrotic
Cost: 2 Mana
Applies Weakened
Weave the threads of life and death, corrupted 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.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target has Low Health
Effects
Necrosis: Necrotic damage over time. Deals increased damage against Barrier.
Necessary Steps Passive Primer duration: +20% Effects
Primer: Sets an enemy up for a follow-up Detonation Ability.
Time Management Ability Upgrade Upgrades Duration Abilities
Effects of Duration Abilities are increased by 50%.
Breathing Room Ability Upgrade Upgrades Area Abilities
The radius of Area Ability effects is increased by 50%.
Enervation Passive Damage vs. Barrier: +20% Effects
Barrier: A layer of magical protection on an enemy.
Collateral Damage Ability Upgrade Upgrades Area Abilities
Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit.
Zone of Concentration Ability Upgrade Upgrades Duration Abilities
After triggering a Duration Ability, wait 5 seconds to regain 25 bonus Mana.
Imbued Duration Greater Passive Executing a Detonation on an enemy grants Shocking Weapons.
The duration of Shocking Weapons is extended by 50%.
Effects
Shocking Weapons: Deals additional Electric damage on weapon attacks.
Detonator: Detonates a Primed target, causing additional damage and effects.
Concentration Passive Ranged attack damage: +15%
Eclectic Armorer Greater Passive While wearing different classifications of Helm and Armor:
Mana regeneration: +20%
Ranged attack Mana cost: -20%
Weakpoint damage: +15%
Death's Blessing Passive Necrotic damage: +10%
Even the Odds Greater Passive Each active Advantage increases your damage dealt by 10%. Effects
Advantage: Any beneficial status effect.
Deathfrost Greater Passive Abilities that deal Necrotic or Cold damage increase the other type's damage by 15% for 6 seconds.

Shadow Dragon (Faction)[]

Focused on controlling the battlefield through precise timing and enemy spacing.
Name Type Description Details
Bolt Volley Trait Following a [button], tap [button] again at the Bolt as shot from your Staff to spawn an additional Bolt with the same properties. When Acquired
Weapon damage: +10%
Early Frost Passive Maximum Chilled stacks: +1 Effects
Chilled: Cold damage over time. Slows movement and attacks.
Defy the Elements Passive Fire Resistance: 10%
Cold Resistance: 10%
Dark Squall Ability Type: Projectile, Control
Damage: 138 Cold
Cooldown: 60s
Detonates Sundered
Harness elemental chaos, projecting a burst of entropic energy to knock your target back.
Applies Chilled on impact.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is afflicted with Bleeding
Effects
Detonation: Triggers an increased or additional effect when this Ability hits targets under the described conditions.
Chilled: Cold damage over time. Slows movement and attacks.
Sundered: Target takes increased damage from all sources.
Desolate Malady Passive Affliction damage: +10% Effects
Affliction: An effect that deals damage over time.
Multiplicity Ability Upgrade Upgrades Projectile Abilities
Projectile Abilities launch an additional projectile. The damage type changes based on your equipped Staff.
Salt in the Wound Ability Upgrade Upgrades Control Abilities
For all active Afflictions for enemies hit by Control Abilities, receive 1 additional stack.
Effects
Affliction: An effect that deals damage over time.
Underestimated Passive Light attack damage vs. health: +10%
Keen Insight Ability Upgrade Upgrades Control Abilities
Abilities deal additional 150 damage in a 6-meter radius when activated. The damage type matches the Ability type.
Supercharged Ability Upgrade Upgrades Projectile Abilities
Projectile Abilities deal 75% more damage vs. Barrier.
Effects
Barrier: A layer of magical protection on an enemy.
Imbued Takedown Greater Passive Performing a Takedown grants Shocking Weapons.
Shocking Weapons now deals 25% more Stagger.
Effects
Shocking Weapons: Deals additional Electric damage on weapon attacks.
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Shellbreaker Passive Damage vs. Armor: +20% Effects
Armor: A layer of physical protection on an enemy.
Meditation Passive Mana regeneration rate: +15%
Light Armor Mastery Greater Passive While wearing a Light Helm and Armor:
Staff Energy charge rate: +20%
Staff Energy attack range: +2
Effects
Staff Energy: Empowers Staff attacks with bonus damage and applies an Affliction when full.
Elemental Catalyst Greater Passive Abilities gain +15% bonus damage based on the damage type of your Staff and Orb weapons.
Prism of Resistance Greater Passive You gain 10% Resistance to the damage type of each mapped Ability.

