- 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 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. |
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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%. |
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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. |
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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. |
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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. |
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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 |
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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% |
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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. |
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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. |
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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. |
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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. |
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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. |
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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 |
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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% |
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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. |
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Staying Power | Ability Upgrade | Upgrades Duration Abilities For each active Duration Ability's effect, you take 5% less damage from all sources. |
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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. |
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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% |
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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 |
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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[]
- ↑ Wesley LeBlanc (June 25, 2024). "Breaking Down Dragon Age: The Veilguard’s Classes And Factions" (archive) Game Informer. Retrieved on June 25, 2024.
- ↑ 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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