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

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

Official description[]

Warriors command the flow of the battlefield. Some lay waste with sword and shield, while others use a two handed weapon to send enemies flying.

A warrior's weapon sets are weapon and shield (which has great defensive abilities) or a two-handed weapon which deals area of effect damage. You can defend while wielding a shield or block enemy attacks at the right time while wielding two-handed weapons. You can throw your shield as a projectile as a range attack.

Warriors' class resource is rage, which is built up by inflicting or taking damage.

Enemies have a purple, stagger bar which when filled up, allows a warrior to inflict a takedown which finishes off an enemy.

Specializations[]

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

  • Champion, uses weapon and shield, focusing on tactical defense and tanking hits from enemies. Associated faction: Grey Wardens.
  • Reaper, uses night blades to steal health from foes, risking death to gain supernatural abilities. Associated faction: Mourn Watch.
  • Slayer, uses two-handed weapons for simple but strong attacks that have increased damage. Associated faction: Lords of Fortune.

Skills[]

The skill tree for Warriors

The warrior class has a set of core skills linking to three sets of secondary skills (classified as Abilities, Survival, and Weapons skills), three sets of faction skills (classified as Grey Warden, Lord of Fortune, and Mourn Watch), and three sets of specialization skills (classified as Champion, Reaper, and Slayer). As with all classes in Veilguard, Rook is able to choose only one specialization at a time but can fully respec their skill tree at any point in the game while not in combat.

Warrior Core[]

The greatest Warriors balance their offensive prowess with a sturdy defense.

At least some of the Warrior Core skills must be acquired before taking skills in other sections of the skill tree. The Warrior Core's Ability (Driving Kick) and Ultimate Ability (Flashing Fists) are acquired automatically early in the game. All other skills must be bought with skill points.

Name Type Description Details
Driving Kick Ability Type: Smash, Control
Damage: 390 Physical
Cost:
Detonates Weakened
Focus all your strength and determination into one mighty kick.
Deals a very high amount of Stagger and very likely disrupts the target.
Advanced Specs
Critical Condition: Target is Weakened
Effects
Detonation: Triggers an increased or additional effect when this Ability hits targets under the described conditions.
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Flashing Fists Ultimate Ability Damage: 1,755 Physical
Batter your enemies with repeated, powerful blows.
Deals damage to a large area 4 times.
Focused Retaliation Greater Passive Gain Precision after a successful Perfect Defense. Effects
Precision: The next Charged or Final attack on an enemy will be Critical.
Perfect Defense: Defend against an attack right as it impacts you.
Shield Volley Trait Striking a Shield Toss with a Shield attack volleys the shield back at the enemies up to 3 times, dealing damage each time. When Acquired
Weapon damage: +10%
Rancor Greater Passive Rage takes 50% longer to begin to decay.
Tumbling Blades Trait Use your speed to unleash a powerful attack immediately after performing a Combat Roll. When Acquired
Weapon damage: +10%
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.
Counterblow Trait Deflect your enemy's attack and perform a powerful counterattack. When Acquired
Weapon damage: +10%
Effects
Perfect Defense: Defend against an attack right as it impacts you.

Abilities[]