Overview[]

Weapon Sets[]

Mages have two weapon sets: a staff and an orb and dagger. Mages can switch between these weapon sets in and out of combat (by hitting down on the D-pad on Xbox) and both weapon sets allow for ranged and melee combat.

Staff:

  • Light attack (X on the Xbox) - Launches a ball of magical energy at a single target. Can be used at ranged or melee distances.
  • Heavy attack (Y on the Xbox) - Creates a sweep of magical energy that can hit multiple targets at close range.
  • Defending (LB on the Xbox) - Surrounds the mage in a magical shield that draws on their Mana to protect them from attacks. With the Mage Core skill Mind Blast, mages can disrupt their shield to create a shockwave of magic 6 meters in all directions.
  • Staff Energy - This is a special resource only available when using the staff. The Staff Energy gauge is located to the left of the Mana gauge when a staff is equipped. Heavy attacks with the staff do bonus damage depending on the amount of Staff Energy that has been built up. If Staff Energy is at its max, using a heavy attack will discharge all of the staff's energy and apply an affliction to the target depending on the staff's elemental damage type. Staff energy can be built up by charging the mage's heavy attack (that is, by holding down Y on Xbox). Doing so depletes some of the Mage's Mana.

Orb and Dagger:

  • Light attack (X on the Xbox) - Launches the orb at a single target. Can be used at ranged or melee distances.
  • Heavy attack (Y on the Xbox) - Slashes at the target with the dagger. This move can hit multiple targets at melee range. The charged heavy attack creates a slice through the air that can hit targets at about the same distance away as the orb.
  • Defending (LB on the Xbox) - Defends against enemy attacks if triggered right as the attack would impact.
  • Arcane Marks and Arcane Bomb - Light attacks (performed with the orb) each place an Arcane Mark on the target. Targets can have up to three Arcane Marks applied to them. A target with three Arcane Marks can be hit with a heavy attack (the dagger) to trigger an Arcane Bomb, which does bonus damage to the target.

Damage Types[]

Using their abilities, mages are able to do Cold, Electric, Fire, and Necrotic damage (that is, all kinds of damage other than Physical damage). This means that they can be effective against any enemy type, since all enemies are vulnerable to one elemental damage type.

Death Callers will be especially effective against Antaam, Undead, and Pride Demons (who are vulnerable to Necrotic damage) but may be less effective against Darkspawn, Deepstalkers, Shades, and Envy Demons (which are resistant to Necrotic damage). Darkspawn and Deepstalkers are vulnerable to Fire damage, while Shades are vulnerable to Cold and Envy Demons are vulnerable to Electric. When facing these enemies, Death Callers should bring companions that can deal the appropriate damage type, choose a loadout of abilities that include damage types other than Necrotic, and/or select weapons that deal damage other than Necrotic.

Evokers will be especially effective against Venatori, Shades, and Rage Demons (who are vulnerable to Cold damage) but may be less effective against Fadestalkers, Sentinels, Spellwhights, Undead, and Despair Demons (which are resistant to Cold damage). Fadestalkers, Sentinels, and Spellwhights are vulnerable to Electric damage, while Undead are vulnerable to Necrotic damage, and Despair Demons are vulnerable to Fire damage. When facing these enemies, Evokers should bring companions that can deal the appropriate damage type, choose a loadout of abilities that include damage types other than Cold, and/or select weapons that deal damage other than Cold.