Tap into the strength of legendary Warriors. Focused on Abilities and battlefield spacing.
Name Type Description Details
Spectral Bulwark Ability Type: Smash, Duration
Damage: 312 Necrotic
Cooldown: 60s
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.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Chilled
Effects
Immovable: Immune to physical reactions and interruptions.
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Enraged Passive Rage generation: +10%
Killer Instinct Passive Stagger from Abilities: +20% Effects
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Explosive Toss Trait Charging your Shield Toss at least once level and then pressing [button] 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. When Acquired
Weapon damage: +10%
Providence Passive Advantage duration: +20% Effects
Advantage: Any beneficial status effect.
Time Management Ability Upgrade Upgrades Duration Abilities
Effects of Duration Abilities are increased by 50%.
Inspiring Strength Ability Upgrade Upgrades Smash Abilities
Defeating an enemy with a Smash Ability grants Rally Party.
Effects
Rally Party: Companions deal increased damage.
Enervation Passive Damage vs. Barrier: +20% Effects
Barrier: A layer of magical protection on an enemy.
Unyielding Focus Ability Upgrade Upgrades Duration Abilities
Using a Duration Ability grants Immovable.
Effects
Immovable: Immune to physical reactions and interruptions.
Shieldbreaker Ability Upgrade Upgrades Smash Abilities
Breaking an enemy's Armor or Barrier with a Smash Ability grants Enhanced Damage.
Effects
Enhanced Damage: Increases base damage by a percentage.
Armor: A layer of physical protection on an enemy.
Barrier: A layer of magical protection on an enemy.
Enduring Rage Greater Passive Your Rage no longer decays below 50, allowing you to sustain it between fights.
Insidious Rot Passive Maximum Necrosis stacks: +1 Effects
Necrosis: Necrotic damage over time. Deals increased damage against Barrier.
Depth of Fury Passive Maximum Rage: +50
Deadly Ground Ability Type: Area, Duration
Damage: 780 Necrotic
Cost:
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.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Chilled
Effects
Enhanced Damage: Increases base damage by a percentage.
Necrosis: Necrotic damage over time. Deals increased damage against Barrier.
Death's Blessing Passive Necrotic damage; +10%
Shellbreaker Passive Damage vs. Armor: +20% Effects
Armor: A layer of physical protection on an enemy.
Critical Power Greater Passive Gain Enhanced Damage on Critical hit kill. Effects
Enhanced Damage: Increases base damage by a percentage.
Salt in the Wound Ability Upgrade Upgrades Duration Abilities
Hitting enemies with a Duration Ability adds 1 stack to all active Afflictions on the target.
Effects
Affliction: An effect that deals damage over time.
Wrath Passive Critical damage: +10%
Arm's Reach Ability Upgrade Upgrades Smash Abilities
The effects of Smash Abilities cover a greater distance. The distance depends on the Ability.
Triple Thread Greater Passive Equipping an Ability of each damage type increases Ability damage by 20%.
Blunt Force Greater Passive Enemies are Knocked Down when their Armor breaks. Effects
Knocked Down: Target is vulnerable and prone on the ground, unable to attack or move.
Armor: A layer of physical protection on an enemy.

Survival[]

The greatest Warriors remain standing after a fight. Focused on defensive options and stunning enemies.
Name Type Description Details
Titan Stomp Ability Type: Area, Control
Damage: 234 Physical
Cooldown: 60s
Applies Overwhelm
Create a shockwave around you by slamming into the ground.
Deals very high Stagger to nearby enemies.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Weakened
Effective vs: Enemies <10m away
Bulwark Passive Physical Resistance: +10%
Improved Throw Passive Shield Toss damage: +10%
Return to Sender Trait Tap [button] the moment a projectile hits
Send incoming projectiles back at your attacker with Perfect Defense.
When Acquired
Weapon damage: +10%
Effects
Perfect Defense: Defend against an attack right as it impacts you.
Providence Passive Advantage duration: +20% Effects
Advantage: Any beneficial status effect.
Fortifying Shots Ability Upgrade Upgrades Projectile Abilities
Defeating an enemy with a Projectile Ability grants Resistant. The duration of Resistant resets if it is already active.
Effects
Resistant: Increases Resistance to all damage types.
Reinforced Ability Upgrade Upgrades Control Abilities
Defeating an enemy with a Control Ability grants Deflect.
Effects
Deflect: Ignores the next impact received, resulting in no damage.
Necessary Steps Passive Primer duration: +20% Effects
Primer: Sets an enemy up for a follow-up Detonation Ability.
Conditional Surrender Ability Upgrade Upgrades Control Abilities
Primers applied by Control Abilities last 20% longer. Detonations triggered by Control Abilities deal 20% more damage.
Effects
Detonator: Detonates a Primed target, causing additional damage and effects.
Primer: Sets an enemy up for a follow-up Detonation Ability.
Supercharged Ability Upgrade Upgrades Projectile Abilities
Projectile Abilities deal 75% more damage vs. Barrier.
Effects
Barrier: A layer of magical protection on an enemy.
Masochism Greater Passive You generate 4 Rage when taking damage.
Improved Health Passive Health: +100
Depth of Fury Passive Maximum Rage: +50
Groundbreaker Ability Type: Strike, Control
Damage: 650 Fire
Cost:
Detonates Weakened
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 highly likely to disrupt enemies.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Shocked
Applies: Burning
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.
Third Degree Passive Maximum Burning stacks: +1 Effects
Burning: Fire damage over time. Deals increased damage against Armor.
Traumatize Passive Takedown damage: +15% Effects
Takedown: A special, highly damaging attack that can performed on enemies who are Staggered.
Ready Guard Greater Passive Gain Deflect at the start of each encounter. Effects
Deflect: Ignores the next impact received, resulting in no damage.
Good Arm Ability Upgrade Upgrades Projectile Abilities
When a Projectile Ability hits an enemy, the damage ignores all Resistances.
Refract Passive Maximum Deflect stacks: +1 Effects
Deflect: Ignores the next impact received, resulting in no damage.
Battlefield Awareness Ability Upgrade Upgrades Control Abilities
Control Abilities now deal Critical hits vs. enemies recovering from Knocked Down.
Effects
Knocked Down: Target is vulnerable and prone on the ground, unable to attack or move.
Staggering Toss Greater Passive Shield Toss converts 25% of your current Rage into Stagger. Effects
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Slam Greater Passive Performing a Takedown generates an additional 20% Ultimate and 50 Rage. 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.

Weapons[]

A weapon is your greatest ally in combat. Focused on attack chains and advanced weapon techniques.
Name Type Description Details
Fury of the Forge Ability Type: Strike, Projectile
Damage: 260 Fire
Cost:
Burning steel blades rain down on your enemies.
Applies Burning on impact.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Shocked
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.
Decisive Finish Passive Agile attack damage: +10%
Charged attack damage: +10%
Final attack damage: +10%
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.
Determined Death 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. When Acquired
Weapon damage: +10%
Effects
Final Attack: The last attack in a single Attack Chain.
Wrath Passive Critical damage: +10%
Dazzle Ability Uppgrade Upgrades Area Abilities
Hitting multiple enemies with a single Area Ability grants Quickened.
Effects
Quickened: Ability cooldowns refresh more quickly.
Critical Leverage Ability Uppgrade Upgrades Strike Abilities
Strike Abilities are guaranteed to do Critical damage vs. enemies more than 10 meters away.
Advanced Specs
Critical vs. Enemies >10m away
Underestimated Passive Light attack damage vs. health: +10%
Punisher Ability Upgrade Upgrades Strike Abilities
Damage dealt by Strike Abilities vs. enemies with Low Health increases by 25%.
Effects
Low Health: Health is lower than 30%.
Breathing Room Ability Upgrade Upgrades Area Abilities
The scope of Area Abilities is greatly increased.
Incite Violence Greater Passive Generates 15% more Rage from weapon attacks.
This value is doubled vs. enemies suffering from an Affliction.
Effects
Affliction: An effect that deals damage over time.
Desolate Malady Passive Affliction damage: +10% Effects
Affliction: An effect that deals damage over time.
Staggering Finale Passive Stagger from Final attacks: +20% Effects
Final Attack: The last attack in a single Attack Chain.
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Cleaving Strike Ability Type: Area, Strike
Damage: 390 Physical
Cost:
A large, sweeping strike pushes a damaging wave over the battlefield.
Damage dealt increases with distance from the target while applying Bleeding on hit.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Weakened
Effective vs: Enemies >10m away
Effects
Bleeding: Physical damage over time. Deals increased damage against health.
Depth of Fury Passive Maximum Rage: +50
Concentration Passive Charged attack damage: +10% Effects
Charged Attack: A powerful attack that deals additional damage and interrupts enemy actions.
Bloody Vengeance Greater Passive Charged attacks with Swords or Axes apply Bleeding to enemies.
Charged attacks with Mauls or Shields deal 15% bonus damage vs. Bleeding enemies.
Effects
Bleeding: Physical damage over time. Deals increased damage against health.
Charged Attack: A powerful attack that deals additional damage and interrupts enemy actions.
Fighting Dirty Ability Upgrade Upgrades Strike Abilities
Hitting enemies with a Strike Ability applies an Affliction aligned with the Ability's damage type.
Effects
Affliction: An effect that deals damage over time.
Spill Blood Passive Maximum Bleeding stacks: +1 Effects
Bleeding: Physical damage over time. Deals increased damage against health.
Wear and Tear Ability Upgrade Upgrades Area Abilities
Damage from Area Abilities gain 30% Penetration
Effects
Penetration: Ignores a portion of Defense when attacking.
Sly Strike Greater Passive Agile, Charged, and Final attacks deal 15% bonus damage to enemies suffering from an Affliction. Effects
Affliction: An effect that deals damage over time.
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.
Explosive Anger Greater Passive Spending Rage deals 200% of the cost as Fire damage to enemies within 6 meters.