Spellblades will be especially effective against Mercenaries, Sentinels, Spellwhights, and Fadestalkers (who are vulnerable to Electric damage) but may be less effective against Antaam and Pride Demons (which are resistant to Electric damage). Both Antaam and Pride Demons are vulnerable to Necrotic damage. When facing these enemies, Spellblades should bring companions that can deal Necrotic damage, choose a loadout of abilities that deal Necrotic damage, and/or select weapons that deal Necrotic Damage.

Ability Types and Ability Upgrades[]

Mages have six ability types (area, blast, control, duration, projectile, and strike) and each of their abilities are classified with two types. Ability upgrades are available in each section of the skill tree other than the Mage Core, with each section providing upgrades for two ability types. Note that while "Control" refers to a section of the Mage skill tree, it is also used to refer to a Mage ability type.

Ability Name Skill Tree Section Area Blast Control Duration Projectile Strike
Arcane Shot Mage Core
Chain Lightning Burst
Corrupted Ground Mourn Watch (Faction)
Dark Squall Shadow Dragon (Faction)
Entropic Sphere Evoker (Specialization)
Frost Nova Control
Ice Blast Control
Meteor Sustain
Spirit Bomb Death Caller (Specialization)
Storm Surge Antivan Crow (Faction)
Tempest Burst
Void Blade Spellblade (Specialization)
Wall of Fire Sustain
Total 5 5 4 4 4 4


Specializations and Ability Types

Death Callers benefit most from upgrades to Area and Duration abilities. Mages planning to specialize as Death Callers must first take skills in either the Control or Sustain sections of the skill tree before taking skills in the Mourn Watch faction.

  • Area Abilities on the Death Caller Pathway
    • Control: Frost Nova
    • Sustain: Meteor
    • Mourn Watch: Corrupted Ground
  • Area Ability Upgrades on the Death Caller Pathway
    • Control: Breathing Room, Zone of Destruction, Zone of Infusion
    • Mourn Watch: Breathing Room, Collateral Damage
    • Death Caller: Death and Decay
  • Duration Abilities on the Death Caller Pathway
    • Sustain: Wall of Fire
    • Mourn Watch: Corrupted Ground
    • Death Caller: Spirit Bomb
  • Duration Ability Upgrades on the Death Caller Pathway
    • Sustain: Deadly Providence, Decaying Resolve, Tear Down
    • Mourn Watch: Time Management, Zone of Concentration
    • Death Caller: Restless Spirits

Evokers benefit most from upgrades to Control and Projectile abilities. Mages planning to specialize as Evokers must first take skills in either the Burst or Control sections of the skill tree before taking skills in the Shadow Dragons faction.

  • Control Abilities on the Evoker Pathway
    • Control: Frost Nova, Ice Blast
    • Shadow Dragon: Dark Squall
  • Control Ability Upgrades on the Evoker Pathway
    • Control: Shattering Control, Ethereal, Greater Authority
    • Shadow Dragons: Salt in the Wound, Keen Insight
    • Evoker: Controlled Infusion
  • Projectile Abilities on the Evoker Pathway
    • Mage Core: Arcane Shot
    • Burst: Chain Lightning
    • Shadow Dragon: Dark Squall
    • Evoker: Entropic Sphere
  • Projectile Ability Upgrades on the Evoker Pathway
    • Burst: Catalyst, Vile Projectiles, Spell Slinger
    • Shadow Dragons: Multiplicity, Supercharged
    • Evoker: Two Fires

Spellblades benefit most from upgrades to Blast and Strike abilities. Mages planning to specialize as Spellblades must first take skills in either the Burst or Sustain sections of the skill tree before taking skills in the Antivan Crows faction.