Grey Warden (Faction)[]

Grey Wardens train their Warriors to turn a strong defense into offensive might.

As with all faction sections in the skill tree, a Rook of any faction can acquire skills in this area. Grey Warden skills are a prerequisite for the Champion specialization. Players must take either Survival or Weapons skills before unlocking the Grey Warden section of the skill tree.

Name Type Description Details
Unbroken Finale Trait Add a powerful Shield Final attack to the end of your Attack Chain. When Acquired
Weapon damage: +10%
Effects
Final Attack: The last attack in a single Attack Chain.
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.
Arcane Defiance Passive Electric Resistance: +10%
Necrotic Resistance: +10%
Grappling Spear Ability Type: Projectile, Control
Damage: 520 Physical
Cooldown: 60s
Applies Overwhelm
Harpoon your targets with a strong throw and drag them in for a closer encounter.
Press [button] to preform a follow-up attack that deals Physical damage with a high chance to disrupt enemies.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Shocked
Traumatize Passive Takedown damage: +15% Effects
Takedown: A special, highly damaging attack that can performed on enemies who are Staggered.
Falter Ability Upgrade Upgrades Control Abilities
Using Control Ability attacks vs. enemies with High Health deals 100% additional Stagger.
Effects
High Health: Target hasn't taken more than 10% damage.
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Breathing Room Ability Upgrade Upgrades Area Abilities
The scope of Area Abilities is greatly increased.
Heavy Hitter Passive Heavy attack damage: +10%
Collateral Damage Ability Upgrade Upgrades Area Abilities
Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit.
Battlefield Awareness Ability Upgrade Upgrades Control Abilities
When you interrupt an enemy in the middle of an attack with a Control Ability, you deal 15% bonus damage.
Fiery Resolve Greater Passive Gain Flaming Weapons on Perfect Defense.
Flaming Weapons lasts 50% longer.
Effects
Flaming Weapons: Deals additional Fire damage on weapon attacks.
Perfect Defense: Defend against an attack right as it impacts you.
Enraged Passive Rage generation: +10%
Wildfire Passive Fire damage: +10%
Heavy Armor Mastery Greater Passive While wearing a Heavy Helm and Armor:
Defense: +20%
You are now less likely to be disrupted when getting hit.
Effects
Defense: Flat reduction to incoming damage.
Reinforcement Greater Passive Each of your active Advantages increases damage dealt by 10%. Effects
Advantage: Any beneficial status effect.
Pump the Primer Greater Passive Overwhelmed and Sundered are 20% more effective. Effects
Overwhelmed: Target takes additional Stagger.
Sundered: Target takes increased damage from all sources.

Lord of Fortune (Faction)[]

Lords of Fortune pride themselves on their reckless battle tactics. Focused on critical hits and mobile attacks.

As with all faction sections in the skill tree, a Rook of any faction can acquire skills in this area. Lord of Fortune skills are a prerequisite for the Slayer specialization. Players must take either Abilities or Weapons skills before unlocking the Lord of Fortune section of the skill tree.

Name Type Description Details
Rolling Thunder Trait After Charged attacks, use a Light attack or Heavy attack to follow up with an additional, powerful Charged attack. Requires maximum Charge. When Acquired
Weapon damage: +10%
Effects
Charged Attack: A powerful attack that deals additional damage and interrupts enemy actions.
Heavy Hitter Passive Heavy attack damage: +10%
Bulwark Passive Penetration: +15% Effects
Penetration: Ignores a portion of Defense when attacking.
Whirlwind Ability Type: Area, Smash
Damage: 832 Physical
Cost:
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.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Weakened
Effects
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Bulwark Passive Physical Resistance: +10%
Concussive Smash Ability Upgrade Upgrades Smash Abilities
Hitting enemies with a Smash Ability permanently reduces their Defense by 20.
Effects
Defense: Flat reduction to incoming damage.
Quick Strikes Ability Upgrade Upgrades Strike Abilities
Defeating an enemy with a Strike Ability replenishes 25 Rage.
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.
Precision Strikes Ability Upgrade Upgrades Strike Abilities
Hitting enemies with a Strike Ability deals increased damage equal to 50% of your base Weakpoint damage.
Overhand Smash Ability Upgrade Upgrades Smash Abilities
Smash Abilities now deal an additional 50% damage vs. Armor and deal 50% more Stagger.
Effects
Armor: A layer of physical protection on an enemy.
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Flames of Victory Greater Passive Gain Flaming Weapons on a successful Takedown.
You generate 25% more Stagger from weapon hits while Flaming Weapons is active.
Advanced Specs
Grants: Imbued Weapons
Effects
Flaming Weapons: Deals additional Fire damage on weapon attacks.
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Takedown: A special, highly damaging attack that can performed on enemies who are Staggered.
Concentration Passive Charged attack damage: +10% Effects
Charged Attack: A powerful attack that deals additional damage and interrupts enemy actions.
Shellbreaker Passive Damage vs. Armor: +20% Effects
Armor: A layer of physical protection on an enemy.
Medium Armor Mastery Greater Passive While wearing a Medium Helm and Armor:
Final attack damage: +20%
Charged attack damage: +20%
Agile attack damage: +20%
Takedown 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.
Guardian's Reprieve Greater Passive Performing a Takedown heals you for 250 health and grants Deflect. Effects
Deflect: Ignores the next impact received, resulting in no damage.
Takedown: A special, highly damaging attack that can performed on enemies who are Staggered.
Executioner's Gaze Greater Passive Final attacks are Critical hits vs. 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)[]

The Mourn Watch teach their Warriors to leech away their enemy's very essence. Focused on weakening enemies, damage over time, and Shield Tosses.

As with all faction sections in the skill tree, a Rook of any faction can acquire skills in this area. Mourn Watch skills are a prerequisite for the Reaper specialization. Players must take either Abilities or Survival skills before unlocking the Mourn Watch section of the skill tree.

Name Type Description Details
Master Throw Trait Shield Toss can now be charged up to an additional level. When Acquired
Weapon damage: +10%
Defy the Elements Passive Fire Resistance: +10%
Cold Resistance: +10%
Mortal Wounds Passive Weakpoint damage: +10%
Bloody Advance Ability Type: Projectile, Duration
Damage: 273 Necrotic
Cost:
Applies Sundered
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.
When Acquired
Ability damage: +15%
Advanced Specs
Critical Condition: Target is Chilled
Effects
Bleeding: Physical damage over time. Deals increased damage against health.
Necessary Steps Passive Primer duration: +20% Effects
Primer: Sets an enemy up for a follow-up Detonation Ability.
Double Shot Ability Upgrade Upgrades Projectile Abilities
Activating any Projectile Ability also launches a projectile, dealing 100 damage to a nearby enemy.
Staying Power Ability Upgrade Upgrades Duration Abilities
For each active Duration Ability's effect, you take 5% less damage from all sources.
Ricochet Shot Passive Shield Toss bounces: +1
Lingering Decay Ability Upgrade Upgrades Duration Abilities
Duration Abilities apply Necrosis on impact.
Effects
Necrosis: Necrotic damage over time. Deals increased damage against Barrier.
Shot Chaser Ability Upgrade Upgrades Projectile Abilities
Using a Projectile Ability deals an additional 10% damage relative to the number of possible Shield Toss bounces.
Ignition Greater Passive Gain Flaming Weapons after defeating an enemy with a Weakpoint hit.
Flaming Weapons deals +25% damage.
Advanced Specs
Grants: Imbued Weapons
Desolate Malady Passive Affliction damage: +10% Effects
Affliction: An effect that deals damage over time.
Enervation Passive Damage vs. Barrier: +20% Effects
Barrier: A layer of magical protection on an enemy.
Eclectic Armorer Greater Passive While wearing different classifications of Helm and Armor:
Shield Toss bounces: +2
Ranged attack damage: +15%
Weakpoint damage: +15%
Carom Greater Passive Enemies take 100% more damage and Stagger from environmental impacts. Effects
Stagger: Pushes the target closer to the Staggered state, enabling Takedowns.
Seething Pitch Greater Passive Shield Toss now generates 2 additional Rage on impact. Striking Weakpoints doubles the effect.