  • Blast Abilities on the Spellblade Pathway
    • Mage Core: Arcane Shot
    • Sustain: Meteor
    • Spellblade: Void Blade
  • Blast Ability Upgrades on the Spellblade Pathway
    • Sustain: Bombastic, Resistant Blasts, Veil Blasts
    • Antivan Crow: Baleful Blast, Beracher
    • Spellblade: Blast Efficiency
  • Strike Abilities on the Spellblade Pathway
    • Burst: Chain Lightning, Tempest
    • Antivan Crow: Storm Surge
    • Spellblade: Void Blade
  • Strike Ability Upgrades on the Spellblade Pathway
    • Burst: Conductor, Precision Strikes, Shocking Strikes
    • Antivan Crow: Pressure Point, Staggering Strikes
    • Spellblade: Arcane Strike

Mana vs Cooldown[]

Mages are able to activate their abilities with Mana Points or based on a Cooldown. Abilities that cost Mana can be activated with 2 Mana Points. All Mage abilities with a cooldown can be reactivated after 60 seconds.

Abilities with a Mana Cost

  • Chain Lightning (Burst, Electricity Damage, 2 Mana Points)
  • Tempest (Burst, Electricity Damage, 2 Mana Points)
  • Ice Blast (Control, Cold Damage, 2 Mana Points)
  • Arcane Shot (Mage Core, Fire Damage, 2 Mana Points)
  • Meteor (Sustain, Fire Damage, 2 Mana Points)
  • Corrupted Ground (Mourn Watch, Nectrotic Damage, 2 Mana Points)
  • Spirit Bomb (Death Caller, Nectrotic Damage, 2 Mana Points)
  • Entropic Sphere (Evoker, Cold Damage, 2 Mana Points)
  • Void Blade (Spellblade, Electricity Damage, 2 Mana Points)

Abilities with a Cooldown

  • Frost Nova (Control, Cold Damage, 60s)
  • Wall of Fire (Sustain, Fire Damage, 60s)
  • Storm Surge (Antivan Crow , Electricity Damage, 60s)
  • Dark Squall (Shadow Dragon , Cold Damage, 60s)

Detonation Combos with Companions[]

Mages can apply the Weakened and Overwhelmed conditions with their abilities and detonate Sundered. Because of this, Mage Rooks pair particularly well with Harding and Lucanis since they have abilities that can apply Sundered and detonate Overwhelmed. Taash and Davrin are also good pairings for detonations since they can detonate Weakened.

Abilities that Apply Weakened

  • Ice Blast (Control, Cold)
  • Corrupted Ground (Mourn Watch, Nectrotic)
  • Entropic Sphere (Evoker, Cold)

Abilities that Apply Overwhelmed

  • Chain Lightning (Burst, Electricity)
  • Storm Surge (Antivan Crow, Electricity)

Abilities that Detonate Sundered

  • Arcane Shot (Mage Core, Fire) [with the Ability Upgrade Bombastic]
  • Meteor (Sustain, Fire)
  • Dark Squall (Shadow Dragon, Cold)
  • Spirit Bomb (Death Caller, Nectrotic)
  • Void Blade (Spellblade, Electricity)

Armor Skills[]

Mages are able to equip light, medium, or heavy armor and three faction skills provide bonuses depending on the type of armor worn. The only armor skill that can give a bonus for wearing heavy armor is the Mourn Watch's Eclectic Armorer skill, which still requires the mage to only equip one piece of heavy armor.

  • Light Armor Mastery (Shadow Dragon Skill): While wearing a Light Helm and Armor: Staff Energy charge rate: +20%, Staff Energy attack range: +2
  • Medium Armor Mastery (Antivan Crow Skill): While wearing a Medium Helm and Armor: Critical damage: +20%, Final damage: +20%, Charged attack damage: +20%, Agile attack damage: +20%
  • Eclectic Armorer (Mourn Watch Skill): While wearing different classifications of Helm and Armor: Mana regeneration: +20%, Ranged attack Mana cost: -20%, Weakpoint damage: +15%

References[]

  1. Wesley LeBlanc (June 25, 2024). "Breaking Down Dragon Age: The Veilguard’s Classes And Factions" (archive) Game Informer. Retrieved on June 25, 2024.
  2. Wesley LeBlanc (June 18, 2024). "A Deep Dive Into Dragon Age: The Veilguard’s Combat, Abilities, Skill Tree, And More" (archive) Game Informer. Retrieved on August 13, 2024.