Overview[]

Weapon Sets[]

Warriors have two melee weapon options: a sword and shield or a two-handed weapon. Warriors can switch between these weapon sets in and out of combat (by hitting down on the D-pad on Xbox). They can perform ranged attacks by throwing their shield (RT on the Xbox).

Damage Types[]

Using their abilities, warriors are able to do Physical, Fire, or Necrotic damage.

This makes them especially effective against Antaam, Pride Demons, the Undead (which are vulnerable to Necrotic damage) Despair Demons (which are vulnerable to Fire damage). Darkspawn and Deepstalkers are vulnerable to Fire damage and resistant to Necrotic damage, so warriors should be careful about their ability loadouts when facing them.

Warriors, especially those on the Grey Warden/Champion path, are less effective against Venatori, Mercenaries, and Rage Demons (which are resistant to Fire damage). Warriors on the Mourn Watch/Reaper path are less effective against Shades and Envy Demons (which are resistant to Necrotic Damage). When facing these enemies, choose a loadout of abilities that includes other damage types, bring a companion that can deal Electric damage (Bellara) with Mercenaries and Envy Demons or Cold damage (Neve) with Venatori, Rage Demons, and Shades or select weapons that can deal Electric or Cold damage.

Ability Types and Ability Upgrades[]

Warriors have six ability types (area, control, duration, projectile, smash, 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 Warrior Core, with each section providing upgrades for two ability types.

Ability Name Skill Tree Section Area Control Duration Projectile Smash Strike
Blight Bane Champion (Specialization)
Bloody Advance Mourn Watch (Faction)
Cleaving Strike Weapons
Deadly Ground Abilities
Driving Kick Warrior Core
Fury of the Forge Weapons
Grappling Spear Grey Warden (Faction)
Groundbreaker Survival
Heroic Leap Slayer (Specialization)
Reaper Reaper (Specialization)
Spectral Bulwark Abilities
Titan Stomp Survival
Whirlwind Lord of Fortune (Faction)
Total 5 4 4 4 4 5


Location of Abilities and Upgrades by Type

Specializations and Ability Types

Champions benefit most from upgrades to Area abilities and get additional benefits from upgrades to Projectile and Control abilities. Warriors planning to specialize as Champions must first take skills in either the Survival or Weapons sections of the skill tree before taking skills in the Grey Warden faction. While Blight Bane (the Champion's ability) has the Area and Projectile types, ability upgrades in the Champion and Grey Warden sections of the skill tree are for Area and Control type abilities.

Reapers benefit most from upgrades to Duration abilities and get additional benefits from upgrades to Strike and Projectile abilities. Warriors planning to specialize as Reapers must first take skills in either the Abilities or Survival sections of the skill tree before taking skills in the Mourn Watch faction. While Reaper (the Reaper's ability) has the Duration and Strike types, ability upgrades in the Reaper and Mourn Watch sections of the skill tree are for Duration and Projectile type abilities.

Slayers benefit most from upgrades to Smash and Strike abilities. Warriors planning to specialize as Slayers must first take skills in either the Abilities or Weapons sections of the skill tree before taking skills in the Lord of Fortune faction. Heroic Leap (the Slayer's ability) and all of the ability upgrades in the Slayer and Lord of Fortune sections of the skill tree have the types Smash and Strike.

Rage vs Cooldown[]

Warriors are able to activate their abilities with Rage Points or based on a Cooldown. Abilities that cost Rage can be activated with either 1 or 2 Rage Points. All Warrior abilities with a cooldown can be reactivated after 60 seconds.

Warriors generate Rage by hitting or being hit by enemies. Rage decays nearly continuously, so spending too much time blocking and dodging during combat can make it difficult for Warriors to activate their abilities. This also means that Rage generated during one combat section may not carry over into the next combat. The Rancor skill (part of the Warrior Core) and Enduring Rage (part of the Abilities section of the skill tree) can reduce the amount of Rage lost between combat encounters.

Many passive skills or ability upgrades (Rancor, Enraged, Masochism, Slam, Seething Pitch, Enduring Rage, Quick Strikes, Incite Violence, Furor) help the Warrior gain Rage faster or lose it less quickly. The skill Depth of Fury (which can be found in the Abilities, Survival, and Weapons sections of the skill tree) increases the maximum Rage that the Warrior can generate over time.

Some skills allow the Warrior to use their rage in ways outside of ability activation. Staggering Toss coverts Rage into Stagger when the Warrior uses Shield Toss. Explosive Anger deals fire damage to nearby enemies any time rage is expended. Violent Catharsis (a skill in the Slayer specialization) heals the Warrior whenever they expend Rage. Enflamed (a skill in the Champion specialization) increases Burning damage by 20% of the Warrior's current Rage.

Abilities with a Rage Cost

  • Driving Kick (Warrior Core, Physical Damage, 1 Rage Point)
  • Deadly Ground (Abilities, Necrotic Damage, 1 Rage Point)
  • Groundbreaker (Survival, Fire Damage, 2 Rage Points)
  • Fury of the Forge (Weapons, Fire Damage, 1 Rage Point)
  • Cleaving Strike (Weapons, Physical Damage, 2 Rage Points)
  • Bloody Advance (Mourn Watch, Necrotic Damage, 1 Rage Point)
  • Whirlwind (Lord of Fortune, Physical Damage, 2 Rage Points)
  • Blight Bane (Champion, Fire Damage, 2 Rage Points)
  • Reaper (Reaper, Necrotic Damage, 2 Rage Points)
  • Heroic Leap (Slayer, Physical Damage, 1 Rage Point)

Abilities with a Cooldown

  • Spectral Bulwark (Abilities, Necrotic Damage, 60s)
  • Titan Stomp (Survival, Physical Damage, 60s)
  • Grappling Spear (Grey Warden, Physical Damage, 60s)

Detonation Combos with Companions[]

Warrior can apply the Overwhelmed and Sundered conditions with their abilities and detonate Weakened. Because of this, warriors Rooks pair particularly well with Bellara, Neve, and Emmrich since they have abilities apply Weakened and detonate Sundered. Harding and Lucanis are also good pairings because they can detonate Overwhelmed.

Abilities that Apply Overwhelmed

  • Titan Stomp (Survival, Physical Damage)
  • Grappling Spear (Grey Warden, Physical Damage)

Abilities that Apply Sundered

  • Bloody Advance (Mourn Watch, Necrotic Damage)

Abilities that Detonate Weakened

  • Driving Kick (Warrior Core, Physical Damage)
  • Groundbreaker (Survival, Fire Damage)
  • Blight Bane (Champion, Fire Damage)
  • Reaper (Reaper, Necrotic Damage)
  • Heroic Leap (Slayer, Physical Damage)

Armor Skills[]

Warriors 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 light armor is the Mourn Watch's Eclectic Armorer skill, which still requires the warrior to only equip one piece of light armor.

  • Heavy Armor Mastery (Grey Warden Skill): While wearing a Heavy Helm and Armor: Defense: +20%, You are now less likely to be disrupted when getting hit.
  • Medium Armor Mastery (Lord of Fortune Skill): While wearing a Medium Helm and Armor: Final attack damage: +20%, Charged attack damage: +20%, Agile attack damage: +20%, Takedown damage: +20%
  • Eclectic Armorer (Mourn Watch Skill): While wearing different classifications of Helm and Armor: Shield Toss bounces: +2, Ranged attack damage: +15%, 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.
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